Showing posts with label Novans. Show all posts
Showing posts with label Novans. Show all posts

Wednesday, 21 June 2023

Encounter One - Fleet Design, Factions and Races

Encounter One - Fleet Design Factions and Races

The Empire are my faction of choice. Their approach to ship design is Peace through Superior Fire Power. Bigger ships and more of them. My Empire ships follow a traditional design approach harking back to wet navies when Battleships ruled the waves and Gunboat Diplomacy was standard policy. They have the resources and infrastructure that allows for assembly-line production of warships. Unfortunately, that also makes it more difficult for them to change production or produce new designs. 

The Empire's Arrow missile has good range and accuracy making it an effective match for their Beam arrays. Their Fighters are inexpensive, so I have tended to include fighter bays on my warships rather than build dedicated carriers. If you like Star Wars or Warhammer, then the Empire could be a good fit for you.


The Federation may have the best equipment in the human sphere. They are versatile with access to most systems. Where the Empire will build a bigger ship and then more ships, the Federation will design and build a better ship. And then work on improving it. I have tended to associate the Federation with the authoritarian military regime from Blakes Seven. This was distinctly unfair as Encounter One's Federation are much closer to the progressive good guys of Asimov's Federation in opposition to the stratified conservatism and centralised control of the Empire.
I have come to expect Federation ships to make use of the special equipment such as Mirage Projectors and mine fields to sow confusion amongst their enemies. The Federation Bolt is the best in the game with longer range and better accuracy. As the Feds don't get Arrow missiles, Bolt fills the missile gap. Scatterpack may not be the wonder weapon it appeared in the earlier editions, but may still have some use at close range. Kennedy Fields are great in defence and can negate some other systems e.g. Tractors and Photon Torpedoes. The downside is, they reduce the effectiveness of your own fire and when your Kennedy Fields fail, they are likely to take out your ship too.  
If you like Star Trek, then the Feds may be a good fit for you.

Novans are utterly hostile aliens. Their focussed aggression and xenophobia make them very dangerous. Expect hyper-aggression from the Novans. Most of their ships are in the 20-35 mass 'Cruiser' range, and they fly them like fighters. Then Inertialess Drive lets them reset the table for their next attack run.  They lack Escorts and larger ships due to the cost penalty. Zen auto repair and Clever Metal make them hard to kill, they can soak up missile attacks and shrug them off, but Novan ships are expensive for their size. Their best weapon system is their Photon Torpedoes, unless going against Kennedy Fields. Their Dart is the best long range missile in the game. Fighters are cheap, so send them out in swarms.

ATTACK, ATTACK, ATTACK! KILL ALL THE HUMANS! EXTERMINATE!


Rim Raiders are chaotic but they are largely underpowered with few special weapons or defences. They excel in boarding actions. Their Farradyne Field will make a mockery of your grand fleet manoeuvres and shut down your fighters. Their Bolt is a decent weapon. Expect swarms of small ships, close action and prepare to repel boarders. Rim Raiders are the Pirates, Reivers, Star Vikings and Barbarians. Rim Raider ships are captured, re-built and bodged together. You can use a real mix of different styles including repurposed ships from other factions in a Rim Raider fleet.


Auregans are strange. It is never entirely clear whose side the Auregans are on, or even if they know which humans they are dealing with. Their distinct Morale rules can make them behave oddly. You can hire them as mercenaries, but they might not stay bought or commit themselves to battle. Their ships start at Mass 20 and get bigger, so manoeuvrability can be an issue. They have one decisive Ship Killer weapon system, but at most table top ranges it is pretty ineffective. They get masses of cheap defences and their Drones are effective. Their large mass can make weaponised Tractor Beams horribly effective, especially if several Auregans get in a tug-o-war. But for all their size, they are vulnerable to critical hits and they don't like to take damage.  

DO NOT POKE THE AUREGAN. 


The Great Houses are autonomous space faring factions within the Empire and Federation. Their policy tends to align with the Federation as they pursue their own interests rather than be subsumed by the great Powers. They have access to most systems and decent equipment at reasonable cost. If don't want to get embroiled in the almost constant strife between Empire and Federation, then a Great House fleet could be a good choice. You could create several Great House fleets, each with a distinctive style or design philosophy.


The Guild are a commercial alliance of merchant houses operating within the Empire and Federation. They pretty much regulate most trade between star systems. Most Guild vessels are commercial Merchants, Transporters, Bulk Carriers, Hydrogen Tankers, Luxury Passenger Liners and Low Berth Coffin Ships, Couriers, Salvage Tugs, and Free Traders. The Guild with the assistance of Minor Houses also operates Pirate Hunters, Customs Cutters, and Q-Ships. They have access to technology from the Empire and Federation, but their main drive is making a profit and conflict is costly. Disputes within the Guild are usually resolved by arbitration, litigation, stock exchange, or in extreme cases hostile take-over. Guild Merchant Houses operate the Jump Point Space Stations, Traffic Control and Hyperspace beacons necessary for travel between the stars. Attacks on Guild ships may result in harsh commercial penalties, blockade, boycott and/or restrictions of trade against the offending planets and their ships.  In theory Guild ships may only carry defensive armament, but it is not unknown for Guild captains to take up Privateering as a profitable sideline. The Guild will hire out ships to the Minor Houses and these may be armed as warships.  

If you are building a merchant fleet then use the Guild list.


The Minor Houses represent the smaller semi-autonomous cultures within the Empire. They lack the capacity to build their own starships, so must hire them from the Guild. In return, the Guild will employ Minor Houses as mercenaries to defend their merchant ships or carry out limited offensive operations. 


Tuesday, 18 April 2023

Encounter One - Revised Ship Records

 Encounter One - Revised Ship Records

Feel free to print these off and use them in your games or adapt to your own designs.


Empire - Broadhead Strike Cruiser



Note: Broadheads can swap out their Beam arrays for Arrow or Bolt missile launchers at no change in points cost.


Banshee Class Frigate




Moscow Class Fleet Scout




Novan - Vespid Light Cruiser





Novan - Hunter Killer Light Cruiser





Novan - Head Hunter Battle Cruiser



Novan Snake Head Command Carrier








Friday, 4 June 2021

Encounter One - Novan Incursion

 Ships of the Novan Incursion.

Ruthless Alien Raiders in Living Ships. The Novans are described as hyper-aggressive aliens and this is reflected in their Morale chart. Ramming and Self-Destruct are expected tactics from the Novans.

"The most bloodthirsty and cold blooded race known to Man (Including Man himself). 
First contact with the Novan empire came in 103PN and forced a sudden, albeit temporary truce between the warring factions. The Novan Empire, was, and still is, the only galaxy wide Empire known to Man. The early Novan incursions into Primary Known Space, although ruthlessly efficient and invariably successful, soon petered out into sporadic raiding, ironically removing mankind's last great unifying cause. The unexpected drop in the frequency of Novan raids has been attributed to internal strife, although this remains speculation."

Novans have a unique Zen Auto Repair system and Clever Metal self healing bio-metal skin that can heal hits from missiles but not energy weapons. Their Bridge also functions as Fire Control so they do not get Fire Control as a separate system. Their best weapon system is the Photon Torpedo, this is the best in the game, except it is wholly ineffective against Kennedy Fields. Novan Dart Launchers are also pretty good. With Clever Metal they have less need for point defence. They do not use Drones, but fighters are cheap. Most of my Novan ships have Inertialess Drives and will use it to position themselves for their next attack. 

Clever Metal provides pretty good resilience against missile attacks, if is not total immunity. Missiles will still hurt a Novan ship and damage any components they hit. There has been a tendency when fighting against Novans to concentrate on Energy weapons. My Novans usually carry heavier Shield layers than most ships of their mass. 

Novan ships are relatively expensive as they start with 30 points for their Bridge and Zen Auto-Repair. If you want Clever Metal then that starts at Mass 20 and means you spend at least 50 points before adding any weapons, shields or other equipment. You can of course build Novans without Clever Metal, but you still have to pay 30 points for their Bridge.

My standard vessels range from mass 20 to 35 which puts them in the cruiser class. Novans can build smaller ships but don't get Clever Metal below mass 20. Heavy Vessels go from 36 to 55 and Station Vessels have no mass limit. 

My Novan fleet for Encounter One are all from Citadel's Star Cruisers range. These were produced back in the 80's. Some were reissued as Tyranids for Space Fleet or Battle Fleet Gothic and now go for ridiculous prices on EBay.  I have seen some smaller ships from https://www.ravenstarstudio.com/ that would make good strike boats or Escorts but have not acquired any yet. Also some larger ships that could mean re scaling my current fleet to suit. 

I must have been influenced by Chris Foss's wonderful paintings of spaceships as I did mine in black and yellow wasp markings. My ships have most of their weapons pointed straight forward. They are pretty much flying guns. These will always try to blast their way through the enemy line then come round for another go.

Edited 17th April 2023 - Ship diagrams amended to Gif, Snake Heads uprated to Mass 40.

13th April 2023 - Ship diagrams added

Citadel Star Cruisers - The League

Novan Raiders

GW- Citadel Star Cruisers - The League


SCL4 - Sinca Veche - Light Cruiser. Codename Vespid



One of the smaller ship classes seen in a Novan raid. The Vespids tend to act as scouts and skirmishers. Scouting ahead of and guarding the flanks of the main fleet. Their usual armament is a forward Beam array of St20 supplemented by four photon torpedo launchers. Their beam turrets can add to the forward array or hit targets on their flank. They are well shielded for their mass but like most Novans tend to neglect point defence in favour of Clever Metal.

NOVANShipVespidScout Cruiser
Core SystemsNoMassCostComments
Bridge1130[ ]
Reactor110[ ]
Main Drive1Strength 516[ ]
Secondary Drive1Strength 516[ ]
Manoeuvre Drive111[ ]
Inertialess Drive115[ ]
DefenceNo
Shield St 43315[ ][ ][ ]
Shield St 3228[ ][ ]
Point Defence226[ ][ ]
Weapons & SystemsNoFacing
Beam St54Forward424[ ][ ][ ][ ]
Beam St52Turret212[ ][ ]
Turret2Port, Forward, Starboard016[ ][ ]
Photon Torpedo Launcher4Forward412[ ][ ][ ][ ]
Probe118[ ]
Hull and Cargo
Hull24  0[  ][  ][  ][  ][  ][  ]
[  ][  ][  ][  ][  ][  ]
[  ][  ][  ][  ][  ][  ]
[  ][  ][  ][  ][  ][  ]
Clever MetalYes024
Cargo Holds000
TotalMass24173Points






SCL3 - Moinesti - Light Cruiser. Codename - Hunter Killer



Often Encountered in the front line of Novan Raids, the Hunter Killer's are brutal gun ships. Their fire is concentrated in their forward arc with a St30 Beam array plus four photon torpedo launchers. Unusually for Novan's they carry a pair of turreted Bolt Launchers for peripheral defence. They are heavily shielded and will usually make a head on attack to punch through the enemy line.

NOVANShipHunter KillerStrike Cruiser
Core SystemsNoMassCostComments
Bridge2232[ ][ ]
Reactor110[ ]
Main Drive1Strength 516[ ]
Secondary Drive2ST4 x2 = Total ST 8210[ ][ ]
Manoeuvre Drive222[ ][ ]
Inertialess Drive115[ ]
DefenceNo
Shield St 43315[ ][ ][ ]
Shield St 3228[ ][ ]
Shield St 2226[ ][ ]
Point Defence226[ ][ ]
Weapons & SystemsNoFacing
Beam St 56Forward636[ ][ ][ ][ ][ ][ ]
Bolt Launcher2Turret212[ ][ ]
Turret2Port, Forward, Starboard016[ ][ ]
Photon Torpedo Launcher4Forward412[ ][ ][ ][ ]
Hull and Cargo
Hull300[  ][  ][  ][  ][  ][  ]
[  ][  ][  ][  ][  ][  ]
[  ][  ][  ][  ][  ][  ]
[  ][  ][  ][  ][  ][  ]
[  ][  ][  ][  ][  ][  ]
Clever MetalYes030
Cargo Holds000
Total30196Points





SCL5 - Nyiregyhaza - Pursuit Cruiser. Codename Snake Head

Rarely seen, Novan Snake Heads appear to act as command carriers for a raiding fleet. They will usually be found near the centre of a raid and may be screened by other Novan warships. Snake Heads usually carry at least two flights of fighters in addition to their complement of Beam and Photon torpedo.  Novan Fighters are cheap at 2 points each, so I tend to maximise their numbers and send them out in swarms. 
When I first uploaded this design, I made a mistake. By building it at 36 mass it moved it into the Heavy Vessel class costing an additional 20%. Reducing it to Mass 35 to get it into Standard Vessels class, wasn't all that impressive for a command ship. Increasing its forward Beam array to ST30 and adding two more fighter bays for 32 fighters and Mass 40 it is rather more of a threat. 

NOVANShipSnake HeadCommand Carrier
EquipmentNoMassPointsComment
Core Systems
Bridge2232[  ][  ]
Reactor110[  ]
Main Drive1Strength 516[  ]
Secondary Drive2ST5 x2 = Total ST 10212[  ][  ]
Manoeuvre Drive222[  ][  ]
Inertialess Drive115[  ]
DefenceNo
Shield St 44420[  ][  ][  ][  ]
Shield St 3228[  ][  ]
Shield St 2226[  ][  ]
Point Defence339[  ][  ][  ]
Weapons & SystemsNoFacing
Tractor113[  ]
Turret108[  ]
Beam St 56Forward636[  ][  ][  ][  ][  ][  ]
Beam St 54Turret424[  ][  ][  ][  ]
Turret4All Round    044[  ][  ][  ][  ]
Photon Torpedo Launcher4Forward412[  ][  ][  ][  ]
Fighter Bay4
420[  ][  ]
FightersF328 Fighters in each Flight64 F F F F F F F F 
 F F F F F F F F 
 F F F F F F F F 
 F F F F F F F F 
Probe118
Hull and Cargo
HullH0[  ][  ][  ][  ][  ][  ]
[  ][  ][  ][  ][  ][  ]
[  ][  ][  ][  ][  ][  ]
[  ][  ][  ][  ][  ][  ]
[  ][  ][  ][  ][  ][  ]
[  ][  ][  ][  ][  ][  ]
[  ][  ][  ][  ]
Clever MetalYes040
TotalMass40431Points




SCL6 - Rimnicu Villa - Cruiser. Codename Head Hunter



Novan Headhunters are amongst the largest of their 'Standard' vessels. It is unsure whether the 'Death's Head' design on their prow represents a supernatural entity or their impression of humanity. It certainly does not resemble any known Novan entity examined so far. 

Head hunters are heavily shielded with the usual concentration of Beam and Photon Torpedoes in their forward arc. They also carry a turreted array of beams to cover their flanks.


NOVANShipHead HunterBattle Cruiser
Core SystemsNoMassCostComments
Bridge2232[ ][ ]
Reactor110[ ]
Main Drive1Strength 516[ ]
Secondary Drive2ST4 x2 = 8210[ ][ ]
Manoeuvre Drive222[ ][ ]
Inertialess Drive115[ ]
DefenceNo
Shield St 44420[ ][ ][ ][ ]
Shield St 33312[ ][ ][ ]
Shield St 2226[ ][ ]
Point Defence226[ ][ ]
Weapons & SystemsNoFacing
Tractor113[ ]
Beam St56Forward636[ ][ ][ ][ ][ ][ ]
Beam St54Turret424[ ][ ][ ][ ]
Turret4Port, Forward, Starboard032[ ][ ][ ][ ]
Photon Torpedo Launcher4Forward412[ ][ ][ ][ ]
Hull and Cargo
Hull H350[ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ]
Clever MetalYes035
Total35243Points