Overloading Vudar Ion Cannons?
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- pneumonic81
- Lieutenant Commander
- Posts: 275
- Joined: Fri May 23, 2008 9:30 pm
- Location: Austin TX
Overloading Vudar Ion Cannons?
so I noticed there are some conflicting rules in Comm 35 regarding the overloading of Ion Cannons. are the cannons armed whenever the player wants and held for 2 points, or only at the time of firing, and thus not held at all?
The issue is that someone* convinced Steve to only allow overloads at the point of fire, rather than at other points in the turn(s). As a result, a couple of cross-references got missed.
The reasons for only having overloads at the point of fire include:
- Overload energy is only two points, not four.
- Matches other weapons overload operation (e.g. Hellbores and PPDs).
- No "ion energy" requirements for normal or overloads.
- Much simpler operation.
[* Yes, it was me.]
The reasons for only having overloads at the point of fire include:
- Overload energy is only two points, not four.
- Matches other weapons overload operation (e.g. Hellbores and PPDs).
- No "ion energy" requirements for normal or overloads.
- Much simpler operation.
[* Yes, it was me.]

Federation Commander Answer Guy
- pneumonic81
- Lieutenant Commander
- Posts: 275
- Joined: Fri May 23, 2008 9:30 pm
- Location: Austin TX
I'm not sure what you mean, the 2 ways of doing it are:pneumonic81 wrote:So actually any time u decide to overload the weapon u will have spent 3 points per tube total during that turn. 1 for holding + 2 for overload. Thats kind of a bummer.
2pts= preload on turn 1
2pts = load on turn 2
2pts = overload on turn 2
or
2pts= preload on turn 1
2pts = load on turn 2
1pt = hold on turn 3 (or each subsequent turn)
2pts = overload on turn X (what ever turn you fire it)
So you only pay the hold cost if you didn't fire on the turn you finshed arming it. Which is generaly the same as other such weapons (e.g. photons)