Narn E-mine Variants

katadder said:
ship breakers are only really a problem on the g'vrahn because of its speed.

Of course, that could be fixed by making the G'Vrahns e-mine O/S, and giving it to the Bin'Tak! ;)

Regards,

Dave
 
I kind of like the idea but I'd stick with my normal mines. You could make an atmospheric version for planetary assaults (though you could just use ship breakers for it).

Kitsune. I remember reading in another thread about missile variants ACTA is a full disclosure game so e-mine variants would have to be disclosed.
 
inq101 said:
I kind of like the idea but I'd stick with my normal mines.

true, alot of people would, and i probably would in a g'vrahn. but for a g'quan a set of ship breakers gives a nice close up punch to really ruin someones day.
 
katadder said:
inq101 said:
I kind of like the idea but I'd stick with my normal mines.

true, alot of people would, and i probably would in a g'vrahn. but for a g'quan a set of ship breakers gives a nice close up punch to really ruin someones day.

Indeed - a ship breaker on the G'Quan changes the dynamic of the ship considerably.

Regards,

Dave
 
ship breakers to g'quans, bin'taks and KBT. if i had multiple dag'kars one may get wide burst for multi targeting. probably standard on g'vrahn. maybe a ship breaker on ka'tan (which might make that ship see more use).
 
Would vary depending on who your opponent was. If you know your fighting Minbari you'd use lots of wide burst to get as many ships under the template as possible quickly.

Ship breakers in the Ka'toc would be too much I think.

Lumbering has severely changed the utility of ship breakers in the larger classes of Narn ships in comparison to first ed.

Comm disruptor effect is incredibly powerful when you can remove CBD from whole fleets.

Random thoughts...

Ripple
 
ship breakers on ka'tan would be a one shot 2AD weapon. compared to the ka'tco which comes with an everyturn TD beam. so not too bad.

comms disruptors dont remove SAs. they put a -2 cq check on the target (which is great when combined with grav shifters) and then forces them to make a CQ check at difficulty 8 (with the -2 still) if they want to do any SAs whilst effected.
the old ion burst e-mines used to remove SAs for this turn and next, this was overpowered hence the change to make them like comms disrupters.
 
katadder said:
ship breakers on ka'tan would be a one shot 2AD weapon. compared to the ka'tco which comes with an everyturn TD beam. so not too bad.

comms disruptors dont remove SAs. they put a -2 cq check on the target (which is great when combined with grav shifters) and then forces them to make a CQ check at difficulty 8 (with the -2 still) if they want to do any SAs whilst effected.
the old ion burst e-mines used to remove SAs for this turn and next, this was overpowered hence the change to make them like comms disrupters.

I forgot about the -2 CQ check, given that most races would need to roll a 6 just to attempt a SA (and non-campaign pak'ma'ra will not be able to use SA while under this effect) and then need to make another CQ check at -2 for the SA roll it might be too much for an AoE weapon. With the -2 penalty any CQ 4 ship would fail any SA with a CQ check of 9+ and may also fail any damage control checks depending on a groups interpretation of how DC works (it adds CQ to the roll but doesn't directly specify that its a CQ check like it does with SA).

Even though it loses AP on most Emine carrying ships it will pretty much hit a ship (or ships) at least once and given that the pak'ma'ra already suffer in the CQ area this can be really nasty against them especially since normal emines can already negate one of their tactical options (I doubt many would try to use Plasma Webs against the Narn since they could get pounded by TD Emines on the long slow approach needed to get their Plasma Webs into range).
 
That was what I ment, not that it would blow the SA off at the time, but that the next turn it would effectively remove the ability to do SAs a large portion of the time.

The Ka'tan would get a 2 AD QD weapon... yes one shot, but a lot of Ka'tans don't live to get a second shot. No roll up like a beam, but any crit will hurt like crazy... a big deal in smaller pl games especially.

Ripple
 
dunno you can still pull off all CQ checks on a 6+ and the narn player is giving up destructive power for fleet disruption, i think its an even balance. plus most people playing narn tend to keep ships 6.5" apart anyway.

on ka'tans, still only 2AD, most likely one will miss and then theres always interceptors/dodge for people who have them. which the current 2AD TD e-mine ignores anyway. just a way to try get ka'tans back into use (in my supplement they have pulsar mines instead). and a ka'tocs mag gun ignores hull, can roll up and is not one shot, ok they might not get another shot, but that depends on the targets available to you, the ka'tan definately wont get another shot.
 
Disagree with the ship bursters being QD. I can accept TD on these. Quad Damage should stay in the realm of the Vorlons and The Shadows. They have to have something to make them scary still. Which seems to be lessened with every update and new proposal to fleets.
 
apart from e-mines are already TD so why would you take the range decrease able to be intercepted/dodged shots just for a chance at crits when standard mines would be so much better.
 
A Ka'tan with a wide burst could be useful as a fighter killer. Launch all your other e-mines in the first turn and hope your opponent gets forgetful and masses some fighters ready to swarm in the second.
 
Not sure how you folks play, but folks around here can usually only keep ships more than six apart for a turn or two, then the furball starts if your anyone but ISA/Minbari. At least two ships are almost always available as targets.

Giving up one shot e-mines to strip CBD/Come About/etc from a number of slow 1/45 ships is a deal. Wide bust as listed is still DD so also a deal in many cases.

Just not sure I think stronger e-mines is the way to go for the Narn. Taking one of the contraversial traits in the game and pumping it up seems the wrong direction to go.

Ripple
 
Also agreed. I don't think the Narn are too far away now, personally --- recently, the G'Quans have been doing surprisingly well in Mount Prospect, Illinois. I won't confuse it with a Marathon, but it ain't a paperweight only anymore, either.
 
Ripple said:
Not sure how you folks play, but folks around here can usually only keep ships more than six apart for a turn or two, then the furball starts if your anyone but ISA/Minbari. At least two ships are almost always available as targets.

Giving up one shot e-mines to strip CBD/Come About/etc from a number of slow 1/45 ships is a deal. Wide bust as listed is still DD so also a deal in many cases.

Just not sure I think stronger e-mines is the way to go for the Narn. Taking one of the contraversial traits in the game and pumping it up seems the wrong direction to go.

Ripple

ion burst will not strip special orders, just make the harder the following turn, simple as. and compared to the abbai who can fire this every turn its not a major deal.
wide burst is DD but has also lost the AP so will find it harder to hit as well
 
katadder,

Did you intend it to reduce ship repair rolls as well? This version of the mine effectively shuts down Damage Control as I read it (whereas the last did not). Is this intentional?
 
Back
Top