Tankdriver
Banded Mongoose
How important of a suppliment is this?
New rules for fleet point allocation? Does this handle the swarm of ships problem.Burger said:The bits of importance to the game are some rules fixes and clarifications, some new abilities (one or two per race), new ships (again 1 or 2 per race), Army Of Light rules, and FAP buying down changes.
Tankdriver said:New rules for fleet point allocation? Does this handle the swarm of ships problem.
Alternate beam systems were also published in S&P. So was the Raiders "Campaign of Terror", although it changed slightly because P&P also has rules for designing space stations, so the Raiders can design their secret base rather than using the fixed stats from S&P.Burger said:The bits of importance to the game are some rules fixes and clarifications, some new abilities (one or two per race), new ships (again 1 or 2 per race), Army Of Light rules, and FAP buying down changes.
The Gaim fleet as already published in S&P. The "Deep Space" tournament in my opinion is a waste of paper. There's also some fluff about Narns and fighters which doesn't really interest me, a 2-player Raiders campaign and some optional rules such as the alternate beam systems.
Nope, that is a clarification of the standard 2e FAP splits, due to a mistake they were different in the Rule book and the Fleet book. That was before P&P.Democratus said:Mongoose released yet another FAP breakdown after the release of P&P, as a pdf download. I believe the file name was "acta2efaps.pdf".
Isn't that the offical one now?
-D
Thanks. What exactly is in it?
Not really. The problem with the old system was that you could always split 1 point at PL X to 2 points at PL X-1, 4 points at PL X-2, or 8 points at PL X-3. Since it was an intentional design feature of ACTA that two ships of PL X should be able to defeat one ship of PL X+1, what this meant was that it was almost always optimal to split your FAP's as far as they would go and buy lots of small ships - the swarm problem mentioned above.Democratus said:That's sad. The old FAP was much more sensecal. The one in P&P is too game-y, leaving a player to jostle for optimum numbers. :x
Technically not quite true, they automatically repair all crits without using the damage control system at all. If it were merely an automatic pass then a "no damage control" crit would prevent them from repairing anything...locarno24 said:It doesn't say specifically, but I would assume the Redundant Systems rules would apply in the same fashion; the First Ones pass every damage-control related CQ check, automatically, simultaneously, at the first opportunity. Even the ones not normally repairable.