EDIT: Version 2. (I left V1 of theTRL and TRH, for comparison's sake.)
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Displacement Device: The key to Andromedan logistical operations, the mysterious Displacement Device both acted as a highly unorthodox tactical system in its own right, as well as providing Andromedan ships with the ability to travel along the Rapid Transit Network laid within (and between) galaxies.
Instead of using a Special Action, the Andromedan player may expend each Attack Die from its his Displacement Devices in one of the following manners:
Self-DisplacementIf used upon itself, the operating unit may be placed anywhere within 12 inches of its starting position, retaining its original facing.
Friendly DisplacementIf used upon a friendly Andromedan unit within 12 inches, the operating unit may place the friendly ship anywhere anywhere within 6 inches of that unit's starting position, retaining its original facing.
Offensive DisplacementIf used offensively against an enemy ship within 12 inches, roll a D6 to determine if the device successfully displaces the target or not. On the roll of a 1, 2, 3 or 4, the target is displaced D6 inches in the F, A, P or S directions respectively; on a roll of 5 or 6, the Attack Die is lost, and the target ship remains in place.
Satellite Ship LaunchIn addition, an Andromedan Mothership may place one of the Satellite Ships in its own hangar bay anywhere within 5 inches of the Mothership, facing in any direction.
A displaced ship cannot fire or launch weapons (offensively; it may still fire defensively); nor may it use tractor beams, labs, or transporters.
If this movement takes the ship into an asteroid field, do not roll for collision. If the displaced ship emerges inside a planet or moon, it is immediately destroyed. However, a Displacement Device may not be used to displace a target into a smaller object (such as another ship); if a ship is already in the same location, its base and that of the displaced ship are placed in contact with each other. Ships with the Immobile Trait cannot be displaced.
No more than two Andromedan ships, be they Motherships or Satellite Ships, may actively operate their Displacement Devices simultaneously. (If three ships attempt to activate these devices in the same encounter, all three will be immediately dragged into a tear in the fabric of subspace.) If an Andromedan player has more than two ships equipped with Displacement Devices in a given scenario (perhaps to represent prior units arriving in the region along the RTN, then de-activating their devices in order to allow reinforcements to arrive) he must nominate which two ships have their devices active; no other Displacement Device-equipped ship may operate unless one or both of these operating ships are destroyed (or otherwise leave the map). Should this come to pass, dormant Displacement Devices may be activated on the subsequent turn, though must be “reloaded” before use; the two-ship-per-battle limit still applies. (Note that Andromedan units with the Immobile Trait do not count towards this limit.)
An Andromedan ship can only successfully disengage from a given scenario if it has a Displacement Device; any other units (be they Motherships or Satellite Ships) which attempt to disengage without an active device are considered to be destroyed.
Mothership X: The key Andromedan warships, Motherships are able to use their cavernous hangar bays to carry Satellite Ships across the Rapid Transit Network. A Mothership’s X score is the number of “hangar points” it has available; it may carry any number of Satellite Ship X scores up to this amount. A Mothership may use its Transporters to launch and recover Satellite Ships; each requires one Transporter use apiece. As with launches via Displacement Device, Satellite Ships launched by Transporter may be placed anywhere within five inches of the Mothership, facing in any direction. To be recovered, a Satellite Ship must also be within five inches of the recovering Mothership.
Power-Absorber Panels: Instead of shields, Andromedan ships use a series of power-absorber panels; capable of converting the energy from incoming weapons fire into a state which, over time, the Andromedan ship can attempt to dissipate (or even use to power its own weapons!). However, this system comes at a price; should the panel generators be over-run, the subsequent release of energy can trigger a cascading effect, tearing the ship apart.
Incoming non-critical hits reduce the Andromedan ship’s Power-Absorber Panel score; critical hits bypass the panels as if they were shields. (Shield criticals count against the panels as normal; this represents degradation of the panel banks incurred over the course of a battle.)
Power-Absorber panels have a split value, akin to the Damage score of the ship proper; the first value shows the starting panel score, while the second indicates a level at which the panel banks are "compromised" (in that the amount of energy stored in the panels is high enough to risk a cascading effect). Should a critical hit be scored once the Panel score has been reduced to (or below) this secondary score, the level of this critical hit will be increased by +1.
Andromedan ships cannot use the
Boost Energy to Shields! Special Action. Instead, in the End Phase, they may dissipate some of this energy into space; this increases the current Panel score by one-tenth of the ship’s starting Panel score, but cannot go over the ship’s starting total. If a Mothership has one or more Satellite Ships in its hangar bay, it may also choose to transfer a further amount of panel damage to each of these Satellite Ships, up to one-tenth of the starting Panel scores of each. (The Satellite Ships in turn cannot dissipate this energy while they are still in the hangar bay; they must be launched first.) The other means of transferring energy seen in
Federation Commander or
Star Fleet Battles are abstracted into the overall ship operations in
A Call to Arms: Star Fleet.
Power-Absorber Panels block the use of enemy Transporters, but do not obstruct the use of an Andromedan ship’s own Transporters (or a “friendly” Transporter operation between two allied Andromedan units). Note that allied Motherships may not transport Satellite Ships from one to another; the Satellite Ship must be launched by one Mothership before it can be recovered by the other.
In addition, due to their “disruptive” effect on Power-Absorber Panels, any Disruptor Attack Dice successfully fired against Andromedan units with active panels gain the Precise trait for that instance of fire.
Satellite Ship X: Satellite Ships are much smaller than Motherships; they do not possess hangar bays of their own, but can be carried by a larger Mothership. The X score is the number of points a Mothership must use from its own Mothership X Trait in order to carry the Satellite Ship into (and out of) a given scenario. Satellite Ships cannot use their own Transporters to launch from (or into) a Mothership’s hangar bay.
Tractor-Repulsor Beams: The primary heavy weapons of the Andromedan Invaders, Tractor-Repulsor Beams come in light and heavy varieties; the former mounted on satellite ships, the latter reserved for motherships. Each Attack Die from a TR beam (light or heavy) may be used either in its normal role (as a weapon) or as a tractor beam (with a T arc); it may not be used as both in the same turn. Tractor-Repulsor Beams cannot be overloaded.
(V1)
Weapons Range Arc AD SpecialLight Tractor-Repulsor Beam 20 Varies Varies Accurate +1, Multihit 3, Devastating +1, Reload
Heavy Tractor-Repulsor Beam 20 Varies Varies Accurate +1, Multihit 6, Devastating +1, Reload
Displacement Device 24 T Varies Reload
(V2, based on storeylf's suggestions)
Weapons Range Arc AD SpecialLight Tractor-Repulsor Beam 14 Varies Varies Accurate +2, Kill Zone 6, Multihit 2, Precise, Reload
Heavy Tractor-Repulsor Beam 18 Varies Varies Accurate +2, Kill Zone 8, Multihit 4, Precise, Reload
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Andromedan Initiative: +2
Andromedan (unofficial) Fleet List:Cobra Destroyer (COB) 125 points
Conquistador Light Cruiser (COQ) 260 points
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COBRA DESTROYER (COB) - 125 POINTSLess common in the early waves of Andromedan arrivals in the Milky Way and Lesser Magellanic Cloud, the Cobra Medium Satellite Ship became more common after encounters with Galactic and Magellanic squadrons left the smaller Viper to be found somewhat wanting. The Cobra was the largest Satellite Ship the Conquistador could carry, yet was still small enough to allow motherships with larger hangar bays to carry them in respectable numbers.
Ships of the Class: Naja, Pablo.
Turn: 3
Power-Absorber Panels: 40/10
Damage: 12/4
Marines: 4
Craft: None
Traits: Agile, Enhanced Bridge, Probe 0, Satellite Ship 4, Transporter 1
Weapons Range Arc AD SpecialPhaser-2 12 PH 2 Accurate +1, Kill Zone 4, Precise
Phaser-2 12 SH 2 Accurate +1, Kill Zone 4, Precise
Light Tractor-Repulsor Beam 14 FH 2 Accurate +2, Kill Zone 6, Multihit 2, Precise, Reload
RECONAISSANCE COBRA VARIANT (CBR, Diego) -5 POINTSUsed to scout along the Rapid Transit Network in the absence of a Mothership, this variant was less suited to direct combat. The Recon Cobra removes 1 Attack Die from its Light Tractor-Repulsor Beams, and adds the following in its place:
Weapon Range Arc AD SpecialDisplacement Device 24 T 1 Reload
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CONQUISTADOR LIGHT CRUISER (COQ) - 260 PointsThe smallest Andromedan Mothership, the combination of a Conquistador and Cobra (or Viper) proved to be a dangerous one for patrolling starships, and a threat to innumerable Galactic and Magellanic colonies and convoys.
Ships of the Class: Cortez, DeSoto, Montefeltro, Pizarro.Turn: 4
Power-Absorber Panels: 60/15
Damage: 24/8
Marines: 4
Craft: None
Traits: Agile, Enhanced Bridge, Labs 2, Mothership 4, Transporter 2
Weapons Range Arc AD SpecialPhaser-2 12 FH 2 Accurate +1, Kill Zone 4, Precise
Phaser-2 12 PH 3 Accurate +1, Kill Zone 4, Precise
Phaser-2 12 SH 3 Accurate +1, Kill Zone 4, Precise
Heavy Tractor-Repulsor Beam 18 FH 2 Accurate +2, Kill Zone 8, Multihit 4, Precise, Reload
Displacement Device 24 T 2 Reload
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For comparison's sake, you can see what the
FC versions of the Cobra and Recon Cobra look like in low-toner form over in
Communiqué #70. There is no Ship Card for the Conquistador in the
Commander's Circle; but you can see the the Galleon transport, the step-sister of the larger Intruder heavy cruiser, in
Communiqué #65. (As usual, ignore the Fleet Scale versions of each; only the Squadron Scale editions are of relevance.)