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Aramax Exalted
Joined: 14 July 2004 Location: United States Posts: 390
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Posted: 03 April 2008 at 11:37am | IP Logged
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Ok your opponent has hyperspace detonators armed and fires at your planet,can you use a phaseer malfunctin agaist it as the hyperspace Detonator is modifying phasers?
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Matchbox Adept
Joined: 27 April 2005 Location: United States Posts: 118
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Posted: 03 April 2008 at 2:00pm | IP Logged
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the hyperspace detonator is considered heavy weapons, hence the black square the precedes it. so if you have the S7 battlecruiser, it has 1 hyperspace detonator, and 3 phasers, and you decide to use the heavy weapons, that 1 hyperspace detonator, is equal to 3 points of damage (because of the 3 phasers), thus needing a heavy wepons backfire to negate it.
so on the S9 there is 2 hyperspace detonators, and 4 phasers, so if you use the heavy weapons, your 2 heavy weapons do 4 points each. and with phaser refits and detonator refits, people wont like you to much lol.
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 03 April 2008 at 2:22pm | IP Logged
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what he said.
i concur.
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Lobo IRC
Joined: 04 July 2007 Location: United States Posts: 533
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Posted: 03 April 2008 at 6:06pm | IP Logged
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-I'm not sure the posts above actually answer the original question. So, for clarification purposes (as much for me as anyone else):
When any player uses the Hyperspace Detonator system on a Scorpead ship, it is treated as a "heavy weapon".It is not, according to the wording in the rules documents, modifying phasers per se. See rules version 2.0 and 2.1 for verification. As the Phaser Malfunction card (i think) you are referring to only affects phaser fire, it has no bearing on the Hyperspace Detonators.
Bottom Line: Keep the Phaser Malfunction in your hand.....Lobo
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Matchbox Adept
Joined: 27 April 2005 Location: United States Posts: 118
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Posted: 03 April 2008 at 6:16pm | IP Logged
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well thats what i said, but with alot more words. lol, but yeah i guess your post helped a bit to lobo lol
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Biegel Exalted
Joined: 19 October 2007 Location: Christmas Island Posts: 390
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Posted: 04 April 2008 at 6:12am | IP Logged
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I didn't know that.
__________________ mostspaceman
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 04 April 2008 at 8:58am | IP Logged
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HYPERSPACE DETONATOR: The hyperspace detonator is the Scorpead's heavy weapon. When loaded, each phaser on the card is treated as a heavy weapon causing 1 point of damage for each armed hyperspace detonator.
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Aramax Exalted
Joined: 14 July 2004 Location: United States Posts: 390
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Posted: 04 April 2008 at 11:35am | IP Logged
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Gekonauak wrote:
HYPERSPACE DETONATOR: The hyperspace detonator is the Scorpead's heavy weapon. When loaded, each phaser on the card is treated as a heavy weapon causing 1 point of damage for each armed hyperspace detonator. |
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well it would give the Scorp a little nerfing they deserve......
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 04 April 2008 at 12:05pm | IP Logged
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Hell, just put in 1 or 2 more R/T2 Ateroid Shields and you will reck havoc with Scorps.
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Aramax Exalted
Joined: 14 July 2004 Location: United States Posts: 390
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Posted: 04 April 2008 at 12:38pm | IP Logged
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Gekonauak wrote:
Hell, just put in 1 or 2 more R/T2 Ateroid Shields and you will reck havoc with Scorps. |
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Ill go you 1 better use Partial regeneration and repair delivery on your asteroid shield
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Eaglepreacher IRC
Joined: 21 December 2003 Location: United States Posts: 573
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Posted: 04 April 2008 at 5:41pm | IP Logged
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Ok, but it seems to me if you play phaser malfunction, the phasers dont fire, without the phasers the HD would phhhttt!. It would be like going fishing and instead of casting into the water with bait you cast onto the dry land.
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Matchbox Adept
Joined: 27 April 2005 Location: United States Posts: 118
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Posted: 04 April 2008 at 5:59pm | IP Logged
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HYPERSPACE DETONATOR: The Hyperspace Detonator is the Scorpeads heavy weapon. When loaded, each Phaser on the card is treated as a heavy weapon causing 1 point of damage for each armed Hyperspace Detonator. - A ship's Phaser Magnifier may not be armed on a turn when the Hyperspace Detonator is armed. - Scorpead units may not have heavy weapon refits (refits adding heavy weapons) applied to them.
ok as for me saying adding the heavy weapon refit, forget that. but if phasers cant be armed while using the heavy weapons there is no phasers for the phaser malfuntion to nagate
Edited by Matchbox on 04 April 2008 at 6:00pm
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Biegel Exalted
Joined: 19 October 2007 Location: Christmas Island Posts: 390
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Posted: 06 April 2008 at 6:26am | IP Logged
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I think that calls for more opinions. Can we hear from a couple of the Ancients here about? (Bump it up) Is it still concidered Phasers after the refit or was that CG's answer to the Phaser malfunction for Scorpead?
__________________ mostspaceman
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ericbsmith IRC
Joined: 12 October 2004 Location: United States Posts: 321
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Posted: 06 April 2008 at 7:04am | IP Logged
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OK, I'll chime in here.
The Hyperspace Detonators are Phasers - Phasers being treated as Heavy Weapons, but Phasers none-the-less. Cards which affect the Phasers on the ship can affect Detonators. Thus, Phaser Malfunction can stop a Detonator from working.
Hyperspace Detonator damage is *NOT* treated as Phaser damage - it's heavy weapon damage. Cards which protect from Phaser damage do not protect against Detonators. This is necessary to give the Scorpead a fighting chance, else a simple migration of Phaser Eeels could stop a Scorpead armada cold.
Edited by ericbsmith on 06 April 2008 at 7:04am
__________________ Eric B. Smith
GE Card Museum
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Biegel Exalted
Joined: 19 October 2007 Location: Christmas Island Posts: 390
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Posted: 06 April 2008 at 8:11am | IP Logged
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Thanks Eric, Now I see the difference. I was trying to access your site . I have tryed several ways and get no access. Are you working on it?
__________________ mostspaceman
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Matchbox Adept
Joined: 27 April 2005 Location: United States Posts: 118
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Posted: 06 April 2008 at 5:18pm | IP Logged
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so you can use a phaser malfuntion or a heavy weapons backfire on it?? that dont make any sense to me.
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bignea Exalted
Joined: 17 May 2005 Location: United States Posts: 124
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Posted: 06 April 2008 at 6:28pm | IP Logged
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The way i look at it, each heavy weopon does 1 point of damage per phaser the ship has. Your not fireing the phasers but the heavy weopons.
ship has 1 heavy weopon and 4 phasers, the heavy does 4 points of damage.
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ericbsmith IRC
Joined: 12 October 2004 Location: United States Posts: 321
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Posted: 07 April 2008 at 1:58am | IP Logged
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bignea wrote:
The way i look at it, each heavy weopon does 1 point of damage per phaser the ship has. Your not fireing the phasers but the heavy weopons.
ship has 1 heavy weopon and 4 phasers, the heavy does 4 points of damage. |
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The problem is, the way the rules read, the Detonators don't do 1 damage per Phaser, but rather the Phasers do 1 Heavy Weapon damage per loaded Detonator. So you're actually firing the Phasers, they're just scoring Heavy Weapon damage when the Detonators are loaded.Or to put it another way, the Scorpead Phasers are just multi-purpose/multi-use. Flip a switch and their damage is multiplied; flip another switch and it is focused enough to damage terrain (or other stubborn targets which can only be damage by heavy weapons fire). Flip the switches off and they're just plain vanilla Phasers.
Edited by ericbsmith on 07 April 2008 at 2:05am
__________________ Eric B. Smith
GE Card Museum
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 07 April 2008 at 8:29am | IP Logged
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that is an interesting way to look at it.
Back in the day it was never played that way.
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Biegel Exalted
Joined: 19 October 2007 Location: Christmas Island Posts: 390
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Posted: 07 April 2008 at 8:46am | IP Logged
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What was the way they used to be played?
__________________ mostspaceman
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 07 April 2008 at 11:06am | IP Logged
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that they were heavy weapons at the point you loaded the HD.
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Matchbox Adept
Joined: 27 April 2005 Location: United States Posts: 118
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Posted: 07 April 2008 at 2:14pm | IP Logged
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thats exactly how our group plays it.
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Biegel Exalted
Joined: 19 October 2007 Location: Christmas Island Posts: 390
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Posted: 09 April 2008 at 5:59am | IP Logged
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So whats the final thought? Does the PM negate the Big D?
__________________ mostspaceman
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Lobo IRC
Joined: 04 July 2007 Location: United States Posts: 533
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Posted: 09 April 2008 at 8:16am | IP Logged
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-I voted in the poll above, but since it does not allow replies, i will post my qualifications here. I think, conditionally, the phaser malfunction should not stop the HD. The power is being diverted ot the Heavy weapons, you have to spend ammo resource to fuel it, and the phasers are no longer 'treated as' phasers according to the rules. Logic would dictate that, if they are not treated as phasers, they cannot be affected by things that *only* affect phasers.
If they can be affected by phaser malfunction, then they should also be able to be affected by anything that can modify heavy weapons fire as well. That seems unnecessarily punitive in my estimation. Scorpeads may need a "nerf" in your opinion, but this one does not make sense.....Lobo
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bignea Exalted
Joined: 17 May 2005 Location: United States Posts: 124
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Posted: 09 April 2008 at 4:23pm | IP Logged
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LOBO , i agree
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Eaglepreacher IRC
Joined: 21 December 2003 Location: United States Posts: 573
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Posted: 11 April 2008 at 3:52pm | IP Logged
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whoa!!! back up the logic then. With your logic in play, if the phaser power is shut off then what powers the HD? Sure it has the nucleid diosis cells but the phasers went kaput with a phaser malfunction so no power reaches the HD nucleid diosis cells... If the Hyper Det wouild do 1 point for each phaser eg 4 points per HD (assuming four phasers) then that would be a 4 point volley. But it does not say that but instead says each phaser does heavy damage for each HD armed. For an S9 Battleship 2 HD and 4 phasers the volleys would be far different. With the phaser power going thru the HD it would result in 2 possible volleys of 4 each, but with the HD fueling the phasers you get 4 possible volleys of 2 each.
All this would be much easier if someone would show us the mechanics of the scorpead fleet and HD. The HD could be something akin to a one shot focusing lens that enhances the phasers power.
But yes i agree allowing the phaser malfunction to disrupt the hyper dets would be a severe limitation on the scorpeads. Now for the other side of the coin. If the phasers were fired, would you still be able to fire the HD.. for example R/L5 defensive overide-forces you to fire phasers???? would this negate the HD or are you forcing the HD to fire at the asteroids!!!!? and the actual other side of the coin... for the above S9 battleship.... R/L5 heavy weapons backfire- 2 points of damage to the ship or 8?
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bignea Exalted
Joined: 17 May 2005 Location: United States Posts: 124
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Posted: 11 April 2008 at 4:20pm | IP Logged
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you can only do one or the other, if you power up the hd you can only fire the hd not phasers. The phaser points only indicates how much damage the hd does, like 1 hd with 4 phaser points does 4 points of damage to 1 target. you're not fireing the phasers you are firing the hds.
now if you are using the phaser points as phasers you get the multiplier and you do'nt get the use of the hds.
so phaser malfuction does'nt work if you are firing hds.
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 04 May 2008 at 4:24am | IP Logged
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The key words that are being overlooked here are "treated as a heavy
weapon". This means that even though they're phasers, that any card
plays that are made to the ship, the weapons fire, etc, have to affect heavy
weapons, NOT phasers. The wording could be a little more clear, such as
"as if they were heavy weapons", but I think it's still clear enough as it is.
You people over-analyze this stuff way too much.
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 05 May 2008 at 8:51am | IP Logged
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similar to the T/Bs.
Played as Terrain, they are considered a base for all other purposes.
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