Powers and Principalities

If your opponents have it, then it is important.
If your opponents play standard 2e, then it's not important.
:lol:
 
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.

In my opinion (ignoring Centauri Hunting Packs) it's the most balanced (therefore the best) that the game has ever been :lol: But in gameplay terms it's not all that much new stuff.
 
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.
New rules for fleet point allocation? Does this handle the swarm of ships problem.
 
We're starting a campaign soon, and the co-ordinator seems to think that the word 'single' in 'Breaking Down Fleet Allocation Points' on page 11 means only one point in your fleet can be broken down to multiple priority levels. I think he's wrong, but can't be bothered to argue with him. Does anyone know anything official or semi-official about this?

I'm posting this in two threads to increase my chances of a reply!
 
You are right, he is wrong. If you have 10 Battle FAPs then you can buy 10 Raid and 20 Skirmish ships if you want. I can see how the wording could be taken his way, but this is the way it works in all tournaments including official Mongoose ones when they existed, it's how all the playtesters play and it's how Matt himself plays. Not sure how much more official you can get ;)
 
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.
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.

For the Army of Light fleet list, see Ships of the... Army of Light. ;) For new and updated ship data, see Burger's Ship Viewer.

Would there be any objection to posting the new FAP breakdown, as was previously done for the Armageddon FAP breakdown in the "New Player Resources" thread? Failing that, the P&P breakdown is sort of similar to the Armageddon breakdown, so if you can't find the correct P&P breakdown list, use the Armageddon one instead of the basic 2e one and you'll be somewhere near right. :)
 
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
 
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
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.
 
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
 
Thanks. What exactly is in it?

There are a few 'optional rules' which are worth looking at as standard house rules:

Alternate beam systems - still give the same average damage (~1 hit per initial AD) but reduce the odds of or eliminate the 'runaway beam' where someone gets 10+ hits of a couple of heavy laser dice and slices a cruiser in half.

Redundancy - gives higher priority ships resistance to critical effects (but not the extra damage, so ships relying on precise weapons don't suffer). Which I think does more to handle the ship swarm than anything else.

Fires - neither here nor there normally, but I think quite nice. Provides a 'persistant damage' mechanic, and lets you yell "it's on fire!!!" a lot. Works similarly to the Victory At Sea fires mechanic, with the nice exception that 'Hull Breach' or 'Localised Decompression' criticals actually put fires out for you....
 
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
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.

Under the new system you can still get 2 points at PL X-1, but only one of those can be split further; if you want to do directly to PL X-2, you only get 3 points, not 4, so you are penalised for buying a swarm of small ships. Setting aside preferences of ships because of special abilities or other reasons, the optimal split is probably 2 points at PL X-1, one of which splits to 2 points at PL X-2, one of which splits to 2 points at PL X-3, etc. A Battle point will get you one ship each at Raid and Skirmish plus two at Patrol, rather than eight Patrol under 2e.


As for Fires - how do they work with Shadows and Vorlons? Do they auto-repair the fires the same way they repair other critical effects, or do they need to put out the fires the same way as everyone else? And what do cooked Vorlon and Shadow taste like? :lol: (Apart from chicken. :D)
 
There's a CQ roll to put out fires, which is done along with DC rolls.

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.

I would suggest, therefore, that they'd automatically put fires out at the same time. Which, to all intents and purposes, means you might as well ignore fires.

Besides which, what's the fire going to do? Kill crew? No crew score to damage....
 
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.
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...

But yes in this case, same effect, all fires are automatically put out.
 
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