Asguard101 said:
McKinstry said:
New suggested changes have just been posted by SVC over on the ADB discussion board in the Mongoose JV section.
What are the suggestions?
I assuming this is OK to post........(copy and paste)
Current theory is this....
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Scouting for Ships
As a preview of what will appear in the forthcoming Battle Groups supplement for A Call to Arms: Star Fleet, we present to you scouts for the five main fleets currently in the game. Scouts are fun ships to include in your fleet. While most give up heavy weapons, their Scout trait allows them to act as ‘force multipliers,’ making the rest of your fleet more effective.
The Scout trait in the rulebook should be replaced with the following;
Scout X: This ship has been designed specifically for gathering intelligence, relaying it back to friendly ships, and conducting electronic warfare on enemy fleets. The presence of just one scout ship can make an entire fleet fight far more effectively. A ship with the Scout trait can perform a number of functions during a battle equal to its Scout score. A fleet with at least one Scout ship on the map facing an enemy with no Scout ships will gain a +1 bonus to its Initiative.
During each turn, in place of performing any Special Actions, a Scout ship can perform a number of the following functions equal to its Scout score. These functions are declared when the Scout is moved, as if they were Special Actions. Each function has a Scouting Target that requires the Scout to have line of sight to it and be within 36".
If any Scout functions are used in a turn, the Scout ship may only fire drones, anti-drones, or phasers-3. Phasers-2 and phasers-1 may be fired, but only defensively. A Scout cannot use more than one of its functions on a single target in a single turn.
Ships with the Immobile trait may fire all weapons as normal. Cloaked ships may not use any Scout functions but will grant its fleet the +1 Initiative bonus if the enemy fleet has no Scout.
Jamming
The Scout ship may select any one enemy ship as a Scouting Target and impose a –1 penalty on all Attack Dice it rolls this turn. Alternatively, a friendly ship (including the Scout ship itself) may be selected as a Scouting Target instead; any enemy Attack Dice rolled against it will suffer a –1 penalty. No ship may have either form of Jamming imposed upon it by any single fleet more than once in a turn. A single ship can be the target of both an enemy scout and the beneficiary of a friendly scout at the same time. Jamming cannot be used on a cloaked ship. Jamming of a single ship by Scouts from multiple fleets will suffer no cumulative effects
Counter-Jamming
The Scout ship may remove the effects of Jamming from any one Scouting Target (friendly or enemy).
ADDED FOR SFU COMPLIANCE: SCOUT MUST HAVE LOS TO ENEMY SHIP AND TO ANY FRIENDLY SHIP WHICH WANTS TO BENEFIT FROM THE SCOUT'S ACTION.
Counter-Drone
The Scout ship may cause all Attack Dice of drones launched by a Scouting Target to miss, whatever range they are launched at.
ADDED FOR SFU COMPLIANCE: THE ACTUAL SCOUT-TARGET IS SELECTED AS A DEFENSIVE ACTION AT THE TIME THAT TARGET LAUNCHES.
NOTE FROM DAL THIS MORNING FOR SFU COMPLIANCE AND TACTICAL GAME BALANCE: SHOULD BE A DIE ROLL OF 1D6 OF DRONE AD REMOVED, NOT ALL OF IT.
Drone Control
The Scout ship may attack Scouting Target with its drones, even if the enemy has been attacked by three other ships firing drones. Only one Scout ship can do this against any one target.
Reconnaissance
Any Information Points the Scout ship gathers in this turn will be doubled.
Illumination
The scout ship may select any one cloaked Scouting Target which will suffer a –1 penalty to its Stealth rolls. Once one Scout ship has illuminated a Scouting Target, any further illumination has no effect.
[[[ Box text added to Ships section ]]]
The following units from the core rulebook also have the Scout trait, as detailed below.
Battlestation: Scout 3
Base Station: Scout 2