Supplement: Ship ideas wanted

its slower but its not one hit, it has shields 4 which makes it 5 hits, same as a bluestar. but bluestar cannot regenerate crew so is disadvantaged in the damage/regen stakes.
dogfighting wise it has to lose 5 dogfights to die, which its unlikely to get into or even lose with dogfight +2.
its turreted so doesnt have the arc restrictions on a bluestar. it moves last so will always get to pick targets.
its Sm so doesnt have to move 4" before a turn or 6" before a 180 so this fighter is faster in reversing direction - speed 12 compared to the 10" of move the bluestar has left and will actually only manage 6" net in a direction directly behind it.

WS fighter in armageddon was a 1/wing at skirmish with only dodge 4+ and 3AD of DD precise at only range 2", but no shields or anything crazy like that.
sorry that fighter is totally broken beyond all brokenness
 
"Maybe they're just curious." :oops:





Speed 3 May only deploy/move in hyperspace.
Turn SM
Hull 4


Tentacles 1" T target cannot move

"Oh Shiny Thing" Fenn may grapple 1 ship. Ship must roll 5+ before it can move.
 
katadder said:
WS fighter in armageddon was a 1/wing at skirmish with only dodge 4+ and 3AD of DD precise at only range 2", but no shields or anything crazy like that.
sorry that fighter is totally broken beyond all brokenness
Sorry to spring this on you but the rules have changed a little since armageddon. :p

I did look at the WS fighter when I was stating this up. Compared to them this has got just under twice the firepower, greater range but no Accurate trait. Less speed, lower dogfight and shields. Plus the WS fighter is 2 per wing.

OK, I agree that one of these could kick a blue stars ass, and could probably take out 2 without much difficulty, but that is more due to the fact that the BS is designed for other things and quite vulnerable to fighters. However the ISA have other ways to kill this thing (many, many other ways). Also the Blue Star has adaptive armour, so thats 10 hits, not 5.

I'm not sure what the right number of shields is, but please remember, 2 shields are not twice as good as 1 shield and 4 are not 4 times better (especially when you only regenerate 2 per turn). There are a lot of DD weapons out there and people would be more willing to use them on a skirmish level fighter than on a half patrol point fighter with only a single shield.

As for dogfights you're getting 8 Starfuries or Sentri's for the same cost, both of which have dogfight +2. You only get 2 of these against the 'average' carrier (an Avenger, Balvarin or Brokados type ship) which gives you the fighters AND the fleet carrier trait.

Some fleets will defiantly have problems with this ship. These are the fleets that always have problems against fighters.

It might need some balancing, I have not playtested it yet, but I do not believe it is 'sorry that fighter is totally broken beyond all brokenness'

Tom
 
one of these could kick most things ass at patrol or skirmish.
yes you get star furies to it, but thats more than likely only 6 into a dogfight. 50/50 win as both with the same dogfight score. so you lose 3 dogfights and win 3. you are alive with shields regenerating at the end of the turn and probably finish all the furies next turn. no fighter in the game should be able to on its own take down 2 wings of any other fighter, and this pretty much can due to the shields and good dogfight.

against ships its ability to always move last, 12" in any direction means it will always get favourable arcs for firing from. Out of all the skirmish ships the only ones with even a chance are the saggi with AF missiles all round but that wastes the ship for anything else. or maybe the vree, but they dont have enough AD at skirmish after dodges to even negate how many shields you will regen on average.
apart from carriers it would even give most raid ships a good run for their money again apart from the vree.

if you want a heavy fighter, do it at patrol with something comparable to the WS fighter or shadow fighter.


however as this thread is for an alternate universe if everything is overpowered and not trying to balance against standard ACTA then thats fine. much as Da'Bosses supplement has broken ships in the normal sense of ACTA and so does the centauri/orieni war. broken ships compared to ACTA but maybe ok in their own setting.
 
If I'm remembering correctly, a fighter can only be involved in two dogfights per turn. If that's the case, then this thing cannot be killed by straight dogfighting. The only way it would be possible is if the opposing fighters had AF, either naturally (Vorlon and pak'ma'ra, both of which would need a full skirmish point to succeed, due to low Dogfight scores) or loaned from an escort (which a number of fleets don't have access to).
 
Two new Narn ships

Dag’Kor frigate: Raid

A narn scientist, reading about old earth weaponary, stumbled upon the idea of shaped charges. REalizing that this oculd be applied to their own e-mines, a deadly ship breaker variant was devised. Unfortunately, the shipbreaker had to be correctly aimed, otherwise the cone shaped blast woudl dissipate harmlessly into space. Also, the addition of the needed control systems foreed the removal of the ion torpedo launchers.


speed 5 damage 26/6 craft: none
turn 1/45 crew 32/8 SR: none
Hull 4 troops 1

Weapons:
Ship Breaker E-mine, 30, F, 5 AD, SAP SL TD


Rag'Tar Heavy Interceptor: Patrol wing of 2 flights

Having seen teh success of the badger starfury, the narns came up with their own two seater bomber. a turreted particle gun crewed by a gunner allowed the craft to fend off Sentri fighters with an even chance, and the pilot had control of scaled down ipn torpedoes to use on captial ships. unfortunately, the draw back was a loss in manuverability, and cost.

(also need a suitable narn name)
Speed 8 dogfighting +2
turn SM craft: -
hull 5 STR: fighter, dodge 4+
Particle guns 2 T 2 AD
Light ion torpedo 4 T 2 AD AP
 
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