Where now? A Brainstorming Thread.

Nomad said:
Plasma -Ds can fire upto four times in the same turn before reloading against drones, fighters or PFs (or once per turn against larger targets). They have no effect against incoming plasma torpedoes at all - you can't target a plasma against another plasma.

Perhaps allow any Plasma-D to fire either one Plasma-D torp offensively or fire defensively as an Anti-drone each turn (rather like Fed drone racks). If it runs out of ammo, it can do nothing for the rest of the game.

Ah, sorry I didn't know how Defensive plasma worked. Having them work like the Feds G-Racks would probably be best, espcially since Romulans seriously lack much in the way of anti-drone defenses.
 
One other thing - the Plasma-D uses pre-loaded 'cannisters' and can (in the SFU) shoot at ships four turns running without re-loading (which in any case takes only one turn, against the three for most plasmas).

I'd suggest the Plasma-D should lose the 'Reload' trait, along with gaining the 'Anti-drone' option.
 
Things I would like to see:

Some more general variants on the basic ships to give more of a spread of points values and options: These could likely be done on a page (at most) per Empire and don;t require new models just some stats - easy

eg for my Klingon fleet:
Command variant of D6 (with a earlier in service date noted in fluff)
Escort variant of frigate
Dedicated Scout - either frigate or D6 variant (seems a logical idea)

I'd like to see what can be made of the Lyran ships - I like Catamaran ships like the Centauri Balvarin and hope they can be made to be as cool. It would also give me ships for all three prime elements of the Coalition (although some of my Klingons will be painted up as pirates.....)

The Orions don't really interest me as I don't like their ship designs but would like to see more of the Tholians ships.

re rules additions - ambivalent about adding more versions of the Plasma Torp
Sounds like you cna use the old E-mine rules for the ESG fairly easily
Squadron leaders again are easy - just use the old rules for Dilgar pentacons (they give a +1CQ bonus to all ships within their squadron, including their own ship)
 
The real question is of course: How on earth do we do the Hellbore? A weapon designed to hit all shield facings at once in a game where there are no shield facings? Give them the ability to bleed through on a 5+ instead of a 6+? Something else?

Another thing is that it would seem to me as if PF's would in fact be EASIER to incorporate into CTA than fighters would, on the subject of leapfrogging things from SFB straight into CTA. Plus it would give Lyrans something else to call their own instead of just the ESG.
 
Iapologisedon4chan said:
The real question is of course: How on earth do we do the Hellbore? A weapon designed to hit all shield facings at once in a game where there are no shield facings? Give them the ability to bleed through on a 5+ instead of a 6+? Something else?
Perhaps something like bonus damage against ships with damaged shields, perhaps based on percentage of shield remaining (e.g., +x if damaged, +y if half or less, +z if no shields remaining).
 
A few thoughts on ESGs.

As someone noted, the rules for ESGs are quite different in SFB and FC. I'm going to use the FC rules as a template.

In general, Lyran Dreadnoughts and Battlecruisers carry four ESGs, Cruisers two, smaller vessels one.

In FC, the ESG can fire every turn, but only to a very limited radius (1 hex around the ship) and requiring a lot of power to do so. The short range is significant, as it allows a fast moving (and well flown, and lucky) Hydran ship to get in an effective gatling phaser (i.e multishot ph-3) attack while staying just *outside* ESG range. It also means that if the Hydran's Stinger fighters are close enough to be destroyed by the ESG, they are also close enough to use their Fusion beams and Gatling phasers to lethal effect. In FC, such attacks are simultaneous.

Given the ph-3 has a 'Kill zone' of 2" in ACTA, that would give an offensive ESG radius of 1". It's not that difficult to achieve an ESG ram - unlike FC, in ACTA, once the target ship has made it's move for the turn, it can't take evasive action.

As for the high power consumption, it's a toss up between giving it 'Power Drain' and allowing each ESG to fire every turn, as in FC, or 'Reload' simulating the cool-down turn required in SFB. I've set up a poll thread - please vote!

In FC, ESGs may be used in one of three modes each turn, Offensive (ramming), Defensive (anti-drone) or Anti-Hellbore.

When used Offensively, in FC a fully-powered ESG will cause 20 points of damage - 25% more than an overloaded Photon torpedo. Perhaps 10 ACTA points per Offensive mode ESG in a ramming attack? As an 'area effect' weapon like a drone or plasma hit, it auto-hits but does not penetrate shields unless they are down.

In Defensive mode in FC, a fully-powered ESG will auto-kill five drones, so allowing it to fire as an Anti-Drone in this mode seems reasonable, except that if it 'runs out of ammunition' it may fire again in a later turn once it has Reloaded or Power Drained.

It is a large device and needs two adjacent Orion option mounts (as in the Salvage Cruiser).


Edited to break up that huge slab of waffle.
 
andypalmer said:
Iapologisedon4chan said:
The real question is of course: How on earth do we do the Hellbore? A weapon designed to hit all shield facings at once in a game where there are no shield facings? Give them the ability to bleed through on a 5+ instead of a 6+? Something else?
Perhaps something like bonus damage against ships with damaged shields, perhaps based on percentage of shield remaining (e.g., +x if damaged, +y if half or less, +z if no shields remaining).
Perhaps just the bonus to bleed thru, but also the Klingons can't use the double-front shields against hellbore.

RE: ESG ... as I've been reading SFB rules of late, I had forgotten how significantly the ESG changed in FedCmdr. Ergo, most everything I mentioned my last post on the subject if void.
 
Da Boss said:
Things I would like to see:

Some more general variants on the basic ships to give more of a spread of points values and options: These could likely be done on a page (at most) per Empire and don't require new models just some stats - easy

eg for my Klingon fleet:
Command variant of D6 (with a earlier in service date noted in fluff)
Escort variant of frigate
Dedicated Scout - either frigate or D6 variant (seems a logical idea)
I don't believe there is a D6C in SFB (I could be worng, however), but there are D6S, D5S and F5S (scout ships). There are D5E, F5E and E4E escort ships, but these are dedicated to escort carriers -ONLY- because it's a total abuse to the game system to use them to defend other ships.
 
A few thoughts on Hellbores.

In the SFU, the Hellbore is more accurate than a Photon, is slow-firing, inflicts a bit more damage than a Disruptor with each hit, loses damage with increasing range, and exploits any pre-existing shield damage the target has sustained - regardless of whether the damaged shield is facing the Hellbore ship or not. It has complex and, in FC, generally disadvantageous interactions with ESGs.

I'd suggest - Range 24, Accurate +1, Devastating +1, Multihit 2, Killzone 12", Reload. It does *not* bypass shields with a roll of '6', but it does ignore the Klingon 'double effect front shields' rule. It *may* be Overloaded.

Try it out in an Orion option mount!

If Hellbores are fired at a ship with unfired ESGs, the target may choose to use one or more ESGs in Anti-Hellbore mode. In this case, all the Hellbores from that attacking ship auto-hit. The first Hellbore is automatically neutralised, and each ESG used in Anti-Hellbore mode acts like an Anti-drone, needing a 3+ to stop each following HB shot from that firing ship. Those ESGs then count as fired and may not be used again in that turn.
 
Nomad said:
A few thoughts on Hellbores.

In the SFU, the Hellbore is more accurate than a Photon, is slow-firing, inflicts a bit more damage than a Disruptor with each hit, loses damage with increasing range, and exploits any pre-existing shield damage the target has sustained - regardless of whether the damaged shield is facing the Hellbore ship or not. It has complex and, in FC, generally disadvantageous interactions with ESGs.

I'd suggest - Range 24, Accurate +1, Devastating +1, Multihit 2, Killzone 12", Reload. It does *not* bypass shields with a roll of '6', but it does ignore the Klingon 'double effect front shields' rule. It *may* be Overloaded.

As you describe the weapon I would swap out Killzone 12" for Energy Bleed.
 
Da Boss said:
As you describe the weapon I would swap out Killzone 12" for Energy Bleed.

Energy Bleed won't work with the one Attack Dice/multi-hit mechanic. HBs are hit-or-miss aimed shot (not seeking) weapons similar to Photons or Disruptors. Giving them lots of AD like plasmas would make them way too accurate.
 
but often more fun ;)

made up some rules for ESG's here.......

http://forum.mongoosepublishing.com/viewtopic.php?f=103&t=49611

thanks for the info re the Klingon ships :)
 
Ok, point there. But you also have a chance to do a large amount of damage or nothing at all. Meanwhile, IIRC, Hellbores do a fixed amount of damage based on ranges.
 
If Plasma Warheads use a up to 7AD I do not see a rational reasons that Helbores would not use a similar mechanism. Besides of Hellebore did say 5AD with energy bleed then you just say a ESG subtracts say one AD or 2AD if you use the Overload SA. And if you roll a burn through you just say it struck a down shield. Also against Klingons you say that a Helbore just ignores their special shields. Same thing could be adapted for other splash weapons like PPDs.
 
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