Rise of the Star Kingdom

Track the progress of new and ongoing campaigns via diaries and event updates.
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Rise of the Star Kingdom

Postby murtalianconfederacy » Tue Oct 23, 2007 9:15 am

Rise of the Kingdom


A solo VBAM:SX Exploration Campaign


This is a campaign diary that follows the United Star Kingdom, a human power that formed after hyperspace got shattered a few hundred years ago. At that time, the United Earth Alliance had developed sectors to make bureaucracy easier, and the United Star Kingdom was called the British sector before the Fall. Now, after hyperspace is starting to heal, the United Star Kingdom is making its way back into the universe.
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Postby murtalianconfederacy » Tue Oct 23, 2007 9:15 am

United Star Kingdom (player empire)
AG: 57, IN: 60, XE: 31. Military Meritocracy, Negative Social

Nova Espana (splinter colony)
AG: 29, IN: 48, XE: 27. Trade Representative

Omazan Free Republic (alien race, INT-2)
AG: 55, IN: 50, XE: 31. Military Meritocracy, Negative Social

Novya Moskva Alliance (splinter colony)
AG: 61, IN: 48, XE: 36. Military Autocracy
Last edited by murtalianconfederacy on Fri Oct 26, 2007 9:01 am, edited 2 times in total.
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United Star Kingdom

Postby murtalianconfederacy » Wed Oct 24, 2007 9:28 am

The United Star Kingdom comprises of a homeworld and four seperate colonies. Each one is named after a city or town in the United Kingdom, and naming trends seem set to continue, with the name New Cardiff, New Manchester or New Liverpool suggested as the next colony.

The total peacetime economy of the USK is 98EP, with 15EP from trade. The maintenance costs account for 97EP

SHIP CLASSES

Each class will have, in the ship statistics, an In Service number which lists the number of vessels in service. The USK prefers medium warships for the workhorse role, with heavy battlewagons as the major wartime unit.

Nelson-class BCV

Cost: 26, Maintenance: 6/1, DV: 26, AS: 26, AF: 15, CR: 20, CC: 6, Basing: 12 (standard), Notes: Carrier, Jammer (1), Gunship. BP: 15. 4 in service


The Nelson is the largest warship in the Royal Navy, and are the squadron command ship in the primary offensive fleet formation, commanding two Cornwalls and two Galateas

Polyphemus-class ECG

Cost: 17, Maintenance: 3/1, DV: 15, AS: 13, AF: 2, CR: 12, CC: 4, Notes: Scout (2), Ballistic. BP: 5. 2 in service


The Polyphemus operate in a pair, commanding the four war squadrons in the Home Fleet, the offensive formation. They are pretty formidable opponents, but are weak against fighter strikes.

Devastation-class BC

Cost: 16, Maintenance: 5/2, DV: 13, AS: 11, AF: 6, CR: 12, CC: 4, Basing: 6 (standard), Notes: Carrier, Assault, Mass Driver (1). BP: 6. 4 in service


The Devastations in service are all in one formation. This formation, labelled Second Fleet, would typically be assigned to the Home Fleet if the USK is at war. Much has been made not just about the single mass driver that is permanently a part of the Devastation cruisers arsenal but also the two Hellbores that were being researched before the hyperspace collapse.

Cornwall-class CA

Cost: 13, Maintenance: 2/2, DV: 12, AS: 12, AF: 6, CR: 9, CC: 4. BP: 6. 16 in service


The Cornwall is the primary hyper-capable unit in the Royal Navy, acting as command ship for the defence fleets in orbit of each colony, the trade escort and the exploration command vessels, as well as serving in the war fleet. The Cornwall is a stalwart of the Royal Navy

Exeter-class EX

Cost: 7, Maintenance: 2/2, DV: 7, AS: 6, AF: 5, CR: 7, CC: 3, Notes: Explorer (2). BP: 4. 6 in service


The Exeter was originally, before the discovery that the hyperspace collapse had healed itself, going to be a light scout for defensive formations, employing both scout and jammer functions. However, the Admiralty quickly changed the design for exploration duties and constructed a number of them. Three are in each explorer formation, under the control of a Cornwall

Galatea-class FF

Cost: 5, Maintenance: 1/3, DV: 4, AS: 6, AF: 4, CR: 4, CC: 2, Notes: Gunship, Non-Jump Capable. BP: 4. 30 in service


The Galatea is often seen accompanying a Cornwall, and before the advent of the Nelson was designed with that in mind. Four are found in each defence formation, two in the trade escort and the rest in the Home Fleet. Its only problem is a lack of speed which is a real concern for the Admiralty

Lightning-class CT

Cost: 3, Maintenance: 1/4, DV: 3, AS: 0, AF: 3, CR: 3, CC: 1, Notes: Gunship, Atmospheric, Non-Jump Capable. BP: 2. 4 in service


The Lightning was constructed as a response to the lacklustre performance expected of the Polyphemus against fighter squadrons. Armed only with anti-fighter weapons, the Lightnings zip around the Polyphemus' tackling fighters while the Polyphemus' Nuclear Torpedoes slam into enemy capital ships.

FIGHTERS

The USK rely on one fighter class exclusively, the Typhoon fighter-bomber

Class: MF, Cost: 1/2, Maintenance: 1/12, DV: 2, AS: 2, AF: 2

GROUND UNITS

The Royal Army employs three different army divisions, the Royal Lancers, the Royal Army Regulars and the Security Forces

Lancers: Cost: 4, Maintenance: 2/1, A: 4, D: 4, DFac: d3, ATR: 4, Marines
Regulars: Cost: 3, Maintenance: 2/2, A: 4, D: 4, DFac: d3, ATR: 4
Security: Cost: 1, Maintenance: 1/4, A: 2, D: 2, DFac: 0, ATR: 2, Peacekeepers, Compact

Four Lancers are on New London. Ten Regular Divisions are in service, two on each colony world. Eight Security Forces are in service, two on New London, Edinburgh and Birmingham, one on Luton and Bristol.

MISCELLANEOUS UNITS

There are two shipyards in orbit of New London, one a standard shipyard, the other a shipyard-2. One colony fleet, one trade fleet and three transport fleets are also in the service of the USK.
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Nova Espana

Postby murtalianconfederacy » Wed Oct 24, 2007 9:29 am

Nova Espana is a splinter colony discovered by scouts emerging from the New Birmingham system, the explorers that also encountered the Omazan Free Republic. Nova Espana has a peacetime economy of 6, a trade income of 1 and a maintenance of 7.

SHIPS

Baleares-class CV

Cost: 9, Maintenance: 2/1, DV: 12, AS: 0, AF: 5, CR: 9, CC: 4, Basing: 12 (Heavy), Notes: Carrier. BP: 2. One in service


The Baleares is the only carrier in the fleet and is the command vessel of the fleet, as well as the only jump-capable warship

Canarias-class CL

Cost: 8, Maintenance: 2/3, DV: 7, AS: 9, AF: 5, CR: 7, CC: 3, Notes: Gunship, Non-Jump Capable. BP: 6. Three in service


The Canarias is the only direct combat vessel in the fleet. All three make up the Nova Espana Fleet with the Baleares in command.

FIGHTERS

Nova Espana uses one fighter class--the Alfonso

Class: SHF, Cost: 1, Maintenance: 1/12, DV: 2, AS: 3, AF: 1

GROUND UNITS

Nova Espana Defenders: Cost: 1, Maintenance: 1/3, A: 2, D: 3, DFac: 2, ATR: 2

There are three NEDs in service.

MISCELLANEOUS UNITS

Apart from the trade fleet and shipyard, there are no other units in service
Last edited by murtalianconfederacy on Thu Oct 25, 2007 9:12 am, edited 1 time in total.
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Omazan Free Republic

Postby murtalianconfederacy » Wed Oct 24, 2007 9:29 am

The Omazan Free Republic is an INT-2 race discovered by the New Birmingham scouts. The OFR was previously discovered before the Collapse, but on the other side of human known space, where they were a thorn in the side of the Latin American sector.

The OFR has a peacetime economy of 97, a trade income of 15 and a maintenance of 98.

SHIPS

Vhatahv IV-class DN

Cost: 19, Maintenance: 7/2, DV: 18, AS: 16, AF: 7, CR: 14, CC: 5, Basing: 12 (standard), Notes: Carrier. BP: 8. Six in service


The Vhatahv IV is the only warship in service that does not conform to the typical Omazan class nomenclature, and for a very good reason--King Vhatahv IV is widely regarded as the best Omazan monarch, who simultaneously rebuilt the entire Omazan kingdom and fought two wars against the then-marauding barbarian tribes. The Vhatahv IV is the squadron command ship of choice and carries twelve flights of interceptors

Omazlor-class CA

Cost: 13, Maintenance: 3/2, DV: 11, AS: 11, AF: 5, CR: 9, CC: 4, Basing: 6 (standard), Notes: Carrier. BP: 5. Eight in service


The Omazlor is the heaviest normal combat vessel, and is fairly strong, carrying six flights of bombers

Omuzlar-class CA

Cost: 12, Maintenance: 3/1, DV: 11, AS: 8, AF: 3, CR: 9, CC: 4, Basing: 12 (standard), Notes: Carrier, Assault, Ballistic. BP: 4. Four in service


The Omuzlar is the assault cruiser of the fleet, and leads the secondary fleet formations that can, in a pinch, either link up with the First Fleet or deal with minor border wars on their own. Like the Vhatahv IV, the Omuzlar carries 12 flights of interceptors

Omizlur-class ECA

Cost: 14, Maintenance: 5/2, DV: 12, AS: 10, AF: 4, CR: 9, CC: 4, Notes: Scout (2), Ballistic. BP: 5. Two in service


One of only three classes of vessel not to carry fighters, the Omizlur is designed to lead the primary fleet formation and also support the combat vessels in front of it with ELINT and missile salvoes

Imizlor-class CL

Cost: 9, Maintenance: 2/3, DV: 7, AS: 7, AF: 3, CR: 7, CC: 3, Basing: 4 (standard), Notes: Carrier. BP: 3. Twelve in service


The Imizlor is the light cruiser of the fleet, and like her big sister the Omazlor carries bombers to the fray.

Imazlir-class CL

Cost: 8, Maintenance: 2/3, DV: 7, AS: 8, AF: 4, CR: 7, CC: 3, Notes: Gunship. BP: 5. Six in service


The Imazlir is a gun cruiser, which in any other navy would simply classify as a light cruiser. It packs a punch, but the Omazan dislike of non-fighter carriers has meant that this vessel is not well liked by its crews.

Imizler-class EX

Cost: 5, Maintenance: 3/2, DV: 7, AS: 0, AF: 0, CR: 7, CC: 3, Basing: 6 (standard), Notes: Explorer (2), Carrier. BP: 0. Four in service


The Imizler is the Omazan like for carriers taken to extremes with what is essentially a sensor pack strapped to a hangar bay. Six flights of bombers are contained onboard each vessel

Emazlar-class FF

Cost: 5,. Maintenance: 1/3, DV: 4, AS: 6, AF: 3, CR: 4, CC: 2, Notes: Gunship, Non-Jump Capable. BP: 4. Twelve in service


The Emazlar is the light vessel of the fleet, and carries a respectable weapons pack.

FIGHTERS

Amazir: Class: MF, Cost: 1/2, Maintenance: 1/12, DV: 2, AS: 2, AF: 0
Amazor: Class: MF, Cost: 1/2, Maintenance: 1/12, DV: 2, AS: 0, AF: 2

GROUND UNITS

Fast Marines: Cost: 3, Maintenance: 2/3, A: 3, D: 3, DFac: d3, ATR: 3. Marines
Light Infantry: Cost: 1, Maintenance: 1/3, A: 2, D: 2, DFac: d2, ATR: 2. Compact, Peacekeepers

There are 6 Fast Marines ans 12 Light Infantry units in the OFR. Two Fast Marines and four Light Infantry are on Omazlor, one Fast Marine and two Light Infantry on each other colony

MISCELLANEOUS UNITS

The OFR has a shipyard and a shipyard-2 in orbit of Omazlor. Three transport fleets, one Trade Fleet and one Colony Fleet are also in orbit.
Last edited by murtalianconfederacy on Fri Oct 26, 2007 9:22 am, edited 1 time in total.
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Postby wminsing » Thu Oct 25, 2007 12:35 pm

Your streak of crazy good(?) NPE Activation rolls continues! :lol:

Which tech system are you using for ship design?

-Will
"Ships and sail proper for the heavenly air should be fashioned. Then there will also be people, who do not shrink from the dreary vastness of space."
-- Johannes Kepler, 1609

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Postby murtalianconfederacy » Fri Oct 26, 2007 9:00 am

Starmada. I never really get to grips with other tech systems, and Im not confident about generating stats from nothing at the moment.
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Novya Moskva Alliance

Postby murtalianconfederacy » Fri Oct 26, 2007 9:19 am

The Novya Moskva Alliance was discovered by (yep, you guessed it) the New Birmingham scouts. No mention of the NMA has been found in the files, but it is likely it was a part of the Russian Star Federation, or that a large colony moved there near the Collapse, when the Hypernet was losing power.

The NMA has a peacetime economy of 21 and a trade income of 3. Maintenance takes up 21EP

Note: when I rolled for Novya Moskva, it was a colony. I rolled two 12s which, when modified, meant I had to roll four 2d6. Two of them were 6s which with the colony bumped it up to seven. Novya Moskva got a RAW of 6. The other two were a 9 and 11, which meant two rolls on the special encounter chart. One pair rolled a 12, the other 11 (large splinter). The next two 2d6 also rolled 11, so there are actually three large splinter colonies on Novya Moskva! They also have a small colony at Tver

SHIPS

Moskva-class DN

Cost: 20, Maintenance: 5/1, DV: 19, AS: 13, AF: 5, CR: 14, CC: 5, Basing: 12 (standard), Notes: Scout (2), Carrier, Assault, Ballistic. BP: 6. One in service


The Moskva is the fleet leader of the fleet, the only vessel to mount ballistic weaponry. Despite her role as the leader of the Novya Moskva fleet she is actually the most powerful craft in terms of combat power as well.

Kirov-class CA

Cost: 13, Maintenance: 2/2, DV: 12, AS: 12, AF: 5, CR: 9, CC: 4. BP: 6. Four in service


The Kirov is the largest purely combat vessel, and is respectable in its role. The NMA have eschewed lasers in favour of Hellbores, and have created a smaller version for the Silnyi and the Chapayev.

Chapayev-class CL

Cost: 8, maintenance: 2/3, DV: 7, AS: 9, AF: 5, CR: 7, CC: 3, Notes: Gunship. BP: 6. Three in service


The Chapayev is a capable craft, and is the Kirovs' 'second', a vessel that can support the Kirov with Hellbore and rail cannon fire

Silnyi-class DD

Cost: 6, Maintenance: 2/4, DV: 5, AS: 8, AF: 4, CR: 5, CC: 2, Notes: Gunship, Non-Jump Capable. BP: 5. Eight in service


A pair of Silnyis accompany each Kirov, three groupings along with a Chapayev forming a Strike squadron and the fourth forming the trade escort.

FIGHTERS

The NMA prefers anti-fighter craft to anti-ship craft

Yak: Class: MF, Cost: 1/2, Maintenance: 1/12, DV: 2, AS: 1, AF: 2

GROUND UNITS

Marine Rifles Division: Cost: 4, Maintenance: 2/1, A: 4, D: 4, DFac: d2, ATR: 4. Marines

Rifles Division: Cost: 3, Maintenance: 2/2, A: 4, D: 4, DFac: d2, ATR: 4.

There is one Marine Rifles Division and four Rifles Divisions, three on Novya Moskva and one on Tver

MISCELLANEOUS UNITS

The standard starting units for new powers apply (one shipyard, one colony/trade/transport fleet)
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The Campaign So Far

Postby murtalianconfederacy » Fri Oct 26, 2007 9:29 am

Turn 3000.01

The USK exploration corps both discover new systems, one a colony, the other an outpost. Nothing extraordinary was discovered.

Turn 3000.02

Only the New Bristol explorers discover anything this turn, and yet again its an outpost. One without jump lanes as well. It is very mineral poor but the explorers do discover what looks to be an old pirate cache--a large one at that. 21EP is collected for the USK

Turn 3000.03

With the large amount of credits obtained, the USK decides to splash out on technology, channeling all funds through the R+D department.

Explorers from New Birmingham discovered Nova Espana. Despite some early minor errors, the inhabitants are friendly enough to establish Normal Relations. The New Bristol explorers return to the first system they explored.

Turn 3000.04

The New Bristol explorers discover another outpost system. This one is quite rich in minerals, and should space be at a premium the USK plan to colonise it, but there seems to be little need of that. Further investment into R+D is recorded.

Relations with Nova Espana remain constant

Turn 3000.05

The explorers from New Birmingham, after returning the previous month, jump into a new system. They discover a hyperspace buoy which has a built-in communication system, and make contact 'over the phone' as one ordinary spaceman called it with the Omazan Free Republic. Relations seem to be very good with the OFR (rolled a 100 which, when modified by the XE of 31, meant a starting relationship of 97!)

Investment continues apace, and the R+D specialists are confident that promising work can be followed up with the funds available.

Turn 3000.06

The USK diplomats scored a double coup this turn, especially with the OFR. Diplomats were sent to the contact system to offer an NAP with the OFR, only to find that the OFR had already offered them one. After a days worth of communications, the USK offered a peace treaty to the OFR, who quickly accepted. The splinter colony also accepted an NAP offer from the USK this turn. New Bristol explorers found their first minor colony system, and its a beauty--its as rich as New London in terms of mineral wealth! Plans are put in place to, pending a rise in population, colonise this system and make it into a supply point.

The OFR also started exploration this turn and discovered a minor colony with two lanes.

Turn 3000.07

The discovery of a new system by the New Birmingham scouts is reported. The OFR also make another discovery with their second explorer fleet, both fleets based from the same system, Omazra. The OFR also makes leaps and bounds with new technology investment, planning for a breakthrough in fighter weapons to improve the damage potential (read: going for Assault capability). The USK are planning to design a lighter fighter weapon to improve interception abilities (read: Interceptor capability)
Last edited by murtalianconfederacy on Sat Oct 27, 2007 9:28 am, edited 1 time in total.
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Re: The Campaign So Far

Postby mwaschak » Fri Oct 26, 2007 1:19 pm

murtalianconfederacy wrote:Turn 3000.01

The USK exploration corps both discover new systems, one a colony, the other an outpost. Nothing extraordinary was discovered.


A collective sigh of relief is heard throughout the galaxy!

-Jay

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Postby murtalianconfederacy » Sat Oct 27, 2007 9:11 am

Hehe...:)
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Postby Tyrel Lohr » Tue Oct 30, 2007 4:57 am

Glad to hear that you have actually found friendly foreign powers this game! Charlie and I can both vouch for your earlier experience with fiendishly aggressive powers skewing an otherwise fun campaign :)

In my first VBAM Starmada campaign, I found a fair sized enemy empire that instantly declared war on me. Within about 12-16 turns, they were a jump away from Sol with no real chance of Earth defending itself :(

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Postby murtalianconfederacy » Tue Oct 30, 2007 10:27 am

Yeah, its boring :D

Got up to 3001.03 at the moment, but hard going as in the turns between 3000.07 and 'now' I've activated four powers: the Rhotecan Confederacy, an INT-3 race with a penchant for huge ships (how does hull 40 strike you?) who immediately declared hostilities and then war against both the OFR and USK, the Lelovran Alliance, an IND-2 race encountered simultaneously by the OFR and the Rhotecans, the New Moskva Alliance and the Izilzan Federation, an INT-2 race which have possibly the most frightening weapon system so far.

The Rhotecan main fleet was smashed in a hyperspace encounter between them and an Alliance fleet (yeah, the OFR and USK are allied now). Six Rhotec-Zoraths (hull 40 ships with heavy assault bombers, mass drivers and other goodies on board) were picked apart by a huge fleet of USK and OFR vessels.

At the moment, I'm in the process of deciding whether to carry on the campaign as normal and generate turn sheets for seven powers (which, with my luck, will turn into ten or twelve soon), forcibly join the NMA, NE, OFR and USK into a single entity (the NMA being defeated in a battle the same time as the Rhotecans were being beaten) or moving on.
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Postby jygro » Tue Oct 30, 2007 1:07 pm

murtalianconfederacy wrote:At the moment, I'm in the process of deciding whether to carry on the campaign as normal and generate turn sheets for seven powers (which, with my luck, will turn into ten or twelve soon), forcibly join the NMA, NE, OFR and USK into a single entity (the NMA being defeated in a battle the same time as the Rhotecans were being beaten) or moving on.


If it keeps the campaign going, I don't see the issue with combining those four groups into one. You could use Star divided rules about factions as to which nation is in 'power'. Might be an interesting time!

-Bren

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Postby murtalianconfederacy » Wed Oct 31, 2007 10:01 am

Suppose so...

Two factions would be about right, I think, with the second faction being split into four sub-factions

1) Unionists: Supports the union of the four nations

2) (insert nation) Seperatists: Advocates the secession of the colony or the nation as a whole leaving the United Territories. If this power gets control over a colony, the colony will attempt secession. If there is already a seceded colony of that type (Omazan, USK or NMA), then the two will ally themselves
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