Playtest Rules 1.1 - New Admirals

Everyman

Mongoose
While I do not have my book on hand at the moment, I thought that the Inspired Command ability for generic admirals specifically stated that it was cumulative with the Command from a ship if the admiral was placed on that ship unlike the standard +1 from an admiral, however, that is not true on any of these new 'named' admirals.

I would have also liked to have seen a Centauri admiral added as they are the one major race that still does not have one in the current edition.
 
I did one for pretty much every race in my supplement :wink:

however be cool to see what other people come up with - likely to be better 8)
 
wierd question - why would you not be able to? Nothing says you can't or even implies such?

If there was a new version of an present Admiral it might replace but that snot the case?

be like saying can you use the ships from the fleet book?

:? :?
 
There are all sorts of rules being replaced/amended in P&P, Space Stations, ship adjustments (so in some cases you won't be able to use ships as they are from the fleet books), just checking the old admirals will still be allowed.

LBH
 
They are simply new admirals, nothing to stop you using the old ones.

When I wrote 'em, I guess I copied and pasted from older playtest text and didn't notice that the Inspired Command was different. Thanks for spotting that Everyman.
 
I thought that the Inspired Command ability for generic admirals specifically stated that it was cumulative with the Command from a ship if the admiral was placed on that ship unlike the standard +1 from an admiral, however, that is not true on any of these new 'named' admirals.

Agreed. Especially for Lefcourt - given that one of his traits is useless unless the enemy has an admiral too, you're otherwise paying double cost on a ship soley for Legendary Tactician (Operational Control is pretty naff unless facing a massed energy mine fleet - and even then, EA are less scared of mines than most thanks to decent hull scores)

Is it just me, by the way, or is Ivanova substantially harder than any of the others? Firstly because she's the only one who can be put on an armageddon-priority ship*, and secondly because her traits work together disturbingly well on a big ship.

Granted, Command doesn't matter on any option she has above battle priority, but a Victory-class destroyer already has Command +3. Top Gun is nasty on anything with multiple fighter flights, and combining Inspirational Leader with Ranger Crews makes CQ checks a bit of a joke.

The nasty combination, though, is God Sent Me... and Sooner or later, Boom!, which basically translates to any ship crippled exploding pretty much automatically....

If playing against psi-corps, the option of a Victory-class Destroyer pulling Daughter of Andre and Sophie Ivanov out of the hat for a main gun shot borders on filth (average of 100 damage or 'oh, I'm sorry, was that a Nemesis-class?'). Also needs clarifying that God Sent Me... does NOT allow you to double tap with the lighting cannon.

Alternatively of course, there's the option of a full-power off-bore shot with the lighting cannon thanks to +2 CQ and Track that Target!)









* I know there's no desire to re-write the admiral rules, but I just want to repeat an observation I've made before; if a battle point is a fair cost for an admiral on an armageddon-priority ship, how can a war point (costing twice as much) be a fair cost for an admiral on a war priority ship (worth half as much)?

The priority level system means that there will always be some variation in effectiveness between fleets and classes of ship, but that's a four-fold change in the supposed value of an admiral.
 
I would have thought that apart from the canon admirals. Every race should have a unique admiral. How about Kosh for the Vorlons?
 
Kosh Ulkesh (Kosh II), possibly. He was, after all, the more militant type.

The problem is finding a unique admiral for races who barely rated a speaking part in the show.


For Shadows, one could pick Anna Sheridan (not exactly an admiral but a specific shadow ship 'pilot')
 
Yes, Ivanova is massively overdone. "Boom...." and "God sent me...." combine in very bad ways. One or the other is alright, but both are uncalled-for.
 
the minbari get to fire on a ship again thats skeletoned too, so similar thing but less chance of a boom. and imagine this with the shaarkan and its TD beam.
 
Dilgar have Bolters and Jha'Dur (and the standard defense to Bolters is Interceptors, which are down when you are crippled.....). I'm OK with it here, because to get Delenn's refire, you need to skip a whole War-level ship (the Sharlin is the only ship she can be on), and that's something that I may be able to live with. If Jha'Dur isn't busted because of refiring, then Delenn isn't, either.
 
OK with it here, because to get Delenn's refire, you need to skip a whole War-level ship (the Sharlin is the only ship she can be on), and that's something that I may be able to live with. If Jha'Dur isn't busted because of refiring, then Delenn isn't, either.

That's the problem - Ivanova for a Victory-class costs less than either of them for a war-priority ship.
 
Well since many have asked, I thought that I would throw in a few suggestions that I put together for admirals for some of the other races (and yes many are purely made up characters). I have a few ideas for the Abbai still but not really anything for the Drakh yet. Any of the playtesters can feel free to point Matt towards these to perhaps provide a few ideas (or use them if you want).

Unique Admirals

David Martel
In the year 2265, David Martel, a Ranger, is given the command of a twenty-year-old Ranger starship, the Liandra, and is asked to escort a Valen-class cruiser to a secret location carrying several diplomats, including Ambassador G'Kar. However, upon arrival, the two craft are attacked on behalf of an unknown, mysterious, and ancient force known only as The Hand whose lethal power is far greater than any previously known to Earth or any other world in the Interstellar Alliance.

David Martel in Battle
An ISA ship with David Martel as its commander has the following benefits in battle.

Revered Leader: David Martel is greatly admired by the crew serving with him and they will redouble their efforts to fulfil his orders. His ship may re-roll any failed Crew Quality checks it is called on to make.

The Right Place at the Right Time: David Martel’s knowledge of his vessel is superb and he can push it to limits that few others would even think possible. Any ship commanded by David Martel receives a +2 bonus to its Speed as long as it is not Crippled or reduced to a Skeleton Crew.

‘We Live for the One’: Skilled at surviving battles in craft that others would consider outdated, he can get the most out of his ship and crew. Any ship commanded by him receives the Dodge 6+ trait as long as it is not Crippled or reduced to a Skeleton Crew.

‘We Die for the One’: He believes fully in the Ranger motto and knowing that sometimes sacrifice is needed for the greater good is prepared to die for the cause. If his ship is Crippled, it receives a +2 bonus on the opposed Crew Quality check for the Give Me Ramming Speed special action.

When placed in a ship, David Martel raises its Priority Level by one, so a Skirmish level ship will become a Raid level ship, a Battle level ship will become a War level ship, and so on. An Armageddon level ship will take both an Armageddon level slot and a Battle level slot.

David Martel may be placed in one of the following ships.

Interstellar Alliance
Nolo’Tar Ranger Frigate
Liandrin Ranger Battle Frigate



Kosh/Ulkesh
Whether this is the same being as one of the ambassadors to Babylon 5 or another member of his race is unknown and probably irrelevant. While the Vorlons are an ancient race that rarely engages in battle directly, when they do; certain members of their race are simply more in tune with the Vorlon philosophy when it comes to battle.

Kosh in battle
A Vorlon ship with Kosh as its commander gains the following benefits in battle.

‘We have always been here’: If Kosh’s ship is present, once all modifiers are taken into account, the fleet’s initiative bonus is doubled for the purpose of determining who sets up first and who takes the first turn. After the battle commences, this ability has no further effect. In scenarios where one side is always deemed to set up first or win the Initiative in the first turn, this ability has no effect.

‘It is too late for the pebbles to speak’: Once per battle, Kosh may automatically cancel the successful special action of an enemy ship within 12”. The enemy ship counts as having attempted the action unsuccessfully.

‘We are all Kosh’: If Kosh’s ship should be destroyed, then roll one die. On a 4 or more, he may be “transferred” to the nearest Vorlon ship in the next the End Phase as another Vorlon simply takes over his position and name. His original ship still yields victory points normally, as if he were still on board. In a campaign, Kosh will stay on this new ship unless transferred using the usual rules. If Kosh should be killed in a campaign then he can be repurchased unlike other unique admirals.

‘You are not ready for immortality’: The motives of the Vorlons are hard for the younger races to grasp but sometimes they know that certain people must die for the future they are forging. Whenever Kosh’s ship Cripples an enemy, it may immediately fire any one weapon system again at the original target.

‘Who are you’: The signature question that encapsulates the ultimate philosophy of the Vorlons in their eons old war with the Shadows. Kosh has insights that go far beyond the results of a single battle. Everything he does is designed to further those lofty goals and win their never-ending war. Every VP gained by the actions of Kosh’s ship is doubled.

When placed in a ship, Kosh raises its Priority Level by one, so a Raid level ship will become a Battle level ship, a Battle level ship will become a War level ship, and so on. An Armageddon level ship will take both an Armageddon level slot and a Battle level slot.

Kosh may be placed in one of the following ships.

Vorlon Empire
Vorlon Transport
Vorlon Destroyer
Vorlon Light Cruiser


Pilot-X
The Shadows neither know his given name or care that they do not. Pilot-X was a telepath of great ability and nearly possessed a P-13 rating. There were few psychics other than Jason Ironheart and his like that could match Pilot-X’s skills. Then he fell into the hands of the Shadows and was inserted into one of their ships. Now he is just a nameless cog in the Shadow war machine.

Pilot-X in battle
A Shadows ship with Pilot-X as its commander gains the following benefits in battle.

Psychic Healing: Pilot-X can direct his mental energy toward focusing his ship on self-healing and damage done to it, although it is too taxing to do often. Once per battle, Pilot-X can re-roll some or all of his ship’s self repair dice but must accept the results of the re-roll.

Multi-tasking: Like many powerful telepaths, Pilot-X, could always concentrate of doing multiple things at once and this has been passed down to his ship. His ship can fire its weapon during the same turn that it uses its fighter dispersal tube.

‘There is No Pain’: Pilot-X can exert his awesome will upon his ship allowing it to ignore the agony of a penetrating beam attack. His ship requires an extra 10 points of damage in order to be pinned due to a beam attack.

Powerful Mind: Pilot-X‘s powerful psychic abilities have merged in many ways with his ship making it resistant to the outside influence of other teeps. Pilot-X‘s ship receives a +2 bonus on Crew Quality checks to resist psychic attack.

‘What do you want’: The signature question that encapsulates the ultimate philosophy of the Shadows in their eons old war with the Vorlons. Pilot-X has been programmed with Shadow insights that go far beyond the results of a single battle. Everything he does is designed to further those lofty goals and win their never-ending war. Every VP gained by the actions of Pilot-X’s ship is doubled.

When placed in a ship, Pilot-X raises its Priority Level by one, so a Raid level ship will become a Battle level ship, a Battle level ship will become a War level ship, and so on. An Armageddon level ship will take both an Armageddon level slot and a Battle level slot.

Pilot-X may be placed in one of the following ships.

Shadows
Shadow Ship (Young)



Greb’Leips
While most races cannot tell the difference between one Vree and another, Greb’Leips stands out from most of his kind. As one of the leading Vree researchers, he has travelled extensively though out the galaxy studying and when required, doing battle with its numerous species.

Greb’Leips in Battle
A Vree ship with Greb’Leips as its commander gains the following benefits in battle.

Inspirational Leader: Greb’Leips knows how to get the very best out of any crew and even poorly trained personnel can excel under his leadership. Greb’Leips’ ship gains a +1 bonus to all Crew Quality checks in addition to the normal bonus that Vree telepathy provides.

Defensive Master: Greb’Leips often adheres to the philosophy that the best defence is indeed a good defence unlike many of his fellow Vree that concentrate on a good offence. Whenever, his ship takes the Intensify Defensive Fire special action, in addition to the regular effects, the range of his ship’s anti-fighter is increased to 4”.

I Know You: Greb’Leips has spent years studying the physiology of nearly all known races so he knows precisely how to hurt them. All Crew Location results (a roll of a “5”) on the critical hits table caused by Greb’Leips’ ship inflict an additional -2 to crew.

When placed in a ship, Greb’Leips raises its Priority Level by one, so a Raid level ship will become a Battle level ship, a Battle level ship will become a War level ship, and so on. An Armageddon level ship will take both an Armageddon level slot and a Battle level slot.

Greb’Leips may be placed in one of the following ships.

Vree Conglomerate
Xaak-class command saucer
Xonn-class dreadnought
Z’takk-class command saucer



Fh’tagn
Fh’tagn is every bit a Pak’ma’ra, slow, methodical and not generally prone to violence. However, do not be fooled by his plodding demeanour, for when roused he can be a formidable foe.

Fh’tagn in Battle
A Pak’ma’ra ship with Fh’tagn as its commander gains the following benefits in battle.

Master Salvager: Fh’tagn has a knack for finding the best bits on anything (and knowing the Pak’ma’ra it is best not to inquire too deeply here). Fh’tagn’s ship gains triple VP for any ship that it captures rather than the usual double. In addition, during a campaign his side gains an extra RR point for every captured ship.

Cautious but Deadly: Fh’tagn is slow to action often making sure that he knows everything he can about his enemy before making a move but he has a discerning eye often able to detect weaknesses that others miss. If Fh’tagn is present in a battle then his side takes an additional –1 penalty to initiative. However, Fh’tagn’s ship gains the Scout trait.

Extreme Redundancy: Fh’tagn’s methodical nature and tendency to salvage bits from nearly everything in space has the tendency to make his ships systems a baffling arrays of parts that even his fellow Pak’ma’ra would have trouble unravelling. Fh’tagn’s ship can ignore the special effects of a critical hit on a roll of a “6” but still takes the additional damage and crew subject to the normal Pak’ma’ra redundancy rules.

When placed in a ship, Fha’tagn raises its Priority Level by one, so a Raid level ship will become a Battle level ship, a Battle level ship will become a War level ship, and so on. An Armageddon level ship will take both an Armageddon level slot and a Battle level slot.

Fh’tagn may be placed in one of the following ships.

Pak’ma’ra
Ikorta-class armed merchant
Urik'Hal-class supermerchant
Pshul'shi-class convoy guardian



Dius Vintari
Dius Vintari is the son of the Centauri Emperor Cartagia, and is the third in the line of succession to the Centauri throne, directly behind Vir Cotto, who had assassinated his father, Emperor Cartagia. According to Galen, he will become the Emperor of the Centauri Republic in 2291, succeeding Vir.

Galen had a vision of a future in which Vintari, after becoming emperor, would wage war on Earth and kill billions. Galen approached President Sheridan to make appeal, and have him prevent this future by killing Vintari. Sheridan considered it, but after meeting the young man, decided instead to take him under his wing and bring him to Minbar, raising him as a son. This way, Sheridan hopes to turn him away from the destructive path Galen warned about by showing him a peaceful and trusting way of life.

Dius Vintari in Battle
A Centauri ship with Dius Vintari as its commander gains the following benefits in battle.

Tales of Glory: He is legendary for his stories of past Centauri victories and glory. He so inspires his crew that many come to believe they will be the central characters in the next great Centauri saga and redouble their efforts to fulfil his orders. His ship may re-roll any failed Crew Quality checks it is called on to make.

Wine, Women and Song: He knows what his crew wants and how to motivate them with promises to get the very best out of any crew. His ship gains a +1 bonus to all Crew Quality checks.

Lucky: Some men are born to greatness but some like Dius Vintari simply seem to stumble into it. He gains one re-roll in Patrol and Skirmish level scenarios, two at Raid and Battle level, and three at War and Armageddon level. These may each be used on any one dice roll in the battle, even those of Dius Vintari’s opponent, from Initiative to Attack Dice.

Destiny of the Lion: The Lion of Galaxy may rise again and Dius Vintari is certain the he will be a part of that ascent. Sometimes he even manages to convince his crew that the Republic’s destiny is at hand and whether fate is guiding their hands or they simply sober up for a brief moment, the results can be spectacular. Once per battle, one Matter Cannon weapon system on his ship will temporarily gain the Twin Linked trait for a single turn.

When placed in a ship, he raises its Priority Level by one, so a Raid level ship will become a Battle level ship, a Battle level ship will become a War level ship, and so on. An Armageddon level ship will take both an Armageddon level slot and a Battle level slot.

Dius Vintari may be placed in one of the following ships.

Centauri
Primus-class Battlecruiser
Secundus-class Battlecruiser
Octurian-class Battleship



Alfred Bester
A Psi-Cop, one of an elite unit of the Psi Corps whose function is to track down rogue telepaths, among other things. Perhaps in part because of his P12 psi rating he seems to have risen to a position of some importance in the Corps.

Alfred Bester in Battle
A Psi Corps ship with Bester as its commander gains the following benefits in battle.

"The Corps is mother, the Corps is father": Bester and those who serve with him believe in the Corps more than anything. Teeps are clearly superior to Mundanes and especially aliens and therefore cannot lose to them. When an enemy performs the special action Stand Down and Prepare to be Boarded, Bester’s ship gains a +2 bonus to the opposed Crew Quality check.

"The Psi Corps is your friend. Trust the Corps": Bester manages to inspire his crew to use their psychic abilities to their fullest, especially against the weak minded enemies of the Corps. A ship commanded by Bester raises its Psychic Crew score by 1 for the duration of the battle.

"We Are Everywhere For Your Convenience": If a friendly ship is attacked and another friendly ship is within 4” and within range of the enemy attacking, Bester can force the enemy to attack the second ship – this is done before any dice are rolled. This may only be done once per battle.

Top Gun: Bester is a fighter pilot of exceptional skill and has a fundamental understanding of dogfighting. He is often accompanied by hand picked psi-cop fighter crews. Every fighter flight on board the ship gains a +1 bonus to all dogfighting rolls it is called to make.

When placed in a ship, Bester raises its Priority Level by one, so a Raid level ship will become a Battle level ship, a Battle level ship will become a War level ship, and so on. An Armageddon level ship will take both an Armageddon level slot and a Battle level slot.

Bester may be placed in one of the following ships.

Psi Corps
Fighter Carrier
Mothership



Green Drazi Leader
Every five Earth years, the Drazi have a "civil war" among two rival factions, green Drazi and purple Drazi. A Drazi's allegiance is decided arbitrarily by choosing a colored sash (either green or purple) which is then worn around their torso. There is no inherent motive or reason for the civil war at all, other than tradition. This "civil war" takes the form of a series of (usually) non-lethal contests. A group of Green Drazi on their homeworld intended to escalate to lethal violence, which was quickly followed by Green Drazi on Babylon 5, but Commander Susan Ivanova ended the contest through the use of a loophole in the rules.

Green Drazi Leader in Battle
A Drazi ship with a Green Drazi Leader as its commander gains the following benefits in battle.

Aggressive: A Green Drazi Leader is usually a bit more aggressive than the average Drazi (and that is saying something). So long as the Green Drazi Leader’s ship is on the table and not Crippled or reduced to a Skeleton Crew, the fleet gains an extra +2 bonus to initiative if they are the attacker. This is cumulative and may be added to the bonus granted by ships with the Command trait.

No Mercy: Green Drazi leaders are noted for their absolute ruthlessness in battle. A ship lead by a Green Drazi Leader cannot use the Stand Down and Prepare to be Boarded special action. However, any enemy ship reduced to zero or less damage that his ship forces to explode immediately (result of 18+ on the damage table) is worth 1 extra Victory Point if at least the same priority level as his ship and grants his ship 1 extra Experience Point in campaign play.

Fight to the Bitter End: A Green Drazi Leader does not know when to say die. A ship commanded by a Green Drazi Leader is worth full Victory Points if it makes a tactical withdrawal regardless of the scenario. A crippled ship lead by a Green Drazi Leader is only reduced to 2/3 of its normal speed and may still fire any weapons that it possesses.

When placed in a ship, a Green Drazi Leader raises its Priority Level by one, so a Raid level ship will become a Battle level ship, a Battle level ship will become a War level ship, and so on. An Armageddon level ship will take both an Armageddon level slot and a Battle level slot.

A Green Drazi Leader may be placed in one of the following ships.

Drazi
Jumphawk-class Command Cruiser
Firehawk-class Advanced Cruiser
Stormfalcon-class Heavy Cruiser



Krakorto Thrak
Krakorto Thrak is a long time member of the Traders Guild and has numerous business contacts within Maximum Clash. His personal fortune is beyond estimate but his desire to maximize his corporate profits knows no bounds, even leading him to armed conflict when the goal requires it.

Krakorto Thrak in Battle
A Brakiri ship with Krakorto Thrak as its commander gains the following benefits in battle.

I have what you need: If there is money to be made on a deal then a Brakiri is involved somehow and with his large web of agents you can bet that Krakorto Thrak may be in on it. Accordingly, he has a bewildering assortment of experimental and alien weapons, power sources and other artefacts that can occasional be called into service. Once per battle, his ship may ignore a single trait on an enemy ship for the duration of a single turn.

"War is business policy pursued by other means": The Brakiri maintain their respectable fleet for the purpose of protecting their commercial interests and Krakorto Thrak is an adherent to this policy. Krakorto Thrak’s ship gains a +1 on Crew Quality checks when performing the Manoeuvre to Shield Them special action or a +2 bonus when shielding a Civilian Ship.

Chadis Contacts: Krakorto Thrak has extensive contacts within the Brakiri criminal brotherhoods and likes to surround himself with the finest murderers, knee breakers, assassins and brawlers that the Chadis can field… just in case of trouble from without or a hostile takeover from within. Any troops on his ship kill an enemy troop on a 4+ rather than a 5+ in any boarding action.

When placed in a ship, Krakorto Thrak raises its Priority Level by one, so a Raid level ship will become a Battle level ship, a Battle level ship will become a War level ship, and so on. An Armageddon level ship will take both an Armageddon level slot and a Battle level slot.

Krakorto Thrak may be placed in one of the following ships.

Brakiri
Avioki-class heavy cruiser
Kaliva-class lance cruiser
Corumai-class dreadnought



Han-olach
Han-olach, the great seeker, is a elder queen of great influence and power amongst the Gaim Intelligence. She possess one of the strongest minds seen within the Intelligence in many generations and that coupled with her dislike of all aliens, makes her a threat best not to ignore.

Han-olach in Battle
A Gaim ship with Han-olach as its commander gains the following benefits in battle.

Hive Mind: Han-olach ‘s powerful mind reaches out to her warriors and dominates even those of lesser queens, none of whom would dare to override the orders of the elder Han-olach. Any Gaim ship within 18” may use the Crew Quality of Han-olach’s ship rather than that of the nearest queen, including other lesser queen ships.

Instil Fervour: The Gaim queen’s soldiers are so linked to Han-olach that her thoughts become their thoughts and her prejudices become theirs as well. She is able to project a frenzy of hatred against the enemy to all her warriors. For the duration of the battle, no ship of the fleet will surrender to an enemy ship.

Linked Targeting: Han-olach’s link with her soldiers is so strong that she can literally enable them to see what other members of the hive do. Her ship can attack an enemy ship or area of space with its photon bombs from one weapon system, that can be seen by another ship in her fleet but not by her own. She is still limited by the overall range of her weapon, but they may effectively fly around corners, rather than in a straight line.

When placed in a ship, Han-olach raises its Priority Level by one, so a Raid level ship will become a Battle level ship, a Battle level ship will become a War level ship, and so on. An Armageddon level ship will take both an Armageddon level slot and a Battle level slot.

Han-olach may be placed in one of the following ships and it must be the highest Priority Level queen ship present.

Gaim Intelligence
Shrutaa-class Queen Battleship
Sluuka-class Grand Queen
 
I love the idea of "building" your personal general = You :twisted:

I would just like there to be more options on using the admirals (for every race), i.e. more abilities to choose from.

Damn I got no one atm to play ACTA with otherwise I would so be playtesting :cry: :cry: :cry:
 
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