ACTA - Drakh Campaign Refit Table

Sulfurdown

Mongoose
Looking for some clarifications on the Drakh refits.

Does the Extra Hangar refit provide an additional troop with the hangar and breaching pod? And is there a limit to the number of times that refit can occur? (It makes little sense to me but as the Refit is worded I can see a Light Raider rolling up to 6 breaching pods and only one troop, seems a little silly)
 
But he is not swapping out fighters for breaching pods.

His ships are getting refitted to include the additional hanger facilities to carry an extra flight of Breaching Pods. Would the refit also include extra facilities for more troops on the ship?
 
Unless troops are stowed in the hangar I doubt it.

The hangar is just space for an extra flight of aux craft, whether it is breaching pods or fighters is at the discretion of the player. The only way breaching pods come with troops included, currently, is if they are bough as an independent wing, so therefore I'd say no, you wouldn't get troops in the way suggested above.

LBH
 
Also to consider is that this is the Drakh.

They don't have fighters. So the only thing that can be put into the hangars is the Breaching Pod.

Of the ships of the fleet this refit is silly if applied to half the fleet more than once (especially on ships like the Carrier and Mothership). The most troops any Drakh ship has (benefiting from this refit) is 3 and that's only on one ship.
 
Interesting. So from that can I assume that I don't have to declare if a Breaching Pod has a platoon on board? I can simply allow that if any of them survive to impact a ship that it will have at most the 1 troop from the launching ship? (e.g. Ship with 1 troop launches 6 Breaching Pods, 4 make it to nearby ships... they're lucky... so that 1 Troop is landed on the enemy ship?)
 
Chernobyl said:
escape pods? :lol:

Yeah. Only the ones with droids in don't get shot down. :)

Sulfurdown:

I think you would need to declare which pod has troops in (or at the very least write it down first). Are there life-form sensors in B5?
 
Yes, there is at least one episode where a flight of Starfuries reaches a damaged, raider attacked freighter and they make mention of "no life signs" IIRC. So I see how declaring the troop would be necessary.

But if you've declared which pods have the troops then we're back to a rising number of useless refits since you can't "fake" the opponent. Unless you're using a squirrely tactic of splashing the combat zone with so many counters/flights that the opponent can't move through it. That's about the only use, albeit very temporary and questionable, that I can see for excess BPs. Unless I'm not seeing something about the Breaching Pods?



:idea: In a minor note that might be brought up for 2e. Since the Armageddon rules reduced aux. craft to CQ 4 across the board (for simplicity I'm assuming), why not allow for breaching pods to have their own troops. Not usable to defend the ship or take part in anything except after the launch of the pod flights. That would keep as much book keeping out of it as the Aux Craft adjustment and I don't see it having a substantial impact other then streamlining but then again I don't have the group to make a thorough playtest. :idea:
 
If it were in my game, and it was such a concern, I might rule that a ship cannot gain more breaching pods than it has troops and reroll the refit result, in the same way you do for other non-applicable results.

Rest assured I will bring up this point for 2e.
 
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