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FLEETS OF THE FADING SUNS A Call to Arms ©2012 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, names, places,items, art and text herein are copyrighted by Mongoose Publishing. This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fiction. Any similarity to actual people organisations, places or events is purely coincidental. Fading Suns, Noble Armada and related materials are (c) 2012 Holistic Design Inc. Used with permission. Printed in the USA. Writer Matthew Sprange editor Charlotte law Layout and Graphic desiGn will ChapMan cover i LLustration CarloS nunez de CaStro torreS i nterior i LLustrations CarloS nunez de CaStro torreS pLaytesters andy MCMillan, Steve wilSon, paul eyleS and greg SMith s peciaL thanks ChriS wieSe Introduction 2 New Rules 3 Reinforcements 5 Psychics and Theurgists 13 The Kurga Caliphate 15 The Vuldrok Star Nation 19 The Vau Hegemony 23 The Church Fleet 27 The Kurgan Fleet 32 The Vuldrok Fleet 37 The Vau Fleet 41 w w w . m o n g o o s e p u b l i s h i n g . c o m Sample file
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Page 1: FLEETS OF THE FADING SUNS - watermark.rpgnow.comFleets of the Fading Suns is designed to expand your games, allow you to meet new and interesting fleets and hammer them with noble

FLEETS OF THE FADING SUNS

A Call to Arms ©2012 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, names, places,items, art and text herein are copyrighted by Mongoose Publishing.

This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fiction. Any similarity to actual people organisations, places or events is purely coincidental.

Fading Suns, Noble Armada and related materials are (c) 2012 Holistic Design Inc. Used with permission. Printed in the USA.

Writer

Matthew Sprange

editor

Charlotte law

Layout and Graphic desiGn

will ChapMan

cover iLLustration

CarloS nunez de CaStro torreS

interior iLLustrations CarloS nunez de CaStro torreS

pLaytesters andy MCMillan, Steve wilSon, paul eyleS and greg SMith

speciaL thanks ChriS wieSe

Introduction 2

New Rules 3

Reinforcements 5

Psychics and Theurgists 13

The Kurga Caliphate 15

The Vuldrok Star Nation 19

The Vau Hegemony 23

The Church Fleet 27

The Kurgan Fleet 32

The Vuldrok Fleet 37

The Vau Fleet 41

w w w . m o n g o o s e p u b l i s h i n g . c o m

Sam

ple

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After the fall of the Second Republic, many of the worlds of Human Space were lost behind sealed jumpgates. Only in the Known Worlds has civilisation maintained a tenuous hold against a plunge into barbarism – or so the nobles and Church would have others believe. In truth, other star-faring nations exist in fractured jumpwebs throughout space and some of these distant kingdoms are no longer content to stay put. The riches of the Known Worlds lure them – just as the Empire reaches out for more planets to rule.

FLeets oF the FadinG sunsWelcome to the first supplement for A Call to Arms: Noble Armada. Fleets of the Fading Suns is designed to expand your games, allow you to meet new and interesting fleets and hammer them with noble zeal!

This book starts with a range of new rules and ships to expand the fleets of the Noble Houses, permitting your ships to carry

specialised troop types, throw martyr fighters into the fray and reinforce your squadrons with a range of new vessels, such as the mighty Hazat Shamshir strike cruiser and the Li Halan Naga grand cruiser. We also introduce psychics and theurgy, harnessing the power of the occult to bring a whole new dimension to the game.

Fleets of the Fading Suns also introduces four new fleets, doubling the number from the core rulebook. These include one from the Known Worlds, the dominating Church, as well as three from further afield – the ‘barbaric’ Kurgan and Vuldrock, and the alien Vau.

Every new fleet plays in a very different manner to those of the Noble Houses and comes with a range of new rules and ships to reflect their style of war. Fleets of the Fading Suns expands A Call to Arms: Noble Armada in a host of new directions, allowing you to span the galaxy as you dominate your foes and reap the rewards.

IntroductIon

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new rulesWeaponryWeapon Range SpecialLight Heat Blaster 15 Heat BlasterMedium Heat Blaster 20 Heat Blaster, Multihit 2Heavy Heat Blaster 30 Heat Blaster, Multihit 3Light Slug Gun – Shell 8 Accurate, Burn-out,Medium Slug Gun – Shell 12 Accurate, Burn-out,

Multihit 2Heavy Slug Gun - Shell 16 Accurate, Burn-out,

Multihit 3Tractor Beam 10 Tractor

Weapon traitsHeat Blaster: Against a target with active Shields, a Heat Blaster will have the Inaccurate trait. However, it also counts as a Slow weapon. In addition, if a Heat Blaster causes any Critical Hits, it will automatically raise the Critical Score of the Crew location by +1 as well.

Tractor: All Tractor weapons ignore Shields. A Tractor weapon that has successfully hit a target will temporarily suffer –1 penalty to its Speed. In addition, if a Tractor weapon hits the same target in the next Attack Phase, this penalty increases by a further –1. So long as at least one Tractor weapon successfully hits the same target every turn, its Speed will eventually be reduced to 0.

A target’s Speed immediately returns to normal at the end of any Attack Phase in which a Tractor weapon fails to hit it. Multiple Tractor weapons hitting the same target will have no additional effect – a ship will not have its Speed reduced any further or faster.

ship traitsEscort: This ship is designed with advanced systems and focussed gatling lasers that are designed to protect other ships in the fleet. Any gatling lasers that have a friendly ship within 4 inches and within their arc of fire may be used to protect that ship as if they were actually mounted upon it. They may be used to defend against fighters, grapple lines and boarders as normal but may still only be used once per turn for each type of defence.

Raider: Some ships are specially designed to quietly flank an enemy, then hit hard while their attention is elsewhere. A Raider may be deployed within any Stellar Debris outside of the opponent’s deployment zone. Furthermore, a Raider ship gains the Stealth 6+ trait whenever it is within or on any type of Stellar

Debris. If it begins a turn inside Stellar Debris, it may be moved at any time during the movement phase, breaking the normal initiative sequence. If two opposing Raiders try to move at the same time, make an opposed Crew Quality check, with the winner deciding whether to move first or second. In addition, a Raider ship gains a +2” bonus to any Slingshot effect it gains from a planet.

Scout: In addition to the rules given in the Core Rulebook, a scout may be deployed within any Stellar Debris outside of the opponent’s deployment zone.

Suicide Fighter: A craft with this trait is treated as though it had the Fighter trait in all respects. However, it is packed full of explosives and may intentionally ram other ships. To ram another ship (or Fighter) simply move the Suicide Fighter into base contact with it. The enemy ship may use its Dodge trait if it has one but otherwise immediately roll the Suicide Fighter’s bomb Attack Dice against the target. Remove the Suicide Fighter as a casualty, unless the target successfully dodged it. A Suicide Fighter that rams an enemy ship yields Victory Points as normal for a destroyed fighter and can never be recovered by a ship with the Carrier trait.

Marine typesAs well as Marauders and Elite troops, there are a variety of marines used on board ships, each with different capabilities.

Each Troop on a ship may only be upgraded to one marine type, though different Troops may be upgraded to different marine types.

Vorox Commandos: May re-roll any Troops DiceGrimsons: As Marauders.Gannock Saboteurs: May be used as normal Troops but suffers a –1 penalty to its Troops Dice. Alternatively, may be used to sabotage the enemy ship it is boarding. Every Gannok Saboteur Troops Dice that rolls a 5 or more will increase the Critical Score of a random location by +1. Gannock Saboteur Troops used to sabotage may still be caught and killed by defending Troops as normal.Ukari: Will kill enemy Troops that can normally sustain two hits with just one Troops Dice.

raiderS

The following ships should be given the Raider trait:

Decados ReaperLi Halan Slayer

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Brothers Battle: As Elite Troops. However, if there are more Brothers Battle on a ship than all other types of Troops combined, they will also grant the ship they are on an automatic use of the Blessing Theurgic power every turn, without need for a Theurgic Crew trait. If the ship already has the Theurgic Crew trait, it gains a bonus use of Blessing.

Fighter UpgradesThe following upgrades can be taken by certain fleets for their fighters.

Battle Shield: A Fighter equipped with a Battle Shield will ignore the first hit it takes, either from shooting or dogfighting. A Battle Shield may be used by a Fighter already equipped with Shields and will still protect it from the first hit suffered (the Battle Shield will be burned-out before the Fighter’s own Shield. A burned-out Battle Shield will be automatically repaired if the Fighter returns to a friendly Carrier to repair and rearm.

Electronic Rutting Boar: If an enemy weapon system attacks any friendly Fighter within 4 inches of one with the Electronic Rutting Boar upgrade, the fire is automatically redirected onto the Fighter with the upgrade, gaining the Accurate trait if it does not already have it. This effect may be ignored if the enemy does not have line of sight or range to the Electronic Rutting Boar.

rocket upGradesThe following upgrades can be taken by any fleet for its rocket

weapon systems, limited to one per weapon system. Each rocket weapon system must have an upgrade chosen for it before the battle starts. It cannot change the upgrade once chosen.

Semi-guided Rockets: A rocket weapon system upgraded to Semi-guided Rockets loses the Inaccurate trait but has its range reduced to 10 inches.

Multiple Warhead Rockets: A rocket weapon system upgraded Multiple Warhead Rockets gains the Multihit 2 trait but has its range reduced to 10 inches.

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Though true technological breakthroughs or discoveries are rare in the universe of the Fading Suns, there is little that will stop one Noble House trying to gain an edge over a rival. Each fleet will strain its resources to acquire new and unique ships, enhance its fighters and shipboard troops, or recruit psychics and theurgists into its ranks.

captured vesseLsThere is a long tradition, among the Royal Houses, of capturing the vessels of enemy nobles. Even a small explorer or raider is a valuable possession and it usually makes more sense to board and capture ships rather than destroy them outright.

There are difficulties to using such ships, however. Ransoms tend to be offered and agreed to quickly, weapons and other installed systems may not be compatible with the rest of the fleet and the original crew may prove to be an issue, if they are less than well regarded or otherwise cannot fund a ransom.

Any Royal House fleet (Hawkwood, Decados, Hazat, al Mailk or Li Halan) may include one captured ship for every 1,000 points in their fleet, or part of. This ship may be chosen from any other Royal House fleet list and may not equal or exceed the cost of the most expensive ship in the fleet. In addition, its cost may not exceed a quarter of the fleet’s total points value.

The captured ship may only carry special Troops (such as Marauders) if its new fleet may take them as well. Otherwise they will be counted as normal Troops.

Players should feel free to ‘redecorate’ captured ships in their own House’s paint scheme!

destroyersWith the prolifigation of new ship designs, spacedocks have found themselves over-stretched when manufactoring or repairing many other vessels. Destroyers especialy have been hit hard. The following ships have had their points values changed.

Hawkwood Griffin 220 Points al-Malik Efreet 200 PointsDecados Tupok’ta 200 Points Li-Halan Dragon 220 PointsHazat Manticore 220 Points

FiGhters and carriersWith many Houses on a war footing, production of fighters soared, packing great destructive power into relatively cheap hulls.

All ships capable of carrying fighters in A Call to Arms: Noble Armada now come with all their hangars filled with fighters for free. Which fighters they have depends on the fleet they come from, as shown below;

House Hawkwood Fitzhugh fighterHouse Decados Subiaco fighterHouse Hazat Dagger fighterHouse al Malik Zubayr fighterHouse Li Halan Mishima fighterChurch Sacrament support fighterKurgan Attakhan fighter

These fighters can be swapped for other classes by paying the points costs listed below or within the fleet lists featured in this book. Any number of fighters may be swapped in this way, and a ship may carry any mix of fighters from its own fleet.

Hawkwood Kestrel torpedo bomber +5 pointsDecados Rodrigo heavy fighter +5 pointsHazat Harpy torpedo bomber +5 pointsAl-Malik Mumit torpedo bomber +5 pointsLi Halan Peregrine heavy fighter +5 points

In Campaigns, only the basic fighters of each fleet may be freely replaced by carriers. However, a Carrier can automatically and freely replace all fighters in every Campaign turn. More advanced fighters must be paid for as normal. In addition, fighters may no longer be purchased without a carrier.

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house haWkWoodHouse Hawkwood has access to the following upgrades and ships:

Battle Shields: Any Hawkwood Fighter may be given a Battle Shield for +5 points.Psychic or Theurgic Crew: One ship for every 1,000 points or part of in the fleet may purchase either Psychic Crew or Theurgic Crew. This will cost +20 points per level for Psychic Crew (maximum of 6) and +25 points per level for Theurgic Crew (maximum of 6).

Aurora-class Steal th Fighter +10 Points

Speed: 8 Turn: SMHull: 3 Shields: 1Damage: 1 Ramming: 0Dogfight: –2 Traits: Dodge 4+, Fighter, Stealth 4+

Weapon Range Arc AD SpecialMicro-Torpedoes 4 T 2 Guided, Multihit 2, One-Shot, Slow

Sawf ly-class Command Frigate 150 Points

Speed: 12Turn: 2/45o

Hull: 5Shields: 3Damage: 18/6Ramming: 2Troops: 4Craft: NoneTraits: Command +1

Weapon Range Arc AD SpecialGrapple Gun — F — —Missile Launchers 28 T 2 Guided, SlowLight Lasers 24 P 4 Accurate, Burn-out, PreciseLight Lasers 24 S 4 Accurate, Burn-out, Precise

Heracles-class Armoured Cr uiser 300 Points

Speed: 4Turn: 1/45o

Hull: 6Shields: 4Damage: 42/14Ramming: 7Troops: 8*Craft: NoneTraits: Lumbering

Weapon Range Arc AD SpecialHeavy Blasters 32 T 3 Burn-out, Multihit 3Heavy Blasters 32 T 3 Burn-out, Multihit 3Heavy Lasers 36 P 4 Accurate, Burn-out, Multihit 2, PreciseHeavy Lasers 36 S 4 Accurate, Burn-out, Multihit 2, PreciseGrapple Gun — P — —Grapple Gun — S — —

* The Heracles’ Troops comprise 4 Marines and 4 Marauders.

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