Page 1 of 1

The Unrealised Dream

Posted: Mon May 11, 2009 9:31 am
by murtalianconfederacy
Another campaign. Lost interest in the Lambda Variant--think there were simply too many powers...

The major power is the New Avalonian League, a power formed by the unification of six colonies, two British, two American, one Japanese and one formed by all three. The NAL is an INT-2 power with a total wartime economy of 228 and a trade income of 22. Maintenance takes up 130EP.

This is the first setting where I'm using Trade Points instead of Trade Routes. Its a similar idea to what Charlie had in his campaign, which was adding systems to a trade network for 5EP instead of purchasing a trade fleet for 15EP. I've also expanded the anti-raider idea by allowing both static trade escorts (protecting the trade point in that system) and anti-raider patrols (which covers a number of systems equal to the vessels speed, and random rolls are made to determine whether the patrol force is in the system when a raider force hits. It makes it important to either assign heavier static trade escorts or build fast escorts to support lighter units.

The NAL has activated three splinter colonies prior to the start of the campaign--the Free Stellar Bailiwick, the Wessex Union and the Free Theocratic Conclave. All three have a Partnership with the NAL, and the FTC has purchased three frigates from the NAL to form the FTC's defence force.

3000.01

The NAL activates an INT-1 power, the Zolrinan Union. The Zolrinans have also activated a splinter colony, the Independent Zolrinan Confederacy. The NAL rolls a natural 100 when determining the starting relationship and, as per a house rule, offers the ZU a NAP, which is accepted.

In diplomatic news, the FSB, WU and FTC all pass their treaty offering chance and petition the NAL for membership. Despite concerns from the Admiralty and others, the petitions are accepted and the three formally join the NAL.

Posted: Tue May 12, 2009 9:19 am
by murtalianconfederacy
3000.02

The NAL exploration fleet returns back to New London.

The ZU strikes lucky first time out, exploring a colony system. Its a fairly mineral-rich system (RAW: 4), but what is most interesting is the presence of a dust cloud in the system.

In diplomatic news, the NAL, fresh from signing a NAP with the ZU, offers a peace treaty. This, too, is accepted.

The NAL, meanwhile, reorganises the four separate fleets into one. The FSB and WU fleets are scrapped and, in their place, new Furutaka light cruisers and Arethusa frigates are constructed. The FTC lone squadron is kept in service.

3000.03

The NAL activates a new splinter colony, the East Anglian Trinity. This splinter has a wartime economy of 36 and a trade income of 3. Peacetime maintenance costs 16EP, which is to be expected as the EAT have got quite a few battlecruiser-sized hulls in service. Normal relations are entered into between the NAL and EAT.

No other diplomatic news occurs, and the ZU exploration fleet returns back to the homeworld.

Posted: Wed May 13, 2009 3:41 am
by jygro
With all the nations you seem to find when you play these games and all the different ships you have, I'd love to see how you keep all the information. It must be a nightmare!

-Bren

Posted: Sat May 16, 2009 9:26 am
by murtalianconfederacy
All on pen and paper...

I've started to keep a record of the starting levels of powers so I can quickly reference who was in the campaign. That goes at the front. Then theres the map, system statistics and diplomatic news (AIX stats on the front, relationship and treaty levels on the back). Then starting lists for the major powers, such as the NAL and ZU in this campaign. Then the ships themselves (weapons, equipment etc on one page, ship designs on others, so I can insert extra ships when refits or new designs are worked out. Splinter colonies and IND-2 powers I try to fit all onto one page if I think they're not going to get anywhere. Then, at the end, are all the battle reports. If its a mammoth campaign, I can have maybe a hundred sheets of paper in one campaign 'folder'

Posted: Thu May 21, 2009 9:10 am
by murtalianconfederacy
3000.04

The hyperspace comm networks are extremely quite. No treaty offers are made by anyone.

However, the Zolrinan Union activates a INT-1 power, the Tetradonian Social Republic, which has itself activated an INT-2 power, the Pyurvian Imperium, which has two splinter colonies: the Chel'Koli Hereditary Republic and the Ihlolai Duchy. The TSR and PI have a mutual defence treaty between them, as does the PI and CHR. The ID and PI only have a peace treaty, the home world not bothered with the IND-2 level splinter colony.

The ZU and TSR have a reasonable starting relationship, and enter into Normal Relations.

Ship designs in the campaign so far

Posted: Thu May 21, 2009 9:32 am
by murtalianconfederacy
NAL Ship Designs

Nelson: Cost: 18, Maintenance: 5/2, DV: 15, AS: 19, AF: 11, CR: 16, CC: 5, Hyper? Yes (Speed 2). Notes: Command, Gunship. BP: 11

Enterprise: Cost: 17, Maintenance: 6/1, DV: 17, AS: 12, AF: 8, CR: 16, CC: 5, Hyper? Yes (Speed 2), Basing: 24 (standard). Notes: Jammer (1), Carrier, Ballistic. BP: 7

Yamato: Cost: 18, Maintenance: 5/2, DV: 15, AS: 19, AF: 8, CR: 14, CC: 5, Hyper? Yes (2). Notes: Direct Assault (1), Assault, Gunship. BP: 10

Cornwall: Cost: 10, Maintenance: 3/2, DV: 9, AS: 13, AF: 8, CR: 9, CC: 4, Hyper? Yes (2). Notes: Gunship. BP: 8

Oracle: Cost: 12, Maintenance: 3/1, DV: 9, AS: 10, AF: 5, CR: 9, CC: 4, Hyper? Yes (2). Notes: Scout (2), Ballistic, Gunship. BP: 6

Yorktown: Cost: 10, Maintenance: 3/1, DV: 9, AS: 0, AF: 16, CR: 9, CC: 4, Hyper? Yes (2), Basing: 12 (standard). Notes: Carrier, Gunship. BP: 6

Naniwa: Cost: 12, Maintenance: 2/1, DV: 9, AS: 11, AF: 7, CR: 9, CC: 4, Hyper? Yes (2). Notes: Jammer (1), Gunship. BP: 7

Beagle: Cost: 9, Maintenance: 5/2, DV: 7, AS: 8, AF: 7, CR: 10, CC: 3, Hyper? Yes (2). Notes: Explorer (2), Ballistic, Gunship, Command. BP: 6

Furutaka: Cost: 8, Maintenance: 2/3, DV: 6, AS: 9, AF: 6, CR: 7, CC: 3, Hyper? Yes (2). Notes: Gunship. BP: 6

Arleigh Burke: Cost: 6, Maintenance: 1/2, DV: 5, AS: 7, AF: 5, CR: 5, CC: 2, Hyper? Yes (3). Notes: Gunship. BP: 5

Arethusa: Cost: 3, Maintenance: 1/3, DV: 3, AS: 5, AF: 1, CR: 3, CC: 1, Hyper? No (2*). Notes: Atmospheric, Gunship. BP: 6

* speed the Arethusa or other non-hyper-capable vessel can travel at if accompanied by a hyper-capable vessel with a multi-unit hyperdrive

Takachiho (RAIDER): Cost: 7, Maintenance: 2/3, DV: 5, AS: 8, AF: 6, CR: 7, CC: 3, Hyper? Yes (2). Notes: Gunship. BP: 6

ZU Ship Designs

Primarch Lexandri: Cost: 24, Maintenance: 11/2, DV: 27, AS: 15, AF: 12, CR: 20, CC: 6, Hyper? Yes (2). Notes: Scout (2), Ballistic, Jammer (1). BP: 9

Primarch Zaverg: Cost: 21, Maintenance: 5/1, DV: 21, AS: 20, AF: 10, CR: 20, CC: 6, Hyper? Yes (2). Notes: Tender (6), Assault, Gunship. BP: 11

Primarch Qualzi: Cost: 20, Maintenance: 11/2, DV: 23, AS: 17, AF: 6, CR: 20, CC: 6, Hyper? Yes (2). Notes: Explorer (2), Tender (6). BP: 8

Morani: Cost: 12, Maintenance: 5/2, DV: 11, AS: 11, AF: 7, CR: 12, CC: 4, Hyper? Yes (2). Notes: Tender (3), Gunship. BP: 7

Lurandi: Cost: 8, Maintenance: 1/1, DV: 7, AS: 9, AF: 6, CR: 8, CC: 3, Hyper? Yes (2). Notes: Gunship. BP: 6

Gr'chwl: Cost: 3, Maintenance: 1/4, DV: 1, AS: 4, AF: 0, CR: 3, CC: 1, Hyper? No (2). Notes: Gunship, Atmospheric. BP: 2

Hr'chwl: Cost: 3, Maintenance: 1/4, DV: 1, AS: 3, AF: 1, CR: 3, CC: 1, Hyper? No (2). Notes: Gunship, Atmospheric. BP: 2

Jr'chwl: Cost: 2, Maintenance: 1/6, DV: 1, AS: 3, AF: 0, CR: 2, CC: 1/6, Hyper? N/A. Notes: Gunship, Atmospheric, Attack Boat. BP: 2

Jr'grwl: Cost: 2, Maintenance: 1/6, DV: 1, AS: 2, AF: 1, CR: 2, CC: 1/6, Hyper? N/A. Notes: Gunship, Atmospheric, Attack Boat. BP: 2

Cherundi (RAIDER): Cost: 7, Maintenance: 1/1, DV: 5, AS: 7, AF: 5, CR: 7, CC: 3, Hyper? Yes (2). Notes: Explorer (1), Gunship. BP: 5

Other vessels will be written up as soon as possible.

Posted: Fri May 22, 2009 9:30 am
by murtalianconfederacy
FSB Ship Designs

Guernsey: Cost: 9, Maintenance: 3/2, DV: 8, AS: 11, AF: 6, CR: 9, CC: 4, Hyper? Yes (2). Notes: Gunship. BP: 7

Alderney: Cost: 9, Maintenance: 2/1, DV: 7, AS: 6, AF: 4, CR: 10, CC: 3, Hyper? Yes (2). Notes: Scout (!), Command, Ballistic, Gunship. BP: 4

Herm: Cost: 3, Maintenance: 1/3, DV: 2, AS: 5, AF: 1, CR: 3, CC: 1, Hyper? No (2). Notes: Gunship, Atmospheric. BP: 3

WU Ship Designs

Alfred the Great: Cost: 11, Maintenance: 2/1, DV: 10, AS: 14, AF: 10, CR: 12, CC: 4, Hyper? Yes (2). Notes: Gunship. BP: 9

Exmoor: Cost: 6, Maintenance: 1/2, DV: 4, AS: 7, AF: 2, CR: 5, CC: 2, Hyper? Yes (2). Notes: Gunship. BP: 4

Lundy: Cost: 1, Maintenance: 1/6, DV: 2, AS: 2, AF: 2 (Fighter, extended operations)

IZC Ship Design

Mhoroni: Cost: 8, Maintenance: 3/2, DV: 7, AS: 9, AF: 6, CR: 9, CC: 4, Hyper? Yes (2). Notes: Gunship. BP: 6

Lh'whral: Cost: 3, Maintenance: 1/3, DV: 2, AS: 4, AF: 2, CR: 3, CC: 1, Hyper? No (2). Notes: Gunship, Atmospheric. BP: 3

Ihrol (fighter) Cost: 1/3, Maintenance: 1/21, DV: 1, AS: 1, AF: 0

EAT Ship Designs

Felixstowe: Cost: 12, Maintenance: 4/1, DV: 12, AS: 8, AF: 7, CR: 12, CC: 4, Hyper? Yes (2), Basing: 12 (standard). Notes: Scout(1), Carrier, Ballistic. BP: 5

Thetford: Cost: 11, Maintenance: 2/1, DV: 11, AS: 14, AF: 7, CR: 12, CC: 4, Hyper? Yes (2). Notes: Gunship. BP: 8

Norwich: Cost: 12, Maintenance: 7/2, DV: 11, AS: 11, AF: 6, CR: 12, CC: 4, Hyper? Yes (2), Basing: 12 (standard). Notes: Carrier, Gunship. BP: 7

Stour: Cost: 3, Maintenance: 1/4, DV: 2, AS: 4, AF: 1, CR: 3, CC: 1, Hyper? No (2). Notes: Gunship, Atmospheric. BP: 3

Orwell: (fighter) Cost: 1/2, Maintenance: 1/12, DV: 2, AS: 2, AF: 2

TSR Ship Designs

Quadrilan: Cost: 17, Maintenance: 4/1, DV: 15, AS: 11, AF: 5, CR: 14, CC: 5, Hyper? Yes (2). Notes: Scout (2), Jammer (1), Ballistic. BP: 5

Tetradonar: Cost: 14, Maintenance: 5/2, DV: 13, AS: 16, AF: 8, CR: 14, CC: 5, Hyper? Yes (2). Notes: Gunship, Assault. BP: 9

Pyramidalia: Cost: 10, Maintenance: 3/2, DV: 8, AS: 10, AF: 8, CR: 9, CC: 4, Hyper? Yes (2). Notes: Gunship, Assault. BP: 7

Phentakhan: Cost: 9, Maintenance: 3/1, DV: 8, AS: 7, AF: 5, CR: 9, CC: 4, Hyper? Yes (2), Basing: 12 (standard). Notes: Carrier, Gunship. BP: 5

Cylandrik: Cost: 9, Maintenance: 5/2, DV: 7, AS: 6, AF: 6, CR: 8, CC: 3, Hyper? Yes (2). Notes: Explorer (2), Jammer (1), Ballistic. BP: 4

Rhombana: Cost: 7, Maintenance: 2/3, DV: 6, AS: 8, AF: 3, CR: 7, CC: 3, Hyper? Yes (2). Notes: Gunship. BP: 5

Parallekh: Cost: 8, Maintenance: 2/3, DV: 6, AS: 6, AF: 3, CR: 7, CC: 3, Hyper? Yes (2), Basing: 4 (standard). Notes: Carrier. BP: 3

Sphelak: Cost: 6, Maintenance: 1/2, DV: 4, AS: 7, AF: 3, CR: 5, CC: 2, Hyper? Yes (3). Notes: Gunship. BP: 4

Kitell: Cost: 3, Maintenance: 1/3, DV: 2, AS: 5, AF: 1, CR: 3, CC: 1, Hyper? Yes+ (3). Notes: Gunship, Atmospheric. BP: 7

+ The Kitell only has a single unit hyperdrive, which means it cannot perform multi-unit retreats unless with a ship that does have a multiple unit hyperdrive.

Arrakh (RAIDER): Cost: 7, Maintenance: 2/3, DV: 5, AS: 7, AF: 3, CR: 7, CC: 3, Hyper? Yes (2), Basing: 3 (standard). Notes: Carrier, Gunship. BP: 4

Caltopr: (fighter) Cost: 1/2, Maintenance: 1/12, DV: 2, AS: 2, AF: 2

Trilor (fighter (RAIDER)) Cost: 1/3, Maintenance: 1/18, DV: 1, AS: 1, AF: 1

Rest to follow later

Posted: Sat May 23, 2009 9:26 am
by murtalianconfederacy
PI Ship Designs

Dhuraphal: Cost: 16, Maintenance: 3/1, DV: 13, AS: 16, AF: 5, CR: 16, CC: 5, Hyper? Yes (2). Notes: Command, Mass Driver (1), Assault, Gunship. BP: 8

Adhurphal: Cost: 16, Maintenance: 4/1, DV: 14, AS: 13, AF: 7, CR: 16, CC: 5, Hyper? Yes (2). Notes: Command, Scout (2), Ballistic, Gunship. BP: 8

Hyruphal: Cost: 7, Maintenance: 2/3, DV: 6, AS: 8, AF: 3, CR: 7, CC: 3, Hyper? Yes (2). Notes: Gunship. BP: 5

Hyriphal: Cost: 8, Maintenance: 2/3, DV: 6, AS: 7, AF: 2, CR: 7, CC: 3, Hyper? Yes (2), Basing: 6 (ultralight). Notes: Carrier, Gunship. BP: 4

Hyraphal: Cost: 7, Maintenance: 1/1, DV: 6, AS: 0, AF: 6, CR: 7, CC: 3, Hyper? Yes (2), Basing: 18 (ultralight). Notes: Carrier, Gunship. BP: 2

Hyryphal: Cost: 7, Maintenance: 3/2, DV: 6, AS: 6, AF: 3, CR: 7, CC: 3, Hyper? Yes (2). Notes: Exploration (2), Gunship. BP: 4

Hyrophal: Cost: 7, Maintenance: 2/3, DV: 6, AS: 0, AF: 6, CR: 7, CC: 3, Hyper? Yes (2). Notes: Assault, Mass Driver (1). BP: 2

Sitaphal: Cost: 9, Maintenance: 3/2, DV: 5, AS: 7, AF: 1, CR: 7, CC: 3, Hyper? Yes (2). Notes: Scout (1), Cloak (1), Gunship. BP: 4

Suraphal: Cost: 4, Maintenance: 1/2, DV: 2, AS: 5, AF: 0, CR: 3, CC: 1, Hyper? No (2). Notes: Cloak (1), Atmospheric, Gunship. BP: 3

Graphal: Cost: 3, Maintenance: 1/4, DV: 2, AS: 4, AF: 1, CR: 3, CC: 1, Hyper? No (2). Notes: Gunship, Atmospheric. BP: 3

Taphal (fighter): Cost: 1/6, Maintenance: 1/18, DV: 1, AS: 0, AF: 1 (Ultralight)

CHR Ship Designs

Vhenraphal: Cost: 9, Maintenance: 2/1, DV: 7, AS: 7, AF: 7, CR: 8, CC: 3, Hyper? Yes (2). Notes: Scout (1), Ballistic, Gunship. BP: 6

Alrephal: Cost: 6, Maintenance: 1/2, DV: 4, AS: 6, AF: 4, CR: 5, CC: 2, Hyper? Yes (2). Notes: Gunship. BP: 4

Lephal: Cost: 2, Maintenance: 1/4, DV: 1, AS: 3, AF: 1, CR: 3, CC: 1, Hyper? No (2). Notes: Gunship, Atmospheric. BP: 2

Alphel (fighter): Cost: 1/3, Maintenance: 1/12, DV: 1, AS: 2, AF: 0 (Extended Operation)

ID Ship Designs

Velkrai'Khever: Cost: 4, Maintenance: 1/4, DV: 3, AS: 4, AF: 2, CR: 3, CC: 1, Hyper? N/A. Notes: BASE

Note: I made a bit of an error. The Ihrol has atmospheric capability which was paid for, but the Alphel has no basing and is not atmospheric capable. The only way to fix it is to make atmospheric capable a trait all fighters have. That increases the maintenance bracket of the Ihrol to 1/21. I hate dealing in odd maintenance brackets like that, but its the only way to do it...:(