Blackhawk33
Mongoose
Been working for a while on an adaption of the 2300AD Star Cruiser rules for ATCA. What are the appropriate extensions for files attachment that are allowed? No luck with .doc, .docx, or .pdf?? Please provide feedback. Thx!!
Design Notes
The intent was to combine what I loved about the GWD 2300AD Star Cruiser game and ACTA: Star Trek by Mongoose publishing. This is not intended to be a perfect translation from one to the other, but is instead a sincere attempt to bring the flavor of the 2300AD universe to the ACTA game. The most significant change is the introduction of a Detection Phase, where player’s ships must make crucial efforts to obtain target locks on the enemy, all the while doing everything they can to prevent the enemy from doing the same to them. Unless you are playing the Kafers. In that case, illuminate the active array, hunt down the enemy, and kill them!!
In translating 2300AD into the ACTA-system, I used the 2300AD Star Cruiser ship stats, largely copying signature and profile ratings. For most other stats (Armor, Screens, Sensors, etc..) I created modified values: 1 to 3 = +1, 4 to 6 = +2, 7+ = +3. Hull values came from finding their equivalent values from ACTA and then taking a best guess. Beam weapons were a 2-for-1 basis, while missiles required a whole additional rules-set to account for their interplay. At this time, I have not worked on adding fighters into the game.
Missiles: They were something of an issue. Do I use the Seeking trait and leave them as an exchange od die rolls, or do I have them become like fighters with their own markers moving across the game board? I decided to go with the die roll option. Mostly to keep the total rule set smaller and maintain the Squadron-level feel that the ACTA system provides. Currently, a Kennedy-class Cruiser launching a full salvo of SIM-14 missiles would result in a player having to make up to five attack rolls against a single enemy target. 5d10 AD + 5d6 for Detonation warheads. But the interception efforts of the target’s defenses quickly whittle down missile AD, so I am comfortable with this for now.
Crew Quality: I want to include this as a more crucial value than it is currently used in ACTA incarnations. With a lower level of automation and greater direct human involvement in warship operations, a vessels CQ will make a more direct contribution to its combat effectiveness.
Design Notes
The intent was to combine what I loved about the GWD 2300AD Star Cruiser game and ACTA: Star Trek by Mongoose publishing. This is not intended to be a perfect translation from one to the other, but is instead a sincere attempt to bring the flavor of the 2300AD universe to the ACTA game. The most significant change is the introduction of a Detection Phase, where player’s ships must make crucial efforts to obtain target locks on the enemy, all the while doing everything they can to prevent the enemy from doing the same to them. Unless you are playing the Kafers. In that case, illuminate the active array, hunt down the enemy, and kill them!!
In translating 2300AD into the ACTA-system, I used the 2300AD Star Cruiser ship stats, largely copying signature and profile ratings. For most other stats (Armor, Screens, Sensors, etc..) I created modified values: 1 to 3 = +1, 4 to 6 = +2, 7+ = +3. Hull values came from finding their equivalent values from ACTA and then taking a best guess. Beam weapons were a 2-for-1 basis, while missiles required a whole additional rules-set to account for their interplay. At this time, I have not worked on adding fighters into the game.
Missiles: They were something of an issue. Do I use the Seeking trait and leave them as an exchange od die rolls, or do I have them become like fighters with their own markers moving across the game board? I decided to go with the die roll option. Mostly to keep the total rule set smaller and maintain the Squadron-level feel that the ACTA system provides. Currently, a Kennedy-class Cruiser launching a full salvo of SIM-14 missiles would result in a player having to make up to five attack rolls against a single enemy target. 5d10 AD + 5d6 for Detonation warheads. But the interception efforts of the target’s defenses quickly whittle down missile AD, so I am comfortable with this for now.
Crew Quality: I want to include this as a more crucial value than it is currently used in ACTA incarnations. With a lower level of automation and greater direct human involvement in warship operations, a vessels CQ will make a more direct contribution to its combat effectiveness.