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Dan Ibekwe Commander

Joined: 08 Mar 2007 Posts: 449 Location: Manchester UK
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Posted: Mon Jun 28, 2010 2:17 pm Post subject: Rapid fire Fusion Beams ?! |
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So, my Mongol deliveres an alpha-strike at range 0 against - something - firing all her fusions. In a later sub-impulse of the same turn, one of her fusions is destroyed by enemy fire.
In the Repair Phase, I choose to repair that fusion.
Question - does the repaired fusion still have to cool down for a full turn before it can be fired again, or could it be armed and fired immediately?
The second option seems cheesey, but if it's legal I'd probably be desperate enough to use it. _________________ We are Hydrans! NO ONE LIKES US! |
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Scoutdad Commodore

Joined: 09 Oct 2006 Posts: 4751 Location: Middle Tennessee
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Posted: Mon Jun 28, 2010 2:44 pm Post subject: |
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I'd say it would still need the cool down period.
You can always use hand'wavium or technobabble to explain that hte entire weapon wasn't disabled, just the firing mechanism... or hte targeting system... or the magnetic containment field generator...etc. The actual fusion containment system was undamaged and THAT! is what needs the cool-down period. _________________ Commander, Battlegroup Murfreesboro
Department Head, ACTASF |
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Dan Ibekwe Commander

Joined: 08 Mar 2007 Posts: 449 Location: Manchester UK
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Posted: Mon Jun 28, 2010 3:52 pm Post subject: |
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Meh, I don't know. It's a stand off between the rules as written and real world physics (for certain values of 'real').
I could equally argue (i.e. make up) that the 'repair' invoves discarding the hot, old, damaged breech block and replacing it with a (cold) spare; the spares are in strictly limited supply, which is why you don't do that normally after each shot.
The revolver-cannon twin breech one-shot-per-turn version is found on Hydran X-ships  _________________ We are Hydrans! NO ONE LIKES US! |
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mojo jojo Lieutenant Commander
Joined: 23 Jun 2009 Posts: 340
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Posted: Mon Jun 28, 2010 3:57 pm Post subject: |
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I would be 99.9% certain that you can't fire it based on past precedent.
When repairing drone racks, you can repair and reload in the same turn if the drone rack wasn't fired that turn, but you cannot reload if the drone rack was fired that turn and destroyed.
http://www.starfleetgames.com/federation/phpbb2/viewtopic.php?t=2773
I would assume this applies to things like particle cannons. If fired in impulse 8, destroyed and then repaired, it still can't fire until impulse 3. |
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mjwest Commodore

Joined: 08 Oct 2006 Posts: 4091 Location: Dallas, Texas
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Posted: Mon Jun 28, 2010 6:12 pm Post subject: |
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You still need a cool-down turn, repaired or not. _________________
Federation Commander Answer Guy |
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Steve Cole Site Admin

Joined: 11 Oct 2006 Posts: 3807
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Posted: Tue Jun 29, 2010 7:44 pm Post subject: |
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Mike West: send me that for communique, please. _________________ The Guy Who Designed Fed Commander
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Dan Ibekwe Commander

Joined: 08 Mar 2007 Posts: 449 Location: Manchester UK
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Posted: Tue Jun 29, 2010 11:27 pm Post subject: |
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Curses, foiled again!  _________________ We are Hydrans! NO ONE LIKES US! |
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