by sejembalm
Simplified firing house rule for the SFB Cadet Game:Have the ships fire every turn (optional):
- Disruptor Bolts: one point to arm, may fire twice during a turn, spread a quarter turn (4 impulses in a 16 impulse turn) apart [ex: if 4 points of power were allotted for disruptors, a Klingon cadet cruiser fires both disruptors on impulse 2 and then may fire them again that turn on or after impulse 6, no saving for a later turn].
- Photon Torpedoes: two points to arm, may only fire once per turn (get rid of the arming turn rule).
- Plasma Torpedoes: four points to arm. May fire a Plasma-F every turn. Or, if you do not fire the plasma that turn, you may spend another four energy points to fire a Plasma-S or Plasma-R torpedo (if the ship can fire it) the following turn.
- Each phaser can still only fire once per turn.
The multi-turn torpedo arming rule was one I had difficulty in explaining to new gamers. This house rule simplifies it, and experienced gamers may appreciate how it changes the game.