| By Alex Chobot (Alendrel) on Thursday, October 02, 2025 - 04:07 pm: Edit |
(E15.32) says “A web reduced to zero is destroyed immediately (it cannot be reinforced)” in reference to web breaker damaged scored versus the aggregate strength points. As such, it seems it would work as follows:
Web breaker damage that reduces the aggregate strength to less than 1 per hex of web but not zero (e.g. 17 points in a 20 hex web) results in a strength 0 web and starts the (G10.43) clock for the web dissolving. The web hexes are all still present and counting as web hexes (albeit strength 0). The asteroid anchor remains a legal anchor point, even if reduced to a “sack of rocks” - (G10.1314) only addresses the sack dispersing if relived of anchor status, and never checks for the strength of the web.
Web breaker damage that reduces the aggregate strength to zero immediately destroys the web: all web hexes cease being web hexes, counters are picked up, anchors are relived, etc.
Several rules mention they don’t apply when a web has strength zero, (G10.61) and (G10.7).
| By Alex Chobot (Alendrel) on Thursday, October 02, 2025 - 04:11 pm: Edit |
And note that any contiguous group of web hexes, regardless of layout or anchors, is a single web which calculates its strength and takes web breaker damage as a singular whole - web breakers would collapse the entire web, not segments of it.
| By John Christiansen (Roscoehatfield) on Sunday, October 12, 2025 - 10:24 am: Edit |
Alex, thanks. I missed that part of the rule. Two thumbs up.
| By Eddie E Crutchfield (Librarian101) on Wednesday, October 29, 2025 - 05:56 pm: Edit |
duplicate
| By Eddie E Crutchfield (Librarian101) on Wednesday, October 29, 2025 - 05:56 pm: Edit |
a question of the Sabot Upgrade. What does this refer to"(FP11.315) If a sabot plasma torpedo is launched on Impulse #3, #7, #11, #15, #19, #23, #27, or #31, it moves only one hex, not two." The sabots actually move 2 on 4,8,12,16,20,24,28,32? The rule already says what impulses it moves 2 on and all others 1
| By Gregory S Flusche (Vandar) on Wednesday, October 29, 2025 - 07:32 pm: Edit |
Simply put it means that. When You launch a sabot torpedo it can only move once on the next imp. Not two even if it is scheduled to do so.
| By David Hanson (Glimaash) on Friday, October 31, 2025 - 09:29 am: Edit |
Question on Decoy Drogues:
If you Deploy the Decoy Drogue on imp 18, can it go wild that same impulse or does it have to wait until imp 19? G34 make it sounds like it is a two step process and thus a 1 imp delay before it can go "wild".
(G34.332) A deployed decoy drogue can be ordered to “go wild” during any shuttle launch step after it is deployed, and thereafter functions as a wild weasel except that it remains attached to the ship and moves with it.
| By Gregory S Flusche (Vandar) on Friday, October 31, 2025 - 07:49 pm: Edit |
My thought was and still is on the next imp after launch.
| By Gregory S Flusche (Vandar) on Sunday, November 02, 2025 - 07:37 pm: Edit |
IPG in DIW mode. Is it one pulse for one imp are does the pulse last for 4 imp? My thought and reading seems to be 1 pulse lasts 1 imp damaging units within 2 hexes.
Just something that came up in my last game.
| By Eddie E Crutchfield (Librarian101) on Monday, November 03, 2025 - 02:11 pm: Edit |
Thanks Gregory, Any idea why only 1 if launched on the impulse before. I am sure someone will ask me one day. Or is it just what they wanted, no real reason. I guess you have to read 11.315 as a subset of 11.31 as applying to that situation. Again thanks.
| By Frank Lemay (Princeton) on Monday, November 03, 2025 - 07:35 pm: Edit |
Question re an ECM/ATG drone launch on the same imp as the mother ship declares EM.
Ship declares EM in Movement stage.
Then launches an ECM/ATG equiped drone during the seeking weapon launch stage.
After the fire stage, the ship goes EM.
Does the ECM/ATG drone lose its treacking since a ship cannot control drones while doing EM and the drone has not yet moved on the board ?
Thanks.
Frank
| By Kenneth Humpherys (Pmthecat) on Tuesday, November 04, 2025 - 11:45 am: Edit |
Eddie, I think the official reasoning was along the lines of game balance (r2 auto hit with no r1 defensive fire is a no go) and consistency with established rules [Seeking weapons first move must be 1 hex straight forward (F2.123)]
| By Alex Chobot (Alendrel) on Tuesday, November 04, 2025 - 12:25 pm: Edit |
David, see the last sentence of (G34.332): “A decoy drogue cannot be launched wild, but can be ordered to go wild during the launch shuttle step of the Shuttle and PF Functions Stage (6B8) of the Sequence of Play the impulse after it is launched.”
Gregory, IPGs having a duration is only listed under (G36.32) Jamming Mode and thus is a function of that mode. Also note that (G36.31) specifies that switching to pulse mode while jamming mode is active cancels any remaining jamming duration, but there is nothing addressing the reverse. While (G36.33) does not definitively say that there is no duration, it does not ever provide any rules necessary for there to be a duration, such as (G36.327) addressing operation over the turn break.
Frank, (FD5.21) allows the drone to lock-on immediately upon launch (as long as the launching ship has an available control channel at the moment of launch). The issue is that an ATG lock-on requires the target to be in the drone’s FA arc. I am not sure if the game defines a seeking weapon’s facing relative to its launching unit upon launch and will need to dig deeper into that (and of course if anyone does know, please point out the defining rule), but working off the reasonable case of “pointing way from the launching unit” and thus placing the unit off the drone’s #4 facing. So then, at SOP segment 6E, when the ship goes into EM and loses control of the drone, it tries to acquire tracking and fails because its target is not in its FA arc, and goes inert (of course, if there is another unit able to assume control of the drone, it may do so).
I’ll do some more looking to see if a seeking weapon’s position is defined somewhere when I can and come back to this.
| By Gregory S Flusche (Vandar) on Tuesday, November 04, 2025 - 06:19 pm: Edit |
Thanks Alex that was what I saw as well. Just was asking to clarify my thinking.
| By John Hall (Fedf111fan) on Thursday, November 13, 2025 - 04:58 am: Edit |
From Stellar Shadows Journal #1 Page 13, about how many cargo points would a Heavy PF take? A normal PF is 5 Cargo Boxes. Since a Heavy PF is About 25% bigger, I would imagine it would be betwwwen 6 and 7 cargo boxes.
| By Robert Russell Lender (Rusman) on Thursday, November 13, 2025 - 10:11 am: Edit |
Hmm. Not sure I understand your question. Are you asking how many cargo boxes a heavy cargo PF would have?
| By John Hall (Fedf111fan) on Thursday, November 13, 2025 - 11:06 am: Edit |
If you are storing the PFH. as cargo
| By Stewart Frazier (Frazikar3) on Thursday, November 13, 2025 - 07:17 pm: Edit |
Offhand, a PFH would be at max 10 cargo boxes, accounting for the physical size increase.
| By Robert Russell Lender (Rusman) on Thursday, November 13, 2025 - 10:17 pm: Edit |
Checking my Steller Shadows, I'm not seeing an entry mentioning how many cargo spaces the heavy PFs take. But to me it seems like 7 would be about on target.
| By Dennis Surdu (Aegis) on Thursday, November 13, 2025 - 10:31 pm: Edit |
I think the number of cargo points, versus cargo boxes, is what tou want to consider. Annex 7K lists the cargo points for just about everything other than the kitchen sink.
| By Gregory S Flusche (Vandar) on Saturday, November 22, 2025 - 06:37 pm: Edit |
If a ship is under PFC was so for all of last turn. On the next turn during EA put power to ECCM. Knowing that at some time that turn FC would be coming up to full. Yet still keep the PFC bonus and restrictions? Until such time as Full FC is announced?
| Administrator's Control Panel -- Board Moderators Only Administer Page | Delete Conversation | Close Conversation | Move Conversation |