August 03, 2024, 03:20:25 PM

Author Topic: Real Legion Flagships  (Read 14120 times)

Offline AndrewChristlieb

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Re: Real Legion Flagships
« Reply #30 on: April 21, 2013, 04:17:16 PM »
Well the stats I proposed earlier were more inline with a Blackstone or Hulk idea then a Ramilies. Something the size of the Ramilies is already well represented by the Ramilies or the monastery.


If this was to be represented with the Ramiles quadrant setup how would you do the fore and aft criticals as theyre so different from the port and starboard? What would the Basilica weapons look like? Would that be what you have listed as dorsal/ ventral?

I think it would end up looking something like:

Hulk/ 6 per quadrant. Speed/ 10. Turns/ Special (Hulk). Shields/ 4 per quadrant. Armor/ 5+. Turrets/ 4 per quadrant.


Fore quadrant:
Weapons batteries. Range/ 60cm. Firepower/ 10. Arc/ Front.
Lances. Range/ 60cm. Firepower/ 2. Arc/ Front
Torpedoes. Speed/ 30cm. Strength/ 12. Arc/ Front

Port/Starboard quadrant:
Weapons batteries. Range/ 60cm. Firepower/ 20. Arc/ Port/Starboard
Lances. Range/ 60cm. Firepower/ 4. Arc/ Port/Starboard
Launch Bays. Speed/ per craft. Strength/ 6. Arc/ -

Aft quadrant:
Weapons batteries. Range/ 60cm. Firepower/ 10. Arc/ Rear

Spine:
Lances. Range/ 60cm. Firepower/ 4. Arc/ All around
Launch Bays. Speed/ per craft. Strength/ 4. Arc/ -


Critical hits:

Fore/Port/Starboard

Just like the Ramilies

Aft

2-4 batteries at half strength

5 ship may not make any turns until damage is repaired

6  +1 damage

7 fire

8 +d3 damage hull breach

9 command tower struck -2 leadership

10 shields collapse

11 +d3 basilica (spine) penetrated

12 +d6 reactor struck + additional crit


Something like that anyway.

I don't make the rules, I just think them up and write them down.

Offline Jimmy Zimms

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Re: Real Legion Flagships
« Reply #31 on: April 21, 2013, 04:41:21 PM »
Couldn't we do something with two quadrants? Guess that's a half technically :D
« Last Edit: April 22, 2013, 12:54:50 AM by Jimmy Zimms »
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Offline starfox1701

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Re: Real Legion Flagships
« Reply #32 on: April 21, 2013, 06:36:31 PM »
I like it for the most part want to make a couple of changes

Hulk/ 8 per quadrant. Speed/ 10. Turns/ Special (Hulk). Shields/ 5 per quadrant. Armor/ 5+. Turrets/ 5 per quadrant.

I uped the HP, shields and turrets because we don't want it to be too easy to overwhelm 1 section and then gut the core. If its to easy then they wont be any more durable then a regular Battleship as a couple of cruiser squadrons could slag her in a single pass. One thing is for certain, this version is lot more fragile then the other version.

Also lets make the front Lances Front/Left/Right as they are really just the forward spinal laces

Couldn't we do something with two quadrants?

I think that might end up complicating things more then it might simplify.
« Last Edit: April 21, 2013, 06:39:35 PM by starfox1701 »

Offline Brethren

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Re: Real Legion Flagships
« Reply #33 on: April 21, 2013, 08:13:28 PM »
"Somewhere in the endless space between the stars a small crack deforms the walls of reality. There a raspy voice starts singing in a unnatural tone, wispering tzeentch-like suggestions."

Hi, ladies ... and boys.  ;)

Every time I think of a "big ship" and try to make up rules for it, I start on something that has not been mentioned here.
The FAQ2010 Powers of Chaos document holds the Chaos Space Hulk... which is basically the Orc Space Hulk with "human weaponry".

It offers:
- a spacefaring unit at 650 points
- movement rules for a colossal thingy
- a hell of a punch
- ability to soak up fire from an entire enemy fleet

Possible stat changes:
- "Defender/40, Shields 3, Armor 4+" might feel wrong. Maybe "Battleship/20, Shields 5, Armor 6+/5+" seems more like it.
- If you don't want 8 launch bays, feel free to replace them accordingly.
- If you don't want port/starboard torpedo tubes, proceed as mentioned above.

But that's about all the changes I can think of, that seem necessary.

Generally on big ships:

"Turrets/6" is completely OK. Bombers will have a hard time to score any hits against that turret rating. And with lots of hits a ship can easily shake off sabotage criticals from Assault Boats.

Regarding the turret rating of the Ramilies: Remember that the 4 sections can "mass turrets". So if you hit one section it will have its turret rating +3. (According to original BFG rules)  ;)


Have fun.  8)

"The rift in space closes as swift as it occured, silencing the odd voice. The only thing that remains to those who listened is a mental imprint, a feeling like a cold shiver running down a spine.
An imprint of... something... laughing."

Offline AndrewChristlieb

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Re: Real Legion Flagships
« Reply #34 on: April 22, 2013, 03:07:36 AM »
Remember the core or "spine" section cannot actually take damage so inorder to "gut the core" as you put it all four quadrants would need to be destroyed. The 4 shields/ turrets follow along with the base Ramilies and the hits are simply halved (or double standard battleship and quartered if you prefer) . This should prove plenty powerful given that it can move about and such as opposed to the Ramilies. The weapons load out is pretty strong already so I would be wary of allowing it to fire in more than on arc on anything except the dorsal.
I don't make the rules, I just think them up and write them down.

Offline starfox1701

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Re: Real Legion Flagships
« Reply #35 on: April 22, 2013, 04:16:02 AM »
So what happens when the core takes hits before all the outer sections are destroyed?

Offline horizon

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Re: Real Legion Flagships
« Reply #36 on: April 22, 2013, 04:35:58 AM »
On turrets,
yes the ramilies may mass but vs the bomber run it is still D6-4.

So vs 6 turrets it is D6-6, so never an attack run!

Offline AndrewChristlieb

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Re: Real Legion Flagships
« Reply #37 on: April 22, 2013, 12:47:58 PM »
The core cannot take damage, it has no hits.
I don't make the rules, I just think them up and write them down.

Offline FistusMaximus

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Re: Real Legion Flagships
« Reply #38 on: April 22, 2013, 01:19:43 PM »
So vs 6 turrets it is D6-6, so never an attack run!

not to sound stupid or so, maybe i missed something somewhere (update or whatever), but doesn't it say in the rules "the bombers roll a d6 minus the turret value (up to a minimum of one) to determine their number of rolls to hit"

so, IIRC "up to a minimum of one", or so... is that right?
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Offline horizon

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Re: Real Legion Flagships
« Reply #39 on: April 22, 2013, 01:33:39 PM »
You made me d/l the rule pdf to look it up but I can't find a reference to a 'minimum of one'. Do you have a page number?

Offline FistusMaximus

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Re: Real Legion Flagships
« Reply #40 on: April 22, 2013, 02:14:54 PM »
yup, i'm wrong, just looked it up...

i am german, and as such have the german version of the rulebook, and there its written so complicated that if you don't look closely, you can easily overread a little part of it, changing the meaning from "it CAN drop to zero" to "it CAN'T drop to zero"....

wow, now i feel stupid.  ::)
Nova Cannons are for these sissies who as a kid too preferred to throw stones at the others from a safe distance rather than closing in and get into a real fight ;D

my BFG log: http://www.forum.specialist-arms.com/index.php?topic=5390.0

Offline Mallich

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Re: Real Legion Flagships
« Reply #41 on: April 22, 2013, 02:58:29 PM »
You might also have been thinking of Ork fighter-bombers in the 2010 FAQ, although that's a D3 not a D6.
Quote
Ork fighta-Bommas and other attack craft that behave as both bombers and fighters apply this bonus by adding +1 attack for each marker in the wave after attacks are modified by turrets, meaning each ordnance marker that survives against turrets will be able to conduct at least one attack and will not have a minimum of zero attacks.

Offline FistusMaximus

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Re: Real Legion Flagships
« Reply #42 on: April 22, 2013, 03:05:00 PM »
You might also have been thinking of Ork fighter-bombers in the 2010 FAQ, although that's a D3 not a D6.
Quote
Ork fighta-Bommas and other attack craft that behave as both bombers and fighters apply this bonus by adding +1 attack for each marker in the wave after attacks are modified by turrets, meaning each ordnance marker that survives against turrets will be able to conduct at least one attack and will not have a minimum of zero attacks.


might also be possible...
you know, it's not easy having one half of the rules in german and the other half in english and constantly having to swap between the languages, you can get confused pretty quickly that way  ;D
Nova Cannons are for these sissies who as a kid too preferred to throw stones at the others from a safe distance rather than closing in and get into a real fight ;D

my BFG log: http://www.forum.specialist-arms.com/index.php?topic=5390.0

Offline starfox1701

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Re: Real Legion Flagships
« Reply #43 on: April 22, 2013, 04:49:38 PM »
The core cannot take damage, it has no hits.

So the Core doesn't generate any kind of critical hit or catastrophic damage when shot at?

Offline AndrewChristlieb

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Re: Real Legion Flagships
« Reply #44 on: April 22, 2013, 05:06:41 PM »
You cant shoot at the core. The only way the core takes "damage" is if a crit is scored against one of the quadrants and rolls an 11 or 12
I don't make the rules, I just think them up and write them down.