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JANE’S FIGHTING

STARSHIPS

The Ngaksu By: Bergstrom Miniatures

Version 1.2

http://emeraldcoastskunkworks.wordpress.com/

Credits and Thanks Original FULL THRUST designed and written by: Jon Tuffley CROSS DIMENSIONS developed by: Hugh Fisher CONTINUUM: THE CROSS DIMENSIONS SUPPLEMENT by: Jim Klein and the E.C.S.W.

THE GAME SPACE of Pensacola, Florida: without whose generous support and encouragement this work would not be possible Thanks to the Gang at Emerald Coast Skunk Works for their diligence in editing this, and everyone who contributed ideas or feedback, and to Jon Tuffley and GZG for permission to distribute this book and for his most gracious support. This version would not exist without the earlier inspiration and hard work of Jon Tuffley and all the previous contributors to FULL THRUST. This publication has been produced as a free, non-commercial project with the agreement of Ground Zero Games. All original text and rules taken from GZG’s Full Thrust rules and supplements are copyright of Jon Tuffley and GZG, additional new material is by Emerald Coast Skunk Works. None of the original Full Thrust material used in this publication may be re-used or further modified in any form without the express permission of Jon Tuffley and GZG. Full Thrust is a trademark of Ground Zero Games, and is used here with permission. Owners of this publication are hereby granted permission to print any required System Status Displays or record sheets for personal use only. All artwork and images in this book were found on the internet and are assumed to be in the public domain however they are property of their creators and in no way is claimed by the producers.

HISTORY and BACKGROUND Designed by Charles Oines. The Ngasksu are a warrior race that favor close combat against all else. The Ngaksu home world is a remarkably windy place, and many folk stories start with the hapless protagonist being swept away to exotic far off lands by the wind, thus their ship class names taken from windstorms. Ngasku ships are built with good all-around fire arcs though most weapons are fairly short ranged favoring their ‘knife fighting’ style tactics.

SHIP CLASSES CYCLONE CLASS CRUISER TheCyclone is an older but still powerful battle-cruiser. Having been built in large numbers many have been converted to serve various other roles. FURY CLASS HEAVY FRIGATE The Ngaksu Fury is a fast, aggressive scout ship. There are two main variants one being an electronic warfare ship and the other, an escort specialist HURRICANE CLASS BATTLE CRUISER The Hurricane is the Ngaksu mainline warship. Nearly every battlegroup is led by one of these and they are frequently seen operating in groups of three. HURRICANE-BCV CLASS BATTLE CARRIER The Hurricane-BCV is a conversion of the standard Hurricane mounting two external hangar pods. This is as close to a true carrier the Ngaksu have fielded thus far. The first two ships converted had serious stability issues. The first ship was destroyed in combat after sustaining fairly little damage. The subsequent ships were built with additional structural integrity field generators which solved the problem. STORMFRONT CLASS SDN The Stormfront is the Ngaksu answer to other races super dreadnaughts.

TEMPEST WAR DESTROYER The Ngaksu Tempest is a fast, lightweight gunship and is the most common warship encountered. Though small for its class it is very dangerous when encountered in packs. TYPHOON CLASS WAR CRUISER The Typhoon is a fast cruiser, often used by the Ngaksu in raids and surprise attacks. DU HUK CLASS BATTLESHIP The DU HUK, roughly translated as Devine Wind, is the newest Ngaksu warships. None outside the empire has even seen it yet so little is known about it other than it seems to be intended to fill the gap between the Hurricane and Stormfront classes. *Note: The model is not yet in production but will soon be available from Bergstrom Studios.

Close firing pass on a Narn fleet

SYSTEM DESCRIPTIONS

Disruptors. These operate in all ways as class 2 K-gun. Long range and Short range versions are employed.

Combat Transporters. The Ngaksu rely heavily on these to get their troops over to enemy ships.

Needle Beams. Only the older Cyclones use these and the Ngaksu generally regard them as a useless weapon.

Cloaking Field. The Ngaksu only recently obtained a few of these after a trade agreement with the XXXX. All are mounted on their Storm Raptor corvettes.

Beam Spinal Mount. sometimes called a MAULER by the Ngaksu. This weapon has only been fitted to two old Cyclones so far and has yet to see combat.

Ngaksu Marine. Ngasksu Marines are armored compared to most specialized boarding troops used by other Navies. Armed with deadly hand to hand weapons, however, the Ngaksu marines are expert killers in close quarters

Additional Notes: The use of Klingon iconography on the models is purely artistic license on my part and in no way should be construed as copy write infringement by Bergstrom Studios. The Storm Raptor model is actually from Bergstrom’s Sting-On line of models. See the catalog and link page of this book for more information.

NGAKSU EMPIRE STORMFRONT SUPER DREADNAUGHT 926 NPV 260 Mass

PDS (POINT DEFENCE SYSTEM) Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll kills are same as for first die roll). Class 1 Beam Batteries, roll a D6: 5 kills ONE fighter or missile, 6 kills TWO and allows a reroll BEAM BATTERIES Dice at range: 0-12 12-24 24-36 Class 2 Battery 2 1 Class 3 Battery 3 2 1 TRANSPORTERS Range 12MU Roll 1D as for beam batteries. Every HIT generated allows player to send one Boarding party or Marine unit. LONG RANGE DISRUPTORS (K-GUNS) ARMOR PIERCING Hit 2+ 3+ 4+ 5+ 6 9 mu 18 mu 27 mu 36 mu 45 mu STANDARD RANGE DISRUPTORS (K-GUNS) ARMOR PIERCING Hit 2+ 3+ 4+ 5+ 6 6 mu 12 mu 18 mu 24 mu 30 mu

Ignores shields. If the shot scores a hit the target takes 2 points of damage then roll aD6. On a roll of 1 or 2 the target takes an additional 2 points of damage

NGAKSU EMPIRE HURRICANE BATTLECRUISER 366 NPV 98 Mass

PDS (POINT DEFENCE SYSTEM) Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll kills are same as for first die roll). Class 1 Beam Batteries, roll a D6: 5 kills ONE fighter or missile, 6 kills TWO and allows a reroll BEAM BATTERIES Dice at range: 0-12 12-24 24-36 Class 2 Battery 2 1 Class 3 Battery 3 2 1 TRANSPORTERS Range 12MU Roll 1D as for beam batteries. Every HIT generated allows player to send one Boarding party or Marine unit. STANDARD RANGE DISRUPTORS (K-GUNS) ARMOR PIERCING Hit 2+ 3+ 4+ 5+ 6 6 mu 12 mu 18 mu 24 mu 30 mu Ignores shields. If the shot scores a hit the target takes 2 points of damage then roll aD6. On a roll of 1 or 2 the target takes an additional 2 points of damage

NGAKSU EMPIRE HURRICANE BCV BATTLE CARRIER 402 NPV + fighters 140 Mass (Hangars subject to critical hit rules) *Disregard the “Flawed Design” icon for +100 points

PDS (POINT DEFENCE SYSTEM) Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll kills are same as for first die roll). Class 1 Beam Batteries, roll a D6: 5 kills ONE fighter or missile, 6 kills TWO and allows a reroll BEAM BATTERIES Dice at range: 0-12 12-24 Class 2 Battery 2 1 TRANSPORTERS Range 12MU Roll 1D as for beam batteries. Every HIT generated allows player to send one Boarding party or Marine unit. STANDARD RANGE DISRUPTORS (K-GUNS) ARMOR PIERCING Hit 2+ 3+ 4+ 5+ 6 6 mu 12 mu 18 mu 24 mu 30 muIgnores shields. If the shot scores a

hit the target takes 2 points of damage then roll aD6. On a roll of 1 or 2 the

target takes an additional 2 points of damage

NGAKSU EMPIRE CYCLONE-A 292 NPV 85 Mass

PDS (POINT DEFENCE SYSTEM) Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll kills are same as for first die roll). Class 1 Beam Batteries, roll a D6: 5 kills ONE fighter or missile, 6 kills TWO and allows a reroll BEAM BATTERIES Dice at range: 0-12 12-24 Class 2 Battery 2 1 NEEDLE BEAMS Dice at range: 0-12 Class 1 Battery 1 *Select a specific system then roll a D6. On a 4+ score a single point of damage to the hull. On a 6 also destroy the target system. Destroyed systems cannot be repaired.

TRANSPORTERS Range 12MU Roll 1D as for beam batteries. Every HIT generated allows player to send one Boarding party or Marine unit.

NGAKSU EMPIRE CYCLONE-E HEAVY ESCORT CRUISER 292 NPV 85 Mass

PDS (POINT DEFENCE SYSTEM) Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll kills are same as for first die roll). Class 1 Beam Batteries, roll a D6: 5 kills ONE fighter or missile, 6 kills TWO and allows a reroll BEAM BATTERIES Dice at range: 0-12 12-24 Class 2 Battery 2 1 NEEDLE BEAMS Dice at range: 0-12 Class 1 Battery 1 *Select a specific system then roll a D6. On a 4+ score a single point of damage to the hull. On a 6 also destroy the target system. Destroyed systems cannot be repaired.

TRANSPORTERS Range 12MU Roll 1D as for beam batteries. Every HIT generated allows player to send one Boarding party or Marine unit.

NGAKSU EMPIRE CYCLONE-CVL HLIGHT CARRIER 304 NPV (+ fighters) 85 Mass

PDS (POINT DEFENCE SYSTEM) Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll kills are same as for first die roll). Class 1 Beam Batteries, roll a D6: 5 kills ONE fighter or missile, 6 kills TWO and allows a reroll BEAM BATTERIES Dice at range: 0-12 12-24 Class 2 Battery 2 1

TRANSPORTERS Range 12MU Roll 1D as for beam batteries. Every HIT generated allows player to send one Boarding party or Marine unit. Hangar Bays subject to rules for Hangar Critical Hits

NGAKSU EMPIRE CYCLONE-M 287 NPV 85 Mass

PDS (POINT DEFENCE SYSTEM) Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll kills are same as for first die roll). Class 1 Beam Batteries, roll a D6: 5 kills ONE fighter or missile, 6 kills TWO and allows a reroll BEAM BATTERIES Dice at range: 0-12 12-24 Class 2 Battery 2 1

MEDIUM SPINAL MOUNT- BEAM Range 36MU, Beam width 1.5MU, DP = 12BD* May only fire every other turn, ship may not maneuver the turn after firing.

NGAKSU EMPIRE TYPHOON ATTACK CRUISER 288 NPV 75 Mass

PDS (POINT DEFENCE SYSTEM) Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll kills are same as for first die roll). Class 1 Beam Batteries, roll a D6: 5 kills ONE fighter or missile, 6 kills TWO and allows a reroll BEAM BATTERIES Dice at range: 0-12 12-24 Class 2 Battery 2 1 TRANSPORTERS Range 12MU Roll 1D as for beam batteries. Every HIT generated allows player to send one Boarding party or Marine unit. STANDARD RANGE DISRUPTORS (K-GUNS) ARMOR PIERCING Hit 2+ 3+ 4+ 5+ 6 6 mu 12 mu 18 mu 24 mu 30 mu

Ignores shields. If the shot scores a hit the target takes 2 points of damage

then roll aD6. On a roll of 1 or 2 the target takes an additional 2 points of

damage

NGAKSU EMPIRE TEMPEST LIGHT GUNSHIP 218 NPV 58 Mass

PDS (POINT DEFENCE SYSTEM) Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll kills are same as for first die roll). Class 1 Beam Batteries, roll a D6: 5 kills ONE fighter or missile, 6 kills TWO and allows a reroll BEAM BATTERIES Dice at range: 0-12 12-24 Class 2 Battery 2 1 TRANSPORTERS Range 12MU Roll 1D as for beam batteries. Every HIT generated allows player to send one Boarding party or Marine unit. SHORT RANGE DISRUPTORS (K-GUNS) ARMOR PIERCING Hit 2+ 3+ 4+ 5+ 6 4 mu 8 mu 12 mu 16 mu 20 mu

Ignores shields. If the shot scores a hit the target takes 2 points of damage

then roll aD6. On a roll of 1 or 2 the target takes an additional 2 points of

damage

NGAKSU EMPIRE TEMPEST-E ESCORT LIGHT GUNSHIP 214 NPV 58 Mass

PDS (POINT DEFENCE SYSTEM) Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll kills are same as for first die roll). Class 1 Beam Batteries, roll a D6: 5 kills ONE fighter or missile, 6 kills TWO and allows a reroll BEAM BATTERIES Dice at range: 0-12 12-24 Class 2 Battery 2 1 TRANSPORTERS Range 12MU Roll 1D as for beam batteries. Every HIT generated allows player to send one Boarding party or Marine unit.

NGAKSU EMPIRE FURY ESCORT SCOUT SHIP 120 NPV 35 Mass

PDS (POINT DEFENCE SYSTEM) Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll kills are same as for first die roll). Class 1 Beam Batteries, roll a D6: 5 kills ONE fighter or missile, 6 kills TWO and allows a reroll BEAM BATTERIES Dice at range: 0-12 12-24 Class 2 Battery 2 1 SHORT RANGE DISRUPTORS (K-GUNS) ARMOR PIERCING Hit 2+ 3+ 4+ 5+ 6 4 mu 8 mu 12 mu 16 mu 20 mu

Ignores shields. If the shot scores a hit the target takes 2 points of damage

then roll aD6. On a roll of 1 or 2 the target takes an additional 2 points of

damage

NGAKSU EMPIRE FURY-E ESCORT SCOUT SHIP 124 NPV 35 Mass

PDS (POINT DEFENCE SYSTEM) Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll kills are same as for first die roll). Class 1 Beam Batteries, roll a D6: 5 kills ONE fighter or missile, 6 kills TWO and allows a reroll BEAM BATTERIES Dice at range: 0-12 12-24 Class 2 Battery 2 1

NGAKSU EMPIRE FURY-E ESCORT SCOUT SHIP (EW refit) 136 NPV 35 Mass

PDS (POINT DEFENCE SYSTEM) Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll kills are same as for first die roll). Class 1 Beam Batteries, roll a D6: 5 kills ONE fighter or missile, 6 kills TWO and allows a reroll BEAM BATTERIES Dice at range: 0-12 12-24 Class 2 Battery 2 1

KLINGON EMPIRE STORM RAPTOR 70 NPV (210 NPV for squadron of 3) 15 Mass

PDS (POINT DEFENCE SYSTEM) Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll kills are same as for first die roll). Class 1 Beam Batteries, roll a D6: 5 kills ONE fighter or missile, 6 kills TWO and allows a reroll BEAM BATTERIES Dice at range: 0-12 12-24 Class 2 Battery 2 1 SHORT RANGE DISRUPTORS (K-GUNS) ARMOR PIERCING Hit 2+ 3+ 4+ 5+ 6 4 mu 8 mu 12 mu 16 mu 20 mu

Ignores shields. If the shot scores a hit the target takes 2 points of damage

then roll aD6. On a roll of 1 or 2 the target takes an additional 2 points of

damage

KLINGON EMPIRE STORM RAPTOR- CLOAKED UPGRADE 82 NPV (246 NPV for squadron of 3) 15 Mass

PDS (POINT DEFENCE SYSTEM) Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll kills are same as for first die roll). Class 1 Beam Batteries, roll a D6: 5 kills ONE fighter or missile, 6 kills TWO and allows a reroll BEAM BATTERIES Dice at range: 0-12 12-24 Class 2 Battery 2 1 SHORT RANGE DISRUPTORS (K-GUNS) ARMOR PIERCING Hit 2+ 3+ 4+ 5+ 6 4 mu 8 mu 12 mu 16 mu 20 mu

Ignores shields. If the shot scores a hit the target takes 2 points of damage

then roll aD6. On a roll of 1 or 2 the target takes an additional 2 points of

damage

CLOAKING FIELD When a ship wishes to ‘cloak’ the player must note this in orders for that turn. Roll threshold check for both boxes. First hit reduces field to Cloaking Device.

NGAKSU EMPIRE DU’ HUK HEAVY BATTLECRUISER 428 NPV 120 Mass

PDS (POINT DEFENCE SYSTEM) Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll kills are same as for first die roll). Class 1 Beam Batteries, roll a D6: 5 kills ONE fighter or missile, 6 kills TWO and allows a reroll BEAM BATTERIES Dice at range: 0-12 12-24 24-36 Class 2 Battery 2 1 Class 3 Battery 3 2 1 TRANSPORTERS Range 12MU Roll 1D as for beam batteries. Every HIT generated allows player to send one Boarding party or Marine unit. STANDARD RANGE DISRUPTORS (K-GUNS) ARMOR PIERCING Hit 2+ 3+ 4+ 5+ 6 6 mu 12 mu 18 mu 24 mu 30 mu SHORT RANGE DISRUPTORS (K-GUNS) ARMOR PIERCING Hit 2+ 3+ 4+ 5+ 6 4 mu 8 mu 12 mu 16 mu 20 mu Ignores shields. If the shot scores a hit the target takes 2 points of damage then roll aD6. On a roll of 1 or 2 the target takes an additional 2 points of damage

Standard fighters 18 points each Heavy fighters 36 points each

BERGSTROM STUDIOS HAME PAGE

http://www.studiobergstrom.com/index.php

The Ngasku fleet

http://www.studiobergstrom.com/index.php?categoryID=97

Strom Raptor

http://www.studiobergstrom.com/index.php?productID=389

Fighter Shuttles

http://www.studiobergstrom.com/index.php?productID=397