Battletech The Taurian Navy Timeline

Post War Technology Development (27th Century)
  • Doomsought

    Well-known member
    The Taurian Economy was essentially broken by the end of the war, with the Concordat operating more on grit and patriotism than an actual budget. However the Taurian economy had already experienced a major recovery by the point the armistice ended and trade resumed. As soon as the armistice began salvage from Star League wreckage was funneled into creating jumpships to restart civilian trade within the Taurian space. The repatriation of both prisoners and intact corpse found in wreckage opened avenues for limited trade with both the Capellan Confederation and Federated Suns. Once peace was officially declared, this trade rapidly expended turning the post war recovery into post war growth. It helped that the war had changed the reputation of the Taurian Concordat from that of a backwards periphery state to an equal of the Terran Hegemony.

    Taurian technology also saw rapid growth after the Reunification War. While its smaller economy guaranteed that it never could be an equal to the Terran Hegemony in all fields, especially miniaturization, the field of naval technology had already become a Taurain specialty. The Naval technology experts the Taurian Concordat had developed during the war were soon joined by upcoming scientists wishing to work on cutting edge naval technology.

    Naval Gauss Cannon were one of the most coveted naval technologies of the Terran Hegemony and the Taurian Concordat began attempting to reverse engineer them as soon as the first examples were salvaged in 2581. Though several oversized test prototypes were created earlier, the manufacturing technology for a fully functional Light N-Gauss were only developed in 2613, over a decade after the War's official end.

    The Taurian Concordat also continued to do research into novel naval technologies through and after the war. Because of the extreme stress that the use of numerous machine-guns and light lasers for point defense put on fire control computers, proposals for heavier point defense weapons were seen in the Taurian navy as early as 2586. However these proposals did not give way to a research program until 2590 when the Taurain admiralty were both seen the utility of point defense bays proven and became dissatisfied with the current limitations on the technology. The first prototype point defense laser was demonstrated in 2597, the new weapon combined four light lasers with a common tracking system and focusing optics. While the technology was given over to engineers to be made ready for massed production, the scientists responsible for the project were moved Taurian's pulse laser program. The Point Defense Laser, later renamed to the Light Point Defense laser after heavier point defense lasers were developed, was ready for massed production in 2605 and prototype pulse lasers went into production over the course of the 2620s.

    The medium point defense laser was developed in 2633 based on the MPL-P. Each medium point defense laser combined four medium pulse lasers to create a weapon capable of reliably fending off a White Shark missile on its own. Attempts to create heavy point defense laser stalled do the the coolant pumps and power feeds being to heavy for the turret to track capital missiles until Taurian pulse laser technology matured to match pulse lasers produced by the Terran Hegemony in 2659, allowing the heavy point defense laser to be deployed in 2673.

    Taurian naval development was not limited to weapons. The modular mission pod was not the end of the Taurian adventure into experimental Kearny-Fuchida Drive technology, but rather the beginning. Most of the research during the war was theoretical, as the Taurian Concordat only had the spare budget to gamble on the K-F boom developments needed for the 150 kiloton modular Mission Pod. However the post ware economic boom at the start of the new century gave the House Calderon the budget to spare for further experimentation. This foundation combined with the talent poached from the Star League do to the Taurian Concordat's new reputation lead to a slow revolution in K-F drive technology over the course of the 27th century.

    Most of the developments were incremental improvements reducing the cost of constructing a K-F drive within the Taurian Concordat by as much as twelve percent by the end of the century. However two inventions stood out above the rest. First was the Hyper Pulse Generator developed prototype in the Taurian Concordat in 2631, and independently invented by the Terran Hegemony in 2642. The second was the development of Germanium-Carbide Inductors in 2681, Germanium-Carbide Inductors were a complete replacement for standard K-F drive initiators that gave the Taurian Concordat the ability to store multiple jump charges like the Terran Hegemony's Lithium-Fusion Batteries, though at a much reduced cost. However most of the geniuses that started the Taurian jump drive revolution were aging into retirement by that point. Development of new jump drive technologies trickled to a stop, with only minor improvements to cryogenics and other support systems being patented in the 2690s.

    With the pre-MMP warships being rendered obsolete, the Taurian Concordat continued to commission warship designs until its Navy was fully modernized. The Chihuahua class fleet tender is a yard-ship designed primarily for swapping out Modular Mission Pods. The Chihuahua was an incredibly unusual warships, it saved weight by using a station keeping drive rather than a maneuver drive, allowing it to carry eight modular mission pods on collars in addition to those carried in its naval repair facility. Despite their name, the Chihuahua class fleet tenders were incredibly large and their construction had to be spread out over multiple decades with one being completed in 2630, 2660 and 2690.

    The Chihuahua class allowed the Taurian Concordat to develop and field the Navajo class corvette as a system monitor lacking its own jump drive. The Taurian concordat also replaced Arizona class cruiser production in 2639 with the Baja class cruiser, which had better weapons coverage and was designed to take full advantage of the recently developed Medium Point Defense Lasers. The reduction in jump drive costs in the 2680s by the Germanium-Carbide Inductors lead to the development of the Javelina class frigate. Existing Taurian ship classes also saw numerous improvements over the years, with Colt class being universally refit with light point defense lasers starting in 2604 up through 2625 and the Arizona class cruisers having their anti-fighter auto-cannons replaces with a mix of AMS and M-PDLs starting in late 2631. The Houston class battleships saw a complete overhaul in the 2690s receiving new jump droves, HPGs, several additional Dropship collars, naval Gauss cannon, and layered point defense bays.
     
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    The Great Colonization Era
  • Doomsought

    Well-known member
    The Taurian Great Colonization era starts in the latter half of the twenty seventh century and runs nearly to the end of the twenty eighth. The slowly dropping costs of jump drives allowed that the Taurian Concordat to enable further colonization with a large fleet of merchant and merchant marine jumpships. The early stage of the Great Colonization is marked by using Colt class destroyers equipped with survey MMPs to scout out numerous star systems for colonization. It was only in the 2680s that new planets actually started being settled.

    Germanium-Carbide Inductor technology enabled the Taurian Concordat to economically build jumpships with large numbers of collars to facilitate colonization and trade. This culminated with the construction of the Panama class colony ship in 2696. Constructed as much to showcase Taurian Technology as to support their colonization effort, the Panama was at the time the second most voluminous jump capable space craft ever built, with only the Newgrange class yardship being larger. The Panamas jump drive was the most complicated jump drive ever constructed, able to store as many as six jump charges and charge multiple G-C Inductors from its jump sails at the same time. It was widely claimed at its launch that if a more sophisticated FTL drive was ever constructed, it would not be a K-F Jump drive but whatever comes after. The Taurians have yet to be proved wrong on this claim.

    After that the Taurian Colonization effort would hit a period of explosive growth. In 2706 the Chihuahua class fleet tender Little Belle was refit to support colonization efforts by having its Light MMP collars replaced with standard drop-ship collars, and additional industrial equipment was installed in its holds. The Perrita would undergo a similar refit in 2711. However the Chihuahua herself would undergo a full overhaul, her jump drives were modernize so she could do rapid jumps in series to reach more distant colonies, and two medium MMP collars were removed to give her eight drop-ship collars.

    In 2724 the Taurain Concordat had a good idea of the extent of the colonization it could sustain for the next few centuries, and divided its territory into provinces to ease administration. The Concordats original territories became the Taurus province. The colonial acquisitions from the central rimward border of the Tarrus province to the Farhome system became the Rio Grande province, with the Oregon province spinward and the Alexandria province anti-spinward. Although great swaths of space were claimed in these provinces, it would take centuries of continued terraforming and colonization to truly settle them.

    While the official borders of the Taurian Concordat would not grow much farther from Earth than Farhome during the Great Colonization, several systems farther out were claimed for scientific expeditions. The system of Swan's Eye was claimed in 2679 as a logistic outpost to support deep space exploration but saw subsequent growth with an active scientific community. Beta Salandor was claimed in 2716 as a deep space scientific observatory, but soon became an exclusive and expensive tourist destination do to a combination of its extreme remoteness and dramatic view of the Orion Nebula. The system of Aurigae was claimed in 2734 as a deep space observatory and military research outpost, using its extreme remoteness as a security feature.

    After its refit the Chihuahua would become instrumental in the establishment of deep space colonies and outposts. Typically accompanied by four asteroid mining dropships and two VMI Star-Cranes, the Chihuahua could manufacture almost all the industry a new colony needed from on planet housing to space stations. Once the Chihuahua had established a system's infrastructure, the Panama could almost instantly deliver the entire population needed to make a stable industrialized colony.

    While the political support for the Great Colonization never wavered within the Taurian Concordat, the motivation behind it did change over time. Initially it was a matter of promoting continued economic growth and a little bit of prestige, but as time went on it became more of a matter of pride. However, as the good years came to the close in the 2730s the motivation turned to a matter of strategic depth. Up to this point, peace had been maintained between the Taurian Concordat and the Star League do to a combination of hard earned respect and the rivalries of the Great houses distracting them with internal conflicts.

    However as House Cameron managed to gain increasingly centralized power in the Star League, the suppression of internal conflicts pushed them outward, with the Taurian Concordat and Periphery states being increasingly seen as valid targets in proportion to the great houses becoming off limits. Skirmishing started increasing as early as 2708 by some accounts, but the increase only became noticeable after 2732. While most attacks were designed to be deniable, often using sponsored pirates, several were ill thought out and received international attention.

    Most notable was the Foochow incident in 2735. The Panama was recharging in the Foochow system while carrying over 54,000 colonists from Earth. "Pirates" jumped into the system and threatened her with warships. The Panama as a matter of policy only jumped four times in a row while in the Inner Sphere, reserving at least one charge for an emergency jump at all times, and escaped. The Cappellans blamed the Federated Suns, saying it was to steal the trade goods the Panama was scheduled to use to exchange for additional terraforming equipment while in Capellan space. The Federated Suns responded by blaming the Capellan Confederation. While the actual culprit was never discovered, the finger pointing eventually escalated to the point that both great houses were censured by the First Lord and forced to pay for the SLDF to provide an escort the the Panama while in Star League space.

    It was clear that the Great Houses had grown tired of peace. In 2736 Protector Hampton Calderon made it official policy to move much of the Concordat's military industry deep into to the colonies where they would be harder to attack. For most of the Taurian Concordat's contractors this move did not involve removing any of their older facilities but rather founding new facilities in the new colonies. VMI went so far as to search out a location with mineral deposits to found their own colony, and eventually founded a colony under the name of Piraeus in a system with germanium deposits in the Alexandria province.
     
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    St Louis
  • Doomsought

    Well-known member
    St. Lewis was originally given the unglamorous name of TLO-3048. Initial surveys concluded that the system anti-spinward of Celano lacked any habitable worlds. However do to having an Helium rich gas giant with icy asteroids in its ring, the system was chosen as a stopping point for colonization and exploration missions.

    After several logistic space stations had been established in the system, further surveying of the system found that under the thin ice sheets of one of the system's gas giants moons was a habitable ocean full of life. Because the system was set to become a shipping hub, and expecting that colonies will need construction equipment, Lee-Humphret Industries set up an industrial mech assembly line on St. Lewis in 2681. This lead to further colonization of the water world with dome colonies either directly under the ice sheets or on the bottom of the ocean.

    In 2697, VMI decided that to contract LHI for the full scale production of the Girder-Ape, an industrial mech they had up to then produced in limited batches for use in their naval yards. Sterope-Defense Industries' laser research division established a laboratory on the planet in late 2702 to study how the local flora made the ice sheets more transparent to visible light. The planet was quickly growing despite its inhospitablity and by 2720 it had several major cities that spanned from the base of the ocean to the top of its ice sheets like shining necklaces of pearl and diamond.

    Already a logistics hub, with a booming industry, and protected from orbital bombardment, the system made a natural choice for the capital of the Rio Grande province. Now named St. Lewis for how its role in pioneering the Taurian frontier mirrored its namesake. That year also saw the first of the colony's corporations went interstellar, with Shinji's Bulk Grocer purchasing warehouses on Celano for collecting up local grain shipments.

    Already having experience working on a water world, Pinard Protectorates Limited chose St. Lewis as a location for several combat vehicle production lines in 2737. This would become the home of their PDT line of air defense truck. When the Tuarian Defense Force noticed how effective the PDT trucks were in the hands of planetary militias, the increased production prompted SDI to expand their local laboratories with PDL production lines, which were expanded again when VMI founded Pireaus.

    40 ton Industrial Mech
    Structure: 8 tons
    Engine: Class 160 Fusion 6 tons
    Gyro: Standard 2 tons
    Jumpjets: 4 MP 2 tons
    Fuel: 2 tons
    Cockpit: 3 tons
    Environmental Sealing: 4 tons
    Heat Sinks: 10 single 0 tons
    Armor: industrial 8 tons
    Pulsed Cutting Laser, 2 tons, 1 LA, 4+1d6 heat
    Spot Welder*, 2 tons, 1 RA, 2 heat
    Welder Rotor*, 0.5 tons, 1 RA
    Spot Light, 0.5 tons, HD

    Quirks:
    Improved life support
    Foot actuators
    Vestigial hands
    The gird ape is designed for warship construction, but is a highly capable industrial mesh in all types of orbital construction projects. Rather than standard jump jets, it uses the same type of plasma thrusters used in Land-Air Mechs allowing it to traverse zero-g construction projects without any risk of drifting. Its feet are have four fingers and ball-jointed ankles allowing it to gain a firm footing even in extremely awkward positions. In order to allow it to keep both hand actuators, its spot welder is mounted on a gauntlet that can rotate around its right forearm. Its left arm is equipped with a powerful pulsed cutting laser in order to be able work warship armor plating. In 2740, the TDF ordered a batch of militarized Girder-Apes which replaced the pulsed cutting laser with a standard medium pulse laser, upgraded the armor to standard, and installed a targeting computer.

    25 ton wheeled combat vehicle
    Structure: 2.5 tons
    Engine: Class 80 Fusion 5 tons
    Control Systems: 1.5 tons
    Heat: 10 heat sinks 0 tons
    Armor: 4.5 tons
    Turret Equipment: 0.5 tons
    L-PDL, T, 3 tons, 5 heat
    LRM-10, 5 tons, 4 heat
    LRM Ammo (12) 1 ton
    55 ton Wheeled
    Structure: 5.5 tons
    Engine: Class 145 Fusion 7.5 tons
    Control Systems: 3 tons
    Heat: 28 heat sinks, 18 tons
    Armor: 7.5 tons
    (max armor: 232)
    Turret Equipment: 1.5 tons
    Equipment: M-PDL, T, 11 tons. 28 heat
    The PDT series of air defense trucks are fairly simple in concept: take a point defense laser, put it on the ground near your encampment. There were several previous attempts at this concept implemented with trailers relying on an external power supply, however the Pinard Protectorates Limited instead went to the extra effort and expense to instead use fusion powered combat vehicles. While relatively expensive, these trucks delivered protection from aerospace fighters and missile artillery as soon they drive out of the cargo bay. Being both smaller and more agile, PDT series trucks quickly replaced trailer based predecessors in TDF command encampments.
     
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    Meanwhile in the Inner Sphere
  • Doomsought

    Well-known member
    The Inner Sphere did not simply stand by and watch the Taurian Concordat's technological advances. The first concern on the minds of the Inner sphere generals during the early part of the Golden Century was how to respond to the Taurian's anti-missile systems.

    SLDF annalists were the first to catch onto the trend, seeing both the effectiveness of Taurian point defense batteries and the Taurians development of their point defense lasers. Not fully understanding the logic behind point defense lasers and wanting a weapon usable by their battlemechs, the SLDF rapidly developed a response by mating small pulse lasers with the tracking system of a machine-gun AMS in 2604. Deeply concerned with the heat generated by laser based anti-missile systems, the Cameron's researchers switched tracks to developing anti-missile missile systems. By 2639 the SLDF began field trials of prototype Point Defense Missile Systems based on the LRM-15. After several improvements and bug fixes, the weapons will deployed to SLDF warships and Royal Battlemechs.

    After the Taurian Concordat proudly announced the development of the Medium Point Defense Laser system in 2633, the SLDF quickly enacted a program to develop a superior anti-missile system that boasts the ability to reliably destroy a White Shark in a single blow. After two decades of development, using the Arrow-IV anti-air missile as a starting point, they revealed the Rapier AMM int 2655.

    House Steiner decided to throw money at the problem. They bought the LAMS from the Terran Hegemony in the early 2630 at considerable expense. Using the LAMS as a starting point they developed their own proprietary version of Point Defense Lasers. Knowing that the Lyran Commonwealth would eventually catch up, the Taurian Concordat Licensed the designs for Heavy Point Defense Lasers in 2698 in return significant amounts of capital and favorable trade deals.

    Not all attempts to develop anti-missile systems were entirely successful. The Free World's league decided to develop a point defense flack cannon. The weight of large auto-cannons and their ammunition feed systems ended up making the system have lackluster effectiveness against missiles. However, the weapon system ended up being far more effective as an anti-fighter weapon during test trials and was deployed by the Free World's League despite being a near failure at its original role.

    The Federated Suns being closer to the Taurian Concordat decided to develop a new missile system to defeat points weapons. Fallowing the same logic as the development of LRM and SRM, the Federated suns decided to develop a heavy swarm missile system based on their up to then failed attempts to copy the Arrow-IV missile artillery. Called the Dart Missile Launcher, the weapon fire missiles roughly half the mass of an Arrow-IV missile. The guidance package was based on reverse engineered Artemis missiles. Attempts to copy the Artemis missile by the Federate Suns had failed due to an inability to sufficiently miniaturize components, a problem easily resolved by just having a bigger missile. The Federated Suns were able to filed prototype Dart Missile Launchers in 2654, and later came out with the Callisto Fire Control computer based on the Artemis FCS in 2661.

    Missile and anti-missile technologies were not the only weapons developed during the golden century. The Free World's League developed a heavy launch rail for their aerospace fighters in 2670 based on the AR-10 called the AR-F.

    House Kurita was the farthest of the great houses from the Concordat, which ironically lead them to having the deepest spies into the Taurian Concordat of the great houses. Late in the 2680's Nekakami agents discovering heavy funding into Electronic Warfare technologies by the Taurian Concordat. In response to this information the Combine decided to invest in improved sensor systems. Though a combination of espionage and in house research, the Combine developed the Itako sensor suit in 2701. The sensor system was labeled the Delphi Imaging Probe by the SLDF and adopted by several scout aircraft.

    Capellan Confederation, despite radically different cultures cooperated with the Taurian Concordat both secretly and overtly. The post war economic boon in the Concordat helped the Capellans overcome the difficulty funding research projects, while the Capellans had access to resources as a great house of the Inner Sphere that the Taurian Concordat did not have legal access to. Their intelligence agencies helped the Concordat develop Naval Gauss technology in return for the finished product. At house Liao's insistence they continued cooperation on Gauss technology to develop an Artillery Gauss Riffle as an incremental step towards mech scale Gauss Riffles. However after the completion of that project in 2643, they were unable to convince the Concordat to fund further research into miniaturization. Wanting access to HPG technology, House Liao began attempting to convince the Concordat to join a joint effort to develop extended range HPGs. House Liao claimed they had a method to use a modified NL35 as a signal source. While they were able to send several signals over 120 light-years, the project was ultimately deemed a failure as they were unable to find a way to make the signal modulator last more than one or two uses without burning out. Several working prototypes were kept by both houses for emergency use.
     
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    The Ameris Plot
  • Doomsought

    Well-known member
    To understand how the Ameris Civil war was possible, you must first understand how the colonial venture into the Periphery states functioned.

    While the Great houses were not able to annex the periphery states officially, they could nearly do so unofficially. After the Reunification war, the periphery states were in desperate need for capital in order to rebuild their devastated planets. The great houses responded to this with an old trick they used during their expansion prior to the formation of the Star League: predatory loans. The planetary governors of the periphery states knew full well what they were signing on to, but with problems ranging from famine to radioactive fallout, they had no choice.

    Initially the great houses used a litany of dirty tricks to extend the loans for as long as possible. However it was not sustainable. As time went on the loans were slowly paid off, sometimes a sponsored pirate raid had the bad luck to run afoul of an SLDF patrol, others a planet was able to smuggle enough good off planet to pay off their debts, however most often it was just a matter of it begin more profitable for the Periphery to recover enough to become a market for great house manufactured goods.

    Over the course of the Golden Century, the process of Periphery recovery created links of economic dependency between various periphery states and the Great Houses.

    As the Star League became stronger in the inner sphere and attempted to force the Great Houses into peace with each-other, the fighting was only pushed outward. The great houses turned their eyes to their rivals' clients in the periphery and struck them there to escape the persecution of House Cameron. While the initial proxy wars used the old standby of sponsored pirate raids, the Great Houses soon realized they could cause greater disruptions by arming up a native rebellion. While the Periphery states suffered the most from these events, there were many periphery leaders that were able to take advantage of the contradictions, chief among them was Stephen Ameris.

    The Periphery remembers Stephen Ameris not as the horrible monster he would later become, but as the most glorious scam artist that ever lived. His favorite scam was to put down periphery rebellions on the behalf of the star league, at least on paper. The salvage reports he turned in to the Star League were universally doctored, and he used paint ammunition as often live ammunition to "put down" rebels. While he could convince SLDF generals to let him try and put down a rebellion, there was no way they would let him take care of the occupation. So his units were replaced with an SLDF garrison, and while the Periphery hated them, and SLDF garrison was preferable to the banditry that would come with a Great House garrison.

    For his actions the Ameris build a reputation in the SLDF and later the whole Star League as a charismatic negotiator and military genius second only to Aleksandr Kerensky. Stephen Ameris was able to put down periphery uprisings with fewer casualties than anyone else and was some times even able to talk down the and get them to surrender their military equipment without firing a shot. From this point of view, it is no wounder that Ameris was able to be invited to Earth and even become a trusted adviser to Richard Cameron

    While Stephen Ameris scammed his way into becoming the rising star of the Innere Sphere, the Taurian Concordat found themselves becoming the Inner Sphere's favorite scapegoat. When the Great Houses decided to arm up a rebellion in their rival's back yard, they used Taurian arms exports as often as possible. Also the Taurian Concordat was a monument against the Pollux Proclamation. As the Periphery uprising became more common and hotter, more and more fingers got pointed at Concordat. The High council could not appear to be doing nothing about the uprisings, but they could not provoke the Concordat into a hot war either, as it would be political suicide to start escalate that far. So the high council turned to economic sanctions and embargoes.

    The Concordat responded with cheek and whit by creating the one-Star League policy: any embargo or sanction that the council applied to the Star League as a whole. When the council banned the Concordat from exporting industrial pulse lasers to Canopus, House Stiener found the Heavy Point Defense lasers for their Block II Commonwealth class cruisers stuck in customs. When the Out Worlds Alliance was banned from importing "Taurian Propaganda" the citizens of of the Federated Suns found out that they were no longer able to watch the latest Taurian sop operas. The common civilians of the Star League barely knew much less cared about periphery uprisings, but they could not live without Taurian soap operas. Through the one-star league policy, the Taurian Concordat was able to get the vast majority of sanctions placed on their trade by the High Council of the Star League repealed in short order.

    As much as the civilians of the Star Leguage didn't care about the Periphery uprisings, much of the people who were obligated to care also knew that the rising tensions with the Concordat were a farce. Even the Camerons did not seem to acknowledge the tensions any more than was needed for the political circus as evidenced by Judeth Cameron III deciding to go on vacation to Beta Salandor. The daughter of William Cameron was the black sheep of the Cameron dynasty after having gotten pregnant with an illegitimate child while studying art at Berlin University... twice. When Judeth Cameron exiled herself to the farthest edge of civilized space with both of her bastards in 2760, most of the Camerons sighed in relief.

    However what they forgot was that Richard Cameron was growing up to be a bigger idiot than his aunt. No one bothered to let the child lord in on the secret that the tensions with the Concordat were a farce and Stephen Ameris egging him on certainly didn't help. By 2765 the tensions were starting to turn real, the One Star League Policy was starting to fail, and Judeth Cameron had delayed her return the Earth three times with most of her communications being notes scribbled onto the back of the canvases she painted on. Judith's infamous unreliability helped Stephen Ameris convince Richard Cameron that his aunt was actually being held hostage by the Taurian Concordat.

    When Richard Cameron gave a deadline for the return of Judith Cameron, it was far less than the year long trip by standard jump drive the distant star system. Once it became clear that Richard Cameron could not be moved by logical arguments based on the facts of interstellar navigation, the Taurian Concordat scrambled the Panama to retrieve her. Even the fasted jumpship ever by man kind was not able to return with the Cameron exile in time to meet the First Lord's deadline.

    War, not border skirmishes and raiding, but true interstellar war had returned.

    The initial skirmishes were cautions on both sides. While the SLDF had numerical superiority on the Concordat, the majority of their forces were tied down occupying the rest of the Periphery. The concordat knowing they would never have numerical parity, had focused on the quality of their ships. By this point the Concordat navy was universally clad in Lemerllar Ferrocarbide. While the inner sphere countered point defense weapons with the Federated Sun's Dart Missile system, the concordat instead turned to using nuclear shaped charges as the warheads of the capital missiles. The Orion and Casaba Howitzer missiles were effectively single use PPCs with the strength of an entire PPC battery.

    Further complicating the matter for was that the Great Houses were unwilling the donate any of their ships to the meat grinder they were expecting. Aleksandr Kerensky entered the war with all due caution, and his caution only grew as the initial stalemate dragged on. The bulls were not charging into the fray like they should and the Kerensky felt like he was walking into a trap. It was only months into the Taurian's offensive that anyone learned just how right the great general was. While the Kurita were able to discover that the Taurians were diving into electronic warfare, they far underestimated the witches brew that the bulls were preparing in the dark corner of the universe known as Aurigae.

    Task Force Indian was composed of El Cadejo class stealth reconnaissance ships. The El Cadejo was used a specialized sub-compact core. Jump filed extenders built into the hull allowed the maximum utilization of jump field, thus minimizing the jump signature of the ship relative to its hull. Heat baffles minimized its signature afterwords, allowing it to hide among the noise of background stars and unmapped asteroids. The first warning the the Star League ever had of the El Cadejo was the greatest time on target attack ever attempted. Over the course of ten hours, SLDF logistics stations across the corridor between the Terran Hegemony and the Taurian Concordat were subjected to sudden and unexpected nuclear detonations. From a few crashed duds, the Star League would learn that the Taurians had developed a stealth nuclear missile that could be launched on a programmed course to their installations, with some of the recovered missiles even showing signs of being launched months in advanced.

    The El Cadejo by this time was nearly fifty years old and the technology developed for it to spy on the star league had been forwarded to other purposes. Since the SDS project began Taurian Concordat had known that they would need to create countermeasures for the robotic warships. While the stealth systems of the El Cadejo could not make warship invisible in combat, when combined with five hundred tons of active ECM equipment it made the Knight Rider stealth destroyer deadly difficult to hit even before factoring in how the ECM degrading communications channels would hamper the Artificial Intelligence. While Taurians could not scale the naval signature masking technology up to cover a battleship, they could give the Hunnu class battleship over a thousand tons of naval electronic warfare equipment. The Hunnu was also the reason the Concordat divested their Gauss technology development program from the Capellan Confederation. The concordat wanted to scale up, not down, and fitted the Hunnu with an experimental spinal Gauss riffle.

    The latter two classes made up the bulk of Task Force Mongol. Starting as soon as Task Force Indian's work came to fruition, Task Force Mongol began to rampage into the heart of the Star League. Having taken to lessen how powerful the appearance of invincibility could be from the end of the Reunification war, Task Force Mongol chose their battles carefully. The primarily engaged in extreme range bombardment using the spinal gauss cannons of the Hunnu battleships and stealth nuclear missiles and only engaged with the Caspar drones when they expected overwhelming victory. More often than not they used their triple jump capability to disengage like ghosts before the local defense could engage them. The riskiest engagement was the Intrusion of Sol, where they targeted ship yards, SDS facilities, and finally two SDS formation before retreating back to the Concordat in order to re-arm and repair. Hours after the battle ended, a trio of stealth missile with their warhead replaced by a broadcast system let themselves be known in the orbit of Earth with a simple message “We can touch you.” The Taurians tactics worked very well to hide the flaws of Task Force Mongol, such as how the terminal guidance system for their spinal Gauss slugs had a nearly 40% failure rate. .

    Aleksandr Kerensky was able to understand the purpose behind the Taurian's tactics. Everyone else panicked. The Camerons and other nobility across the Terran hegemony needed the Taurians to be bottled up in the Periphery, never mind the realities of interstellar travel. This was the perfect opportunity for Stephen Ameris to make his play. He could provide them with forces to hold the heartland and free up SLDF forces to deal with the concordat. Kerensky had already put out a dragnet to try and find task force Mongol, he knew such advanced ships could not be replaced easily. His tactical genius was proven by spooking El Cadejo scouting missions into early retreats. However before he could make any major changes, the Panama arrived on the front lines under a diplomatic flag.

    Moments later, Judeth Cameron appeared on his communications console, calling Jessica Drillson a whore, Simon Cameron a mentally retarded mutant, and cussing the rest of her family for letting little Richard stupid things up to this degree and drag her away from the planet with the best light pollution laws she has ever heard of. A recording of the venomous rant would later be displayed at the Calderon Museum of art next to a replica of Cossacks of Saporog Are Drafting a Manifesto.

    With Judith back to the inner sphere and the Causus Belli in doubt, Stephen Ameris had no time left. And so, with his life's work coming to fruition, he flipped the board. While Stephen Ameris claimed to be usurping the Cameron throne, many, including his own forces, suspected his only goal was to destroy the Star League.

    An unofficial cease fire was in place since the arrival of Judith Cameron waiting on a political decision from the heart of the Star League, the very request for orders that let Stephen Ameris know that it was time. However this cease fire was able to become official far more quickly than Stephen Ameris planned. While he was able to cease control of all the standard HPGs as planned, he was not aware of the prototype extended range HPG that the Cappelans had donated for Earth's use. Partially because the project was officially a failure, and partially because they space station was never used since its arrival. However the coup was exactly the sort of emergency that Jerome Blake believed warranted depleting the limited endurance of the prototype. With a single burned out HPG, the Cappellans were sent off running to inform both Aleksandr Kerensky and Nicoletta Calderon know of the coup. Ironically Taurus got the message first as the Barbara Liao agreed with Blake that this message was worth burning out one of the prototypes.

    With the mastermind behind the war revealed, Kerensky and Judith Cameron signed a cease fire with the Taurian Concordat without delay. The Taurian counteroffensive ended up being a blessing in disguise. With the SDS system in the southern quarter of the Terran Hegemony heavily damaged Kerensky was able to re-take much of the compromised territory before Ameris could solidify his defenses. It was not an easy task. Stephen Ameris was not the equal to Kerensky in military tactics, but he had spent most of his life manipulating the SLDF making him Kerensky's match in grand strategy if nothing else. Where his tactics were inferior, Armeris simply compensated with madness and war crimes. Nuclear weapons became more common with each planet that Kerensky recovered and the first few bio-weapons were unleashed as Kerensky halted his advance.

    Stephen Ameris's ground forces primarily used older Royal battlements extracted from stockpiles. These units did not support ad many missile defenses as more modern ones and used Arrow IV missile artillery rather than Dart Missiles. His aerospace assets were not so obsolete, like his neighbors in the Draconis combine he responded to the danger of Dart Missile launchers by creating Dropship escorts for his warships. Where house Kurita armed their escort dropships with sub-capital canon Stephen Ameris instead tried to emulate some of the Early prototypes for capital pulse lasers that the Taurian Concordat demonstrated by developing sub-capital lasers. Both the Draconis Combine and the Rim World's Republic copied one last naval innovation from the Taurians: improved drop-shuttle bays. The formula was fairly simple, taking the docking arms and jump field extenders from a Newgrange and combine them with several internal docking collars. While the Taurians only fielded a few Jumpship tenders prior to the war, Combine produced dozens.

    With the systems around him supported by intact SDS system and the Great Houses still not willing to reinforce him, Kerensky knew that he needed to weaken Ameris before he could make any more advances into Hegemony space. Leaving most of his command in place to protect the world he liberated, Kerensky himself retreated and collected the SLDF forces in the periphery to launch an assault on the Rim World's itself. It did not draw Ameris out from his defensive position, but it did cut Stephen Ameris off from any reinforcements. More importantly, it gave Kerensky's most elite forces time to repair themselves and prepare for fighting the SDS system using liberated Terran Hegemony factories. While not as mass efficient as the electronic warfare equipment that the Taurains had spent decades developing, the Hegemony's general computer technology was still more advanced allowing them to catch up quickly.

    With nothing left he could do, Kerensky dived in to what he expected to be be the most brutal fight of his life. Ameris did not disappoint. His forces were fanatics with no room in their hearts for anything but a near demonic hatred for the Star League. Both defeat and well ordered retreats where accompanied by a scorched earth policy. Factories were scuttled with nuclear explosive and population centers struck with bio-weapons. Many planets were only saved by luck with a bio weapon turning out to be a dud and no more deadly than a common cold.

    This barbarous cruelty was finally enough for the great houses to act. Even the Taurian Concordat could not simply stand aside any longer. With the approval of Judeth Cameron the Taurian's colonization fleet was given approval to render humanitarian aid to Hegemony worlds. The Panama could evacuate some of the worst off planets all on its own. The Chihuahuas were able to build prefabricated habitats and space stations to temporarily shelter other worlds. With the VMI star crane, prefabs could be destroyed cities in minutes and when a world was written off as a lost cause corporations and their employees could often get their factories evacuated along side them. While in most cases these factories would be moved to intact Terran Hegemony worlds or worlds belonging to the Great Houses, more than a few made their way back to Concordat planets.

    Picking through the Terran Hegemony's pockets for spare factories while administering first aid wasn't the Concordat's only mission while in the core of Star League space. While many historians would claim that it was Stephan Ameris that murdered the Star League, it was the Taurain Concordat that nailed the coffin shut. The Star League was already buckling under the strain of maintaining its empire before the coup. There was little support from the common people of the Inner Sphere for SLDF occupation missions into the periphery. This is why the tax increases needed to support the SLDF became such a hot issue and the High Council ended up trying to push the tax burden onto the Periphery states. After the Star League was manipulated into a purposeless war with the Concordat the Star League was humiliated on a foundational level. The charm offensive the Concordat engaged in with their humanitarian efforts only increased the anger that the public had over the entire affair. The Taurians barely needed to seed any provocateurs to get large scale protests demanding that the Star League leave the Periphery. With the Terran Hegemony in shambles, it was barely needed. The budget didn't exist to both rebuild the Hegemony and keep control of the Periphery. So one by one the Periphery states were granted independence, with the only Exception being the Rim World's Republic.

    It would be over a decade after Ameris's death before the last Chihuahua finished its relief efforts and returned to Taurian space. The devastation of the Terran Hegemony, combined with its technology leaking out into the great houses with the Taurian's help and the near extinction of the Cameron line meant that the Star League would never recover the central authority it had before the reign of Richard Cameron the fool.
     
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    Late Starleague Era: OWA
  • Doomsought

    Well-known member
    Following its newly regained sovereignty, the Outworlds Alliance faced two main issues which while not quite bad enough to be called crisis, would each become one if not dealt with.

    First was the loss of the supply of terriforming equipment from the Terran Hegemony. Many of their planets were barely habitable if not outright inhospitable and required the regular import of terriforming equipment to grow and survive.

    Thankfully the Terran Hegemony was not the only supplier for Terraforming equipment. Much of the supplies they needed to maintain already existing terraforming installations were already being bought from the Federated Suns and Draconis Combine. Convincing their neighbors to increase production of these materials would be easy, but not cheap.

    Growth was more difficult, the only other supplier for the terraforming equipment that they needed to expand was the Taurian Concordat. While the Taurian Concordat was not expanding onto new world at this time, they were still expending terriforming equipment to expand habitable areas of newly settled worlds. There was still enough surplus that the Outworlds Alliance could buy some, but it was only barely within their budget before factoring in the cost of shipping. Trade back and forth from the Periphery to the Terran Hegemony followed well established trade routes with jumpship circuits established for much of the trade lanes, making the cost relatively low for the distance. However trade between the Out Worlds Alliance and the Concordat was sporadic and relied mainly on commissioned jumpships.

    The Outwolds Alliance was forced to make some hard decisions as to where to focus their limited ability to grow and for other planets they could only subsidize emigration to more habitable worlds. The only permanent solution was the domestic production of terraforming equipment, something that was decades away for even the relatively simple components needed for maintaining their existing terraforming.

    The other major issue facing the Outworlds Alliance was far more pressing, the SLDF was no longer present to deal with deep periphery pirates and limit Great House raiding. As much as the OWA relied on their neighbors to survive, their neighbors were still a threat to their prosperity if not their survival. They needed a way to deter raiders that was both within their budget and able to deal with long ranged attacks such as those made by the Federated Sun's Dart Missile Launchers.

    While the Outworlds Alliance had a modern laser weapon industry, they were for the most part licensed contractors and did not have the budget for research into cutting edge laser technology where the Terran Hegemony and Taurian Concordat were both making strides.

    The Alliance Military Corps instead decided to focus on acquiring as much conventional Tube Artillery as possible. Tube artillery could strike directly at raiding dropships, whose repair bills would far outweigh any profit made form piracy even if the drop ship was not destroyed.

    This focus on artillery weapons prompted Alliance Mining and Geology to risk a venture into the munitions market be redeveloping armor piercing shells for conventional tube artillery. While nothing new, artillery scale armor piercing ammunition had long been abandoned since the warship went from the sea into space. Despite this, Alliance Mining and Geology believed that Armor Piercing ammunition would make for more effective anti-air fire against dropships. However this venture was a gamble, while Alliance Mining and Geology were experts in making explosives, mining charges were far different from munitions.

    When they demonstrated a few prototype rounds against an armored mock-up dropship, they got far more than they expected. The not only were granted a procurement contract, they were provided with grants to produce munitions plants on multiple planets.

    The auto-cannon research and design team within the United Outworlders Corporation had desired an attempt to replicate Lubalin Ballistic's armor piercing ammunition since it appeared during the Ameris Civil war, but were unable to get funding for it in the corporate budget until United Outworlders Corporation saw that the Alliance Military Corps was willing open large contracts for experimental artillery munitions. When the design team found out they were designing artillery shells rather than munitions for autocannon, they were at first disappointed However they soon realized that it was a blessing in disguise, tube artillery barrels were far more forgiving on exotic munition types than auto-cannons.

    When United Outworlders Corporation showcased their new Armor Piercing Flachette ammunition as a way for artillery platforms to defend themselves from battlemechs, they got an even bigger payout than AMG. The Lyran Commonwealth had at that time begun research into fielding ultra-heavy mechs armed with light artillery rather than auto-cannons, and the United Outworlders Corporation's new product neatly covered many of their design flaws.

    The taxes on exports of both ammunition types were provided a welcomed expansion to the Outworlds Allience's military budget. Enough for them to create a state sponsored research project: the Alliance Military Corps wanted a new generation of tube artillery that were lighter, more accurate and easier to fit into a mech. More than half of the Periphery State's major weapon's manufacturers cooperated on the Mech Howitzer project. Arenthir Electronics dusted off the blueprints for mech mortar fire control systems to use as a use as a basis for lighter and more accurate artillery fire control. Alliance Motors Limited developed a new myomer based recoil compensation system that was not only lighter but designed from the ground up to be easily integrated into a mech's arm actuators. Mountain World Battlemechs focused on developing a cooling sleeve that would reduce the stress placed on a mech's cooling system from firing an artillery shell by a third. Some projects were rejected because they were too expensive or incompatible with other improvements, such as an attempt to make use of an endo-steel barrel which was not only more bulky but amplified recoil.

    The first MH-15 factory began production in 2791, and soon came to the attention of the Taurian Concordat's own modernization efforts. The Talos TLS-2 and all of its variants would use the MH-15 as a replacement for the original Talos's Autocannon. Rather than rely on military imports through Federated Suns' space, the Taurian Concordat opted to buy a production license and blueprints for both the MH-15 and its ammunition at the cost of one hundred and fifteen thousand tons of tooling for the manufacture of terraforming equipment and a full regiment of Talos battlemechs. The chief diplomat negotiating the deal with the Concordat, Antonio Sassari, received a hero's welcome and multiple civil commendations when he returned to the Out World's allience with the signed treaty. The MH-15 would also be used as a replacement for Gauss Riffles on Alliance Military Corps Alicorn tanks, giving them both more ammunition and better effective range than standard Alicorn tanks.

    The sniper variant of the Mech howitzer, the MH-20, would not see production until 2798 and did not see much fanfare. Its first platform, the Jackalope Mobile Howitzer produced by the United Outworlders Corporation, was extraordinarily well designed. Only a few years later the first factory for the Long Tom variant of the Mech Howitzer would begin production, though this weapon would see even more limited deployment and was mainly used by Out Worlds Alliance assault dropships and warships.

    Artillery technology was not the only place where the Out Worlds Alliance manage novel technological development. When the blueprints for the Guardian ECM were leaked in 2786, the Out Worlds Alliance found they were the only major Periphery state without the manufacturing technology to replicate it. While Arenthir Electronics attempted to improve their microelectronics tooling with limited success, they were far more successful at compensating for missing technologies using a brute force approach. The Priest ECM suite launched in 2795 as a stopgap was half a ton heavier, required a fusion engine to function and produces as much heat as a small pulse laser while active, but has the unintended benefit of being able to boost its range by increasing the voltage supply to its amplifiers. While this feature drastically increased both its heat production and maintenance requirements, the Alliance Military Corps considered a half ton increase in weight worth the extra option and closed the military research grants for replicating the Guardian ECM with the Priest ECM being considered a success.

    Lushann Industries Limited also developed more durable variants of standard lasers under the trademark of Lushan Reinforced Lasers which could survive a critical hit and still remain functional in 2788. These laser variants failed to secure any military contracts, but where popular enough as a component for custom mech refits, especially in battlemech arenas, that they would still see a modest profit from the production lines. They would later start production of pulse lasers with the same improvements in 2805, but with a better understanding of the market, these lasers would be produced in small batches all from the same production line rather than having individual production lines.

    AP Artillery Ammo
    Target's units rather than hexes dealing damage as if an auto-cannon. After a marking off the armor damage from the attack, roll on the determining critical hits table with a -1 penalty. When fired in direct fire mode from standard artillery AP artillery ammo has a -2 penalty to hitting units under 500 tons, and can only target units over 500 tons when fired indirect artillery attacks; Artillery cannons and other artillery with hex based range bands do not have this penalty.

    Armor Piercing Flechette
    Artillery APF ammunition was developed to replicate the effectiveness of LBX ammunition using the more forgiving format of conventional tube artillery.
    APF ammunition can only be fired in direct fire mode, and follows the same rules as LBX auto cannons using pellet ammunition. An artillery weapon firing APF ammunition does not have minimum range.

    Mech Howitzers
    Mech Howitzers improved version of conventional tube artillery with improved direct fire capability at a minor cost to its maximum range.
    Game Rules: MEch howitzers may make direct fire attack at a range no further than their long range rather than 17 hexes. When making direct fire attacks, they use the normal rules for autocannons using the short medium and long range bands listed bellow rather than artillery direct fire attack rules.

    ModelHeatDamageMinShortMedium Long ExtremeTonsCritical slotsAmmo Per ton
    MH/302030/20/1049182722 maps26265
    MH/201320/1027142112 maps181810
    MH/151015/5310203014 maps141320

    Priest ECM
    While the Out World's Allience was able to get their hands on the full blueprints for the Guardian ECM, they did not have the industry in place to produce many of its more sophisticated components. However with several years of effort, OWA engineers were able to design replacement components that compensated for their lack of sophistication with a brute force approach.
    Priest ECM weighs 2 tons and occupies 2 crtical slots. It provides the same benefits as a Guardian ECM but also produces 2 heat each turn. As a side effect of its brute force approach, the range of Priest ECM can be improved by feeding it more power. When boosted, priest ECM has a range of 9 hexes, but produces 6 heat each turn.
    The ECM suit will require additional maintence after any battle where it was boosted.

    Lushan Reinforced Lasers are laser weapons with the Armored Component modification (TO 283).
    Jackalope Mobile Howitzer
    55 ton Wheeled CV
    Structure: 5.5 tons
    Engine: class 255 Fuel Cell 16 tons (5 cruise, 8 flank)
    Control Systems: 3 tons
    Armor: 7 tons
    Case: 0.5 tons
    MH-20 ammo: 3 tons
    Turret equipment: 2 tons
    1 MH-20, 18 tons
    Quirk: Stabilized Weapon System, Powered Reverse


    Alicorn MK V - Type A
    95 ton Tracked CV
    Structure: 9.5 tons
    Engine: 285 XL 13 tons
    Control Systems: 5 tons
    Armor: 14.5 tons
    CASE 0.5 tons
    MH-15 ammunition, 6 tons
    Turret Equipment: 4.5 tons
    3 MH-15, Turret, 42 tons, (15 heat)


    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
    While the revised Talos was originally intended to have an MML-9 installed, testing found that an MML-7 with Artemis fire control could consistently land more missiles hits than an MML-9 without Artemis while also being half a ton lighter.
     
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    Late Starleague Era: MoC
  • Doomsought

    Well-known member
    Much like the Outworlds Alliance, the Magistracy of Canopus was reliant on trade with the Terran Hegemony. However unlike the OWA this was a purely economic reliance. Much of the Magistracy's economy was based on tourism from the Hegemony. However the other major part of the Magistracy's economy was based on being the favorite location for Terran Hegemony pharmaceutical corporations to outsource labor intensive manufacturing processes. The Magistracy's intact medical industry was something that the Terran Hegemony was in desperate need of.

    With their Toursim industry in rapid collapse, they could only focus on expanding their medical industry as fast as possible. It helped that the Taurian Concordat threw them a bone by purchasing materials for their humanitarian aid missions the the Hegemony from the Conopans. One of the biggest boons was the Taurians commissioning several Hospital dropships from Majesty Metals and Manufacturing. The utility of mobile hospitals was not lost on the Terran Hegemony, and orders for hospital ships soon started to flow from both the Terran Hegemony and SLDF.

    So long was the recovery period of the Terran Hegemony that multiple successive designs of hospital dropships would be designed by the Canopans for their purchase. The capstone of this design process was the massive Hestia Class Hospital ship, first launched in 2779. The Hestia could not land on planets, instead its facilities were installed into two grav decks wrapped around its cargo holds and smallcraft bays. Despite having over 4000 beds for patient care, the Hestia had an excellent endurance with over 8000 tons of refrigerated cargo for food and medicine, and half and again as much general cargo.

    Even after the Terran Hegmony recovered from the medical crisis caused by Ameris's bio weapons, orders for the hospital ships still came in, albeit at a much slower pace. Almost every nation in the inner sphere bought hospital ships to service their militaries and internal disaster relief efforts. Some planetary governors even found buying a small hospital ship and installing it on permanently in a city to be cheaper than building a hospital conventionally, and several Hestias have been converted into space stations to service as the primary medical care centers for sparsely populated planets.

    The loss of tourism was not the only impact of the destruction of the Terran hegemony and reduction of the Stare League had on the Canopan economy. Many of the arms manufacturers in the Magistracy sold primarily to the local Star League garrison forces and also relied on the Hegemony for key components. One example was the Krimari Plasma Labs which manufactured and repaired Manpack PPCs and Support PPCs, primarily for the SLDF garrison in the Magistry of Canopus but also sold units to the Free Worlds League, Taurain Concordat, and (when they could afford it) the Magistracy Armed Forces.

    The Krimari Plasma Lab were worse off than most, as without political support form the SLDF they were not able to renew the contract they used to import the compact and light weight plasma generators used in Man-Pack PPCs. While they could still manufacture the bulkier Support PPC using their own tooling, they would not be financial viable if they also lost their economic development grants which were based on the number of Canopan citizens that they employed. As a Hail Marry attempt to keep their Manpack PPC assembly lines running, Krimari Plasma Labs attempted to convert their manpack PPCs into vehicle mounted weapons. The MIT-K25 plasma generator used in many light jump jets was chosen as the plasma sourced for the new weapon due to its ubiquitousness, modular design, and the fact they already had the license and tooling to produce them as spare parts of Canopan and SLDF mechs.

    The MIT-K25 produced far more plasma than was needed by a single Man-Pack PPC, and the Krimari Plasma Labs needed to develop a method to distribute the plasma to multiple accelerator barrels. After experimentation they settled on a plasma bottle with a rotating deflector at the front and an array of concave plasma deflectors with active focusing at the back. After several iterations of increasing power and enlarging the weapon's cooling sleeve they settled on a device an array of six man-pack PPC barrels that ripple fire twice in rapid succession. Named for its plasma distribution system, the Rotary PPC had the same damage profile as SRM-6 while weighing only a single ton. However it was not without flaws, the weapon was mostly cooling systems by weight as it produced almost as much heat as a ER-PPC. Still, its light weight made it an ideal weapon for Bugmechs which do not have enough weapons to saturate their heatsinks.

    The Rotary PPC was not the only military innovation to come out of the Magistracy of Canopus prior to the first succession war. When the Terran Hegemony began experimenting with Enhanced Imaging technology, the production of several key components were outsourced to the Canopans. Canopus neural links, a specialized produce of neural interface components for cybernetics found several suspicious new direct neural interface chips among the orders for Prosthetic components coming out of the SLDF.

    With the help of the MIM, they were able to identify the true purpose of these neural interface chips and the Magistracy of Canopus began their own Direct Neural interface program. Lacking the Terran Hegemony's data and experience with deep memory interfaces, the Canopans instead decided to focus on the peripheral nervous system using standard neural links used for both cosmetic and prosthetic cybernetic implants. While the implants used by the Canopan Cybernetic Cockpit System cannot augment the users skills in the same way as Enhanced Imaging systems, the ability to directly feed sensory data combined with using a phantom limb to manipulate virtual controls completely negates the penalty for using cramped cockpits, such as torso mounted cockpits or light cockpits. The Cybernetic Cockpit System was also much safer from its design goals on up and use mostly off the shelf components, allowing its development to be finished by December of 2789 less than a decade after the project began.

    This led to both the 2E and 3E variants of the Locust battlemech using compact cockpits in order to make more room for weapons and heat-sinks. Both of the new Locust variants were built on the same production lines, based on the budget of the customer. The 2E used single heat sinks and Extended Range Micro Pulse Lasers imported from the Taurian Concordat, while the 3E was much more expensive due to using double heat sinks and Extended Range Small Pulse Lasers which also suffered to from more greater export restrictions. Because of this the LCT-3E was almost elusively built for the Taurian Concordat.

    The new Locust variants were given little attention to compared to the other mech that began production in the Magistracy of Canopus. The Redcross of Canopus, the Star League Redcross and the Concordat Redcross Association worked together to combine the technologies of their respective homelands into the ultimate search and rescue mech. With the devastation of the Terran Hegemony by Stefan Amaris still in recent memory, the Redcross was not only able to receive funding and technology from most of the innershpere, but also secure treaties declaring any attacks on the Redcross Rescuemech a war crime, though at the 'cost' of making it illegal modify the Redcross with armaments.

    The stars of the development process were Canopus Medical Tools and Ulsop Robotics, which partnered to design a robotic version of the MASH theater that was compact enough to fit into an industrial mech. The Automated Medical Bay would become Canopus Medical Tools most profitable product and would make it into the top twenty most important inventions of the company responsible for much of the SDS system.

    The Redcross would begin production in 2798, three years after the Automated Medical Bay became available on the open market. The Out Worlds Alliance has could only afford to aquire two companies of Redcross rescumechs, which were all concentrated in a disaster response task force servicing their only Hestia Class Orbital Hospital, likewise the Teran Hegemony keeps most of their Redcross's in specialized Disaster relief taskforces, however the Terran Hegemony uses three landing capable hospital dropships in each taskforce. The Taurian Concordat and Federated Suns both assign a company of Redcross battlemechs to each of their combat engineer battalions. The National governments of the Lyran Commonwealth and Draconis Combine are largely uninterested in the Redcross, however many nobles in both nations have bought Redcross Rescue Mechs for either their civil services or personal military forces. The Capelan Confederation and Rimworld Republic have only bought a limited number of Redcross Rescuemech for their national and provincial capitals.

    The Canopans also got involved in the development of Battle armor after the Terran Hegemony lost their monopoly on powered armor technology. Based on a jerry-rigged powered armor designed to provide medical support in NBC conditions during the Ameris Civil war. The Corpsman II replaces a medical diagnostic noteputer rigged to a modular weapon's hardpoint with specialized manipulator that have diagnostic sensors built into them and displays their outputs directly onto the Battlearmor's heads up display. Canopus Medical Tools also designed the auto-injector for the Corpsman II to prevent accidents caused by combat medics fumbling through their supplies in adverse conditions. The Corpsman II is bought by everyone in the Inner-sphere that can afford them. The Terran Hegemony is the biggest buyer, having an entire army of powered armor equipped infantry specialized in operating in hostile and contaminated environments. The Corpsman II is also very commonly used by bodyguards for national VIPs.

    Cyborg Cockpit System
    This direct neural interface technology does not carry any of the penalties of other forms of DNI, but also does not provide any benefits other than negating the penalty from cramped cockpits.

    Automated Medical Bay
    This robotic medical system provides the same benefits of a MASH without requiring and additional crew. Unlike a conventional MASH system, the Automated Medical Bay Core does not provide a free Medical Pod (the equivalent to an operating theater).
    The Automated Medical Bay core weighs 6 tons and occupies 6 critical slots.
    Each Medical Pod weighs 1.5 ton and occupies 2 critical slots.

    Medical glove
    The medical glove is a specialized powered armor/Battle armor manipulator developed for the Corpsman II. Each medical glove has an array of medical sensors woven into its and several medical diagnostic probes that pop out from the wrist. The out puts of the medical sensors pas through a diagnostic computer that is distributed through the forearm, backpack and helmet of the battle armor and its outputs are provided to the heads-up display.
    Each manipulator weighs 5kg and is treated as a an armored glove for game-play purposes.

    Auto Injector
    If placed on the arms, it can be used on others, if placed in the torso it can only be used on the wearer.
    An auto injector occupies a single BA slot and weighs 4 kg. Contains 6 syringes, plus 6 syringes per KG of ammunition.

    Rotary PPC
    Composed of 6 modified Man-pack PPCs, the Rotary PPC uses engine power to rapidly fire twelve bolts of plasma.
    Rotary PPCs have 2 point damage groupings.
    1/bolt damage, 2S/5M/7L/10E range, 1 ton, 2 crits, 12 heat
    Locust-2E
    The locust 2E uses a small cockpit and replaces its machine-guns with Taurian Er-Micro Pulse Lasers, which gives it enough room to add two additional single heat sinks and replace the medium laser with a Rotary PPC.

    Locust 3E
    Produced on the same production line as the locust 2E, the locust 3E mounts 9 double heat sinks in order to replace the 2E's micro pulse lasers with ER-Small Pulse Lasers. The 3E is mainly used by the Taurian Concordat.

    Redcross Rescuemech
    40 ton industrial mech
    Structure: Improved Industrial Frame 6 tons
    Engine: Class 160 fusion 6 tons
    Jump jets: 4 mp 2 tons
    Gyro: 2 tons
    Cockpit 3 tons
    Armor: 5.5 tons
    Search Light, 1LT, 0.5 tons
    AMB Core, 6 RT, 6 tons
    3 AMB Pod, 6 LT, 4.5 tons
    3 AMB Pod, 6 RT, 4.5 tons
    Quirks: Improved Sensors, Fine Manipulators

    Corpsman II
    Light BA (750 kg)
    Chassis: 100 kg
    Ground: 3 MP 60 kg
    Jump 3 MP 75 kg
    Manipulators: Medical Gloves 10 kg
    Armor: 6 Standard 300 kg
    Auto-Injector, LA, 102 Doses, 20 kg
    AP Weapons Mount, RA, 5 kg (30 kg capacity)
    Extended Life Support, Body, 25 kg
    Heat Sensor, Body, 20 kg
    Searchlight, Body, 5kg
    Mission Equipment, Body, 100 kg

    Hestia Hospital ship
    80 KT Spheroid Dropship

    Hull and Engines subtotal: 17399 tons
    Engine: 2 Safe Thrust 10,400 tons
    Fuel: 500 tons, 510 tons
    Structure: 36 SI 5760 tons
    Control Systems: 600 tons
    Armor: 866 Ferro Aluminum 129 tons
    Heat Sinks: 128 SHS 0 tons

    Crew Facilities and Equipment subtotal: 34529 tons
    5 Officers, 140 doctors 1450 tons
    20 Enlisted, 4 gunners, 500 nurses 3668 tons
    27 First Class Guest Quarters 270 tons
    3900 Inpatient Recovery Beds 19500 tons
    1300 Intensive Care units 9100 tons
    40 Operating Theaters (MASH core) 140 tons
    Triage Bay (1000 persons) 200 tons
    1340 Paramedic Equipment (Listed for Costs only) 0 tons
    2 Grav Decks (120 meters) 200 tons

    Weapons: 72 tons, 120 heat
    All facings
    4 Light Point Defense Lasers, 12 tons, 20 heat

    Cargo Bays (9 doors)
    Bays 1-3 (30 smallcraft) 3 bay doors 6000 tons
    Bays 4-6 (general cargo) 3 bay doors, 12000 tons
    Bays 7-9 (8700 tons of refrigerated cargo) 3 bay doors, 10000 tons
    (Each bay is divided evenly into three smaller bays by bulkheads, displayed are the total capacities for each bay type)
     
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    Late Starleague Era: RWR
  • Doomsought

    Well-known member
    As a result of the Ameris Civil War, the Rim Worlds Republic was the only periphery state to remain part of the star league. The Rim Worlds Republic was saddled with extreme war debts, and it was the good fortune of the Terran Hegemony that Aleksandr Kerensky decided to keep that industry, especially the shipyards, intact. Even before Stephan Ameris began embezzling technology from the Terran Hegemony, the Rim Worlds Republic had a modern and extensive industry, second to none of the Great House states in sophistication if not volume.

    Following the end of the Ameris Civil war, the vast majority of this industry was turned towards rebuilding the Terran Hegemony. What production wasn't being used to directly produce materials needed by worlds ravaged by the war was being sold to any one who could afford it in the Great houses and the periphery.

    This situation persisted for over thirty years. During this period, the Rim World's Republic did not have the budget to spare on any project that could not aid in repaying their dept. Rim World's saw a constant labor shortage which lead to the deployment of automation technologies in every manufacturing sector. One of the key developments was the implementation of robotically assisted shipyards based on stolen designs of Terran Hegemony ARTS drydocks. The combination or a dumbed down ARTS assembly system and human work crews allowed them to build faster and cheaper than anyone else, especially dropships and naval escorts.

    The process of repaying their war debts slowly but surely changed the Rim Worlds Republic's reputation from that of traitors to being a source of cheap manufacturing with a questionable quality. Weapons manufactures in the Rim Worlds Republic leaned into this trend and began designing weapons systems specifically to be sold to people on a budget.

    With half the Inner Sphere switching to using DART missiles exclusively instead of capital missiles, there became a large supply of capital missiles available for cheap to periphery states. Roe Weapons Systems decided to cash in on this transfer by developing a cheap single shot capital missile launch systems that would appeal to periphery states and planetary governors that operate on a tight budget.

    Based on ancient VLS cell technology, each one shot missile launcher is little more than a ten ton targeting system, a box with several flame diverters and a gantry to hold the missile in place until it is fired. Because of this simple system, one shot capital missile launchers can be modified to launch a smaller missile by simply replacing the gantry. Unfortunately the lack of an advanced launch system and the smaller targeting system means that one shot capital missile launchers have a shorter range than standard ones. This flaw does not bother customers in the price bracket that One Shot Capital missile launchers are aimed at, instead they are far more interested in the fact that you can replace a mech bay with three One-Shot White Sharks.

    Finmark Heavy Optics, after effectively loosing their patents on subcapital lasers decided to create an even smaller and cheaper anti-orbit laser weapon. The sub-capital laser was already what most considered to the the lower boundary of what was possible for an anti-orbit laser, and their research attempts struggled until well after the war reparations were complete. In they end, they had to make compromises, many compromises, but they still managed to deliver a ground portable anti-orbit laser.

    The miniature subcapital laser uses extremely large but light weight mirrors to focus their beam, and in order to function with the proper accuracy and speed these mirrors cannot be armored at all. In addition to having one of their vital components exposed and vulnerable, the mirror array cannot focus a tight beam at short or long range, and the laser looses half of its power once it reaches the lower edge of space. However, sometimes it is the case that it does not matter how well the bear danced, but the fact that the bear dances at all. This is very much the case with the miniature sub-capital laser, which weighs a mere fifth the tonnage of the light sub-capital laser and likewise costs a fraction of the price.

    The primary platform that Finmark Heavy Optics designed for the Miniture Sub-Capital Laser was the Umbrella wheeled combat vehicle. Although dismissed as useless by the militaries of the Inner Sphere, planetary militias and periphery states quickly noticed that it you can buy ten Umbrellas for the cost of a single laser bunker. While the first Umbrella crews worried about their ability to survive through a single battle, their worries were quickly put to rest in an ironic manner: its primary weapon is simply so vulnerable that most opponents would simply strike an Umbrella with just enough firepower to mission kill it, and then ignore the toothless laser truck.

    Diplass Technologies also attempted to sell a battlemech using the miniature sub-capital laser called the Cloudwatcher. Unfortunately for Diplass, the Cloudwatcher did not manage to land in the same market niche as the Umbrella, and had poor sales. They quickly came out with a second variant of the Cloudwatcher that was armed with an MH-20 instead, but the mechs reputation had already been spoiled by its launch.

    Robotically Assisted Shipyard
    Within the scope of content covered by game rules, a robotically assisted shipyard is identical to a ARTS enhanced pressurized Naval Repair Facility combined with an ARTS enhanced Cargo hold with at least 10% the capacity of the repair facility to represent the component staging and assembly area.

    Miniature Subcapital laser
    At short and long range, miniature sub capital lasers deal half their medium range damage as area of effect damage do to trouble focusing. At extreme range they deal half their medium range damage.

    If the location a miniature sub capital laser is mounted on receives damage, the weapon to receive an automatic critical hit, even if the armor is not breached. The Miniture Sub-capital laser otherwise follows the same rules as sub-capital lasers.

    One Shot Capital Missile Launchers
    In order to service those who wanted to field capital missiles for a low price, the Rim Worlds republic developed a series of one shot capital missile launchers. One-shot capital missile launchers can be reloaded after battle using a smallcraft and several crew in space suites to transfer a capital missile from cargo and reset the quick release gantry.

    ModelHeatDamageMinShort
    Medium
    Long ExtremeTonsCritical slots
    MSCL166A/12/6A/6491827363216
    Barracuda (OS)102C-1525354540-
    White Shark (OS)153C-1020304050-
    Killer Whale (OS)204C-1020304060-
    Umbrella
    60 ton wheeled combat vehicle
    Structure: 6 tons
    Engine: Class 160 Standard 9 tons
    Control System: 3 tons
    Heat Sinks: 16 single, 6 tons
    Armor: 6 tons
    MSCL, F, 32 tons, 16 heat
    Improved Targeting (Extreme)

    Barracuda Truck
    60 ton wheeled vehicle
    Structure: 6 tons
    Engine: class 160 ICE 9 tons
    Control System: 3 tons
    Armor: 2 tons
    One-Shot Barracuda Launcher, 40 tons

    Cloudwatcher
    CWL-3X
    75 ton mech
    Structure: 7.5 tons
    Engine: Class 300 XL Fusion 9.5 tons
    Jump Jets: 3 tons
    Gyro: 3 tons
    Cockpit: standard 3 tons
    Armor: 8 tons
    Heat Sinks: 16 SHS 6 tons
    MSCL, 11RA/5RT, 32 tons, 16 heat
    SPL, 1 LA, 1 ton, 2 heat
    SRM-4, 1 LT, 2 tons
    SRM ammo (25) 1 ton
    Design Quirk: Anti-air Targeting, Bad Reputation
    Variants:
    CWL-3FK: replace the MSCL with a MH-20, 4 tons of ammo, 8 tons of armor and a fourth jump jet.
     
    Last edited:
    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: 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
     
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