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Darth Nyrys

Task Force Compendium

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Task Forces

 

Overview

Task Forces are the primary unit of combat and each comes with their own composition requirements, unique abilities, and usefulness. There are three major types of TF's, though more may be developed over time. All Task Force names are for flavor and clarification. PC's are still able to post creative narratives of the actions being taken, but those actions must be in line with the abilities of their TF's

 

Some Task Forces have specialized abilities such as Interdictors. The Cruiser or specified ship is considered the source of those abilities, so if it is destroyed or disabled (such as by the ion cannons of the Surgical Strike TF), that TF cannot perform the abilities. Escorting TF's and smaller ships part of that TF are critical in protecting those primary ships so they can continue to contribute to the battle.

 

Offensive

These Task Forces are geared towards dealing damage to the enemy, usually though the Focus Fire ability of Capital Ships and Cruisers, but also through fighter/bomber actions of Bombers Inbound. Though other types of TF's can deal removal damage, these are the primary ones that can destroy opposing enemy forces.

Escorts

Escort Task Forces are designed to be attached to other TF's to serve as a sort of shield to protect the other TF from damage. This is especially useful if there are highly experienced TF's that may be focused on by the enemy because it lets them stay alive longer and use their Elite abilities. Some of them also have additional perks and abilities that can supplement the offensive or defensive capabilities of the ship classes they are made up of, such as additional protection from bombers or incoming Focus Fire.

Special Forces

These Task Forces are offer special and unique abilities for a deeper, more complex strategy. Stealth, Interdiction, and Medical Task Forces can provide a savvy commander the ability to surprise the enemy or mitigate damage done. While these TF's may have seemingly limited uses, when used properly, they can drastically change the outcome of any battle.

 

Task Forces

Offensive

Destroyer Group [Turbolasers]: Focus Fire

Capital Ship or 2 Cruisers

Green: The TF can target an enemy ship and subject it to a withering hail of turbolaser fire using Focus Fire.

Veteran: More potent turbolaser gases and higher quality crystals allow the ships to better chew through enemy shields. Focus fire damage against shield health is increased by 2 points for this TF's capital ship, 1 point for each of its cruisers. This only applies once per attack.

Elite: The TF can put all power to weapons, doubling the damage it causes with Focus Fire, but also doubling the amount of damage it takes that turn from enemy removal attacks. 

 

Destroyer Group [Turbolasers]: Focus Fire

Capital Ship or 2 Cruisers

Green: The TF can target an enemy ship and subject it to a withering hail of turbolaser fire using Focus Fire.

Veteran: More potent turbolaser gases and higher quality crystals allow the ships to better chew through enemy shields. Once per attack, the TF causes two additional damage if a capital ship or one additional damage each to the hull regardless of shield status

Elite: The TF can put all power to weapons, causing allied task forces to do one point of hull damage when attacking the same target.

 

Destroyer Group [Rail guns]: Focus Fire

Capital Ship or 2 Cruisers

Green: The TF can target an enemy ship and subject it to a destructive barrage of rail gun fire using Focus Fire.

Veteran: The TF has been allocated special armor piercing rounds for targeting heavily armored ships. Focus fire damage against hull health is increased by 2 points for this TF's capital ship, 1 point for each of its cruisers. This only applies once per attack.

Elite: The TF does not suffer damage penalties or the one round delay to attacks on distant targets like artillery.

 

 

Destroyer Group [Rail guns]: Focus Fire

Capital Ship or 2 Cruisers

Green: The TF can target an enemy ship and subject it to a destructive barrage of rail gun fire using Focus Fire.

Veteran: The TF has been allocated special armor piercing rounds for punching through enemy ships. Once per attack doing hull damage to an enemy escort or support ship does two damage if the destroyer is a capital ship or one damage each if the destroyers are cruisers to the ship being protected.

Elite: The TF does not suffer damage penalties or the one round delay to attacks on distant targets like artillery.

 

Destroyer Group [Missiles]: Focus Fire

Capital Ship or 2 Cruisers

Green: The TF can target an enemy ship within range and subject it to an explosive salvo of missiles using Focus Fire.

Veteran: The TF has been allocated specialized high explosive cluster bombs for targeting Corvettes. When the TF uses Focus Fire on Corvettes in a Round, they do double damage, but only to the Corvettes. Spillover and all other damage to other ships is reduced to zero.

Elite: The TF may treat its Focus Fire damage like a Bombers Inbound action, allowing it to ignore Cruiser and Capital escorts but making it vulnerable to reduction by Corvettes and Starfighter Interception defenses.

 

Destroyer Group [Missiles]: Focus Fire

Capital Ship or 2 Cruisers

Green: The TF can target an enemy ship within range and subject it to an explosive salvo of missiles using Focus Fire.

Veteran: The TF may treat its Focus Fire damage as similar to a Bombers Inbound action, Ignoring Cruiser and Capital escorts but making it vulnerable to interception by corvettes.

Elite: The TF has been allocated specialized high explosive cluster bombs for targeting Corvettes. When the TF uses Focus Fire on Corvettes in a Round, they do double damage, but only to the Corvettes. Spillover and all other damage to other ships is reduced to zero. The target can choose to scatter to reduce the damage to normal, but in doing so they lose their round action.

 

 

Precision Strike Carrier Group: Fighter Command

Capital Ship or Cruiser supported by Frigates and/or Corvettes

Green: The TF controller can perform an additional two Starfighter Action for the round, that must be Bombers Inbound.

Veteran: Bombers Inbound does an additional point of damage.

Elite: The TF controller can perform an additional Starfighter Action for the round, that must be Fighter Escort.

 

Hellriders: Hit and Run Tactics

Corvettes only

Green: The corvettes can engage Cruisers or Capital Ships to support either a Focus Fire or Bombers Inbound removal ability. The targeted TF can either choose to focus on the Hellriders, costing the Hellriders two Corvettes but doubling the base value of the chosen ability, or they can ignore the Corvettes and take three hull damage as the Corvettes exploit vulnerabilities on the ship’s flanks and aft sections. 

Veteran: Hellrider formations tend to draw the most brash and aggressive captains, risk takers that owe success to high stakes gambles rather than experience and discipline. This TF has a reputation that makes recruiting these men and women easily, and does not have to sit out the next battle if they suffered heavy losses.

Elite: Gut churning space acrobatics allow the Hellriders to reduce their losses to one corvette if the enemy TF they targeted chose to focus on them.

 

Escort

Battle Line Escort: Tradition of Excellence

Capital Ship

Green: The TF regains two points of shield damage at the end of each round.

Veteran: The Battle Line can focus all power to shields and halve (rounding up) the power of any direct removal abilities (except for artillery) for the Round. While this ability is in play, abilities that would normally bypass shields from TFs like the Hellriders and Covert Strike Force hit the shields instead. While this ability is in play, the TF takes double damage from artillery attacks, and enemy ships do not suffer penalties from combining fire on the ship (although the three TF cap for combined attacks remains).

Elite: If the fleet is in danger of total destruction, the TF can launch a suicidal assault to allow all other allied ships to flee the battle. Doing this wipes out the Battle Line TF, but it can prevent a wipe by an Interdictor supported enemy fleet. Additionally, the TF can reduce one source of removal damage to one damage once per battle.

 

Heavy Brawler Escort: Hammer and Anvil

Capital Ship

Green: The TF has been fitted with heavy armor, and has an additional ten hull points.

Veteran: The TF uses its heavier armor to close the distance with threats and engage them at close range with weapons designed for high damage at short range. Non artillery and detected TF's that attack ships being escorted by this TF or the TF itself take three removal damage in return. There is no limit to how many times this damage can be triggered per turn.

Elite: The TF adds an additional damage to its counterattack for each non artillery and detected ship that attacked it or the TF it is escorting this turn.

 

Rapid Intervention Escort: Timely Response

Two Cruisers

Green: If held in reserve, the TF can perform an escort action during the arrival phase.

Veteran: The TF can reposition to cover another TF at fast speed.

Elite: The TF decides which ally it will support after actions are declared but before they resolve.

 

Light Defensive Escort: Suppressing Fire

Frigates and Corvettes

Green: Starfighter actions on the TF or allied ships that the TF is supporting are resolved at normal speed. This TF can attach as escort to allied TFs that already have one escort.

Veteran: The TF can treat itself and any TF that it is supporting as being targeted by Interception(focused deployment).

Elite: Any enemy Bombers Inbound and Snubfighter Escort actions that target this TF or a TF that it is attached to suffer a one round cool down before they can be reused.

 

Mobile Disruption Escort: Aggressive Defense

Corvettes only

Green: Coordinated and highly disciplined evasive maneuvers effectively translate to corvettes in this TF having a second point of hull damage.

Veteran: Rather than attaching to an allied TF to cover it like normal for escorts, the MDE can attach to an enemy TF with removal abilities and force it to target them first. If the enemy TF is a Carrier Group, its Bombers Inbound action is treated as going through an additional Corvette screen.

Elite: Localized jamming causes the targeted TF to be unable to participate in coordinated attacks with its allies, and the MDE Corvettes are now considered to have three points of hull damage for the purpose of removal abilities.

 

Special Forces

Interdiction Cadre: Interdiction Field

Interdictor Cruiser supported by Frigates and/or Corvettes

Green: Gravity wells severely hamper retreat, allowing the TF commander to nominate a number of task forces equal to the scale of the battle each round, those task forces cannot withdraw or microjump for that round. Alternatively, allied TFs may be nominated to make them immune to enemies using microjumps or precision jumps to flank them.

Veteran: Interdiction fields can be used to precision deploy fleet assets, but this damages their hyperdrives, preventing them from being able to withdraw early for the rest of the battle.

Elite: As long as the Interdictor is functional, its crew can largely prevent any ships from fleeing. Enemies can only withdraw one task force each turn.

 

Electronic Warfare Pod: Information Control 

Dedicated EW and Comms Cruiser with Frigate and/or Corvettes

Green: The TF can jam long range communications.

Veteran: The TF can jam enemy sensors.

Elite: The enemy penalty for targeting the same TF with more than one TF becomes a cumulative -3 instead of -2.

 

Covert Strike Force: Silent Hunters

One Stealth Cruiser

 

Green: The TF uses stealth armor and sensor baffling countermeasures to prowl unnoticed along the edges of the battle. As long as the cruiser does not engage, each Round they can bank three points of damage while stalking an enemy TF. On the TF commander’s order, the banked damage can be applied to a target ship, ignoring support ships and escorts. Banked points are not lost if the TF disengages to avoid scans, but are lost if the target is destroyed or the TF starts stalking another target. If the ship is discovered before it applies its banked damage, the damage is treated as a normal attack that can be distributed to support craft and shields.

 

Veteran: The TF has a cloaking device, making cruiser and capital ship direct damage be treated as if there was an additional ship firing at the same target, reflecting the difficulty of targeting the cloaked ship. Furthermore, this ship does not generate an extra sensor ping when firing.

 

Elite: The TF carries special ordnance such as gravity bombs and can bank five points of damage instead of three when targeting a capital ship.

 

Medical Support Cluster: Guardian Angels

Frigates

Green: As long as the Task Force doesn’t engage the enemy, it is considered a war crime to target them. The TF can support an allied TF by attaching to it, that TF reduces the end of battle damage penalties it suffered by one degree.

Veteran: The frigates can split into two groups and move to support two different task forces.

Elite: The frigates can split into three groups and move to support three different task forces. If the enemy has fought honorably(IE not committed war crimes), both sides benefit from the presence of medical rescue teams, and task forces that are wiped out lose one XP instead of an entire rank. If the enemy has fired on medical ships this campaign, only the medical support cluster's side gets this benefit.

 

Asset Denial Force: Surgical Strike

Cruiser with Frigate and/or Corvette support

Green: A heavy ion cannon barrage disables one unshielded ship at fast speed for that Round. Disabled ships cannot contribute their Focus Fire or other special abilities (such as Interdiction or Comms Jamming), withdraw from battle, provide support or escort, or issue additional starfighter commands.

Veteran: The TF can perform its ability on arrival if coming in from reserve.

Elite: The TF has an experimental new type of hyperdrive that allows it to choose to ignore interdiction fields and make precise micro jumps, allowing for constant repositioning. The TF can ignore Supporting and Escort ships or TF for its ion cannon attack, but only if the target is not the same one that was targeted last Round.

 

Fleet Command : Flagship

Capital ship, one per faction under the command of the grand admiral.

The grand admiral does not need to use his or her flagship, but only they can command it if it is on the field.

The grand admiral picks one upgrade to start, and selects a new upgrade at a rate of every two battles plus the number of current upgrades. Since the upgrades are specific to the ship, abilities that prevent veterancy loss cannot be used on the flagship.

Axial Weapon (MK I-III): The ship may perform Focus Fire as if it was a Destroyer Group(Turbolasers). At MK II, its damage becomes eight, and at MK III, its damage becomes nine.

Target Saturation (MK I-V): The ship is flanked by a number of up armored and heavily shielded transports used to provide cover, halve focus fire damage to it for the first round that it is fired upon. Each additional upgrade grants an additional round of halved damage.

Precision Deployment: The ship house a small gravity well generator that can be used to precision deploy fleet assets, but this damages their hyperdrives, preventing them from being able to withdraw for the rest of the battle.

Advanced Sensor Suite: Gain an additional scan every round.

Ultra-Heavy Flak Cannons (MK I-IV): The ship carries a network of remorselessly deadly flak weapons. At MK I, treat the flagship as supported by Corvettes. At MK II, treat the flagship as having been targeted by an Interception (Close Support) action. Add an additional Interception (Close Support) for MK III and IV.

Meditation Chamber: Force Users can use these specially designed rooms to increase the efficiency of their forces, either gaining an additional Starfighter Action or allowing two TF's to choose the same target for Focus Fire without penalty to damage.

Citadel Overshield: Superior shield management prevents attacks that ignore shields from going straight to hull damage, instead being treated as regular attacks.

Pocket Dreadnought (MK I-3): The flagship is far larger than a standard capital ship, allowing for heavier armor and more powerful shield generators. This translates to an additional five shield and hull health. Each further upgrade grants five additional shield and hull health.

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