Greg Smith
Mongoose
I've had a couple of ideas for the Narn for P&P. I've already passed them on to Matt and the other playtesters, and I thought I'd see what other players thought.
The first one is mainly because the Narn CBD doesn't help the ships that need it - the big ones, but does help ships like the Sho'kos.
Close Blast Doors! (Narn don't have defence grids
)
Narn ships are exceptionally tough and have the ability to withstand catastrophic amounts of damage when their crews ready the ships to receive an attack. This Special Action may only be used by Narn ships that have a starting Damage score of 50 or more*. Ships using this Special Action not only ignore each point of Damage and Crew loss but also ignore Critical Hit effects on a roll of 5+.
*as an alternative you could have Lumbering as the restriction. Either way it doesn't help the G'Vrahn (which is ideal) because it isn't likely to be on CBD.
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My big bugbear with the big Narn ships is that their secondary weapons don't have enough range.
Boost Power to Weapons on that Side! *
Crew Quality check: 8
Clever Narn fire control officers can transfer power from weapon batteries on one side of the ship to increase power to weapons in other firing arcs. If this Special Action is successful, the ship may not fire weapons from one arc in the following firing phase. This arc must have weapons in it and must not be affected by a critical hit that prevents weapons from firing. In another arc, Light Pulse Cannons will have their range increased to 10" and Light Ion Cannons will have their range increased to 12". No more than one firing arc can be improved in this way. The affected firing arcs must be declared when the Special Action is announced.
*The name isn't great, but I didn't want a name that included one particular arc, to prevent confusion.
The first one is mainly because the Narn CBD doesn't help the ships that need it - the big ones, but does help ships like the Sho'kos.
Close Blast Doors! (Narn don't have defence grids

Narn ships are exceptionally tough and have the ability to withstand catastrophic amounts of damage when their crews ready the ships to receive an attack. This Special Action may only be used by Narn ships that have a starting Damage score of 50 or more*. Ships using this Special Action not only ignore each point of Damage and Crew loss but also ignore Critical Hit effects on a roll of 5+.
*as an alternative you could have Lumbering as the restriction. Either way it doesn't help the G'Vrahn (which is ideal) because it isn't likely to be on CBD.
----------
My big bugbear with the big Narn ships is that their secondary weapons don't have enough range.
Boost Power to Weapons on that Side! *
Crew Quality check: 8
Clever Narn fire control officers can transfer power from weapon batteries on one side of the ship to increase power to weapons in other firing arcs. If this Special Action is successful, the ship may not fire weapons from one arc in the following firing phase. This arc must have weapons in it and must not be affected by a critical hit that prevents weapons from firing. In another arc, Light Pulse Cannons will have their range increased to 10" and Light Ion Cannons will have their range increased to 12". No more than one firing arc can be improved in this way. The affected firing arcs must be declared when the Special Action is announced.
*The name isn't great, but I didn't want a name that included one particular arc, to prevent confusion.