New Playtest Pack V1.2

The playtesters have not seen the final version, so quite what happened to the WS and space startions, we can't tell you. You (and we) will have to wait till April to find out.
 
Greg Smith said:
The playtesters have not seen the final version, so quite what happened to the WS and space startions, we can't tell you. You (and we) will have to wait till April to find out.
Well, we'll see a layout of P&P before release to clear up technical issues/grammar/intention of rules but no major modifications.

Like you I have no idea whether the new space stations stuff has been included as I submitted the last revision last week and got the mail saying P&P was being laid out at roughly the same time. I hope Matt has kept up with the revisions and has used the most recent revisions rather than an earlier version (or heaven forbid, the playtest version)...
 
Most things made it in, I think. The hunting pack is less scary, pretty much everything else followed playtest comments. Oh, and we have put some surprises in there too

Oh dear.

I'm trying to be optimistic, but considering this will be the last B5 release and it needs to dot the i's and cross the t's I'm hoping there isn't too much experimental stuff in here.

Regarding the WS. I'd rather have a slightly underpowered ship than what it is now, as currently I never want to play against the ISA again atm.

Also I was thinking, is there a chance that we can get "official" updates to the game in S&P after the licence ends as that's a free publication and won't be used for profit any more?
 
I've been looking at the rules for battles in hyperspace and have a few questions.

Any ship involved in the battle has to make a CQ 6 check during the end phase of each turn to maintain beacon lock-on. How do fighters, which have no CQ, maintain lock-on?

A ship which fails the check gets to re-roll if it's close enough to a friendly ship which did maintain lock-on. Assuming fighters get to maintain lock-on, do they count for this purpose?

In "A Distant Star", not only did fighters have to maintain the lock-on, but they formed a chain so that Cortez could re-acquire its lock-on. And Keffer, having lost his lock-on, re-acquired it by following a Shadow ship, which implies that he got his re-roll by being close to an enemy ship. (Unless the Shadow temporarily counted as "friendly", since it didn't shoot at him until a later episode. :))
 
AdrianH said:
In "A Distant Star", not only did fighters have to maintain the lock-on, but they formed a chain so that Cortez could re-acquire its lock-on. And Keffer, having lost his lock-on, re-acquired it by following a Shadow ship, which implies that he got his re-roll by being close to an enemy ship. (Unless the Shadow temporarily counted as "friendly", since it didn't shoot at him until a later episode. :))

He never got a lock on from the Shadow Ship, rerolled or otherwise, he eyeballed the vector of travel of the Shadow Ship, compared it to the relative heading of himself to the beacon and the previous sighting and made a damned lucky guess.

Once he got close enough to the beacon again he presumably found the beacon by scanning for it.

All powered by plot.

LBH
 
ACTA doesn't go into that level of detail. The fluff might need to be reworded but the effect is the same - Keffer got a re-roll because he was near enough to another ship which knew where it was going. Maybe apply a penalty because it wasn't a friendly ship, but plot rigs dice rolls anyway. :D

The basic point still remains - fighters need some chance of getting lost, some chance of not getting lost, and some chance of re-acquiring the beacon if they lose it. I'd either give them a base CQ of 4 for the purposes of this roll (Gaim, ISA and Vree get their usual bonus); or make fighters roll to beat a target of 2, with the -1 penalty if they fire. (Basically the same as rolling a check to beat 6 with a CQ of 4, but this time Gaim, ISA and Vree get no bonus.)
 
I'd say he got the reroll for getting close enough to the beacon after he guessed right when he saw the ship, rather than from the Shadow ship itself being there, it's been a while since I saw the ep, but as I recall the Shadow ship was travelling off beacon anyway.

But yes, there should be a last ditch way to try and get a reroll for beacon lock.

LBH
 
Ok, apologies if this is a silly question -

Is the P&P book a replacement for the current 2 books, a supplement to them or a revision of them?
 
not a stupid question

as far as we know form the playtest document around here somewhere it is a supplment/ enhancement to the rules:

Rules for Space Stations (and their creation) - hopefully highly amended from playtest files.
A number of new ships for most races
Ship balance adjustments
"cool" new rules for many races
named character Admirals for a couple of races
scenarios and revised Gaim list

maybe some other stuff.

You don't need it to play ACTA but you do need the rules and fleet book to use it fully.
 
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