Markab Fleet list

TGT

Banded Mongoose
Based upon my reading of the Dilgar war from AOG

The Markab



The Markab Fleet List
The following forms the entire fleet list for the Markab .

Priority Level: Patrol
Breaching Pod Wing (4 flights)
Drofta medium Wing (4 flights)
Martoba Patrol Cutter (2 for one)

Priority Level: Skirmish
Mafka Transport Cruiser
Romak Escort frigate

Priority Level: Raid
Shafab cruiser


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.

Any ship carrying one or more Drofta flights may replace any number of them for Breaching Pods. Breaching Pods swapped in this way will carry a Troop from the ship – they do not include Troops of their own in the way Breaching Pod Wings do.

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

Scattergun: (Acts either as an interceptor in defensive mode or offensively as a TL weapon.)
The scatter gun is normally a defensive weapon designed by the Markab before the Dilgar war. It is based upon pulsed particle technology and fires in small short ranged bursts. For each Scattergun weapon the ship gains an Interceptor dice.. In addition a Scatter gun can alternatively be fired offensively. If it does so it reduces the ships interceptor rating and acts as a TL weapon.
If a Scattergun is disabled or used in an offensive capability it cannot contribute to the Interceptor score of the ship

Stun beam: (Causes no damage but can affect crew normally in all circumstances inc critical damage.)
The stun Beam is a unique Markab weapon design. It operates by emitting low level energy waves,
which shut down the higher brain functions of most sentiments’. It does not effect Shadows Vorlons or Ancients.

Plasma Wave: (Acts as E-mines)
The plasma wave is a ballistic weapon that is launched at a target and explodes in a burst of plasma. The resulting wave-front crashes against the facing side of the ship, scoring damage in flash mode. The plasma wave can target fighters. In effect acting as per the emine rules



Markab Initiative: +0

Shafab Cruiser Raid
The Shafab Cruiser is the most heavily armed Markab vessel, and was best suited to fast offensive attacks. In addition it carries 2 flights of Drofta flights making it a good all round ship. Built and operated by one of the more militant sects of the Markab race, during the War many of her Captains in desperate acts of faith and vengeance took direct action against Dilgar vessels of terror. Deciding to ram the “Deamon ships” rather than bother her weapon crews with the possibility of failing to hit their targets!


Speed: 8
Turn: 2/45o
Hull: 5
Damage: 24/9
Crew: 28/8
Troops: 4
Craft: 2 flights of Drofta fighters
Special Rules: Race specific weapons
In Service: 2210+

Weapon Range Arc AD Special
Stun Beam 25 F 4 SAP, Triple Damage*
Plasma Wave30 F 2 EM
Scattergun 12 T 4 TL

Drofta Medium Fighter Patrol (Wing)
A capable fighter, the Drofta is equipped with Light Scatterguns these weapons do not benefit from the defensive computers found on ships of the line and therefore cannot be used as interceptors.

Speed: 10
Turns: SM
Hull: 3
Damage: -
Crew: -
Troops: -
Dogfighting: +2
Craft: -
Special Rules: Dodge 2+, Fighter,
In Service: 2222+

Weapon Range Arc AD Special
Light Scatterguns 2 T 2 TL


Martoba Patrol Cutter Patrol (2 for one)
The Martoba Patrol Cutter originally designed to counter Raiders, this fast frigate is now more often seen on the flanks of larger fleets, harassing lighter vessels with weight of numbers, before pounding larger prey with scatterguns

Speed: 12
Turn: 2/45o
Hull: 4
Damage: 12/4
Crew: 10/5
Troops: 0
Craft: None
Special Rules: Race specific weapons
In Service: 2215+

Weapon Range Arc AD Special
Scattergun 12 F 4 TL

Romak Escort Frigate Skirmish
Romak Escort frigate

Speed: 12
Turn: 2/45o
Hull: 5
Damage: 20/5
Crew: 28/7
Troops: 2
Craft: 1 flight of Drofta fighters
Special Rules: Race specific weapons
In Service: 2219+

Weapon Range Arc AD Special
Scattergun 12 F 4 TL
Scattergun 12 P 2 TL
Scattergun 12 S 2 TL
Scattergun 12 A 1 TL

Mafka Transport Cruiser Skirmish
Mafka Transport Cruiser
Speed: 10
Turn: 1/45o
Hull: 5
Damage: 30/12
Crew: 28/7
Troops: 3
Craft: None
Special Rules: Race specific weapons
In Service: 2215+

Weapon Range Arc AD Special
Plasma Wave30 T 2 EM
Scattergun 12 F 2 TL
Scattergun 12 P 1 TL
Scattergun 12 S 1 TL
Scattergun 12 A 1 TL
 
Stun Beam 25 F 4 Triple Damage*

I would maybe make them super ap since they seem to penetrate the hull(leaving it intact though)
 
Some nice ideas, but they are all very weak compared to other races' vessels at the same priority level.

The scattergun rule will probably need some clarification - ie when is it declared whether they are interceptors or weapons, what happens if weapons are knocked offline, especially after interceptors are depleted.
 
I haven´t got my old AOG book to hand but the Markab used a scout hull which the Narn then pinched for their scouts, you could easily proxy the current Narn scout for this as it is essentially the same ship. I´ll check what it was called and the fluff and post it up here.
 
ahh but for the ID range i'm expecting them to be used in..are they that weak?

I am pondering giving them interceptor dice as traits that does allow me to up the scatter gun number of dice....but removes teh fluff they had via AOG
 
Ahhh its actually the sho kov 2for i was thinking people would use for the patrol cutter markab 2fors
 
If a Scattergun is disabled or used in an offensive capability it cannot contribute to the Interceptor score of the ship

At what point does it cease? To put it another way, if a ship hasn't fired yet does it have X interceptors, even if I'm going to fire the scatterguns offensively when it becomes the firing ship/squadron?

For each Scattergun weapon the ship gains an Interceptor dice.
From a forward scattergun when being shot at from behind?
I realise that tracking interceptors in multiple arcs would be a pain in the fundament, but that does give the Martoba-class (a patrol wing ship) the option of turtling up at long range behind 4 (4!) interceptors, when it's not especially fragile to start with...


Suggestion:
Make scatterguns a turret mount, and then do it the other way around; nominate how many scatterguns are being dedicated to defence at the start of the shooting phase. These are then not availible to shoot. Obviously, if the scatts get taken out, that takes the interceptors off-line too.
 
would it be clearer if it were a trait defensively and just fluff a Turret offensive weapon?
 
TGT said:
ahh but for the ID range i'm expecting them to be used in..are they that weak?

Yes. ISD has nothing to do with priority. The Nova has 36 damage, interceptors, 4 fighters, and 40AD of TL weapons. The Shafab doesn't come close - two turns are better, the stun beam is good, but otherwise it doesn't come close.

The fighter isn't as good as an Aurora, so should go up to 5/wing.

I am pondering giving them interceptor dice as traits that does allow me to up the scatter gun number of dice....but removes teh fluff they had via AOG

AoG had a lot of weapons that could be fired in several modes IIRC. It may just be simpler to give them interceptors and weapons separately.

How about anti-fighter, were scatterguns good AF weapons, if so they need AF traits too.
 
would it be clearer if it were a trait defensively and just fluff a Turret offensive weapon?

No, the idea of a weapon/interceptor trade-off makes sense, but it needs to be kept simple and clear.


Turret offensive weapon is fine. Suggestion on rules text.


each attack die of scattergun fire you nominate as being fired defensively (after movement is finished but before any attacks, including fighter attack, are resolved) gives the ship the traits Interceptors 1 and Antifighter 1 for the rest of the turn. Being crippled has no effect on this, but if the Scattergun battery is disabled or destroyed, these traits are lost immediately.
 
locarno24 said:
Being crippled has no effect on this, but if the Scattergun battery is disabled or destroyed, these traits are lost immediately.

So if I have a Romak and nominate 1AD from each of 4 weapons, what happens if I lose 1 weapon, if the rear 1AD scattergun loses an AD, if the interceptors are depleted and I lose an AD.

If I am skeleton crewed, but can only fire one wepon per arc, can I nominate a scettergun from another arc as interceptor?

These situations need including in the rules.

And the fluff question - why can a rear facing scattergun intercept fire from any direction?

I like the idea, but it very definitely needs clear, concise rules.
 
So if I have a Romak and nominate 1AD from each of 4 weapons, what happens if I lose 1 weapon, if the rear 1AD scattergun loses an AD, if the interceptors are depleted and I lose an AD.

If I am skeleton crewed, but can only fire one wepon per arc, can I nominate a scettergun from another arc as interceptor?

As I said, don't have them in multiple arcs. Collapse them all to one turret mount.
 
The Markab Theocracy



The Markab Fleet List
The following forms the entire fleet list for the Markab .

Priority Level: Patrol
Breaching Pod Wing (4 flights)
Drofta medium Wing (5 flights)
Martoba Patrol Cutter (2 for one)

Priority Level: Skirmish
Mafka Transport Cruiser
Romak Escort frigate

Priority Level: Raid
Shafab cruiser


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.

Any ship carrying one or more Drofta flights may replace any number of them for Breaching Pods. Breaching Pods swapped in this way will carry a Troop from the ship – they do not include Troops of their own in the way Breaching Pod Wings do.

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

Scattergun: (Acts either as an interceptor in defensive mode or offensively as an AP TL weapon.)
The scatter gun is normally a defensive weapon designed by the Markab before the Dilgar war. It is based upon pulsed particle technology and fires in small short ranged bursts. For each AD of Scattergun weapons listed the ship gains an Interceptor dice. In addition a Scatter gun can alternatively be fired offensively. If it does so it reduces the ships interceptor rating appropriately and acts as a TL weapon.
If a Scattergun is disabled or used in an offensive capability it cannot contribute to the Interceptor score of the ship. Players nominate how many dice they are keeping back to act as interceptors at the end of movement.

Stun beam: (Causes no damage but can affect crew normally in all circumstances inc critical damage.)
The stun Beam is a unique Markab weapon design. It operates by emitting low level energy waves,
which shut down the higher brain functions of most sentiments’. It does not effect Shadows Vorlons or Ancients.

Plasma Wave: (Acts as E-mines)
The plasma wave is a ballistic weapon that is launched at a target and explodes in a burst of plasma. The resulting wave-front crashes against the facing side of the ship, scoring damage in flash mode. The plasma wave can target fighters. In effect acting as per the emine rules



Markab Initiative: +0

Shafab Cruiser Raid
The Shafab Cruiser is the most heavily armed Markab vessel, and was best suited to fast offensive attacks. In addition it carries 2 flights of Drofta flights making it a good all round ship. Built and operated by one of the more militant sects of the Markab race, during the War many of her Captains in desperate acts of faith and vengeance took direct action against Dilgar vessels of terror. Deciding to ram the “Deamon ships” rather than bother her weapon crews with the possibility of failing to hit their targets!


Speed: 8
Turn: 2/45o
Hull: 5
Damage: 24/9
Crew: 28/8
Troops: 4
Craft: 2 flights of Drofta fighters
Special Rules: Race specific weapons, Anti-Fighter 4
In Service: 2210+

Weapon Range Arc AD Special
Stun Beam* 25 F 6 SAP, Triple Damage*
Plasma Wave30 F 2 EM
Scattergun 12 T 3 AP, TL
Scattergun 12 T 3 AP, TL

Drofta Medium Fighter Patrol (Wing)
A capable fighter, the Drofta is equipped with Light Scatterguns these weapons do not benefit from the defensive computers found on ships of the line and therefore cannot be used as interceptors.

Speed: 10
Turns: SM
Hull: 3
Damage: -
Crew: -
Troops: -
Dogfighting: +2
Craft: -
Special Rules: Dodge 2+, Fighter,
In Service: 2222+

Weapon Range Arc AD Special
Light Scatterguns 2 T 2 AP, TL


Martoba Patrol Cutter Patrol (2 for one)
The Martoba Patrol Cutter originally designed to counter Raiders, this fast frigate is now more often seen on the flanks of larger fleets, harassing lighter vessels with weight of numbers, before pounding larger prey with scatterguns

Speed: 12
Turn: 2/45o
Hull: 4
Damage: 12/4
Crew: 10/5
Troops: 0
Craft: None
Special Rules: Race specific weapons, Anti-Fighter 1
In Service: 2215+

Weapon Range Arc AD Special
Scattergun 12 T 2 AP, TL

Romak Escort Frigate Skirmish
Romak Escort frigate

Speed: 12
Turn: 2/45o
Hull: 5
Damage: 20/5
Crew: 28/7
Troops: 2
Craft: 1 flight of Drofta fighters
Special Rules: Race specific weapons, Anti-Fighter 4, escort
In Service: 2219+

Weapon Range Arc AD Special
Scattergun 12 T 2 AP, TL
Scattergun 12 T 2 AP, TL
Scattergun 12 T 2 AP, TL
Scattergun 12 T 2 AP, TL

Mafka Transport Cruiser Skirmish
Mafka Transport Cruiser
Speed: 10
Turn: 1/45o
Hull: 5
Damage: 30/12
Crew: 28/7
Troops: 3
Craft: None
Special Rules: Race specific weapons, Anti-Fighter 4
In Service: 2215+

Weapon Range Arc AD Special
Plasma Wave30 T 2 EM
Scattergun 12 T 2 AP, TL
Scattergun 12 T 2 AP, TL
Scattergun 12 T 2 AP, TL
Scattergun 12 T 2 AP, TL
 
Interesting list.

I've got the old AoG Shafab model, and it's a big thing, comparable in size to a Primus or a G'Quan. I'd have made her Battle PL.

These ships historical enemy is the Dilgar. IIRC the Markab home fleet was overwhelmed by the initial Dilgar assault through weight of numbers, but surviving units went on to fight successfully alongside League and EA forces for the rest of the war.

Suggests to me that individually, Markab ships should be at least equal to their Dilgar counterparts.
 
I read in the fluff that it took several of these to take out a Dreadnought
so a war level rammed by a battle level ship wouldn't be quite right
so hence the raid
also another part of the AOG fluff has these thing getting a pasting from Targraths so again in my mind they fitted nicely into a raid priority.
 
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