OBT Forum

General BattleTech => Alternate Universe => Topic started by: Red Pins on January 19, 2011, 11:54:37 AM

Title: Countdown to The New Clans: Volume 1
Post by: Red Pins 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.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins 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.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins 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.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins 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.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Takiro on January 19, 2011, 01:28:28 PM
Welcome aboard Red Pins!
Title: Re: Countdown to The New Clans: Volume 1
Post by: Ice Hellion on January 19, 2011, 01:38:12 PM
Welcome.
How can I help?
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins 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?
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins 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!
Title: Re: Countdown to The New Clans: Volume 1
Post by: Takiro 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.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins 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.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins 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!”
Title: Re: Countdown to The New Clans: Volume 1
Post by: Takiro on February 02, 2011, 05:37:07 PM
Interesting.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins 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.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins 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).
Title: Re: Countdown to The New Clans: Volume 1
Post by: Takiro 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.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on February 11, 2011, 09:12:43 AM
Its official; I enjoy writing fluff more than puzzling out and writing rules for the "Unique Technology" segment.  I'm taking a break to get back to what I enjoy.  Still lots more fact- and rule-based work to go, though.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Knightmare on February 11, 2011, 11:46:51 AM
Its official; I enjoy writing fluff more than puzzling out and writing rules for the "Unique Technology" segment.  I'm taking a break to get back to what I enjoy.  Still lots more fact- and rule-based work to go, though.

I'm the same way. I'd much rather work on fluff than a rule set. Meh. Still, sometimes is has to happen...
Title: Re: Countdown to The New Clans: Volume 1
Post by: Rainbow 6 on February 11, 2011, 01:24:06 PM
Hey Red Pins, i like what you've shown us so far, is there a list anywhere of all the clans in your AU?
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on February 11, 2011, 03:00:19 PM
Oh, sure - I wrote them down years ago, when I was still working midnight shifts for the security guard company.  The Wolverine survivors spawned the First Clans for the fight to pacify and conquer the Legacy Cluster during their civil war.  They are; Clans Mammoth, Piranha, Kraken, and Dingo.  Notice they're all single word descriptors?  No colors, etc.

After 20 years or so of pacification and assimilation, they left the unwanted civilians and cast-out Clansmen to form the Civil Government, a civilian society from the ruins of the original colonists that followed the Wolverine Guide Teams into the deep Periphery.  They became a pool of recruits (life in the CG is hard, join the NC and you got it made) to bulk out the majority of the 2nd Clans.  The Second Clans are; CWol--Cave Frog, War Ant, Surf Dragon.  CPir--Razor Bat, Dire Boar, Frost Ape.  CMam--Devil Wasp, Silver Condors, Swamp Tyrants.  CKra--Mist Stalkers, Ghost Shrike, Tundra Leopard.  Dingo--Crimson Badger, Zombie Python, Carnoraptor.

Note the 'Raptors ALSO have no descriptors?  They're ambitious bastards - want to win the right to Absorb their progenitors (Clan Dingo) since they're stronger militarily.  They got frustrated, and there's reason to believe they've Spawned three Third Clans, with 'immaterial' descriptors; Soul Rhino, Chi Serpent, and Spirit Mantis.  Here's a snippet, from the secret NC intelligence agency. 

[**  Analyst’s Note:
   Prompting the beginnings of the ‘Raptor political decades, the rise of Star Colonel Ed Alexander to Khan began the Grand Council debates over the re-absorption of Clan Dingo and the promotion of their strongest 2nd Clan, the Carnoraptors, to the ranks of the First Clans.
   Protected from a Trial of Absorption by a vote of the Grand Council, the Dingoes began a subtle manipulation of both the ‘Raptors and Cave Frogs, aimed at exhausting two of the strongest Second Clans.  Their efforts eventually paid off in the Grand Council as the Frogs were provoked into openly boasting of their fortification programs.  As the Dingoes continued to scorn the ‘Raptor Touman, it came as no surprise they would look for ways to prove the skill and effectiveness of their Warriors.
   Their attention centered on the Cave Frog Colonies, the ‘Raptors efforts in the Grand Council slowed, but eventually regained momentum as the assaults on Cave Frog colonies and outposts slowed.  During the two year peace, they once again began to slowly win over their sibClans and narrowing the margin of a successful Trial, prompting several changes in the Dingo Touman, although these changes would take years to take effect.
   When it came, the ‘Raptor assault on the Heartforge facility was everything their sibClans had come to expect; multiple Mobile Assault Clusters consisting of air-mobile ELM, Armor, and Elementals attacked the Cave Frog and Razor Bat garrison, leaving the incoming ‘Mech transports from the pirate point unmolested.
   However, the strike against the control bunkers at Grey Lake failed after a desperate battle, and the Frogs successfully flooded the swamps surrounding the facility.  Their attack a failure, the Mobile Assault forces retreated, and Cave Frog reinforcements destroyed the dam for the duration of the assault.
   Unknown to the ‘Raptors, the Heartforge facility had been upgraded through the decades of the Frog occupation until the facility resembled a Star League-era Castle Brian.  Allowing only the surface and first levels of the buried facility to be seen by the JDP and resident Clans, the Frogs continued excavating, providing multiple levels, tunnels, and exits.
   Although the Frogs and their Razor Bat allies were unable to prevent the ‘Raptor assault from breaching the walls, the Zombie Python bid for the Heartforge defense relieved the shattered garrison and defeated the larger ‘Raptor force with artillery and air support from the Cave Frog and Razor Bat allies.
   After 12 years of skirmishing, the ‘Raptor-Frog feud defined a generation of Warriors, and prompted the addition of dedicated Heavy Assault Binaries to the Command Packs of each Cluster.]
Title: Re: Countdown to The New Clans: Volume 1
Post by: Takiro on February 11, 2011, 06:50:09 PM
Fluff is where it is at Red Pins. You can really tap your creativity. Rules and stuff way me down. Kind of have to slog through it.
Title: Re: Countdown to The New Clans: Volume 1
Post by: kingdragon on February 11, 2011, 10:00:40 PM
It's not like you're going to do something crazy like a WiGE MBT?
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on February 12, 2011, 01:01:34 AM
It's not like you're going to do something crazy like a WiGE MBT?

...Guilty.  Before the CBT.com crash, I was in a topic where that was the discussion.  Down the road, I got really interested in RL WiGE aircraft - turns out an article on a new USAF heavy-lift design (in either Popular Science or Mechanics) and an aeronautics forum where I went to ask some questions about their RL physics had the same idea:

A swing-wing (variable-geometry, to the aeronautics geeks) would allow a WiGE vehicle to be ejected from a DS on the low-altitude map to descend safely to its normal altitude, then fly as a conventional plane and ignore the WiGE movement limits.  I was actually working on alternate rules for it for Volume 1, but decided to leave it for another book.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on February 13, 2011, 09:41:11 AM
...I love these guys.  It just makes me grin.  :D

    From our Founding as a 2nd Clan, the Frost Ape path has been one of unexpected greatness, thrust upon the Khans and leaders of our Castes.  Our Founder, Stuart Jones, submitted his original Bid for the command of Clan Frost Ape with disbelief that such an important position would be open to the lower-ranked officers of Clan Piranha; despite the accuracy and completeness of his Bid, it might have been dismissed as one among hundreds had it not been for the Founder’s insistence on making the resulting document ‘Good Reading’.  Viewing the requests for interviews and travel orders as the response of another practical joker and kindred spirit, however, resulted in our Clan being one the last 2nd Clans to reach a minimum staffing level and receive acknowledgement by the IlKhan, as Khan Jones first served a 7-day disciplinary sentence for ignoring the lawful orders of a superior officer.  As a result, our Clan was forever identified in the eyes of outsiders as a source of humor and derision for our lack of martial focus.
   With the sentence and understanding of his circumstances, however, Jones set his new subordinate, saKhan Tony of the Merchant Caste, the goal of establishing the Clan.  Nothing prepared them for the behavior of their fellow Clansmen and Clan Frost Ape immediately found itself the butt of every joke, rumor, and ‘accident’ possible, enraging our Khans.  Our Clan was on the verge of collapse, until their failure attracted the notice of IlKhan McEvedy, who was then able to present our Khans options to deal with their personnel issues.  It also cemented our reputation for unorthodox action, as members of our Clan began to perpetuate ‘the big lie’.  Openly boasting to their fellow Khans of their successes forced the reevaluation of the Frost Ape organizational strategy, and curiosity and the enticement of entertainment gave our Khans opportunities to speak with huge groups of undecided members of Clan Piranha.
   Formally established Feb 5, 2862, our Clan has long ago ceased to be a joke to anyone but ourselves, as even today our abilities and successes are hidden by ‘the big lie’.  With the Clan embracing many mysterious and bizarre ceremonies that trace back to the Founding, such as the Dunk-the-Khans booth opened every February 5th as part of Founding Day celebrations, we are in no danger of being seen otherwise.  But, at least we get the joke.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Takiro on February 13, 2011, 10:14:02 AM
Thats funny like me. Funny ha ha or funny strange ???
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on February 13, 2011, 09:12:19 PM
Mechrat, I got your stuff!  Looks great!  Now, all we need is some images for armor!
Title: Re: Countdown to The New Clans: Volume 1
Post by: MechRat on February 13, 2011, 09:48:53 PM
Awesome! I'm glad you like it. Unfortunately I don't think there's any room led on the sheet for an armor diagram. Would having it on another sheet be a problem?
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on February 14, 2011, 12:09:05 PM
...I don't think so...  Lets face it, its a fan product.  Interested people will use it anyway.

If I have time, I may try to kludge something together.  But this is great, its clear and well organized.  We could use a damage transfer diagram, but that's about it.
Title: Re: Countdown to The New Clans: Volume 1
Post by: MechRat on February 14, 2011, 12:15:57 PM
A rough damage transfer diagram is at the bottom center of the page - just simple blocks but I think it's descriptive enough.

I can add a small box or two to show the number or armor and internal structure points for each section. Then the players can do a running total next to it on the sheet. That's an easy add.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on February 18, 2011, 03:10:57 PM
So...  Just decided to post something.  I'm hoping to get it up to about 6-7 pages.

CLAN FROST APE


Sir;

As part of the IlKhan’s Intelligence briefing, it is the responsibility of Clan Silver Condor to ensure the accuracy of the information gathered and its current relevance to the Office of the IlKhan.  Assembled with the aid of the Frost Ape Loremaster, this briefing is Security Rated SECRET EYES ONLY, as the information within provides detailed information on the inner workings of the Clan.
   (MORE)
Current Touman status may be requested through channels.
StCol Gordon Lyons
Office of the IlKhan
Clan Silver Condor, Military Intelligence



Greetings, IlKhan

   We, the Castes of Clan Frost Ape, wish to offer our congratulations for your rise in rank; the skills and achievements of the McEvedy Bloodline are well known, and we have had time to become accustomed to the wisdom of your predecessor.
We have no doubts about the integrity and wisdom of his chosen successor, and I wish to extend the support of our Warrior Caste during this time of mourning for your Blood House.  For now, you may expect the support of the Frost Ape Warrior Caste; loyalty to our superior officers comes naturally, but respect and trust is earned.  Our long-time dedication and support of your new rank assures you the chance to prove yourself worthy in this new arena.
   Included within this report is a short historical section, providing you a glimpse of the Frost Ape culture and the forces which shaped us.  Of more interest is the section detailing the Ape Touman, providing you an up-to-date look at the forces available to you and important officers in the Touman, in case of the activation of the dezClan Trials or other call-up of the New Clan military.
Good luck, and be assured you will find the staunch Warriors of our Clan at your back to aid you in the future.

Loremaster Grant Kale,
Clan Frost Ape
 
THE FOUNDING (2862-2939)

    From our Founding as a 2nd Clan, the Frost Ape path has been one of unexpected greatness, thrust upon our Khans and the leaders of our Castes.  Our Founder, Stuart Jones, submitted his original Bid for the command of Clan Frost Ape with disbelief that such an important position would be open to the lower-ranked officers of Clan Piranha; despite the accuracy and completeness of his Bid, it might have been dismissed as one among hundreds had it not been for the Founder’s insistence on making the resulting document ‘Good Reading’.
Viewing the requests for interviews and travel orders as the response of another practical joker and kindred spirit, however, resulted in our Clan being one the last 2nd Clans to reach a minimum staffing level and receive acknowledgement by the IlKhan, as Khan Jones first served a 7-day disciplinary sentence for ignoring the lawful orders of a superior officer.  As a result, our Clan was forever identified in the eyes of outsiders as a source of humor and derision for our lack of martial focus.
   With the sentence and understanding of his circumstances, however, Jones set his new subordinate, saKhan Tony (Smith) of the Merchant Caste, the goal of establishing the Clan.  Deliberately going against New Clan tradition, Stuart chose the most qualified person regardless of Caste to make up for lost time, but nothing prepared them for the behavior of their fellow Clansmen and our Clan found itself the butt of every joke, rumor, and ‘accident’ possible, enraging our Khans.
Our Clan was on the verge of collapse, until their failure attracted the notice of IlKhan McEvedy, who was able to present our Khans options to deal with their personnel issues.  It also cemented our reputation for unorthodox action, as members of our Clan began to perpetuate ‘the big lie’.  Openly boasting to their fellow Khans of their successes forced the reevaluation of the Frost Ape organizational strategy, and curiosity and the enticement of entertainment gave our Khans opportunities to speak with huge groups of undecided members of Clan Piranha.
   Formally established Feb 5, 2862, our Clan has long ago ceased to be a joke to anyone but ourselves, as even today our abilities and successes are hidden by ‘the big lie’.  With the Clan embracing many mysterious and bizarre ceremonies that trace back to the Founding, such as the Dunk-the-Khans booth opened every February 5th as part of Founding Day celebrations, we are in no danger of being seen otherwise.  But, at least we get the joke.

The Truce (2863-2871)

   Given the circumstances, the decade following our founding was vitally important, and our Khan placed his trust in the Merchant Caste to guide us through the hard times ahead.  Choosing a Merchant saKhan as a show of trust, saKhan Tony (Smith) displayed a determination and ruthlessness that won the approval of our Warriors as he fought to insure the success and ultimate triumph of our Clan.  Beginning an immediate build-up of basic services aimed at self-sufficiency and innovation, Tony was eventually offered the traditional bodyguard unit of the Khans of the New Clans by a unanimous vote of the Warrior Council.
The next 10 years saw frantic growth as we adopted the 2nd Caste program, choosing to remain on the world of Inheritance rather than try to settle a new world at the urging of the saKhan, and our Khans concentrated our effort to support the Merchant and Labor Castes as we traded long-term benefit for back-breaking effort to support the economic growth of the Clan.  The strength of the Merchant Caste was mirrored in the rank-and-file disaffection of the Laborer Caste with the leadership of our Clan, however, and the example of Clan Mammoth was a warning to us all.
Curbing the violent tendencies of the chalcas leaders of the Laborer Caste by invoking Suikrede on behalf of the Merchant Caste, our SaKhan lobbied the Khan and Caste leaders to support changes that provided greater freedom for the Castes in general and the Laborers in particular.  With the approval of the Council, the willingness of the Warriors to support saKhan Tony’s initiatives displayed our trust of the lesser Castes and erased many of the tensions plaguing the Clan Council, and the respect of the Warriors by the lesser Castes.
As the truce began to run out and the Clan continued to prosper, the growing wealth of our Clan began to attract attention from our stronger sibClans and by 2871 saKhan Tony began advocating moving the Clan deeper into the Cluster.  From among our resource colonies, a fertile, temperate world was chosen as our future capital (avoiding negotiating with the Devil Wasp Merchant Caste for using their planetary catalogue) and presented the issue to the Frost Ape Council.  With the approval of the Council, the Clan supported the appeal of Clan Surf Dragon to IlKhan McEvedy that the capitals of the New Clans be inviolate.
As a final accomplishment before leaving office, saKhan Tony (Smith) decreed that the end of the Truce called for a shift of priorities for the Clan’s leadership Urging the Khan to place the future of the Clan in the hands of the Scientist Caste, Khan Jones awarded the rank of saKhan to Chief Scientist Geoffrey (Tesla) and began establishing research, resource-gathering, and military outposts on nearby planets of the Legacy Cluster, increasing the flow of natural resources and enriching the Clan.  As a final accomplishment before leaving the office of saKhan,

Da Vinci (2872-?)

   With our new homeworld selected, the honor of naming the new Capital fell to the Khan Jones, who chose to name it after the 16th century mathematician and engineer Leonardo da Vinci.  Having made our choice, however, we still faced the daunting task of moving our population and property.  With less than two years left before the end of the Truce, we proceeded to move the majority of our stockpiled supplies and prepared ourselves for the upheaval that would surely follow.
   One of the first of the 2nd Clans to attempt isolating ourselves before the storm of Trials we expected at the end of the Truce, we were able to peacefully negotiate for the assistance of our sibClans assembling the fleet of Jump- and DropShips we needed to move to our new home in exchange for our former holdings.  Having completed our stumbling steps toward colonizing our new home, the priorities of the Scientist Caste began moving to the forefront of our concerns.
Establishing permanent settlements and facilities to ensure the continued production of materials for our defense by the Warrior Caste, saKhan Geoffrey (Tesla) ordered construction materials stockpiled for the establishment of Da Vinci university.  Causing a stir in the Clan Council, Geoffrey was able to convince the heads of the remaining Castes of the value of such an ambitious project.  Citing the need to enlarge the Scientist and Technician Castes, our saKhan ensured himself of enough support to set an ambitious colonization plan into effect with the added proviso that the Council could delay construction if other projects were given added emphasis.
   With the significant natural resources available, we continued expanding our population and industrial base, celebrating the end the Truce and the immunity of our Capital to Trial in 2873.  The colonization of our new capital gave us the breathing space we needed to adequately protect our growing industry.  No longer were there any doubts that we had become a force among the 2nd Clans, devoted to the vision of the IlKhan.  With the beginnings of Da Vinci University taking shape, we began work modifying the biology of our totem, allowing it to survive in the Tundra regions of our new home.  Not to be outdone by the geneticists, engineers concentrated on unraveling the nuances of dezClan technology, contributing to the efforts of the IlKhan’s Joint Development Program.  Bringing the ELM program to a successful conclusion, the Warrior Caste quickly fielded the latest model and led us to embrace the concept of combined arms.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on March 01, 2011, 12:44:25 AM
...Bleh.  Its been a slow week - there really aren't many interested people around - and I'm starting to realize I just won't make it to Aug. 1st.  But hell, I can live with that.  I've had to basically re-write the Frost Ape FM entry; its down to the last century or so, which I basically ignored with the concept of, "We ignored the rest of the New Clans."

...Edit:  Wow...  I just checked out the AeroTech section.  There are a LOT of people wanting aerospace help.  I want help playtesting the airmechs and fighterships - but I may just have to learn it myself.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Blacknova on March 01, 2011, 01:17:27 AM
One thing I have learnt is not to force writing, as it suffers for it.  Write when the Muse strikes, don't strike the Muse to write.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on March 02, 2011, 01:54:54 PM
Ok...  I need some readers to look at the FM entries for the NC.  Posted here are the Tundra leopards.

CLAN TUNDRA LEOPARD

Sir;
   Responsible for maintaining and updating information pertaining to future trends and possible concerns to the Office, Clan Silver Condor has provided additional information from behind the scenes of Tundra Leopard internal politics.  Due to the nature of their political system, military intelligence is the most straightforward and reliable area of our responsibilities, assisted by Loremaster Tennessee McCaig.
   The intricacies of the Leopard political scene remain confused, and while every effort has been made by senior Analysts to clarify their concerns within this report, it remains difficult to predict where the future will lead them.  It remains advisable to consult with senior Intelligence officials before communicating with their High Council, given the unpredictable political scene. 
   This briefing is Security Rated SECRET EYES ONLY, as the information within provides detailed information on the inner workings of the Clan.

StCol Gordon Lyons
Office of the IlKhan
Clan Silver Condor, Military Intelligence

TO:  IlKhan,
      Office of the IlKhan

FROM:  High Council,
               Clan Tundra Leopard

Greetings, IlKhan

We, Warriors and citizens of Clan Tundra Leopard, would like to take this opportunity to thank you for your belief that our Clan can offer a worthwhile contribution in our conflict with the dezClans and your support for our chosen way of life against the more militant Clans in the Grand Council.
Included with this report is a standard refresher on our history and cultural development, with the required status report on the Clan Touman and members of the Officer sub-Caste who may come into contact with the Office.  In case further assistance is required, do not hesitate to contact Khan Leon Graff with your concerns.
   Until the victory over the dezClans is assured, we remain your humble servants.

For the High Council of Clan Tundra Leopard:


Khan Leon Graff,         President William (Braun),
     Warrior Caste           Clan Council
 
THE FOUNDER

   The right of Khanship was granted by the leadership of Clan Kraken to Star Colonel Wayne Polo, a life-long garrison commander.  His proposal, to glean the second-line armor and BattleMech forces of the Kraken Touman to create an allied 2nd Clan, was approved in late 2861 to widespread surprise.  Such an event was no surprise to those within the Touman familiar with our new Khan, however.
Born in 2827 as the only son of a successful Merchant, Wayne was exposed to inter-Caste politics at an early age by his father, and trading became second nature to the young man.  His interest in the Merchant Caste was overcome, however, after a chance encounter with a young girl enrolled in the Clan sibko system named Jade.
Bargaining for permission to enter the sibkos, Wayne convinced his father to accept his request on the condition he would fail his Trial of Position and rejoin the Merchant Caste.  Becoming adept at manipulating the Instructors and his fellow students, Wayne eventually approached Jade socially.  They become close friends, but the social gap between them left Wayne fuming as he sought new ways to gain what he desired most; Jade.  Rebuffed a final time just before their Trial of Position, Wayne reported to his Trial of Position bitter and angry.
   Taunting and baiting his opponent, Wayne took advantage of the eventual alpha-strike that left his opponent fighting shutdown to earn the rank of MechWarrior in a reflexive clench of his controls.  After the shock of joining the Warrior Caste subsided, Wayne soon came to realize that failure on the battlefield cost more than a bribe to the sibko training officer.  Injured from feedback in his neurohelmet after his LRM ammunition detonated in his first battle, Wayne began a strict program of study, dedicating himself as never before to his training in the belief that success and survival went hand-in-hand.
   That new determination to succeed brought him to the attention of senior members of the Kraken Touman after his second Trial, where he advised his Star Commander to bid Points of Armor and FighterShip support in defense of a minor Kraken manufacturing facility.  Assisting the Armor units harassing the larger opposing force from Clan Mammoth, Wayne took command of the remainder of the Star after his commander’s defeat and used the FighterShip’s weapons and bomb load to win the Trial without further losses.
Encouraging rumors of his skills in bidding and steadily improving on his training scores, Wayne found himself offered a chance to participate in a Trial for the rank of Star Captain.  Knowingly outclassed by his opponent, Wayne decided on a risky strategy; retreat.  Taking advantage of his Merchant skills, Wayne negotiated for a supply of Thunder LRMs to increase the likelihood of crippling his opponent at long range despite his skill.  The successful stra-tac and Wayne’s choice of ammunition won the Trial, earning him the rank of Star Captain.
   Consulted now for his insights into bidding for the right to participate in Trials and the stra-tacs to win them, Wayne soon became valuable to his Trinary and Cluster commanders who used his abilities to further their military careers.  The eventual opportunity to fight for Binary command only whet his appetite for more, and Wayne was offered a chance to fight for promotion to Star Colonel and the rank of Star Colonel in 2860, winning the Trial decisively and using his new position and political skills to submit the winning proposal for command of the newly named Clan Tundra Leopard.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on March 02, 2011, 01:55:39 PM
BIRTH OF THE CLAN

   Able to muster nearly twenty years of experience in Clan and Caste politics, Wayne chose the surname Polo to honor his Merchant Caste heritage and began manipulating each of the lower Castes against each other in their eagerness to establish our new society.  On January 31, 2862, Khan Polo announced the holder of the rank of saKhan as Star Colonel Cameron Luxe, a Freeborn member of the Warrior Caste.
   As the Clan continued to expand, it became apparent the Krakens were using the opportunity to begin purging large numbers of the Third Mormon Re-Affirmed Church of Christ, a religious group fleeing persecution from the Capellan Confederation.  Although initially uninterested in the tenets of the faith, Khans Polo and Luxe found themselves later regretting their assurances the faith would be unmolested among the Clan.
   As we celebrated our official Founding January 1st, 2863, throughout the Clan, the founding and construction of the first Mormon church in our capital city of Spenser went almost unnoticed.  Objecting to the use of Clan building materials and resources by private groups, Khan Polo ordered the arrest of personnel and the recycling of the lost supplies and equipment.  The political influence of the “Maroons” (as they came to be called) on the Clan Council began to become apparent as arguments in favor of the project were presented.
   With the Council debating the right of the Warrior Caste to demand the cooperation of the lesser Castes to create life with the New Clan eugenics program, Khan Polo ordered saKhan Luxe to take steps to suppress the sect and investigate their influence on the Council, with unpredictable results.  As the Council continued debating the issue, terrorist bombings of our Primary and Secondary genetics facilities and the sibko training centers robbed us of our first-generation Tundra Leopard sibkos and experienced trainers, as well as the materials and technology we needed to shape the Leopard Touman.
   The Maroon bombings on March 4, 2863, took advantage of their penetration of all Castes and levels of the Clan hierarchy, using Inferno gel-based bombs to completely gut the Clan’s in-vitro birthing and sibko training facilities.  Punitive measures followed quickly after; suspected Maroons were imprisoned and confirmed cultists were subjected to intense questioning and chemical interrogation before being isolated from the remainder of the Clan.
   Khan Polo followed these steps with an offer of amnesty, to end five days after the bombing; the Maroons, already familiar with the basics of guerrilla warfare from their time in the Capellan Confederation had retained a strong cellular network from their time in the Inner Sphere, and it was proving difficult to identify their members.  Many of those currently in the custody of the Warrior Caste chose to accept, and found themselves freed to become Citizens of the Civil Government, abandoning the cult and swearing to abstain from further contact and assistance.

   [** - Analyst’s Note:  Perhaps motivated by anger or outrage, the Leopard Khans ordered the sterilization and isolation of their former citizens on the former Kraken colony of Charybdis, leading to its eventual use as a prison colony overseen by the Civil Government.]

   Those captured immediately after the deadline through the cooperation of loyal Clansmen were given a different fate, however.  Claiming children under the age of five to help repopulate the sibko program, Khan Polo ordered them imprisoned on the site of their temple and announced their execution, firing the first of several volleys of Inferno rockets into their midst and displaying the determination of the Warrior Caste to remove their dezgra beliefs from the Clan.

Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on March 02, 2011, 01:56:22 PM
Rebirth of the Caste

   With the birthing facilities destroyed and demand outstripping the supply and production of iron wombs for the next decade, the Warrior Caste turned to the remaining Castes for assistance.  By mid-March, temporary shelters housed the first of our new genetics facilities, and children as young as five were assembled in training camps taught by veteran Warriors to learn their new roles in the Clan.
   The resulting political fallout nearly destroyed the Clan; as testing identified the most promising of the Freebirth population, Khan Polo relented and returned most of the potential recruits to their families.  On the anniversary of the bombing, however, the announcement of the Clandets organization, a program to promote membership in the Warrior Caste, allowed the first in a series of family benefits to members of the lesser Castes who allowed their children the option of requesting a Clandets Trial of Position.

   [** - Analyst’s Note:  Ordered to provide assistance in the continuing counter-terrorism effort of the Leopards, Khan Polo’s initial concept of the Clandets proposal was improved slightly by Operatives.  Using the children of convicted Maroons to identify common habits and traits of Maroon families, questioning while interviewing prospective Clandet candidates led to the identification of several hundred Maroon extremists and sympathizers, increasing the effectiveness of the Leopard counter-terrorism efforts without revealing the existence of a New Clan Intelligence organization.
Over time, the contribution of Condor Operatives to the operation has been erased, but the Clan has continued to refine the techniques involved.]

   Rewards such as better accommodation, allowance, and greater independence for Clandets and their families helped the sibkos quickly replace the lost personnel, making up the numbers of lost MechWarrior trainees by enlarging the pool of candidates suitable for Trials of Position in the Armor Branch.
In the wake of the Bombing, however, relations with Clan Kraken deteriorated to the point of open conflict in the Grand Council, as demands to learn how the cult had survived indoctrination into Kraken society and requests for assistance alike were ignored.  A final plea for assistance to the IlKhan brought the Clan a token number of Iron Wombs from across the New Clans and instructors from the War Ants to train the Freebirth trainees assigned to the MechWarrior Branch.  The resulting conflicts between the elite Warriors and Freebirths only served to aggravate the distaste for Trueborn Warriors.
   Finally, citing the results of the bombing and the lack of assistance from
Clan Kraken, the Warrior Caste chose to abandon the Kraken facilities we were formed to garrison, and offered our services to the civilians of the Civil Government.
Still struggling to build a competent military in the face of New Clan recruitment and the lack of military manufacturing, the Civil Government was propped up by the IlKhan and IlClan Wolverine.  Offering to garrison several of the most vital facilities with Leopard Warriors, Khan Polo offered an array of military vehicles for sale and advisors, called ‘Abthactors’ (a combination of ‘Abtakha’ and ‘Contractor’).  Providing mechanized Infantry and Armored vehicles to their most important facilities, the brisk sales of firearms and equipment allowed the Clan to finance expansions to our industrial base.

A New Beginning

   Beginning production of the Primitive BattleMechs common among the Second Clans, we began enlarging our Armored vehicle production facilities.  Cheaper per Point than Mechs, and using commonly available parts and weapons, we were able to produce enough of the Star League equipment to provide sturdy, well-equipped, heavy tanks capable of defeating even the remaining Star League BattleMechs we could not reproduce with the resources of the New Clans.
   The arrival of a new unit on the battlefield drew the attention of Khan Polo, and in 2868, the first production run of the Novice ELM was brought to the IlKhan’s Joint Development Program for testing.  Despite impressing the Warrior Caste and being put into production on a limited basis, members of the Clan Council refused to support the expansion of the Warrior Caste Blood Houses, preferring to allow washouts from the intensive training MechWarrior training the opportunity for a second Trial of Position.  The fact that the War Ants continued to denigrate its effectiveness as a weapon did not endear them to either the Warrior Caste or Clan Council.
   With the continuing emphasis on the development of our industrial base, Khan Polo allowed several concessions from the Warrior Caste to encourage production – in hindsight, those agreements reached by the Clan Council was perhaps the greatest mistake of the Founding Khan.  As Trueborn War Ants continued to antagonize our lesser Castes, the arguments against allowing our own Trueborn Warriors to control the Clan Council gathered strength, until October 18th, 2872, when the Council pressured the Warrior Caste to allow a vote for the Castes to retain their political independence.
   It is likely, with the end of the Truce imminent, that Khan Polo felt he required the entirety of the Clan united under his leadership – an unfortunately accurate assessment.  However, fate was kind to the Clan, as news of the newly-fielded dezClan Elementals prompted us to negotiate an increase in the production of the Novice ELM and agreements to further develop it alongside Clan Surf Dragon.
Accepted into the ranks of the New Clans with the official Founding of the Second Clans January 1st, 2873, we stood united, ready for the Trials to come.


RISE OF THE CASTES

   With the end of the Truce, many new problems and concerns erupted, not the least of which was the sudden number of Trials declared against vital production facilities.  Garrisons found themselves doubled, then doubled again, as our sibClans considered our emphasis on Armor and Primitive BattleMechs and the shortage of Star League equipment a sign of weakness.  The wisdom of Khan Polo was evident once again, however, as a Trinary of Primitive Mechs and modern Armor lured a Binary of mixed Star League and Primitive Mechs from Clan Cave Frog into engagement range and caught them in a crossfire, killing their commanding officer and defending their position with few losses.
The growing intensity of the Trials declared against us prompted the Council to approve moving the Clan to a new colony, but the lack of time and AeroSpace assets of the Clan forced us to reach an agreement with the Devil Wasps to choose an appropriate planet from their catalogue of the Legacy Cluster.  Choosing to become allies after the eventual colonization of Barrens, Khan Polo and Jules Hubbard of the Devil Wasps found themselves summoned before the High Council to present their arguments for an alliance between our Clans.
Obviously taken aback by the political strength of the Council, Hubbard chose to emphasize the natural inclination of his Clan to concentrate on the AeroSpace Branch of the Devil Wasp Touman – a Pilot himself, the Wasps found themselves frequently outmatched on the ground.  An alliance between our Clans, he reasoned, would strengthen the ties between 2nd Clans and provide valuable allies in the Trials ahead.  The Council, however, found Khan Hubbard too strident on the benefits to his Clan – In a narrow defeat, Khan Polo found himself humbled for the first time before another Warrior.
   Surprised and dismayed at the outcome, the Khan worked for the next several years to counter the influences of the lesser Castes, to no avail.  With the privileges and influence of the Clandets organization, more and more of the lesser Castes had been accepted into the Warrior Caste and now monopolized the command structure.  Forced by circumstance to emphasize the production of modern Armor over complex and expensive OmniMechs and promote the Freeborn volunteers to high rank, they now forced the issue of the Trueborn recruits now preparing to enter the sibko program in large numbers.
   In an effort to reconcile the two groups, a forced policy of fostering placed Trueborn recruits among Freebirth families of the lesser Castes.  That policy was widely regarded as a failure by both sides; the foster families found themselves expected to provide transport, food, and lodging, while most of the Trueborn recruits had difficulties adapting to the concepts of unsupervised play and the deliberate defiance of leopard military regulations and New Clan law.  Violent confrontation was inevitable, and soon occurred in our capital city, as a massive brawl between sports teams forced freebirth members of the Warrior Caste to intervene and prevent the crowd from storming the field.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on March 02, 2011, 01:57:07 PM
Segregation

   The Touman, as a whole, had become strictly segregated between Branches and among personnel.  War Ant propaganda about the rights of Trueborns to rule the Castes were eagerly received by Trueborn trainees facing the hostility of the Freebirth Castes outside of the sibko.  The budgets required to provide their superior training and equipment also led many senior Caste officials to question the worth of the New Clan genetics program – the same resources, applied to the Armor and Infantry Branches of the Touman would allow the Clan to overwhelm enemy MechWarriors with superior numbers of heavy Armor.
   As trainees began to take their places in the Touman, reports of Trials and accusations of favoritism eventually reached the Office of the IlKhan.  On January 9th, 2883, in a closed session of the High Council, the Castes received orders from the IlKhan to prevent further problems – in a joint military, the divisive nature of the Trueborn/Freeborn debate would weaken the Clan severely – or face Clan Kraken in a Trial of Absorption.
If the Leopard Touman failed to win, the Krakens would dissolve the Clan, removing the military capability of the Castes, declaring them Abjured and cut off from the New Clans.  New Clan facilities and resources would be removed from Barrens, by force if necessary, and the IlKhan would order Clan Kraken to Spawn a new Second Clan.  As silence filled the Council chamber, the IlKhan also chose to discipline Khan Polo.  Noting the political rivalry between the Castes, the IlKhan ordered him removed from office, making him a Bondsman and promoting saKhan Luxe to the senior rank.
   Facing Absorption, Khan Luxe chose to recognize the contributions of the lesser Castes rather than overriding them, accepting Freeborns into the Caste without prejudice.  Creating the Leopard Charter of Rights and Privileges, Luxe agreed the rights of Trueborn Warriors would not dominate Leopard society and the rights of the lesser Castes would be respected through the application of Clan law and regulations.  Unique among the New Clans, the Leopard Charter guarantees the right of any individual of exceptional merit to rise to the rank of Khan, co-ruler with the President of the High Council, and senior officer of the Leopard military.
 
FALL FROM GRACE

   While as detailed as possible, the Charter suffered from several of Khan Luxe’s blind spots – in particular, the selection process of Leopard Khans.  Although the threat of Absorption was sufficient to cow a generation of politicians into working together for the common good, the retirement of Khan Luxe from office prompted a debate over the right of the President of the Clan Council to choose his successor.  Able to exert enough influence within the Warrior Caste, President Friedrich (Burns) ordered the promotion of Star Colonel Montgomery (Ward) to the rank of Khan in September, 2898.
   The act provoked the hardliners of the Trueborn faction, prompting saKhan Ivan Arthur to declare a Trial of Refusal.  Facing a Panzer Trinary at 4:1 odds, the saKhan was quickly defeated by the Council supporters, his death in the Trial prompting a resurgence of the adversarial relationship between the Trueborn faction and the Clan Council.  Desperate to retain representation to the ruling President and the Council, the Blood Houses elected Star Colonel Emmet Graff to the position of Loremaster.
   The Council, however, refused to consider the right of the Caste to elect their own representatives according to Clan custom, quoting the rights of the President and Council contained in the Charter.  A second challenge of the Council’s authority resulted in the same one-sided slaughter of Trueborn MechWarriors by supporters within the Clan’s Panzer Clusters.  Relations within the Caste continued to worsen, as Armor Warriors flouted Zellbrigen to engage in melee with their opponents and frustrated MechWarriors began deliberately killing and injuring their opponents.
   That relationship eventually ended in 2905 with Montgomery’s successor.  Khan Quentin (Stanley)’s proposal to permanently restrict the Trueborn genetics program, citing statistics that confirmed Freeborn Pilots and MechWarriors tested equally well in training exercises.  With the support of the Clan Council, Quentin ‘retired’ several Blood Houses with below-average performance, ostensibly to concentrate on the proven Legacies already in production.  The embittered Trueborn faction, unable to overcome the advantages of the Council and the Panzer Clusters, found its size sharply reduced and its members transferred among the more numerous Panzer Clusters to serve as ‘Sturmtruppen’ (Assault) Trinaries.

   [Analyst’s Note:  As expected, such claims were fabricated by Khan Quentin for the Council’s political agenda, which refused to support the New Clan genetics programs.  The statistics failed to address training and equipment issues that severely restricted the abilities of the nine Blood Houses affected by the decision, leading Senior Analysts to speculate the plan to reduce the effectiveness of several of the Clan’s best Bloodlines began with President Friedrich (Burns).]
 
   The release of the War Ant Abthactors from the sibko program ended the strained relationship between our Clans, as the War Ants began raiding our holdings for prominent Warriors and to capture poorly-defended facilities.  The raiding and incessant casualties among the Freeborns of the Armor Branch soon prompted a strong backlash against both the Trueborn faction and the War Ants, marking the beginning of our ongoing feud.

Innovation

   The following decades saw the continuation of attempts to strengthen the Armored Branch of the Touman, bringing technology such as the Armor Rescue Pods (ARP) and fire-resistant armor into service to reduce casualties.  Greater accents on more mobile VTOL, WIGE, and ELM designs also improved the performance of the Touman.  Even Omni technology was adapted for use on vehicles, although the high costs of these designs limited production.  The OmniMech, however, saw few attempts to increase the already lethal advantages of the BattleMech.
   Recognized as necessary for the Touman to engage on equal terms with our sibClans, the Warrior Caste successfully advocated production for several of the Caste’s most popular designs and encouraged the Merchant Caste to trade for supplies to sustain the remainder of the Touman.  Standard BattleMechs continued to exist in the Touman as second line and Reserve units, but Primitives were phased out of the Touman as new equipment reached the Touman.
In the AeroSpace Branch, however, Star League and Primitive designs remained in service far longer than advisable due to the scarcity of AeroSpace production, leading to numerous embarrassments for both the Touman and the AeroSpace Branch.  The final blow to the resistance of the Clan Council came in 2845, as opposing AeroSpace Stars from Clan Kraken’s Alpha Galaxy and Beta Galaxy’s 9th Panzer Cluster clashed over Inheritance.
   Taking advantage of the modular nature of their equipment and elite Pilots, our Fighters were engaged at long range and forced to close through heavy fire to bring their shorter-ranged weapons to bear.  Eventually running low on fuel, Star Captain Brian (Latrace) was granted Hegira and made a bondsman after surrendering the Merchant Caste JumpShip Revenue and its cargo.
Forced to admit the need for new technology to modernize the Clan’s weak AeroSpace Branch, the Council found itself coping with the repeated demands of the Piranha Khans.  Claiming the lack of their newly-purchased tanks cost them several pieces of their holdings on Inheritance, Khan Ricardo (Name) of Clan Piranha demanded the assistance of our Touman to win them back.  Claiming the shipment was accepted on Barrens by the Piranha Merchants before being shipped on the Leopard DropShip, the Leopard Council demanded payment and noted the lack of an escort supplied for their goods.
   Several confrontations between the Piranha Castes and the Council led to punitive raids and Trials against Piranha assets, resulting in rising casualty lists and creating the second of our long-standing feuds.  Embracing the Infantry Branch, developments by Clan Piranha such as the missile, mortar, and mine trailers and portable turrets made Trails between our two Clans expensive in terms of losses and equipment, prompting new research and development to defend our Warriors.

The Good Years

   Beginning in the mid-29th century, the Clan and Touman began to experience an age of peaceful growth, having assimilated the dezClan military technology and developed stra-tacs that allowed the Touman to defend our possessions.  Although the discontent of the Trueborn faction remained a problem, as a whole the Castes settled down to peaceful co-existence.
Our continued industrial expansion and the development of Barrens combined to give our Castes a sense of purpose and accomplishment, although the nature of the Leopard system of governance prompted several of our sibClans to declare embargos and sanctions.  Although irritating, the dissenting Clans only served to strengthen our independence, as less than fourteen percent of our holdings were isolated from our capital system.


THE DEZCLAN TRIALS

   As the Clan continued to grow, we saw no reason to leave our self-imposed isolation on Barrens until news of the dezClan Dragoon Compromise arrived in late 3004.  Eager to prove the worthiness of the Leopard Touman, we claimed the right to oppose dezClan Hell’s Horses in the Trial of Annihilation.  Using the massive Armor Branch, spearheaded by elite Sturmtruppen and Legion Trinaries to defend our claim, we rediscovered the wisdom of Founding Khan Wayne Polo as our Pilots were eliminated by the AeroSpace forces of several Clans.
   Forced to emphasize the AA role, the remaining Trials were acceptable in terms of outcome, but we suffered increased casualties and damage to OmniMech units and our overall flexibility was badly degraded as they were forced to depend on the slower Armor forces for coverage.  Eventually winning the right to oppose dezClan Hell’s Horses, we turned to improving the size and quality of our AeroSpace Branch with the addition of Ghost Shrike Abthactors to the Pilot training program.
   Hotly debated by the Council, the proposed alliance with Clan Ghost Shrike was deeply opposed by representatives of the Castes who wanted nothing more than to ignore the rest of the Legacy Cluster.  By the end of the dezClan Trials in Oct, 3006, the Shrikes were already deeply involved in the Carnoraptor feud that would culminate in the Heartforge assault, providing increased incentive on their part for allies to share the burden of the assault.
Enticed by the prospect of combat, the final vote fell to the President, who voted in favor of the alliance.  Leopard participation in the assault was limited, but confirmed the strength and abilities of the Armor Branch and the doctrine of the Leopard Touman in an all-out conflict between Clan opponents.  Even Warriors of Clan Zombie Python found the strength of Leopard Armor a force to be reckoned with on the battlefield, as our troops repulsed raids on the Shrike airfields and took to the field supporting the ‘Raptor OmniMechs.
   Eventually declaring an end to our association with the Mammoth alliance and the entangling web of Ghost Shrike alliances and feuds, we suffered a few minor Trials of Grievance and Possession from the offended Shrikes.  Lasting almost a decade, the attempt to improve the training of the AeroSpace Branch proved to be insufficient, as Freeborn Pilots failed to match the performance of the Roth and Eldren Bloodnames.
   Proposed by the Loremaster and opposed in principle by the High Council, the prospect of further diluting the Freeborn majority in the Touman prompted the most bitter political battle since the political freedom vote of October, 2872.  The issue, however, was never put to a vote – the IlKhan, citing adequate supplies and the political motivations of the lesser Castes, ordered the activation of the dormant Blood Heritages to be introduced to the Clan’s breeding program immediately.  Despite silent opposition by the Castes, the dormant Blood Houses were surrendered by the Scientist Caste to the Technicians in May of 3046.

Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on March 02, 2011, 02:00:15 PM
The Trueborn Resurgence

   Encouraged by the orders to begin enlarging the Trueborn faction, Loremaster Randy Buchner petitioned the Council for amendments to the Leopard Charter, pointing out the lack of control of the Warrior Caste to choose the Khans they followed into battle.  Refused in June of 3051 by a decision of the Clan Council, the cavalier assumption of the willingness of the Warrior Caste to follow a political appointee prompted widespread support for the notion of Warrior independence.
   The arrival of intelligence indicating the intentions of the dezClans to begin Operation: Revival at Totem on March 7, 3052, prompted the mass revolt of the Warrior Caste as the President and Council fumbled the attempts to organize the Clan to meet the 3-month deadline to assemble with our sibClans on Totem.  Faced with the breakdown of social order, IlKhan (Name) McEvedy declared martial law on Barrens, giving command of the Leopard Touman to the Loremaster and ordering the first independent election of a Leopard Khan in over (time).
   Operating on an emergency footing with the cooperation of IlClan Wolverine, Buchner assembled the Touman in time for the deadline and won the election to the post of Khan of Clan Tundra Leopard for his performance.  With the failure of the New Clans to respond to the dezClan invasion in 3052, several of our sibClans have begun to loose the traditional strict martial focus of the early 31st century, wavering between Warrior fanaticism and the allure of freedoms promised by the laws of the Civil Government for the lesser Castes.
We of Clan Tundra Leopard, however, have only begun to hone the skills of a resurgent Warrior Caste with the Founding of dedicated Elemental and ELM Bloodlines and the return of the dormant Trueborn Legacies.  The recent reclamation of the ranks of Khan and saKhan for merit has also encouraged several of the most militant Clans to relax their boycotts and sanctions against our Merchants, allowing the Clan access to new markets.
Such activity came with a high price, as the upheaval of domestic politics has prompted major unrest in the Clan.  With the Charter abolished by IlKhan McEvedy, political concerns have forced the leadership of the Warrior Caste to walk a careful line, ensuring the future of the Clan while respecting the privileges of the lesser Castes.


CURRENT EVENTS

The return of traditional Clan organization and government provided a great deal of upheaval, now settled with the Amendment to the Clan Charter.  The Charter was a major reason for the high level of immigration, assuring new arrivals of the respect of the Warrior Caste, and its importance to the Clan could not be overstated.  Continuing to safeguard the rights of Leopard citizens, the amended document enshrines the right of the Warrior Caste to rule, and removed much of the political influence of the Castes on the Clan Council.
   Since 3058, the continuing reports filed by Guide Teams describing the benefits of Spheroid stealth armor technology have intrigued the Infantry and Armor Branches, encouraging the development of a New Clan equivalent.  With the goal of securing information and samples of the Capellan innovation, we allied ourselves with our rivals from Clan Piranha to petition the IlKhan to prioritize capturing a sample of this technology, creating the first New Clan Stealth armor in November, 3064.
It seems clear to the senior leadership of the Clan we are experiencing the first years of another golden age, as further developments have continued to be absorbed and turned to our advantage.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Knightmare on March 02, 2011, 02:15:34 PM
Looks good. Outside of some minor grammar/punctuation bits it is a great read! Good to see you're plugging along Pins!
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on March 02, 2011, 03:08:11 PM
Thanks.  Oh, this is just half of it.  There's still the background fluff - training, branches, favorite stra-tacs, bloodnames, and (depending on what Clan) about 6-10 galaxies and their Cluster details.

I think I need a reader for the five Clans to tell me if it follows the "Rule of Cool".
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on March 12, 2011, 02:10:42 AM
Ok, I think this is the final century or so.  I tortured myself for a while about glossing over most of the century, but there's such a thing as too much detail.  Minus the polishing, the Frost Ape entry is done.

THE FOUNDING (2862-2939)

    From our Founding as a 2nd Clan, the Frost Ape path has been one of unexpected greatness, thrust upon our Khans and the leaders of our Castes.  Our Founder, Stuart Jones, submitted his original Bid for the command of Clan Frost Ape with disbelief that such an important position would be open to the lower-ranked officers of Clan Piranha; despite the accuracy and completeness of his Bid, it might have been dismissed as one among hundreds had it not been for the Founder’s insistence on making the resulting document ‘Good Reading’.
Viewing the requests for interviews and travel orders as the response of another practical joker and kindred spirit, however, resulted in our Clan being one the last 2nd Clans to reach a minimum staffing level and receive acknowledgement by the IlKhan, as Khan Jones first served a 7-day disciplinary sentence for ignoring the lawful orders of a superior officer.  As a result, our Clan was forever identified in the eyes of outsiders as a source of humor and derision for our lack of martial focus.
   With the sentence and understanding of his circumstances, however, Jones set his new subordinate, saKhan Tony (Smith) of the Merchant Caste, the goal of establishing the Clan.  Deliberately going against New Clan tradition, Stuart chose the most qualified person regardless of Caste to make up for lost time, but nothing prepared them for the behavior of their fellow Clansmen and our Clan found itself the butt of every joke, rumor, and ‘accident’ possible, enraging our Khans.
Our Clan was on the verge of collapse, until their failure attracted the notice of IlKhan McEvedy, who was able to present our Khans options to deal with their personnel issues.  It also cemented our reputation for unorthodox action, as members of our Clan began to perpetuate ‘the big lie’.  Openly boasting to their fellow Khans of their successes forced the reevaluation of the Frost Ape organizational strategy, and curiosity and the enticement of entertainment gave our Khans opportunities to speak with huge groups of undecided members of Clan Piranha.
   Formally established Feb 5, 2862, our Clan has long ago ceased to be a joke to anyone but ourselves, as even today our abilities and successes are hidden by ‘the big lie’.  With the Clan embracing many mysterious and bizarre ceremonies that trace back to the Founding, such as the Dunk-the-Khans booth opened every February 5th as part of Founding Day celebrations, we are in no danger of being seen otherwise.  But, at least we get the joke.

The Truce (2863-2871)

   Given the circumstances, the decade following our founding was vitally important, and our Khan placed his trust in the Merchant Caste to guide us through the hard times ahead.  Choosing a Merchant saKhan as a show of trust, saKhan Tony (Smith) displayed a determination and ruthlessness that won the approval of our Warriors as he fought to insure the success and ultimate triumph of our Clan.  Beginning an immediate build-up of basic services aimed at self-sufficiency and innovation, Tony was eventually offered the traditional bodyguard unit of the Khans of the New Clans by a unanimous vote of the Warrior Council.
The next 10 years saw frantic growth as we adopted the 2nd Caste program, choosing to remain on the world of Inheritance rather than try to settle a new world at the urging of the saKhan, and our Khans concentrated our effort to support the Merchant and Labor Castes as we traded long-term benefit for back-breaking effort to support the economic growth of the Clan.  The strength of the Merchant Caste was mirrored in the rank-and-file disaffection of the Laborer Caste with the leadership of our Clan, however, and the example of Clan Mammoth was a warning to us all.
Curbing the violent tendencies of the chalcas leaders of the Laborer Caste by invoking Suikrede on behalf of the Merchant Caste, our SaKhan lobbied the Khan and Caste leaders to support changes that provided greater freedom for the Castes in general and the Laborers in particular.  With the approval of the Council, the willingness of the Warriors to support saKhan Tony’s initiatives displayed our trust of the lesser Castes and erased many of the tensions plaguing the Clan Council, and the respect of the Warriors by the lesser Castes grew.
As the truce began to run out and the Clan continued to prosper, the growing wealth of our Clan began to attract attention from our stronger sibClans and by 2871 saKhan Tony began advocating moving the Clan deeper into the Cluster.  From among our resource colonies, a fertile, temperate world was chosen as our future capital (avoiding negotiating with the Devil Wasp Merchant Caste for using their planetary catalogue) and presented the issue to the Frost Ape Council.  With the approval of the Council, the Clan supported the appeal of Clan Surf Dragon to IlKhan McEvedy that the capitals of the New Clans be inviolate.
As a final accomplishment before leaving office, saKhan Tony (Smith) decreed that the end of the Truce called for a shift of priorities for the Clan’s leadership, urging the Khan to reward Chief Scientist Geoffrey (Tesla) with the rank of saKhan.  Under the command of our new saKhan, we began establishing research, resource-gathering, and military outposts on nearby planets of the Legacy Cluster, increasing the flow of natural resources and enriching the Clan.

Da Vinci (2872-2898)

   With our new homeworld selected, the honor of naming the new Capital fell to Khan Jones, who chose to name it after the 16th century mathematician and engineer Leonardo da Vinci, reflecting our Clan’s curiosity and inventiveness.  Having made our choice, however, we still faced the daunting task of moving our population and property.  With less than two years left before the end of the Truce, we proceeded to move the majority of our stockpiled supplies and prepared ourselves for the upheaval that would surely follow.
   One of the first of the 2nd Clans to attempt isolating ourselves before the storm of Trials we expected at the end of the Truce, we were able to peacefully negotiate for the assistance of our sibClans assembling the fleet of Jump- and DropShips we needed to move to our new home in exchange for our former holdings.  Having completed our first tentative steps toward colonizing our new home, the priorities of the Scientist Caste began moving to the forefront of our concerns.
Establishing permanent settlements and facilities to ensure the continued production of materials for our defense by the Warrior Caste, saKhan Geoffrey (Tesla) ordered construction materials stockpiled for the establishment of Da Vinci university.  Causing a stir in the Clan Council, Geoffrey was able to convince the heads of the remaining Castes of the value of such an ambitious project.  Citing the need to enlarge the Scientist and Technician Castes, our saKhan ensured himself of enough support to set an ambitious colonization plan into effect with the added proviso that the Council could delay construction if other projects were given added emphasis.
   The retirement of the Founder from the Warrior Caste in 2888 was a blow to the Clan, as the experience and skill of a fine Warrior and a Founding Khan was lost, but the act cemented the loyalty of the lesser Castes to the Warriors. Requesting a Trial of Position for the Laborer Caste, as his last act controlling the Clan Council he formalized the transfer of personnel between Castes and opened the Warrior Caste to any who could demonstrate a willingness to learn the skills required.  With the flow of recruits from the Laborer Caste and the success of the Scientists and Technicians to equip our Touman with advanced technology, the Merchants and Warriors were able to move the Clan ahead of many of the detractors of the past.
As Da Vinci University finished construction, geneticists began work modifying the biology of our totem and terran crops, allowing them to flourish in our new home.  Not to be outdone, engineers concentrated on unraveling the nuances of dezClan technology, contributing to the efforts of the IlKhan’s Joint Development Program.  As research performed in DVU helped to refine the ELM program, the Clan opened enrollment to both the New Clans and Citizens of the Civil Government in 2889, proving itself equal to any that had existed during the Star League and providing a major boost to the Clan’s economy.
Having long since finished reverse-engineering dezClan technology, our Scientists and Technicians joined the process of refining our own unique developments under the direction of the IlKhan and the Joint Development Program in 2897.  Our Castes began the effort willingly, but eventually the researchers began to loose interest.  The Merchants, pointing out the savings of R&D costs, supported efforts to renew interest in established weapon systems through upgrades, but eventually reached a consensus that New Clan manufacturing and production techniques had left little room for improvement.
   Seeing the need to motivate personnel, saKhan Naomi of the Technician Caste chose to award both lump sums and commissions for concepts leading to successful projects.  Selected groups, led by knowledgeable Technicians and Laborers took over the refinement process, leaving the Scientist Caste to pursue more innovative theories.  The process began to produce results immediately, as the first of the Permanent Air ‘Mechs was sent to prototype within the first 3 months of the program, and our design program spread throughout the New Clans.
   Continuous refinements of our weapons and equipment became available during the next several years, but major innovations escaped us until Clan Piranha put their missile trailer concept into production.  As commissions paid to the lower castes skyrocketed overnight, the New Clans continued fielding unique and improved technology that began to close the technology gap with the dezClans.

Alliance

   Now a respected and successful Clan, we returned our efforts to expanding our industrial base with an eye to improving the Frost Ape standard of living.  With few grudges held against our Clan and the skill of the Warriors, now equipped with the dezClan Omni's and Elementals, few sought Trials against us, and we began a period of isolation as we continued to build a thriving civilization on Da Vinci for the benefit of all.  For nearly forty years, we rarely came into conflict with the other Clans; in our complacency, however, the keen edge of the Warrior Caste was lost and eventually we found ourselves in a growing feud with Clan Mammoth.
   Seeking to prove the vitality of our Warrior Caste, Beta Galaxy Commander Boris _____ encouraged the Warriors of the 2nd Ape Regulars to challenge their counterparts in the Mammoth Gamma Galaxy.  Despite his intentions to teach them the foolishness of taunting our Clan, the sudden spate of Trials lost us nearly three Trinaries in Warriors and equipment.  Arriving with the Golden Keshik to investigate, Khan Louis _____ and his troops were unable to end the fighting in our favor before the Mammoth commander issued a Trial of Grievance.  Observing the Trial with the commander of the Clan Zombie Python garrison, Louis gained some insights in the new stra-tacs now being used in the Cluster.

   [Analyst’s Note:  The enthusiastic support and general seclusion of the Frost Ape Touman kept an unexpected lack of military skill from our agents on Da Vinci; the further unexpected alliance between the two Clans undercut your predecessor’s hopes to keep the Pythons isolated and prevent the spread of the Python’s “all or nothing” approach to warfare.  No longer dependent on the Office of the IlKhan for military support, their alliance with the Frost Apes led to an end to their self-imposed isolation on Valhalla.  Further details are provided in the Zombie Python documents.]

   Exploring the potential for stronger ties between our Clans, saKhan Ernest (Macy) of the Merchant Caste returned to the Council with an unexpected proposal – an alliance with the Pythons to benefit their lesser Castes.  Having chosen to avoid confrontations with the remaining Clans, the Pythons had immediately abandoned the inhabited worlds of the Legacy Cluster to loose themselves in the Edge, only to isolate themselves from the growing commercial ties which might have benefited them.  Presenting evidence from the Python capital of Valhalla, Ernest delivered a passionate speech earnestly pleading for permission to aid our fellow Clansmen.  Such a radical proposal demanded the unanimous approval of the Council, however, and in a rare show of intransigence, our Khan refused to support the proposal.
   Aware the pride of the Python Warrior Caste would not allow them to accept charity from another Clan, Louis presented a counter-proposal; the Warrior Caste would provide a contract bid for Python Abthactors to assist our Touman regain their combat proficiency, in exchange for goods and services from our civilian Castes.  Winning the approval of the Clan Council, plans were set in motion to provide the assistance that would help improve the general Python standard of living.
Training with the Python Abthactors, we were able to influence many of their senior Warriors, showing them the advantages of the Frost Ape system and providing the expertise of our civilian Castes to move them further along the path to true independence and prosperity.  With access to Da Vinci University Scientists, Technicians, and facilities, our Merchant Caste quietly prompted their Python counterparts along the path we had chosen for them.  Although our Clans have grown apart, the influence of our alliance has remained, improving and strengthening us both, and several of our most prestigious units have chosen to incorporate Python camouflage patterns with traditional Frost Ape colors to show their gratitude and respect.


THE LONG YEARS

      Having proved our martial skills to our Abthactor’s satisfaction, we turned to the remainder of the new Clans to test ourselves against them as well.  Beginning a campaign spreading out from our capital of Da Vinci, we found most of our fellow Clans locked in alliances and feuds, each struggling to prove the skills of their Warriors.  Taken aback once again by the ferocity of Trials and the lack of respect for fellow Warriors, we eventually adopted a policy of sending small, independent raiding parties of reinforced Trinaries to prove our abilities.
   Along with several others, our Clan chose to assist the Civil Government colonize the world of Ford, where our Clan assumed a portion of the cost of settlement for the Civil Government and in exchange received almost ten percent of its surface.  Following the system’s 10-year truce to allow colonists to firmly establish a foothold, we were able to challenge many of the strongest of the New Clans to Trial without leaving the system, and we have used the world to blood new troops and provide a wide degree of experience for the rest of our Touman.  With a grudge against the Warriors of Clan Mammoth, Beta has all but forced the Clan from the planet through ‘practical jokes’ that have inconvenienced every Mammoth Caste and left our Clan barred from Mammoth Enclaves across the Cluster unless under armed escort.
   Our Clan remained active in the affairs of the Legacy Cluster until the last of the faction worlds were colonized, maintaining our Lever Enclave while developing new allies among the New Clans.  Without another goad to rouse the Clan to further action, we allowed ourselves to withdraw once again, remaining in the Da Vinci system and ignoring our more excitable brethren until the news of the dezClan Wolf’s Dragoons reached the Totem System.

The dezClan Trials

   With the news of the Wolf Dragoons scouting mission, our Khans were summoned to the fortress world of Totem.  The final defense of the New Clans, most of the planet was accessible through the Castle Brians built to house our population should we be attacked by the dezClans, intent on concluding our Trial of Annihilation.  Seated at the Grand Council, our Khans began discussing our response to the dezClan scouting force, choosing to support the Great Houses against an attempted invasion, supplying intelligence and advanced technology should the dezClans attack.
Noting we had more than 20 years to prepare, Khan  _____ of IlClan Wolverine claimed the right to confront dezClan Wolf in the renewed Trial of Annihilation, we accepted our assignment to fight dezClan Ice Hellion, with a Touman of only 10 Clusters, outnumbering us almost 3:2.
Preparing to dedicate a larger portion of our economy to enlarging the Touman we elected Vanessa, the first Laborer Caste saKhan in our history, to organize the Clan for the Trial and motivate the Laborer Caste.  Outlining the expense and effort required, our Khans overrode the protests of our civilian Castes, noting the absolute requirement for victory in a Trial of Annihilation.  Engaging prominent members of the lesser Castes in the planning for a Frost Ape war economy, saKhan Vanessa was instrumental in preparing the Clan to answer the IlKhan’s call to war, although it would be almost fifty years before her foresight would prove itself so valuable.
Noting the dezClan advantage in WarShips, we directed the Castes to find a method of reducing the danger of naval combat to the New Clans.  Already in possession of designs and specifications through our Burock intelligence, the IlKhan’s JDP was able to put some of the Star League-era naval weaponry into limited production, focusing on naval gauss weapons, PPCs, and lasers to simplify logistics for the New Clan fleet.  Noting the jump point and planetary defenses of the Totem system, interested Merchants began inquiring about the feasibility of mounting a docking collar on the defense stations, ostensibly to move them to more threatened systems in case of attack.
   After consulting with our Scientists and Technicians, the foundation for the New Clan fleet was laid.  Despite the requirements of using tugs to maneuver the clumsy defense modules into docking, the ability to mount capital weapons and heavy anti-aircraft defenses allowed the transports of our fleet to defend themselves.

The Second Star League

   The anti-climax of the discovery of the Outbound Light by dezClan Smoke Jaguar and the sudden call for Invasion found our intelligence unit in the Kerensky Cluster unprepared, and the New Clans unable to prepare a response to the decision until _____.  Calling for an immediate assembly of the Toumans of the New Clans at Totem, like our sibClans we went to an immediate war footing.  Following the prepared responses planned by saKhan Vanessa so long ago, we were able to meet the 3-month deadline imposed by the IlKhan and still offer our assistance to our less prepared sibClans.
   Our efforts turned out to be too little, too late, however.  ComStar, inheritor of Terra and some of the Star League’s vast military stores after the Exodus of the SLDF, waged a proxy Trial on the planet Tukayyid and won a 15-year truce before the resumption of the invasion.  The largest battle seen in the Inner Sphere since the 1st Succession War, the ComStar truce gave us a reprieve from the urgency of our preparations.
   Placing the New Clans on a 3-month recall, your predecessor chose to wait to reveal ourselves and watch the situation develop while focusing on our Burrock intelligence assets.  Unprepared for the Inner Sphere to unify under the banner of the 2nd Star League, we could only watch as they embarked on Operation: Bulldog and the more secretive Operation: Serpent, losing another opportunity to unite and lead the Inner Sphere due to a lack of reliable intelligence on the intentions of the Great Houses.
   Further actions became unnecessary in 3060, as to our shame Clan Burrock became the victims of a Trial of Absorption for conspiracy with the Dark Caste, our intelligence unit in the dezClan Homeworlds.  Important events in the Pentagon Cluster made the Star Colonel in charge of the unit delay the courier until news of the Great Refusal was gathered, and the majority of the unit returned home.  Without our allies of Clan Burrock, the possible discovery of the unit was too great to justify the risk and we await the IlKhan’s decision on how to proceed.
   The greatest hope of the Inner Sphere began to crumble, however, as civil war took its toll on the Federated Commonwealth.  With the loss of life and military preparedness came the end of hopes the Inner Sphere could stand united against the invading Clans, while the cracks brought to the surface a return to old rivalries and provoked the Comstar splinter faction, the Word of Blake, to begin its monstrous Jihad.  At this time, reactions are mixed among the New Clans, and the lack of intelligence from the Inner Sphere has made decisive action unlikely, as most of the Warrior Caste remain focused on the dezClan threat.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on March 14, 2011, 06:57:11 PM
And now, Clan Carnoraptor!

CLAN CARNORAPTOR


Sir;

   While it is the responsibility of Clan Silver Condor to compile and verify information for the IlKhan’s Intelligence Briefing, it is customary to accept Carnoraptor internal documents forwarded by the Loremaster at face value.  As the basic package of A/V recordings and public documents are easily confirmed, few risks are taken with the bulk of the document.  Confirmation of current information presents a far more difficult challenge.
   Tight-knit and suspicious, outsiders are rarely adopted into the Clan and never accepted into the political and military circles known to have access to the information we desire.  Even bondsmen are unwilling to assist our efforts, sharing a common bond with their Clan beyond the restrictions of their bondcords.  While observation has proven effective under most circumstances, care must be taken when determining current military and political trends.
   This briefing is Security Rated SECRET EYES ONLY, as the information within provides detailed information on the inner workings of the Clan.

StCol Gordon Lyons
Office of the IlKhan
Clan Silver Condor, Military Intelligence


To:  The Office of the IlKhan

Re:  Status and Fitness Report

IlKhan;

   As requested by your Office the following report contains a section detailing our background and history, to provide an understanding of the character of our Clan, as well as identifying members of the Warrior Caste in contact with your Office and others of interest in the Touman.
   Also included is a description of favored stra-tacs at the Cluster level and a current military fitness report; Operational status is not included, but a request for information may be requested from the Khan.

Jamie Siemens
Loremaster, Clan 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.]

[**  Begin recording…(Historical Record, 2871-2890)]
Gather around me, sibkin.
Today, we learn of the greatest of our Khans – we learn of Ben Alexander, forever known to the Warrior Caste as ‘the Brightfang’, whose story inspires the trothkin of every sibko in the New Clans.  The son of Founding MechWarrior Miles Alexander, Ben was exposed to his father’s lifestyle from birth with stories of the greatest generals in history, especially his hero – Alexander the Great.
Raised in the Dingo Warrior Caste crèches, Ben began Dingo Warrior training only to go with his father to the Carnoraptors during the Founding.  Attending the first lectures of the new Brightfang training facility, Ben attracted attention from the Warrior Caste after graduating first in his class and winning the rank of Star Captain in his Trial of Position – the first of his generation to have done so.
However, assigned to the Clan’s 102nd Stiker Cluster, Ben found the attitudes of his superiors insulting and dismissive.  With only weeks of command experience and the bruises of his Hazing Ritual still fading, Ben challenged an elite Warrior of the Cluster command Trinary for one of the rare OmniMechs in the Carnoraptor Touman before the stunned Star Colonel and his Pack.
Winning the Trial after charging and crushing the weakened chest of the Omni with his crippled ‘Mech, Ben secured his ristar status after winning the Alexander Bloodright of his father in a Trial of Bloodright under a year later, just after his 18th birthday.
Posted to a front-line Trinary, Ben continued his rise in the Clan by winning the rank of Star Colonel of his old Cluster, the 102nd Claw, and accepted a position in the Pack Council to become the first senior command officer of his generation.  His promise was confirmed in 2872, when he became Khan at the age of 24, defeating Founding Khan Rachel Sanders in a Trial of Position and becoming the youngest Khan in the history of the New Clans.
With the dawn of the Brightfang, our Clan began a Golden Age after the cancellation of the degrading garrison contract with the Mammoths.  Despite the focus on preparing and training for the end of the Truce, our lower Castes were able to begin producing the needed materials to replenish our weakened industry and we began to achieve more than sustinance-level self-sufficiency.
After the refusal of the Dingoes and Piranhas to consider bids for new garrison troops, the Brightfang used the heavy raiding on Mammoth assets as a lever to demand the suikreede owed us as the cost to open new talks.  The talks put us further on the road to independence, and soon turned to secret discussions between Khans as our troops returned to garrison Mammoth facilities until the end of the Truce.
Unknown to outsiders, our Khans and Pack Council began to plan an assault on the sibClans who denied us their support, embodying the ferocity of our totem.  Contracting the Mammoths to garrison our holdings, the Brightfang withdrew our garrisons to reinforce our assaults, and force our sibClans to pull back, sacrificing valuable Isorla.  While leading the defenses to blunt our assault, we captured the Khan of Clan Steel Python, who became our bondsman.
Despite his defiance, intensive questioning under chemical interrogation provided the information we needed to turn from a general assault to a more focused plan.  Using our sibClan’s inferior garrison troops and captured equipment, our assault grew even more fearsome, until it threatened to become a Trial of Absorption for the weakened Pythons.  Finally, our sibClans recovered their courage and used the respite to regroup and defend the remains of the Pythons.
With our Warrior Caste sated with glory and Isorla, we began to garrison our new holdings, but the Brightfang used our movements to commit our returning Clusters to further our industrial recovery by taking them from the Clan we knew best – our allies.  Using information gathered from years of garrison duties, we captured several facilities from the Mammoths dedicated to vital steps of their manufacturing ability and repaying their Merchants for their looting of our economy.
Eventually, the IlKhan intervened and ordered the Steel Pythons reabsorbed.  When prompted for a percentage of our Isorla to establish the new Clan, the Brightfang refused, unwilling to contribute so much of the industry that completed our industrial recovery.  During the negotiations, tempers ran high, and our beloved Khan declared a Trial of Grievance against the IlKhan.
Their Trial took place in the midst of the Wolverine capital, where the IlKhan took the life of our Khan, and the soul of our Clan was shattered.
As saKhan Harkness ascended to the senior rank, the IlKhan ruled equal percentages from each Clan would be used to establish the new Clan – the Zombie Pythons.  In a move to show our sibClans our repentance, besides our industrial contribution we included as our surkai nearly 50 captured Blood Heritages and Founding Warriors.  To our shock, our surkai was accepted but our gift was refused, as the new Clan chose to accept only Bloodrights and Heritages either still controlled by their former Clan, or establish new ones.
That is enough for today; unarmed combat in 15 minutes outside.

[** Analyst’s Note:
   Entering the crèche on night release until age 5, Ben began Warrior training with the Dingo Touman until the age of 14.  He was transferred with his father to the newly-formed Clan Carnoraptor, where his father was named one of that Clan’s Founding Warriors.  Ben graduated from the Brightfang Training Facility, winning the rank of Star Captain and a Trial of Possession for a Heavy OmniMech at 17 in 2865, and won the Alexander Bloodright of his father the following year.  Continuing his rise in the Clan, he won the Trial of Possession for the rank of Star Colonel at 19 in 2867, and became Khan of Clan Carnoraptor in 2872, at the age of 24.  Ben led the Steel Python Trials of Possession a year later, in 2873 at the age of 25.
   The importance of Ben Alexander, called ‘the Brightfang’ or ‘Ben Brightfang’ by his Pack and close associates, cannot be overestimated.  Ben realized the standard contract provisions allowed an incoming Khan to discontinue agreements negotiated by the outgoing Khan, ending it and forcing a more favorable agreement with the assistance of saKhan Harkness and experienced Merchant Caste negotiators.  The new contract provisions paved the way for the Carnoraptor Touman to rout the forces of the Dingo Clans until the respite of the Steel Python assault gave them enough time to redeploy and defend the remaining Python assets from Absorption.
In a masterstroke of planning, the returning garrison forces staged Trials of Possession for the complexes they normally guarded.  The assault on the Mammoth industrial base took crucial facilities for the Carnoraptors to achieve self-sufficiency in most fields and left them able to dictate terms to the Mammoth Warrior and Merchant Castes.
Records of the Zombie Python negotiations reveal the ambitious Khan Alexander harbored hopes to become IlKhan, and although the relevant sections have been sealed under the IlKhan’s Seal of the New Clans it is generally agreed the IlKhan led him to mistakenly challenge her at a fatal disadvantage by placing him on an unfamiliar battlefield.  Recordings of the Trial also show a 90-second pause between the crippling of Alexander’s gyro and the final shot to his cockpit, ending both the Trial and the life of the Carnoraptor Khan.
Surkai has not always involved tribute between the Clans, but it has rarely been refused.  It is believed the Zombie Pythons refused the offer because their Khan chose to start from scratch with stra-tacs Trueborn Warriors would refuse.  Using the stra-tacs of the SLDF that embraced victory at any cost, the Pythons toed the line between acceptable stra-tacs and a Trial of Annihilation.  Further details are explored in the Zombie Python report.]

[**  Begin recording…(Historical Record, 2890-2940)]
Welcome, sibkin.  Settle yourselves, and we will begin.
With the unexpected strength of our Warrior Caste came Trials from Clans looking to improve their own genetic stock at our expense, prompting Khan Harkness to begin isolating as much of our strength as possible before it was lost to jealous Clans.  From the Legacy Cluster we began to search for a capital world of our own, only to receive a preemptive bid for the stellar cartography of Clan Devil Wasp, looking to recoup the cost of their own survey.
As we had little time and few aerospace assets to spare as a result of our concentration on ground warfare, we traded mineral rights and a small amount of our growing trade surplus for access to their database to quickly choose a new home, retaining most of our hard-earned industrial strength in the bargain.
The settlement of our new home, Alexander, was more difficult than first appeared; the difficulties in moving our population were exasperated by the movements of many of the 2nd Clans.  Eventually, we staged a trial for use of the Bifrost, a Mammoth-class DropShip converted for troop transport and temporary housing by the Devil Wasps, who like the Mammoths anticipated our needs and took advantage of us by providing them at a stiff penalty.
The arrival of our first transport was delayed by the unfortunate Trial of possession declared by the Krakens, who were aware of the generally poor quality of our aerospace assets and pilots.  Launched from the pirate point serving the planet, the Kraken heavy fighters defeated the escort of the Bifrost far from support.  Taking nearly a thousand Labor and Technician Caste workers as Isorla, our suspicions named the Devil Wasps as enriching themselves several times by selling the information to other Clans before offering to supply the Bifrost with a suitable escort, explaining our ongoing Merchant feud.
However, as time remained short before the next shuttle-run of colonists, we contacted Clan Ghost Shrike for escorts to defend our transports, rather than the Devil Wasps.  Our past returned to haunt us, as the Ghost Shrikes were initially unwilling to overlook our willingness to take advantage of our Mammoth allies at the closing of our blitz, but our contract bid eventually convinced them of our sincerity.  We successfully avoided most of the trials for our transport convoys, having made the price for success higher than most cared to pay.  Eventually becoming allies, we joined the IlKhan’s Joint Development Program to pool resources and develop industry supporting AeroSpace technology and general research.
Our final need became not the resources we could exploit, but the numbers of colonists we could attract from sources outside the Clan.  Our strict Warrior bias made new immigrants hesitate, choosing those with less emphasis on the right of the Warrior Caste to rule, or joining the growing Civilian government.  Despite the high birthrate encouraged by the New Clans, we began to fall behind in population growth, and the problem would grow worse, as the IlKhan presented reports of increasing pressure to explain the destination and disappearance of thousands from the periphery and Successor States to the Grand Council.
Although we had thus far hidden from the dezClans and Inner Sphere alike, the Freedom Trains could not continue forever, and guide teams expected to discontinue them soon in favor of smaller, more easily explained and hidden recruitment.  As always, our Khans and Pack Council soon determined a path to victory over our sibClans.
Using the skills of our Scientist and Technician Castes in Iron Womb technology and manufacturing to form sibkos dedicated to the Lower Castes, we began creating loyal members of the Clan from birth.  Projected numbers of the program grew, until sibbats (sibling battalions) of nearly 1,000 individuals were contemplated.  Beginning with the Labor caste facilities as they provided the basis of growth for the other Castes, our need for educational material, trades training, housing, and options for advanced schooling contributed their share of attraction for newcomers, further increasing the number of immigrants choosing to settle on Alexander.
The final success ended 19 months after the project began, as the first group were removed from the Iron Wombs, but Clan morale and productivity was boosted almost immediately as the project become widely known in the upper echelons of our lower Castes.  Observing the internal Caste debates, our Khan instituted a testing program dedicated to rewarding actual skills and aptitudes in science, technology, or other fields by the applicants.  An effect similar to the importance of a Bloodname to the Warrior Caste seized the lower Castes and resulted in sudden improvements in poorly developed areas that lagged behind the development of our sibClans.
All seemed well, as procedures were worked out and our Clan began development of the facilities dedicated to the Technician Caste, but our allies noticed the build-up of educational and technical facilities had begun to strain what our Clan could provide without outside support as we began to prepare.
Unwilling to do more than explain our Clan saw no need to manufacture what our allies could provide, the matter began to disrupt relations with our allies until other Clans discovered the growing scarcity of technical training materials across the Legacy Cluster.  Deciding it was time to end the deceit, our Merchants drove stiff bargains for the process.  The Devil Wasps paid dearly for the information, as we sold information on the Devil Wasp unit that won the Trial of Possession to our Mammoth and Ghost Shrike allies, who faced a much less daunting foe to win the information from.  The Merchants also gloated of the profits to be had, supplying components, chemicals, and Abthactors of the Labor Caste to early childhood development.

[**  Analyst’s Note:
The subsequent move to Alexander was delayed too long for the Clan, as many others were already moving or finished isolating their core industries and wealth.  Prompt bidding by the Devil Wasps gave them a surplus of trade goods and equipment needed by other Clans and in short supply, ensuring further needs would be contracted through them and selling intelligence on the locations and transport of other Clans to interested parties.  That the Krakens responded is immaterial, as they simply made the first attempt using the purchased Wasp information and forced the ‘Raptors to tighten security before it could happen again.
The birthing facilities were not a new idea to the Clans, but the revolutionary idea they could be used to expand the size of the lower Castes resulted in a huge amount of turmoil at the time.  Located on Alexander, the facilities had time to churn out a huge number of sibbatts before their allies could begin crash programs to imitate them.  Even a year later, the ‘Raptors had a substantial lead in all disciplines needed to take advantage of their technology and experience.  Within ten years the Laborer Caste alone grew by almost 13,000, and the Technician Caste by almost 12,000.  As immigration was restricted the ‘Raptors continued increasing their birthing programs, resulting in an increasingly high birthrate as the sibbatts reached adulthood, starting in 2920 and continuing until 2940.
The growing expertise of their Merchant Caste was obvious as each step of the process to begin production and education of such vast numbers required almost every Clan to deal with them, while the ‘Raptors had lost none of their military strength, cowing less militant Clans to submit to deals that made the technology and education process possible for most but resulting in several settlements mediated by the IlKhan after the cutthroat Merchants forced the bidders to overextend their credit badly later for supplies in a market monopolized by the ‘Raptors, and to some extent their allies.]

[**  Begin Recording…   (Historical record, 2945-3004)]
Cease your mindless prattle!  ‘Raptors are not so undisciplined!  Return to your seats.
Today we learn of our feud with the Cave Frog/Razor Bat alliance.  In the beginning, our Clans knew little of each other.  Our complete opposites, the Frogs were nearly absorbed in the years following the Truce.  As their Clan became more and more threatened, they retreated to a group of 11 major industrial sites that contained their core industrial base and began crash attempts at fortifications.  Defensive terrain, bandit tactics, and artillery became their only strategies to prevent absorption.
Eventually they crossed the line of appropriate behavior in the Grand Council and bragged of their ‘impenetrable’ defenses.  Our Khan, insulted by the idea such strategies could be considered honorable, ordered a strike against the outer colonies of the Cave Frogs.  Relying on our Ghost Shrike allies to counter the Razor Bat presence on their bases, we took several colonies, but as the campaign continued we went to the Grand Council to demand a censure for their dezgra stra-tacs, particularly of minefields, massed fire, and ambushes.
As anger of the dezgra stra-tacs built, determination to extract a measure of revenge and shame the Frog Warrior Caste with a resounding defeat grew, but our Khans ordered us to slow our offensive operations in favor of bitter arguments and opposition to the Cave Frogs in the Grand Council.  Silencing angry Warriors with the admonition to allow time to give the Frogs a false sense of security and develop counter stra-tacs of our own, our Khan began preparations to take the pride of their Clan in honest battle worthy of Trueborn New Clan Warriors; the Heartforge Mining Facility.
Housing the IlKhan’s Joint Development Program and turnkey operations for other Clans interested in keeping their installations secret and protected by the massive fortifications and Cave Frog garrison, Heartforge had become the Clan’s command center.  Striking with a force of two Galaxies and Ghost Shrike support, we fought a massive battle in the surrounding swamps and lowlands as Cave Frog Technicians opened the locks at Grey Lake, flooding the swamps and forcing a months-long running battle as hovercraft, artillery, ELMs, AeroSpace, and mechanized BA decimated the leading Clusters.  Many of our Warriors felt the Cave Frogs lowered themselves to the level of Spheroids, and refused to take Bondsmen or observe zellbringen.
As our counter-attacks ran into massive ambushes and casualties continued to climb, eventually our assault stalled in the face of sullen resistance from the defenders.  Although the Frogs could not match the skills of our Warriors, they contracted Clusters of Clan Zombie Python, whose hatred of our Clan and disregard for New Clan rules of warfare made them deadly opponents.  Utilizing the hidden routes out of the facility, their Warriors successfully kept us from devoting sufficient forces to cracking the fortifications, although Mobile Assault units had successfully infiltrated to attack massed Reserve and artillery units.
The anger and distrust on both sides was deep-seated, but the decision to declare a temporary peace came from an unexpected source; the news of the dezClan Dragoon Compromise.  With the news came orders from the IlKhan to end the expensive feud in preparations for the dezClan Trials, and although relations with the Frogs and Pythons have remained cool, the military buildup remained a priority.

[**  Analyst’s Note:
   Prompting the beginnings of the ‘Raptor political decades, the rise of Star Colonel Ed Alexander to Khan began the Grand Council debates over the re-absorption of Clan Dingo and the promotion of their strongest 2nd Clan, the Carnoraptors, to the ranks of the First Clans.
   Protected from a Trial of Absorption by a vote of the Grand Council, the Dingoes began a subtle manipulation of both the ‘Raptors and Cave Frogs, aimed at exhausting two of the strongest Second Clans.  Their efforts eventually paid off in the Grand Council as the Frogs were provoked into openly boasting of their fortification programs.  As the Dingoes continued to scorn the ‘Raptor Touman, it came as no surprise they would look for ways to prove the skill and effectiveness of their Warriors.
   Their attention centered on the Cave Frog Colonies, the ‘Raptors efforts in the Grand Council slowed, but eventually regained momentum as the assaults on Cave Frog colonies and outposts slowed.  During the two year peace, they once again began to slowly win over their sibClans and narrowing the margin of a successful Trial, prompting several changes in the Dingo Touman, although these changes would take years to take effect.
   When it came, the ‘Raptor assault on the Heartforge facility was everything their sibClans had come to expect; multiple Mobile Assault Clusters consisting of air-mobile ELM, Armor, and Elementals attacked the Cave Frog and Razor Bat garrison, leaving the incoming ‘Mech transports from the pirate point unmolested.
   However, the strike against the control bunkers at Grey Lake failed after a desperate battle, and the Frogs successfully flooded the swamps surrounding the facility.  Their attack a failure, the Mobile Assault forces retreated, and Cave Frog reinforcements destroyed the dam for the duration of the assault.
   Unknown to the ‘Raptors, the Heartforge facility had been upgraded through the decades of the Frog occupation until the facility resembled a Star League-era Castle Brian.  Allowing only the surface and first levels of the buried facility to be seen by the JDP and resident Clans, the Frogs continued excavating, providing multiple levels, tunnels, and exits.
   Although the Frogs and their Razor Bat allies were unable to prevent the ‘Raptor assault from breaching the walls, the Zombie Python bid for the Heartforge defense relieved the shattered garrison and defeated the larger ‘Raptor force with artillery and air support from the Cave Frog and Razor Bat allies.
   After 12 years of skirmishing, the ‘Raptor-Frog feud defined a generation of Warriors, and prompted the addition of dedicated Heavy Assault Binaries to the Command Packs of each Cluster.]
 
[**   Analyst’s Note:
Sir;

The following information is the only confirmed intelligence we have gathered from trusted sources across the last sixty years.  Although every effort has been made to ensure accuracy, only the broad outline of ‘Raptor activities during this period is available.
   Finally, this report is Security Rated SECRET EYES ONLY, as the information within provides detailed information on the inner workings of the Clan, and care must be taken to prevent details of the report from revealing the extent of our network in the Clan.

StCol Gordon Lyons
Office of the Ilkhan
Clan Silver Condor, Military Intelligence

Clan Carnoraptor Intelligence Report (3004-3060)

   No further note-worthy actions have occurred during the last 30 years by the ‘Raptors, following the near collapse of Alpha and Beta Galaxies and the rebuilding of the ‘Raptor offensive Clusters, as the Clan moved whole Packs into decimated Galaxies to replace casualties.  Although losing many elite Warriors to the process, the survivors were accepted into new Packs or declared Trials for command positions outside the three Galaxies that fought in the assault.
   We believe that as the rebuilding process continued, the Khans and Pack Council found themselves dealing with the political fallout of the Heartforge Assault.  Their basic need, relief for the overcrowded Warrior Caste, remained unsatisfied, and the future Absorption of the Dingoes remained uncertain.  Extensive research and analysis of ‘Raptor activities over the next decade suggested that the ‘Raptors Spawned as many as three “3rd Clans”.
   Coinciding with the rebuilding process, two of the Clan’s JumpShips left their normal routes in the Cluster to search for ‘resource colonies’.  They returned six months later, finding three suitable worlds, although we believe they were hunting for suitable future Capitals, since at least one planet with a tainted atmosphere and several asteroid belts were neglected in the search.
   Despite a revival of the Frog/Bat feud, the ‘Raptors restrained from major assaults in the last two decades after the Heartforge Assault, as the Clan continued to rebuild and increase the size of the Touman for the predicted dezClan Trials.  During this time the ‘Raptors adopted their policy of denying bondsmen permission to enter the Touman above the rank of Pack Commander, preferring to ransom senior officers instead of adopting them into the ‘Raptor Warrior Caste.
   Despite the continued attempts to infiltrate the ‘Raptor Touman, no further confirmation of ‘Raptor activities has been reported, leaving their current status unknown.
 
Clan Carnoraptor Threat Assessment (Current)

   At this time, our assessment of Clan Carnoraptor reveals an extremely dangerous situation, as the ‘Raptors traditional ‘shock tactics’ rely on surprise assaults with overwhelming force, similar to the Heartforge Assault.  Combined with the relative quiet of the ‘Raptor Warrior Caste, it is the consensus of senior analysts the ‘Raptors will choose another Clan as a target, although they are divided in their choice of preferred foes, which include their sibClans, and Clans Mammoth, Devil Wasp, Kraken, Tundra Leopard, Cave Frog, and Razor Bat.
   Without further resources, no new information of the mysterious 3rd Clans is expected to come to light soon, as Bondsmen are no longer accepted on Alexander, and the system and orbitals are completely controlled by the ‘Raptors and their allies.  Intelligence efforts have brought names such as Clans Spirit Mantis, Chi Serpent, and Soul Rhino to analysts, but details of their existence have remained unconfirmed over six decades later.
   Speculation and inference have suggested the Mantis’ might be designated a Heavy combined-arms force, emphasizing vehicles, the Rhinos to complement the ‘Raptor Touman by supplying a slower Assault and garrison force, and the Serpents for a possible Light-to-Medium combined-arms force focusing on AeroSpace operations.
   Current Toumans for these groups is unknown, but based on ‘Raptor manufacturing capacity and transport requirements is estimated at 3-5 Galaxies of various standards and compositions, using New Clan standard organization.  Current population estimates of these groups vary far wider, as analysts agree only 70-75 percent of the ‘Raptor population base is visible to Condor analysts, but is estimated at 7 million and growing.  Census results have proven unreliable, however, as the ‘Raptors are self-sufficient in Iron Womb technology and unknown numbers of these birthing facilities have been concealed from our operatives on Alexander.
   It is also unknown whether these groups will have created specialized military equipment, vehicles, or OmniMechs, although visitors to Alexander and the possible Capital planets have reported mysterious radar contacts on a regular basis.  It is suspected the New Clan C-cubed system has been modified for vehicle use in groups larger than the ‘Raptor Packs, and that some sort of drone warfare system has been created to compensate for the lack of manpower these groups can muster.
   Further information is required before the ‘Raptor’s Threat Level can be lowered, but the ‘Raptors seem determined to maintain secrecy in this matter.  Whatever the chosen course of action, caution is required to prevent the Clan from choosing an aggressive course of action, as their current official strength alone is enough to Absorb several of the weaker New Clans, although at a heavy price in men and material.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on March 14, 2011, 06:58:16 PM
THE TOUMAN

CARNORAPTOR TO&E

Strike Clusters
   Heavily slanted towards OmniMechs and AeroSpace support with most Trinaries provided ELM Novas for support, although every Cluster maintains a Binary of Heavy Assault Components in the command Trinary.

Assault Clusters
   Assault Clusters are combined-arms units, using Heavy Assault Components, Assault OmniMechs, Armor, ELMs, Battle Armor, and AeroSpace to capture strongly held terrain or fortifications.  Warriors of Heavy Assault Components are often considered without honor, since they fight as teams, similar to Armor crews.

Whip Clusters
   Whip Clusters are composed of mixed OmniFighters and FighterShips, supported by mixed airmobile Armor, ELM, and Elemental Stars to provide light ground troops to secure objectives won by the AeroSpace forces of the Cluster.  Veteran and Elite air superiority Pilots are rare, as most Clusters provide ground support for the MechWarrior branch of the Touman, and most of these are Bondsmen adopted from outside the Clan.

Mobile Assault
   Centered around Armor units and supported by standard Battlemechs, ELMs, and Battle Armor, many of the Mobile Assault Trinaries are airmobile and perform a variety of roles such as harassment, garrisons for 2nd Line facilities, and spear-heading Strike and Heavy Assault forces.

BRANCHES OF THE TOUMAN

MechWarriors
Piloted by the elite of the Warrior Caste, less than 2% of MechWarriors are Freeborns descended from Trueborn Warriors, and less than 5% of those are born outside the Caste.  Even the Reserve Galaxies contain less than 10%, with most of the positions filled by Warriors washing out or retiring from front-line service.
   Concentrating on Medium and fast Heavy designs, ‘Mechs are grouped into Packs around characteristics including mobility, configurations, and roles on the battlefield.  A Binary of Assault Components are permanently assigned to Cluster Command Packs, where their massive firepower and armor provide a slow-moving Anvil to the Cluster.
 
Aerospace Pilots and the Naval Reserve
Long the most neglected branch of the Touman, the Aerospace Branch has expanded slowly since the dezClan Trials assigned the ‘Raptors to oppose dezClan Star Adder.  The relatively poor quality and training of AeroSpace Pilots have made the Branch even more tightly-knit than the rest of the Warrior Caste, and resulted in many of the Clan’s Primitive AeroSpace fighters being flown by younger, inexperienced Pilots before they prove themselves and move on to the true AeroSpace Fighters.
Trials within the last ten years have brought a number of Adopted Pilots from other dedicated AeroSpace Clans to the ‘Raptors, drawn by the prospects for command and rank, but the AeroSpace Branch lags behind New Clan standards in terms of quality and quantity, meaning the alliance of convenience with the Ghost Shrikes will continue for the foreseeable future.

Extra Light ‘Mechs (ELMs)
Considered a separate branch of the Touman, ELMs provide some of the glamour of ‘Mechs and have largely displaced Elementals in the Strike and Whip units.  With the expansion of the Touman to field larger numbers of ELMs to counter the ProtoMechs developed by the dezClans, higher percentages of Freeborns have begun to enter service.  The majority of ELMs provide heavy firepower for their size, and the Branch has adapted well to the anti-Elemental role, providing Packs with substantial close-support assets.

Armor
Dominated by Heavy tracked units, fast hovercraft, and WIGE aircraft, the Armor Clusters of the Clan fill the most common ranks of the Touman.  Filled almost exclusively by Freebirths aspiring to the Warrior Caste, they provide support to front-line units.  Occasionally Armor will be included in bids to show disdain for the opponent, although units traditionally use the same single large ‘fang’ weapon with paired support weapons, or ‘claws’.  Super-Heavy tracked units exist in the Touman, but are restricted to the Reserves and support units attached to each Cluster.

Infantry
   Disdained by the Warrior Caste for their lack of mobility and power, Elementals concentrate on close support for Armor units, providing security from enemy Elementals and artillery.  Fewer Elemental sibkos have been used in the past decade, as the higher ground speeds of ELMs make them the preferred close support to the Clan’s offensive Clusters.  Only Kappa, the Reserves, and lesser Caste security forces use conventional Infantry in the ‘Raptor Touman, where rifle-equipped platoons are deployed at the discretion of the Caste Leader.
   Operatives in the Warrior Caste report rumors the Clan is considering using existing Elemental units as Abthactors, providing additional revenue from unused military assets.  Suspicious Analysts have identified several possible Trials of Refusal over the past eighteen months, collaborating reports from several different Clans.

CHAIN OF COMMAND
The ‘Raptors use standard New Clan rank and organization, accepting the need for a clear chain of command among senior and junior officers, although the standard system breaks down at Star and Binary levels.
The senior Khan is in charge of strategic planning, assigning specific tasks and goals to the saKhan and Galaxy Commanders.  The Khan is in command of the Carnoraptor ‘Brightfang’ Keshik and Alpha Galaxy.
As the junior Khan, the saKhan leads the battle from the front line, commanding the ‘BrightClaw’ Keshik and Beta Galaxy.  Deciding on tactics and assigning units to reach the Khan’s objectives, the saKhan and senior officers assume the responsibility to carry out the orders of the Khan.
The position of Loremaster, long seen as a post for elderly Warriors, has taken a turn to become a vital role in the Touman.  Besides being the keepers of legal and administrative affairs for the Clan, the results of the OpClan debates prompted the Khan to grant him command of the Reserve.  Following New Clan standard organization, the Reserves stand at nearly 3 ½ Galaxies (18 Clusters).
These abnormally high levels reflect the push to modernize the ‘Raptor Touman and the refurbishment of Primitive ‘Mechs and second-line units to modern standards.  Piloted by test-downs and Freeborns, the Reserve is to be phased out with new equipment and graduates of the Warrior birthing program as units achieve Front-line status.

UNIFORMS AND INSIGNIA
Clan Carnoraptor follows standard New Clan design and styles, choosing to focus on the Warrior rather than the trappings surrounding the position, reflecting the influences of IlClan Wolverine and Clan Dingo in the Field, Standard, and Dress.  Insignia also remains New Clan standard, with the term ‘Pack Captain’ replacing the normal Nova Captain rank.
   Field uniforms are standard jumpsuits, printed with a shade of red, with red bracers strapped around the forearms.  Pistol and gear are secured by black fabric and leather straps and holster, with an optional combat helmet, armored knee- and elbow-guards, and ablative-ballistic vest.  Noticeably absent is the insignia of Clan Dingo in the stitching of the jumpsuit; instead, the outline of a Carnoraptor head in red is worked into the pattern, symbolizing the determination of the Warrior Caste to become members of the First Clans.
   The cut of the Dress uniform remains identical to that of Clan Dingo, although the material has been replaced with fine synthetic cotton and a soft leather, imprinted with Carnoraptor scales and the fabric ‘claws’ reminiscent of IlClan Wolverine.  The stylized Ceremonial mask will be added for important ceremonies involving Trueborn Warriors, or meetings with the Grand Council.

MILITARY DECORATIONS

As with the rest of the New Clans, Clan Carnoraptor does not acknowledge bravery in combat; as members of the Warrior Caste, such things are beneath us.  Only two awards have been deemed suitable for the ‘Raptor Warrior Caste.

The Rememberance Bar
   Granted the privilege of being named in the New Clans epic poem, The Rememberance, every member of the Touman qualifies for this award.  The award is a single gold bar with the chapter and verse of the lines in question.  Branches of the Touman are awarded the bar with colors signifying the service branch.

The Brightfang Award
   The Brightfang Award is presented once every generation to the Trueborn Warrior that most resembles the qualities that elevated Ben Alexander to command of our Clan; Ruthlessness, leadership, personal skill, and stra-tactical genius.  Awarded on the exact year and day of his death, each is cremated and entombed in the Carnoraptor Hall of Warriors, beside the Brightfang himself.

NOTEABLE WARRIORS

Khan Jeremy Chen
          A holder of the Brightfang Award, Khan Chen has continued expanding the ‘Raptor Touman to better oppose dezClan Star Adder.  Insisting the rank and file of the Warrior Caste were unable to cope with the common stra-tacs of the dezClan, Khan Chen began a series of Trials demonstrating the need for updated schooling to respond effectively.

SaKhan Walter Fehr
          An EWarrior, Fehr was considered but passed over for the Award.  Dis-appointed and angry, Fehr began taking risks even holders of the Award would avoid to prove his worthiness.  Eventually placed on temporary leave for counseling, his Star Colonel convinced him death and obscurity was the only outcome of his behavior and sponsored him for the Fehr Bloodname.
   Vindicating his commander, he has become the highest-ranking officer of his generation, and one of the few Khans in their history without the Award.  An advocate of combat drops from Fighter- and DropShips above prepared positions by ELMs, Fehr himself is skilled at the tactic.

Loremaster Kent Black
          Formerly Star Colonel of the 12th Strike Cluster, the Loremaster insists the ‘Raptors are ready to begin offensives designed to force their acceptance as a First Clan.  Rabidly aggressive to prove Carnoraptor superiority, Kent represents solhama and inferior Reserve Warriors hoping to prove themselves worthy of postings to offensive Galaxies, or be killed in battle.
 
Star Captain Brin
          The favored candidate for the Brightfang Award of his generation, Brin has led calls to expand the ‘Raptor Offensive Galaxies and add the Clan’s Defensive Galaxies to the Reserves as a source for Veteran garrison troops.

THE BLOOD HERITAGES

       Combining the original Bloodlines with the Isorla from the defunct Steel Pythons, the ‘Raptors have an overabundance of trueborn Warriors.  Following the guidelines of IlClan Wolverine, the Clan has continued the development and use of the Blood Heritages allotted them.
     The ranks of the Bloodnamed have grown with the creation of Elemental and ELM Bloodlines.  To maintain the purity of the Carnoraptor genetic pool, children born of Bloodnamed parents are allowed to compete for the right to the Blood Legacy of the mother.
     Recorded below are the Blood Heritages guarded by Clan Carnoraptor.

MechWarrior   Captured   Aerospace   Elemental   ELM

Chen         Lu      Hamm      Spur      Purdy
Yuan         Stushnoff   King      Rosin      Marr
Robbins      Ryo      Puckett   Dweyer   Buchanan
Alexander      Black      Acton      Sousa      Hathaway
Evans         Trent      Jansen   Quinn      Fehr
Doherty      Ciseki
Harkness      Olaf
Fouchet
Sanders      Shared
Wilson                     Olsen
Mitsuing                   Wright
Hammond
Goebel
Litz
Breton
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on March 14, 2011, 06:59:16 PM
The Brightfang Keshik

   Composed exclusively of MechWarriors, the Keshik refuses to accept lesser Branches of the Touman into the unit.  A reward for older serving holders of the Brightfang Award, the Keshik recruits from Alpha Galaxy to fill the remaining positions in the Keshik.

Officers

   Young Star Colonel Kevin Chen is an unwilling member of the Keshik, serving a term as commanding officer.  A ristar of the Warrior Caste, Kevin views the time spent as commander of the Keshik as a waste of his time while in the prime of his career as a Warrior.


The Brightclaw Keshik

   Recruited from Beta Galaxy, most MechWarriors refuse to remain in the Keshik longer than the 6-month term required by tradition.  Embracing combined-arms stra-tacs, the unit compensates by providing the lesser Branches an opportunity to become the centerpiece of the Keshik.

Officers

   Pack Commander Ezekial Doherty is the sole volunteer in the Keshik, seeing the opportunity to forward a politically-motivated agenda.  Supporting the adoption of the combined-arms philosophy, Ezekial provides a veneer of accept-ance for the lesser Warriors of his Pack.

Units

The Brightfang Keshik
  2 Trinaries/Elite/Fanatical
  CO:  Star Colonel Kevin Chen
   Although over the average age for the Warrior Caste, Warriors of the Keshik bring the experience and skills of generations of Award recipients to the battlefield, escorting and supporting the Khan’s personal Pack in combat.


The Brightclaw Keshik
  3 Trinaries/Elite/Fanatical
  CO:  Star Colonel Mandy Puckett
   The Elite Armor and lesser Branches of the Touman provide the needed stability for the unit, while the Heavy Assault Trinary provides the Keshik with the necessary knock-down power in combat.  The Keshik escorts and supports the SaKhan and his personal Pack in combat.
 
ALPHA GALAXY

   The pride of the Warrior Caste, Alpha is the most desired posting in the Touman, surpassing even the Clan Keshiks.  While the Keshiks escort the Khans and Loremaster into battle, they are not the pure offensive units of the remainder of the ‘Raptor Touman.  As the Clan’s Founding unit, the 1rst Carnoraptor Strike upholds the reputation of the Clan, with the remainder of Alpha’s Clusters reinforcing the 1st against larger opponents.  As a consequence, Alpha’s Packs either operate alone, or with minimal interference until supporting Packs are required.

OFFICERS

   Admired as the first commander of Alpha in nearly two decades not to abuse his position as Commander to participate in every Trial, Galaxy Commander Del Harkness has been granted dispensation from the Khan to remain in command of Alpha although past the normal retirement age of ‘Raptor Warriors.  Focused on keeping promising junior officers in the field, Del has influenced the habits, stra-tacs, and promotions of most of the ristars passing through Alpha for command slots in the rest of the Touman.
   Star Colonel Sven Olsen and Pack Captain Lena Olsen are not just members of the same Blood House, but are one of the few Trueborn couples willing to dedicate themselves to conceiving and raising their freeborn children during their career as Warriors.  Ben and Linda are doing well in the Caste crèche on night release, and expected to join Sibkos within the year.

UNITS

Galaxy Command Trinary
  CO: Galaxy Commander Del Harkness
  1 Trinary/Elite/Fanatical
   An exclusive bodyguard unit composed of long-time friends and allies of the Galaxy Commander, members of the Trinary have all previously served with Del.  To honor the original members of the Carnoraptor Touman, the Pack allows only ‘Mechs, Elementals, and Pilots.

1st Carnoraptor Strike
  CO:  Star Colonel Kerwin Robbins
  1 Trinary, 6 Binary/Elite/Fanatical
   The Founding unit of the ‘Raptor Touman, Warriors assigned to the unit are the finest in the Clan.  Attacking without needless deception or complex maneuvers, the 1st is dedicated to the concept of Zellbrigen, but if broken by an opponent will attack without mercy
 
102nd Carnoraptor Strike
  CO:  Star Colonel Roman Stushnoff
  1 Trinary, 6 Binary/Elite/Fanatical
   Considered the feeder unit for the 1st, the 102nd follows the 1st like a ‘Raptor to carrion.  The 102nd is comprised of Medium and Heavy units, ready to perform Trials for transfer to the 1st.  The 102nd, however, is an extremely able unit able to perform any stra-tac used by the Touman with precision.

104th Carnoraptor Strike
  CO:  Star Colonel Agatha Yuan
  1 Trinary, 6 Binary/Elite/Fanatical
   Split between fast Heavy and Assault units, the 104th either delivers the killing blow to most opponents too large for the 1st to defeat alone, or attacks targets of secondary importance.  Another feeder unit for the 1st, opponents realize the lower average speed of the 104th simply means they have longer to wait until defeated

111th Carnoraptor Mobile Assault
  CO:  Star Colonel Ken Trent
  5 Trinaries/Veteran/Fanatical
   As the ‘poor relation’ of Alpha, the 111th specializes in areas the rest of the Galaxy feels beneath them, such as scouting in hostile AeroSpace-controlled environments, fast-drop harassment missions, or the bane of Mobile Assault Clusters – security detachments.  Considering themselves the Elite of the Armor Branch, only constant combat losses prevents the Cluster from claiming Elite status.

403rd Carnoraptor Assault
  CO:  Star Colonel Sven Olsen
  1 Star, 7 Binary/Elite/Fanatical
   Alpha’s heaviest Cluster, the Components of the 403rd are escorted by Armor, ELMs, Elementals, and dedicated ground-attack FighterShips.  Warriors of the 403rd fight to the death or request Bondsref, and all opponents unable to escape the 403rd are killed.
 
BETA GALAXY

   The Clan’s second offensive Galaxy, Beta concentrates on a style of warfare that uses its Whip and Strike Clusters to make offensive landings against enemy territories.  The Mobile Assault Cluster is designed to hold territory for landing fields needed to move the Whip Clusters closer to the enemy while freeing the remainder of the unit for the ground assault.

Officers

   In the prime of his career, Galaxy Commander Levin Ciseki sees Alpha Galaxy as his rightful command and is pressing the Khan for permission to challenge Del Harkness for command of Alpha Galaxy.  Scorning the Loremaster, who he feels is sympathetic with Del, Levin is the leader of a movement calling for earlier retirement of Warriors in the Post-Trial decades, to allow the Warrior Caste to thin its ranks and allow younger generations the chance to distinguish themselves.
Commander of the sole Mobile Assault unit in Beta, Star Colonel Gavin Acton is hard pressed to keep the entire Cluster from declaring a Trial of Grievance with the remainder of Beta.  Individual Stars have already begun bidding for the privilege of representing the 222nd in any Trials.
   Now a Pack Commander, Point Commander Larry won the sole Trial of Grievance declared by a member of the Cluster.  Using a combination of LRM and SRM carriers supported by Elementals, Larry rendered the three Light OmniMechs of his opponent unrecognizable scrap.  The execution of his opponents in their cockpits by the Elementals under his control prompted the Galaxy Commander to forbid future Trials.

Units

Galaxy Command Keshik
  CO:  Galaxy Commander Levin Ciseki
  1 Trinary/Elite/Fanatical
   Only favorites of the Galaxy Commander reach the Command Pack, as his supporters push for the promotion in rank that would follow.  Bid into almost all of Beta’s Trials in some form, most Warriors of the Keshik are too eager for the fame and glory involved to notice the attitudes of the rest of the Galaxy.

107th Carnoraptor Strike
  CO: Star Colonel Ren Lu
  1 Trinary, 6 Binary/Elite/Fanatical
   Shamed by the outcome of the sole Trial of Grievance with the 222nd, the remainder of the Cluster are now even more vehement about the Mobile Assault’s lack of personal Honor and dezgra stra-tacs.  A feud between the two Clusters seems inevitable at this point.

108th Carnoraptor Strike
  CO: Star Colonel Ernest Sanders
  1 Trinary, 6 Binary/Elite/Fanatical
   Ignoring the fighting between the 107th and 222nd, Ernest has declared the next offender to attempt declaring a Trial of Grievance with the 222nd will face him in a Circle of Equals before being transferred out of Beta.

50th Carnoraptor Whip
  CO:  Star Colonel Ivan Fouchet
  1 Star, 7 Binary/Veteran/Fanatical
   A ground support Cluster, the Elite Air Superiority Pilots and Heavy OmniFighters on loan from the Ghost Shrikes are training the 50th in air-to-air stra-tacs with their heavy FighterShips.  The Shrikes also make their own strafing runs after escorting the ‘Raptor Pilots to their targets.

100th Carnoraptor Whip
  CO:  Star Colonel Azure Wright
  1 Star, 7 Binary/Veteran/Fanatical
   Taking advantage of her Binary of Ghost Shrike Pilots, Azure has grounded half her AeroSpace Cluster for intensive classroom training cycles and requested at least one Pack of AeroSpace fighters as Air Superiority escorts.

222nd Mobile Assault
  CO:  Star Colonel Gavin Acton
  5 Trinaries/Veteran/Uncertain
   Warriors of the 222nd are adamant surkai is owed them by the Beta Strike Clusters, but are under Gavin’s control for now.  Recent exercises have centered on Zombie Python stra-tacs and air defense drills, leading observers to expect rude surprises for future challengers of the unit.
 
GAMMA GALAXY

   Further from the glory of Alpha Galaxy and unlikely to see combat larger than raiding Packs, Gamma is a hotbed of Warriors demanding Trials of Position for Star- and Pack-sized units.  With the overabundance of Warrior Trainees flooding the Touman, Galaxy Commander Alan Fouchet has announced limits on the number of live-fire Trials allowed, to prevent excessive equipment damage and a decrease in Gamma’s experience level.  Currently, Alan has allowed a single challenge from each of Gamma’s Star Colonels per month, two per month from Pack Commanders, and one per month from Pack members.  Gamma is currently spoiling for a fight, as challenges by Delta Galaxy have decreased in the past three months and neighboring Clans have been visibly increasing garrison forces in preparation.

Officers

   With no challenges to his authority by his Star Colonels, Galaxy Commander Alan Fouchet has successfully defended his rank for the next three months.  Under review for his policies, Alan points to the successful defenses of the ‘Raptor assets under his care and the excellent training scores in the live-fire exercises by the Clusters under his control.
   Star Colonel Tam Lu, however, has been defeated in the latest Trial period, and has declared a Trial of Position for a posting to the Reserves.  Star Colonel Rand Evans of the 214th Carnoraptor Strike is currently beginning an intensive training cycle, with a 3-month grace period before being judged by the Galaxy Commander to ensure his ability to command his Cluster.
   Pack Commander Gretchen has just returned from a raid on _____ with her new _____ OmniFighter.  Her skills at dogfighting with the ground-support configurations of her Fighter are impressive, and Warriors of the 213th have noted the increased number of air defense drills of her Pack Commander.

Units

Galaxy Command Trinary
  CO:  Galaxy Commander Alan Fouchet
  1 Trinary/Elite/Fanatical
   Galaxy Commander Alan is currently under scrutiny by the Loremaster for restricting the number of augmented Trials under his command.  Although reluctant to agree with his decision, observers believe it justified for now.

211th Carnoraptor Strike
  CO:  Star Colonel Henry Robbins
  1Trinary, 6 Binary/Elite/Fanatical
   With some of the most anxious officers for promotion, the 211th has begun field exercises focusing on Trials of Possession in difficult terrain, such as underwater and vacuum.
213th Carnoraptor Strike
  CO:  Star Colonel Zach Yuan
  1 Trinary, 6 Brinary/Elite/Fanatical
   Accompanying the 211th, Zach is cooperating in planning for future Trials for his Warriors.

214th Carnoraptor Strike
  CO:  Star Colonel Rand Evans
  1 Trinary, 6 Binary/Elite/Fanatical
   With his new rank, Rand is experimenting with Cluster-sized stra-tacs and beginning an intensive training cycle.  Observers expect the Galaxy Commander to confirm his rank in time for him to defend any challengers in three months.

216th Carnoraptor Strike
  CO:  Star Colonel Quentin Olaf
  1 Trinary, 6 Binary/Elite/Fanatical
   Currently focused on the ‘Raptor/Cave Frog feud, the 216th is waiting impatiently for permission from Galaxy Commander Alan to declare a Trial for some unknown Frog asset.

406th Carnoraptor Assault
  CO:  Star Colonel Kyle
  1 Trinary, 6 Binary/Elite/Fanatical
   The 406th is currently participating in exercises against other Galaxies as a planetary assault Cluster.  Observers expect the Galaxy Commander to approve a live-fire planetary assault exercise for Gamma, although the exercise is being held up by the choice of Whip Cluster to participate in the exercise.
 
DELTA GALAXY

   Not allowed to raid neighboring Clans, Delta has begun Honor Trials with Clan Tundra Leopard.  As Warriors run through competitions with the Leopards, they are placed at the bottom of the list for the next Trial.  Refusing to participate with the two Clans, the nearby detachments of Clan Dire Boar have chosen to remain aloof for now, although several garrisons have been expanded as activity in the region increases.  The Galaxy has also offered contract bids to Leopard commanders interested in using ‘Raptor Packs as scouts and harassers.  The Khan has chosen to ignore this activity, or is unaware of the Galaxy Commander’s initiatives.

Officers

   The holder of an undistinguished Blood Heritage, Galaxy Commander Cal
Black has interested the Scientist Caste for nearly twenty years.  An exceptional strategist, Cal acknowledges he is only an average MechWarrior.  He is often found with the Assault Pack of his Command Trinary, where his stra-tactical contribution is more important than his gunnery skills.
   A freeborn of Asian descent, EWarrior Elisa has been chosen to provide select genetics to future ELM sibkos.  Barely 5’ tall, Elisa seems to be becoming the mascot of the 444th Mobile Assault Cluster.  With hair dyed the color of a carnoraptor and tattoos of fine scales around her eyes and mouth, she pilots a 12-ton Striker ELM nicknamed “Jugger-not” by her Pack with reckless abandon.
The Star Colonel of the 226th Carnoraptor Strike, Jennifer Alexander has been seen at Civil Government functions with the Galaxy Commander.  Rumors link the two romantically, and there is speculation the two will apply to supply an embryo for the next Warrior sibko.

Units

Galaxy Command Trinary
  CO:  Galaxy Commander Cal Black
  1 Trinary (Reinforced)/Elite/Fanatical
   One of the few standard combined-arms Trinaries in the Touman, the Trinary occasionally accompanies raiding parties expecting strong opposition.  Armor units assigned to the unit typically mount Arrow V artillery.

223rd Carnoraptor Strike
  CO:  Star Colonel Wendy Harkness
  1 Trinary, 6 Binary/Elite/Fanatical
   Wendy has been unable to convince the Galaxy Commander to focus on the MechWarriors of Delta, and relations with the 223rd have become strained.  Rumors in the rest of the Galaxy say the Galaxy Commander is grooming a challenger for the command from the 228th.

226th Carnoraptor Strike
  CO:  Star Colonel Jennifer Alexander
  1 Trinary, 6 Binary/Elite/Fanatical
   Warriors assigned to the unit have begun to contribute to the betting pool on the Cluster Commander started by Warriors of the 444th, making jokes about ‘covering’ the dates nine months after each of their informal meetings.

228th Carnoraptor Strike
  CO:  Star Colonel Milo Trent
  1 Trinary, 6 Binary/Elite/Fanatical
   The loser of two Honor Trials with the Tundra Leopards, Milo has turned to the Galaxy Commander for advice.  Accepting a Binary of mixed Armor and ELMs, observers expect victory will prompt Milo to call a Trial of Position for a Pack to be transferred out of the 228th to make room for it.

229th Carnoraptor Strike
  CO:  Star Colonel Paige Olsen
  1 Trinary, 6 Binary/Elite/Fanatical
   Disgusted by the possibility of dezgra Armor being pivotal in a Trial between Clans, Warriors of the 229th have earned the enmity of a Tundra Leopard Armor unit, whose crews were injured in a recent Honor Trial with the 229th.

444th Mobile Assault
  CO:  Star Colonel Luke
  5 Trinaries/Elite/Fanatical
   One of the few Galaxies Armor crews prefer to serve in, approval for the Galaxy Commander is high.  Inveterate gamblers, speculation is high for the birthdate of any child and the identity of the Binary to participate in an Honor Trial with the 228th.
EPSILON GALAXY

   Conceived as an Assault Galaxy, Epsilon uses the heaviest designs available to crush opponents.  Composed of three Assault with a single Strike and Whip Cluster, Epsilon was the first “Ready Offensive” Galaxy, able to provide support for other Clusters of the Touman on short notice.
Observers note Galaxy Commander Cassius Wright has used the lesser Castes assigned to Epsilon to finish assembling a production complex dedicated to new Component and AeroSpace production, including at least one line for Armored vehicles.  The first new production site established since 3041 while preparing for the dezClan Trials, observers note the facility is also the first established outside a New Clan Homeworld in over 120 Standard years
   Visiting Defensive and Reserve Galaxy Commanders are known to have contacted Epsilon regarding the site, and observers believe units produced at the facility will be used to expand and modernize the Defensive and second-line units of the Reserves, replacing machines in service since the Founding of Totem and the New Clans.

Officers

   Galaxy Commander Cassius Wright, a borderline manic/depressive, has led his Command Pack to several victories against Devil Wasp Merchants to support his operation.  A vocal ‘Raptor supremacist, Cassius has advocated declaring a Trial of Absorption against a lesser Clan to fuel their continued growth and the political debates to Absorb the Dingo Clan.
   A recent addition to the Warrior Caste, ristar Warrior David and has already set Gunnery records in the 518th and been offered sponsors for the Purdy Bloodname.  Earning his ‘Elite’ status and attracting attention from Devil Wasp Warriors and Merchants interested in selected genetic material, there is speculation David will be transferred to the 403rd of Alpha Galaxy.
   Chief Technician Larry is the highest-ranking Technician working on the new production facility; a structural engineer, Larry has worked on other major structures for the Touman including one alongside contracted Cave Frog Scientists and Technicians on military fortifications.

Units

Epsilon Galaxy Command Trinary
  CO: Galaxy Commander Cassius Wright
  1 Trinary (Reinforced)/Elite/Fanatical
   Composed of a Supernova Binary of Component OmniMechs supported by ELM and Elemental Points, the remaining Star of Armor and AeroSpace FighterShips provide artillery and ground support.  An Elite unit, the Trinary supports recent efforts to assemble Frost Ape Pulsar units in the Reserves.

230th Carnoraptor Strike
  CO:  Star Colonel Errol Ciseki
  3 Binary, 3 Supernova Trinary/Elite/Fanatical
   Founding Cluster of Epsilon, the 230th is the heaviest Strike Cluster in the Touman, as three of its Trinaries are Assault Components arranged in Pulsar formations.  Opponents expecting typical ‘Raptor stra-tacs are commonly decimated for only light damage to the Components’ heavy armor.

518th Carnoraptor Assault
  CO:  Star Colonel Hamilton
  5 Trinary/Elite/Fanatical
   Supported by Armor, ELM, and Elementals, the Trinaries of the 518th have proven the benefit of combined-arms, although they are without integral ground or artillery support.  Morale is high, and discussion of reinforced Trinaries is a popular topic.

521st Carnoraptor Assault
  CO:  Star Colonel Hope
  4 Trinaries/Elite/Fanatical
   Short of supporting elements, observers expect the 521st to remain in garrison while awaiting new Armor and ELM Packs to bring the unit back up to strength after sending a Trinary to support Beta Galaxy.

524th Carnoraptor Assault
  CO:  Star Colonel Charles
  5Trinary/Elite/Fanatical
The 524th is currently in garrison on Alexander, working to demonstrate the benefits of the combined-arms approach of the Assault Clusters.  A Trinary from the Cluster was the first unit to encounter a Frost Ape Pulsar during a failed Trial of Possession for supplies from a nearby Frost Ape Reserve garrison.

200th Carnoraptor Whip
  CO:  Star Colonel Belinda Hamm
  1 Star, 7 Binary/Veteran/Fanatical
   One of the only Air Superiority Clusters of the Touman, the majority of Pilots assigned the 200th fly Heavy Omnifighters.  The remaining FighterShips are adept at either ground support or using their massive firepower to destroy defending DropShips of Clans who refuse Safcon to ‘Raptor Packs.


 
ZETA GALAXY

   Raised with Eta Galaxy for the dezClan Trials, Zeta was an empty shell for nearly a year as the Clan scrambled for Warriors and equipment.  Currently garrisoning several planets within easy distance of feuding Clans, Zeta is one of the “Ready Offensive” Galaxies suitable for rapid deployment anywhere in the Legacy Cluster.  Demonstrating no preferred stra-tacs, Zeta Star Colonels have been granted independent Drop- and JumpShips with broad discretionary orders from the Khan to transport Zeta on a priority basis anywhere in the Cluster to declare Trials without contacting higher authority.  .

Officers

   Violently pro-Warrior, Galaxy Commander Autumn Olaf has recently offered a pre-emptive bid for command of Beta Galaxy.  Disliked outside of the Strike Clusters, Autumn considers the Elite Pilots of the Whip Cluster her only true rivals in the Galaxy, as the Assault components do battle as crews, similar to Armor, and thus are without personal honor.
   Star Captain Mara Hammond of the 450th was adopted into the Clan from the Frost Apes, following her bondholder until her death in a recent Trial.  Allowing her to challenge for a place in his Cluster, Mara is using her training as an Air Superiority Pilot to benefit of her new Clan, overseeing training drills for the ground support Pilots of the Cluster.

Units

Zeta Galaxy Command Trinary
  CO:  Galaxy Commander Autumn Olaf
  1 Binary/Elite/Fanatical
   Sure of the superiority of her Warriors and OmniMechs, Autumn prefers a Pack rather than the Trinary ‘Raptor doctrine recommends.  So far, the Galaxy Commander has successfully defeated all opponents without resorting to adding a Heavy Assault Binary, due to the Elite MechWarriors of her Pack.

232nd Carnoraptor Strike
  CO: Star Colonel Jesus Sanders
  1 Trinary, 6 Binary/Elite/Fanatical
   Eager to participate in Trials that would fuel his rise in rank, Jesus and his command Trinary remain on Ready status, with OmniMechs loaded into DropShips.  Abusing his status as Star Colonel, he and his Trinary commonly use OmniMechs belonging to the other Packs to train with.
 
234th Carnoraptor Strike
  CO:  Star Colonel Len Doherty
  1 Trinary, 6 Binary/Elite/Fanatical
   The 234th is currently undergoing an intense training cycle focusing on unusual terrain.  The Cluster is currently in orbit above their garrison, culminating in a combat-style drop from DropShips.

235th Carnoraptor Strike
  CO:  Star Colonel Garry Black
  1 Trinary, 6 Binary/Elite/Fanatical
   Finished their own training cycle, the 235th will operate as a training force against the combat drop from the 234th.  Observers expect several injuries and disabled OmniMechs as the rival Strike Clusters met on the training ground.

633rd Carnoraptor Assault
  CO:  Star Colonel Lincoln Alexander
  5 Trinary/Elite/Fanatical
   Disdainful of the political behavior of the Strike Clusters, Lincoln is confident the Galaxy Commander will be forced to come calling for the services of his Assault Cluster soon, and is holding back a Heavy Assault Binary reserved for the Galaxy Commander.

450th Carnoraptor Whip
  CO:  Star Colonel Edmond King
  1 Star, 7 Binary/Elite/Fanatical
   Jokingly referred to as “The White King” for his disdain of camouflage, Edmond chooses to leave his FighterShip a gleaming white.  Members of the 450th approve of both Star Captain Mara Hammond and his decision to equip and train at least one Air Superiority Pack.

ETA GALAXY

   Founded as a companion unit to Zeta Galaxy, Eta is an identical unit.  Although the virtual twin of Zeta, Warriors have rallied around EWarrior Star Colonel Grayson Spur of the 237th Strike.  The highest ranking Elemental of the Touman, Graham was a Pack Commander when he first organized joint exercises with the 636th Strike and 500th Whip.
Cementing a close personal and working relationship between Warriors, the 237th has offered pre-emptive bids for members of the three Clusters to move freely among Packs, although the Command Trinaries are selected by the Cluster Commanders.
   Of particular concern to Galaxy Commander Rudolph Stushnoff is the type of Points being used to bring the 500th Whip up to strength, as inferior conventional aircraft and Armor are being used, strengthening the arguments of Star Colonel Grayson for combined-arms stra-tacs to dominate in his Galaxy.

Officers

   Galaxy Commander Rudolph Stushnoff has become irritated in the past few months with the behavior of his Galaxy, who openly discuss the advantages and disadvantages of ‘Mechs with their inferiors of the Armor and Infantry.  Seeking to return the focus of his Galaxy to the OmniMech as befits a Front-Line Offensive Galaxy, Rudolph has denied permission for Trials designed to bring what he considers dezgra combined-arms tactics into Eta.
   A believer in the superiority of OmniMechs and Warriors, Pack Leader Bennett has been pushed into the spotlight by the Galaxy Commander, hoping his belief in the ‘Raptor doctrine of combat will attract the Warriors of the Galaxy and ends the fascination with the Frost Ape training methods and stra-tacs.
   Star Colonel Grayson Spur knows the effective use of combined-arms wins battles and glory for the Warrior that uses them in combat.  Rumor identifies him as blacklisted from future Trials of Position for Front-Line Offensive Galaxies.

Units

Eta Galaxy Command Trinary
  CO:  Galaxy Commander Rudolph Stushnoff
  1 Trinary/Elite/Fanatical
   With a single mixed star of Heavy Assault Components, AeroSpace, and Armor, Rudolph has been forced to call for ELM and Elemental reinforcements from the 636th in recent Trials.
236th Carnoraptor Strike
  CO:  Star Colonel Ken Harkness
  1 Trinary, 6 Binary/Elite/Fanatical
   Indifferent to the debate of doctrine or combined-arms, Ken is ignoring the posturing of the Galaxy Commander in hopes of being selected for a Trial of Possession for a more prominent Galaxy.

237th Carnoraptor Strike
  CO:  Star Colonel Grayson Spur
  3 Trinary, 3 Binary/Elite/Fanatical
   Dedicated to the combined-arms philosophy, the 237th contains a mixed AeroSpace/Elemental/Elm Supernova and Assault Binary with supporting Armor and conventional aircraft.

238th Carnoraptor Strike
  CO:  Star Colonel Linus Olsen
  1 Trinary, 6 Binary/Elite/Fanatical
   Linus is a relatively new Warrior who is quickly rising through the ranks of Eta and has already declared a Trial of Position with the support of the saKhan for the228th in Delta Galaxy if Star Colonel Milo is unable to reverse his losing streak.

636th Carnoraptor Assault
  CO:  Star Colonel Jeffrey
  5 Trinary/Elite/Fanatical
   Supporting Star Colonel Grayson in his attempt to unify the branches of the Touman in his Cluster, Star Colonel Jeffrey has converted one Trinary to a mix of artillery, Armor, and ELMs.

500th Carnoraptor Whip
  CO:  Star Colonel Raj Jansen
  1 Star, 7 Binary/Elite/Fanatical
   With barely 4 Trinaries of older AeroSpace Fighters and FighterShips, the 500th is too low on the list of AeroSpace Clusters to be sure of resupply in case of losses.  Raj has taken advantage of working with Star Colonel Grayson Spur to train his Cluster in combined-arms, making the most of the haphazard replacement Points assigned to the Cluster.
 
THETA GALAXY

   Another dedicated Offensive Galaxy, Theta has been denied the opportunity for action in favor of bolstering the Defensive Galaxies.  Festering in place since 3052 and the ComStar Truce, postings to Theta have lost any appeal for the Warrior Caste and the Galaxy is considered the first of the Defensive Galaxies to maintain ‘Raptor assets.
   Repeated requests for Trials and movement of Theta’s Clusters have either been ignored or rerouted, and observers predict Theta will begin to abandon their garrison postings to declare Trials without the approval of Galaxy Commander Arthur Wright in the hopes of being taken as Bondsmen.
Aware of Theta’s place in the supply chain and with no resupply of ammo or other expendables forthcoming, Theta has configured their OmniMechs and Fighters with heavy energy armaments.

Officers

   Angry at the Khans for leaving his command on the sidelines and nearing retirement age, Galaxy Commander Arthur Wright has declared the Galaxy will be given a new assignment worthy of the Warriors under his command or he will grant a series of raids and Trials to Packs showing themselves worthy of transfers to more prestigious Galaxies.  Despite the arrival of the Clan Loremaster to reinforce his orders, Arthur has refused to return to garrison.
   Pack Commander Azten is the newest Warrior assigned to Theta, in his first posting from the ‘Raptor training program.  Determined not to spend any longer in Theta than necessary, he has stated he will declare a Trial of Possession for a place in the 232nd of Zeta Galaxy.

Units

Theta Galaxy Command Trinary
  CO:  Galaxy Commander Arthur Wright
  1 Trinary/Veteran/Fanatical
   Aware Arthur’s refusal to return to garrison may be accompanied by a Trial, the Trinary is feverishly completing preparations for combat.

217th Carnoraptor Strike
  CO:  Star Colonel Adrian Sanders
  1 Trinary, 6 Binary/Elite/Reliable
   The Founding unit of Theta, the 217th is the only Cluster in Theta other than the 333rd Mobile Assault to hold an ‘Elite’ rating.  Observers believe the 217th may be removed from Theta if the Galaxy loses its Front-Line Offensive status.
 
219th Carnoraptor Strike
  CO:  Star Colonel Eve Trent
  1 Trinary, 5 Binary/Veteran/Reliable
   Enraged at the loss of an entire Pack to fill Points in the 217th, Eve has begun an intensive training cycle aimed at removing Warriors unable to meet ‘Elite’ requirements and force them into the Reserves in the hope of being saved from Defensive status.

409th Carnoraptor Assault
  CO:  Star Colonel Allen
  5 Trinaries/Veteran/Reliable
   Allen holds his rank through skill and tenacity as well as distaste by Trueborn Warriors for the post.  Calm and imperturbable in the face of Galaxy politics, he is unconcerned by the possibility of assignment to a Defensive Galaxy, expecting to see more action safeguarding vital facilities than the Cluster did on Offensive status.

150th Carnoraptor Whip
  CO:  Star Colonel Zelda King
  1 Trinary, 6 Binary/Veteran/Reliable
   The only Cluster guaranteed not to be assigned to a Defensive Galaxy and with a role in any Trial Declared by the Galaxy Commander from the outset, Zelda is concentrating on training for the Air Superiority role, as a shortage of qualified Pilots would allow the 150th to remain on Front-Line Offensive status.

333rd Carnoraptor Mobile Assault
  CO:  Star Colonel Archie Buchanon
  5 Trinaries/Elite/Fanatical
   Shut out of the raids by order of the Galaxy Commander, the Cluster has spent their time on intensive training cycles and is spoiling for a fight.  Observers believe Archie will declare a Trial of Grievance with the chosen unit.
 
IOTA GALAXY

   The primary Defensive Galaxy, Iota is currently in the Alexander System, using the proximity to major Technician Caste training facilities to provide needed refits and upgrades to their equipment as part of the final upgrades for the dezClan Trials.  Morale has soared, and several Freeborn ristars and adopted Warriors have used the opportunity to challenge their way out of Iota.
With only a few OmniMechs available to senior officers, the BattleMechs of Iota have been heavily modified to suit the role and temperament of each Warrior.  Iota commonly finds itself outclassed by opposing Clans with Front-Line equipment, but the next opponent expecting a poorly-maintained unit will find themselves in trouble.

Officers

   Recently promoted to Galaxy Commander, Terrance Black is finding it difficult to organize and command the Mobile Assault and Whip Clusters under his command.  With only a brief time to earn the respect of the Warriors of the Galaxy, Iota is expected to relocate to the edge of Cluster space and take up the burden of garrison from Kappa Galaxy, whose Mobile Assault and Whip Clusters are the weakest Clusters in the Touman.
   Technician Rufus, the senior Caste member assigned to Iota, has been run ragged by eager Technicians and Technician Apprentices looking to gain hands-on experience with Iota’s equipment.  Formal classes, tours, and base security have all been abandoned as serving Technicians struggle to coordinate the influx of personnel and equipment.  Several high-ranking Technicians and Scientists have also co-opted amused Warriors, installing advanced or experimental equipment for testing.

Units

Iota Galaxy Command Trinary
  CO:  Galaxy Commander Terrance Black
  1 Trinary(Reinforced)/Veteran/Reliable
   The Command Trinary is slightly over-strength as members of the Galaxy Commander’s Pack are still declaring Trials for places in the Trinary, to the amusement of the Heavy Assault Binary.

231st Carnoraptor Strike
  CO:  Star Colonel Dan Chen
  1 Trinary, 6 Binary/Veteran/Reliable
   One of the few Defensive Strike Clusters, a sense of dread is always hanging over the unit, whose Warriors expect this to be their last posting outside of the Reserve.  The sudden influx of new equipment has allowed several Warriors to win Trials for places in other Galaxies.

527th Carnoraptor Assault
  CO:  Star Colonel Ulysses (“U.S.”)
  5 Trinaries/Veteran/Reliable
   Born Ulysses Solomon Archer, “U.S.” is the senior Freeborn in the ‘Raptor Touman.  The 527th is also the weakest Assault unit in the Touman, with fewer than a Binary worth of Component BattleMechs, and the remainder of the Cluster standard Heavy and Assault BattleMechs.

555th Mobile Assault
  CO:  Star Colonel Zebidia Ciseki
  5 Trinaries/Regular/Reliable
   Recently absorbing a pair of Reserve Trinaries, the 555th is still adjusting, although the last riot in the Warrior Barracks has earned the Cluster a 25 kilo-meter march in the tropical jungles of Alexander.  Several troublesome Warriors are no longer problems for the unit, after Alexander’s wildlife caught them isolated on the march.  No further problems are expected.

350th Carnoraptor Whip
  CO:  Star Colonel Kevin Puckett
  1 Star, 7 Binary/Veteran/Reliable
   Previously able to field barely a Trinary of operational Fighters and FighterShips, an extended stay at the production facilities has allowed the 350th to add another two Binaries of new OmniFighters and FighterShips.  The remainder of the Cluster are VTOLs and conventional fighters, with air-mobile Elemental and ELM units.

400th Carnoraptor Whip
  CO:  Star Colonel Cindy Hamm
  1 Star, 7 Binary/Veteran/Reliable
   A final posting for AeroSpace Pilots before retirement to the Reserve, the 400th rarely sees action.  Observers expect the Cluster to be upgraded with new AeroSpace Fighters and FighterShips before being reassigned to a new Front-Line Offensive Galaxy in an effort to enlarge the Clan’s traditionally weak AeroSpace branch.


 
KAPPA GALAXY

   The final Galaxy of the ‘Raptor Touman, Kappa is the second Defensive Galaxy , and contains four of the Clan’s Mobile Assault Clusters with a single Whip Cluster as support.  Founded by the 666th Mobile Assault Cluster, Kappa is predominantly Freeborn Warriors.  Receiving only rare shipments of parts and personnel, Kappa has maintained a death-grip on the assets entrusted to it despite declaring most of the Galaxy non-operational.
   Equipped with Armor, Battle Armor, and ELMs, several Points in each Trinary are composed of conventional Infantry, making Kappa the sole Galaxy in the Clan to use them.  Equipped exclusively with conventional aircraft and VTOLs, the combined-arms stra-tacs of the 550th Whip Cluster accentuates the speed and striking power of their air-mobile Battle Armor and ELMs with several unique Armored vehicles found only in Kappa.
   Using local resources to maintain or repair their Clusters, Technicians assigned to Kappa have a reputation Clan-wide as scavengers and tinkers able to convert scrap and raw materials to usable equipment.

Officers

   The final command for Galaxy Commander Wayne Alexander, the Trueborn Warrior commands the loyalty and respect of his Galaxy.  Understanding the unique needs and culture of Kappa, Wayne established several irregular traditions dedicated to maintaining the efficient workings of its Clusters, such as allowing Trinary Patches, Mascots, and Slogans, and establishing Trinaries as cover for Freeborn dependants accompanying Clusters to many of their isolated Garrison posts.
   Laborer Angie is the leader of the camp followers, pressed into the Kappa Galaxy maintenance support staff.  With long brown hair and a stunning figure, Angie spends her days assisting Technicians repairing electronic equipment and nights as an exotic dancer to massive crowds wherever the 666th is posted.  Despite being offered a position in the Galaxy Command Trinary, Angie refuses to be tied down to a single Trinary, preferring to “play the field”.
   An Elemental, Point Commander Gan coordinates the military police.  Experienced in the Kappa honor code, Gan and other members of Kappa provide guidance to new Warriors and ensure Trials and other conflicts are handled fairly.

Units

Kappa Galaxy Command Trinary
  CO:  Galaxy Commander Wayne Alexander
  1 Trinary/Veteran/Questionable
   The Trinary is composed of the few BattleMechs and artillery pieces available, with Points of Armor, Infantry, Battle Armor, and ELMs in support.
 

666th Carnoraptor Mobile Assault
  CO:  Star Colonel “Jumpin’” Jack
  5 Trinaries/Veteran/Questionable
   Founding Cluster of Kappa, the 666th is truly hell for the Trueborn Warriors from the Offensive Galaxies.  Predominantly Freebirths, the Cluster does not consider abbreviations impolite and familiarity between Warriors and members of the lesser Castes is expected, as most Warriors are promoted Laborers and their families accompany them.

777th Carnoraptor Mobile Assault
  CO:  Star Colonel Amos
  5 Trinaries/Veteran/Questionable
   Suffering nearly 38% of Warriors killed in action over the past year, the 777th has made it their business to return the favor to every opponent since their founding.  Almost a legend on Alexander, the 5th Point of Epsilon Trinary’s Gamma Star prefers to infiltrate and fight Trials within enemy compounds, killing or disabling MechWarriors outside of their machines.

888th Carnoraptor Mobile Assault
  CO:  Star Colonel William “Tell”
  5 Trinaries/Veteran/Questionable
   Preferring to include the field fortifications surrounding each of their garrisons, the 888th cripples most unwary MechWarriors before they become a danger to the Armor of the 888th.  The unit has previously fought Trials with the Warriors of Clan Zombie Python, fighting them to a draw and exchanging Bondsmen as a show of respect, taking 6 OmniMechs traded to Iota in exchange for a Star of Armored vehicles and ELMs along with their families.

999th Carnoraptor Mobile Assault
  CO:  Star Colonel Wing “Wingnut”
  5 Trinaries/Veteran/Questionable
   Specializing in guerrilla and harassment missions, the 999th employs stra-tacs considered insane even by the Zombie Pythons.  Insisting their unique abilities reduce the risk to acceptable levels, the final Mobile Assault Cluster in the Touman prefers to fight low-intensity warfare, where the impact of their Elite Infantry Points are deadly to unsuspecting opponents.

550th Carnoraptor Whip
  CO:  Star Colonel Shauna “Nike”
  5 Trinaries/Elite/Questionable
   Almost exclusively conventional aircraft, most of the Elite freebirth Pilots of the 300th have refused to accept newer AeroSpace fighters and move to new Whip Clusters.  Split into Trinaries to support the Mobile Assault Clusters, the 300th controls the sole JumpShip assigned to Kappa, to move the Galaxy Command and 300th Alpha Trinary as the Galaxy’s fast response force.
THE RESERVES AND MILITIA

   Acknowledging the need for a strategic Reserve, the Reserve contains the Clan’s sibkos and their trainers, allowing them to support the Touman while ensuring a safe environment for the future Warriors of our Clan.  Equipped with front-line and experimental equipment, the Reserve is administrated by the Loremaster but commanded by their sibko training officers.
The size of the Reserve has decreased in the years following the Refusal War, as the number of sibkos has been decreased and older equipment been handed-down to the Militia Clusters, which are beginning to update their equipment. Their disdain for the Militia and the lack of coordination between sibkos are not seen as problems, since sibkos generally serve as reinforced Trinaries and are segregated from the internal security forces of the Militia.

Units

The Reserves
  CO:  Loremaster Paul Robbins
  Roughly 18 Clusters/Regular/Fanatical
   Composed of 18 Clusters, the Reserve is concentrated on Alexander, providing an emergency supply of Front-Line equipment for the Offensive
Galaxies and a central location for ‘Raptor JumpShip traffic.  The Reserves use a phonetic letter code to identify Galaxy/Cluster/Trinary for administrative purposes.


   The Militia, composed of Wash-Outs, volunteers, and Warriors unwilling to honorably retire, offers the dregs of our society the opportunity to serve our Clan under arms.  Equipped with cast-off equipment, the Militia serves as a security force commanded by the Loremaster to ensure the behavior of the lesser Castes should the remainder of the Touman be summoned by the IlKhan.
     Composed of 5 Clusters, the Militia is stationed on ‘Raptor possessions scattered across the Legacy Cluster in Star- and Trinary-sized formations.  The Militia also uses the phonetic letter code to identify Cluster/Trinary/Star, prefixed by the Greek letter Omega to signify Militia units.

Units

The Militia
  CO:  None
  Roughly 5 Clusters/Green/Fanatical
   Considered part of the lesser Castes, their duties consist largely of weekend parades and monthly exercises.  The bulk of the Militia is Mechanized Infantry, with a growing force of light Armor and transport VTOLs.  Their yearly exercises focus on coordination between branches, or other Militia duties such as riot duty, crowd control, or building security.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on March 18, 2011, 03:55:31 AM
Oooh!  New thought; Silver Condors (the intelligence service) have a psychological/chemical brainwashing technique, "Alteration".  Implanting fake memories and character traits makes it seem like you're carrying two or three lifetimes of memories - the idea is, a 300 year old "immortal" person.  Seemed like a great idea, must think on it some more.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on March 18, 2011, 10:00:41 AM
...Reposted in its entirety, "Unique Technology"!

UNIQUE TECHNOLOGY

   Isolated for nearly ____ years, the military technologies of the Legacy Cluster developed as a result of differing priorities and requirements than either the Inner Sphere or the dezClans, although the developments of both societies have been adapted by the New Clans.  This section deals with the newest and most significant of the technologies created

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 begin bringing 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.

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 an Assault Component (AC), or Heavy Assault Component (HAC).  Because they are exclusive to the New Clans, a ‘Mixed’ tech base must be chosen.  The two options are 150- and 200 tons, with internal structure given in the table below.

Tonnage   Standard IS   Endo-Steel IS     Head     CT (CT #2)   Torso 1   Torso 2   Torso 3     Legs (ea)     Max Armor

  150     19            8.5     5         47 (---)      33          33      (---)        18           598

  200     23           11.5     5         31 (31)       21        21       21         21           712

Notes:
·   Components can use any type of Clan or Inner Sphere internal structure, but all slots must be assigned, and Omni-equipped Components may not move them from their assigned slots in the Primary or alternate versions.

Step 2:
   In this Step, install the engine, gyro, jump jets, cockpits, and special physical enhancements.  Components have a variety of options available, and several requirements.
·   Components may use any kind of fusion engine in TechManual or Tactical Operations, but may not use alternate types of power sources.
·   Components may use both Clan (standard) or IS gyro technology.
·   Components may mount only I-JJ, and they are permanent equipment.
·   Components need two operators; a Pilot in a standard 3-ton cockpit, who controls and steers the Component, and a Gunner/Commander, who must use the ‘Torso-Mounted Cockpit’ option from TO. 
·   Components may use only three types of physical enhancement; the IS Triple-Strength Myomer, Stilts, and Hardpoints.  All rules for TSM are followed, and all slots for TSM and stilts must be assigned.  Hardpoints may be permanently mounted, or assigned as pod space.  Omni-equipped Components may not move them from their assigned slots in the Prime or alternate versions.  Stilts and Hardpoints are covered  in ‘New Construction Equipment’.

Notes:
·   Not all Clan fusion engines are produced in the Legacy Cluster.  Large engines, L-XL, and L-XXL use IS technology only.
·   Gyro mass is calculated the standard way; ER/100, rounded up to the nearest ton.
·   Designers use the normal rules for I-JJ, but they produce only a single hex of movement due to the size of the AC.  They must be included in the base version of OmniMechs, and may not be relocated or removed.
·   Both a head-mounted cockpit (standard or small) and a torso-mounted cockpit must be used; the TMC is given (rather than moving the sensors and life support) additional sensors and life support, available only to the Gunner/Commander.  The Gunner/Commander may target weapons with the sensors located in the head, but the Pilot may not use the sensor from the TMC to drive the AC.  The Gunner/Commander may pilot the AC if the primary pilot is incapacitated or killed, but suffers a +2 Piloting Skill Roll.  All other rules of the TMC are used.
·   An AC must permanently assign slots for the TSM and stilts in the base version; it may not move them in the Primary or alternate versions.

Step 3:
Heatsinks (Clan or IS technology) are assigned normally.  Heatsinks may be used in Omnitech pod space or permanently mounted.

Notes:  None

Step 4:
Components may use any kind of Clan or IS armor, following their standard rules.  All slots must be permanently assigned, and may not be moved in the Prime or alternate versions.

Notes:
·   An AC’s front L/R torsos are protected by the rear L/R torsos, leaving only the CT to have rear armor.
·   A HAC does not have rear armor; each torso protects the others.

Step 5:
Due to the special nature of Components, the designer may choose to use sponson and/or quad –mounted turrets from TacOps.

Notes:
·   All items on the Weapons and Equipment chart use their standard rules in the appropriate book.  Some may be introduced earlier or later than in the canon timeline, and others may not be available or have a higher availability code.

Step 6:
Complete the record sheet.  (A record sheet may be provided.)

Notes:
·   An AC may use the standard blank quad sheet from the back of TM or RoW, with the addition of another pair of legs and torsos.  A HAC may use two blank quad sheets, with a third pair of L/R torsos attaching them.

Game Rules
Components benefit and suffer from rules that help define their unique attributes, broken down into sections below.  Rules not specifically mentioned still apply, because it is impossible to account for every rule interaction and players are encouraged to find their own solutions.

Size
The most basic change is the size of the Component.  Due to the nature of the HAC, it fills two hexes.

Movement
·   Components may only climb or descend one level at a time, although because of their stability they are able to walk in reverse down a level.
·   Components have a unique movement option, ‘Tuck’.  Because of their design, an Assault Component may move its legs closer to the torso to protect its body while Prone for 2 MP and a PSR at +1, before damage modifiers.  A HAC may Tuck while Prone for 3 MP and a PSR at +2, before damage modifiers.  Before preparing to stand, they must first stretch their legs out at stabilize themselves for the same MP cost, with no PSR.
·   Components that fall (due to damage or missed Piloting roll) may not select their hex facing after a fall.  They are limited to one of the 3 hex facings of the original frontal arc.  If they fall attempting to stand, they return to their previous facing, with damage assigned normally.
·   Heavy Assault Components require forward movement to turn.  After a change of one hex facing, their next move must be straight ahead.  Because they fit into a single hex, an AC may change hex facing in the normal manner.

   Changes to the Movement Table

   Rough - +0 MP (Both)
   Heavy Woods – N/A (Both no entry)
   Water – Depth 1 – 2 MP (Both)
         Depth 2 – 4 MP (Both)
   Level Change – 2 Levels – N/A (/Both no entry)
   Rubble - +0 MP ( Both)
   Buildings – Light – 2 MP
              Medium – 3 MP
              Heavy – N/A (Both no entry)
              Hardened – N/A (Both no entry)

Stacking
·   Due to the number of legs, treat an AC as having a Mech and a tank already in the hex.
·   Due to the length of the HAC, treat it as a quad battleMech in both hexes.

Pilot Skill Rolls
·   Both types of Components receive a –4 modifier due to the stability of their designs before damage modifiers.
·   Because of their size and mass, Components must take 40+ points of damage from the same arc before requiring a PSR.
·   Opposing players attempting to topple a Component (motionless or with Pilot and Gunner/Commander unconscious or killed) require a PSR +2.

Combat
·   Regular Gunnery and Piloting skill on a Component is 3 / 4, reflecting their intense training and specialization.
·   Opponents firing on a Heavy Assault Component must specify the first or second Quad as their target before rolling on the Hit Location Table.

Making Physical Attacks
Because of the unique nature of the legs on a Component, they have several different physical options; standard kicks, Side kicks, and Mule kicks.
·   Kick – If the Component has suffered critical damage or lost limbs, it may still kick if a leg is in arc and a minimum of 3 others form a triangle to support the Component.
Standard Kicks attack units in directions 6, 1, and 2 as normal.
·   Side Kicks – The Component may use a Side Kick from the middle pair of legs, assuming there is no critical damage or destroyed limbs.  Side Kicks are calculated normally.  Side Kicks may attack units in directions 2 and 3, or 5 and 6.  Components may use both standard Kicks and Side Kicks, as long as the conditions above are met.
·   Mule Kicks – Components may kick with both front and rear legs, assuming there is no critical damage or destroyed limbs.  The target Mech must be in the arc immediately in front or behind the Component.  Calculate two standard kicks and roll on the kick table.

Receiving Physical Attacks
All types of physical attacks against Components can be used, subject to some unique rules.  Find the hex facing of an attacker by using the same method as determining facing after a fall, counting from the hex directly in front of the Component and moving to the right.
·   Enemy kicks attack the two legs closest to the attacker.
·   Enemy punches roll on the modified ‘Mech Punch Location Table’
·   Push attacks against Components are not possible due to their mass and stability.
·   Charge attacks against a HAC must identify their target Quad in the Movement  Phase.  They are resolved normally.
·   DFA attacks against a HAC must attack the nearest hex containing a Quad.  They are resolved normally.
·   Physical weapon attacks against a Component must identify their target Quad before attacking.  Physical weapon attacks are resolved normally.

ASSAULT COMPONENT TABLES
 
   Assault Component Hit Location Table
Die Roll
  (2d6)    Left Side   Front(Rear)  Right Side
     2 *        LFT         CT (CT-R)       RFT
     3          FLL         RRL (RFL)       FRL
     4          MLL        RML                 MRL
     5          MLL        RFL (RRL)       MRL
     6          RLL         RFT (RRT)       RRL
     7          LFT         CT (CT-R)       RFT
     8          CT           LFT (LRT)       CT
     9          LRT         LFL (LRL)       RRT
    10         RFL         LML                 LFL
    11         RML        LRL (LFL)        LML
    12         RRL        H (RCT)           LRL
Assault Component Punch Location Table
Die Roll
  (2d6) Left Side Front(Rear) Right Side
     1      LFL         LFL (LRL)       RFL
     2      LML        LFT (LRT)      RML
     3      LFT         CT                 RFT
     4      CT          RFT (RRT)     CT
     5      LRT        RFL (RRL)     RRT
     6      LRL         H (CT)           RRL
Assault Component Kick Table
   Hex      Component     Enemy
Facing         Option*         Kick**
    1              K or MK       LFL/RFL
    2          SK            RFL/RML
    3                 SK            RML/RRL
    4              K or MK       RRL/LRL
    5                 SK             LRL/LML
    6                 SK             LML/LFL
*-A ‘2’ on the AC Hit Location Table provides the attacker with a chance to roll on the Critical Hits Table from TW.

*-Components roll for the location of their kicks against other units on the appropriate tables.
**- To determine kick location against an AC, count hex facings clock-wise, then roll 1d6 on this column to determine hit location.  For example, a kick from the right side (hex facing 3) may hit a Component in the Right Middle Leg or Right Rear Leg.  Roll 1d6 to determine which location is hit; 1-3 for the RML, and 4-6 for the RRL.



HEAVY ASSAULT COMPONENT TABLES
Heavy Assault Component Kick Table
    Component   Component     Enemy
      Hex Side         Option*         Kick**
             1                K or MK       LFL/RFL
             2                   SK           RFL/RM1L
                       (FACING QUAD 1)             3A                 SK           RFL/RM1L                       (FACING QUAD 2)             3B                 SK           RM2L/RRL
             4                K or MK      RM2L/RRL
             5                   SK             RRL/LRL
             6                   SK            LRL/LM2L
                         (FACING QUAD 2)             7A                 SK            LRL/LM2L                          (FACING QUAD 1)             7B                 SK            LM1L/LFL
             8                    SK            LM1L/LFL

Heavy Assault Component Hit Location Table
  Die Roll
    (2d6) Left Side    Front(Rear)     Right Side
       2*    LMT*          FCT (RCT)*         RMT*
       3     CFT          RM2L (RM1L)        CFT
       4     RFL          RM1L (RM2L)        LFL
       5     LM1T          RFL (RRL)           RM1L
       6     LFT             RFT (RRT)           RFT
       7     LMT            FCT (RCT)           RMT
       8     LRT             LFT (LRT)            RRT
       9     LM2L           LFL (LRL)           RM2L
      10    LRL            LM1L (LM2L)        RRL
      11    RRL            LM2L (LM1L)        LRL
      12    RCT               H (RCT)             RCT















*-A ‘2’ on the HAC Hit Location Table provides the
attacker  with a chance to roll on the Critical Hits
table from TW.                                                           *-HACs roll for the location of their kicks against other units on the
                                                                                   appropriate tables.
        HAC Punch Location Table
Die Roll
  (2d6) Left Side Front(Rear) Right Side
     1      LM1L      LFL (LRL)      RM1L
     2      LFT         LFT (LRT)      RFT
     3      CT              CT               CT
     4      LMT        RFT (RRT)     RMT
     5      LRT        RFL (RRL)     RRT
     6      LM2L         H (CT)         RM2L
 **-To determine kick location against a HAC, count hex facings clock-
     wise, then roll 1d6 on this column to determine hit location.  For
     example, a kick from the right side (Quad 1, hex facing 3A) will hit
     either the Right Front Leg or first Right Middle Leg.  Roll 1d6 to
     determine which location is hit; 1-3 for the RFL, 4-6 for the RM1L.
   


              1

  8                      2


7B                      3A

7A                      3B


 6                        4

              5

PERMANENT AIRMECHS

   The lineage of the PAMs in the Legacy Cluster can be traced 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 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.
·   PAMs may use both Clan and IS engine technology.
·   PAMs may use both Clan and Inner Sphere gyro technology.
·   Heavy PAMs may use both standard or Improved-Jump Jets (subject to their introduction date).  Standard PAMs may only use standard Jump Jets.
·   Due to the nature of PAMs, no special physical enhancements 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 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.

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 construction and 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 (remember, she can’t walk backwards at a run.
   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 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!”

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).

Game Rules
   FighterShips represent the technology of AeroSpace fighters carried to its ultimate extreme, a design straddling the boundaries of both classes capable of carrying both a large bomb load and weapons payload.  Because of this, they suffer the inherent benefits and penalties of both in construction and Play.  Despite their potential FighterShips remain relatively fragile and are best kept in the rear until necessary.
   Game rules are divided into 2 sections; AeroSpace Movement and AeroSpace Units from TW.

AeroSpace Movement
·   FighterShips move as small craft.
·   FighterShips use the Evasive Action modifier as small craft.
·   FighterShips have a two-man crew, Pilot and Co-Pilot.
·   FighterShips may be built with bomb bay doors or unit doors; maximum thrust in atmosphere without damaging an open door is cruise speed.
·   FighterShips use the Fighter hit location table in TW.
·   FighterShips use the Turn mode table to determine how quickly they may turn at different velocities.
·   FighterShips may be configured to carry smaller units such as ELMs and Light Armor, using the rules for small craft.
·   FighterShips use the small craft column of the Straight Movement on Ground Maps Table, on page 92 of TW.

AeroSpace Units












   FighterShip Turn Modes
Effective Velocity   FS
1-3   1
4-6   2
7-9   2
10-12   3
13-15   4
           16+       5

   Special Maneuvers Table
     Min/Max   Thrust       Control
Maneuver        Velocity    Cost       Modifier
Loop             Min 4       5           +2
Immelmann          Min 4       5           +2
Split-S              Any       2           +2
Hammerhead        Any      Velocity        +2
Half-Roll           Any       1            -1
Barrel Roll          Min 2       1            0
Sideslip           Any       1           +1
VIFF              Any     Velocity+3    +3
 




EXTRA-LIGHT ‘MECH (ELM)

NEW CONSTRUCTION EQUIPMENT

Hardpoints

Stilts
   Stilts are a purely mechanical system to increase the ground speed of ‘Mechs.  Originally invented to take advantage of the stability of Components, the technology was later used to improve the mobility of Primitive units and ELMs.
 
Construction Rules
   Because of their relative simplicity, Stilts require only 5% of a unit’s mass, regardless of whether it is a Biped, Quad, or Component.  Stilts are chosen in the ‘Special Physical Enhancement’ section of Step 2 of the BattleMech construction rules, page 51 of TechManual.
·   â€˜Mechs may use a maximum of two Stilts, but require 10% of a unit’s total mass.

Game Rules
   The addition of Stilts places a greater strain on man and machine; besides being inherently unstable, Stilts provide additional benefits and penalties during play.
·   A single pair of Stilts adds a +1 to a unit’s Walking speed and a +1 to all Pilot Skill Rolls.  Components are immune to the +1 penalty to their PSRs due to their stability.  A unit equipped with a single pair of Stilts remains at a height of Level 2.
·   Two pairs of Stilts add a +2 to a unit’s Walking speed and a +2 to all Pilot Skill Rolls.  Components are immune to the +2 penalty to their PSRs due to their stability.  A unit equipped with two pairs of Stilts reaches Level 3 in height, visible over most types of terrain, such as Woods.
·   A Stilt is destroyed if a leg takes damage equal to one-half the total number of armor points during the Firing Phase.  Bipedal units with Stilts automatically fall if a Stilt is destroyed.  Quad units with a Stilt destroyed roll a PSR with a penalty of +2.

(Ex.  A Quad BattleMech with one Stilt must roll a PSR (Base of 5 + 1 (one pair of Stilts) + 2 (Stilt destroyed)) of 8 to remain standing or fall.)

·   A bipedal unit with a broken Stilt is unable to stand.  Destruction of the other Stilt allows it to try to stand normally. A friendly unit may use careful aim (or roll on the Hit Location Table) to inflict the required amount of damage to destroy the other Stilt in which case it may try to stand
·   Units with Stilts find it more difficult to stand after a fall or going Prone, requiring 3 MP per attempt to stand.


Armor Rescue Units

NEW WEAPONS

ER-TAG
   Never further developed by the dezClans or Inner Sphere, the New Clans have not ignored the value of laser-guided artillery, choosing to expend considerable effort to make the system more effective.  Increased range has increased the effectiveness of this vital force multiplier, making the light ‘Mechs and vehicles of the New Clan Touman a more dangerous foe.

Game Rules
   The ER-TAG follows all rules for the standard TAG.

              Heat     Dam      Range      Ammo     Wt  M  P  CV  SV  F  SC  DS    Tech
Weapon          Std(Aero)      Std (Aero)    Min/Sht/Med/Lng (Aero)               Rating
ER-TAG     1(1)            **             0/7/14/21(**)     NA     1  1 1  1  1  1  1  1     E
**-Special weapon rules (Consult TW)

Heat-Seeking Missile
   Heat-Seeking guidance systems have been well-known and understood for centuries, but their use has been uncommon among the Successor States and ignored by the dezClans.  These weapons have been developed and refined by Clan Devil Wasp for use against AeroSpace fighters, using a single large missile launcher similar in size and weight to the Thunderbolt system of the Inner Sphere.

Game Rules
   Use the Heat Seeking Missile rules from TO, mated to the Thunderbolt missile launcher (also from TO).

Cassette Missile System
   After the conclusion of the Legacy Civil War, Clan Piranha, the most numberous of the New Clans, began to turn their attention towards improving the equipment issued to their Infantry garrisons.  After identifying the issues facing the Touman, research began into a cheaper, more flexible method of fire support.
   The eventual design of the Piranha’s missile trailers was optimized from the beginning to preserve flexibility; selecting the unpowered trailer as its base, Technicians chose the 5-ton chassis as the smallest possible base to mount a viable weapon system.  With the prevailance of small armored vehicles to move its Infantry garrisons, most APCs would be able to tow several of the new weapon, dramatically increasing the odds of holding their positions.
   The actual design of the missile trailer, however, is extremely simple.  Little more than a hydraulic post controlled by its tow vehicle, the design features minimal armor protection.  Storing its missile ammunition in ‘cassettes’, the trailer only carries three to minimize damage from ammo explosions.  Designed to offer massive salvos of Short- and Long-Ranged Missiles, the trailer has supplanted the SRM and LRM carriers still found in the Inner Sphere.  Due to its limited utility, there are no plans to extend the concept to other missile systems such as the Arrow artillery missiles.

Construction Rules
   The cassette system is very much a one-trick pony; because of the lack of armor and chances of an ammo explosion, they are generally relegated to trailers to prevent damage to more expensive equipment.
   The simple system requires a ton of ammunition, and a single ton of equipment.  Armor and ammunition is separate from the cassette system, saving weight and space to fit on the small trailer.

Game Rules
At its most basic, the system consists of racks of pre-loaded launch tubes covered by a paper seal, providing a multiple-launch capability by offering the operator a choice of munitions and numbers in standard 2- and 5-missile groupings or a single launch of the complete cassette.  The interaction of the CMS and its tow vehicle comprise the bulk of these rules.
·   Cassettes are loaded with 1/3 of a ton of any missile type; they may contain any style of missile which does not require supporting electronics, such as Streak or Artemis.  Trailers may carry a mix of cassettes, but each cassette may contain only a single type of missile.
·   Each missile type retains its standard rules; for example, Inner Sphere LRMs require a minimum range of 6 hexes, while Clan LRMs do not.
·   To determine the number of missiles per cassette, determine the total number of missiles per ton of ammunition and divide by three.  One cassette will contain the extra missiles that will not fit into the other cassettes.
Ex.  A single ton of SRM-2 ammunition consists of 50 missiles; (2 missiles x 50 shots) 100 missiles / 3 gives you two cassettes of 32, and a single cassette of 34.
·   In order to deploy the CMS, it must be deployed with power and control cables connecting it to the tow vehicle.  A Infantry squad is also required to reload and maintain the system.  A trailer in motion or without a crew is considered inoperative.  When in motion, it uses standard rules and the appropriate hit location table.
·   When fighting from Improved Positions (pgs. 198-199 of TO), the trailer is placed side out, allowing the clamshell armor to provide a second layer of protection.
·   To fire missiles from a CMS, declare the number of missiles fired, in appropriate increments.  Once a cassette is emptied, it requires a full turn spent removing the frame and mounting its replacement.  When replaced, the cassette is aligned with the side of the trailer, facing outward.
Ex. A cassette containing SRM ammo may fire any number of missiles in increments of two, up to the full number of missiles in the cassette (32 or 34, depending on the cassette.  Normally the largest cassette will be used first, given the fragile nature of the trailer.
·   Each trailer is connected by power and data cables to a control vehicle; this is commonly, but not always, the tow vehicle.  Cables are normally buried by crews and are immune to damage, but depending on the scenario may be vulnerable.  If the cables are left without protection, 20 points of damage from artillery, large autocannon, or missile fire forces a cable check on the table below.  With buried cables, projectile fire may damage the cables, but require 40 points of damage from artillery, large autocannon, or missile fire.

Cable Check Table
   1  Cable Check; roll 2d6.  Data cable is severed on a 2.
   2  No effect
   3  No effect
   4  No effect
   5  No effect
   6  Cable Check; roll 2d6.  Power cable is severed on a 12.

NEW EQUIPMENT

Point C3 System (PC3)
   Developed by Clan Tundra Leopard to share targeting information between members of a Point, the computers of the PC3 system work to establish triangulation and prediction data using the locations of their emitters and the returns from their target.
   Designed to be used by up to five units, the benefits of the system begin to lapse in the face of the growing number of calculations.

Game Terms
·   The PC3 system weighs two tons and a single equipment space.
·   Because it is designed to be used by a pair of units in a Point, the system will not function by a single unit.
·   Each PC3 system offers a +2 To Hit to both units of the Point, provided movement and weapon ranges are identical between units at the beginning of the game.
·   All types of units may use the PC3 system, including ‘Mechs.  However, if one of its ‘sensor’ critical slots have been destroyed, that pair of units loses the benefits of the PC3 system.
·   If one of the linked PC3 systems is lost, the other is unable to function as part of a network until technicians have the opportunity to establish another linked pair.
·   Larger networks up to five units are possible, using multiple sets of PC3 computers, as long as movement and weapon ranges are identical at the beginning of the game.
Ex.  Point 1 à  Point 2  à  Point 3  ß  Point 4  ß  Point 5
         PC3----- PC3/PC3----PC3/PC3---PC3/PC3-----PC3
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on March 23, 2011, 10:31:22 AM
...Things should go much better, now that I resigned from facebook's backyard monsters. I feel guilty for just quitting, though.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Blacknova on March 23, 2011, 05:13:53 PM
Looks to be coming along nicely.  Don't play table top much, so it would be intertesting to get other's impressions on the new equipment.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on March 24, 2011, 02:58:18 PM
Looks to be coming along nicely.  Don't play table top much, so it would be intertesting to get other's impressions on the new equipment.

...the cassette missile system makes the Grapeshot APC completely nasty - great fun, though.  Similarily, the ELMs are hard-hitting, nasty little things - still can't stand up to a good Mech, but fun - just like the Protos they're designed to imitate.  The PAMs are cool, too - but I always liked airmechs - and you just can't dominate the board with these, it takes some thought to use them well.

The H-ACs - they're kinda boring, actually.  Just like an Assault Mech, but with moar dakka.  Nasty when cornered, but besides b-pods, they have no close-in defenses - they're more fun in close quarters, where you'd move it first, then its escorting ELM and E's.  You actually have to treat it like a mission goal, "Kill that thing!"  If you survive, you generally win.

I haven't gotten very far with the FighterShip for that very reason, no way for me to test it, and nobody stepping forward.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Knightmare on March 24, 2011, 04:21:33 PM
I wouldn't know where to start, but I enjoy reading your work.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on March 25, 2011, 02:54:41 AM
I wouldn't know where to start, but I enjoy reading your work.

Just wait.  A bit more polishing to the Touman TO&E, and the Frost Apes are DONE!  Tundra leopards get a bit of love next, I gave up on describing the knockoff German SS uniforms, so it just needs typing.  Cluster descriptions will go fast, they're easy.

Then - the Atlas.  This one I'm just going to pound out - with cray from CBT.com to fact check, after 3 tries, its good enough to satisfy an amateur astronomer.  35 planetary systems.  I must be crazy!
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on March 31, 2011, 12:02:15 PM
Ha!

Posted the entire Frost Ape entry @CBT.com - got quite a few views and a couple nibbles.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on April 09, 2011, 05:32:50 PM
Finally!  Just the units left, and those are started already at work.  So, the complete text of Clan Tundra Leopard!

CLAN TUNDRA LEOPARD

Sir;
   Responsible for maintaining and updating information pertaining to future trends and possible concerns to the Office, Clan Silver Condor has provided additional information from behind the scenes of Tundra Leopard internal politics.  Due to the nature of their political system, military intelligence is the most straightforward and reliable area of our responsibilities, assisted by Loremaster Tennessee McCaig.
   The intricacies of the Leopard political scene remain confused, and while every effort has been made by senior Analysts to clarify their concerns within this report, it remains difficult to predict where the future will lead them.  It remains advisable to consult with senior Intelligence officials before communicating with their High Council, given the unpredictable political scene. 
   This briefing is Security Rated SECRET EYES ONLY, as the information within provides detailed information on the inner workings of the Clan.

StCol Gordon Lyons
Office of the IlKhan
Clan Silver Condor, Military Intelligence

TO:  IlKhan,
      Office of the IlKhan

FROM:  High Council,
               Clan Tundra Leopard

Greetings, IlKhan

We, Warriors and citizens of Clan Tundra Leopard, would like to take this opportunity to thank you for your belief that our Clan can offer a worthwhile contribution in our conflict with the dezClans and your support for our chosen way of life against the more militant Clans in the Grand Council.
Included with this report is a standard refresher on our history and cultural development, with the required status report on the Clan Touman and members of the Officer sub-Caste who may come into contact with the Office.  In case further assistance is required, do not hesitate to contact Khan Leon Graff with your concerns.
   Until the victory over the dezClans is assured, we remain your humble servants.

For the High Council of Clan Tundra Leopard:


Khan Leon Graff,         President William (Braun),
     Warrior Caste           Clan Council
 
THE FOUNDER

   The right of Khanship was granted by the leadership of Clan Kraken to Star Colonel Wayne Polo, a life-long garrison commander.  His proposal, to glean the second-line armor and BattleMech forces of the Kraken Touman to create an allied 2nd Clan, was approved in late 2861 to widespread surprise.  Such an event was no surprise to those within the Touman familiar with our new Khan, however.
Born in 2827 as the only son of a successful Merchant, Wayne was exposed to inter-Caste politics at an early age by his father, and trading became second nature to the young man.  His interest in the Merchant Caste was overcome, however, after a chance encounter with a young girl enrolled in the Clan sibko system named Jade.
Bargaining for permission to enter the sibkos, Wayne convinced his father to accept his request on the condition he would fail his Trial of Position and rejoin the Merchant Caste.  Becoming adept at manipulating the Instructors and his fellow students, Wayne eventually approached Jade socially.  They become close friends, but the social gap between them left Wayne fuming as he sought new ways to gain what he desired most; Jade.  Rebuffed a final time just before their Trial of Position, Wayne reported to his Trial of Position bitter and angry.
   Taunting and baiting his opponent, Wayne took advantage of the eventual alpha-strike that left his opponent fighting shutdown to earn the rank of MechWarrior in a reflexive clench of his controls.  After the shock of joining the Warrior Caste subsided, Wayne soon came to realize that failure on the battlefield cost more than a bribe to the sibko training officer.  Injured from feedback in his neurohelmet after his LRM ammunition detonated in his first battle, Wayne began a strict program of study, dedicating himself as never before to his training in the belief that success and survival went hand-in-hand.
   That new determination to succeed brought him to the attention of senior members of the Kraken Touman after his second Trial, where he advised his Star Commander to bid Points of Armor and FighterShip support in defense of a minor Kraken manufacturing facility.  Assisting the Armor units harassing the larger opposing force from Clan Mammoth, Wayne took command of the remainder of the Star after his commander’s defeat and used the FighterShip’s weapons and bomb load to win the Trial without further losses.
Encouraging rumors of his skills in bidding and steadily improving on his training scores, Wayne found himself offered a chance to participate in a Trial for the rank of Star Captain.  Knowingly outclassed by his opponent, Wayne decided on a risky strategy; retreat.  Taking advantage of his Merchant skills, Wayne negotiated for a supply of Thunder LRMs to increase the likelihood of crippling his opponent at long range despite his skill.  The successful stra-tac and Wayne’s choice of ammunition won the Trial, earning him the rank of Star Captain.
   Consulted now for his insights into bidding for the right to participate in Trials and the stra-tacs to win them, Wayne soon became valuable to his Trinary and Cluster commanders who used his abilities to further their military careers.  The eventual opportunity to fight for Binary command only whet his appetite for more, and Wayne was offered a chance to fight for promotion to Star Colonel and the rank of Star Colonel in 2860, winning the Trial decisively and using his new position and political skills to submit the winning proposal for command of the newly named Clan Tundra Leopard.

BIRTH OF THE CLAN

   Able to muster nearly twenty years of experience in Clan and Caste politics, Wayne chose the surname Polo to honor his Merchant Caste heritage and began manipulating each of the lower Castes against each other in their eagerness to establish our new society.  On January 31, 2862, Khan Polo announced the holder of the rank of saKhan as Star Colonel Cameron Luxe, a Freeborn member of the Warrior Caste.
   As the Clan continued to expand, it became apparent the Krakens were using the opportunity to begin purging large numbers of the Third Mormon Re-Affirmed Church of Christ, a religious group fleeing persecution from the Capellan Confederation.  Although initially uninterested in the tenets of the faith, Khans Polo and Luxe found themselves later regretting their assurances the faith would be unmolested among the Clan.
   As we celebrated our official Founding January 1st, 2863, throughout the Clan, the founding and construction of the first Mormon church in our capital city of Spenser went almost unnoticed.  Objecting to the use of Clan building materials and resources by private groups, Khan Polo ordered the arrest of personnel and the recycling of the lost supplies and equipment.  The political influence of the “Maroons” (as they came to be called) on the Clan Council began to become apparent as arguments in favor of the project were presented.
   With the Council debating the right of the Warrior Caste to demand the cooperation of the lesser Castes to create life with the New Clan eugenics program, Khan Polo ordered saKhan Luxe to take steps to suppress the sect and investigate their influence on the Council, with unpredictable results.  As the Council continued debating the issue, terrorist bombings of our Primary and Secondary genetics facilities and the sibko training centers robbed us of our first-generation Tundra Leopard sibkos and experienced trainers, as well as the materials and technology we needed to shape the Leopard Touman.
   The Maroon bombings on March 4, 2863, took advantage of their penetration of all Castes and levels of the Clan hierarchy, using Inferno gel-based bombs to completely gut the Clan’s in-vitro birthing and sibko training facilities.  Punitive measures followed quickly after; suspected Maroons were imprisoned and confirmed cultists were subjected to intense questioning and chemical interrogation before being isolated from the remainder of the Clan.
   Khan Polo followed these steps with an offer of amnesty, to end five days after the bombing; the Maroons, already familiar with the basics of guerrilla warfare from their time in the Capellan Confederation had retained a strong cellular network from their time in the Inner Sphere, and it was proving difficult to identify their members.  Many of those currently in the custody of the Warrior Caste chose to accept, and found themselves freed to become Citizens of the Civil Government, abandoning the cult and swearing to abstain from further contact and assistance.

   [** - Analyst’s Note:  Perhaps motivated by anger or outrage, the Leopard Khans ordered the sterilization and isolation of their former citizens on the former Kraken colony of Charybdis, leading to its eventual use as a prison colony overseen by the Civil Government.]

   Those captured immediately after the deadline through the cooperation of loyal Clansmen were given a different fate, however.  Claiming children under the age of five to help repopulate the sibko program, Khan Polo ordered them imprisoned on the site of their temple and announced their execution, firing the first of several volleys of Inferno rockets into their midst and displaying the determination of the Warrior Caste to remove their dezgra beliefs from the Clan.

Rebirth of the Caste

   With the birthing facilities destroyed and demand outstripping the supply and production of iron wombs for the next decade, the Warrior Caste turned to the remaining Castes for assistance.  By mid-March, temporary shelters housed the first of our new genetics facilities, and children as young as five were assembled in training camps taught by veteran Warriors to learn their new roles in the Clan.
   The resulting political fallout nearly destroyed the Clan; as testing identified the most promising of the Freebirth population, Khan Polo relented and returned most of the potential recruits to their families.  On the anniversary of the bombing, however, the announcement of the Clandets organization, a program to promote membership in the Warrior Caste, allowed the first in a series of family benefits to members of the lesser Castes who allowed their children the option of requesting a Clandets Trial of Position.

   [** - Analyst’s Note:  Ordered to provide assistance in the continuing counter-terrorism effort of the Leopards, Khan Polo’s initial concept of the Clandets proposal was improved slightly by Operatives.  Using the children of convicted Maroons to identify common habits and traits of Maroon families, questioning while interviewing prospective Clandet candidates led to the identification of several hundred Maroon extremists and sympathizers, increasing the effectiveness of the Leopard counter-terrorism efforts without revealing the existence of a New Clan Intelligence organization.
Over time, the contribution of Condor Operatives to the operation has been erased, but the Clan has continued to refine the techniques involved.]

   Rewards such as better accommodation, allowance, and greater independence for Clandets and their families helped the sibkos quickly replace the lost personnel, making up the numbers of lost MechWarrior trainees by enlarging the pool of candidates suitable for Trials of Position in the Armor Branch.
In the wake of the Bombing, however, relations with Clan Kraken deteriorated to the point of open conflict in the Grand Council, as demands to learn how the cult had survived indoctrination into Kraken society and requests for assistance alike were ignored.  A final plea for assistance to the IlKhan brought the Clan a token number of Iron Wombs from across the New Clans and instructors from the War Ants to train the Freebirth trainees assigned to the MechWarrior Branch.  The resulting conflicts between the elite Warriors and Freebirths only served to aggravate the distaste for Trueborn Warriors.
   Finally, citing the results of the bombing and the lack of assistance from
Clan Kraken, the Warrior Caste chose to abandon the Kraken facilities we were formed to garrison, and offered our services to the civilians of the Civil Government.
Still struggling to build a competent military in the face of New Clan recruitment and the lack of military manufacturing, the Civil Government was propped up by the IlKhan and IlClan Wolverine.  Offering to garrison several of the most vital facilities with Leopard Warriors, Khan Polo offered an array of military vehicles for sale and advisors, called ‘Abthactors’ (a combination of ‘Abtakha’ and ‘Contractor’).  Providing mechanized Infantry and Armored vehicles to their most important facilities, the brisk sales of firearms and equipment allowed the Clan to finance expansions to our industrial base.

A New Beginning

   Beginning production of the Primitive BattleMechs common among the Second Clans, we began enlarging our Armored vehicle production facilities.  Cheaper per Point than Mechs, and using commonly available parts and weapons, we were able to produce enough of the Star League equipment to provide sturdy, well-equipped, heavy tanks capable of defeating even the remaining Star League BattleMechs we could not reproduce with the resources of the New Clans.
   The arrival of a new unit on the battlefield drew the attention of Khan Polo, and in 2868, the first production run of the Novice ELM was brought to the IlKhan’s Joint Development Program for testing.  Despite impressing the Warrior Caste and being put into production on a limited basis, members of the Clan Council refused to support the expansion of the Warrior Caste Blood Houses, preferring to allow washouts from the intensive MechWarrior training the opportunity for a second Trial of Position.  The fact that the War Ants continued to denigrate its effectiveness as a weapon did not endear them to either the Warrior Caste or Clan Council.
   With the continuing emphasis on the development of our industrial base, Khan Polo allowed several concessions from the Warrior Caste to encourage production – in hindsight, those agreements reached by the Clan Council was perhaps the greatest mistake of the Founding Khan.  As Trueborn War Ants continued to antagonize our lesser Castes, the arguments against allowing our own Trueborn Warriors to control the Clan Council gathered strength, until October 18th, 2872, when the Council pressured the Warrior Caste to allow a vote for the Castes to retain their political independence.
   It is likely, with the end of the Truce imminent, that Khan Polo felt he required the entirety of the Clan united under his leadership – an unfortunately accurate assessment.  However, fate was kind to the Clan, as news of the newly-fielded dezClan Elementals prompted us to negotiate an increase in the production of the Novice ELM and agreements to further develop it alongside Clan Surf Dragon.
Accepted into the ranks of the New Clans with the official Founding of the Second Clans January 1st, 2873, we stood united, ready for the Trials to come.

RISE OF THE CASTES

   With the end of the Truce, many new problems and concerns erupted, not the least of which was the sudden number of Trials declared against vital production facilities.  Garrisons found themselves doubled, then doubled again, as our sibClans considered our emphasis on Armor and Primitive BattleMechs and the shortage of Star League equipment a sign of weakness.  The wisdom of Khan Polo was evident once again, however, as a Trinary of Primitive Mechs and modern Armor lured a Binary of mixed Star League and Primitive Mechs from Clan Cave Frog into engagement range and caught them in a crossfire, killing their commanding officer and defending their position with few losses.
The growing intensity of the Trials declared against us prompted the Council to approve moving the Clan to a new colony, but the lack of time and AeroSpace assets of the Clan forced us to reach an agreement with the Devil Wasps to choose an appropriate planet from their catalogue of the Legacy Cluster.  Choosing to become allies after the eventual colonization of Barrens, Khan Polo and Jules Hubbard of the Devil Wasps found themselves summoned before the High Council to present their arguments for an alliance between our Clans.
Obviously taken aback by the political strength of the Council, Hubbard chose to emphasize the natural inclination of his Clan to concentrate on the AeroSpace Branch of the Devil Wasp Touman – a Pilot himself, the Wasps found themselves frequently outmatched on the ground.  An alliance between our Clans, he reasoned, would strengthen the ties between 2nd Clans and provide valuable allies in the Trials ahead.  The Council, however, found Khan Hubbard too strident on the benefits to his Clan – In a narrow defeat, Khan Polo found himself humbled for the first time before another Warrior.
   Surprised and dismayed at the outcome, the Khan worked for the next several years to counter the influences of the lesser Castes, to no avail.  With the privileges and influence of the Clandets organization, more and more of the lesser Castes had been accepted into the Warrior Caste and now monopolized the command structure.  Forced by circumstance to emphasize the production of modern Armor over complex and expensive OmniMechs and promote the Freeborn volunteers to high rank, they now forced the issue of the Trueborn recruits now preparing to enter the sibko program in large numbers.
   In an effort to reconcile the two groups, a forced policy of fostering placed Trueborn recruits among Freebirth families of the lesser Castes.  That policy was widely regarded as a failure by both sides; the foster families found themselves expected to provide transport, food, and lodging, while most of the Trueborn recruits had difficulties adapting to the concepts of unsupervised play and the deliberate defiance of leopard military regulations and New Clan law.  Violent confrontation was inevitable, and soon occurred in our capital city, as a massive brawl between sports teams forced freebirth members of the Warrior Caste to intervene and prevent the crowd from storming the field.

Segregation

   The Touman, as a whole, had become strictly segregated between Branches and among personnel.  War Ant propaganda about the rights of Trueborns to rule the Castes were eagerly received by Trueborn trainees facing the hostility of the Freebirth Castes outside of the sibko.  The budgets required to provide their superior training and equipment also led many senior Caste officials to question the worth of the New Clan genetics program – the same resources, applied to the Armor and Infantry Branches of the Touman would allow the Clan to overwhelm enemy MechWarriors with superior numbers of heavy Armor.
   As trainees began to take their places in the Touman, reports of Trials and accusations of favoritism eventually reached the Office of the IlKhan.  On January 9th, 2883, in a closed session of the High Council, the Castes received orders from the IlKhan to prevent further problems – in a joint military, the divisive nature of the Trueborn/Freeborn debate would weaken the Clan severely – or face Clan Kraken in a Trial of Absorption.
If the Leopard Touman failed to win, the Krakens would dissolve the Clan, removing the military capability of the Castes, declaring them Abjured and cut off from the New Clans.  New Clan facilities and resources would be removed from Barrens, by force if necessary, and the IlKhan would order Clan Kraken to Spawn a new Second Clan.  As silence filled the Council chamber, the IlKhan also chose to discipline Khan Polo.  Noting the political rivalry between the Castes, the IlKhan ordered him removed from office, making him a Bondsman and promoting saKhan Luxe to the senior rank.
   Facing Absorption, Khan Luxe chose to recognize the contributions of the lesser Castes rather than overriding them, accepting Freeborns into the Caste without prejudice.  Creating the Leopard Charter of Rights and Privileges, Luxe agreed the rights of Trueborn Warriors would not dominate Leopard society and the rights of the lesser Castes would be respected through the application of Clan law and regulations.  Unique among the New Clans, the Leopard Charter guarantees the right of any individual of exceptional merit to rise to the rank of Khan, co-ruler with the President of the High Council, and senior officer of the Leopard military.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on April 09, 2011, 05:35:33 PM
FALL FROM GRACE

   While as detailed as possible, the Charter suffered from several of Khan Luxe’s blind spots – in particular, the selection process of Leopard Khans.  Although the threat of Absorption was sufficient to cow a generation of politicians into working together for the common good, the retirement of Khan Luxe from office prompted a debate over the right of the President of the Clan Council to choose his successor.  Able to exert enough influence within the Warrior Caste, President Friedrich (Burns) ordered the promotion of Star Colonel Montgomery (Ward) to the rank of Khan in September, 2898.
   The act provoked the hardliners of the Trueborn faction, prompting saKhan Ivan Arthur to declare a Trial of Refusal.  Facing a Panzer Trinary at 4:1 odds, the saKhan was quickly defeated by the Council supporters, his death in the Trial prompting a resurgence of the adversarial relationship between the Trueborn faction and the Clan Council.  Desperate to retain representation to the ruling President and the Council, the Blood Houses elected Star Colonel Emmet Graff to the position of Loremaster.
   The Council, however, refused to consider the right of the Caste to elect their own representatives according to Clan custom, quoting the rights of the President and Council contained in the Charter.  A second challenge of the Council’s authority resulted in the same one-sided slaughter of Trueborn MechWarriors by supporters within the Clan’s Panzer Clusters.  Relations within the Caste continued to worsen, as Armor Warriors flouted Zellbrigen to engage in melee with their opponents and frustrated MechWarriors began deliberately killing and injuring their opponents.
   That relationship eventually ended in 2905 with Montgomery’s successor.  Khan Quentin (Stanley)’s proposal to permanently restrict the Trueborn genetics program, citing statistics that confirmed Freeborn Pilots and MechWarriors tested equally well in training exercises.  With the support of the Clan Council, Quentin ‘retired’ several Blood Houses with below-average performance, ostensibly to concentrate on the proven Legacies already in production.  The embittered Trueborn faction, unable to overcome the advantages of the Council and the Panzer Clusters, found its size sharply reduced and its members transferred among the more numerous Panzer Clusters to serve as ‘Sturmtruppen’ (Assault) Trinaries.

   [Analyst’s Note:  As expected, such claims were fabricated by Khan Quentin for the Council’s political agenda, which refused to support the New Clan genetics programs.  The statistics failed to address training and equipment issues that severely restricted the abilities of the nine Blood Houses affected by the decision, leading Senior Analysts to speculate the plan to reduce the effectiveness of several of the Clan’s best Bloodlines began with President Friedrich (Burns).]
 
   The release of the War Ant Abthactors from the sibko program ended the strained relationship between our Clans, as the War Ants began raiding our holdings for prominent Warriors and to capture poorly-defended facilities.  The raiding and incessant casualties among the Freeborns of the Armor Branch soon prompted a strong backlash against both the Trueborn faction and the War Ants, marking the beginning of our ongoing feud.

Innovation

   The following decades saw the continuation of attempts to strengthen the Armored Branch of the Touman, bringing technology such as the Armor Rescue Pods (ARP) and fire-resistant armor into service to reduce casualties.  Greater accents on more mobile VTOL, WIGE, and ELM designs also improved the performance of the Touman.  Even Omni technology was adapted for use on vehicles, although the high costs of these designs limited production.  The OmniMech, however, saw few attempts to increase the already lethal advantages of the BattleMech.
   Recognized as necessary for the Touman to engage on equal terms with our sibClans, the Warrior Caste successfully advocated production for several of the Caste’s most popular designs and encouraged the Merchant Caste to trade for supplies to sustain the remainder of the Touman.  Standard BattleMechs continued to exist in the Touman as second line and Reserve units, but Primitives were phased out of the Touman as new equipment reached the Touman.
In the AeroSpace Branch, however, Star League and Primitive designs remained in service far longer than advisable due to the scarcity of AeroSpace production, leading to numerous embarrassments for both the Touman and the AeroSpace Branch.  The final blow to the resistance of the Clan Council came in 2845, as opposing AeroSpace Stars from Clan Kraken’s Alpha Galaxy and Beta Galaxy’s 9th Panzer Cluster clashed over Inheritance.
   Taking advantage of the modular nature of their equipment and elite Pilots, our Fighters were engaged at long range and forced to close through heavy fire to bring their shorter-ranged weapons to bear.  Eventually running low on fuel, Star Captain Brian (Latrace) was granted Hegira and made a bondsman after surrendering the Merchant Caste JumpShip Revenue and its cargo.
Forced to admit the need for new technology to modernize the Clan’s weak AeroSpace Branch, the Council found itself coping with the repeated demands of the Piranha Khans.  Claiming the lack of their newly-purchased tanks cost them several pieces of their holdings on Inheritance, Khan Ricardo (Name) of Clan Piranha demanded the assistance of our Touman to win them back.  Claiming the shipment was accepted on Barrens by the Piranha Merchants before being shipped on the Leopard DropShip, the Leopard Council demanded payment and noted the lack of an escort supplied for their goods.
   Several confrontations between the Piranha Castes and the Council led to punitive raids and Trials against Piranha assets, resulting in rising casualty lists and creating the second of our long-standing feuds.  Embracing the Infantry Branch, developments by Clan Piranha such as the missile, mortar, and mine trailers and portable turrets made Trails between our two Clans expensive in terms of losses and equipment, prompting new research and development to defend our Warriors.

The Good Years

   Beginning in the mid-29th century, the Clan and Touman began to experience an age of peaceful growth, having assimilated the dezClan military technology and developed stra-tacs that allowed the Touman to defend our possessions.  Although the discontent of the Trueborn faction remained a problem, as a whole the Castes settled down to peaceful co-existence.
Our continued industrial expansion and the development of Barrens combined to give our Castes a sense of purpose and accomplishment, although the nature of the Leopard system of governance prompted several of our sibClans to declare embargos and sanctions.  Although irritating, the dissenting Clans only served to strengthen our independence, as less than fourteen percent of our holdings were isolated from our capital system.

THE DEZCLAN TRIALS

   As the Clan continued to grow, we saw no reason to leave our self-imposed isolation on Barrens until news of the dezClan Dragoon Compromise arrived in late 3004.  Eager to prove the worthiness of the Leopard Touman, we claimed the right to oppose dezClan Hell’s Horses in the Trial of Annihilation.  Using the massive Armor Branch, spearheaded by elite Sturmtruppen and Legion Trinaries to defend our claim, we rediscovered the wisdom of Founding Khan Wayne Polo as our Pilots were eliminated by the AeroSpace forces of several Clans.
   Forced to emphasize the AA role, the remaining Trials were acceptable in terms of outcome, but we suffered increased casualties and damage to OmniMech units and our overall flexibility was badly degraded as they were forced to depend on the slower Armor forces for coverage.  Eventually winning the right to oppose dezClan Hell’s Horses, we turned to improving the size and quality of our AeroSpace Branch with the addition of Ghost Shrike Abthactors to the Pilot training program.
   Hotly debated by the Council, the proposed alliance with Clan Ghost Shrike was deeply opposed by representatives of the Castes who wanted nothing more than to ignore the rest of the Legacy Cluster.  By the end of the dezClan Trials in Oct, 3006, the Shrikes were already deeply involved in the Carnoraptor feud that would culminate in the Heartforge assault, providing increased incentive on their part for allies to share the burden of the assault.
Enticed by the prospect of combat, the final vote fell to the President, who voted in favor of the alliance.  Leopard participation in the assault was limited, but confirmed the strength and abilities of the Armor Branch and the doctrine of the Leopard Touman in an all-out conflict between Clan opponents.  Even Warriors of Clan Zombie Python found the strength of Leopard Armor a force to be reckoned with on the battlefield, as our troops repulsed raids on the Shrike airfields and took to the field supporting the ‘Raptor OmniMechs.
   Eventually declaring an end to our association with the Mammoth alliance and the entangling web of Ghost Shrike alliances and feuds, we suffered a few minor Trials of Grievance and Possession from the offended Shrikes.  Lasting almost a decade, the attempt to improve the training of the AeroSpace Branch proved to be insufficient, as Freeborn Pilots failed to match the performance of the Roth and Eldren Bloodnames.
   Proposed by the Loremaster and opposed in principle by the High Council, the prospect of further diluting the Freeborn majority in the Touman prompted the most bitter political battle since the political freedom vote of October, 2872.  The issue, however, was never put to a vote – the IlKhan, citing adequate supplies and the political motivations of the lesser Castes, ordered the activation of the dormant Blood Heritages to be introduced to the Clan’s breeding program immediately.  Despite silent opposition by the Castes, the dormant Blood Houses were surrendered by the Scientist Caste to the Technicians in May of 3046.

The Trueborn Resurgence

   Encouraged by the orders to begin enlarging the Trueborn faction, Loremaster Randy Buchner petitioned the Council for amendments to the Leopard Charter, pointing out the lack of control of the Warrior Caste to choose the Khans they followed into battle.  Refused in June of 3051 by a decision of the Clan Council, the cavalier assumption of the willingness of the Warrior Caste to follow a political appointee prompted widespread support for the notion of Warrior independence.
   The arrival of intelligence indicating the intentions of the dezClans to begin Operation: Revival at Totem on March 7, 3052, prompted the mass revolt of the Warrior Caste as the President and Council fumbled the attempts to organize the Clan to meet the 3-month deadline to assemble with our sibClans on Totem.  Faced with the breakdown of social order, IlKhan (Name) McEvedy declared martial law on Barrens, giving command of the Leopard Touman to the Loremaster and ordering the first independent election of a Leopard Khan in over (time).
   Operating on an emergency footing with the cooperation of IlClan Wolverine, Buchner assembled the Touman in time for the deadline and won the election to the post of Khan of Clan Tundra Leopard for his performance.  With the failure of the New Clans to respond to the dezClan invasion in 3052, several of our sibClans have begun to loose the traditional strict martial focus of the early 31st century, wavering between Warrior fanaticism and the allure of freedoms promised by the laws of the Civil Government for the lesser Castes.
We of Clan Tundra Leopard, however, have only begun to hone the skills of a resurgent Warrior Caste with the Founding of dedicated Elemental and ELM Bloodlines and the return of the dormant Trueborn Legacies.  The recent reclamation of the ranks of Khan and saKhan for merit has also encouraged several of the most militant Clans to relax their boycotts and sanctions against our Merchants, allowing the Clan access to new markets.
Such activity came with a high price, as the upheaval of domestic politics has prompted major unrest in the Clan.  With the Charter abolished by IlKhan McEvedy, political concerns have forced the leadership of the Warrior Caste to walk a careful line, ensuring the future of the Clan while respecting the privileges of the lesser Castes.

CURRENT EVENTS

The return of traditional Clan organization and government provided a great deal of upheaval, now settled with the Amendment to the Clan Charter.  The Charter was a major reason for the high level of immigration, assuring new arrivals of the respect of the Warrior Caste, and its importance to the Clan could not be overstated.  Continuing to safeguard the rights of Leopard citizens, the amended document enshrines the right of the Warrior Caste to rule, and removed much of the political influence of the Castes on the Clan Council.
   Since 3058, the continuing reports filed by Guide Teams describing the benefits of Spheroid stealth armor technology have intrigued the Infantry and Armor Branches, encouraging the development of a New Clan equivalent.  With the goal of securing information and samples of the Capellan innovation, we allied ourselves with our rivals from Clan Piranha to petition the IlKhan to prioritize capturing a sample of this technology, creating the first New Clan Stealth armor in November, 3064.
It seems clear to the senior leadership of the Clan we are experiencing the first years of another golden age, as further developments have continued to be absorbed and turned to our advantage.

THE CASTES

Warrior
   For most of our history, the Warrior Caste has been the least influential.  Politically, the Khan and saKhan are being forced to walk a fine line – the resurgent Caste has convinced the most militant of the New Clans to relax sanctions, but the domestic politicians of the other Castes are watching closely to ensure their rights and precedents are not endangered.  Khan Graff has done well so far, putting domestic issues before external concerns, allowing the Warrior Caste to continue concentrating on guarding our growing economic strength.

Laborer
   The single largest voting block in the Clan, the Laborers have the most to loose among the Castes to the renewed Warriors.  Contributing the largest number of trainees after the Maroon bombing, the Caste quickly became the most influential by creating a network of individuals dedicated to improving upon conditions in their Caste.  The current political situation finds the influence of the Laborer Caste waning as the final dormant Legacies of the Clan enter service, leading to a great deal of concern and unrest among our most populous Caste.
Despite this, the Clan continues to be one of the most preferred choices for new immigrants, fueling our economic growth.  Reassured by the domestic policies of the Khan, the leadership of the Caste is attempting to pacify their citizens with a “wait and see”-attitude towards the preservation of their rights under Clan law.

Technician
   One of the most influential Castes, the Technicians continue to expand the services and industries provided by the Clan.  Recent initiatives to expand the Caste by the Khan have been met with cautious approval by the Council, wary of providing any single Caste with a majority in the Council.  Immigrants to the Cluster liken the Caste to trade unions from ancient Terra, with complex negotiations between trades determining prestige and influence within the Caste.
   Politically, the internal debates and power struggles within the Caste have resulted in a high turnover of representatives in the Clan Council.  The difficulty in finding a consensus between them has resulted in a conservative attitude that provides an effective brake to the ambitions of the other Castes.

Merchant
   Influential to all levels of the Tundra Leopard society, Merchants influence trade both within and outside the Clan.  Unlike traditional Clans, membership in the Caste is offered for purchase by interested members of the Clan and immigrants looking to continue lifestyles interrupted by their move to the Cluster.
Granted apprentice status for a time before being granted credit from the Caste to purchase a business license, most of the smaller Merchants offer private services to individuals and members of the Civil Government on Barrens.  Politically, the Caste is most concerned with the balance of trade between the Clan and the remainder of the Legacy Cluster, and sharp negotiators from the Caste can control most of the voting issues before the Council by influencing its members.
 
Scientist
   Most influential immediately after the Founding and Maroon bombing, membership in the Scientist Caste is largely restricted to immigrants and the upper echelons of the Technician Caste able to pass the stringent entrance exams in their fields.  Their influence on the Council is largely a matter of self-interest, as the outcome of Council votes influence the direction of research and development funding.
   Riding the influence of a resurgent Warrior Caste, members of the Scientist Caste have begun to press for an increased effort towards education and research, in an effort to improve the political standing of the Caste. 
 
THE TOUMAN

   Dominated by a strong Armor Branch until 3064, the Touman has continued to use the elite Trueborn Warriors as support.  Such practices are slowly coming to an end, however, as superior training and OmniMech versatility begins to provide supporters of the Trueborn genetics programs with further proofs of the benefits of a combined-arms approach used to such advantage by ComStar at Tukyyid.
   Despite the success of the new Elemental and ELM Bloodlines, continued interest in the Touman by citizens outside the Warrior Caste has resulted in the continued growth of the Caste and the establishment of several Clusters dominated by the Infantry Branch, leading to the creation of the new Grenadier formations.

TO&E

Legions
   Renamed by Khan Polo in 2863 to inspire Freeborn enthusiasm for military service, the Legions are the elite of the Leopard Touman, equipped primarily with OmniMechs.  On average these Clusters contain 3 Trinaries of front-line OmniMechs, one of Armor, and one of mixed Aerospace and Infantry.
   In most cases, the Infantry are paired with AFVs to allow them to accompany and protect the Armored vehicles, but some Stars are equipped with FighterShips and VTOLs to provide air-mobile support.

Panzer
   Panzer Clusters are the primary offensive unit, combining 3-4 Trinaries of Heavy Armor with a mix of OmniMechs and Infantry in support.  Normally, Panzer Clusters outnumber Legions by 2.5-to-1, who use slower Panzer Trinaries as either reinforcements or a slow-moving hammer to break up stronger enemy formations.
   With the increased numbers of Trueborn MechWarriors and OmniMechs available to the Touman, Panzer Clusters are receiving more front-line equipment, and several Trinaries have been reassigned to Legion Clusters in recognition of their elite status.

Provisional Garrison
   Provisional Garrison Clusters are the occupation forces assigned to Leopard possessions outside of the Barrens system.  Comprised of the slowest and heaviest Armored vehicles and BattleMechs available, they are also the busiest, seldom seeing more than a week go by without a Trial for the facilities under their protection.
   Garrison Clusters are also the most common first deployment for new Warriors, putting them in veteran and elite garrison units before rotating crews to the Panzer Clusters

Grenadier
   The expansion of the Touman with the new Infantry Bloodnames and the remaining Blood Legacies of the Founders has resulted in unique circumstances that have allowed the Clan to establish almost four Clusters of Grenadiers – Armor and Infantry units dedicated to close or urban terrain and high profile garrisons.
   The Grenadier Trinaries prefer to declare smaller Trials from major battles, where MechWarriors regularly underestimate the level of firepower put out by the Infantry support vehicles and equipment designed by Clan Piranha.  The large Infantry contingent swarm or kneecap their targets.

Wing
   Wing Clusters are another formation developed after the poor performance of the AeroSpace Branch in the dezClan Trials.  Dominated by AeroSpace concerns, no new Wing Clusters are being considered, as current production is paced to replace losses, and surplus equipment and personnel are simply assigned to the Naval Reserve.

Abthactor
   The Clan’s serving Abthactor forces were reassigned to Psi Galaxy, after the formation of the 22nd Wing Cluster proved the concept reduced the administrative load.  Currently the 100th Abthactor Cluster is still in its trial period before being judged worthy of a permanent spot in the Touman.
   Assigned all types of missions and equipment, the Abthactor Cluster is unique in both the Touman and the Legacy Cluster. 

BRANCHES OF THE TOUMAN

Armor
   The Armor Clusters have been the focus of the Clan Touman since the Maroon bombings that gutted the Trueborn birthing centers, receiving attention from the Scientist and Technician Castes to correct their weaknesses.  In particular, the ARPs have allowed Leopard Armor crews the chance to gain elite status with regularity, making Panzer Clusters deadly opponents.

MechWarriors
   The elite of the Leopard Touman, for most of our history the majority of MechWarriors have been Freeborn, as politics has restricted the number of Blood Houses and Legacies available to the Touman.  With the resurgence of the Trueborn faction, Trueborn Warriors are beginning to dominate the MechWarrior Branch with their superior training and genetics.

Infantry
   Composed of a mix of True- and Freeborn Warriors, the Branch has traditionally kept conflicts between Warriors off the battlefield.  This attitude has led the Branch to be one of the most politically reliable to the Clan Council, and helped keep the Armor and MechWarrior Branches in line.  The Founding of dedicated battlearmor and ELM Blood Houses has put that reliability in jeopardy, but the build-up and training of new Warriors has emphasized the need for Warriors to put aside their differences and work together to benefit the Clan.
Armor units and crews assigned to motorized units serve for long-term tours, to build trust between Branches assigned to the same unit.

AeroSpace
   Traditionally, the Clan has had few AeroSpace assets.  The split between True- and Freeborn has become more violent within the last decade, as more effort has gone into expansion and training of Trueborn Pilots graduating from their sibkos.
   One of the few New Clans to produce the dezClan Pilot phenotype, Scientists reason the genetically superior Pilots will be able to keep the Branch from being overwhelmed by their more numerous opponents from other Clans.

CHAIN OF COMMAND

   The chain of command has been a point of contention between Trueborns and the Clan Council for over a century; while the Charter guarantees the rights of the Castes, precedent placed the President of the Clan Council second in command of the Touman, allowing him to select Khans after consulting Warrior Caste ‘advisors’.
After the Trueborn resurgence, the Khan controls the Warrior Caste, determining policy and strategic objectives; despite precedent, the President of the Clan Council has no right to contradict his orders and is not in the chain of command.  As the Khan’s deputies, the saKhan commands the Touman in the field and ensures the readiness of the Caste to defend the Clan, while the Loremaster sees to the needs of the Castes, from training and logistics to research of new weapons and equipment for the Tundra Leopard Touman as a whole.
Galaxy Commanders in order of commands follow the Loremaster, and Star Colonels in order of unit precedence complete the chain.  Lesser ranks within Clusters follow date of rank and unit precedence, depending on the circumstances.

UNIFORMS AND INSIGNIA

   Redesigned in the wake of the Maroon Bombing, the uniforms of the Leopard Touman do not reflect the expected influence of Clan Kraken, removed by order of the Khan after the lack of support from our parent Clan forced us to appeal to the IlKhan for aid in _____.  Besides the specialized uniforms issued to each Branch, the Clan issues the standard Field and Dress uniforms, as well as the unique panzer wrap and resurrected Ceremonial headdress.
   The standard uniform of the Touman, the Field uniform is a reinforced jumpsuit, constructed from ballistic- and fire-resistant material printed with appropriate camouflage patterns.  Optional ablative- and ballistic-resistant reinforcements offer additional protection from shoulder to mid-thigh, with a heavy equipment belt and tactical vest supporting paired SMGs, assorted pouches, and tools.
The optional, unadorned black ‘coal scuttle’ helmet comes standard with radio, supporting modular binocular light-intensifying or infra-red attachments.  A simple piece of waterproof hip-length material with a reseal-able edge prevents the panzer wrap from snagging and is acceptable outside ‘Mechs and vehicles in the field.
   The Dress uniform consists of white shirt or blouse and half-tie, with black uniform jacket and trousers or skirt, and tall patent leather boots or dress shoes and 1” heels.  New Clan-standard ranks are displayed on the collar of the dress shirt, and a colored armband worn on the left arm, displaying the Tundra Leopard logo with Caste and Branch insignia.  A black-visored, grey peaked cap adorned with the Tundra Leopard insignia centered on the front completes the Dress uniform.
   The Ceremonial headdress is the sole remaining portion of the original uniform; worn in secrecy by Trueborn members of the Touman until the Trueborn resurgence, the simplicity of the Ceremonial uniform serves as a reminder of the patience and strength of previous generations of Trueborn Warriors.  Once manufactured and purchased from Silver Condor Merchants in secret, the Clan has begun producing a more detailed and lifelike version for the Warrior Caste.  Only Trueborn Warriors are allowed to don the Ceremonial headdress.

MILITARY DECORATIONS

The Remembrance Bar
Granted the privilege of being named in the New Clans epic poem, The Remembrance, every member of the Touman qualifies for this award.  The award is a single gold bar with the chapter and verse of the lines in question.  Members of the Warrior Caste are awarded the bar with colors signifying branch of service.

Iron Cross
   Awarded for bravery to members of the civilian Castes assisting the Touman under dangerous circumstances, the Iron Cross is regarded as proof of the courage and individual competence on the part of the wearer, and holders are extended the same courtesies as members of the Warrior Caste.
   The Iron Cross is most commonly awarded to the Technicians and Laborers attached to military units.

Medal of Honor
   Created by the Clan Council, the Medal of Honor was awarded to members of the Warrior Caste for exceptional skill and bravery to replace the Ehrendolch of the Warrior Caste.  The award is a golden medallion worn around the neck on a ribbon of red silk on the dress uniform.
   The award is considered tainted by politics, as it was conceived of and awarded by Tundra Leopard politicians to reward both noteworthy Warriors and political supporters among the Warrior Caste.  With the recent resurgence of the Trueborn faction, no new Medals of Honor have been approved as it is no longer considered appropriate to accept a politically-motivated award.

The Ehrendolch
   The “Honor Dagger” of the Tundra Leopard Warrior Caste, the Ehrendolch is awarded to Warriors for extreme acts of skill and courage.  Warriors awarded the Ehrendolch are expected to carry it at all times, and may use the Dagger any time they are required to fight unarmed.
The Ehrendolch is forged of the finest steel possible by the Scientist Caste, balanced and honed by Technicians, and fitted to a hand-carved and polished wooden hilt with silver filigree provided by the Laborer and Merchant castes.  Representing the effort of the Clan to honor exceptional Warriors, it is awarded by the Khan in the Hall of Warriors on Barrens.
   After being replaced by the Council’s Medal of Honor, the Loremaster continued to award deserving Trueborn Warriors with Ehrendolch of lesser quality.  With its return in 3052, serving Warriors have had their daggers replaced with examples of the finest quality.  Daggers reclaimed after the deaths of their holders are placed on display in the Hall of Warriors.

 
[** - Analyst’s Note:  Also included here is the Leopard ‘social club’, the ten thousand.

The Ten Thousand
Although not an official award, membership in the ten thousand is strictly limited to Freeborn members of the Warrior Caste with the approval of Trueborn Warriors.  No official membership criteria exists, but serving members have been observed to display outstanding courage and dedication to the principles of the Warrior Caste, while eschewing political influences.
Members wear a silver chain and medallion embossed with a crested Greek helmet, welded around the neck of the owner.]

NOTABLE WARRIORS

Khan Leon Graff
   Commander-in-chief of all Tundra Leopard military forces, Graff served as Loremaster to previous Khan Walther (Trafford), before initiating the Trueborn Revival and forcing a constitutional crisis within the Clan.  Politically-motivated reprisals and Trials of Grievance helped to motivate him to challenge for the rank of Khan in _____, returning the Warrior Caste to a merit-based system and prompting the IlKhan to rule in favor of the right of the Caste to self-government under the Tundra Leopard Charter.

President William (Braun)
   A life-long politician from the Technician Caste, William is the inheritor of nearly a hundred years of political mismanagement of the Warrior Caste.  Replacing ousted President Ran (Singh) in 3068, William has been forced to publicly denounce the attempt to control and manipulate the Warrior Caste by his predecessors, and disregard precedent to favor an interpretation of the Leopard Charter supported by the IlKhan.
   A petty, vindictive, and bitter politician in a culture remembering its martial roots, William is fighting for his political survival.

SaKhan Uhura Banda
   A thin martinet formerly serving with the 31st Grenadier Cluster, saKhan Banda is a fanatical Trueborn supremacist.  One of the Founding Warriors to the Clan’s new ELM Blood Houses, Banda is on probation for harassment of Freeborn Warriors assigned to the Silver Keshik.  So far she has managed to maintain a façade of icy politeness towards the Warriors and politicians her new rank forces her into contact with, but recent absences approved by the Khan show that control to be slipping.

Clandet Commander Han
   A former member of the Leopard Touman, Han considers it his duty to train the Clandets as well as possible given the budgetary and equipment restraints faced by the organization.  Assisted by the Loremaster, Han has gone so far as to request permission for Clandets to observe Trials with members of the Armor and MechWarrior Branches.

Loremaster Tennessee McCaig
   An unassuming woman of indeterminate middle age, Tennessee has become the face of the Trueborn faction’s attempts to regain the authority of the Founding Khans.  Able to work with and reassure the citizens of the civilian Castes that Trueborns are simply people working for the good of the Clan, observers have noted her increase in personal popularity has accompanied the rising approval of the Khan and his domestic policies.


THE BLOOD HERITAGES

MechWarrior      Pilot      Elemental #      ELM #

Buchner      Roth      Bishop       Banda
McCaig      Eldren      Gaudet      Keller
Fuchs       Douglas *   Rayner      Schmid
Graff         Turchin *   Banks         Kirk
Polo         Berg *      Kostiuk      Gulka
Hargrave
Mueller
Farley
Arthur
Fong *
Novakovski *
Vawter *
Peace *
Kraft *
Laplante *
   * - Dormant Blood Houses
   # - Infantry Blood Houses created, (date)

Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on June 03, 2011, 02:50:03 AM
...Wow.  Have I ever been lazy.  Work has proceeded, but at a slower pace due to RL and a fascination with Facebook's Backyard monsters.  Still I have a new snippet for you - part of the expanded 'Unique Technology' segment.

Portable turrets grew out a need for defensive positions that didn't need to move.  At one point I just took a turret from a homebrew MBT, but eventually expanded them to their current incarnation to take advantage of the trailer concept from TM.  Along with Missile trailers (to replace SRM/LRM carriers), mine-laying trailers, and portable turrets, Infantry units from the New Clans are able to resist or destroy all but heavy attacks and raids into the rear of front line units at a reasonable cost.  So, here are the roughed-in rules for portable turrets.

PORTABLE TURRETS

Looking for new concepts to use with their successful missile trailers, Piranha Scientists and Technicians began research into a direct-fire system.  Unfortunately, repeated attempts to use the trailer itself as an armored vehicle failed, as the immobile trailer was quickly destroyed in tests.  Engineers eventually realized that what was    needed was a small, self-contained, heavily-armed and armored strong point able to tie into a tractor vehicle’s electronics and power systems or fight independently.
With these observations, Technicians placed turrets from several New Clan Armored Personnel Carriers on the testing range.  Mounting them over pits to protect ammunition, power plants, and the gunner, the original turrets took commands from operators in the tractor vehicle.  Eventually growing up to 20 tons and armed with a variety of weapons, the portable turret was welcomed into the Piranha Touman.  Losses and Trials of Possession have seen the technology come into widespread use across the New Clans since its introduction.

Construction Rules

   Portable turrets have inherent limitations and benefits, chief among them their lack of movement.  Dependent on other vehicles for transport, ammunition, and placment, turrets mount heavy armor and weapons to defend themselves, and are used only in prepared defensive positions.  Note that turrets not placed on the map and still on a vehicle are considered cargo.

Step 1:
   In Step one, decide on the tonnage and role of your turret.
·   5- and 10-ton turrets are considered anti-Infantry turrets, mounting weapons designed to deter enemy Infantry and Light vehicles.
·   15- and 20-ton turrets are considered anti-Armor turrets, mounting heavy armor and weapons designed to destroy Armored vehicles.

Notes:

Step 2:
   Determine power plant, control systems, and internal structure.
·   Only 15- and 20-ton turrets require their own power source with a minimum rating of 10, whether fusion, ICE, or power cell.  Note fusion engines require extra weight for shielding, as a vehicle.
·   Only 15- and 20-ton turrets require control systems, as lighter Infantry turrets take direction from the tow vehicle.  Turrets require 5% of the total mass to operate the system.
·   Internal structure HELP!!!!!!

Step 3:

   In Step 3, choose armor type and allocate it.  Portable turrets may use any Clan or IS armor technology available to the New Clans.  Because of their small size, space requirements for FF and similar armors are considered to be placed underground.
·   Armor is allocated in the standard .5- or full ton lots.  Maximum armor is calculated as a vehicle, using the formula (3.5x(tonnage)+40).
·   5- and 10-ton turrets use a single location, while 15- and 20-ton turrets use 4 locations.

Notes:

Step 4:

   Portable turrets may use any type of weapon except missile launchers, but may use tele-operated Thunderbolts because of the system’s requirement for a stable launch platform.  Turrets must also abide by the following rules;
·   Turrets must be heat neutral.
·   Because there is no room for a complicated feed mechanism, dual-ammo weapons like LB-X Autocannons may only be fed from a single ton of ammo at one time.  Turrets may be given any amount of ammunition.
·   Turrets may mount more than one type of weapon.

Notes:
·   Ammunition is not placed on the turret; it is placed beneath them, in the pit the turret rests in.  Ammo explosions are not possible, given its location.

Game Rules

   Portable turrets generally abide by the normal rules for armored vehicles, with several exceptions.

Stacking
·   Each turret counts as a single vehicle for stacking purposes.  Each turret requires its own individual hex to mount.

Combat
·   Infantry turrets are designed to traverse quickly and may change 2 hex facings per turn.  Vehicle turrets may only change the standard single hex facing.
·   Turrets use the Hit Location and Critical Hit charts at the end of the bottom of this entry.
·   Inferno bombs and missiles affect portable turrets normally, using the rules for vehicles.  Turrets that use fusion engines and heatsinks may use them to counteract their effects, firing a reduced number of weapons.
·   Electronics such as Beagle Active Probes and Guardian ECM suites are not allowed on turrets.  Targeting computers may be used on turrets.
·   Stabilizer hits on the Critical Hit Location Table are only used once.  After a single hit to that location, sevens are considered to provide “No critical Hit” rolls.

            Portable Turret
         Hit Location Table
Infantry Turret   Vehicle Turret
1 – Cable Check*   Armor
2 – Armor       Armor
3 – Armor      Armor
4 – Armor      Armor
5 – Armor      Armor
6 – Armor (Critical) Armor (Critical)
        Portable Turret Critical
            Hit Location Table*
2-6   No Critical Hit
7   Stabilizer Damage; +1 T/H
8   Turret Jam
9   Weapon Malfunction
10   Turret Lock
11   Weapon Destroyed
12   Turret Destroyed
* - Cable checks force a roll of 2d6 to determine if the cables      * - These terms are explained on pg. 195, TW.
supplying power or control have been severed.  Make two
rolls, one for the power cable and one for computer cable.
On a roll of 12, a cable has been severed and the turret
Is considered non-operational until repaired.

* needs info on IS and more info on Infernoes
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on August 21, 2011, 12:27:27 AM
Jesus, last real entry was April!  4 freakin' months.  That's the last time I try to set a deadline.  Here's the last of the Leopard entry, their Touman.

THE KESHIKS

   Like similar command units across the New Clans, the Clan Keshiks contain some of the most elite Warriors in the Touman.  Unfortunately, the number of factions among the Warrior Caste and the Clan Council has kept the Keshiks (seen by some as personal retainers) from achieving elite status for most of our history.  Unlike our fellow Clans, however, the Clan maintained four distinct command and bodyguard units until the Warrior Caste’s right to self-rule was supported by the IlKhan.
   Traditionally, the Khan and saKhan are escorted by the Golden and Silver Keshiks.  Despite the importance of safeguarding the chain of command, these units have been kept from direct combat for most of their existence, rotating Warriors into front-line units for combat experience and restricting them to simulators and training exercises.  The recent political upheavals have forced unqualified Warriors from the Keshik and merged them with the Trueborn Commando, creating cohesive, elite units.  With the removal of the remaining command units, plans are underway to expand the Keshiks to a full Cluster each.
The Trueborn Commando, dissolved with the IlKhan’s decision to support the right of the Warrior Caste to rule itself, represented the most elite of the Clan’s Blood Legacies under the command of the Loremaster in his role as Trueborn representative to the Clan Council.  Restricted to a single Trinary, the Commando incorporated equipment from all Branches and saw frequent action leading our forces in offensive Trials against our sibClans.
The poor status of Trueborns within the Leopard Touman frequently left the Commando without adequate maintenance and support, but this concern has been removed with the merger of the Commando and the Clan Keshiks.  The Commando has been replaced by the new Bronze Keshik, drawn from garrison Clusters and the Reserve, to escort the Loremaster on the rare occasions he travels off-world.
   The final bodyguard unit, the Swiss Trinaries, served as security and bodyguards to the representatives of the Clan Council.  A combined-arms force, the Trinaries served to protect the Council from ambitious Loremasters seeking to reclaim the authority of the Warrior Caste, violating the Leopard Charter of Rights.  With the decision favoring the right of the Warrior Caste to self-rule, the Trinaries have been disbanded and replaced with solhama from regular units of the Touman.

Officers

   Star Colonel Ramses Graff, now in command of the Golden Keshik, was formerly in command of the 8th Legion.  An experienced commander, Ramses has ensured the Keshik has maintained elite status since the merger with the Commando, and is expected to be selected by the Loremaster for a Trial of Position to command Epsilon Galaxy.
Star Colonel Pat McCaig had a more difficult time merging the obstinate Warriors of the Silver Keshik, eventually dismissing the majority of the unit from the Keshik and the Warrior Caste.  Rebuilding the Keshik around the hardcore Commandos, the unit has accompanied the saKhan in several major Trials since the Warrior Caste resurgence.
   Star Colonel Linus Mueller has assembled a slightly smaller force as commander of the Bronze Keshik, providing both transport and security for the Loremaster and his staff.  With the expectation the Loremaster would be kept from combat except for circumstances like the dezClan Trials, fewer Warriors have been assigned to the unit.

Units
 
The Golden Keshik
  CO:  Star Colonel Ramses Graff
  3 Trinaries/Elite/Reliable
     Personnel called to serve the Clan in the Keshik are carefully screened by the Loremaster before being offered a Trial of Position, as loyalties to Branches and Castes other than the Warriors still exist.  Unofficial qualifications for Freeborn Warriors assigned to the Keshik include membership in the Ten Thousand, or the support of a Trueborn sponsor.

The Silver Keshik
  CO:  Star Colonel Pat   McCaig
  3 Trinaries/Elite/Reliable
   The Keshik maintains an emphasis on the bodyguard role of the unit, keeping the saKhan alive in the field and maintaining the chain of command.  Like the Golden Keshik, the unofficial requirements limit the number of prospective Warriors.

The Bronze Keshik
  CO:  Star Colonel Linus Mueller
  2 Trinaries/Regular/Reliable
   Recruiting from the solhama forces of the Leopard Touman has allowed individual Branches within the Keshik to achieve elite status, but long-standing convictions and grievances between them have limited the cooperation between them, resulting in Regular status for the unit.
 
ALPHA GALAXY

   The Founding Galaxy of the Leopard Touman, Alpha has endured the Clan’s turbulent history to remain our primary offensive Galaxy, traveling across the Legacy Cluster on raids to show the Clan’s skill and determination.  The Armor Branch has dominated the Galaxy for most of our history, and this has led to the complete re-organization of Alpha several times as Panzer Clusters have replaced Legions in Alpha’s TO&E.  The Clusters currently assigned to Alpha have undergone rigorous combined-arms training, leading to transfers of Star- and Binary-sized units between Clusters to break old allegiances within units and promote teamwork.
Alpha also contains the first of the Wing Clusters, created in 3009 as part of the attempts to improve the Leopard AeroSpace Branch.

Officers

   With the resurgence of the Trueborn faction, Galaxy Commander Kevin Buchner is the first Trueborn officer to command the prestigious Alpha Galaxy in more than a century.  His promotion caused considerable friction between Branches and Trueborn and Freeborn Warriors, but having balanced the requirements of command admirably for nearly a decade, Kevin is a favored candidate for the rank of saKhan if Uhura Banda is deemed unsuitable for the post.
One of the most respected Freebirths in the Leopard Touman, Star Colonel Evan (Turchin) is expected to announce his retirement from the command of the 3rd Leopard Panzer sometime within the next year.
   Star Colonel Meg Eldren of the 22nd Wing commands the most elite of the Clan’s Wing Clusters, dedicated to escort and ground support.  Despite the efforts of the Khan to improve their training and equipment, the 22nd remains unable to attain air superiority over most opponents without an advantage in numbers or equipment.

Units

Galaxy Command Trinary
  CO:  Galaxy Commander Kevin Buchner
  1 Trinary/Elite/Fanatical
   Warriors of the Galaxy Command Trinary are rotated in for 10-12 month terms, or as priorities shift according to the locations the Trinary is posted.

4th Leopard Legion
  CO:  Star Colonel Linda Mueller
  5 Trinaries/Elite/Fanatical
   The Founding unit of the Touman, the 4th has repeatedly suffered internal re-organization since the Maroon Bombing, as the MechWarrior and Armor Branches compete for dominance.

8th Leopard Legion
  CO:  Star Colonel Tamman Polo
  5 Trinaries/Elite/Fanatical
   Assigned to Alpha Galaxy for the first time since 2910, the Warriors of the 8th have been cautioned to avoid being over-aggressive after falling into repeated ambushes.

3rd Leopard Panzer
  CO:  Star Colonel Evan (Turchin)
  5 Trinaries/Elite/Fanatical
   The 3rd has become an even more dangerous foe with the retirement of its Star Colonel, as its officers try to prove their worthiness for promotion.  The unit’s strong artillery assets are parceled out to raiding parties on a regular basis.

6th Leopard Panzer
  CO:  Star Colonel Leonard (Ransom)
  5 Trinaries/Elite/Fanatical
   The 6th has surpassed the 3rd Panzer in several recent tests, but observers expect the 3rd to regain their fighting edge after a new Star Colonel is promoted.  The 6th specializes in anti-vehicle stra-tacs, armed primarily with Medium tanks and strong Infantry detachments.

22nd Leopard Wing
  CO:  Star Colonel Meg Eldren
  5 Trinaries/Veteran/Fanatical
   Enthusiastic supporters of the Khan’s decision to convert at least two of the Touman’s Wing Clusters to the air superiority role, the 22nd is expected to be the first to receive new trainers and equipment.
 
BETA GALAXY

   Remaining true to the Leopard tradition of using heavy Armor and Infantry forces in offensive Galaxies, Beta is now the personal command of saKhan Uhura Banda.  Postings to Beta have become undesirable for many Warriors, True- and Freeborn alike, as word of her beliefs in Trueborn superiority have spread.  Despite her undeniable skill, Banda has alienated most of the Warriors from her Panzer Clusters, leaving Beta’s Trueborns to suffer the fallout.
   Record numbers of Freeborns have tested down in this year’s Performance Trials, contributing to a slight loss in skill and experience as their replacements adjust to their new units.

Officers
   
   A grizzled and barrel-chested Armor commander, Galaxy Commander Isaac (Jackson) is the most senior Armor commander in the Touman, and is expected to resolve the situation with Banda soon.  Gamblers are speculating whether Banda will see reason, or find herself snapped like a twig in a Circle of Equals.
   Star Colonel Eve Tundra Leopard has ordered 12-hour days for the Pilots of the 23rd Wing; a former Warrior of Clan Cave Frog, Eve easily won a Trial of Position for her command against her former Bondholder.  Determined to correct the deficiency of concentrating on the escort and air support roles in her adopted Clan, Eve has attracted notice from her superiors for placing the needs of the Clan over concern for maintaining her position, prompting rumors of the possibility of naming her the first Pilot considered for Galaxy command.
   In comparison, Star Captain Jason of the 12th Legion represents the future to many of the Warrior and Scientist Castes.  The highest-ranked of the new Leopard AeroSpace phenotype, “Zip” stands out from the rest of his Cluster.  A particular favorite of the saKhan, he has disarmed the remainder of the Legion by adopting a caricature of himself as an alien in a flying saucer as his insignia.

Units

Galaxy Command Trinary
  CO:  Galaxy Commander Isaac (Jackson)
  1 Trinary/Elite/Questionable
   Despite concerns about durability on the battlefield, Isaac’s Command Star is composed of fast hovercraft, Light ‘Mechs, and VTOL-equipped Infantry, ensuring rapid movement over the battlefield.

9th Leopard Panzer
  CO:  Star Colonel Irwin (Blake)
  5 Trinaries/Elite/Questionable
   Specializing in attacking defensive lines, the 9th has maintained a high number of trailers as reinforcements, using ELRM trailers as highly mobile artillery when attacking and preferring vehicle turrets mounting Thunderbolt-TOW missile launchers to hold ground.

15th Leopard Panzer
  CO:  Star Colonel Mackenzie (Cross)
  5 Trinaries/Veteran/Fanatical
   Tapped to provide scouts for the remainder of the Galaxy, nearly a quarter of the 15th is capable of 90 km/hr, and half of those can travel at speeds up to 140 kph.  The Cluster prefers to sight for Pilots of the 23rd Wing, who strafe and bomb their targets.  Unusual for a Panzer Cluster, the 15th maintains a Star of H-ACs.

18th Leopard Panzer
  CO:  Star Colonel Eric (Zindel)
  5 Trinaries/Veteran/ Fanatical
   The 18th specializes in open field battles, pitting their Heavy tanks and long-range weapons against enemy ‘Mechs.  Mine-laying trailers are a favorite to defend against an enemy counter-attack.

12th Leopard Legion
  CO:  Star Colonel Gina Arthur
  5 Trinaries/Elite/Fanatical
   Reinforcing the Galaxy’s Armor Branch, the 12th maintains a balance of all weight classes, competent in all manner of stra-tacs, but preferring close-quarters combat.

23rd Leopard Wing
  CO:  Star Colonel Eve Tundra Leopard
  5 Trinaries/Veteran/Reliable
   Along with the 22nd, the 23rd has been chosen to provide greater emphasis on the air superiority role, and has begun preparing for Honor Trials with the Cave Frogs on Ford.
 
GAMMA GALAXY

   Watching and listening to the rhetoric of saKhan Banda, Gamma was pleasantly surprised to have Star Colonel Hermann Farley of the 21st Panzer Cluster promoted to the rank of Galaxy Commander.  That show of respect has eased the fears of replacement for many Freeborn Warriors, allowing Hermann to successfully integrate the Branches of the Touman in Gamma.
Gamma has also received many of Beta’s best Armor Stars in the last six months, testing down from Beta in the last performance Trials; given the number and skills of the recent transfers, Hermann has been granted the authority to detach forces at his own discretion for raids.

Officers

   Star Colonel Duke McCaig of the 27th Panzer has accepted the majority of these new arrivals, matching incoming Armor Stars with supporting Infantry and ‘Mechs from the Cluster for raiding parties.  The newcomers have eagerly embraced the expectations of leading the 27th to victory in Trials across the Cluster, and observers expect the first raids to be dispatched soon.
   Star Colonel Brooke (Willis) of the 25th Wing has taken an intense dislike to her newest Warriors, Trueborn Pilots of the AeroSpace phenotype.  Rather than dismiss them out of hand, Brooke has ordered them spit individually across the Cluster, where the more numerous Freeborn Pilots are gaining the benefits of their advanced training.
   Point Commander Titus Banda, the Freebirth son of saKhan Banda, has already embraced his mother’s distaste of Freeborns.  Already an egotist, the frequent requests from the saKhan for his ‘assistance’ in Trials has done nothing but alienate his fellow Warriors.  Titus and his Point can normally be found on training exercises, hoping the greater expertise will allow them to earn a transfer to Beta Galaxy in the next Performance Trials.

Units

Galaxy Command Trinary
  CO:  Galaxy Commander Hermann Farley
  1 Trinary/Elite/Fanatical
   Dedicated to the Warriors under his command and the combined-arms stra-tacs of the Clan, Hermann is considered a second potential candidate for saKhan with Galaxy Commander Kevin Buchner of Alpha Galaxy.

21st Leopard Panzer
  CO:  Star Colonel Michele (Nakamura)
  5 Trinaries/Elite/Fanatical
   Nakamura’s Panzer Cluster is a mixed unit with tactical transports allowing her to move units quickly across secured airspace, specializing in providing blocking forces to hinder enemy advances

27th Leopard Panzer
  CO:  Star Colonel Duke McCaig
  5 Trinaries/Elite/Fanatical
   As a reward for achieving ‘elite’ unit status the 27th has been assigned DropShips and priority for Tundra Leopard shipping to raid isolated New Clan detachments across the Cluster.

30th Leopard Panzer
  CO:  Star Colonel Harry (Gunderson)
  5 Trinaries/Veteran/Fanatical
   Infuriated that the 27th has received the majority of the Armor transfers from Beta, Star Colonel Harry (Gunderson) has encouraged individual Stars to declare Trials of Position to join the 27th and participate in the raids.  As a side benefit, those elite Stars would become members of the 30th.

16th Leopard Legion
  CO:  Star Colonel Patrick Graff
  5 Trinaries/Elite/Fanatical
   Frustrated at the lack of offensive opportunities acting as the Panzer Cluster’s reinforcements, Patrick has begun an aggressive campaign aimed at capturing new ‘Mechs and Bondsmen to transfer to the Panzer Clusters to increase their independence.

25th Leopard Wing
  CO:  Star Colonel Brooke (Willis)
  5 Trinaries/Veteran/Reliable
   Believing the Khan is planning to usher Freeborn Warriors from the AeroSpace Branch in favor of the Trueborn Pilot phenotype, Brooke has taken steps to ensure the 25th is next in line to receive upgrades through allies in the Technician Caste.  However, her control of the 25th may be slipping, as offended Trueborn Pilots begin to declare Trials of Position within the unit.
 
DELTA GALAXY

   Once a defensive Galaxy, the addition of the 24th Legion and 31st Grenadiers has thrown Delta’s role in the Touman into doubt.  Maintaining the majority of the 33rd and 39th’s defensive-oriented Armor, the 20th Legion has joined the 24th to create a fast Medium and Heavy force dedicated to cavalry stra-tacs.
   The Grenadier Cluster would seem to herald a return to a defensive stance for Delta, but its Galaxy Commander has seized the chance for offensive operations on Lever.  Forcing its component Stars to complete intense training cycles before clearing them for offensive action, Delta lures their opponents into range of their Armor forces while the Legions attack the rear and flanks of enemy formations, with Infantry and artillery in support.

Officers

   Formerly a stoic, undistinguished member of the Muellar Blood House, Galaxy Commander Rhone has attracted the attention of Warriors across the Touman.  Formerly miserly with opportunities for offensive action, Rhone has allowed garrisons on the faction world to fall to unprecedented levels as Delta goes on the offensive.  So far, Delta has been successful, but the reinforced garrisons of our sibClans have forced Delta to become more cautious.
   Star Colonel Francis (Merriman) of the 31st Grenadiers has come under scrutiny by the Office of the Loremaster in recent months, following a spate of accusations by rival Clans who claim the Grenadiers are storing equipment and supplies in one of the areas set aside for Trials on Lever.  Francis insists the charges are baseless, but an investigation to clear Delta of the charges has begun.
   Star Commander Cooper (Mayes) of the 39th Panzer has enjoyed watching the best Warriors of the Clans assembled on Lever fail to breach the lines of his Cluster.  Injured early in his career by Carnoraptor ELMs, the Commander is famous for his cunning use of mine-laying trailers and vehicle turrets to defend his flanks and deny terrain to his opponents.

Units

Galaxy Command Trinary
  CO:  Galaxy Commander Rhone Mueller
  1 Trinary/Elite/Fanatical
   Uncharacteristically angry and moody to Warriors in the Command Trinary, observers have noted the recent death of his Freeborn daughter from cancer.  The Loremaster has been seen in private conversations with Mueller, and it is believed the attacks will begin to taper off shortly as he attends counseling with his Freeborn wife.
 
33rd Leopard Panzer
  CO:  Star Colonel Grant (Talbot)
  5 Trinaries/Veteran/Fanatical
   Having taken the brunt of the casualties in recent offensives, the 33rd has lost their ‘Elite’ rating.  The unit remains rabidly in favor of continuing the offensive, however, taking the opportunity to pursue feuds with their rivals on Lever.

39th Leopard Panzer
  CO:  Star Colonel Cooper (Mayes)
  5 Trinaries/Veteran/Fanatical
   With nearly two-thirds of the defensive armor assigned to the Galaxy, the 39th has been able to secure the garrisons under their control and still contribute to the Galaxy’s offensives at a high cost in munitions and mines.

20th Leopard Legion
  CO:  Star Colonel Auston Polo
  5 Trinaries/Veteran/Fanatical
   Assigned to terrain difficult for vehicles to travel and seeing offensive operations for the first time in nearly a decade, the 20th has become the unit of choice for ristars equipped with Light and Medium Mechs.

24th Leopard Legion
  CO:  Star Colonel Kate Farley
  5 Trinaries/Veteran/Fanatical
   Experiencing the same spotlight as the 20th, Star Colonel Kate Farley has accepted pre-emptive batchalls from across the Touman, recovering from the loss of nearly a Binary of Mechs with several new Assault and H-AC units.

31st Leopard Grenadier
  CO:  Star Colonel Francis (Merriman)
  5 Trinaries/Regular/Fanatical
   Thrown into the no-man’s land between opposing lines, the 31st has shown a flair for combat drops from the FighterShips assigned to the Cluster, accounting for nearly a Trinary of salvaged Mechs and several enemy facilities after overwhelming their defenders.
 
EPSILON GALAXY

   Watching the Warriors of Delta Galaxy reclaim the status of an offensive Galaxy has pushed the Warriors of Epsilon firmly into the Khan’s political camp, as a shuffling of Epsilon’s Clusters has brought the Veteran 1st PGC into Epsilon and the Galaxy becomes the primary training unit of the Leopard Touman.
   As the veteran Warriors of Epsilon train newcomers in new small-unit combined-arms stra-tacs, they accompany raids assigned to develop the abilities of potential ristars and work to create training exercises for the remainder of the Clan’s defensive Galaxies.  The stra-tacs of the 16th Legion, assigned to Gamma, have attracted considerable interest as they concentrate on capturing enemy ‘Mechs for the Panzer Clusters
   Graduates of Epsilon have shown an increasing skill to read the battlefield and utilize the varied abilities of their units to achieve victory in Trials, bringing Epsilon’s senior Warriors to the attention of the Civil Government.

Officers

Nearing retirement age, Galaxy Commander Kristen McCaig is favored to be chosen as senior officer of Psi’s Abthactor Cluster, where she is expected to receive a Civil Government commission and serve as an advisor to their Ministry of Defense for her experience in small-unit, combined-arms training.  Kristen has admitted interest in the possibility, hoping to avoid a transfer to the Clan’s solhama or Reserve.
   Star Colonel Brandon (Carrol) of the 1st PGC has found himself elevated several times in stature – as the commander of the Clan’s most elite Garrison Cluster, Brandon’s Heavy- and Assault Components combined with its heavy artillery are commonly found as the backbone of the intensive field exercises preparing new graduates for transfer to front-line units.
   Responsible for keeping the hundreds of units that make up Epsilon operational, Chief Technician Willy (Andreyich) has adopted the fatalistic Russian attitude while waiting for Epsilon’s reassignment to garrison production centers closer to Barrens, where the bewildering array of equipment can be updated and standardized.  Until then, ‘Wiley’ Willy and his men struggle to keep Epsilon in the field.

Units

Galaxy Command Trinary
  CO:  Galaxy Commander Kristen McCaig
  3 Stars/Elite/Fanatical
   Breaking into component Stars, the Galaxy Command Trinary accompanies Epsilon’s ground units.  Rumors of a romantic attachment between Kristen and Star Colonel Brandon (Carrol) of the 1st PGC are being circulated by Warriors assigned to the unit.

42nd Leopard Panzer
  CO:  Star Colonel Engleburt (Johnson)
  5 Trinaries/Regular/Fanatical
   The Technicians of the 42nd have found themselves pressed to keep up with repairs as Warriors of declare Trials for positions in the 42nd and graduates of the Cluster move into new positions. 

34th Leopard Grenadier
  CO:  Star Colonel Pavel (Chekov)
  5 Trinaries/Regular/Fanatical
   Taking advantage of the Clan’s rapid production of Battlearmor, ELMs, and conventional vehicles, the Clusters most severe losses has been personnel as graduates leave for reassignment.

28th Leopard Legion
  CO:  Star Colonel Victor Buchner
  6 Trinaries/Regular/Fanatical
   Placed under increasing strain to train new MechWarriors as the Branch expands, the 16th is reinforced with a Command Trinary of senior Warriors.  Observers expect the Legion’s training function to be eliminated in favor of advanced sibko training, increasing the difficulty of Freeborns to claim a spot in Epsilon.

1st Provisional Garrison Cluster
  CO:  Star Colonel Brandon (Carrol)
  5 Trinaries/Veteran/Reliable
   Many of the Clan’s oldest Warriors serve in the 1st, where their experience and skill provide a steadying influence for many of the Warriors on their first deployment.  The growing prestige of the unit has made many of those new Warriors more willing to learn from experience before transferring from Epsilon.

26th Leopard Wing
  CO:  Star Colonel Helen Roth
  5 Trinaries/Veteran/ Fanatical
   Tasked with exposing new Warriors and Pilots to the realities of the Leopard AeroSpace Branch, the Cluster maintains a wide variety of aircraft in service with the Touman.  Naughty Nellie, the oldest FighterShip still in active service with the Clan, is brought out only for special occasions to frighten arrogant young Pilots into learning the essentials of flight crew maintenance.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on August 21, 2011, 12:28:13 AM
ZETA GALAXY

   The Clan’s first defensive Galaxy, the Warriors of Zeta remain in the field, preparing for their turn to shine in garrisons across the Legacy Cluster.  Recently assigned the 35th Grenadiers, the Khan has put Zeta on alert to move from their bases in the Edge to Barrens, where new equipment will allow the Clan to retire some of the oldest equipment remaining in the Touman.  Unable to coordinate its component garrisons due to the distances involved, Zeta’s units suffer from poor coordination in Trials larger than Binary- or Trinary size.
   Dominated by the Armor Branch, the Galaxy has never been known to be exceptionally fast to deploy.  That chapter of Zeta’s history seems to be coming to an end, as the recently-deployed 35th Grenadiers train to take advantage of the variety of hover, VTOL, and FighterShip transports assigned to them.

Officers

   Galaxy Commander London (Fleming) has something of a checkered past since her acceptance into the Warrior Caste.  Never really comfortable with the combined-arms philosophy, London has continued to assign suitable garrison forces to our resource colonies and outposts, but maintains a Command Trinary composed purely of OmniMechs.  The unit has had enough success over the years to keep London in her post.
   Star Colonel Benjamin Peace, of the dormant Peace Blood House, provides the Touman the last of a proud line of Freebirth Warriors.  Honored by the Khan for his family’s loyalty and dedication to the Caste, Benjamin was offered the opportunity to fight a Trial of Position for command of the 32nd.  Observers expect the 38-year-old to take early retirement to assist in training the Peace sibkos.
   Zeta is also home to The Dunderheads – Point Commander Phillip (Mason) and Warrior Maximilian (Larson) of the 54th Leopard Panzer.  Together, the two Armor commanders are known across the Touman as The Dunderheads, inspiration for the successful Civil Government tri-vid comedy.  Presenting New Clan Warriors as soldiers continually blundering their way to victory, they have been transferred as far from the remainder of the Touman as possible.  The recent cancellation and syndication of the comedy series presents a ray of hope for the two men trying to live down their notoriety.

Units

Galaxy Command Trinary
  CO:  Galaxy Commander London (Fleming)
  1 Trinary (Reinforced)/Veteran/Fanatical
   One of the few units permanently assigned Drop- and JumpShip assets, London’s Trinary and its FighterShip escorts depend on garrison units to scout and provide support for the unit.

45th Leopard Panzer
  CO:  Star Colonel Tanya Fuchs
  5 Trinaries/Veteran/Fanatical
   Armor and Infantry dominate the 45th, as they do the remainder of Zeta.  Broken into specific groups for garrison duties, the 45th depends on intimate knowledge of the terrain under their control to assure victory.

51st Leopard Panzer
  CO:  Star Colonel Zane (Grey)
  5 Trinaries/Veteran/Fanatical
   Responsible for some of the most dispersed resource colonies, the 51st contains a higher percentage of hover tanks and VTOL aircraft.  Air-mobile Battlearmor is slowly being replaced with FighterShips capable of transporting ELM Points in the Cluster’s most important garrisons.

54th Leopard Panzer
  CO:  Star Colonel Nathan (Picket)
  5 Trinaries/Regular/Reliable
   Serving in the same garrison for the last decade, Warriors assigned to the 54th have generally embarrassed the Clan and Warrior Caste in some way.  Most of the Warriors that survive the first few years simply choose to marry within the unit and remain on whatever resource world the unit garrisons as colonists, rather than rotate between the Edge and Barrens.

32nd Leopard Legion
  CO:  Star Colonel Indira (Singh)
  5 Trinaries/Veteran/Fanatical
   Replacing the 2nd PGC, the 32nd found themselves transferred from Epsilon to Zeta as troubleshooters.  Focusing on the need to overcome hostile aircraft, ground defenses, and providing reinforcements for Leopard garrisons under attack, the 32nd has evolved to emphasize their new role as planetary assault and recon.

35th Leopard Grenadiers
  CO:  Star Colonel Samuel (Fast)
  5 Trinaries/Regular/Fanatical
   Added to the rolls of Zeta in 3059, the 35th specializes in providing security for independent survey missions in the Edge.  Like the 32nd, they have become specialized in planetary assault, dropping from modified FighterShips to provide reconnaissance and headhunter units.  Several unique ELM/PAM units also serve in the 35th.
 
OMEGA GALAXY

   The weakest of the defensive Galaxies, Omega has seen the most action providing Zeta with training opportunities before they return to garrison posts in the Edge.  Untouched by the Khans since the Trueborn resurgence, Omega has remained a ‘sink’ unit, absorbing the oldest equipment and problem Warriors of the Touman.  Troublemakers from all branches are generally posted as outlying garrisons for low-priority agricultural colonies. 
Promoting Galaxy Commander Emma (Sanchez) from within its ranks, Khan Graff has shown a shrewd appreciation for her talents, placing the source of most of his irritation in charge of policing Omega’s cantankerous Warriors rather allowing her to lead their disruptive influence from her post as Star Colonel in charge of the 2nd PGC.

Officers

   Galaxy Commander Emma (Sanchez), descended from Freeborn immigrants of the Free World’s League’s Southwestern worlds, has never been good at obeying orders.  Particularly orders she disagreed with.  Now responsible for ensuring Omega complies with the Khan’s military policies, former commanders and subordinates are waiting patiently for the infraction that will see her stripped of rank and retired from the Warrior Caste.
   In his first Cluster command, Star Colonel Cord (Andrews) has removed two-thirds of the 2nd PGC’s Warriors from active duty in the last eighteen months, prompting a Circle of Equals with the Galaxy Commander.  Fortunately, Cord has managed to defeat all challengers for his rank, and his grim adherence to official standards has left the 2nd smaller but more effective than his rivals.
   Star Colonel Helmut Molnar, formerly of Clan Ghost Shrike, has languished in command of the 5th PGC for nearly a decade.  Accused of peculation by the Office of the Loremaster, Helmut was investigated and cleared of the incident.  Although charges were never filed and Helmut’s codex remained unblemished by the incident, his transfer to the 5th PGC seemed to indicate his guilt to his fellow Warriors.  In a seeming attempt at reconciliation with Leopard officials, Helmut has begun transferring promising Warriors to the 2nd for rehabilitation and removing the worst offenders from his command.

Units

Galaxy Command Trinary
  CO:  Galaxy Commander Esmerelda (Sanchez)
  1 Star/Veteran/Questionable
   Never popular with the Warriors serving under her command, Emma has retained only a Star of her closest supporters in her command unit, nicknamed ‘The Stoolies’.
 
2nd Provisional Garrison Cluster
  CO:  Star Colonel Cord (Andrews)
  2 Trinaries, 1 Binary/Veteran/Reliable
   Aware of the risks to his career, Cord accepted his post in the hope of redeeming the 2nd and being offered command of a new Legion Cluster and being transferred out of Omega to form a new Galaxy with the 36th Legion and 37th Grenadiers.

5th Provisional Garrison Cluster
  CO:  Star Colonel Helmut Molnar
  4 Trinaries/Regular/Questionable
   Conditions in the 5th have begun to improve as Helmut transfers the worst offenders to Infantry Points.  Warriors able to convince Helmut of their sincerity and desire to serve the Clan are put through rigorous competition against other hopefuls before being transferred to the 2nd.

36th Leopard Legion
  CO:  Star Colonel Erin (Grovestein)
  5 Trinaries/Regular/Questionable
   The newest Legion in the Touman, the 36th is segregated from the PGCs as the Cluster works to gain proficiency before becoming the Founding unit of a new Galaxy.  Surprised by the progress of the 37th, Erin has insisted on a revised training schedule she hopes will see the Legion narrowly beating the 37th to operational status.

37th Leopard Grenadiers
  CO:  Star Colonel Grant
  5 Trinaries/Regular/Fanatical
   The Warriors of the 37th are attempting to convince the Khans to allow the Infantry Branch to become the Founders of a new Galaxy, rather than the Armor or MechWarrior Branches.  The prospect has galvanized Grant’s Warriors, and they have dramatically increased the amount of training time in an effort to beat the 36th to a ‘Veteran’ rating.
 
38th Leopard Grenadiers
  CO:  Star Colonel Terrence
  2 Trinaries/Regular/Questionable
   Still forming with graduates of the Clan’s sibko system, most of the Cluster’s training budget and supplies have gone to help the 37th reach their revised training goals.  So far, Terrence has voluntarily offered to share funds  and equipment earmarked for his unit, but a recent visitor from the Office of the Loremaster suggests the Khans disapprove of the practice.
 
PSI GALAXY

   Considered the Reserves of Clan Tundra Leopard, Psi was formed by the President to protect Leopard Clansmen and property in the absence of the Warrior Caste, and ordered to rendezvous at Totem by Khan Graff if sufficient supplies and transport could be spared.  Their poor condition and training presented a problem for the new Khan; without modern equipment and training, Psi required essential training time, consumables, and equipment needed by active units and likely to be in short supply on the voyage to the Kerensky Cluster in order to survive the dezClan Trials.
   With the order to stand down, Psi was slated to be dissolved, but representatives of the Civil Government approached the Khan for larger training programs for the Army.  The veterans of Psi train the Civil Government Army in Clan stra-tacs, with Clan equipment.  Because the Abthactors assigned to Psi are not active Warriors, ranks and positions are arbitrarily assigned based on seniority.

Units

7th Provisional Garrison Cluster
  CO:  Star Colonel Garth (Ujibwei)
  3 Trinaries/Regular/Questionable
   The 7th serves in garrisons across the Cluster with the exception of Heritage, as the Heritage virus incapacitates its victims for several weeks out of the year.

10th Provisional Garrison Cluster
  CO:  Star Colonel Jacob (Young)
  3 Trinaries/Regular/Questionable
   The 10th serves on high-profile worlds, training Civil Government units facing Trials from aggressive Clans.  The unit has been assigned former members of the 16th Legion nearing retirement to assist in the development of Civil Government stra-tacs to capture Clan ‘Mechs.

11th Provisional Garrison Cluster
  CO:  Star Colonel Elmer Polo
  5 Trinaries/Green/Questionable
   The 11th is stationed on the Faction Worlds, providing cadre as well as trainers for the larger Civil Government garrisons.

100th Abthactor Cluster
  CO:  Star Colonel Dawn (Foster)
  3 Trinaries/Elite/Reliable
   Members of the 100th contribute high-level advisors to groups across the Cluster who can afford the high rates for the Clan’s expertise.

The Reserves
2 Clusters/Regular/Reliable
   The Reserve consists of sibko trainees and Freeborn security personnel assigned to police the Castes.  Volunteers, operating training and paramilitary equipment, assist them in case of emergencies.  Notable for the lack of military-grade equipment, the Reserve is not intended for use on the battlefield.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on August 24, 2011, 11:07:36 PM
Jesus -  this one was tough, it took DAYS.  I had to start completely over and keep trying.

Limb Extensions
   Developed from the stilts worn by Laborers in construction sites, New Clan engineers at the JDP pioneered the use of structural extensions between the joints of ‘Mechs as a purely mechanical means of increasing their ground speed.  Further development has created three categories of limb extensions;
·   Upper-Leg Extensions – The first and only leg extensions for ELMs, PAMs, and bipedal ‘Mechs, U-L extensions are placed between the upper-leg actuator and the lower-leg actuator.  Quad BattleMechs and H-ACs must have U-L extensions before L-L extensions can be added.
·   Lower-Leg Extensions – The second type of leg extension, L-L extensions may only be used on Quad BattleMechs and H-ACs, taking advantage of their greater stability.
·   Forearm Extensions – Usable only by bipedal BattleMechs, Forearm extensions increase the range and damage of physical attacks.

Construction Rules
   Limb extensions require 5% of the unit’s mass and a single critical space from either arms or legs.  Only bipedal BattleMechs, Quad BattleMechs, and H-ACs are allowed to use two sets of extensions in exchange for 10% of their mass and 4 critical spaces in either arms, legs, or both, depending on the type of extension.
Ex.  I)  A 50 ton BattleMech wants a set of Upper-Leg Extensions for (50 tons x 5%=) 2.5 tons, and one critical slot (between ‘Upper-Leg Actuator’ and ‘Lower-Leg Actuator’.) in each leg.
II)  A 50 ton bipedal BattleMech wants both Forearm and Leg Extensions.  The Upper-Leg Extensions weigh 2.5 tons and require one critical slot (between ‘Upper-Leg Actuator’ and ‘Lower-Leg Actuator’) in each leg.  The Forearm Extensions weigh (50 tons x 5%=) 2.5 tons and one critical slot (between ‘Lower-Arm Actuator’ and ‘Hand’).
       III)  A 200 ton H-AC takes advantage of its stability to use two sets of Leg Extensions.  Each Extension weighs (200 tons x 5%=) 10 tons, so the total is 20 tons and two critical slots per leg (Upper-Leg Extension on the critical chart as above; ‘Lower-Leg Extension’ between ‘Lower-Leg Actuator’ and ‘Foot’).

Game Rules
   The addition of Limb Extensions places a greater strain on man and machine.  Besides being inherently unstable, Limb Extensions suffer several penalties during play;
·   All units with Leg Extensions require 3 MP to stand after a fall or going Prone.
·   ELMs, PAMs, bipedal BattleMechs, and Quad BattleMechs with two Leg Extensions suffer a +1 to all Piloting Skill Rolls.
·   Quad BattleMechs and H-ACs with two sets of Leg Extensions are considered Level 3 when determining LOS.

Units with Leg Extensions receive the following benefits;
·   A set of Upper-Leg Extensions provide a +1 MP increase, while Quad BattleMechs and H-ACs with both Upper- and Lower-Leg Extensions receive a +2 MP increase.
·   Bipedal BattleMechs with Forearm Extensions negate the +1 Piloting Skill Roll of having Leg Extensions.
·   Leg or Forearm Extensions provide greater damage due to longer limbs;
o   Upper-Leg and Forearm Extensions increase damage from Punching or Kicking by 25%.
Ex.  A 50 ton bipedal BattleMech does 5 Punch or 10 Kick damage.  With both Forearm and Leg Extensions, the ‘Mech does 6 Punch (5 damage x 1.25, rounded down) and 12 Kick damage (10 x 1.25, rounded down).
o   Units with Upper- and Lower-Leg Extensions increase damage from Kicking by 50%.
Ex.  A 200 ton H-AC Kicks for 20 damage.  With Upper-Leg Extensions, it does 25 in Kick damage (200 x 1.25).  With both Upper- and Lower-Leg Extensions, it does 30 Kick damage (200 x 1.5).
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on September 28, 2011, 04:55:32 PM
...Ahh, medical disability!  Off work after hernia surgery until the 24th.  This is my chance to kick the unique tech section out of my life.

Title: Re: Countdown to The New Clans: Volume 1
Post by: Takiro on September 28, 2011, 10:48:02 PM
Ouch, feel better RP!
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on September 29, 2011, 10:29:01 AM
Oh, I'm fine now.  The first week was tough, I pulled 3 stitches trying to move and deal with kids.  This week its just hard to sit at the dining room table for more than an hour.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on September 30, 2011, 07:37:35 PM
Heavy- and Assault Components are done!  Permanent AirMechs was easy, its done too!

Now, its time to break out the big guns for FighterShips!  I haven't played Aerotech for a long time now, so this is going to be tough.  I may have to play a couple solitare games to get enough of a handle on their rules to come up with something realistic.

On a side note, according to my Table of Contents, I'm almost done the section!  FighterShips, ELMs, an improved JumpShip battery (that may require me buying a .PDF of StratOps), and a final read-through of the section for spelling, grammar, and meaning and its DONE!  The end is in sight!  As a reward, I'm going to begin writing the introduction, done from the viewpoint of the NC Loremaster Council.  Ah, fluff.  I've missed you so!
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on October 20, 2011, 03:07:36 PM
...Finally.  Finally!  I think this is the final, bloody FINAL! version of the FighterShip concept.  Its up to Knightmare if he has time to check these over.

FIGHTERSHIPS

   Developed in the years following the 3rd Exodus, the term ‘FighterShip’ was adapted for the aerodyne Small Craft used as stand-ins for more potent AeroSpace fighters.  Further development of these primitive FighterShips by the IlKhan’s Joint Development Program eventually resulted in the creation of a dual-engine “Super-Heavy” AeroSpace Fighter.

Construction Rules
   FighterShips use the construction rules for AeroSpace Fighters, with several significant differences in their construction.

Step 1:  Design the Chassis
   The most basic concern of FighterShip design is determining the choice of tonnage.  Because of the basic assumptions behind their construction, they are restricted from other choices found in Step 1 of AeroSpace unit construction.
·   FighterShips must be Aerodynes, but have 9 Weapon or Equipment Spaces per arc.
·   Because FighterShips have no civilian application and are exclusive to the New Clans, a ‘Mixed’ Tech base must be chosen. 

Choose Weight
   FighterShips are built in 10-ton increments, starting at 110 tons to a maximum of 200 tons.

Notes:

Step 2:  Install Engines and Control Systems
   Step two determines the FighterShip’s performance and endurance, calculating engine and fuel tonnage, armor rating, and crew requirements.

Choose Engines and Fuel Capacity
FighterShips determine their total Engine Rating as Aerospace Fighters, following the formula (Engine Ratings = FighterShip tonnage x (Desired Safe Thrust - 2) / 2) to determine the Engine Ratings of the FighterShip’s twin engines.  FighterShips may use any type of Clan or IS Engine technology, including Large-, XXL, and Large-XXL Engines, subject to the Available Technology Chart.
Designers must provide a minimum of 4 tons of fuel, which is tracked only in campaign settings.  FighterShips receive 80 Thrust Points per ton of fuel.  FighterShips are unable to use the fuel expansion system of Small Craft and DropShips.
 
Determine Structural Integrity
Designers may use either the unit’s Safe Thrust value or the formula, (Tonnage / 10), to calculate its Structural Integrity.  This value has no impact on the mass of the unit and may not be changed.

Add Control/Crew Systems
FighterShips require larger crews depending on their chosen role and the number and type of weapons per arc.  For each member of the crew, Designers must assign 3 tons to account for the mass of their controls and life support.  Because of their size and complexity, FighterShips require a minimum crew of two, Pilot and Co-Pilot.  Additional crew such as Gunners also reside in the cockpit.
·   To carry Capital missiles, FighterShips designed as Torpedo/Bombers require a dedicated gunner to oversee their use.

Notes:
·   Because the final number of crew required is determined later, Designers simply allocate the minimum of 6 tons for the Pilot and Co-Pilot to complete Step 2.
·   Mounting Large, XXL, and Large-XXL engines on FighterShips requires the Designer to sacrifice a number of Spaces to accommodate them according to number required for Fighters in the Advanced Engine Master Table in TacOps.  Spaces are first sacrificed from the Rear arc until eight have been filled, and any remaining Slots are assigned Spaces evenly between the unit’s Wings.
·   FighterShips generate heat from both Engines.  XXL Engines run hotter than Standard or Large Engines, generating 4 heat per Engine from Safe Thrust, and 6 heat per Engine from Max Thrust.
·   Because Large-XXL Engines would leave an odd number remaining after dedicating all Spaces in the Rear arc to Engine Slots, only 8 are carried in the Rear arc and 1 is placed in each Wing.  Large-XXL Engines generate the same heat as XXL Engines.
Ex.  Because FighterShips carry twin Engines, a design with Standard Large Engines requires a total of two Spaces in the Rear arc.  A design with XXL Engines requires 4 additional Slots for both Engines, for a total of 8 Spaces in the Rear arc.  A design with Large-XXL Engines requires 5 additional Slots for both Engines, for a total of 8 Spaces in the Rear arc, and 1 Space from each Wing.

Step 3:  Determine Armor
FighterShips determine their total maximum Armor points with the formula, (Tonnage x 8).  FighterShips may use any Clan or Inner Sphere Armor type subject to the Available Technology Chart, but sacrifice Spaces for the use of any type except Standard Armor, as seen on the chart below.

                         AP/Ton                    Equipment Slots                       (IS/Clan)      Under 150 tons     Over 150 tons
Standard            16/16
Light F-A       16.96/ -            2 (1/Wing)            4 (1/Location)
F-A                17.92/19.20     2 (1/Wing)            4 (1/Location)
Heavy F-A     19.84/ -            4 (1/Location)      8 (2/Location)
F-L                       - / 14          2 (1/Wing)           4 (1/Location)
L-R (IS)              16/ -             2 (1/Wing)           4 (1/Location)
L-R (C)                 - / 16          1 (1 Rear)            2 (1/Wing)
Reactive (IS)      16/ -             3 (1/Wing, 1 R)    6 (2/Wing, 1 Nose, 1 Rear)         
Reactive (C)         - / 16          1 (1 Rear)            2 (1/Wing)
Stealth*              16/16           2 (1/Wing)            4 (1/Location)
*-Stealth Armor requires the use of a Guardian ECM system and generates 10 heat per Turn when active.

   After choosing Armor type and determining the FighterShip’s maximum total Armor points, determine the maximum number of tons the design may carry, using the formula, (Maximum tonnage = (maximum AP) / (AP/ton)).
   Armor is assigned between four locations; Nose, Left Wing, Right Wing, and Rear. 

Notes:
·   FighterShips are not required to carry the maximum amount of Armor; the Designer has the final choice of what type and how much of it is used for his design.
 
Step 4:  Add Heat Sinks
   FighterShips keep track of the heat generated each Turn by expending Thrust and firing weapons with the Heat Scale on the FighterShip Record Sheet.  FighterShips may generate more heat than they are able to dissipate, but suffer progressively more severe effects until it is reduced.  FighterShips may use all Clan and Inner Sphere Heat Sink technologies subject to the ATC, but all Heat Sinks must be identical.
   Each engine comes with 10 free Heat Sinks, but designers may add more.

Notes:

Step 5:  Choose Role, Weapons, and Equipment
   The weapons, equipment, and crew requirements of FighterShips are influenced by the role they play on the battlefield.  FighterShips may not use Omni technology and require dedicated facilities outside the game to change between types.
·   Assault – Assault FighterShips are general-purpose units, characterized by heavy weapon loads, commonly serving as escorts to other variants.  They may or may not retain an internal cargo bay.
·   Cargo – Cargo FighterShips are most often adapted to carry a significant amount of cargo (normally ammunition) into combat.  The Cargo-variant is one of the most common variants, able to adapt the internal cargo bay for several roles.
·   Torpedo/Bomber – Torpedo/Bombers carry either a single Capital missile for anti-WarShip attacks, or conventional bombs dropped from the internal cargo bay. 
·   Tanker – Similar to the Missile/Bomber, Tankers use their internal cargo space to store fuel to refuel other units.  Tankers may use fuel stored as internal cargo to extend their range.
·   DropFighter – DropFighters convey air-mobile vehicles and troops through hostile airspace into combat zones, where they deploy using dropchutes to perform a variety of assignments.

Notes:

Game Rules
   FighterShips represent the technology of AeroSpace fighters carried to the ultimate extreme.

Movement
   FighterShips move on several maps and at different times due to the complexity of their rules, which are divided into Space, High-Altitude, and Low-Altitude.  Because of their interaction with ground units, their Low-Altitude rules are the most complex.
·   Space Movement
   FighterShips move in the Small Craft movement subphase and use their
Evasive Action modifier.
·   High-Altitude Movement
   After entering the High Altitude map, FighterShips operate normally as
AeroSpace fighters.

     Low-Altitude Movement
   After entering the Low Altitude map, FighterShips operate normally as
AeroSpace fighters.
·   Terrain and Altitude
   Not as maneuverable as conventional or AeroSpace fighters, FighterShips suffer additional Control Rolls at low altitude.  For each Turn the player remains at Level 1, a Control Roll at +1 is required before ending the Movement Phase.
·   Crashes
   FighterShips crash as Small Craft, damaging units and buildings in the crash hex only.
·   Facing Changes
   FighterShips use the AeroSpace fighter column for the Straight Movement on Ground Maps Table to determine the distance they must travel on the low altitude map before being allowed to make a facing change.
·   Special Maneuvers
   FighterShips are capable of special maneuvers, sometimes at a greater cost in thrust or difficulty.
 
   Special Maneuvers Table*
     Min/Max   Thrust       Control
Maneuver        Velocity    Cost       Modifier
Loop             Min 4       5           +2
Immelmann          Min 4       5           +2
Split-S              Any       2           +2
Hammerhead        Any      Velocity        +2
Half-Roll           Any       1            -1
Barrel Roll          Min 2       1            0
Sideslip           Any       1            0
VIFF              Any     Velocity+3    +3
* - Bold represents modifications to the original table.

Combat
   FighterShips attack and are damaged as standard AeroSpace Fighters with a few exceptions.
·   FighterShips may not use the Striking attack of AeroSpace Fighters.
·   FighterShip Torpedo/Bombers may use Tele-operated missiles.
·   Tanker FighterShips may use fuel from their cargo to extend their range.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on October 20, 2011, 10:34:37 PM
One more detail...

Engine Damage
FighterShips suffer greater effects from engine damage than normal AeroSpace Fighters due to their close proximity to each other.  For each Engine hit, FighterShips suffer +4 Heat.

Hehehehe.  One engine hit, and you better start planning the weinie roast.
Title: Re: Countdown to The New Clans: Volume 1
Post by: Red Pins on October 20, 2011, 11:00:54 PM
Hmph.  One more.

FighterShip Cubicles
   Designed as self-contained facilities to fuel, arm, and repair FighterShips, their Cubicles weigh 250 tons and require a single Equipment Slot per cubicle.