Foxphoenix135
Mongoose
DISCLAIMER- I have not playtested these rules, thought through my actions, or considered the ramifications of this post. Use at your own risk
INTRODUCTION:
These rules are not designed for balance. They are designed to give players a way to have fun and memorable games, and to be able to use whatever models they may have available. With these rules, it is possible for players to use their starship models from other games using the Noble Armada rule set. This is also great for resolving starship combat in futuristic RPG settings. I have broken the process down into a number of steps, detailed below:
1) Choose Hull Type
2) Choose Speed/Maneuvering
3) Choose Hull Points, Damage, and Shields
4) Choose Troop Capacity
5) Choose Components and Traits
6) Choose Crew Quality
Once these steps have been taken, the ship should be ready for use in the game. Again, these designs will not be balanced, so no system for figuring points-values will be provided here.
STEP 1: CHOOSE HULL TYPE
The first step you must undertake when designing your ship for Noble Armada is to select the ship’s hull type. This will determine the ship’s access to a number of components, attributes, and so on. The available hull types are-
Raider (AKA Explorer or Scout)
Frigate
Galliot
Destroyer
Light Carrier
Cruiser
Heavy Carrier
Dreadnought
The table below outlines the minimum and maximum values for each hull type’s attributes (min-max, when only one value is given, assume that it is the maximum):
(Apologies for the frelled up copy/paste table)
SHIP TYPE (SPEED) TURNS (HP) SHIELDS (TROOPS) RAMMING (DAMAGE)
Raider (8-16) 2/45 - 2/90 (3-4) 2-3 (1-2) 1-2 (9/3 - 12/4)
Frigate (8-12) 1/45 - 2/45 (4) 3 (6-9) 2 (18/6)
Galliot (12-16) 2/45 - 2/90 (4) 3 (10) 3 (21/7)
Destroyer (8-12) 1/45 - 2/45 (5) 4 (8-10) 4-5 (30/10)
Light Carrier (8) 1/45 - 2/45 (4) 4 (6) 4 (30/10)
Cruiser (8) 1/45 (5) 4 (10-12) 6 (42/14)
Heavy Carrier (4-8) 1/45 (4) 6 (12) 8 (75/25)
Dreadnought (4-8) 1/45 (5) 6 (16-18) 9 (75/25)
STEP 2: CHOOSE SPEED / MANEUVERING
Once you have selected your hull type, refer to the hull chart. You may then choose a speed for your vessel, as long as it is equal to or between the maximum and minimum values listed. Furthermore, it has to be an even integer (8, 10, 12, etc.).
Once the speed of the vessel has been determined, the turning ability can be chosen. Most vessels have two values listed; you may use either the first or the second value.
STEP 3: CHOOSE HULL POINTS, DAMAGE, AND SHIELDS
Most vessels only have one value for Hull Points and Shields. For these vessels, you may choose to add or subtract one point from the value to fit the theme of the ship. For example, if you wanted to depict a light cruiser, you could subtract a hull point from the listed number for cruisers. For Damage, if two values are listed, you may select either value.
STEP 4: CHOOSE TROOP CAPACITY
When choosing a troop capacity for the vessel, denote which quality of troop is carried on the ship.
STEP 5: CHOOSE COMPONENTS AND TRAITS
This is the most complicated and involved part of the ship design process. Some components are only available for a limited selection of hull types. Furthermore, many hull types have a limited amount of hardpoints for weapon mountings. Each hull type may have up to the following number of weapons:
Raiders- 1 Grapple Gun (F) -or- 2 Grapple Guns (P, S) and 1 AD Light Weapon (One each arc)
Frigate- 1 Grapple Gun (F) -or- 2 Grapple Guns (P, S) and 8-10 AD of Light Weapons (Any Arc)
Galliot- 5 Grapple Guns (1F, 2P, 2S) and 12 AD of Light Weapons (Any Arc)
Destroyer- 1 Grapple Gun (F) and 18 AD of Light to Medium Weapons (Max 4 AD in the Turret)
Light Carrier- 1 Grapple Gun (F) and 10 AD of Light to Medium Weapons (Max 4 AD in the Turret)
Cruiser- 4 Grapple Guns (2P, 2S) and 6 AD of Heavy Weapon (T), 20 AD of Light to Medium Weapon (P,S)
Heavy Carrier- 4 Grapple Guns (2P, 2S) and 20 AD of Medium to Heavy Weapons (P, S, T)
Dreadnought- 4 Grapple Guns (2P, 2S) and 24 AD of Medium to Heavy Weapons (P, S, T)
Carriers and Light Carriers may have Attack Craft. Light carriers may have up to 8 Craft with Carrier 2, while Heavy Carriers may have up to 16 Craft with Carrier 6.
Dreadnoughts and Carriers of either type automatically have the Lumbering special rule. Some cruisers may also have this rule, if they are especially heavily armed or armored.
Dreadnoughts, Cruisers, and Carriers of either type may also have the Thinking Machine special rule, as well as Command +1 or +2.
Raiders may have the Agile and Scout special rules.
Destroyers may sacrifice 6AD of their weaponry to take the Stealth +4 ability. Frigates may take this ability without sacrificing firepower.
(Omitted to protect Mongoose IP, but Rockets are considered Light, Gremlin Guns Medium, and Tractor Beams are also considered Medium weapons)
*Meson Weaponry can only be mounted on Dreadnoughts
** Rocket weapons may have 2AD for every 1AD allowed by its hull type. For example, a Raider hull type may have 2 AD of rockets, rather than the usual maximum of 1 AD of light weaponry.
STEP 6: CHOOSE CREW QUALITY
As per the normal rules!
CONCLUSION:
Most of this is rough draft at best, so please just view this as a fun diversion if you have miniatures lying around from other Void-Navy tabletop games. I like to think of it as a compliment to Mongoose on their solid and fun set of starship rules! Make up some basic stats for some ships, and roll some dice, see how it plays out! This quick-and-dirty set of design rules is not for power-gamers or munchkins, because it is VERY easily abused. Casual and friendly games only!
Given enough feedback, perhaps the community could help me to polish and refine this into a complete set of design rules. To that end, I invite these rules to be freely shared, perverted, and twisted to your own ends. Thanks for taking a look!
--Foxphoenix
INTRODUCTION:
These rules are not designed for balance. They are designed to give players a way to have fun and memorable games, and to be able to use whatever models they may have available. With these rules, it is possible for players to use their starship models from other games using the Noble Armada rule set. This is also great for resolving starship combat in futuristic RPG settings. I have broken the process down into a number of steps, detailed below:
1) Choose Hull Type
2) Choose Speed/Maneuvering
3) Choose Hull Points, Damage, and Shields
4) Choose Troop Capacity
5) Choose Components and Traits
6) Choose Crew Quality
Once these steps have been taken, the ship should be ready for use in the game. Again, these designs will not be balanced, so no system for figuring points-values will be provided here.
STEP 1: CHOOSE HULL TYPE
The first step you must undertake when designing your ship for Noble Armada is to select the ship’s hull type. This will determine the ship’s access to a number of components, attributes, and so on. The available hull types are-
Raider (AKA Explorer or Scout)
Frigate
Galliot
Destroyer
Light Carrier
Cruiser
Heavy Carrier
Dreadnought
The table below outlines the minimum and maximum values for each hull type’s attributes (min-max, when only one value is given, assume that it is the maximum):
(Apologies for the frelled up copy/paste table)
SHIP TYPE (SPEED) TURNS (HP) SHIELDS (TROOPS) RAMMING (DAMAGE)
Raider (8-16) 2/45 - 2/90 (3-4) 2-3 (1-2) 1-2 (9/3 - 12/4)
Frigate (8-12) 1/45 - 2/45 (4) 3 (6-9) 2 (18/6)
Galliot (12-16) 2/45 - 2/90 (4) 3 (10) 3 (21/7)
Destroyer (8-12) 1/45 - 2/45 (5) 4 (8-10) 4-5 (30/10)
Light Carrier (8) 1/45 - 2/45 (4) 4 (6) 4 (30/10)
Cruiser (8) 1/45 (5) 4 (10-12) 6 (42/14)
Heavy Carrier (4-8) 1/45 (4) 6 (12) 8 (75/25)
Dreadnought (4-8) 1/45 (5) 6 (16-18) 9 (75/25)
STEP 2: CHOOSE SPEED / MANEUVERING
Once you have selected your hull type, refer to the hull chart. You may then choose a speed for your vessel, as long as it is equal to or between the maximum and minimum values listed. Furthermore, it has to be an even integer (8, 10, 12, etc.).
Once the speed of the vessel has been determined, the turning ability can be chosen. Most vessels have two values listed; you may use either the first or the second value.
STEP 3: CHOOSE HULL POINTS, DAMAGE, AND SHIELDS
Most vessels only have one value for Hull Points and Shields. For these vessels, you may choose to add or subtract one point from the value to fit the theme of the ship. For example, if you wanted to depict a light cruiser, you could subtract a hull point from the listed number for cruisers. For Damage, if two values are listed, you may select either value.
STEP 4: CHOOSE TROOP CAPACITY
When choosing a troop capacity for the vessel, denote which quality of troop is carried on the ship.
STEP 5: CHOOSE COMPONENTS AND TRAITS
This is the most complicated and involved part of the ship design process. Some components are only available for a limited selection of hull types. Furthermore, many hull types have a limited amount of hardpoints for weapon mountings. Each hull type may have up to the following number of weapons:
Raiders- 1 Grapple Gun (F) -or- 2 Grapple Guns (P, S) and 1 AD Light Weapon (One each arc)
Frigate- 1 Grapple Gun (F) -or- 2 Grapple Guns (P, S) and 8-10 AD of Light Weapons (Any Arc)
Galliot- 5 Grapple Guns (1F, 2P, 2S) and 12 AD of Light Weapons (Any Arc)
Destroyer- 1 Grapple Gun (F) and 18 AD of Light to Medium Weapons (Max 4 AD in the Turret)
Light Carrier- 1 Grapple Gun (F) and 10 AD of Light to Medium Weapons (Max 4 AD in the Turret)
Cruiser- 4 Grapple Guns (2P, 2S) and 6 AD of Heavy Weapon (T), 20 AD of Light to Medium Weapon (P,S)
Heavy Carrier- 4 Grapple Guns (2P, 2S) and 20 AD of Medium to Heavy Weapons (P, S, T)
Dreadnought- 4 Grapple Guns (2P, 2S) and 24 AD of Medium to Heavy Weapons (P, S, T)
Carriers and Light Carriers may have Attack Craft. Light carriers may have up to 8 Craft with Carrier 2, while Heavy Carriers may have up to 16 Craft with Carrier 6.
Dreadnoughts and Carriers of either type automatically have the Lumbering special rule. Some cruisers may also have this rule, if they are especially heavily armed or armored.
Dreadnoughts, Cruisers, and Carriers of either type may also have the Thinking Machine special rule, as well as Command +1 or +2.
Raiders may have the Agile and Scout special rules.
Destroyers may sacrifice 6AD of their weaponry to take the Stealth +4 ability. Frigates may take this ability without sacrificing firepower.
(Omitted to protect Mongoose IP, but Rockets are considered Light, Gremlin Guns Medium, and Tractor Beams are also considered Medium weapons)
*Meson Weaponry can only be mounted on Dreadnoughts
** Rocket weapons may have 2AD for every 1AD allowed by its hull type. For example, a Raider hull type may have 2 AD of rockets, rather than the usual maximum of 1 AD of light weaponry.
STEP 6: CHOOSE CREW QUALITY
As per the normal rules!
CONCLUSION:
Most of this is rough draft at best, so please just view this as a fun diversion if you have miniatures lying around from other Void-Navy tabletop games. I like to think of it as a compliment to Mongoose on their solid and fun set of starship rules! Make up some basic stats for some ships, and roll some dice, see how it plays out! This quick-and-dirty set of design rules is not for power-gamers or munchkins, because it is VERY easily abused. Casual and friendly games only!
Given enough feedback, perhaps the community could help me to polish and refine this into a complete set of design rules. To that end, I invite these rules to be freely shared, perverted, and twisted to your own ends. Thanks for taking a look!
--Foxphoenix