...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!