Posted by: Maul_Junior
« on: June 11, 2014, 11:23:15 PM »I. . . . HAD a rather long writeup of recent history, but Word apparently ate it >. < I'll post a TL:DR now, and then make a point of mentioning when it gets edited into this point.
I will write it up, again, but for now, a TL:DR
Basically, Earth discovers TN metals/Tech, and abandons Earth as they head for the Solar system. Earth becomes the Terran Planetary Penitentiary (think Australia, without the sexy accents), trapping the ultra-poor that were not able to get tickets off Earth with the worst criminals of humanity. Humanity expands until it can't expand anymore, then turn on each other. There were super shipyards (30k ton military vessels, similarly impressive civ vessels), but were destroyed in the war. Basically everyone blows everyone else up, only to go "Oh no! We don't have the tech to build any more ships!" And then "That's your fault, you asshat!" "Mine? You attacked me first, douchebag!" "Liar!" "Oh hai there, nice colony. While you two are fighting each other, please accept the gift of these bombardment missiles to the face. PWNED!"
So on and so forth.
Eventually, the Colonies that were set up become independent of everyone else, and use what limited resources they have to survive. The solar system becomes infested with Raiders, marauders, and used starship salesmen, making starship travel exceedingly dangerous. And, because all the shipyards were destroyed and no one power has enough resources to build another one (it would just be blown up or captured if it was anyway), the quality of ships degrade rapidly.
forward a hundred years or so, and the situation largely remains the same. Except the people of Terra have banded together and have pieced together enough abandoned technology that they are able to once again reach the stars. Why only Earth? Because everywhere else they have to keep Infrastructure in place to keep death from showing up to dinner. Earth is still remarkably pristine. Aside from being an open sewer, a planetary prison, and property values shot to hell. They manage to build a shipyard, defend it from raiders, and launch a war against everyone.
Despite being at a tech disadvantage, they have the advantage of their ships not being held together with spit, prayer, and pocky. They wipe out the Raiders, and the Colonies send them a diplomatic vessel in the hopes of opening negotiations. The former inmates and descendants of people who were judged an inch too short of the "You must be this Cool to leave Earth" line blew up their ships and sent the remains back in a Colonial freighter that had accompanied the diplomats.
Long story short, Colonies were wiped out, the Altarian Imperium (As the Terrans were calling themselves) realized that they wanted to expand but didn't have the shipyards or the ships to do it. A bunch of Outlaws showed up, headed by Talon Karrde, and offered their services. Karrde was good at manipulating folks, got the remains of the Martian colonies to settle his disreputable folks in (close enough to keep an eye on, far enough away that the Imperium couldn't smell them), and a shipyard to pursue his dreams of InterstellarPiracy Privateering--for the greater good of the Imperium, of course. Mars was renamed "Smuggler's Rest" because Karrde's folks were people that were smuggling the Colonials supplies during the war. Smuggler's Rest may also happen to contain a handful of Colonials that escaped the Imperium's wrath, but I don't see how that could POSSIBLY go wrong.
TL:DR for the TL:DR--backstory and fluff, bitches.
Depending on how things go, the Imperium will either smack down the Smugglers because Karrde's privateer idea didn't do well at all, or if things go really well the Smugglers might leave the Imperium with a "So long Suckers, and thanks for all the fish!"
I'm also experimenting with SM to leave Human Ruins on various moons/planetoids that used to have human populations. Yes, I'm still working on setting this up.
This is, in general, the naming conventions and doctrine I plan to use. Starting fleets will be low-level Destroyer/Frigate fleets with an Escort Carrier or two, gradually working up to Cruisers and better.
Military Ship terms defined (All sizes relative to shipyard capacity/capability and tech level):
Jump-Capable Ships designed specifically to ferry/assist with non-Jump Capable Ships will have a [J] in their prefix
Fighter [F] : 300-500 Ton Craft designed for operations of 1-6 months—generally use Box launchers if available, intended for massive alpha strike versus Ship or Station-based targets. Based off of either a Carrier, PDC, or Orbital Station
Bomber [ B ]: 500-1000 Ton Craft designed for Anti-Ship use with multiple, reloadable Launchers. Intended to pack a larger punch and able to operate slightly longer than their F-class cousins. Based off of either a Carrier, PDC, or Orbital Station
Attack Fighters [A]: 300-500 Ton Craft generally armed with Beam Weapons intended for anti-Fighter/FAC use. Based off of either a Carrier, PDC, or Orbital Station.
Electronics Superiority Fighter [E]: Armed with Focused Microwave Emitters, the E-class Fighter is intended to support Privateer fleets. If they are not assigned to Privateer fleets, their primary goal is to shorten engagements by knocking out Fire Controls/Active Sensors of Point-Defense/Point-Blank (ie energy weapons) to augment the main fleet’s Firepower.
Privateer Fighters [P]: Privateer-class Fighters each carry a single Marine Company, Fuel Tanks for the journey, Engines to enable them to travel at otherwise ludicrous speeds, and very literally nothing else. They rely on what Smuggler scientists are calling “Speed Tanking. ” Intended to be tasked in the Privateer Task Force. However, if successful, P-class Fighters may be assigned to major fleet engagements.
Jump Scout Fighter [J]: A small, jump-capable fighter intended to traverse jump points to make sure larger fleets do not run headlong into trouble.
All Fighters should have a fuel capacity measured in hours.
Fast Attack Craft [FAC]: 1-2000 Ton Ships that are based off of a station, Carrier, or PDC. Generally have fuel supplies for 1-2 weeks of operation. FAC notations denote their intended purpose—ie FAC/A; FAC/B; FAC/F; FAC-OFF; FAC-U; etc.
Privateer FAC [FAC/P]: In lieu of armament, Privateer FACs carry a Marine Battalion. Intended Targets for FAC/P are Civilian shipping or lone military vessels who have had their Fire Control sensors knocked out by Microwave emissions. Like their Fighter cousins, P-class FAC rely on speed and the stealth of their parent task force. And, if all else fails, a larger, more conventional force not far away.
Corvette [COR]: Small, Very fast vessel that is capable of autonomous, inconspicuous operation. The primary defender of civilian shipping while larger task forces are occupied elsewhere.
Larger than a FAC, Smaller than a Frigate. Between 2,000 to 3,499 tons
Frigate [FR]: Small, fast vessel designed to support a fleet
Larger than a Corvette, smaller than a Destroyer. Between 3,500 to 4,999 Tons
Destroyer [D]:
Mainstay of Early-game Task Forces
Point Defense Destroyer [PDS]: Relegated to Point-Defense Missions
Anti-Ship Destroyer [DD]: Generally armed with Anti-ship Missiles
Between 5,000 and 7,499 Tons
Cruiser: Generally one of the more numerous later-game ships, intended to comprise the bulk of the tonnage of any major task force. Generally an Anti-Missile ship, though depending on performance, Point-Defence and Privateer models have not been ruled out.
Between 7,500 and 9,999 Tons
Strategic Cruiser [CS]: Medium-sized vessel not designed for much actual warfare. Instead, the Strategic Cruiser is equipped with above average armor and very long range (500M+) sensors, along with a few Point Defense systems.
Strike Cruiser [CL]: Medium-sized vessel designed for long-range engagement. Usually holds a large complement of LRMS, and a number of CIWS and PD Missile Launchers for fleet support in medium-range combat. Generally hang well back in standard fleet engagements, relying on Strategic Cruisers for targeting data, and attempting to overwhelm Point Defense Systems from long range while the main fleet engages at more normal ranges.
Battlecruiser: 10,000 and 13,499 Tons
Battleship: 14,000+ Tons
Carrier [CV]: A large, minimally armed ship designed to carry and service much smaller craft in its Hangar Bays. At minimum they are capable of carrying 400-2000 ton Ships (or smaller ships of equal displacement). Generally armed with Point Defense capabilities (if anything), medium-range Active Sensors, and little else. In pitched combat they tend to stay behind the main battle group.
Jump Carrier [CVJ]: Intended to ferry FAC-size (or smaller) ships in their Hangars between systems if no Jump Gate is present. Often a variant of an Escort Carrier (see below). Note that Jump Carriers are ALWAYS referred to as CVJ, even if their overall tonnage is in the CVE range.
Escort Carrier [CVE]: A smaller carrier (generally 7,500 tons or less) that brings needed forces to a smaller task force. Escort Carriers are generally specialized. Various specializations include Exploration Task Forces (ie a Jump Carrier holding multiple Survey vessels, and Frigate/Destroyers as support), Privateer Task Forces (Jump Carriers holding Assault Shuttles, Electronic Superiority Fighters [Microwave-armed Fighters] intended to prey on civilian/minor military forces), etc.
Survey (Geo/Grav)[SGE/SGR]: FAC-size Survey Vessels. Initially sized 2k-4k Tons, housed in a specially designed Jump-Capable Survey Carrier.
Missile Types:
Point Defense Missile [PD Series]: Size 1 Missiles intended to shoot down other missiles
LRM: Long-Range missiles (200M km+) with Strength 1 Warheads. Intended for use long before (or concurrent with) an actual engagement to winnow down potential enemy Point Defense capabilities (if PDMs are being used). Long Range, High Speed. Possible variants might include a Long-range stage with multiple PD-series Missiles
MRM: Medium-Range Missiles with varying strength warheads. Primary offensive missile type
SRM: Short Range Missiles. Probably won’t get much use, but one or two may be designed. Short range, very high speed missiles intended for launch as close to a target as possible, with high yield.
I will write it up, again, but for now, a TL:DR
Basically, Earth discovers TN metals/Tech, and abandons Earth as they head for the Solar system. Earth becomes the Terran Planetary Penitentiary (think Australia, without the sexy accents), trapping the ultra-poor that were not able to get tickets off Earth with the worst criminals of humanity. Humanity expands until it can't expand anymore, then turn on each other. There were super shipyards (30k ton military vessels, similarly impressive civ vessels), but were destroyed in the war. Basically everyone blows everyone else up, only to go "Oh no! We don't have the tech to build any more ships!" And then "That's your fault, you asshat!" "Mine? You attacked me first, douchebag!" "Liar!" "Oh hai there, nice colony. While you two are fighting each other, please accept the gift of these bombardment missiles to the face. PWNED!"
So on and so forth.
Eventually, the Colonies that were set up become independent of everyone else, and use what limited resources they have to survive. The solar system becomes infested with Raiders, marauders, and used starship salesmen, making starship travel exceedingly dangerous. And, because all the shipyards were destroyed and no one power has enough resources to build another one (it would just be blown up or captured if it was anyway), the quality of ships degrade rapidly.
forward a hundred years or so, and the situation largely remains the same. Except the people of Terra have banded together and have pieced together enough abandoned technology that they are able to once again reach the stars. Why only Earth? Because everywhere else they have to keep Infrastructure in place to keep death from showing up to dinner. Earth is still remarkably pristine. Aside from being an open sewer, a planetary prison, and property values shot to hell. They manage to build a shipyard, defend it from raiders, and launch a war against everyone.
Despite being at a tech disadvantage, they have the advantage of their ships not being held together with spit, prayer, and pocky. They wipe out the Raiders, and the Colonies send them a diplomatic vessel in the hopes of opening negotiations. The former inmates and descendants of people who were judged an inch too short of the "You must be this Cool to leave Earth" line blew up their ships and sent the remains back in a Colonial freighter that had accompanied the diplomats.
Long story short, Colonies were wiped out, the Altarian Imperium (As the Terrans were calling themselves) realized that they wanted to expand but didn't have the shipyards or the ships to do it. A bunch of Outlaws showed up, headed by Talon Karrde, and offered their services. Karrde was good at manipulating folks, got the remains of the Martian colonies to settle his disreputable folks in (close enough to keep an eye on, far enough away that the Imperium couldn't smell them), and a shipyard to pursue his dreams of Interstellar
TL:DR for the TL:DR--backstory and fluff, bitches.
Depending on how things go, the Imperium will either smack down the Smugglers because Karrde's privateer idea didn't do well at all, or if things go really well the Smugglers might leave the Imperium with a "So long Suckers, and thanks for all the fish!"
I'm also experimenting with SM to leave Human Ruins on various moons/planetoids that used to have human populations. Yes, I'm still working on setting this up.
This is, in general, the naming conventions and doctrine I plan to use. Starting fleets will be low-level Destroyer/Frigate fleets with an Escort Carrier or two, gradually working up to Cruisers and better.
Military Ship terms defined (All sizes relative to shipyard capacity/capability and tech level):
Jump-Capable Ships designed specifically to ferry/assist with non-Jump Capable Ships will have a [J] in their prefix
Fighter [F] : 300-500 Ton Craft designed for operations of 1-6 months—generally use Box launchers if available, intended for massive alpha strike versus Ship or Station-based targets. Based off of either a Carrier, PDC, or Orbital Station
Bomber [ B ]: 500-1000 Ton Craft designed for Anti-Ship use with multiple, reloadable Launchers. Intended to pack a larger punch and able to operate slightly longer than their F-class cousins. Based off of either a Carrier, PDC, or Orbital Station
Attack Fighters [A]: 300-500 Ton Craft generally armed with Beam Weapons intended for anti-Fighter/FAC use. Based off of either a Carrier, PDC, or Orbital Station.
Electronics Superiority Fighter [E]: Armed with Focused Microwave Emitters, the E-class Fighter is intended to support Privateer fleets. If they are not assigned to Privateer fleets, their primary goal is to shorten engagements by knocking out Fire Controls/Active Sensors of Point-Defense/Point-Blank (ie energy weapons) to augment the main fleet’s Firepower.
Privateer Fighters [P]: Privateer-class Fighters each carry a single Marine Company, Fuel Tanks for the journey, Engines to enable them to travel at otherwise ludicrous speeds, and very literally nothing else. They rely on what Smuggler scientists are calling “Speed Tanking. ” Intended to be tasked in the Privateer Task Force. However, if successful, P-class Fighters may be assigned to major fleet engagements.
Jump Scout Fighter [J]: A small, jump-capable fighter intended to traverse jump points to make sure larger fleets do not run headlong into trouble.
All Fighters should have a fuel capacity measured in hours.
Fast Attack Craft [FAC]: 1-2000 Ton Ships that are based off of a station, Carrier, or PDC. Generally have fuel supplies for 1-2 weeks of operation. FAC notations denote their intended purpose—ie FAC/A; FAC/B; FAC/F; FAC-OFF; FAC-U; etc.
Privateer FAC [FAC/P]: In lieu of armament, Privateer FACs carry a Marine Battalion. Intended Targets for FAC/P are Civilian shipping or lone military vessels who have had their Fire Control sensors knocked out by Microwave emissions. Like their Fighter cousins, P-class FAC rely on speed and the stealth of their parent task force. And, if all else fails, a larger, more conventional force not far away.
Corvette [COR]: Small, Very fast vessel that is capable of autonomous, inconspicuous operation. The primary defender of civilian shipping while larger task forces are occupied elsewhere.
Larger than a FAC, Smaller than a Frigate. Between 2,000 to 3,499 tons
Frigate [FR]: Small, fast vessel designed to support a fleet
Larger than a Corvette, smaller than a Destroyer. Between 3,500 to 4,999 Tons
Destroyer [D]:
Mainstay of Early-game Task Forces
Point Defense Destroyer [PDS]: Relegated to Point-Defense Missions
Anti-Ship Destroyer [DD]: Generally armed with Anti-ship Missiles
Between 5,000 and 7,499 Tons
Cruiser: Generally one of the more numerous later-game ships, intended to comprise the bulk of the tonnage of any major task force. Generally an Anti-Missile ship, though depending on performance, Point-Defence and Privateer models have not been ruled out.
Between 7,500 and 9,999 Tons
Strategic Cruiser [CS]: Medium-sized vessel not designed for much actual warfare. Instead, the Strategic Cruiser is equipped with above average armor and very long range (500M+) sensors, along with a few Point Defense systems.
Strike Cruiser [CL]: Medium-sized vessel designed for long-range engagement. Usually holds a large complement of LRMS, and a number of CIWS and PD Missile Launchers for fleet support in medium-range combat. Generally hang well back in standard fleet engagements, relying on Strategic Cruisers for targeting data, and attempting to overwhelm Point Defense Systems from long range while the main fleet engages at more normal ranges.
Battlecruiser: 10,000 and 13,499 Tons
Battleship: 14,000+ Tons
Carrier [CV]: A large, minimally armed ship designed to carry and service much smaller craft in its Hangar Bays. At minimum they are capable of carrying 400-2000 ton Ships (or smaller ships of equal displacement). Generally armed with Point Defense capabilities (if anything), medium-range Active Sensors, and little else. In pitched combat they tend to stay behind the main battle group.
Jump Carrier [CVJ]: Intended to ferry FAC-size (or smaller) ships in their Hangars between systems if no Jump Gate is present. Often a variant of an Escort Carrier (see below). Note that Jump Carriers are ALWAYS referred to as CVJ, even if their overall tonnage is in the CVE range.
Escort Carrier [CVE]: A smaller carrier (generally 7,500 tons or less) that brings needed forces to a smaller task force. Escort Carriers are generally specialized. Various specializations include Exploration Task Forces (ie a Jump Carrier holding multiple Survey vessels, and Frigate/Destroyers as support), Privateer Task Forces (Jump Carriers holding Assault Shuttles, Electronic Superiority Fighters [Microwave-armed Fighters] intended to prey on civilian/minor military forces), etc.
Survey (Geo/Grav)[SGE/SGR]: FAC-size Survey Vessels. Initially sized 2k-4k Tons, housed in a specially designed Jump-Capable Survey Carrier.
Missile Types:
Point Defense Missile [PD Series]: Size 1 Missiles intended to shoot down other missiles
LRM: Long-Range missiles (200M km+) with Strength 1 Warheads. Intended for use long before (or concurrent with) an actual engagement to winnow down potential enemy Point Defense capabilities (if PDMs are being used). Long Range, High Speed. Possible variants might include a Long-range stage with multiple PD-series Missiles
MRM: Medium-Range Missiles with varying strength warheads. Primary offensive missile type
SRM: Short Range Missiles. Probably won’t get much use, but one or two may be designed. Short range, very high speed missiles intended for launch as close to a target as possible, with high yield.