Skin Dancing

Yeah, I just ran a game today at 5 raid. Well, 2 games. The one where I tried Skin-Dancincing didn't last long.

I lost half my WSs and half my BSs in the first attempt, and the Hyperion and Omega I tried them on didn't die...


On the other hand, some said that WSs Squadronned are evil. I find I must second that comment. 8AD of TD P Beams killed an Omega with CBD (I lost init) to the cost of minor damage to a single WS.

Also, a quartet of BSs with Concentrate all Firepower dropped a Hyperion (decrewed) at a cost of a single ship. Just leaving some Hermes and Chronos to be cleaned up.
Yeah, that game didn't last long either...


BTW, this brought up an interesting question:
When you fail the Skin-Dancing check, you roll AD equal to the starting Damage of the crashing ship. Do you roll against the Hull of the Target? Or just straight on the Attack Table.
We rolled against the Hull and 20AD for 2 crashing WSs barely scratched the Omega's paint.
But the rule in the fleet book doesn't say. And I'd imagine that a crash like that should either be straight on the Attack Table or have the AP or SAP trait like Ramming does...
 
lastbesthope said:
Burger said:
even then I'd prefer to do All Hands On Deck, it repairs all non-vital crits automatically on a WS.

I don't think it does, CQ 4, + 1 on a WS, + 2 for all hands on deck, gives you a +7 modifer.

You need a 9 to make a Damage Control check so a roll of a 1 will not do. There is no +1 bonus for Damage Control checks from Adaptive Armour anymore, at least not in my rulebook.

LBH

I thought the +1 bonus to repairs came from self repair not adaptive armor.
 
Methos5000 said:
lastbesthope said:
Burger said:
even then I'd prefer to do All Hands On Deck, it repairs all non-vital crits automatically on a WS.

I don't think it does, CQ 4, + 1 on a WS, + 2 for all hands on deck, gives you a +7 modifer.

You need a 9 to make a Damage Control check so a roll of a 1 will not do. There is no +1 bonus for Damage Control checks from Adaptive Armour anymore, at least not in my rulebook.

LBH

I thought the +1 bonus to repairs came from self repair not adaptive armor.
I agree that should make it automatic
 
I also thought it came from the self-repair. But then I had thought repairs had gotten easier (going to an 8) but that was in play test material.

Wouldn't it only require one vital to lose all the weapons? Thought the vital one was lose one complete arc, and only the 4-5 was lose one weapon in one random arc.

Ripple
 
Yep, its CQ 5 +1 for self-repair, +2 for AHoD. So you have 8, need to roll 1 or better to succeed. Even I can roll a 1 or better ;)

Yeah the 8+ to repair was just a rumour from early playtest material, when we were asking if anything was being done about the swarm problem.

And yeah it is just one vital crit to take out WS's weapons, I was thinking that crit had changed to just one weapon system *sigh*.
 
Methos5000 said:
lastbesthope said:
Burger said:
even then I'd prefer to do All Hands On Deck, it repairs all non-vital crits automatically on a WS.

I don't think it does, CQ 4, + 1 on a WS, + 2 for all hands on deck, gives you a +7 modifer.

You need a 9 to make a Damage Control check so a roll of a 1 will not do. There is no +1 bonus for Damage Control checks from Adaptive Armour anymore, at least not in my rulebook.

LBH

I thought the +1 bonus to repairs came from self repair not adaptive armor.

You're right, I misremembered where I thought the +1 bonus came from, will need to remember that one in the tourney.

LBH
 
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