Pauly_D
Mongoose
emperorpenguin said:I'd actually make a case for Stealth of 3+ or 4+, the same as on Scouts, this ship will have THE best ECCW
yeh i remember Wulf saying that as well when we had the discussions about EF-1
emperorpenguin said:I'd actually make a case for Stealth of 3+ or 4+, the same as on Scouts, this ship will have THE best ECCW
angelus2000 said:Actually dropping the Command trait is justified. All the brass in the world doesn't do a bit of good if the have no way of effienctlly giving secure orders. And if that doesn't float your boat, the command trait is supposed to represent the effects of plans, contengencies, fleet formations, manuevers etc that a admiral/general has planned out with his captains in ADVANCE of the a combat situation. Either way, teh command trait isn't jsutified
Tank said:Whose to say that EF1 doesnt have the latest in encrypted secure comms and command hardware/software built in?
Isnt Airforce 1 supposed to have everthing on it to ensure that the President can function fully at need? So why wouldn't something more advanced?
Oracle?Valen is my name said:i dont think there should be stealth because there were no EA ships with stealth until the delphi which came much later.
Valen is my name said:i dont think there should be stealth because there were no EA ships with stealth until the delphi which came much later. But it should be hull 6 as the presidents shop would hav as much armour as possible, just like air force 1 has chaff and probably has more plating than a typical 747. Plus there are other EA ships withhull 6, so they would make the prez's liner have as much as possible
cordas said:Revised stats for EF1.
Earth Force 1 - Points cost special... I suggest Skirmish, but not sure.
Speed: 6
Turn: 2/45deg.
Hull: 4
Damage: 40/12
Crew: 32/12
Troops: 4
Craft: 2 Shuttles, 2 T-Bolts, 2 Star Furies
Special rules: Carrier 3, Flight Computer, CQ 6, Interceptors 6, Jump Point, Stealth 4+
Due to the importance of EF1 and its position in the chain of command this will grant a command bonus of 2 to which ever ship is in charge of its escort.
Any ship escorting EF1 using the Maneuver to Sheild Them! SA gains a +2 to their roll, ties being decided in the favour of the ship defending EF1.
Fighters launched by EF1 benefit from the fleet carrier rule, this is only applies to these fighters and no others launched by escorting ships.
Weapons
Heavy Particle Beams - R6 - Arc F,P,S,A - AD4 - AP,AF, TL
Rail Gun - R18 - Arc T - AD2 - AP,TL,DD,P
I have left the weapon load out the same apart from lowering the AD of the HPB from 6 to 4, and the RG from 6 to 2, but given it precise. I still feel that a ship of this importance should even would be able to defend itself to some degree. The heavy particle beams are there to make that no fighters can get close enough to make any trouble for the ship.
I hope this reflects what you people think, please feel free to offer anymore suggestions.
Ef1 ain't going to be a fleet pick under normal situations but some very nice scenarios could be made using it.