Topic: Terran Peoples Front

Terran People's Front

I'm creating an empire and fleet for campaign play. This is my first draft for the combat ships of the TPF. The Terran People's Front is a low tech (TL 0) starfaring empire just starting to find its way on the galactic scene. Their weaponry revolves around missiles, mass drivers, and simple fighter craft. I tried to give the ships a wet navy feel, mounting weapons on forward and aft turrets. This means that the ships only have maximum firepower on the broadsides - arcs C and D.

All ships must choose from this limited list of weapons: Point Defense Guns,
Light Rail Guns, Rail Guns, Heavy Rail Guns, Mass Driver, or Antiship Missiles. With these tools, I tried to create a uniform design philosophy, general all-purpose ships that had good weapons coverage and a few specialized hulls that are narrowly focused on a task but weak when used in the wrong situation.

Anti-fighter coverage is only moderate, at best. This is also purposful. TPF ships are designed to fight enemy capital ships. Fighter and seeker protection is relagated to interceptors.

There are a few classes I've left out for now (heavy carrier, troop assault ship, etc.) but this is the bulk of the fleet.

I'd appreciate any suggestion, comments, criticism, etc.

So, without further ado, the ships of the TPF.

Xerxes-class Corvette (CV: 66)
Hull: 3 2 1                     
Engines: 6 4 2                     
Shields: 2 2 1                     
Weapons:
1:X 2:X 3:X 4:X 5:Y 6:Y

X: Light Rail Gun: 4/8/12, 1/4+/1/1
Continuing Damage; Starship Exclusive
[ABCD][ABCD]

Y: Point Defense Guns: 3/6/9, 1/5+/1/1
Anti-Fighter; Range-Based ROF
[ABCDEF]

Special: Countermeasures; Fire Control; Marines (2)

The most common fighting ship in the TPF. These craft serve as escorts, duty enforcers and light pickets. They are also used as swarm attack ships and flankers in fleet actions though their relatively light defenses lead to heavy casualties when employed in this manner.

Mercury-class Frigate (CV: 93)
Hull: 4 3 2 1                   
Engines: 6 5 3 2                   
Shields: 2 2 1 1                   
Weapons:
1:XY 2:XZ 3:YZ 4:YZ 5:Y 6:Y

X: Rail Gun: 5/10/15, 1/4+/1/1
Double Damage; Starship Exclusive
[G]

Y: Light Rail Gun: 4/8/12, 1/4+/1/1
Continuing Damage; Starship Exclusive
[ABCD][CDEF][CDEF]

Z: Point Defense Guns: 3/6/9, 1/5+/1/1
Anti-Fighter; Range-Based ROF
[ACE][BDF]

Special: Countermeasures; Fire Control; Marines (3)

The Mercury is often called "Hera's little brother" as the two ships look so similar. The Mercury has a spinal mount rail gun and a battery of smaller weapons in turrets, with the majority of turrets aft due to the bulk of the main gun. They fly with similar tactics as the Hera but often in greater numbers.

Eris-class Destroyer (CV: 153)
Hull: 6 5 4 3 2 1                 
Engines: 5 5 4 3 2 1                 
Shields: 3 3 2 2 1 1                 
Weapons:
1:X 2:X 3:X 4:X 5:Y 6:Y

X: Rail Gun: 5/10/15, 1/4+/1/1
Double Damage; Starship Exclusive
[ABCD][ABCD][ABCD][CDEF]

Y: Point Defense Guns: 3/6/9, 1/5+/1/1
Anti-Fighter; Range-Based ROF
[ACE][BDF]

Special: Countermeasures; Fire Control; Marines (6)

A typical TPF design, the Eris is armed with turret-mounted railguns fore and aft with point defense guns covering all quarters. It is often found leading squadrons of frigates or as escort for larger capital ships.

Athena-class Light Cruiser (CV: 250)
Hull: 8 7 6 5 4 3 2 1               
Engines: 4 4 3 3 2 2 1 1               
Shields: 4 4 3 3 2 2 1 1               
Weapons:
1:XY 2:XY 3:X 4:X 5:X 6:Y

X: Rail Gun: 5/10/15, 1/4+/1/1
Double Damage; Starship Exclusive
[ABCD][ABCD][ABCD][ABCD][CDEF][CDEF]

Y: Point Defense Guns: 3/6/9, 1/5+/1/1
Anti-Fighter; Range-Based ROF
[ACE][ACE][BDF][BDF]

Special: Countermeasures; Fire Control; Marines (8)

The original cruiser of the TPF. This venerable class is the base hull from which all standard TPF ships derive their design. Sporting two twin rail gun turrets fore and one aft with a battery of point defense guns the Athena can still stand in the line of battle and trade blows with the enemy.

Prometheus-class Strike Carrier (CV: 504) - Athena Variant
Hull: 8 7 6 5 4 3 2 1               
Engines: 4 4 3 3 2 2 1 1               
Shields: 4 4 3 3 2 2 1 1               
Weapons:
1:X 2:X 3:Y 4:Y 5:Y 6:

X: Rail Guns: 5/10/15, 1/4+/1/1
Double Damage; Starship Exclusive
[CDEF][CDEF]

Y: Point Defense Guns: 3/6/9, 1/5+/1/1
Anti-Fighter; Range-Based ROF
[ACE][ACE][BDF][BDF]

Special: Countermeasures; Carrier (300); Marines (7)
Fighters: 6x Erinye Fighter (6/12/4+/0, Interceptor)

The standard fleet carrier of the TPF navy built on a light cruiser hull. The Prometheus carries six flights of fighters used primarily for interceptor duty. It is a straightforward vessel meant to fill no other role than to deliver its squadrons to the battlefield.

Ares-class Heavy Cruiser (CV: 367)
Hull: 11 10 9 8 7 6 5 4 3 2 1             
Engines: 4 4 4 3 3 3 2 2 2 1 1             
Shields: 4 4 4 3 3 3 2 2 2 1 1             
Weapons:
1:X 2:X 3:X 4:Y 5:Y 6:Y

X: Heavy Rail Guns: 5/10/15, 1/4+/2/2
Double Damage; Starship Exclusive
[ABCD][ABCD][ABCD][CDEF]

Y: Point Defense Guns: 3/6/9, 1/5+/1/1
Anti-Fighter; Range-Based ROF
[ACE][ACE][BDF][BDF]

Special: Countermeasures; Fire Control; Marines (8)

The new Ares class is esentially an up-gunned Athena, replacing the 6 standard rail guns with 4 heavy rail guns. While the overal damage potential is greater with the Ares many in the admiralty are still undecided if this appraoch is better than simply mounting a larger array of standard rail guns. Time will tell.

Hera-class Strike Cruiser (CV: 380) - Ares Variant
Hull: 11 10 9 8 7 6 5 4 3 2 1             
Engines: 4 4 4 3 3 3 2 2 2 1 1             
Shields: 4 4 4 3 3 3 2 2 2 1 1             
Weapons:
1:X 2:Y 3:Y 4:Y 5:Z 6:Z

X: Spinal Mass Driver: 8/16/24, 1/3+/3/3
Extra Hull Damage; Inv. Range Mods; Slow-Firing
[G]

Y: Rail Guns: 5/10/15, 1/4+/1/1
Double Damage; Starship Exclusive
[ABCD][CDEF][CDEF][CDEF]

Z: Point Defense Guns: 3/6/9, 1/5+/1/1
Anti-Fighter; Range-Based ROF
[ACE][BDF]

Special: Countermeasures; Fire Control; Marines (6)

The Hera was the first production hull to mount the powerful mass driver. The bulk of the weapon forced most of the rail gun turrets to be moved aft. This combination of forward cannon and rear turrets has earned the class the nickname "Ol' Gun and Run".

Paris-class Missile Cruiser (CV:361) - Ares Variant
Hull: 11 10 9 8 7 6 5 4 3 2 1             
Engines: 4 4 4 3 3 3 2 2 2 1 1             
Shields: 4 4 4 3 3 3 2 2 2 1 1             
Weapons:
1:XY 2:X 3:X 4:X 5:Y 6:Y

X: Antiship Missiles: 6/12/18, 1/4+/1/2
No Range Mods; Piercing; Starship Exclusive
[ABCD][ABCD][ABCD][ABCD][CDEF][CDEF][CDEF]

Y: Point Defense Guns: 3/6/9, 1/5+/1/1
Anti-Fighter; Range-Based ROF
[ACE][ACE][BDF][BDF]

Special: Countermeasures; Fire Control; Marines (6)

Another heavy cruiser variant, the Paris is designed as a stand-off support craft. Its missiles are accurate out to long range allowing the Paris to keep distance and pour fire into key enemy vessels as they close.

Poseidon-class Battlecruiser (CV: 644)
Hull: 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1         
Engines: 3 3 3 3 3 2 2 2 2 2 1 1 1 1 1         
Shields: 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1         
Weapons:
1:X 2:X 3:X 4:Y 5:Y 6:

X: Heavy Rail Guns: 5/10/15, 1/4+/2/2
Double Damage; Starship Exclusive
[ABCD][ABCD][ABCD][ABCD][CDEF][CDEF][CDEF]

Y: Point Defense Guns: 3/6/9, 1/5+/1/1
Anti-Fighter; Range-Based ROF
[ACE][ACE][BDF][BDF]

Special: Armor Plating; Countermeasures; Fire Control; Marines (14)

For over a decade this was the largest vessel in the TPF navy. The Poseidon has a massive battery of heavy rail guns covering every direction. Its broadside can lay whole squadrons to waste. It is also one of the toughest ships in space, with hull plating suppliementing the standard defensive systems. The only drawback is that the ship is very slow to maneuver due to the sheer mass of weapons and armor it carries.

Zeus-class Dreadnought (CV:1214)
Hull: 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1   
Engines: 3 3 3 3 3 3 3 2 2 2 2 2 2 2 1 1 1 1 1 1   
Shields: 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1   
Weapons:
1:X 2:Y 3:Y 4:Y 5:Z 6:

X: Mass Driver: 8/16/24, 1/3+/3/3
Extra Hull Damage; Inv. Range Mods; Slow-Firing
[G]

Y: Heavy Rail Guns: 5/10/15, 1/4+/2/2
Double Damage; Starship Exclusive
[ABCD][ABCD][ABCD][CDEF][CDEF][CDEF][CDEF]

Z: Point Defense Guns: 3/6/9, 1/5+/1/1
Anti-Fighter; Range-Based ROF
[ACE][BDF]

Special: Armor Plating; Countermeasures; Fire Control; Marines (13)

Only two Zeus class dreadnoughts have been built to date. The Zeus has the same primary armament as the Poseidon, though the turret arrangement is reversed. This shifting of the main battery aft is to make room for the huge mass driver. Some argue that resources would be better spent building two Poseidons for the cost of this massive vessel. But supporters assert that the intimidation value of a Zeus Dreadnought can not be underestimated.</r>

Re: Terran Peoples Front

Very interesting, I like the rationale of all of this and I wonder how you will designed the TPF foes, but I have a question:
Why light rail guns have the continuing trait?

Marc

Re: Terran Peoples Front

Continuing Damage is kind of a slightly lesser version of "Double Damage". I figured the LRG was slightly less powerful and, thus, gave it this trait. It's also a cheaper trait for the less expensive weapon. Justification being something akin to how some small calibre bullets ricochet inside a body.

It was part of a ladder of traits:

Mass Driver: Extra Hull Damage
Heavy Rail Gun/Rail Gun: Double Damage
Light Rail Gun: Continuing Damage

Any suggestions that seem better are welcome. smile

Re: Terran Peoples Front

Democratus wrote:

Continuing Damage is kind of a slightly lesser version of "Double Damage". I figured the LRG was slightly less powerful and, thus, gave it this trait. It's also a cheaper trait for the less expensive weapon. Justification being something akin to how some small calibre bullets ricochet inside a body.

OK.
The last game I did was with the Kalaedinese from the ISS. All of their weapons have the CD trait. The first penetrating hit I did inflicted... 7 damages...I feel that with a bit of luck, it's one of the most powerful trait I know.

Any suggestions that seem better are welcome. smile

None now, but maybe later.  wink

Marc

Re: Terran Peoples Front

I played a game where my opponent had what he called "EMP Charge Cannons" they were Damage 3 continuing weapons. He fired two of them at my flagship and inflicted 26 points of damage on my battleship.  Then he smirked and told me not to worry; it only did 6 points of hull.  Point for Point I think continuing damage is one of the most powerful traits in the game considering it is only a 1.7 multiplier.  Especially if you use it on weapons with more than 1 damage.

Re: Terran Peoples Front

At least, I'm not alone thinking this. big_smile
With continuing damage, you are sure that each damage will inflict one hull damage. And a potentially illimited number of everything else.
BTW, I think that ROF, IMP AND DMG values shouldnt cost the same value for designing weapons. A big ROF, for example, is more interesting against fighters than a big IMP. But that's another story.

Marc

Re: Terran Peoples Front

madpax wrote:

With continuing damage, you are sure that each damage will inflict one hull damage. And a potentially illimited number of everything else.

Actually, I wish I could find my notes to tell you why Continuing Damage is x1.7 -- at first blush it would seem it should be x2. However, in the end the change would be minimal (a net increase of 8% in Combat Rating).

BTW, I think that ROF, IMP AND DMG values shouldnt cost the same value for designing weapons. A big ROF, for example, is more interesting against fighters than a big IMP. But that's another story.

They don't cost the same. They are weighted so that ROF is worth more than IMP, which itself is worth more than DMG.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Terran Peoples Front

Ah, ok, I feel I didn't understand that on the formula.

Marc