precise weapons

meglos

Mongoose
hi when a precise weapon rolls a critical against a shadow or vorlon it rolls an extra D6 damage is this classed as precise also ?

i have found people have different ideas on this ,can i have an official ruling please?
 
Only when it rolls a 6 on the die - hits of 7 (6+1 - only obtainable with a precise weapon) are the hits which gain 6+d6 damage.

The damage is as follows with a precise weapon:

d6
1 = 2
2= 3
3= 4
4= 5
5= 6
6= 6+d6

Obviously doubled or tripled depending on the weapon.
 
I think the original question is asking whether this aditional d6 'explodes' if it rolls a 6 as well (ie if you roll a 6 for dmg and then roll another 6 for the extra d6 dmg do you then roll ANOTHER d6 damage)

if this is the case then the answer is NO.

Basically you roll a d6 per hit and add 1 if precise and score damage as follows:

Die Roll -- 1 2 3 4 5 6 7
Damage - 1 2 3 4 5 6 6+d6
 
6+d6 very rarely comes up, as precise weapons (thankfully!) aren't all that common.

The whole Vorlon/Shadow damage system is a bit out of whack - imagine you hit a 'normal' ship with 4AD DD beam dice, and scored 4 hits - the best damage you could do is 8/8 (before crits). On a Vorlon or shadow, you score 8 damage minimum but can actually score up to 48. On average you would score 24... doesn't quite add up.
 
Sure, but not that much larger when you factor in how the damage is dealt. I'm sure someone more adept at maths can work it out, but I don't think their hulls equate out to other ships at the same PL - they have roughly twice the boxes, but tend to take (on average) 3 times the damage.

They also suffer from below average range for guns and for speed - so they'll be taking more hits. In the case of Vorlons, you also have to deal with hull 5 across the board.
 
Alexb83 said:
Sure, but not that much larger when you factor in how the damage is dealt. I'm sure someone more adept at maths can work it out, but I don't think their hulls equate out to other ships at the same PL - they have roughly twice the boxes, but tend to take (on average) 3 times the damage.

Vorlon heavy Cruiser: damage 300 (roughly 85.7 normal damage), compared to Adira & Brivoki 120.

Vorlon Destroyer: 120 damage (roughly 34 normal damage) compared to Omega 48.

However Vorlon have adaptive armour, which more or less doubles their damage capacity. On the other hand Hull 5 will take twice as may hits from a normal AD (with no traits). And of course Vorlons will suffer no criticals and will self repair - in a five turn game a heavy cruiser will regenerate 25 normal damage hits, which brings it back to about even.

They also suffer from below average range for guns and for speed - so they'll be taking more hits. In the case of Vorlons, you also have to deal with hull 5 across the board.

But when they do get in range, they will rip your ships in two.

Ships like the Bin'tak do the bulk of their damage at close range. While the Vorlons have a single big gun. A Primus may be able to snipe away for a turn or two as the Vorlons close, but when the get within range, it's in trouble.
 
Thanks for the analysis, Greg. I suppose it's all checks and balances as it is with most fleets :)

Perhaps it's just raid level games, but I've found Vorlons a struggle to play with (they've done far better at battle and above) - simply because AP beams without the ability to CAF really struggle to rip even small ships in two (in order to do so they rely heavily on crits, and we know how fickle those can be).

Better hope I can improve, as my better half has just bought me a fleet for xmas...
 
If you mean ancients as in Vorlons and Shadows, then they are immune to the critical effects table. Their version of a critical is 6+D6 damage points.

If you mean ancients as in the Lordship, Traveller etc then no they are not immune, but they repair all crits automatically in the end phase of the following turn.
 
Methos5000 said:
I thought the Ancients Redundancy repaired criticals at the end of the turn they are received. Did I read that wrong?

Nope, its repaired in the end of the Following turn.

Turn 1 Lord Ship Suffers a 1/6 Engine crit. No repairs this turn.
Turn 2 Lord Ship Suffers a 4/1 Weapon Crit. This turn, it repairs the Engine crit.

Turn 3 Lord Ship Suffers no crits. This turn it repairs the weapon crit.
 
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