Specialist Arms Forum
Battlefleet Gothic => [BFG] Discussion => Topic started by: Cyk0 on December 28, 2013, 10:14:15 AM
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How would you stat this ship for BFG. (All rules does not have to be represented but general feeling of this devious trader should come across.
Name
Orion Star clipper
Speed Detection Armour Manoeuver Hull Turret
11 10 12 25 35 1
Main cargo hold
Planet bound for millenia
Modified Lathe class 1
Markov 1 warp engine -1d5 weeks travel time in the warp
Gellar field
Repulsor shield No maneuver penalty from small stellar debris
Good Vitae life sustainer
Clan-kin quarters +5 boarding and hit and run defense, moral losses reduced by 1 to a minimum of 1
"-240 Passive arrays No penalty to detection actions when running silent
Smugglers bridge
Jovian Missle battery Dorsal, Str 5, Dmg 1d10+1, Crit 6, Rng 6, 1 turn reaload
Jovian Missle battery Keel, Str 5, Dmg 1d10+1, Crit 6, Rng 6, 1 turn reaload
Shadowblind bays -40 to scrutiny test looking for them
Empyrian mantle two degrees harder to detect during silent running
Energistec conversion matrix Exchange 5 pwr for one speed (max5) (high bursts of speed)
Luxury passenger compartments
Good Axiliary Plasma Banks If component damaged take 1d5 damage and the plasma drive is set on fire
Trophy room
Good crew improvments
Ostentatious displays of wealth
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5+ Armor
30cm speed
90 degree turns
1 hit
1 shield
WB: FP 4 F/L/R, 30cm
Special Rules
- May exchange 2FP for +5cm speed, or 4FP for +10cm speed (Energistic Conversion Matrix)
- May make a 20cm pre-game move (must stay more than 30cm from an enemy vessel) (Empyrian Mantle)
- Doesn't suffer movement penalty for blast markers or gas clouds (Repulsor Shield)
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In the BFG:R rules, I would push for a 2 hit escort. Love those ideas, Seahawk.
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5+ Armor
30cm speed
90 degree turns
1 hit
1 shield
FP: 3 F/L/R, 30cm
Special Rules
- May exchange 2FP for +5cm speed, or 4FP for +10cm speed (Energistic Conversion Matrix)
- May make a 20cm pre-game move (must stay more than 30cm from an enemy vessel) (Empyrian Mantle)
- Doesn't suffer movement penalty for blast markers or gas clouds (Repulsor Shield)
That seems pretty good. But what weaponry? Missiles? Lances? Weapon Batteries? ;)
Missiles/torpedoes would be interesting...
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FP = Weapons Batteries. The fluff for WB indicates they're a mix of energy/solid shot, and missile batteries, so I figured it'd be the easiest way to represent it. It also works well with the energy converter rules; hard to convert manpower for torpedo loading into energy for engines.
As for it being a 2-hit, well so long as all escorts are 2-hit in BFG:R then okay, otherwise it should stay at one. My reasoning is that I looked at other ships represented in the RT books, and it has only the same durability as other 1-hit escorts.
It's a fast, decently armed blockade runner, as smuggler ships tend to be.
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FP = Weapons Batteries. The fluff for WB indicates they're a mix of energy/solid shot, and missile batteries, so I figured it'd be the easiest way to represent it. It also works well with the energy converter rules; hard to convert manpower for torpedo loading into energy for engines.
Cool with me. :)