One things I've been looking at for local games is to tweak a few of the less commonly used special actions to make the more useful. Transport Marines is seldom used in ACTA outside of special scenarios as ship must drop a shield for the entire firing phase and the results of the action are iffy to say the least as their is only a one third chance of success and that gives you a random result.
In contrast, transporting Marines in other star fleet universe games is a more manageable risk as the shield is only down for 1/4 of the turn and with the proportional movement, you can potentially transport your Marines aboard then turn the downed shield safely away from the enemy before they can do significant damage to you. The tactic still carries risk, but also has a greater potential reward as you choose the target of the attack and so target critical enemy systems.
With that in mind, I thought about making these changes to the Transport Marines action.
Marines raiding an enemy ship are not sent to cause random mayhem, but to target a specific system. When Marines are beamed aboard an enemy, the target of the raid is declared. Valid targets include any ship trait, any weapon system, or any critical hit system. If the raid succeeds, mark the trait or weapon system as damaged and inoperable – the system cannot be used until repaired. A trait or system damaged by a raid may be repaired using the same procedure as a critical hit (and in place of repairing a critical hit unless conducting AHD).
The shield to be transported through must be dropped at the end of the ship’s movement. The marines may be transported at the end of the ship’s movement or firing. The transporting ship will attempt to reactivate the shield as soon as possible. If the ship is targeted by an enemy ship through the downed shield, make an opposed crew quality test. If the transporting ship wins the test, it may raise the downed shield before the attack. If the marines have not been transported before the shield is raised, the Transport Marines Special Action is voided.
Any thoughts? Can you see using your transporters as a valid option under this scheme?
In contrast, transporting Marines in other star fleet universe games is a more manageable risk as the shield is only down for 1/4 of the turn and with the proportional movement, you can potentially transport your Marines aboard then turn the downed shield safely away from the enemy before they can do significant damage to you. The tactic still carries risk, but also has a greater potential reward as you choose the target of the attack and so target critical enemy systems.
With that in mind, I thought about making these changes to the Transport Marines action.
Marines raiding an enemy ship are not sent to cause random mayhem, but to target a specific system. When Marines are beamed aboard an enemy, the target of the raid is declared. Valid targets include any ship trait, any weapon system, or any critical hit system. If the raid succeeds, mark the trait or weapon system as damaged and inoperable – the system cannot be used until repaired. A trait or system damaged by a raid may be repaired using the same procedure as a critical hit (and in place of repairing a critical hit unless conducting AHD).
The shield to be transported through must be dropped at the end of the ship’s movement. The marines may be transported at the end of the ship’s movement or firing. The transporting ship will attempt to reactivate the shield as soon as possible. If the ship is targeted by an enemy ship through the downed shield, make an opposed crew quality test. If the transporting ship wins the test, it may raise the downed shield before the attack. If the marines have not been transported before the shield is raised, the Transport Marines Special Action is voided.
Any thoughts? Can you see using your transporters as a valid option under this scheme?