What came first, interceptors or dodge?

I think i may have seen the answer here before but cannot find it.

When a ship with interceptors and dodge is hit which order do you roll the dice in?
 
Boo @ layered defenses.

Someone should design an armageddon ship with 2 damage/crew, but with Stealth, Dodge, Interceptors, GEG, Shields, AA, and Self repair. Did I miss anything?
 
l33tpenguin said:
Boo @ layered defenses.

Someone should design an armageddon ship with 2 damage/crew, but with Stealth, Dodge, Interceptors, GEG, Shields, AA, and Self repair. Did I miss anything?

And one really good weapon and one useless one, so it can be on blast doors all the time.
 
Squidzilla, a lovechild from a Vorlon Transport and a Shadow Scout, was originally described here, along with its tendency to try to abduct and mate with any available White Star. Initial attempts failed because the White Star always saw Squidzilla approaching and ran away, but after learning stealth techniques from its darker parent, Squidzilla eventually succeeded. What it didn't realise was that the White Star Gunship which it finally caught had already been captured and modified by the Drakh. The genetic mixture resulted in a child ship with severely stunted growth and an extremely bad attitude.

Chimera: Armageddon
Speed: 10
Turns: SM (same as Shadows)
Hull: 5
Damage: 2
Traits: Adaptive Armour, Advanced Anti-Fighter 2, Dodge 4+, Gravitic Energy Grid 2, Interceptors 2, Scout, Self Repair 1, Shields 10/10, Stealth 5+
Weapons:
Very Light Neutron Cannon: range 4, F, 1AD, Beam
Super Phasing Pulse Cannon: range 16, F, 18AD, Accurate, Double Damage. Precise, Super AP

Special Actions: Chimera can use the following special actions: Close Blast Doors, Initiate Jump Point, Intensify Defensive Firepower, Run Silent.

Special Rules:
Bad Attitude: Chimera can fire on a ship which is already stricken, if that ship has previously scored a hit on Chimera.

Loves Battle: Chimera can be used by any fleet. Regardless of scenario rules, Chimera always starts in hyperspace and always emerges into realspace on turn 2 in the centre of the table - it has detected a battle and wants to join in.

Redundant Systems: like its Vorlon and Shadow grandparents, Chimera automatically repairs the effects of all critical hits at the end of the turn after they were inflicted.

Unpredictable: Each turn, roll 2D. On a roll of 12, Chimera switches sides. +1 if the fleet with which Chimera is currently allied is winning; -1 if Chimera has been hit by a ship in the currently opposing fleet.
 
For an armageddon level ship, I don't think that is ambitious enough.

Chimera: Armageddon
Speed: 10
Turns: SM (same as Shadows)
Hull: 6
Damage: 2
Traits: Adaptive Armour, Advanced Anti-Fighter 8, Dodge 3+, Gravitic Energy Grid 4, Interceptors 5, Scout, Self Repair 2, Shields 10/10, Stealth 6+
Weapons:
Very Light Neutron Cannon: range 4, F, 1AD, Beam
Super Phasing Pulse Cannon: range 16, T, 18AD, Accurate, Double Damage. Precise, Super AP

Special Actions: Chimera can use the following special actions: Close Blast Doors, Initiate Jump Point, Intensify Defensive Firepower, Run Silent.

....
Probably still not tough enough to be armageddon. Maybe add in the Ipsha abilities?
 
The Ipsha abilities are +3 initiative (Chimera acts with the owning player's fleet, so uses that fleet's initiative); Shadows super manoeuvrability (already included); and ignore damage on 5+ (effectively a built-in permanent CBD without the weapon restrictions). It can also ignore criticals entirely on a 6+.

Which reminds me - being based on a Vorlon/Shadow hybrid, Chimera shares their ability to auto-repair all critical hits at the end of the turn after they were inflicted.
 
You probably have your own ideas, but my suggestion would be to start with a White Star. Add Shadow spines, similar to the Shadow Star in Da Boss' "Darkness Rising", but replace half of them with Vorlon tendrils. Then paint it in a stripy scheme similar to a Drakh ship but use green and purple stripes. The bit round the nose which looks vaguely like teeth should be off-white to really make it look like teeth. The ship should look insane - the "real" one is insane. :D

To deal with Dag'Kars, maybe increase the shields to 20/10, in line with the Armageddon Shadow ship. Or increase the speed to 15, a result of the Chimera's White Star parentage. Double that with Shadow super manoeuvrability and it can get from its starting point to almost anywhere on the table in one go, which should give it a chance to get out of arc of one or two Dag'Kars.
 
AdrianH said:
You probably have your own ideas, but my suggestion would be to start with a White Star. Add Shadow spines, similar to the Shadow Star in Da Boss' "Darkness Rising", but replace half of them with Vorlon tendrils. Then paint it in a stripy scheme similar to a Drakh ship but use green and purple stripes. The bit round the nose which looks vaguely like teeth should be off-white to really make it look like teeth. The ship should look insane - the "real" one is insane. :D

Hmm, must admit I was joking, but since you put it that way, could never resist making an insane looking mini.

Some pencil doodling is required I think.

Of course could just add some engines to a Chthulhu mini, with your paint scheme. ------------ Big ship tho, but by reputation would certainly spread the insanity.

Alternatively could start with a Liati............., for obvious reasons................. oh no wait thats too obvious. :lol:
 
Some more broken additions. I mean, really, this thing must have accurate, crit hunting weapons

Chimera: Armageddon
Speed: 15
Turns: SM (same as Shadows)
Hull: 6
Damage: 2
Traits: Adaptive Armour, Advanced Anti-Fighter 8, Advanced Jump Engines, Afterburner, Dodge 3+, Gravitic Energy Grid 4, Interceptors 5, Scout, Self Repair 2, Shields 20/10, Stealth 6+
Weapons:
Very Light Neutron Cannon: range 4, F, 1AD, Accurate, Beam, Precise
Super Phasing Pulse Cannon: range 16, T, 18AD, Accurate, Double Damage. Precise, Super AP

Special Actions: Chimera can use the following special actions: Close Blast Doors, Initiate Jump Point, Intensify Defensive Firepower, Run Silent.

Special Rules: Chimera has no maximum range when scouting
No matter how many ships the opposing fleet has, Chimera always moves last. When firing, Chimera follows the normal initiative order.
Chimera will always start in hyperspace, regardless of the scenario rules.
 
It needs some trait sinks too in case of 3-6 crits, and weapon sinks in case of 4-5/4-6 crits.

Chimera: Armageddon
Speed: 15
Turns: SM (same as Shadows)
Hull: 6
Damage: 2
Traits: Adaptive Armour, Advanced Anti-Fighter 8, Advanced Jump Engines, Afterburner, Command +0, Dodge 3+, Gravitic Energy Grid 4, Huge Hangars, Carrier, Fleet Carrier, Interceptors 5, Scout, Self Repair 2, Shields 20/10, Stealth 6+
Weapons:
Very Light Neutron Cannon: range 4, B, 1AD, Accurate, Beam, Precise
Very Light Neutron Cannon: range 4, F, 1AD, Accurate, Beam, Precise
Very Light Neutron Cannon: range 4, A, 1AD, Accurate, Beam, Precise
Very Light Neutron Cannon: range 4, P, 1AD, Accurate, Beam, Precise
Very Light Neutron Cannon: range 4, S, 1AD, Accurate, Beam, Precise
Very Light Neutron Cannon: range 4, B(a), 1AD, Accurate, Beam, Precise
Very Light Neutron Cannon: range 4, T, 1AD, Accurate, Beam, Precise
Very Light Neutron Cannon: range 4, T, 1AD, Accurate, Beam, Precise
Very Light Neutron Cannon: range 4, T, 1AD, Accurate, Beam, Precise
Super Phasing Pulse Cannon: range 16, T, 18AD, Accurate, Double Damage. Precise, Super AP

Special Actions: Chimera can use the following special actions: Close Blast Doors, Initiate Jump Point, Intensify Defensive Firepower, Run Silent.

Special Rules: Chimera has no maximum range when scouting
No matter how many ships the opposing fleet has, Chimera always moves last. When firing, Chimera follows the normal initiative order.
Chimera will always start in hyperspace, regardless of the scenario rules.
 
I don't think the Main weapon is up to par--I don't like that it can be intercepted..., also with this things pedigree, how can it not have a flight computer managing its psychic crew???


Chimera: Armageddon
Speed: 15
Turns: SM (same as Shadows)
Hull: 6
Damage: 2
Traits: Adaptive Armour, Advanced Anti-Fighter 8, Advanced Jump Engines, Afterburner, Command +0, Dodge 3+, Gravitic Energy Grid 4, Huge Hangars, Carrier, Fleet Carrier, Interceptors 5, Scout, Self Repair 2, Shields 20/10, Stealth 6+, Flight computer, Escort, Psychic Crew 5
Weapons:
Very Light Neutron Cannon: range 4, B, 1AD, Accurate, Beam, Precise
Very Light Neutron Cannon: range 4, F, 1AD, Accurate, Beam, Precise
Very Light Neutron Cannon: range 4, A, 1AD, Accurate, Beam, Precise
Very Light Neutron Cannon: range 4, P, 1AD, Accurate, Beam, Precise
Very Light Neutron Cannon: range 4, S, 1AD, Accurate, Beam, Precise
Very Light Neutron Cannon: range 4, B(a), 1AD, Accurate, Beam, Precise
Very Light Neutron Cannon: range 4, T, 1AD, Accurate, Beam, Precise
Very Light Neutron Cannon: range 4, T, 1AD, Accurate, Beam, Precise
Very Light Neutron Cannon: range 4, T, 1AD, Accurate, Beam, Precise
Super Phasing Pulse Cannon: range 16, T, 18AD, Accurate, Double Damage. Precise, Super AP. Mini Beam, Twin-Linked

Special Actions: Chimera can use the following special actions: Close Blast Doors, Initiate Jump Point, Intensify Defensive Firepower, Run Silent.

Special Rules: Chimera has no maximum range when scouting
No matter how many ships the opposing fleet has, Chimera always moves last. When firing, Chimera follows the normal initiative order.
Chimera will always start in hyperspace, regardless of the scenario rules.

Chimera ignores Shadow effects on its psychic crew
 
Minibeams can't be SAP, they always hit on 4+. Besides, I don't know where Chimera gets a minibeam; it gets the super phasing pulse cannon from its Shadow ancestry. ;) Interceptors won't stop many out of 18AD's worth of hits anyway. So I'd be inclined to leave out the minibeam weapon trait.

The accurate trait breaks the optional beam rules if any fighter comes near Chimera. Given that one hit will kill a fighter and the weapon can't be dodged, the same weapon against the same fighter has a kill probability of 1/2 using original rules and 2/3 using optional rules. (The Drakh Light Raider has a similar problem but since it only fires forwards, fighters are less likely to be in the line of fire.) And since the beam weapon's main jobs are to allow Chimera to CBD while firing its big gun, and now to sink weapons crits, the Accurate trait is not needed.

Afterburner won't work with Shadow-style super manoeuvrability. Self Repair could go up to 2D6, in line with a Shadow Ship.

Huge Hangars should have a number, and on a ship with only 2 damage gives me an idea...

Special Action: Munch
Chimera is large but mostly hollow. It is capable of literally eating fighters and small ships. When Chimera moves into contact with a fighter or Patrol level ship, roll an opposed CQ check (fighters from capital ships use the owning ship's CQ, independent fighters use CQ 4). If Chimera wins, the target is removed from play, having just been swallowed. Only one capital ship may normally be swallowed during a game, but if the "Huge Hangars" trait is lost, the ship is disgorged and runs adrift. When the trait is repaired, Chimera can Munch another ship.
 
Ship starting to sound like a Tyranid battleship type of mini. I remember Da Boss scratch built a primordial Vorlon ship for "Breakthrough"- Darkness Rising 2 which from its look was based around Tyranid bits.

With a bit of Shadow influence thrown, could be interesting and would certainly be the right kind of size for a Armegeddon ship.

Ccould make for an interesting game what it needs to beat it, when its stats are worked out.

Squadron of 3rd Space Cruisers?, Throne ship or two?
 
AdrianH said:
The accurate trait breaks the optional beam rules if any fighter comes near Chimera.
Nah, it just makes it Always accurate... :P
Afterburner won't work with Shadow-style super manoeuvrability.
Sure it can. they just stack!
Self Repair could go up to 2D6, in line with a Shadow Ship.
THE most it needs is self repair 1. If it takes more than 1 point of damage, its dead.
Special Action: Munch
Chimera is large but mostly hollow. It is capable of literally eating fighters and small ships. When Chimera moves into contact with a fighter or Patrol level ship, roll an opposed CQ check (fighters from capital ships use the owning ship's CQ, independent fighters use CQ 4). If Chimera wins, the target is removed from play, having just been swallowed. Only one capital ship may normally be swallowed during a game, but if the "Huge Hangars" trait is lost, the ship is disgorged and runs adrift. When the trait is repaired, Chimera can Munch another ship.
Awesome

Although, in all honesty, I want to see what is possible with a 1-2 damage ship at armageddon level using only existing rules. I'm even not sure about using shields, because that is essensially more damage.
 
l33tpenguin said:
AdrianH said:
The accurate trait breaks the optional beam rules if any fighter comes near Chimera.
Nah, it just makes it Always accurate... :P
A great deal of calculation went into the optional beam rules to ensure that they don't score more hits than the original rules. But an accurate beam will kill a fighter more often using the optional beam rules than using the original. (Which may be why, when the Shadows beam weapon becomes accurate in anti-fighter mode, it becomes a mini-beam. :))

Afterburner won't work with Shadow-style super manoeuvrability.
Sure it can. they just stack!
Afterburner doubles the ship's speed when it uses All Power To Engines. Shadows super-manoeuvrability doesn't use All Power To Engines, it gives the ship double speed plus a turn without needing a special action.

Self Repair could go up to 2D6, in line with a Shadow Ship.
THE most it needs is self repair 1. If it takes more than 1 point of damage, its dead.
True.

Although, in all honesty, I want to see what is possible with a 1-2 damage ship at armageddon level using only existing rules. I'm even not sure about using shields, because that is essensially more damage.
So are adaptive armour and GEG, and to some extent so are dodge and interceptors, which is why ships with any of those defences tend to have fewer damage and crew points than those without. So the 2 damage Armageddon ship gets as many defences as possible to make it equivalent to a more normal ship with only one or two defences. It also gets a big sign stuck to the side showing the order in which all those defences apply - there are now rather more than the interceptors and dodge which started this thread in the first place. :lol:
 
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