I wonder...

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sunnyside
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Re: I wonder...

Post by sunnyside »

Some vehicles. To avoid some annoyances and keep it ground combat based nothing larger than a modern MBT is considered to be able to fit down there. Luckily for starfleet they have a number of modern designs that are small enough to get in there.

All vehicles may be given smoke launchers for +3 points

Work Bee Transport. Origionally sent down with the inent of hauling cargo back they have been quickly emptied and utilized for moving troops. The two manipulator arms proving well enough at handling two type 3 phase rifles. (forward fire only). Troops exit from the rear. 12 troops can be carried. Each side features six firing slits for the troops inside. But using these makes the vehicle count as open topped during the next turn.

Federation troop choices may be given a work bee transport if they number 12 or fewer models, however this makes them count as a fast attack choice.

points 65 BS 3 Armor 10 all around Skimmer
armed with 2x phaser rifles

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Type 15 shuttle. Heavy support choice
This small shuttlepod has proven to be a useful little combat workhorse despite its lack of shielding. Best kept away from the heavy fighting however.

points 100
BS 3 Armor front 10 sides 10 rear 10 Skimmer Agile
armed with a twin linked type IV phasers
Type 4 phaser (range 48 strength 9 AP 2 heavy 1 blast)
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Type 18 shuttle Heavy support choice

Also unshielded this shuttlepod is more modern than the Type 15 and is more capable in the atmosphere. It is also designed to carry personell. Any squad number six members or less may be transported in a type 18 shuttle.

points 146 points
BS 3 Armor front 12 sides 11 rear 10 skimmer fast
armed with twin linked type IV phasers (range 48 strength 9 AP 2 heavy 1 blast)
Last edited by sunnyside on Fri Jun 13, 2008 7:30 am, edited 2 times in total.
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Re: I wonder...

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Federation wargear (may be taken by veteran seargents and officers)
Phaser rifle 5 points
Federation armor (gives 4+ save, you see it in some dominion war episodes) 5 points
type II phaser 2 points
one handed close combat weapon 1 point
two handed close combat weapon 1 point
anti vehicle demo charges 5 points (melta bombs)


HQ choices

Command squad. 1+ This consists of the commanding officer.
Captain ws4 bs4 s3 t3 w3 i4 a3 ld9 sv - points 50
commander ws4 bs4 s3 t3 w2 i4 a3 ld8 sv - points 35
Lieutenant commander ws3 bs3 s3 t3 w1 i3 a2 ld8 sv - points 20

A bodyguard unit may be included this consists of 5-10 people chosen from the list below
11 points standard federation navy soldier
14 points federation armored soldier (has 4+ save)
12 points cheif science officer ws3 bs3 s3 t3 w1 i3 a2 ld8 sv - (all officers must be equiped from the armory) counts as having an asupix/scanner
helmsman (the unit may be mounted in a BS4 work bee transport for 67 point or a BS4 type 18 shuttle for 146, taking the type 18 shuttle also uses up a heavy support choice)
27 points cheif Tactical officer ws4 bs4 s3 t3 w2 i4 a3 ld8 sv - the tactical officer counts as being equiped with a targeter(may measure distance to other units before firing)
100 points cheif Engineering officer ws3 bs3 s3 t3 w1 i3 a2 ld8 sv - the engineering officer comes with a personal force field(modified to stop dominion as well along with other Federation shield systems). During setup place a 5" round circle that blocks fire and otherwise counts as a vehicle with armor value 12. It blocks enemy fire behind it and the command squad may embarc and disembarc as a vehicle. On a vehicle destroyed result the field disipates with no harm to the members inside. Other results are ignored.
13 points chief medical officer ws3 bs3 s3 t3 w1 i3 a2 ld8 sv - is equiped with a medkit
10 points cheif of operations officer ws3 bs3 s3 t3 w1 i3 a2 ld8 sv - if included the unit may include:
Isomagnetic disintigrator +15 points (like an imperial missile launcher range 48" strength 8 ap 3 heavy 1 or strength 4 AP 5 heavy 1 blast)
Overcharged wide beam phaser rifle with external power pack +15 points (like a heavy flamer str5 AP4 template)
Argo phaser +15 points (range 27" strength 6 ap 4 assault 1 or strength 3 AP6 assault 1 blast)


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Special commander 0-1 : The Federation sometimes picks up powerful members from other races or groups. For now I will simply group these into "physically enhanced" and "pshychic" they are given wargear as officers

Physically enhanced (i.e. an ex borg drone, chakat trained for war etc)
ws4 bs4 s4 t4 w3 i4 a3 ld8 sv - 50 points
may be given a special weapon that ignores armor saves for +10 points over its regular cost

Psychically enhanced 25 points
ws3 bs3 s3 t3 w2 i3 a2 ld8 sv -
gains telepathy (may cause any units within 18" to use their leadership or the commanding officers if they are in the same unit)
and an attack range 24" strength 3 AP6 heavy d6
Last edited by sunnyside on Fri Jun 13, 2008 7:31 am, edited 1 time in total.
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Re: I wonder...

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Elite choices:

Armored navy soldiers (same as regular soldiers entry except they cost 14 each have a 4+ save and may take a work bee transport at the listed price).

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Veterans 17 points each. 1 veteran sargent/officer and 4-9 veterans

Through actual combat and training these soldiers are now adept at getting where they need to be in combat and shooting straight.
veteran sargent 15 points ws3 bs4 s3 t3 w1 i3 a2 ld8 sv- must be equipped from the armory

veteran points 15
ws3 bs4 s3 t3 w1 i3 a1 ld7 sv- may have a phaser rifle or type II phaser pistol and close combat weapon

The squad has the infiltrate, move through cover, and tank hunter special rules.

They may be equiped with anti tank demo charges at +5 points per model

------------------------------------------------------------------------------------------------------------------

TR-116 snipers 3-5 members at 20 points each.
ws3 bs3 s3 t3 w1 i3 a1 ld7 sv -
Equipeed with TR-116 rifles and type II phase pistols.

TR-116 rifle range 36" hits on a 2+ strength 4 ap 5 heavy 1, pinning, ignores all cover saves)

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Riot shield troops (yes they had them) 5-20 men unit at 12 points each
ws4 bs3 s3 t3 w1 i3 a1 ld7 sv -
equiped with a combat shield that gives them a 3+ armor save in close combat or against non energy weapon based attacks, does not give them an extra attack
also equiped with a type II phaser pistol

May upgrade a member to a sargent/officer for +8 points ws3 bs3 s3 t3 w1 i3 a2 ld9 sv- may take equipment from the armory.
Last edited by sunnyside on Fri Jun 13, 2008 7:33 am, edited 2 times in total.
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Re: I wonder...

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additional Fast attack. Rocket boot infantry. 5-10 members 22 points each

ws3 bs3 s3 t3 w1 i3 a1 ld7 sv- armed with phaser rifles or a type II phaser and close combat weapon.
count as jump infantry
may deepstrike if rules allow

may have a sargent/officer at +10 points ws3 bs3 s3 t3 w1 i3 a2 ld8 sv-

may be armed with anti vehicle demo charged (melta bombs) at +5 points per member
---------------------------------------------------------

Additional fast attack. Teleport squad (you can never totally keep federation systems down for too long, they have found a way to make transporter systems work over very short distances from a homing beacon system for a small lightly armed squad)

a unit consisting of exactly 6 people for 100 points
ws3 bs3 s3 t3 w1 i3 a1 ld7 sv- armed with phaser rifles

may have a sargent/officer at +10 points ws3 bs3 s3 t3 w1 i3 a2 ld8 sv- the sarge/officer may take equipment from the armory

may be armed with anti vehicle demo charged (melta bombs) at +5 points per member

This unit enters play via the deep strike rules whether they are in use this mission or not.
------------------------------------------------------------

Additional Heavy support

Photon Mortor squad (a three man team transporting and operating the morter) Points: 100
operator ws3 bs3 s3 t3 w1 i3 a1 ld7 armed with a type II phaser
photon mortor range guess 12-48 strength 6 AP 4 ordenance 1/large blast


--------------------------------------------------------------
Additional Heavy support

Heavy weapons squad. (some commanders like their heavy weapons all together).
6 federation navy soldiers for 66 points formed up into 3 teams (ammo carrier is armed with a phaser rifle)
Isomagnetic disintigrator +15 points (like an imperial missile launcher range 48" strength 8 ap 3 heavy 1 or strength 4 AP 5 heavy 1 blast)
Overcharged wide beam phaser rifle with external power pack +15 points (like a heavy flamer str5 AP4 template)
Argo phaser +15 points (range 27" strength 6 ap 4 assault 1 or strength 3 AP6 assault 1 blast)
Last edited by sunnyside on Fri Jun 13, 2008 7:34 am, edited 2 times in total.
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Re: I wonder...

Post by sunnyside »

Alright well that's it.

As I see it relative to other races I'll be adding the federation is "shooty" having lots of ranged attacks. They are mostly lacking in body armor and close combat prowress however. They also don't have so much for special rules

Most missions will require objectives, and federation units will have to be very careful moving through the open to get at them.

They also have a good army selection all things considered. Largely due to getting to see a lot of what they have.

Later armies either lack a lot of other stuff or we only hear about it and don't see it on screen.
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Re: I wonder...

Post by stitch626 »

This is looking very interesting.
BTW, a spaced based version wouldn't be too difficult. Shuttles (and other small craft) as infantry and starships as vehicles. Just an idea.
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Re: I wonder...

Post by Mikey »

Actually, there is a WH40k naval game which would adapt better.

Sunny - do you have specific 'Trek races in mind to match up with specific WH40k armies, are you mixing and matching elements from all the army types to fit?
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Re: I wonder...

Post by sunnyside »

I don't think the 40K naval game is a great fit for the Trek ships. Though not awful.

It would, however, need to have the rules altered in order to play on a forum well. Actually the biggest thing would be to require captains to declare "brace for impact" on their own turn instead of as a reaction. As it is after every shot you have to wait to see if the other guy wants to brace. I don't think there are any other reactive actions that can be made, so altering that would fix things up.

I'm not sure how the Trek races I'm producing would do against regular 40K armies since I'm basing them more off of Trek cannon. However I think they will play well with each other, and they might actually fair well against other 40K armies. however they simply lack things like power fists and imperial type plasma weaponry.

Of course since weapons capabilities are a bit up in the air I suppose I could do little tweaks here and there to make them more compatable (or example a unit with overcharged phaser rifles that can fire as imperial plasma rifles or meltaguns).

But again no Trek race uses power armor or has ten meter tall Tyranid monstrosities.
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Re: I wonder...

Post by Tsukiyumi »

This is shaping up nicely, sunny. I'll be keeping an eye on this, for sure. :)
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Re: I wonder...

Post by sunnyside »

Alright what adversary race should I try to make first. Dominion, Romulan/Reman, or Klingon?

Then we might try a smallish points game.
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Re: I wonder...

Post by Reliant121 »

Klingon or Romulan. I have always loved the Romulans purely for their badass looking warbirds and their sneaky assissinate you tactics. and the cloaking device.
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Re: I wonder...

Post by Mikey »

sunnyside wrote:Then we might try a smallish points game.
Like a combat patrol game, or something larger?
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Re: I wonder...

Post by sunnyside »

A bit larger to try out other units but not much larger or its too much of a time sink for me.

However there are a number of other people who know 40K here and could do any size they feel like. Rochey for example. And the demo games might be enough for some of the rest of you to give it a try.
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Re: I wonder...

Post by Mikey »

I actually think the size we've used for the demos, or maybe just BIT larger, works well. In addition to being time consuming, a larger game is tougher to keep track of without an actual board in front of you.

Let me also just say that I think this has been great so far - I've been familiar with the 40k universe, but have neither the time, money, ability, or inclination to buy, collect, and paint models - not to mention getting into the WYSIWYG argument.
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Re: I wonder...

Post by sunnyside »

Thanks.

I was going to do Romulans to interest Reliant. Though it would be great if deep could run stuff instead of me so much. So if he'd like to do Klingons that could be good.
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