Planet Mongoose Previews: The Klingons!

Iron Domokun as I stated earlier Overloaded Weapons can only be use within 6". They can only be Overloaded with a Special Action. The other restrictions are that the Ship cannot move more than 6" and the Special Action is Energy Drain as well. This applies to Disruptors and Photons equally.

I think the "half range" you maybe think of is the to hit modifier.
 
The ship can't move more than 6" AND it's energy drain? Energy drain restricts you to making a choice between moving only 6", firing only one weapon system, or firing only phasers (IIRC); so you get two restrictions?!
 
Dependng on how its worded you could fineses it by having your energy drain penalty restrict you to moving only 6" which you have to do anyway.......... :)
 
If I can only move 6" and only fire the photons/disruptors (since it'd be stupid to overload and then choose "only fire phasers"), then it makes overloading very unattractive. On a Federation CA I'm probably getting four Attack Dice of phaser-1s on to the target. Six if I'm lucky. At that range, they're hitting on 2+ and have Kill Zone, so I'm getting around six to eight hits from there. Standard photons will get another eight hits (on average). Sixteen hits. Overloaded photons, fired alone, will score two hits on average for... sixteen hits. Of course, you might get lucky and score more hits; on the other hand, it's easy to get unlucky and miss with everything. Especially with my luck.
 
One could argue that the energy drain penalty is already spelled out for you ;) - may need to be clarified if you can say I am only moving 6" as your energy drain penalty whilst using this SA......?

on the hits quesiton - of coruse all 16 photon dice in your example have the devestating trait if they can roll some crits... versus the phasers precise.......
 
Just looked at the new pictures in the Klingon Preview. Looks like you have C7 Heavy Battle Cruiser posted instead of the D7 Battle Cruiser.
 
Not tracking the overload discussion. If it has both speed and reduced weapons firing then it is way more restrictive than either SFB or FC. I can see you having to give up one or the other but not both.

Also does the current ruleset address holding overloads over the turn break? A common tactic in FedCom is to crawl at speed 8 on turn one to overload weapons the on turn 2 pay the holding cost and kick it upto sped 24.
 
If you're not bothered about it being unable to tilt on the stand you could always just glue the "ball" part of the base onto the model and forget about the "hat".
 
I'll be going further than that. Never yet had a ship stand that didn't snap, so I'll be using removable basing, using a steel pin glued into the stand.
 
Rambler said:
Not tracking the overload discussion. If it has both speed and reduced weapons firing then it is way more restrictive than either SFB or FC. I can see you having to give up one or the other but not both.

Also does the current ruleset address holding overloads over the turn break? A common tactic in FedCom is to crawl at speed 8 on turn one to overload weapons the on turn 2 pay the holding cost and kick it upto sped 24.

re; Overload and energy drain, this may be clarified in faqs or the rules may be definative enough as is.

ACTA has always tried to avoid trackign things from one turn to another - with the notable exception of slow-loading weapons and critical effects. I doubt it wll track overloaded weapons being held.
 
Clanger said:
The other restrictions are that the Ship cannot move more than 6" and the Special Action is Energy Drain as well. This applies to Disruptors and Photons equally.

This is what it says in the first preview article. Has the rule actually changed since then? Could you clarify this for us Matt?

Power Drain
Some Special Actions demand a great deal of a ship, so some systems have to be reduced or turned off altogether so enough power remains available to keep a ship flying. If a Special Action is noted as having Power Drain, then the player must choose one of the following penalties and apply it to his ship.

* May only move up to 6”
*May only fire phasers this turn
*May only fire one weapon system this turn (if the ship only has one weapon system, it may not fire at all)
 
It has changed slightly:

Power Drain
* May only move up to 6” If the ship has a penalty stopping it from moving 12”, such as from a critical hit, this may not be selected.
*May only fire phasers this turn
*May only fire one weapon system this turn (if the ship only has one weapon system, it may not fire at all)
 
So if the overload rules state that you a have 6" move restriction and you can't fire your phasers that round, what's the point of firing disruptors in overload mode? It was probably a good restriction for overloaded photons because they are so damn powerful, but it really screws the disruptors.
 
Garydee said:
So if the overload rules state that you a have 6" move restriction and you can't fire your phasers that round, what's the point of firing disruptors in overload mode? It was probably a good restriction for overloaded photons because they are so damn powerful, but it really screws the disruptors.

Agreed. Giving up your phasers within their killzone doesn't seem to be worth it.
 
I'm thinking letting overloaded disruptors cause 5 points of damage with a devastating(only when overloaded) trait would make it better balanced.
 
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