|
|
This section of the site is dedicated to Jon Tuffley's excellent minatures Space Combat system "Full Thrust". I've owned this game for several years now and have found it to be THE best game of its type on the market. The Game is a Generic game of starship combat. It is clean, concise, and easy to play; it plays very quickly (unlike SFB where one game turn can take 2+ hours) and yet still has plenty of depth. The game comes with an intriguing Future History and yet you are in no way tied to it, it's simply there if you want to make use of it. Below you'll find the nation that I created for that background, In the future I'll be adding the campaign setting that I first came up with and also a few optional ideas that I've had for some additional rules. And so without further delay let us board the luxury starliner S.S. Epsilon Princess for a 6 week cruise of the Rim Worlds Confederacy...
This Link takes you to the Universe of Orion's Spear and the Sol-Ceti War of 2106-2110
The Rim Worlds Confederacy The Rim Worlds Confederacy was formed by dissident factions in the Anglian Confederation from the former United States. These factions were quite dismayed that the US was back under British control 3 centuries after the Revolutionary War. Although most understood that the British had stabilized the country, they still saw it as an anathema to everything the US had fought for so long ago. Therefore these factions (some of whom were very wealthy) opted to leave Earth behind and start a new nation somewhere else. In truth there were a few who were in favor of fighting a Second Revolutionary War, but, as the vast majority of Americans weren’t in favor of this, cooler heads prevailed. The founders of the RWC entered into an agreement with the Gilderstein Foundation to provide support in exchange for 3 FTL scoutships. These ships began searching for a new home for the dissidents in 2073. Their search criteria were such that the new world must contain a wealth of minerals as well as a fertile soil. This was necessary to insure the economic viability of the new nation. The probeships were hoping for substantial deposits of gold, silver, or platinum. What they got was something far greater…iridium. This element seemed to be present, in considerable deposits, on the planets of a cluster of systems about 60 light years rimward of the earth. Essential for advanced engineering iridium would form the core of the RWC’s economy. The first colony vessel “Freedom 7” left Earth in December of 2076, five months later it grounded on the planet New Virginia. On 4 July 2077 the Rim Worlds Confederacy was officially created. Over the next 20+ years a stream of people and materials led from North America to the cluster of nine planets that formed the RWC. All this did not escape the notice of the Anglian government. In fact the decision on the Crown’s policy on this was passed all the way up to His Majesty King Charles IV. Fortunately for the Rim Worlders, the King was a keen student of history, in particular 20th Century history. Charles IV felt it was incumbent on him to pay back the debt of honor that Britain had incurred when the United States had come to her aid in the great World Wars of that time. Rather than interfere with them, His Majesty pledged the Rim Worlders the support of the Crown, provided that they were willing to enter into fair and mutually beneficial trade agreements with the AC. This suited the RWC just fine, they hadn’t wanted to break off all ties with the Crown, just go their own way was all. As a result of Charles IV’s policy, relations between the two nations are usually good, and have never been worse than “coolly neutral” even in the worst of times. Over the next several decades the RWC slowly built itself up. As it was somewhat off the beaten path, it was able to do this without attracting too much attention. In 2131 a trade delegation to Earth introduced Rim Worlds iridium to known space, the RWC was literally flooded with orders. During the First Solar War several attempts were made to seize RWC iridium. However the RWN responded vigorously, no attempts were successful, and RWC cut off shipments to the offending nations for six months as well as doubling their prices. They followed this same policy at the start of the Second Solar War, but by 2154 had sided with the NAC, NSL, RH faction. In 2159 the RWC flexed it’s diplomatic muscles for the first time by “advising” the NAC that it might be “compelled” to halt iridium shipments into the NAC if California and Texas weren’t treated well in their desire for independence. RWC/NAC relations hit a low point as a result, however Free Cal-Tex was formed later in the year. The reports of conditions on the former NAC worlds lost to the ESU in the 2nd Solar War, by RWC merchants, sparked the 3rd Solar war in 2165 as the NAC launched a blitz attack to liberate these worlds. As sales of iridium to the warring nations skyrocketed, the RWC was accused of manufacturing a war to boost their sales figures. The RWC denied this and answered by immediately setting up a war relief fund to aid the victims of the war, critics however, remained unconvinced. The ESU sent a major fleet to hit the RWC core worlds in 2179. As their imports of RWC iridium were small they reasoned it was worth the loss to cripple NAC shipbuilding. They were rudely surprised by the existence of the mammoth Shinano class Assault Carriers. The 32,000-ton monsters shattered the ESU fleet at the Battle of New Virginia. The attack resulted in RWC mercenaries being sent to aid the NAC. As of now the RWC is aiding the NAC as much as possible short of actually
declaring war.
The Rim Worlds Navy The Rim Worlds Navy was founded in 2090 when His Majesty Charles IV of the Anglian Confederation gave the RWC a small force of Corvettes, Frigates and Destroyers. Since then it has grown to a sizable force. By 2100 the first RWC built ships were in service in the form of the Langley class Carriers and BonHomme Richard class Cruisers. The RWN went on from there to become the largest of all the Minor Nation Navies. The Rim Worlds Navy of 2183 is divided into 5 separate Commands:
Service in the Rim Worlds Navy is not mandatory but it might as well
be. It is considered to be part of a citizen’s civic duty to serve out
a standard 4-year tour of duty in either the Navy or the Marines. It is
in fact a necessity if one wishes to vote or hold political office, as
these privileges are only extended to veterans. As a consequence of this
military enlistment is generally close to 60%, of which about 15% opt for
a further 6-year commitment and 3% to make the service a career. Morale
in the RWN is extremely high as a rule.
Ship Design Doctrine Escort class ships in the RWN are designed around generalist principles. The Navy can not build in sufficient numbers to have multiple specific task designs for each type of hull. So it builds general-purpose ships that can fill in anywhere. Cruiser classes are designed with a limited number of tasks in mind and as such tend to be optimized for them to a certain degree. Capitol Ships are designed to fit into specific niches, usually either front-line combatant or carrier. RWN Carriers generally do not directly engaged enemy units in ship-to-ship action, but instead remain behind a strong screening force and send their fighter strikes up to deal with the enemy. Front-line combatants tend to be heavily screened for their size and armored as well. Knowing that it could not compete with the Superpowers in number of
hulls (they generally have less than half what the big boys do). The RWN
concentrated on making their ships either bigger than the opposition or
better and preferably both. It was this thinking that led to the Shinano
class Assault Carriers and the design of the equally immense Monitor class
SuperDreadnoughts which were designed to take on any two enemy SDs and
win.
State of the Fleet Ships of the Rim Worlds Navy are designated by the prefix RWS for Rim Worlds Ship. At the present time the fleet is as strong as it has ever been. Current programs include the replacement of the last three New York class Battleships with new construction. The Ranger class Heavy Corvettes are gearing up to replace the older Pearl class, and the final design of the Monitor class SuperDreadnought is awaiting the final decision on how many will be constructed before the build commences. The Princeton class Escort Carriers are halfway through their Mid-life refits, and last of the five Shinano class Assault Carriers has just been commissioned. Stinger class Local Fast Attack Boat
Technical Specs
Pearl class Corvette
Technical Specs
Ranger class Heavy Corvette
Technical Specs
Gryphon class Frigate
Technical Specs
Fearless class Destroyer
Technical Specs
Bonaventure A class Light Cruiser
Technical Specs
Bonaventure B class Escort Cruiser
Technical Specs
Vanguard class Heavy Cruiser
Technical Specs
New York class Battleship
Technical Specs
Constitution class Battleship
Technical Specs
Confederacy class Dreadnought
Technical Details
Monitor class SuperDreadnought
Technical Details
Princeton class Escort Carrier
Technical Details
Independence class Light Carrier
Technical Specs
Coral Sea class Fleet Carrier
Technical Specs
Shinano class Assault Carrier
Technical Specs
Alamo class Defense Outpost
Technical Specs
Ticonderoga class Battle Station
Technical Specs
Flat-top class Fighter Module
Technical Specs
RWC Fighters Naval
Marine
The
Battle of New Virginia (2179) Eurasian Solar Union Attacking Forces
TF 14: 2 Konstantin
class Attack Carriers
3 Tsiolkovsky class Light Carriers
1 Voroshilev class Heavy Cruiser
4 Warsaw class Destroyers
TF 17: 2 Komarov class
Superdreadnoughts
4 Rostov class Battle Dreadnoughts
4 Petrograd class Battleships
2 Tibet class Light Cruisers
4 Volga class Super Destroyers
TF 9: 2 Manchuria class Battle Cruisers
5 Gorshkov class Heavy Cruisers
4 Warsaw class Destroyers
Of the 28 fighter squadrons 6 are attack fighters, the rest are all
interceptors. Rim Worlds Confederacy Defending Force
Fixed System Defense Forces
New Virginia System Defense Squadrons
#1 10 Stinger class
Local Fast Attack Boats
#2 7
Stinger class Local Fast Attack Boats
#3 11 Stinger class
Local Fast Attack Boats
New Virginia Patrol Squadron
1 Bonaventure A class Light Cruiser
8 Fearless class Destroyers
1 Pearl class Corvette
Outer Sector Fighter Squadrons
3 squadrons of P-38I Lightning Interceptors
5 squadrons of P-47H Thunderbolt Heavy Fighters
2 squadrons of R-2L Hudson long-range Recon Fighters
Mid Sector Fighter Squadrons
4 squadrons of P-38I Lightning Interceptors
8 squadrons of B-26B Marauder Attack Fighters
3 squadrons of B-25HB Mitchell Heavy Attack Fighters
Inner Sector Fighter Squadrons
4 squadrons of P-51U Mustang Fast Fighters
2 squadrons of P-38I Lightning Interceptors
2 squadrons of R-2L Hudson long-range Recon Fighters
2 squadrons of B-25HB Mitchell Heavy Attack Fighters
2 squadrons of P-47H Thunderbolt Heavy Fighters
Fortifications
3 Alamo class Defense Outposts
1 Ticonderoga class Battle Station
30 Fighter modules (10 Outer, 16 Mid and 4 Inner Sectors)
Mobile Fleet Forces
Home Fleet Battle Force One
2 Confederacy class Dreadnoughts
2 Constitution class Battleships
3 New York class Battleships
3 Vanguard class Heavy Cruisers
2 Bonaventure B class Escort Cruisers
Carrier Task Force - Enterprise
2 Coral Sea class Fleet Carriers
2 Independence class Light Carriers
2 Fearless class Destroyers
4 Gryphon class Frigates
Battle Screening Force Seven
2 Constitution class Battleships
3 Vanguard class Heavy Cruisers
2 Bonaventure B class Escort Cruisers
Carrier Task Force - Shinano
2 Shinano class Assault Carriers
2 Independence class Light Carriers
3 Gryphon class Frigates
7 Pearl class Corvettes
Anti-Fighter Task Group V-1
3 Bonaventure B class Escort Cruisers
1 Princeton class Escort Carrier Phase One - Sensor Contact! SET UP: Play Area is 6 feet by 6 feet This is the first phase of the battle.
The ESU Task Forces are set up within 8" of the system edge side of the
play area, starting velocity is 6. The RWC Outpost is placed in the middle of
the play area, the Outer Sector Fighter Squadrons are placed within 6" of
the outpost at velocity 0. System Defense Squadron #1 is placed halfway between
the outpost and the in-system side of the playing area, velocity is 4. The New
Virginia Patrol Squadron is within 12" of the in-system side moving at a
speed of 2. OBJECTIVES: The ESU forces must punch through the
Rim Worlds defenses and exit the in-system side of the play area while at the
same time keeping their force intact. If the ESU force exits within 8 turns it
is an ESU victory, if more than 14 turns elapse it is an RWC victory. The ESU
player adds one turn for each Capital Ship destroyed or crippled only for
victory determination. Any RWC forces that survive Phase One may be used in
Phase Two. Phase Two - Battle Alert! SET UP: Play Area is 6 feet by 6 feet The second phase of the battle takes
place later in the day. The ESU Task Forces have managed to reach the mid-way
point between the edge of the system and New Virginia. They are set up within
8" of the outer edge of the play area at a starting velocity of 8. Any of
the surviving fighters have been refueled and rearmed. The same for the
surviving RWC fighters and LFABs. The two Alamo class outposts are in the middle
of the play are at least 30 but no more than 50 inches apart. The Mid Sector
Fighter Squadrons are placed within 6" of one of the outposts as are any
survivors from the Outer Sector. System Defense Squadron #2 and any survivors
from #1 are placed within 20" of the other, speed is 0. If Phase One was an
ESU victory then that is all the RWC has for this phase. If Phase One was a draw
then Anti-fighter Task Force V-1 is placed within 10" of the midway point
between the two outposts, speed 4. In addition Home Fleet Battle Force One and
Carrier Task Force-Enterprise are 16 and 6 inches respectively from the inner
side of the play area, at speed 3. If Phase One was an RWC victory then all RWC
Mobile Forces are available and are placed at the RWC players discretion within
the inner 2/3rds of the play area at a velocity of 4 to 6. OBJECTIVES: To win the ESU player must exit the
inner border of the play area with at least half of his force intact. To win the
RWC player must force the ESU player to break off the attack, disengaging by the
outer edge or by destroying at least 8 ESU Capital Ships. Any other result is a
draw. Phase Three - Close Action! SET UP: Play Area is 6 feet by 6 feet The third phase of the battle takes
place the next morning, again all surviving fighters and LFABs are re-armed and
refueled. The ESU sets up along the edges of the play area from the middle to
the outer edge within 8" of the edge. If the ESU won phase two then they
will set up after the RWC. I phase two was a draw the each side will alternate
setting up one squadron or Task Force with the RWC starting. On the inner edge
of the play area is set a 12" round template representing New Virginia. The
Ticonderoga class Battle Station orbits it at a distance of 6" and a speed
of 1. All RWC forces that survived the previous two phases plus the 3rd
System Defense Squadron, Inner Sector Fighter Squadrons and all unused Mobile
Fleet Forces are deployed within 15" of New Virginia or the Battle Station.
ESU forces are at speed 6, RWC at speed 4. OBJECTIVES: In order to win the ESU player must
hit New Virginia 15 times with class 3 or higher batteries, this will collapse
the iridium mines and irradiate the surrounding area. The RWC player must
prevent this from happening. If over the course of the scenario the ESU has
destroyed or crippled 4 or more carriers and successfully bombards New Virginia
they win a Major Victory. If the ESU completes the bombardment mission they have
won a Minor Victory. If the ESU bombards New Virginia but does not complete the
mission (i.e. less than 15 hits) they win a Pyrhic Victory. The ESU victory is
downgraded for every 4 of their Capital Ships which are lost. Any other result
is a loss for the ESU. The RWC player wins a Major Victory if
he destroys or cripples half of the ESU Fleet including at least 3 Capital ships
and New Virginia is not bombarded. If he prevents the bombardment but does not
destroy or cripple sufficient ESU ships the RWC wins a Minor Victory. If he
destroys or cripples at least at least one fourth of the ESU Fleet but New
Virginia is hit 5 or fewer times the RWC wins a Pyrhic Victory. Any other result
is a loss for the RWC. SPECIAL RULES: Between Phases Damage Control Parties
are allowed 3 rolls each to repair their ships. RWC fighter assignments:
Princeton class CVE - 1 F-4F, 1 F-4U, 1 A-4B
Independence class CVL - 2 F-4I, 2 A-4B, 1 A-4T
Coral Sea class CV - 2 F-4I, 3 A-4B, 2 A-4T
Shinano class CVA - 3 F-4I, 4 A-4B, 2 A-4T, 1 S-4L F-4F
Wildcat
Fighter F-4I
Hellcat
Interceptor F-4U
Corsair
Fast Fighter A-4B
Dauntless Attack
Fighter A-4T
Avenger Torpedo
Fighter S-4L
Mariner
Long-range Recon Fighter
|