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Red Pins

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Countdown to The New Clans: Volume 1
« on: January 19, 2011, 11:54:37 AM »

...So.  My AU project is almost to the point I feel comfortable with a deadline.  That day will be August 1, 2011.  Either the files will be published here on the Fan Board, or released in PDF as Edition 1.0.  Rather than post updates to the Internet in a blog nobody is going to know about, I'm going to post here as incentive to keep on schedule and appeal to the community for technical help.  (I'm great at lying my ass off - fiction isn't the problem.  Its learning HOW to do this stuff - I'm way too old for it to come easy.)

The whole project should be 4 volumes.  So far, this is the planned layout for the first book;

Code: [Select]
PG 1     Cover Image; Title across the top

PG 2     Intro; My letter of Intro

PG 3     Table of Contents; Legal Disclaimer; Contributors; Thank-yous; Copyrights

PG 4     Greetings from Loremaster Council;

PG 5     Clan Frost Ape, 33 pages;
Clan Frost Ape
  The Founding
    The Golden Decade
    The Colonial Decades
    The Scientific Decades
  The OpClan Debates
  The Present
  The Great Family
  The Touman
    Training
    Chain of Command
  Touman TO&E
    Designations
    ‘Mech Assets
    AeroSpace and the Naval Reserve
    Armor and Artillery
    Infantry
    Reserves and Militia
  Uniforms and Insignia
  Military Decorations
  Notable Personalities
  The Blood Heritages
Military Units; 8 Galaxies + 3 Reserve Galaxies

PG 44   Clan Carnoraptor, 39 pages;
Clan Carnoraptor
  Historical Record, 2862-2871
    Analyst’s Note
  Historical Record, 2871-2890
    Analyst’s Note
  Historical Record, 2890-2940
    Analyst’s Note
  Historical Record, 2945-3004
    Analyst’s Note
    Analyst’s Note
      Clan Carnoraptor Intelligence Report
      Clan Carnoraptor Threat Assessment
  The Touman
    Carnoraptor TO&E
    Branches of the Touman
    Chain of Command
    Uniforms and Insignia
    Military Decorations
    Notable Warriors
    The Blood Heritages
Military Units; 10 Galaxies +1 Reserve Galaxy

PG 77   Clan Devil Wasp, 33 pages;
Clan Devil Wasp
  Miscarriage of Justice
    The Truce
  Erinyes and Vendetta
    Blood and Death
    Vengence
  Building the Hive
    The New Path
  The Touman
    TO&E
    Branches of the Touman
    Chain of Command
    Uniforms and Insignia
    Military Decorations
    Notable Warriors
    The Blood Heritages
Military Units; 8 Galaxies + 8 Reserve Clusters

PG 100 Clan Surf Dragon, 27 pages;
Clan Surf Dragon
  Divine Ancestry
  The Beginning
    The Truce
  The Ronin Wars
    The Good Years
    End of the Beginning
  Renaissance
    Recent Events
  The Castes
  The Touman
    Organization
    Branches of the Touman
    Chain of Command
    Uniforms and Insignia
    Decorations
    Notable Warriors
    Blood Heritages
Military Units; 5 Galaxies + 3 Reserve Galaxies, 3 Clusters

PG 127 Clan Tundra Leopard, 37 pages;
Clan Tundra Leopard
  The Founder
  Birth of the Clan
    Rebirth of the Caste
    A New Beginning
  Rise of the Castes
    Segregation
  Fall From Grace
    Innovation
    The Good Years
  The DezClan Trials
    The Trueborn Resurgence
  Current Events
  The Castes
  The Touman
    TO&E
    Branches of the Touman
    Chain of Command
    Uniforms and Insignia
    Military Decorations
    Notable Warriors
  The Blood Heritages
Military Units; 9 Galaxies + 3 Reserve Clusters

PG 164 Sourcebook information Legacy Cluster Atlas, 17 pages; Occupation Chart, 1 page;

PG 182 ‘Unique Technology’ (H-AC), 19 pages;
 
PG 201 Allowable Technology Charts, from TW, TO, and SO, 4 pages;

PG 205 Sample Units, Primitive Mechs, ELMs, PAMs, FighterShips, WarShips, missile trailers, etc., 10-20 pages;

PG 225 Record Sheets for ELMs, ACs, H-ACs, Battle Sheet, 4-6 pages;

PG 231 Rear Cover; Advertising Blurb; Disclaimers

...and that's just the beginning.
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Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #1 on: January 19, 2011, 11:58:15 AM »

Oh, and a couple samples.

Code: [Select]
Assault and Heavy Assault Components

Assault Components are the masterpiece of the New Clan Scientist and Technician Castes, designed to provide the Warrior Caste the military edge they would require to defeat the dezClans.  The creation of Clan Mammoth, their development began almost immediately after the end of the Legacy civil war.
Unsuccessful for nearly 20 years, the project became the running joke of the Cluster before successfully creating a prototype over the 100-ton limit imposed by current materials and technology.  Originally claiming some of the best Scientists and Technicians of the Clan, a dismal failure rate and lack of motivation eventually turned the project into a purgatory for the undesirables of the two Castes.
Finally embarrassed enough to end the useless program, the Mammoth Khans chose to close down the program with the end of the fiscal year on January 1, 2863.  As the deadline approached and equipment and supplies ran out, the final meeting of the development group broke down into drunken arguments and complaints with Senior Technician Jimmy (Murphy) offering a final observation before collapsing; “Why not just weld two ‘Mechs together and call it a prototype?”
Whether the result of desperation or a close brush with alcohol poisoning, after recovering from their hangovers work began the next day on a prototype.  As Scientists began researching the fastest way to accomplish their goal, Technicians and Laborers began beating the bushes for equipment and materials.  Eventually bringing the Merchant Caste into the project to secure a pair of salvaged ‘Mechs, one of them a rare Goliath, work on the prototype began.
Left with less than 28 days to present a finished prototype, the team struggled to began to bring the project to a successful conclusion, brushing aside niceties such as safety regulations.  The prototype Freak, barely able to move across the ‘Mech bay at its unveiling without destroying its extensively re-worked internal structure, became the first Hexipedal BattleMech of its kind anywhere in human space.
Aware of the lashed-together nature of the project, the team also presented the falsified specifications for a new, improved version of the design, utilizing a pair of dedicated ‘components’ to refine the basic concept.  Able to carry the full mass of an Assault ‘Mech as its expected weapons load, the Warrior Caste agreed to continue the project.  Ironically, the revitalized project failed to save them from being Abjured, as once again the Clan Council saw fit to assign their finest Scientists and Technicians to the project.
Eventually making sense of the muddled reports and plans, a second prototype using the maligned quad-based BattleMech produced the even larger, 8-legged, 200-ton design before concluding the available technology could not support further developments.
 

Code: [Select]
PERMANENT AIRMECHS

The lineage of the PAMs in the Legacy Cluster can be treaced back to the original Star League LAM brought to the Cluster with the survivors of the Wolverine Annihilation.  Refurbished and used during the 3rd Exodus for its superb reconnaissance abilities, repair and maintenance problems eventually left it permanently in AirMech mode.
Rather than a problem, the damage to its conversion gear actually extended its working lifetime, while other machines were scrapped to maintain its remaining systems during the Exodus.  Finally retired after the settlement of the Totem system, it was stored with the remainder of the 331st’s surplus equipment in the Haven Castle Brian.
Eventually, the discarded LAM technology became the subject of an intense scrutiny by the Frost Apes looking for technology and equipment to adapt for use in their Touman.  Supplied with the abandoned chassis, Frost Ape technicians quickly realized the technology of its conversion gear was too advanced for the New Clans to duplicate.  A technician noted, however, the LAM was repairable with commonly available tools if parts could be found or made.
As the list of repairs and upgrades were categorized, engineers found most of the advanced technology needed for the conversion process could be ignored if the team was willing to settle for returning the AirMech to service.  With that in mind, Scientists prepared detailed blueprints for the first New Clan PAM design, it was discovered the materials strength of the design exceeded what was necessary for a 55-ton unit.
Today, PAMs are still primarily scouts and harassers, but Heavy PAMs have emerged as the preferred raiding unit.  Despite their relative scarcity, PAMs seem likely to experience yet another boost in popularity as blueprints and samples of the Inner Sphere’s Improved –Jump Jets make their way through Guide Teams to the Cluster’s Scientist and Technician Castes.
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Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #2 on: January 19, 2011, 12:05:27 PM »

...aannndd a couple more.  Clans Carnoraptor...

 
THE BEGINNING

[**  Begin Recording…(Historical Record, 2862-2871)]
Those of you in the rear, stand.  Those in front, kneel.
Packmates…   The origins of our Clan and Packs are clear – our Warrior Caste was assembled from the finest Warriors of Clan Dingo, as the pinnacle of the Warrior Caste.  Selected for ferocity and tenacity, our Clan was built as a cavalry and attack unit under the command of our Founders, Khan Rachel Sanders and saKhan Dennis Fouchet.
After establishing the Pack and Clan Councils, our Khan began modifying Clan stra-tacs to more closely follow the ways of our Totem and establishing the rituals and traditions of the Clan, including the Hazing Ritual of the Warrior Caste.
As we began to grow, we needed access to greater resources, and our needs grew until our sibClans turned our Merchants away, jealously guarding their share of scarce resources from us.  In desperate need of several basic goods, we turned to saKhan Fouchet and the Merchant Caste to secure our future growth and expansion.
Entering negotiations with the Surf Dragons in good faith, we traded part of our industrial strength in exchange for the territory and natural resources we needed.  All seemed ready for the coming of our first anniversary as a Clan, when the errors of the Merchant Caste started to become plain.  More and more of our industrial capacity became idle, as the loss of essential basic manufactur-ing and support services forced the Laborer Caste to concentrate on immediate needs.  Nearly three Clusters in size, our Touman became increasingly crippled by shortages.
Eventually, the failure of saKhan Fouchet had to be dealt with, and the Khan executed him in a Trial of Grievance.  He was replaced by Star Colonel Wayne Harkness, a choice forced on the Clan by political pressure from the Dingo Khans.  Familiar with the logistics needed by the Clan, he was accepted as saKhan despite the politics played behind the scenes. 
Struggling to find support for the growing needs of our Touman, our Merchants reported requests from Clan Mammoth for bids to contract garrison troops.  Offering support and maintenance for our troops in return, the Mammoths had refused to parcel out a majority of their industrial base when spawning their 2nd Clans, making them the largest industrial base of the New Clans next to IlClan Wolverine, supplying the needs of the IlKhan’s Guard Galaxy and their own.
After a formal bid, Khan Sanders offered elite units of our Touman to relieve their overwhelmed garrisons in exchange for a minor amount, including supplies and maintenance, and an alliance to assist rebuilding and exploiting our new territories.  Accepting our terms and offering a ‘Lend/Lease’ agreement to recoup our industrial losses, our Khan approved the Mammoth terms.
However, we had not considered the grasping clutches of the Mammoth Merchant Caste.  The saKhan and senior Merchants took their concerns over the terms of the agreement to the Khan, who was unable to censor the saKhan because of his political connections.  Rachel chose to believe the protests of the Mammoth Khans that the contract was honorable and would benefit both Clans, but as time passed we found ourselves becoming more and more dependant on the resources of our allies, and further in debt for supplies and equipment to repair damage to our machines not covered by our contract.
Finally involving the Khans of the Dingoes, Mammoths, Wolverines, and the IlKhan herself, secret negotiations for dealing with the debt assumed by our Clan resulted in a ‘mortgage’ of all Carnoraptor assets along with a portion of Clan Wolverine’s industrial base as collateral.  It was not until the eventual Trial and victory of the young Star Colonel Ben Alexander that our Clan was redeemed.  But that is tomorrow’s lesson.

[**Analyst’s Note:
In the historical records of Clan Wolverine, the original Khan was actually Gene Robbins, who selected a highly aggressive Nova Captain, Rachel Sanders, as SaKhan.  Consensus among analysts researching the circumstances of Robbins’ death conclude the Khan was overmatched in training exercises that eventually crossed a line into an undeclared Circle of Equals in late April of 2862.
Erasing all mention of Gene Robbins as Founding Khan from Carnoraptor records, Rachel assigned the position of saKhan to Dennis Fouchet, a fellow veteran of the March on Legacy.  Dennis began to organize the lesser Castes to fully develop the Clan’s resources with the assistance of the Merchant Caste, although the inexperience of the Warrior Caste in logistics led to some disastrous implications for future development.
The Carnoraptors became heavily in debt after Fouchet and the Merchant Caste made a rash decision to bid for possession of the offered Surf Dragon territory.  The undeveloped deposits and resources offered to enrich the Clan substantially, but the bid required a large portion of the industrial base needed to exploit them, and their competitors bid the cost of ownership up significantly.  The resulting debt crippled the Clan’s development for years, and only the fact they received the majority of the Dingo Touman left them even with the Toumans of their sibClans after the Truce.
The Mammoth alliance again took advantage of their inexperience by offering maintenance and supplies common to all Mammoth garrison facilities while refusing to provide expensive spare parts, equipment, and material to units defending the facilities from Trials, saving themselves the cost of doing so.  The ‘goodwill’ generated by the contract was nonexistent, as the Ilkhan eventually became involved as arbiter between the Mammoths, Dingoes, and Carnoraptors.  The eventual settlement placed the Carnoraptor Touman under a “mortgage” guaranteed by nearly a half of the facilities dedicated to the IlKhan’s Guard.]


...and Clan Devil Wasp, from volume 1.

MISCARRIAGE OF JUSTICE

   Unlike the rest of the 1st Clans, the Mammoths proved to be jealous misers who refused to distribute their industrial base fairly among their new Spawn.  Interested in preserving the size and strength of their Clan, we were offered an industrial base unable to sustain the basic needs of our Castes and a Touman of elderly Warriors and damaged or broken equipment.  Refusing to accept the position of Khan under these circumstances, Founding Khan Jules Hubbard was removed from the Mammoth Warrior Caste and taken into the wilderness to be shot.
Those orders were never followed, whether from the unwillingness of Mammoth Warriors to follow the dishonorable orders of their Khan, or the laziness commonplace among the Mammoth Warrior Caste.  Finding a small settlement, Jules was accepted as a deserter and found a home among the freebirth settlers of the small village of Evergreen.
Quickly rising to a position of influence, Jules was instrumental in convincing several settlements to cooperate and join forces to provide mutual protection from bandits and increase the amount of cultivated land.  It was during this time he met Anita Lynch, who eventually became his wife.  Raped and abandoned by bandits, Anita and her daughter Erin became enthusiastic supporters of his efforts.
During his time there, Mammoth Warriors continued to refuse the offer of becoming Khan of Clan Devil Wasp, until Feb 9, 2862, when the Hamburg Riots erupted and Mammoth Warriors massacred nearly 5,000 women and children while attempting to regain control of the Hamburg Industrial Complexes.
Suddenly under close scrutiny by the Office of the IlKhan and their fellow 1st Clans, their Khans discredited by the riots, and the situation of the Mammoth 2nd Clans coming to light, new orders went out to stall any inquiries and locate former Star Colonel Hubbard.  Within days, the search located the settlement and our Khan demanded Anita and Erin be allowed to accompany him as his family, to become founding members of the Clan.
   Taking command of the Clan after intense negotiations with the Mammoth Khans in which Jules accepted slightly less than 1/5th of the Mammoth assets, Khan Hubbard began looking for ways to help further the strength of his new Clan.  First among these were allies.  Our sibClans, the Condors and Tyrants, responded favorably to the offer of combining our industrial bases and Toumans, and on April 2, 2862, the three groups announced the Unified Clans.
   The three Khans also announced a first for the New Clans as a whole; all members of the Clans would be given 30 days to decide whether to return to Clan Mammoth, become Civilians, or to willingly endure the hardships of establishing their new Clans.
On May 1st, 18% of the 2nd Clan population abandoned claims of membership to the UC and left the New Clans or returned to their homes in Clan Mammoth.  The remaining 82% declared their support for the UC and their Clans, now termed ‘Factions’, turning their backs on the injustices of the past and Clan Mammoth.
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Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #3 on: January 19, 2011, 12:08:20 PM »

...You know, I could use some playtesters, readers, and contributors - for example, I need a navy (centered around a Lola III-copy and some smaller classes) if you want to contribute, let me know.
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Takiro

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Re: Countdown to The New Clans: Volume 1
« Reply #4 on: January 19, 2011, 01:28:28 PM »

Welcome aboard Red Pins!
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Ice Hellion

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Re: Countdown to The New Clans: Volume 1
« Reply #5 on: January 19, 2011, 01:38:12 PM »

Welcome.
How can I help?
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"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #6 on: January 20, 2011, 01:24:07 AM »

Welcome.
How can I help?

Well, if you want to, its up to you.  Some of the things I need help with are;

-Art.  Original, doesn't matter if its a practice piece of your grandmother, it can brighten things up a bit.
-WarShip designs. I don't have Strat Ops (yet) and they need a small fleet, centered around corvettes with destroyer squadron leaders and a single BC as flagship.  A list of specs exists, with rough speed, anti-fighter strength, docking collars, and a bunch of other minor stuff.
-Drafting help.  I have 5 new types of units; Assault- and Heavy Assault Components (150-ton 6-leggers and 200-ton 8-leggers), Permanent AirMechs (LAM design, with some wrinkles), FighterShips (110- to 200-ton, double-engine ASF/small craft), a cellular missile launcher (missile trailers towed behind APCs, a replacement for SRM/LRM carriers), and Extra-Light 'Mechs (ELMs are from 11-19 tons, sort of a cross between ProtoMechs and Light Mechs).  What I DON'T have are record sheets.
-Playtesters.  Five new units, 4-5 new construction techs, and a couple new weapons and equipment.  Stilts, Hardpoints, Point C3 system, HAG-style AP Gauss Rifle.  Most aren't typed yet, but the basic rules have been worked out and fluff written.
-Readers.  I'm pretty sure I have what I want in the fiction, but it could always use another pair (or a couple pair) of eyes.  Comes in 5 flavors, Frost Ape, Carnoraptor, Devil Wasp, Surf Dragon, and Tundra Leopard.

...Give me a day and I'll have another half-dozen items.  Basically, what's your favorite thing?
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Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #7 on: January 31, 2011, 03:36:27 PM »

...182 days.

The 'Unique Technology' segment is really starting to pall...  I've played with this stuff for years, but finding time to type it is another thing.  So if combing TW for all the possible interactions for it...  And yet, after the segment on Permanent Air'Mechs comes both FighterShips and Extra-Light Mechs. Let alone the Arrow V artillery missile, added to replace the heat-seeking missiles of Clan Devil Wasp.  Then there are still the Automatic Gauss rifle (a version of the AP-gauss with the extra capacitors, like the HAG system) and the WarShip-sized Repeating Naval Gauss...  I can hear the screams over that one from here, but it is logical to copy their smaller cousins...

One more thing I need; somebody with Heavy Metal Aero to enter the specs for a series of War Ships.  To this individual, I can offer the chance to name them, and I'll provide appropriate background for that person to write the fluff if they so choose.  Nothing is set in stone, so you have free reign.  Go nuts.  If there are problems, let me know.  These are the rough requirements for the New Clan naval forces;

Naval Roles

A navy is a major undertaking for anybody - let alone the survivors of the Wolverine Annihilation!  Nearly a hundred years after, a concerted effort is underway to create a credible navy to defend the Legacy Cluster (See my sig?  ) - this is where you come in.

There are certain guidelines to designing the fleet - movement, fighter complement, DropShip collars, ideal weapons ranges, and anti-fighter defenses.  By class, these are;

                  MOVE      ASF/SC         DS        PREF. RANGE      STRENGTH OF       TONNAGE
                                                                         BRACKET              AA FIRE            (in millions)
Corvette      6/9       6 ASF/2 SC    1 DS          S/M                      M/H               0 - .25   (250,000 tons)
Frigate        5/8      20 ASF/6 SC   4 DS          M/L                       M/H             .5 - .75
Destroyer    5/8     10 ASF/2 SC    3 DS           M/L                       M/H             1.0 - 1.2
Cruiser        4/6     10 ASF/4 SC    6 DS           L/E                      M/H             1.3 - 1.5
Battle Cr.     5/8     30 ASF/8 SC    4 DS             L/E                   M/H             1.3 - 1.5
Battle Ship  4/6     20 ASF/8 SC    8 DS          L/E                        L/M              1.6 - 1.9
DN              3/5     30 ASF/12 SC  10 DS        L/E                       L/M             2.35 - 2.5

There are a couple notes on appropriate roles; for instance, this is a Navy, not a collection of unrelated ships - uniformity in weapons is necessary as production and ammo is expensive.  Only the corvette and DDs are in production, with a single design each.  A single BC exists as the flagship.  The remainder are still in design phase; it is uncertain they will ever see production.  Fiction is already outlined for these ships as part of the AU; if you want to take a swing at it, PM me for the details.

Roles

COR - fast raider, scout, single Extreme range bay in the nose, probably N-Gauss (Light)
FF - JS escorts, troop carriers, large cargo capacity, long endurance
DD - Patroller, raider, escort for CA/BCs, long endurance
CA - fleet standard, escort for BB/DN, medium endurance
BC - Long endurance, fast raider, 'scout' element for a BB/DN fleet, missile launchers for nuclear missiles, HPG-equipped
BB - Escorts for DN, primary offensive capital ship, capable of 1 turn kills of ships smaller than CAs
DN - Massive planetary assault ship (No Mass Drivers), 1 turn kill or cripple of ships larger than CAs at Medium range, missile launchers to fire nuclear missiles


...Ok, now a carrot to go with it!

PERMANENT AIRMECHS

   The lineage of the PAMs in the Legacy Cluster can be treaced back to the original Star League LAM brought to the Cluster with the survivors of the Wolverine Annihilation.  Refurbished and used during the 3rd Exodus for its superb reconnaissance abilities, repair and maintenance problems eventually left it permanently in AirMech mode.
   Rather than a problem, the damage to its conversion gear actually extended its working lifetime, while other machines were scrapped to maintain its remaining systems during the Exodus.  Finally retired after the settlement of the Totem system, it was stored with the remainder of the 331st’s surplus equipment in the Haven Castle Brian.
   Eventually, the discarded LAM technology became the subject of an intense scrutiny by the Frost Apes looking for technology and equipment to adapt for use in their Touman.  Supplied with the abandoned chassis, Frost Ape technicians quickly realized the technology of its conversion gear was too advanced for the New Clans to duplicate.  A technician noted, however, the LAM was repairable with commonly available tools if parts could be found or made.
   As the list of repairs and upgrades were categorized, engineers found most of the advanced technology needed for the conversion process could be ignored if the team was willing to settle for returning the AirMech to service.  With that in mind, Scientists prepared detailed blueprints for the first New Clan PAM design, it was discovered the materials strength of the design exceeded what was necessary for a 55-ton unit.
   Today, PAMs are still primarily scouts and harassers, but Heavy PAMs have emerged as the preferred raiding unit.  Despite their relative scarcity, PAMs seem likely to experience yet another boost in popularity as blueprints and samples of the Inner Sphere’s Improved Jump Jets make their way through Guide Teams to the Cluster’s Scientist and Technician Castes.

Construction Rules
To simplify construction, the points below assume you have copies of the Battletech TechManual and Tactical Operations by Catalyst.

Step 1:
In this Step, the only options available are the choice to build a standard PAM or Heavy PAM.  Because they are exclusive to the New Clans, a ‘Mixed’ tech base must be chosen, but the flight characteristics of PAMs require both torsos of the ‘Mech to remain balanced and Omni technology is not allowed.  All types of Clan and Inner Sphere Internal Structure from TM and TO may be chosen, and is calculated normally.

Notes:
·   PAMs do not have arms, so no arm critical slots can be used.
·   PAMs may use any type of Clan or Inner Sphere internal structure.
·   Standard PAMs are 55 tons and under, while Heavy PAMs are 60-75 tons.

Step 2:
In this Step, install the engine, gyro, jump jets, cockpit, and special physical enhancements.  PAMs have a variety of options available, and several requirements.
·   Because of space concerns, PAMs 55 tons and under are required to use standard fusion engines.  Heavy PAMs from 60-75 tons may use XL engines.
·   PAMs may use both Clan (standard) or Inner Sphere gyro technology.
·   PAMs may use both standard or Improved-Jump Jets (subject to their introduction date).
·   Due to the nature of PAMs, neither TSM, MASC, Superchargers, physical weapons, or Stilts may be used.

Notes:
·   Engines, gyro, and the maximum number of jump jets are calculated normally.
·   Because of their structural requirements, PAMs obey the 1/3 Walk movement for LAMs from the Tactical Handbook.  Multiply the Walk speed by.33 and round down, then multiply by 1.5 for its Run speed.  This is the unit’s new Walk/Run speed; it does not affect its Jump ability in any way.
·   Due to the need for added space to accommodate the added avionics an controls, only standard cockpits may be used.
 
Step 3:
   In this Step, choose the number of heatsinks.  The engine has the standard 10 free heatsinks, using the standard (Engine Rating / 25) formula to determine the number of heatsinks will fit in the engine

Notes:
·   Remember, PAMs do not have arms.

Step 4:
   In this Step, assign armor to each location. 
·   Only Standard armor may be used due to the bulk required for Ferro-Fibrous and other special armors.

Notes:
·   Remember, PAMs do not have arms.

Step 5:
   In this Step, add weapons and equipment.  Due to the nature of PAMs, Light and Medium units must assign 5% of their total weight and 2 critical slots to “PAM Equipment”, specialized equipment and fuel, to operate.  Heavy PAMs must assign 10% of their total weight and 4 critical slots to “PAM Equipment”, specialized equipment and fuel, to operate.
   PAMs may not carry several weapon systems.  Heavy lasers, large Autocannons, and HAGs are not allowed on PAMs.

Notes:
·   Remember, PAMs do not have arms.
·   Because of their design, PAMs may not carry turrets.

...But, I'm still working on the game rules.  They should be done by tomorrow morning.

Bye!
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Takiro

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Re: Countdown to The New Clans: Volume 1
« Reply #8 on: January 31, 2011, 03:58:11 PM »

I like your Naval Stuff - no Heavy Cruiser that would be a little slower (3,5) but more heavily armored and armed? Call them Dreadnought Escorts.
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Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #9 on: February 01, 2011, 12:34:01 AM »

I like your Naval Stuff - no Heavy Cruiser that would be a little slower (3,5) but more heavily armored and armed? Call them Dreadnought Escorts.

...I'm trying to imitate the success of the Taurian Concordat.  Speed, armor, and firepower - the holy trinity.
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Re: Countdown to The New Clans: Volume 1
« Reply #10 on: February 02, 2011, 02:15:27 AM »

...Taa-Daaa!  Finally - and the FighterShip one makes this look easy, I haven't played AeroSpace since TW came out!


Game Rules
   PAMs operate in a manner similar to VTOLs, using MP to take off, land, and gain or loose elevation.  PAMs also have the added risk of PSRs to land and complete turns at high speed.

Movement
   Because of the confusion over LAM movement, there is also the detailed movement examples at the end of this section.
·   Light and Medium PAMs have only 1/3rd the Walk speed of a normal ‘Mech and x3 the Jump capability.  Heavy PAMs have 1/3rd the Walk speed of a normal ‘Mech and x2 the Jump capability. 
·   PAMs Jump at no cost in heat.
·   A PAM may not mix movement modes; It may Walk/Run (according to the rules for ‘Mechs) or Jump, but may not attempt to Stand and Launch.
·   At the beginning of each Movement Phase, a PAM must Launch itself into the air at a cost of 2 MP.  If a PAM chooses to Land, it must make a PSR at –4 and pay 2 MP.  If a PAM has suffered actuator damage to its legs, it adds the normal modifiers and loses its –4 modifier.
·   PAMs are unable to remain in the air at the end of the Movement Phase as LAMs do.  They are incapable of true flight.
·   While airborne, Light and Medium PAMs moving over x2 their Jump are considered at Flank speed for the purpose of the sideslipping rules on page 67 of TW.
·   PAMs have a unique movement option; Nape of the Earth flight.  Light and Medium PAMs may use x2 their Jump MP to travel at ground level.  Note they must still pay the MP cost for Launching and Landing.
o   Because of the risks involved, PAMs are required to make a PSR at every turn.  The target modifier for a successful turn increases by +3 every time it changes hex facings.

Ex.  A Light PAM chooses to attempt NotE flight.  After Launching and moving 5 hexes, it must turn a single hex face to the left.  Its base Pilot skill is a 4, so for its first PSR must roll 4+ on 2d6.  After continuing onward for 2 hexes, it must turn right two hex facings.  Its second PSR is now a 7 (base 4 + 3 for its first turn) and its third turn is a 10 (base 4 + 3 (for its first turn) + 3 (for its second turn)).  Afraid of crashing, the pilot decides not to attempt a fourth turn.

o   A failed PSR during NotE movement causes a crash, in which the PAM takes 1 pt. of damage for every 5 tons, multiplied by the number of hexes moved in the last straight line before its turn.  Because the Pilot is trying to turn, he assigns damage to the opposite-Side (left turn, right side arc) arc.  Note the Pilot follows all rules for falling, including a PSR to avoid injury.

Ex.  A 35-ton PAM with Walk 2/ Run 3/ Jump 18 chooses to use NotE to cross the open ground in front of it, Launching and moving 9 hexes in a straight line.  Choosing to turn two hex faces left at the end of his movement, the Pilot misses his second PSR (base 4 + 3 (first turn)), and looses control.  Because his last straight-line movement was the nine hexes, he must assign 63 points of damage (35 tons / 5 = 7 pts x 9 hexes) in 5-point groups to the Right side arc.

Combat Sample
Jane and her 35-ton Gryphon PAM is racing across the battlefield; Launching for 2 MP, she climbs 2 elevations to avoid crashing into the trees in her path, moves 13 hexes (one hex over her x2 Jump of 16), then turns to the left 1 hex facing (her 18th MP), and must roll a PSR to prevent sideslipping.  Successful, she moves 2 more hexes before dropping 2 levels and Landing, using her maximum Jump movement of 24.  Rolling a PSR at –4, she finds she has Landed safely.
Entering the map, Jane chooses to use NotE movement.  Launching for 2 MP, she moves along the open hexes along the side of the map.  Turning left after 3 hexes, she fails her PSR (base 4 + 0 (first turn)) by rolling 2 and crashes for 21 damage (35 tons / 5 = 7 pts of damage x3 hexes traveled = 21 damage), assigned in 5-pt groups to her Right side on the Hit Location Table.  Rolling a second PSR, she finds she has avoided injury.  Determining facing after the fall, she finds she has come to a stop facing hex side #4.
   Seeing the opportunity to cripple the elusive PAM, her opponents rush to gain line-of-sight on her machine.  Since she has fallen, she must attempt to Stand.  Her PAM, with a 280 XL engine, has only a 2/3 movement (35 tons x 8 movement = 280 Engine Rating.  Since she is a PAM, she must calculate her 1/3rd ground movement penalty; 8 x .33 = 2.64, rounded down to 2.  With a 2 Walk MP, her Run becomes 2 x 1.5 = 3 MP.) and she decides to Run.  Standing on her first attempt, she moves further from her attackers and remains out of line-of-sight.
   Breathing a sigh of relief, she Launches in the next Turn, climbs 2 elevations to avoid the Light Woods in her path, and travels 9 hexes before dropping 2 levels and Landing behind an enemy Thor (for 17 MP).  Rolling a PSR at -4, she finds she has Landed safely.  In order to hit with her Medium Lasers, she needs an 8 (base 3 + 0 (short range) + 3 (attacker Jumped) + 2 (target movement)).  Unfortunately, Jane is struck by another ‘Mech with a Targeting Computer and a Large Pulse laser; her attacker needs a 6 (base 3 + 0 (short range) + 1 (attacker Walked) + 1 (target Jumped) + 3 (target movement) +1 (Light Woods) – 2 (Pulse weapon) – 1 (targeting computer)), and rolls a 9, piercing the armor on her right leg and destroying her Upper Leg actuator.
Jane has lost the-4 modifier to Landing in her PAM, and now has to roll a 5 (base 4 + 1Upper Leg Actuator destroyed) to remain standing. Landing successfully and avoiding doing further damage to her ‘Mech will now require a PSR of 5, rather than her previous target number of 0 (base 4 – 4 (no leg damage bonus)).


(Writer’s Note:
   LAMs are one of, probably the, most controversial subjects in the game.   Players are nearly always vehemently for or against these units, and forum topics at CLASSICBATTLETECH.COM are regularly filled with complaints over the abuse by players of their unique “superjump” ability.
   I’ve always held the only things wrong with LAMs are the players using them; unfamiliarity with the movement rules for AirMechs on both sides of the argument, in my opinion, is to blame.  So to prevent this, I have included a small construction and movement example at the end of this section, going into detail what is allowed and required to use these units.
   The unique Extra-Light ‘Mech PAM is covered in the ELM section, since its size causes several unique problems in addition to what is covered here.  As a final note, I hope players try these units and rules before declaring, “I DO NOT LIKE green eggs and ham!”
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Takiro

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Re: Countdown to The New Clans: Volume 1
« Reply #11 on: February 02, 2011, 05:37:07 PM »

Interesting.
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Re: Countdown to The New Clans: Volume 1
« Reply #12 on: February 03, 2011, 12:59:28 AM »

...Yup.  I've decided I have to cut it down a bit.  Unique Technology will be made up of;

New Units - 150-200 ton units, PAMs, FighterShips, and ELMs.
New Construction Equipment - Stilts and Armor Rescue Pods.
New Weapons - Cassette Missile System and ER-TAG.
New Equipment - PC3 (Point C3 System).

Its already 106 kb and 15 pages - I need another 3-5 for the PAMs, then 5-6 for the ELMs, and another 1/2 page or so for the ARPs.  Time to move on.
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Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #13 on: February 05, 2011, 04:27:07 PM »

Another little snippet; FighterShips!

FIGHTERSHIPS

   Developed in the years during the 3rd Exodus from the Kerensky Cluster from commonly available small craft, they were used as stand-ins for more potent AeroSpace fighters.  Further development by the IlKhan’s Joint Development Program has resulted in the creation of a “Super-Heavy” fighter/bomber, termed a FighterShip.  Weighing 110- to 200 tons, Aerodyne FighterShips are the preferred type.

Construction Rules

   To simplify construction, the points below assume you have copies of the Battletech TechManual and Tactical Operations by Catalyst.

Step 1:
   Step one determines the unit type and internal space of an AeroSpace unit, as well as its Tech Base and total mass.  The unit type is ‘FighterShip’.
·   Its space is as a small craft, 12 weapons per arc.
·   Because FighterShips are exclusive to the new Clans, a ‘Mixed’ tech base must be chosen.
·   Fighters are built in 10-ton increments between 110- and 200-Tons.
·   FighterShips must be Aerodynes

Notes:

Step 2:
   In Step two, we find the mass of its engines, control systems, fuel supply, and armor.  Special Physical Enhancements are not used when constructing FighterShips.
·   A FighterShip’s engines are divided into two equally-rated engines, supported by the wings. FighterShips may use any type of Clan or IS engine technology.  Because of their size, it is recommended to carry 4 tons of fuel.
·   FighterShips use the rules for AeroSpace fighters when determining SI.
·   FighterShips require a larger cockpit than AeroSpace fighters; unlike small craft, however, their mission duration doesn’t require crew quarters.

Notes:
·   Engine Ratings for FighterShips are calculated by taking FighterShip tonnage x , similar to the calculation for small craft.  This Engine Rating is divided by 2, giving the size of the FighterShip’s twin engines.
·   Since the FighterShip uses ASF-type fuel systems, it does not use the 2% cost of small craft for tanks and pumps.
·   FighterShips use the rules of ASF to determine SI; normally, 10% of their total tonnage rather than their Safe Thrust value.
·   FighterShips require dual cockpits; use the ASF rules to assign 6 tons of total mass to the FighterShip.

Step 3:
   In this Step, armor is added normally to the FighterShip to a maximum of (FS total tonnage) x 8.
·   FighterShips may use all dezClan and Inner Sphere armor technologies.

Notes:
·   Equipment slots taken up by the use of armor on FighterShips follow the table below.

      FighterShip Armor Critical Slots Table
Armor         Slots       Slots
Type          (IS)                 (Clan)
Light F-A         0                     0
F-A (IS)        2 (1/Wing)                N/A
F-A (C)              N/A                3 (1/Aft, 1/Wing)
Heavy F-A  6 (2 Aft, 2/Wing)           N/A

Step 4:
   Similar to small craft, FighterShips operate on a ‘zero heat’ principle forcing them to carry enough heat sinks to dissipate their accumulated heat in the Heat Phase of every Turn.
·   FighterShips may use all Clan and Inner Sphere heatsink technologies.

Notes:
·   Each engine is capable of carrying 10 heatsinks.  However, under certain circumstances (such as damage to both engines) a FighterShip may find itself without enough heat sinks to dissipate its accumulated heat.  Under those circumstances, the FighterShip is considered destroyed for game purposes.  Heat sinks in other locations may keep it in action.

Step 5:
   In this Step, add the FighterShip’s weapons and/or bomb load using the Heavy Weapons Chart.
·   FighterShips use the rules for small craft requiring ammo-fed weapons carry a minimum of 10 Turns of ammunition, including multiple ammunition types.

Notes:
·   FighterShips make use of a single Cargo Bay Door for a variety of uses; most notably bombs (which can’t be carried externally), fuel, and a variety of ELM and Light Armor bays.
·   FighterShps have several unique rules to handle possible roles.  Among these are Assault Superiority Fighter (standard), DropFighter (ELM and Light Armor transport), Bomber (with internal bomb-bay), Tanker (with internal fuel tanks), and Torpedo Bomber (with single Cap-missile in the internal bay).
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Takiro

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Re: Countdown to The New Clans: Volume 1
« Reply #14 on: February 05, 2011, 06:30:27 PM »

Ah this reminds me of my efforts with Small Craft Bombers for TRO2800 or even larger DropFighters (200-1000 tons) I was working on.
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