ancient level Vorlons and Shadows

Joe_Dracos

Mongoose
Shadow Dreadnought

PL: Ancient
Speed: 6
Turn: SM
Hull: 6
Damage: 300(75)
Craft: 12 Shadow fighter flights
Special Rules: Atmospheric, Self repair 4d6, Shields 40/20,
In Service: Until 2261

Weapon........................Range..Arc...AD..Special
Molecular Slicer Beam....30.......F.......12.....Beam, Precise, Quad Damage*
Jump Point Disruptor......18.......F........-......-
Fighter Dispersal tube.... 30.......F....... -.....-

*if fired at fighter flights within 4 inches it gets the accurate trait

Vorlon Dreadnought

PL: Ancient
Speed: 4
Turn: 1/45
Hull: 5
Damage: 150
Special Rules: Adaptive armour, Advanced Anti-fighter 6, Advanced Jump Engine, Flight Computer, Lumbering, Self Repair 4d6,

Weapon.......................Range..Arc..AD..Special Rules
Super Lighting Cannon..30........F.....10..Beam, Precise, Quad Damage
Lightning Cannon..........24........F.....8...Beam, Precise, Triple Damage
Discharge Cannon.........18.......F.....12..Beam, Precise, Double Damage[/i]
 
couple of things - why unique?

I'd put the speed of the Shadow shiip up to 8, give it Fleet Carrier and Carrier (for campign use) consider giving it a battery of phasing pulse cannons instead of second beam? Make them Shadow fighter rather than shadows

I'd lose lumbering form the Vorlon

:D
 
Unique is just to represent the particular rareness of the Ship. Its not that there is only 1, but that there are so few of them. While even large Armaggedon level games will still mean that there is only one, but when you get into the Ancient level game (and we all know that with the dreadnoughts there will be) it insures that one will only ever get used.
 
I'm not sure these stats would go in the rules spirit, this push me to ask the following questions:

Vorlon Dreadnought:
Why Unique? Is there a particular reason ? Even the huge PK are not unique, so...
Why Lumbering? None of the semi-living ships of the Vorlon are so...
Why Hull 6? Once again all the Vorlon fleet as hull 5. If you are not satisfied, I suggest you add more Damage point. But don't forget it has AA

Personaly, I'd leave it hull 5 with 150 Damage point but would make it carrier 3 and include, let's say 6 flights of fighters.


Shadow dreadnought
Why Unique? Once again, is there a particular reason ?
Why a second beam? All the shadow fleet has only one weapon to fire each turn (the fighter dispersal tube and jump point disruptor, when used, prevent the ship from firing any other weapon the same turn). So why should this one have 2 weapon lines to fire ? In fact i see why, but I'm convinced this is against the fleets spirit.

This is just my opinion, but isn't it what you asked for?
 
Ministalker said:
I'm not sure these stats would go in the rules spirit, this push me to ask the following questions:

Vorlon Dreadnought:

Why Lumbering? None of the semi-living ships of the Vorlon are so...

That's where you would be wrong. The Vorlon Heavy Cruiser has Lumbering.
 
Definitely put the Vorlon to hull 5. And rename the "Discharge Cannon" back to "Discharge Gun" ;) Then, it's fine.

Make the Shadow have one big beam instead of two. 24" is much too long range for an Accurate weapon, if you want to give it an anti-fighter weapon then give it a phasing pulse cannon like the scout.

No point being unique, either - very unlikely you'll have the FAPs (or RR in campaigns) to field more than one anyway, except in HUGE battles.
 
Okay, sorry I've taken so long to respond to this... I've been buying a house so its been a bit hecktic running through all the red tape.

I have revised the stats. Thanks for the imput. Continue to give your input.
 
Not sure the new Dreadnought is worth two Ancient Shadow Ships

they get 12 dice Quad damage beam (vs 8 ) - same HP, same fighters, 20 shields each and are faster / so more manuevable. They also can of course cover each other

IMHO It needs something else to make it a better choice..............
 
hm not sure -

I'd give it Fleet Carrier and Carrier

Tempting to give it a stealth score - you don't see it come and you don't see it kill you.................but that could tip it the other way...........

Scream ability perhaps?

:)
 
Under this ruling, the Psi Corps Mothership should be unique as well, especially since it states they are rarely seen, and even then never in combat.

Dark Angel
 
Shadow Planet Killer

Speed: 3
Turn: SM
Hull: 6
Damage: 1250(250)
Craft: 15 Shadow Fighter Flights
Special: Advanced Anti-fighter 8, Fleet Carrier, Flight Computer, Self repair 5d6+15, Shields 40/20

Weapon..................Range..Arc..AD..Special
Molecular Splicer Beam..30.....F....8...Beam, Precise, Quad Damage
Phasing Pulse Cannon....15.....F....8...Accurate, AP, Double Damage
Molecular Splicer Beam..30.....F....8...Beam, Precise, Quad Damage
Phasing Pulse Cannon....15.....F....8...Accurate, AP, Double Damage
Molecular Splicer Beam..30.....F....8...Beam, Precise, Quad Damage
Phasing Pulse Cannon....15.....F....8...Accurate, AP, Double Damage
Molecular Splicer Beam..30.....F....8...Beam, Precise, Quad Damage
Phasing Pulse Cannon....15.....F....8...Accurate, AP, Double Damage
Fighter Dispersal Tube..30.....T....-...-
Envelope................-......-....-...*

*Any ship Caught inside the planet killer's template is automatically destroyed. Any Planetiod that is caught inside the template is destroyed after 3 turns.

spotted this on your group in the show it had my fave weapon system Nukes....
 
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