Dilgar era Raiders fleet list Draft 1

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Da Boss
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Dilgar era Raiders fleet list Draft 1

Postby Da Boss » Tue Feb 19, 2008 6:36 pm

Hi all this is partly to give us a opportunity to use varied ships in the Dilgar war tourni, partly cos I liked the idea and mostly for fun :)

Welcome your thoughts !

The Raiders – The Years of blood and opportunity

The period of the Dilgar Wars was exactly that for the many and varied Raider groups – a time when there were many dangerous but lucrative opportunities. Some captains and groups hit the convoys and traders outside the war zone, capitalising on the warships of most races being away. Others found ways to make massive amounts of money from daring blockade runs or strikes against the Dilgar logistics train. Still more made their raids on various races look like the work of the murderous Dilgar before they vanished into the darkness.

Most fleets were the opposite of the Raiders of the later era, being based around fast attack ships and acquired warships from the varied fleets of the galaxy. Fast Strike Ships would blaze into a convoy and draw off the escorts whilst another “friendly” warship led the others to presumed safety. Other raiders employed sturdy, fast blockade-runners to get their cargo’s to wherever they were needed.

Blood and Opportunity………………


The Raiders Fleet List

The following forms the entire fleet list for the Raiders.

Priority Level: Patrol
Breaching Pod Wing (5 flights)
Fighter Wing (6 flights)
Strike Ship

Priority Level: Skirmish
Salvaged Ship

Priority Level: Raid
Blockade Runner
Battlewagon

Fighters
Flights of smaller craft may be purchased separately and used as units in their own right.

Some ships are noted as carrying one or more flights of fighters on board. One or more of these flights may be deployed as normal at any time before or during the battle and do not cost anything extra – the cost of these flights is included in that of their parent ships.

Any ship carrying one or more Fighter flights may replace any number of them for Breaching Pods. Breaching Pods swapped in this way will carry a Troop from the ship – they do not include Troops of their own in the way Breaching Pod Wings do.

Raiders Fleet Special Rules
The following special rules apply to all Raiders fleets.

Scavengers:

Raiders Initiative: +2

Blockade Runner Raid
There are many reasons for ships to take the risk of running blockades – ranging from drug smuggling, slave trading through to humanitarian efforts and inserting spies. The ships that undertake this dangerous work range vastly in appearance but are almost always built for speed and agility. Most carry substantial point defences and reinforced hull and armour

Speed: 10
Turn: 2/ 45
Hull: 5
Damage: 28/6
Crew: 32/8
Troops: 1
Craft: none
Special Rules: Afterburner, Agile, Anti-fighter 2, Atmospheric, Dodge 5+, Interceptor 1, Jump Engine,
In Service: 2190+

Weapon...................Range........ Arc........... AD.......Special
Light Matter Cannon... 8.............. F.............. 4...........AP, Double Damage
Twin Particle Array Turret.8..............T.........6...........Twin Linked, Weak

Fighter Flight Patrol (6 flights per Wing)
The raiders operated a massive variety of fighters, pilfered, bought or recovered from across the known galaxy. Like their pilots they varied in quality from average to surprisingly effective. Speed was usually an asset, especially for thos unlucky enough to have to engage the Dilgar.
Speed: 12
Turn: SM
Hull: 3
Dogfight: +1
Special Rules: Dodge 2+, Fighter
In Service: 2190+
Weapon.................Range.......Arc..........AD....Special
Wing guns..............2 .............T............2...

Scavenged Ship Skirmish
The raiders are often forced to cannibalise and jury rig various salvaged vessels to make one working ship able to traverse space, hit the target and return home. These ships often contain parts from various races including Centauri, Narn, EA and Drazi – all of whom have left hundreds of shattered vessels across the galaxy. Their appearance can confuse defending warships long enough to slip past to their true target in the midst of a swirling melee.
Speed: 5
Turn: 1/45
Hull: 4
Damage: 20/5
Crew: 22/6
Troops: 1
Craft: none
Special Rules: none,
In Service: 2190+

Weapon.........................Range Arc..........AD Special
Light Pulsar......................8........F..............8
Light Pulsar......................8....... P..............6
Light Pulsar......................8....... S..............6

You may choose any three of the following (but you may only select each choice once) customisations to represent the work of the salvage crews.

Customisation Benefit
Reinforced bulkheads and additional crew quarters......
............................... +8/0 Damage, +8/0 Crew.
Heavy armour plating
................................ +1 Hull.
Powerful manoeuvring thrusters (*)
..................................Dodge 5+
Interceptor Network
..................................Interceptors 2.
Point Defence System
...................................Anti-Fighter 2, Escort.
Weapons upgrade and enhanced targeting
...................................Light Pulsars gain Twin-Linked.
Missile battery
.................Missile Racks 20" 3AD Front, Super AP, Precise, Slow-Loading.
Combat Laser mount
...................... Laser Cannon 18" 1AD Boresight, Beam, Double Damage.
Salvaged railgun battery
................................... Railgun 12" 2AD Front/Aft, AP, Double Damage.
Refurbished Plasma weapons
..........................Plasma Cannon 8" 3AD Front, 2AD Port/Starboard, AP.
Hanger Bay
.........................................Auxiliary Craft: 2 Fighters.
Enhanced Bridge and Communication system
.........................................Command +1.
Engine refit (*)
.........................................Speed 9, Turns 2/45, Dodge 6+.
Assault ship
.............................................Atmospheric, Troops 4, Shuttles 2

(*) If both Engine refit and Powerful manoeuvring thrusters are chosen, the ships dodge remains at 5+.

(with grateful thanks to Triggy for allowing the use of this very cool idea)

Strike Ship Patrol
Recovered Havens, salvaged Sho’Kos, bought Warbirds and other ships were often found forming the strike wings of Raider attacks, speeding into the attack and boosting out of danger -those that survived. Whatever their pedigree or condition they were often given the classification of strike ship.
Speed: 12
Turn: 2/45o
Hull: 3
Damage: 12/4
Crew: 14/5
Troops: 2
Craft: none
Special Rules: Agile, Dodge 5+
In Service: 2190+

Weapon..................Range...........Arc........AD............. Special
Main Battery............. 12............ F.............. 4.............. AP,
Secondary battery..... 10............ F.............. 4.............. Twin Linked
Funbeast
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Postby Funbeast » Tue Feb 19, 2008 6:54 pm

Liking the look of this.
I,ve got a small raiders fleet but never used them yet, may have to make a few to look like these. :wink:
TGT
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Raider fleet

Postby TGT » Wed Feb 20, 2008 8:21 am

looks good
drop Breaching Pod Wing (5 flights) to 4 per flight akin to other races and
if it doesn't get jumped upon by others attendning the tourney b4 hand feel free to use it for either good or bad!
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locarno24
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Postby locarno24 » Wed Feb 20, 2008 8:29 am

I do like the idea of the blockade runner. I always thought that a few other things could have been added to the raider fleet in 2e, that and the Argent's Crusaders Assault Freighter would have been my picks.

I'd still have the modified freighter in the list; there's no reason it wouldn't be in there.

One other possible option for an interesting one - sacrificing a cheap, non-hyperspace capable freighter or heavy shuttle for a warship kill (and hence vulnerable convoy) sounds suitably raider-esque. How about the 'fire ship'? Basically unarmed freighter carrying a humungous one shot, triple damage, range zero, turreted energy mine. Virtually no crew but a flight computer (it's rigged for remote)

Hmm.....starting off the modified freighter statline:

Fire Ship

Speed 6
Troops 0
Hull 5
Turns 1/45
Damage 12/3
Crew 6/3
Lumbering
Flight Computer
Afterburner

Weapons
Salvaged Nuclear Warhead
Range 0"
Turret
4 attack dice, Super AP, Triple Damage, Energy Mine
Understand that I'm not advocating violence.
I'm just saying that it's highly effective and I strongly recommend using it.
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Postby Shadow Queen » Wed Feb 20, 2008 2:45 pm

Weapons
Salvaged Nuclear Warhead
Range 0"
Turret
4 attack dice, Super AP, Triple Damage, Energy Mine
think this needs more thought as you cant have a nuke without a blast radius.
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Shadow Queen
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Postby Shadow Queen » Wed Feb 20, 2008 2:48 pm

read Bryan Steele's earth minbari war book for info on a tactical nuke weapons
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“Then grab your gun and bring in the cat,”

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locarno24
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Postby locarno24 » Wed Feb 20, 2008 3:10 pm

....Energy mine....
Understand that I'm not advocating violence.
I'm just saying that it's highly effective and I strongly recommend using it.
Shadow Queen
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Postby Shadow Queen » Wed Feb 20, 2008 3:25 pm

locarno24 wrote:....Energy mine....
sorry nukes are not energy mines as you want them to cause as much damage as possable E'mines dont cause crits
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Davesaint
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Postby Davesaint » Wed Feb 20, 2008 4:36 pm

Why Initiative +2?

The fighters are better than the current fighters, as they are a +1 dogfighter and don't have weak weapons. Thus they can be used as interceptors. If they are supposed to be old outdated tech, then they should be older less useful fighters. Also, maybe they should be speed 8.


Dave
Da Boss
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Postby Da Boss » Wed Feb 20, 2008 4:45 pm

I was going for a different syle :) Less plodding than the other list, much
more aggressive - fast in and out?

re fighters - No bombers, I was also trying to represent they have a variety of actual fighters from many sources - some as good or better than the Delta V's etc. They may have some Raziks, Narn fighters etc but not specialised ships - more a hodge podge of whatever they can get. Alot of this ereas fighters are quite fast............faster than the raiders actually. Also the Raiders can't get fleet carrier.

Like the Strike Ships - They are also hull 3 to represent their "recovered state" and less acess to military quality repair crews?

does that make any sense? :)
locarno24
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Postby locarno24 » Thu Feb 21, 2008 9:13 am

sorry nukes are not energy mines as you want them to cause as much damage as possable E'mines dont cause crits

Damage is merely a question of tweaking attack dice, though. Narn mines are nuclear weapons. Sans launch rails, they're the things G'Kar supplies to Sheridan.

They don't do criticals because they're an energy blast across the entire hull rather than hitting one particular point. Blow away enough of the hull and it becomes a nuke.
Understand that I'm not advocating violence.
I'm just saying that it's highly effective and I strongly recommend using it.

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