Quadrant 10 Campaign

fuzzilogik

Mongoose
Well, our campaign is now in it's sixth turn and has been great fun. Turn 6 should be especially interesting (and painful) with 4 war level fights and 1 battle level. Take a look at the way things are shaping up if you get a chance.

http://www.zalefamily.org/acta

There are a few rules that I am still not clear on.

Shadow Hyperspace Mastery: I think I understand the way this works when a shadow vessal is leaving a battle, but how does it work when they are entering for hyperspace. This is the way we are currently playing it, seems too powerful. In the movement phase, the shadow player declares the special action "Initiate Jump Point". The ship is then placed on board anywhere the player likes. Then the ship moves and fires as normal.

Diverting Raid: I understand how the effect of this works, I'm just not sure when the player has to declare which battle it is going to be used in. Currently we have the person roll his XP dice at the end of the turn. If he gets a diverting raid, he waits until all battles, points, and scenarios have been determined for the next turn. Then uses diverting raid to knock a fleet in one battle down one FAP. Again, this seems too powerful and is no where near the way the rule is written. Just wondering how everyone else is using it.

Victory Afterburner: I am finally going to be able to get the victory into battle and I know this has been asked, but I still don't get it. What is the difference between "All Power to Engines" and "Afterburner"? Does "Afterburner" basically give you one movement of "All Power to Engines" in which you get to make one turn as normal? I guess that would make sense for lining up the Lightning Cannon.

XP Dice for Carriers: I think that any ship with the Carrier or Fleet Carrier trait should get XP dice for any kills caused by it's fighters. I know the way the rules are written that auxiliary craft never get XP dice, but for most carriers the vast majority of it's power is in it's fighters. It's very hard to get the actual kill with the ship itself. Fighters on a carrier should be seen as an extension of the ship.

Thanks in advance for all the help!
Admiral Fuzzi Logik
ISA Fleet Commander Quadrant 10
 
Shadows Hyperspace: yes you have it right. Evil, aren't they? ;)

Diverting raid: you choose the enemy at the time you roll the "other duty". That player's next battle (whether it involves you or not!) has 1 FAP less.

Victory Afterburner: The Victory goes 50% faster when using APTE, and 100% faster when using Afterburner. Note to use Afterburner, you must use the APTE special action (so you can't turn or do other special actions, and can't do it with a no special actions crit).

XP for carriers: current rule is that carriers do not get XP fo their fighters kills... if you want to change it and your group agrees, then go for it :D
 
Thanks Burger! The Victory did VERY well in the battle against the Centauri. One of the White Star Carriers, Ajax, did not do so well when it got within 12 inches of an Octurian.

Next questions:

What happens if a ship withdraws on a side that is not it's Tactical Withdrawal area? Is the ship just considered destroyed? VPs?

When a ship in hyperspace opens a jump point and hangs around for 3 turns, does it have to enter the battle or can it let the jump point close and stay in hyperspace? Currently, we allow a ship to choose not to enter the battle. The jump point closes, the ship receives no exp dice for battle participation and no exp dice for kills if it killed anything with it's jump point bomb. The enemy does not get any victory points for a tactical withdrawal. It's as if the ship did not come to the battle at all. This seems to work for us, I'm just wondering how everyone else handles this.
 
If a ship withdraws from a table edge that is owned by you or is neutral, then it is considered a tactical withdrawl and your oppnent gets 20% of the VPs for destroying it. If it withdraws from a table edge owned by your enemy then it is considered destroyed and he gets full VPs for killing it.

Ships are currently under no obligation to use jump points they create, and although there is nothing specific in the rules, your way of handling it seems a good and logical one!
 
All

We have a situation were the ISA rolled a Diverting Raid against the Minbari and the Centauri also rolled a Diverting Raid against the Minbari. I the first game with the Minbari do they have 2 FAP reduced against them or would the 2nd Diverting Raid go agianst them in the next game?

Also the Minbari are fighting 4 seperate games this campaign turn.

Thanks

tschuma
 
I can sympathize with the Minbari, in the current turn my Drakh are getting intercepted by EA, pounded by Minbari and also the Pak'Ma'Ra. (I think they smelled blood in the void).

For the Diverting Raid I would say that in the next battle the Minbari engage in they are at a -2 FAP. The only contention I can see would be if the DR doesn't stack, but as they are currently laid out I would assume it's only for the first battle they engage in and it's reduce by the two points.
 
Just taken a look at your campaign site fuzzilogik, and I quite like it - ,maybe it could use a few more pics and/or reports of battles or such, but apart from that it´s well done, with all the messages and extensive fleet lists and such.
 
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