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ArtificerArmour
16-08-2006, 18:01
Hey all,

For FIREBASE 2 I'm considering writing an article about ship designs and conversion.

Now, I know a few of you like creating your own unique vessels for your games, so lets discuss the processes that you all take.

Do you have a structured point system worked out? Do you create rules around your ships, or ships around your rules? Do you tinker with them if they're too strong or too weak?

All are topics I'm thinking of covering, so lets hear what you guys think.

ReDavide
16-08-2006, 22:50
The Smotherman formula seems to be the standard for creating new ship designs and even for judging the quality of existing ones.

Lemme see if I can find a link for you...

edit: here you go...

http://www.one-end.com/portmaw/docs/smotherman_formula.pdf

malika
18-08-2006, 12:12
CELS came up with this one IIRC for the Anargo Sector Project: Serpent class destroyer (http://wiki.anargo-sector.net/index.php?title=Serpent_class_destroyer)

Getz
20-08-2006, 01:04
Indeed, I use the smotherman formula to calculate the cost of all my custom designs (and the round up to the nearest five...)

As a rule of thumb I come up with the model first, and then make up the rules, but from time to time I have done it the other way round...

The pestilent 1
20-08-2006, 18:42
Do you have a structured point system worked out?
Given I have only designed one ship, I based it's structure points upon the closest class I could find in the rule-book, then added a couple more due to increased size and the "Better construction techniques" (Having been built in the warp using an enslaved alien race)


Do you create rules around your ships, or ships around your rules?
I put the rules to the ship design.

Do you tinker with them if they're too strong or too weak?
Contrary to my outward appearance, the ships I design often end up being terribly weak in the first few drafts, so yeah, I tinker with them until they are powerful enough to justify the fluff I wrote for it.
(That being that it was designed as a mobile battle fortress, basicly being a bulk transport with teeth)


I would post the sketch I did for the design, but the Scanner isn't working, and my Paint skils leave much to be desired.

Darwin_green
20-08-2006, 23:35
uhm... any idea for making dark eldar ships? Mostly because I want a grand cruiser for my archon, that and i made(scratch built) one of my ships too large.

they're a bit different than regular eldar ships.

Thlaylie
24-08-2006, 20:30
What are Tyranid players using to model Kraken? I'd like to use just GW parts. So far I've looked at spore mines and Genestealer feeding tendril heads. I'm using magnets, so the weapons will fit whatever I choose to use.

Opinions?

ReDavide
25-08-2006, 08:37
I have one set made from warrior heads and one set from warrior bodies. The heads look fast & deadly, while the bodies look kinda tubby.

So i use the bodies for my escort drones. :p

For feeder tentacles i prefer skaven tails.

Darwin_green
25-08-2006, 09:36
uhm.... I meant using Smothermans rules for making dark eldar ships...

ReDavide
25-08-2006, 11:20
Well, there are no Smotherman rules for making Dark Eldar ships.

But you can kinda fudge some up by making a Torture class using the Eldar rules and correcting the points difference by adjusting weapon costs.
It's also generally bad to mess with core traits of the fleet, like turn angles and fire arcs.

Here's what I come up with:

-use the same 35cm speed.
-all weapons are front arc only and have 30cm range.
-Eldar hit-point cost
-Eldar holofields = DE shadowfields
-standard armor & speed costs
-weapons batteries same cost as Eldar ones.

This makes the Torture hull's codex entry overcosted by 30 points. There are three ways you could adjust for this:
1) Assume that the hull carries 30 points toward its weapon options.
2) Assume that the 30 points represents an extra 5 point cost per hit point.
3) Assume that the 30 points is in something unchangeable, say a surcharge for the DE special rules.

Here's how the weapon costs turn out if you use #1:

-torpedoes are 25 points for every 2 points of strength.
-lances are 25 points for every 1 point of strength.
-impaler modules are 50 points.
-launch bays are 35 points for every 2 points of strength.

Here's how they turn out if you use #2:

-Hits are 15 points apiece.
-torpedoes are 10 points for every 2 points of strength.
-lances are 10 points for every 1 point of strength.
-impaler modules are 20 points.
-launch bays are 20 points for every 2 points of strength.

And if you use #3:

-Hits are back down to 10 points apiece.
-Weapons still come at the reduced rate.
-DE special rules cost 30 points per ship.

In the end though it's just up to what you & your opponent decide is fair.

Darwin_green
25-08-2006, 15:07
Well, there are no Smotherman rules for making Dark Eldar ships.
exactly why I asked. And, thanks for the suggestion.

I'll run this through with my fellow gamers and see what they think.

Thlaylie
25-08-2006, 16:08
Thank you ReDavide, I had thought of using warrior heads. The spore mine tails would look good on them as well. There is even a convenient place where the face usually goes to mount the weapons. Are they too big compared to the other ships?

Thlaylie
25-08-2006, 16:27
Does anyone have a copy of the old "Building Bioships" article? (not the Building Bio-ships 2 article). I'd like to scratchbuild my cruisers and escorts seeing I've got to do so with my Kraken.