Hello, My name is Andrew and I am a newb.

Tankdriver

Banded Mongoose
For today's meeting of newbs anonymous I have a few questions. After messing up with the whole stealth thing, I was wondering if I could get guidence on interceptors, Special Actions, and something else I cannot remember now! :oops:

With interceptors: Say someone fires upon my Omega. I say, not so fast mister, my interceptors can stop your anti-matter shredder. He roles four dice and scores four hits. I role my interceptors and roll 2, 3, 4, 4. This means I stop his attack cold, right?

Then he fires his anti.matter cannon, with 6 AD and scores four more hits. Do I need a three for these rolls to be effective, or twos again? I understand, miss a roll, lose a die, but does each new attack mean I have to start at two again? Or is it at two each turn?

With special actions, how often are they really used? Which seem most common?
 
Tankdriver said:
For today's meeting of newbs anonymous I have a few questions. After messing up with the whole stealth thing, I was wondering if I could get guidence on interceptors, Special Actions, and something else I cannot remember now! :oops:

With interceptors: Say someone fires upon my Omega. I say, not so fast mister, my interceptors can stop your anti-matter shredder. He roles four dice and scores four hits. I role my interceptors and roll 2, 3, 4, 4. This means I stop his attack cold, right?

Wrong.

You have trait Interceptors X, let's say X is 3. Your opponent scores 4 hits. You roll all 3 Interceptor dice, with a target number of 2 for the first hit. So long as at least one dice rolls a 2 or more the first hit is blocked, any dice that roll less than a 2 are discarded. So say you rolled 3,5,1. the first hit is blocked, but you lose one interceptor dice.

2nd hit, you have 2 dice left but the target number is now 3. You roll a 4 and a 6. so the second hit is blocked and both Intercpetor dice carry through to the next hit, for which the target number is 5. this continuesthough the target number is never higher than 6. Once you lose your last Interceptor dice by failing a roll, you may always roll 1 dice against each incoming hit, a 6 will block the hit.

Your interceptor dice are refreshed at the start of each new turn, not for each new attacking ship.

If you are crippled, you lose interceptors completely.

There is an example given in Rule Book 1, read it for clarity.

LBH
 
Tankdriver said:
With interceptors: Say someone fires upon my Omega. I say, not so fast mister, my interceptors can stop your anti-matter shredder. He roles four dice and scores four hits. I role my interceptors and roll 2, 3, 4, 4. This means I stop his attack cold, right?

No the way it works is: He has hit you 4 times. You roll 2, 3, 4, 4. This stops the FIRST hit. There are still 3 to stop!
You now roll them all again and get 2, 3, 4, 4 again (freaky eh? :wink: )
So you have stopped the second hit BUT the roll of a two failed as you needed 3s.
So onto the third hit and you now have only 3 interceptors. You roll 2, 3, 4 so you stop it again but as you needed 4s two of your interceptors failed.
So to stop his last hit you have ONE dice needing a 5 or better.

Then he fires his anti.matter cannon, with 6 AD and scores four more hits

following on from above whether you stopped him or not you now have 1 interceptor and you need a 6 to stop him. Even if you missed with your last die you still always roll one die needing 6s

Hope this helps!
 
Interceptors work like this
Int (1) roll one dice, 2+ stops 1 hit, next is 3+ to stop the next, 4+ the next & so on till you fail where you roll 1 dice stopping on a 6.

Int (2) roll two dice stopping a hit on 2+, next hit is 3+, you might be rolling two dice still but if had rolled a 2 & 1 means that you lose the dice that failed so you would only be rolling 1 dice needing a 3+ to stop the hit and so on till all interceptor dice have failed where you just roll one dice stopping on a 6.
Interceptor (3) and onwards work the same as but you start with more dice at the start so it makes it easier to stop the first few shots but interceptor 3 is nearl as good as interceptor 6 as dice are lost when they have failed.

Concertrate all firepower is quite common, must not turn, can only target one thing but reroll misses, with beams it just the first roll.

Come about is for getting that extra turn or extending 1 by 45 degrees. Useful for boresight ships. CQ needed

Close Blast doors- lose 1 turn ( can have 0 turns if start with only one), gain 5+ damage save. Think only one weapon system can fire don't quote me on this lat one as our have a lot of house rules & things have become a bit blurry in the SA area. Not good for boresight 1 turn ships.

All hands to deck- CQ needed fix crits easier & more than one per turn can be fixed.

Hows that :)
 
I knew people would reply before me, damn slow typing skills, maybe i shouldn't of kept on getting kicked out of typing class but hated the class & the teacher.
 
LOL Frack!! you guys beat me to it, there goes 20 minutes of thinking and typing :lol:

Checkout SFOS Revised edition rule book, page 17, a good example of interceptors at work.

And Yes, Special Actions are used alot! :)
 
*COUGH* shameless plug *COUGH* :wink:

You can also download a copy of my combat sim to see things like interceptors in action.
 
No there not...maybe they could be split into two banks of 4? That way once the first 4 interceptors fail, the second bank kicks in? It would absorb many more hits that way.

I know, I know...wait for 2e.
 
Well I know its the cop out answer but actually this time they really ARE improving this in 2nd Ed. Interceptors as far as I know are unchanged but the abbai are losing them (I think) and getting shields instead as they always should have had from the fluff (not sure if some of them will get sheilds AND interceptors though, if so, DAMN thats a tough ship :D)
 
Tankdriver said:
So interceptors get used up really quick! No wonder the lakarta has 8!

Yup, that would be why theyre not horribly overpowered. I mean in all honesty if they worked how you suggested at first can you imagine a ship with 3 or more intercpetors EVER taking damage from non beam weapons :P
 
Locutus9956 said:
Tankdriver said:
So interceptors get used up really quick! No wonder the lakarta has 8!

Yup, that would be why theyre not horribly overpowered. I mean in all honesty if they worked how you suggested at first can you imagine a ship with 3 or more intercpetors EVER taking damage from non beam weapons :P

I can dream can't I.
 
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