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Energy Modules

Posted: Sat Jul 24, 2010 7:27 am
by Kang
1) Does the Galactic player score victory points for destroyed Energy Modules?

2) Please can I have an example of how an Energy Module works in terms of damage cascades? I am confused by the '12th point destroys a panel' rule.

Re: Energy Modules

Posted: Sat Jul 24, 2010 7:57 am
by DirkSJ
Kang wrote:1) Does the Galactic player score victory points for destroyed Energy Modules?

2) Please can I have an example of how an Energy Module works in terms of damage cascades? I am confused by the '12th point destroys a panel' rule.
This was in another thread.

Lets say a 6 panel EM is sitting out at 30 energy in it. Someone shoots it.

The first 30 fill it back up. The next 12 blow up one panel. This causes an immediate 10 damage from the released energy. The next 2 finishes off that second panel causing another 10 instantly...etc...you can see how it goes from here.

Posted: Mon Jul 26, 2010 5:28 pm
by DirkSJ
The thread title is the one I would use so I will just continue this one with my question...I did a search for this but couldn't find it answered.

Are there fleet scale EMs? Or do you just use the normal 3 sizes as is in both scales?

The main reason I ask is because hanger size and sat size doesn't change in scales. A DOM with all 24 spaces full of EMs in fleet has a far greater ratio of panels in the hanger than one in squad. It just seemed odd.

Posted: Mon Jul 26, 2010 6:49 pm
by terryoc
Motherships can only carry one Energy Module. The Fleet Scale question is one that seems to have been missed, so presumably Fleet Scale Energy Modules are half as large (half as many panels, six points to destroy a panel).

Posted: Mon Jul 26, 2010 7:03 pm
by DirkSJ
terryoc wrote:Motherships can only carry one Energy Module. The Fleet Scale question is one that seems to have been missed, so presumably Fleet Scale Energy Modules are half as large (half as many panels, six points to destroy a panel).
I missed the 1 EM thing. I would assume they are half as well but I figured I would ask.

The whole "same hanger size" thing is very strange to me. Since the general rules of FC say you can mix fleet and squad scale it means you can take a Fleet COQ at 86 points with a squad COB at 83 points in it. Which is weird. Because the sat ship has more of basically everything than the fleet mothership it's inside of :).

Posted: Mon Jul 26, 2010 9:40 pm
by mjwest
The point value of the energy modules is given in the rules. If an energy module is destroyed, the enemy gains those victory points.

In fleet scale, cut the energy modules in half. Number of panels (and thus damage capacity) and point value. That should have been mentioned. It is a horrible oversight on my part. For that, I really do apologize.

Posted: Mon Jul 26, 2010 9:51 pm
by mojo jojo
I would cut the number of panels in half, but not damage capacity. I would leave them at 12 hits each. Otherwise, you're lowering them to 1/4 of their squadron scale 'hit points'.

For example, a squadron scale EM with 6 panels can take 72 hits at 12 pts each. In fleet scale, it would be only 3 panels and 18 total hits if you halved damage capacity as well.

Posted: Mon Jul 26, 2010 10:33 pm
by mjwest
Guess I was being unclear.

I meant that the number of panels is cut in half, which means it can only hold half as much energy. Each panel still has a capacity of 10, and still takes 12 points of damage to destroy.