Rules Questions: Noble Armada Campaign

Hi all! I have a few questions regarding the Campaign rules in the ACTA:NA rulebook.

Here they are in no particular order:

1) When spending Repair and Reinforcement points, can you add upgrades to ships already in your fleet? For example, we are playing a campaign with 1000 point fleets. At the end of turn 1, I would like to spend R&R points to upgrade my existing fighters with BattleShields (8 fighters x 5pts each = 40 points = 4 R&R points). Same for adding Maraduers to my fleet to counter the thrice-cursed Hazat boarding parties or adding psychic/theurgic upgrades. I already have one ship with 3 theurgic ranks, can I purchase more ranks as the turns progress?

2) Also during the Repair and Reinforcement phase, if you have a ship with Rocket batteries (like the Kurgan or Al Malak fleets) could you change the rocket types to Semi-Guided or Multiple Warhead and thereby provide a nasty surprise to your enemy after they've encountered you once already? And if so, since those rocket 'upgrades' don't cost points I would assume they don't cost R&R points, correct?

3) When spending XP on the "Other Duties" chart, if you roll an 11 and gain access to a previously undiscovered Strategic Target, do you gain +10 R&R points for that turn for capturing a new strategic target (plus R&R points which may be granted by the specific target)?

Thanks guys!
 
Oh, and another few questions:

4) When rolling for turn initiative, do you include any initiative modifiers other than the generic Fleet modifier? For example, Command +X modifiers?

5) If you have the Mend Vessel Theurgic power can you repair damage between combat turns without spending R&R points?

6) If you have the Zaks Eyes Theurgic power which reads "The Ship gains the Scout trait for this turn", does that allow you re-roll initiative?

7) If you have gained the "New Captain" bonus from the Other Duties chart, can you use the bonus to activate two psychic or theurgic powers in a round (so long as they are not contradictory)? For example, activate the Zak's Eyes ability AND the Blessing ability? (All weapon systems Accurate AND you can re-roll misses from the Scout trait!) :)
 
Here's my take on your questions:

1) Yes. Note however, that this will increase the points cost of the ship in question for the purposes of points limits on battles i.e. a ship with no Marauders will be cheaper than the same ship with one or more Marauders.

2) Yes. Note that you still can not change the loadout mid-battle.

3) Yes. Note that the +10 for capturing a new location is not a 'per capture' bonus, so if you capture multiple locations in one turn, you only get +10. You do get the individual locations RR's however.

4) No. Campaign initiative only factors in your racial initiative modifier, in addition to a -1 per location you control. Command trait bonus only applies to battle initiative - also worth noting is that you only apply the highest individual Command rating to your battle turn initiative, as the ratings are not cumulative i.e. have a ship with Command 2 and a ship with Command 1 in the same fleet in the battle, you only add +2 to your initiative.

5) That would be something you would have to form a house rule on with the involved parties in your campaign, along with the standard crew repair roles regarding critical damage, as this is not explicitly stated either way in the rules. In the campaign I recently played in, we house ruled that things like Mend Vessel, crew repair roles etc only applied while your ships were still on the table - if they had withdrawn, or the battle had ended, then you have to either spend RR's/xp to repair, or take your chances next battle. Otherwise it kind of made having to spend RR's/xp kind of pointless.

6) No. Occult powers are declared at the same time as special actions and before ship moves are made, which occurs after initiative has been rolled. You can however still benefit fom the other two Scout abilities, namely trying to counter Stealth or target painting.

7) No. New Captain allows you to use two non-contradictory Special Actions, however whilst Psychic and Theurgic powers are declared at the same time as Special Actions, they are not themselves Special Actions, and thus gain no benefit from the New Captain ability.

Something to think about however is that you can always get together with the players in your campaign and house rule things that you all feel would be more thematically correct, for exmple if you all agree that Occult powers can benefit from New Captain etc.

Hal.
 
I would agree with all of those.

as for number 5, assume Psychics and Theurgists are too valuable to sit around repairing ships. They are probably somewhere else, using their powers for other things.
 
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