Cascor and Hyach in ACTA

kai_askani

Mongoose
Heya All

I'm picking up a bunch of minis of a guy in town to help me flesh out a fleet or two for my friend to play with.

He has Cascor and Hyach models from the old Fleet Action system. i really like the models so I'm getting them anyways, but have there been any rules for using them in ACTA ???
 
Katadder did some rules for the Hyach evolved from playtest material - don't recal the Cascor being done- mainly very good fighters and heavy Carriers IIRC
 
Katadder did put up some rules for the Cascor, as well as the Ipsha in the same post as the Hyach rules.

Few months ago I will search for the thread and post up a link in edit.

Must admit Haven't tried them yet. No ships, yet.

Edit - Link added

http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=36344
 
yep heres the latest:

http://www.mediafire.com/file/22i5531g0c2/LONAW wip.zip

fleets in there are hyach, cascor, ipsha, grome, hurr and also some new ships for the existing races to use.
at some point I have to add the kor-lyan, torata and yulu and come up with a few other bits and pieces then will have the LONAW supplement finished.
after that comes a major races supplement with new ships and the centauri fleet from my earth/centauri war added in.
 
:idea:
I was wondering if given the fluff (and stories of it in action) of the Alichi Kav-class Stealth Cruiser the following might work better

put its stealth back up to Stealth 5 but it loses it immediately when it fires for the rest of the turn -

May give it more of a different Submarine style feel in action -maybe even go to stealth 6, give the main gun 1 or 2 more AD but drop the interceptors and other guns? Make it literally a stalth ship with one devestating gun?
 
dunno, would make it hard to counter as people will want it dead before it fires and it can already sit out at 40". definately a no on adding more AD to the beam, its already quad damage at raid :D i know its very slow loading but still with standard beam rules that can kill most things in one shot.
 
and heres the Kor-Lyans fresh off the press :D

http://www.mediafire.com/file/dtyot1z2m2d/The Kor-Lyan Kingdoms.doc

see what you think of a full missile fleet.
only 2 more races to go.
 
Katadder said

its already quad damage at raid

:shock: Quad on a raid ship...a bit unbalanced isn't it. Even if it is a slow loading beam that is a bit much for a raid level ship. A bit broken there :shock:
 
Clanger said:
Katadder said

its already quad damage at raid

:shock: Quad on a raid ship...a bit unbalanced isn't it. Even if it is a slow loading beam that is a bit much for a raid level ship. A bit broken there :shock:

its actually very slow loading, so takes 2 turns to reload. had to make spinal lasers something differant. so average damage is 2 hits for 8 damage over 3 turns. not that powerful.

things that really need looking at for the moment are the big kor-lyan ships as am unsure on them. oh and on proximity lasers, they have a range of 10" from point of explosion.

edit: oops forgot to add missile variants to the kor-lyans.
 
a quesiton about a grome ship.

Groth Gunship Raid



Errrr, is the firepower all meant yo be forward? it seems very very powerful in teh fore arc to me.
 
kitsune106 said:
a quesiton about a grome ship.

Groth Gunship Raid



Errrr, is the firepower all meant yo be forward? it seems very very powerful in teh fore arc to me.

lol good spot, no only top two lines are forward weapons, rest is P/S/A in that order working down.

Missile Variants that I forgot from kor-lyans
Missile Variants:

Long Range Missile: This warhead sacrifices some armour penetration for increased fuel load and range.

Range Special
40 AP, Precise

Cluster Missile: This warhead breaks into multiple smaller warheads on approach making it harder to dodge and intercept. If a Cluster missile hits a target it may not be intercepted and all dodge rolls are at -1.

Range Special
25 SAP

ECCM Missile: A useful warhead for tracking hard to track Stealthed targets, this warhead leaves behind a short lived beacon broadcasting its location to friendly forces. If an ECCM missile hits a target with the Stealth Trait the stealth is lowered by 1, in addition to the usual modifier for a successful attack. This modifier lasts until the end phase even if the firer is destroyed.

Range Special
25 SAP

Heavy Missile: This missile technology was purchased from the Earth Alliance, modified to fit Kor-Lyan missile racks and is perfect for getting up close and personal with the enemy.

Range Special
10 Super AP, Triple Damage

Flash Missile: Another missile system purchased from the Earth Alliance and modified to fit. This missile gives more firepower at a reduced range and penetration compared to a standard missile.

Range Special
18 AP, Double Damage, Precise
 
Back
Top