Which of the following B5 ACTA Ancient custom designs do you like the best?
1. Shrouded Saber
2. Pathfinder
3. Knightship
4. Wheel of Thought
5. Angel
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1. Shrouded Saber (Ancient)
The Torvalus retained their large cilia-covered flatworm physical form which is capable of many psychic feats. These feats helped them master stealth which gave rise to a curious wagering on who could best each other's technology. The stealth of the Torvalus enables them to observe whatever they are wagering (or spying) on without detection. The Shrouded Saber was a model developed to test experimental weaponry and systems.
Speed: 12
Turn: SM
Hull: 5
Damage: 200/ 20
Crew: -
Troops: -
Craft: None
In Service: Until 2261
Special Traits: Advanced Jump Engine, Flight Computer, Self Repair 2D6, Traverse Drive (see notes below), Advanced Stealth 5+ (see notes below).
Weapon/ Range/ Arc/ AD/ Special
Volley Laser/ 20/ F/P*/ 10/ Super AP, Double Damage
Volley Laser/ 20/ F/S*/ 10/ Super AP, Double Damage
* F/P covers Forward and Port arcs and F/S covers Forward and Starboard arcs.
Notes:
Traverse Drive: follows all A Call to Arms rules unless noted otherwise in this section. At the end of the movement phase (including after all fighters have moved), a unit with a Traverse Drive may move up to 4 inches away from its position after standard movement; If each side has units with Traverse Drives, then they are resolved at this time in initiative order. Orientation of the unit using the Traverse Drive does not change. The Traverse Drive can only be used every other turn (equivalent of slow-loading).
Advanced Stealth: follows all A Call to Arms rules unless noted otherwise in this section. Advanced Stealth has the abilities of the Stealth trait in addition to those described in this section. The only Scout abilities that will work against a unit with Advanced Stealth is to reduce its Advanced Stealth Trait by a total of 1. The most an Advanced Stealth Trait can be reduced by another unit is by a total of 1 regardless of the number or sophistication of units attempting to do so. A unit with the Advanced Stealth trait cannot have its stealth abilities completely nullified by another unit for any reason (mainly by other Ancients).
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2. Pathfinder (Ancient)
When the Walkers had a physical form, they were long lived and telepathic which allowed them to study their environment in great detail. This race has developed the most advanced Jump Drives and sensors of any race, including other Ancients. It is rumored that these special Jump Drives can actually be used to move a planet. The weapons on the Pathfinder and other Walker units are scientific equipment that produces the side effect of damage.
Speed: 8
Turn: 2 / 45
Hull: 5
Damage: 200/ 20
Crew: -
Troops: -
Craft: None
In Service: Until 2261
Special Traits: Hyper-Advanced Jump Engine (see notes below), Advanced Scout (see notes below), Flight Computer, Self Repair 2D6.
Weapon/ Range/ Arc/ AD/ Special
Energy Draining Mines/ 50/ F/ 1/ Super AP. On a successful hit, no damage but a penalty of -3 AD to all weapons of target for current turn. Will not penetrate or damage Shields or Gravitic Energy Grids. Not cumulative for multiple hits.
Medium Lightning Array/ 25/ F/ 10/ Beam, Precise, Double Damage.
Chromatic Pulse Driver/ 10/ F/ 15/ AP, Double Damage.
Notes:
Hyper-Advanced Jump Engine: As for Advanced Jump Engine in addition to the description in this section. The Walkers have an unrivaled mastery of hyperspace travel and can perform any hyperspace ability of other races, including other Ancients. While acting normally, without allied units on the table and without error, able to enter or exit any point in hyperspace or realspace in the same turn with the Initiate Jump Engine! Special Action but no Jump Point counter is placed. May enter hyperspace once and exit hyperspace once in a scenario in addition to any jumps allowed for a scenario.
Advanced Scout: As for Scout in addition to the description in this section. No range for Scout trait. May reduce any non-Ancient target stealth trait to a 1+ or an Ancient target may have its stealth trait reduced by 1. When comparing the relative number of Scout units on each side, a unit with the Advanced Scout trait counts as 3 Scouts (but cannot perform 3 Scouts worth of abilities).
Power Drain Field: At the end of movement, any ship within 7 inches of the Pathfinder will be treated with the effects of it being Crippled and having a Skeleton Crew (including possible lost traits) with any Patrol level unit being unable to perform any action. These effects will only last so long as it is within 7 inches of the Pathfinder at the end of movement. The Pathfinder, Traveler and other Walker units are immune to the effects of each others' Power Drain Fields.
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3. Knightship (Ancient)
The Kirishiac are a militaristic race and conducted many campaigns against other Ancients. To battle the Ancients, the Kirishiac developed advanced weaponry like the Phased Gravitic Torpedo and superior defenses like the ultra-dense Hardened Armor. The Knightship is smaller than the Lordship and relies on its maneuverability to stay at optimum firing range to make the most of its long range firepower. The Knightship design resembles an egg with some spikes dotting its exterior.
Speed: 10
Turn: 2 / 90
Hull: 7
Damage: 100/ 10
Crew: -
Troops: -
Craft: None
In Service: Until 2261
Special Traits: Hardened Armor (see notes below), Gravitic Energy Grid 5, Advanced Jump Engine, Flight Computer, Self Repair 2D6, Atmospheric.
Weapon/ Range/ Arc/ AD/ Special
Phased Gravitic Torpedo/ 35/ F/ 10/ Super AP, Precise, Double Damage, Ignores Shields, Gravitic Energy Grids and Interceptors.
Anti-Gravity Beam/ 12/ F/P/A*/ 4/ Mini-Beam, Accurate
Anti-Gravity Beam/ 12/ F/S/A*/ 4/ Mini-Beam, Accurate
* F/P/A covers Forward, Port and Aft Arcs and F/S/A covers Forward, Starboard and Aft Arcs.
Notes: Hardened Armor follows all A Call to Arms Babylon 5 Space Combat rules unless otherwise noted. A unit with Hardened Armor has the equivalent of a Hull 7 with Beam and Mini-Beam weapons hitting on a 5+. Attack dice rolls of a 6 are not considered automatic hits against a unit with Hardened Armor. In addition, for successful hits, a roll of a 7+ on the standard attack table is necessary to score a critical hit which also counts as a solid hit. If Hardened Armor is critically hit, then the ship is treated as having a standard hull of 6 until it is repaired.
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4. Wheel of Thought (Ancient)
Among the Ancients, the Mindriders have the unique distinction of becoming beings of energy before developing Hyperspace technology. The Mindriders are explorers but they put the emphasis on learning about different races as opposed to the Walkers who focus on mapping the universe. In small groups, the Mindriders would investigate races spanning the galaxy with only periodic meetings to exchange information. The Wheel of Thought looks like a four-pointed star and is one of the smaller vessels of this Ancient race.
Speed: 14
Turn: 2 / 90
Hull: 5
Damage: 200/ 25
Crew: -
Troops: -
Craft: None
In Service: Until 2261
Special Traits: Advanced Jump Engine, Afterburner, Agile, Flight Computer, Self Repair 2D6, Shields 5/5.
Weapon/ Range/ Arc/ AD/ Special
Telekinetic Cutter/ 20/ T/ 15/ AP, Accurate, Double Damage. See notes below.
Trioptic Pulsar/ 12/ F/ 6/ Beam, Precise, Double Damage.
Trioptic Pulsar/ 12/ A/ 6/ Beam, Precise, Double Damage.
Notes:
The Telekinetic Cutter weapon follows all A Call to Arms rules unless noted otherwise in this section. At the beginning of the attack phase, a unit with a Telekinetic Cutter will declare if the weapon is being used Offensively or Defensively for the phase. If used Offensively, the statistics for the weapon are listed in the above weapon section. If used Defensively, it will intercept any weapon attack hit (including Beam and Mini-Beams but not area effect weapons like Energy Mines) on a D6 roll of a 5 or 6. In either mode, weapon must be in arc and can only be used in the Attack Phase. If the weapon is used Defensively, it does not count as a weapons attack for purposes of limits on firing a particular number of weapons.
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5. Angel (Ancient)
The Triad have three Aspects: Order, Chaos and Neutrality. The Triad pull energy from their surroundings to form ships and can direct it into battle from great distances. The Aspect of Order focuses on crystals and optics with the Angel ship being just one of many examples. The crystalline nature of their units gives them a certain resistance to energy based damage.
Speed: 10
Turn: 2 / 45
Hull: 6
Damage: 180/ 18
Crew: -
Troops: -
Craft: None
In Service: Until 2261
Special Traits: Prismatic Armor (treat as Adaptive Armor only against Beam weapons which includes Mini-Beams), Advanced Jump Engine, Flight Computer, Self Repair 3D6.
Weapon/ Range/ Arc/ AD/ Special
Photonic Prism Beam/ 20/ F/P*/ 6/ Beam, Precise, Double Damage.
Photonic Prism Beam/ 20/ F/S*/ 6/ Beam, Precise, Double Damage.
Flare Generator/ 0/ 360*/ 10/ AP, Energy Mine 5 inch radius, Triple Damage, See notes below.
* F/P covers Forward, Port Arcs and F/S covers Forward and Starboard Arcs, 360 covers all arcs.
Notes: Flare Generator follows all A Call to Arms Babylon 5 Space Combat rules unless otherwise noted. The Flare Generator generates an Energy Mine at the center of the ship carrying the weapon and affects all units out to 5 inches away in a 360 degree arc. All Triad units (including the firing unit) are immune to the weapon.
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1. Shrouded Saber
2. Pathfinder
3. Knightship
4. Wheel of Thought
5. Angel
******************************
1. Shrouded Saber (Ancient)
The Torvalus retained their large cilia-covered flatworm physical form which is capable of many psychic feats. These feats helped them master stealth which gave rise to a curious wagering on who could best each other's technology. The stealth of the Torvalus enables them to observe whatever they are wagering (or spying) on without detection. The Shrouded Saber was a model developed to test experimental weaponry and systems.
Speed: 12
Turn: SM
Hull: 5
Damage: 200/ 20
Crew: -
Troops: -
Craft: None
In Service: Until 2261
Special Traits: Advanced Jump Engine, Flight Computer, Self Repair 2D6, Traverse Drive (see notes below), Advanced Stealth 5+ (see notes below).
Weapon/ Range/ Arc/ AD/ Special
Volley Laser/ 20/ F/P*/ 10/ Super AP, Double Damage
Volley Laser/ 20/ F/S*/ 10/ Super AP, Double Damage
* F/P covers Forward and Port arcs and F/S covers Forward and Starboard arcs.
Notes:
Traverse Drive: follows all A Call to Arms rules unless noted otherwise in this section. At the end of the movement phase (including after all fighters have moved), a unit with a Traverse Drive may move up to 4 inches away from its position after standard movement; If each side has units with Traverse Drives, then they are resolved at this time in initiative order. Orientation of the unit using the Traverse Drive does not change. The Traverse Drive can only be used every other turn (equivalent of slow-loading).
Advanced Stealth: follows all A Call to Arms rules unless noted otherwise in this section. Advanced Stealth has the abilities of the Stealth trait in addition to those described in this section. The only Scout abilities that will work against a unit with Advanced Stealth is to reduce its Advanced Stealth Trait by a total of 1. The most an Advanced Stealth Trait can be reduced by another unit is by a total of 1 regardless of the number or sophistication of units attempting to do so. A unit with the Advanced Stealth trait cannot have its stealth abilities completely nullified by another unit for any reason (mainly by other Ancients).
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2. Pathfinder (Ancient)
When the Walkers had a physical form, they were long lived and telepathic which allowed them to study their environment in great detail. This race has developed the most advanced Jump Drives and sensors of any race, including other Ancients. It is rumored that these special Jump Drives can actually be used to move a planet. The weapons on the Pathfinder and other Walker units are scientific equipment that produces the side effect of damage.
Speed: 8
Turn: 2 / 45
Hull: 5
Damage: 200/ 20
Crew: -
Troops: -
Craft: None
In Service: Until 2261
Special Traits: Hyper-Advanced Jump Engine (see notes below), Advanced Scout (see notes below), Flight Computer, Self Repair 2D6.
Weapon/ Range/ Arc/ AD/ Special
Energy Draining Mines/ 50/ F/ 1/ Super AP. On a successful hit, no damage but a penalty of -3 AD to all weapons of target for current turn. Will not penetrate or damage Shields or Gravitic Energy Grids. Not cumulative for multiple hits.
Medium Lightning Array/ 25/ F/ 10/ Beam, Precise, Double Damage.
Chromatic Pulse Driver/ 10/ F/ 15/ AP, Double Damage.
Notes:
Hyper-Advanced Jump Engine: As for Advanced Jump Engine in addition to the description in this section. The Walkers have an unrivaled mastery of hyperspace travel and can perform any hyperspace ability of other races, including other Ancients. While acting normally, without allied units on the table and without error, able to enter or exit any point in hyperspace or realspace in the same turn with the Initiate Jump Engine! Special Action but no Jump Point counter is placed. May enter hyperspace once and exit hyperspace once in a scenario in addition to any jumps allowed for a scenario.
Advanced Scout: As for Scout in addition to the description in this section. No range for Scout trait. May reduce any non-Ancient target stealth trait to a 1+ or an Ancient target may have its stealth trait reduced by 1. When comparing the relative number of Scout units on each side, a unit with the Advanced Scout trait counts as 3 Scouts (but cannot perform 3 Scouts worth of abilities).
Power Drain Field: At the end of movement, any ship within 7 inches of the Pathfinder will be treated with the effects of it being Crippled and having a Skeleton Crew (including possible lost traits) with any Patrol level unit being unable to perform any action. These effects will only last so long as it is within 7 inches of the Pathfinder at the end of movement. The Pathfinder, Traveler and other Walker units are immune to the effects of each others' Power Drain Fields.
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3. Knightship (Ancient)
The Kirishiac are a militaristic race and conducted many campaigns against other Ancients. To battle the Ancients, the Kirishiac developed advanced weaponry like the Phased Gravitic Torpedo and superior defenses like the ultra-dense Hardened Armor. The Knightship is smaller than the Lordship and relies on its maneuverability to stay at optimum firing range to make the most of its long range firepower. The Knightship design resembles an egg with some spikes dotting its exterior.
Speed: 10
Turn: 2 / 90
Hull: 7
Damage: 100/ 10
Crew: -
Troops: -
Craft: None
In Service: Until 2261
Special Traits: Hardened Armor (see notes below), Gravitic Energy Grid 5, Advanced Jump Engine, Flight Computer, Self Repair 2D6, Atmospheric.
Weapon/ Range/ Arc/ AD/ Special
Phased Gravitic Torpedo/ 35/ F/ 10/ Super AP, Precise, Double Damage, Ignores Shields, Gravitic Energy Grids and Interceptors.
Anti-Gravity Beam/ 12/ F/P/A*/ 4/ Mini-Beam, Accurate
Anti-Gravity Beam/ 12/ F/S/A*/ 4/ Mini-Beam, Accurate
* F/P/A covers Forward, Port and Aft Arcs and F/S/A covers Forward, Starboard and Aft Arcs.
Notes: Hardened Armor follows all A Call to Arms Babylon 5 Space Combat rules unless otherwise noted. A unit with Hardened Armor has the equivalent of a Hull 7 with Beam and Mini-Beam weapons hitting on a 5+. Attack dice rolls of a 6 are not considered automatic hits against a unit with Hardened Armor. In addition, for successful hits, a roll of a 7+ on the standard attack table is necessary to score a critical hit which also counts as a solid hit. If Hardened Armor is critically hit, then the ship is treated as having a standard hull of 6 until it is repaired.
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4. Wheel of Thought (Ancient)
Among the Ancients, the Mindriders have the unique distinction of becoming beings of energy before developing Hyperspace technology. The Mindriders are explorers but they put the emphasis on learning about different races as opposed to the Walkers who focus on mapping the universe. In small groups, the Mindriders would investigate races spanning the galaxy with only periodic meetings to exchange information. The Wheel of Thought looks like a four-pointed star and is one of the smaller vessels of this Ancient race.
Speed: 14
Turn: 2 / 90
Hull: 5
Damage: 200/ 25
Crew: -
Troops: -
Craft: None
In Service: Until 2261
Special Traits: Advanced Jump Engine, Afterburner, Agile, Flight Computer, Self Repair 2D6, Shields 5/5.
Weapon/ Range/ Arc/ AD/ Special
Telekinetic Cutter/ 20/ T/ 15/ AP, Accurate, Double Damage. See notes below.
Trioptic Pulsar/ 12/ F/ 6/ Beam, Precise, Double Damage.
Trioptic Pulsar/ 12/ A/ 6/ Beam, Precise, Double Damage.
Notes:
The Telekinetic Cutter weapon follows all A Call to Arms rules unless noted otherwise in this section. At the beginning of the attack phase, a unit with a Telekinetic Cutter will declare if the weapon is being used Offensively or Defensively for the phase. If used Offensively, the statistics for the weapon are listed in the above weapon section. If used Defensively, it will intercept any weapon attack hit (including Beam and Mini-Beams but not area effect weapons like Energy Mines) on a D6 roll of a 5 or 6. In either mode, weapon must be in arc and can only be used in the Attack Phase. If the weapon is used Defensively, it does not count as a weapons attack for purposes of limits on firing a particular number of weapons.
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5. Angel (Ancient)
The Triad have three Aspects: Order, Chaos and Neutrality. The Triad pull energy from their surroundings to form ships and can direct it into battle from great distances. The Aspect of Order focuses on crystals and optics with the Angel ship being just one of many examples. The crystalline nature of their units gives them a certain resistance to energy based damage.
Speed: 10
Turn: 2 / 45
Hull: 6
Damage: 180/ 18
Crew: -
Troops: -
Craft: None
In Service: Until 2261
Special Traits: Prismatic Armor (treat as Adaptive Armor only against Beam weapons which includes Mini-Beams), Advanced Jump Engine, Flight Computer, Self Repair 3D6.
Weapon/ Range/ Arc/ AD/ Special
Photonic Prism Beam/ 20/ F/P*/ 6/ Beam, Precise, Double Damage.
Photonic Prism Beam/ 20/ F/S*/ 6/ Beam, Precise, Double Damage.
Flare Generator/ 0/ 360*/ 10/ AP, Energy Mine 5 inch radius, Triple Damage, See notes below.
* F/P covers Forward, Port Arcs and F/S covers Forward and Starboard Arcs, 360 covers all arcs.
Notes: Flare Generator follows all A Call to Arms Babylon 5 Space Combat rules unless otherwise noted. The Flare Generator generates an Energy Mine at the center of the ship carrying the weapon and affects all units out to 5 inches away in a 360 degree arc. All Triad units (including the firing unit) are immune to the weapon.
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