The Gift of the Custodians

Ship designs for the Nova Edition
murtalianconfederacy
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The Gift of the Custodians

Postby murtalianconfederacy » Thu Sep 26, 2013 1:22 pm

Fairly soon there'll be a complete supplement here (once a couple of questions have been answered), but until then, heres a little taster of what to expect...:D

(310) Celandian Generation 1 1st-Class Battleship C-3
Nova TL: 0
Armour: 1 * 1 * 1
Hull: 6 5 4 3 2 1 * 6 5 4 3 2 1 * 6 5 4 3 2 1
Thrust: 3 2 2 1 1
Shields: 3 4 5 6 6
ECM: 0 0 0 0 0
Weapons: 0 1 2 3 4
[V]: 4x Cannon-5 (Prc/Dx2) / [FX2][AX2] / 3 - 6 - 9 / AD: 4 3 2 1 1 1 1 0 0 0 0 0
[W]: 8x Cannon-3 (Prc/Rpt) / [FP4][FS4][AP4][AS4] / 2 - 4 - 6 / AD: 8 6 4 3 2 1 1 1 1 0 0 0
[X]: 20x Heavy QF Battery (Gid/Pnp) / [TR7][TR7][TR7][TR7][TR7][RT7][RT7][RT7][RT7][RT7] / 2 - 4 - 6 / AD: 20 14 10 7 5 4 3 2 1 1 1 0
[Y]: 24x Light QF Battery (Gid/Pnp) / [FP5][FS5][AP5][AS5][TT5][TT5] / 1 - 2 - 3 / AD: 18 13 9 6 5 3 2 2 1 1 1 0
[Z]: 16x Cannon-2 (Prc) / [FP6][FP6][FS6][FS6][AP6][AP6][AS6][AS6] / 2 - 4 - 6 / AD: 16 11 8 6 4 3 2 1 1 1 1 0
Specials: Transport (200)

(325) Celandian Generation 2 Dreadnought Battleship
Nova TL: 0
Armour: 1 * 1 * 1
Hull: 6 5 4 3 2 1 * 6 5 4 3 2 1 * 6 5 4 3 2 1
Thrust: 3 2 2 1 1
Shields: 3 4 5 6 6
ECM: 0 0 0 0 0
Weapons: 0 1 2 3 4
[V]: 8x Cannon-6 (Prc/Dx2) / [FX4][FX4][AX4][AX4] / 4 - 8 - 12 / AD: 8 6 4 3 2 1 1 1 1 0 0 0
[W]: 16x Heavy QF Battery (Gid/Pnp) / [PH6][PH6][PH6][PH6][SH6][SH6][SH6][SH6] / 2 - 4 - 6 / AD: 16 11 8 6 4 3 2 1 1 1 1 0
[X]: 16x Heavy QF Battery (Gid/Pnp) / [PH6][PH6][PH6][PH6][SH6][SH6][SH6][SH6] / 2 - 4 - 6 / AD: 16 11 8 6 4 3 2 1 1 1 1 0
[Y]: 8x Light QF Battery (Gid/Pnp) / [TR2][RT2] / 1 - 2 - 3 / AD: 6 4 3 2 2 1 1 1 0 0 0 0
Specials: Transport (200)

(223) Celandian Generation 2 2nd-Class Battlecruiser
Nova TL: 0
Armour: 2 1 * 2 1 * 1
Hull: 5 4 3 2 1 * 5 4 3 2 1 * 5 4 3 2 1
Thrust: 4 3 2 1 1
Shields: 5 6 6 6 6
ECM: 0 0 0 0 0
Weapons: 0 1 2 3 4
[V]: 6x Cannon-6 (Prc/Dx2) / [FX3][FX3][AX3] / 4 - 8 - 12 / AD: 6 4 3 2 2 1 1 1 0 0 0 0
[W]: 12x Heavy QF Battery (Gid/Pnp) / [PH5][PH5][PH5][SH5][SH5][SH5] / 2 - 4 - 6 / AD: 12 8 6 4 3 2 2 1 1 1 0 0
[X]: 12x Heavy QF Battery (Gid/Pnp) / [PH5][PH5][PH5][SH5][SH5][SH5] / 2 - 4 - 6 / AD: 12 8 6 4 3 2 2 1 1 1 0 0
[Y]: 8x Light QF Battery (Gid/Pnp) / [TR2][RT2] / 1 - 2 - 3 / AD: 6 4 3 2 2 1 1 1 0 0 0 0
Specials: Transport (200)
Staff Door at my local Waterstones:

"This door is alarmed"

:) :)

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Re: The Gift of the Custodians

Postby BeowulfJB » Sat Sep 28, 2013 12:10 am

Interesting ships. I look forward to seeing more. 8-)
Does the massive amounts of QF batteries indicate that the Celandians have to face enemies who use lots of fighters/drones/seekers?
Darn the Fusion Torpedoes; full speed ahead!
Victory is blasting hostile ships to space junk before they blast you into space junk...

murtalianconfederacy
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Re: The Gift of the Custodians

Postby murtalianconfederacy » Sat Sep 28, 2013 8:08 am

Not a lot, but fighters are definitely present on the battlefield once you get to this tech level, and drones will make an appearance. Seekers aren't present in this setting, as that's a bit too far out of the tech level--maybe Generation 4, though...:D

EDIT: This is an announcement that the full supplement will be posted up tomorrow. I haven't gotten a definitive answer to my questions so I've decided to press ahead.

The supplement will consist of three separate files, with Section One and Two holding the actual designs (with Section One holding the special rules) and Section Three being a collection of maps. I had intended it to be a single file, but it would have been 84 pages, and that wouldn't fit into a single file for my recent project--namely, printing off my supplements so I can read through them at my leisure.

EDIT 2: After another round of re-organising, I've decided to have only two actual sections, both with forty pages--Section Two has copies of the map and the map key, while Section Three has the maps as I created them (roughly 2250x1500). Also, in a change, they will not be posted up tomorrow, they'll be posted up in around five minutes from now (to stop my procrastinating on releasing this supplement)
Staff Door at my local Waterstones:

"This door is alarmed"

:) :)

murtalianconfederacy
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Re: The Gift of the Custodians

Postby murtalianconfederacy » Sat Sep 28, 2013 12:17 pm

And here it is. The supplement can either be downloaded completely as a zipped folder or in individual sections
Attachments
The Gift of the Custodians--complete.zip
(1.8 MiB) Downloaded 224 times
Staff Door at my local Waterstones:

"This door is alarmed"

:) :)

murtalianconfederacy
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Re: The Gift of the Custodians

Postby murtalianconfederacy » Sat Sep 28, 2013 12:19 pm

Here is the supplement in individual files
Attachments
The Gift of the Custodians Section One.pdf
(494.44 KiB) Downloaded 294 times
The Gift of the Custodians Section Two.pdf
(971.1 KiB) Downloaded 261 times
The Gift of the Custodians Section Three.zip
(484.79 KiB) Downloaded 237 times
Staff Door at my local Waterstones:

"This door is alarmed"

:) :)

murtalianconfederacy
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Re: The Gift of the Custodians

Postby murtalianconfederacy » Fri Oct 04, 2013 7:54 am

Does anyone have any comments they'd like to make? With this being the first thing I've done to have ground forces in, I'd like to know if there's any problems with it...
Staff Door at my local Waterstones:

"This door is alarmed"

:) :)

murtalianconfederacy
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Re: The Gift of the Custodians

Postby murtalianconfederacy » Sat Dec 07, 2013 2:19 pm

Some clarifications I'd like to make:

1) Modern Infantry Regiments:

On the Tech Level Table, there is a listing stating that some powers may field Modern Infantry Regiments. I realise now, however, that this does exclude quite a lot of units for those powers, and includes some I had wanted to exclude (mechanised infantry, for example).

Where the Table states 'Modern Infantry Regiments only', this now covers any unit which does NOT possess either the Light Tank Unit battery or the Heavy Tank Unit battery.

2) Naval ships with Transport:

When drafting some Orders of Battle (in a vain attempt to feel like I'm actually working on something), I decided to do something regarding the relative dearth of choices Naval units with Transport have of flotilla basing. At the moment, they may only base coastal gunboats (which aren't that effective in naval engagements) or torpedo boats, which are fairly expensive. I am tempted to release an expansion with additional units soon, and have decided to expand the amount of units that Naval ships may base now to provide an instant increase in available units.

As naval ships were sometimes also used to transport troops (the Italian Duilio and Dandalo were supposed to be able to carry a full division of troops), vessels with Transport may treat this as Barracks space, instead of basing a naval or aerial flotilla. They may also base Amphibious regiments. Ships may also base a normal Regiment or Amphibious regiment and, if they have available space, base a naval or aerial flotilla as well. Ships with Transport (50) may co-base Amphibious regiments which start at sea, but may NOT base normal regiments. A pair of Light Coast Defence Ships may, for example, base a single Amphibious regiment, but not a normal non-marine regiment, while a Heavy Coast Defence Ship may base an Amphibious unit or have a normal non-marine regiment in Barracks. A Dreadnought (Transport 200) could base two naval flotillas, two aerial flotillas, two Amphibious or normal non-marine regiments, or a combination of any of the former, or one Amphibious or normal marine regiment (leaving 50 SUs free)

3) Pre-Modern and Modern Emplacements:

Some emplacements are listed as Pre-Modern (the Fieldworks) or Modern (the Shipyard and Dockyard). This is now out-of-date. Fieldworks may be employed by Modern forces, and the Shipyard/Dockyard may be employed by Pre-Modern forces.

In Pre-Modern forces, the Shipyard/Dockyard battery of Heavy QF Batteries should be exchanged with Light Shore Batteries on a 4-for-1 basis. Light Shore Batteries have one quarter the BAS of Heavy QF batteries. This is for two reasons:

a) To make the maths easier

b) To remove the ability of Pre-Modern forces to engage aerial targets--with the eight Light Shore Batteries having a modifier of -6, this means that with their dice string, they cannot engage units one level above them at all, and have to combine to engage units on their level, in the same way that Generation -1/0 Old Naval Artillery has to combine.
Staff Door at my local Waterstones:

"This door is alarmed"

:) :)

murtalianconfederacy
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Re: The Gift of the Custodians

Postby murtalianconfederacy » Mon Jan 13, 2014 2:38 pm

After a month, here is a supplementary...er...supplement, called (unimaginatively) 'The Gift Regifted'. It contains new naval vessels, naval flotillas, landcruisers, aircruisers and aerial flotillas. It also contains two new Generations of naval warships--Generation -3 (ancient) and Generation -2 (medieval--Spanish Armada) and some rules for including seekers in naval and ground battles.
Attachments
The Gift of the Custodians Expanded TL and TLL Table.pdf
(214.06 KiB) Downloaded 232 times
The Gift Regifted--A 'The Gift of the Custodians' Follow-up Supplement.pdf
(415.31 KiB) Downloaded 268 times
Staff Door at my local Waterstones:

"This door is alarmed"

:) :)


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