Repairing Probe racks in Fleet Scale

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Kang
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Repairing Probe racks in Fleet Scale

Post by Kang »

I note that in (1C3), probe racks are automatically reloaded upon repair in Fleet scale. This is the only reference I can find to this rule, which almost seems to have been added as an afterthought. (5C5) says that 'if [they are] disabled, they must be repaired first, and there is no mention of reloading in Fleet Scale. Similarly. (5G5) makes no mention of this concession.

Am I missing something here, or does this need to be clarified? Also, although I would not assume this, would it ever be the case that drones are reloaded free with a repair in Fleet Scale?

Or is this only because there is no Probe box in Fleet scale, and therefore it is simpler to reload on repair because you are simply erasing the damage to the launcher that is not on the Ship Card anyway? That is, to keep things simple?
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Post by Mike »

I don't see where probes should be treated any differently than drones. It should take one repair to repair a disabled probe launcher and it should take a 2nd repair to reload a probe launcher that was previously disabled and then repaired. It should take one repair to reload a probe launcher. All of this would be regardless of scale.
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Post by Scoutdad »

As the specific takes precedence over the general, I would say that rule 1C3 applies. This section is discussing the differences between squadron and fleet scale and specifically points out the lack of a "PROBE" box at fleet scale and then goes on to define the damage / repair / reload procedure for fleet scale ships.

I can see no way in which this process could even remotely be applied to drone racks at fleet scale or to probes at squadron scale as both of those have their appropriate procedures defined in the rules - 4G8 in the case of drones and 5G5 for Probes.
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Post by USS Enterprise »

Is Drone Ammunition lost when the drone is destroyed. I thought this was only the case with ADDs.
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Post by Bolo_MK_XL »

Yes, when/if you repair a drone rack you still have to spend repair on the next turn to reload ----
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Post by USS Enterprise »

But is Drone Ammunition lost because of its destruction. I never saw this in the rules?
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Post by Scoutdad »

Drone ammo is not tracked in Federation Commander.

Unlike it's older cousin, SFB - in Federation Commander you can reload your drone racks an infinite number of times... assuming the game lasts an infinite number ofturns and you spend an infinite (times 4) repair points to reload them.
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Post by USS Enterprise »

You don't understand the question, you still only get 4 drones unless you reload. Let's say you have 2 drones in rack Z at the time of its destruction. You then repair the rack. Can you keep the 2 drones you had left or are they lost until reloaded.
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Post by Scoutdad »

No. They are lost until it is reloaded.

A repaired drone rack is empty... devoid of drones... filled with nothingness...
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Post by Bolo_MK_XL »

Think of Drone Racks as a Revolver ---

Whether we state the ammo is destroyed or not, it is still removed from the launcher so they can repair it ---

After repair it has to be reloaded ---

5G5 Reloads: Second sentence

If a drone or anti-drone rack (or probe launcher) is disabled, it loses all ammo and when repaired is empty and would have to be "repaired" a second time to reload it
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Post by USS Enterprise »

IS this in the rules, commique, or personal interpretation.

Note, the above was nowhere near a personal attack, merely a desire for knowledge.
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Post by Scoutdad »

Bolo beat me to it.. but it's black and white, in the rules.
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Post by mjwest »

It is in (5G5), and is in the Rev0 Klingon Border rulebook I have.
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