Matching the Show - Ideas Wanted!

Da Boss said:
that would work - maybe turreted though if short range?

Agreed. Short range would be best as the whole image is from it "screaming" as it flies by.

lastbesthope said:
Agreed, the ability was called a 'Shelton slide' in the Wing Commander PC games.

Damn. That's a blast from the past! I absolutely loved that game!

Cheers, Gary
 
"Inertial Strafing Run"
CQ: 6 <-- idk, picked that at random
Requirements: Ship capable of making 2 turns during the movement phase.

Performing this special action allows a maneuverable ship to fire on a target with its forward weapons without changing course to face the opposing ship. At the end of its movement, the ship using this special action must have at least 1 turn left and the target ship must be within range of the attacking ships front weapons while being in an arc other than its front. If the CQ is successful, the attacking ship may use its last turn to face its target. On the attacking ships following movement, it must again successfully pass the CQ for the action. If the check succeeds, the ship may use its first turn to reorient itself to its original direction. If the check fails, the ship does not reorient, and must move as regular on its current heading.

Anyway, its a draft...
 
A SA that allows a squadron to form during game. All ships move to within the distance, attempt the special action those that succeed are now a squadron effective now. And mist remain a squadron through the next full game turn.
 
Lord David the Denied said:
lastbesthope said:
Tolwyn said:
Sliding and and a Special Action for pivoting while firing would be great.
Whitestars use them on several ocassions.

I especially remember the part where the WS slide along the side of a Shadow Omega while firing full guns at it.

Agreed, the ability was called a 'Shelton slide' in the Wing Commander PC games.

This should definitely be in the game.

LBH[/quote


I say again, that kind of manouevre requires an inertia-based movement system. It's unsuited to the way ACtA works.

The idea I originally proposed I forgot to include that the "slide" for agile ships would allow them, upon successfully doing a crew skill roll, to fire immediately after movement and before the combat phase seperate from initiative.

This might give the white star too much power or for some make the ship more balanced. Depends on you POV.
 
If your going to include the slide, I would insist on the weapons in any arc the ship passed through being able to fire. It makes just as much sense, and we see the side guns of the Omega X firing at the whitestars as they fly by, frankly makes more sense than the slide.

Ripple
 
Shadow ships vs fighters...

yes we only see one ship kill 6 fighters... but when do you ever see any ship kill dozens of fighters? We certainly do that in the game.

The shadow ship seem to be very deadly to fighters in comparison to all other ships we see on screen. Hardly what we see now.

Ripple
 
Ripple said:
Shadow ships vs fighters...

yes we only see one ship kill 6 fighters... but when do you ever see any ship kill dozens of fighters? We certainly do that in the game.

The shadow ship seem to be very deadly to fighters in comparison to all other ships we see on screen. Hardly what we see now.

Ripple

I don't think fighters ever 'dodge' a slicer beam. they just go *pop*pop*pop*pop* rather quickly.

Using the analogy that the white star was supposed to be a 'shadow killer' thus giving the shadows accurate on their baem and negating the white stars ability to dodge is a little incorrect in thinking, in my opinion. Given what was known about the shadows, making the white star super agile and able to dodge wouldn't have mattered.

If you were making a ship to fight an enemy that, as far as you knew, never missed why would you use 'dodge' as a methode of survivability? Their adaptable armour would be the logical choice for defense against the shadows. You KNOW you are going to get hit, because your enemy never misses, so find the best possible way to negate the damage you are going to take.

The Shadows weild their slicer beams with deadly accuracy (I mean, seriously, popping fighters that are a dozen meters in width using a beam weapon of that magnatude is HIGHLY accurate). The white star's dodge ability is just a spin off of its speed and manuverability. I don't think it would be considered a defense against the shadows.
 
that would work - maybe turreted though if short range?

If one literally has the option to trade the slicer beam for an equivalent quantity of AAF, then turreted comes as standard.....




Other requests - a selection of older personalities to be resurrected in 2nd edition. At the moment we're relatively limited.

Specific request - Elite fighter wings. At the moment the only way to field a fighter wing that's a cut above normal is to buy a 'Top Gun' admiral. Which therefore usually involves fielding a supercarrier-type ship and taking the better part of a dozen flights. Since there's no individual variation between flights, it's impossible to have a carrier's 'ace' group. I know that there were options for Jeffrey Sinclair and Alpha Flight at one point.



Also - q-ships/fire ships for freighter scenarios. Admittedly, there's the raider modified freighter, but going "surprise! I've actually got a plasma can..." BANG! "oh...." doesn't really have the same feel to it on the grounds that two irritated narns with spacesuits and baseball bats can take out a raider modified freighter.

Something like the Masked Malice rigged tankers might be a better option.
 
armbarred said:
A SA that allows a squadron to form during game. All ships move to within the distance, attempt the special action those that succeed are now a squadron effective now. And mist remain a squadron through the next full game turn.

We came up with:

"Co-ordinate Fire", Crew Quality Check 8

In the heat of battle a senior officer can sometimes see beyond the individual engagements and understand the big picture. They order the nearby ships to follow their lead and target a vital target in the enemy fleet.

Effect: If a Ship with the Command trait successfully makes the CQ check for this Special Action, they order all ships within 6" to act as a Squadron for the purposes of firing. The ship executing the order and All friendly ships within 6" of the command ship must fire at the designated target fighter, ship or station and may not fire at any other target this turn. If the Ship loses the Command trait, or is skeleton crewed or destroyed, the effects of this Special Order are immediately lost.
 
I like the idea of making the shadow ships Molecular Slicer Beam Accurate
as it reflects what we see in the show.
This would effect stalker, young and ancient ship types

I also think we need to have 4 flights of shadow fighters per patrol choice
 
TGT said:
I like the idea of making the shadow ships Molecular Slicer Beam Accurate
as it reflects what we see in the show.
This would effect stalker, young and ancient ship types

I also think we need to have 4 flights of shadow fighters per patrol choice

re Accurate - still the problem with White Stars? Prefer the AAF conversion ability mentioned by Ripple.

Shadow fighters - yeah 4 flights would be tolerable if they stay as they are...........prefer they keep / or even drop the shields and just give them decent range...........
 
Why not have it that the Accurate trait, instead of ignoring the Dodge trait, imposes a penalty to the Dodge trait? Maybe bumping it up to 6+ This would mean that the Shadows - or any ship with the Accurate Trait - would still have an increased chance of hitting White Stars, fighters etc... but the ship with Dodge could still have a chance - albeit a small one - of avoiding the hit! 8)
 
accurate would not only screw whitestars but most of the drazi fleet too. basically it would make the shadows far too powerful at killing fleets that rely on dodge for their only/main defence
 
Has anyone considered Shadow Scream as being an area effect around the shadow vessel , say 6" or 8", where the enemy ships must take a crew quality test or be stopped for a turn (while the crew recover), and if there are telepaths onboard a +2 or 3 towards counteracting this. I would even say the shadows should take a test to do this in the first place.

Just a though...:)
 
I believe there are a couple of mentions of cloaking technology within the series - so why not include a ship with a cloaking device or maybe as a refit?
 
Shadow scream could work like the Traveller's ability. Make ships in close vicinity act as though they were crippled and skeletoned for the round. But the shadow can't fire that turn of course ;)
 
It's been a while since I saw the show (travesty, I know!), but do we see ships going backwards? I seem to remember a Vorlon ship going backwards or something like that.

Why not introduce a special action for moving backwards? CQ 9, no turns, up to half speed backwards? Could be advantageous to some fleets.
 
well the fan heads have an accurate "mean weapon" on the "andvanced" liati ...
why can't the ancient race shadows have it?
 
TenaciousB said:
It's been a while since I saw the show (travesty, I know!), but do we see ships going backwards? I seem to remember a Vorlon ship going backwards or something like that.

Why not introduce a special action for moving backwards? CQ 9, no turns, up to half speed backwards? Could be advantageous to some fleets.
Yeah the Vorlon transport comes in through the B5 jump gate backwards to make decelleration easier. Also the Victory reverses I believe. BEEP BEEP this Victory is reversing.
 
TGT said:
well the fan heads have an accurate "mean weapon" on the "andvanced" liati ...
why can't the ancient race shadows have it?

the only thing is the Liati was designed to kill white stars (probably with Drakh assistance)

of the Elder races Presently neither the Vorlons or the Minbari have accurate on their ships - Drakh do and Shadows do.........

The Shadow Scout presently serves this role well - very very well :)

IMHO Ripple's idea of AAF dice from the beam would be better.......... :)
 
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