Range penalty for cloaked ships
Posted: Wed Jul 20, 2011 11:45 pm
Is the range penalty for cloaked ships "Double and add 4" as read in 5P3b example or is the range penalty for cloaked ships "add 4" as read in 5P3c?
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Note that the +4 range adjusts the 'true range' of the ship. Which means that overloaded weapons with a max range of 8 (ie: photons, distrupters, hellbores) cannot be fired at a cloaked ship at range 5+leathernsteel wrote:Bottom line, when you are fully cloaked, enemies receive a 4 hex range penalty when they fire on you, plus any damage done to you is cut in half.
True range is probably not entirely the right term, if I remember correct the +4 range does not push a ship actually 1 hex away to 5 hexes away for the purposes of a PPD myopic zone.duxvolantis wrote: Note that the +4 range adjusts the 'true range' of the ship. Which means that overloaded weapons with a max range of 8 (ie: photons, distrupters, hellbores) cannot be fired at a cloaked ship at range 5+
This is a VERY useful fact that you can take advantage of easily with proper maneuver and timing.
A better term would be 'effective range' or something like that.storeylf wrote:True range is probably not entirely the right term, if I remember correct the +4 range does not push a ship actually 1 hex away to 5 hexes away for the purposes of a PPD myopic zone.duxvolantis wrote: Note that the +4 range adjusts the 'true range' of the ship. Which means that overloaded weapons with a max range of 8 (ie: photons, distrupters, hellbores) cannot be fired at a cloaked ship at range 5+
This is a VERY useful fact that you can take advantage of easily with proper maneuver and timing.
In the meantime, you can always try it with Orion shipsleathernsteel wrote:I can't wait to try this stuff out when I get Romulan Border!