Re: Hypothetical Liberator Stats
From: Alun Thomas <alun.thomas@c...>
Date: Wed, 5 Mar 1997 09:08:46 -0500
Subject: Re: Hypothetical Liberator Stats
k.g.mclean @ cqu.edu.au (Kevin Mc Lean.) wrote:
> For the interested parties, what we know about the Liberator is...
> This is all from memory but...
> At a guess it is probably about TOS Enterprise sized, but only
required a
> crew of seven to operate. It's weapons were energy, appeared to be
mainly
> forward arc and could usually destroy/cripple something in one hit. It
had
> a reasonable damage capacity as well. It was also self regenerating so
an
> argument could probably be made for extras DCPs. Oh, it was also very
fast
> and maneuverable.
[...]
> All this leads me to suggest that 'roughly' the Liberator would be a
> capital class ship of:
> Mass 60
> 2 AA Batteries F
> Level 3 Screens
> 2 A Batteries PFS
> 2 PDAF
> 1 ADAF
> 3 Extra DCPs
> Thrust 6.
> Argument could also be made for giving it armour 3 instead of shields,
> Kra'vak movement and rationalising railguns as its beam weapons.
> In any event it's horrifying in points terms, but would probably make
a
> good ship to put in a demo game where five or more smaller ships try
to
> tear it to pieces...
> Thoughts????
Hmm, well here's what I remember:
1) Liberator is BIG - at least twice the size of the largest Federation
ships.
2) She's also FAST - the only Federation craft that can come close to
her
speed are the small advanced persuit ships Travis uses.
3) Liberator is very highly automated, and given time can repair fairly
major
battle damage. During a single battle, this is probably best
represented
using extra DCPs, but in a campaign game she should be able to repair
structural damage as well.
4) Liberator's "force wall" can absorb a number of hits from Federation
plasma
bolts.
5) Her main weapons are 3 large "Neutron Blasters" which can do serious
damage
to a Federation persuit ship.
6) Her sister ship (DSV1) is also armed with missiles which are capable
of
destroying
her. It is possible that Liberator (aka DSV2) was also armed with
missiles, but
that these were used in the battle which forced her original crew to
abandon
ship (before Blake and co. were put on board).
7) Although superior to Federation ships, Liberator has one major
problem:
endurance.
Running at full speed, operating the force wall and firing the neutron
blasters all
drain massive ammounts of energy from her energy banks. In "stand up
fights"
the Federation's most succesful tactic has been to try to force
Liberator's
crew
to deplete her energy banks. In one episode, the crew try to conserve
energy
by keeping the force wall turned off until just before a plasma bolt
hits, and
turning
off immediatly afterwards - this works, but has obvoius risks.
To simulate this, you could say that Liberator has an energy bank with
X
points in it,
and the following all use 1 point of power.
- Each turn in which more than 50% thrust is used
- Each neutron blaster shot
- Each turn in which the force wall is used continuously.
(acts as lvl 3 armour)
To 'blip' the force wall, you could roll a die for each shot that hits:
1,2 Hit with force wall turned OFF - ouch !
3 Hit with force wall turned ON, but used a point of energy.
4,5,6 Hit with force wall turned ON (but no power used).
If you're feeling generous, you could let Liberator recharge her energy
banks
by 1 point on any turn where she doesn't use any thrust, weapons or the
force
wall.
What do you think ?
Alun.