Charioteers and the Guild Fleets

What with all the FANTASTIC miniature and rules that have been releases so far, TRULY hats off to you guys at Mongoose, in the Fading Suns cannon it talks about how the Charioteers train all the flight crews for the Noble Houses. Although they teach them every maneuver that the Nobles Houses know they don't teach them every maneuver that the Guild knows. With this being said, will the Guild Fleets have new special actions?
 
Depends. Whilst I like the idea, I'm not sure what else you want to be able to do...

A helmsman and captain with every skill going would make the ship more manouvrable and responsive, but that's surely covered in All Power To Engines!, All Stop! and Come About!.

Things you might do:

1) Give Charioteer's guild ships dodge - only very weak dodge (6+/5+) - just enough to represent evasive manouvring skills.

2) Possibly make Come About! an automatic action.

3) If you really want them to be awesome, allow them to do a free turn on the first turn of All Stop!, rather than the second, as per B5 white stars.

3) Make Charioteer ships pretty much universally Agile (largely irrelevant as they shouldn't have big ships)
 
In the original NA and in Noble Armada: Expanded Rules they had Barrel Rolls, allowing for port and starboard guns to fire in one turn as the Ship rolls upside down then back up during it movement and combat turn. Don't know if that would work in ACTA, but its cool.
 
EnsignJDonavan said:
What with all the FANTASTIC miniature and rules that have been releases so far, TRULY hats off to you guys at Mongoose, in the Fading Suns cannon it talks about how the Charioteers train all the flight crews for the Noble Houses. Although they teach them every maneuver that the Nobles Houses know they don't teach them every maneuver that the Guild knows. With this being said, will the Guild Fleets have new special actions?

The Charioteers Guild and Guild Fleets are two different things, not the same thing.

The word Pilot is used in a different sence, anyone can fly a ship, but think of the charioteer as the ships that bring large ships into dock they are called Pilots, so in the same sence are Charioteers as they are the only people who can guide a ship through a gate, no pilot, no travelling through the gates.

When you think of Guild Fleets, think of Merchant Fleets, they consist of 5 Guilds. the Charioteers, the Engineers, the Scravers, the Muster and the Reeves.
 
Well it could be debated, and certainly in the Fading Suns RPG I run it is, that with the way the exclusivity of the way the Guild runs itself. Almost all of the ships of the Guild are piloted by the Charioteers. And yes I do concede that their only patent is on jumpkeys, whether they are loaned out or rented out to nobles, they belong to ONLY Charioteers. I guess I have fallen into the thought that ALL ships are piloted by Charioteers because of the way I have run my games for SO LONG. None the less the Charioteers should be, at least as far as maneuvering, the best ships in the fleet. Probably Engineers with the largest guns and Muster ships with the best gunners. Scravers and Reeves, eh, they arnt much of a fighting force.
 
Scravers and Reeves, eh, they arnt much of a fighting force.

True, but that's not something A Call To Arms is unused to. In a campaign, at least, it's not hard to pull in the effects of the Reeve's economic clout (something akin to the Barkiri Pack Rats ability where you get income from other people spending on new ships), whilst the scravers would just give you limited access to everyone else's ships.
 
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