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Commonwealth / Renegade Legions
The Commonwealth is a Human-Baufrin civilization at the far end of the Orion Arm, comprising
some 40,000 stars, and stretching across an arc of space roughly 45,000 light years in length. New
Britannia is its capital.
War began with the Terran Overlord Government when the Baufrin
Regent refused to hand over the Renegade Legions. Invasion quickly followed and after a century of
war, TOG controls 8 of the 21 Commonwealth Grand Dukedoms and is fighting for a 9th.
Currently, the most bitterly contested theatre of war is Shannedam County, where TOG fleets and
legions are fighting their Commonwealth counterparts for control of 40 worlds. |
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Organization
The Commonwealth is in the unusual position for a government, of having a dual military structure, the larger part of
which is not technically under its control. The Renegade Legions are the backbone of Commonwealth defence and fighting
alongside them are the Commonwealth Armed Forces (CAF). There has been animosity between the two militaries in the
past, but there are few bad feelings now.
Naval organization is based on the Titan squadron.. This force is powerful enough to handle most missions and serves
as the basic building block for larger formations. The typical squadron is made up of a single titan acting as the flagship, a
single superdreadnaught, two dreadnaughts, four battleships or battlecruisers, and a single squadron of escorts.
A reinforced squadron adds a second superdreadnaught or a third dreadnaught or both, at the expense of the escorts.
Carriers are usually assigned to squadrons on a mission basis, but there are many traditional squadron-carrier
combinations.
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RepulseAn older design, the Repulse is usually found as the flagship of a battle squadron.
Mounting an unusually powerful fighter strike force, most captains prefer to close with the enemy rather
than standing off at long range. Its offensive power is rounded out by a size 4 mass driver and 5
missile pack batteries. Despite its age, the Repulse has many advantages and is likely to be around
for a long time to come. |
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CarthageThe Carthage was designed to be the most powerful SDN in space. The basic
concept was to sacrifice the spinal mount to carry more powerful beam batteries. Original designs
mounted considerably more firepower, but field trials showed enormous problems with the power
distribution. The beam batteries were reduced in size. The addition of a small mass driver and 2
missile packs kept the design viable, and the 6 fighter flights gives it a powerful strike force. |
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ValiantMounting a huge number of secondary batteries, the Valiant has a deceptive appearance.
Although it looks formidable, it has limited striking power at long range. Used as an anti-fighter
platform it is an effective ship, however many young captains try to close with larger ships, paying the
ultimate price for their inexperience. |
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ExeterCommonwealth designers often create battlecruisers that are more effective
in independent operations and usually able to escape from larger ships. The Exeter class is a typical
example. Mounting a respectable array of short range weapons, the ship uses its agility to maneuver
into position to attack. |
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AjaxThe Ajax has developed a reputaton as a ship to build a career on. Because
the ship can perform so many different kinds of missions, assignment to an Ajax battlecruiser ensures
captain and crew lots of opportunities for independant action. |
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CountyThe County is fairly typical of medium carriers, and uses its abundant power to
increase its maneuverability. Its fighter facilities are cramped and weapons have been added almost
as an after thought. Regardless of these problems, the ship still performs its main function of
delivering an entire Fighter Group to the scene of battle. This class contains a slower variant, with
standard thrust of 2 (36 pts). |
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PegasusThe Pegasus is a newly commissioned Commonwealth Frigate. In
addition to typical escort duties, pairs of Pegasus frigates will patrol uninhabitable systems within the
Commonwealth's borders, searching for TOG raider bases. Operating in squadrons, they make
deadly close attack ships. |
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FightersThe Commonwealth uses a wide selection of fighter types,
some which are shown below. For example, the Commonwealth heavy/slow bomber is called the
Slingshot. The only type not used is the torpedo bomber. |
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Cheetah - light/fast interceptor |
Guardian - heavy/slow standard |
Space Gull - medium standard |
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Penetrator - medium standard |
Fluttering Petal - heavy/slow standard |
Avenger - heavy/slow standard |
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Conversion Notes
Converting the enormous Leviatan ships was more difficult than I expected. Originally I had intended to convert the
mass figures given in the books to a number of hull boxes, and calculate the weapon factors from that. Unfortunately the
masses given did not seem to follow any logical pattern. Then I considered using the box counters included in the game to
calculate mass, but this also failed to give consistant designs. Nothing left, but to do it the hard way. Using the weapon
factors given in the original rules I 'reverse engineered' the ships.
One problem was the Leviathan ships were so BIG. Even ships labelled 'destroyers' were big enough to be titans. I
knew I would have to decrease them in size a bit, but not so much they would lose their 'leviathan' feel. Plus they normally
had two types of special weapons.
Leviathan rules have many different types of beam batteries, each with different strengths and ranges. I split them up
into three main types, heavy - max range 10 to 20 hexes, medium - max range 5 to 10 hexes, light - max range up to 5
hexes. For my calculations I used the strengths given at range 1. All heavy strengths in a given arc were added together to
make the primaries. Light strengths became the secondaries. Half the medium strengths were added to primaries and half
to secondaries. This resulted in ships far too big, so I divided all strengths in half. This resulted in very weak secondaries.
Since Leviathan rules allow you to fire at fighters with primaries, I decided to include 10% of the heavy values in the
secondary power, and only 90% for primaries. This finally gave reasonable strengths for the beam weapons. Since the
beam power was divided in half I did the same with the number of fighters. Leviathan mass drivers were supposed to be
more powerful than ASFOS's so I left them as is. The last conversion was their missile batteries. I decided to make them
missile packs due to the way they are used in Leviathan, and decided to allow approx 1 pack per 100 pts of damage under
the original rules. Once I'd finished these calculations, I 'smoothed' the numbers out a bit to make sure they were useful
designs, and the result gave me the mass. When designing the carriers, I discovered I had to decrease the fighters by half
again just to make them fit into their given classes.
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