Scout lockons

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Cosmic Mongoose
I was playing a game tonight in our campaign, 6 point Raid Narn Versus Dilgar.
I attempted a lock on for Mag Guns telling my opponent that my G'Lan, and 2 Ka'Tocs would benefit, but he told me it only applied to one ship. I can't find an official ruling, can someone point me in the right direction.

for the record, the Narn won, loosing 2 Sho'Kar Scouts, and having a G'Lan and Ka'toc badly damaged, oh, I lost a frazi as well ;-)
the dilgar lost 4 raid ships, but the damned battleship managed to limp off the table!
 
thats what he said, but I swear i saw a post from Matt, or someone else official which said all weapons of that type benefit from any number of ships.
 
Once you 'Lock-on', all ships in your fleet benefit from re-rolling one weapon system, providinig it is the 'Locked-on ship you are shooting'.

It does not have to be the same weapon type from each ship, but one single weapon.

See the FAQ in Armageddon, Page 89.
 
Silvereye said:
Once you 'Lock-on', all ships in your fleet benefit from re-rolling one weapon system, providinig it is the 'Locked-on ship you are shooting'.

It does not have to be the same weapon type from each ship, but one single weapon.

See the FAQ in Armageddon, Page 89.

Is it ALL ships or all allied ships within 24"? I am sorry to add this wrench to everyone's understanding of the rule... but I don't...

Also, the scout can only lock on to a ship within 24", right?

The reason I say 24" is because in the Delphi stat line it says something to the effect that, "all ships, no matter the distance, benefit from it's scout ability and can be the target of it, not the regular 24"".

Thanks for your help.
 
Ok heres my attempt to clarify the wording:

A scout may attempt to lock on to redirect fire to any one target within 24" of the scout. In the case of the delphi it can attempt to do this to any ship on the table regardless of range.

If this succeeds, any and all friendly ships (including the scout itself) that fire at that locked target (irrespective of range, the range limit only applies to the scout itself) may reroll misses with a single weapon system. Different ships can choose different weapons to benefit but only one per ship.

Multiple scouts can lock on to a single target allowing one weapon per ship firing PER LOCK ON.

So if two scouts lock up the same target successfuly each ship firing at the target can reroll TWO weapons.

Rerolled weapons effectively count as being on CAF or Twin Linked, so they DONT allow you to reroll additional beam hits and you gain no additional benefit if a ships already on CAF or for twin linked weapons.

Scouts are in my oppinion at their most effective when combined with boresight weaponry (this more than anything else makes the Delphi a potentially DEADLY ship with the ability to redirect the boresights lasers from Omegas, Marathons and even Warlocks and Nemesis (not to mention rail guns on Chronos etc).

Hope that helps in some small way :)
 
Well I would direct you to the rulesmasters post which confirms you are correct hiff, but loads of rulesmasters topics have been DELETED for some bizarre reason. The scouting one included.

Locutus has done the honours of re-typing it all over, and has it totally spot on :D

Also worth saying that if the scout gets destroyed or loses its Scout trait, the redirect is lost immediately, and any ships which have not yet fired cannot benefit from the redirect.
 
yeah, i did go looking for the rulesmaster bit, but it seems to be down to only 2 pages of gubbins. Luckily It was irrelevant.. kind of, I forgot my scout had crew quality six, darn. now it's dead. . .
 
IIRC, Locutus has it spot on, and burger tidied it up nicely with the destruction/crippling exception.

About all I would add is a reminder that if the scout chooses to use a special action in the movement phase, then it cannot use the scout ability before firing begins.

Chern
 
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