The Aenari |
Cpt.Leoten
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Post subject: The Aenari Posted: Mon Dec 12, 2005 9:45 pm |
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Joined: Sat Dec 10, 2005 6:23 pm Posts: 30
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I agree about a-boats, if they penetrate the shields instantly the Aenari ship is left defenceless.
Not sure what can be done though, unless the shield can stop some but not all. A random roll to see if the a-boat makes it through, but that might just complicate things
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blackhorizon
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Post subject: The Aenari Posted: Mon Dec 12, 2005 11:14 pm |
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Joined: Wed Jul 13, 2005 9:40 pm Posts: 2842 Location: Netherlands
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So weapons are sorted (I added the lances re-roll for convenience in my post with stats; Cpt.Leoten feel free to copy from my post!).
Shields need more work. Maybe the shields get a saving throw? Or, because of the shields a-boats have difficulties attaching to the hull. Only 6's succeed (normal modifiers apply?
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Cpt.Leoten
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Post subject: The Aenari Posted: Mon Dec 12, 2005 11:23 pm |
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Joined: Sat Dec 10, 2005 6:23 pm Posts: 30
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hmmmm this could be a long haul lol
The idea of making it hard for them to attach sounds good
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Raysokuk
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Post subject: The Aenari Posted: Tue Dec 13, 2005 9:17 pm |
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Joined: Sun Nov 14, 2004 11:41 pm Posts: 276 Location: Southampton
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What if each A-boat maker just took a shield down? No roll, just a BM! (How could this be justified fluffwise?) That the shields repel the A-boats when they are in contact? That you can land on the shields as they are 'solid'? A-boat crews have to set charges 'on' the shields and run! Hmm.... What if there were certain points outside the shields that A-boats could land near and 'disrupt', causing a shield to go down? These 'points 'are heaviliy armoured and very small only an A-boat could do it! So what about Boarding torps? They just get blown up?
Cheers,
RayB
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Cpt.Leoten
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Post subject: The Aenari Posted: Tue Dec 13, 2005 11:18 pm |
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Joined: Sat Dec 10, 2005 6:23 pm Posts: 30
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I have no idea to be perfectly honest.
hmmmmm
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blackhorizon
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Post subject: The Aenari Posted: Wed Dec 14, 2005 6:04 am |
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Joined: Wed Jul 13, 2005 9:40 pm Posts: 2842 Location: Netherlands
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Good points Ray.
That would mean at least 3 a-boats are needed to get a chance of blowing up an escort, 5 in case of the cruiser.
Does the a-boat have to roll a D6 for taking down a shield, eg like a crit hit on a 2+ succeeds?
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Magsu
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Post subject: The Aenari Posted: Wed Dec 14, 2005 7:23 pm |
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Joined: Fri Nov 11, 2005 3:22 am Posts: 53
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Here are some stats and ideas I came up with. Points cost not included, so figure that balancing that needs to be done can be done there:
Aenari: Phased Array Lasers (Phasers): These beams may be split into two modes of fire- Beam or Pulse Beam Phasers act as Weapons Batteries, except they treat all targets as closing and double penalties for firing in blast markers. Pulse Phasers act in an anti-ordnance role. Each point of strength acts as a one-shot turret. On escorts, each point of strength gives 2. They may also be fired in the shooting phase at any target within 10cm.
Energy Spheres: These exotic missile weapons act as lances, with several modifiers. They must be reloaded as ordnance and automatically reroll all misses. They are fired at full strength during special orders that allow full strength ordnance attacks, and gain no benefit from Lock On.
Focus Screens: Aenari shields may stop ordnance damage. Assault boats and boarding torpedoes must roll a 4+ to slip past the shields, otherwise they leave a blast marker and do not penetrate (boarding torps roll to hit first).
Antimatter Cores: Aenari Escorts, when destroyed, attack all ships within 2d6cm with 1 lance shot. Aenari Capital Ships roll with a +4 modifier on the Catastrophic Damage table, and are treated as having 150% of their actual hits when they explode.
Constitution-Class Starship Type/Hits: Escort/1 Speed: 30cm Turns: 90* Shields: 2 Turrets: Special Armor: 4+ Weapons: Phased Array Lasers: S4 30cm LFR Energy Spheres: S1 60cm F
Enterprise-Class Starship Type/Hits: Cruiser/4 Speed: 25cm Turns: 90* Shields: 4 Turrets: Special Armor: 4+ Weapons: Phased Array Lasers: S12 30cm LFR Energy Spheres: S3 60cm F
_________________ ___ My name is Magus. I just managed to spell my name wrong while registering. How? Because I'm a dumbass.
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blackhorizon
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Post subject: The Aenari Posted: Wed Dec 14, 2005 7:36 pm |
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Joined: Wed Jul 13, 2005 9:40 pm Posts: 2842 Location: Netherlands
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Good ideas on the Energy Spheres, Focus screens and Antimatter Cores!
Some notes The weapons are also cool, however the escort would be better of with 3 and the cruiser with 6-8 for Phased Array Lasers. Also the special rules (not the anti-ordnance but the closing & BM) should be dropped. The Antimatter Cores are to strong for the escorts, reduce it to 1d6. The cruiser modifier back to 2. The Energy spheres not at 60cm! At least reduce them to 45cm!
The names should be changed...

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Cpt.Leoten
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Post subject: The Aenari Posted: Wed Dec 14, 2005 10:29 pm |
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Joined: Sat Dec 10, 2005 6:23 pm Posts: 30
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'tis good ja? lol
except, drop the 'constitution class' and 'enterprise class'.
Come on, despite taking ideas from it, the Aenari are not Starfleet.
but apart from that, seems ok
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Magsu
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Post subject: The Aenari Posted: Thu Dec 15, 2005 12:52 am |
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Joined: Fri Nov 11, 2005 3:22 am Posts: 53
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Well, the weapon strengths are a bit high on these ships because they have to siphon some of that off for anti-ordnance work.
I suppose those rules could be removed of the beam phasers... all they really do is complicate things...
On the Antimatter Cores, for an explosion to hit someone in 1d6 cm, they would have to be in base contact. The +4 is because I wanted every ship to eventually explode.
For the spheres, I just wanted to give them more of a missile feel with long range. I suppose they could be dropped to 45cm... but I don't wanna 
And the names were pure sarcasm, come up with things that fit your fluff.
_________________ ___ My name is Magus. I just managed to spell my name wrong while registering. How? Because I'm a dumbass.
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Cpt.Leoten
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Post subject: The Aenari Posted: Thu Dec 15, 2005 10:37 am |
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Joined: Sat Dec 10, 2005 6:23 pm Posts: 30
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Hey!! Why do you want my entire fleet to explode?!?!
Thats just cruel! and kinda makes the fleet pointless lol
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Raysokuk
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Post subject: The Aenari Posted: Thu Dec 15, 2005 11:47 pm |
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Joined: Sun Nov 14, 2004 11:41 pm Posts: 276 Location: Southampton
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So you want escorts to 'blow up' all the time? That could be considered a serious weapon! I would just have a +2 to the dice roll (like with fuel transports). (This would mean that escorts would still get a cat roll, but you should limit the range to 1 D6cm!)
The Energy Spheres are fine at 45cm (60 is just too much IMO!) as long as the ships are appropriately expensive (especially if they blow up big time!).
On the WB's, just let them be normal! And have normal turrets! (You don't have to make everything about them different!!!)
Have Fun!
RayB
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Magsu
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Post subject: The Aenari Posted: Fri Dec 16, 2005 5:16 pm |
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Joined: Fri Nov 11, 2005 3:22 am Posts: 53
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I already have conceded turning the WB parts of the phasers to normal. However, as Sig pointed out on the other board, they shouldn't have turrets. Why? They don't have ordnance, and if they were just fighting against themselves first, they wouldn't have developed them. The use of phasers in that role gives them some defense beyond their shields, and an interesting strategic option. I would remove their ability to use their "turrets" at range though.
And as to the escorts exploding and being a powerful weapon, wouldn't you rather be lobbing in permanently locked on lance-equivalents every round?
_________________ ___ My name is Magus. I just managed to spell my name wrong while registering. How? Because I'm a dumbass.
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Cpt.Leoten
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Post subject: The Aenari Posted: Fri Dec 16, 2005 5:55 pm |
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Joined: Sat Dec 10, 2005 6:23 pm Posts: 30
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I know I would, and it's my fleet lol
Not very helpful am i realy? hmmm
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Raysokuk
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Post subject: The Aenari Posted: Sat Dec 17, 2005 3:00 pm |
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Joined: Sun Nov 14, 2004 11:41 pm Posts: 276 Location: Southampton
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How are they only fighting themselves? What did I miss?
There are still other uses for turrets, in boarding, against debris/asteroids and against the 'possible' threat of ordy.
(exploding) It is a weapon, if you get in close the enemy is going to be reluctant to kill you. Also it's area affect so a couple of dead escorts could wipe out an escort squadron. But as I said, make them really good escorts and make them expensive and you won't have that problem (or viable option).
Cheers,
RayB
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