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Behomoth - 69 ship points of cruiser

 
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Woody



Joined: 10 Jan 2005
Posts: 413

PostPosted: Fri Nov 18, 2011 6:54 pm    Post subject: Behomoth - 69 ship points of cruiser Reply with quote

Speed 5
Detection 10
Armour 20
Space 75
Man 10
Hull 70
Turret 2
SP 60
Power Space SP
Hull 75 60
Prow Armoured Prow 0 -4 2
Port Mars Broadside -4 -5 1
Port Mars Broadside -4 -5 1
Starboard Mars Broadside -4 -5 1
Starboard Mars Broadside -4 -5 1

PLASMA DRIVE
Jovian 4 75 -14
WARP ENGINES
Strelov 2 -12 -12
GELLER FIELD
Standard -1 0
VOID SHEILDS
Multiple Array -7 -2
SHIPS BRIDGE
Ships Master Bridge -4 -3
LIFE SUSTAINERS
Vitae -5 -3
CREW QUARTERS
Voidmaster -2 -4
AUGER ARRAY
M201 -5 0

Barracks -2 -4 2
Tenebo Maze -2 -3 2
Comparmentalised Cargo Hold -2 -5 1

Veteran of the crusade 3
Incompetent crew skills of 20 -5

This ship has +20 to ballistc tests. In addition we get +10 to a lot of social stuff due to the ships rep. -40 on any silent running though Smile

2 void sheilds and lots of armour

Crewed by bunch of skill 20 muppets so we would need to do everthing

In my view this is better than the frigate for the points.

This ship has alot of room for growth (alot of things could be upgrades). Has spare power but surprisinly only 1 spare space point.

If people though a cruiser was a good idea I could probably do a better one........
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Mad Dwarf



Joined: 09 Oct 2003
Posts: 1567

PostPosted: Fri Nov 18, 2011 7:40 pm    Post subject: Reply with quote

69 is a lot of points, leaves us with very little Profit Factor.

Incompetent Crew is a bad choice, IMHO. We cannot do everything, a fair amount of "ship" stuff will be down to the crew, and if it is poor, we will lose. Sad

And its got no Warpsbane hull?
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Urban Spaceman



Joined: 15 Nov 2004
Posts: 1511
Location: Down the Pub

PostPosted: Fri Nov 18, 2011 8:07 pm    Post subject: Reply with quote

Light cruisers are a bit out of our league unless people are going to be getting ship points from elsewhere.

Having room for improvements is all very good but we've got to survive long enough for that to happen.

So far we've had the Eagle - Can fight and can run away, the Swift can sort of fight but really should run. The Behemoth - does'nt look like it can run and probably can't fight all that well.

I think we need to decide a group design aethetic and then try to model the ship and our character group around that.
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Woody



Joined: 10 Jan 2005
Posts: 413

PostPosted: Fri Nov 18, 2011 8:41 pm    Post subject: You are mistaken on a number of points fine sir Reply with quote

Urban Spaceman wrote:
Light cruisers are a bit out of our league unless people are going to be getting ship points from elsewhere.

Having room for improvements is all very good but we've got to survive long enough for that to happen.

So far we've had the Eagle - Can fight and can run away, the Swift can sort of fight but really should run. The Behemoth - does'nt look like it can run and probably can't fight all that well.

I think we need to decide a group design aethetic and then try to model the ship and our character group around that.


1st this is a crusier, not a light cruiser
The behomht cannot run, but it can fight amaziingly. Crusiers get 2 shields remember, and with a combination of alot of hull, allot of guns, and amazing gunnery bonuses it wions fights
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Woody



Joined: 10 Jan 2005
Posts: 413

PostPosted: Fri Nov 18, 2011 8:59 pm    Post subject: That said Reply with quote

we do indeed have 3 basic options currently
1 - Orion Class
To make this work you need lots of Arch tech. You end up with a good ship that is fragile. You relly on not being in a fight for long, if at all.
Can fight and defeat weak foes if it has to, Frigates upwards it has to run or have plan
Lots of bonuses to endeavours from holds etc
Comes in at about 45 points, Leaving a nice 45 odd profit
This ship is as good as it gets in terms of upgrades, and never gets better. Maybe we upgrade ships, but that will be a real challenge

2 - Frigate
The orion class with a bit more armour. Everythign else works out about the same.
Comes in at about 60 points, leaving a measly 30 profit
Again little upgrade room

3 - Cruiser
A warship.
Less maneaovreable than 1 or 2 but in a totally different combat league. 2 void shields, 20 arnour, bonuses to shoot, more guns, bigger guns - it eats frigates and does ok against other cruisers.
As time goes on it guns gets reducesd in size (The versions it has can be made smaller with little impact on effectiveness) and it can get lots of other options
Leaves us with 20 profit, which is basically nothing.

As things stand
3 feels nicer - we dont start of with a perfect ship. But can we cope with 20 profit. If Mick is giving us a mightly endeavour where we can get lots of profit then maybe we can survive on this.
1 is the best value but feels very fragile
2 feels like bad value

Design wise The orion is done bar tweaks (exactly which upgrades)
Frigate probably needs a redo (am very tempted to drop the lance and have twin batteries)
Cruiser can probably be done better. May change it to a secutor light cruiser (this version has about as many guns as a cruiser, cruiser shield, it is a cruiser in all but name - shame it onnly saves 2 points on a cruiser).
Can probably get the crew back to standard competancy and spend about 70 points by going to the scecutor, droping the barracks, and amending the weapons.
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