Acta:SF Drone Question seeking ignore shields yes or no

scotty3p

Mongoose
It says for the seeking weapons trait that it ignores shields on the quick reference sheet I have but I have seen in other posts while researching some other questions drone attack examples where shields take damage first. Is the ignore shields for drone weapons with seeking trait incorrect on the quick reference sheet?
 
Hey there :)

Yeah its the opposite - The Drones and other seeking weapons don't penterate the shields on a roll of a 6.
 
Drones and Plasmas never get to use the natural "six" burn through rule, even though Drones roll for a lock on at long ranges. Seeking Weapons will always strike the shields first then only damage the hull once the shields are completely gone.
 
Thank you that's what I thought just wanted some confirmation last night was first time rolling out the rules and got some wait wait wait this says x types :P .
 
While I had some attention I thought I saw a link in a thread to special action token pdf but don't remember where I saw it and needed to make some.
 
Another quick question since we were so use to a natural 6 being a crit but ready some posts it seems like the implication is that phasers do actually crit on or 5 or 6 would that be correct?
 
scotty3p said:
Another quick question since we were so use to a natural 6 being a crit but ready some posts it seems like the implication is that phasers do actually crit on or 5 or 6 would that be correct?


Correct. Phaser have the Precise Weapon Trait. This allows them to add one (+1) to the rolls on the hit table. This means a 1 which is a Bulkhead Hit (or no damage) becomes a 2 which is a solid hull hit. It also makes a roll of 5 (a solid hit) become a 6 which is a Critical Hit.
 
Question concerning the scout trait since in last session of play testing the redirect fire at least how we read it seems op. Is it the intent that a scout ship can use the redirect ability basically unlimited times in a turn(outside of just one weapon system per firing ship) for any fire going at all enemy ships that are with in 36" of it?
 
Using the redirect fire rules in the rulebook:

When the scout ship moves, select one ship within 36". Roll the CQ check.

If it passes, every friendly model that targets that ship can chose one weapon system to reroll AD that miss.

Note: a weapon system is one line on the ship record - not all phasers for example
Note2: redirected weapons don't haveto be the same - one ship may select a phaser, another ship can chose its disruptors.
Note3: since plasma and drones don't roll to hit, this doesn't work for them.

Final note: scouts don't work like this in the SFB universe. These redirection rules do work and have worked in other versions of ACTA.
 
Thank you I thought it was being used way to op in our last play test. If drones are in the have to roll to lock range though I would think you could then use redirect to reroll to lock would that be fair to say.
 
Got another inquiry concerning rules.

Special Warp out now originally I had thought when it said end phase it was referring to end of movement you can warp but after much chatter we were rethinking that it meant you don't warp until the very end of an entire turn wondering which is it.

Also suicide shuttles now this reads a little more confusing in that it says at any end phase it touches the stem of a ship it can detonate which here would make me think that is at the end of any phase during a turn again is that correct wherein theoretically at the end of movement after you dump one out and move it the shuttle could blow up before attack phase and avoid defensive fire? I am sure more to come.
 
Maximum Warp Now! :- The ship doesn't warp off the table until the End Phase, although you declare it in the Movement Phase as normal.

Suicide Shuttles :- They can move in the same Movement Phase they launch (remember shuttles move after all ships have), and be detonated if they are touching an enemy ship in any End Phase (not the end of any phase).
 
Correct. Phaser have the Precise Weapon Trait. This allows them to add one (+1) to the rolls on the hit table. This means a 1 which is a Bulkhead Hit (or no damage) becomes a 2 which is a solid hull hit. It also makes a roll of 5 (a solid hit) become a 6 which is a Critical Hit.



Is this Correct? Phaser's deal critical damage on a 5 or 6? I know the part about 1s become 2s so effectively they will always deal damage, but that is rather strong. We have been doing it on natural 6s on all weapons, even Phasers and they have been working out well.
 
Does anyone else think that is a bit much? I have had no problems dishing out damage with Phasers critting on a 6. Seems a little overpowered considering that is all the Federation use.
 
Everyone else has phasers, so why not?

Dusruptors get multihit 2, so they get 2 hits at long range while phaser's have to be in killzone to get 2 hits, is this fair? yes

Every weapon does its thing, it keeps ships different, and balances stuff out.
 
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