Battletech The Taurian Navy Timeline

Atarlost

Well-known member
Given how Autocannon crazy the Suns are, I'm betting they made Ultra and/or Rotary versions of their artillery pieces
That was only a post-Helm thing anyways. Different nations cracked the encryption on different parts of the database and the Davions got the autocannons and built a bunch of stuff with autocannons and then the writers flanderized them. Their Succession Wars hat had been replacing autocannons with energy weapons.
 
Late Starleague Era: TC

Doomsought

Well-known member
The Taurians were not greed about stealing technology from the Hegemony. They were primarily interested in Terran Hegemony manufacturing technology in order to give a boost to many of their own projects that have been languishing in the prototype phase. That is not to say that there weren't other key technologies that the Taurians acquired as part of their unofficial war reparations.

CASE was one with the highest priority, the Taurains had been attempting to develop CASE themselves as well as two related technologies that all hit the same bottlenecks. With Terran hegemony CASE in hand, they were able to deploy not only battlemech case, but also complete their cellular fuel tank project and restart progress on naval CASE for their warships. CASE was not the only key technology on the Taurians shopping list, they also acquired Artemis Fire Control Systems and numerous civilian technologies.

Terran hegemony computer technology allowed the Taurians to implement a long planned but before impractical upgrade to Light Point Defense Lasers in order to make them effective against swarm missiles. The heavier grades of point defense lasers instead benefit from rather recent improvements in Terran Hegemony optics that improved their effective range. Most importantly these improvements has little to no impact on weight or bulk, allowing them to be implemented as upgrade kits to already existing Taurian equipment.

The technology transfer also had some unexpected knock on effects. Terran Hegemony manufacturing technology reduced the cost of numerous battlement components. This combined with the ever increasing demand for space rated industrial mechs resulted in the development of the Improved Industrial Frame. There was nothing novel of any of the new structures components, it is simply a matter of improved manufacturing processes allowing a new industrial mech architecture that could incorporate more components that were before only used in battlemech. The Advanced Industrial Frame is both lighter than a standard Industrial Frame and battlemech style life support with only a minor increase in cost.

However, despite the prizes their navy had granted them, the TDF had many worries about the future. When they had increased recruitment efforts anticipating a war with the star league, they did not have enough military training facilities for the mobilizations that they would have needed. Also, despite their the Taurian Navy being first rate, their armies were at best equal to a great house's.

To solve the first issue, the TDF had numerous military academies and training bases constructed throughout the newer Taurian colonies. The facilities were deliberately built in excess of the Taurians current needs, and many of the training bases would be placed on loan to the local planetary militia after being built.

The latter problem however would take decades of debate over doctrine and design after redesign. One of the happiest developments for the TDF during this period was the development of development of Extended Range Pulse Lasers in 2778. Er-Pulse Lasers had little in parts commonality with standard pulse lasers or even the Terran Hegemony prototypes that were used to improve Point Defense Lasers, instead they are impressive miniaturization of Naval Pulse lasers which use a sophisticated but bulky multi-core stem with advanced optics.

Following not long after in 2779, a team of the researchers in the Taurian Ministry of Defense came up with the proposal of the Zombie Mech, a battlemech with a mainly energy weapon armament that would have both internal and external armor sufficient to outlast multiple opponents. While the TDF would not become completely married to the Zombie Mech Doctrine, the popularity of it as an idea made them reluctant to use extra-light fusion engines outside of aerospace fighters and combat vehicles. It took a mere 5 years for the Taurians to develop the Hardened structure that would protect the Zombie Mecks' internal components, and another two years to finish designing two new mechs according to the new doctrine.

The Gilgamesh was a one hundred ton command and fires support mech that had two Er-Large Pulse lasers as its primary weapons, a case protected LRM-15 for indirect fire and an Enhanced Light Point Defense Laser to counter with missiles and infantry. Accompanying it was the Enduku, a heavy brawler armed with four Er-Medium Pulse lasers, which had the same damage and range as a standard large laser.

Unfortunately the Taurians did not have time to back in pride over their new mechs. The Federates Suns had managed to get their hands on Terran Hegemony missile prototypes that the Taurains had missed, and managed to bring improved compact missile launchers into production lowering their desired goals and simply removing some systems that were causing bottlenecks. If what the Fedrats showcased was the flawed results, the Taurains would have to scramble to reduce the weight of their missile launchers in order to keep up with the inner sphere.

The first solution that the TDF accepted was to reduce some wasted weight be combining the launch systems for short and long ranged missiles. The Multi Missile Launcher was brought to the TDF by Oregon Contrails, a missile manufacturing company that had been founded in the Oregon Provence of the Concordat only sixty years ago. Oregon Contrails would soon after develop a Multi-Torpedo Launcher that would be marketed primarily to planetary militias. However, only a few months after deploying Multi-Missile Launcher based upgrade kits in 2791, the they received reports on the actual performance of the Terran Hegemony's improved missile launchers and it was worse than they had predicted.

This caused the TDF to re-examine and accept the second proposal that they had revived for the missile launcher problem. Piraeus Coil Foundry, a VMI subcontractor that primarily manufactured Artillery Gauss Riffles as well as some Naval Gauss Riffle components, believed that what TDF needed was not new Missile Launchers but a new indirect fire weapon that could match or exceed Terran Hegemony missile weapons in performance. PCF claimed that they could do just that by applying the same principles in the Artillery Gauss Riffle to the Mech Mortar. While their proposal had not been chosen for massed deployment, the TDF had accepted several combat vehicles featuring a single tube Gauss Mech Mortar and the performance was good enough that the TDF began constructing mechs with multi-tube Gauss Mech Mortars from the 2790's onward.

The TDF abandoning mech mounted missile launchers did not threaten Oregon Contrails, they knew that Gauss Mech Mortars could not be used in aerospace applications and instead took advantage of the new weapon system for their own uses. In 2795 they showcased a new bomber based on the Tomahawk air-frame, which was built around their new Multi-Purpose Dispenser system. The Multi Purpose Dispenser was able to deploy remote sensors and land mines, or release High Explosive shells for the Gauss Mech Mortar as gravity bombs.

Even while the TDF was struggling to deal with new missile tech, there was another matter that would have an impact on their doctrine going forward. Modular technology was quickly becoming practical on the battlement scale. Modular hydrolic and electrically powered components have been available for small industrial support vehicles since the Twentieth century. However, these modular components have largely been proprietary only working with a single model or brand, and never were seen on equipment more than a few tons.

Lee-Humphret Industries managed to make a breakthrough in both the scaling problems and compatibility in the 2775. They did not stop with industrial omnipods, the potential for militarization was obvious. In the 2780s they managed to create omnipods that can be used for Energy weapon as well as projectile weapons, but were unable to create linkages usable for both until 1791. Due to space concerns, these early omni pods were primarily used on combat vehicles and aerospace fighters. Inspiration struck while Lee-Humpret Industries were designing a mech mortar turret for the Omni-Devistator, and in 2798 they built a Thunderbolt variant with full arm omnipods. The full omnipods would not only provide modular functionality but also help protect the mech from ammunition explosions in the arms by automatically ejecting them.
 
Late Starleague Era TC Technologies

Doomsought

Well-known member
Technologies acquired covered by standard rules:
CASE, Hardened Structure, Clantech armor, clantech DHS, clantech Dropship engine, Multi-Missile Launcher, guardian ECM and Beagle active probes.

Advanced Industrial Frame
Some battlemech components becoming cheaper and the constantly increasing demand for vacuum rated industrial mechs has resulted in the development of the Advanced Industrial Frame. This improved structure doesn't contain any novel features, merely a hybrid combination of battlemech structural components and the simpler industrial mech components.

Construction Rules: Advanced Industrial Frames weigh fifteen percent of the industrial mech's total weight and come with environmental sealing for free. Industrial mechs with an Advanced Industrial frame do not need to allocate a critical slot to an ejection system if one is added.

Naval CASE
Due to the more relaxed weight limits on capital ships, Naval case uses additional armor in order to be more effect than mech scale CASE. Naval CASE prevents ammunition for heavy weaposn from suffering ammunition detonation. If the unit is carrying Capital grade ammunition, any structural integrity damage caused by an ammunition detonation is reduced to 1 point of damage.
Construction Rules: Naval CASE weighs half the tonnage of all ammunition on the unit, rounded up.

Cellular fuel Tanks
While primitive cellular fuel tanks have existed since the twentieth century, the protection provided by these systems has not scaled up with the development of energy weapons. Taurian Cellular fuel tanks apply the principles of CASE technology to existing cellular fuel tanks in order to prevent their aerospace units from being damaged by fuel explosions.
Game Rules: Critical hits to fuel tanks drain 10% of their maximum fuel capacity and deal no additional damage.
Construction Rules: Cellular fuel tanks are a replacement for standard fuel tanks. When dropship or warship install cellular fuel tanks, their tanks weigh 1.2 times their capacity (normal fuel tanks weigh 1.05 times their capacity). Aerospace fighters instead gain 60 points of fuel per ton of cellular fuel tanks instead of 80 points.

Multi Torpeto Launcher
The Torpedo variant of the Multi-Missile Launcher developed by Oregon Contrails, due to the rarity of deep water combat in space aged warfare, the MTL is primarily sold to planetary militias of ocean worlds.

Multi-Purpose Dispenser
Game Rules: The multi-purpose dispenser may act as a mine dispenser, Mine Dispenser, or bomb dispenser. As a bomb dispenser is deploys 9 Gauss Mech Mortar High explosive shells. The attack roll of a bombing attack with a MPD follows the standard rules for for altitude or dive bombing as described by total warfare, but also requires a roll on the clustered hit table according to the rules for a Gauss Mech Mortar operating under Bombardment mode.
Ammunition Per ton: Land/Sea Mines 4, Sensors 60, C3 Remote Sensors 6, Bombs 2

ER-Pulse lasers
Essentially Capital grade pulse lasers built in miniature, Taurian Er-Pulse lasers have multiple laser cores and use more durable optical materials normally only used in capital laser weapons. This makes Er-pulse lasers even heavier than standard pulse lasers, but also gives them sufficient range and damage to be as effective as a standard laser the next size up.
Both Small and Micro Er Pulse lasers have anti-infantry modes.

Er-Micro Pulse Laser
The Er-Micro Pulse laser was designed as a machine-gun replacement. In order to serve better as a long ranged infantry deterrent, the weapon sacrificed some of its effectiveness at armor. While primarily designed to serve on battle armor, it also can be used as a crew serviced weapon with a simple conversion kit. Vehicular versions of the Er-Micro Pulse laser come on a specialized pintle mount that includes a battery array and integrated power amplifier. The mech version of the Er-micro pulse laser requires a more invasive alteration than the other mounting kits, the integral heat sinks must be removed in order to install the laser into a cooling shroud, and the intrigral battery and power regulator must be removed in order to install an overcharger that slightly improves it range and damage.
Game rules: All Er-Micro pulse laser variants other than the mech mounted variant deal 2 damage to armored units or 1d6 + 1 damage to infantry. The mech mounted variant deals 3 damage to armor and 2d6 damage to infantry.
Construction rules: the vehicular er-micro pulse laser does not require heat sinks or power amplifiers when installed on a unit with ICE engines. The Mech mounted variant can also be mounted on Fuel Cell and Fusion powered combat vehicles, but requires heat sinks as a heavy energy weapon.

Enhanced Light Point Defense Laser
These weapons have the same rules as standard light point defense lasers, except they may also be used against swarm missiles and deal 20 damage to infantry.

Improved Medium and Large Point Defense Laser:
These weapons follow the same rules as Standard Medium and Heavy Point Defense Lasers except they have better range.

Omni-pods
An advanced application of modular technology, each omnipod is a bundle of weapons and equipment on a light weight frame attached to standardized mounting points on a matching unit. These frames and mounting points are designed to allow a unit to quickly swap out ombnipods, providing greater tactical flexibility at a small cost of cargo. The weight of both the frame and mounting points are both factored into weight and space of the omni-pod equipment. There are general types of omnipods based on the type of equipment they may mount, and two special types of omnipods.
Game Rules:
Cricial hits to the omnipod mounting equipment causes power failure for Omni mounted components.
Turret and full arm omnipods are extremely easy to replace as long as a replacement turret or arm is available. Turret mounted omnipods can be replaced in 5 turns if a lift joist is available, or ten turns if using mech hand actuators. Full arm omnipods can be replaced in 6 turns with a lift hoist or mech bay, 4 turns with mech hand actuators, or 2 turns with a mech using salvage arms. All other types of omnipods take thirty minutes to an hour to swap.
Construction Rules:
Omnipods may only be mounted on mechs, aerospace fighters, and combat vehicles. Support vehicles and advanced structures may mount omni turrets only. Only mechs may mount full arm omnipods.

A unit may only mount omnipods in locations with omni-pod equipment installed in them, however there are special rules for omni-turrets and full arm omnipods. The equipment installed in an omnipod may only have as much space as remaining available in the location where the omni-pod equipment is located, but any unused weight capacity a unit has may be distributed between its omnipods freely.

Each omnit-pod equipment occupies one critical slot in mechs, costs one space in combat vehicles, and reduces external stores hardpoints in ASF.

Omni-turrets: Omni pod mounting equipment installed on a turret location does not count towards the turret weight, instead it functions as a modification to the turret equipment.

All omnipods may mount heat sinks and modular armor. Industrial Omni Pods can only mount equipment listed on the Industrial Equipment Table on page 344 of Total Warfare, ECM, active probes, melee weapons, Recon Cameras and Satellite imagers. Energy Omnipods may only energy weapons, ECM, Active Probes and satellite imagers. Projectile omnipods may only ballistic weapons, missile weapons and ammunition bins. Universal omnipods and full arm omnipods may mount any of the equipment allowed to be installed in omnipods above.

Full Arm Omni-pod (OMNI/A)
This system places the entire arm of a mech on a modular hard point, making it a universal omni pod.
Game Rules: It is possible to eject an arm mounted as a full arm omnipod in an emergency. If the arm is suffering from an ammunition explosion, the mech may make a piloting check to eject the arm and prevent any damage overflow.
Construction Rules: The omnipod equipment occupies the shoulder section of the side torso, and prevents the mounting of shoulder turrets. The arm may mount omnipods of any type, and may even reclaim arm acuators for additional space.

Omnipod equipment abbreviations and weight
Industrial, OMNI/I, 0.5 tons
Energy, OMNI/E, 0.5 tons
Projectile, OMNI/P, 0.5 tons
Universal, OMNI/U, 1 ton
Full Arm, Omni/A, 1 ton

Gauss Mech Mortar
The Gauss mech mortar is an indirect fire weapon designed to help Taurian ground forces indirect fire capacity catch up with the improvements in LRM technology produced by the Terran Hegemony and Federated Suns. The Guass Mech Mortar applies the same principles as the Artillery Gauss Cannon to mortars rather than howitzers. By slightly increasing the weight of the ammunition and removing the need for propellant, the shells of the GMM deal twice as much damage as those of a Mech Mortar.
Game Rules:
Gauss Mech Mortars follow the same rules as mech mortars, except they may only be used for inirect fire attacks.

Bombardment mode (Optional): The GMM was designed by artilerists, thus has a toggle switch to disable the safety fuse in the shells and allow them to detonate when they scatter from their intended target. When a GMM misses its target while in Bombardment mode, the attack scatters as artillery attack. When rolling for scatter distance, roll only 1d6 and divide the result by 2 rounding up. Shells that miss the target hex due to the clustered hit roll may also have an effect, for each shell that does not hit the target hex, roll for a direction on the artillery scatter diagram and apply the effect of this shell to the adjacent hex in that direction. In both cases, the missed shells target the hex rather than a unit in the hex.

Alternate Ammunition:
Inferno Shells have the same effect as inferno missiles, except each shell counts as 2 inferno missiles.
High explosive Shells: High explosive shells may only target hexes rather than units and deal 4 points of AOE damage per shell.
Air burst Shells: Air burst shells deal 12 points of damage to infantry in the hex per shell.
Smoke Shells: Smoke shells follow the same rules as smoke missiles (TO 371)
Flame Retardant Shells: These uncommon fire fighting shells target a hex rather than a unit. The shells detonate midair over the hex showing it with flame retardant foam, putting out all fires including those caused by inferno ammunition. This type of ammunition is kept in stock at most depots, bases and headquarters units.


ModelHeatDamageMinShortMediumLong
ExtremeTonsCritical slotsAmmo Per ton
GMM/114/shell791828361.5118
GMM/224/shell79182836319
GMM/434/shell79182836424.5
GMM/644/shell79182836523
Er-LPL1310-715233083-
Er-MPL67-59141832-
Er-SPL35 / 3d6-369121.51-
Er-μPL(BA)-2 /1d6+1-2468200kg1 (BA)0.3kg
Er-μPL(V)02/1d6+1-24680.51 (CV)-
Er-μPL(M)13/2d6-258100.51-
MPD04A/shell-0---0.r160/4/2
Improved MPDL28
24/20-
369121111-
Improved HPDL4032/30-
5
10
15
20
25
25
-
 
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Late Starleague Era TC Units

Doomsought

Well-known member
Girder Ape II
GA-II
40 ton Industrial Mech
Structure: Advanced Industrial Frame 6 tons
Engine: Class 200 Fusion 8.5 tons
Gyro: Standard 2 tons
Jumpjets: 6 MP 6 tons
Fuel: 2 tons
Cockpit: 3 tons
Heat Sinks: 10 single 0 tons
Armor: industrial 8 tons
Medium Pulse Laser, 2 tons, 1 LA, 4 heat
Spot Welder*, 2 tons, 1 RA, 2 heat
Welder Rotor*, 0.5 tons, 1 RA

Universal Logistic Mech
ULM-1
80 ton Industrial Quad Mech
Structure: Advanced Industrial Frame 12 tons
Engine: Class 320 Fusion Engine 22.5 tons
Gyroscope: 4 tons
Jump Jets: 4 Mp, 4 tons
Cockpit: Advanced Fire Control 3 tons
Armor: Heavy Industrial 7.5 tons
Heat Sinks: 10 Standard 0 tons
Light Pulse Laser, HD, 1 ton, 2 heat
Medium Pulse Laser, CT, 2 tons, 4 heat
Lift Hoist CT 3 tons
Industrial Omni-Pod, LT, 0.5 tons
Industrial Omni-Pod, RT, 0.5 tons

Universal Work Mech
UWM-30
30 ton bipedal industrial mech
Structure: Advanced Industrial Frame 4.5 tons
Engine: Class 180 Fusion 7 tons
Jump Jets (2 MP) 1 tons
Gyroscope: 2 tons
Cockpit: 3 tons
Armor: Standard 2.5 tons
Heat Sinks: 10 standard 0 tons
Industrial Omni-Pod, LA, 1 tons
Industrial Omni-Pod, RA, 1 tons

Gilgamesh
Contemporary to Atlas IICP
GMS-H1
100 ton mech
Structure: Hardened Structure 20 tons
Engine: Class 300 Fusion 19 tons
Gyro: 3 tons
Cockpit: 3 tons
Armor: Ferro-Fibrous 17 tons
Heat Sinks: 18 Double Heat Sinks 8 tons
LRM-15, 3LT, 7 tons, 5 heat
CASE, LT, 0.5
LRM Ammo (30), 3 LT, 3 tons
Enhanced Light Point Defense Laser, 3 RT, 3 tons, 5 heat
Turret Equipment, RT, 0.5 tons
ER-LPL, 3 LA, 8 tons, 13 heat
ER-LPL, 3 RA, 8 tons, 13 heat
Design Quirk: Command Mech
Variants:
GMS-GM: Replace the LRM-15 with a GMM/6 and 2 tons of ammunition.

Enduku
ENK-H1
75 Ton Mech
Structure: Hardened Structure 15 tons
Engine: Class 300 Fusion Engine 19 tons
Gyro: 3 tons
Cockpit: 3 tons
Jumpjets (4MP) 4 tons
Armor: Ferro-Fibrous 13 tons
Heat Sinks: 12 Double Heat Sinks 2 tons
TAG, LT, 1 ton
2 ER-MPL, 4 LA, 6 tons, 12 heat
2 ER-MPL, 4 RA, 6 tons, 12 heat

Toro
TR-2C
35 ton mech
Structure: 3.5 tons
Engine: class 175 fusion 7tons
Gyro: 2 tons
Cockpit 3 tons
Heat sinks: 8 DHS 0 tons
Armor: 115 AF, Ferro Fibrous (C) 6 tons
ER-LPL, LA, 8 tons, 13 heat
GMM/1, LT, 1.5 tons, 1 heat
GMM/1, RT, 1.5 tons, 1 heat
Case, RT, 0.5 tons
GMM Ammo (36), 2 RT, 2 ton
Quirks: Narrow Profile

Talos
TLS-2
50 ton mech
Structure: 5 tons
Engine: Class 200 fusion 8.5 tons
Gyro: 2 tons
Cockpit: 3 tons
Heat Sinks: 8 DHS 0 tons
Armor: 124 AF Fero Fibrous (C) 6.5 tons
MH-15, 9 RA/ 5 RT, 14 tons, 10 heat
MML-7+Artemis, 5 LT, 5.5 tons, 5 heat
Case, RT, 0.5 tons
MH-15 Ammo (24), 2 RT, 2 tons
MML Ammo, 2 RT, 2 tons

Comanche
CMC-2H
90 ton Battlemech
Structure: Hardened Structure 18 tons
Engine: Class 270 Standard Fusion 14.5 tons
Gyro: Standard 3 tons
Cockpit: Standard 3 tons
Heat Sinks: 14 Double 4 tons
Armor: 278 Ferro-Fibrous 14.5 tons
Shoulder Turret, RT, 1.5 tons
Enhanced M-PDL, RT(T) 11, 11 tons, 28 heat
ER-LPL, 2RA, 8 tons, 13 heat
GMM/6, 2LT, 5 tons, 4 heat
CASE, LT, 0.5 tons
GMM Ammo (18), 6LT, 6 tons
Design Quirk: Command Mech

Thunderbolt 5O
65 ton mech
Structure 6.5 tons
Engine: Class 260 fustion 13.5 tons
Gyro: 3 tons
Cockpit: 3 tons
Armor: 211 AP Ferro-Fibrous(C) 11 tons
Heat Sinks: 10 DHS, 0 tons
Full Arm Omnipod, LT, 1 ton
2 MML-7 + Artemis, 10 LT, 11 tons, 8 heat
Full Arm Omnipod, RT, 1 ton
CASE, 1 RT, 0.5 tons
MML Ammo Bin, 3 RT, 3 tons
ER-Small Pulse Laser, 1 RT, 1.5 tons, 3 heat
10 tons pod space
Medium Range Config A: 2 ER-MPL, 2 MPL
Medium Range Config B: 2 ER-MPL, 4 'Mech Er-μPL, 2 DHS
LR Config A: Er-Large Pulse Laser, 2 DHS
Short Range Config A: 2 RPPC, 2 Medium Laser, 6 DHS

Stinger STG-4E
Double heat sinks, Ferro-fibrous
2 Mech Er-Micro Pulse Lasers, 1 ER-Medium Pulse Laser

Conan
CN-MO6
60 ton Aerospace Fighter
Engine: Class 300 XL engine 9.5 tons
Fuel: Cellulular Fuel Tanks 5 tons
Cockpit: 3 tons
Armor: 259 Ferro-Aluminum 13.5 tons
Heat Sinks: 10 DHS 0 tons
CASE 0.5 tons
MML Ammo 3 tons
Energy Omnipod (14 tons), Nose, 0.5 tons
MML-7 + Artemis, LW, 5.5 tons, 4 heat
MML-7 + Artemis, RW, 5.5 tons, 4 heat

Bandit
The Bandit is a land-air mech designed primarily be Terran Hegemony expatriots that got burned by inner sphere politics. The bandit is able to mount ferro-fibrous armor do to a combination of recent improvements allowing more compact ferro-fibrous armor as well as the Taurian's experience placing armor inside the mechs structure from the Gilgamesh and Enduku battlemechs.
45 ton Land Air Mech
BDT-1S
Structure: 4.5 tons
Engine: Class 225 fusion 10 tons
Fuel: 3 ton
Jump Jets (5 jump mp, 1LL, 1RL,3CT) 2.5 tons
Transformation equipment: 4.5 tons
Gyro: 3 tons
Cockpit: Small 2 tons
Heat Sinks: 9 DHS, 0 tons
Armor: 124 AF Ferro-Fibrous (C) 6.5 tons
Multi-Purpose Dispenser, LT, 0.5 tons, 0heat
MPD Ammo (120/8/4), 2 tons
Multi-Purpose Dispenser, RT, 0.5 tons, 0 heat
MPD Ammo (120/8/4), 2 tons
Enhanced LPDL + Shoulder Turret, 4 RT, 3.5 tons, 5 heat
ER-Medium Pulse Laser, 2 RA, 3 tons, 6 heat
Quirks: Illegal Design, Improved sensors
Variants:
BDT-1F: replaces its Multi-Purpose Dispensers with a pair of ER Small Pulse lasers and four Er-Mico Pulse lasers.

General Lee Class ASF
In order to prove that he had assimilated into the Concordat, an ex-Terran noble published restored copies of an ancient Terran western called the Dukes of Hazard from his private antique collection. The show became wildly popular in the Taurian Concordat and the first class of aerospace fighters built around Er-Pulse Laser technology ended up named after the muscle car in the show.
30 ton ASF
Engine: Class 210 XL 4.5 tons
Fuel: 3 tons
Cockpit: 3 tons
Armor: 10.5 tons
Heat Sinks: 9 DHS 0 tons
Weapons: 3 ER-MPL, 9 tons, 18 heat

Zhuque II
HQU-IIA
The Zhuque received a massive redesign due to the improvements in thecnology since its introduction. The PPC and medium laser on each wing were replaced with an ER-Large Pulse Laser, the fuel tanks were upgraded to cellular fuel tanks and the armor was improved to ferro-fibrous. Upgrading to an XL engine provided enough room to add 3 heats sinks and 4.5 tons of armor, and allocate 2 more tons of weight for fuel.

Rogue RGE-133TM
XL engine, 2 MML-9 + Artemis, 2 ER medium pulse laser
In return for providing industrial equipment such that Iona Light Shipyards could operate independently for Terran Hegemony supply lines, Oregon Contrails was given a license and blueprints for the Rogue, which they redesigned around the multi-missile launcher.

Tomahawk Bomber
THK-63LRB
Using experience gained from modifying the Rogue, Oregon Contrails redesigned the Tomahawk airframe around an extra light fusion engine which gave them enough spare mass to add two tons of armor and arm it with 2 Er-Medium Pulse Laser and Multi-Purpose Dispensers with 8 tons of ammunition.

Omni Devastator
80 ton Tracked CV
Structure: 8 tons
Engine: Class 240 fusion 17.5 tons
Control System: 4 tons
Heat Sinks: 10 standard, 0 tons
Armor: 211 AF, Ferro-Fibrous (C), 11 tons
Turret Equipment: 3.5 tons
Universal Omni pod (T) 1 ton
Pod space: 35 tons
Loadouts:
Artillery: 2 MH-15, 6 tons of ammo, 1 ton of armor
AC-20: 2 AC-20, 6 tons of ammo, 1 ton of armor.
Guass: 2 Gauss Riffle, 5 tons of ammo
Mortar: 3 GMM-6. GMM Ammo (45), CASE, 4.5 tons armor
Missile: 4 MML-9+ Artemis, 7 tons of ammo

Onager
50 ton Wheeled Combat Vehicle
Structure: 5 tons
Engine: Class 230 Fuel Cell 13 tons (5 crusie mp, 8 flank)
Control Systems: 2.5 tons
Armor: 153 AF Ferro-Fibrous (C) 8 tons
CASE, CH, 0.5 tons
GMM Ammo (30) 10 tons
Turret Equipment: 1 ton
2 GMM-6, T, 10 tons, 8 heat
Quirks: Rugged, Powered Reverse

Bucaphel
37 ton hovercraft
Structure: 4 tons
Engine: Class 170 Fuel Cell (9 cruise mp) 7.5 tons
Lift Equipment: 4 tons
Control Systems: 2 tons
Armor: Ferro-Fibrous 6 tons
Infantry Bay (2 platoons) 10 tons
GMM Ammo (18) 1 ton
Turret Equipment: 0.5 ton
GMM/1, T, 1.5 tons
Er-Micro Pulse Laser (M), T, 0.5 ton
Quirks: Acurate Weapon (GMM)

Cappybara IFV
10 ton wheeled CV
Structure: 2 tons
Engine: Class 80 Fusion engine, 4 tons
(10 crusie mp, 15 flank)
Control Systems: 1 ton
Armor: Ferro-Fibrous (C) 5 tons
Active Probe 1.5 tons
Enhanced LPDL + Turret, 3.5 tons, 5 heat
Infantry compartment 3 tons
Design Quirks: Low Profile

Hippogriff
10 ton VTOL
Structure: 1 ton
Engine: Class 40 ICE 1.5 tons
Rotors: 1 ton
Heat Sinks: 0
Armor: 75 Ferro Fibrous (C) 4 tons
Recon Camera, Nose, 0.5 tons
Er-Micro Pulse Laser (Vehicular), LS, 0.5 tons
Er-Micro Pulse Laser (Vehicular), RS, 0.5 tons
Passenger compartment 1 ton
The hippogriff is a multipurpose VTOL used primarily by the Taurian Constabulary and planetary police forces. It is primarily used for surveillance and a fast response transport, however has the necessary electronics and armaments to be used as a military scout if needed. While not a standard feature, most Hippogriffs have paramedic equipment installed in their passenger compartment by their users.

Iris
5 ton VTOL (6 space)
Strucutre: 0.5 tons
Engine: Class 40 XL fusion 1 ton 2 space
(16 cruise MP, 24 flank)
Rotors: 0.5 tons
Controls: 0.5 tons
Heat Sinks: 10 single 0 tons
Armor: 28 Ferror Fibrous (C) 1.5 tons 1 space
Er-Micro Pulse Laser (Mech), Forward, 0.5 tons, 1 heat
Recon Camera, Forward, 0.5 tons
Quirks: Low/Narrow Profile, Improved Communications, Dual Rotor (Tilt Rotor)
The Iris was is a tiny military scout tilt-rotor. It is lightly armed, only mounting an anti-infantry pulse laser to protect itself from infantry, thus it relies on speed and stealth as its main forms of defense. The design incorporates many stealth features, such as noise reducing engine baffles. While not effective against modern sensor suites, they do make it much more difficult to spot by infantry and rear line forces using mostly civilian equipment.
 

Doomsought

Well-known member
How exactly does the rules for the omnipods here differ from the rules for omnipods in the vanilla game?
Massively nerfed. You have to allocate mass and space for the pod system, per location that can mount omnipods. There are also greater limits to what kind of equipment can be mounted in a pod based on what type of pod mounting equipment is used (Industrial, projectile, energy, or all the above at the cost of twice the weight)

Also rather than randomly swapping weapons, you actually have a pod with the weapons mounted already mounted in it that is them mounted onto the omnipod equipment. The one advantage is that turret and full arm omnipods are very fast to replace.
 
Late Starleague Era: FS

Doomsought

Well-known member
When the Federated Suns got their hands on the prototype compact missile launchers created by the Terran Hegemony, they quickly discovered why the weapons were still prototypes and not production weapons. Both missile launchers had significant problems with their ammunition feed systems, leading to them jamming or firing incomplete missile volleys. Federated Suns engineers chose different solutions for the short and long range missile launchers based on the role they envisioned the weapons being used in.

The largest benefit the Federated Suns saw in the Terran hegemony long ranged missiles was that they lacked a minimum range. They envisioned future Federated Suns mechs using LRMs at short to medium range and dart missiles at long range. Thus in this case they downgraded to a standard LRM ammunition feed system, and then used the small amount of saved space and weight to add an improve the fire control system that could better lock onto targets at short range. Because of their ability to fire at targets at short range, the new missile launchers were called Hair-trigger LRMs.

With LRMs being able to replace SRMs on their larger mechs, the Federated Suns saw SRMs only being used on bugmechs. The Federated Suns engineers attempted to simplify the ammunition feed system of the prototypes while still maintaining the compactness. They removed the standard modular connections and redesigned the missile launchers to draw ammunition from clips mounted directly inside the missile launcher. While this did give the missile launcher a fixed amount of ammunition, bug-mechs didn't mount over a ton of ammo anyways.

However despite being impressive improvements on previous missile weapons, they would be produced for only a few short decades before the AFFS became dissatisfied with traditional swarm missiles and started the Tactical Missile Program. The Tactical missile was required to combine the best traits of the short ranged and long ranged missiles into a medium range missile. This would allow the AFFS to simplify their logistics system by eliminating both the short and long ranged missiles, and only use DART and tactical missiles.

When it came out in 2805 the Tactical missile launcher boasted the same range as a AC/10 or large laser and an improved fire control system based on the one used in the Hair-trigger LRM. It was also tactically flexible, being supported by three ammunition types. It could fire HEAT and Inferno missile just as efficient as those used by SRM launchers but with a much longer range. The fire control system also incorporated features found in the Point defense missile system, allowing it to fire anti-missile missiles when used in point defense mode.

While wildly successfully at their technical requirements, the Tactical Missile would fail to simplify the Federated Suns logistics. Instead it would just add yet another missile standard as they had to support older mechs and combat vehicles well past the first succession war and even into the early part of the second.

Meanwhile the Federated Suns did not ignore their masterwork, the dart missile Launcher. During the period after the Ameris Civil war, the Federated Suns gained two new types of Dart ammunition. The first was a FASCAM system copied almost directly from an Arrow IV FASCAM line they acquired. The second was a internal combustion engine propelled dart missile which has a much longer range, as much as a full sized Arrow IV missile, at the cost of only being usable in atmosphere.

The tooling that Johnston Industries had acquired for their first production lines of Guardian ECMs in 2779 was not quite up to the task, resulting in a large number of defective ECM systems. While the defects were easy to detect, they were irreparable and would cause the ECMs circuitry to burn out after only a few hours of use. Worse yet, the defects were too common for them to simply scrap or even recycle the defective units. This issue would haunt Johnston Industries executives until 2781. During a briefing on the effects of electronic warfare in space combat with the AFFS, their marketing lead realized that disposable ECM units for use in aerospace combat might have a viable market niche. Johnston Industries quickly figured out a way to refit the defective ECMs to fit into a space mine chassis and run off battery power.

Tests of the electronic warfare mines had lackluster results until their engineers added flare launchers on the mines and ejected them with mono-filament chaff. With these elements combined a large volume of space could be rendered effectively opaque to fire control sensors. It took until 2784 to produce a launch system that would reliably launch the electronic warfare mines in the middle of combat maneuvers. The AFFS became heavily invested in the new weapon system when it started to show promise and had the launch of their new Vixen class corvettes delayed by several months in order to redesign them to carry Electronic Warfare Mines.

These new technologies served to bolster a new school of thought in the Federated Suns navy which had been growing over the last century. These officers believed that with the mass efficiency of the Dart Missile launcher and the ever increasing availability of active defenses, the Federated Suns navy should focus on high speed corvettes and cruisers rather than battleships. Do to their influence the Department of The Line decided that the next capital ship for the Federated Suns would be a cruiser with a maximum thrust of four gravities. The first Avalon class cruiser would come into service int 2809, just in time to serve in the conflicts that would follow.

Electronic Warfare Mines are Screen Launchers by another name.

Alternate Ammunition for Dart Missile launcher
FASCAM
Game Rules: Produces a minefield with 5 points of mines per missile that hits the hex.
Dart Cruise Missiles
Game Rules: These long ranged missiles use ICE engines, thus can only be used in an oxygen right atmosphere. Dart Cruise Missiles are fired using same rules as an ARROW IV homing missile, but do not scatter on a miss and resolve damage with a clustered hit roll as a standard DART Missile
HE
Game Rules: High Explosive Dart Missiles deal 4 area of effect damage per missile to hit the target hex.
Bomb Mounted Dart Missiles
Game Rules: An aerospace fighter may mount 2 BMDMs per bomb hardpoint, all dart missiles launched at the same time act as if released from a single launcher

Hair-trigger LRM
Hair trigger LRMS do not have a minimum range and incorporate light weight alternative to Artemis guidance system that is more effective at short to medium range. This targeting system grants a +2 clustered hit rolls at close range and a +1 at medium range. Hair trigger LRMs otherwise follow the same rules as standard LRMs.

Compact SRM
These advance SRM missile launchers are smaller and lighter than standard SRM launchers, however this comes at the cost of having ammunition stored inside the missile launcher itself.
Game rules: Compact SRM cannot use ammunition from an ammunition bin, only their internal ammunition. If a compact SRM receives a critical hit, it will produce an ammunition explosion.

TypeHeatDamageShortMediumLongWeightCritical SlotsBuilt-In Ammunition
CSRM-222/missile3691225
CSRM-432/missile3692220
CSRM-642/missile3692.5315

Tactical missile launcher
Based on the Hair Trigger LRM, thje tactical missile launcehr is designed to fire a new missile type that combines the best aspects of SRM and LRM. The tacitcal missile launcher includes an intigral fire control system that makes in incompatible with artemis.
Game Rules: Tactical missile luanchers gain a bonus to clustered hit rolls based on range: +3 at short range, +2 at medium, +1 at long and +0 at extreme. Tactical missile launchers have 6 point damage groupings.

Model
Heat
Damage
(Aero)
ShortMediumLong ExtremeTonsCritical slotsAmmo Per ton
TML/3
3
2/msl
(6/4/4/4)
5
10
15
20
1.5
3
20
TML/6
6
2/msl
(10/10/8/8)
5
10
15
20
3.5
4
10
TML/9
9
2/msl
(14/14/10/10)
5
10
15
20
5
5
7
TML/12
12
2/msl
(20/20/16/16)
5
10
15
20
7
6
5

Tactical missile launchers can fire Inferno missiles that have an identical effect to SRM inferno missiles but use the range of Tactical missile launchers.

The Tactical missile launcher can fire Anti-missile missiles, if this ammunition type is available it can be fired from the Tactical missile luancher using the same ruels as a PDMS except the TML deals its short ranged aerospace damage to the intercepted missiles.

Wasp
WSP-1F
This Wasp variant replaces its SRM2 and ammo with a CSRM-4, effectively doubling its missile fire capability.

Locust
LCT-2Vm
Locust variant uses the same chassis and engine as the LCT-1Vb, but mounts CSM-6 in each arm and upgrades the torso mounted laser to a medium pulse laser.

Fire Beetle
FFB-1L
35 tons quad mech
Structure: Endosteal 2 tons
Engine: Class 175 XL Engine 3.5 tons
Gyro: 2 tons
Cockpit: 3 tons
Armor: Ferro-Carbide 6.5 tons
Heat Sinks: 10 DHS
MPL, 1CT, 2 tons, 4 heat
HTLRM-10, 2 LT, 5 tons, 4 heat
LRM Ammo (12)+CASE, 2 LT, 1.5 tons
HTLRM-10, 2RT, 5 tons, 4 heat
LRM Ammo (24) + CASE, 3 RT, 2.5 tons
Quirks: Low Profile, Static Feed
Variants:
FFB-2T
Only just began production just before the first succession war, replaces HTLRM-10s with TML/9s, and corrects the flaws ammunition feed system.

Atlas AS7-FS
This Federated Suns Atlas Variant introduced in 2805 replaces the auto-cannon and missile launchers in the standard Atlas with a torso mounted Dart-5 missile launcher and a pair of 12 tube Tactical Missile Launchers, one in each arm. In order to use these weapons it has been upgraded to use twelve double heat sinks and carries six tons of ammunition for both missile launchers protected by CASE.

Lancer
the same as the cannon lancer except it mounts a TML-12 instead of a LRM-10 + Artemis.

240000 ton Corvette

Engine 4 safe thrust 72000 57600 tons
Fuel 6000 tons, 6120
Structure: 100 SI, 24000 tons
Jump Drive: 7 SI, 108600 tons
Jump Sail: 5 SI, 42 tons
LF battery: 720 tons
Control Systems: 600 tons
Armor: 384 Improved Ferro Aluminum, 480 tons
Heat sink: 2150 SHS (420 weight free) 1730 tons

Crew 30 officer, 95 enlsited 55 gunners 1350 tons
Grav Deck(112m) 100 tons
2 Dropship collars 2000 tons
12 escape pods 84 tons

Nose 406 heat
2 NL55, 2200 tons, 170 heat
4 Dart-20 + Calisto, 251 tons,160 heat
4 LPL, 28 tons, 40 heat
6 PDMS, 54 tons, 36 heat
Dart Ammo (40) 80 tons
PDM Ammo (120) 15 tons

FL/FR/AL/AR 426 heat
2 NL55, 2200 tons, 170 heat
4 Dart-20 + Calisto, 251 tons,160 heat
2 Screen Launchers, 80 tons, 20 heat
4 LPL, 28 tons, 40 heat
6 PDMS, 54 tons, 36 heat
Dart Ammo (80) 160 tons
Screen Launcher Ammo (20) 200 tons
PDM Ammo (120) 15 tons

LBR/RBS/Aft 272 heat
4 SCL/1, 600 tons, 96 heat
2 Dart-20 + Calisto, 147 tons,80 heat
2 Screen Launchers, 80 tons, 20 heat
4 LPL, 28 tons, 40 heat
6 PDMS, 54 tons, 36 heat
Dart Ammo (40) 80 tons
Screen Launcher Ammo (20) 200 tons
PDM Ammo (120) 15 tons

Bay 1 (8 Dropships) 5000 tons
Bay 2 (12 fighters) 1800 tons
Bay 3 (cargo) 15677 tons
Variants: Vixens built after 2810 replace their PDMS with TML/12s at the cost of some cargo space

770,000 ton cruiser

Engine: 5 safe thrust 250250 tons
Fuel: 10000 tons, 10200 tons
Structure: 120 SI, 92400 tons
Jump Drive: 16 SI, 348425 tons
Jump Sail: 6 SI, 68.5 tons
LF battery: 7,700 tons
Control Systems: 1925 tons
Armor: 1848 points Lammellar Ferro Carbide 1848 tons
Heat sinks: 2128 DHS (652 WF) 1476 tons
Crew 54 officers 203 enlisted 67 gunners 1940 tons
Marines: 16 BA, 100 infantry 52 tons
Passangers: 6 First Class, 28 Steerage 200 tons
Grav Deck (145m,145m) 200 tons
4 Dropship collars 4000 tons

Nose/Aft (4683 tons, 628 heat)
4 NL45, 3600 tons, 280 heat
6 Dart-20 + Calisto, 375 tons, 240 heat
2 Screen Launchers, 80 tons, 20 heat
2 PDAC/20, 44 tons, 16 heat
6 TML/12, 42 tons, 72 heat
Dart Ammo (60) 120 tons
Screen Launcher Ammo (40) 400 tons
TML Ammo (100) 20 tons

FL/FR/AL/AR/LBS/RBS (12607 tons, 563 heat)
Heavy NPPC, 3000 tons, 135 heat
8 Dart-20 + Calisto, 499 tons 320 heat
2 Screen Launchers, 80 tons, 20 heat
2 PDAC/20, 44 tons, 16 heat
6 TML/12, 42 tons, 72 heat
Dart Ammo (200) 400 tons
Screen Launcher Ammo (50) 500 tons
TML Ammo (120) 24 tons

Bay 1 (12 Dropships) 7000 tons
Bay 2 (20 fighters + 4 smallcraft) 3800 tons
Bay 3 (cargo) 15197.5 tons
 
Last edited:
Late Starleague Era: TH

Doomsought

Well-known member
When Judith Cameron took over the Terran Hegmeony, she valued Kerinsky for his advice, but did not depend on him. For example she allowed the Taurains to take their pick of Terran Hegemony factories as a form of unofficial war reparations despite General Kerinsky's protests.

Judith Cameron relied on the simple tactic of promising non action in order to secure her position as the First Lord. Were any of the other House Lords take control of the Star League, they would surely use it to gain advantage over their peers. A danger she creatively insinuated to the House Lords whenever they so much as looked like they were going to propose the Cameron Line loose control of the Star League.

She actually kept the promise as well. While eccentric, Judith Cameron was far more intelligent than one would assume from her history before being burdened with leadership. Whenever one of the house lords wanted something, she insisted that they would come to earth and discuss it with her while she made their portrait. The Burden of such a long trip filtered the House Lord's needs from their wants. If they came, she would fulfill at least part of their request. The portraits created during these meetings would become valuable collector pieces and family heirlooms of the House Lords.

While she avoided drastic action within the Star League, she was heavily involved in the reconstruction of the Terran Hegemony and was responsible for many reforms that helped speed the recovery.

Due to the need for some austerity and its proven weaknesses, Judith Cameron stopped all construction of the SDS system. But she did abandon the technology completely, instead she asked for the technology to be redesigned for a hybrid approach with the most expensive parts being replaced by manned operators while still incorporating a high degree of automation. The end result was called the Semi-Automated Control System and would reduce the crew requirements of a warship nearly by half while still providing improved electronic warfare capabilities.

Judith Cameron was succeeded by her younger son, Picasso Cameron who had proved himself during the Ameris civil war as both a talented LAM pilot and competent officer. Mozart believed that Land Air Mechs were a pilot's romance and invested his personal funds and allowance from the Cameron dynasty into LAM technology. When he took the throne, he had Terran hegemony funding put behind the development of the more successful technologies to be prototyped under his personal funding.

Shortly before and during the start of Picasso reign many pre-war prototypes were made ready for massed production and Terran hegemony scientists could look towards further improvements. One system that concerned other parties was a project to replace the SDS era Autonomous Tactical Analysis Computer with a hierarchical battle network that could include entire naval task force. The Taurains had already been keen on the possibility of incorporating networked warfare into their own warships, and the the decision by the Terran Hegemony to continue down that path told the Taurains that the Naval C3 system was a technology that they needed to develop.

Also heavy on the Taurain's minds was the fact that they soon would not have the only navy with next generation capital weapons. Rather than pursuing spinal weapon like the Taurians and Draconis Combine, the SLDF Bureau of Weapons began applying the same technical improvements applied to the Terran Hegemony's enhanced ER-PPCs to capital PPCs. This resulted in four new classes of Extended Range Naval PPCs being deployed to the Royal elements of the SLDF just in time for the first succession war.
complete the LBX, ER-laser, and ultra AC lineups by 2770.
clantech energy weapons, missiles, engines, endo steel and DHS by 2790s
Clantech grade PDMS weigh 5 tons and occupy 3 Crits
Artemis V is developed in 2789 and is also compatible with Dart missile launchers, but does not improve their range when used in space combat like Calisto FCS.

Improved Light Engines
One of the technologies developed by Picasso Cameron for land-air mechs. The Improved light Fusion engine is slightly lighter than a standard engine, while maintaining the same size and also supporting the unique ability to mount jump jets directly inside the engine.

Construction rules: Improved Light Engines use the light engine column on the master engine table to determine their weight but only occupy the same space as a standard engine. Improve light engines can substitute weight free jump-jets for weight free heat sinks (any combination with a total of ten).

Aerospace Endo-composite
In order to reduce the weight of LAM structures, Picasso Cameron had a hybrid mech structure developed that used endosteel where allowed by the transformation gear and standard structural materials elsewhere.

Construction rules: Land Air Mechs using Aerospace Endo-Composite do not have landing gear. Aerospace Endo-composite always occupies the last two critical slots in the center torso, the first and second slot on the left and right torso, with the avionics being displaced to the third slot. Aerospace Endo-Composite weighs 7.5 percent of the mass of the Land Air Mech it is installed in.
Game Rules: Lams with Aerospace endo composite must transform into air-mech or battlemech mode in order to land.

Semi-Automated Control System
Despite being the most advanced AIs ever made, the Caspar Drones and even ATAC strategic computers failed to adapt to the threat posed by Taurian naval electronic warfare equipment. Even a junior officer could have come up with simple solutions such as remaining at range. The Semi-Automated Control Systems combines an experienced crew with the most useful automation and electronic warfare components of the Caspar Drone.
Construction Rules: SACS may be installed on warships and dropships. SACS weighs 3% of the units weight regardless of unit type.
The base crew requirements and minimum crew requirements for units with SACS are reduced to half, rounded down. However SACS has no effect on the extra crew required by equipment such as MASH or Mobile HPGs.
SACS provides a bonus to the units electronic warfare capabilities equivalent to one ECM NEWE and one ECCM NEWE.
Game Rules: SACS is compatible with ATAC and HTAC C3 network but cannot generate a C3 network on its own.

Extended Range NPPC
Just like the Terran Hegemony's Enhanced Er-PPCs, the Terran Hegemony's Extended Range Naval PPCs represent a generational improvement in PPC technology upgrading them over standard Naval PPCs in every way at a slight cost of increased heat.

ModelHeatDamageShortMediumLongExtremeTons
Light15010122436481500
Medium20014132639522000
Heavy30022142842563300
Sub Capital45310203040300
the HTAC is broke clan tier technology for warships.

Hierarchical Tactical Analysis Computers
Based on the Autonomous Tactical Analysis Computer, the HTAC is a powerful Naval C3 and fire control system that addresses the ATAC's weaknesses through the addition of crew and a certain degree of decentralization. There are three versions of the HTAC with a decreasing degree of command capabilities, the Flagship and Naval HTAC are both designed to be used on warships and space stations while the Dropship HTAC is designed for used on assault and escort dropships.

Like the ATAC, the HTAC is a modular system that can support a variable number of network links. By design an HTAC can only support newtork links for lighter units. Only Flagship HTACs can use Naval Links. Naval HTACs can mount both Dropship and Squadron Links while Dropship HTACs can only mount Squadron links.

Construction Rules
Flag HTACs weigh 2% of the mass of the unit they are mounted on plus the weight of their network links. A Flagship HTAC increases the minimum number of officers a unit must have by an additional 6 beyond those requried for crew and gunners.
Naval HTACs weigh 1.5% of the mass of the unit they are mounted on plus the weight of their network links. Naval HTACs do not require any additional crew beyond those required by their network links.
Dropship HTACs weigh 1% of the mass of the unit they are mounted on plus the weight of their network links. Naval HTACs do not require any additional crew beyond those required by their network links.

The crew for an HTAC equipped unit is increased by one for the HTAC network link regardless of type.
Naval Links weigh 200 tons and may be used to add a warship or dropship equipped with HTAC, SACS or Caspar Drone Control System to the HTAC network.
Dropship Links weigh 100 tons and may be used to add a Dropship equipped with HTAC, SACS or Caspar Drone Control System to the HTAC network.
Squadron Links weigh 75 tons and may be used to control a full squadron of drone Aeropsace fighter in the same way as an ATAC, and add those aerospace fighters to the HTAC network. In the future, Squadron Links will receive some minor hardware and software updates in order to allow them to add squadrons of C3 equipped manned aerospace fighters to the HTAC Network.

Game Rules:
All units equipped with an HTAC gain a -1 bonus to control and gunnery rolls, except for control rolls involving Hyperspace Jumps.
All units in an HTAC network gain a bonus to initiative based on the most senior HTAC in the network. A Flagship HTAC provides a +4 bonus, a Naval HTAC provides a +3 bonus and a Dropship HTAC provides a +2 bonus.

HTAC C3 networks
The Flagship HTAC is capable of handling a truly staggering amount of fire control data and may add all warships it is linked to into a single C3 network. Additionally, all units with an HTAC are considered to be in a second C3 network with all units they are directly connected to. Thus a dropships will be in a C3 network with the warship it is escorting and its own aerospace fighters, but the dropships aerospace fighters will only be in a network with the dropship and not the warship.

Electronic warfare
During each end phase, if there is a hostile ECM blocking the line of sight of an HTAC connection, the connection may be broken. If the highest ECM rating in the line of sight is greater than the highest ECCM rating of the two units in the HTAC network link, the link is broken until re-established on a later turn.

Forming an HTAC connect is a miscellaneous action, but the connection will fail to form if any hostile ECM is blocking the line of sight regardless of ECM and ECCM strength.

Roc
RC-F1
70 ton Land Air Mech
Structure: Aerospace Endo-composite 5.5
Engine: Class 350 Improved Light Engine 22.5 tons
Fuel: 2 tons
Gyroscope: 4 tons
Jump Jets: 8 Improved Jump Jets (8 weight free from engine) 0 tons
Cockpit: 3 tons
Transformation Equipment 7 tons
Heat Sinks: 6 double heat sinks 4 tons
Armor: standard 7 tons
LB-10x, 6RT, 11 tons, 2 heat
AC Ammo, 2 RT, 2 tons


2 Er-Medium Lasers, 2LT, 2 tons, 10 heat

Sphinx
SPH-X1
30 ton LAM
Structure: Aerospace Endo-composite 2.5 tons
Engine: Class 180 Improved Light Engine 5.5 tons
Fuel: 2 tons
Gyroscope: 2 tons
Jump Jets: (6 mp) 2.5 tons
Cockpit: 3 tons
Transformation equipment: 3 tons
Heat Sinks: 10 double heat sinks 0 tons
Armor: standard 5 tons
Null Signature System, 0 tons, 10 heat
Target Acquisition Gear, 1 ton 0 heat
2 ER-Medium Laser, 2 tons, 10 heat
Guardian ECM, 1.5 tons

PHX-HK2L
Upgrades to an Improved light engine and replaces 2 medium lasers with 2 CSRM-4 and 1 ton of armor.

The McKenna II is also known as the 2799 Overhaul due to the year the design saw approval, however the refits only began 6 years later do to budget shortfalls. The refit adds a Flagship Grade HTAC as well as standardizes a number of defensive weapon additions which had been installed piecemeal as they were developed over the preceding century and a half. Primarily it combines the additions found in the Murchison and Kerensky refits, neither of which had been applied to more than thirty members of the class before the McKenna II program was initiated in order to bring all the ships up to a single standard. No new McKenna IIs would be constructed until the overhaul of all existing McKenna battleships was completed in 2830.

The Refit includes the following changes:
Nose: Add 4 Rapier AMS, 8 PDAC/10
Fore Sides: Replace the AR-10s with 6 PDMS and 6 Dart-20+Callisto.
Aft Sides: Add 1 Rapier AMS, 4 PDMS, and 3 PDAC/10
Aft: Add 6 PDMS and 4 Rapier AMS
Flagship HTAC with 12 Naval links, 8 dropships links and 20 squadron links
Add 4 General Electronic Warfare Equipment.
Increase the size of each fighter bay by 15 fighter cubicles, and replace all NPPCs with equivalent ER-NPPCs

A replacement for the Kimagure, the Conqueror imitates its predecessors form and speed while having more advanced technology. Do to its massive engines, the Conqueror was not able to incorporate the Semi-Automated Control System. In order to deal with the Kimagure's infamous heat limitations, a majority of its broadside naval PPCs have been replaced with naval lasers, while its forward facing Navla PPCs have been replaces with a devastating arrangement of Er-Naval PPCs supplemented by DART missiles. In order to take advantage of the Hierarchical Tactical Analysis Computers it mounts, the Conqueror uses much of the weight saved by switching to naval lasers to field a large number of drone aerospace fighters which can be rapidly launched using AR-F launch rails.

780,000 ton Warship

Hull and Engines: 657561 tons
Engines: 5 safe thrust 234000 tons
Fuel: (5000 tons) 5100 tons
Structure: 70 SI 54600 tons
Jump Drive: 17 SI 352950 tons
Lithium Fusion Battery: 7800 tons
Jump Sail: 5 SI 69 tons
Control Systems: 1950 tons
Armor: Ferro Carbide 1092 tons

Heat Sinks 4368 DHS (729 WF) 3639 tons
Crew 60 Officers, 220, 80 gunners 2700 tons
25 life boats, 25 escape pods, 350 tons

2 Naval Electronic Warfare Equipment (general) 240 tons
Naval HTAC 11700 tons
2 Dropship Links 200 tons
12 Squadron Links 900 tons
2 Dropship Collars 2000 tons
2 Grav Decks (85,65) 100 tons

Nose (20046 tons, 2024 heat)
5 Er-Medium NPPC, 10000 tons, 1000 heat
5 Er-Medium NPPC, 10000 tons, 1000 heat
4 PDMS, 36 tons, 24 heat
PDMS Ammo (80), 10 tons

FL/FR (16617 tons, 1800 heat)
4 Er-Heavy NPPC, 13200 tons, 1200 heat
8 AR-F, 2800 tons, 320 heat
4 Rapier AMS, 176 tons, 120 heat
4 Dart-20 + Callisto, 251 tons, 160 heat
Rapier Ammo (120) 60 tons
Dart Ammo (60) 30 tons

LBS/RBS/AL/AR (5764.5 tons, 617 heat)
5 NL55, 5500 tons, 425 heat
3 Dart-20 + Artemis V, 184.5 tons, 120 heat
4 PDMS, 36 tons, 24 heat
4 Er-Large Laser, 16 tons, 48 heat
PDMS Ammo (80), 10 tons
Dart Ammo (30) 15 tons

Aft (4948 tons, 644 heat)
4 NL55, 4400 tons, 340 heat
4 Dart-20 + Artemis V, 246 tons, 160 heat
4 Rapier AMS, 176 tons, 120 heat
4 PDMS, 36 tons, 24 heat
PDMS Ammo (80), 10 tons
Dart Ammo (40) 20 tons
Rapier Ammo (120) 60 tons

Bay 1 (24 ASF, ARTS) 4500 tons
Bay 2 (24 ASF, ARTS) 4500 tons
Bay 3 (Cargo) 10324 tons

1,200,000 ton warship

Engines: 3 Safe Thrust 216000 tons
Fuel: 80,000 tf 84000 tons
Structure: 30 SI 36000 tons
K-F Jump Drive: 543000 tons
Jump Sail: 90 tons
Control systems: 3000 tons
Heat Sinks: 2310 DHS (702 wf) 1608
Armor: Ferro-Carbide 720 tons

Crew 73 officers 295 Enlisted 70 gunners
Guest Quarters 22 first class, 40 second class, 840 steerage 7980 tons
40 Escape Pods/80 Life boats 840 tons

ATAC (46 control signals) 30900 tons
4 Grav Decks (140m, 140m, 240m, 240m) 400 tons
Mobile HPG 50 tons
6 Docking Collars, 6000 tons

Weapons and ammunition (61538 tons, 4620 heat)
Rapier Ammo (200) 100 tons
Dart Ammo (200) 400 tons
PDMS Ammo(240) 30 tons
PDAC Ammo(90) 9 tons
Nose (15227 tons,1500 heat)
4 Heavy NPPC, 12000 tons, 900 heat
4 Rapier AMS, 176 tons, 120 heat
4 Dart-20 + Callisto, 251 tons, 160 heat
8 AR-F, 2800 tons, 320 heat
FL/FR (7264 tons, 744 heat)
8 AR-F, 2800 tons, 320 heat
4 NL55, 4400 tons, 340 heat
4 PDMS, 36 tons, 24 heat
4 Enhanced ER-PPC, 28 tons, 60 heat
LBS/RBS/AL/AR (4715 tons, 584 heat)
4 NL55, 4400 tons, 340 heat
4 Dart-20 + Callisto, 251 tons, 160 heat
4 PDMS, 36 tons, 24 heat
4 Enhanced ER-PPC, 28 tons, 60 heat
Aft (12284 tons, 1044 heat)
4 Heavy NPPC, 12000 tons, 900 heat
4 Rapier AMS, 176 tons, 120 heat
6 PDAC/10, 108 tons, 24 heat

Bay Doors (8+12)
Bay 1 (16 Dropships + ARTS) 4 Bay Doors, 11250 tons
Bay 2 (16 Dropships + ARTS) 4 Bay Doors. 11250 tons
Bay 3 (700 kt Reinforced Naval Repair Facilities + ARTS, 14,000 tons cargo) 1 Bay Door 101500 tons
Bay 4 (40 Fighters, 6 Small-craft, 2200 tons cargo) 2 Bay Doors+8 AR-F 9400 tons
Bay 5 (40 Fighters, 6 Small-craft, 2200 tons cargo) 2 Bay Doors+8 AR-F 9400 tons
Bay 6 (40 Fighters, 6 Small-craft, 2200 tons cargo) 2 Bay Doors+8 AR-F 9400 tons
Bay 7 (10 Smallcraft, 74,014 Cargo) 3 Bay Doors 76,014
 

Doomsought

Well-known member
So who was the dumbass who started the first Succession War? I'm betting Kurita.
No, you will understand why a soon as I get to the Kuriota section for this time-frame. I'm going to do a sidebar on Taurian Aerospace doctrine and rank structures first before moving on to the other great houses. I also have to add the Taurain BA doctrine segment in betwen those, and then it is to the first succession war. The only hint I'll give is that it will be a three way war.
 
Taurian Air Doctrine

Doomsought

Well-known member
The Taurain Defense Force at the dawn of the 29th century was mcuh different than the one that existed during the Age of War. The growth of the Concordat in both planets and prosperity has allowed the Taurians to field far greater numbers of fighters than before and the proliferation of assault and escort dropships being used in combat has change reshaped the Taurain military on multiple levels.

To deal with the massive growth of their military organization, the Concordat introduced two new officer ranks into their order of battle. While Space master command lighter warships, the new rank of Star Master has been added directly above it. Star Masters are placed in charge of TDF carriers, Battleships and cruiser formations The Taurian Army added the Lieutenant Comptroller in the equivalent position for ground forces.

The expanding territory of the Taurian Concordat also required expanded administration in the TDF resulting in the rank of Admiral being added directly below the position of the Marshal of the Taurian Defense Force. In the army and other ground forces, flag officers of equal rank to Admirals would be called Generals.

These new officers would become the senior staff of the Taurain Defense force. One admiral and one general was placed in in command of the patrols and garrisons of each province. The Taurian rapid response fleet and the Transportation and Service Division were also assigned their own admirals. The head of the Taurain Constabulary was also given the rank of General.

The forces under these senior officers were spread out over the breadth of the Taruain Concordat. As part of the Taruains federalism and democratic tradition, every planet will have a lieutenant comptroller assigned to the planetary militia by the planetary government, whom primarily falls under the authority of the Taurian Constabulary. Most of the garrison forces assigned to planets by the TDF are placed under the command of a TDF lieutenant comptroller, however planets with particularly small garrisons will have those garrison forces placed under the command of the lieutenant comptroller of the planetary militia instead. A few particularly important planets have their garrison forces placed under the command of a full comptroller, however most comptrollers command forces spread out over several planets assigned to them by a general.

The structure of the Taurain's Air force changed to accommodate greater numbers and new units. Do to a change in the number of aircraft in them and an additional formations being placed above the air division its the units were renamed to Star Battalions. Despite the air battalion containing 36 aircraft, most new built Taurian warships would have hangers designed to hold 40 aircraft. This gave some extra room for spares or specialized aircraft. In emergencies, a pair of smallcraft could be jammed into the space designated for the four extra aerospace fighter. Experienced Taurain airmen can instantly tell if a hanger has done this by the characteristic scuff marks and dents.

Roughly equivalent to the Air Battalion is Star lance. It is a force composed of 4 assault dropships. A warships under the size of a battleship will typically be assigned a Star lance as dedicated escorts, though they may have additional star lances to be used offensively.

Both the Air Battalion and the Star Lance would be incorporated into a new formation the Taurains called the Star Regiment. While similar garrison units existed throughout the inner sphere on an ad hoc basis, only the Taurians would standardize the practice as a formal unit type. The role of the Star Regiment is to be a garrison force capable of defending a planet form a warship based raid without actually having a warships. This does not call for it to be able to destroy a warship, but to be able to repel the transportation capability that can be carried on a single warship, deter a warship from being used in orbital bombardment and delay any larger force. A variation on the Star Regiment is the permanently assigned spacecraft to a La Yunta drop-ship tender. The Carrier Based Star Regiment leaves 24 dropship cubicles open in a La Yunta's internal bays for the escorts of other warships and support craft such as light transports and tugs.

Tauraian Aerospace Organization Chart​
Aerospace FightersAssault Dropships
Air Lance
2 Fighters
-
Squadron
(Air Chief)
2 Lances (4)
-
Wing
(Air Master, junior grade)
3 Squadrons (12)
Assault Dropship
Air Battalion/ Star Lance
(Air Master)
3 Wings (36)
4 Dropships
Star Regiment
(Colonel/Space Master)
4 Air Battalions
4 Star Lances
Formation
(Space Master or Star Master)
4 - 6 Warships
Task Force
(Commodore)
3- 4 Formations
Fleet
(Admiral)
4+ Task Forces

Taurian Rank Structure​

Equivalent SLDF Officer RanksAge of War
Taurian Officer Ranks
Ameris Civil War Era
Taurian Officer Ranks
Lieutenant
Cornet
Ensign
Cornet
Ensign
Captain
Commander
Subaltern
Air Master, Junior Grade
Subaltern
Air Master, Junior Grade
Major
Captain
Brigadier
Air Master, Senior Grade
Brigadier
Air Master, Senior Grade
Colonel
Commodore
Colonel
Space Master
Colonel
Space Master
Lieutenant General
Rear Admiral
Comptroller
Commodore
Lieutenant Comptroller
Star Master
Major General
Vice Admiral
MarshalComptroller
Commodore
General
Admiral

General
Admiral
Commanding General Marshal

Barracuda SRM Swarm missile
Rather than carrying a conventional warhead, this missile carries two dozen self targeting SRM missiles. Due to the difficulty of fitting a guidance package into the missile, the missile simply divides the short ranged missile among all targets that it can detect evenly. While highly effective at stripping armor from fighters and missiles, the swarm missile's targeting system lacks sufficient range to defeat anti missile systems as initially hoped during the onset of the project.
Game Rules: The Barracuda SRM Swarm Missile performs a modified are of effect attack. When fired, the missile targets a hex. After reaching the hex, the missile divides its payload of 24 Short Ranged missiles among all enemy units in the radius of one hex around it. The number of missiles assigned to each target is rounded down, with the remainder simply lost.

Barracuda Thermobaric MIRV
The Barracuda Thermobaric MIRV is a reentry vehicle containing 6 large thermobaric bombs that is compatible with Barracuda and AR-10 missile launchers. The bombs separate after passing the Atmosphere Row 3 on the High Altitude map in order to limit the effect of air defense fire.
Game Rules: The Barracuda thermobaric MIRV can only be used for orbit to surface attacks. On a successful hit to the target hex, roll 1d6 for each of the 6 directions from the target hex and place a large thermobaric bomb on the rolled hex. On a miss, roll for artillery scattering five times for the placement of the bombs, with the last bomb being lost.

Both barracuda variant missiles made their way to the export list, especially for periphery states.
The Taurains also developed Naval C3 through a combination of espionage and original research.

When the first of the class underwent it shakedown cruise in the lase 2770's, the Taurians discovered they attempted to reach beyond their grasp. The naval CASE, cellular fuel storage, and dropship accommodations interfered with Naval Null Signature system in the prototype. Despite these failures, the ship was an effective and modern combatant. The other Stallions under construction would be completed without attempting to install stealth features, and several more batches would be order as it became clear that a stealth cruiser would take several more decades to become technically viable.

840,000 tons (1040 kT) warship
Engines: 3 Safe Thrust 187,200 tons
Fuel: 3000 tons Cellular Fuel Tanks 3600 tons
Structure: 85 SI 71,400 tons
Improved Jump Drive: 354,060 tons
Germanium Carbide Inductor (2) 33,600 tons
Jump Sail: 72 tons
Control System: 2100 tons
Armor: Lamellor Ferro-Carbide 1428 tons
Heat Sinks: 3328 double heat sinks (1341 weight free) 1987 tons

Crew: 66 officers 250 enlisted 80 gunners 2970 tons
40 Escape Pods/ 30 Life Boats 490 tons
2 Grav Decks (55, 55) 100 tons
2 Medium MPP (LB/RB) 4000 tons
2 Docking Collars 2000 tons
NEWE (ECM) x 4, 400 tons
NEWE (ECCM) x 4, 400 tons

Weapons (38 H,71 C, 106850 Tons, 6655 Heat)
Naval CASE 4700 tons

Nose: (45460 tons, 975 heat)
Light Spinal N-Gauss, 20360 tons, 35 heat
SNG Ammo (40) 600 tons
5 NPL-80, 6000 tons, 500 heat
6 AR-10, 1500 tons, 120 heat
8 L-PDL, 200 tons, 320 heat
Killer Whale Ammo (60) 3000 tons
Barracuda Ammo (60) 1800 tons

FL/FR (13920 tons, 1396 heat)
4 H-NPPC, 12000 tons, 900 heat
8 MSCPL, 1800 tons, 256 heat
6 L-PDL, 150 tons, 240 heat

AL/AR (10450 tons, 946 heat)
2 H-NPPC, 6000 tons, 450 heat
2 AR-10, 500 tons, 40 heat
White Shark Ammo (20) 800 tons
Barracuda Ammo (40) 1200 tons
8 MSCPL, 1800 tons, 256 heat
6 L-PDL, 150 tons, 240 heat

Aft (7950 tons, 996 heat)
5 NPL-80, 6000 tons, 500 heat
8 MSCPL, 1800 tons, 256 heat
6 L-PDL, 150 tons, 240 heat

Bay 1 (80 fighters) 12000 tons
Bay 2 (12 Dropships) 7000 tons
Bay 3 (10 Small-craft, 28415 Cargo) tons

After fifteen years of effort, the Lone Star would exit the ship yards with functional cruiser scale naval null signature system in 2814. The Lone Star would also be the first class of Taruian warships to feature naval C3 technology as a standard feature rather than a refit. While inferior to Terran Hegemony C3 do to more primitive computer technology, especially in the field of artificial intelligence, an entire formation of Lone Star cruisers could share Targeting sensor data.

810,000 tons (950 KT ) warship
Engines: 4 Safe Thrust 228000 tons
Fuel: 2500 tons Cellular Fuel Tanks 3000 tons
Structure: 80 SI 64800 tons
Improved Compact Jump Drive 341415 tons
Germanium Carbide Inductor (2) 32400 tons
jump Sail: 71 tons
Control System: 2025 tons
Armor: Laminar Ferro-Carbide 1377 tons
heat sinks: 1848 Double Heat Sinks 1848 tons

Crew: 60 Officers, 250 Enlisted, 50 Gunners 2700 tons
Guest: 30 First Class 300 tons
40 Escape Pods/ 30 Life Boats 490 tons
Naval C3 9500 tons
Naval Null Signature System 9750 tons
2 Light MMP (FL/FR) 3000 tons
2 Compact MPP (AL/AR) 2400 tons
NEWE (ECM) x 5, 500 tons
NEWE (General) x 5, 600 tons
Grav Decks (40m x 2) 100 tons
Large Naval Com-Scanner Suite 500 tons
Mobile HPG, 50 tons

Weapons (36 H, 44 C, 53880 tons)
Nose (34590 tons, 1055 heat)
Medium Spinal N-Gauss, 20240 tons, 35 heat
6 NPL-80, 7500 tons, 600 heat
5 AR-10, 1250 tons, 100 heat
8 L-PDL, 200 tons, 320 heat
SNPG Ammo (40) 600 tons
Killer Whale Ammo (60) 3000 tons
Barracuda Ammo (60) 1800 tons

LBS/RBS (8600 tons, 1048 heat)
8 NPL-55, 7500 tons, 600 heat
4 MSCPL, 900 tons, 128 heat
8 L-PDL, 200 tons, 320 heat

Aft (2090 tons, 600 heat)
8 MSCPL, 1800 tons, 256 heat
4 LRM-20, 40 tons, 24 heat
8 L-PDL, 200 tons, 320 heat
LRM Ammo (120) 20 tons

Bay 1 (40 Fighters) 6000 tons
Bay 2 (8 Dropships. 20 smallcraft) 9000 tons
Bay 3 (Cargo) 42294 tons
 
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