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The Frerrn

 Post subject: The Frerrn
PostPosted: Thu Dec 08, 2005 12:46 am 
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The Imperium of Man has long used crystalline energy batteries and conduits for unmatched efficiency. The Frerrn have independantly developed the same technology, and brought it even further. Frerrn ships are built entirely out of crystalline material.

Frerrn Crystalship
Type/Hits: Cruiser/10
Speed: 20 cm
Turns: Special
Shields: Special
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+
-Energy Absorbtion: Any time a Frerrn ship gets hit on the lowest roll needed (5 with WB/Torps/Bombers, 4 with Lances and BCs), place a blast marker on the ships base as you would with a Demiurg cutting beam.
-Energy Utilization: An Energy counter may be expended to alter any die roll the ship makes by 1. This includes leadership, gunnery, brace saves, boarding actions, and damage control.
-Energy Expulsion: An Energy counter may be expended to fire a S1 15cm All arc lance.
-Growth: The ship may regenerate hits in the same manner as critical hits

Systems:
-Quartz Spires: Act as torpedoes. However, the torpedoes may "slide" like Frerrn Ships
-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: It requires 2 energy counters to do the work of 1.
9: Crystallomancers Killed: Ship loses 3 LD. It must make a LD test to use energy. This damage may not be repaired.
10: Energy Break: Ship may not gather energy. Any energy counters make a S1 Lance hit on the vessel
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.


Edit: Modelling these ships is quite simple. You take a rock, and paint it funny colors. Inspired by the Lavaship at the end of Homeworld (looking for pic...)





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 Post subject: The Frerrn
PostPosted: Thu Dec 08, 2005 6:36 am 
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Whoa! Sensory Overload!  You've got a lot of stuff going on here.

Truth told, there is a great deal of good stuff here.  The fluff basis is good and there is a good amout of visual cues in the stats, weapon names, etc.

I like the movement idea, though it needs to have the wording improved.  The same goes for the ordnance.   I'm not sure I understand how its shields work.  The crit table is good for the crystalline nature of the ship, though a point of damage for every crit is very hard.

I think you've got enough material for two or three solid ships, but you've crammed so much onto this one that it is just confusing.  

My suggestion is this: (1) the demiurg already do the "sucking blast markers up" thing, so skip that, your homemade rules are strong enough on their own.
(2) Use the movement and damage/crit rules on one race, probably in conjunction with some long range lances (coherent beams of light seem a sensible thing to spew from a giant space crystal)
(3) Take the rules for the ordnance and use them on a different race.

I've been fiddling around with a crystal based ship as well (Joakero Lattice ships) and I may use your crit table for them.

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 Post subject: The Frerrn
PostPosted: Thu Dec 08, 2005 10:50 am 
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Indeed lots of special rules. But it looks nice as far as I see this early morning.

Nice to give idea on modelling, even better if you actually did one and showed it.

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 Post subject: The Frerrn
PostPosted: Fri Dec 09, 2005 1:53 am 
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So sliding is in affect an up to 45* turn immediately, and then an unlimited turn at the end of the movement (however far that may be)? What do they gain when on CTNH? (it doesn't seem to be anythng (as there is no set turn distance!)).

First, impression 'too many special rules!'. You have so many, why steal a rule form the demiurg (does it even make sense?)

Possibly having lances only cause damage on a 5+ but cause damage on a 4+?

'Counters' don't belong in BFG to show special abilities. A +1 to a dice roll is an alright rule. I'd drop the option of a lance though.

There should be a lance type weapon (possibly instead of the AC). The pearls and diamond dust seem as if they could work. Beryls just aren't explained enough after thier name to justify any rules!


Why do the torps slide?

Actually why do the ships slide at all?

Cheers,

RayB

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 Post subject: The Frerrn
PostPosted: Fri Dec 09, 2005 2:04 am 
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Quote (Magsu @ 07 Dec. 2005 (23:46))
Modelling these ships is quite simple. You take a rock, and paint it funny colors. Inspired by the Lavaship at the end of Homeworld (looking for pic...)

You mean this one?  ???

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 Post subject: The Frerrn
PostPosted: Fri Dec 09, 2005 3:09 am 
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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.

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