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New Modchips: Reasons to build a Cargo Frigate http://www.worldworksgames.com/forum/viewtopic.php?f=49&t=12684 |
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Author: | Muenchhausen [ 05-31-2014, 08:13 AM ] |
Post subject: | New Modchips: Reasons to build a Cargo Frigate |
Hello again! I built several Cargo Frigates for campaign purposes, now what do with them in standard engagements? Well, here a few ideas for modchips to add a little bit of surprise. They are exclusive for the Verus Cargo Frigate, exclude each other and cannot be placed upon Cargo Frigates compulsory for a campaign. - Support Ship (5 points): The Cargo modules have been converted into storage room for nearly every possible spare part with adjacent crew quartes for engineers. If in base contact with another ship execute Special Order to roll 1 additional die for the Repair order of supported ship. - Jamming Transmitter (5 points): The Cargo modules house massive electronic equipment to disturb enemy communication frequencies. Lower Special Order switch to activate, all enemy attack rolls (except autofire) receive a -1 penalty within 6" around the Cargo Frigate. - Makeshift Hangar (10 points): First seen with Nomad ships, the idea to place Interceptors in the spacious modules quickly spread, making every convoy a potential trap. The Special Order to deploy the contained squadron cancels all Move orders of the Cargo Frigate for the round. Remove the modchip and place a squadron in base contact with the ship (outside of Frigate movement arc). Squadrons cannot re-enter the hangar and therefore not be repaired. - Minelayer (20 points): After conquering Sathrican systems the remaining Defense Platforms where dismantled and transported to the core worlds. A foray forced Commander Tarn to activate the captured autofire weapons, with great success. The Special Order to deploy the contained ADP cancels all Move orders of the Cargo Frigate for the round. Remove the modchip and place an ADP in base contact with the ship (outside of Frigate movement arc). A few afterthoughts: the Makeshift Hangar doesn't alter the rules, so it gained no extra point cost, while the Minelayer gives the normally stationary ADP a strategic advantage, considered 5 points worth. Extending the Minelayer option for Sathrican ships is possible to, but for which ships? Before I start a GIMP session right away, I like some feedback please. Thank you in advance. ![]() |
Author: | punkrabbitt [ 05-31-2014, 02:38 PM ] |
Post subject: | Re: New Modchips: Reasons to build a Cargo Frigate |
To the best of my knowledge, there is no longer any vetting process for rules additions for Wormhole. I personally would like to see these. I encourage you to make them and playtest them! |
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