Web casters

Ask your questions about Federation Commander game system rules here.

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Kang
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Web casters

Post by Kang »

The introductory paragraph of (4Q3) says that cast web lasts 8 impulses; section (4Q3c) says four impulses. Which is right, please?
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wedge_hammersteel
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Post by wedge_hammersteel »

Check out Communique 42.

(4Q3) Cast web evaporates after 4 impulses, not 8 impulses.
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Kang
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Post by Kang »

Aha! Thanks Wedge :)
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mjwest
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Post by mjwest »

Yeah.

At least I caught it first. :)
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Kang
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Post by Kang »

Another Web Caster question, if I may.

Rule (5M1d) says of web, 'Any non-Tholian unit which enters a web hex stops in that hex, and remains there until it has expended....movement points...'.

However, if I cast a 'normal' web, anchored at both ends, and an enemy [or other non-Tholian] ship is already present in one of those newly cast web hexes - which I realise do solidify straight away - does the same apply even though the unit has not 'entered' a web hex?

Common sense would dictate that the ship would still get 'stuck' in the web hex, even though the hex was not a web when the ship actually entered the hex.

What's others' take on this one, please?
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mjwest
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Post by mjwest »

If a ship is in a web hex when it solidifies, then the ship is stuck. However, it is kinda hard to do that, given the freedom of movement in Federation Commander.
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Post by Kang »

Cool, thanks Mike. I have just realised, then, that as a corollary to this, it means that a WC could be used as a sort of 'snare' for plasma torps by casting a web right in the torp's path and forcing it to waste time in the web hex - or could even slow a drone down or stop it completely. Some very interesting tactics are appearing in my head....
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