Vorlon planet killer

Does anyone have a picture of this and the Shadow version - i got one today from the AOG old website (of the mini) for the planet killer. I was thinking of making one for a scenario too.

Also anyone ever tempted to stat one up?
 
Vorlon Planet Killer: Cost 2xArmageddon (ancient pl)

1200 hp

Hull 5
Adaptive Armour
Self repair 10d6
Advanced Jump Point
Speed 4 Turns none, must all stop and pivot to turn (not sure if it was resolved whether vorlons can do this or not but this one CAN in any case :P) It may NOT perform all power to engines though.

Weapons

Planetcracker beam - Range 24" Wide beam Boresight Arc special rules for damage and arc. see below.

The Beam requires enormous amounts of energy to charge and takes 10 turns to charge up once the ship enters realspace (if it starts off the table it must start the countdown from when it enters the table (it may fire ON turn 10 of this countdown) When the ship fires simply note a 24" boresight from the front of the ship. ANY object within 1" of this 'beam' (including friednly targets and terrain) is automatically hit and destroyed stealth and intercpetors are not defence though a singe dodge roll to avoid destruction may be attepted. Note that the beam goes THROUGH asteroids planets etc and destroys them so hiding behind terrain will NOT save you. If a planet is detroyed by the beam anything within its gravity well takes explosion damage as per an exploding ship but with 20AD for a small planet 40AD for a medium planet and 80AD for a large one.

Now those of you who have been paying attention will note that I have made the main weapon on this ship ludicrously powerful and the ship itself very tough. BUT that is all you have and you have a full 10 turns to stop it (nonetheless I would advise it only be used in scenarios and the hit points and hull might need tweaking (im tempted to lower it to hull 4 and give it 2000 hit points)
 
Um, the Shadow cloud is already statted in the system.

I like the Vorlon planet killer, although i don't think a dodge would be enough to get you out of the way of such a wide beam.
 
http://www.b5tech.com/vorlon/vorlonships/vorlonplanetkiller.html

good picture here.

By the way dont put too much stock in what you read on this site though as they do talk an awful lot of crap at times ;). But the pictures are nice still :)
 
yup... well, It wasn't quite scale, but it was pretty darn big, just forget who it was
 
NOOOOOOOOOOOO!!! not the planet scale issue! arghhhhhhhhh

I'm just going to play my FOW russians from now on! B5 is too complex and confusing!
 
well as I said the damage/hull values are open to debate but remember I put this at a level ABOVE the shadow cloud (it took all the ancients to blast the thing to pieces after all)

You SHOULD be able to take the 2000pt hull 4 version down with 2 armageddon points in 10 turns but it certainly wouldnt be easy (and bear in mind this thing has no defences at all other than its basic toughness). The reason I lean towards low hull and lots of hit points is simply that the thing is simply gigantic. its very easy to actually hit (and even damage) the thing seemingly but its simply so massive that you need to do an immense amount of damage to take it out! Hell I was considering 2000pts and ALSO hull 5 but with adaptive armour that might be verging on ridiculous... (though possibly not, its more or less entirely dependant on escort ships to keep the enemy off it and you can do ALOT of damage in 10 turns with 2 Armageddon points worth of ships....)

Oh incidentally I forgot to add that this ships DOES have the energy pulse but using it resets the firing count down :)
 
Locutus9956 said:
well as I said the damage/hull values are open to debate but remember I put this at a level ABOVE the shadow cloud (it took all the ancients to blast the thing to pieces after all)
To be fair, it took them about 30 seconds to do so...

I'd put it at Armageddon level (and, indeed, did so during playtesting... but as there's no decent mini, it wasn't adopted).

Wulf
 
but, well, there is no decent min, or indeed mini at all in some cases for the drakh, yet they got a fleet book!
 
hiffano said:
but, well, there is no decent min, or indeed mini at all in some cases for the drakh, yet they got a fleet book!
That may actually be one of the reasons why there's no VPK (remembering that Armageddon came after the Drakh, and the fuss created about the Drakh minis)...

Wulf
 
indeed.
still, their is no model for the shadow cloud either, some strange decisions going on!
 
Well yes but the shadow cloud is, well, a CLOUD. How do you make a Mini for that?

Step one get some Cotton Wool

Step two get some black spray paint and stand well back.....

This is hardly rocket science ;)

And as for putting it at Armageddon level, personally I really REALLY think that both this AND the Shadow cloud should be at Ancient priority level. Frankly they are as old and indeed considerably older than some of the ancient ships and should really be on a par with them and certainly be more expensive than a Vorlon or Shadow 'main line ship'.

Sure they wont see much use outside of specific scenarios but these are SUPERWEAPONS. I want scenarios where truly epic fleets are trying to bring them down before they wipe out all life on the planet below!
 
Although.... hmm if they made a model of the superstructure as seen in the Call to Arms movie that you could put cotton wool or better yet wire wool on top of and spray that would be pretty sweet.

but if theyre going to do minis like that some jump gate superstrcuture would be great too (yes I know about the GZG one but a B5 one would kick ass still :D)
 
Locutus9956 said:
Vorlon Planet Killer: Cost 2xArmageddon (ancient pl)

1200 hp

Hull 5
Adaptive Armour
Self repair 10d6
Advanced Jump Point
Speed 4 Turns none, must all stop and pivot to turn (not sure if it was resolved whether vorlons can do this or not but this one CAN in any case :P) It may NOT perform all power to engines though.

Weapons

Planetcracker beam - Range 24" Wide beam Boresight Arc special rules for damage and arc. see below.

The Beam requires enormous amounts of energy to charge and takes 10 turns to charge up once the ship enters realspace (if it starts off the table it must start the countdown from when it enters the table (it may fire ON turn 10 of this countdown) When the ship fires simply note a 24" boresight from the front of the ship. ANY object within 1" of this 'beam' (including friednly targets and terrain) is automatically hit and destroyed stealth and intercpetors are not defence though a singe dodge roll to avoid destruction may be attepted. Note that the beam goes THROUGH asteroids planets etc and destroys them so hiding behind terrain will NOT save you. If a planet is detroyed by the beam anything within its gravity well takes explosion damage as per an exploding ship but with 20AD for a small planet 40AD for a medium planet and 80AD for a large one.

Now those of you who have been paying attention will note that I have made the main weapon on this ship ludicrously powerful and the ship itself very tough. BUT that is all you have and you have a full 10 turns to stop it (nonetheless I would advise it only be used in scenarios and the hit points and hull might need tweaking (im tempted to lower it to hull 4 and give it 2000 hit points)


As nearly as I can tell, if you want to be able to take down your 1200pt H5 VPK in ten rounds... it would take around 39AD Beam, Double Damage, Super AP. Every round, destroying it in the tenth. (using the average hits)
 
so, 4 warpoints available, take 4 BinTaks for example.

24AD of boresight beam, SAP DD
um, 12ish AD SAP TD Mag Gun
about 60AD of Shipbuster E-Mines,
then 48 or so AD of standard weapons
and 30is AD of Twin Linked weak
oh, and 16 AD of SAP Precice Torps.. a round (excepting the E-Mines of course)

I reckon that could do it. :-)
 
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