A New Gaim :)

Da Boss

Mongoose
Some ideas: not tested, prob not balanced but finished work late (9pm) and bored.............I have took some stuff away and added some bits as well:)
In Summation (heavily influenced by discussions in the Pub Sat night , and on the forum)

I made all E mines F arc and reduced range on many
Gave the Gaim a short range plasma weapon (based on fighter armament) and better version on bigger ships (both turreted)
Added a War ship
Added to the rule about campaign replenishment
delted all the advanced Traits
added 2 speed to missiles but made them blow up if they met fighters rather than dogfight
Added an extra to Protect the Queen
removed some fighters from some ships
added a few wepaons on some ships

The Gaim Intelligence Fleet List
The following forms the entire fleet list for the Gaim Intelligence.

Priority Level: Patrol
Breaching Pod Wing (4 flights)
Klikkita Wing (6 flights)
Stak-class scout

Priority Level: Skirmish
Sataaka-class gunship
Shuuka-class queen light cruiser

Priority Level: Raid
Shaakak-class queen cruiser
Skrunnka-class assault ship
Stuteeka-class war carrier

Priority Level: Battle
Shrutaa-class queen ship

Priority Level: War
Sutara-class Queen hive-ship

FightersFlights 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.

A Klikkita flight may convert itself into a Klikkitak flight in any End Phase, whether or not it has been launched or not from its parent ship. Once converted into a Klikkitak, it may not change back and it may never be recovered by the fleet carrier trait.

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

Assault Drones: The drones used as troops by the Gaim are genetically bred to be awesome fighting machines. Whenever performing a boarding action or planetary assault, Gaim Troops roll two dice when attacking, taking the best one.

Pilot Drones: Gaim carriers are fully capable of manufacturing fighters and breeding the drones to crew them at an accelerated pace. All Gaim ships will automatically replace all their fighters and breaching pods at the end of every campaign turn as long as they have at least one ship that has the Fleet Carrier trait.

The Queens: Every Gaim fleet must be led by at least one Queen ship (of any type). Queen ships receive a +1 bonus to Crew Quality, and every ship in the fleet will have the same Crew Quality as the nearest Queen.

Dynamic Squadrons: As long as Queen ship is in play, Gaim fleets are not required to create squadrons before a scenario begins. Instead, any ships that fulfil the requirements of becoming a squadron (such as being within 6” of one another) may automatically be declared a squadron at the start of the Movement Phase. They may continue to act as a squadron throughout the scenario, or be disbanded in any End Phase.

Protect the Queen: The Queens represent the most important ships in the fleet. If a fleet loses all of its Queens, every ship will immediately suffer a –4 penalty to Crew Quality and the fleet will have its Initiative reduced to –3. In addition, a Queen ship will provide double the normal number of Victory Points for an enemy.If a Queen ship is attacked and a non Queen ship is within 4” and within range of the enemy attacking, you can force the enemy to attack his ship instead – this is done before any dice are rolled.

Gaim Intelligence Initiative: +3
Breaching Pod Patrol (Wing)
Capable of transporting a platoon of assault drones across the war zone and on towards an enemy ship, breaching pods are dangerous vehicles to deploy but a clever Queen will balance the risk with the potential to keep an enemy on the back foot. Photon Cutters allow the breaching pod to cut through metres thick armour plating once latched onto the hull of a target, gaining entry for the drones carried on board.

Speed: 8 Turns: SM Hull: 5 Damage: - Crew: - Troops: 1
Dogfighting: - Craft: - Special Rules: Breaching Pod, Dodge 5+
In Service: 2168+

Klikkita Light Fighter Patrol (Wing)
Small but possessing a powerful plasma reactor subsystem, the Klikkita is crewed by a single drone. Super agile and utterly expendable, Klikkitas are kept dormant in their motherships on massive racks until activated. When released, they create a swarm that is almost impossible to penetrate. If threatened by larger vessels, the Klikkita can overload its reactor, turning it into an extremely powerful crewed missile.

Speed: 12 Turns: SM Hull: 3 Damage: - Crew: - Troops: -
Dogfighting: +1 Craft: - Special Rules: Dodge 2+, Fighter
In Service: 2213+
Weapon Range Arc AD Special
Plasma Bolt 2 T 1

Klikkitak Crewed Missile Special
Once the Klikkita overloads its reactor, it becomes a deadly weapon, a missile crewed by a drone who has no thought but to give its life for the Queens. Known as the Klikkitak in this configuration, the drone’s only thought is to guide its craft through heavy fire in order to directly impact into the hull of an enemy warship.

Speed: 12 Turns: SM Hull: 4 Damage: - Crew: - Troops: -
Dogfighting: - Craft: - Special Rules: Dodge 3+, Fighter
In Service: 2213+

* If a Klikkitak moves into contact with an enemy ship (including fighters), it will launch an automatic attack at the end of the Movement Phase, after all Anti-Fighter dice have been rolled. This attack will use 1 Attack Dice, and have the Double Damage, Precise and Super AP traits. It will ignore Interceptors. Once the attack has been performed, the Klikkitak is removed from play and may not be regained by use of the Fleet Carrier trait.

Sataaka-class Gunship Skirmish
A common fighting vessel in Gaim fleets, the role of the Shataaka is to provide a forward screen behind the fighter fleets, intercepting any enemy capital ships that roam too close to the Queens. It is well armed for such a slight vessel.

Speed: 9 Turn: 2/45o Hull: 5 Damage: 18/4 Crew: 29/6
Troops: 6 Craft: 2 Klikkita flights Special Rules: Interceptors 1
In Service: 2189+

Weapon Range Arc AD Special
Gatling Laser 10 F 4 Beam
Plasma Projectors 8 T 10 Twin-Linked

Shaakak-class Queen Light Cruiser Raid
A mid-ranged warship, Shaakaks are often deployed in small makeshift squadrons to support a single Shrutaa, though they will also be found leading small strike forces against the enemies of the Gaim. Heavily defended and usually well supported, tackling a Shaakak can be a tricky proposition.

Speed: 6 Turn: 1/45o Hull: 6 Damage: 38/4 Crew: 40/5
Troops: 9 Craft: 12 Klikkita flights, 2 Breaching Pod flights
Special Rules: Carrier 5, Interceptors 5, Jump Engine, Lumbering
In Service: 2175+

Weapon Range Arc AD Special
Photon Bomb 20 F 4 AP, Energy Mine
Photon Bomb 20 F 4 AP, Energy Mine
Plasma Projectors 8 T 12 Twin-linked

Shrutaa-class Queen Battleship BattleMost commonly seen commanding Gaim war fleets, the Shrutaa is a solid warship, built to protect the Queen inside as she directs the entire battle. Its place is not at the frontline, however, as the Shrutaa relies on its swarming fighters and long-ranged photon bombs to keep enemies at bay.

Speed: 5
Turn: 1/45o
Hull: 6
Damage: 72/14
Crew: 120/28
Troops: 12
Craft: 16 Klikkita flights, 6 Breaching Pod flights
Special Rules: , Carrier 6, Interceptors 5, Jump Engine, Lumbering
In Service: 2201+

Weapon Range Arc AD Special
Photon Bomb 30 F 4 AP, Energy Mine
Photon Bomb 30 F 4 AP, Energy Mine
Photon Bomb 30 F 4 AP, Energy Mine
Heavy Plasma Projectors 12 T 12 AP, Twin-linked

Shuuka-class Queen Light Cruiser Skirmish
Young Queens rarely have the opportunity to command fleets of their own and are instead usually used to support older Queens in managing over-sized fleets. Occasionally, one or more Shuukas will be seen leading a small expeditionary force into enemy territory.

Speed: 6 Turn: 2/45o Hull: 6 Damage: 19/4 Crew: 28/6
Troops: 6 Craft: 6 Klikkita flights, 4 Breaching Pod flights
Special Rules: Carrier 4, Interceptors 2, Jump Engine
In Service: 2209+

Weapon Range Arc AD Special
Photon Bomb 20 F 2 AP, Energy Mine
Photon Bomb 20 F 2 AP, Energy Mine
Photon Bomb 20 F 2 AP, Energy Mine
Plasma Projectors 8 T 6 Twin-linked

Skrunnka-class Assault Ship Raid
Designed to batter through defences and launch shuttles filled with vicious assault drones, be it at an enemy ship or enemy-held world, the Skrunnka is tough and can weather the most devastating attacks. It lacks a wide range of offensive weaponry, leading the Queens to wield its legion of assault drones as they would any other ranged system.

Speed: 8 Turn: 1/45o Hull: 6 Damage: 38/7 Crew: 50/10
Troops: 16 Craft: 14 Breaching Pod flights
Special Rules: Carrier 6, Interceptors 2, Jump Engine, Shuttles 8
In Service: 2209+

Weapon Range Arc AD Special
Heavy Gatling Laser 12 F 4 Beam, Double Damage
Heavy Gatling Laser 12 P 2 Beam, Double Damage
Heavy Gatling Laser 12 S 2 Beam, Double Damage
Heavy Gatling Laser 12 A 2 Beam, Double Damage
Plasma Projectors 8 T 12 Twin-linked

Stak-class Scout Patrol
Often the first sight a visitor to Gaim space will be greeted with, the Stak is used to routinely patrol the border of Gaim worlds. In wartime, groups of Stak will work together as they cross into enemy held systems, cataloguing defences and fleet compositions, throwing photon bombs to cause confusion if forced to retreat.

Speed: 10 Turn: 2/45o Hull: 4 Damage: 6/1
Crew: 18/4 Troops: 3 Craft: 1 Klikkita flight
Special Rules: Jump engine, Scout, Stealth 5+
In Service: 2189+

Weapon Range Arc AD Special
Photon Bomb 16 F 1 AP, Energy Mine, Slow-Loading
Gatling Laser 4 F 2 Beam

Stuteeka-class War Carrier Raid
The largest warship without a Queen in the Gaim fleet, the Stuteeka is weakly armoured and in need of constant protection. However, its massive hangers house racks upon racks of Klikkitas, ready to launch within minutes and overwhelm the enemy in sheer numbers.

Speed: 6 Turn: 2/45o Hull: 4 Damage: 50/14 Crew: 68/16
Troops: 9 Craft: 24 Klikkita flights,
Special Rules: Carrier 8, Fleet Carrier, Interceptors 3, Jump Engine
In Service: 2218+

Weapon Range Arc AD Special
Photon Bomb 30 F 2 AP, Energy Mine
Photon Bomb 30 F 2 AP, Energy Mine
Plasma Projectors 8 T 12 Twin-linked


Sutara-class Queen hive-ship War
A vast world in space, constructed to protect and serve a High Queen on her journey into the darkness. Sutara class vessels consume massive quantities of resources to build and maintain which makes the sudden construction of them so surprising to outsiders. Heavily protected by vast numbers of drones, both warriors within the massive ship and piloting the swarms of fighters that cloak its movements.

Speed: 4 Turn: 1/45o Hull: 6 Damage: 110/21 Crew: 150/36
Troops: 16 Craft: 30 Klikkita flights, 6 Breaching Pod flights
Special Rules: Carrier 10, Fleet Carrier, Interceptors 5, Jump Engine, Lumbering
In Service: 2250+

Weapon Range Arc AD Special
Heavy Gatling Laser 12 F 4 Beam, Double Damage
Photon Bomb 30 F 4 AP, Energy Mine
Photon Bomb 30 F 4 AP, Energy Mine
Photon Bomb 30 F 4 AP, Energy Mine
Heavy Plasma Projectors 12 T 12 AP, Twin Linked
 
Not analysed to the N'th degree admittedly, but if the Battle PL Queen is going to have a Flight Computer, so should the War level given it is years newer in service date!

Regards,

Dave
 
hmm they seem to have lost about 2AD of e-mines but gained a secondary weapon now :D
we would like to see fleet carrier removed from the raid carrier. still carries alot of fighters but as they drones its not bothered about recovery and repair.

edit: aah i see shorter ranges and forward only e-mines. certainly makes them more playable.
 
got to say the change to front mounted weapons as opposed to turrets is a nice change it does alow you to try and out manuver them.

And it would probably get gaim players to use fighters to cover thier flanks a bit more so less on an attack...


Perhaps they should have a limit of individual fighter flights so that they have to take ships as well say not allowed to have more pl's of fighter flights than you have of queen ships? (not including the ones carried on gaim ships is what i'm trying to get at.....)
 
Photon Bomb 30
WHY NOT 20?
with fwd arc its pretty much still mean gaim stay along their table edge!
 
Drop crewed missile hull to 3. Why should missiles be harder to shoot down with AF than the fighters? They should be easier due to their predictable flight path and overloaded reactor.
 
Thanks i'll wait a bit and see what further responses on this thread and the other Gaim threads and maybe collate for a second try?

:D
 
all should be at range 20
get those damn bugs shifted
no otehr weapon system of the same type has longer range
ok maybe a few but we want those bugs shifted from the back board!
 
TGT whats going on. The goal is not to punish the Gaim but to make them more playable. I think that most of the changes are good. As for TGTs only +1, they should be +4 think about it they are a group controlled by and working for a queen that relays orders and they follower them unto there deaths. As for 20 inch range come on its energy mine. It should be long range. You don't drop nukes in your own back yard (per say). If people just make them weak to make there fleets better than they will not be changed because its better to have a to powerful fleet than a crap fleet. (Power fleets will sell to power gamers, crap fleets sell to people that like the history or the looks, Both of which don't sell and put money in the pockets of the makers) I like the idea of forward emines and secondary weapons. Makes it alot better. I would add a little more to the none queens. a couple of fighters on the assault ship(2-4, most likely 2). A could of AD more on the Gunship. A couple of Hull points on the Scout. I think that with the changes would help a great deal. I just want to say. I play ISA and CAN Not beat Gaim on a fair average. game. So I have NO!!!!!!! love for them I just want to see them more balanced.
 
Kosh127 said:
As for TGTs only +1, they should be +4 think about it they are a group controlled by and working for a queen that relays orders and they follower them unto there deaths.
That would explain the +1 CQ and all ships using the Queen's CQ. Nothing to do with initiative. Gaim should have +1, there are too many races with high initiatives, and Gaim are Leagues after all.

Kosh127 said:
As for 20 inch range come on its energy mine. It should be long range. You don't drop nukes in your own back yard (per say).
Like the G'Karith's, then?
 
the narn do have alot of weapons over 20" range and some even as far as 45" though.
i think the range should be limited at 30 as then most races can hit them back quite well.
as for init, its more about how quickly your fleet reacts I would say, and a fleet of one mind would react qiute quickly.
 
With in each fleet. I believe that the Narn have MAG, longer range lasers, and other main weopens. Diffrent fleets use diffrent gun. Thats why they are diffrent. Try not to compare the main fun of a fleet to a tir. gun of another fleet.
 
Funny thing Kosh you mention that people who like the history and fluff buyers don't buy enough to support a fleet. In my area, the only people who buy full fleets, and multiple fleets, are the history and fluff types. The power gamers barely buy enough to flesh out their tourney fleet... most end up using counters until they find just the right fleet. And most of the power gamers move on to other games... as this one has proven too easy to break, so its not a challenge to them.

Ripple
 
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