Proposed Yolu Theocracy.

WickedE

Mongoose
After some serious contemplation over how to Stat the Yolu, I hereby offer up the work I've done on'em so far, though nothing has been playtested as of yet.

YOLU THEOCRACY
A Race almost as old as the Minbari and almost as advanced as the Hyach, The Yolu are universally regarded as the most tolerant species in the galaxy, and masters of the Mutai Tournaments. Slow to react to major
aggression, when they are roused into action they can bring a bevy of heavy weapons to bear that can strip the armor from heavy warships to leave them naked as a newborn, and open to their Destabilizer Beams and Fusion Agitators.
In terms of Marines, the Yolu are a martial race, having been the originators of the Mutai, and have hundreds, if not thousands, of Muta-Do to train their troops into vicious fighting machines.

Racial Traits:
+0 Initiative
Mutai Training: When any Yolu ship engages in a boarding action, its Troops always roll first, whether boarding or defending.

Molecular Flayer: This weapon is not interceptable and deals no actual damage. When this weapon successfully hits an enemy ship, it reduces the hull score by -1, to a maximum of -2. At the end phase of
every turn, the affected ship can roll to repair this as if it were a critical hit.

SHIPS:
PATROL: 4 Flights of Breaching Pods, 3 Flights of Utan Heavy Fighters.
SKIRMISH: Malau Attack Frigate, Maitau Pursuit Frigate, Maltra Scout
RAID: Hastan Escort Frigate, Nashana Light Cruiser, Notali Carrier, Notai Assault Carrier
BATTLE: Aluin Gunship, Ulana Patrol Cruiser
WAR: Udran Command Cruiser, Yuan Dreadnought

Utan Heavy Fighter: Patrol (Wing of 3)
Were it not for the need to counter the fighters employed by their enemies, the Yolu would likely never use

fighters at all. The thought of putting one of their people at risk in such a small and fragile vehicle is anathema to them. To ensure the pilot’s survival, their standard fighter is heavily armored and possesses one of the best ejection systems in known space.
The Utan is armed with two light fusion cannons similar to those found on the Minbari Tishat, plus a single light molecular disrupter. The Utan is a gravitic fighter and can take a lot of damage, but is not particularly maneuverable. This is not because the engines are weak, but because they have difficultly overcoming the structural mass of the fighter.
Prioity: Patrol, Flight of 3
STATS:
Hull: 5 Speed: 10 In-Service: 2050+ Dogfight: +0
Traits: Dodge 3+, Fighter
Weapons:
Light Molecular Disuptor 2” T 1AD D-Dam
Light Fusion Cannons 2” T 2AD AP


Maitau Pursuit Frigate:
The Yolu tend to operate cruisers and other large ships as a matter of doctrine. Small ships are seen as a waste of resources, since they tend to be the first things destroyed in battle and rarely stand up to a concentrated blow from an enemy cruiser. They do have one advantage, however, in that they tend to be swift. The Yolu therefore operate a specialized class of fast frigates of the Maitau class. These ships operate as police forces, hunting down Raiders, Llort, and other enemies that attempt to penetrate Yolu space. In a fleet situation, the Maitau spends most of its time on the fringes of the battle, picking off cripples and chasing down wounded ships that try to escape.

Hull: 5 Dam: 22/6 Crew: 18/5 Speed: 12 Troops:3 In-Service: 2106+
Turns: 2/45 Craft: N/A Priority:SKIRMISH Special: NONE

Weapons:
Fusion Agitator 18” F 6AD D-DAM
Fusion Cannon 12” F 4AD AP, M-B
Fusion Cannon 12” P 2AD AP, M-B
Fusion Cannon 12” S 2AD AP, M-B


Malau Attack Frigate: (Maitau Variant)
The disruptor armed predecessor of the Maitau pursuit frigate, the Malau had the flaw of having to close range to point blank before delivering a crippling blow to enemy ships. These craft were largely replaced by the Maitau with its ability to whittle enemy ships down from a distance. This was for reasons of doctrine rather than any flaw in the craft, which remained in service to hunt down raiders preying on Yolu shipping,
and its ability to deliver a devastating close range blow with its disruptors made it rightly feared by pirates trespassing in Yolu space.
During the Dilgar war the slow recharge time of this crafts molecular disruptors were shown to be a major flaw. While its disruptors would rip apart a Dilgar frigate or destroyer, the recharge time meant the ship
would usually be destroyed before it had a chance to fire again. After the Dilgar war these craft were usually operated in squadrons with Maitaus and Maishans, whose faster firing weapons would cover the Malau in fleet engagements. The craft proved its worth in the Shadow war, as squadrons closed with cruisers and delivered killing blows.

Hull: 5 Dam: 22/6 Crew: 24/5 Speed:12 Troops:3 In-Service: 2106+
Turns: 2/45” Craft:N/A Priority:SKIRMISH Special: NONE

Weapons:
Molecular Disruptor 8” F 4AD AP, D-DAM, PREC
Fusion Cannons 12” F 6AD AP, M-B
Fusion Cannon 12” P 4AD AP, M-B
Fusion Cannon 12" S 4AD AP, M-B
TO BE CONTINUED
 
Eheh...That got cutoff. Fixed now! Of note, I got the ship descriptions off another website as well, the URL of which has been lost by myself. Glaar!

Maltra Scout:
Since the Yolu have no interest in exploration or surveying, their scout vessels are designed entirely as fleet support elements. They are better scouts than most similar vessels operated by the League, but are pale shadows of those operated by the Minbari. Lacking any interest in expansion, the Yolu simply put little effort into advancing their sensor technologies. Though it lacks any sort of significant offensive firepower, this scout is well equipped to defend itself, packing a serious number of fusion cannons on its hull.
Hull: 5 Dam: 24/5 Crew: 28/6 Speed: 10 Troops:4
In-Service: 2050+
Turns: 2/45 Craft:N/A Priority:SKIRMISH Special: Scout, Jump Point

Weapons:
Fusion Cannon 12” F 4AD AP, M-B
Fusion Cannon 12” P 4AD AP, M-B
Fusion Cannon 12” S 4AD AP, M-B
Fusion Cannon 12” A 4AD AP, M-B

Hastan Escort Frigate:
One of the weaknesses demonstrated in the Dilgar and Kor-Lyan war in Yolu fleets was the lack of escorting ships for the Yolu fleet. Dilgar fighters were able to run effortlessly through the fleet, isolating and destroying ships. There were two choices of countermeasures to enemy fighters, either a new interceptor design (and accept the casualties through attrition) or dedicated escort craft to protect vulnerable ships. Because of the debate, the decision was referred to the Ingyo, who chose a dedicated escort craft over easily destroyed fighters to preserve Yolu life.
The design bore fruit in 2243, when the first prototype left dock to join fleets patrolling around the dead colony of Beta 9, protecting from Kor-Lyan probes and raiders. The ship itself had eight turret mounted fusions and two forward heavy fusion cannons. It was a solidly built heavy combat vessel slightly larger than the Minbari Tinashi, but without the comparable long ranged firepower. Since the mid 2240s it has become a common sight, preventing assault fighters making attack runs on capital ships and disrupting enemy wolfpack formations.
Hull: 5 Dam: 26/5 Crew: 34/6 Speed:10 Troops:4 In-Service: 2243+
Turns: 2/45 Craft:N/A Priority: RAID Special: NONE

Weapons:
Heavy Fusion Cannon 18” F 6AD M-B, A-FI
Fusion Cannon 12” T 6AD AP, M-B

Nashana Light Cruiser:
This is the most obvious sign of the Yolu navies transition from a force to deter invasion and chase raiders to a force designed to fight a determined invader. The Yolu noted the deployment of fighters on many of the cruiser sized ships in service among the league navies, and looked at the production of a new cruiser design that would support the Ulana patrol cruisers.
The Yolu wanted to include a squadron of fighters on the hull, but a feasibility study of pilot recruitment forced them to reduce this to a single flight. The Nashana is more like a conventional younger race warship than any other craft fielded by the Yolu. Instead of having its jump drive located in its nose, the Nashana buries it among the primary systems. It operates organic fighter support and splits its weaponry between long range punch (in its destabilizer beam and fusion agitators) and a shorter range secondary armament (fusions and heavy fusions).
While the hull has fewer weapons than the patrol cruiser, and is less resilient than the patrol cruiser, it is easier to build and requires significantly less crew, placing fewer lives at risk. Outside of wartime, these units usually patrol in squadrons.
Hull: 5 Dam:26/4 Crew: 29/5 Speed:8 Troops:6 In-Service: 2244+
Turns: 2/45 Craft: 1 Utan Flight Priority:RAID Special: Jump Point

Weapons:
Destabilizer Beam 20” F 2AD BEAM, TRI-DAM, PREC
Fusion Agitators 18” F 8AD D-DAM
Heavy Fusion Cannons 15” F 4AD M-B,A-F
Fusion Cannon 12” F 4AD AP, M-B
Fusion Cannon 12” P 2AD AP, M-B
Fusion Cannon 12” S 2AD AP,M-B

The Yolu are not big on fighters, and those they do operate are launched entirely from dedicated carriers such as the Notali, designed along with the Notai that shares the same hull configuration. While the Notai is slated for use as a marine assault platform, the Notali serves to deploy Yolu fighters into the field, something that during the inception of the Notali the Yolu did not wish to do. The ship is surprisingly well armed for a carrier, though its hull is relatively small as Yolu cruisers go. In addition to its two squadrons of fighters, it also employs two breaching pods as standard equipment, a feature not unusual among Yolu carriers.
Hull: 5 Dam: 32/6 Crew: 36/8 Speed:6 Troops:6 In-Service: 2096+
Turns: 1/45 Craft: 4 Fighter Flights Priority:RAID Special: Carrier 2

Weapons:
Molecular Flayer 24” F 2AD Weak, Molecular Flayer*
Fusion Agitator 18” F 6AD D-DAM
Molecular Disruptor 8” F 4AD AP, D-DAM, PREC
Molecular Disrupor 8” A 2AD AP, D-DAM, PREC
Fusion Cannon 12” P 4AD AP, M-B
Fusion Cannon 12” S 4AD AP, M-B


Notai Assault Carrier: (Notali Variant)
In the late 21st century the Yolu were pondering the deployment of new assault and carrier craft. They decided the build them both on the same hull, building a limited number of carriers and a larger number of assault craft. The Notai assault carrier was originally slated to act as a commando ship or priority transport. Able to carry 26 assault craft (be they breaching pods or assault shuttles) it can easily complete simple missions or attacks on raider bases. Armed with disruptors and fusion cannon to protect itself from enemy ships and batter down defenses, the Notai is a capable warship on its own.
This ship is often attached to fleets seeking raider bases and saw active service during the war against the Kor-Lyan, deploying troops on Beta 9 to root out Kor-Lyan ground forces. These ships have gone from being a dead end posting to a prestigious position for a career officer, and captains of these ships often adjudicate at Mutai tournaments. This ship is the most common Yolu craft seen outside Yolu space, hosting Mutai tournaments among the league races.
Date: 2096+, 2 Fighter Flights, Shuttles, High Troop Score, Molecular Disruptors, Fusion Cannons
Hull: 5 Dam: 32/6 Crew: 36/8 Speed: 8 Troops: 10 In-Service: 2096+
Turns: 1/45 Craft:2 Fighter Flights Priority:RAID Special: Shuttles 2

Weapons:
Molecular Disruptors 8” F 4AD AP, D-DAM, PREC
Molecular Disruptor 8” A 4AD AP, D-DAM, PREC
Molecular Disruptor 8” P 4AD AP, D-DAM, PREC
Molecular Disruptor 8” S 4AD AP, D-DAM, PREC
Fusion Cannon 12” F 4AD AP, M-B
Fusion Cannon 12” P 4AD AP, M-B
Fusion Cannon 12” S 4AD AP, M-B
Fusion Cannon 12” A 4AD AP, M-B
 
Aluin Gunship:
Unlike the Ulana, this cruiser is designed to operate in a fleet environment. While the patrol cruiser uses its own secondary weapons to lower an opponent’s armor, the Aluin simply hammers on them with its array of molecular disruptors and destabilizers. The Aluin is somewhat smaller than its longer-ranged cousin, however, and is generally treated as a light cruiser for tactical organization purposes.
Hull: 6 Dam: 38/5 Crew: 42/7 Speed:8 Troops:6 In-Service: 2210+Turns: 1/45 Craft: N/A Priority:BATTLE Special: Jump Point

Weapons:
Molecular Disruptor 8” F 4AD AP, D-DAM, PREC
Molecular Disruptor 8” P 2AD AP, D-DAM, PREC
Molecular Disruptor 8” S 2AD AP, D-DAM, PREC
Destabilizer Beam 20” F 4AD BEAM, TRI-DAM, PREC
Fusion Cannon 12” F 6AD AP, M-B
Fusion Cannon 12” A 4AD AP, M-B
Fusion Cannon 12” P 4AD AP, M-B
Fusion Cannon 12” S 4AD AP, M-B


Ulana Patrol Cruiser:
This vessel is designed to operate alone if necessary, and is frequently found on guard at the Kor-Lyan, Vree, and Llort borders. With its variety of weapon types, it can strip the armor off an enemy and then pound it into scrap with disruptors and fusion cannons. Unfortunately, the typical Yolu captain lacks the aggression to employ these weapons as originally intended.
Hull: 6 Dam: 42/6 Crew: 46/8 Speed:8 Troops:6 In-Service: 2065+
Turns: 1/45 Craft: N/A Priority:BATTLE Special: Jump Point

Weapons:
Molecular Flayer 24” F 2AD Weak, Molecular Flayer *
Fusion Agitator 18” F 6AD D-DAM
Fusion Agitator 18” P 4AD D-DAM
Fusion Agitator 18” S 4AD D-DAM
Fusion Cannon 12” F 4AD AP, M-B
Fusion Cannon 12” A 4AD AP, M-B
Fusion Cannon 12” P 4AD AP, M-B
Fusion Cannon 12” S 4AD AP, M-B
Molecular Disruptor 8” F 8AD AP, D-DAM, PREC
Molecular Disruptor 8” P 4AD AP, D-DAM, PREC
Molecular Disruptor 8” S 4AD AP, D-DAM, PREC


Udran Command Cruiser:
The Udran is an enlarged version of the Ulana hull constructed after the Dilgar war. During the war the Yolu found some difficulties fighting Dilgar formations that benefited from dedicated pentacan command formations, and analysis gave the Yolu new ideas for communications and co-ordination of fleets. The Yolu designed a new command cruiser to utilize the technologies developed since the Dilgar war, and included organic fighter support on the hull.
It was designed as a pure combat vessel, and was equipped with longer ranged weapons in order to stay out of close range engagements that would leave it vulnerable to enemy fire. This was the first Yolu ship to deploy the heavy fusion cannon, replacing its disruptors with a faster firing and longer ranged alternative. As a pure combat ship it is not seen on patrol in Yolu space, and stays at Yolu bases or in mothballs until a time of war necessitates its activation to lead fleets.
Hull: 6 Dam: 50/8 Crew: 62/10 Speed:8 Troops:8 In-Service: 2241+
Turns:1/45 Craft: 1 Fighter Flight Priority:WAR Special: Jump Point, Command + 1

Weapons:
Molecular Flayer 24” F 2AD Weak, Molecular Flayer*
Molecular Flayer 24” P 2AD Weak, Molecular Flayer*
Molecular Flayer 24” S 2AD Weak, Molecular Flayer*
Destabilizer Beam 20” F 4AD BEAM, TRI-DAM, PREC
Heavy Fusion Cannon 18” T 6AD M-B, A-F
Fusion Agitator 18” F 8AD D-DAM
Fusion Agitator 18” P 6AD D-DAM
Fusion Agitator 18” S 6AD D-DAM
Fusion Cannons 12” F 4AD AP, M-B
Fusion Cannon 12” A 4AD AP, M-B
Fusion Cannon 12” P 4AD AP, M-B
Fusion Cannon 12” S 4AD AP, M-B


Yuan Dreadnought:
If there is one ship in the Yolu navy that truly strikes fear into the hearts of their enemies, the Yuan Dreadnought is it. This immense vessel is a battleship in everything but name, and can stand up to just about any other single ship that would dare stand in its way. Due to the fact that these ships are extremely costly to build, and very few exist they are rarely seen alone, and normally operate as the flagship of an entire battle fleet.
Hull: 6 Dam: 62/12 Crew: 74/12 Speed: 6 Troops:8 In-Service: 2084+
Turns: 1/45 Craft: 2 Fighter Flights Priority:WAR Special: Jump Point, Command +1

Weapons:
Molecular Flayer 24” F 2AD Weak, Molecular Flayer*
Destabilizer Beam 20” F 6AD BEAM, TRI-DAM, PREC
Fusion Agitator 18” F 10AD D-DAM
Fusion Agitator 18” P 8AD D-DAM
Fusion Agitator 18” S 8AD D-DAM
Molecular Disruptors 8” F 6AD AP, D-DAM, PREC
Molecular Disruptor 8” P 6AD AP, D-DAM, PREC
Molecular Disruptor 8” S 6AD AP, D-DAM, PREC
Fusion Cannon 12” F 6AD AP, M-B
Fusion Cannon 12” A 4AD AP, M-B
Fusion Cannon 12” P 4AD AP, M-B
Fusion Cannon 12” S 4AD AP, M-B

Next, Refits and Other Duties!
 
Yolu Refits:

2 - Advanced Jump Engines
3 - Turbo Weapons
4 - Armor Penetration Upgrade: Choose one Fusion Agitator or Destabilizer Beam. It gains the AP trait, but has its attack dice halved (Rounding down) +1.
5 - Miniaturized Molecular Flayer: This ship is chosen to mount a miniaturized version of the Molecular Flayer. This ship gains a Molecular Flayer with the following Traits: Forward Arc, 15" Range, 2AD, AP, Molecular Flayer. This can only be applied once to one ship in the entire fleet.
6 - Advanced Sensor Array
7 - Additional Weapons fitted: 4AD or higher
8 - Long Range Targeting
9 - Reinforced Hull
10 - Advanced Gravitic Drive
11 - Extra Hangar
12 - Flight Computer

Yolu Other Duties
2 - Coo-Tah's Channeler: The captain of this ship finds himself harmonious with the Coo-Tah energy he believes permeates the universe. The crew is inspired to greater heights as a result and follow his orders without fail. This ship gains a +1 Bonus to the following Special Actions: "Stand Down and Prepare to be Boarded", "Give me Ramming Speed!", and "Maneuver to Shield Them." This may only be applied once

3 - Muta-Do Elite: This ship has been assigned a Muta-Do, a prestigious fighter that has participated in hundreds of Mutai Tournaments. When this ship engages in a boarding action (whether defending or boarding), its troops are killed only on a roll of 6, rather than 5 - 6.

4 - Ingyo's Chosen: This ship is specifically nominated as important by the Ingyo Council. Double any Victory Points earned by this ship (and this ship alone) for the rest of the campaign.

5 - Mutai Tournament: This ship has been chosen to host the latest Mutai Tournament, and fighters from all over the galaxy flock to it to participate. Nominate a Strategic target you control. This ship is assigned there for the duration of the tournament. At the beginning of every Campaign Turn, roll one die. If the result is 1-4, the tournament continues and this ship cannot be used in the current campaign turn. On a successful roll of 5-6, the Tournament is complete and the ship is returned to active duty, gaining a +2 to its Crew Quality (to a maximum of 6). However, if the Strategic target is attacked by an opponent before the tournament concludes, this ship automatically takes part in the battle, and the Yolu are outraged at the interruption of their sacred event. From now on, when facing the fleet that attacked this strategic target, you gain a +2 Initiative bonus and have an additional fleet allocation point to spend. This can only be applied once.

6 - Veteran Fighter Pilots

7 - More Funding

8 - Veteran Engineers

9 - Muta-Do Assignment: This ship is chosen to escort a prestigious Muta-Do to a nearby Mutai Tournament. While he is on-board, the crew and Yolu Marines benefit from his expert tutelage. This ship cannot participate in the next Campaign turn, but gains +1 to its Crew Quality (To a maximum of 6). In addition, when this ship engages in a boarding action, its troops can only be killed on a roll of 6, rather than 5-6.

10 - Diverting Raid

11 - Superior Strategic Positioning

12 - Assistance Rendered: ISA, Narn, Minbari, EA, or League Fleets
 
Interesting fleet. Obviously needs playtesting but I like the concept behind it. A couple of ships on initial inspection without actually trying them look like they might pack a nasty punch compared to equivalent ships of the same priority but on the other hand they seem to be slightly more fragile so it might balance.
 
They lack armor penetration on their longer range weapons, which is where the Molecular Flayer comes in. Their close in weapons have the AP trait, but when they're that close then they start really getting messed up considering they have no defensive measures other than really offensive firepower. I figured the nasty weapons but fragile ships kind of balance each other, but they still do need playtesting.
 
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