Repairing Destroyed Plasma

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mjwest
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Post by mjwest »

There are really two questions: what can be inferred from the rules and what was intended?

Obviously I believe it is fairly obvious what can be inferred. But to find the intention, I had to ask Steve. Based on that conversation, the intention is to not allow the carry-over.

So, no, you can't carry the torpedo over the turn break if the box has been disabled.

I'll post the full ruling once it is confirmed by Steve.
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Scoutdad
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Post by Scoutdad »

This was the way we've always played... just based on experience with SFB. It was fairly certain what the intention was... but the wording of the rules was a bit vague. I'm glad Steve was able to clarify the issue.
Last edited by Scoutdad on Sat Oct 11, 2008 11:49 pm, edited 1 time in total.
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Davec_24
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Post by Davec_24 »

Thanks for the clarification with this one.
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Post by Kang »

Yeah, thanks Mike.
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Post by mjwest »

Here is the full ruling:

Q: If a plasma ship has it's plasma launcher destroyed, couldn't it just fix it in the repair phase and thereby suffer no adverse impact of having had it destroyed?

A: No. Rule (4J3d) says that if the box holding a fully armed plasma torpedo is disabled, it may still be launched before the end of the turn. Despite having wording that an unfired torpedo will last until the beginning of the next turn, this is not the case. If the plasma torpedo is not fired before the end of the turn, the torpedo is automatically discharged during the (1E3b) Weapons Records phase. So, even if the box is repaired that turn, the torpedo is still lost.
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Post by Davec_24 »

Thanks for that mike, that seems clearer now.
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