ACTASF 1.2 Plasma rules

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toastie
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ACTASF 1.2 Plasma rules

Post by toastie »

Do I have the following correct? Plasma torpedoes fired in seeking mode roll one die per torpedo. So, for a plasma S fired at 8" range at the side of a target with a max speed of 12" and no other modifiers, the to-hit is 3+. On a 1-2, the torpedo misses, and no damage is caused. On a roll of 3-6 the torpedo hits. There is 1 Energy Bleed, so 3AD hit, and the defender can fire phasers to reduce the # of AD. The defender hits with 2 phasers, reducing the AD to 1, so 4 damage is done to the shields.

Plasma Bolts are Direct Fire, so they roll once per AD. A Plasma S at range 5 loses 2 AD, so would roll two AD to hit. Each to-hit would be 2-6 (Accurate +3, but -1 for over half range), and each AD that hits would cause 2 damage. If a roll was a 6, the damage would penetrate shields.

Any critical caused would be 2 hits, as plasma is Devastating+1.
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Scoutdad
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Post by Scoutdad »

OK... let's see...
Bear with me. I'm so congested today my brain hurts - so I'll have to work through this one step by step.

Max speed of 12 divided by 2 equals a 6 to hit.
Accurate +3 means you need a 3 or better (3 +3 for accurate) = 6.

Plasma S fired at 8" is less than half range, so no additional modifiers.

on a 1 or 2, the torpedo misses. On a 3+ it hits.
Plasma S is 4 AD, so it'll lose 1 AD due to energy bleed. When it impacts, it hits for 3AD of Damage.
Roll a single die to hit (it's a single torpedo, after all). The roll is a 4, so the torpedo hits. The defender now has the opportunity to use defensive fire. Two phasers whittle away 2 more AD of the torpedoes strength, so it does indeed impact for 4 points of shield damage.
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Scoutdad
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Post by Scoutdad »

Plasma Bolts OTOH...

Plasma S at 5 inches does lose 2 AD, leaving 2 AD to possibly hit the target. So you would roll 2 dice to see if they hit. One, or both, or none of the AD could hit.
The bolts hit on a 2 or better... Accurate +3 means that only a one misses.
On a roll of 6, the damage would bypass the shield.

And any critical hits caused are Devastating +1, so they would effectively score two levels of damage on each system roll.
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