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Millenium Swift
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Woody



Joined: 10 Jan 2005
Posts: 413

PostPosted: Wed Nov 16, 2011 8:40 pm    Post subject: Millenium Swift Reply with quote

So Woody told everyone Transports were crap
So Woody told Chris the where no cheap Sterngaters.
So Woody is wrong
The Orion class is more Clipper than Gallon. This version can shoot while it runs away. Unlike the Frigate it runs away from everything. Unlike the Frigate it can hide
Overall not quite as nice a ship, But will come in about 15-20 ship points less! Good if we dont want to win via space combat.

Orion Class Clipper

Speed 10
Detection 10
Armour 12
Space 40
Man 25
Hull 35
Turret 1
SP 25
Power Space SP Range
Hull 40 25
Keel Staraver Laser Battery -4 -4 2 12
Dorsal Pyros Melta Cannon -4 -3 2 4

Planted Bound for millenia 3


PLASMA DRIVE
Modified Lathe 1 +1speed 40 -8 1
WARP ENGINES
Strelov 1 -10 -10
GELLER FIELD
Warpsbane Hull -1 2
VOID SHEILDS
Single Void Sheild Array -5 -1
SHIPS BRIDGE
Exploration Bridge -1 -1
LIFE SUSTAINERS
Vitae Life Sustainer -4 -2
CREW QUARTERS
Voidsmen Quarters -1 -3
AUGER ARRAY
M-100 -3

Main Cargo Hold -2 included as base in hull
Empyrean Mantle -3 2

2 Power spare
8 Space Spare
37 SP
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steveb



Joined: 16 Nov 2011
Posts: 6

PostPosted: Thu Nov 17, 2011 12:10 am    Post subject: Reply with quote

I'd say from time to time we will want to win by space combat. Running away is all well and good but sometimes we will be doing the hunting presumably.

Dont know what other folk think. Seems like the ship can very well define the campaign.
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Mad Dwarf



Joined: 09 Oct 2003
Posts: 1567

PostPosted: Thu Nov 17, 2011 3:00 pm    Post subject: Reply with quote

The ship we choose will definitely make a big difference to how the campaign goes.
It will define what sort of tasks we are better suited to, and how we can best lever advantage.

I agree that we'll be wanting to fight rather than run sometimes, and need some stand-and-fight capability.

I'd rather spend a few more points (50-60) on a Frigate, or REALLY twinked-out transport/raider, than skimp on a 40pt mini-ship!
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Woody



Joined: 10 Jan 2005
Posts: 413

PostPosted: Thu Nov 17, 2011 7:04 pm    Post subject: Reply with quote

Just realised keel weapons have a 360 arch. That makes it quite offensive/ It main problem is lack of armour though.

Basically we are paying the extra 15 odd sp for 6 points of armour

bonuses of frigate
Ability to have lance (forward firing big gun)
6 points of armour

bonus to clipper
nippier (man + speed)
keel weapon with 360 arch
15sp ish cheaper
transport space

Both have similiar ish stats on other area

lances are v good v cruisers, pretty good v frigates and l cruisers, poor for everything else (the advanage of lances is they peirce armour. 100%). However we dont really want to fight frigates and up (space combat is too random and deadly) so I am now thinking batteries better than lances anyway.

I think I have some defencive upgrades I can give the clipper - watch this space....

15 extra profit is alot!
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Mad Dwarf



Joined: 09 Oct 2003
Posts: 1567

PostPosted: Thu Nov 17, 2011 8:00 pm    Post subject: Reply with quote

I haven't had a proper compare yet, but yes, 15pts is a LOT!

A lance would be nice but not essential by any means.
6 armour? I'm not sure what that means! 12 -> 18 sounds like a LOT more armour.

If lower armour and no lance means we can tool up with other Combat-Useful Modules (e.g. speed, manoeuvre, Crew, boarding/repel etc) then it may well be worth it, and still have us combat-capable.
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Woody



Joined: 10 Jan 2005
Posts: 413

PostPosted: Thu Nov 17, 2011 9:04 pm    Post subject: Combat for dummies Reply with quote

As far as I can tell

6 armourequate to about 1 extra successes worth of damage. Significant. The problem is that if someone gets a lucky broadside Thet will have about 6 successes over 2 weapons, and then you suffer a crit, then it all starts going wrong...... If you pilot is doing evasive manouevres then both you and they suffer penalties

A voidshield cancels 1 successs. Cruisers have 2. All other ships 1.

Batteries can combine fire - meaning only 1 lot of armour, but limiting the chance of crirs to 1.

Lances ignore armour

3 or 4 successes net a crit. dam is a about d10 +2 capped at 3 or 4 succeses (so 4d10+Cool
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antiwiggle



Joined: 02 Oct 2003
Posts: 522
Location: Frankenstein's other lab

PostPosted: Fri Nov 18, 2011 10:00 am    Post subject: Reply with quote

Interesting idea. The Orion Clipper is a ship I missed. It gets rid of one of the downsides of transports; the lack of speed.

A fast ship that can hide, I think I like it.

Do we get the option of another archaeotech component with the 'Planet Bound for Millennia'?
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Woody



Joined: 10 Jan 2005
Posts: 413

PostPosted: Fri Nov 18, 2011 10:23 am    Post subject: archaeotech component Reply with quote

We get engines plus 1 from 'Planet Bound for Millennia'. Potentially on to of that we can get 1 xeno tech ot 1 more archaeotech from our warrant (if we use that).

Currently 1 of the guns is archeotech, it is better an I have been struggling for power

Because this ships 2nd slot is 360 degree rather than prow (which is fwd only) this hull is more offensive than any other frigate or smaller ship.

Its big downside if armour. Looking at Mazes (to reduce damage to components we dont want to explode) and maybe Castelean shields.
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Woody



Joined: 10 Jan 2005
Posts: 413

PostPosted: Fri Nov 18, 2011 11:48 am    Post subject: Version 2 Reply with quote

Orion Class Clipper

Speed 10 +1 +upto 5 more
Detection 10 +10 (sensors+bridge)
Armour 12
Space 40
Man 25
Hull 35 -d5-1
Turret 1
SP 25
Power Space SP Range
Hull 40 25
Keel-Staraver LB -6 -4 1 9
Dorsal-Pyros Cannon -4 -3 2 4

Planted Bound for millenia 3


PLASMA DRIVE
Modified Lathe 1 40 -8 1
WARP ENGINES
Strelov 1 -10 -10
GELLER FIELD
Warpsbane Hull -1 2
VOID SHEILDS
Single Void Array -5 -1
SHIPS BRIDGE
Explorator Bridge -4 -1 1
LIFE SUSTAINERS
Vitae Life Sustainer -4 -2
CREW QUARTERS
Voidsmen Quarters -1 -3
AUGER ARRAY
M-201 -5




Main Cargo Hold -2
Empyrean Mantle -3 2
Tenebo Maze -1 -1 3
Trophy Roon -1 -1 1
Plasma banks 8 -5 1
Energ Conv Matrix -1 -1 1


All power and space used
43 ship points
2 arch tech
If we got a 3rd from the warrant we could spend 2 sp an get castellan shields. We would them be almost as tough as a frigate
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Woody



Joined: 10 Jan 2005
Posts: 413

PostPosted: Fri Nov 18, 2011 1:16 pm    Post subject: An alt option Reply with quote

Space 40
Man 25
Hull 35
Turret 1
SP 25
Power Space SP Range
Hull 40 25
Keel Sunsear -6 -4 1 9
Dorsal Shard 0 -3 2 6

Planted Bound for millenia 3


PLASMA DRIVE
Modified Lathe 1 +1speed 40 -8 1
WARP ENGINES
Strelov 1 -10 -10
GELLER FIELD
Warpsbane Hull -1 2
VOID SHEILDS
Castellan Void Sheild Array -5 -1 2
SHIPS BRIDGE
Commerce -1 -1 1
LIFE SUSTAINERS
Vitae Life Sustainer -4 -2
CREW QUARTERS
Voidsmen Quarters -1 -3
AUGER ARRAY
M100 -3




Main Cargo Hold -2
Empyrean Mantle -3 2
Tenebo Maze -1 -2 2
Trophy Roon -1 -1 1
Barracks -2 -4 2
Observation Dome 0 -1 1


1 xeno tech that comes from warrant required
All power and space used
The convertor is crap on tanports- so prev designs need to account for this (conversion is 5 power-1 speed)
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Woody



Joined: 10 Jan 2005
Posts: 413

PostPosted: Sun Nov 20, 2011 3:43 pm    Post subject: Current final version Reply with quote

Orion Class Clipper

Speed 10
Detection 10
Armour 12
Space 40
Man 25
Hull 35
Turret 1
SP 25
Power Space SP Range
Hull 40 25
Keel Sunsear -4 -4 1 12
Dorsal Shard 0 -3 2 6

Planted Bound for millenia 3


PLASMA DRIVE
Modified Lathe 1 +1speed 40 -8 1
WARP ENGINES
Strelov 1 -10 -10
GELLER FIELD
Warpsbane Hull -1 2
VOID SHEILDS
Single Void Sheilds -5 -1
SHIPS BRIDGE
Commerce -1 -1 1
LIFE SUSTAINERS
Vitae Life Sustainer -4 -2
CREW QUARTERS
Voidsmen Quarters -1 -3
AUGER ARRAY
M100 -3




Main Cargo Hold -2
Empyrean Mantle -3 2
Tenebo Maze -1 -2 2
Trophy Roon -1 -1 1
Barracks -2 -4 2
Luxery Quarters -2 -1 1

Has the quarters Phil wanted Smile

All power and space used, 1 xeno tech used

Barracks is cos I like the option of lots of soldiers
If we dont want to be able to run silent we can drop the mantle

Things we be missing that I like the look of are
Astropath choir (1/1/1)
Librarium Vaukt (1/1/1)
Observation Dome (0/1/1)

Could Get all 3 of these for 1 more ship point if we drop the barracks
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Mad Dwarf



Joined: 09 Oct 2003
Posts: 1567

PostPosted: Sun Nov 20, 2011 4:11 pm    Post subject: Reply with quote

What's the SP total?

Having a look through the books, I can't see Luxury Crew Quarters, only Luxury Passenger Quarters ... Sad
So we can drop them?

The Choir only helps if our Astropath has any useful Ship-to-ship capability, yes?

Observation Dome looks nice.

I like the idea of a Barracks full of Storm-troopers! Smile
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antiwiggle



Joined: 02 Oct 2003
Posts: 522
Location: Frankenstein's other lab

PostPosted: Sun Nov 20, 2011 5:18 pm    Post subject: Reply with quote

I take it the Shard Cannons are there because they don't take any power?
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Woody



Joined: 10 Jan 2005
Posts: 413

PostPosted: Sun Nov 20, 2011 5:36 pm    Post subject: answers to stff Reply with quote

the above is 43sp

Power is tight hence the shard cannon. if we get rid of the cloak power is less of an issue.
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Cheyenne
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PostPosted: Mon Jun 06, 2016 9:35 pm    Post subject: jidVwcTRJQkhxtt Reply with quote

I was looking evehwyrere and this popped up like nothing!
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