Re: Missiles, Plasme bolts and other fun stuff
From: "Oerjan Ohlson" <oerjan.ohlson@t...>
Date: Wed, 7 Jun 2000 17:57:39 +0200
Subject: Re: Missiles, Plasme bolts and other fun stuff
Sindre Cools Berg wrote:
>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?
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....
>Do you roll morale for a fighter group every time it attacks morale ?
Every time it attacks.
>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) ?
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 ?
>3 Can you join 2 fighter groups of 3 fighters to one squadron of 6 f.
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
>bays on carriers loading and launching) ?
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,
Oerjan Ohlson
oerjan.ohlson@telia.com
"Life is like a sewer.
What you get out of it, depends on what you put into it."
- Hen3ry