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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 06 August 2004 at 10:08pm | IP Logged
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Hi folks, I have a question for my own edification.
As I understand it, specialized weapons mounts are treated as generic
heavy weapons unless they have an equipment card played on the unit
that has them, which then makes them that kind of heavy weapon,
correct?
If a B9 Custom Base Planetary Shield has 6 of them, and I play an E6
Distortion Cannon Refit on it, then all of them are Distortion Cannons,
correct?
As such, Distortion Cannons are fired before weapons fire phase and are
not considered a weapons volley? Also, they are heavy weapons, so
they'll damage terrain as well, right?
So, if I put the Distortion Cannon Refit on that B9 Custom Base, along
with an E6 Heavy Weapon Refit, does that then give the base 8 Distortion
Cannons? And, when fired, wouldn't they also damage all the terrain in
the fleet being fired upon?
If I'm correct, please let me know. This makes sense to me, but I want to
get other opinions to make sure.
Thanks.
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Tufor Devoted
Joined: 04 July 2004 Location: Netherlands Posts: 57
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Posted: 07 August 2004 at 4:28am | IP Logged
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Just out of the top of my mind, I recall that distortion cannons did not damage terrain. Correct me if you have a copy from the rules section saying otherwise
__________________ I don't want much, just to be complete
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Geko IRC
Joined: 12 December 2003 Location: United States Posts: 257
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Posted: 09 August 2004 at 5:39am | IP Logged
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No, Distortion Cannons do not damage terrain.
__________________ Andrew Smith
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 09 August 2004 at 1:15pm | IP Logged
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Okay, thanks guys. But it would be 8 Distortion Cannons, wouldn't it?
Also, what other cards are there that will make specialized weapons
mounts into a specific weapon?
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Geko IRC
Joined: 12 December 2003 Location: United States Posts: 257
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Posted: 10 August 2004 at 5:35am | IP Logged
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There is a POT refit I believe. Maybe a Leopan. Don't recall any others.
__________________ Andrew Smith
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Tufor Devoted
Joined: 04 July 2004 Location: Netherlands Posts: 57
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Posted: 10 August 2004 at 1:29pm | IP Logged
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Indeed there is an E7 Shield penetration Refit, also for corporate there is the E6 variable plasma refit.
I have however never seen a heavy weapons refit for Leopan.
__________________ I don't want much, just to be complete
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 11 August 2004 at 12:57am | IP Logged
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Tufor,
Thanks for clueing me in to the Variable Plasma Refit... I'll have to see
now if I can come up with some for my Corporate deck, which is one of
my strongest decks (I think anyway...) :)
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Tufor Devoted
Joined: 04 July 2004 Location: Netherlands Posts: 57
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Posted: 11 August 2004 at 3:31am | IP Logged
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The variable plasma refit however has the following text:
- May only be played on a corporate ship with a variable plasma weapon.
- The variable plasma weapon on the ship may receive up to 2 additional energy.
- A maximum of 1 variable plasma refit may be played to a ship.
So it doesn't allow swm to change into variable plasmas... sorry. However you can use c1 sysop to duplicate its usage, it only states a maximm of 1 may be played TO a ship, not ON a ship. You could also use r/e2 transport shuttles to move the refit.
__________________ I don't want much, just to be complete
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Geko IRC
Joined: 12 December 2003 Location: United States Posts: 257
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Posted: 11 August 2004 at 6:10am | IP Logged
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There are also E6 Sabot Sequencer, E8 Fuser
E6 Degeneration Device
-Shield damage caused by this unit's plasma degenerators require 2 repair points to repair and may not be regenerated -Exclusive Leopan technology
__________________ Andrew Smith
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 11 August 2004 at 5:04pm | IP Logged
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"So it doesn't allow swm to change into variable plasmas... sorry."
That's okay… I'd use them in my Corporate deck anyway… :-) Be nice to
put one on an S8 Corporate Dreadnought, or an S9 Corporate
Battleship... :-)
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Eaglepreacher IRC
Joined: 21 December 2003 Location: United States Posts: 573
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Posted: 13 August 2004 at 6:43pm | IP Logged
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When using any of the specialmounts remember that most weapons are exclusive, which means empire decks only. So that base would need to be in a corporate deck to have variable plasmas. Also the fusers and degeneration device, will they work? The fusers double Bi tritium boomerangs, so wouldnt you first have to make the weapon mounts into boomerangs? Or the degen device makes the PLASMA DEGENERATORS doubled, so dont you first have to make the mounts the proper weapons?
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Tufor Devoted
Joined: 04 July 2004 Location: Netherlands Posts: 57
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Posted: 14 August 2004 at 12:58pm | IP Logged
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I agree with eaglepreacher, you need to make the swm a specific weapon by playing a specific weapon refit on the ship with swm. That is how it was written in primary rules also (don't know the exact wording).
__________________ I don't want much, just to be complete
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 15 August 2004 at 12:52am | IP Logged
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That makes sense. I was also rereading the minor empires section of the
2.0 rulebook, particularly Vektreans, and I realized that this kind of
strategy would work particularly well for them, as they can use foreign
technology freely, and can use exclusive foreign technology with the
proper cards as well.
I'm working on putting together the cards to build a Vektrean deck...
someday I'll get there... :-)
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Geko IRC
Joined: 12 December 2003 Location: United States Posts: 257
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Posted: 16 August 2004 at 6:38am | IP Logged
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Exclusive does not mean Empire Deck Only.
An exclusive technology card may be used on a Vektrean (and Bolaar) ship if that ship possesses a card that would normally provide the ability to use a foreign technology card. (p.36)
The specialized weapons mounts automatically become whatever heavy weapon is necessary for the Equipment Card. That is their special ability. (see pg. 27)
__________________ Andrew Smith
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 19 August 2004 at 1:23am | IP Logged
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"The specialized weapons mounts automatically become whatever heavy
weapon is necessary for the Equipment Card. That is their special ability.
(see pg. 27)"
Thanks for the confirmation Geko, that was my interpretation as well. I
guess I should have just stated that to begin with.
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vuros Acolyte
Joined: 03 August 2006 Posts: 17
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Posted: 11 August 2006 at 7:18am | IP Logged
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i thought sabo sequenser didn't add a weapon but modified the sabos already on the ship
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 11 August 2006 at 11:13am | IP Logged
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That is correct. The Sabot Sequencer allows the Sabots to do two damage each.
But what we are saying is that, if you put the equpiment card on a Vektrean ship, then the SWM on the Vektrean become Sabots (and would do two damage each).
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vuros Acolyte
Joined: 03 August 2006 Posts: 17
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Posted: 11 August 2006 at 1:10pm | IP Logged
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thought the SWM becam a weapon that you dded not an eqipment that modified one IMO to make SWMs sabos you'd have to add a sabo for the sabo sequencer to function
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ericbsmith IRC
Joined: 12 October 2004 Location: United States Posts: 321
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Posted: 11 August 2006 at 1:35pm | IP Logged
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SWM in the rule book states "When a
specific heavy weapon modifying equipment card is applied to a ship..."
The Sabot Seq is a heavy weapon modifying equipment card, so it should modify SWMs too. Otherwise the special rules for SWMs would have been next to useless before Advanced Tech came out (after Universe!), since the only specific Heavy Weapon refit card before then was the Tram Refit (which would do nothing but add the extra heavy weapon point to a ship with SWM, since they have no special rules). OTOH, there were several heavy weapon modifying equipment cards available before then (Fusers, Sabots Seq, Energy Flux, etc.).
Edited by ericbsmith on 11 August 2006 at 1:58pm
__________________ Eric B. Smith
GE Card Museum
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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 5:28pm | IP Logged
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Same thing goes for a Hyperspace detonator I presume? The possibilities
are endless.....
Also...since bases don't have limits to the number of refits you can add...I
suppose you could slap say....3 E6 Heavy Weapon Refits on a B9 Custom
Planetary Shield and then play a Hyperspace Detonator refit to that for....96
points of damage??? HAHAHAHAHAHAHAHAHAH
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ericbsmith IRC
Joined: 12 October 2004 Location: United States Posts: 321
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Posted: 29 April 2007 at 9:40pm | IP Logged
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Yes, works with the Hyperspace Detonators too, although you'd need some way of using Exclusive Tech with the Base (which would require at least two more cards). Far more effective to use the Hyperspace Detonators on a Bolaar ship - which generally have lots of phasers and can already use Foreign Tech, meaning you need just one more card to allow them to use Exclusive Tech. A Hyperspace Detonator on a Bolaar Battleship or Flagship results in a 45-48 damage. Using an E9 Future Ship to allow the use of exclusive tech on those ships doubles that damage.
Edited by ericbsmith on 30 April 2007 at 2:01pm
__________________ Eric B. Smith
GE Card Museum
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 30 April 2007 at 1:01pm | IP Logged
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A classic all your eggs in one basket.
Totally devistating though.
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