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Carronade question

 
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Kang
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Joined: 23 Sep 2007
Posts: 1976
Location: Devon, UK

PostPosted: Wed Jul 15, 2009 6:54 am    Post subject: Carronade question Reply with quote

The carronade rules say that a plas-F tube holding one point can be used as a carronade.

Does the tube have to be holding the power from Energy Allocation, or can it all be added at the point of firing - it does say up to five points can be added, which is the maximum.

Another way of looking at that is to say can an empty Plas-F tube be 'snap-fired' as a carronade by adding all the power at the point of firing?
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OGOPTIMUS
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Joined: 10 Nov 2006
Posts: 980

PostPosted: Wed Jul 15, 2009 3:25 pm    Post subject: Reply with quote

The rule implies that you have to have put at least one point into it during energy allocation, before the Direct Fire phase.

4J4c "A Plasma-F launcher holding one or more points of energy..."

"Holding" implies that the energy is already there before you decide to fire the carronade.

And later; "Firing uses all the energy in the tube. More can be added up to a maximum of five."

More again implies that you have to have at least one there before this procedure is undertaken.

Plus, carronades are a special case of plasma bolts, and those require that the plasma torpedo be armed prior to firing (or at least be a two turn F).
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USS Enterprise
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Joined: 27 Feb 2009
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Location: Vulcan

PostPosted: Wed Jul 15, 2009 3:37 pm    Post subject: Reply with quote

I agree with the reasoning here.
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Kang
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Joined: 23 Sep 2007
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PostPosted: Wed Jul 15, 2009 3:57 pm    Post subject: Reply with quote

Yes, that's what I was thinking was the case. Not too clear, though, is it?
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mjwest
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Joined: 08 Oct 2006
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PostPosted: Wed Jul 15, 2009 4:39 pm    Post subject: Reply with quote

The giant robot got it in one.

Its wording isn't that bad.

The confusion seems to be around the phrase "up to a maximum of five". It means that the total power can be up to a maximum of five points of energy, not that you can add a maximum of five points irrespective of the starting energy.
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USS Enterprise
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Joined: 27 Feb 2009
Posts: 376
Location: Vulcan

PostPosted: Wed Jul 15, 2009 5:22 pm    Post subject: Reply with quote

Its not that confusing, its definitely there, but its also definitely confusing enough to question it.

But, since Mike West has confirmed it, I no longer see any confusion.
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Requete
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Joined: 15 Jul 2008
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Location: Leander, TX

PostPosted: Wed Jul 15, 2009 5:41 pm    Post subject: Reply with quote

Although I think the wording could be punched up on the other issue (the skipped damage thread), the verbiage here seems crystal clear. The condition for taking the action is that the tube is holding energy.
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Kahuna
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Joined: 23 Jul 2009
Posts: 139
Location: Spokane, WA

PostPosted: Sat Jul 25, 2009 8:54 pm    Post subject: Reply with quote

I did want to ask about the carronade and I hope I'm not hijacking this post too much to do so, but I was wondering...

It's my understanding that the carronade automatically hits, the roll is just to determine the severity of the hit. Basically, it cannot miss. Is that true?

Also, does the carronade affect the hex or just a target within the hex? Meaning, do I shoot down one drone or a hex full of them?

If it targets an area, does this mean it cannot be used for directed damage?

Lastly, how does this mesh with Evasive Manuevers? Does it modify it to a maximum roll of a six or move columns over as a phaser?

I played with a several Gorn cruisers last night and I found I didn't understand the Carronade as much as I thought. Thanks!
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pinecone
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Joined: 03 May 2008
Posts: 1862
Location: Earth

PostPosted: Sat Jul 25, 2009 9:43 pm    Post subject: Reply with quote

Yes, the carronade always hits. ( Very Happy )

It only affects the target.

It moves over like a phaser, and not just EM can do that. Stealth Coating, nebulas (If we ever see them), ect. If it exits the range of 6, it's a miss.

Hope that helps Smile
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