Full Thrust Java test list -- January 2006
Re: The Rahni
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Peter Thoenen wrote:
I see Iceberg is looking to kill a Rahni fleet and I am looking for
payback after getting my ESU fleet stomped by him :)
Can't seem to find rules for they though (google failing me). Anybody
have these?
There aren't any rules for them per-se; they're just some
slightly-different ship designs I put together awhile back to try and give
the feel of an "alien" fleet. (This was before any of the Tuffleyverse
alien weapons were coded.) The ship designs themselves should be sent to
you automatically when the scenario starts.
<digs through old files>
Below are what passes for my "design notes" on the Rahni; if you have any
other specific questions, feel free to ask.
Scott
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Background Notes:
These scenarios have been recycled/updated from an old (pre-FB1) campaign
of mine. Some of you might recognize them from a couple PBeMs I ran way
back when.
Humanity has encountered their first advanced alien race - the warlike
Rahni. In the early stages of the war, Rahni cloaking devices and pulse
torpedoes devastated the Human forces, pushing them out of several
important systems.
These scenarios are drawn from a later stage of the war. Human sensor
technology has finally figured out how to defeat the cloaking devices,
although the Rahni cloaks still make their ships harder to hit (ie -
screens). Improved point defenses have made missiles obsolete - at least
until salvo missiles come on line. Also, Humans have reverse-engineered
Rahni pulse torpedos and retrofitted them onto most of their larger ships.
These were written for cinematic, but should work fine in vector. They're
intended for FoW, with 12" range bands, meaning you won't detect enemy
ships outside of 60".
Ship design: In general, Rahni ships tend to be slightly smaller than
their human counterparts, but faster. They tend to have weaker hulls and
no armor, relying on their cloaks (screens) to protect them. A peculiarity
of this background is that aft-arc fire is prohibited EXCEPT for
submunitions, which are unguided. (This is handled by ship design, not
game settings.)
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