A Whole New Gaim V2.0 :)

Da Boss

Mongoose
So here we are version two of a possible version of the Gaim with grateful thanks to Burger and friends on the forum who thought up lots of cool things :)

So thoughts / comments?

The Gaim Intelligence Fleet ListThe 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 light cruiser

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

Priority Level: Battle
Shrutaa-class ship

Priority Level: war
Sutara-class hive-ship

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.

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. If the Klikkitak is still in play in the next end phase, remove it from the table.

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.

The Queens: Every Gaim fleet must be led by at one Queen ship (of any type). She is placed on one ship and will raise its Priority Level by one, so a Raid level ship will become a Battle level ship, a Battle level ship will become a War level ship, and so on. An Armageddon level ship will take both an Armageddon level slot and a Battle level slot. Modify the ship that the Queen is placed on as follows:
The Queen ship receives a +1 bonus to Crew Quality, and every ship in the fleet will have the same Crew Quality as the Queen.
Hull increases to 6.
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.
You may choose any two Admiral abilities that the Queen may use.
Campaign Rules: The Queen is not assigned to a specific ship but instead is always available to be placed on a ship before a battle. If the Queen is lost in battle, another Queen will be matured in the Repairs and Reinforcements phase.

Dynamic Squadrons: 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 Queen represent the most important ship in the fleet. If a fleet loses its Queen, 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: 3 Damage: - Crew: - Troops: -
Dogfighting: - Craft: - Special Rules: Dodge 3+, Fighter
In Service: 2213+

* 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. If the Klikkitak is still in play in the next end phase, remove it from the table. 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 Queen. 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: 4 Klikkita flights, Special Rules: Carrier 2, 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 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:5 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 Battleship Battle
Most commonly seen commanding Gaim war fleets, the Shrutaa is a solid warship, often used 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: 18 Klikkita 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 16 AP, Twin-linked

Shuuka-class Light Cruiser Skirmish
Young Queens rarely have the opportunity to command fleets of their own but occasionally, one will be allowed to use a Shuuka to lead a small expeditionary force into enemy territory.

Speed: 6 Turn: 2/45o Hull: 5 Damage: 19/4 Crew: 28/6
Troops: 6 Craft: 10 Klikkita 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 8 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 has a range of offensive weaponry and allows the Queen 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 Plasma Projectors 12 T AP, 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: 10/3
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 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: 26 Klikkita flights,
Special Rules: Carrier 8, 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 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: 32 Klikkita flights, 6 Breaching Pod flights
Special Rules: Carrier 10, 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

If one or more Sutara Class Hive Ships are in your feet, the Queen must be assigned to one of them.
 
TBH i dont like the queen thing. one queen? ok they lost a few other bits to balance it out but now you have the same ships that dont even give away double the VPs so you dont even have that as a balancing factor.
yes the Gaim could lose the queen early and go down to 0 init etc etc but by then all the fighters will still be swarming you and the e-mines will have done their damage.
the only queen that was ever a problem was the skirmish queen but that was down to its firepower being on par with the raid one more than it carried a queen. as i have pointed out in various threads Ben only had 2 queens. if he could only have one then he probably would have had 7 fleet carriers one of them carrying his queen and an additional battle level ship.

where has this come from that people have a problem with queens (apart from the skirmish one). me personallyi would rather face 5 raid queens than one raid queen and 4 of the previous raid queen without a queen. if its 5 raid queens i can score 100vps, now for killing 4 of the same ships plus a promoted skirmish queen you get 50.

edit: also just noticed that you can choose 2 admiral abilities as well so lets have Gaim with init +5 and a reroll one failed CQ check on each ship :D give me previous versions with multiple queens please.
 
re One Queen - not sure but its seems to fit the fluff - lets see what others think as well :)

As you said they are "hopefully" different ships (range, arcs, some reduced hulls, reduced craft with reduced endurance, no fleet carrier but with secondary guns)- not sure if different enough but the arc change at least gives you a chance to try and outmaneuver?

I agree Queens were not a probelm in the way you suggest but then prtoect the one Queen seems to make sense fluff wise.

re VP problems - The Games I saw - the cheese Gaim ships didn't really get shot (until LLD and CA, applogies ifanyone else got decent shots in aginst them) at never mind, loosing Queens, I saw one get double teamed by EA (with variant missiles) in front and Minbari behind jumping in half way through a game - not really standard game play? :)

Admiral Abilities - well they could do that anyway with a Admiral and have an extra ability?
 
Hey DaBoss, like some of the ideas, but I think before we go crazy and redo the gaim fleet list a couple of times over less than 1 week, we need to pick a path, playtest about a dozen or so games, and them adjust from there.


Dave
 
Yeah I know what you mean - sorry get carried away :)

but the one queen things is such a departure I thought I would see which is perhaps the start of where to go and then try it out?

It feels sort of right but not sure?

I think we are getting there towards a rough balance in terms of things discussed - change arcs, traits lost, endurance on missiles etc but this Queen / non -queen issue - hmm well I thought I would do a list and see what people thinks

note to self - get a life and stop posting :D

Right am off to do some building and painting - its either that of tidy the flat :shock: :roll:
 
got to say i don't really like the change to the queen rule with them just being added to a ship, i'd rather just see a queen ship limit to the fap and a minimum of 1 in each fleet, then see a limit of the PL level fighter choice equal to the number of queens....
 
katadder said:
well it must be tidy the flat cos you dont paint do you? always get derina to paint for you ;)

Only when i want them done nicely :D I have painted (badly) my entire Centauri fleet, some Shadows (ok spray painted black) some minbari and vorlon ships and some M/V hybrids - oh and some other bits and pieces.........

Sadly have not got the talent for it and presently do have the money so prefer to get them done properly 8)
 
One queen...
Then what about campain play? If you have multiple battles per round, you would be forced to play some without your queen. What then?
 
hmm good point :( not thought of that..............but then thats why I stuck this up to come up with problems etc........ :D
 
Well if the queen is like an admiral and not fixed to one ship, then you can just use her on different ships in both games.
If she dies, another one is born and takes over immediately.
 
still think thats way too high!
what was the reasoning behind it being so high
as burger said the CQ +1 is the ballance for drones warfare
the intel should be sensors scouts diplomatic missions spies, telepaths etc
not something i'd attribute to the Gaim
and if so why hasn't EA got a huge + bonus?
 
Well if the queen is like an admiral and not fixed to one ship, then you can just use her on different ships in both games.
If she dies, another one is born and takes over immediately.

For simplicity, don't have it as part of the fleet list at all.

"As part of your deployment, nominate one ship to be carrying the queen commanding this fleet group. This must be a Sutara-class hive-ship if your fleet includes any."
 
i think its better than the one in the book, ya got to do the refits etc....

SG-1 minis primed mate.

you wanted the Gear black from season 9 +? or green ......
 
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