Vorlon planet killer

Yep that should nuke the living daylights out of it :)

Mag gun is beam isnt it too?

Using very rough statistics (and I do mean very rough, Im sure someone will be geeky enough to do it properly but I cant be bothered :P) against a hull 5 target with adaptive armour and vorlon damage system those 4 Bin Taks, will, do WITHOUT using their short range weaponry and without CAFing or anything like that (and bear in mind there will probably be a planet so they can line up their boresights and CAF....) on average 273 points of damage per turn to the planet killer which will, on average regenerate 35 hit points from its self repair for a net loss of 238 dmg per turn. So over 10 turns it will take 2380 dmg, ie BOOM :P

Now if they use their other guns too (which given the thing has no other weapons and moves about as fast as a manic depressive snail on horse tranquilisers they should easily be able to for most of the game) and Frazis joining in too you will get a very VERY dead Vorlon (yes it can pulse all the Frazis out of the sky but if it does that you then have a whole new set of 10 turns to shoot the damn thing!).

And its not just Narns that can do this too... 4 Octurions would make a mess of it as well. 4 Sharlins by my sums would actually NOT be able to take it down without CAFing but then again why the hell would they NOT CAF? Also 6 Tinashis would do even better here.....

EA.... erm well... Ok EA might in their current format be a tad screwed (though 6 Marathons or Orestes MIGHT be able to take it down Im not sure here...)

And its not really meant to be fielded randomly on its own anyway but as part of a BIG game where you have a fleet of, say 5+ Armageddon points. Sure you have more Vorlons to deal with then but if you just go after the planet killer (which should be basically the victory condition for the scenario) you should win (thinking about it I would like to amend the planet killer rules in one further way: You cannot use manuever to shield them to block shots at it. Its simply too huge.
 
Locutus9956 said:
Yep that should nuke the living daylights out of it :)

Mag gun is beam isnt it too?

Certainly is...acursed evil beam of naffness.

I usually get one hit from it.
 
Sulfurdown said:
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)
38.193 damage per turn needed with beam, double damage, super AP and no CAF/scout/etc.
 
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