Allrighty, all take these one at a time...
Rowan: Firstoff, the Frerrn were an aborted attempt at a full fleet list I started about a year ago. They were abandoned a long time ago as well. The main reason they were abandoned was trying to get good rules to fit the nature of their ships. I'm not sure I succeeded or not.
I'm generally not very good with wording, so I apologize if any of the rules is unclear.
It's shields work as follows: It doesn't have them. Instead, if it gets hit on the minimum roll needed to hit it (so 4 for a lance, 5 for WB), it gets an "Energy Counter." The only way for a Frerrn ship to defend against damage is to BFI. Or regenerate it later. Basically, since the entire ship is made out of power-conducting material, the Crystallomancers in charge of the ship do all they can to draw power away from the incoming fire and convert it to a useful purpose (like regenerating the damage). I'll go into the Energy Counter concept when I address Ray's comment
The point of damage per crit, coupled with the increased crit chance, is supposed to represent how fragile the ships are if struck well.
The Ordinance fits the nature of the ship, I just didn't really explain it. Pearls are basically pieces of the material that the ship is made up of infused with as much power as they can hold. When they hit something, boom. Diamond Dust is a cloud of Frerrn WB fire that is given more energy and control by the Crystallomancers, so they can move it about. Beryls are small ships (small = Manta size). The Frerrn don't have escorts because they don't split up their ships that small (they get new ships by growing their old ones to about 16 hits, then they break them into 2 8 hit ships.) Instead, their ships produce temporary shards which can later be reintegrated: Beryls.
Feel free to take the crit table, though the enrgy stuff will probably need fiddling.
Ray: Sliding is as you say, except that the ship doesn't change facing as it moves. In the end of its movement, it gets a 45* turn. CTNH means on that turn, it moves like a Blackstone and ends up facing whatever direction you want.
The rules are not stolen from the Demiurg, they don't suck up blast markers. Instead, blast markers are placed on the base when the ship absorbs weapons fire. It is a similar system though, I'll grant. When I said "as you would with a Demiurg Cutting Beam", I'm sorry if I gave the impression that it acted the same as a Demiurg ship.
Lances cause damage on a 5 while... I'll assume you meant to say WB cause damage on a 4? Nice, but without shields, they would get ravaged by a close in raking broadside.
The energy system was an attempt to reflect the ship's abilities as a power conduit, even to the point of absorbing the attacks of the enemy. Though counters are used elsewhere in BFG (Demiurg, Supercharged Planet Killer), I can understand the reluctance to add more. My original rules were that if the ship absorbed energy (same condition as above), it would automatically retaliate with a Lance shot. I also had it that if the energy was absorbed, the ship took no damage. Perhaps I could go back to that, except you get to choose: Take no damage from the attack, or retaliate?
The ordnance I've covered above
The ships slide because they can use their entire surface as a drive, rerouting power from anywhere to anywhere. If it wasn't for inertia, they would move like Blackstones. Upon reflection, the Torps sliding is really unnecessary, other than perserving fleet flavor. I can do without that.
Storm: Yep, thats the one.
So, perhaps as a revision...
Frerrn Crystalship Type/Hits: Cruiser/10 Speed: 20 cm Turns: Special Shields: 5+ Absorbtion Armour: 5+ Turrets: 3
Prow Quartz Spires:S6, F arc Port Crystal Shards:S4, 30cm, L arc Stbd. Crystal Shards:S4, 30cm, R arc Dorsal Crystal Shards:S8, 30cm, L/F/R arc Ventral Growth Pools:S2
Frerrn Rules: -Drifters: Frerrn do not move in a straight line, rather they may "slide" in the front arc. At the end of their movement, they may turn within the front arc. Frerrn ships executing "Come to New Heading" may slide in any arc, and turn to face any direction. -Brittle: Frerrn Ships take criticals on a 5+ -Power Conduit: Frerrn ships make saves against any and all damage. A successful save may either ignore the damage, or may give the ship an S1 30cm All Arc lance to use immediately. Frerrn Crystalships braced for impact do not get a normal brace save, instead they increase this save to a 3+ and ignore the Brittle special rule. -Growth: The ship may regenerate hits in the same manner as critical hits
Systems: -Quartz Spires: Act as torpedoes. -Crystal Shards: Act as Weapon Batteries -Growth Pools: Act as Launch Bays. They may launch Diamond Dust, Pearls, or Beryls. -Diamond Dust: Acts as a player controlled blast marker. 15cm movement. Roll 1d6 every ordnance phase, on a 1 replace the Diamond Dust with a real blast marker. -Pearls: Act as Orbital Mines -Beryls: Act as resilient fighter squadrons. Beryls also have S1 15cm Crystal Shards.
Critical Hits: All Frerrn Criticals do 1 point of damage. 2-5: Same as normal chart 6: Destabilized: The ship can no longer slide. Come to New heading works unhindered. 7: Stress Fracture: After damage control, make an additional roll on the Critical Hit table. 8: Energy Leak: Absorbed hits must be used as Lance Shots 9: Crystallomancers Killed: Ship loses 3 LD. This damage may not be repaired. 10: Energy Break: Ship cannot absorb hits. This damage may not be repaired. 11. Ship Fractured: Roll D3 more times on the critical hit table. Any rolls of 11 or 12 merely inflict 1 point of damage. 12. Ship Shattered: Roll D6 more times on the critical hit table. Any rolls of 11 or 12 merely inflict 1 point of damage.
_________________ ___ My name is Magus. I just managed to spell my name wrong while registering. How? Because I'm a dumbass.
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