ACTA:SF battle report

Excellent report, thanks!

A question - when cloaking, a ship has to spend one turn on Stealth 4+ and moving 6" or less; does the same apply to a ship de-cloaking?
 
Nomad said:
Excellent report, thanks!

A question - when cloaking, a ship has to spend one turn on Stealth 4+ and moving 6" or less; does the same apply to a ship de-cloaking?

The description for decloaking on page 16 says that the ship loses the Stealth trait but may fire normally.
 
Thanks for the clarification, everyone. I would have rolled only once for a photon for example, when the clarification seems that we roll 4, one for each damage point. I guess I missed that!

It really was a fun game. And it did get very intense during the cat and mouse and then the last decloak of the Romulan. Just a few missed protective fire rolls would have ended the game a little differently. My son is not put off at all by losing both ships, especially since he killed one of mine and trashed the other. He wants to collect a Romulan fleet so he can get his hands on some ships with heavier hulls.

I did notice after going over the rules after the game that we did the opposed crew check for Take Evasive Action! incorrectly. We used 2D6 each for the roll not 1, so that may have made a difference as well. I am not sure I like that you have an 8+ crew roll to even get to try and evade using a Take Evasive Action! SA (I would prefer automatic but with even the -1 to hit for non-seeking weapons being an opposed crew roll for the two ships), but I could see that being overused if automatic.
 
Stumonster said:
Thanks for the clarification, everyone. I would have rolled only once for a photon for example, when the clarification seems that we roll 4, one for each damage point. I guess I missed that!

We roll for every damage point? So if an overloaded torp hits we make eight rolls on the attack table? It doesn't seem to apply that in the rules.
 
A little clarification.

Each AD will either hit or miss. A successful roll will result in a HIT. Each HIT either reduces shields by one or is rolled on the Attack Table. The Attack table yields Bulkhead/Damage/Critical.

When firing a weapon with the Multihit X trait, each succesful AD will yield X HITs and so reduces the shields by X or rolls on the Attack Table X times.

Stealth - each HIT is rolled for, not each succesful AD.

So an overloaded Photon volley from a Connie, 4AD multihit 8: roll 4 dice, they hit on 4s. Each hit equals 8 HITs. If they all succeed against a cloaked Romulan, that is 32 stealth rolls.
 
Stumonster said:
I am not sure I like that you have an 8+ crew roll to even get to try and evade using a Take Evasive Action! SA (I would prefer automatic but with even the -1 to hit for non-seeking weapons being an opposed crew roll for the two ships), but I could see that being overused if automatic.

You're probably better using All Power To Engines to avoid seekers, as long as the enemy isn't firing at your forward arc. You can always swing back towards them when they're reloading to get your forward weapons on target.
 
Greg Smith said:
AdmiralGrafSpee said:
Hey do those ship SSD's come with the book?

-Tim

'Fraid not. There are some official ones coming but not until March.


Thanks... so those were some homebrew SSDs then. They look pretty nice I have to say! I'll be picking up the official ones when they are out. Hope they look that good.

-Tim
 
So let me ask this to make sure I understand it correctly. Assume 4 overloaded photon torpedoes. Each 1 AD, so I roll 4 AD. Each torp that hits causes 8 damage. Target is a non-cloaked ship.

So assume one torp caused a critical hit, say dilithium chamber. The rules say to apply a critical score equal to the damage caused by the hit (8). Thus the dilithium chamber would be given a score of 8...meaning that you apply the results of a level 8 ( 6 actually since it's the highest result), PLUS all the damage and effect of all lower critical levels. In this case, that one torp blows the ship up right there.

An overloaded disruptor would be 4 damage if it hits, and assuming the same dilithium chamber hit, the target would be at level 4 dilithium damage. It would then suffer from the following effects:
max speed 4
lose all shields
lose 2 random traits
-1 Marines
and an Escalate roll.

Am I getting this correct?
 
I think that actually, while there is 1 die roll for the 8 point overloaded torpedo, you would have 8 HITS generated by that 1 AD roll. You thus roll 8 (1) point hit locations on the chart. A roll of a dilithium hit would only be level 1 to start with since you are rolling for 1 point hits, but you would roll 8 times for that one torpedo hit.

(Actually, photons are devastating +1 so that 1 point of damage actually causes two levels of critical hits for each hit that gets through.)

I of course do not work for ADB or Mongoose, but that is how I read it anyway . . . .
 
Each hit rolls separately on the bulkhead-hit-critical chart.

Thus if you hit with ONE overloaded Photon, you'd do 8 hits and roll on that chart 8 times.
 
GalagaGalaxian said:
Each hit rolls separately on the bulkhead-hit-critical chart.

Thus if you hit with ONE overloaded Photon, you'd do 8 hits and roll on that chart 8 times.

Aaaaah. Okay, and then any critical hits would be worth 2 points because the weapon is Devastating +1...

Thanks guys, that makes more sense now. Whew, not quite as bad as all 8 points applied to one critical location. :shock:
 
This is what makes the Feds head on nasty if they have overloads. One hit gives a potential 8 criticals. That salvo of 4 will roll 32 dice for criticals on a 6, thats five crits on average.

In this game if you have any friends with "Special/Lucky" dice that roll 6s half the time, don't let them play :lol:

It also causes vast amusement when the fed player rolls a handfull of 1s, 2s and 3s.





Fear the plasma R. It will eat your ship for breakfast and still want more :twisted:
 
Great battle report. Hoping to play my first game this coming Tuesday so i'll be sure to right up a report as well.
 
Captain Jonah said:
This is what makes the Feds head on nasty if they have overloads. One hit gives a potential 8 criticals. That salvo of 4 will roll 32 dice for criticals on a 6, thats five crits on average.

Of course, you have to hit with all four torpedoes first, and that does not happen very often (at least, when I am playing Feds...).
 
msprange said:
Captain Jonah said:
This is what makes the Feds head on nasty if they have overloads. One hit gives a potential 8 criticals. That salvo of 4 will roll 32 dice for criticals on a 6, thats five crits on average.

Of course, you have to hit with all four torpedoes first, and that does not happen very often (at least, when I am playing Feds...).

Its the curse of the flat tops. 4 dice hitting on 4+ and three always miss. The universe just hates flat tops :twisted:
 
I have to wonder, when you have a Klingon ship in overload range of a Fed and it is the likely target, are the odds of survival better if the Klingon does one of the following?

1) use the all power to shields to boost your shields, and only fire standard disruptors
or
2) Use the evasive action special action and hope he misses (reduces odds of hitting from 4-6 to 5-6, right?). Again, you only fire standard disruptors back at him.
or
3) Accept the 50-50 hit odds and fire your overloaded disruptors at him, hoping to cripple him while he cripples you as well.
 
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