Beams and Dodge

Taran

Mongoose
When firing a beam weapon at a ship with Dodge, when do you do the Dodge rolls?
After finishing all rolling for the beam (this is when I've been doing it)

or as each beam hit is rolled, preventing that hit from multiplying...
 
I personally thought that it made more sense to dodge after the first roll; I've been told that the rules actually state you do all of your attack rolls first, which means that beams get to do their subsequent rolls BEFORE you roll dodge.

Someone correct me if I'm wrong. I'm sure that there is a list somewhere, listing all the "actions" for want of a better word, in each phase.
 
roll all your beam dice - once you finish then roll dodges..............Taran is correct :) either that or I have been playing it wrong for a long time...............
 
Dodge happens after all of the beam dice are rolled and you no longer have 4s to roll again. If not, dodge would be the most powerful trait ever really.
 
Taran is correct, and the Turn Sequence is on page 25 of the Rule Book:
* Initiative Phase
* Movement Phase
Ships Move
Fighters Move
Anti-fighter attacks resolved
Scout traits used
* Attack Phase
Fighter Attacks and Dogfights
Ship Attacks
Roll Attack Dice
Dodges
Interceptors
Shields
Roll on Attack Table
Gravitic Energy Grid
Critical Hits
Close Blast Doors and pak’ma’ra Redundant Systems
Boarding Actions performed
* End Phase
Compulsory movement
Damage Control performed
Fighters Launch

One effect it doesn't mention is Adaptive Armor, I know the crit damage is factored into the per weapon hit, but does CBD function first then AA or is it the other way around?
 
Centauri_Admiral said:
I personally thought that it made more sense to dodge after the first roll; I've been told that the rules actually state you do all of your attack rolls first, which means that beams get to do their subsequent rolls BEFORE you roll dodge.

...

quote]

Yes. I though that was counterintuitive too. Dodge should stop subsequent "hits" that chain off the first one but the rules say the opposite. Similarly Twin Link should fire again if the first hit is dodged or intercepted but it doesn't. It actually works in reverse. Do what the rules say not what is logical. (And don't look at the man behind the curtain. :) )

Tzarevitch
 
armbarred said:
I would think the CBD takes place after the AA.

That seems to make the most sense, it seems the Turn Sequence should have said

Critical Hits
Adaptive Armor
Close Blast Doors and pak’ma’ra Redundant Systems

Though its still iffy because half the people you ask will say that if Trait loss knocks out AA the full damage of that attack is applied, the other half will say that AA armor reduces it and then goes offline.

maybe perhaps

Critical Hits Damage
Adaptive Armor
Critical Hits Effects
Close Blast Doors and pak’ma’ra Redundant Systems

Though again that depends on who your asking. Its kinda hard to figure exactly though since all this is happening at the same time effectively.
 
I'd go with:

Critical Hits Damage
Adaptive Armor
Close Blast Doors and pak’ma’ra Redundant Systems
Critical Hits Effects

I would have critical and crippling effects take place after each weapon. So if you knock out AA or get a no SA crit, it doesn't actually come into effect until the next weapon fires.
 
I would think that SAs would remain in effect till the end phase because they've already been activated.
How would a Crit that caused No SAs cause your CBD to fail? The doors are already down and secured...
 
See page 13, if a ship is restricted from performing a Special Action it will immediately lose the benefit.

CBD is obviously more than simply shutting doors, since it restricts firing. It obviously includes restrictions on power and ammunition to weapons, closing launch bays and the like. I would think it involves diverting crew away from weapons to man fire suppresion, damage control and medical teams. While loss of special actions is caused by reactor damage or loss of the bridge, causing specialised equipment to lack power or special orders to no longer be given.
 
That way would be more useful since at the very least if you get the No SA crit at least your CBD worked against the shot that caused it.
 
Tzarevitch said:
Yes. I though that was counterintuitive too. Dodge should stop subsequent "hits" that chain off the first one but the rules say the opposite.

Well ship might dodge the beam but beam could follow up and hit the ship nevertheless. Might again dodge but beam could follow up and hit yet again.

That's how I see it.
 
Greg Smith said:
CBD is obviously more than simply shutting doors
Yep, it should be renamed "Close Blast Doors and Fasten Seat Belts!" since it now prevents crew loss ;)
Maybe thats why it restricts firing. The gunnery crew can't reach the controls :lol:

tneva82 said:
Tzarevitch said:
Yes. I though that was counterintuitive too. Dodge should stop subsequent "hits" that chain off the first one but the rules say the opposite.

Well ship might dodge the beam but beam could follow up and hit the ship nevertheless. Might again dodge but beam could follow up and hit yet again.

That's how I see it.
Yes, the beam can track the ship. It doesn't just shoot straight and keep going. If the ship dodges, the guy on the firing controls will move his joystick to try to follow the target.
 
It always makes me laugh when you close blast door and make a reasonable number of the damage rolls, but non of the crew rolls. I have a mental image of the captain shouting at the remaining crew, "get on the side of the doors without the explosions!!!"
 
Banichi said:
It always makes me laugh when you close blast door and make a reasonable number of the damage rolls, but non of the crew rolls. I have a mental image of the captain shouting at the remaining crew, "get on the side of the doors without the explosions!!!"
Or the other way around, "Go and fix the ship you damn wusses I don't care if it's a bit hot in there!"
 
Methos5000 said:
That way would be more useful since at the very least if you get the No SA crit at least your CBD worked against the shot that caused it.

Yes. If a shot takes out interceptors (either through crippling or trait loss), you don't retroactively take the interceptors off and add hits.
 
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