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Commodore Jones

Expanded Tarakians

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When I get home I'll happily look at these ships.

My favorite alliance race... Let's do this!

:D

I like the design of the carrier and the escort. They look reasonable and within the realm of what a Tarakian fleet would feel like. The number of Wingsand Upgrades need to be compared with other carriers, and of course adjusted for the race; as well as continuing the theme of the fleet.

The escort is neat, with torps being its level of support to its parent ship.

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At best they add 6AD linked to the parent ship, but since in doing so you lose High Energy coherency, so I thought it wasn't too overpowerd.  They work better in my play experience firing separate (linked or individually) to knock down PD for the parent ship's Torpedo shoot.

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I actually really like these. They are well-balanced and well thought-out, and Spartan could do a lot worse than these when fleshing out the Tarakians. I particularly like the clever move you made there with the torpedo escorts - how you can use them to give the battleship up to 14 AD in torpedos, but at the cost of losing the High Energy MAR. It's a smart idea.

 

That said, I do have a problem, and that problem is that your designs don't really reach far enough. They're... a little bland. It's all well and good that the heavy cruiser is just a durable and up-gunned cruiser with some broadside primaries to lure us into occasionally taking them in independent squads (rather than just as leaders of cruiser squadrons, a role they would obviously excel in). It's fine that the carrier is just a down-gunned battleship with lots of Wings and the ability to more thoroughly exploit its point defense system. It's even ok for the escorts to just be torpedo boosters (with an opportunity cost).

 

The trouble is that what we've seen of the Tarakians is so... neat. Super-durable self-repairing capital ships! Gravity weapons! I'd love to see the rest of the Tarakian fleet list put some of those traits... a little more front and center.

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I had a chance to think about it some more, and realized that my complaint has probably got to do with the fleet list being a little anemic, even with your additions. A full fleet list should do more than add a ship for each category, it should add variations to the theme.

 

Therefore, I propose the following further additions (I don't have access to the v1.x ship creator guidelines, so I'm going to improvise and let someone with a little more resources clean these up, if they are so inclined) to the excellent ships you have already created:

 

Brahmin-Class Gunship: Intended as a frontline brawler with enhanced durability, weaker gravity weapons, and stronger broadsides - similar to the Dindrenzi gladius.

 

Brahmin-Class Gunship

Squad Size 2-3

DR 5, CR 7, Mv 8'', HP 6, CP 5, AP 3, PD 4, MN 0

Shield 1, Wings 0, Turn Limit 1''

 

Gravitational Weapons

 • Fore (Fixed) 5/6/5/4

Primary Weapons

 • Starboard/Port: 8/9/5/3

Torpedo Weapons

 • Starboard/Port: 5/5/5/5

 • Fore: 5/5/5/5

 

MARs: Protected Systems

 

Upgrades: Options for High Energy (Torpedoes), Self Repair, and Weapon Shielding MARs

 

Deva-Class Destroyer: Gravity weapons that peak in RB 3, intended to form a second line.

 

Deva-Class Destroyer

Squad Size: 2-3

DR 4, CR 5, Mv 8, HP 5, CP 4, PD 3

Shield 1, Wings 0, Turn Limit 0''

 

Gravitational Weapons

 • Fore (Fixed): 5/6/7/5

Torpedoes

 • Fore: 5/5/5/5

 • Starboard/Port: 5/5/5/5/5

 

MARs: Stealth Systems

 

Upgrades: Options for Protected Systems and High Energy (Torpedoes) MARs

 

Dakini-Class Corvette: For this, I thought it might be fun to break with the theme and go for a nasty, fast-moving unit intended to disrupt the enemy's plans, then die horribly. The idea is that with its speed and side-mounted gravity beams, it could speed up beside the opponent's ships and pull them out of formation or into ideal firing range... or just damage them, that's good, too!

 
Dakini-Class Corvette
Squad Size: 2-4
DR 3, CR 4, Mv 12'', HP 2, CP 0, AP 0, PD 1, MN 0
Shield 0, Wings 0, Turn Limit 0''
 
Gravitational Weapons
 • Starboard/Port: 3/4/3/2
 
MARs: Elusive Target, Unmanned
 
Upgrades: Options for Pack Hunter MAR
 
...
 
What do you think?

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I think you should go the opposite direction on the Gunship weapons systems, make them Gravity Weapon P/S broadsides.  That changes it up from both the battleship and heavy cruiser setup, and it makes the gunship freaking scary!  There's nowhere to hide from it's firepower! No Terrain, no Shields, no Cloak, nothing you can do except charge it down and destroy it.  I'd also drop Self Repair too, that in combination with all no-degradation weapons might be too much, I'd give it another hull point instead.

 

Now that you mention Weapon Shielding, I ought to throw that on the heavy cruiser, it's broadside guns as low as they are would probably be dropping too fast without it.

 

For the Destroyer, I'd go with Hidden Killer and Maneuverable instead of Stealth Systems.  I think the Tarakians are advanced enough they'd have a destroyer stealth tech that would be able to keep you from shooting at it at all at greater than 20" than just re-rolling hits at the same range. And of course anything with Hidden Killer and Fixed Fore absolutely needs Maneuverable.

 

I really like your Corvette concept, but I want to push it's disruption angle further.  What do you think about tacking the Countermeasures MAR on top of what you have there?

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As I'm still reading your stats in your previous post, I'm curious as to why the corvettes are unmanned... going with a theme here, right?

 

What were Countermeasures again?

 

Countermeasures means that enemy ships within 8'' need an extra success to pass command checks.

 

They're unmanned, actually, as part of my reading of the Tarakian fluff. Tarakians seem to be a gentle people who value peace over war, life over death, and cooperation over conflict. It seemed like if they were going to make a fast, expendable disruption ship, it would be a drone so that Tarakians would not be sacrificing their lives. You'll note that the dakini is very fragile when compared to the tarl.

 

 

I think you should go the opposite direction on the Gunship weapons systems, make them Gravity Weapon P/S broadsides.  That changes it up from both the battleship and heavy cruiser setup, and it makes the gunship freaking scary!  There's nowhere to hide from it's firepower! No Terrain, no Shields, no Cloak, nothing you can do except charge it down and destroy it.  I'd also drop Self Repair too, that in combination with all no-degradation weapons might be too much, I'd give it another hull point instead.

 

Now that you mention Weapon Shielding, I ought to throw that on the heavy cruiser, it's broadside guns as low as they are would probably be dropping too fast without it.

 

For the Destroyer, I'd go with Hidden Killer and Maneuverable instead of Stealth Systems.  I think the Tarakians are advanced enough they'd have a destroyer stealth tech that would be able to keep you from shooting at it at all at greater than 20" than just re-rolling hits at the same range. And of course anything with Hidden Killer and Fixed Fore absolutely needs Maneuverable.

 

I really like your Corvette concept, but I want to push it's disruption angle further.  What do you think about tacking the Countermeasures MAR on top of what you have there?

 

I like that for the gunship. Gravity broadsides and primary broadsides, so you have the option to drag them in and then punch them hard (or punch them hard, then push them away)? Would you leave the values as is, swap them, or otherwise alter them?

 

I personally don't like Hidden Killer/Maneuverable as a combo. It has always struck me as hard to use, especially with 8'' Range Bands. That said, I see your point. I don't need to love every model in a fleet I play.

 

I like Countermeasures, but I have to ask - would that increase the cost too much?

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Well the Corvette concept is already going to be expensive.

From a quick estimate something like that is 30pts a pop, it has tremendous reach with those broadsides and Mv12", not to mention those guns will bypass any defensive measure and LoS. That is a very scary concept. Honestly a ship like that would probably be far more dangerous staying at range combining Elusive with the distance to preserve them, only diving in when the enemy catches up.l

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I'd put the corvette at 20 base cost. (15 by the build rules, +5 more for Gravity Weapons) I'd give it another 5 points to the base cost if you add Countermeastures (25 points total) and the Upgrade option of Pack Hunters MAR +5 cost.  Putting it around a 25 or 30 points per Corvette.

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Yeah... that's ok. So, it's the kind of ship that wants to stay at range and harass the enemy with attacks of opportunity and only charge in when the moment is absolutely right. It's expendable in the sense that it isn't supremely powerful... but you've got to make sure to expend it in such a way that it really counts, because it's expensive.

 

That works for me.

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EP,

What would a DN look like, please?

 

:D

 

Shivasti-Class Dreadnought

Squad Size 1

DR 7, CR 12, Mv 6'', HP 12, CP 10, AP 5, PD 8, MN 0

Shield 3, Wings 6, Turn Limit 2''

 

Gravitational Weapons

 • Fore (Fixed) 9/10/9/7

 • Fore (Fixed) 9/10/9/7

Primary Weapons

 • Starboard/Port: 13/15/10/7

Torpedo Weapons

 • Starboard/Port: 9/9/9/9

 • Fore: 8/8/8/8

 • Fore: 8/8/8/8

 

MARs: Elite Crew, Impervious, Protected Systems, Self Repair, Weapon Shielding

 
Upgrades: Options for +3 Wings, High Energy Torpedoes, and Sector Shielding - has the option to be accompanied by up to three Tarl frigates instead of just Alliance of Kurak escorts.

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Thanks for the lightning post.

Question: shouldn't the torps be higher?

Cost?

 

You're welcome.

 

I was thinking of going as high as 10/10/10/10 for the broadside torpedos, but don't forget that in many cases the dreadnought will just link with itself in order to get 12/12/12/12 wits its fore torpedoes, which is quite powerful enough. I think that 15/15/15/15 (if the fore torps were 10s) or even 13/13/13/13 (if the fore torps were "just" 9s) is probably a little OP. Even the Dindrenzi dread only has 7s on its forward torpedoes.

 

There are some guidelines for pricing out ships that I have never read, so I'm not bothering with price. I'm hoping someone with access to those guidelines will price my creations, and then we can all adjust them accordingly if the prices are too high/low.

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Good lord Electric that Dread would be impossible to kill....

 

You do realize the RSN DN is 8/12 - even higher DR and has the same PD and same 2 shields, right?

 

:P

 

That proposed Dread is like the Banshee's little kid brother.

 

Zak

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I like that for the gunship. Gravity broadsides and primary broadsides, so you have the option to drag them in and then punch them hard (or punch them hard, then push them away)? Would you leave the values as is, swap them, or otherwise alter them?

 

I like this idea, but the problem is by the rules Direct Weapons (Primary guns) MUST fire first and then Indirect weapons (Gravity guns). So you couldn't pull a ship closer first and then fire, and pushing a ship away before firing is counterproductive and you couldn't do it anyway, shooting and then pushing away might be useful for bumping an enemy out of range band, but since Tarakians all have short range bands, that's not likely.  And Direct and Indirect cannot link as far as I know so there's no point in having both there either.

 

How does this sound?  Give the gunships cruiser (possibly heavy cruiser) levels of AD in Gravity weapons in FULL arc on Fore, Port and Starboard, along with 6AD of torpedoes in the usual arcs, limited to a squadron of 3 max.

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