1st Dawnline Response Fleet Roll Call

Jan 3, 2024 11:04 pm
Lancer: Battlegroup says:
COMMANDERS
There are two steps in creating your commander: assigning traits and choosing a background. The following section explains the process. It discusses traits, provides examples of the backgrounds you might use to define your character, and points toward further questions you might want to consider when roleplaying these far-flung cosmonauts.

TRAITS
Unlike in many RPGs, creating a commander in Battlegroup doesn’t involve assigning stats or skills.

Their personal strength or perceptiveness is of limited importance given the scope and scale of the action taking place. Commanders are defined more by traits stemming from their background, personality, characteristics, flaws, and foibles. When you create a commander, choose three traits that define them – two positive traits and one negative trait that complicates, disadvantages, or influences them in some way.

What sorts of traits might you choose to create your commander? Maybe they’re a brilliant tactician with a keen eye, but who is arrogant to a fault. Or perhaps they’re steadfast and courageous in their drive to protect humanity, but reckless in their actions, often endangering their battlegroup as a result. Traits can be physical or mental qualities, particular aptitudes, something they’re especially known for, and other similar aspects of that nature. Whoever your character is, make sure they have something that defines them. It doesn’t have to be something big or grand, just something that humanizes them. Heroes are more compelling if they’re human.

Example positive traits: bold, brilliant, calculating, courageous, daring, disciplined, empathetic, forceful, honorable, idealistic, inspiring, iron will, keen eye, levelheaded, scholarly, steadfast, thickskinned, unorthodox, unrelenting, well-traveled.

Example negative traits: aloof, arrogant, bluntspoken, callous, disciplinary record, demanding, frail, guilty conscience, hidebound, impatient, infamous, obsessive, overzealous, prideful, reckless, ruthless, self-centered, stubborn, quicktempered, uncoordinated.

As a central character in the story, your commander will have moments when their history, training, and personality shine through. These moments are called uptime checks. You’ll make uptime checks during narrative play and when you’re attempting specific uptime actions. When one or more of your character’s positive traits are relevant to an uptime check, you get +1 ACCURACY for each relevant trait you call upon. Once a positive trait has been called on in this fashion, mark it off. Traits that have been marked off remain part of your commander, but can’t be used again until they’re regained.

You regain the use of all marked-off traits when one of your commander’s negative traits comes into play. There are two ways this can happen:
• you make an uptime check that is influenced solely by your negative trait, receiving +1 DIFFICULTY for the roll; or
• the GM brings your negative trait into play in a way that complicates matters for your character.

If the GM introduces a complication, work together to discuss and flesh out what form it might take. It should always be something that drives the story forward even as it makes things more difficult for you. Additionally, if the GM determines that sufficient time has passed, they can declare that everyone regains their positive traits.

Traits are almost always used in narrative play and uptime. Unless otherwise specified, they never apply in combat. Traits are usually fairly open-ended, allowing you to apply them in creative ways. That said, the GM is responsible for arbitrating outlandish claims: be prepared to justify how your commander’s aggressive personality helps them gather vital intelligence, for example.

Through the course of a character’s story, events may occur that leave a lasting impression on them and change who they are as a person. During the narrative play between engagements, you may choose one of your character’s traits and change it to another. This can’t be used to change one type of trait (positive or negative) to another, and changing a trait that was marked off doesn’t regain the use of it.
BACKGROUND
Backgrounds are short summaries of who your character used to be and how they’ve come to be where they are now. Backgrounds have no mechanical effect, and are solely for contextualizing your commander’s backstory. These backgrounds aren’t the only possibilities in a universe as vast and diverse as that of Battlegroup, and you can always create your own should you wish. By default, characters have one background of their choice.
Alfred says:
Once you have your Background, roll 1d6 for specific Background events.

NAVAL FAMILY
Born into tradition, you are the child of a family with a long history of naval service. Your parents may both have been or are currently in the same (or different!) naval force as yourself, as were their parents, and their parents, and so on down the line. From when you were a child, you knew you would one day pin the silver bars of an officer on your collar, and step to the stars...

This background can be taken along with any other background.
UNION NAVY
The workhorse departments of Union’s armed forces and logistics projection, the Union Naval Corps manages the single largest school and training program for sailors and officers in the galaxy. From its core campuses in Cradle to its most distant satellite facilities in the Dawnline Shore, the Union Naval Corps can turn even the most downwell ground-pounder into a competent cosmonaut. You are one shining example of this institution. A volunteer from a Core world or Diasporan world known to Union, you joined the navy and have trained for years, reorienting from a woefully twodimensional perspective to the z-ax view that separates naval personnel from the soldiers they transport. Your world may be where you were born, but the stars are your home; under Union’s banner, you head out to make the galaxy safe and whole.

Graduates of the Union Naval Corps (UNC) include regulars and auxiliaries, all of whom are well aware and generally in favor of Union’s mission. UNC graduates typically go on to serve for five years (subjective time) before being given the option to either rotate into a reserve unit local to their homeworld or extend their service in their branch. All naval personnel, whether auxiliary or regular, undertake a basic course of training at the most proximal UNC campus to them. Most train for a year or two depending on their specialization and need.

The UNC is a massive organization that draws its personnel from nearly every world known to Union, Core and Diasporan both. Most cosmonauts and officers serve for a period of about ten years – five active and five on reserve – though many decide to join up for life. As a pilot, cosmonaut, or officer in the UNC, you may be a lifer or someone on a limited tour. In your time on the ‘lists, you’ve met people from every type of world, of every culture, and of every background.
KARRAKIN NAVAL ACADEMY
As a child or young adult, you gained admittance to the famed Karrakin Naval Academy, matriculating to one of the campuses across the core of Baronic space, the Baronic Concern. The Karrakin Academy system was founded in the wake of the Baronies’ terrible twin defeats at the hands of Union and Harrison Armory. Since then, the Karrakins have gone on to adopt, hone, and expand upon the strategies that once left them defeated and exposed. They have redefined the modern doctrines of space combat, producing some of the finest officers and crew in the known galaxy – you included. Each world of the Concern has a campus of the Academy with its own traditions, colors, and specific histories; the campus on Karrakis itself is generally considered the flagship school and is often referred to specifically as the Royal Academy. Graduates of the KNA tend to be Baronic, with roughly a sixty-forty split leaning ignoble (included in this ignoble category are students sent to the Academy on diplomatic exchange with the Union Navy).

Now graduated and posted to your command, your words carry weight: regardless of which specific campus you studied at, you’re from "The Academy." You are likely younger than the officers you serve with who didn’t attend. The simple bronze globe-and-crown pinned to your lapel sets you apart, marking you as a graduate of the Academy system for good or for ill. Graduates may further personalize their pins to indicate which campus they graduated from, whether they graduated with distinction, and – one of the highest honors – if they won the Inter-Academy Wargame, a ceremonial final test that pits the best officers from each campus against each other to determine who is the greatest commander of that year’s graduating class.

Alongside your background note, answer the following: How did your school fare in the Wargame? Were you a part of it, or did you watch from the observation decks?
ORBITAL DEFENSE FORCE
Your world asked, and you answered: for years you have served in the orbital defense force of your state, arcing high above the land you call home in small shuttles and modest subline ships, spending years aboard orbital cannons and missile batteries. You have always known that the purpose of your work is to defend the world below from threats above. Now, posted to an interstellar ship, you keep that feeling close – that place might be farther away, but it is always there, just below your heart, your home to defend.

Veterans of orbital defense forces (ODF) run the gamut in training, experience, and competency; they can be graduates of a premier naval college or locally trained cosmonauts.

Your character fought (or currently fights) in their homeworld’s (or home station’s) orbital defense force. They are likely well versed in the operation of ships, as even officers in ODF units are called to square away their vessels before, during, and after flights.
PURVIEW INTERSTELLAR COLLEGE
Fresh faces from an equally fresh institution, the first cadet corps out of the Purview Interstellar College have much to prove – you included. Despite a history of iconoclastic, daring naval exploits, the naval forces of Harrison Armory never had a formal educational pipeline for naval officers: previously, enlisted crew and officers trained together, with commissions granted through purchase or promotion. Now, the Purview Interstellar College has been established to formally inaugurate the foundations of an Armory combat doctrine, to set Armory’s officer corps apart from what high command sees to be rival schools in Union and the Baronies.

In line with many of the Armory’s other state-managed institutions, campuses of the Purview Interstellar College (PIC) are startlingly cosmopolitan – for the Armory – with healthy representation from both Purview citizens and students from the colonies. Like legion service, the Interstellar College is a popular choice for young people from the colonies: graduation and service grants citizenship in the Armory. As the Armory’s frontier is contested and space is far more unforgiving than atmospheric environments, the bar for admittance to the PIC is high; one cannot simply purchase their spot – they mustfirst prove a certain level of aptitude.

The Armory’s formalized fleet doctrines are new compared to those of Union and the Baronies, and the frontier is active: unlike some legion posts, commissions in the Armory’s naval branch are all but guaranteed to see action. To prepare for this, cadets undergo a mix of campus-based learning on Ras Shamra and at least one rotation to the front prior to graduation.
THE HONEST TRUTH
Whatever your past life, you were born again in space, graduating from IPS-N’s officer training school, the Honest Truth.

The Honest Truth is a massive, multitoroid station that orbits Argo Navis once every three Cradle-standard years. A cohort of IPS-N’s officers are said to be "born" after one revolution – the time it takes for most candidates to complete their training. The Honest Truth began, like most IPS-N facilities, as a merchant-cosmonaut training school meant to better acquaint and equip the corpro’s pilots with the necessary skills for navigating the stars and moving three-dimensionally through space. With the advent of space piracy and IPS-N’s subsequent upscaling and consolidation of the interstellar freight and transportation sectors, the Honest Truth was expanded into one of the largest orbital stations in the galaxy in order to train and equip sufficient personnel.

Now, with a permanent population in the millions and students hailing from around the galaxy, the Honest Truth is a buzzing hive of activity. Civilian students, naval cadets, and security trainees learn side by side the rigors of null-atmosphere maintenance, zero-gee movement, high-gee movement, and z-ax combat – every piece of knowledge necessary to crew, pilot, and command ships in space.

With everything from lectures on Cosmopolitan culture and atemporal existence through to courses in naval history, a sling-grav racing league, and ensign postings with Northstar’s GALCOMM Corps, the Honest Truth produces some of the finest all-round cosmonauts in the galaxy, whether civilian or military. Graduates from the Honest Truth tend to be steadfast, dependable crewmembers and levelheaded officers, with little time for the pageantry of the Karrakin Naval Academy or the nationalistic fervor of the PIC. Many go on to serve as pilots in respected private security firms, in vital, long-haul freight companies, and aboard line ships in the Union Navy. Most, though, decide to keep close to home, joining up with IPS-N’s Trunk Security or Northstar GALCOMM.
SENIOR PETREL
You are a member of an aged, interstellar order with roots dating back to Union’s First Committee. Lauded as selfless heroes or chastised as irresponsible gloryhunters, deputized by Union or hunted as enemies of the hegemony, the Albatross have played many roles in the long and storied history of their organization. You step into your command during an age of mounting strife. The call for help will echo across the stars – hunted or cheered, you and your cohort will answer.

In contrast to the other officer corps depicted here, those of the Albatross operate under a far more informal system of command. Their ranks are limited – Senior Wing, Honored Wing, Loyal Wing, Wing, Senior Petrel, and Petrel – and particular distinctions in command and seniority beyond those of rank are determined by closeknit, contextual social obligations and community agreement. Some Senior Wings may be younger than the Wings or Petrels they command – a quirk made possible through the complexities of time dilation and the Albatross’s preference for skill over age. In a culture and organization exposed to and familiar with the brutality of time, communal decision-making, shared histories, and record keeping take precedence. One aspect of this shared history is that of the Petrel, the role in which all Albatross begin their service.

Each Albatross makteba trains its Petrels differently, following centuries of local doctrine coupled with shared records from the Albatross’s long history of interstellar travel and all-theater combat. Petrels – cadets – train in tight-knit groups of no more than a dozen, organized under their senior LoyalWing and a retinue of advisers. The Petrel’s course is set from the moment they don their cadet garb: a shorn head, simple clothing, and unadorned hardsuits mark one as a Petrel, a squire destined to be a Wing once their training is complete. These Petrels learn together how to crew Albatross assault carriers, light cruisers, light and heavy strike-ships, and other vessels. The bravest – though also the most likely to die in service – are schooled in the maintenance and support of their LoyalWing’s mechanized chassis, learning with the goal to one day pilot their own.

Albatross Petrels tend to be young, ranging from early teens to early twenties, though older Petrels are not uncommon, as anyone joining the order must begin at this rank. Petrel crew and officers do not have formal ranks like conventional stellar navies – instead, they lean on deeply ingrained systems of cultural seniority and camaraderie, in which command roles not occupied by Loyal Wings are designated to the most qualified Petrel for the job. As a general rule, only Petrels near the end of their training – around their early twenties – ever serve on the line. These Senior Petrels command subline ships, act as executive officers for Loyal or Honored Wings in command of capital ships, or fly spearships of their own in support of mounted Wings.
COSMOPOLITAN SECURITY CLUSTER
Time. This is what you’ve learned of naval service: it’s all time. Distance is useless unless you measure it in the hours, days, weeks, months, years, decades – centuries , even – you’ll spend ferrying between ports of call. This is terrifying to some. To you, it’s just life. You’re an officer in a Cosmopolitan security cluster, a time-aligned security force in charge of defending other Cosmopolitans while in transit, a friendly face who knows the language, culture, and conventions of the era – the "cluster" - you serve.

Like those who come up through planetary defense forces and the Albatross’ makteba system, many Cosmopolitans undergo a combination of formal and informal training in zaxis navigation and null-grav maneuvering.

Indeed, most Cosmopolitan children are schooled from a young age in all aspects of interstellar life, from donning and doffing hardsuits, to starship maintenance, to nearlight calculations, and orbital dynamics. Theirs is a life removed from the "normal" time of the rest of the galaxy, lonely to some but rich in parallel histories, stories, and legends – Cosmopolitans know the void of space, the worlds that dot the stars, and the families that trek across time.

Though they may seem mysterious or anachronistic to Diasporans and Metropolitans, Cosmopolitans occasionally decide to apply their considerable skills and comfort with interstellar travel and spatial navigation to the navies and security forces of non-Cosmopolitan states and entities. As humans who live in "normal time" make a great sacrifice in stepping out of sync with their families, so too do Cosmopolitan crew and officers – only in the opposite direction. As they age in "normal" time, their families – should they ever encounter them again – never seem to have aged beyond the time that they left them. This is a comfort to some, and a great tragedy to others.

Cosmopolitans often need to translate their "realtime" age to their subjective age, but few who step from their families young have reasons other than tragedy. Most desynced Cosmopolitans would place themselves in middle age – often old for their ranks, but with tremendously valuable experience and competency.
Jan 13, 2024 12:18 am
>//[[SUBJECT]]:: Jon Doe (they/them)
>>//[[RANK]]:: Commander
>//[[HISTORY]]:: Cosmopolitan
(Maybe you list a question like this?)
+++And put an answer here
+++Or just do all your answers like this
>//[[TRAITS]]:: +Mad, +Rad, -Dangerous to know
>//[[COMMENDATIONS]]:: N/A
>//[[REPUTATIONS]]::N/A
>//[[STATION]]:: Battlegroup Augustus; CO of UNS-BB Ampersand
>//[[BATTLEGROUP AUGUSTUS]]:::
(UNS-BB Ampersand)
+++
+++
+++

(UNS-LS Belacqua)
+++
+++

(UNS-LS Silvertongue)
+++
+++
Jan 13, 2024 12:45 am
https://i.imgur.com/uDMIrtG.jpg
>//[[SUBJECT]]:: [Commander Hiruki Ito] (he/him)

>//[[STATION]]:: Commander of Battlegroup [battlegroup name]; CO of [flagship name]

>//[[HISTORY]]:: Born on the Honest Truth - a spacer through and through, though life was a comfortable one compared to most who call the Metrodecks home. Raised in one of the nicer spin-grav sections. Parents were IPS-N officers, assigned to the Honest Truth from fair Carina itself. Parents always talked about the gentle world, the archipelagos and warm, still seas, white sand beaches and skiffs that pole between islands, their home back on that sapphire sphere.

He’s never been, but always wanted to go, though life and calling have gotten in the way.

Parents are retired now; he sees the crystal blue water and pure white beaches in the background of their omninet calls and wonders what it’s like to taste salt on your lips, to feel the balmy breeze ruffle your hair. To walk along the firm wet sand and have the sun warm your skin. It would be peaceful, he thinks, a kind of peace he’s never known. But he can’t go. Not yet. Not when duty calls.

As a child, he had the same private education as the other officers’ kids, but he never felt like he fit in with them. They were ruthless, some of them, some casually cruel. Many just competitive to a fault. Their privilege had taught them they were entitled to whatever they wanted, no matter what that was.

No, he was held to a higher standard, one of honor and responsibility. His parents had taught him that as an officer, he was a servant of the people, a servant of those who served under him, not the other way around. The way to lead was by example, by understanding how others thought and felt. He spent a lot of time in the metrodecks, among the enlisted, listening and learning from them. He was quietly empathetic, a man of the people even if his rank and reticent nature still held him apart. He was respected for these traits and rose through the ranks because his troops trusted him.

As a result, he didn’t fit in with some of the other officer candidates. He was an outsider to their ways even if they couldn’t doubt his success. That eventually translated to friction among his peers. More than a few sought to pound down the nail that stuck out, but he continued on his steady course, unbothered by peer pressure and unfazed by teasing or torment. He knew his compass and where it pointed, and that was all he needed.

Or so he always assumed.

There was an incident, then another, when he went against orders to side with what he felt was the greater good, the moral choice. It wasn’t that he was afraid of sacrifice; no, he understood that sometimes it was necessary and everyone in war had made their choices. No, these were nuanced situations that called for split-second decisions, and ever steady and ever clear-eyed, he’d known what he had to do.

He was disciplined for these incidents, and of course, word got back to his parents. They were deeply disappointed in him, and though stung, he didn’t argue his case to them. If they thought he was wrong as well, then he wouldn’t be able to convince them otherwise. He held onto the tiny inner voice that assured him that maybe while he hadn’t done the right thing, he had done a good thing, and sometimes that was all you could do.

>//[[TRAITS]]:: +[Honorable], +[Level-headed], -[Disciplinary Record]

>//[[COMMENDATIONS]]::

>//[[REPUTATIONS]]::

>//[[BATTLEGROUP ANADYR]]:::
UNS-BB Edward Abbey (Louis XIV-Class Dreadnought) [HP 18/18, DEF 13] (7pts)
+++ Flagship +3HP, +1D6 Interdiction, +1 System

+++ Superheavy - Long-Cycle Primary Lance - 0 points
+>> Single-Target, Charge 3, Critical, Reliable 3
+>> Range 4-0, 12 Damage

+++ Primary - Dorsal Razorback Missiles - 0 points
+>> Single-Target, Payload
+>> Range 4-0, 1d6+6 damage

+++ System
+>> Brace for Impact - 0 points
+>> Your battlegroup becomes BOLSTERED until the end of your next turn.

+++ System
+>> Predict/Overlay Shield Projector - 0 points
+>> During the Impact Phase, you may reduce incoming damage assigned to a CAPITAL SHIP in your battlegroup from a SUPERHEAVY weapon by 6. At Range 5, this damage reduction is increased to 10 instead.

+++ System
+>> Impossible Dodge - 1 point
+>> During the Logistics Phase, you may choose one of your ships. The use of sudden counterfactual positioning "removes that ship from play" until the end of your next turn. While removed from play it:
can’t be targeted by attacks and effects or take damage
can’t use any weapons, upgrades, or traits
doesn’t provide any other benefits to your
battlegroup, including INTERDICTION bonuses
automatically evades all active PAYLOAD attacks
that reach 0 Flight Counters during the same Logistics Phase as this system was used.
AREA-TARGET PAYLOAD attacks deal damage to the other ships in the battlegroup as normal.

=== 8 points total

UNS-LS Waikaremoana (Huron Class Frigate) [16/16 HP, 10 DEF] (3 points)
+++ Trait - Flak Screen - roll 1d20 anytime a ship in battlegroup takes damage, on 10+, attacker first takes 3 damage

+++ Primary - Gemini Laser Array - 1 Point
+>> Single-Target
+>> Range 3-0, 4 damage
+>> Spend a tactic to get +2 Interdiction

+++ Auxiliary - Flyswatter Missiles - 0 Points
+>> Range 3-0, 2 damage to up to 2 Wings

=== 4 Points Total

UNS-LS John Henry (Turenne Class Frigate) [14/14 HP, 12 DEF] (4 points)
+++ Trait - Active Defense - when this ship is assigned to a Defensive Screen, that Battlegroup adds +3 Interdiction

+++ Auxiliary - Messenger Lead Laser - 0 Points
+>> Range 4-2, 1 damage
+>> This weapon cannot be fired alongside other weapons. Instead, whenever your battlegroup is within this weapon’s range during the Logistics Phase you may choose one of your PAYLOAD attacks that has reached 0 Flight Counters. That attack deals +1 damage for each instance of this weapon in your battlegroup, to a maximum of +4 damage.

+++ Auxiliary - Secondary Turrets - 0 Points
+>> Range 3-0, 1 damage
+>> When fired alongside any PRIMARY single-target weapon targeting a hostile CAPITAL SHIP or ESCORT, this weapon deals 1 damage to that same target.

+++ System
+>> Single-Pane Shield - 0 points
+>> During Impact Phase, may reroll Interdiction roll and take the best result

=== 4 Points Total

UNS-CV Yerevan (Amazon-Class Line Carrier) [14/14 HP, 14 DEF] (4 points)
+++ (+4 points for Escort/Wings)
+++ Trait - Rapid Printing: +1 Wing, enhanced flight decks with Limited 2 printing

+++ Wing - Fighter Wing (4)
+>> 5 HP
+>> Gain +1 Interdiction for each Fighter Wing
+>> Tactic - Fighter Command - Strafing Run or Engage and Eliminate

=== 4 Points Total
Last edited January 26, 2024 4:56 am
Jan 13, 2024 1:58 am
https://i.imgur.com/12pdxaj.png


>//[[SUBJECT]]:: Commander Desa Accord (she/her)

>//[[STATION]]:: Commander of Battlegroup Dante; CO of UNS-BB Le Guin

>//[[HISTORY]]::
+++ Originates from Harrison's World // Seconded to the Armory // Trained at PIC // Secondment transferred to Union

+++ Multiple disciplinary citations including brawling, insubordination and unsanctioned military action. All citations but the latter were later dropped.

+++ Confidential // Considered to be highly skilled, near top of her class at PIC, but keep on a tight leash.

[Did you volunteer to extend your service, or are you still compelled to finish your current tour before decommissioning?]
+++ There was some pressure from her planet to finish her tour, in order to 'prove' the worth of their soldiers. But Desa was not displeased with these results as she, too, feels like she has something to prove.

[Did you consider the Union an ally or just another distant power?]
+++ Desa holds the two truths together that, without the Union, her world would be dust and yet, nobody in the Union cares for her world apart from it's strategic value in the ongoing chess match.

[Did you lose anyone to the Baronies, or has your family made it through unscathed?]
+++ Her family was mostly unscathed but her brother is missing, presumed dead. Desa holds out hope that he somehow escaped.

>//[[TRAITS]]:: +Unorthodox, +Courageous, -Reckless

>//[[COMMENDATIONS]]::

>//[[REPUTATIONS]]::
Last edited January 25, 2024 8:56 pm
Jan 13, 2024 6:30 am

>//[[SUBJECT]]:: Jhan Dishiria (He/Him)
>>//[[RANK]]:: Commander
>//[[HISTORY]]:: Cosmopolitan

Out from the edge of known space, you have made your way into the core and back. There is a galaxy of wonders and terrors, and you want to see them all. Hailing from a long line of Cosmopolitans, you don’t feel the same tension and unease as those who merely dip a toe in the time-slip. You’re a true onanon, and your goodship time is your anchor; the onanon fellows and families you meet again and again are your community. You may be few on the galactic scale, but as a group you’re almost eternal.

(What drew you to the realtime struggle?)
+++There is nothing left for me in the slip. It is time I slowed down. Time I joined my family.

(Why fight when you had found a kind of timeless, wandering peace – who or what threatened that, and when will you feel safe enough to stop fighting?)
+++That wandering peace is a fallacy. The Union frays while we look away. No more running. No more turning away from those who need me.

Jhan lost his cosmopolitan family recently; he doesn't talk about how or why. (His wife and son left him and lived out their lives in secret in realspace to avoid his overbearing dickishness.)
>//[[TRAITS]]:: +Highly Experienced, +Unrelenting, -Nothing to Live For
>//[[COMMENDATIONS]]:: N/A
>//[[REPUTATIONS]]::N/A
>//[[STATION]]:: Battlegroup Augustus; CO of UNS-BB Redoubt
>//[[BATTLEGROUP AUGUSTUS]]:::

(UNS-BB Redoubt)
+++
+++
+++

(UNS-LS Halifax)
+++
+++

(UNS-LS Lancaster)
+++
+++

https://i.imgur.com/KhogLs7.jpg
Last edited January 13, 2024 6:36 am
Jan 16, 2024 7:41 pm
Battlegroup Dante

UNS-BB Le Guin (Calendula-Class Battleship) [HP 23/23, DEF 13] (7pts)
+++ Flagship +3HP, +1D6 Interdiction, +1 System
+++ Trait: Last Argument of Kings: Must have one Superheavy Charge weapon
+++ Trait: Overcharge Capacitors: This can pour more power into its long-spool weapons than strictly advisable. When you remove a Charge Counter from a Superheavy weapon, you may choose to take one damage, and give that weapon an Overcharge Counter, up to a maximum of 4 Overcharge Counters. This damage cannot be prevented, and cannot reduce HP to below 1. When you fire a weapon with Overcharge Counters, remove all Overcharge Counters and deal an additional +1d3 damage on hit for each counter.
+++ Tactic: Maximum Power, Limited 1: One of this ship's Superheavy weapons with Charge immediately removes all Charge counters and gains 4 Overcharge Counters, up to a maximum of 4. The next attack made with that weapon gains +4 Reliable, but afterwards is destroyed and cannot be used again this battle. When you use this tactic, the ship immediately takes 4 damage that cannot be prevented, and cannot reduced HP below 1.

+++ Superheavy - Petajoule Kinetic - 2 points
+>> Single-Target, Accurate, Charge 3, Critical
+>> Range 5-2, 15 Damage
+>> Hit or miss, while assigning damage after firing this weapon during the Impact Phase, it deals 5 damage to a different CAPITAL SHIP or ESCORT in its target’s battlegroup. If there are no other targets in the battlegroup to choose from, this ability has no effect

+++ Superheavy - Long-Cycle Primary - 0 points
+>> Single-Target, Charge 3, Critical, Reliable 3
+>> Range 4-0, 12 Damage

+++ Primary - Mass Accelerator Turrets - 2 points
+>> Single-Target, Overkill, Reliable 3
+>> Range 2-0, 1d6+1 damage
+>> When you attack, may also deal 3 to ESCORT or 2 WINGS

+++ System - Echopraxic Imago - 1 point
+>> Boarding, Legionspace, Unique
++> Tactic - Echopraxic Imago - Range 5-3
++> You introduce a viral logic bomb into the systems of a hostile CAPITAL SHIP, which is treated as a boarding action. This bomb takes hold during the Boarding Phase, attempting one of the following commands (your choice):
++> Induce Nostalgic Loop: Until the end of its next turn, the boarded ship’s battlegroup rolls twice for Interdiction and takes the worse result. While this effect is active, if any of the affected battlegroup’s final Interdiction rolls result in a 1 on any die, the affected ship takes 3 damage.
++> Inflict Ontological Parasite: Choose a range band. Until the end of its next turn, the boarded battlegroup’s attack rolls against targets in that range band have a 50 percent chance to miss outright before the attack is made. Roll a die or flip a coin to determine if the attack misses. This does not stack with Defensive Screen; the defender chooses which effect to apply. Additionally, the boarded battlegroup cannot choose that range band for abilities that affect or target specific ranges.

+>> System - Fire for Effect - 0 points
+>> Unique
++> Tactic - Fire for Effect - Limited 1
++> Nominate a hostile battlegroup as a priority target. Until the start of the next Logistics Phase, all single-target attacks made against that battlegroup gain +1 ACCURACY.

=== 12 points total

UNS-LS Guthrie (Superior Class Frigate) [16/16 HP, 10 DEF] (3 points)
+++ Trait - Repair Drones: when assigned to Defensive Screen, repairs 2HP to defended ship
+++ Tactic - Fleet Triage, Limited 1 - One Cap Ship or Escort in your range band repairs 5HP

+++ Primary - Short Cycle Lance Batteries - 0 Points
+>> Single-Target, Accurate, Critical
+>> Range 3-0, 3 damage

+++ System - Single-Plane Shield - 0 Points
+>> Limited 1
+>> During the Impact Phase, reroll interdiction and take best

=== 3 Points Total

UNS-CV Yangtze (Farragut Class Carrier) [16/16 HP, 13 DEF] (5 points)
+++ (+3 points for Escort/Wings)
+++ Trait - Modular Design: +1 Aux/System/Escort/Wing
+++ Trait - Fleet Coordinator: When you assign a Frigate to a Defensive screen, it may screen for two ships.

+++ System - Steady-Now! - 0 points
+>> Tactic - Limited 1
+>> Choose a weapon in your battlegroup with the CHARGE tag. Your next attack with that weapon gains +1 ACCURACY and +X RELIABLE, where X is based on your range band (i.e., Extreme Range grants +5, Long Range grants +4, etc).

+++ Primary - Tandem-Spread Torpedoes - 0 points
+>> Single-Target, Payload -1
+>> Range 4-2, 6 damage - this weapon can attack two targets at a time

+++ Wings - Legion Drone Nexus x 2 - 0 Points
+>> 4 HP
+>> 1/round, you may order a LEGION DRONE NEXUS in your battlegroup to interpose itself between friendly units and incoming fire. Reduce hostile damage dealt to an ESCORT or WING in your battlegroup or an allied battlegroup in the same range band by 1. This WING then takes 2 damage. Additionally, gain the Legion Command tactic.
++> Tactic - Legion Command - Range 3-0
++> Choose one LEGION DRONE NEXUS assigned to your battlegroup and give it the following command. As part of this, you may assign another unused LEGION DRONE NEXUS from your battlegroup to join the sortie, giving them the same command. Allied battlegroups in your range band may use this tactic to command your LEGION DRONE NEXUSES as if they were under their control:
++> Hunt/Kill: Deal 1 damage to a hostile CAPITAL SHIP, ESCORT, or WING, or deal 2 damage to a hostile ESCORT or WING and take 2 damage in return.

+++ Wing - Barbarossa Chassis [8/8 HP] - 3 Points
+>> The integrated flak launchers and anti-aerospace munitions carried by this WING count as an AUXILIARY weapon for your battlegroup. When fired alongside any PRIMARY single-target weapon targeting a CAPITAL SHIP or ESCORT within Range 3–0, these weapons deal 1 damage to that same target and 3 damage to a hostile WING in the same battlegroup. Additionally, gain the Barbarossa Command tactic.
++> Tactic - Barbarossa Command [Range 3-0]
++> Give the BARBAROSSA CHASSIS WING one of these commands:
++> Siege Cannons: Deal 3 damage to a hostile CAPITAL SHIP or ESCORT.
++> Charge Apocalypse Rails (Reloading 2): This Wing begins charging its integrated Apocalypse Rail weapons. During the next Impact Phase, you may order it to open fire on a hostile CAPITAL SHIP or ESCORT within range. Make a single-target attack roll, dealing 2d6 damage on hit with OVERKILL and RELIABLE 4

=== 5 Points Total
Last edited January 25, 2024 9:03 pm
Jan 25, 2024 7:59 am
I'll see about getting this into the right format, but to not hold the game up further...

BATTLEGROUP TYPHOON

UNS-CV Mekong (Flagship)
Manufacturer: GMS
Hull: Amazon-Class Carrier
Points: 4
Slots: 4 Wings + 1 Free Flagship Slot
HP: 14+3=17
Defense: 14
Unique Abilities: Rapid Printing, +1d6 Interdiction
Upgrades: Ace Squadron Achilles-1 (3pts), Ace Squadron Achilles-2 (3pts), Fighter Wing Achilles-3 (1pt), Fighter Wing Achilles-4 (1pt), Predict/Overlay Shield Projector

UNS-LS September
Manufacturer: HA
Hull: Creighton-Class Frigate
Points: 3
Slots: 1 Superheavy
HP: 12
Defense: 10
Unique Abilities: Purpose-Built (SH weapons are -1 cost, but only Charge weapons), VEGA-Pattern Targeting Laser, Calibrated Firing Platform
Upgrades: Spinal LinAc Coherant Beam Cannon (2pts)

UNS-LS Erie
Manufacturer: IPS-N
Hull: Bakunawa-Class Frigate
Points: 4
Slots: 1 Primary, 1 Wing
HP: 18
Defense: 8
Unique Abilities: Pocket Carrier
Upgrades: Legion Drone Nexus Barnyard-1 (0pts), Pinaka Ship-to-Ship Missiles (0pts)

UNS-LS Halifax
Manufacturer: GMS
Hull: Huron-Class Frigate
Points: 3
Slots: 1 Primary, 1 Auxiliary
HP: 16
Defense: 10
Unique Abilities: Flak Screen
Upgrades: Primary Kinetic Batteries (0pts), Secondary Turrets (0pts)

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