Ships of the ... Narn Regime

Democratus

Mongoose
Ships of the Narn Regime

The Narn are the quintessential warrior race in Babylon 5. They don't have the fancy technology of the other major powers, but they make up for it with tenacity, a strong survival instinct, and a willingness to spill their own blood to accomplish their goals.

Their ships largely reflect this philosophy. Narn ships typically have tough hulls and large damage values, but without any other significant active defenses. A Narn warship is built to take brutal punishment and still accomplish its mission.

The design of Narn ships has an effect on how they are used effectively in battle.

Tough as Nails!
Narn ships tend to have more damage points than other ships of the same priority. What they lack in sophistication, they make up for sheer bulk. This means that enemy ships must concentrate more firepower on a single ship to insure its destruction, freeing your other ships to accomplish their mission.

Mine, all Mine!
A weapon system strongly associated with the Narn is the energy mine. When employed properly this system can make up for many of the technical shortcomings of the fleet. Fighter flights wither under e-mine attack and no other weapon system is as effective against the stealthy Minbari. The potency of the low-tech Narn fleet against the highly advanced Minbari is one of the galaxy's sweet ironies.

...and your enemies closer!
Narn secondary batteries are not known for their long range. Bringing ion cannons and pulse cannons to bear can be tricky against a fast or agile foe. When an enemy ship is not near, these weapons can bring down enemy fighters by sheer weight of dice. Always be looking for a way to use your secondaries. After all, you paid for them.

Fly Casual!
The Narn are not big on dedicated carriers but they recognize the value of fighters. Thus most of their ships serve as casual carriers, with one or two flights on board. In sizable fleets, these can add up to form a significant air wing. You will seldom field the massive waves of fighters Earthforce is famous for but you will nearly always have available fighters as escorts or supplemental firepower.

Infinite manpower and the will to use it!
Narn ships tend to carry more troops than is typical for their size. This makes boarding actions a viable option with even Skirmish ships. Always keep an eye open for an opportunity to execute the Launch Breaching Pods and Shuttles! Special Action.

Narn Ships:
The single-minded aggressive nature of the Narn is expressed in their ships. Narn laser weaponry is nearly always mounted in the Boresight arc, with other heavy weapons in the Forward arc. The flip side of this is that Narn ships tend to have weak weaponry to the sides and rear.

Auxiliary Ships:
Breaching Pod
This is the superior "tough" variety of pod. They have a good chance to survive a round of Anti-Fighter fire and deliver their deadly cargo to the enemy. Drop them in the path of lumbering ships for guaranteed success of a one-turn delivery.

Frazi
The quintessential Narn fighter, it has few dazzling features other than a large number of guns. A wing of 5 Frazi can bring 20 AD to bear on a target. This is not insignificant, especially if enhanced with a Scout. You must move into Anti-Fighter range to use them but sacrifice comes naturally to the Narn.

Gorith
A below average space-superiority fighter. They do well enough on the defense as escorts for a ship. Use them as interceptors against incoming fire and to dash out and stop enemy attack fighters.

Patrol Ships:
The Narn are average in this category, with two light but agile ship classes.

Sho'Kos Patrol Cutter
Two good features of this ship. It can be bought 2-for-1 and it can be difficult to kill when on CBD. It's weapons suite is poor, though. Good init sink.

Sho'Kov Torpedo Cutter
This is the patrol ship to get. It has the same features of the Sho'Kos, but it trades a range 8 beam for a range 20 torpedo. These ships are excellent init sinks that also have a good chance to score the occasional crit against the enemy. This makes them hard to ignore, drawing fire away from other assets.

Skirmish Ships:
There are some excellent hulls in the Skirmish class for the Narn. Many carry a significant amount of beam weaponry.

Ka'Tan Escort Destroyer
At first blush, a Skirmish ship with an energy mine would seem a good thing. But the mine used by the Ka'Tan is only 2 AD and is one shot, making it marginal even at killing fighters. The addition of Anti-Fighter is insufficient enticement to choose the Ka'Tan over its brother, the Ka'Toc.

Ka'Toc Battle Destroyer
This is a classic favorite of Narn players. Two dice of DD and one die of TD beam make the ship a credible threat. The low number of dice make luck a big factor in using this ship, but at times it can punch far above its weight. The fighter flight is a nice bonus. Bring along a Gorith as an escort or a Frazi for extra punch. With a turn rate of 1/45 and a Boresight weapon this ship isn't a primary init sink.

Rongoth Destroyer
If this ship can reach close range (within 8") it has the same firepower as a Nova broadside. It is reasonably tough and has good speed. It is, however, useless at longer ranges. If you can count on a close-quarters fight such as a defense scenario this might be a good choice, otherwise there are better Skirmish ships in the Narn inventory.

Rothan Plasma Destroyer
Much like the Rongoth, this ship can bring decent firepower at close range for its size. I prefer this ship to the Rongoth because of the AP/DD trait, which can be enhanced through Scouting or Concentrate Firepower!.

Sho'Kar Light Scout Cruiser
This is a good scout considering the state of Narn technology. It has the speed and agility to avoid close confrontation and even carries a fighter along for support. The Stealth rating is somewhat weak, so enhance it with terrain if at all possible. If things get desperate it does carry a laser. The Sho'Kars first mission is to make torpedoes more effective, then to assist fighter wings.

Thentus Frigate
This ship is an attempt at a balanced (for a Narn) frigate. It has 4 dice of Beam (half of them DD) and a moderate spread secondary guns in all directions. The ship is reasonably tough and maneuverable. It falls squarely in the middle of the road as a flexible, if uninspired, design.

T'Rakk Frigate
This is a substandard ship, largely inferior to other choices at this level. It's primary weapon has good traits but too few dice. The biggest saving grace of the ship is that it is the toughest Skirmish ship in the Narn fleet.

Raid Ships:
This is the 'sweet spot' for the Narn, with multiple superb ships from which to choose.

Dag'Kar Missile Frigate
This ship is why the Narn have such a reputation with their e-mines. It can throw a devastating amount of sustained firepower at long range. While its e-mines are slow loading, the torpedoes are not. The mere presence of a Dag'Kar (or two) will alter your enemy's deployment and movement as he struggles to avoid bunching up. The trade off is that this ship has a weak hull and will be targeted early by your enemy. Don't expect a Dag'Kar to survive many turns, so make it count while it lasts!

G'Karith Patrol Cutter
The bane of fighters and Minbari, the G'Karith carries the only e-mine in the fleet that can be fired every turn. It doesn't have all the traits of other e-mines, but it makes up for this with more dice. Good speed, maneuverability, Anti-Fighter, secondary batteries, and a flight of fighters rounds out decent ship that is right for nearly any occasion.

G'sten War Cruiser
In most cases this variant of the G'Karith is inferior to the original. It has a decent forward array, roughly equivalent to a Nova broadside, and an additional fighter. But it looses the excellent e-mine, which is the whole point of the G'Karith in the first place.

T'Loth Assault Cruiser
The T'Loth is famous for one thing, it's toughness. Few other Raid ships have as much hull as this monster. It also carries a huge compliment of troops, making it ideal for planetary assaults and boarding actions. Firepower is limited in range and strength, though it has an impressive volume of secondary batteries.

T'Rann Heavy Carrier
If there were a competition for worst carrier in space, this would be a front-runner. The T'Rann is only a carrier because of the number of fighters on board. It's low carrier rating means that it will be at least 2 turns before all fighters are deployed, assuming successful "Scramble! Scramble!" Special Actions. Unless you have a compelling reason to bring this ship you will be better off purchasing fighters and warships separately.

Var'Nic Long Range Destroyer
Another excellent Raid ship in the Narn inventory, the Var'Nic has an impressive suite of features. It has a powerful primary weapon in the laser cannon backed up with a long range crit-generator, the ion torpedo. Add to this a hull rating of 6, an excellent turn rate of 2/45, and a flight of fighters. What's not to like?

Battle Ships:
Despite the frequent appearance of these ships on the television show, the Narn Battle level ships have a reputation for being mediocre, if not sub-par. They are all incredibly tough but lack the offensive punch appropriate for such famous vessels.

G'Quan Heavy Cruiser
One of the most famous ships in Babylon 5. It has a fairly good main weapon in the laser cannon, though less AD than its primary competitors (the Primus and Omega). The e-mine is a nice addition, but it is one-shot, meaning you must choose your moment carefully to utilize it. Other than these two weapons, the G'Quan has the typical short range secondary batteries and a lot of damage points. The two fighters are a nice bonus, but again fall short of what is brought by similar ships in other fleets.

G'Lan Mag Cruiser
The G'Lan attempts to compensate for the inferior laser of the G'Quan by adding a Mag Gun. In exchange, it shortens its range to 18" and looses the one-shot energy mine. The result is a huge ship that will not be engaging for the first turn or two of a battle.

G'Tal Command Cruiser
Trading the fighters and the one-shot e-mine of the G'Quan for a Command +2 rating may actually be an improvement. With the better initiative this ship has a decent chance to get a meaningful target in its boresight. Otherwise it has the same shortcomings in speed and secondary weaponry as the other Narn ships in this class.

War Ships:
Another strong area for the Narn fleet. All three ships in this class are decent choices, though some are better than others.

Bin'Tak Dreadnought
The original 800-pound gorilla. The Bin'Tak is one of the toughest ships in space, this side of Armageddon class. The weapons philosophy for the Bin'Tak is "I'll take one of everything!". It has lasers, mag guns, e-mines (sadly one-shot), torpedoes, troops, fighters, shuttles, command, and a pile of secondary guns. This is a solid ship, able to hold its own against the War ships of other fleets.

G'Quanth Attack Cruiser
This is the ship that the G'Quan wanted to be. It has the same, slightly below-par heavy laser. But in addition it has an impressive e-mine that is slow loading (rather than one-shot) and a large torpedo suite. All of these weapons have the same long range and can engage enemies from the first turn.

G'Vrahn Fast Cruiser
Possibly the best War class ship in the game, the G'Vrahn has a fearsome list of features. It has more and better beam weaponry than a Bin'Tak, extreme range e-mines (slow loading), superb maneuverability, an advanced jump engine for ambush tactics, and a strong fighter compliment. In every way, this is a superb ship of war. The only down side is that it means the other two War level ships in the Narn inventory will seldom make an appearance unless there is a service date restriction.

Armageddon Ship:
The Narn entry in the "biggest ship in the galaxy" contest.

K'Bin'Tak Super Dreadnought
This is the biggest ship in space, bar none, if only hull and damage points were counted. As would be expected for a ship of this class, it carries nothing but the best in heavy weaponry available in the regime. The e-mine alone is enough to crush most Skirmish ships in a single volley. While a simple design, the brute force and toughness of this ship makes it a match for others in its class.

Special Actions:
Narn ships benefit more from some Special Actions than others.

All Hands on Deck!
The greatest enemy to Narn ships is critical damage. Many times a G'Quan will be largely intact but toothless due to multiple criticals. This order can bring systems back online in a hurry, returning a ship to active duty in time to win the battle.

All Power to Engines!
Some Narn ships have tough hulls and rather short-range weaponry. These could benefit from a dash across the board, relying on their inherent toughness (rather than CBD) to survive until they reach engagement range.

All Stop! / All Stop and Pivot!
Many Narn ships have very long range weapons. The Dag'Kar in particular would much rather stay in the backfield, lobbing death at enemies from a safe distance. Occasionally a ship with a long range laser can arrange an All Stop and Pivot! to keep a boresight weapon on target. Remember that this order is essentially "free" in the gravity well of a planet.

Come About!
Since most Narn vessels are somewhat less than nimble, this can help bring those Boresight lasers to bear.

Concentrate All Firepower!
This order is useful to guarantee torpedo hits when a scout is not available.

Close Blast Doors!
A Narn ship on CBD is monstrously tough! Not only do they generally have good hull and lots of damage, the Narn are able to ignore 1 in 6 critical effects (including damage!) when under CBD. Several ships have a pile of short-range secondary guns and a single primary weapon so little is lost in firepower when doing this.

Give Me Ramming Speed!
When your ship is bigger and tougher than the enemy, you just might survive a ramming attack.

Launch Breaching Pods and Shuttles!
The surplus of troops on Narn ships make this a popular action whenever the chance arises.

Maneuver To Shield Them!
I have used this to protect my precious Dag'Kar with a tiny Sho'Kov or a resilient Var'Nic. Sometimes a ship has to take one for the team in order to bring in the big win.

Stand Down and Prepare to be Boarded!
This action requires that you have more Damage points than the enemy ship. With the Narn this is often easily accomplished. Keep an eye open for an opportunity to shut down a key enemy ship.

Track That Target!
The preponderance of Boresight lasers means that this will be a frequently used Special Action.
 
nice read, and i agree pretty much all the way through. Maybe worth mentioning the special abilities on the larger Narn ships, closing blast doors against 2 sharlins in a tourney kept a G'Quan facing 16 dice of precise DD beam for 3 turns and it was still going... quite remarkable.
in rewturn it did bugger all damage, but a great sponge for damage
 
Democratus said:
Battle Ships:
Despite the frequent appearence of these ships on the television show, the Narn Battle level ships have a reputation for being mediocre, if not sub-par. They are all incredibly tough but lack the offensive punch appropriate for such famous vessels.

G'Quan Heavy Cruiser
One of the most famous ships in Babylon 5. It has a fairly good main weapon in the laser cannon, though less AD than its primary competitors (the Primus and Omega).
To be fair, the Primus' laser is only single damage and shorter range (albeit precise and forward arc). Given a good initiative roll or an init sink, the G'Quan will knock significant damage off the Primus before the Primus gets a shot off. The Omega has a more powerful beam but needs it because it also has much less damage and won't be around as long to use that extra AD. Put three G'Quans against three Omegas and see what happens. ;)

Pre P&P, the G'Quan was indeed second rate. Post P&P, I sometimes use the G'Quan in preference to the Omega as part of my Army of Light. The first time it was because I had only just finished building and painting the G'Quan and wanted to use it regardless, but it performed well and I've used it again in later games.
 
A good article, as ever.

I'm glad to see someone make a realistic assessment of the G'Quan hull - it's a very good one, to my mind. I'm a fan of the G'Lan if you can get up close and personal.

Also pleased you noted what always seems to be the main use of my secondary batteries - shooting up fighters. Yes, my dogfighters are pretty second-rate, and yes, my AF is low - and, in the case of most assault fighters, useless (>2" range) - but anything within 8" of my ships finds itself having to make so many saves from light pulse and light ion fire that it gets shredded within a turn or two anyway.

With your comment about the durability of the T'Loth, I'd note that most battle-priority ships have trouble taking the same kicking.


Also - one important thing to bear in mind is the Powers & Principalities redundancy optional rule - you'll find it really curtails the weakness of G'Quan hulls to critical hits.
 
Thanks for the feedback, all.

I do admit that I have a bit of bias about the state of the G'Quan (and variants). It is true that the ships become much more impressive when using the redundancy rules from P&P - but since they are optional I left them out of the base article.

I generally consider DD and P as equivalent traits, so felt that the 6 B/P of the Primus was roughly equal to the 6 B/DD of the Omega. However AdrianH does have a good point about range for the Primus and damage points for the Omega.

What bugs me most about the G'Quan is its poor secondary batteries when compared to the Primus and lack of aft laser when it comes to the Omega. Once the range has closed significantly, the G'Quan can end up with nothing worthwhile to shoot at the enemy.

That, I imagine, is why you have the rest of the Narn fleet. :)

If it is felt that my assessment was too harsh, I'm willing to go to the OP and tone it down a bit.
 
Not at all. Your opinion, is, after all, your opinion.

Just thinking....what "Ships of The" have we had, now. Dilgar, Raiders, Centauri, Narn...
 
I think we've had:
Army of Light
Centauri
Dilgar
Drazi
EA (Early Years)
Narn
Raiders
Shadows

And I just finished:
EA (Third Age)
Brakiri
 
An excellent job - I have them saved so and intend to collate them all with some pretty pics :)

thanks for all the work

re the Narn - Whilst the Primus only has a 18" range - the precise trait AND the F arc do help to balance agianst the 30" range. Coupled with formidable secondaries - especially against hull 4 or 5 means its a good battleship at short to medium range. The G'quan seems to be average at Long range - nothing at medium and OK at very close.......which can prove fatal in my experience - but then this is a common Narn design flaw.........

One other asepct is the Var'Nic - nasty little ships BUT they have no side arcs or antifighter - which means without support or escorting fightes , they can suffer badly against enemy fighters........even with hull 6.
 
I consider this a colaberative effort as I've learned so much from everyone here - some of you even in person @ Aldershot!

Feel free to take what I've done here, modify it, mangle it, save it...whatever! :)

I do love the Var'Nic. It's lack of side weaponry never stood out in my mind because I so seldom see Narn secondary weapons making an impact in battle. The worst thing about the ship is that I have to not take a Dag'Kar or G'Karith instead!

Hull 6 ships really aren't the beasts that they should be. It seems to me that Beam weapons are a bit too common. They should be expensive monsters carried by the largest ships, usually in a boresight. Advanced races like the Centauri have about the right amount for their level. The preponderance of Minbari beams should be another thing that is so frightening about them.

Maybe this is just an artifact of the way we play. If you get to choose any ship you want for a battle - you will always choose the best one. I do miss the Bab5 wars classifications of common/uncommon/rare. It resulted in much more "realistic" fleet compositions.

Gah! I'm rambling again!
 
You could always do something akin to the random force composition tables that Battletech has. Make a table for each priority level, and assign weights based on desired rarity. Make a master table for each composition possibility for 1 AP of a given level. Want 5 point raid? Roll 5 times on the raid level table. Then based on the results, roll all your appropriate ships out. Do crew scores as usual.

Maybe do something similar for campaigns. If you need a ship, but don't quite have the RR for it normally, maybe you could roll on the table for a slight discount. Alternatively, if you want to slow the pace of the game, make the table the norm for purchases, and make specific reinforcement requests more expensive.
 
Excellent thoughts! I'll share them with the group.

One thing we've been considering for our next campagin is inspired by Federation & Empire. Each fleet will have a fixed construction capacity, something like this:

Spring: 1 Battle, 2 Raid, 3 Skirmish, 4 Patrol
Fall: 1 War, 1 Raid, 2 Skirmish, 3 Patrol

Ships purchased within the construction schedule cost the normal amount, as this reflects the shipyard capacity of a given power. If you want more ships of any type you must pay double the cost.

I do like your idea of random assignements. Most campaigns represent a single "front" rather than an entire empire at war. A captain would get whatever reinforcements high command saw fit to send, though he could spend extra effort (political pull) to get the specific ships he wants.

Interesting...
 
AdrianH said:
Democratus said:
Battle Ships:
Despite the frequent appearence of these ships on the television show, the Narn Battle level ships have a reputation for being mediocre, if not sub-par. They are all incredibly tough but lack the offensive punch appropriate for such famous vessels.

G'Quan Heavy Cruiser
One of the most famous ships in Babylon 5. It has a fairly good main weapon in the laser cannon, though less AD than its primary competitors (the Primus and Omega).
To be fair, the Primus' laser is only single damage and shorter range (albeit precise and forward arc). Given a good initiative roll or an init sink, the G'Quan will knock significant damage off the Primus before the Primus gets a shot off. The Omega has a more powerful beam but needs it because it also has much less damage and won't be around as long to use that extra AD. Put three G'Quans against three Omegas and see what happens. ;)

Pre P&P, the G'Quan was indeed second rate. Post P&P, I sometimes use the G'Quan in preference to the Omega as part of my Army of Light. The first time it was because I had only just finished building and painting the G'Quan and wanted to use it regardless, but it performed well and I've used it again in later games.

i have, the omega wins. better beam, better fighters, intercetors that render the G'Quans secondaries even more wimpy, secondary minibeam of it's own inthe flanks and an ass laser
 
Back
Top