Official A Call to Arms: Star Fleet Update

MongooseMatt

Administrator
Staff member
We have just posted a FAQ and official update for A Call to Arms: Star Fleet. While this game had more eyes review it than any we have done in the past, a few niggles did creep through and while none are game-wrecking, we would prefer to make the game as good as possible.

You can find these files at;

Errata: http://www.mongoosepublishing.com/pdf/sferrata.pdf
FAQ: http://www.mongoosepublishing.com/pdf/sffaq.pdf
 
You guys are really on point. Very timely update indeed. Job's a good 'un!

...much better than the competition's practices regarding such things.
 
Hey Matt, first thanks for the quick update, but I wanted to know if you're planning to make similar changes to the FD7 as you did for the D7?
 
A couple of questons on the plasma D. Sorry if i'm being dense, but it wasn't clear to me.

If you use a plasma D in anti-drone mode, do you need to reload it before you can use it in anti-drone mode again? Or can you keep using it in anti-drone mode as long as it doesn't run out of ammo.

If a plasma d in anti-drone mode runs out, when you reload it can you use it for anti-drone again, or only in normal mode?
 
Well, the errata eliminates most of my concerns.

I still not sure the difference between the D6 and D7 (2 T Arc Ph-2, 2 Damage points) is worth 20 points, especially when compared to the D5 at 165, but that is about my only disagreement.

Though I find the decision to not change the FD7's phasers odd, since they're the exact same phasers as it's base model. I don't really care either way though.
 
GalagaGalaxian said:
Well, the errata eliminates most of my concerns.

I still not sure the difference between the D6 and D7 (2 T Arc Ph-2, 2 Damage points) is worth 20 points, especially when compared to the D5 at 165, but that is about my only disagreement.

Though I find the decision to not change the FD7's phasers odd, since they're the exact same phasers as it's base model. I don't really care either way though.

@ GG, stop trying to mess with my FD7 :P
 
Apparently there are a few more outstanding issues to finish bringing ships/stations in line with the SFU - more info here:

http://www.starfleetgames.com/discus/messages/27411/29313.html?1327008094
 
Modious said:
A couple of questons on the plasma D. Sorry if i'm being dense, but it wasn't clear to me.

If you use a plasma D in anti-drone mode, do you need to reload it before you can use it in anti-drone mode again? Or can you keep using it in anti-drone mode as long as it doesn't run out of ammo.

If a plasma d in anti-drone mode runs out, when you reload it can you use it for anti-drone again, or only in normal mode?

I think you get to use the Plasma-D in ADD mode for a single turn only and then have to Reload, whether out of ammo or not (and once reloaded it can be used again in either mode as you see fit).
 
Well the errata says:

Plasma-D Torpedo: If a ship has not used a loaded Plasma-D torpedo in a turn and is attacked by enemy drones, it may choose to forego any firing of the Plasma-D in that turn and instead gain the Anti-Drone trait with a score equal to the number of Plasma-D torpedoes it is dedicating to this duty. When finished, the Plasma-D torpedo will require reloading. If it runs out of ammunition whole using the Anti-Drone trait, it may continue to use the Plasma-D torpedo during the battle but it will need reloading first.

Based on the SFB plasma D rack it was reloadable so if used as an anti drone or Plasma D it needed to be reloaded when used. The D racks could rapid fire 4 shots against enemy drones or fighters then needed a reload but could be used as an anti drone again once reloaded. Its an advantage over the ADDs which cannot be reloaded but it does help the plasma side against all those evil drone chuckers. As an energy weapon it cannot run out of ammo, it just needs a recharge.

I would play it as mentioned above, you can use it once in a turn either as an offensive plasma D or as an anti drone, then it needs a reload action.

The errata needs an errata to clear it up a bit :lol:
 
Captain Jonah said:
As an energy weapon it cannot run out of ammo, it just needs a recharge.

I would play it as mentioned above, you can use it once in a turn either as an offensive plasma D or as an anti drone, then it needs a reload action.

The errata needs an errata to clear it up a bit :lol:

Correct me if I am wrong, but I seem to recall that the Plasma-D was a small plasma encapsulated into a drone frame so Gorn fighters could mount them on the fighter's drone rails?
 
I found the erratum clear enough. I really don't understand how people are misunderstanding it.

1. It's like an anti-drone, but you gotta reload it.
2. Unlike an anti-drone, if it runs out of ammo on a turn (by rolling a 1), reloading it will restore its function.

What's so hard?

@billclo: Yes, plasma-Ds were also used by plasma-empire fighters as well.
 
Iron Domokun said:
I found the erratum clear enough. I really don't understand how people are misunderstanding it.

1. It's like an anti-drone, but you gotta reload it.
2. Unlike an anti-drone, if it runs out of ammo on a turn (by rolling a 1), reloading it will restore its function.

What's so hard?

@billclo: Yes, plasma-Ds were also used by plasma-empire fighters as well.

Be nice, the OP was just a bit confused :lol:

Plasma-Ds were canister mounted and those canisters would fit on the mounting rails that fighters used fro drones. I seem to remember (its hard to remember clearly at my age :roll: ) that the early fighters on the plasma side came from the feds and klinks or were knock offs of those designs and had drone rails which then held the plasma D canisters.

Basicly fly out, fire plasma Ds and fly back to carrier where the deck crew would swap your now empty canister for a fresh new plasma D.

The ship mounted racks worked in the same way, you fire off the canister held plasma Ds and could then recharge them later on.

Though an escort that had just fired four plasma D rackss dry tended to sulk in a corner somewhere while using a lot of power to recharge evverything :lol:
 
Plasma-Ds used ammunition, pre-packaged plasmas in a factory. It cost 0.5 points of power each to get them ready to launch. Once you ran out of canisters, you ran out of plasma-Ds. Ships mounting them usually had 2 or 3 full reloads for their racks.

Edit: my ire was directed at people who think the errata needed errating.
 
I am being Ire'd upon :shock:

Well if people do not understand it and need to ask then perhaps it wasn't as clearly worded as it could have been or needed a good example to go with it. It is perhaps easy to forget that a lot of people are being drawn to ACTA-SF from outside of the SFB/FC dimension, they don't have the nerd/geek level of understanding that the old timers do and if its not clear they don't understand it :lol:

Besides which the Errata has already been Errata'd once :roll:
 
Its also worth noting that that the Plasma D rack turns into a turret when anti-drone - so its likely to be handy if you are not firing in that direction anyway!

According to ADB the errata needs some extra bits added in anyway which we missed first time round so we will likely have version 1.2 which should please the SFU peope as they seem to like their numbered rules paragraphs etc ;) :P
 
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