The Pegasus Frigate Project -with Pics-

Well not less range. 30" SAP Precise weapon. Not slow loading either. Only 1AD though so it's going to be kind of hit or miss.
 
Celisasu said:
Well not less range. 30" SAP Precise weapon. Not slow loading either. Only 1AD though so it's going to be kind of hit or miss.
Thought of that after i had posted :oops:
Im always missing with mag guns & ion blots from my rutarians, I hate 1AD
 
Hull 5 vs Hull 6 with interceptors is a very big deal, depending on the size of the game. In smaller games with subsequently smaller total AD to throw around stopping the first 2-3 that hit is big. Just not sure I agree with the math that 20 hits is equal to 12 under those circumstances. (Picturing my last fight EA vs Pak...that one interceptor would be huge.)

Overall nice stats (I see them with blast doors closed on the initial turns as they drift forward to get best use of the hull/crew mix lobbing missiles, shifting to a All Power for the suicide beam run once in lunge range.) The custom selection of missile types really makes this a nice toy...should it acquire the slow loading if crippled thing we see in other advanced missile racks?

If it were not EA the flight would be less of an issue, but adding or subtracting a T-bolt from the fleet mix is a big deal. I like that it doesn't carry a fighter flight...just feels like it should choose missiles or flights.

Ripple
 
This thing is a lot more dangerous to races like the Narn and Dilgar who don't have interceptors than it is to races like the EA and Brakiri who do. 1AD isn't going to be breaking through any interceptors anytime soon. Even some phasing pulse cannon shots will probably be stopped. The real threat I think is that Advanced Jump Point. Especially in high priority engagements it'll be tempting to risk suiciding a skirmish ship to drop the bomb on battle or war ships.
 
I agree the stats seem ok to me all except the advance jump point. But why is it that everybody wants to give EA all the best equipment. I don't understand why EA who are relatively young race in space should be one of the most advanced? The Centauri had more direct backing from the Shadows and Drakh yet you don't see all the mod cons on their ships do you???? Please can we stop trying to make EA something they aren't! And this has nothing to do with the modelling skills shown here, which again are excellent.
 
Morgoth said:
I agree the stats seem ok to me all except the advance jump point. But why is it that everybody wants to give EA all the best equipment. I don't understand why EA who are relatively young race in space should be one of the most advanced? The Centauri had more direct backing from the Shadows and Drakh yet you don't see all the mod cons on their ships do you???? Please can we stop trying to make EA something they aren't! And this has nothing to do with the modelling skills shown here, which again are excellent.

you are fighting a loosing battle mate. You give your best selling fleet (allegedly0 all the toys to bring your money rolling in.
I agree, I don't like the way the game is skewing the B5 Universe, but at the end of the day, Profitability is more important than continuity and plot.
 
at this rate its gonna be EA vs EA all the time as nobody will field anything else and ACTA is going to turn into the 2nd EA civil wars game..... :cry:
 
Morgoth said:
at this rate its gonna be EA vs EA all the time as nobody will field anything else and ACTA is going to turn into the 2nd EA civil wars game..... :cry:

um, I own a small crusade era fleet, but I swear it was the Nikes fault! it was such a sexy model I had to buy 2 of them!
I'm having counseling, and Think I will be able to overcome my moment of weakness and never buy EA again! :twisted:
 
its not the fact that I think that EA shouldn't get some attention, but you know what they say about putting all your eggs in one basket!! Even I am playing EA next time I am playing...however its Early EA with no sign of Sagg's! Yes the Nike model was very well done too, no qualms there, looked really good, shame nobody will do something for some of the other races.
 
Morgoth said:
its not the fact that I think that EA shouldn't get some attention, but you know what they say about putting all your eggs in one basket!! Even I am playing EA next time I am playing...however its Early EA with no sign of Sagg's! Yes the Nike model was very well done too, no qualms there, looked really good, shame nobody will do something for some of the other races.

Just as soon as I have chance, I am making a Narn ship or two, have some ideas in my head, have the plasticard, have the milliput, and after this weekend, I may hopefully, have the time!
 
Well as a loyal member of the Regime I'm looking forward to some Narn ship designs. That reminds me I still have to order a pair of T'Rakks.
 
Sounds good, I look forward to seeing what ya come up with. Any ideas for priority of ship? or type of ship?
 
one will be a proxy model for the G'Vrahn. Might actually have a market for that with the current lack of such a model.
 
Interceptors will indeed stop the pulse cannon and missiles but will have no effect on the secondary weapons (which are mini-beam).

Hull 6 vs. Hull 5 - you could change it Hull 5 but I suspect you're going to have to raise the hits to something in line with the Artemis AND increase interceptors! I wanted the stats to reflect the tech level of the crusade era (specifically the nemesis) hence the trait-heavy stats but I don't think it's especially uber-powerful.

One risk that I didn't spot would be the tendency to use them as JPB's - anything with AJP (esp at lower priority level when fighting high priority battles) will have this risk. Could change that to JP instead - main reason for AJP was to reflect it was a "high-tech", multi-role and rapidly deployable ship.

(Slight aside but personally, I think the JPB tactic shouldn't feature, AT ALL, in the game because it so open to abuse and appears in ONE film (I think) - hardly justifying the common use of JPB in almost every fight I've had that has allowed them.)

I like the idea of missiles vs. flights - you could have a variant that removed the missile and added flights instead maybe something like this:

Pegasus - Light Carrier Variant - Skirmish - EA Crusade Era
Developed as a technology demonstrator for what would later be used to construct the Nemesis class destroyer, the Pegasus Frigate was designed to be a well armored, fast and powerful skirmisher to act as a rapid deployment vessel with a "multi-role" capability, able to make EA presence known at the furthest reaches of it's domain. This early variant had much of the advanced armour plating removed to add modular fighter bay launch sections. Unfortunately, integrating these additional systems and crew quarters led to many compromises with the proposed upgrades to the ships computer and navigation systems.

Name: Class/PL: Pegasus - Light Carrier Variant / Skirmish
Crew Quality: Troops: 2
Speed: 8 In Service: 2266+
Turns: 2/45º Craft: 1 x Thunderbolt
Hull: 5 Special Rules: Jump Point, Interceptors 1
Damage: 16 / 5 Crew: 18 / 5

Weapon Range Arc AD Special
Heavy Phasing Pulse Cannon 12 F 2 AP, Double Damage
Light Multi-Phased Cutter 10 P 2 AP, Mini Beam, Twin-Linked
Light Multi-Phased Cutter 10 S 2 AP, Mini Beam, Twin-Linked
Particle Beams 5 T 4 Anti-Fighter, Weak

Really hope to see some updated piccies of the model soon too btw! ;)
 
JPB's, I have to say only tried it twice, I find it more important to put your ship in the right place than go crit fishing
 
Morgoth said:
Sounds good, I look forward to seeing what ya come up with. Any ideas for priority of ship? or type of ship?

Nah, just planning a model, Stats wouldn't be cannon by mongoose rules anyway, so for now It will be a model I can use as G'Vrahn, or a kabintak or something
 
I must admit it would be good to see a G'Vrahn, especially as Mongoose are stil experiencing problems. What type of ideas you got?
 
Paint it black, give it self repair.
I was thinking about giving it Improved Railgun AP,TD 12" or Advanced sensors, when within 4" all weapons become twin linked ( shadow type sensors). Another idea was Advanced Interceptors 1, reroll failed int rolls.
I came up withh this when thinking about it being a testbed for new techs.
 
Hash said:
Interceptors will indeed stop the pulse cannon and missiles but will have no effect on the secondary weapons (which are mini-beam).

Hull 6 vs. Hull 5 - you could change it Hull 5 but I suspect you're going to have to raise the hits to something in line with the Artemis AND increase interceptors! I wanted the stats to reflect the tech level of the crusade era (specifically the nemesis) hence the trait-heavy stats but I don't think it's especially uber-powerful.

One risk that I didn't spot would be the tendency to use them as JPB's - anything with AJP (esp at lower priority level when fighting high priority battles) will have this risk. Could change that to JP instead - main reason for AJP was to reflect it was a "high-tech", multi-role and rapidly deployable ship.

(Slight aside but personally, I think the JPB tactic shouldn't feature, AT ALL, in the game because it so open to abuse and appears in ONE film (I think) - hardly justifying the common use of JPB in almost every fight I've had that has allowed them.)

I like the idea of missiles vs. flights - you could have a variant that removed the missile and added flights instead maybe something like this:

Pegasus - Light Carrier Variant - Skirmish - EA Crusade Era
Developed as a technology demonstrator for what would later be used to construct the Nemesis class destroyer, the Pegasus Frigate was designed to be a well armored, fast and powerful skirmisher to act as a rapid deployment vessel with a "multi-role" capability, able to make EA presence known at the furthest reaches of it's domain. This early variant had much of the advanced armour plating removed to add modular fighter bay launch sections. Unfortunately, integrating these additional systems and crew quarters led to many compromises with the proposed upgrades to the ships computer and navigation systems.

Name: Class/PL: Pegasus - Light Carrier Variant / Skirmish
Crew Quality: Troops: 2
Speed: 8 In Service: 2266+
Turns: 2/45º Craft: 1 x Thunderbolt
Hull: 5 Special Rules: Jump Point, Interceptors 1
Damage: 16 / 5 Crew: 18 / 5

Weapon Range Arc AD Special
Heavy Phasing Pulse Cannon 12 F 2 AP, Double Damage
Light Multi-Phased Cutter 10 P 2 AP, Mini Beam, Twin-Linked
Light Multi-Phased Cutter 10 S 2 AP, Mini Beam, Twin-Linked
Particle Beams 5 T 4 Anti-Fighter, Weak

Really hope to see some updated piccies of the model soon too btw! ;)

I like the idea of Hull 6 and 1 Interceptor better than Hull 5 and more damage. It feels more in flavor for the concept behind the ship. I wouldn't have a problem with AJP except for the problem of players who like using them as bombs. With high priority ships it's less of a threat since it's a high risk/high reward sort of thing. But with skirmish ships it becomes low risk/high reward which is bad. Hopefully some rule changes in 2nd Edition will make it so that AJP can be put on skirmish ships without having to take Jump Point Bombs into account.

On the light carrier varient, with it's Hull dropped to 5 and relatively light armament it might warrent two flights of Thunderbolts. You could argue that they've literally emptied out every part of the ship just to get those twelve fighters into it. :lol: Just lower it's troops score to 0 as part of the "There's just no room!" explanation. Otherwise the main ship with Hull 6 and it's heavier forward armament will probably always be chosen over the carrier varient.
 
Celisasu said:
On the light carrier varient, with it's Hull dropped to 5 and relatively light armament it might warrent two flights of Thunderbolts. You could argue that they've literally emptied out every part of the ship just to get those twelve fighters into it. :lol: Just lower it's troops score to 0 as part of the "There's just no room!" explanation. Otherwise the main ship with Hull 6 and it's heavier forward armament will probably always be chosen over the carrier varient.

I like the original better too ;) I also agree that adding another flight to the light carrier variant (and reducing troops to 1 rather than 0) would be another option...was just worried about people taking 10 in a 5pt raid game and flooding the table with 20 T-bolts!
 
Back
Top