Tneva82 said:
Locutus9956 said:
and also makes more sense from a fluff standpoint and makes the game FEEL more B5ey
How's so? Stealth in B5 series was pretty much on/off. You had lock or you didn't have lock.
Erm. Thats kind of the point, it was basically: You dont have a lock. Period. You NEVER have a lock unless they TURN OFF THEIR STEALTH.
So the current rule with that fluff could only really be justified as 'roll to see if the minbari crew are stupid and press the big off button by mistake'....
Burger said:
I don't understand how your idea would relate to the hull values: are you rolling against the stealth rating instead of the hull rating? Or rolling each AD against stealth, then rolling it against hull?
Or just one roll, against MAX(stealth,hull)? Modified stealth or raw stealth? Can you give some examples, such as firing at a Leshath (stealth 6, hull 4)and firing at a Troligan (stealth 3, hull 6)?
Its basically the last one. Just one to hit roll against whichever would be higher (out of stealth after modifiers, or hull after weapon traits) in a given situation. (and it would of course require some adjustment to the values).
But, for the sake of example, using current values:
Firing a precise AP weapon against a Leshath at long range would require a 7 to hit the shot would not be allowed.
Firing a precice AP weapon at that same Leshth at standard range would require a 6 to hit, but if you do hit you crit on a 6 and bulkhead on a 1.
Firing that same AP weapon against a Leshath at short range, after its been hit, and lit up by a scout would require a 3 to hit (since the stealth value would be 3) The score that would be needed to hit the ship without stealth would also be 3 but since this isnt lower than the 'stealth target number' your still shooting at stealth so dont get the benefit of precice.
If a Shadow player is firing an precice AP weapon at the same leshath at short range having lit it up with a scout and already hit it with another ship you would need a 2 to hit it by stealth but since you would need a 3 to hit its hull this number is the target number used, and since your rolling vs hull rather than stealth you DO get the benefit of precice and thus cant bulkhead and crit on a 5+.
I know this sounds hideously complex the way I've written it at the moment but its actually fairly straightforward.
Baiscally work out the target number for hull, and the target number for stealth and use whichever is higher as your 'to hit number'. If theyre equal you use stealth. If your using the stealth number, no precise, if your using the hull number, hooray for preciceness.
Emines and fighters at point blank always use hull and get the full benefit of all the rules they do against any other target.