Should Romulanplasma weapons start preloaded or even loaded?

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Budrou784
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Should Romulanplasma weapons start preloaded or even loaded?

Post by Budrou784 »

I'd like to know whether Romulan plasma weapons should start preloaded and with batteries spent, as with photon torpedoes, or should they start with batteries spent and two turns of preloading, or do they start completely loaded.

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Scoutdad
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Post by Scoutdad »

(4J2e)START OF TURN:
Plasma-armed ships begin scenarios (unless the scenario rules state otherwise) with Type-F launchers fully armed and with type-G/S/R launchers holding the first turn of arming energy and with full batteries.
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Budrou784
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Post by Budrou784 »

Thanks that's helpful. I'm in the midwest or else I'd drop i n.
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pinecone
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Post by pinecone »

Since this was brought up, I'll ask a question I've been holding for a while.

Doesn't that rule make fleet scale rommies and gornies super powerful? Especially the snipe, which souldn't have more than 1 energy after the last turn of plasma charching?
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terryoc
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Post by terryoc »

Well, the F-torpedoes have stasis boxes and could have been loaded days or weeks before the scenario begins. (Just like drone racks start loaded.) So on the hypothetical "turn zero", the ship only paid for the first turn of arming for each torp - a couple of points per G or S torp, IIRC.
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Hod K'el
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PL-Fs

Post by Hod K'el »

I thought only PL-D's had stasis boxes and PL-F's were loaded just like Gs Ss & Rs!

And no, it does not make them super powerful in fleet scale. Just a little bit tougher to handle because you have to get into position before you can blow them away.
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Kang
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Post by Kang »

pinecone wrote:Since this was brought up, I'll ask a question I've been holding for a while.
What's the energy cost for that? I suppose it depends on whether or not the question is overloaded... ;)

The tactical choice in Turn 1 for a multi-plasma armed ship is interesting.

For example, consider a Sparrowhawk; in Turn 1 he has his 2 plas-F's ready to go, naturally either as bolts or launches as 'normal' torpedoes.

But he also has his two 'S' torps still loading with two turns of power, giving him the tactical option of either launching/bolting the 'S' torps as two-turn F's.

Alternatively, he can keep them unfired until Turn 2, when he can complete arming them as three-turn F's, or full G's or S's.

Check out this old thread: http://www.starfleetgames.com/federatio ... .php?t=676 for more ideas on plasma arming cycles and bolts.
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