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.
Rapid fire Fusion Beams ?!
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- Dan Ibekwe
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Rapid fire Fusion Beams ?!
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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.
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.
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- Dan Ibekwe
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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
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!
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/federatio ... 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.
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/federatio ... 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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