Full Thrust Java test list -- January 2006
Re: The Rahni
Apologies that I didn't use FoW in the setup of this game, but you
can also note that the human designs are also a little different than
FB standards.
This may be my first Rahni game. Nothing like jumping in with both feet.
-N
On Jan 18, 2006, at 10:01 PM, Scott Field wrote:
> textfilter: converted HTML to plain text
>
> 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
>
>
> ----------------------------------------------------------------------
> ----
> 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.)
>
Bronze Enigma (Noam Izenberg)
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