Zarash said:
When you use interceptors do you add up the total on all dice rolled or is it per weapon. Also, do you roll a different color of dice to note which weapons are fired?
Each weapon is fired in turn. You could use different coloured dice, or simply do one after the other. Similar weapons can usually be thrown all together, however some defensive traits work on each weapon separately.
Could you give me multiple examples of 2 ships firing at each other. Please make each of the 2 ships completly different with each example having different special weapons and traits for each ship.
Oh boy.
Ok, a Hyperion lines up a boresight on a Vorchan. It is 8" away.
It fires:
Heavy laser cannon: roles 4AD, it is a beam so it hits on 4s, 1,3,4,6. The 4 and 6 are rerolled and get 2,5. and rerolled 4 and again 4 and 2. Total of 5 hits. The Vorchan has no defences. Roll on the attack table: 1,2,3,4,6.
The 1 is a bulkhead. This is double damage so it scores 1 damage point (no crew).
The 2,3,4 are standard hits, but doubled. Doing 6 damage, 6 crew.
The 6 is a crit. Doing 2 damage & 2 crew to start. Then a roll on the crit table, 1,4. Engines - thrusters damaged. 2 more damage (doubled form the weapon trait) & -2 speed.
Or if you were watching it happen:
rolls, rolls, rolls
"5 hits"
rolls
"9 damage and 8 crew to start and a crit."
rolls
"Engine"
rolls
"thrusters, -1 speed, 2 more damage."
Now the Hyperion fires its
medium pulse cannon.
4AD, no traits.
Rolls 4 dice, needs 5 to hit (The Vorchan's hull). Rolls 1,2,3,4, Misses!
And its
Plasma Cannon:
4AD, AP Twin-Linked.
It needs 4 to hit (-1 for AP) and rerolls misses.
1,2,3,4 again! 1 hit and rerolls the 3 dice that miss. 4,5,6. 4 Hits!
Rolls on the attack table: 1,2,4,6
1 is abulkhead and does no damage.
2,4 are standard hits. So 2 damage, 2 crew.
6 is a crit. 1 damage, 1 crew and rolling on the crit table - 1,1 Engines power relays. No extra damage and -1 speed.
The -1 speed has no extra effect on the Vorchan since it already has a -2 speed crit, but it will have to repair both to get back to full speed.
A total of 3 damage and 3 crew from that weapon.
So the Vorchan took 14 damage and 11 crew and two speed crits. Just enough to crippple it!
And in the Hyperion's side arc is one flight of sentris that survived its anti-fighter earlier in the turn.
It fires its pulse cannon AD at them.
8AD needing 4 (sentri hull).
1,2,3,4,5,6,6,6 - 5 hits.
The sentri needs to make 5 dodges at 2+. It rolls 1,2,3,4,5 - that one 1 means it taks a hit and being a fighter, it is destroyed.
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A Second Vorchan fires back at the Hyperion
Ion cannon: 8AD double damage twin linked.
Needs 5 (hyperion hull) and rerolls.
1,2,4,4,5,6,6,6 rerolls 4 dice: 1,2,5,6 . 6 hits.
Now the hyperion's inteceptors activate.
The work against each dice in turn, needing 2,3,4....
(2)rolls 2,4 - 1 hit stopped.
(3)rolls 2,4 - - hit stopped but 1 interceptor depleted
(4) rolls, 5 - 1 hit stopped
(5) rolls 4 - hit through. Interceptors dpleted bit still stop on 6.
Rolls 3,4 for remaining hits so they are through.
3 hits through. Rolls 2, 3,6 on attck table. (doubling the resulting damage)
4 damage 4 crew from standard hits.
2 damage, 2 crew form crit, plus a roll of 3,4. 2 more damage and two more crew and loss of a random trait.
The hyperion has 3 traits, so a trait is rolled at random and it is interceptors. It's interceptors are damaged, which is a stroke of luck. The Vorchan will now get to fire its plasmas accelerator and the hyperion won't be able to intercept. (It would have been interceptiong on 6's).
Plasma accelerator: 4AD SAP, DD. hits on 3 (hyperion hull -2 for Super
AP)....
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I hope that helps.
[Editted to correct errors

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