P&P - "new" G'Quan?

Foxmeister

Mongoose
My copy of P&P has yet to arrive, but since it is out in the open now, I was wondering if some kind soul could let me know what ended up happening to the G'Quan "refit" in P&P?

Thanks,

Dave
 
Dear Foxmeister, to ensure the balance of the G'Quan, we looked at in relation to an Omega, as this is a commonly used approach, we discovered that it is slower, carries fewer fighters, and it's secondary weapons are a shorter range. It's beam is less potent, but holy crap, it carries one shot e-mines.

therefore, with immediate effect, the G'Quan now has a slow loading 1 dice beam and 3" secondary weapons.
 
There speaks a man who has sold all his G'Quans.

(Wish I'd thought of that!!)

I am liivng in hope of the P&P Super G'Quan, taking over the cape from the Saggi.
 
Fat Chance - The G'Quan is the most under-powered capital ship in the game - Next to that War class variant POS the G’Quonth!

Oh How We Laugh!!! :evil:
 
Kickaha said:
I am liivng in hope of the P&P Super G'Quan, taking over the cape from the Saggi.

I think you can only use the phrase "Super G'Quan" if you say it in the style of Big Gay Al from South Park singing "I'm super" ;) It's the only way it can strike fear into the hearts of its adversaries!

Regards,

Dave

P.S. All "Super G'Quans" must be painted pink!
 
Same here! I use to love playing the Narn, but I think the majority of fleets now will be Centauri, ISA or EA - Perhaps that's the way they want things in the new universe?

And magic monkey's will swing from the tree's with angels flying out of their arse's! Happy Days! :D
 
"My Good Dear Friend, it is lucky that the game designer is a stalwart ally of the Great Republic. Look how he increases the power of our fleets with a flourish, enhancing our hunting packs to put down errent animals that do not know their place.

Ah it is a good day to be Centauri, almost like the Good Old Days!"


I think the P+P version has +1 AD, bit more damage and ignore criticals on a 6 under CBD.



[i]meanwhile in another universe..........[/i]





[b]Jagged Edge, G’Quan Class Heavy Cruiser Battle[/b]
Captain G’treg is a formidable warrior and worked tirelessly before the war to improve the abilities of the mainstay of the Narn fleet – the G’Quon heavy cruiser. He was unable to convince the Kha’Ri that the design was fundamentally flawed when matched against the Centauri warships despite his test bed ship performing spectacularly well in trails. Ignored and exiled to second line tasks with his “failed design” even in the initial stages of the war. It was only when the war turned
against the Narn that he found a place on the front line and proved the worth of his ship – but too late. His anger towards the Kha’Ri burns deep and he seeks his own path to the liberation of the Narn from the invaders.
Speed: 6 Turn: 1/45o Hull: 6
Damage: 55/13 Crew: 62/19 Troops: 8
Craft: 2 Frazi flights
Special Rules: Anti-Fighter 2, Jump Engine, Lumbering, Unique
In Service: 2272+
Weapon Range Arc AD Special
Heavy Laser Cannon (*) 30 / 18 B(f) / F 6 Beam, Double Damage
Heavy Pulse Cannon 12 F 6 Twin Linked
Heavy Pulse Cannon 12 P 12 Twin Linked
Heavy Pulse Cannon 12 S 12 Twin Linked
Heavy Pulse Cannon 12 A 4 Twin Linked
(*) The Heavy Laser Cannon on the Jagged Edge is in an experimental mounting with increased ability to traverse
relatively rapidly if fired on reduced power. The Jagged Edge may fire its Heavy laser Cannon up to 30” if it boresights an
target or up to 18” in the F arc. The only drawback is that the targeting system is relatively delicate and a critical hit that
effects either the B(f) arc or the f arc will effect the cannon regardless of which mode it fired previously in.
 
Da Boss said:
I think the P+P version has +1 AD, bit more damage and ignore criticals on a 6 under CBD.

I hope it got more than that - Triggy hinted that it was getting something else, and that's what I'm looking for from P&P.

Mind you - I'd not be surprised in the least if this was it!

[b]Jagged Edge, G’Quan Class Heavy Cruiser Battle[/b]


Pretty much spot on! If only all G'Quans were like this.....

Regards,

Dave
 
Da Boss said:
I think the P+P version has +1 AD, bit more damage and ignore criticals on a 6 under CBD.

+15 damage/crew and +1AD to any heavy laser cannon. If on CBD, ignore crits on a 6+ (all Narn ships have the last ability which I think personally is quite nice).

Cheers, Gary
 
silashand said:
Da Boss said:
I think the P+P version has +1 AD, bit more damage and ignore criticals on a 6 under CBD.

+15 damage/crew and +1AD to any heavy laser cannon. If on CBD, ignore crits on a 6+ (all Narn ships have the last ability which I think personally is quite nice).

Cheers, Gary

thanks - is it all Narn ships or just Narn ships over a certain damage size?
 
Its G'Quan and variants that get 15 extra. Ship viewer is updated :)
CBD stopping crits on 6 applies to all Narn ships with 35 starting damage or more.
 
My copy of P&P hasn't arrived yet, but I'm reliably informed that the new optional Redundancy rule gives a number of crits *per turn* that a ship can ignore the effects of (not damage) rather than per game starting at 1 for Raid and going up 1 per PL, to 4 for Armageddon. (Someone please correct me if this is wrong!).

This is rather stronger than the versions previously discussed here, but if this is the case, and if this rule is popularly used it will make the G'Quan quite a bit harder and thus possibly worth taking!

My concern is whether this makes larger ships too strong, and so won't be generally used (and thus useless) but I'll reserve judgement on that until I've played it since I still think large ships are disadvantaged over a swarm even with the revised FAP.

Regards,

Dave
 
Indeed, the Redudancy optional rule does cancel out crits on a per-turn basis, rather than per game, which (by popular opinion) makes it much too powerful. But since it's an optional rule, you can just opt to make it per game instead :)
 
Indeed - it would be interesting to try the per round version - not sure the races who have high damage and precise beams will appreciate it or indeed the Dilgar :P
 
Having now received my P&P, I should say first that on the whole I think P&P is a pretty good swan song for ACTA, but I don't think the Narn really benefited much from it but I wasn't really expecting much after the playtest packs anyway.

The G'Quan was, and still is, a rubbish battle ship. Throwing more hull and crew to it did nothing to alleviate its core deficiencies, and the new Narn CBD SA isn't really going to change that much. TTT should help somewhat, but then again it also helps the Omega, which actually gains more from it by virtue of having both B and B(a) weapons.

HOWEVER..... if the Redundancy optional rule ever came into general use (which it won't because it is optional and viewed as broken by many) I can see how the G'Quan could work. I will reserve judgement on the rule until I've played it though as I it will give larger ships a much better chance against a swarm.

It was really nice to see some Narn fluff in the back of the book, but a shame that the fluff doesn't actually represent the fleet as presented in the game. A few salient points:

G'Quonth - "unlinked the heavy lasers for more flexibility"? Not convinced that this G'Quonth is the one in the book.

G'Tal - "most radical redesign"? "adding a third heavy laser"? I wish my G'Tals had a third heavy laser! ;)

Th'Nor Torpedo Cruiser - absent from ACTA!

Var'Nic - "could not punch out bigger ships like the Ka'Toc"? Not convinced of that one! ;)

Regards,

Dave
 
it's entirely likely that extra fluff was lifted from the RPG, which has some significant differences anyway

I have some stats for the ThNorr somewhere, or at least i'm pretty sure Fras did some.
 
hiffano said:
it's entirely likely that extra fluff was lifted from the RPG, which has some significant differences anyway

Yes, I know - but all the while it was in a different game it's a lot easier to live with it. ;)

C'est la vie!

Regards,

Dave
 
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