Supplement: Ship ideas wanted

Cavalier1645 said:
Ah must count the Anti-Fighter 4, Command +1, Flight Computer, Interceptors 2, Heavy Laser Cannon over the standard G'Lan

I did see them - it's still utter, utter, utter rubbish for a War level ship! It's not even in the ball park - in fact, it's not even in the car park at the ball park! ;)

Regards,

Dave
 
It would actually be a very good Battle level ship but its not War level

make it a 8AD HLC beam and increase the speed to say 10 may help
 
Ok Ok because of all your in put (ouch is it warm in here)

heres are revision on Na'Kal

Speed: 6 Damage: 55/13
Turn: 1/45 Crew: 70/19 Craft: 2 Frazi Flights
Hull: 6 Troops: 6 Special Rules: Anti-Fighter 4, Command +1, Flight Computer, Interceptors 3, Jump Engine, Lumbering, Unique
In Service:

Weapon Range Arc AD Special
Mag Gun 18 F 3 Beam, Triple Damage
Heavy Laser Cannon 30 B 6 Beam, Double Damage
Light Ion Cannon 8 F 10 Twin-Linked
Light Ion Cannon 8 A 10 Twin-Linked
Light Ion Cannon 8 P 10 Twin-Linked
Light Ion Cannon 8 S 10 Twin-Linked
Light Pulse Cannon 8 F 6 --
Light Pulse Cannon 8 A 6 --
Light Laser Cannon 15 P 4 Mini Beam, Slow-Loading
Light Laser Cannon 15 S 4 Mini Beam, Slow-Loading

Better? if yes please forward comments. If not Please forward Comments

Thank you Dave :) and Da Boss :)
 
Cavalier1645 said:
Ok Ok because of all your in put (ouch is it warm in here)

heres are revision on Na'Kal

Speed: 6 Damage: 55/13
Turn: 1/45 Crew: 70/19 Craft: 2 Frazi Flights
Hull: 6 Troops: 6 Special Rules: Anti-Fighter 4, Command +1, Flight Computer, Interceptors 3, Jump Engine, Lumbering, Unique
In Service:

Weapon Range Arc AD Special
Mag Gun 18 F 3 Beam, Triple Damage
Heavy Laser Cannon 30 B 6 Beam, Double Damage
Light Ion Cannon 8 F 10 Twin-Linked
Light Ion Cannon 8 A 10 Twin-Linked
Light Ion Cannon 8 P 10 Twin-Linked
Light Ion Cannon 8 S 10 Twin-Linked
Light Pulse Cannon 8 F 6 --
Light Pulse Cannon 8 A 6 --
Light Laser Cannon 15 P 4 Mini Beam, Slow-Loading
Light Laser Cannon 15 S 4 Mini Beam, Slow-Loading

Better? if yes please forward comments. If not Please forward Comments

Thank you Dave :) and Da Boss :)

It's definitely better, but still too weak IMHO.

Comparing it to the Command Omega it's:

- Slower
- Less Damage
- Less Crew
- Less Troops
- 2/3rds less flights - and those it does have are markedly inferior
- Less Anti-Fighter
- Less Interceptors
- Less Command
- Has a Flight Computer (woo hoo!)

As to the weapons loadout, the Command Omega gains +2 AD on both its Beam weapons over the standard Omega, whereas the Na'Kal only gains +2 LC/+1 Mag Cannon (though LC is longer ranged) over a standard G'Lan. As to secondaries, well the Command Omega has 50% better range anyway and is several arcs has similar or more AD. The only area where the Na'Kal "wins" is that it has a 3AD TD F-arc beam, but a G'Lan has a 2AD TD F-arc beam anyway.

In essence, the Command Omega, which IMHO is merely an average War PL ship at best, is vastly superior War PL ship to the Na'Kal.

As to how to "fix" it, I'm not certain - all the G'Quan class hulls are sub-par for their PL anyway so you probably need to fix the base hull first before attempting an upgraded hull.

Regards,

Dave
 
So, for the new dilgar....

was thinking as Da Boss said, thicker battle ships, and smaller agile ships to harass. some kind of bio pulse emmitter to replace the bolters, and some altered discharge guns. the idea is ot disguise the volron tech as well as teh dilgar tech. such as the white star was meant not to reveal the minbari heritage, the dilgar shoudl nto be recongizable as dilgar at first glance.

I was thinking of giving them teh shields trait, to represent a hull sysytem, that regrows, and absrobs impacts for them. either that or low geg for higher ships, maybe even SR. no AA though, i was thinking. and no dodge, either.
 
Disclaimer: Please tear these ships apart.

Okay, some dilgar ship ideas:


Striker class Raider Raid
Speed: 12 Damage: 30/6 Craft: none
Turn: 2/45 Crew: 20/5 Special Rules:shield 3/1, agile, afterburner, SR1, AJE
Hull: 5 Troops: 1
In Service: not sure

Weapon Range Arc AD Special
altered x-ray laser 12" F 4AD, Beam DD, Precise
Bolt Discharge gun 10" F 4 AD AP, DD


Seeker class scout patrol

Speed: 10 Damage: 12/2 Craft: none
Turn: 2/45 Crew: 8/3 Special Rules: scout , agile, SR1, JE
Hull: 4 Troops: 0
In Service: not sure

Weapon Range Arc AD Special
Light bolt discharge gun 8 " F 2ad AP, DD

REtriubtor class medium carrier Raid


Speed: 10 Damage: 40/8 Craft: 8 intercptor flights
Turn: 1/45 Crew: 38/9 Special Rules: Lumbering ,SR 1, JE carrier 2, FC
Hull: 4 Troops: 2
In Service: not sure

Weapon Range Arc AD Special
Lightning pulsar 8 F 2 AD ACcurate
Lightning pulsar 8 A 2 AD ACcurate
Lightning pulsar 8 P 2 AD ACcurate
Lightning pulsar 8 S 2 AD ACcurate
Heavy Bolt Dsciharge gun 15 F 1AD AP DD



Distractor Class interceptor Patrol 3 lights per wing
Speed: 15 Damage: - Dogfight: +2
Turn: SM Crew: - Special Rules: fighter, dodge 3+, atmospheric
Hull: 4 Troops: 1
In Service: not sure
Weapon Range Arc AD Special
Light lightnign puslar 2" T 2 AD Weak, Accurate

Thorut Class bomber Patrol 3 lights per wing
Speed: 10 Damage: - Dogfight: -1
Turn: SM Crew: - Special Rules: fighter, dodge 4+, atmospheric
Hull: 5 Troops: 1
In Service: not sure
Weapon Range Arc AD Special
Bio PLamsa bomb 4" T 2AD AP, DD

Assault ship BAttle

Speed: 6 Damage: 44/5 Craft: 1 intercptor flights
Turn: 1/45 Crew: 40/6 Special Rules: Lumbering ,SR 2, JE
Hull: 5 Troops: 2
In Service: not sure

Weapon Range Arc AD Special
Bio Bolt pulsar 8 F 4AD -
Bio Bolt pulsar 8 A 4AD -
Bio Bolt pulsar 8 P 4AD -
Bio Bolt pulsar 8 S 4AD -
Heavy Bolt Dsciharge gun 15 F 4 AD AP DD
MEdium Bolt Dsciharge gun 10 P 6 AD AP DD
Medium Bolt Dsciharge gun 10 S 6 AD AP DD
MEdium Bolt Dsciharge gun 10 A 2 AD AP DD





NOTE: Teh shields are not excatly shields, but rather is abaltive regrowing organic hull armor. Didn;t feel like making up something from scarth, so that was a thought. well, that or GEG

EDIT: Fixed hte assualt ship
 
Kitsune 106- Had a look at your Dilgar overnight my first thoughts are;

(1) See that there is only shields on one ship - the Striker. Why not the rest.

(2) Remind me what SR is an abreviation for.

(3) Guesing that you are aiming for the Dilgar-Vorlons to have tough ships relying on durabilty rather than stealth or whatever.

(4) Assault Ship Battle -Too much forward fire power and in absence of shields ship seems a little fragile. Why not advanced jump engine for all of the ships. Assault ships should have higher number of troops.

(5) Striker :- In general Ok but I would need to know more on exactly how your shield idea works, is it same as Shadow/Abbai also how does the the special weapons arc work.

(6) Seeker :-Notice that this ship is slower than your raid, Striker, doesent seem right. Also unusual to see the scout trait on a patrol level vessel; makes the scout trait too cheap

(7) Retributer - like it.

(8) Thorut Bomber - Should not have higher dodge than your interceptor. maybe you could up the speed slightly to compensate?

(9) Distractor Interceptor I like it.
 
just a note on the scout, do't forget the psi corps and drakh both have patrol scouts. it's not the trait so much as the ships toughness that needs to be balanced to take the trait into consideration no matter what the level :)
 
Kickaha said:
Kitsune 106- Had a look at your Dilgar overnight my first thoughts are;

(1) See that there is only shields on one ship - the Striker. Why not the rest.

(2) Remind me what SR is an abreviation for.

(3) Guesing that you are aiming for the Dilgar-Vorlons to have tough ships relying on durabilty rather than stealth or whatever.

(4) Assault Ship Battle -Too much forward fire power and in absence of shields ship seems a little fragile. Why not advanced jump engine for all of the ships. Assault ships should have higher number of troops.

(5) Striker :- In general Ok but I would need to know more on exactly how your shield idea works, is it same as Shadow/Abbai also how does the the special weapons arc work.

(6) Seeker :-Notice that this ship is slower than your raid, Striker, doesent seem right. Also unusual to see the scout trait on a patrol level vessel; makes the scout trait too cheap

(7) Retributer - like it.

(8) Thorut Bomber - Should not have higher dodge than your interceptor. maybe you could up the speed slightly to compensate?

(9) Distractor Interceptor I like it.

(1) since it is a prototype? or was just a general idea. didn;t do it on the rest.

(2) SR stands for self-repair

(3)yeah, durability then advanced armor or such. did have an idea, but not so sure if should use it. the striker was the protoype for that versio n of hull armor.

(4) well, teh dilgar have limited numbers, so can;t have too many ships. and well, what woudl you think about reducing hte forward firepower to?

(5) what special weapon arc? and the shields are there ot respresent regrowing abaltabvie hull material. not like abbai shields, but works like shields in general. jsut a different system though. think of it as weak ablative armor. Migth have gone geg, but that is too powerful

(6) okay, will make it skimirhs level and bump up het speed. what do you think?

(7) thanks

(8) okay, but as a bomber, it is slower. maybe increase the hull value and lower the dodge?

(9) thanks
 
Kitsune106 wrote;

1) since it is a prototype? or was just a general idea. didn;t do it on the rest.

(2) SR stands for self-repair

(3)yeah, durability then advanced armor or such. did have an idea, but not so sure if should use it. the striker was the protoype for that versio n of hull armor.

(4) well, teh dilgar have limited numbers, so can;t have too many ships. and well, what woudl you think about reducing hte forward firepower to?

(5) what special weapon arc? and the shields are there ot respresent regrowing abaltabvie hull material. not like abbai shields, but works like shields in general. jsut a different system though. think of it as weak ablative armor. Migth have gone geg, but that is too powerful

(6) okay, will make it skimirhs level and bump up het speed. what do you think?

(7) thanks

( okay, but as a bomber, it is slower. maybe increase the hull value and lower the dodge?

(9) thanks


(1) Its your universe and as you indicate Dilgar/Vorlon do need to be fluff different from "old Dilgar"(in a gaming sense as well) - Something unique. Am I right in thinking that the Vorlon use the Dilgar as some sort of secret strike force?. Do the Vorlon control the Dilgar directly all of the time or do the Dilgar live on some planet normally and the Vorlon only use them as they need to. What I am really getting to; do the Dilgar advance technically by themselves or do they rely purely on Vorlon tech hand outs+ what the Dilgar started with, (or is it both). If it is handouts then some sort of advanced armour (in addition to your weapons) not necessarily SR sounds about right. If the Dilgar are advancing by themselves then Abbai type shields sounds plausible. (I am probably getting too hung up on your terminology)

(2) Doh!!!

(4) Its the medium bolt discharge guns I feel have to much firepower, (not sure if the last one with 2Ad is a typo). I would drop to 3 at 4Ad and maybe consider an alternative aft arc for 1 of the 3.

(7) & (8) sounds fine.
 
Kotha intercepter (that’s what it is trying to be)

Bump the speed to 12(or10) so that it is fast enough to protect the ships that are outrunning it.
Change the gun to 2 AD AP. With the following special rule. Slow targeting computer. Due to the slow computing power, of the Kotha this fighter is unable to act a inceptors.


This will make the fighter at least a military grade ship that is able to fight. Withs its low hall and dogfight it is still easier to destroy and AF will still tear is apart. However it can keep up with the fleet and may even do a couple points of damage before dying. The great idea about the upgrade would key on the fact that you are making it worth something and still making sure it can’t be used as an interceptor.
 
i think kothas should be allowed to intercept as the abbai are defensively minded. heres my changes to it:

Kotha Interceptor Patrol (8 Wing)
It took Dilgar fleets invading entire systems to convince the Abbai that fighters were a worthwhile use of resources – up to that point, they simply had not considered them useful in fleet actions. The Kotha is a second-rate fighter by the standards of any other race but it does fulfil a need within Abbai fleets, that of close escort and interceptor for capital ships.

Speed: 10 Damage: – Dogfight: +0
Turn: SM Crew: – Special Rules: Dodge 3+, Fighter
Hull: 4 Troops: - In Service: 2230+

Weapon Range Arc AD Special
Light Particle Gun 2 T 1

*The Kotha flight was designed with the Abbai defensive mentality in mind as a close support interceptor of enemy fire and fighters. When acting as an interceptor the Kotha may reroll any results that come up 1. If the reroll comes up as a 1, then the Kotha dies as normal. This reroll is allowed on every salvo within a turn as long as the Kotha remains alive.
 
I like the idea were you want to take the fighter but I think that MGP will never go for it beacause they don't wnat the Kotha to be able to act an a intercpeter because of the shields. I belive that allowing them to reroll there 1 may be a bit to good. But heck they need something even if they are suppose to be crap. They are just to much crap.
 
katadder said:
i think kothas should be allowed to intercept as the abbai are defensively minded. heres my changes to it:

Kotha Interceptor Patrol (8 Wing)
It took Dilgar fleets invading entire systems to convince the Abbai that fighters were a worthwhile use of resources – up to that point, they simply had not considered them useful in fleet actions. The Kotha is a second-rate fighter by the standards of any other race but it does fulfil a need within Abbai fleets, that of close escort and interceptor for capital ships.

Speed: 10 Damage: – Dogfight: +0
Turn: SM Crew: – Special Rules: Dodge 3+, Fighter
Hull: 4 Troops: - In Service: 2230+

Weapon Range Arc AD Special
Light Particle Gun 2 T 1

*The Kotha flight was designed with the Abbai defensive mentality in mind as a close support interceptor of enemy fire and fighters. When acting as an interceptor the Kotha may reroll any results that come up 1. If the reroll comes up as a 1, then the Kotha dies as normal. This reroll is allowed on every salvo within a turn as long as the Kotha remains alive.
Shouldn't it at least have reduced flights per wing though? As it is its faster then the old Kotha, loses an AD of firepower but also loses weak so it can now intercept and gains a special interceptor rule. Its gaining an awful lot for only losing 1AD of weak firepower but the flights per wing are the same.
 
was sure i reduced it to 7 tbh. but when you look at say a klikkita which is 6 per wing, is faster, better at dogfighting, better dodge and can intercept i see no problem with kothas even like this being 8 per wing. but 7 is what it should be.
 
A 1 in 36 chance of dying over a 1 in 6 is a massive boost. A Dodge save would be better IMHO. and fits within the current mechanics.

Regards,

Dave
 
consider how many times you roll that dice though for no effect. they will die pretty quick and it makes the kotha semi worthwhile.
 
Hi here one for Earth Alliance

Eris-Class Battleship (Orestes Variant- Battle)
During Earth’s war with the Minbari, Earth Force suffered greatly at the hands of the Minbari. The Minbari ships weaponry tended to out range and inflict more damage than main guns used by Earth. Earth solution to this problem was to build the Eris. In building Eris, Earth Force return to the try and true method of finding the largest armored hull they had and putting on it the biggest F-ing gun they could find on it. In the case of the ship hull, Earth used the Orestes hull. For the gun, Earth installed one of the Heavy Particle Cannons that typically mounted on the Space Defense platforms. The refit was difficult as mounting the large Particle Cannon required a massive power grid and huge over clocked reactors to power the gun. Railguns and Missile Racks where mounted as secondary because of energy consumption of the main gun. Earth Force had to spent years trying to perfect the ship due to accidents caused by the over clocked reactors. The problems were never completely solved when the ship was launched in the last year of the war. Unfortunately (or fortunately) the Eris never got to engage the Minbari before the war ended. The Eris remained on the Earth Force roster for only a short time, but in that time it gained a reputation as one of the worst ships to serve on in Earth Force. This was due to the constant fires and shortage caused by its reactors. The Ship was decommission in a few scant years and resigned to a life in the Earth mothball fleet. The destruction of Earth breathes new life into the old ship. Calling back into active duty all mothball ship including the Eris despite its reputation. Using more modern tech, Earth once more attempted to fix the Eris. Even with new technology available, could never fix all the problems of Eris’s energy grid. The Eris is now part of the frontier fleet of Earth. She still has the reputation as being a Jinxed ship and her crew is often made up of the outcastes of Earth Force. It is ironic though that many lessons that earth force has learned from the Eris allowed the installation of the Heavy Particle Cannon on the new Warlock destroyer.
Speed: 6 Damage: 48/10 Craft: 2 Aurora Starfury Flight
Turns: 1/45 Crew: 55/12
Hull: 6 Troops: 2
Special Traits: Anti-Fighter 3, Flight Computer, Interceptor 2, Jump Engine, Lumbering, Unreliable*

Weapon Range Arc AD Special
Heavy Particle Cannon 35 B 10 Beam, Triple Damage
Railgun 12 F 6 Precise, Slow-Loading, Super AP
Missile Rack 30 A 2 Precise, Slow-Loading, Super AP
Missile Rack 30 P 6 Precise, Slow-Loading, Super AP
Missile Rack 30 S 6 Precise, Slow-Loading, Super AP

*The Eris power grid is a nightmare. Every turn the crew must make a 3+ crew check to see if the power systems don’t short out. If they fail the roll, the Eris cannot fire the Heavy Particle Cannon or Railgun that turn. In addition it cannot move or turn. It drifts 4” that turn. The Eris cannot launch fighters, but can use anti-fighter and interceptors.
 
Sounds interesting I thought about an Orestes variant myself, perhaps I could design a successor to your Eris 8)

The only thing I think is that it has a bit much missiles. Drop the Missile Racks for Pulse Cannons or Rail Guns
 
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