As a warning, I have had little to do in the past few days, so I went a bit overboard on this in terms of raw description and number of different ships. I apologize for the gargantuan post.
The Elearith: The Elearith are a species new to space, slowly exploring and colonizing their star system. Tensions between the Elearith of Home and the Elearith of Brother have escalated constantly since Brother's colonization. Both constantly refer to prophecies of "Demons from above the sky," using it to refer to their counterpart world. This has resulted in a massive buildup of nuclear armament and militarization of ships from both sides. War has not yet begun, and as the Warp Storms around their system subsides and warp-capable species begin passing through, rapid cooperation has risen in the wake of the true "Demons from above the sky"
The Elearith home star system, Celes, is being constructed by me. However, the Elearith fleet profiles will function for any primative race if you want to include one. Large scale games should not be played with an Elearith fleet, the sheer amount of torpedoes that would be necessary is just terrifying. To include them in a game that takes place outside their stellar system, they would require some method of superluminal conveyance, such as a Grav Hook or equivalent.
Elearith technology is far inferior to that of other spacefaring races. Their technology is explained below:
Ion/Chemical Drives: Rules: Elearith ships move 2d6cms extra on All Ahead Full instead of the normal 4d6.
Fluff: Compared to the massive plasma drive arrays that adorn Imperium ships, the Gravitic Impellers that brought the Tau to space, even the brute force Detonation Drives used by the Orks, the engines on Elearith ships do not come close. The core Ion Drives, while theoretically having an incredible top speed, can not realistically achieve this speed in a combat environment, requiring years-long acceleration and deceleration times. As such, they creep along slowly. However, their maneuverability does not suffer as much due to the chemical-reaction thruster assemblies that are mounted on these ships. These allow for faster speeds, but their excessive fuel consumption relegates them to maneuvering and on missiles and short-range craft.
Nuclear Missiles: Rules: Act as torpedoes with a speed of 20cm.
Fluff: A Nuclear Warhead is nothing compared to the sheer destructive force contained in a standard Imperium plasma torpedo. But 12 of them comes close. The Elerith use swarms upon swarms of nuclear missiles as their primary armament, lacking a meaningful direct-fire alternative. The reaction drives propel them to a speed far greater than anything else in the Elerith fleet, though still falling short of other races.
Nuclear Mines: Rules: Nuclear Mines are placed in play with a given strength represented by a d6. The Mine Cluster moves as an Orbital Mine, but with a speed of 5cm. Against a ship, they act as a Torpedo Salvo of the given strength. All mines are removed after attacking.
Fluff: When a Nuclear Missile is stripped of most of its drive, it is much cheaper and still possesses the same amount of destructive capacity. This fact has resulted in Nuclear Mines being deployed in droves. Though they are unlikely to ever reach a careful opponent, they still fill the battlespace with more hostile objects.
Countermissiles: Rules: Act as Weapons Batteries that attack ordnance on a 4+. Against a ship, divide the strength by 10 and round as appropriate. It gains a left column shift for all attacks, but normal column shifts for range and blast markers still apply, as will Lock On.
Fluff: Though Nuclear Missile salvoes can be used to destroy enemy missiles, kinetic-kill rockets designed for the purpose are far more efficient. These missiles possess huge accelerations, basically being a column of reaction mass for the drives with a dense metal tip for impacting its target. The forces involved are usually powerful enough to down a missile or fighter, and are quite effective at downing some larger, unarmored vessels like Skiffs. However, an armored starship is practically immune to countermissile fire, though simulations have shown that massed countermissile fire could destroy a ship.
Missile Pods: Rules: Act as Torpedo Bombers that fire S2 Nuclear Missiles. They have a speed of 5cm. Missile Pods are not subject to ordnance limits.
Fluff: To put the maximum amount of missiles in orbit around Home, the Elearith decided to mount a salvo of missiles in a small, disposable pod with communication links to the defense network. These pods were soon everywhere, a massive amount of fire ready to be aimed at Brother. Brother soon responded in kind, and now pod-equipped ships are considered to be the final word in offensive operations.
Defenders: Rules: Act as resilient fighters with a speed of 10cm. When used to remove attack craft, the opposing attack craft gets a resilience save.
Fluff: Fighters, as they are in atmosphere, are useless in space. They cannot approach a starship without being shredded by the laser defenses. That area of advancement dead-ended, but the Defender was born out of that struggle. It is basically a small laser emitter and supporting equipment tied to a small reaction drive. In squadrons, they are a potent anti-missile force, though their weapons are not powerful enough to effectively deal with anything larger. Their powerplant and efficient use of fuel allows them to remain in space for a long while, and their armor against missile detonations affords them excellent survivability.
Skiffs: Rules: Act as Torpedo bombers that can fire either S1 Nuclear Missiles or S2 Nuclear Mines. They have a speed of 10cm. Their loadout must be decided before launch.
Fluff: Skiffs are militarized versions of the larger orbital shuttles. They are equipped with large jamming suites, allowing them to slip through missile barrages to unload at enemy ships at close range. However, they still stand off and fire a salvo of missiles or drop mines. Skiff versions equipped with presicion close-in bombing weapons were tested, but simulations showed that there was no way to make a Skiff survivable enough against the laser defenses of a starship and still be able to deliver meaningful firepower.
Docking Clamps: Rules: Docking Clamps allow the ship so equipped to launch a Defender squadron or Skiff as the game begins. After that point, they only add to the ordnance limit of the fleet.
Fluff: Defenders and Skiffs, the two primary support craft of the Elearith Navy, are not capable of even interplanetary travel. However, most Elearith ships do not reach the scale required to carry large amounts of these craft. Instead, these ships are attached to the outside of tankers, allowing their deployment away from the large naval bases. As tankers are a requisite part of any fleet away from a permanent base, this ensures the distribution of these support craft.
Laser Defense Grid: Rules: This is the turret value of an Elearith ship. Elearith ships may initiate boarding actions against any ship, including ones that cannot be boarded, using their turret value as their boarding value. Defending Elearith ships still only use their turret value, not their hits.
Fluff: The Elearith Arms Race was not strictly a war of missile production. Both the worlds of Brother and Home both worked tirelessly to develop weapons that would make obsolete the vast nuclear arsenals in use. Countermissiles were one development of this race, but the main focus was on Laser weaponry. However, an appropriate amount of power and focal length could not be developed for space-combat range lasers. Instead, the focus moved to make them more and more accurate, within about 3000km. These soon resulted in laser arrays for anti-missile use being placed on nearly all ships. These arrays can still focus the power of an anti-starship weapon, though only over a short distance.
Elearith Ships: Elearith ships have two class names, the first being the Home version, the second is the Brother version. The ships are usually close enough to be the same. Feel free to use the general designation instead
Salvor/Jardin Class Arsenal Ship Type/Hits: Escort/1 Speed: 10cm Turns: 45* Shields: - Turrets: 1 Armor: 4+ Weapons: Missile Pod Bays: ?S2 ?Missile Pods
Lakiel/Molen Class Laser Frigate Type/Hits: Escort/1 Speed: 15cm Turns: 45* Shields: - Turrets: 5 Armor: 4+
Kierin/Terst Class Countermissile Frigate Type/Hits: Escort/1 Speed: 10cm Turns: 45* Shields: - Turrets: 1 Armor: 4+ Weapons: Countermissile Battery: ?S6 ?30cm ?L/F/R Arc
Nokait/Kalar Class Assault Frigate Type/Hits: Escort/1 Speed: 15cm Turns: 45* Shields: - Turrets: 3 Armor: 4+ Weapons: Nuclear Missiles: ?S2 ?F arc Countermissile Battery: ?S2 ?30cm ?L/F/R arc
Mirik/Partid Class Tanker Type/Hits: Escort/1 Speed: 10cm Turns: 45* Shields: - Turrets: 1 Armor: 4+ Weapons: Docking Clamps: ?S4 ?Defenders/Skiffs
Norin/Kalak Class Command Ship Type/Hits: Escort/1 Speed: 10cm Turns: 45* Shields: - Turrets: 3 Armor: 4+ Weapons: External Docks: ?S1 ?Defenders Command Net: +1 Ld to all ships within 20cms. Not cumulative with multiple Command Nets. [Kalak Type b's command net extends to 25cms, but they lose 2 turrets]
Silar/Rakar Class Transport Type/Hits: Escort/1 Speed: 10cm Turns: 45* Shields: - Turrets: 1 Armor: 4+
Elearith Stations:
Lamas/Perit Class Defense Station Type/Hits: Defense/1 Speed: - Turns: - Shields: - Turrets: 3 Armor: 5+ Weapons: Countermissile Battery: ?S6 ?45cm ?All arc
Kovat/Nitkat Class Missile Station Type/Hits: Defense/1 Speed: - Turns: - Shields: - Turrets: - Armor: 4+ Weapons: Nuclear Missiles: ?S6 ?All Arc [These stations are considered obsolete with the development of the Missile Pod and LDG]
Elean/Umoat Class Space Station Type/Hits: Defense/4 Speed: - Turns: - Shields: - Turrets: 3 Armor: 5+ Weapons: Launch Bays: ?S2 ?Defenders/Skiffs Docking Clamps: ?S4 ?Defenders/Skiffs Ordnance Bays: ?S2 Missile Pods or S6 Nuclear Mines Countermissile Battery: ?S6 ?45cm ?All arc Command Net: +1 Ld to all ships within 25cms. Not cumulative with multiple Command Nets.
Elearith Ground Based Defenses:
Missile Silos Type/Hits: Defense/1 Speed: - Turns: - Shields: - Turrets: 1 Armor: 5+ Weapons: Nuclear Missiles: ?S6 ?Up Arc
Airbase Type/Hits: Defense/1 Speed: - Turns: - Shields: - Turrets: 3 Armor: 5+ Weapons: Launch Bays ?S4 ?Atmospheric Fighters(20cms)
Surface-to-Space Missile Silo Type/Hits: Defense/1 Speed: - Turns: - Shields: - Turrets: 1 Armor: 5+ Weapons: Nuclear Missiles: ?S2 ?Place in contact with planet edge 1 turn after launch.
Countermissile Base Type/Hits: Defense/1 Speed: - Turns: - Shields: - Turrets: 3 Armor: 5+ Weapons: Countermissile Battery: ?S12 ?45cms ?All arc
That's it, you survived!
_________________ ___ My name is Magus. I just managed to spell my name wrong while registering. How? Because I'm a dumbass.
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