new ship/race.

angelus2000

Mongoose
Just for shits and giggles, im deciding to post an idea for another race/faction whatever. no fluff to support this, but I thought it would be nice to consider what another races ships would look like.


Heavy Cruiser

Battle PL

Speed 5
Hull 6
Turns 1/45
Dam 45/12
Crew 50/21
Troops 4
Aux Craft 3 Hvy Fighter, 1 Bomber
Special Rules. *Energy grid 20, Jump Point

Weapons
Spinal Lance 35 B 4 SAP TD Slow LD
Ion Cannons 25 @F/P @3/3 AP DD TL
Ion Cannons 25 @F/S @3/3 AP DD TL
Ion Cannons 25 @A/P @3/3 AP DD TL
Ion Cannons 25 @A/S @3/3 AP DD TL
Lasers 15 @F/P @2/2 Sap DD Beam
Lasers 15 @F/S @2/2 Sap DD Beam
Lasers 15 @A/P @2/2 Sap DD Beam
Lasers 15 @A/S @2/2 Sap DD Beam
Dual Rotary Flak 5 T 4 AF, TL

* Energy Grid: the energy grid may absorb up to 20 Dam/crew points before being drained. Regard all Critical Hits as Solid hits against the grid, DD and TD effects still apply. Once the grid is depleted, dam/crew as marked as normal. The grid may not be recharged for the rest of the battle

@ Split Fire. Weapons with this mark may either fire in firing arc one or another, but not both in the same firing phase. No AD per individual weapons may fire at split targets; this supercedes the normal split fire rule in the Main Rule book.

Hvy Fighter
Speed 11
Hull 4
Turns SM
Dogfight +3
Dodge +4
Special. *Energy Grid 2

Weapons
Quad Linked cannons 2 T 4 TL

* Aux Craft Energy Grid. This trait is negated during dogfights. Weapons with DD/TD score damage as normal

Bomber
Speed 8
Hull 6
Turns 2/90
Dogfight +5
Dodge +4
Specials *Energy Grid 6

Weapons
AF turrets 2 T 1 TL, AF
@Torpedo Racks 4 T 6 Sap, DD

* Aux Craft Energy Grid. See entry on Hvy fighter
@ Torpedo Racks. Torpedos are one shot expendable ordance. Once the aux craft has fired this weapon, the bomber is removed from play and recoved by the parent ship. on a +3 roll, the bomber may be relaunched during the movement phase after recovery

There ya go. Feel free to tear it apart at your leisure
 
Interesting ship, now you'll have to sculpt a mini for it!

The Energy Grid would do well against the Narn since they're lighter on DD and TD. The dogfight score on the bomber is way too good at +5...I'd say +0 or -1, maybe even -2 since it's not SM but 2/90.
 
Energy Grid seems too strong to me. You now have a 6 Hull, 65(45 Damage +20 Energy Grid) damage ship which can completely ignore criticals for the first 20 damage. And fleets which are light on double damage/triple damage weapons will have it even worse. This is amplified by some truely nasty fighters with lots of AD and special traits and that are also much much harder to kill than normal fighters due to a combination of high dogfight scores and energy grids. The ship weapons seem light until you realize you can concentrate a lot of them into a single arc combined with decent range and twin linked on the only weapon that isn't Super AP. A lot of dice that are thrown will hit.
 
sorry guys
I completely got the dogfight scores mixed up
Hvy Fighter should +2
Bomber should be -1
For some reason I was thinking higher number=worse at it.

Hvy Fighter weapons AD is going to be reduced to 2 AD, but gain AP. May not be able to shoot as much, but will hit more. Bomber spd being reduced to 7


As for the energy grid being too strong, the concern about is noted but playtesting could find a happy medium there. I originally concieved as simply stopping Hits of any kind say the first 10 or 15. But that would leave it more vulnerable to lighter weapons at shorter ranges, due to amount of AD a light weapon can throw. The concern for DD/TD light fleets is valid though so as a compromise, a re-written Energy Grid Special Trait

** Energy Grid: the energy grid may absorb up to 20 Dam/crew points before being drained. All hits on the Grid will be regarded as a Solid Hit, including Weak Weapons. DD and TD effects will still apply as per normal Solid Hit. Once the grid is depleted, all hit effects procede by normal firing phase rules. The grid may not be recharged for the rest of the battle.

To Celisasu, after looking over the ships weapons. Your write on the amount of AD that can thrown. Please note though, the ship can be overwhelmed if surrounded. If fire is concentrated in one arc, that leaves 2 others with much less AD. If its concentrated in 2 arcs, the last 2 arcs will have no way to respond to attacks from that arc.

Last point. I forgot to add on something to the Spinal Lance. So I'm going to repost the new changes


Heavy Cruiser

Battle PL

Speed 5
Hull 6
Turns 1/45
Dam 45/12
Crew 50/16
Troops 4
Aux Craft 3 Hvy Fighter, 1 Bomber
Special Rules. **Energy grid 20, Jump Point

Weapons
#Spinal Lance 35 B 5 SAP TD Slow LD
@Ion Cannons 20 F/P 5/5 AP TL
@Ion Cannons 20 F/S 5/5 AP TL
@Ion Cannons 20 A/P 5/5 AP TL
@Ion Cannons 20 A/S 5/5 AP TL
@Lasers 12 F/P 2/2 AP DD Beam
@Lasers 12 F/S 2/2 AP DD Beam
@Lasers 12 A/P 2/2 AP DD Beam
@Lasers 12 A/S 2/2 AP DD Beam
Dual Rotary Flak 5 T 4 AF, TL

** Energy Grid: The Energy Grid may absorb up to 20 Dam/crew points before being drained. All hits on the Grid will be regarded as a Solid Hit, including Weak Weapons. DD and TD effects will still apply as per normal Solid Hit. Once the grid is depleted, all hit effects procede by normal firing phase rules. The grid may not be recharged for the rest of the battle.

@ Split Fire. Weapons with this mark may either fire in firing arc one or another, but not both in the same firing phase. No AD per individual weapons may fire at split targets; this supercedes the normal split fire rule in the Main Rule book.

# If the Spinal Lance is fired, no other Weapons except weapons with the AF trait, may be selected to fire in that firing phase.

So to sum up changes
Energy Grid re-worked to make Weak/Normal Weapons more effective.
Ion Cannons lose range and DD, but gain 1AD
Lasers lose range and SAP, but retain AP
Spinal Lance gains an AD, but can only be fired to the exclusion of other weapons that turn

Hvy Fighter
Speed 11
Hull 4
Turns SM
Dogfight +1
Dodge +4
Special. *Aux Craft Energy Grid 2

Weapons
Quad Linked cannons 2 T 2 AP, TL

* Aux Craft Energy Grid. This trait is negated during dogfights. Otherwise, as per Ship Energy Grid Rules

Bomber
Speed 7
Hull 6
Turns 2/90
Dogfight -1
Dodge +5
Specials *Energy Grid 6

Weapons
AF turrets 2 T 1 TL, AF
@Torpedo Racks 4 T 6 Sap, DD

* Aux Craft Energy Grid. See entry on Hvy fighter
@ Torpedo Racks. Torpedos are one shot expendable ordance. Once the aux craft has fired this weapon, the bomber is removed from play and recoved by the parent ship. on a +3 roll, the bomber may be relaunched during the movement phase after recovery

Changes
Hvy Fighter now has +1 Dogfight score
Dodge now +4(easier to hit with ship weapons)
Hvy Fighter lose 2 AD, gain AP. May not chuck much dice, but they do hit

Bomber now has -1 Dogfight
Dodge now +5
Spd reduced to 7
 
Hey prelude, if I were to give you some sketchs, do you think you could work with that? My modeling skill is a bit on the suck side, but I did have a fair good working idea about how I wanted the ship to look.
 
Heres the Idea I was tossing around for Frigate Design.

Escort Frigate

Skirmish PL

Speed 6
Hull 6
Turns 2/45
Dam 18/4
Crew 16/7
Troops 2
Aux Craft 1 Hvy Fighter
Special Rules. ** Energy grid 10

@Ion Cannons 15 F/P 2/3 AP TL
@Ion Cannons 15 F/S 2/3 AP TL
@Ion Cannons 15 A/P 2/3 AP TL
@Ion Cannons 15 A/S 2/3 AP TL
@Lasers 8 F/P 2/2 AP Beam
@Lasers 8 F/S 2/2 AP Beam
@Lasers 8 A/P 2/2 AP Beam
@Lasers 8 A/S 2/2 AP Beam
Dual Rotary Flak 5 T 4 AF, TL

@ Split Fire. Weapons with this mark may either fire in firing arc one or another, but not both in the same firing phase. No AD per individual weapons may fire at split targets; this supercedes the normal split fire rule in the Main Rule book.

My concept of this was to purely in escort ship for the heavy cruiser. So nearly the speed, but much reduced in terms of Endurance. I tried to keep nearly the same weapons fit, but at reduced range and AD, as well as removing the DD trait from the lasers. The grid was heavily reduced in effectiveness in order to improve the Weapons fit.


And its companion, the Fast Frigate. I sort of envisioned these as the loners, meant to operate independtly of the main fleet as a sort of fast reaction type of ship, and able to stay deployed out of range of supplies for extended periods of time.

Fast Frigate

Raid PL

Speed 10
Hull 6
Turns 2/45
Dam 20/4
Crew 24/9
Troops 2
Aux Craft 2 Hvy Fighter
Special Rules. ** Energy grid 10, Jump Point

@Ion Cannons 15 F/P 3/3 AP TL
@Ion Cannons 15 F/S 3/3 AP TL
@Ion Cannons 15 A/P 3/3 AP TL
@Ion Cannons 15 A/S 3/3 AP TL
@Lasers 8 F/P 2/2 AP Beam
@Lasers 8 F/S 2/2 AP Beam
@Lasers 8 A/P 2/2 AP Beam
@Lasers 8 A/S 2/2 AP Beam
Dual Rotary Flak 5 T 4 AF, TL

@ Split Fire. Weapons with this mark may either fire in firing arc one or another, but not both in the same firing phase. No AD per individual weapons may fire at split targets; this supercedes the normal split fire rule in the Main Rule book.

Changes from the Escort version into the Fast Version

Increase in Speed
Slight increase in Dam/Crew Scores
Jum Point added
Increase in Aux Craft
Slight Increase in AD.
 
Just a quick note.

All hits on the Grid will be regarded as a Solid Hit, including Weak Weapons.

Weak doesn't influence solid vs bulkhead vs critical hits. Weak is the opposite of AP. It influences whether you hit the ship in the first place.

To hit Hull 5 normally, you need 5s.
To hit Hull 5 with AP, you need 4s.
To hit Hull 5 with Weak, you need 6s.

Precise, which influences what is needed to cause damage (bulkhead goes to normal, 5-6 criticals) has no opposite ability.
 
Oh ya good point. I always get that mixed up, even when playing. Guess I need to state something like this then.

** Energy Grid: The Energy Grid may absorb up to X Dam/crew points before being drained. When making an attack on a ship with this trait, all attack rolls hit on a +5; all successful hits on the Grid are regarded as Solid Hits and damage to the Grid is marked immediatley, TD/DD effects apply.
When the grid reachs 0 points remaining, any AD remaining from that weapon will be rolled as per normal MRB firing rules. Beam hits on the target that successfuly hit the grid before depletion may be re-rolled as per normal firing rules. IF Beam dice are split, any AD remaining count as the initial roll.
The grid may not be recharged for the rest of the battle. Weapons trait are applied in the following ways.

Weak, AP, SAP; No effect on the grid, target +5 applies to all weapons
Precise; no effect. All hits are counted as Solid Hits
Beams; initial rolls and re-rolls have target number +5
AF; no effect
TL, normal effect.

So for Example, an Omega Fires Bore Lasers at a the cruiser that has 6 points remaining on the grid. 3 first AD rolled all meet the +5 traget number and the Grid is depleted. The remaining 1 AD is then rolled as normal and counts as the initial attack roll (its SAP vs hull 6 in this case, +4 to hit). Since there were 4 total hits (3 on the grid, 1 on the ship counting as the intial roll), the beam gets 4 re-rolls at +5, 3 hits, 3 re-rolls at +6, etc.

So another example, G-Quan fires at a cruiser with this trait, 8 points remaining. 3 hits on the grid, 2 points remaining. First AD re-rolled deplete the Grid. the Remaining 2 AD re-rolls are now rolled as if they were the initial attack roll. 3 hits at +5, 1 hit at +5 and 2 hits at +4, re-roll target number is now +5 and so forth.
 
more ships

Strike Carrier

Raid PL

Speed 5
Hull 4
Turns 1/45
Dam 30/9
Crew 41/15
Troops 1
Aux Craft 4 Hvy Fighter, 4 Bomber
Special Rules. ** Energy grid 15, Advanced Jump point

^Launch Tubes 10 B 3 ^
@Ion Cannons 15 F/P 1/2 AP TL
@Ion Cannons 15 F/S 1/2 AP TL
@Ion Cannons 15 A/P 1/1 AP TL
@Ion Cannons 15 A/S 1/1 AP TL
Dual Rotary Flak 5 T 6 AF, TL

@ Split Fire. Weapons with this mark may either fire in firing arc one or another, but not both in the same firing phase. No AD per individual weapons may fire at split targets; this supercedes the normal split fire rule in the Main Rule book.

^ Launch Tubes. Launch tubes are designed deliver fighter and bombers a good distance away from the carrier. Up to 3 flights may be placed up to 10 inchs from the Carrier. No flight may fire or move on the turn it is launched. No other weapons may be used in the turn the Launch Tubes ae used.


Gunboat Carrier

Raid PL

Speed 5
Hull 4
Turns 1/45
Dam 30/9
Crew 41/15
Troops 2
Aux Craft 2 Hvy Fighter, 8 %Gunboats
Special Rules. ** Energy grid 15, Jump point, Carrier 2

@Ion Cannons 15 F/P 1/2 AP TL
@Ion Cannons 15 F/S 1/2 AP TL
@Ion Cannons 15 A/P 1/1 AP TL
@Ion Cannons 15 A/S 1/1 AP TL
Dual Rotary Flak 5 T 4 AF, TL

% Up to Half the ships complement of Gunboats may be substituted with the following: JPG Corvette, Recon Corvette, C&C Corvette.

@ Split Fire. Weapons with this mark may either fire in firing arc one or another, but not both in the same firing phase. No AD per individual weapons may fire at split targets; this supercedes the normal split fire rule in the Main Rule book.

Gunboats.

Patrol PL

Speed 11
Hull 4
Turns 2/90
Dam 7/1
Crew 4/1
Troops -
Aux Craft -
Special Rules. ** Energy grid 7

Weapons
Ion Cannons 8 F 1 AP TL
Ion Cannons 8 T 1 AP TL
Lasers 6 T 1 AP DD Beam
Rotary Flak 2 T 2 AF TL

Fleet Carrier

War PL

Speed 4
Hull 5
Turns 1/45
Dam 52/16
Crew 72/28
Troops 4
Aux Craft 4 Hvy Fighter, 6 Bomber, 4 Interceptors, 4 %Gunboats
Special Rules. ** Energy Grid 25, Jump Point, Carrier 2. Fleet Carrier +1, Command +1

^Launch Tubes 10 B 4 ^
@Ion Cannons 15 F/P 3/3 AP TL
@Ion Cannons 15 F/S 3/3 AP TL
@Ion Cannons 15 A/P 2/3 AP TL
@Ion Cannons 15 A/S 2/3 AP TL
Dual Rotary Flak 5 T 8 AF, TL

%Up to Half the ships complement of Gunboats may be substituted with the following: JPG Corvette, Recon Corvette, C&C Corvette.

@ Split Fire. Weapons with this mark may either fire in firing arc one or another, but not both in the same firing phase. No AD per individual weapons may fire at split targets; this supercedes the normal split fire rule in the Main Rule book.

^ Launch Tubes. Launch tubes are designed deliver fighter and bombers a good distance away from the carrier. Up to 3 flights may be placed up to 10 inchs from the Carrier. No flight may fire or move on the turn it is launched. No other weapons may be used in the turn the Launch Tubes ae used. Gun Boats may not be launched using Launch Tubes

Lance Frigate

Raid PL

Speed 6
Hull 5
Turns 2/45
Dam 18/4
Crew 16/7
Troops 2
Aux Craft -
Special Rules. ** Energy grid 10

#Spinal Lance 35 B 5 SAP, TD, Slow Loading
@Ion Cannons 15 F/P 2/3 AP TL
@Ion Cannons 15 F/S 2/3 AP TL
@Ion Cannons 15 A/P 3/3 AP TL
@Ion Cannons 15 A/S 3/3 AP TL
Rotary Flak 5 T 4 AF, TL

@ Split Fire. Weapons with this mark may either fire in firing arc one or another, but not both in the same firing phase. No AD per individual weapons may fire at split targets; this supercedes the normal split fire rule in the Main Rule book.

# If the Spinal Lance is fired, no other Weapons except weapons with the AF trait, may be selected to fire in that firing phase.

Battlecruiser

War PL

Speed 9
Hull 6
Turns 2/45
Dam 55/18
Crew 60/22
Troops 4
Aux Craft 2 Hvy Fighter, 2 Interceptors
Special Rules. **Energy grid 30, Advanced Jump Point, Carrier 2

Weapons
#Spinal Lance 35 B 4 SAP TD Slow LD
$Spinal Lance 25 F 2 SAP TD Slow LD
@H. Ion Cannons 20 F/P 5/5 AP DD TL
@H. Ion Cannons 20 F/S 5/5 AP DD TL
@H. Ion Cannons 20 A/P 5/5 AP DD TL
@H. Ion Cannons 20 A/S 5/5 AP DD TL
@Twin Lasers 12 F/P 3/3 AP DD Beam TL
@Twin Lasers 12 F/S 3/3 AP DD Beam TL
@Twin Lasers 12 A/P 3/3 AP DD Beam TL
@Twin Lasers 12 A/S 3/3 AP DD Beam TL
Dual Rotary Flak 5 T 8 AF, TL

@ Split Fire. Weapons with this mark may either fire in firing arc one or another, but not both in the same firing phase. No AD per individual weapons may fire at split targets; this supercedes the normal split fire rule in the Main Rule book.

# If the Spinal Lance in Boresight Mode is fired, no other Weapons(including Launch Tubes), except weapons with the AF trait, may be selected to fire in that firing phase.

$ Spinal Lance. Spinal Lances may be fired either Boresight or Forward Arc. If fired in Forward Arc Mode, all other weapons may fire as normal.



Heavy Destroyer

Armageddon PL

Speed 4
Hull 6
Turns 1/45
Dam 80/12
Crew 92/20
Troops 8
Aux Craft 4 Hvy Fighter, 4 Interceptors, 4 Bomber, 2 %Gun Boats
Special Rules. **Energy grid 40, Jump Point, Command +2, Carrier 2

Weapons
#Spinal Lance 45 B 10 SAP TD Slow LD
$Spinal Lance 30 F 5 SAP TD Slow LD
@Heavy Ion Cannons 25 F/P 8/8 AP DD TL
@Heavy Ion Cannons 25 F/S 8/8 AP DD TL
@Heavy Ion Cannons 25 A/P 8/8 AP DD TL
@Heavy Ion Cannons 25 A/S 8/8 AP DD TL
@Twin Lasers 15 F/P 4/4 AP DD Beam TL
@Twin Lasers 15 F/S 4/4 AP DD Beam TL
@Twin Lasers 15 A/P 4/4 AP DD Beam TL
@Twin Lasers 15 A/S 4/4 AP DD Beam TL
Dual Rotary Flak 5 T 10 AF, TL
^Launch Tubes 10 B 2 ^

% Up to Half the ships complement of Gunboats may be substituted with the following: JPG Corvette, Recon Corvette, C&C Corvette.

@ Split Fire. Weapons with this mark may either fire in firing arc one or another, but not both in the same firing phase. No AD per individual weapons may fire at split targets; this supercedes the normal split fire rule in the Main Rule book.

# If the Spinal Lance in Boresight Mode is fired, no other Weapons(including Launch Tubes), except weapons with the AF trait, may be selected to fire in that firing phase.

^ Launch Tubes. Launch tubes are designed deliver fighter and bombers a good distance away from the carrier. Up to 3 flights may be placed up to 10 inchs from the Carrier. No flight may fire or move on the turn it is launched. No other weapons may be used in the turn the Launch Tubes ae used. Gun Boats may not be launched using Launch Tubes

$Spinal Lance. Spinal Lances may be fired either Boresight or Forward Arc. If fired in Forward Arc Mode, all other weapons may fire as normal

Gunboats.

Patrol PL , Aux Craft

Speed 11
Hull 4
Turns 2/90
Dam 6/1
Crew 4/1
Troops -
Aux Craft -
Special Rules. ** Energy grid 7, Dodge +4

Weapons
Ion Cannons 8 F 1 AP TL
Ion Cannons 8 T 1 AP TL
Lasers 6 T 1 AP DD Beam
Rotary Flak 2 T 2 AF TL

JPG Corvette

Patrol PL, Aux Craft

Speed 5
Hull 5
Turns 1/45
Dam 10/1
Crew 8/2
Troops -
Aux Craft -
Special Rules. ** Energy grid 10, Jump Point

Weapons
Rotary Flak 2 T 2 AF TL

Recon Corvette

Patrol PL, Aux Craft

Speed 12
Hull 4
Turns 1/90
Dam 6/1
Crew 4/1
Troops -
Aux Craft -
Special Rules. ** Energy grid 5, Dodge +5, *Scout

*Scout. The small size of the ship prohibits sensor carrying gear of any kind of power. Scout Range is reduced to 10"

Weapons
Rotary Flak 2 T 2 AF TL

C&C Corvette

Patrol PL, Aux Craft

Speed 8
Hull 4
Turns 1/90
Dam 6/1
Crew 4/1
Troops -
Aux Craft -
Special Rules. ** Energy grid 5, Dodge +5, *Fleet Carrier +1, Command +1

* The crafts small nature and lack of personnel prohibits the true coordination of a larger ship, Fleet carrier range is reduced to 15"


Weapons
Rotary Flak 2 T 2 AF TL

Scout Cruiser

Raid PL

Speed 8
Hull 5
Turns 1/45
Dam 39/10
Crew 55/16
Troops 2
Aux Craft 2 Interceptors
Special Rules. ** Energy grid 20, Advanced Jump Point, Scout, Stealth +3

@Ion Cannons 20 F/P 3/4 AP TL
@Ion Cannons 20 F/S 3/4 AP TL
@Ion Cannons 20 A/P 3/4 AP TL
@Ion Cannons 20 A/S 3/4 AP TL
@Lasers 12 F/P 1/1 AP Beam
@Lasers 12 F/S 1/1 AP Beam
@Lasers 12 A/P 1/1 AP Beam
@Lasers 12 A/S 1/1 AP Beam
Dual Rotary Flak 5 T 4 AF, TL



@ Split Fire. Weapons with this mark may either fire in firing arc one or another, but not both in the same firing phase. No AD per individual weapons may fire at split targets; this supercedes the normal split fire rule in the Main Rule book.

# If the Spinal Lance is fired, no other Weapons except weapons with the AF trait, may be selected to fire in that firing phase.


Aux Craft

Interceptors

Speed 15
Hull 4
Turns SM
Dogfight +1
Dodge +3
Specials *Energy Grid 1, Afterburners

Weapons
Twin Linked Cannon 2 T 2 TL
 
really nice ideas... i am searching a long time for such ideas of stats for new races and ships.

i have propably some stuff for you...

TaidHan1.jpg
TaidHan3.jpg
Vortex5.jpg
Vortex6.jpg
TaidHan5.jpg
TaidHan3.jpg


propably, it pleased to you... :wink:
 
To urobach, the closest to what I had envisioned for the larger warships was the 2nd to the bottom one, mainly due to the oval shaped main hull.
For the carriers, the top model is the closest due to the rectangular hull shape.

Actually from a modeling perspective, these shouldn't be too bad to make. For the larger ships, 2 mini designs would cover the cruisers and destroyers, and 2 more would cover the carriers. Its matter of scale for some and swapping/adding/removing bits from all of them from one design to the next. So only like 4 basic designs would be needed.

As for the small patrol level stuff, I didnt really have what they looked like in my head yet so I couldn't say as to what they would look like.

I did have some background fluff in mind when I created these designs, but I didn't feel like posting it unless I had some interest in maybe playtesting them.

As for the actual stats, how do you feel about the specific ships stats/rules? I didn't put much thought into wether or not these ships would be balanced in any way to other races, just against its own companion ships

Are there any of the concepts you think some more examination? Any loopholes obvious to you?
 
More ships. After taking a look at the beginnings of a fleet list I have, I realized what I had put on thier were final products/most curernt ships that the fleet had to offer. Since most of the ship designs are based off essentially, 2 basic designs, I decided to put the evolutionaruy ships in as well.


I added a new wrinkle to the Energy Grid. Since I'm not a big of Shields per se, the original thought to them was to act as a energy inversion field that acted as a current damper in one direction, and an current amplifier in the other. What that means gamewise, is that I'm thinking of adding AP to all the weapons that currently lack it. BUT when the grid is completelty depleted all weapons then lose all SAP or AP traits. So the ships hit hard while the grid is still going, but once its gone, the firepower output goes down quite a bit as well.

Heavy Cruiser, precusor ship

Raid PL

Speed 6
Hull 5
Turns 1/45
Dam 38/12
Crew 55/16
Troops 4
Aux Craft 2 Hvy Fighters
Special Rules. **Energy grid 10, Jump Point

Weapons
Heavy Laser 37 B 4 AP DD Beam
@Bolters 15 F/P 6/6 AP TL
@Bolters 15 F/S 6/6 AP TL
@Bolters 15 A/P 6/6 AP TL
@Bolters 15 A/S 6/6 AP TL
Dual Rotary Flak 5 T 4 AF, TL

** Energy Grid: The Energy Grid may absorb up to 20 Dam/crew points before being drained. All hits on the Grid will be regarded as a Solid Hit, including Weak Weapons. DD and TD effects will still apply as per normal Solid Hit. Once the grid is depleted, all hit effects procede by normal firing phase rules. The grid may not be recharged for the rest of the battle. Additionally, the Energy Grid acts as an amplifier for all outbound enrgy projectiles, drastically increasing penetration of the energy bolts/streams. Once the Grid is depleted, all weapons lose the AP trait.

@ Split Fire. Weapons with this mark may either fire in firing arc one or another, but not both in the same firing phase. No AD per individual weapons may fire at split targets; this supercedes the normal split fire rule in the Main Rule book.

Escort Frigate

Skirmish PL

Speed 6
Hull 6
Turns 2/45
Dam 18/4
Crew 16/7
Troops 2
Aux Craft 1 Hvy Fighter
Special Rules. ** Energy grid 5

Heavy Laser 25 B 2 AP DD Beam
@Bolters 12 F/P 4/4 AP TL
@Bolters 12 F/S 4/4 AP TL
@Bolters 12 A/P 4/4 AP TL
@Bolters 12 A/S 4/4 AP TL
Dual Rotary Flak 5 T 4 AF, TL

** Energy Grid: The Energy Grid may absorb up to 20 Dam/crew points before being drained. All hits on the Grid will be regarded as a Solid Hit, including Weak Weapons. DD and TD effects will still apply as per normal Solid Hit. Once the grid is depleted, all hit effects procede by normal firing phase rules. The grid may not be recharged for the rest of the battle. Additionally, the Energy Grid acts as an amplifier for all outbound enrgy projectiles, drastically increasing range and penetration of the energy bolts/streams. Once the Grid is depleted, all weapons lose the AP trait.

@ Split Fire. Weapons with this mark may either fire in firing arc one or another, but not both in the same firing phase. No AD per individual weapons may fire at split targets; this supercedes the normal split fire rule in the Main Rule book.

Lance Cruiser

Raid PL

Speed 6
Hull 6
Turns 1/45
Dam 38/12
Crew 45/18
Troops 2
Aux Craft 2 Hvy Fighters
Special Rules. ** Energy grid 20

#Spinal Lance 35 B 8 SAP, TD, Slow Loading
$Spinal Lance 35 F 4 SAP, TD, Slow LD
@Ion Cannons 20 F/P 4/4 AP TL
@Ion Cannons 20 F/S 4/4 AP TL
@Ion Cannons 20 A/P 4/4 AP TL
@Ion Cannons 20 A/S 4/4 AP TL
Rotary Flak 5 T 4 AF, TL

@ Split Fire. Weapons with this mark may either fire in firing arc one or another, but not both in the same firing phase. No AD per individual weapons may fire at split targets; this supercedes the normal split fire rule in the Main Rule book.

# If the Spinal Lance is fired, no other Weapons except weapons with the AF trait, may be selected to fire in that firing phase.

$Spinal Lance. Spinal Lances may be fired either Boresight or Forward Arc. If fired in Forward Arc Mode, all other weapons may fire as normal
 
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