Hello,
Over the next few weeks, I'll be posting various Ancient designs, at a rate of approximately one a week. I used the Babylon 5 Wars 2nd edition War of the Ancients (BW-173, 2001) produced by Agents of Gaming as a reference source for my design conversion. If you think a design is too powerful, too weak, just right, or has an error, please let me know. Thank you.
Sincerely,
Andrew Norris
Pathfinder (Ancient)
When the Walkers had a physical form, they were long lived and telepathic which allowed them to study their environment in great detail. This race has developed the most advanced Jump Drives and sensors of any race, including other Ancients. It is rumored that these special Jump Drives can actually be used to move a planet. The weapons on the Pathfinder and other Walker units are scientific equipment that produces the side effect of damage.
Speed: 8
Turn: 2 / 45
Hull: 5
Damage: 200/ 20
Crew: -
Troops: -
Craft: None
In Service: Until 2261
Special Traits: Hyper-Advanced Jump Engine (see notes below), Advanced Scout (see notes below), Flight Computer, Self Repair 2D6.
Weapon/ Range/ Arc/ AD/ Special
Energy Draining Mines/ 50/ F/ 1/ Super AP. On a successful hit, no damage but a penalty of -3 AD to all weapons of target for current turn. Will not penetrate or damage Shields or Gravitic Energy Grids. Not cumulative for multiple hits.
Medium Lightning Array/ 25/ F/ 10/ Beam, Precise, Double Damage.
Chromatic Pulse Driver/ 10/ F/ 15/ AP, Double Damage.
Notes:
Hyper-Advanced Jump Engine: As for Advanced Jump Engine in addition to the description in this section. The Walkers have an unrivaled mastery of hyperspace travel and can perform any hyperspace ability of other races, including other Ancients. While acting normally, without allied units on the table and without error, able to enter or exit any point in hyperspace or realspace in the same turn with the Initiate Jump Engine! Special Action but no Jump Point counter is placed. May enter hyperspace once and exit hyperspace once in a scenario in addition to any jumps allowed for a scenario.
Advanced Scout: As for Scout in addition to the description in this section. No range for Scout trait. May reduce any non-Ancient target stealth trait to a 1+ or an Ancient target may have its stealth trait reduced by 1. When comparing the relative number of Scout units on each side, a unit with the Advanced Scout trait counts as 3 Scouts (but cannot perform 3 Scouts worth of abilities).
Power Drain Field: At the end of movement, any ship within 7 inches of the Pathfinder will be treated with the effects of it being Crippled and having a Skeleton Crew (including possible lost traits) with any Patrol level unit being unable to perform any action. These effects will only last so long as it is within 7 inches of the Pathfinder at the end of movement. The Pathfinder, Traveler and other Walker units are immune to the effects of each others' Power Drain Fields.
Over the next few weeks, I'll be posting various Ancient designs, at a rate of approximately one a week. I used the Babylon 5 Wars 2nd edition War of the Ancients (BW-173, 2001) produced by Agents of Gaming as a reference source for my design conversion. If you think a design is too powerful, too weak, just right, or has an error, please let me know. Thank you.
Sincerely,
Andrew Norris
Pathfinder (Ancient)
When the Walkers had a physical form, they were long lived and telepathic which allowed them to study their environment in great detail. This race has developed the most advanced Jump Drives and sensors of any race, including other Ancients. It is rumored that these special Jump Drives can actually be used to move a planet. The weapons on the Pathfinder and other Walker units are scientific equipment that produces the side effect of damage.
Speed: 8
Turn: 2 / 45
Hull: 5
Damage: 200/ 20
Crew: -
Troops: -
Craft: None
In Service: Until 2261
Special Traits: Hyper-Advanced Jump Engine (see notes below), Advanced Scout (see notes below), Flight Computer, Self Repair 2D6.
Weapon/ Range/ Arc/ AD/ Special
Energy Draining Mines/ 50/ F/ 1/ Super AP. On a successful hit, no damage but a penalty of -3 AD to all weapons of target for current turn. Will not penetrate or damage Shields or Gravitic Energy Grids. Not cumulative for multiple hits.
Medium Lightning Array/ 25/ F/ 10/ Beam, Precise, Double Damage.
Chromatic Pulse Driver/ 10/ F/ 15/ AP, Double Damage.
Notes:
Hyper-Advanced Jump Engine: As for Advanced Jump Engine in addition to the description in this section. The Walkers have an unrivaled mastery of hyperspace travel and can perform any hyperspace ability of other races, including other Ancients. While acting normally, without allied units on the table and without error, able to enter or exit any point in hyperspace or realspace in the same turn with the Initiate Jump Engine! Special Action but no Jump Point counter is placed. May enter hyperspace once and exit hyperspace once in a scenario in addition to any jumps allowed for a scenario.
Advanced Scout: As for Scout in addition to the description in this section. No range for Scout trait. May reduce any non-Ancient target stealth trait to a 1+ or an Ancient target may have its stealth trait reduced by 1. When comparing the relative number of Scout units on each side, a unit with the Advanced Scout trait counts as 3 Scouts (but cannot perform 3 Scouts worth of abilities).
Power Drain Field: At the end of movement, any ship within 7 inches of the Pathfinder will be treated with the effects of it being Crippled and having a Skeleton Crew (including possible lost traits) with any Patrol level unit being unable to perform any action. These effects will only last so long as it is within 7 inches of the Pathfinder at the end of movement. The Pathfinder, Traveler and other Walker units are immune to the effects of each others' Power Drain Fields.