Topic: Newb questions:

1)   Arc Modifiers:    suppose a weapon system has the following stats (got this off the drydock program)

7× Laser Batteries (Acr)     [FF6][FP4][FS4]
                                           [AP6][AS6]       2-4-6     5     4     3     2     1     1     1     0     0     0     0     0

If I'm reading this correctly when firing the FF gun you automatically have a modifier of -6.  So (assuming no other modifiers) at medium range or longer you cant roll anything.  ???    Even at short range you are rolling only 1 die.
This cant be right.  I'm totally confused.

2)  assuming the same weapon above- what does having 7 of these lasers do for you?  Do you pool all the dice together or roll each weapon separately?    Either way what is the advantage of having multiple weapons in a battery instead of one big one?

Sorry if these are stupid questions.  I wish the rul set came with an FAQ or broader example of play.

Re: Newb questions:

If I'm reading this correctly, then firing the FF bank you roll one die.  The 5-die entry is +0 AM, so -6 entry is 1 die.  You would not get to roll anything at long range without other modifiers.

See the combining/splitting rules in the Advanced Rules section.  You could, for instance, combine the FF and FP banks to get a -2 AM barring other modifiers.

Re: Newb questions:

warbossjim wrote:

If I'm reading this correctly when firing the FF gun you automatically have a modifier of -6.  So (assuming no other modifiers) at medium range or longer you cant roll anything.  ???    Even at short range you are rolling only 1 die.

The shift at medium range (assuming no other nodifiers) is -6; thus, you would roll 1 die. It is true at long range you would no longer receive any dice (but see below).

2)  assuming the same weapon above- what does having 7 of these lasers do for you?  Do you pool all the dice together or roll each weapon separately?    Either way what is the advantage of having multiple weapons in a battery instead of one big one?

The advantage is flexibility. With one big weapon, you can only attack a single target; with multiple banks, you can distribute fire among several targets (which is better for anti-fighter weapons like this). Although, in the end, it's more of a style/flavor decision. Some players like fewer big weapons; others like lots of smaller weapons.

You can roll each bank's attack separately, or you can combine their attacks per the rule on p.26. Combining attacks may sometimes be necessary in order to gain even a single attack die (as with the situation above); otherwise, you can use the "Long Shot" rule (p.29).

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Newb questions:

BTW, having 7 lasers in the weapon description is just a fluff thing. You don't roll 7 dice because you have 7 lasers.
Those lasers could be more powerful and begin at 12 instead of 5 in your example.
What is important is the number of dice indicated by the weapon next to the range values.

Marc

Re: Newb questions:

madpax wrote:

BTW, having 7 lasers in the weapon description is just a fluff thing. You don't roll 7 dice because you have 7 lasers.
Those lasers could be more powerful and begin at 12 instead of 5 in your example.
What is important is the number of dice indicated by the weapon next to the range values.

Marc

Hello...just to confirm, The 3 x, 4 x, 6 x, etc. mentioned in the weapons section of Klingon /Romulan Armada, ie; 4x Phasers 1's... is just a fluff thing...and has no bearing on number of att. dice used? ( am myself a newbie trying to learn the game) Clint

Re: Newb questions:

That is correct.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com