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The Sharn

 Post subject: The Sharn
PostPosted: Tue Feb 28, 2006 6:07 am 
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[This is the refluffed rules of my previous Joakero fleet. ?My goal was to create a species other than the Eldar that cared about where the sun was. ?Please also visit my new Joakero Latticeship rules Here ]

Sharn
? ? ? ? ?The Sharn are an ancient race from the galactic rim near the border between Segmentum Tempestus and Ultima Segmentum. ?They resemble large, crystalline spiders, translucent creatures with multi-articulated limbs used both for manipulation and walking. ?The Sharn are a quartz-based lifeform, the only known examples of this in the galaxy. ?Sharnshara, the race?s homeworld, has never been seen by humans and has been heard of only in second-hand stories from rogue traders and explorators as a planet of pure crystal, constantly aglow with the light from its sun.
? ? ? ? ?Sharn vessels are a rare and majestic sight to behold. ?Bristling crystalline constructs, starlight refracted from a million facets on their surface, Sharn prismships are occasionally spotted traversing Imperial space, but they more often keep to the rim territories where they are less likely to become targets of Xenos purges.
? ? ? ? ?No two prismships are exactly the same, as they are as much grown as built. ?The crystal structure also gives the Sharn some of the most accurate and powerful laser weaponry in the galaxy. ?Though Sharn ships are fragile in their construction, their hitting power is undeniable.

Sharn Prismship Cruiser - 205pts
Type/Hits: Cruiser/9
Speed: 20 cm
Turns: 45
Shields: 4
Armour: 4+
Turrets: 4

Weapons
Prow Prism Cannon(Strength 1, 90 cm, Front)
Prow Weapons Battery(Firepower 6, 60 cm, Front)
Port Weapons Battery(Firepower 6, 60 cm, Left)
Starboard Weapons Battery(Firepower 6, 60 cm, Right)
Dorsal Weapons Battery(Firepower 6, 30 cm, Front/Left/Right)

Sharn Prismship Skirmisher - 80 pts
Type/Hits: Cruiser/3
Speed: 30 cm
Turns: 90
Shields: 2
Armour: 4+
Turrets: 2

Weapons
Prow Weapons Battery(Firepower 3, 45 cm, Front)
Port Weapons Battery(Firepower 3, 45 cm, Left)
Starboard Weapons Battery(Firepower 3, 45 cm, Right)

Sharn Prismship Raider - 30 pts
Type/Hits: Escort/1
Speed: 30 cm
Turns: 90
Shields: 1
Armour: 4+
Turrets: 1

Weapons
Prow Weapons Battery(Firepower 3, 30 cm, Front/Left/Right)

Special Rules
Prism Cannon:
Measure a straight line from the front of the ship 90 cm. ?Every ship in the path of the line takes 1 automatic hit. ?Shields are affected as normal.

Solar Lattice: Sharn ships are constructed of a layered crystal lattice that absorbs solar light and refracts it to power ship systems. ?However, the lattice structure is delicate, resulting in the Sharn?s low armour value. ?Additionally, Sharn ships take critical hits on a roll of 4+, rather than 6.

Movement: The solar lattice has advantages though. ?At the beginning of the movement phase, determine for each Sharn ship which arc the sunward table edge is in and consult the table below. ?Additionally, if the Sharn ship attempts to go on the listed special order, you may roll 3D6 and ignore the highest result when taking the leadership test.

Sunward Arc ? ? Special Order ? ? ? ? ? ? ? Movement Bonus
Front ? ? ? ? ? ? ? Burn Retros ? ? ? ? ? ? ? ? -5 cm to minimum move and minimum movement for turning
Side ? ? ? ? Come to New Heading ? ?Increase turning radius by 45 degrees
Rear ? ? ? ? ? ? ? ?All Ahead Full ? ? ? ? ? ? ? +5 cm to maximum movement

Weapons: When properly aligned to a nearby star, solar energy can also be charged through the ship?s weapons or defenses. ?If the sunward table edge is in the opposite firing arc to the Sharn ship?s target, the Sharn vessel gets a left column shift for weapons battery attacks. ?Prism cannons do an extra point of damage when fired with the sun in the vessel?s rear arc.

Defenses: If an enemy attacks a Sharn ship on its sunward side, solar energy can be refracted back into the ships shields to disrupt the enemy fire. ?If a Sharn ship is attacked in its sunwards arc, any to-hit roll of 6 causes no damage and no blast marker is placed. ?This applies to direct fire weapons and torpedoes, but not attack craft.





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 Post subject: The Sharn
PostPosted: Mon Mar 13, 2006 4:25 pm 
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Joined: Mon Nov 07, 2005 7:20 am
Posts: 50
Pretty cool.

I would suggest slightly simpifying the movement, weapons and defences rules.

these are good ideas, but it is easy to be tempted to clutter BFG with lots of special rules (just look at the eldar).

I think the weapons opposite sunward edge is a little counter-intuitive- I would see it more as a reflection of the energies back at an opponent, rather than a transfer from one side to the other (I assume you were going for the 'lense' focus affect?).

I would probably say that even attack craft would suffer from the sun reflection- it is a mini solar flare, and all their electronics could be affected.

As the sun is really absorbing through the entire ship, I'm not sure that facing would have that much of a bearing. The eldar have very definite arcs due to their solar sails, but the sharn use their entire ship as a solar collector.

There would be very little difference in energy absorbtion in any arc. Perhaps the sharn can use solar pulse similar to the Necrons? After spending X turns with sun in one arc, the ship can release a solar flare out to 30cm in the arc the sun is in? It would cause a hit on any ship within the area.

All in all, I really like the fleet, both it and the Q'orl are original and interesting.

Hellebore

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 Post subject: The Sharn
PostPosted: Fri Mar 17, 2006 3:09 pm 
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You're right, the "lense effect" is a good description of the weapons.  That said, I'm going to make the shooting bonus a column shift rather than a to-hit bonus.

What I wanted was to make the Sharn player choose what type of  advantage he wanted, by orienting himself properly.  He can choose to have his ship hit harder, by going between his target and the sun, or suffer less damage by placing his opponent between him and the sun.

The reason attack craft are not affected is that, under the rules, they attack the target vessel's lowest armour value regardless of where they contact the ship.  As an extension, it makes sense that they would simply angle around to another facing rather than fly into the flare effect.

My concept is that the Sharn vessels are constantly changing the reflective and refractive properties of their's ship's structure, its a redirection instead of an absorb and release.  Facing is important for the movement because the ship will have propulsion and inertia like a normal vessel instead of the Eldar and their sails.

Thanks for posting, I appreciate the feedback. Any thoughts on the Joakero? (link at the top)

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