New Pak'ma'ra Ship Designs

Everyman

Mongoose
I converted a couple of the Pak'ma'ra ships (that I still had miniatures for) from the old AOG Babylon 5 Wars game line to 2nd Edition ACTA rules to help fill out their lists a bit. Please add whatever comments you wish in this thread. Thank you.

Resh'kas'u-class Light Carrier
Priority Level: Raid

Turns: 1/45°
Speed: 6
Hull: 5
Troops: 1
Special: Anti-Fighter 4, Jump Engine, Lumbering
Craft: 2 Porfatis System Boats

Damage: 36/4
Crew: 42/4

Weapon/ Arc/ Range/ AD/ Special
Plasma Torpedo/ F/ 25/ 2/ AP, TD, SL
Heavy Plasma Cannon/ F/ 15/ 4/ AP, DD
Plasma Cannon/ P/ 10/ 4/ AP
Plasma Cannon/ S/ 10/ 4/ AP



Thar'not'ak-class Plasma Cruiser
Priority Level: Battle

Turns: 1/45°
Speed: 6
Hull: 6
Troops: 1
Special: Anti-Fighter 4, Jump Engine, Lumbering
Craft: None

Damage: 50/6
Crew: 65/6

Weapon/ Arc/ Range/ AD/ Special
Plasma Torpedo/ F/ 25/ 3/ AP, TD, SL
Plasma Torpedo/ F/ 25/ 3/ AP, TD, SL
Heavy Plasma Cannon/ F/ 15/ 14/ AP, DD
Plasma Cannon/ P/ 10/ 16/ AP
Plasma Cannon/ S/ 10/ 16/ AP
Plasma Cannon/ A/ 10/ 16/ AP
 
The Raid one looks pretty well balanced. The Battle one howeve, needs to lose some ADs from its heavy and standard plasma cannons. Compare it to the Tikrit, it is very similar. The torpedoes are essentially the same (3AD TD instead of 4AD DD), your F plasma cannon has a couple less AD but the rest have much more. And you're hull 6, with more damage and crew, plus the pak's redundancy bonus. The ADs really need to be dropped to bring it in line with the pak philosophy, that is tank not gank. I'd suggest either 10AD F, 6AD sides and aft or 8ADs all round.
 
That would seem to make it terribly undergunned compared to their Hurr gunship Battle Level choice with its 12 AD of AP double damage better range heavy cannons on all arcs.
 
That's right --- Hull 5 vs. 6 is that big a deal. The Tikrit and Hurr are unique in that they are Battle-level, Hull 5, with no other special defensive systems. They'll be far more heavily armed that their counterparts.

And, this thing is just huge.

The Resh'kas'u fits a hole very nicely, and the design looks at first glance, very fair.
 
Davesaint said:
I have a unique idea, can someone please make a 1/45 turn ship that isn't freaking lumbering?


Dave

Victory
Tikrit
Shantavi
Dag'Kar

to name but a few (i.e. I got bored after P60! :) )

I do agree with the sentiment though - 1/45 is enough and lumbering is probably a rule too far.

Regards,

Dave
 
Fraser Machin “Morgoth” kindly sent me designs for these and I adapted and put in Darkness Rising as follows: if that is any help or interest :) ?

Resh’Kas’u Carrier Raid
Speed: 6 Turn: 1/45o
Hull: 5 Damage: 35/5
Crew: 40/6 Troops: 1
Craft: 6 Porfatis Flights,
Special Rules: Anti-Fighter 5, Carrier 2, Fleet Carrier, Jump Engine, Lumbering.
In Service: 2256+

Weapon Range Arc AD Special
Heavy Plasma Cannon 15 F 2 AP, Double Damage
Plasma Cannon 10 P 6 AP
Plasma Cannon 10 S 6 AP

Thar’not’ak Plasma Cruiser Battle
Speed: 6
Turn: 1/45o
Hull: 6
Damage: 46/6
Crew: 54/8
Troops: 2
Craft: none,
Special Rules: Anti-Fighter 4, Jump Engine, Lumbering.
In Service: 2259+

Weapon Range Arc AD Special
Plasma Torpedoes 25 F 8 AP, Slow Loading, Triple Damage
Heavy Plasma Cannon 15 F 8 AP, Double Damage
Plasma Cannon 10 F 10 AP
Plasma Cannon 10 P 8 AP
Plasma Cannon 10 S 8 AP
Heavy Plasma Cannon 15 A 4 AP, Double Damage
Plasma Cannon 10 A 4 AP
 
CZuschlag said:
That's right --- Hull 5 vs. 6 is that big a deal. The Tikrit and Hurr are unique in that they are Battle-level, Hull 5, with no other special defensive systems. They'll be far more heavily armed that their counterparts.

While Hull 6 vs. 5 does add some endurance to the ship (except against beams of course in which case it is a moot point), the interceptors 4 on that Hull 5 Hurr really evens things out if you ask me and is not "no other special defensive system".
 
Da Boss said:
Fraser Machin “Morgoth” kindly sent me designs for these and I adapted and put in Darkness Rising as follows: if that is any help or interest :) ?

Resh’Kas’u Carrier Raid
Speed: 6 Turn: 1/45o
Hull: 5 Damage: 35/5
Crew: 40/6 Troops: 1
Craft: 6 Porfatis Flights,
Special Rules: Anti-Fighter 5, Carrier 2, Fleet Carrier, Jump Engine, Lumbering.
In Service: 2256+

Weapon Range Arc AD Special
Heavy Plasma Cannon 15 F 2 AP, Double Damage
Plasma Cannon 10 P 6 AP
Plasma Cannon 10 S 6 AP

Thar’not’ak Plasma Cruiser Battle
Speed: 6
Turn: 1/45o
Hull: 6
Damage: 46/6
Crew: 54/8
Troops: 2
Craft: none,
Special Rules: Anti-Fighter 4, Jump Engine, Lumbering.
In Service: 2259+

Weapon Range Arc AD Special
Plasma Torpedoes 25 F 8 AP, Slow Loading, Triple Damage
Heavy Plasma Cannon 15 F 8 AP, Double Damage
Plasma Cannon 10 F 10 AP
Plasma Cannon 10 P 8 AP
Plasma Cannon 10 S 8 AP
Heavy Plasma Cannon 15 A 4 AP, Double Damage
Plasma Cannon 10 A 4 AP

A nice variant on the carrier but the ship really does not look large enough to hold 6 flights of those fighters to me (and no ship in the game can currently carry more than 3 flights of super heavy fighters) plus I really do not see the Pak having a dedicated fleet carrier vessel.

The cruiser design is interesting with both Heavy and Standard Plasma in the Forward Arc. Also I based my design on the old AOG one that only had a heavy plasma cannon forward firing. Pak vessels seem to be more evenly distributed with their weapons including Aft (if they have them at all) so if going with something like this, I would drop the Aft heavy cannons and up the plasma cannons in the Aft to equal the AD of the sides (which should probably be upped to 10 AD or the Forward reduced to 8 AD).
 
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