Overloaded Weapons

Lincolnlog

Mongoose
The most recurring argument we have over the game table is whether overloads can be held from turn to turn.

We have been playing that you play the SA Overload Weapons and then wait to close and use them in that sweet shot, that many times never presents itself. But, the question is, is this legal?

Thanks Bob
 
Lincolnlog said:
The most recurring argument we have over the game table is whether overloads can be held from turn to turn.

We have been playing that you play the SA Overload Weapons and then wait to close and use them in that sweet shot, that many times never presents itself. But, the question is, is this legal?

Thanks Bob

You have to use overloads on the turn you issue the special action. Don't forget that you can use the weapon in non-overloaded mode if you don't have a target within 6". If you don't fire the weapon, you can try again next turn and re-issue the Overload Weapons action.

Most times, I have a target, even if it's not the one I originally wanted to shoot. I fly my Feds as if they don't have Photons, planning to win with my phasers only, and take whatever target presents itself for Photons... if you fly looking for that perfect shot you may not get it, unless you manage to arrange for your target to move first and you can line him up for that nice centerline overload shot (not that common I find). :)
 
Not to mention that the photons have about the worst hit probability of any weapon in the game. Don't get me started on how bad the photon has been ported into ACTA. :)
 
<q>You have to use overloads on the turn you issue the special action.</q>

Yup. This came up fairly often when the game was first released and the answer was always, use it of lose it (the overload).
 
kyrolon said:
Not to mention that the photons have about the worst hit probability of any weapon in the game. Don't get me started on how bad the photon has been ported into ACTA. :)
but when they do hit they hurt - especially if they roll a 6 and go straight through your shields!!
 
Da Boss said:
kyrolon said:
Not to mention that the photons have about the worst hit probability of any weapon in the game. Don't get me started on how bad the photon has been ported into ACTA. :)
but when they do hit they hurt - especially if they roll a 6 and go straight through your shields!!

Seen an intact D7 die from 3 overloaded Photons that rolled '6's. That was an eye opener. Oops, forgot to raise the front shield...
 
kyrolon said:
Not to mention that the photons have about the worst hit probability of any weapon in the game. Don't get me started on how bad the photon has been ported into ACTA. :)

I agree, Photons should have been given a point blank trait. And yes, they hurt if you manage to roll 6's and then 6's again. I have seen 4 photon's bypass the shields, and the the guy rolled a crapper load of 1's, no criticals, and produced like 6 points of internal damage. From a weapon in this game that you have little hope of reloading.

I agree, if you play Federation rely on Phasers.

But thanks guys for the rules interpretation. Another thing we have been playing incorrectly.

Bob
 
You can always tell someones relative experience level with ACTASF (and with Fed Comm / SFB, to a similar extent).
Newbies tend to rely on the crunch power of the Photon. I admit, its a great weapon, but there's a reason we grognards affectionately refer to it as the "Federation Wonder Weapon"... its because you always wonder if it will hit?

Most beginning players (of ACTASF / SFB / and Fed Comm) will close right in and fire the photons... preferably Overloaded and hope for the best.
As you develop more experience and tactical abilities, you begin to rely on your phasers more and save the photons for the crucial shot. Nothing is as frustrating as firing all photons early and whiffing. Only to see your opponent charge in during the reload turn and cut you to ribbons.
 
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