fleet details...

l33tpenguin

Mongoose
Need some help,

Which fleets have no beam weapons?
Which fleets have nothing but beam weapons?
Which fleets have all AJP engines?

There is a lot of ships to go through (which I am doing atm...) but thought i would ask, incase you guys can get me the answer before I'm done.
 
Zero beam weapons: pak'ma'ra, Dilgar, Vree.
All beams: Vorlons
Massive beam use: Shadows, Minbari, Drakh.

AJP Engines only: Minbari, Drakh, Vorlons, Psicorps (when not using allies).
Limited Advanced Jump Engines: ISA, Psicorps, Centauri, Narn.
Unique Ship Only: Crusade Era.
Special: Shadows
 
I wouldn't exactly call the ISA limited, since only one class and a unique ship do not have Adv. Jump Engines.

Chern
 
CZuschlag said:
Massive beam use: Shadows, Minbari, Drakh.

Well yes and no - the primary vessel for the Shadows is the Scout - occassionally the big boys and girls come out, but the workhorse of the fleet is the Scout - which has a non beam gun (a very good one).

The Stalker is "ok" - a little weak on the beam - 4AD prob be ok so gets used less.

at 5 pt Raid - 5 Scouts or maybe 4 and a Admiral - have not tried that yet though..............
 
Very helpful :) thanks all.

I was asking, because, as I've mentioned before, I'm putting together a set of campaign rules that are based around Axis and Allies. The require more logistics and such than the basic ACTA 'campaign'

When purchasing new ships, one of the options is to dedicate RR toward R&D, to discover 'technological upgrades' The player spends 20 RR and rolls a d6. On a 6, they made a discovery and get to roll on another table to see the results. There is stuff like '+2 range to all beam weapons' or '+1 AD to all non-beam weapons' and 'A ships with Jump Engines gain Advanced Jump Point'

Obviously, for a fleet that already has AJP, a roll on AJP is a waste, so I want to specify rerolls for certain fleets. Fleets with no beam weapons don't need (and wouldn't research) something to increase beam range... Now, with instances like the shadows, should I have them reroll on 'nonbeam' technology, since it won't do them much good? Or should I keep it, since they do have ships that use non beam weapons? :(
 
I would suggest something different for the Vorlons and Shadows

Perhaps "Plots and Manipulations"

The Ancients are at the peak of their abilities and spend resources on manipulating and influencing the Younger races to follow their chosen creed.

Make up a small table of Other duties for them to use instead perhaps? Its something they lack (for no reason :roll: )
 
Da Boss said:
I would suggest something different for the Vorlons and Shadows

Perhaps "Plots and Manipulations"

The Ancients are at the peak of their abilities and spend resources on manipulating and influencing the Younger races to follow their chosen creed.

Make up a small table of Other duties for them to use instead perhaps? Its something they lack (for no reason :roll: )

I understand what you mean. Not sure about the manipulation, sicne these are campaign rules, it would be awkward giving one of the players the ability to influence the others fleet.

And I don't know any Shadow player that would complain about a +2 range on a beam weapon.

Understandably, the bonuses aren't going to be equal, since there are ones that are better for some than others. But by and large, I figure if I make the advancements range wide enough, they will even out. I just don't want races getting a tech bonus that they can't use what so ever.

Shadow player rolls and gains 'Advanced Jump Points!'
uhh.. Woohoo?
 
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