Topic: The start of a campaign/setting

So this is the starting point of a campaign/setting that I've been working on for a while. It also represents my first public original creations (I've been doing conversions mainly beforehand).

They're all TL -1 ships (and I'm using a TL +3/-3 scale instead of the standard +2/-2). They're meant to represent a government that is moderately influenced by corporations - so that there's a base hull design, then each 'class' has distinct and limited armaments (only rail guns, only lasers, etc). Their concept is based off of old WWII-era naval designs (the FX/AX turrets, P/S defenses, etc). The "subs" were thrown in as bit of a thought experiment for myself and to represent their early attempts at a stealth missile platform.

I've got more and bigger ideas, and am hoping to post some opponents for these ships later. Though right now they could be used against each other.

So, thoughts?

Re: The start of a campaign/setting

Interesting to see, and I always like to see other designs...:)

When you say +3/-3 tech levels, I assume you mean the SAE version, in which case these have ~80% that of a TL 0 vessel, am I correct? (Yes, that does mean I finally got around to crunching the numbers, and I'll post them up soon--I promise)

I'll have to look at them again, of course, but these look very interesting.

Re: The start of a campaign/setting

murtalianconfederacy wrote:

When you say +3/-3 tech levels, I assume you mean the SAE version, in which case these have ~80% that of a TL 0 vessel, am I correct?

That's correct. Wasn't hard to modify the spreadsheet to crunch the new numbers. The real hard decision for me was if I wanted to use the Nova tech rules (modifies available HS) or the old AE rules (separate tech categories, modifies component size). Finally went with the former for the overall ease of it.

Re: The start of a campaign/setting

Part two, a race to fight against the Terrans.

I've tentatively called them the Silicoids, but haven't come up with a final name for them yet. Definitely a mineral-based species. Simple designs really, primary weapons in FP/FS arcs, secondary in PH/SH arcs. Getting caught in their side arcs is bad, getting caught on a centerline is worse.

Had ST:VOY Kazon ships in mind when I was designing them, and a background concept that had them being rather basic/straightforward in ship design. Lots of armor and decent shields. Class names are Terran reckoning based on their size.

These are also all TL-1 ships. I was playing around with a TL0 Basic 'Dreadnought', and posting it in line here For the fun of it. smile

(1207) Dreadnought
Armor: 24 23 22 21 20 19 18 17 * 16 15 14 13 12 11 10 9 * 8 7 6 5 4 3 2 1
Hull: 36 35 34 33 32 31 30 29 28 27 26 25 * 24 23 22 21 20 19 18 17 16 15 14 13 * 12 11 10 9 8 7 6 5 4 3 2 1
Thrust: 2 1 1 1 1
Shields: 3 4 5 6 6
Weapons: 0 1 2 3 4
[V]: 10x Heavy Focused Energy Pulse (Dx2/Acr/Slw) / [FP2][FS2] / 6 - 12 - 18 / AD: 24 17 12 8 6 4 3 2 1 1 1 1
[W]: 8x Heavy Focused Energy Beam (Acr/Slw) / [FP2][FS2] / 4 - 8 - 12 / AD: 37 26 18 13 9 6 5 3 2 2 1 1
[X]: 25x Focused Energy Beam (Acr) / [FP3][FS3][AA5] / 3 - 6 - 9 / AD: 65 46 32 23 16 11 8 6 4 3 2 1
[Y]: 12x Focused Energy Pulse (Acr) / [PH2][SH2] / 2 - 4 - 6 / AD: 12 8 6 4 3 2 2 1 1 1 0 0
[Z]: 24x Light Focused Energy Pulse (Acr) / [PH2][SH2] / 1 - 2 - 3 / AD: 24 17 12 8 6 4 3 2 2 1 1 1
Specials: Reinforced Systems, Marines (8 7 6 5 4 3 2 1), Shuttlecraft (3 2 1)

As always, any thoughts?

Re: The start of a campaign/setting

Interesting designs.  The short range of the weapons and their slow thrust could make these ships vulnerable to faster ships with range 12, 15 or 18 weapons.  I played a game with a friend who had a flock of slower, shorter ranged ships.  It took a while, but a DN I played that has range 15 & 18 weapons and its DD escorts eventually destroyed the flock and only were hit a few times near the end.  The DN design is here in the B.Basin.
:idea: Here is a thought:  Have a version of each of these ships where one of their shorter ranged batteries is replaced by an ER version that shoots to 15 for the cruisers and out to 18 for BBs.  To keep the costs down, just give the ER weapon fewer attack dice.
Cheers