[ACTA:SF] Looking for rules clarifications ***new question

billclo

Mongoose
Hi. I had a couple of questions come up while running my 2 ACTA:SF games this weekend.

1) Situation: A Fed FF, on IDF, wanted to defend a friendly BATS against drone attack. The BATS is inside an asteroid field. The question was does the friendly IDF fire have to roll against Stealth 5 when the incoming drones are in the asteroid field? I ruled that it did, for consistency, but it would be nice to have a more official ruling.

2) Concerning asteroid damage versus ships. I am looking for a clarification as to how asteroid damage is conducted. Previously I had been assigning damage as X dice, where X is the speed of the ship. Example: the ship moved speed 6 into asteroids and fails it's crew check. It takes 6 dice worth of damage, add up the 6 dice, and apply to the shields if any.

However, after re-reading the pertinent rules about asteroids, I realized that I was probably doing it incorrectly. According to the rules, I would roll 6 dice, with Accurate+2, meaning a 2-6 to hit on each of the 6 dice. Ok so far. Now it gets questionable: Say all 6 dice hit. Do I add up the numerical value of those 6 dice and apply to shields (if any)? Or do I roll the dice, and treat the dice as an explosion roll except that the dice hit on a 2-6, and if I roll a "6" that die burns through? And since that die is multi-hit D6, would I then roll a D6 and apply that much damage internally since it was a burnthrough?

3) Concerning bases and initiative. We had 9 ships and 2 bases vs 10 ships. The rules don't seem to address bases as far as initiative and moves goes. Example:

Feds have the 2 bases and 9 ships, Klingons had 10 ships. The Klingons win initiative, and the Feds activate one of their bases. Then the Klingons have to move a ship, the Fed activates his second base, the Klingon moves a second ship, etc. The issue was that the Feds always ended up moving a couple of ships last, despite their losing initiative every turn and the Klingons had more ships. The Klingons felt this was unfair, since it gave the Feds an initiative sink advantage and I can see their point.

Personally, I would think that it would better to rule that the bases have to activate last, after all ships have moved, since they cannot move.

How this would affect when in the Attack Phase bases ought to be able to fire (first, before any ships can, last after all ships have fired), etc, ought to be clarified as well.

I can house rule it for my convention scenarios, but if I want to publish a scenario, there needs to be no house-ruling things. I would probably have to modify the scenario to have equal numbers of ships+bases vs ships to alleviate this concern. But as soon as a ship gets destroyed on the attacking side, we're back to the same situation again. :?
 
Bases should be unit that activated just like ships adrift.

Remember bases may have a move of zero but they still declare Special Actions and have Scout Traits. Also technically as I read the rules now they can turn i.e. rotate 45 degrees a turn. That may need to be looked at and a rule clarifying that once they start rotating they can only turn the same way for the rest of the turn. No clockwise on turn one and counter clockwise on turn 2 screweness.
 
Yes, they just count as ships in this flavour of ACTA (in the B5 variety, bases couldn't be nominated in the movement phase but they didn't use Special Actions in that game).

Bases can't turn, they have the Immobile trait which isn't the same as a ship at speed zero.
 
I'd consider dropping the Mobile Base, I think having a second station/sink on one side is what's unbalancing more than the way the rules work.
 
Iain McGhee said:
I'd consider dropping the Mobile Base, I think having a second station/sink on one side is what's unbalancing more than the way the rules work.

Well the scenario was originally designed based upon a battle wherein there were multiple bases (a Battle Station and 2 Operational Bases, but we don't have OP bases yet.).

What we came up with to help make the scenario easier was to remove the Battle Station from the asteroid field, and put it off to one side. So the attacking force, which is required to destroy at least one base to have any chance of winning, has the choice of the Battle Station in clear space, or the nearby Mobile Base in the asteroids.

I had thought to put in the special rules that you activate the base(s) last, but I have to check and see if such a rule would get official sanction, or cause it to be rejected before publication. If so, I may drop the Mobile base in that event, and put the Battle Station back into the asteroids. :)
 
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