Dodge

Alexb83 said:
But with the other example that LBh suggests, it's: The beam hits, it does its rerolls, and you roll to dodge the total damage of that beam hit, including the rerolls.

You DO NOT roll one dodge roll against the total damage from the beam weapon, you roll one dodge roll against each successful hit the Beam scored.

LBH
 
I guess my point is... if you roll to evade the first beam hit, do you then ignore the consequent beam hits you might have taken, if the first had hit? Afterall, the consquent hits rely on the first one having hit you, don't they?
 
Alexb83 said:
I guess my point is... if you roll to evade the first beam hit, do you then ignore the consequent beam hits you might have taken , if the first had hit?

No, you roll against each hit the beam scored individually, it doesn't matter. All the beam hits are rolled for then you make that many Dodge rolls.

Alexb83 said:
Afterall, the consquent hits rely on the first one having hit you, don't they?

No, imagine the Beam is arcing through space trying to slice youup, you're Dodging for all your worth but then the Beam just catches you somewhere else later by it jinking around.

LBH
 
I guess it depends how you define 'successfully strikes a target' (from the beam trait rules). In literal terms, if it was dodged, it doesn't successfully strike, so you shouldn't get a reroll on the beam die.

But I can't argue with you if that's how matt plays it.
 
Well just go back to Wulfs example.

And Tzarevitch. No you dont play every wargame.

But many other people do, and game designers do so as well. So you try to keep stuff simple and same, same, so that people dont have to change too much for a new game.

Its simple economics making it totally different just means youll scrae people off, simply kinda known rules systems means lots of people will be able to quickly learn the rules within a single demo game and start a fleet.
 
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