The Earth Alliance has a GOD, or Global Orbital Defense-grid hanging over every planet and colony that it possesses. The bulk of these defense-grids is made up of Aegis satellites, with some defense-grids only numbering a few dozen of these satellites, while the Earth defense-grid numbers a few hundred of these weapon platforms. The GOD in its present form came into existence after the Earth-Minbari war, when the need was recognized for a line of defense that would be able to take out lots of enemy ships without undue personnel losses. Thus the GOD system was born, a layer of killer satellites that could be controlled from ground bases.
The Aegis satellite is almost entirely made up of weapons, munitions, armor, and power systems. The main weapon is a huge long range particle beam. This weapon requires prodigious amounts of energy, but is more powerful than any weapon that Earth Force has ever mounted on a starship. Because there is no radiation shielding used in the weapon, it is not advised for any personnel to be aboard of the satellite when it is firing. The radiation produced in each firing is enough to kill unshielded persons at once. Mounted on the exterior of the satellite are three huge radiators that are used to cool the Particle Beam between firings. The secondary weapon systems are two Long Range Missile launchers. These can be used against both capital ships and fighters. The final weapon systems are three pulse cannons for point defense.
The Aegis satellite carries a reasonable amount of armor, and also carries a interceptor grid, although this is not of the same power as that of even the smallest capital ship.
Model: GOD satellite Class: Aegis Satellite Crew: None (fully automated)
Vehicle Compliment: None
MDC by Location: Particle Beam Cannon: 1,000 Medium Pulse Cannons (3): 300each Missile Launchers (2) : 1,000 each [1] Main Body: 6,000 [2] Radiators (3) : 200 each [2] Interceptor Grids (6): 500 per side
Notes: [1] Depleting the MDC of the main body will put the satellite out of commission. All internal systems will shut down, including life support. The satellite itself will be an unsalvageable floating wreck. The radiators are used only to cool the Particle Beam Cannon between firings. If one radiator is destroyed, the cannon cannot be fired for two rounds, instead of one. with each additional radiator destroyed, cooling down period is increased with another round. [3] The Interceptor Grid gives only partial defense against energy weapons and as the system absorbs more damage this percentage of damage will be reduced. The system will absorb up to 1,000 MDC per side. Initially, the system will absorb 80% of damage from plasma weapons and pulse cannons (Actually another style of plasma cannon - does not work at this higher efficiency on other weapon systems that fire in pulses). This is because is it much easier to disperse plasma than an actually energy beam. The system does not absorb damage from rail guns, other projectile weapons, and from missiles. Initially, the ships will also absorb 40% of other styles of energy weapons as well (This includes non plasma style pulse weapons as well). For every 50 MDC that the system absorbs, the system will be reduced in effectiveness by 10% for subsequent strikes (Example: If an Interceptor Grid absorbs 100 MDC, the Interceptor Grid will only absorb 60% of plasma damage and 20% of the damage for any other energy weapon when struck next.) The defense grid recovers at the rate of 100 MDC per minute. The missile decoy portion of the system is described separately below.
Speed: Driving on the Ground: Not Possible. Space Propulsion: The GOD satellite only has navigational thrusters for attitude and directional changes. It cannot travel any real distance with them. Atmospheric Propulsion: The GOD satellite cannot operate within an atmosphere. If the satellite enters an atmosphere, it will crash. Stardrive: Not applicable Maximum Range: Not applicable
Statistical Data Height: 495 feet (148.5 meters) Length: 1,000 feet (300 meters) Width: 1052.3 feet (315.7 meters) Weight: 660,000 tons (600,000 metric tons) Power System: 2 General Fusion C-200 Fusion Reactors (4 year duration). However, it is recommended that the drive and power system have routine maintenance every 2 years. Cargo: None Cost: 500 million credits to construct
Weapon Systems:
1. Heavy Particle Beam Cannon (1): This cannon is simply a huge particle beam cannon. This cannon is so powerful that even the satellites two fusion reactors only supply enough power to fire it every other round. The Cannon has a 30 degree arc of fire. (Every firing the cannon floods the interior of the satellite with 3D6x10 SDC of radiation) Author Note: The source on this weapon system lists the revised weapons range as 1,000,000 km. It has been reduces to fit more with Palladium frameworks Combat Bonuses: +3 to Strike (use standard minuses to hit star fighters and small targets). Mega Damage: 3D6x1000 per Particle Beam blast. Range: 87 miles (140 km) in an atmosphere and miles 87,000 miles (140,000 km) in space. Rate of fire: Once every other melee (Beam lasts one entire round). Payload: Effectively Unlimited. 2. Medium Pulse Cannons (3): These cannons fire rapid fire bursts of super charged Plasma. Similar to heavier pulse cannons but the weapons are of lower output and have a shorter range. The weapons are derived from Centauri systems that the Narns copied but are not as powerful as the original Centauri weapon system was. Weapons are used as both anti-star Fighter and for point defense. Each mount has a 360 degree rotation and 180 degree arc of fire. Mounts are located on the top, and bottom of the sattalite. Author Note: The source on this weapon system lists the weapons range as 180,000 km. It has been reduces to fit more with Palladium frameworks and the weapon scale Combat Bonuses: +3 to Strike (does not have minuses to hit star fighters). Mega Damage: 6D6x10 per cannon Range: 11.1 miles (18 km) in an atmosphere and 1,120 miles (1,800 km) in space Rate of fire: Five times per melee Payload: Effectively Unlimited. 3. Two (2) Long Range Missile Batteries: Each missile launcher holds 24 missile tubes plus reloads. The two launchers are totally independent of each other. These launcher are both used to launch anti-ship strikes and to launch against starfighters. Missiles are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed when used in space. Since star ships will no longer engage at rock throwing distances, whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile will still cruise unless set to self destruct but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missile when dead at -25% to detect.) Long range missiles are all considered smart missiles. Each of these launchers can be targeted and fired at multiple targets. Combat Bonuses: +5 to strike for smart missile. Range: varies with missile type, long range missiles (Powered range is 8 x normal in space (Go to Revised bomb and missile table). Mega-Damage & Properties: Varies with warhead type (Go to Revised bomb and missile table). Heavy fusion is 2D4X100 MDC Rate of fire: One at a time or in volleys of 1, 2, 4, 6, 12, or 24 per battery melee attack, for a maximum of 48 missiles launched per melee. Payload: 4 reloads per launch tube for a total payload of 120 long range missiles per launcher, for a total of 240 missiles per satellite. 4. Missile Decoy System: These systems launches clouds of chaff and electromagnetic decoys around the ship. This system is the final part of the interceptor grid. The decoy cloud will remain around the ship for a period of time The system is a series of decoy launchers that are placed around the satellite. Even if the main interceptor system is not functional, this system will still operate. Mega-Damage: any vehicle flying through take 2D6 MDC. Effects: 1. Has a 50% chance of confusing or deflecting missiles from most younger races. This system does not work on missiles from Centauri, Minbari, or other Race with similar or more advance missile systems. 2. Disguises satellites radar signature. This gives a -2 penalty to strike. (Does not work on Centauri, Minbari, and races that are as advanced or more advanced than the Centauri and Minbari) The chaff will take five melees to disburse. Range: Satellite and 1,000 feet (305 m) radius around satellite Rate of fire: Once (1) Per Melee. Payload: 10
The Evil Empire on the Brazos (BEE) chronicles the on going wars (games) and the diplomatic efforts (Posts/GNN Reports) of all the known nations (wargame collections) in my little area of the galaxy.My goal is to both entertain
and inform those new to art of miniature wargaming, and have a few laughs with it. This Blog is open to all and also welcomes comment from all and I hope that many will come to join in the madness.....)
Green Stuff Day
-
I have a couple of units to finish for an update coming Hobbit game. These
new bases consist of a couple more Dwarf and man bases. Also a box of the
new...
Combat at Reichenberg 1757
-
My main source for this set up was the Kronoskaf SYW project aided with
maps from volume 1 of Horace St. Paul and the Campaigns of the Austrian
Army in t...
Hare & Hounds meets ShamBattle? Well, sort of ...
-
After giving it some more thought, I took my adapted version of the Hare &
Hounds board ...
... and redrew it with each square as a 3 x 3 grid. The resul...
Dodge WC-63s
-
I had already tried out a WC-63 that I had found on Thingiverse (link), but
I wasn't happy with the way it turned out as it was quite low on it's
wheels. T...
Still around
-
I know it's been awhile--OK, a year since my last post. I have fallen out
of the blogging habit, with no real motivation to post more regularly.
Don't w...
One Page Rules and Free Basic Raptor!!!
-
Hey, folks, JBR here.
I just wanted to announce that my mech models are now officially Compatible
with One Page Rules, particularly for their Grimdark ...
The Sun Never Sets - The Action at Umbopa Drift
-
As was noted in the previous post, Captain Gerard Moon was leading a
supply column through hostile territory. The column contains 5 wagons, 2
platoons o...
Ground Zero Games Sale! Ends midnight 27th August
-
Ground Zero Games have a late Summer sale on until midnight Tuesday 27th
August!
https://shop.groundzerogames.co.uk/
Here are a few of the GZG models...
Bassett's broken biplanes*
-
* also featuring Tim's terrible triplanes and mangled Morane monoplanes.
John B very kindly passed me this box of veterans at COW a few weeks ago.
The D...
New Fantasy sets from Alliance
-
I know, I havent been active for..???..a long time but I keep looking at
what´s going on in the world of bods..and today I found
these.....Apparently the...
15mm Terminator: Junkyard Dogs
-
I’ve started work on sourcing and painting up some scenic elements and
terrain for the 15mm Terminator project, and am kicking things off with
some wr...
Week26 Updates
-
A bit more progress over the last few weeks, although I still am not
getting out the brushes as often as I would like / need to. The
legionaries are fin...
Car Insurance Sioux Falls
-
*Car Insurance Sioux Falls*. The best price for comprehensive car insurance
in sioux falls for most drivers is from state farm at an average annual
premi...
A Wellsian interlude
-
Taking the chance to get the guns and matchsticks out on a sunny Sunday
afternoon…
Bought at some point in a job lot ( I think) these were lying unused i...
Wargaming the interwar period
-
*CROSSPOSTED FROM WARGAMING MISCELLANY*
This year’s VCOW (Virtual Conference of Wargamers) took place over the
weekend, and I was able to take part in se...
Mighty Armies: Invasion is live!
-
We have released our newest Mighty Armies book though Kickstarter
featuring ramies from Splintered Light Miniatures!
Check it out here:
https://www.ki...
Last post here-
-
OK, the web site drama is finally coming to an end.
Here is a summary. I had been using a Weebly web site, this blog hosted
by Blogger, and a e-commer...
Boarding Parties
-
A couple of stands to represent RN boarding parties or sailors with
small-arms put ashore
For CD3 the count as 'other' so of limited use, expecting spec...
Summer 1001 - Apocalypse Now
-
"My Emperor," the messenger announced, "I have news of the war with the
Mangu hordes."
The Emperor paused briefly as he swallowed the soft flesh of the nec...
-
The Capture of Piet Petronius-1880
A Great Solo Game-The Men Who Would Be Kings
The Men Who Would is Kings (abbreviated TMWBK) is a* great*fast play
Colonia...
Stalingrad Pt5: Combined Ops
-
After a seemingly refreshing break from the bloggasphere, Stalingrad is
back! While the previous games had been some classic infantry attacks, we
noted ...
Wunderlist For Windows 3.18.0
-
Wunderlist - is one of the most well known cross-platform task manager and
to-do list application. It is also available for Mac and instantly sync
your ...
15mm Great Swamp Lizard
-
We are very pleased to release our latest 15mm fantasy model -- the Great
Swamp Lizard. This towering beast can eat his way straight through entire
enemy ...
Law Enforcement
-
Hi!
I've managed to paint up a few law enforcement officers for Jim to avoid!
Outland Judge Patrol
I ended up going for the classic Judge Dredd paint sch...
Grimlocks in 15mm
-
Here are 12 grimlocks for dnd 5th ed.....15mm Picts from copplestone.
Back from a long break in gaming....looking forward to a little dungeons
and dragons s...
Hail Mary .....of the LIVING DEAD!!!!
-
So I somehow managed to knock out another 60-something zombies before this
baby arrives, nothing fancy here, I didn't even texture the bases. I
figured I ...
Risorgimento or Garibaldi in Sicily 1860
-
I studied the Italian Unification at school and it was fascinating; This
lead to following Garibaldi's career and especially his amazing campaign in
Sicily...
More 15mm Orcs painted this weekend.
-
This weekend I worked on finishing another squad of Orcs. Note: These minis
are OOP and are no longer being sold. I Also removed the banners that were
cast...
Origins 2013 X-Wing Event
-
We had a great time at Origins this year and other then the several hours
we had to evacuate from the convention center due to a flaming transformer
everyt...
more painting-
-
I have been working on getting approx. 1500+ points in some at least
minimum "table top gaming condition" before Mid-june. I have most of the
fig.s t...
Hail Zlobenia!
-
I picture of PFU troops from Zlobenia. The Zlobs have always been more open
in their views about the outside world, and see the current conflict as a
way...
Martian Civil War
-
My flyer was pulled out of the box for only the second time. It was fun to
run, and was a constant pain to the bad guys. After our last gathering,
plans...
SBH SOLO Vikings VS Hunters of Evil
-
With my new love of Universal Battle, I have run yet another solo game.
This time it was the under dog Vikings VS the Vet Hunters of Evil.
I set the game u...
Mortimer’s Cross - AAR By Lord Stanley
-
Last Thursday we put paid to the lowly Lancastrian and nailed the body of
the Lancastrian leaders to some nice new crosses at a place called Mortimer
- hen...
A game with Vulture
-
I had a F.A.D. game with Vulture last week. He won this one by taking and
holding the objective with his light power armored troops, and backing them
up wi...
1 comment:
The Earth Alliance has a GOD, or Global Orbital Defense-grid hanging over every planet and colony that it possesses. The bulk of these defense-grids is made up of Aegis satellites, with some defense-grids only numbering a few dozen of these satellites, while the Earth defense-grid numbers a few hundred of these weapon platforms. The GOD in its present form came into existence after the Earth-Minbari war, when the need was recognized for a line of defense that would be able to take out lots of enemy ships without undue personnel losses. Thus the GOD system was born, a layer of killer satellites that could be controlled from ground bases.
The Aegis satellite is almost entirely made up of weapons, munitions, armor, and power systems. The main weapon is a huge long range particle beam. This weapon requires prodigious amounts of energy, but is more powerful than any weapon that Earth Force has ever mounted on a starship. Because there is no radiation shielding used in the weapon, it is not advised for any personnel to be aboard of the satellite when it is firing. The radiation produced in each firing is enough to kill unshielded persons at once. Mounted on the exterior of the satellite are three huge radiators that are used to cool the Particle Beam between firings.
The secondary weapon systems are two Long Range Missile launchers. These can be used against both capital ships and fighters. The final weapon systems are three pulse cannons for point defense.
The Aegis satellite carries a reasonable amount of armor, and also carries a interceptor grid, although this is not of the same power as that of even the smallest capital ship.
Model: GOD satellite
Class: Aegis Satellite
Crew: None (fully automated)
Vehicle Compliment:
None
MDC by Location:
Particle Beam Cannon: 1,000
Medium Pulse Cannons (3): 300each
Missile Launchers (2) : 1,000 each
[1] Main Body: 6,000
[2] Radiators (3) : 200 each
[2] Interceptor Grids (6): 500 per side
Notes:
[1] Depleting the MDC of the main body will put the satellite out of commission. All internal systems will shut down, including life support. The satellite itself will be an unsalvageable floating wreck.
The radiators are used only to cool the Particle Beam Cannon between firings. If one radiator is destroyed, the cannon cannot be fired for two rounds, instead of one. with each additional radiator destroyed, cooling down period is increased with another round.
[3] The Interceptor Grid gives only partial defense against energy weapons and as the system absorbs more damage this percentage of damage will be reduced. The system will absorb up to 1,000 MDC per side. Initially, the system will absorb 80% of damage from plasma weapons and pulse cannons (Actually another style of plasma cannon - does not work at this higher efficiency on other weapon systems that fire in pulses). This is because is it much easier to disperse plasma than an actually energy beam. The system does not absorb damage from rail guns, other projectile weapons, and from missiles. Initially, the ships will also absorb 40% of other styles of energy weapons as well (This includes non plasma style pulse weapons as well). For every 50 MDC that the system absorbs, the system will be reduced in effectiveness by 10% for subsequent strikes (Example: If an Interceptor Grid absorbs 100 MDC, the Interceptor Grid will only absorb 60% of plasma damage and 20% of the damage for any other energy weapon when struck next.) The defense grid recovers at the rate of 100 MDC per minute. The missile decoy portion of the system is described separately below.
Speed:
Driving on the Ground: Not Possible.
Space Propulsion: The GOD satellite only has navigational thrusters for attitude and directional changes. It cannot travel any real distance with them.
Atmospheric Propulsion: The GOD satellite cannot operate within an atmosphere. If the satellite enters an atmosphere, it will crash.
Stardrive: Not applicable
Maximum Range: Not applicable
Statistical Data
Height: 495 feet (148.5 meters)
Length: 1,000 feet (300 meters)
Width: 1052.3 feet (315.7 meters)
Weight: 660,000 tons (600,000 metric tons)
Power System: 2 General Fusion C-200 Fusion Reactors (4 year duration). However, it is recommended that the drive and power system have routine maintenance every 2 years.
Cargo: None
Cost: 500 million credits to construct
Weapon Systems:
1. Heavy Particle Beam Cannon (1): This cannon is simply a huge particle beam cannon. This cannon is so powerful that even the satellites two fusion reactors only supply enough power to fire it every other round. The Cannon has a 30 degree arc of fire. (Every firing the cannon floods the interior of the satellite with 3D6x10 SDC of radiation) Author Note: The source on this weapon system lists the revised weapons range as 1,000,000 km. It has been reduces to fit more with Palladium frameworks
Combat Bonuses: +3 to Strike (use standard minuses to hit star fighters and small targets).
Mega Damage: 3D6x1000 per Particle Beam blast.
Range: 87 miles (140 km) in an atmosphere and miles 87,000 miles (140,000 km) in space.
Rate of fire: Once every other melee (Beam lasts one entire round).
Payload: Effectively Unlimited.
2. Medium Pulse Cannons (3): These cannons fire rapid fire bursts of super charged Plasma. Similar to heavier pulse cannons but the weapons are of lower output and have a shorter range. The weapons are derived from Centauri systems that the Narns copied but are not as powerful as the original Centauri weapon system was. Weapons are used as both anti-star Fighter and for point defense. Each mount has a 360 degree rotation and 180 degree arc of fire. Mounts are located on the top, and bottom of the sattalite. Author Note: The source on this weapon system lists the weapons range as 180,000 km. It has been reduces to fit more with Palladium frameworks and the weapon scale
Combat Bonuses: +3 to Strike (does not have minuses to hit star fighters).
Mega Damage: 6D6x10 per cannon
Range: 11.1 miles (18 km) in an atmosphere and 1,120 miles (1,800 km) in space
Rate of fire: Five times per melee
Payload: Effectively Unlimited.
3. Two (2) Long Range Missile Batteries: Each missile launcher holds 24 missile tubes plus reloads. The two launchers are totally independent of each other. These launcher are both used to launch anti-ship strikes and to launch against starfighters. Missiles are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed when used in space. Since star ships will no longer engage at rock throwing distances, whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile will still cruise unless set to self destruct but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missile when dead at -25% to detect.) Long range missiles are all considered smart missiles. Each of these launchers can be targeted and fired at multiple targets.
Combat Bonuses: +5 to strike for smart missile.
Range: varies with missile type, long range missiles (Powered range is 8 x normal in space (Go to Revised bomb and missile table).
Mega-Damage & Properties: Varies with warhead type (Go to Revised bomb and missile table). Heavy fusion is 2D4X100 MDC
Rate of fire: One at a time or in volleys of 1, 2, 4, 6, 12, or 24 per battery melee attack, for a maximum of 48 missiles launched per melee.
Payload: 4 reloads per launch tube for a total payload of 120 long range missiles per launcher, for a total of 240 missiles per satellite.
4. Missile Decoy System: These systems launches clouds of chaff and electromagnetic decoys around the ship. This system is the final part of the interceptor grid. The decoy cloud will remain around the ship for a period of time The system is a series of decoy launchers that are placed around the satellite. Even if the main interceptor system is not functional, this system will still operate.
Mega-Damage: any vehicle flying through take 2D6 MDC.
Effects:
1. Has a 50% chance of confusing or deflecting missiles from most younger races. This system does not work on missiles from Centauri, Minbari, or other Race with similar or more advance missile systems.
2. Disguises satellites radar signature. This gives a -2 penalty to strike. (Does not work on Centauri, Minbari, and races that are as advanced or more advanced than the Centauri and Minbari)
The chaff will take five melees to disburse.
Range: Satellite and 1,000 feet (305 m) radius around satellite
Rate of fire: Once (1) Per Melee.
Payload: 10
Post a Comment