So Matt, about those 10 ships....

Da Boss said:
Indeed

Comparing it with the Early years Command Hyperion...

less crew and damage vs
hull 6,
2 triple damage beams
and an extra flight of fighters....

Command +1 would seem the way to go?
Well I think compared to the standard Omicron the tradeoff in firepower for traits is good. I just think the standard Omicron has too much firepower. Maybe it could just lose an AD of front beam on both...
 
Hi guys,

We have had the two Omicron ships. Now a third!

Omicron-class Missile Cruiser (Variant) Raid
From the start, the modular weapon bays of the Omicron were intended to be replaceable during refits, allowing a whole new breed of variants to appear, filling in the gaps within EarthForce without requiring a whole new class – much as the Hyperion had done decades before. The missile cruiser was designed for similar roles as the Apollo, the smaller vessel being more efficient in smaller engagements.

Speed: 9
Turn: 1/45o
Hull: 6
Damage: 22/5
Crew: 29/6
Troops: 2
Craft: 1 Aurora Starfury flight
Special Rules: Anti-Fighter 2, Interceptors 2, Jump Engine
In Service: 2267+

Weapon Range Arc AD Special
Medium Particle Cannon 25 B 3 Beam, Triple Damage
Medium Particle Cannon 25 B (a) 2 Beam, Triple Damage
Medium Pulse Cannon 10 P 2 Twin-Linked
Medium Pulse Cannon 10 S 2 Twin-Linked
Advanced Missile Rack 30 F 3 Precise, Slow-Loading *, Super AP
Advanced Missile Rack 30 P 4 Precise, Slow-Loading *, Super AP
Advanced Missile Rack 30 S 4 Precise, Slow-Loading *, Super AP

* These weapons ignore the Slow-Loading trait unless the Omicron is crippled.


Tomorrow, we will look at some brand new Gaim fighters - because, you know, we felt that the Gaim just did not have enough!
 
Triggy said:
I just think the standard Omicron has too much firepower. Maybe it could just lose an AD of front beam on both...

I concur - IMHO, it currently compares a little too well to the Hyperion and the Var'Nic, which are similar.

Regards,

Dave
 
msprange said:
Tomorrow, we will look at some brand new Gaim fighters - because, you know, we felt that the Gaim just did not have enough!
I'll let Matt take over from here - I was filling the weekend when he wasn't online to post :)
 
Honestly with the missle cruiser I think would have thought it would lose the beam completely and simply keep its forward firing pulse cannons.

The Hyperion varients always lost their 'main' weapon for their varient weapon, which seems to be a theme among the EA ships (IE why put X on there if the ship is now supposed to be Y) see: Hyp variants, omega pulse destroyer, chronos missile frigate.
 
Madadh said:
Honestly with the missle cruiser I think would have thought it would lose the beam completely and simply keep its forward firing pulse cannons.

The Hyperion varients always lost their 'main' weapon for their varient weapon, which seems to be a theme among the EA ships (IE why put X on there if the ship is now supposed to be Y) see: Hyp variants, omega pulse destroyer, chronos missile frigate.
Actually the Hyperion missile variant doesn't lose its beam :P

I agree that another way of balancing it though would be to drop the beam completely and reinstate all of the front, port and starboard pulse cannon dice.
 
Okay, something for the Gaim player - these fighters came from an idea of expanding the Gaim fleet to give them more options with their best weapons (the fighters), effectively making Gaim fleets very different from one another in the way they played.


Gaim Fighters: Any ship carrying one or more Klikkita flights may replace any number of them for Klikkoa or Klikkar flights.

Klikkar Space Superiority Fighter Patrol (Wing of Six Flights)
The result of genetic mixing between assault and pilot drones, Klikkars are known for being fast and aggressive. Unlike most other fighters in the Gaim fleet, they are not able to overload their reactors and instead are used to sweep enemy flights aside, allowing crewed missiles to reach their targets unimpeded.

Speed: 13
Turn: SM
Hull: 3
Damage: -
Crew: -
Troops: -
Dogfighting: +2
Craft: None
Special Rules: Dodge 2+, Fighter
In Service: 2236+

Weapon Range Arc AD Special
Plasma Bolt 2 T 1


Klikkoa Super Heavy Fighter Patrol (Wing of Six Flights)
The concept of a super heavy fighter is not an unusual one, but whereas most fleets use their hulls to mount heavier weaponry, the Gaim deploy the Klikkoa for the express purpose of overloading its reactors and turning it into the lethal Klikkoak crewed missile.

Speed: 10
Turn: SM
Hull: 4
Damage: -
Crew: -
Troops: -
Dogfighting: -1
Craft: None
Special Rules: Dodge 4+, Fighter
In Service: 2215+

Weapon Range Arc AD Special
Plasma Bolt 2 T 4

Klikkoak Crewed Missile Special
When the reactor overloads on a Klikkoa, captains of even the largest capital ships start withdrawing. Though heavy, ungainly and easy to intercept, the impact of a Klikkoak into a solid hull can wreak absolute havoc. Once the energy spike is detected, these fighters often become priority targets,

Speed: 7
Turn: SM
Hull: 5
Damage: -
Crew: -
Troops: -
Dogfighting: -2
Craft: None
Special Rules: Dodge 5+, Fighter
In Service: 2215+

* A Klikkoa may be converted into a Klikkoak in the same way as a Klikkitak is transformed. If the fighter moves into contact with an enemy ship, it will launch an automatic attack at the end of the Movement Phase, after all Anti-Fighter dice have been rolled. This attack will use 4 Attack Dice, and have the Double Damage, Precise and Super AP traits. It will ignore Interceptors. Once the attack has been performed, the Klikkoak is removed from play and may not be regained by use of the Fleet Carrier trait.
 
sidewinder said:
Geez, why use the regular fighters at all, these things are evil, 6 flights for the klikkar seem like a bit much, maybe 5.
I don't know, compared to an Aurora Starfury the Klikkar has less speed, firepower and hull. It's a dedicated anti-fighter fighter in a fleet that normally swamps any enemy fighters. Keeping them at six per wing seems about right to me.

The Klikkoa concerns me a lot more however!
 
Lol...

I do agree it looks pretty cool, though it's definitely slow and ungainly so it gives the enemy plenty of time to deal with it or run away. Might be fun to try them out.

The dedicated AF fighters would support more of a fleet styled around minimal emines, maybe the assault ship and the gunship. Not sure how to make best use of them at the moment.

Cheers, Gary
 
Okay, chaps, last unrevealed ship from development of P&P - this one was scratched pretty quickly for obvious reasons!


Dark Star Raid
An exercise in finding practical limits when combining Shadowtech with Earth Alliance systems, this ship is fast, agile and deadly. Though available in extremely limited numbers, it is comparable in many ways to the ISA’s White Star, and its name became a reflection of its nemesis.

Speed: 16
Turn: 2/90o
Hull: 6
Damage: 8/3
Crew: 8/4
Troops: 1
Craft: None
Special Rules: Advanced Jump Engine, Agile, Atmospheric, Dodge 4+, Self-Repairing 1, Shields 2/2
In Service: 2271+

Weapon Range Arc AD Special
Molecular Slicer Beam 15 F 2 Beam, Precise, Triple Damage
Phasing Pulse Cannon 8 F 4 Accurate, Double Damage, Super AP
 
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