Fleet Auxiliaries and support ship designs

Da Boss

Mongoose
Hi All - playing with some ideas - any comments / sugested amendments -
thanks in advance :)


New Trait: Fleet Auxiliary:
An auxiliary ship is a ship designed to operate in any number of roles supporting combatant ships and other naval operations. Auxiliaries are not designed to operate as combatants, although some races build them with more extensive combat capacity, it is usually of a self-defensive nature. Auxiliaries are extremely important for the younger space faring races, as without them, the primary fleet vessels are not as effective. However, the composition and size of these auxiliary fleets varies depending on the nature of each navy and its primary mission. In a Campaign, a Fleet containing one or more Fleet Tenders may ignore the 5 RR point premium required for repairing Crippled chips.

Fuji Class Fleet Auxiliary Skirmish
A derivative of the Olympus Class, the Fuji line of ships are considerably larger but fitted with less armour, as the ship is packed full of repair facilities and trained technicians. A dedicated repair and re-supply ship, designed to provide vital support to fleets operating away from their bases, it proved its worth in the Dilgar war. Lightly armed – they required a substantial fighter escort to ensure that they are able to carry out their duties without interference.

Speed: 4 Turns: 1/45 Hull: 4 Damage: 30 / 10
Crew: 42 /12 Troops: 1 Craft: 3 Aurora Starfury Flight,
Special Rules: Anti-fighter 1, Fleet Auxiliary, Interceptor 1, Lumbering In Service: 2210
.
Weapon Range Arc AD Special
Plasma Cannon 8 F 2 AP
Plasma Cannon 8 P 4 AP
Plasma Cannon 8 S 4 AP
Plasma Cannon 8 A 2 AP

In a Campaign, each Fuji Class Fleet Auxiliary generates 3 RR points per turn which may only be used for repairing vessels.

(also an excuse to have a different ship for the huge old Olympus model ) :)

T’Sorn Reclamation Ship (T’Loth Variant) Raid
Following the expulsion of the Centauri, the Narn proved themselves adept at recovering and repairing damaged or destroyed ships and either putting them back into service or cannibalising them for other ships. The T’Sorn was a conversion of the redoubtable T’Shon Explorer which carried engineers and reclamation equipment to enable it to recover ships – whether they be damaged Narn ships or more often, those of the enemy.
Speed: 6 Turns: 1/45 Hull: 5 Damage: 74 / 15
Crew: 90/21 Troops: 6 Craft: 1 Gorith Flight,
Special Rules: Anti-fighter 1, Fleet Auxiliary, Jump Engine, Lumbering, Shuttles 2, In Service: 2225

. Weapon Range Arc AD Special
Plasma Cannon 12 F 4 AP
Light Pulse Cannon 8 F 6
Light Pulse Cannon 8 F 6
Light Pulse Cannon 8 F 6
Light Pulse Cannon 8 F 6

If a T’Sorn takes part in a battle on the winning side and survives, you may choose one destroyed enemy ship of that did not explode and generate VP as if it was captured.

Oras Class Research Ship (Omelos Variant) Raid
As the Dilgar war machine advanced across the League, it was considered important to both keep the war ships in fighting condition and also provide a base for investigation into useful alien technologies. Oras Class ships carried a substantial force of troops to subdue any survivors on board enemy ships and were trained to recognise and capture “useful personnel.” A substantial swarm of fighters accompany it, although Dilgar pilots usually consider this assignment a punishment.

Speed: 10 Turns: 1/45 Hull: 5 Damage: 28 / 5
Crew: 35/6 Troops: 6 Craft: 2 Thorun Dartfighter flights,
Special Rules: Anti-fighter 4, Fleet Auxiliary , Shuttles 2, In Service: 2228-2232
.
Weapon Range Arc AD Special
Light Pulsars 8 F 8
Light Pulsars 8 P 6
Light Pulsars 8 S 6
Light Pulsars 8 A 6
If a Oras takes part in a battle on the winning side and survives, you may choose one destroyed enemy ship of that did not explode and generate VP as if it was captured.

Taldaria Class Explorer (Balvarian Variant) Raid
Taldaria Clas ships are now very rare in the Republic, with little interest in expansion or exploration, the few remaining ships are found almost exclusively in the fleets of House Hessius and interestingly House Kodiro. The Royal Navy long ago converted its Taldaria’s into Balvarin class Carriers and it was a House Hessius vessel that first encountered the Drakh in 2259. It retains a substantial fighter escort, but also has numerous shuttles and advanced robotic probes to allow exploration of unknown worlds.

Speed: 4 Turns: 1/45 Hull: 5 Damage: 44 / 10
Crew: 55/12 Troops: 4 Craft: 4 Razik Flights,
Special Rules: Anti-fighter 2, Carrier 2, Interceptors 1, Jump Engine, Lumbering, Scout, Shuttles 2,
In Service: 2195+
.
Weapon Range Arc AD Special
Ion Cannon 12 F 6 Double Damage, Twin-Linked
Ion Cannon 12 P 4 Double Damage, Twin-Linked
Ion Cannon 12 S 4 Double Damage, Twin-Linked
Ion Cannon 12 A 4 Double Damage, Twin-Linked

Sulith Class Medical Frigate (Bimith Variant) Raid
The Sulith was designed to provide emergency medical response to ships in the field and give the ability to assist other races should they be subject to plague or other disasters. It proved an important asset in the Dilgar war but also sadly a target for Dilgar ship captains to attempt to capture, especially those under Jha’Dur. The difficulties of dealing with traumatised patients and defending against boarders led to a substantial security force on board, usual alien mercenaries which often led to other problems………

Speed: 10 Turns: 1/45 Hull: 5 Damage: 30 / 6
Crew: 45/9 Troops: 3 Craft: 1 Hasra Drone Flight ,
Special Rules: Anti-fighter 4, Interceptors 2, Jump Engine, Shields 16/2, In Service: 2230+
.
Weapon Range Arc AD Special
Quad Particle Array 8 F 6 Twin Linked
Quad particle Array 8 P 8 Twin Linked
Quad Particle Array 8 S 8 Twin Linked
Quad particle Array 8 A 6 Twin Linked

In a Campaign, a fleet containing a Sulith may replace 12 lost Crew points for every RR point spent on recruiting new crew for a ship.

Dur’shi Explorer (Avioki Variant) Raid
The pak’ma’ra can be found across the galaxy and travel there in various ways, including their own equivalent of the Earth Explorer vessels.
Having purchased massive, and most importantly jump capable, Batrado ships, they transformed them in their own indomitable fashion and set off to discover the places that others would not bother to investigate.

Speed: 4 Turns: 1/45 Hull: 5 Damage: 64 / 10
Crew: 68/10 Troops: 1 Craft: 1 Porfatis Flight,
Special Rules: Anti-fighter 2, Jump Engine, Lumbering, Shuttles 1, In Service: 2240+
.
Weapon Range Arc AD Special
Plasma Torpedo 25 F 2 AP, Slow-Loading, Triple Damage
Plasma Cannon 10 F 4 AP
Plasma Cannon 10 P 6 AP
Plasma Cannon 10 S 6 AP
 
Da Boss said:
In a Campaign, each Fuji Class Fleet Auxiliary generates 3 RR points per turn which may only be used for repairing vessels.
So its just a free RR generator? What is to stop an EA fleet from buying 10 of these at the start, and never have to pay to repair ships again? ;)

Da Boss said:
If a T’Sorn takes part in a battle on the winning side and survives, you may choose one destroyed enemy ship of that did not explode and generate VP as if it was captured.
If it's already on the winning side, why do you need extra VP's?
 
Burger said:
Da Boss said:
In a Campaign, each Fuji Class Fleet Auxiliary generates 3 RR points per turn which may only be used for repairing vessels.
So its just a free RR generator? What is to stop an EA fleet from buying 10 of these at the start, and never have to pay to repair ships again? ;)

Da Boss said:
If a T’Sorn takes part in a battle on the winning side and survives, you may choose one destroyed enemy ship of that did not explode and generate VP as if it was captured.
If it's already on the winning side, why do you need extra VP's?

maybe a cost reduction for repairs would be more appropriate then? yes it's a stealth RR generator that way ;-)
I was thinking the T'Sorn would capture and scrap the ship for RR, or refit? would fit in with the fluff more.
 
Thanks guys - good points - most useful.

why is I don't see these things myself :oops: :roll:

Fuji Class - hmm -
how about each RR pt counts as double when used for making repairs if you have one or more Fuji Class in your fleet.

T'Sorn - If a T’Sorn takes part in a battle on the winning side and survives, you may choose one destroyed enemy ship of that did not explode and generate RR as follows:
Partol 2, Skirmish, 4, Raid 6, Battle 8, War 12, Armegdeon 16. not sure about the numbers.

Oras - Maybe - If a Oras takes part in a battle on the winning side and survives, you may choose one ship (including the Oras) and imediately apply a refit to that ship.
 
Couple of counter points...

First one that needs clarification is what counts as 'with the fleet'. Does it mean in your campaign list, or does it mean fielded with a fleet in a battle. If you mean in your campaign list then you have a problem, as you have economically crippled anyone who cannot buy one (not all races have access) as the cost of repairing criticals is a big deal (a crit is the same cost as a patrol ship right?).

If the ship has to be fielded you are reducing your fleet effectiveness (most have eh guns) in exchange for offsetting the cost of the battle, that's closer to good, and at least you have to risk losing the ship and the advantage. I would say it still has to be on the field to take advantage for the winner to prevent folks running it off the board on turn one. For the loser it, in effect will always run off the table... so eh...

specific ships stuff...

the Fuji generates 3 rr for repair as posted. That's a lot smaller effect than doubling the points, spending 10 rr to get a 3 rr generator that is only useful for repairs doesn't seem broken. If you have to field it to benefit from it, even better.

T'Sorn - your rr is too high and the VP was pretty good to start with if you drop the winning side and change it to 'if still on the board'. Otherwise I'd go with a flat 5 RR bonus at best. The ships guns aren't that much weaker than the T'loths, and having it survive a battle means you get a free pair of torpedo cutters.

Oras - similar to the T'Sorn, but I like the refit roll. It fits the research idea very nicely.

Taldaria - no fleet aux trait... so the Centauri don't have access? It's nice for them to have a durable scout/carrier but not sure that is offset in campaign by something that could in generate a bigger economy that the best locations. (A single ship with four crits would save 20 pts if you have access to an aux.)

Sulith - I like of course, good fluff and abbai love is always appreciated, but... you get a 50% increase in crew for the point, but you want to double the effect of repair costs for the fuji and it's a level cheaper. No access to a fleet aux trait also...

Dur'shi - Still worry about carried porfatis a touch... but eh... my worry here is again, no fleet aux trait and in this case no other special benefit... why take this ship?

Good ideas, just need to watch the economics vs risk, and give a reason to take a ship in place of something already on the lists.

Ripple
 
Once again Thanks Ripple.

I was probably going to work up a Auxilary for most races including my beloved Centauri :) These are sort of work in progress and wanted to see if people think I am on the right track or not.

Abbai - do they grow ships - seem to recall hearing that somewhere - may give me some ideas,
Drazi -Maybe a Claweagle variant for salvaging,
Drakh - A Carrier that produces the ships within the Unity's fleets.
Vree am thinking of a "sampling" ship,
Minbari - not sure - must download the Protectorate pdf and have a proper look in case it sparks somehting worker caste themed,
not sure about PSiCorps - perhaps a specialist tender for the hunters - sort of like the sub tenders in WWII.
ISA - er hmm ideas anyone?
Brakari - some sort of huge mining thing?
Gaim -

I agree with trying to make them have to be fielded to get advantage as it also gives opponent a target to kill to stop it working and hopefully makes a viable alternative to kill the big un :)

Fuji - Each Fiji that takes part in a battle and is still in play at the end of the battle generates 3RR which can only be used for repairs, any unspent RR following the repair phase is lost.

T'SornIf a If a T’Sorn takes part in a battle and is still in play at the end of the battle you may choose one destroyed enemy ship of that did not explode and generate 5RR from reclaiming its technology.

Oras If a Oras takes part in a battle and is still in play at the end of the battle, you may choose one ship (including the Oras) and immediately apply a refit to that ship.

Sulith
If a Sulith takes part in a battle and is still on the baord at the end of the battle, you may replace 16 lost Crew points for every RR point spent on recruiting new crew for a ship.

Dur’shi may give it Scout trait and/or nick something from their special duties - need to look at books when back from work!!!
 
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