Questions on some SFB rules
Posted: Sun Mar 07, 2010 2:28 am
In my attempts to begin a local group we have questions that pop up from time to time (like I'm sure happens with all new groups). I'd like to pick your brains please to make sure we're either doing it correctly or make the appropriate change if we're not.
First question is on the photon when starting a scenario at WS III. Looking at S4.13 it states that multi-turn weapons may be assumed to be fully armed and being held and that holding energy must be allocated on the first turn. Holding cost for a standard photon is one point each. I understand this so far. Now, S4.32 states prior turns arming for WS II or WS III cannot include overload energy. I understand this as well.
Now the exception in S4.32 allows for photons to have two points of free overload energy per tube from prior turns. Now this brings up these questions:
1. The WS III photon does NOT have to include the 'free' two points of overloaded energy does it? I'm assuming that it is the owning players option to begin with standard loadings or with an overload. I can see many situations where you may not want to start with overloads such as not wanting to be limited to the 8 hex range.
2. If the two free overload points are used, this is a 6-point overload? This is what it sounds like to me i.e. prior turns for a standard would be 2+2 with an additional +2 free overload points for a total of 6, correct?
3. If #2 above is correct and it is a 6-point overload, the first turn holding cost would be two-points?
4. If you wanted to have a full overload i.e. 8-point overload (for 16 damage) would you then have to start turn one with 4-points allocated for the tube i.e. prior turn was 2+2+2(free OL energy)+2 (to make 8 total for the photon)+2 to hold the photon?
Appreciate any insight you can provide on this. Last game we did this; 3-points per tube for full 8-pt OL i.e. prior turns were 2+2 +1 (to hold) +2 (free OL points per the rules) +2 to make it a full overload. But I'm thinking we should have gone with #4 above and did 4-points for a full overload rather than three.
Again I appreciate your insight.
First question is on the photon when starting a scenario at WS III. Looking at S4.13 it states that multi-turn weapons may be assumed to be fully armed and being held and that holding energy must be allocated on the first turn. Holding cost for a standard photon is one point each. I understand this so far. Now, S4.32 states prior turns arming for WS II or WS III cannot include overload energy. I understand this as well.
Now the exception in S4.32 allows for photons to have two points of free overload energy per tube from prior turns. Now this brings up these questions:
1. The WS III photon does NOT have to include the 'free' two points of overloaded energy does it? I'm assuming that it is the owning players option to begin with standard loadings or with an overload. I can see many situations where you may not want to start with overloads such as not wanting to be limited to the 8 hex range.
2. If the two free overload points are used, this is a 6-point overload? This is what it sounds like to me i.e. prior turns for a standard would be 2+2 with an additional +2 free overload points for a total of 6, correct?
3. If #2 above is correct and it is a 6-point overload, the first turn holding cost would be two-points?
4. If you wanted to have a full overload i.e. 8-point overload (for 16 damage) would you then have to start turn one with 4-points allocated for the tube i.e. prior turn was 2+2+2(free OL energy)+2 (to make 8 total for the photon)+2 to hold the photon?
Appreciate any insight you can provide on this. Last game we did this; 3-points per tube for full 8-pt OL i.e. prior turns were 2+2 +1 (to hold) +2 (free OL points per the rules) +2 to make it a full overload. But I'm thinking we should have gone with #4 above and did 4-points for a full overload rather than three.
Again I appreciate your insight.