Somtaaw BFG - Warhammer 40K Fantasy

Welcome to Librarium Online!

Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!

Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!


Register Now!

User Tag List

+ Reply to Thread
Results 1 to 8 of 8

Thread: Somtaaw BFG

  1. #1
    Tactical Avante-Gard <E!_Mance>'s Avatar
    Join Date
    Feb 2006
    Location
    Yeppoon, QLD, Australia
    Age
    29
    Posts
    2,095
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputation
    108 (x6)

    Somtaaw BFG

    Just a quick Conversion. If demand comes in, I'll expand.
    Weapons
    Ion Cannons - Lance weapons
    Mass Drivers - Standard weapons batteries
    Energy blasters - Standard weapons which roll a Critical hit on a D6 roll 0f 5 or 6.
    Shrike Missiles - Ordnance torpedoes.
    Bentusi siege engine - Nova cannon. Must reload for 1 turn.
    Repulsor module - Ordnance defensive weapon. When fired, no bombers or assault craft may attack the ship, Torpedoes hit at half accuracy, & counts as +3 turrets in boarding.

    Systems
    Helix coil - allows weapon to be fired freely at any side of the ship. Must fire at number of targets equal to it's strength instead of focusing (S2 hits two targets with S1, not 1 target with S2). May hit same target any amount of times.
    Drone Contollers - Allows the use of 2 drones. Drones act as fighters & bombers combined, but cannot leave the parent ship more than 10cm distance.
    Hammer hull - Always counts as a bigger ship when testing for ramming.
    Hull module - May take 1 hit instead of the parent ship. But only from direct fire, no other forms of damage.

    Other
    Battleships have +1 leadership. This is due to the incredible experience the controllers of the Archangel, Shaman, & Command ships. They've been through hell & come out on top. They'll not quake so easily against this new foe.
    May not board

    SHIPS

    Shaman class Carrier - 170pts
    Type/hits - Battleship/10
    Speed - 15cm
    Turns - 45º
    Shields 1
    Turrets 2
    Armament:
    Prow mounted Energy blaster. Range - 30cm. Strength - 1. Arc- Front, left.
    Prow mounted Energy blaster. Range - 30cm. Strength - 1. Arc- Front, right.
    Prow mounted Energy blaster. Range - 30cm. Strength - 1. Arc- Front, left.
    Prow mounted Energy blaster. Range - 30cm. Strength - 1. Arc- Front, right, rear.
    Docking bay. Capacity - 2 Squadrons. Speed: Acolyte-30cm, Bentusi Acolyte-30cm, ACV-
    20cm.
    Docking bay. Capacity - 2 Squadrons. Speed: Acolyte-30cm, Bentusi Acolyte-30cm, ACV-20cm.
    2 Hull modules.

    Archangel class Dreadnaught - 340pts
    Type/hits - Battleship/14
    Speed - 15cm
    Turns - 60º
    Shields 2
    Turrets 4
    Armament:
    Shrike missile battery. Speed - 30cm. Strength - 6.
    Dorsal Mounted Ion cannon. Range - 15cm. Strength - 2. Arc - all sides.
    Dorsal Mounted Ion cannon. Range - 15cm. Strength - 2. Arc - Front, left, right.
    Prow mounted Energy blaster. Range - 30cm. Strength - 1. Arc- Front, left.
    Prow mounted Energy blaster. Range - 30cm. Strength - 1. Arc- Front, right.
    Port mounted Energy blaster. Range - 30cm. Strength - 1. Arc- Left.
    Starboard mounted Energy blaster. Range - 30cm. Strength - 1. Arc- Right.
    Repulsor module.

    Deacon class Destroyer - 150pts
    Type/hits - Cruiser/7
    Speed - 20cm
    Turns - 45º
    Shields 1
    Turrets 3
    Armament:
    Shrike missile battery. Speed - 30cm. Strength - 2.
    Prow mounted Ion cannon battery. Range - 25cm. Strength - 2. Arc - Front.
    Port mounted Energy blaster. Range - 30cm. Strength - 1. Arc- Front, left.
    Starboard mounted Energy blaster. Range - 30cm. Strength - 1. Arc- Front, right.
    Port mounted Energy blaster. Range - 30cm. Strength - 1. Arc- Left.
    Starboard mounted Energy blaster. Range - 30cm. Strength - 1. Arc- Right.

    Minion class Heavy tug - 32pts
    Type/hits - Escort/2
    Speed - 25cm
    Turns - 90º
    Shields 1
    Turrets 0
    Armament:
    Prow mounted ramming Ion cannon. Range - 5cm. Strength - 1. Arc - Front.
    Hammer Hull.

    Dervish class Multibeam frigate - 35pts
    Type/hits - Escort/1
    Speed - 20cm
    Turns - 135º
    Shields 1
    Turrets 5
    Armament:
    Dorsal mounted Helix Bundle Ion Cannon. Range - 25cm Strength - 2.
    Dorsal mounted Helix Bundle Ion Cannon. Range - 25cm Strength - 1.
    Prow mounted Helix Bundle Ion Cannon. Range - 25cm Strength - 2.
    Port mounted Helix Bundle Ion Cannon. Range - 25cm Strength - 2.
    Starboard mounted Helix Bundle Ion Cannon. Range - 25cm Strength - 2.

    Puppeteer class Hive frigate - 29pts
    Type/hits - Escort/1
    Speed - 20cm
    Turns - 90º
    Shields 1
    Turrets 0
    Armament:
    Dorsal mounted Drone Controller.
    Port mounted Drone Controller.
    Starboard mounted Drone Controller.


    COMMAND FLAGSHIPS0-1: You may take one of either of the following 2


    FAAL-CORUM 400
    Type/hits - Battleship/10
    Speed - 10cm
    Turns - 30º
    Shields 4
    Turrets 2
    Armament:
    Prow mounted Mass driver battery. Range - 20cm. Strength - 1. Arc - Front.
    Dorsal mounted Mass Driver battery. Range - 20cm. Strength - 2. Arc - Left, Right.
    Port mounted Mass Driver battery. Range - 20cm. Strength - 1. Arc - Front, Left.
    Starboard mounted Mass Driver battery. Range - 20cm. Strength - 1. Arc - Front , Right.
    Docking bay. Capacity - 3 Squadrons. Speed: Acolyte-30cm, Bentusi Acolyte-30cm, ACV-20cm.
    Docking bay. Capacity - 3 Squadrons. Speed: Acolyte-30cm, Bentusi Acolyte-30cm, ACV-20cm.
    4 Hull Modules.

    KUUN-LAN 500
    Type/hits - Battleship/14
    Speed 15cm
    Turns - 45°
    Shields 4
    Turrets 2
    Armament:
    Prow mounted Energy blaster battery. Range - 20cm. Strength - 1. Arc - Front.
    Dorsal mounted Energy blaster battery. Range - 20cm. Strength - 2. Arc - Left, Right.
    Port mounted Energy blastery. Range - 20cm. Strength - 1. Arc - Front, Left.
    Starboard mounted Energy blaster battery. Range - 20cm. Strength - 1. Arc - Front , Right.
    Docking bay. Capacity - 4 Squadrons. Speed: Acolyte-30cm, Bentusi Acolyte-30cm, ACV-20cm.
    Docking bay. Capacity - 4 Squadrons. Speed: Acolyte-30cm, Bentusi Acolyte-30cm, ACV-20cm.
    Bentusi Siege engine.
    4 Hull Modules.

    Strike craft
    Acolyte - Fighter
    Bentusi Acolyte - Bomber
    ACV - Assault craft.

    Bentusi Tradeship

    Cost - 0
    Type/hits - Battleship/20
    Speed 40cm
    Turns - 135°
    Shields 5
    Turrets 3
    Armament:
    Prow mounted Ion charge Cannon. Strength - 3. Range - 20cm. Arc - Front, left, Right.
    Prow mounted Ion charge Cannon. Strength - 3. Range - 20cm. Arc - Front, left, Right.
    Prow mounted Ion charge Cannon. Strength - 3. Range - 20cm. Arc - Front, left, Right.

    On a 2D6 roll of 1 or 12, 0-1 Bentusi Tradeship may join forces with Somtaaw. On the same roll of 11, the same Tradeship will join forces with Somtaaw's enemies.

    Last edited by <E!_Mance>; August 14th, 2006 at 15:47.
    Post your army lists in the ARMY LIST section! Not that hard!
    48W/7D/11L

  2. Remove Advertisements
    Librarium-Online.com
    Advertisements

  3. #2
    Senior Member
    Join Date
    Mar 2006
    Posts
    497
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    11 (x1)

    im impressed, not sure how it will do in action but im glad someone thought of homeworld, its an amazing game.

  4. #3
    Tactical Avante-Gard <E!_Mance>'s Avatar
    Join Date
    Feb 2006
    Location
    Yeppoon, QLD, Australia
    Age
    29
    Posts
    2,095
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputation
    108 (x6)

    Thanks. I'd like to refine it, but am unsure where to start.
    Post your army lists in the ARMY LIST section! Not that hard!
    48W/7D/11L

  5. #4
    Drills baby. Da Mighty Camel's Avatar
    Join Date
    Aug 2005
    Location
    Eskisltuna, Sweden
    Age
    27
    Posts
    6,481
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    525 (x8)

    Let's do one part at a time. I'll begin on the Weapons/Systems.

    First, I would like to have some fluff on these Somtaaw. Are they Hiigaran, Vaygyr or something else? Your own or those they exist in teh HW-universe? What are they combat doctrine? Technology? Numbers? Building Capacatiy? And so on.

    At a first glance, the Repulsor Module seems a bit overpowered. Can it be fired every turn? Maybe include a negative effect (like -5/10cm speed due to the engine-power needs to be directed to other systems, may not use Special Orders since all enery have been directed to other systems, something else maybe?)

    That Helix Coil seems a bit strange. Maybe just do it so that the ship can ignore target priority? Explain more on your thoughts with it.
    Can the Hull module take more than one hit or is it destroyed after the first?

    Why do they have +1 Ld? Exceptional crew or very good leaders? Something else?
    Why have he Repulsor Module if they can't board? Or is it to give advantage when being boarded?

    When I glance at the ships, you seem to have spread out massiv eammounts of low firepower-weapons on them. Focus on smaller ammounts of weapons with higher strength instead.

    I would like more of your designer thoughts. They are invaluable when doing things like this.
    It is a good start!

  6. #5
    Tactical Avante-Gard <E!_Mance>'s Avatar
    Join Date
    Feb 2006
    Location
    Yeppoon, QLD, Australia
    Age
    29
    Posts
    2,095
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputation
    108 (x6)

    Kiith Somtaaw are the hero race of Homeworld: Cataclysm. They are a breakaway Kushan Kiith which was originally miners, but have now evolved into warriors against The Beast.
    If you've only got Homeworld 2, you'll never hear of these. Somtaaw was ignored by the rest of the Kushan like dogs, and despite The Beast ravaging the galaxy they weren't even thanked for destroying it.

    The Kushan are the Hiigaran.

    I wasn't sure what to do with the weapons as I'm trying to make the race's ships as accurately as possible including weapon loadouts. But to have them all as high strength would be a bit ludicrous. Or would it?
    Post your army lists in the ARMY LIST section! Not that hard!
    48W/7D/11L

  7. #6
    Drills baby. Da Mighty Camel's Avatar
    Join Date
    Aug 2005
    Location
    Eskisltuna, Sweden
    Age
    27
    Posts
    6,481
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    525 (x8)

    Yeah I know which one you mean (havn't played the original games though).
    A S1 weapon battery is pathetic. Most races have between 4-8 on their cruiser batteries and like 2-4 on escorts (depends if the batteries are main or support). So it wouldn't be bad to at least raise 'em a bit on each one and remove all the repeating batteries.

    Example:

    Shaman class Carrier - 170pts
    Type/hits - Battleship/10
    Speed - 15cm
    Turns - 45º
    Shields 1
    Turrets 2
    Armament:
    Prow mounted Energy blaster. Range - 30cm. Strength - 6. Arc- Front.
    Prow mounted Energy blaster. Range - 30cm. Strength - 4. Arc- Right.
    Prow mounted Energy blaster. Range - 30cm. Strength - 4. Arc- Left.
    Docking bay. Capacity - 2 Squadrons. Speed: Acolyte-30cm, Bentusi Acolyte-30cm, ACV-
    20cm.
    Docking bay. Capacity - 2 Squadrons. Speed: Acolyte-30cm, Bentusi Acolyte-30cm, ACV-20cm.
    2 Hull modules.

    These weapon batteries are still weak for being battleship-mounted, but it's only an example.
    You should also take in consideration the four fire quadrants (Prow, Port, Starboard and Stern) whne you palce your weapons. Also take a look on the other races and their ships to see how they have outlined it all.

    Oh, and rear-mounted weapons are a big no-no in BFG so avoid them.

  8. #7
    Tactical Avante-Gard <E!_Mance>'s Avatar
    Join Date
    Feb 2006
    Location
    Yeppoon, QLD, Australia
    Age
    29
    Posts
    2,095
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputation
    108 (x6)

    Okay, that's fine, but the Dervish? You know, the whirling guys?
    Somtaaw Multibeam frigates have some strange system of Ion cannon where massive reflective surfaces spiral around inside the ship, splitting the Ion beam and enabling a much faster rate of fire (even though it's much weaker per shot). This also results in being able to field a series of cannons in the hull of a ship normally able to only field one. Also, the Dervish has unconventional drive exhausts added to the sides of the hull to increase turn speed. And indeed, the Dervish prefers to spin uncontrollably in battle, unleashing it's numerous ion cannons on everything in sight.

    Repulser modules are powerful gravitic well generators. The Archangel isn't a short range ship, as it relies mostly on it's Shrike missiles. So this thing was meant to knock enemy strike craft away, hence why bombers & assault craft cannot affect it while the pulsing wave of energy pushes them away.
    Also, since this Gravwell pushed everything outward with such violent force, boarding grapplers & capsules are also pushed away, and so the Archangel stays uncomprimised.
    Unfortunately, the effect is brief, and takes a long time to recharge. It requires 2 reload ordinance special orders to be able to use again.

    Faal-corum & Kuun-lan are staying as they are. They're command ships, former mining vessels. They aren't suited for war (Kuun-Lan's Bentusi cannon is though.)

    Hull Modules are destroyed after taking the 1st hit, I forgot to mention that. Although I thought saying they took ONE hit each gave that away.
    Post your army lists in the ARMY LIST section! Not that hard!
    48W/7D/11L

  9. #8
    Drills baby. Da Mighty Camel's Avatar
    Join Date
    Aug 2005
    Location
    Eskisltuna, Sweden
    Age
    27
    Posts
    6,481
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    525 (x8)

    Then I must say that the Dervish is an extremly overpowered escort. It would tear anything apart in sufficient numbers, since lances is the **** against most things.
    I would say give it one dorsal, port, starboard and prow Ion cannon at strength 1 and drag it up to around 40pts instead.

    Another tip is to post this on the SG BFG-baords (www.specialist-games.com/forums) since there are many more veteran players there to help you. And post your thoughts and designer notes in there as well so that they know which way you are heading with this.

+ Reply to Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts