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This site was recommended to me by Red Pins over at CBT.com, so I thought I'd show you what I have.
Here is a little something that surprised even me: it seems that somewhere out in the deep Periphery, past the Chainelane Isles and the Hanseatic League, so far off the map it's almost into the realms of “here be dragons!â€, there may well be a little corner of the old Star League still running along like the last 300 years never happened. I only know about this place because a contact of mine 'acquired' a book about it during a card-game with some independent prospectors in the employ of Interstellar Expeditions, out on Cyclops Station, and thought it might interest me. It was printed on high quality paper, and has the look and feel of a High School text book. Normally I wouldn't even look twice at something like this, but my contact insisted it was legitimate, and I've learnt to trust her instincts on this sort of thing.
So, just who are these so-called Outer Colonies? And where did they come from?
That, as ever, is the 64,000 C-Bill question...
-Starling
Extracts from:
A concise history of the Outer Colonies region of the Star League
by Dr Douglas Fitzpatrick, Ph.D.
(Port Stanley Free Press, 3046)
(https://obtforum.com/forum/proxy.php?request=http%3A%2F%2Fwww.solaris7.com%2Ffiles%2Fmembers%2F1676%2FOuter_Colonies.JPG&hash=f9f51acd3f4342fc5ea8688c7262a47dff2e79e5)
“Democracy may be only a few steps removed from anarchy, but at least it's not as loud...â€
Chairman The Right Honourable Peter C. Clemence, inauguration speech, 3040
The Founding
Of Tragedy & Triumph
The worlds we know of today as the Outer Colonies had a rather troubled birth. What records we have of those early days seem to indicate that the first people to reach and settle these worlds were trying to escape the ravages of the Age of War by picking a direction seemingly at random and then moving on until they were into truly unknown space. Here they found a small cluster of habitable worlds, many never having known the footsteps of man, and decided to settle. We know that not all of those settlements proved successful, as proven by the abandoned dwellings on Arixo and Hamunaptra, but most of the worlds were more hospitable, and our ancestors survived.
It is not known if the Knights Templar arrived with this first wave, or later on. There is certainly evidence that their enclave on Last Post was founded around this time. Only the Knights themselves know the truth, and they are as ever tight lipped about their past.
Those early pioneers would have had few of the ammonites we take for granted these days; they had no Hyper-Pulse generators, and their few JumpShip’s were crude, primitive relics that today would never be allowed to break orbit, let alone travel between stars. But there is evidence, both aetiological and genetic that they managed to maintain at least some semblance of contact between each other, even as their general level of technological sophistication dropped to around that of pre-diaspora Terra. A few lost ships found their way out from the Inner Sphere, mainly refuges who were likewise seeking to escape the escalating violence that was enveloping the worlds closer to Terra, while others were simply people who wanted to see just how far they could get. This brought fresh blood and fresh ideas to the struggling colonies, bootstrapping them back up to the level they had been when they first arrived. Still far from anything like the Core worlds, they could at least keep their heads above water.
Some limited contact was maintained with the rest of humanity, normal in the form of gossip picked up from the handful of merchants brave or foolish enough to venture so far out for so little profit, but for the most part they were content to keep to themselves and leave the rest of humanity to its own affairs.
The Star League Ascendant
Birth of the Outer Colonies
All this ended in 2602, when a ship arrived in the Rockall system and announced that the inhabitants were now citizens of the Star League, and news soon spread among the other habitable worlds, and much was debated about how to respond to this development. What little news that had reached our worlds about the fall of the old Terran Alliance and the Rise of the Terran Hegemony under the Cameron Star had been thought of as little more than minor trivia, but now seemed to be much more important. Some spoke of mounting a defence, but any such ideas were soon crushed by the appearance of the first BattleMech's ever to be seen in this part of space. Others decided to move on, and left for the endless expanse of space anti-spinward, many never to be seen again, their fates unknown.
But most saw that there was more to gain by submitting to Star League rule, and the Outer Colonies as we now know them was formed. Being so far from any other habitable area, the Star League saw it necessary to build up the maintenance and support facilities needed to maintain regular transport and communications between the newly designated regional capital of Port Stanley and the rest of the Star League. This saw the construction of what would become Clarke Station and the other orbital
The Reunification War
Lucky Number 7
The rumblings of discontent were felt long before the first shots were fired on Santiago, and the Star League Defence Force decided to station extra troops and ships in the Outer Colonies. Primarily this was to guard against attacks on the vital ship yards and supply bases, but it also served to remind the inhabitants that they were very much a part of the Star League, and that any talk of sedition would not be tolerated. While there were no doubt some who would have been happier if their world had been independent, there was nothing organised and the minuscule size of the local economy compared to other regions meant that there had never been any real plans to tax the locals beyond what was needed to keep the local garrison operational. Yet despite this the 7th Royal Armored Division, Star League Defence Force arrived in 2574, after nearly two years in transit. Due to the distances involved, most of the troops had brought their families with them, adding a fresh influx of civilians to the towns and cites they were stationed near. Most of the troops were stationed on Port Stanley, necessitating the building of what would become the factory-city of Fox Bay, to produce tools, spare parts and replacement equipment.
They also brought with them a number of warships, including the McKenna class Battleship SLS Vanguard, which serves as our flagship even to this day.
While the predicted war finally broke in 2577, the fighting never reached the Outer Colonies; our isolated nature, limited resources and almost non-existent strategic value meant that none of the Periphery realms was willing to mount an expedition so far from home, although they did mount attacks on the network of automated Hyper-Pulse stations that formed the only link between the Colonies and the rest of the Star League, causing several breaks in communication.
One such break happened just before the usurper Stefan Amaris launched his bloody coup d'etat on distant Terra.
The Battle of Port Stanley
Patriots and Tyrants
Despite the previously mentioned reasons, or maybe because he wanted a dagger behind General Kerensky’s back, Amaris ordered a Task Force to attack and if possible capture the Outer Colonies. Code-named Operation: Kathleen, it consisted of one BattleMech and two infantry Divisions, along with a number of warships, mainly older Star League designs that had been sold off as surplus. Given the limited time between the coup on Terra and the arrival of the task force, it is obvious that they set out before the coup took place, a bold move on the part of the usurper.
The Rim Worlds forces arrived in the Port Stanley system by pirate point and immediately moved to take the planet. While their warship escort moved to engage the solitary Star League ships in orbit, the Texas class SLS New Mexico, the troops made a combat drop, landing in the hills to the south of the planetary capital, San Carlos. Against them stood the 131st Royal Brigade (the Grenadier Guards, the 6th Dragoons and the Java Hussars) and the 417th 'Celtic' Brigade (the Irish Guards, the Lenox Rangers and the Cameron Highlanders) and supporting armour and infantry (including the 7th Royal Gurkha Rifles), defending San Carlos. The Argyle Highlanders and the Green Howards BattleMech regiments were spread out across the rest of the planet, in Battalion and Company sized detachments, while other light infantry units were still in the process of training up and equipping a planetary militia.
The commander of the Rim Worlds forces ordered his counterpart to stand down to avoid further loss of life, but the order was refused and sent back, ordering the invaders to stand down in the name of the Star League. At this point the Rim Worlds commander started mocking the SLDF troops, reminding them that House Cameron was no more, and that Stefan Amaris was now First Lord. This enraged the outnumbered defenders, and they sent back a single word reply “Nuts!†while they started to dig in. So as the battle for orbital control continued to rage, with the New Mexico holding off two antiquated Monsoon class Battleships, the ground war began.
Attacking across a broad front in a bid to find a weak point in the Star League lines, the Rim Worlds forces destroyed everything in their path, hoping to draw the defenders out of their hastily prepared positions and into open ground, where the attackers heavier numbers would off set their technological disadvantage. But the Star League units refused to take the bait, sending out local militia units that knew the ground better than anyone else to harass and hinder the invaders. Bridges were blown, roads mined under a policy of scorched earth, trading land for time. Finally the troops of Operation: Kathleen reached the outer defences, a staggered line of light armour and infantry only 20km from the outskirts of San Carlos. They attacked as one, only to find themselves walking into a trap as dozens of artillery pieces and Arrow IV equipped unleashed a single massive volley that ripped into their leading edge, forcing them to close to near point-blank range, negating their advantage over the poorly equipped militia. Fighting for their homes, the first line sold themselves dearly, holding the Rim Worlds forces in place for almost a quarter of an hour while fire continued to rain from the sky.
Finally overwhelming the first line of defence, the invaders found themselves faced with a hastily constructed minefield created using commercial grade explosives intended for the mountains to the north of the city. While not as powerful as military-grade devices, they were still capable of damaging BattleMech's and armoured fighting vehicles, and slaughtered infantry. Beyond this lay the SLDF troops, some 10km from the city itself, arranged with overlapping fields of fire and pre-selected kill-boxes for their remaining artillery. Despite this they were still outnumbered almost three to one, and every soldier knew that the battle was far from won.
Never in the history of our worlds has such a clash of arms take place; the death toll that day ran into the thousands, and wreckage still litters the battlefield almost three centuries later. Time after time the Rim Worlds forces attacked, and time after time the Star League troops held the line. But it wasn't until the SLS Vanguard made her famous in-system jump to the L1 Lagrange Point and assisted the badly damaged New Mexico in finishing off her opponents, finally securing orbital superiority.
Faced with hostile warships in orbit, the remaining members of Operation: Kathleen attempted to retreat to their DropShip’s, only to find the way blocked by the newly arrived Knights Templar, with elements of the Argyle Highlanders and the Green Howards in support. They attempted to break through the Knights line in the centre, but the mysterious order of warrior-monks refused to yield, willing to die where they stood rather than take one step back. With an immovable enemy before them, and fresh Star League troops starting to envelop them from the flanks, the surviving Rim Worlds forces had little choice but to surrender, especially when the Vanguard threatened turn her weapons upon the surface.
And so, while battered and bleeding, but never broken, the men and women of the 7th Royal Armored Division, and their local allies, stood victorious.
The Fall of the Star League
The beginning of the Long Night
The remainder of the Star League Civil-War passed without further attack. In 2778 a number of Rim Worlds Republic ships, fleeing the destruction of their realm and seeking to disappear into the deep Periphery arrived in the San Antonio system and were immediately seized by the local picket forces. Their ships were in a poor state or repair, and the two Naga class Destroyers they had with them showed signs of battle damage. With their ships impounded, many of the civilians on board came forward with stories of enslavement, torture, rape and murder levelled against the crews and military units travelling with them. A full investigation was launched into these claims, resulting in the infamous Albuquerque Trials, where over three hundred men and women of the Rim Worlds Armed Forces were tried and convicted of a multitude of crimes by a military tribunal. Over two hundred were sentenced to death by hanging, while those found guilty of lesser crimes received lengthy custodial sentences.
It should be noted, at this time, that most of the indentured troops were never charged with any crimes. Indeed, a large percentage were conscripts given little choice but to fight in a war that was not of their making. To this day, there are many citizens who can trace at least part of their ancestry back to those press-ganged soldiers and their equally involuntary travailing companions.
Continued attacks on the HPG chains meant that news of the end of the Civil War, and the execution of the usurper Amaris, did not reach our worlds until several years after event, during which ships suffering the effects of battle or long periods away from home port continued to arrive in the Outer Colonies, some refitting and making the long journey back to the Inner Sphere, but most forced to stay and await the chance to undergo extensive repairs and maintenance in the over-worked shipyards over Port Stanley and Rorke's Drift.
The inability to fully repair or maintain the many HPG stations meant that communications with far distant Terra became even more sporadic then normal. It was at this time that General Kerensky decided upon the course of action that became known as Operation Exodus. Orders were sent to the 7th Royal Armored Division to load up what supplies and equipment they could and to to return to Outreach. It goes without saying that the loyal troops of the 7th would have followed this order, but it was not delivered until two years after General Kerensky had left. Missions sent to try and find the General and his followers failed, and the 7th found it’s self an army without a General or a home, defending an area of space that no-one laid claim to but themselves. Deciding to follow the essence of the orders, the SLDF troops severed all ties with the Inner Sphere and covered their tracks to make it look like they had left with Kerensky: the remaining HPG stations where taken off-line and mothballed.
The bulk of the fleet was likewise mothballed; moved to the uninhabited Hamunaptra system where they could be kept safe untill General Kerensky or his sucsesser returned.
To govern the ten worlds they now controlled, the SLDF troops set up democratic governments: Each world elected a representative to serve for 6 standard-years. These representatives became the core of the government, with each attending the assembly hall on Port Stanley to represent their world in the Council of 11, the central governing body that is responsible for deciding on that mater concerning the Colonies as a whole. De-centralised and favouring a more hands-off style, the Council allows the words to run themselves, only intervening in matters that attain to the Outer Colonies as a whole.
The 11th member of the Council is the commanding officer of the Outer Colonise Defence Force, as the 7th Royal Armored Division was re-named in 2804, who acts as a chairperson and can cast the deciding vote in the event of a deadlock. There are several guidelines in place to keep any of the Council members from gaining too much power: the lessons learned with the fall of the Star League where put to good use. It is hoped that the Council of 11 is as open to the populace as is possible and is fully accountable to the people of the Colony worlds.
Strange as this form of government may appear, it has worked for 300 years with no major trouble.
Shattered Dreams
A Voice in the Wilderness
July 14th, 2828 will forever be known as the day all dreams of a restored Star League under the leadership and protection of General Kerensky's exiled army died.
For it was on that day that a fleet of jumpship’s and the Sovetskii Soyuz class Heavy Cruiser SLS Ivanhoe arrived in the Rorke's Drift system. Their ships bore Star League Defence Force markings and their crews wore the uniform of the 331st Royal BattleMech Division. They spoke of the eventually fate of Kerensky’s army; their long voyage rom the Inner Sphere, the general's death and the rise of his son, Nicholas and the travisty he had turned his followers into. They also brought with them examples of the new techknoelagy that they had helped develop while in exile, including the Iron-Womb system and advances in genetic enginering that still see limited use today. They spoke of trying to break away from this new socity, only to be turned upon by those they had once called brother and forced to flee. Seperated from a second, larger group of survivors, they had headed out in the direction of an old outpost hinted at in their ships navigational computer that they hoped was far enought away to avoid ever being found.
Faced with the knowledge that the Star League that many of them had served was not going to be brought back by the army of Kerensky as they had always dreamed, our ancestors faced a stark choice; give in to dispaire, or maintain the traditions and standards that they had been brought up to belive in. Our people chose the latter, and to this day, we remain perhaps the last true remnant of the Star League.
And so there you have it; a small realm of just over a dozen worlds that claims to be the remains of some lost Star League outpost. Hardly anything new, as at least half the worlds in the deep periphery claim at least some connection to the Star League. And if this was the case here, I'd have just dismissed it as another romantic flight of fancy.
If that's all there was too it, that is.
The book goes on to list and describe all ten worlds in some detail, then provide footnotes of a handful of 'protectorates' and military-outposts. But then it lists some of the ships supposedly hidden away in an otherwise uninhabited system. A quick double check against the few records that survive from the time of the Star League show that ships baring those names and of the types mentioned did exist, and that their fates are listed as either 'unknown' or 'presumed part of Exodus Fleet'. There was also once a 7th Royal Armored Division of the Star League Defence Force, and they were deployed to the periphery some time in the 2570's.
Even so, the book lists over 80 former Star League and periphery navy ships by name. Could there really be a lost treasure-trove of ships out that there would rival any other fleet in existence? Even if the vast majority are too badly damaged to be of any more use than as spare parts, they would be a prize worth a House Lords ransom.
My contact passed a note along with the book, saying that the prospectors she encountered on Cyclops Station were planning to head out in a bid to find these mysterious 'Outer Colonies', with their BattleMech piloting warrior-monks and their cache of Star League weapons as technology. But that was five years ago, and no one has seen or heard anything of them since.
Are they just another in the long line of treasure-hunters who went out looking for fame, fortune and glory in the deep periphery, only to fall victime to one of the many perrials that such a voyage entails?
Or did they perhaps find what they were lookingfor, only for the Outer Colonies to decide that they wished to remain hidden?
I, for one, would be intrested to know the truth, but don't expect to see me heading out there any time soon.
-Starling
The Outer Colonies:
Port Stanley
New Tasmania
San Antonio
New Jersey
Rockall
Last Post
New Jamaica
Vision
Malloy's World
Rorke's Drift
Protectorates:
Helios & Solitude (in same system)
Arixo
Pacifica
Military Outposts:
Hamunaptra
Nomad Station
Columbia
Fort Kerium
Fort Centrum
Fort Dixie
Ticonderoga
I have over 13,000 words worth of background information on the Outer Colonies, but it's so late here it's almost getting early, and I need sleep. Will post more tomorrow.
Hope you enjoyed it,
Starbug
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Nice start, welcome to the boards.
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Agreed! Welcome.
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Some more information for you on the 'Outer Colonise Defence Force'. It's taken from the same book, and should be treated with the same level of scepticism. I showed the numbers to an acquaintance of my and he laughed, saying that there was no way that such a small realm, with less than 10-billion inhabitants across more than a dozen worlds, could imposable field such a disproportionally large army. Then I showed him numbers for pre-diaspora Terra, and reminded him that in the past people have been able to support much larger numbers with a far smaller population base.
It just comes down to how much of your GDP you can afford to spend.
-Starling
I (First) Corps
Port Stanley military region
7th Royal Armored Division
(Port Stanley)
Division Headquarters
Command Company
Regimental HQ Staff
HQ Transport
MP Platoon
131st Royal BattleMech Brigade
The Grenadier Guards
The 6th Dragoons
The Java Hussars
417th Royal Celtic BattleMech Brigade
The Irish Guards
The Lenox Rangers
The Royal Cameron Highlanders
984th Armored Brigade
1st Royal Fusiliers
2nd Royal Fusiliers
1st Royal Striker Regiment
41st Infantry Brigade
7th Royal Gurkha Rifles
22nd Rifles
68th Royal Mechanized Infantry Regiment
Non-Brigade Attached Units
1st Battalion, 101st Royal Artillery Regiment
2nd Battalion, 102nd Royal Electrical and Mechanical Engineers
1st Battalion, 1st Long Range Patrol Regiment
Combat Support Brigade
Brigade HQ Staff
1st Battalion, 5th Heavy Construction Engineers
21st Mobile Army Surgical Hospital
3rd Battalion, 117th Royal Electrical and Mechanical Engineers
1st Battalion, 2nd Combat Support Group
MP Company
Signals Company
2nd Division
(New Tasmania)
Division Headquarters
Command Company
Regimental HQ Staff
HQ Transport
MP Platoon
88th Royal Highland BattleMech Brigade
The Argyll Highlanders
The Gordon Highlanders
The Coldstream Guards
631st Irish BattleMech Brigade
The Royal Irish Rangers
The Royal Irish Fusiliers
1st Cork Grenadiers
9th Armored Brigade
88th Heavy Assault Regiment
98th Striker Regiment
9th Gurkha Tank Regiment
4th Infantry Brigade
The Royal Ulster Rifles
1st Regiment of Rifles
The Aden Rifles
Non-Brigade Attached Units
3rd Battalion, 101st Mechanised Artillery Regiment
3rd Battalion, 41st Combat Engineers
2nd Battalion, 4th Long Range Patrol Regiment
Combat Support Brigade
Brigade HQ Staff
5th Heavy Construction Engineers
5176th Mobile Army Surgical Hospital
1st Battalion, 31st Royal Electrical and Mechanical Engineers
4th Battalion, 2nd Combat Support Group
MP Company
Signals Company
101st Division
(San Antonio)
Division Headquarters
Command Company
Regimental HQ Staff
HQ Transport
MP Platoon
4th Highland Brigade
The Highland Rangers
The Green Howards
30th Royal BattleMech Regiment
9th Royal Brigade
The Royal Cameronians
36th Royal BattleMech Regiment
52nd Royal BattleMech Regiment
16th Amoured Brigade
The Royal Scots Tank Regiment
21st Medium Armored Regiment
2nd Cork Grenadiers Medium
33rd Infantry Brigade
1st Dublin Grenadiers Mechanized Infantry
3rd Royal Heavy Infantry Regiment
49th Royal Mechanized Infantry Regiment
Non-Brigade Attached Units
1st Battalion, 1st Royal Artillery Regiment
2nd Battalion, 102nd Royal Electrical and Mechanical Engineers
A Company, 1st Battalion, 1st Long Range Patrol Regiment
Combat Support Brigade
Brigade HQ Staff
1st Battalion, 5th Heavy Construction Engineers
21st Mobile Army Surgical Hospital
3rd Battalion, 117th Royal Electrical and Mechanical Engineers
1st Battalion, 2nd Combat Support Group
MP Company
Signals Company
II (Second) Corps
New Jersey Military Region
41st Division
(New Jersey)
Division Headquarters
Command Company
Regimental HQ Staff
HQ Transport
MP Platoon
643rd BattleMech Brigade
The Redbank Fusiliers
The Jersey Rangers
The Rocky Mountain Rangers
66th Royal Highland Brigade
The First Lords Own Scottish Borderers
The Royal Scots Fusiliers
The Royal Highland Fusiliers
14th Armored Brigade
23rd Rockall Regiment
38th Rockall Regiment
2nd Cork Grenadiers
647th Infantry Brigade
89th Royal Infantry Regiment
103rd Royal Infantry Regiment
123rd Royal Infantry Regiment
Non-Brigade Attached Units
3rd Battalion, 1st Royal Artillery Regiment
1st Battalion, 41st Combat Engineers
1st Battalion, 4th Long Range Patrol Regiment
Combat Support Brigade
Brigade HQ Staff
5th Battalion, 2nd Combat Support Group
101st Mobile Army Surgical Hospital
3rd Battalion, 58th Combat Engineers
2nd Battalion, 31st Royal Electrical and Mechanical Engineers
MP Company
Signals Company
96th Division
(Rockall)
Division Headquarters
Command Company
Regimental HQ Staff
HQ Transport
MP Platoon
99th Cavalry Brigade
20th Royal Cavalry Regiment
23rd Royal Cavalry Regiment
48th Heavy Cavalry Regiment
38th Royal BattleMech Brigade
63rd Royal Striker Regiment
73rd Royal Striker Regiment
40th Royal Heavy Regiment
13th Armored Brigade
1st Dublin Grenadiers
Hannibal’s Hoplite's
14th Medium Tank Regiment
4th Royal Infantry Brigade
51st Regiment of Rifles
83rd Regiment of Rifles
92nd Regiment of Rifles
Non-Brigade Attached Units
1st Battalion, 4th Royal Heavy Horse Artillery
1st Battalion, 4th Royal Electrical and Mechanical Engineers
3rd Battalion, 1st Long Range Patrol Regiment
Combat Support Brigade
Brigade HQ Staff
7th Battalion, 2nd Combat Support Group
82nd Field Hospital
3rd Battalion, 4th Royal Electrical and Mechanical Engineers
1st Battalion, 54th Engineering Regiment
MP Company
Signals Company
88th Division
(Last Post)
Division Headquarters
Command Company
Regimental HQ Staff
HQ Transport
MP Platoon
137th BattleMech Brigade
Ike’s Irregulars
1st Royal Assault Regiment
14th Colonial Rangers
31st BattleMech Brigade
1st Colonial Rangers
21st Colonial Rangers
66th Scout Regiment
55th Armored Brigade
3rd Royal Mechanized Regiment
24th Royal Mechanized Regiment
44th Royal Mechanized Regiment
16th Infantry Brigade
The Durham Light Infantry
The Duke of Cornwall's Light Infantry
The Somerset Light Infantry
Non-Brigade Attached Units
2nd Battalion, 1st Royal Artillery Regiment
21st Battalion, 41st Combat Engineers
7th Battalion, 4th Long Range Patrol Regiment
Combat Support Brigade
Brigade HQ Staff
6th Battalion, 2nd Combat Support Group
131st Mobile Army Surgical Hospital
3rd Battalion, 56th Combat Engineers
2nd Battalion, 41st Royal Electrical and Mechanical Engineers
MP Company
Signals Company
IV (Forth) Corps
New Jamaica Military Region
23rd Division
(New Jamaica)
Division Headquarters
Command Company
Regimental HQ Staff
HQ Transport
MP Platoon
23rd BattleMech Brigade
The Kingstown Rangers
1st Royal Hussars
44th Dragoon Guards
24th BattleMech Brigade
14th Royal Hussars
2nd Caledonia Guards
4th Caledonia Guards
430th Armored Brigade
4th Close Assault Regiment
8th Close Assault Regiment
1st Scout Regiment
49th Infantry Brigade
79th Royal Infantry Regiment
127th Royal Infantry Regiment
169th Royal Infantry Regiment
Non-Brigade Attached Units
1st Battalion, 21st Royal Artillery Regiment
4th Battalion, 41st Combat Engineers
7th Battalion, 4th Long Range Patrol Regiment
Combat Support Brigade
Brigade HQ Staff
5th Battalion, 2nd Combat Support Group
111th Mobile Army Surgical Hospital
3rd Battalion, 36th Combat Engineers
2nd Battalion, 21st Royal Electrical and Mechanical Engineers
MP Company
Signals Company
28th Division
(Vision)
Division Headquarters
Command Company
Regimental HQ Staff
HQ Transport
MP Platoon
35th BattleMech Brigade
4th Royal Irish Dragoon Guards
18th Royal Hussars
22nd Dragoon Guards
159th BattleMech Brigade
753rd Royal BattleMech Regiment
632nd Royal BattleMech Regiment
842nd Royal BattleMech Regiment
8th Armored Brigade
3rd Royal Tank Regiment
The Royal Scots Greys
The Sherwood Rangers
6th Highland Infantry Brigade
Argyll and Sutherland Highlanders
3rd Regiment of Foot
21st Regiment of Foot
Non-Brigade Attached Units
2nd Battalion, 21st Royal Artillery Regiment
1st Battalion, 41st Combat Engineers
4th Battalion, 4th Long Range Patrol Regiment
Combat Support Brigade
Brigade HQ Staff
1st Battalion, 2nd Combat Support Group
101st Mobile Army Surgical Hospital
63rd Battalion, 7th Combat Engineers
1st Battalion, 21st Royal Electrical and Mechanical Engineers
MP Company
Signals Company
1st Cavalry Division
(Malloy's World)
Division Headquarters
Command Company
Regimental HQ Staff
HQ Transport
MP Platoon
4th Cavalry Brigade
1st Household Cavalry
1st Royal Yeomanry
22nd Royal Yeomanry
44th Highland BattleMech Brigade
The Seaforth Highlanders
8th Royal Scots
6th Royal Scots Fusiliers
11th Royal Armored Brigade
107th Royal Armoured Regiment
110th Royal Armoured Regiment
111th Royal Armoured Regiment
6th Airborne Infantry Division
9th Parachute Regiment
12th Parachute Regiment
163rd Royal Infantry Regiment
Non-Brigade Attached Units
1st Battalion, 121st Mechanised Artillery Regiment
4th Battalion, 58th Combat Engineers
4th Battalion, 7th Long Range Patrol Regiment
Combat Support Brigade
Brigade HQ Staff
6th Battalion, 2nd Combat Support Group
442nd Mobile Army Surgical Hospital
6th Battalion, 4th Royal Electrical and Mechanical Engineers
2nd Battalion, 58th Combat Engineers
MP Company
Signals Company
V (Fifth) Corps
Rorke's Drift Military Region
331st Royal BattleMech Division
(Rorke's Drift)
Division Headquarters
Command Company
Regimental HQ Staff
HQ Transport
MP Platoon
1st Minnesota Brigade
The McEverdy Guards
2nd Royal Guards
64th Dragoon Guards
2nd Minnesota Brigade
McAlpine’s Fusiliers
The Connaught Rangers
49th Dragoon Guards
40th Mechanized Brigade
8th Royal Tank Regiment
76th Royal Tank Regiment
62nd Royal Battle Regiment
95th Infantry Brigade
1st Gurkha Rifles
2nd Gurkha Rifles
95th Regiment of Rifles
Non-Brigade Attached Units
2nd Battalion, 101st Mechanised Artillery Regiment
1st Battalion, 58th Combat Engineers
1st Battalion, 7th Long Range Patrol Regiment
Combat Support Brigade
Brigade HQ Staff
3rd Battalion, 2nd Combat Support Group
65th Mobile Army Surgical Hospital
2nd Battalion, 4th Royal Electrical and Mechanical Engineers
2nd Battalion, 54th Engineering Regiment
MP Company
Signals Company
That's pretty much all the book has to say about the standing army. It does mention local militia units and some special forces, but no further derails are given. The military outposts and protectorates seem to be garrisoned by whatever units are available at the time, and sound like little more than glorified security detachments for mining outposts and other scattered settlements.
Many of their regiments are named after units that served the original Star League, no doubt as a tribute to their past.
Given what information is given, it seems safe to assume that the 331st Division is descended from a small group of survives from Clan Wolverine who became isolated from the rest of the so-called Minnesota Tribe and headed out on their own. It looks like they've become fully integrated into the local population, with only a few names and customs to set them apart.
Not sure if the other Clans would see it that way.
-Starling
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Interesting start.
Just a few questions/comments.
I am not sure that the "you are all part of the Star League" stuff is really standard procedure.
Also, if it is really secluded or deep/unknown in the Periphery, how did Stephan Amaris learn about this place?
And last, Knight Templars... I want to know more about them ;D
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Nice
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Interesting start.
Just a few questions/comments.
I am not sure that the "you are all part of the Star League" stuff is really standard procedure.
There was no real local government to speak of, so the Star League just said “bugger it†and took over completely.
Also, if it is really secluded or deep/unknown in the Periphery, how did Stephan Amaris learn about this place?
The HPG link to the Inner Sphere passed through the Rim Worlds Republic, as would have convoys headed out and coming back. Someone somewhere would have asked just what was going on, and eventually they would have gotten an answer, especially when Amaris became Grand Vizier in all but name.
And last, Knight Templars... I want to know more about them ;D
Background an 3040 TO&E on its way 8)
And now we come to the part I have the most difficulty believing, because if the book's right, then these guys are sitting on the single largest collection of warships in existence. Even if you took all the hidden caches that the Clans are supposed to have hidden away somewhere, on a ton-for-ton basis, this guys have to be in a class of their own.
If you believe the book.
As I said before, I did some digging and some of these names do correspond with known Star League ships, but records from that time are hardly accurate. ComStar, Word of Blake or the Clans might have a better list hidden away somewhere, but if they do they're not sharing. Who knows, maybe the Word stumbled upon the Outer Colonies and that's where they got some of their surprising warship strength from?
But that's just idle speculation; I'll just give you the numbers and let you decide for yourselves.
-Starling
Outer Colonies Defence Force
(Navy)
Port Stanley squadron:
SLS Vanguard (McKenna class Battleship)
SLS Loch Lomond (Lola I class Destroyer)
SLS Fusilier (Lola II class Destroyer)
SLS Valhalla (Essex class Destroyer)
New Tasmania squadron:
SLS Hood (Texas class Battleship)
SLS Loki (Essex class Destroyer)
SLS Hel (Essex class Destroyer)
SLS Idun (Essex class Destroyer)
San Antonio squadron:
SLS New Mexico (Texas class Battleship)
SLS Pillars of Hercules (Lola III class Destroyer)
SLS Njord (Essex class Destroyer)
SLS Ull (Essex class Destroyer)
New Jersey squadron:
SLS Arizona (Texas class Battleship)
SLS Inverness (Lola II class Destroyer)
SLS Patrick O'Connor (Lola III class Destroyer)
SLS Wild Swan (Whirlwind class Destroyer)
Rockall squadron:
SLS Sabretooth (Black Lion class Battle Cruiser)
SLS Fort William (Lola II class Destroyer)
SLS Edinburgh (Lola III class Destroyer)
SLS Defender (Whirlwind class Destroyer)
Last Post squadron:
SLS Quicksilver (Black Lion class Battle Cruiser)
SLS Aberdeen (Lola II class Destroyer)
SLS MacLeod (Lola II class Destroyer)
SLS La Mancha (Quixote class Frigate)
New Jamaica squadron:
SLS St George (Cameron class Battle Cruiser)
SLS Isis (Whirlwind class Destroyer)
SLS Firedrake (Whirlwind class Destroyer)
SLS Strider (Naga class Destroyer)
Vision squadron:
SLS St Patrick (Cameron class Battle Cruiser)
SLS Belmont (Whirlwind class Destroyer)
SLS Vixen (Whirlwind class Destroyer)
SLS Galactic (Riga class Frigate)
Malloy's World squadron:
SLS St Andrew (Cameron class Battle Cruiser)
SLS Saguenay (Whirlwind class Destroyer)
SLS Achates (Whirlwind class Destroyer)
SLS Starhound (Naga class Destroyer)
Rorke's Drift squadron:
SLS Jericho (Texas class Battleship)
SLS Ivanhoe (Sovetskii Soyuz class Heavy Cruiser)
SLS Toronto (Whirlwind class Destroyer)
SLS Veteran (Whirlwind class Destroyer)
Training Ships:
SLS Islington (Vincent Mk 39 Corvette)
SLS Billingsgate (Vincent Mk 39 Corvette)
Hamunaptra system picket:
SLS Asgard (Essex class Destroyer)
SLS Freya (Essex class Destroyer)
SLS Thor (Essex class Destroyer)
SLS Odin (Essex class Destroyer)
SLS Sir Percivale (Potemkin class Troop Cruiser)
SLS Sir Tristran (Potemkin class Troop Cruiser)
SLS Chatham (Newgrange class Yard Ship)
Hamunaptra Naval Reserve:
SLS Philip of Macedonia (Farragut class Battleship)
SLS Helen of Troy (Monsoon class Battleship)
SLS Paris (Monsoon class Battleship)
SLS Menelaus (Monsoon class Battleship)
SLS Agamemnon (Monsoon class Battleship)
SLS Kassandra (Monsoon class Battleship)
SLS Convoy (Potemkin class Troop Cruiser)
SLS Buffalo (Potemkin class Troop Cruiser)
SLS St Vincent (Cameron class Battle Cruiser)
SLS St Columber (Cameron class Battle Cruiser)
SLS St Paul (Cameron class Battle Cruiser)
SLS St Valentine (Cameron class Battle Cruiser)
SLS St David (Cameron class Battle Cruiser)
SLS St Fancies (Cameron class Battle Cruiser)
SLS St Jude (Cameron class Battle Cruiser)
SLS Viktor (Samarkand II class Heavy Cruiser)
SLS Nastasia (Samarkand II class Heavy Cruiser)
SLS Konstantin (Samarkand II class Heavy Cruiser)
SLS Andreas (Samarkand II class Heavy Cruiser)
SLS Romanov (Samarkand II class Heavy Cruiser)
SLS Makarov (Samarkand II class Heavy Cruiser)
SLS St Petersburg (Samarkand II class Heavy Cruiser)
SLS Catherine the Great (Samarkand II class Heavy Cruiser)
SLS Dante (Samarkand II class Heavy Cruiser)
SLS Arkaday (Samarkand II class Heavy Cruiser)
SLS Siberia (Samarkand II class Heavy Cruiser)
SLS Eye of Ra (Avatar class Heavy Cruiser)
SLS Loch Ness (Lola I class Destroyer)
SLS Mac Duff (Lola I class Destroyer)
SLS Ottawa (Whirlwind class Destroyer)
SLS Matabele (Whirlwind class Destroyer)
Given the number of ships they claim to have, the fact that so few are apparently on active service could mean that the others not fit for service, or they lack the means to support a larger number. You can decide for yourself, as they give no mention of the number of civilian or military JumpShip’s at their disposal, so it's hard to gage the pool of trained personnel they can draw on. They do however claim to have at least two shipyards capable of repairing if not building warships; one in orbit of Port Stanley, the other over New Jamaica.
They also claim to have a Newgrange class Yard Ship in the Hamunaptra system, so it is possible that they are running at least basic maintenance on the ships under their care.
But, again, this is all speculation until someone gets hold of credible evidence one way or the other.
-Starling
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Hey, glad to see you made it over!
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Very nice, and welcome to the boards.
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There's even more of this posted at the CBT boards. Baker-san has put forth a tremendous effort in putting this together.
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This is really a development question. When designing the AU, how did you decide what dates and canon events to keep and which ones to discard?
Was your criteria story driven - i.e. if the date, event, etc., didn't jive with your story it got the boot?
I'm always interested in hearing/learning how writers came to their fictional "end game" when developing their stories.
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This is really a development question. When designing the AU, how did you decide what dates and canon events to keep and which ones to discard?
Was your criteria story driven - i.e. if the date, event, etc., didn't jive with your story it got the boot?
I'm always interested in hearing/learning how writers came to their fictional "end game" when developing their stories.
I tell you the same thing I told people when I was writing a nBSG Fan Fiction story that had a different ending: a) it's an Alternate Universe, so things don't have to happen they way they did in canon, and b) it's fan-fiction, so I get to write it the way I think it should have ended.
And as the song says, the show must go on:
Okay, now we have something a little more believable; warrior-monks of the deep periphery! Yeah, I know, it's the Brotherhood of Randis all over again, but these guys seem to be secretive to the point of paranoia even by local standards....
-Starling
The Knights Templar
Classed as mercenaries, as nothing else seems to fit, the Knights Templar is a semi-secret society that follows a code of conduct that is both strict and somewhat simple:
A Knight is sworn to valour
His/Her heart knows only virtue
His/Her blade defends the helpless
His/Her might upholds the weak
His/Her word speaks only truth
His/Her wrath undoes the wicked
The nearly religious devotion to this code has seen the Knights completely eliminated on two separate occasions, only to be rebuilt from scratch by support personnel and cadets from their self-contained academy. Even in day-to-day conversation, members refer to themselves and each other by the title of ‘Sir’ or 'Lady', only using rank when dealing with outsiders.
Unit history:
No one outside the Knights is sure just when the order was formed: they claim to be able to trace their history back to the original Knights Templar, founded on Terra in 1118. This is almost certainly false, but there are other, older organisations in existence, so the claim should not be totally discredited.
Records do show the Knights operating in and around the area of space that now forms the Outer Colonies during the time of the Reunification Wars. The order remained completely neutral during the years of conflict, offering humanitarian and medical aid to both sides without preference. After several disastrous attempts to attack hospitals and aid stations operated by the Knights, both the SLDF and their Periphery opponents agreed to respect their neutrality, often going out of their way to accommodate their relief efforts.
To this day, no one knows how many lives the Knights saved by refusing to allow military units to position themselves in and around civilian centres.
The years after the Reunification Wars saw much hardship in the deep Periphery, with the Knights doing everything they could to help the civilian populations survive. More than one hostile government or pirate king was overthrown by the Knights as they continued their self appointed task of guarding civilian life.
Many of those who have benefited from the help of the Knights have made donations over the years. Some give little, often more than they can truly afford, but many large business and influential individuals have made large donations, including the organisations two Star Lord class JumpShips, the Siege Perilous and the newly acquired Green Knight.
With the fall of the Star League and the start of the Succession Wars, the Knights came to the conclusion that they could better serve humanity by remaining in the deep Periphery, and set about fortifying their base of operations, eventually surpassing even SLDF specifications.
With the birth of the Outer Colonies, the Knights agreed to accept the new government, but demanded full autonomy for themselves and those living on the land they controlled. The Council of Eleven readily agreed to this, signing over almost a fifth of the world of Last Post to the Knights, ensuring them a secure future.
To this day, the Knights Templar operated as a literal law unto themselves, only interacting with the Council of Eleven when necessary.
The Knight’s distinctive unit emblem is a medieval knight in full armour, leaning on a broadsword. The knight’s livery is white with a large red cross in the centre. All uniforms are bone-white torsos with blue arms and legs. Each Knight has their own personal coat-of-arms that is displayed over their right breast. Dress uniforms have a cloak adorned with the individual’s coat-of-arms.
Base of operation:
The Knights operate out of the fortified city of New Constantinople on the desolate world of Last Post, and allow no visitors in their inner sanctum, the huge fortress known only as The Citadel. Attempts have been made of the years to sneak an agent inside, but the security systems appear to be experimental SLDF sensors and active countermeasures not normally found outside of a maximum security R&D centre.
This has given rise to the widely held theory that there is a lost Castle Brian under the Citadel, even though no such complex exists on the records for that time.
The city of New Constantinople is a Mecca for artists and philosophers, and is home to the most highly respected university in the entire Outer Colonies: not even the prestigious New Jamaica Institute of Advanced Science can boast a more famous list of past students. All students are accepted based on ability, with the Knights providing full scholarships for anyone who cannot afford the fees.
Unit Structure:
The Knights military arm is organised as a reinforced regiment, with four full battalions.
First Battalion contains three companies of predominately heavy BattleMech’s, with an independent extended Command Lance of six BattleMech’s. This includes two bodyguard Mech’s for the Colonel, currently Sir Benedict di Milo.
Second Battalion contains the units armour assets, mainly medium tanks and fire support units. They are often deployed on the flanks and as a reserve should first battalion need assistance. Many of their vehicles are of Star League vintage, adding extra weight to the Castle Brian theory.
Third Battalion is the units infantry support, with one company of mechanised, one company of air-mobile and one company of foot infantry equipped with Nighthawk Power Armour. The mechanised company normally operates in support of the second battalion, while the air-mobile company is normally deployed as scouts ahead of the other units. The Power Armour company acts as jack-of-all-trades and as a rapid-response unit.
The Fourth Battalion is the support unit, including techs, medics, a dedicated MASH team and the Knights air-support unit, The Seraphim. Fourth battalion is normally kept away from the fighting, operating out of either a secured centre of operations or grounded DropShips.
The transport section is headed up by the Star Lord Class JumpShip Siege Perilous. Attached to this are the DropShips Constantine (Overlord addapted to carry the 42 BattleMechs of First Battlaion at the expense of its Aerospace fighters and some cargo space), Bors & Gaheris (Gazelle’s assigned to Second Battalion), Tristan (Condor assigned to Third Battalion), Merlin (modified Fortress assigned to Fourth Battalion) and Bedivere (Leopard-CV, carries the remainder of the Knights Aerospace fighters).
As already stated, the Knights have a second Star Lord Class JumpShip, the Green Knight, but they mainly use this to carry supplies and to move units around when Siege Perilous is otherwise engaged.
Current Status:
The Knights are rebuilding after a long and bloody anti-pirate campaign rim-ward of the Outer Colonies, and as such, they are to be found on Last Post, tending their land hold around New Constantinople.
TO&E:
Regimental Command Lance
(The Knights Pendragon)
HGN-732b Highlander (Colonel Sir Benedict di Milo)
CP 10-Z Cyclops (Captain Lady Inese Larssonde)
BL6-KNT Black Knight (Lieutenant Sir Marcus Randall)
EXC-B2 Excalibur (Sergeant Sir Wahab Fusili)
ON1-K Orion (Sergeant Sir Felix de Carabas)
ON1-K Orion (Sergeant Lady Isabel Munro)
1st Battalion
(The Sword and the Shield)
1st Company
Command Lance
(The Dogs of War)
LNC 25-01 Lancelot (Major Lady Elisabeth Demarco)
ST-8A Shootist
ST-8A Shootist
EXT-4D Exterminator
Battle Lance
(The Four Horsemen)
AS7-D Atlas (Lieutenant Lady Charlotte Moreno)
NSR-9J Nightstar
KGC-000 King Crab
SPT-N2 Spartan
Sweeper Lance
(The Point of the Spear)
MCY-99 Mercury (Lieutenant Sir Henry Siva)
THE-N Thorn
HSR 200-D Hussar
SPR-5F Spector
2nd Company
Command Lance
(The Praetorians)
LNX-9Q Lynx (Captain Lady Sophie Wren)
CHP-1N Champion
END-6Q Enfield
STY-3C Starslayer
Battle Lance
(War-Blade)
HGN-732 Highlander (Lieutenant Sir Alexander Lee)
CP 10-Z Cyclops
BL6-KNT Black Knight
EXC-B2 Excalibur
Hunter Lance
(Bloodhounds)
NTK-2Q Night Hawk (Lieutenant Sir Thorlief Strongarm)
STG-3R Stinger
WSP-1A Wasp
DV-6M Dervish
3rd Company
Command Lance
(Sword of Justice)
THG-11E Thug (Captain Lady Elsa Door)
GLT-3N Guillotine
EMP-6A Emperor
VTR-9A1 Victor
Battle Lance
(The Berserkers)
HGN-732 Highlander (Lieutenant Sir Jackson Smith)
VTR-9A1 Victor
ON1-K Orion
STK-3F Stalker
Tracker Lance
(Night Hunters)
SHD-2H Shadow Hawk (Lieutenant Lady Sidney Pierce)
STG-3R Stinger
STG-3R Stinger
WSP-1A Wasp
2nd Battalion
(Rolling Thunder)
1st Company
Command Lance
(Thunderbolt)
Burke Heavy Tank (Major Sir Augustus Gibbs)
Burke Heavy Tank
VNL-K65N Von Luckner Heavy Tank
VNL-K65N Von Luckner Heavy Tank
Battle Lance
(Battle Cry)
Rhino Heavy Tank (Lieutenant Sir Marco Devon)
Rhino Heavy Tank
Fury Heavy Tank
Fury Heavy Tank
Scout Lance
(Lightning Strike)
Zephyr Hover Tank (Lieutenant Sir David Mackenzie)
Kanga Hover Tank
Lightning Hover Tank
Lightning Hover Tank
2nd Company
Command Lance
(The Long Nines)
Alacorn Mk VI Heavy Tank (Captain Lady Jennifer Sullivan)
Alacorn Mk VI Heavy Tank
Alacorn Mk VI Heavy Tank
Alacorn Mk VI Heavy Tank
Fire lance
(Raining Fire)
LT-MOB-25 Mobile Long Tom Artillery (Lieutenant Sir Francis McNamara)
LT-MOB-25 Mobile Long Tom Artillery
Padilla Heavy Artillery Tank
Padilla Heavy Artillery Tank
Support Lance
(Strength of Arms)
VNL-K65N Von Luckner Heavy Tank (Lieutenant Sir John Lovegrove)
Maultier APC
J-27 Ordnance Transport
J-27 Ordnance Transport
3rd Company
Command Lance
(Wings of Justice)
Nightshade VTOL (Captain Sir Simon Neo)
Nightshade VTOL
Nightshade VTOL
Nightshade VTOL
Battle Lance
(Death from Above)
Cyrano VTOL (Lieutenant Lady Mary Park)
Cyrano VTOL
Cyrano VTOL
Cyrano VTOL
Scout Lance
(Hawkeye)
Cyrano VTOL (Lieutenant Sir Charles Wayne)
Ripper VTOL
Ripper VTOL
Ripper VTOL
3rd Battalion
(The Hoplites)
1st Company
Command Platoon
(The Red Guard)
Maultier APC with Laser Rifle Squad (Major Sir Sergei Golovko)
Maultier APC with Laser Rifle Squad
Maultier APC with Laser Rifle Squad
Maultier APC with Laser Rifle Squad
Battle Platoon
(The Burning Swords)
Maultier APC with SRM Squad (Lieutenant Lady Elizabeth Elliott)
Maultier APC with MG Squad
Maultier APC with PPC Squad
Maultier APC with PPC Squad
Scout Platoon
(Snake Hunters)
Maultier APC with Assault Rifle Squad (Lieutenant Sir Andrew McClain)
Maultier APC with Assault Rifle Squad
Maultier APC with Assault Rifle Squad
Maultier APC with Assault Rifle Squad
4th Battalion
(The Knights Hospitaller)
1st Company
Command Lance
(4077th MASH)
Mobile Headquarters (Major Dr Lady Abigail Chace, MD)
Mobile Army Surgical Hospital
Mobile Army Surgical Hospital
Mobile Army Surgical Hospital
Transport Lance
(Mercy Flight)
Karnov UR Transport (Lieutenant Dr Lady Cathy Muller MD)
Karnov UR Transport
Kestrel VTOL
Kestrel VTOL
Suport Lance
(Saving Grace)
J-27 Ordnance Transport (Sergeant Sir Marco Hendrix)
J-27 Ordnance Transport
J-27 Ordnance Transport
J-27 Ordnance Transport
The Seraphim
Command Flight
HCT-213B Hellcat II
HCT-213B Hellcat II
1st Squadron
Command Flight
RGU-133F Rogue
RGU-133F Rogue
1st Flight
TRN-3T Trident
SWF-606 Swift
2nd Flight
TRN-3T Trident
SPD-502 Spad
3rd Flight
ZRO-114 Zero
ZRO-114 Zero
2nd Squadron
Command Flight
HCT-213B Hellcat
HCT-213B Hellcat
1st Flight
THK-53 Tomahawk
THK-53 Tomahawk
2nd Flight
RGU-133L Rogue
LTN-G15 Lightning
3rd Flight
GTHA-100 Gotha
GTHA-100 Gotha
3rd Squadron
Command Flight
GTHA-500 Gotha
IRN-SD1 Ironsides
1st Flight
GTHA-100 Gotha
GTHA-300 Gotha
2nd Flight
IRN-SD1 Ironsides
IRN-SD1 Ironsides
3rd Flight
IRN-SD1 Ironsides
AHB-X Ahab
It goes without saying that most of this is gossip and conjecture, but I suppose the die-hard romantic within me likes the idea that there are still people out there who think chivalry and honor are more than just words.
Not that I believe for a second that these guys are descended from the real Knights Templar...
-Starling
More on the Knights when we get around to the information on their homeworld, Last Post.
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The Outer Colonies
Port Stanley
Star Type: G2IV
Position in System: 2 (of 7)
Time to Jump Point: 11.89 days
Number of Satellites: 2 (Troy and Hawkins)
Surface Gravity: 1.01
Atm. Pressure: Thin (Breathable)
Equatorial Temperature: 32°C (Mild-Temperate)
Surface Water: 67%
Recharging Station: Zenith, Nadir
HPG Class Type: A
Highest Native Life: Avian
Planetary Capital: San Carlos
Population (3045): 3,635,000,000
Administrative capital, home to the Council Chambers and the most heavily populated planet in Outer Colonies, Port Stanley was settled by people of predominantly Northern European decent, but with a large number of Latin American's, resulting in names such as San Carlos and Ciudad de San Jorge. The three large continents have a largely temperate climate, with vast mountain ranges and wide valleys. One of the largest mountains is Mount Longdon, home of a Star League Castle Brian that is linked by an aboveground highway and an underground railway to the heavily fortified Port Howard space-port. Between them they act as the nexus of planetary defences, including the primary ground station for the orbital weapons platforms.
Much further north, on the continent of Fitzroy, is the city of Fox Bay, site of the single largest industrial complex in the Outer Colonies. Capable of reproducing almost any BattleMech or armoured vehicle deployed by the SLDF, the factory now operates at a fraction of its maximum, mainly producing replacement parts for the Outer Colonies Defence Force. Due to local geography, Fox Bay has a very small space-port, and most of the larger items produced at the factory are transported either by airship or ocean-going cargo ships.
Orbiting Port Stanley is the extensive Clarke Station, a collection of shipyards, foundries and workshops that maintain both the merchant and military fleet. While the yards are capable of building anything up to and including a warship, they have not been tasked to do so since the Reunification War. The entire facility is protected from the moon of Troy, the bulk of which is given over to a massive military base that houses part of the aerospace academy.
The outer moon of Hawkins is much smaller, and is home to a scientific research station, including a 10km particle accelerator and other experiments that benefit from a microgravity environment.
New Tasmania
Star Type: K2IV
Position in System: 4 (of 8 )
Number of Moons: 1 (Sentinel)
Days to Jump Point: 5
Surface Water: 83%
Atm. Pressure: Standard (Breathable)
Surface Gravity: 1.06
Equatorial Temp: 34°C (Mild-Temperate)
Recharging Station: Zenith
HPG Class Type: B
Highest Native Life: Mammals
Planetary Capital: Hobart
Population (3045): 1,960,000,000
A much more sparsely populated world in comparison, New Tasmania is still mostly untouched by man only the continent of Victoria is truly developed, with vast swathes of the others still in a near pristine condition. The worlds manly, large oceans are home to a thriving ecosystem and are spotted by long island chains, many the tips of still active volcanoes. It is this highly geologically active nature that makes the soil on New Tasmania as futile as it is, and food produce is the planets primary export.
San Antonio
Star Type: F0VI
Position in System: 3 (of 6)
Number of Moons: 2 (Travis and Crockett)
Days to Jump Point: 22
Surface Water: 55%
Atm. Pressure: Standard (Breathable)
Surface Gravity: 0.73
Equatorial Temp: 85°C (Desert)
Recharging Station: Zenith
HPG Class Type: B
Highest Native Life: Amphibians
Planetary Capital: Galveston
Population (3045): 690,000,000
A dry, arid world, San Antonio still has a frontier feel to it, centuries after it was first settled. The inhabitants are known for being hardy, self sufficient and independent: it took even the Star League Defence Force two decades to completely pacify the populace, and even then they had to deal with regular uprisings and protests. While things are much calmer since the Outer Colonies reorganised their government to allow for much greater local autonomy, there is still occasional talk of leaving the Outer Colonies and going fully independent, but given the planets low population base and limited arable land, this remains unlikely.
New Jersey
Star Type: G2V
Position in System: 3 (of 12)
Number of Moons: 1 (Liberty)
Days to Jump Point: 9
Surface Water: 80%
Atm. Pressure: Standard (Breathable)
Surface Gravity: 1.00
Equatorial Temp: 37°C (Mild-Temperate)
Recharging Station: Nadia
HPG Class Type: A
Highest Native Life: Mammals
Planetary Capital: Jersey City
Population (3045): 2,250,000,000
A wet and somewhat desolate world, New Jersey is none the less blessed with vast mineral reserves that have fuelled a thriving manufacturing and heavy industry led economy that is unmatched anywhere else in the Outer Colonies. It is also home to the only other operational shipyard in the region capable of building and maintaining JumpShip's, Newport News Orbital Shipbuilding Inc., as well as extensive ground-based facilities for the construction and maintenance of DropShip's of any size. Unfortunately this economic leviathan has exacted a heavy toll on the local environment, and a large proportion of the planetary GDP is spent running a network of highly sophisticated atmospheric processors recovered from the failed colonies in the Hamunaptra system.
Despite all this, New Jersey has a thriving tourist industry, as it is the only one of the Outer Colonies to allow unrestricted gambling, among other vices that are more strictly controlled, if not outright prohibited, elsewhere.
This has given birth to the famous saying; “What happens on New Jersey, stays on New Jersey...â€
Rockall
Star Type: F0IV
Position in System: 3 (of 12)
Number of Moons: 1 (Gibraltar)
Days to Jump Point: 12
Surface Water: 42%
Atm. Pressure: Standard (Breathable)
Surface Gravity: 1.00
Equatorial Temp: 65ºC (Desert)
Recharging Station: Nadia
HPG Class Type: B
Highest Native Life: Reptilian
Planetary Capital: Derry
Population (3045): 450,000,000
Populated predominately by people of Scots-Irish decent, Rockall maintains a close-knit, family orientated societies based around the ancient Clans. Most of the populace is to be found around the northern Tyrol Mountains and freshwater lochs located there, far from the hash, inhospitable deserts of the equatorial regions. Rockall has a rather extreme rotational tilt, which geological evidence seems to indicate was caused by a collision with a large protoplanet back when the system was still forming, much like Terra was billions of years ago. This makes the seasons somewhat harsh, with very hot summers and cold, bitter winters.
Despite, or perhaps, because of this, Rockall is considered to be the home of the best single-malts in the entire Outer Colonies.
Last Post
Star Type: G5V
Position in System: 4 (of 6)
Number of Moons: 1 (Charleston)
Days to Jump Point: 7.5
Surface Water: 68%
Atm. Pressure: Standard (Breathable)
Surface Gravity: 1.01
Equatorial Temp: 30° C (Arid)
Recharging Station: Zenith
HPG Class Type: B
Highest Native Life: Mammal
Planetary Capital: Landing
Population (3045): 1,010,000,000
Dry but not overly hot, at first Last Post has little to attract settlers even now, but that is until you take into account the stable climate, low geological activity and stunning, if somewhat stark, beauty. It is no wonder that Lost Post has given the Outer Colonies more poets and artist than any other world.
The other thing that makes Lost Post stand out is that it is the home of the Knights Templar, and their massive land-hold on the continent of Haven in the eastern tropics. The capital of Haven is New Constantinople, located between the foot of a mountain ant the mouth of the Serenity River. The city is split into two sectioned: the sprawling Lower City down by the river, and the Citadel, which is carved out of the mountain itself. Only members of the Order are allowed into the Citadel, with every point of access guarded around the clock. Over the years many have tried to either slip in, or have joined the Order to discover its secrets. To date none of them have succeeded; they have all either been found out and deported, or 'gone native' and embraced the Order fully, turning their backs on their former life.
The highest apparent rank in the order is that of Paladin, the select few who control the order from somewhere within the Citadel. Below them are the Clerics, who act as administrators for their holdings, the Knights who make up the bulk of the order, including all the officers and senior NCO's within their paramilitary arm, the Men At Arms, who act as a police force across Haven and guard the Citadel itself, Squires, who carry out much of the day-to-day business of running an entire continent, and lastly the Acolytes, who are probationary members seeking to earn a place as full members of the Order. Acolytes are only allowed into the Citadel for the ceremony that sees them rise to the position of Squire or Man At Arms, and are more often seen going about their business in the Lower City.
The Treaty of New Constantinople, signed by the Star League and endorsed by the Outer Colonies grants the Order fully and total authority over Haven, and anyone entering the territory should be aware that they are under the legal jurisdiction and authority of the Order, not the Outer Colonies.
New Jamaica
Star Type: K4III
Position in System: 4 (of 10)
Time to Jump Point: 4.12 days
Number of Satellites: 0
Surface Gravity: 1.0
Atmosphere Pressure: High (Breathable)
Surface Water Coverage: 62%
Equatorial Temperature: 34° C (Tropical)
Highest Native Life: Amphibians
Recharging Station: Nadir
HPG Class Type: A
Planetary Capital: Port Royal
Population (3045): 2,190,000,000
A near paradise, New Jamaica has the best beaches, the warmest, clearest seas and the most agreeable climate of any of the Outer Colonies. Almost zero axial tilt means that the seasons are split between hot a humid in the summer, and warm and wet in winter. This would normally make it a prime world for colonisation anywhere, but such endeavours have met an native enemy in the Iron-Root plant. Somewhat akin to the mangrove of Terra, iron-root has colonised vast swaths of New Jamaica and is unusually stubborn and all but impossible to eradicate to the point that military grade explosives and even BattleMech's have been called upon to clear areas that resisted more traditional methods. Some areas of old-growth forest are all but impenetrable, limiting the amount of land available for human habitation.
Despite this, the colonists of predominantly Afro-Caribbean and Latin-American stock have made the most of what they have, reclaiming large areas from the sea by filling in lagoons and atolls to gain living space. Its many lush, sandy beaches attract holiday makers from across the Outer Colonies, allowing it to rival even New Jersey as the number one vacation destination. Many are drawn to the famous floating cities, effectively free-floating habitats that migrate around the world to take advantage of the best weather conditions.
New Jamaica's main exports are lumber, spices and rum.
Vision
Star Type: F8V
Position in System: 4 (of 12)
Number of Moons: 1 (Hope)
Days to Jump Point: 12
Surface Water: 60%
Atm. Pressure: Standard (Breathable)
Surface Gravity: 1.2
Equatorial Temp: 30°C (Arid)
Highest Native Life: Reptiles
Recharging Station: Nadir
HPG Class Type: B
Planetary Capital: Eden
Population (3045): 915,000,000
A truly unremarkable world, Vision has little to make it stand out amongst its fellow colonies, resulting in a lower population then you might expect. While the world has enough natural resources and arable land sustain its population comfortably, they are not of sufficient quality or quantity to make export an economical choice. In a bid to boost income from off-world, the planetary council built large sports complex just outside their capital and played host to the first Outer Colonies Olympic Games.
The games were a resounding success, and by tradition, Vision plays host to every third tournament while the other Colonies take turns.
Malloy's World
Star Type: K8V
Position in System: 3 (of 8 )
Number of Moons: 1 (Guardian)
Days to Jump Point: 3
Surface Water: 74%
Atm. Pressure: Standard (Breathable)
Surface Gravity: 0.84
Equatorial Temp: 38°C (Tropical)
Highest Native Life: Birds
Recharging Station: Zenith
HPG Class Type: B
Planetary Capital: Rosalyn
Population (3045): 1,645,378,000
Not to be confused with the Federated Suns world with an almost identical name, Malloy’s World is one of the more Terra-like worlds in the Outer Colonies, having a relatively stable climate and low to moderate geological activity. In fact the world is almost as laid back as its inhabitants, who take advantage of its location at the edge of the Outer Colonies to allow the hustle and bustle of the more cosmopolitan worlds pass them by while they dedicate themselves to more scholastic pursuits, resulting in a far higher than average percentage of the population with qualifications from their worlds many centres of higher education. Even the capital, Rosalyn, feels more like a oversized collage campus than a major city.
One interesting piece of local trivia; the planet itself is named after Captain Gregory Malloy, commander of the JumpShip North Star, who first discovered the world, while the capital is named after his eldest daughter, Rosalyn Amber Cater-Malloy, who had been born during the long passage from the Inner Sphere.
Rorke's Drift
Star Type: M2IV
Position in System: 4 (of 9)
Number of Moons: 2 (Ulysses and Odyssey)
Days to Jump Point: 3
Surface Water: 63%
Atm. Pressure: Standard (Breathable)
Surface Gravity: 0.95
Equatorial Temp: 47°C (Desert)
Highest Native Life: Mammals
Recharging Station: Nadia and Zenith
HPG Class Type: A
Planetary Capital: Charlemagne
Population (3045): 1,958,205,000
Some may call the Outer Colonies unnecessarily paranoid when it comes to dealing with outsiders, but that doesn't even come close to describing the people of Rorke's Drift.
A sparsely populated world before the arrival of the surviving descendants of the 331st division, the world is geared almost totally to the business of warfare. For the forth most populous world in the Outer Colonies, Rorke's Drift provides the highest number of military personnel per-capita, and has the largest standing militia, with every citizen expected to join the planetary militia and to remain a member of the reserve until they reach forty. The only exceptions are medical disability and conviction of a non-misdemeanor. While the city of Charlemagne remains the officially capital, the largest settlement is in fact McEverdy City, some 200km to the south, deep in the Wolf's Bane Mountains. This heavily fortified settlement is surrounded by fortifications, including ground-to-orbit missile silos and capital-grade lasers and particle canons, collectively known as “the Ring of Fireâ€.
In orbit, amid an impressive number of weapons satellites and battle stations is a non-operational shipyard that was closed down and put into mothballs when the Star League fell, due to a decline in business now they no longer need to service JumpShips making the long an arduous journey to and from the Inner Sphere. While deactivated, the yards are kept in good repair and could easily be reactivated.
Protectorates:
Helios
Star Type: G5V
Position in System: 2 (of 4)
Number of Moons: 16 (of which the largest is Solitude)
Days to Jump Point: 20
Surface Water: N/A
Atm. Pressure: N/A
Surface Gravity: N/A
Equatorial Temp: N/A
Recharging Station: None
HPG Class Type: D
Highest Native Life: N/A
Planetary Capital: N/A
Population (3045): 120,000
An otherwise unimpressive yellow dwarf system, the Helios system is only remarkable due to the presence of the gas giant that gives it its name, which is home to a Star League era hydrogen mining station. The only other permanent settlement in the system is a mining outpost on the moon Solitude, which produces high-grade industrial diamonds and naturally occurring crystals that are used in laser focusing arrays, including military weapons. Both outposts are owned and operated by the Hark Corporation under the oversight of the Office of Colonial Affairs.
Arixo
Star Type:K0V
Position in System: 2 (of 4)
Number of Moons: 2 (Coyote and Shadow)
Days to Jump Point: 4.25
Surface Water: 33%
Atm. Pressure: Standard (Breathable)
Surface Gravity: 1.2
Equatorial Temp: 85ºC (Desert)
Recharging Station: None
HPG Class Type: C
Highest Native Life: Reptilian
Planetary Capital: Snake River
Population (3045): approximately 117,450,000
A dry, inhospitable world, Arixo attracted settlers from both the North American, Arabian and Australian regions on Terra, mainly people who wanted a simpler, nomadic life. Settlements are few and far between, with the bulk of the population moving around the vast savannah's and deserts with the seasons. The authority of the Office of Colonial Affairs doesn't extended to far from the few permanent settlements, and many of the locals still settle disputes by armed combat, something the local Marshals service spends a lot of time and effort trying to discourage. The only real export of note (aside from hand-tooled firearms and bladed weapons, which are much sort after by collectors across the Outer Colonies) is titanium and germanium from the Kata Tjuta Mountains on the southern continent of Uluru.
TRAVEL ADVISORY: several of Arixo's native species are both aggressive and carnivorous, many capable of overwhelming a unaware human. Take care when travailing outside of populated areas and if possible, travel in armed groups.
Pacifica
Government: Elected Council under the guidance of a Colonial Administrator
Star Type: F5III
Position in System: 4 (of 12)
Number of Moons: 1 (Mandalay)
Days to Jump Point: 11
Surface Water: 85%
Atm. Pressure: Standard
Surface Gravity: 1.02
Equatorial Temp: 33°C (Arid)
Recharging Station: none
HPG Class Type: C
Highest Native Life: Mammal
Planetary Capital: Roanapur
Population (3045): 150,315,000
Settled by people of Polynesian, Malayan and otherwise Far-Eastern decent, Pacifica maintains a close link it its cultural heritage, even thousands of light-years from Terra. The people who inhabit its many island chains and atolls lives lives not that dissimilar to their distance ancestors, all be it with ships made of high-tensile alloys, deep-scanning echo-locators and satellite communications. The planets only continent, MokuÊ»Äina, is home to both its capital and its only space port, but specially adapted amphibious DropShips and transatmospheric shuttles are used on occasions to deliver bulk cargo to and from isolated communities when speed is off the essence and the vast blue water transports are too slow.
The main industry of Pacifica is fishing; its deep, rich seas provide a rich bounty that even industrialised fishing is hard pressed to put a dent in. Fleets of ships roam the single, vast ocean, in search of their next catch, entire families going years between setting foot on dry ground. Some of the larger ships are effectively ocean-going towns that include schools, medical centres and all the other facilities one could ask for. Shepherding them are patrol ships of the Colonial Marshals, acting as both law enforcement, tax collectors and emergency response teams. The deep oceans of Pacifica are known to produce monster storms that can destroy even the mightiest vessels, and many lives have been saved by the timely arrival of an emergency shuttle.
Military Outposts
Hamunaptra
Star Type: G0III
Position in System: 4 (of 8 )
Number of Moons: 0
Days to Jump Point: 8
Surface Water: 67%
Atm. Pressure: Thick (Inhospitable)
Surface Gravity: 1.09
Equatorial Temp: 120°C
Recharging Station: None
HPG Class Type: None
Highest Native Life: Bacterial
Planetary Capital: N/A
Population (3045): 25,000
Hundreds of years ago, settlers attempted to found a colony on the world then known as Hibernia. Unfortunately, not long after they landed, the planet underwent a massive geological upheaval that rendered it unfit for human habitation. Many fled to other nearby worlds, but most remained behind, attempting to save their new home by deploying massive atmospheric processors and regulators similar to those used by the Star League to terraform worlds in the Inner Sphere. Unfortunately the tectonic and atmospheric instability had already reached a tipping point, and within a few decades the entire planet was all but dead, turned from a lush demi-paradise to a living hell. The remaining colonists either fled or died, but records from that time are fragmented at best, leaving their true fate unknown to this day.
When the Star League took an interest in the Outer Colonies, they sent a mission to the Hibernia system but found nothing but ruins. They managed to recover the terraforming equipment that had failed to save the world, then renamed it Hamunaptra, after a mythical necropolis on Terra.
Thus the world remained of little interest to anyone until the start of the Reunification War. Faced with the need to dispose of captured Periphery Navy warships, the local SLDF commander decided to relocate them to the Hamunaptra system, which was not listed on most maps not of local origin, and thus began the formation of the vast orbital bone-yard. Since then it has become home to more ships either captured or declared surplus and too expensive to ship back to the Inner Sphere for disposal. A number of these are held as part of the Naval Reserve and maintained to a certain level by a team of engineers and technicians, while others are allowed to just drift in orbit, occasional used as a convenient source of spare parts.
Many of the ships located in the bone-yard may well be the last of their kind in existence, and every few years a survey is conducted to make sure that the most historically significant ones are still in one piece, and unlikely to fall into a gravity well.
Nomad Station
Star Type:DZ8
Position in System: N/A
Number of Moons: N/A
Days to Jump Point: 4
Surface Water: N/A
Atm. Pressure: N/A
Surface Gravity: N/A
Equatorial Temp: N/A
Recharging Station: none
HPG Class Type: D
Highest Native Life: N/A
Planetary Capital: N/A
Population (3045): 2,600
A scientific research station orbiting a white dwarf, Nomad Station was built by the Star League as part of a chain of radio telescopes scattered through to deep Periphery. The station is of negligible strategic value, but is normally home to a pair of assault DropShip’s and a fighter wing due to the high black-market value of the irreplaceable electronics it houses. The station is run by the Ministry of Since under a senior administrator.
Columbia
Star Type: G2V
Position in System: 3 (of 7)
Number of Moons: None
Days to Jump Point: 10
Surface Water: 5%
Atm. Pressure: Thin (Borderline-breathable)
Surface Gravity: 0.89
Equatorial Temp: 15°C (Tundra)
Recharging Station: none
HPG Class Type: D
Highest Native Life: Mammal
Planetary Capital: Columbia Station
Population (3045): 14,000
At the 'northern' end of the perimeter, Columbia is an icy, desolate world that has never attracted any settlers due to the fact that is locked in the middle of an ice age. A few prospectors have scoured its surface in a bid to make their fortune, but its thick ice sheets and barely breathable atmosphere have made any finds economically impractical at this time, or at any point in the next few centuries. A small, domed military outpost on the equator maintains an array of satellites in orbit tasked with detecting the tell-tale signs of nearby hyperspace transits that would give warning of any nearby, unexpected JumpShip activity.
Fort Kerium
Star Type: K9V
Position in System: 2 (of 5)
Number of Moons: 0
Days to Jump Point: 3
Surface Water: 20%
Atm. Pressure: Standard (Highly-Tainted)
Surface Gravity: 1.11
Equatorial Temp: 24°C (Temperate)
Recharging Station: None
HPG Class Type: D
Highest Native Life: Reptilian
Planetary Capital: Fort Kerium
Population (3045): 12,000
If it wasn’t for the high concentration of Sulphur in the atmosphere, Fort Kerium would be ideal for human settlement. As it is it is reduced to serving as a mid-range military outpost on north-west edge of the Outer Colonies, most of which is burred below ground to avoid the smell. Even then, almost everyone who's served there insists they can still smell rotten eggs, despite the best the air scrubbers money can buy.
Fort Centrum
Star Type: G4IV
Position in System: 1 (of 5)
Number of Moons: N/A (largest moon of a Gas Giant)
Days to Jump Point: 8
Surface Water: 36%
Atm. Pressure: Standard (Tainted)
Surface Gravity: 0.69
Equatorial Temp: 47°C (Desert)
Recharging Station: None
HPG Class Type: D
Highest Native Life: Reptilian
Planetary Capital: Fort Centrum
Population (3045): 14,500
At the very centre of the defensive line, Fort Centrum has the misfortune of being the only rock in the entire system with even a partly breathable atmosphere, and a giant ball of windswept rock with such a high concentration of dust in the atmosphere that filter masks must be warn outside. To try and overcome the hardship of a world no-one likes garrisoning, a lot of time and money has been spent on leisure facilities, but even then there are few who'd serve there voluntarily. The low natural gravity is also a problem, as anyone who fails to maintain a proper exorcise regime can find it hard to adjust when they return to a world of more Terra-like proportions.
Fort Dixie
Star Type: G1V
Position in System: 4 (of 15)
Number of Moons: 1 (Alpha)
Days to Jump Point: 10
Surface Water: 36%
Atm. Pressure: Standard (Breathable)
Surface Gravity: 1.06
Equatorial Temp: 24°C (Temperate)
Recharging Station: Zenith
HPG Class Type: A
Highest Native Life: Mammal
Planetary Capital: Fort Dixie
Population (3045): 20,800
Fort Dixie was once one end of the chain of HPG stations that linked the Outer Colonies to the rest of humanity, and was home to a good-sized support base geared towards maintaining that vital link. But now with the stations shut down and either destroyed or recovered, it serves mainly as a early warning station in case anyone should follow a line on a map and stumble upon the Outer Colonies. The recharge station at the Zenith jump-point is only partly operational and operates mainly as a transfer point for ships heading to or from the old Star League base.
Ticonderoga
Star Type: F7III
Position in System: 2 (of 6)
Number of Moons: None
Days to Jump Point: 13.5
Surface Water: 35%
Atm. Pressure: Low (Breathable)
Surface Gravity: 1.1
Equatorial Temp: 51° C (Arid)
Recharging Station: None
HPG Class Type: C
Highest Native Life: Avian
Planetary Capital: Champlain
Population (3045): 360,000
The southern tip of the defensive chain, Ticonderoga is home to a small but prosperous uranium mine and military-outpost. Every so often there is talk of expanding the settlement and establishing a full colony, but with so much land still available on already inhabited planets, few if any ever take up the challenge. That said, it has a high birth rate and there is some immigration, to the point where local amenities are always expanding, so it may just be a matter of time before it becomes the eleventh member of the Outer Colonies.
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The Brotherhood Of The Blood
Not so much a secret society, but more of a way of remembering the past, the term “Of The Blood†is used to describe someone who is descended from the survivors of Clan Wolverine or those born of the Iron Wombs, bred from the stockpile of genetic material they brought with them. While those with only a tenuous connection may see little point is such a distinction, others with a closer bond to the original 331st Royal BattleMech Division take a certain amount of pride in the fact that their very existence is living proof that the followers of Nicholas Kerensky are not as perfect as they imagined themselves. Even knowing that their lives would be threatened should the Clans ever discover the Outer Colonies, they are known to proudly ware the symbols of both the 331st and Clan Wolverine. Some chose to do so through extensive and intricate tattoos, but the more common is an easily recognised signet ring: the band is made up of interwoven gold and silver bands to represent the double-helix of DNA, while the face represents the insignia of Clan Wolverine.
Most rings are simple enamel, but some use onyx for the head, amber for the background, platinum for the slashed claw marks and a small diamond to pick out the eye. Such rings are rare heirlooms, often passed down from parent to first-born, cementing the link to the past.
While the so-called “Brotherhood Of The Blood†has no official standing, organisation or power, it does exert a great deal of power behind the scenes, especially on Rorke's Drift and within the Outer Colonies Defence Force. Many have pointed to unusual patterns of advancement or deployment to those Of The Blood, much as someone of noble birth might find their way opened by family and friends in the Great Houses of the Inner Sphere. Such an act is officially frowned upon, but given the higher than average number of Rorke's Drift citizens within the OCDF, more often than not a blind eye is turned to all but the most blatant acts of favouritism, and those who are unable to back up their position with ability are quickly moved to less glamorous positions, where they are unlikely to openly embarrass the rest of the Brotherhood.
The Ministry of Intelligence
(https://obtforum.com/forum/proxy.php?request=http%3A%2F%2Fwww.illuminati-news.com%2Fgraphics%2Fall-seeing-eye%282%29.gif&hash=0f459a5d8a761034cc014d9830e0cc1caa7e00a6)
Overview:
Popularly known as ‘The All-Seeing Eye’, the Ministry of Intelligence is responsible for the internal and external security of the Outer Colonies. Its powers are widespread and unparalleled, making its directors among the most powerful people in the Outer Colonies. All the plots and counter-plots, all the words whispered and knives in the dark are their to unravel and employ
The Shamrock:
The Ministry of Intelligence is split into three sub divisions:
The Security Service, responsible for counter-intelligence and internal security. Security Service agents control all secruity activity within the Outer Colonies, as well as hunting down and dealing with any outside agents. They work closely with local authorities and the Colonial Marshals to maintain the integrity of our boarders. They also operate GCHQ, the electronic intelligence sub-division dedicated to intercepting and cracking encrypted communications of suspicious nature or origins.
The Secret Intelligence Service is responsible for external security. They have further reaching powers than the Security Service, but are officaly prohibated from working inside the Outer Colonies. SIS has agents on several independent Periphery worlds and within local pirate bands and the armies of several would-be War Lords.
The Special Operations Executive (SOE) is the ministries paramilitery arm, and opperates spechial forces units across the Outer Colonies. Often called in to deal with terrorist or criminal suituations that have suparsed the ability of local law enforcement to handle, they are well versed in everythin from clandestine assasination to hostage rescue.
Deep Midnights Voice
Unofficial, off the books and unaccountable to anyone except themselves, Deep Midnights Voice is a secret society buried deep within the Ministry of Intelligence, the Outer Colonies Defence Force, the Colonial Marshals and a dozen other organisations and agencies. They consider themselves to be the last line of defence between the Outer Colonies and the anarchy that followed the fall of the Star League. Not just a black operation or rogue element, Deep Midnights Voice has been tentatively liked to the suspicious deaths of several people down the years, including at least two members of the Council of Eleven. While they consider themselves loyal to the Outer Colonies, they reject political oversight, as they consider elected politicians to be untrustworthy due to the fact that they have to pander to the electorate, and have been known to unveil state secrets to win votes. Free from scrutiny, they feel free to do anything and everything they deem necessary to protect and defend the Outer Colonies and do so with a cool, calm professionalism that would make most peoples' skin crawl if they ever heard of it.
Aside from the usual cloak-and-dagger theatrics, Deep Midnights Voice as also gained a reputation for being beyond human. There are stories about how they operated, how they can become part of the shadows to the point that they are totally undetectable. Some say that they have access to ultra-advanced Star League era technology, decades beyond anything anyone else has. Others say that they practice the mystic arts and performed strange rituals that could make a ship jump into hyperspace, never to be seen again. While many scoff at such superstitious nonsense, if anyone could wield such powers, it would be Deep Midnight's Voice. They remain an ultra-select, total volunteer organisation that you can only join by invitation and leave only by death.
Aside from some BattleMech and Battle Armour designs, that's all I've got to date.
Suggestions, advice, help and coffee are always welcome 8)
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Wow, you really have some detailed background info there.
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I tell you the same thing I told people when I was writing a nBSG Fan Fiction story that had a different ending: a) it's an Alternate Universe, so things don't have to happen they way they did in canon, and b) it's fan-fiction, so I get to write it the way I think it should have ended.
So, whatever personal criteria you decide fits the story you're trying to create then? Gotcha.
Good deal. Like I said, I'm always interested to learn the different barometer(s) a writer utilizes to create their fan fiction. It's the process of "how did you get there" I always enjoy hearing about. Thanks!
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Dug this out from the depths of my hard-drive: the Knights Templar command lance, The Knights Pendragon!
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A detailed background.
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I'm working on the Colonial Marshals Service right now, to the point where I've actually asked a US Park Ranger (and firearms expert) I know from another BattleTech forum for assistance in selecting their uniform and weapons.
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I'm working on the Colonial Marshals Service right now, to the point where I've actually asked a US Park Ranger (and firearms expert) I know from another BattleTech forum for assistance in selecting their uniform and weapons.
That's different. Very neat.
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AeroTech 2 Vessel Technical Readout
* CUSTOM WEAPON
Class/Model/Name: Triumph Gunship
Tech: Inner Sphere / 2790
Vessel Type: Aerodyne DropShip
Rules: Level 2, Modified design
Rules Set: AeroTech2
Mass: 9,000 tons
Length: 171 meters
Power Plant: Delano 1070
Safe Thrust: 5
Maximum Thrust: 8
Armor Type: Valiant Gauntlet
Armament:
1 Ripper Series A1 ER PPC
1 Holly LRM 20
8 RAMTech 800 Medium Laser
1 Kreuss XX Particle Projection Cannon (DS)*
2 Holly LRM 15
2 RAMTech 1200 Large Laser
1 Holly LRM 10
Manufacturer: Newport News Orbital Shipbuilding Inc.
Location: New Jersey
Communications System: Rosalyn Electronics Inc. StarCom
Targeting & Tracking System: Rosalyn Electronics Inc. FireMax
------------------------------------------------------------------------------
==Overview:==
While the Outer Colonies have the Ability to manufacture many types of
warship's, the cost of building, maintaining and crewing such vessels is
prohibitive, so only a handful are maintained at an operational level at any
time. But with countless pirate bands roaming the deep periphery looking for
an easy target, and with the Outer Colonies being the most economically stable
in the region, it is no small surprise that our her fleet is considered a
likely target.
So to fill the gap left by the lack of warships, a number of older,
obsolete DropShips were refitted into heavy gunships, capable of standing up
to all but the most heavily armed and well trained pirates.
==Capabilities:==
The first ships to be refitted in such a way were twenty obsolete
variants of the Triumph troop-carrier. With most of the cargo and equipment
pays stripped out, room was made to house a single Kreuss XX Particle
Projection Cannon Heavy that had been specially converted for use in a
DropShip. The massive weapon accounts for a third of the ships total weight,
but can devastate any non-military DropShip with ease, making it a useful to
intimidate pirates with.
The rest of the weapons go almost unchanged, except the autocannons,
which were removed due to problems with the upgraded targeting system. A small
craft bay was added to allow the gunships marines to board pirates without the
need to expose the ship itself to danger, and room was made to hold 40
prisoners, but more can be house for a short period of time.
==Notable Vessels & Crews:==
Able Squadron
Reliant
Repulse
Renown
Rodney
Bravo Squadron
Alexander
Agrippa
Calypso
Hyperion
Charlie Squadron
Nebula
Adrastus
Britannia
Ignatious
Delta Squadron
Mary Rose
Hamato
Raven
Nimrod
Echo Squadron
Inflexible
Invincible
Indefatigable
Indignation
==Deployment==
Split into five four ship squadrons, the newly christened Triumph
Gunships roam the space-ways in and around the Outer Colonies, ready to pounce
on any unsuspecting pirate who crosses their path.
------------------------------------------------------------------------------
Class/Model/Name: Triumph Gunship
Mass: 9,000 tons
Equipment: Mass
Power Plant, Drive & Control: 2,925.00
Thrust: Safe Thrust: 5
Maximum Thrust: 8
Structural Integrity: 15 675.00
Total Heat Sinks: 150 Double 4.00
Fuel & Fuel Pumps: 534.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 68.00
Fire Control Computers: .00
Food & Water: (66 days supply) 32.50
Armor Type: Ferro-aluminum (1,118 total armor pts) 67.50
Standard Scale Armor Pts
Location: L / R
Fore: 374
Left/Right Wings: 279/279
Aft: 186
Cargo:
Bay 1: Fighters (2) with 2 doors 300.00
Small Craft (1) with 1 door 200.00
Bay 2: Cargo (1) with 2 doors 600.00
Life Boats: 8 (7 tons each) 56.00
Escape Pods: 6 (7 tons each) 42.00
Crew and Passengers:
6 Officers (3 minimum) 60.00
12 Crew (0 minimum) 84.00
4 Gunners (3 minimum) 28.00
28 Marines 140.00
40 Prisoners 120.00
9 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
1 ER PPC Nose 1(10) 1(10) 1(10) -- 15 7.00
1 LRM 20(18 rounds) Nose 1(12) 1(12) 1(12) -- 6 13.00
2 Medium Laser Nose 1(10) -- -- -- 6 2.00
1 Heavy NPPC (DS)* Nose 15(150)15(150)15(150)15(150) 225 3,000.00
1 LRM 15(24 rounds) L/RW 1(9) 1(9) 1(9) -- 10 20.00
1 Large Laser L/RW 2(18) 1(8) -- -- 16 10.00
2 Medium Laser 12 4.00
2 Medium Laser Aft 1(10) -- -- -- 6 2.00
1 LRM 10(12 rounds) Aft 1(6) 1(6) 1(6) -- 4 6.00
------------------------------------------------------------------------------
TOTALS: Heat: 300 9,000.00
Tons Left: .00
Calculated Factors:
Total Cost: 696,336,912 C-Bills
Battle Value: 7,894
Cost per BV: 88,210.91
Weapon Value: 11,726 (Ratio = 1.49)
Damage Factors: SRV = 231; MRV = 153; LRV = 56; ERV = 0
Maintenance: Maintenance Point Value (MPV) = 94,989
(68,754 Structure, 19,575 Life Support, 6,660 Weapons)
Support Points (SP) = 30,158 (32% of MPV)
BattleForce2: MP: 5, Armor/Structure: 19 / 18
Damage PB/M/L: 24/21/19, Overheat: 0
Class: DL; Point Value: 79
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AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Behemoth Q
Tech: Inner Sphere / 2796
Vessel Type: Spheroid DropShip
Rules: Level 2, Modified design
Rules Set: AeroTech2
Mass: 100,000 tons
Length: 200 meters
Power Plant: Sunburst M-500L Megadrive II
Safe Thrust: 6
Maximum Thrust: 9
Armor Type: Valiant Chainmail
Armament:
10 Maelstrom AR10 Launcher
12 Ripper Series A1 ER PPC
12 Pontiac 50 Autocannon/10
12 Pontiac Light Autocannon/5
12 Ramtech 1500Z ER Medium Laser
12 RAMTech 1200X ER Large Laser
12 Holly LRM 20+ArtIV
24 Holly SRM 4
24 Goalkeeper III AMS
Manufacturer: Newport News Orbital Shipbuilding Inc.
Location: New Jersey
Communications System: Rosalyn Electronics Inc. StarCom
Targeting & Tracking System: Rosalyn Electronics Inc. FireMax
------------------------------------------------------------------------------
==Overview:==
While the Outer Colonies have the Ability to manufacture many types of
warship's, the cost of building, maintaining and crewing such vessels is
prohibitive, so only a handful are maintained at an operational level at any
time. But with countless pirate bands roaming the deep periphery looking for
an easy target, and with the Outer Colonies being the most economically stable
in the region, it is no small surprise that our her fleet is considered a
likely target.
So to fill the gap left by the lack of warships, a number of older,
obsolete DropShips were refitted into heavy gunships, capable of standing up
to all but the most heavily armed and well trained pirates.
Possibly the two most powerful ships to undergo the refit program, the
Behemoth Q class DropShip's Lady Jane and Lone Star are certainly a surprise
to any pirates they encounter. Almost derelict, the shipping firm that owned
the Lady Jane and Lone Star had seen much of their business dry up with the
fall of the Star League, and had little use for such massive ships in such a
smaller area of space, and had left them parked in orbit over Last Post.
Bought at near scrap value by the Outer Colonies Defence Force, they were
transferred to New Jersey, where they could be stripped down by the engineers
at Newport News Orbital Shipbuilding Inc. and rebuilt as miniature warships.
==Capabilities:==
With the massive cargo and small craft bays removed, the engineers had
almost 80,000 tons to play with, and started by installing much bigger
engines, allowing the two ships to cruise at twice their former maximum
acceleration, with a maximum military power of 4.5 G's. This required
extensive reinforcement of the internal structure, allowing for a much thicker
armour belt.
Now little more than hollow shells with oversized engines, the two ships
were fitted with a staggering ten Maelstrom AR-10 Missile Launchers as a main
armament, backed up by dozens of smaller weapons, all hidden behind armoured
hatches that can be opened in a matter of seconds to catch any hostile ships
napping. There is also docking bays for twelve aerospace fighters and four
assault shuttles, allowing the integral marine detachment a greater degree of
flexibility in how they operate. A sizeable chunk of the cargo bay remains,
allowing the ships to support other units over a lengthy deployment, as well
as carry impounded contraband.
==Notable Vessels & Crews:==
SLS Lady Jane
SLS Lone Star
==Deployment==
While cheaper than a standard warship, and based on pre-existing hulls,
the Behemoth Q is still a very expensive design, and there are no plans to
commission any-more. Despite this, just the knowledge that the harmless, slow
merchant they have in their sights might turn out to be a wolf in sheep’s
clothing in enough to deter most pirates, and those who make the mistake of
challenging either the Lady Jane or the Lone Star have a tendency to not live
long enough to learn from their mistake.
------------------------------------------------------------------------------
Class/Model/Name: Behemoth Q
Mass: 100,000 tons
Equipment: Mass
Power Plant, Drive & Control: 39,000.00
Thrust: Safe Thrust: 6
Maximum Thrust: 9
Structural Integrity: 70 14,000.00
Total Heat Sinks: 514 Double .00
Fuel & Fuel Pumps: 1,020.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 750.00
Fire Control Computers: 420.00
Food & Water: (105 days supply) 116.00
Armor Type: Standard (1,792 total armor pts) 252.00
Standard Scale Armor Pts
Location: L / R
Fore: 511
Left/Right Sides: 448/448
Aft: 385
Cargo:
Bay 1: Fighters (6) with 2 doors 900.00
Small Craft (2) with 2 doors 400.00
Bay 2: Fighters (6) with 2 doors 900.00
Small Craft (2) with 2 doors 400.00
Bay 3: Cargo (1) with 4 doors 17,500.00
Life Boats: 20 (7 tons each) 140.00
Escape Pods: 20 (7 tons each) 140.00
Crew and Passengers:
36 Officers (20 minimum) 360.00
60 Crew (0 minimum) 420.00
40 Gunners (30 minimum) 280.00
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 AR10 (40 KW, 40 WS, 60 B)Nose * * * * 80 6,400.00
2 ER PPC Nose 2(20) 2(20) 2(20) -- 30 14.00
2 Autocannon/10(60 rounds) Nose 3(30) 3(30) -- -- 6 30.00
2 Autocannon/5(60 rounds) 2 19.00
2 ER Medium Laser Nose 3(26) 3(26) 2(16) -- 10 2.00
2 ER Large Laser 24 10.00
2 LRM 20+ArtIV(48 rounds) Nose 3(32) 3(32) 3(32) -- 12 30.00
4 SRM 4(200 rounds) Nose 2(24) -- -- -- 12 20.00
4 AMS(480 rounds) Nose -- -- -- -- 4 42.00
2 AR10 (20 KW, 30 WS, 30 B)FL/R * * * * 80 7,200.00
2 ER PPC FL/R 2(20) 2(20) 2(20) -- 60 28.00
2 Autocannon/10(60 rounds) FL/R 3(30) 3(30) -- -- 12 60.00
2 Autocannon/5(60 rounds) 4 38.00
2 ER Medium Laser FL/R 3(26) 3(26) 2(16) -- 20 4.00
2 ER Large Laser 48 20.00
2 LRM 20+ArtIV(48 rounds) FL/R 3(32) 3(32) 3(32) -- 24 60.00
4 SRM 4(200 rounds) FL/R 2(24) -- -- -- 24 40.00
4 AMS(480 rounds) FL/R -- -- -- -- 8 84.00
2 ER Large Laser AL/R 3(26) 3(26) 2(16) -- 48 20.00
2 ER Medium Laser 20 4.00
2 Autocannon/10(60 rounds) AL/R 3(30) 3(30) -- -- 12 60.00
2 Autocannon/5(60 rounds) 4 38.00
2 ER PPC AL/R 2(20) 2(20) 2(20) -- 60 28.00
2 LRM 20+ArtIV(48 rounds) AL/R 3(32) 3(32) 3(32) -- 24 60.00
4 SRM 4(200 rounds) AL/R 2(24) -- -- -- 24 40.00
4 AMS(480 rounds) AL/R -- -- -- -- 8 84.00
2 AR10 (20 KW, 20 WS, 30 B)Aft * * * * 40 3,200.00
2 ER PPC Aft 2(20) 2(20) 2(20) -- 30 14.00
2 Autocannon/10(60 rounds) Aft 3(30) 3(30) -- -- 6 30.00
2 Autocannon/5(60 rounds) 2 19.00
2 ER Medium Laser Aft 3(26) 3(26) 2(16) -- 10 2.00
2 ER Large Laser 24 10.00
2 LRM 20+ArtIV(48 rounds) Aft 3(32) 3(32) 3(32) -- 12 30.00
4 SRM 4(200 rounds) Aft 2(24) -- -- -- 12 20.00
4 AMS(480 rounds) Aft -- -- -- -- 4 42.00
1 Lot Spare Parts (5.00%) 5,000.00
------------------------------------------------------------------------------
TOTALS: Heat: 800 100,000.00
Tons Left: .00
Calculated Factors:
Total Cost: 2,529,772,000 C-Bills
Battle Value: 40,969
Cost per BV: 61,748.44
Weapon Value: 25,477 (Ratio = .62)
Damage Factors: SRV = 1,159; MRV = 835; LRV = 402; ERV = 116
Maintenance: Maintenance Point Value (MPV) = 1,256,607
(1,130,527 Structure, 89,000 Life Support, 37,080 Weapons)
Support Points (SP) = 184,100 (15% of MPV)
BattleForce2: MP: 6, Armor/Structure: 30 / 30
Damage PB/M/L: 34/30/22, Overheat: 0
Class: DL; Point Value: 410
Specials: sph
-
####3065 Update####
Just got a data-packet from my contact out on Cyclops Station; it seems those prospector’s she'd played cards with made it back after all, nearly six years after they set out. They stopped off just long enough to refuel, replenish their supplies and then took off again for parts unknown, running like the devil himself was after them.
Two days later, a pristine Kimagure class Pursuit Cruiser and a pair of Dart class Light Cruisers turned up. At first the locals assumed the Clans had come calling, but the ship squawked a Star League transponder, locked their weapons onto the station and demanded the location of the prospectors. Knowing a one-sided fight when she saw it, Queen Jennifer II gave them all the information her people had, and then allowed a pair of NL-42 Battle Taxies to dock with the station. Marines in a previously unseen variant of the Nighthawk power-armour scoured the station from one end to the other, interrogating the already nervous inhabitants and sucking the computers dry of any relevant information before departing again without so much as a 'by your leave'.
At no point during all of this were any names or exploitations given, and the ships have not been seen since.
Thankfully, my contact's no stranger to smuggling information past people who might be looking for it, and she managed to get me a copy of an updated version of the text book I sent you all extracts from last time. The first book was almost unbelievable, but with what happened at Cyclops Station, this new one is downright terrifying.
Here are the highlights.
-Starling
The Council of Eleven
(3065)
The Right Honourable Helena Stark
(Chairwoman, Port Stanley)
The Right Honourable Robert McDevitt
(Vice-Chairman, New Jersey)
The Right Honourable Sun Li
(Secretary of the Treasury, New Tasmania)
The Right Honourable Hank Stankowski
(Home Secretary, San Antonio)
SaKahn Mary Mroczkiewicz
(Secretary of Defence, Rorke's Drift)
The Right Honourable Jo Gant
(Foreign Secretary, Rockall)
The Right Honourable Pun Garang
(Secretary of State for Justice, Last Post)
The Right Honourable Gideon Coxall
(Education Secretary, Vision)
The Right Honourable Silvester Hunt
(Secretary of State for Health, New Jamaica)
The Right Honourable Dr Holly Reeman, Ph.D.
(Secretary of State for Science, Malloy's World)
The Right Honourable Quentin Flynn
(Minister of State, Ticonderoga. Provisional; non-voting)
General Viktor Kravinoff
(Commanding Officer OCDF, non-voting)
Mak Takara
(Attorney General, non-voting)
Flame Of Redemption
Formally an independent world three jumps away from the Outer Colonies, the mainly agrarian world of Redemption had regressed to a very basic level of technology, with people in the outer lying regions going back to using horses and draft animals for transport and heavy labour. That all changed when a roving pirate gang decided to set up shop there, believing that they were far enough away from the Outer Colonies to be considered not worth dealing with. What they didn't know was that the Colonial Marshals had a small outpost on-planet to keep an eye out for anyone trying to escape justice, and word of the occupation, and the brutality that followed, soon reached the Council of Eleven, and unanimous vote sent an expeditionary force, led by the elite Grenadier and McEvedy Guards, was dispatched to liberate the planet.
The pirates attempted to blockade the planet, but their hastily assembled armada of DropShip's was swept aside by the SLS Ivanhoe and her escorting assault ships. Behind them came the troop carriers, battle armoured infantry going in first to secure the landing ground before the Mech's landed. While evenly matched for numbers, the pirate machines were a collection of obsolete, badly maintained junkers; against them stood two of the best equipped and trained regiments in the Outer Colonies Defence Forces, backed up by three regiments of armour and an infantry brigade. The battle that followed was more a slaughter than a fight, with the pirates turning on each other in a bid to get away, allowing for them to be dealt with piecemeal.
The only thing keeping the battle from being totally flawless was the death of Colonel Carl Knute, commanding officer of the McEvedy Guards. Pursuing a group of high-ranking pirates, he found himself in a residential area that the pirates had rigged with incendiary devices. Surrounded by flames and helpless civilians, Colonel Knute ignored the pirates and instead turned his weapons on the burning buildings, cutting a way out for the locals. Unfortunately, the combined heat from the fires, his own weapons and the relentless pirate attacks proved too much for the the Colonel's Black Knight, and it went into emergency shut-down, trapping its brave pilot as the flames consumed him.
To this day, the blackened remains of Colonel Knute's BattleMech remain where it fell, a reminder to one all of the personal bravery of one of the finest officers the OCDF has ever known.
Spurned on by the loss of their beloved commander, the McEvedy Guards charged the last pirate strong point, throwing themselves at their defences in a tidal-wave of death and destruction that ended when the last pirate Mech was brought down.
With most of the planets former leaders dead or just missing, it was decided to grant Redemption protectorate status, with a re-enforced combined-arms regiment and a larger detachment of Marshals left behind to take care of any pirates that had escaped the battle.
A New Star Rises
With a population now in excess of 25-million, Ticonderoga has been granted provisional status as a full Colony, taking the non-voting seat previously held by the head of the OCDF. For administrative purposes they have been officially designated part of the New Jamaica Military Region. Many are now starting to question whether or not the more highly populated and developed protectorate worlds of Arixo and Pacifica will follow suit and petition for full Colonial status.
33rd (Provisional) Division
(Ticonderoga)
Division Headquarters
Command Company
Regimental HQ Staff
HQ Transport
MP Platoon
53rd BattleMech Brigade
The Green Mountain Boys
1st Royal Lancers
2nd Royal Lancers
74th BattleMech Brigade
Benedict's Grenadiers
14th Dragoon Guards
79th Dragoon Guards
330th Cavalry Brigade
7th Air-Cavalry Regiment
19th Mechanised Cavalry
21st Mechanised Cavalry
29th Infantry Brigade
The Concordia Rifles
4th Regiment Of Foot
19th Gurkha Rifles
Non-Brigade Attached Units
5th Battalion, 21st Royal Artillery Regiment
6th Battalion, 41st Combat Engineers
11th Battalion, 4th Long Range Patrol Regiment
Combat Support Brigade
Brigade HQ Staff
5th Battalion, 4th Combat Support Group
171th Mobile Army Surgical Hospital
3rd Battalion, 26th Combat Engineers
2nd Battalion, 41st Royal Electrical and Mechanical Engineers
MP Company
Signals Company
Wolverine Resplendent
It seems that the people of Rorke's Drift have been busy; using their storehouse of genetic samples and their Iron Womb technology, they've been secretly building up a much stronger military then anyone thought, using a massive series of hidden factories and Castle Brian's in the Wolf's Bane Mountains, as well as a hidden base on the nearby and previously independent Foster's World, which they have now claimed as their own. They have also laid claim to the old Star League outpost on Fort Dixie and the protectorate world of Redemption. As well as the 331st Royal BattleMech Division, Rorke's Drift is now also home to Alpha Galaxy, while Delta Galaxy is deployed to Foster's World, Gamma Galaxy to Fort Dixie and Epsilon Galaxy to Redemption. They have also doubled their planetary militia, raising the equivalent of another Star League Division, all be it of very low quality, if fanatical, troops.
There is also talk that they have secretly reactivated the dormant shipyards in orbit of Rorke's Drift and used it to refurbish several warships taken from the Hamunaptra system's bone-yard.
The Council of Eleven has called them to account for these actions, but so far they have made no overt military actions against the other Colonies. They have, however, relinquished their military control over the Helios system, forcing New Tasmania to step in and pick up the slack.
Alpha Galaxy
(McEvedy's Pride)
1st Wolverine Guards (McEvedy's Own)
2nd Wolverine Guards (The Lone Hunters)
38th Assault Cluster (True Vision)
9th Strike Cluster (The Blood Pack)
64th Wolverine Guards (The Night Stalkers)
Delta Galaxy
(Kerensky's Lamont)
163rd Battle Cluster (Safe Haven)
124th Battle Cluster (The Cowboys)
189th Strike Cluster (McAlpinme’s Fusiliers)
89th Strike Cluster (Always Faithful)
73rd Wolverine Dragoons (The Pale Riders)
Gamma Galaxy
(The Rabid Wolverines)
106th Battle Cluster (The Dark Hunters)
137th Battle Cluster (Amazing Grace)
138th Battle Cluster (Blood of the Wolverine)
103rd Strike Cluster (The Unseen Enemy)
104th Assault Cluster (Law of the Wild)
Epsilon Galaxy
(The Shadow Hunters)
197th Battle Cluster (Full Moon Rising)
103rd Battle Cluster (The Fighting Irish)
24th Battle Cluster (Lone Stars)
205th Striker Cluster (The Rangers)
88th Assault Cluster (The Crazy 88)
(https://obtforum.com/forum/proxy.php?request=http%3A%2F%2Fi131.photobucket.com%2Falbums%2Fp313%2FStarbug360%2FWar%2520Games%2FOuterColonies3065.jpg&hash=cd6a799b9ac17f7b97a0e78ec432f92f2dce6c84)
The first two sections are standard fair, and no real surprises, apart from the fact that there's a bunch of pirates dumb enough to set up shop next to a army with Star League era equipment, just looking for a chance to use it. Even Ticonderoga I saw coming, after reading the first book: small outposts like that tend to undergo huge population booms before they level out.
But it's the events on Rorke's Drift that surprised me the most; I had assumed that the descendent of the fleeing Wolverines would be content to just sit back and let the universe go buy. But it sounds like they've been building a secret army for some unknown purpose.
Sound like anyone else we know?
Not saying that the Outer Colonies have any link to Word of Blake, but it is a worrying president. And given the state of the Inner Sphere right now, three divisions, four full Galaxies and who know how many warships could make a major difference to either side.
That's if the other Clan's don't go charging off into the Deep Periphery, no doubt strait into defences designed specifically to handle them...
-Starling
-
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Cyclops class Attack-Ship
Tech: Inner Sphere / 2810
Vessel Type: Aerodyne DropShip
Rules: Level 2, Custom design
Rules Set: AeroTech2
Mass: 6,500 tons
Hull: NNOS Nimrod II
Length: 146 meters
Power Plant: Star League V500 Standard
Safe Thrust: 10
Maximum Thrust: 15
Armor Type: Valiant Chainmail Standard
Armament:
1 Maelstrom Killer Whale
4 RAMTech 1200 Large Laser
20 RAMTech 800 Medium Laser
Manufacturer: Newport News Orbital Shipbuilding Inc.
Location: New Jersey
Communications System: Rosalyn Electronics Inc. StarCom
Targeting & Tracking System: Rosalyn Electronics Inc. FireMax
------------------------------------------------------------------------------
==Overview:==
Built as part of the strategic reserve, the Cyclops class Attack-Ship is
seldom seen by civilians due to the fact that it was built for the sole
purpose of carrying the Santa Ana 50 kiloton thermonuclear warhead for use
against hostile WarShips.
==Capabilities:==
The bulk of the Cyclops is taken up by a truly massive engine, capable
of propelling the ship up to 7.5-G's of acceleration. This is intended to
allow for a Boom-&-Zoom attack, where the Cyclops gets in as close as it can,
fires its missile and then gets out of the way before it detonates. The
secondary armament is limited to two-dozen lasers to shoot through anything
that gets in the Cyclops' way, but they are considered to be more for show, to
give the impression that the attack is more conventional in nature.
The Cyclops has a unique 'rotary' magazine system that allows it to fire
up to five missiles in quick succession, but it then requires an extended
period of time while each chamber is reloaded before it can fire again. This
gives the Cyclops the ability to put 250-kilotons on target, enough to destroy
all but the toughest opponent or to strike multiple targets at once. However,
the more targets selected, the less effective the fire-control system becomes.
==Deployment==
The exact number, registration and location of the Cyclops' is considered
a matter of national security. What is known is that a number are in space, on
long orbit patrols away from habitable planets and regular shipping lines, at
any one time. As a secondary security measure, the arming system on the
missiles requires three of the officers to enter voice-print recognition codes
and retinal scanning before they can go 'hot'. This avoids the danger of an
officer launching the missiles under their own authority.
It is written into the Outer Colonies Charter that any use of the
strategic reserve must be in accordance with the Ares Conventions.
------------------------------------------------------------------------------
Class/Model/Name: Cyclops class Attack-Ship
Mass: 6,500 tons
Equipment: Mass
Power Plant, Drive & Control: 4,225.00
Thrust: Safe Thrust: 10
Maximum Thrust: 15
Structural Integrity: 15 487.50
Total Heat Sinks: 211 Single .00
Fuel & Fuel Pumps: 306.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 49.00
Fire Control Computers: .00
Food & Water: (150 days supply) 15.00
Armor Type: Standard (1,005 total armor pts) 67.50
Standard Scale Armor Pts
Location: L / R
Fore: 336
Left/Right Wings: 251/251
Aft: 167
Cargo:
Bay 1: Cargo (1) with 1 door 100.00
Life Boats: 4 (7 tons each) 28.00
Crew and Passengers:
4 Officers (3 minimum) 40.00
11 Crew (1 minimum) 77.00
5 Gunners (5 minimum) 35.00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
1 Killer Whale(15 msls) Nose 4 4 4 4 20 900.00
4 Large Laser Nose 3(32) 3(32) -- -- 32 20.00
5 Medium Laser L/RW 3(25) -- -- -- 30 10.00
5 Medium Laser L/RW(A) 3(25) -- -- -- 30 10.00
1 Lot Spare Parts (2.00%) 130.00
------------------------------------------------------------------------------
TOTALS: Heat: 112 6,500.00
Tons Left: .00
Calculated Factors:
Total Cost: 351,907,200 C-Bills
Battle Value: 7,097
Cost per BV: 49,585.35
Weapon Value: 7,131 (Ratio = 1.00)
Damage Factors: SRV = 158; MRV = 60; LRV = 29; ERV = 12
Maintenance: Maintenance Point Value (MPV) = 96,753
(49,309 Structure, 43,250 Life Support, 4,194 Weapons)
Support Points (SP) = 24,308 (25% of MPV)
BattleForce2: MP: 10, Armor/Structure: 17 / 17
Damage PB/M/L: 10/5/4, Overheat: 0
Class: DL; Point Value: 71
Specials: artT
-
AeroTech 2 Vessel Technical Readout
* CUSTOM WEAPON
Class/Model/Name: Gazelle Gunship
Tech: Inner Sphere / 2800
Vessel Type: Aerodyne DropShip
Rules: Level 2, Modified design
Rules Set: AeroTech2
Mass: 3,000 tons
Hull: DBF Gazelle
Length: 100 meters
Power Plant: Star League
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Valiant Gauntlet
Armament:
1 Holly LRM-20
1 Pontiac Light Autocannon/5
2 RAMTech 1200 Large Lasers
4 RAMTech 800 Medium Lasers
2 Magna-35 Naval Lasers (DS)*
Manufacturer: Newport News Orbital Shipbuilding Inc.
Location: New Jersey
Communications System: Rosalyn Electronics Inc. StarCom
Targeting & Tracking System: Rosalyn Electronics Inc. FireMax
------------------------------------------------------------------------------
==Overview:==
While the Outer Colonies have the Ability to manufacture many types of
warship's, the cost of building, maintaining and crewing such vessels is
prohibitive, so only a handful are maintained at an operational level at any
time. But with countless pirate bands roaming the deep periphery looking for
an easy target, and with the Outer Colonies being the most economically stable
in the region, it is no small surprise that our her fleet is considered a
likely target.
So to fill the gap left by the lack of warships, a number of older,
obsolete DropShips were refitted into heavy gunships, capable of standing up
to all but the most heavily armed and well trained pirates.
The third and final project developed under this program is the Gazelle
Gunship.
==Capabilities:==
Stripped of their vehicle bays and much of their original weaponry, the
twenty obsolete Gazelles were retrofitted with a pair of Magna-35 Naval Lasers
especially adapted to fit into a DropShip. The final focusing arrays are
located in semi-moveable turrets in the wing spurs, allowing for a limited
strafing ability against ground targets.
This proved highly effective on Redemption, where the Roanoke and
Lexington accounted for over ten pirate DropShip's, effectively stranding the
pirates on-planet.
Beefed up structural integrity and thicker armour allow the Gazelle
Gunships to take a few hits, but with their low unit cost and minimal crew,
they are considered to be ultimately expendable, yet potentially devastating.
On their own, each ship may only have two lasers, but operating in groups of
four or five, they have the potential to take on warships.
==Notable Vessels & Crews:==
Arc-Royal
Royal Oak
Fearless
Olympus
Kestrel
Hawk
Janus
Pournelle
Sorcerer
Phantom
Warlock
Merlin
Vulcan
Mercury
Jupiter
Mars
Roanoke
Lexington
Prometheus
Clarkstown
==Deployment==
Assigned to both fleet units and division-level formations, the Gazelle
Gunship excels at mobile fire-support and force multipliers. They are also
often detached to escort important convoys, and the Colonial Marshals Service
has been known to request their use on occasions, using the intimidation
factor they bring to any situation.
------------------------------------------------------------------------------
Class/Model/Name: Gazelle Gunship
Mass: 3,000 tons
Equipment: Mass
Power Plant, Drive & Control: 780.00
Thrust: Safe Thrust: 4
Maximum Thrust: 6
Structural Integrity: 10 150.00
Total Heat Sinks: 70 Double 31.00
Fuel & Fuel Pumps: 204.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 23.00
Fire Control Computers: .00
Food & Water: (100 days supply) 9.00
Armor Type: Ferro-aluminum (846 total armor pts) 45.00
Standard Scale Armor Pts
Location: L / R
Fore: 283
Left/Right Wings: 211/211
Aft: 141
Cargo:
Bay 1: Cargo (1) with 1 door 125.00
Life Boats: 4 (7 tons each) 28.00
Crew and Passengers:
4 Officers (2 minimum) 40.00
10 Crew (1 minimum) 70.00
4 Gunners (2 minimum) 28.00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
1 LRM 20(24 rounds) Nose 1(12) 1(12) 1(12) -- 6 14.00
1 Autocannon/5(20 rounds) Nose 1(5) 1(5) -- -- 1 9.00
1 Large Laser Nose 2(18) 1(8) -- -- 8 5.00
2 Medium Laser 6 2.00
1 NL35 (DS)* L/RW 4(35) 4(35) 4(35) -- 104 1,400.00
1 Large Laser Aft 2(18) 1(8) -- -- 8 5.00
2 Medium Laser 6 2.00
1 Lot Spare Parts (1.00%) 30.00
------------------------------------------------------------------------------
TOTALS: Heat: 139 3,000.00
Tons Left: .00
Calculated Factors:
Total Cost: 211,942,800 C-Bills
Battle Value: 4,045
Cost per BV: 52,396.24
Weapon Value: 6,253 (Ratio = 1.55)
Damage Factors: SRV = 113; MRV = 74; LRV = 23; ERV = 0
Maintenance: Maintenance Point Value (MPV) = 26,286
(15,276 Structure, 8,700 Life Support, 2,310 Weapons)
Support Points (SP) = 22,732 (86% of MPV)
BattleForce2: MP: 4, Armor/Structure: 14 / 14
Damage PB/M/L: 11/10/8, Overheat: 0
Class: DM; Point Value: 40
-
The Colonial Marshals Service
(https://obtforum.com/forum/proxy.php?request=http%3A%2F%2Fi131.photobucket.com%2Falbums%2Fp313%2FStarbug360%2FWar%2520Games%2FColonialMarshal.jpg&hash=27ede3c758e63890c52ae416687b4a796dfe9aaa)
Fiat Justitia
If the Star League did one thing for the Outer Colonies, it simplified the matter of legal jurisdiction and extradition: under the Cameron Star, a criminal wanted for a crime committed on Terra could be arrested on Main Street and sent back to face justice. Unfortunately, the period of confusion between the fall of the Star League and the birth of the Outer Colonies as a political, military and social entity saw the end to this universal dedication to law and justice, with many worlds re-enacting laws and prosecutors dating back to their first founding. Even when the rest of the treaty concerning the formation of the Council of Eleven was hammered out, none of the representatives were willing to see their citizens subject to the laws of others without some guarantee that everyone would be treated equally under the eyes of the law, no matter who they were or where they were from.
Thus was born the Colonial Marshals Service, a federal agency with universal jurisdiction and a mandate to see that the guilty are tracked down and brought to justice, wherever they may be. Drawn from both existing police forces and the local Star League Department of Justice, the Marshals forged themselves into a new, unique force dedicated to the idea that no one was above the law. Their independence was guaranteed by the very treaty that founded them, which stated that any government official, no matter what their position, who attempted to to unduly influence an investigation could be arrested on the spot. This impartiality, as well as a string of early, high profile successes, gained them a lot of popular support amid a population that feared a decent into anarchy.
Basing themselves out of Carson City on San Antonio to distance themselves from the central authority on Port Stanley, the Marshals adopted the six-pointed star insignia of their ancient predecessors, as well as the motto “Fiat Justitiaâ€, Latin for “Let Justice Be Doneâ€, pointing to their main mission. Armed with the best weapons and equipment available, including a small fleet of DropShips, and the ability to commandeer any civilian or government vessels, the Marshals set out a list of the twenty most wanted criminals in the Outer Colonies; men and women who had used the complex web of laws and treaties to stay one step ahead of local law enforcement. Many expected them to not only fail, but to do so in a spectacular and bloody fashion.
But those naysayers hadn't taken into account just the kind of people who had taken up the challenge of turning the Marshals from a political ploy into a force for justice. People like Joseph “Old Stone Face†Fargo, who arrested his own twin brother when he caught him on the take, Samuel “Bird-Dog†Gerard, who tracked a wanted man across four worlds before finally capturing him, or Josefina “Jo†Lupo, who's small stature hid an expert in most forms of combat that had passed the rigorous SLDF recon-assault commando course just days before word of Operation Exodus reached the Outer Colonies. They, along with hundreds of others like them, stood as a bulwark against the rising tide of lawlessness and held firm.
In a little over a year, the Marshals had apprehended every one of their targets, and the Twenty Most Wanted list became a permanent feature of every Marshals office and station.
Over the centuries that followed, the Colonial Marshals Service became one of the cornerstones of the Outer Colonies, proving to one and all that here at least, the rule of law would be upheld. Tens of thousands of men and woman have carried the Star, many of them dying in the line of duty. Those that have are buried at the Service's cemetery outside Carson City, where row after row of white headstones in mute witness stand in testimony to the memory of those who died in the cause of law and order.
Today, the Marshals Service maintains outposts on every single world in the Outer Colonies, including most of the major space stations and moons. They also have detachments on several independent but allied worlds to keep an eye out for any fugitives who may seek to escape justice outside of our boarders. While in most cases they defer to local law enforcement, many people sleep soundly in their beds knowing that the silver star of justice is watching over them.
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My contact from Cyclops Station sent me another data-packet, an attached note indicating that she is now on the run from unknown forces.
-Starling
Clan Wolverine Naval Forces
(3065)
Aggressor Naval Star
(Rorke's Drift)
SLS Franklin Hallis (Farragut class Battleship, formally the Philip of Macedonia)
SLS St David (Cameron class Battle Cruiser)
SLS St Fancies (Cameron class Battle Cruiser)
SLS Romanov (Samarkand II class Heavy Cruiser)
SLS Makarov (Samarkand II class Heavy Cruiser
Eclipse Naval Star
(Rorke's Drift)
SLS Kassandra (Monsoon class Battleship)
SLS Stardust (Luxor class Heavy Cruiser)
SLS Champion (Luxor class Heavy Cruiser)
SLS Deliverance (Avatar class Heavy Cruiser)
SLS Condor (Riga class Frigate)
Reaper Naval Star
(Foster's World)
SLS Ramilies (Atreus class Battleship)
SLS Daedalus (Avatar class Heavy Cruiser)
SLS Caledfwlch (Avatar class Heavy Cruiser)
SLS Enterprise (Riga class Frigate)
SLS Trafalgar (Riga class Frigate)
Legacy Naval Star
(Fort Dixie)
SLS Samson (Atreus class Battleship)
SLS Albion (Winchester class Cruiser)
SLS Galahad (Riga class Frigate)
SLS Robert MacKenzie (Riga class Frigate)
SLS Black Heart (Riga class Frigate)
Hunter Naval Star
(Location unknown)
SLS Steadfast (Kimagure class Pursuit Cruiser)
SLS Majestic (Dart class Light Cruiser)
SLS Roanoke (Dart class Light Cruise)
SLS Resolute (Carson class Destroyer)
SLS Iwo Jima (Carson class Destroyer)
Shield Naval Star
(Redemption)
SLS St Jude (Cameron class Battle Cruiser)
SLS Catherine the Great (Samarkand II class Heavy Cruiser)
SLS Brunel (Newgrange class Yard Ship)
SLS Convoy (Potemkin class Troop Cruiser)
SLS Buffalo (Potemkin class Troop Cruiser)
A House United?
There is evidence, all be it somewhat circumstantial, linking the Brotherhood Of The Blood and Deep Midnights Voice. While no one has ever been able to compile anything approaching a list of the second, Rorke's Drift has always provided a disproportionately high number of recruits for both the OCDF and the Ministry of Intelligence. It is no great leap to assume that at least some of these people are both descended from the 331st Division and have been recruited into Deep Midnights Voice.
The only question is who has infiltrated who? And to what extent?
When called to account by the Council of Eleven, saKahn Mary Mroczkiewicz promised that the secret military build up her people had undertaken was purely defensive, and that they had no expansionist ambitions beyond what they had already claimed. She went on to explain that it had been undertaken due to reports that the Secret Intelligence Service had presented based upon what limited information reached the Outer Colonies from the Inner Sphere. While much is forth or fifth hand gossip picked up from passing traders and captured pirates, the fact that the other Clans had launched their invasion of the Successor States. This no doubt caused the Brotherhood Of The Blood a lot of concern; while the Clans were confined to the Kerensky Cluster, they were relatively contained. But on the move, there would be the risk that they might pick up a clue that would lead them to the Outer Colonies.
And this is where Deep Midnights Voice comes in; their self-proclaimed mission is to protect and defend the Outer Colonies my any means necessary. While they may be more than capable of dealing with most internal or external threats on their own, a full-scale invasion by one or more of the Clans would be beyond their ability. True war, the likes of which the Outer Colonies have not seen since Operation: Kathleen, could easily befall worlds that have managed, against all the odds, to maintain the same level of technology and society they had when the Star League fell.
So, two powerful and secretive organisations with a common enemy.
Again, the evidence supporting all this is circumstantial at best, but there are indications that known and suspected members of the Brotherhood have been acting somewhat usually, almost as if they were receiving instructions from someone outside their organisation. Also, there have been hints that seem to indicate that Deep Midnights Voice may have been behind the looting of the Hamunaptra system's bone-yard, which would explain how the Wolverines were able to get them back to Rorke's Drift and brought back up to operational standard without anyone noticing.
The Council of Eleven is officially 'concerned' over recent events, but with the deployment of another secret Galaxy of troops to help defend Redemption, they have been able to recall their own troops back to their home worlds.
However, the question of whether it is the Brotherhood or Deep Midnights Voice that is calling the shots remains unanswered.
Rho Garrison Galaxy
(The Watchman on the Walls)
203rd Garrison Cluster (The Yeoman)
44th Garrison Cluster (Night Watch)
91st Garrison Cluster (Sky Watch)
87th Garrison Cluster (The Marshals)
12th Garrison Cluster (The Spartans)
Call me paranoid, but I'm going off-line while I relocate and redouble my security. I'll contact you all again when I know it's safe.
-Starling
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How do the Colonial Marshals, the Templars and the Regular Army interact?
-
Mjolnir Pod
An offshoot of the NARC missile beacon, the Mijolnir Pod fires a missile containing a high-voltage capacitor rather than an explosive warhead. When it hits its target it acts like a massive Taser, shorting out or overloading systems within the target. This can lead to disabled limbs, inoperative weapons, of in the case of the pod connecting with the cockpit, an electrocuted pilot.
The Mijolnir Pod is a favourite weapon of the Colonial Marshals Service as it allows them to disable Mech's and vehicles with ease.
Tech Base: Star League
Year: 2916
Faction: Outer Colonies
Tech Level: 2
Type: Missile 2d6
Heat: 0
Damage/Hit: 0
Dmg Txt: 4
# Msls: 1
Mass: 3
Critical Slot Size: 2
Minimum Range: 0
Short Range: 4
Medium Range: 9
Long Range: 15
Ammo/Ton: 5
Weapon Cost: 100,000
Ammo Cost: 9,500
Weap. Abbrev: Mjolnir
Attack Type: Offensive
Battle Value
Weapon BV: 75
Ammo BV: 0
WV: 0
Weapon explodes when hit, doing 5 damage
Ammo explodes when hit
Works with Targeting CPU: No
On a roll of 2: Does Nothing
To-hit modifier: 0
Does not work with Artemis IV SRM
Does not work with Artemis IV LRM
-
How do the Colonial Marshals, the Templars and the Regular Army interact?
For the Marshals and the Regular Army, you might as well ask how someone like the FBI, ATF or US Marshals Service interacts with the US Military.
The Knight Templar are, well, something different. Legally they are an independent nation with various treaties granting them independence. If a fugitive enters their territory the Marshals can request their detention by the Knights pending an extradition hearing. This goes both ways, with the Knights requesting the Marshals arrest someone who is wanted in their territory. This is normally a formality, as the two organisations have a good working relationship and cross-train.
The Outer Colonies Defence Force treats the Knight Templar military arm as an allied formation, often engaging in joint operations and war-games. A treaty exists that allows the Knights the use of OCDF bases in an medical or humanitarian emergency, or to drop of prisoners to be prosecuted for crimes recognised by both parties. They can also restock their supplies from OCDF bases on a near-cost basis, as long as the supplies are not needed by Regular Army units.
They are the only people to have Most Favoured Nation Status with Fox Bay Armaments, allowing them to all but the most restricted weapons systems and equipment. Oddly, they mainly buy newer stuff, lending weigh to the theory that they have either a massive stockpile of equipment, or their own hidden factories. They also have Preferred Customer Status with Clarke Station and Newport News Orbital Shipbuilding Inc., cutting the cost of repairing or servicing their ships.
-
I am really enjoying this
-
For the Marshals and the Regular Army, you might as well ask how someone like the FBI, ATF or US Marshals Service interacts with the US Military.
To imagine all these organisations with 'Mechs makes it more difficult for me to think along these lines ;)
-
Colonial Marshals Service (cont.)
Uniforms:
The standard Marshals duty uniform is a karki shirt with matching pants and boots. Many add a Stetson with a duplicate of their bade embroiled on the front. The standard Stetson is the same colour as the uniform, lighter-coloured straw version is available for hot weather or situations where the officer's hat being highly visible isn't a concern. On patrol most ware a black tactical vest designed to resemble an old-fashioned waistcoat, with built-in kevlar armour and encrypted radio, as well as self-polarising glasses that adapt to ambient light levels. In cold or inclement weather, a long, in kevlar lined trench-coat is often used, which also has the advantage of being able to conceal weaponry.
Support and technical staff are issued with dark blue shirts and pants, with wind-breakers and caps for field work. High-visibility clothing is available if and when needed, such as when assisting with large scale crime scenes or natural disasters.
All Marshals Service personnel are free to wear citation ribbons on duty, and full medals on formal occasions as part of their dress uniform.
Weapons:
The standard issue ammunition for use by the Marshals Service is a 10mm ACP derived cartridge designed to be fired by revolvers, automatics and even SMG.
Marshals are free to chose between revolver or automatic, with a customisation subsidy available on completion of a short form. The only requirement is that the weapon chose can fire the standard issue 10mm rimless cartridge to allow for ammo sharing. Most opt for the automatic, while some stick with the revolver, either through a sence of historical relevance, or because they like to carry more powerful ammunition.
The standard backup weapon is a SMG chambered in the same 10mm ACP cartridge, but other options include a GyroJet carbine and 12-gage semi-automatic shotgun that can be used to breach doors and fire specialist ammunition, such as gas, smoke and stun grenades. Marshals that have passed the designated marksman course have the option of supplementing their arsenal with either a .30 rifle (bolt-action or semi-automatic), or a 3mm laser rifle for long-ranged sharpshooting.
Most Marshals assigned to field posts have also been trained in the use of heavier weapons, including grenade launchers, squad automatic weapons and other military grade small-arms. A select few have also been trained in the use of power armour and light armoured vehicles for special operations and hostage rescue situations.
-
I am confused: do they have 'Mechs or not?
-
A few light Mech's, but nine times out of ten, if it's that kind of work, they call in the regular army.
-
This is really good stuff. Well done Bug.
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The marshall's must look like Walker Texas Ranger or Lone Wolf McQuade. Overall great work very highly detailed. Also you seem to have an affinity for british style units. Nothing against that just noticing. Also what is a Long Range Patrol Regiment is it similiar to the LRRP's (Long Range Recon Patrols) from Vietnam or the more modern LRS units (Long Range Surveillance) units now being transfered into the army's new Battlefield Surveillance Brigades?? :) P.S. I heard that the British LRS is the Honourable Artillery Company stationed in the London District.
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I was going for more a Tombstone feel on the uniforms:
(https://obtforum.com/forum/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fen%2F7%2F71%2FTombstoneposter.jpeg&hash=48a91c3548b7b521c3e79eb630b743024fb61153)
But I was told black was a bad choice in colour for cops (other than SWAT), so I went with karki.
The Long Range Patrol Regiments are based on the Long Range Desert Group (http://en.wikipedia.org/wiki/Long_Range_Patrol_Group) of World War 2, who operated alongside the early SAS. And as I'm British, I wanted to inject a little of my cultural history into BattleTech
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It gets my vote. ;D
Good movie reference by the by.
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It gets my vote. ;D
I wonder why :P
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Ah My edification is now complete. Also inject away it broadens our horizons especially Ice Hellion who sorely needs it. I really like this AU. Just wondering what kind of military bases the colonies are using?? Like castles and the like or something different?
-
Military fortifications in the Outer Colonies are based on the Star League’s Castle Brian. Most are smaller, but each world has at least on full sized Castle with an attached space-port reserved for military traffic. The most largest are Mount Longdon, home of Port Stanley's Planetary Defence Command and headquarters of the Outer Colonies Defence Force, and Masada, an extremity large Castle Brian in the Wolf's Bane Mountains of Rorke's Drift. The largest network of fortifications is the so-called “Ring of Fire†around McEvedy City on Rorke's Drift: over twenty Castles of various size and type surround the entire city, centred around Masada itself.
The world of Rockall is home to several small, Castle like structures built by the inhabitants to defend against the cold winters and occasional bouts of inter-clan warfare that marked its early history. Appearance wise, these are closer to castles of Medieval Europe than anything later, but they are still heavily armed and armoured, even by modern standards.
The Citadel on Last Post is somewhat like a Castle Brian, but was built independently by the Knights Templar and is of unknown internal layout.
Also of note is Crystal Peak on Vision: it sits atop a massive underground manufacturing facility built by the Star League Corps of Engineers shortly before the Reunification War, but never put into service. Mothballed since before the Exodus, it maintains the capacity to produce vast numbers of BattleMech's, Armoured Vehicles and Aerospace Fighters, but it would need time and money to make it operational again, and Fox Bay on Port Stanley is more than capable of fulfilling local needs.
I haven't got anything like a full list, but I could probably put one together for you.
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Yes That would be nice. Thank You.
-
Bastard, making me work on a Bank Holiday...
-
No rush today is fine. ;D ::) No Mon or Tues is fine okay
-
Frak you: Monday's my birthday so I want to get this out of the way so I can drink whisky and enjoy myself.
Most of the Castle Brian's share names with ancient fortifications on Terra
Major Castle Brian's of the Outer Colonies
Port Stanley
Mount Usborne, San Carlos
Mount Longdon (Planetary Defence Command)
Port Howard (Port Castle, attached to Mount Longdon)
Bluff Cove, Fox Bay, Fitzroy
New Tasmania
Oyster Bay, Hobart
Woomera (Planetary Defence Command)
Devonport (Port Castle)
San Antonio
Fort Worth, Galviston
The Alamo (Planetary Defence Command)
Fort Houston (Port Castle)
New Jersey
Greystone, Jersey City
Cape May (Planetary Defence Command)
Red Bank (Port Castle)
Neuschwanstein, Newport News Shipbuilding
Rockall
Dunluce, Derry (Planetary Defence Command)
Carrickfergus (Port Castle)
Glenbogle (Clan MacDonalds)
Kilwillie Castle (Clan Kilwillie)
Conwy Castle (Clan Fraiser)
Last Post
Qasr Kharana, Landing (Planetary Defence Command)
Spis (Port Castle)
The Citadel, New Constantinople
New Jamaica
Herstmonceux, Port Royal
Gifu (Planetary Defence Command)
Hatley (Port Castle)
Vision
Bodiam, Eden (Planetary Defence Command)
Malbork (Port Castle)
Crystal Peak (abandoned)
Malloy's World
Matsumoto, Rosalyn
Himeji (Planetary Defence Command)
Trakoscan (Port Castle)
Ticonderoga
Hohensalzburg, Champlain (Planetary Defence Command/Port Castle)
Rorke's Drift
Vianden, Charlemagne
Masada, McEvedy City (Planetary Defence Command)
Heidelberg, Wolf's Bane Mountains
Mehrangarh, Wolf's Bane Mountains
Lichtenstein, Wolf's Bane Mountains
Fort Dixie
Terminus (large Port Castle)
Protectorates:
Helios & Solitude
None
Arixo
Krak des Chevaliers, Snake River
Pacifica
Gibraltar, Roanapur
-
Transcript of meeting between:
Chairwoman Helena Stark & saKahn Mary Mroczkiewicz
Also in attendance: Director David Wolfsbane (Ministry of Intelligence)
Office of the Chairwoman
Council Chambers
San Carlos, Port Stanley
December 7th, 3065
MROCZKIEWICZ: You wanted to see me?
STARK: Yes, thank you for coming so soon.
MROCZKIEWICZ: Only a fool would refuse a summons from the Chairwoman.
STARK: Mary, I ask you here as a friend, not a fellow member of the Council.
MROCZKIEWICZ: Yet we are meeting in your office?
STARK: Jasper makes the best coffee in San Carlos, you know that.
MROCZKIEWICZ: True. Do I even need to ask what this is about?
WOLFSBANE: Did you really think we wouldn't notice what you've been doing? The ships you took from the bone-yard? The new BattleMech's you've been building?
MROCZKIEWICZ: Which we are allowed to do under the Federalisation Treaty.
STARK: And the shipyard?
MROCZKIEWICZ: It provides much need jobs and boosts the local economy.
WOLFSBANE: Your population base is at the very least 20% over what you said it was.
MROCZKIEWICZ: Are you going to chastise us for what we get up to in the privacy of our own homes?
STARK: Mary, we know you're using the Iron Wombs more and more. In the past we've turned a blind eye because, well, you wanted to preserve the genetic legacy of those who never made it this far, and you made it freely available to those who couldn't conceive naturally...
WOLFSBANE: But now you're using it to breed an entire army.
MROCZKIEWICZ: Clause 5 allows us to take any actions we deem necessary to maintain planetary security. After a lengthy debate, we decided that we needed a larger army, and that requires a far larger population base, so we used the Iron Wombs and our genetic database to double our birthrate, placing the children either with their genetic parents or with foster-families. We are not, nor would we ever, indoctrinating children from birth to be soldiers. Call us what you will, but we are NOT the Disciples of Nicholas!
STARK: I never said you were. Mary, I've known you for over twenty years; you're my friend and I trust you. And speaking as your friend, I have to tell you that the Council is split almost evenly on this matter. Bob's worried that your shipyard will take work away from Newport News, and he's called in enough markers to get Jo, Gideon and Pun on his side. I've managed to talk Holly, Li and Hank into helping me counter him, but Silvester is fence sitting. If Bob can get him on side, he'll push for Quentin to be given the casting vote, and none of us know him well enough to say which way he'll go.
MROCZKIEWICZ: I can understand Jo and Pun siding with Bob; their worlds have always looked to New Jersey for leadership, but Gideon surprises me.
WOLFSBANE: Vision has a growing merchant fleet; Newport News has offered them a discount on new and refurbished ships, and Clarke Station is booked up for the next year and a half.
MROCZKIEWICZ: I thought Bob might object, but I never thought he would resort to outright bribery.
STARK: Not bribery; politics. Gideon is facing stiff opposition back home, and needs something to show the coalition supporting him that he's doing the best he can for their world. It's perfectly understandable that he want to be in Bob's good books.
MROCZKIEWICZ: If... [something said that microphone was unable to pick up] If I was to offer him a better deal, do you think Gideon would change his vote in my favour?
STARK: That's hard to say...
WOLFSBANE: Yes. There's no love-loss between Gideon and Bob. In fact, they two can barely remain civil. But right now Bob has something Gideon needs, so he's calling the tune. But you offer him the chance to bring Bob don a peg or two, and he'll take it.
MROCZKIEWICZ: Vision still has the Crystal Peak factory mothballed, yes?
WOLFSBANE: It would need a lot of time and money to make it operational again, but yes.
MROCZKIEWICZ: If we were to offer them the same deal on the ships, and agree to buy Crystal Peak?
STARK: That...would depend. Would you intend to relocate the factory to Rorke's Drift? Or leave it where it is? Because once word gets out that we're planning to replace our older equipment with new-builds, Crystal Peak is going to be a prime asset. Everyone knows that Fox Bay has the capacity but not the manpower, and Vision has the highest unemployment out of all the Colonies.
MROCZKIEWICZ: Moving it would be the logical choice, but I see where you are coming from. What if we were to offer to modernise it for, say, a 50% share?
STARK: I'd say you'd have better luck asking for a third. Gideon's a nice guy, but unlike you, he had to pander to the electorate.
MROCZKIEWICZ: I was elected.
WOLFSBANE: You were the Brotherhood's candidate in all but name; there was no way you were going to lose that election. Please, don't insult our intelligence by claiming otherwise. I for one take great pride in knowing things other's would rather I didn't.
STARK: Probably why none of your marriages never lasted. Now look, Mary, even if you get Gideon on side, Bob still has enough votes on the Council to cause trouble. I understand why you are doing the things you are doing, but in secret? It reminds people of the Usurper...
MROCZKIEWICZ: Friend or not, Chairwoman or not, if you ever compare my people to that...man, ever again, I will kill you where you stand.
STARK: No comparison was intended, I assure you, and I apologise if you felt it was. But my point remains; historically speaking, secret military build up has always come before a war of conquest. Call it human nature, if you will.
MROCZKIEWICZ: When my ancestors arrived in this region of space, they freely shared the advances in technology that had been made after the Exodus. We also offered the Iron Wombs and the same limited genetic modifications we now use as standard, but you turned us down. We are as dedicated to the ideals of the Star League as anyone else, but we are living with a death sentence hanging over our heads. Do you think the Clans have forgotten what happened? Do you think that they would simply let us be, if they found out about us? There are two and a quarter billion people on Rorke's Drift, Foster's World, Redemption and Ticonderoga that would be hunted down an exterminated. And let's not forget the people on the other worlds who have Wolverine blood running through their veins, no matter how diluted.
WOLFSBANE: Yes, the Clans are a threat, but what do you suggest we do about it?
MROCZKIEWICZ: We do everything we can to remain hidden, and make sure our defences are as strong as they can be. I want to know that if the Clans come to kill my people, my children, that they will break like a wave against the shore. For that we need two things; information, and money.
STARK: Money I can get you; we've always used our higher technology base and large merchant fleet to become the dominant economic power in this region of space. This has allowed us to maintain a relatively low domestic tax level; far lower than our economy could support. Even a minor increase in income or corporate tax would bring in a sizeable disposable income.
WOLFSBANE: That leaves information, which is my bulwark.
MROCZKIEWICZ: Yes. You're going to have to deploy some of those surveillance ships you have hidden away to the boarders on the Inner Sphere. Not close enough to attract any attention; just enough to get a clearer picture of what's going on. We can fit them with our latest generation of transmitters, allowing them to send at least some information back home without the HPG chain.
STARK: Risky, but I'm willing to allow it. Make sure the crews understand that they can not allow themselves or their ships to be captured. I know it's a lot to ask of people...
MROCZKIEWICZ: I can supply the crews, if needed. My people understand that sometimes a few must lay down their lives for the good of the many.
WOLFSBANE: That's the information side of things taken care of. The question now is, what do we do with it?
MROCZKIEWICZ: There are dozens of destroyer and frigate hulls in the Hamunaptra system, and I know that the University of Rosalyn has at least two complete computer systems from the Star Leagues M-5 program. We could, with all three shipyards now operational, convert some of those hulls into Caspar Drones. Along with orbital and ground-side defences, we could make our worlds all but impenetrable to hostile attack.
STARK: The Star League looked into giving us a Space Defense System so they could cut the fleet presence out here, but even they felt it was prohibitively expensive. Even if we did raise taxes, we'd never be able to afford anything like what you're talking about!
MROCZKIEWICZ: If built from scratch, yes, a full SDS program is well beyond our capabilities. But if we use the ships in the bone-yard, we should be able to cut costs drastically. Crystal Peak has aerospace production lines that can be tasked with building drone-fighters just as easily as their manned equivalent, and with the M-5 system, we can fit dozens of them into a retrofitted hull. We have already identified a Baron class Destroyer that we would like to use as a test-bed, at our expense, of cause.
STARK: Of cause.
MROCZKIEWICZ: Let us work on the prototype, at least long enough for us to determine if the program has potential. I would be more than willing to keep the Council informed of any and all progress, and I will make our preliminary reports and proposals available right now. We are not an aggressive people, Helena; we just want to be safe.
STARK: We all want to be safe, Mary, but there are ways and means.
WOLFSBANE: Indeed. But for now, I think we have enough to be getting on with. I for one have to oversee the reactivation of some ships.
MROCZKIEWICZ: And I have another meeting with Holly about an Endowment for one of her precious universities. [sound of chairs moving] until next time?
STARK: Next time. [footsteps followed by the sound of a door closing] Thoughts?
WOLFSBANE: About what I expected. The people of Rorke's Drift are paranoid, but harmless if just left alone. And her ideas do hold some merit; we could use better information on the state of the Inner Sphere. I think some of the Council members have become so accustom to how safe and comfortable we are out here that they forget that it wouldn't take that much for it all to come crashing down. Our ancestors found these worlds. The Star League found them. The Wolverine's found them. We have to assume that someone, somewhere, in either the Inner Sphere or Clan space has a map that marks our exact location. The only thing that has kept us safe from all that has followed the fall of the Star League is that no one has with such a map has considered it worth the chance that there was something out here that would make such a journey worth the cost and risk.
STARK: You make it sound like we're Ancient Romans, ignoring the sound of he barbarians at the gates.
WOLFSBANE: Maybe we are. All I know is that we have technology and knowledge that may well have been completely lost to the rest of humanity. Given what we know of the Succession Wars, is it too hard to believe that someone might consider that a prize worth fighting over?
STARK: Okay, okay; I give in. Send your ships to the edges of the Inner Sphere. I just pray that they find nothing that makes us regret such an act.
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I'm always worried about small proto-states fielding constructs as big and as sophisticated as Castle Brians, but I like what you've written. The fictional material interspersed between your AU's sourcebook material has really brought your colonies to life. Keep it coming!
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First A very early Happy Birthday Second Good Stories. Third Are there Minor Castle Brians?? Fourth the Castle's on Rockall are they styled on typical European Castles or The Religious Orders Castles. P.S. Go for the Good Whiskey it is your birthday after all.
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Third Are there Minor Castle Brians??
Yes, check the sourcebook about the Terran campaign (Jihad Era).
Interesting material even if Knightmare is right about the size/construction programme problem.
-
I'm always worried about small proto-states fielding constructs as big and as sophisticated as Castle Brians
The Star League built most of the Castle Brian's; the Outer Colonies just inherited them.
First A very early Happy Birthday
Thank you 8)
the Castle's on Rockall are they styled on typical European Castles or The Religious Orders Castles.
Think a mediaeval European castle, but built on a scale where MBT's can pass through the gates.
Go for the Good Whiskey it is your birthday after all.
I've got some Glenfiddich 12 Year Old Special Reserve on standby 8)
-
To Starbug Ah The Very Good Stuff Glenfiddich 12 Year Special Reserve is the tops. Two I can see the scale of the castle. Impressive most Impressive. Sub Rosa on the outer defense's right.
-
Ah The Very Good Stuff Glenfiddich 12 Year Special Reserve is the tops.
Well, we have to have some standards, after all 8)
Two I can see the scale of the castle. Impressive most Impressive. Sub Rosa on the outer defense's right.
Can't help but feel I'm missing something here.
-
To Ice Hellion I do have that book. What I meant was Starbug had listed Major Castle Brians of the Outer Colonies I was wondering were there any Minor Castle Brians of the Outer Colonies?? To Starbug what I meant was that the defenses are very well concealed.
-
To Ice Hellion I do have that book. What I meant was Starbug had listed Major Castle Brians of the Outer Colonies I was wondering were there any Minor Castle Brians of the Outer Colonies??
Some, mostly on Port Stanley and Rorke's Drift; one saw a full scale planetary invasion and the other is a haven for some very paranoid Wolverines. But most other military bases and outposts tend to be field bases closer to what you'd find in the MechCommander games:
(https://obtforum.com/forum/proxy.php?request=http%3A%2F%2Fwww.mobygames.com%2Fimages%2Fshots%2Fl%2F243068-mechcommander-2-windows-screenshot-defending-your-base.jpg&hash=fdbdd94947c9081f5908bdfb53e84e371ff2c36c)
To Starbug what I meant was that the defenses are very well concealed.
Standard military doctrine; sucker the enemy into attacking you where you're strongest by making it look like it's where you're weakest.
-
BattleMech Technical Readout
Type/Model: Fargo FRG-0C
Tech: Inner Sphere / 2825
Config: Biped BattleMech
Rules: Level 2, Custom design
Mass: 20 tons
Chassis: FX Vixen
Power Plant: 80 GM Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Valiant Chainmail
Armament: None
Manufacturer: Fox Bay Armaments
Location: Port Stanley
Communications System: Garret Type 4
Targeting & Tracking System: Garret GRNDTRK 15
------------------------------------------------------------------------------
==Overview:==
Created for the Colonial Marshal's Service, the Fargo series of light
BatttleMech's are named in honour of one of their most famous former agents,
Joseph "Old Stone Face" Fargo, who arrested his own twin brother when he
caught him accepting bribes.
==Capabilities:==
Built to be cheap, rugged and easy to maintain, the basic Fargo has
little in the way of amenities or thrills. Standing a little over ten meters
tall, it has a top speed of just 65 km/h. Many consider this too slow for such
a light unit, but the Fargo in primarily tasked with dealing with
UtilityMech's that have been co-opted by criminals. 4.5 tons of Valiant
Chainmail armour give the Fargo a thick skin for a 'Mech it's size, allowing
it to shrug off most man-portable weapons with ease.
While not a true OmniMech of the type developed by the Clans, the Fargo
is highly modular, borrowing several design features from the Star League era
Mercury scout 'Mech.
==Variants:==
The 1C variant of the Fargo is equipped with a Mydron Excel LB 2-X
autocannon held in the right hand like an oversized shotgun. This weapon is
highly effective against civilian vehicles and UtilityMech's, and the threat
alone is often enough to cause a fugitive to surrender.
By comparison, the 2C may at first seam under-armed, with just a pair of
.303 Vickers Machine Guns for offensive armament. But it also carries a Fox
Bay Armaments Mjolnir Pod, allowing it to disable most vehicles and 'Mech's
with ease.
The 3C is built for urban pacification and assault, mounting ChisComp 43
Special Large Laser in the right arm, and 4 GM 'Jetstar' Jump Jets for
improved manoeuvrability.
The 4C is the most heavily armed, mounting a ChisComp 32 Small and a
ChisComp 39 Medium Laser in each arm, with four .303 Vickers Machine Guns in
either torso. It is this variant that is called in when the situation has
reached the point where a massive show of force is needed.
==Deployment==
Held in ready reserve by the Marshals, the Fargo is more often seen in
the service of planetary militia units, who like its adaptability and low
per-unit cost, as well as a handful of independent worlds that have been
cleared to perches this signature unit.
On several occasions since it was first developed, Fargo's have, by
various means, fallen into the hands of pirates and other criminals. It is no
surprise that the Marshals consider this an affront to their honour, and hunt
them down as quickly and methodically as possible.
Indeed, it is a brave or foolish pirate that openly flaunts the fact that
they pilot a Fargo, as many see it as an automatic death sentence.
--------------------------------------------------------
Type/Model: Fargo FRG-0C
Mass: 20 tons
Equipment: Crits Mass
Int. Struct.: 33 pts Standard 0 2.00
Engine: 80 Fusion 6 2.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 10 Single 7 .00
(Heat Sink Loc: 1 RA, 2 LT, 2 RT, 1 LL, 1 RL)
Gyro: 4 1.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 69 pts Standard 0 4.50
Internal Armor
Structure Value
Head: 3 9
Center Torso: 6 9
Center Torso (Rear): 3
L/R Side Torso: 5 8/8
L/R Side Torso (Rear): 2/2
L/R Arm: 3 6/6
L/R Leg: 4 8/8
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
--------------------------------------------------------
TOTALS: 0 38 13.00
Crits & Tons Left: 40 7.00
Calculated Factors:
Total Cost: 975,440 C-Bills
Battle Value: 249
Cost per BV: 3,917.43
Weapon Value: 0 / 0 (Ratio = .00 / .00)
Damage Factors: SRDmg = 0; MRDmg = 0; LRDmg = 0
BattleForce2: MP: 4, Armor/Structure: 2/2
Damage PB/M/L: -/-/-, Overheat: 0
Class: ML; Point Value: 3
Primary Configuration
Heat Sinks: 10 Single 7 .00
(Heat Sink Loc: 1 RA, 2 LT, 2 RT, 1 LL, 1 RL)
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 LB 2-X AC RA 1 45 5 7.00
(Ammo Locations: 1 RA)
--------------------------------------------------------
TOTALS: 1 43 20.00
Crits & Tons Left: 35 .00
Calculated Factors:
Total Cost: 1,157,840 C-Bills
Battle Value: 278
Cost per BV: 4,164.89
Weapon Value: 36 / 36 (Ratio = .13 / .13)
Damage Factors: SRDmg = 1; MRDmg = 2; LRDmg = 1
BattleForce2: MP: 4, Armor/Structure: 2/2
Damage PB/M/L: 1/-/-, Overheat: 0
Class: ML; Point Value: 3
Configuration A
Heat Sinks: 10 Single 7 .00
(Heat Sink Loc: 1 RA, 2 LT, 2 RT, 1 LL, 1 RL)
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Mjolnir Pod* RA 0 10 4 5.00
(Ammo Locations: 2 RA)
2 Machine Guns CT 0 200 3 2.00
(Ammo Locations: 1 HD)
--------------------------------------------------------
TOTALS: 0 45 20.00
Crits & Tons Left: 33 .00
Calculated Factors:
Total Cost: 1,131,440 C-Bills
Battle Value: 249
Cost per BV: 4,543.94
Weapon Value: 10 / 10 (Ratio = .04 / .04)
Damage Factors: SRDmg = 2; MRDmg = 0; LRDmg = 0
BattleForce2: MP: 4, Armor/Structure: 2/2
Damage PB/M/L: 1/-/-, Overheat: 0
Class: ML; Point Value: 3
Configuration B
Heat Sinks: 10 Single 7 .00
(Heat Sink Loc: 1 LA, 1 LT, 1 RT, 2 LL, 2 RL)
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Laser RA 8 2 5.00
4 Standard Jump Jets: 4 2.00
(Jump Jet Loc: 1 LT, 1 RT, 2 CT)
--------------------------------------------------------
TOTALS: 8 44 20.00
Crits & Tons Left: 34 .00
Calculated Factors:
Total Cost: 1,172,240 C-Bills
Battle Value: 422
Cost per BV: 2,777.82
Weapon Value: 168 / 168 (Ratio = .40 / .40)
Damage Factors: SRDmg = 7; MRDmg = 4; LRDmg = 0
BattleForce2: MP: 4J, Armor/Structure: 2/2
Damage PB/M/L: 1/1/-, Overheat: 0
Class: ML; Point Value: 4
Configuration C
Heat Sinks: 10 Single 7 .00
(Heat Sink Loc: 1 HD, 1 LT, 1 RT, 2 CT, 1 LL, 1 RL)
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Medium Laser RA 3 1 1.00
1 Small Laser RA 1 1 .50
1 Medium Laser LA 3 1 1.00
1 Small Laser LA 1 1 .50
2 Machine Guns RT 0 400 4 3.00
(Ammo Locations: 1 LT, 1 RT)
2 Machine Guns LT 0 2 1.00
--------------------------------------------------------
TOTALS: 8 48 20.00
Crits & Tons Left: 30 .00
Calculated Factors:
Total Cost: 1,124,840 C-Bills
Battle Value: 349
Cost per BV: 3,223.04
Weapon Value: 192 / 192 (Ratio = .55 / .55)
Damage Factors: SRDmg = 12; MRDmg = 1; LRDmg = 0
BattleForce2: MP: 4, Armor/Structure: 2/2
Damage PB/M/L: 3/1/-, Overheat: 0
Class: ML; Point Value: 4
-
What is a Mjolnir Pod?
-
What is a Mjolnir Pod?
A cross between a NARC and a Taser.
Full stats are back on page two, at the bottom.
-
BattleTech Vehicle Technical Readout
VALIDATED
Type/Model: Universal Weapons Carrier T16
Tech: Inner Sphere / 2750
Config: Tracked Vehicle
Rules: Level 1, Custom design
Mass: 10 tons
Power Plant: 50 GM Ceramic Diesel I.C.E.
Cruise Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Armor Type: Simple Armor Plate Standard
Armament:
2 Boys .303 Vickers Machine Guns
Manufacturer: Fox Bay Armaments
Location: Port Stanley
Communications System: Garret T-10B
Targeting & Tracking System: O/P 911
------------------------------------------------------------------------------
==Overview:==
A Star League Defence Force design, the original role envisaged for the
Universal Weapons Carrier was as a fast, lightly armed vehicle to carry
infantry across ground denied by small-arms fire. Cheap, reasonably fast and
amazingly rugged, the Universal Weapons Carrier remains in service and
production to this day.
==Capabilities:==
The hull of these vehicles comprised a simple steel box with a motor
compartment situated in the centre. In front, sits a driver/gunner. A radiator
was mounted in a bulkhead beside them, and the noise generated by the fan
effectively drowned out any conversation between them and the infantry in the
back (NB: early vehicles of this type were not fitted with any form of
internal communications).
Behind the driver are two rectangular compartments, one each side of the
engine, used to carry a variety of stores and/or personnel. Loads varied, and
it is common to find the Carrier employed in a number of roles e.g. carrying
ammunition, infantry support weapons such as medium mortars (81 mm) or medium
machine guns. They are also used for towing anti-tank guns and trailers.
Because it is fully tracked, it has proven to be a reasonably good, cross
country vehicle and it is both agile and very fast, for its time of
development, at least.
==Variants:==
The highly adaptive nature of UWC means that it is easy to customise for
a specific task or job. One quick and common conversion replaces the machine
guns and infantry bay with a single-shot SRM-6 pod, while another turns it
into a fire-breathing monster, with a vehicle flamer for incinerating
infantry. A more technologically advanced version keeps the turret mounted
machine gun, and adds an Beagle Active Probe and a TAG spotting laser.
Over the years, countless UWC's have been sold off as military surplus,
bought up by farmers, prospectors and quarries. Anywhere, in fact, where a
rugged, adaptable ATV is needed. The demand is so great, in fact, that the
Hark Corporation of New Jersey has acquired the rights to build a unarmed or
armoured, civilian version called the Pachyderm 2000, to keep up.
==Deployment==
The Universal Weapons Carrier has been in production since the early days
of the Star League, but the only known factory to still be producing it is Fox
Bay Armaments on Port Stanley. Rugged and dependable, the UWC is often seen in
both line and militia units, carrying out a wide array of unglamorous but
crucial jobs.
--------------------------------------------------------
Type/Model: Universal Weapons Carrier T16
Mass: 10 tons
Equipment: Items Mass
Int. Struct.: 5 pts Standard 0 1.00
Engine: 50 I.C.E. 0 3.00
Cruise MP: 5
Flank MP: 8
Heat Sinks: 0 Single 0 .00
Cockpit & Controls: 0 .50
Crew: 1 Members 0 .00
Turret Equipment: 0 .50
Armor Factor: 24 pts Standard 0 1.50
Internal Armor
Structure Value
Front: 1 7
Left / Right Sides: 1 5/5
Rear: 1 3
Turret: 1 4
Weapons and Equipment Loc Heat Ammo Items Mass
--------------------------------------------------------
1 Machine Gun Front 0 100 2 1.00
1 Machine Gun Turret 0 100 1 1.00
Infantry Bay Body 1 1.50
--------------------------------------------------------
TOTALS: 0 4 10.00
Items & Tons Left: 3 .00
Calculated Factors:
Total Cost: 57,017 C-Bills
Battle Value: 43
Cost per BV: 1,325.97
Weapon Value: 2 / 2 (Ratio = .05 / .05)
Damage Factors: SRDmg = 1; MRDmg = 0; LRDmg = 0
BattleForce2: MP: 5T, Armor/Structure: 0 / 1
Damage PB/M/L: -/-/-, Overheat: 0
Class: GL; Point Value: 0
Specials: tran1
-
It is Thor's Hammer in a missile casing.
-
It is Thor's Hammer in a missile casing.
To an extent, yes.
BattleTech Vehicle Technical Readout
VALIDATED
Type/Model: Peltast PLT-1C
Tech: Inner Sphere / 2860
Config: Hovercraft
Rules: Level 1, Custom design
Mass: 50 tons
Power Plant: 165 GM Classic Fusion
Cruise Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Armor Type: Valiant Buckler
Armament:
1 Holly LRM 20
1 Holly SRM 4
2 ChisComp 39 Medium Lasers
Manufacturer: Fox Bay Armaments
Location: Port Stanley
Communications System: Garret Type 4
Targeting & Tracking System: Garret A99
------------------------------------------------------------------------------
==Overview:==
Designed as a fast, versatile yet still cheap fire-support tank, the
PLT-1C Peltast is often used by OCDF Cavalry units for fast strikes against
unsuspecting enemies and to conduct deep penetration raids behind enemy lines.
==Capabilities:==
The Peltast's main punch comes from the side by side long and short
ranged Holly missile racks in the turret, allowing it to strike at multiple
targets at once at almost any range. Backing this up are a pair of ChisComp 39
Medium Lasers, one in the turret and one mounted in front, controlled by a
firing stud on the driver's controls. This allows the driver to react
immediately and independently to anything they see.
With a top speed of almost 130 km/h and 6.5-ton of armour, the Peltast is
fas enough to act as a heavy scout or mobile defensive unit. It can also carry
an infantry squad, allowing it to support small scale operations behind enemy
lines.
==Variants:==
An attempt to extend the life of the Peltast, the 2C variant replaces the
standard armour with Ferro-Fibrous with a Cellar Ammunition Storage System,
allowing for the addition of an Artemis IV fire-control system to the
long-ranged missile rank, and boosts the lasers to extended range versions.
==Deployment==
While still a powerful unit, the Peltast is starting to show its age, and
many have been withdrawn from front line use and transferred to reserve and
militia units, who are more than happy to accept such a versatile weapon into
their arsenal.
--------------------------------------------------------
Type/Model: Peltast PLT-1C
Mass: 50 tons
Equipment: Items Mass
Int. Struct.: 25 pts Standard 0 5.00
Engine: 165 Fusion 0 6.67
Shielding & Transmission Equipment: 0 3.33
Cruise MP: 8
Flank MP: 12
Heat Sinks: 10 Single 0 .00
Cockpit & Controls: 0 2.50
Crew: 4 Members 0 .00
Lift Equipment: 0 5.00
Turret Equipment: 0 1.50
Armor Factor: 99 pts Standard 0 6.50
Internal Armor
Structure Value
Front: 5 30
Left / Right Sides: 5 20/20
Rear: 5 13
Turret: 5 16
Weapons and Equipment Loc Heat Ammo Items Mass
--------------------------------------------------------
1 LRM 20 Turret 0 18 2 13.00
1 SRM 4 Turret 0 25 2 3.00
1 Medium Laser Turret 3 1 1.00
1 Medium Laser Front 3 1 1.00
Infantry Bay Body 1 1.50
--------------------------------------------------------
TOTALS: 6 7 50.00
Items & Tons Left: 8 .00
Calculated Factors:
Total Cost: 2,609,000 C-Bills
Battle Value: 823
Cost per BV: 3,170.11
Weapon Value: 538 / 538 (Ratio = .65 / .65)
Damage Factors: SRDmg = 19; MRDmg = 11; LRDmg = 5
BattleForce2: MP: 8H, Armor/Structure: 0 / 4
Damage PB/M/L: 2/3/1, Overheat: 0
Class: GM; Point Value: 8
Specials: tran1, if
BattleTech Vehicle Technical Readout
VALIDATED
Type/Model: Peltast PLT-2C
Tech: Inner Sphere / 3015
Config: Hovercraft
Rules: Level 2, Custom design
Mass: 50 tons
Power Plant: 165 GM Classic Fusion
Cruise Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Armor Type: Valiant Buckler Ferro-Fibrous
Armament:
1 Holly LRM 20 w/ Artemis IV
1 Holly SRM 4
2 BlazeFire Longshot ER Medium Lasers
Manufacturer: Fox Bay Armaments
Location: Port Stanley
Communications System: Garret Type 4
Targeting & Tracking System: Garret A99 w. Artemis IV Interface
------------------------------------------------------------------------------
==Overview:==
Designed as a fast, versatile yet still cheap fire-support tank, the
PLT-1C Peltast is often used by OCDF Cavalry units for fast strikes against
unsuspecting enemies and to conduct deep penetration raids behind enemy lines.
==Capabilities:==
The Peltast's main punch comes from the side by side long and short
ranged Holly missile racks in the turret, allowing it to strike at multiple
targets at once at almost any range. Backing this up are a pair of ChisComp 39
Medium Lasers, one in the turret and one mounted in front, controlled by a
firing stud on the driver's controls. This allows the driver to react
immediately and independently to anything they see.
With a top speed of almost 130 km/h and 6.5-ton of armour, the Peltast is
fas enough to act as a heavy scout or mobile defensive unit. It can also carry
an infantry squad, allowing it to support small scale operations behind enemy
lines.
==Variants:==
An attempt to extend the life of the Peltast, the 2C variant replaces the
standard armour with Ferro-Fibrous with a Cellar Ammunition Storage System,
allowing for the addition of an Artemis IV fire-control system to the
long-ranged missile rank, and boosts the lasers to extended range versions.
==Deployment==
While still a powerful unit, the Peltast is starting to show its age, and
many have been withdrawn from front line use and transferred to reserve and
militia units, who are more than happy to accept such a versatile weapon into
their arsenal.
--------------------------------------------------------
Type/Model: Peltast PLT-2C
Mass: 50 tons
Equipment: Items Mass
Int. Struct.: 25 pts Standard 0 5.00
Engine: 165 Fusion 0 6.67
Shielding & Transmission Equipment: 0 3.33
Cruise MP: 8
Flank MP: 12
Heat Sinks: 10 Single 0 .00
Cockpit & Controls: 0 2.50
Crew: 4 Members 0 .00
Lift Equipment: 0 5.00
Turret Equipment: 0 1.50
Armor Factor: 99 pts Ferro-Fibrous 2 5.50
Internal Armor
Structure Value
Front: 5 30
Left / Right Sides: 5 20/20
Rear: 5 13
Turret: 5 16
Weapons and Equipment Loc Heat Ammo Items Mass
--------------------------------------------------------
1 LRM 20 w/ Artemis IV Turret 0 18 2 14.00
1 SRM 4 Turret 0 25 2 3.00
1 ER Medium Laser Turret 5 1 1.00
1 ER Medium Laser Front 5 1 1.00
Infantry Bay Body 1 1.50
--------------------------------------------------------
TOTALS: 10 9 50.00
Items & Tons Left: 6 .00
Calculated Factors:
Total Cost: 3,239,000 C-Bills
Battle Value: 952
Cost per BV: 3,402.31
Weapon Value: 640 / 585 (Ratio = .67 / .61)
Damage Factors: SRDmg = 21; MRDmg = 15; LRDmg = 6
BattleForce2: MP: 8H, Armor/Structure: 0 / 4
Damage PB/M/L: 2/3/2, Overheat: 0
Class: GM; Point Value: 10
Specials: tran1, if
-
I like it.
-
After some important information was pointed out to me, I've gone back and changed all the Aegis' in the Naval Reserve to Samarkand II's, and the same with the ships the Wolverines reactivated. There simply weren't enough Aegis' built to account for all of them.
The ones in the original fleet TO&E remain unchanged.
-
It sucks when you have to alter your hard work. Oh Well thats life. Long live the Duke and Duchess Of Cambridge
-
BattleTech Vehicle Technical Readout
VALIDATED
Type/Model: Challenger Main Battle Tank MK.V
Tech: Inner Sphere / 2858
Config: Tracked Vehicle
Rules: Level 2, Custom design
Mass: 65 tons
Power Plant: 260 GM Fusion
Cruise Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Armor Type: Valiant Lamellor w. CASE
Armament:
1 Holly LRM 15 w/ Artemis IV
1 Sutel Precision Line Large Pulse Laser
1 RAMTech 800 Medium Laser
Manufacturer: Fox Bay Armaments
Location: Port Stanley
Communications System: Garret T-20C
Targeting & Tracking System: Garret A99 w. Artemis IV Interface
------------------------------------------------------------------------------
==Overview:==
A Star League era heavy tank used by the Outer Colonies Defence Force,
the Mark-V Challenger is so rugged it is said to resemble a tracked pillbox.
==Capabilities:==
Nothing more than a means for moving weapons around, the Challenger V
relies on its Sutel Precision Line Large Pulse Laser and Holly LRM 15 with its
Artemis IV fire-control interface for its main offensive much, with a RAMTech
800 Medium Laser for anti-infantry defence. A powerful targeting computer
helps make every shot count, making the Challenger V a deadly short to medium
range fighter.
Its thick armour stops all but the most devastating attack from getting
through, and it has a maximum road speed of 65 km/h.
==Variants:==
The less advanced Mark IV is still under limited production for export,
while the new Mark VI is almost ready for deployment.
==Deployment==
Once common in most OCDF tank units, the Mark V is being phased out in
favour of faster units. It remains highly popular with Militia units that
security detachments who are willing to trade speed for staying power.
--------------------------------------------------------
Type/Model: Challenger Main Battle Tank MK.V
Mass: 65 tons
Equipment: Items Mass
Int. Struct.: 35 pts Standard 0 6.50
Engine: 260 Fusion 0 13.50
Shielding & Transmission Equipment: 0 7.00
Cruise MP: 4
Flank MP: 6
Heat Sinks: 13 Single 0 3.00
Cockpit & Controls: 0 3.50
Crew: 5 Members 0 .00
Turret Equipment: 0 2.00
Armor Factor: 143 pts Ferro-Fibrous 2 8.00
Internal Armor
Structure Value
Front: 7 42
Left / Right Sides: 7 29/29
Rear: 7 19
Turret: 7 24
Weapons and Equipment Loc Heat Ammo Items Mass
--------------------------------------------------------
1 LRM 15 w/ Artemis IV Turret 0 24 2 11.00
1 Large Pulse Laser Turret 10 1 7.00
1 Medium Laser Turret 3 1 1.00
1 Targeting Computer 1 2.00
1 C.A.S.E. Equipment Body 1 .50
--------------------------------------------------------
TOTALS: 13 8 65.00
Items & Tons Left: 10 .00
Calculated Factors:
Total Cost: 3,535,400 C-Bills
Battle Value: 616
Cost per BV: 5,739.29
Weapon Value: 694 / 648 (Ratio = 1.13 / 1.05)
Damage Factors: SRDmg = 20; MRDmg = 12; LRDmg = 5
BattleForce2: MP: 4T, Armor/Structure: 0 / 6
Damage PB/M/L: 2/3/1, Overheat: 0
Class: GH; Point Value: 6
Specials: if
-
NewsFast
News and views from around the Outer Colonies
December 8th, 3065
- Wolverines On The Warpath?
saKahn Mary Mroczkiewicz has still refused to disclose the full extent of the recently exposed military build-up that has been undertaken by the government of Rorke's Drift. Vice-Chairman Robert McDevitt reiterated his public challenge to the saKahn to explain herself before the Council of Eleven, but several members, including Chairwoman Helena Stark, have come out in the Clan's defence, pointing out that the build up is purely defensive in nature and is perfectly legal under the Federalisation Treaty.
Critics claim that it is proof that the former Clan has not abandoned all of their old ways and could constitute a threat to the other Colonies.
Tell us what you think about the build-up on our comments page
- Heiress Marries In Secret
The Hark Corporation released a statement to the press this morning announcing that company CEO and majority shareholder Anna Hark was last week married in a private ceremony at the family estates on New Tasmania. Long considered to be the most eligible bachelorette in the Outer Colonies, Miss Hark is the only child of Mackenzie and Jade Hark, who were killed in the Amber Cloud accident ten years ago. She has an estimated personal fortune of almost $50-billion as well as a controlling share in the largest privately owned company in the region. Despite her privatized upbringing, Miss Hark chose to enter college on a military scholarship, earning Masters Degrees in both International Relations and Business before serving a three year hitch as a 2nd Lieutenant assigned to an infantry Regiment. Since then she has taken over the day-to-day running of the company her family started under the Star League, boosting profits to the point where they rival many independent worlds. She is also well known for her charitable work, and is known to regularly donate large sums to the Knights Templar and their various projects.
The identity of her husband has not been made public, according to the statement due to the fact that he is an officer with the Outer Colonies Defence Force who wishes to serve out the remainder of his tour undisturbed.
Was marriage motivated by unplanned pregnancy?
- Typhoon Terri To Make Landfall
The city of New Constantinople on Last Post is bracing itself for the worst storm in twenty years as the Class-5 storm is set to hit just after dark tonight as the Knights Templar deploy troops to oversee the evacuation of low-lying regions. In a rare move, Paladin Donald Blake, long suspected of being a senior member of the, addressed the public and called for an orderly and calm flow to higher ground. He also stated that anyone attempted to use the confusion to break the law would be dealt with harshly, and that more troops would be arriving from the Last Post Militia and the 88th Division to help move civilians.
The Citadel itself is not considered to be at risk.
What makes Terri so dangerous?
- “Games WILL Go Ahead As Planned†Says Grant
Councilwoman Joanna Gant had publicly denied claims that the preparations for next years Olympic Games on Rockall are falling behind schedule and running over budget. She insisted the the opening ceremony will take place as planned in the new Stadium in Derry, despite claims by some that large parts of the still incomplete structure need to be rebuilt due to mistakes during the initial construction.
The IOC is planning a full investigation into the claims.
Is Rockall the victim of a smear campaign?
- Arch-Rivals Set To Square Off In Finals
Long-term rivals the Jersey Devils and the Rosalyn Renegades are preparing to face each other in the final of this years Zero-Gravity Rugby Championship after the Devils crushing 46-27 defeat of the Port Royal Panthers in last week's semi-final. Considered by many to be the longest held rivalry in local sports, the two teams have a history of violent clashes both on and off the court, promoting Clarke Station to put on extra security for the cup game. Fans are advised to book now, as tickets are fast running out.
Leading doctors claim zero-gravity sports more dangerous then previously thought
An unknown band of pirates have raided a convoy just three jumps from Redemption, the closet they have come to our borders since the battle to liberate that world. The OCDF responded by releasing a statement that they would be stepping up anti-piracy operations in the area. Many critics have berated the move, claiming that the government is too soft on pirates, and that the military should be given a free hand to deal with them.
Piracy: the Inside Story
- Star Knight IV Breaks All Box-Office Records
The latest instalment in the hugely successful Star Knight film franchise opened last weekend, and millions of fans across the Outer Colonies rushed to theatres to see it. The series, which stars stars Dan Albert as Dexter Hazard, a former member of the Knights Templar who sets out to avenge the death of his family at the hands of a pirate band, has been criticized by some for being too violent. But there is denying that the draw of the lone MechWarriors quest for justice is as popular as ever, with some theatres staying open around the clock to fill the demand.
Studio green-lights Star Knight V
- Fishing Fleet Attacked By Thanasours
A number of ships have been damaged or sunk on Pacifica after they were attacked by a pod of native Thanasours. The aquatic reptiles were apparently tracking the same near-cod as the fishermen, and attacked when they saw their prey being taken from them. Seven crew members were killed and five more are still missing as emergency teams scour the area to try and locate survivors. It has been confirmed that the town-ship attached to the fleet was attacked, but suffered only superficial damage.
Environmentalists denounced the use of military-grade ordinance to drive off the Thanasours', claiming that the creatures were only acting instinctively.
The true price of the food on your plate
-
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Baron class Drone Destroyer R-101
Tech: Inner Sphere / 3066
Vessel Type: Monitor (Non Transportable)
Rules: Level 3, Modified design
Rules Set: AeroTech2
Mass: 480,000 tons
Length: 1,085 meters
Power Plant: 4 Rolls Royce Kraken Standard
Safe Thrust: 5
Maximum Thrust: 8
Armor Type: Valiant Chainmail Ferro-carbide
Armament:
20 Maxell-45 Series Naval Lasers NL45
20 Hellion-55 Series Naval Lasers NL55
24 Maelstrom AR10 Launcher
32 M-7 Gauss Rifle
32 Pontiac 50 Autocannon/10
40 Diverse Optics Type 20 Large Pulse Laser
40 RAMTech 800P Medium Pulse Laser
32 Holly LRM 20+ArtIV
32 Ripper Series A1 ER PPC
128 McArthur AMS
26 Winchester-Boeing NAC/40
32 Mydron Excel 5SG LB 5-X AC
Manufacturer: McEvedy Shipyards
Location: Rorke's Drift
------------------------------------------------------------------------------
==Overview:==
Originally the SLS Rinehart, the R-101 was selected from the Hamunaptra
systems bone-yards as a proof-of-concept prototype to demonstrate that the
older warships could be turned into drones to boost defences across the Outer
Colonies.
==Capabilities:==
Stripped down almost to the keel, the R-101 was rebuilt with the fire
power of a ship twice her size. Massed heavy naval lasers and autocannons in
all arcs and four times the number of missile launchers as the original, now
upgraded to the AR-10 system for increased flexibility. The armour belt was
thickened to almost or times the original, and a massed array of anti-fighter
weapons turn the space surrounding the R-101 into a killing field for fighters
and small craft.
Space was also made for a large compliment of drone Aerospace fighters,
mainly the Mark 30 BlackWasp and the Mark 39 Voidseeker, the schematics of
which were held in the OCDF archives. In order to meet the increasing demand
for such craft, the Crystal Peak facility on Vision was reactivated.
==Deployment==
The R-101 is undergoing extensive trials in the Rorke's Drift aimed at
making sure that the M-5 system has been successfully copied and is working
well within operational parameters.
------------------------------------------------------------------------------
Class/Model/Name: Baron class Drone Destroyer R-101
Mass: 480,000 tons
Equipment: Mass
Power Plant, Drive & Control: 144,000.00
Thrust: Safe Thrust: 5
Maximum Thrust: 8
Structural Integrity: 95 45,600.00
Total Heat Sinks: 4,300 Double 3,719.00
Fuel & Fuel Pumps: 10,200.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 1,200.00
Fire Control Computers: 43,628.00
Armor Type: Ferro-carbide (790 total armor pts) 912.00
Capital Scale Armor Pts
Location: L / R
Fore: 148
Fore-Left/Right: 131/131
Aft-Left/Right: 131/131
Aft: 118
Cargo:
Bay 1: Drone Bays (48) with 36 doors 4,800.00
Bay 2: Drone Bays (48) with 36 doors 4,800.00
Bay 3: Cargo (1) with 1 door 693.00
Crew and Passengers:
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
5 NL45 Nose 50 50 50 50 350 4,500.00
5 NL55 425 5,500.00
4 AR10 (40 KW, 40 WS, 60 B)Nose * * * * 80 6,400.00
4 Gauss Rifle(120 rounds) Nose 10(100)10(100) 6(60) -- 4 75.00
4 Autocannon/10(200 rounds) 12 68.00
5 Large Pulse Laser Nose 8(75) 5(45) -- -- 50 35.00
5 Medium Pulse Laser 20 10.00
4 LRM 20+ArtIV(840 rounds) Nose 6(64) 6(64) 6(64) -- 24 184.00
4 ER PPC Nose 4(40) 4(40) 4(40) -- 60 28.00
16 AMS(4800 rounds) Nose -- -- -- -- 16 408.00
1 NAC/40(40 rounds) Nose 40 40 -- -- 135 4,548.00
4 LB 5-X AC(400 rounds) Nose 1(12) 1(12) 1(12) -- 4 52.00
2 NAC/40(80 rounds) FL/R 80 80 -- -- 540 18,192.00
4 AR10 (80 KW, 80 WS, 80 B)FL/R * * * * 160 21,200.00
4 Autocannon/10(400 rounds)FL/R 10(100)10(100) 6(60) -- 24 176.00
4 Gauss Rifle(120 rounds) 8 150.00
5 Large Pulse Laser FL/R 8(75) 5(45) -- -- 100 70.00
5 Medium Pulse Laser 40 20.00
4 LRM 20+ArtIV(840 rounds) FL/R 6(64) 6(64) 6(64) -- 48 368.00
4 ER PPC FL/R 4(40) 4(40) 4(40) -- 120 56.00
16 AMS(4800 rounds) FL/R -- -- -- -- 32 816.00
1 NAC/40(40 rounds) FL/R 40 40 -- -- 270 9,096.00
4 LB 5-X AC(400 rounds) FL/R 1(12) 1(12) 1(12) -- 8 104.00
5 NL45 L/RBS 50 50 50 50 700 9,000.00
5 NL55 850 11,000.00
4 Autocannon/10(400 rounds)L/RBS 10(100)10(100) 6(60) -- 24 176.00
4 Gauss Rifle(120 rounds) 8 150.00
5 Large Pulse Laser L/RBS 8(75) 5(45) -- -- 100 70.00
5 Medium Pulse Laser 40 20.00
4 LRM 20+ArtIV(840 rounds) L/RBS 6(64) 6(64) 6(64) -- 48 368.00
4 ER PPC L/RBS 4(40) 4(40) 4(40) -- 120 56.00
16 AMS(4800 rounds) L/RBS -- -- -- -- 32 816.00
2 NAC/40(80 rounds) L/RBS 80 80 -- -- 540 18,192.00
2 NAC/40(80 rounds) L/RBS 80 80 -- -- 540 18,192.00
2 NAC/40(80 rounds) L/RBS 80 80 -- -- 540 18,192.00
4 LB 5-X AC(400 rounds) L/RBS 1(12) 1(12) 1(12) -- 8 104.00
2 NAC/40(80 rounds) AL/R 80 80 -- -- 540 18,192.00
4 AR10 (80 KW, 80 WS, 80 B)AL/R * * * * 160 21,200.00
4 Autocannon/10(400 rounds)AL/R 10(100)10(100) 6(60) -- 24 176.00
4 Gauss Rifle(120 rounds) 8 150.00
5 Large Pulse Laser AL/R 8(75) 5(45) -- -- 100 70.00
5 Medium Pulse Laser 40 20.00
4 LRM 20+ArtIV(840 rounds) AL/R 6(64) 6(64) 6(64) -- 48 368.00
4 ER PPC AL/R 4(40) 4(40) 4(40) -- 120 56.00
16 AMS(4800 rounds) AL/R -- -- -- -- 32 816.00
1 NAC/40(40 rounds) AL/R 40 40 -- -- 270 9,096.00
4 LB 5-X AC(400 rounds) AL/R 1(12) 1(12) 1(12) -- 8 104.00
5 NL45 Aft 50 50 50 50 350 4,500.00
5 NL55 425 5,500.00
4 AR10 (40 KW, 40 WS, 60 B)Aft * * * * 80 6,400.00
4 Gauss Rifle(120 rounds) Aft 10(100)10(100) 6(60) -- 4 75.00
4 Autocannon/10(200 rounds) 12 68.00
5 Large Pulse Laser Aft 8(75) 5(45) -- -- 50 35.00
5 Medium Pulse Laser 20 10.00
4 LRM 20+ArtIV(840 rounds) Aft 6(64) 6(64) 6(64) -- 24 184.00
4 ER PPC Aft 4(40) 4(40) 4(40) -- 60 28.00
16 AMS(4800 rounds) Aft -- -- -- -- 16 408.00
1 NAC/40(40 rounds) Aft 40 40 -- -- 135 4,548.00
4 LB 5-X AC(400 rounds) Aft 1(12) 1(12) 1(12) -- 4 52.00
------------------------------------------------------------------------------
TOTALS: Heat: 8,610 480,000.00
Tons Left: .00
Calculated Factors:
Total Cost: 2,194,518,000 C-Bills
Battle Value: 323,017
Cost per BV: 6,793.82
Weapon Value: 105,746 (Ratio = .33)
Damage Factors: SRV = 14,766; MRV = 13,809; LRV = 10,028; ERV = 855
Maintenance: Maintenance Point Value (MPV) = 574,625
(93,319 Structure, 144,000 Life Support, 337,306 Weapons)
Support Points (SP) = 0 (0% of MPV)
BattleForce2: Not applicable
-
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Cameron II class Battle Cruiser
Tech: Inner Sphere / 3065
Vessel Type: WarShip
Rules: Level 2, Modified design
Rules Set: AeroTech2
Mass: 860,000 tons
Hull: Creighton M-4
K-F Drive System: KF King VI-a
Length: 839 meters
Sail Diameter: 1,450 meters
Power Plant: 4 Rolls Royce Kraken
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Valiant Lamellor Ferro-carbide
Armament:
12 Kreuss XX Particle Projection Cannons
32 RAMTech 1200X ER Large Laser
16 Holly LRM 20+ArtIV
16 Holly SRM 6+ArtIV
16 Pontiac 50 Autocannons
16 Pontiac Light Autocannons
24 Armstrong II 35-Series Autocannons
18 Hellion-55 Series Naval Lasers
8 Maelstrom AR10 Launcher
Manufacturer: Clarke Station/Newport News Shipbuilding Inc./Argo Yards
Location: Port Stanley/New Jersey/Rorke's Drift
Communications System: Pathfinder 43CD
Targeting & Tracking System: MORSAT
------------------------------------------------------------------------------
==Overview:==
When General Kerensky prepared to return to the Inner Sphere to avenge
the death of First Lord Richard Cameron in 2766, he had the task of deciding
which ships to take with him, and which to leave behind to guard the SLDF base
on Port Stanley and the surrounding systems. In the end, he took most of the
more reliable Texas and McKenna class Battleship's with him, leaving the
garrison with a relatively large number of Cameron Class Battle Cruisers.
While not as powerful as some other units, the people of the Outer
Colonies did not want to abandon a vessel that bore the name of the First
Lord, and three of the Cameron's were kept in service after the fall of the
Star League, with seven more mothballed.
When the people of Rorke's Drift decided they needed more ships to defend
themselves from possible attack by the Clans, they selected three of the
mothballed Cameron's and set about refurbishing them at the reactivated Argo
Shipyards. They went further than either the Clans or ComStar, even managing
to fix the infamously troublesome power distribution system and hopefully
creating a ship that can truly live up to the Cameron name.
==Capabilities:==
With upgraded engines, the Cameron II is considerably faster, now able to
reach 2.5 G's under maximum military power and with a sustainable acceleration
of 1.5 G's, it is faster than most ship's in the same weight range. Lithium
Fusion Batteries were added to allow the ships to make two consecutive jumps
before recharging, while the armour was replaced with Valiant Lamellor
Ferro-carbide, allowing it to take much more damage.
The number of capital weapons was increased, with old light naval lasers
were upgraded to Hellion-55 Series and the autocannons to Armstrong II
35-Series. This, along with extra Maelstrom AR10 Launchers allows for a much
more powerful punch at all ranges. To defend against massed Aerospace fighter
attacks, the a number of smaller weapons have been added, requiring a massive
redesign and rebuild of the fire-control systems to take the extra load.
All these upgrades have come at the cost of much of the original designs
cargo capacity, but it still has room for over 20,000-tons.
==Battle History:==
Numerus during the time of the Star Leage, very little since.
==Notable Vessels & Crews:==
First Wave:
SLS St David
SLS St Fancies
SLS St Jude
Second Wave:
SLS St George
SLS St Patrick
SLS St Andrew
Third Wave:
SLS St Vincent
SLS St Columber
SLS St Paul
SLS St Valentine
==Deployment==
The first three ships (the St David, the St Fancies and the St Jude) were
completed in secret by the Minnesota Tribe.
The 3065 Defence Review recommended that the other three Cameron's in the
OCDF (the St George, the St Patrick and the St Andrew) be brought up to the
same standard, and they were sent to the Clarke Station shipyards over Port
Stanley. In anticipation of future needs, it was also decided to upgrade the
four remaining mothballed ships (the St Vincent, the St Columber, the St Paul
and the St Valentine) to the same standard, so they were collected from the
Hamunaptra system and sent to the Newport News Shipbuilding Inc. station above
New Jersey.
It is anticipated that the refits will take three years.
------------------------------------------------------------------------------
Class/Model/Name: Cameron II class Battle Cruiser
Mass: 860,000 tons
Equipment: Mass
Power Plant, Drive & Control: 154,800.00
Thrust: Safe Thrust: 3
Maximum Thrust: 5
Kearny-Fuchida Hyperdrive: Compact (Integrity = 18) 389,150.00
Lithium Fusion Battery 8,600.00
Jump Sail (Detachable): (Integrity = 5) 73.00
Structural Integrity: 80 68,800.00
Total Heat Sinks: 3,950 Double 3,349.00
Fuel & Fuel Pumps: 2,040.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 2,150.00
Fire Control Computers: 10,356.00
Food & Water: (412 days supply) 1,000.00
Armor Type: Lamellor Ferro-carbide (1,105 total armor pts) 1,057.00
Capital Scale Armor Pts
Location: L / R
Fore: 200
Fore-Left/Right: 185/185
Aft-Left/Right: 180/180
Aft: 175
Cargo:
Bay 1: Fighters (20) with 8 doors 3,000.00
Small Craft (8) 1,600.00
Bay 2: Cargo (1) with 4 doors 21,198.00
DropShip Capacity: 2 Docking Hardpoints 2,000.00
Grav Decks #1 - 2: (75-meter diameter) 100.00
Life Boats: 20 (7 tons each) 140.00
Escape Pods: 30 (7 tons each) 210.00
Crew and Passengers:
65 Officers (57 minimum) 650.00
200 Crew (152 minimum) 1,400.00
85 Gunners (78 minimum) 595.00
56 Marines 280.00
80 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
2 Heavy NPPC Nose 30 30 30 30 450 6,000.00
4 ER Large Laser Nose 3(32) 3(32) 3(32) -- 48 20.00
2 LRM 20+ArtIV(48 rounds) Nose 3(32) 3(32) 3(32) -- 12 30.00
2 SRM 6+ArtIV(30 rounds) Nose 2(20) -- -- -- 8 10.00
2 Autocannon/10(60 rounds) Nose 3(30) 3(30) -- -- 6 30.00
2 Autocannon/5(60 rounds) 2 19.00
2 NAC/35(40 rounds) FL/R 70 70 -- -- 480 16,080.00
2 NAC/35(40 rounds) FL/R 70 70 -- -- 480 16,080.00
3 NL55 FL/R 17 17 17 17 510 6,600.00
2 AR10 (20 KW, 20 WS, 30 B)FL/R * * * * 80 6,400.00
2 Heavy NPPC FL/R 30 30 30 30 900 12,000.00
4 ER Large Laser FL/R 3(32) 3(32) 3(32) -- 96 40.00
2 LRM 20+ArtIV(48 rounds) FL/R 3(32) 3(32) 3(32) -- 24 60.00
2 SRM 6+ArtIV(30 rounds) FL/R 2(20) -- -- -- 16 20.00
2 Autocannon/10(60 rounds) FL/R 3(30) 3(30) -- -- 12 60.00
2 Autocannon/5(60 rounds) 4 38.00
2 NAC/35(40 rounds) L/RBS 70 70 -- -- 480 16,080.00
2 NAC/35(40 rounds) L/RBS 70 70 -- -- 480 16,080.00
3 NL55 L/RBS 17 17 17 17 510 6,600.00
4 ER Large Laser L/RBS 3(32) 3(32) 3(32) -- 96 40.00
2 LRM 20+ArtIV(48 rounds) L/RBS 3(32) 3(32) 3(32) -- 24 60.00
2 SRM 6+ArtIV(30 rounds) L/RBS 2(20) -- -- -- 16 20.00
2 Autocannon/10(60 rounds) L/RBS 3(30) 3(30) -- -- 12 60.00
2 Autocannon/5(60 rounds) 4 38.00
2 NAC/35(40 rounds) AL/R 70 70 -- -- 480 16,080.00
2 NAC/35(40 rounds) AL/R 70 70 -- -- 480 16,080.00
3 NL55 AL/R 17 17 17 17 510 6,600.00
2 AR10 (20 KW, 20 WS, 30 B)AL/R * * * * 80 6,400.00
2 Heavy NPPC AL/R 30 30 30 30 900 12,000.00
4 ER Large Laser AL/R 3(32) 3(32) 3(32) -- 96 40.00
2 LRM 20+ArtIV(48 rounds) AL/R 3(32) 3(32) 3(32) -- 24 60.00
2 SRM 6+ArtIV(30 rounds) AL/R 2(20) -- -- -- 16 20.00
2 Autocannon/10(60 rounds) AL/R 3(30) 3(30) -- -- 12 60.00
2 Autocannon/5(60 rounds) 4 38.00
2 Heavy NPPC Aft 30 30 30 30 450 6,000.00
4 ER Large Laser Aft 3(32) 3(32) 3(32) -- 48 20.00
2 LRM 20+ArtIV(48 rounds) Aft 3(32) 3(32) 3(32) -- 12 30.00
2 SRM 6+ArtIV(30 rounds) Aft 2(20) -- -- -- 8 10.00
2 Autocannon/10(60 rounds) Aft 3(30) 3(30) -- -- 6 30.00
2 Autocannon/5(60 rounds) 2 19.00
1 Lot Spare Parts (2.50%) 21,500.00
------------------------------------------------------------------------------
TOTALS: Heat: 7,878 860,000.00
Tons Left: .00
Calculated Factors:
Total Cost: 10,766,712,000 C-Bills
Battle Value: 221,155
Cost per BV: 48,684.01
Weapon Value: 96,205 (Ratio = .44)
Damage Factors: SRV = 11,387; MRV = 11,094; LRV = 8,455; ERV = 900
Maintenance: Maintenance Point Value (MPV) = 591,398
(78,749 Structure, 218,015 Life Support, 294,634 Weapons)
Support Points (SP) = 781,875 (132% of MPV)
BattleForce2: Not applicable
-
This is great.
-
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Sovetskii Soyuz class Cruiser SLS Ivanhoe
Tech: Inner Sphere / 2835
Vessel Type: WarShip
Rules: Level 2, Modified design
Rules Set: AeroTech2
Mass: 830,000 tons
Hull: 40X Templar
K-F Drive System: KF King LX
Length: 803 meters
Sail Diameter: 1,250 meters
Power Plant: 3 Harlan B8-240's Standard
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Valiant Lamellor Ferro-carbide
Armament:
8 Maelstrom AR10 Launcher
16 RAMTech 1200X ER Large Laser
8 Holly LRM 20+ArtIV
32 Diverse Optics Type 10P Small Pulse Laser
32 McArthur Anti-Missils Cannons AMS
32 Ripper Series A1 ER PPC
32 Holly SRM 6+ArtIV
2 Heavy Naval Gauss Rifles Heavy N-Gauss
26 Scarborough-30 Series Naval Autocannons NAC/30
14 Super-Rand Heavy Naval Particle Projection Cannons Heavy NPPC
Manufacturer: Clarke Station
Location: Port Stanley
Communications System: KAT 701
Targeting & Tracking System: ASTROC 4-b
------------------------------------------------------------------------------
==Overview:==
The only warship to escape the Kerensky Cluster with the Minnesota Tribe,
the SLS Ivanhoe had been badly damaged in combat and required an extensive
period of repair and refitting in the Clarke Station shipyards over Port
Stanley before it was ready to return to active service.
Taking the opportunity to address several issues that had come up in the
ships performance, the OCDF decided to fully upgrade the ship while they had
it in dock, resulting in the configuration it has now.
==Capabilities:==
Taking out the old Killer Whale and Barracuda missile launchers with the
much more versatile Maelstrom AR10 system, allowing it to select the
appropriate missile for the target at hand. The internal layout was
restructured to make room for more weapons, including a pair of massive Heavy
Naval Gauss Rifles in the box for stern-chaser engagements. Existing weapons
bats were expanded and upgraded, while a number of smaller weapons were added
to deal with the massed fighter swarms that had almost overwhelmed the ship
during its escape from Clan space.
The engines underwent a full refit, emerging more powerful, with a
steeper acceleration curve and a new upper limit. However, during tests this
caused violent shaking throughout the ship, disorientating the crew and
causing minor damage to several key systems. Even with improved containment
frames and extra shock-absorbers there is still a pronounced vibration if the
engine is pushed past 2-G's, so a 'gate' was installed to limit the amount of
power that can be accessed under anything but combat conditions. This simple
fix eliminated the problem and the engineering team that came up with it was
awarded a bonus and a commendation.
Extra armour was added, as were Lithium Fusion Batteries, an expensive
but highly practical move deemed necessary to ensure the Ivanhoe's strategic
mobility. Most of the cargo bay had to be removed to make room, but the ship
can still carry a large amount of spare parts and ammunition.
==Deployment==
Returned to active service in 2835, the Ivanhoe has remained an important
part of the squadron assigned to defend Rorke’s Drift, and is the only ship
that has never been rotated out to another system. It plays a key part in the
annual Deliverance Day celebrations that commemorate 331st Division in the
Outer Colonies after their escape from the clutches of the insane Nicholas
Kerensky and his followers.
------------------------------------------------------------------------------
Class/Model/Name: Sovetskii Soyuz class Cruiser SLS Ivanhoe
Mass: 830,000 tons
Equipment: Mass
Power Plant, Drive & Control: 149,400.00
Thrust: Safe Thrust: 3
Maximum Thrust: 5
Kearny-Fuchida Hyperdrive: Compact (Integrity = 17) 375,575.00
Lithium Fusion Battery 8,300.00
Jump Sail (Detachable): (Integrity = 5) 72.00
Structural Integrity: 80 66,400.00
Total Heat Sinks: 3,500 Double 2,909.00
Fuel & Fuel Pumps: 2,040.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 2,075.00
Fire Control Computers: 14,956.00
Food & Water: (416 days supply) 883.00
Armor Type: Lamellor Ferro-carbide (1,048 total armor pts) 1,000.00
Capital Scale Armor Pts
Location: L / R
Fore: 195
Fore-Left/Right: 174/174
Aft-Left/Right: 174/174
Aft: 157
Cargo:
Bay 1: Fighters (18) with 4 doors 2,700.00
Bay 2: Small Craft (8) with 2 doors 1,600.00
Bay 3: Cargo (1) with 2 doors 12,825.00
DropShip Capacity: 4 Docking Hardpoints 4,000.00
Grav Deck #1: (55-meter diameter) 50.00
Grav Deck #2: (90-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 (52 minimum) 600.00
176 Crew (151 minimum) 1,232.00
85 Gunners (76 minimum) 595.00
28 Marines 140.00
76 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
2 AR10 (20 KW, 20 WS, 30 B)Nose * * * * 40 3,200.00
2 ER Large Laser Nose 2(16) 2(16) 2(16) -- 24 10.00
1 LRM 20+ArtIV(24 rounds) Nose 2(16) 2(16) 2(16) -- 6 15.00
4 Small Pulse Laser Nose 1(12) -- -- -- 8 4.00
4 AMS(480 rounds) Nose -- -- -- -- 4 42.00
4 ER PPC Nose 4(40) 4(40) 4(40) -- 60 28.00
4 SRM 6+ArtIV(120 rounds) Nose 4(40) -- -- -- 16 24.00
2 Heavy N-Gauss(40 rounds) Nose 60 60 60 60 36 14,020.00
2 NAC/30(60 rounds) FL/R 60 60 60 -- 400 14,096.00
2 Heavy NPPC FL/R 30 30 30 30 900 12,000.00
1 AR10 (10 KW, 10 WS, 15 B)FL/R * * * * 40 3,200.00
2 NAC/30(60 rounds) FL/R 60 60 60 -- 400 14,096.00
2 ER Large Laser FL/R 2(16) 2(16) 2(16) -- 48 20.00
1 LRM 20+ArtIV(24 rounds) FL/R 2(16) 2(16) 2(16) -- 12 30.00
4 Small Pulse Laser FL/R 1(12) -- -- -- 16 8.00
4 AMS(480 rounds) FL/R -- -- -- -- 8 84.00
4 ER PPC FL/R 4(40) 4(40) 4(40) -- 120 56.00
4 SRM 6+ArtIV(120 rounds) FL/R 4(40) -- -- -- 32 48.00
2 NAC/30(60 rounds) L/RBS 60 60 60 -- 400 14,096.00
2 Heavy NPPC L/RBS 30 30 30 30 900 12,000.00
2 NAC/30(60 rounds) L/RBS 60 60 60 -- 400 14,096.00
2 ER Large Laser L/RBS 2(16) 2(16) 2(16) -- 48 20.00
1 LRM 20+ArtIV(24 rounds) L/RBS 2(16) 2(16) 2(16) -- 12 30.00
4 Small Pulse Laser L/RBS 1(12) -- -- -- 16 8.00
4 AMS(480 rounds) L/RBS -- -- -- -- 8 84.00
4 ER PPC L/RBS 4(40) 4(40) 4(40) -- 120 56.00
4 SRM 6+ArtIV(120 rounds) L/RBS 4(40) -- -- -- 32 48.00
2 NAC/30(60 rounds) AL/R 60 60 60 -- 400 14,096.00
2 Heavy NPPC AL/R 30 30 30 30 900 12,000.00
1 AR10 (10 KW, 10 WS, 15 B)AL/R * * * * 40 3,200.00
2 NAC/30(60 rounds) AL/R 60 60 60 -- 400 14,096.00
2 ER Large Laser AL/R 2(16) 2(16) 2(16) -- 48 20.00
1 LRM 20+ArtIV(24 rounds) AL/R 2(16) 2(16) 2(16) -- 12 30.00
4 Small Pulse Laser AL/R 1(12) -- -- -- 16 8.00
4 AMS(480 rounds) AL/R -- -- -- -- 8 84.00
4 ER PPC AL/R 4(40) 4(40) 4(40) -- 120 56.00
4 SRM 6+ArtIV(120 rounds) AL/R 4(40) -- -- -- 32 48.00
2 NAC/30(60 rounds) Aft 60 60 60 -- 200 7,048.00
2 Heavy NPPC Aft 30 30 30 30 450 6,000.00
2 AR10 (20 KW, 20 WS, 30 B)Aft * * * * 40 3,200.00
2 ER Large Laser Aft 2(16) 2(16) 2(16) -- 24 10.00
1 LRM 20+ArtIV(24 rounds) Aft 2(16) 2(16) 2(16) -- 6 15.00
4 Small Pulse Laser Aft 1(12) -- -- -- 8 4.00
4 AMS(480 rounds) Aft -- -- -- -- 4 42.00
4 ER PPC Aft 4(40) 4(40) 4(40) -- 60 28.00
4 SRM 6+ArtIV(120 rounds) Aft 4(40) -- -- -- 16 24.00
1 Lot Spare Parts (2.50%) 20,750.00
------------------------------------------------------------------------------
TOTALS: Heat: 6,890 830,000.00
Tons Left: .00
Calculated Factors:
Total Cost: 15,638,750,000 C-Bills
Battle Value: 250,892
Cost per BV: 62,332.6
Weapon Value: 102,803 (Ratio = .41)
Damage Factors: SRV = 10,924; MRV = 10,334; LRV = 7,974; ERV = 3,041
Maintenance: Maintenance Point Value (MPV) = 585,515
(76,023 Structure, 208,208 Life Support, 301,284 Weapons)
Support Points (SP) = 717,525 (123% of MPV)
BattleForce2: Not applicable
-
Nice Work
-
The Hark Corporation
A Family Business
NewsFast, United Trans-Stellar, Pilgrims Rest Motels, Hydra-Cell, Port Stanley Free Press, Rosalyn Electronics and the city of New Vegas. All these and more have one thing in common; they are all owned in part or in full by the monolithic Hark Corporation of New Tasmania.
Little is known about the Hark Corporation before their arrival in the Outer Colonies. What is confirmed is that a privatively owned Carrack class Merchant, the SS Ah Lien, arrived in the Outer Colonies as part of a convoy in 2675. On board was Robert and Charlotte Hark, their two young children and a rather large sum of money. Purchasing a small consumer electronics company, they began production on high quality household products at reasonable prices. Slowly working to expand their market share, they bought into other sectors, expanding their influence. Then, in 2580, they purchased Hydra-Cell, at the time a small manufacture of power packs for consumer electronics. Many considered it the Hark's first mistake, but what was not public knowledge was that the buy-out was part of a deal that gave Hydra-Cell the capital and manufacturing capacity they needed to finish work on a new high-capacity power-cell that soon became the market standard for electric auto-mobiles and other high-end products.
This boost gave the Hark Corporation the collateral it needed to undergo a period of rapid expansion, culminating in buying a controlling share in United Trans-Stellar, a medium sized shipping line. Now with an independent way to move their goods about, they were able to undercut the market, doubling their income in a single year.
At this point the Star League stepped in, spurned into action after several complaints about unfair business practises. Many expected Hark to be hit with a stern fine or even a custodial sentence. Instead they were able to engineer a deal that saw an inflation-linked minimum price placed on all Hark Corporation products that allowed them to remain competitive without monopolising the market. Forced to seek other areas to expand into, the Harks chose entertainment and media, buying up production companies, TriVid Stations and News Faxes across the Outer Colonies. They showed remarkable constraint in their running of these agencies, allowing the editors full control over content and direction, remaining in the background and counting the revenue generated.
The Hark's have always maintained a strict policy of passing control of the company to only one descendant, with each generation selecting the one they feel is most able to carry the burden. Extensive trust funds and high-placed jobs are made available for other members of the family, but there is always only one hand on the wheel. By 2750 that was Jessie Hark, who got the corporation in at the ground level when the world of New Jersey passed a law to legalise gambling. Quickly buying up the failing resort of Santa Vista lock, stock and barrel, the Hark Corporation re-branded it as New Vegas, and poured hundreds of millions into the first purpose-built casino resort in the Outer Colonies. More attractions where added, while the Corporation used its ties with the interstellar transport business to arrange cheap passage to the world, and complimentary first-class accommodation for the high rollers.
It was at this point that the local organised crime syndicates attempted to muscle in on the lucrative trade. Attempts were made to persuade Miss Hark to sign over control of the city to front organisations, all of which were rebuffed. This was followed by an attempt to kidnap her younger sister Amy from her collage dorm on Malloy's World. Many were surprised by the speed and tenacity her privet security detachment showed in repulsing the attack, killing five of the six gunman without a shot being fired, and capturing the remaining. Indeed, the first Amy know of the attack was when the police arrived to take the survivors into custody. From this point on Jessie Hark declared all out war on the mobsters, using the full force of her family's corporate empire to crush them at every turn. Many were surprised when Hark Corporate Security was granted a licence to operate light BattleMech's to secure their factories and operations, something the local SLDF commander normally frowned upon. Several attacks were staged, but the Hark Corporation's long-standing policy of loyalty towards its employees and their families ensured that there were few cracks in their armour, and many that did appeared turned out to be carefully orchestrated traps.
Lives were lost on both sides, but eventually the syndicates had to back down in the face of impending bankruptcy and attacks by other criminal elements that had started to smell blood in the water and were starting to circle like hungry sharks. An unofficial truce was called between the Hark family the criminal underworld, upheld by an agreement to never venture into each other’s business.
The fall of the Star League hit the economy of the Outer Colonies hard, sparking a depression that lasted ten years. Many companies started to fail under the strain, but the Hark Corporation was able to weather the storm better than most thanks to low overheads and a vast operating reserve that allowed them to run at a loss for several years without taking too much damage. They emerged on the other side bigger and stronger than ever before, commanding a two-thirds share of the consumer electronics market and the single largest fleet of privately owned DropShip's and JumpShip's in the Outer Colonies.
Ezekiel Hark was in charge when the Minnesota Tribe arrived at Rorke's Drift in 2828. Living up to the family tradition of taking a risk if the potential pay-out was high enough, he authorised massive loans at near zero interest to help the refugees rebuild their lives. Heavy equipment, spare parts and supplies were provided at cost, building up brand recognition among the newcomers. This generosity was rewarded when the Minnesota Tribe awarded the Hark Corporation the contract to manufacture advanced electronics for their military, including complications systems, sensors and targeting computers far in advance of anything Fox Bay Armaments was able to produce at the time.
The good times almost came to an end in 2905 with the death of Justin Hark in the Mount Saint Vincent Disaster, an avalanche that killed almost 500 people, before he had named a successor. His eldest daughter and company Vice-President Rose Hark was the most likely candidate, but her position was challenged by her cousin Guy Hark-Price, a senior executive in one of the subsidiary companies. Forced to take their claims before the companies board of directors, Rose stuck to a purely business approach, pointing out the years of hard work she had put into the company, and how well the departments under her direct control had done. Guy countered with a series of vicious and often groundless personal attacks, questioning his cousins integrity and personal character. He also made public the fact that Rose had been born out of wedlock, the result of an affair between Justin and one of his assistance shortly before he met the woman who would become his wife. The family had managed to keep this a closely guarded secret, and even Rose had not been aware that the woman she considered her mother had legally adopted her when she was six mounts old.
Despite the personal anguish she felt, and the continued muck-flinging by Guy, Rose refused to sink to his level and was able to maintain a punishing schedule of regular office hours and meetings with the board and the company lawyers. This iron determination won her the votes she needed to be named the new CEO, but Guy attempted to fight on, seeking a legal injunction against her. But now with the full weight of the Corporation behind her, Rose was able to hire the finest legal minds in the Outer Colonies, and put her own law degree to work when she faced him in open court. Her two hour cross-examination of her tormentor is still considered to be one of the finest examples of its type in the history of the Outer Colonies. Without once stepping over the line or betraying her calm, collected tone, Rose systemically destroyed her cousin and his case, and the judge quickly throw out the case as groundless and threatened to have Guy charged with wasting the courts time if he ever attempted to bring a similar case again.
It took many years for the Hark Corporation to recover from the controversy surrounding the case, and the Council of Eleven stepped in to insist that they put contingency plans in place to deal with any similar occurrence in the future.
The years that followed saw a period of relative stability, with the Hark Corporation continuing to build on its existing business and expand into new areas. While many of their subsidiary have military contracts, the Corporation has never been an arms manufacture, preferring instead to concentrate on the supply and support side of things, making everything from uniforms to helping to fund pioneering medical procedures that have helped countless soldiers injured in the line of duty. They have also ploughed tens of billions into R&D, ensuring that they are always at the cutting edge of any new field. To this end they have endowed many of the top colleges and schools across the Outer Colonies, and fund numerous scholarships that have helped those who would otherwise have never been able to continue their education.
The Knights Templar are also recipients of regular donations be the Hark family and the Corporation, both financial and material.
Tragedy struck the company in 3055 when company CEO Mackenzie Hark and his wife Jade were among those killed when the DropShip Amber Cloud broke up on re-entry. They left behind a 19 year old daughter, Anna, who had already shown great promise as a potential CEO. Her shares were held in trust while she finished her education, insisting on taking a military-scholarship that required her to spend a three year tour of duty as a 2nd Lieutenant in the infantry. She turned down a desk assignment, instead spending time in the field where she gained a reputation as an officer who'd never ask someone under her command to do something she was neither willing nor able to do herself. She took over control of the Corporation upon mustering out, and had continued to show the same drive and determination that has always been the trademark of the Hark Family.
-
Good Work
-
BattleTech Vehicle Technical Readout
VALIDATED
Type/Model: Bonaparte Patrol Tank BPT-1C
Tech: Inner Sphere / 2862
Config: Tracked Vehicle
Rules: Level 2, Custom design
Mass: 25 tons
Power Plant: 150 Hyrdro-Cell Fusion
Cruise Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Armor Type: StarGuard CIV Ferro-Fibrous
Armament:
1 Diverse Optics Type 20p Large Pulse Laser
1 20mm "Vulcan" Gatling Gun
Manufacturer: Fox Bay Armaments
Location: Port Stanley
Communications System: Garret 500A
Targeting & Tracking System: Garret D2j
------------------------------------------------------------------------------
==Overview:==
A light weight tank developed for militia and security details, the
Bonaparte is known for being exceptional small and highly manoeuvrable,
despite carrying a relatively heavy punch and thick armour.
==Capabilities:==
The most common variant of the Bonaparte carries a Diverse Optics Type
20p Large Pulse Laser and a 20mm "Vulcan" Gatling Gun in the turret, operated
by the commander/gunner. The driver lays on a padded couch in a position that
is said to resemble a racing motorcycle.
A Hyrdro-Cell fusion pack allows for a top road speed of 97 km/h, but
several units have been tweaked by their maintenance crews and have been
clocked at over the 120 km/h mark. Thick armour protect the tank and crew from
any non-military weaponry, and can take a hit from Battle Armour and even
light BattleMech's without breaching.
==Variants:==
The most common variant is the 2C, which loses the Laser but gains a pair
of Monitor Water Cannons and a second Gatling Gun. This type is often used for
riot control duties, with the Gatling's loaded with non-lethal munitions such
as CS Gas and beanbag rounds.
The 3C variant is built for export, with cheaper armour. The main gun is
downgraded to a standard Large Laser, but it gains a medium laser and an extra
heat sink. Some of these have been refitted with a vehicle flamer, but this is
an unofficial field modification.
==Notable Vehicles & Crew:==
Officers Leona Ozaki and Alcuad "Al" Solte
Hailing from the highly polluted world of New Jersey, Leona and Al were
members of the Newport City Police Department's Special Vehicle Unit. They
racked up the second highest ever recorded total for civilian property damage,
topped only by their direct superior, Lieutenant Charles Brenten.
==Deployment==
Despite being almost two hundred years old, the Bonaparte is still in
use and under limited production at Fox Bay. It remains in service with
several Militia and police units, while a number are also operated by the
Colonial Marshals Service and the Hark Corporation private security force.
Some of the oldest examples have been stripped of their weaponry and sold
to the public, where they are often found in the hands of private collectors
and museums.
--------------------------------------------------------
Type/Model: Bonaparte Patrol Tank BPT-1C
Mass: 25 tons
Equipment: Items Mass
Int. Struct.: 15 pts Standard 0 2.50
Engine: 150 Fusion 0 5.50
Shielding & Transmission Equipment: 0 3.00
Cruise MP: 6
Flank MP: 9
Heat Sinks: 10 Single 0 .00
Cockpit & Controls: 0 1.50
Crew: 2 Members 0 .00
Turret Equipment: 0 1.00
Armor Factor: 63 pts Ferro-Fibrous 2 3.50
Internal Armor
Structure Value
Front: 3 19
Left / Right Sides: 3 13/13
Rear: 3 8
Turret: 3 10
Weapons and Equipment Loc Heat Ammo Items Mass
--------------------------------------------------------
1 Large Pulse Laser Turret 10 1 7.00
1 Machine Gun Turret 0 100 2 1.00
--------------------------------------------------------
TOTALS: 10 5 25.00
Items & Tons Left: 5 .00
Calculated Factors:
Total Cost: 681,875 C-Bills
Battle Value: 260
Cost per BV: 2,622.6
Weapon Value: 119 / 119 (Ratio = .46 / .46)
Damage Factors: SRDmg = 9; MRDmg = 3; LRDmg = 0
BattleForce2: MP: 6T, Armor/Structure: 0 / 3
Damage PB/M/L: 1/1/-, Overheat: 0
Class: GL; Point Value: 3
-
I still get a kick out of seeing "...from the highly polluted world of New Jersey." ;D
-
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...
-
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
-
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
-
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
-
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 Starsâ€. 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
-
This Rocks !!! Keep up the Great Work!!!!!!
-
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
-
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
-
Gets better and better I like, the maps awesome too
-
And Away We Go !!! 8)
-
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
-
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
-
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.
-
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
-
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
-
Got to upgrade somewhere
-
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Indianapolis class Heavy Cruiser
Tech: Inner Sphere / 3067
Vessel Type: WarShip
Rules: Level 2, Custom design
Rules Set: AeroTech2
Mass: 830,000 tons
Hull: 40X Templar
K-F Drive System: KF King LX
Length: 803 meters
Sail Diameter: 1,250 meters
Power Plant: 4 Harlan B8-240's
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Valiant Lamellor Ferro-carbide
Armament:
8 Maelstrom AR-10 Missile Launchers
16 RAMTech 1200X ER Large Lasers
16 Holly LRM 15's with Artemis IV Fire Control Systems
32 ChisComp 32 Small Lasers
32 McArthur Anti-Missils Cannons
32 Ripper Series A1 ER PPC's
32 Generation Streak SRM-6's
26 Super-Rand Heavy Naval Particle Projection Cannons
Manufacturer: Clarke Station
Location: Port Stanley
Communications System: KAT 701
Targeting & Tracking System: ASTROC 4-b
------------------------------------------------------------------------------
==Overview:==
Based on the refitted SLS Ivanhoe, the new Indianapolis class Heavy
Cruiser will act as a heavy screening unit that also has the ability to
operate independently for extended periods of time on detached duty. The price
up above that of the South Dakota class Battleship, but that's the price pf
having a multi-roll design.
==Capabilities:==
The main armament is made up of 26 Super-Rand Heavy Naval Particle
Projection Cannons, supplemented by 8 Maelstrom AR-10 Missile Launchers for
extra long-range hitting power. Behind this is an improved anti-fighter
defence and an expanded fighter bay capable of carrying an entire regiment of
Aerospace fighters and six small craft, including assault shuttles for the
embarked Marines. Thick armour and a reasonable turn of speed allow the new
ship to keep up with its larger brethren, and outrun almost anything it can't
out-fight.
A large fuel bunker, extensive cargo bays and four docking collars allow
an increased amount of flexibility in operational parameters, something some
take as a sign that there will be a change in deployment policy.
==Notable Vessels & Crews:==
SLS Indianapolis (Under Construction)
SLS Portland (Under Construction)
SLS Wisconsin (Under Construction)
SLS Missouri (Under Construction)
SLS New Jersey (Under Construction)
SLS California (Under Construction)
SLS Mississippi (Planned)
SLS Pennsylvania (Planned)
SLS Tennessee (Planned)
SLS Colorado (Planned)
SLS Oregon (Planned)
SLS Georgia (Planned)
SLS Illinois (Planned)
SLS Kentucky (Planned)
SLS Minnesota (Planned)
SLS Nevada (Planned)
SLS Louisiana (Planned)
SLS Nebraska (Planned)
SLS Oklahoma (Planned)
SLS Rhode Island (Planned)
SLS Alaska (Planned)
SLS Idaho (Planned)
SLS Michigan (Planned)
SLS New Hampshire (Planned)
==Deployment==
Capable of being built in the smaller satellite yards rather than the
central core of Clarke Station itself, more ships in this class can be built
at any one time then would otherwise be possible. This is probably for the
best, as orders have been placed for at least ten, with plans to extend the
run to twenty four once the new defence budget is passed.
The recent signing of a treaty granting the OCDF basing rights at the
Alianza Española's shipyard in the Casablanca system would seem to indicate
that fleet units will be spending more time away from home, possibly even
conducting operations towards the New Americas and other outlying regions, and
the Indianapolis class would make the perfect platform for flying-the-flag
style missions.
------------------------------------------------------------------------------
Class/Model/Name: Indianapolis class Heavy Cruiser
Mass: 830,000 tons
Equipment: Mass
Power Plant, Drive & Control: 199,200.00
Thrust: Safe Thrust: 4
Maximum Thrust: 6
Kearny-Fuchida Hyperdrive: Compact (Integrity = 17) 375,575.00
Lithium Fusion Battery 8,300.00
Jump Sail (Detachable): (Integrity = 5) 72.00
Structural Integrity: 85 70,550.00
Total Heat Sinks: 3,700 Double 3,024.00
Fuel & Fuel Pumps: 5,100.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 2,075.00
Fire Control Computers: 8,064.00
Food & Water: (240 days supply) 600.00
Armor Type: Lamellor Ferro-carbide (1,173 total armor pts) 1,119.00
Capital Scale Armor Pts
Location: L / R
Fore: 217
Fore-Left/Right: 195/195
Aft-Left/Right: 195/195
Aft: 176
Cargo:
Bay 1: Fighters (54) with 8 doors 8,100.00
Small Craft (6) 1,200.00
Bay 2: Cargo (1) with 2 doors 27,000.00
DropShip Capacity: 4 Docking Hardpoints 4,000.00
Grav Decks #1 - 2: (55-meter diameter) 100.00
Grav Deck #3: (90-meter diameter) 50.00
Life Boats: 40 (7 tons each) 280.00
Escape Pods: 40 (7 tons each) 280.00
Crew and Passengers:
65 Officers (50 minimum) 650.00
170 Crew (146 minimum) 1,190.00
75 Gunners (61 minimum) 525.00
28 Marines 140.00
24 Marine Battle Armor Troopers/Elementals 168.00
138 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
2 AR10 (20 KW, 20 WS, 30 B)Nose * * * * 40 3,200.00
2 ER Large Laser Nose 2(16) 2(16) 2(16) -- 24 10.00
2 LRM 15+ArtIV(96 rounds) Nose 2(24) 2(24) 2(24) -- 10 28.00
4 Small Laser Nose 1(12) -- -- -- 4 2.00
4 AMS(480 rounds) Nose -- -- -- -- 4 42.00
4 ER PPC Nose 4(40) 4(40) 4(40) -- 60 28.00
4 Streak SRM 6(120 rounds) Nose 5(48) -- -- -- 16 26.00
4 Heavy NPPC Nose 60 60 60 60 900 12,000.00
4 Heavy NPPC FL/R 60 60 60 60 1800 24,000.00
1 AR10 (10 KW, 10 WS, 15 B)FL/R * * * * 40 3,200.00
2 ER Large Laser FL/R 2(16) 2(16) 2(16) -- 48 20.00
2 LRM 15+ArtIV(96 rounds) FL/R 2(24) 2(24) 2(24) -- 20 56.00
4 Small Laser FL/R 1(12) -- -- -- 8 4.00
4 AMS(480 rounds) FL/R -- -- -- -- 8 84.00
4 ER PPC FL/R 4(40) 4(40) 4(40) -- 120 56.00
4 Streak SRM 6(120 rounds) FL/R 5(48) -- -- -- 32 52.00
4 Heavy NPPC L/RBS 60 60 60 60 1800 24,000.00
2 ER Large Laser L/RBS 2(16) 2(16) 2(16) -- 48 20.00
2 LRM 15+ArtIV(96 rounds) L/RBS 2(24) 2(24) 2(24) -- 20 56.00
4 Small Laser L/RBS 1(12) -- -- -- 8 4.00
4 AMS(480 rounds) L/RBS -- -- -- -- 8 84.00
4 ER PPC L/RBS 4(40) 4(40) 4(40) -- 120 56.00
4 Streak SRM 6(120 rounds) L/RBS 5(48) -- -- -- 32 52.00
2 Heavy NPPC AL/R 30 30 30 30 900 12,000.00
1 AR10 (10 KW, 10 WS, 15 B)AL/R * * * * 40 3,200.00
2 ER Large Laser AL/R 2(16) 2(16) 2(16) -- 48 20.00
2 LRM 15+ArtIV(96 rounds) AL/R 2(24) 2(24) 2(24) -- 20 56.00
4 Small Laser AL/R 1(12) -- -- -- 8 4.00
4 AMS(480 rounds) AL/R -- -- -- -- 8 84.00
4 ER PPC AL/R 4(40) 4(40) 4(40) -- 120 56.00
4 Streak SRM 6(120 rounds) AL/R 5(48) -- -- -- 32 52.00
2 Heavy NPPC Aft 30 30 30 30 450 6,000.00
2 AR10 (20 KW, 20 WS, 30 B)Aft * * * * 40 3,200.00
2 ER Large Laser Aft 2(16) 2(16) 2(16) -- 24 10.00
2 LRM 15+ArtIV(96 rounds) Aft 2(24) 2(24) 2(24) -- 10 28.00
4 Small Laser Aft 1(12) -- -- -- 4 2.00
4 AMS(480 rounds) Aft -- -- -- -- 4 42.00
4 ER PPC Aft 4(40) 4(40) 4(40) -- 60 28.00
4 Streak SRM 6(120 rounds) Aft 5(48) -- -- -- 16 26.00
1 Lot Spare Parts (2.50%) 20,750.00
------------------------------------------------------------------------------
TOTALS: Heat: 6,954 830,000.00
Tons Left: .00
Calculated Factors:
Total Cost: 15,149,204,000 C-Bills
Battle Value: 125,609
Cost per BV: 120,606.04
Weapon Value: 87,770 (Ratio = .70)
Damage Factors: SRV = 4,983; MRV = 4,331; LRV = 3,226; ERV = 1,221
Maintenance: Maintenance Point Value (MPV) = 526,034
(85,934 Structure, 261,758 Life Support, 178,342 Weapons)
Support Points (SP) = 700,875 (133% of MPV)
BattleForce2: Not applicable
-
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Andromeda class Corvette
Tech: Inner Sphere / 3067
Vessel Type: WarShip
Rules: Level 2, Custom design
Rules Set: AeroTech2
Mass: 300,000 tons
Hull: Pattern IIA
K-F Drive System: KF Mark III-c
Length: 830 meters
Sail Diameter: 950 meters
Power Plant: Rolls LeFay
Safe Thrust: 5
Maximum Thrust: 8
Armor Type: Valiant Lamellor Lamellor Ferro-carbide
Armament:
1 Super-Rand Heavy Naval Particle Projection Cannons
58 RAMTech 1200X ER Large Lasers
8 Maelstrom AR-10 Missile Launchers
40 ChisComp 32 Small Lasers
14 Omnicrom-45 Series Naval Lasers
Manufacturer: Newport News Orbital Shipbuilding Inc.
Location: New Jersey
Communications System: Rosalyn Electronics Inc. StarCom
Targeting & Tracking System: Rosalyn Electronics Inc. FireMax
------------------------------------------------------------------------------
==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.
One of these new ships is the Andromeda class Corvette.
==Capabilities:==
Considered by some to be a 'Commerce Raider', the Andromeda class mounts
an almost entirely energy-based weapons: only it's AR10 missile launchers are
ammo-reliant. The rest of the armament is made up of a single Super-Rand Heavy
Naval Particle Projection Cannon in the bow and a number of Omnicrom-45 Series
Naval Lasers in the flanks. Close in defences are covered by smaller lasers
spread around the hull.
A company of wing and 2 shuttles sit in a small fighter bay aft of the
grav-deck. Given that the Andromeda class is intended for long-term
independent operation, its crew cabins and recreational facilities are as
spacious and well appointed as possible, but still somewhat limited. It also
lacks any DropShip docking collars, requiring all cargo and crew to be brought
aboard by small craft.
==Battle History:==
None to date
==Variants:==
None to date
==Notable Vessels & Crews:==
SLS Andromeda (operational)
SLS Arbutus (operational)
SLS Ballarat (operational)
SLS Bendigo (Under Construction)
SLS Burnie (Under Construction)
SLS Cairns (Under Construction)
SLS Cessnock (Under Construction)
SLS Gawler (Under Construction)
SLS Geraldton (Under Construction)
SLS Goulburn (Under Construction)
SLS Ipswich (Planned)
SLS Kalgoorlie (Planned)
SLS Launceston (Planned)
SLS Lismore (Planned)
SLS Maryborough (Planned)
SLS Pirie (Planned)
SLS Tamworth (Planned)
SLS Toowoomba (Planned)
SLS Whyalla (Planned)
SLS Wollongong (Planned)
==Deployment==
The first 3 of 10 planned Andromeda's have been built, with 3 more under
construction. The Andromeda uses the same base parts as several other
warships, so very few components have to be custom made, cutting production
time down to just 18-months.
------------------------------------------------------------------------------
Class/Model/Name: Andromeda class Corvette
Mass: 300,000 tons
Equipment: Mass
Power Plant, Drive & Control: 90,000.00
Thrust: Safe Thrust: 5
Maximum Thrust: 8
Kearny-Fuchida Hyperdrive: Compact (Integrity = 7) 135,750.00
Lithium Fusion Battery 3,000.00
Jump Sail (Detachable): (Integrity = 3) 45.00
Structural Integrity: 50 15,000.00
Total Heat Sinks: 1,050 Double 581.00
Fuel & Fuel Pumps: 5,668.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 750.00
Fire Control Computers: .00
Food & Water: (227 days supply) 227.00
Armor Type: Lamellor Ferro-carbide (300 total armor pts) 270.00
Capital Scale Armor Pts
Location: L / R
Fore: 55
Fore-Left/Right: 50/50
Aft-Left/Right: 50/50
Aft: 45
Cargo:
Bay 1: Fighters (12) with 6 doors 1,800.00
Small Craft (2) with 2 doors 400.00
Bay 2: Cargo (1) with 1 door 10,000.00
Grav Deck #1: (65-meter diameter) 50.00
Life Boats: 16 (7 tons each) 112.00
Escape Pods: 16 (7 tons each) 112.00
Crew and Passengers:
29 Officers (26 minimum) 290.00
80 Crew (76 minimum) 560.00
45 Gunners (40 minimum) 315.00
12 Marines 60.00
34 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
1 Heavy NPPC Nose 15 15 15 15 225 3,000.00
6 ER Large Laser Nose 5(48) 5(48) 5(48) -- 72 30.00
2 AR10 (20 KW, 20 WS, 20 B)Nose * * * * 40 2,900.00
5 Small Laser Nose 2(15) -- -- -- 5 2.50
10 ER Large Laser FL/R 8(80) 8(80) 8(80) -- 240 100.00
2 NL45 FL/R 9 9 9 9 280 3,600.00
5 Small Laser FL/R 2(15) -- -- -- 10 5.00
6 ER Large Laser L/RBS 5(48) 5(48) 5(48) -- 144 60.00
3 NL45 L/RBS 14 14 14 14 420 5,400.00
2 AR10 (20 KW, 20 WS, 20 B)L/RBS * * * * 80 5,800.00
5 Small Laser L/RBS 2(15) -- -- -- 10 5.00
10 ER Large Laser AL/R 8(80) 8(80) 8(80) -- 240 100.00
2 NL45 AL/R 9 9 9 9 280 3,600.00
5 Small Laser AL/R 2(15) -- -- -- 10 5.00
2 AR10 (20 KW, 20 WS, 20 B)Aft * * * * 40 2,900.00
5 Small Laser Aft 2(15) -- -- -- 5 2.50
1 Lot Spare Parts (2.50%) 7,500.00
------------------------------------------------------------------------------
TOTALS: Heat: 2,101 300,000.00
Tons Left: .00
Calculated Factors:
Total Cost: 4,513,856,848 C-Bills
Battle Value: 53,224
Cost per BV: 84,808.67
Weapon Value: 31,370 (Ratio = .59)
Damage Factors: SRV = 1,543; MRV = 1,343; LRV = 923; ERV = 318
Maintenance: Maintenance Point Value (MPV) = 324,034
(64,270 Structure, 203,575 Life Support, 56,189 Weapons)
Support Points (SP) = 344,475 (106% of MPV)
BattleForce2: Not applicable
-
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Romanov class Drone Carrier
Tech: Inner Sphere / 3067
Vessel Type: WarShip
Rules: Level 2, Custom design
Rules Set: AeroTech2
Mass: 350,000 tons
Hull: Creighton M-4
K-F Drive System: KF King VI-a
Length: 501 meters
Sail Diameter: 967 meters
Power Plant: 2 Cassion Vassers
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Ajax 7PK300 Ferro-carbide
Armament:
10 Rand-10 Medium Naval Particle Projection Cannons
8 Magna-35 Naval Lasers
22 Holly LRM-20's + Artemis IV Fire Control System
10 Ramtech 1500Z ER Medium Lasers
32 Mydron Excel LB 10-X Autocannons
6 Holly SRM-4's + Artemis IV Fire Control System
38 ChrisComp Small Lasers
6 RAMTech 1200X ER Large Lasers
Manufacturer: Clark Station
Location: Port Stanley
Communications System: Pathfinder 43CD
Targeting & Tracking System: MORSAT
------------------------------------------------------------------------------
==Overview:==
Built from Block II Samarkand class carriers taken from the Hamunaptra
Naval Reserve, the Romanov class Carrier is an attempt to create a ship that
can fulfil the rolls of both a destroyer and dedicated fighter-carrier in one
hull.
==Capabilities:==
To save time and money, little was changed internally: the Samarkand was
already known for being a reliable if somewhat under-gunned design. In order
to make the most out of them, the engineers kept most of the existing weapons,
but removed some to make room for two massive bays to house an entire
regiments worth of drone fighters and the required control systems. While each
craft is capable of operating independently based on uploaded attack patterns
and target lists, early tests showed that having a human in the loop who could
adapt to the changing battlefield and redirect the drones to where they can do
the most good. The specialists are split into two groups of five, with each
team controlling a full wing of drones.
The drones take up the space previously held by the originals fighter
bays, as well as part of the cargo space. Many have complained that such a
move could prove disastrous should the command and control system for the
drones fail, but others point out is both saves money and allows for a smaller
crew.
==Battle History:==
None to date.
==Variants:==
None to date.
==Notable Vessels & Crews:==
SLS Romanov (Operational)
SLS Viktor (Acceptance Trials)
SLS Nastasia (Acceptance Trials)
SLS Konstantin (Acceptance Trials)
SLS Andreas (Undergoing Conversion)
SLS Makarov (Undergoing Conversion)
SLS St Petersburg (Undergoing Conversion)
SLS Catherine the Great (Awaiting Conversion)
SLS Dante (Awaiting Conversion)
SLS Arkaday (Awaiting Conversion)
SLS Siberia (Awaiting Conversion)
==Deployment==
So far only the Romanov has entered service, while three more, the
Viktor, Nastasia and Konstantin, have left the yard and are undergoing
acceptance trials before being recommissioned. The Andreas, Makarov and St
Petersburg are undergoing conversion at this time, with the Catherine the
Great, Dante, Arkaday and Siberia ready to take their places once the
dock-space is free.
The main hold up at this time is availability of drones; the Crystal Peak
manufacturing plant is still bot operating at full capacity, and many of the
production lines are occupied on other projects. It is unknown at this time
whether or not the plant will be brought back to full production before the
remaining ships are ready to sail. As it is, only the Romanov itself has a
full compliment, while the ships undergoing their trials must make do with
half loads.
------------------------------------------------------------------------------
Class/Model/Name: Romanov class Drone Carrier
Mass: 350,000 tons
Equipment: Mass
Power Plant, Drive & Control: 84,000.00
Thrust: Safe Thrust: 4
Maximum Thrust: 6
Kearny-Fuchida Hyperdrive: Compact (Integrity = 8) 158,375.00
Lithium Fusion Battery 3,500.00
Jump Sail (Detachable): (Integrity = 3) 48.00
Structural Integrity: 75 26,250.00
Total Heat Sinks: 1,070 Double 616.00
Fuel & Fuel Pumps: 5,100.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 875.00
Fire Control Computers: 302.00
Food & Water: (305 days supply) 420.00
Armor Type: Ferro-carbide (467 total armor pts) 524.00
Capital Scale Armor Pts
Location: L / R
Fore: 90
Fore-Left/Right: 77/77
Aft-Left/Right: 77/77
Aft: 69
Cargo:
Bay 1: Small Craft (12) with 6 doors 2,400.00
Bay 2: Drone Fighters (54) with 36 doors 5,400.00
Drone Controll System (1) 1,250.00
Bay 3: Drone Fighters (54) with 36 doors 2,700.00
Drone Contry System (1) 1,250.00
Bay 4: Cargo (1) with 2 doors 18,750.00
DropShip Capacity: 3 Docking Hardpoints 3,000.00
Grav Deck #1: (150-meter diameter) 100.00
Grav Deck #2: (60-meter diameter) 50.00
Life Boats: 15 (7 tons each) 105.00
Escape Pods: 30 (7 tons each) 210.00
Crew and Passengers:
37 Officers (28 minimum) 370.00
100 Crew (78 minimum) 700.00
40 Gunners (37 minimum) 280.00
28 Marines 140.00
10 Drone Control Specialists 100.00
60 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
2 Medium NPPC Nose 18 18 18 18 270 3,600.00
2 NL35 Nose 7 7 7 -- 104 1,400.00
4 LRM 20+ArtIV(84 rounds) Nose 6(64) 6(64) 6(64) -- 24 58.00
4 ER Medium Laser Nose 2(20) 2(20) -- -- 20 4.00
4 LB 10-X AC(100 rounds) Nose 2(24) 2(24) -- -- 8 54.00
4 LRM 20+ArtIV(84 rounds) FL/R 6(64) 6(64) 6(64) -- 48 116.00
3 SRM 4+ArtIV(75 rounds) FL/R 2(18) -- -- -- 18 24.00
4 LB 10-X AC(100 rounds) FL/R 2(24) 2(24) -- -- 16 108.00
1 Medium NPPC FL/R 9 9 9 9 270 3,600.00
3 Medium NPPC L/RBS 27 27 27 27 810 10,800.00
10 Small Laser L/RBS 3(30) -- -- -- 20 10.00
4 LB 10-X AC(100 rounds) L/RBS 2(24) 2(24) -- -- 16 108.00
2 NL35 AL/R 7 7 7 -- 208 2,800.00
2 ER Large Laser AL/R 3(26) 3(26) 2(16) -- 48 20.00
2 ER Medium Laser 20 4.00
5 LRM 20+ArtIV(108 rounds) AL/R 8(80) 8(80) 8(80) -- 60 146.00
6 Small Laser AL/R 2(18) -- -- -- 12 6.00
4 LB 10-X AC(100 rounds) AL/R 2(24) 2(24) -- -- 16 108.00
2 NL35 Aft 7 7 7 -- 104 1,400.00
2 ER Large Laser Aft 3(26) 3(26) 2(16) -- 24 10.00
2 ER Medium Laser 10 2.00
6 Small Laser Aft 2(18) -- -- -- 6 3.00
4 LB 10-X AC(100 rounds) Aft 2(24) 2(24) -- -- 8 54.00
1 Lot Spare Parts (2.50%) 8,750.00
------------------------------------------------------------------------------
TOTALS: Heat: 2,140 350,000.00
Tons Left: .00
Calculated Factors:
Total Cost: 11,832,995,000 C-Bills
Battle Value: 50,897
Cost per BV: 232,489.05
Weapon Value: 36,893 (Ratio = .72)
Damage Factors: SRV = 1,808; MRV = 1,545; LRV = 963; ERV = 338
Maintenance: Maintenance Point Value (MPV) = 358,068
(111,266 Structure, 197,588 Life Support, 49,214 Weapons)
Support Points (SP) = 218,545 (61% of MPV)
BattleForce2: Not applicable
-
BattleMech Technical Readout
Type/Model: Battlemaster BLR-1T
Tech: Inner Sphere / 2750
Config: Biped BattleMech
Rules: Level 2, Modified design
Mass: 85 tons
Chassis: Hollis Mark X Standard
Power Plant: 340 VOX Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: 4 McCloud Specials
Jump Capacity: 120 meters
Armor Type: StarGuard
Armament:
1 Kinslaughter H ER-PPC
2 RAMTech 800 Medium Lasers
3 Holly Streak SRM-2's
Manufacturer: Fox Bay Armaments
Location: Port Stanley
Communications System: HartfordCo COM 4000
Targeting & Tracking System: HartfordCo XKZ 1
------------------------------------------------------------------------------
==Overview:==
Under development on Port Stanley when the Star League fell, the 1T
variant of the Hollis Industries Battlemaster has never seen action in the
Inner Sphere, but proved its worth in the fighting in and around the area that
would become the Outer Colonies.
==Capabilities:==
The fire-power that the Battlemaster can generate in one volley is
staggering and more than deadly at close range. The reliable Kinslaughter H
ER-PPC is its main fire weapon, with the laser systems as close support fire.
The original SRM-6 rack has been dropped in favour of a trio of Holly Streak
SRM-2's for increased accuracy and ammo conservation, but even so each
launcher has a ton of ammo protected by Cellular Ammunition Storage Equipment
to increase the odds of pilot and machine survival in the event of a
catastrophic internal detonation.
Even if the Battlemaster loses all its weapons it still has its
manipulative hands. In emergencies, it can disengage the particle cannon in
order to have both hands free.
==Battle History:==
Operation KATHLEEN: the Battle of Port Stanley (2781)
Production of the 1T Battlemaster had already begun at the SLDF's Fox Bay
complex when word reached Port Stanley that the Star League had fallen, and
that General Kerensky had taken the bulk of the standing army with him in the
Exodus.
Over night, the uneasy peace that had stopped the numerous hostile powers
in the region for attacking the scattered Star League outposts ended. With
only a single division of troops and a handful of Warships left to try and
defend dozens of planets, High Command ordered the withdrawal of all troops to
just one world: Port Stanley. The extensive production facilities in and
around Fox Bay, and the shipyards in orbit, made the world strategically
important to anyone who hoped to control the region. For this reason, the bulk
of the ground forces where deployed around the cities of Fox Bay and San
Carlos, the planetary capital.
The hammer fell in 2781 with the arrival of a Rim Worlds Republic
invasion force. Despite the best effort of the ships in orbit the invaders
were able to land two brigades on planet, facing half as many defenders in
the form of line units and local militia. While the battle of San Carlos is
well documented, the battles in and around Fox Bay was a different matter
entirely: both sides used BattleMech's almost exclusively, and in roughly even
numbers. While the invaders used a several different designs, the defending
militia units used mainly Orion's and the 1T variant of the Battlemaster. The
flat, open sub-Arctic tundra surrounding the city allowed for fast, high
mobility warfare: both sides reputably charged each others lines, looking for
a weakness.
Use of the 1T variant Battlemasters provided the defenders with
considerable fire-power and thick armour, allowing them to withstand attack
after attack. Entire battalions of Battlemasters acted as mobile
reinforcements, often force-marching for hours to get to the site of an attack
and plug any gaps in the line.
Days of bitter combat passed, during which the sprawling factory
complexes outside Fox Bay provided a seemingly unending supply of spare parts
and ammunition. The cities large civilian population, many of who worked at
the same factories that built the BattleMech's, were often more than capable
of piloting them and were conscripted into combat, often with only a few hours
in a combat simulator to prepare them.
Losses on both sides were near catastrophic, but with orbital re-supply
out of the question due to complete air supremacy by freshly arrived SLDF
warships in orbit, the invaders were forced to surrender. With the fighting
over, the true cost could be counted: over three hundred BattleMech's lay
strew across the continent of Fitzroy, almost two thirds of them from the
attacking force. Over a hundred SLDF pilots were killed or injured, along with
almost a hundred more militia and civilian volunteers. Large parts of Fox Bay
had been badly damaged in the fighting, but the irreplaceable factories were
relatively untouched by the fighting.
When it was decided to erected a memorial to those killed and injured in
the fighting, the battle damaged head of a Battlemaster was selected as a
fitting tribute.
==Variants:==
None to date
==Notable 'Mechs & MechWarriors:==
Lieutenant Colonel Barbara "The Judge" Hershey
Commanding officer of the Fox Bay City Militia, Lt. Col. Hershey is a
stern taskmaster, always demanding the best out of those under her command,
but never issuing an order she wouldn't be willing to follow through herself.
A senior Judge in her civilian life, Hershey is known for being equally
tough in the courtroom as the battlefield: she is infamous for being
especially hard on those under her command who find themselves brought before
her in a professional capacity.
==Deployment==
Although it has been surpassed by more recent designs, the BLR-1T
Battlemaster has maintained a special place in the hearts and mind of the
citizens of the Outer Colonies, and it is still in production. No longer in
widespread use by line units, the Battlemaster is still widely used as a
command Mech by Militia units.
Most notable, the entire command lance of the Fox Bay Militia is made up
of Battlemasters.
--------------------------------------------------------
Type/Model: Battlemaster BLR-1T
Mass: 85 tons
Equipment: Crits Mass
Int. Struct.: 130 pts Standard 0 8.50
Engine: 340 Fusion 6 27.00
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks: 15 Double [30] 6 5.00
(Heat Sink Loc: 2 RT)
Gyro: 4 4.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 260 pts Standard 0 16.50
Internal Armor
Structure Value
Head: 3 9
Center Torso: 27 38
Center Torso (Rear): 13
L/R Side Torso: 18 27/27
L/R Side Torso (Rear): 9/9
L/R Arm: 14 28/28
L/R Leg: 18 36/36
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 ER PPC RA 15 3 7.00
1 Medium Laser RT 3 1 1.00
3 Streak SRM 2s LT 6 150 6 7.50
(Ammo Locations: 3 LT)
1 Medium Laser LT 3 1 1.00
CASE Equipment: LT 1 .50
4 Standard Jump Jets: 4 4.00
(Jump Jet Loc: 2 LL, 2 RL)
--------------------------------------------------------
TOTALS: 27 53 85.00
Crits & Tons Left: 25 .00
Calculated Factors:
Total Cost: 9,274,544 C-Bills
Battle Value 2: 1,761 (old BV = 1,649)
Cost per BV2: 5,266.63
Weapon Value: 1,976 / 1,840 (Ratio = 1.12 / 1.04)
Damage Factors: SRDmg = 27; MRDmg = 10; LRDmg = 4
BattleForce2: MP: 4J, Armor/Structure: 7/7
Damage PB/M/L: 5/3/1, Overheat: 0
Class: MA; Point Value: 18
-
BattleMech Technical Readout
Type/Model: Spartan SPT-N5
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 2, Modified design
Mass: 80 tons
Chassis: Geometric 500 Hard Core
Power Plant: 400 Dantrus XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Strasbourg Armaments 206 Diamond Weave
Armament:
1 RAMTech 1200 Large Laser
1 Kinslaughter H ER-PPC
1 Holly LRM-10
Manufacturer: Fox Bay Armaments
Location: Port Stanley
Communications System: Blow 300 SNA Net
Targeting & Tracking System: Scope 40 RNDST
------------------------------------------------------------------------------
==Overview:==
One of a number of Star League BattleMech's still in production by Fox
Bay Armaments, the Spartan has gone though many minor alterations over the
centuries, but the two most common variants are the N5 and the N6.
==Capabilities:==
Outwardly almost identical to the N2 variant originally fielded by the
SLDF, the N5 is built with long-rang combat in mind. As such it retains its
Kinslaughter H ER PPC, but drops the rest of its armament in favour of a
single RAMTech 1200 Large Laser in the right arm and a Holly LRM-10 in the
centre torso, with Cellular Ammunition Storage Equipment to protect the pilot
from internal ammunition detonation. It also gains an extra heat sink and an
extra tone of armour, but still manages to run cooler than its predecessor.
==Deployment==
Hundreds of Spartans have been built to date, with the highest
concentration being among the Brigade of Guards and other units with a strong
like to the Star League Defence Force. A handful of early examples have been
passed down to various militia units.
--------------------------------------------------------
Type/Model: Spartan SPT-N5
Mass: 80 tons
Equipment: Crits Mass
Int. Struct.: 122 pts Standard 0 8.00
Engine: 400 XL Fusion 12 26.50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: 14 Double [28] 0 4.00
Gyro: 4 4.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 240 pts Standard 0 15.00
Internal Armor
Structure Value
Head: 3 9
Center Torso: 25 37
Center Torso (Rear): 12
L/R Side Torso: 17 25/25
L/R Side Torso (Rear): 8/8
L/R Arm: 13 25/25
L/R Leg: 17 33/33
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Laser RA 8 2 5.00
1 ER PPC LT 15 3 7.00
1 LRM 10 CT 4 24 4 7.00
(Ammo Locations: 2 RT)
CASE Equipment: RT 1 .50
--------------------------------------------------------
TOTALS: 27 47 80.00
Crits & Tons Left: 31 .00
Calculated Factors:
Total Cost: 20,289,839 C-Bills
Battle Value 2: 1,657 (old BV = 1,413)
Cost per BV2: 12,244.92
Weapon Value: 1,860 / 1,860 (Ratio = 1.12 / 1.12)
Damage Factors: SRDmg = 20; MRDmg = 16; LRDmg = 7
BattleForce2: MP: 5, Armor/Structure: 6/3
Damage PB/M/L: 4/2/2, Overheat: 0
Class: MA; Point Value: 17
[/pre] BattleMech Technical Readout
Type/Model: Spartan SPT-N6
Tech: Inner Sphere / 3055
Config: Biped BattleMech
Rules: Level 2, Modified design
Mass: 80 tons
Chassis: Geometric 500 Hard Core
Power Plant: 400 Dantrus XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Strasbourg Armaments 206 Diamond Weave
Armament:
1 Sutel Precision Line Large Pulse Laser
1 Mydron Excel LB 10-X AC
1 Holly Streak SRM-2
Manufacturer: Fox Bay Armaments
Location: Port Stanley
Communications System: Blow 300 SNA Net
Targeting & Tracking System: Scope 40 RNDST
------------------------------------------------------------------------------
==Overview:==
One of a number of Star League BattleMech's still in production by Fox
Bay Armaments, the Spartan has gone though many minor alterations over the
centuries, but the two most common variants are the N5 and the N6.
==Capabilities:==
Outwardly almost identical to the N2 variant originally fielded by the
SLDF, the N6 is built with short to medium-rang combat in mind. Almost its
entire weapons load has been replaced, with only a single Holly Streak SRM-2
remaining. In its place are a Mydron Excel LB 10-X autocannon in the left hip,
and a Sutel Precision Line Large Pulse Laser in the right arm. These changes
combine to make an exceptionally cool running Spartan, allowing it more
freedom in combat then might otherwise be possible.
==Deployment==
Hundreds of Spartans have been built to date, with the highest
concentration being among the Brigade of Guards and other units with a strong
like to the Star League Defence Force. A handful of early examples have been
passed down to various militia units.
--------------------------------------------------------
Type/Model: Spartan SPT-N6
Mass: 80 tons
Equipment: Crits Mass
Int. Struct.: 122 pts Standard 0 8.00
Engine: 400 XL Fusion 12 26.50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: 10 Double [20] 0 .00
Gyro: 4 4.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 232 pts Standard 0 14.50
Internal Armor
Structure Value
Head: 3 9
Center Torso: 25 35
Center Torso (Rear): 12
L/R Side Torso: 17 24/24
L/R Side Torso (Rear): 8/8
L/R Arm: 13 24/24
L/R Leg: 17 32/32
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Pulse Laser RA 10 2 7.00
1 LB 10-X AC LT 2 30 9 14.00
(Ammo Locations: 3 RT)
1 Streak SRM 2 CT 2 50 2 2.50
(Ammo Locations: 1 RT)
CASE Equipment: RT 1 .50
--------------------------------------------------------
TOTALS: 14 51 80.00
Crits & Tons Left: 27 .00
Calculated Factors:
Total Cost: 20,453,639 C-Bills
Battle Value 2: 1,447 (old BV = 1,213)
Cost per BV2: 14,135.2
Weapon Value: 1,412 / 1,371 (Ratio = .98 / .95)
Damage Factors: SRDmg = 21; MRDmg = 10; LRDmg = 2
BattleForce2: MP: 5, Armor/Structure: 6/3
Damage PB/M/L: 4/2/1, Overheat: 0
Class: MA; Point Value: 14
[/pre]
-
The New Americas
(https://obtforum.com/forum/proxy.php?request=http%3A%2F%2Fi131.photobucket.com%2Falbums%2Fp313%2FStarbug360%2FWar%2520Games%2FNewAmericas.jpg&hash=7c772644d84165802d04ee27250144f6d71dd044)
Founding Year: 2493 (contested)
Capital (City, World): Georgetown, Columbia
National Symbol: An bald eagle clutch a lightning bolt in one claw and a olive branch in the other
Total Systems: 18
Estimated Population (3046): 24,240,000,000
Government: Feudal Council
Ruler: President Eugene Mackenzie Booth II
Dominant Language(s): Standard English (official)
Dominant Religion(s): Christianity, Judaism & Islam
HPG: B
Technology level: 27th Century
Unit of Currency: Dollar ($)
Of all the star nations and states near the Outer Colonies, none has proven to be more problematic or a source of more trouble than The New Americas. An unusually large nation for so deep in the periphery, the New America's were first founded by a group who struck out from the Inner Sphere to escape the increasingly intrusive governments, and only stopped when they reached the seemingly impassable Obsidian Nebula. There they sought to found a new nation where everyone was equal, but soon the harsh realities of life so far from the rest of civilisation forced them to revert to something akin to that which they had left behind. Clinging to at least the pretence of the ideals their forefather’s had held, they chose to name their new rulers 'Senators', who from among themselves would elect a 'President' to serve an eight year term as First Among Equals. This gave their government some form of central leadership, while ensuring that no one world or family could gain too much power.
The similarities to the early days of the distant Free Worlds League is apparently lost on them.
With the coming of the Star League, there was a short period of peace followed by a prolonged war that never really ended. The New America's had managed to maintain much of the technology they had arrived with, and were even able to reverse engineer several BattleMech designs. This allowed them to hold off half-hearted incursions by the Star League Defence Force until the start of the Reunification War, when they were ploughed under by superior numbers and much more advanced weapons. But before the process of assimilation could be completed, the Usurper struck on far Terra, and the garrison was recalled to follow General Kerensky on his march back to the birthplace of humanity. Freed from what they saw as the iron grip of tyranny, the people of the New America's vowed “Never Again!†and started building up an even bigger army to face the Star League when it returned.
This never happened, but to this day the New America's hold a deep hatred for the Star League and the Outer Colonies, who they see as traitors who turned on their own.
It is this hatred that has lead them to be the main suppler of BattleMech's and other weapons to pirates in the local area; they are known to have agents on the pirate strongholds of Broken Dreams and Pendergrass, possibly even as far as Flint and Blood, but this is unconfirmed. They are also the main external supplier of advanced weapons to the Reman Imperium, supporting them in their struggle against their bitter rivals in the Alianza Española, who are in turn reviving aid from the Outer Colonies. This low-level Proxy War seemes to be sanctioned at the highest levels of the New America's government, and has lead to a worsening of the already strained diplomatic relationship between the two states.
They chose this line of attack due to their technological inferiority compared to the Outer Colonies Defence Force. The New Americas have at least two functioning shipyards (Stone Harbour and New Boston), with a third suspected but unconfirmed. They also have several factories capable of producing BattleMech's, but not of the same quality as the Outer Colonies. They also lack any true warships, although they do have several armed JumpShip's that they use as command ships for military expeditions. They are also known to be searching for a lost Star League outpost somewhere within the Obsidian Nebular known only as Titans Gate. However the nature and composition of the nebular makes travel through it highly dangerous without precise coordinates for safe jump-points. There are also believed to be still functioning automated defences, possible even drone warships, guarding Titans Gate. Over the last three hundred years more than a dozen expiations have been sent into the nebular; few have ever been seen or heard from again.
Aside from this, the main foreign policy aim of the New Americas seems to be aimed towards five independent worlds located between their boards and the Outer Colonies. Moment and Dog are already falling under their influence, while Holt's Folly, Hudson and Storm seem intent on maintaining their independence. It remains to be seen how long they are able to do so given their small population, economic and technological bases.
The New Americas
Cody
Columbia
Concordia
Dixon
Lincoln
Mason
New Boston
New Brunswick
Plymouth
Preston
Springfield
Stone Harbour
Tallahassee
Ulysses
Valiant
Valley Forge
Vicksburg
Wounded Knee
-
BattleMech Technical Readout
Type/Model: Nietzschean NTZ-O
Tech: Inner Sphere / 3067
Config: Biped OmniMech
Rules: Level 2, Custom design
Mass: 75 tons
Chassis: CWS-NTZ Modular
Power Plant: 375 GM XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Strasbourg Armaments 206 Diamond Weave
Armament: None
Manufacturer: Charlemagne Weapons Systems
Location: Rorke's Drift
Communications System: Blow 300 SNA Net
Targeting & Tracking System: Scope 40 RNDST
------------------------------------------------------------------------------
==Overview:==
When the Outer Colonies first heard of Omni-technology, there was much
confusion as to just how the hated Clans could create such a weapon. Then when
the use of modular technology was mentioned, everything became clear. Due to
existing designs like the Mercury scout Mech and the use of modular
electronics to allow for easy upgrades, it didn't take long to produce a
working prototype that became the NTZ-O Nietzschean.
Named after Friedrich Nietzsche, a philosopher of the late 19th century
who's works are often incorectly promoted by the Crusader Clans as support for
their view of the universe. Although the Wolverines don't follow his
teachings, they decided to name the Mech after him as a joke aimed at those
they see as having fallen from the ideals put forth in his teachings.
==Capabilities:==
With a top speed in excess of 85 km/h, the Nietzschean reasonable fast
for its size, but in order to provide adequate space for weapons, the
designers were forced to use an expensive and vulnerable extra-light fusion
engine. To try and protect against damage, CASE panels are fitted as standard.
There are ten double heat-sinks fitted to the engine, but even these can be
hard pushed to keep the Mech cool in combat.
==Variants:==
The Primary configuration packs a Kinslaughter H ER-PPC in the left arm
and a Mydron Excel LB 10-X autocannon in the right. The Nietzschean is one of
the first units to be equipped with the new Holly Streak SRM-4 pod, a long
awaited upgrade from the old duel-missile system. An extra double heat sink
helps keep heat build-up in check.
The A variant has a Pontiac 100 Autocannon in its right arm, backed up by
a Kinslaughter PPC in the left and a ChrisComp Small Laser in the chest. A
Rosalyn Electronics Inc. Guardian ECM allows it to attack from ambush, and it
is primarily used for urban attack/defence.
The B variant is a long-range sniper, carrying a Poland Main Model A
Gauss Rifle and a trio of AMTech 800 Medium Lasers linked to a targeting
computer.
The C variant is used for close-in fighting and is often used as a
shock-trooper. It carries a Large Pulse Laser in each arm, along with a
Rosalyn Electronics Inc. Beagle Active Probe and Guardian ECM unit, all slaved
to a targeting computer. To increase mobility, five McCloud Special jump-jets
were added.
==Deployment==
The only OmniMech so far developed by the Outer Colonies, the Nietzschean
is most common among the newly raised Galaxies of Clan Wolverine, while two
have been loaned to the Knights Templar for independent testing and
evaluation.
--------------------------------------------------------
Type/Model: Nietzschean NTZ-O Base
Mass: 75 tons
Equipment: Crits Mass
Int. Struct.: 114 pts Standard 0 7.50
Engine: 375 XL Fusion 12 19.50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: 10 Double [20] 0 .00
Gyro: 4 4.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 224 pts Standard 0 14.00
Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 34
Center Torso (Rear): 11
L/R Side Torso: 16 23/23
L/R Side Torso (Rear): 8/8
L/R Arm: 12 23/23
L/R Leg: 16 31/31
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
CASE Equipment: LT RT 2 1.00
--------------------------------------------------------
TOTALS: 0 35 49.00
Crits & Tons Left: 43 26.00
Calculated Factors:
Total Cost: 21,103,906 C-Bills
Battle Value 2: 991 (old BV = 791)
Cost per BV2: 21,295.57
Weapon Value: 0 / 0 (Ratio = .00 / .00)
Damage Factors: SRDmg = 0; MRDmg = 0; LRDmg = 0
BattleForce2: MP: 5, Armor/Structure: 6/3
Damage PB/M/L: 2/-/-, Overheat: 0
Class: MH; Point Value: 10
Specials: omni
Primary Configuration
Heat Sinks: 11 Double [22] 3 1.00
(Heat Sink Loc: 1 LT)
Actuators: L: Sh+UA R: Sh+UA 12 .00
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 LB 10-X AC RA 2 30 9 14.00
(Ammo Locations: 3 RT)
1 ER PPC LA 15 3 7.00
1 Streak SRM 4 CT 3 25 2 4.00
(Ammo Locations: 1 LT)
CASE Equipment: LT RT 2 1.00
--------------------------------------------------------
TOTALS: 20 52 75.00
Crits & Tons Left: 26 .00
Calculated Factors:
Total Cost: 23,042,031 C-Bills
Battle Value 2: 1,598 (old BV = 1,372)
Cost per BV2: 14,419.29
Weapon Value: 1,787 / 1,675 (Ratio = 1.12 / 1.05)
Damage Factors: SRDmg = 24; MRDmg = 15; LRDmg = 7
BattleForce2: MP: 5, Armor/Structure: 6/3
Damage PB/M/L: 4/3/2, Overheat: 0
Class: MH; Point Value: 16
Specials: omni
Configuration A
Heat Sinks: 11 Double [22] 3 1.00
(Heat Sink Loc: 1 LT)
Actuators: L: Sh+UA R: Sh+UA 12 .00
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 LB 10-X AC RA 2 30 9 14.00
(Ammo Locations: 3 RT)
1 ER PPC LA 15 3 7.00
1 Streak SRM 4 CT 3 25 2 4.00
(Ammo Locations: 1 LT)
CASE Equipment: LT RT 2 1.00
--------------------------------------------------------
TOTALS: 20 52 75.00
Crits & Tons Left: 26 .00
Calculated Factors:
Total Cost: 23,042,031 C-Bills
Battle Value 2: 1,598 (old BV = 1,372)
Cost per BV2: 14,419.29
Weapon Value: 1,787 / 1,675 (Ratio = 1.12 / 1.05)
Damage Factors: SRDmg = 24; MRDmg = 15; LRDmg = 7
BattleForce2: MP: 5, Armor/Structure: 6/3
Damage PB/M/L: 4/3/2, Overheat: 0
Class: MH; Point Value: 16
Specials: omni
Configuration B
Heat Sinks: 10 Double [20] 0 .00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Gauss Rifle RA 1 24 10 18.00
(Ammo Locations: 3 RT)
3 Medium Lasers LA 9 3 3.00
1 Targeting Computer LT 5 5.00
CASE Equipment: LT RT 2 1.00
--------------------------------------------------------
TOTALS: 10 53 75.00
Crits & Tons Left: 25 .00
Calculated Factors:
Total Cost: 22,263,281 C-Bills
Battle Value 2: 1,930 (old BV = 1,682)
Cost per BV2: 11,535.38
Weapon Value: 1,894 / 1,894 (Ratio = .98 / .98)
Damage Factors: SRDmg = 27; MRDmg = 15; LRDmg = 9
BattleForce2: MP: 5, Armor/Structure: 6/3
Damage PB/M/L: 4/3/2, Overheat: 0
Class: MH; Point Value: 19
Specials: omni
Configuration C
Heat Sinks: 10 Double [20] 0 .00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Pulse Laser RA 10 2 7.00
1 Large Pulse Laser LA 10 2 7.00
1 Beagle Active Probe RT 0 2 1.50
1 Guardian ECM RT 0 2 1.50
1 Targeting Computer LT 4 4.00
CASE Equipment: LT RT 2 1.00
5 Standard Jump Jets: 5 5.00
(Jump Jet Loc: 1 CT, 2 LL, 2 RL)
--------------------------------------------------------
TOTALS: 20 52 75.00
Crits & Tons Left: 26 .00
Calculated Factors:
Total Cost: 23,652,344 C-Bills
Battle Value 2: 1,636 (old BV = 1,370)
Cost per BV2: 14,457.42
Weapon Value: 1,282 / 1,282 (Ratio = .78 / .78)
Damage Factors: SRDmg = 18; MRDmg = 6; LRDmg = 0
BattleForce2: MP: 5J, Armor/Structure: 6/3
Damage PB/M/L: 4/2/-, Overheat: 0
Class: MH; Point Value: 16
Specials: omni, ecm, prb
-
I've fixed a bug with the A variant of the Nietzschean:
BattleMech Technical Readout
Type/Model: Nietzschean NTZ-OA
Tech: Inner Sphere / 3067
Config: Biped OmniMech
Rules: Level 2, Custom design
Mass: 75 tons
Chassis: CWS-NTZ Modular Standard
Power Plant: 375 GM XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Strasbourg Armaments 206 Diamond Weave Standard
Armament:
1 Pontiac 100 Autocannon/20
1 Kinslaughter PPC
1 Rosalyn Electronics Inc. Guardian ECM
1 ChrisComp Small Laser
Manufacturer: Charlemagne Weapons Systems
Location: Rorke's Drift
Communications System: Blow 300 SNA Net
Targeting & Tracking System: Scope 40 RNDST
------------------------------------------------------------------------------
==Overview:==
When the Outer Colonies first heard of Omni-technology, there was much
confusion as to just how the hated Clans could create such a weapon. Then when
the use of modular technology was mentioned, everything became clear. Due to
existing designs like the Mercury scout Mech and the use of modular
electronics to allow for easy upgrades, it didn't take long to produce a
working prototype that became the NTZ-O Nietzschean.
Named after Friedrich Nietzsche, a philosopher of the late 19th century
who's works are often incorectly promoted by the Crusader Clans as support for
their view of the universe. Although the Wolverines don't follow his
teachings, they decided to name the Mech after him as a joke aimed at those
they see as having fallen from the ideals put forth in his teachings.
==Capabilities:==
With a top speed in excess of 85 km/h, the Nietzschean reasonable fast
for its size, but in order to provide adequate space for weapons, the
designers were forced to use an expensive and vulnerable extra-light fusion
engine. To try and protect against damage, CASE panels are fitted as standard.
There are ten double heat-sinks fitted to the engine, but even these can be
hard pushed to keep the Mech cool in combat.
==Variants:==
The Primary configuration packs a Kinslaughter H ER-PPC in the left arm
and a Mydron Excel LB 10-X autocannon in the right. The Nietzschean is one of
the first units to be equipped with the new Holly Streak SRM-4 pod, a long
awaited upgrade from the old duel-missile system. An extra double heat sink
helps keep heat build-up in check.
The A variant has a Pontiac 100 Autocannon in its right arm, backed up by
a Kinslaughter PPC in the left and a ChrisComp Small Laser in the chest. A
Rosalyn Electronics Inc. Guardian ECM allows it to attack from ambush, and it
is primarily used for urban attack/defence.
The B variant is a long-range sniper, carrying a Poland Main Model A
Gauss Rifle and a trio of AMTech 800 Medium Lasers linked to a targeting
computer.
The C variant is used for close-in fighting and is often used as a
shock-trooper. It carries a Large Pulse Laser in each arm, along with a
Rosalyn Electronics Inc. Beagle Active Probe and Guardian ECM unit, all slaved
to a targeting computer. To increase mobility, five McCloud Special jump-jets
were added.
==Deployment==
The only OmniMech so far developed by the Outer Colonies, the Nietzschean
is most common among the newly raised Galaxies of Clan Wolverine, while two
have been loaned to the Knights Templar for independent testing and
evaluation.
--------------------------------------------------------
Type/Model: Nietzschean NTZ-OA
Mass: 75 tons
Equipment: Crits Mass
Int. Struct.: 114 pts Standard 0 7.50
Engine: 375 XL Fusion 12 19.50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: 10 Double [20] 0 .00
Gyro: 4 4.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 224 pts Standard 0 14.00
Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 34
Center Torso (Rear): 11
L/R Side Torso: 16 23/23
L/R Side Torso (Rear): 8/8
L/R Arm: 12 23/23
L/R Leg: 16 31/31
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Autocannon/20 RA 7 15 13 17.00
(Ammo Locations: 3 RT)
1 PPC LA 10 3 7.00
1 Guardian ECM LT 0 2 1.50
1 Small Laser CT 1 1 .50
CASE Equipment: LT RT 2 1.00
--------------------------------------------------------
TOTALS: 18 54 75.00
Crits & Tons Left: 24 .00
Calculated Factors:
Total Cost: 22,725,392 C-Bills
Battle Value 2: 1,599 (old BV = 1,380)
Cost per BV2: 14,212.25
Weapon Value: 1,444 / 1,444 (Ratio = .90 / .90)
Damage Factors: SRDmg = 24; MRDmg = 9; LRDmg = 2
BattleForce2: MP: 5, Armor/Structure: 6/3
Damage PB/M/L: 5/3/1, Overheat: 0
Class: MH; Point Value: 16
Specials: omni, ecm
-
This is Great Stuff ;D
-
The Gothic Empire
(https://obtforum.com/forum/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F6377%2Fgothicempire.jpg&hash=0e416c1f10900d4789d0158cb63c21f593fb6b90)
Founding Year: 2414
Capital (City, World): Windsor, Britannia
National Symbol: Three identical gold lions arranged in a column on a red background
Total Systems: 7
Estimated Population (3046): 8,659,750,000
Government: Constitutional Monarchy
Ruler: King David VII
Dominant Language(s): Standard English (official)
Dominant Religion(s): Christianity (Anglican)
HPG: B
Technology level: 27th Century
Unit of Currency: Pound (£)
Another small star-nation, the Gothic Empire has the distinction of being the only Periphery state to negotiate a peaceful, some might say beneficial, entry to the Star League. While most so far from the Inner Sphere attempted to resist the SLDF, the ruling dynasty of the Gothic Empire took note of how quickly other nations had fallen, and how harshly they had been treated afterwards, so decided to actively seek admittance to the Star League as a protectorate. This unexpected course of action surprised the local SLDF commander, and quick thinking imperial diplomats were able to take advantage of this and won several key concessions before signing.
Key to this was the continuation of the existing government under minimal oversight by a Star League governor. Very little changed for the average citizen, aside for a few new lays and a minor increase in tax revenue. The deal also brought in a literal cornucopia of advanced technology that the locals put to good use, including automated mining and manufacturing systems that they had lost the ability to produce a century before. In order to protect local manufactures, the Imperial Government was careful to limit just how much new technology was imported, and made sure that everything could be built locally with easy to acquire resources.
This proved to be wise, as the fall of the Star League cut off almost all outside trade, but their build up of knowledge and skills allowed them to maintain a higher standard of technology then they had before the coming of the Star League. To this day they maintain the ability to build and maintain several light and medium BattleMech designs, all be it at almost twice the nominal cost. As such all BattleMech are assigned to the elite Imperial Guard, while the Imperial Army is made up of infantry and armour formations. The Imperial Navy operates a number of JumpShips and DropShips, but the jewel in their crown is His Majesties Space Station St. George. Originally a Potemkin class troop cruiser that was abandoned by the Star League Defence Force after an internal explosion killed most of the crew and shattered the jump-core. Stripped of almost anything useful, the remaining hulk was sold to the local government for scrap, but it was instead towed into orbit of Britannia and refitted as a space station, and is now home to the Admiralty and the base for the 'Home Fleet'.
The Gothic Empire has several trade agreements with the Outer Colonies, as well as several independent worlds nearby. Their standing army is strong enough to repel all but the most heavily armed or determined pirate raid, but they lack the ability to project any meaningful force outside of their boarders due to a limited number of JumpShip's.
Worlds:
Boeshane
Britannia
Hibernia
Londinium
Shimla
Stormhold
Victoria
-
Interesting very Interesting. However a question? What happened to the SL Troops in the area and did they have any bases there?
-
Interesting very Interesting. However a question? What happened to the SL Troops in the area and did they have any bases there?
Most of the troops were called back to the Inner Sphere to fight the Usurper; only Port Stanley and New Jersey were really held, mainly due to the large shipyards they had, each capable of building and maintaining warships. Other planets may have had a small garrison force, but by that point they would have been made up of local recruits (to avoid the two year trip out from the Inner Sphere). Most of the bases would have been stripped down and mothballed, with maybe few small, hidden caches left for when the SLDF came back: they would have wanted to take the bulk of their weapons with them, as they were cut off from the manufacturing capacity of the Terran Hegemony.
When it became clear that the SLDF would not be coming back, the troops would have headed home or gone into business for themselves, either as mercenaries or pirates: this is how Shakespeare got their Mech force. The bases may have been fought over, but beyond being prepared defensive positions, it's unlikely they had much to offer. Only the Outer Colonies really had the technological and industrial base needed to reactivate Castle Brian’s, and they did so on their member worlds and outposts.
That aside, there may well be a few deep-range, ultra secret stations like Titans Gate waiting to be rediscovered, but human space is full of these (Camelot Command, the Ruins of Gabriel et-all).
-
Ah thank you. Now my knowledge has increased
-
Titans Gate ?????????? ??? ??? :P
-
Titans Gate ?????????? ??? ??? :P
The information I posted on the New Americas says that they are searching for a lost Star League R&D bases somewhere in the Obsidian Nebular known only as Titans Gate, which could be a planet or a space station of some kind. No one seems to know exactly where it is, and the composition of the nebula makes travel dangerous: there is a vastly increased risk of miss-jumps and catastrophic drive failure, which has claimed dozens of ships in the last three hundred years. There is also some indication that there are drone warships and fighter squadrons prowling around the nebular, no doubt with charts detailing safe jump points, protecting something of importance.
No one even knows for sure what's on the other side of the nebular; it's so fast, no one can be bothered to go around, and it seems to swallow all known forms of FTL communications (with full access to Star League technology, the Outer Colonies are not limited to HPG's).
-
The Gothic Empire
(cont.)
Armed Forces
The Imperial Army
Made up of mainly infantry formations with armour support, the Imperial Army is responsibly for most ground side operations, automatically deferring to the Imperial Guard on the rare occasions they operate together. Organisation stands at one division per world, each consisting of two infantry and one army brigade and attached units. There are several independent units and branches, such as the engineering, medical and signals corps, but the bulk of their strength is found in the infantry. Highly trained and disciplined, they have been known to stand their ground against even BattleMech's, using their massed fire to inflict damage and buy time while armour units are called up. Soldiers who distinguish themselves are often recruited into the Imperial Guards.
The Imperial Army operate their own conventional aircraft and a number of surface-navy vessels. They also man many of the few strategic defence emplacements.
The Imperial Navy
Tasked with protecting Imperial worlds from space, the Imperial Navy possesses a small but growing fleet of JumpShips, DropShips and Aerospace fighters. Their main job is to protect merchant convoys and isolated outposts, but limited numbers means that they are reliant on random patrols rather than standing picket forces. They are also responsible for moving Army units from planet to planet, although most have their own transport DropShips.
The Imperial Marines
Once little more than troops trained to fight on or from ships, the Imperial Marines have developed into a commando unit second only to the Imperial Guards themselves. Trained in asymmetrical warfare, counter-terrorism tactics and other clandestine arts, the Marines operate as the equivalent of special-forces and shock troops, often the first to be deployed in a combat zone due to their high state of standing reediness. Despite this, they lack the heavier weapons of the Imperial Army, and seldom conduct large scale assault unaided.
The Imperial Guard
The Elite of the Elite, the Imperial Guards are the senior most service in the Gothic Empire, tasked with guarding the Royal Family and other key individuals and locations. They are known to operate several battalion sized Mech formations, and pilot slots are hotly contested; only those who have proven themselves to be the most skilled and most trusted of the Empire are given the honour of piloting one of their few, prized BattleMech's, as well as the knighthood that goes with the position. Many a noble family owes its founding to a MechWarrior, and they are considered quite the catch in the social circles, often being sort after by noble families looking to increase their standing through marriage.
MechWarriors aside, the Imperial Guards have the best equipment the Empire can provide, and their presence on the battlefield has been known to steady units on the point of breaking. Many a pirate raid has been turned back by the appearance of an Guards standard, and several of their BattleMech's have been captured from bandits who chose to surrender rather than face certain death before the unwavering ferocity of the Imperial Guards. Those that do chose to surrender rather than fight are often treated with leniency, a fact the Empire does its best to promote, as it encourages opponents surrender peacefully, saving lives and avoiding damage to near irreplaceable BattleMech's.
The Guards alone are responsible for manning the surface-to-orbit laser cannons and missile batteries of the Mount Royal Castle Brian, the only true capital-scale weapons the Empire possesses, which stand guard over the city of Windsor. They also have a handful of dedicated JumpShips at their disposal.
The Yeomanry
A citizens militia, the Yeomanry acts as a first line of defence against pirates when regular military units are elsewhere, and has a solid backbone of veterans, often acting as NCO's and training officers. Unfortunately, while they are often highly motivated, they are at the bottom of the pecking order when it comes to weapons and equipment. Aside from a few occasions, most of their supplies hand-me-down from the Army, often decades out of date, even by local standards. They also lack any heavy armour, often stuck with little more than civilian vehicles with hastily added armour and weapons. Despite, or perhaps because of these limitations, they are known for being highly skilled at the art of improvisation, using what little they have in unexpected ways to make the most out of it. Key individuals are sometimes selected to cross-train with regular forces, passing on what they have developed themselves, while also learning new skills their can adapt to their own situation.
But all the pluck and determination in the galaxy can only get you so far, and their losses when they do see combat are often three or four times higher than a regular unit would suffer. The main reasons for this are sub-par training and poor equipment.
-
Ahh I missed that. I went back and reread that section. So the Nebula is so vast that going around is not an option so they need to figure a way to gain more info.
-
...Sounds like they need drone JS - probe one jump, return. Repeat as necessary.
-
Yes that is a good idea then they can send jumpship into that location and then they can use it as a homebase for multiple drone missions
-
Still doesn't matter what AU or universe. I see Imperial Army and I start hearing the Empire's signature tune in my head. ;)
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If you see a guy dressed all in black RUN. If you also see Infantry in all white and it is not snowing get into a vehicle and F***ing Floor it. LMAO Yeah one of the greatest tune ever.
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The Praetorians from 40k are closer to what I had in mind, sort of a SteamPunk Thin Red Line:
(https://obtforum.com/forum/proxy.php?request=http%3A%2F%2F3.bp.blogspot.com%2F_Ypc1ViESDVI%2FSpgCSUTfgVI%2FAAAAAAAAABM%2FeHJIUDXc3bw%2Fs400%2FClassic%2BPreatorian%2Bwith%2Ba%2Bgrenade%2Blauncher.jpg&hash=5d8111e697db5a771650247dad72c7a7dd86e10d)
(https://obtforum.com/forum/proxy.php?request=http%3A%2F%2Ffarm5.static.flickr.com%2F4126%2F4968833630_fc35ac2da2.jpg&hash=dd6198e5a91dab1983a954c5ac9b2aced0a9449f)
Think “Richard Sharpe with a laser rifleâ€.
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Wicked
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Tournament of Shadows
(A tail of the Outer Colonies)
Mount Longdon
Port Stanley
Outer Colonies
The Periphery
December 17th, 3065
Captain Anne Shepard had to take a deep breath and remind herself that, as the Admiralty's chief of operations, she had as much right to be in the room as anyone else. It didn't help that the other's present included Admiral Simone Giraudoux, the Chief of Naval Staff, General Viktor Kravinoff, Chairman of the Joint Chiefs, and Helena Stark, Chairwoman of the Council of Eleven. She didn't know who the grey haired man with the piecing blue eyes was standing next to Stark, but given the company, he could very well have been Death given human form. All she did know was that she felt a shiver run down her spine every time she caught him looking at her across the massive holo-tank that displayed every inhabited world within 300 light years.
“I'm still surprised that the Emperor agreed to the talks.†Stark commented as she selected a cigarette from an expensive looking silver case, blatantly ignoring the strict no-smoking rules that were in place to protect some of the delicate electronics in the room, “I know the Alliance has been holding their own against the latest round of attacks, but they've been loosing ground on Oz for the last year.â€
“The last two shipments of weapons from the New Americas have been late: they've been having to rout them through even more planets and shell companies ever since the Knights Templar captured those artillery rounds with the Springfield Armoury stamp still on them.†Giraudoux smirked, his own experiences dealing with both the Reman Imperium and their benefactors in the more distant New Americas leaving him somewhat jaded on the matter, “Queen Annabel played her cards rather well on that one, pointing out that we've only been shipping them medical and humanitarian supplies.â€
“If you ignore the heavy weapons the Minnesota Tribe's been passing them from some of our older caches.†'Death' commented as if the secret shipments were common knowledge, “I take it as a professional insult that they didn't at least try and do a better job in hiding it.â€
“That's enough, David.†Stark's voice was as cold as liquid helium, her eyes fixing him in place like twin searchlights, “We went over it all with Mak; Mary was within the letter if not the spirit of the law. And you know as well as I do that it wouldn't be the first time that old equipment marked as released for disposal just happened to find its way into the hands of someone else. Governments have been doing it for hundreds if not thousands of years.â€
“It's not the fact that they did it.†The grey haired man replied calmly, “It's the fact that she was so bloody open about it.â€
“Neither the less, what's done is done.†General Kravinoff spoke up, the deep scar running down the left side of his face just catching the corner of his mouth and tweaking his voice ever so slightly, “Where as before the Imperium had the advantage, the balance is starting to tip in favour of the Alliance, and Dante wants to get to the table while he's still holding some of the good cards.â€
“I couldn't have said it better myself. But whatever the reason, anything that gets them to agree to a ceasefire is good in my book.†Stark nodded in agreement, “Shakespeare has agreed to host the peace conference, which is good because both sides see it as neutral. But that brings us to why we're here; they want us to provide transport for the delegates.â€
“I can see their point.†Giraudoux typed a command into the holo-tank, and it highlighted the most direct rout between the Reman Imperium, the Alianza Española, and the independent world of Shakespeare, which sat to the 'south-west' of the Outer Colonies, “Hogan's unlikely to try anything, but Shakespeare is well within range of Teach and Patch, and I wouldn't put it past the scum-bags on either of them to try and make a grab for an accredited diplomat they could hold for ransom.â€
“We could scare the rust-buckets they go around in off with a couple of destroyers.†The man now identified as David laughed, “But something tells me that assigning a couple of tin-cans isn't going to cut it diplomatically.â€
“We could send our latest pair of Bellerophon's and it would be seen as an insult by someone, even if they are fresh from the builders yard.†Giraudoux snorted, “We spend more on those ships than the entire military budget for the Imperium, and they'd still be considered 'only' destroyers.â€
“Unfortunately true.†Stark frowned, “What else we go?â€
It took Shepard a moment to realise that the question was addressed to her, but she managed to maintain her cool and brought up a list of every warship operated by the Outer Colonies Defence Force.
“If we disallow everything smaller than a cruiser, we have thirty-one commissioned ships.†She highlighted the vessels in question and removed the others, expanding the remaining to show class, location and readiness, “Of those, six are due for overhaul.†half a dozen more ships, including the SLS Vanguard, a McKenna class battleship that severed as the flagship, dropped off the list, “Add to that, three are taking part in a 'deep space training exercise', staged by the Minnesota Tribe, and we don't know where they are.†another trio of names flashed out, “That leaves is with twenty two.â€
“Well, I'm not sending any of the Battleships without escorts, because that's just asking for someone to stage an incident.†Stark shook her head, “And you can forget about any of the Potemkin's; they'd be seen as an even bigger insult than a destroyer.â€
“That leaves us with eleven ships.†Shepard brought up the final list, “Five battle cruisers, five heavy cruisers and a cruiser.â€
“Can't send two different classes; someone will only claim that one is better than the other.†David pointed out, “I know the diplomats on both sides; they can be worse then school children when they want to be.â€
“So the Quicksilver and Albion are out.†Shepard's fingers flew over the controls, and the two ships dropped off the screen, “That leaves four Cameron's, three Avatar's and a pair of Luxor's.â€
“Part of me wants to send whatever is the smallest, just on general principle. But that's just me being petty.†Stark lamented, “Okay, what's got the best accommodation?â€
“Well, the Avatar's have bigger grav-decks, but the Cameron's have a certain prestige to them.†Giraudoux put forward, “For one, they're Battle Cruisers, and secondly, they're named after the House of Cameron. On the downside, you're going to have a lot of people full of self-worth having to spend a prolonged period of time in close confines with the crew.â€
“Then the Avatar's it is.†Stark nodded as the details of the three ships expanded to fill the holo-tank, including images taken of them in space, “I'll let Mary know that we're going to need, let's see, the Daedalus and the Caledfwlch for a while. She's bitches too much, I'll remind her that we've not gone public with those arms sales.â€
“I'm glad to see that you're finally learning how to play the Great Game.†David bowed his head with a smile, “The New Americas thought they could start a war right on our doorstep to keep us distracted and sap our strength. But with our new basing rights in the Casablanca system and our new ships, we'll be in an even better position to keep an eye on them, and keep the peace between the Alliance and the Imperium.â€
“We're not the Star League Defence Force of old.†Kravinoff warned sharply, “We have neither the strength of arms nor political will to impose peace on anyone. All we can do is try and create the right circumstances for the peace to create itself.â€
“You fight with armies and navies, my dear Viktor.†David chuckled, and shot his companion a wolfish grin,“My weapons are more subtle, but no less effective.â€
“That's enough, gentlemen.†Stark warned, “We have other matters to attend to, and I'm sure the good Captain would like her office back.â€
With that the meeting broke up, the various attendants moving off to whatever pressing matters they had to attend to, leaving Shepard alone with the feeling that she'd just been witness to something far bigger than she had first realised taking place. Glancing at her watch, she saw that it wouldn't be long before she could call it a night and go home, which she was thankful for as she suddenly felt the need to be with her family.
The End
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Hmmm
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You know, a part of me is still convinced that, if I keep posting long enough, you might actually post a comment that tells me what you think of this, rather than just a few letters or words that could be taken a multitude of ways.
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You know, a part of me is still convinced that, if I keep posting long enough, you might actually post a comment that tells me what you think of this, rather than just a few letters or words that could be taken a multitude of ways.
;D
Perhaps he is sceptical.
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We of Clan Fennec chose our words carefully. We do not waste words like Some other Clans (ICE HELLION) but we do give praise where it is earned and due. So to Starbug You have crafted an excellent Universe and We for one Thank You for making it available. Hail and Good Health to you and we await your future posts. Also enjoy the maps will you put out a master map so we can see where everthing fits together
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I am working on a muster map
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First draft of the Master Map.
Added a few extra worlds to fill in some blanks spots (some of you might recognise a couple of the names I used), but it's still open for revision if I add anything more.
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Is the grey line the InnerSphere-Periphery frontier Starbug?
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No, that's the seemingly impenetrable Obsidian Nebula.
Here's a map of the Outer Colonies in relation to the Inner Sphere (not necessarily to scale).
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SLS Daedalus
Uninhabited System
Deep Periphery
January 27th, 3066
As a child growing up on Rorke's Drift, Richard De L'Isle had been told his share of stories of his peoples history. How his ancestors had followed the great General Aleksandr Kerensky into exile to save the remains of the fallen Star League from the damage their weapons would have done. How they had followed him, loyally, across thousands of light years to the distant Pentagon Worlds. Then how the dream had almost died with the General, and the rise of his son Nicholas, who was not worth of his father's name. About how, mad with power, Nicholas had attempted to remould their civilisation in his own twisted image, how he had raised the warriors up above all others, forgetting that a soldier's first duty is to protect and serve, to oppress and rule. About how, Sarah McEvedy and Franklin Hallis had attempted to find a peaceful solution by removing their people from the other Clans, only to be betrayed by their former comrades, blamed for the crimes of others and hunted like wild animals.
So they had gathered together as many people and ships as they could and ran, Hallis and the troops under his command fighting a bitter rearguard action while McEvedy led those she could away from the madness and tyranny that had befallen the other Clans. And so they had fled, back along the path their forefathers had taken, to the already war-stricken Great Houses. There they had raided the Draconis Combine for much needed supplies, rescuing a number of innocents from a government re-education camp, before moving down the edge of the Inner Sphere. When it became clear that they were being followed, they managed to throw off their pursuers by cutting across the Inner Sphere, using seldom visited, uninhabited systems plotted by the Star League years before in case they ever needed to move against one or more of the House Lords. Thus they had managed to head back out into the Periphery a thousand light years from where anyone was expecting them.
With no safe haven in sight, they had consulted their star charts and found a reference to an SLDF outpost two years hard travel out, further even than the great General Aleksandr Kerensky had led his people in the Exodus. Hoping to find at least habitable worlds, they had turned their backs on the Inner Sphere and started the long trek. It was far from an easy journey; many died along the way, and more than one irreplaceable ship had to be abandoned when a key component broke beyond their ability to repair. But not once had they turned from their chosen path, spurned on by the memory of what had happened to them on Circe, the sacrifices of Hallis and his troops, as well as the hardships they had already endured in the depths of space. Providence had relayed their grim determination with salvation, as on July 14th, 2828 they jumped into the Rorke's Drift system and were immediately confronted by the SLS Jericho, a Texas class battleship formerly of the Star League, but under the control of the emerging Outer Colonies Defence Force. Several tense hours of back and forth radio chatter followed, until it became clear that both groups were truly descended from old Star League units and held the same values and beliefs. Quickly granted sanctuary on Rorke's Drift, the surviving descendants of the 331st Royal BattleMech Division and the people they had rescued from the Draconis Combine were at last able to lay their burdens down and settle on a world of their own, far from those that had sort to kill them.
De L'Isle could trace his lineage back to the 331st by way of his mother's side, who was a descendent of the Clemence bloodline, while his father's family had been living on Rorke's Drift since at least the time of the Star League, if not before. As such he was considered to be 'Of The Blood', someone who carried within them the legacy of McEvedy, Hallis, and all the others who had stood up against the madness and tyranny of Nicholas Kerensky. And, like all the others who shared that legacy, he knew that, should the Clans ever discover the truth, then war would descend upon his homeworld in a manor not seen since the Age of War. That was why, as a child, he had looked up at the star-filled night sky and felt the call to defend his people, his home, against any and all who would harm it. He had worked diligently at school, pushing himself to attain the grades he needed to apply for the Officer-Cadets program. He had joined the planetary militia as soon as he was of age, putting everything he had into his training. At first he had sort to be a pilot, but a broken leg resulting from a training accident put pay to that, so he instead took the tactical and navigation courses, setting his sites on crewing one of the warships that stood guard over the Outer Colonies. One of the proudest days of his life had been when he'd reported aboard the SLS Ivanhoe, the flagship of Sarah McEvedy had led her people from, as a newly commissioned Ensign.
He had worked hard, excepting assignments that would take his away from his wife and young daughter, if they helped advance his career. It had been no surprise when the divorce papers had arrived, and he signed them without protest; his first love would always be the service, and it had been cruel to pretend that his wife could have ever competed with it. The one bright light in that whole debacle had been his daughter, Amelia, and he had spent as much time with her as he could, writing her regular letters and making sure that a percentage of his pay was sent to her, regular as clockwork. He was far from the perfect father, but his ex-wife had remarried, to a school teacher this time, and Amelia had the stability she needed growing up.
With his personal life in ruins, De L'Isle had thrown himself even deeper into his career. Promotions and transfers had followed, including a stint at the Admiralty on Port Stanley. But the one position he'd always sort, that of a captaincy, always seemed just out of reach. He had been offered DropShips and JumpShips, sometimes even a space station, but the lure of commanding a warship had driven him to turn them all down. But there were less than fifty ships in service, and almost every captain and admiral in the service wanted one. Each year the chance that he would be selected to fill one of the rare open spots had become greater and greater, until De L'Isle was sure that his next tour would see him commanding a desk, and that would see him out of the military, meaning that all the sacrifices he had made would have been in vain.
Then he had been contacted by a distant relative working in Naval Intelligence. De L'Isle had never sort to play to patronage game, even if, as being Of The Blood would make it easier to rise through the ranks, given the disproportionately large number of people from Rorke's Drift serving in the military, including the higher ranks. But while he had never sort to contact what family he had in the halls of power, they had been keeping an eye on him. Invited to a nondescript government building in McEvedy City, he had found himself sitting across a desk from a woman with no apparent rank, who did not give her name, but offered him the chance to serve his people in the manor he had always dreamed of. It was then that he learnt of the underground foundries and factories that had been working around the clock to build new weapons and equipment. Of the secret training facilities where a new army was taking shape, and of the ships that had been secretly recovered from the vast bone-yard that orbited the dead world of Hamunaptra. Refurbished in hidden shipyards, these ships were now ready to travel the stars once more. As an trained and seasoned officer Of The Blood, De L'Isle was being offered the once in a lifetime chance to command a warship of his own. He had accepted the offer at once, expecting at best a frigate or destroyer, but instead he had been handed a file detailing the Avatar class Heavy Cruiser SLS Daedalus, with orders to ship out immediately. The day he first stepped aboard ranked up with the first time he'd held Amelia as one of the greatest moments of his life.
He had expected to be undertaking war-games and other training exercises, before long patrols through the outer reaches of the home systems and other nearby stars, but instead he had been ordered to Nueva España to collect the Grand-Duchess Gabriela de Mendosa, at eighteen standard years, the youngest child of Queen Annabel VI and the official royal envoy to the peace summit with the Reman Imperium on Shakespeare. He didn't mind the young noblewoman herself; he had been polite, thanking him for providing transportation, and apologised for taking his cabin from him. Unfortunately, while her highness was the personification of Noblesse Oblige, her advisers had proven to be far more disruptive and demanding guests, driving many of the crew to detraction. The tedium of long space voyages could be tiresome enough at the best of times, but trying to deal with a dozen pompous contours and diplomats was almost too much for even the most seasoned spacer to bare.
Still, it was only another ten weeks or so...
The End
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Ah very good, the deep Anti-Spinward region. So is your map of the OCR flipped on a 90 degree angle or is it below the Nebula?
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The map with the Inner Sphere on it shows the relative position of the Outer Colonies, not the other nearby systems and states. It was only ever intended as a rough guide rather than anything concrete.
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Cool I always thought the Colonies were higher in reference to the I.S.
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AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Mandrake class Cruiser
Tech: Inner Sphere / 3067
Vessel Type: WarShip
Rules: Level 2, Custom design
Rules Set: AeroTech2
Mass: 760,000 tons
Hull: 40X Templar
K-F Drive System: KF King LX
Length: 720 meters
Sail Diameter: 800 meters
Power Plant: 4 Harlan B8-240's
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Valiant Gauntlet
Armament:
22 Rand-10 Medium Naval Particle Projection Cannons
6 Oriente-30 Series Naval Autocannons
32 Pontiac 50 Autocannons
32 RAMTech 1200X ER Large Lasers
40 McArthur CIWS
16 Holly LRM-20 with Artemis IV Fire Control
28 Maelstrom AR-10 Missile Launchers
Manufacturer: Star League Defence Force
Location: Unknown
Communications System: KAT 701
Targeting & Tracking System: ASTROC 4-b
------------------------------------------------------------------------------
==Overview:==
A prototype missile cruiser under development by the Star League before
the Amaris Coup, the Mandrake class was designed to act as a screening element
to battleship formations, while maintaining the ability to operate
independently. With this in mind much of its offensive fire-power is geared
towards long and medium ranges, with an emphasis on the ability to target and
destroy smaller targets, such as DropShip's and AeroSpace fighters.
==Capabilities:==
Capable of reaching up to 3-G's of acceleration, the Mandrake was not the
fastest ship ever built, but it could out-run anything it couldn't out-gun,
and generous fuel bunkers gave it a greater range then most ships of the same
time. The armour belt is much thicker than would be normal for a ship its
size, mainly through the use of Ferro-carbide. For close range engagements,
the Mandrake was built with multiple Medium Naval Particle Projection Cannons
and Naval Autocannons, but its main punch comes from the multiple Maelstrom
AR-10 Missile Launchers, chosen over other designs due to their adaptability.
For close in defence, the Mandrake had Pontiac 50 Autocannons, RAMTech
1200X ER Large Lasers and Holly LRM-20 launchers with Artemis IV Fire Control
Systems. As a final line of defence, the Mandrake was equipped with multiple
independent McArthur close-in weapons systems with overlapping fields of fire.
There was also room for two squadrons of Aerospace fighters and four small
craft, normally including at least one assault shuttle for the integral marine
detachment.
Two docking hard-points and Lithium Fusion batteries round out the
Mandrake's load.
==Variants:==
None of the ships were fully completed at the time of launching, each
being at a different stage of completion, resulting in no two ships being
identical. It is believed that the Mandrake and Lothar were ready to being
trials, but given that their fate is unknown, this is impossible to prove.
The Jedda Walker and the Richard Gordon had all their core systems,
including sub-light and hyperdrive engines installed and operational, but had
few of their weapons on-line and large gaps in their armour belt when they
arrived at Port Stanley. Records indicate that the Kshin and Hans Zarkov were
at an even early stage of construction, with only the most basic of life
support and control systems, and while their hyperdrives may have been
functional, they had been reliant on thrusters for sub-light manoeuvring,
which might explain how the New Americas were able to capture them.
==Notable Vessels & Crews:==
Star League Defense Force:
SLS Mandrake (fate/location unknown)
SLS Lothar (fate/location unknown)
SLS Jedda Walker
SLS Richard Gordon
SLS Kshin
SLS Hans Zarkov
Outer Colonies Defence Force:
SLS Jedda Walker (mothballed)
SLS Richard Gordon (mothballed)
New America's Navy:
NAS Fortunate Son (formally SLS Kshin)
NAS Patriot (formally SLS Hans Zarkov)
==Deployment==
Only six prototypes were ever built, none of which are known to have been
completed to operational levels. They did, however, have functioning
hyperspace engines, and they departed the top-secret location in the Deep
Periphery where they were being built. Two made it as far as the SLDF outpost
in the Port Stanley system, then on to the Hamunaptra, where they were
mothballed along with dozens of other warships until such time as they could
be completed.
At first it assumed that the others were either lost or joined up with
some other Star League unit, but most recently evidence has come to light that
at least two were intercepted and captured by the New America's. Where they
were taken and what happened to them remains a mystery, as the Stone Harbour
shipyards are incapable of handling ships of the same size. What is known is
that internal records acquired by the Secret Intelligence Service list them as
inactive but maintained, which may indicate that at least some of the
scuttling charges may have been detonated.
But the location of the remaining two, including the lead ship in the
class, remains unknown at this time. Debriefing of the engineers and
scientists that brought them to the Outer Colonies indicate that there had
been some experiments with advanced AI systems being undertaken at the same
secret base, tentatively identified as the lost outpost known only as Titans
Gate, and that the ships had been seconded by another department.
Their ultimate fate remains a mystery, even now.
------------------------------------------------------------------------------
Class/Model/Name: Mandrake class Cruiser
Mass: 760,000 tons
Equipment: Mass
Power Plant, Drive & Control: 182,400.00
Thrust: Safe Thrust: 4
Maximum Thrust: 6
Kearny-Fuchida Hyperdrive: Compact (Integrity = 16) 343,900.00
Lithium Fusion Battery 7,600.00
Jump Sail (Detachable): (Integrity = 4) 68.00
Structural Integrity: 85 64,600.00
Total Heat Sinks: 2,400 Double 1,752.00
Fuel & Fuel Pumps: 7,905.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 1,900.00
Fire Control Computers: 6,830.00
Food & Water: (187 days supply) 346.00
Armor Type: Ferro-carbide (1,088 total armor pts) 1,292.00
Capital Scale Armor Pts
Location: L / R
Fore: 201
Fore-Left/Right: 181/181
Aft-Left/Right: 181/181
Aft: 163
Cargo:
Bay 1: Fighters (12) with 6 doors 1,800.00
Small Craft (4) with 2 doors 800.00
Bay 2: Cargo (1) with 2 doors 12,000.00
DropShip Capacity: 2 Docking Hardpoints 2,000.00
Grav Decks #1 - 2: (75-meter diameter) 100.00
Life Boats: 20 (7 tons each) 140.00
Escape Pods: 20 (7 tons each) 140.00
Crew and Passengers:
63 Officers (49 minimum) 630.00
150 Crew (134 minimum) 1,050.00
85 Gunners (76 minimum) 595.00
28 Marines 140.00
44 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
2 Medium NPPC Nose 18 18 18 18 270 3,600.00
2 NAC/30(60 rounds) Nose 60 60 60 -- 200 7,048.00
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
5 AMS(996 rounds) Nose -- -- -- -- 5 85.50
2 LRM 20+ArtIV(78 rounds) Nose 3(32) 3(32) 3(32) -- 12 35.00
4 AR10 (40 KW, 40 WS, 40 B)Nose * * * * 80 5,800.00
2 Medium NPPC FL/R 18 18 18 18 540 7,200.00
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
5 AMS(996 rounds) FL/R -- -- -- -- 10 171.00
2 LRM 20+ArtIV(78 rounds) FL/R 3(32) 3(32) 3(32) -- 24 70.00
4 AR10 (40 KW, 40 WS, 40 B)FL/R * * * * 160 11,600.00
3 Medium NPPC L/RBS 27 27 27 27 810 10,800.00
2 Medium NPPC L/RBS 18 18 18 18 540 7,200.00
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
5 AMS(996 rounds) L/RBS -- -- -- -- 10 171.00
2 LRM 20+ArtIV(78 rounds) L/RBS 3(32) 3(32) 3(32) -- 24 70.00
4 AR10 (40 KW, 40 WS, 40 B)L/RBS * * * * 160 11,600.00
3 Medium NPPC AL/R 27 27 27 27 810 10,800.00
2 NAC/30(60 rounds) AL/R 60 60 60 -- 400 14,096.00
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
5 AMS(996 rounds) AL/R -- -- -- -- 10 171.00
2 LRM 20+ArtIV(78 rounds) AL/R 3(32) 3(32) 3(32) -- 24 70.00
4 AR10 (40 KW, 40 WS, 40 B)AL/R * * * * 160 11,600.00
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
5 AMS(996 rounds) Aft -- -- -- -- 5 85.50
2 LRM 20+ArtIV(78 rounds) Aft 3(32) 3(32) 3(32) -- 12 35.00
1 Lot Spare Parts (2.50%) 19,000.00
------------------------------------------------------------------------------
TOTALS: Heat: 4,746 760,000.00
Tons Left: .00
Calculated Factors:
Total Cost: 10,076,990,000 C-Bills
Battle Value: 165,379
Cost per BV: 60,932.71
Weapon Value: 89,760 (Ratio = .54)
Damage Factors: SRV = 5,364; MRV = 5,093; LRV = 3,681; ERV = 1,397
Maintenance: Maintenance Point Value (MPV) = 501,768
(72,392 Structure, 235,290 Life Support, 194,086 Weapons)
Support Points (SP) = 369,455 (74% of MPV)
BattleForce2: Not applicable
-
This isn't going to be a story in the traditional sence; more a series of interconnected shorts.
Mount Longdon
Port Stanley
Outer Colonies
Deep Periphery
February 9th, 3066
Burred some two kilometres below the surface, the Planetary Defence Command Centre was protected by the highly stable geology in the area, which allowed for such deep excavation without risking a major seismic incident, as well as interwoven layers of armour plate and shock absorbing voids. The original post-construction report by the Star League Corps. of Engineers claimed it was designed to withstand multiple hits in the 500 kiloton range, or sustained bombardment by an orbiting warship. Just why they felt a bunker complex so far away from the Inner Sphere needed that kind of protection was unknown, but then they were never known for doing anything by half measures. Made up of not one but two full Castles Brians, as well as a number of underground tunnels connecting it to the Port Howard space-port and a number of outlying defensive bunkers and weapons emplacements, including surface-to-orbit missile and laser batteries, Mount Longdon also served as the central command node for the entire Outer Colonies Defence Force.
But the history of the place was of no interest to Helena Stark as she strode purposefully into General Kravinoff's personal office overlooking the main control room, the smart-window connecting the two opaque to allow some privacy.
“Viktor, if you're launching a military coup, then you can forget about that dinner party tomorrow night.†At a little under 160cm, she was a good head and shoulders below the General's solid two meters of hard muscle, a physique she knew damn well he worked hard to keep, even if he now drove a desk rather than a suit of battle armour.
“No such luck, I am afraid.†Kravinoff chuckled at his old friends joke, “For one thing, Lucy would kill me if I interfered in her social calendar for something as mundane as trying to grab power.â€
“Well, that's what you get for marring a Marine.†Stark sat in one of the almost painfully hard chairs normally reserved for junior officers who had upset the base commander in some way, “So, why have you issued system-wide Code Ultraviolet?â€
Never issued in a training exercise, Code Ultraviolet was the all-points alert to a significant danger that had yet to be fully identified. It had only been issued twice in the previous fifty years; once when a civilian transport suffered a near catastrophic miss-jump and appeared in the middle of a restricted military zone, and once when a particularly brave pirate band had attempted to sneak in the back-door of the New Tasmania system by arriving high above the main orbital plane, unaware that every one of the Outer Colonies was surrounded by a network of automated sensor drones that had picked up their arrival and sounded the alarm. Stark could vaguely remember reading about the latter in a newspaper when she was in high school, which just went to prove how long ago it had been.
“Five hours ago we received an ENIGMA pulse from Fort Dixie indicating that an unknown arrival in the 350,000 tone range had been detected in the Nadia jump-point, and that they had dispatched the Albion and the Robert MacKenzie to investigate.†gone was the humour in the general's voice, replaced with the cool, calm professionalism that he had been known for through his years in uniform, “We've received no further signals since, not even an all clear indicating that it was just a sensor ghost.†He pressed a button on his desk, and the smart window turned transparent to show the hive of activity that was the operations room, “As per standing orders, I've placed all units on a higher state of alert and begun recalling off-duty personnel. If no word is received within the next two hours, I will start activating militia units and order all military bases to move to a war-ready status.â€
“What are the chances that it's something benign?†Stark asked, knowing that the old war-horse behind the desk wouldn't try and sugar-coated bad news, “How are our defences?â€
“The bulk of our forces are within standard oppositional parameters, but we do have a number of ships down for maintenance. Only a handful of our new-builds are on-line, with nothing in the yards we could feasibly push for fast deployment.†The large landscape painting behind the General vanished, replaced by a map of the Outer Colonies, complete with icons to indicate military units and their status, “Our ground forces are better off; we've not started the switch out yet, so no units are down for re-raining. On the down side, our militia and reserve units are still using equipment left here by the Star League.â€
“It's been almost 250 years since the Wolverine's arrived, and we've never seen or heard hide nor hair of the other Clans: there's nothing to indicate that they even know we're out here, let alone that we took in the survivors of their attempted genocide.†Stark shook her head, “The chances are they either forgot about us or figured that the chances of there being anything worth salvaging out here weren't worth the time and effort needed. In all the years since the fall of the Star League we've been visited by exactly two ships from the Inner Sphere, and both of them were Explorer Corps deep-range scouts. But something in the 350,000 tone range...†Her voice trailed off, “Maybe a Leviathan or a Monolith, or an extremely overladen Star Lord or Tramp, but anyone operating one of those legally would know that the Nadia jump-point is closed, and that even emergency traffic should try and make it to the old recharge station at the Zenith.â€
“Which, as far as I can tell, leaves us with two possibilities; it's either someone trying to sneak by unseen, or it's someone who doesn't know the local shipping lines.†Kravinoff shrugged, “I'd say it might be the Wolverine's hiding something again, but if it was, why would General Hammerick issue the alert?â€
“That's true; he's Of The Blood, so he'd know if there was anything clandestine going on in his system.†Stark nodded, remembering the one time she had met Lieutenant General Ivan Hammerick, the commanding officer of the recently unveiled Gamma Galaxy. While he had absolutely no sence of humour that she had been able to detect and all the charm of a dead fish, he was a brilliant tactician and not prone to panicking over sensor ghost: if he had issued a Code Ultraviolet, then he had to be sure that there was something going on to warranted it.
Still, the very real if unlikely threat of an incursion by Clan forces hung over the heads of every citizen of the Outer Colonies. Even ignoring those who were in any way descended from the Wolverines, the very origin and nature of the Outer Colonies would most likely be anathema to the followers of Nicholas Kerensky's twisted vision of humanity. Stark was wise enough to realise that her people views of the Clans was somewhat tainted by the stories passed on by the surviving Wolverines, but what little information had made it out all the way from the Inner Sphere since their grand invasion did little to stem those fears. If anything, the modern Clans were worse than they had been under the leadership of Nicholas: they had become an insatiable hunger that could only be sated by blood and conquest. Long gone were the noble ideals of the Star League, replaced by a perverted warriors code that held martial prowess above all else. They spoke of the honour of single combat while they crushed innocent civilians under their boots, of high ideals while their warships rained down fire upon defenceless worlds.
By contrast, the Outer Colonies stood as a beacon of law and justice in the dark night, a place where the strong defended the weak, where a soldier knew that their first duty was to protect, not rule. They were a nation with an army, not a hoard of barbaric killers ruling over their surfs like at best slaves, and at worst cattle. While the Colonies were far from perfect, they at least held to the idea that all were equal, with inalienable right and the freedom to chose their own path in life. Ideals that Stark was sure had been held by Aleksandr Kerensky, a man who's name was still considered near sacred by many, despite what his son had done.
Maybe if Andery had survived...
The intercom built into the desk bleep, ending Stark's philosophical meandering, and Kravinoff pressed the revive command, “Yes?â€
“Sorry to disturb you, Sir, but we're reviving a Priority A hyper-pulse transmission from Rorke's Drift.†The young captain serving as his aide-de-camp reported, “It's from saKahn Mroczkiewicz: she says she needs to talk to you.â€
“Why am I not surprised that Hammerick would report to her before you?†Stark asked dryly.
“Put her through.†The general ignored the jib.
The screen behind his desk switched to a spinning Cameron Star insignia for a moment, then was replaced by a field of static while the decryption software synced with the incoming transmission, a sign that it was more that just a social call. When it finally cleared, Mary Mroczkiewicz, leader of the planet Rorke's Drift and Sectary of Defence for the entire Outer Colonies appeared before them. Her now honorary uniform was slightly ruffled and a faintly haunted look in her eyes indicating that it had been a while since she'd last slept, yet she still radiated the same professionalism that had marked her military service before she had entered politics.
“Ah, I'm glad you're there Helena; that's one less call I have to make.†She managed a faint smile, “I've just finished speaking to General Hammerick: we can stand down from Code Ultraviolet.â€
“Another sensor ghost?†Kravinoff asked, “I've been pushing for the money to update that system for years.â€
“No, there was an incursion, but it doesn't sound like it's something we have to worry about just yet.†Mroczkiewicz composed herself, “There was some confusion at first: the ship that arrived is a previously unknown design, which worried the officers on scene. However, they saw the logic in surrendering to a Cruiser and a Frigate, and our marines boarded in full battle armour, just in case. They were able to ascertain that the ship is an Odyssey class transport originally built and operated by Clan Smoke Jaguar.†There was no hiding the anger in her words there, “But it was captured when this second Star League the Inner Sphere put together ripped through them like a fright train, and had since become the property of an independent commercial operation called Interstellar Expeditions, who renamed her the Far Horizon. They apparently contract to people like the Explorer Corps to conduct deep-range exploration and to seek out lost outposts.â€
“Well, they certainly found that.†Stark snorted, at least a little amused, “Any indication that they weren't alone?â€
“No, they seem to have been operating independently.†Mroczkiewicz shook her head, “We also captured her DropShip's: a pair of Mules, a battered Union and a equally aged Leopard. But the main prize the Horizon herself; she's a little over a hundred years old, and as such represents a key insight into Clan technological development since my ancestors were forced to flee. I know our own newer weapons are at least a step up from what the Star League had, but there's always the possibility that those bastards came up with something we missed.â€
“You have a point.†Kravinoff nodded, “Still, we need to handle this carefully: the last thing we want is people panicking in the streets across more than a dozen worlds.â€
“Indeed, that would be less than optimal, but if we're going to take that ship apart to find out what makes it tick, we'll need to get it to a shipyard.†Stark looked up at Mroczkiewicz, “Think you can sneak one more ship into the yard of yours while we round up the brain trust?â€
“I think we can manage that.†Mroczkiewicz nodded with a coy smile, “And I have to admit to a certain degree of pleasure at the idea of ripping something those fools built apart so I can use their own advances against them.â€
“Take it down to the keel, then melt that down and run it through a spectral analyser for all I care.†Stark nodded in agreement, “Let's get it done quickly and we might be able to use anything we learn in the upgrade program.â€
The End
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:) Nice update!
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Really Good
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AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Newcastle class DropShip
Tech: Inner Sphere / 3067
Vessel Type: Spheroid DropShip
Rules: Level 2, Custom design
Rules Set: AeroTech2
Mass: 10,000 tons
Hull: Saroyan Cavalier
Length: 112 meters
Power Plant: AeroFord Standard
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: ArmorAlpha Compound Plate Ferro-aluminum
Armament:
4 Lord's Light 2 ER PPC
8 Dragon's Fire Gauss Rifle
4 Victory Drumbeat Large Pulse Laser
4 Holly LRM 15+ArtIV
Manufacturer: Vosper Thonycroft
Location: Malloy's World
Communications System: Sipher Security Plus
Targeting & Tracking System: Cat's Eyes 5 w. Artemis IV System
------------------------------------------------------------------------------
==Overview:==
Primary Mech-hauler of the OCDF, the Newcastle class DropShip is designed
to deliver a battalion of Mechs, often through hostile space.
==Capabilities:==
Three Mech bays, each capable of carrying an entire company of Mech, make
up the bulk of the ship's cargo mass. Bay 4 can hold up to 800-ton's of
cargo.
The Newcastle is quite well armed, with multiple banks of Pulse-Lasers,
ER-PPC's, Gauss Rifles and Missile Launchers protruding from its hull. It also
has a relatively thick skin: 53-tons of Ferro-aluminium armour make it a hard
ship to kill. Although the Newcastle is not necessarily fast, it is highly
manoeuvrable, although its mass tends to make it unwieldy, and must be
carefully disrupted to avoid shifting loads and to maintain stability during
atmospheric flight.
==Battle History:==
Various; mainly against pirates.
==Variants:==
There is a civilian variant of the Newcastle, a heavy cargo-huller called
the Sunderland, but this design is rare due to its high purchase price and
running costs.
==Deployment==
As stated, the Newcastle is the prime Mech-hauler in the Outer Colonies,
and is a common sight at military spaceports. Most OCDF units use the
Newcastle, but some specialist unit's prefer bulkier Dunkirk class aerodyne
DropShip.
------------------------------------------------------------------------------
Class/Model/Name: Newcastle class DropShip
Mass: 10,000 tons
Equipment: Mass
Power Plant, Drive & Control: 1,950.00
Thrust: Safe Thrust: 3
Maximum Thrust: 5
Structural Integrity: 15 300.00
Total Heat Sinks: 115 Double .00
Fuel & Fuel Pumps: 306.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 75.00
Fire Control Computers: .00
Food & Water: (83 days supply) 60.00
Armor Type: Ferro-aluminum (1,010 total armor pts) 53.00
Standard Scale Armor Pts
Location: L / R
Fore: 289
Left/Right Sides: 252/252
Aft: 217
Cargo:
Bay 1: BattleMechs (12) with 4 doors 1,800.00
Bay 2: BattleMechs (12) with 4 doors 1,800.00
Bay 3: BattleMechs (12) with 4 doors 1,800.00
Bay 4: Cargo (1) 800.00
Life Boats: 10 (7 tons each) 70.00
Escape Pods: 10 (7 tons each) 70.00
Crew and Passengers:
8 Officers (7 minimum) 80.00
30 Crew (0 minimum) 210.00
6 Gunners (4 minimum) 42.00
28 Steerage Passengers 140.00
72 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
2 ER PPC Nose 2(20) 2(20) 2(20) -- 30 14.00
2 Gauss Rifle(48 rounds) Nose 3(30) 3(30) 3(30) -- 2 36.00
1 Gauss Rifle(32 rounds) FL/R 2(15) 2(15) 2(15) -- 2 38.00
1 Large Pulse Laser FL/R 1(9) 1(9) -- -- 20 14.00
1 LRM 15+ArtIV(16 rounds) FL/R 1(12) 1(12) 1(12) -- 10 20.00
1 Gauss Rifle(32 rounds) AL/R 2(15) 2(15) 2(15) -- 2 38.00
1 Large Pulse Laser AL/R 1(9) 1(9) -- -- 20 14.00
1 LRM 15+ArtIV(16 rounds) AL/R 1(12) 1(12) 1(12) -- 10 20.00
2 ER PPC Aft 2(20) 2(20) 2(20) -- 30 14.00
2 Gauss Rifle(48 rounds) Aft 3(30) 3(30) 3(30) -- 2 36.00
1 Lot Spare Parts (2.00%) 200.00
------------------------------------------------------------------------------
TOTALS: Heat: 128 10,000.00
Tons Left: .00
Calculated Factors:
Total Cost: 399,817,600 C-Bills
Battle Value: 6,751
Cost per BV: 59,223.46
Weapon Value: 7,742 (Ratio = 1.15)
Damage Factors: SRV = 227; MRV = 183; LRV = 58; ERV = 0
Maintenance: Maintenance Point Value (MPV) = 57,343
(36,211 Structure, 16,950 Life Support, 4,182 Weapons)
Support Points (SP) = 51,768 (90% of MPV)
BattleForce2: MP: 3, Armor/Structure: 17 / 17
Damage PB/M/L: 7/7/5, Overheat: 0
Class: DL; Point Value: 68
Specials: sph
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Hark Family Estate
New Tasmania
Outer Colonies
Deep Periphery
February 10th, 3066
Anna Hark looked out across the crystal clear water of the lake that her family home sat on the shores of, the forested mountains on the far bank a tranquil backdrop for what was supposed to be a family getaway. She had planned it as the perfect time to inform her new husband that she had missed her last period by two weeks and was most likely pregnant with their first child, but work, as ever, had a way of rearing its ugly head. Turning her back on the view from the sun-deck she made her way back through the spacious lounge area, her bare feet making no sound on the thick carpet. The villa was one of the few places she wasn't followed everywhere by at least two members of her personal protection detail, a hard fought for concession by the head of corporate security, a distant cousin who she had grown up calling Uncle Barney. The solid marble steps leading down to the lower levels were cold against her skin, but it was a welcome change to the heat outside.
The building had been carefully designed to maintain a comfortable ambient temperature, and had the kind of climate control systems normally seen in a biological research lab. It also had military grade defences, both active and passive, allowing the entire compound to be turned into a fortified bunker with the flip of a switch, but thankfully those precautions were carefully hidden from view. This allowed the house to maintain its open, tranquil feel, while still affording its owners the protection the family had occasionally needed down the years. Reaching the ground floor, Hark paused for one last moment of peace before she crossed the hallway and entered her private office. The thick, metal reinforced oak doors closed and locked behind her as the bleeding-edge anti-surveillance devices came on line, throwing up a field of static and interference that could defeat any known bugging device. Sitting behind her antique mahogany desk, she activated her personal server and brought up the communications system.
While there were still a handful of working HyperPulse Generators so far from Terra, they were few and far between, and only the Outer Colonies were known to have the ability to build new units, rather than simply repair the old ones. That was not to say that they were cheep, but thankfully they were not the only form of FTL communications available. The older Data-Box system could send text and basic images, but it was omnidirectional and far slower, limiting its use to that of a universal media distributor, with news stories from across the Outer Colonies passing from world to world in a constant stream, much like the ancient telex system. Fortunately it had limited range without signal boosters, so there wasn't too much of a risk that someone might stumble upon the transmissions and back-track them. The military had a much more advanced and versatile system code-named ENIGMA II that could be fitted to something as small as a Mobile HQ vehicle, but that was subject to the most stringent controls, with each unit programmed to self-destruct if the incorrect operates code was entered. They also tended to take issue with a civilian using such a system, so Hark relied on the portable HPG transmitter that had been built into a nearby mountaintop, a relic that one of her ancestors had brought with them from the long-gone Terran Hegemony.
It took a moment for even the powerful server buried another two floors down to run the full security and encryption program, then acquire an definitive lock on one of the Hark Corporations own dedicated HPG arrays on Port Stanley A wall of alphanumeric text scrolled down the large monitor on the desk, and Hark took a moment to look at her own reflection; while it had been watered down a little over the centuries, there were still hints of her families Asian heritage around her eyes and nose, and her shoulder length hair was jet-black, something she had actually inherited from her mother's side of the family, rather than her father's unruly flaming red main. But she did have her father's jade-green eyes with just a few specks of grey. The faint traces of a scar ran just above the bridge of nose, officially the result of a horse riding accident while she was still young, but actually the result of a close call from an assassins blade.
No one had ever been able to conform just who had sent the young, hard-eyed woman to kill her; she had opted to take her own life rather than be captured. It was well within the means of medical technology to completely remove the scar, but Hark had insisted on keeping it as a reminder of what happened when you let your guard down, even for a moment. Even there, in her private officer, surrounded by the most advanced security system her people had been able to put together, and a small army of security, including two Battle Armour squads housed in one of the old stable-blocks, she was still keenly aware of her surroundings. The only place she had ever felt secure in letting her guard down had been in the arms of her now husband, but he was still asleep in their bed upstairs, where she would have been given the choice.
The computer bleeped, bring her back to reality and confronting her with the reason she was not laying in the arms of the man she loved.
“I'm sorry to interrupt your little getaway.†David Wolfsbane, director of the Ministry of Intelligence, was sat in his San Carlos office, as ever a wolf in sheep's clothing. As head of the almost legendary 'All-Seeing Eye', all the plots and counter-plots, all the words whispered and knives in the dark were his to unravel and employ. He was remarkably good at his job, making him one of the most powerful and feared men in all the Outer Colonies: even members of the Council of Eleven lived in dread of waking up one day surrounded by his nameless inspectors.
“Needs must when the Devil drives.†Hark waved her hand to one side, having long grown accustom to the fact that managing an interstellar corporation with the net income of a small world was a 27/7 job at the best of times, “Your message said it was important, so here I am.â€
“My people have picked up some chatter between the New Americas and the Reman Imperium that I thought you might find interesting.†a predatory smile played across Wolfsbane's thin lips, and Hark was reminded that while she respected the man and his abilities, she would never like him, “We've finally identified the wet-works team behind the Amber Cloud attack.â€
Hark jerked suddenly, as if someone had stabbed her through the heart with a dagger. The destruction of the Monarch class DropShip Amber Cloud as it entered the atmosphere of New Jamaica had killed hundreds, both on the passenger liner and the planet below where debris had impacted. Among those killed had been her parents; Mackenzie and Jade Hark. Publicly it had been put down to mechanical failure, but the truth was that it had been a carefully orchestrated attack that had struck the ship at its most vulnerable, when there was no hope of survival. Hark had been made aware of the truth as soon as it had been uncovered, and she had dedicated a significant amount of time and money into finding out who was behind it. The New Americas and the Reman Imperium had always been the most likely targets, given her family and companies strong ties to the Alianza Española, but like the attempt on her own life just a few short years before, there had never been any proof as to just who had given the order.
“You have names?†She asked, her mouth dry, voice shaky.
“We have code-names and a location where we believe the team is hold up.†The Director responded, “I've already given the order to launch a snatch-and-grab raid to pick them up and bring them in for questioning.â€
“I want to be kept advised of any developments.†Hark responded resolutely, “You still have to play by the rules; I don't. Just get me the name of the person who gave the order to have my parents killed and I will take care of the rest.â€
“I do have to play by the rules.†Wolfsbane nodded, “And that's why I can't give you that information; I can not be party to an illegal operation.†His face softened, “Enjoy the rest of your holiday; I'll let you know if we find anything else.†With that he cut the link.
Hark sat her desk for a moment, then pulled a small communications device from a hidden compartment under the desk. Turning it on she typed out a short message.
TO: Phoenix
Wolfsbane has identified the team responsible for death of Eagle and Dove, and is planning an operation to capture them. Suggest Falcon or Hawk get to them first. Also possibility that position has been compromised. Will go off-net until nature and depth of breach can be identified. Request that Kestrel triple checks all communications protocols.
Will report back in when safe,
Lark
Shutting it down, she put the palm-sized device back in the same hiding place she had found it when she had inherited the desk from her father. The shock that her parents had been part of the almost mythical Deep Midnights Voice had stunned her, almost as much as the surprise when they offered her a place in the same organisation. She had never met any of the people who's identities were hidden behind the code-names, or if she had, they had never said anything to give themselves away. All she knew was that, for generations, her family had been using their business to conduct off the books research and development for several agencies within the Outer Colonies, while their extensive network of contacts both at home and abroad made them a natural intelligence gathering tool that could go places and do things that no government agency could risk getting caught at.
In return, a blind eye was tuned to some of the more legally questionable avenues of research the company had looked into over the years, including their completely clandestine advances in genetic engineering that were the result of a close working relationship with the Wolverines. While the same basic genetic enhancement package was available to anyone, screening out most of the less desirable genetic conditions, while boosting the reflexes and scenes, there had been a more extensive project that had born some fruit. The untimely death of the project director it what was still being called a 'tragic accident' had ended that line of enquiry before it had reached its conclusion, and of that Hark was happy; while she was a strong supporter into advances in life sciences, even she felt unhappy with the idea of playing god.
The End
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Clan Wolverine Touman
(3065)
Commander-In-Chief: saKahn* Mary Mroczkiewicz
*Since the death of Sarah McEvedy, the Wolverines have retired the rank of Kahn out of respect for the leader who led them safely from Clan space to their new home. The ceremonial robes she wore to the Grand Council chambers on the 8th of October 2823 are held in the Hall of Remembrance, their chamber seen as almost a shrine to the Wolverines.
Ground Forces
Support elements, such as artillery, logistics and organic fighter-support are controlled at the Galaxy command level, but normally detached to individual Clusters for operational purposes. While most units are made up purely of BattleMech's, there are also a number of armour an infantry formations among their number.
Alpha Galaxy (McEvedy's Pride)
Commanding Officer: General Bartholomew Robertson
1st Wolverine Guards (McEvedy's Own)
2nd Wolverine Guards (The Lone Hunters)
38th Assault Cluster (True Vision)
9th Strike Cluster (The Blood Pack)
64th Wolverine Guards (The Night Stalkers)
The elite of the elite, Alpha Galaxy contains some of the best troops the Outer Colonies have to offer, as well as some of their most advanced weapons and designs. Their commanding officer is also the senior field commander of all Wolverine Forces, something the entire Galaxy takes great pride in. their battle honours include the Pentagon campaign and Operation Dynamo, the retreat from the Kerensky Cluster that eventually led them to the Outer Colonies.
Delta Galaxy (Kerensky's Lamont)
Commanding Officer: Lieutenant-General Omar Kharlan
163rd Battle Cluster (Safe Haven)
124th Battle Cluster (The Cowboys)
189th Strike Cluster (McEvedy's Fusiliers)
89th Strike Cluster (Always Faithful)
73rd Wolverine Dragoons (The Pale Riders)
Second only to Alpha Galaxy, Delta has a fierce rivalry with their comrades, dating back to when they were formed in secret. Formed from whole cloth rather than from veterans drawn from the 331st Royal BattleMech Division, they consider it a mater of pride to earn their own battle honours, and in their few engagements to date. One of their most prominent members is Captain Deunan Knute, Bravo Trianry, 124th Battle Cluster. The only child of Colonel Carl Knute, who famously gave his life to save civilians on Redemption, she achieved one of the highest ever scores during her final exams at the War Collage on New Jersey, graduating at the top of her class. Many suspects that she will surpass her father and reach the rank of General one day, and indeed there are those who now refer to Colonel Carl Knute as Deunan's father, rather than her as his daughter.
Gamma Galaxy (The Rabid Wolverines)
Commanding Officer: Lieutenant-General Ivan Hammerick
106th Battle Cluster (The Dark Hunters)
137th Battle Cluster (Amazing Grace)
138th Battle Cluster (Blood of the Wolverine)
103rd Strike Cluster (The Unseen Enemy)
104th Assault Cluster (Law of the Wild)
Currently assigned to the outer defensive line, based out of Fort Dixie, Gamma Galaxy is the thin, red line that stands between the Outer Colonies and any potential incursion from the Inner Sphere along the line of the now defunct HPG relay stations. As such their have undertaken additional training in defensive and anti-invasion tactics, as well as gorilla tactics and asymmetrical warfare. This has lead to them becoming the equivalent of a special operations brigade, and they have been known to cross-train with similar units. Of all the Wolverine Galaxies, they have the lowest number of BattleMech's, but a disproportionately high number of infantry and battle armour.
Epsilon Galaxy (The Shadow Hunters)
Commanding Officer: Major-General Lucian Xi
197th Battle Cluster (Full Moon Rising)
103rd Battle Cluster (The Fighting Irish)
24th Battle Cluster (Lone Stars)
205th Striker Cluster (The Rangers)
88th Assault Cluster (The Crazy 88)
Kept at a relatively high state of alert, Epsilon is often seen as a force-in-readiness, and they have their own dedicated fleet of DropShips and JumpShips should they ever need to deploy quickly away from their main base on Foster's World. They are known for being aggressive in combat, often testing their metal against the more defensively minded Gamma Galaxy. This has lead to a light-hearted rivalry between the two sides that should not be mistaken for genuine aggression, as they have a deep respect for each other's skills and duties. It is expected that they will swap duties with Gamma Galaxy to allow their troops to gain a better understanding of both sides of war.
Epsilon Galaxy prefers lighter, faster moving units armed with projectile weapons, and has been the most vocal advocate of the development of modular Omni-technology.
Rho Garrison Galaxy (The Watchman on the Walls)
Commanding Officer: Major-General Monica Benedict
203rd Garrison Cluster (The Yeoman)
44th Garrison Cluster (Night Watch)
91st Garrison Cluster (Sky Watch)
87th Garrison Cluster (The Praetorians)
12th Garrison Cluster (The Spartans)
Created as a training unit, Rho Galaxy has the duel duties of helping to form the new planetary defence forces for Foster's World and Redemption and provide field experience for recruits destined for the other Galaxies. This regular influx of green troops and loss of more experienced members has hampered their efficiency rating. Despite this, they are a key element to the Wolverine military strategy, as they allow veteran officers and NCO's to pass on hard eared experience to the next generation. They have also served as an aggressor force to train planetary militias across the Outer Colonies, and often host visiting militia personnel who have chosen to pursue military service full-time, and need to finish their training.
Rho Galaxy is neither expected or intended to see front-line combat, but is ready to face any unexpected attacks.
Naval assets to follow.
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Cool Very well thought out
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Naval Forces
It is of note that the SLS Ivanhoe has remained part of the Outer Colonies Defence Force, despite the founding of an independent naval arm of Clan Wolverine. saKahn Mroczkiewicz has stated publicly that this is to show their continued commitment to the Outer Colonies, despite recent territorial acquisitions on their part. The tradition that dictates that the Ivanhoe is the one ship that never rotates out from the Rorke's Drift squadron remains in effect.
Aggressor Naval Star (Rorke's Drift)
Flag Officer: Admiral Preston Blake
SLS Franklin Hallis (Farragut class Battleship)
SLS St David (Cameron class Battle Cruiser)
SLS St Fancies (Cameron class Battle Cruiser)
SLS Romanov (Aegis class Heavy Cruiser)
SLS Makarov (Aegis class Heavy Cruiser)
The main offensive fist of the Wolverine Navy, Aggressor Star is geared towards taking the fight to the enemy, hitting them hard and fast with overwhelming fire-power. The latest round of upgrades has improved both sensor range and resolution, while improved fire-control links have raise accuracy levels by 10%. This, coupled with better point-defences and armour allows Aggressor Star to 'punch above its weight', as the old saying goes.
Eclipse Naval Star (Rorke's Drift)
Flag Officer: Vice-Admiral Steven Johansen
SLS Kassandra (Monsoon class Battleship)
SLS Stardust (Luxor class Heavy Cruiser)
SLS Champion (Luxor class Heavy Cruiser)
SLS Deliverance (Avatar class Heavy Cruiser)
SLS Condor (Riga class Frigate)
The hammer to Aggressor's anvil, Eclipse has also revived the latest round of upgrades, but is geared more towards speed and mobility, acting as the hounds driving their prey towards the hunters. They have been engaged in a number of war-games with Aggressor Star, each taking it in turns to track and attack the other in the Rorke's Drift system's vast asteroid belt.
Reaper Naval Star (Foster's World)
Flag Officer: Vice-Admiral Joseph Abrosimova
SLS Ramilies (Atreus class Battleship)
SLS Daedalus (Avatar class Heavy Cruiser)
SLS Caledfwlch (Avatar class Heavy Cruiser)
SLS Enterprise (Riga class Frigate)
SLS Trafalgar (Riga class Frigate)
While Aggressor and Eclipse are area defence formations, Reaper Star is a hunter-killer unit, often splitting off individual ships to undertake missions that do not require a larger formation. They maintain enough consented force to challenge any local threat, but are much more flexible in their training, spending more time practising piracy interventions and anti-smuggling operations. Some worry that this has left them week when it comes to their team-work, but Vice-Admiral Abrosimova refutes these claims.
Legacy Naval Star (Fort Dixie)
Flag Officer: Vice-Admiral Andrew Schmitt
SLS Samson (Atreus class Battleship)
SLS Albion (Winchester class Cruiser)
SLS Galahad (Riga class Frigate)
SLS Robert MacKenzie (Riga class Frigate)
SLS Black Heart (Riga class Frigate)
Tasked with defending Fort Dixie and patrolling the other outer defences, Legacy Star is likewise use to operating independently, but while Reaper favours lightning fast strikes against identified targets, Legacy is geared towards long, deep-range patrols in uninhabited systems, deploying and retrieving sensor drones and arrays that can pick up the tell-tail signature of a hyperspace jump form almost a light-year away. They are much more methodical than the other Stars, preferring to see a job done properly rather than fast.
Hunter Naval Star (Location unknown)
Flag Officer: Vice-Admiral Mackenzie Eppes
SLS Steadfast (Kimagure class Pursuit Cruiser)
SLS Majestic (Dart class Light Cruiser)
SLS Roanoke (Dart class Light Cruise)
SLS Resolute (Carson class Destroyer)
SLS Iwo Jima (Carson class Destroyer)
The point of the spear, Hunter Star is the Wolverine's choice for deep-penetration attack missions and other clandestine acts. Fielding smaller but faster ships, they are highly trained in the art of entering a system undetected through pirate points and long-duration coasting to avoid IR flairs from an active interplanetary drive. They also hold the distinction of being the first military unit to ever penetrate the New Jersey system, the Iwo Jima deploying flairs around the Newport News Orbital Shipyard as is passed through on a purely ballistic trajectory without once tripping the perimeter alarm.
Their current whereabouts and objective are unknown, but they are believed to be deployed towards the Inner Sphere, conducting advanced scouting missions.
Shield Naval Star (Redemption)
Flag Officer: Rear-Admiral Josh Hunter
SLS St Jude (Cameron class Battle Cruiser)
SLS Catherine the Great (Aegis class Heavy Cruiser)
SLS Brunel (Newgrange class Yard Ship)
SLS Convoy (Potemkin class Troop Cruiser)
SLS Buffalo (Potemkin class Troop Cruiser)
Essentially a support, reserve and training formation, Shield Naval Star is tasked with providing logistical support and rear-echelon security during fleet operations. A strategically important if unglamorous job, Shield Star also act as a force in reserve for the other formations, providing replacement officers and crew as needed.
Sentry Naval Star (Rorke's Drift)
Flag Officer: Captain Trinity O'Rourke
SLS Thunderer (Bellerophon class Destroyer)
R-101 “Faith†(Nebuchadnezzar class Drone)
R-102 “Hope†(Nebuchadnezzar class Drone)
R-103 “Charity†(Nebuchadnezzar class Drone)
R-104 “Desperation†(Nebuchadnezzar class Drone)
Currently undergoing a training exercise in the outer reaches of the system, Sentry Naval Star is seen by many as the future of area defence. Lead by the recently built SLS Thunderer, the rest of the unit is made up of prototype drone warships, built as part of the new Integrated Space Defence System.
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Oh Very Wicked indeed
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Broken Peek Ultra-Max Prison
Rorke's Drift
The Outer Colonies
Deep Periphery
March 15th, 3066
Thomas Smith sat in the chair the guards had directed him to upon entering the room, waiting.
Patients did not come naturally to him. As a Trueborn Elemental, he had literally been breed for combat, his DNA enhanced to make him the ultimate infantry trooper. He had never seen combat as a Clan warrior; his Sibko had considered too young and inexperienced to be anything but a hindrance on the battlefield, even as the forces of the reborn Star League had ravaged Huntress, and they had been captured in their barracks by ComGuard's troops. He felt little shame in this; he had been brought up to understand that the strong ruled the weak, and obviously his birth-Clan had been weaker than the Star League. He was therefore isorla, the legitimate spoils of battle, and a bondsman of those who had defeated his Clan.
At first ComStar had tried to convince him that he was free to chose his own destiny, but he had been too deeply indoctrinated, and had flat out refused his freedom until he had earned it. Unwilling to send what they still saw as a child into combat, his bond-masters had given him the name Smith and gotten him assigned to the Explorer Corps as an assistant surveyor, a job that required little more than the strength to lift boxes of equipment. He had seen the way the other members of the crew looked at him with a mixture of suspicion and awe. He felt them no ill will; it was not their fault that they were Freebirths, lacking even the most basic of genetic enhancements. When the day came that the other Clans finally pervaded, he would make sure that the transition was as easy for them as it could be.
But that was then, and this was now.
He had been surprised as anyone when their ship had found itself under the guns of not one but two warships, apparently fully operational and in the livery of the original Star League. While it was not uncommon for Periphery would, even ones this deep, to have a few scraps of passed down equipment dating back to the Star League, operational warships were unheard of. Especially so far from the Inner Sphere. Some of the crew had been worried that they might have been under the control of their bitter enemies in the Word of Blake, and that they may have stumbled upon some secret base, deliberately hidden at the far end of a chain of broken and otherwise non-functional HPG relays. But the Marines that had boarded the Far Horizon had born the markings of the Star League Defence Force, and been equipped with a variant of the old Nighthawk power-armour. They had quickly, quietly and professionally secured the JumpShip and its attended DropShips, putting the crew under guard in the mess hall, one of the few spaces large enough to hold them all.
There they had provided food, water and all other necessities while never once letting on just who they were. They had refused to answer any questions, and the only insignia they wore was the eight-pointed Cameron Star. After two days, they had announced that they were going to be taken to a holding facility in another system, and that they should get ready to move to another ship. They had been allowed back to their cabins long enough to pack their personal possessions, which were then carefully searched for weapons or other contraband. A DropShip tocked with the Far Horizon, and they were ushered into what seemed to be a troop-transport of indeterminate class. Waiting for them had been a new guard force, still backed up by a number of Nighthawks, but this time in regular uniforms that also bore the Cameron Star and SLDF rank insignia, but no unit patches. There were noticeable marks where patches had been, and recently removed, but they flat out refused to say where they were from or where they were going. Some of the other's had grown uneasy with all the secrecy, convinced that it was all some elaborate rick on the part of the Word of Blake, but Thomas remained clam, knowing that everything would be revealed in due time.
The transport had docked with another JumpShip and they jumped less than an hour later. Then came another jump shortly after, indicating that the ship they had moved to was equipped with Lithium-Fusion batteries. Shortly there after an announcement came over the ship's PA system announcing that they would be moving to another transport, and they underwent another double jump before transferring to a third JumpShip. Just who would have enough ships fitted with the expensive and difficult to manufacture batteries needed to set up even a short command circuit in such a hurry had started a fresh wave of speculation, with some even suggesting that they had stumbled upon a lost Star League outpost. Thomas had scoffed at the idea; evidentially someone had stumbled upon a supply cache left behind hundreds of years ago and managed to get some of the equipment working. It was possible, even, that it was the work of one of the Clans; the mercantile Diamond Sharks a clear possibility, with their tendency to send out trading missions deep into the Periphery. But even they would have made their identity known, unless it somehow served them to hide who they were.
Finally, after four changes of JumpShip and eight consecutive jumps, they had started moving under their own power, accelerating at 1-G towards some unknown destination. Thomas had been asleep when the ship suddenly cut its acceleration to zero, and he had been woken by a squad of guards who informed him that a long-range shuttle had arrived to collect him. The ship had been little more than a pressurised cabin sat atop a massive engine and fuel tank, and it had accelerated to a full 3-G's almost as soon as it was clear of the DropShip, the pilot and guard detail dressed in advanced flight-suits that protected them from the worst of the affects of the rapid acceleration. Two days of this had been tiring, physically and mentally, and Thomas had been revealed when they finally arrived in orbit of the planet he now fund himself on. They spent less than an hour in orbit before the pilot announced that they would be landing on the surface, and the squat craft had spun around and plunged tail-first into the atmosphere, the massive engine assemble acting as a heat shield.
Touchdown had revealed a land of clear, vivid blue sky's and ice-capped mountains as far as the eye could see in any direction. The landing pad had been connected to a small, fortified outpost overlooking a high plateau that was home to the prison complex he now called home. He had been taken to a medical wing, where blood had been drawn and a battery of other tests conducted, then moved to a small but isolated room with a bunk, head and small computer console. He had been surprised to see that it allowed him to select his meals with a set menu, and access visual, audio and text files. The selection was restricted to historical documents dating back to the time of the Star League, but he had indulged himself by reviewing the extensive files on military history, including an official SLDF profile on General Alexander Kerensky. After several days, during which he had minimal contact with the guards, and only saw the outside of his cell when they took his to a walled yard to exercise in the cold be fresh air, he had been escorted to a new room, furnished only with two chairs set at a table. He had been instructed to sit, then the guards had left him alone.
It wasn't long before the other door opened, and a man dressed in the uniform of a SLDF Captain entered, a thick file under one arm. He was almost as tall as the former Elemental, but just as heavily built. His skin was the colour of lightly tanned leather, and he had an intricate tattoo covering the left side of his face, running down his neck and disappearing under his uniform. When he moved, it was like watching a landslide in slow motion, with huge muscle's having to move out of the way of other muscles. Yet for all his size and bulk, he seemed almost graceful, obviously someone who was custom to their body.
“Well now.†The man looked at Thomas, placing the file on the desk before taking the other seat, “What are we to do with you?â€
“I am your Bondsman.†The former Smoke Jaguar looked the other man square in the eye.
“I am, aware, of that custom, an I can tell you now that we do not follow it.†The Captain looked almost annoyed, “There will be no slavery under the Cameron Star.â€
“A noble sentiment, but humans are often less than noble.†Thomas shrugged.
“Perhaps we should start from the beginning.†The stranger composed himself, “My name is Captain Joseph Cook, and I have been assigned to conduct a preliminary to see just what to do with you.†He placed a hand on the file, “As I said, we are aware of the Clans, but must of our information is hundreds of years out of date, or based on what little news reaches us from the Inner Sphere, often third or forth hand. Other officers are reviewing your ships database and interviewing the rest of the crew, but, you are a special case.â€
“Because I was a member of Clan Smoke Jaguar.†Thomas nodded, understanding at least that much, “If I may be permitted to ask, just where am I?â€
“This is a special wing of the Broken Peek prison complex that was built to handle, well, people we needed to keep isolated, at least for a while.†Cook explained, “The planet we are on is called Rorke's Drift, part of a political union known as the Outer Colonies. We were, once, a Star League outpost, but we have been almost completely isolated for several hundred years now. As you no doubt understand, we are some distance from the Inner Sphere, and that isolation has protected us from the wars that have ravaged much of humanity since the fall of the House of Cameron. We have tried to hold true to the ideals they held, and I would like to think we have done a good job of it.â€
“Many have tried, few have succeeded.†Thomas tilted his head to the side, “But you have retained the use of Warships and battle armour; that alone is impressive.â€
“We were fortunate enough to inherit a large cache of weapons and equipment, along with the means to maintain them.†Cook nodded, “We can replace anything that wares out, but we are not expansionist, and we have enough for local defence.â€
“There are those out here who could challenge you?†the Elemental asked, genuinely surprised, “I find that hard to believe.â€
“None that have warships, as far as we know, but there are others who have maintained the ability to produce weapons of war, and the will to use them against their neighbour.†Cook rubbed his chin, “Our wars tend to be more, subtle, than most, with daggers and words replacing regiments and fleets. It may not have the glory and simplicity of open warfare, but it gets the job done.â€
“That is why you remain hidden.†Thomas sat back in his chair, “You are strong, but not strong enough to defend against a determined attack by the likes of ComStar, or the Clans.â€
“They are strong enough, and getting stronger. The people born of this world have a vested interest in maintaining their security, one the other worlds, my home included, agree to.†Cook's eyes narrowed, “Like I said, much of our information about the Clans is hundreds of years out of date, but it was very specific. You see, yours was not the first ship to find its way out here: almost three hundred years ago, a small fleet of transports, escorted by a single warship, arrived in this very system. They told a story of a despotic regime that had turned on them for the crime of refusing to bow down to the whims of their leader, forcing them to flee their homes with little more than the cloths on their backs. We granted them sanctuary, gave them this world, which was only sparsely settled at the time, and helped them rebuild.†he braced himself for the outburst he knew was imminent, “You would know them as Clan Wolverine.â€
“STRAVAG!†Thomas was on his feet in an instant, knocking the table flying like it was nothing.
Cook responded with a sharp, expertly aimed blow to the solar plexus that drove the air from the other man's lungs, followed by a sweeping kick that sent him crashing to the ground before he had a chance to recover. The main doors burst open and a guard in a suit of power-armour burst in, stun-stick at the ready.
“I do hope you've gotten that out of your system now.†Cook asked Thomas as he offered his hand, “Because if not, this is going to be a very long day.â€
Thomas took the offered hand and slowly pulled himself to his feet, his body already recovering from the blows it had taken
“This world is home to two billion people, most of who can claim blood ties to the Wolverines. And there are millions of others, spread across more than a dozen worlds.†Cook continued, “The Outer Colonies consider an attack on one an attack on all, and we would meet any outside incursion with everything out our disposal.†He paused for a moment, “But you, you represent a danger from within. While your shipmates will eventually be allowed to enter civilian life, under close observation, it is felt that you would continue to be a risk to the general populous. That is why you are here, in this prison. The fact that you were born as a warrior of Clan Smoke Jaguar is an accident of birth, and as such not something that would be held against you in a court of law. But given your, reaction, to the news that Clan Wolverine not only survived, but is flourishing, it is perhaps best that you remain confined to a secure location until such time as you prove otherwise.â€
The End
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Very Nice. I feel sorry almost for that elemental his luck has gone from bad to worse
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It was going to be a calmer reaction, followed by a longer discussion, but that didn't feel right. A Clanner, especially a Trueborn warrior from a Crusader Clan would most likely react violently, which Cook was expecting and was ready for.
For some side data, Captain Joseph Cook would go on to serve in the Grenadier Guards regimental command company as Lieutenant-General Sara Eriksson's bodyguard.
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Grenadier Guards Regimental Command Company
Outer Colonies Defence Force (3067)
“Honi soit qui mal y penseâ€
(Evil be to him who evil thinks)
Command Lance
Name: Sara Eriksson
Rank: Lieutenant General
Call sign: Jester
DOB: 25/08/3023
Homeworld: New Jersey
BattleMech: HGN-732 Highlander
History: An army brat, Lieutenant General Sara ‘Jester’ Eriksson grew up around BattleMech's; both of her parents were officers in the First Lords Own Scottish Borderers based on New Jersey. Like many children in her position, Sara learned to pilot from a young age, sitting on her parents lap as they moved their Mech’s around the parade ground.
In 3031, the 88th was deployed to garrison the frontier world of Arixo. Much less comfortable than New Jersey, Arixo is considered by many to be a relatively dangerous place to live. This was validated when 1st Lieutenant Bridget Eriksson was killed in a skirmish with pirates less than a year after arriving on planet: she ejected from her crippled Mercury, but her attackers machine-gunned her command couch as it parachuted down to the ground.
Captain Leif Eriksson was left to raise his eight-year-old daughter on his own. The OCDF always looks after its own and the rest of the regiment soon became Sara’s extended family, helping her deal with the loss.
Sara applied for the OCDF academy on Port Stanley the day she turned 18, and was accepted into the MechWarrior training program. Sara is a natural pilot, but she was forced to work on her gunnery in order to pass basic. Excelling in tactics and military theory, Sara obtained First Class Degrees in Military History and Languages, speaking fluent English, Russian and Arabic, the three main languages of the Outer Colonies. The newly commissioned 2nd Lieutenant Sara Eriksson was awarded the call sign ‘Jester’ due to her keen sense of humour and love of practical jokes. Although she has mellowed with age, she is still known to have a quick wit and is always ready with a joke to defuse a tense situation.
Sara rose through the ranks quickly, eventually becoming EX of the prestigious Green Howards Regiment. From there she was promoted to Colonel and transferred to strategic operations on Rockall. Sara hated piloting a desk, and in 3060 she was given command of the First Lords Own, a true homecoming. Sara served with distinction, even acting as CO for the entire 4th Highland Brigade when the General commanding was hospitalised after a training accident.
It was this temporary field commission that gave Sara the chance to be noticed, and she was made commander of the Grenadier Guards, and by extension, XO of the entire 131st Royal BattleMech Brigade, in 3064. This position came with a promotion to Major General, skipping an entire rank. Lieutenant General Felix Deckard retired in 3066, passing command of the Brigade to Sara. This position also comes with technical command of the entire 7th Royal Armoured Division, the legendary Desert Rats.
Sara pilots the same Highlander her farther piloted when he was in the First Lords Own and keeps the name Robert the Bruce painted high on its chest.
Name: Joseph Cook
Rank: Captain
Call sign: Big Joe
DOB: 26/01/3031
Homeworld: Mallory’s World
BattleMech: VTR-9D Victor
History: Almost nothing is known of Captain Joseph ‘Big Joe’ Cook’s life before he joined the Grenadier Guards in 3066 as General Eriksson’s personal bodyguard. It is rumoured that he worked for Special Operations Executive, the Outer Colonies covert operations agency.
Cook refuses to say anything on the matter, and very few people are willing to argue with someone who is over two meters tall. Cook’s main distinguishing feature is the complex pattern of tattoos covering much of his body. These are part of his Maori heritage, but it is believed that they are a recent addition, as they would make it impossible for him to work for S.O.E.
Cook named his BattleMech Tawhiri-matea in hounr of the Maori god of Storm and Wind.
Name: Joseph Doig
Rank: 1st Lieutenant
Call sign: Little Joe
DOB: 7/11/3041
Homeworld: Last Post
BattleMech: SHG-2F Shogun
History: A former Captain in the Last Post Militia, Joseph ‘Little Joe’ Doig made the transition to full-time solider after the bar he worked in burned down. This cost him a rank, but secured him a position in the 131st. One of the best shots in the OCDF, both in and out of a BattleMech, Doig came third in the Martial Olympics in 3066. This achievement earned him the right to add a bronze stripe to the sleeve of his duty uniform.
Doig is relatively quietly spoken, never using three words when one will do. Always willing to defer to a more experienced officer, he can seem a little insecure, but has never been unwilling to make a hard command decision when the time comes. He also has the highest number of confirmed one-on-one kills in the 131st, and is second to only one other MechWarrior in the entire Division.
His Shogun is named Thor, after the ancient Norse god of thunder.
Name: Danielle Kelly
Rank: 2nd Lieutenant
Call sign: Dannii
DOB: 21/12/3040
Homeworld: Port Stanley
BattleMech: SPT-N2 Spartan
History Bio: The most inexperienced member of the Lance, 2nd Lieutenant Danielle ‘Dannii’ Kelly is one of a number of officers who join the OCDF as part of a government scholarship program: the cost and duration of the university education donates the length of time the officer must serve. In Kelly’s case, this is 8-years, ending in 3074.
Well spoken and opinionated, Kelly seems to think that military service is below her, even thought she actively applied for the scholarship program. Despite this, she is a capable officer who follows orders. Kelly has developed a minor case of hero worship for General Eriksson; something the older woman does her best to discourage. Not the most gifted gunner or pilot, Kelly does have an amazing ability to organise information coming in from a myriad of different souses, making her an excellent communications officer, something that can be indispensable on the battlefield. Her call sign is apparently her childhood nickname.
Kelly’s Spartan is named Leonidas after the Spartan king of ancient Terra.
Scout Lance
Name: Lawrence Murphy
Rank: Captain
Call sign: Priest
DOB: 25/08/3025
Homeworld: Vision
BattleMech: WVE-5Nb Wyvern
History Bio: A former member of the Knights Templar mercenary regiment, Murphy found the strict codes of honour and conduct the Knights’ demanded too restrictive, so applied for a position in the Outer Colonies Defence Force.
Always willing to except experienced officers, the OCDF welcomed Captain Murphy with open arms, assigning him to the Royal Highland Fusiliers. Murphy soon proved to be a accomplished scout and earned himself a reputation for being able to find the enemy every time, even with little or no information to go on. There are those who claim this is the result of the mysterious training and meditation techniques the religious Knights Templar teach. Others say he just has a nose for trouble.
Murphy was transferred to the Grenadier Guards in 3065, and was immediately given command of the Command Company’s scout lance. He has chosen the name Molly Malone for his Wyvern.
Name: Sayid Bey
Rank: Regimental Sergeant Major
Call sign: Swordsman
DOB: 4/7/3029
Homeworld: Arixo
BattleMech: SHD-2Hb Shadow Hawk
History Bio: Another born scout, career NCO Sayid “Swordsman†Bey hails from the protectorate world of Arixo in the Rorke's Drift Military Region.
Bey joined the under funded and often ignored Arixo Volunteer Defence Core the day he turned 18, having seen the affects pirate raids had on his tribe. This has left the Sergeant with a near pathological hatred of pirates that borders on obsession: he has twice been reprimanded for excessive force when dealing with raiders. Aside from this, Sergeant Bey is a dependable MechWarrior, and is considered by many to be the backbone of the Scout Lance.
Bey has named his Mech Scimitar, after the sword he wares with his dress uniform. The weapon is a family heirloom and the origin of his call sign.
Name: Kaywinnit ‘Kay’ Lexington
Rank: MechWarrior 1st Class
Call sign: Rebel
DOB: 8/8/3045
Homeworld: San Antonio
BattleMech: GRF-2N Griffin
History Bio: Kaywinnit ‘Kay’ Lexington comes from a rather isolated region of the planet San Antonio, and is often made fun of because of her tendency to speak in ‘Cajun’, a dialect of French common in the so-called Southwestern Worlds of the Free Worlds League. In truth, Lexington’s family in one of a number who left the Southwestern Worlds when they where conquerored by the League and finally settled in what would become the Outer Colonies. Still fiercely independent, they live almost exclusively on the southern continent of New Orleans. Despite their semi-isolationist view on the rest of the Outer Colonies, Cajuns are considered to be good solders, experts at small unit and guerilla tactics. Unlike most Cajuns, Lexington is outgoing and friendly with outsiders. Some say this has gone as far as to develop into a personal relationship with fellow MechWarrior Felix DeSouza.
Lexington named her Mech Swamp Fox after a historical General who she claimes to be a distant desendant of.
Name: Felix DeSouza
Rank: MechWarrior 1st Class
Call sign: Jailbreak
DOB: 26/01/3035
Homeworld: New Tasmania
BattleMech: STG-3Gb Stinger
History Bio: Felix ‘Jailbreak’ DeSouza was given the choice between prison or the military, and chose the latter. He proved to be an unusually gifted natural pilot, able to make his Stinger do everything but dance for him. Having served six years in the New Tasmania Militia, he was given the chance to walk away, be decided that he liked being a MechWarrior enough to stay on, and was transferred to a line regiment.
General Eriksson is one of the few senior officers who believe that soldiers recruited from the courtroom can ever make it in the military, and was impressed with DeSouza piloting skills. He appears to have taken his second chance and the Generals faith in him to heart, and has been a model solider since joining the Guards. His gunnery is somewhat lacking, but is improving under the tutelage of Sergeant Bey. Surprising, given his past, DeSouza has refused point-blank to comment on the rumours of a relationship between Kay Lexington and himself.
DeSouza christened his Mech Davie Crockett, in reference to the legendary tracker.
Fire Lance
Name: Kaspar Von Regenskirch
Rank: 1st Lieutenant
Call sign: Ranger
DOB: 11/11/3040
Homeworld: Vision
BattleMech: VTR-9D Victor
History Bio: 1st Lieutenant Kaspar ‘Ranger’ Von Regenskirch is the softly spoken commander of the Command Companies Fire-support Lance. The third and youngest son of a prestigious merchant family on Vision, Von Regenskirch always felt that he was looking for a place to prove himself.
This changed when he joined the cadet core while at university: for the first time in his life, he was treated as an equal. He thrived in his new environment, and changed his masters from law to history, deciding that his future lay behind the controls of a BattleMech. Accepted into the military academy once he graduated university, Von Regenskirch was able to complete his training in only two years thanks to his time as a cadet, gaining his Bars at the age of 25. An excellent tactician, Von Regenskirch was transferred to the 131st at the request of General Eriksson. This came with an automatic promotion to 1st Lieutenant, but he is in many ways still finding his feet.
Von Regenskirch has named his Mech Blitzkrieg, after the lightning-fast style of warfare.
Name: Bethany Lowe
Rank: Corporal
Call sign: Heartbreaker
DOB: 16/9/3039
Homeworld: Port Stanley
BattleMech: AS7-D-H Atlas II
History Bio: Another career NCO, Corporal Bethany ‘Heartbreaker’ Lowe was assigned to the fire support lance to help Lieutenant Von Regenskirch find his feet, and can usually be found at his side. Although only a year older than her superior, Sergeant Lowe has much more combat experience, having thought against pirates on Arixo. Lowe is considered by most to be beautiful to the point of striking, despite her tendency to dress-down and flat-out refusal to ware make-up. She earned her current call-sign the day she married a Corporal in the 95th Rifles Regiment.
Sergeant Lowe has named her Mech Star Hunter.
Name: Robin Tell
Rank: MechWarrior 1st Class
Call sign: Farmer
DOB: 25/4/3047
Homeworld: San Antonio
BattleMech: LGB-7Q Longbow
History Bio: Youngest member of the entire company, MechWarrior 1st Class Robin ‘Farmer’ Tell is considered everyone’s kid brother, something that he accepts with good humour, even when the older members try and mollycoddle him.
The son of a farmer, Tell knew from a young age that he wanted to be a MechWarrior, learning to pilot one of his family’s ageing AgroMech’s before he was legally old enough to drive a car. His decisions join the military caused a rift with his family, and he hasn’t spoken to them since the day he left for basic. He still keeps in contact with his younger sister, but the rest of his biological family have shut him out completely.
Tell has christened his Mech Little John after a character from the Robin Hood stories.
Name: Sanka Bannock
Rank: MechWarrior 1st Class
Call sign: Star
DOB: 21/12/3042
Homeworld: New Jamaica
BattleMech: EX2-A1 Excalibur II
History Bio: Perhaps the most laid-back man alive, MechWarrior 1st Class Sanka ‘Star’ Bannock’s main aim in life is to do as little as possible, while never getting bored. It was out of boredom that he joined the Outer Colonies Defence Force in the first place, deciding that at least military life would keep him occupied. He gained his call sign from the Cameron Star tattooed on the back of his right shoulder, something he can still not remember having done. Bannock is extremely intelligent, but seems unwilling to use his brains for anything other than playing cards and video games. His complete command and understanding of how a BattleMech operates surprises even senior Tech’, and they are known to call on him when they have a problem they can’t figure out.
For reasons unknown to anyone else, Bannock has chosen the name Rasta Rocket for his Excalibur II.
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Ho Let the fun begin
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Crap crap crap crap! This is like my master's thesis all over again. This storyline is way too close to my idea for a lost, deep periphery, Star League colony. Dang it! At least I didn't spend months researching and developing my story only to find this right before I posted it.
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Crap crap crap crap! This is like my master's thesis all over again. This storyline is way too close to my idea for a lost, deep periphery, Star League colony. Dang it! At least I didn't spend months researching and developing my story only to find this right before I posted it.
You're not the first person to say something like that, but the Deep Periphery is a big place, so I'm sure there's room for at least one more lost outpost 8)
Full stats on the EX2-A1 Excalibur II to follow soon.
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BattleMech Technical Readout
Type/Model: Excalibur II EX2-A1
Tech: Inner Sphere / 2897
Config: Biped BattleMech
Rules: Level 2, Custom design
Mass: 90 tons
Chassis: Corbine X
Power Plant: 270 Ford XL Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: 3 McCloud Specials
Jump Capacity: 90 meters
Armor Type: Pribak 9000 w. CASE
Armament:
1 Grizzard Model 200 Gauss Rifle
1 Diverse Optics Type 20 Large Pulse Laser
1 Harpoon SRM-6
1 Ingrid Systems LRM-20 w/ Artemis IV
Manufacturer: Fox Bay Armaments
Location: Port Stanley
Communications System: Faulk 203 Comset
Targeting & Tracking System: KBC Starsight QTA1
------------------------------------------------------------------------------
==Overview:==
A bigger, more heavily armed and armoured version of the venerable Star
League design, the Excalibur II carries the same offensive armament, as well
as added short and medium-range fire-power and heavier armour.
==Capabilities:==
The same Grizzard Model 200 Gauss Rifle and Ingrid Systems LRM 20 with
Artemis IV fire-control system provied the bulk of the punch, but they are now
backed up by a Diverse Optics Type 20 Large Pulse Laser and a Harpoon SRM-6
pod. While the Excalibur II is significantly slower than its predecessor, it
does have a 90-meter leap, thanks to a trio of McCloud Specials jump-jets.
17-tons of armour offer ample protection for a 'Mech its size, but some
are worried that the loss of the McArthur anti-missile system could leave it
vulnerable to sustained bombardment.
==Notable 'Mechs & MechWarriors:==
MechWarrior 1st Class Sanka Bannock, Grenadier Guards
Perhaps the most laid-back man alive, MechWarrior 1st Class Sanka ‘Star’
Bannock’s main aim in life is to do as little as possible, while never getting
bored. It was out of boredom that he joined the Outer Colonies Defence Force
in the first place, deciding that at least military life would keep him
occupied. He gained his call sign from the Cameron Star tattooed on the back
of his right shoulder, something he can still not remember having done.
Bannock is extremely intelligent, but seems unwilling to use his brains for
anything other than playing cards and video games. His complete command and
understanding of how a BattleMech operates surprises even senior Tech’, and
they are known to call on him when they have a problem they can’t figure out.
For reasons unknown to anyone else, Bannock has chosen the name Rasta Rocket
for his Excalibur II.
==Deployment==
Despite the age of the design, the Excalibur II is still popular with
MechWarriors across the Outer Colonies, especially in heavy and assault
formations. The Knights Templar are also known to own several, but they are
mainly found in their reserve and training formations, and many of these seem
to have been modified to an as-yet unknown degree.
--------------------------------------------------------
Type/Model: Excalibur II EX2-A1
Mass: 90 tons
Equipment: Crits Mass
Int. Struct.: 138 pts Standard 0 9.00
Engine: 270 XL Fusion 12 7.50
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks: 12 Double [24] 6 2.00
(Heat Sink Loc: 1 LA, 1 LT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA 15 .00
Armor Factor: 272 pts Standard 0 17.00
Internal Armor
Structure Value
Head: 3 9
Center Torso: 29 43
Center Torso (Rear): 14
L/R Side Torso: 19 28/28
L/R Side Torso (Rear): 9/9
L/R Arm: 15 29/29
L/R Leg: 19 37/37
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Gauss Rifle RA 1 16 9 17.00
(Ammo Locations: 2 RA)
1 Large Pulse Laser LA 10 2 7.00
1 SRM 6 RT 4 15 3 4.00
(Ammo Locations: 1 RT)
1 LRM 20 w/ Artemis IV LT 6 18 9 14.00
(Ammo Locations: 3 RT)
CASE Equipment: RT 1 .50
3 Standard Jump Jets: 3 6.00
(Jump Jet Loc: 1 CT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS: 21 69 90.00
Crits & Tons Left: 9 .00
Calculated Factors:
Total Cost: 18,485,480 C-Bills
Battle Value 2: 2,106 (old BV = 1,959)
Cost per BV2: 8,777.53
Weapon Value: 2,578 / 2,448 (Ratio = 1.22 / 1.16)
Damage Factors: SRDmg = 36; MRDmg = 26; LRDmg = 13
BattleForce2: MP: 3J, Armor/Structure: 7/3
Damage PB/M/L: 6/5/3, Overheat: 0
Class: MA; Point Value: 21
Specials: if
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BattleMech Technical Readout
Type/Model: Excalibur II EX2-A2
Tech: Inner Sphere / 2915
Config: Biped BattleMech
Rules: Level 2, Custom design
Mass: 90 tons
Chassis: Corbine X
Power Plant: 270 Ford XL Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Pribak 9000 w. CASE
Armament:
2 Grizzard Model 200 Gauss Rifles
1 Ingrid Systems LRM-20 with Artemis IV
Manufacturer: Fox Bay Armaments
Location: Port Stanley
Communications System: Faulk 203 Comset
Targeting & Tracking System: KBC Starsight QTA1
------------------------------------------------------------------------------
==Overview:==
A bigger, more heavily armed and armoured version of the venerable Star
League design, the Excalibur II carries the same offensive armament, as well
as added short and medium-range fire-power and heavier armour.
==Capabilities:==
The same Grizzard Model 200 Gauss Rifle and Ingrid Systems LRM 20 with
Artemis IV fire-control system provied the bulk of the punch, but they are now
backed up by a Diverse Optics Type 20 Large Pulse Laser and a Harpoon SRM-6
pod. While the Excalibur II is significantly slower than its predecessor, it
does have a 90-meter leap, thanks to a trio of McCloud Specials jump-jets.
17-tons of armour offer ample protection for a 'Mech its size, but some
are worried that the loss of the McArthur anti-missile system could leave it
vulnerable to sustained bombardment.
==Variants:==
The later A2 variant of the Excalibur II started out as a field
modification kit that proved to be so popular a formal production run was
started that allowed the engineers to work out a few kinks in the power feeds
and targeting system. Unlike it's predecessor, it has no energy weapons and is
fully reliant of projectile weapons. This makes it a much better assault unit,
but it is prone to running out of ammunition if fighting a defensive
campaign.
The right arm Gauss Rifle and the LRM-20 rack remain unchanged, but the
other weapons and the jump-jets are removed to make way for a second Gauss
Rifle in the left arm. This makes for a much more powerful long-range
fire-support unit with anti-aircraft capabilities.
==Notable 'Mechs & MechWarriors:==
MechWarrior 1st Class Sanka Bannock, Grenadier Guards
Perhaps the most laid-back man alive, MechWarrior 1st Class Sanka ‘Star’
Bannock’s main aim in life is to do as little as possible, while never getting
bored. It was out of boredom that he joined the Outer Colonies Defence Force
in the first place, deciding that at least military life would keep him
occupied. He gained his call sign from the Cameron Star tattooed on the back
of his right shoulder, something he can still not remember having done.
Bannock is extremely intelligent, but seems unwilling to use his brains for
anything other than playing cards and video games. His complete command and
understanding of how a BattleMech operates surprises even senior Tech’, and
they are known to call on him when they have a problem they can’t figure out.
For reasons unknown to anyone else, Bannock has chosen the name Rasta Rocket
for his Excalibur II.
==Deployment==
Despite the age of the design, the Excalibur II is still popular with
MechWarriors across the Outer Colonies, especially in heavy and assault
formations. The Knights Templar are also known to own several, but they are
mainly found in their reserve and training formations, and many of these seem
to have been modified to an as-yet unknown degree.
--------------------------------------------------------
Type/Model: Excalibur II EX2-A2
Mass: 90 tons
Equipment: Crits Mass
Int. Struct.: 138 pts Standard 0 9.00
Engine: 270 XL Fusion 12 7.50
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: 10 Double [20] 0 .00
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 .00
Armor Factor: 272 pts Standard 0 17.00
Internal Armor
Structure Value
Head: 3 9
Center Torso: 29 43
Center Torso (Rear): 14
L/R Side Torso: 19 28/28
L/R Side Torso (Rear): 9/9
L/R Arm: 15 29/29
L/R Leg: 19 37/37
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Gauss Rifle RA 1 32 11 19.00
(Ammo Locations: 2 LA, 2 RA)
1 Gauss Rifle LA 1 7 15.00
1 LRM 20 w/ Artemis IV LT 6 30 11 16.00
(Ammo Locations: 5 RT)
CASE Equipment: RT 1 .50
--------------------------------------------------------
TOTALS: 8 65 90.00
Crits & Tons Left: 13 .00
Calculated Factors:
Total Cost: 18,479,400 C-Bills
Battle Value 2: 2,110 (old BV = 1,849)
Cost per BV2: 8,758.01
Weapon Value: 2,510 / 2,380 (Ratio = 1.19 / 1.13)
Damage Factors: SRDmg = 35; MRDmg = 33; LRDmg = 20
BattleForce2: MP: 3, Armor/Structure: 7/3
Damage PB/M/L: 5/5/5, Overheat: 0
Class: MA; Point Value: 21
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BattleMech Technical Readout
Type/Model: Excalibur II EX2-A3
Tech: Inner Sphere / 2920
Config: Biped BattleMech
Rules: Level 2, Custom design
Mass: 90 tons
Chassis: Corbine X
Power Plant: 270 Ford XL Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: 3 McCloud Specials
Jump Capacity: 90 meters
Armor Type: Pribak 9000 w. CASE
Armament:
1 Mydron Excel LB 10-X AC
2 ChisComp 43 Special Large Lasers
3 Holly SRM-6's
1 Rosalyn Electronics Inc. TAG
Manufacturer: Fox Bay Armaments
Location: Port Stanley
Communications System: Faulk 203 Comset
Targeting & Tracking System: KBC Starsight QTA1
------------------------------------------------------------------------------
==Overview:==
A bigger, more heavily armed and armoured version of the venerable Star
League design, the Excalibur II carries the same offensive armament, as well
as added short and medium-range fire-power and heavier armour.
==Capabilities:==
The same Grizzard Model 200 Gauss Rifle and Ingrid Systems LRM 20 with
Artemis IV fire-control system provied the bulk of the punch, but they are now
backed up by a Diverse Optics Type 20 Large Pulse Laser and a Harpoon SRM-6
pod. While the Excalibur II is significantly slower than its predecessor, it
does have a 90-meter leap, thanks to a trio of McCloud Specials jump-jets.
17-tons of armour offer ample protection for a 'Mech its size, but some
are worried that the loss of the McArthur anti-missile system could leave it
vulnerable to sustained bombardment.
==Variants:==
Another former field kit, this time geared towards close range combat,
the A3 replaces the entire weapons load with one better suited towards
brawling. The Gauss Rifle is replaced with a Mydron Excel LB 10-X autocannon,
useful for stripping armour off of an enemy, while the long-range missile rack
is replaced by a trio of Holly SRM-6 pods, allowing the A3 to exploit any
breaches. Twin ChisComp 43 Special Large Lasers sit in the left forearm,
providing a deadly punch that can, if used extensively, push the heat up, even
with two extra heat sinks. A Rosalyn Electronics Inc. TAG spotting laser
rounds out the offensive load, while the jump-jets return, adding much needed
agility.
==Notable 'Mechs & MechWarriors:==
MechWarrior 1st Class Sanka Bannock, Grenadier Guards
Perhaps the most laid-back man alive, MechWarrior 1st Class Sanka ‘Star’
Bannock’s main aim in life is to do as little as possible, while never getting
bored. It was out of boredom that he joined the Outer Colonies Defence Force
in the first place, deciding that at least military life would keep him
occupied. He gained his call sign from the Cameron Star tattooed on the back
of his right shoulder, something he can still not remember having done.
Bannock is extremely intelligent, but seems unwilling to use his brains for
anything other than playing cards and video games. His complete command and
understanding of how a BattleMech operates surprises even senior Tech’, and
they are known to call on him when they have a problem they can’t figure out.
For reasons unknown to anyone else, Bannock has chosen the name Rasta Rocket
for his Excalibur II.
==Deployment==
Despite the age of the design, the Excalibur II is still popular with
MechWarriors across the Outer Colonies, especially in heavy and assault
formations. The Knights Templar are also known to own several, but they are
mainly found in their reserve and training formations, and many of these seem
to have been modified to an as-yet unknown degree.
--------------------------------------------------------
Type/Model: Excalibur II EX2-A3
Mass: 90 tons
Equipment: Crits Mass
Int. Struct.: 138 pts Standard 0 9.00
Engine: 270 XL Fusion 12 7.50
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks: 12 Double [24] 6 2.00
(Heat Sink Loc: 1 LA, 1 LT)
Gyro: 4 3.00
Cockpit, Life Supt.: 5 3.00
Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 .00
Armor Factor: 272 pts Standard 0 17.00
Internal Armor
Structure Value
Head: 3 9
Center Torso: 29 43
Center Torso (Rear): 14
L/R Side Torso: 19 28/28
L/R Side Torso (Rear): 9/9
L/R Arm: 15 29/29
L/R Leg: 19 37/37
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 LB 10-X AC RA 2 30 9 14.00
(Ammo Locations: 3 RA)
2 Large Lasers LA 16 4 10.00
3 SRM 6s LT 12 30 8 11.00
(Ammo Locations: 2 RT)
1 TAG HD 0 1 1.00
1 Targeting Computer RT 6 6.00
CASE Equipment: RT 1 .50
3 Standard Jump Jets: 3 6.00
(Jump Jet Loc: 1 CT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS: 30 73 90.00
Crits & Tons Left: 5 .00
Calculated Factors:
Total Cost: 18,259,000 C-Bills
Battle Value 2: 1,934 (old BV = 1,564)
Cost per BV2: 9,441.05
Weapon Value: 2,494 / 2,494 (Ratio = 1.29 / 1.29)
Damage Factors: SRDmg = 36; MRDmg = 20; LRDmg = 5
BattleForce2: MP: 3J, Armor/Structure: 7/3
Damage PB/M/L: 6/4/1, Overheat: 1
Class: MA; Point Value: 19
Specials: tag
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BattleMech Technical Readout
Type/Model: Bors BR-O
Tech: Inner Sphere / 3067
Config: Biped OmniMech
Rules: Level 2, Custom design
Mass: 75 tons
Chassis: Defiant V
Power Plant: 300 GM XL Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Pribak 9000
Armament: None
Manufacturer: Fox Bay Armaments
Location: Port Stanley
Communications System: Rosalyn Electronics Inc.
Targeting & Tracking System: Rosalyn Electronics Inc.
------------------------------------------------------------------------------
==Overview:==
Developed to replace the ageing Cromwell, the Bors OmniMech is primed to
become the signature heavy unit of the Outer Colonies Defence Force.
==Capabilities:==
To save room in the torso for the bulky but light-weight 300 GM XL fusion
engine, the main weapons pods are in the arms, something some consider a
possible weakness, as the loss of a limb would drastically reduce the Mech's
fire-power. A standing top speed of 65 km/h is considered adequate for a Mech
its size, but some complain that the lack of integral jump-jets limits its
manoeuvrability and be an issue in combat.
==Variants:==
The Pime's main armament is a Grizzard Model 200 Gauss Rifle and its
ChisComp 43 Special Large Laser. Both of these are found in the right arm.
Back these up are the trio of left arm mounted ChisComp 39 Medium Lasers.
These provide highly accurate and deadly fire and intermediate and close
range. When tied into the Targeting Computer, they can strip the armour off of
any BattleMech with ease. Myomer Accelerator Signal Circuitry allow for
sprints of 86 km/h over short distances, but can push the heat levels up, so
the pilot has to keep an eye on the heat dials.
Variant A swaps out the long-ranged weaponry of the general purpose
Prime for a heavier short-ranged load, making it a deadly knife-fighter in
urban combat or other times when range is secondary to precision. A Sutel
Precision Line Large Pulse Laser and twined Holly Streak SRM-2 in each arm can
first open up then exploit openings in an enemies armour, a task made all the
easier by the retention of the targeting computer. There is also an expanded
offensive and defensive electronics package, with a Guardian ECM suit, a
Beagle Active Probe and a TAG spotting laser. The MASC system is gone, but the
Alpha does gain a 120-meter jump-capacity thanks to the addition of jump jets
in the legs.
In comparison, variant A is a long-ranged fire-support unit, with a
quartet of Artemis IV assisted long-range missile racks to rain down highly
accurate salvoes on the enemy. For close range combat it carries a single
medium laser in the centre torso as a last ditch measure, and has twin
anti-missile cannons for added protection from counter-battery fire.
Essentially an oversized Rifleman, the C variant is an air-defence unit
that can also sand-blast the armour off of opposing BattleMech's and vehicles,
then exploit any breaches with its twin large lasers, the lack of a dedicated
targeting computer does mean that it is a lot more reliant on the pilots skill
to get a quick kill.
==Notable 'Mechs & MechWarriors:==
MechWarrior Boris 'The Bear' Dante, the Connaught Rangers
Nicknamed 'The Bear' due to his size, Boris Dante was one of the first
pilots to be issued a Bors, agreeing to field test it for Fox Bay Armaments.
He took to the 'Mech quickly, managing to kill two opposing BattleMech's
before he was even hit during war games.
==Deployment==
Due to the enduring popularity and understandable loyalty pilots have for
the Cromwell, uptake of the Bors has been slow, but is slowly building.
--------------------------------------------------------
Type/Model: Bors BR-O Base
Mass: 75 tons
Equipment: Crits Mass
Int. Struct.: 114 pts Standard 0 7.50
Engine: 300 XL Fusion 12 9.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 11 Double [22] 0 1.00
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 224 pts Standard 0 14.00
Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 34
Center Torso (Rear): 11
L/R Side Torso: 16 23/23
L/R Side Torso (Rear): 8/8
L/R Arm: 12 23/23
L/R Leg: 16 31/31
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
CASE Equipment: LT RT 2 1.00
--------------------------------------------------------
TOTALS: 0 35 39.00
Crits & Tons Left: 43 36.00
Calculated Factors:
Total Cost: 17,179,531 C-Bills
Battle Value 2: 904 (old BV = 730)
Cost per BV2: 19,003.91
Weapon Value: 0 / 0 (Ratio = .00 / .00)
Damage Factors: SRDmg = 0; MRDmg = 0; LRDmg = 0
BattleForce2: MP: 4, Armor/Structure: 6/3
Damage PB/M/L: 2/-/-, Overheat: 0
Class: MH; Point Value: 9
Specials: omni
Primary Configuration
Heat Sinks: 11 Double [22] 0 1.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Gauss Rifle RA 1 24 10 18.00
(Ammo Locations: 3 RT)
1 Large Laser RA 8 2 5.00
3 Medium Lasers LA 9 3 3.00
1 Targeting Computer LT 6 6.00
CASE Equipment: LT RT 2 1.00
--------------------------------------------------------
TOTALS: 18 60 75.00
Crits & Tons Left: 18 .00
Calculated Factors:
Total Cost: 21,204,531 C-Bills
Battle Value 2: 2,141 (old BV = 1,778)
Cost per BV2: 9,904.03
Weapon Value: 2,557 / 2,557 (Ratio = 1.19 / 1.19)
Damage Factors: SRDmg = 34; MRDmg = 21; LRDmg = 10
BattleForce2: MP: 4, Armor/Structure: 6/3
Damage PB/M/L: 5/4/2, Overheat: 0
Class: MH; Point Value: 21
Specials: omni
Configuration A
Heat Sinks: 13 Double [26] 6 3.00
(Heat Sink Loc: 1 LT, 1 RT)
Actuators: L: Sh+UA R: Sh+UA 12 .00
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Pulse Laser RA 10 2 7.00
2 Streak SRM 2s RA 4 100 4 5.00
(Ammo Locations: 1 LT, 1 RT)
1 Large Pulse Laser LA 10 2 7.00
2 Streak SRM 2s LA 4 2 3.00
1 Guardian ECM LT 0 2 1.50
1 Beagle Active Probe LT 0 2 1.50
1 TAG HD 0 1 1.00
1 Targeting Computer RT 4 4.00
CASE Equipment: LT RT 2 1.00
4 Standard Jump Jets: 4 4.00
(Jump Jet Loc: 2 LL, 2 RL)
--------------------------------------------------------
TOTALS: 28 64 75.00
Crits & Tons Left: 14 .00
Calculated Factors:
Total Cost: 19,935,781 C-Bills
Battle Value 2: 1,554 (old BV = 1,405)
Cost per BV2: 12,828.69
Weapon Value: 1,752 / 1,609 (Ratio = 1.13 / 1.04)
Damage Factors: SRDmg = 28; MRDmg = 8; LRDmg = 0
BattleForce2: MP: 4J, Armor/Structure: 6/3
Damage PB/M/L: 5/4/-, Overheat: 0
Class: MH; Point Value: 16
Specials: omni, ecm, tag, prb
Configuration B
Heat Sinks: 11 Double [22] 0 1.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
2 LRM 10s w/ Artemis IV RA 8 72 12 18.00
(Ammo Locations: 3 LT, 3 RT)
2 LRM 10s w/ Artemis IV LA 8 6 12.00
1 Anti-Missile System RT 1 48 5 4.50
(Ammo Locations: 2 LT, 2 RT)
1 Anti-Missile System LT 1 1 .50
1 Medium Laser CT 3 1 1.00
CASE Equipment: LT RT 2 1.00
--------------------------------------------------------
TOTALS: 21 60 75.00
Crits & Tons Left: 18 .00
Calculated Factors:
Total Cost: 20,259,531 C-Bills
Battle Value 2: 1,462 (old BV = 1,210)
Cost per BV2: 13,857.41
Weapon Value: 1,995 / 1,703 (Ratio = 1.36 / 1.16)
Damage Factors: SRDmg = 21; MRDmg = 22; LRDmg = 13
BattleForce2: MP: 4, Armor/Structure: 6/3
Damage PB/M/L: 4/4/3, Overheat: 0
Class: MH; Point Value: 15
Specials: omni, if
Configuration C
Heat Sinks: 11 Double [22] 0 1.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 LB 10-X AC RA 2 40 10 15.00
(Ammo Locations: 2 LT, 2 RT)
1 Large Laser RA 8 2 5.00
1 LB 10-X AC LA 2 6 11.00
1 Large Laser LA 8 2 5.00
CASE Equipment: LT RT 2 1.00
--------------------------------------------------------
TOTALS: 20 55 75.00
Crits & Tons Left: 23 .00
Calculated Factors:
Total Cost: 19,472,031 C-Bills
Battle Value 2: 1,524 (old BV = 1,326)
Cost per BV2: 12,776.92
Weapon Value: 2,383 / 2,383 (Ratio = 1.56 / 1.56)
Damage Factors: SRDmg = 32; MRDmg = 21; LRDmg = 6
BattleForce2: MP: 4, Armor/Structure: 6/3
Damage PB/M/L: 5/4/2, Overheat: 0
Class: MH; Point Value: 15
Specials: omni
-
First time I've checked in on this for a while and still impressed.
Not sure the Excalibur II is neccessary the original Excalubur was a decent Mech just needed more armour.
First time I've properly read the New Americas bit too very impressive part of the periphery
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As always :) ;D 8)
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Hi It is Dec where is our early christmas present
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SLS Daedalus
Zenith jump-point
Dumb Luck
Deep Periphery
March 24th 3066
Captain De L'Isle sat in his command chair, going over the previous-days reports, trying desperately not to yawn. The seemingly never-ending paperwork was the one part of commanding his own ship he hated, even if it was almost entirely electronic these days. Still, it needed doing, so he took advantage of a quiet moment or two to catch up on as much as he could. He was lucky in that he had a core of veteran officers who could be trusted to keep an eye on you younger, less experienced hands and keep them out of his hair for the most part. While he preferred to be a little more hands-on, part of the Captain's job was to be a distant, almost mythical figure for the rest of the crew, someone who's word was second only to that of God while the ship was operating independently of the rest of the fleet.
Grand-Duchess de Mendosa had, thankfully, been able to reign in the more troublesome members of her retainer, and there had been a sharp drop-off in the complaints about them. It helped that she truly believed in the concept of Noblesse Oblige; that those born of wealth, power and influence had a duty to use those advantages to help those less fortunate. It was a view that Queen Annabel and her family had been attempting to popularise in the Alianza Española for decades, with mixed results. Some of the other nobles seemed willing to follow the crowns example, but there were still those that believed that their birth entitled them to do as they pleased. While the Alliance's written constitution allowed for such a view, it was publicly frowned upon by the Queen, who was known to come down hard upon those who were caught abusing their power.
“Sir, I'm sorry to disturb you, but we keep picking up a faint echo on the edge of sensor range.†Commander Raju Jaffrey, the ship's XO, interrupted his train of thought, “We've run a full diagnostic, but it's still there. If I didn't know better, I'd say someone was trying to shadow us from outside our sensor range, but didn't know about our remote drones.â€
De L'Isle nodded in agreement; the recently developed remote sensor drones had been introduced to improve and expand upon a warships field of view. Based on the frame of a Barracuda capital missile, they came fitted with a sabot that allowed them to be fired out of any missile tube, and could be recovered and reconditioned, saving space for offensive missiles. While each carried a limited sensor suit, when tied into the ship's main computer by laser tether, they could almost double the range of the ships sensors. There was still a limit to what they could do, and space was vast, but any advantage could be the difference between life or death.
“Probably just a sensor glitch: I've never known BueWeaps to pass for service something that wasn't full of bugs.†De L'Isle rubbed his eyes, “But what the hell, it'll wake everyone up and remind them that this is still a warship on a mission, not some royal yacht on a pleasure cruise.â€
“Aye-aye, sir.†Jaffrey nodded as he sounded General Quarters, “Ready-alert fighters in the tubes, CAP forming up for fly-by.â€
“All hands, this is the Captain. We have a contact at the edge of sensor range, and they're not squawking a beacon.†De L'Isle announced over the ships PA system, “Could be pirates, could be smugglers, or it could just be that they're some independent merchant who's beacon broke and they haven't gotten around to fixing it. Doesn't matter; our orders say not to take any chances, and without our sail deployed, we can't jump without cutting it free, something I'd rather avoid. So we're going to move into a defensive posture while the CAP goes to check it out. Captain out.â€
“All stations report fully manned and ready.†Lieutenant-Commander Valerie Hoban, the ships gunnery officer reported, “Targeting sensors ready.â€
“Chief McAndrews reports engineering locked up; full power at your digression.†Jaffrey announced as the lights before him turned from red to orange and then green as the various compartments and stations reported in a ready, “Sickbay standing buy.â€
“Have the Purser round up our 'guests' and see them back to their quarters.†De L'Isle ordered, “The last thing we need is one of them getting under our feet.â€
While everyone on the bridge prepared their own station, they couldn't help but glance at the main plot from time to time; the green arrowheads of the CAP were slowly moving away from the middle of the screen towards the distant red pulse that signified the unknown contact.
“We'd better do this buy the book.†De L'Isle pointed out as a yeoman quickly and silently collected the forgotten reports, “Send a standard challenge.â€
“Attention unknown contact: this is the Outer Colonies Defence Force Warship Daedalus.†Jaffrey spoke slowly and clearly into a microphone linked to the ships communications array, transmitting on all frequencies, “Identify yourself immediately and state your intentions.â€
He repeated the challenge in Russian, Spanish and Reman, the three most commonly used languages in the sector, then waited for the time-lag to run out.
“No response from target.†He announced when the clock run out, “CAP entering sensor range in thirty seconds.â€
All eyes returned to the main plot; the distances involved meant that there as a small but noticeable delay between an action and when it was picked up on their sensors due to the limiting effect of the speed of light. In most combat situations this was minimal, as for all their power, ships normally did battle within a few thousand kilometres of each others, but the unknown was so far way it took almost ten whole seconds for a radar pulse to leave the Daedalus, strike the target and return. Even the drones did nothing to diminish this; they were closer, but their data still had to travel back to the cruiser.
“Energy spike!†Jaffrey announced as the target on the main plot started to pulse faster and faster, “IR flare; looks like a pre-jump trace...†His eyes shot round to the main plot, “They're gone; whoever they were, they jumped out before the CAP could get close enough to identify them.â€
“That's not at all suspicious.†De L'Isle lent back in his chair, rubbing his chin, “Recall the CAP and stand down from General Quarters, but I want the ship maintained at Defence Condition Four from now on, and I want to see all department heads in the wardroom at 2100 hours tonight. Something about all this has me on edge.â€
The End
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Thank you
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That concludes the information I have about the so-called Outer Colonies and their area of space. And, as ever, we are left to ask just how true any of this is?
We know from other examples that it is possible for isolated pockets of humanity to maintain a relatively high stand of technology after the fall of the Star League. We know that there are a number of still unaccounted for Star League colonies, supply dumps and military outposts that are mentioned in surviving documents. We also now know, from bitter experience, that if someone really wants to make some planets vanish, it's possible, even in the Inner Sphere.
So the question should be, how likely is this?
Using nothing but Occam's Razor, the answer is not very, but I for one have never been to quick to disregard something simply because logic tells me it's unlikely: logic really has much to do with human affairs.
These are the facts we know:
- There was once a Star League outpost located on a deep periphery world called Port Stanley.
- This base was home a Star League Defence Force garrison of division strength, with warship support, tasked with imposing Star League rule over the local area.
- Port Stanley was located so far from the Inner Sphere that it had its own factories and shipyards to reduce the need for an over-extended supply chain.
- Warships captured by the SLDF during the Reunification War were often mothballed in isolated, deep periphery locations if it was impractical or uneconomical to return them to the Inner Sphere.
- Records show that a SLDF formation named the 7th Armoured Division existed at the time of the Amaris Uprising, but there is no evidence of them taking part in the conquest of the Rim World Republic or the war to liberate the Terran Hegemony that followed.
- Nor, it should be noted, is there any evidence of them leaving with Kerensky on the Exodus. Like so many other Star League formations, they simply vanished into the chaos that followed the fall of the House of Cameron.
- We know that a percentage of Clan Wolverine escaped Clan space, shortly before the appearance of the mysterious Minnesota Tribe. Just how they apparently managed to either cross or circumnavigate the entire Inner Sphere without being seen is beyond me, but I have been advised that it is at least feasible.
- We know that someone sent a trio of warships, in SLDF livery, to Cyclops Station, looking for the LostTech prospectors who supposedly stumbled upon the Outer Colonies and managed to escaped. We know that these same people had access to Star League vintage power armour.
Taken together, it would be easy to believe that there is indeed a lost outpost of the Star League over whom the Cameron Star still flies as if the past three hundred years never happened. But then the human mind has a tendency to see patterns where none exist. The 7th Armoured Division could have simply been annihilated, the files relating to it lost. The mothballed ships could still sitting out there, waiting. I've seen reports that claim the Minnesota Tribe was assimilated by ComStar, travelled into the future, or was eaten by giant space sharks.
Read into that what you will.
The only hard evidence we have that something is going on is the appearance of the warships and power-armoured marines at Cyclops Station, something that I have had verified by multiple independent sources. But is that enough, on its own, to prove the existence of the Outer Colonies?
To a rational mind, no; there are other groups out there with access to that kind of hardware who might want to spread disinformation. Word of Blake, or at least some faction there of, is the most obvious candidate, but there are others. There is also the fact that I know copies of my reports have a tendency to find their way into the position of the known Clans; information broking is a two way street, after all, and none of them seem to have made any move to investigate further. Given their stance on the Wolverines, this can be taken as evidence that they for one don't believe it.
Do I believe the Outer Colonies exist?
Let's just say I'm open to the possibility...
-Starling
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AWWWWWWWWWWWW MAN Just when it was getting good. Still thank you it was great while it lasted.
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I'll be continuing the prose story; I've just reached the end of the background fluff.
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Are we going to see anymore of this? I thoroughly enjoyed your comprehensive background development.
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Castle Brian Masada
Rorke's Drift
Outer Colonies
Deep Periphery
March 31st 3066
If there was one advantage to being director of the Ministry of Intelligence, David Wolfsbane felt sure it was that security checkpoints were something other people had to worry about, while he was free to travel unhindered, wherever he felt like. No door in the Outer Colonies, and several worlds beyond, was closed to him, no secret beyond his ability to dig up.
But, until very recently, even he had been unaware of just what was happening on Rorke's Drift.
The elevator doors opened with a soft chime, and he was unsurprised to find himself standing face-to-face with Mary Mroczkiewicz, Secretary of Defence for the Outer Colonies and a whole, and elected planetary representative of Rorke's Drift. She also held the rank of saKahn, making her the leader of those who considered themselves to be 'Of The Blood', descendent of the surviving members of Clan Wolverine that had managed to make it to the Outer Colonies. It was a little known fact, even within the order, that the refuges who had made it that far represented only a fraction of those who had left the distant world of Circe in a bid to escape the genocide launched against them by the followers of Nicholas Kerensky.
Just what happened to the rest remained unknown, a riddle, wrapped in a mystery, inside an enigma.
“David.†Her voice was cool, calm and professional, impressive for anyone who found their actions under scrutiny of a man who's powers were effectively limitless, even here, at the very heart of her power-base, “I wasn't expecting you until next week.â€
“Yes, I know.†Wolfsbane smiled, “I find it best to arrive when least expected; it keeps people on their toes.†He looked around the drab hallway, “Shall we get started?â€
“If you'll follow me.†Mroczkiewicz gestured towards a nondescript door at the end of the hall.
The thin, minimalist carpet was typical of any military establishment in human occupied space; intended to be hard wearing and resistant to stains, it offered little in the way of comfort or noise dampening, and Wolfsbane could feel the distant rumbling of heavy machinery through the soles of his shoes. The doorway opened out onto a service tunnel cut into the living stone of the mountains that surrounded McEvedy City. A small utility vehicle was waiting for them, and Mroczkiewicz walked around to the driver's seat.
“I thought it best if we conducted our conversation in private.†She explained as she started the engine, the low rumble of the turbine barely audible.
“A good idea.†Wolfsbane took the passengers seat and fastened the seatbelt before the vehicle started off down the tunnel.
“This part of the base was originally constructed by the Star League Corps of Engineers over three centuries ago.†Mroczkiewicz nodded towards the Cameron Stars carved into the rock-face at regular intervals, “It has taken us fifty years to expand upon what took them ten.â€
The tunnel opened up into a massive chamber that seemed to stretch out into the distance, the vaulted ceiling several stories high overhead; a maze of catwalks and stairways servicing a galaxy of spotlights and buttresses that were lost in the gloom. But below them, parked in neat, perfect rows, were line after line of combat vehicles; tanks, APC's, self-propelled guns, and a dozen types of support units, ranging in size from motorcycles intended for dispatch riders, up to massive prime-movers large enough to carry the biggest BattleMech on their backs. Each and every one was painted the same drab, olive green of the Star League Defence Force, and each was as pristine as it was when it had rolled off of the assembly line, centuries ago.
The car reached the far all of the chamber and passed through a massive blast door into a second short tunnel, emerging into a second, equally massive chamber beyond. This one played home to an fleet of aerospace fighters, ranging from sleek interceptors and ground-attack craft all the way up to heavy bombers and escorts. They were spaced out perfectly to allow maintenance crews to inspect them as and when needed, but where otherwise untouched.
At first glance the third chamber looked like it was playing host to an army ready for inspection, but a closer look revealed that the ranks of BattleMech's were inert, holding a silent visual in anticipation of a war that might never come. Most wouldn't have looked out of place on a SLDF reciting poster, but here and there were lances and entire companies of more modern designs, slotted in as space permitted.
The forth chamber was filled floor to ceiling with shelves holding crates and boxes. The car was travailing slow enough to make out individual labels indicating camping equipment and entrenching tools, portable generators and mes kits, blankets, beds, boots and enough small arms to take a small plane stretching off into the distance. Each container was tagged and logged, perfectly preserved by still intact vacuum-seals. Automated forklifts stood gathering dust, ready to retrieve any given item on command.
Once, the contents of the storage facility had been intended to equip an army to carry the Reunification War to the New Americas, and once and for all bring them to heel. But that plan had been overtaken by events on distant Terra, and since then, the equipment had sat, unused, in this and a dozen other caches across the worlds that had gone on to form the Outer Colonies. It was from these treasure troves that the remaining garrison troops and their locally raised militia had armed themselves against the gathering darkness, guarding the flame of civilisation. Yet even after they had plundered these vast storehouses, much remained untouched, a stark reminder of the unparalleled size of the Star League Defence Force.
Passing into a longer, curving tunnel, the car picked up speed as it approached a distant light.
“There are another two floors, just like this.†Mroczkiewicz explained, “I hope you have a head for heights, because you're about to see what we've been up to.â€
The tunnel opened out into a shaft that was at least a kilometre across, maybe more. Rising up in the middle was a massive freight elevator, upon which sat a Confederate class DropShip baring both the Cameron Star and the snarling emblem of Clan Wolverine. The distant sparks of welding equipment indicated that the ship was being worked on even as it was being transported towards the surface. Other, smaller elevators hugged the side of the shaft, some high above, others lost in the depths below.
“The foundries and fabrication plants are a kilometre below us. Below that you have the geothermal generators and one of our genetic depositories.†Mroczkiewicz stopped the car just short of the low barrier that separated them from a long, long drop, “Above us are the new warehouses, as well as the munitions stores, live-fire ranges and combat simulators. Then above that you have the launch facilities and planetary defence emplacements. They tell me that the mountain can withstand a sustained bombardment by nuclear weapons and remain secure. We have another two nearly identical complexes here on Rorke's Drift, two on Foster's World, one under construction on Redemption and plans for one on Fort Dixie.â€
“You've certainly been busy.†Wolfsbane nodded in appreciation, “I am not sure exactly what my predecessors had in mind when they commissioned this project, but I'm glad to see that all that black-budget money has born fruit.â€
“I'm glad you think so, David.†Mroczkiewicz smiled, “I'm glad you think so.â€
To Be Continued
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Nice to see this starting again.
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Oh Yes I have miss this.
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some interesting findings while surfing.
outer colonies field manuel
www.angelfire.com/empire/jef_b/index.html
Britannic coalition
www.angelfire.com/fang/dyrewolfes_den/bcfm.html
royalist alliance
www.angelfire.com/mech/warhammerbattle/alliance.html
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outer colonies field manuel
www.angelfire.com/empire/jef_b/index.html
Yeah, that was the first draft of the Outer Colonies, before I went back over it all and removed pretty all the munch and tried to at least make it realistic.
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Hi I can not access these items
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Hi I can not access these items
Try these links:
Field Manual: The Outer Colonies (http://www.angelfire.com/empire/jeff_b/Battletech.html)
Field Manual: The Royalist Alliance (http://www.angelfire.com/mech/warhammerbattle/alliance.html)
Field Manual: The Britannic Coalition (http://www.angelfire.com/fang/dyrewolfes_den/bcfmhome.html)
All three are somewhat interconnected, and there is even official fan-fiction (https://www.fanfiction.net/s/5501910/1/A-Friend-In-Need) for the The Britannic Coalition, with a sequel/continuation (https://www.fanfiction.net/s/5991831/1/A-Friend-In-Need-II-Shadow-of-the-Jihad)
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Thank You
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Interesting idea.
But there is one think I really, really do NOT like: Clan Wolverine. This seems to be a trope among many BT AU writers: Clan Wolverine survivors joins a Star League in Exile but keep their clan structure.
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...Guilty.