Weak Weapons vs Hull 6

weak weapons CAN cause crits.

they simply reduce your attack roll by 1 but a 6 is always a hit hence the debate about why they have no effect versus hull 6
 
Good so everything is correct, just cause this got me thinking.....

CheesyRobMan said:
Remember that Weak weapons can't cause crits. This can make a *huge* difference.

Well, yes they dont have an effect versus hull6. But maybe, just maybe it represents, that nomatter how much you armor a ship, there will be little vulnerable spots. (gun ports, hatches whatnot).

Also you have to remember, by effectively creating hull7, that beam weapons do not keep rerolling on 6's, but would rather go up to 7 and so on......(just to keep everything same same) I love the fact that MGP tries to keep rule exclusions out of the game!!!
 
I'm not so sure that a Weak weapon would necessarily cause less damage. In the description it mentions that Weak weapons can be either/both low powered or with outdated targeting systems. Fighter guns would probably be relatively low powered.

And in the game Weak weapons only reduce your Attack roll, they don't affect damage (sorry SQ, but then your Shadows don't exactly have anything that you could class as Weak :) )
 
Iain McGhee said:
I'm not so sure that a Weak weapon would necessarily cause less damage. In the description it mentions that Weak weapons can be either/both low powered or with outdated targeting systems. Fighter guns would probably be relatively low powered.

And in the game Weak weapons only reduce your Attack roll, they don't affect damage (sorry SQ, but then your Shadows don't exactly have anything that you could class as Weak :) )

im still painting my ISA (Hint hint LBH)
 
You subtract one from your attack dice rolls with Weak weapons, and you need to roll a 6 to get a Critical hit. Since you subtract one, you can only ever get a 5 or less, so you can't cause Critical hits with Weak weapons. A 6 is always a hit, as someone said, but once you've hit you roll for damage and that's separate.
 
Also you have to remember, by effectively creating hull7, that beam weapons do not keep rerolling on 6's, but would rather go up to 7 and so on......(just to keep everything same same) I love the fact that MGP tries to keep rule exclusions out of the game!!![/quote]

not really just saying that if you are rolling a D6 and get a -1 you can never get a 6 - which is what weak is.

Beams are apparently changing anyway.
 
Yes but either a 6 is automatic success. Then weak is nonissue against hull6.

Or you make a rule, that weak weapons cannot hit on a 6, but then again beam dice number goes up by one too, and does not reroll on 6.......

Just to keep stuff the same. Ofc beams will change, and as i do not know how, there is little sense of talking about it. Yes true, but then again there is little sense to talk about anything else.
 
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