Old Babylon 5 ACTA

ATN082268

Mongoose
Hi,

I played the old B5 ACTA game, I guess about 3 or 4 years ago and wondered if there were any major changes to the system. I ran across a few issues when I played it.

1. Initiative.

2. Fleet Allocation Point system (FAP).

3. Critical hits.

There may be more but those top the list. Thanks.

Sincerely,

Andrew Norris
 
There are a few options to help with the critical issue in Powers and Princapalities

I did not have a major issue with the FAP system but there have been a couple of attempts at making a points based system.

Initiative does work best with roughly equal numbers of ships
 
Our initiative fix for the initiative sink issue was to make a change so that the side that won initiative was always able to reserve one ship to go last no matter how many the other side had.

That got rid of the ability to take silly quantities of small ships to nullify the manoeuvre of one big enemy ship but still allowed a large fleet to gain something in terms of manoeuvre.

Doesn't help an all boresight fleet obviously but then Power and Principalities introduced a special order for that (Track that Target! IIRC)
 
ATN082268 said:
Hi,
I played the old B5 ACTA game, I guess about 3 or 4 years ago and wondered if there were any major changes to the system. I ran across a few issues when I played it.

1. Initiative.

2. Fleet Allocation Point system (FAP).

3. Critical hits.

If you're asking what's changed between ACTA:B5 and ACTA:NA/ACTA:SF then although Initiative hasn't changed there is a points system in both and the Critical Hits rules have been redone so that they cause increasingly damaging effects per hit to each system rather than by rolling for severity for every hit (making cruisers and larger vessels more viable).
 
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