Precise vs Accurate +1

Stealth7

Mongoose
Are these two SA's the same? Or can someone explaint the difference?

Seems like both add +1 to your roll on the Attack table.

Also, when rolling with a '+' bonus on the attack table, can modified '6' s penetrate? So a Precise roll of a '5' is modified to a '6', what occurs? Or s it only naturals that penetrate?

Thanks!
 
Stealth7 said:
Are these two SA's the same? Or can someone explaint the difference?

Seems like both add +1 to your roll on the Attack table.

Also, when rolling with a '+' bonus on the attack table, can modified '6' s penetrate? So a Precise roll of a '5' is modified to a '6', what occurs? Or s it only naturals that penetrate?

Thanks!
I don't have the rulebook so I can only speak from what I read so far (and seen in the developers blogs,...).

But for me it seems those ttwo traits are way diferent.:
Accurate adds to the initial to hit roll.
While precise adds to the roll where you determine if bulkead, normal hit or critical.

From what I heard the 6 for penetrating shields must be natural (so no midificators included).

Like said that is what I gathered so far from forums and demo material and developers blogs.
(so could be wrong in the details)
 
accurate +1 gives you +1 to hit, and only a natural 6 gets by shields. On the other hand precise gives you plus 1 on attack table which is what you roll after you get through shields, so precise makes it more likely to score crtical hits.
 
Ryuokami is correct.

Accurate adds to your to-hit roll. Only natural rolls of 6 get past the shields.

Precise adds +1 to the roll for each hit to see if it hits a bulkhead or not. In effect, Precise weapons will never hit bulkhead and score critical hits on a 5 or 6.
 
To expound on the previous statements regarding Accurate +1 and Precise:

All weapon systems have a number of AD (attack dice)
Let's say you are firing the Forward phaser-1s on a Federation Heavy Cruiser.

This is a 2 AD system, so you roll 2 attack dice.
Attacks hit on a 4 or better.
You roll a 1 and a 2. This is where the Accurate trait comes into play. You get to add your accurate modifier (in this case, 2, since Phaser 1's are accurate +2)
This gives you modified results of 3 and 4. The 3 misses, but the 4 hits.

If you have shields, then the hit damages one shield box. [A natural roll of 6 would have bypassed the shield and hit the ship itself, but that's a topic for another example.]

Let's further assume that the shields are down, so the roll of 4 actually does score a hit on the ship.
To determine the severity of the hit, you roll a d6 and consult the Attack Table.
You roll a 1. According to the Attack Table, this is a bulkhead hit that scores no damage on teh ship, but...
Phasers have the Precise trait which let's you add 1 to your rolls on the Attack Table. This modifies your 1 into a 2 which is a solid hit and scores a damage point.
 
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