Officially Unofficial Ghosts of Omelos Stats

This were developed as a conversion of the stats from Bryan Steele's S&P article, with consultation from him (he said I could name him!). Apologies to OnlyTheShadoKnows (Damien). I know you were going to work on these, but I had a player that needed to use them yesterday, so I had to get something out. I figure I'd share with everyone.

GHOSTS OF OMELOS

Fleet:

PATROL
Delta-V2 Wing (5 flights)
Breaching Pod Wing (4 flights)
Thorun Dartfighter Wing (4 flights)
Jashakar-class Scout Ship
Modified Freighter

SKIRMISH
Strike Carrier
Jashakar Modified Attack Frigate

RAID
Battlewagon
Extinction-class Battlewagon
Mauler-class Omelos Cruiser

BATTLE
Rah'Kahrn Flagship

FIGHTERS
Any ship carrying one or more Delta-V flights may replace any number of them for Thorun Dartfighter flights. Any ship carrying one or more Delta-V or Dartfighter flights may replace them with Breaching Pod flights. 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.

Ghosts of Omelos Fleet Special Rules

League Salvage:
The Ghosts of Omelos fleet may choose up to one Fleet Allocation point of your allowance of ships from any League fleet. In campaign games, the Ghosts may have a maximum of one Fleet Allocation Point at Battle level spent on League ships at any one time. They are not restricted in this way when choosing fleets for individual scenarios - in theory, the Ghosts could field ships brought from another fleet list with nothing from the Ghost fleet if the scneario was a Patrol level. Because these ships are crewed by clones or hired raiders they do not acquire the Special Rules associated with the ships' original fleets. The only exceptions are Abbai Comm Disruptors, Drazi Sky Hook Catapults, pak'ma'ra Energy Web, and Vree Super Manueverability.

Masters of Destruction:
Any hits from Ghosts of Omelos bolters which score a critical hit cause triple damage to the target, exactly as if the weapon had the Triple Damage trait. All other hits are resolved normally; only those hits which inflict a critical cause triple damage.
Any hits from Ghosts of Omelos pulsars which score a critical hit cause double damage to the target, exactly as if the weapon had the Double Damage trait. All other hits are resolved normally.

Scavengers: Ghosts of Omelos use the same campaign rules for Scavengers as regular Raider Fleets do (see Page 128 of the Fleet List book).

Ghosts of Omelos Initiative: +0

New Ships:

Extinction-class Battlewagon (Raider Battlewagon Variant)
Raid Level
Speed: 6
Turns: 1/45
Hull: 6
Damage: 38/9
Crew: 38/8
Troops: 3
Craft: 2 Thorun Dartfighter flights
Traits:
Inteceptors 2
Anti-Fighter 2
Jump Engine
Lumbering
Service Date: 2241+
Weapons:
Medium Laser Cannon
Range 20, Boresight, 4 AD, Beam, Double Damage
Bolters
Range 10, Fore, 6 AD, AP, Double Damage
Twin Particle Array
Range 8, Aft, 6 AD, Twin Linked, Weak
Light Pulsars
Range 8, Turret, 6 AD

Jashakar Modified Attack Frigate (Jashakar Scout Variant)
Skirmish Level
Speed: 12
Turns: 2/45
Hull: 4
Damage: 18/4
Crew: 20/7
Troops: 2
Craft: None
Traits:
Agile
Anti-Fighter 1
Jump Engine
Service Date: 2245+
Weapons:
Bolters
Range 10, Fore, 4 AD, AP, Double Damage
Light Bolters
Range 5, Aft, 4 AD, Double Damage

Mauler-class Omelos Cruiser (Omelos Light Cruiser Variant)
Raid Level
Speed: 10
Turn: 2/45
Hull: 5
Damage: 22/5
Crew: 22/5
Troops: 2
Traits:
Interceptor 2
Anti Fighter 2
Jump Engine
Service Date: 2246+
Weapons:
Medium Laser Cannon
Range 20, Boresight, 2 AD, Beam, Double Damage
Pulsars
Range 10, Fore, 8 AD
Light Pulsars
Range 8, Fore, 6 AD
Light Pulsars
Range 8, Starboard, 6 AD
Light Pulsars
Range 8, Port, 6 AD
Light Pulsars
Range 8, Aft, 6 AD
Torpedo Tubes
Range 24, Fore, 4 AD, AP, Double Damage, Slow-Loading

Rah'Kahrn Flagship (Raiders, Unique Ochlavita Variant)
Battle Level
Speed: 8
Turns: 2/45
Hull: 6
Damage: 28/6
Crew: 22/8
Troops: 3
Craft: 2 Thorun Dartfighter flights
Service Date: 2265+
Traits:
Command +1
Interceptors 4
Anti-Fighter 4
Jump Engine
Weapons:
Medium Laser Cannon
Range 20, Boresight, 4 AD, Beam, Double Damage
Heavy Bolter
Range 12, Fore, 6 AD, AP, Double Damage
Energy Pulsars
Range 10, Fore, 6 AD, Twin-Linked
Quad Pulsars
Range 8, Fore, 10 AD, Twin-Linked
Bolters
Range 10, Aft, 4 AD, AP, Double Damage
Special Note: Crew Quality checks recieve a +1 bonus and it may also form a sing Pentacon Formation around itself (see Dilgar rules).

Green X Lantern
 
yes you can indeed. Derina has had some sucess, Greg has put some articles in, quite a few other people have submitted articles too.
 
never read the first one to be honest, but now with my mini mimbari fleet, look forward to reading it :-)
 
<LAF> No problem! No Nova...I asked Bryan about that as well and he said "But I think the Nova should be left out. I can't see the Dilgar using the ships of their enemy...there is just something ugly about that."

As much as I'm a fan of the Nova, that made sense.
 
Hey! I am totally cool with that, no need for apologies, I am sorry that I haven't started it yet and that I took so long. I have two scenarios that I have been working on and I am interested in submitting it to S&P. My friend and I are testing them at our local convention coming up next weekend.


If these Ghosts become final all the more power to you guys! I can't wait to test them out. If you guys need to work on them a bit more let me know I would like to help.


-OTSK
 
Green X Lantern said:
<LAF> No problem! No Nova...I asked Bryan about that as well and he said "But I think the Nova should be left out. I can't see the Dilgar using the ships of their enemy...there is just something ugly about that."

As much as I'm a fan of the Nova, that made sense.


Thats true about the Nova but then again, wouldn't be some what poetic to have the enemies weapons turn on them? :)

Just a thought! I mean they are after all "working" with Raiders?
 
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