Rim Worlds Confederacy
Flag:
Old US Flag circa 1783 modified - 9 stars on blue field in ring pattern.
Total
population-75,030,307.
Economy and Trade:
This is based on sales of the abundant and extremely pure iridium deposits that
the Rim Worlds possess. The RWC trades with most of the known galaxy with a few
exceptions. There have been no sales made to the Eurasian Solar Union since the
attack on New Virginia in 2179, the Netherlands prefer to rely upon their own
resources, and sales into the Federal Stats Europa have slowed down to a trickle
in the last several years. The RWC?s most important and certainly largest buyer
is the New Anglian Confederation, other major trade partners include Free
Cal-Tex, the New Swabian League, the United Nations, New Isreal, and Japan.
Pound for pound the Rim Worlds Confederacy has the strongest economy of any
nation, it is only it?s relatively small size that has kept it a Minor Power. As
it?s population grows however the RWC is expected to achieve Major Power status
by the turn of the century.
Foreign Relations:
The RWC is currently allied with Free Cal-Tex. It maintains Strong ties with the
New Swabian League and the New Angian Confederation, it has been a friend of the
Romanov Hygemony in the past. As for enemies, relations with the ESU have been
very bad ever since the attack on New Virginia. A number of times since the RWC
naval forces (operating under NAC letters of marque) have clashed with the
Eurasian VKF, with the Eurasians frequently being embarrassed by the Rim
Worlders. The main enemy, however is the Federal Stats Europa. Rim Worlds Task
Forces are usually assigned to operate against the predominantly French alliance
mainly because their Bonaventure B class Escort Cruisers give them the ability
to withstand the FSE?s salvo missile armed ships better than other nations. The
fact that the French accused the RWC of manufacturing the 3rd Solar War didn?t
help matters. Experts predict that the Rim Worlds Confederacy will formally
declare war on the FSE by 2185 and that the New Swabian League will likely
follow their lead. The Romanov Hygemony may run a few smash-and-grab raids
against the ESU at that time.
Relations are graded as
follows: 1=bad, 2=poor, 3=average, 4=good, 5=excellent.
NAC: 4/5 ESU: 1 UN: 3 NSL: 4 FSE: 1 FCT: 5
PAU: 3 NI: 4 IF: 2 SK: 2 LLAR: 3 RH: 3
OU: 3 DL: 2 IC: 3 J: 3 CH: 2 SF: 3
Naval
Forces: What
follows is a brief description of each class of combat vessel currently is
service with the Rim Worlds Navy as well as one class which is planned to enter
service soon.
Player notes:
The RWN is a carrier based navy, play them that way. Their battleline although
powerful, is small and intended to protect the carriers from direct ship-to-ship
assault. Once an opposing force has been sufficiently weakened by the carrier
strikes and turns away an ambitious Admiral might order his battleline to pursue.
But heaven help him if he screws up and loses his carriers because of it.
It is very important to
correctly make use of the Bonaventure B class Escort Cruiser, this ship is what
allows the RWN to take the offense against an SML armed opponent. Don?t be
afraid to divide the point defense fire of the Bonaventure B, that?s what it was
designed for. Don?t worry too much about your carriers, unless they are clearly
the target of a saturation attack they have the point defense systems to take
care of themselves (exception the Princeton class CVEs) , as well as fighter
screens. Use you CE s to protect your heavy cruisers and battleships, they have
lighter point defense and their loss opens your carriers to attack. Mind you,
what applies to salvo missiles also applies to fighters.
Other than that tactics
are pretty much common sense. Keep your carriers well behind your battleline, at
least 7 MU but I prefer 10. If your opponent has fighter capability then make
sure you escort your strikes in and under no circumstances neglect a combat air
patrol. A special note- when employing Stingers have them make one and only one
high speed pass on a single enemy ship firing both submunition packs at optimum
range (i.e. 6 MU) and then immediately accelerate at maximum thrust. If you?ve
done this right you should be out of range the next turn.
Designer's Notes:
The first time I read the Full Thrust Fleet Book I couldn?t help but notice that
no government built carriers, instead they built hybrid carrier-battleships.
This didn?t seem right to me. If the carriers were fought as carriers then all
the heavy guns and missiles and the like would never be used, and as such were a
waste of mass that could be better devoted to more fighters. Likewise the idea
that BattleDreadnoughts and up should carry fighters seemed to be straight out
of SPACE CRUISER YAMATO, and again was a waste of mass that would be better used
as beams, torpedoes, armour or shields.
Now some years ago I had
created the Rim Worlds Confederacy as a political entity for a campaign I had
run using FGU's SPACE OPERA. They had designed their fleet around carrier ops. I
simply adapted them to the FULL THRUST Universe, writing a whole new history but
keeping the thrust the same: A group of malcontents unhappy with things on Earth
found a new nation far away, after a period of isolation they start interacting
with the rest of humanity again. The "Yankee Trader" aspects of their
character just seemed to flow naturally as I went along. In the end the RWC was
born into the
FULL THRUST Universe.
I hope that you all enjoy
reading and using this as much as I enjoyed writing it. Ground troops will be
forthcoming as soon as I get my hands on a copy of DIRTSIDE II. Any comments
should be addressed to johnjstevens@hotmail.com
and would be greatly appreciated.