Myrmidon Command Vessel

I've been thinking about how it could be pretty cool to have a small ship that coordinated fighter activity in the same way as the Fleet Carrier trait, but which isn't a fleet carrier in itself. After reading in the RPG that the Myrmidon is often used as a command element for groups of fighters, I thought that it may deserve to have a varient dedicated to that role.

Code:
The Myrmidon Command Vessel is designed as a dedicated C&C for fighter operations, and has an impressive communications suite for such a small vessel. Trading its primary weapons for improved engines and maneuvering thrusters, it can't stand on its own in a fight, but is less likely to hold back the fighter wings that it supports.

Speed: 10
Turns: 2/90
Hull: 5
Damage: 8/2
Crew: 9/1
Troops: -
Craft: None
Traits: Anti-Fighter 2, Interceptors 1, Fleet Carrier*

Weapons
Light Pulse Cannon, Range:10, Arc:T, AD:6, Special:-

*The Fleet Carrier trait only provides a bonus to fighters within 10".

I haven't put it through any playtesting yet to see if the lack of weapons and limited range on the Fleet Carrier compensates for the addition of Fleet Carrier and the extra speed/maneuverability, but I think it should be a good starting point. Any thoughts?
 
The other effects of Fleet Carrier should be effectively removed by this design, as they all rely on the fleet carrier actually carrying fighters IIRC.
 
Well - it implies you have to have fighters on board to recover them but may be best to spell it out :) - it would still gve a +1 bonus to recovery rolls if the MCV was within 10" but that probably ok? :)
 
The +1 to recover rolls represents the ability for enough of the flight to break off safely as much as any mechanical recovery systems on the carrier, so a co-ordinator role should provide that benefit as they'd be more likely to find (be directed on) a safe route out.
 
Call the trait 'Fi-Con'

How about....
Fi-Con:
This ship carries advanced fighter control equipment and personnel. This improves the range from their carrier at which fighters can be effectively commanded to scatter to reform at their fleet carrier and assists in pilot recovery. The unit can also more effectively support fighters in battle than most ships.

Fighters gain +1 to recovery rolls within 8" of the Fi-Con vessel. The Fi-Con vessel must be within 48" of the unit from which the fighters were launched.
Fi-Con ships gain the Escort trait useable only with fighters.
Fighters destroyed within 8" of the Fi-Con vessel only count for half victory points to the opponent if the Fi-Con vessel survives the battle.
 
No need to make it complicated. Give it command 1 and a special trait to coordinate fighter wings... say the +1 dogfight bonus from the carrier trait. Seems like that is about all something this small could do without being gutted and redesigned.
 
My Twist on her


Myrmidon-Class Fighter Command Starship Variant.

The Myrmidon Command Vessel is designed as a dedicated C&C for fighter operations, and has an impressive communications suite for such a small vessel. Trading its primary weapons for improved engines and maneuvering thrusters, it can't stand on its own in a fight, but is less likely to hold back the fighter wings that it supports.

Speed: 10
Turns: 2/90
Hull: 5
Damage: 8/2
Crew: 9/1
Troops: -
Craft: None
Traits: Anti-Fighter 2, Interceptors 1, Fleet Fighter Command +1, Stealth 4.

Weapons
Light Pulse Cannon, Range:10, Arc:T, AD:6, Special:-

*The Fleet Carrier trait only provides a bonus to fighters within 10".
 
I don't think the Myrmidon is a lerge enough platform to for a command ship at all, it is a patrol-sized hull...

Chern
 
Agreed. I get the feeling that if you're putting Command 1 on a patrol hull, you may as well just add 1 to the fleet initiative. In larger battles especially, all you'll end up doing is taking one of these ships at virtually no cost and just hiding it in a corner.

I'd just stick to giving it the fighter command trait (which I'll call AWACS from now on ;))
AWACS: Any friendly fighters within 10" of an AWACS ship gain +1 to their dogfight scores, and a +1 bonus to being any attempts to be recovered by a Fleet Carrier. These bonus do not stack with the same bonus from the Fleet Carrier trait.
 
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