A new ACTA's mod

Joe_Dracos

Mongoose
Well I've been working this over for quite some time and I think I might actually be ready to reveal it. There are some details that I am still trying to work over but here is a breif glimps at the rules.

Movement.

Speed is more abstract. A ship has an Acceleration/Deceleration score rather then a maximum speed and number of turns. Most ships will only be able to go as fast as double there Acc/Dec. These points may be used to increase speed (which would be recorded down on the ship data sheet or scrap paper you are using to track damage and what not) or execute turns. Turns will cost 2 points (with lumbering increasing the cost to 3 and agile decreasing the cost to 1) and a point of turn will be roughly 22.5 degrees (best guess). Spending points on turning does not change your speed and you must move your current speed in inches.

Independant flights and ships will not have the advantage over formations/squadrons. Fighting in a formation or a squadron is more advantageous then being independant. This will effectively eliminate the initiative sink.

Formations and squadrons.

Ships and flights of fighter craft fight better inside formations. Capital ships are harder to target, light ships have more difficulty penetrating a formation containing escorts and carriers are better protected by simply being surrounded by cruisers and escorts.

Every ship will have a particular formation role.

Carrier - All carriers, Battlecarriers
Capital ships - Super Battleships, Battleships, Heavy Battlecarriers, Battlecruisers
Ships of the Line - Heavy Cruisers, Pocket Battleships, Line cruisers, Light cruisers, light battlecarriers.
Bombardment - missile cruisers, some heavy crusie
Escorts - Escort carriers, Some destroyers, corvettes
Raiders - some destroyers, frigates
Recon - varies

These ships are arranged into formations with a given minimum number of ships and a maximum (for practical reasons).

Carrier formations - 1 Carrier, 2 ships of the line, 3 escorts -> maximum 2 CV's, 4 SotL, 6 Escots
Battle squadron - 2 Ships of the line, 4 escorts -> maximum 2 Cap ships, 6 SotL, 8 Escorts
Bombardment squadron - 1 Bomb ship, 3 escorts -> maximum 4 bomb ships, 6 escorts
Raider squadron - between 4 and 12 raiders

Every fleet must contain one battle squadron when playing at the Raid PL or higher.

Fighter craft and squadrons

Each particular type of fighter craft will have a list of how many flights will make a squadron in there profile.

2. Combat

Weapons

Each weapon will have one of four designations

Primary - May not shoot at Fighter craft, -1 to hit escorts and raiders.
Secondary - May shoot at fighter craft at -2. All secondary batteries have an effective arc of T and the AD may be expended in any dirrection as long as the AD is not exceeded in one turn.
Tertiary - Can not damage a ship with an armour score of 3 or more. Can conduct Panic fire (a rule to replace the Anti-Fighter trait). These are extremely small weapons and are mounted in restricted arcs in many places on the ship. The AD may be fired out each arc (that means a ship with 4 AD in tertiary weapons may fire 4 AD out each of the four arcs).
AFC - Anti-Fighter Craft batteries. May not damage ships. When shooting at fighter craft these weapons give a -2 to dodge. These weapons may also attack missiles. They may fire the max AD out of each arc.

Special weapons

Launch bays - these are where fighter craft are launched and recovered from. Typically this is F and A respectively. The AD is the number of craft the launch bay can launch and recover in any given turn.

Missiles - These weapons will have a specified arc. Missiles do not instantly cross the gap between ships. Instead during the shooting phase the player will place a counter with a die representing the number of missiles that the counter represents (in some instances this can mean up to 20 missiles). Missiles are moved during the movement phase (with the range score representing the Acc/Dec of the missile) before any ship or fighter craft and will commence an attack when they encounter an enemy ship (or fighter craft if they are also labled as AFC weapons). The ship will be allowed to conduct panic fire against these attacks. Once this is done
the remaining missiles will attack the ship and any missile that does not successfully strike the hit will be lost reguardless of how much Acc/Dec they have left.

Target and armour

Rather then the ships armour representing how easy it is to hit the ship has a target score. Once hit the weapon will either strike shields or must penetrate the ships armour by rolling equal to or higher then the armour score. For ships with a score of higher then 6 you roll to penetrate and any 6 will temporarily reduce the ships armour that turn and for every ship that does this the armour score will be permenantly reduced by 1. Once the ships armour is temporarily reduced to 6 or less then these hits will score damage. Beams with the Primary trait count for double. AP weapons will count a single automatic 6 (with super AP counting for 2) in addition to the damage attempts. It should be noted that ships with Shields do not count on armour as much as those without shields.

Critical hits.

Criticals are not as easy to get in this game. If you require a 6 to do damage then you do not score a critical and the armour is just too thick. For ever 6 when the armour is reduced to 5 or is 5 or lower then roll again. on a 1-3 you raise the damage multiplier by one (this does mean to a max of x5 damage). On a 4-5 you score an external critical hit and on a 6 you score an internal critical hit. There is the possibility that an external will translate to an internal. Accurate weapons score external crits on 3-5 and precise weapons score external crits on 3 and 4 and internal crits on 5's and 6's.

An example of Optional rules

Advanced stealth - All ships have a base stealth score of 5+ with other assorted modifiers applied. Space is after all filled with dust, radiation and many shits are specifically designed to reduce there sensor profile.

Other notable mentions

Initiative bonuses will be determined by your fleet comp rather then your race/faction.

Many special actions are for ships inside formations only

Each Race/Faction will have there own unique special rules to provide a degree of individuality.

Races and Factions

Akoran - Bio Ships, Primary Beams
Decoran - Battlecarriers
Terran/UNE - No shields, missiles
Terran/Feddie - Primitive tech
Andromidan - Terror weapons

There is more behind each of the above and I will reveal more if people are interested.
 
I like the idea of accelearation and deceleration bit like full thrust if you've ever played that free rule book on net.

Not sure i like the idea about turns being in the same thing as speed. i think max set turns or a turn arc relevant to your speed with lumbering ships moving to the next level and agile ships moving down one. all else seems ok and interseting.
 
Allow me to clarify a bit more.

Acc/Dec does not represent the speed but the engine power the ship has. Making turns essentially restricts your capacity to accelerate or decelerate. Your speed remains unchanged by your decision to make a turn, you must spend any remaining Acc/Dec to change your speed.
 
Always interesting to read new stuff - espcailly looking forward to the fluff on the races :)

Personally not too keen on the movement as I like it simple but look forward to hearing more
 
UNE - The United Nations of Earth

The UNE is not truely a government on its own. It is a collection of "alliances" that have failed to evolve into a unified race. This is not entirely the Humans fault. The Andromidan Occupation stunted there cultural growth and encouraged the stereotypes and common prejudices between the four main factions. The Humans histroy is also mared by 5 massive civil wars.

The first three took place on Earth within the span of a single century. The fourth was fought throughout the solar system, and if it hadn't been for the Andromidan occupation they would have united as a species after this conflict. Another century would pass before the first manned expidition to a near by solar system. Using a unique set of technology the Terrans managed to make it to the system using faster then light travel through an ingenous inertial compensation device. The trip was still a long one but by the time the original expidition returned with news that a colony had been established more advanced compensators allowed for a faster trip.

A single world was found in the Alpha Centuari star system, but it was also inhabited by a semi-humanoid race that called themselves the Artechens. Through an unfortunate series of events the Artechens were whipped out by a global pandemic that the Terrans caused.

After 50 years of occupying the world the Andromidans invaded. Unlike many of the other races the Terrans would be spared as humanoids were desired as slaves. Once the race had been conquered the technology was analysed and it was determined that the inertail compensator was of use to the Andromidans. Terrans were spread out accross a vast stretch of the galaxy and there civilizations were planted down on worlds that had been "cleansed" of non-humanoid or hostile life forms.

Over the next millenia resistances would form and be crushed. Eventually Terran resistance became so endemic that there extermination was deemed necessary in order to pacify the area. This proved to be to difficult to execute as the disruption of supplies and warship construction had caused the front lines throughout the Galaxy to become unstable and the Andromidans were forced to withdraw from key systems including the Terran homeworld. The Akoran front collapsed and the Andromidans began a full retreat away from both the Akorans and Terran occupied systems. Fortunately for many races the Terrans were not interested in pursueing the Andromidans beyond there space. There is no telling how they would have reacted at the time to other intelligent life forms.

The factions once more alligned themselves into the four great alliances and it wasn't long before the large militaries used to push the Andromidans out were turned inward on there own race as they squabled over resources. The Terrans had gained the use of many of the Andromidans weapons and it wasn't long before strategic assets were deployed. Planets were reduced to lifeless masses, poisoned, burned, out right destroyed and in many cases entire systems were annihilated. This was the 5th Terran Civil war (which they refer to as the Great Apocalypic War). Thousands of systems and worlds were rendered useles for centuries (if they still exsisted). Strategic and tactical scale weapons were outlawed and indeed they could not be produced after the damage of the conflict. Many of the technologies were lost simply because the Terrans did not understand them.

This was not enough for some inside the UNE and over 3 dozen systems rebelled from the control of the UNE and began a new war of independance. This war was a multi stage war that saw the birth of the Federated Commonwealth (which the Terrans of the UNE refer to as the Federation or Feddies). The Federation was not stopped until the invention of the Photon Cannon in 3305.

It wasn't until 3486 that the Galactic council decided to allow contact with the two major Terran factions and the UNE appeared to receive the aliens well. Many trade relations and even a few alliance (particularily with the Decoran Republic and the Horloth) were quickly relized.

Unfortunately the Akoran Empire had decided to make demands of the humans, in particular the return of many of the systems on the Akoran boarder and reparations for the destruction of a great deal of the systems that the Akorans claimed were within there orignal boundries. The Terrans did not react well to the threats and while most couldn't understand the meaning of some of the phrases said the fact that they were insults was.

In 3517 the Akoran Empire attacked three of the alliances fleets and destroyed them. The hodgepodge mix of advanced and primitive technologies was proving to be a major set back for the UNE. Within a matter of one year the UNE had lost a quarter of its star systems. At Titus IV the Akoran offesive was blunted with the implementation of a new Battleship design. While the battleship was lost the damage it inflicted forced the Akoran fleet back. With a fanatical and heroic display the combined UNE military slowed the Akoran advance to a crawl. Further more resistance attacks severely hampered their supplys.

In 3538 the UNE assembly ordered the creation of three fleets. These fleets were to contain ships whose crews were selected from all four alliances. It was expected that the fleets would collapse after infighting began but in the Omicron Theta system the 3rd fleet not only stopped the Akoran fleet from landing reinforcements on the planet but froced the Akorans to flee with severe losses including the first three Oberon class super battleships destroyed in the war. With orbital superiority achieved the ground forces (another mixed force) began to push the Akoran army back.

In 3540 the 1st and 2nd fleet was ordered to disassemble and return to there respective armed forces. This caused the collapse of several star systems around the Omicron Theta system and it had to be abandoned. The 3rd fleet was likewise ordered to disassemble but there commanders disreguarded the order. It has been suggested that the political decision to return the ships to there proper owners was made due to the influence of "one world" factions forming in there ranks. While initially supplies were cut off from the "renegade fleet" the loss of Apheratz IV and the seige of the planet Artech forced the military to being supplying the fleet in full once more. Artch and the Alpha Centauri system held strong until 3565 and it took the bulk of the Akoran fleet inside Terran space and the use of a tactical scale weapon (a Cascading Anti-matter projecter) to break the defenders and send them realing into the Terran system.

Nothing has been heard since this defeat from the UNE as Earth is cut off from the rest of the galaxy. There is a great amount of fear growing in the galactic community. There is no intelligence concearning the status of the UNE's tactical and strategic arsenal. If these weapons remain intact then they may yet decide to use them out of desperation. The UNE is on its last legs, it is uncertain what will happen, but there are rumors of death camps through out UNE space.
 
The Federated Commonwealth or "Federation"

The Federated Commonwealth was born from the rampant paranoia surrounding the use of high technology. The leadership blames the fifth civil war on the use of high technology alone. While this theory may have some credibility if viewed only from one point of view the larger picture shows that the true cause lies in the distrust between the four main factions of the UNE.

The Federation is not a true Commonwealth, but is more like a religious fundamentalist state. They have a belief that the human race can never truely be united unless the use of high technology is discarded forever. There have been multiple attempts over the last two centuries to bring the divided worlds of the UNE under the Federated Commonwealths banner but with the difference between the UNE and Feddie weapons technologies continueing to expand it is taking less and less ships to repell the Federation assaults.

To make matters worse the UNE has begun to tire of the relentless warfare being waged on its border. It has been surmised that if the Akoran Empire had not launched its attack on the UNE the combined forces of the UNE would have turned on the Federation without remorse. The Federation has not made any friends in the interstellar community and has even engaged in several skirmishes with the Andromidan Empire. The Zentreb Republic has continued to file numerous complaints with the UNE. It is a common belief that since the UNE is in possession of the Terran homeworld that they are responsible for the Terrans of the Federation. Since the Zentreb Republic is a trading partner of the UNE it is likely that the Federation would face a multi-front war in the future.

One thing is certainly clear, the Federation is completely ingnorant of the threat the Akoran Empire represents. They relentlessly attack the UNE in vain attempts to bring more worlds under there sway but the UNE fleets continue to easily push them back. Even so there is little the Federation can do to help the UNE militarily. They are far too technologically backward to turn the tide of this war.

There view on aliens seems to be universal hatred. They have attacked all of there neighbours with obvious xenocidal intentions. Fortunately they lack the strategic arms necessary to systematically exterminate the population of a captured world before there owners can retaliate.
 
What happens if you reduce your speed to 0 and spend all your acceleration on turns? You get to All Stop And Pivot for free every turn and can fire all weapons?
 
Interesting point of view. I was considering adding in a to hit bonus on any ship that has a speed of 0. There is also the issue of being swarmed by assault shuttles. I'm not certain that there is any ship that would benifit from that anyway.

I will address that issue and make it costly to have a speed of 0. Might even make turning more difficult without the aid of the main engine. Oh yeah ideas are tumbling around now.
 
Also I sould add that the rules that are posted here are a quick glance and are in no way the complete set. A more complete set will become available soon(ish).
 
Oh what the heck.

The Akoran Empire

This is a race of blue skinned, purple blooded humanoids. While they do appear to have skin it is infact a tough layer of Chitten covering an open circulatory system. They are easily one of the most highly evolved races found outside the galactic core. The average life span of an Akoran is 900 years and there history is suspected to go back almost a billion years. One would expect a race with such a biology to be slow and sluggish in there reactions but they are suprisingly fast. There motabolism is remarkably efficient.

While the Empire has exsisted for 10's of thousands of years there civilization has exsisted far longer. They have an autocratic government system with the entire empire answering to a central authority that is best translated as an Emperor. This title is indeed hereditary and has resulted in a mixed bag of rulers.

The current ruler seems to have the desire to emulate the Andromidan philosophy and the member races within there boarders have gone "missing" over the last hundred years. This seems to have led credence to the Terran claims of genocide by the current council has no mechanism to police interstellar wars.

The Akoran military is divided into two primary branches with each containing its own fleets, armies and fighter corps. The most previlant is the Imperial Armed Services. The other is the Imperial Guard. The Armed Services traditional role has been to prosicute any conflict the empire is involved and the Imperial Guard is tasked with the defence of key systems. During the Earth-Akoran war the Imperial Guard has been seen conducting more and more offensive actions and its ranks have been swelling. It is traditionally filled with the most fanatical individuals who choose to defend the empire and as a result many incidents have been recorded.

The primary difficulty in dealing with UNE warships has been the surprisingly durable armour and internal structure. The alloys they are build with seem to be exceptionally resistant to both heat and energy. It seems fortuitous that the Imperial Navy has the Phaser Lance at its disposal. This weapon was initally deployed as a means to penetrate the Andromidan barrier shields and seems just as useful in cracking Adnium armour plating.

Of late there has been a growing rift between the Imperial Armed Services and the Imperial Guard, especially concearning the decision to deploy the Cascading Anti-matter projector against Terran capital ships. The fist objection centered around the "shock" factor. The interstellar community might take exception to its use. Also the Empire has never before required such a weapon, which was salvaged inside Terran space from a downed Terran warship dating back to there last civil war. The largest concearn is the weapons potential strategic employment, and the fact that several blasts from the cannon could destroy a small planet has not been lost on the Imperial Guard. In the ship mounting the weapon is slated to be in the offencive against the Terran homeworld.

The use of this weapon has also caused conciderable tension back inside Akoran space. The Imperial armed services has made claims that the Terrans still do possess a considerable strategic arsenal and the Akoran Empire has no strategic assets that could be used against populated Terran worlds in retaliation. All the Chemical and Biological weapons they possess are for use against Andromidans who have a considerably different biology then humans. It has also been pointed out that during the fifth civil war the Terrans deployed a number of gravitic weapons with varying natures.

There is much speculation as to why the Imperial Armed Services would deceminate such information. The growing dissatisfaction with the current Emperor and the imprisonment of his own family seems to continue to grow the longer the war drags on. The Emperor himself has publicly denounced claims that a possible rebellion could be brewing on the homeworld and has said "Once the Terran menace has been forever removed from the galaxy our people will settle down." He follows up by claiming "what they are feeling is nothing more then war jitters. Once peace is restored then we will relax and feel safe again."

The future seems uncertain for the Empire dispite the gains against the humans. While the Decorans were knocked out early in the war the Horloth continue to resist with startling efficency. That front has done nothing more then to kill millions of soldiers. The Zentreb have promised to send an expiditionary force in exchange for a promise to put an end to the Federated Commonwealth. The Nan'Tra'Ki have a bill before parliament to send technology to assist in further resistance. Many of the races boardering the Akoran Empire have grown extremely unwary of there nieghbour and many more do not relish the idea of become one of the Empires neighbour following the Terrans eventual defeat.
 
Joe_Dracos said:
I will address that issue and make it costly to have a speed of 0
How about a speed of 1, or 0.5, or 0.1, or 0.00001?
I would take a look at the Full Thrust movement rules if I were you, they are very good.
 
I would take a look at the Full Thrust movement rules if I were you, they are very good.

Agreed. Whether you wish to pre-write orders or not (I'm a fan of 'not'), the course/speed and engine rules in Full Thrust allow you to do pretty good 2D vector movement without much bookkeeping (2 numbers to record), and still allow sideways pushes, rotating off-vector to shoot, etc, etc.
 
Alright here is an example of movement.

Pregame prep: The formation must have a starting movement of half the Acc/Dec of the slowest ship.

The formation contains 2 Provincial class cruisers (Acc/Dec 8), two Ciaro class destroyers (Acc/Dec 15) and two Gorshkov class frigates (Acc/Dec 12). This means the enitre formation moves at speed 4 and this is recorded on the ship data sheets.

First turn: Both sides are closing so there is no need to change facing. The formation accelerates to speed 10 by spending 6 Acc/Dec.

Second Turn: The player decideds to adjust the formations speed again. He spends 2 Acc/Dec and drops the speed to 8. He then spends 2 points for the cruisers and 1 for the escots to make 1 degree of turn.

Third Turn: The formation does not spend any Acc/Dec this turn and moves 8 in a straight line.

The enemy moves an independant ship within 12" of the formation. Using the escort rules the player has two Ciaro class destroyers move to intercept. The ships must make 5 degrees of turn to move in the proper dirrection. The destroyers are agile so the only spend 1 Acc/Dec for turns. The ships are already moving at speed 8 so they must accelerate to move any further. They each spend 6 more Acc/Dec to bring there speed upto 14 and move 6 inches.

Turn four: The formation will be attacked by fighter flights this turn so the escorts must get back within 6 inches of the cruisers. The cruisers are now 14 inches away and the destoyers must make a 180 degree turn (8 degrees of turn). The destroyers spend the 8, make there turn and then accellerate to speed 20 to catch up with the formaion.

Turn five: the Formation is moving at speed 8 so the destroyers must spend 12 Acc/Dec to change there speed. They have 15 so this is not a problem.

I really don't see the complication here. You record the speed on paper and then spend Acc/Dec freely.
 
The Decoran Republic

The Decorans are Saurain creatures who were spared from the systematic Xenocidal aggressions of the Andromidans by fiegning the inability to establish extra-solar colonies. They vary between 7 and 9 feet in hieght. They have razor sharm teeth and claws on there hands between 6 and 12 centimeters in length making them a formidable opponent in hand-to-hand combat. There scales primarily green but they have a varied strip patern on there backs, tails and necks that vary between red and brown.

The fact that there military contains two different non-humanoid races along with multiple humanoid and semi-humanoid races makes there military production difficult as the controls and basic ammenities requirements are vastly different. This has led to military short falls in the past and is likely the primary reason for there defeat during the Earth-Akoran war.

The Republic is probably the only true Democracy in exsistance with each race getting and equal voice in the goverment. This has led to very slow reactions to political situation. Before the Andromidan invasion there was a movement to rejoin the war against the Akorans which gained significant popularity and support over the decade between the two major comflicts. When the resolution came to a vote in the senate the Andromidans launched there offensive in Republic space and made the issue moot.

With the massive setbacks suffered against the andromidans the Republic has only narrowly avoided losing major homeworlds. The Zevoran system has been attacked three times in the last few months of the war. The republic has recieved massive support in the way of arms and supplies from the core races which has served to stiffen resistance.
 
I've got a few questions of clarification on your movement rules.

Pregame prep: The formation must have a starting movement of half the Acc/Dec of the slowest ship.

The formation contains 2 Provincial class cruisers (Acc/Dec , two Ciaro class destroyers (Acc/Dec 15) and two Gorshkov class frigates (Acc/Dec 12). This means the enitre formation moves at speed 4

Is this suppossed to be speed 6?

If I'm understanding this right, the speed of the ship is equal to the number of points allotted for changes direction and acceleration/deceleration. Does that sum it up right?

In your playtesting, how much time has this movement system added to gameplay?
 
I seem to have had a typo where the Provincial class cruisers Acc/Dec is... which is supposed to be 8.

As to your second question, yes that is correct. However for most ships they will only be able to achieve a speed of twice there Acc/Dec.

My old system actually extended game play because there was a "command phase" were you wrote down the exact expenditure of points. The system I currently use allows you to spend Acc/Dec as you need it when you need it. Most players will likely make there turns and then use the remaining points on acceleration or deceleration. The only book keeping is the ships speed. Gameplay should now only be effected by the stratagy you use when applying said movement.
 
The Andromidan Empire

There is no intellegence on the actual location of the Andromidan homeworld, or there actual species name. They have been satisfied with the use of there home galaxy. After frequent attempts to pry the name out of them it appears that they do not have a species name. If you ask them what they are they simply say "I am".

These Semi-Humanoid aliens are hairless from the top of there head to the pads of there feet. They have four arms and there skin is white along with their eyes (with the exception of the pupil). There blood is oddly grey and appears to carry an assortment of gases besides oxygen or methane for use in there metabolism. This means that they can survive in a number of different enviroments. They are also extremely resistant to extreme cold and warm temperatures. These creatures are even stronger then an Akoran and give the Nan'Tra'Ki a run for there money in feats of strength and endurance.

They have no distinct leadership or government. This could simply be hidden in the Andromida galaxy but it seems unlikely as they have no military heirarchy either. They opperate in some form of hive mindset without the psyonic fields necessary for Telepathy and even in these instances there tends to be a Queen or some form of controlling mind. Each individual still appears to have free will, they just choose to work in the interests of there species.

There breeding habits have been observed by a few rare individuals. The female Andromidan is somewhat more rare then the male. There is only about one female for every five males and if there is a shortage of females beyond this need then a male will mutate into a female. Neither sex is dominant, it would lead to a heirarchical society. As for breeding the females seem to simply randomly choose a male when the "time is right". After copulation the male will only be seen again if he happens to cohabit the same building. Each indvidual in a community seems to assist in the child rearing stages. The children themselves apear to be a larval form of the adults. They are very small and worm like and more then 100 can be born from a single female. After about five years of constant mindless feeding the young will pupate and in a month a full grown adult will immerge.

The truely frightening aspect of this species is the lack of civilians. If a planet is invaded the entire population will arm themselves and fight with a military quality that is unheard of in an armed resistance of this form. There seems to be no training or organized education of any kind which would suggest once again either a hive mind or genetic memory. Attempts to decode the Andromidan gene sequence has proven oddly difficult. The level of genetic mutation that occurs is only matched by viruses and other similar parasitic semi-organisms. This makes the Andromidans exceptionally resistant to desease and poisoning. While biological and chemical weapons specialized in killing Andromidans have been successfully deployed they tend to adapt quickly.

The Terrans claim to possess such weapons but refuse to deceminate them even to their allies. They make no defence for this action and offer no explaination. While several governments have attempted to call the Terrans bluff they continue to hold these secrets close even after many offers to join the war in exchange for such weapons. The theory is that following the 5th civil war they have become so timid concearning the use of such weapons they would rather see themselves whipped out then use them. The more likely excuse is that they do not want the Andromidans to adapt to them before the need for such weapons.

With there invasion of Decoran space the Andromidans have clearly shown an interest in restarting the last inter-galactic conflict but they have limited there actions to just the Decorans and have even limited there warfare against military targets and have only killed civilians in collateral damage events. The fact that they are sparring non-humanoids this time has prevented many of the races from getting involved allowing them to wage a much smaller and managable war.

What is truely frightening is the Andromidan claim that they lost the last war because they were waging two other inter-galactic wars at the same time and those conflicts will be coming to a close soon. At best this means that the resources of an entire galaxy will be dirrected against us. At worst it means that the resources of three galaxies will be dirrected against us. These claims can not be confirmed or disproven because of the lack of intergalactic worm hole technology. Although the Zentreb have been putting conciderable research into this problem.
 
UNE Combined Naval Forces

Special Rules

Adnium Alloys: This is a special kind of metal alloy that is uniquely resistant to heat and energy. All Terran ships are immune to the damage caused by critical hits and will only suffer half the crew critical damage. This does not give immunity to the effects critical hits cause.

Plasma cold fusion engines: Any Power critical damage is suffered at full effect despite the Adnium alloy special rule. Also a result of vitals 6 will automatically destroy the ship and will destroy any flight within 10” and will deal damage to all ships within 10” (half damage in AD max 20 super AP, Quadruple Damage) as the ship goes nova. Other UNE ships are protected against the danger of a friendly ship exploding in this way so no internal critical hits can be suffered while all damage caused to them is treated as single damage.

Grim Fate: Due to the dire situation that the UNE is facing, all ships gain a +1 bonus to the give me ramming speed special action. All hits from the collision are treated as Quad Damage and Precise in addition to any other effect.

Shield Busters: Terran missiles ignore shields.
 
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