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The Thrrak

 Post subject: The Thrrak
PostPosted: Sun Jan 15, 2006 6:10 pm 
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Thrrak
? ? The Thrrak are a piratic race with no known homeworld. ?Their species is nomadic and their ships have been encountered in every segmentum at one time or another since the great crusade. ?Their species is vaguely reptilian in origin and require a methane/fluorine gas mix for respiration, though they can survive short periods in the nitrogen/oxygen atmospheres that most sentient races are accustomed to.
? ? Thrrak raiders are fairly ungainly crafts, roughly the sized of Imperial Cobra class destroyers. ?What they lack in design integrity, however, they make up in firepower. ?Thrrak raiders mount dozens of missile racks, rockets, self-propelled grenades, and scavenged torpedoes. ?Though these ramshackle ordnance salvos often flare out far more quickly than standard Imperial torpedoes, they are able to deploy almost twice the explosive yield of the afore mentioned Cobras, and with shorter breaks between firing.

Thrrak Raider (30 pts)
Type/Hits: Escort/1
Speed: 30 cm
Turns: 45
Shields: 1
Armour: 4+
Turrets: 1

Weapons
Missile Battery(Str 4, 45 cm, Front)

Notes
Missile Battery: Thrrak ships mount racks upon racks of missile launchers, peppering their targets at range with high yield explosives. ?Missile batteries are a direct fire weapon. ?When attacking an enemy ship, treat the target vessel as though it was hit by a Strength 4 torpedo salvo, but no actual torpedo marker is placed. ?Turrets and fighters on CAP engage normally. ?If the Thrrak ship is on Lock-On orders it may re-roll the salvo?s to-hit rolls.

Deployment: Thrrak vessels are lone wolves, each fighting independently of its fellow ships. ?Thrrak ships are an exception to the normal rules for escorts and are never deployed in squadrons.

[Note: When I get around to building these, I'm going to use Epic Thunderbolt fighters as the base model and then tweak them to look more like space ships(and put bunches of missile tubes on their wings)]





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 Post subject: The Thrrak
PostPosted: Mon Jan 16, 2006 11:10 pm 
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Sounds fine, they're screwed against Eldar and Tau!

Do they have to reload?

I think you should bump the cost up to 35pts.

Also, what happens about shooting through other ships and fighters (and BM's)?

What about shooting through thier own ships?

Cheers,

RayB

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 Post subject: The Thrrak
PostPosted: Tue Jan 17, 2006 3:29 am 
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They don't have to reload.  The weapon is direct fire, so intervening stuff isn't going to affect/be affected.  The exception if if the fighters are on CAP of course.

Points cost is still up in the air, you're probably right about needing to up it.

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 Post subject: The Thrrak
PostPosted: Wed Jan 18, 2006 12:28 pm 
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If intervening stuff doesn't count (I guess they're moving too fast to only lock on to one target before firing), as they're only 'on the board' (I know they're not really) for one turn they could be much faster than a torpedo salvo of any race.

Here's a thought, what if turrets could only hit them on a 6+ (because they're moving so fast), but that raised shields could also hit them on a 6+ (causing a BM). Fighters can only take out D6 Str of the shot. (so a 4+, kinda)

What happens when they go through BM's? (on or in between the target, this affects WB's afterall). (a -1 to hit? 6's count as 7's (6+ then a 4+).

Cheers,

RayB

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 Post subject: The Thrrak
PostPosted: Wed Jan 18, 2006 12:33 pm 
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Here's a thought, what if turrets could only hit them on a 6+ (because they're moving so fast), but that raised shields could also hit them on a 6+ (causing a BM). Fighters can only take out D6 Str of the shot. (so a 4+, kinda)


Quite like that idea.

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 Post subject: The Thrrak
PostPosted: Wed Jan 18, 2006 5:47 pm 
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Intervening stuff does affect batteries, but it doesn't affect lances, so its a toss-up.  I don't want to make this any more complex than it has to be and, while your suggestions do add an extra level of detail, they will also remove the simplicity of what the weapons does.  If i were making an entire fleet of different ships mounting weapons like this, then it might make sense to go deeper like that.  In this case, however, I want to keep things elegant and concise.

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 Post subject: The Thrrak
PostPosted: Wed Jan 18, 2006 10:52 pm 
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That's fair enough. You could invent fluff reasons why BM's don't affect them anyway (like armoured ordnance). Also they could decelerate at the last moment to gain a better lock-on hense why turrets and fighters can hit them only when they're attacking (problem solved and rules kept simple!)

Cheers,

RayB

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