Draconis Combine, 2380 - Turn 4
With the preceding decade approaching its final resolution, Tenno Kurita allowed himself a moment of reflection.
The past years had been concerning. The integration of Rasalhague had stalled. Had his father been wrong?
No, it had rallied the people, gave them a purpose while the nation was still forming.
His thoughts moved to his other borders.
The Lyran Commonwealth was still amassing forces with no one to really check them. Maybe their recent involvement with the free worlds would keep their attention.
Tensions with the Hegemony had long cooled. The combine posed no threat to them, and little opportunity.
The Federated Suns had recently wiped the Taurian Navy off the map. It would take decades for them to recover. His officers were not sure how they amassed the necessary fleet so quickly; Incoming reports suggested they had stripped the border fleets. And no one of his intelligence network had noticed.
He allowed himself a moment of irritation.
At least, no one had seen fit to forward any possible reports upwards.
Still, he could not help but think that things could have gone worse. Somehow, he had that feeling.
Straightening his features, he moved to meet today's nobles and sit through the issues of the day.
The combine would yet grow.
The Rasalhague conflictThe mood in the board room was grim. As much as it could be with everyone keeping their composure and trying hard to not be emotional or speak out of turn.
Just when the principality had served their purpose, these insolent barbarians had struck and attacked Jezersko.
The coordinator had appeared collected, of course always thinking ahead of them - but they just knew he had to be furious.
Twice now, the Navy had failed - failed to protect their assets on the ground, failed to support the heroic ground troops of the combine fighting for his glory.
What captain Itami had done was inexcusable. But it was also the right thing to do - the coordinator would not appreciate sacrificing a third of the combine's fleet power to hold on to a backwater planet with little economic significance. They knew that.
The oldest among them, when ... not entirely sober ... would occasionally remark that Tenno was not his father, but they all knew he was a capable administrator.
There was little to do but swallow their pride and do better the next time. Not all was bad.
The new stations had proven to be a deterrent, if one that wouldn't stand up to a warship fleet.
And while the Rasalhagians had expended all their efforts on reclaiming Jezersko, Radstadt, the Combine's earliest conquest in the conflict, had been conspicuously ignored, a fact that Combine propaganda didn't fail to capitalise on.
The world had been left to partial autonomy - under the watchful eyes of the ministry of internal affairs, of course - and while it would be many decades, the determination of its inhabitants would weaken.
Just in case, the world would be included in the defensive up-armament programme due to reinforce the Combine's yard systems. The dragon would not tolerate further humiliation.
The fleet battle, though ultimately unsuccessful, had shown the value of fleet exercises and formations in keeping fire focused and the fleet able to act in case of a loss of command.
The Ikioi concept had proven itself, drawing disproportionate amounts of fire, though that would maybe make it less suitable of being a command vessel in the future.
To honour the quick reaction, and heroic sacrifice, of Admiral Zaytsev, it was originally planned to upgrade the Alshain Yards to finally be able to fully maintain and replace destroyer squadrons, but such a move had to be postponed. Instead, the system would, until needed elsewhere, be the home of the new yard jumpship the technicians had thought up to allow mobile fleet maintenance.
The fleet's ships had taken extensive damage, and construction of a new Flag ship would take time, albeit one was in construction already. Erstwhile, the fleet was replaced by the reserve fleet and recalled to the Luthien yards for repairs. Given the resources already required for regular repair, it was decided to turn repair into refit and bring the Isonami and Uranami up to Block II standard.
Some officers were tasked with drawing up new plans for a Naval offensive, in case the coordinator or his immediate successor would order further action, and their meeting came to a close.
Minato-Ki Yard ShipThe Minato-Ki is the first and, for now, only representative of her class. Conceived as a cheaper and more easily built alternative to a military fleet tender concept that had making the rounds in R&D for the better part of a decade, the ship is capable to maintain and repair Fubuki-class destroyers in the field, and could theoretically service two corvettes at once.
Class/Model/Name: Minato-Ki
Ship Cost: $3,939,742,500.00
BV2: 2,828
Mass: 500,000
K-F Drive System: Standard
Power Plant: Station-Keeping Drive
Safe Thrust: 0
Maximum Thrust: 1
Armor Type: Improved Ferro-Aluminum
Armament:
None
Equipment: Mass
Drive: 6,000.00
Thrust
Safe: 0.1
Maximum: 1
Controls: 1,250.00
K-F Hyperdrive: Standard (10 Integrity) 475,000.00
Jump Sail: (6 Integrity) 97.00
Structural Integrity: 1 3,333.33
Total Heat Sinks: 154 Single
Fuel & Fuel Pumps: 500 points 204.00
Fire Control Computers: 0.00
Armor: 150 pts Improved Ferro-Aluminum 250.00
Fore: 25
Fore-Left/Right: 25/25
Aft-Left/Right: 25/25
Aft: 25
Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 1 50.00
Medium: 0.00
Large: 0.00
Escape Pods: 0.00
Life Boats: 6 42.00
Crew And Passengers:
6 Officers in 1st Class Quarters 60.00
25 Crew in 2nd Class Quarters 175.00
0 Gunners and Others in 2nd Class Quarters 0.00
0 Bay Personnel 0.00
No Passengers
# Cargo and Bays Mass
480000 Naval Repair Unpreassurized 12,000.00
538 Cargo, Standard 538
Due to the very limited cargo fraction, the ship will usually jump with two assigned dropships carrying general cargo, maintenance spares, and standard armour plating, as well as the majority of the required repair crews, using the Jump Ships Grav deck for relaxation and Grav training. Due to having only one external jump collar, only a single dropship can be docked while the Repair Facility is in operation. Still, the Minato-Ki will need to rely on other jumpships to supply it the necessary material for a comprehensive repair or overhaul of a military ships.
The limits of influenceLearning from the past - the dragon preparesNaval analysts had gathered what they could of the battles fought in other parts of the sphere. Space was becoming increasingly more violent, and the dragon would participate.
The Federated Suns offensive against the Taurian Concordat had not only uncovered a weakness in their military intelligence network, but also shown the effects of concentration of force and strategic mobility. If attacks on a flank could be prevented, a concerted effort could crush an enemy who did not have such luxury.
But it had also highlighted the vulnerability of spaceborne infrastructure. Within just a few months, the FSN had destroyed the Taurians entire capability to project force across their borders, and, short of strategic nuclear weapons, their ability to defend themselves, as well. This showed that such infrastructure would need protection, and such protection could not be reasonably provided by an affordable fleet without crippling the freedom of movement a navy needs to fulfil its duties.
The Tenshus had proven the capability of their concept, and were already in place, but they alone would not provide sufficient deterrent. Further, analysis showed that, if the enemy was allowed to form up and plan an attack, he could circumvent stationary defences or pick them of one at a time.
Plans were drawn up for a new, smaller station, purpose-built for deep space operations, to amplify the firepower of the measures already in place.
Class/Model/Name: Monban
Ship Cost: $184,467,500.00
Magazine Cost: $3,672,000.00
Mass: 50,000
K-F Drive System: None
Power Plant: Station-Keeping Drive
Safe Thrust: 0
Maximum Thrust: 1
Armor Type: Improved Ferro-Aluminum
Armament:
36 Capital Launcher White Shark
24 Capital Launcher Barracuda
30 Laser Small
Equipment: Mass
Drive: 600.00
Thrust
Safe: 0.1
Maximum: 1
Controls: 50.00
K-F Hyperdrive: None (0 Integrity) 0.00
Jump Sail: (0 Integrity) 0.00
Structural Integrity: 1 500.00
Total Heat Sinks: 810 Single 731.00
Fuel & Fuel Pumps: 1000 points 102.00
Fire Control Computers: 432.00
Armor: 225 pts Improved Ferro-Aluminum 225.00
Fore: 45
Fore-Left/Right: 45/45
Aft-Left/Right: 30/30
Aft: 30
Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 2 100.00
Medium: 0 0.00
Large: 0.00
Escape Pods: 22 154.00
Life Boats: 22 154.00
Crew And Passengers:
21 Officers in 1st Class Quarters 210.00
34 Crew in 2nd Class Quarters 238.00
65 Gunners and Others in 1st Class Quarters 650.00
60 Bay Personnel 0.00
1 1st Class Passengers 10.00
30 2nd Class Quarters 210.00
5 Steerage Passengers 25.00
# Weapons Loc Heat Damage Range Mass
36 Capital Launcher White Shark Nose 540 1080 (108-C) Extreme-C 4,320.00
12 Capital Launcher Barracuda FR 120 240 (24-C) 1,080.00
12 Capital Launcher Barracuda FL 120 240 (24-C) 1,080.00
6 Laser Small FR 6 18 (1.8-C) 3.00
6 Laser Small FL 6 18 (1.8-C) 3.00
6 Laser Small AL 6 18 (1.8-C) 3.00
6 Laser Small AR 6 18 (1.8-C) 3.00
6 Laser Small Aft 6 18 (1.8-C) 3.00
Ammo Rounds Mass
Capital Launcher White Shark Ammo 180 7,200.00
Capital Launcher Barracuda Ammo 144 4,320.00
# Cargo and Bays Mass
12 Bay Small Craft 2,400.00
24194 Cargo, Standard 24194
Doing away with expensive sensors, large hangars, or all-aspect weaponry, the Monban Space Guardpost focuses on keeping watch over sensitive jump points or provide additional firepower to the defence of naval assets.
Mounting significant firepower along a singular facing, with only enough ammunition stored for a short engagement, the Station has unusual amenities for a Combine military installation, including a second grav deck and relatively luxurious quarters especially for the gunners, which have to be ready at a moments notice to react to an incoming threat, but usually spend their time in rather uneventful 8-12 hour shifts interrupted only by the occasional drill. Deployment times are often long, depending on the system.
When deployed near a Lagrange point, the crew is tasked to fire on any incoming warship without combine identification that doesn't respond to their hails within 30 seconds; short enough they can not launch a lot of fighters, long enough for the gunners on break to reach their stations.
Part of the stations cargo hold is usually fashioned with extra pressurised berths allowing a few backup personell, as well as sometimes additional small stores of ammunition. While these may increase the risk of explosions in case of enemy fire, the spread out nature in the low pressure atmosphere of the roomy cargo hold actually reduces the risk of catastrophic chain reaction.
While the Station is rated for an allotment of 25 marines, usually only 5-10 are on board, in addition to an officer of internal security and a few secondary gunners, as well as the occasional technician or medic. Two of the carried small craft are equipped to two life pods, allowing the shameless abandoning of the station one the ammunition stores run dry.
Monban Stations will be deployed to all yard systems, in proximity to the yard they are supposed to protect in opposition to their original design role. The Radstadt system will receive an additional station actually positioned at the closest Lagrange point, and the capital is covered by at least four, sitting near the main yard, at the Lagrange point, as well as the Zenith and Nadir jump points.
Ten more stations will be partially built and held in reserve, to be assembled where and when the Navy sees fit in the coming decade.
Understanding the present - the dragon schemesThe past conflicts, and recent developments, had resulted in a few less obvious takeaways that could finally be turned into action:
- The Navy can't always be there in time to counter an invasion, and it won't always be there to hold a system. Past failures to do so had already cost the dragon two systems, and there were more threatening neighbours with more capable navies abroad. If the DCMS ground forces could endure until help arrives, or until the enemy has moved on, then...
- Knowledge is power. The power to appear from unexpected angles, at unexpected times. During defeats this tactic had been used to strike at the Combine's forces. If one was to gather that knowledge ahead of them, this power would be theirs.
- The Sphere is changing, and opportunities abound. Not everyone is able to cope. The undesirables pile in shady bars, rundown jumpships, and left behind planets. Some might be swayed onto a desirable course. But why they may not ask questions, they can give answers. Potentially the right answers, to the wrong person. Hence, it is imperative not to show all your cards.
A Dragon in a CastleIn the past, both invasions and defences had faltered in the absence of Naval support.
Recognising the need for strongpoints that the DCMS could hold, hide in, or supply itself from, analysts and generals had pushed for many years for just such a structure to be devised.
It took many years. Now, finally, the engineers have come forward with a workable proposal, and the DCMS had made reasonable demands. The plan hedged two decades ago could finally be executed, if a few years later than hoped. The Pillar of Steel would soon be reinforced by magnificent ground fortification.
More resembling a cold-war era bunker on pre-space-age terra than a castle, the Tenno-Jo would provide subterranean housing for up to a regiment of regular troops, with several months of integral life-support, hidden under a massive armour belt complete with retractable capital weapon turrets.
Plans were drawn up to install castles across the combine, starting with the capital and shipyard systems which were the most likely to be attacked, followed by the rim-ward and finally the anti-spin-ward borders. Galedon, an important founding member of the combine, also received one such installation.
These hidden sites would provide the source of resistance in case of invasion, holding sufficient food and ammunition for a year-long guerrilla campaign, while providing a ready resupply point for Navy squadrons operating in the conflict zone. Bolstering the resistance of multiple border worlds, the combine could afford a defence in depth strategy to stall ground invasions while the Navy would assemble the large fleets that engagements elsewhere in the sphere had shown were so effective.
While on most worlds, the castles were built innocuously into the terrain, on Radstadt, a different approach was chosen.
The first bunker was built just out of sight, but known to the locals, near the capital city, including an additional layer of outer defences and a larger than normal dropship landing strip.
Unbeknown to most of the inhabitants, however, a second installation was build in the wilderness half the planet away, providing both defence and a show of power for the populace, and camouflage and subterfuge in case that wasn't enough. Enormous measures were taken to keep the project secret for the forseeable future, including using exclusively off-world workers, dropships landing in bad weather hundreds of kilometers away from the build site, and a network of thermal cameras spanning 2 days march around the future installation.
The fortified worlds are: New Samarkand, Midway, Luthien, An Ting, Alshain, Benjamin, Radstadt(x2), Prosperina, Galedon, Breed, Barlows End, Mallory's World, Crossing, and Sendai.
ScoutingJumping to "pirate points" or planetary Lagrange points had shown to potentially have a decisive effect on a battle. The Navy intends to use this knowledge to their advantage, but to do so, they need
more knowledge. Systems need to be mapped and monitored, data points collected and arranged.
The Navy ordered a dropship equipped with a naval-grade scanner suite to take this work off the warships needed for anti-piracy patrol. It was hoped that through sensor triangulation, sufficiently high quality data could be gathered in sufficient quantity to allow precision jumps into the most important border worlds. Of course, in a pinch, Kutais could also do this job during their regular Anti-Piracy patrols.
Megane MDR-1
Type: Military Spheriod
Mass: 3,500 tons
Technology Base: Inner Sphere (Standard)
Introduced: 2600
Mass: 3,500
Battle Value: 2,760
Tech Rating/Availability: E/D-F(F*)-E-E
Cost: 1,552,460,000 C-bills
Fuel: 500 tons (15,000)
Safe Thrust: 3
Maximum Thrust: 5
Heat Sinks: 70
Structural Integrity: 15
Armor
Nose: 305
Sides: 257/257
Aft: 208
Cargo
Bay 1: Small Craft (6) 2 Doors
Bay 2: Cargo (610.5 tons) 1 Door
Escape Pods: 0
Life Boats: 5
Crew: 3 officers, 2 enlisted/non-rated, 6 gunners, 30 bay personnel, 5 passengers, 5 marines
Notes: Mounts 54 tons of ferro-aluminum armor.
Weapons: Capital Attack Values (Standard)
Arc (Heat) Heat SRV MRV LRV ERV Class
Nose (6 Heat)
6 Small Laser 6 2(18) 0(0) 0(0) 0(0) Point Defense
RS/LS Fwd (6 Heat)
6 Small Laser 6 2(18) 0(0) 0(0) 0(0) Point Defense
RS/LS Aft (6 Heat)
6 Small Laser 6 2(18) 0(0) 0(0) 0(0) Point Defense
Aft (6 Heat)
6 Small Laser 6 2(18) 0(0) 0(0) 0(0) Point Defense
PrivateeringThe dregs of society now had warships. Liaison Officer Okazaki Shinji sighed.
The Hegemony, apparently unsatisfied with selling Naval equipment to the combine's detractors, had apparently "scrapped" an entire class of scout frigates - only for then half of them to appear on the black market within a few years, complete with crews that didn't ask too many questions; Some of them were likely bound to ask for your valuables, though.
Mr. Okazaki kicked back the last of his drink. For a moment, he pondered what had brought him to this point, sitting in a seedy bad in low gravity somewhere in a border system within the Hegemony's "influence", facing those same undesirables he had such a low opinion on.
He was here to grasp "opportunities". After un unsuccessful stint to the Capellan Confederation, his district commander had tasked him with acquiring "assets". Unbound and deniable, their motivations mattered not in service to the combine.
They needn't know their better.
Looking about, he saw Mr. Smirnov had already had too much of his namesake liquor and was mingling with the locals.
Fresh drink in hand, he set about his task with mild disgust and a feeling of determination.
"... A little bird told you you might be in the market for a ... rerouting of property."
Heralding the future - The dragon leapsBridge Log, Prototype Rho Go-Nana-Ni JS-B, test-run Beta, 3rd of April 2381. Charge complete! Target coordinates 360.2, 233.111. Systems functional.
Commencing in 3, 2, 1 ...
Navigation reporting: Jump successful. Systems functional. Reading energy fluctuations in cell 3.
Hailing observer.
...
Coordinates confirmed. Batteries operational.
New coordinates 359.452, 248.589.
Charging Drive.
Charge complete. Commencing in 3,2,1...
Jump complete. No system damage registered.
It really works...In 2381, the Draconis Combine entered a new era.
Theoretically.The the navy had long recognised that in a world of interstellar distances, speed wasn't a function of the size of one's engines. While maneuvering drives provided tactical flexibility and an edge in combat, how quickly one could redeploy and how much space could be covered were mostly dependent on the K-F drive.
Recharge stations offered a decrease in redeployment times, and the combine consequently had built a lot of them. Yet, for all their efforts, the brains of the combine had not managed to significantly increase jump range, or decrease recharge times.
In the late 60s, a small think tank led by a scientist from Procyon had a breakthrough: Faster charging wasn't in the books, but a higher charge was possible.
Quickly recognised as the next step in warship development, the research came to a screeching halt when funding did the same, due to an inopportune, but justified shifting of the research budget to try and improve the DCMS ground forces. It took the better part of a decade for the Navy to convince the right people and bow to the right bureaucrats to worm their way up in the coordinators graces again.
Picking back up in the mid 2370s, the research program made great leaps, supported by original research notes by Fuchida that an Intelligence officer had somehow produced.
The Navy poured enormous amount of money and manpower at the task, and was rewarded with working prototypes.
The solution was a kind of fusion-powered battery that could flush the core with sufficient energy to to initiate charging the jump drive immediately after a jump. While it wouldn't allow a ship to move twice as fast due to still having to be recharged, it would allow quick reaction in a 60 LY radius.
Evolving from the prototype, the first ships equipped with the new Lithium-Fusion Batteries were a small series of military jump ships.
Class/Model/Name: JS-B
Ship Cost: $1,760,250,000.00
BV2: 1,478
Mass: 250,000
K-F Drive System: Standard with L-F Battery
Power Plant: Station-Keeping Drive
Safe Thrust: 0
Maximum Thrust: 1
Armor Type: Improved Ferro-Aluminum
Armament:
None
Equipment: Mass
Drive: 3,000.00
Thrust
Safe: 0.1
Maximum: 1
Controls: 625.00
K-F Hyperdrive: Standard with L-F Battery (6 Integrity) 240,000.00
Jump Sail: (5 Integrity) 64.00
Structural Integrity: 1 1,666.67
Total Heat Sinks: 122 Single
Fuel & Fuel Pumps: 2000 points 816.00
Fire Control Computers: 0.00
Armor: 78 pts Improved Ferro-Aluminum 130.00
Fore: 13
Fore-Left/Right: 13/13
Aft-Left/Right: 13/13
Aft: 13
Dropship Capacity: 3 3,000.00
Grav Decks:
Small: 1 50.00
Medium: 0.00
Large: 0.00
Escape Pods: 0.00
Life Boats: 5 35.00
Crew And Passengers:
4 Officers in 1st Class Quarters 40.00
15 Crew in 2nd Class Quarters 105.00
0 Gunners and Others in 2nd Class Quarters 0.00
0 Bay Personnel 0.00
1st Class Passengers 0.00
5 2nd Class Passengers 35.00
Steerage Passengers 0.00
# Cargo and Bays Mass
433 Cargo, Standard 433.00
Unimaginatively named Jump Ship - Battery, short JS-B, with a number behind it, these ships are rather unassuming representatives of the bleeding edge of transportation technology.
Five ships have been ordered, and will for now be used exclusively by the military and high officials of state. Their tasks may include rapid transfer of messages across Combine space, assisting in ground battles, where they can drop off troop carriers or supply dropships and immediately jump out again, and carrying supplies for battery-equipped warships.
A clear disadvantage of the system was it's enormous expense. The technology was still a bit finicky, and the batteries itself, plus the adaptions required on the jump core, drove the cost of ships up by at least a third. As every asset carried outside the hull increased the required energy stored, carrying dropships on a battery-equipped warship proved to be prohibitively expensive. Equipping every ship, as such, was thus unattainable; But maybe that wasn't necessary.
Yet the biggest hurdle to attaining mobile Naval power, as it had been since humanity first built warships on ancient terra, was feature creep. In the wake of the excitement over the technological progress and with steadily escalating requirements, the planned battle cruiser that was to be the first warship equipped with the new batteries was already 20% overweight before finishing the design phase, and had now outgrown the yards that were supposed to build it. Part of the funding earmarked for the ships was diverted towards a further yard upgrade.
Still, it was seen as imperative to actually
use the technology, if only to justify the investment before the coordinator. A quick reaction force, the ideal use of the technology, was planned around a modified Ikioi assault cruiser, the largest and most durable hull available.
Class/Model/Name: Ikioi B
Ship Cost: $10,382,930,000.00
Magazine Cost: $16,650,000.00
BV2: 54,987
Mass: 750,000
K-F Drive System: Compact with L-F Battery
Power Plant: Maneuvering Drive
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Improved Ferro-Aluminum
Armament:
6 Naval AC 20
96 Laser Small
12 Laser Large
10 Naval Laser 45
4 Naval Gauss Rifle Heavy
Equipment: Mass
Drive: 180,000.00
Thrust
Safe: 4
Maximum: 6
Controls: 1,875.00
K-F Hyperdrive: Compact with L-F Battery (16 Integrity) 346,875.00
Jump Sail: (5 Integrity) 68.00
Structural Integrity: 150 112,500.00
Total Heat Sinks: 1324 Single 679.00
Fuel & Fuel Pumps: 18750 points 7,650.00
Fire Control Computers: 0.00
Armor: 1410 pts Improved Ferro-Aluminum 2,200.00
Fore: 230
Fore-Left/Right: 240/240
Aft-Left/Right: 230/230
Aft: 230
Dropship Capacity: 0 0.00
Grav Decks:
Small: 1 50.00
Medium: 1 100.00
Large: 0.00
Escape Pods: 10 70.00
Life Boats: 45 315.00
Crew And Passengers:
40 Officers in 1st Class Quarters 40.00
155 Crew in 2nd Class Quarters 155.00
38 Gunners and Others in 2nd Class Quarters 38.00
240 Bay Personnel 0.00
0 1st Class Passengers 0.00
50 Marine Berths 350.00
5 2nd Class Passengers 35.00
0 Steerage Passengers 0.00
# Weapons Loc Heat Damage Range Mass
1 Naval AC 20 Nose 60 200 (20-C) Long-C 2,500.00
12 Laser Small Nose 12 36 (3.6-C) 6.00
3 Laser Large Nose 24 24 (2.4-C) 15.00
2 Naval Laser 45 Nose 140 90 (9-C) 1,800.00
2 Naval Gauss Rifle Heavy FR,FL 36 600 (60-C) 14,000.00
12 Laser Small FR,FL 12 36 (3.6-C) 6.00
2 Naval AC 20 BS 120 400 (40-C) 5,000.00
12 Laser Small BS 12 36 (3.6-C) 6.00
3 Laser Large BS 24 24 (2.4-C) 15.00
2 Naval Laser 45 BS 140 90 (9-C) 1,800.00
2 Naval Laser 45 AR,AL 140 90 (9-C) 1,800.00
12 Laser Small AR,AL 12 36 (3.6-C) 6.00
12 Laser Small Aft 12 36 (3.6-C) 6.00
1 Naval AC 20 Aft 60 200 (20-C) 2,500.00
3 Laser Large Aft 24 24 (2.4-C) 15.00
Ammo Rounds Mass
Naval AC 20 Ammo 300 120.00
Naval Gauss Rifle Heavy Ammo 200 100.00
Space Mine Ammo 60 30.00
Equipment Mass
3x Space Mine Dispenser 30.00
(AL, Aft, AR)
# Cargo and Bays Mass
48 Bay Small Craft 9,600.00
35012 Cargo, Standard 35012
Having been slightly upsized to fit the batteries, the ship is not quite as robust as the base design, but makes up for this with more modern armour that the Ikiois in service are yet to receive.
Being that the ships are new hulls anyways, someone took the chance to update their armament, too, now featuring dual Gauss Rifles and fewer, but heavier autocannons, similar to the previous updates to the Fubuki destroyers and somewhat foreshadowing their next generation.
Two Ikioi Bs will begin service in the coming years, functioning as a mobile reserve force to bolster fleets on defense or distract invaders with deep strikes.
Fleet Deployment:The Combine's Navy remains organized in three fleets, one each on the rim-ward and anti-spin-ward border,and one in reserve or repair. Each fleet consists of 3 Fubuki-Class destroyers of usually mixed Block I and Block II vintage, led by an Ikioi cruiser, and usually supported by a Kutai class corvette. One fleet has recently been upgraded to only Block IIs.
New destroyers coming online will be held in reserve and distributed as required, for example to replace losses or bolster a fleet for an attack.
The Shinryaku-sen Invasion transports remain in reserve for offensive operations and usually come with a jumpship carrying additional supplies or battlemechs that the older troop ships have no provisions for. Civilian Jump- and Dropships can be impressed into service to transport additional supplies or reserve troops.
The new Ikioi Bs will act as a rapid reaction force to bolster the defense where needed, enact diversionary attacks, or perform pincer moves.
The Kutais remain the Combine's main anti-piracy & border patrol vehicle. some would argue they really aren't fit for direct combat anymore.
Preliminary turn, with some budget left unspent (not current anymore, more ships have been ordered):
Starting Money 5937.775
2380 Budget
365000
Maintenance
Kutai 12 28944
Fubuki 4 12782
Kutai (m) 2 482.4
Fubuki(m) 1 319.55
Onsen 75 17250
Tenshu 8 2696
Fubuki BII 5 16302.5 (+260m for upgrades)
Ikioi 2 8032
Ikioi B 0 0
Shinryakusen 2 6839
Jump 40 10000
Drop 109 16350
Fighter 2826 7065
SC 461 2305
Total 129367.45
Repairs 3000
New Builds:
Kutai 0
Fubuki 0
Fubuki II 3 19563
Onsen 0
Shinryakusen 0
Ikioi 1 8032
Ikioi B 2 20766
Tenshu 1 674
Monban 21 3864
Minato-Ki 1 3940
JS-B 5 8800
Jump 0
Drop 1 300
Fighter 80 400
SC 139 1390
Castle Brian 15 15000
Prototypes
Ikioi B 1038
Minato-KI 985
Monban 440
Shipyards
Downpayment New Samarkand Yard expansion 1038
Research
Lithium-Fusion Batteries 1 46500
Castles Brian 1 46500
AC/20 1 41850
Spent 328421.45
Extra Expenses
Extra Maintenance Ikioi-B 1038
[s]Scouting Dropship 1552[/s] [i][size=8pt]As I assume it would have no effect, it will remain fluff for now.[/size][/i]
Privateers 2000
Left 5168
The coordinator gazed outside the window at the palace grounds.
His sons were now being involved in affairs of state. They showed ... limited promise. It was just as well. He wouldn't be there forever.
The sun would rise again, as billions of suns had done since time immemorial. And with them, the dragon.