Titan Class 10,000T Destroyers - Printable Version +- Forums (https://www.silent-death.mx/forum) +-- Forum: Silent-Death (https://www.silent-death.mx/forum/forumdisplay.php?fid=4) +--- Forum: The Shipyard (https://www.silent-death.mx/forum/forumdisplay.php?fid=7) +--- Thread: Titan Class 10,000T Destroyers (/showthread.php?tid=1290) |
Titan Class 10,000T Destroyers - Smurf - 11-09-2018 Titan Class DR 11 DV 11 DR Bow 3 / Stern 1 PD Bow 1-7 / Stern 1-4 DC 1-9 Razor ECM 1-8(4) TOC +1 Crew A: Quad Ion Cannon 5 bow arcs Crew B: Quad Torpedo Tube R Crew C: Quad Gatling Cannon 16 ammo 5 stern arcs Gunner A: Sext Splatterguns BRQL, BFQL; ML20 BRQL, BFQL Gunner B: Sext Splatterguns BFQR, BRQR; ML20 BRQL, BFQL Gunner C: Sext Splatterguns SRQL, SFQL Gunner D: Sext Splatterguns SFQR, SRQR 30 MK 40 Torpedoes 1119pts Tubes DR 11 DV 11 DR Bow 3 / Stern 1 PD Bow 1-7 / Stern 1-4 DC 1-9 ECM 1-8(4) TOC +3 Crew A: Quad Laz Tubes 5 bow arcs Crew B: Quad Torpedo Tube R Crew C: Quad Gatling Cannon 16 ammo 5 stern arcs Gunner A: Sext Splatterguns BRQL, BFQL; ML20 BRQL, BFQL Gunner B: Sext Splatterguns BFQR, BRQR; ML20 BRQL, BFQL Gunner C: Sext Splatterguns SRQL, SFQL Gunner D: Sext Splatterguns SFQR, SRQR 30 MK 30 Torpedoes 1084pts Sturm DR 11 DV 11 DR Bow 3 / Stern 1 PD Bow 1-7 / Stern 1-4 DC 1-7 ECM 1-8(4) TOC +4 Crew A: Quad Blast Cannon 5 bow arcs Crew B: Quad Torpedo Tube R Crew C: Quad Hyper Cannon 11 ammo 5 stern arcs Gunner A: Sext Splatterguns BRQL, BFQL; ML20 BRQL, BFQL Gunner B: Sext Splatterguns BFQR, BRQR; ML20 BRQL, BFQL Gunner C: Sext Splatterguns SRQL, SFQL Gunner D: Sext Splatterguns SFQR, SRQR 20 MK 40 Torpedoes 10 MK 30 Torpedoes 1123pts Front left/right crits 2 Electronic Warfare gone, -2DV, may no longer jam torps 3 Main weapon may only fire in the F arc now 4 ECM suite play arcade games for 1 turn 5 TOC play cards for 1 turn 6 Captain is lost, direct him back, cannot Captain die for 1 turn 7 Main weapon Jam, many not fire for 1 turn 8 Entire Bow section is stunned and cannot do anything for 1 turn (ship moves at quarter speed forwards) 9 Pilot rage, move maxspeed straight forwards 10 Crew killed - lose 1d6 crow from the Bow 11 Bridge hit, Captain killed (in the dining room with a pistol) 12 Major Damage, 15 more hits and roll a crit on the Stern Section 2 Electronic Warfare gone, -2DV, may no longer jam torps 3 Oops, armour belt fell off (reduce armour to 0) 4 Targeter glitch, 1 random aft weapon cannot fire for 1 turn 5 Targeter glitch, 1 random aft weapon cannot fire for 1 turn 6 Torp Ammo damaged, lose d10 torps 7 Speed Jam - Full speed ahead only! 8 Torp Room closed for cleaning, may not fire torps for 1 turn 9 Half speed for 1 turn 10 Engineering suffer a Trek moment, d6 crew in Damage Control are killed 11 You killed the Captain, you gits! 12 Reactor Hit, warhound vanishes in a puff of smoke - Ta Da! RE: Titan Class 10,000T Destroyers - Silent Denson - 01-13-2019 In which supplement can you build Capital ships? From one of those I've seen the biggest you can go is build a warhound. RE: Titan Class 10,000T Destroyers - Karelian Suomi - 01-14-2019 (01-13-2019, 07:24 PM)Silent Denson Wrote: In which supplement can you build Capital ships? From one of those I've seen the biggest you can go is build a warhound. We actually have a project on the drawing board for three hex cruiser class vessels, however that is not an immediate horizon project as we're already well involved in both the Night Brood revision/playtesting process, and the reworking of the Ship Design System as part of the 3rd ed. rulebook slated for release this year (and release it we will even if it winds up killing all of us). What Callsign: Smurf has done here is create a family of Warhound class vessels all off of the same basic hull. He's a bit of the resident mad scientist when it comes to working the ship design rules as you've probably already noticed (and we encourage his madness accordingly)... Glad you rediscovered your copy of SD:TNM and found us! We're also over on FaceBook, on Instagram, and Twitter every now and again, so we are a busy little trio of madmen here at Metal Express, and we are glad to see old hands and newbies alike coming into the fold. Welcome to the Interstellar Flying Circus, Callsign: Silent D! RE: Titan Class 10,000T Destroyers - Ghostrider - 01-15-2019 So besides 3rd Ed. (any tentative release date?) what else can we except this year?? Also need eyes to read things over pm me... RE: Titan Class 10,000T Destroyers - Smurf - 01-18-2019 (01-14-2019, 07:35 PM)Karelian Suomi Wrote:(01-13-2019, 07:24 PM)Silent Denson Wrote: In which supplement can you build Capital ships? From one of those I've seen the biggest you can go is build a warhound. I found it easier to build basic frame with added on bits. Can't say I was the one who thought of this: Spirit Rider I, II, III, IV, etc. I heard of the rumour of Capital Ships but I am not sure what they would bring to the game (bigger guns and more hit boxes?). What I fear is bigger guns. This could be going down the route of carrier groups. However, a carrier is sort of a big target and needs its escort to protect it. Despite the parallel with space ships and ships the glaring problem is that in space you cannot have submarines... So I am glad the 3 hex ships have been shelved. RE: Titan Class 10,000T Destroyers - Karelian Suomi - 01-18-2019 (01-18-2019, 05:57 PM)Smurf Wrote: I found it easier to build basic frame with added on bits. The whole I, II, III, etc. predated Metal Express by a good many years. It is more or less a legit way of differentiating between refits, however I am the guilty party who concocted House specific refits adding the designations such as HCR (House Colos Refit), QVP, etc. And Cruiser class three hex beasties have not been shelved, but merely delayed until we first get things done first. Keep in mind that bigger guns doesn't automatically translate into a cruiser class vessel being an unbeatable opponent. Target Speed Restriction will apply to cruiser class weaponry. They're also slower than escorts as a rule, and understandably less maneuverable. Further, gods help them if the Night Brood are involved, as they will invariably bring a passle of Worm Pods in tow. As for submarines, don't be so sure. You're dealing with a huge fan of Space Battleship Yamato, and the concept of the "hyperspace submarine" dates back to the 1970s within the wargaming community thanks to the Stardate 3000 ship minis produced by Valiant Enterprises beginning around 1976-77. The trick is coming up with a viable and not overly complex set of rules to cover the fact that they are (1) operating "under the waves" and (2) cannot be readily "seen"/detected (and therefore should be "invisible" in a practical sense to an opposing player until it is). |