Picked up a copy of the captain's rulebook going cheap.
Damn, I see what you mean. It's bigger than of one of GW's big printed rulebooks, and:
a) It's ALL rules - no background section, painting, hell, even the ship stats and scenarios are in another book
b) It's in a card binder not a hardcover book
Could use it to beat tribbles to death....
Don't get me wrong, some things I like. As with B5Wars, system- and facing-specific damage feels right. It takes the ACTA criticals issue to the extreme - nearly every hit takes out something important and you can't fix them*.
Since there is granularity to the damage model**, though, you don't get the main complaint about generic 'critical hit tables' - where the opening shot from a patrol boat takes out a superdreadnought's entire port armament.
From the starboard side.
That part I like, it's just the power allocation and ECM (much like B5Wars) that puts me off - I want a battle with starships, not spreadsheets. Granted the game design concept is 1-2 ships in the fight, compared to the half-dozen in ACTA, so maybe I'm just not of the mindset for it.
* That aspect of criticals in ACTA compared to BFG I never minded.
"someone blew off the main gun with a thermonuclear missile!"
"Oh, no, wait, it's fixed."
"Damn, engineering's getting good these days!"
never seemed to make sense....
** I always wondered if that might help; if an omega had, for example, two seperate forward heavy lasers as line items with half the power each, a 'lose one weapons system' critical is much less of a cause for swearing. Would take a lot of reworking, though. Maybe in 3rd ed, eh?