Suggestion: New Ship Classes

Thanks Greg, I appreciate the advice. I think I'll get started on a few projects. However I could defiantly use some advice on a format for S&P Submissions.
 
Drop me a PM with your email address, and I will send you an example of what I did.

Mongoose had a Word template to ensure a consistent format. I'm sure the submission guidlines will explain exactly what they require these days.
 
Police Ships

Crime never disappears, whether it's black marketeers, smuggling, starship theft, murder, or accidentally stepping on some minor nobles foot at the spaceport. No Noble House can afford to allow crime to run rampant in its systems, to combat the threat of pirates and smuggles Houses deploy Police Ships. The crews of which are specially trained and equipped for search and seizure.

In Fading Suns, Police Ships are usually small Raider, Escort, or Frigate class vessels who's design focuses upon speed, and are armed with disable guns and small but elite marine boarding crews. While there weaponry is comparatively light to that of a front line warship, most pirate crews posses nothing greater than a converted tramp hauler and some light lasers or slug guns. Fighting crime while not as glorious as a military battle is still a battle, so go out and get that guy who stepped on my foot!
 
Refits and Modifications

Something I am very excited about is the change over from a Priority System to a Point System for ship selection. Not only does this allow for greater clarity in picking your fleets, but it also means that modifying a single ship with non-standard equipment and refits becomes much much simpler. We all like that something special that fits our unique style of game play, and most games provide this to us through upgrades or add on's, something 2nd Edition ACTA was only minimally able to do.

Now with 3rd Edition, we can now "Buy" the exact upgrades to your fleet you want to play with. Don't like your standard issue marines my lord? Not an issue we have Highly trained Boarding Corsairs available if your lordship is only willing to finance it? Oh we also had the thrusters of the entire fleet refit for this operation, the Decados aren't the only ones who can be tricky *Cough* however it wasn't cheap m'lord. What? Refit your flagships sensors with those 2nd Republic Relics?!? of course they can detect stealth ships with ease, but M'lord! your fathers coffers are not bottomless!

Whether a little or a lot with the point system we can now refit and add to the fleets to our hearts.... or more likely our fleet's budgets content! While at the same time greatly expanding the flexibility to be found with in each factions fleets.
 
I just found out the Kurgan were going to be the first fleet added until yesterday. I will have to do some research before I can recommend any new classes for these guys.
 
The Kurgan are the Barbarians east of the Known Worlds fighting with the Hazat. Their combat doctrine is mainly based around a Carrier Group as they tend to use more fighters than the Noble Houses. Also they do have some nasty weapons in the form of Heat Blasters (Weapon mainly used by the Church and Kurgan only).
 
Fighter centered tactics ea? Oh I can defiantly do something with that. I still feel the need to wait until I have a copy of the complete rulebook, but all the same. That's enough information to get the wheels turning.
 
Star Galleon

Here is one of those ideas that kind of just hits you while your looking at something. I was examining the Hazat Galliot and was struck by the though that the thing was more warship than troopship, a fact well reflected in its point Cost. So why not a heavier version of the Galliot?

In Fading Suns Star Galleons are heavy warships that are still able to deliver a bulk of troops into battle. Built on a heavily reinforced hull like a destroyer, Star Galleons are Warships. However while they have the heavier armor and shielding of a destroyer they do not have the turrets of a Destroyer, nor the speed of a Galliot. Whats left is a slower warship with heavy defenses, large numbers of troops, but lacks speed and maneuverability of its lighter breather n, yet does carry a heavy broadside.
 
Kurgan Fleet Carrier

Built on a dreadnought sized hull the Kurgan Fleet Carrier is a purpose built carrier and not a converted Dreadnought. The Kurgan with centuries of experience in space fighter operations are able to squeeze more fighters into the same volume of hull than any other group of humans currently in space. Furthermore the Fleet Carrier possesses only minimal long range missile armaments, but does possess immanence fleet command capabilities and troop support, as well as a nearly impenetrable Gatling Laser point defense network.

When on the offensive or supporting operations far from friendly fleet bases the Fleet Carrier is a barbarians home away from home for many months when pushing out the limits of their boarders. The sight of one of these massive carriers is a dead giveaway that a major incursion is underway.
 
Noble's Flagship

A cruiser-weight ship which avoids the massive firepower of most heavy capital ships in favour of opulent quarters, staterooms and banquet halls, making it essentially a gate-capable palace.

Whilst it may not pack vast blaster decks, it is far from unarmed and packs a (small) launch deck as well, and its troops, whilst limited in number, are drawn from a noble's personal guard. The big emphasis is shields and armour. Furthermore, the communications and command facilities are on a par with a dreadnought-weight ship.
 
This Nobles Flagship, might we call this a Fleet Command ship? A purpose built Command and Control vessel specifically for the coordination of Fleet actions and planetary assaults. I like the idea, but a few questions. Apart from a specific scenario or campaign objective do you think such a ship would offer unique enough abilities to make it valuable enough to include it in a fleet rather than using those points for additional warships? Also what abilities would such a vessel have that would make it a unique and needed addition to a major fleet?
 
Close Escort - Smallish Raider or Frigate size hull with weapons specialized for defending nearby larger ships. Light antiship weaponry, turret mounted gatling laser or two, ship trait "Escort" that extends the range of the gatling laser's defensive fire to somewhere between 4-6". Estimated cost about the same as a Frigate or Galliot.

Strike Cruiser/Destroyer/Frigate - Variants in several size categories, with the bulk of their antiship weaponry mounted in the forward arc rather than broadside. Probably need shorter ranged weapons overall, since their "threat range" is bigger due to arc, and overall number of weapons should be fewer than a "broadside" design. Offers very different tactical options than existing ships - better at closing quickly and making quick firing passes, worse at sustained exchanges.
 
I love the Escort idea. I have been considering something similar to an Aegis weapon defense system like you find on real warships. However I'm not sure about the "Strike" cruiser type vessels, I do know the Hazat are due to get a Strike Cruiser. The only Issue I see with it is I don't know what they intended to do about front facing weaponry. The only ships so far to mount such things have been a few explorers and Raiders. Honestly the Front facing weaponry which made up the bulk of Babylon 5 ships, seems to be total lacking in this game, and its obviously not an accident.
 
Oh, I'd bet we see a future fleet (alien or barbarian, most likely) that runs on mostly forward-mounted weaponry, simply as a counterpoint to all the other broadside fleets. Whether they'll be called "strike XXXX" I doubt, but it's an obvious way to add a new tactical wrinkle to the game. I've played enough Battlefleet Gothic to know the contrast in flying styles between the two types of fleets works well - but hopefully Mongoose will manage to get the balance better than GW did with Orks and Eldar.
 
Incidentally, while they're not ships per se, another category to consider is space installations. The really big ones are too out of scale to work well on the tabletop, but there's room in the game for smaller stuff. Listening outposts, small research stations, planetary defense stations, that sort of thing.

The setting being what it is, I could also see really oddball stuff like an orbital oubliette for VERY solitary confinement of "special" prisoners - possession victims that the church wants to question, mad scientist types, noble hostages, Symbiots, etc. Make a neat scenario objective. :)
 
Again I really like this idea. I remember Fadings Suns old PC game, and in that there were a few space fortresses you could install over a world to protect against roaming pirates and the like. Obviously there was such things in the 2nd Edition, and I full expect to see them make a return, though I do hope they are a touch more developed that the older ones were.
 
here is a ship from b5wars fleet action. comunication ship it produced extra EW sensors (offensive & defence).It inhanced other ships EW within a pacific range. The draw back of haveing this ship is you had to defend it because it had point defence only. if memory serves me right back in 2000
 
Hi,

I already played the 1st and 2nd Edition, so I thought I gave some comments from a background point of view. Mind you that I do not have the new rulebook, since the shop I usually order from didn't get it as of yet.

Fire-ship
Since captains even get demoted for destroying an enemy ship (it cannot be captured anymore, etc.) I do not think that this sort of thing would work.

ESPer Lens Ship
There is a devise in the old expanded Edition rulebook for amplifying PSI-Powers. I am not sure about Thaumaturgy though

Q-Ship
Really good idea. There even were Liga Escorts and Freighter models in the original edition, and a big freighter in the computer game.

Police Ships
I think these duties will usually be executed by the noble houses. Still it wouldn't be too far off to imagine that every group of escort ships there is one vessel especially outfitted for capturing and holding pirates or other prisoners.

Kurgan Fleet Carrier
Actually this one was in the expanded Edition rulebook. And The Kurgans really used far more fighters then the noble houses. The reason given is that it takes very long to train a pilot and that they are very easily lost.

Also: Yes, most ships are captured and retrofitted for use by their new owners, but there are still starships being build, though the cost is tremendous and only very very few people are actually able to do it.

As a general note: I really like that Mongoose took over all of the old ship designs, not only for what was produced for Noble Armada, but even the designs from the computer game (which never made it past a beta-demo as far as I know) and the sourcebooks for the RPG.

I also hope that they kept the overall number of weaponslots, etc. from the original edition. One quick question: The announcement mentions deckplans. Are these the same as the old deckplans for the RPG or are they more abstract like in old NA?
 
Another way to go would be LEADER class. Mainly for destroyers and frigate squadrons. One in the group could be a leader. Extra command ability, maybe one extra weapon or something along those lines. Give you more a reason to group into squadrons. Maybe give more bonuses to passign command checks.
 
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