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Starbug

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« Reply #75 on: May 18, 2011, 06:31:00 PM »

I still get a kick out of seeing "...from the highly polluted world of New Jersey."  ;D
It's those Toxic Avenger movies; they get into your head after a while...
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Starbug

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« Reply #76 on: May 19, 2011, 04:26:09 PM »

          BattleTech Vehicle Technical Readout
                      VALIDATED

Type/Model:    Sovereign class Champion
Tech:          Inner Sphere / 2515
Config:        Tracked Vehicle
Rules:         Level 3, Custom design

Mass:          100 tons
Power Plant:   200 Internal Combustion
Cruise Speed:  21.6 km/h
Maximum Speed: 32.4 km/h
Armor Type:    Simple Armor Plate
Armament:     
  4 120mm Autocannons
  4 Heavy Machine Guns
  2 Vehicle Flamers
Manufacturer:  Clan MacDonald
  Location:    Rockall
Communications System:  Various
Targeting & Tracking System:  None (manual gunners)

------------------------------------------------------------------------------
==Overview:==
     Centuries ago, before the coming of the Star League, the Clans of Rockall
often found themselves at war with their neighbours. Some of these conflicts
were little more than skirmishes between a few dozen men, but other's were
full blown wars that claimed hundreds if not thousands of lives. Without the
advanced technology of the Inner Sphere, the Clans were reduced to improvising
massive war-machines that became known as Champions, which would form the
centrepiece of their battle lines and often carry troops into combat and storm
fortifications.
     The mainstay of Clan MacDonald's order of battle was the Sovereign class.

==Capabilities:==
     The largest class of Champion ever conceived, only a handful of
Sovereign's were ever actually built, but their impact on the field of battle
was immeasurable. While not the most powerful combat unit fielded, their
immense size and steady, unstoppable pace had a major psychological impact on
the enemy; many warriors ran rather than face a Sovereign.
     Twin turrets, one for and one after, house primitive autocannons that
were among the most effective weapons available at the time. Due to their
position high up on the top deck, the main guns were ineffective against
infantry, so machine guns and flamers were placed along the flanks, operated
by the infantry contingent the Sovereign carried, while the commander and
driver directed their actions from within a command cab high up on top, just
in front of the smoke stack needed to handle the exhaust from the massive
power-plant. Armour is basic but thick, even by today's standards, capable of
shrugging off most weapons of the time, allowing the Sovereign to act as a
mobile strong-point that could either anchor a defensive line or support an
infantry advance.

==Notable Vehicles & Crew:==
Robert the Bruce

==Deployment==
     The size and complexity of the Sovereign class meant that only a handful
were ever built, and they were priority targets when faced in battle. Even
their thick armour couldn't hold forever, and most were lost. Only two were
known to survive to the time of the Star League's arrival in the Outer
Colonies, and one was shipped back to Terra as a curiosity. Its fate remains
unknown.
     The last complete and operational Sovereign is the Robert the Bruce,
which stands guard over the MacDonald stronghold of Glenbogle, where it is
affectionately known as "The Monarch of the Glenn" by the locals.

--------------------------------------------------------
Type/Model:    Sovereign class Champion
Mass:          100 tons

Equipment:                                 Items    Mass
Int. Struct.:  60 pts Standard               0     10.00
Engine:        200 I.C.E.                    0     17.00
    Cruise MP:   2
     Flank MP:   3
Heat Sinks:      0 Single                    0       .00
Cockpit & Controls:                          0      5.00
Crew: 7 Members                              0       .00
Turret Equipment:                            0      4.00
Armor Factor:  200 pts Standard              0     12.50

                          Internal    Armor
                          Structure   Value
   Front:                    10         52
   Left / Right Sides:       10      34/34
   Rear:                     10         23
   Turret:                   10         29
   Turret #2:                10         28

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
2 Autocannon/5s          Turret   0   60     3     19.00
2 Autocannon/5s          Turret2  0   60     2     19.00
2 Machine Guns           Left     0  200     3      2.00
2 Machine Guns           Right    0  200     2      2.00
1 Flamer (Vehicle)       Left     0   40     2      2.50
1 Flamer (Vehicle)       Right    0   40     1      2.50
Infantry Bay             Body                1      4.50
--------------------------------------------------------
TOTALS:                           0         14    100.00
Items & Tons Left:                          11       .00

Calculated Factors:
Total Cost:        2,392,667 C-Bills
Battle Value:      487
Cost per BV:       4,913.07
Weapon Value:      518 / 518 (Ratio = 1.06 / 1.06)
Damage Factors:    SRDmg = 20;  MRDmg = 13;  LRDmg = 5
BattleForce2:      MP: 2T,  Armor/Structure: 0 / 9
                   Damage PB/M/L: 3/2/2,  Overheat: 0
                   Class: GA;  Point Value: 5
                   Specials: tran4
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Starbug

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« Reply #77 on: May 19, 2011, 05:14:51 PM »

          BattleTech Vehicle Technical Readout
                      VALIDATED

Type/Model:    Wolfhart class Champion
Tech:          Inner Sphere / 2515
Config:        Tracked Vehicle
Rules:         Level 1, Custom design

Mass:          80 tons
Power Plant:   240 Ford I.C.E.
Cruise Speed:  32.4 km/h
Maximum Speed: 54.0 km/h
Armor Type:    Simple Armor Plate Standard
Armament:     
  2 180mm Autocannon/10s
  4 Heavy Machine Guns
Manufacturer:  Clan Fraiser
  Location:    Rockall
Communications System:  Various
Targeting & Tracking System:  None (manual gunners)

------------------------------------------------------------------------------
==Overview:==
     Centuries ago, before the coming of the Star League, the Clans of Rockall
often found themselves at war with their neighbours. Some of these conflicts
were little more than skirmishes between a few dozen men, but other's were
full blown wars that claimed hundreds if not thousands of lives. Without the
advanced technology of the Inner Sphere, the Clans were reduced to improvising
massive war-machines that became known as Champions, which would form the
centrepiece of their battle lines and often carry troops into combat and storm
fortifications.
     The mainstay of Clan Fraiser's order of battle was the Wolfhart class.

==Capabilities:==
      Built to break through enemy lines and assault fortifications, the
Wolfhart class carries a pair of 180mm Autocannons in a single turret, as well
as well as multiple machine guns for mopping up infantry. Often deployed as a
heavy APC, the Wolfhart can carry a squad of infantry, often sappers or other
specialist troops. While fast, at least by the standards of a Champion, it has
reasonable thick armour. This comes at the cost of for what was at the time it
was first built a highly complicated engine, meaning that a Wolfhart would
spend a lot of time undergoing maintenance between combat operations.

==Deployment==
     Once relativity common, the Wolfhart is now unfortunately extremely rare,
mainly due to Clan Fraiser's refusal to accept Star league rule. A short but
bloody battle was fought outside Conwy Castle, where a company of BattleMech's
easily crushed the slow and poorly armed Champions. A few survived the battle,
but mostly in a poor state of disrepair.
     Only a handful are known to survive to this day, and most of those are
little more than rusted shells.

--------------------------------------------------------
Type/Model:    Wolfhart class Champion
Mass:          80 tons

Equipment:                                 Items    Mass
Int. Struct.:  40 pts Standard               0      8.00
Engine:        240 I.C.E.                    0     23.00
    Cruise MP:   3
     Flank MP:   5
Heat Sinks:      0 Single                    0       .00
Cockpit & Controls:                          0      4.00
Crew: 6 Members                              0       .00
Turret Equipment:                            0      2.50
Armor Factor:  144 pts Standard              0      9.00

                          Internal    Armor
                          Structure   Value
   Front:                     8         43
   Left / Right Sides:        8      29/29
   Rear:                      8         19
   Turret:                    8         24

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
2 Autocannon/10s         Turret   0   40     3     28.00
2 Machine Guns           Front    0  200     3      2.00
1 Machine Gun            Left     0  100     1      1.00
1 Machine Gun            Right    0  100     1      1.00
Infantry Bay             Body                1      1.50
--------------------------------------------------------
TOTALS:                           0          9     80.00
Items & Tons Left:                          12       .00

Calculated Factors:
Total Cost:        1,779,300 C-Bills
Battle Value:      487
Cost per BV:       3,653.59
Weapon Value:      423 / 423 (Ratio = .87 / .87)
Damage Factors:    SRDmg = 20;  MRDmg = 11;  LRDmg = 1
BattleForce2:      MP: 3T,  Armor/Structure: 0 / 6
                   Damage PB/M/L: 3/2/-,  Overheat: 0
                   Class: GA;  Point Value: 5
                   Specials: tran1
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Twice is a coincidence.
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Starbug

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« Reply #78 on: May 19, 2011, 06:44:02 PM »

          BattleTech Vehicle Technical Readout
                      VALIDATED

Type/Model:    Britannic class Champion
Tech:          Inner Sphere / 2515
Config:        Tracked Vehicle
Rules:         Level 3, Custom design

Mass:          55 tons
Power Plant:   275 General Motors I.C.E.
Cruise Speed:  54.0 km/h
Maximum Speed: 86.4 km/h
Armor Type:    Simple Armor Plate
Armament:     
  4 Heavy Machine Guns
Manufacturer:  Clan Kilwillie
  Location:    Rockall
Communications System:  Various
Targeting & Tracking System:  None (manual gunners)

------------------------------------------------------------------------------
==Overview:==
     Centuries ago, before the coming of the Star League, the Clans of Rockall
often found themselves at war with their neighbours. Some of these conflicts
were little more than skirmishes between a few dozen men, but other's were
full blown wars that claimed hundreds if not thousands of lives. Without the
advanced technology of the Inner Sphere, the Clans were reduced to improvising
massive war-machines that became known as Champions, which would form the
centrepiece of their battle lines and often carry troops into combat and storm
fortifications.
     The mainstay of Clan Kilwillie's order of battle was the Britannic Class.

==Capabilities:==
      One of the smallest vehicles ever classed as a Champion, the Britannic
class was intended to swarm across the battlefield, cutting down infantry with
heavy, sustained machine gun fire from its twin turrets. Unable to challenge
its larger counterparts, the Britannic relied on heavy armour and relatively
high ground speed keep it safe.

==Deployment==
     While not considered disposable, the Britannic was designed for ease of
production to replace those lost in battle. As such it was not built to the
same standards as many other Champions, and have faired badly down the years.
The last surviving complete example can be found in the entranceway of
Kilwillie Castle, while an intact but empty hull is displayed at the Derry
Museum of Planetary History.

--------------------------------------------------------
Type/Model:    Britannic class Champion
Mass:          55 tons

Equipment:                                 Items    Mass
Int. Struct.:  36 pts Standard               0      5.50
Engine:        275 I.C.E.                    0     31.00
    Cruise MP:   5
     Flank MP:   8
Heat Sinks:      0 Single                    0       .00
Cockpit & Controls:                          0      3.00
Crew: 4 Members                              0       .00
Turret Equipment:                            0      1.00
Armor Factor:  136 pts Standard              0      8.50

                          Internal    Armor
                          Structure   Value
   Front:                     6         30
   Left / Right Sides:        6      22/22
   Rear:                      6         20
   Turret:                    6         21
   Turret #2:                 6         21

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
2 Machine Guns           Turret   0  400     3      3.00
2 Machine Guns           Turret2  0  400     2      3.00
--------------------------------------------------------
TOTALS:                           0          5     55.00
Items & Tons Left:                          11       .00

Calculated Factors:
Total Cost:        699,179 C-Bills
Battle Value:      193
Cost per BV:       3,622.69
Weapon Value:      28 / 28 (Ratio = .15 / .15)
Damage Factors:    SRDmg = 2;  MRDmg = 0;  LRDmg = 0
BattleForce2:      MP: 5T,  Armor/Structure: 0 / 6
                   Damage PB/M/L: 1/-/-,  Overheat: 0
                   Class: GM;  Point Value: 2
Logged
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Twice is a coincidence.
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Starbug

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« Reply #79 on: May 21, 2011, 08:11:25 PM »

   Chapter from the text book that I thought you might find interesting: seems that the Outer Colonies aren't the only ones out that far.
   -Starling


Foreign Relations

There are several minor star nations and independent worlds near the Outer Colonies. Some have managed to maintain a reasonable level of technology, while others have regressed to the point of subsistence farming. In this chapter, we will be looking at those closest to our boarders.

Star Nations

The Reman Imperium
Founding Year: 2390 (contested)
Capital (City, World): Imperial City,  Remus
National Symbol: A golden Imperial Aquila over a red star burst
Total Systems: 7
Estimated Population (3046): 4,240,000,000
Government: Autocracy
Ruler: Emperor Ulysses Dante
Dominant Language(s): Reman (Italian dialect, official), Standard English (common)
Dominant Religion(s): Imperial Cult, Christianity, Islam and Judaism
HPG: D
Technology level: 24th Century
Unit of Currency: Denarius

A seven world polity consisting of Remus, Romulus, New Rome, Saint Sebastopol, Carpathia, Milan and Constantinople, the Reman Imperium is a feudal autocracy ruled over by either an emperor or an empress, with a advisory council of other nobles. The first settlers found hash, dry worlds and decided they needed a strong, central government. Selecting the Roman Empire from ancient Terra as their template, they built a civilisation that sees service to the state and the Emperor or Empress as the highest calling.

Since 3015 they have been engaged in a series of minor wars with the Alianza Española over the independent world of Oz.

Alianza Española
Founding Year: 2403
Capital (City, World): Torrecastro, Nueva España
National Symbol: Cross of St James
Total Systems: 5
Estimated Population (3046): 3,960,000,000
Government: Feudal/Monarchy
Ruler: Queen Annabel VI
Dominant Language(s): Spanish (official), Standard English (common)
Dominant Religion(s): Christianity (predominantly Roman Catholi), Cult of the Saints Cameron
HPG: D
Technology level: 24th Century
Unit of Currency: Doubloon

Containing the worlds of Neva España, Brasilia, Neo Barranquilla, Hispaniola and Casablanca, the  Alianza Española was founded by a group of refuges fleeing the Age of War. Banding together for mutual protection, they soon formed a unified government that had become a hereditary monarchy by the time the Star League arrived. A deeply religious people, they believe that their continued survival is a gift from God, and that only by dedicated service to him that they will remain strong in the face of continued aggression from the Reman Imperium and sporadic pirate attacks. The local Catholic Church has embraced the Cult of the Saints Cameron, and beatified Jonathan Cameron, Jocasta Cameron and Aleksandr Kerensky. They continue to feel that the Star League was the closest humanity has ever come to Heaven on Earth, and feel a strong connection to the Outer Colonies as a result.

Since 3015 they have been engaged in a series of minor wars with the Reman Imperium over the independent world of Oz.

The Chosen
Founding Year: 2365
Capital (City, World): Jerusalem, Promised Land
National Symbol: A crown of thorns
Total Systems: 4
Estimated Population (3046): 5,060,000,000
Government: Socialist Theocracy
Ruler: Reverend Jacob O'Laughlin
Dominant Language(s): Standard English (official)
Dominant Religion(s): The Brotherhood (state religion)
HPG: None
Technology level: 22nd Century
Unit of Currency: N/A

Descended from a religious group that departed Terra during the diaspora, following a 'vision' their leader had that he claimed would “Lead the Chosen of God to a new Promised Land in the Stars”. Many had given them up for dead, one of countless failed colonies, until a Star League survey ship rediscovered them in 2610. Having expanded out to inhabit four worlds, the Brotherhood had abandoned a monetary based economy, instead adopting a form of Socialism where everyone is expected to work towards the common good. Their economy is fragile at best, not helped by their abandonment of most forms of advanced technology, while relying on a small fleet of antiquated DropShips and JumpShips to maintain contact between their worlds.

While they are tolerable of outsiders, their religious zeal can be slightly unsettlingly when first encountered, as they consider it their sacred duty to save any unbelievers, thankfully through non-violent means. They are subject to regular raids originating on the pirate world of Blood, despite the best efforts of the Knights Templar and Outer Colonies Defence Force.

In 2742 a sub-sect broke away and emigrated to the world of Hester's Haven, half way between the Chosen and the Alianza Española.

Independent Worlds

Bruja
A warm world with many large oceans, Bruja has close ties to the Alianza Española, bring it into conflict with the Reman Imperium. Many locals fear that they may suffer the same fate as nearby Oz, and are trying to build up their defences. Unfortunately, their technology base is only on a part with mid-to-late 20th century Terra, limiting how effective their small standing army would be. A large part of their GDP is spent on importing weapons from outside.

Hester's Haven
An offshoot from The Chosen, the people of Hester's Haven have been somewhat less zealous in their drive to abandon advanced technology, at are at least two centuries ahead of their former kin. This is linked to their belief that God gave man intelligence so that we could tame the universe around us, and that in discovering the secrets of the universe, one might become closer to God. Unfortunately, they suffer from even more pirate raids than The Chosen, and are likewise pacifists, refusing to shed blood even in self defence.

Somewhere
Your typical Deep Periphery settlement, somewhere is self sufficient with an early 20th Century level of technology. They are heavily influenced by the Reman Imperium, and many consider it only a matter of time before they are annexed by their expansionist neighbours.

Dumb Luck
Settled by survivors of a colony ship that suffered a catastrophic miss-jump, Dumb Luck was named after a comment by the ships captain that emerging within range up a habitable planet was so astronomically unlikely that it must have been dumb luck. Outsiders may laugh at the name, but the natives are fiercely defensive of their history. They have managed to maintain a technology base equivalent to late 21st century Terra, and while they have no JumpShip's of their own, they do have a well maintained space port for visiting merchant ships.

Oz
While technically independent, Oz is the subject of a power-struggle between the Reman Imperium and the Alianza Española. The local population exist at a early 21st Century level of technology, and are totally outclassed by the two belligerents. The Knights Templar have a mission station in the Capital, Central City, and do their best to minimise the impact of the war on the locals.

Tipperary
A world very much akin to 20th century Terra, Tipperary has no central government, and is instead split between two super powers, Zafran and Revillia, as well as a number of smaller, proxy nations and client states. Unlike many nearby worlds, Tipperary is known to have a number of functioning BattleMech's, all be in in various states of disrepair. Most are operated by Zafran or Revillia, and engage in occasional skirmishes alongside infantry and armoured units. Both nations are known to posses nuclear weapons, but none have been used to date.

The Outer Colonies has tried many times to mediate a peace between the two factions, but neither seems willing to settle for anything less than total global domination.

Redemption
An agrarian world known to trade with Rorke's Drift, Redemption has regressed to a near pre-industrial state, with few examples of advanced technology outside of the major cities. Outlying areas are connected by steam-powered trains, and many people relay on draft animals as a means of transport. While the cities are relatively safe, the more rural areas can be somewhat lawless, so caution is advised to anyone planning a trip there.

Foster's World
A world very similar to it's neighbour, Redemption, Foster's World has managed to maintain a late 20th Century technology base, with limited industrialisation and even a few functioning inter-system transports used to mine their asteroids for minerals without damaging the environment. They trade with nearby Arixo and Pacifica, exporting foodstuffs and importing electronics.

Midsummer
A sparsely populated world with a mid 23rd Century technology base, Midsummer is far enough away from the Reman Imperium to be outside their direct sphere of influence, but close enough to benefit from their merchants. They suffer sporadic pirate attacks, but these are few and far between as there is little worth the effort to take when there are richer worlds nearby.

Shakespeare
The most highly advanced independent world outside of the Outer Colonies themselves, Shakespeare benefited by the arrival of a small mercenary unit that had been conducting anti-piracy sweeps for the SLDF when the Star League fell. Rather than return to the Inner Sphere and risk total destruction in the imminent Succession Wars, or sign up with the early Outer Colonies Defence Force, they decided to remain where they were and became the core of the local militia. The presence of a battalion of mixed BattleMech's and supporting units has kept the local pirate bands away, supplemented by a small detachments from the Knights Templar, who run an information gathering operation from the Capital, Verona.

Dream
Another world expecting to be swallowed up by the Reman Imperium in the not to distant future, Dream is already totally reliant on its larger neighbour for trade and defence. The local government is expected to hand over a percentage of their GDP every year to maintain the Imperium's favour, something many locals call extortion.

Bob
Founded by people who fled Hibernia (now known as Hamunaptra) when its ecosystem stared to collapse, planet Bob has little of interest to most people and is almost totally self sufficient, but suffers from regular pirate raids. They have been offered help in defending themselves, but they view outsiders with scepticism and seem to only want to be left alone. They have only one small space port that is used to maintain a small number of communications and weather monitoring satellites. Trade is limited at best, aside for the occasional spare part that is beyond their ability to repair or replace.

Pirates & Criminals

Teach
Teach is perhaps the most wretched hive of scum and villainy near the Outer Colonies. A barely habitable hell, Teach is covered with ragged mountains and deep canyons that could hide a dozen armies with ease. Known as a meting place for black marketeers, smugglers, slavers and other examples of the dregs of humanity, it is said that anything or anyone can be had on Teach, for a price. Several expeditions have been mounted to try and clear it out over the years, but like an insidious weed, it always seems to flourish.

Patch
A cold, ice covered moon orbiting a gas giant, Patch is only habitable thanks to the geothermal activity caused by its close proximity to its host. The world is run on the principle of survival of the fittest; from an early age, children are expect to fight, cheat and steal just to stay alive. One common tactic among the more barbaric clans is to lock a number of adolescents in a enclosure for a month with enough food and water for half of them to survive. This is designed to strip away empathy and compassion, leaving just a hardened killer willing to stab you in the back if it means gaining an advantage. But these tribes tend to be small, prone to in-fighting: the real danger comes from the more 'civilised' groups who act like pack hunters, dominated by an strong leader who rules through intimidation and fear.

While many such societies are traditionally ruled by men, with woman relegated to second class citizens used only for breeding the next generation and domestic service, Patch is known for being remarkably egalitarian in the respect that both women and men have the ability to obtain positions of power. Competition is also fierce over breeding rights; the limited amount of food that can be grown calls for near zero population growth, if unauthorised pregnancies terminated, often at the cost of the mothers life. This can lead to a process called 'making way', where an older or less productive member of a clan or tribe is killed to allow for the child of a senior member.

Despite this, Patch has maintained a high enough technology base to allow them to launch raids on nearby system, searching for supplies, equipment and even slaves who are used to carry out the dirtiest or most dangerous work. The warriors of Patch are known for being fearless and tenacious  in combat, willingly throwing themselves at the enemy in a bid to gain position and favour through victory. It is almost impossible to take them alive, with the few times it does happen the subject either being knocked unconscious or otherwise rendered incapable of fighting back.

Blood
Once a thriving mining outpost under the Star League, the world known known somewhat ominously as Blood is seemingly honeycomb by caves and tunnels that are home to a band called Conner's Cutthroat Corsairs' and countless smaller bands.

Hogan
Hogan has a government, but it is small, corrupt and infective, which is just the was the people really running the world want it. The real power is held by a loose coalition of criminal organisations known as The Alignment, who have infiltrated almost every facet of life. Through bribery, blackmail and intimidation they have managed to get the government to outlaw alcohol, tobacco, gambling, sugar and even coffee. They then set up a vast network to service these and other, more traditional vices at a highly inflated price. Each area is controlled by a different syndicate, with senior members controlling cities or other high-value areas. They are expected to pay a percentage of their takings to their parent organisation or face the consequences. Competition can be fierce, with different syndicates or even sub-bosses battling for control of the most lucrative enterprises. Most of these are relatively small scale affairs similar to what happens on many worlds, but others have involved thousands of combatants, often members of local militia, fighting with military grade weapons.

There are those within the government who would see an end to the corruption and violence, and the Outer Colonies assists them as and when it can. Unfortunately these men and woman are few and far between, and there have been those who have claimed to be on the side of justice, only to try and direct the assistance they receive into taking out the competition.

Many consider the continued status-quo as a sort of pressure valve; many local government, especially those who are not necessarily friendly towards each other, maintain back channels on Hogan, meaning that to a certain extent everyone has a vested interest in keeping things just the way they are.

Flint
Ruled by a series of iron-fisted dictators, Flint is technically a functional society, just not one where any sane person might want to live. Rich in elements found towards the 'heavy' end of the periodic table, the average hand-gun on Flint carries what would probably be considered armour-piercing rounds anywhere else. A police state where government agents have near unrestricted power, Flint has been called a would that read 1984 and saw it as a How To manual: those who oppose the government are arrested, tortured, and often executed without trial. The government does their best to convince to populous that they are doing it all in their best interest.

The only thing that has kept them from being swallowed up by the Roman Imperium is their suicidally large arsenal of thermonuclear weapons and a proven willingness to use them, as the Star League Defence Force found out in 2615, when two of their battleships were blown out of orbit. While the SLDF was eventually able to take them by the throat, the world was never truly pacified, and quickly fell back on its old ways when the troops left.

     The isolationist, anti-expansionist nature of the Outer Colonies seems to make them unwilling to engage in open operations against some of the local powers, but it seems clear that they favour the Alianza Española over the Reman Imperium, but do not with to act overtly unless they turn the Cold War hot.
     Still, it is surprising that there are pirates near such a large and powerful star nation, especially ones who we know would invade and attempt to lay claim to the world of Redemption a little more then ten years after this book was written. It is possible that they mistook an unwillingness to enter into direct confrontation as a sign of weakness, or that they believed Redemption was not important enough to the Outer Colonies for them to commit troops to protecting it.
     They were, as we now, wrong, but the unrest in the area might go some way towards explaining the size of their standing army and militia.
     -Starling
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Gabriel

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Re: The Outer Colonies Region
« Reply #80 on: May 22, 2011, 08:44:38 AM »

This Rocks !!! Keep up the Great Work!!!!!!
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Starbug

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The Outer Colonies Region
« Reply #81 on: May 25, 2011, 04:48:16 PM »

Socio-Industrial Ratings
(3065)

Port Stanley: A-B-C-C/A*-C
* Normally level C, but with Fox Bay at full capacity, becomes A.

New Tasmania: C-D-D-D-A

San Antonio: C-C-C-D-C

New Jersey: A-A-A-A-D

Rockall: C-C-B-D-C

Last Post: C/A*-C-C-C-C
* Impossible to judge without more information on the true capabilities of the Knights Templar.

New Jamaica: C-D-D-D-B

Vision: A/C*-C-C-D-C
* Normally level C, but with Crystal Peak at full capacity, becomes A.

Malloy's World: A+*-D-D-B-C
* In some areas, Malloy's World is more technologically advanced than any other, save Terra itself.

Rorke's Drift: A-B-D*-B-C
* Would be self-sustaining if not for such extensive industrialisation.

Ticonderoga: D-D-A-C-D
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Starbug

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« Reply #82 on: May 28, 2011, 06:52:50 PM »

                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Bellerophon class Destroyer
Tech:              Inner Sphere / 3067
Vessel Type:       WarShip
Rules:             Level 2, Custom design
Rules Set:         AeroTech2

Mass:              560,000 tons
Hull:              Templar X-Plate
K-F Drive System:  KF Mark III-c
Length:            644 meters
Sail Diameter:     1,046 meters
Power Plant:       3 Howser G2 "Hotfires"
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Valiant Ferro-carbide
Armament:         
    2 Hellion-55 Series Naval Lasers
   18 Maxell-45 Series Naval Lasers
   16 Rand-10 Medium Naval Particle Projection Cannons
   18 White Shark Missile Launchers
   32 Holly LRM 20+ArtIV
   16 ChisComp 32 Small Lasers
   16 RAMTech 1200X ER Large Lasers
    4 Armstrong II 35-Series Autocannons
Manufacturer:   Argo Yards
  Location:     Rorkes Drift
Communications System:  Belden 405M
Targeting & Tracking System:  Ulsop Eagle-Eye 12
------------------------------------------------------------------------------
==Overview:==
     The first ever warship to be designed and built from the feel up in the
Outer Colonies, the Bellerophon class Destroyer is a radical change to
standing defence strategy, which until now has always relied on ships from the
cache in the Hamunaptra system.
     Intended to equal the Essex or Naga classes, the Bellerophon is in tended
to supplement existing forces, while also freeing up extra hulls for
anti-piracy patrols and convoy escorts.

==Capabilities:==
      Carrying a predominantly energy-based arsenal, the Bellerophon class is
designed to engage enemies head-on, with the bulk of its fire-power
concentrated in the forward arcs. This does leave a noticeable weakness
towards the rear, but the Bellerophon class is designed to be fast and agile
enough that it can keep the enemy in their gun-sites under all but the most
unusual circumstances.
     While not the fastest ship ever build, the Bellerophon is towards the
upper end of acceleration for warships while maintaining a respectable armour
belt. This comes at the cost of reduced cargo space and a single wing of
aerospace fighters. Lithium Fusion batteries off-set this somewhat by
improving the strategic mobility, and two docking collars allow it to carrier
assault ships or dedicated carriers to bolster its own fighter strength. Two
integral platoons of marines, one equipped with battle-armour, can use the
small craft carried to board other ships, by force if needed. This allowed the
Bellerophon class to be used for customs and anti-piracy operations, as well
as regular combat.

==Variants:==
     The Bellerophon class is being used as the basis for the planned
Nebuchadnezzar class drone warship that will be the centrepiece of the new
Space Defence System.

==Notable Vessels & Crews:==
SLS Bellerophon (Lead Ship)
SLS Thunderer
SLS Phoebe
SLS Sirius
SLS Swiftsure
SLS Royal Sovereign (Acceptance Trials)
SLS Belleisle Under construction)
SLS Colossus (Under construction)
SLS Dreadnought Under construction)
SLS Prince Under construction)
SLS Minotaur (Planned)
SLS Téméraire (Planned)
SLS Neptune (Planned)
SLS Scipion (Planned)
SLS Donegal (Planned)

==Deployment==
     The first five of a proposed fleet of fifteen Bellerophon's are already
in service, with a sixth, the Royal Sovereign, undergoing acceptance trials at
the time of going to press. Four more are already under construction, with the
remainder expected to enter service by 3075.

------------------------------------------------------------------------------
Class/Model/Name:  Bellerophon class Destroyer
Mass:              560,000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                      134,400.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
Kearny-Fuchida Hyperdrive:  Compact (Integrity = 12)               253,400.00
Lithium Fusion Battery                                               5,600.00
Jump Sail (Detachable): (Integrity = 4)                                 58.00
Structural Integrity: 85                                            47,600.00
Total Heat Sinks:    2,400 Double                                    1,837.00
Fuel & Fuel Pumps:                                                   2,040.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:              1,400.00
Fire Control Computers:                                                   .00
Food & Water:  (210 days supply)                                       348.00
Armor Type:  Ferro-carbide  (727 total armor pts)                      841.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                134
   Fore-Left/Right:                  121/121
   Aft-Left/Right:                   121/121
   Aft:                                 109

Cargo:
   Bay 1:  Fighters (18) with 6 doors                                2,700.00
   Bay 2:  Small Craft (4) with 2 doors                                800.00
   Bay 3:  Cargo (1) with 4 doors                                   13,000.00

DropShip Capacity:  2 Docking Hardpoints                             2,000.00
Grav Deck #1:  (45-meter diameter)                                      50.00
Life Boats:  20 (7 tons each)                                          140.00
Escape Pods:  20 (7 tons each)                                         140.00

Crew and Passengers:
     46 Officers (40 minimum)                                          460.00
    120 Crew (111 minimum)                                             840.00
     70 Gunners (69 minimum)                                           490.00
     28 Marines                                                        140.00
     12 Marine Battle Armor Troopers/Elementals                         84.00
     56 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 NL55                     Nose        20     20     20     20  170  2,200.00
  2 NL45                                                        140  1,800.00
2 Medium NPPC              Nose        18     18     18     18  270  3,600.00
2 White Shark(30 msls)     Nose         6      6      6      6   30  1,440.00
4 LRM 20+ArtIV(84 rounds)  Nose     6(64)  6(64)  6(64)     --   24     58.00
2 Small Laser              Nose      1(6)     --     --     --    2      1.00
2 ER Large Laser           Nose     2(16)  2(16)  2(16)     --   24     10.00
2 Medium NPPC              Nose        18     18     18     18  270  3,600.00
2 NL45                     FL/R         9      9      9      9  280  3,600.00
2 Medium NPPC              FL/R        18     18     18     18  540  7,200.00
4 White Shark(80 msls)     FL/R        12     12     12     12  120  7,360.00
4 LRM 20+ArtIV(84 rounds)  FL/R     6(64)  6(64)  6(64)     --   48    116.00
2 Small Laser              FL/R      1(6)     --     --     --    4      2.00
2 ER Large Laser           FL/R     2(16)  2(16)  2(16)     --   48     20.00
2 NAC/35(60 rounds)        FL/R        70     70     --     --  480 16,120.00
3 NL45                     L/RBS       14     14     14     14  420  5,400.00
2 Medium NPPC              L/RBS       18     18     18     18  540  7,200.00
3 White Shark(60 msls)     L/RBS        9      9      9      9   90  5,520.00
4 LRM 20+ArtIV(84 rounds)  L/RBS    6(64)  6(64)  6(64)     --   48    116.00
2 Small Laser              L/RBS     1(6)     --     --     --    4      2.00
2 ER Large Laser           L/RBS    2(16)  2(16)  2(16)     --   48     20.00
2 NL45                     AL/R         9      9      9      9  280  3,600.00
2 Medium NPPC              AL/R        18     18     18     18  540  7,200.00
1 White Shark(25 msls)     AL/R         3      3      3      3   30  2,240.00
4 LRM 20+ArtIV(84 rounds)  AL/R     6(64)  6(64)  6(64)     --   48    116.00
2 Small Laser              AL/R      1(6)     --     --     --    4      2.00
2 ER Large Laser           AL/R     2(16)  2(16)  2(16)     --   48     20.00
2 NL45                     Aft          9      9      9      9  140  1,800.00
4 LRM 20+ArtIV(84 rounds)  Aft      6(64)  6(64)  6(64)     --   24     58.00
2 Small Laser              Aft       1(6)     --     --     --    2      1.00
2 ER Large Laser           Aft      2(16)  2(16)  2(16)     --   24     10.00
1 Lot Spare Parts (2.00%)                                           11,200.00
------------------------------------------------------------------------------
TOTALS:                                            Heat: 4,740     560,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        9,807,722,000 C-Bills
Battle Value:      116,386
Cost per BV:       84,268.92
Weapon Value:      60,787 (Ratio = .52)
Damage Factors:    SRV = 4,572;  MRV = 4,404;  LRV = 3,283;  ERV = 839
Maintenance:       Maintenance Point Value (MPV) = 371,269
                   (54,751 Structure, 176,340 Life Support, 140,178 Weapons)
                   Support Points (SP) = 284,270  (77% of MPV)
BattleForce2:      Not applicable
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Dragon Cat

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Re: The Outer Colonies Region
« Reply #83 on: May 29, 2011, 08:35:42 AM »

Gets better and better I like, the maps awesome too
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My stuff, and my AU timeline follow link and enjoy

http://www.ourbattletech.com/forum/dragon-cat-collection/

The original CBT thread
Dragon Cat on CBT


Really, as long as there is an unbroken line of people calling themselves "Clan Nova Cat," it doesn't really matter to me if they're still using Iron Wombs or not. They may be dead as a faction, but as a people they still exist. It's not uncommon in the real world, after all.

Gabriel

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Re: The Outer Colonies Region
« Reply #84 on: May 29, 2011, 10:12:25 AM »

And Away We Go !!! 8)
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Will of Iron,Nerves of Steel,Heart of Gold,Balls of Brass... No wonder I set off metal detectors.Death or Compliance now that's not to much to ask for,is it?

Starbug

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The Outer Colonies Region
« Reply #85 on: June 08, 2011, 07:50:07 PM »

                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Nebuchadnezzar class Drone
Tech:              Inner Sphere / 3067
Vessel Type:       Monitor (Non Transportable)
Rules:             Level 3, Custom design
Rules Set:         AeroTech2

Mass:              560,000 tons
Hull:              Templar X-Plate
Length:            1,158 meters
Power Plant:       3 Howser G2 "Hotfires"
Safe Thrust:       8
Maximum Thrust:    12
Armor Type:        Valiant Ferro-carbide
Armament:         
   26 Hellion-55 Series Naval Lasers
   28 Magna-45 Naval Lasers
   12 Super-Rand Heavy Naval Particle Projection Cannons
   26 Maelstrom AR10 Missile Launchers AR10 Launcher
   32 Holly LRM-20ArtIV
   40 Omnicron 1000 Small Lasers
   32 RAMTech 1200X ER Large Lasers
   32 Ramtech 1500Z ER Medium Lasers
    6 Heavy Naval Gauss Rifles
   32 Mydron Excel LB 10-X Autocannons
   32 Ripper Series A1 ER-PPC's
Manufacturer:   Argo Yards
  Location:     Rorkes Drift
Communications System:  Belden 405M
Targeting & Tracking System:  Ulsop Eagle-Eye 12
------------------------------------------------------------------------------
==Overview:==
     Built on the same basic frame as the Bellerophon class Destroyer, the
Nebuchadnezzar class Drone is intended to be the centrepiece of the integrated
Space Defence System.

==Capabilities:==
     Essentially an up-gunned Bellerophon, the Nebuchadnezzar imply has bigger
and more numerous weapons. It also has much thicker amour, and without the
need to take a fragile, human crew into consideration, an acceleration profile
that would put some aerospace fighters to shame.
     Intended for prolonged operations away from support infrastructure, the
Nebuchadnezzar class has a primarily energy-based main armament, it's few
ammo-dependant weapons fed by extensive magazines. An experimental automated
rearming system allows for these to be refreshed from ammunition stored in the
cargo bay, utilising a number of service drones under the control of the
central AI. This required a more complex command and control system, and the
retention of most of the internal passageways, but otherwise the
Nebuchadnezzar is a much more compact ship, with hydrologically re-enforced
internal cross bracing and honeycombed armour that, theoretically at least,
allows it to withstand damage that would mission-kill a lesser vessel.
     Two wings of drone fighters fill out the load, allowing for extended
search pattens and remote targeting by active sensors without giving away the
location of the main ship. In a live-fire exercise, the prototype was able to
seek out, identify and target a Essex class destroyer while operating at
minimal power under 'silent running' restrictions.

==Deployment==
     Intended to operate in units of five, often with a crewed ship acting as
a mobile command post, only the first Squadron has been completed to date.
Assigned to the Rorke’s Drift system, they are currently engaged in prolonged
warmers exercises, playing the part of an outside aggressor force against the
local defence fleet. The next series of planned exercises will see them play
the part of the defenders against a human opponent.

------------------------------------------------------------------------------
Class/Model/Name:  Nebuchadnezzar class Drone
Mass:              560,000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                      268,800.00
Thrust:  Safe Thrust: 8
      Maximum Thrust: 12
Structural Integrity: 115                                           64,400.00
Total Heat Sinks:    4,400 Double                                    3,622.00
Fuel & Fuel Pumps:                                                  15,300.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:              1,400.00
Fire Control Computers:                                             17,406.00
Armor Type:  Ferro-carbide  (1,010 total armor pts)                  1,172.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                187
   Fore-Left/Right:                  168/168
   Aft-Left/Right:                   168/168
   Aft:                                 151

Cargo:
   Bay 1:  Drones (36) with 16 doors                                 5,400.00
   Bay 2:  M-5 Drone Controll System (1)                             5,000.00
   Bay 3:  Cargo (1)                                                 3,250.00

DropShip Capacity:  2 Docking Hardpoints                             2,000.00

Crew and Passengers:
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
4 NL55                     Nose        40     40     40     40  340  4,400.00
  4 NL45                                                        280  3,600.00
2 Heavy NPPC               Nose        30     30     30     30  450  6,000.00
2 Heavy NPPC               Nose        30     30     30     30  450  6,000.00
2 AR10 (30 KW, 30 WS, 30 B)Nose         *      *      *      *   40  4,100.00
4 LRM 20+ArtIV(120 rounds) Nose     6(64)  6(64)  6(64)     --   24     64.00
5 Small Laser              Nose     2(15)     --     --     --    5      2.50
4 ER Large Laser           Nose     5(52)  5(52)  3(32)     --   48     20.00
  4 ER Medium Laser                                              20      4.00
2 Heavy N-Gauss(60 rounds) Nose        60     60     60     60   36 14,030.00
4 LB 10-X AC(200 rounds)   Nose     2(24)  2(24)     --     --    8     64.00
4 ER PPC                   Nose     4(40)  4(40)  4(40)     --   60     28.00
3 NL55                     FL/R        30     30     30     30  510  6,600.00
  3 NL45                                                        420  5,400.00
2 Heavy NPPC               FL/R        30     30     30     30  900 12,000.00
4 AR10 (40 KW, 40 WS, 40 B)FL/R         *      *      *      *  160 11,600.00
4 LRM 20+ArtIV(120 rounds) FL/R     6(64)  6(64)  6(64)     --   48    128.00
5 Small Laser              FL/R     2(15)     --     --     --   10      5.00
4 ER Large Laser           FL/R     5(52)  5(52)  3(32)     --   96     40.00
  4 ER Medium Laser                                              40      8.00
2 Heavy N-Gauss(60 rounds) FL/R        60     60     60     60   72 28,060.00
4 LB 10-X AC(200 rounds)   FL/R     2(24)  2(24)     --     --   16    128.00
4 ER PPC                   FL/R     4(40)  4(40)  4(40)     --  120     56.00
3 NL55                     L/RBS       30     30     30     30  510  6,600.00
  3 NL45                                                        420  5,400.00
3 NL45                     L/RBS       14     14     14     14  420  5,400.00
4 AR10 (40 KW, 40 WS, 40 B)L/RBS        *      *      *      *  160 11,600.00
4 LRM 20+ArtIV(120 rounds) L/RBS    6(64)  6(64)  6(64)     --   48    128.00
5 Small Laser              L/RBS    2(15)     --     --     --   10      5.00
4 ER Large Laser           L/RBS    5(52)  5(52)  3(32)     --   96     40.00
  4 ER Medium Laser                                              40      8.00
4 LB 10-X AC(200 rounds)   L/RBS    2(24)  2(24)     --     --   16    128.00
4 ER PPC                   L/RBS    4(40)  4(40)  4(40)     --  120     56.00
3 NL55                     AL/R        30     30     30     30  510  6,600.00
  3 NL45                                                        420  5,400.00
2 Heavy NPPC               AL/R        30     30     30     30  900 12,000.00
4 AR10 (40 KW, 40 WS, 40 B)AL/R         *      *      *      *  160 11,600.00
4 LRM 20+ArtIV(120 rounds) AL/R     6(64)  6(64)  6(64)     --   48    128.00
5 Small Laser              AL/R     2(15)     --     --     --   10      5.00
4 ER Large Laser           AL/R     5(52)  5(52)  3(32)     --   96     40.00
  4 ER Medium Laser                                              40      8.00
4 LB 10-X AC(200 rounds)   AL/R     2(24)  2(24)     --     --   16    128.00
4 ER PPC                   AL/R     4(40)  4(40)  4(40)     --  120     56.00
4 NL55                     Aft         22     22     22     22  340  4,400.00
4 LRM 20+ArtIV(120 rounds) Aft      6(64)  6(64)  6(64)     --   24     64.00
5 Small Laser              Aft      2(15)     --     --     --    5      2.50
4 ER Large Laser           Aft      5(52)  5(52)  3(32)     --   48     20.00
  4 ER Medium Laser                                              20      4.00
4 LB 10-X AC(200 rounds)   Aft      2(24)  2(24)     --     --    8     64.00
4 ER PPC                   Aft      4(40)  4(40)  4(40)     --   60     28.00
------------------------------------------------------------------------------
TOTALS:                                            Heat: 8,818     560,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        1,945,904,000 C-Bills
Battle Value:      282,113
Cost per BV:       6,897.6
Weapon Value:      111,838 (Ratio = .40)
Damage Factors:    SRV = 8,133;  MRV = 7,743;  LRV = 5,585;  ERV = 2,117
Maintenance:       Maintenance Point Value (MPV) = 630,964
                   (67,204 Structure, 268,800 Life Support, 294,960 Weapons)
                   Support Points (SP) = 0  (0% of MPV)
BattleForce2:      Not applicable
Logged
Once is an accident.
Twice is a coincidence.
Three times is an enemy action

Starbug

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The Outer Colonies Region
« Reply #86 on: June 19, 2011, 07:43:05 PM »

Outer Colonies Defence Force
Commissioned & Enlisted Ranks

Ground Forces (Infantry/Armor/BattleMech):
Commanding General (only used in times of war)
General
Lieutenant General
Major General
Brigadier
Colonel
Lieutenant Colonel
Major
Captain
1st Lieutenant
2nd Lieutenant
Regimental Sergeant Major
Colour Sergeant/Staff Sergeant
Company Sergeant Major
Sergeant
Corporal
Lance Corporal
Private/MechWarrior 1st Class
Private/MechWarrior 2nd Class

Naval Forces (Fleet & Fleet Air Arm):
Admiral of the Fleet (only used in times of war)
Admiral
Vice Admiral
Rear Admiral
Commodore of the Fleet (Honorary rank for senior Captain in active service)
Commodore (Honorary rank for senior Captain in operational area)
Captain
Commander
Lieutenant Commander
Lieutenant
Sub Lieutenant
Warrant Officer 1st Class
Warrant Officer 2nd Class
Master Chief Petty Officer
Chief Petty Officer
Petty Officer
Leading Rate
Able Rate
Seaman

Marines:
Rear Admiral
Captain
Commander
Lieutenant Commander
Lieutenant
Sub Lieutenant
Warrant Officer 1st Class
Warrant Officer 2nd Class
Sergeant Major
Sergeant
Corporal
Lance Corporal
Marine

Air Core:
Air Chief Marshal (only used in times of war)
Air Marshall
Vice-Air Marshall
Air Commodore
Group Captain
Wing Commander
Squadron Leader
Flight Lieutenant
Flying Officer
Pilot Officer
Warrant Officer
Flight Sergeant
Sergeant
Corporal
Airman

Engineering/Support Ranks:
Colonel
Lieutenant Colonel
Major
Captain
Lieutenant
Staff Sergeant
Sergeant Major
Sergeant
Senior Crew Chief
Crew Chief
Chief Technician
Technician 1st class
Technician 2nd class
Assistant Technician 1st class
Assistant Technician 2nd class

Miscellanies ranks & positions:
Judge Advocate General (JAG): senior military lawyer
Quartermaster General: senior supply/support officer
Tech-Master General: senior technician/engineer
Commander Air Group (CAG): senior pilot assigned to warship/space-station
Specialist: enlisted rank with extra training in a given area
Kommandant: Commander of military academy
Logged
Once is an accident.
Twice is a coincidence.
Three times is an enemy action

Starbug

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The Outer Colonies Region
« Reply #87 on: June 19, 2011, 07:44:41 PM »

Important Battles & Campaigns

2781: Operation KATHLEEN
Attempted invasion of the Outer Colonies by the Rim Worlds Republic.

2779: Operation PIKE
Fleet action to defend the Hamunaptra system naval reserve from pirate attack.

2816-2817: Operation WAR HARVEST
Series of war-games across the Outer Colonies involving both line and militia units.

2821: Operation BOXWOOD GREEN
Expeditionary force sent to relive detachment of Knights Templar stranded on Blood by pirate counter-attack.

2860-2861: Operation WAR HARVEST II
Series of war-games across the Outer Colonies involving both line and militia units.

2901-2902: Operation WAR HARVEST III
Series of war-games across the Outer Colonies involving both line and militia units.

2924: Operation DEADWOOD
Peacekeeping intervention in the Alianza Española Civil War. Saw combat between OCDF forces and rebels backed by the Reman Imperium.

2930-2931: Operation WAR HARVEST IV
Series of war-games across the Outer Colonies involving both line and militia units.

2951: Operation BLUE THUNDER
Joint OCDF/Knights Templar expedition to Teach system.

2960: Operation DIAMOND DAGGER
Hostage rescue mission on Hogan.

2965: Operation PEACEMAKER
Joint OCDF/Colonial Marshals sweep of nearby systems for known pirates and wanted fugitives.

2972-2973: Operation WAR HARVEST V
Series of war-games across the Outer Colonies involving both line and militia units.

2986: Operation JERICHO
Knights Templar peacekeeping mission to Tipperary. Aborted due to high casualty rate and minimal chance of success.

2999-3000: Operation WAR HARVEST VI
Series of war-games across the Outer Colonies involving both line and militia units.

3021: Operation GHOST DANCE
Action thought by Knights Templar on Oz to defend refugee camp against pirate attack.

3025: Operation STARDUST
Joint OCDF/Knights Templar expedition to Blood system.

3026: Operation NORTH STAR
Joint OCDF/Knights Templar expedition to Teach and Patch systems.

3049: Operation EVERGREEN
War-games exercise between OCDF, Knights Templar and Shakespeare Planetary Militia. Ended early due to pirate attack.

3061: Operation STORM RIDER
Joint OCDF/Knights Templar expedition to liberate Redemption from pirate rule. Notable for high casualty rate and near total destruction of pirate forces. Colonel Carl Knute of the McEvedy Guards awarded posthumous Cameron Cross for his actions that saved civilian lives at the cost of his own.

3065: Operation ARMAGEDDON
Full invasion simulation carried out between OCDF forces on Rorke's Drift. Involves separate deep-space fleet actions and simulated planetary assault. Notable due to use of Clan style tactics and unit formation by Aggressor Force.

3066-3067: Operation WAR HARVEST VII
Proposed series of war-games across the Outer Colonies involving both line and militia units.
Logged
Once is an accident.
Twice is a coincidence.
Three times is an enemy action

Starbug

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« Reply #88 on: June 20, 2011, 05:49:43 PM »

                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  South Dakota Class BattleShip
Tech:              Inner Sphere / 3067
Vessel Type:       WarShip
Rules:             Level 2, Custom design
Rules Set:         AeroTech2

Mass:              1,750,000 tons
Hull:              Galadin SYN
K-F Drive System:  KF Tiger I
Length:            1,500 meters
Sail Diameter:     1,500 meters
Power Plant:       Rolls Royce Kraken
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Panthex YM1 Lamellor Ferro-carbide
Armament:         
   16 Maelstrom AR10 Launchers
   24 Sunspot-3L Particle Projection Cannons
   78 Hellion-55 Series Naval Lasers
   40 RAMTech 1200X ER Large Lasers
   32 Pontiac 50 Autocannons
    8 Armstron II 35-Series Autocannons
Manufacturer:   Argo Yards
  Location:     Rorkes Drift
Communications System:  Pathfinder 43CD
Targeting & Tracking System:  MORSAT
------------------------------------------------------------------------------
==Overview:==
     The 3067 Strategic Defence Review sited several glaring problems with the
Outer Colonies Defence Force, mainly its reliance on equipment that was
hundreds of years old. With the cost of updating everything to modern
standards prohibitive, the derision was made to come up with entirely new
designs to compliment the existing order of battle.
     Based on the venerable Star League era Texas, the South Dakota class was
created to counter the large number of Battleship's in the Clan fleets, and
can cripple a ship of similar mass with one or two well placed broadsides.

==Capabilities:==
     Taking the base frame of the Texas and extending it slightly, the team
behind the South Dakota came up with a much more powerful design intended to
engage other Battleships in fleet actions, with or without the support of
screening units. Much faster then many comparative designs, the South Dakota
is also light on docking collars, a move driven by financial considerations on
a project that was already over budget.
     With an armament built around Heavy Particle Projection Cannons and large
calibre Lasers, the South Dakota can operate for a prolonged period of time
away from support elements. Backing these up are a large number of capital
scale autocannons and missile launchers, we well as a number of smaller
weapons intended for anti-fighter and point-defence. A thick amour belt, much
improved over that of the Texas, should, in theory, allow the South Dakota to
take more damage then its predecessor. It also has a re-enforced internal
structure, making it much more resilient to even penetrating hits, with
computer simulations showing the vessel still capable of moving under its own
power with up to 80% armour loss.

==Notable Vessels & Crews:==
SLS South Dakota (Under Construction)
SLS Ohio (Under Construction)
SLS Indiana (Under Construction)
SLS Massachusetts (Planned)
SLS Alabama (Planned)
SLS North Carolina (Planned)
SLS Washington (Planned)
SLS Iowa (Planned)
SLS Wyoming (Planned)
SLS Florida (Planned)
SLS Montana (Planned)
SLS Maine (Planned)

==Deployment==
     The first three of a planned run of twelve are under construction at the
recently reopened and expanded Argo Yards in orbit of Rorkes Drift. The cost
and complexity involved mean that each ship is expected to take two yours to
complete, with the last one not expected to enter service before 3078.
     When they are completed, they will form the backbone of two roving Battle
Fleets that will act as a rapid-reaction force against any intruders, as well
as a Red Team for training existing forces and testing the new SDS Drone
system.

------------------------------------------------------------------------------
Class/Model/Name:  South Dakota Class BattleShip
Mass:              1,750,000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                      420,000.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
Kearny-Fuchida Hyperdrive:  Compact (Integrity = 34)               791,875.00
Lithium Fusion Battery                                              17,500.00
Jump Sail (Detachable): (Integrity = 7)                                118.00
Structural Integrity: 100                                          175,000.00
Total Heat Sinks:    6,950 Double                                    5,989.00
Fuel & Fuel Pumps:                                                   4,590.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:              4,375.00
Fire Control Computers:                                             17,746.00
Food & Water:  (243 days supply)                                     1,000.00
Armor Type:  Lamellor Ferro-carbide  (2,585 total armor pts)         2,525.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                478
   Fore-Left/Right:                  430/430
   Aft-Left/Right:                   430/430
   Aft:                                 387

Cargo:
   Bay 1:  Small Craft (10) with 2 doors                             2,000.00
           Fighters (36) with 6 doors                                5,400.00
   Bay 2:  Cargo (1) with 4 doors                                   36,250.00

DropShip Capacity:  2 Docking Hardpoints                             2,000.00
Grav Deck #1:  (95-meter diameter)                                      50.00
Grav Deck #2:  (55-meter diameter)                                      50.00
Grav Deck #3:  (65-meter diameter)                                      50.00
Life Boats:  65 (7 tons each)                                          455.00
Escape Pods:  65 (7 tons each)                                         455.00

Crew and Passengers:
    110 Officers (95 minimum)                                        1,100.00
    320 Crew (285 minimum)                                           2,240.00
    150 Gunners (138 minimum)                                        1,050.00
     84 Marines                                                        420.00
     36 Marine Battle Armor Troopers/Elementals                        252.00
    122 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 AR10 (20 KW, 20 WS, 20 B)Nose         *      *      *      *   40  2,900.00
4 Heavy NPPC               Nose        60     60     60     60  900 12,000.00
4 NL55                     Nose        22     22     22     22  340  4,400.00
5 ER Large Laser           Nose     4(40)  4(40)  4(40)     --   60     25.00
4 Autocannon/10(120 rounds)Nose     4(40)  4(40)     --     --   12     60.00
4 Heavy NPPC               FL/R        60     60     60     60 1800 24,000.00
2 AR10 (20 KW, 20 WS, 20 B)FL/R         *      *      *      *   80  5,800.00
12 NL55                    FL/R        66     66     66     66 2040 26,400.00
5 ER Large Laser           FL/R     4(40)  4(40)  4(40)     --  120     50.00
4 Autocannon/10(120 rounds)FL/R     4(40)  4(40)     --     --   24    120.00
10 NL55                    L/RBS       55     55     55     55 1700 22,000.00
2 AR10 (20 KW, 20 WS, 20 B)L/RBS        *      *      *      *   80  5,800.00
2 NAC/35(20 rounds)        L/RBS       70     70     --     --  480 16,040.00
2 NAC/35(20 rounds)        L/RBS       70     70     --     --  480 16,040.00
5 ER Large Laser           L/RBS    4(40)  4(40)  4(40)     --  120     50.00
4 Autocannon/10(120 rounds)L/RBS    4(40)  4(40)     --     --   24    120.00
10 NL55                    AL/R        55     55     55     55 1700 22,000.00
2 AR10 (20 KW, 20 WS, 20 B)AL/R         *      *      *      *   80  5,800.00
4 Heavy NPPC               AL/R        60     60     60     60 1800 24,000.00
5 ER Large Laser           AL/R     4(40)  4(40)  4(40)     --  120     50.00
4 Autocannon/10(120 rounds)AL/R     4(40)  4(40)     --     --   24    120.00
10 NL55                    Aft         55     55     55     55  850 11,000.00
2 AR10 (20 KW, 20 WS, 20 B)Aft          *      *      *      *   40  2,900.00
4 Heavy NPPC               Aft         60     60     60     60  900 12,000.00
5 ER Large Laser           Aft      4(40)  4(40)  4(40)     --   60     25.00
4 Autocannon/10(120 rounds)Aft      4(40)  4(40)     --     --   12     60.00
1 Lot Spare Parts (2.50%)                                           43,750.00
------------------------------------------------------------------------------
TOTALS:                                           Heat: 13,886   1,750,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        11,624,984,000 C-Bills
Battle Value:      249,227
Cost per BV:       46,644.16
Weapon Value:      168,091 (Ratio = .67)
Damage Factors:    SRV = 10,973;  MRV = 10,848;  LRV = 8,272;  ERV = 2,468
Maintenance:       Maintenance Point Value (MPV) = 1,121,528
                   (192,542 Structure, 540,288 Life Support, 388,698 Weapons)
                   Support Points (SP) = 1,298,250  (116% of MPV)
BattleForce2:      Not applicable
Logged
Once is an accident.
Twice is a coincidence.
Three times is an enemy action

Starbug

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The Outer Colonies Region
« Reply #89 on: June 20, 2011, 06:39:50 PM »

                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Morningstar class Frigate
Tech:              Inner Sphere / 3067
Vessel Type:       WarShip
Rules:             Level 2, Custom design
Rules Set:         AeroTech2

Mass:              650,000 tons
Hull:              Lycomb 11
K-F Drive System:  KF King IX
Length:            700 meters
Sail Diameter:     1,150 meters
Power Plant:       GM 8050 Starlifters
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Hellespont Lite Ferro-carbide
Armament:         
   32 Maxell-45 Series Naval Lasers
   48 ChrisComp Small Lasers
    4 Killer Whale Missile Launchers
   32 Pontiac 50 Autocannons
   32 RAMTech 1200X ER Large Lasers
   24 Barracud Missile Launchers
   16 Luxor-10 Series Naval Autocannons
Manufacturer:   Newport News Shipbuilding Inc.
  Location:     New Jersey
Communications System:  Build 1700/1 Tacticom
Targeting & Tracking System:  Garret D2j
------------------------------------------------------------------------------
==Overview:==
     The Morningstar class Frigate is a new design to be built by Newport News
Shipbuilding to act as a anti-fighter screening unit for the new South Dakota
class Battleships.

==Capabilities:==
     Built to be relatively self-sufficient for long periods of time, the
Morningstar relies mainly on Naval Lasers to take down DropShips and Aerospace
Fighters, while saving its naval autocannons and heavy missiles on the off
chance it should find its self going up against anything bigger. Multiple
smaller weapons emplacements and a fighter wing of its own round out the
compliment.
     The Morningstar also carries a detachment of marines, as well as up to
four assault shuttles for boarding actions. Is has, however, only one docking
collar, which can be used to transport either an assault DropShip or a fighter
carrier to increase its air wing.

==Notable Vessels & Crews:==
SLS Morningstar (Under Construction)
SLS Gabriel (Under Construction)
SLS Seraphim (Under Construction)

==Deployment==
     Three ships in the Morningstar class have been ordered to date, with more
expected to follow. A much simpler design than the massive battle wagons they
will be escorting, each frigate is expected to take only eighteen months to
build, with the first ready for active deployment by 3070.

------------------------------------------------------------------------------
Class/Model/Name:  Morningstar class Frigate
Mass:              650,000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                      156,000.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
Kearny-Fuchida Hyperdrive:  Compact (Integrity = 14)               294,125.00
Lithium Fusion Battery                                               6,500.00
Jump Sail (Detachable): (Integrity = 4)                                 62.00
Structural Integrity: 75                                            48,750.00
Total Heat Sinks:    1,785 Double                                    1,182.00
Fuel & Fuel Pumps:                                                   5,610.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:              1,625.00
Fire Control Computers:                                              5,624.00
Food & Water:  (324 days supply)                                       615.50
Armor Type:  Ferro-carbide  (828 total armor pts)                      974.50
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                152
   Fore-Left/Right:                  138/138
   Aft-Left/Right:                   138/138
   Aft:                                 124

Cargo:
   Bay 1:  Fighters (12) with 4 doors                                1,800.00
           Small Craft (4)                                             800.00
   Bay 2:  Cargo (1) with 2 doors                                   25,000.00

DropShip Capacity:  1 Docking Hardpoints                             1,000.00
Grav Deck #1:  (85-meter diameter)                                      50.00
Life Boats:  30 (7 tons each)                                          210.00
Escape Pods:  30 (7 tons each)                                         210.00

Crew and Passengers:
     60 Officers (49 minimum)                                          600.00
    136 Crew (115 minimum)                                             952.00
    100 Gunners (95 minimum)                                           700.00
     28 Marines                                                        140.00
     12 Marine Battle Armor Troopers/Elementals                         84.00
     44 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
4 NL45                     Nose        18     18     18     18  280  3,600.00
6 Small Laser              Nose     2(18)     --     --     --    6      3.00
2 Killer Whale(60 msls)    Nose         8      8      8      8   40  3,300.00
4 Autocannon/10(200 rounds)Nose     4(40)  4(40)     --     --   12     68.00
4 ER Large Laser           Nose     3(32)  3(32)  3(32)     --   48     20.00
4 NL45                     FL/R        18     18     18     18  560  7,200.00
6 Small Laser              FL/R     2(18)     --     --     --   12      6.00
4 Barracuda(60 msls)       FL/R         8      8      8      8   80  4,320.00
4 Autocannon/10(200 rounds)FL/R     4(40)  4(40)     --     --   24    136.00
4 ER Large Laser           FL/R     3(32)  3(32)  3(32)     --   96     40.00
4 NL45                     L/RBS       18     18     18     18  560  7,200.00
6 Small Laser              L/RBS    2(18)     --     --     --   12      6.00
4 NAC/10(60 rounds)        L/RBS       40     40     40     --  240 16,024.00
4 NAC/10(60 rounds)        L/RBS       40     40     40     --  240 16,024.00
4 Barracuda(60 msls)       L/RBS        8      8      8      8   80  4,320.00
4 Autocannon/10(200 rounds)L/RBS    4(40)  4(40)     --     --   24    136.00
4 ER Large Laser           L/RBS    3(32)  3(32)  3(32)     --   96     40.00
4 NL45                     AL/R        18     18     18     18  560  7,200.00
6 Small Laser              AL/R     2(18)     --     --     --   12      6.00
4 Barracuda(60 msls)       AL/R         8      8      8      8   80  4,320.00
4 Autocannon/10(200 rounds)AL/R     4(40)  4(40)     --     --   24    136.00
4 ER Large Laser           AL/R     3(32)  3(32)  3(32)     --   96     40.00
4 NL45                     Aft         18     18     18     18  280  3,600.00
6 Small Laser              Aft      2(18)     --     --     --    6      3.00
2 Killer Whale(60 msls)    Aft          8      8      8      8   40  3,300.00
4 Autocannon/10(200 rounds)Aft      4(40)  4(40)     --     --   12     68.00
4 ER Large Laser           Aft      3(32)  3(32)  3(32)     --   48     20.00
1 Lot Spare Parts (2.50%)                                           16,250.00
------------------------------------------------------------------------------
TOTALS:                                            Heat: 3,568     650,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        7,303,423,000 C-Bills
Battle Value:      113,854
Cost per BV:       64,147.27
Weapon Value:      62,368 (Ratio = .55)
Damage Factors:    SRV = 4,073;  MRV = 3,829;  LRV = 2,822;  ERV = 1,172
Maintenance:       Maintenance Point Value (MPV) = 380,193
                   (55,419 Structure, 204,412 Life Support, 120,362 Weapons)
                   Support Points (SP) = 361,468  (95% of MPV)
BattleForce2:      Not applicable
Logged
Once is an accident.
Twice is a coincidence.
Three times is an enemy action
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