interceptors

Enf0rcer

Mongoose
Someone brought up an interesting question in a game earlier today regarding interceptors.

The way we have been playing, you roll the dice and if the interception is successful then the entire volley (read all hits) are ignored and the attacker(s) then fire the next attack.

The way the player reads it you intercept each die by itself and they only refresh at the end of the turn, thus making interceptors about as good as a 6+ dodge.

I really hope it is not option #2 but I am hoping to get everyone elses intrepretation in this rule.

Thanks in advance
 
Your friend is correct, it is option 2.

For example, someone with a particle gun gets 6 hits against a ship with interceptors 2. You seperate the hits out then roll against each one individually in the following order;

hit 1: Roll 2 dice, remove any 1s, as long as there is at least one showing a 2+ the hit is blocked.

hit 2: Roll Any dice that did not fail in the first attempt, target 3+

Hit 3: Roll any dice that did not fail the previous attempt, target 4+

etc. etc.

Until you either miss with all of them, or block all the shots. If you miss with all of the dice, that hit goes through, and for all future hits you get 1 attempt to deflect the hit on a 6+, rather like a 6+ dodge.
 
Agreed, option two. It give EA ships and others that have interceptors a lot more staying power against fire that is non beam but once they break the beams out on you, the old adage of being up the creek with out the paddle comes to mind when someone says they are shooting a Beam DD 6 dice weapon at one of my poor Chronos frigates.

Scheel
 
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