Post by admiralgrafspee on Nov 13, 2010 17:29:40 GMT -5
Our local Vancouver BC group has been working on some CB stats for BFG ships. Here is our latest version that we used in a recent game (see bat rep in the other forum soon).
members.shaw.ca/Marauder/cb/Project_gothic_v1.2.pdf
We've got a few tweaks to do to the imperials and chaos after the last battle, and Trent is going to redo his eldar. I'll probably add in a few more of the imperials and chaos ships that aren't there yet.
I'm not overly happy with the substitutions for the pulsar, nova cannon and bombardment cannons. I want to work on some custom weapons for them. Bombardment cannon will probably just be fine just using toasters forumla, but I need something that goes outside the current boundaries for the nova cannon and pulsar. We shall see.
Here are the design notes:
Short range batteries (30cm) - weapons with d6 to hit and d6 to penetrate - auto cannon family
Long range batteries (45cm +) - weapons with d10 to hit and d6 to penetrate - laser family
Short range lances (30cm) - weapons with d6 to hit and d10 to penetrate - anti-proton/neutrons
Long range lances (45 cm +) - weapons with d10 to hit and d10 to penetrate - disruptor family
Torps - ASGMs
Bombardment cannon - I went with the Mag Cannon/Railgun family. Its the only weapon that can be used for ground assault in CB, and that is the main fluff behind the bombardment cannon. Its not a perfect fit though. The real bombardment cannons actually hurl magma bombs or something, so are relatively short range - would have been perfect if mag cannons only hit with a d6. I really need a weapon that is a hybrid between a plasma torp and a mag cannon
Nova Cannon - okay, nothing in CB really fits these. I suspect there will be some future weapons that will (Harry mentioned "spinal mounts" in one battle rep). I went with Phazers because they are long range and own shields - spacial torp might have been a good fit too, but it would have meant overhauling the tech for the imperials.
Fighters - split between Interceptors and Strikers
Assault boats - Boarding Marines!
PD - equal to number of turrets
Shields - approximately 10 CB shields per 1 BFG
AV - In general SM had the most, and chaos the least - tough to really match as AV goes up with size in CB but not in Gothic
Size - I made chaos cruisers a bit smaller than the Imperials as in general they were a few less points in Gothic. The SM strike cruiser should have been a CL, but I had to make it a small CA so it could both mount a Mag Cannon AND so that SM's could actually build a fleet!
One other challenge was trying to pack all the weapons on these ships that they have in gothic. A lot of them have tonnes of weapons on their port and starboard sides. Its hard to do in CB as there is no discount on tonnage for having stuff on the sides as opposed to the front (where I think its generally more useful). In addition to that, if they had mixed weapons on the sides, it meant that buying FC to operate them all became really expensive. So what I did in some cases was mount them in P/S turret arcs. The logic is that while they may have weapons present on both sides, they had to share a common power/targetting system, so only one side can fire at a time. Cheating a bit I know, but it was the only way to try to represent the firepower for the space available. Its also a much more efficient design.
If anyone has any comments please post!
members.shaw.ca/Marauder/cb/Project_gothic_v1.2.pdf
We've got a few tweaks to do to the imperials and chaos after the last battle, and Trent is going to redo his eldar. I'll probably add in a few more of the imperials and chaos ships that aren't there yet.
I'm not overly happy with the substitutions for the pulsar, nova cannon and bombardment cannons. I want to work on some custom weapons for them. Bombardment cannon will probably just be fine just using toasters forumla, but I need something that goes outside the current boundaries for the nova cannon and pulsar. We shall see.
Here are the design notes:
Short range batteries (30cm) - weapons with d6 to hit and d6 to penetrate - auto cannon family
Long range batteries (45cm +) - weapons with d10 to hit and d6 to penetrate - laser family
Short range lances (30cm) - weapons with d6 to hit and d10 to penetrate - anti-proton/neutrons
Long range lances (45 cm +) - weapons with d10 to hit and d10 to penetrate - disruptor family
Torps - ASGMs
Bombardment cannon - I went with the Mag Cannon/Railgun family. Its the only weapon that can be used for ground assault in CB, and that is the main fluff behind the bombardment cannon. Its not a perfect fit though. The real bombardment cannons actually hurl magma bombs or something, so are relatively short range - would have been perfect if mag cannons only hit with a d6. I really need a weapon that is a hybrid between a plasma torp and a mag cannon
Nova Cannon - okay, nothing in CB really fits these. I suspect there will be some future weapons that will (Harry mentioned "spinal mounts" in one battle rep). I went with Phazers because they are long range and own shields - spacial torp might have been a good fit too, but it would have meant overhauling the tech for the imperials.
Fighters - split between Interceptors and Strikers
Assault boats - Boarding Marines!
PD - equal to number of turrets
Shields - approximately 10 CB shields per 1 BFG
AV - In general SM had the most, and chaos the least - tough to really match as AV goes up with size in CB but not in Gothic
Size - I made chaos cruisers a bit smaller than the Imperials as in general they were a few less points in Gothic. The SM strike cruiser should have been a CL, but I had to make it a small CA so it could both mount a Mag Cannon AND so that SM's could actually build a fleet!
One other challenge was trying to pack all the weapons on these ships that they have in gothic. A lot of them have tonnes of weapons on their port and starboard sides. Its hard to do in CB as there is no discount on tonnage for having stuff on the sides as opposed to the front (where I think its generally more useful). In addition to that, if they had mixed weapons on the sides, it meant that buying FC to operate them all became really expensive. So what I did in some cases was mount them in P/S turret arcs. The logic is that while they may have weapons present on both sides, they had to share a common power/targetting system, so only one side can fire at a time. Cheating a bit I know, but it was the only way to try to represent the firepower for the space available. Its also a much more efficient design.
If anyone has any comments please post!