July 28, 2024, 03:32:45 AM

Author Topic: ASC 2.0 Imperial Navy  (Read 27077 times)

Offline afterimagedan

  • Full Member
  • *
  • Posts: 1902
    • Loc: Chicago IL, USA
Re: ASC 2.0 Imperial Navy
« Reply #75 on: June 10, 2013, 03:52:37 AM »
You make a good point about things not translating well. I think the P/S idea is fantastic. That would basically add the dynamic of trying to maximize using both port and stbd weapons in one position. I think that's a sweet game dynamic.

Offline AndrewChristlieb

  • Full Member
  • *
  • Posts: 1651
Re: ASC 2.0 Imperial Navy
« Reply #76 on: June 10, 2013, 04:32:56 AM »
All the ships ive seen the turrets do transfer between the two but i agree one is a bit low.  3 port and starboard would probably be ok. The Drow is very similar in price and stats and it has 3 per side.
I don't make the rules, I just think them up and write them down.

Offline Gothmog Lord of Balrogs

  • Full Member
  • *
  • Posts: 613
  • Lord of the Seven
    • Sepulchre of Heroes
Re: ASC 2.0 Imperial Navy
« Reply #77 on: June 10, 2013, 05:29:56 AM »
I just realised a problem changing the Firedagger to the Admech rules for FDT. Since the Admech ones are meant as a refit for a single capital ship they make sense. But the Firedagger would have no reason to be taken in a squadron with those rules. All you would need is one to get the reroll benefit.

I personally prefer the +1 turret to a vessel within 15 cm once per ordnance phase. We could restrict it further by saying a squadron must all apply it to the same vessel unless they pass an LD check.
"Give me a thousand men crazy enough to conquer Hell and we shall do it!"
www.sepulchreofheroes.blogspot.com
sepulchreofheroes@gmail.com

Offline ehlijen

  • Active Member
  • *
  • Posts: 26
    • Loc: Captain's chair
Re: ASC 2.0 Imperial Navy
« Reply #78 on: June 11, 2013, 11:30:02 AM »
I'm not sure firedaggers would be deployed in concentrated formations.

It makes sense that one or two would be added to a squadron consiting otherwise of swords or firestorms.

Being an escort, they're still required to be in squadrons of at least 2, so it's not like then can be spammed as single ships.

Offline radu lykan

  • Active Member
  • *
  • Posts: 94
    • Loc: northants, uk
Re: ASC 2.0 Imperial Navy
« Reply #79 on: June 11, 2013, 11:50:17 AM »
regarding the fleet defence turret, i always thought if all escorts had this rule included rather than just making it a class in its own right then escorts would suddenly appear in a lot more lists and would truly be able to fulfil their role as escorts. too overpowered?

for the heavy frigate i would be fine with fp4 either side at 30cm. it has no prow weapons and so unless it gets into an optimal position it is basically a 2 hit sword

Offline ehlijen

  • Active Member
  • *
  • Posts: 26
    • Loc: Captain's chair
Re: ASC 2.0 Imperial Navy
« Reply #80 on: June 11, 2013, 11:58:24 AM »
Escorts can already gain the turret massing benefit much more easily than capital ships. I don't think giving them the bonus for that and removing the downside (more vulnerable formation) would be a good move.



Offline Gothmog Lord of Balrogs

  • Full Member
  • *
  • Posts: 613
  • Lord of the Seven
    • Sepulchre of Heroes
Re: ASC 2.0 Imperial Navy
« Reply #81 on: June 12, 2013, 03:59:51 AM »
So for the Firedagger, I think leaving it as +1 turret to a vessel witin 15cm (including the FD itself) once per ordnance phase works best. To mitigate it, if the Firedagger is using FDT for a vessel other than itself, the sqaudron must direct all its turrets for the same ship OR pass a leadership check to "cover" multiple ships.

For the Turbulent, I think S3 like the Drow is best. It is really close, albiet 5 points more BUT the Turbulent I think justifies this since it is for IN and not Tau.

Praetor Class Frigate- 40
Hits: 1
Speed: 25cm
Turns: 90*
Shields: 1
Armour: 5+
Turrets: 2
Weapons:
Weapons Battery- R:30cm S:2 Arc- L/F/R 
Prow Torpedoes- Speed: 30cm S: 2 Arc- F

Python Class Scout Sloop- 25pts (IN and Rogue Trader)
Hits: 1
Speed: 30cm
Turns: 180*
Shields: 1
Armour: 4+
Turrets: 1
Weapons:
Weapons Battery- R:30cm S:2 Arc- L/F/R 
Special Rules: Inclusion of a Scout Sloop in an IN/RT fleet allows the player to reroll all of their dice when determining Attack Rating. This is due to the unique scouting abilities of the sloop. There is no bonus for including multiple ships in a squadron and you must accept the results of the reroll. However, the Sloop must be set up within your opponents deployment zone if you elect to do this (if the mission does not have defined deployment zones, it must deploy within 45cm of an enemy ship). Furthermore, you may not squadron Pythons with vessels of another class and if an entire squadron is destroyed, it is 100 victory points bonus (only if the option to reroll was exercised). This bonus is constant, whether it is 1 Sloop or 6.
Design Notes: Based off Battlefleet Koronus Viper Scout Sloop. Changed the name since there is a Viper destroyer already. Figuered a vessel that would affect campaigns more would be nice. The thought is that it does its scouting and gets the attack rating reroll. I thought about +1 Attack rating instead, but the reroll is a time honoured BFG mechanic :). Since it is so cheap though, there had to be a downside. Thus the deployment restriction and VP bonus. And now players must make a calculated risk descision. Inclusion of just one reaps the same reward as 6, but has a high risk being destroyed and giving up 100 VP. Inclusion of more than one mitigates this risk, but obviously costs more.

Adeptus Arbites Punisher Class Strike Cruiser- 180 (System Defense for IN, AdMech, and RT)
Hits: 6
Speed: 25cm
Turns: 90*
Shields: 1
Armour: 5+/6+ Fronts
Turrets: 2
Weapons:
Port Weapons Battery- R:30cm S:4 Arc- L
Stbd Weapons Battery- R:30cm S:4 Arc- R
Dorsal Bombardment Cannons- R: 30cm S:3 Arc-L/F/R
Prow Torpedoes- Speed: 30cm S:3 Arc-F
Special Rules- Imperial Law: Deployment of a Punisher Strike Cruiser means more than just reinforcements. It means the Imperium has turned its gaze upon a system and it intends to impose law and order upon the citizens. This carries over into any fleet presence in system, as no one is beyond judgement of the law. All friendly vessels within 15cm of a Punisher Strike Cruiser are +1 ld.
« Last Edit: June 12, 2013, 04:52:15 AM by Gothmog Lord of Balrogs »
"Give me a thousand men crazy enough to conquer Hell and we shall do it!"
www.sepulchreofheroes.blogspot.com
sepulchreofheroes@gmail.com

Offline Gothmog Lord of Balrogs

  • Full Member
  • *
  • Posts: 613
  • Lord of the Seven
    • Sepulchre of Heroes
Re: ASC 2.0 Imperial Navy
« Reply #82 on: June 12, 2013, 04:22:00 AM »
Oh, and I just had this idea for a fleet list option

0-5 Fleet Commissars- 25pts each.
A Fleet Commissar grants the vessel/squadron he is embarked upon 1 reroll at +1ld. However, if this reroll fails as well, the vessel/squadron is -1ld for the remainder of the game (as the Commissar has executed the Captain!)
"Give me a thousand men crazy enough to conquer Hell and we shall do it!"
www.sepulchreofheroes.blogspot.com
sepulchreofheroes@gmail.com

Offline afterimagedan

  • Full Member
  • *
  • Posts: 1902
    • Loc: Chicago IL, USA
Re: ASC 2.0 Imperial Navy
« Reply #83 on: June 12, 2013, 04:41:16 AM »
Oh, and I just had this idea for a fleet list option

0-5 Fleet Commissars- 25pts each.
A Fleet Commissar grants the vessel/squadron he is embarked upon 1 reroll at +1ld. However, if this reroll fails as well, the vessel/squadron is -1ld for the remainder of the game (as the Commissar has executed the Captain!)

Hahaha that's awesome!

Offline AndrewChristlieb

  • Full Member
  • *
  • Posts: 1651
Re: ASC 2.0 Imperial Navy
« Reply #84 on: June 12, 2013, 06:48:33 AM »
Python Class Scout Sloop- 25pts (IN and Rogue Trader)
Hits: 1
Speed: 30cm
Turns: 180*
Shields: 1
Armour: 4+
Turrets: 1
Weapons:
Weapons Battery- R:30cm S:2 Arc- L/F/R 
Special Rules: Inclusion of a Scout Sloop in an IN/RT fleet allows the player to reroll all of their dice when determining Attack Rating. This is due to the unique scouting abilities of the sloop. There is no bonus for including multiple ships in a squadron and you must accept the results of the reroll. However, the Sloop must be set up within your opponents deployment zone if you elect to do this (if the mission does not have defined deployment zones, it must deploy within 45cm of an enemy ship). Furthermore, you may not squadron Pythons with vessels of another class and if an entire squadron is destroyed, it is 100 victory points bonus (only if the option to reroll was exercised). This bonus is constant, whether it is 1 Sloop or 6.
Design Notes: Based off Battlefleet Koronus Viper Scout Sloop. Changed the name since there is a Viper destroyer already. Figuered a vessel that would affect campaigns more would be nice. The thought is that it does its scouting and gets the attack rating reroll. I thought about +1 Attack rating instead, but the reroll is a time honoured BFG mechanic :). Since it is so cheap though, there had to be a downside. Thus the deployment restriction and VP bonus. And now players must make a calculated risk descision. Inclusion of just one reaps the same reward as 6, but has a high risk being destroyed and giving up 100 VP. Inclusion of more than one mitigates this risk, but obviously costs more.

Great base stats, I would give it the +5d6 AAF too tho, its faster than 30cm but not much. I'd give it the widowmakers upgrade base too. Last Id drop the vp shenanigans as some people and scenarios don't use them.

Python Class Scout Sloop- 30pts (IN and Rogue Trader)
Hits: 1
Speed: 30cm
Turns: 180*
Shields: 1
Armour: 4+
Turrets: 1
Weapons:
Weapons Battery- R:30cm S:2 Arc- L/F/R 

+5d6 AAF

+2 leadership when enemy is on special orders.

If using Attack Ratings the Python allows you to reroll your die result if you choose (you must choose wither you will use this option before rolling!) If this option is chosen the Python is not deployed as standard. The Python must be deployed after all other ships, within 45cm of an enemy ship if possible. If there are no enemy ships present the Python may be deployed anywhere on the table so long as it is not within 60cm of a friendly ship. If you do not choose to use this option the Python is deployed as standard.

Oh, and I just had this idea for a fleet list option

0-5 Fleet Commissars- 25pts each.
A Fleet Commissar grants the vessel/squadron he is embarked upon 1 reroll at +1ld. However, if this reroll fails as well, the vessel/squadron is -1ld for the remainder of the game (as the Commissar has executed the Captain!)

Very fitting for IN :P.
I don't make the rules, I just think them up and write them down.

Offline horizon

  • Moderator
  • Veteran member
  • *
  • Posts: 4197
  • Destiny Infinity Eternity
Re: ASC 2.0 Imperial Navy
« Reply #85 on: June 12, 2013, 07:01:22 AM »
Hi,

http://specialist-arms.com/bfg/warprift/
or
http://twolandscreative.com/warprift/index.php/archive?start=10

Warp Rift 21.

Rules on Commissars. With a cool story to go with it.

Offline Gothmog Lord of Balrogs

  • Full Member
  • *
  • Posts: 613
  • Lord of the Seven
    • Sepulchre of Heroes
Re: ASC 2.0 Imperial Navy
« Reply #86 on: June 12, 2013, 11:09:34 PM »
Horizon, mind if the Lord Commissar is added too? Though I will still keep mine in. I like the risk/reward of it and it seems really fluffy IMO, especially with the Gothic war books and Relentless. I wouldn't expect the commissar to stray too far from the bridge either in the heat of battle, as that is where a moment of cowardice on the part of the crew poses the greatest threat to the safety of the ship.

As for the Python, I like your suggestions Andrew, however there is a great reward with no risk at low cost. Even deploying so close isn't so bad, because if you take jsut one, you get the great benefit and only throw away a 20 pt escort. I feel the Python either needs to be upped in cost or have some inherent risk greater than just the loss of itself.
"Give me a thousand men crazy enough to conquer Hell and we shall do it!"
www.sepulchreofheroes.blogspot.com
sepulchreofheroes@gmail.com

Offline horizon

  • Moderator
  • Veteran member
  • *
  • Posts: 4197
  • Destiny Infinity Eternity
Re: ASC 2.0 Imperial Navy
« Reply #87 on: June 13, 2013, 04:23:13 AM »
Sure, add it. Warp Rift is open source ;), just add the name of the article writer in the document. People appreciate that.

Offline Gothmog Lord of Balrogs

  • Full Member
  • *
  • Posts: 613
  • Lord of the Seven
    • Sepulchre of Heroes
Re: ASC 2.0 Imperial Navy
« Reply #88 on: June 13, 2013, 05:05:52 AM »
I plan on it and citing everyone who contributes to asc. I'll PM everyone asking for their real names if they want, or just use their usernames if they don't want their real name.
« Last Edit: June 13, 2013, 05:22:13 AM by Gothmog Lord of Balrogs »
"Give me a thousand men crazy enough to conquer Hell and we shall do it!"
www.sepulchreofheroes.blogspot.com
sepulchreofheroes@gmail.com

Offline Gothmog Lord of Balrogs

  • Full Member
  • *
  • Posts: 613
  • Lord of the Seven
    • Sepulchre of Heroes
Re: ASC 2.0 Imperial Navy
« Reply #89 on: June 13, 2013, 09:48:44 PM »
For the Python, what about:

Python Class Scout Sloop- 30pts (IN and Rogue Trader)
Hits: 1
Speed: 30cm
Turns: 180*
Shields: 1
Armour: 4+
Turrets: 1
Weapons:
Weapons Battery- R:30cm S:2 Arc- L/F/R 

+5d6 AAF

+2 leadership when enemy is on special orders.

If using Attack Ratings the Python allows you to reroll your die result if you choose (you must choose wither you will use this option before rolling!) If this option is chosen the Python is not deployed as standard. The Python (or Python Squadron) must be deployed after all other ships, within 45cm of an enemy ship if possible. If there are no enemy ships present the Python (or Python Squadron) may be deployed anywhere on the table so long as it is not within 60cm of a friendly ship, and cannot be combined in a squadron with a vessel of another class. If you do not choose to use this option the Python is deployed as standard. (THE DOWNSIDE) Your opponent may puchase system defences and/or escorts in value less than or equal to the cost of the Pythons in your fleet ABOVE the point value of the fleets.
"Give me a thousand men crazy enough to conquer Hell and we shall do it!"
www.sepulchreofheroes.blogspot.com
sepulchreofheroes@gmail.com