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The Raanturi

 Post subject: The Raanturi
PostPosted: Thu Dec 08, 2005 6:52 am 
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Raanturi
? ? ? ? ?The Raanturi are an emerging race on the northern fringe of the galaxy. ?While the Raanturi have been exploring space for several millenia now and have attained a technological level only partially behind the Tau, they have only just achieved warp travel in the last century or so. ?First contact with the Demiurg was the catalyst that propelled the Raanturi into the intergalactic community. ?The Raanturi homeworld is particularly rich in mineral resources, and the Demiurg were quick to offer the adolescent race a treaty for their mining products, in exchange for helping the Raanturi to develop warp capable starships.
? ? ? ? ?Raanturic cruisers now have spread through the galaxy in search of new allies, trade, and knowledge. ?Though their vessels still lack the raw fighting power of Imperial warships, the Raanturi could some day grow to be a galactic power.

Raanturic cruiser ~175 pts
Type/Hits: Cruiser/8
Speed: 20 cm
Turns: 45
Shields: 2
Armour: 5+
Turrets: 2

Weapons
Prow Launch Bay(Strength 2, Maelstrom: 20 cm, -)
Port Lance Battery(Strength 2, 45 cm, Left/right)
Starboard Lance Battery(Strength 2, 45 cm, Left/right)

Notes
Weapons: Raanturic vessels use a complex array of targeting systems supporting multi-barreled particle beam cannons. ?The Raanturic cruiser always re-rolls missed lance hits. ?Lock-on special orders have no additional effects.

Ordnance: The Maelstrom is a bomber-sized craft carrying heavy racks of seeker missiles. ?Treat Maelstroms as interceptors with speed 20 cm. ?Additionally, at the beginning of any ordnance phase you may replace a squadron of Maelstroms with a Strength 2 torpedo salvo. ?Remove the salvos at the end of the ordnance phase that they were launched. ?Waves of Maelstroms may combine their salvos like squadrons of ships.

[Notes: Visually, I picture this cruiser appearing similar to an EA Omega destroyer from Babylon 5, the primary difference being that the central grav decks would be removed and replaced with a cylindrical mid-ship section, spoked with lance barrels. ?This section of the ship would rotate on the vessel's axis, bringing the lances to bear as the charged and then moving fresh ones into position after the last round fired.]

Aside: I'm glad I've encouraged so much creativity and healthy debate. ?Keep the ideas flowing.

Edit: Removed fpr 4, 30 cm dorsal weapons battery
Edit II: Adjusted fluff.
Edit III: Split lances to p&s to remove crit confusion





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 Post subject: The Raanturi
PostPosted: Thu Dec 08, 2005 11:24 am 
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Hmm, for a beginning force they achieved a quite strong cruiser IMHO. Especially with the free LO for lances.

Maybe that should be dropped?

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 Post subject: The Raanturi
PostPosted: Thu Dec 08, 2005 2:48 pm 
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I'm picturing the re-roll being as a result not of advanced targeting systems, but the ships spinning central section allows lances to fire more times as they are brought to bear as they are charged. ?This is also why the ship can fire left or right, but not both.

Now that I consider things, I think I will drop the weapons battery. ?i had added it as an afterthought, but I think I like it better without.





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 Post subject: The Raanturi
PostPosted: Fri Dec 09, 2005 3:31 am 
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Perhaps instead you can say that the lances fire continously at one target as the lance section rotates, but the system is still experimental. Instead of having 4 locked on lances, have 2D3 normal lances. (or D6+2, or 3+D3, or some random element)

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 Post subject: The Raanturi
PostPosted: Sun Dec 11, 2005 1:05 am 
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As this race is 'so' young, it should be weaker than most other races (Also, how many warp capable ships could they build in a century after having none?). either change the fluff or make them weaker.

Give them WB's. This covers the basic weapons (these guys are new, don't start them off with special lances!)

Thier lances shouldn't be better than the Tau's. It should only be 30cm range.

To make the lances special I suggest, having normal broadsides (port and starboard), but have them shoot both L/R.

I'd also suggest dropping the hits to 6 and reducing the shields to 1. (possibly give them a 6+ prow)

The bombers are too good! They're better than what allready exists, and that's bad for a 'new' race! What if they were torp bombers and fighters but only had a range of 20cm for the torps?

So,
*Prow Wb's: Str4, 45cm, Front.
Prow Lb's: 2
Port Lances: Str 2, 30cm, L/R
Starboard lances: Str 2, 30cm, L/R

Anything special about boarding of Leadership? I'd suggest -1 Ld as they're a 'new' race.

Cheers,

RayB

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 Post subject: The Raanturi
PostPosted: Sun Dec 11, 2005 4:33 am 
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...I'll change the fluff around a bit, because I like the stat line and abilities as is.

I'll go this direction: the Raanturi already had extensive technological development ove the past milennia, but did not gain knowledge of warp travel until contact with the Demiurg, who helped them perfect their warp technology in exchange for mineral rights.

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 Post subject: The Raanturi
PostPosted: Mon Dec 12, 2005 1:19 am 
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yeah that's better!

But I'd still give them some WB's, and make the lances Starboard and Port (but keep the arcs 'L/R') this will just make the crits against it act as normal! (which is one less rule to add!)

Cheers,

RayB

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 Post subject: The Raanturi
PostPosted: Mon Dec 12, 2005 4:35 am 
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Point taken about the crits and simplicity (you know me and simplicity).  I'll go ahead and change that.

The batteries though, I concepted it without them and I really like it better with them left off.

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