Vorlon special actions

Burger said:
And AS&P should not be able to fire,. that means large ships such as Bin'Tak, Victory, Sharkaan, Adira, VHC can just sit at the back of the table sniping! As a Drazi player I'd love to be able to fire when doing AS&P... but it would be too good. It would mean there is no such thing as "out-manouvering". White Stars would be pointless.

bear in mind they could onyl do it every other turn, you can only do AS&P on a turn after you do all stop..... Also if you stay stationary at the back like that youre very vulnerable to boarding and massdrivering, cant launch fighters cant do any other special orders etc.

It would be quite powerful potentially though I agree, and would suggest that perhaps if this proved to be the case it be altered to include a QC check perhaps?
 
Hash said:
Reaverman said:
Its interesting that the Shadows get scouts, yet Vorlons dont :P

Tell you what, you give me adaptive armour and you can have the scout, sound fair? ;)

The Shadow list has far less choice than the Vorlon list but you're right, it does seem fairer if the Vorlons had a scout as well.

Course I could use a Shadow option at Battle too, a variant of the scout perhaps?

LOL...You have SM, and that in itself is a very good defence (you stay out of range/Arc and not get hit).

People cannot wave the "Balance Card", when likes of the Shadow are lurking in the galaxy with scouts.

Hash witnessed a battle this weeked, and I got absoloutley raped by a Minbari War Fleet. A lot of the fault was down to diabolical dice rolling, and the odd chance to scout, or reduce stealth would have been useful.
 
Technically Locutus is correct, the exact wording of the rule is on P9 of SFoS,

"Effect: So long as the ship used the All Stop! Special Action in it's last turn..."

So you would have to do all All Stop every other turn to use, "All Stop and Pivot!"...I sympathise with letting you use it to fire (when I first played the game I wondered why I continually had to move (or keep telling the crew not to use the engines) just to stand still and shoot!

Still as Burger says, I think it would be very powerful to simply allow you to stand still and shoot...maybe that is balanced by all the nasty things that can be done to you if you stand still but maybe not - playtesting would help on this I think!
 
Reaverman said:
Hash witnessed a battle this weeked, and I got absoloutley raped by a Minbari War Fleet. A lot of the fault was down to diabolical dice rolling, and the odd chance to scout, or reduce stealth would have been useful.
Not really, when you were mostly rolling 1's on 4+ stealth ;)
The problem isn't that Vorlons are too weak without a scout. The problem is that stealth is still all-or-nothing.
 
Burger said:
Reaverman said:
Hash witnessed a battle this weeked, and I got absoloutley raped by a Minbari War Fleet. A lot of the fault was down to diabolical dice rolling, and the odd chance to scout, or reduce stealth would have been useful.
Not really, when you were mostly rolling 1's on 4+ stealth ;)

I was rolling ones on everything, WTF are you talking about
 
by the exact wording of the rules you can AS&P if the ship performed the All Stop special action on the preceding turn. I agree it would make sensse if you could do so after another AS&P but what does common sense have to do with wargaming?! :P

Oh and Alexb:

And auxiliary fighters - but then there's no precedent for them in the series.

Not sure exactlty whether your getting at Vorlon or Shadow Aux fighters but in either case. We see both in the show at various times. Shadows use fighters vs the Narns in 'The Long Twilight Struggle' and we see them fighting G'Kars fighter wing at the start of series 2 I believe). Think they can also be seen at the battle of Coriana VI in 'Into the Fire'

Not sure of the episode name but we see loads of Vorlon fighters tearing a shadow ship appart in the first episode Sheridan convinces the Vorlons to get directly involved. Pretty sure we also see them again at the Battle of Coriana VI.

And if your in fact refering to them being not carrier based well, ok you have a point there but theres no precedent in the show for 90% of the ships in ACTA or weapons! ACTA is based more on B5Wars than the B5 TV show frankly and Vorlons DID have carriers then....

However as for 'how do they get to the battlefield' They dont have to be carried! They just fly along with a bigger ships that opens a jump point for them. Its not like they cant fly on their own ;)
 
locarno24 said:
and AP beams really aren't all that great without some form of reroll attached to them

You could always buy an evolved priority and pray to the dice gods that you roll a 6 for Agent of Order. A friend got that on a ****ing heavy cruiser over christmas and as a result it blew a Ka'Bin'Tak class superdreadnought to itty bitty pieces in one volley.....

But yes, the vorlon fleet is a bit lacking - no scout and no carrier (how do vorlon fighters get to the battlefield? I could understand shadows not using carriers...)

Well, the personality refits from S&P I haven't tried yet, but they are actually somewhat tempting - it'd be very difficult to squeeze them into a 5 point raid game, (I suppose the best options would be a Transport and Destroyer with Personalities or a Light Cruiser with one - although those are only 1 and 2 ship fleets!)

As for fighters - when we see them in the series they come through JPs with the big ships. I guess you can assume they either have their own jumpdrives, or are carried onboard the HCs.

Frankly I don't miss scout so much - although a transport variant might be nice.
 
You actually have 2 rolls on the personality chart for Vorlons which will give you a reroll opportunity to your dice - 1 or 6 (although obviously 6 is better).
 
Alexb83 said:
You actually have 2 rolls on the personality chart for Vorlons which will give you a reroll opportunity to your dice - 1 or 6 (although obviously 6 is better).

Which rules are you talking about;

1d6 Refit

1 Evasive: A Vorlon ship gains an additional Turn. This may only be applied once.

2 Urgent: This personality always believes it will be too late. The ship gains a +1 bonus to its Speed. Multiple applications of this
personality may not increase the ship’s Speed more than 150% of its original score.

3 Aggressive: Choose one weapon system on the ship. It gains another AD. This may only be applied to each weapon system
once.

4 Resilient: The personality of this ship will resist the worst of pain. The ship gains a +10% bonus to it Damage points. Multiple
applications of this personality may not increase the ship’s Damage more than 150% of its original score.

5 Maternal: The ship gains one flight of auxiliary craft (fighters from the appropriate fleet list). These are carried on board.

6 Determined: The personality of this ship will keep on going, no matter the cost. It gains a +1 bonus to all Self-Repair rolls.
This may be applied a maximum of 5 times.



Also, how does this help someone in a tourney?
 
Alexb83 said:
You actually have 2 rolls on the personality chart for Vorlons which will give you a reroll opportunity to your dice - 1 or 6 (although obviously 6 is better).

Come to think of it, you have 3 chances to get rerolls through personalities - which is a real gem for pretty much every ship, and the other 3 rolls are equally as good for any Vorlon ship, too.

So, for 1 extra raid point you have:

3/6 chance of getting rerolls in some form or another - either CAF, free TL for one weapon, or TL for all weapons.

1/6 chance of getting a hull 6 ship.

1/6 chance of getting a range/AD boost for a speed hit when selected.

1/6 chance of getting to fire your ship in any arc each turn at 1/2 ad.

I don't know if I'd spend a raid point on a transport to get these, but they're worth investments for the cruisers and even the destroyer.
 
Reaverman said:
Alexb83 said:
You actually have 2 rolls on the personality chart for Vorlons which will give you a reroll opportunity to your dice - 1 or 6 (although obviously 6 is better).

Which rules are you talking about;

1d6 Refit

1 Evasive: A Vorlon ship gains an additional Turn. This may only be applied once.

2 Urgent: This personality always believes it will be too late. The ship gains a +1 bonus to its Speed. Multiple applications of this
personality may not increase the ship’s Speed more than 150% of its original score.

3 Aggressive: Choose one weapon system on the ship. It gains another AD. This may only be applied to each weapon system
once.

4 Resilient: The personality of this ship will resist the worst of pain. The ship gains a +10% bonus to it Damage points. Multiple
applications of this personality may not increase the ship’s Damage more than 150% of its original score.

5 Maternal: The ship gains one flight of auxiliary craft (fighters from the appropriate fleet list). These are carried on board.

6 Determined: The personality of this ship will keep on going, no matter the cost. It gains a +1 bonus to all Self-Repair rolls.
This may be applied a maximum of 5 times.

Also, how does this help someone in a tourney?

S&P30, I think they're called 'Evolution' Personality refits. Sorry, case of confusion in the titles.
 
Alexb83 said:
Reaverman said:
Alexb83 said:
You actually have 2 rolls on the personality chart for Vorlons which will give you a reroll opportunity to your dice - 1 or 6 (although obviously 6 is better).

Which rules are you talking about;

1d6 Refit

1 Evasive: A Vorlon ship gains an additional Turn. This may only be applied once.

2 Urgent: This personality always believes it will be too late. The ship gains a +1 bonus to its Speed. Multiple applications of this
personality may not increase the ship’s Speed more than 150% of its original score.

3 Aggressive: Choose one weapon system on the ship. It gains another AD. This may only be applied to each weapon system
once.

4 Resilient: The personality of this ship will resist the worst of pain. The ship gains a +10% bonus to it Damage points. Multiple
applications of this personality may not increase the ship’s Damage more than 150% of its original score.

5 Maternal: The ship gains one flight of auxiliary craft (fighters from the appropriate fleet list). These are carried on board.

6 Determined: The personality of this ship will keep on going, no matter the cost. It gains a +1 bonus to all Self-Repair rolls.
This may be applied a maximum of 5 times.

Also, how does this help someone in a tourney?

S&P30, I think they're called 'Evolution' Personality refits. Sorry, case of confusion in the titles.


Ahhhhh, cheers :)
 
It does mention campaigns - but I can't see why you shouldn't be able to use them at tournaments. The cost more than balances the bonus, IMO - also, can't you currently use Sheridan or G'sten in tournaments if you want?

Perhaps Mongoose should formalise all of the personalities for use in official tournaments - there are pretty interesting options for all the fleets in there.
 
LOL... Blaque gets a bonus for being a racist??!?!?! I think that could have been phrased better.

A Vorlon Heavy Cruiser can be raised from hull 5 to 6 for the cost of 1 Raid point? You've got to be bloody joking.

It does state its unofficial in the title of the article. Good job too, that is seriously overpowered for 1 Raid point!!!
 
Hull 6 with Adaptive Armour, Regeneration and No Crits does not a balanced ship make!

Seriously - I was pummeling a Vorlon Lt Cruiser with the typo Hull 6 with a Shadow Hunter - I was hitting it every turn with no return fire from the Vorlon thanks to SM but more often than not it was regenerating more damage than I could do to it!

I think after 10 turns I got it down to about 20 hits off the total starting damage...whoop de doo!
 
Burger said:
LOL... Blaque gets a bonus for being a racist??!?!?! I think that could have been phrased better.

A Vorlon Heavy Cruiser can be raised from hull 5 to 6 for the cost of 1 Raid point? You've got to be bloody joking.

It does state its unofficial in the title of the article. Good job too, that is seriously overpowered for 1 Raid point!!!

There is a 1/6 chance of this happening, yes. You pays your points, you takes your chances. I don't see how a Hull 6 VHC with 300 damage, taking 1d6 per hit is any more/less tough than a Victory with 100 taking 1 perh hit. Both have AA.
 
Alexb83 said:
Burger said:
LOL... Blaque gets a bonus for being a racist??!?!?! I think that could have been phrased better.

A Vorlon Heavy Cruiser can be raised from hull 5 to 6 for the cost of 1 Raid point? You've got to be bloody joking.

It does state its unofficial in the title of the article. Good job too, that is seriously overpowered for 1 Raid point!!!

There is a 1/6 chance of this happening, yes. You pays your points, you takes your chances. I don't see how a Hull 6 VHC with 300 damage, taking 1d6 per hit is any more/less tough than a Victory with 100 taking 1 perh hit. Both have AA.
I wouldn't like my game to be won or lost based on 1 D6 roll at the start, thankyouverymuch. They say stealth is too "all or nothing"!

Victory doesn't self-repair.
Victory takes crits: movement, weapons, etc can be taken offline, as well as the extra damage done.
Victory can be boarded.
Victory has crew as well as damage to worry about.

Just try playtesting a Vorlon ship with hull 6... you'll never eat calamari again.
 
But then, Victory doesn't take 1-6 (or indeed 2-12 damage from precise) weapons, rather it takes 0-1, and it is hull 6.
 
Back
Top