Author Topic: Order for firing IDEWs and ships  (Read 2614 times)

0 Members and 1 Guest are viewing this topic.

Offline Tregonsee (OP)

  • Sub-Lieutenant
  • ******
  • Posts: 104
Order for firing IDEWs and ships
« on: December 20, 2008, 11:07:24 AM »
Using Starfire and Imperial Starfire rules, I do not see an order of firing other than SF rule 04.01 which states that each player chooses one unit (ship or DG) to fire, and then the next player chooses a unit.

For the purposes of a unit, how are IDEWs considered?  Can a person shoot all of their IDEWs at once, or do they have to be by type (DSB-L, IDEW-P, IDEW-E, etc), or by all IDEWs in a hex?

Steve G
 

Offline SteveAlt

  • Global Moderator
  • Rear Admiral
  • *****
  • Posts: 820
  • Thanked: 8 times
Re: Order for firing IDEWs and ships
« Reply #1 on: December 23, 2008, 01:20:24 PM »
Quote from: "Tregonsee"
Using Starfire and Imperial Starfire rules, I do not see an order of firing other than SF rule 04.01 which states that each player chooses one unit (ship or DG) to fire, and then the next player chooses a unit.

For the purposes of a unit, how are IDEWs considered?  Can a person shoot all of their IDEWs at once, or do they have to be by type (DSB-L, IDEW-P, IDEW-E, etc), or by all IDEWs in a hex?

Steve G
Here is the relevant section of the Sequence of play from the Unified Rules:

IV. Combat Phase
A. Suppressed datalinks reactivated
B. Determine order of Mode 5 Unjamming (27.13.08.5
SM#1).
C. During each individual/groups turn Combat Impulse:
1. Roll for surrender (04.13 [optional]).
2. (De)activate "Shear Planes" (08.01.03).
3. Launch CDs (27.04.01.2).
4. (MCS)-equipped units issue orders to minefields
(04.18.03.3).
5. (DCS)-equipped unit issue orders to IDEW/DSB
(04.18.03.2).
6. Perform pinpoint scans (27.13.08.3.4) and assign new
"Lead Units" (04.15.01).
7. Allocate the target(s) of ALL weapons firing and the
sequence of fire (excluding towed pods).
8. Fire weapon(s) and record damage in the sequence
determined in "IV C7".
a) Weapons failures (Dec) are resolved after each use
of the systems in question.
b) The effects of damage are immediate and resolved
as it is done. Exception: Interceptable weapons do
damage only after all interception attempts are completed
for that volley.
9. Activate Mg CRAM 27.02.09.5.

End of individual/groups Combat Impulse:
D. Automated Weapons Fire SubPhase (04.18)
1. DSB-L and IDEW fire.
2. Pods fire.
E. Post Combat Recordkeeping SubPhase:
1. Activate Engines (03.11.06).
2. Remove double-inverted Counters (27.13.08.3.6).
C. Hull Breach Phase (Crusade, optional) (see 03.10.03 &
04.14.01)
D. Boarding Combat Phase (Crusade, optional) (Once every
4th tactical turn; see 03.10.04).
E. Complete activation of spare drive rooms (03.01.02).

According to the above, a player will activate IDEW during IV-C-5 and those IDEW will all fire simultaneously during IV-D-1

Steve