[ACTA:SF] Question about bases and Special Actions

billclo

Mongoose
I have been looking at using bases in the game, and had some questions that I hoped someone could clarify for me.

1) If using a special action that has a power drain associated with it (Boost Shields, All Hands on Deck, Suicide Shuttle, etc), how is the power drain resolved?

I would think that you cannot use option 1 (speed reduced to 6 or less) because a base does not have engines, but having to be able to fire phasers only or one weapon system only seems to be a bit severe for a base.

I mean it gives you the choice of firing phaser-4s and no combined drone racks (which use insignificant power anyways), or being able to defend yourself with the combined drone racks but cannot fire phaser-4s.

Yech. So basically once the base is under attack by enemies using drones, it is ill-advised to try and boost shields, or you remove your best drone defenses. Forget about trying to repair/boost shields then... :?

This suggests to me that it would be a good idea to introduce to ACTA:SF a base module that is in SFB and Federation and Empire: Base power module. Basically a module that takes up a docking slot on the base and is crammed full of reactors to improve a base's power curve. Having one of these ought to negate any power drain special action and allow the base to fire all weapons normally. Obviously it would cost X points in addition to the base's cost.

2) How would the Overload Weapons special action be resolved? You can't put into effect the normal speed reduction to a base, but the action is technically not a power-drain special action.
 
1) The base scenario I have run the base was busy using its Scout Channels, obviating the need for a Power Drain penalty, but when I ran it I was going to say no 'low move' option. I don't think its overly detrimental compared to a ship - which often has more weapon systems. Drones and power drain is a diffference from previous SFu versions in that they are affected...again no different from ships with similar loadouts.

I'd need to look at the power levels on a base but if they have spare power on a regular basis, which my limited SFB memory is suggesting to me as I write, then there is an argument for suggesting that they ignore Power Drain. The answer to 2 is tied to that...spare energy, ignore Power Drain.

Personally I would have preferred Overload to be a power drain option, especially as my old Hydran tactic was fly in on fusions on overload at high speed and just power the phasers I could (actually it would be unload everything from a charged capacitor, but the phaser capacitor is not modelled in ACTA).
 
That's what I'd suggest too: allow the base to use the speed drain penalty, which of course simply negates the power drain rule for them. IIRC the FedCom variety have got heavy cruiser or better power levels but obviously no need to pay energy for movement so I'd think they'd have enough to spare to pull off Special Actions without penalty.
 
Its my understanding that Base can use the move 6" (they are still.speed zero) to satisfy Power Drain as long as they have not taken a movement penalty critical hit. Which is hard to get since the ignore Impulse Critical Hits altogether.
 
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