"Action: Until the end of the round, increase your primary weapon value by 1 and decrease your agility value by 1." The VT 49 has a 0 agility.... so i am not seeing a down side?? besides point cost....
Expose on the VT49 = Native agility?? lol
Negative not native..lol
After all calculations, if agility value ends being negative, it becomes zero.
The downsides are its cost and the action requeriment. The latter can also be mitigated by the 'Experimental Interface' upgrade.
Note that range and obstructions are not agility bonuses, so they don't count for the calculation. So, a decimator which used expose, still rolls 1 defense die when attacked at range 3.
but it also gains an additional attack dice with out any penalties. as in it doesn't lose any agility!! (yeah it cost 4 points) but now gains a 4 red dice turret!! going to have to check out experimental interface now as well... been building some double decimater builds. and with one having a jammer so its a HUGE meat shield for the other....
Yes the agility penality goes away on the Decimator, confirmed in the FAQ
BUT
It not only cost 4 points but also your EPT slot and there is a good number EPT under 4 points you can get better results from then an additional attack die (Predator comes to mind); with EI not only add additional cost but also burn your modification slot which kills you option to take a Tactical Jammer (which you might want to keep the rest of your list alive)
This makes this hardly a thing to freak out over
Edited by 0rph3u5I like the idea of a 4 red dice slinging turret beefed up by recon spec. double focus. while the other decimater gets the Tac jammer and becomes the shield for oicunn with mara jade and dauntless title and anti pursuit lasers. Still looking around at different double decimater builds.. Just think its a cool looking big base ship...
Skip the recon specialist and use the rear admiral, mini focus ability without the action. Then you can take a weapons engineer so that you always have a TL on your chosen target as well. Close to range 1 and that is a 5 dice turret with TL and a mini focus every turn.
tough decision weapons engineer vs double focus..... like the admirals ability. might try some builds that feature him and ocqunn. but that might limit my options cost wise...would be nice if he could pass on those Target locks!!
Double focus is pretty worthless on the decimator really. No agility to use it on defense. If you have a gunner then MAYBE you might get to use both tokens on attack, but if you are exposing with TL and the admirals mini focus you are very unlikely to miss with the first attack anyway. My first game with the VT I did the same and used the recon specialist, realized the first attack that it was totally pointless.
"Action: Until the end of the round, increase your primary weapon value by 1 and decrease your agility value by 1." The VT 49 has a 0 agility.... so i am not seeing a down side?? besides point cost....
It costs 4 points, your EPT slot, and an Action.
It's the last one that's really killer, though. It's damage increase is only on par with Target lock and Focus when you've only got 1 attack die. Anything higher, and Expose is worse.
If you can have 2 actions, Expose + TL or Expose + F is better than TL + F. However, at that point it still costs 4 points and your EPT slot.
great points Forgototten lore & Dracon... yeah was thinking in my head that double focus would come in handy as i could use it for defense if needed. but DUH no defense dice means no use of the double focus!!! to bad Ocuinn couldn't use his ability to actually shoot the folks he crashes into!!! may look into gunner though... or maybe a different EPT but I am kind of fixated on the 4 point turret!!! lol
Edited by SwedgeIt costs 4 points, your EPT slot, and an Action.
It's the last one that's really killer, though. It's damage increase is only on par with Target lock and Focus when you've only got 1 attack die. Anything higher, and Expose is worse.
If you can have 2 actions, Expose + TL or Expose + F is better than TL + F. However, at that point it still costs 4 points and your EPT slot.
The thing is, with the right build, you can have excess actions with the Decimator. The thing only has focus and TL in its action bar. With the Rear Admiral's ability you don't really need focus, and with a Weapon's Engineer you can only need to TL every other turn, so it is pretty easy to use expose and still effectively have both a TL and a (mini)Focus on every attack. Throw in Isaard and this combo essentially has 4 actions a turn with MAYBE a stress from Experimental Interface.
what about putting squad leader & weapons engineer on the admiral to feed actions to Oicunn.. Then Oicunn gets the Expose and weapons engineer as well.
Don't think you can fit the two named decimator pilots in a 100 point game, but in bigger matches, sure, that might work.
Don't think you can fit the two named decimator pilots in a 100 point game, but in bigger matches, sure, that might work.
Sure you can. The Admiral's 46 and Oicunn's 42, leaving you 12 points of upgrades.
100 points exactly
plan on having the admiral hang back and let Oicunn get in close and do his thing.On my earlier builds i wanted a Tac Jammer to protect Oicunn but now i figure why bother as they are both big targets and neither ones really stands out from the other target rank wise. Might be useful if i go single Decimator with a few interceptors tucked in behind it.. or maybe a phantom.. just have to see which one gives my the most BANG for the buck so to speak as if they are supporting the Decimator i want "Cheap point MAX firepower) the object being to keep them tucked in behind the Deci..with the Deci protecting them while they clear a swath in front of it. well that's the goal anyway and if anything tries to sneak up from the rear then the turret gets them!! Could be a problem dealing with Z swarms. Still really really looking forward to some Decimator builds... also wonder if TAC jammer blocks assault missiles.
Edited by Swedgeto bad Ocuinn couldn't use his ability to actually shoot the folks he crashes into!!!
Just a thought but ruthlessness allows you to splash damage back onto the guy you crashed into.
Yes the agility penality goes away on the Decimator, confirmed in the FAQ
I believe and agree with you but I couldn't find it in the FAQ. Where in there is it?
I don't have the exact page offhand, but there is a section in the FAQ on modifying stats where it talks about what to do if modifiers reduce a stat to a negative number, and the answer is that you calculate all the relevant modifiers and then if the final total for the stat is negative, it becomes zero.
Yes the agility penality goes away on the Decimator, confirmed in the FAQ
I believe and agree with you but I couldn't find it in the FAQ. Where in there is it?
Cannot find it in the FAQ either.
Expose does not say “to a minimum of 0”. So the following does not apply:
FAQ version 2.2 page 8:
Increasing and Reducing Values
When multiple card effects or abilities increase or reduce a value, such as agility, ignore any “to a minimum of 0” restrictions until the calculation is complete. For example, if a ship with a printed agility value of “0” and the “Structural Damage” card uses “Countermeasures,” its agility is “0.”
Uhm please help then. A Decimator that uses expose at range three gets one agility die yes or no? That's all I need to know.Me and my bro have been wondering about this during our play tests. Thanks
Uhm please help then. A Decimator that uses expose at range three gets one agility die yes or no? That's all I need to know.Me and my bro have been wondering about this during our play tests. Thanks
Yes.
The range three bonus is not an agility modification; it's a bonus dice. So you do your agility calucations first, reset to zero if you end up negative, and then add the range 3 bonus. So, with Expose, the process is:
Decimator has 0 Agility.
Expose reduces it by 1. We can't have -1 (per the FAQ mentioned above), so we go back to 0.
We then roll dice equal to our agility (0) plus the range 3 bonus, for a total of 1 die.
Yes. The bonus defense did at range 3 is not a bonus yo agility, it is just a bonus die. Same for asteroids.
Uhm please help then. A Decimator that uses expose at range three gets one agility die yes or no?
It gets zero dice for agility plus one die for range. That's a total of one.