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Pirates of the Khareshi Expanse

 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Mon Aug 09, 2010 7:15 pm 
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Mind you, following is unedited, unfinished and cluttered:


Pirates of the Khareshi Expanse

rules & fleets



Imperial Navy - The Entire Availability

1x Vengeance Class Grand Cruiser
1x Excorsist Class Grand Cruiser
1x Lunar Class Cruiser
1x Gothic Class Cruiser
1x Tyrant Class Cruiser

2x Defiant Class Light Cruiser
2x Endeavour Class Light Cruisers
1x Endurance Class Light Cruiser
2x Dauntless Class Light Cruisers - Lance
1x Dauntless Class Light Cruiser - torpedo

9x Sword Class Frigates
5x Firestorm Class Frigates
4x Falchion Class Frigates
3x Iconoclast Destroyers
3x Cobra Class Destroyers

Restrictions per battle:
1 Grand Cruiser or Cruiser per 750 points
3 Light Cruisers per 750 points

So you may select fleet from above list up to maximum availability of a certain vessel, thus not more then 9 Swords for example per battle.

Allied Adeptus Mechanicus Detachment
1x Lunar Class Cruiser [GTM]
3x Gladius Class Frigates

Restriction:
escorts & cruisers must always be taken together and count towards above restrictions

Rogue Trader allies per usual restrictions and above ones.


Tau Hunter Cadres patrolling Tau Space
1x Protector Class Warship, Leadership 8, 1 re-roll
5x Castellan Class Frigates


Alien Fleets! well...



Scenarios
1) Bait
2) Overwhelmed
3) Rescue
4) Large Engagement
5) Generic Encounter
6) Space Station Raid

The Bait
Under Fleet Admiral x a great many types of cargo vessels and freighter where being pushed into service of his fleet, this of course to dismay of many local merchants and traders. These pressed cargo vessels where being manned by criminals and outer ill-fortunated personel to a minimum operating level or below. The only task of these vessels where to draw out pirates and xenos raiders. At the start of the campaign this proved to be a succesfull tactic in thwarting the xenos tides. However as the months progressed the xenos started to counter this tactic or just ignore certain baits. In some incidents the cargo ships survived the xenos attack and managed to get away from the battlefield, out of Imperial augurs. And now, slowly but growing, a number of pirate ships roam the berelan space as well. Despite the shortcomings this tactic is still being used but with tighter guarding vessels and better baits.

Imperial Patrol :
The Bait
D3 cargo vessels, leadership -1.
D3 armed freighters, leadership -1.

The Vanguard:
400 points worth of vessels following standard fleet selection methods as given on page x.

The Xenos raiders:
250 points of a maximum of two different types of xenos origins.

Zone
The baits can take place in any available zone.
120x120cm

Setup:
the bait is being deployed in the center of the table facing any direction (but all the same).
the xenos raiders enter the table from any edge.
At the start of turn 2 roll a D6 per squadron/capital ship to see if the Vanguard arrives:
turn 2: arrival on 4+
turn 3: arrival on 3+
turn 4 : arrival on 2+
turn 5 : arrival



Special/Optional Rules.

When you are playing scenarios soley using escorts of any kind you can use the following flava rules. These can be used when a capital ship is present as well but the following rules do no apply to capital ships themselves except for the Special Orders marked with an asteriks.

When escorts are destroyed place them on their side or add a token to them. Roll a D6 in the end phase and apply the following table:

1-2 Escort is destroyed and removed from the table.
3-4 Escort has received a critical hit, roll a D6 on the critical hit table
5-6 Escort has thwarted the hit and is fully back operational next turn

Critical hit table:

1-2 Thrusters damaged: Escort can moe 5cm maximum and make no turns but weaponry is available per usual
3-4 Weaponry damaged: Escort may move per normal but cannot use its weaponry
5-6 Electronical failures: shield reduced to zero, turrets reduced to zero

These malfunctions last untill repaired.

On their own.
Within these small games it is usual that escorts operate as lone ships instead of being in larger squadrons, however there is still a squadron leader whose command presence can overtake those of its attendant vessels.

* Squadron leader
When determining the leadership values the ship with the highest value is designated as squadron leader.

* Lone Hunting
Each escort makes its own leadership using its own Leadership value.

* Squadron Hunting
Escorts may use the Leadership of the squadron leader when they apply the same special order.


Special Orders
In addition to the standard Special Orders escort vessels may go on the following special orders as well :

*) Active Augury *
Relaying focus and enery to augurs the ship may make a Leadership test to detect vessels on Silent Running within 30cm during any point of the movement phase. Once a vessel is detected this ship may attack the detected vessel per usual. The ships position is relayed to all other vessels within the fleet.

*) Emergency Repairs
The ship attempts to repair critical damage, which succeeds on a succesful Leadership test.

*) Silent Running
On a succesfull order the ship goes on silent running. As long as not detected by the enemy vessels at silent running cannot be shot at. When a ship on silent running decides to fire its weaponry or go on AAF or Burn Retros it is detected by all vessels.

*) Jam Communications *
The ship may nominate an enemy vessel within 60cm (not on silent running) to jam its communications. When succesful that enemy ship cannot use the leadership or relay the leadership of the Squadron leader. When a ship with jammed communications detects a ship on silent running this information cannot be relayed to friendly ships. The effect last a complete turn.




Battle Zones

1) Khareshi Borders: 1 table edge up to 30cm is covered in a dense gas/dust cloud from the Nebula. These are so thick they block line of sight and fire. Ships within this Nebula Clouds suffer -3 to their Leadership, their movement is halved and weaponry unavailable. Other ships cannot shoot at vessels in the Nebula Clouds. Ships staying longer then two turns in the Nebula receive an single D6 attack against their armour at the start of the movement phase.
The rest of the table is covered in D6+2 gas/dust clouds.

2) Khareshi Outer: D3 + 1 Gas/Dust clouds per 60x60 cm square.
D3 - 1 Asteroid Field
Roll a D6: On a 4+ place a ship wreckyard on the table.

3-4) Beralan Space D3 - 1 Gas/Dust Clouds
D3 Asteroid fields
Roll a D6: On a 5+ a Warp Rift is placed.
Roll a D6: On a 5+ a Ship Wreckyard is placed

5-6) Any zone available from the rulebook.

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 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Tue Aug 10, 2010 3:47 pm 
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Jeez I have lots of questions.... LOL. Surely this is a summary of the actual work you've done for this supplement?

Do you want me to ask by private message or are you good with me putting anything on here? I'm sure your busy trying to set up Gothicomp...

-Zhukov


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 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Tue Aug 10, 2010 8:46 pm 
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Cybershadow is now busy with GothiComp. ;)

And yes, this (plus some races I haven't posted) is it. Maybe some scribblings on paper. Oh yes, the background story ;)

This can be read mostly here:
http://z6.invisionfree.com/bljunkies/in ... wtopic=639

Ask on the forum. I made this 'open-source' feel free to use, butcher and anything else with all these things. At the moment (foreseeing time) I ain't gonna finish it. But additional work you can post in this thread. And then maybe in time everyone has added enough, etc, to complete it?

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 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Tue Aug 10, 2010 11:19 pm 
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blackhorizon wrote:
Imperial Navy


I like this idea except for one thing. Assuming the Firestorm's and Falchions are supposed to be in pure squadrons, you don't have a squadron of escorts for every light cruiser. (9 light cruisers and 7 escort squadrons).

blackhorizon wrote:

Scenarios
1) Bait
2) Overwhelmed
3) Rescue
4) Large Engagement
5) Generic Encounter
6) Space Station Raid


These sound fun considering the setting. Especially the Space Station Raid.

blackhorizon wrote:
The Bait


Great! Play it anytime!

blackhorizon wrote:
Special/Optional Rules.

When escorts are destroyed place them on their side or add a token to them. Roll a D6 in the end phase and apply the following table:

1-2 Escort is destroyed and removed from the table.
3-4 Escort has received a critical hit, roll a D6 on the critical hit table
5-6 Escort has thwarted the hit and is fully back operational next turn


I think this needs to be changed to 1-3 destroyed, 4-5 crit, 6 hit ignored. Reason being is only a 33% chance of destroying an escort when you hit it is a little too tough.

Or you could attach the clause that "If the escort ship recieves two crit's it is destroyed" and keep the same chart.

blackhorizon wrote:
Critical hit table:

1-2 Thrusters damaged: Escort can moe 5cm maximum and make no turns but weaponry is available per usual
3-4 Weaponry damaged: Escort may move per normal but cannot use its weaponry
5-6 Electronical failures: shield reduced to zero, turrets reduced to zero

These malfunctions last untill repaired.


Boy those hurt. But I like them nonetheless!

blackhorizon wrote:
Special Orders


Emergency Repairs- Interesting... What are the repercussions? I could imagine we could say it acts like BFI where your FP and ordnance is halved?

Silent Running- This is going to need a lot of clarification and will help me to understand the special clauses for the other SO's. What is your design idea for Silent Running? Is it that once a ship passes it is always on it till it fires, AAF, or Burn Retros? Or should the effect only last one turn where the vessel needs to pass another Ld check to continue the effects at the begining of every turn?

blackhorizon wrote:
Battle Zones


Khareshi Borders should say "Nominate one table edge as the actual border to the Khareshi Nebula. This table edge will have a modified gas/dust cloud extending 30cm into the table...." correct?

Ship Wreckyard sounds cool, but what are it's rules?


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 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Wed Aug 11, 2010 6:03 am 
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Hi Zhukov,

on the Navy, believe me: you won't be playing games that large. ;)

You also made the escort destroyed table like it was in the privateer pdf. However, in subsequent turns a +1 is added to the dice (better chance to repair. Thus like my table from start on. I just wanted to eliminate, yet, another special rule.

Cool you like the modified the Bait scenario.

Emergency repairs: good call. hmm, weapons halved as per AAF/BR makes most sense atm.

Silent Running: well, a new Special Rule like AAF makes silent running go away. An enemy ship using active augery can detect them. But, yes, one silent running passed test and the ship will be on this order for the following turns. No need to re-test in a subsequent turn.
(I know this might be the fiddliest rule and needs playtesting for sure).

Correct on the Nebula Khareshi Borders.

Ship wreckyard... well....ehm...none existent but I know it can be cool ;)
note: in basic rules just like an asteroid field perhaps a special quirk?

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 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Wed Aug 11, 2010 6:16 pm 
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Fair point. I just thought it would be more "realistic" that way. Plus, if seemed from the story on your link that a "large coalition fleet" had assembled so I thought maybe you could get close to needing those numbers. I was thinking of taking away two of the light cruisers!

Well I have never seen the Privateer thing, mine was original ;) But I still feel you can't make them have a better chance to survive than a BFI order, and your chart does exactly that. Either that or make a new condition for BFI.

Silent Running: Ok so your using the 3rd Armageddon War fluff idea. How about we make the condition that if you go on SR you are totally restricted to doing anything but a move, straight ahead, of the last speed you were moving before you went on SR. This represents them "drifting" through space. The moment you launch ordnance, fire, turn, or adjust speed, or declare the attempt of another SO, you are off of SR.

Active Augury: So passing the Ld check for this SO makes anybody within 30cm on SR detected? Or do they have to pass two Ld checks to detect them?

Emergency Repairs: In regards to the capital ships, how many crits are repaired with this?

Jam Communications: Ok now this makes more sense. I like it!

-Zhukov


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 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Wed Aug 11, 2010 7:46 pm 
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The Active Augury Ld test is made at start of turn and then during that turn (thus movement counts) a ship on silent running is discovered. So no extra test needed.

Silent Running, Stealth, submarines is always tricky. You really need players to stay in character (not rushing at a silent vessel) or relying on writing movement on paper, which I am no fan of, but is the best method I think, but also very abuse-able and not very good for scenarios I reckon.

Only straigth ahead on SR? Hm, player chooses: full speed no turns or half speed with turn.

Repairs: 1 hit per turn I think.


Great to see you so 'cool' and positive about these ramblings & half-*$$ed rules. ;)

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 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Wed Aug 11, 2010 8:16 pm 
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two other races:

The Scythant species are fearsome warriors. Each individual sporting bone spikes, slicing blades, protective carapace shields, their's is a culture of combat. Though slow to invent, they are excellent mimics, and even better at adapting existing items and ideas to new purposes.

Scythia was devastated by an asteroid collision while the Scythants were still relatively new spacefarers. They have adapted to their new home in the vacuum, using traditional methods of combat. Scythant ships began striking at any vessel unfortunate enough to pass within range.


Scythant Starsword escort...50 pts
hits 1
armour 4+
turrets 1
shields 1
turns 45*
speed 25cm

2 Prow Razer Gun 30cm F
1 Bladefield

Scythant Aetherblade light cruiser...110 pts
hits 4
armour 4+
turrets 1
shields 2
turns 45*
speed 20cm

4 Prow Razer Gun 30cm F
2 Bladefield

special rules
* Razer gun: roll against armour of enemy vessel.
* Bladefield: The Scythant vessel have developed a weapon that works as a slice when coming into contact with enemy vessels.
When a Scythant vessel comes in base-to-base contact with an enemy vessel roll a D6. If the enemies armour is passed the slice has succeeded (so basically roll a D6 against targets armour).



Benkathi
 
The Benkathi are a violent species native to the wilderness space of Segmentum Pacificus.  The Benkathi value martial prowess above all else, and are fiercely competitive within their species as well as against other races.  Physically, the Benkathi are identifiable by their fur-covered bodies, retractable claws, and sensitive eyes, similar to those of Terran felines.
Though the Benkathi are slightly behind the Imperium technologically, their vessels have a distinct advantage in combat: size.  Benkathi dreadnoughts are spaceborne military complexes, larger than an Emperor class battleship and with more firepower.  Bristling with weapons of all descriptions and carrying enough Benkathi shock troops to overwhelm a chapter of Space Marines, dreadnoughts’only vulnerabilities are their underprotected rear quarters, but even this weakness is difficult to capitalize on and felling one of these gargantuan vessels often requires multiple cruiser groups working in unison.
 

[b]BENKATHI DREADNOUGHT --- ???pts
 
type battleship / 15 hits
speed 15cm
turns 45*
shields 5
armour 5+
turrets 5

Prow Weapons Battery --- 60cm --- 8 --- F
Prow Launch Bay Mauler --- 15cm Mauler 1--- 4 --- NA
Port Weapons Battery --- 60cm --- 8 --- L
Starbrd Weapons Battery --- 60cm --- 8 --- R
Port Lance Battery --- 30cm--- 4 --- L
Starboard Lance Battery--- 30cm--- 4 --- R
Dorsal Torpedo --- 30cm --- 6 --- LFR

Special Rules
 
* Movement
 
Benkathi Dreadnoughts are massive vessels, nearing the scale of small space hulks. Dreadnoughts do not reduce their speed for moving through blast markers or similar phenomena and may not use Come to New Heading special orders.

* Boarding
 
A Benkathi dreadnought is home to thousands of shock troops, all skilled and bloodthirsty warriors. Benkathi ships double their values in boarding actions.  Hit and run attacks from Benkathi ships and ordnance receive a +1 modifier, and hit-and-run attacks against a Benkathi ship get a -1 modifier.

* Ordnance
 
Benkathi vessels deploy Mauler Breaching Pods from their launch bays.  Maulers are assault boats with speed 15 cm.  If intercepted by enemy fighters, roll a D6 and on a 4+ do not remove the Maulers.

Benkathi Dreadnoughts may launch regular or boarding torpedoes.
 


--

note, I noticed I am working from an older file. I'll update some races when I find the last one.

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 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Thu Aug 12, 2010 6:46 pm 
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blackhorizon wrote:
Silent Running, Stealth, submarines is always tricky. You really need players to stay in character (not rushing at a silent vessel) or relying on writing movement on paper, which I am no fan of, but is the best method I think, but also very abuse-able and not very good for scenarios I reckon.


Well i think with the Augury rules I don't think you will see it "abused". At the same time, you can always make an argument and say only Space Marine vessels can do this ;)

Full speed no turns or half speed with 45* turn.
If the ship is supposed to be using as minimal systems as possible then they shouldn't be swinging wildly IMO.

blackhorizon wrote:
Great to see you so 'cool' and positive about these ramblings & half-*$$ed rules. ;)

Well I like the concept of it all! It's more true to the fluff to have a lot of small engagement compared to the big battles everyone always plays. Not to mention it's good to get more ship stats out there so we can play some interesting games considering GW don't make anything new anymore.

So a Bladefield is a Razor Gun at base to base? Maybe we need to think of something more.... fun ;)

The Benthaki vessel, two problems with it. First, why 15 hits? Just make it an even number. Second, the fluff says a "vulnerable rear area" but that's not reflected in the stats. Maybe give it 4+ armor in rear?

-Zhukov


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 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Thu Aug 12, 2010 8:02 pm 
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Heya,

45* turns seems okay. And yes the Augur is a countermeasure.

Yep, bladefield is base-2-base attack. More fun? Bring it on!
(I have models for Scythanth and Tobari by the way, Tobari in Warp Rift 11).

The Benthaki, originally had rear batteries as well, I removed them ;). But 4+ might be better.

Also, some, well all, of these races are adaptions of races presented in this very "Other Fleet" subforum. I just streamlined them into PotKE and changed background story a little.

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 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Thu Aug 12, 2010 9:34 pm 
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Yeah I do recognize a few of these on the forums. I have all the Warp Rifts so I do see the pics for the Tobari. Question, for the Vegian's, what if you used Terran cruisers from Firestorm Armada for them? I know it's a different manufacturer but the size is about right and it has four turrets on the top!

-Zhukov


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 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Fri Aug 13, 2010 6:45 am 
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Everything allowed for models.

Personally I have been collecting the surprise egg toys for some vessel, there was a serie that will be great Vegians.

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 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Sat Aug 14, 2010 1:43 pm 
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Ok. Well I guess I'm waiting for the other races now. Oh, and I need to think of something more interesting for the Bladefield. And to figure out points costs for the Swarmship and Benthaki.

-Zhukov


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 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Sun Aug 15, 2010 7:46 am 
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I have the point costs in another file, I'll have it next week.

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 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Tue Aug 17, 2010 6:55 am 
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Xenos!


Attachments:
fleets_KE.rtf [207.63 KiB]
Downloaded 338 times

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