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plasma other phase

Posted: Fri Jan 12, 2018 8:22 pm
by edwinfeds
Question when a ship takes a hit on it's plasma rules states that the plasma is able to fire in the other phase. If the ship is fully destroyed in direct fire phase does the ship still get to fire the plasma in the other phase of the turn or is it totally destroyed and cannot fire?

Posted: Fri Jan 12, 2018 9:38 pm
by Dal Downing
Not be sarcastic but, once you destroy a ship there is no crew left to fire the torpedoes.

Posted: Sat Jan 13, 2018 1:06 am
by mjwest
Plasma is able to fire even after being disabled, as it is the charging mechanism that is disabled, not the firing tube. However, if the entire ship is destroyed, then there is no tube left, either. As such, no. If a ship is destroyed, it may not fire any previously unfired plasma.

Posted: Sat Jan 13, 2018 5:43 am
by Sgt_G
In the old SFB rules, the plasma strength was added to the ship's explosion. Used that rule to sacrifice a pair of War Eagles and kill a BATS.

Posted: Mon Jan 15, 2018 8:19 pm
by Mike
Which may be one reason explosions don't cause damage in FedComm.

Posted: Mon Jan 15, 2018 9:44 pm
by djdood
It's also why the explosion rules were changed in Captain's Edition SFB. They were too open to "abusive" use.

Truth be told, I use a house-rule that resurrects portions of them in FedCom, to facilitate miniatures play. Risk of explosion damage keeps folks from wanting to stack in the same hex too often, which is normal for mapboard/counter play (to concentrate fire and align arcs) but adds hassle with miniatures.