Track That Target and Attack Run clarifications

Iain McGhee

Mongoose
Track That Target:
If you use this SA, can the firing ship freely use it's other weapons or can it only fire it's boresight weapon at the tracked target ? It doesn't really state that you are restricted to the boresight weapon, but the description seems to imply it.

Attack Run:
Clear enough with other weapons, but what's the correct way to use beams ? Easy enough with the initial strike, reroll dice that score 4+. I was then rolling successful hits again and then rerolling any of those that scored 4+. Is this correct or do you only reroll the initial hits or something ?
 
I would say that

1) TTT - as you suggest can fire other weapons.

2) re-roll the intial 4+ if you hit and not any subsequent hits
 
1) Agreed, there's no reason not to be able to fire F weapons too.

2) Good question! I would say, roll all beam hits as normal, then re-roll them all together at the end. So if you roll 3 hits on the first beam round, 2 on the second and 1 on the third, you just re-roll all 6 needing 4's (or 3's if using the optional beam rules). Seems more fair to me than only re-rolling the first round. If hiff wants me ot bamboozle him with the maths then I've got it prepped in my head already :)
 
1) Another agreement - use anything available, not just boresight.

2) I'd say that regardless of which beam rules you use to score the hits, all hits are confirmed by rolling 4+. The various beam rules are balanced at the moment, all averaging 1 hit per AD. Re-rolling and needing 4+ means you average 1/2 hit per AD; needing 3+ means you average 2/3 hit per AD, and the optional beam rules are no longer balanced.

Another option would be to say that during Attack Run, beams become twin-linked mini-beams. So they roll 4+ to hit and get no re-rolls either to expand or confirm; you still get an average of 1/2 hit per AD, and you get it a lot more quickly. :)
 
You're right Adrian :) Roll all hits (using your favourite beam mechanic) then confirm on 4+. That is fair and balanced IMO.

Your second option is good too, saves a lot of mucking around and complication.
 
Hmm, although, is the intent to halve all damage? Non-beam weapons in the most part do not halve damage under attack run:
  • A TL weapon hitting hull 4 would normally get 75% hits, with attack run it will get 50%. So it is firing at 66% power. Similarly against hull 5 it fires at 60% power and against hull 6, 55%.
  • A Stormfalcon/Nightfalcon/Fireraptor's Heavy Particle Blaster (DD but not B or TL) firing on hull 4 would be firing at 50% power. Against hull 5, it would be at 33% power. Against hull 6, it would be firing at just 17% power (requiring 2 consecutive 6's!).
  • Darkhark and Fireraptor's missiles against hull 4 will be at 80% power, against hull 5, 66% and against hull 6, 50% power.
So who is to say a beam is supposed to be firing at 50% power? That depends on the intent of the rule, maybe Da Boss is correct, you're only supposed to reroll the initial volley? That would put it more in like with the Drazi's other common weapons which are twin-linked, and they do more than 50% damage under Attack Run. If the intent of the rule was to halve all damage then it should do that: automatically halve the number of hits (round up or down?), or confirm all weapons hits on 4+ no matter what the traits.
 
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