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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 21 April 2006 at 12:28am | IP Logged
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The card text is as follows:
Used by a ship to supply emergency power to the shields.
-This card allows the ship or base to ignore a number of points of shield
damage equal to 1/2 the unit's strength (drop fractions).
-May only be used by ships equipped with shields.
-Discarded after use.
My question is that if the card text specifically states that it allows the
ship to ignore half it's strength in shield damage, is the remaining
damage that would have gotten past the shields also negated since the
shields are still up?
Or, is it that that damage is ignored, and the remaining amount of
damage is applied to the shields with any extra going to the structure of
the ship?
I cannot discern from the text of the card which would be the proper
interpretation. So far I've been using them in the latter context, as it's
only an E3, but I would like to get a ruling to know for certain.
Thanks. :-)
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War Veteran Devoted
Joined: 19 November 2005 Posts: 49
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Posted: 21 April 2006 at 8:00am | IP Logged
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Say an S7 with 6 shields is taking 9 points of damage. Half of its strength is 3 points of damage. The 9 points of damage would normally take down the shields and do 3 hull points of damage. This card would essentially repair (prevent) 3 points of damage to the shields.
The ship would STILL take the 3 points of hull damage.
The usefulness of this card is that it is an E card that prevents damage.
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 21 April 2006 at 6:34pm | IP Logged
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So if the damage was 13 points, enough to destroy the ship, the ship would
still take 7 points of structural damage and be destroyed?
It seems like this card would best be paired with something like an R/O4
Repair Delivery, or an R/L3 Unlucky Targeting. The advantage seems that it
leaves the ship with some shields after being hit, rather than keeping the
ship from being destroyed.
While I'm thinking about it, would it also work against something like an M3
Shield Fiend, preventing the Shield Fiend from completely dropping the
shield?
Edited by MogwaiSC on 21 April 2006 at 6:39pm
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Eaglepreacher IRC
Joined: 21 December 2003 Location: United States Posts: 573
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Posted: 22 April 2006 at 4:51am | IP Logged
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Witht he verdict from War Vet I would say that The cards best use would be against boarding decks only. This would prevent any boarding (and a few other cards) that only operate with shileds down. Witht he pairing with other cards there are probably other pairings that work.
It should also work against the shield fiend. The fiends card states that it damages the shield and the emergency power prevents that damage.
And the extra point question I have. Is the amount of prevention 1/2 the strength of the ship or the current strength of the ship. Eg a S10 flagship is down to 2 structure points does it prevent 5 or 1. In a game I would say 5 because the power equipment would be the same in both scenarios, unless damaged..
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 22 April 2006 at 11:58am | IP Logged
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I think something like this depends on whether it's a P or NP equipment.
The card is not specifically noted as P or NP, but it has no engagement
cost printed on the card, so I believe this means it's passive. Because it's
passive, I would think it would be based on the printed strength of the
ship, rather than it's current strength, but I suppose that would be up to
the playing group in question.
Still, a good point, and one I didn't think of. We have simply assumed it's
the printed strength on the card.
This also brings up the question of what if there is a ship upgrade or unit
overhaul played to the ship? I would think that the strength addition
would be included as part of the strength of the ship that is used to
figure how many shields are saved.
Also, the idea of using them against crew attacks is a good one, though it
would only work in the case of where a standard transporter was used as
the means of transportation, not an oscillating transporter, a shuttle or
fighter, or something like a C8 General.
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Eaglepreacher IRC
Joined: 21 December 2003 Location: United States Posts: 573
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Posted: 24 April 2006 at 1:33pm | IP Logged
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Ok , so are there any rules for boarding parties. I mean if the shields can block a tranporter why not a shuttle?
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 25 April 2006 at 9:37pm | IP Logged
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Well, I thought it was that shields only block energy sources, which would be
things like phasers, heavy weapons, transporters, etc. A shuttle is a
physical object so would pass right through a shield.
I actually don't recall if there is anything specific in the rulebook at all
though, but I don't have the time to specifically look it up.
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Eaglepreacher IRC
Joined: 21 December 2003 Location: United States Posts: 573
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Posted: 26 April 2006 at 12:44am | IP Logged
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Heavy weapons are physical and destroy shields I would think. But I looked into 2.0 rulebook and glanced over Eric smith's combined rules and didnt see any rules. So I would say that boarding parties would be needing rules. I never used'em.
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 26 April 2006 at 2:07am | IP Logged
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Yeah, I agree boarding parties and other forms of crew attacks need to be
clarified. But heavy weapons don't necessarily have to be physical in
nature. Sure, the *cause* physical damage, but then so do phasers...
After all, Variable Plasma is plasma... that's energy...
I think the only reason to assume that shuttles can go through shields
and transporters can't is that some transporters specifically say "not
through shields" and other transporters, such as the R/E6 Oscillating
Transporter, specifically say they can go through shields. One of the
Garshain tribe Indirigan ships has oscillating transporters built in; its card
specifically says its transporters can to through shields.
While there may not be a specific rule on it, the evidence from various
card texts is pretty plain.
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War Veteran Devoted
Joined: 19 November 2005 Posts: 49
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Posted: 26 April 2006 at 7:49am | IP Logged
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Yes, it would work against a Shield Fiend.
Is the amount of prevention 1/2 the strength of the ship or the current strength of the ship?
The card does not say "current strength" then you would use the actual strength (in your example it would prevent 5 damage to the ship's shields). Also keep in mind if you have a card that increases/decreases the hull strength it WOULD affect this card. The damage the ship has taken does NOT affect the card.
It would be a Passive Equipment, and could be used on disengaged ships.
The Boarding Party rules were clarified in Galactic Fire (#2 or #3). They would have been made part of the next printing of the rulebook.
I think the only reason to assume that shuttles can go through shields and transporters can't is that some transporters specifically say "not through shields" and other transporters, such as the R/E6 Oscillating Transporter, specifically say they can go through shields.
This is almost correct. We do cover it in the rules in Galactic Fire, but yes, if the card doesn't say that shields block its transportation of crew then they do not.
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 11 July 2006 at 5:52pm | IP Logged
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Update:
I've come to find this card very useful now actually... I pair it with an R/E2
Tractor Beam.
I have found that during a game, an opponent will frequently combine fire
from multiple ships or bases on one of my ships or bases to completely
destroy it. The Tractor Beam allows me to pull fire away from that volley
to another unit that isn't being targeted in the volley. Then, the fire that
is pulled away is halved by the Tractor Beam, and then I get to play the
Emergency Power to reduce the damage done to the shields. Very useful.
Also, I play the R/E2 - R/E3 combo with a unit that itself is taking fire. It
cuts the damage from the tractored unit in half, and then again I get to
use the Emergency Power to cut the shield damage. Also very useful.
I have a question though; as an E class card, neither of which say they are
played against an opponent unit, they are played to the ship in my fleet,
correct? I just want to make sure of this because sometimes my
opponent gets a little overzealous and tries to argue that I can't play the
Tractor Beam against a unit in his fleet...
Edited by MogwaiSC on 11 July 2006 at 5:58pm
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 12 July 2006 at 6:51am | IP Logged
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they are played to the ship in my fleet, correct?
yes, that is correct. They are played TO your ship.
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 24 November 2006 at 11:50pm | IP Logged
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Just an update on this...
I've been using the R/E2 Tractor Beam and the R/E3 Emergency Power
together quite a bit now, and they work really well together.
The best use I've found is to use them to pull fire off of a ship onto
another ship that isn't being targeted in that volley.
I did this in a game a couple of weeks ago playing my Indirigan deck. The
main tribe is Council of Six, and the minor tribe is Lone Wolf. I had an S9
Co6 Dreadnought in play with a C9 Chieftan Nohs on it... he completely
engages the Co6 ship he's on and reduces any incoming volley by 4
points.
At least three times in that game I used the R/E2-R/E3 combination to
pull fire away from another ship to the S9. The damage was reduced by
four pts. by Nohs, then the rest cut in half, and then 4 pts. of the damage
to the shields was negated by the R/E3. Extremely effective... :-)
I now try to use them together as much as I can if I have room in a deck...
my opponents have gotten sick of them, because short of having one of
them Time Skipped, there's not really much of a way to stop them.
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Eaglepreacher IRC
Joined: 21 December 2003 Location: United States Posts: 573
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Posted: 25 November 2006 at 6:37pm | IP Logged
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Question.. according to your initial post, your opponent used multiple ships in the volley. Did you use the tractor beam to pull all the fire to your ship? It was always our groups understanding that you can only tractor ONE ship out of the volley not all of them. We came to this conclusion from the wording on the Tractor Beam card.
-When a base or ship tractors a ship, the tractored ship may only fire weapons at the tractoring unit.
-Additionally, damage from this weapons fire is halved(drop fractions).
-This card is discarded at the beggining of the owning player next turn.
- Only ship cards may be tractored.
The wording indicates the tractoring of only one ship not ship(s) which would indicate one or more. Of course I hope you are not discarding the tractor beam.
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 25 November 2006 at 9:51pm | IP Logged
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No, I never said it worked for the entire volley. I typically use it on the ship
that is making the greatest contribution to the volley.
As for your question about discarding it, I don't understand why you're even
asking it... you quote the text of the card that clearly says when it is
discarded.
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Galactus IRC
Site Administrator
Joined: 25 April 2004 Location: United States Posts: 181
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Posted: 29 April 2007 at 3:01pm | IP Logged
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After reading the first entry on this thread...I would have to disagree with
one thing. The card states that you can ignore damage equal to 1/2 the
strength of the ship applied to your shields....so that means...you have a
strength 10 ship you can ignore the first 5 points of damge...then you
apply the damage to the shields...if any gets through...then you take
structural. That would be the logical sequence of play...as the last
reaction card played takes precedence in order of play. The card does not
say restores 1/2 the strength to the shield...it clearly states "ignores" 1/2
the strength in damage applied to the shield (as it is first hitting the
shield). Otherwise what the hell is the use to pump power into a shield
once the ship is already destroyed?? As far as the card strength only
being an E3...well ....that is fine as the power of this card is dependent on
the strength of ship it is being played upon. Play this on Patrol Ship and
no big deal...play it on a Flag Ship...and watch out!!
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