Romulans vs Kzinti
Moderators: mjwest, Albiegamer
The issue is simply this: If you uncloak on Impulse 8, you are technically in the fade-in period until the Other Functions phase of the following Impulse 1. Technically, that should mean that you are restricted to a maximum baseline speed of 16 for that following turn even though you turned off the cloak the prior turn.
The ruling simply says that in this limited case, a ship can choose a baseline speed of 24 anyway. This will, of course, void the cloak, and all of the other restrictions of the cloak are still in effect. But you can still choose speed 24 for that turn.
It isn't that revolutionary. It is just a simple exception to help deal with the ramifications of the turn break.
The ruling simply says that in this limited case, a ship can choose a baseline speed of 24 anyway. This will, of course, void the cloak, and all of the other restrictions of the cloak are still in effect. But you can still choose speed 24 for that turn.
It isn't that revolutionary. It is just a simple exception to help deal with the ramifications of the turn break.

Federation Commander Answer Guy
- duxvolantis
- Lieutenant SG
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- Joined: Tue Nov 16, 2010 3:54 am
I agree 100%. "Selected use of launched plasma"Klingon of Gor wrote:It's true that bolted plasma can do directed damage, but seeking plasma can turn the Kzinti around and make them run, and that will keep them from making best use of their disruptors.
I know that is a bit subjective but I use launched plasma to do three things:
1) Control enemy movement.
2) Force an enemy insistent on closing to choose between depleting energy into phasers or accepting damage to shields
2) Kill wounded ships.
Against a healthy ship that is not eager to close to range it is almost impossible in FC to use launched plasma to inflict damage. In those situations I will not shy from using bolts to score damage as long as I can use launched plasma to control enemy movement.
If they turn AWAY from the launched plasma, I will happily close even to range 5 where bolts and ph-1's will do great damage against rear shields.
If they merely slip away to keep range open and burn phasers to reduce plasma damage I will use bolts to weaken their forward shields (and in squadrons use bolts to start stripping weapons or energy--depending on foe).
Dux Volantis
Romulan Star Empire
Romulan Star Empire
- Savedfromwhat
- Commander
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I actually thought about that, but figured the violation of the baseline speed limit should be sufficient for the void. Providing the exception should require a penalty of some sort.Savedfromwhat wrote:Wont that not void the cloak if you decelerate on the first impulse mike?

Federation Commander Answer Guy
- Klingon of Gor
- Lieutenant SG
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- Joined: Wed Jun 01, 2011 7:11 pm
duxvolantis wrote:
As for bolting against a fleeing ship...if he has the rserve power to run plasma out, a bolt may be the only way to hit him, especially if you're looking at the tail end of his ship. But. If you have no live plasma ready after you bolt, he may HET back into you. Sometimes the threat is stronger than the fulfillment. But I''ve been in games where bolts were the only live option, because the other fellow had so much reserve power that he effectively couldn't be hit with a seeker unless jammed up in a corner.
Controlling enemy movements is the single best use for launched plasma. And if he's absolutely positively determined to close, if he chooses to take the plasma, then by all means let him either accept the damage or spend the energy and use up his firing opportunities. It's good either way. As for finishing off cripples...assuming you have the plasma available and don't need it for something else, like dealing with an intact and dangerous enemy ship.I know that is a bit subjective but I use launched plasma to do three things:
1) Control enemy movement.
2) Force an enemy insistent on closing to choose between depleting energy into phasers or accepting damage to shields
2) Kill wounded ships.
As for bolting against a fleeing ship...if he has the rserve power to run plasma out, a bolt may be the only way to hit him, especially if you're looking at the tail end of his ship. But. If you have no live plasma ready after you bolt, he may HET back into you. Sometimes the threat is stronger than the fulfillment. But I''ve been in games where bolts were the only live option, because the other fellow had so much reserve power that he effectively couldn't be hit with a seeker unless jammed up in a corner.
"Reality is that which, when you stop believing in it, doesn't go away" - Philip K Dick
Definitely. Because, you know, cloak is totally awesome and nearly game breaking, so the more penalties the better. This is especially true for the Roms given how overwhelmingly powerful plasma is in Fed Com.Providing the exception should require a penalty of some sort.
I am looking for the sarcasm tags, but they don't seem to be available. /shrug.
- Savedfromwhat
- Commander
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- duxvolantis
- Lieutenant SG
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- Joined: Tue Nov 16, 2010 3:54 am
- duxvolantis
- Lieutenant SG
- Posts: 185
- Joined: Tue Nov 16, 2010 3:54 am
Plasmas are not intended to be a primary weapon in FC.Savedfromwhat wrote:Come on Rock, Romulans are fine here, everyone says so...
At least, that is the only logical conclusion I can reach.
It's pretty rough on a race and a technology based on deception when you remove all deception from the rules.
Dux Volantis
Romulan Star Empire
Romulan Star Empire