House fleets for centauri, and others?

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Cosmic Mongoose
Was thinking, reading that the Psi Corps are essentially, a 4th fleet for EA, what would people (and mongoose) think to some rules for House fleets for centauri for example, each gets some sort of bonus? It's a lot less trouble than devising a whole fleet, but is a way to add a little more variety. I'm sure there will be cries of "it's to complex, to much more work", blah blah etc, but whats one page outlining 4 houses for example, house X has beam techs so ads 1AD to beams, at the loss of 2 AD to the ion cannon, house B has the best pilots, so fighters gain +1 in dogfights etc. those are ideas at there most basic. the same kind of thing could be applied to the Brakiri, corporation X has prepared this fleet, all ships gain a mini gravitic mine, and so on. For sure, it wouldn't work with some fleets.

thoughts?
 
House Refa: special rule: on a 2+ you get clobbered to death by Narns with rocks

House Jaddo: special rule: every time you are about to defeat an opponent roll a dice, on a 2+ you lose the game

House Kiro: special rule: You must ally with raiders, you get stuffed by virtue of crap fleet list and finally a Shadow ship turns up and destroys you on a 2+

How is that for starters? :lol:
 
I like the idea...

You could even make a set of different conditions where you can take 2 points worth for free, or use a patrol / skirmish slot to purchase more.

These could be things like:

Superb training - All crew qualities are increased by 1 (to a max of 6).

Highly agile ships - Come about requires a CQ roll of 7.

Life is cheap - The ship has extra slaves on board so ignores the effects of being reduced to skeleton crew.

Heavy trigger fingers - 1 weapon system per ship gains TL, as long as the weapon has less than 8AD and is not beam.

Defense is the best form of Ofence - Each ship gains a bonus of 1die Interceptors.
 
emperorpenguin said:
House Refa: special rule: on a 2+ you get clobbered to death by Narns with rocks

House Jaddo: special rule: every time you are about to defeat an opponent roll a dice, on a 2+ you lose the game

House Kiro: special rule: You must ally with raiders, you get stuffed by virtue of crap fleet list and finally a Shadow ship turns up and destroys you on a 2+

How is that for starters? :lol:

:lol:
I would want some help from players like you and Lord david, as I make the assumption you know more about Centauri than I do :-). Even if It has no chance of making second ed, could be a Signs and portents piece :-)
 
hiffano said:
I would want some help from players like you and Lord david, as I make the assumption you know more about Centauri than I do :-). Even if It has no chance of making second ed, could be a Signs and portents piece :-)

I will dig out my Centauri Republic Factbook, it has info on the major houses
 
cool, I just saw Matts reply where I first mentioned this. I'll get something in S+P yet damnit ;-)
 
There does seem to be within the universe ways of breaking down a number of the races - the Minbari also have their castes and of course one race has Purple and Green? Maybe it is more for Campaigns?

One thought on Centauri - I like the idea but there is also another alternative - I understand the Centauri fleet is split into three:

Prime - Best ships and crews but prob much less low level ships except maybe Havens?
Purple - larger, for general patrol and defence, fast response ships predominate
Gold - Attacking arm of the fleet - planatary assaults etc?

otherwise
House Ardo - Traders -
House Durnado - Military Tech
House Hessius - Jumpgates / alien Tech
House Kodiro - slavery and politics
House Lurshan - Food - Logistics
House Mollari - Bankers and Military Connections
House Orestres - Espionage
House Refa - Weapons Tech / trading

Just some thoughts - be pleased to help any more if I can!
 
their wasn't a lot of info to create a Crusade era EA either, but we have it :-)

Have faith young man.
I'm not thinking of complete fleet lists for everyone, more like Bonuses so in a campaign, House Ardo would get some kind of RR bonus.
house hessius could have AJP( for say a patrol point per ship?) that kind of thing
 
Would it be easier to start with the Brakiri corporations as there are only four or five of them and they each seem to be more specialised in certain areas?
 
Silvereye said:
Would it be easier to start with the Brakiri corporations as there are only four or five of them and they each seem to be more specialised in certain areas?

Yes, it would probably be easier, but a their are a lot fewer players for the Brakiri too. the centauri would be more fun overall. I have to do some design work tomorow night, so i'll start on this at the same time :-)
 
Well, I did suggest a caste split for Minbari a while ago - but it essentially boiled down to different special action bonuses and different initiatives (and in some cases different CQs).
Adds a bit of flavour, but frankly not that necessary.

It would be interesting to see the Centauri fleet broken up a bit though, to restrict certain ship combinations.
 
hmm, i think the centauri would lynch me, and without knowing 2nd ed ships, it's going to be a difficult enough excercise without imperial guard trying to chop my head off
 
Alexb83 said:
Well, I did suggest a caste split for Minbari a while ago - but it essentially boiled down to different special action bonuses and different initiatives (and in some cases different CQs).
Adds a bit of flavour, but frankly not that necessary.

It would be interesting to see the Centauri fleet broken up a bit though, to restrict certain ship combinations.

more interesting than Minbari caste fleets would be clan fleets eg Wind Swords, Star Riders etc
 
Alexb83 said:
Well, I did suggest a caste split for Minbari a while ago - but it essentially boiled down to different special action bonuses and different initiatives (and in some cases different CQs).
Adds a bit of flavour, but frankly not that necessary.

It would be interesting to see the Centauri fleet broken up a bit though, to restrict certain ship combinations.

I'd agree with this kind of approach. Rather than modify ship stats, give the houses limits on some ship types and a variety of special actions and such.
 
Sure - certain houses (like certain castes) focus on fighter combat, so give them enhanced CQ for their fighters. Some have more skilled engineers, so give them better rolls to repair. That sort of thing...
Conversely, some houses may never use certain ships but might get across the board bonuses somewhere else (initiative is good one to change, as in the EA fleets).
 
The other one to look at are fixing auxillary craft loadouts or adding a breaching pod wing. As for the favouring fighters, you could also give them a bonus to the Scramble Scramble special action.
 
Ok, after a bit of thought I throw out some suggestions for one off play.

The Great House fleets are not quite as well trained or disiplined as the majority of the Centauri Royal Navy. All Great house fleets fight at +2 Initiative unless noted otherwise. Aditionally, only a single Battle level choice may be included in the fleet list, and No War level choices are allowed. All auxillary craft in service to the Great House Fleets are the older Raziks.

House Ardo - Traders -
The wealth of the tradering families of house Ardo are able to afford more patrol and escort ships for their convoys protection than most other houses, though the confidence of these crews often leaves a lot to be desired. However confident they are skirmishing against raiders, they are not familiar with big fleet engagements.
Bonuses: House Ardo gains a free FAP of (CQ3) Haven patrol boats (so a Raid level game will bring 3 Haven). When fighting at Patrol or Skirmish House Ardo fights at +3 Initiative, when fighting at Battle or War House Ardo is at +1 Initiative.

House Durnado - Military Tech
With their skilled work crews and creative designers, vessels built at House Durnado's extensive shipyard facilities are in great demand throughout Centauri space. Indeed, almost every Octurion built to date have been launched from House Durnado's yards.
Bonus: Testbed vessels, continually trying to improve on their hull designs most Durnado ships have been modified in some way to test new systems or weapons configurations. Each ship receives one roll on the Centauri Refit Table. Aditionally, up to half of House Durnado's Raziks may be upgraded to Sentris.


House Hessius - Jumpgates / alien Tech
With the knowledge of Jump Gates and Jump Engines and hyperspace theory, the ships of house Hessius benefit from more efficient Jump Engines then most of the Centauri fleet. All ships with a Jump Point have an Advanced Jump Point instead but their jump points still scatter like regular jump points. House Hessius gets to deploy one additional FAP (and 1 FAP if the scenario normally permits none) per scenario in Hyperspace.

House Kodiro - slavery and politics
The loss of a few souls to the emptiness of space means little to House Kodiro, as long as it isn't them who is losing the life. Subjects are placed in bad, cramped quarters on-ship until loaded in Breaching Pods and used as Marines. The open promise is that capture of a ship will result in full citizenship for all survivors. It has never been confirmed that such a instance has ever been actually granted, however.
Life is Cheap: All Raid-or above house Kodiro ships come with 2 addtional wings of Breaching Pods, all Skirmish and below ships come with 1 additional Breaching Pod wing. However, all ships brought to zero crew by these Breaching Pods are considered destroyed, not captured for victory point purposes - the new commanders of the captured vessels are now armed, and certainly aren't trustworthy. These breaching pods do not consume troops on board the Kodiro ships as normal pods do. Reduce the number of troops on board each House Kodiro ship by 1; these are necessary to make sure the slave shock troops are contained during combat.


House Lurshan - Food - Logistics
The logistic expertise of House Lurshan ensures that all their soldiers re-supply needs are met. As a result, the increased morale amongst House Lurshan crews motivates them better than the harsh dicipline of other houses and plenty of spare parts means that their ships can be repaired easier. House Lurshan crews may make any single CQ roll (or Damage Control) an automatic success, once per game.

House Mollari - Bankers and Military Connections
Debts are owed to House Mollari by many of the other Great Houses and even the Royal Court, a House Mollari fleet may take the field with an extra FAP of ships (at CQ 3) and may ignore the Battle level restrictions on the House fleets.

House Orestres - Espionage
The spies and assasins of House Orestres are feared through the Republic and whispered about by alien governements.
Bonuses: House Orestes always receives the benefit of a scout re-roll for deplyment and 1st turn irrespective of whether their opponent has more scouts than them. Additionally, through re-directed or falsified transfer orders or by a convienient 'accidents' each enemy vessel is reduced to Crew Quality 3 on a D6 roll of 5+ for that engagement through the confusion sewn by their agents Any fleet specific special rules such as Ranger Training, Vree Telepathy etc. would still provide it's bonus as normal. House Orestres fights at +1 Initiative.

House Refa - Weapons Tech
Over the years the scientists and technicians of House Refa have improved on the efficiency and the designs of the Twin Array. Each ship fielded by House Refa has +1AD on its Twin Array Systems.

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