Author Topic: Warship Arms Race - The In Character Stuff  (Read 22549 times)

marcussmythe

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Re: Warship Arms Race - The In Character Stuff
« Reply #30 on: 26 April 2020, 11:52:44 »
Turn 2, 2360-2370

Old Friends and New Faces:  Political Leadership of the 2360s

     The political face of the inner sphere saw some changes in the 2360s.  Whilst the relatively young Cameron, Kurita, Davion, and Marik rulers remained in power, an unexpected stroke took the renowned Emilie Liao from leadership of the newborn Capellan Confederation, only to be replaced by the manipulative and politically skilled Franco Liao.  Once in power, Franco seemed a bit less certain in what to do with it, concentrating his efforts in securing his own rule, and that of House Liao, over the demands of the Confederation as a whole.

     A stroke of a different kind in the Lyran Commonwealth saw the end of the effective rule of the Tamar family as an unofficial first among equals.  Disgusted with the inefficiency and infighting of the nine Archons, and determined that the Commonwealth would need unified leadership to face the future challenges of the Draconis Combine.  After years working in intelligence and with criminal investigations, as well as having strong ties to the military, Robert Marsden would take power in a sudden string of arrests, corruption charges, and unspoken threats of military force, backed up by the known support of naval guns in orbit. 

     Robert’s great personal, bureaucratic, and leadership skills would be tested in the coming years as he attempted to deal with restive local leaders and factions that had grown used to seeing their own interests forwarded by their representative Archon, and this would force him to (much to the comfort of his neighbors) to keep his eyes focused internally on the Commonwealth, rather than on matters of conquest.  Still, the future of the Commonwealth was forever changed, and perhaps salvaged, by the ruthlessness of the newly minted Archon Basilius.

     Early in 2370, the First Prince of Rasalhague and his immediate family were lost to the Principality in a Dropship accident.  A tramp merchant vessel on final approach to the Starport in Reykjavik suffered a catastrophic loss of power, and was attempting to abort beyond the limits of the crowded city when it came down on top of the Prince’s Estates just beyond the city limits.  Though accusations of foul play were inevitable, with a list of suspects encompassing most of the inner sphere, little evidence survived the impact, and that which was found was consonant with the idea of an incredibly fortunate happenstance.

     For all of the excitement, little changed in practical policy for the Principality.  First Prince Elect Sven Anitisson laid all blame for the accident at the feet of not just the Draconis Combine, but at those of Tenno Kurita personally, and swore that the free people would be ‘Bloodied, but Unbowed’ in the face of the Combine’s aggression.  Tenno Kurita did not respond immediately, nor with words.. but respond to the insult he would in time.

     In the United Hindu Collective, Lakshmi Kapil ascended smoothly to power in 2368, with a firm promise to continue the peaceful and enlightened traditions of her predecessors and people.  Drama was similarly absent (though a sigh of relief was perhaps present) as Harald Erikkson assumed rulership of the Palatinate in 2365.  His promise to bring sanity, sense, and good order to his people were viewed more favorably than those of his predecessor, as Olav Johannson’s offer to “Let them eat a Jelly Doughnut in Every Pot” was of appeal only to obscure students of political history.

     Finally, in 2361, two and a half decades of rule by Richard Calderon were brought to an end by an invasive cancer diagnosis and the radical treatment necessary to keep it under control.  Though Richard would live a few more years, he passed the helm of the ship of state to his son, Daniel Calderon.  This was met with some combination of joy and concern by the military, as young Daniel was known to be an amateur student of war with a vast enthusiasm for and fascination with such things, as well as a firm belief that the future and safety of the Confederation lay on a strong military foundation.  This was all to the good, and it was with some cheer that the military budget would swell to meet his desires. 

     The concern lay in the phrase ‘amateur student’.  Daniel had never himself served in the armed forces, being found ‘unsuitable for service’ for undisclosed medical reasons.  Despite this fact, he was endlessly confident in his own abilities and qualifications, considering serving professionals to be ‘polished, but often lacking in vision.’


An Era of Expansion:  Expansion Efforts, 2360 to 2370
   
     The decade from 2360-2370 saw what were essentially a series of land-grabs by the various powers.  Representative not of military might, but of diplomatic and colony efforts, most powers took this opportunity to move other worlds into their sway - either out of sheer expansionist economic exuberance or as preparation and retrenchment against threats to come.  In general, this effort was without central focus and direction (and the one effort that was is treated separately below), but its collective effect was to begin to exhaust the supply of unaffiliated, valuable worlds in the inner sphere, setting the scene for future conflict.  It was noted even at the time that the periphery worlds required heavy colony investment and provided little in return, at least initially, but the more valuable worlds closer to the core carried their own risk in future conflicts.
   
   Terran Hegemony:  Gain Sabik, 1 Billion Economy

   Draconis Combine:  Treated Below

   Federated Suns:  Treated Below

   Capellan Confederation:  Gain Chesterton, Khi, Redfield, Lochmantle, Fraaier, Weitinger, 6 Billion Economy

   Free Worlds League:  Gain Loric, Hornir’s Keep, Bella, Alula Borealis, Milungera, Aebrenaski, Loongana, Kilarney, Conakry, Tchamba, Wolof, Bowang, Gran, Panjang, 10 Billion Economy

   Lyran Commonwealth: Gain Colmar, Dompaire, Sudenten, Graus, Stonarboi, Carlisle, Annwyn, Aquavita, Sierpc, Rosice, 7 Billion Economy

   Rim Worlds Republic:  Gain Trellwan, Maxie’s Planet, Romulus, Chateau, Csesctreg, 4 Billion Economy

   Principality of Rasalhague:  No Colony Efforts, as the POR has other priorities, Treated Below.

   United Hindu Cllective:  Gain Tiruchuchirappalli, 2 Billion Economy

   Taurian Concordant:  Gain Lothair, Hyalite, Amber Grove,  2 Billion Economy

   Marian Hegemony:  Gain Horatius, Marius’s Tears, 2 Billion Economy

   Illyrian Palatinate:  Gain Landfall, 1 Billion Economy



A Fox in the Henhouse:  Fedsuns and the Draconis March, 2362-2369

A Fox Considers the Henhouse Pt. 1:  Opportunities

     The President of the Federated Suns listened to the idle clink of ice in a glass of scotch as evening sunlight filtered through the armor glass windows of his office in the presidential palace.  The spring was still beautiful on New Avalon, but his eyes were inevitably torn away from it, back to the paperwork scattered across his desk.  He sighed.

     The past few decades had been largely peaceful, and he expected much of that peace to last out his time.  But Etien would be next in line to be elected to the presidency, and Reynard’s brow furrowed for the situation Etien would inherit.  It would be the Kurita.  The Capellan people were barely a government, and their newest leader seemed to limit his talents to politicking for power, not exercising it.  They would no longer be free worlds for the taking, but they were unlikely to go on the offensive .  The United Hindu Collective was a purely defensive alliance - not worth provoking, and with little of value, but not likely to go anywhere.  The Taurians were the strongest of the local periphery nations - but even the first of the second rate powers was just that.  Second rate.

     The Hegemony… would be terrifying if it moved.  But they lacked ambition.  Focus.  Will.  Cameron was busily recreating a nobility… not surprising, given the realities of interstellar communications and command reach.  Feudalism's return was probably inevitable.  But the Camerons lacked the dream of a greater nation.

     No, it would come from the Kurita.  From their Combine.  Forged in blood and conquest, they had exploded across known space by consuming everything in their path.  Digesting the Principality of Rashalhague would take them decades, but it would happen.  Or they would be stymied, and turn their eyes elsewhere.  Likely to the Federated Suns and his childrens realm.

     For all of that, they -were- currently bogged down fighting a minor power, and it was best never to interrupt an enemy when they were making a mistake - especially an enemy that was, for the moment, stronger than you.  So direct conflict, or anything that would too greatly rouse their ire and pull them away from the Principality any sooner than necessary, would be a mistake.

     But the Draconis Combine’s reputation for voracity ran before them, and he was not the only leader to see the writing on the wall.  The Federated Suns needed defensive depth, economic strength, and time, and a battle won at the diplomatic tables was much cheaper than any other kind. 

     And at this thought, the Reynard of Davion smiled.

A Fox Considers the Henhouse Pt. 2:  The Great White War

          Reynard Davion was not famed for the political acumen that founded his family, nor for the military prowess that
          would come to define his successors.  But it is without doubt that the ‘White War’ of 2362-2369 won more for
          House Davion and the Federated Suns, at less cost, than almost any military operation in history…
                   -”A Fox Smiles with its Teeth, Reynard Davion and the Early Federated Suns” Avalon University Press, 3170

     At the dawn of the 2360s, the borders of the major powers had largely settled, with smaller realms incorporating themselves into larger ones, for political support, mutual defense, or economic expedience.  One exception to this was a large wedge of unaligned worlds lying between the Federated Suns and the Draconis Combine.  This ‘Draconis March’, as it was then styled, represented both threat to the Federated Suns, as those worlds could be easily swept up by the Draconis Combine and placing them on the Sun’s border, but also an opportunity, as the Dragon had its teeth sunk into prey on its Northeastern border - and the Dragon is not easily dissuaded from its prey.

     At orders from Reynard, the nation grabbed this opportunity.  State owned and influenced media made heroes of the brave dead who opposed the expansion of House Kurita, telling stories of the suffering of its peasants and the brutality of its soldiers (such stories having only the barest connection to the truth.. But the inhabitants of a backvoid planet are going to be concerned with high quality entertainment more than historical accuracy). 

     Federated Suns warships patrolled the scattered systems of the march.  Destroyers and Carriers waved the Flag of the Federated Suns over these worlds, whilst their Captains invited local leaders on board for goodwill tours touting the military might, democracy loving freedoms, and trade advantages of membership in the Suns.  Economic advantages to the people of their worlds, and to themselves, personally.  The Rapiers and Terriers hopped from system to system, keeping an ear out for local distress calls and laying traps for the unwary pirates (conspiracy theorist musings that piracy increased not long before the Davions appeared, and vanished with the Federated Suns claiming victory soon after, is probably observer bias, with Pirates fleeing the Fedsuns presence deeper and deeper into space, then fleeing again as the systems came to be patrolled.) 

     Concerns about possible Davion skulduggery were laid to rest by for but the most paranoid when the Terrier Class Scout Yorkshire jumped in system in Le Blanc to find the Colony Transport Sauternes under attack by pirates.  Responding to the distress calls,  the Yorkshire’s captain rushed to the aid of Sauternes.  The Sauternes was in the process of being run down just inside the jump limit by the Grim Revenge, an armed Aquila Transport.  The Aquila responded to the Yorkshires warning, and after a brief pursuit, cut her drives.  The Aquila indicated her surrender and stated she was prepared to accept boarders.

     We do not know how the Grim Revenge was able to surprise the Yorkshire and her Captain Chevalier.  What was recorded by the limited sensors of the Sauternes was that the Yorkshire approached carefully, and was apparently shocked when the Grim Revenge revealed a heavy broadside of what appears to have been stolen or converted Naval Autocannon.  In any event, the Yorkshire was staggered and bleeding air moments later, and Captain Chevalier commed the Sauternes briefly, saying only “You have twenty thousand souls on board.  Run.  We will try to hold them.”

     The Sauternes received no more communication.  As Sauternes redlined her drives in flight, her sensors watched a one-sided fight as a crippled, but still slightly more agile, Yorkshire dueled with the heavily armed but clumsy Grim Revenge.  Damage accumulated back and forth, but Yorkshire had been badly hurt by the opening round.  EM Spectrum emissions showed that the Yorkshire’s fusion powerplant was badly damaged and needed to be scrammed, as radiation and waste heat were flooding the small vessel.  Unable to disengage or cut power without allowing the Revenge to run down the Colony Transport, and lacking the firepower to win the fight, at least not before the power plant's waste heat and radiation silenced her crew forever, the Yorkshire instead pushed those drives to failure, forging the crippled ship into a 100kt missile that the Grim Revenge could not evade, and neither ship would survive.

     The colonists, on landing on Le Blanc, insisted on naming a city for Yorkshire, establishing the Chevalier Medallion, and pressed the existing world government to petition for membership in the Federated Suns.

     Less dramatic, but even more important in terms of human life, was the Federated Suns intervention on Hoff.  Less than a century from the founding of the first colony, a Hoff-local weevil equivalent finally discovered how to digest terran food crops.  Within a year, the primary crop was collapsing, and within two seasons starvation was imminent.  No local power had the ability to offer anything beyond sympathy and a pittance of supplies.

     Into the gap rushed the Federated Suns.  Whilst private concerns could offer some support, only the Navy had the available spacelift for effective response.  Megatonnes of plain-but-nourishing staples rode on Naval Transports and Dropships, whilst the Cabellus delivered the cream of the Federated Suns Science and Technical staff.  A combination of new pesticides, new seed crops, and better planning allowed the people of Hoff to turn matters around, and within two years, they were able to stand on their own.

     The stories of Hoff and Le Blanc would spread like wildfire throughout the Draconis March, and while a few worlds chose to side with the Combine for fear of the inevitable and others remained in frightened neutrality, many worlds joined the Federated Suns in the coming years, winning by cunning and mutual aide what could not be bought half so cheaply by force of arms, and creating a strong bastion of loyalty in those worlds that would serve House Davion in the coming decades.

Results, The Fox in the Henhouse

FedSuns:     1 SC Terrier Lost
20 Billion in optempo, relief effort, and operations costs.

FedSuns Gain the Following Worlds:  New Rhodes, Alnadal, Klathan, Dobson, Le Blanc, New Ivaarsen, Ballentine, Hoff, Bettendorf, Sakhara, Dahar, Swales, Turkalia, Sun Prairie, Waunakee, Verda, Caumont, Carcassonne, Junior, Mayetta.  20 Billion Economy

DC Gains the Following Worlds:  Breed, Royal, Crossing, Glenmora, Fairfield, Tisomingo, Choudrant, Damvang, Colia, Sammur.  10 Billion Economy


A Tough Bite to Swallow: the Coordinator and the Prince, 2361-2367

     After the positive result against the Rasalhague Navy in late 2359, and with Jezersko finally secured after a long counter-insurgency action, Coordinator Tenno Kurita would push for further advances into the Principality of Rasalhague over the following decade, to mixed results.

Meeting Engagement:  Battle of Vipaava, 2361

     In 2361, a DCA raiding squadron consisting of a pair of Kutais arrived in Vipaava looking for some easy prey, catching two PRN Jumpships at the zenith point. While one was fortunate enough to be ready to jump and escaped to raise the alarm, the other was forced to surrender.

     All available forces in Rasalhague - which included the ships recently bought from the Terran Hegemony as well as both RWN Vittoria’s sent to assist - were scrambled to the system less than an hour later, catching the 2 Kutai securing the captured JumpShip just inside the proximity limit. Incorrectly assuming the larger Vittoria’s and Lolas to be slower, the Kutais destroyed the captured JumpShip and tried to run, dumping mines as they went. The Vittoria’s gave chase through the mines suffering only minor damage while the PRN ships hot-charged their drives, hoping to jump to whichever transitory point the Kutais were fleeing to and cut them off. With little knowledge of the system and the two RWN ships keeping up with them to his surprise, the DCA admiral fled to the Nadir point, but the travel took long enough that the PRN have managed to hot-charge their drives and jumped ahead of them. Unfortunately only one Lola made it safely, the other suffering problems during it’s attempt to jump, with the jump is aborted before serious damage was done to the K-F Drive, leaving the ship unharmed but out of the fight. Still with data about the location of the Kutais shared by the RWN ships, the Lola that did arrive along with the Bonaventures intercepted, and the fight was on.

     With the Kutais forced to change course in an attempt to avoid the PRN squadron, the Vittorias were finally able to close to weapon range and both sides trade fire at extreme range, all the while the Rasalhague ships also get themselves into range with the Bonnies on either side of the Lola to protect against possible fighter attack. Due to far superior armour on the Vittoria and Lola compared to the Rav that was faced earlier as well as the Vittoria actually having some kind of point defense system, the capital missiles on the Kutais were less effective than in the earlier engagement, though still not useless, scoring hits across the RWNS Larissa hull and knocking out one of its Naval Autocannon along with other non-vital systems.

     The return fire from the RWN flotilla was more telling with the superior range of their naval lasers and missiles being a serious advantage, the RWNS Thessaloniki managing to cripple the engines on the DCS Galedon after a few solid hits forcing it to drop behind it’s sister ship. While the RWN ships slowed to finish the first, crippled Kutai, the PoRS Myrskyn Katkaisija finally entered range on its sister. The Naval Lasers and Autocannons on the Lola should have easily dealt with the much thinner armour of the Kutai as it tried to flee beyond the proximity limit of Vipaava’s star, but the PoRS Myrskyn Katkaisija was badly let down by the poor aim of the rather green gunners aboard. Despite their best efforts not one hit was scored by the Lola’s Naval Autocannons, though the gunners manning the Naval Lasers had slightly better luck scoring a few hits but not dealing enough damage to prevent the DCS Kagoshima from reaching the proximity limit and escaping.

Result -    DCA - 1 Kutai (DCS Galedon) Lost, 1 Kutai (DCS Kagoshima) Damaged - $500 Mil repair bill. 1 Dropship, 12 Small Craft & 36 Fighters Lost. DCS Kagoshima returns to action start 2362.
      PRN - 1 Lola (PoRS Mjolnir) Damaged - $600 Mil repair bill. 1 Jumpship, 3 Dropships and 36 Fighters lost. PoRS Mjolnir sent to Icar for repairs, returns mid 2362.
      RWN - 1 Vittoria (RWNS Larissa) Damaged - $400 Mil repair bill. RWNS Larissa escorts PoRS Mjolnir to Icar for repairs, returns mid 2362.

The Christmas Surprise:  Battle of Christiana, Late 2362

     In an attempt to avoid the trap that befell them the previous year, the DCA sent a trio of Kutai to scout deep on the flank of PoR territory. Ordered to jump into non-standard points well past the proximity limit and listen to signal traffic, gaining information about PRN patrols and fleet movement. A year spent doing this allowed them to predict where the 2 Rav-class ships on the border patrol would be at any one time and also gave them up to date maps of Rasalhague territory.

     Thus it was that the DCA 3rd Battle Squadron (Fubuki-class DCS Murakumo, Hatsuyuki, and Kutai-class DCS Midway) arrived at a pirate point a mere three hours away from orbit of the colony at Christiana where the PoRS Kråka and PoRS Korp had a significant portion of their crews on shore leave at the time. Caught with barely enough time to get their crews back aboard (and with a not insignificant percentage of the crew being in no condition to perform their duties) the PRN vessels had no hope of escaping even if they wanted to and the battle began just after the last few officers and crew made it aboard.

     The PRN ships fought bravely, focusing their fire on the lead ship - DCS Murakumo -  while their fighter complement did their best to keep the capital missiles of the DCA ships off them. They were mostly successful in their efforts, however it is much harder to shoot down incoming Naval Autocannon shells, which the Fubuki-class ships had no shortage of and even if their accuracy wasn’t the best the sheer volume of fire quickly turned the PoRS Korp into a twisted burning wreck before the PoRS Kråka joining its sister ship in death a few short minutes later. The Combine ships did not have it all their own way however, with the DCS Murakumo having multiple hits in it’s port side from the focused fire of both PRN vessels, and having many of its broadside guns knocked out of action. Because of this the Combine vessels decided against hanging around for the main PRN flotilla to arrive, burning for the outer edge of the system just as the Lolas and Bonaventures of the PRN Alpha Squadron arrived at the pirate point the DCA had used a few hours earlier. Unsure of exactly how much damage the Kuritan ships had sustained the Rasalhagian ships decided to let them go and focus on SAR operations.

Result -    DCA - 1 Fubuki damaged (DCS Murakumo) - $800 Mil repair bill. 20 ASF lost.
      PRN - 2 Rav, 4 Small craft, 24 ASF lost.

An Inconclusive Conclusion:  Battle of Last Frontier, 2367

     With the loss of the remaining Rav-class corvettes, the PRN was forced to assign the first two Hund-class ships to anti-pirate patrol, each one paired with a RWN Vittoria for added punch. Because of this when word of the renewed offensive was launched at Last Frontier, the available reaction force (Lola-class PoRS Mjölnir, Myrskyn Katkaisija, Bonaventure-class PoRS Köttur, Blettatígur, RWN Vittoria-class RWNS Delphi, Troy) was slightly more limited than the Elected Princess would have liked. Nevertheless it was deemed more than sufficient to deal with the enemy, so off they went to defend their people.

     With Last Frontier being more than one jump from Rasalhague, by the time the PRN squadron arrived the Combine vessels (Fubuki-class DCS Fubuki, Isonami, ‘Linebreaker’-class DCS Furutaka, Shinryaku-class Shinryaku) were already in orbit, having dealt with the planet’s meagre space defenses and currently dealing with the Rasalhagian forces on the ground. Confident of victory even though his fleet was outnumbered, DCA Admiral Shigeta Dewa prepared his ships for action.

     Having no data on the capabilities of the completely unknown DCS Furutaka, PRN Admiral Jorgensson was reluctant to close on the vessel, visual scans showing a pair of what seemed to be very large gun barrels on each forequarter. Instead the combined PRN/RWN ships kept the range open, expecting their batteries of 55cm Naval Lasers and capital missiles to slowly cut the larger vessel down to size, the lack of heavy return fire at such extreme range served to reinforce their belief that the DCS Furutaka was a short ranged bully. And then the first Naval Gauss slug hit, punching straight through one of the PoRS Mjolnir’s Large Laser turrets and tearing it clean off.

     After recovering from that significant emotional event the PRN/RWN flotilla turned to close, knowing that if it could punch holes that big at extreme range, they may as well close to their effective range rather than waiting to be picked apart by the Furutaka’s new heavy guns. This would also bring them into effective range of the Fubukis, but with a little Appropriate Application of Violence they could be easily dealt with, allowing them to then focus on the larger vessel. This had mixed results, with the combined fire from both PRN Lolas managing to strip large chunks of armour off DCS Fubuki knocking out many of its anti-fighter guns, while the RWN Vittorias did even greater damage to DCS Isonami, detonating the magazine for it’s broadside guns leaving gaping holes in its side and struggling to maneuver. The return fire from the Kuritan ships tore through the PoRS Myrskyn Katkaisija however, setting it adrift and aflame within minutes before doing the same to the PoRS Blettatígur and stripping armour and smashing the fighter bay of the RWNS Delphi, leaving it unable to recover craft.

     Those fighters were busy however in the fight of their lives ,with Rim Worlds and Rasalhagian fighters engaged in a huge furball with their Kuritan counterparts. The Combine fighters had the advantage of numbers, but struggled with it seemed that not all the bugs had been worked out of their brand new Short Range Missile launchers, with many either failing to fire, or detonating prematurely. While the Rim World fighters kept a favourable kill count against the DCA fighter group, the green Rasalhagian fighter pilots suffered terribly, and eventually the sheer weight of numbers won the day for the Combine, though casualties were high all round.

     As the fighter duel was resolving itself and the ‘Ship battle not going in his favour, Admiral Dewa came to the conclusion that discretion was the better part of valour, and conserving his fleet for the future was more valuable to the Coordinator than a pyrrhic victory today. As one the Kuritan ships that could burned their engines to break orbit, the DCS Isonami firing all it had left to keep the enemies attention on them while the others escaped before being destroyed by the heavy naval autocannons of the RWNS Troy. With all their ships suffering various levels of damage, and the Kuritan flagship appearing more or less unaffected by what hits it had suffered, the Rasalhagian and Rim World admirals were quite happy to let it leave and called in the army to deal with the DCMS forces on the ground, the last of which, starved of supplies finally surrendered in November 2369.

Result -    DC - 1 Fubuki lost (DCS Isonami), 1 x Linebreaker, 1 x Fubuki damaged - $2.5 Billion repair bill. 1 Dropship, 16 Small Craft, 50 ASF Lost.
      PoR - 1 x Lola I & Bonaventure PoRS Myrskyn Katkaisija, PoRS Blettatígur crippled - $6 Billion repair bill, 1 x Lola I & Bonaventure PoRS Mjolnir, Köttur damaged - $1.5 Billion repair bill. 6 Small Craft and 60 ASF lost.
      RWN - 2 x Vittoria damaged - $3 Billion repair bill. 1 Dropship, 8 Small Craft and 50 ASF lost.

     With the DCS Furutaka returning in failure, and with casualties far outstripping results, Tenno Kurita called off the invasion of the Principality for the time being, looking instead to rebuild before going in search of easier prey.

Collective Results, The Coordinator and the Prince

DC - 1 Fubuki, 1 Kutai lost, 1 Linebreaker, 2 Fubuki, 1 Kutai damaged.
         2 Dropships, 28 Small Craft, 86 ASF lost.
         Total Repair Bill - $3.8 Billion.

      PoR - 2 Rav lost. 1 Lola, 1 Bonaventure crippled
         1 Lola damaged (twice), 1 Bonaventure damaged
         1 Jumpship, 3 Dropships, 10 Small Craft, 120 ASF Lost
         Total Repair Bill - $8.1 Billion

      RWR - 3 Vittoria damaged, 1 Dropship, 8 Small Craft, 50 ASF lost.
         Total Repair Bill - $3.4 Billion.



Turn 3 Budgets:
(aka, why you are all here)

Power:                                 Budget (in Billions)
Terran Hegemony:               767
Draconis Combine:              345
Federated Suns:                  346
Capellan Confederation       318
Free Worlds League            336
Lyran Commonwealth          311
Rim Worlds Republic           138
Principality of Rasalhague   79
United Hindu Consortium    63
Taurian Concordiate            127
Marian Hegemony               62
Illyrian Palatinate                 41


Smegish

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marcussmythe

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Re: Warship Arms Race - The In Character Stuff
« Reply #32 on: 27 April 2020, 08:57:52 »
Capellan Confederation Turn 3 2370-2380

As the years turned over into the 2370s, the Capellan Confederation found itself lagging behind its neighbors.  The Federated Suns navy was nearly as large as that of the Confederation, and was posting notable technological advances.  The Free Worlds League boasted a similar number of hulls and greater displacement, powered by their mercantile economy and lavish naval funding. 

The Terran Hegemony and their new "Constitution" Class Cruisers seemed to offer some inspiration, but unlike the mighty but careless Hegemony, the Capellans would be rigorously cost-controlling their new ships, while further expanding on their multirole nature.  An initial plan to pursue massive yard upgrades and lay down more than one new heavy ship per year was abandoned when it was relaized this would come at the cost of either research or continued expansion of its trade and defense station networks.  In a move of temperance, the Confederation chose instead to build what they could at their existing heavy yards, while refitting existing hulls with newly developed technologies.

The final lesson of the Rasalhague conflict was the need for better intelligence and communications.  A vessel having jumped could not do so again for some time, and merchant jumpships and dropships could not be relied upon.  Specialist warships, including some compact core designs, were discussed, but cost containment remained the watchword of the CCN.  It was suggested that standard military jumpships could be assigned and trained to the role, but it was felt that a specialized craft and a carefully trained crew, focused on running silent in deep space, well beyond the jump limit, listening, reporting, would better serve the needs of the Capellan people.  Thus was born the Zencha, a specialized Reconnaissance Jumpship.

In general, doctrine for the CCN is to stay where they go, accepting losses to preserve the interests of the Capellan peoples on the planets below.  The large investment in naval yards allows the CCN to regenerate naval losses quickly, and as such it will be willing to accept those losses to achieve their mission.  However, losses are not to be accepted merely to inflict their own in return, as the CCN has several major powers on its border.

Tactical complexity is  eschewed in favor of local concentration of force informed by intelligence advantages provided by its scout Jumpships and the extensive provision of large sensor arrays on its vessels.  Recharge stations and the security provided by knowing their yards are covered by growing arrays of defense satellites allow the navy to concentrate force more freely than most, in the hopes of providing a local advantage in the correlation of forces. 

DDs will serve as independent raiders or escorts as necessary.  The older Yang Wei class Heavy Cruisers provide an independent fast striking battle wing when assembled, optimized for high speed engagement of enemy vessels and infrastructure.  This force may operate independently as (very) heavy raiders, or in support of the Quan Yin/DD battle line.

Code: [Select]
Capellan Confederation, Turn Beginning 2370 Value/Cost:  Billions
Starting Funds: 4.742
Starting Shipyards:
Capella 1/1/1/1
Sarna: 1/1/1/1
Aldebaran 1/1/1/1


Starting Warships: CA Yangwei x 6 57
DD Binzhou x 12 55.26

Starting Stations:      DS Shao Bing x 300                      9
                        TS Habwr Diogel x 40                    14.66

Starting Jumpships: 10 5
Starting Dropships: 50 15
Starting Small Craft 200 2
Starting Fighters: 600 3
Maintenance Assets:         160.92


Expenditure Cost (Billions)
Budget: 318
Reserves from Prior Turn: 4.742
Maintenance (Full) 80.46
Yard Upgrades
Capella 1->2 10
Sarna 1->2 10
Aldebaran 1->2 10
R&D, NPPC 29.26
R&D, IFA 37.62
R&D, AC/10 33.44
Design& Prototyping, CA Kuan Yin 2.212
Design&Prototyping, CA Yang Wei Block 2         .9735 (IFA -590 Armor)
Design&Prototyping, DD Binzhou Block 2         .468 (IFA- 355 Armor, 20 NL/55)
Design and Prototyping, JS Zencha                               .156
Production, CA Kuan Yin x6 53.562
Refit, CA Yang Wei to Block 2 x6 1.446
Refit, DD Binzhou to Block 2 x12 .9
Production, JS Zencha x 20                                      12.478
Shaobing Defense Station x 300:                                9
Habwr Diogel Trade Station x  40                                14.68
Small Craft: x 200 2
Fighters: x800 4
Total:
Remainder:

Capellan Confederation, Turn Ending 2380
Ending Funds: 10.087
Ending Shipyards: Capella 0/2/1/1
Sarna: 0/2/1/1
Aldebaran 0/2/1/1


Ending Warships:
CA Kuan Yin x 6 53.087
        CA Yangwei Blk 2 x6 58.41
DD Binzhou Blk 2 x12 56.16
        JS Zencha x 20                                          12.478

Ending Stations:       
        DS Shao Bing x 600                      18
        TS Habwr Diogel x 80                    29.32

Ending Jumpships: 10 5
Ending Dropships: 150 15
Ending Small Craft 400 4
Ending Fighters: 1400 7
Maintenance Assets:         245.977

CA Yang Wei Block 2

A minor refit of all Yang Wei hulls in service was carried out throughout the 2370s, cycling each ship through the yards for a full replacement of its armor belt with more modern compounds.  Though relatively inexpensive due to the lack of elaborate new technology going into the hulls, each vessel would need to spend a full year in the builder's yards to accommodate the transition to the new Improved Ferro-Aluminium compounds.

DD Binzhou Block 2

Based on battle reports from the far side of the inner sphere, it was determined that engagement range advantages would prove more useful than mere number of weapons mounts.  In service of this, when the Binzhou class DDs were brought in for refit, their primary anti-ship armament was regularized to slightly fewer mounts, though now all of uniform 55cm Naval Lasers.  In addition, the same improved armor used on newer construct was retrofitted onto the older hulls.

CA Kuan Yin

"Specialization is for insects."
-R.A.Heinlein

Growing from a need to leverage their extensive investment in large naval yards into a competitive naval arm, all with the acknowledgement of their small, but not trivial, economic disadvantage relative to their opponents, the CCN looked afar for inspiration.

Based on the battles between the Principality of Rasalhague and its allies with the Draconis Combine, it was felt that missiles, while still being a threat, would not be a decisive weapon, and so for now at least the CCN would move away from it.  Further, long ranged firepower seemed to naval analysts to carry the day in more than one engagement.  This required not just the usual banks of Naval Lasers, but access to the Naval PPC technology pioneered far afield more than 20 years ago, and so these were put into service.  Hull strength and armor was shown to be another vital advantage, and would be prioritized.  However, the anticipated advantages of superior maneuverability did not appear as great in wartime as they had appeared in peacetime exercises, and so some agility would be sacrificed in service of this.

Jumpships and Dropships appeared too vulnerable, requiring either that escorts be assigned to them, or that they be left vulnerable to loss.  Further, the cost of building jumpships and dropships in sufficient quantity to provide the CCN with an effective counter-invasion force was felt too great - much less the cost of installing docking collars on its warships.   So the CCN focused on a third way.

The Quan Yin would carry 360 medium tanks, making up a reinforced tank brigade.  As the CCN focused on combined arms approaches, including IFVs, carriage for three full brigades of infantry was provided.  Extensive small craft berthing provides for carriage from orbit to surface, though this will be supplemented in time by small craft shuttles, and a full reinforced regiment of fighters provides air cover and support to the landing troops  All of that capacity comes at cost - at a full load, a Kuan Yin has little more than two months of endurance based on her own stockpiles. 

When not carrying invasion troops, most of the small craft bays are re-purposed for carrying additional fighters, raising the Kuan Yin to nearly 150 on board, making her a hybrid battle-carrier.  Troop and Tank bays are then tasked with cargo carriage, giving the Kuan Yin 65,000 tons of supplies, a 6.5% mass fraction.

By moving transport and logistics flexibility from collars into the warship hull, the CCN accepted that they would pay a price both in raw per-hull combat power - a pure battle-line design study provided for 25% more resilient and 20% more firepower, at the cost of carrier and invasion capacity - and also in potential flexibility, as each ship can only 'flex' so far, compared to a multiple-collar warship or a dropship/jumpship heavy fleet.  It was felt however that, given the CCs smaller economic base and limited resources compared to its neighbors, that a single 'maid of all work' heavy cruiser would be best fit for purpose.

The fact that the Confederation built a "Heavy Cruiser" that was when she first left dock the largest warship in space, more than an overmatch for the Hegemony's famed Dreadnoughts, and that they named their vessel for a Goddess of Mercy, was a subject of some black humor by naval researches throughout the inner sphere.

Code: [Select]
Kuan Yin
Tech: Inner Sphere
Introduced: 2371
Mass: 1,000,000 tons
Length: 832 meters
Width:  278 meters
Height:  265 meters
Fuel: 10,000 tons (25,000)
Tons/Burn-day: 39.52
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 5
KF Drive Integrity: 21
Heat Sinks: 10,480 (100%)
Structural Integrity: 120
Cost:  $8.848B (Including Ammunition)

Armor
Fore: 200
Fore-Sides: 278
Aft-Sides: 278
Aft: 200

Cargo
Bay 1 (Aft), 18 Doors:  30 Small Craft
                                120 Fighters
                                360 Light Vehicles
                                10,080 Troops
                                46,483 Tons Cargo
DropShip Capacity: 0
Grav Decks: 4 (250 meters diameter)
Escape Pods: 100
Lifeboats:  100

Crew:      65 Officers
           180 Ratings
           140 Gunners
           540 Bay Personnel (240/300 1st/2nd Class Quarters provided)
           Up to 1800 Vehicle Crew and Support Personnel (Bay Quarters, Short Term Only)
           Up to 10,080 Troops (Bay Quarters, Short Term Only)

Ammunition:  80 Tons MG Ammo

Notes:
Small NCSS
Mounts 2,400 Tons of Improved Ferro-Aluminium Armor
100% of required heat sinks


Weapons:

Nose:
40 Large Lasers
40 Machine Guns

Fore Left/Right:
12 Medium Naval PPC
8 Naval Laser 55

Broadside:
40 Large Lasers
40 Machine Guns

Aft Left/Right:
12 Medium Naval PPC
8 Naval Laser 55

Rear:
40 Large Lasers
40 Machine Guns

JS Zencha

Information is Ammunition
-Unknown

The final lesson of Rasalhague was the value of information and communications in deep space combat.  The fastest message could travel no faster than a jumpship can recharge its batteries - and no ship can leave a system immediately after entering, for want of that jump drive charge.  Probing and counter-probing would be the order of the day for many battles, and this relies on knowing enemy activity, patrol patterns, and dispositions.  It also relies on the ability to relay that information back to friendly commanders fast enough to take action. 

A simple jumpship lying doggo in a system beyond the hyper limit can provide a communications relay, if it can be pre-positioned and if it can be kept quiet.  This comes at a cost of any other use of that jumpship, and at the cost of reliability if civilian vessels are pressed into service.  Further, jumpships do not carry the required provisions for long deployments, or for multiple jumps made off of fuel reserves rather than the light sail.  Finally, civilian and military transport jumpships carry nothing beyond the basic sensors required for their role.

Thus the Zencha.  Specialized in both construction and crew training for the communications and intelligence mission, each Zencha carries a full 800 tons of fuel, enough for potentially 8 or more jumps off of internal fuel bunkerage.  405 tons of cargo, in combination with extensive recycling facilities, allows the Zencha deployments of up to 16 months unsupplied.  The massive Communications and Scanner Suite, equal to anything equipped on any warship and backed up by a further 22 tons of dedicated communication equipment, along with the attendant highly trained professionals, allow the ship sit silently in deep space, sifting through enemy communications for intelligence, entering and leaving the system well beyond the range at which such a small vessel, and one with no collars, could be detected.  Further, they wait at specific points in their assigned systems, with that location known to its allies.  This allows an incoming force to receive the most recent intelligence on the system in near real time by laser communication, and at the same time allows the force to communicate any requirements or messages back to the waiting Zencha to pass on to command.

While expensive, especially for a jumpship with no collars, the CCN felt that the exorbitant price paid was worth it for the intelligence and communications advantages it offered.

Code: [Select]
Zencha
Tech: Inner Sphere
Introduced: 2374
Mass: 98,000 tons
Length: 283 meters
Width:  62 meters
Height:  58 meters
Fuel: 800 tons (8,000)
Tons/Burn-day: 9.77
Safe Thrust: .1
Sail Integrity: 4
KF Drive Integrity: 3
Heat Sinks: 93 (100%)
Structural Integrity: 1
Cost:  $624 Million (Including Ammunition)

Armor
Fore: 9
Fore-Sides: 9
Aft-Sides: 9
Aft: 9

Cargo
Bay 1 (Aft), 2 Doors:  2 Small Craft               
                           405 Tons Cargo
DropShip Capacity: 0
Grav Decks: 1 (90 meters diameter)
Escape Pods: 0
Lifeboats:  10

Crew:      9 Officers
           2 Ratings
           38 Gunners
           10 Bay Personnel (2nd Class Quarters provided)
     
Ammunition:  8 Tons MG Ammo

Notes:
Large NCSS
22 Tons Communication Equipment
Mounts 54 Tons of Improved Ferro-Aluminium Armor
100% of required heat sinks


Weapons:

Nose:
2 Large Lasers
4 Machine Guns

Broadside:
2 Large Lasers
4 Machine Guns

Rear:
2 Large Lasers
4 Machine Guns

Deployments
Northern Operational Area:
Primary Base - Gan Singh
2xCA Quan Yin
2xCA Yang Wei
2x DD Binzhou

The coreward component is based out of Northern Command, over the agricultural world of Gan Sing, chosen for its central location within the Northern Operational Area, and conveniently within one jump of the yards over Aldebaran (an emergency jumpship messenger is kept in Aldebaran, beyond the jump limit, to carry warning at all times if need be).  Its area of responsibility consists of all of the Capellan Confederation 'North' of Aldebaran, as well as an area up to 90LY, 3 Jumps, south of Aldebaran, roughly along the 150ly 'South' line, measured from Terra.  The Coreward is one of the two 'swing' fleets, as it may be moved away from the Terran border to either reinforce or engage in separate actions along the FWL or FS border, as needed, as the Terran Hegemony is considered a relatively low-risk front.

Eastern Operational Area:
Primary Base:  St. Ives
2xCA Quan Yin
2xCA Yang Wei
2xDD Binzhou
Responsible for all space south of the 150LY line to the 300LY line and East of the 45LY line, the Eastern Fleet will move to support, or be supported by, the Core Fleet, or may engage in shared operations against the Federated Suns, if this becomes necessary.  However, only in the most desparate circumstances will it abandon its own operational area, as the Federated Suns is judged a relatively high risk front.

Western Operational Area
Primary Base:  Sian
2xCA Quan Yin
2xCA Yang Wei
2xDD Binzhou
Responsible for all space south of the 150LY line to the 300LY line and West of the 45LY line, the Eastern Fleet will move to support, or be supported by, the Core Fleet, or may engage in shared operations against the Free Worlds League, if this becomes necessary.  However, only in the most desperate circumstances will it abandon its own operational area, as the FWL is judged a high risk front.

Southern Operational Area
Primary Base:  Grand Base
6xDD Binzhou
Responsible for all space south of the 300LY line, the Southern fleet is often a training ground for young captains, and is regarded as a prestige appointment due to the wide open spaces and opportunities for advancement that come from independent command.  The vessels of the Southern Operational Area are mainly disaster response and anti-piracy focused, and may easily be called in support of other borders, as the Southern Operational Area is considered a very low risk front.
« Last Edit: 04 May 2020, 12:49:59 by marcussmythe »

Jester Motley

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Re: Warship Arms Race - The In Character Stuff
« Reply #33 on: 27 April 2020, 17:28:07 »
FedSuns Turn 3

At Reynard's order, the FS admirality began to consider and plan for a full scale war with it's Dragon neighbor.  With the DC's engagements against the PoR, it had become clear that full scale naval warfare was a reality, and would, sooner or later, come to the FedSun boarders.  With this new order, and view on the role of the FS Navy, the Admiralty set to creating a fleet worthy of full scale battle with vigor and alacrity.  Only to be almost immediately drawn up short when it they realized the infrastructure and current designs were sorely lacking.  With pirate hunting best done with smaller ships, the FS navy had spent little in investment in large scale shipyards.  And while the Gladius and Hornet class ships were consider solid protection at the time they were laid down, a review of intelligence reports showed current house naval yards were laying down ships that out massed either design by 50-100% already.  And all intelligence suggests further yard expansion by both the Dracs and the Caps.

With this roadblock, a large scale program for expanding infrastructure and yards was implemented, designed to let the FS match hull size capabilities with its neighbors, though its clear that the numbers of simultanious hulls built will remain...  less than others.  It is hoped that while lacking in raw numbers, solid design and more importantly, the technology edge that the FS has built up, will allow the navy to do its job.  As the first of this tech philosophy, the first ship of the Achilles line was built to showcase both the technology, but the raw fighting ability the FedSun navy encompasses. 


Ship deployment-
FS is divided into 3 operational theaters,  With Fleet 1 on the Heg's border, Fleet 2 on the DC border, and Fleet 3 on the CC border.  Fleet 1 also has the honor of providing for "home fleet."
To that regard, most of the fleet is divided evenly between the 3, with any odd divisors on the DC border at this point.  (Including the new CA)  Those are not, however, hard and fast rules, with fleets doing regular patrol work, repositioning, maintenance, and training excercises.  In addition, ships will be swapped or be adjunct to other fleets to cross-train and keep anyone from getting stale.  As an example, one might find both carriers based on one border for several months, because they are training in combined operations, or staging space-ground campaigns from one flight deck, and ground-space defense from the other.

Basing for each fleet is at the 3 shipyard systems, and New Avalon.

Federated Suns Turn report

Code: [Select]
Federated Suns Turn report:
Turn: 3
Turn Date: 2370

Fiscal:
Base Budget: $346,000
Bonus/Carryover From previous turn: $347
Loss/repairs this turn: -$20,000
Total Budget for turn: $326,347

Maintenance: $106,338
Research: $75,820
New Aquisitions: $39,232
Yard Additions/Upgrades: $105,000
Surplus for next turn/Warchest: $-34 (debt)

Research:
Med DS
NPPC


Existing Yards:
Planet L1 L2 L3 L4 L5 L6 L7 L8 L9 L10 Castles Brian
TOTAL 3 3 0 0 0 0 0 0 0 0 0
Delevan 1 1 1
Layover 1 2
New Syrtis 1

Yard upgrades/moves: Full cost Discount
New LV1: 0 2 Delevan New Syrtis
Upgrade LV1->2 0 1 Delevan
Upgrade LV2->3 1 1 Layover Delevan
Upgrade LV3->4 1 0 Delevan

End of Turn Yards:
Planet L1 L2 L3 L4 L5 L6 L7 L8 L9 L10 Castles Brian
TOTAL 3 3 2 1 0 0 0 0 0 0 0
Delevan 1 1 1 1
Layover 1 1 1
New Syrtis 1 1

Starting Ships:
None

Starting Minor Vessels:
Fighter 4,250
Adv. Fighter 0
Small Craft 2,000
Light DS 105
Med DS 0
Hvy DS 0
JumpShip 30

New Minor Vessels:
Fighter 25
Adv. Fighter 0
Small Craft 150
Light DS 0
Med DS 25
Hvy DS 0
JumpShip 5

Warships:

New Designs Built this Turn:
Achilles (Cruiser) 1

Existing Designs: Built this Turn: Starting Numbers Total: Mothballed:
Outpost Space Station (Recharge) 5 35 40 0
Bailey Space Station (Defense)         0 20 20 0
Gladius (Destroyer/Defense)         0 6 6 0
Hornet (Light Carrier)                         0 2 2 0
Rapier (Fast Frigate)                         0 5 5 0
Terrier (Corvette/Scout)                 2 3 5 0
Cabellus (AFS Collier/Combat Stores) 0 2 2 0


New Ship design:

Achilles-class Fleet Cruiser

Inspired by the cruisers of the ancient Terran age of sail, the Achilles was designed as a unit that could equally stand on her own in foreign ports and solo adventures, or shoulder to shoulder in fleet battles.  Designed with deep wells for her primary munitions and small arms weaponry, she can engage repeatedly with minimal or no resupply.  Sporting the bleeding edge of Federated Suns technology, the Naval Gauss Cannons have shown in tests to be surprisingly effective weaponry, doing damage for longer, and with more accuracy than the current king of naval weapons the Naval Auto Cannon.  Coupled with the tendency to penetrate and score deep hits, the Achilles has mounted a significant number for her broadside armament, the sides critical for fleet engagements.  To complement the ranged weapons, and to add further depth of fire in an enclosing engagement, the newly developed Naval Particle Projection Cannons were mounted along side the tried and true Heavy Naval Laser systems the FS Navy is well versed in.  Longer ranged weaponry was fitted to the chase fore and aft armaments, to ensure range issues were never a problem.  The tried and true barracuda launchers round out the capital scale weapons.  Primarily for anti-fighter work, the missile weapons and naval lasers give the captain a flexibility traditional anti-fighter weapons lack, able to use munitions to ward off fighters and small craft, or engage larger craft and warships as needed.  The series mounts the heaviest anti-fighter auto cannon defenses available interspersed with heavy laser mounts to engage and deal with lighter craft. Finally, the Achilles mounts a significant amount of tried and true anti-missile machine guns round out the weapons of the Achilles.

Towards the end of design, the realization that the FedSuns lacked dedicated flagship accomodations for fleet command, and proper "show the flag" accommodations for admirals, diplomats, and ambassadors.  It is with that in mind that the Achilles class was outfitted with prestigious quarters for a command staff, a diplomat's working staff, or an ambassador's guard staff.  In addition, accommodations for 8 platoons of marines ensures security of the vessel during combat and boarding operations, but also a security/ground forces for up to an Ambassador's needs for protection.  A complement of 12 Small Craft are available, with several designated for shuttling VIPs, and others for working coverage, air support/swacs, and security for said VIPs.  Finally, her added sensors and com capabilities enhance a flag's ability to command a battle, whether its in space, or on the ground.

Rounding out, and very important to note, the Achilles sports a single drop collar, and was specifically designed to interface and work with the latest Dropship infrastructure technology allowing nearly triple the capacity of the light dropships of the past.  Capable of deploying a mixed battalion of mechs, fighters, and vehicles for diplomatic protection forces, a full battalion of aerospace fighters for air-coverage when not working with carriers, or adds 40% more supplies that can be carried by the Achilles, the single collar for Medium Dropships is a critical, and very flexible component, for this series of ships.

(Design note, Achilles class ships come with medium droppers at all times.  Self imposed Quirk- Med DS only.)

Doctrine changes specific to the Achilles-
When operating in fleet mode, Achilles act as the fleet flagship, with her 1st class berths housing a flag officer and their staff, while some (up to 1/2) of the standard marine berthing is given over to additional flag support staff.  Any further accomdations are regulated to the small craft and attending dropship.  Assumptions are for resupply to be plentiful, in which case missile doctrine is to fire at will, any target.

(Design note:  There's no 'flag bridge' or 'extra communication' gear that I could find or use, except the one item marked Communication Equipment and which I think is for something other than what I envision.  I used it as a place holder for the flag bridge and extra comms they'd want.  Not sure it would matter, but its one thing I've noted lacking in BT warships, any dedicated flag capabilies or 2nd/fighting bridge...)

When operating in a cruising capacity, either solo or in squadron level cruises, the first class accomodations will be used to house bay crew, flight crews, and marine officers for the long duration missions.  Missile doctrine is to use primarily for added anti-light craft/aero defense, and conserve munitions for "best shot."

In all cases, the plethora of Gauss ammunition, a 'typo' by one of the architects specifications that made it through to production, means "free fire at all ranges", as well as authorized for live-fire target practice, even (though conservatively) when on cruise.

(Design note, barring the NLs, Barracuda, and MGs, she's ALL new tech, and at the very least I suggest the GMs consider at least this turn she should probably suffer from bugs/glitches/tech issues.)

Code: [Select]
Class/Model/Name: CA-100 Achilles Class Fleet Cruiser
Tech: Inner Sphere
Ship Cost: $9,861,506,000.00
Magazine Cost: $10,100,000.00
BV2: 105,292

Mass: 1,000,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Improved Ferro-Aluminum
Armament:
24 Naval PPC Medium
34 Naval Laser 55
40 Laser Large
120 Machine Gun (IS)
80 AC 20
10 Naval Gauss Rifle Light
20 Naval PPC Light
10 Capital Launcher Barracuda

Class/Model/Name: CA-100 Achilles Class Fleet Cruiser
Mass: 1,000,000

Equipment: Mass
Drive: 180,000.00
Thrust
Safe: 3
Maximum: 5
Controls: 2,500.00
K-F Hyperdrive: Compact (21 Integrity) 452,500.00
Jump Sail: (5 Integrity) 80.00
Structural Integrity: 110 110,000.00
Total Heat Sinks: 9345 Single 8,700.00
Fuel & Fuel Pumps: 12500 points 5,100.00
Fire Control Computers: 20,344.00
Armor: 1290 pts Improved Ferro-Aluminum 2,040.00
Fore: 215
Fore-Left/Right: 215/215
Aft-Left/Right: 215/215
Aft: 215

Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 2 100.00
Medium: 2 200.00
Large: 0.00
Escape Pods: 50 350.00
Life Boats: 50 350.00

Crew And Passengers:
66 Officers in 1st Class Quarters 660.00
179 Crew in 2nd Class Quarters 1,253.00
150 Gunners and Others in 2nd Class Quarters 1,050.00
60 Bay Personnel 0.00
36 1st Class Passengers 360.00
224 2nd Class Passengers 1,568.00
Steerage Passengers 0.00

# Weapons Loc Heat Damage Range Mass
4 Naval PPC Medium Nose 540 360 (36-C) Extreme-C 7,200.00
4 Naval Laser 55 Nose 340 220 (22-C) Extreme-C 4,400.00
15 Laser Large Nose 120 120 (12-C) Medium 75.00
15 Machine Gun (IS) Nose 30 (3-C) Short-PDS 7.50
4 Naval PPC Medium FR 540 360 (36-C) Extreme-C 7,200.00
4 Naval Laser 55 FR 340 220 (22-C) Extreme-C 4,400.00
20 AC 20 FR 140 400 (40-C) Short 280.00
20 Machine Gun (IS) FR 40 (4-C) Short-PDS 10.00
5 Naval Gauss Rifle Light RBS 45 750 (75-C) Extreme-C 22,500.00
10 Naval PPC Light RBS 1050 700 (70-C) Long-C 14,000.00
5 Naval Laser 55 RBS 425 275 (27.5-C) Extreme-C 5,500.00
5 Capital Launcher Barracuda RBS 50 100 (10-C) Extreme-C 450.00
5 Laser Large RBS 40 40 (4-C) Medium 25.00
5 Machine Gun (IS) RBS 10 (1-C) Short-PDS 2.50
4 Naval PPC Medium AR 540 360 (36-C) Extreme-C 7,200.00
4 Naval Laser 55 AR 340 220 (22-C) Extreme-C 4,400.00
20 AC 20 AR 140 400 (40-C) Short 280.00
20 Machine Gun (IS) AR 40 (4-C) Short-PDS 10.00
4 Naval PPC Medium FL 540 360 (36-C) Extreme-C 7,200.00
4 Naval Laser 55 FL 340 220 (22-C) Extreme-C 4,400.00
20 AC 20 FL 140 400 (40-C) Short 280.00
20 Machine Gun (IS) FL 40 (4-C) Short-PDS 10.00
5 Naval Gauss Rifle Light LBS 45 750 (75-C) Extreme-C 22,500.00
10 Naval PPC Light LBS 1050 700 (70-C) Long-C 14,000.00
5 Naval Laser 55 LBS 425 275 (27.5-C) Extreme-C 5,500.00
5 Capital Launcher Barracuda LBS 50 100 (10-C) Extreme-C 450.00
5 Laser Large LBS 40 40 (4-C) Medium 25.00
5 Machine Gun (IS) LBS 10 (1-C) Short-PDS 2.50
4 Naval PPC Medium AL 540 360 (36-C) Extreme-C 7,200.00
4 Naval Laser 55 AL 340 220 (22-C) Extreme-C 4,400.00
20 AC 20 AL 140 400 (40-C) Short 280.00
20 Machine Gun (IS) AL 40 (4-C) Short-PDS 10.00
4 Naval PPC Medium Aft 540 360 (36-C) Extreme-C 7,200.00
4 Naval Laser 55 Aft 340 220 (22-C) Extreme-C 4,400.00
15 Laser Large Aft 120 120 (12-C) Medium 75.00
15 Machine Gun (IS) Aft 30 (3-C) Short-PDS 7.50

Ammo Rounds Mass
Capital Launcher Barracuda Ammo 100 3,000.00
AC 20 Ammo 1000 200.00
Machine Gun (IS) Ammo 20000 100.00
Naval Gauss Rifle Light Ammo 800 160.00

Equipment Mass
Communication Equipment 4.00
MASH Unit 3.50
NCSS Small 100.00

# Cargo and Bays Mass
12 Bay Small Craft 2,400.00
50000 Cargo, Standard 50000

AFFS Naval Vessels
Code: [Select]
AFFS Naval Vessels by Class and Design: 2370
Achilles (Cruiser) 1
Achilles
Gladius (Destroyer/Defense) 6
Gladius
Kukri
Kopis
Tanto
Seax
Messer
Hornet (Light Carrier) 2
Hornet
Wasp
Rapier (Fast Frigate) 5
Rapier
Cutlass
Sabre
Xiphos
Jian
Terrier (Corvette/Scout) 5
Boston
Yorkshire II
Wheaten
Highland
Airedale
Cabellus (AFS Collier/Combat Stores) 2
Clydesdale
Ardennais

« Last Edit: 29 April 2020, 00:35:30 by Jester Motley »

truetanker

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Re: Warship Arms Race - The In Character Stuff
« Reply #34 on: 27 April 2020, 18:02:51 »
Marian Hegemony 2370

Code: [Select]
Turn : 3
Year: 2370                Value in Millions
Money Available 79.123

Available Shipyards

Alphard  1x Level 1
         1x Level 1 -> 2                20.000

Repairs

Maintanence 50% >
Scapha I 4x       4.131 each          8.262
Scapha II        2x           4.119
Augustus         2x           6.225
Jumpships 15x         500                  3.750
Dropships 40x         300                  6.000
Fighters 2612x         5                  6.530
Small Craft 636x         10                  3.180
Stations 16x            470                      3.760

Construction        Unit Price


Stations : 7x Sexta Hora-class Station 3.290
Warships : 4x ( 2- Scapaha II and 2- Augustus ) 30.850
Jumpships :
Dropships :
Fighters : 200x                                 1.000
Small Craft :
Research :    Vehical Drop Chutes                      14.600

Total Spent 69.740
Income

Remaining       9.383


Marian Action News Network ( MANN )
Nova Roma, Alphard
Alphard Amphitheatre , Nova Roma

Enters Imperator Kortan

" My people. Alphard's sons and daughters, thy strength thou givest me, I have rebuilt our nation.  I ask'd and was grant'd thy boon. Our foes who seek to break our will, to o'erpress our nation, to o'erpress  our strength and to o'erpress our pride! When we came to Alphard we were lost, a broken collection of exiles on the verge of death, the path we have chosen is not an easy one.

I am humbled by the magnificent example that you my people have set. The workers and artisans among you who toil and ask not for a claim, but accept the honor of your leaders. The soldiers and warriors who burn with cold fire and unyielding resolve never flinching before the guns of our adversaries. The teachers and commissars who hold the very soul of our people in their hands, shielding it from the lies of the treacherous and disloyal. You seek reward in service alone. On this day, we stand united once more. On this day, those driven to divide us will hear our voice! On this day, we shall act as one, and we shall be ignored NO MORE! Defenders of the Marian Hegemony's dream, NOW IS OUR TIME! "

Code: [Select]
Class/Model/Name: Scapha II Aerocarrier
Tech: Inner Sphere
Ship Cost: $4,119,252,000.00
Magazine Cost: $1,716,000.00
BV2: 8,389

Mass: 150,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Standard
Armament:
60 Parva Tormentis AC 5
72 Jejunium Iaculis " Fast Archer " Machine Gun (IS)
6 NL-55 Lasar Navali

Class/Model/Name: Scapha I
Mass: 150,000

Equipment: Mass
Drive: 27,000.00
Thrust
Safe: 3
Maximum: 5
Controls: 375.00
K-F Hyperdrive: Compact (5 Integrity) 67,875.00
Jump Sail: (3 Integrity) 38.00
Structural Integrity: 60 9,000.00
Total Heat Sinks: 277 Single 0.00
Fuel & Fuel Pumps: 10000 points 2,040.00
Fire Control Computers: 51.60
Armor: 144 pts Standard 180.00
Fore: 24
Fore-Left/Right: 24/24
Aft-Left/Right: 24/24
Aft: 24

Dropship Capacity: 0 0.00
Grav Decks:
Small: 1 50.00
Escape Pods: 100 700.00
Life Boats: 100 700.00

Crew And Passengers:
18 Officers in 1st Class Quarters 180.00
57 Crew in 2nd Class Quarters 399.00
28 Gunners and Others in 2nd Class Quarters 196.00
1930 Bay Personnel 0.00
20 1st Class Passengers 200.00
54 2nd Class Passengers 378.00
Steerage Passengers 0.00

Bay #1: Small Craft (10), Light Vehicle Bays (20), Heavy Vehicle Bays (10), Cargo (6,200 Tons) - 3 Doors
Bay #2: Small Craft (5), Motorised Infantry Bays (24), Cargo (6,200 Tons) - 2 Doors
Bay #3: Fighters (100) - 5 Doors

AC/5 Ammo - 300 Tons (5 tons/Gun)
MG Ammo - 360 Tons (5 Tons/Gun)

Nose:
10 x AC/5
12 x MG

FR/FL:
10 x AC/5
12 x MG

LBS/RBS:
3 x NL-55

AR/AL:
10 x AC/5
12 x MG

Aft:
10 x AC/5
12 x MG

While the Scapha II is a slight modification of the original Scapha I's, she is capable of carrying one hundred aerofighters. Mostly Falco and Bueto in their standard patrol flights of six Falco and four Bueto. But there is another flight that is also known, the bomber patrols, consisting of six Bueto and four Falco, these flights carry the blunt of naval ground and amidships attcks . There is a further special Ala that is call CAG or Combat Applications Group. They consist of eight Falco and a pair of Bueto bombers. Her ground forces that are attached are for when any forward bases need defending or held.

Code: [Select]
Class/Model/Name: Augustus
Mass: 400,000

Equipment: Mass
Drive: 72,000.00
Thrust
Safe: 3
Maximum: 5
Controls: 1,000.00
K-F Hyperdrive: Compact (10 Integrity) 181,000.00
Jump Sail: (4 Integrity) 50.00
Structural Integrity: 80 32,000.00
Total Heat Sinks: 3368 Single 2,944.00
Fuel & Fuel Pumps: 10000 points 4,080.00
Fire Control Computers: 3,548.00
Armor: 304 pts Standard 640.00
Fore: 50
Fore-Left/Right: 51/51
Aft-Left/Right: 51/51
Aft: 50

Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 1 50.00
Medium: 0.00
Large: 0.00
Escape Pods: 25 175.00
Life Boats: 30 210.00

Crew And Passengers:
38 Officers in 1st Class Quarters 380.00
87 Crew in 2nd Class Quarters 609.00
98 Gunners and Others in 2nd Class Quarters 686.00
90 Bay Personnel 0.00
20 1st Class Passengers 200.00
50 2nd Class Marines 350.00
Steerage Passengers 0.00

Bay #1: Small Craft (10) - 1 Door
Bay #2: Fighters (20) - 4 Doors
Bay #3: Cargo (20,958 Tons) - 1 Door

White Shark Ammo - 800 Missiles (20/tube)
AC/5 Ammo - 240 Tons (5 Tons/Gun)
MG Ammo - 360 Tons (5 Tons/Gun

Small NCSS

Nose:
8 x AC/5
12 x MG

FR/FL:
8 x NL/55
8 x AC/5
12 x MG

LBS/RBS:
20 x White Shark

AR/AL:
8 x NL/55
8 x AC/5
12 x MG

Aft:
8 x AC/5
12 x MG

Originally built as a light cruiser, when intelligence was founded on the FWL based Talwar-class corvette, the Augustus was redesigned to hopefully take the class with capital grade missiles in case a confrontation arises. Detractors of the design said that the ship should only be used as a deterrence, only history can tell.

Combat schedule
Current Doctrine : Deploying Scapha I's ( S1 ), Scapha II's ( S2 ) and Augustus ( A ) to targets, each unit has a Jumpship with supplies on board unless noted. Battle fleets are ( B# ) followed by a number.

 
Operation: Biscuit
B1 consists of S1 Alphard and Scapha with S2 Unicornis to Addhara, New Venice and Paulinus, JS Prawn, JS Shrimp, JS Bagel and JS Toast. ( Bagel and Toast carry 10 aerofighters, for defense. Prawn and Shrimp carry supplies. )

Operaton: Waffle
B2 consist of S1 Pompey, S2 Troglodytam and both A's Sagittarii and Pilum to Helios, Mondra and Klienwlt, JS Giovanni, JS Bread, JS Cake and JS Pie ( Bread, Cake and Pie carry 10 aerofighters for defense, also are carrying droppers loaded with Legionnaires. Giovanni carries supplies. )

Opertion: Flowerpot II
S1 : Maximus to St. Andreas, JS Legio to carry supplies, JS Plata and JS Oro on special duties with Maximus. They are carrying three dropships configured with Ala bays ( 10 asf each : 6 Falcon and 4 Bueto ).

Every planet has two Sextra Hora stations, except Alphard, it has five surrounding the shipyards and zenith and nadir jumppoints.

TT

{ Fixed typos, edited to add fluff and to correctly re-type this umpteen times! }
« Last Edit: 30 April 2020, 21:57:14 by truetanker »
Khan, Clan Iron Dolphin
Azeroth Pocketverse
That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
Nav_Alpha: That THING... that is horrid
~ Nav_Alpha on 10 October 2016

marcussmythe

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  • Posts: 1204
Re: Warship Arms Race - The In Character Stuff
« Reply #35 on: 28 April 2020, 08:29:57 »
Terran Hegemony Turn 3 2370-2380

It is the sense of the Terran Naval Review Board that while the Terran Navy remains bellipotent in terms of its total hull count and combat power, and that this advantage is unlikely to be threatened in the near or medium term.  Recent advances in foreign power technologies indicate that the THN may be challenged by other powers in the long term, if it allows those foreign powers to continue their technological advance.

Resolved:  The THN should curtail production of ships based on currently available technologies, and focus in near and mid term on Research and Development.  Where necessary, ships will be removed from service to free funds to this end.  Ship classes should be where possible retired by type, with a focus on capabilities offered versus cost.

Recommended:  The Vigilant class vessels cannot fill the scout/picket role of the Bonaventure, and is less agile.  Both vessels carry capital firepower sufficient to deal with anything smaller than a fellow warship, but the Vigilant does not carry enough additional firepower to allow it to deal on even terms with the new warships being produced by foreign powers.   Therefore, the Vigilant class should be retired from service.  As it is felt that warship sales to foreign powers have helped to create an arms race among those powers and that such arms race is detrimental to the future superiority of the THN, such ships are to be scrapped rather than sold to foreign powers, save in response to political expedience.  Consider offering steeper discounts on aging classes (Cruiser, etc.) to favored foreign powers or those engaged in direct conflict with powers bordering the Hegemony.

Code: [Select]
Terran Hegemony, Turn Beginning 2370
Beginning Funds:  32.695B
Beginning Shipyards: Terra: 2/2/2/2/1
Keid:  2/2/1/1
Thorin: 1/1/1
Terra Firma: 1/1/1
New Earth: 1/1/1
Yorii:  1/1/1
Graham IV 1/1/1

Beginning Warships:  BB Dreadnought x 6 48.618B
                                        CA Constitution x 20 164.4B
BC Black Lion x 12 84.084B
TT Dart x 13 149.870B
CL Cruiser x 27 201.420B
DD Lola x 22 159.696B
SC Bonaventure x 40 211.512B
PF Vigilant x 29 117.363

Beginning Jumpships:  80 40B
Beginning Dropships:  300 (Light) 30B
Beginning Small Craft 1,200 12B
Beginning Fighters: 3000 15B


Turn Accounting          Income/Cost (Billions)
Starting Funds: +32.695B
Scrap PF Vigilant x 29 +29.341
Revenue: +767B

Maintenance -558.3B
R&D:  PPC -78.03B
R&D:  Improved Ferro-Aluminium         -78.03B
R&D:  NPPC -60.69
Remainder: 53.985




Terran Hegemony, Turn Ending 2380
Ending Funds:  53.985
Ending Shipyards: Terra: 2/2/2/2/1
Keid:  2/2/1/1
Thorin: 1/1/1
Terra Firma: 1/1/1
New Earth: 1/1/1
Yorii:  1/1/1
Graham IV 1/1/1

Ending Warships:  BB Dreadnought x 6 48.618B
                                        CA Constitution x 20 164.4B
BC Black Lion x 12 84.084B
TT Dart x 13 149.870B
CL Cruiser x 27 201.420B
DD Lola x 22 159.696B
SC Bonaventure x 40 211.512B


Ending Jumpships:  80 40B
Ending Dropships:  300 (Light) 30B
Ending Small Craft 1,200 12B
Ending Fighters: 3000 15B
« Last Edit: 28 April 2020, 08:31:39 by marcussmythe »

marcussmythe

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Re: Warship Arms Race - The In Character Stuff
« Reply #36 on: 28 April 2020, 10:00:50 »
Taurian Concordat 2370

"The Concordat is coming out of the shadows and is ready to take its place on stage as one of the great nations of the Inner Sphere.  The Taurian people are strong, her soldiers brave, her navies vast.  Yet still, we are treated as a second-class cousin by these 'Great Houses'.  Great Houses!  The Calderon's have ruled the Concordat before there was a Capellan Confederation to have a Chancellor!  The Federated Suns are nothing but a vast empire of wealthy industrialists - whereas the Taurian knows that each of us must work for our food!  And we cannot forgive, cannot forget, the murder of our founder's husband, of her children, that lead the great Samantha Calderon into exile, into the foundation of our strong, noble Concordat!  We are no longer the lesser child, the peripheral power!  We demand respect!  We demand our rightful place!  What this nation needs is a short, victorious war to cement our future in the galaxy."
-Daniel Calderon, address to the Inner Council, 2371

Code: [Select]
Year: 2370         Value in Millions
MMoney Available 127,000
Remaining from Last Turn 324
Available Shipyards

Taurus         2/1
New Vandenberg 2


Repairs

Maintanence 50%         73600
Prototype Cost Auroch 6,633         1,658
Variant Iberia II 5,006         501

Construction Unit            Price
Shipyards         0

Stations                 Siesta x10 4,700
Warship                         Auroch x2 13,266
Refit                         Iberia IIs x20  620

Jumpships         5 500 2500
Dropships         10 300 3,000
Fighters         360 5 1,800

Research Imp. Ferro-Alum 1 20430 20430

Total Spent 122074.85

Income

Remaining 5,249


Iberia II Class Frigate

As the Iberia class represented the vast majority of the TCN's weight of hulls and firepower, it was necessary to keep the vessel as current as possible.  New armor techniques served to in part address the fragility of the light vessels hull, and a focus on combat power over deployment range strengthened the AAA battery as well as its heavy naval laser array.  Though still not a match for the heavy ships of its largest neighbors, it was felt that by operating in groups, the Iberias could overcome this weakness.

Code: [Select]
Class/Model/Name: Iberia II
Tech: Inner Sphere
Ship Cost: $5,006,714,000.00
Magazine Cost: $1,450,000.00
BV2: 31,473

Mass: 220,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Improved Ferro-Aluminum
Armament:
17 Naval Laser 55
48 Laser Large
10 Naval AC 10
50 Machine Gun (IS)

Class/Model/Name: Iberia II
Mass: 220,000

Equipment: Mass
Drive: 39,600.00
Thrust
Safe: 3
Maximum: 5
Controls: 550.00
K-F Hyperdrive: Compact (6 Integrity) 99,550.00
Jump Sail: (4 Integrity) 41.00
Structural Integrity: 50 11,000.00
Total Heat Sinks: 2129 Single 1,803.00
Fuel & Fuel Pumps: 20000 points 4,080.00
Fire Control Computers: 0.00
Armor: 206 pts Improved Ferro-Aluminum 220.00
Fore: 34
Fore-Left/Right: 35/35
Aft-Left/Right: 35/35
Aft: 32

Dropship Capacity: 0 0.00
Grav Decks:
Small: 1 50.00
Medium: 0.00
Large: 0.00
Escape Pods: 0.00
Life Boats: 40 280.00

Bays (8 Doors):  Bay Small Craft 6
Bay Fighter 18
Cargo, Standard 17081

Crew And Passengers:
25 Officers in 1st Class Quarters 250.00
64 Crew in 2nd Class Quarters 448.00
56 Gunners and Others in 2nd Class Quarters 392.00
66 Bay Personnel 0.00
1st Class Passengers 0.00
2nd Class Passengers 0.00
200 Steerage Passengers 1,000.00

# Weapons Loc Heat Damage Range Mass
3 Naval Laser 55 Nose 255 165 (16.5-C) Extreme-C 3,300.00
8 Laser Large Nose 64 64 (6.4-C) 40.00
2 Naval AC 10 Nose 60 200 (20-C) 4,000.00
5 Machine Gun (IS) Nose 10 (1-C) 2.50
2 Naval AC 10 FR 60 200 (20-C) 4,000.00
3 Naval Laser 55 FR 255 165 (16.5-C) 3,300.00
8 Laser Large FR 64 64 (6.4-C) 40.00
5 Machine Gun (IS) FR 10 (1-C) 2.50
2 Naval AC 10 FL 60 200 (20-C) 4,000.00
3 Naval Laser 55 FL 255 165 (16.5-C) 3,300.00
8 Laser Large FL 64 64 (6.4-C) 40.00
5 Machine Gun (IS) FL 10 (1-C) 2.50
10 Machine Gun (IS) LBS 20 (2-C) 5.00
10 Machine Gun (IS) RBS 20 (2-C) 5.00
2 Naval AC 10 AR 60 200 (20-C) 4,000.00
3 Naval Laser 55 AR 255 165 (16.5-C) 3,300.00
8 Laser Large AR 64 64 (6.4-C) 40.00
5 Machine Gun (IS) AR 10 (1-C) 2.50
2 Naval AC 10 AL 60 200 (20-C) 4,000.00
3 Naval Laser 55 AL 255 165 (16.5-C) 3,300.00
8 Laser Large AL 64 64 (6.4-C) 40.00
5 Machine Gun (IS) AL 10 (1-C) 2.50
2 Naval Laser 55 Aft 170 110 (11-C) 2,200.00
8 Laser Large Aft 64 64 (6.4-C) 40.00
5 Machine Gun (IS) Aft 10 (1-C) 2.50

Ammo Rounds Mass
Naval AC 10 Ammo 200 40.00
Machine Gun (IS) Ammo 50000 250.00

Equipment Mass
NCSS Large 500.00

Auroch Class Destroyer
A response to the growing hull size and combat power of vessels produced by its neighbors, the Auroch is very much an attempt to keep the 'Little Nation that Could' on the same playing field as its larger compatriots, demanding the same respect from what it considers (publically) to be its peers.  Its heavy battery of large naval autocannon make it a threat to opponents of any size as the range closes, with enough fire from 20 55cm Naval Lasers to keep a long range opponent honest.
Code: [Select]
Class/Model/Name: Auroch
Tech: Inner Sphere
Ship Cost: $6,632,574,000.00
Magazine Cost: $43,890,000.00
BV2: 90,528

Mass: 480,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Improved Ferro-Aluminum
Armament:
20 Naval Laser 55
48 Laser Large
20 Naval AC 30
30 Machine Gun (IS)

Class/Model/Name: Auroch
Mass: 480,000

Equipment: Mass
Drive: 86,400.00
Thrust
Safe: 3
Maximum: 5
Controls: 1,200.00
K-F Hyperdrive: Compact (11 Integrity) 217,200.00
Jump Sail: (4 Integrity) 54.00
Structural Integrity: 90 43,200.00
Total Heat Sinks: 4084 Single 3,624.00
Fuel & Fuel Pumps: 10000 points 4,080.00
Fire Control Computers: 0.00
Armor: 573 pts Improved Ferro-Aluminum 864.00
Fore: 97
Fore-Left/Right: 97/97
Aft-Left/Right: 96/96
Aft: 90

Dropship Capacity: 0 0.00
Grav Decks:
Small: 1 50.00
Medium: 0.00
Large: 0.00
Escape Pods: 0.00
Life Boats: 40 280.00

Bays (8 Doors):
Bay Small Craft 6
Bay Fighter 18
Cargo, Standard 23396

Crew And Passengers:
35 Officers in 1st Class Quarters 350.00
106 Crew in 2nd Class Quarters 742.00
65 Gunners and Others in 2nd Class Quarters 455.00
66 Bay Personnel 0.00
1st Class Passengers 0.00
100 2nd Class Passengers 700.00
Steerage Passengers 0.00

# Weapons Loc Heat Damage Range Mass
2 Naval Laser 55 Nose 170 110 (11-C) Extreme-C 2,200.00
8 Laser Large Nose 64 64 (6.4-C) 40.00
4 Naval AC 30 Nose 400 1200 (120-C) 14,000.00
5 Machine Gun (IS) Nose 10 (1-C) 2.50
4 Naval AC 30 FR 400 1200 (120-C) 14,000.00
2 Naval Laser 55 FR 170 110 (11-C) 2,200.00
8 Laser Large FR 64 64 (6.4-C) 40.00
5 Machine Gun (IS) FR 10 (1-C) 2.50
4 Naval AC 30 FL 400 1200 (120-C) 14,000.00
2 Naval Laser 55 FL 170 110 (11-C) 2,200.00
8 Laser Large FL 64 64 (6.4-C) 40.00
5 Machine Gun (IS) FL 10 (1-C) 2.50
4 Naval Laser 55 LBS 340 220 (22-C) 4,400.00
4 Naval Laser 55 RBS 340 220 (22-C) 4,400.00
4 Naval AC 30 AR 400 1200 (120-C) 14,000.00
2 Naval Laser 55 AR 170 110 (11-C) 2,200.00
8 Laser Large AR 64 64 (6.4-C) 40.00
5 Machine Gun (IS) AR 10 (1-C) 2.50
4 Naval AC 30 AL 400 1200 (120-C) 14,000.00
2 Naval Laser 55 AL 170 110 (11-C) 2,200.00
8 Laser Large AL 64 64 (6.4-C) 40.00
5 Machine Gun (IS) AL 10 (1-C) 2.50
2 Naval Laser 55 Aft 170 110 (11-C) 2,200.00
8 Laser Large Aft 64 64 (6.4-C) 40.00
5 Machine Gun (IS) Aft 10 (1-C) 2.50

Ammo Rounds Mass
Naval AC 30 Ammo 600 480.00
AC 5 Ammo 2400 120.00
Machine Gun (IS) Ammo 30000 150.00

Equipment Mass
NCSS Large 500.00
« Last Edit: 28 April 2020, 10:50:39 by marcussmythe »

Smegish

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  • Posts: 447
Re: Warship Arms Race - The In Character Stuff
« Reply #37 on: 29 April 2020, 07:51:30 »
Rim Worlds Republic 2370

With the successful defence of the Principality and the borders of their Periphery brothers secure for now, the Rim Worlds now look to expand it's influence further into the reaches of the outer Periphery as well as build it's own defences. To this end many new projects have been started with all of them making use of the new Improved Ferro-Aluminium Armour, samples of which were found after they 'fell out of the airlock' of a passing Lyran Commonwealth freighter. The Apollo Conglomerate of Military Engineering required a few years and a large research grant to develop their own production methods, but this work has finally concluded.

Code: [Select]
Year: 2370                Value in Millions
Money Available                $138,000
Remaining from Last Turn                $481
Available Shipyards               
               
Apollo    0/2           
Golandrinas    0/1           
Icar    1           
               
Repairs    Vittoria    1    400    $400
               
Maintanence                    50%    $52,020
Prototype Cost       Ichnilátis        5,189    $1,297
                    Aspida        152    $38
Variant           
                    Sagittarius        5958    $596
Construction                        Unit Price   
Shipyards            0    $0
           
Stations        Tartarus            5    315    $1,575
                Aspida            60    152        $9,120
Warships        Vittoria            0      6,528    $0
              Sagittarius        4        5,958    $23,832
                Ichnilátis        4            5,189    $20,756
Refits                $0
                $0
Jumpships                        10    500        $5,000
Dropships                        25    300      $7,500
Fighters                        360    5       $1,800
Small Craft                        60    10        $600
Research    Imp. Ferro-Alum    1    $21,420    $21,420
               
            Total Spent    $146,620
               
Income    Sale of Vittorias    2        $10,000
               
            Remaining    $2,527

Aspida-class Defence Satelite

Coming in at a mere 20,000 tons, the Aspida or 'Shield' Defence Satellite nevertheless packs a substantial punch. Forgoing any weapon that would rely on ammunition, the Aspida's primary armament is no less than ten 55cm Naval Lasers, packed together to allow them to focus on a single target. Supporting this is an array of Large and Small lasers giving it adequate defence against both strike craft and missiles, especially in large numbers. The dozen fighters round out the firepower, and while it has the capacity for a pair of small craft and a dropship, this is used almost exclusively for resupply and crew rotation rather than providing additional support. Due to being positioned exclusively in orbit of valuable worlds, regular crew rotation has been deemed a superior alternative to installing a grav deck.

Current deployment plan is to install fifteen of these satellites to defend the naval yards at Icar and Golandrinas, while the remainder are positioned to defend Apollo should anyone attack.

Code: [Select]
Class/Model/Name: Aspida
Tech: Inner Sphere
Ship Cost: $152,265,000.00
Magazine Cost: $0.00
BV2: 9,421

Mass: 20,000
K-F Drive System: None
Power Plant: Station-Keeping Drive
Safe Thrust: 0
Maximum Thrust: 1
Armor Type: Improved Ferro-Aluminum
Armament:
10 Naval Laser 55
40 Laser Large
80 Laser Small

Class/Model/Name: Aspida
Mass: 20,000

Equipment: Mass
Drive: 240.00
Thrust
Safe: 0.1
Maximum: 1
Controls: 20.00
K-F Hyperdrive: None (0 Integrity) 0.00
Jump Sail: (0 Integrity) 0.00
Structural Integrity: 1 200.00
Total Heat Sinks: 1250 Single 1,184.00
Fuel & Fuel Pumps: 3000 points 306.00
Fire Control Computers: 24.00
Armor: 127 pts Improved Ferro-Aluminum 126.66
Fore: 22
Fore-Left/Right: 21/21
Aft-Left/Right: 21/21
Aft: 21

Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 0 0.00
Medium: 0.00
Large: 0.00
Escape Pods: 0.00
Life Boats: 20 140.00

Crew And Passengers:
14 Officers in 1st Class Quarters 140.00
35 Crew in 2nd Class Quarters 245.00
30 Gunners and Others in 2nd Class Quarters 210.00
34 Bay Personnel 0.00
1st Class Passengers 0.00
34 2nd Class Bay Personnel 238.00
Steerage Passengers 0.00

Bay #1: Cargo (2,486 Tons) - 1 Door
Bay #2: Small Craft (2) - 1 Door
Bay #3: Fighters (12) - 3 Doors

Nose:
10 x NL/55

FL/FR/AL/AR:

10 x Large Laser
20 x Small Laser

Ichnilátis-class Corvette

The Ichnilátis (Tracker in Greek) was designed to serve as the border patrol guard, capable of dealing with all but the strongest of bandit kings and pirate lords. It's mammoth engines allow it to push itself to 4G's of acceleration, allowing it to chase down or escape almost any ship out in the black. Those engines do take up the bulk of the ships mass however, limiting the firepower the ship has on call. This issue is mitigated however by the decision to mount purely energy weapons, leaving it able to patrol for longer stretches without having to worry about ammunition supplies running low, and saving the cargo space for spare parts, food and fuel.

The ships main firepower consists of ten twin 55cm Naval Laser mounts, two each mounted in the Nose and each quarter for a total of twenty guns. These are backed up by a small array of large and small lasers to give the ship the ability to defend itself from small craft and missile strikes, although its capability as a fleet escort is limited. The ship is intended purely as a coast guard vessel, watching the border with it's extensive scanner suite, chasing down smugglers, slavers and pirates and leaving the war fighting to the bigger boys.

Code: [Select]
Class/Model/Name: Ichnilátis
Tech: Inner Sphere
Ship Cost: $5,188,742,000.00
Magazine Cost: $0.00
BV2: 31,234

Mass: 250,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 5
Maximum Thrust: 8
Armor Type: Improved Ferro-Aluminum
Armament:
20 Naval Laser 55
36 Laser Large
60 Laser Small

Class/Model/Name: Ichnilátis
Mass: 250,000

Equipment: Mass
Drive: 75,000.00
Thrust
Safe: 5
Maximum: 8
Controls: 625.00
K-F Hyperdrive: Compact (7 Integrity) 113,125.00
Jump Sail: (4 Integrity) 43.00
Structural Integrity: 75 18,750.00
Total Heat Sinks: 2048 Single 1,616.00
Fuel & Fuel Pumps: 10000 points 4,080.00
Fire Control Computers: 0.00
Armor: 273 pts Improved Ferro-Aluminum 375.00
Fore: 46
Fore-Left/Right: 46/46
Aft-Left/Right: 46/46
Aft: 43

Dropship Capacity: 0 0.00
Grav Decks:
Small: 1 50.00
Medium: 0.00
Large: 0.00
Escape Pods: 0.00
Life Boats: 30 210.00

Crew And Passengers:
24 Officers in 1st Class Quarters 240.00
71 Crew in 2nd Class Quarters 497.00
48 Gunners and Others in 2nd Class Quarters 336.00
22 Bay Personnel 0.00
1st Class Passengers 0.00
50 2nd Class Marines 350.00
Steerage Passengers 0.00

Bay #1: Small Craft (2) - 1 Door
Bay #2: Fighters (6) - 1 Door
Bay #3: Cargo (10,693 Tons) - 1 Door

Large NCSS

Nose:
4 x NL/55
6 x Large Laser
10 x Small Laser

FR/FL/AR/AL:
4 x NL/55
6 x Large Laser
10 x Small Laser

Aft:
6 x Large Laser
10 x Small Laser

Sagittarius-class Missile Destroyer

Based on the Vittoria hull, the Sagittarius is intended to give a heavy missile broadside to any ship foolish enough to enter weapon range. The Naval Autocannons have all been removed, the armour upgraded to the new Improved Ferro-Aluminium, and the dropship collar has been replaced by a cheaper but bulkier Dropshuttle bay. Other modifications include ten additional 55cm Naval Lasers, a significant improvement to the point defence system, as well as a heavy broadside of ten Barracuda and ten White Shark tubes on each side of the ship capable of overwhelming all but the strongest anti-missile defences.

Code: [Select]
Class/Model/Name: Sagittarius
Tech: Inner Sphere
Ship Cost: $5,951,522,000.00
Magazine Cost: $6,560,000.00
BV2: 38,157

Mass: 450,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Improved Ferro-Aluminum
Armament:
26 Naval Laser 55
36 AC 10
100 Laser Small
20 Capital Launcher Barracuda
20 Capital Launcher White Shark

Class/Model/Name: Sagittarius
Mass: 450,000

Equipment: Mass
Drive: 108,000.00
Thrust
Safe: 4
Maximum: 6
Controls: 1,125.00
K-F Hyperdrive: Compact (11 Integrity) 203,625.00
Jump Sail: (4 Integrity) 53.00
Structural Integrity: 75 33,750.00
Total Heat Sinks: 2918 Single 2,409.00
Fuel & Fuel Pumps: 10000 points 4,080.00
Fire Control Computers: 2,179.40
Armor: 453 pts Improved Ferro-Aluminum 675.00
Fore: 76
Fore-Left/Right: 76/76
Aft-Left/Right: 76/76
Aft: 73

Dropship Capacity: 0 0.00
Grav Decks:
Small: 2 100.00
Medium: 0.00
Large: 0.00
Escape Pods: 0.00
Life Boats: 30 210.00

Crew And Passengers:
38 Officers in 1st Class Quarters 380.00
97 Crew in 2nd Class Quarters 679.00
89 Gunners and Others in 2nd Class Quarters 623.00
82 Bay Personnel 0.00
1st Class Passengers 0.00
2nd Class Passengers 0.00
100 Steerage Marines 500.00

Bay #1: Small Craft (6) - 1 Door
Bay #2: Fighters (36) - 3 Doors
Bay #3: Cargo (27,169 Tons) - 1 Door
Bay #4: Dropshuttle Bay (2 x 5kt) - 2 Doors

AC/10 Ammo - 360 Tons (10 Tons/Gun)
Barracuda Ammo - 200 Missiles (10/tube)
White Shark Ammo - 200 Missiles (10/tube)

Nose:
4 x NL/55
6 x AC/10
10 x Small Laser

FL/FR:
6 x NL/55
6 x AC/10
10 x Small Laser

LBS/RBS:
10 x Barracuda
10 x White Shark

AL/AR:
4 x NL/55
6 x AC/10
10 x Small Laser

Aft:
2 x NL/55
6 x AC/10
10 x Small Laser

Depolyment

With the threat from the Draconis Combine seeming to lessen, but not fully go away the RWN sold off the RWNS Delphi and RWNS Troy to the PRN to bulk out their navies further, while also removing the need for the RWN to pay for the ships to be repaired. The leadership of the Rasalhague government and military have been reminded that the agreed upon treaty was for mutual defence, and the RWN has no interest in joining any viking raids into Combine space at this time.

The remaining elements of the Rim Worlds Navy shall be deployed thus:

4 x Vittorias to patrol the 'Four Corners' region, 2 based out of Icar, 2 in New Oslo where they can react to DCA attacks if they happen.
4 x Vittorias to defend the rest of RWR territory, focusing on Apollo and Golandrinas until Aspida defence net goes online.

As Sagittarius complete space trials, they are to be paired with a Vittoria, starting with the 2 deployed in PoR space.

Ichnilátis to take over the role of border patrol as they come online, with the relieved Vittorias to be put to work 'expanding the influence' of the nation.

New Tartarus stations to be placed in newly occupied systems, to keep the new of recharge stations complete.

UnLimiTeD

  • Captain
  • *
  • Posts: 2039
Re: Warship Arms Race - The In Character Stuff
« Reply #38 on: 29 April 2020, 10:37:25 »
Draconis Combine 2370 -2380 (Turn 3)


"The coordinator is concerned about our lack of ... progress."
Tai-Sho Nagumo got a little bug-eyed.
"The Admiralty ..!" He swallowed his sentence and quickly bowed. It was not yet his moment to talk.
"Our warriors are tested every day as to the strength of their belief into the superiority of the dragon.
Our ... neighbours, are eclipsing us. Even that backwater assortment of ... unenlightened worlds is able to muster stronger forces than we are.
A shameful state of affairs, it would be. Unacceptable, would it continue."
...
A nod.
"We have been focused on increasing our strike power and reach."
The coordinator looked at him.
"w - We are working on a significant increase in mobility. We will be the envy of the Sphere!"

"And what of our descendants. Would they call us ... visionary?"
He swallowed.
"It is expected we will be able to finish a prototype next year. If we immediately integrate them into new hulls, we could see a return on investment early."
"Is the funding secured?"
He couldn't help but ponder the beautifully worked floor for a fraction of a second.
"It is not"
...
"A balance has to be reached. The virtues of the dragon are many."

"Understood." He bowed almost to the floor as the coordinator dismissed him.


Ikioi class Assault Cruiser:
The experimental 'Linebreaker'-class has finally come into its own, the descriptive moniker making way for their new, official designation: "Ikioi".
Written in just a single sign, 勢, it has been found to be a fitting description of the classes function and mode of employment, while allowing a variety of alternative readings, all of which befitting the pride of the combine.
The first testbed having finally joined its sister, a third ship, bearing the name of the class, will complete the erstwhile production run.
The three ships of the class, upon completion, will thus be:

DCS Furutaka
DCS Kato
DCS Ikioi


(I intended the first ship to be named Kato, but as always, GM decisions trump all, so she'll be number two. Delayed in the yard or something. And we obviously need a name ship, too, if a bit late.)

Fubuki class Destroyer:
With recent technological advances, the admiralty review board saw both the need and ability to refurbish the Fubuki class to face the changed environment.

In late 2370 the first ship of the Block II series was laid down, to join the combines Navy in action a bit over 2 years later.
The Fubuki Block II, making use of larger guns, modern armour alloys, and a modified gun layout, is an improvement in nearly every respect over the now 20 years old Block I ships, boasting increased firepower, durability, and secondary assets in the form of an expanded small craft hangar, while still being compatible to the original chassis.
Consequently, internal politics being what they are, it was decided to not refit the existing ships, instead building all Block IIs from new hulls laid down at the yards orbiting New Samarkand, ostensibly to keep up force readiness. One Block I ship will be mothballed until such a time that it is needed, while the new ships will be spread evenly across the fleet.
Minor disadvantages of the new design are that the new cannons don't offer full parts compatibility with their smaller predecessors, requiring different barrels, firing chambers, and ammunition, and that the new weapons suite can't be fully covered by the existing heatsinks, though naval strategists would argue that any situation where the ship can fire in all directions at once is already untenable.

Code: [Select]
Class/Model/Name: Fubuki (Block II)
Tech: Inner Sphere
Ship Cost: $6,521,216,000.00
Magazine Cost: $24,640,000.00
BV2: 51,622

Mass: 450,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Improved Ferro-Aluminum
Armament:
16 Naval Laser 45
14 Capital Launcher Killer Whale
40 Laser Large
48 Machine Gun (IS)
18 Naval AC 20

Equipment: Mass
Drive: 81,000.00
Thrust
Safe: 3
Maximum: 5
Controls: 1,125.00
K-F Hyperdrive: Compact (11 Integrity) 203,625.00
Jump Sail: (4 Integrity) 53.00
Structural Integrity: 75 33,750.00
Total Heat Sinks: 2380 Single 1,933.00
Fuel & Fuel Pumps: 11250 points 4,590.00
Fire Control Computers: 0.00
Armor: 438 pts Improved Ferro-Aluminum 650.00
Fore: 70
Fore-Left/Right: 75/75
Aft-Left/Right: 74/74
Aft: 70

Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 2 100.00

Escape Pods: 5 35.00
Life Boats: 34 238.00

Crew And Passengers:
34 Officers in 1st Class Quarters 340.00
101 Crew in 2nd Class Quarters 707.00
63 Gunners and Others in 2nd Class Quarters 441.00
192 Bay Personnel 0.00
1st Class Passengers 0.00
50 2nd Class Passengers 350.00
50 Steerage Passengers 250.00

# Cargo and Bays Mass
36 Bay Fighter 5,400.00
24 Bay Small Craft 4800
Cargo, Standard 40275 tons


# Weapons Loc Heat Damage Range Mass
4 Naval Laser 45 Nose 280 180 (18-C) Extreme-C 3,600.00
2 Capital Launcher Killer Whale Nose 40 80 (8-C) 300.00
4 Laser Large Nose 32 32 (3.2-C) 20.00
8 Machine Gun (IS) Nose 16 (1.6-C) 4.00

3 Naval AC 20 FR 180 600 (60-C) 7,500.00
2 Naval Laser 45 FR 140 90 (9-C) 1,800.00
4 Laser Large FR 32 32 (3.2-C) 20.00
8 Machine Gun (IS) FR 16 (1.6-C) 4.00

3 Naval AC 20 FL 180 600 (60-C) 7,500.00
2 Naval Laser 45 FL 140 90 (9-C) 1,800.00
4 Laser Large FL 32 32 (3.2-C) 20.00
8 Machine Gun (IS) FL 16 (1.6-C) 4.00

6 Capital Launcher Killer Whale LBS 120 240 (24-C) 900.00
3 Naval AC 20 LBS 180 600 (60-C) 7,500.00
8 Laser Large LBS 64 64 (6.4-C) 40.00

6 Capital Launcher Killer Whale RBS 120 240 (24-C) 900.00
3 Naval AC 20 RBS 180 600 (60-C) 7,500.00
8 Laser Large RBS 64 64 (6.4-C) 40.00

3 Naval AC 20 AR 180 600 (60-C) 7,500.00
2 Naval Laser 45 AR 140 90 (9-C) 1,800.00
4 Laser Large AR 32 32 (3.2-C) 20.00
8 Machine Gun (IS) AR 16 (1.6-C) 4.00

3 Naval AC 20 AL 180 600 (60-C) 7,500.00
2 Naval Laser 45 AL 140 90 (9-C) 1,800.00
4 Laser Large AL 32 32 (3.2-C) 20.00
8 Machine Gun (IS) AL 16 (1.6-C) 4.00

4 Naval Laser 45 Aft 280 180 (18-C) 3,600.00
4 Laser Large Aft 32 32 (3.2-C) 20.00
8 Machine Gun (IS) Aft 16 (1.6-C) 4.00

Ammo Rounds Mass
Capital Launcher Killer Whale Ammo 140 7,000.00
Naval AC 20 Ammo 900 360.00
Machine Gun (IS) Ammo 48000 240.00


Keep Defensive Station:
The Tenshu, named after the keeps in ancient japanese castles and hill forts, was conceived as a way to exert control over and protect a system from raiders.
Housing two full double-strength wings of aerospace fighters and equipped with an advanced sensor suite, the station is able to monitor traffic and conduct routine patrols, as well as enforce customs.
Thanks to a relatively uniform armament of light capital missiles, the Tenshu can guard space ports and ship yards from asteroids, out of control small craft, and fighter strikes, while providing sufficient firepower to be a threat to dropships, and hopefully at least a deterrence to hostile raiding attacks.

In truth, the station was a slap-job in response to an urgent demand by the coordinator after a secret meeting with military analysts that saw one man beheaded and another demoted, and was only later cleared for its actual deployment profile.

Tenshus will be deployed to Prosperina, Radstadt, Jezersko, and all the DC yard systems.

Code: [Select]
Class/Model/Name: Tenshu
Tech: Inner Sphere
Ship Cost: $673,807,500.00
Magazine Cost: $25,800,000.00
BV2: 26,452

Mass: 200,000
K-F Drive System: None
Power Plant: Station-Keeping Drive
Safe Thrust: 0
Maximum Thrust: 0
Armor Type: Improved Ferro-Aluminum
Armament:
108 Capital Launcher Barracuda
54 Laser Small
6 Naval AC 10


Thrust
none

Controls: 200.00
K-F Hyperdrive: None (0 Integrity) 0.00
Jump Sail: (0 Integrity) 0.00
Structural Integrity: 1 2,000.00
Total Heat Sinks: 1314 Single 1,200.00
Fuel & Fuel Pumps: 500 points 102.00
Fire Control Computers: 488.70
Armor: 570 pts Improved Ferro-Aluminum 712.00
Fore: 95
Fore-Left/Right: 95/95
Aft-Left/Right: 95/95
Aft: 95

Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 2 100.00
Medium: 0 0.00
Large: 0.00
Escape Pods: 37 259.00
Life Boats: 50 350.00

Crew And Passengers:
37 Officers in 1st Class Quarters 370.00
48 Crew in 2nd Class Quarters 336.00
129 Gunners and Others in 2nd Class Quarters 903.00
450 Bay Personnel 0.00
10 1st Class Passengers 100.00
25 2nd Class Passengers 175.00
100 Steerage Passengers 500.00

# Weapons Loc Heat Damage Range Mass
18 Capital Launcher Barracuda Nose 180 360 (36-C) Extreme-C 1,620.00
18 Capital Launcher Barracuda FR 180 360 (36-C) 1,620.00
18 Capital Launcher Barracuda AR 180 360 (36-C) 1,620.00
18 Capital Launcher Barracuda Aft 180 360 (36-C) 1,620.00
18 Capital Launcher Barracuda AL 180 360 (36-C) 1,620.00
18 Capital Launcher Barracuda FL 180 360 (36-C) 1,620.00
18 Laser Small Nose 18 54 (5.4-C) 9.00
18 Laser Small AR 18 54 (5.4-C) 9.00
18 Laser Small AL 18 54 (5.4-C) 9.00
2 Naval AC 10 Aft 60 200 (20-C) 4,000.00
2 Naval AC 10 FR 60 200 (20-C) 4,000.00
2 Naval AC 10 FL 60 200 (20-C) 4,000.00

Ammo Rounds Mass
Capital Launcher Barracuda Ammo 3090 92,700.00
Naval AC 10 Ammo 180 36.00

Equipment Mass
NCSS Small 100.00

# Cargo and Bays Mass
90 Bay Small Craft 18,000.00
56221 Cargo, Standard 56221


Battlemechs:


Insertion successful. Dropzone cold. Contact estimated 5-5-1. Protocol Kage 2. ..fzzz
...
Spreading
...
Got sight on target. No contact yet.
confirmed
Approach. Detaching 6-1.
...
Our contact was right. We're in.   ... Musei!
...
Wave? Roku-Ichi reporting. We have scouted the area. 2 locals sleeping. 5-1 went silent 20 minutes ago. Approach?
Wait.
Hai
...
 Sir, what if this fails?
 It will not.
 Sir?
fzzz-beep.
Shoutai-Go-Ichi reporting; target cleared. Approaching meet-up.
Detection?
none.
Pickup in 9. Code Wind.

Kisaragi 3, Forward Command, Benjamin Military District
"Sir, our team has returned. We have acquired the desired information."
"Good work. Results?"
"It seems to be some sort of artificial muscle. The scientists say it is easy to replicate with a sample."
"It always is in hindsight. Troubles?"
"None. The target was almost deserted. The buffoons really just left it out in the open with just one guard for two hangars."

For a moment, the differences in rank and status were forgotten, and the two shared a chuckle.
"... Detection?"
"Unlikely. One Guard fell of a railing. Two locals temporarily sedated."
"Casualties?"
"None."
"Perfect. Get the big heads on this immediately. The dragon will have its time yet."


Code: [Select]
Fang DCM-1

Mass: 45 tons
Chassis: Standard Biped
Power Plant: 165 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Primitive
Armament:
     1 SRM 4
     1 AC/10
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 2374
Cost: 2,822,715 C-bills

Type: Fang
Technology Base: Inner Sphere (Advanced)
Tonnage: 45
Battle Value: 686

Equipment                                          Mass
Internal Structure                                  4.5
Engine                        165 Fusion              6
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sink                     10                      0
Gyro                                                  2
Primitive Cockpit                                     5
Armor Factor (Primitive)      112                  10.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            14        16   
     Center Torso (rear)               5     
     R/L Torso               11        12   
     R/L Torso (rear)                  4     
     R/L Arm                 7         10   
     R/L Leg                 11        15   


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo              Location  Critical   Heat    Tonnage
Heat Sink                LL        1        -       1.0   
AC/10                    RT        7        3       12.0 
AC/10 Ammo (20)          RT        2        -       2.0   
SRM 4                    LA        1        3       2.0   
SRM 4 Ammo (25)          LA        1        -       1.0   
Heat Sink                LA        1        -       1.0   
Heat Sink                LT        1        -       1.0   
Heat Sink                RL        1        -       1.0   

The Fang is the combines first attempt at the new Mech technology. First units are to bound to receive the new equipment in 2373, and pilots are already training in simulators to get used to the new movement profile.
The name was originally earmarked for a new Aerospace fighter, but such a glorious new development demands priority.
A jump-capable version meant for orbital insertions is in development.

Turn Summary and Budget:
Code: [Select]
Starting Money:   2.370 b
Turn Budget: 345.000 b

Ship Repairs:   3.800 b
______________________________________________
Available Funds: 343.570 b

Maintenance:
Kutai 13 31356
Fubuki 6 19173
Kutai (m) 2 482.4
Fubuki (m) 1 319.55
Onsen 65 14950
Ikioi 1 4016
Shinryakusen 2 6839

Jumpship 34 8500
Dropship 98 14700
Fighter 2614 6535
Small Craft 452 2260
Extra Training: 2050
Total Maint.: 109131

Research
AC 10 35600
Improved Ferro-Aluminium 40050
Mechs 40050

Shipyards:
Starting: 4 | 5 | 1  | 0
Building: 0 | 0 | 1  | 1
0 b 0b 15b 40b

Ship building:
Ikioi 2 16064
Fubuki B II 3 19563
Onsen 10 4600
Tenshu 9 6066  (+168.5 )
Jump 6 3000
Drop 12 3600
Fighter 266 1330
SC 48   480

Remaining: 5.938 b
Final Shipyards:
New Samarkand      0/1/1/1
Luthien          1/2      
Midway          0/1      
An Ting           1         
Alshain           1         
Benjamin         1      

Naval Doctrine Update:   
The Destroyers are to be organised into three squadrons of three destroyers each, accompanied by an Ikioi to pose as flagship and shield. A single Kutai will be assigned for any offensive operation to serve as the fleets eyes.
The commanding admiral need not be stationed on the "flagship", but may command from a vessel of his choosing.
For now, the 3 Block IIs will be evenly split between the squadrons to gauge their effectiveness, though in the future, the navy might form new ships into their own squadrons.
To familiarise Navy personell with the modified deployment and ensure a worthy return of invest, the admiralty has ordered extra drills and fleet maneuvers to be conducted, and earmarked funds for extra expenses that might entail (equivalent 5% extra maintenance for Ikioi and Fubuki classes).
Standard deployment of the fleets will be one on the Fed Suns border, one near the PoR/LC border, and one in reserve/repairs.
To facilitate rapid redeployment of a 5 ship strong standard fleet, the common jump routes between New Samarkand, Midway and Luthien will be be enhanced by secondary Onsen stations, if not already present.

Fighters are to be used strictly for defensive operations until such a time that the fighter battle has been won or targets of opportunity preset itself.
Additional dropships carrying supplies or fighters may be carried by jump ships as the situation demands.
The 1 billion reserve to be spent on civilian compensation several years ago will stay in place until such a time that it is needed.
« Last Edit: 05 May 2020, 05:48:16 by UnLimiTeD »
Savannah Masters are the Pringles of Battletech.
Ooo! OOOOOOO! That was a bad one!...and I liked it.

Smegish

  • Warrant Officer
  • *
  • Posts: 447
Re: Warship Arms Race - The In Character Stuff
« Reply #39 on: 01 May 2020, 09:44:33 »
United Hindu Collective

After spending the last 2 decades steadily buying up surplus THN Cruisers as is, the UHCN has finally come to the decision to refit these ships to their own needs. This has been aided by recent developments in the fields of Particle Weapons, with Admiral Mahdonah Khan Singh advocating for their immediate installation into the current fleet. He also pushed for the construction of a series of recharge stations across the nation to speed reaction times of the navy. The growing power of both the FSN and TCN concerns Admiral Singh greatly, though he is confident that neither will attack them for fear of their other neighbours falling upon them while they are distracted.

Code: [Select]
Year: 2370 Value in Millions
Money Available 63,000
Remaining from Last Turn 1000
Available Shipyards

Besantapur 0/1



Repairs

Maintanence 50% 32780
Prototype Cost Ganges 315 79
0 0
Variant Maharaj 6787 679
Construction Unit Price
Shipyards 0

Stations Ganges 19 315 5,985

Warships Maharaj 1 6,787 6,787

Refit Maharaj 6 0 0
0
Jumpships 3 500 1500
Dropships 10 300 3,000
Fighters 200 5 1000
Small Craft 50 10 500
Research NPPC 1 11410 11410

Total Spent 63719.45

Income

Remaining 281

Maharaj-class Cruiser

Based on the Terran Cruiser-class vessels the UHCN currently have in service, the Maharaj replaces the entire Naval Autocannon armament with no less than forty-four Medium Naval Particle Cannon, delivering a similar level of armour penetration at a greater range and without needing a supply of ammunition, beyond the fuel the engines would burn anyway. The original missile battery has also been reworked, with the mix of launchers reduced to just Barracudas, eighteen of which dot the hull.

The anti-fighter armament has seen a massive upgrade... mostly because now it has one. Forty-eight Binary Laser Cannon are mounted - twelve per quarter - to hammer any strike craft that come close enough. An adequate Point Defence System has also been installed, along with a Large Comms Scanner Suite. The two drop collars have been removed, and replaced by a significantly cheaper Dropshuttle bay in the nose.

A weakness of the vessel if any, is that it still does not carry fighters, relying on onboard dropships for that role.

Code: [Select]
Class/Model/Name: Maharaj
Tech: Inner Sphere
Ship Cost: $6,786,484,000.00
Magazine Cost: $1,680,000.00
BV2: 61,083

Mass: 500,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Standard
Armament:
44 Naval PPC Medium
18 Capital Launcher Barracuda
48 Machine Gun (IS)
48 Laser Blazer Cannon

Class/Model/Name: Maharaj
Mass: 500,000

Equipment: Mass
Drive: 90,000.00
Thrust
Safe: 3
Maximum: 5
Controls: 1,250.00
K-F Hyperdrive: Compact (12 Integrity) 226,250.00
Jump Sail: (4 Integrity) 55.00
Structural Integrity: 75 37,500.00
Total Heat Sinks: 6888 Single 6,419.00
Fuel & Fuel Pumps: 12500 points 5,100.00
Fire Control Computers: 4,450.80
Armor: 348 pts Standard 750.00
Fore: 60
Fore-Left/Right: 58/58
Aft-Left/Right: 58/58
Aft: 56

Dropship Capacity: 0 0.00
Grav Decks:
Small: 1 50.00
Medium: 0.00
Large: 0.00
Escape Pods: 0 0.00
Life Boats: 50 350.00

Crew And Passengers:
40 Officers in 1st Class Quarters 400.00
105 Crew in 2nd Class Quarters 735.00
90 Gunners and Others in 2nd Class Quarters 630.00
30 Bay Personnel 0.00
1st Class Passengers 0.00
2nd Class Passengers 0.00
90 Steerage Passengers 450.00

Bay #1: Dropshuttles (2 x 5kt) - 2 Doors
Bay #2: Small Craft (6) - 1 Door
Bay #3: Cargo (25,994 Tons) - 1 Door

Barracuda Ammo - 180 Missiles (10/tube)
MG Ammo - 240 Tons (5 Tons/Gun)

Large NCSS

Nose:
4 x MNPPC
3 x Barracuda
12 x MG

FR/FL:
6 x MNPPC
3 x Barracuda
12 x Blazer Cannon

LBS/RBS:
6 x MNPPC
3 x Barracuda
12 x MG

AR/AL:
6 x MNPPC
12 x Blazer Cannon

Aft:
4 x MNPPC
3 x Barracuda
12 x MG

Ganges-class Station

Designed as both a recharge station and as a defence against raiders, the two hundred and fifty kiloton Ganges mounts weapons of all sizes, though most of it is aimed at small craft and fighters. Cheap enough to be deployed across the Collective, the Ganges is usually the first sight for any visitor to the UHC.

Code: [Select]
Class/Model/Name: Ganges
Tech: Inner Sphere
Ship Cost: $315,445,000.00
Magazine Cost: $0.00
BV2: 12,694

Mass: 250,000
K-F Drive System: None
Power Plant: Station-Keeping Drive
Safe Thrust: 0
Maximum Thrust: 1
Armor Type: Standard
Armament:
16 Naval Laser 55
48 Laser Blazer Cannon
48 Laser Small

Class/Model/Name: Ganges
Mass: 250,000

Equipment: Mass
Drive: 3,000.00
Thrust
Safe: 0.1
Maximum: 1
Controls: 250.00
K-F Hyperdrive: None (0 Integrity) 0.00
Jump Sail: (0 Integrity) 0.00
Structural Integrity: 1 2,500.00
Total Heat Sinks: 2176 Single 2,054.00
Fuel & Fuel Pumps: 2500 points 1,020.00
Fire Control Computers: 0.00
Armor: 358 pts Standard 893.00
Fore: 59
Fore-Left/Right: 60/60
Aft-Left/Right: 60/60
Aft: 59

Dropship Capacity: 5 5,000.00
Grav Decks:
Small: 1 50.00
Medium: 0.00
Large: 0.00
Escape Pods: 20 140.00
Life Boats: 20 140.00

Crew And Passengers:
22 Officers in 1st Class Quarters 220.00
73 Crew in 2nd Class Quarters 511.00
32 Gunners and Others in 2nd Class Quarters 224.00
66 Bay Personnel 0.00
1st Class Passengers 0.00
100 2nd Class Passengers 700.00
Steerage Passengers 0.00

Bay #1: Small Craft (6) - 1 Door
Bay #2: Fighters (18) - 3 Doors
Bay #3: Cargo (11342 Tons) - 1 Door

2 x Energy Storage Batteries

Nose:
12 x SLas

FR/FL:
4 x NL/55
12 x Blazer Cannon

LBS/RBS:
12 x SLas

AR/AL:
4 x NL/55
12 x Blazer Cannon

Aft:
12 SLas

VensersRevenge

  • Lieutenant
  • *
  • Posts: 839
  • Is this the real life...
Re: Warship Arms Race - The In Character Stuff
« Reply #40 on: 01 May 2020, 19:11:47 »
Free Worlds League, 2370

History:
The FWLN began preparing for an offensive fleet in 2370. While Marik's continued to be purchased and deployed, it was acknowledged that their dropship flexibility also made them more expensive than the frontline combatants of other states. While the League had a strong economy, it was not that strong. Although the shipyard upgrades to produce the Cyrus class cruisers were not complete by 2379, they would begin rolling out cruisers by the mid 2380's, and Captain Admiral Michaels began planning deployments for Operation SOAR. Despite being in his late seventies, Michaels shows no signs of retiring anytime soon, and has spoken about being Captain Admiral for the new century. To go along with the preparations for the Cyrus Cruisers, the FWLN has sponsored extensive research, taking advantage of intelligence operations and "borrowed" examples of technology Operation ALEXA has got its hands on. While Michaels is still pushing against offensive operations, the League's access to 'Mechs and a few new weapons to make them more effective will prove invaluable once war happens.

Operation ALEXA:
Admiral Michaels knew that knowledge was power, and wanted to create a second stream of information, not trusting NIA. To do this he took advantage of the mercantile nature of the Free Worlds League that led to the purchasing of dozens of jumpships and cargo dropships. FWLN jumpships and cargoships had always been seconded to the Merchant Marine in times of peace to assist the economy, and in 2364, Michaels put Operation ALEXA into effect to take advantage of this situation. Ships seconded to the Merchant Marine were given a second name to clarify in League records whether they were under military or civilian command at the time. Michaels took advantage of this system by selling off the Merchant Marine ships to Gatzenberg Interstellar, a trading conglomerate "coincidentally" owned by his brother-in-law. These now "privately" owned ships would be used to haul cargo across interstellar borders, and were still crewed with military men who were ordered to learn what they could from foreign crewmen and while on shore eave. While loosened restrictions and orders that included getting drunk and seducing dignitaries will decrease the effectiveness of ALEXA crewmen if used in a military context, it provided valuable information. In 2371 a crewman on shore leave on Tharkad won a PPC in a highstakes poker game, which allowed League engineers to finally reverse engineer PPC's. His decision to use Ouzo instead of Schnapps also created the League variant of the infamous PPC beverage. His success was celebrated by the more liberal members of the League, and got the Navy protested by more conservative members of the League for "encouraging loose morals." However the operation that won the League 'Mechs from the Federated Suns in 2373 was even more audacious. Taking advantage of a cousin of Oriente's Allison family being a captain of one of the Jumpships, they finagled an invitation to a party hosted by the Duke of New Syrtis, which was also being attended by one of the Suns' 'Mech engineers.A combination of the captain propsing trade deals with Oriente and alleging the Captain-General sent her to negotiate an anti-Capellan alliance with the Suns ( an outcome that would be a valuable side benefit), an attractive crewmember seducing the engineer, and breaking into a 'Mech hangar while the guards were distracted by a combination of drunken joyrides, drunken fistfights, and drunken liasons, they were able to get enough information on 'Mech building to allow Free Worlds Defense Industries to build their first combat 'Mechs. Multiple crewmen were arrested, and the Marik ambassador on New Avalon almost had a heart attack when he found out what happened, Michaels felt the cost well worth it, especially because the different people who gave the information did not independently reveal enough information to cause problems, and as such no one knew the League could build Battlemechs until they did. Captain Allison built on her success while returning to the League through the United Hindu Collective, when she was able to bribe a disaffected scientist into giving her the specs for the Blazer. Upon Allison's return to Atreus, she was promoted to Commodore, and put in command of Operation ALEXA, reportind directly to Captain-Admiral Michaels. Operation ALEXA had proven it's value in just a few years, and had not yet been used for it's primary purpose, giving the League advance intelligence on naval maneuvers threatening it.


Turn:
Code: [Select]
Year: 2370      Value in Millions
Money Available 336,000
Remaining from Last Turn
Available Shipyards

Atreus                   0/2
Irian       0/2
Loyalty       0/2
Regulus                 1
Jardine (secret)      2
Repairs 0

Maintenance 49% 140,793                                                                               
Construction Unit Price
Shipyards
        Jardine              S2>S3             30,000
Warships Marik 4          39,752
Prototype        Cyrus                                      2,281

Jumpships 4 500        2,000
Dropships 10 300   3,000
Fighters             48     5      240
Research Mechs                                      39,240
PPC                                                  39,240
                        Blazers                                                 39,240
Total Spent     335,786

Income Remaining 214
Cyrus Class Cruiser:

Although no Cyrus' have been put into production yet, plans are on track to build at least four by 2380. Cheaper than the Marik Destroyers that currently make up the FWLN's capital ships, the Cyrus has considerably more armour and weapons, at the cost of dropship flexibility and speed. The current plan for the Cyrus' is to deploy them as flagships for the Capellan, Commonwealth, and Stewart fleets, before slowly building them up to represent half of each fleet. However, Admiral Michaels is also looking to move any extra ships built to a new command reporting directly to him, for reasons not connected to any known war plan. What this purpose is is of some concern to Parliament, although the Captain General has not yet ordered any investigations.
Code: [Select]
[i]Cyrus[/i]Class Cruiser
Mass: 750 000 tons
Movement: 3/5
Heat Sinks: 3 393
Fuel Points: 0/10003 (4001.0 tons)
Tons Per Burn Day: 39.52
Structural Integrity: 132
Sail Integrity: 5
KF Drive Integrity: 16
Armor: 1266 (Capital Scale) (Improved Ferro-Alum)
Armor
Nose
231
Left Front Side
225
Right Front Side
225
Aft
185
Aft Left Side
200
Aft Right Side
200
Weapons
Loc
Heat
Nose
2 Naval AC 30
200
NAC/30 Ammo
40
2 Naval Laser 45
140
16 Machine Guns
0
Machine Gun Ammo
400
Front Sides
2 Naval Laser 45
140
3 LRM 15
15
LRM Ammo
48
15 Machine Guns
0
Machine Gun Ammo
300
Broadsides
2 Naval AC 30
200
NAC/30 Ammo
40
6 Naval PPC Heavy
1350
2 Naval Autocannon 40
270
NAC/40 Ammo
40
3 Naval Laser 45
210
7 Machine Guns
0
Machine Gun Ammo
200
Aft Sides
3 LRM 15
15
LRM Ammo
48
17 Machine Guns
0
Machine Gun Ammo
300
Aft
3 Large Laser
24
17 Machine Guns
0
Machine Gun Ammo
500
Carrying Capacity
2 Dropships
Cargo Space (1 door) - 73,658 tons 
Crew
Officers
44
Enlisted/Non-rated
151
Gunners
62
Bay Personnel
0
Life Boats 43
Escape Pods 43
2 100ft Grav Decks
Cost: 9 122 million
Fleet Doctrine:
With Captain-Admiral Michaels strongly encouraging a defensive outlook for the FWLN, and Parliament looking for economic benefits to their investment in the Navy, current doctrine for the FWLN heavily focuses on commerce and showing the flag along the borders and valuable core systems. Marik's on the Capellan and Lyran borders maintain a patrol schedule along the systems within two jumps of the neighboring powers, while also transporting civilian dropships and occasionally carrying cargo within their own hulls to help with the economy of these systems. Live-fire drill are conducted in the New Delos System on the Capellan border and the Concord System on the Lyran border, with grand drills under the direct supervision of Michaels occurring at least once every year at Stewart with the Stewart Fleet. The Stewart Fleet is the primary reserves, ready to move against Terran adventurism or reinforce either border if necessary. They also engage in show the flag operations for interior worlds. This is not to say that they are purely ceremonial, Michaels expects excellence in his men and his aide Vice-Admiral Heihachiro is a strict disciplinarian. Stewart is the main naval system for live-fire exercises,, and the Stewart fleet spends more time exercising than most. The Periphery Fleet does not get to formally exercise like the interior fleets do, but it is constantly helping set up trade and colonization efforts on the Periphery. Fighting pirates gives the individual ships more than enough experience, although massed fleet tactics are mostly theoretical. Finally, the Talwar's. Michaels sees little point in exercising them with the fleet, as they are theoretically independent commerce raiders, so they have a separate training regime. With some help from surprisingly good stabilizers on the PPC's, the crews of Talwars are trained on extreme range sniping at fast speeds. Capable of successfully hitting extreme shots, Michaels hopes this impressive marksmanship will intimidate the Capellans and distract them from the badly designed ships. The fact it has impressed the Marians into designing a ship to counter the Talwar's perplexes Michaels, but he doesn't see it as a major problem for FWLN doctrine. His ultimate solution will be ready soon and remind Periphery States their place in the Sphere.
Code: [Select]
Free Worlds League Navy:
[i]Marik [/i]Destroyers:
Stewart System:
FWLS [i]Marik [/i]- Stewart System
FWLS [i]Oriente [/i]- Stewart System
FWLS [i]Irian [/i]- Stewart System
FWLS [i]New Delos[/i] - Stewart System
FWLS [i]Stewart [/i]- Stewart System
FWLS [i]Tiber [/i]- Stewart System
FWLS [i]Loric [/i]- Stewart System (new)
FWLS [i]Alula Borealis[/i] - Stewart System (new)
Periphery Border:
FWLS [i]Atreus [/i]- Periphery border
FWLS [i]Loyalty [/i]- Periphery border
FWLS [i]Tamarind [/i]- Periphery border
FWLS [i]Sardis[/i] - Periphery Border (new)
Capellan Border:
FWLS [i]Regulus [/i]- Capellan Border
FWLS [i]Kanata [/i]- Capellan Border
FWLS [i]Gibson [/i]- Capellan Border
FWLS [i]Bismarck[/i] - Capellan Border (new)
Lyran Border:
FWLS [i]Clipperton [/i]- Lyran Border
FWLS [i]Thermopolis [/i]- Lyran Border
FWLS [i]Kalidasa [/i]- Lyran Border
FWLS [i]Solaris [/i]- Lyran Border
[i]Talwar[/i] Corvettes:
FWLS [i]Talwar [/i]- Capellan border
FWLS [i]Tegha [/i]- Capellan Border
« Last Edit: 02 May 2020, 16:19:09 by VensersRevenge »
...Is this just fantasy?
Warship Arms Race III
https://bg.battletech.com/forums/index.php?topic=84031.0

Tyler Jorgensson

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  • Posts: 2877
Re: Warship Arms Race - The In Character Stuff
« Reply #41 on: 01 May 2020, 20:52:37 »
Principality of Rasalhague


Warrior's Hall
Reykjavik
Rasalhague
Principality of Rasalhague, 2373


As the aide enters the Admiral's room, she notices the room is darkened. The shades are down and the lights are dimmed.

"Come in Kaptain. What's the status of the fleet?" the voice comes from the couch and not the Admirals desk. As the aide enters the lounge area she notices the Admiral lying down, his uniform disheveled, and a slight beard. His hair has grayed immensely in the last couple of years, and the bags under his eyes and the medication on the table behind him indicate that the stress may be getting to him after nearly thirty years of war."

"Yes sir. The fleet is currently in three squadrons. Alpha Squadrons new Mark II Frigate is online and the Vittoria has been assigned to it. It currently has one Hund Mark I being sent back to Rasalhague for refit, and the two Jumpships assigned to it have made the rendezvous at the nadir jump point. Beta Squadron is of a similar nature, and Delta is currently being repaired at New Oslo with all possible speed."

"The three Jumpships assigned to Operation Tripwire have been sent to the pirate points around each of the planets, and the two reserve Jumpships have been rotating out every other month for crew rest here. In addition pirate points have been uploaded into the fleets navicomputers for all of the planets in the Principality thanks to the Vice Admiral's initiative. Finally the remaining Dropships have been assigned, as well as the fleets fighter wings to the Navy. The spaceports are still being funded by the various planetary governments of course, but we still have basing rights."

"Both Alpha and Beta Squadrons are of course at full readied posture, but per your orders only a quarter of one fleets crew is on R+R at any one given time. The Elected Prince has send another memo requesting the full attack upon Jezersko, and I've sent the reply on your behalf again."

Theirs a moment of silence as the aide finishes. She goes the report as so when the Admiral speaks.

"This is insane. They expect us to fight with one armed tied behind our back." The Aide goes to talk but the Admiral continues. "We could squeeze another couple billion from the governments of the planets and fund nearly everything for this fiscal year. I've seen the plans for the upgrades to our shipyards: plain as day, simple enough for a Marik Parliament to agree on and yet the Prince won't even look at it!"

The Admiral shows a bit of spark as he continues to rant on. "The Carrier program has been delayed, and we've already bought the small craft, Drop Ships, and fighters to supply them. Meanwhile we are left with limited cargo space, no mech carriers for our newly improved army, and not nearly enough supplies on our ships to even consider raiding on conquest. Meanwhile thirty years have dragged on and the Combine has pulled back, like an executioner with his axe raised high. I'm unable to even send messages to fellow Admirals of the Federated Suns or Lyran Commonwealth for joint maneuvers. Hell the Rim Worlders are providing more help!"

"Sir-"

"I've half a mind to set the fleet above this building and threaten to blast it to pieces unless they get their heads screwed on correctly. Maybe I should, maybe with new leadership this war would be over sooner one way or another. I'd rather walk straight into the Imperial Palace on Luthien and negotiate with the Coordinator for some sort of peace than listen to one more Governor tell me 'I don't have the money to spare'. Bah!"

The aide is clearly shocked. The Admiral has been such a firebrand in the past but this was a level that she had never seen in her decade serving him as an aide. Scuttlebutt had said that the Admirals wife had left him as well, and at least two of his kids had refused anything to do with him. She can't really comment anything as she has nothing to say in response. "Sir-" she stutters "Do you have any orders?"

The Admiral takes a minute, completely silent. He then sits up, trying to smooth some of his uniform into a semi-balance of shape. He hands his aide a datapad she hadnt noticed.

"Send this to the Vice Admiral and Beta Squadron. It contains my last orders. Transfer his Hund-II to Alpha Squadron and get the crews of Alpha back on their ships. Whatever report we get I want it instantly transmitted via Jumpship to the Squadron. I'll be blooding the crews with Anti-Piracy patrols, because we sure as hell can't afford to go colonizing new planets, or afford a dedicated anti-piracy fleet. Dismissed."



Fleet Doctrine

Both Alpha and Beta Squadron's will be identical in composition: three Hund-class Frigates Mark II, one Vittoria-class Destroyer, and two Invader-class Jump Ships. Each of the Invader's will carry two cargo droppers and one fighter carrier, and the Vittoria will also carry a fighter carrier. The fighter squadron breakdown will be of three squadrons of heavy fighters, two of medium, and one of lights. The two carriers and mediums will remain close to the fleet if possible, and the heavies will be the strikers, with the lights providing recon and missile intercept if possible. Tactically the Fleet will make as many long-range attacks as possible until the fleet is in range for closer NAC and fighter attacks. If a Linebreaker appears: long-range attacks only and load up the special munitions and launch as many attacks as possible.

Once again a single Jumpship will be deployed to each of the border systems, with three carrier Drop Ships and light fighters. They will be deployed to a pirate point, and ordered to Jump with as accurate information as they can provide, handing off the fighters to gather more information but not to engage in combat until a fleet arrives.

Delta Squadron will consist of two Lola Cruisers, two Bonnie Corvettes, and two Jumpships. Similar Jumpship setups to Alpha and Beta, but the fighters will be heavier fighters. The Lola's sole job is to target the larger ships like the Linebreaker with once again many longer range attacks until they close. The Bonnies are going to stay back and protect the larger ships.

Beta and Delta will be based at Rasalhague, while Alpha nominally based at Rasalhague will perform anti-pirate actions across the Principality based from Susquehanna temporarily. When the Jumpships report all three Squadrons will report ASAP to the battle site. Alpha and Beta will jump to the appropriate jump point that the attackers have jumped too, while Delta will jump to the Pirate Point in system. However, once Beta Squadron comes online fully it will be based at Trondheim while Delta remains at Rasalhague.

The remaining two Jumpships will carry relief supplies, crew, and cargo to the various commands and planets in the empire, swapping out for the other Jumpships on duty.

As far as repairs go we would prioritize the Vittoria's, then the Lola's, then the Bonnies last. For construction and refitting, both new Hund Mark II's will be constructed, then refit of one ship per Squadron rotating out until complete.

Rumor's have come across that the DCA has a troop carrying Warship capable of planetary invasions on its own: this ship will be a priority target if no larger target is available. Target the engines, fighter bays, and Dropship collars first if possible to prevent troops from launching. The ship is NOT to be boarded but destroyed. The other priority target is the Linebreaker class. If it is crippled a boarding option may be launched, but it should be destroyed first if possible.

Targeting enemy Jumpships is one again a valid tactic of war due to the continued destruction of our JumpShips. Once again if possible capture first.

Since our fighter wings are twice the size of enemy fighter wings attempt to concentrate squadron to squadron if possible.

Our Dropships are not meant as combat craft: as such they should stick close to their carriers for added defense. The remainder of the Dropships not assigned to commands will be left  in groups of three across the PoR with attached fighter craft and supplies for resupply missions.

Finally RWRS are to be assigned to Alpha Squadron on 'patrol' duties, once again under their own command but integrated battle plan wise with the PoR ships.

(((OOC Lastly Admiral Jorgensson is nearing seventy years of age at this point: he has stated to his Vice Admiral this will be his last tour of duty. He has transfered the best officers and crew to his flagship. He is also a bit 'unhinged': if his ship is crippled he is likely to kamikaze it into a Linebreaker, Troop Ship, high value target, etc by either ramming or Jumping in close proximity. He will of course issue the abandon ship order first: he's first responsibility has always been his crew.))) 
 


Code: [Select]
Hund-class Frigate Mark II
Mass: 250,000 tons
Mass: 250,000
Battle Value: 58,341
Cost: 4,696,770,000 C-bills

Armament
32x Large Lasers
32x Machine Guns
2x NAC/30 Autocannons
2x Medium Naval PPC's
8x Barracuda Capital Missile Launchers
4x Naval Laser 35's
16x Naval Laser 45's

Fuel: 5,000 tons (12,500)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 4
KF Drive Integrity: 7
Heat Sinks: 1,300
Structural Integrity: 90

Armor
    Nose: 67
    Fore Sides: 57/57
    Aft Sides: 54/54
    Aft: 44

Cargo
    Bay 1:  Fighter (12)            4 Doors   
    Bay 2:  Fighter (12)            4 Doors   
    Bay 3:  Small Craft (4)         1 Door   
    Bay 4:  Cargo (6557.0 tons)     1 Door   

Ammunition:
    12,800 rounds of Machine Gun ammunition (64 tons),
    200 rounds of Barracuda ammunition (6,000 tons),
    60 rounds of NAC/30 ammunition (48 tons)

Dropship Capacity: 0
Grav Decks: 1 (100 m)
Escape Pods: 6
Life Boats: 6
Crew:  24 officers, 71 enlisted/non-rated, 43 gunners, 68 bay personnel, 48 marines

Notes: Mounts 375 tons of improved ferro-aluminum armor.

Weapons:                                    Capital Attack Values (Standard)
Arc (Heat)                              Heat  SRV     MRV     LRV      ERV    Class 
     
Nose (782 Heat)
4 Large Laser                           32   3(32)   3(32)    0(0)     0(0)   Laser       
4 Machine Gun                            0    1(8)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (320000 shots)
2 Naval Autocannon (NAC/30)             200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (60 shots)
4 Naval Laser 45                        280  18(180) 18(180) 18(180) 18(180)  Capital Laser
2 Naval PPC (Medium)                    270  18(180) 18(180) 18(180) 18(180)  Capital PPC

FRS/FLS (282 Heat)
4 Large Laser                           32   3(32)   3(32)    0(0)     0(0)   Laser       
4 Machine Gun                            0    1(8)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (320000 shots)
3 Naval Laser 45                        210  14(135) 14(135) 14(135) 14(135)  Capital Laser
4 Capital Missile Launcher (Barracuda)  40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Barracuda Ammo (100 shots)

RBS/LBS (242 Heat)
4 Large Laser                           32   3(32)   3(32)    0(0)     0(0)   Laser       
4 Machine Gun                            0    1(8)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (320000 shots)
3 Naval Laser 45                        210  14(135) 14(135) 14(135) 14(135)  Capital Laser

ARS/ALS (136 Heat)
4 Large Laser                           32   3(32)   3(32)    0(0)     0(0)   Laser       
4 Machine Gun                            0    1(8)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (320000 shots)
2 Naval Laser 35                        104  7(70)   7(70)   7(70)     0(0)   Capital Laser

Aft (32 Heat)
4 Large Laser                           32   3(32)   3(32)    0(0)     0(0)   Laser       
4 Machine Gun                            0    1(8)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (320000 shots)

The Mark II Hund-class Frigate is a departure from the original model. Seeing the cost of Dropship collars increased the price quite dramatically it was decided by the Admiralty to create a dedicated carrier and a dedicated warship out of the Hund-class. The Mark II is the warship component adding additional guns including an anti-fighter and anti-missile array. In addition it moves some of the original armament into different positions, based off of the previous combat experience fighting against the DCA. It now has a heavier frontal array of capital weapons, and the capital missiles have been replaced with longer range Barracuda class launchers. The rear armament remains a bit lackluster, but two full fighter squadrons in addition to it's improved armor profile should more than make up for it.

The Mark II will be assigned two to each Daschund-class Light Carrier, or as a block of four. The cost of all these upgrades is an easier maintenance for the PoR yards and nearly 2/3 the cost, however it gives up a third of it's already light cargo space. To better provide cargo capacity, including supplies for the ship and its air wing, usually at least one Jumpship is assigned to each ship.



Code: [Select]
Principality of Rasalhague, Turn Beginning 230 Value/Cost (Millions)

Funds: 545
Revenue: 79.000
     
Shipyards:
- Rasalhague:      1
- New Oslo:         1

Warships: 
- 2x Lola I-class Cruisers
- 2x Bonaventure-class Corvettes
- 4x Hund-class Frigates

Jumpships:
- 9x Invader-class

Space Stations: 0

Dropships:
- 36x Light Dropships

Small Craft: 0

Fighters:
- 204x Fighters (Mix of classes)
       
Assets:

Expenses                                        Value/Cost (Millions)
Maintenance:
- Lola I-class Cruiser: 6.654/ 6.654
- Bonnaventure-class Corvette: 5.036/ 5.036
- Hund-class Frigate Mark II: 9.394/9.394
- Invader-class Jumpships: 2.250/ 2.250
- Dropships: 5.400/ 5.400
- Fighters: 510 / 510



Repair
- Last Turn's Combat (Two Lola's, Two Bonnie's): 8.100
- 2x Vittoria-class Destroyers (Bought from the RWR): 3.100



R&D:
- Hund-class Frigate Mark II: 470
- Improved Ferro-Aluminum Armor: 16.110



Production:
- Converting to Hund-class Frigates to Mark II Specification: 0
- 2x Hund-class Frigates Mark II: 9.394
- 52x Small Craft: 520
- 228x Fighters (Mostly heavier designs): 1.140
- 2x Jumpships: 1.000
- 2x Vittoria-class Destroyers (From the RWR): 10.000



Total:
- 78.208



Principality of Rasalhague, Turn Ending 2380 Value/Cost (Millions)
Funds: 782
     
Shipyards:
- Rasalhague:      1
- New Oslo:         1

Warships: 
- 2x Lola I-class Cruisers
- 2x Bonaventure-class Corvettes
- 6x Hund-class Frigates Mark II
- 2x Vittoria-class Destroyers

Jumpships:
- 11x Invader-class

Space Stations: 0

Dropships:
- 36x Light Dropships

Small Craft:
- 52x Small Craft

Fighters:
- 432x Fighters (Mix of classes)




List of Ship Names
Rav-class Corvettes
PoRS Rav (Fox Swedish) - Lead ship of class - Destroyed - Battle of Jezersko 2359
PoRS Kråka (Crow Swedish) - Destroyed - Battle of Christiana, Late 2362
PoRS Korp (Raven - Swedish) - Destroyed - Battle of Christiana, Late 2362

Hund-class Frigates Mark II
PoRS Hund (Hound Swedish) - Lead ship of class (Admiral Jorgensson's Flagship, Alpha Squadron Flagship)
PoRS Mäyräkoira (Daschhound Finnish)
PoRS Sækari (Retreiver Icelandic)
PoRS Varg (Wolf Swedish)
PoRS Kant (Edge Swedish)
PoRS Terä (Blade Finnish)

Lola I-class Cruisers
PoRS Mjölnir - Delta Squadron Flagship
PoRS Myrskyn Katkaisija (Storm Breaker Finnish)

Bonaventure-class Corvette
PoRS Köttur (Cat Icelandic)
PoRS Blettatígur (Cheetah Icelandic)

Vittoria-class Destroyer
PoRS Kirves (Axe Finnish) - Beta Squadron Flagship
PoRS Miekka (Sword Finnish)

Code: [Select]
Alpha Squadron Ships (Rasalhague -> Susquehanna)
Hund-class Frigate Mark II
PoRS Hund - (Admiral Jorgensson's Flagship, Alpha Squadron Flagship)
PoRS Mäyräkoira
PoRS Sækari

Vittoria-class Destroyer
PoRS Miekka (Sword Finnish)

- 2x Invader Jumships



Beta Squadron Ships (Rasalhague -> Trondheim)
Hund-class Frigate Mark II
PoRS Varg
PoRS Kant
PoRS Terä

Vittoria-class Destroyer
PoRS Kirves  - Beta Squadron Flagship

- 2x Invader-class Jumpships



Delta Squadron Ships (Rasalhague)
Lola I-class Cruiser
PoRS Mjölnir - Delta Squadron Flagship
PoRS Myrskyn Katkaisija

Bonaventure-class Corvette
PoRS Köttur
PoRS Blettatígur

-2x Invader class Dropships
« Last Edit: 01 May 2020, 21:06:36 by Tyler Jorgensson »

kindalas

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  • Posts: 463
Re: Warship Arms Race - The In Character Stuff
« Reply #42 on: 03 May 2020, 14:37:00 »
Lyran Commonwealth, 2370

Arcturus March 17 2370

Archon's Private Office

Robert Marsden was sitting in his office surrounded by stacks of reports and documents. He leaned to press a button on his intercom.

"Sarah, send in my next appointment."

"Sending Darren York in now Sir."

A few moments later Darren York entered the Archon's office.

The Archon made him wait before speaking. "I summoned Lord Angler and she sent you. Why?"

Darren stammered at the Archon's abruptness "My Lord, she wouldn't have survived the trip. And she sent me instead of a courier because she believes that I can give you the information you need without spending months bouncing interceptable notes across the nation."

"I suppose that keeping the navy out of the unrest that followed the arrest of the traitor Archons gives her some leeway. I've read your reports and they don't give me confidence in the navy. Tell me why I shouldn't be more worried then I already am."

"Sir the navy hasn't been tested in a proper conflict. The fleet has done remarkable work in one sided fights against pirates and privateers, and it has performed beyond expectations when it has come to moving the armies around the nation. But she hasn't had a chance to engage an enemy that was an actual danger because of this we can't properly evaluate design and doctrine decisions."

Darren paused before continuing. "We have several design updates for the Sontra and Heimdallr on the drawing board. But we can't justify making changes in a vaccume of information."

"Is this why Angler was pushing the Archons to support the Principality against the Combine?"

"Yes Sir. Lord Angler understands why the Fleet was held in reserve but she is frustrated. We've lost several technological advantages over the past twent years. Our PPC technology is spreading and even the enhanced warship armor we developed has been stolen by the Rimmers."

"Stolen?" the Archon was shocked.

"Design samples and technical specifications were smuggled out by an opportunistic freighter captain. He was sentenced to life in prison. Same as the traitor Archons."

"Yes tell Jaqueline I appreciated that favor. What about the Mjolnir project. I've seen some conflicting reports on them."

"Those ships are our best kept secret. Keeping the ships together at all times has kept the secret armaments of the 1a models. We project that the additional firepower will tilt any engagement in our favor"

"Very well you are dismissed."

********************

Alarion Febuary 4th 2370

First Lord Jaqueline Angler sat in her office. A number of medical machines sat beside her cables and tubes stretched over to her body.

A tall man in a labcoat stood nerviously infront of her.

"I understood none of that. Explain it in simpler terms. I need to understand this properly."

The scientist paused for a moment before gesturing to the tablet in his hand. "The computer I'm holding is one of the units we use frequently in our design work for the navy. It is extremely powerful with a circuitry that is only a few atoms thick. I can use it to calculate a 30 second jump window in under 2 seconds. If we installed it on our ships our strategic flexibility would be heavily enhanced. But if this simple device was to transition through hyperpace it would be scrap."

"I'm following so far."

"The KF field dynamics causes the quantum seper..."

She interrupted him "stop, I don't need to know why. What does this mean for the project?"

"Sorry madame, I guee what I am saying is that the computer system you need to run a neurological simulation of that magnitude would be unable to travel using any kind of FTL technology."

"Is there a solution to this problem?"

"Possibly in several decades. Right now we can't even turn off the simulation without needing a full reintegration and we havent found a way to update the initial scans."

"What does that mean?" She was starting to lose patience.

"If we turn it off and on again the simulation will revert to the initial neural map. And any developments in the personality will be lost."

"Fine, build the prototype." She said dismissivly "and continue working on the obsticles this was never going to be an easy task."

********************



Code: [Select]
Lyran Commonwealth, Turn Beginning 2370 Value/Cost
Funds: $535.00
Revenue: $311,000.00
Shipyards: Alarion: 2/0/2 $100,000.00
New Kyoto:  0/2 $45,000.00
Tamar: 0/2 $45,000.00
Warships:  Heimdaller 1a 6 $38,250.00
Snotra 1a 8 $38,544.00
Mjolnir 2 $16,298.00
Mjolnir 1a 2 $16,454.00
Jumpships:  Nehalennia Tender 2 $7,916.00
Nehalennia Transport 18 $32,166.00
Invader 3 $1,500.00
Space Stations: Ribe 200 $28,800.00
Dropships:  Light 145 $43,500.00
Small Craft 1350 $13,500.00
Fighters: 2500 $12,500.00
Assets: $750,963.00




Expenses Number Cost
Maintenance $124,714.00
R&D: Drop Chute $36,990.00
R&D: AC/10 $32,880.00
R&D: Blazer $36,990.00
Prototype: Rán Customs Station $5.00
Production:  Heimdaller 1a 0 $-   
Production:  Ribe 0 $-   
Production:  Rán Customs Station 400 $8,000.00
Production:  Nehalennia Tender 0 $-   
Production:  Nehalennia Transport 16 $28,592.00
Production:  Snotra 1a 0 $-   
Production:  Mjolnir 2 $16,298.00
Production:  Mjolnir 1a 2 $16,454.00
Alarion 1x2 $10,000.00
Jumpship Production: $500.00 0 $-   
Dropship Production: Light $300.00 0 $-   
Small Craft: $10.00 0 $-   
Fighters: $5.00 0 $-   
Total: $310,923.00 




Lyran Commonwealth, Turn Ending 2370 Value/Cost
Funds: $612.00
Shipyards: Alarion: 4/0/2 $110,000.00
New Kyoto:  0/2 $45,000.00
Tamar: 0/2 $45,000.00
Warships:  Heimdaller 1a 6 $38,250.00
Snotra 1a 8 $38,544.00
Mjolnir 4 $32,596.00
Mjolnir 1a 4 $32,908.00
Jumpships:  Nehalennia Tender 2 $7,916.00
Nehalennia Transport 34 $60,758.00
Space Stations: Ribe 200 $28,800.00
Rán Customs Station 400 $8,000.00
Jumpships: 3 $1,500.00
Dropships:  Light 145 $43,500.00
Small Craft 1350 $13,500.00
Fighters: 2500 $12,500.00
Assets: $519,384.00
 

Rán Customs station

The Rán Customs station is named after Rán the wife of Ægir norse gods of the sea. Their nine daughters personify the waves.

During the decade of upheaval with the Lyran Commonwealth's transition from nine archons to one Archon and with the establishment of the Estates General it became apparent that the Navy needed to be more present near the worlds of the Commonwealth.

With 292 member worlds the Ribe had only reached 175 of them, 25 words have 2 recharge stations, a simpler solution was needed to increase coverage to ensure that objections to the Navy budget were kept to a minimum.

The Rán was designed to sit in orbit around member worlds to act as customs inspectors for the ever increasing amounts of interstellar trade happening in the Commonwealth.

The station has six fighters, two small craft, temporary quarters for a platoon of marines, a thick layer of point defense weapons and six Barracuda missile tubes.

The sixty missiles that the station carries is expected to be more then enough to ensure that merchants don't step over the line to piracy.

Against an Aquilla or one of the Sampans that the belter communities are rumored to be using the station will fall short but against pirate dropships and raiding parties the missiles should be ample.

The 18 escape pods the station carries should enable a threatened station to safely evacuate it's crew once its missile supply is exhausted.

It is expected that the crew of the stations will be operating on a one week on two off schedule with ample time planetside. Because of this the station doesn't have a grav deck or any extended duration facilities. Evey measure was taken to keep the cost of the station low and the size of the station small enough that a Nehalennia Transport can move ten of them at a time.

Construction will occure at a rapid pace with station components being delivered throughout the commonwealth from over a dozen manufacturers.

Even the secondary yards at Alarion will be diverted to manufacture a large number of the deliverable stations.


Code: [Select]
Rán Customs Station
Mass: 5,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2370
Mass: 5,000
Battle Value: 2,700
Tech Rating/Availability: E/D-E(F)-E-D
Cost: 20,484,000 C-bills

Fuel: 200 tons (2,000)
Safe Thrust: 0
Maximum Thrust: 0
Sail Integrity: N/A
Heat Sinks: 60
Structural Integrity: 1

Armor
    Nose: 10
    Fore Sides: 10/10
    Aft Sides: 10/10
    Aft: 10

Cargo
    Bay 1:  Small Craft (2)         1 Door   
    Bay 2:  Fighter (6)             3 Doors   
    Bay 3:  Infantry (28 Marines)     1 Door   
    Bay 4:  Cargo (425.0 tons)      1 Door   

Ammunition:
    12,000 rounds of Machine Gun ammunition (60 tons),
    60 rounds of Barracuda ammunition (1,800 tons)

Dropship Capacity: 0
Grav Decks: 0
Escape Pods: 18
Life Boats: 0
Crew:  11 officers, 35 enlisted/non-rated, 16 gunners, 78 bay personnel

Notes: Mounts 75 tons of standard aerospace armor.

Weapons:                                    Capital Attack Values (Standard)
Arc (Heat)                              Heat  SRV     MRV     LRV      ERV    Class       
Nose (10 Heat)
10 Machine Gun                           0   2(20)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (400000 shots)
1 Capital Missile Launcher (Barracuda)  10   2(20)   2(20)   2(20)    2(20)   Capital Missile
    Barracuda Ammo (10 shots)
FRS/FLS (10 Heat)
10 Machine Gun                           0   2(20)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (400000 shots)
1 Capital Missile Launcher (Barracuda)  10   2(20)   2(20)   2(20)    2(20)   Capital Missile
    Barracuda Ammo (10 shots)
ARS/ALS (10 Heat)
10 Machine Gun                           0   2(20)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (400000 shots)
1 Capital Missile Launcher (Barracuda)  10   2(20)   2(20)   2(20)    2(20)   Capital Missile
    Barracuda Ammo (10 shots)
Aft (10 Heat)
10 Machine Gun                           0   2(20)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (400000 shots)
1 Capital Missile Launcher (Barracuda)  10   2(20)   2(20)   2(20)    2(20)   Capital Missile
    Barracuda Ammo (10 shots)


Wælcyrie Orbital Drop WiGE

With the development of orbital drop technology a reliable way to get infantry special forces onto the ground was needed. A WiGE support vehicle was chosen due to its ability to glide down to the surface and to approach target objectives and extraction locations at high speed over a wide variety of terrain. The Orbital drop craft was named the Wælcyrie, using the old English spelling for Valkyrie, to help enhance the public imagery of Lyran warriors flying down to engage in battle.

Note: I'm not 100% certain that I did the math/settings right for this craft but it really just exists as fluff considering everything it does can be done by a small craft for the twice the price.

Code: [Select]
Wælcyrie Orbital Drop WiGE

Mass: 200 tons

Movement Type: Wing in Ground Effect

Power Plant: Fusion
Cruising Speed: 75.6 kph
Maximum Speed: 118.8 kph
Armor: BAR 10
Armament: Mobile Field Base

Introduction Year: 2360
Cost: 20,130,188 C-bills

 
Type: Orbital Drop WiGE
Chassis Type: Wing in Ground Effect (Large)
Technology Base: Inner Sphere (Standard)
Mass: 200 tons
Battle Value: 638

Equipment                                         Mass (tons)
Chassis/Controls                                   67.5
Engine/Trans.                                      32.0
    Cruise MP:7
Flank MP:11
Heat Sinks                    0                     0.0
Fuel                                                0.0
Armor Factor (BAR 10)         104                   5.5

                          Internal   Armor   
                          Structure  Value   
     Front                   20        23   
     Front R/L Side        20/20     17/17   
     Rear R/L Side         20/20     17/17   
     Rear                    20        13   


Weapons
and Ammo              Location    Tonnage   
None

Cargo
    Bay 1:  Light Vehicle (1)       1 Door   
    Bay 2:  Infantry (Foot) (25)    1 Door   

Notes:
Features Environmental Sealing, Armored Chassis Chassis and Controls Modifications
Mobile Field Base(20 tons)


Lyran Fleet Deployments
Code: [Select]
Fleet Type Border
New Kyoto FWL
LCN Freyr Mjolnir
LCN Tīw Mjolnir 1a
LCN Vár Snotra 1a
LCN Vör Snotra 1a
LCN Pherkad Nehalennia Transport
LCN Ciotat Nehalennia Transport


Tamar DC
LCN Yngvi Mjolnir
LCN Tīg Mjolnir 1a
LCN Snotra Snotra 1a
LCN Sága Snotra 1a
LCN Zvolen Nehalennia Transport
LCN Hesperus Nehalennia Transport



Skye TH
LCN Mjolnir Mjolnir
LCN Ziu Mjolnir 1a
LCN Hlín Snotra 1a
LCN Lofn Snotra 1a
LCN Dromini Nehalennia Transport
LCN Glengarry Nehalennia Transport


Alarion Invasion
LCN Frea Mjolnir
LCN Týr Mjolnir 1a
LCN Sjöfn Snotra 1a
LCN Gefjon Snotra 1a
LCN Heimdallr Heimdallr 1a
LCN Eyrgjafa Heimdallr 1a
LCN Imðr Heimdallr 1a
LCN Járnsaxa Heimdallr 1a
LCN Ulfrún Heimdallr 1a
LCN Angeyja Heimdallr 1a
LCN Karbala Nehalennia Tender
LCN Kandersteg Nehalennia Tender
LCN Morges Ribe Recharge Station
LCN Kirkcaldy Ribe Recharge Station
LCN Ramsau Nehalennia Transport
LCN Orestes Nehalennia Transport
LCN Incukalns Nehalennia Transport
LCN Nox Nehalennia Transport

Rán Deployment

LCN Prydain Nehalennia Transport
LCN Coventry Nehalennia Transport

Merchant Fleet

LCN Yeguas Nehalennia Transport
LCN Antares Nehalennia Transport
LCN Pandora Nehalennia Transport
LCN Cumbres Nehalennia Transport
LCN Odessa Nehalennia Transport
LCN Hillerod Nehalennia Transport
LCN Corstairs Nehalennia Transport
LCN Marfk Nehalennia Transport
LCN Tiruppur Nehalennia Transport
LCN Annwyn Nehalennia Transport
LCN Arcadia Nehalennia Transport
LCN Launam Nehalennia Transport
LCN Hainfeld Nehalennia Transport
LCN Esteros Nehalennia Transport

Prephary Growth

LCN Maestu Nehalennia Transport
LCN Vega Nehalennia Transport
LCN Dromini Nehalennia Transport
LCN Cusset Nehalennia Transport
LCN Sudeten Nehalennia Transport
LCN Lamar Nehalennia Transport
LCN Hegel Nehalennia Transport
LCN Laiaka Nehalennia Transport

« Last Edit: 03 May 2020, 17:13:55 by kindalas »

marcussmythe

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Re: Warship Arms Race - The In Character Stuff
« Reply #43 on: 08 May 2020, 08:00:14 »
Illyrian Palatinate Turn 3 2370-2380

Recognizing that they could not rely on the Hegemony to supply their navy indefinitely, it was decided that Illyrian would need to develop its own naval infrastructure.  Naval Class PPCs were becoming more and more common, and extensive perusal of open source (and slightly less than open source) research and reports greatly aided the budding young nation in developing those techniques for themselves.  Further, a request for proposal went out for a small, simple, relatively inexpensive 'warship' based on the older jump drive techniques, to allow the shipbuilders of the nation to gain practical experience as they continued in their efforts to reverse engineer the advanced Terran Hegemony 'compact' core of their second-hand vessels.


Code: [Select]
Budget 2370-2380
Income                                  41
Remaining from Last Turn                                 8.431
Total                                                    49.431

Available Shipyards
Illyria                        1
Trondheimal                    1

Expenditures:
Maintence 16.562
R&D NPPC 9.87
Prototyping, PF Skíðblaðnir .933
Production, PF Skíðblaðnirx4 14.928
Total                                                       

Income Remaining                                         7.138


Guided Missile Patrol Boat, Type 50 Skíðblaðnir
Named for the ship of the Norse Gods, PGM-50 Skíðblaðnir is designed as a customs cutter and fast reaction ship for the Illyrian navy.  A battery of missile launchers backed up by 35cm Naval Lasers give her sufficient firepower to dominate dropships and smaller vessels within her reach, while still having enough punch that even a 'true' warship cannot ignore her.  The original design was expanded to allow for some anti-fighter armaments, and bunkerage was extended to allow the little vessels some operational range beyond the borders of the Palatinate.  Though the primitive jump drive limits strategic mobility (having only 15ly jump capability), that was felt to be an acceptable sacrifice, given how few, and close, the worlds of the Palatinate are to one another.

Code: [Select]
Class/Model/Name: Skíðblaðnir
Tech: Inner Sphere
Ship Cost: $3,732,348,000.00
Magazine Cost: $480,000.00
BV2: 8,749

Mass: 70,000
K-F Drive System: Primitive
Power Plant: Maneuvering Drive
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Standard
Armament:
4 Capital Launcher Barracuda
6 Naval Laser 35
16 Laser Large

Class/Model/Name: Skíðblaðnir
Mass: 70,000

Equipment: Mass
Drive: 16,800.00
Thrust
Safe: 4
Maximum: 6
Controls: 175.00
K-F Hyperdrive: Primitive (4 Integrity) 35,000.00
Jump Sail: (3 Integrity) 34.00
Structural Integrity: 50 3,500.00
Total Heat Sinks: 480 Single 306.00
Fuel & Fuel Pumps: 5000 points 510.00
Fire Control Computers: 0.00
Armor: 86 pts Standard 70.00
Fore: 15
Fore-Left/Right: 15/15
Aft-Left/Right: 15/15
Aft: 11

Dropship Capacity: 0 0.00
Grav Decks:
Small: 1 50.00
Medium: 0.00
Large: 0.00
Escape Pods: 11 77.00
Life Boats: 10 70.00

Bays:
Bay 1, RBS:  3 ASF, 1 Small Craft, 3 Doors
Bay 2, LBS: 3 ASF, 1 Small Craft, 3 Doors
Bay 3, Aft: 4782 Tons Cargo

Crew And Passengers:
13 Officers in 1st Class Quarters 130.00
55 Crew in 2nd Class Quarters 385.00
44 Gunners and Others in 2nd Class Quarters 308.00
42 Bay Personnel 0.00
9 2nd Class Passengers 63.00

# Weapons Loc
4 Capital Launcher Barracuda Nose
2 Naval Laser 35 FR
2 Naval Laser 35 FL
1 Naval Laser 35 RBS
1 Naval Laser 35 LBS
4 Laser Large Nose
4 Laser Large RBS
4 Laser Large LBS
4 Laser Large Aft


« Last Edit: 08 May 2020, 08:10:38 by marcussmythe »

marcussmythe

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Re: Warship Arms Race - The In Character Stuff
« Reply #44 on: 09 May 2020, 07:53:43 »
Turn 3, 2370-2380 (1 of 2)

General Astropolitics in the 2370's

Throughout this decade, every power was expanding - either by pushing back its borders, colonizing unclaimed worlds nearby, or convincing the unaligned to ally with them.  By the end of the decade, each power would find its borders growing ever tighter against its neighbors - but for the most part, the conflict inherent in this tension had not yet seen the flowering that would come later.

In 2372 leadership of the Rim Worlds Republic passed to Randolph Stewart.  Stewart, unlike his predecessor, swore that he would support their ally in Rasalhague against any foreign aggression, and was known to speak at length on the rights of the periphery realms to a future unclouded by the giant powers of the inner sphere.
The Fox of Davion, Reynard, passed in his sleep in 2377.  With his history of success for the Suns in both peace and war, his passing was met with great sorrow and extensive mourning periods on worlds throughout the Federated Suns.  An emergency election was held in early 2378, and Reynard Davions son, Etien Davion, was elected to the Presidency on a promise of continuity with his father’s policies.

Piracy was reported less and less through this period, likely a product of the growth of national fleets.  Some commenters were still concerned about the future of free trade in the stars, however, as conflicts between those national fleets were seen more and more, and chaos is the field in which piracy grows.

The Bull and the Matador – The Taurian-Suns Conflict, 2375

Part 1 “A Short, Victorious War”

By the early 2370s, the Taurian Concordat was feeling its strength.  It’s burgeoning navy coupled with it’s eternal sense of national grievance found fertile soil in Daniel Calderon’s own paranoia and need to distract his people from internal concerns with an external enemy.

To this end, plans were made, and in February of 2375, the Taurian Concordat seized the minor Federated Suns worlds of Mandaree and Sanurcha.  With populations of under a million each and no notable industry or resources, there was little there worth fighting over.  With the Federated Suns facing the might of the Hegemony, as well as two other great houses, it was believed that no response would come, or if it did, it would not come until the Concordat had an opportunity to reinforce its hold on those two worlds.  Calderon himself was dismissive of the aging Reynard Davion’s taste for war, given that he had so far refused the opportunity to take action against the distracted Draconis Combine.

Still, out of an excess sense of security, two of the recently refitted Iberia class Frigates were left to defend each world.  The pair of warships offered security against any proportionate response that the Federated Suns might muster.

Part 2 “Ask me for anything but time”

The Federated Suns has been known for many things throughout its history.  Proportionate response is not among them.

A civilian jumpship arrived at the nadir point of Sanchura not long after the conquest.  Picking up an emergency distress signal lashed together by a group of technicians and engineers originally deployed to the world for a terraforming study, it fled immediately to the nearby New Syrtis, at this point in history little more than a large mining concern.

Within a month, emergency orders from a local naval reserve captain had hurried the invasion warning across the Federated Suns to New Avalon, where an aging Reynard Davion overruled the more careful and conservative members of his military.  As he saw it, the issue was not a minor world (the report of the second falling would not make it to command for some months yet) on the furthest and most forgotten border of the Federated Suns.  The issue was that a foreign power – and a minor one at that! – had thought it safe to strike at the people of the Federated Suns and that it could escape reprisal in doing so.

As Reynard saw it, where one succeeded, others would follow.  And no nation has the power to stand against all others, if they sense weakness.  What was needed was an example.  An example so thorough as to ensure that none would casually trifle with the Federated Suns.
 
Orders went out on command circuits, and borders were stripped.  The Hegemony and Capellan Commands were ordered to New Syrtis with all possible haste.  Meanwhile, the Combine Command was ordered to spread its ships across all three borders, jumping frequently and changing their identification codes at least as often, in an effort to mask the absence of nearly 2/3 of the Federated Suns navy.  This deception was not entirely successful, but history records that Kurita was focused on Rasalhague, the Hegemony was focused on internal matters, and the Capellans took temporary drawing down of their FS border to reinforce the opposite one.  In any event, no advantage was taken.

The newly completed Achilles was pulled from her fitting-out docks in an attempt to rush her into battle, as well – but cooler heads finally prevailed when the complex of new technologies and the largest engines yet fielded by the Federated Suns proved too much without further testing and tweaking, leaving her dead in space just beyond the dock.  The flower of the Federated Suns navy would not be appearing.

A fleet assembled at New Syrtis, of over a dozen warships, two dozen jumpships, and nearly 80 dropships, including the massive new cargo hulls that would support the navy in its deep space operations.  By this time, report had reached New Syrtis that Mandaree had fallen, along with Sanchura.  Rather than delay, Admiral Dane Talbot split the force into two task groups, one for each fallen world.

Each task force consisted of a pair of Gladius Class Destroyers, coupled with a Hornet Class Carrier, a Cabellus class Supply ship, a Terrier for Scouting and two Rapiers for escort, along with its share of the jumpships and dropships.  Each represented the most powerful force any House short of the Camerons had ever deployed for any purpose.
In a prearranged simultaneous jump, on August 27, six months to the day from the Concordat invasion, task forces Blue and Gold jumped into the Mandaree and Sanchura systems at the habited world’s L1 points - about a million kilometers - 4 hours out for a 1G overrun, just under 6 for a zero-zero plot..

The defending Iberia squadrons at each world were taken by surprise, having no expectation of a counterstroke at all, much less one this quickly.  Still, in the hours before the Federated Fleets reached orbit, they recalled their crews from shore leave as best possible and made the ships ready for battle - sighing as the Federated Suns ships reached turnover - they were obviously coming to stay.

The Taurians rarely lack courage.  Over Mandaree, the paired Iberia’s charged out towards the Federated Fleet, attempting to break through to the dropships and thus prevent any ships from landing to retake the world.  Against over three times their weight in combat power, coupled with the fighter heavy dropships and the carriers, courage was not enough, with both of the Taurian Frigates lost with all hands in a hail of heavy gunfire.

Over Sanurcha, the defenders prioritized making sure a message escaped.  Able to match the acceleration of the Sun’s Gladius class destroyers, and expecting that the Fedsuns would not separate their fleet, the Iberia’s ran for the nadir point.  Rear Admiral Carstairs ordered his Carrier ahead, along with the Rapiers and Terrier as escorts.  Slowly building a velocity advantage with their greater thrust, crews strained as the Carrier detachment closed on the Iberias.  Seeing the Destroyers left behind, the TCN squadron turned to engage, expecting to have their best chance against the lighter ships and the carrier.

Carstairs launched his fighters, carrying their accumulated overtake vector, and burned his fragile carrier away from the TCN squadron.

Over 200 fighters descended on the lightly armed frigates.  Concentrating on the aft quarters of their prey to lame the engines, and staying close to the enemy hulls to limit return fire, they faced less than three dozen 8cm lasers in response.  Light warship armor served only as partial respite from the attack fighters' heavy autocannon, and within a few minutes, TCN Granada vanished as her hydrogen stores erupted.  TCN Valencia, herself lamed by the fighter strike and unable to further flee the distant Davion Destroyers, cut power and signaled her surrender.
The Federated Suns had reclaimed what they had lost.

Losses, Battles of Mandaree and Sanurcha
TCN:  FF Iberia x 4, 36 Fighter
FS: 8 Fighters, 1 Dropship, $500M in repairs


Part 3 “De L'audace, Encore De L'audace, Et Toujours De L'audace”

The Sun’s reply did not stop there.  Over the coming weeks, each squadron worked its way deeper into the Taurian Concordat, relying on the supplies carried by their fleet colliers and in the bellies of the new, larger dropships resting on their jumpships.

Task force Blue moved past Mandaree along a path through Flintoff, Midale, Jansen’s Hold, MacLeod’s Land, and eventually New Vandenburg.  Task force Gold had a shorter road but a sterner target, as they jumped from Sanurcha on through Merope, Carmichael, New Ganymede, and finally to Taurus.

Along the way the Federated Suns were rapacious and thorough.  Jumping in just beyond the apex or nadir points, and leaving the paired destroyers with their jumpships for security, their lighter vessels and carriers ravened their way through each system in turn, striking at jumpships, dropships, orbital infrastructure, whatever they could find that moved through space and held value.  Defenders were always given the opportunity to surrender and take to lifeboats, though rarely was the offer made twice.
 
Within two months, the Federated Suns Squadrons were closing on the two most valuable Taurian Worlds, New Vandenburg and Taurus itself.  Their destinations were soon obvious, and Protector Calderon called in every vessel he could find, sacrificing the worlds along the road to concentrate his forces.

Raiding Losses, Part 3
TCN:  8 Recharge Stations, 12 Jumpships, 17 Dropships, 5B Economy Loss


The First Battle of Taurus

Over Taurus, the Federated Suns Task Force Blue found itself matched by a squadron of 8 Iberia Frigates and a surprise – a new vessel, the size of a Gladius, and of unknown capabilities.  Admiral Carstairs had no way of knowing that the new Taurian vessel was barely done fitting out and not yet suitable for combat, and not liking the odds, turned to avoid an intercept.  Further, his ability to maneuver was constrained by the heavy asteroid belts.  The Taurian forces came out to do battle, and Carstairs responded by splitting his forces, sending the faster ships off on a delta-v path that the defenders could not catch.   If the defenders continued to run down Carstairs heavier units, the lighter ones would escape their intercept envelope and circle around to burn the Taurian orbitals.  If they themselves split in response, their slower ships would be vulnerable to enemy concentration and defeat in detail.  The Taurian squadron retired to guard the planet, and Carstairs to the outer system, beyond the Nadir Jump Point, with no shots fired.  And so matters stood over Taurus, for a time.

Roughly a week later, Task Force Gold jumped in over New Vandenburg.

The Battle of New Vandenburg

The fight over New Vandenburg was short and sharp.  Taurian Admiral Jenkins brought his squadron of four Iberias, along with a finished and fully capable Auroch Class Destroyer, out to meet the Federated Suns Task Group.  Adm. Jenkins feared that a fight closer to the world would allow ships to slip past and destroy the yards, as they had obviously come to do, and so he tucked his dropships in close to the battle line and accelerated towards the Federated Suns group.

Unfortunately, the lighter Iberia, even with their newly refitted armor, were not designed to stand for long in close battle.  Nearly three dozen dropships and almost 400 fighters dueled with slightly fewer of their Fedsuns counterparts, but the heavy fire from Task Force Gold quickly removed the Dropships from the close combat picture, and by staying in close defense of their parent vessels, the Fedsuns fighters were able to blunt the Taurian attackers and overcome their greater numbers.  Soon the Frigates were dropping out of the line, and while the Auroch itself dealt heavy damage to the armor belt of the FSN Kopis, she was unable to breach those defenses before FSN Tanto came to her sister's aid and left the Aurochs an air-bleeding hulk.

Surrender was offered and accepted by the Taurian survivors, and shortly thereafter lifeboats were taken and the orbital infrastructure of New Vandenburg scuttled.  Neither world nor nation would soon recover.

Losses, Battle of New Vandenburg:
TCN:  4 Iberia, 1 Aurochs, 370 Fighters, 32 Dropships, New Vandenburg Yards, 10B Economy Loss
FSN:  2 B in repairs, 1 light dropship, 128 Fighters


The Second Battle of Taurus – “Don’t make us come back.”

Task force Blue had been ordered to carry on to New Vandenburg if it was able to complete operations over Taurus.  If it did not appear in short order, Task force Gold was under orders to double back to Taurus to finish any work left undone.  After a trip through Flaum, Task Force Gold joined Blue at a prearranged point just beyond the Nadir, and the combined forces made their way to Taurus itself, at a strength only slightly diminished by minor fighter and armor losses over the preceding weeks.
In the meantime, TCN Apis had been made suitable for combat operations, if still not up to full capability, and in concert with the 8 Iberia class Frigates that had waited on her, she and her siblings came out to meet the combined Fedsuns Task Forces.

Order of Battle, 2nd Taurus:
FSN:  4x DD Gladius, 2xCV Hornet, 2xSC Terrier, 4xFF Rapier
TCN:  8xFF Iberia, 1x DD Aurochs

The result was only slightly less inevitable than gravity.  The combined FSN task forces had complete fighter superiority, and were able to leverage the greater resilience of their Destroyers to bully the lighter Taurian ships as they closed.  The Aurochs was again a capable combatant, but badly out numbered and swarmed down.  The Tauran forces fought as only a group with its backs to the wall can.  FSN Kopis took focused fire from the dying Aurochs and her Iberia consorts, and was lost along with FSN Cutlass as the lighter vessel attempted to relieve her.  Still, the greater armor, firepower, and airpower of the Federated Suns fleet ground down the TCN, even as the brave Taurian captains fought, literally at times, until the last gasp.

With the fleet disposed of, matters preceded over Taurus as they had over New Vandenburg, with the Taurians given the opportunity to abandon their orbital infrastructure shortly before it would be blown out from under them.  Taken with new Vandenburg, the heart of the Taurian Economy had been crippled for generations.
That done, the FSN transmitted a brief message before retiring for home.

Losses, Second Battle of Taurus
TCN:  8x FF Iberia, 1x DD Aurochs, 418 Fighters, 42 Light Dropships, Taurus Yards, 15B in Economy Loss.
FS:  Gladius, Rapier, 12 Light Dropships, 224 Fighters, 18B Repairs
Other Effects:  Federated Suns less likely to be attacked for some tim
e.

TOTAL LOSSES, THE BULL AND THE MATADOR
TCN:  FF Iberia x 16, DD Auroch x2,  824  Fighters, 8x Recharge Stations, 12x Jumpships, 91 x Dropships, 30B Economy, New Vandenburg Yards, Tarus Yards
FS: DD Gladius x1, FF Rapier x1, 360 Fighters, 14 Dropship, $20.5 in repairs


Stealing a Pearl from a Dragon:  The Jerzesko Campaign

Part 1 - Rasalhague Goes A-Viking at Jezersko

All through the early years of the 2370s Elected Prince Sven Anitisson tried to force Admiral Jorgensson to launch a counter-attack to retake Jezersko from the Draconis Combine, and while the Admiral was unable to completely dissuade him from this plan, he did convince the Prince to wait until the fleet had been returned to fighting condition. This lasted until 2376 when the Admiral was told to either launch the attack or the Prince would lead it himself.

The initial assault consisted of both Alpha and Beta Squadrons storming the system together unopposed only by the Tenshu-class station, only recently finished in orbit over Jezersko. A merchant jumpship was parked at the nadir point, and it promptly fled towards the closest DCA naval base in Alshain to raise the alarm. The result of the battle was a foregone conclusion, with the Tenshu having little hope against almost the entire Rasalhague Navy but the crew resolved to do its duty as best they could and die well.

The Tenshu focused its fire on the largest of the PRN vessels: the PoRS Myrskyn Katkaisija, under the belief that the enemy admiral would surely be aboard her and her destruction might sow enough confusion among the Rasalhagians to allow them to live long enough to destroy another ship. Over a hundred Barracuda missiles were fired at the Lola-class Destroyer over the course of just the first two minutes, and despite the efforts of the fleet's PDS and fighter complement, many found their mark punching dozens of holes in the armour and damaging many systems across the ship, including neutralising almost all of the port side naval guns and crippling the engines. Those two minutes was all it got however, as the return fire was equally murderous, rapidly turning the defense satellite into two hundred kilotons of expanding dust cloud as it’s magazines detonated.

That explosion in orbit seemed to be the cue for thousands of Rasalhagian loyalists to come out of the woodwork in revolt, causing chaos for the Kuritan defenders on the ground although the main invasion wouldn’t happen for a few days, as the transports had waited until the system was clear before jumping in. After the battle in orbit was over the PoRS Myrskyn Katkaisija was withdrawn to Rasalhague for repairs and would take no further part in the campaign.

PRN Losses: Lola damaged ($1.5B repair bill), 18 Fighters Lost.
DCA Losses: Tenshu Destroyed, 72 Fighters lost, 18 Small Craft Lost


Part 2: Commerce Raiding Ahoy!

Word of the Rasalhagian counter-attack was passed from one ship to another until it finally reached Battlegroup Kato based in Alshain one week later, with Admiral Boris Zaytsev sending the word down the command circuit to New Samarkand, though it would not get there for a further two weeks. Rather than wait for orders however, Admiral Zaytsev quickly mobilised the force under his command and set sail towards the sound of the guns, metaphorically speaking.

In the meantime word of the attack had started spreading across Kuritan space and Commodore Sasuke Niigata, commander of one of the patrol squadrons with a pair of Kutai at his command took it upon himself to try to distract the Rasalhagian fleet at Jezersko before the Fleets inevitable response came from Alshain. Going into the system itself while so many PRN vessels was suicide, so instead he took his raiding party to Last Frontier before turning coreward. Despite initial success, destroying a pair of merchant jumpships in Trondheim he soon found himself having to evade a pair of Rim World Navy destroyers that had been alerted to the Kuritans presence when they passed through Last Frontier and had been hunting Niigata and his squadron ever since. They never got close enough to engage but fear of the larger vessels kept the DCA ships away from the primary jump points, which limited their potential victims.

PRN Losses: 1B Economy damage due to civilian losses
DCA Losses: 6 Fighters Lost, 1 Small Craft Lost


Part 3: The Combine Returns

It was a full month after the initial assault before the Combine fleet arrived, jumping into the outer reaches of the system, much further out than would be expected in order to avoid detection as long as possible. After arrival Admiral Zaytsev ordered the fleet to close on the colony, with the Kutai (DCS Midway) in front to make full use of its superior sensors. The Combine flotilla’s approach was slow, having done just a short burn in-system before coasting the rest of the way in. This meant their transit took significantly longer than it could have, but also kept the Rasalhagian ships from detecting them until they started their deceleration burn less than an hour from the colony.

The Rasalhagian ships had been dispersed in different orbits around the planet in case any Kuritan dropship tried to land to resupply or rescue the few remaining DCMS forces on the ground. Because of this with under an hour's warning they were just getting into formation and dragging themselves out of the planet’s gravity well by the time the DCA ships entered range. Admiral Jorgensson ordered his ships to keep the range open and to focus fire on the DCS Kato (Ikioi-class) while Zaytsev commanded his ships to focus on both Vittoria-class vessels, both hoping to remove what they believed to be the most powerful ships the enemy had. Both sides held their fighters back to provide additional anti-missile defense as needed.

The remaining momentum from it’s journey in-system did allow the DCS Kato to close to the limit of their onboard class-40 Naval Autocannons range, but the superior thrust of the Rasalhague vessels prevented it from staying that close for long. The one NAC/40 that could be brought to bear only scored a single hit, but after the earlier hits from the other guns from the Kato or DCS Isonami (Fubuki-class) it penetrated deep into the PRNS Kirves and detonated inside the magazine, leaving it adrift and very nearly split in half. At the same time the DCS Uranami, Satsuki (Fubuki and Fubuki II-class respectively) and DCS Midway blazed away at the PRNS Miekka trying to knock it out of the fight quickly, with limited success in the early stages of the battle.

While the Kirves was dying, the combined fire of the Rasalhague fleet had finally managed to burn through the thick hide of the Kato knocking out multiple weapons and blinding it’s sensors, before a Killer Whale lucky enough to make it through the cloud of PD fire found one of the many holes in the Kato’s side and penetrated all the way to the K-F Drive, irrevocably wrecking it in the resulting explosion. With the DCS Kato’s spine broken and more of the crew dead than alive, Admiral Zaytsev gave the order to abandon ship and transferred command of the fleet to Captain Shinji Itami onboard the DCS Satsuki, while the admiral himself stayed on the bridge of his ship, refusing to leave while any of the crew remained on board.

With the Kato beginning to break up the PRN turned it’s attention to the pair of Fubuki-class Destroyers, with all six Hund IIs turning to face them while the Miekka with the substantial damage it had taken by this time attempted to disengage. By this time the Naval Comms Scanner Suite onboard the DCS Midway had determined the source of most of the PRNs radio traffic, and thus the most likely place their commanding admiral could be found: the PRNS Hund.

Admiral Jorgensson’s insistence at leading from the front would result in his death, with all of the remaining Kuritan ships focusing their efforts on his vessel to get revenge for Admiral Zaytsev. The Hund II is a well built ship for it’s size, but it could not withstand the combined firepower of 3 DCA destroyers for long, though it did last long enough for the Rasalhagian return fire to do serious damage to the DCS Isonami, knocking out several of its Naval Autocannons and leaving it unable to recover fighters for the remainder of the battle.

Still in the end the PRNS Hund was a broken wreck within a few short minutes and with Admiral Jorgensson’s death the Rasalhague ships broke off to regroup, only to find the Combine vessels doing the same before they were hailed by Captain Itami, requesting a ceasefire. He told the Rasalhagian ships that he was willing to withdraw his ships after performing operations to rescue any survivors of the broken ships, with any survivors found by either party to be returned to a ship of their nation before the Combine vessels went home. The captains of the remaining PRN ships told Itami they needed to talk it over amongst themselves, and the debate raged for over an hour. Most of them believed that they could still be victorious on the battlefield today, with their remaining vessels being enough to outlast the Kuritans present. The counter argument from the other captains was that while they would win today, the DCA had more ships and they could very well be on their way and further losses would leave them reliant on the Rim Worlders to pull them out of the fire again.

In the end the Rasalhague flotilla agreed with Captain Itami’s proposal and after a S&R operation that went on for over 12 hours and nearly broke out into a firefight on multiple occasions, the surviving crews and as many bodies of the fallen as could be found were recovered, and the 4 remaining DCA vessels, most with some amount of damage burned for the Zenith point, shadowed by the Rasalhague vessels just in case, before jumping back to their own territory.

PoR Losses:    1 x Hund II Destroyed (PRNS Hund), 1 x Vittoria Destroyed (PRNS Kirves)
      1 x Vittoria Damaged (PRNS Miekka) - $2Bil repair bill,
      2 x Hund II Damaged (PRNS Varg, Kant) - $1.2Bil repair bill total,
      12 Small Craft lost, 20 Fighters lost


DC Losses:    1 x Ikioi Destroyed (DCS Kato), 1 x Fubuki Badly Damaged (DCS Isonami) - $2 Bil repair bill,
      1 x Fubuki and 1 x Fubuki II Damaged (DCS Uranami and Satsuki) - $1Bil repair bill,
      1 Dropship lost, 20 Small Craft Lost, 30 Fighters Lost



Campaign Totals -
   PoR -    1 Hund II Destroyed, 1 Vittoria Destroyed, 1 Lola Damaged, 1 Vittoria Damaged,
2 Hund II  Damaged, 12 Small Craft lost, 38 Fighters Lost
Total repair bill - $4.7Bil

DC -    1 Ikioi Destroyed, 1 Tenshu Destroyed, 2 Fubuki Damaged, 1 Fubuki II Damaged,
   1 Dropship lost, 39 Small Craft lost, 54 Fighters lost
   Total repair bill - $3Bil

Jezersko now back in PoR hands, -1 Bil from DC economy, +1 Bil to PoR economy.


marcussmythe

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Re: Warship Arms Race - The In Character Stuff
« Reply #45 on: 09 May 2020, 07:54:12 »
Blood for Iron:  The Giausar Conflict, 2377 (2 of 2)

The world of Giausar lay almost unnoticed on the edge of the periphery, adjacent to both the Free Worlds League and the Lyran Commonwealth, but claimed by neither.  Long colonized by German expatriates from the Terran Alliance, by the early 2360s Giausar had burgeoning, but low tech, mineral extraction and export based industry.
What Giausar did not realize is that they were sitting on a goldmine.  Specific properties of the Iron and Aluminum deposits on Giausar made them especially suitable for the manufacture of Ferro-Aluminium and Improved Ferro-Aluminum Armors coming to be more and more in demand by the burgeoning warship race of the Inner Sphere.  These qualities attracted the interest of the Shipil company out of Skye, and that of Imstar Aerospace out of Atreus.
Both companies set up operations on Giausar, and quickly came into conflict over mineral rights (it appears that the government of Giausar had over-promised in its deals with the corporations, and literally could not honor both contracts).

By 2377, matters came to a head.  A massive deposit of ‘Giausar Sweet’ Ore had been extracted and was prepared for shipping by Imstar.  At the same time, Shipil company was insisting that the Imstar extraction was from Shipil territory, and they were in fact entitled to their share of the ore.  Matters quickly came to blows between the miners and corporate representatives, with loader-mechs engaging in inefficient fisticuffs at the Starport, and representatives of both companies lobbying wildly for Duke Thomas Freiburg to intervene on their behalf (despite the fact that either company had more armed forces on the planet than Giausar did itself!)

Unable to settle their differences and screaming accusations of piracy at one another as the squabbled-over ore sat in the spaceport, each called to its government headquarters, and the navies of each nation responded.

Butting Heads

The Free Worlds were the first to respond.  A pair of Marik Class Destroyers, FWLS Thermopolis and Kalidasa, had been on patrol towards the peripheral reach of the Lyran Border, and were quickly able to respond.  Burning in from the Nadir point, they were just reaching turnover when the Imstar Aerospace facility on-world relayed word to them of a squadron level emergence wave at the Zenith jumppoint.
Of course, at the same time, information about the incoming Marik contingent was relayed by the Shipil representatives to the LCN Squadron.   The LCN Freyer, one of the new Mjolnir class heavy cruisers, in company of the Sontra class Corvette Vor, as well as one of the massive Nehalennia transports, had been dispatched from New Kyoto in response to Shipil’s cries for aid.

Both companies had told their respective governments somewhat.. exaggerated.. versions of events going on on-world, and both squadron commanders were relying on word from their on-world allies.  By the time Admiral Zeno’s FWL Squadron had reached orbit, he was convinced that Shipil company thugs were in process of breaking down their doors.  Meanwhile, the Lyran Admiral Gibbons was certain that he was the only thing that could protect Lyran interests on world from hastily-armed Imstar Aerospace Workmechs that were apparently assaulting the Shipil mining bases.

Admiral Zeno knew he was likely outweighed, but knew equally well that he could not simply abandon the world to the LCN.  Holding his squadron over the world's south pole, opposite the incoming LC units, he went quiet, waiting for word from his allies on the ground.

Admiral Gibbons knew that something was waiting for him over Giausar but had no way of knowing what.  Moving close to the planet, the 2nd Skye Rangers began to deploy to the planet, covered by the Lyran Commonwealth Squadrons.  On report of this and knowing that the landing would limit the Lyran’s ability to maneuver, Admiral Zeno brought Thermopolis and Kalidasa came around the planet at the highest speed possible that still allowed an intercept.

The engagement was short and sharp.  The first conflict was in the air of Giausar, where the FWL fighter squadrons were sent ahead to contest the LCN landing.  Though outnumbered, they managed to bring down two LCN Dropships and inflict minor losses to the LCN fighter squadrons, though at a terrible cost.  Still, this not only eliminated two companies of the Skye Rangers 3rd Battalion, but kept the LCN Fighter advantage from impacting the battle above, as they were short on fuel and ammunition by the time the landing was complete.

In the space above, the two Marik Destroyers were boring in on the Mjolnir and its smaller cousin.  Packing the Vor in tight behind her, the Mjolnir laid her broadside to face the incoming attack.

Mjolnir had been designed to fight at long ranges, and the Marik ambush had denied her that.  Still, her massive broadsides of heavy naval PPCs gave her firepower on par with the Marik Autocannon.. and outranged them.  Concentrating fire on the Kalidasa, the destroyer was staggered, but able to maintain her acceleration and return fire as the range closed.  Heavy autocannon barrages scored armor up and down the Mjolnir’s flanks, forcing her to roll ship to present her undamaged flank.

Continued fire destroyed much of Kalidasa’s armament, and when her CIC was burned out by a penetrating hit, she was ordered out of the fight.  Thermopolis overshot Mjolnir, and realizing that he did not have enough fire left to take advantage of the weakened armor on the cruiser, switched his guns to the now exposed Vor.   Badly damaged by the Destroyers guns, Vor maneuvered for Thermopolis’s baffles, pouring quad NPPC fire into her aft section while the Mjolnir continued to score her sides.  The badly outgunned Thermopolis returned fire as she could, silencing one of Mjolnir’s starboard turrets, but was losing armament, armor, and air under the larger ships guns.

But this was not the only resource the FWL had to hand.  Both of the destroyers mounted copious drop collars, and the FWL itself has more jumpship resources than any other power – including the Terran Hegemony itself.  More than two dozen dropships had come with the FWL Squadron, and of those, a dozen were heavily armed assault boats.  Though usually not risked against a warships guns, here, there were few choices.

Diving into the larger ships, the FWL Droppers maneuvered close, like superheavy fighters, seeking to exploit the damage done by the Destroyer’s battle pass.  Relatively light weaponry was still dangerous to the exposed flanks of Mjolnir, and she moved her fire from Thermopolis to the dropships chewing at her flanks.

This allowed Thermopolis to escape destruction, but at terrible cost.  Dropships were never meant to stand up to the fire of a warship, and the Mjolnir’s guns massed nearly as much as the Dropships she was engaging.  Once Thermpolis’s escape was assured, the ragged remnants pulled out of the fight and burned to catch up.

With the FWL squadron flying out of engagement range, and unable to abandon his landing lest he risk the more agile enemy coming around him to attack the landing forces, Admiral Gibbons held position while Admiral Zeno brought his two badly damaged destroyers and their attendant dropships together, and made for the jump point.  Given the presence of LC Mechs on the ground, and LC Warships in the air, matters between Shipil and Imstar were quickly settled in Shipil’s favor, and a quiet diplomatic meeting (and promise of future protection) between Admiral Gibbons and Duke Freiburg brought Giausar into the Lyran sphere of influence.
Order of Battle:

FWLN Squadron:
2xDD Marik:
FWLS Thermopolis w/12 Fighters
FWLS Kalidasa w/12 Fighters
6xJS
28DS
94 Total Fighters
 
LCN Squadron:
1xCA Mjolnir
LCN Freyr, w/72 Fighters
1x Snotra 1z
LCN Vor, w/ 30 Fighters
1xNehalennia Transport
10 DS
150 Total Fighters
 
Outcomes and Losses:
FWL: 76 Fighters, 12 Dropships, DD Kalidasa Crippled, 5B Repair, DD Thermopolis Crippled 4B Repair

LC:    12 Fighters, 2 Dropships, FF Vor Crippled, 4B Repair, CA Mjolnir Heavy Damage, 2B Repair, Lyran Commonwealth gains Giausar, 2B Economy.


A Decade in Review

The 2370s were among the most violent since the Hegemony’s reconquest of its neighbors.  For the most part, few worlds conclusively changed hands, but the seeds of future conflict were planted.  The ongoing struggle between Rasalhague and the Combine threatened to draw more and more of their neighbors into its sprawl, and the Combine was forced to accept that it would have to either make the Principality of Rasalhague a priority (and accept risk on its other borders) or resign itself to this conquest remaining beyond its grasp.  The impact of static defense stations on the battle at Jezersko was also noted by naval theorists, justifying the the large battlestations built by the Draconis Combine and the Federated Suns (though the proper armament for such, as well as the probity of the ‘microbats’ preferred by the Capellan Confederation was still much debated).

To the South, the Federated Suns campaign against the Taurian Concordat showed the importance of strategic surprise, and the weakness that a lack of strategic depth forced upon smaller powers.  Observers note, however, that the FSN’s success against the TCN was based in large part on the fact that the FSN did not allow itself to be bogged down by invasion fleets and holding territory - had the FSN attempted to take and hold a world or two before slowly moving on, the TCN could have regained the initiative and chosen where and when to strike back.  This has lead to a ‘New School’ in several Naval Colleges, which holds that while the seat of naval purpose may be on planetary soil, the best way to achieve that purpose is to focus not on the planets, but on the enemy’s naval resources and shipyards, breaking their ability to contest the space over their worlds and allowing a follow-on conquest.

Small conflicts between the Free Worlds League and the Lyran Commonwealth showed the value of the Commonwealth’s focus on heavy armor and armament, but at the same time, the ability of the FWL to dictate the pace of engagement was noted to let them ‘flee any fight they couldn’t win, and win every fight that they could’.  More traditional big gun theorists did not hesitate to point out that when you trade armament for speed, you may well be giving up the ability to win the battle that matters.

The growing intensity and stakes of conflict was the beginning of the Age of War, though it would be many years before hindsight recognized it.


Turn 4 Budgets
TH      775
DC      365
FS      366
CC      343
FWL      352
LC      341
RWR      157
POR      91
UHC      68
TC      101
MH      67
IP      44

Smegish

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truetanker

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Re: Warship Arms Race - The In Character Stuff
« Reply #47 on: 09 May 2020, 23:01:58 »
Marian Hegemony 2380


Code: [Select]
Turn : 4
Year: 2380                Value in Millions
Money Available 76.383

Available Shipyards

Alphard  1x Level 1
         1x Level 2

Repairs

Maintanence 50% >
Scapha I 4x       4.131 each          8.262
Scapha II        2x           4.119                      4.119
Augustus         2x           6.225                      6.225
Jumpships 15x         500                  3.750
Dropships 40x         300                  6.000
Fighters 2612x         5                  6.530
Small Craft      636x         10                  3.180
Stations 23x            470                      3.760

Construction        Unit Price

Yards            :
Stations : 6x Sexta Hora-class Station           2.820
Warships : 2x Scapha ( I and II each )           8.250
Jumpships : 16x                                   8.000
Dropships : 24x                                   7.200
Fighters : 1800x                                 9.000
Small Craft      : 720x                                  6.000
Research :

Researched : Vehical Drop Chutes

Total Spent                 75.827 B

Income Remaining                                          .556 M



Marian Action News Network ( MANN )
Nova Roma, Alphard
Alphard Amphitheatre , Nova Roma

Imperator Kortan walks to the podium wearing a respirator mask, he sounds horse and gravely when he speaks.

" Sons and daughters of the Marian Hegemony, your destiny beckons. Stand with your brothers and sisters, stand with me, and together we will be undefeated. The past is our faith, the present is our strength, and the future... the future is our birthright! Sons and daughters of Alphard, the path toward a better tomorrow stretches out before us. Toward a future that is golden and eternal. But our journey together must cross a wilderness of hatred and bigotry, a landscape of lies seeded by the venom of our old enemy. Our foe knows us. They fear us. But we must not underestimate them, while they cower and snipe from beneath their veneer of civility and freedom, are soulless and hollow. They make their pithy, mewling claims of liberty and righteousness, and all the while, they look upon the face of the our little Hegemony with loathing and disgust. The enemy sees us as abominations, mutant freaks fit only for killing. To the foe we are less than human, but they will learn their mistake, my people. We will show them the iron and steel beneath our flesh. We shall cast them against the unbreakable rock of our collective will. We will make them realize the truth that we know in our hearts: that our race, the Marian nation, is the next step in the evolution of mankind. When we came to Alphard we were lost, a broken collection of exiles on the verge of death. At first we thought our new world would poison and destroy us. How wrong we were, our Caesar saw what was in every one of us, our strength and our indestructible spirit, and made it manifest. The great change was the rebirth of our people. A people fit to stride the stars and shatter our enemies. Sons and daughters of Alphard, you are the embodiment of that glorious legacy, the inheritors of the victory that we fight for every day. You alone are fit to forge the future and the destiny of our species. History does not long entrust the care of freedom to the weak or the timid or to dictate our path! When you granted me the privilege of your leadership, I, Kortan, your Imperator, willingly sacrificed myself to the engine of our nation. Our guns never tire, and we have beaten back the foe! Sent them... running! The path we have chosen is not an easy one. Struggle is the father of all things and true virtue lies in bloodshed. But we will not tire, we will not falter, we will not fail! In the blood of our warriors comes the price we must pay. Blood alone moves the wheels of history. And we will be resolute! We will fear no sacrifice and surmount every difficulty to win our just triumph! " he rasps as he pounds his fist in repetitive fashion to emphasize his words.

" It is with great pleasure I call upon Prefects Magnus, Octavia and Romunus, your fellow Legionnaire Generals of the Hegemony. " he continues. " They will speak next, hear them sons and daughters, and hear them well. " as the Imperator exits.

A large muscular man and a slim woman in uniform approaches the podium, followed by a thin male with tiny glasses perched on top of his heavy black mustache.

The imposing man starts first, " I am Prefect Magnus, General of the Hegemony Legions, this is Prefect Octavia of the Logista. We both have an important job, mine is to oversee the training and deployments of our legions. " he states. " Mine is to do the same, but make sure we have enough spares for everyone. " Prefect Octavia sqeeks, while the thin man glances at her. " And I am Prefect Romonus of the Hegemony's Vigiles Urbani. That's the inner security of our realm, I run the police and fire departments. " said Romonus.

" What we are trying to say, is that without you, the people of Hegemony, there isn't a Hegemony. Measures have been taken to use some of the Navy's extra cargo and troop ships to help facilitate colonization of recently acquired planets. " he said, glancing at Romunus. Octavia speaks again, " In matters of our Caesar, we need to support our troops, anything helps. HAIL CAESAR! Eternal power to Kortan! " she exclaims chest thumping the official salute, as the crowds scream in reply...  Lights fade for a state authorized commercial.

Upbeat music plays while some little kids in a sandbox play happily, when some older teenagers wearing purple eagles start kicking the sand at them. " Hey! Don't do that! " said a small one, as one of the older one's starts kicking sand in a little girl's face. " What'cha gonna do, go cry? " as they walk away laughing. The little boy stares after them... ( A montague of scenes appear next, showing the little kids beefing up in Marian Hegemony Mobile Infantry outfits, running over obstacles and perseveres. ) The next scene has the same teenagers arriving to do some more mischief... like kicking some more sand around, the teenagers were caught surprised as the smaller kids formed up ranks and pushed them back. Last scene has the little kid standing over the beaten teenage, his purple eagle ripped, with shock on his face. " But how? " he whines. " I am a proud soldier of the Marian Hegemony and a Citizen! " states the little one proudly as he looks from the teenager to the tri-vid. " Service guarantees citizenship. Will you do your part? " he asks. Commercial fades...

Romunus starts to speak, " I have to say, that commercial gives me pride to be a Marian Hegemony soldier! And as a Citizen, I have rights to more actions than before. Even though I was born a lowly plebeian, I did my best and served my Caesar with pride, and have reached Prefect status thru hard work, duty and dedication! So can you! " he turns and salutes the Hegemony flag. Magnus and Octavia turn as well to salute the flag, as Imperator Kortan approaches the podium once more.

" My people, with greatness comes responsibility and with this stated I wear our wounds like badges of honor. Alphard is ours, and we will die before we let it fall to plunderers. That is why your leaders dare not make a martyr out of you. Per Caesar O'Riley's orders, Prefect Romomus stand before me, and except this rank of Aquilifer for service honored in the Marian Legios. " Romonus was shocked into tears as he excepted it, with the rank of Aquilifer, he had shone that anyone could get honors, even plebeian born.


Combat schedule
Current Doctrine : Deploying Scapha I's ( S1 ), Scapha II's ( S2 ) and Augustus ( A ) to targets, each unit has a Jumpship with supplies on board unless noted. Battle fleets are ( B# ) followed by a number.

 
Operation: Biscuit II
B1 consists of S1 Alphard and Scapha with S2 Unicornis to Paulinus, Login Prime and Stetin. JS Prawn, JS Shrimp, JS Bagel and JS Toast. ( Bagel and Toast carry 10 aerofighters, for defense. Prawn and Shrimp carry supplies. )

Operation: Waffle II
B2 consist of S1 Pompey, S2 Troglodytam and A Sagittarii to Mondra, Klienwlt and Thraxa. JS Giovanni, JS Bread, JS Cake and JS Pie ( Bread, Cake and Pie carry 10 aerofighters for defense, also are carrying droppers loaded with Legionnaires. Giovanni carries supplies. )

Operation : Cookie
B3 consist of S1 : Titus, S2 Pallidi and A Pilum to Forbisher and McEvedy's Folly. JS Spina, JS Strawberry, JS Apple and JS Grape ( Apple, Grape and Strawberry carry 10 aerofighters for defense, also are carrying droppers loaded with Legionnaires. Spina carries supplies. )

Operation: Flowerpot III
S1 : Maximus to St. Andreas, JS Legio to carry supplies, JS Plata and JS Oro on special duties with Maximus. They are carrying three dropships configured with Ala bays ( 10 asf each : 6 Falcon and 4 Bueto ).

Every planet has two Sextra Hora stations, except Alphard, it has five surrounding the shipyards and zenith and nadir jumppoints. The remaining Jumpships are arranged so that every planet shares one on a routine, the rest is use to transport citizens to open plants for colonization. ( 10 open JS, rest assigned to duties and or planet routes. ( 11 and 10 respectfully. ) Also every station has 100 ASF and 20 SC assigned to each, not 108 and 24.

** Later I'll make a Sector, carved of planets, and assigned each with the forces. ) **

TT
« Last Edit: 11 May 2020, 22:03:10 by truetanker »
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kindalas

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Re: Warship Arms Race - The In Character Stuff
« Reply #48 on: 09 May 2020, 23:24:44 »
Budget it up.

Lots of Fluff incoming and some generic unit designs.


Code: [Select]
Lyran Commonwealth, Turn Beginning 2380 Value/Cost
Funds: $612.00
Revenue: $341,000.00
Shipyards: Alarion: 4/0/2 $110,000.00
New Kyoto:  0/2 $45,000.00
Tamar: 0/2 $45,000.00
Warships:  Heimdaller 1a 6 $38,250.00
Snotra 1a 8 $38,544.00
Mjolnir 4 $32,596.00
Mjolnir 1a 4 $32,908.00
Jumpships:  Nehalennia Tender 2 $7,916.00
Nehalennia Transport 34 $60,758.00
Invader 3 $1,500.00
Space Stations: Ribe 200 $28,800.00
Rán Customs Station 400 $8,000.00
Dropships:  Light 143 $42,900.00
Small Craft 1350 $13,500.00
Fighters: 2488 $12,440.00
Assets: $859,724.00



Expenses Number Cost
Maintenance $159,056.00
Repair $6,000.00
R&D: Fero Aluminium $22,050.00
R&D: ECM $44,100.00
R&D: SRM $35,280.00
Prototype:
Production:  Heimdaller 1a 2 $12,750.00
Production:  Ribe 50 $7,200.00
Production:  Rán Customs Station 0 $-   
Production:  Nehalennia Tender 2 $7,916.00
Production:  Nehalennia Transport 2 $3,574.00
Production:  Snotra 1a 0 $-   
Production:  Mjolnir 0 $-   
Production:  Mjolnir 1a 0 $-   
Alarion 2 lvl 1 to lvl 2 $20,000.00
Jumpship Production: $500.00 0 $-   
Dropship Production: Light $300.00 57 $17,100.00
Small Craft: $10.00 150 $1,500.00
Fighters: $5.00 512 $2,560.00
Total: $339,086.00



Lyran Commonwealth, Turn Ending 2380 Value/Cost
Funds: $2,526.00
Shipyards: Alarion: 2/2/2 $130,000.00
New Kyoto:  0/2 $45,000.00
Tamar: 0/2 $45,000.00
Warships:  Heimdaller 1a 8 $51,000.00
Snotra 1a 8 $38,544.00
Mjolnir 4 $32,596.00
Mjolnir 1a 4 $32,908.00
Jumpships:  Nehalennia Tender 4 $15,832.00
Nehalennia Transport 36 $64,332.00
Space Stations: Ribe 250 $36,000.00
Rán Customs Station 400 $8,000.00
Jumpships: 3 $1,500.00
Dropships:  Light 200 $60,000.00
Small Craft 1500 $15,000.00
Fighters: 3000 $15,000.00
Assets: $593,238.00

UnLimiTeD

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Re: Warship Arms Race - The In Character Stuff
« Reply #49 on: 10 May 2020, 20:07:11 »
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 conflict
The 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 Ship
The 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.
Code: [Select]
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 influence
Learning from the past - the dragon prepares
Naval 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.
Code: [Select]
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 schemes
The 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 Castle
In 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.

Scouting
Jumping 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.
Code: [Select]
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

Privateering
The 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 leaps
Bridge 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.
Code: [Select]
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.
Code: [Select]
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):
Code: [Select]
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.
« Last Edit: 16 May 2020, 12:01:00 by UnLimiTeD »
Savannah Masters are the Pringles of Battletech.
Ooo! OOOOOOO! That was a bad one!...and I liked it.

marcussmythe

  • Lieutenant
  • *
  • Posts: 1204
Re: Warship Arms Race - The In Character Stuff
« Reply #50 on: 11 May 2020, 12:38:04 »
Capellan Confederation Turn 4 2380-2390

“Give me the projections again.”

Marcus Susanovich settled back into his comfortably overstuffed chair with a sigh, a callused hand massaging his temples.  It was like spinning plates, with too many plates.  Everything needed time, attention, money - but there was only so much to go around.  His shoulders were broad.. Still broader than his waist, despite more than a decade away from manuvering gravities.. But even so, he wondered if they were strong enough.

“We can transition from the Binzhou and Yang Wei into the new Light Cruiser class, but it won’t be cheap.  If we put R&D out to pasture for a decade, we can probably find the budget space to expand the yards and go to high rate production of the Pallada, but it will cost us the next run of the Quan Yins.  By the way.   Pallada?  How did we get authority to STOP naming everything in Mandarin?”


The woman across from him was a study in opposites.  Lilliana Aragoi was older than her boss, but looked decades younger.  Slender where he was broad, mediterranean dark compared to his paleness, and athletic by comparison to a large man too long out of command.  Still, the bright fire in their eyes was the same, and had been since she had recognized the talent of an up and coming junior captain and started nursmaiding his career, so many years ago.

“A few nights of drinks and theater with the Chancellor.  I’ve had no luck getting him interested in anything resembling technical details or the realities of our naval situation… but after leading him through the Bolshoi and the works of Chechov, Ive managed to spark his enthusiasm for things beyond his own cultural heritage.  It isnt getting us any more money, but it is getting us a bit more freedom in our naming conventions and a new ballet.”

“Oh, lovely.”  *the woman joined her boss in the fine art of temple massage*  “Keep me away from him, or I may inadvertently mark the entire Confederation with a new found appreciation of Basque Composition…”

“Well, you had Ravel…”

“Yes, and if you tell the Coordinator that, hes going to make ‘Bolero’ our national anthem.”

“From such destiny Saints preserve us.  But anyway…”

“Yes, in short, you can phase out the old destroyers and heavy cruisers.  I get it, boss.. their both solid units, but narrow.  The destroyers have no buisness in the line and cant escort the Quan Yins, and the old cruisers are all boom and zoom, again, no escort, no presence - just shipkillers.  Id still like to look at the warship core preservation proposal…”

“Don’t knock the shipkillers too hard, old woman!  They kept the Davions off our borders for decades.  And remember, its the Davions and their ‘peacekeeping operations’ and ‘freedom liberations’ that founded the Confederation.  As for ‘core preservation’.. No, you are not turning our ships into dropship-corncobs because droppers are cheaper to replace than compact core warships.”

“Your the one who wants to get rid of the cruisers, boss!  But you arent wrong.  We need the new light cruisers.  The Pallada can cover both roles - better in the case of the destroyers, and nearly as well as a high speed shipkiller… and can cover the flanks of the capships.  I want those ‘cuda swarms - you saw what just one FS Carrier did to those poor Taurian boats.  I still think your wrong about the Battleship Potemkin proposal, but.. Your the boss.”

“And Pallada is bigger and tougher than our old ‘destroyers’.  Barely frigates.  And we saw what happens when big ships fight little ships.  Luckily the nation of shopkeepers isnt building big ships.”

“No, but they are building a LOT of destroyers.  And remember what happened to Napoleon and his disdain for shopkeepers…”

“Bah! Little grandmother, you missed career as midgit in back of Roman Chariot.”

At this, Lillian permitted herself a smile.  “Remember, you are mortal!  Back to my point.  You can cycle in the new cruisers and the older vessels out at a moderate rate.  We can go a little faster if you’r willing to stop production on the heavy cruisers, or to put the research and development issues on the back burner for a few years…”

“Were a decade behind, at least.  Im not sure the new Gauss Rifles are worth their cost, but the FSN has them, we dont, and the Coordinator wants to know why…”

“The coordinator can give us more money?”

“We know better.  The coordinator might give us an art museum.  In the shipyard.  For the edification of our workers.”

“So he wont give us more money.  And we need to change our force structure.  And we have a large collection of pretty good ships that dont fit where we are taking our navy.”

The two shared a comfortable silence, and a conspiratorial glance.

“It occurs to me that we know someone who needs ships pretty badly, and isn’t going to be building their own in job lots any time soon... “

“Brilliant”  A sarcastic sigh followed. “Do you honestly think the Coordinator would allow us to sell that much recently-refitted weight to a neighbor?”

“He might.  It’s not like they would point them at us, at least not this decade or the next - at which point it stops being our problem.  In the meantime, its a new navy that we get paid for, rather than paying for, pointed at the threat on one of our flanks.  Maybe next year we sell to the Illyrians and the Marians.  I’ll tell the Liao… I’ll tell him it’s a matter of cultural exchange.  We will put quotations from Lau-Tzu and Confucious on them.  Gold Dragons.  Ravel’s Bolero, god help us all, and Checkov’s Plays.  We tell the coordinator we're building bridges and bringing them into our sphere of influence.”

“They'll never be in anyone's sphere of influence, no matter what it costs them top stay out.  And sooner or later the coordinator is going to figure out that you're buttering him up.”

“Sooner or later?  He's known it for years.  But it's how the game is played. He ~likes~ being buttered up.  And unlike some of our opponents, he is a man of culture, and understands that the game has to be played.  And this will allow us to pivot hard to the newer classes, and in quantity.”

With that, the pair turned to look out the vast transparent aluminium windows of Nova Petersburg Naval Command Station.  In the distance, the Raspur-Owens-Ceres Fleetyards flickered in the darkness as another heavy cruiser cut her moorings to head out on builders trials.

“You know, boss, if we build everything we can… our problem won't be the Davions or the Mariks.  Our problem will be the Camerons.  What if the Hegemony gets nervous?”

“Strong or weak, they would come in time.  Better to be strong when they come.”

A questioning smile crossed her lips.  “Boom tomorrow?”

Not a smile in return.. Unless you count his eyes.  “There is always a boom tomorrow.”

“You are a pessimist”

“I am Russian.  We understand these things.”

Code: [Select]
Capellan Confederation, Turn Beginning 2380
Beginning Funds:         10.087
Sale, 6xCA Yang Wei Blk2, 12xDD Binzhou Blk 2                 60

Beginning Shipyards:                                                 Capella: 0/2/1/1
                                                                                Sarna: 0/2/1/1
                                                                                Aldebaran 0/2/1/1

Beginning Warships:
        CA Kuan Yin x 6         53.087
        CA Yangwei Blk 2 x6 58.41
        DD Binzhou Blk 2 x12         56.16
        JS Zencha x 20                                          12.478

Beginning  Stations:       
        DS Shao Bing x 600                                      18
        TS Habwr Diogel x 80                    29.32

Beginning  Jumpships: 10         5
Beginning  Dropships: 150         15
Beginning  Small Craft 400         4
Beginning  Fighters: 1400         7
Maintenance Assets:                 131.407

Expenditure(Billions)
Budget:         343
Reserves from Prior Turn:         10.087
Proceeds from Sales:         60
        413.087

Maintenance (Full)         65.7
Yard Upgrades
Capella 2->3 x 2         30
Sarna 2->3 x 2                 30
Aldebaran 2->3 x2         30

R&D, Ferro-Aluminium                 22.15
R&D, Mechs         31.01

R&D CL Pallada                 1.96
Production, CL Pallada x 18         141.37
Production, CA Kuan Yin x 6         53.562


Total:         405.752
Remainder:         7.335

Capellan Confederation, Turn Ending 2380
Ending Funds:         7.335
Ending Shipyards: Capella 0/0/3/1
Sarna: 0/0/3/1
Aldebaran 0/0/3/1


Ending Warships:
CA Kuan Yin x 12         106.174
CL Pallada x 18                 141.37
        JS Zencha x 20                                          12.478

Ending Stations:       
        DS Shao Bing x 600                      18
        TS Habwr Diogel x 80                    29.32

Ending Jumpships: 10                 5
Ending Dropships: 150                 15
Ending Small Craft 400                 4
Ending Fighters: 1400                 7
Maintenance Assets:                 337.492

CL Pallada
The debate between ‘specialization’ and ‘multirole’ in military matters is older than the argument between the legionary and the equites, and arguments are strong for each camp.  Specialists are just that, and are often the best possible at what they do.  Sometimes that specialization can buy capabilities that are simply impossible to achieve otherwise.

Other powers prefer generalist units.  Less capable in any single dimension than a specialist, they are vastly more capable outside that single dimension.  Capability traded for flexibility, on the idea that a  dozen good-enough can often be far better than two or three perfects.

The Binzhou class destroyers (little more than a frigate, really) were capable enough anti-pirate and raiders, but recent battles had shown the danger faced by small vessels pressed into the thick of battle - and had also shown that such vessels inevitably would have to be, and would be.  So something like a Binzhou in its ability to conduct anti-piracy operations, in speed and ability to conduct commerce warfare as well as to defend it, was needed.

At the same time, the Yang Wei was aging out of utility.  Whatever replaced her would need to be capable of the same high speed/high firepower tactics of the older Yang Wei, but also able to hold a place in the wall of battle in a way the specialized Yang Wei could not.

Thus the Pallada.  Unusually large for a light cruiser, but still a light cruiser in her role, she was to be agile on the helm, capable of 2G sustained thrust and just a hair under 3 in combat.  Light NAC turrets cover her flanks, both to protect her larger sisters and to provide crushing power in a high speed overrun situation.  Supporting them are nearly 100 barracuda tubes.  These allow the Pallada to protect herself and her sisters from enemy fighter formations, as well as allowing for standoff bombardment of high value immobile targets, and to supplement the NAC with a heavy wave of missiles when called upon to provide the high speed engagements of her older stablemate.  With nearly 100 tubes, it becomes possible to engage in standoff bombardment of the defense stations becoming more and more common in space, necessary for commerce raiding.  Two triple mounts of 55cm Naval Lasers each, fore and aft, give fire against pursuer or the pursued, and also allow Pallada to engage light spaceborn assets, or provide orbital fire support, without expending munitions.

Provision is made for just under 300 marines, including long-term sustainable berthing, as well as cargo sufficient for substantial deployment times - though not sufficient to support a deep raiding doctrine, it is not needed, as CCN doctrine in this era is based on broad but shallow attacks and counter-punching.

Code: [Select]
Class/Model/Name: Pallada Class Light Cruiser
Tech: Inner Sphere
Ship Cost: $7,788,592,000.00
Magazine Cost:         $65,280,000.00
Mass: 750,000
K-F Drive System: Compact, 16 Integrity
Jumpsail: 5 Integrity
Fuel: 5000 Tons
Maneuvering Drive
Safe Thrust:                 4
Maximum Thrust:                         6
Heat Sinks: 3600 (100%)
Grav Decks:  2x100m
Crew: 56 Officers
139 Ratings
138 Gunners
280 Marines (2nd Class Quarters)
50 Pilots and Deck Crew (2nd Class Quarters)
Escape Craft
60 Lifeboats
60 Escape Pods
Bays:
Bay 1, RBS: 8 Small Craft, 4 Doors
Bay 2, LBS:s 8 Small Craft, 4 Doors
Bay 3, Aft:    37,928 Tons Cargo, 2 Doors
Bay 4, Nose: 280 Marines, 2 Doors

Structural Integrity: 100
Armor Type: Improved Ferro-Aluminum
Armor: 960
Bow: 160
FR/FL: 160
AR/AL: 160
Aft: 160

Armament:
12xNaval Laser 55 6F, 6A
18xNAC/20 3 FR/FL/RBS/LBS/AR/AL
96xBarracuda 12xEach Facing

960 Rounds Barracuda
2400 Rounds NAC


Main Battle Mech 'Jian'
The Capellan Confederation was very late to battlemech procurement, having continued to rely on heavy tanks for thirty years after the first Battlemech set forth on combat trials in the neighboring Federated Suns.  In repayment for that tardiness, the CCAF took the opportunity to study its neighbors designs and tactics while they waited for the necessary reverse-engineering and prototyping of the complex myomers and actuators that a military battlemech required.

Feeling that lighter support and reconnaissance roles could still be filled by their existing vehicle designs, the Commonwealth focused on a heavy main battle unit for their first production Battlemech.  The Jian, or 'Sword', class Mech was a compromise worked out by the Sian-Ceres Armorworks.  Original designs had called for heavy particle cannon supplemented by short range missiles, but neither technology was mature enough for deployment.  As a stopgap, the PPCs were replaced with a pair of the bulky but reliable Wu 8cm Heavy Lasers, and the rescued tonnage was invested in updating the paired SRM4 launchers to a quartet of Sian-Ceres Jaguar 5 tube racks.  Some concerns were raised about the higher heat production of the multiple smaller mounts as the Jian is already heat-burdened, but it was felt that the ability to selectively deploy various specialty missile warheads, coupled with the paired bins allowing for flexibility in munitions loads, justified the heat.  As the range closes and the Long Range Missiles become ineffective, they are supported by a pair of Ceres Arms Medium Lasers, though the pilot will have to manage his fire carefully.  Finally, a pair of CeresArms 20mm Machine Guns under the machines chest serve to suppress any infantry that comes too close for comfort.

While certainly a capable machine, and a bit more polished than those of its neighbors, the Jian, at least in its 2384 configuration, showed its designers inexperience.  Its simple construction and easily accessed internals ensured that it required little maintenance and that easily performed, but the same simplicity penalized the Jian in other areas.  The multitude of poorly secured access panels made it difficult to protect the machines fragile actuator bundles from enemy infantry, and the robust simplicity of its internal layout prohibited cross-feeding of the LRM ammunition across the center torso - each pair of launchers may feed only from the ammo bay nestled beneath them.  Finally, difficulties in Gyro-Neurohelmet Synch would not be worked out until much later models, leaving the early examples of the Jian notoriously difficult to pilot in adverse conditions.

Code: [Select]
MBM-1 Jian
Mass: 75 tons
Chassis: CeresPlex VII
Power Plant: Vlar 300 Fusion
Cruising Speed:          43 kph
Maximum Speed:          65 kph
Advanced Motive: none
Jump Jets: none
Jump Capacity: none
Armor: ProtecTech 4
Cockpit: Standard
Armament:
2x Wu Heavy Large Laser
2xCeres Arms Medium Laser
2xCeres Arms Model 7 Machine Gun
4xSian-Ceres Jaguar LRM 5
Manufacturer: Inner Sphere
Communications System: Ceres Model 382
Targeting & Tracking System: Apple Churchill 250


Type: Jian
Technology Base: Inner Sphere / 2384
Ruleset: Standard (5th edition)
Tonnage: 75
Cost: 6,382,250 C-bills
Battle Value: 1,154

Equipment          Mass
Internal Structure: Standard 7.5
Engine: 300 19.0
Type: Fusion
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 16 6.0
Gyro: Standard 3.0
Cockpit: 3.0
Armor Factor: 208 13.0

Internal        Armor
Structure Value
Head          3 9
Center Torso          23 33
Center Torso (rear) 10
L/R Torso 16/16 22/22
L/R Torso (rear) 10/10
L/R Arms 12/12 20/20
L/R Legs 16/16 26/26

Weapons and Ammo Location Crits          Tons
Large Laser RA 2 5.0
Large Laser LA 2 5.0
Medium Laser RA 1 1.0
Medium Laser LA 1 1.0
Machine Gun CT 1 0.5
Machine Gun CT 1 0.5
LRM 5 RT 1 2.0
LRM 5 RT 1 2.0
LRM 5 LT 1 2.0
LRM 5 LT 1 2.0
Ammo (MG) 100          H 1 0.5
Ammo (LRM 5) 24          RT 1 1.0
Ammo (LRM 5) 24          LT 1 1.0

Quirks:  Rugged, Easy to Maintain, Exposed Actuators, Hard to Pilot, Static Ammo Feed - LRM






Deployments

Northern Operational Area:
Primary Base: Gan Singh
4xCA Quan Yin
4xCL Pallada

The coreward component is based out of Northern Command, over the agricultural world of Gan Sing, chosen for its central location within the Northern Operational Area, and conveniently within one jump of the yards over Aldebaran (an emergency jumpship messenger is kept in Aldebaran, beyond the jump limit, to carry warning at all times if need be).  Its area of responsibility consists of all of the Capellan Confederation 'North' of Aldebaran, as well as an area up to 90LY, 3 Jumps, south of Aldebaran, roughly along the 150ly 'South' line, measured from Terra.  The Coreward is one of the two 'swing' fleets, as it may be moved away from the Terran border to either reinforce or engage in separate actions along the FWL or FS border, as needed, as the Terran Hegemony is considered a relatively low-risk front.

Eastern Operational Area:
Primary Base:  St. Ives
4xCA Quan Yin
4xCL Pallada

Responsible for all space south of the 150LY line to the 300LY line and East of the 45LY line, the Eastern Fleet will move to support, or be supported by, the Core Fleet, or may engage in shared operations against the Federated Suns, if this becomes necessary.  However, only in the most desparate circumstances will it abandon its own operational area, as the Federated Suns is judged a relatively high risk front.

Western Operational Area:
Primary Base:  Sian
4xCA Quan Yin
4xCL Pallada

Responsible for all space south of the 150LY line to the 300LY line and West of the 45LY line, the Eastern Fleet will move to support, or be supported by, the Core Fleet, or may engage in shared operations against the Free Worlds League, if this becomes necessary.  However, only in the most desperate circumstances will it abandon its own operational area, as the FWL is judged a high risk front.

Southern Operational Area:
Primary Base:  Grand Base
6xCL Pallada

Responsible for all space south of the 300LY line, the Southern fleet is often a training ground for young captains, and is regarded as a prestige appointment due to the wide open spaces and opportunities for advancement that come from independent command.  The vessels of the Southern Operational Area are mainly disaster response and anti-piracy focused, and may easily be called in support of other borders, as the Southern Operational Area is considered a very low risk front, and elements or even the entirety of the Southern Fleet will be seconded to other fronts in the event of tension or war.
« Last Edit: 13 May 2020, 12:39:53 by marcussmythe »

marcussmythe

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Re: Warship Arms Race - The In Character Stuff
« Reply #51 on: 11 May 2020, 14:03:07 »
Terran Hegemony Turn 4 2380-2390

“The Capellans have really big multirole cruisers?”

“Yes, Director Cameron”

“And the Fedsuns have big special dropships and collars to carry them on?  And Giant Railguns?”

“Yes, Director Cameron.  Though we call them Naval Gauss Rifles.”

“And the Lyrans are building big ships with lots of guns on the side?  A whole lot of guns, I’m told?”

“... yesss… Director Cameron?”

“Well, then build us something better!”

“Better how, Director Cameron?  You want bigger?  We can upgrade our yards.  Our current ships are multirole and flexible, not focused on pure armament - we can build gunships and probably work out the big Fedsuns Gauss Rifles.  Or do you mean that you want something to carry the new dropships the Fedsuns has in service?”

“Yes.”

“Flexible multirole pure-gunships, really large?  With collars and the new dropships?”

“Yes.”

"Shall we install the flying horses, as well?"

"What was that?"

…  “Yes, Director Cameron.  That was a Yes."

Code: [Select]
Terran Hegemony, Turn Beginning 2380
Beginning Funds:  53.985B
Beginning Shipyards:         Terra: 2/2/2/2/1
Keid:  2/2/1/1
Thorin: 1/1/1
Terra Firma: 1/1/1
New Earth: 1/1/1
Yorii:  1/1/1
Graham IV 1/1/1

Beginning Warships:          BB Dreadnought x 6 48.618B
                                        CA Constitution x 20 164.4B
BC Black Lion x 12 84.084B
TT Dart x 13 149.870B
CL Cruiser x 27 201.420B
DD Lola x 22 159.696B
SC Bonaventure x 40 211.512B

Beginning Jumpships:  80 40B
Beginning Dropships:  300 (Light) 90B
Beginning Small Craft 1,200 12B
Beginning Fighters: 3000 15B


Turn Accounting          Income/Cost (Billions)
Starting Funds:         +53.985
Scrap, TT Dart x 13         +37.468
Revenue: +775

Maintenance -513.365
R&D:  Medium Dropship         -87.5
R&D:  Naval Gauss -87.5

Terra 4->5x1         -25
RnD, Typhoon Class         -7.462
Production, Typhoon Class x 4         -119.391
Production, Medium Dropship x 80         -40


Remainder: -13.765



Terran Hegemony, Turn Ending 2380
Ending Funds:  -13.765
Ending Shipyards:         Terra: 2/2/2/1/2
Keid:  2/2/1/1
Thorin: 1/1/1
Terra Firma: 1/1/1
New Earth: 1/1/1
Yorii:  1/1/1
Graham IV 1/1/1

Ending Warships:          DN Typhoon x 4 119.391B
                                        BB Dreadnought x 6 48.618B
                                        CA Constitution x 20 164.4B
BC Black Lion x 12 84.084B
TT Dart x 13 149.870B
CL Cruiser x 27 201.420B
DD Lola x 22 159.696B
SC Bonaventure x 40 211.512B


Ending Jumpships:  80 40B
Ending Dropships:  300 (Light) 90B
                                        80 (Medium) 40B
Ending Small Craft 1,200 12B
Ending Fighters: 3000 15B
   


Typhoon Class Dreadnought

“Yes, Director Cameron”

Code: [Select]
Class/Model/Name: Typhoon
Tech: Inner Sphere
Ship Cost: $29,599,348,000.00
Magazine Cost: $248,440,000.00
BV2: 139,453

Mass: 1,220,000
K-F Drive System: Compact (25 Integrity)
Jump Sail:  (6)
Power Plant: Maneuvering Drive
Safe Thrust: 2
Maximum Thrust: 3
Fuel:  9000 Tons
Heat Sinks:  3516 (100%)
Drop Collars:  20
Grav Decks: 4x100m
Escape Pods: 60
Life Boats: 60

Bays: Bay 1, Nose:  20 Fighters, 4 Doors
Bay 2, Aft:  6 Small Craft, 40056 Tons Cargo, 4 Doors

Other Notes:  LNCSS


Crew And Passengers:
66 Officers in 1st Class Quarters
223 Crew in 2nd Class Quarters
98 Gunners and Others in 2nd Class Quarters
70 Bay Personnel

SI:  90
Armor Type: Improved Ferro-Aluminum, 1372 pts
Fore: 200
Fore-Left/Right: 243/243
Aft-Left/Right: 243/243
Aft: 200

Armament:
36 Naval Gauss Rifle Heavy (6 each Front Sides, Rear Sides, Broadsides) 100rnds/ea
12 Naval AC 40 (6 Each Nose, Aft) 50rnds/ea
24 Naval Laser 35  (4 all but broadsides)
80 Machine Gun (IS) (10 each side) 100 rnds/ea
« Last Edit: 11 May 2020, 14:19:32 by marcussmythe »

Smegish

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Re: Warship Arms Race - The In Character Stuff
« Reply #52 on: 12 May 2020, 03:50:11 »
Rim Worlds Republic Turn 2380

As the 2370s were ending the Rim World Navy took stock of what they had, what worked and what could be improved. Research into the Particle Cannons  the Lyran Commonwealth had made such heavy use of had finally bore fruit and they had working designs entering production as the decade came to a close. The size of the fleet had been deemed sufficient, except that recent rumblings from across the border have deeply concerned some members of RWN Command. The sale of another Vittoria, this time a brand new Block II vessel, to the Rasalhagians will be completed as soon as the vessel is leaves the yard at Golandrinas. I have recommended giving the Rasalhagians a license to build our Aspida gun satellites, as this will reduce how many RWN vessels need to be kept in PoR space to keep the Kuritans from visiting.

The report on the capabilities of each class of vessel in the fleet is as follows:

Quote
Sagittarius-class Missile Destroyer

- Superior armour to the standard Vittoria.
- Missile-heavy armament effective against pirates, but yet to be truly tested.
- Point Defense system vastly superior to Vittoria, capable of resisting all but the heaviest of missile attacks.
- Anti-fighter armament insufficient to stop fighter attacks alone, need to rely on onboard fighter complement.


Ichnilátis-class Corvette

- Speed more than sufficient to chase down any known ship except Snotra. Any further increase in thrust would cripple ships combat load, reducing it to scout and courier roles only.
- Sensors vital for fleet scouting role.
- Should not engage anything tougher than pirates alone.
- Lacks sufficient AA to defend itself from heavy fighter attack.

Vittoria-class Destroyer

- 30 Years of solid service
- Dangerously under-armoured for modern battle line
- Class-30 Naval Autocannon range too short to rely on for main armament.
- Recommend upgrade to Naval Particle Cannons and improved armour compounds.


Neighbouring Nation's fleet strengths have also been reviewed:

Quote
Principality of Rasalhague

- Their one domestically designed ship shows promise, though still short on AA and PD ordnance.
- Rest of fleet consists of second hand ex-THN ships, as well as the former RWS Larissa, with all their pre-existing flaws.
- Currently friendly and tired after a long war with Draconis Combine.

Threat Level: Low-Minimal.
In no condition to launch a serious assault on our territory even if they wanted to. Recommend we continue with the long term plan to ingratiate ourselves and work towards a peaceful integration.

Draconis Combine

- Fleet size is impressive, despite constant casualties
- All older ships show flaws. Fubuki and Kutai are very thinly armoured, Ikioi is very well armoured, but lacks teeth
- Fleet speed limited to 2.5G, allows for our fleet to choose engagement range at will.
- Substantial industry allows for rapid replacement of ship losses.

Threat Level: Low.
Would be Medium, but distance and the large number of other threats to their borders limits their ability to threaten our homeworld.

Lyran Commonwealth

- Like the DCA, their limited fleet speed allows us to engage or disengage almost at will.
- Intel reports both Heimdallr and Mjolnir very heavily armoured, while still having enough firepower to be dangerous in any engagement.
- Carry improved sensors as standard, as well as heavy fighter complement
- Also have high industrial capacity to replace losses with.

Threat Level: Very High.
Would be Existential, but like the Combine threats on other borders limits how much effort they can focus on us. Saying that, all effort should be spent to avoid war with the LCN, short of surrendering sovereign territory.

Vittoria II-Destroyer

A fairly substantial refit of the old design, the Block II Vittoria replaces the previous armour plate with newer Ferro-Aluminium, giving almost fifty percent better protection for the same thickness. The ship is also home to an almost completely redesigned main gun layout, with two twin turrets to be found in each quarter, each turret home to either a pair of Class-30 Naval Guns or the Heavy Particle Cannons that have just entered service. A single triple turret of 55cm Lasers are mounted fore and aft to cover any blind spots the main guns may have.

The Anti-fighter guns and point defense systems have been improved, with heavy batteries of both to be found along both broadsides of the ship. These upgrades came at the cost of the missile battery which was removed to make space. This is not seen as a great loss, as Vittorias are intended to serve alongside the Sagittarius DDG anyway.

Code: [Select]
Class/Model/Name: Vittoria II
Tech: Inner Sphere
Ship Cost: $6,724,502,000.00
Magazine Cost: $21,840,000.00
BV2: 58,852

Mass: 450,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Improved Ferro-Aluminum
Armament:
6 Naval Laser 55
76 AC 10
100 Laser Small
8 Naval PPC Heavy
8 Naval AC 30

Class/Model/Name: Vittoria II
Mass: 450,000

Equipment: Mass
Drive: 108,000.00
Thrust
Safe: 4
Maximum: 6
Controls: 1,125.00
K-F Hyperdrive: Compact (11 Integrity) 203,625.00
Jump Sail: (4 Integrity) 53.00
Structural Integrity: 75 33,750.00
Total Heat Sinks: 3438 Single 2,929.00
Fuel & Fuel Pumps: 10000 points 4,080.00
Fire Control Computers: 100.00
Armor: 453 pts Improved Ferro-Aluminum 675.00
Fore: 76
Fore-Left/Right: 76/76
Aft-Left/Right: 76/76
Aft: 73

Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 2 100.00
Medium: 0.00
Large: 0.00
Escape Pods: 0.00
Life Boats: 30 210.00

Crew And Passengers:
32 Officers in 1st Class Quarters 320.00
103 Crew in 2nd Class Quarters 721.00
52 Gunners and Others in 2nd Class Quarters 364.00
102 Bay Personnel in 2nd Class 714.00
1st Class Passengers 0.00
2nd Class Passengers 0.00
100 Steerage Marines 500.00

Bay #1: Fighters (36) - 6 Doors
Bay #2: Small Craft (6) - 1 Door
Bay #3: Cargo (24620 Tons) - 1 Door

Naval AC/30 Ammo - 240 Rounds (30/gun)
AC/10 Ammo - 760 Tons (10 tons/gun)

Nose:
3 x NL/55
6 x AC/10
10 x SLas

FL/FR:
2 x HNPPC
2 x NAC/30
6 x AC/10
10 x Slas

LBS/RBS:
20 x AC/10
20 x SLas

AR/AL:
2 x HNPPC
2 x NAC/30
6 x AC/10
10 x SLas

Aft:
3 x NL/55
6 x AC/10
10 x SLas

Code: [Select]
Year: 2380 Value in Millions
Money Available $157,000
Remaining from Last Turn $2,527
Available Shipyards

Apollo 0/2
Golandrinas 0/1
Icar 1


Repairs

Maintanence 50% $86,324
Prototype Cost 0 $0
0 $0
Variant Vittoria II 6746 $675
$0
Construction Unit Price
Shipyards 0 $0



Stations Tartarus 5 315 $1,575
Aspida 30 152 $4,560
Warships Vittoria 0 6,528 $0
Vittoria II 1 6,746 $6,746
Saggitarius 2 5,958 $11,916
Ichnilátis 4 5,189 $20,756
Refits Vitt > Vitt II 8 218 $1,744
$0
Jumpships 5 500 $2,500
Dropships 30 300 $9,000
Fighters 360 5 $1,800
Small Craft 60 10 $600
Research NPPCs 1 $17,990 $17,990

Total Spent $166,185

Income Aspida License 60 8 $480
Vittoria II sale to PoR 1 $7,000

Remaining $822

EDIT: Fleet Deployment, Jan 1 2380:

The fleet is formed in 5 squadrons, the first four of which contain 2 Vittoria and 1 Sagittarius, the fifth (Epsilon) containing the 4 Ichnilátis which patrol the space between the Republic and the Lyran Commonwealth.

Alpha - Based in Apollo and patrolling the 'northern' reaches of the Republic
Beta - Based in Golandrinas, patrols the 'west' and 'south'
Gamma - Based in Icar, patrols the 'east'
Delta - Based in New Oslo, guards the 'Four Corners' and is on call to defend the PoR if needed.
Epsilon - Based in Golandrinas, focuses its patrols in the region between Blackjack and Seiduts.

Fleet Deployment, Jan 1 2379

The fleet has undergone some reorganisation, but remains in 5 squadrons, 3 with a pair of Vittoria IIs, Sagittarii and 1 Ichnilátis each. The 4th is a pair of Vittoria IIs and 1 Ichnilátis. The 5th is the remaining 4 Ichnilátis.

Alpha - Based in Apollo, covers the region north of Apollo, from Gotterdammerung to Star's End.
Beta - Based in Golandrinas, covers west and south of Apollo, from Bone Norman to Trell.
Gamma - Based in Icar, covers the east, from Maxie's Planet to New Caledonia.
Delta - Based in New Olso, watches the 'Four Corners' and provides additional defence to the PoR as needed.
Epsilon - Based in Golandrinas, continues to watch the unclaimed territory between the RWR and LC for pirates and other hostile activity.
« Last Edit: 14 May 2020, 01:44:21 by Smegish »

Intermittent_Coherence

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Re: Warship Arms Race - The In Character Stuff
« Reply #53 on: 12 May 2020, 22:12:11 »
Ugh.

Bad enough that the TC was arbitrarily given a much smaller budget, but now it's been dragged by the nose into a heavily contrived conflict with the GM pets.

kindalas

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Re: Warship Arms Race - The In Character Stuff
« Reply #54 on: 12 May 2020, 22:28:49 »
Ugh.

Bad enough that the TC was arbitrarily given a much smaller budget, but now it's been dragged by the nose into a heavily contrived conflict with the GM pets.

I have no idea where you got that idea.

Considering the TC is one of the GM's pets and it is a smaller nation so it gets a smaller budget.

But thanks for joining the IC thread.

marcussmythe

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Re: Warship Arms Race - The In Character Stuff
« Reply #55 on: 12 May 2020, 22:31:56 »
If we could keep discussions like this to the OOC thread, please, so this one stays easily readable as an archive of whats going on in game?

VensersRevenge

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Re: Warship Arms Race - The In Character Stuff
« Reply #56 on: 13 May 2020, 15:20:54 »
Free Worlds League, 2380

History:
With the failure of the Marik’s at Giausar to defeat the heavier and more combat focused Lyran Navy, Captain Admiral Michaels knew he could no longer stall on creating a more offensively powerful navy, even if it would cost more than he was eager to spend. Even cutting out the secondary ships that had provided the League with so much strategic flexibility down to just replacing losses would still require the Navy to put on debt, but Michaels felt it was necessary. While upgrading shipyards was expensive and would make Atreus in particular a target, it would pay for itself in the long run as more efficient Cyrus’ were produced to supplement Marik’s that, while flexible, were simply too expensive for their ability to hold the battle line. This still left Michaels with many decisions to make to ensure the Free Worlds League would continue to prosper. The first thing he had to do was deal with Admiral Zeno. While Imstar Aerospace’s exaggerations certainly played a role in the Giausar debacle, Zeno’s impetuousness forced a confrontation at a disadvantage, and put Michaels in the position of having to prepare for combat before he was ready. Unfortunately, the public did not see Zeno that way, but as a hero for “standing up to” the Lyrans, so Michaels couldn’t cashier him, but he could reassign him. Vice-Admiral Heihachiro was promoted to Admiral and put in charge of the Lyran Squadron, while Zeno was “rewarded” with a staff position where Michaels could keep an eye on him. As Cyrus’ rolled out, Michaels changed the deployment plans. While the Capellan and League squadrons still got one as a flagship, the other Cyrus’ were rolled into the Stewart fleet, creating an extremely powerful reserve under Michaels' command to respond to any intrusions of the League’s borders. He still hoped that it would wait just a few more years so the Jardine yard would be complete and his masterstroke could be unveiled, but Michaels is ready to defend the League whenever necessary.

Turn:
Code: [Select]
Year: 2380      Value in Millions
Money Available 352,000
Remaining from Last Turn
Available Shipyards

Atreus                   0/2
Irian       0/2
Loyalty       0/2
Regulus                 1
Jardine (secret)      3
Repairs 9,000

Maintenance 50% 164,172                                                                               
Construction Unit Price
Shipyards
        Jardine              S3>S4             40,000
                    Atreus              Both S2>S3     45,000
                     Irian                  S2>S3            30,000
Warships Cyrus 6          54,732

Jumpships 0 500        0
Dropships 8 300   2,400
Fighters             76     5      380
Research Naval Gauss                                      36,160
Total Spent     381,464

Income Remaining -29,464
Doctrine Changes:
The conflict on Giausar proved that Marik’s would need to be in groups to compete with larger and more directly combat-designed warships, forcing a change in fleet doctrine. Instead of Marik’s on the Capellan and Lyran borders constantly patrolling individually or in small groups, they would form up with their new Cyrus flagships in a united squadron. The large number of jumpships, and cargo dropships, would be used as picket forces on the Lyran and Capellan borders to inform the squadrons if enemy forces cross the border. While this will make preventing invasions difficult, it is felt that a counter attack will have a higher chance of success, and Marik’s battlemech forces will give them an advantage on the ground that their neighbours are only beginning to counter. The Marik’s deployed on the League’s Periphery border are not reorganized this way, as it is felt that with minimal dropship and fighter support they can deal with pirates and minor Periphery attacks as it is. Similarly, the Stewart fleet is already organized into a united reserve, so little is changed for them. Finally, the Talwar corvettes are in theory supposed to coordinate with the Capellan squadron, their new Commodore Allison is at best loosely communicating with Admiral Muric in the Capellan Squadron. While she is unlikely to launch an attack without direct orders, if the Capellans attack her response is likely to be unpredictable and audacious.

Code: [Select]
Free Worlds League Navy:
Marik Destroyers:
Stewart System:
FWLS Marik
FWLS Oriente
FWLS Irian
FWLS New Delos
FWLS Stewart
FWLS Tiber
FWLS Loric
FWLS Alula Borealis
Periphery Border:
FWLS Atreus
FWLS Loyalty
FWLS Tamarind
FWLS Sardis
Capellan Squadron:
FWLS Regulus
FWLS Kanata
FWLS Gibson
FWLS Bismarck 
Lyran Squadron:
FWLS Clipperton
FWLS Thermopolis (Repaired)
FWLS Kalidasa (Repaired)
FWLS Solaris Lyran Border
Talwar Corvettes:
FWLS Talwar - Capellan border
FWLS Tegha - Capellan Border
Cyrus Cruisers:
Flagships:
FWLS Cyrus - Flagship Stewart Fleet
FWLS Darius - Flagship Capellan Squadron
FWLS Xerxes - Flagship Lyran Squadron
Stewart System
FWLS Cambyses
FWLS Artaxerxes
FWLS Achaemenid
Personalities of the early Free Worlds League Navy:
-From Admiral’s of the Black Sea the NVHIST 137.3’s textbook at Lloyd Marik-Stanley Aerospace School

Captain Admiral Domenic Michaels:
“Always remember, that the triumph of the British navy was not just due to it’s Nelsons and Cochranes, or to it’s legendary discipline; but due to planning, position, and logistics. We cannot assume that we will have an advantage in our naval size especially if, gods forbid, we fight the Hegemony, nor can we assume that we will have better technology or more brilliant leaders when we go into combat. That is the best way to guarantee our defeat. What we can do is plan, and build up our logistics, and win in the long term. We are called a nation of shopkeepers, but so were the British, and keeping shop is what gave them the tools for victory.”
-Speech to his officers, 2378

The founder of the FWLN, Michaels is often seen as the height of a Marik naval officer, which is something that few would have expected before he took the reins of power. Only 32 when he was appointed Captain Admiral, Michaels was not a civilian jumpship captain nor a Terran deserter before he became Captain Admiral, he was a history professor at the University of Marik. Having taught Geraldine Marik a naval history class, he impressed her with his knowledge of managing a naval power and his keen understanding of the importance of logistics. Although his early days in charge of the nascent FWLN included dealing with nobles who felt that they should be in charge; Michaels soon surprised everyone, including himself, by showing a keen skill in politics. Quickly becoming the father of the navy, Michaels was able to inspire his men and hold their deep respect. This respect allowed Michaels to largely focus on an economic and logistical buildup before launching offensive actions, but it also created a Navy that was united by respect for the man, not the institution. It would be a challenge for his successor to ensure the Navy does not fall into fratricidal infighting that has proven the League’s curse.

Admiral Vincent Heihachiro:
“If wooden ships required iron men, then my ships demand men of neutronium! The Captain Admiral is soft, and only demands excellence, I demand perfection! That is the second virtue of a sailor, the first is obedience! You do not have the whole picture, so you must instantly obey those that do!Your honour is in your obedience, and in your perfection!”
-Twice daily speech to the crew of the ship Heihachiro commands

Coming from a long line of Japanese naval officers on his father’s side and English on his mothers, Heihachiro was raised on tales of naval prowess. He grew up into someone who saw the navy as everything, and demands all others see it as everything as well. Almost ridicu;ously conservative, he was known to complain that the navy did not use the lash to instill discipline like in the olden days. His conservatism includes a fanatical reliance on the chain of command, which meant that Heihachiro’s foibles were limited as long as Michaels was his superior officer, but many captains feared what would happen if he succeeded Michaels. Heihachiro’s absolute focus on discipline and respecting the chain of command means that ships under his command show much higher levels of technical skill than those drilled under other admirals, but their unwillingness to diverge from his commands means that opportunities are not seized that could bring glory to the FWLN.

Admiral Jakob Zeno:
“While I will acknowledge Giausar was less than successful, that ultimately is the fault of Imstar Aerospace, both for misinforming me and for making inferior fighters. If they had designed their fighters better, my brilliant strategy would have worked perfectly. But without my strategy, think about how much worse it could have been? At least the Lyrans have learned to fear the FWLN and Admiral Zeno”
-Response to reporters asking about the Battle of Giasaur 2377

A favourite of the Marik Commonwealth, and a scion of a water purifier magnate, Admiral Zeno sees the Navy as the best way to gain glory and his father’s respect. Although his rise to Admiral in charge of the Lyran border was certainly helped by his connections, Zeno is also a genuinely talented commander skilled at thinking on his feet. But when the opportunity to gain glory at Giausar appeared he took it without thinking of the potential risks. Zeno proved his skill by salvaging his command with relatively low losses, but he still cost hundreds of people their lives by fighting a battle he was unlikely to win. Michaels is hoping that by placing Zeno directly under him he can teach him to think about the long term instead of just short term glory, but right now Zeno is a skilled commander weighed down by his overaggressive personality and need to be important.

Admiral Esfir Muric:
“The first priority of a state is to protect its people. The Navy, as with all militaries, is an extension of the state. Thus, the first priority of the navy is to protect the people. This is what we are charged to do. Many in the League would then say that other states, and other navies, do not understand this is proof that the multicultural democracy of the League is a strength that others lack, and should liberate those unfortunates who have to live under tyrannical oppression. This is true, but it is limited. We must first master ourselves before we can tell others that are fit to be their master. The Navy must treat its people with the respect they deserve before they can extend their protection to the oppressed of other states. Whether through pride, apathy, conservatism, or recklessness we prevent ourselves from doing this, we will fail to be a Navy that can prevail.”
-From Philosophy of Naval Power written by Muric is 2379

A religious scholar and philosopher as well as a naval officer, Muric is a unique officer that most of the FWLN is uncertain how to respond to. Her studies have led to a strong belief that no matter what, the protection of civilians is the ultimate priority of herself and the FWLN. While every commander would agree to this in principle, except maybe Heihachiro, her extreme dedication to this sets her apart. Although her beliefs have not been tested in real combat yet, in simulations she has frequently sacrificed ships to protect civilian jumpships and dropships, including in one case civilian ships that were on the same side as the OpFor. This dedication has not endeared her to more militaristic officials, who do not understand her ideals but hold them in contempt, although the civilians on Capellan border worlds have responded well to having someone who values their lives so much with an outpouring of support. Michaels, with his academic background, can bridge the gap between Muric and other officers, but neither side is likely to work well together once he retires.

Admiral Harkiran White:
“Offended at not receiving a Cyrus? Why would I be? When you’re in the Periphery, light-years away from support, having a few more guns is meaningless. Having the collars to transport colonists and supplies, or to bring more fighters or add assault dropships to your force, well that’s useful. That’s flexible. And I’ll take that any day of the week.”
-Interview with Tamarind Weekly, 2385

The Admiral of the ships on House Marik’s Periphery border, White is an independent man on a border that requires independence, and is at his best commanding just his own ship. On any other border. He would only be fit to be a captain, as his skills at commanding a single ship are only matched by his inability to coordinate multiple capital ships and their attendant fleets. But he is extremely skilled at negotiating the wild borders of the Periphery, and training his captains to do the same thing. So he is left at admiral in the Periphery, leaving him with little chance of promotion to Captain Admiral, a limitation he is happy to accept in return for getting to make his mark helping expand the League further into the Periphery.

Commodore Isabella Allison:
“So I took a gamble, what’s wrong with that? You can never remove chance from warfare no matter how hard you beat your crews into compliance. And even if you could, you could never achieve as much as a skilled gambler could when they play their cards right. We have potential enemies on all sides, we will never win by refusing to take risks.”
-Recorded response to Admiral Heihachiro criticizing her actions with ALEXA, 2376

Recently put in charge of the Talwar corvettes on the Capellan border, Allison runs the thin line between audacity and recklessness. Unlike the other flag officers, who see the Talwar’s as a boondoggle, Allison loves them. The speed and aggression, not to mention the near-insanity required to use them effectively, fits Allison’s willingness to gamble to achieve extreme results. Her public praise of the Talwar has also won her the support of the Selaj family, which combined with her relations to Oriente’s Allisons makes her practically untouchable. This is good for her because her aggressiveness and her actions with Operation ALEXA have caused her to gain many critics, most obviously Heihachiro.
« Last Edit: 13 May 2020, 19:16:20 by VensersRevenge »
...Is this just fantasy?
Warship Arms Race III
https://bg.battletech.com/forums/index.php?topic=84031.0

Jester Motley

  • Corporal
  • *
  • Posts: 86
Re: Warship Arms Race - The In Character Stuff
« Reply #57 on: 13 May 2020, 20:00:18 »
Federated Suns 2380

Code: [Select]
Federated Suns Turn report:                   
Turn:                          4             
Turn Date:                    2380           
                                             
Fiscal:                                       
Base Budget:                  366000         
Carryover From previous turn: -43           
Bonus/Loss:                    20500         
Total Budget for turn:        386457         
                                             
Maintenance:                  115622.5       
Research:                      128977.1       
New Aquisitions:              49984         
Yard Additions/Upgrades:      50000         
Surplus for next turn/Warchest 41873.4       
                                             
Research:                      PPC           
                              Ferro-Carbide 
                              ECM           
                                             
                                             
Existing Yards:                               
Planet                        L1    L2    L3    L4    L5    L6    L7    L8    L9    L10  Castles Br
TOTAL                          3    3    2    1    0    0    0    0    0    0    0   
Delevan                        1    1    1    1                                             
Layover                        1    1    1                                                   
New Syrtis                    1    1                                                         
                                             
Yard upgrades/moves:                         
                                             
Upgrade LV4->5                1             
                                             
End of Turn Yards:                           
Planet                        L1    L2    L3    L4    L5    L6    L7    L8    L9    L10  Castles Br
TOTAL                          3    3    2    0    1    0    0    0    0    0    0   
Delevan                        1    1    1    0    1                                       
Layover                        1    1    1                                                   
New Syrtis                    1   
                                             
Starting Ships:                               
None                                         
                                             
Starting Minor Vessels:                       
                              Fighter        4275           
                              Adv. Fighter    0             
                              Small Craft    2150           
                              Light DS        105           
                              Med DS          25             
                              Hvy DS          0             
                              JumpShip        35             
                                             
New Minor Vessels:                                            Total EOT:     
                              Fighter        500            4775           
                              Adv. Fighter    0              0             
                              Small Craft    100            2250           
                              Light DS        0              105           
                              Med DS          0              25             
                              Hvy DS          0              0             
                              JumpShip        0              35             
                                             
Warships:                                     
                                             
New Designs                    Built this Turn
-                              -             
                                             
Existing Designs:              Built this Turn Refit:          Starting Number Total:          Mothballed:                   
Outpost Space Station (Recharg 0              0              40              40              0             
Bailey Space Station (Defense) 0              0              20              20              0             
Gladius (Destroyer/Defense)    2              0              5              7              0             
Hornet (Light Carrier)        1              0              2              3              0             
Rapier (Fast Frigate)          1              0              4              5              0             
Terrier (Corvette/Scout)      0              0              5              5              0             
Cabellus (AFS Collier/Combat S 0              0              2              2              0             
Achilles (Cruiser)            0              -1              1              0              0             
Achilles-B-A1 (Cruiser)        2              1              0              3              0                       
                             

Refits:
Achilles-B-A1-class Cruiser Refit
With the unsuccessful attempt to rush the namesake Achilles into readiness for the Taurian Campaign, the engineers had the chance to do extensive stress testing of the new systems.  On paper, the Achilles was a solid design, but practical trials showed that she had extensive Fire control issues, heavily crowded gundecks, and CiC issues with inadequate sensors and combat environment information.  Combined with several technology breakthroughs that occurred in the final construction, trials, and engineer testing, the call was made to upgrade her 2 sister ships, whose keels had already been laid, but where changes could be done with minimum added costs.

Her gun decks were broadside gun decks were simplified by reducing the number of barrels, but substantially increasing their sizes.  In addition, the primary fighting decks were cleared of secondary weapon systems, relying on her Naval lasers and Missiles for anti-vehicle defenses, and her considerably strengthened secondaries on her fore and aft corners.  Eschewing the venerable heavy caliber machine guns for small laser mounts along with reducing the number of autocannon barrels is hoped to give the Achilles longer legs.  Though the ammunition feed systems were removed for the machine guns, it was noted by an engineer that the ammo vaults shared a wall with the Gauss rounds.  As there was little that could be done with the space, substantially more Gauss slugs were added to the Ache's stores, allowing her to shoot for more than 5 hours of continuous fire from her broadside weapons.  While the brand new small PPC mounts are lighter than the autocannons they're replacing, they're heavier than the large diameter lasers, and the longer and larger engagement envelope is hoped to counter the overall reduced short range punch.

An extensive overhaul was given to her electronics package, incorporating the best sensors available to the FedSuns, and adding in the newest ECM capabilities on top of it.  And last, but not least, was the upgrade to the new Ferro-Carbide armor that was just starting to come off the factor lines thanks to the near-alchemy magic of the RnD dept.  The upgrade added nearly 25% more armor all around, making it more than 3 times as thick as the "high-tech" plating on the Gladius destroyer.  giving the Achilles the greatest resiliency of any of the FedSun warcraft.

Code: [Select]
Class/Model/Name: CA-100 Achilles-B-A1 Refit
Tech: Inner Sphere
Ship Cost: $10,493,566,000.00
Magazine Cost: $18,000,000.00
BV2: 119,915

Refit Cost: $632,000,000

Mass: 1,000,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Ferro-Carbide
Armament:
24 Naval PPC Medium
34 Naval Laser 55
80 PPC
180 Laser Small
40 AC 20
10 Naval Gauss Rifle Light
10 Naval PPC Heavy
10 Capital Launcher Barracuda

Class/Model/Name: CA-100 Achilles-B-A1 Refit
Mass: 1,000,000

Equipment: Mass
Drive: 180,000.00
Thrust
Safe: 3
Maximum: 5
Controls: 2,500.00
K-F Hyperdrive: Compact (21 Integrity) 452,500.00
Jump Sail: (5 Integrity) 80.00
Structural Integrity: 110 110,000.00
Total Heat Sinks: 9830 Single 9,185.00
Fuel & Fuel Pumps: 12500 points 5,100.00
Fire Control Computers: 14,162.00
Armor: 1826 pts Ferro-Carbide 2,200.00
Fore: 305
Fore-Left/Right: 305/305
Aft-Left/Right: 305/305
Aft: 301

Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 2 100.00
Medium: 2 200.00
Large: 0.00
Escape Pods: 50 350.00
Life Boats: 50 350.00

Crew And Passengers:
67 Officers in 1st Class Quarters 670.00
178 Crew in 2nd Class Quarters 1,246.00
156 Gunners and Others in 2nd Class Quarters 1,092.00
60 Bay Personnel 0.00
36 1st Class Passengers 360.00
224 2nd Class Passengers 1,568.00
Steerage Passengers 0.00

# Weapons Loc Heat Damage Range Mass
4 Naval PPC Medium Nose 540 360 (36-C) Extreme-C 7,200.00
4 Naval Laser 55 Nose 340 220 (22-C) Extreme-C 4,400.00
20 PPC Nose 200 200 (20-C) Medium 140.00
30 Laser Small Nose 30 90 (9-C) Short-PDS 15.00
4 Naval PPC Medium FR 540 360 (36-C) Extreme-C 7,200.00
4 Naval Laser 55 FR 340 220 (22-C) Extreme-C 4,400.00
10 AC 20 FR 70 200 (20-C) Short 140.00
10 PPC FR 100 100 (10-C) Medium 70.00
30 Laser Small FR 30 90 (9-C) Short-PDS 15.00
5 Naval Gauss Rifle Light RBS 45 750 (75-C) Extreme-C 22,500.00
5 Naval PPC Heavy RBS 1125 750 (75-C) Extreme-C 15,000.00
5 Naval Laser 55 RBS 425 275 (27.5-C) Extreme-C 5,500.00
5 Capital Launcher Barracuda RBS 50 100 (10-C) Extreme-C 450.00
4 Naval PPC Medium AR 540 360 (36-C) Extreme-C 7,200.00
4 Naval Laser 55 AR 340 220 (22-C) Extreme-C 4,400.00
10 AC 20 AR 70 200 (20-C) Short 140.00
10 PPC AR 100 100 (10-C) Medium 70.00
30 Laser Small AR 30 90 (9-C) Short-PDS 15.00
4 Naval PPC Medium FL 540 360 (36-C) Extreme-C 7,200.00
4 Naval Laser 55 FL 340 220 (22-C) Extreme-C 4,400.00
10 AC 20 FL 70 200 (20-C) Short 140.00
10 PPC FL 100 100 (10-C) Medium 70.00
30 Laser Small FL 30 90 (9-C) Short-PDS 15.00
5 Naval Gauss Rifle Light LBS 45 750 (75-C) Extreme-C 22,500.00
5 Naval PPC Heavy LBS 1125 750 (75-C) Extreme-C 15,000.00
5 Naval Laser 55 LBS 425 275 (27.5-C) Extreme-C 5,500.00
5 Capital Launcher Barracuda LBS 50 100 (10-C) Extreme-C 450.00
4 Naval PPC Medium AL 540 360 (36-C) Extreme-C 7,200.00
4 Naval Laser 55 AL 340 220 (22-C) Extreme-C 4,400.00
10 AC 20 AL 70 200 (20-C) Short 140.00
10 PPC AL 100 100 (10-C) Medium 70.00
30 Laser Small AL 30 90 (9-C) Short-PDS 15.00
4 Naval PPC Medium Aft 540 360 (36-C) Extreme-C 7,200.00
4 Naval Laser 55 Aft 340 220 (22-C) Extreme-C 4,400.00
20 PPC Aft 200 200 (20-C) Medium 140.00
30 Laser Small Aft 30 90 (9-C) Short-PDS 15.00

Ammo Rounds Mass
Capital Launcher Barracuda Ammo 200 6,000.00
AC 20 Ammo 1000 200.00
Naval Gauss Rifle Light Ammo 1600 320.00

Equipment Mass
Communication Equipment 4.00
MASH Unit 3.50
NCSS Large 500.00

# Cargo and Bays Mass
12 Bay Small Craft 2,400.00
50207 Cargo, Standard 50207


Ship Names
Code: [Select]
AFFS Naval Vessels by Class and Design: 2370-2380
Achilles (Cruiser) 1
Achilles
Ajax
Leander
Gladius (Destroyer/Defense) 7
Gladius
Kukri
Tanto
Seax
Messer
Sai
Billao
Hornet (Light Carrier) 2
Hornet
Wasp
Yellowjacket
Rapier (Fast Frigate) 5
Rapier
Sabre
Xiphos
Jian
Nodachi
Terrier (Corvette/Scout) 5
Boston
Yorkshire II
Wheaten
Highland
Airedale
Cabellus (AFS Collier/Combat Stores) 2
Clydesdale
Ardennais
« Last Edit: 13 May 2020, 20:15:07 by Jester Motley »

Smegish

  • Warrant Officer
  • *
  • Posts: 447
Re: Warship Arms Race - The In Character Stuff
« Reply #58 on: 14 May 2020, 02:51:08 »
United Hindu Collective 2380

The decimation of the Taurian Concordat Navy was a very sobering experience for the UHCN leadership to witness, and the knowledge that it could have easily been them cemented the official position of the High Admiral to never challenge the Federated Suns. On the other hand with the aggression shown by both sides, an opening had presented itself to show themselves as a nation of peace and stability to their neighbouring unaffiliated worlds, and try to bring them into the fold. The opportunity to take advantage of the Taurians in their moment of weakness was also too good to pass up, but to strike them directly would spoil the reputation they were trying to build. Fortunately the pirate problem that had so long plagued the periphery could be turned to other uses with the right incentive....

Code: [Select]
Year: 2380 Value in Millions
Money Available 68,000
Remaining from Last Turn 281
Available Shipyards

Besantapur 0/1



Repairs

Maintanence 50% 40147
Prototype Cost Shooraveer 1 5,736 1,434
0 0
Variant 0 0
Construction Unit Price
Shipyards Besantapur New S1 5,000 5,000
0
0

Stations Ganges 5 315 1,575

Warships Maharaj 0 6,787 0
Shooraveer 1 5,736 5,736
0
Refit 0 0
0
Jumpships 0 500 0
Dropships 0 300 0
Fighters 50 5 250
Small Craft 70 10 700
Research Imp. Ferro-Alum 1 11760 11760
Pirates JumpShip 3 500 1500


Total Spent 68102

Income

Remaining 179

Shooraveer-class Frigate

The UHCN's struggles with dealing with the pirate problem was largely blamed on the slow speed of the Maharaj, which could drive away but not catch the Aquilas and occaisonal Vigilant that were so dangerous. To rectify this the Shooraveer was designed by the Tendulkar Military Institute. Featuring a much better thrust-to-weight ratio it is capable of chasing down any pirate ship seen so far, which is seen as it's primary role.

The primary armament consists of fourteen Medium Naval PPCs, mounted in 7 turrets spread across the ship covering every angle except directly behind. These guns are supported by seven triple 55cm Laser turrets in matching fire arcs, as well as eight Barracuda launchers. The Anti-Small Craft battery is sufficient to fight off all but the most determined of attackers, as is the Point Defence guns.

Wrapped in as much Ferro-Aluminium armour as the hull will allow, the ship nevertheless is intended to fight at a distance against anything even vaguely approaching an even match. The Large Comms scanner suite helps to track down any suspicious vessels, which can then be stopped and searched by the on board marine complement.

Code: [Select]
Class/Model/Name: Shooraveer
Tech: Inner Sphere
Ship Cost: $5,736,434,000.00
Magazine Cost: $736,000.00
BV2: 45,549

Mass: 350,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Improved Ferro-Aluminum
Armament:
14 Naval PPC Medium
8 Capital Launcher Barracuda
48 Machine Gun (IS)
48 Laser Blazer Cannon
21 Naval Laser 45

Class/Model/Name: Shooraveer
Mass: 350,000

Equipment: Mass
Drive: 84,000.00
Thrust
Safe: 4
Maximum: 6
Controls: 875.00
K-F Hyperdrive: Compact (9 Integrity) 158,375.00
Jump Sail: (4 Integrity) 48.00
Structural Integrity: 80 28,000.00
Total Heat Sinks: 4208 Single 3,754.00
Fuel & Fuel Pumps: 10000 points 4,080.00
Fire Control Computers: 0.00
Armor: 384 pts Improved Ferro-Aluminum 560.00
Fore: 64
Fore-Left/Right: 65/65
Aft-Left/Right: 65/65
Aft: 60

Dropship Capacity: 0 0.00
Grav Decks:
Small: 1 50.00
Medium: 0.00
Large: 0.00
Escape Pods: 0 0.00
Life Boats: 50 350.00

Crew And Passengers:
32 Officers in 1st Class Quarters 320.00
83 Crew in 2nd Class Quarters 581.00
71 Gunners and Others in 2nd Class Quarters 497.00
66 Bay Personnel 0.00
1st Class Passengers 0.00
66 2nd Class Passengers 462.00
90 Steerage Marines 450.00

Bay #1: Fighters (18) - 3 Doors
Bay #2: Small Craft (6) - 1 Door
Bay #3: Cargo (15426 Tons) - 1 Door

MG Ammo - 96 Tons (400 rds/gun)
Barracuda Ammo - 80 (10/tube)
Large NCSS

Nose:
2 x MNPPC
3 x NL/55
2 x Barracuda
12 x MG

FR/FL:
2 x MNPPC
3 x NL/55
12 x Blazers

LBS/RBS:
2 x MNPPC
3 x NL/55
2 x Barracuda
12 x MG

AR/AL:
2 x MNPPC
3 x NL/55
12 x Blazers

Aft:
2 x Barracuda
12 x MG

Fleet Deployment:

The Maharaj's are patrolling the borders individually, with one exception - the UHCS Karachi, which stays in Besantapur in case of attack.
The UHCS Shooraveer will perform it's shakedown cruise in Panpour, before taking station in the space between the UHC and Concordat.

The privateers that have been "Incentivized to look elsewhere" have been steered in the Concordat's direction.

Smegish

  • Warrant Officer
  • *
  • Posts: 447
Re: Warship Arms Race - The In Character Stuff
« Reply #59 on: 16 May 2020, 20:42:31 »
Illyrian Palatinate 2380

With the openly militant Marian Hegemony slowly encroaching on their territory and reports of the size of the newest ships in the Hegemony Navy, the Palatinate Navy High Command knew the Vigilants they had relied on up till now were no longer sufficient to defend them. However no yard inside the Palatinate was large enough to build a ship that could possibly stand up to the MHN Augustus-class, so massive upgrades were planned. However funds for this upgrade would prove difficult to find, in the end the only way the yard expansion and the new ship that would be built within it was to scrap the obsolescent Vigilants before their replacements entered service. Even then it wasn't enough, and the debt would build until it was finally time to pay the piper.

Code: [Select]
Year: 2380 Value in Millions
Money Available 44,000
Remaining from Last Turn 7138
Available Shipyards

Illyria 1
Trondheimal 1


Repairs

Maintanence 50% 15932
Prototype Cost Snekkja 5,999 1,500
0

Construction Unit Price
Shipyards Illyria S1 > S2 20,000 20,000



Stations Haven 0 284 0
Warships Vigilant 0 4,047 0
Skíðblaðnir 0 3,732 0
Snekkja 2 5,999 11998
0
0
Jumpships 0 500 0
Dropships 0 300 0
Fighters 0 5 0
Small Craft 0 10 0
Research Imp. Ferro-Alum 1 7200 7200

Total Spent 56630

Income Vigilants Scrapped 4 1012 4047

Remaining -1,445

End Turn In Service
Warships Vigilant 0
Skíðblaðnir 4
Snekkja 2


Stations Haven 4
Jumpships 10
Dropships 20

Fighters 720
Small Craft 120

Total Value
Fleet Complement Fighters 96
Small Craft 20

Snekkja-class Light Cruiser

With the limited budget available to the Palatinate, getting the most bang for their buck was essential. Thus the old Vigilant class was retired in favour of the larger, far more capable Snekkja (or Yacht). Weighing in at Four Hundred and Sixty Kilotons the ship fits in amongst the destroyers of other fleets, it is labelled a Light Cruiser more for propaganda purposes than anything relevant to it's intended role.

Despite it's more powerful R.O.G.E.R. Ramjet 3000 manoeuvring drive, the Snekkja's acceleration is no better than the older Vigilant it replaces, but as this matches the acceleration profile of their most likely opponent - the MHN Augustus-class - this is not seen as an issue. Large fuel tanks allow it to keep itself and one hundred and twenty strong fighter complement in the field for extended durations, and the decision to forgo the Naval Autocannons on the Vigilant in favour of the newer Particle Cannon removes one more type of ammunition that needs to be carried, further aiding the vessels endurance.

Of those Particle Cannons, ten heavy and thirty-two light guns are mounted. The heavy guns are in twin turrets mounted in the nose and each quarter, while the light guns are also in twin turrets, spread equally around the entire vessel. This gives a mix of big guns to punch holes in armour before the lighter ones pierce into the internals, while the multiple smaller turrets make the ship harder to disarm with a few lucky hits. This heavy armament came at a cost however, and although the point defence network is adequate for all but the heaviest missile barrages, no anti-small craft guns are mounted. Instead the ship is dependant on its fighter complement to defend it from enemy strike craft.

Finally a Naval Comms Scanner-Suite was reverse engineered from examples bought from the Lyran Commonwealth, and installed in the ship to give it superior detection ranges. All this in a ship that comes in just under Six Billion each.

Code: [Select]
Class/Model/Name: Snekkja
Tech: Inner Sphere
Ship Cost: $5,999,434,000.00
Magazine Cost: $192,000.00
BV2: 58,360

Mass: 460,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Improved Ferro-Aluminum
Armament:
10 Naval PPC Heavy
96 Machine Gun (IS)
32 Naval PPC Light

Class/Model/Name: Snekkja
Mass: 460,000

Equipment: Mass
Drive: 82,800.00
Thrust
Safe: 3
Maximum: 5
Controls: 1,150.00
K-F Hyperdrive: Compact (11 Integrity) 208,150.00
Jump Sail: (4 Integrity) 53.00
Structural Integrity: 90 41,400.00
Total Heat Sinks: 5610 Single 5,159.00
Fuel & Fuel Pumps: 10000 points 4,080.00
Fire Control Computers: 0.00
Armor: 551 pts Improved Ferro-Aluminum 828.00
Fore: 93
Fore-Left/Right: 92/92
Aft-Left/Right: 92/92
Aft: 90

Dropship Capacity: 0 0.00
Grav Decks:
Small: 2 100.00
Medium: 0.00
Large: 0.00
Escape Pods: 35 245.00
Life Boats: 40 280.00

Crew And Passengers:
34 Officers in 1st Class Quarters 340.00
103 Crew in 2nd Class Quarters 721.00
64 Gunners and Others in 2nd Class Quarters 448.00
270 Bay Personnel In 2nd Class 1890.00
1st Class Passengers 0.00
50 2nd Class Marines 350.00
Steerage Passengers 0.00

Bay #1: Fighters (60) - 3 Doors
Bay #2: Fighters (60) - 3 Doors
Bay #3: Small Craft (6) - 1 Door
Bay #4: Cargo (17666 Tons) - 1 Door

MG Ammo - 192 Tons (2 tons/gun)
Small NCSS

Nose:
2 x HNPPC
4 x LNPPC
12 x MG

FL/FR:
2 x HNPPC
4 x LNPPC
12 x MG

LBS/RBS:
4 x LNPPC
12 x MG

AR/AL:
2 x HNPPC
4 x LNPPC
12 x MG

Aft:
4 x LNPPC
12 x MG