About A Call to Arms
Moderators: mjwest, Albiegamer, Scoutdad
- Steve Cole
- Site Admin
- Posts: 3846
- Joined: Wed Oct 11, 2006 5:24 pm
- Scharwenka
- Lieutenant SG
- Posts: 141
- Joined: Sat Dec 27, 2008 4:26 pm
I really like the cloaked CON with the engraved bird. A bit of polish ot clean up the clear resin followed by a bit of wash to fill in the bird would go a long way towards an impressive (and easy to do) miniature.Nerroth wrote:Mongoose have the cloaked Condor up on the blog, too.
Last edited by Scoutdad on Wed Nov 30, 2011 1:37 pm, edited 1 time in total.
Commander, Battlegroup Murfreesboro
Department Head, ACTASF
Department Head, ACTASF
In another thread, discussing Escorting ships in ACTA: SF; Gary asked:
I know that rules for weapon systems will be needed (ESGs, Hellbores, etc), so that theoretically opens up the gate for more additions.
While I've not been privy to any discussions, there is no reason that additional traits can not be added... a trait such as Escort, would certainly be possible and would be a good fit for carriers (if and when they are added).
until then, the Call - Out note that generated this question is still valid.
Gary... While I have no idea what Matthew intends for the next ACTA: SF book - I do know that there was talk early on in the play test phase of adding to the system in the next book.Would there not still be room in the game engine for some sort of dedicated Aegis rule, for use if/when Booster #92 is ported over?
I know that rules for weapon systems will be needed (ESGs, Hellbores, etc), so that theoretically opens up the gate for more additions.
While I've not been privy to any discussions, there is no reason that additional traits can not be added... a trait such as Escort, would certainly be possible and would be a good fit for carriers (if and when they are added).
until then, the Call - Out note that generated this question is still valid.
Commander, Battlegroup Murfreesboro
Department Head, ACTASF
Department Head, ACTASF
-
lincolnlog
- Lieutenant SG
- Posts: 108
- Joined: Sat Jun 18, 2011 10:12 am
- Location: St. Louis, MO
w/out going into details that will be printed in the rules; htere are 5 critical hit locations:
Impulse Drive
Dilithium Chamber
Weapons
Crew
Shield
Each location has six levels of hit, designated... coincidentally enough, one through 6.
The criticals are scored sequentially (i.e., meaning that critical hit #1 to the Weapons hits location one. The next hit to the Weapons location will hit #2, and so on.)
Each individual hit location has fluff text describing the damage (coolant leakage, localized depressurization, nulktiple fires, etc.) these actually have no bearing on game play... but it's cool to see your opponents ships running away from streaming atmosphere and warp coolant!
)
Each location also scores additional damage to the ship... while variations exist, the first hit usually is no additional damage, hit #2: +1 point of damage, Hit #3: +2 points of damge, Hit #4: +3 points of damage, Hit #5: +1d6 damage, and hit #6: +2d6 damage... this damage also goes straight to the ship, no shield damage here.
In addition to all of the above, each location has additionnal damage that is applied to the ship. this ranges from -5 shield boxes to Max Speed 8 inches to increase Impulse Critical by 1 to Ship explodes!!!
Impulse Drive
Dilithium Chamber
Weapons
Crew
Shield
Each location has six levels of hit, designated... coincidentally enough, one through 6.
The criticals are scored sequentially (i.e., meaning that critical hit #1 to the Weapons hits location one. The next hit to the Weapons location will hit #2, and so on.)
Each individual hit location has fluff text describing the damage (coolant leakage, localized depressurization, nulktiple fires, etc.) these actually have no bearing on game play... but it's cool to see your opponents ships running away from streaming atmosphere and warp coolant!
Each location also scores additional damage to the ship... while variations exist, the first hit usually is no additional damage, hit #2: +1 point of damage, Hit #3: +2 points of damge, Hit #4: +3 points of damage, Hit #5: +1d6 damage, and hit #6: +2d6 damage... this damage also goes straight to the ship, no shield damage here.
In addition to all of the above, each location has additionnal damage that is applied to the ship. this ranges from -5 shield boxes to Max Speed 8 inches to increase Impulse Critical by 1 to Ship explodes!!!
Commander, Battlegroup Murfreesboro
Department Head, ACTASF
Department Head, ACTASF
-
lincolnlog
- Lieutenant SG
- Posts: 108
- Joined: Sat Jun 18, 2011 10:12 am
- Location: St. Louis, MO

