Hey guys, i'm looking for ideas for NPC ships. Both human and xeno, ship weapons would be helpful aswell.
Hey guys, i'm looking for ideas for NPC ships. Both human and xeno, ship weapons would be helpful aswell.
++PHAILBOAT++
++Vagabond cargo vessel++
Pressed crew quarters (like four in each bed), main cargo hold, cargo hold and lighter bay, luxury passenger quarters, combat bridge. Some lousy power, cruddy engines and barely warp-capable. Sucky life sustainer. Gellar field that sometimes works. No shields what-so-ever.
Prow starbreaker lance weapon.
It can sure carry lots of stuff and people! And it can pack a punch if it hits!
A use for this vessel could be an extremely greedy crime lord that got this ship to move maximum cargo in one go. It would be protected by atleast one other ship, probably several raiders.
My i suggest http://darkreign40k.com/ ? It has tons on Player contributions including loads of hulls. Also there will be a new supplement "Shadows in the Storm" that will give you just that and loads more fun stuff.
Btw the "Lure of the Expanse" adventure has some very nice ships detailed. The RT's that captain them are really nice detailed as well.
Reading threw the BFG ship supliments (avaliable on GW's website) can also provide good inspiration for ships, though naturaly the ones mentioned there are warships.
Those do help out some. I'm still new to the game, so all i have done so far is modify the stats of the example ships a bit. Lowerd the armour on the ork ship in the book and increased its speed a bit so the PCs can take on three or four without to much trouble. Now figuring out how to build an ork cruiser that would make a good ship for the kaptin the RT keeps fighting against.
I've got a Freebooter villian that's in a "Light Kroozer". I basicly just modified the normal light cruiser entery with some of the parts from the ork friggate. Gave it a couple of high-damage low battery number Macrocannons to repersent "Big Gunz" and called it a day. I didn't even bother with space & power calculations, orks can make it fit if they want to.
Honestly, I like playing fast and loose with NPC ships, rather then pulling out every component or power usage.
Ork waaagh-raider!
Crew: 20k gretchin and orks. Armour 14. Hull 28. Speed 10. Turret rating 2. Maneuverability +12.
More ribitz! +3 hull. Painted red! +1 speed. Prow: Flashgitz Flashy guns! 1d10+4 macro-dakka, range 5, strength 3, crit 4. Dorsal: More macro-dakka! 1d10+1, range 6, strength 6, crit 4.
Seems like a funny ship, could be used as an annoying pirate-vessel.
I try and keep the NPC ships basic. just the important parts, like armour, speed, and what firepower they have. Coming up with weapons for the ship is the intresting part. I created a made a beam weapon so the orks have their own 'lance'. Zzzaapp Kannon. Like most orky tek it is either near useless or ungodly powerful depending on dice rolls. If all else fails they can always ram them! On a side note i made a couple small ships for the eldar and one for necrons just for fun. Realised necrons are a bad idea as keeping them close to how they are described means that one necron 'raider' can go head on with a cruiser and win 90% of the time.
This baby follows pretty much every ship build rule, with the exception of it containing a piece of Archeotech without the associated complication . And she is wicked fast. She's a pirate vessel designed around the concept of getting in close and mangling the opposition. I think I got the stats situated correctly.
The Void Stalker
Havoc
-class Merchant Raider
Crew Rating:
Veteran (50)
Speed:
10/12
Manoeuverability:
+18/+30
Detection:
+10/+15
Armor:
18
Void Shields:
1
Hull Integrity:
30
Space:
40 (40 used)
Power:
45 (45 used)
Turret Rating:
1
Total SP:
65
Weapon Capacity:
1 Dorsal; 1 Prow
Complications:
Wrothful, Wrested from a Space Hulk.
Essential Components:
Modified Jovian Pattern Class 2 Drive, Sterlov 1 Warp Engine, Gellar Field, Single Void Shield Array, Armored Command Bridge, M-1.r Life Sustainer, Pressed-crew Quarters,
and
Mark-201.b Auger Array.
Additional Components:
Cargo Hold and Lighter Bays, Armor Plating, Tenebro-Maze, Extended Supply Vaults, Observation Dome,
and
Trophy Room.
Weapons:
Dorsal
-
Ryza Pattern Plasma Battery
(Str. 4; Dam. 1d10+4; Rng. 5; Crit. 4)
Prow
-
Starbreaker Lance Weapon
(Str. 1; Dam. 1d10+2; Rng. 5; Crit. 3)
-=Brother Praetus=-
Brother Praetus said:
Having Archeotech in your ship doesn't require the Reliquary of Mars per se, just GM approval.
Errant said:
Having Archeotech in your ship doesn't require the Reliquary of Mars per se, just GM approval.
While true, I try to stick to the ship build rules even for my "villain" ships. Just to be a bit more fair and to not let myself go too far overboard with things. I also try to build in some sort of limitation; hence the choice of shorter range weaponry. She's fast and fairly agile, but a few good shots from a ship with a Sunsear Battery or two may be able to dissuade her enough that she looks for another dancing partner.
-=Brother Praetus=-