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question on repair

Posted: Thu Oct 29, 2009 12:51 pm
by hacksaaw
So far most of my problems with Fed Commander, are hold overs from SFB.

so at the end of the turn i can repair, on a cruiser i usually have 4 points, enough for a weapon.

does that weapon become immediatly operational at that point, even if it was knocked out during that turn?

and with drone racks, when i go to do a reload via repair, i can only do that if they havent shot that turn? or if i repair them they cant shoot the following turn?

thanks

Re: question on repair

Posted: Thu Oct 29, 2009 1:26 pm
by mjwest
hacksaaw wrote:so at the end of the turn i can repair, on a cruiser i usually have 4 points, enough for a weapon.

does that weapon become immediatly operational at that point, even if it was knocked out during that turn?
It is immediately usable in the next turn. Yes, this means that you can repair system(s) on the turn they were disabled. There are two important exceptions:
1) Orion damage due to engine doubling happens AFTER repairs, so it cannot be repaired on the turn of damage.
2) If you have a loaded but unfired plasma torpedo that was disabled and repaired on the same turn, the unfired warhead is lost before the repair takes place, so the repaired torpedo tube must begin arming anew in the following turn.
and with drone racks, when i go to do a reload via repair, i can only do that if they havent shot that turn? or if i repair them they cant shoot the following turn?
The first. You may not reload a drone rack on the turn in which it fired.

Posted: Wed Nov 04, 2009 7:17 pm
by hacksaaw
Thanks, thats pretty much what i thought just needed clarification.