Weak Weapon Rating: Can it still hit on a 6?

Boomer

Mongoose
Well did I get a boat-load of good info on a recent inquiry I made on my struggling Centauri...so I figured I'd throw another one out there...

Ok...let's say you have a weapon that is rated as "Weak". And for some insane reason you try to take a stab at an enemy with a hull of 6. Well in theory you would never be able to succeed with your Attack dice as you essentially have to subtract 1 from your die roll thus always making a 6 a 5 and thus a no-go. However the rulebook clearly states that a 6 is ALWAYS a hit....so how do you all do it? Does the 6 still make a hit with a Weak per the rules or is that a big pile of Wisconsin cheddar cheese...or do you automatically say that 6-1=5 and thus a no hit wonder? :roll:

Boomer (a new fanhead)
 
I think you're possibly getting weak weapons confused, having weak weapons increases the target number by one eg

If you fire at Hull 5 you need 6's
If you fire at Hull 4 you need 5's
etc etc
 
We have tried the "weak weapons bounce off hull 6" thing as a house rule. It was a bit hard on my sentris, but hey, it does make kind of sense as some weapons, even in real life can't damage some things. (rifles on tanks for example)
 
Hmmm...ok...appears it can go either way...I guess we'll just go with whatever opponents agree on, house rule, or the friendly die roll to decide...maybe the August edition will make it more clear.. :?

Tank...yur right but mathematically it still amounts to the same thing methinks - that you either go with a 6 is always a hit no matter what or a Weak can't do a thing to a 6 hull :lol:

thanks everybody...
 
The rule, officially, is that if a weapon with the Weak trait fires at a ship with Hull 6, it requires a roll of 6 to hit, as 6's ALWAYS hit.

Anything else is just a house rule --- of which there are many in ACtA.
 
Tank said:
I think you're possibly getting weak weapons confused, having weak weapons increases the target number by one eg

If you fire at Hull 5 you need 6's
If you fire at Hull 4 you need 5's
etc etc

technically it lowers your attack dice roll by one but a 6 is always a hit

if it increased your target roll you'd need a 7 versus hull 6 which ain't possible :wink:
 
That used to be part of the E-Mine property, not Weak.

A Weak weapon can cause a critical against any Hull, including Hull 6.

Just had an interesting thought --- what would a fleet of Weak, Precise weapons be like? Hmm. You could call it a luck-based fleet, it's certainly a mix of properties we haven't seen before. Maybe it's tactically uninteresting.
 
To sum up:

When rolling AD dice, a 1 is always a miss, a 6 is always a hit.

This means even Weak weapons can hit Hull 6 ships, and also, that even Super AP weapons can miss Hull 3 like the Tishat.

Weak weapons subtract one from their AD rolls, it does not increase the target number.

The only weapon that can't cause crits is an E-mine. Except for ships which are immune to critical hits in the normal sense (Vorlons, Shadows, etc.)

ACTA is not VaS :lol:

LBH
 
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