CodeofArms
Mongoose
Hello,
I'm going to be trying a modified stealth rule with my group Inspired by the 'victory at sea' rules which makes it act as a 'Second-Armour' instead of a total shot negation.
The way I have interpreted the current stealth rules; you elect what weapon system you want to fire at the target, and roll to beat stealth. If you fail you automatically miss with all AD levelled at that target.
The system we are trying works by making a 'attack' against the ship using all attack dice of the weapon system you are firing, ignoring the special abilities of the weapon. All shots that beat the stealth score are then are used normally (with abilities) to attack the target.
Eg. A Nova attacks a Tinashi from 12 inches away with its broadside weaponry (12AD TL). It makes an attack against the stealth of the target (4+) ignoring the special abilities (TL) of its weaponry. 6AD succeed in breaking the stealth of the target, the remainder are wasted. The Nova player therefore rolls 6AD TL against the Tinashi (Hull 5).
Hopefully this will work but i'm worried about totally nerfing the Minbari ; perhaps making it a Special Action which causes the stealth value of the target to be raised by one such as;
Saturation Fire;
Crew Quality; Automatic
For each weapon system fired at a target with stealth, roll all attack dice against the targets stealth score, disregarding any special weapon traits. The stealth value of the target is considered to be 1 higher for the purpose of this roll. Each AD of the weapon system that beats the targets modified stealth value is then used in a regular attack against the target.
Has anyone tried this (rather unoriginal :roll: ) rule tweak before/currently/in the future. Cheers.
I'm going to be trying a modified stealth rule with my group Inspired by the 'victory at sea' rules which makes it act as a 'Second-Armour' instead of a total shot negation.
The way I have interpreted the current stealth rules; you elect what weapon system you want to fire at the target, and roll to beat stealth. If you fail you automatically miss with all AD levelled at that target.
The system we are trying works by making a 'attack' against the ship using all attack dice of the weapon system you are firing, ignoring the special abilities of the weapon. All shots that beat the stealth score are then are used normally (with abilities) to attack the target.
Eg. A Nova attacks a Tinashi from 12 inches away with its broadside weaponry (12AD TL). It makes an attack against the stealth of the target (4+) ignoring the special abilities (TL) of its weaponry. 6AD succeed in breaking the stealth of the target, the remainder are wasted. The Nova player therefore rolls 6AD TL against the Tinashi (Hull 5).
Hopefully this will work but i'm worried about totally nerfing the Minbari ; perhaps making it a Special Action which causes the stealth value of the target to be raised by one such as;
Saturation Fire;
Crew Quality; Automatic
For each weapon system fired at a target with stealth, roll all attack dice against the targets stealth score, disregarding any special weapon traits. The stealth value of the target is considered to be 1 higher for the purpose of this roll. Each AD of the weapon system that beats the targets modified stealth value is then used in a regular attack against the target.
Has anyone tried this (rather unoriginal :roll: ) rule tweak before/currently/in the future. Cheers.