OK so the SFU has cool people in it influencing the course of the wars, surviving suicidal mission etc.
So some ideas to represent them in the game from previous editions of the game:
Legendary Captain (25pts)
A fleet of 500pts or more may have one ship commanded by a Legendary Captain. So long as the Captains ship is on the table and not Crippled, the fleet gains an extra +1 bonus to its initiative rolls. This is not cumulative with any other bonus granted by other Legendary officer such as Admirals and may not be added to the bonus granted by ships with the Command trait. In addition they may choose one of the special "Admiral" traits below at the listed points cost.
Legendary Admiral (50pts)
A fleet of 2000pts or more may have one ship commanded by a Legendary Admiral. So long as the Admirals ship is on the table and not Crippled, the fleet gains an extra +1 bonus to its initiative rolls. This is not cumulative with any other bonus granted by other Legendary officer such as Admirals and may not be added to the bonus granted by ships with the Command trait. In addition they may choose one of the special traits listed below at the listed points cost.
Analytical Mastermind: (25pts)
Skilled at understanding the fluctuations and fuzzy signals associated with stealth-using enemies, the Admiral can often pinpoint a target trying to hide and direct the rest of the fl eet on to its precise location. The Admiral’s ship gains a +1 bonus whenever it attempts to roll against the Stealth of an enemy.
Engineering Genius: (25pts)
With an unsurpassed knowledge of engineering the Admiral can eke out power when none appears available. The Admiral’s ship will never have its Speed reduced to less than half its original score, due to damage and critical hits. This ability has no effect on Power Drain.
Inspirational Leader: (50pts)
The Admiral knows how to get the very best out of any crew and even poorly trained personnel can excel under his leadership. The Admiral’s ship gains a +1 bonus to all Crew Quality checks.
Inspired Command: (50pts)
So long as the Admiral’s ship is on the table and not Crippled or reduced to a Skeleton Crew, the fleet gains an extra +2 bonus to its Initiative rolls, rather than the normal +1. This is cumulative and may be added to the bonus granted by ships with the Command trait if the Admiral is placed on the ship bestowing the bonus.
Legendary Tactician: (50pts)
Having studied space combat tactics during his entire career, there is little that surprises the Admiral and his control of his own vessel is superb. The Admiral’s ship may attempt to take two Special Actions in the same turn. These may not be the same Special Action and all effects of both Special Actions apply. Therefore, his ship cannot combine Run Silent! (which requires no turning) with Come About! (which increases turning). However, it could, for example, combine Run Silent! and All Power to Engines! as neither invalidates the other and effectively would allow the ship to Run Silent! at full speed.
Lucky: (50pts)
The Admiral’s luck is equal only to his military genius. He gains three re-rolls, these may each be used on any one dice roll in the battle, even those of the Admiral’s opponent, from Initiative to Attack Dice.
Master of Deception: (75pts)
By employing devious tactics, the Admiral can force the enemy to target the wrong ship. If a friendly ship is attacked and another friendly ship is within 4” and within range of the enemy attacking, the Admiral can force the enemy to attack the second ship – this is done before any dice are rolled. This may only be done once per battle.
Meticulous Planner: (25pts)
The Admiral is famed for being able to engage the enemy on his own terms. Once all modifiers are taken into account, the fleet’s Initiative bonus (if any) is doubled for the purpose of determining who sets up first and who takes the first turn. After the battle commences, this ability has no further effect. In scenarios where one side is always deemed to set up first or win the Initiative in the first turn, this ability has no effect.
Operational Control: (50pts)
Skilled at watching the ebb and flow of battle, the Admiral can keep his fleet tight and cohesive
across staggering distances. Ships within squadrons in the fleet need only keep within 9” of one another, rather than the usual 6”.
Revered Leader: (75pts)
The Admiral is greatly admired throughout the fleet and crew serving with him will redouble their efforts to fulfil his orders. Every ship in the fleet may re-roll one failed Crew Quality check it is called on to make.
The Master Plan: (25pts)
The Admiral has strategic insights that go far beyond the results of a single battle. Everything he does
is designed to further those lofty goals and win the entire war. Every VP gained by the actions of the Admiral’s ship is
doubled.
So some ideas to represent them in the game from previous editions of the game:
Legendary Captain (25pts)
A fleet of 500pts or more may have one ship commanded by a Legendary Captain. So long as the Captains ship is on the table and not Crippled, the fleet gains an extra +1 bonus to its initiative rolls. This is not cumulative with any other bonus granted by other Legendary officer such as Admirals and may not be added to the bonus granted by ships with the Command trait. In addition they may choose one of the special "Admiral" traits below at the listed points cost.
Legendary Admiral (50pts)
A fleet of 2000pts or more may have one ship commanded by a Legendary Admiral. So long as the Admirals ship is on the table and not Crippled, the fleet gains an extra +1 bonus to its initiative rolls. This is not cumulative with any other bonus granted by other Legendary officer such as Admirals and may not be added to the bonus granted by ships with the Command trait. In addition they may choose one of the special traits listed below at the listed points cost.
Analytical Mastermind: (25pts)
Skilled at understanding the fluctuations and fuzzy signals associated with stealth-using enemies, the Admiral can often pinpoint a target trying to hide and direct the rest of the fl eet on to its precise location. The Admiral’s ship gains a +1 bonus whenever it attempts to roll against the Stealth of an enemy.
Engineering Genius: (25pts)
With an unsurpassed knowledge of engineering the Admiral can eke out power when none appears available. The Admiral’s ship will never have its Speed reduced to less than half its original score, due to damage and critical hits. This ability has no effect on Power Drain.
Inspirational Leader: (50pts)
The Admiral knows how to get the very best out of any crew and even poorly trained personnel can excel under his leadership. The Admiral’s ship gains a +1 bonus to all Crew Quality checks.
Inspired Command: (50pts)
So long as the Admiral’s ship is on the table and not Crippled or reduced to a Skeleton Crew, the fleet gains an extra +2 bonus to its Initiative rolls, rather than the normal +1. This is cumulative and may be added to the bonus granted by ships with the Command trait if the Admiral is placed on the ship bestowing the bonus.
Legendary Tactician: (50pts)
Having studied space combat tactics during his entire career, there is little that surprises the Admiral and his control of his own vessel is superb. The Admiral’s ship may attempt to take two Special Actions in the same turn. These may not be the same Special Action and all effects of both Special Actions apply. Therefore, his ship cannot combine Run Silent! (which requires no turning) with Come About! (which increases turning). However, it could, for example, combine Run Silent! and All Power to Engines! as neither invalidates the other and effectively would allow the ship to Run Silent! at full speed.
Lucky: (50pts)
The Admiral’s luck is equal only to his military genius. He gains three re-rolls, these may each be used on any one dice roll in the battle, even those of the Admiral’s opponent, from Initiative to Attack Dice.
Master of Deception: (75pts)
By employing devious tactics, the Admiral can force the enemy to target the wrong ship. If a friendly ship is attacked and another friendly ship is within 4” and within range of the enemy attacking, the Admiral can force the enemy to attack the second ship – this is done before any dice are rolled. This may only be done once per battle.
Meticulous Planner: (25pts)
The Admiral is famed for being able to engage the enemy on his own terms. Once all modifiers are taken into account, the fleet’s Initiative bonus (if any) is doubled for the purpose of determining who sets up first and who takes the first turn. After the battle commences, this ability has no further effect. In scenarios where one side is always deemed to set up first or win the Initiative in the first turn, this ability has no effect.
Operational Control: (50pts)
Skilled at watching the ebb and flow of battle, the Admiral can keep his fleet tight and cohesive
across staggering distances. Ships within squadrons in the fleet need only keep within 9” of one another, rather than the usual 6”.
Revered Leader: (75pts)
The Admiral is greatly admired throughout the fleet and crew serving with him will redouble their efforts to fulfil his orders. Every ship in the fleet may re-roll one failed Crew Quality check it is called on to make.
The Master Plan: (25pts)
The Admiral has strategic insights that go far beyond the results of a single battle. Everything he does
is designed to further those lofty goals and win the entire war. Every VP gained by the actions of the Admiral’s ship is
doubled.