Topic: Proximity and Seekers

I played with seekers for the first time the other day and thought they worked really well.  They gave a really good impression of missiles. 

A question came up though....How does a Proximity weapon target seekers?  Do you hit yourself if the target is you and the marker is face up?

Re: Proximity and Seekers

Erm, does no one know how to target seekers with proximity weapons?

Re: Proximity and Seekers

diddimus wrote:

Erm, does no one know how to target seekers with proximity weapons?

I was waiting to see if there was an official statement. If I remember correctly, way the rules are written it says that the weapon attacking the seeker is always considered at short range. My opinion would be that if your proximity weapon has an upper limit to its short range that allow the weapon to be employed without self inflicted wounds to the launching ship, then it should not hurt you (the gunner makes sure it gets far enough away before blowing). If, however, the weapon's short range values fall close enough to the firing ship that it would normally cause damage to the firing ship if fired in that range band, then it should do so in this instance.
Does that make sense?
Of course, this is just an opinion, and as my wife would tell you most of mine are worthless.  wink
Cheers,
Erik

Re: Proximity and Seekers

diddimus wrote:

A question came up though....How does a Proximity weapon target seekers?  Do you hit yourself if the target is you and the marker is face up?

No. A proximity weapon fired against a seeker counter (face up or otherwise) ONLY attacks that seeker counter.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Proximity and Seekers

Brilliant! Glad it works that way.  Thanks.

Re: Proximity and Seekers

cricket wrote:
diddimus wrote:

A question came up though....How does a Proximity weapon target seekers?  Do you hit yourself if the target is you and the marker is face up?

No. A proximity weapon fired against a seeker counter (face up or otherwise) ONLY attacks that seeker counter.

But my answer was far more complicated and verbose...that should count for something!   wink

Thanks for the clarification Cricket.

Cheers,
Erik

Re: Proximity and Seekers

Erik, I actually had the same response formulated, and forgot to post it! I figure if you use a prox weapon with a range of 1-2-3, you're asking for trouble anyway!

Re: Proximity and Seekers

The assumption is the attack happens not at the moment the seekers are one hex away, but at the point during their travel most advantageous for the defender...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Proximity and Seekers

cricket wrote:

The assumption is the attack happens not at the moment the seekers are one hex away, but at the point during their travel most advantageous for the defender...

Since you're the guy wearing the big hat with all the gold braid on it I guess you're allowed to make assumptions  big_smile
Erik

Re: Proximity and Seekers

cricket wrote:

The assumption is the attack happens not at the moment the seekers are one hex away, but at the point during their travel most advantageous for the defender...

That being said...
I'd also say that if you really want, for whatever (moronic) reasons, to put the proximity trait on a range 1/2/3 weapon, then when you make the attack against the seeker at close range you should suffer the consequences.
In essence, by not having any penalty, it seems like you're allowing the proximity trait on range 1/2/3/ weapons at a slight discount.

Kevin

Re: Proximity and Seekers

underling wrote:

In essence, by not having any penalty, it seems like you're allowing the proximity trait on range 1/2/3/ weapons at a slight discount.

There's no penalty, but there's also no advantage.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Proximity and Seekers

underling wrote:
cricket wrote:

The assumption is the attack happens not at the moment the seekers are one hex away, but at the point during their travel most advantageous for the defender...

That being said...
I'd also say that if you really want, for whatever (moronic) reasons, to put the proximity trait on a range 1/2/3 weapon, then when you make the attack against the seeker at close range you should suffer the consequences.
In essence, by not having any penalty, it seems like you're allowing the proximity trait on range 1/2/3/ weapons at a slight discount.

Kevin

Agreed.
Anyone putting Proximity on a range 3 weapon should take notice of page 24 which does state that if a proximity weapon is fired at a target one hex away the firing ship is affected.
My advice, don't have the trait unless the weapon is range 6 or better then there is no conflict when shooting at seekers.

Paul

Re: Proximity and Seekers

A ballistic proximity weapon avoids that whole, "Hit myself at range 1." issue. It's the best way, right now I can use to represent an attack such as a flame-jet projector.

Re: Proximity and Seekers

Alex Knight wrote:

A ballistic proximity weapon avoids that whole, "Hit myself at range 1." issue. It's the best way, right now I can use to represent an attack such as a flame-jet projector.

Expanding on this a little, the way I interpret a weapon with ballistic is that it couldn't shoot at a face up seeker, due to face up seekers being considered at short range (and ballistic weapons not being able to fire at short range).

Re: Proximity and Seekers

underling wrote:

Expanding on this a little, the way I interpret a weapon with ballistic is that it couldn't shoot at a face up seeker, due to face up seekers being considered at short range (and ballistic weapons not being able to fire at short range).

This is correct.

The reason the ballistic restriction applies, while the proximity trait doesn't, is because face-up seekers are attacked "at short range" and not "in an adjacent hex". Although for a range-3 weapon, the two are identical, I am erring on the side of the simplest application of the rules (i.e. with the fewest number of exceptions).

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com