Damage

Drahazar

Mongoose
ok for minbari when you roll to hit you have a plus one to hit so on hull 5 you need 4s to hit because of precise. when you roll for damage you roll 1d6 + 1 for AP so dose that mean on a roll of a 5 its a critical cause 6s make crits and 5 + 1 is 6 and for like shadows and vorlons they would need 4,5,6 to crit right. and on a victory a 5 and 6 would crit from a minbari ship right.
 
Err your lack of punctuation makes your question a bit confusing, so I'll explain it all.

When you roll to attack, you first calculate the number of hits. That is, roll the Attack Dice for the weapon, adding +1 to each die if it has AP, +2 if it has Super AP, or -1 if it has Weak. If you equal or beat the Hull score of the target, then you have scored a hit. Remember that natural 6's always hit, and natural 1's always miss.

Then you roll the dice to calculate the damage. For each hit you scored roll a die, adding +1 if the weapon has Precise. Against normal (not Shadows or Vorlons) ships, this means you'll get a critical on a natural 5 or 6. Against Shadows or Vorlons, you'll get a critical hit on a natural 6.
 
No, you've got it the wrong way around.

Minbari Fusion cannons: 4AD AP, Mini beam. Roll to hit against hull 5, you need to roll 4s. So 4 dice, rolling 2,3,4,6, two hits. Roll those two dice again to see what damage you do - 1 bulkhead, 2-5 standard, 6 crit.

Vorlon Lightning Cannon: 6AD, super AP, beam, precise, triple damage.
Against hull 5. Roll 6 dice, hitting on 3 (because of super AP), so 2,2,3,5,6,6 - 4hits. Roll 4 dice again, now hitting on 4 (because of beam trait), 2,3,3,4 - only one more hit. Roll that dice agian hitting on 5 - 6 a hit. Roll agian hitting on 6 - a 1, a miss. So you have a total of 6 hits.
Now roll 6 dice adding 1 for precise, so a roll of 1-4 will be a standard hit, 5-6 will be crits. Then triple all the damage you do.
 
Basically its pretty simple. Its the other way around.

AP weapons add 1 to their dice roll to hit the target

Precice weapons add 1 to their dice roll to determine damage
 
do the ancents/first ones use the same damage table as the vorlons or shadows or the ordinary one because they have no crew score but they do have a number for when the ship becomes damaged, and armaggedon doesn't mention either table for them.
 
Ancients take damage normally, which makes them incredibally tough but then they are the first ones. They also automatically repair crits at the end of each turn so they are hard as nails.
 
No. 1 Bear said:
Ancients take damage normally, which makes them incredibally tough but then they are the first ones.
Not really; they take crits as normal, so you get the "little vs large" effect, that a swarm of Tinashi/Primus/Omegas/whatever can easily kill them from crits.

No. 1 Bear said:
They also automatically repair crits at the end of each turn so they are hard as nails.
Nope; they automatically repair crits in the end phase of the next turn. So if the weapons go offline, they lose a turn of firing. If weapons go offline again, they lose another turn of firing. etc.....
 
no, it states the end of the next turn. nice idea, makes crist mean something, without having a huge effect on the ancients.
 
okay, i'll bear that in mind if ever i face any. has anyone had any battles with all five of the ancients? which ships are best against them? i think the only decent ships to face them must be vorlons, the victory destroyer and possibly a few shadows.
 
ask the sentient rabbits lot, think they have played some games with them. to be honest, some of the ancients could be taken down by various fleets, it's just a case of getting the right tactics, and hoping the dice gods favour you :-)
2 Bin Taks pack a ton of punch and are equivalent to a Victory in priority, same could be said of the octurion too.
 
hiffano said:
ask the sentient rabbits lot, think they have played some games with them. to be honest, some of the ancients could be taken down by various fleets, it's just a case of getting the right tactics, and hoping the dice gods favour you :-)
2 Bin Taks pack a ton of punch and are equivalent to a Victory in priority, same could be said of the octurion too.

sentient rabbits?! who/what are they?
 
sorry, they are reaverman, burger, hash, tank, tgt (I think) and may be supplemented with other players too.
not to mention Adam who doesn't post here
 
We tested the Ancients when I was considering taking one for ID Gaming's 5-point War tournament. Of course the ancients were 1 point down because they could only field 1 ship, which costs 4 War points... we used the Lordship because it is the hardest to kill: hull 6, Adaptive Armour.

Battle 1: 2x Vorlon Heavy Cruiser, 1x Light Cruiser. They totally butchered the Lordship. The Vorlons lack of crits meant they were very hard to kill, in return their TD Precise beams hurt the Lordship a lot.

Battle 3: Crusade EA Omega swarm fleet... 10 of them I think, although there may have been some Command versions or other ships like Marathons? Either way, the number of crits the Lordship took was astronomical, it hardly even got to fire back.

In short, the Ancients suck for this kind of battle! I think the only way they are balanced, is if the battle is fought at Ancient level... and maybe the Dark Knife could do better wth its stealth 5+ and SM.

The key to defeating them is the crits, you need to keep on doing lots and lots, to keep them down every turn. So anything with Precise is good :lol:
 
Valen is my name said:
what happened to all the 'the ancients can wipe out entire fleets'?
They can wipe out entire fleets... of Torothas, or Havens ;)
Valen is my name said:
wouldn't they be better off with the ancients damage table like the vorlons use?
Yes they would be much harder if they used that, although their damage would need to be boosted.

Alternatively, make them repair crits at the end of the current turn, rather than the next turn ;)

BTW don't face them with Minbari... they ignore all stealth...
 
in the right circumstances, the ancients could wipe out an enemy fleet, but those circumstances are very very rare. Like all ships, swarms of smaller ones will beat a single large whip in almost every circumstance. the Ancients are stuck at their whopping priority and thus will always be out numbered, and usually outgunned. That is the downside of a "balanced" priority system, and no, this wouldn't improve with a points system.
they would excel in a campaign style game where they could pick weaker fleets to attack and suchlike.
 
I think they'd be better balanced at Ancient level, so you could face either 2 Armageddon ships, 1 Arma+2 War, 1 Arma+1 War+2 Battle, etc. In fact I think this is the only way the rules as written allow them to be played... "Ancient" is not a proper level as such, you can't spend 2 Armageddon pints to buy 1 Ancient ship... only the other way round.
 
hiffano said:
That is the downside of a "balanced" priority system, and no, this wouldn't improve with a points system.

don't worry i'm over the points system thing now!
can the ancients be used in campaigns? i thought they were only for special scenarios, and would they really be any good because you'd only get one ship at 10 battle points
 
I wasn't aware you were on the points issue to be honest, Um, I dunno, House rules should be used for most campaigns anyway, as the official ACTA campaign is very basic anyway.
but given each ancient race, as far as we know, only has one ship each left this side of the rim, they would be hugely limiting (baring house rules0
 
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