angelus2000
Mongoose
After taking a good look at the "Where the Narn Love?" thread, I sat down and did a bit of thinking. Seeing as that many suggestion where made reagarding some of the less-used ships and variants, I decided to sit down and issue forth my own opinions and some variants of these less used ships. Regarding several other thread about player-made ships being much too powerful, I valiantly attempted to not do so in making these variants. SO without further ado...
Patrol PL Choices
None of these struck me as needing any attempts at correction; cheap little patrol vessel are just that, cheap. So on to...
Skirmish PL Choices
Ka'Toc/Ka'Tan, G'Karith/G'Sten, Sho'Kar, Thentus, Dag'Gal
The overabundance of great skirmish level ships the Narn can use in this PL was pointed by several posters. The one ship in question was the Dag'Kar, as it was in the grey area of PL appropriatness that other ships find themselvs in, namely the Saggi and Tert for regualrs here. SO I set about creating a Skirmish Level variant of the Dag'Kar, the Dag'Gal
Name: Dag'Gal
PL: Skirmish
Speed: 5
Turn: 1/45
Hull: 4
Damage: 24/6
Crew: 34/10
Troops: 2
Craft: None
Special Rules : None
In Service: 2268+
Weapon Range Arc AD Special
Energy MIne 30 F 4 Energy Mine, Slow-Loading
Energy MIne 30 F 4 Energy Mine, Slow-Loading
Twin Particle Array 8 P 6 Twin-Linked,Weak
Twin Particle Array 8 S 6 Twin-Linked,Weak
Twin Particle Array 8 A 6 Twin-Linked,Weak
During the War of Retribution, Dag'Kar attrition rates became so prohibitively expensive to replace that serious though was given into
discontinuing production of the vessel. Admirals appreciative of the Dag'Kar offensive potential and ability to carry variants of the
Energy MIne, instead petioned the Kha'Ri to instead a simpler version wih upgraded self-defense weapons, as many of the original
Dag'Kars were lost to Centauri Raiders jumping in from hyperspace. The Dag'Gal was the result. Removal of half of the Dag'Kars
Energy Mine Launchers and simpler contruction techniques resulted in a vesel retaining much of originals punch while replacing the
Ion Torpedoes with Aft and Side Twin-Particles with a method of detering oppurtunistic raiders.
Hope that helps. I removed much fo the Dag'Kars weaponry and toned down its Dam/Crew scores. I'm hoping this will allow for the change in PL and the Twin Arrays added. Now that's done it on to.....
Raid PL Choices
Rongoth/Rothan/Rothec, T'Loth/T'rann, Dag'Kar/Dag'tral, Var'Lann
One poster in a thread described Raid PL as the Achilles heel of the Narn, and I strongly agree. Rongoth/Rothan are the best of the bunch, but are too outgunned trying to act like Battle PL ships. T'loth attempt to be both a raid ship and troop transport, while not having the weapons to do either(although the best of the bunch compartively). The T'Rann is abysmal, but considering the lack of fighters in Narn Fleet in general, is understandable. The Dag'Kar is over- and under-gunned at the same time. SO time for some complete rewrite in some cases. The Var'nic is simply not an the appropriate PL given its design, so a slightly adjusted variant make in appearance as the Var'Lann. The Rothec is an updated version of the Rongoth to the Crusade Era. The Dag'tral is a strenghened version of the Dag'Kar.
Name: Rothec
PL: Raid
Speed: 6
Turn: 1/45
Hull: 5
Damage: 38/10
Crew: 48/12
Troops: 2
Craft: 1 Frazi Flight
Special Rules : None
In Service: 2267+
Weapon Range Arc AD Special
Heavy Plasma Cannon 15 F 8 AP, DD
Light Pulse Cannon 8 P 6
Light Pulse Cannon 8 S 6
Light Pulse Cannon 8 A 4
Twin Particle Array 8 F 10 Twin-Linked, Weak
Twin Particle Array 8 P 8 Twin-Linked, Weak
Twin Particle Array 8 S 8 Twin-Linked, Weak
Twin Particle Array 8 A 6 Twin-Linked, Weak
After the near complete destruction of the Narn Fleets at the hands of the Centauri and their Shadow Allies and their withdawal, the Kha'RI began reconstruction of the fleet and several G'Quan class battlecruiser were laid down. However, due to the compexlity and sheer size of the G'quan's, there would be a dangerous gap in the ability of the Regimes forces ability to engage frontline enemy forces.
Several admirals, have previously served aboard the Rongoth-Class Destroyer, requested an interim ship based on the Rongoth capable of filling the gap until the G'Quans were ready. Once initial prototypes sailed from the graving docks, it quickly became apparent that the Rothec would perform magnificaently in that role.
Heavy Plasma Cannons based from the earlier Rothan Destroyer gave the Rothec a solid punch, while the all aspect particle arrays and pulse cannons ensured that the Rothec would be able to deal heavy damge to any foe, no matter it's bearing.
Due to the hasty nature of the Rothecs contruction and the shortage of high quality alloy, the Rothec is not as sturdy as the Rongoth and any potential captian would be well aware of this hidden fraility.
Name: Dag'Tral
PL: Raid
Speed: 5
Turn: 1/45
Hull: 4
Damage: 30/10
Crew: 36/8
Troops: 2
Craft: None
Special Rules : None
In Service: 2268+
Weapon Range Arc AD Special
Energy Mine 30 F 6 Energy MIne, Slow-loading
Energy Mine 30 F 6 Energy MIne, Slow-loading
Ion Torpedoes 30 F 4 Precise, Super AP
Twin-Particle Array 8 P 8 Twin-Linked, Weak
Twin-Particle Array 8 S 8 Twin-Linked, Weak
Twin-Particle Array 8 A 8 Twin-Linked, Weak
Following on to the succesful deployment of the Dag'Gal, serious consideration of constructing more of the original Dag'Kar
was undertaken once suitable resources became available following the G'Quans contruction runs. However, senoir commanders
and some members were reluctant to do so considering the ships high attrition rate revealed its weaknesses; namely, its abundance
of Energy Mine launchers left little room for much else in the way of weaponry.
The Dag'Kar plans were sent back to deisgn phase, emphasizing increased self-protection capability and more varied offensive weapons, as the energy mine had shown limited use in stopping Shadow Vessels.
At first re-design went well, with half of the launchers being stripped in favor of ubiqtious twin-paticle arrays covering the ship in all directions. Once the new array were in place, some power was re-routed was to the still-existant mine launchers, thereby boosting the explosive pontential of the mines. On the additinal weapons, however, the design team became stuck as other weapons options were simply too large or could not be powered due to the Dag'Kars design.
One enterprising designer, Ner'Tral, commented that since they had removed half the mine launchers, they should simply double the amount of Ion torpedos the ship carried. A few months later, a chagrined Ner'Tral attended the launch of the new Dag'Tral Missle Frigate, as the design team was indebted to him for pointing out the obvious.
Name: Var'Lann
PL: Raid
Speed: 9
Turn: 2/45
Hull: 5
Damage: 36/10
Crew: 46/14
Troops: 3
Craft: 1 Frazi Flight
Special Rules : Jump Point
In Service: 2265+
Weapon Range Arc AD Special
Medium Laser Cannon 20 B 4 Beam, DD, Super AP
Heavy Plasma Cannon 15 F 4 DD, AP
Ion Torpedo 30 F 2 Super Ap, Precise
Twin Particle Array 8 F 6 Twin-Linked, Weak
Twin Particle Array 8 A 6 Twin-Linked, Weak
During the War of Retribuition, Var'Nic Class Long Range Destroyers were key in hunting down of severalCentuari leaders responsible for atrocties commited during the recent Occupation, as well as the long distant
orignal Occupation. While highly effective in its intended role, on several occasions lone Var'Nics were badly damaged or lost when the opposing forces out-numbered it, as the Var'Nic was simply too time-consuming to construct more the a handful.
Keeping in mind its intended role, a new version of the Var'Nic was ordered, with an eye on reduced building time while still retaining its weapons fit and speed. Although the new Var'Lann was able to keep up with the Var'Nic and be able to be produced in much greater numbers
, the designers were forced to sacrifice durability and some of the original secondarie weapons to be able to do so. The beams were retained,
but Heavy and Light Pulse cannons and Ion Torpedoes were reduced or replaced with plasma cannons and twin-particle arrays in order to reduce
construction time and complexity.
Reception of the Var'Lann has been mixed since its introduction to the fleet. While the plasma cannon on the Var'Lann was aceptable to many admirals, the loss of the Var'Nics durablity has been keenly felt, as the variant has been lost on many occasions where a Var'Nic would have survived.
Battle PL Choices
G'Quan, G'Lan, G'Quonth, G'Tal, Var'Nic, Var'Ton, T'Kath
Battle PL for the Narn was noted as being adequate in previous posts. G'Quans are quite capable with what the do although many bemoaned its lack of beam power, inn comparison to other Battle PL choices. But overall, it was noted the 2 war level variants were simply noted powerful enough to justify being bumped up. So witha bit of re-working, I managed to stick them back into Battle PL. The Var'Ton is a re-worked Var'Nic but emphasizing e-mines and fighters. The T'Kath is a re-worked T'Lann, making it more suitale of a carrier, although still weak in comparison to other races carriers
Name: G’Quoneth Attack Cruiser
PL: Battle
Speed: 6
Turn: 1/45
Hull: 6
Damage: 55/13
Crew: 70/19
Troops: 4
Craft: None
Special Rules: Jump Point
In Service: 2268+
Weapon Range Arc AD Special
Heavy Laser Cannon 18 B 5 Beam, DD, Super AP
Ion Torpedoes 30 F 2 Precise, Super AP
Pulsar Mines 18 F 6 Energy Mine
Heavy Pulse Cannon 12 F 6 DD, Twin-Linked
Twin Particle Array 8 F 10 Twin-Linked, Weak
Twin Particle Array 8 A 6 Twin-Linked, Weak
Twin Particle Array 8 P 10 Twin-Linked, Weak
Twin Particle Array 8 S 10 Twin-Linked, Weak
Light Pulse Cannon 8 A 4
Light Pulse Cannon 8 P 6
Light Pulse Cannon 8 S 6
All of original G’Qounth attack cruiser variants were lost during the Centauri Occupation and the Great War the followed. In the aftermath of the rebuilding, serious consideration was given to refitting G’Quans back into the G’Qounths as hulls became available during refits. With the success of the Rothec, a redesign was given to G’Qounth, emphasizing short range firepower to match the Rothecs’s over the long range G’Quan.
The Energy Mines were gutted in favor of a single quick-firing pulsar mine launcher and the beams were downrated in range in order to increase raw power. The Ion torpedoes from the first design were kept in order to provideinitial long range salvoes.
At first, the light pulse cannons to the fore were to be kept. The first prototypes did trials using them and deemed adequate. However a growing stockpile of heavy pulse cannon were available to to G’Stens being decommissioned. These were used to replace the light pulse cannons once it was determined there was sufficient power available.
Name: G’Tal Command Cruiser
PL: Battle
Speed: 6
Turn: 1/45
Hull: 6
Damage: 60/14
Crew: 75/20
Troops: 4
Craft: 2 Frazi Flights
Special Rules: Jump Point, Command 2+
In Service: 2268+
Weapon Range Arc D Special
Heavy Laser Cannon 30 B 4 Beam, DD, Super AP
Energy Mine 30 F 6 Energy Mine, Slow Loading
Heavy Pulse Cannon 12 F 4 DD, Twin-linked
Twin Particle Array 8 F 10 Twin-Linked, Weak
Twin Particle Array 8 A 8 Twin-Linked, Weak
Twin Particle Array 8 P 10 Twin-Linked, Weak
Twin Particle Array 8 S 10 Twin-Linked, Weak
Light Pulse Cannon 8 A 4
Light Pulse Cannon 8 P 8
Light Pulse Cannon 8 S 8
The new design G’Tal command cruiser was an attempt to improve the survivability of the original, as the first G’Tals offensive upgrades highlighted the threat it posed to other enemy ships. While keeping the originals command facilitys, much of the energy mine launchers were removed in favor of increasing the amount of twin-particle arrays and light pulse cannons the ship carried. Heavy Pulse Cannons were fitted to front in place of the light pulse cannons in concession to some captains that felt some short range offensive power was entailed
Name: Var’Ton Long Range Support Cruiser
PL: Battle
Speed: 7
Turn: 2/45
Hull: 6
Damage: 44/11
Crew: 58/14
Troops: 4
Craft: 6 Frazi Flights
Special Rules: Jump Point, Carrier 2
In Service: 2268+
Weapon Range Arc AD Special
Heavy Laser Cannon 30 B 2 Beam, DD, Super AP
Energy Mine 30 F 4 Energy Mine, Slow loading
Energy Mine 30 F 4 Energy Mine, Slow Loading
With the addition of the Var’Lann to the Fleet, hunter packs consisting of Var’Nic and Var’Lanns were proving capable of dealing major damage to any single ship, regardless of size or race.
During simulations, however, the fighters carried by the Var’s were proving insufficient to screen and cover them during attack runs from opposing light raiders and fighters. Realizing this defiency, a small number of the Var’Nics were retrofitted with additional hanger bays, control facilites, and E-mine launchers in order to cover the pack on their attack run. Sacrificing all short range protection ability, the new Var’Ton proved admirable is this role. In order to provide even more support, the Medium Laser Cannons were removed in replaced with longer range Heavy Laser Cannons, although some power had to be diverted from the engines in order to accomplish this goal.
Such a singular purpose come at a cost, though. The lack of any short range weapons leave the Var’Ton dangerously exposed if the very fighters and light raiders it was designed to defeat manages to flank it.
Name: T’Kath Heavy Carrier
PL: Battle
Speed: 5
Turn: 1/45
Hull: 5
Damage: 60/12
Crew: 90/21
Troops: 6
Craft: 10 Frazi Flights
Special Rules: Jump Point, Carrier 2, Shuttles 2
In Service: 2269+
Weapon Range Arc AD Special
Light Pulse Cannon 8 F 5
Light Pulse Cannon 8 A 5
Light Pulse Cannon 8 S 5
Light Pulse Cannon 8 P 5
The T’Rann, while an admirable attempt at providing fighter based support to the narn fleet, was in fact a failure in the eyes of many Narn admirals. Not so much because it was a bad idea, but because the designer attempted to retain to much of its original assault transports functions, including speed and weapons fit. Following the War of retribution, serious effort was given to redisgn of the T’Rann in order to give the Regime its first true carrier. The T’Kath was the result.
Much of the T’Rann weapons were removed in order to provide the necessary capacity for installion of dedicated launch and recovery facilites. Redesigned engines provide for nearly a 300 percent increase for fighter capacity, as the newer engines were much more compact, although a severe reduction in speed was noted. Re-arangement of the fighter bays into more effient space even managed to free up enough space to bring back some of the T'Loths assault role, as the new launch facilites were capable of handling shuttles.
While highly effective in its role, at present there are vey few T’Kaths currently serving the Narn Regime. The necessary refits are extremely time-consuming as the T’Loth hull is very old and much strengthening and replacement is needed in order to convert it into a T’Kath.
War PL Choice
Bin'Tak
Do you need more than a Bin'Tak? If so, please check into your local hospital for psychiatric evaluation as you have obviously lost your mind. Thank you and good day.
I'll post out the last 2 ships I wanted to redo later in the post, the G'Quan Variants. I've also have a few variants of the G'Karith, Thentus, and the T'Loth I'll edit in this post later.
EDIT: The Battle PL ships are now in.
Let me know if I'm completely nuts or spot on.
Patrol PL Choices
None of these struck me as needing any attempts at correction; cheap little patrol vessel are just that, cheap. So on to...
Skirmish PL Choices
Ka'Toc/Ka'Tan, G'Karith/G'Sten, Sho'Kar, Thentus, Dag'Gal
The overabundance of great skirmish level ships the Narn can use in this PL was pointed by several posters. The one ship in question was the Dag'Kar, as it was in the grey area of PL appropriatness that other ships find themselvs in, namely the Saggi and Tert for regualrs here. SO I set about creating a Skirmish Level variant of the Dag'Kar, the Dag'Gal
Name: Dag'Gal
PL: Skirmish
Speed: 5
Turn: 1/45
Hull: 4
Damage: 24/6
Crew: 34/10
Troops: 2
Craft: None
Special Rules : None
In Service: 2268+
Weapon Range Arc AD Special
Energy MIne 30 F 4 Energy Mine, Slow-Loading
Energy MIne 30 F 4 Energy Mine, Slow-Loading
Twin Particle Array 8 P 6 Twin-Linked,Weak
Twin Particle Array 8 S 6 Twin-Linked,Weak
Twin Particle Array 8 A 6 Twin-Linked,Weak
During the War of Retribution, Dag'Kar attrition rates became so prohibitively expensive to replace that serious though was given into
discontinuing production of the vessel. Admirals appreciative of the Dag'Kar offensive potential and ability to carry variants of the
Energy MIne, instead petioned the Kha'Ri to instead a simpler version wih upgraded self-defense weapons, as many of the original
Dag'Kars were lost to Centauri Raiders jumping in from hyperspace. The Dag'Gal was the result. Removal of half of the Dag'Kars
Energy Mine Launchers and simpler contruction techniques resulted in a vesel retaining much of originals punch while replacing the
Ion Torpedoes with Aft and Side Twin-Particles with a method of detering oppurtunistic raiders.
Hope that helps. I removed much fo the Dag'Kars weaponry and toned down its Dam/Crew scores. I'm hoping this will allow for the change in PL and the Twin Arrays added. Now that's done it on to.....
Raid PL Choices
Rongoth/Rothan/Rothec, T'Loth/T'rann, Dag'Kar/Dag'tral, Var'Lann
One poster in a thread described Raid PL as the Achilles heel of the Narn, and I strongly agree. Rongoth/Rothan are the best of the bunch, but are too outgunned trying to act like Battle PL ships. T'loth attempt to be both a raid ship and troop transport, while not having the weapons to do either(although the best of the bunch compartively). The T'Rann is abysmal, but considering the lack of fighters in Narn Fleet in general, is understandable. The Dag'Kar is over- and under-gunned at the same time. SO time for some complete rewrite in some cases. The Var'nic is simply not an the appropriate PL given its design, so a slightly adjusted variant make in appearance as the Var'Lann. The Rothec is an updated version of the Rongoth to the Crusade Era. The Dag'tral is a strenghened version of the Dag'Kar.
Name: Rothec
PL: Raid
Speed: 6
Turn: 1/45
Hull: 5
Damage: 38/10
Crew: 48/12
Troops: 2
Craft: 1 Frazi Flight
Special Rules : None
In Service: 2267+
Weapon Range Arc AD Special
Heavy Plasma Cannon 15 F 8 AP, DD
Light Pulse Cannon 8 P 6
Light Pulse Cannon 8 S 6
Light Pulse Cannon 8 A 4
Twin Particle Array 8 F 10 Twin-Linked, Weak
Twin Particle Array 8 P 8 Twin-Linked, Weak
Twin Particle Array 8 S 8 Twin-Linked, Weak
Twin Particle Array 8 A 6 Twin-Linked, Weak
After the near complete destruction of the Narn Fleets at the hands of the Centauri and their Shadow Allies and their withdawal, the Kha'RI began reconstruction of the fleet and several G'Quan class battlecruiser were laid down. However, due to the compexlity and sheer size of the G'quan's, there would be a dangerous gap in the ability of the Regimes forces ability to engage frontline enemy forces.
Several admirals, have previously served aboard the Rongoth-Class Destroyer, requested an interim ship based on the Rongoth capable of filling the gap until the G'Quans were ready. Once initial prototypes sailed from the graving docks, it quickly became apparent that the Rothec would perform magnificaently in that role.
Heavy Plasma Cannons based from the earlier Rothan Destroyer gave the Rothec a solid punch, while the all aspect particle arrays and pulse cannons ensured that the Rothec would be able to deal heavy damge to any foe, no matter it's bearing.
Due to the hasty nature of the Rothecs contruction and the shortage of high quality alloy, the Rothec is not as sturdy as the Rongoth and any potential captian would be well aware of this hidden fraility.
Name: Dag'Tral
PL: Raid
Speed: 5
Turn: 1/45
Hull: 4
Damage: 30/10
Crew: 36/8
Troops: 2
Craft: None
Special Rules : None
In Service: 2268+
Weapon Range Arc AD Special
Energy Mine 30 F 6 Energy MIne, Slow-loading
Energy Mine 30 F 6 Energy MIne, Slow-loading
Ion Torpedoes 30 F 4 Precise, Super AP
Twin-Particle Array 8 P 8 Twin-Linked, Weak
Twin-Particle Array 8 S 8 Twin-Linked, Weak
Twin-Particle Array 8 A 8 Twin-Linked, Weak
Following on to the succesful deployment of the Dag'Gal, serious consideration of constructing more of the original Dag'Kar
was undertaken once suitable resources became available following the G'Quans contruction runs. However, senoir commanders
and some members were reluctant to do so considering the ships high attrition rate revealed its weaknesses; namely, its abundance
of Energy Mine launchers left little room for much else in the way of weaponry.
The Dag'Kar plans were sent back to deisgn phase, emphasizing increased self-protection capability and more varied offensive weapons, as the energy mine had shown limited use in stopping Shadow Vessels.
At first re-design went well, with half of the launchers being stripped in favor of ubiqtious twin-paticle arrays covering the ship in all directions. Once the new array were in place, some power was re-routed was to the still-existant mine launchers, thereby boosting the explosive pontential of the mines. On the additinal weapons, however, the design team became stuck as other weapons options were simply too large or could not be powered due to the Dag'Kars design.
One enterprising designer, Ner'Tral, commented that since they had removed half the mine launchers, they should simply double the amount of Ion torpedos the ship carried. A few months later, a chagrined Ner'Tral attended the launch of the new Dag'Tral Missle Frigate, as the design team was indebted to him for pointing out the obvious.
Name: Var'Lann
PL: Raid
Speed: 9
Turn: 2/45
Hull: 5
Damage: 36/10
Crew: 46/14
Troops: 3
Craft: 1 Frazi Flight
Special Rules : Jump Point
In Service: 2265+
Weapon Range Arc AD Special
Medium Laser Cannon 20 B 4 Beam, DD, Super AP
Heavy Plasma Cannon 15 F 4 DD, AP
Ion Torpedo 30 F 2 Super Ap, Precise
Twin Particle Array 8 F 6 Twin-Linked, Weak
Twin Particle Array 8 A 6 Twin-Linked, Weak
During the War of Retribuition, Var'Nic Class Long Range Destroyers were key in hunting down of severalCentuari leaders responsible for atrocties commited during the recent Occupation, as well as the long distant
orignal Occupation. While highly effective in its intended role, on several occasions lone Var'Nics were badly damaged or lost when the opposing forces out-numbered it, as the Var'Nic was simply too time-consuming to construct more the a handful.
Keeping in mind its intended role, a new version of the Var'Nic was ordered, with an eye on reduced building time while still retaining its weapons fit and speed. Although the new Var'Lann was able to keep up with the Var'Nic and be able to be produced in much greater numbers
, the designers were forced to sacrifice durability and some of the original secondarie weapons to be able to do so. The beams were retained,
but Heavy and Light Pulse cannons and Ion Torpedoes were reduced or replaced with plasma cannons and twin-particle arrays in order to reduce
construction time and complexity.
Reception of the Var'Lann has been mixed since its introduction to the fleet. While the plasma cannon on the Var'Lann was aceptable to many admirals, the loss of the Var'Nics durablity has been keenly felt, as the variant has been lost on many occasions where a Var'Nic would have survived.
Battle PL Choices
G'Quan, G'Lan, G'Quonth, G'Tal, Var'Nic, Var'Ton, T'Kath
Battle PL for the Narn was noted as being adequate in previous posts. G'Quans are quite capable with what the do although many bemoaned its lack of beam power, inn comparison to other Battle PL choices. But overall, it was noted the 2 war level variants were simply noted powerful enough to justify being bumped up. So witha bit of re-working, I managed to stick them back into Battle PL. The Var'Ton is a re-worked Var'Nic but emphasizing e-mines and fighters. The T'Kath is a re-worked T'Lann, making it more suitale of a carrier, although still weak in comparison to other races carriers
Name: G’Quoneth Attack Cruiser
PL: Battle
Speed: 6
Turn: 1/45
Hull: 6
Damage: 55/13
Crew: 70/19
Troops: 4
Craft: None
Special Rules: Jump Point
In Service: 2268+
Weapon Range Arc AD Special
Heavy Laser Cannon 18 B 5 Beam, DD, Super AP
Ion Torpedoes 30 F 2 Precise, Super AP
Pulsar Mines 18 F 6 Energy Mine
Heavy Pulse Cannon 12 F 6 DD, Twin-Linked
Twin Particle Array 8 F 10 Twin-Linked, Weak
Twin Particle Array 8 A 6 Twin-Linked, Weak
Twin Particle Array 8 P 10 Twin-Linked, Weak
Twin Particle Array 8 S 10 Twin-Linked, Weak
Light Pulse Cannon 8 A 4
Light Pulse Cannon 8 P 6
Light Pulse Cannon 8 S 6
All of original G’Qounth attack cruiser variants were lost during the Centauri Occupation and the Great War the followed. In the aftermath of the rebuilding, serious consideration was given to refitting G’Quans back into the G’Qounths as hulls became available during refits. With the success of the Rothec, a redesign was given to G’Qounth, emphasizing short range firepower to match the Rothecs’s over the long range G’Quan.
The Energy Mines were gutted in favor of a single quick-firing pulsar mine launcher and the beams were downrated in range in order to increase raw power. The Ion torpedoes from the first design were kept in order to provideinitial long range salvoes.
At first, the light pulse cannons to the fore were to be kept. The first prototypes did trials using them and deemed adequate. However a growing stockpile of heavy pulse cannon were available to to G’Stens being decommissioned. These were used to replace the light pulse cannons once it was determined there was sufficient power available.
Name: G’Tal Command Cruiser
PL: Battle
Speed: 6
Turn: 1/45
Hull: 6
Damage: 60/14
Crew: 75/20
Troops: 4
Craft: 2 Frazi Flights
Special Rules: Jump Point, Command 2+
In Service: 2268+
Weapon Range Arc D Special
Heavy Laser Cannon 30 B 4 Beam, DD, Super AP
Energy Mine 30 F 6 Energy Mine, Slow Loading
Heavy Pulse Cannon 12 F 4 DD, Twin-linked
Twin Particle Array 8 F 10 Twin-Linked, Weak
Twin Particle Array 8 A 8 Twin-Linked, Weak
Twin Particle Array 8 P 10 Twin-Linked, Weak
Twin Particle Array 8 S 10 Twin-Linked, Weak
Light Pulse Cannon 8 A 4
Light Pulse Cannon 8 P 8
Light Pulse Cannon 8 S 8
The new design G’Tal command cruiser was an attempt to improve the survivability of the original, as the first G’Tals offensive upgrades highlighted the threat it posed to other enemy ships. While keeping the originals command facilitys, much of the energy mine launchers were removed in favor of increasing the amount of twin-particle arrays and light pulse cannons the ship carried. Heavy Pulse Cannons were fitted to front in place of the light pulse cannons in concession to some captains that felt some short range offensive power was entailed
Name: Var’Ton Long Range Support Cruiser
PL: Battle
Speed: 7
Turn: 2/45
Hull: 6
Damage: 44/11
Crew: 58/14
Troops: 4
Craft: 6 Frazi Flights
Special Rules: Jump Point, Carrier 2
In Service: 2268+
Weapon Range Arc AD Special
Heavy Laser Cannon 30 B 2 Beam, DD, Super AP
Energy Mine 30 F 4 Energy Mine, Slow loading
Energy Mine 30 F 4 Energy Mine, Slow Loading
With the addition of the Var’Lann to the Fleet, hunter packs consisting of Var’Nic and Var’Lanns were proving capable of dealing major damage to any single ship, regardless of size or race.
During simulations, however, the fighters carried by the Var’s were proving insufficient to screen and cover them during attack runs from opposing light raiders and fighters. Realizing this defiency, a small number of the Var’Nics were retrofitted with additional hanger bays, control facilites, and E-mine launchers in order to cover the pack on their attack run. Sacrificing all short range protection ability, the new Var’Ton proved admirable is this role. In order to provide even more support, the Medium Laser Cannons were removed in replaced with longer range Heavy Laser Cannons, although some power had to be diverted from the engines in order to accomplish this goal.
Such a singular purpose come at a cost, though. The lack of any short range weapons leave the Var’Ton dangerously exposed if the very fighters and light raiders it was designed to defeat manages to flank it.
Name: T’Kath Heavy Carrier
PL: Battle
Speed: 5
Turn: 1/45
Hull: 5
Damage: 60/12
Crew: 90/21
Troops: 6
Craft: 10 Frazi Flights
Special Rules: Jump Point, Carrier 2, Shuttles 2
In Service: 2269+
Weapon Range Arc AD Special
Light Pulse Cannon 8 F 5
Light Pulse Cannon 8 A 5
Light Pulse Cannon 8 S 5
Light Pulse Cannon 8 P 5
The T’Rann, while an admirable attempt at providing fighter based support to the narn fleet, was in fact a failure in the eyes of many Narn admirals. Not so much because it was a bad idea, but because the designer attempted to retain to much of its original assault transports functions, including speed and weapons fit. Following the War of retribution, serious effort was given to redisgn of the T’Rann in order to give the Regime its first true carrier. The T’Kath was the result.
Much of the T’Rann weapons were removed in order to provide the necessary capacity for installion of dedicated launch and recovery facilites. Redesigned engines provide for nearly a 300 percent increase for fighter capacity, as the newer engines were much more compact, although a severe reduction in speed was noted. Re-arangement of the fighter bays into more effient space even managed to free up enough space to bring back some of the T'Loths assault role, as the new launch facilites were capable of handling shuttles.
While highly effective in its role, at present there are vey few T’Kaths currently serving the Narn Regime. The necessary refits are extremely time-consuming as the T’Loth hull is very old and much strengthening and replacement is needed in order to convert it into a T’Kath.
War PL Choice
Bin'Tak
Do you need more than a Bin'Tak? If so, please check into your local hospital for psychiatric evaluation as you have obviously lost your mind. Thank you and good day.
I'll post out the last 2 ships I wanted to redo later in the post, the G'Quan Variants. I've also have a few variants of the G'Karith, Thentus, and the T'Loth I'll edit in this post later.
EDIT: The Battle PL ships are now in.
Let me know if I'm completely nuts or spot on.