I've got a question regarding Plasma Bolt, and Missiles. In the FB2 turn
sequence it says plasma bolts explode first and then missile and finally
fighters. That then leaves a few questions...Specificly both fighters and
missiles engages targets within 6MU, but when are they "moved" into the ship
in question? Let me illustrate this with an example (well try anyway): Here is
a "drawing" of the situation, seen from directly above
PB <---4MU--->Ship<---5MU----->SM cluster and fighter group
Lets say a plasma bolt has been launched and ends up 4MU directly left of the
ship in question. At the same time 5MU to the right of this ship is 1 fighter
squadron and 1 SM cluster. The fighter group has declared it will attack our
ship as well as the SM cluster which only has this one ship within range. You
will then resolve PDS fire and everything seems good...except one thing... the
plasma bolt is not normally in range of the fighter and missile, but it is
when the fighter and missile attacks, so will the plasma bolt affect the
missiles or fighters at all or will the poor ship be hit by first the plasma,
then the missile and finally the fighters will attack (assuming they survived
the moral roll)? Or will the plasma bolt take out some or all of the missiles
and fighters since they sort of
overlap....
While I'm in question mode.... Do you roll morale for a fighter group every
time it attacks or just the times it takes damage, i.e. a fighter group with
only 3 fighters left attack, but it is not damaged this round, will it have to
roll morale?
Loading and relaunching of fighters a few questions: 1 What must the carrier
do (or rather what CAN'T the carrier do while it does this)? 2 How long time
does it take? 3 Can you join 2 fighter groups of 3 fighters to one squadron of
6 f. inst.
?
4 Does this (question 3) affect time of operation and when does it happen
exactly (important for threshold rolls against bays on carriers loading and
launching)? 5 Can a fighter move the round it is launched? 6 Can you join two
fighter groups of different type?
I know some of the questions above is covered by house rules, but I'm curious
on "official" consensus..
Question PB Sequence) My reading of the rules on FB2 p.5 seems to indicate
that fighters/missiles no longer need to be moved in contact with thier
target, just turned toward it and declare it as a target (if it is in range).
Another question to ask is how long does the PB explosion last? I would
suggest that it lasts as long as a beam weapon does. The rules do not state
that it lasts for any lenght of time. This too answers your question,
because if you do move the fighters/missiles, the BP explosion is gone
by the time they are moved.
Carrier Questions: 1) Since FB 2 did not negate the previous restrictions,
they are still in force. (No change to course or velocity). 2) Launching: 1
turn. Reloading: per rules on p.4 FB2
3) House Rule: Yes, but no option for quick re-launch.
4) House Rule: No. Too fidely to remember which fighter in a group is which
type.
-----
Brian Bell bkb@beol.net
-----
> -----Original Message-----
[snip]
> While I'm in question mode....
> Sindre Cools Berg wrote:
> I've got a question regarding Plasma Bolt, and Missiles. In the FB2
They are no longer moved into the ship in question at all; read the FB2 turn
sequence, p.6, phase 6). This is a change from the previous FT versions.
> While I'm in question mode....
Every time it attacks.
> Loading and relaunching of fighters a few questions:
The carrier's movement restrictions while launching/recovering fighters
are unchanged from FT2 p.16. There are no restrictions while the fighters are
staying in the bays.
> 2 How long time does it take ?
inst.
> ?
Both of these questions are explicitly answered by "Fighter Re-Arming -
New Rule", FB2 p.4.
> 4 Does this (question 3) affect time of operation
Explicitly stated in "Fighter Re-Arming - New Rule", FB2 p.4.
> and when does it happen exactly (important for threshold rolls against
Consider the reorganisation completed once the fighters have launched; until
then they are in separate bays.
> 5 Can a fighter move the round it is launched ?
In FT2 yes; not specified in FBx. The FT FAQ has some suggestions on how to
resolve this situation in FBx.
> 6 Can you join two fighter groups of different type ?
No.
Regards,
[Plasma/missiles/fighters question]
I'd say that all three would just attack the ship in the order that they
normally do so without mutual interference. Fighters simply have short range
beams, so they don't need to move right up to the ship they're attacking, and
I suppose you could consider missiles to either have a "directed explosion" or
the warheads just don't zone in on a ship until the last second.
We don't use fighter morale at all, so I'll skip that one...
> Loading and relaunching of fighters a few questions:
No course changes or accel/deceleration.
> 2 How long time does it take ?
One turn, the fighter group comes out (if it becomes a nitpicky question) in
the middle of the ship's movement path.
> 3 Can you join 2 fighter groups of 3 fighters to one squadron of 6 f.
inst.
> ?
Decide a house rule. We allow it at basically any time, whether the groups are
in a fighter bay or not. If there's six straggling fighters, we tend to pretty
much automatically collect them back into a single group. We
consider the six-fighters-per-group norm to be just a convenience to
tell us how many markers to stick on the field and little more.
> 4 Does this (question 3) affect time of operation and when does it
Decide a house rule again. If there's straggling fighters we usually consider
them to just have collected into a single group before they land in the first
place and so they all just use one fighter bay.
> 5 Can a fighter move the round it is launched ?
House rule. We allow it.
> 6 Can you join two fighter groups of different type ?
Interesting... this one's never come up because we don't like to have to keep
track of "mongrel groups". I'd tend to say no.
I don't know what the official consensus is on any of this.