Inherit the Universe

Campaign Diaries & After Action Reports (AARs)
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Charles Lewis
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Inherit the Universe

Post by Charles Lewis »

I'm shifting my playtest game reports over to here from Jeremehovah's site. While I prefer the blog format, I'll try it here on the forum. I'm going to restart since I was only a few turns in so that I can incorporate the material from Tyrel's pending Star Charts.

Of course, with MAS:WWII currently in playtest, I may not actually get much accomplished on this for a while. But updated content will be here whenever it arises. :)
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Charles Lewis
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New Rules Being Playtested

Post by Charles Lewis »

1.1 Endurance
The Endurance rating of a ship indicates how many turns the ship can exist outside the normal supply system of its owner before it begins to accrue Out of Supply penalties. Each turn spent Out of Supply first reduces the ship’s Endurance rating by one, and the ship’s Endurance must be at 0 before OoS levels are added.

Endurance levels for the ships in a squadron are averaged to determine the squadron’s Endurance rating, as it is assumed that ships operating together will share supplies when necessary. Please note that Endurance is not averaged at the fleet level, so each squadron in a fleet will have its own Endurance level.

Engaging in combat with an opposing force at least 25% in EP value of the player’s force will cause an automatic deduction of 1 Endurance rating for all squadrons or independent ships after the battle is concluded. Any ship that is crippled has its current Endurance rating halved before subtracting the 1 Endurance rating for having fought.

Any ship that has attrition damage after a battle may spend 1 Endurance rating to remove 2 points of attrition damage. Please note that a crippled ship can not uncripple itself using Endurance for repairs.

Any ship or squadron that has spent at least 3 turns of Endurance rating must spend one month in a shipyard or repair dock and EPs equal to the cost to uncripple each ship must be spent to refurbish the ship after the prolonged period out of the normal supply net.

Any ship that spends twice its Endurance rating without being refurbished is crippled.

Endurance is automatically balanced out between ships of a squadron. Endurance can also be transferred from Supply ships. Each Supply rating holds the equivalent of 5 Endurance. There is no cost to load a Supply ship with additional Endurance, as it is part of the Supply ships inherent Endurance rating. However, a Supply ship that utilizes its Supply rating for some other purpose has its Endurance reduced by 5 for each Supply rating point utilized.

1.2 Trade Fleet Abstraction
As a means to simplify commerce tracking, this rule supplants the rules relating to the usage of Trade Fleets. Instead of buying and deploying Trade Fleets, a player may choose to spend 5 EPs to bring a system into his commerce network. To be eligible, a system, regardless of ownership, has to be able to connect to the player’s existing commerce network by a regular or major jump lane connection. Connecting a system belonging to another player would require a Trade Treaty be in place first.

Any system incorporated into the commerce network provides additional Trade income as per the original trade rules. Each system also counts as having a civilian fleet present for the purposes of determining raiding chances.

Trade Fleet escorts don’t function in this modification. Rather any time a trade fleet is attacked, one squadron present in the system that conforms to the Escort restrictions (CL or smaller) has an 50% chance of intercepting the attackers before they can reach the Trade Fleet, and failing that, an 80% chance of being present to defend the Trade Fleet. There is a +10 bonus to the roll if all Escorting ships have the Fast trait.

1.3 Voidstriker Tech Tree Integration
To determine the cost of a research project, take half the research cost of the goal times the normal tech goal value (1/2 total output, normally). If the project has not been completed at year’s end, the player rolls to see if the project is completed ahead of schedule based on the percentage investment made into the project at that time. If successful, the project is completed, the player gains the goal, and a new research target is chosen. If a ‘96’ or higher is rolled, the project is not only unsuccessful, but the target cost is increased by 10% of the current total.

If the total cost is spent before a successful roll, the player rolls again, with a result of ‘96’ or higher indicating some problem requiring an additional 10% of the current target be spent before rolling again.

If a project is halted before completion, all investment is lost.

1.4 Frontier Census Growth
Any system with a population of 3 or less that has not reached capacity checks for census growth every six months, and accumulates bonuses for future checks accordingly.
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Charles Lewis
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UNE Writeup

Post by Charles Lewis »

UNE Writeup

2.1 The United Nations of Earth
Blah, blah, blah, sent a man to the moon, blah, blah, blah, fought a few wars, etc., etc., etc.

Government: Meritocracy
Advantage: Trade
Disadvantage: Scientific

I went with Meritocracy rather than Representative to model the fact that the power is in the Security Council, not the General Assembly. Trade as an advantage reflects the leveraging of wealth and commerce to keep the UNE together, while the Scientific disadvantage represents the fact that the Security Council is not able to exert full control over its constituents.

Menagerie Traits (2 Design Points)
Corrupt (-1), Total Income reduced by 5%
Mercantile (+1), 10% bonus to Trade Income
Supply Novice (-3), Base Supply Range is 1 jump
Professional Armies (+2), Maintenance denominator increased by 1
Gifted Explorers (+2), +2 to Exploration rolls
Population Explosion (+1), +1 to growth checks, Morale increase with growth increase on 5-6 (d6)

Corrupt, because, well, we’re greedy humans. Mercantile because we’re efficient, greedy humans. Supply Novice to represent the inexperience in deep space missions. Professional Armies to reflect the recent past conflicts that would leave the UN in possession of a well-established military tradition. Gifted Explorers because of our long-established history of people curious to see what’s over the next hill, and the bonus is darn handy for an exploration campaign. Finally, Population Explosion to reflect the fact that humans are often quite fecund after a prolonged conflict – vive life!

Factions:
Unity Party – This is strong majority and represents those who wish the UN to be an effective world government. Their desired platform is Meritocracy/Trade.

Devolution Party – This small minority would like to undo the results of the Wars and breakup the UN allowing self-determination for humanity’s future. Their desired platform is Autarky/Military.

Hardliners – While not a formal party, per se, this is a group of politicians that would like to take the UN further and make the Security Council the final arbiter of human society. Their desired platform is Technocratic/Military.
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Jane's Fighting Ships, January, 2201 Edition

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Jane's Fighting Ships, January, 2201 Edition

Kit Carson class Exploration/Survey Ship
The Kit Carsons are some of the first ships equipped with the new jump drive technology. Designed for long range survey missions, the Kit Carsons have a rated endurance of nine months.

The class features a solid, overall design. It has enough hangar space for two of the heavy Mohawk fighters. Defenses are based around two quad mounted point defense gun turrets and two chaff pods. Offensive capability is built around 3 single heavy rail guns, two forward and one aft, and a single LRS-3 launcher.

Ships of the Kit Carson class are named for explorers and adventurers of past history. Active ships of the class include: AGS-1 Kit Carson, AGS-2 Vasco de Gama

[VBAM Stats: Cost 5, Maint 1/4, DV 5, AS 3, AF 3, CR 6, CC 3, Base 4, End 9, Explorer (2)]

Glasgow class Light Cruiser
The Glasgows are the other new class of ships designed from the keel up with the new jump drive technology. Their primary stated purpose is to serve as escorts for the Kit Carsons on their exploration and surveying missions, but with a rated endurance of ten months, Defense Ministry spokespeople have indicated that the Glasgow class will also serve as a long range patrol unit.

Offensive capabilities of the class are based around three single mount heavy rail guns, two forward and one aft. Defenses are comprised of three dual mounted point defense gun turrets and three chaff pods.

Ships of the Glasgowclass are named for cities on Earth. Active ships of the class include: CL-1 Glasgow, CL-2 Perth, CL-3 Columbia, CL-4 Milan

[VBAM Stats: Cost 2, Maint 1/7, DV 3, AS 2, AF 3, CR 5, CC 1, Base 0, End 10, Fast]

Scapa Flow class Carrier Base
Leftover from Wars of Unification, the Scapa Flow carrier bases were one of the old European Union’s significant contributions to the UN space forces. Hideously expensive, these carrier bases serve as a bastion to anchor fixed defenses.

Basing 24 fighters, which are themselves a significant threat, the bases also do not lack for weaponry. Five triple point defense gun turrets and five chaff pods form the backbone of the defensive capabilities. Five quad-mounted heavy rail gun turrets, one dual LRS-40 launcher and one single MRS-10 launcher make the base a formidable threat for an attacker.

In spite of that, several were destroyed during the Wars, and the three that are currently in UN service are the only ones that remain. Barring a threat from an alien race discovered in the course of exploration, it is unlikely any more Scapa Flows will be built.

Units of the Scapa Flow class are named for important surface navy fleet bases on Earth. Active units of the class include: DBV-1 Scapa Flow, DBV-4 Norfolk, DBV-10 Vladivostok

[VBAM Stats: Cost 23, Maint 2/3, DV 14, AS 6, AF 5, Base 24, End 4, Carrier, Security (5)]

Kirov class Cruiser
Originally designated a battleship when built by the Russian Federation during the Wars, the Kirovs represented a significant step forward in warship design. The remaining units were redesignated Cruiser, Rider after the Russian Federation’s surrender to UN forces. The Rider appellation is new and will be given to any class not capable of interstellar travel on its own. Defense Ministry officials have indicated that a tender ship may be built at some point in the future to “piggyback” units without their own jump drive.

Capable of reaching space from a ground launch, the future utility of the class is in doubt due in no small part to the lack of a jump drive, or space to retrofit one. With a rated endurance of only one month, the Kirovs still in service are only useful for patrolling the Solar System against pirates. It is unknown whether a tender would enhance the utility of the Kirovsor not. No new units have been built since the Russian surrender, and there are currently no intentions to build any in the immediate future.

While mounting no missile launchers, it is heavily protected against missile strikes with six dual point defense gun mounts (two fore, two aft, and two in turrets) and five chaff pods. Offensive capability is wholly made up of 5 dual heavy rail gun mounts, three fore and two aft.

Ships of the Kirov class are named for heroes of the old Soviet Union, reflecting the strong conservative sentiment in the Russian Federation at the time the ships were built. Active ships of the class include: CAR-1 Kamenev (ex BB-14), CAR-2 Zinoviev (ex BB-15), CAR-3 Frunze (ex BB-17), and CAR-4 Kalinin (ex BB-20).

[VBAM Stats: Cost 6, Main 2/7, DV 6, AS 4, AF 4, CR 7, CC 2, Base 0, End 1, Atmospheric, Security (1)]

Shuyun class Frigate
Another War-era design inherited by the UN, the Shuyun class frigate has also been given the ‘rider’ appellation with the advent of jump drive technology. The Chinese design is woefully obsolete, but currently remains in service as a patrol craft. It is unlikely that any more will be built, despite pressure from Chinese industrialists.

Primary armament is composed of two single LRS-10 launchers with five reloads in the magazine, and a single heavy chaingun in a turret for close-in action. Defense is provided by two dual mount point defense guns in turrets.

Ships of the Shuyun class are not named in UN service, and are merely referred to by their hull numbers. Active ships of the class include: FFR-001, FFR-002, FFR-003, FFR-004, FFR-005, FFR-006, FFR-007, FFR-008, FFR-009

[VBAM Stats: Cost 1, Maint 1/14, DV 1, AS 2, AF 1, CR 4, CC 1, Base 0, End 2]

SMALL CRAFT

F-70 Sparrowhawk Medium Fighter
A North American design from the tail end of the Wars, the Sparrowhawk medium fighter is cheap to build and maintain. The unit is still in production, as neither the F-100 nor the F-101 is intended to replace it. The F-70 mounts a medium chaingun.

[VBAM Stats: Cost 1/4, Maint 1/16, DV 1, AS 1*, AF 1*]

F-100 Mohawk Heavy Attack Fighter
The Mohawk was specifically designed for use on the Kit Carson exploration ships. Mounting a brand new electronic warfare suite (and a second crewman to operate it) more powerful than anything fielded in a craft that size before and covered in slabs of armor, the Mohawk is built for durability and survivability – critical elements for a small craft out in the unknown! For offense, the Mohawk is armed with three light chainguns.

[VBAM Stats: Cost 1, Maint 1/4, DV 3, AS 1, AF 1, EW]

F-101 Mohican Heavy Interceptor
The Mohican is built on the same frame as the Mohawk. The difference is that instead of the electronic warfare suite, it mounts an extensive life support system and a miniature jump drive. Radically showing how the Defense Ministry is exploring all the possibilities with the new technology, the purpose of the Mohican is intra-system interception. Mohicans will be able to intervene anywhere in the Solar System should trouble develop. Ministry officials indicate that the deployment of the Mohican is not meant to replace the role that a carrier design might play in the future, but rather to bolster in-system patrol units and reduce the need for defensive carrier deployments. The Mohican mounts light armament of two light chain guns.

[VBAM Stats: Cost 1/2, Maint 1/8, DV 2, AS 1*, AF 1*, Jump]
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Charles Lewis
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Post by Charles Lewis »

2201.01
While the eggheads put their efforts into improving humanity’s overall Information Technology level, the stalwart souls of the 1st and 2nd Survey Squadrons head out into the unknown.

2201.02
Vasco de Gama and her group are the first to achieve success! Finding a very rare trinary system, the crew dubs it Triskele. The crew then settle in to survey.

Meanwhile, back in Sol, some diehards who refuse to accept the war is over attempt to attack intrasystem traders. The 1st Patrol Squadron is fortunately near enough to intervene. The 2nd Patrol Squadron was in the vicinity, but not close enough to affect the engagement. Commander Niles McFarlane, captain of the Shuyun-class frigate FFR-001, immediately requests backup from 1st Interceptor Squadron, based on the Scapa Flows in Earth orbit. This will be the first combat trial of the F-101 Mohican jump fighter.

The four Shuyuns move to intercept the pirate units, composed of a Galleon and a pair of Corsairs. Obviously the pirates were not expecting opposition, as they react slowly to the presence of the frigates. The 1st Patrol Squadron is able to close with one of the Corsairs and destroy it, doing negligible damage to the other. The pirates return fire was ineffective.

The two forces merge into a general melee. One of the Shuyuns is quickly overwhelmed, while the remaining Corsair is crippled.

The first four Mohicans arrive in time to aid the frigates as they attempt to drive on the Galleon. One of the Mohicans is picked off, and the remaining three are unable to score significant damage on their attack run. The pirates are distracted by the appearance of the fighters, however, and the other Corsair is destroyed.

Eight more Mohicans jump in, boosting the fighter strength significantly. 11 of them scream in on the Galleon, taking no losses and inflicting minor damage. The Galleon is still able to fend off the frigates, but is unable to press its attacks home.

As the Mohicans come around for another pass, the Galleon is able to destroy one, but the rest of the squadron savagely avenges their comrade and nearly cripple the pirate vessel. The frigates are able to cripple the ship, but one of them is crippled in the process.

The Mohicans continued to batter at the Galleon, while the frigates are eventually able to finish it off.

The merchant ships are, needless to say, quite grateful. The remaining Mohicans jump back to Earth, while the diminished 1st Patrol turns for the long journey back.

Patrolling non-jump capable units have a chance to be in the right place at the right time; otherwise, they’re out of the action. Jump capable units, like the 12 Mohicans I’ve got stashed in Earth orbit, have the ability to respond – taking 1d6 combat rounds to arrive. The 12 Mohicans are divided between three Scapa Flow bases, so I rolled for their arrival in groups of 4. Fortunately, it was a 9 round fight and they were all present by the 4th round. They definitely made the difference! Shuyuns are not that impressive, and without fighter support, I would have suffered greater casualties than one Shuyun destroyed and one crippled.
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Post by MarkG88 »

Nice posts Charlie, I finally had time to sit and read them all in a row.
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