Question On Fighters

dedonta

Mongoose
Hello everyone...I am new to the game and have only played one time. But we came across a situation that just didn't seem right. Just a quick summary...the EA had managed to launch over 30 fighters and moved to within range of some heavier ships. The question is do they lose their dodge ability at any particular range or do any weapons gain antifighter abilities at closer ranges. I could have sworn that ranges affected something like this (maybe it was stealth)...but I can't find it in the rules anywhere. It being our first game hadn't looked carefully at the ships to make sure they had antifighter abilities, so we are juat trying to feel this one out.

Also, what are the benefits of Scouts...I keep seeing in the strategy guides that certain races should have scout advantages, but am unclear as to what that implies.

Thanks...and please no flames...I am brand new to this gaming system.
Dedonta
 
Fighters Ignore stealth if they are within 1" (of capital ships only I believe)

Minibeams gain the anti fighter trait agaist aux craft within 4".
Other than that only weapons with the anti fighter trait (and e-mines) are able to ignore a target's dodge.

Scouts:

1 On a roll of 8 (crew score + 1d6) reduce a target's stealth by 1 for all ships.

2 On a roll of 9, scouts redirect fire ona ship--if successful, one weapon fired at the target ship from each capital ship gets to reroll misses (does not stack with TL or CAF0 and only applies to the first round (no 2nd dice beam rerolls).

Scouts are quite useful when facing the Minbari (reduce stealth) and are generally useful in several areas--especially if your race gets cheap scouts--Centari, Vree, etc...
 
Weapons with the Anti-fighter trait ignore dodge. Mini-beams do as well, as long as they are firing at targets withing range 4 I think, but only vs flights of aux craft. (that is the letter of the rule, folks had played it that it was standard antifighter for some time though.)

Stealth has two range brackets that alter the target number. Beyond 20 and the number gets one harder to make, inside 8 and the target gets one easier.

On scouts, they have two important abilities and a bonus on set-up/first turn initiative.

Redirect - a difficult roll for most scouts, but paints a target so that every ship in you fleet shooting that target gets to re-roll one weapon system (ie one weapon line from the stat block) as if it were Twin Linked.

Reduce stealth - slightly easier than above, it makes the target ship one easier to see on stealth checks.

Set-up/first turn - if you have more scouts than your opponent, you are allowed to re-roll the check to see who sets up first, as well as re-roll your first initiative check.

Ripple
 
Ripple said:
Weapons with the Anti-fighter trait ignore dodge. Mini-beams do as well, as long as they are firing at targets withing range 4 I think, but only vs flights of aux craft. (that is the letter of the rule, folks had played it that it was standard antifighter for some time though.)

Ripple

So mini-beams don't ignore the dodge of a WS even if it is within 4"?
 
Valen is my name said:
Ripple said:
Weapons with the Anti-fighter trait ignore dodge. Mini-beams do as well, as long as they are firing at targets withing range 4 I think, but only vs flights of aux craft. (that is the letter of the rule, folks had played it that it was standard antifighter for some time though.)

Ripple

So mini-beams don't ignore the dodge of a WS even if it is within 4"?

Correct. Mini-Beams only ignore the dodge on Aux Craft.

Dave
 
If you want a fluff reason, the close range anti-fighter fire is a lower-powered, more rapid-firing shot that's not powerful enough to hurt capital ships, dodge or not.
 
Well maybe - but it can damage them its just that they can dodge it. Its a odd ruling but there we go..............
 
The normal shot can damage them, anywhere between 0 and 18", but you can dodge it, just as a fighter at 10" range can dodge it.

I see the ability to go anti-fighter within 4" as an alternate (weaker) firing option that can't hurt a capship, rather like the alternate firing mode of the nova's laser/pulse combiweapons.
 
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