Ships of the ... Abbai Matriarchy

Democratus

Mongoose
Ships of the Abbai Matriarchy

The Abbai aren't exactly a warrior race, but they do have to face the realities of living in a hostile galaxy. Once diplomacy has failed for the fifth time they are willing to take up arms and defend what they believe is right. Just don't expect them to be very enthusiastic about it.

Why so Defensive?
Abbai ships favor defense over all other concerns. This makes their ships difficult to kill. Shields are critical to this concept, keep them up as long as possible. Anti-Fighter can be found on nearly all Abbai ships as well. Count on your defenses to see you through many conflicts because it's pretty much all you've got.

Sorry, no offense!
The other side of the Abbai coin is that their ships are lacking in decisive firepower. Instead they try to "sand paper" their enemies down and hope they survive longer than the enemy.

Group Hug!
The main weapon of the Abbai, the Quad Particle Array, is very short range. You must get inside 8" to use it so you must get very close to the enemy. Be prepared for the angry fusillade of secondary weapons from every ship you approach.

Can you Hear me Now?
One interesting unique system in the Abbai arsenal is the Comms Disruptor. It can be used to effectively turn off the Special Actions of another ship. Use it to block an important order (like CBD or TTT) on an enemy ship or right before making an opposed CQ roll and it could give you an edge.

You first...I insist!
The Abbai have abysmal initiative, clocking in at a stunning -2, and have only one ship with the Command trait at the War level. Don't count on winning the initiative roll very often.

Abbai Ships:
Famous for taking a beating and giving you a stern lecture about it, the Abbai don't have a lot of choices when building a fleet. With a single choice at any level above Skirmish, your enemy will always have a good idea of what you are bringing to the battlefield.

Auxiliary Craft:
Wait...we're in a fight?

Boarding Pods
None. Why in the world would you want to send your friends over to that other ship when this one is quite comfortable?

Kotha
This is the worst fighter in the league, second only to the notorious Delta V in ineffectiveness. Poor hull, poor dodge, poor speed, and poor Dogfight rating. Its weapon has the Weak trait so these can't even serve as Interceptors. The only task a Kotha can perform is to escort ships and run out to Dogfight, and loose, against attacking fighters. They are dirt cheap, so you can afford to throw them away like this. Don't forget that escorts can lend Anti-Fighter to fighter flights.

Patrol Ships:
My other ship is a Yugo.

Bisara Escort Frigate
Like it says on the label, this is an escort. It has a rather poor Anti-Fighter rating so use the "Concentrate Defensive Firepower!" action when you really want to do some escorting. The Comms Disruptor can come in useful if the ship survives to use it.

Shyarie Jammer Frigate
This ship has conflicting missions. One one hand it is a small scout ship and so it should stay far away from danger. On the other it is armed with a large array of Comms Disruptors which require closing to 15" range. Fortunately the scout channels are seldom needed because all Abbai weapons are either beams or twin-linked. Unless your enemy has lots of stealth just consider this a jammer ship and fly it accordingly.

Tiraca Attack Frigate
A vanilla Patrol level attack ship. Its single die of beam will be fickle, but some days you get lucky. Secondary guns are about average. The plus side is that the Tiraca's good damage points and a shield make it tougher than most Patrol level ships.

Skirmish Ships:
Below average, but putting on a brave face.

Fetula Warrant Cutter
It's like a tiny Nova Dreadnought. Squeeze it in between several enemy ships and let the particles fly. All guns in every arc are the same so facing isn't important, only range.

Marata Diplomatic Transport
A tough little Skirmish ship, the Marata is essentially a Fetula that traded 2 AD of forward guns for better hull, damage, and shields. Fly in much the same way as the Fetula only focus more on broadsides than forward fire.

Milani Carrier
Get this ship for the beam weapon, not for the fighters. It has the same broadsides as both other ships in this class but is less survivable. It still may be your best Skirmish ship against enemies with tough hulls or interceptors.

Raid Ship:
Just about average.

Bimith Defender
With good all-around firepower (for an Abbai) and good survivability, this is a decent choice. The Escort trait and masses of twin-linked weapons make the Bimith deadly against fighter flights. It isn't an outstanding ship, but it can compete against most other Raid ships on reasonable terms.

Battle Ship:
Almost great. Starting to look like a fighting navy.

Lakara Cruiser
When people talk about the toughness of Abbai ships, this is the one they are thinking of. A strong hull, good damage points, shields, and even an Interceptor combine to make this ship difficult to kill. It carries the same beam weapon as the Primus (at shorter range) and has reasonable secondary batteries. It's really the first good offensive tool in the Abbai fleet so buy them in bulk if you have the points.

War Ship:
The Abbai actually have a solid entry in this class.

Juyaca Dreadnought
The Juyaca is a true warship. It must be brought inside the enemy fleet to be of maximum utility, as its laser firepower is spread over three arcs rather than just forward. The excellent Quad Bolters bring serious firepower up close in all arcs and it even has comms disruptors firing over multiple arcs. Once in the middle of an enemy fleet it can wreak havoc. It is as tough as any other War level ship in space.

Armageddon:
In the name of interstellar cooperation and peace the Abbai joined hands with their neighbors, the Brakiri, to make one of the deadliest vessels in space. Hooray for diplomacy!

Brivoki Advanced Warship
Outside of the ancients this is the toughest ship in its class, sporting a massive frame enhanced further via Abbai shielding. The two primary weapons can easily slice any ship of raid class or lower in a single sweep. Head straight into the thick of the enemy using the powerful beams on the approach and the withering secondary batteries once you arrive.

Special Actions
Even the Abbai have a few tricks up their sleeves when the chips are down. Use Special Actions to enhance the strengths of your fleet while compensating for any weaknesses.

All Hands on Deck!
Use this when the criticals start to stack up, especially if you loose your Shields.

All Power to Engines!
Having the shortest range guns around and very tough ships means that you should close range rapidly. This can help reduce the number of turns you take unanswered damage.

Close Blast Doors!
Make a tough ship tougher. For when even shields are low or there is simply too much damage incoming.

Come About!
This is sometimes needed to bring the forward laser back into arc.

Concentrate All Fire-power!
Almost never needed due to beams and twin-linked weapons. This can be used to ensure a hit with a comms disruptor.

Deploy Mines!
An Abbai ship needs all the firepower it can muster. This is great for use after a battle pass. If you can drop one of these right on top of the enemy they will be bard pressed not to set it off. Particularly funny to drop this on a carrier.

Divert Auxiliary Power to Shields!
You shields are the key to survival. Keeping them up can sometimes save you more pain than a CBD order. Shields don't just stop damage, they prevent criticals.

Give Me Ramming Speed!
If the ultimate sacrifice is called for, an Abbai ship will do nicely. Remember to hit the target with a comms disruptor so it is at a CQ penalty.

Intensify Defensive Fire!
This is needed to make the Bisara an effective escort. The Bimith can also make use of it when it is more important to sweep the skies of fighters than to fire upon the enemy.

Launch Breaching Pods and Shuttles!
You're kidding, right?

Maneuver to Shield Them!
While Dodge and Stealth don't work for a ship running interference, Shields work just fine. Abbai ships are superb at taking one for the team.

Scramble! Scramble!
If your carrier has absolutely nothing better to do, then you may as well get those Kotha out there.

Stand Down and Prepare to be Boarded!
Though you would think an enemy would burst out laughing when hearing this from an Abbai, this is a viable option. Use a Comms Disruptor to give the enemy a -2 to its CQ check and you have a good chance of ending the fight before anyone else gets hurt.
 
The tiraca is a suprisingly good patrol-level ship. It has a precise beam. And with 13 damage plus 5 shields, it is as survivable as some skirmish level ships.

It's beam does miss less when using alternate beam systems.
 
You know, you have a point about the survivability of the Tiraca. With 18 "points" (damage + shields) it is quite durable at Patrol level.

I'll update the OP to make a note of that.

Alternate beam systems would enhance this ship, but the base article is assuming only the standard rule set.

Do you feel that moving to alternate beam rules makes other races a bit too powerful in relation to fleets that don't rely on beams? Or do the averages still work out?
 
The averages are the same for all the alternate systems and the original system: 1 hit per AD. The only difference is that by using one of the alternate systems, you are more likely to get that average and less likely to get either a flat miss or a runaway expansion.
 
Adrian is correct. The alternate beam systems don't alter the power of beams, just make luck less of a factor.

It may be that it is only my personal preference, but I find a weapon that misses 50% of the time quite annoying.
 
Deploy Mines!
An Abbai ship needs all the firepower it can muster. This is great for use after a battle pass. If you can drop one of these right on top of the enemy they will be bard pressed not to set it off. Particularly funny to drop this on a carrier.

Not just after a battle pass. Lighter Abbai ships make great little bombers.

Dropping one directly on an enemy warship is nice, but you can actually double tap bigger enemy ships quite easily - drop one just before the end of your move in the path of a lumbering ship, then drop a second one as you overfly it in the movement phase. Anything up to a Bimith-class is probably manouvreable to pull this off, and a Bimith's mines hurt.

Remember you can also set off your own mines meaning that any ship can use mines to dispose of unwanted elite fighters. A patrol ship (or two) can fly through a cloud of fighters and drop a mine, then have something tough but manouvrable (Bimith-class or Fetula-class is good) fly through the mines to set them off. 2 AD against a fairly high hull ship with shields isn't the end of the world, since fighters can't move until after ships finish moving, I'd happily trade half the shields (which I can get back in a turn if needs be) on a skirmish ship for two one-dice AP Energy Mines going off in the middle of a cloud of Nials, or White Star Fighters, or whatever, before they can scatter.
 
Good points about the double tap. I must admit that I seldom use the mines because I'm usually desperately trying to keep my shields at full strength. Sometimes doing damage is more important than avoiding it. I'm going to have to re-evaluate these little bundles of joy.

Sadly, Abbai ships can't set off their own mines.

Powers & Principalities (page 3)
If an enemy ship (not fighter flight) moves anywhere within 3" of the centre of this marker, the mine immediately detonates.
 
My apologies. I genuinely hadn't registered that. Thanks.

Hmm.....That might leave some opportunities open (since you can fly through a barrier of mines) but I'm not sure what at the moment.

I must admit that I seldom use the mines because I'm usually desperately trying to keep my shields at full strength. Sometimes doing damage is more important than avoiding it.

I must admit that Divert Auxiliary Power To Shields! is a very good ability - it singlehandedly makes up for the Brivoki's disadvantages when used in an Abbai rather than Brakiri fleet, but there's sometimes something to be said for the mines. If facing a relatively short-ranged fleet, or else a long-ranged fleet with boresights (where you can predict where the fire will fall), being able to leave a nice spread of mines behind your flanks you as you advance can be quite effective. I've seen a trail of mines from a cruiser squadron (Lakaras in relatively close formation) leave a net of mines behind them over the first two turns.

The ISA player inevitably zipped straight past the (fairly short-ranged) Abbai ships, turned inwards and then went "...errr....really don't wanna fly through that!"
 
I'm actually quite a fan of the Abbai, they look like they should be aweful, but I have seen multiple fleets ripped apart by the Juyaca almost single handedly, andf Bimiths just won't die!
It may be that my opponent WAS astoundingly lucky with his beams, it may be that I was, as usual, amazingly unlucky on all my rolls, or maybe, just maybe, they ARE a good fleet.
I am a very strong fan of the Milani, and I know a couple of other players are too. I just wish the Abbai had got an extra ship or two (hence my player supplement)
 
Agreed, hiffano. The main weakness of the Abbai is the lack of depth in the fleet. A few more decent choices and they would be a lot of fun, particularly in campaign play where the Abbai really shine.
 
Also agreed. The Bimith is a very satisfying ship - it's Nova-esque armament is fun (I know basic AD aren't that good, but a shedload of TL dice is very satisfying to roll), and more importantly, since Powers & Principalities it actually has the agility to get to shoot with them.

No fighters, but it doesnt really need them - given it's massive distributable flak, any flight coming within AF range of a formation is dead meat anyway.
 
Drazi & Abbai would make a great combination fleet for a campaign. After reading the Dilgar War fiction piece, they seemed to me like natural partners.

I would also love to run an Abbai/Brakiri fleet the Brivoki has shown us for certain that they are in close alliance.

If I read Powers & Principalities correctly (page 10), it is still legal to create a League fleet so long as all your ships have an ISD of 2259 or earlier. Now that is a fleet with a rediculous amount of choices at every level!

I imagine that if you play it in a campaign you would have to choose one race as the "Primary" so as to only have one set of fleet campaign special rules.
 
Democratus said:
Drazi & Abbai would make a great combination fleet for a campaign. After reading the Dilgar War fiction piece, they seemed to me like natural partners.

I would also love to run an Abbai/Brakiri fleet the Brivoki has shown us for certain that they are in close alliance.

If I read Powers & Principalities correctly (page 10), it is still legal to create a League fleet so long as all your ships have an ISD of 2259 or earlier. Now that is a fleet with a rediculous amount of choices at every level!

I imagine that if you play it in a campaign you would have to choose one race as the "Primary" so as to only have one set of fleet campaign special rules.

My understanding of the rules is that if you play a League fleet, you don't get any fleet campaign special rules.
 
These write ups are excellent, may I suggest that these are transferred to New Player Resources as everyone should have the benefit of reading them before playing a game.

I find them inciteful and extremely useful, please keep up the good work.

I would be very interested in you had a hints and tips post.
 
I had originally meant the two races separately, but the two together would be a blast. :D

Looking at the stuff in the Fleet Lists and PnP, you really only lose access to the Juyaca and Brivoki, and the Drazi rule where they get +1 to ramming and Stand Down and be Boarded. The initiative gets set to 0, so maybe you would actually stand a chance of going first with your Abbai ships for once.
 
Mean Mutton said:
My understanding of the rules is that if you play a League fleet, you don't get any fleet campaign special rules.

I'm guessing that just means the fleet rules that affect campaign play but not the ship rules.

Examples:

Abbai comms disruptors would still function, but the player wouldn't be allowed to not attack on a given turn or get bonus RR for being peaceful.

Drazi ship can still launch Star Snakes on catapults, but the player wouldn't get the initiative bonus for attacking. The rule on ramming and boarding is open a bit for interpretation - up to the players I suppose.

Vree ships should still be Super Manuverable when moving slow but the player would not get the bonus 10 RR for repairs.
 
That is correct. Fleet special rules do not apply, ship ones do.

Initiative is not set to 0 - it is lower if you have races with a negative score. The Drazi Agression still applies (to Drazi ships only).

The rules at the beginning of the fleet book (although they neglect the pak special rules).
 
One thing which has occurred to me about the Kotha is that if you're going to use it, don't mess about - spend a couple of Patrol points and get a horde of the things! Another thing to note is that Weak guns are no less effective than standard guns if the target is hull 6. So get a swarm of them, back them up with a Bimith if they're likely to meet enemy fighters, then park them next to a big enemy ship. Anti-fighter will knock some out but with that many, you can afford to lose them. Other weapons have the choice of either trying to swat some of these annoying insects which individually are insignificant and which can try to dodge, or target something bigger and more interesting.

Obviously you don't do this against Narn, unless you want to make a G'Karith's gunner very happy; and you don't do it against Gaim either.
 
Kothas protected by a Bimith- or Bisaria-class are annoyingly effective - Abbai escort ships are cheap and cost-effective, and it gives you the edge you need to have a prayer in a furball.

Frankly I'm not sure if you really need to buy lots, though - the Milani-class carrier is one of your primary combat ships, and each one comes with quite a nice fighter reserve.
 
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