earth force stats

that was for another project that slipped through the net....

I know its a heverly converted Liner so there is a starter for you.....
 
thanks shadow queen i ve got that and i never thou of that thanks for the iinsperation (cant spell to save me life hehehehe)
 
give some stats a run out, quite a few people might like to use the ship for scenarios, heck, If you stat one, I'll write a scenario for it :-)
 
An idea for Earth Force 1, this is just a trail run so please feel free to argue, adapt and suggest changes. I am adapting the Space Liner from SFoS

Earth Force 1 - Points cost special... I suggest Skirmish, but not sure.

Speed: 6, still slow but faster than an ordinary liner
Turn: 2/45deg. Improved manouvering thrusters to all for quicker docking and manouvering
Hull: 4 Up armoured, but tis still based on the space liner.....
Damage: 40/12 Up armouring has improved structural integrity
Crew: 32/12
Troops: 4 A company of elite special forces are an permanant guard in this ship
Craft: 2 Shuttles, 2 T-Bolts, 2 Star Furies A large amount of the cabin space and cargo handling has been removed to allow these craft, the fighters can't be changed

Special rules: Fleet Carrier, Carrier 3, Flight Computer, Elite Crew permanantly stationed on ship so CQ 6 this also applies to the fighters, Interceptors 6, Jump Point. Command +3

Weapons

Heavy Particle Beams - R6 - Arc F,P,S,A - AD6 - AP,AF, TL
Rail Gun - R18 - Arc T - AD6 - AP,TL,DD

Basicaly I have made it a bit heavily armoured, given it its own figther escort, the SFs to screen it, and the T-bolts to attack and provide a distraction. Its weaponry has been upgunned and given elite weapons crews allowing all systems armour piercing or twin linked. I haven't really given it any long range weaponry as this ship isn't a combat ship and if it was going anywhere risky it would undoubtably take a full warship escort. Its weapons are more meant to protect it from fast moving fighters and small fast attack vessels, whilst its ranged escort keeps larger ships away.
 
Earthforce One Skirmish
Earthforce One is designed to be fast and secure yet also comfortable and classy, for it serves as the personal transport for the President of the Earth Alliance. Four Earthforce One craft exist – one for the President, one for the Vice-President and two additional vessels in reserve. Armed only for emergency situations, Earthforce One is usually accompanied by an escort rather than relying on its own capabilities for combat situations.

Speed: 8
Turns: 1/45o
Hull: 6
Damage: 36/9
Crew: 45/12
Troops: 4
Craft: 3 Starfuries
Special Traits: Jump Point, Interceptors 4
In Service: 2130+

Weapons Range Arcs AD Special
Particle Beams 5 T 6 Anti-Fighter, Weak

EF-1 from SFOS playtests
 
cordas said:
An idea for Earth Force 1, this is just a trail run so please feel free to argue, adapt and suggest changes. I am adapting the Space Liner from SFoS

Earth Force 1 - Points cost special... I suggest Skirmish, but not sure.

Speed: 6, still slow but faster than an ordinary liner
Turn: 2/45deg. Improved manouvering thrusters to all for quicker docking and manouvering
Hull: 4 Up armoured, but tis still based on the space liner.....
Damage: 40/12 Up armouring has improved structural integrity
Crew: 32/12
Troops: 4 A company of elite special forces are an permanant guard in this ship
Craft: 2 Shuttles, 2 T-Bolts, 2 Star Furies A large amount of the cabin space and cargo handling has been removed to allow these craft, the fighters can't be changed

Special rules: Fleet Carrier, Carrier 3, Flight Computer, Elite Crew permanantly stationed on ship so CQ 6 this also applies to the fighters, Interceptors 6, Jump Point. Command +3

Weapons

Heavy Particle Beams - R6 - Arc F,P,S,A - AD6 - AP,AF, TL
Rail Gun - R18 - Arc T - AD6 - AP,TL,DD

Basicaly I have made it a bit heavily armoured, given it its own figther escort, the SFs to screen it, and the T-bolts to attack and provide a distraction. Its weaponry has been upgunned and given elite weapons crews allowing all systems armour piercing or twin linked. I haven't really given it any long range weaponry as this ship isn't a combat ship and if it was going anywhere risky it would undoubtably take a full warship escort. Its weapons are more meant to protect it from fast moving fighters and small fast attack vessels, whilst its ranged escort keeps larger ships away.

I would have to say loose fleet carrier and commad, this is really a passenger liner, not a front line warship.
 
Well we got 2 versions :D Compare and contrast, or just suggest your own, and in a couple of days see what the end product is :)

I went for a slightly slower, less "heavy" craft, with greater manouverability and a bit more defence, but we both avoided making Earth Force 1 a combat ship in anyway. Although my railguns would allow it to hold its own with most other skirmish class ships, where as Paul-D went for a very heavy hull to protect.
 
hiffano said:
I would have to say loose fleet carrier and commad, this is really a passenger liner, not a front line warship.

I would give up fleet carrier with a fight, but think that it should keep its command value.

Afterall the President is likely to travel with some fairly high military brass, these big wigs would all have their own advisors and staff with them, and between them should be able to give a command bonus. You could maybe take this off EF1, and give it a specail that boosted the command rating of 1 other ship in its escort by X.

I decided to give it fleet carrier because I would imagine that this ship will be crammed full of all sorts of jammers, elctronic warfare gear and the like, justifying the +1 dogfight bonus for fighters. As for the recovery, I was thinking more of just the elite quality of crew being able to keep fighters flying hence the 5+ recovery rule. Maybe if we could limit the fleet carrier ability only to fighters laucnhed from this ship....
 
Not a bad start.

Speed: 6, still slow but faster than an ordinary liner - and about as fast as most EA warships
Turn: 2/45deg. Improved manouvering thrusters to all for quicker docking and manouvering - good reasoning
Hull: 4 Up armoured, but tis still based on the space liner..... - good reasoning
Damage: 40/12 Up armouring has improved structural integrity - good reasoning
Crew: 32/12
Troops: 4 A company of elite special forces are an permanant guard in this ship - Also serve as a ceremonial honour guard for posh dinners etc.
Craft: 2 Shuttles, 2 T-Bolts, 2 Star Furies A large amount of the cabin space and cargo handling has been removed to allow these craft, the fighters can't be changed - I'd actually change the fighter loads to all Starfury pre-2259 and all Thunderbolt post-2259. Lets face it, the president wants to show off the best EA kit. I agree with the two shuttles, probably the best way to get the Presidents kit to a planets surface without having to use an escort vessel.

Special rules: Fleet Carrier, Carrier 3, Flight Computer, Elite Crew permanantly stationed on ship so CQ 6 this also applies to the fighters, Interceptors 6, Jump Point.I'd drop Fleet Carrier for Command +1, and reduce Carrier to 2. Perhaps drop the Flight Computer. Keep the CQ =6 (Lets face it, only the best in the EA will be allowed to serve on this ship) and Interceptors. You may also add that any EA ships and auxillary craft in a fleet with Earthforce 1 gain a +1 bonus to their Crew Quality.

Weapons

Heavy Particle Beams - R6 - Arc F,P,S,A - AD6 - AP,AF, TL
Rail Gun - R18 - Arc T - AD6 - AP,TL,DD

I'd actually strip the weapons off it, except for perhaps a few AD of standard particle beams (say 6AD - T - AF). This should in no way be even an incapable warship. Its first course of action should be to flee into hyperspace with the EA president (or Ranking government minister).

cordas said:
Basicaly I have made it a bit heavily armoured, given it its own figther escort, the SFs to screen it, and the T-bolts to attack and provide a distraction. Its weaponry has been upgunned and given elite weapons crews allowing all systems armour piercing or twin linked. I haven't really given it any long range weaponry as this ship isn't a combat ship and if it was going anywhere risky it would undoubtably take a full warship escort. Its weapons are more meant to protect it from fast moving fighters and small fast attack vessels, whilst its ranged escort keeps larger ships away.
Again, this vessel should not be in anyway thought of as a combatant. It will not go anywhere without a large escort fleet, who are there to look impressive. As a game element, any scenario's featuring this ship would be things like Assassination, or custom ones based around an assasination attempt on the Ship.
 
well the one i posted before was Matt Spranges idea from SFOS playtests

my idea for EF-1 would be:
Earthforce-1-(Skirmish Level)
Speed: 6
Damage: 35/7
Craft: 2 Starfury Flights
Turns: 1/45
Crew: 28/6
Special: Interceptors 2, Jump Point, Command +1, CQ 6
Hull: 6
Troops: 4

Weapon Range Arc AD Special
Particle Beam 5" F 4 Anti-Fighter, Weak
Particle Beam 5" P 2 Anti-Fighter, Weak
Particle Beam 5" S 2 Anti-Fighter, Weak
Particle Beam 5" A 2 Anti-Fighter, Weak
 
Silvereye said:
Weapons

Heavy Particle Beams - R6 - Arc F,P,S,A - AD6 - AP,AF, TL
Rail Gun - R18 - Arc T - AD6 - AP,TL,DD

I'd actually strip the weapons off it, except for perhaps a few AD of standard particle beams (say 6AD - T - AF). This should in no way be even an incapable warship. Its first course of action should be to flee into hyperspace with the EA president (or Ranking government minister).

cordas said:
Basicaly I have made it a bit heavily armoured, given it its own figther escort, the SFs to screen it, and the T-bolts to attack and provide a distraction. Its weaponry has been upgunned and given elite weapons crews allowing all systems armour piercing or twin linked. I haven't really given it any long range weaponry as this ship isn't a combat ship and if it was going anywhere risky it would undoubtably take a full warship escort. Its weapons are more meant to protect it from fast moving fighters and small fast attack vessels, whilst its ranged escort keeps larger ships away.
Again, this vessel should not be in anyway thought of as a combatant. It will not go anywhere without a large escort fleet, who are there to look impressive. As a game element, any scenario's featuring this ship would be things like Assassination, or custom ones based around an assasination attempt on the Ship.

I don't really think of this as a combat vessel, and agree it shouldn't be used as one, the only problem is that in ambush it would probably die just from the ambush attack if everything concentrated on it, and with Assassination it would jump out ASAP, making it a rather naff fight. So I decided to make it a ship you would keep at the back as far away from the enemy as possible, I was tempted to add stealth but that felt a bit cheesy given earths tech at the time...

My reasoning behind the weapons load I gave it, was to make it deadly to any fighters coming close, and able to scare off some of the smaller faster ships that other races have that could get around / speed throu the main defence fleet.
 
Lord David the Denied said:
It's a dignitary transport and mobile office for the president, not a military command ship...

I have been watching 24, where the president always seems to have all sorts of military brass on hand whenever he needs em.... 8) and they have the ability to launch global attacks from the white house c & C. :twisted:
 
There is no need for shuttles as they only apply to planetary assaults....

Definitely should be light on weapons. Hull 4 seems right. Interceptors are good.
I'd actually make a case for Stealth of 3+ or 4+, the same as on Scouts, this ship will have THE best ECCW
 
cordas said:
I don't really think of this as a combat vessel, and agree it shouldn't be used as one, the only problem is that in ambush it would probably die just from the ambush attack if everything concentrated on it, and with Assassination it would jump out ASAP, making it a rather naff fight. So I decided to make it a ship you would keep at the back as far away from the enemy as possible, I was tempted to add stealth but that felt a bit cheesy given earths tech at the time...

Perhaps a special rule for the escort fleet: Any EA ship is considered to block line of sight between an enemy vessel and Earthforce 1.

In most scenario's I'd have to agree with you, but any that are written for this ship will no doubt have a caveat or two to prevent an immediate withdrawl to hyperspace.
 
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