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Author Topic: Wynn's Domain  (Read 1824 times)

Atlan

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Wynn's Domain
« on: 04 October 2013, 16:20:35 »
I rather liked ISP3, but the one area I felt let down on was the lack of detail on those old periphery worlds- the ones which appeared in FM:P, only to never be seen again. So here is my little entry on some old Outworlds Alliance worlds.




Wynn's Domain:
When the First Succession War began, many people saw the death of the Star League as the perfect chance to become lords of their own mini-states. One of these people was Sivr Hawke.

The Outworlds Alliance had originally been founded by idealists who rejected most technology in favour of a more peaceful, agrarian lifestyle. However, during the wave of colonisation in the 2600s, the Outworlds mainly attracted settlers from the Inner Sphere who wanted to settle the frontier. The Traders District was populated largely by pioneers and entrepreneurs, not idealists, and as a result enjoyed a much stronger economy than the rest of the Alliance.

Paying mere lip-service to the Outworlds Alliance, the people of the Traders District saw themselves as citizens of the Star League first and foremost. When the Star League died, the governor of the Traders District declared independence. Christening her new state Wynn's Domain, she quickly found that the Outworlds had no desire- or ability- to contest her claim. She turned the economy of the Domain to a military footing, and spent the first 26 years of her reign as Queen building up a strong military.

This proved to be the height of Wynn's Domain's glory. In 2822, the First Succession War came to an end, and the Successor States began scrambling to rebuild for another war. The Outworlds was identified as a repetitively undefended source of what they needed, with little ability to retaliate, and the Draconis Combine and the Federated Suns began plundering the state- and the worlds which had once belonged to it.

Wynn's Domain had greatly expanded its military, but it was no match for the might of two Great Houses. Indeed, the very factories which had allowed them to build their forces became prized targets, each invader stealing everything they could and nuking the rest to keep it out of the other's hands.

By the time the Second Succession War started, Wynn's Domain had been forgotten by all except pirates. With their military broken and their Jumpship fleet greatly reduced, the Domain was forced to abandon planet after planet. By 2870, the Domain had only a single Jumpship, and only five worlds.

Unusually for those pocket empires which spring up in the periphery, this one continued to survive. The partially rebuilt industry which had caused the decimation of the state also proved to be its salvation. Able to build and maintain a sizeable standing military, both on the ground and in space, Wynn's Domain managed to remain an intact, civilised society, similar to the Tauren Concordant- only smaller.

Pirate attacks are common in the Domain. Its concentrated industrial output makes for a tempting target to those who know about it, as does its isolated status as a system without the protection (or potential retaliation) that a Successor State can provide. The attacks keep slowing the pace of rebuilding, but never quite manage to stop it. There have been 8 attempts to build a Jumpship yard since 3000, and the constantly growing numbers of Aerospace fighters in the Domain make each one more and more difficult to destroy. With any luck, by 3025 the defending forces will be impenetrable by any local pirate force.

Wynn's Domain is a fairly pleasant place to live. All of its worlds enjoy a human-friendly biosphere, slightly low gravity, and a standard of living which could be found on most Inner Sphere worlds. Pirates are a problem, but they tend to want industrial loot, preferring to get slaves somewhere less defended. As a result, the average person has little to fear from pirates beyond the occasional tax increase by the government to help rebuild.

Each world has a reigning Monarch, with House Hawke from Wynn's Roost ruling all. The current Queen, Sona Hawke, has focused her reign on economics, and on rebuilding Jumpship production to allow her to reclaim the 23 worlds which were once part of the Domain.

The Domain owns a single Jumpship, the Fat Lady, an Invader-class Jumpship. It makes a regular trip to the Outworlds Alliance and the Federated Suns, selling locally mined or produced goods and buying things the Domain can't build natively- usually Battlemechs.

Wynn's Roost
Star Type: TBA
Position in system: 3.1
Percent, level of native life: 30 (plant, simple)

Planetary Data:
Number of Satellites: N/A
Surface Gravity: 0.87
Atmospheric Pressure: Standard (breathable)
Equatorial Temperature: 32° C (Temperate)
Surface Water Coverage: 54 percent

Wynn's roost was settled in 2612. Requiring little terraforming, it was quickly settled, and became the staging point for local colonisation efforts. This was largely because of the unique nature of the Wynn's Roost system.

Occasionally, a system is found which contains more than one inhabitable planet. In a rare few occasions, one can even find a system with three planets. The Wynn's Roost system, on the other hand, had five worlds suitable for human habitation. Four of the worlds were moons, which orbited the large gas giant 'Mother'.

The first, Wynn's Roost, was an extra-solar capture, a planet which had been captured by Mother in the system. By the time Star League explorers arrived the planet-sized moon was already a life-baring world, with a human-friendly biosphere. It took well to the influx of farmers crops and the insect and animal life necessary to support them.

With three other moons and one planet in the system requiring terraforming, Wynn's Roost quickly developed the orbital infrastructure to support this effort, and naturally became a staging point for further colonisation. As such, it was no surprise to anyone when it formally became the capital of the region, named the Traders District.

The views, it is unanimously agreed, are amazing. The blue gas giant Mother can be seen in the sky every day (or night), and the other moons in the system present a beautiful spectacle. Solar and Lunar eclipses are a regular event. The planet was a favourite of tourists and immigrants from the Terran Hegemony. By 2750, it had a population of 240 million.

Succession Wars:

In 2795, as the First Succession War raged, Wynn's Roost succeeded from the Outworlds Alliance. The Governor, Sivr Hawke, declared the entire Trader's Provence as her own, the Wynn's Domain. This lasted for almost a quarter of a century before the First Succession War ended. The Draconis Combine and the Federated Suns, their industries ruined by the war, flocked into the Outworlds and took anything of use.

The orbital infrastructure which had proved the heart of the Wynn's Domain was taken away in its entirety. No longer able to produce Jumpships or Dropships, most of the local Jumpships were 'borrowed', and with the bulk of the military destroyed by the two Successor States, the Wynn's Domain quickly fell apart.

Today:

Wynn's Roost continues to be the capital of a much reduced Wynn's Domain, ruled by Sona Hawke. The population is approximately 500 million, and is a frequent target of pirate raids. The thriving local industry is able to build primitive Dropships and Aerospace Fighters from ground-based factories. Frequent pirate raids prevent their efforts at rebuilding their Jumpship yards.

 

Vangburg
Star Type: TBA
Position in system: 2
Percent, level of native life: 0

Planetary Data:
Number of Satellites: 0
Surface Gravity: 0.81
Atmospheric Treasure: Standard (breathable)
Equatorial Temperature: 34° C (Temperate)
Surface Water Coverage: 42 percent

Vangburg was the sole inhabitable planet in the Wynn's Roost system (the other inhabitable worlds were all moons). Terraforming began on  2612 and finished in 2628. It quickly benefited from the proximity of Wynn's Roost's orbital shipyards, and attracted a steady influx of foreign revenue. It supplied most ground-built supplies for the local colonisation, being far more tectonically stable than Mother's moons.

Like most worlds in the Traders Domain, the people of Vangburg were from Inner Sphere worlds, wanting a chance to own their own property cheaply and make their fortune. Never the tourist attraction that Wynn's Roost was, by 2750 Vangburg had a population of 82 million.

The Succession Wars:

Vangburg joined Wynn's Roost when it formed the Wynn's Domain- largely because the Wynn's Roost provided very most of the commerce and infrastructure locally. Vangburg quickly became responsible for building 'Mechs, Tanks, and Infantry weapons for the Domain- not a huge leap, as it had already been the primary builder of consumer electronics and ground-cars.

During the plundering by the Draconis Combine and the Federated Suns between the two Succession Wars, Vangburg lost most of its armament factories. No longer able to build 'Mechs at all, it concentrated on rebuilding its Tank factories. The factories were never built to their previous levels, however, due to the much reduced inter stellar transport.

Today:
Vangburg is constantly under attack from pirates. It builds virtually all ground vehicles for Wynn's Domain, and reserves a healthy amount of them for its own defence. Population: 200 million.




Nerum
Star Type: TBA
Position in system: 3.2
Percent, level of native life: 0

Planetary Data:
Number of Satellites: 0
Surface Gravity: 0.71
Atmospheric Pressure: Standard (breathable)
Equatorial Temperature: 29° C (Temperate)
Surface Water Coverage: 30 percent

Nerum was the most interesting of the local worlds to Terraform. Due to the lack of local water, Star League engineers began using Dropship engines to move many of the rocks from Mother's ring to hit the moon, both giving Nerum the water it needed, and helping speed the planet's rotation up to something a human could stand.

As a result of this, Nerum had a very, very unique ocean structure. All oceans were entirely freshwater, and were composed of many linked lakes, from asteroid bombardment. Though useless for surfing, they adapted well to imported freshwater fish. Between the small size of the individual oceans, the minimal tides, and the abundant fish, Nerum became well known for its fishing, and attracted a disproportionately large number of retirees.  By 2750, Nerum had a population of 45 million.

The Succession Wars:
Nerum was taken into the Wynn's Domain as it formed, and became a largely unremarkable member. Never holding much in the way of heavy industry, it contributed little beyond fish and money. It did, however, include a fair number of retired Star League military officers, many of whom became high ranking officers in the Wynn's Domain's military.

Nereum lacked any useful industry for the Combine or the Suns to steal. Though it suffered from the lack of tourists, it weathered the war largely unscathed.

Today:
Nerum is largely unchanged from centuries ago. Though not founded under the beliefs of the Outworlds Alliance, it was often thought of as a retirement planet, and thus had comparatively little advanced technology. The young people often find the Nerum boring, enlist in the Wynn's Domain military as a way of getting off world. As a result, a disproportionally large portion of the Domain's military can trace their roots back to Nerum.

Though pirate attacks do happen, they are largely an exercise in refilling supplies, while the real money is gotten from other worlds. Population: 60 million.


Renorsal
Star Type: TBA
Position in system: 3.3
Percent, level of native life: 0

Planetary Data:
Number of Satellites: 0
Surface Gravity: 0.65
Atmospheric Pressure: Standard (breathable)
Equatorial Temperature: 25° C (Temperate)
Surface Water Coverage: 27 percent

Renorsal was settled for the express purpose of mining the abundant ores it held. Rich in most heavy metals, and tectonically dead, it was perfect for mining. Miners from the Hegemony were encouraged to bring their families to Renorsal, and offered incentives to colonise. Never possessing much in the way of agriculture, it imported most of its food from Wynn's Roost and Nerum.

With the constant demand for metals from Wynn's Roost and Vangburg, and the short transport time to get the ore there, Renorsal quickly became a very wealthy world. As of 2750, its population was 53 million.

The Succession Wars:
The formation of the Wynn's Domain meant that Wynn's Roost needed to drastically expand its military- which mean that it needed more metal than ever before. Renorsal was only too happy to supply it.

The break between the Succession Wars proved to be a bad time for Renorsal. With the Draconis Combine and the Federated Suns taking everything vaguely useful, the mining equipment which was Renorsal's lifeline disappeared into Dropships, never to be seen again. The miners were able to use what was left behind to meet the Domain's much reduced requirements, but the days of wealth were over.

Today:
Terraforming has slipped a little on Renorsal. Not due to the lack of components, or due to theft- no, the terraforming is slipping due to pollution. With the foundries constantly running for centuries, spewing out more and more chemical smoke as the equipment beaks down and is replaced with something more primitive, the planet has become colder. Snow is common all year round, and only the fact that they import food keeps the planet from starving. Population: 30 million.


Zebuluraskai
Star Type: TBA
Position in system: 3.4
Percent, level of native life: 0

Planetary Data:
Number of Satellites: N/A
Surface Gravity: 0.51
Atmospheric Pressure: Standard (breathable)
Equatorial Temperature: 27° C (Temperate)
Surface Water Coverage: 8 percent

Zebuluraskai would normally have never been inhabited. Marginal, earthquake prone, and requiring heavy terraforming, Zebuluraskai was colonised for only two reasons. The first was because no system had five in habited worlds before. The second was because Zebuluraskai was very, very rich in Geranium. Though no-one particularly wanted to live there, everyone wanted the precious metals to build Jumpships. Zebuluraskai became one of the largest native suppliers of  Geranium for the Outworlds Alliance. As of 2750, its population was 17 million.

The Succession Wars:
Zebuluraskai carried on much as it always had, even after the Wynn's Domain was formed. It continued to sell Geranium, and while it sold less to the Outworlds Alliance, it sold more to the Wynn's Domain, which evened out.

While the warehouses which stored the processed Geranium were emptied by the Combine and the Suns, the actual mining equipment was left largely intact. However, with the local Jumpship yards destroyed, and commerce crippled, there was almost no-one to buy any ore they mined.

Today:
Zebuluraskai is a shadow of what it once was. It still mines Geranium, but more than half of it is stolen by pirates. The rest is sold either to passing Jumpships, or to Wynn's Roost in its constant attempts to rebuild its Jumpship yards. Population: 2.3 million.



Military:
At its height, the Wynn's Domain Self Defence Force (WDSDF) was a match for the Outworlds Alliance military. It had three warships, and dozens of regiments 'Mechs, Aerospace Fighters, and Tanks.

This Military was broken during the break between the two Succession Wars. Destroyed by the Combine and the Suns, the warships were taken in the first battle. After each raid, the Domain would recall its regiments from the further worlds, back to the cluster, only for them be destroyed by the next raid. This drastic reduction in military power was directly responsible for the loss of the bulk of the Domain.

WDSDF Navy:
Though no longer the mighty power it once was, the  WDSDF Navy is still a force to be reckoned with. Operating 16 Rhino-class Dropships and 7 Fighter Wings, the Navy receives the lions share of the budget. The hope is to make the Navy strong enough to defend the Jumpship yards as they build them, to allow the Wynn's Domain to retake its lost worlds. Nine of the Rhino's are permanently assigned to interplanetary shipping, keeping the five worlds connected.

The standard Combined-Arms Company.
8x Grinder-class Tank
6x 10 man Infantry Squad
4x Slasher-class Helicopter

The Aerospace Wing:
1x Rhino-class Dropship
12x Buckler-class Aerospace Fighter

Force Deployments:

1st Armoured Regiment:
Reinforced Regiment/Regular/Reliable
The 1st Armoured is constantly deployed to Wynn's Roost. It operates 20 companies spread over the planet, and two Aerospace Wings. It also has the only Battlemech Company in the Domain, composed entirely of Merlin's bought from the Outworlds Alliance.

2nd Armoured Regiment:
Regiment/Regular/Reliable
The 2nd Armoured is constantly deployed to Vangburg. It operates two Aerospace Wings, and 16 companies spread over the planet- though fully half of them are stationed close to the armaments factories.

3rd Armoured Regiment:
Regiment/Regular/Reliable
The 3rd Armoured is constantly deployed to Nerum. It operates 9 Companies spread over the planet,  and one Aerospace Wing.

4th Armoured Regiment:
Regiment/Regular/Reliable
The 4th Armoured is constantly deployed to Renorsal. It operates 12 Companies spread over the planet, and one Aerospace Wing.

5th Armoured Regiment
Battalion/Green/Unreliable
The 5th Armoured is constantly deployed to Zebuluraskai. It operates 3 Companies placed close to the only settlements on the world, and one Aerospace Wing.



                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Rhino
Tech:              Inner Sphere / 2880
Vessel Type:       Spheroid DropShip
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              11,200 tons
Length:            158 meters
Power Plant:       Standard
Safe Thrust:       3
Maximum Thrust:    5
Armor Type:        Standard
Armament:         
   18 LRM 20
   24 Autocannon/5
------------------------------------------------------------------------------
==Overview:==
   
The Rhino was based off the Mule-class civilian Dropship, as it was the only design the Domain had plans for. It was structurally reinforced, and up-armoured and up-gunned with what the Domain could produce locally, in order to survive pirate raids.

Nine of these Dropships have been modified, reducing two of their cargo bays down to 700 tons each, and adding launch bays for a combined total of 20 Aerospace fighters.

Production remains low, due to a combination of cost and pirate interference- a Rhino takes three years to build, if everything goes well- and that seldom happens. One Rhino took 15 years to build, with five pirate raids, a serious embezzlement court case, and an embarrassing incident of friendly fire acting to slow it down.

------------------------------------------------------------------------------
Class/Model/Name:  Rhino
Mass:              11,200 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                        2,184.00
Thrust:  Safe Thrust: 3
      Maximum Thrust: 5
Structural Integrity: 40                                               896.00
Total Heat Sinks:    59 Single                                            .00
Fuel & Fuel Pumps:                                                     204.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                 84.00
Fire Control Computers:                                                   .00
Food & Water:  (7 days supply)                                           3.00
Armor Type:  Standard  (2,464 total armor pts)                         144.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                702
   Left/Right Sides:                 616/616
   Aft:                                 530

Cargo:
   Bay 1:  Cargo (1) with 2 doors                                    2,200.00
   Bay 2:  Cargo (1) with 2 doors                                    2,200.00
   Bay 3:  Cargo (1) with 2 doors                                    2,200.00

Life Boats:  2 (7 tons each)                                            14.00
Escape Pods:  2 (7 tons each)                                           14.00

Crew and Passengers:
      4 Officers (4 minimum)                                            40.00
     13 Crew (1 minimum)                                                91.00
      7 Gunners (7 minimum)                                             49.00
     64 Marines                                                        320.00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
3 LRM 20(48 rounds)        Nose     4(36)  4(36)  4(36)     --   18     38.00
4 Autocannon/5(80 rounds)  Nose     2(20)  2(20)     --     --    4     36.00
3 LRM 20(48 rounds)        FL/R     4(36)  4(36)  4(36)     --   36     76.00
4 Autocannon/5(80 rounds)  FL/R     2(20)  2(20)     --     --    8     72.00
3 LRM 20(48 rounds)        AL/R     4(36)  4(36)  4(36)     --   36     76.00
4 Autocannon/5(80 rounds)  AL/R     2(20)  2(20)     --     --    8     72.00
3 LRM 20(48 rounds)        Aft      4(36)  4(36)  4(36)     --   18     38.00
4 Autocannon/5(80 rounds)  Aft      2(20)  2(20)     --     --    4     36.00
1 Lot Spare Parts (1.00%)                                              112.00
------------------------------------------------------------------------------
TOTALS:                                              Heat: 132      11,199.00
Tons Left:                                                               1.00







          BattleTech Vehicle Technical Readout
                      VALIDATED

Type/Model:    Grinder
Tech:          Inner Sphere / 2880
Config:        Tracked Vehicle
Rules:         Level 1, Standard design

Mass:          40 tons
Power Plant:   80 I.C.E.
Cruise Speed:  21.6 km/h
Maximum Speed: 32.4 km/h
Armor Type:    Standard
Armament:     
  1 Autocannon/5
  1 LRM 5
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

Overview:
When the  WDSDF was commissioning designs for a new Tank, it considered the tasks it would be called upon to perform. With the lack of Jumpships, the  WDSDF would never be called upon to invade another world- it would be concerned with defending the Domain. It would need to defend a position long enough for the Navy to arrive

The Grinder was designed with this in mind- it would be deployed near high-value targets in bulk, sacrificing speed for protection. With armour counting for almost half the mass of the tank, the Grinder is designed to outlast the pirates it defends against.

With a low price-tag per unit, the Grinder is produced in bulk on Vangburg and shipped out to the rest of Wynn's Domain. The occasional shipment is sold abroad, usually to the Outworlds Alliance, in exchange for things the Domain can't produce locally.
--------------------------------------------------------
Type/Model:    Grinder
Mass:          40 tons

Equipment:                                 Items    Mass
Int. Struct.:  20 pts Standard               0      4.00
Engine:        80 I.C.E.                     0      5.00
    Cruise MP:   2
     Flank MP:   3
Heat Sinks:      0 Single                    0       .00
Cockpit & Controls:                          0      2.00
Crew: 3 Members                              0       .00
Turret Equipment:                            0      1.00
Armor Factor:  256 pts Standard              0     16.00

                          Internal    Armor
                          Structure   Value
   Front:                     4         77
   Left / Right Sides:        4      51/51
   Rear:                      4         34
   Turret:                    4         43

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
1 Autocannon/5           Turret   0   20     2      9.00
1 LRM 5                  Turret   0   24     2      3.00
--------------------------------------------------------
TOTALS:                           0          4     40.00
Items & Tons Left:                           9       .00

Calculated Factors:
Total Cost:        654,967 C-Bills
Battle Value 2:    779 (old BV = 334)
Cost per BV:       840.78
Weapon Value:      207 / 207 (Ratio = .27 / .27)
Damage Factors:    SRDmg = 6;  MRDmg = 5;  LRDmg = 3
BattleForce2:      MP: 2T,  Armor/Structure: 0 / 9
                   Damage PB/M/L: 1/1/1,  Overheat: 0
                   Class: GM;  Point Value: 8






           BattleTech Vehicle Technical Readout
                      VALIDATED

Type/Model:    Slasher
Tech:          Inner Sphere / 3060
Config:        V.T.O.L.
Rules:         Level 1, Standard design

Mass:          30 tons
Power Plant:   70 I.C.E.
Cruise Speed:  75.6 km/h
Maximum Speed: 118.8 km/h
Armor Type:    Standard
Armament:     
  3 LRM 5s
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)
Overview:
Designed to complement the Grinder, the Slasher is a scout VTOL. Well armoured, and faster than all but the fastest Pirate 'Mechs, the Slasher is intended to find and harass Pirates, often dropping off infantry behind the enemy.
--------------------------------------------------------
Type/Model:    Slasher
Mass:          30 tons

Equipment:                                 Items    Mass
Int. Struct.:  15 pts Standard               0      3.00
Engine:        70 I.C.E.                     0      4.00
    Cruise MP:   7
     Flank MP:  11
Heat Sinks:      0 Single                    0       .00
Cockpit & Controls:                          0      1.50
Crew: 2 Members                              0       .00
Rotor Equipment:  Main/Tail Rotors           0      3.00
Armor Factor:  136 pts Standard              0      8.50

                          Internal    Armor
                          Structure   Value
   Front:                     3         49
   Left / Right Sides:        3      32/32
   Rear:                      3         21
   Rotor:                     3          2

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
1 LRM 5                  Front    0   24     2      3.00
1 LRM 5                  Front    0   24     1      3.00
1 LRM 5                  Front    0   24     1      3.00
Infantry Bay             Body                1      1.00
--------------------------------------------------------
TOTALS:                           0          5     30.00
Items & Tons Left:                           6       .00




                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Buckler
Tech:              Inner Sphere / 3067
Vessel Type:       Aerospace Fighter
Rules:             Level 3, Standard design
Rules Set:         AeroTech2

Mass:              50 tons
Length:            16 meters
Power Plant:       50 Fusion
Safe Thrust:       3
Maximum Thrust:    5
Armor Type:        Standard
Armament:         
    1 Autocannon/5
    2 LRM 5
------------------------------------------------------------------------------
==Overview:==
An entirely native, post Second Succession war design, the Buckler was
intended to fit in with the basic tenants of Wynn's Domain design- armour
first and foremost, at the expense of speed.

It mounts the same AC/5 and LRMs which are the hallmark of Domain produced
equipment, which simplifies maintenance and production costs- as intended.

Due to the difficulty in producing something as complicated as an aerospace
fighter, the Buckler incorporates primitive technology. It uses a bulkier
cockpit, and a primitive fusion engine.


------------------------------------------------------------------------------
Class/Model/Name:  Buckler
Mass:              50 tons

Equipment:                                                              Mass
Power Plant:  50 Primitive Fusion                                 1.50
Thrust:  Safe Thrust: 3
      Maximum Thrust: 5
Structural Integrity: 5                                                   .00
Total Heat Sinks:    10 Single                                            .00
Fuel:                                                                    3.00
Primitive Cockpit & Attitude Thrusters:                                            5.00
Armor Type:  Standard  (408 total armor pts)                            25.50
                           Standard Scale Armor Pts
   Location:                            L / R
   Nose:                                136
   Left/Right Wings:                 102/102
   Aft:                                  68

Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 Autocannon/5             Nose         5      5     --     --    1      8.00
  Ammo (AC/5) 20           ---                                           1.00
1 LRM 5                    RW           3      3      3     --    2      2.00
1 LRM 5                    LW           3      3      3     --    2      2.00
  Ammo (LRM 5) 24          ---                                           1.00
------------------------------------------------------------------------------
TOTALS:                                                     Heat: 5     47.00
Tons Left:                                                               0.00




Dragon Cat

  • Lieutenant Colonel
  • *
  • Posts: 6602
  • Not Dead Until I Say So
Re: Wynn's Domain
« Reply #1 on: 04 October 2013, 20:09:06 »
Nice looking place only issue is the Geranium mine if the pirates knew about t then they'd want to set up shop there fair enough the little nation has plenty firepower with the DropShips but even if pirates weren't interested the Outworlds Alliance, Draconis Combine and Federated Suns would all want a piece of it not to mention ComStar or the Word of Blake

Look what happened to the Marian Hegemony find some Geranium forge a nation... Small mine or not these guys should be at the least rolling in the £££ which would still make it a pirate target

I'd maybe change the fluff around Zebururaskai to say that the world although a big target for pirates also hosts small embassy's for COMPANIES from the Outworlds Alliance, Federated Sun, Draconis Combine and timeline fitting ComStar/Word of Blake or Republic of he Sphere.  None of these nations care to send official diplomats instead allowing companies like Federated Boeing to do their bidding.
The below link leads to a wiki page created by Wrangler.  It has links to the various pages of my AU.

https://battletechfanon.fandom.com/wiki/Alternate_Timeline_with_Thanks