Crusade EA Project: The Quasar Dreadnought -STARTS-

I see your point locarno, and raid would mean I get to use it more, but its just awesome looking and based purely on that (to give it the stats the model deserves) it should be battle PL.

Heres my contribution to the stats, not brave enough to try a new weapon type....

PL: Battle
Speed: 8
Turns: 1/45
Hull: 6
Damage Points: 44/12
Crew: 50/15
Craft: 4 Thunderbolt Flight
Traits: Interceptors 4, Anti Fighter 4, Jump Point, Flight Computer, lumbering
Troops: 3

Rail Guns T 15" 6 Ap, Double Damage
Heavy Pulse Cannon F 12” 12 Twin Linked
Heavy Pulse Cannon P 12” 16 Twin Linked
Heavy Pulse Cannon S 12” 16 Twin Linked
Heavy Pulse Cannon A 12” 6 Twin Linked

Its a shame that there is no defined arc for F,P,S ie almost the full traverse. This baby screems for it.

Cheers.
 
Actually - looking at it - I'd like something along the lines of port/front and starboard/front......you've go that one narrow arc where every one of those gun barrels is lined up on you (bye-bye, nice to have met you!).

One older version of the Nova's rules (for those of you who've ever played the EFSB version of Babylon 5 fleet games) had the Nova's armament being heavy pulse batteries in a 4:3:2 ratio front, flank, and aft respectively. Something of that order looks about right here...

A pulse-battery junkie ship like that doesn't really need railguns, though; I'd be tempted to give it a small missile rack in the prow instead - to allow it to do something against opponents it can't hope to match for speed!
(and couldn't turn hard enough to centreline with a laser)
 
Yes, those arcs exactly, allowing it to combine in the front arc like it looks to be able to do. That would be great; 'oh, you thought those broadsides were scary, wait till you see this...!'

As for the rail guns, well, they seem all the vogue with most of the official EA Crusade ships and I didnt have the will power to say no.

I had considered missiles but they dont really fit with the Nova theme I left them out, its tough one. It does look like it needs something else though.

Urobach mentioned a light Neutron Cannon instead - might be another option.
 
locarno24 said:
In all fairness, the Marathon cruiser is the updated hyperion. There isn't a next generation nova, though...

I suppose it's fair to say that there shouldn't be (CONOPS-wise) as there is a third age replacement for the nova, the omega - so the crusade replacement for the omega, the warlock, is the ship in question - but the lack of a raid level fighting ship does hurt; even the minbari can put out a decent selection of gunships at this priority (Teshlan for laser power, Tigara or Ashinta for raw multi-dice dakka).

Probably cutting some or all of the fighter complement and hull damage in favour of better armour and improved speed and active defences, as well as making the weapons slightly more directional (you notice a trend in 2nd and 3rd generation EA ships towards forward-facing guns as they get more manouvrable and their command structure becomes better. Plus it fits with the model which has smaller turrets on the rear section and sponsons and big fat forward guns)

How much are you likely to be looking at for these?

yep...but the marathon is at battle level, i like the ship,yes. ok..perhaps the weapons...i was never an friend of neutron lasers on EA ships. it sounds for me like "we are lazy, we humans can not develop own good weapons, we must adapt every alien tech..na nah na" :x .
and we have enough ships at battle level. we need more raid choises. "GOOD" raid choises....
 
its tough to get that in at raid PL though!

but, lets try then since you made the model :wink:

since it has a lot of front facing weapons I have just swapped around the AD from the original Nova, downed the Damage, upped the interceptors and added anti fighter. Also dropped two fighter wings and increased the speed slightly. Its prob still too good though... Battle level is easier!!!

EA Nova II (Crusade Era)
PL: Raid
Speed: 7
Turns: 1/45
Hull: 6
Damage: 24/7
Crew: 29/8
Craft: 2 Thunderbolt Flights
Traits: Interceptors 3, Anti-Fighter 2, Jump Point, Flight Computer,
Lumbering
Troops: 2

Heavy Pulse Cannon F 12” 12 Twin Linked
Heavy Pulse Cannon P 12” 12 Twin Linked
Heavy Pulse Cannon S 12” 12 Twin Linked
Heavy Pulse Cannon A 12” 4 Twin Linked
 
Frohike said:
its tough to get that in at raid PL though!

but, lets try then since you made the model :wink:

since it has a lot of front facing weapons I have just swapped around the AD from the original Nova, downed the Damage, upped the interceptors and added anti fighter. Also dropped two fighter wings and increased the speed slightly. Its prob still too good though... Battle level is easier!!!

EA Nova II (Crusade Era)
PL: Raid
Speed: 7
Turns: 1/45
Hull: 6
Damage: 24/7
Crew: 29/8
Craft: 2 Thunderbolt Flights
Traits: Interceptors 3, Anti-Fighter 2, Jump Point, Flight Computer,
Lumbering
Troops: 2

Heavy Pulse Cannon F 12” 12 Twin Linked
Heavy Pulse Cannon P 12” 12 Twin Linked
Heavy Pulse Cannon S 12” 12 Twin Linked
Heavy Pulse Cannon A 12” 4 Twin Linked

mhhh..yes. looks good. now i must test it. but i note me down this stats. :wink: and your battle lv stats, so.
 
What about this, back up to battle though:

New weapon, Macro Pulse Cannon with Twin Linked and Double Damage (I know the Explorer has this on its Heavy Pulse Cannon :cry: ). So I thought about removing the Rail Guns and giving the Macro Pulse Cannon 15" range instead but didnt. Also thought about calling it the cheesy Hades Heavy Pulse Cannon if I did that, would prob need to lower the AD a little to. Rambling... So bear this in mind. :wink: Cheers Locarno.

locarno24 said:
Please deliver suitable insults to the usual address, on the back of a piece of batter pudding.

PL: Battle
Speed: 8
Turns: 1/45
Hull: 6
Damage Points: 44/12
Crew: 50/15
Craft: 2 Thunderbolt Flights
Traits: Interceptors 4, Anti Fighter 3, Jump Point, Flight Computer, Lumbering
Troops: 3

Rail Guns T 15" 4 Ap, Double Damage
Macro Pulse Cannon F 12” 12 Twin Linked, Double Damage
Macro Pulse Cannon P 12” 12 Twin Linked, Double Damage
Macro Pulse Cannon S 12” 12 Twin Linked, Double Damage
Macro Pulse Cannon A 12” 6 Twin Linked, Double Damage

The rail guns are due to the ENFI web site.

A Primus is better armed the front arc for sure, from the sides the Nova II. Having said that this is not a clear taker over the Omega or Marathon IMHO.

Edit:

If I could Id do this: remove the Rail Guns (or leave them?), leave the ship itself as is then use the 15" Macro Pulse Cannon, two sets each with 10AD, one with F,P arcs and one with F,S arcs. Then have a third Macro Pulse Cannon with 6AD at the in the A.
 
I agree that EA:CE could do with some decent Raid choices, but this ship doesn't look downgunned enough to remain at Raid level despite the newer technology. Instead I'd be looking at other designs to fill the Raid hole:

- Light cruiser: If the Marathon is finding itself overstretched in its duties, I can see a cheap budget cruiser being designed to fulfill its role on low risk missions. Lower damage, crew and troop scores, and strip down its weapons to only a forward Neutron Cannon plus some Pulse Cannon. Lower the AF and Interceptors, and drop the Flight Computer. Possibly add Agile or a point of speed to represent that it is a lighter design.

- Heavy Frigate: The Chronos is light and fragile when you get past its armour. I can see a heavy frigate being developed to help support ships in the larger battles without falling over whenever it's sneezed upon. I suspect that the old Raid level Chronos might serve as a starting point for this design.

Also, I get the feeling that EA by now have realised that Lumbering is a silly idea. That would be one of the first things I drop in either design for the new Nova.
 
Sorry Urobach, this is getting off topic but I am keen to see stats we can all agree on.

the problem is that all the official Crusade EA ships we have seen have masses of interceptors and all EA ships are relatively well defended against fighters. The manditory armour 6 is also there along with the obligatory fighters and the more modern weapons set. Speed and agility are secondary for the most part.

You mention the old Chronos, remember that that had 3 interceptors, lower damage score with armour 6 but what was considered to be a pretty good weapons set, no fighters though due to its frigate designation etc. This pretty much backs up what I have said above IMHO, using the fighters as a trade off to pack in more weapons on this occasion. Unfortunately the previous Nova had fighters and tradition is a b@£ch.

Correspondingly we have a dilema, theres too much to go in so inevitably we see AD and damage/crew plumet.

Personally I like the idea of a battle level bruiser, the Raid level choice which the Crusade EA badly need should be something else. But I thought Id give it a go. If I take the AD down to 10 per arc I genuinely feel the old Nova would be a better ship - with more fighters to boot!

I did say in my original post it is probably still to powerful - what would you propose?

edit: most of the above - its late....
 
As I said, keep it at Battle, and develop other ships to fill the Raid gap ;)
The only issue I see with your Battle level stats are the it's Lumbering, which just doesn't strike me as fitting for this generation of EA ships. That's a relatively easy problem to fix though all in all - just drop the Lumbering and then drop Flight Computer and possibly a couple of AD to compensate. I'd even consider dropping the Jump Engine as an option - I've always seen the Nova as a ship meant for group actions, which means that it can probably cope quite happily using another ship's jump point.
 
Yes I missed that small point of yours so I did. :oops:

Id maybe be cheeky then and remove the lumbering and drop the fighter AD to two.

Not that I think there is anything wrong with having lumbering on it mind you. I mean, look at it - the engines got in the way of more guns!
 
Ok..... trying from that logic....

Quoting from EFNI:

The new Nova II class Dreadnought, waited for a long time, is the ship aimed to replace in hers original role the Nova DN, and will become a mainstay in the defensive and offensive operations of the fleets.
The history of the specifications that gave origin to this class is interesting, because she is, in fact, the outcome of the same concept materialized by the first Nova: bring in a battle situation a massive firepower, with heavy protection.The original Novas (Alpha and, later, Beta) performed very well in the Dilgar war and in the following period, but were inadequate during the Earth-Minbari war, essentially due to the technologycal gap between Earth and Minbari, and, not to forget, to the numerical and initiative advantage of the Minbari, coupled with the ineffectiveness of the E.A. Sensors and tracking systems.

After a long period of relative obscurity, The Novas came back to the lime light during the "Drakh Line Battle" in 2266, when many of these old dreadnoughts fought side by side with the Omegas and Warlocks. In that situation, the concept of Dreadnought in its antiship role was deadly effective, and revalued this specific mission


Some additional blurb myself:

The requirement was created for a dreadnought class able to be deployed in large numbers, to rebuild the fleet quickly after the Drakh assault on Earth (nearly as devastating as the Battle of the Line), armed with heavy saturation firepower to cut through the sophisticated defences of Drakh warships - essentially little more than a mobile gun platform specifically suited to engaging Humanity's newest enemy.

Intended for major fleet-level engagements, the Nova II - dubbed "Quasar" - was able to take advantage of the fact that it was no longer the backbone of the fleet, unlike its venerable predecessor, and needed neither command facilities, jump engines or a large fighter complement. Intended instead to provide support in bulk to Warlock-class destroyers, and with the support of Poseidon-class supercarriers and more mobile Marathon-class cruisers to protect its vulnerable flanks, the design was free to concentrate on two things - sheer armoured bulk and raw firepower.

The "Quasar" at first looks somewhat primitive, an inexplicable throwback to the early days of Earthforce - its massively protected hull was surrounded by thick layers of ablative armour, designed to resist the attention of Drakh neutron cannons, rather than the multi-layered active defences more common in newer ships, whilst its armament of 16 heavy pulse cannons draw so much energy that its drives can barely manouvre the ship whilst they are powered up and firing!

If faced on their own, "Quasar" dreadnoughts are at a major disadvantage - easily outmanouvred, outranged by modern ships due to their lack of missile racks or centreline beam weapons, short of fighter cover and too slow to flee (especially since they are not jump capable). In numbers, though, they form an almost impenetrable fighting line that has more than once torn apart wing after wing of drakh raiders with sheer gunpower - each ship mounting as many forward pulse cannons as a Victory-class destroyer. It can also be noted that (allowing for the inflation of the EA credit over the 40 year history of the Nova-class) the new design is so efficient to manufacture that its cost to field is little over three quarters of an older dreadnought.



In Service: 2271+
PL: Raid
Speed: 6
Turns: 1/45
Hull: 5
Damage Points: 50/10
Crew: 42/8
Craft: 1 Thunderbolt Flight
Traits: Interceptors 2, Anti Fighter 1, Flight Computer, Lumbering
Troops: 2

Heavy Pulse Cannons F 12” 20 Twin Linked
Heavy Pulse Cannons P 12” 10 Twin Linked
Heavy Pulse Cannons S 12” 10 Twin Linked

Medium Pulse Cannons P 10” 4 Twin Linked
Medium Pulse Cannons S 10” 4 Twin Linked
Medium Pulse Cannons A 10” 4 Twin Linked


Essentially it's designed for mass production and fighting the Drakh, which is why it looks a bit out of place amongst its peers!
 
I would put away the Medium Pulse Cannons.
If you have so many heavy, you shouldn´t need the weaker weapons.
Leave them away and put some additional dices to the Heavy Pulse.

And I don´t it isn´t to much to increase the AF to 2 or 3.
(Even the Myrmidon has an AF of 2 or the Chronos.)

**Edit**
And add the Jump Enigne.
There only the smallest Vessels in the AE don´t have a Jump Engine.
**/Edit**
 
I love your thoughts Locarno24 on its history - sounds mostly feasible but I also agree with Goldritter - lose the med pulses add 1 more flights of fighters, up AF to 2 & put in jump engines. if you want med pulses then they should be aft only in line with EA fighting style broadside or frontal with little but some to rear.

I like the other stats especially no railguns - to me this ship should be offense through saturation of firepower

I also dont see a need to put it at battle - sure you could do more with it but previous versions were raid so it should continue in that role which is what you have suggested
 
That is definitely a good effort. I think it is gaining a lot of damage and some weapons AD for loosing some fighters though, may need to be tonned down.
 
Guys, why don't you go with something the EA have been trying to do for decades - Dilgar bolters. In the Crusade era, with the influx of technology from the ISA, I don't think it's unlikely that EA technicians could have finally cracked the Dilgar's bolter technology, especially given that the Abbai have developed the weapons for their own use.

Replace the heavy pulse cannons with heavy bolters using the same stats as the Dilgar versions, just without the Masters of Destruction special rule. This gives the EA a DD energy weapon and gives the ship a "new" feel. It's not a throwback to ancient weapons like railguns, it's a step forward, finally employing sophisticated energy weapons the EA had never had the tech base to use before. After all, EA pulse cannons are partly based on Dilgar pulsar technology, but the bolters always eluded EarthForce. Before the ISA, that is.
 
locarno24: That ship is way too powerful to be Raid I'd say. Looks more like Battle level to me. If you're going to insist on having a crippled Nova II just for the sake of fitting it into the Raid bracket, it's going to look more like:

In Service: 2271+
PL: Raid
Speed: 7
Turns: 1/45
Hull: 6
Damage Points: 30/7
Crew: 36/9
Craft: 1 Thunderbolt Flight
Traits: Interceptors 2, Anti Fighter 1, Jump Engine
Troops: 2

Heavy Pulse Cannons F 12” 16 Twin Linked
Heavy Pulse Cannons P 12” 8 Twin Linked
Heavy Pulse Cannons S 12” 8 Twin Linked
Medium Pulse Cannons A 10” 4 Twin Linked

Even this may be too powerful for Raid PL.
 
I know. And personally, I think it should be battle level - it is an advanced replacement - but a desire was expressed for a raid-level EA fighting ship.

lose the med pulses
It needs something similar to match the model - note the smaller turrets around the flanks and rear.

add 1 more flights of fighters, up AF to 2
Since this was supposed to be a vessel designed to face the Drakh, niether of these is relevant, so they were deliberately skimped on.

& put in jump engines.
Meant to be cheap and not needing a Q-40 drive system is the single biggest cost saving possible, but that was a choice of mine.



Bolter weaponry makes sense, especially as anti-drakh. The Abbai would be more than happy to share, I suspect, and it's a good drakh-killing weapon.
 
A capital warship without jump engines would be severely restricted in tactical and strategic movement. Small units like the Cronos are fine without jump engines. Something at this level needs them.
 
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