So Matt, about those 10 ships....

Greg Smith said:
Joe_Dracos said:
You can see a mix of Omicron light cruisers and Chronos frigates along side B5 during the first half of the lost tales. The boxy ones are obviously the Chronos frigates and the longer ones are the Omicrons.

In the battle scene, the ship that killed off that vorchan is a Marathon (the white Nuetron cannon beams are a dead give away).

I think you are mistaken. The EA ship in the battle sequence is a Warlock. There are no Chronos and Omicron. We so however see a Tashkat close to the station.

There are several shots of ships close to the station. The one shot I am talking about is from the underside of the station.
 
The reason that the Dark Star was dropped is that it was basically a "what if?" ship rather than anything vaguely "realistic". Looking at the ship, it's basically a White Star painted in Shadow/Black Ops colours and really didn't fit with the fluff. If the Psi Corps fleet was to gain an additional ship then it would have been thought through from the ground up.

Of course, now it's "released" that doesn't stop anyone from using it ;)

Burger - is there any chance of these ships finding their way onto your viewer, even if as a section for unreleased ships?

Everyone - any thoughts about any playtesting? I know several seem to agree with dropping 1AD on the standard and command Omicrons' beams and dropping the beam completely on the missile Omicron in favour of getting all of the F, P and S AD back on the secondaries but is there any testing on this or any other ships?
 
Well I'm going to be running a little 3 way campaign with my roomates just to try out some different fleets. One's playing Narn, the other Gaim. I was going to use Brahkiri but I might test out EA crusade using those Omicrons with the proposed changes and see how they perform.

As for the Dark Star it seems perfectly logical thought for a black ops R&D team to create. It couldn't be hard to simulate the shape and capabilities of a white star with their tech levels, they simply didn't have access to the vorlon tech and instead used shadow shields *shrugs*

If you can't beat'em, join'em as it were.
 
Joe_Dracos said:
There are several shots of ships close to the station. The one shot I am talking about is from the underside of the station.

This one: http://myweb.tiscali.co.uk/gregsmith/misc/ship.jpg ?
 
DK said:
Dosn't this only make 8 ships?

I only count seven, actually:

EDIT: added 8-14 to the list

-----#1-----

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

-----#2-----

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


-----#3-----

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

-----#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.

-----#5-----

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 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.

-----#6-----

Omicron-class Light Cruiser Raid
Designed as the replacement for the aging Hyperion, the Omicron features artificial gravity and hyper-efficient reactors, allowing it to stay on patrol for years at a time, in theory. Many older captains have been reluctant to retire their Hyperions, but the Omicron has become a firm favourite among the new generation, and it can be seen throughout the galaxy, from quarantine duty in Earth orbit to escorting Delphi scouts far out on the Rim.

Speed: 9
Turn: 1/45o
Hull: 6
Damage: 22/5
Crew: 29/6
Troops: 3
Craft: 2 Aurora Starfury flights
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 F 4 Twin-Linked
Medium Pulse Cannon 10 P 6 Twin-Linked
Medium Pulse Cannon 10 S 6 Twin-Linked
Advanced Missile Rack 30 F 2 Precise, Slow-Loading *, Super AP

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

-----#7-----

Omicron-class Command Cruiser Raid
With Warlocks, Poseidons and Omegas being stretched across the galaxy in an effort to safeguard Earth’s interests, fleets could no longer count on dedicated flagships being present when trouble flared. The ever versatile Omicron stepped into the breach with a command variant, refitted from the standard hull in less than a month.

Speed: 9
Turn: 1/45o
Hull: 6
Damage: 22/5
Crew: 29/6
Troops: 4
Craft: 2 Aurora Starfury flights
Special Rules: Anti-Fighter 4, Command +2, Interceptors 3, Jump Engine
In Service: 2269+

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 F 4 Twin-Linked
Medium Pulse Cannon 10 P 6 Twin-Linked
Medium Pulse Cannon 10 S 6 Twin-Linked

-----#8-----

Enfili-class Light Cruiser Raid
One of the new breed of EA-Minbari jointly designed ships, the Enfili-class has a chequered history. On its maiden voyage, the IAS Valen was on a routine diplomatic mission and was destroyed by ships from an unknown race. Although stalling the Enfili programme, further hulls were produced and this ugly yet functional design saw limited service in the Interstellar Alliance fleet.

Speed: 10
Turn: 2/45o
Hull: 6
Damage: 15/4
Crew: 20/5
Troops: 2
Craft: 1 Nial
Special Rules: Adaptive Armour, Advanced Jump Engine, Anti-Fighter 1, Atmospheric, Command 1, Flight Computer
In Service: 2262+

Weapon Range Arc AD Special
Improved Neutron Laser 24 F 1 Beam, Precise, Triple Damage
Neutrino Blaster 12 T 3 Double Damage, Super AP, Twin-Linked
Fusion Cannon 18 F 3 Mini-Beam

-----#9-----

Valen-class Advanced Destroyer Battle
As the original White Star fleet began to be eroded by losses, a new design was postulated. Built along lines suggested by leading architects in the Warrior Caste, the Valen was intended to give a compromise between the traditional Minbari ship style and the need for patrol ships that can operate independently in deep space.

Speed: 10
Turn: 2/45o
Hull: 5
Damage: 40/11
Crew: 44/13
Troops: 3
Craft: 2 Aurora/Flyer
Special Rules: Advanced Jump Engine, Advanced Anti-Fighter 3, Agile, Command 2, Flight Computer, Stealth 5+
In Service: 2271+

Weapon Range Arc AD Special
Improved Neutron Laser 24 F 3 Beam, Precise, Triple Damage
Fusion Cannon 18 F 6 Mini-Beam, Twin-Linked
Fusion Cannon 18 A 6 Mini-Beam, Twin-Linked
Fusion Cannon 18 P 6 Mini-Beam, Twin-Linked
Fusion Cannon 18 S 6 Mini-Beam, Twin-Linked

-----#10-----

Shadow Shuttle Skirmish
One of seldom-seen ships was some form of Shadow shuttle designed to transport sentients from the Young races carrying out missions for their Shadow masters. Although not strictly a combat vessel, the Shadow Shuttle is lightly armed and can fight off light resistance before fleeing to the safety of hyperspace.

Speed: 12
Turn: SM
Hull: 4
Damage: 10 (3)
Crew: -
Troops: -
Craft: None
Special Rules: Atmospheric, Dodge 4+, Scout, Self-Repair 1, Shields 3/3
In Service: Until 2261

Weapon Range Arc AD Special
Phasing Pulse Cannon 8 F 3 Accurate, Double Damage, Super AP

-----#11-----

Abbai Shyairel-class Outpost Lander 3 CFP
The best supply ship the Abbai have ever designed, the Shyairel – meaning ‘armoured saviour’– is a well-armed and armoured landing craft. Made to land on solid ground or under water whenever necessary, the Shyairel carries huge amounts of cargo to wherever it is needed. Being a sizeable ship capable of making planetside landings, it often must choose a landing point miles outside of a colony or outpost, relying on its hovercraft cargo vehicles and personnel shuttles to interact with the intended rendezvous.

Speed: 5
Turns: 1/45 o
Hull: 4
Damage: 28/10
Crew: 30/6
Troops: 1
Craft: None
Special Rules: Atmospheric, Lumbering, Shields 5/1
In Service: -

Weapon Range Arc AD Special
Combat Laser 6 F 3 Beam

-----#12-----

Centauri Lias-class Supply Ship 1 CFP
The primary re-supply and rearming vessel in the Centauri Republic navy, the Lias is often found in great numbers anywhere there is a colony, base, way-station or fleet in waiting. It is large and hard to manoeuvre, being ‘granted’ to captains and crewmen who have somehow ‘earned’ such an assignment – often due to some social faux pas or similar incident at a House Kodiro or Callo gala event.

Speed: 6
Turns: 1/45 o
Hull: 5
Damage: 8/4
Crew: 9/4
Troops: 1
Craft: None
Special Rules: Lumbering
In Service: -

Weapon Range Arc AD Special
Particle Array 3 T 2 Twin-Linked, Weak

-----#13-----

Earth Alliance Civilian Trader ½ CFP
There are dozens of different classes of ship used by private individuals to provide relatively cheap cargo carrying services, but most are similar in capability. Their small size allows for low running costs and also the ability to dock directly with most space stations, allowing for cheap cargo transfers that do not require extensive work within space. Still, most private traders live a hand-to-mouth existence and one poorly chosen job can often spell financial disaster.

Speed: 7
Turn: 2/45o
Hull: 4
Damage: 8/3
Crew: 10/4
Troops: -
Craft: None
Special Rules: None
In Service: -

Weapon Range Arc AD Special
Light Particle Beam 4 T 2 Weak

-----#14-----

Earth Alliance Condor-class Armed Transport 2 CFP
An extremely well-designed and built vessel for moving EarthForce GROPOS units and battlefield assets to ‘hot zone’ landing areas, the Condor is armoured and armed specifically for getting through enemy blockades. It may not be able to stand up to enemy fighters for long, but with adequate escort this should not be a concern.

Speed: 5
Turns: 1/45o
Hull: 5
Damage: 10/3
Crew: 8/3
Troops: 2
Craft: None
Special Rules: Anti-Fighter 1, Atmospheric, Interceptors 1
In Service: 2237+

Weapon Range Arc AD Special
Particle Beams 5 T 4 Weak
 
only sometimes - we must try harder :wink:

I transfered the stats over to the other ACTA forum as well in case they are lost in the forthcoming wipe?
 
Enfili-class Light Cruiser Raid
One of the new breed of EA-Minbari jointly designed ships, the Enfili-class has a chequered history. On its maiden voyage, the IAS Valen was on a routine diplomatic mission and was destroyed by ships from an unknown race. Although stalling the Enfili programme, further hulls were produced and this ugly yet functional design saw limited service in the Interstellar Alliance fleet.

Speed: 10
Turn: 2/45o
Hull: 6
Damage: 15/4
Crew: 20/5
Troops: 2
Craft: 1 Nial
Special Rules: Adaptive Armour, Advanced Jump Engine, Anti-Fighter 1, Atmospheric, Command 1, Flight Computer
In Service: 2262+

Weapon Range Arc AD Special
Improved Neutron Laser 24 F 1 Beam, Precise, Triple Damage
Neutrino Blaster 12 T 3 Double Damage, Super AP, Twin-Linked
Fusion Cannon 18 F 3 Mini-Beam
 
Greg Smith said:
Joe_Dracos said:
There are several shots of ships close to the station. The one shot I am talking about is from the underside of the station.

This one: http://myweb.tiscali.co.uk/gregsmith/misc/ship.jpg ?

Oh I knew about the Tashkat... it is definately cool.
 
Were there any experimental stats for that large minbari style ship sheridan is aboard in the second part of Lost Tales?
 
Triggy said:
Garthim said:
Were there any experimental stats for that large minbari style ship sheridan is aboard in the second part of Lost Tales?
Maybe...

Excellent.

Now as long there are not any for a ship with a similar, nay identical name from, choking fit......... LOTR, there just managed to say it.

"Advanced" Vorchan stats would be very interesting

(Note to self - DOH - remember not to post until you look at the latest uploaded ship)
 
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