Topic: The Frontier Alliance- What's left fighting for what's right.

FIGHTING SHIPS OF THE FRONTIER ALLIANCE

The scale of space means that the words "local" and "superpower" can freely coexist- after all there's plenty of room.

The Paltanea Republic, however, suffered one of the fates that smaller nations have received at the hands of superpowers for some time. The two nearby heavyweights, the Earth Federation and the Balthorian Empire had been looking to open up new fronts for their fighting ever since their conflict began, and the situation had devolved to a costly stalemate all along their conflict zones. The Republic was wedged in-between them, and they were soon given an ultimatum by both sides- declare an allegiance, or be considered a hostile combatant. While they did not capitulate, it became obvious in short order that fighting off both powers would be hopeless after the initial engagements. Those who wanted to continue the fight were forced to retreat with whatever they could salvage to the frontier holdings of the Republic, which were allowed to exist at the pleasure of the two powers who had far more important things to deal with- mainly each other.

Knowing that they were living on borrowed time, the Paltanean Remnant started seeking allies on the frontier who were willing to create an alliance that could defend smaller states and give even the great powers something to think about- and by and large, they found a surprising number of allies who either hated Earth, would prefer to remain under the control of no superpower whatsoever, and other forces who considered interstellar combat against military powers to be such a gosh-darn good time to begin with. This hodge-podge of various fleets is mocked by Earth, but is given more caution by the Empire- after all, what's happening on the frontier is a replay of how their own Empire began...

The following list of factions that make up the Alliance is by no means exhaustive, but is representatives the major players in their military organization.

Paltanea in Exile

While the Paltanean fleet was defeated by the warring powers, they were never able to destroy it as a force in-being, and they managed to slip the noose and remain a fighting force. The fleet was only modest in comparison to the overwhelming forces of Earth and Balthor, as it was a well-trained and organized starfleet that could deal with most problems short of an invading superpower. Their fleet is organised around carrier groups consisting of a fleet carrier and light and medium combat vessels, as well as a handful of weapons standardized across their ship designs.

Variable Laser
Range 4/8/12, 1/3+/2/2 Rpt
-Pulse mode: 3/6/9 4/4+/1/1 Dfs.

The standard energy weapon used as the primary gun battery on smaller ships and secondary on larger vessels. The weapon provides accurate fire as a continuous beam, but also serves as a rapid-fire weapon against close and lighter targets.

Missile tube
Seeker, MA 8, 1/4+/1/4

While the designation has changed and technology has advanced, this weapon has largely remained the same over the long history of the Republic- strap a big warhead to a booster and throw it at a ship owned by someone you don't like.

Antimatter Launcher
Range 4/8/12, 1/4+/2/5 Knt Slw

As the Paltanea fleet was never really able to field battleships, they had to find other solutions for dealing with asteroid strongholds and similar orbital obstructions. The solution was to create a mass driver that fired an anti-matter projectile at anything that needed to explode. While they did eventually turn it into a weapon useful against spacecraft, handling antimatter is a tricky process, and so loading and firing the weapon is held at a restricted rate for reasons of safety.

Hearth-class Destroyer

A prolific warship within the inventory of the fleet in exile, its limited combat utility is balanced by the fact that it is logistically simple, as it doesn't carry any of the powerful but high-maintenance antimatter weapons of larger ships. While maneuverable, its speed is only average compared to some of the light ships fielded by other powers.

Paltanea HEARTH-class Destroyer (110)

Hull: 5-4-3-2-1
Engines: 7-5-3
Weapons: 8-6-3
Shields: 2-2-1

Variable Laser (4-8-12) 1×3+/2/2 (Rpt)
-Pulse mode (3-6-9) 4×4+/1/1 (Dfs)
AC ☐| BD ☐ // (1)
 
Missile tube (MA 8) 1×4+/1/4
AC ☐☐| BD ☐☐ // (2)

Equipment: Hyperdrive ☐| Overthrusters ☐ // (1)

Castle-class cruiser

The cruiser-sized combat vessel of the Frontier Alliance, this is the largest vessel in their inventory intended for direct combat against enemy forces. While well-protected  and well-armed with lasers, missiles, and an Anti-matter gun, the relatively short range of its most dangerous weapon means it often has to rely on its special equipment to close the gap against equivalent enemy vessels.

Paltanea CASTLE-class Cruiser (280)

Hull: 10-9-8-7-6-5-4-3-2-1
Engines: 5-4-3-2-1
Weapons: 12-10-8-5-3
Shields: 4-4-3-2-1

Antimatter launcher (4-8-12) 1×4+/2/5 (Knt; Slw)
G ☐ // (1)
 
Variable Laser (4-8-12) 1×3+/2/2 (Rpt)
-Pulse mode (3-6-9) 4×4+/1/1 (Dfs)
AC ☐☐| BD ☐☐ // (2)
 
Missile tube (MA 8) 1×4+/1/4
AC ☐☐| BD ☐☐| CE ☐| DF ☐ // (3)
Equipment: Hyperdrive ☐ // (1)
Flares : 6-5-4-3-2-1

Home-class Combat Carrier

Due to the tragically enlightening lessons learned about carrier warfare in space during the first battles against the Balthorians (ref Earth Federal Naval Academy education module (12-27H: Analysis and Lessons of the Vega Disaster), dedicated fighter carriers tend to be more heavily armed and defended against direct attacks than their blue-water predecessors. The Home-class is no exception to this, bristling with missiles, Anti-matter guns, and laser batteries while also mounting quick launch equipment that allows it to scramble its fighters as quickly as possible. While smaller than the fleet carriers of larger nations, the Home carries as many fighters. Due to the fact that Paltanea had no true Battleships, they tend to favor larger, harder hitting fighter craft in place of numbers.

The standard mix of groups is 6 heavy/3 assault/3 Bombers.

Paltanea HOME-class Carrier (1105)

Hull: 15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
Engines: 3-3-3-2-2-2-1-1
Weapons: 13-12-10-9-7-5-4-2
Shields: 4-4-3-3-2-2-1-1

Antimatter launcher (4-8-12) 1×4+/2/5 (Knt; Slw)
AC ☐| BD ☐ // (1)
 
Variable Laser (4-8-12) 1×3+/2/2 (Rpt)
-Pulse mode (3-6-9) 4×4+/1/1 (Dfs)
AC ☐☐| BD ☐☐ // (2)
 
Missile tube (MA 8) 1×4+/1/4
ACE ☐☐☐| BDF ☐☐☐ // (3)

Equipment: Hyperdrive ☐ // (1)
Traits: Carrier (12); Launch Tubes
Flares : 8-7-6-5-4-3-2-1
Marines  : 10-9-8-7-6-5-4-3-2-1

Valkyrie Initiative

One of the many abandoned projects pursued by Earth to assert its control over the rest of humanity naturally included a supersoldier program- it seems to be an inevitable law that all large interstellar states will pursue one at some point or another, with largely the same results- unruly masses of superior combat units who rightly question why they should be slaves to others. While the results of the Balthorin program are not known, that data only exists in the so-called "Black Archive", a heavily fortified facility that contains data that can only be seen by the emperor and those given explicit permission by the Emperor, which is a relief to all of their neighbors. After all, if it had been successful, the news would have been trumpeted to the four corners of the galaxy.

The continued existence of the VI was kept a careful secret until their descendants were encountered by the Paltanean fleet after their retreat to the Frontier. They were created as a breed of superior combat soldiers for use as tide-turners- basically held in reserve until the enemy committed their forces, and then used as a deadly counterpunch against vulnerable and vital targets. This still exposed them to massive amounts of danger due to the sensitivity of their missions, and they only performed under protest for a few years before making off with a disturbing number of ships as well as the technology used to create them.

Many centuries afterwards, it was discovered that they had developed into a strong frontier state that had destroyed a number of its immediate adversaries that plied their trade in the dark, like pirate clans and slaver rings, and the fact that Earth might be willing to turn an eye to the destruction of neutral states means they didn't need much motivation to throw in their lot with Paltanea, bringing their strong ships with them.

The most common weapons in their inventory are as follows:

Particle cannon- The primary offensive energy weapon used by VI ships, it is a weapon whose virtues are best realized at shorter ranges. Still, even a long-range hit from this weapon can be potentially troublesome due to the fact that the target vessel is being struck by an accelerated stream of something with a whole lot more mass than a photon. It comes in two varieties- the standard one is the primary armament for capital ships, while there is a lighter one for cruisers.

Particle cannon:
RNG 5/10/15, 1x4+/*/4, Pr1 Sct Rpt
Particle Cannon (light)
RNG 4/8/12, 1x4+/*/3, Sct Rpt

Missile array- These warhead bays are banks of missile launchers used for long-range fire against incoming enemies. These weapons systems can not only launch anti-ship missiles, but also have cells packed with hypervelocity, short-range range rockets for use against fighter pilots who are too willing to test their luck. 

Missile array: (MA 8) 2×4+/2/3
-Cluster rocket 2/4/* 3×4+/1/1 Crn, Dfn

Laser battery- A bundle of standard laser weapons that you might find anywhere in the galaxy, used as a rapid-fire weapon against close-range targets. While not particularly impressive or sophisticated, it is still a reliable system.

Laser battery 3/6/9 3×4+/1/1

Huginn-class Gunship

The standard patrol vessel of the VI, this pint-sized terror is armed with laser batteries and a single capital-scale particle cannon, as well as a sophisticated stealth system that denies the enemy the means to strike the vessel at their own long ranges. In larger engagements they are wielded like Napoleonic Cavalry- after the enemy's larger combat vessels have had their defenses and firepower reduced by fire, squadrons of gunships are ordered in to exploit the weakened enemy line vessels.

Valkyrian HUGINN-class Gunship (85)

Hull: 4-3-2-1
Engines: 7-4
Weapons: 5-3
Shields: 2-1

Particle cannon (5-10-15) 1×4+/*/4 (Pr1; Rpt; Sct)
G ☐ // (1)
 
Laser battery (3-6-9) 3×4+/1/1
AC ☐| BD ☐ // (1)

Equipment: Hyperdrive ☐| Stealth ☐ // (1)

Muninn-class fast cruiser

This ship trades some of the traditional cruiser protection for speed and a blistering array of weapons, which makes sense considering that the historical needs of the VI military are more anti-piracy and raiding than heavy fleet engagements. However, the origin of its design doesn't mean it's useless in standard engagement roles, as it has plenty of missiles to hurl at the unwary and unaccustomed.


Valkyrian Initiative MUNINN-class Cruiser (245)

Hull: 10-9-8-7-6-5-4-3-2-1
Engines: 6-5-4-3-2
Weapons: 12-10-8-5-3
Shields: 3-3-2-2-1

Particle Cannon-Light (4-8-12) 1×4+/*/3 (Rpt; Sct)
AB ☐| AC ☐| BD ☐ // (2)
 
Missile array (MA 8) 2×4+/2/3
-Cluster rocket (2-4-*) 3×4+/1/1 (Crn; Dfn)
AC ☐☐| BD ☐☐ // (2)
 
Laser battery (3-6-9) 3×4+/1/1
AC ☐☐| BD ☐☐ // (2)

Vedfolnir-class Battleship

While the sorts of combat spacecraft that the VI's enemies could field were relatively limited, the ability of renegades to dig in and fortify any part of space to become an infuriating deathtrap is practically proverbial. While the Paltaneans responded to the problem of asteroid fortresses by developing a weapon that could shoot the asteroid out from under the base, the VI dusted off the plans of the old Yi Sun-Sin-class Battleship and remodeled it with their own technology and weapons, giving ti a hard-hitting heavy combatant. While not as large as the modern battleships fielded by major superpowers, it s a very durable and capable heavy combat vessel, and is also, as noted by Federal Navy Intelligence, "The largest thing ever flown to be given an Afterburner", meaning ti is capable of surprising, but temporary boosts of speed.

Valkyrian VEDFOLNIR-class Battleship (1030)

Hull: 19-18-17-16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
Engines: 3-3-3-3-2-2-2-1-1-1
Weapons: 18-17-15-13-11-9-8-6-4-2
Shields: 5-5-4-4-3-3-2-2-1-1

Particle cannon (5-10-15) 1×4+/*/4 (Pr1; Rpt; Sct)
ABCD ☐☐☐ // (2)
 
Missile array (MA 8) 2×4+/2/3
-Cluster rocket (2-4-*) 3×4+/1/1 (Crn; Dfn)
AB ☐☐| AC ☐☐| BD ☐☐ // (3)
 
Laser battery (3-6-9) 3×4+/1/1
AC ☐☐| BD ☐☐| CE ☐☐| DF ☐☐ // (4)

Equipment: Hyperdrive ☐ // (1)
Traits: Ionized Hull
Boosters : 2-1
Marines  : 10-9-8-7-6-5-4-3-2-1

Nomad Guilds

The nomads are a set marginal people that grouped together as an evolution of the nationless free-traders of the frontier. They eventually coalesced into a set of merchant guilds that traded with Earth, Balthoria, and other factions in the galaxy, and returning to their resource worlds in the off-season. However, the formation of a powerful new alliance combined with the the ever more excessive demands of the galactic superpowers means that they have thrown in their lot with being the commercial brokers between the Alliance ad other, as of yet unaligned frontier entities.  They are willing to lend their firepower to the Alliance as well, as it is, after all in their best interest to protect new markets.

While the weapons on their ships used to vary considerably, they have settled on a common scheme in order to effect mutual support.

K-Gun: K-Gun, slugthrower, crowbar- whatever the slang used, this represents a weapon system that uses a powerful accelerator to hurl a super-dense lump of something that the captain hopes will prove to be less dense, and is usually proven right. While its range is theoretically long, the relatively slow projectile means it has troubles at its longer ranges. It can also fire a special beehive round that's effectively a cylinder filled with small kinetic kill munitions, but at much lower velocities due to the stress the accelerators put on the projectile.

Kgun 5/10/15 1×4+/4/2 Dfs
-Frag shell 2/4/* 3×4+/1/1 Crn, Prx

Improved Laser: Not willing to throw away anything still useful, the Nomads have made a cottage industry of improving lasers to higher spec than some other powers were willing to pursue. the result is their primary energy weapon that exhibits longer range, better coherency over distance, and stronger performance against shields.

Improved laser 4/8/12 1×3+/2/2 Pr1

Buzzsaw gun: This multibarrel projectile weapon was originally developed as a trap for boarding by enemy ships. The trading vessel would wait for an enemy pirate ship to move alongside to spitball distance, and then shoot up the unsuspecting ship with unfortunate numbers of high-density projectiles from these weapons. While many criminal opponents have gotten wise to this method of cutting their ships into salvageable chunks, they remain a valuable defensive weapon against small craft.

Buzzsaw Gun 1/2/* 5×4+/1/1 Crn, Dfn

Ox-class Light Battle Hauler

Originally built out of the hull of a light freighter to provide secure transport for sensitive materials, goods, and persons, these ships are now built from the ground up for the same purpose of providing combat ready spacecraft. While relatively small, they are still rugged, dependable fighting vessels.

Nomad OX-class Light Battle Hauler (215)

Hull: 8-7-6-5-4-3-2-1
Engines: 5-4-3-2
Weapons: 9-7-5-3
Shields: 3-3-2-1

Kgun (5-10-15) 1×4+/4/2 (Dfs)
-Frag shell (2-4-*) 3×4+/1/1 (Crn; Prx)
AB ☐ // (1)
 
Improved laser (4-8-12) 1×3+/2/2 (Pr1)
AB ☐☐ // (1)
 
Buzzsaw Gun (1-2-*) 5×4+/1/1 (Crn; Dfn)
AC ☐☐| BD ☐☐| EF ☐ // (3)

Elephant-class Heavy battle Hauler

Originally built out of the hulls of superheavy freighters to provide command vessels for larger convoys, the Elephant has proven to be a powerful symbol of how strong the Nomad Guilds have gotten while other powers have been distracted with their own agendas. While not as large or well-protected as the heavy combat vessels of other powers, it's still a powerful deterrent to their enemies, and there's no transport more able to make raiders go home early  on account that seeing one is just a bad omen for the rest of the day.

Nomad ELEPHANT-class Battle Hauler (590)
Hull: 16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
Engines: 4-4-3-3-2-2-1-1
Weapons: 19-17-15-12-10-8-5-3
Shields: 4-4-3-3-2-2-1-1

Kgun (5-10-15) 1×4+/4/2 (Dfs)
-Frag shell (2-4-*) 3×4+/1/1 (Crn; Prx)
AC ☐☐| BD ☐☐ // (2)
 
Improved laser (4-8-12) 1×3+/2/2 (Pr1)
AB ☐☐| AC ☐☐| BD ☐☐ // (3)
 
Buzzsaw Gun (1-2-*) 5×4+/1/1 (Crn; Dfn)
AC ☐☐| BD ☐☐| CE ☐☐| DF ☐☐ // (4)

Equipment: Hyperdrive ☐ // (1)
Traits: Cargo (2); Ionized Hull

Matharian Splinter Fleet

Large, jovial, perpetually concealed in armored encounter suits, and so pervasively upbeat about things that it's suspected that it's an evolutionary survival trait, The Matharians are a people who come from the rim of the galactic core and travel long ways for unknown reasons. While the full scale of their own military forces is not well-known, one of their most curious practices is the propensity of their military starfleets to donate themselves to galactic factions whose objectives tickle their fancy. The actual purposes of these visitations is not yet known and are considered quite suspicious by most parties, as these splinter fleets are never pursued as deserters, defectors, or traitors by their home government.

One of these rather substantial donations and their support equipment recently arrived and placed itself at the disposal of the Alliance. While generally grateful for the help from these benefactors and their military craft, there were some understandable questions. The most notable one was how their government could spare such a strong military force, and the response was:

"Oh, don't worry about us: We've got plenty more like it at home."

The weapons used by the ships donated to the Alliance are as follows:

Accelerator Rifle: It's not entirely known what, exactly, this weapon is accelerating, but it best analysis seems to indicate it is a dense projectile manufactured out of an artificial radioactive element whose emissions interfere with the cohesion of shield systems. There are two varieties  of this weapon: The one found on lighter vessels and a heavier version found on larger ships.

Accelerator Rifle 4/8/12 1×4+/4/1 Pr1
Heavy Accelerator Rifle 5/10/15 1×4+/5/1 (Pr2)

Vasr-Halnetz torpedo: The primary long-range warhead weapon of the Matharian fleet, it is not known exactly what the payload is, but analysis so far concludes that it's a cocktail of powerful explosive matter, a number of types of radiation that disagree with the operation of starship systems, and according to one technician, "Just a lot of really nasty junk." The primary drawback is the weapon needs to be primed by the firing ship, and there are two kinds- one for heavier ships, and ones for vessels that can't muster the energy for the heavier kinds.

Vasr-Halnetz Torpedo 6/12/18 1×4+/2/2 Cts Dsr Slw
Light VH Torpedo 5/10/15 1×4+/1/2 Cts Dsr Slw

Gatling blaster: The common secondary armament found on Matharian Starships, this temperamental weapon sprays out plasma bolts at anything that wanders into their range. However, the amount of useful outgoing fire they produce seems to be highly variable- a suitable weapon for a people disposed to thinking things will generally work out in the end.

Gatling blaster 3/6/9 *×4+/1/1 Vlt

Sunrise-class Combat Frigate

The general utility ship of the Matharians, this vessel is generally used for escorting larger craft and similar duties. While its firepower is not especially substantial, is carries boarding troops and mines, meaning it is useful for a variety of military missions, and is moderately protected as well.

Maharian Splinter Fleet SUNRISE-class Combat Frigate (175)

Hull: 6-5-4-3-2-1
Engines: 6-4-2
Weapons: 6-4-2
Shields: 3-2-1

Light VH Torpedo (5-10-15) 1×4+/1/2 (Cts; Dsr; Slw)
AB ☐ // (1)
 
Accelerator Rifle (4-8-12) 1×4+/4/1 (Pr1)
AB ☐ // (1)
 
Gatling blaster (3-6-9) *×4+/1/1 (Vlt)
AC ☐| BD ☐| EF ☐ // (2)

Equipment: Hyperdrive ☐ // (1) 
Marines : 5-4-3-2-1
Mines  : 6-5-4-3-2-1

Ocean-class Combat Cruiser

The standard cruiser of the Matharian forces, this vessel eschews any kind of complicated equipment in favor of bringing guns to the field. It is a reasonably well-armed and defended cruiser-typed vessel, though analysis has shown that the vessel's structure is the result of being optimized for quick construction through fully-automated processes. This has lead to the conclusion that this ship could be constructed at a staggering pace compared to similar-sized vessels, though the need for such swift construction is still a matter of speculation.

Msf OCEAN-class Combat Cruiser (365)

Hull: 12-11-10-9-8-7-6-5-4-3-2-1
Engines: 4-4-3-2-2-1
Weapons: 11-10-8-6-4-2
Shields: 4-4-3-2-2-1

Heavy Accelerator Rifle (5-10-15) 1×4+/5/1 (Pr2)
ABCD ☐☐ // (1)
 
Light VH Torpedo (5-10-15) 1×4+/1/2 (Cts; Dsr; Slw)
AB ☐☐☐☐ // (2)
 
Gatling blaster (3-6-9) *×4+/1/1 (Vlt)
AC ☐☐| BD ☐☐ // (2)

Equipment: Hyperdrive ☐ // (1)

Storm-Class torpedo cruiser

An extremely specialized cruiser-sized vessel built for the purpose of hauling the Vasr-Halnetz torpedo into battle, it has removed all other primary armament in favor of fielding as much of this dangerous weapon it can carry. It serves as a dedicated bombardment weapon against starships, stations, and any other problems that their torpedo can solve. It is even equipped with an advanced targeting system to ensure more of its payload lands on target.

Msf STORM-class Torpedo Cruiser (355)

Hull: 12-11-10-9-8-7-6-5-4-3-2-1
Engines: 4-4-3-2-2-1
Weapons: 11-10-8-6-4-2
Shields: 4-4-3-2-2-1

Vasr-Halnetz torpedo (6-12-18) 1×4+/2/2 (Cts; Dsr; Slw)
AB ☐☐☐ // (2)
 
Gatling blaster (3-6-9) *×4+/1/1 (Vlt)
AC ☐☐☐| BD ☐☐☐ // (3)

Equipment: Fire Control ☐| Hyperdrive ☐ // (1)

Tower-class Command ship

This large command vessel is the only other carrier ship within the Alliance inventory. Well-protected and stocked with weapons, the Matharians direct their fleets from the depths of this warship. While it is not yet known if this is the heaviest combatant that the Matharians can field, it is still a powerful combat vessel in its own right.

The fighter groups fielded by the Matharians tend to be focused on defending the fleet. A standard mix is 4 interceptor/2 assault/2 standard.

Msf TOWER-class Command Ship (1240)

Hull: 18-17-16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
Engines: 3-3-3-2-2-2-1-1-1
Weapons: 14-13-11-10-8-7-5-4-2
Shields: 5-5-4-4-3-3-2-2-1

Heavy Accelerator Rifle (5-10-15) 1×4+/5/1 (Pr2)
ABCD ☐☐☐ // (2)
 
Vasr-Halnetz torpedo (6-12-18) 1×4+/2/2 (Cts; Dsr; Slw)
G ☐☐☐☐ // (2)
 
Gatling blaster (3-6-9) *×4+/1/1 (Vlt)
ACE ☐☐☐| BDF ☐☐☐ // (3)

Equipment: Hyperdrive ☐ // (1)
Traits: Carrier (8) 
Marines : 10-9-8-7-6-5-4-3-2-1

</r>

Re: The Frontier Alliance- What's left fighting for what's right.

I'll give this a real read-through when I've got more time, but just a question: are you using the pre-October 2018 values or the values post-October 2018?

Re: The Frontier Alliance- What's left fighting for what's right.

Post-October. I used the most recent version of drydock, which takes the corrections to seekers and carronade into account.

Re: The Frontier Alliance- What's left fighting for what's right.

Okay. At least that way I won't 'compare' them to any of my supplements...:D