So Matt, about those 10 ships....

Comparing the Drazi freighter to the EA Condor is quite amusing......... yeah they are equal :wink:

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

vs

Speed: 8
Turns: 1/45 o
Hull: 4
Damage: 8/3
Crew: 9/3
Troops: 2
Craft: None
Special Rules: Atmospheric
In Service: -

Weapon Range Arc AD Special
Light Particle Cutter 4 B 1 Beam

or oh wait you could have 4 of these - each about the same as the above - lots of balancing work needed methinks

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
 
And the Minbari one, which is a bit good.

Minbari Noloshan-class Trade Frigate 2 CFP
The space travel pack horses of the worker caste, the Noloshan is a common sight in the areas of the Federation where trade is acceptable, and is used heavily to ferry materials and workers from colony to colony to keep the workforces supplied. Although the worker caste rarely receives the attention it deserves, the Noloshan is one perk of being a member.

Speed: 6
Turns: 1/45 o
Hull: 4
Damage: 7/4
Crew: 8/4
Troops: -
Craft: None
Special Rules: Flight Computer, Stealth 4+
In Service: -

Weapon Range Arc AD Special
Light Fusion Cannon 4 T 3 AP
 
Narn Arcismus-class Supply Ship 2 CFP
The Narn have a constant need to rearm and re-supply on the fronts of the battles they wage, as their ships are generally too slow or dedicated to the war effort to turn back for a supply run. By the time they reach a supply point and get back, they would likely need re-supply again! The Kha’Ri funded the creation of the Arcismus from captured and scrapped Lias supply ships from Centauri shipyards they had sacked. The new vessel would be prefect for running supplies back and forth from the fleet gatherings without losing a potent warship to do so.

Speed: 5
Turns: 1/45 o
Hull: 5
Damage: 12/4
Crew: 14/4
Troops: 2
Craft: None
Special Rules: Lumbering
In Service: -

Weapon Range Arc AD Special
Burst Beam 4 F 1 Beam
Light Pulse Cannon 4 T 2 Twin-Linked, Weak
 
Last but not least:

Vree Vymish-class Armed Trader 2 CFP
The primary trading vessel of the Vree Conglomerate, the Vymish is a cargo vessel that is armed well enough to travel the spacelanes alone. The idea was to create a mercantile ship that did not have to rely on expensive escorts that could double-cross the Vree, or who might learn too much about the secretive routes and transactions the Conglomerate often makes behind closed doors. Its primary purpose is to take goods and business passengers safely from one place to the next, but if the Vree are in a pinch for a steady attack craft, the Vymish will do.

Speed: 8
Turns: 1/90 o
Hull: 3
Damage: 9/3
Crew: 12/4
Troops: -
Craft: None
Special Rules: Anti-Fighter 2
In Service: -

Weapon Range Arc AD Special
Antimatter Cannon 8 T 2 Super AP
 
Currently doing a campaign playing Psi-Corp, from the discussion on this thread and a couple of playtests on my end I've modified the 4 Darkstars I'm using accordingly:

Reduce Slicer Beam to 10"
Increase shields to 4/4

I compared to the existing whitestar and the shadow scout (its two closest equals) and looks fairly even. Increased shields I think give it aproximately the same survivability as the whitestars (still slightly more vulnerable to accurate wpns and energy mines but hey). I left the SAP on the pulse cannons sicne it does have a 2" shorter range and even with the buff it isn't quite as durable as the WS and lacks that ships scout ability.

After I get a few games in with them I'll post results.
 
Here are some things I found... gonna start with the Omega's, just to expand the number of them in the game. I converted them from the miriade of AoG ship sheets.

To start, the Omega (core variant) and the command variant in the way that AoG intended them:

Omega class Destroyer Battle 3rd age, Crusade
Speed 7 Damage 48/10 Craft 4 Aurora flights
Turn 1/45 Crew 62/14 Special Rules Interceptors 3, Jump Engine, Lumbering, Mk II Interceptors
Hull 6 Troops 4 In Service 2250+

Weapon Range Arc AD Special
Heavy Laser Cannon 30 B 6 Beam, Double Damage
Heavy Laser Cannon 30 B(a) 4 Beam, Double Damage
Heavy Laser/Pulse array 12 F 8 Twin-Linked
Medium Laser/Pulse array 10 A 4 Twin-Linked
Medium Laser/Pulse array 10 P 12 Twin-Linked
Medium Laser/Pulse array 10 S 12 Twin-Linked

Omega class Command Destroyer War 3rd age, Crusade
Speed 7 Damage 48/10 Craft 6 Aurora flights
Turn 1/45 Crew 62/14 Special Rules Carrier 2, Command +3, Interceptors 5, Jump Engine, Lumbering, Mk II Interceptors
Hull 6 Troops 4 In Service 2250+

Weapon Range Arc AD Special
Heavy Laser Cannon 30 B 8 Beam, Double Damage
Heavy Laser Cannon 30 B(a) 6 Beam, Double Damage
Heavy Laser/Pulse array 12 F 12 Twin-Linked
Heavy Laser/Pulse array 12 A 6 Twin-Linked
Heavy Laser/Pulse array 12 P 22 Twin-Linked
Heavy Laser/Pulse array 12 S 22 Twin-Linked

The laser/Pulse arrays are fired as the listed way (pulse mode) or as mini beams (with out the Twin-Linked trait).
The ships anti-fighter dice are equal to the interceptor dice, Mk II interceptors means that they may be pooled like a station, but they must dedicate 1 Die per attack (all fighter attacks are considered 1 attack).
 
I kinda like that. I miss the old laser/pulse arrays. It was very unique to EA and I could live with the way he did it. The LPA's on that command varient are mean, 22 on each side, I like it. I've been playing against the vree a lot lately and I've come to realise that either my ships need more guns or theirs need less. Their war ship beats the hell out of anything I have. And I like the higher level interceptors. It makes EA even more unique in their mastery of that particular technology. What would you do for the Mk 3 and 4 Interceptors though?
 
As far as I remember there never were MK 3 and 4 Interceptors in B5 Wars, there was a heavy Interceptor Battery for Starbases and the Poseidon. Anyway I like the 2 Omega Destroyers, but the Command has IMO a bit much dies to the sides.
 
The command destroyer has no more AD then the one in the book (just add the Light Laser battery to the pulse cannon battery).

Someone mentioned the posiedon super carrier.... here you go :P

Posiedon Super Dreadnought (Posiedon) Armageddon 3rd age
Speed 5 Damage 95/25 Craft none
Turn 1/45 Crew 120/30 Special Rules Interceptors 6, Jump Engine, Lumbering, Mk II Interceptors, Shuttles 2
Hull 6 Troops 8 In Service 2258-2263

Weapon Range Arc AD Special
Heavy Particle Cannon 30 B 8 Beam, Triple Damage
Heavy Particle Cannon 30 B(a) 4 Beam, Triple Damage
Medium Laser/Pulse array 10 F 6 Twin-Linked
Medium Laser/Pulse array 10 A 6 Twin-Linked
Heavy Laser/Pulse array 12 P 20 Twin-Linked
Heavy Laser/Pulse array 12 S 20 Twin-Linked

Posiedon class LCV Carrier (Posiedon) War Crusade
Speed 5 Damage 95/25 Craft 8 Myrmidon LCVs
Turn 1/45 Crew 120/30 Special Rules Command +3, Huge Hangers 4, Interceptors 6, Jump Engine, Lumbering, Mk II Interceptors, Shuttles 2
Hull 5 Troops 6 In Service 2265+

Weapon Range Arc AD Special
Medium Laser/Pulse array 12 F 6 Twin-Linked
Medium Laser/Pulse array 10 A 6 Twin-Linked
Medium Laser/Pulse array 10 P 8 Twin-Linked
Medium Laser/Pulse array 10 S 8 Twin-Linked
Heavy Laser/Pulse array 12 P 12 Twin-Linked
Heavy Laser/Pulse array 12 S 12 Twin-Linked

The huge hangers on this thing is refering to how many LCV's it can launch.

And another Omega. This one I'm not entirely sure where it fits exactly.

Omega class Scout Destroyer Raid 3rd age, Crusade
Speed 7 Damage 48/10 Craft 4 Aurora flights
Turn 1/45 Crew 62/14 Special Rules Interceptors 3, Jump Engine, Lumbering, Mk II Interceptors, Scout
Hull 6 Troops 4 In Service 2252+

Weapon Range Arc AD Special
Heavy Laser/Pulse array 12 F 8 Twin-Linked
Medium Laser/Pulse array 10 A 4 Twin-Linked
Medium Laser/Pulse array 10 P 12 Twin-Linked
Medium Laser/Pulse array 10 S 12 Twin-Linked
 
I think I remember seeing Mk 3 and 4's in there somewhere. I'll have to look. I dont know about the posiedon. I'm fine with the way it is now.
 
No Problem, heres some more :wink:

Omega class Multi-purpose Destroyer Raid 3rd age, Crusade
Speed 7 Damage 48/10 Craft 4 Aurora flights
Turn 1/45 Crew 62/14 Special Rules Interceptors 3, Jump Engine, Lumbering, Mk II Interceptors
Hull 6 Troops 4 In Service 2252+

Weapon Range Arc AD Special
Medium Laser/Pulse array 12 F 8 Twin-Linked
Medium Laser/Pulse array 10 A 4 Twin-Linked
Medium Laser/Pulse array 10 P 12 Twin-Linked
Medium Laser/Pulse array 10 S 12 Twin-Linked

Omega class Improved Destroyer Battle 3rd age, Crusade
Speed 7 Damage 48/10 Craft 4 Aurora flights
Turn 1/45 Crew 62/14 Special Rules Interceptors 3, Jump Engine, Lumbering, Mk II Interceptors
Hull 6 Troops 4 In Service 2262+

Weapon Range Arc AD Special
Heavy Laser Cannon 30 B 8 Beam, Double Damage
Heavy Laser Cannon 30 B(a) 4 Beam, Double Damage
Heavy Laser/Pulse array 12 F 8 Twin-Linked
Heavy Laser/Pulse array 12 A 4 Twin-Linked
Heavy Laser/Pulse array 12 P 12 Twin-Linked
Heavy Laser/Pulse array 12 S 12 Twin-Linked
 
As I continue...

Omega class Missile Destroyer Battle 3rd age, Crusade
Speed 7 Damage 48/10 Craft 4 Aurora flights
Turn 1/45 Crew 62/14 Special Rules Interceptors 3, Jump Engine, Lumbering, Mk II Interceptors
Hull 6 Troops 4 In Service 2263+

Weapon Range Arc AD Special
Heavy Pulse Cannon 12 F 8 Twin-Linked
Heavy Pulse Cannon 12 A 4 Twin-Linked
Heavy Pulse Cannon 12 P 12 Twin-Linked
Heavy Pulse Cannon 12 S 12 Twin-Linked
Missile Rack 30 F 12 Precise, Slow-Loading, Super AP
Missile Rack 30 A 4 Precise, Slow-Loading, Super AP
Missile Rack 30 P 8 Precise, Slow-Loading, Super AP
Missile Rack 30 S 8 Precise, Slow-Loading, Super AP

Omega class Laser/pulse Destroyer Battle 3rd age, Crusade
Speed 7 Damage 48/10 Craft 4 Aurora flights
Turn 1/45 Crew 62/14 Special Rules Interceptors 3, Jump Engine, Lumbering, Mk II Interceptors
Hull 6 Troops 4 In Service 2261+

Weapon Range Arc AD Special
Medium Laser/Pulse array 10 F 12 Twin-Linked
Medium Laser/Pulse array 10 A 8 Twin-Linked
Medium Laser/Pulse array 10 P 20 Twin-Linked
Medium Laser/Pulse array 10 S 20 Twin-Linked


And something for you Dilgar players out there

Jushakar-Ie Frigate Skirmish
Speed 12 Damage 14/2 Craft none
Turn 2/45 Crew 16/4 Special Rules Agile, Anti-Fighter 1
Hull 4 Troops 2 In Service 2237

Weapon Range Arc AD Special
Medium Laser Cannon 15 B 2 Beam
Medium Pulse Cannon 10 F 4 -
Light Pulse Cannon 8 F 4 -
Light Pulse Cannon 8 A 4 -
Light Pulse Cannon 8 P 4 -
Light Pulse Cannon 8 S 4 -
Improved Light Bolter 10 F 4 AP, Double Damage

Malkur Heavy Bomber Patrol
Speed 8 Damage - Dogfight +0
Turn SM Crew - Special Rules Command +1*, Dodge 3+, Fighter
Hull 6 Troops - In Service 2241

Weapon Range Arc AD Special
Bolt Cannon 2 T 1 Double Damage
Anti-ship Missile 4 T 2 AP, Double Damage

*only one flight in four may have this trait. It must be marked

Mishakur-Ie Dreadnought War
Speed 8 Damage 64/8 Craft none
Turn 1/45 Crew 72/10 Special Rules Anti-Fighter 4, Command +2, Jump Engine, Lumbering, Shuttles 2
Hull 6 Troops 8 In Service 2240

Weapon Range Arc AD Special
Heavy Laser Cannon 30 B 4 Beam, Double Damage
Improved Heavy Bolters 20 F 12 AP, Double Damage
Improved Heavy Bolters 20 A 6 AP, Double Damage
Quintuple Pulsars 10 F 8 Double Damage, Twin-Linked
Light Pulse Cannon 8 F 10 Twin-Linked
Light Pulse Cannon 8 A 6 Twin-Linked
Light Pulse Cannon 8 P 6 Twin-Linked
Light Pulse Cannon 8 S 6 Twin-Linked
Anti-Ship Missiles 24 F 8 AP, Double Damage, Slow Loading
Take a look at the service dates (DILGAR REMNANT!!!)[/b][/u]
 
The missile one seems a bit much. 12 SAP/P Dice at range 30? Shouldn't that be a War level ship?

Otherwise I have to say hese designs look great! Thanks for all the effort.
 
Democratus said:
The missile one seems a bit much. 12 SAP/P Dice at range 30? Shouldn't that be a War level ship?

It is slow loading. It make it equal to a pair of Sagitarius broadsides (and they are skirmish). The Apollo is still a way better choice for the crusade era.

Here is the last of the Omega's

Omega class Picket Destroyer Battle 3rd age, Crusade
Speed 7 Damage 48/10 Craft 4 Aurora flights
Turn 1/45 Crew 62/14 Special Rules Interceptors 3, Jump Engine, Lumbering, Mk II Interceptors
Hull 6 Troops 4 In Service 2265+

Weapon Range Arc AD Special
Heavy Laser Cannon 30 B 6 Beam, Double Damage
Heavy Laser Cannon 30 B(a) 4 Beam, Double Damage
Heavy Pulse Cannon 12 F 4 Twin-Linked
Heavy Pulse Cannon 12 A 4 Twin-Linked
Light Pulse Cannon 8 F 6 Twin-Linked
Light Pulse Cannon 8 A 4 Twin-Linked
Light Pulse Cannon 8 P 12 Twin-Linked
Light Pulse Cannon 8 S 12 Twin-Linked

Omega class Patrol Destroyer Battle 3rd age, Crusade
Speed 7 Damage 48/10 Craft 4 Aurora flights
Turn 1/45 Crew 62/14 Special Rules Interceptors 3, Jump Engine, Lumbering, Mk II Interceptors
Hull 6 Troops 4 In Service 2265+

Weapon Range Arc AD Special
Heavy Laser/Pulse Array 12 F 4 Twin-Linked
Medium Laser Pulse Array 10 A 4 Twin-Linked
Light Pulse Cannon 8 F 6 Twin-Linked
Light Pulse Cannon 8 A 4 Twin-Linked
Light Pulse Cannon 8 P 12 Twin-Linked
Light Pulse Cannon 8 S 12 Twin-Linked
 
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