BattleTech - The Board Game of Armored Combat

BattleTech Player Boards => Non-Canon Units => Topic started by: JA Baker on 03 April 2011, 19:01:44

Title: The Outer Colonies Region
Post by: JA Baker on 03 April 2011, 19:01:44
     Here is a little something that surprised even me: it seems that somewhere out in the deep Periphery, past the Chainelane Isles and the Hanseatic League, so far off the map it's almost into the realms of "here be dragons!", there may well be a little corner of the old Star League still running along like the last 300 years never happened. I only know about this place because a contact of mine 'acquired' a book about it during a card-game with some independent prospectors in the employ of Interstellar Expeditions, out on Cyclops Station and thought it might interest me. It was printed on high quality paper, and has the look and feel of a High School text book.
     Normally I wouldn't even look twice at something like this, but my contact insisted it was legitimate, and I've learnt to trust her instincts on this sort of thing.
     So, just who are these so-called Outer Colonies? And where did they come from?
     That, as ever, is the 64,000 C-Bill question...
     -Starling


Extracts from:
A Concise History Of The Outer Colonies Region Of The Star League
by Dr Douglas Fitzpatrick, Ph.D.
(Port Stanley Free Press, 3046)

(http://www.solaris7.com/files/members/1676/Outer_Colonies.JPG)

Surrounding Systems & Star Nations
(http://i131.photobucket.com/albums/p313/Starbug360/War%20Games/OuterColoniesXL.jpg)

“Democracy may be only a few steps removed from anarchy, but at least it's not as loud...”
Chairman The Right Honourable Peter C. Clemence, inauguration speech, 3040

The Founding:
Of Tragedy & Triumph

The worlds we know of today as the Outer Colonies had a rather troubled birth. What records we have of those early days seem to indicate that the first people to reach and settle these worlds were trying to escape the ravages of the Age of War by picking a direction seemingly at random and then moving on until they were into truly unknown space. Here they found a small cluster of habitable worlds, many never having known the footsteps of man, and decided to settle. We know that not all of those settlements proved successful, as proven by the abandoned dwellings on Arixo and Hamunaptra, but most of the worlds were more hospitable, and our ancestors survived.

It is not known if the Knights Templar arrived with this first wave, or later on. There is certainly evidence that their enclave on Last Post was founded around this time. Only the Knights themselves know the truth, and they are as ever tight lipped about their past.

Those early pioneers would have had few of the ammonites we take for granted these days; they had no Hyper-Pulse generators, and their few JumpShip’s were crude, primitive relics that today would never be allowed to break orbit, let alone travel between stars. But there is evidence, both aetiological and genetic that they managed to maintain at least some semblance of contact between each other, even as their general level of technological sophistication dropped to around that of pre-diaspora Terra. A few lost ships found their way out from the Inner Sphere, mainly refuges who were likewise seeking to escape the escalating violence that was enveloping the worlds closer to Terra, while others were simply people who wanted to see just how far they could get. This brought fresh blood and fresh ideas to the struggling colonies, bootstrapping them back up to the level they had been when they first arrived. Still far from anything like the Core worlds, they could at least keep their heads above water.

Some limited contact was maintained with the rest of humanity, normal in the form of gossip picked up from the handful of merchants brave or foolish enough to venture so far out for so little profit, but for the most part they were content to keep to themselves and leave the rest of humanity to its own affairs.

The Star League Ascendant:
Birth of the Outer Colonies

All this ended in 2602, when a ship arrived in the Rockall system and announced that the inhabitants were now citizens of the Star League, and news soon spread among the other habitable worlds, and much was debated about how to respond to this development. What little news that had reached our worlds about the fall of the old Terran Alliance and the Rise of the Terran Hegemony under the Cameron Star had been thought of as little more than minor trivia, but now seemed to be much more important. Some spoke of mounting a defence, but any such ideas were soon crushed by the appearance of the first BattleMech's ever to be seen in this part of space. Others decided to move on, and left for the endless expanse of space anti-spinward, many never to be seen again, their fates unknown.

But most saw that there was more to gain by submitting to Star League rule, and the Outer Colonies as we now know them was formed. Being so far from any other habitable area, the Star League saw it necessary to build up the maintenance and support facilities needed to maintain regular transport and communications between the newly designated regional capital of Port Stanley and the rest of the Star League. This saw the construction of what would become Clarke Station and the other orbital

The Reunification War
Lucky Number 7

The rumblings of discontent were felt long before the first shots were fired on Santiago, and the Star League Defence Force decided to station extra troops and ships in the Outer Colonies. Primarily this was to guard against attacks on the vital ship yards and supply bases, but it also served to remind the inhabitants that they were very much a part of the Star League, and that any talk of sedition would not be tolerated. While there were no doubt some who would have been happier if their world had been independent, there was nothing organised and the minuscule size of the local economy compared to other regions meant that there had never been any real plans to tax the locals beyond what was needed to keep the local garrison operational. Yet despite this the 7th Royal Armored Division, Star League Defence Force arrived in 2574, after nearly two years in transit. Due to the distances involved, most of the troops had brought their families with them, adding a fresh influx of civilians to the towns and cites they were stationed near. Most of the troops were stationed on Port Stanley, necessitating the building of what would become the factory-city of Fox Bay, to produce tools, spare parts and replacement equipment.

They also brought with them a number of warships, including the McKenna class Battleship SLS Vanguard, which serves as our flagship even to this day.

While the predicted war finally broke in 2577, the fighting never reached the Outer Colonies; our isolated nature, limited resources and almost non-existent strategic value meant that none of the Periphery realms was willing to mount an expedition so far from home, although they did mount attacks on the network of automated Hyper-Pulse stations that formed the only link between the Colonies and the rest of the Star League, causing several breaks in communication.

One such break happened just before the usurper Stefan Amaris launched his bloody coup d'etat on distant Terra.

To Be Continued...

Edited: new map
Title: Re: The Outer Colonies Region
Post by: Hawkeye Jim on 03 April 2011, 19:18:46
Interesting. How much more have you got for us?
Title: Re: The Outer Colonies Region
Post by: FedSunsBorn on 04 April 2011, 09:41:34
 It's looking interesting so far. I like it.
Title: The Outer Colonies Region
Post by: JA Baker on 04 April 2011, 10:34:11
I came up with he Outer Colonies several years ago; they made an appearance on the old forum. But I recently decided to go back over the background I had on them and try and make it a little more realistic. For one thing, they are now much, much further out then they were before, as can be seen on this old map I did:
(http://www.solaris7.com/files/members/1676/IS.JPG)

Putting them further out, and stylising the fluff to read like an entry from Interstellar Players will hopefully make them a little more believable, as will seriously downsizing their military and fleet. They will still have an over-abundance of warships, but almost all of them will be salvage that has been mothballed in an uninhabited system they control.

The old background information can still be found over at Solaris 7 (http://www.solaris7.com/TRO/Unit/UnitInfo.asp?ID=373)

I should have more for you later.
Title: Re: The Outer Colonies Region
Post by: Hawkeye Jim on 04 April 2011, 10:42:38
They're almost as far out there as the Clans are.
Title: The Outer Colonies Region
Post by: JA Baker on 04 April 2011, 19:12:24
The Battle of Port Stanley:
Patriots and Tyrants

Despite the previously mentioned reasons, or maybe because he wanted a dagger behind General Kerensky’s back, Amaris ordered a Task Force to attack and if possible capture the Outer Colonies. Code-named Operation: Kathleen, it consisted of one BattleMech and two infantry Divisions, along with a number of warships, mainly older Star League designs that had been sold off as surplus. Given the limited time between the coup on Terra and the arrival of the task force, it is obvious that they set out before the coup took place, a bold move on the part of the usurper.

The Rim Worlds forces arrived in the Port Stanley system by pirate point and immediately moved to take the planet. While their warship escort moved to engage the solitary Star League ships in orbit, the Texas class SLS New Mexico, the troops made a combat drop, landing in the hills to the south of the planetary capital, San Carlos. Against them stood the 131st Royal Brigade (the Grenadier Guards, the 6th Dragoons and the Java Hussars) and the 417th 'Celtic' Brigade (the Irish Guards, the Lenox Rangers and the Cameron Highlanders) and supporting armour and infantry (including the 7th Royal Gurkha Rifles), defending San Carlos. The Argyle Highlanders and the Green Howards BattleMech regiments were spread out across the rest of the planet, in Battalion and Company sized detachments, while other light infantry units were still in the process of training up and equipping a planetary militia.

The commander of the Rim Worlds forces ordered his counterpart to stand down to avoid further loss of life, but the order was refused and sent back, ordering the invaders to stand down in the name of the Star League. At this point the Rim Worlds commander started mocking the SLDF troops, reminding them that House Cameron was no more, and that Stefan Amaris was now First Lord. This enraged the outnumbered defenders, and they sent back a single word reply “Nuts!” while they started to dig in. So as the battle for orbital control continued to rage, with the New Mexico holding off two antiquated Monsoon class Battleships, the ground war began.

Attacking across a broad front in a bid to find a weak point in the Star League lines, the Rim Worlds forces destroyed everything in their path, hoping to draw the defenders out of their hastily prepared positions and into open ground, where the attackers heavier numbers would off set their technological disadvantage. But the Star League units refused to take the bait, sending out local militia units that knew the ground better than anyone else to harass and hinder the invaders. Bridges were blown, roads mined under a policy of scorched earth, trading land for time. Finally the troops of Operation: Kathleen reached the outer defences, a staggered line of light armour and infantry only 20km from the outskirts of San Carlos. They attacked as one, only to find themselves walking into a trap as dozens of artillery pieces and Arrow IV equipped unleashed a single massive volley that ripped into their leading edge, forcing them to close to near point-blank range, negating their advantage over the poorly equipped militia. Fighting for their homes, the first line sold themselves dearly, holding the Rim Worlds forces in place for almost a quarter of an hour while fire continued to rain from the sky.

Finally overwhelming the first line of defence, the invaders found themselves faced with a hastily constructed minefield created using commercial grade explosives intended for the mountains to the north of the city. While not as powerful as military-grade devices, they were still capable of damaging BattleMech's and armoured fighting vehicles, and slaughtered infantry. Beyond this lay the SLDF troops, some 10km from the city itself, arranged with overlapping fields of fire and pre-selected kill-boxes for their remaining artillery. Despite this they were still outnumbered almost three to one, and every soldier knew that the battle was far from won.

Never in the history of our worlds has such a clash of arms take place; the death toll that day ran into the thousands, and wreckage still litters the battlefield almost three centuries later. Time after time the Rim Worlds forces attacked, and time after time the Star League troops held the line. But it wasn't until the SLS Vanguard made her famous in-system jump to the L1 Lagrange Point and assisted the badly damaged New Mexico in finishing off her opponents, finally securing orbital superiority.

Faced with hostile warships in orbit, the remaining members of Operation: Kathleen attempted to retreat to their DropShip’s, only to find the way blocked by the newly arrived Knights Templar, with elements of the Argyle Highlanders and the Green Howards in support. They attempted to break through the Knights line in the centre, but the mysterious order of warrior-monks refused to yield, willing to die where they stood rather than take one step back. With an immovable enemy before them, and fresh Star League troops starting to envelop them from the flanks, the surviving Rim Worlds forces had little choice but to surrender, especially when the Vanguard threatened turn her weapons upon the surface.

And so, while battered and bleeding, but never broken, the men and women of the 7th Royal Armored Division, and their local allies, stood victorious.

The Fall of the Star League:
The beginning of the Long Night

The remainder of the Star League Civil-War passed without further attack. In 2778 a number of Rim Worlds Republic ships, fleeing the destruction of their realm and seeking to disappear into the deep Periphery arrived in the San Antonio system and were immediately seized by the local picket forces. Their ships were in a poor state or repair, and the two Naga class Destroyers they had with them showed signs of battle damage. With their ships impounded, many of the civilians on board came forward with stories of enslavement, torture, rape and murder levelled against the crews and military units travelling with them. A full investigation was launched into these claims, resulting in the infamous Albuquerque Trials, where over three hundred men and women of the Rim Worlds Armed Forces were tried and convicted of a multitude of crimes by a military tribunal. Over two hundred were sentenced to death by hanging, while those found guilty of lesser crimes received lengthy custodial sentences.

It should be noted, at this time, that most of the indentured troops were never charged with any crimes. Indeed, a large percentage were conscripts given little choice but to fight in a war that was not of their making. To this day, there are many citizens who can trace at least part of their ancestry back to those press-ganged soldiers and their equally involuntary travailing companions.

Continued attacks on the HPG chains meant that news of the end of the Civil War, and the execution of the usurper Amaris, did not reach our worlds until several years after event, during which ships suffering the effects of battle or long periods away from home port continued to arrive in the Outer Colonies, some refitting and making the long journey back to the Inner Sphere, but most forced to stay and await the chance to undergo extensive repairs and maintenance in the over-worked shipyards over Port Stanley and Rorke's Drift.

The inability to fully repair or maintain the many HPG stations meant that communications with far distant Terra became even more sporadic then normal. It was at this time that General Kerensky decided upon the course of action that became known as Operation Exodus. Orders were sent to the 7th Royal Armored Division to load up what supplies and equipment they could and to to return to Outreach. It goes without saying that the loyal troops of the 7th would have followed this order, but it was not delivered until two years after General Kerensky had left. Missions sent to try and find the General and his followers failed, and the 7th found it’s self an army without a General or a home, defending an area of space that no-one laid claim to but themselves. Deciding to follow the essence of the orders, the SLDF troops severed all ties with the Inner Sphere and covered their tracks to make it look like they had left with Kerensky: the remaining HPG stations where taken off-line and mothballed.

The bulk of the fleet was likewise mothballed; moved to the uninhabited Hamunaptra system where they could be kept safe untill General Kerensky or his sucsesser returned.

To govern the ten worlds they now controlled, the SLDF troops set up democratic governments: Each world elected a representative to serve for 6 standard-years. These representatives became the core of the government, with each attending the assembly hall on Port Stanley to represent their world in the Council of 11, the central governing body that is responsible for deciding on that mater concerning the Colonies as a whole. De-centralised and favouring a more hands-off style, the Council allows the words to run themselves, only intervening in matters that attain to the Outer Colonies as a whole.

The 11th member of the Council is the commanding officer of the Outer Colonise Defence Force, as the 7th Royal Armored Division was re-named in 2804, who acts as a chairperson and can cast the deciding vote in the event of a deadlock. There are several guidelines in place to keep any of the Council members from gaining too much power: the lessons learned with the fall of the Star League where put to good use. It is hoped that the Council of 11 is as open to the populace as is possible and is fully accountable to the people of the Colony worlds.

Strange as this form of government may appear, it has worked for 300 years with no major trouble.

Shattered Dreams:
A Voice in the Wilderness

July 14th, 2828 will forever be known as the day all dreams of a restored Star League under the leadership and protection of General Kerensky's exiled army died.

For it was on that day that a fleet of jumpship’s and the Sovetskii Soyuz class Heavy Cruiser SLS Ivanhoe arrived in the Rorke's Drift system. Their ships bore Star League Defence Force markings and their crews wore the uniform of the 331st Royal BattleMech Division. They spoke of the eventually fate of Kerensky’s army; their long voyage rom the Inner Sphere, the general's death and the rise of his son, Nicholas and the travisty he had turned his followers into. They also brought with them examples of the new techknoelagy that they had helped develop while in exile, including the Iron-Womb system and advances in genetic enginering that still see limited use today. They spoke of trying to break away from this new socity, only to be turned upon by those they had once called brother and forced to flee. Seperated from a second, larger group of survivors, they had headed out in the direction of an old outpost hinted at in their ships navigational computer that they hoped was far enought away to avoid ever being found.

Faced with the knowledge that the Star League that many of them had served was not going to be brought back by the army of Kerensky as they had always dreamed, our ancestors faced a stark choice; give in to dispaire, or maintain the traditions and standards that they had been brought up to belive in. Our people chose the latter, and to this day, we remain perhaps the last true remnant of the Star League.


     And so there you have it; a small realm of just over a dozen worlds that claims to be the remains of some lost Star League outpost. Hardly anything new, as at least half the worlds in the deep periphery claim at least some connection to the Star League. And if this was the case here, I'd have just dismissed it as another romantic flight of fancy.
     If that's all there was too it, that is.
     The book goes on to list and describe all ten worlds in some detail, then provide footnotes of a handful of 'protectorates' and military-outposts. But then it lists some of the ships supposedly hidden away in an otherwise uninhabited system. A quick double check against the few records that survive from the time of the Star League show that ships baring those names and of the types mentioned did exist, and that their fates are listed as either 'unknown' or 'presumed part of Exodus Fleet'. There was also once a 7th Royal Armored Division of the Star League Defence Force, and they were deployed to the periphery some time in the 2570's.
     Even so, the book lists over 80 former Star League and periphery navy ships by name. Could there really be a lost treasure-trove of ships out that there would rival any other fleet in existence? Even if the vast majority are too badly damaged to be of any more use than as spare parts, they would be a prize worth a House Lords ransom.
     My contact passed a note along with the book, saying that the prospectors she encountered on Cyclops Station were planning to head out in a bid to find these mysterious 'Outer Colonies', with their BattleMech piloting warrior-monks and their cache of Star League weapons as technology. But that was five years ago, and no one has seen or heard anything of them since.
     Are they just another in the long line of treasure-hunters who went out looking for fame, fortune and glory in the deep periphery, only to fall victime to one of the many perrials that such a voyage entails?
     Or did they perhaps find what they were lookingfor, only for the Outer Colonies to decide that they wished to remain hidden?
     I, for one, would be intrested to know the truth, but don't expect to see me heading out there any time soon.
     -Starling



The Outer Colonies:
Port Stanley
New Tasmania
San Antonio
New Jersey
Rockall
Last Post
New Jamaica
Vision
Malloy's World
Rorke's Drift
Protectorates:
Helios & Solitude (in same system)
Arixo
Pacifica
Military Outposts:
Hamunaptra
Nomad Station
Columbia
Fort Kerium
Fort Centrum
Fort Dixie
Ticonderoga
Title: Re: The Outer Colonies Region
Post by: Hawkeye Jim on 04 April 2011, 20:42:15
Your older TOE has a number of classes of ships that are not listed anywhere else. Are those supposed to be local designs?
Title: The Outer Colonies Region
Post by: JA Baker on 05 April 2011, 10:59:47
Your older TOE has a number of classes of ships that are not listed anywhere else. Are those supposed to be local designs?

Edited because I didn't understand what you meant when I first read your post.

Yes, they were all local designs, but I'm removing them from the new version to reduce the amount of munch in the faction. I want them to be a small, self sufficient corner of the deep periphery, not a force that could crush all that stands before them. Hell, last time I had to straddle them with a weak economy and crippling paranoia about the Clans to try and balance them out.

The ret-coned designs (added cheese and all) can be found under Quantum-Tech Industries (http://www.solaris7.com/Armory/ArmoryInfo.asp?ID=818).
Title: Re: The Outer Colonies Region
Post by: cawest on 05 April 2011, 13:44:23
looking forward to reading more... i hope they have a Potemkin, a couple of Volga, and Carracks.  they all are great transports.
Title: Re: The Outer Colonies Region
Post by: JA Baker on 05 April 2011, 13:55:05
looking forward to reading more... i hope they have a Potemkin, a couple of Volga, and Carracks.  they all are great transports.

Potemkin, yes. Volga and Carrack no.

But they would probably have the means to build them if they wanted.
Title: The Outer Colonies Region
Post by: JA Baker on 05 April 2011, 15:06:40
     Some more information for you on the 'Outer Colonise Defence Force'. It's taken from the same book, and should be treated with the same level of scepticism. I showed the numbers to an acquaintance of my and he laughed, saying that there was no way that such a small realm, with less than 10-billion inhabitants across more than a dozen worlds, could imposable field such a disproportionally large army. Then I showed him numbers for pre-diaspora Terra, and reminded him that in the past people have been able to support much larger numbers with a far smaller population base.
     It just comes down to how much of your GDP you can afford to spend.
     -Starling



I (First) Corps
Port Stanley military region

7th Royal Armored Division
(Port Stanley)
Division Headquarters
Command Company
Regimental HQ Staff
HQ Transport
MP Platoon
131st Royal BattleMech Brigade
The Grenadier Guards
The 6th Dragoons
The Java Hussars
417th Royal Celtic BattleMech Brigade
The Irish Guards
The Lenox Rangers
The Royal Cameron Highlanders
984th Armored Brigade
1st Royal Fusiliers
2nd Royal Fusiliers
1st Royal Striker Regiment
41st Infantry Brigade
7th Royal Gurkha Rifles
22nd Regiment of Rifles
68th Royal Mechanized Infantry Regiment
Non-Brigade Attached Units
1st Battalion, 101st Royal Artillery Regiment
2nd Battalion, 102nd Royal Electrical and Mechanical Engineers
1st Battalion, 1st Long Range Patrol Regiment
Combat Support Brigade
Brigade HQ Staff
1st Battalion, 5th Heavy Construction Engineers
21st Mobile Army Surgical Hospital
3rd Battalion, 117th Royal Electrical and Mechanical Engineers
1st Battalion, 2nd Combat Support Group

2nd Division
(New Tasmania)
Division Headquarters
Command Company
Regimental HQ Staff
HQ Transport
MP Platoon
88th Royal Highland BattleMech Brigade
The Argyll Highlanders
The Gordon Highlanders
The Coldstream Guards
631st Irish BattleMech Brigade
The Royal Irish Rangers
The Royal Irish Fusiliers
1st Cork Grenadiers
9th Armored Brigade
88th Heavy Assault Regiment
98th Striker Regiment
9th Gurkha Tank Regiment
4th Infantry Brigade
The Royal Ulster Rifles
1st Regiment of Rifles
The Aden Rifles
Non-Brigade Attached Units
3rd Battalion, 101st Mechanised Artillery Regiment
3rd Battalion, 41st Combat Engineers
2nd Battalion, 4th Long Range Patrol Regiment
Combat Support Brigade
Brigade HQ Staff
5th Heavy Construction Engineers
5176th Mobile Army Surgical Hospital
1st Battalion, 31st Royal Electrical and Mechanical Engineers
4th Battalion, 2nd Combat Support Group
MP Company
Signals Company

101st Division
(San Antonio)
Division Headquarters
Command Company
Regimental HQ Staff
HQ Transport
MP Platoon
4th Highland Brigade
The Highland Rangers
The Green Howards
30th Royal BattleMech Regiment
9th Royal Brigade
The Royal Cameronians
36th Royal BattleMech Regiment
52nd Royal BattleMech Regiment
16th Amoured Brigade
The Royal Scots Tank Regiment
21st Medium Armored Regiment
2nd Cork Grenadiers Medium
33rd Infantry Brigade
1st Dublin Grenadiers Mechanized Infantry
3rd Royal Heavy Infantry Regiment
49th Royal Mechanized Infantry Regiment
Non-Brigade Attached Units
1st Battalion, 1st Royal Artillery Regiment
2nd Battalion, 102nd Royal Electrical and Mechanical Engineers
A Company, 1st Battalion, 1st Long Range Patrol Regiment
Combat Support Brigade
Brigade HQ Staff
1st Battalion, 5th Heavy Construction Engineers
21st Mobile Army Surgical Hospital
3rd Battalion, 117th Royal Electrical and Mechanical Engineers
1st Battalion, 2nd Combat Support Group
MP Company
Signals Company

To Be Continued...
Title: The Outer Colonies Region
Post by: JA Baker on 05 April 2011, 15:26:05
II (Second) Corps
New Jersey Military Region

41st Division
(New Jersey)
Division Headquarters
Command Company
Regimental HQ Staff
HQ Transport
MP Platoon
643rd BattleMech Brigade
The Redbank Fusiliers
The Jersey Rangers
The Rocky Mountain Rangers
66th Royal Highland Brigade
The First Lords Own Scottish Borderers
The Royal Scots Fusiliers
The Royal Highland Fusiliers
14th Armored Brigade
23rd Rockall Regiment
38th Rockall Regiment
2nd Cork Grenadiers
647th Infantry Brigade
89th Royal Infantry Regiment
103rd Royal Infantry Regiment
123rd Royal Infantry Regiment
Non-Brigade Attached Units
3rd Battalion, 1st Royal Artillery Regiment
1st Battalion, 41st Combat Engineers
1st Battalion, 4th Long Range Patrol Regiment
Combat Support Brigade
Brigade HQ Staff
5th Battalion, 2nd Combat Support Group
101st Mobile Army Surgical Hospital
3rd Battalion, 58th Combat Engineers
2nd Battalion, 31st Royal Electrical and Mechanical Engineers
MP Company
Signals Company

96th Division
(Rockall)
Division Headquarters
Command Company
Regimental HQ Staff
HQ Transport
MP Platoon
99th Cavalry Brigade
20th Royal Cavalry Regiment
23rd Royal Cavalry Regiment
48th Heavy Cavalry Regiment
38th Royal BattleMech Brigade
63rd Royal Striker Regiment
73rd Royal Striker Regiment
40th Royal Heavy Regiment
13th Armored Brigade
1st Dublin Grenadiers
Hannibal’s Hoplite's
14th Medium Tank Regiment
4th Royal Infantry Brigade
51st Regiment of Rifles
83rd Regiment of Rifles
92nd Regiment of Rifles
Non-Brigade Attached Units
1st Battalion, 4th Royal Heavy Horse Artillery
1st Battalion, 4th Royal Electrical and Mechanical Engineers
3rd Battalion, 1st Long Range Patrol Regiment
Combat Support Brigade
Brigade HQ Staff
7th Battalion, 2nd Combat Support Group
82nd Field Hospital
3rd Battalion, 4th Royal Electrical and Mechanical Engineers
1st Battalion, 54th Engineering Regiment
MP Company
Signals Company

88th Division
(Last Post)
Division Headquarters
Command Company
Regimental HQ Staff
HQ Transport
MP Platoon
137th BattleMech Brigade
Ike’s Irregulars
1st Royal Assault Regiment
14th Colonial Rangers
31st BattleMech Brigade
1st Colonial Rangers
21st Colonial Rangers
66th Scout Regiment
55th Armored Brigade
3rd Royal Mechanized Regiment
24th Royal Mechanized Regiment
44th Royal Mechanized Regiment
16th Infantry Brigade
The Durham Light Infantry
The Duke of Cornwall's Light Infantry
The Somerset Light Infantry
Non-Brigade Attached Units
2nd Battalion, 1st Royal Artillery Regiment
21st Battalion, 41st Combat Engineers
7th Battalion, 4th Long Range Patrol Regiment
Combat Support Brigade
Brigade HQ Staff
6th Battalion, 2nd Combat Support Group
131st Mobile Army Surgical Hospital
3rd Battalion, 56th Combat Engineers
2nd Battalion, 41st Royal Electrical and Mechanical Engineers
MP Company
Signals Company
Title: The Outer Colonies Region
Post by: JA Baker on 05 April 2011, 16:10:39
IV (Forth) Corps
New Jamaica Military Region

23rd Division
(New Jamaica)
Division Headquarters
Command Company
Regimental HQ Staff
HQ Transport
MP Platoon
23rd BattleMech Brigade
The Kingstown Rangers
1st Royal Hussars
44th Dragoon Guards
24th BattleMech Brigade
14th Royal Hussars
2nd Caledonia Guards
4th Caledonia Guards
430th Armored Brigade
4th Close Assault Regiment
8th Close Assault Regiment
1st Scout Regiment
49th Infantry Brigade
79th Royal Infantry Regiment
127th Royal Infantry Regiment
169th Royal Infantry Regiment
Non-Brigade Attached Units
1st Battalion, 21st Royal Artillery Regiment
4th Battalion, 41st Combat Engineers
7th Battalion, 4th Long Range Patrol Regiment
Combat Support Brigade
Brigade HQ Staff
5th Battalion, 2nd Combat Support Group
111th Mobile Army Surgical Hospital
3rd Battalion, 36th Combat Engineers
2nd Battalion, 21st Royal Electrical and Mechanical Engineers
MP Company
Signals Company

28th Division
(Vision)
Division Headquarters
Command Company
Regimental HQ Staff
HQ Transport
MP Platoon
35th BattleMech Brigade
4th Royal Irish Dragoon Guards
18th Royal Hussars
22nd Dragoon Guards
159th BattleMech Brigade
753rd Royal BattleMech Regiment
632nd Royal BattleMech Regiment
842nd Royal BattleMech Regiment
8th Armored Brigade
3rd Royal Tank Regiment
The Royal Scots Greys
The Sherwood Rangers
6th Highland Infantry Brigade
Argyll and Sutherland Highlanders
3rd Regiment of Foot
21st Regiment of Foot
Non-Brigade Attached Units
2nd Battalion, 21st Royal Artillery Regiment
1st Battalion, 41st Combat Engineers
4th Battalion, 4th Long Range Patrol Regiment
Combat Support Brigade
Brigade HQ Staff
1st Battalion, 2nd Combat Support Group
101st Mobile Army Surgical Hospital
63rd Battalion, 7th Combat Engineers
1st Battalion, 21st Royal Electrical and Mechanical Engineers
MP Company
Signals Company

1st Cavalry Division
(Malloy's World)
Division Headquarters
Command Company
Regimental HQ Staff
HQ Transport
MP Platoon
4th Cavalry Brigade
1st Household Cavalry
1st Royal Yeomanry
22nd Royal Yeomanry
44th Highland BattleMech Brigade
The Seaforth Highlanders
8th Royal Scots
6th Royal Scots Fusiliers
11th Royal Armored Brigade
107th Royal Armoured Regiment
110th Royal Armoured Regiment
111th Royal Armoured Regiment
6th Airborne Infantry Division
9th Parachute Regiment
12th Parachute Regiment
163rd Royal Infantry Regiment
Non-Brigade Attached Units
1st Battalion, 121st Mechanised Artillery Regiment
4th Battalion, 58th Combat Engineers
4th Battalion, 7th Long Range Patrol Regiment
Combat Support Brigade
Brigade HQ Staff
6th Battalion, 2nd Combat Support Group
442nd Mobile Army Surgical Hospital
6th Battalion, 4th Royal Electrical and Mechanical Engineers
2nd Battalion, 58th Combat Engineers
MP Company
Signals Company

V (Fifth) Corps
Rorke's Drift Military Region

331st Royal BattleMech Division
(Rorke's Drift)
Division Headquarters
Command Company
Regimental HQ Staff
HQ Transport
MP Platoon
1st Minnesota Brigade
The McEverdy Guards
2nd Royal Guards
64th Dragoon Guards
2nd Minnesota Brigade
McAlpine’s Fusiliers
The Connaught Rangers
49th Dragoon Guards
40th Mechanized Brigade
8th Royal Tank Regiment
76th Royal Tank Regiment
62nd Royal Battle Regiment
95th Infantry Brigade
1st Gurkha Rifles
2nd Gurkha Rifles
95th Regiment of Rifles
Non-Brigade Attached Units
2nd Battalion, 101st Mechanised Artillery Regiment
1st Battalion, 58th Combat Engineers
1st Battalion, 7th Long Range Patrol Regiment
Combat Support Brigade
Brigade HQ Staff
3rd Battalion, 2nd Combat Support Group
65th Mobile Army Surgical Hospital
2nd Battalion, 4th Royal Electrical and Mechanical Engineers
2nd Battalion, 54th Engineering Regiment
MP Company
Signals Company

     That's pretty much all the book has to say about the standing army. It does mention local militia units and some special forces, but no further derails are given. The military outposts and protectorates seem to be garrisoned by whatever units are available at the time, and sound like little more than glorified security detachments for mining outposts and other scattered settlements.
     Many of their regiments are named after units that served the original Star League, no doubt as a tribute to their past.
     Given what information is given, it seems safe to assume that the 331st  Division is descended from a small group of survives from Clan Wolverine who became isolated from the rest of the so-called Minnesota Tribe and headed out on their own. It looks like they've become fully integrated into the local population, with only a few names and customs to set them apart.
     Not sure if the other Clans would see it that way.
     -Starling


Next up: the fleet
Title: The Outer Colonies Region
Post by: JA Baker on 05 April 2011, 17:40:40
     And now we come to the part I have the most difficulty believing, because if the book's right, then these guys are sitting on the single largest collection of warships in existence. Even if you took all the hidden caches that the Clans are supposed to have hidden away somewhere, on a ton-for-ton basis, this guys have to be in a class of their own.
     If you believe the book.
     As I said before, I did some digging and some of these names do correspond with known Star League ships, but records from that time are hardly accurate. ComStar, Word of Blake or the Clans might have a better list hidden away somewhere, but if they do they're not sharing. Who knows, maybe the Word stumbled upon the Outer Colonies and that's where they got some of their surprising warship strength from?
     But that's just idle speculation; I'll just give you the numbers and let you decide for yourselves.
     -Starling


Outer Colonies Defence Force (Navy)

Port Stanley squadron:
SLS Vanguard (McKenna class Battleship)
SLS Loch Lomond (Lola I class Destroyer)
SLS Fusilier (Lola II class Destroyer)
SLS Valhalla (Essex class Destroyer)

New Tasmania squadron:
SLS Hood (Texas class Battleship)
SLS Loki (Essex class Destroyer)
SLS Hel (Essex class Destroyer)
SLS Idun (Essex class Destroyer)

San Antonio squadron:
SLS New Mexico (Texas class Battleship)
SLS Pillars of Hercules (Lola III class Destroyer)
SLS Njord (Essex class Destroyer)
SLS Ull (Essex class Destroyer)

New Jersey squadron:
SLS Arizona (Texas class Battleship)
SLS Inverness (Lola II class Destroyer)
SLS Patrick O'Connor (Lola III class Destroyer)
SLS Wild Swan (Davion II class Destroyer)

Rockall squadron:
SLS Sabretooth (Black Lion class Battle Cruiser)
SLS Fort William (Lola II class Destroyer)
SLS Edinburgh (Lola III class Destroyer)
SLS Defender (Davion II class Destroyer)

Last Post squadron:
SLS Quicksilver (Black Lion class Battle Cruiser)
SLS Aberdeen (Lola II class Destroyer)
SLS MacLeod (Lola II class Destroyer)
SLS La Mancha (Quixote class Frigate)

New Jamaica squadron:
SLS St George (Cameron class Battle Cruiser)
SLS Isis (Davion II class Destroyer)
SLS Firedrake (Davion II class Destroyer)
SLS Strider (Naga class Destroyer)

Vision squadron:
SLS St Patrick (Cameron class Battle Cruiser)
SLS Belmont (Davion II class Destroyer)
SLS Vixen (Davion II class Destroyer)
SLS Galactic (Riga class Frigate)

Malloy's World squadron:
SLS St Andrew (Cameron class Battle Cruiser)
SLS Saguenay (Davion II class Destroyer)
SLS Achates (Davion II class Destroyer)
SLS Starhound (Naga class Destroyer)

Rorke's Drift squadron:
SLS Jericho (Texas class Battleship)
SLS Ivanhoe (Sovetskii Soyuz class Heavy Cruiser)
SLS Toronto (Davion class Destroyer)
SLS Veteran (Davion class Destroyer)

Training Ships:
SLS Islington (Vincent Mk 39 Corvette)
SLS Billingsgate (Vincent Mk 39 Corvette)

Hamunaptra system picket:
SLS Asgard (Essex class Destroyer)
SLS Freya (Essex class Destroyer)
SLS Thor (Essex class Destroyer)
SLS Odin (Essex class Destroyer)
SLS Sir Percivale (Potemkin class Troop Cruiser)
SLS Sir Tristran (Potemkin class Troop Cruiser)
SLS Chatham (Newgrange class Yard Ship)

Hamunaptra Naval Reserve:
SLS Philip of Macedonia (Farragut class Battleship)
SLS Helen of Troy (Monsoon class Battleship)
SLS Paris (Monsoon class Battleship)
SLS Menelaus (Monsoon class Battleship)
SLS Agamemnon (Monsoon class Battleship)
SLS Kassandra (Monsoon class Battleship)
SLS Convoy (Potemkin class Troop Cruiser)
SLS Buffalo (Potemkin class Troop Cruiser)
SLS St Vincent (Cameron class Battle Cruiser)
SLS St Columber (Cameron class Battle Cruiser)
SLS St Paul (Cameron class Battle Cruiser)
SLS St Valentine (Cameron class Battle Cruiser)
SLS St David (Cameron class Battle Cruiser)
SLS St Fancies (Cameron class Battle Cruiser)
SLS St Jude (Cameron class Battle Cruiser)
SLS Viktor (Samarkand II class Heavy Cruiser)
SLS Nastasia (Samarkand II class Heavy Cruiser)
SLS Konstantin (Samarkand II class Heavy Cruiser)
SLS Andreas (Samarkand II class Heavy Cruiser)
SLS Romanov (Samarkand II class Heavy Cruiser)
SLS Makarov (Samarkand II class Heavy Cruiser)
SLS St Petersburg (Samarkand II class Heavy Cruiser)
SLS Catherine the Great (Samarkand II class Heavy Cruiser)
SLS Dante (Samarkand II class Heavy Cruiser)
SLS Arkaday (Samarkand II class Heavy Cruiser)
SLS Siberia (Samarkand II class Heavy Cruiser)
SLS Eye of Ra (Avatar class Heavy Cruiser)
SLS Loch Ness (Lola I class Destroyer)
SLS Mac Duff (Lola I class Destroyer)
SLS Ottawa (Davion class Destroyer)
SLS Matabele (Davion class Destroyer)

     Given the number of ships they claim to have, the fact that so few are apparently on active service could mean that the others not fit for service, or they lack the means to support a larger number. You can decide for yourself, as they give no mention of the number of civilian or military JumpShip’s at their disposal, so it's hard to gage the pool of trained personnel they can draw on. They do however claim to have at least two shipyards capable of repairing if not building warships; one in orbit of Port Stanley, the other over New Jamaica.
     They also claim to have a
Newgrange class Yard Ship in the Hamunaptra system, so it is possible that they are running at least basic maintenance on the ships under their care.
     But, again, this is all speculation until someone gets hold of credible evidence one way or the other.
     -Starling
Title: The Outer Colonies Region
Post by: JA Baker on 05 April 2011, 19:21:42
     Okay, now we have something a little more believable; warrior-monks of the deep periphery! Yeah, I know, it's the Brotherhood of Randis all over again, but these guys seem to be secretive to the point of paranoia even by local standards....
     -Starling


The Knights Templar

Classed as mercenaries, as nothing else seems to fit, the Knights Templar is a semi-secret society that follows a code of conduct that is both strict and somewhat simple:

A Knight is sworn to valour
His/Her heart knows only virtue
His/Her blade defends the helpless
His/Her might upholds the weak
His/Her word speaks only truth
His/Her wrath undoes the wicked

The nearly religious devotion to this code has seen the Knights completely eliminated on two separate occasions, only to be rebuilt from scratch by support personnel and cadets from their self-contained academy. Even in day-to-day conversation, members refer to themselves and each other by the title of ‘Sir’ or 'Lady', only using rank when dealing with outsiders.

Unit history:
No one outside the Knights is sure just when the order was formed: they claim to be able to trace their history back to the original Knights Templar, founded on Terra in 1118. This is almost certainly false, but there are other, older organisations in existence, so the claim should not be totally discredited.

Records do show the Knights operating in and around the area of space that now forms the Outer Colonies during the time of the Reunification Wars. The order remained completely neutral during the years of conflict, offering humanitarian and medical aid to both sides without preference. After several disastrous attempts to attack hospitals and aid stations operated by the Knights, both the SLDF and their Periphery opponents agreed to respect their neutrality, often going out of their way to accommodate their relief efforts.

To this day, no one knows how many lives the Knights saved by refusing to allow military units to position themselves in and around civilian centres.

The years after the Reunification Wars saw much hardship in the deep Periphery, with the Knights doing everything they could to help the civilian populations survive. More than one hostile government or pirate king was overthrown by the Knights as they continued their self appointed task of guarding civilian life.

Many of those who have benefited from the help of the Knights have made donations over the years. Some give little, often more than they can truly afford, but many large business and influential individuals have made large donations, including the organisations two Star Lord class JumpShips, the Siege Perilous and the newly acquired Green Knight.

With the fall of the Star League and the start of the Succession Wars, the Knights came to the conclusion that they could better serve humanity by remaining in the deep Periphery, and set about fortifying their base of operations, eventually surpassing even SLDF specifications.

With the birth of the Outer Colonies, the Knights agreed to accept the new government, but demanded full autonomy for themselves and those living on the land they controlled. The Council of Eleven readily agreed to this, signing over almost a fifth of the world of Last Post to the Knights, ensuring them a secure future.

To this day, the Knights Templar operated as a literal law unto themselves, only interacting with the Council of Eleven when necessary.

The Knight’s distinctive unit emblem is a medieval knight in full armour, leaning on a broadsword. The knight’s livery is white with a large red cross in the centre. All uniforms are bone-white torsos with blue arms and legs. Each Knight has their own personal coat-of-arms that is displayed over their right breast. Dress uniforms have a cloak adorned with the individual’s coat-of-arms.

Base of operation:
The Knights operate out of the fortified city of New Constantinople on the desolate world of Last Post, and allow no visitors in their inner sanctum, the huge fortress known only as The Citadel. Attempts have been made of the years to sneak an agent inside, but the security systems appear to be experimental SLDF sensors and active countermeasures not normally found outside of a maximum security R&D centre. This has given rise to the widely held theory that there is a lost Castle Brian under the Citadel, even though no such complex exists on the records for that time.

The city of New Constantinople is a Mecca for artists and philosophers, and is home to the most highly respected university in the entire Outer Colonies: no one else can boast a more famous list of past students. All students are accepted based on ability, with the Knights providing full scholarships for anyone who cannot afford the fees.

Unit Structure:
The Knights military arm is organised as a reinforced regiment, with four full battalions.

First Battalion contains three companies of predominately heavy BattleMech’s, with an independent extended Command Lance of six BattleMech’s. This includes two bodyguard Mech’s for the Colonel, currently Sir Benedict di Milo.

Second Battalion contains the units armour assets, mainly medium tanks and fire support units. They are often deployed on the flanks and as a reserve should first battalion need assistance. Many of their vehicles are of Star League vintage, adding extra weight to the Castle Brian theory.

Third Battalion is the units infantry support, with one company of mechanised, one company of air-mobile and one company of foot infantry equipped with Power Armour akin to that used by ComStar and Word of Blake. The mechanised company normally operates in support of the second battalion, while the air-mobile company is normally deployed as scouts ahead of the other units. The Power Armour company acts as jack-of-all-trades and as a rapid-response unit.

The Fourth Battalion is the support unit, including techs, medics, a dedicated MASH team and the Knights air-support unit, The Seraphim. Fourth battalion is normally kept away from the fighting, operating out of either a secured centre of operations or grounded DropShips.

The transport section is headed up by the Star Lord Class JumpShip Siege Perilous. Attached to this are the DropShips Constantine (Overlord addapted to carry the 42 BattleMechs of First Battlaion at the expense of its Aerospace fighters and some cargo space), Bors & Gaheris (Gazelle’s assigned to Second Battalion), Tristan (Condor assigned to Third Battalion), Merlin (modified Fortress assigned to Fourth Battalion) and Bedivere (Leopard-CV, carries the remainder of the Knights Aerospace fighters).

As already stated, the Knights have a second Star Lord Class JumpShip, the Green Knight, but they mainly use this to carry supplies and to move units around when Siege Perilous is otherwise engaged.

Current Status:
The Knights are rebuilding after a long and bloody anti-pirate campaign rim-ward of the Outer Colonies, and as such, they are to be found on Last Post, tending their land hold around New Constantinople.

TO&E:
Regimental Command Lance
(The Knights Pendragon)
HGN-732b Highlander (Colonel Sir Benedict di Milo)
CP 10-Z Cyclops (Captain Lady Inese Larssonde)
BL6-KNT Black Knight (Lieutenant Sir Marcus Randall)
EXC-B2 Excalibur (Sergeant Sir Wahab Fusili)
ON1-K Orion (Sergeant Sir Felix de Carabas)
ON1-K Orion (Sergeant Lady Isabel Munro)

1st Battalion
(The Sword and the Shield)
1st Company
Command Lance

(The Dogs of War)
LNC 25-01 Lancelot (Major Lady Elisabeth Demarco)
ST-8A Shootist
ST-8A Shootist
EXT-4D Exterminator

Battle Lance
(The Four Horsemen)
AS7-D Atlas (Lieutenant Lady Charlotte Moreno)
NSR-9J Nightstar
KGC-000 King Crab
SPT-N2 Spartan

Sweeper Lance
(The Point of the Spear)
MCY-99 Mercury (Lieutenant Sir Henry Siva)
THE-N Thorn
HSR 200-D Hussar
SPR-5F Spector

2nd Company
Command Lance

(The Praetorians)
LNX-9Q Lynx (Captain Lady Sophie Wren)
CHP-1N Champion
END-6Q Enfield
STY-3C Starslayer

Battle Lance
(War-Blade)
HGN-732 Highlander (Lieutenant Sir Alexander Lee)
CP 10-Z Cyclops
BL6-KNT Black Knight
EXC-B2 Excalibur

Hunter Lance
(Bloodhounds)
NTK-2Q Night Hawk (Lieutenant Sir Thorlief Strongarm)
STG-3R Stinger
WSP-1A Wasp
DV-6M Dervish

3rd Company
Command Lance

(Sword of Justice)
THG-11E Thug (Captain Lady Elsa Door)
GLT-3N Guillotine
EMP-6A Emperor
VTR-9A1 Victor

Battle Lance
(The Berserkers)
HGN-732 Highlander (Lieutenant Sir Jackson Smith)
VTR-9A1 Victor
ON1-K Orion
STK-3F Stalker

Tracker Lance
(Night Hunters)
SHD-2H Shadow Hawk (Lieutenant Lady Sidney Pierce)
STG-3R Stinger
STG-3R Stinger
WSP-1A Wasp

2nd Battalion
(Rolling Thunder)
1st Company
Command Lance

(Thunderbolt)
Burke Heavy Tank (Major Sir Augustus Gibbs)
Burke Heavy Tank
VNL-K65N Von Luckner Heavy Tank
VNL-K65N Von Luckner Heavy Tank

Battle Lance
(Battle Cry)
Rhino Heavy Tank (Lieutenant Sir Marco Devon)
Rhino Heavy Tank
Fury Heavy Tank
Fury Heavy Tank

Scout Lance
(Lightning Strike)
Zephyr Hover Tank (Lieutenant Sir David Mackenzie)
Kanga Hover Tank
Lightning Hover Tank
Lightning Hover Tank

2nd Company
Command Lance

(The Long Nines)
Alacorn Mk VI Heavy Tank (Captain Lady Jennifer Sullivan)
Alacorn Mk VI Heavy Tank
Alacorn Mk VI Heavy Tank
Alacorn Mk VI Heavy Tank

Fire lance
(Raining Fire)
LT-MOB-25 Mobile Long Tom Artillery (Lieutenant Sir Francis McNamara)
LT-MOB-25 Mobile Long Tom Artillery
Padilla Heavy Artillery Tank
Padilla Heavy Artillery Tank

Support Lance
(Strength of Arms)
VNL-K65N Von Luckner Heavy Tank (Lieutenant Sir )
Maultier APC
J-27 Ordnance Transport
J-27 Ordnance Transport

3rd Company
Command Lance
(Wings of Justice)
Nightshade VTOL (Captain Sir Simon Neo)
Nightshade VTOL
Nightshade VTOL
Nightshade VTOL

Battle Lance
(Death from Above)
Cyrano VTOL (Lieutenant Lady Mary Park)
Cyrano VTOL
Cyrano VTOL
Cyrano VTOL

Scout Lance
(Hawkeye)
Cyrano VTOL (Lieutenant Sir Charles Wayne)
Ripper VTOL
Ripper VTOL
Ripper VTOL

3rd Battalion
(The Hoplites)
1st Company
Command Platoon

(The Red Guard)
Maultier APC with Laser Rifle Squad (Major Sir Sergei Golovko)
Maultier APC with Laser Rifle Squad
Maultier APC with Laser Rifle Squad
Maultier APC with Laser Rifle Squad

Battle Platoon
(The Burning Swords)
Maultier APC with SRM Squad (Lieutenant Lady Elizabeth Elliott)
Maultier APC with MG Squad
Maultier APC with PPC Squad
Maultier APC with PPC Squad

Scout Platoon
(Snake Hunters)
Maultier APC with Assault Rifle Squad (Lieutenant Sir Andrew McClain)
Maultier APC with Assault Rifle Squad
Maultier APC with Assault Rifle Squad
Maultier APC with Assault Rifle Squad

4th Battalion
(The Knights Hospitaller)
1st Company
Command Lance

(4077th MASH)
Mobile Headquarters (Major Dr Lady Abigail Chace, MD)
Mobile Army Surgical Hospital
Mobile Army Surgical Hospital
Mobile Army Surgical Hospital

Transport Lance
(Mercy Flight)
Karnov UR Transport (Lieutenant Dr Lady Cathy Muller MD)
Karnov UR Transport
Kestrel VTOL
Kestrel VTOL

Suport Lance
(Saving Grace)
J-27 Ordnance Transport (Sergeant Sir Marco Hendrix)
J-27 Ordnance Transport
J-27 Ordnance Transport
J-27 Ordnance Transport

The Seraphim
Command Flight

HCT-213B Hellcat II
HCT-213B Hellcat II
1st Squadron
Command Flight

RGU-133F Rogue
RGU-133F Rogue
1st Flight
TRN-3T Trident
SWF-606 Swift
2nd Flight
TRN-3T Trident
SPD-502 Spad
3rd Flight
ZRO-114 Zero
ZRO-114 Zero
2nd Squadron
Command Flight
HCT-213B Hellcat
HCT-213B Hellcat
1st Flight
THK-53 Tomahawk
THK-53 Tomahawk
2nd Flight
RGU-133L Rogue
LTN-G15 Lightning
3rd Flight
GTHA-100 Gotha
GTHA-100 Gotha
3rd Squadron
Command Flight

GTHA-500 Gotha
IRN-SD1 Ironsides
1st Flight
GTHA-100 Gotha
GTHA-300 Gotha
2nd Flight
IRN-SD1 Ironsides
IRN-SD1 Ironsides
3rd Flight
IRN-SD1 Ironsides
AHB-X Ahab

     It goes without saying that most of this is gossip and conjecture, but I suppose the die-hard romantic within me likes the idea that there are still people out there who think chivalry and honor are more than just words.
     Not that I believe for a second that these guys are descended from the
real Knights Templar...
     -Starling
Title: Re: The Outer Colonies Region
Post by: Hawkeye Jim on 05 April 2011, 20:09:31
Is there going to be a TOE on the ex-Wolverine portion?
Title: The Outer Colonies Region
Post by: JA Baker on 06 April 2011, 06:32:10
Is there going to be a TOE on the ex-Wolverine portion?

You do realise that you're asking me to do a full TO&E on six BattleMech regiments, three armour regiments and an infantry brigade? And all the support units? Because while I may have an anal-retentive attention to detail, even I'm not going to sit down with a random-unit generator and work out all that. Just assume a standard Star League load-out with a few of the early post-exodus designs like the Mercury II, Stag and Pulveriser thrown in.

What I do have left is some notes on the different planets that'll I'll go over and re-post to round things up.
Title: Re: The Outer Colonies Region
Post by: Hawkeye Jim on 06 April 2011, 06:52:43
If you don't that's fine. Just thought I'd ask.
Title: Re: The Outer Colonies Region
Post by: cawest on 06 April 2011, 14:22:40
     And now we come to the part I have the most difficulty believing, because if the book's right, then these guys are sitting on the single largest collection of warships in existence. Even if you took all the hidden caches that the Clans are supposed to have hidden away somewhere, on a ton-for-ton basis, this guys have to be in a class of their own.
     If you believe the book.
     As I said before, I did some digging and some of these names do correspond with known Star League ships, but records from that time are hardly accurate. ComStar, Word of Blake or the Clans might have a better list hidden away somewhere, but if they do they're not sharing. Who knows, maybe the Word stumbled upon the Outer Colonies and that's where they got some of their surprising warship strength from?
     But that's just idle speculation; I'll just give you the numbers and let you decide for yourselves.
     -Starling


Outer Colonies Defence Force (Navy)

Port Stanley squadron:
SLS Vanguard (McKenna class Battleship)
SLS Loch Lomond (Lola I class Destroyer)
SLS Fusilier (Lola II class Destroyer)
SLS Valhalla (Essex class Destroyer)

New Tasmania squadron:
SLS Hood (Texas class Battleship)
SLS Loki (Essex class Destroyer)
SLS Hel (Essex class Destroyer)
SLS Idun (Essex class Destroyer)

San Antonio squadron:
SLS New Mexico (Texas class Battleship)
SLS Pillars of Hercules (Lola III class Destroyer)
SLS Njord (Essex class Destroyer)
SLS Ull (Essex class Destroyer)

New Jersey squadron:
SLS Arizona (Texas class Battleship)
SLS Inverness (Lola II class Destroyer)
SLS Patrick O'Connor (Lola III class Destroyer)
SLS Wild Swan (Davion II class Destroyer)

Rockall squadron:
SLS Sabretooth (Black Lion class Battle Cruiser)
SLS Fort William (Lola II class Destroyer)
SLS Edinburgh (Lola III class Destroyer)
SLS Defender (Davion II class Destroyer)

Last Post squadron:
SLS Quicksilver (Black Lion class Battle Cruiser)
SLS Aberdeen (Lola II class Destroyer)
SLS MacLeod (Lola II class Destroyer)
SLS La Mancha (Quixote class Frigate)

New Jamaica squadron:
SLS St George (Cameron class Battle Cruiser)
SLS Isis (Davion II class Destroyer)
SLS Firedrake (Davion II class Destroyer)
SLS Strider (Naga class Destroyer)

Vision squadron:
SLS St Patrick (Cameron class Battle Cruiser)
SLS Belmont (Davion II class Destroyer)
SLS Vixen (Davion II class Destroyer)
SLS Galactic (Riga class Frigate)

Malloy's World squadron:
SLS St Andrew (Cameron class Battle Cruiser)
SLS Saguenay (Davion II class Destroyer)
SLS Achates (Davion II class Destroyer)
SLS Starhound (Naga class Destroyer)

Rorke's Drift squadron:
SLS Jericho (Texas class Battleship)
SLS Ivanhoe (Sovetskii Soyuz class Heavy Cruiser)
SLS Toronto (Davion class Destroyer)
SLS Veteran (Davion class Destroyer)

Training Ships:
SLS Islington (Vincent Mk 39 Corvette)
SLS Billingsgate (Vincent Mk 39 Corvette)

Hamunaptra system picket:
SLS Asgard (Essex class Destroyer)
SLS Freya (Essex class Destroyer)
SLS Thor (Essex class Destroyer)
SLS Odin (Essex class Destroyer)
SLS Sir Percivale (Potemkin class Troop Cruiser)
SLS Sir Tristran (Potemkin class Troop Cruiser)
SLS Chatham (Newgrange class Yard Ship)

Hamunaptra Naval Reserve:
SLS Philip of Macedonia (Farragut class Battleship)
SLS Helen of Troy (Monsoon class Battleship)
SLS Paris (Monsoon class Battleship)
SLS Menelaus (Monsoon class Battleship)
SLS Agamemnon (Monsoon class Battleship)
SLS Kassandra (Monsoon class Battleship)
SLS Convoy (Potemkin class Troop Cruiser)
SLS Buffalo (Potemkin class Troop Cruiser)
SLS St Vincent (Cameron class Battle Cruiser)
SLS St Columber (Cameron class Battle Cruiser)
SLS St Paul (Cameron class Battle Cruiser)
SLS St Valentine (Cameron class Battle Cruiser)
SLS St David (Cameron class Battle Cruiser)
SLS St Fancies (Cameron class Battle Cruiser)
SLS St Jude (Cameron class Battle Cruiser)
SLS Viktor (Aegis class Heavy Cruiser)
SLS Nastasia (Aegis class Heavy Cruiser)
SLS Konstantin (Aegis class Heavy Cruiser)
SLS Andreas (Aegis class Heavy Cruiser)
SLS Romanov (Aegis class Heavy Cruiser)
SLS Makarov (Aegis class Heavy Cruiser)
SLS St Petersburg (Aegis class Heavy Cruiser)
SLS Catherine the Great (Aegis class Heavy Cruiser)
SLS Dante (Aegis class Heavy Cruiser)
SLS Arkaday (Aegis class Heavy Cruiser)
SLS Siberia (Aegis class Heavy Cruiser)
SLS Eye of Ra (Avatar class Heavy Cruiser)
SLS Loch Ness (Lola I class Destroyer)
SLS Mac Duff (Lola I class Destroyer)
SLS Ottawa (Davion class Destroyer)
SLS Matabele (Davion class Destroyer)

     Given the number of ships they claim to have, the fact that so few are apparently on active service could mean that the others not fit for service, or they lack the means to support a larger number. You can decide for yourself, as they give no mention of the number of civilian or military JumpShip’s at their disposal, so it's hard to gage the pool of trained personnel they can draw on. They do however claim to have at least two shipyards capable of repairing if not building warships; one in orbit of Port Stanley, the other over New Jamaica.
     They also claim to have a
Newgrange class Yard Ship in the Hamunaptra system, so it is possible that they are running at least basic maintenance on the ships under their care.
     But, again, this is all speculation until someone gets hold of credible evidence one way or the other.
     -Starling



MAN that is a lot of shipping.... will you let us know how they got some of the....odder ships lola I and II, davion I and II, and the Nagas?  looking forward to more
Title: The Outer Colonies Region
Post by: JA Baker on 06 April 2011, 14:58:42

MAN that is a lot of shipping.... will you let us know how they got some of the....odder ships lola I and II, davion I and II, and the Nagas?  looking forward to more

And this is their fleet after I removed all the “home grown” designs they had originally  8)

Mostly it's a case of the Star League deciding it was cheaper to leave the ships where they were rather than ship them all the way back to the Inner Sphere for disposal, other's were sent out there for repair during the Reunification War/Star League Civil War and never got the order for Exodus and a few are the spoils of war.

I'll go into it in greater depth when I do the write up on the Hamunaptra system.
Title: Re: The Outer Colonies Region
Post by: Hawkeye Jim on 06 April 2011, 16:12:20
Actually, for an expedition like that, I think they would be more likely to send the older models than newer ships. Since they might have to write off all or part of the units, sacrifice ships that will sooner or later be mothballed anyway.

You could do well with mostly venerable ships. Monsoons are a good choice, so are the older smaller craft.
Title: Re: The Outer Colonies Region
Post by: Hawkeye Jim on 06 April 2011, 16:49:40
In line with my previous post, might I suggest that the following ships be considered. All had proud histories and are suitable to work away from the main syatems.

Riga Class frigate
Carson Class destroyer
Farragut Class battleship (you have one)
Volga Class transport
Title: Re: The Outer Colonies Region
Post by: cawest on 06 April 2011, 19:21:40
if you have 3057(R)  in the lost warship section you might find some things to have in a "scrap yard"  or old Rim World ships also... just an idea if you have not thougth about it
Title: Re: The Outer Colonies Region
Post by: Deathknight69 on 07 April 2011, 04:54:05
WOW !!!!

That's quite the write man. Damn, I'm surprised you didn't have a Luxor Heavy Cruiser survive and make the journey. I enjoy the Luxor and wish it wasn't extinct.
Title: The Outer Colonies Region
Post by: JA Baker on 07 April 2011, 08:39:22
All I'll posted are the mothballed ships; there's also a large bone-yard of derelict ships that could be recovered in needed. After all, all you need do is park a ship in a stable orbit and it should be perfectly happy to just sit there for hundreds of years with only minimal maintenance. That's why I added a Newgrange and a pair of Potemkin's to the system picket: they act as a mobile repair stations to keep the ships in good enough repair that they could be reactivated if needed.

The thing is, the OCDF doesn't need that many ships; they're so far out, all they have to worry about is the occasional smuggler or pirate, and most of them could be dealt with my DropShip's. They only keep the navy out of a sence of tradition.



That and the people of Rorke's Drift are paranoid buggers, even by local standards...
Title: Re: The Outer Colonies Region
Post by: JA Baker on 07 April 2011, 09:16:23
Riga Class frigate

SLS Galactic, Vision squadron  8)
Title: Re: The Outer Colonies Region
Post by: Red Pins on 07 April 2011, 09:52:50
Excellent work!

It reminds me of my own AU project, but without the massive numbers of WarShips.  ...I think my next project might be a FM: Deep Periphery.  These projects need to be included for future players!
Title: The Outer Colonies Region
Post by: JA Baker on 07 April 2011, 10:23:35
I know a guy from the old HPG forums who has similar, if somewhat less developed, deep periphery nation made of ex ComStar types who fled Terra after Word of Blake took over with a couple of ships loaded with civilians who also wanted out. He has a work-in-progress Field Manual (http://www.angelfire.com/fang/dyrewolfes_den/bcfmhome.html), and is working on a rather in-depth Fan Fiction called A Friend In Need (Part 1 (http://www.fanfiction.net/s/5501910/1/A_Friend_In_Need) & Part 2 (http://www.fanfiction.net/s/5991831/1/A_Friend_In_Need_II_Shadow_of_the_Jihad)) that include the older, cheesier version of the Outer Colonies.
Title: Re: The Outer Colonies Region
Post by: lowrolling on 07 April 2011, 10:26:57
An impressive number of Warships.
Title: Re: The Outer Colonies Region
Post by: Dragon Cat on 07 April 2011, 10:30:38
Nice write up and idea

one thing I'd consider is changing your Davion IIs to Davion Is or Whirlwinds.  According to the fluff of both the Davion and the Whirlwind the Star League bought aged Davion Is and converted them to Whirlwinds before accepting them for service.  Nothing much about the Davion II in service.

Maybe a single Davion II and the rest Whirlwinds?  Just an idea

Other than that impressive
Title: The Outer Colonies Region
Post by: JA Baker on 07 April 2011, 10:44:41
I always read it as the Davion II being the Star League variant, with the Whirlwind being the Clan refit.

(double checks TRO: 3057R)

The Block II was a FedSuns refit that fixed many of the issues with the Block I, while the Whirlwind was a Star League refit of a number of leased Block I's.

I suppose they should be Whirlwinds then.

My bad   #P
Title: Re: The Outer Colonies Region
Post by: Red Pins on 07 April 2011, 11:37:09
I know a guy from the old HPG forums who has similar, if somewhat less developed, deep periphery nation made of ex ComStar types who fled Terra after Word of Blake took over with a couple of ships loaded with civilians who also wanted out. He has a work-in-progress Field Manual (http://www.angelfire.com/fang/dyrewolfes_den/bcfmhome.html), and is working on a rather in-depth Fan Fiction called A Friend In Need (Part 1 (http://www.fanfiction.net/s/5501910/1/A_Friend_In_Need) & Part 2 (http://www.fanfiction.net/s/5991831/1/A_Friend_In_Need_II_Shadow_of_the_Jihad)) that include the older, cheesier version of the Outer Colonies.

Great!  ...Now all I have to do is finish the New Clans...  I'm about 3/4 done volume one.  It ends 3070 or so.


 
PG 1     Cover Image; Title across the top

PG 2     Intro; My letter of Intro

PG 3     Table of Contents; Legal Disclaimer; Contributors; Thank-yous; Copyrights

PG 4     Greetings from Loremaster Council;

PG 5     Clan Frost Ape, 33 pages;
Clan Frost Ape
  The Founding
    The Truce
    Da Vinci
    Alliance
  The Long Years
    The dezClan Trials
    The Second Star League
    The Future
  The Touman
    Training
    Chain of Command
    TO&E
    Branches of the Touman
  Uniforms and Insignia
  Military Decorations
  Notable Personalities
  The Blood Heritages
Military Units; 8 Galaxies + 3 Reserve Galaxies

PG 44   Clan Carnoraptor, 39 pages;
Clan Carnoraptor
  Historical Record, 2862-2871
    Analyst’s Note
  Historical Record, 2871-2890
    Analyst’s Note
  Historical Record, 2890-2940
    Analyst’s Note
  Historical Record, 2945-3004
    Analyst’s Note
    Analyst’s Note
      Clan Carnoraptor Intelligence Report
      Clan Carnoraptor Threat Assessment
  The Touman
    Carnoraptor TO&E
    Branches of the Touman
    Chain of Command
    Uniforms and Insignia
    Military Decorations
    Notable Warriors
    The Blood Heritages
Military Units; 10 Galaxies +1 Reserve Galaxy

PG 77   Clan Devil Wasp, 33 pages;
Clan Devil Wasp
  Miscarriage of Justice
    The Truce
  Erinyes and Vendetta
    Blood and Death
    Vengence
  Building the Hive
    The New Path
  The Touman
    TO&E
    Branches of the Touman
    Chain of Command
    Uniforms and Insignia
    Military Decorations
    Notable Warriors
    The Blood Heritages
Military Units; 8 Galaxies + 8 Reserve Clusters

PG 100 Clan Surf Dragon, 27 pages;
Clan Surf Dragon
  Divine Ancestry
  The Beginning
    The Truce
  The Ronin Wars
    The Good Years
    End of the Beginning
  Renaissance
    Recent Events
  The Castes
  The Touman
    Organization
    Branches of the Touman
    Chain of Command
    Uniforms and Insignia
    Decorations
    Notable Warriors
    Blood Heritages
Military Units; 5 Galaxies + 3 Reserve Galaxies, 3 Clusters

PG 127 Clan Tundra Leopard, 37 pages;
Clan Tundra Leopard
  The Founder
  Birth of the Clan
    Rebirth of the Caste
    A New Beginning
  Rise of the Castes
    Segregation
  Fall From Grace
    Innovation
    The Good Years
  The DezClan Trials
    The Trueborn Resurgence
  Current Events
  The Castes
  The Touman
    TO&E
    Branches of the Touman
    Chain of Command
    Uniforms and Insignia
    Military Decorations
    Notable Warriors
  The Blood Heritages
Military Units; 9 Galaxies + 3 Reserve Clusters

PG 164 Sourcebook information Legacy Cluster Atlas, 17 pages; Occupation Chart, 1 page;

PG 182 Unique Technology (H-AC), 19 pages;
    Heavy- and Assault Components
    Permanent AirMechs
    FighterShips
    Extra-Light ‘Mechs
  New Construction Equipment
    Hardpoints
    Stilts
    Armor Rescue Units
  New Weapons
    Cassette Missile System
    Automatic Gauss Rifle
    Extended-Range TAG
    Arrow V Artillery Missile
  New Equipment
    Point C3 System


PG 201 Allowable Technology Charts, from TW, TO, and SO, 4 pages;

PG 205 Sample Units, Primitive Mechs, ELMs, PAMs, FighterShips, WarShips, missile trailers, etc., 10-20 pages;

PG 225 Record Sheets for ELMs, ACs, H-ACs, Battle Sheet, 4-6 pages;

PG 231 Rear Cover; Advertising Blurb; Disclaimers
Title: The Outer Colonies Region
Post by: JA Baker on 07 April 2011, 11:47:50
Port Stanley
Star Type: G2IV
Position in System: 2 (of 7)
Time to Jump Point: 11.89 days
Number of Satellites: 2 (Troy and Hawkins)
Surface Gravity: 1.01
Atm. Pressure: Thin (Breathable)
Equatorial Temperature: 32°C (Mild-Temperate)
Surface Water: 67%
Recharging Station: Zenith, Nadir
HPG Class Type: A
Highest Native Life: Avian
Planetary Capital: San Carlos
Population (3045): 3,635,000,000

Administrative capital, home to the Council Chambers and the most heavily populated planet in Outer Colonies, Port Stanley was settled by people of predominantly Northern European decent, but with a large number of Latin American's, resulting in names such as San Carlos and Ciudad de San Jorge. The three large continents have a largely temperate climate, with vast mountain ranges and wide valleys. One of the largest mountains is Mount Longdon, home of a Star League Castle Brian that is linked by an aboveground highway and an underground railway to the heavily fortified Port Howard space-port. Between them they act as the nexus of planetary defences, including the primary ground station for the orbital weapons platforms.

Much further north, on the continent of Fitzroy, is the city of Fox Bay, site of the single largest industrial complex in the Outer Colonies. Capable of reproducing almost any BattleMech or armoured vehicle deployed by the SLDF, the factory now operates at a fraction of its maximum, mainly producing replacement parts for the Outer Colonies Defence Force. Due to local geography, Fox Bay has a very small space-port, and most of the larger items produced at the factory are transported either by airship or ocean-going cargo ships.

Orbiting Port Stanley is the extensive Clarke Station, a collection of shipyards, foundries and workshops that maintain both the merchant and military fleet. While the yards are capable of building anything up to and including a warship, they have not been tasked to do so since the Reunification War. The entire facility is protected from the moon of Troy, the bulk of which is given over to a massive military base that houses part of the aerospace academy.

The outer moon of Hawkins is much smaller, and is home to a scientific research station, including a 10km particle accelerator and other experiments that benefit from a microgravity environment.

New Tasmania
Star Type: K2IV
Position in System: 4 (of 8)
Number of Moons: 1 (Sentinel)
Days to Jump Point: 5
Surface Water: 83%
Atm. Pressure: Standard (Breathable)
Surface Gravity: 1.06
Equatorial Temp: 34°C (Mild-Temperate)
Recharging Station: Zenith
HPG Class Type: B
Highest Native Life: Mammals
Planetary Capital: Hobart
Population (3045): 1,960,000,000

A much more sparsely populated world in comparison, New Tasmania is still mostly untouched by man only the continent of Victoria is truly developed, with vast swathes of the others still in a near pristine condition. The worlds manly, large oceans are home to a thriving ecosystem and are spotted by long island chains, many the tips of still active volcanoes. It is this highly geologically active nature that makes the soil on New Tasmania as futile as it is, and food produce is the planets primary export.

San Antonio
Star Type: F0VI
Position in System: 3 (of 6)
Number of Moons: 2 (Travis and Crockett)
Days to Jump Point: 22
Surface Water: 55%
Atm. Pressure: Standard (Breathable)
Surface Gravity: 0.73
Equatorial Temp: 85°C (Desert)
Recharging Station: Zenith
HPG Class Type: B
Highest Native Life: Amphibians
Planetary Capital: Galveston
Population (3045): 690,000,000

A dry, arid world, San Antonio still has a frontier feel to it, centuries after it was first settled. The inhabitants are known for being hardy, self sufficient and independent: it took even the Star League Defence Force two decades to completely pacify the populace, and even then they had to deal with regular uprisings and protests. While things are much calmer since the Outer Colonies reorganised their government to allow for much greater local autonomy, there is still occasional talk of leaving the Outer Colonies and going fully independent, but given the planets low population base and limited arable land, this remains unlikely.
Title: Re: The Outer Colonies Region
Post by: lowrolling on 07 April 2011, 11:59:57
That is great detail!!!! Do they have any jumpship production?
Title: The Outer Colonies Region
Post by: JA Baker on 07 April 2011, 14:03:37
Do they have any jumpship production?

Port Stanley has Clarke Station and New Jersey has Newport News Orbital Shipbuilding Inc., while Rorke's Drift had a shipyard but it was shut down due to lack of business: no more convoys to and from the Inner Sphere means no ships needing maintenance after a two year voyage.

If a ship has a problem that they can't fix themselves, and they can't get to a shipyard, the Chatham is sent for.
Title: The Outer Colonies Region
Post by: JA Baker on 07 April 2011, 18:14:24
New Jersey
Star Type: G2V
Position in System: 3 (of 12)
Number of Moons: 1 (Liberty)
Days to Jump Point: 9
Surface Water: 80%
Atm. Pressure: Standard (Breathable)
Surface Gravity: 1.00
Equatorial Temp: 37°C (Mild-Temperate)
Recharging Station: Nadia
HPG Class Type: A
Highest Native Life: Mammals
Planetary Capital: Jersey City
Population (3045): 2,250,000,000

A wet and somewhat desolate world, New Jersey is none the less blessed with vast mineral reserves that have fuelled a thriving manufacturing and heavy industry led economy that is unmatched anywhere else in the Outer Colonies. It is also home to the only other operational shipyard in the region capable of building and maintaining JumpShip's, Newport News Orbital Shipbuilding Inc., as well as extensive ground-based facilities for the construction and maintenance of DropShip's of any size. Unfortunately this economic leviathan has exacted a heavy toll on the local environment, and a large proportion of the planetary GDP is spent running a network of highly sophisticated atmospheric processors recovered from the failed colonies in the Hamunaptra system.

Despite all this, New Jersey has a thriving tourist industry, as it is the only one of the Outer Colonies to allow unrestricted gambling, among other vices that are more strictly controlled, if not outright prohibited, elsewhere.

This has given birth to the famous saying; “What happens on New Jersey, stays on New Jersey...”

Rockall
Star Type: F0IV
Position in System: 3 (of 12)
Number of Moons: 1 (Gibraltar)
Days to Jump Point: 12
Surface Water: 42%
Atm. Pressure: Standard (Breathable)
Surface Gravity: 1.00
Equatorial Temp: 65ºC (Desert)
Recharging Station: Nadia
HPG Class Type: B
Highest Native Life: Reptilian
Planetary Capital: Derry
Population (3045): 450,000,000

Populated predominately by people of Scots-Irish decent, Rockall maintains a close-knit, family orientated societies based around the ancient Clans. Most of the populace is to be found around the northern Tyrol Mountains and freshwater lochs located there, far from the hash, inhospitable deserts of the equatorial regions. Rockall has a rather extreme rotational tilt, which geological evidence seems to indicate was caused by a collision with a large protoplanet back when the system was still forming, much like Terra was billions of years ago. This makes the seasons somewhat harsh, with very hot summers and cold, bitter winters.

Despite, or perhaps, because of this, Rockall is considered to be the home of the best single-malts in the entire Outer Colonies.

Last Post
Star Type: G5V
Position in System:  4 (of 6)
Number of Moons: 1 (Charleston)
Days to Jump Point:  7.5
Surface Water: 68%
Atm. Pressure: Standard (Breathable)
Surface Gravity: 1.01
Equatorial Temp: 30° C (Arid)
Recharging Station: Zenith
HPG Class Type: B
Highest Native Life: Mammal
Planetary Capital: Landing
Population (3045): 1,010,000,000

Dry but not overly hot, at first Last Post has little to attract settlers even now, but that is until you take into account the stable climate, low geological activity and stunning, if somewhat stark, beauty. It is no wonder that Lost Post has given the Outer Colonies more poets and artist than any other world.

The other thing that makes Lost Post stand out is that it is the home of the Knights Templar, and their massive land-hold on the continent of Haven in the eastern tropics.  The capital of Haven is New Constantinople, located between the foot of a mountain ant the mouth of the Serenity River. The city is split into two sectioned: the sprawling Lower City down by the river, and the Citadel, which is carved out of the mountain itself. Only members of the Order are allowed into the Citadel, with every point of access guarded around the clock. Over the years many have tried to either slip in, or have joined the Order to discover its secrets. To date none of them have succeeded; they have all either been found out and deported, or 'gone native' and embraced the Order fully, turning their backs on their former life.

The highest apparent rank in the order is that of Paladin, the select few who control the order from somewhere within the Citadel. Below them are the Clerics, who act as administrators for their holdings, the Knights who make up the bulk of the order, including all the officers and senior NCO's within their paramilitary arm, the Men At Arms, who act as a police force across Haven and guard the Citadel itself, Squires, who carry out much of the day-to-day business of running an entire continent, and lastly the Acolytes, who are probationary members seeking to earn a place as full members of the Order. Acolytes are only allowed into the Citadel for the ceremony that sees them rise to the position of Squire or Man At Arms, and are more often seen going about their business in the Lower City.

The Treaty of New Constantinople, signed by the Star League and endorsed by the Outer Colonies grants the Order fully and total authority over Haven, and anyone entering the territory should be aware that they are under the legal jurisdiction and authority of the Order, not the Outer Colonies.
Title: Re: The Outer Colonies Region
Post by: lowrolling on 07 April 2011, 19:13:06
Thanks on the answer. These would be a tough nut to crack.
Title: The Outer Colonies Region
Post by: JA Baker on 08 April 2011, 14:29:18
New Jamaica
Star Type: K4III
Position in System: 4 (of 10)
Time to Jump Point: 4.12 days
Number of Satellites: 0
Surface Gravity: 1.0
Atmosphere Pressure: High (Breathable)
Surface Water Coverage: 62%
Equatorial Temperature: 34° C (Tropical)
Highest Native Life: Amphibians
Recharging Station: Nadir
HPG Class Type: A
Planetary Capital: Port Royal
Population (3045): 2,190,000,000

A near paradise, New Jamaica has the best beaches, the warmest, clearest seas and the most agreeable climate of any of the Outer Colonies. Almost zero axial tilt means that the seasons are split between hot a humid in the summer, and warm and wet in winter. This would normally make it a prime world for colonisation anywhere, but such endeavours have met an native enemy in the Iron-Root plant. Somewhat akin to the mangrove of Terra, iron-root has colonised vast swaths of New Jamaica and is unusually stubborn and all but impossible to eradicate to the point that military grade explosives and even BattleMech's have been called upon to clear areas that resisted more traditional methods. Some areas of old-growth forest are all but impenetrable, limiting the amount of land available for human habitation.

Despite this, the colonists of predominantly Afro-Caribbean and Latin-American stock have made the most of what they have, reclaiming large areas from the sea by filling in lagoons and atolls to gain living space. Its many lush, sandy beaches attract holiday makers from across the Outer Colonies, allowing it to rival even New Jersey as the number one vacation destination. Many are drawn to the famous floating cities, effectively free-floating habitats that migrate around the world to take advantage of the best weather conditions.

New Jamaica's main exports are lumber, spices and rum.

Vision
Star Type: F8V
Position in System: 4 (of 12)
Number of Moons: 1 (Hope)
Days to Jump Point: 12
Surface Water: 60%
Atm. Pressure: Standard (Breathable)
Surface Gravity: 1.2
Equatorial Temp: 30°C (Arid)
Highest Native Life: Reptiles
Recharging Station: Nadir
HPG Class Type: B
Planetary Capital: Eden
Population (3045): 915,000,000

A truly unremarkable world, Vision has little to make it stand out amongst its fellow colonies, resulting in a lower population then you might expect. While the world has enough natural resources and arable land sustain its population comfortably, they are not of sufficient quality or quantity to make export an economical choice. In a bid to boost income from off-world, the planetary council built large sports complex just outside their capital and played host to the first Outer Colonies Olympic Games.

The games were a resounding success, and by tradition, Vision plays host to every third tournament while the other Colonies take turns.

Malloy's World
Star Type: K8V
Position in System: 3 (of 8)
Number of Moons: 1 (Guardian)
Days to Jump Point: 3
Surface Water: 74%
Atm. Pressure: Standard (Breathable)
Surface Gravity: 0.84
Equatorial Temp: 38°C (Tropical)
Highest Native Life: Birds
Recharging Station: Zenith
HPG Class Type: B
Planetary Capital: Rosalyn
Population (3045): 1,645,378,000

Not to be confused with the Federated Suns world with an almost identical name, Malloy’s World is one of the more Terra-like worlds in the Outer Colonies, having a relatively stable climate and low to moderate geological activity. In fact the world is almost as laid back as its inhabitants, who take advantage of its location at the edge of the Outer Colonies to allow the hustle and bustle of the more cosmopolitan worlds pass them by while they dedicate themselves to more scholastic pursuits, resulting in a far higher than average percentage of the population with qualifications from their worlds many centres of higher education. Even the capital, Rosalyn, feels more like a oversized collage campus than a major city.

One interesting piece of local trivia; the planet itself is named after Captain Gregory Malloy, commander of the JumpShip North Star, who first discovered the world, while the capital is named after his eldest daughter, Rosalyn Amber Cater-Malloy, who had been born during the long passage from the Inner Sphere.
Title: The Outer Colonies Region
Post by: JA Baker on 08 April 2011, 14:49:29
Rorke's Drift
Star Type: M2IV
Position in System: 4 (of 9)
Number of Moons: 2 (Ulysses and Odyssey)
Days to Jump Point: 3
Surface Water: 63%
Atm. Pressure: Standard (Breathable)
Surface Gravity: 0.95
Equatorial Temp: 47°C (Desert)
Highest Native Life: Mammals
Recharging Station: Nadia and Zenith
HPG Class Type: A
Planetary Capital: Charlemagne
Population (3045): 1,958,205,000

Some may call the Outer Colonies unnecessarily paranoid when it comes to dealing with outsiders, but that doesn't even come close to describing the people of Rorke's Drift.

A sparsely populated world before the arrival of the surviving descendants of the 331st division, the world is geared almost totally to the business of warfare. For the forth most populous world in the Outer Colonies, Rorke's Drift provides the highest number of military personnel per-capita, and has the largest standing militia, with every citizen expected to join the planetary militia and to remain a member of the reserve until they reach forty. The only exceptions are medical disability and conviction of a non-misdemeanor. While the city of Charlemagne remains the officially capital, the largest settlement is in fact McEverdy City, some 200km to the south, deep in the Wolf's Bane Mountains. This heavily fortified settlement is surrounded by fortifications, including ground-to-orbit missile silos and capital-grade lasers and particle canons, collectively known as “the Ring of Fire”.

In orbit, amid an impressive number of weapons satellites and battle stations is a non-operational shipyard that was closed down and put into mothballs when the Star League fell, due to a decline in business now they no longer need to service JumpShips making the long an arduous journey to and from the Inner Sphere. While deactivated, the yards are kept in good repair and could easily be reactivated.
Title: The Outer Colonies Region
Post by: JA Baker on 08 April 2011, 18:52:21
Protectorates:

Helios
Star Type: G5V
Position in System: 2 (of 4)
Number of Moons: 16 (of which the largest is Solitude)
Days to Jump Point: 20
Surface Water: N/A
Atm. Pressure: N/A
Surface Gravity: N/A
Equatorial Temp: N/A
Recharging Station: None
HPG Class Type: D
Highest Native Life: N/A
Planetary Capital: N/A
Population (3045): 120,000

An otherwise unimpressive yellow dwarf system, the Helios system is only remarkable due to the presence of the gas giant that gives it its name, which is home to a Star League era hydrogen mining station. The only other permanent settlement in the system is a mining outpost on the moon Solitude, which produces high-grade industrial diamonds and naturally occurring crystals that are used in laser focusing arrays, including military weapons. Both outposts are owned and operated by the Hark Corporation under the oversight of the Office of Colonial Affairs.

Arixo
Star Type:K0V
Position in System: 2 (of 4)
Number of Moons: 2 (Coyote and Shadow)
Days to Jump Point: 4.25
Surface Water: 33%
Atm. Pressure: Standard (Breathable)
Surface Gravity: 1.2
Equatorial Temp: 85ºC (Desert)
Recharging Station: None
HPG Class Type: C
Highest Native Life: Reptilian
Planetary Capital: Snake River
Population (3045): approximately 117,450,000

A dry, inhospitable world, Arixo attracted settlers from both the North American, Arabian and Australian regions on Terra, mainly people who wanted a simpler, nomadic life. Settlements are few and far between, with the bulk of the population moving around the vast savannah's and deserts with the seasons. The authority of the Office of Colonial Affairs doesn't extended to far from the few permanent settlements, and many of the locals still settle disputes by armed combat, something the local Marshals service spends a lot of time and effort trying to discourage. The only real export of note (aside from hand-tooled firearms and bladed weapons, which are much sort after by collectors across the Outer Colonies) is titanium and germanium from the Kata Tjuta Mountains on the southern continent of Uluru.

TRAVEL ADVISORY: several of Arixo's native species are both aggressive and carnivorous, many capable of overwhelming a unaware human. Take care when travailing outside of populated areas and if possible, travel in armed groups.

Pacifica
Government: Elected Council under the guidance of a Colonial Administrator
Star Type: F5III
Position in System: 4 (of 12)
Number of Moons: 1 (Mandalay)
Days to Jump Point: 11
Surface Water: 85%
Atm. Pressure: Standard
Surface Gravity: 1.02
Equatorial Temp: 33°C (Arid)
Recharging Station: none
HPG Class Type: C
Highest Native Life: Mammal
Planetary Capital: Roanapur
Population (3045): 150,315,000

Settled by people of Polynesian, Malayan and otherwise Far-Eastern decent, Pacifica maintains a close link it its cultural heritage, even thousands of light-years from Terra. The people who inhabit its many island chains and atolls lives lives not that dissimilar to their distance ancestors, all be it with ships made of high-tensile alloys, deep-scanning echo-locators and satellite communications. The planets only continent, Mokuʻāina, is home to both its capital and its only space port, but specially adapted amphibious DropShips and transatmospheric shuttles are used on occasions to deliver bulk cargo to and from isolated communities when speed is off the essence and the vast blue water transports are too slow.

The main industry of Pacifica is fishing; its deep, rich seas provide a rich bounty that even industrialised fishing is hard pressed to put a dent in. Fleets of ships roam the single, vast ocean, in search of their next catch, entire families going years between setting foot on dry ground. Some of the larger ships are effectively ocean-going towns that include schools, medical centres and all the other facilities one could ask for. Shepherding them are patrol ships of the Colonial Marshals, acting as both law enforcement, tax collectors and emergency response teams. The deep oceans of Pacifica are known to produce monster storms that can destroy even the mightiest vessels, and many lives have been saved by the timely arrival of an emergency shuttle.

Military Outposts

Hamunaptra
Star Type: G0III
Position in System: 4 (of 8)
Number of Moons: 0
Days to Jump Point: 8
Surface Water: 67%
Atm. Pressure: Thick (Inhospitable)
Surface Gravity: 1.09
Equatorial Temp: 120°C
Recharging Station: None
HPG Class Type: None
Highest Native Life: Bacterial
Planetary Capital: N/A
Population (3045): 25,000

Hundreds of years ago, settlers attempted to found a colony on the world then known as Hibernia. Unfortunately, not long after they landed, the planet underwent a massive geological upheaval that rendered it unfit for human habitation. Many fled to other nearby worlds, but most remained behind, attempting to save their new home by deploying massive atmospheric processors and regulators similar to those used by the Star League to terraform worlds in the Inner Sphere. Unfortunately the tectonic and atmospheric instability had already reached a tipping point, and within a few decades the entire planet was all but dead, turned from a lush demi-paradise to a living hell. The remaining colonists either fled or died, but records from that time are fragmented at best, leaving their true fate unknown to this day.

When the Star League took an interest in the Outer Colonies, they sent a mission to the Hibernia system but found nothing but ruins. They managed to recover the terraforming equipment that had failed to save the world, then renamed it Hamunaptra, after a mythical necropolis on Terra.

Thus the world remained of little interest to anyone until the start of the Reunification War. Faced with the need to dispose of captured Periphery Navy warships, the local SLDF commander decided to relocate them to the Hamunaptra system, which was not listed on most maps not of local origin, and thus began the formation of the vast orbital bone-yard. Since then it has become home to more ships either captured or declared surplus and too expensive to ship back to the Inner Sphere for disposal. A number of these are held as part of the Naval Reserve and maintained to a certain level by a team of engineers and technicians, while others are allowed to just drift in orbit, occasional used as a convenient source of spare parts.

Many of the ships located in the bone-yard may well be the last of their kind in existence, and every few years a survey is conducted to make sure that the most historically significant ones are still in one piece, and unlikely to fall into a gravity well.

Nomad Station
Star Type:DZ8
Position in System: N/A
Number of Moons: N/A
Days to Jump Point: 4
Surface Water: N/A
Atm. Pressure: N/A
Surface Gravity: N/A
Equatorial Temp: N/A
Recharging Station: none
HPG Class Type: D
Highest Native Life: N/A
Planetary Capital: N/A
Population (3045): 2,600

A scientific research station orbiting a white dwarf, Nomad Station was built by the Star League as part of a chain of radio telescopes scattered through to deep Periphery. The station is of negligible strategic value, but is normally home to a pair of assault DropShip’s and a fighter wing due to the high black-market value of the irreplaceable electronics it houses. The station is run by the Ministry of Since under a senior administrator.

Columbia
Star Type: G2V
Position in System: 3 (of 7)
Number of Moons: None
Days to Jump Point: 10
Surface Water: 5%
Atm. Pressure: Thin (Borderline-breathable)
Surface Gravity: 0.89
Equatorial Temp: 15°C (Tundra)
Recharging Station: none
HPG Class Type: D
Highest Native Life: Mammal
Planetary Capital: Columbia Station
Population (3045): 14,000

At the 'northern' end of the perimeter, Columbia is an icy, desolate world that has never attracted any settlers due to the fact that is locked in the middle of an ice age. A few prospectors have scoured its surface in a bid to make their fortune, but its thick ice sheets and barely breathable atmosphere have made any finds economically impractical at this time, or at any point in the next few centuries. A small, domed military outpost on the equator maintains an array of satellites in orbit tasked with detecting the tell-tale signs of nearby hyperspace transits that would give warning of any nearby, unexpected JumpShip activity.

Fort Kerium
Star Type: K9V
Position in System: 2 (of 5)
Number of Moons: 0
Days to Jump Point: 3
Surface Water: 20%
Atm. Pressure: Standard (Highly-Tainted)
Surface Gravity: 1.11
Equatorial Temp: 24°C (Temperate)
Recharging Station: None
HPG Class Type: D
Highest Native Life: Reptilian
Planetary Capital: Fort Kerium
Population (3045): 12,000

If it wasn’t for the high concentration of Sulphur in the atmosphere, Fort Kerium would be ideal for human settlement. As it is it is reduced to serving as a mid-range military outpost on north-west edge of the Outer Colonies, most of which is burred below ground to avoid the smell. Even then, almost everyone who's served there insists they can still smell rotten eggs, despite the best the air scrubbers money can buy.

Fort Centrum
Star Type: G4IV
Position in System: 1 (of 5)
Number of Moons: N/A (largest moon of a Gas Giant)
Days to Jump Point: 8
Surface Water: 36%
Atm. Pressure: Standard (Tainted)
Surface Gravity: 0.69
Equatorial Temp: 47°C (Desert)
Recharging Station: None
HPG Class Type: D
Highest Native Life: Reptilian
Planetary Capital: Fort Centrum
Population (3045): 14,500

At the very centre of the defensive line, Fort Centrum has the misfortune of being the only rock in the entire system with even a partly breathable atmosphere, and a giant ball of windswept rock with such a high concentration of dust in the atmosphere that filter masks must be warn outside. To try and overcome the hardship of a world no-one likes garrisoning, a lot of time and money has been spent on leisure facilities, but even then there are few who'd serve there voluntarily. The low natural gravity is also a problem, as anyone who fails to maintain a proper exorcise regime can find it hard to adjust when they return to a world of more Terra-like proportions.

Fort Dixie
Star Type: G1V
Position in System: 4 (of 15)
Number of Moons: 1 (Alpha)
Days to Jump Point: 10
Surface Water: 36%
Atm. Pressure: Standard (Breathable)
Surface Gravity: 1.06
Equatorial Temp: 24°C (Temperate)
Recharging Station: Zenith
HPG Class Type: A
Highest Native Life: Mammal
Planetary Capital: Fort Dixie
Population (3045): 20,800

Fort Dixie was once one end of the chain of HPG stations that linked the Outer Colonies to the rest of humanity, and was home to a good-sized support base geared towards maintaining that vital link. But now with the stations shut down and either destroyed or recovered, it serves mainly as a early warning station in case anyone should follow a line on a map and stumble upon the Outer Colonies. The recharge station at the Zenith jump-point is only partly operational and operates mainly as a transfer point for ships heading to or from the old Star League base.

Ticonderoga
Star Type: F7III
Position in System: 2 (of 6)
Number of Moons: None
Days to Jump Point: 13.5
Surface Water: 35%
Atm. Pressure: Low (Breathable)
Surface Gravity: 1.1
Equatorial Temp: 51° C (Arid)
Recharging Station: None
HPG Class Type: C
Highest Native Life: Avian
Planetary Capital: Champlain
Population (3045): 360,000

The southern tip of the defensive chain, Ticonderoga is home to a small but prosperous uranium mine and military-outpost. Every so often there is talk of expanding the settlement and establishing a full colony, but with so much land still available on already inhabited planets, few if any ever take up the challenge. That said, it has a high birth rate and there is some immigration, to the point where local amenities are always expanding, so it may just be a matter of time before it becomes the eleventh member of the Outer Colonies.
Title: Re: The Outer Colonies Region
Post by: cawest on 08 April 2011, 20:47:36
some very good stuff... looking forward to more
Title: The Outer Colonies Region
Post by: JA Baker on 09 April 2011, 06:16:58
The problem is I don't know what to do next: I have reached the end of what notes I had from the first draft.

I could do Notable Citizens, but as a friend pointed out, as the "book" the information is from is over twenty years old, they'd all be dead or retired by now. I'd love to show uniforms and unit insignias, but I can't draw worth a damn and I don't have PhotoShop.

I'm open to ideas at this point.
Title: Re: The Outer Colonies Region
Post by: Dragon Cat on 09 April 2011, 10:10:12
Notable vessels or units?

New Mechs, Vehicles?
Title: Re: The Outer Colonies Region
Post by: Red Pins on 09 April 2011, 10:13:56
...Well - look at the index for the NC.  'Unique Tech' has become a big one.  You might include TROs for your own units, direct from HMPro or SSW.  Random unit tables is eating a huge amount of my time, but since you have units from both SL and created ones, it might be nice to look at.

You might give more depth by doing individual unit workups, but I gotta tell you its detail-intensive work and might not be worth it.
Title: The Outer Colonies Region
Post by: JA Baker on 09 April 2011, 11:04:38
Chain Gun

Developed from the Ultra Autocannon, the Chain Gun uses an external source of power, rather than recoil, to cycle the weapon, and does so via a continuous loop of chain similar to that used on a motorcycle or bicycle. The primary advantages of chain-driven weapons over their recoil-actuated counterparts are their reliability and controllability.

Rather than being dependent upon recoil to actuate the system, which is usually derived from the detonation of a cartridge and is thus inherently uncontrollable, a chain gun instead depends on an external motor to produce power. The motor drives the chain, the chain moves in a rectangular loop via four sprockets which tension it, and one link of the chain is in turn connected to the bolt assembly; thus the bolt moves back and forth to load, fire, extract and eject cartridges: a misfired round does not stop the weapon - it is simply ejected.

The ammo feed system has the potential to fire every round the Mech/Vehicle/Fighter carries in one go, so a regulator has been added to limit it to a maximum of five founds per-burst. This regulator can only be removed by a technician.

Class 2:
Tech Base: Star League
Year: 2863
Faction: Outer Colonies
Manufacture: Fox Bay Armaments
Tech Level: 2
Type: Ultra AC
Heat: 1
Damage/Hit: 2
Dmg Txt: 2
# shots: 5
Mass: 8
Critical Slot Size: 4
Minimum Range: 3
Short Range: 8
Medium Range: 17
Long Range: 25
Ammo/Ton: 45
Weapon Cost: 150,000
Ammo Cost: 1,000
Weap. Abbrev: CG-2
Attack Type: Offensive
Battle Value
Weapon BV: 126
Ammo BV: 16
WV: 53
Works with Targeting CPU: Yes
On a roll of 2: Does Nothing

Class 5:
Tech Base: Star League
Year: 2863
Faction: Outer Colonies
Manufacture: Fox Bay Armaments
Tech Level: 2
Type: Ultra AC
Heat: 1
Damage/Hit: 5
Dmg Txt: 5
# shots: 5
Mass: 10
Critical Slot Size: 6
Minimum Range: 2
Short Range: 6
Medium Range: 13
Long Range: 20
Ammo/Ton: 20
Weapon Cost: 230,000
Ammo Cost: 9,000
Weap. Abbrev: CG-5
Attack Type: Offensive
Battle Value
Weapon BV: 251
Ammo BV: 31
WV: 140
Works with Targeting CPU: Yes
On a roll of 2: Does Nothing

Class 10:
Tech Base: Star League
Year: 2863
Faction: Outer Colonies
Manufacture: Fox Bay Armaments
Tech Level: 2
Type: Ultra AC
Heat: 4
Damage/Hit: 10
Dmg Txt: 10
# shots: 5
Mass: 14 tons
Critical Slot Size: 8
Minimum Range: 0
Short Range: 6
Medium Range: 12
Long Range: 18
Ammo/Ton: 10
Weapon Cost: 350,000
Ammo Cost: 12,000
Weap. Abbrev: CG-10
Attack Type: Offensive
Battle Value
Weapon BV: 469
Ammo BV: 59
WV: 386
Works with Targeting CPU: Yes
On a roll of 2: Does Nothing

Class 20:
Tech Base: Star League
Year: 2863
Faction: Outer Colonies
Manufacture: Fox Bay Armaments
Tech Level: 2
Type: Ultra AC
Heat: 8
Damage/Hit: 20
Dmg Txt: 20
# shots: 5
Mass: 16
Critical Slot Size: 8
Minimum Range: 0
Short Range: 3
Medium Range: 12
Long Range: 10
Ammo/Ton: 5
Weapon Cost: 510,000
Ammo Cost: 20,000
Weap. Abbrev: CG-20
Attack Type: Offensive
Battle Value
Weapon BV: 628
Ammo BV: 78
WV: 320
Works with Targeting CPU: Yes
On a roll of 2: Does Nothing

Snub-Nosed Gauss Rifle

Best described as a sworn-off Rail Gun, the Snub-Nosed Gauss Rifle has a much shorter barrel with fewer electro-magnets, making it lighter and allowing it to be carried by lighter units. This does however affect both its range and its effective power. These are considered to be acceptable trade off's for a powerful weapon that produces almost no heat.

Tech Base: Star League
Faction: Outer Colonies
Year: 2863
Tech Level: 2
Type: Ballistic
Heat: 1
Damage/Hit: 10
Dmg Txt: 10
Mass: 12
Critical Slot Size: 0
Minimum Range: 6
Short Range: 8
Medium Range: 13
Long Range: 20
Ammo/Ton: 8
Weapon Cost: 350,000
Ammo Cost: 20,000
Weap. Abbrev: SN-Gauss
Attack Type: Offensive
Battle Value
Weapon BV: 132
Ammo BV: 16
WV: 59
Works with Targeting CPU: Yes
On a roll of 2: Does Nothing
To-hit modifier: +2
Weapon explodes when hit doing 20-points of damage

Extended Range Gauss Rifle

A bigger, heavier Gauss Rifle with a greater range the Extended Range Gauss Rifle  fires the same ammunition as the standard Gauss Rifle, meaning supplies are easier to arrange.

Tech Base: Star League
Year: 3022
Faction: Outer Colonies
Tech Level: 2
Type: Ballistic
Heat: 1
Damage/Hit: 15
Dmg Txt: 15
Mass: 18
Critical Slot Size: 11
Minimum Range: 3
Short Range: 8
Medium Range: 17
Long Range: 28
Ammo/Ton: 8
Weapon Cost: 600,000
Ammo Cost: 25,000
Weap. Abbrev: ER-Gauss
Attack Type: Offensive
Battle Value
Weapon BV: 385
Ammo BV: 48
WV: 124
Works with Targeting CPU: Yes
On a roll of 2: Does Nothing
To-hit modifier: 0
Weapon explodes when hit doing 20-points of damage

20-mm Vulcan duel-purpose cannon

The problem of effective anti-missile defence has plagued armies for over one thousand years. Anti-missile missiles are effective, but only against larger weapons that can be easily targeted by radar or infra-red. Point-defence lasers are equally effective, but produce tremendous amounts of heat in battle.

The only reasonable effective system is an anti-missile machinegun, but modern deigns are extremely inefficient with regards to ammunition: they carry too little and hit too few missiles.

In an effort to fix this, technicians and engineers at the Fox Bay Armaments looked at past attempts at effective anti-missile systems, and uncovered the Vulcan cannon system.

Made up of 7 rotating gun barrels attached to a mechanical feed that automatically pulls through dud rounds to prevent blockages, the Vulcan can be used against both infantry and by linking it directly to a radar system, incoming missiles. This makes it heavier than either a standard machinegun or an AMS cannon, but it is believed that the effectiveness off the duel-purpose system will more than make up for this.

Tech Base: Star League
Year: 3022
Faction: Outer Colonies
Tech Level: 2
Type: Ballistic
Heat: 1
Damage/Hit: 4
Dmg Txt: 4
Mass: 1.5
Critical Slot Size: 2
Minimum Range: 0
Short Range: 2
Medium Range: 4
Long Range: 6
Ammo/Ton: 100
Weapon Cost: 150,000
Ammo Cost: 2,750
Weap. Abbrev: Vulcan
Attack Type: Offensive
Battle Value
Weapon BV: 20
Ammo BV: 5
WV: 8
Works with Targeting CPU: No
On a roll of 2: Does Nothing
To-hit modifier: 0
Title: The Outer Colonies Region
Post by: JA Baker on 09 April 2011, 15:34:17
Code: [Select]
               BattleMech Technical Readout
                     Custom* Weapons

Type/Model:    Cromwell CML-1C
Tech:          Inner Sphere / 2863
Config:        Biped BattleMech
Rules:         Level 2, Custom design

Mass:          65 tons
Chassis:       Coventry Metal Works Model D-3 Endo Steel
Power Plant:   260 GM Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets:     4 Rawlings 60 Standard Jump Jets
Jump Capacity: 120 meters
Armor Type:    StarGuard CIV w. CASE Standard
Armament:     
  1 Ripper Series A1 ER PPC
  1 Fox Bay Weapons Systems Chain Gun 5*
  2 RAMTech 800 Medium Lasers
Manufacturer:  Fox Bay Armaments
  Location:    Port Stanley
Communications System:  Tandy A-100
Targeting & Tracking System:  Garret A99

------------------------------------------------------------------------------
==Overview:==
     Under development when the Star League fell, the Cromwell became the
signature heavy BattleMech of the Outer Colonies, in the same way that the
Centurion is forever tied to the Federated Suns, and the Dragon to the
Draconis Combine.

==Capabilities:==
     Packing a 'Thunder and Lightning' weapons load, the Cromwell has a
Class-5 Fox Bay Weapons Systems Chain Gun in the left arm and a Ripper Series
A1 ER PPC in the right. Theses are backed up by torso mounted RAMTech 800P
Medium Lasers. Many consider this to be below the minimum required for a 'Mech
the size of the Cromwell, but there is no weight available without removing
much needed heat sinks or armour.
     The Cromwell is powered by a 325 GM Extra Light Fusion Engine, giving it
a top speed of 65 km/h, while five 4 Rawlings 60 Jump Jets allowing a skilled
pilot to leap up to 120-meters.

==Variants:==
     The 2C variant loses two heat sinks, but replaces the Chain Gun with a
Snub-Nosed Gauss Rifle and three tons of ammo.

==Deployment==
     While starting to fall behind the current technological curve, the
Cromwell is still a highly popular Mech and there is talk of producing an
upgraded version to take advantage of the latest technologies.

Code: [Select]
--------------------------------------------------------
Type/Model:    Cromwell CML-1C
Mass:          65 tons

Equipment:                                 Crits    Mass
Int. Struct.:  104 pts Endo Steel           14      3.50
 (Endo Steel Loc: 1 HD, 3 RA, 2 LT, 2 RT, 2 CT, 2 LL, 2 RL)
Engine:        260 Fusion                    6     13.50
   Walking MP:   4
   Running MP:   6
   Jumping MP:   4
Heat Sinks:     13 Double [26]               9      3.00
 (Heat Sink Loc: 1 LT, 2 RT)
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA    R: Sh+UA+LA       14       .00
Armor Factor:  200 pts Standard              0     12.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             21         28     
   Center Torso (Rear):                  9     
   L/R Side Torso:           15      22/22     
   L/R Side Torso (Rear):              7/7     
   L/R Arm:                  10      19/19     
   L/R Leg:                  15      29/29     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 ER PPC                 RA     15           3      7.00
1 Chain Gun 5*           LA      1   60      9     13.00
  (Ammo Locations: 3 LT)
1 Medium Laser           RT      3           1      1.00
1 Medium Laser           LT      3           1      1.00
CASE Equipment:          LT                  1       .50
4 Standard Jump Jets:                        4      4.00
 (Jump Jet Loc: 2 LT, 2 RT)
--------------------------------------------------------
TOTALS:                         26          71     65.00
Crits & Tons Left:                           7       .00

Calculated Factors:
Total Cost:        6,276,051 C-Bills
Battle Value:      1,733
Cost per BV:       3,621.5
Weapon Value:      1,812 / 1,812 (Ratio = 1.05 / 1.05)
Damage Factors:    SRDmg = 28;  MRDmg = 19;  LRDmg = 10
BattleForce2:      MP: 4J,  Armor/Structure: 5/5
                   Damage PB/M/L: 6/6/5,  Overheat: 0
                   Class: MH;  Point Value: 17
Title: The Outer Colonies Region
Post by: JA Baker on 09 April 2011, 17:05:47
The Brotherhood Of The Blood

Not so much a secret society, but more of a way of remembering the past, the term “Of The Blood” is used to describe someone who is descended from the survivors of Clan Wolverine or those born of the Iron Wombs, bred from the stockpile of genetic material they brought with them. While those with only a tenuous connection may see little point is such a distinction, others with a closer bond to the original 331st Royal BattleMech Division take a certain amount of pride in the fact that their very existence is living proof that the followers of Nicholas Kerensky are not as perfect as they imagined themselves. Even knowing that their lives would be threatened should the Clans ever discover the Outer Colonies, they are known to proudly ware the symbols of both the 331st and Clan Wolverine. Some chose to do so through extensive and intricate tattoos, but the more common is an easily recognised signet ring: the band is made up of interwoven gold and silver bands to represent the double-helix of DNA, while the face represents the insignia of Clan Wolverine.

Most rings are simple enamel, but some use onyx for the head, amber for the background, platinum for the lashed claws and a small diamond to pick out the eye. Such rings are rare heirlooms, often passed down from parent to first-born, cementing the link to the past.

While the so-called “Brotherhood Of The Blood” has no official standing, organisation or power, it does exert a great deal of power behind the scenes, especially on Rorke's Drift and within the Outer Colonies Defence Force. Many have pointed to unusual patterns of advancement or deployment to those Of The Blood, much as someone of noble birth might find their way opened by family and friends in the Great Houses of the Inner Sphere. Such an act is officially frowned upon, but given the higher than average number of Rorke's Drift citizens within the OCDF, more often than not a blind eye is turned to all but the most blatant acts of favouritism, and those who are unable to back up their position with ability are quickly moved to less glamorous positions, where they are unlikely to openly embarrass the rest of the Brotherhood.
Title: Re: The Outer Colonies Region
Post by: Deathknight69 on 09 April 2011, 18:08:29
This stuff continues to be awesome. Have you thought of making it current w/ the late 3060's - early 3070's or am I missing something???
Title: Re: The Outer Colonies Region
Post by: Red Pins on 09 April 2011, 18:16:40
This stuff continues to be awesome. Have you thought of making it current w/ the late 3060's - early 3070's or am I missing something???

...Hell, yeah!  Even better, go to the ourbattletech.com (http://ourbattletech.com) forum with it.  They provide help to interesting alternate universes and projects, everything from spell-checking to graphics.  It used to be the shattered dawn and SL Core websites before they merged.  They were shattered core.com for a while, then moved to the new site for whatever reason.

They might be able to offer some useful advice or assistance to your work on the outer colonies, JA.
Title: The Outer Colonies Region
Post by: JA Baker on 09 April 2011, 18:30:03
Have you thought of making it current w/ the late 3060's - early 3070's or am I missing something???

I could, but the hard part is finding a way to make it work: the back-story behind the information sets a rather specific time-frame, so I need to work out a way to introduce new information. Even then, they have zero contact with the the Inner Sphere or the Clans, so exactly how much would change? Ticonderoga may have been recognised as a fully-fledged colony, but aside from that, I can't see much change unless I have them invaded by Alien Space Bats or something.

...Hell, yeah!  Even better, go to the ourbattletech.com (http://ourbattletech.com) forum with it.  They provide help to interesting alternate universes and projects, everything from spell-checking to graphics.  It used to be the shattered dawn and SL Core websites before they merged.  They were shattered core.com for a while, then moved to the new site for whatever reason.

They might be able to offer some useful advice or assistance to your work on the outer colonies, JA.

Thanks for the link; I'll check it out.



Next up is the Ministry of Intelligence and all its dark designs...
Title: Re: The Outer Colonies Region
Post by: Hawkeye Jim on 09 April 2011, 18:39:34
Alien Space Bats won't work. Highly evolved squirrels might.
Title: The Outer Colonies Region
Post by: JA Baker on 09 April 2011, 18:54:20
Alien Space Bats won't work. Highly evolved squirrels might.
You know, it just might...  }:)

As promised:

The Ministry of Intelligence
(http://www.illuminati-news.com/graphics/all-seeing-eye(2).gif)

Overview:
Popularly known as ‘The All-Seeing Eye’, the Ministry of Intelligence is responsible for the internal and external security of the Outer Colonies. Its powers are widespread and unparalleled, making its directors among the most powerful people in the Outer Colonies. All the plots and counter-plots, all the words whispered and knives in the dark are their to unravel and employ

The Shamrock:
The Ministry of Intelligence is split into three sub divisions:

The Security Service, responsible for counter-intelligence and internal security. Security Service agents control all secruity activity within the Outer Colonies, as well as hunting down and dealing with any outside agents. They work closely with local authorities and the Colonial Marshals to maintain the integrity of our boarders. They also operate GCHQ, the electronic intelligence sub-division dedicated to intercepting and cracking encrypted communications of suspicious nature or origins.

The Secret Intelligence Service is responsible for external security. They have further reaching powers than the Security Service, but are officaly prohibated from working inside the Outer Colonies. SIS has agents on several independent Periphery worlds and within local pirate bands and the armies of several would-be War Lords.

The Special Operations Executive (SOE) is the ministries paramilitery arm, and opperates spechial forces units across the Outer Colonies. Often called in to deal with terrorist or criminal suituations that have suparsed the ability of local law enforcement to handle, they are well versed in everythin from clandestine assasination to hostage rescue.

Deep Midnights Voice
Unofficial, off the books and unaccountable to anyone except themselves, Deep Midnights Voice is a secret society buried deep within the Ministry of Intelligence, the Outer Colonies Defence Force, the Colonial Marshals and a dozen other organisations and agencies. They consider themselves to be the last line of defence between the Outer Colonies and the anarchy that followed the fall of the Star League. Not just a black operation or rogue element, Deep Midnights Voice has been tentatively liked to the suspicious deaths of several people down the years, including at least two members of the Council of Eleven. While they consider themselves loyal to the Outer Colonies, they reject political oversight, as they consider elected politicians to be untrustworthy due to the fact that they have to pander to the electorate, and have been known to unveil state secrets to win votes. Free from scrutiny, they feel free to do anything and everything they deem necessary to protect and defend the Outer Colonies and do so with a cool, calm professionalism that would make most peoples' skin crawl if they ever heard of it.

Aside from the usual cloak-and-dagger theatrics, Deep Midnights Voice as also gained a reputation for being beyond human. There are stories about how they operated, how they can become part of the shadows to the point that they are totally undetectable. Some say that they have access to ultra-advanced Star League era technology, decades beyond anything anyone else has. Others say that they practice the mystic arts and performed strange rituals that could make a ship jump into hyperspace, never to be seen again. While many scoff at such superstitious nonsense, if anyone could wield such powers, it would be Deep Midnight's Voice.

They remain an ultra-select, total volunteer organisation that you can only join by invitation and leave only by death.
Title: Re: The Outer Colonies Region
Post by: Hawkeye Jim on 09 April 2011, 21:03:15
The evolved squirrels came about when a bunch of bored Clan geneticists got really drunk and mixed up their warrior DNA and some animal DNA they were working on. They make excellant scounts and have absolutely wonderful night vision.
Title: Re: The Outer Colonies Region
Post by: Red Pins on 09 April 2011, 22:39:52
Something that leapt out at me, reading the stats for the Cromwell; a Coventry Metal Works internal skeleton?
Title: Re: The Outer Colonies Region
Post by: cawest on 10 April 2011, 00:28:42
i have two things
your chain guns the heat would be heat listed x 5 rounds.. ie cg5 would have 5 heat... this seems a little low.. but it's your world.

also sence your had such a large SL tech base to start will they have NightHawk BA or something like it?

looking forward to more
Title: Re: The Outer Colonies Region
Post by: JA Baker on 10 April 2011, 04:33:03
i have two things
your chain guns the heat would be heat listed x 5 rounds.. ie cg5 would have 5 heat... this seems a little low.. but it's your world.
It's still kind of a work-in-progress  #P

also sence your had such a large SL tech base to start will they have NightHawk BA or something like it?
Yes, they have Nighthawk and other Battle Armour designs.

Title: Re: The Outer Colonies Region
Post by: Deathknight69 on 10 April 2011, 05:14:12
Well, Let's see them designs.
Title: The Outer Colonies Region
Post by: JA Baker on 10 April 2011, 05:38:55
I'm working on two heavy suits: the Surtr and the Jötunn. I'll post them when they're done.
Title: The Outer Colonies Region
Post by: JA Baker on 10 April 2011, 09:12:13
Four suits of Battle Armour used by the OCDF:

Code: [Select]
        Classic BattleTech Battle Armor Technical Readout
                            VALIDATED

Type/Model:    Surtr SR-1C
Tech/Era:      Inner Sphere / 2820 / CBT Rules
Chassis Type:  Humanoid, FX Bay Vanir
Weight Class:  Heavy Battle Armor (1,001 - 1,500 kg)
Rules:         Level 2, Custom design

Ground Speed:  21.6 km/h
  Propulsion System:  GM
Jump Capacity: 60 meters
  Jump System: 100AFVTA
Armor Type:    Valiant Lamellor Advanced
Armament and Equipment:
  1 Anti-Personnel Weapon Space
  1 Olympian Flamer
  2 Holly Derringer SRM-2 (OS)
R&D Start Date:  2795
Prototype Design and Production:  2805
Standard Production:  2820
Manufacturer:  Fox Bay Armaments
  Location:    Port Stanley
Communications System:  Garret Type 4
Targeting & Tracking System:  Garret GRNDTRK 15

==Overview:==
     Taking it's name from the demon of old Norse mythology, the
Surtr Heavy Battle Armour is designed to counter infantry and
other Battle Armour, but still has the ability to challenge
armoured vehicles and even BattleMech's.

==Capabilities:==
     The Surtr's primary weapon is its right-arm mounted heavy
flamer, capable of both inflicting damage and heat to the enemy,
or setting the surrounding terrain on fire. Backing this up are
two Holly Derringer one-shot SRM-2 pods on detachable mounts, and
the left arm includes connectors for an anti-personnel weapon that
the pilot can detach and carry should they need to dismount.
     With a ground speed of 21.5 km/h and capable of leaping up to
60 meters, the Surtr is normally carried into battle either by
dedicated vehicles or by dropped from the air by transports
VTOL's.

==Variants:==
     The only official variant to date, the 2C, replaces the
flamer of a small laser and the twin short-ranged missile packs
with a single long-range pod.
     However, the Surtr has a reputation for ease of adaptability,
and there are hundreds of customised units in the OCDF.

==Deployment==
     One of the first domestically designed and built suits of
Battle Armour, the Surtr is deployed in large numbers to every
Division in the Outer Colonies Defence Force, as well as limited
use by the Colonial Marshals and planetary militia units.

------------------------------------------------------------------
Code: [Select]
Type/Model:    Surtr SR-1C
Equipment:                                          Slots    Mass
Chassis Type:  Heavy Class Humanoid                   0       300
Motive System: Ground Movement (2 MP)                 0        80
               Jump Jets       (2 MP)                 0       250
Armor Type:    12 Points Advanced                     5       480

Manipulators:
  Left Arm:    Heavy Battle Claw                      0        20
  Right Arm:   Heavy Battle Claw                      0        20

Weapons and Equipment                Loc     Shots  Slots    Mass
------------------------------------------------------------------
Anti-Personnel Weapon Mount          LA               1         5
 (Anti-Personnel Weapon Space)       LA               0         0
Flamer                               RA        60     2       175
Detachable Missile Pack              Body             0        10
 SRM 2 (OS)                          Body             2        75
Detachable Missile Pack              Body             0        10
 SRM 2 (OS)                          Body             2        75
------------------------------------------------------------------
TOTALS:                                              12     1,500
Slots & Mass Left:                                    0         0

Calculated Factors:
Total Cost:     913,000 C-Bills, Including Trooper
                Training Costs of 150,000 C-bills
Battle Value:   37 (148 for 4)  Weapon Value: 21 (Ratio=.57)
Cost per BV:    20,621.62 (w/o Trooper Training costs)
Damage Factors: SRDmg = 5   MRDmg = 1   LRDmg = 0
Mechanized:     Can travel on OmniMechs and OmniVehicles
Attacks:        Can not perform Swarm or Leg attacks
BattleForce2:   Class: IB   MP: 2J   Armor/Structure: 3 / 0
                Damage PB/M/L: 1/-/-   Overheat: 0
                Point Value: 1    Specials: mec, car4

CBT:RPG Data:   Armor Value (M/B/E/X): 9/9/8/8    Coverage: Full
                IR: 0,  ECM: 0,  Camo: 0
                Melee AP: 2,  Target Size Modifier: -2
                Movement Modifiers:
                  Walking: -2,  Running: -4,  Sprinting: -6
                Jump:  60 m/turn (After dropping missile pack)
                Attribute Modifiers:  STR: +4,  DEX: -3,  RFL: -3
                Equipment Rating:  E/E/E

                Created by HeavyMetal Battle Armor

Code: [Select]
        Classic BattleTech Battle Armor Technical Readout
                            VALIDATED

Type/Model:    Jötunn JN-1C
Tech/Era:      Inner Sphere / 2820 / CBT Rules
Chassis Type:  Humanoid, FX Bay Vanir
Weight Class:  Heavy Battle Armor (1,001 - 1,500 kg)
Rules:         Level 2, Custom design

Ground Speed:  21.6 km/h
  Propulsion System:  GM
Jump Capacity: 60 meters
Armor Type:    Valiant Lamellor Advanced
Armament and Equipment:
  1 Anti-Personnel Weapon Space
  1 Fox Bay Weapons Systems Support PPC
  1 Mission Equipment
R&D Start Date:  2795
Prototype Design and Production:  2805
Standard Production:  2820
Manufacturer:  Fox Bay Armaments
  Location:    Port Stanley
Communications System:  Garret Type 4
Targeting & Tracking System:  Garret GRNDTRK 15

==Overview:==
     Developed alongside the Surtr (with which it shares many
similarities), the Jötunn is intended for more direct action
against BattleMech's, and as such carries heavier weaponry and
thicker armour.

==Capabilities:==
     The Jötunn's primary weapon is its right-arm mounted
Support-PPC, while the left arm includes connectors for an
anti-personnel weapon that the pilot can detach and carry should
they need to dismount. There is also space for 15kg of mission
equipment, often explosive charges of extra infantry equipment.
     With a ground speed of 21.5 km/h and capable of leaping up to
60 meters, the Jötunn is normally carried into battle either by
dedicated vehicles or by dropped from the air by transports
VTOL's.

==Variants:==
     While there are no official variants to date, the Jötunn has
a reputation for ease of adaptability, and there are hundreds of
customised units in the OCDF.

==Deployment==
     One of the first domestically designed and built suits of
Battle Armour, the Jötunn is deployed in large numbers to every
Division in the Outer Colonies Defence Force, as well as limited
use by the Colonial Marshals and planetary militia units.

------------------------------------------------------------------
Code: [Select]
Type/Model:    Jötunn JN-1C
Equipment:                                          Slots    Mass
Chassis Type:  Heavy Class Humanoid                   0       300
Motive System: Ground Movement (2 MP)                 0        80
               Jump Jets       (2 MP)                 0       250
Armor Type:    14 Points Advanced                     5       560

Manipulators:
  Left Arm:    Heavy Battle Claw                      0        20
  Right Arm:   Heavy Battle Claw                      0        20

Weapons and Equipment                Loc     Shots  Slots    Mass
------------------------------------------------------------------
Anti-Personnel Weapon Mount          LA               1         5
 (Anti-Personnel Weapon Space)       LA               0         0
Support PPC                          RA        14     2       250
Mission Equipment (15kg Capy)        Body             1         0
------------------------------------------------------------------
TOTALS:                                               9     1,485
Slots & Mass Left:                                    3        15

Calculated Factors:
Total Cost:     907,500 C-Bills, Including Trooper
                Training Costs of 150,000 C-bills
Battle Value:   42 (168 for 4)  Weapon Value: 24 (Ratio=.57)
Cost per BV:    18,035.71 (w/o Trooper Training costs)
Damage Factors: SRDmg = 1   MRDmg = 0   LRDmg = 0
Mechanized:     Can travel on OmniMechs and OmniVehicles
Attacks:        Can not perform Swarm or Leg attacks
BattleForce2:   Class: IB   MP: 2J   Armor/Structure: 3 / 0
                Damage PB/M/L: 1/1/-   Overheat: 0
                Point Value: 2    Specials: mec, car4

CBT:RPG Data:   Armor Value (M/B/E/X): 10/9/9/8    Coverage: Full
                IR: 0,  ECM: 0,  Camo: 0
                Melee AP: 2,  Target Size Modifier: -2
                Movement Modifiers:
                Walking: -1,  Running: -2,  Sprinting: -3
                Jump:  60 m/turn
                Attribute Modifiers:  STR: +4,  DEX: -3,  RFL: -3
                Equipment Rating:  E/E/E

                Created by HeavyMetal Battle Armor

Code: [Select]
        Classic BattleTech Battle Armor Technical Readout
                            VALIDATED

Type/Model:    Kukri KK-1C
Tech/Era:      Inner Sphere / 2850 / CBT Rules
Chassis Type:  Humanoid, FX ExoFrame Mk II
Weight Class:  Medium Battle Armor (751 - 1,000 kg)
Rules:         Level 2, Custom design

Ground Speed:  32.4 km/h
  Propulsion System:  GM
Armor Type:    Valiant Lamellor Advanced
Armament and Equipment:
  1 Boys .55 Medium Recoilless Rifle
  2 (Anti-Personnel Weapon Space)s
  1 Mission Equipment
R&D Start Date:  2841
Prototype Design and Production:  2845
Standard Production:  2850
Manufacturer:  Fox Bay Armaments
  Location:    Port Stanley
Communications System:  Garret Type 4
Targeting & Tracking System:  Garret GRNDTRK 15

==Overview:==
     Created for and at the request of the Gurkha Rifles
regiments, the Kukri medium battle armour is designed to allow a
simple rifleman to stand up to light AFV's and even small
BattleMech's.

==Capabilities:==
     The Kukri's most distinctive feature is the Boys .55 Medium
Recoilless Rifle in an up-and-over shoulder mount. This provides
the bulk of the suits offensive fire-power, but there are
attachments for infantry weapons to be carried in either hand.
While this removes the option of being able to ride into battle on
a friendly BattleMech, it does allow the pilot to wield an
oversized version of the suits namesake blade, often a vibroblade
variant that can cut through even BattleMech armour with ease.
     While lacking jump-jets, the Kukri does have a ground speed
of up to 32.5 km/h, making it amongst the fastest suits in its
weight range, and perfectly suited to infantry units.

==Deployment==
     Still predominately standard infantry units, the Gurkha
Rifles tend to deploy the Kukri suit in independent company sized
formations that can act as roving fire support and heavy assault
units as and when needed.
      While technically available to the rest of the Outer
Colonies Defence Force, by tradition the Kukri is only used by the
Gurkhas and Special Forces units.

------------------------------------------------------------------
Code: [Select]
Type/Model:    Kukri KK-1C
Equipment:                                          Slots    Mass
Chassis Type:  Medium Class Humanoid                  0       175
Motive System: Ground Movement (3 MP)                 0        80
Armor Type:    10 Points Advanced                     5       400

Manipulators:
  Left Arm:    Armored Glove                          0         0
  Right Arm:   Armored Glove                          0         0

Weapons and Equipment                Loc     Shots  Slots    Mass
------------------------------------------------------------------
Medium Recoilless Rifle              RA        60     3       330
  (with High-Explosive Ammo)
(Anti-Personnel Weapon Space)        Lf Hand          0         0
Mission Equipment (15kg Capy)        Body             1         0
(Anti-Personnel Weapon Space)        Rt Hand          0         0
------------------------------------------------------------------
TOTALS:                                               9       985
Slots & Mass Left:                                    1        15

Calculated Factors:
Total Cost:     434,800 C-Bills, Including Trooper
                Training Costs of 150,000 C-bills
Battle Value:   38 (152 for 4)  Weapon Value: 24 (Ratio=.63)
Cost per BV:    7,494.74 (w/o Trooper Training costs)
Damage Factors: SRDmg = 2   MRDmg = 0   LRDmg = 0
Mechanized:     Cannot travel on any 'Mechs or Vehicles
Attacks:        Can not perform Swarm or Leg attacks
BattleForce2:   Class: IB   MP: 3   Armor/Structure: 2 / 0
                Damage PB/M/L: 1/1/-   Overheat: 0
                Point Value: 2    Specials: car4

CBT:RPG Data:   Armor Value (M/B/E/X): 9/8/8/7    Coverage: Full
                IR: 0,  ECM: 0,  Camo: 0
                Melee AP: 1,  Target Size Modifier: -1
                Movement Modifiers:
                  Walking: +3,  Running: +6,  Sprinting: +9
                Attribute Modifiers:  STR: +3,  DEX: 0,  RFL: -1
                Equipment Rating:  E/E/E

                Created by HeavyMetal Battle Armor

Code: [Select]
        Classic BattleTech Battle Armor Technical Readout
                            VALIDATED

Type/Model:    Fusilier FL-1C
Tech/Era:      Inner Sphere / 2868 / CBT Rules
Chassis Type:  Humanoid, FX ExoFrame Mk I
Weight Class:  Light Battle Armor (401 - 750 kg)
Rules:         Level 2, Custom design

Ground Speed:  21.6 km/h
  Propulsion System:  GM
Armor Type:    Valiant Lamellor Standard
Armament and Equipment:
  1 .303 Vickers Machine Gun
  1 Fox Bay Weapons Systems Grenade Launcher
  2 Anti-Personnel Weapon Spaces
  1 Mission Equipment
R&D Start Date:  2863
Prototype Design and Production:  2867
Standard Production:  2868
Manufacturer:  Fox Bay Armaments
  Location:    Port Stanley
Communications System:  Garret Type 4
Targeting & Tracking System:  Garret GRNDTRK 15

==Overview:==
     Developed as a 'standard' infantry unit, the Fusilier light
battle armour is designed for simplicity of use and ease of
maintenance, as well as the ability to carry extra equipment into
a combat zone in case of extended deployment away from support
units.

==Capabilities:==
     A .303 Vickers machine-gun built into the right arm provides
the bulk of the fire-power, while a Fox Bay Weapons Systems
Grenade Launcher built into the left shoulder provides a limited
form of indirect fire support, very useful for taking out fixed
emplacements or if loaded with smoke grenades, instant cover.
     A top ground speed of just over 20 km/h may seem low, but it
is traded off against heavy weapons load and armour protection.

==Deployment==
     Most infantry regiments deploy at least a company of Battle
Armour, often on a platoon to battalion arrangement, while others
keep them separate as an independent unit that can be deployed on
mass when and where most needed.
     Cheap and easy to use, the Fusilier is also seen in Militia
units and has been sold to the Knight Templar to augment their
existing supply of Nighthawk power-armour.

------------------------------------------------------------------
Code: [Select]
Type/Model:    Fusilier FL-1C
Equipment:                                          Slots    Mass
Chassis Type:  Light Class Humanoid                   0       100
Motive System: Ground Movement (2 MP)                 0        30
Armor Type:    6 Points Standard                      0       300

Manipulators:
  Left Arm:    Armored Glove                          0         0
  Right Arm:   Armored Glove                          0         0

Weapons and Equipment                Loc     Shots  Slots    Mass
------------------------------------------------------------------
Machine Gun                          RA       400     2       135
Grenade Launcher                     Body      80     2       145
  (with High-Explosive Ammo)
(Anti-Personnel Weapon Space)        Lf Hand          0         0
(Anti-Personnel Weapon Space)        Rt Hand          0         0
Mission Equipment (40kg Capy)        Body             1         0
------------------------------------------------------------------
TOTALS:                                               5       710
Slots & Mass Left:                                    3        40

Calculated Factors:
Total Cost:     307,600 C-Bills, Including Trooper
                Training Costs of 150,000 C-bills
Battle Value:   23 (92 for 4)  Weapon Value: 9 (Ratio=.39)
Cost per BV:    6,852.17 (w/o Trooper Training costs)
Damage Factors: SRDmg = 1   MRDmg = 0   LRDmg = 0
Mechanized:     Can travel on OmniMechs and OmniVehicles
Attacks:        Can perform Swarm and Leg attacks
BattleForce2:   Class: IB   MP: 2   Armor/Structure: 2 / 0
                Damage PB/M/L: 1/-/-   Overheat: 0
                Point Value: 1    Specials: mec, car4

CBT:RPG Data:   Armor Value (M/B/E/X): 8/7/6/6    Coverage: Full
                IR: 0,  ECM: 0,  Camo: 0
                Melee AP: 0,  Target Size Modifier: 0
                Movement Modifiers:
                  Walking: +2,  Running: +4,  Sprinting: +6
                Attribute Modifiers:  STR: +2,  DEX: 0,  RFL: -1
                Equipment Rating:  E/E/E

                Created by HeavyMetal Battle Armor
Title: Re: The Outer Colonies Region
Post by: cawest on 11 April 2011, 14:13:10
on the chain guns... you could fluff them as needing more maitance... chain guns do jam.... the jam normaly is when the shell case is ripped apart in the weapon, also "chain slap" can wear out the breach... how do i know... 7 years with the M230
Title: Re: The Outer Colonies Region
Post by: JA Baker on 11 April 2011, 16:30:11
on the chain guns... you could fluff them as needing more maitance... chain guns do jam.... the jam normaly is when the shell case is ripped apart in the weapon, also "chain slap" can wear out the breach... how do i know... 7 years with the M230
10% extra maintenance do?




I'm working on the Colonial Marshals Service right now, to the point where I've actually asked a US Park Ranger (and firearms expert) I know from another BattleTech forum for assistance in selecting their uniform and weapons.
Title: Re: The Outer Colonies Region
Post by: cawest on 11 April 2011, 18:31:44
10% extra maintenance do?




I'm working on the Colonial Marshals Service right now, to the point where I've actually asked a US Park Ranger (and firearms expert) I know from another BattleTech forum for assistance in selecting their uniform and weapons.


sounds good to me... about perfect in real life... as long as you are happy with it... that is all that maters.. keep up the great work
Title: The Outer Colonies Region
Post by: JA Baker on 13 April 2011, 09:45:01
Code: [Select]
                    AeroTech 2 Vessel Technical Readout
                               * CUSTOM WEAPON

Class/Model/Name:  Triumph Gunship
Tech:              Inner Sphere / 2790
Vessel Type:       Aerodyne DropShip
Rules:             Level 2, Modified design
Rules Set:         AeroTech2

Mass:              9,000 tons
Length:            171 meters
Power Plant:       Delano 1070
Safe Thrust:       5
Maximum Thrust:    8
Armor Type:        Valiant Gauntlet
Armament:         
    1 Ripper Series A1 ER PPC
    1 Holly LRM 20
    8 RAMTech 800 Medium Laser
    1 Kreuss XX Particle Projection Cannon (DS)*
    2 Holly LRM 15
    2 RAMTech 1200 Large Laser
    1 Holly LRM 10
Manufacturer:   Newport News Orbital Shipbuilding Inc.
  Location:     New Jersey
Communications System:  Rosalyn Electronics Inc. StarCom
Targeting & Tracking System:  Rosalyn Electronics Inc. FireMax
------------------------------------------------------------------------------
==Overview:==
     While the Outer Colonies have the Ability to manufacture many types of
warship's, the cost of building, maintaining and crewing such vessels is
prohibitive, so only a handful are maintained at an operational level at any
time. But with countless pirate bands roaming the deep periphery looking for
an easy target, and with the Outer Colonies being the most economically stable
in the region, it is no small surprise that our her fleet is considered a
likely target.
     So to fill the gap left by the lack of warships, a number of older,
obsolete DropShips were refitted into heavy gunships, capable of standing up
to all but the most heavily armed and well trained pirates.

==Capabilities:==
     The first ships to be refitted in such a way were twenty obsolete
variants of the Triumph troop-carrier. With most of the cargo and equipment
pays stripped out, room was made to house a single Kreuss XX Particle
Projection Cannon Heavy that had been specially converted for use in a
DropShip. The massive weapon accounts for a third of the ships total weight,
but can devastate any non-military DropShip with ease, making it a useful to
intimidate pirates with.
     The rest of the weapons go almost unchanged, except the autocannons,
which were removed due to problems with the upgraded targeting system. A small
craft bay was added to allow the gunships marines to board pirates without the
need to expose the ship itself to danger, and room was made to hold 40
prisoners, but more can be house for a short period of time.

==Notable Vessels & Crews:==
Able Squadron
Reliant
Repulse
Renown
Rodney


Bravo  Squadron
Alexander
Agrippa
Calypso
Hyperion


Charlie Squadron
Nebula
Adrastus
Britannia
Ignatious


Delta Squadron
Mary Rose
Hamato
Raven
Nimrod


Echo Squadron
Inflexible
Invincible
Indefatigable
Indignation


==Deployment==
     Split into five four ship squadrons, the newly christened Triumph
Gunships
roam the space-ways in and around the Outer Colonies, ready to pounce
on any unsuspecting pirate who crosses their path.

------------------------------------------------------------------------------
Code: [Select]
Class/Model/Name:  Triumph Gunship
Mass:              9,000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                        2,925.00
Thrust:  Safe Thrust: 5
      Maximum Thrust: 8
Structural Integrity: 15                                               675.00
Total Heat Sinks:    150 Double                                          4.00
Fuel & Fuel Pumps:                                                     534.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                 68.00
Fire Control Computers:                                                   .00
Food & Water:  (66 days supply)                                         32.50
Armor Type:  Ferro-aluminum  (1,118 total armor pts)                    67.50
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                374
   Left/Right Wings:                 279/279
   Aft:                                 186

Cargo:
   Bay 1:  Fighters (2) with 2 doors                                   300.00
           Small Craft (1) with 1 door                                 200.00
   Bay 2:  Cargo (1) with 2 doors                                      600.00

Life Boats:  8 (7 tons each)                                            56.00
Escape Pods:  6 (7 tons each)                                           42.00

Crew and Passengers:
      6 Officers (3 minimum)                                            60.00
     12 Crew (0 minimum)                                                84.00
      4 Gunners (3 minimum)                                             28.00
     28 Marines                                                        140.00
     40 Prisoners                                                      120.00
      9 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 ER PPC                   Nose     1(10)  1(10)  1(10)     --   15      7.00
1 LRM 20(18 rounds)        Nose     1(12)  1(12)  1(12)     --    6     13.00
2 Medium Laser             Nose     1(10)     --     --     --    6      2.00
1 Heavy NPPC (DS)*         Nose   15(150)15(150)15(150)15(150)  225  3,000.00
1 LRM 15(24 rounds)        L/RW      1(9)   1(9)   1(9)     --   10     20.00
1 Large Laser              L/RW     2(18)   1(8)     --     --   16     10.00
  2 Medium Laser                                                 12      4.00
2 Medium Laser             Aft      1(10)     --     --     --    6      2.00
1 LRM 10(12 rounds)        Aft       1(6)   1(6)   1(6)     --    4      6.00
------------------------------------------------------------------------------
TOTALS:                                              Heat: 300       9,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        696,336,912 C-Bills
Battle Value:      7,894
Cost per BV:       88,210.91
Weapon Value:      11,726 (Ratio = 1.49)
Damage Factors:    SRV = 231;  MRV = 153;  LRV = 56;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 94,989
                   (68,754 Structure, 19,575 Life Support, 6,660 Weapons)
                   Support Points (SP) = 30,158  (32% of MPV)
BattleForce2:      MP: 5,  Armor/Structure: 19 / 18
                   Damage PB/M/L: 24/21/19,  Overheat: 0
                   Class: DL;  Point Value: 79
Title: The Outer Colonies Region
Post by: JA Baker on 13 April 2011, 19:24:18
Code: [Select]
                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Behemoth Q
Tech:              Inner Sphere / 2796
Vessel Type:       Spheroid DropShip
Rules:             Level 2, Modified design
Rules Set:         AeroTech2

Mass:              100,000 tons
Length:            200 meters
Power Plant:       Sunburst M-500L Megadrive II
Safe Thrust:       6
Maximum Thrust:    9
Armor Type:        Valiant Chainmail
Armament:         
   10 Maelstrom AR10 Launcher
   12 Ripper Series A1 ER PPC
   12 Pontiac 50 Autocannon/10
   12 Pontiac Light Autocannon/5
   12 Ramtech 1500Z ER Medium Laser
   12 RAMTech 1200X ER Large Laser
   12 Holly LRM 20+ArtIV
   24 Holly SRM 4
   24 Goalkeeper III AMS
Manufacturer:   Newport News Orbital Shipbuilding Inc.
  Location:     New Jersey
Communications System:  Rosalyn Electronics Inc. StarCom
Targeting & Tracking System:  Rosalyn Electronics Inc. FireMax
------------------------------------------------------------------------------
==Overview:==
     While the Outer Colonies have the Ability to manufacture many types of
warship's, the cost of building, maintaining and crewing such vessels is
prohibitive, so only a handful are maintained at an operational level at any
time. But with countless pirate bands roaming the deep periphery looking for
an easy target, and with the Outer Colonies being the most economically stable
in the region, it is no small surprise that our her fleet is considered a
likely target.
     So to fill the gap left by the lack of warships, a number of older,
obsolete DropShips were refitted into heavy gunships, capable of standing up
to all but the most heavily armed and well trained pirates.
     Possibly the two most powerful ships to undergo the refit program, the
Behemoth Q class DropShip's Lady Jane and Lone Star are certainly a surprise
to any pirates they encounter. Almost derelict, the shipping firm that owned
the Lady Jane and Lone Star had seen much of their business dry up with the
fall of the Star League, and had little use for such massive ships in such a
smaller area of space, and had left them parked in orbit over Last Post.
Bought at near scrap value by the Outer Colonies Defence Force, they were
transferred to New Jersey, where they could be stripped down by the engineers
at Newport News Orbital Shipbuilding Inc. and rebuilt as miniature warships.

==Capabilities:==
     With the massive cargo and small craft bays removed, the engineers had
almost 80,000 tons to play with, and started by installing much bigger
engines, allowing the two ships to cruise at twice their former maximum
acceleration, with a maximum military power of 4.5 G's. This required
extensive reinforcement of the internal structure, allowing for a much thicker
armour belt.
     Now little more than hollow shells with oversized engines, the two ships
were fitted with a staggering ten Maelstrom AR-10 Missile Launchers as a main
armament, backed up by dozens of smaller weapons, all hidden behind armoured
hatches that can be opened in a matter of seconds to catch any hostile ships
napping. There is also docking bays for twelve aerospace fighters and four
assault shuttles, allowing the integral marine detachment a greater degree of
flexibility in how they operate. A sizeable chunk of the cargo bay remains,
allowing the ships to support other units over a lengthy deployment, as well
as carry impounded contraband.

==Notable Vessels & Crews:==
SLS Lady Jane
SLS Lone Star

==Deployment==
     While cheaper than a standard warship, and based on pre-existing hulls,
the Behemoth Q is still a very expensive design, and there are no plans to
commission any-more. Despite this, just the knowledge that the harmless, slow
merchant they have in their sights might turn out to be a wolf in sheep’s
clothing in enough to deter most pirates, and those who make the mistake of
challenging either the Lady Jane or the Lone Star have a tendency to not live
long enough to learn from their mistake.

------------------------------------------------------------------------------
Code: [Select]
Class/Model/Name:  Behemoth Q
Mass:              100,000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                       39,000.00
Thrust:  Safe Thrust: 6
      Maximum Thrust: 9
Structural Integrity: 70                                            14,000.00
Total Heat Sinks:    514 Double                                           .00
Fuel & Fuel Pumps:                                                   1,020.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                750.00
Fire Control Computers:                                                420.00
Food & Water:  (105 days supply)                                       116.00
Armor Type:  Standard  (1,792 total armor pts)                         252.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                511
   Left/Right Sides:                 448/448
   Aft:                                 385

Cargo:
   Bay 1:  Fighters (6) with 2 doors                                   900.00
           Small Craft (2) with 2 doors                                400.00
   Bay 2:  Fighters (6) with 2 doors                                   900.00
           Small Craft (2) with 2 doors                                400.00
   Bay 3:  Cargo (1) with 4 doors                                   17,500.00

Life Boats:  20 (7 tons each)                                          140.00
Escape Pods:  20 (7 tons each)                                         140.00

Crew and Passengers:
     36 Officers (20 minimum)                                          360.00
     60 Crew (0 minimum)                                               420.00
     40 Gunners (30 minimum)                                           280.00
     28 Marines                                                        140.00
     12 Marine Battle Armor Troopers/Elementals                         84.00
     44 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
4 AR10 (40 KW, 40 WS, 60 B)Nose         *      *      *      *   80  6,400.00
2 ER PPC                   Nose     2(20)  2(20)  2(20)     --   30     14.00
2 Autocannon/10(60 rounds) Nose     3(30)  3(30)     --     --    6     30.00
  2 Autocannon/5(60 rounds)                                       2     19.00
2 ER Medium Laser          Nose     3(26)  3(26)  2(16)     --   10      2.00
  2 ER Large Laser                                               24     10.00
2 LRM 20+ArtIV(48 rounds)  Nose     3(32)  3(32)  3(32)     --   12     30.00
4 SRM 4(200 rounds)        Nose     2(24)     --     --     --   12     20.00
4 AMS(480 rounds)          Nose        --     --     --     --    4     42.00
2 AR10 (20 KW, 30 WS, 30 B)FL/R         *      *      *      *   80  7,200.00
2 ER PPC                   FL/R     2(20)  2(20)  2(20)     --   60     28.00
2 Autocannon/10(60 rounds) FL/R     3(30)  3(30)     --     --   12     60.00
  2 Autocannon/5(60 rounds)                                       4     38.00
2 ER Medium Laser          FL/R     3(26)  3(26)  2(16)     --   20      4.00
  2 ER Large Laser                                               48     20.00
2 LRM 20+ArtIV(48 rounds)  FL/R     3(32)  3(32)  3(32)     --   24     60.00
4 SRM 4(200 rounds)        FL/R     2(24)     --     --     --   24     40.00
4 AMS(480 rounds)          FL/R        --     --     --     --    8     84.00
2 ER Large Laser           AL/R     3(26)  3(26)  2(16)     --   48     20.00
  2 ER Medium Laser                                              20      4.00
2 Autocannon/10(60 rounds) AL/R     3(30)  3(30)     --     --   12     60.00
  2 Autocannon/5(60 rounds)                                       4     38.00
2 ER PPC                   AL/R     2(20)  2(20)  2(20)     --   60     28.00
2 LRM 20+ArtIV(48 rounds)  AL/R     3(32)  3(32)  3(32)     --   24     60.00
4 SRM 4(200 rounds)        AL/R     2(24)     --     --     --   24     40.00
4 AMS(480 rounds)          AL/R        --     --     --     --    8     84.00
2 AR10 (20 KW, 20 WS, 30 B)Aft          *      *      *      *   40  3,200.00
2 ER PPC                   Aft      2(20)  2(20)  2(20)     --   30     14.00
2 Autocannon/10(60 rounds) Aft      3(30)  3(30)     --     --    6     30.00
  2 Autocannon/5(60 rounds)                                       2     19.00
2 ER Medium Laser          Aft      3(26)  3(26)  2(16)     --   10      2.00
  2 ER Large Laser                                               24     10.00
2 LRM 20+ArtIV(48 rounds)  Aft      3(32)  3(32)  3(32)     --   12     30.00
4 SRM 4(200 rounds)        Aft      2(24)     --     --     --   12     20.00
4 AMS(480 rounds)          Aft         --     --     --     --    4     42.00
1 Lot Spare Parts (5.00%)                                            5,000.00
------------------------------------------------------------------------------
TOTALS:                                              Heat: 800     100,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        2,529,772,000 C-Bills
Battle Value:      40,969
Cost per BV:       61,748.44
Weapon Value:      25,477 (Ratio = .62)
Damage Factors:    SRV = 1,159;  MRV = 835;  LRV = 402;  ERV = 116
Maintenance:       Maintenance Point Value (MPV) = 1,256,607
                   (1,130,527 Structure, 89,000 Life Support, 37,080 Weapons)
                   Support Points (SP) = 184,100  (15% of MPV)
BattleForce2:      MP: 6,  Armor/Structure: 30 / 30
                   Damage PB/M/L: 34/30/22,  Overheat: 0
                   Class: DL;  Point Value: 410
                   Specials: sph
Title: The Outer Colonies Region
Post by: JA Baker on 14 April 2011, 14:42:01
####3065 Update####

     Just got a data-packet from my contact out on Cyclops Station; it seems those prospector’s she'd played cards with made it back after all, nearly six years after they set out. They stopped off just long enough to refuel, replenish their supplies and then took off again for parts unknown, running like the devil himself was after them.

     Two days later, a pristine Kimagure class Pursuit Cruiser and a pair of Dart class Light Cruisers turned up. At first the locals assumed the Clans had come calling, but the ship squawked a Star League transponder, locked their weapons onto the station and demanded the location of the prospectors. Knowing a one-sided fight when she saw it, Queen Jennifer II gave them all the information her people had, and then allowed a pair of NL-42 Battle Taxies to dock with the station. Marines in a previously unseen variant of the Nighthawk power-armour scoured the station from one end to the other, interrogating the already nervous inhabitants and sucking the computers dry of any relevant information before departing again without so much as a 'by your leave'.

     At no point during all of this were any names or exploitations given, and the ships have not been seen since.

     Thankfully, my contact's no stranger to smuggling information past people who might be looking for it, and she managed to get me a copy of an updated version of the text book I sent you all extracts from last time. The first book was almost unbelievable, but with what happened at Cyclops Station, this new one is downright terrifying.

     Here are the highlights.

     -Starling


The Council of Eleven
(3065)
The Right Honourable Helena Stark
(Chairwoman, Port Stanley)
The Right Honourable Robert McDevitt
(Vice-Chairman, New Jersey)
The Right Honourable Sun Li
(Secretary of the Treasury, New Tasmania)
The Right Honourable Hank Stankowski
(Home Secretary, San Antonio)
SaKahn Mary Mroczkiewicz
(Secretary of Defence, Rorke's Drift)
The Right Honourable Jo Gant
(Foreign Secretary, Rockall)
The Right Honourable Pun Garang
(Secretary of State for Justice, Last Post)
The Right Honourable Gideon Coxall
(Education Secretary, Vision)
The Right Honourable Silvester Hunt
(Secretary of State for Health, New Jamaica)
The Right Honourable Dr Holly Reeman, Ph.D.
(Secretary of State for Science, Malloy's World)
The Right Honourable Quentin Flynn
 (Minister of State, Ticonderoga. Provisional; non-voting)

General Viktor Kravinoff
(Commanding Officer OCDF, non-voting)
Mak Takara
(Attorney General, non-voting)

Flame Of Redemption
Formally an independent world three jumps away from the Outer Colonies, the mainly agrarian world of Redemption had regressed to a very basic level of technology, with people in the outer lying regions going back to using horses and draft animals for transport and heavy labour. That all changed when a roving pirate gang decided to set up shop there, believing that they were far enough away from the Outer Colonies to be considered not worth dealing with. What they didn't know was that the Colonial Marshals had a small outpost on-planet to keep an eye out for anyone trying to escape justice, and word of the occupation, and the brutality that followed, soon reached the Council of Eleven, and unanimous vote sent an expeditionary force, led by the elite Grenadier and McEvedy Guards, was dispatched to liberate the planet.

The pirates attempted to blockade the planet, but their hastily assembled armada of DropShip's was swept aside by the SLS Ivanhoe and her escorting assault ships. Behind them came the troop carriers, battle armoured infantry going in first to secure the landing ground before the Mech's landed. While evenly matched for numbers, the pirate machines were a collection of obsolete, badly maintained junkers; against them stood two of the best equipped and trained regiments in the Outer Colonies Defence Forces, backed up by three regiments of armour and an infantry brigade. The battle that followed was more a slaughter than a fight, with the pirates turning on each other in a bid to get away, allowing for them to be dealt with piecemeal.

The only thing keeping the battle from being totally flawless was the death of Colonel Carl Knute,  commanding officer of the McEvedy Guards. Pursuing a group of high-ranking pirates, he found himself in a residential area that the pirates had rigged with incendiary devices. Surrounded by flames and helpless civilians, Colonel Knute ignored the pirates and instead turned his weapons on the burning buildings, cutting a way out for the locals. Unfortunately, the combined heat from the fires, his own weapons and the relentless pirate attacks proved too much for the the Colonel's Black Knight, and it went into emergency shut-down, trapping its brave pilot as the flames consumed him.

To this day, the blackened remains of Colonel Knute's BattleMech remain where it fell, a reminder to one all of the personal bravery of one of the finest officers the OCDF has ever known.

Spurned on by the loss of their beloved commander, the McEvedy Guards charged the last pirate strong point, throwing themselves at their defences in a tidal-wave of death and destruction that ended when the last pirate Mech was brought down.

With most of the planets former leaders dead or just missing, it was decided to grant Redemption protectorate status, with a re-enforced combined-arms regiment and a larger detachment of Marshals left behind to take care of any pirates that had escaped the battle.

A New Star Rises
With a population now in excess of 25-million, Ticonderoga has been granted provisional status as a full Colony, taking the non-voting seat previously held by the head of the OCDF. For administrative purposes they have been officially designated part of the New Jamaica Military Region. Many are now starting to question whether or not the more highly populated and developed protectorate worlds of Arixo and Pacifica will follow suit and petition for full Colonial status.

33rd (Provisional) Division
(Ticonderoga)
Division Headquarters
Command Company
Regimental HQ Staff
HQ Transport
MP Platoon
53rd  BattleMech Brigade
The Green Mountain Boys
1st Royal Lancers
2nd Royal Lancers
74th BattleMech Brigade
Benedict's Grenadiers
14th Dragoon Guards
79th Dragoon Guards
330th Cavalry Brigade
7th Air-Cavalry Regiment
19th Mechanised Cavalry
21st Mechanised Cavalry
29th Infantry Brigade
The Concordia Rifles
4th Regiment Of Foot
19th Gurkha Rifles
Non-Brigade Attached Units
5th Battalion, 21st Royal Artillery Regiment
6th Battalion, 41st Combat Engineers
11th Battalion, 4th Long Range Patrol Regiment
Combat Support Brigade
Brigade HQ Staff
5th Battalion, 4th Combat Support Group
171th Mobile Army Surgical Hospital
3rd Battalion, 26th Combat Engineers
2nd Battalion, 41st Royal Electrical and Mechanical Engineers
MP Company
Signals Company

Wolverine Resplendent
It seems that the people of Rorke's Drift have been busy; using their storehouse of genetic samples and their Iron Womb technology, they've been secretly building up a much stronger military then anyone thought, using a massive series of hidden factories and Castle Brian's in the Wolf's Bane Mountains, as well as a hidden base on the nearby and previously independent Foster's World, which they have now claimed as their own. They have also laid claim to the old Star League outpost on Fort Dixie and the protectorate world of Redemption. As well as the 331st Royal BattleMech Division, Rorke's Drift is now also home to Alpha Galaxy, while Delta Galaxy is deployed to Foster's World, Gamma Galaxy to Fort Dixie and Epsilon Galaxy to Redemption. They have also doubled their planetary militia, raising the equivalent of another Star League Division, all be it of very low quality, if fanatical, troops.

There is also talk that they have secretly reactivated the dormant shipyards in orbit of Rorke's Drift and used it to refurbish several warships taken from the Hamunaptra system's bone-yard.

The Council of Eleven has called them to account for these actions, but so far they have made no overt military actions against the other Colonies. They have, however, relinquished their military control over the Helios system, forcing New Tasmania to step in and pick up the slack.

Alpha Galaxy
(McEvedy's Pride)
1st Wolverine Guards (McEvedy's Own)
2nd Wolverine Guards (The Lone Hunters)
38th Assault Cluster (True Vision)
9th Strike Cluster (The Blood Pack)
64th Wolverine Guards (The Night Stalkers)

Delta Galaxy
(Kerensky's Lamont)
163rd Battle Cluster (Safe Haven)
124th Battle Cluster (The Cowboys)
189th Strike Cluster (McEvedy's Fusiliers)
89th Strike Cluster (Always Faithful)
73rd Wolverine Dragoons (The Pale Riders)

Gamma Galaxy
(The Rabid Wolverines)
106th Battle Cluster (The Dark Hunters)
137th Battle Cluster (Amazing Grace)
138th Battle Cluster (Blood of the Wolverine)
103rd Strike Cluster (The Unseen Enemy)
104th Assault Cluster (Law of the Wild)

Epsilon Galaxy
(The Shadow Hunters)
197th Battle Cluster (Full Moon Rising)
103rd Battle Cluster (The Fighting Irish)
24th Battle Cluster (Lone Stars)
205th Striker Cluster (The Rangers)
88th Assault Cluster (The Crazy 88)

(http://i131.photobucket.com/albums/p313/Starbug360/War%20Games/OuterColonies3065.jpg)

     The first two sections are standard fair, and no real surprises, apart from the fact that there's a bunch of pirates dumb enough to set up shop next to a army with Star League era equipment, just looking for a chance to use it. Even Ticonderoga I saw coming, after reading the first book: small outposts like that tend to undergo huge population booms before they level out.

     But it's the events on Rorke's Drift that surprised me the most; I had assumed that the descendent of the fleeing Wolverines would be content to just sit back and let the universe go buy. But it sounds like they've been building a secret army for some unknown purpose.

     Sound like anyone else we know?

     Not saying that the Outer Colonies have any link to Word of Blake, but it is a worrying president. And given the state of the Inner Sphere right now, three divisions, four full Galaxies and who know how many warships could make a major difference to either side.

     That's if the other Clan's don't go charging off into the Deep Periphery, no doubt strait into defences designed specifically to handle them...

     -Starling
Title: Re: The Outer Colonies Region
Post by: Hawkeye Jim on 14 April 2011, 16:35:31
Nice work, but you might want to keep an eye on that pesky "r" that keeps wandering in McEvedy.
Title: Re: The Outer Colonies Region
Post by: cawest on 14 April 2011, 17:33:21
Kimagure class Pursuit Cruiser and a pair of Dart class Light Cruisers .... looks like someone has a clan mad at them.... hmmmm  looking forward to more
Title: The Outer Colonies Region
Post by: JA Baker on 14 April 2011, 18:25:19
Couple of minor tweaks to my previous post, including a new map showing the location of Redemption and Foster's World.
Title: Re: The Outer Colonies Region
Post by: lowrolling on 14 April 2011, 23:38:15
Nice work and thanks for sharing. I never was one who favored mothballing Warships and shipyards.
Title: The Outer Colonies Region
Post by: JA Baker on 15 April 2011, 13:15:34
Code: [Select]
                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Cyclops class Attack-Ship
Tech:              Inner Sphere / 2810
Vessel Type:       Aerodyne DropShip
Rules:             Level 2, Custom design
Rules Set:         AeroTech2

Mass:              6,500 tons
Hull:              NNOS Nimrod II
Length:            146 meters
Power Plant:       Star League V500 Standard
Safe Thrust:       10
Maximum Thrust:    15
Armor Type:        Valiant Chainmail Standard
Armament:         
    1 Maelstrom Killer Whale
    4 RAMTech 1200 Large Laser
   20 RAMTech 800 Medium Laser
Manufacturer:   Newport News Orbital Shipbuilding Inc.
  Location:     New Jersey
Communications System:  Rosalyn Electronics Inc. StarCom
Targeting & Tracking System:  Rosalyn Electronics Inc. FireMax
------------------------------------------------------------------------------
==Overview:==
     Built as part of the strategic reserve, the Cyclops class Attack-Ship is
seldom seen by civilians due to the fact that it was built for the sole
purpose of carrying the Santa Ana 50 kiloton thermonuclear warhead for use
against hostile WarShips.

==Capabilities:==
      The bulk of the Cyclops is taken up by a truly massive engine, capable
of propelling the ship up to 7.5-G's of acceleration. This is intended to
allow for a Boom-&-Zoom attack, where the Cyclops gets in as close as it can,
fires its missile and then gets out of the way before it detonates. The
secondary armament is limited to two-dozen lasers to shoot through anything
that gets in the Cyclops' way, but they are considered to be more for show, to
give the impression that the attack is more conventional in nature.
     The Cyclops has a unique 'rotary' magazine system that allows it to fire
up to five missiles in quick succession, but it then requires an extended
period of time while each chamber is reloaded before it can fire again. This
gives the Cyclops the ability to put 250-kilotons on target, enough to destroy
all but the toughest opponent or to strike multiple targets at once. However,
the more targets selected, the less effective the fire-control system becomes.

==Deployment==
     The exact number, registration and location of the Cyclops' is considered
a matter of national security. What is known is that a number are in space, on
long orbit patrols away from habitable planets and regular shipping lines, at
any one time. As a secondary security measure, the arming system on the
missiles requires three of the officers to enter voice-print recognition codes
and retinal scanning before they can go 'hot'. This avoids the danger of an
officer launching the missiles under their own authority.
     It is written into the Outer Colonies Charter that any use of the
strategic reserve must be in accordance with the Ares Conventions.

------------------------------------------------------------------------------
Code: [Select]
Class/Model/Name:  Cyclops class Attack-Ship
Mass:              6,500 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                        4,225.00
Thrust:  Safe Thrust: 10
      Maximum Thrust: 15
Structural Integrity: 15                                               487.50
Total Heat Sinks:    211 Single                                           .00
Fuel & Fuel Pumps:                                                     306.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                 49.00
Fire Control Computers:                                                   .00
Food & Water:  (150 days supply)                                        15.00
Armor Type:  Standard  (1,005 total armor pts)                          67.50
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                336
   Left/Right Wings:                 251/251
   Aft:                                 167

Cargo:
   Bay 1:  Cargo (1) with 1 door                                       100.00

Life Boats:  4 (7 tons each)                                            28.00

Crew and Passengers:
      4 Officers (3 minimum)                                            40.00
     11 Crew (1 minimum)                                                77.00
      5 Gunners (5 minimum)                                             35.00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 Killer Whale(15 msls)    Nose         4      4      4      4   20    900.00
4 Large Laser              Nose     3(32)  3(32)     --     --   32     20.00
5 Medium Laser             L/RW     3(25)     --     --     --   30     10.00
5 Medium Laser             L/RW(A)  3(25)     --     --     --   30     10.00
1 Lot Spare Parts (2.00%)                                              130.00
------------------------------------------------------------------------------
TOTALS:                                              Heat: 112       6,500.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        351,907,200 C-Bills
Battle Value:      7,097
Cost per BV:       49,585.35
Weapon Value:      7,131 (Ratio = 1.00)
Damage Factors:    SRV = 158;  MRV = 60;  LRV = 29;  ERV = 12
Maintenance:       Maintenance Point Value (MPV) = 96,753
                   (49,309 Structure, 43,250 Life Support, 4,194 Weapons)
                   Support Points (SP) = 24,308  (25% of MPV)
BattleForce2:      MP: 10,  Armor/Structure: 17 / 17
                   Damage PB/M/L: 10/5/4,  Overheat: 0
                   Class: DL;  Point Value: 71
                   Specials: artT
Title: The Outer Colonies Region
Post by: JA Baker on 15 April 2011, 13:21:42
Code: [Select]
                    AeroTech 2 Vessel Technical Readout
                               * CUSTOM WEAPON

Class/Model/Name:  Gazelle Gunship
Tech:              Inner Sphere / 2800
Vessel Type:       Aerodyne DropShip
Rules:             Level 2, Modified design
Rules Set:         AeroTech2

Mass:              3,000 tons
Hull:              DBF Gazelle
Length:            100 meters
Power Plant:       Star League
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Valiant Gauntlet
Armament:         
    1 Holly LRM-20
    1 Pontiac Light Autocannon/5
    2 RAMTech 1200 Large Lasers
    4 RAMTech 800 Medium Lasers
    2 Magna-35 Naval Lasers (DS)*
Manufacturer:   Newport News Orbital Shipbuilding Inc.
  Location:     New Jersey
Communications System:  Rosalyn Electronics Inc. StarCom
Targeting & Tracking System:  Rosalyn Electronics Inc. FireMax
------------------------------------------------------------------------------
==Overview:==
     While the Outer Colonies have the Ability to manufacture many types of
warship's, the cost of building, maintaining and crewing such vessels is
prohibitive, so only a handful are maintained at an operational level at any
time. But with countless pirate bands roaming the deep periphery looking for
an easy target, and with the Outer Colonies being the most economically stable
in the region, it is no small surprise that our her fleet is considered a
likely target.
     So to fill the gap left by the lack of warships, a number of older,
obsolete DropShips were refitted into heavy gunships, capable of standing up
to all but the most heavily armed and well trained pirates.
     The third and final project developed under this program is the Gazelle
Gunship.

==Capabilities:==
     Stripped of their vehicle bays and much of their original weaponry, the
twenty obsolete Gazelles were retrofitted with a pair of Magna-35 Naval Lasers
especially adapted to fit into a DropShip. The final focusing arrays are
located in semi-moveable turrets in the wing spurs, allowing for a limited
strafing ability against ground targets.
     This proved highly effective on Redemption, where the Roanoke and
Lexington accounted for over ten pirate DropShip's, effectively stranding the
pirates on-planet.
     Beefed up structural integrity and thicker armour allow the Gazelle
Gunships to take a few hits, but with their low unit cost and minimal crew,
they are considered to be ultimately expendable, yet potentially devastating.
On their own, each ship may only have two lasers, but operating in groups of
four or five, they have the potential to take on warships.

==Notable Vessels & Crews:==
Arc-Royal
Royal Oak
Fearless
Olympus
Kestrel
Hawk
Janus
Pournelle
Sorcerer
Phantom
Warlock
Merlin
Vulcan
Mercury
Jupiter
Mars
Roanoke
Lexington
Prometheus
Clarkstown

==Deployment==
     Assigned to both fleet units and division-level formations, the Gazelle
Gunship excels at mobile fire-support and force multipliers. They are also
often detached to escort important convoys, and the Colonial Marshals Service
has been known to request their use on occasions, using the intimidation
factor they bring to any situation.

------------------------------------------------------------------------------
Code: [Select]
Class/Model/Name:  Gazelle Gunship
Mass:              3,000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                          780.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
Structural Integrity: 10                                               150.00
Total Heat Sinks:    70 Double                                          31.00
Fuel & Fuel Pumps:                                                     204.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                 23.00
Fire Control Computers:                                                   .00
Food & Water:  (100 days supply)                                         9.00
Armor Type:  Ferro-aluminum  (846 total armor pts)                      45.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                283
   Left/Right Wings:                 211/211
   Aft:                                 141

Cargo:
   Bay 1:  Cargo (1) with 1 door                                       125.00

Life Boats:  4 (7 tons each)                                            28.00

Crew and Passengers:
      4 Officers (2 minimum)                                            40.00
     10 Crew (1 minimum)                                                70.00
      4 Gunners (2 minimum)                                             28.00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 LRM 20(24 rounds)        Nose     1(12)  1(12)  1(12)     --    6     14.00
1 Autocannon/5(20 rounds)  Nose      1(5)   1(5)     --     --    1      9.00
1 Large Laser              Nose     2(18)   1(8)     --     --    8      5.00
  2 Medium Laser                                                  6      2.00
1 NL35 (DS)*               L/RW     4(35)  4(35)  4(35)     --  104  1,400.00
1 Large Laser              Aft      2(18)   1(8)     --     --    8      5.00
  2 Medium Laser                                                  6      2.00
1 Lot Spare Parts (1.00%)                                               30.00
------------------------------------------------------------------------------
TOTALS:                                              Heat: 139       3,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        211,942,800 C-Bills
Battle Value:      4,045
Cost per BV:       52,396.24
Weapon Value:      6,253 (Ratio = 1.55)
Damage Factors:    SRV = 113;  MRV = 74;  LRV = 23;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 26,286
                   (15,276 Structure, 8,700 Life Support, 2,310 Weapons)
                   Support Points (SP) = 22,732  (86% of MPV)
BattleForce2:      MP: 4,  Armor/Structure: 14 / 14
                   Damage PB/M/L: 11/10/8,  Overheat: 0
                   Class: DM;  Point Value: 40
Title: The Outer Colonies Region
Post by: JA Baker on 15 April 2011, 19:29:51
The Colonial Marshals Service
(http://i131.photobucket.com/albums/p313/Starbug360/War%20Games/ColonialMarshal.jpg)
Fiat Justitia

If the Star League did one thing for the Outer Colonies, it simplified the matter of legal jurisdiction and extradition: under the Cameron Star, a criminal wanted for a crime committed on Terra could be arrested on Main Street and sent back to face justice. Unfortunately, the period of confusion between the fall of the Star League and the birth of the Outer Colonies as a political, military and social entity saw the end to this universal dedication to law and justice, with many worlds re-enacting laws and prosecutors dating back to their first founding. Even when the rest of the treaty concerning the formation of the Council of Eleven was hammered out, none of the representatives were willing to see their citizens subject to the laws of others without some guarantee that everyone would be treated equally under the eyes of the law, no matter who they were or where they were from.

Thus was born the Colonial Marshals Service, a federal agency with universal jurisdiction and a mandate to see that the guilty are tracked down and brought to justice, wherever they may be. Drawn from both existing police forces and the local Star League Department of Justice, the Marshals forged themselves into a new, unique force dedicated to the idea that no one was above the law. Their independence was guaranteed by the very treaty that founded them, which stated that any government official, no matter what their position, who attempted to to unduly influence an investigation could be arrested on the spot. This impartiality, as well as a string of early, high profile successes, gained them a lot of popular support amid a population that feared a decent into anarchy.

Basing themselves out of Carson City on San Antonio to distance themselves from the central authority on Port Stanley, the Marshals adopted the six-pointed star insignia of their ancient predecessors, as well as the motto “Fiat Justitia”, Latin for “Let Justice Be Done”, pointing to their main mission. Armed with the best weapons and equipment available, including a small fleet of DropShips, and the ability to commandeer any civilian or government vessels, the Marshals set out a list of the twenty most wanted criminals in the Outer Colonies; men and women who had used the complex web of laws and treaties to stay one step ahead of local law enforcement. Many expected them to not only fail, but to do so in a spectacular and bloody fashion.

But those naysayers hadn't taken into account just the kind of people who had taken up the challenge of turning the Marshals from a political ploy into a force for justice. People like Joseph “Old Stone Face” Fargo, who arrested his own twin brother when he caught him on the take, Samuel “Bird-Dog” Gerard, who tracked a wanted man across four worlds before finally capturing him, or Josefina “Jo” Lupo, who's small stature hid an expert in most forms of combat that had passed the rigorous SLDF recon-assault commando course just days before word of Operation Exodus reached the Outer Colonies. They, along with hundreds of others like them, stood as a bulwark against the rising tide of lawlessness and held firm.

In a little over a year, the Marshals had apprehended every one of their targets, and the Twenty Most Wanted list became a permanent feature of every Marshals office and station.

Over the centuries that followed, the Colonial Marshals Service became one of the cornerstones of the Outer Colonies, proving to one and all that here at least, the rule of law would be upheld. Tens of thousands of men and woman have carried the Star, many of them dying in the line of duty. Those that have are buried at the Service's cemetery outside Carson City, where row after row of white headstones in mute witness stand in testimony to the memory of those who died in the cause of law and order.

Today, the Marshals Service maintains outposts on every single world in the Outer Colonies, including most of the major space stations and moons. They also have detachments on several independent but allied worlds to keep an eye out for any fugitives who may seek to escape justice outside of our boarders. While in most cases they defer to local law enforcement, many people sleep soundly in their beds knowing that the silver star of justice is watching over them.
Title: The Outer Colonies Region
Post by: JA Baker on 16 April 2011, 09:52:44
     My contact from Cyclops Station sent me another data-packet, an attached note indicating that she is now on the run from unknown forces.
     -Starling


Clan Wolverine Naval Forces
(3065)

Aggressor Naval Star
(Rorke's Drift)
SLS Franklin Hallis (Farragut class Battleship, formally the Philip of Macedonia)
SLS St David (Cameron class Battle Cruiser)
SLS St Fancies (Cameron class Battle Cruiser)
SLS Romanov (Samarkand II class Heavy Cruiser)
SLS Makarov (Samarkand II class Heavy Cruiser

Eclipse Naval Star
(Rorke's Drift)
SLS Kassandra (Monsoon class Battleship)
SLS Stardust (Luxor class Heavy Cruiser)
SLS Champion (Luxor class Heavy Cruiser)
SLS Deliverance (Avatar class Heavy Cruiser)
SLS Condor (Riga class Frigate)

Reaper Naval Star
(Foster's World)
SLS Ramilies (Atreus class Battleship)
SLS Daedalus (Avatar class Heavy Cruiser)
SLS Caledfwlch (Avatar class Heavy Cruiser)
SLS Enterprise (Riga class Frigate)
SLS Trafalgar (Riga class Frigate)

Legacy Naval Star
(Fort Dixie)
SLS Samson (Atreus class Battleship)
SLS Albion (Winchester class Cruiser)
SLS Galahad (Riga class Frigate)
SLS Robert MacKenzie (Riga class Frigate)
SLS Black Heart (Riga class Frigate)

Hunter Naval Star
(Location unknown)
SLS Steadfast (Kimagure class Pursuit Cruiser)
SLS Majestic (Dart class Light Cruiser)
SLS Roanoke (Dart class Light Cruise)
SLS Resolute (Carson class Destroyer)
SLS Iwo Jima (Carson class Destroyer)

Shield Naval Star
(Redemption)
SLS St Jude (Cameron class Battle Cruiser)
SLS Catherine the Great (Samarkand II class Heavy Cruiser)
SLS Brunel (Newgrange class Yard Ship)
SLS Convoy (Potemkin class Troop Cruiser)
SLS Buffalo (Potemkin class Troop Cruiser)

A House United?
There is evidence, all be it somewhat circumstantial, linking the Brotherhood Of The Blood and Deep Midnights Voice. While no one has ever been able to compile anything approaching a list of the second, Rorke's Drift has always provided a disproportionately high number of recruits for both the OCDF and the Ministry of Intelligence. It is no great leap to assume that at least some of these people are both descended from the 331st Division and have been recruited into Deep Midnights Voice.

The only question is who has infiltrated who? And to what extent?

When called to account by the Council of Eleven, saKahn Mary Mroczkiewicz promised that the secret military build up her people had undertaken was purely defensive, and that they had no expansionist ambitions beyond what they had already claimed. She went on to explain that it had been undertaken due to reports that the Secret Intelligence Service had presented based upon what limited information reached the Outer Colonies from the Inner Sphere. While much is forth or fifth hand gossip picked up from passing traders and captured pirates, the fact that the other Clans had launched their invasion of the Successor States. This no doubt caused the Brotherhood Of The Blood a lot of concern; while the Clans were confined to the Kerensky Cluster, they were relatively contained. But on the move, there would be the risk that they might pick up a clue that would lead them to the Outer Colonies.

And this is where Deep Midnights Voice comes in; their self-proclaimed mission is to protect and defend the Outer Colonies my any means necessary. While they may be more than capable of dealing with most internal or external threats on their own, a full-scale invasion by one or more of the Clans would be beyond their ability. True war, the likes of which the Outer Colonies have not seen since Operation: Kathleen, could easily befall worlds that have managed, against all the odds, to maintain the same level of technology and society they had when the Star League fell.

So, two powerful and secretive organisations with a common enemy.

Again, the evidence supporting all this is circumstantial at best, but there are indications that known and suspected members of the Brotherhood have been acting somewhat usually, almost as if they were receiving instructions from someone outside their organisation. Also, there have been hints that seem to indicate that Deep Midnights Voice may have been behind the looting of the Hamunaptra system's bone-yard, which would explain how the Wolverines were able to get them back to Rorke's Drift and brought back up to operational standard without anyone noticing.

The Council of Eleven is officially 'concerned' over recent events, but with the deployment of another secret Galaxy of troops to help defend Redemption, they have been able to recall their own troops back to their home worlds.

However, the question of whether it is the Brotherhood or Deep Midnights Voice that is calling the shots remains unanswered.

Rho Garrison Galaxy
(The Watchman on the Walls)
203rd Garrison Cluster (The Yeoman)
44th Garrison Cluster (Night Watch)
91st Garrison Cluster (Sky Watch)
87th Garrison Cluster (The Marshals)
12th Garrison Cluster (The Spartans)

     Call me paranoid, but I'm going off-line while I relocate and redouble my security. I'll contact you all again when I know it's safe.
     -Starling
Title: The Outer Colonies Region
Post by: JA Baker on 16 April 2011, 17:01:32
Mjolnir Pod

An offshoot of the NARC missile beacon, the Mijolnir Pod fires a missile containing a high-voltage capacitor rather than an explosive warhead. When it hits its target it acts like a massive Taser, shorting out or overloading systems within the target. This can lead to disabled limbs, inoperative weapons, of in the case of the pod connecting with the cockpit, an electrocuted pilot.

The Mijolnir Pod is a favourite weapon of the Colonial Marshals Service as it allows them to disable Mech's and vehicles with ease.

Tech Base: Star League
Year: 2916
Faction: Outer Colonies
Tech Level: 2
Type: Missile 2d6
Heat: 0
Damage/Hit: 0
Dmg Txt: 4
# Msls: 1
Mass: 3
Critical Slot Size: 2
Minimum Range: 0
Short Range: 4
Medium Range: 9
Long Range: 15
Ammo/Ton: 5
Weapon Cost: 100,000
Ammo Cost: 9,500
Weap. Abbrev: Mjolnir
Attack Type: Offensive
Battle Value
Weapon BV: 75
Ammo BV: 0
WV: 0

Weapon explodes when hit, doing 5 damage
Ammo  explodes when hit
Works with Targeting CPU: No
On a roll of 2: Does Nothing
To-hit modifier: 0
Does not work with Artemis IV SRM
Does not work with Artemis IV LRM
Title: Re: The Outer Colonies Region
Post by: FedSunsBorn on 17 April 2011, 22:00:40
I like that Mjolnir Pod.  O0
Title: Re: The Outer Colonies Region
Post by: lowrolling on 17 April 2011, 23:01:01
Now that is interesting. Thanks for sharing.
Title: The Outer Colonies Region
Post by: JA Baker on 20 April 2011, 12:12:42
Colonial Marshals Service (cont.)
Uniforms:
The standard Marshals duty uniform is a karki shirt with matching pants and boots. Many add a Stetson with a duplicate of their bade embroiled on the front. The standard Stetson is the same colour as the uniform, lighter-coloured straw version is available for hot weather or situations where the officer's hat being highly visible isn't a concern. On patrol most ware a black tactical vest designed to resemble an old-fashioned waistcoat, with built-in kevlar armour and encrypted radio, as well as self-polarising glasses that adapt to ambient light levels. In cold or inclement weather, a long, in kevlar lined trench-coat is often used, which also has the advantage of being able to conceal weaponry.

Support and technical staff are issued with dark blue shirts and pants, with wind-breakers and caps for field work. High-visibility clothing is available if and when needed, such as when assisting with large scale crime scenes or natural disasters.

All Marshals Service personnel are free to wear citation ribbons on duty, and full medals on formal occasions as part of their dress uniform.

Weapons:
The standard issue ammunition for use by the Marshals Service is a 10mm ACP derived cartridge designed to be fired by revolvers, automatics and even SMG.

Marshals are free to chose between revolver or automatic, with a customisation subsidy available on completion of a short form. The only requirement is that the weapon chose can fire the standard issue 10mm rimless cartridge to allow for ammo sharing. Most opt for the automatic, while some stick with the revolver, either through a sence of historical relevance, or because they like to carry more powerful ammunition.

The standard backup weapon is a SMG chambered in the same 10mm ACP cartridge, but other options include a GyroJet carbine and 12-gage semi-automatic shotgun that can be used to breach doors and fire specialist ammunition, such as gas, smoke and stun grenades. Marshals that have passed the designated marksman course have the option of supplementing their arsenal with either a .30 rifle (bolt-action or semi-automatic), or a 3mm laser rifle for long-ranged sharpshooting.

Most Marshals assigned to field posts have also been trained in the use of heavier weapons, including grenade launchers, squad automatic weapons and other military grade small-arms. A select few have also been trained in the use of power armour and light armoured vehicles for special operations and hostage rescue situations.
Title: The Outer Colonies Region
Post by: JA Baker on 22 April 2011, 13:39:15
Military fortifications in the Outer Colonies are based on the Star League’s Castle Brian. Most are smaller, but each world has at least on full sized Castle with an attached space-port reserved for military traffic. The largest are Mount Longdon, home of Port Stanley's Planetary Defence Command and headquarters of the Outer Colonies Defence Force, and Masada, an extremity large Castle Brian in the Wolf's Bane Mountains of Rorke's Drift. The largest network of fortifications is the so-called “Ring of Fire” around McEvedy City: over twenty Castles of various size and type surround the entire city, centred around Masada itself.

The world of Rockall is home to several small, Castle like structures built by the inhabitants to defend against the cold winters and occasional bouts of inter-clan warfare that marked its early history. Appearance wise, these are closer to castles of Medieval Europe than anything later, but they are still heavily armed and armoured, even by modern standards.

The Citadel on Last Post is somewhat like a Castle Brian, but was built independently by the Knights Templar and is of unknown internal layout.

Also of note is Crystal Peak on Vision: it sits atop a massive underground manufacturing facility built by the Star League Corps of Engineers shortly before the Reunification War, but never put into service. Mothballed since before the Exodus, it maintains the capacity to produce vast numbers of BattleMech's,  Armoured Vehicles and Aerospace Fighters, but it would need time and money to make it operational again, and Fox Bay on Port Stanley is more than capable of fulfilling local needs.

Most of the Castle Brian's share names with ancient fortifications on Terra

Major Castle Brian's of the Outer Colonies

Port Stanley
Mount Usborne, San Carlos
Mount Longdon (Planetary Defence Command)
Port Howard (Port Castle, attached to Mount Longdon)
Bluff Cove, Fox Bay, Fitzroy

New Tasmania
Oyster Bay, Hobart
Woomera (Planetary Defence Command)
Devonport (Port Castle)

San Antonio
Fort Worth, Galviston
The Alamo (Planetary Defence Command)
Fort Houston (Port Castle)

New Jersey
Greystone, Jersey City
Cape May (Planetary Defence Command)
Red Bank (Port Castle)
Neuschwanstein, Newport News Shipbuilding

Rockall
Dunluce, Derry (Planetary Defence Command)
Carrickfergus (Port Castle)
Glenbogle (Clan MacDonalds)
Kilwillie Castle (Clan Kilwillie)
Conwy Castle (Clan Fraiser)

Last Post
Qasr Kharana, Landing (Planetary Defence Command)
Spis (Port Castle)
The Citadel, New Constantinople

New Jamaica
Herstmonceux, Port Royal
Gifu (Planetary Defence Command)
Hatley (Port Castle)

Vision
Bodiam, Eden (Planetary Defence Command)
Malbork (Port Castle)
Crystal Peak (abandoned)

Malloy's World
Matsumoto, Rosalyn
Himeji (Planetary Defence Command)
Trakoscan (Port Castle)

Ticonderoga
Hohensalzburg, Champlain (Planetary Defence Command/Port Castle)

Rorke's Drift
Vianden, Charlemagne
Masada, McEvedy City (Planetary Defence Command)
Heidelberg, Wolf's Bane Mountains
Mehrangarh, Wolf's Bane Mountains
Lichtenstein, Wolf's Bane Mountains

Fort Dixie
Terminus (large Port Castle)

Protectorates:
Arixo
Krak des Chevaliers, Snake River

Pacifica
Gibraltar, Roanapur
Title: Re: The Outer Colonies Region
Post by: lowrolling on 22 April 2011, 16:10:24
Nice work and thanks for sharing. The 331st needs to  put Crystal Peak under new management.
Title: Re: The Outer Colonies Region
Post by: JA Baker on 22 April 2011, 16:37:43
The 331st needs to  put Crystal Peak under new management.

That will come up in something I've been working on
Title: The Outer Colonies Region
Post by: JA Baker on 22 April 2011, 18:07:07
Transcript of meeting between:
Chairwoman Helena Stark & saKahn Mary Mroczkiewicz
Also in attendance: Director David Wolfsbane (Ministry of Intelligence)
Office of the Chairwoman
Council Chambers
San Carlos, Port Stanley
December 7th, 3065

MROCZKIEWICZ: You wanted to see me?

STARK: Yes, thank you for coming so soon.

MROCZKIEWICZ: Only a fool would refuse a summons from the Chairwoman.

STARK: Mary, I ask you here as a friend, not a fellow member of the Council.

MROCZKIEWICZ: Yet we are meeting in your office?

STARK: Jasper makes the best coffee in San Carlos, you know that.

MROCZKIEWICZ: True. Do I even need to ask what this is about?

WOLFSBANE: Did you really think we wouldn't notice what you've been doing? The ships you took from the bone-yard? The new BattleMech's you've been building?

MROCZKIEWICZ: Which we are allowed to do under the Federalisation Treaty.

STARK:  And the shipyard?

MROCZKIEWICZ: It provides much need jobs and boosts the local economy.

WOLFSBANE: Your population base is at the very least 20% over what you said it was.

MROCZKIEWICZ: Are you going to chastise us for what we get up to in the privacy of our own homes?

STARK: Mary, we know you're using the Iron Wombs more and more. In the past we've turned a blind eye because, well, you wanted to preserve the genetic legacy of those who never made it this far, and you made it freely available to those who couldn't conceive naturally...

WOLFSBANE: But now you're using it to breed an entire army.

MROCZKIEWICZ: Clause 5 allows us to take any actions we deem necessary to maintain planetary security. After a lengthy debate, we decided that we needed a larger army, and that requires a far larger population base, so we used the Iron Wombs and our genetic database to double our birthrate, placing the children either with their genetic parents or with foster-families. We are not, nor would we ever, indoctrinating children from birth to be soldiers. Call us what you will, but we are NOT the Disciples of Nicholas!

STARK: I never said you were. Mary, I've known you for over twenty years; you're my friend and I trust you. And speaking as your friend, I have to tell you that the Council is split almost evenly on this matter. Bob's worried that your shipyard will take work away from Newport News, and he's called in enough markers to get Jo, Gideon and Pun on his side. I've managed to talk Holly, Li and Hank into helping me counter him, but Silvester is fence sitting. If Bob can get him on side, he'll push for Quentin to be given the casting vote, and none of us know him well enough to say which way he'll go.

MROCZKIEWICZ: I can understand Jo and Pun siding with Bob; their worlds have always looked to New Jersey for leadership, but Gideon surprises me.

WOLFSBANE: Vision has a growing merchant fleet; Newport News has offered them a discount on new and refurbished ships, and Clarke Station is booked up for the next year and a half.

MROCZKIEWICZ: I thought Bob might object, but I never thought he would resort to outright bribery.

STARK: Not bribery; politics. Gideon is facing stiff opposition back home, and needs something to show the coalition supporting him that he's doing the best he can for their world. It's perfectly understandable that he want to be in Bob's good books.

MROCZKIEWICZ: If... [something said that microphone was unable to pick up] If I was to offer him a better deal, do you think Gideon would change his vote in my favour?

STARK: That's hard to say...

WOLFSBANE: Yes. There's no love-loss between Gideon and Bob. In fact, they two can barely remain civil. But right now Bob has something Gideon needs, so he's calling the tune. But you offer him the chance to bring Bob don a peg or two, and he'll take it.

MROCZKIEWICZ: Vision still has the Crystal Peak factory mothballed, yes?

WOLFSBANE: It would need a lot of time and money to make it operational again, but yes.

MROCZKIEWICZ: If we were to offer them the same deal on the ships, and agree to buy Crystal Peak?

STARK: That...would depend. Would you intend to relocate the factory to Rorke's Drift? Or leave it where it is? Because once word gets out that we're planning to replace our older equipment with new-builds, Crystal Peak is going to be a prime asset. Everyone knows that Fox Bay has the capacity but not the manpower, and Vision has the highest unemployment out of all the Colonies.

MROCZKIEWICZ: Moving it would be the logical choice, but I see where you are coming from. What if we were to offer to modernise it for, say, a 50% share?

STARK: I'd say you'd have better luck asking for a third. Gideon's a nice guy, but unlike you, he had to pander to the electorate.

MROCZKIEWICZ: I was elected.

WOLFSBANE: You were the Brotherhood's candidate in all but name; there was no way you were going to lose that election. Please, don't insult our intelligence by claiming otherwise. I for one take great pride in knowing things other's would rather I didn't.

STARK: Probably why none of your marriages never lasted. Now look, Mary, even if you get Gideon on side, Bob still has enough votes on the Council to cause trouble. I understand why you are doing the things you are doing, but in secret? It reminds people of the Usurper...

MROCZKIEWICZ: Friend or not, Chairwoman or not, if you ever compare my people to that...man, ever again, I will kill you where you stand.

STARK: No comparison was intended, I assure you, and I apologise if you felt it was. But my point remains; historically speaking, secret military build up has always come before a war of conquest. Call it human nature, if you will.

MROCZKIEWICZ: When my ancestors arrived in this region of space, they freely shared the advances in technology that had been made after the Exodus. We also offered the Iron Wombs and the same limited genetic modifications we now use as standard, but you turned us down. We are as dedicated to the ideals of the Star League as anyone else, but we are living with a death sentence hanging over our heads. Do you think the Clans have forgotten what happened? Do you think that they would simply let us be, if they found out about us? There are two and a quarter billion people on Rorke's Drift, Foster's World, Redemption and Ticonderoga that would be hunted down an exterminated. And let's not forget the people on the other worlds who have Wolverine blood running through their veins, no matter how diluted.

WOLFSBANE: Yes, the Clans are a threat, but what do you suggest we do about it?

MROCZKIEWICZ: We do everything we can to remain hidden, and make sure our defences are as strong as they can be. I want to know that if the Clans come to kill my people, my children, that they will break like a wave against the shore. For that we need two things; information, and money.

STARK: Money I can get you; we've always used our higher technology base and large merchant fleet to become the dominant economic power in this region of space. This has allowed us to maintain a relatively low domestic tax level; far lower than our economy could support. Even a minor increase in income or corporate tax would bring in a sizeable disposable income.

WOLFSBANE: That leaves information, which is my bulwark.

MROCZKIEWICZ: Yes. You're going to have to deploy some of those surveillance ships you have hidden away to the boarders on the Inner Sphere. Not close enough to attract any attention; just enough to get a clearer picture of what's going on. We can fit them with our latest generation of transmitters, allowing them to send at least some information back home without the HPG chain.

STARK: Risky, but I'm willing to allow it. Make sure the crews understand that they can not allow themselves or their ships to be captured. I know it's a lot to ask of people...

MROCZKIEWICZ: I can supply the crews, if needed. My people understand that sometimes a few must lay down their lives for the good of the many.

WOLFSBANE: That's the information side of things taken care of. The question now is, what do we do with it?

MROCZKIEWICZ: There are dozens of destroyer and frigate hulls in the Hamunaptra system, and I know that the University of Rosalyn has at least two complete computer systems from the Star Leagues M-5 program. We could, with all three shipyards now operational, convert some of those hulls into Caspar Drones. Along with orbital and ground-side defences, we could make our worlds all but impenetrable to hostile attack.

STARK: The Star League looked into giving us a Space Defense System so they could cut the fleet presence out here, but even they felt it was prohibitively expensive. Even if we did raise taxes, we'd never be able to afford anything like what you're talking about!

MROCZKIEWICZ: If built from scratch, yes, a full SDS program is well beyond our capabilities. But if we use the ships in the bone-yard, we should be able to cut costs drastically. Crystal Peak has aerospace production lines that can be tasked with building drone-fighters just as easily as their manned equivalent, and with the M-5 system, we can fit dozens of them into a retrofitted hull. We have already identified a Baron class Destroyer that we would like to use as a test-bed, at our expense, of cause.

STARK: Of cause.

MROCZKIEWICZ: Let us work on the prototype, at least long enough for us to determine if the program has potential. I would be more than willing to keep the Council informed of any and all progress, and I will make our preliminary reports and proposals available right now. We are not an aggressive people, Helena; we just want to be safe.

STARK: We all want to be safe, Mary, but there are ways and means.

WOLFSBANE: Indeed. But for now, I think we have enough to be getting on with. I for one have to oversee the reactivation of some ships.

MROCZKIEWICZ: And I have another meeting with Holly about an Endowment for one of her precious universities. [sound of chairs moving] until next time?

STARK: Next time. [footsteps followed by the sound of a door closing] Thoughts?

WOLFSBANE: About what I expected. The people of Rorke's Drift are paranoid, but harmless if just left alone. And her ideas do hold some merit; we could use better information on the state of the Inner Sphere. I think some of the Council members have become so accustom to how safe and comfortable we are out here that they forget that it wouldn't take that much for it all to come crashing down. Our ancestors found these worlds. The Star League found them. The Wolverine's found them. We have to assume that someone, somewhere, in either the Inner Sphere or Clan space has a map that marks our exact location. The only thing that has kept us safe from all that has followed the fall of the Star League is that no one has with such a map has considered it worth the chance that there was something out here that would make such a journey worth the cost and risk.

STARK: You make it sound like we're Ancient Romans, ignoring the sound of he barbarians at the gates.

WOLFSBANE: Maybe we are. All I know is that we have technology and knowledge that may well have been completely lost to the rest of humanity. Given what we know of the Succession Wars, is it too hard to believe that someone might consider that a prize worth fighting over?

STARK: Okay, okay; I give in. Send your ships to the edges of the Inner Sphere. I just pray that they find nothing that makes us regret such an act.
Title: Re: The Outer Colonies Region
Post by: Deathknight69 on 22 April 2011, 18:23:07
Awesome!! Internal politics (and possible civil war?) and the outside chance of discovery by the I.S.. Damn, I love it !!! Great Job JA Baker. [rockon] :)
Title: Re: The Outer Colonies Region
Post by: lowrolling on 22 April 2011, 19:32:16
That will come up in something I've been working on


TWOOOOOOO!!!!!!! Battlemechs for every household. Great intrigue as well, might even look into building a couple of McKennas as well in case the Caspers get a little uppity.
Title: Re: The Outer Colonies Region
Post by: Deathknight69 on 24 April 2011, 17:44:48
@lowrolling: That's what the Luxor's are for. Hopefully they (Luxor's) will survive this time (if it happens, that is).
Title: The Outer Colonies Region
Post by: JA Baker on 26 April 2011, 18:03:52
Code: [Select]
               BattleMech Technical Readout

Type/Model:    Fargo FRG-0C
Tech:          Inner Sphere / 2825
Config:        Biped BattleMech
Rules:         Level 2, Custom design

Mass:          20 tons
Chassis:       FX Vixen
Power Plant:   80 GM Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Valiant Chainmail
Armament:      None
Manufacturer:  Fox Bay Armaments
  Location:    Port Stanley
Communications System:  Garret Type 4
Targeting & Tracking System:  Garret GRNDTRK 15

------------------------------------------------------------------------------
==Overview:==
     Created for the Colonial Marshal's Service, the Fargo series of light
BatttleMech's are named in honour of one of their most famous former agents,
Joseph "Old Stone Face" Fargo, who arrested his own twin brother when he
caught him accepting bribes.

==Capabilities:==
     Built to be cheap, rugged and easy to maintain, the basic Fargo has
little in the way of amenities or thrills. Standing a little over ten meters
tall, it has a top speed of just 65 km/h. Many consider this too slow for such
a light unit, but the Fargo in primarily tasked with dealing with
UtilityMech's that have been co-opted by criminals. 4.5 tons of Valiant
Chainmail armour give the Fargo a thick skin for a 'Mech it's size, allowing
it to shrug off most man-portable weapons with ease.
     While not a true OmniMech of the type developed by the Clans, the Fargo
is highly modular, borrowing several design features from the Star League era
Mercury scout 'Mech.

==Variants:==
     The 1C variant of the Fargo is equipped with a Mydron Excel LB 2-X
autocannon held in the right hand like an oversized shotgun. This weapon is
highly effective against civilian vehicles and UtilityMech's, and the threat
alone is often enough to cause a fugitive to surrender.
    By comparison, the 2C may at first seam under-armed, with just a pair of
.303 Vickers Machine Guns for offensive armament. But it also carries a Fox
Bay Armaments Mjolnir Pod, allowing it to disable most vehicles and 'Mech's
with ease.
     The 3C is built for urban pacification and assault, mounting ChisComp 43
Special Large Laser in the right arm, and 4 GM 'Jetstar' Jump Jets for
improved manoeuvrability.
     The 4C is the most heavily armed, mounting a ChisComp 32 Small and a
ChisComp 39 Medium Laser in each arm, with four .303 Vickers Machine Guns in
either torso. It is this variant that is called in when the situation has
reached the point where a massive show of force is needed.

==Deployment==
     Held in ready reserve by the Marshals, the Fargo is more often seen in
the service of planetary militia units, who like its adaptability and low
per-unit cost, as well as a handful of independent worlds that have been
cleared to perches this signature unit.
     On several occasions since it was first developed, Fargo's have, by
various means, fallen into the hands of pirates and other criminals. It is no
surprise that the Marshals consider this an affront to their honour, and hunt
them down as quickly and methodically as possible.
     Indeed, it is a brave or foolish pirate that openly flaunts the fact that
they pilot a Fargo, as many see it as an automatic death sentence.

--------------------------------------------------------
Code: [Select]
Type/Model:    Fargo FRG-0C
Mass:          20 tons

Equipment:                                 Crits    Mass
Int. Struct.:  33 pts Standard               0      2.00
Engine:        80 Fusion                     6      2.50
   Walking MP:   4
   Running MP:   6
   Jumping MP:   0
Heat Sinks:     10 Single                    7       .00
 (Heat Sink Loc: 1 RA, 2 LT, 2 RT, 1 LL, 1 RL)
Gyro:                                        4      1.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:   69 pts Standard              0      4.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:              6          9     
   Center Torso (Rear):                  3     
   L/R Side Torso:            5        8/8     
   L/R Side Torso (Rear):              2/2     
   L/R Arm:                   3        6/6     
   L/R Leg:                   4        8/8     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
--------------------------------------------------------
TOTALS:                          0          38     13.00
Crits & Tons Left:                          40      7.00

Calculated Factors:
Total Cost:        975,440 C-Bills
Battle Value:      249
Cost per BV:       3,917.43
Weapon Value:      0 / 0 (Ratio = .00 / .00)
Damage Factors:    SRDmg = 0;  MRDmg = 0;  LRDmg = 0
BattleForce2:      MP: 4,  Armor/Structure: 2/2
                   Damage PB/M/L: -/-/-,  Overheat: 0
                   Class: ML;  Point Value: 3




Primary Configuration

Heat Sinks:     10 Single                    7       .00
 (Heat Sink Loc: 1 RA, 2 LT, 2 RT, 1 LL, 1 RL)

Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00


Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 LB 2-X AC              RA      1   45      5      7.00
  (Ammo Locations: 1 RA)
--------------------------------------------------------
TOTALS:                          1          43     20.00
Crits & Tons Left:                          35       .00

Calculated Factors:
Total Cost:        1,157,840 C-Bills
Battle Value:      278
Cost per BV:       4,164.89
Weapon Value:      36 / 36 (Ratio = .13 / .13)
Damage Factors:    SRDmg = 1;  MRDmg = 2;  LRDmg = 1
BattleForce2:      MP: 4,  Armor/Structure: 2/2
                   Damage PB/M/L: 1/-/-,  Overheat: 0
                   Class: ML;  Point Value: 3




Configuration A

Heat Sinks:     10 Single                    7       .00
 (Heat Sink Loc: 1 RA, 2 LT, 2 RT, 1 LL, 1 RL)

Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00


Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Mjolnir Pod*           RA      0   10      4      5.00
  (Ammo Locations: 2 RA)
2 Machine Guns           CT      0  200      3      2.00
  (Ammo Locations: 1 HD)
--------------------------------------------------------
TOTALS:                          0          45     20.00
Crits & Tons Left:                          33       .00

Calculated Factors:
Total Cost:        1,131,440 C-Bills
Battle Value:      249
Cost per BV:       4,543.94
Weapon Value:      10 / 10 (Ratio = .04 / .04)
Damage Factors:    SRDmg = 2;  MRDmg = 0;  LRDmg = 0
BattleForce2:      MP: 4,  Armor/Structure: 2/2
                   Damage PB/M/L: 1/-/-,  Overheat: 0
                   Class: ML;  Point Value: 3




Configuration B

Heat Sinks:     10 Single                    7       .00
 (Heat Sink Loc: 1 LA, 1 LT, 1 RT, 2 LL, 2 RL)

Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00


Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Large Laser            RA      8           2      5.00
4 Standard Jump Jets:                        4      2.00
 (Jump Jet Loc: 1 LT, 1 RT, 2 CT)
--------------------------------------------------------
TOTALS:                          8          44     20.00
Crits & Tons Left:                          34       .00

Calculated Factors:
Total Cost:        1,172,240 C-Bills
Battle Value:      422
Cost per BV:       2,777.82
Weapon Value:      168 / 168 (Ratio = .40 / .40)
Damage Factors:    SRDmg = 7;  MRDmg = 4;  LRDmg = 0
BattleForce2:      MP: 4J,  Armor/Structure: 2/2
                   Damage PB/M/L: 1/1/-,  Overheat: 0
                   Class: ML;  Point Value: 4




Configuration C

Heat Sinks:     10 Single                    7       .00
 (Heat Sink Loc: 1 HD, 1 LT, 1 RT, 2 CT, 1 LL, 1 RL)

Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00


Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Medium Laser           RA      3           1      1.00
1 Small Laser            RA      1           1       .50
1 Medium Laser           LA      3           1      1.00
1 Small Laser            LA      1           1       .50
2 Machine Guns           RT      0  400      4      3.00
  (Ammo Locations: 1 LT, 1 RT)
2 Machine Guns           LT      0           2      1.00
--------------------------------------------------------
TOTALS:                          8          48     20.00
Crits & Tons Left:                          30       .00

Calculated Factors:
Total Cost:        1,124,840 C-Bills
Battle Value:      349
Cost per BV:       3,223.04
Weapon Value:      192 / 192 (Ratio = .55 / .55)
Damage Factors:    SRDmg = 12;  MRDmg = 1;  LRDmg = 0
BattleForce2:      MP: 4,  Armor/Structure: 2/2
                   Damage PB/M/L: 3/1/-,  Overheat: 0
                   Class: ML;  Point Value: 4

Title: Re: The Outer Colonies Region
Post by: lowrolling on 26 April 2011, 19:05:44
Now that gives a definite Old-West rough and tumble feel to this area, thanks for sharing.
Title: The Outer Colonies Region
Post by: JA Baker on 27 April 2011, 05:58:17
Given that Marshal Joseph Fargo is based on Judge Joe Dredd, it's kind of a future-nior feel, but yeah, space-western FTW.
Title: The Outer Colonies Region
Post by: JA Baker on 27 April 2011, 16:00:09
Code: [Select]
          BattleTech Vehicle Technical Readout
                      VALIDATED

Type/Model:    Universal Weapons Carrier T16
Tech:          Inner Sphere / 2750
Config:        Tracked Vehicle
Rules:         Level 1, Custom design

Mass:          10 tons
Power Plant:   50 GM Ceramic Diesel I.C.E.
Cruise Speed:  54.0 km/h
Maximum Speed: 86.4 km/h
Armor Type:    Simple Armor Plate Standard
Armament:     
  2 Boys .303 Vickers Machine Guns
Manufacturer:  Fox Bay Armaments
  Location:    Port Stanley
Communications System:  Garret T-10B
Targeting & Tracking System:  O/P 911

------------------------------------------------------------------------------
==Overview:==
     A Star League Defence Force design, the original role envisaged for the
Universal Weapons Carrier was as a fast, lightly armed vehicle to carry
infantry across ground denied by small-arms fire. Cheap, reasonably fast and
amazingly rugged, the Universal Weapons Carrier remains in service and
production to this day.

==Capabilities:==
     The hull of these vehicles comprised a simple steel box with a motor
compartment situated in the centre. In front, sits a driver/gunner. A radiator
was mounted in a bulkhead beside them, and the noise generated by the fan
effectively drowned out any conversation between them and the infantry in the
back (NB: early vehicles of this type were not fitted with any form of
internal communications).
     Behind the driver are two rectangular compartments, one each side of the
engine, used to carry a variety of stores and/or personnel. Loads varied, and
it is common to find the Carrier employed in a number of roles e.g. carrying
ammunition, infantry support weapons such as medium mortars (81 mm) or medium
machine guns. They are also used for towing anti-tank guns and trailers.
     Because it is fully tracked, it has proven to be a reasonably good, cross
country vehicle and it is both agile and very fast, for its time of
development, at least.

==Variants:==
     The highly adaptive nature of UWC means that it is easy to customise for
a specific task or job. One quick and common conversion replaces the machine
guns and infantry bay with a single-shot SRM-6 pod, while another turns it
into a fire-breathing monster, with a vehicle flamer for incinerating
infantry. A more technologically advanced version keeps the turret mounted
machine gun, and adds an Beagle Active Probe and a TAG spotting laser.
     Over the years, countless UWC's have been sold off as military surplus,
bought up by farmers, prospectors and quarries. Anywhere, in fact, where a
rugged, adaptable ATV is needed. The demand is so great, in fact, that the
Hark Corporation of New Jersey has acquired the rights to build a unarmed or
armoured, civilian version called the Pachyderm 2000, to keep up.

==Deployment==
     The Universal Weapons Carrier has been in production since the early days
of the Star League, but the only known factory to still be producing it is Fox
Bay Armaments on Port Stanley. Rugged and dependable, the UWC is often seen in
both line and militia units, carrying out a wide array of unglamorous but
crucial jobs.

--------------------------------------------------------
Code: [Select]
Type/Model:    Universal Weapons Carrier T16
Mass:          10 tons

Equipment:                                 Items    Mass
Int. Struct.:  5 pts Standard                0      1.00
Engine:        50 I.C.E.                     0      3.00
    Cruise MP:   5
     Flank MP:   8
Heat Sinks:      0 Single                    0       .00
Cockpit & Controls:                          0       .50
Crew: 1 Members                              0       .00
Turret Equipment:                            0       .50
Armor Factor:   24 pts Standard              0      1.50

                          Internal    Armor
                          Structure   Value
   Front:                     1          7
   Left / Right Sides:        1        5/5
   Rear:                      1          3
   Turret:                    1          4

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
1 Machine Gun            Front    0  100     2      1.00
1 Machine Gun            Turret   0  100     1      1.00
Infantry Bay             Body                1      1.50
--------------------------------------------------------
TOTALS:                           0          4     10.00
Items & Tons Left:                           3       .00

Calculated Factors:
Total Cost:        57,017 C-Bills
Battle Value:      43
Cost per BV:       1,325.97
Weapon Value:      2 / 2 (Ratio = .05 / .05)
Damage Factors:    SRDmg = 1;  MRDmg = 0;  LRDmg = 0
BattleForce2:      MP: 5T,  Armor/Structure: 0 / 1
                   Damage PB/M/L: -/-/-,  Overheat: 0
                   Class: GL;  Point Value: 0
                   Specials: tran1
Title: Re: The Outer Colonies Region
Post by: lowrolling on 27 April 2011, 17:13:16
Nice work and thanks for sharing. How much can it tow? I am thinking J-37 replacement.
Title: The Outer Colonies Region
Post by: JA Baker on 27 April 2011, 17:35:36
I don't know the exact rules for towing, but I think it's up the vehicles own weight, at the cost of half speed.

But I'm most likely wrong.
Title: The Outer Colonies Region
Post by: JA Baker on 27 April 2011, 18:28:45
Code: [Select]
          BattleTech Vehicle Technical Readout
                      VALIDATED

Type/Model:    Peltast PLT-1C
Tech:          Inner Sphere / 2860
Config:        Hovercraft
Rules:         Level 1, Custom design

Mass:          50 tons
Power Plant:   165 GM Classic Fusion
Cruise Speed:  86.4 km/h
Maximum Speed: 129.6 km/h
Armor Type:    Valiant Buckler
Armament:     
  1 Holly LRM 20
  1 Holly SRM 4
  2 ChisComp 39 Medium Lasers
Manufacturer:  Fox Bay Armaments
  Location:    Port Stanley
Communications System:  Garret Type 4
Targeting & Tracking System:  Garret A99

------------------------------------------------------------------------------
==Overview:==
     Designed as a fast, versatile yet still cheap fire-support tank, the
PLT-1C Peltast is often used by OCDF Cavalry units for fast strikes against
unsuspecting enemies and to conduct deep penetration raids behind enemy lines.

==Capabilities:==
     The Peltast's main punch comes from the side by side long and short
ranged Holly missile racks in the turret, allowing it to strike at multiple
targets at once at almost any range. Backing this up are a pair of ChisComp 39
Medium Lasers, one in the turret and one mounted in front, controlled by a
firing stud on the driver's controls. This allows the driver to react
immediately and independently to anything they see.
     With a top speed of almost 130 km/h and 6.5-ton of armour, the Peltast is
fas enough to act as a heavy scout or mobile defensive unit. It can also carry
an infantry squad, allowing it to support small scale operations behind enemy
lines.

==Variants:==
     An attempt to extend the life of the Peltast, the 2C variant replaces the
standard armour with Ferro-Fibrous with a Cellar Ammunition Storage System,
allowing for the addition of an Artemis IV fire-control system to the
long-ranged missile rank, and boosts the lasers to extended range versions.

==Deployment==
     While still a powerful unit, the Peltast is starting to show its age, and
many have been withdrawn from front line use and transferred to reserve and
militia units, who are more than happy to accept such a versatile weapon into
their arsenal.

--------------------------------------------------------
Code: [Select]
Type/Model:    Peltast PLT-1C
Mass:          50 tons

Equipment:                                 Items    Mass
Int. Struct.:  25 pts Standard               0      5.00
Engine:        165 Fusion                    0      6.67
Shielding & Transmission Equipment:          0      3.33
    Cruise MP:   8
     Flank MP:  12
Heat Sinks:     10 Single                    0       .00
Cockpit & Controls:                          0      2.50
Crew: 4 Members                              0       .00
Lift Equipment:                              0      5.00
Turret Equipment:                            0      1.50
Armor Factor:   99 pts Standard              0      6.50

                          Internal    Armor
                          Structure   Value
   Front:                     5         30
   Left / Right Sides:        5      20/20
   Rear:                      5         13
   Turret:                    5         16

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
1 LRM 20                 Turret   0   18     2     13.00
1 SRM 4                  Turret   0   25     2      3.00
1 Medium Laser           Turret   3          1      1.00
1 Medium Laser           Front    3          1      1.00
Infantry Bay             Body                1      1.50
--------------------------------------------------------
TOTALS:                           6          7     50.00
Items & Tons Left:                           8       .00

Calculated Factors:
Total Cost:        2,609,000 C-Bills
Battle Value:      823
Cost per BV:       3,170.11
Weapon Value:      538 / 538 (Ratio = .65 / .65)
Damage Factors:    SRDmg = 19;  MRDmg = 11;  LRDmg = 5
BattleForce2:      MP: 8H,  Armor/Structure: 0 / 4
                   Damage PB/M/L: 2/3/1,  Overheat: 0
                   Class: GM;  Point Value: 8
                   Specials: tran1, if

Code: [Select]
          BattleTech Vehicle Technical Readout
                      VALIDATED

Type/Model:    Peltast PLT-2C
Tech:          Inner Sphere / 3015
Config:        Hovercraft
Rules:         Level 2, Custom design

Mass:          50 tons
Power Plant:   165 GM Classic Fusion
Cruise Speed:  86.4 km/h
Maximum Speed: 129.6 km/h
Armor Type:    Valiant Buckler Ferro-Fibrous
Armament:     
  1 Holly LRM 20 w/ Artemis IV
  1 Holly SRM 4
  2 BlazeFire Longshot ER Medium Lasers
Manufacturer:  Fox Bay Armaments
  Location:    Port Stanley
Communications System:  Garret Type 4
Targeting & Tracking System:  Garret A99 w. Artemis IV Interface

------------------------------------------------------------------------------
==Overview:==
     Designed as a fast, versatile yet still cheap fire-support tank, the
PLT-1C Peltast is often used by OCDF Cavalry units for fast strikes against
unsuspecting enemies and to conduct deep penetration raids behind enemy lines.

==Capabilities:==
     The Peltast's main punch comes from the side by side long and short
ranged Holly missile racks in the turret, allowing it to strike at multiple
targets at once at almost any range. Backing this up are a pair of ChisComp 39
Medium Lasers, one in the turret and one mounted in front, controlled by a
firing stud on the driver's controls. This allows the driver to react
immediately and independently to anything they see.
     With a top speed of almost 130 km/h and 6.5-ton of armour, the Peltast is
fas enough to act as a heavy scout or mobile defensive unit. It can also carry
an infantry squad, allowing it to support small scale operations behind enemy
lines.

==Variants:==
     An attempt to extend the life of the Peltast, the 2C variant replaces the
standard armour with Ferro-Fibrous with a Cellar Ammunition Storage System,
allowing for the addition of an Artemis IV fire-control system to the
long-ranged missile rank, and boosts the lasers to extended range versions.

==Deployment==
     While still a powerful unit, the Peltast is starting to show its age, and
many have been withdrawn from front line use and transferred to reserve and
militia units, who are more than happy to accept such a versatile weapon into
their arsenal.

--------------------------------------------------------
Code: [Select]
Type/Model:    Peltast PLT-2C
Mass:          50 tons

Equipment:                                 Items    Mass
Int. Struct.:  25 pts Standard               0      5.00
Engine:        165 Fusion                    0      6.67
Shielding & Transmission Equipment:          0      3.33
    Cruise MP:   8
     Flank MP:  12
Heat Sinks:     10 Single                    0       .00
Cockpit & Controls:                          0      2.50
Crew: 4 Members                              0       .00
Lift Equipment:                              0      5.00
Turret Equipment:                            0      1.50
Armor Factor:   99 pts Ferro-Fibrous         2      5.50

                          Internal    Armor
                          Structure   Value
   Front:                     5         30
   Left / Right Sides:        5      20/20
   Rear:                      5         13
   Turret:                    5         16

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
1 LRM 20 w/ Artemis IV   Turret   0   18     2     14.00
1 SRM 4                  Turret   0   25     2      3.00
1 ER Medium Laser        Turret   5          1      1.00
1 ER Medium Laser        Front    5          1      1.00
Infantry Bay             Body                1      1.50
--------------------------------------------------------
TOTALS:                          10          9     50.00
Items & Tons Left:                           6       .00

Calculated Factors:
Total Cost:        3,239,000 C-Bills
Battle Value:      952
Cost per BV:       3,402.31
Weapon Value:      640 / 585 (Ratio = .67 / .61)
Damage Factors:    SRDmg = 21;  MRDmg = 15;  LRDmg = 6
BattleForce2:      MP: 8H,  Armor/Structure: 0 / 4
                   Damage PB/M/L: 2/3/2,  Overheat: 0
                   Class: GM;  Point Value: 10
                   Specials: tran1, if
Title: Re: The Outer Colonies Region
Post by: Hellfire on 28 April 2011, 23:32:54
Your fleet list needs some Samarkand IIs. It's probably to heavy on Aegis given how few there where total and how many the Clans have.
Title: The Outer Colonies Region
Post by: JA Baker on 29 April 2011, 04:17:34
In my defence, I put the fleet together a really long time ago. But baring what you said in mind, I've replaced all the Aegis' reactivated by the Wolverines with Samarkand II's.

EDIT: I've also gone back and changed all the Aegis' in the Naval Reserve to Samarkand Block II's
Title: Re: The Outer Colonies Region
Post by: Hellfire on 07 May 2011, 15:36:44
In my defence, I put the fleet together a really long time ago. But baring what you said in mind, I've replaced all the Aegis' reactivated by the Wolverines with Samarkand II's.

EDIT: I've also gone back and changed all the Aegis' in the Naval Reserve to Samarkand Block II's
Cool. Don't worry about it man. Samarkands are pretty new out of universe. I wouldn't have expected to see them in your origonal fleet list.

It looks like you forgot to change the ship class though. Samarkands aren't Heavy Cruisers.
Title: The Outer Colonies Region
Post by: JA Baker on 10 May 2011, 18:26:59
Code: [Select]
          BattleTech Vehicle Technical Readout
                      VALIDATED

Type/Model:    Challenger Main Battle Tank MK.V
Tech:          Inner Sphere / 2858
Config:        Tracked Vehicle
Rules:         Level 2, Custom design

Mass:          65 tons
Power Plant:   260 GM Fusion
Cruise Speed:  43.2 km/h
Maximum Speed: 64.8 km/h
Armor Type:    Valiant Lamellor w. CASE
Armament:     
  1 Holly LRM 15 w/ Artemis IV
  1 Sutel Precision Line Large Pulse Laser
  1 RAMTech 800 Medium Laser
Manufacturer:  Fox Bay Armaments
  Location:    Port Stanley
Communications System:  Garret T-20C
Targeting & Tracking System:  Garret A99 w. Artemis IV Interface

------------------------------------------------------------------------------
==Overview:==
     A Star League era heavy tank used by the Outer Colonies Defence Force,
the Mark-V Challenger is so rugged it is said to resemble a tracked pillbox.

==Capabilities:==
     Nothing more than a means for moving weapons around, the Challenger V
relies on its Sutel Precision Line Large Pulse Laser and Holly LRM 15 with its
Artemis IV fire-control interface for its main offensive much, with a RAMTech
800 Medium Laser for anti-infantry defence. A powerful targeting computer
helps make every shot count, making the Challenger V a deadly short to medium
range fighter.
     Its thick armour stops all but the most devastating attack from getting
through, and it has a maximum road speed of 65 km/h.

==Variants:==
     The less advanced Mark IV is still under limited production for export,
while the new Mark VI is almost ready for deployment.

==Deployment==
     Once common in most OCDF tank units, the Mark V is being phased out in
favour of faster units. It remains highly popular with Militia units that
security detachments who are willing to trade speed for staying power.

--------------------------------------------------------
Code: [Select]
Type/Model:    Challenger Main Battle Tank MK.V
Mass:          65 tons

Equipment:                                 Items    Mass
Int. Struct.:  35 pts Standard               0      6.50
Engine:        260 Fusion                    0     13.50
Shielding & Transmission Equipment:          0      7.00
    Cruise MP:   4
     Flank MP:   6
Heat Sinks:     13 Single                    0      3.00
Cockpit & Controls:                          0      3.50
Crew: 5 Members                              0       .00
Turret Equipment:                            0      2.00
Armor Factor:  143 pts Ferro-Fibrous         2      8.00

                          Internal    Armor
                          Structure   Value
   Front:                     7         42
   Left / Right Sides:        7      29/29
   Rear:                      7         19
   Turret:                    7         24

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
1 LRM 15 w/ Artemis IV   Turret   0   24     2     11.00
1 Large Pulse Laser      Turret  10          1      7.00
1 Medium Laser           Turret   3          1      1.00
1 Targeting Computer                         1      2.00
1 C.A.S.E. Equipment     Body                1       .50
--------------------------------------------------------
TOTALS:                          13          8     65.00
Items & Tons Left:                          10       .00

Calculated Factors:
Total Cost:        3,535,400 C-Bills
Battle Value:      616
Cost per BV:       5,739.29
Weapon Value:      694 / 648 (Ratio = 1.13 / 1.05)
Damage Factors:    SRDmg = 20;  MRDmg = 12;  LRDmg = 5
BattleForce2:      MP: 4T,  Armor/Structure: 0 / 6
                   Damage PB/M/L: 2/3/1,  Overheat: 0
                   Class: GH;  Point Value: 6
                   Specials: if
Title: The Outer Colonies Region
Post by: JA Baker on 11 May 2011, 08:56:41
NewsFast
News and views from around the Outer Colonies
December 8th, 3065

saKahn Mary Mroczkiewicz has still refused to disclose the full extent of the recently exposed military build-up that has been undertaken by the government of Rorke's Drift. Vice-Chairman Robert McDevitt reiterated his public challenge to the saKahn to explain herself before the Council of Eleven, but several members, including Chairwoman Helena Stark, have come out in the Clan's defence, pointing out that the build up is purely defensive in nature and is perfectly legal under the Federalisation Treaty.

Critics claim that it is proof that the former Clan has not abandoned all of their old ways and could constitute a threat to the other Colonies.

Tell us what you think about the build-up on our comments page

The Hark Corporation released a statement to the press this morning announcing that company CEO and majority shareholder Anna Hark was last week married in a private ceremony at the family estates on New Tasmania. Long considered to be the most eligible bachelorette in the Outer Colonies, Miss Hark is the only child of Mackenzie and Jade Hark, who were killed in the Amber Cloud accident ten years ago. She has an estimated personal fortune of almost $50-billion as well as a controlling share in the largest privately owned company in the region. Despite her privatized upbringing, Miss Hark chose to enter college on a military scholarship, earning Masters Degrees in both International Relations and Business before serving a three year hitch as a 2nd Lieutenant assigned to an infantry Regiment. Since then she has taken over the day-to-day running of the company her family started under the Star League, boosting profits to the point where they rival many independent worlds. She is also well known for her charitable work, and is known to regularly donate large sums to the Knights Templar and their various projects.

The identity of her husband has not been made public, according to the statement due to the fact that he is an officer with the Outer Colonies Defence Force who wishes to serve out the remainder of his tour undisturbed.

Was marriage motivated by unplanned pregnancy?

The city of New Constantinople on Last Post is bracing itself for the worst storm in twenty years as the Class-5 storm is set to hit just after dark tonight as the Knights Templar deploy troops to oversee the evacuation of low-lying regions. In a rare move, Paladin Donald Blake, long suspected of being a senior member of the, addressed the public and called for an orderly and calm flow to higher ground. He also stated that anyone attempted to use the confusion to break the law would be dealt with harshly, and that more troops would be arriving from the Last Post Militia and the 88th Division to help move civilians.

The Citadel itself is not considered to be at risk.

What makes Terri so dangerous?

Councilwoman Joanna Gant had publicly denied claims that the preparations for next years Olympic Games on Rockall are falling behind schedule and running over budget. She insisted the the opening ceremony will take place as planned in the new Stadium in Derry, despite claims by some that large parts of the still incomplete structure need to be rebuilt due to mistakes during the initial construction.

The IOC is planning a full investigation into the claims.

Is Rockall the victim of a smear campaign?

Long-term rivals the Jersey Devils and the Rosalyn Renegades are preparing to face each other in the final of this years Zero-Gravity Rugby Championship after the Devils crushing 46-27 defeat of the Port Royal Panthers in last week's semi-final. Considered by many to be the longest held rivalry in local sports, the two teams have a history of violent clashes both on and off the court, promoting Clarke Station to put on extra security for the cup game. Fans are advised to book now, as tickets are fast running out.

Leading doctors claim zero-gravity sports more dangerous then previously thought

An unknown band of pirates have raided a convoy just three jumps from Redemption, the closet they have come to our borders since the battle to liberate that world. The OCDF responded by releasing a statement that they would be stepping up anti-piracy operations in the area. Many critics have berated the move, claiming that the government is too soft on pirates, and that the military should be given a free hand to deal with them.

Piracy: the Inside Story

The latest instalment in the hugely successful Star Knight film franchise opened last weekend, and millions of fans across the Outer Colonies rushed to theatres to see it. The series, which stars stars Dan Albert as Dexter Hazard, a former member of the Knights Templar who sets out to avenge the death of his family at the hands of a pirate band, has been criticized by some for being too violent. But there is denying that the draw of the lone MechWarriors quest for justice is as popular as ever, with some theatres staying open around the clock to fill the demand.

Studio green-lights Star Knight V

A number of ships have been damaged or sunk on Pacifica after they were attacked by a pod of native Thanasours. The aquatic reptiles were apparently tracking the same near-cod as the fishermen, and attacked when they saw their prey being taken from them. Seven crew members were killed and five more are still missing as emergency teams scour the area to try and locate survivors. It has been confirmed that the town-ship attached to the fleet was attacked, but suffered only superficial damage.

Environmentalists denounced the use of military-grade ordinance to drive off the Thanasours', claiming that the creatures were only acting instinctively.

The true price of the food on your plate
Title: Re: The Outer Colonies Region
Post by: lowrolling on 11 May 2011, 09:02:40
Nice work and thanks for sharing. Let's get those mothballed ships activated and upgraded.
Title: The Outer Colonies Region
Post by: JA Baker on 11 May 2011, 09:30:23
I wanted some background fluff to prove that there was more going on, that it was a fully functional society rather than just a military with a new flag.
Title: The Outer Colonies Region
Post by: JA Baker on 11 May 2011, 10:36:04
Let's get those mothballed ships activated and upgraded.

Here's one:

Code: [Select]
                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Baron class Drone Destroyer R-101
Tech:              Inner Sphere / 3066
Vessel Type:       Monitor (Non Transportable)
Rules:             Level 3, Modified design
Rules Set:         AeroTech2

Mass:              480,000 tons
Length:            1,085 meters
Power Plant:       4 Rolls Royce Kraken Standard
Safe Thrust:       5
Maximum Thrust:    8
Armor Type:        Valiant Chainmail Ferro-carbide
Armament:         
   20 Maxell-45 Series Naval Lasers NL45
   20 Hellion-55 Series Naval Lasers NL55
   24 Maelstrom AR10 Launcher
   32 M-7 Gauss Rifle
   32 Pontiac 50 Autocannon/10
   40 Diverse Optics Type 20 Large Pulse Laser
   40 RAMTech 800P Medium Pulse Laser
   32 Holly LRM 20+ArtIV
   32 Ripper Series A1 ER PPC
  128 McArthur AMS
   26 Winchester-Boeing NAC/40
   32 Mydron Excel 5SG LB 5-X AC
Manufacturer:   McEvedy Shipyards
  Location:     Rorke's Drift
------------------------------------------------------------------------------
==Overview:==
     Originally the SLS Rinehart, the R-101 was selected from the Hamunaptra
systems bone-yards as a proof-of-concept prototype to demonstrate that the
older warships could be turned into drones to boost defences across the Outer
Colonies.

==Capabilities:==
     Stripped down almost to the keel, the R-101 was rebuilt with the fire
power of a ship twice her size. Massed heavy naval lasers and autocannons in
all arcs and four times the number of missile launchers as the original, now
upgraded to the AR-10 system for increased flexibility. The armour belt was
thickened to almost or times the original, and a massed array of anti-fighter
weapons turn the space surrounding the R-101 into a killing field for fighters
and small craft.
     Space was also made for a large compliment of drone Aerospace fighters,
mainly the Mark 30 BlackWasp and the Mark 39 Voidseeker, the schematics of
which were held in the OCDF archives. In order to meet the increasing demand
for such craft, the Crystal Peak facility on Vision was reactivated.

==Deployment==
     The R-101 is undergoing extensive trials in the Rorke's Drift aimed at
making sure that the M-5 system has been successfully copied and is working
well within operational parameters.

------------------------------------------------------------------------------
Code: [Select]
Class/Model/Name:  Baron class Drone Destroyer R-101
Mass:              480,000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                      144,000.00
Thrust:  Safe Thrust: 5
      Maximum Thrust: 8
Structural Integrity: 95                                            45,600.00
Total Heat Sinks:    4,300 Double                                    3,719.00
Fuel & Fuel Pumps:                                                  10,200.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:              1,200.00
Fire Control Computers:                                             43,628.00
Armor Type:  Ferro-carbide  (790 total armor pts)                      912.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                148
   Fore-Left/Right:                  131/131
   Aft-Left/Right:                   131/131
   Aft:                                 118

Cargo:
   Bay 1:  Drone Bays (48) with 36 doors                             4,800.00
   Bay 2:  Drone Bays (48) with 36 doors                             4,800.00
   Bay 3:  Cargo (1) with 1 door                                       693.00


Crew and Passengers:
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
5 NL45                     Nose        50     50     50     50  350  4,500.00
  5 NL55                                                        425  5,500.00
4 AR10 (40 KW, 40 WS, 60 B)Nose         *      *      *      *   80  6,400.00
4 Gauss Rifle(120 rounds)  Nose   10(100)10(100)  6(60)     --    4     75.00
  4 Autocannon/10(200 rounds)                                    12     68.00
5 Large Pulse Laser        Nose     8(75)  5(45)     --     --   50     35.00
  5 Medium Pulse Laser                                           20     10.00
4 LRM 20+ArtIV(840 rounds) Nose     6(64)  6(64)  6(64)     --   24    184.00
4 ER PPC                   Nose     4(40)  4(40)  4(40)     --   60     28.00
16 AMS(4800 rounds)        Nose        --     --     --     --   16    408.00
1 NAC/40(40 rounds)        Nose        40     40     --     --  135  4,548.00
4 LB 5-X AC(400 rounds)    Nose     1(12)  1(12)  1(12)     --    4     52.00
2 NAC/40(80 rounds)        FL/R        80     80     --     --  540 18,192.00
4 AR10 (80 KW, 80 WS, 80 B)FL/R         *      *      *      *  160 21,200.00
4 Autocannon/10(400 rounds)FL/R   10(100)10(100)  6(60)     --   24    176.00
  4 Gauss Rifle(120 rounds)                                       8    150.00
5 Large Pulse Laser        FL/R     8(75)  5(45)     --     --  100     70.00
  5 Medium Pulse Laser                                           40     20.00
4 LRM 20+ArtIV(840 rounds) FL/R     6(64)  6(64)  6(64)     --   48    368.00
4 ER PPC                   FL/R     4(40)  4(40)  4(40)     --  120     56.00
16 AMS(4800 rounds)        FL/R        --     --     --     --   32    816.00
1 NAC/40(40 rounds)        FL/R        40     40     --     --  270  9,096.00
4 LB 5-X AC(400 rounds)    FL/R     1(12)  1(12)  1(12)     --    8    104.00
5 NL45                     L/RBS       50     50     50     50  700  9,000.00
  5 NL55                                                        850 11,000.00
4 Autocannon/10(400 rounds)L/RBS  10(100)10(100)  6(60)     --   24    176.00
  4 Gauss Rifle(120 rounds)                                       8    150.00
5 Large Pulse Laser        L/RBS    8(75)  5(45)     --     --  100     70.00
  5 Medium Pulse Laser                                           40     20.00
4 LRM 20+ArtIV(840 rounds) L/RBS    6(64)  6(64)  6(64)     --   48    368.00
4 ER PPC                   L/RBS    4(40)  4(40)  4(40)     --  120     56.00
16 AMS(4800 rounds)        L/RBS       --     --     --     --   32    816.00
2 NAC/40(80 rounds)        L/RBS       80     80     --     --  540 18,192.00
2 NAC/40(80 rounds)        L/RBS       80     80     --     --  540 18,192.00
2 NAC/40(80 rounds)        L/RBS       80     80     --     --  540 18,192.00
4 LB 5-X AC(400 rounds)    L/RBS    1(12)  1(12)  1(12)     --    8    104.00
2 NAC/40(80 rounds)        AL/R        80     80     --     --  540 18,192.00
4 AR10 (80 KW, 80 WS, 80 B)AL/R         *      *      *      *  160 21,200.00
4 Autocannon/10(400 rounds)AL/R   10(100)10(100)  6(60)     --   24    176.00
  4 Gauss Rifle(120 rounds)                                       8    150.00
5 Large Pulse Laser        AL/R     8(75)  5(45)     --     --  100     70.00
  5 Medium Pulse Laser                                           40     20.00
4 LRM 20+ArtIV(840 rounds) AL/R     6(64)  6(64)  6(64)     --   48    368.00
4 ER PPC                   AL/R     4(40)  4(40)  4(40)     --  120     56.00
16 AMS(4800 rounds)        AL/R        --     --     --     --   32    816.00
1 NAC/40(40 rounds)        AL/R        40     40     --     --  270  9,096.00
4 LB 5-X AC(400 rounds)    AL/R     1(12)  1(12)  1(12)     --    8    104.00
5 NL45                     Aft         50     50     50     50  350  4,500.00
  5 NL55                                                        425  5,500.00
4 AR10 (40 KW, 40 WS, 60 B)Aft          *      *      *      *   80  6,400.00
4 Gauss Rifle(120 rounds)  Aft    10(100)10(100)  6(60)     --    4     75.00
  4 Autocannon/10(200 rounds)                                    12     68.00
5 Large Pulse Laser        Aft      8(75)  5(45)     --     --   50     35.00
  5 Medium Pulse Laser                                           20     10.00
4 LRM 20+ArtIV(840 rounds) Aft      6(64)  6(64)  6(64)     --   24    184.00
4 ER PPC                   Aft      4(40)  4(40)  4(40)     --   60     28.00
16 AMS(4800 rounds)        Aft         --     --     --     --   16    408.00
1 NAC/40(40 rounds)        Aft         40     40     --     --  135  4,548.00
4 LB 5-X AC(400 rounds)    Aft      1(12)  1(12)  1(12)     --    4     52.00
------------------------------------------------------------------------------
TOTALS:                                            Heat: 8,610     480,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        2,194,518,000 C-Bills
Battle Value:      323,017
Cost per BV:       6,793.82
Weapon Value:      105,746 (Ratio = .33)
Damage Factors:    SRV = 14,766;  MRV = 13,809;  LRV = 10,028;  ERV = 855
Maintenance:       Maintenance Point Value (MPV) = 574,625
                   (93,319 Structure, 144,000 Life Support, 337,306 Weapons)
                   Support Points (SP) = 0  (0% of MPV)
BattleForce2:      Not applicable
Title: Re: The Outer Colonies Region
Post by: lowrolling on 11 May 2011, 19:56:06
Nice work and thanks for sharing. Make sure their is a McKenna nearby to babysit this thing.
Title: The Outer Colonies Region
Post by: JA Baker on 12 May 2011, 17:58:01
Code: [Select]
                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Cameron II class Battle Cruiser
Tech:              Inner Sphere / 3065
Vessel Type:       WarShip
Rules:             Level 2, Modified design
Rules Set:         AeroTech2

Mass:              860,000 tons
Hull:              Creighton M-4
K-F Drive System:  KF King VI-a
Length:            839 meters
Sail Diameter:     1,450 meters
Power Plant:       4 Rolls Royce Kraken
Safe Thrust:       3
Maximum Thrust:    5
Armor Type:        Valiant Lamellor Ferro-carbide
Armament:         
   12 Kreuss XX Particle Projection Cannons
   32 RAMTech 1200X ER Large Laser
   16 Holly LRM 20+ArtIV
   16 Holly SRM 6+ArtIV
   16 Pontiac 50 Autocannons
   16 Pontiac Light Autocannons
   24 Armstrong II 35-Series Autocannons
   18 Hellion-55 Series Naval Lasers
    8 Maelstrom AR10 Launcher
Manufacturer:   Clarke Station/Newport News Shipbuilding Inc./Argo Yards
  Location:     Port Stanley/New Jersey/Rorke's Drift
Communications System:  Pathfinder 43CD
Targeting & Tracking System:  MORSAT
------------------------------------------------------------------------------
==Overview:==
     When General Kerensky prepared to return to the Inner Sphere to avenge
the death of First Lord Richard Cameron in 2766, he had the task of deciding
which ships to take with him, and which to leave behind to guard the SLDF base
on Port Stanley and the surrounding systems. In the end, he took most of the
more reliable Texas and McKenna class Battleship's with him, leaving the
garrison with a relatively large number of Cameron Class Battle Cruisers.
     While not as powerful as some other units, the people of the Outer
Colonies did not want to abandon a vessel that bore the name of the First
Lord, and three of the Cameron's were kept in service after the fall of the
Star League, with seven more mothballed.
     When the people of Rorke's Drift decided they needed more ships to defend
themselves from possible attack by the Clans, they selected three of the
mothballed Cameron's and set about refurbishing them at the reactivated Argo
Shipyards. They went further than either the Clans or ComStar, even managing
to fix the infamously troublesome power distribution system and hopefully
creating a ship that can truly live up to the Cameron name.

==Capabilities:==
     With upgraded engines, the Cameron II is considerably faster, now able to
reach 2.5 G's under maximum military power and with a sustainable acceleration
of 1.5 G's, it is faster than most ship's in the same weight range. Lithium
Fusion Batteries were added to allow the ships to make two consecutive jumps
before recharging, while the armour was replaced with Valiant Lamellor
Ferro-carbide, allowing it to take much more damage.
     The number of capital weapons was increased, with old light naval lasers
were upgraded to Hellion-55 Series and the autocannons to Armstrong II
35-Series. This, along with extra Maelstrom AR10 Launchers allows for a much
more powerful punch at all ranges. To defend against massed Aerospace fighter
attacks, the a number of smaller weapons have been added, requiring a massive
redesign and rebuild of the fire-control systems to take the extra load.
     All these upgrades have come at the cost of much of the original designs
cargo capacity, but it still has room for over 20,000-tons.

==Battle History:==
     Numerus during the time of the Star Leage, very little since.

==Notable Vessels & Crews:==
First Wave:
SLS St David
SLS St Fancies
SLS St Jude

Second Wave:
SLS St George
SLS St Patrick
SLS St Andrew

Third Wave:
SLS St Vincent
SLS St Columber
SLS St Paul
SLS St Valentine

==Deployment==
     The first three ships (the St David, the St Fancies and the St Jude) were
completed in secret by the Minnesota Tribe.
     The 3065 Defence Review recommended that the other three Cameron's in the
OCDF (the St George, the St Patrick and the St Andrew) be brought up to the
same standard, and they were sent to the Clarke Station shipyards over Port
Stanley. In anticipation of future needs, it was also decided to upgrade the
four remaining mothballed ships (the St Vincent, the St Columber, the St Paul
and the St Valentine) to the same standard, so they were collected from the
Hamunaptra system and sent to the Newport News Shipbuilding Inc. station above
New Jersey.
      It is anticipated that the refits will take three years.

------------------------------------------------------------------------------
Code: [Select]
Class/Model/Name:  Cameron II class Battle Cruiser
Mass:              860,000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                      154,800.00
Thrust:  Safe Thrust: 3
      Maximum Thrust: 5
Kearny-Fuchida Hyperdrive:  Compact (Integrity = 18)               389,150.00
Lithium Fusion Battery                                               8,600.00
Jump Sail (Detachable): (Integrity = 5)                                 73.00
Structural Integrity: 80                                            68,800.00
Total Heat Sinks:    3,950 Double                                    3,349.00
Fuel & Fuel Pumps:                                                   2,040.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:              2,150.00
Fire Control Computers:                                             10,356.00
Food & Water:  (412 days supply)                                     1,000.00
Armor Type:  Lamellor Ferro-carbide  (1,105 total armor pts)         1,057.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                200
   Fore-Left/Right:                  185/185
   Aft-Left/Right:                   180/180
   Aft:                                 175

Cargo:
   Bay 1:  Fighters (20) with 8 doors                                3,000.00
           Small Craft (8)                                           1,600.00
   Bay 2:  Cargo (1) with 4 doors                                   21,198.00

DropShip Capacity:  2 Docking Hardpoints                             2,000.00
Grav Decks #1 - 2:  (75-meter diameter)                                100.00
Life Boats:  20 (7 tons each)                                          140.00
Escape Pods:  30 (7 tons each)                                         210.00

Crew and Passengers:
     65 Officers (57 minimum)                                          650.00
    200 Crew (152 minimum)                                           1,400.00
     85 Gunners (78 minimum)                                           595.00
     56 Marines                                                        280.00
     80 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 Heavy NPPC               Nose        30     30     30     30  450  6,000.00
4 ER Large Laser           Nose     3(32)  3(32)  3(32)     --   48     20.00
2 LRM 20+ArtIV(48 rounds)  Nose     3(32)  3(32)  3(32)     --   12     30.00
2 SRM 6+ArtIV(30 rounds)   Nose     2(20)     --     --     --    8     10.00
2 Autocannon/10(60 rounds) Nose     3(30)  3(30)     --     --    6     30.00
  2 Autocannon/5(60 rounds)                                       2     19.00
2 NAC/35(40 rounds)        FL/R        70     70     --     --  480 16,080.00
2 NAC/35(40 rounds)        FL/R        70     70     --     --  480 16,080.00
3 NL55                     FL/R        17     17     17     17  510  6,600.00
2 AR10 (20 KW, 20 WS, 30 B)FL/R         *      *      *      *   80  6,400.00
2 Heavy NPPC               FL/R        30     30     30     30  900 12,000.00
4 ER Large Laser           FL/R     3(32)  3(32)  3(32)     --   96     40.00
2 LRM 20+ArtIV(48 rounds)  FL/R     3(32)  3(32)  3(32)     --   24     60.00
2 SRM 6+ArtIV(30 rounds)   FL/R     2(20)     --     --     --   16     20.00
2 Autocannon/10(60 rounds) FL/R     3(30)  3(30)     --     --   12     60.00
  2 Autocannon/5(60 rounds)                                       4     38.00
2 NAC/35(40 rounds)        L/RBS       70     70     --     --  480 16,080.00
2 NAC/35(40 rounds)        L/RBS       70     70     --     --  480 16,080.00
3 NL55                     L/RBS       17     17     17     17  510  6,600.00
4 ER Large Laser           L/RBS    3(32)  3(32)  3(32)     --   96     40.00
2 LRM 20+ArtIV(48 rounds)  L/RBS    3(32)  3(32)  3(32)     --   24     60.00
2 SRM 6+ArtIV(30 rounds)   L/RBS    2(20)     --     --     --   16     20.00
2 Autocannon/10(60 rounds) L/RBS    3(30)  3(30)     --     --   12     60.00
  2 Autocannon/5(60 rounds)                                       4     38.00
2 NAC/35(40 rounds)        AL/R        70     70     --     --  480 16,080.00
2 NAC/35(40 rounds)        AL/R        70     70     --     --  480 16,080.00
3 NL55                     AL/R        17     17     17     17  510  6,600.00
2 AR10 (20 KW, 20 WS, 30 B)AL/R         *      *      *      *   80  6,400.00
2 Heavy NPPC               AL/R        30     30     30     30  900 12,000.00
4 ER Large Laser           AL/R     3(32)  3(32)  3(32)     --   96     40.00
2 LRM 20+ArtIV(48 rounds)  AL/R     3(32)  3(32)  3(32)     --   24     60.00
2 SRM 6+ArtIV(30 rounds)   AL/R     2(20)     --     --     --   16     20.00
2 Autocannon/10(60 rounds) AL/R     3(30)  3(30)     --     --   12     60.00
  2 Autocannon/5(60 rounds)                                       4     38.00
2 Heavy NPPC               Aft         30     30     30     30  450  6,000.00
4 ER Large Laser           Aft      3(32)  3(32)  3(32)     --   48     20.00
2 LRM 20+ArtIV(48 rounds)  Aft      3(32)  3(32)  3(32)     --   12     30.00
2 SRM 6+ArtIV(30 rounds)   Aft      2(20)     --     --     --    8     10.00
2 Autocannon/10(60 rounds) Aft      3(30)  3(30)     --     --    6     30.00
  2 Autocannon/5(60 rounds)                                       2     19.00
1 Lot Spare Parts (2.50%)                                           21,500.00
------------------------------------------------------------------------------
TOTALS:                                            Heat: 7,878     860,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        10,766,712,000 C-Bills
Battle Value:      221,155
Cost per BV:       48,684.01
Weapon Value:      96,205 (Ratio = .44)
Damage Factors:    SRV = 11,387;  MRV = 11,094;  LRV = 8,455;  ERV = 900
Maintenance:       Maintenance Point Value (MPV) = 591,398
                   (78,749 Structure, 218,015 Life Support, 294,634 Weapons)
                   Support Points (SP) = 781,875  (132% of MPV)
BattleForce2:      Not applicable
Title: The Outer Colonies Region
Post by: JA Baker on 13 May 2011, 14:58:55
Code: [Select]
                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Sovetskii Soyuz class Cruiser SLS Ivanhoe
Tech:              Inner Sphere / 2835
Vessel Type:       WarShip
Rules:             Level 2, Modified design
Rules Set:         AeroTech2

Mass:              830,000 tons
Hull:              40X Templar
K-F Drive System:  KF King LX
Length:            803 meters
Sail Diameter:     1,250 meters
Power Plant:       3 Harlan B8-240's Standard
Safe Thrust:       3
Maximum Thrust:    5
Armor Type:        Valiant Lamellor Ferro-carbide
Armament:         
    8 Maelstrom AR10 Launcher
   16 RAMTech 1200X ER Large Laser
    8 Holly LRM 20+ArtIV
   32 Diverse Optics Type 10P Small Pulse Laser
   32 McArthur Anti-Missils Cannons AMS
   32 Ripper Series A1 ER PPC
   32 Holly SRM 6+ArtIV
    2 Heavy Naval Gauss Rifles Heavy N-Gauss
   26 Scarborough-30 Series Naval Autocannons NAC/30
   14 Super-Rand Heavy Naval Particle Projection Cannons Heavy NPPC
Manufacturer:   Clarke Station
  Location:     Port Stanley
Communications System:  KAT 701
Targeting & Tracking System:  ASTROC 4-b
------------------------------------------------------------------------------
==Overview:==
     The only warship to escape the Kerensky Cluster with the Minnesota Tribe,
the SLS Ivanhoe had been badly damaged in combat and required an extensive
period of repair and refitting in the Clarke Station shipyards over Port
Stanley before it was ready to return to active service.
     Taking the opportunity to address several issues that had come up in the
ships performance, the OCDF decided to fully upgrade the ship while they had
it in dock, resulting in the configuration it has now.

==Capabilities:==
      Taking out the old Killer Whale and Barracuda missile launchers with the
much more versatile Maelstrom AR10 system, allowing it to select the
appropriate missile for the target at hand. The internal layout was
restructured to make room for more weapons, including a pair of massive Heavy
Naval Gauss Rifles in the box for stern-chaser engagements. Existing weapons
bats were expanded and upgraded, while a number of smaller weapons were added
to deal with the massed fighter swarms that had almost overwhelmed the ship
during its escape from Clan space.
     The engines underwent a full refit, emerging more powerful, with a
steeper acceleration curve and a new upper limit. However, during tests this
caused violent shaking throughout the ship, disorientating the crew and
causing minor damage to several key systems. Even with improved containment
frames and extra shock-absorbers there is still a pronounced vibration if the
engine is pushed past 2-G's, so a 'gate' was installed to limit the amount of
power that can be accessed under anything but combat conditions. This simple
fix eliminated the problem and the engineering team that came up with it was
awarded a bonus and a commendation.
     Extra armour was added, as were Lithium Fusion Batteries, an expensive
but highly practical move deemed necessary to ensure the Ivanhoe's strategic
mobility. Most of the cargo bay had to be removed to make room, but the ship
can still carry a large amount of spare parts and ammunition.

==Deployment==
     Returned to active service in 2835, the Ivanhoe has remained an important
part of the squadron assigned to defend Rorke’s Drift, and is the only ship
that has never been rotated out to another system. It plays a key part in the
annual Deliverance Day celebrations that commemorate  331st  Division in the
Outer Colonies after their escape from the clutches of the insane Nicholas
Kerensky and his followers.

------------------------------------------------------------------------------
Code: [Select]
Class/Model/Name:  Sovetskii Soyuz class Cruiser SLS Ivanhoe
Mass:              830,000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                      149,400.00
Thrust:  Safe Thrust: 3
      Maximum Thrust: 5
Kearny-Fuchida Hyperdrive:  Compact (Integrity = 17)               375,575.00
Lithium Fusion Battery                                               8,300.00
Jump Sail (Detachable): (Integrity = 5)                                 72.00
Structural Integrity: 80                                            66,400.00
Total Heat Sinks:    3,500 Double                                    2,909.00
Fuel & Fuel Pumps:                                                   2,040.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:              2,075.00
Fire Control Computers:                                             14,956.00
Food & Water:  (416 days supply)                                       883.00
Armor Type:  Lamellor Ferro-carbide  (1,048 total armor pts)         1,000.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                195
   Fore-Left/Right:                  174/174
   Aft-Left/Right:                   174/174
   Aft:                                 157

Cargo:
   Bay 1:  Fighters (18) with 4 doors                                2,700.00
   Bay 2:  Small Craft (8) with 2 doors                              1,600.00
   Bay 3:  Cargo (1) with 2 doors                                   12,825.00

DropShip Capacity:  4 Docking Hardpoints                             4,000.00
Grav Deck #1:  (55-meter diameter)                                      50.00
Grav Deck #2:  (90-meter diameter)                                      50.00
Life Boats:  30 (7 tons each)                                          210.00
Escape Pods:  30 (7 tons each)                                         210.00

Crew and Passengers:
     60 Officers (52 minimum)                                          600.00
    176 Crew (151 minimum)                                           1,232.00
     85 Gunners (76 minimum)                                           595.00
     28 Marines                                                        140.00
     76 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 AR10 (20 KW, 20 WS, 30 B)Nose         *      *      *      *   40  3,200.00
2 ER Large Laser           Nose     2(16)  2(16)  2(16)     --   24     10.00
1 LRM 20+ArtIV(24 rounds)  Nose     2(16)  2(16)  2(16)     --    6     15.00
4 Small Pulse Laser        Nose     1(12)     --     --     --    8      4.00
4 AMS(480 rounds)          Nose        --     --     --     --    4     42.00
4 ER PPC                   Nose     4(40)  4(40)  4(40)     --   60     28.00
4 SRM 6+ArtIV(120 rounds)  Nose     4(40)     --     --     --   16     24.00
2 Heavy N-Gauss(40 rounds) Nose        60     60     60     60   36 14,020.00
2 NAC/30(60 rounds)        FL/R        60     60     60     --  400 14,096.00
2 Heavy NPPC               FL/R        30     30     30     30  900 12,000.00
1 AR10 (10 KW, 10 WS, 15 B)FL/R         *      *      *      *   40  3,200.00
2 NAC/30(60 rounds)        FL/R        60     60     60     --  400 14,096.00
2 ER Large Laser           FL/R     2(16)  2(16)  2(16)     --   48     20.00
1 LRM 20+ArtIV(24 rounds)  FL/R     2(16)  2(16)  2(16)     --   12     30.00
4 Small Pulse Laser        FL/R     1(12)     --     --     --   16      8.00
4 AMS(480 rounds)          FL/R        --     --     --     --    8     84.00
4 ER PPC                   FL/R     4(40)  4(40)  4(40)     --  120     56.00
4 SRM 6+ArtIV(120 rounds)  FL/R     4(40)     --     --     --   32     48.00
2 NAC/30(60 rounds)        L/RBS       60     60     60     --  400 14,096.00
2 Heavy NPPC               L/RBS       30     30     30     30  900 12,000.00
2 NAC/30(60 rounds)        L/RBS       60     60     60     --  400 14,096.00
2 ER Large Laser           L/RBS    2(16)  2(16)  2(16)     --   48     20.00
1 LRM 20+ArtIV(24 rounds)  L/RBS    2(16)  2(16)  2(16)     --   12     30.00
4 Small Pulse Laser        L/RBS    1(12)     --     --     --   16      8.00
4 AMS(480 rounds)          L/RBS       --     --     --     --    8     84.00
4 ER PPC                   L/RBS    4(40)  4(40)  4(40)     --  120     56.00
4 SRM 6+ArtIV(120 rounds)  L/RBS    4(40)     --     --     --   32     48.00
2 NAC/30(60 rounds)        AL/R        60     60     60     --  400 14,096.00
2 Heavy NPPC               AL/R        30     30     30     30  900 12,000.00
1 AR10 (10 KW, 10 WS, 15 B)AL/R         *      *      *      *   40  3,200.00
2 NAC/30(60 rounds)        AL/R        60     60     60     --  400 14,096.00
2 ER Large Laser           AL/R     2(16)  2(16)  2(16)     --   48     20.00
1 LRM 20+ArtIV(24 rounds)  AL/R     2(16)  2(16)  2(16)     --   12     30.00
4 Small Pulse Laser        AL/R     1(12)     --     --     --   16      8.00
4 AMS(480 rounds)          AL/R        --     --     --     --    8     84.00
4 ER PPC                   AL/R     4(40)  4(40)  4(40)     --  120     56.00
4 SRM 6+ArtIV(120 rounds)  AL/R     4(40)     --     --     --   32     48.00
2 NAC/30(60 rounds)        Aft         60     60     60     --  200  7,048.00
2 Heavy NPPC               Aft         30     30     30     30  450  6,000.00
2 AR10 (20 KW, 20 WS, 30 B)Aft          *      *      *      *   40  3,200.00
2 ER Large Laser           Aft      2(16)  2(16)  2(16)     --   24     10.00
1 LRM 20+ArtIV(24 rounds)  Aft      2(16)  2(16)  2(16)     --    6     15.00
4 Small Pulse Laser        Aft      1(12)     --     --     --    8      4.00
4 AMS(480 rounds)          Aft         --     --     --     --    4     42.00
4 ER PPC                   Aft      4(40)  4(40)  4(40)     --   60     28.00
4 SRM 6+ArtIV(120 rounds)  Aft      4(40)     --     --     --   16     24.00
1 Lot Spare Parts (2.50%)                                           20,750.00
------------------------------------------------------------------------------
TOTALS:                                            Heat: 6,890     830,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        15,638,750,000 C-Bills
Battle Value:      250,892
Cost per BV:       62,332.6
Weapon Value:      102,803 (Ratio = .41)
Damage Factors:    SRV = 10,924;  MRV = 10,334;  LRV = 7,974;  ERV = 3,041
Maintenance:       Maintenance Point Value (MPV) = 585,515
                   (76,023 Structure, 208,208 Life Support, 301,284 Weapons)
                   Support Points (SP) = 717,525  (123% of MPV)
BattleForce2:      Not applicable
Title: Re: The Outer Colonies Region
Post by: truetanker on 13 May 2011, 15:09:32
I'd hate to see them appear in my Azeroth Pocketverse. We might get along too well.

TT
Title: Re: The Outer Colonies Region
Post by: Dragon Cat on 13 May 2011, 15:28:22
I wanted some background fluff to prove that there was more going on, that it was a fully functional society rather than just a military with a new flag.

Reminded me of the news from the first Starship Troopers Movie - "do you want more" sections pretty niffty
Title: Re: The Outer Colonies Region
Post by: truetanker on 13 May 2011, 15:35:36
Yes Citizen, if you do your part, the Mobile Infantry will do theirs. Join up now and remember joining guarantees Citizenship.
Tell that to the meatbags comming back from the bug planet, Tango Urilla.

TT
Title: The Outer Colonies Region
Post by: JA Baker on 13 May 2011, 16:05:55
I was going for a Starship Troopers feel to the news cast; I've always loved the dark humour in those adds.
Title: Re: The Outer Colonies Region
Post by: Deathknight69 on 16 May 2011, 01:36:54
Can't wait...Need more updates...  [notworthy]
Title: Re: The Outer Colonies Region
Post by: truetanker on 16 May 2011, 09:11:57
2nd the emotion...  [notworthy]

TT
Title: The Outer Colonies Region
Post by: JA Baker on 16 May 2011, 10:46:50
I'm working on the background fluff for the Hark Corporation, a MegaCorp that's been mentioned a few times already.
Title: Re: The Outer Colonies Region
Post by: cawest on 16 May 2011, 19:57:02
will you cover any trade out side of the Region?  long range missions.... what would they want or need from the IS?
Title: The Outer Colonies Region
Post by: JA Baker on 17 May 2011, 13:27:29
will you cover any trade out side of the Region?  long range missions.... what would they want or need from the IS?

They trade with nearby independent worlds and a few multi-system polities, mainly high-end electronics and low-level military equipment.

The only contact they have with the Inner Sphere is forth or fifth hand gossip picked up from passing merchants and captured pirates. Anything more direct is limited to Lost Tech prospectors or Mercenary units that have turned Bandit and a running from people they pissed off. Haven't decided if they've run into the Explorer Corps yet, but if they did, then they wouldn't let them go.

As for what they might want from the Inner Sphere, I can't think of much given that they have managed to maintain a higher standard of technology than almost anyone save Terra. Maybe some newer weapons and Omni technology, but I can't see them risking their secrecy for that.
Title: The Outer Colonies Region
Post by: JA Baker on 17 May 2011, 19:02:17
The Hark Corporation
A Family Business

NewsFast, United Trans-Stellar, Pilgrims Rest Motels, Hydra-Cell, Port Stanley Free Press, Rosalyn Electronics and the city of New Vegas. All these and more have one thing in common; they are all owned in part or in full by the monolithic Hark Corporation of New Tasmania.

Little is known about the Hark Corporation before their arrival in the Outer Colonies. What is confirmed is that a privatively owned Carrack class Merchant, the SS Ah Lien, arrived in the Outer Colonies as part of a convoy in 2675. On board was Robert and Charlotte Hark, their two young children and a rather large sum of money. Purchasing  a small consumer electronics company, they began production on high quality household products at reasonable prices. Slowly working to expand their market share, they bought into other sectors, expanding their influence. Then, in 2680, they purchased Hydra-Cell, at the time a small manufacture of power packs for consumer electronics. Many considered it the Hark's first mistake, but what was not public knowledge was that the buy-out was part of a deal that gave Hydra-Cell the capital and manufacturing capacity they needed to finish work on a new high-capacity power-cell that soon became the market standard for electric auto-mobiles and other high-end products.

This boost gave the Hark Corporation the collateral it needed to undergo a period of rapid expansion, culminating in buying a controlling share in United Trans-Stellar, a medium sized shipping line. Now with an independent way to move their goods about, they were able to undercut the market, doubling their income in a single year.

At this point the Star League stepped in, spurned into action after several complaints about unfair business practises. Many expected Hark to be hit with a stern fine or even a custodial sentence. Instead they were able to engineer a deal that saw an inflation-linked minimum price placed on all Hark Corporation products that allowed them to remain competitive without monopolising the market. Forced to seek other areas to expand into, the Harks chose entertainment and media, buying up production companies, TriVid Stations and News Faxes across the Outer Colonies. They showed remarkable constraint in their running of these agencies, allowing the editors full control over content and direction, remaining in the background and counting the revenue generated.

The Hark's have always maintained a strict policy of passing control of the company to only one descendant, with each generation selecting the one they feel is most able to carry the burden. Extensive trust funds and high-placed jobs are made available for other members of the family, but there is always only one hand on the wheel. By 2750 that was Jessie Hark, who got the corporation in at the ground level when the world of New Jersey passed a law to legalise gambling. Quickly buying up the failing resort of Santa Vista lock, stock and barrel, the Hark Corporation re-branded it as New Vegas, and poured hundreds of millions into the first purpose-built casino resort in the Outer Colonies. More attractions where added, while the Corporation used its ties with the interstellar transport business to arrange cheap passage to the world, and complimentary first-class accommodation for the high rollers.

It was at this point that the local organised crime syndicates attempted to muscle in on the lucrative trade. Attempts were made to persuade Miss Hark to sign over control of the city to front organisations, all of which were rebuffed. This was followed by an attempt to kidnap her younger sister Amy from her collage dorm on Malloy's World. Many were surprised by the speed and tenacity her private security detachment showed in repulsing the attack, killing five of the six gunman without a shot being fired, and capturing the remaining. Indeed, the first Amy know of the attack was when the police arrived to take the survivors into custody. From this point on Jessie Hark declared all out war on the mobsters, using the full force of her family's corporate empire to crush them at every turn. Many were surprised when Hark Corporate Security was granted a licence to operate light BattleMech's to secure their factories and operations, something the local SLDF commander normally frowned upon. Several attacks were staged, but the Hark Corporation's long-standing policy of loyalty towards its employees and their families ensured that there were few cracks in their armour, and many that did appeared turned out to be carefully orchestrated traps.

Lives were lost on both sides, but eventually the syndicates had to back down in the face of impending bankruptcy and attacks by other criminal elements that had started to smell blood in the water and were starting to circle like hungry sharks. An unofficial truce was called between the Hark family the criminal underworld, upheld by an agreement to never venture into each other’s business.

The fall of the Star League hit the economy of the Outer Colonies hard, sparking a depression that lasted ten years. Many companies started to fail under the strain, but the Hark Corporation was able to weather the storm better than most thanks to low overheads and a vast operating reserve that allowed them to run at a loss for several years without taking too much damage. They emerged on the other side bigger and stronger than ever before, commanding a two-thirds share of the consumer electronics market and the single largest fleet of privately owned DropShip's and JumpShip's in the Outer Colonies.

Ezekiel Hark was in charge when the Minnesota Tribe arrived at Rorke's Drift in 2828. Living up to the family tradition of taking a risk if the potential pay-out was high enough, he authorised massive loans at near zero interest to help the refugees rebuild their lives. Heavy equipment, spare parts and supplies were provided at cost, building up brand recognition among the newcomers. This generosity was rewarded when the Minnesota Tribe awarded the Hark Corporation the contract to manufacture advanced electronics for their military, including complications systems, sensors and targeting computers far in advance of anything Fox Bay Armaments was able to produce at the time.

The good times almost came to an end in 2905 with the death of Justin Hark in the Mount Saint Vincent Disaster, an avalanche that killed almost 500 people, before he had named a successor. His eldest daughter and company Vice-President Rose Hark was the most likely candidate, but her position was challenged by her cousin Guy Hark-Price, a senior executive in one of the subsidiary companies. Forced to take their claims before the companies board of directors, Rose stuck to a purely business approach, pointing out the years of hard work she had put into the company, and how well the departments under her direct control had done. Guy countered with a series of vicious and often groundless personal attacks, questioning his cousins integrity and personal character. He also made public the fact that Rose had been born out of wedlock, the result of an affair between Justin and one of his assistance shortly before he met the woman who would become his wife. The family had managed to keep this a closely guarded secret, and even Rose had not been aware that the woman she considered her mother had legally adopted her when she was six mounts old.

Despite the personal anguish she felt, and the continued muck-flinging by Guy, Rose refused to sink to his level and was able to maintain a punishing schedule of regular office hours and meetings with the board and the company lawyers. This iron determination won her the votes she needed to be named the new CEO, but Guy attempted to fight on, seeking a legal injunction against her. But now with the full weight of the Corporation behind her, Rose was able to hire the finest legal minds in the Outer Colonies, and put her own law degree to work when she faced him in open court. Her two hour cross-examination of her tormentor is still considered to be one of the finest examples of its type in the history of the Outer Colonies. Without once stepping over the line or betraying her calm, collected tone, Rose systemically destroyed her cousin and his case, and the judge quickly throw out the case as groundless and threatened to have Guy charged with wasting the courts time if he ever attempted to bring a similar case again.

It took many years for the Hark Corporation to recover from the controversy surrounding the case, and the Council of Eleven stepped in to insist that they put contingency plans in place to deal with any similar occurrence in the future.

The years that followed saw a period of relative stability, with the Hark Corporation continuing to build on its existing business and expand into new areas. While many of their subsidiary have military contracts, the Corporation has never been an arms manufacture, preferring instead to concentrate on the supply and support side of things, making everything from uniforms to helping to fund pioneering medical procedures that have helped countless soldiers injured in the line of duty. They have also ploughed tens of billions into R&D, ensuring that they are always at the cutting edge of any new field. To this end they have endowed many of the top colleges and schools across the Outer Colonies, and fund numerous scholarships that have helped those who would otherwise have never been able to continue their education.

The Knights Templar are also recipients of regular donations be the Hark family and the Corporation, both financial and material.

Tragedy struck the company in 3055 when company CEO Mackenzie Hark and his wife Jade were among those killed when the DropShip Amber Cloud broke up on re-entry. They left behind a 19 year old daughter, Anna, who had already shown great promise as a potential CEO. Her shares were held in trust while she finished her education, insisting on taking a military-scholarship that required her to spend a three year tour of duty as a 2nd Lieutenant in the infantry. She turned down a desk assignment, instead spending time in the field where she gained a reputation as an officer who'd never ask someone under her command to do something she was neither willing nor able to do herself. She took over control of the Corporation upon mustering out, and had continued to show the same drive and determination that has always been the trademark of the Hark Family.
Title: Re: The Outer Colonies Region
Post by: cawest on 17 May 2011, 19:32:34
that has to be one of the best write ups on a company in battle tech, that i can remember.. Great job
Title: Re: The Outer Colonies Region
Post by: cawest on 17 May 2011, 19:37:48
They trade with nearby independent worlds and a few multi-system polities, mainly high-end electronics and low-level military equipment.

The only contact they have with the Inner Sphere is forth or fifth hand gossip picked up from passing merchants and captured pirates. Anything more direct is limited to Lost Tech prospectors or Mercenary units that have turned Bandit and a running from people they pissed off. Haven't decided if they've run into the Explorer Corps yet, but if they did, then they wouldn't let them go.

As for what they might want from the Inner Sphere, I can't think of much given that they have managed to maintain a higher standard of technology than almost anyone save Terra. Maybe some newer weapons and Omni technology, but I can't see them risking their secrecy for that.

don't get stuck in only needing weapons... the realy old trade lines.... they carry ideas, books, movies...why do you want that Persian rug?...the idea of Feng Shui... i live in AZ, but hmmm Rock Lobster...why did you climb that moutain?  becauese i could... it is your story line.. i'm just wanted to drop ideas.. [notworthy]
Title: Re: The Outer Colonies Region
Post by: lowrolling on 17 May 2011, 20:41:04
Nice work and thanks for sharing. Great company write up.
Title: The Outer Colonies Region
Post by: JA Baker on 18 May 2011, 04:55:41
don't get stuck in only needing weapons... the realy old trade lines.... they carry ideas, books, movies...why do you want that Persian rug?...the idea of Feng Shui... i live in AZ, but hmmm Rock Lobster...why did you climb that moutain?  becauese i could... it is your story line.. i'm just wanted to drop ideas.. [notworthy]
The 7th Royal Armoured Division was, due to communications problems, unable to take part in Operation Exodus. They decided to follow the spirit of the order by deliberately cutting off all contact with the Inner Sphere and altering or planting false records to make it look like they had left with General Kerensky. This plan of considered validated when they started to hear about the first two Succession wars for various sources.

The the Minnesota Tribe turns up in 2828 and they decide that they want nothing to do with the Clans, feeling that they have turned their backs on the ideals of the Star League.

The people of the Outer Colonies maintain a somewhat idealistic view of the Star League, having never really felt the oppression that many Periphery regions did. As such they don't consider themselves to be the descendants of the Star League, or the Star League In Exile; they are the Star League, an area where the Cameron Star still flies.

Given all that, is it any wonder that they want nothing to do with the Inner Sphere or the Clans?
Title: The Outer Colonies Region
Post by: JA Baker on 18 May 2011, 07:51:42
Monitor Water Cannon

Intended for riot control, the Monitor system can also be surprisingly effective against unsuspecting infantry.

Tech Base: Star League
Year: 2750
Faction: Outer Colonies
Tech Level: 1
Type: Ballistic
Heat: 0
Damage/Hit: 1
Dmg Txt: 1
Mass: 1.5
Critical Slot Size: 1
Minimum Range: 0
Short Range: 1
Medium Range: 2
Long Range: 3
Ammo/Ton: 20
Weapon Cost: 8,000
Ammo Cost: 500
Weap. Abbrev: Monitor
Attack Type: Offensive
Battle Value
Weapon BV: 2
Ammo BV: 0
WV: 2
Works with Targeting CPU: No
On a roll of 2: Does Nothing
To-hit modifier: 0
Title: The Outer Colonies Region
Post by: JA Baker on 18 May 2011, 08:40:12
          BattleTech Vehicle Technical Readout
                      VALIDATED

Type/Model:    Bonaparte Patrol Tank BPT-1C
Tech:          Inner Sphere / 2862
Config:        Tracked Vehicle
Rules:         Level 2, Custom design

Mass:          25 tons
Power Plant:   150 Hyrdro-Cell Fusion
Cruise Speed:  64.8 km/h
Maximum Speed: 97.2 km/h
Armor Type:    StarGuard CIV Ferro-Fibrous
Armament:     
  1 Diverse Optics Type 20p Large Pulse Laser
  1 20mm "Vulcan" Gatling Gun
Manufacturer:  Fox Bay Armaments
  Location:    Port Stanley
Communications System:  Garret 500A
Targeting & Tracking System:  Garret D2j

------------------------------------------------------------------------------
==Overview:==
     A light weight tank developed for militia and security details, the
Bonaparte is known for being exceptional small and highly manoeuvrable,
despite carrying a relatively heavy punch and thick armour.

==Capabilities:==
     The most common variant of the Bonaparte carries a Diverse Optics Type
20p Large Pulse Laser and a 20mm "Vulcan" Gatling Gun in the turret, operated
by the commander/gunner. The driver lays on a padded couch in a position that
is said to resemble a racing motorcycle.
     A Hyrdro-Cell fusion pack allows for a top road speed of 97 km/h, but
several units have been tweaked by their maintenance crews and have been
clocked at over the 120 km/h mark. Thick armour protect the tank and crew from
any non-military weaponry, and can take a hit from Battle Armour and even
light BattleMech's without breaching.

==Variants:==
     The most common variant is the 2C, which loses the Laser but gains a pair
of Monitor Water Cannons and a second Gatling Gun. This type is often used for
riot control duties, with the Gatling's loaded with non-lethal munitions such
as CS Gas and beanbag rounds.
     The 3C variant is built for export, with cheaper armour. The main gun is
downgraded to a standard Large Laser, but it gains a medium laser and an extra
heat sink. Some of these have been refitted with a vehicle flamer, but this is
an unofficial field modification.

==Notable Vehicles & Crew:==
Officers Leona Ozaki and Alcuad "Al" Solte
      Hailing from the highly polluted world of New Jersey, Leona and Al were
members of the Newport City Police Department's Special Vehicle Unit. They
racked up the second highest ever recorded total for civilian property damage,
topped only by their direct superior, Lieutenant Charles Brenten.

==Deployment==
      Despite being almost two hundred years old, the Bonaparte is still in
use and under limited production at Fox Bay. It remains in service with
several Militia and police units, while a number are also operated by the
Colonial Marshals Service and the Hark Corporation private security force.
     Some of the oldest examples have been stripped of their weaponry and sold
to the public, where they are often found in the hands of private collectors
and museums.

--------------------------------------------------------
Type/Model:    Bonaparte Patrol Tank BPT-1C
Mass:          25 tons

Equipment:                                 Items    Mass
Int. Struct.:  15 pts Standard               0      2.50
Engine:        150 Fusion                    0      5.50
Shielding & Transmission Equipment:          0      3.00
    Cruise MP:   6
     Flank MP:   9
Heat Sinks:     10 Single                    0       .00
Cockpit & Controls:                          0      1.50
Crew: 2 Members                              0       .00
Turret Equipment:                            0      1.00
Armor Factor:   63 pts Ferro-Fibrous         2      3.50

                          Internal    Armor
                          Structure   Value
   Front:                     3         19
   Left / Right Sides:        3      13/13
   Rear:                      3          8
   Turret:                    3         10

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
1 Large Pulse Laser      Turret  10          1      7.00
1 Machine Gun            Turret   0  100     2      1.00
--------------------------------------------------------
TOTALS:                          10          5     25.00
Items & Tons Left:                           5       .00

Calculated Factors:
Total Cost:        681,875 C-Bills
Battle Value:      260
Cost per BV:       2,622.6
Weapon Value:      119 / 119 (Ratio = .46 / .46)
Damage Factors:    SRDmg = 9;  MRDmg = 3;  LRDmg = 0
BattleForce2:      MP: 6T,  Armor/Structure: 0 / 3
                   Damage PB/M/L: 1/1/-,  Overheat: 0
                   Class: GL;  Point Value: 3
Title: Re: The Outer Colonies Region
Post by: truetanker on 18 May 2011, 09:33:51
Bonaparte Patrol Tank looks good, have you thought of maybe using a Large laser and SRM-2 with ammo in the turret for city defense? Something for the militia to use, as a LPL might be to offensive for city fights? Or even 3 Mediums and a SRM-6 with the MG? That way they could use different ammo types for different scenarios. You could build a Police / Fire tank with the Fluid gun / SRM-4 with different solutions, keeping the MG but replacing the ammo with rubber bullets for crowd control.

With more than 5 variants, the tank could get reused. First combat ready to civilian workforce, then possible private use as a limo. What ya say, JAB?

TT
Title: The Outer Colonies Region
Post by: JA Baker on 18 May 2011, 10:21:20
4C (general combat): 3 Medium Lasers, a machine-gun and a SRM-6

5C (enhanced fire control): Water Cannon and a SRM-6 (can deploy fire ****** foam or regular HE to create fire brakes)

6C (long-range fire support): LRM 10 with Artemis IV
Title: Re: The Outer Colonies Region
Post by: truetanker on 18 May 2011, 10:25:46
What no limo variant?  ;)

TT  :)
Title: The Outer Colonies Region
Post by: JA Baker on 18 May 2011, 10:57:09
You did read the fluff about the rather cramped crew cabin, right?
Title: Re: The Outer Colonies Region
Post by: truetanker on 18 May 2011, 11:07:36
Not allowed to download, public domain and all, sorry.

Didn't read it so, no. But it still looks good.  :)

TT
Title: The Outer Colonies Region
Post by: JA Baker on 18 May 2011, 18:03:30
I'm talking about the fluff I posted on the previous page about how small the crew compartment is.

Here's a Bonaparte out on patrol:
(http://thecartdriver.com/wp-content/uploads/2010/11/I-think-I-might-need-a-bigger-tank-to-tackle-the-sub-only-******-fans.jpg)
Title: The Outer Colonies Region
Post by: JA Baker on 19 May 2011, 15:25:30
          BattleTech Vehicle Technical Readout
                      VALIDATED

Type/Model:    Sovereign class Champion
Tech:          Inner Sphere / 2515
Config:        Tracked Vehicle
Rules:         Level 3, Custom design

Mass:          100 tons
Power Plant:   200 Internal Combustion
Cruise Speed:  21.6 km/h
Maximum Speed: 32.4 km/h
Armor Type:    Simple Armor Plate
Armament:     
  4 120mm Autocannons
  4 Heavy Machine Guns
  2 Vehicle Flamers
Manufacturer:  Clan MacDonald
  Location:    Rockall
Communications System:  Various
Targeting & Tracking System:  None (manual gunners)

------------------------------------------------------------------------------
==Overview:==
     Centuries ago, before the coming of the Star League, the Clans of Rockall
often found themselves at war with their neighbours. Some of these conflicts
were little more than skirmishes between a few dozen men, but other's were
full blown wars that claimed hundreds if not thousands of lives. Without the
advanced technology of the Inner Sphere, the Clans were reduced to improvising
massive war-machines that became known as Champions, which would form the
centrepiece of their battle lines and often carry troops into combat and storm
fortifications.
     The mainstay of Clan MacDonald's order of battle was the Sovereign class.

==Capabilities:==
     The largest class of Champion ever conceived, only a handful of
Sovereign's were ever actually built, but their impact on the field of battle
was immeasurable. While not the most powerful combat unit fielded, their
immense size and steady, unstoppable pace had a major psychological impact on
the enemy; many warriors ran rather than face a Sovereign.
     Twin turrets, one for and one after, house primitive autocannons that
were among the most effective weapons available at the time. Due to their
position high up on the top deck, the main guns were ineffective against
infantry, so machine guns and flamers were placed along the flanks, operated
by the infantry contingent the Sovereign carried, while the commander and
driver directed their actions from within a command cab high up on top, just
in front of the smoke stack needed to handle the exhaust from the massive
power-plant. Armour is basic but thick, even by today's standards, capable of
shrugging off most weapons of the time, allowing the Sovereign to act as a
mobile strong-point that could either anchor a defensive line or support an
infantry advance.

==Notable Vehicles & Crew:==
Robert the Bruce

==Deployment==
     The size and complexity of the Sovereign class meant that only a handful
were ever built, and they were priority targets when faced in battle. Even
their thick armour couldn't hold forever, and most were lost. Only two were
known to survive to the time of the Star League's arrival in the Outer
Colonies, and one was shipped back to Terra as a curiosity. Its fate remains
unknown.
     The last complete and operational Sovereign is the Robert the Bruce,
which stands guard over the MacDonald stronghold of Glenbogle, where it is
affectionately known as "The Monarch of the Glenn" by the locals.

--------------------------------------------------------
Type/Model:    Sovereign class Champion
Mass:          100 tons

Equipment:                                 Items    Mass
Int. Struct.:  60 pts Standard               0     10.00
Engine:        200 I.C.E.                    0     17.00
    Cruise MP:   2
     Flank MP:   3
Heat Sinks:      0 Single                    0       .00
Cockpit & Controls:                          0      5.00
Crew: 7 Members                              0       .00
Turret Equipment:                            0      4.00
Armor Factor:  200 pts Standard              0     12.50

                          Internal    Armor
                          Structure   Value
   Front:                    10         52
   Left / Right Sides:       10      34/34
   Rear:                     10         23
   Turret:                   10         29
   Turret #2:                10         28

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
2 Autocannon/5s          Turret   0   60     3     19.00
2 Autocannon/5s          Turret2  0   60     2     19.00
2 Machine Guns           Left     0  200     3      2.00
2 Machine Guns           Right    0  200     2      2.00
1 Flamer (Vehicle)       Left     0   40     2      2.50
1 Flamer (Vehicle)       Right    0   40     1      2.50
Infantry Bay             Body                1      4.50
--------------------------------------------------------
TOTALS:                           0         14    100.00
Items & Tons Left:                          11       .00

Calculated Factors:
Total Cost:        2,392,667 C-Bills
Battle Value:      487
Cost per BV:       4,913.07
Weapon Value:      518 / 518 (Ratio = 1.06 / 1.06)
Damage Factors:    SRDmg = 20;  MRDmg = 13;  LRDmg = 5
BattleForce2:      MP: 2T,  Armor/Structure: 0 / 9
                   Damage PB/M/L: 3/2/2,  Overheat: 0
                   Class: GA;  Point Value: 5
                   Specials: tran4
Title: The Outer Colonies Region
Post by: JA Baker on 19 May 2011, 16:14:12
          BattleTech Vehicle Technical Readout
                      VALIDATED

Type/Model:    Wolfhart class Champion
Tech:          Inner Sphere / 2515
Config:        Tracked Vehicle
Rules:         Level 1, Custom design

Mass:          80 tons
Power Plant:   240 Ford I.C.E.
Cruise Speed:  32.4 km/h
Maximum Speed: 54.0 km/h
Armor Type:    Simple Armor Plate Standard
Armament:     
  2 180mm Autocannon/10s
  4 Heavy Machine Guns
Manufacturer:  Clan Fraiser
  Location:    Rockall
Communications System:  Various
Targeting & Tracking System:  None (manual gunners)

------------------------------------------------------------------------------
==Overview:==
     Centuries ago, before the coming of the Star League, the Clans of Rockall
often found themselves at war with their neighbours. Some of these conflicts
were little more than skirmishes between a few dozen men, but other's were
full blown wars that claimed hundreds if not thousands of lives. Without the
advanced technology of the Inner Sphere, the Clans were reduced to improvising
massive war-machines that became known as Champions, which would form the
centrepiece of their battle lines and often carry troops into combat and storm
fortifications.
     The mainstay of Clan Fraiser's order of battle was the Wolfhart class.

==Capabilities:==
      Built to break through enemy lines and assault fortifications, the
Wolfhart class carries a pair of 180mm Autocannons in a single turret, as well
as well as multiple machine guns for mopping up infantry. Often deployed as a
heavy APC, the Wolfhart can carry a squad of infantry, often sappers or other
specialist troops. While fast, at least by the standards of a Champion, it has
reasonable thick armour. This comes at the cost of for what was at the time it
was first built a highly complicated engine, meaning that a Wolfhart would
spend a lot of time undergoing maintenance between combat operations.

==Deployment==
     Once relativity common, the Wolfhart is now unfortunately extremely rare,
mainly due to Clan Fraiser's refusal to accept Star league rule. A short but
bloody battle was fought outside Conwy Castle, where a company of BattleMech's
easily crushed the slow and poorly armed Champions. A few survived the battle,
but mostly in a poor state of disrepair.
     Only a handful are known to survive to this day, and most of those are
little more than rusted shells.

--------------------------------------------------------
Type/Model:    Wolfhart class Champion
Mass:          80 tons

Equipment:                                 Items    Mass
Int. Struct.:  40 pts Standard               0      8.00
Engine:        240 I.C.E.                    0     23.00
    Cruise MP:   3
     Flank MP:   5
Heat Sinks:      0 Single                    0       .00
Cockpit & Controls:                          0      4.00
Crew: 6 Members                              0       .00
Turret Equipment:                            0      2.50
Armor Factor:  144 pts Standard              0      9.00

                          Internal    Armor
                          Structure   Value
   Front:                     8         43
   Left / Right Sides:        8      29/29
   Rear:                      8         19
   Turret:                    8         24

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
2 Autocannon/10s         Turret   0   40     3     28.00
2 Machine Guns           Front    0  200     3      2.00
1 Machine Gun            Left     0  100     1      1.00
1 Machine Gun            Right    0  100     1      1.00
Infantry Bay             Body                1      1.50
--------------------------------------------------------
TOTALS:                           0          9     80.00
Items & Tons Left:                          12       .00

Calculated Factors:
Total Cost:        1,779,300 C-Bills
Battle Value:      487
Cost per BV:       3,653.59
Weapon Value:      423 / 423 (Ratio = .87 / .87)
Damage Factors:    SRDmg = 20;  MRDmg = 11;  LRDmg = 1
BattleForce2:      MP: 3T,  Armor/Structure: 0 / 6
                   Damage PB/M/L: 3/2/-,  Overheat: 0
                   Class: GA;  Point Value: 5
                   Specials: tran1
Title: The Outer Colonies Region
Post by: JA Baker on 19 May 2011, 17:45:01
          BattleTech Vehicle Technical Readout
                      VALIDATED

Type/Model:    Britannic class Champion
Tech:          Inner Sphere / 2515
Config:        Tracked Vehicle
Rules:         Level 3, Custom design

Mass:          55 tons
Power Plant:   275 General Motors I.C.E.
Cruise Speed:  54.0 km/h
Maximum Speed: 86.4 km/h
Armor Type:    Simple Armor Plate
Armament:     
  4 Heavy Machine Guns
Manufacturer:  Clan Kilwillie
  Location:    Rockall
Communications System:  Various
Targeting & Tracking System:  None (manual gunners)

------------------------------------------------------------------------------
==Overview:==
     Centuries ago, before the coming of the Star League, the Clans of Rockall
often found themselves at war with their neighbours. Some of these conflicts
were little more than skirmishes between a few dozen men, but other's were
full blown wars that claimed hundreds if not thousands of lives. Without the
advanced technology of the Inner Sphere, the Clans were reduced to improvising
massive war-machines that became known as Champions, which would form the
centrepiece of their battle lines and often carry troops into combat and storm
fortifications.
     The mainstay of Clan Kilwillie's order of battle was the Britannic Class.

==Capabilities:==
      One of the smallest vehicles ever classed as a Champion, the Britannic
class was intended to swarm across the battlefield, cutting down infantry with
heavy, sustained machine gun fire from its twin turrets. Unable to challenge
its larger counterparts, the Britannic relied on heavy armour and relatively
high ground speed keep it safe.

==Deployment==
     While not considered disposable, the Britannic was designed for ease of
production to replace those lost in battle. As such it was not built to the
same standards as many other Champions, and have faired badly down the years.
The last surviving complete example can be found in the entranceway of
Kilwillie Castle, while an intact but empty hull is displayed at the Derry
Museum of Planetary History.

--------------------------------------------------------
Type/Model:    Britannic class Champion
Mass:          55 tons

Equipment:                                 Items    Mass
Int. Struct.:  36 pts Standard               0      5.50
Engine:        275 I.C.E.                    0     31.00
    Cruise MP:   5
     Flank MP:   8
Heat Sinks:      0 Single                    0       .00
Cockpit & Controls:                          0      3.00
Crew: 4 Members                              0       .00
Turret Equipment:                            0      1.00
Armor Factor:  136 pts Standard              0      8.50

                          Internal    Armor
                          Structure   Value
   Front:                     6         30
   Left / Right Sides:        6      22/22
   Rear:                      6         20
   Turret:                    6         21
   Turret #2:                 6         21

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
2 Machine Guns           Turret   0  400     3      3.00
2 Machine Guns           Turret2  0  400     2      3.00
--------------------------------------------------------
TOTALS:                           0          5     55.00
Items & Tons Left:                          11       .00

Calculated Factors:
Total Cost:        699,179 C-Bills
Battle Value:      193
Cost per BV:       3,622.69
Weapon Value:      28 / 28 (Ratio = .15 / .15)
Damage Factors:    SRDmg = 2;  MRDmg = 0;  LRDmg = 0
BattleForce2:      MP: 5T,  Armor/Structure: 0 / 6
                   Damage PB/M/L: 1/-/-,  Overheat: 0
                   Class: GM;  Point Value: 2
Title: The Outer Colonies Region
Post by: JA Baker on 20 May 2011, 18:41:23
     Chapter from the text book that I thought you might find interesting: seems that the Outer Colonies aren't the only ones out that far.
     -Starling


Foreign Relations

There are several minor star nations and independent worlds near the Outer Colonies. Some have managed to maintain a reasonable level of technology, while others have regressed to the point of subsistence farming. In this chapter, we will be looking at those closest to our boarders.

Star Nations

The Reman Imperium
Founding Year: 2390 (contested)
Capital (City, World): Imperial City,  Remus
National Symbol: A golden Imperial Aquila over a red star burst
Total Systems: 7
Estimated Population (3046): 4,240,000,000
Government: Autocracy
Ruler: Emperor Ulysses Dante
Dominant Language(s): Reman (Italian dialect, official), Standard English (common)
Dominant Religion(s): Imperial Cult, Christianity, Islam and Judaism
HPG: D
Technology level: 24th Century
Unit of Currency: Denarius

A seven world polity consisting of Remus, Romulus, New Rome, Saint Sebastopol, Carpathia, Milan and Constantinople, the Reman Imperium is a feudal autocracy ruled over by either an emperor or an empress, with a advisory council of other nobles. The first settlers found hash, dry worlds and decided they needed a strong, central government. Selecting the Roman Empire from ancient Terra as their template, they built a civilisation that sees service to the state and the Emperor or Empress as the highest calling.

Since 3015 they have been engaged in a series of minor wars with Alianza Española over the independent world of Oz.

Alianza Española
Founding Year: 2403
Capital (City, World): Torrecastro, Nueva España
National Symbol: Cross of St James
Total Systems: 5
Estimated Population (3046): 3,960,000,000
Government: Feudal/Monarchy
Ruler: Queen Annabel VI
Dominant Language(s): Spanish (official), Standard English (common)
Dominant Religion(s): Christianity (predominantly Roman Catholi), Cult of the Saints Cameron
HPG: D
Technology level: 24th Century
Unit of Currency: Doubloon

Containing the worlds of Neva España, Brasilia, Neo Barranquilla, Hispaniola and Casablanca, the  Alianza Española was founded by a group of refuges fleeing the Age of War. Banding together for mutual protection, they soon formed a unified government that had become a hereditary monarchy by the time the Star League arrived. A deeply religious people, they believe that their continued survival is a gift from God, and that only by dedicated service to him that they will remain strong in the face of continued aggression from the Reman Imperium and sporadic pirate attacks. The local Catholic Church has embraced the Cult of the Saints Cameron, and beatified Jonathan Cameron, Jocasta Cameron and Aleksandr Kerensky. They continue to feel that the Star League was the closest humanity has ever come to Heaven on Earth, and feel a strong connection to the Outer Colonies as a result.

Since 3015 they have been engaged in a series of minor wars with the Reman Imperium over the independent world of Oz.

The Chosen
Founding Year: 2365
Capital (City, World): Jerusalem, Promised Land
National Symbol: A crown of thorns
Total Systems: 4
Estimated Population (3046): 5,060,000,000
Government: Socialist Theocracy
Ruler: Reverend Jacob O'Laughlin
Dominant Language(s): Standard English (official)
Dominant Religion(s): The Brotherhood (state religion)
HPG: None
Technology level: 22nd Century
Unit of Currency: N/A

Descended from a religious group that departed Terra during the diaspora, following a 'vision' their leader had that he claimed would “Lead the Chosen of God to a new Promised Land in the Stars”. Many had given them up for dead, one of countless failed colonies, until a Star League survey ship rediscovered them in 2610. Having expanded out to inhabit four worlds, the Brotherhood had abandoned a monetary based economy, instead adopting a form of Socialism where everyone is expected to work towards the common good. Their economy is fragile at best, not helped by their abandonment of most forms of advanced technology, while relying on a small fleet of antiquated DropShips and JumpShips to maintain contact between their worlds.

While they are tolerable of outsiders, their religious zeal can be slightly unsettlingly when first encountered, as they consider it their sacred duty to save any unbelievers, thankfully through non-violent means. They are subject to regular raids originating on the pirate world of Blood, despite the best efforts of the Knights Templar and Outer Colonies Defence Force.

In 2742 a sub-sect broke away and emigrated to the world of Hester's Haven, half way between the Chosen and the Alianza Española.

To Be Continued
Title: Re: The Outer Colonies Region
Post by: Von Jankmon on 20 May 2011, 19:01:44
I love your write up JA Baker, it reminds me to resurrect my notes for my own periphery realm which bears many similarities to your own. The Outer Realm has its own warships too.  ;)
Title: Re: The Outer Colonies Region
Post by: aceraptor on 20 May 2011, 19:36:29
Nicely done JA Baker, always love your stuff  ;D

I wonder what the Clans will think of a small piece of the SL thats still alive, and has descendents of several SLDF units  :) And will the IS ever become aware of the Outer Colonies?
Title: Re: The Outer Colonies Region
Post by: lowrolling on 20 May 2011, 23:49:13
Let's hope not.
Title: The Outer Colonies Region
Post by: JA Baker on 21 May 2011, 05:05:36
I wonder what the Clans will think of a small piece of the SL thats still alive, and has descendents of several SLDF units  :)
A lot of Inner Sphere units could trace a linage back to the Star League Defence Force, the Eridani Light Horse being the most famous, and the Clan's didn't seem to care. If anything, they seem to despise them because their ancestors didn't take part in the Exodus.

And we can all guess how they'd feel about Rorke's Drift...

And will the IS ever become aware of the Outer Colonies?
People like the Explorer Corps and Interstellar Expeditions may have picked up hints, and a few prospectors have been detained over the years in the interest of national security, but nothing concrete so far.
Title: The Outer Colonies Region
Post by: JA Baker on 21 May 2011, 15:22:36
Independent Worlds

Bruja
A warm world with many large oceans, Bruja has close ties to the Alianza Española, bring it into conflict with the Reman Imperium. Many locals fear that they may suffer the same fate as nearby Oz, and are trying to build up their defences. Unfortunately, their technology base is only on a part with mid-to-late 20th century Terra, limiting how effective their small standing army would be. A large part of their GDP is spent on importing weapons from outside.

Hester's Haven
An offshoot from The Chosen, the people of Hester's Haven have been somewhat less zealous in their drive to abandon advanced technology, at are at least two centuries ahead of their former kin. This is linked to their belief that God gave man intelligence so that we could tame the universe around us, and that in discovering the secrets of the universe, one might become closer to God. Unfortunately, they suffer from even more pirate raids than The Chosen, and are likewise pacifists, refusing to shed blood even in self defence.

Somewhere
Your typical Deep Periphery settlement, Somewhere is self sufficient with an early 20th Century level of technology. They are heavily influenced by the Reman Imperium, and many consider it only a matter of time before they are annexed by their expansionist neighbours.

Dumb Luck
Settled by survivors of a colony ship that suffered a catastrophic miss-jump, Dumb Luck was named after a comment by the ships captain that emerging within range up a habitable planet was so astronomically unlikely that it must have been dumb luck. Outsiders may laugh at the name, but the natives are fiercely defensive of their history. They have managed to maintain a technology base equivalent to late 21st century Terra, and while they have no JumpShip's of their own, they do have a well maintained space port for visiting merchant ships.

Oz
While technically independent, Oz is the subject of a power-struggle between the Reman Imperium and the Alianza Española. The local population exist at a early 21st Century level of technology, and are totally outclassed by the two belligerents. The Knights Templar have a mission station in the Capital, Central City, and do their best to minimise the impact of the war on the locals.

Tipperary
A world very much akin to 20th century Terra, Tipperary has no central government, and is instead split between two super powers, Zafran and Revillia, as well as a number of smaller, proxy nations and client states. Unlike many nearby worlds, Tipperary is known to have a number of functioning BattleMech's, all be in in various states of disrepair. Most are operated by Zafran or Revillia, and engage in occasional skirmishes alongside infantry and armoured units. Both nations are known to posses nuclear weapons, but none have been used to date.

The Outer Colonies has tried many times to mediate a peace between the two factions, but neither seems willing to settle for anything less than total global domination.

Redemption
An agrarian world known to trade with Rorke's Drift, Redemption has regressed to a near pre-industrial state, with few examples of advanced technology outside of the major cities. Outlying areas are connected by steam-powered trains, and many people relay on draft animals as a means of transport. While the cities are relatively safe, the more rural areas can be somewhat lawless, so caution is advised to anyone planning a trip there.

Foster's World
A world very similar to it's neighbour, Redemption, Foster's World has managed to maintain a late 20th Century technology base, with limited industrialisation and even a few functioning inter-system transports used to mine their asteroids for minerals without damaging the environment. They trade with nearby Arixo and Pacifica, exporting foodstuffs and importing electronics.

Midsummer
A sparsely populated world with a mid 23rd Century technology base, Midsummer is far enough away from the Reman Imperium to be outside their direct sphere of influence, but close enough to benefit from their merchants. They suffer sporadic pirate attacks, but these are few and far between as there is little worth the effort to take when there are richer worlds nearby.

Shakespeare
The most highly advanced independent world outside of the Outer Colonies themselves, Shakespeare benefited by the arrival of a small mercenary unit that had been conducting anti-piracy sweeps for the SLDF when the Star League fell. Rather than return to the Inner Sphere and risk total destruction in the imminent Succession Wars, or sign up with the early Outer Colonies Defence Force, they decided to remain where they were and became the core of the local militia. The presence of a battalion of mixed BattleMech's and supporting units has kept the local pirate bands away, supplemented by a small detachments from the Knights Templar, who run an information gathering operation from the Capital, Verona.

Dream
Another world expecting to be swallowed up by the Reman Imperium in the not to distant future, Dream is already totally reliant on its larger neighbour for trade and defence. The local government is expected to hand over a percentage of their GDP every year to maintain the Imperium's favour, something many locals call extortion.

Bob
Founded by people who fled Hibernia (now known as Hamunaptra) when its ecosystem stared to collapse, planet Bob has little of interest to most people and is almost totally self sufficient, but suffers from regular pirate raids. They have been offered help in defending themselves, but they view outsiders with scepticism and seem to only want to be left alone. They have only one small space port that is used to maintain a small number of communications and weather monitoring satellites. Trade is limited at best, aside for the occasional spare part that is beyond their ability to repair or replace.

To Be Continued
Title: The Outer Colonies Region
Post by: JA Baker on 21 May 2011, 19:06:51
Pirates & Criminals

Teach
Teach is perhaps the most wretched hive of scum and villainy near the Outer Colonies. A barely habitable hell, Teach is covered with ragged mountains and deep canyons that could hide a dozen armies with ease. Known as a meting place for black marketeers, smugglers, slavers and other examples of the dregs of humanity, it is said that anything or anyone can be had on Teach, for a price. Several expeditions have been mounted to try and clear it out over the years, but like an insidious weed, it always seems to flourish.

Patch
A cold, ice covered moon orbiting a gas giant, Patch is only habitable thanks to the geothermal activity caused by its close proximity to its host. The world is run on the principle of survival of the fittest; from an early age, children are expect to fight, cheat and steal just to stay alive. One common tactic among the more barbaric clans is to lock a number of adolescents in a enclosure for a month with enough food and water for half of them to survive. This is designed to strip away empathy and compassion, leaving just a hardened killer willing to stab you in the back if it means gaining an advantage. But these tribes tend to be small, prone to in-fighting: the real danger comes from the more 'civilised' groups who act like pack hunters, dominated by an strong leader who rules through intimidation and fear.

While many such societies are traditionally ruled by men, with woman relegated to second class citizens used only for breeding the next generation and domestic service, Patch is known for being remarkably egalitarian in the respect that both women and men have the ability to obtain positions of power. Competition is also fierce over breeding rights; the limited amount of food that can be grown calls for near zero population growth, if unauthorised pregnancies terminated, often at the cost of the mothers life. This can lead to a process called 'making way', where an older or less productive member of a clan or tribe is killed to allow for the child of a senior member.

Despite this, Patch has maintained a high enough technology base to allow them to launch raids on nearby system, searching for supplies, equipment and even slaves who are used to carry out the dirtiest or most dangerous work. The warriors of Patch are known for being fearless and tenacious  in combat, willingly throwing themselves at the enemy in a bid to gain position and favour through victory. It is almost impossible to take them alive, with the few times it does happen the subject either being knocked unconscious or otherwise rendered incapable of fighting back.

Blood
Once a thriving mining outpost under the Star League, the world known known somewhat ominously as Blood is seemingly honeycomb by caves and tunnels that are home to a band called Conner's Cutthroat Corsairs' and countless smaller bands.

Hogan
Hogan has a government, but it is small, corrupt and infective, which is just the was the people really running the world want it. The real power is held by a loose coalition of criminal organisations known as The Alignment, who have infiltrated almost every facet of life. Through bribery, blackmail and intimidation they have managed to get the government to outlaw alcohol, tobacco, gambling, sugar and even coffee. They then set up a vast network to service these and other, more traditional vices at a highly inflated price. Each area is controlled by a different syndicate, with senior members controlling cities or other high-value areas. They are expected to pay a percentage of their takings to their parent organisation or face the consequences. Competition can be fierce, with different syndicates or even sub-bosses battling for control of the most lucrative enterprises. Most of these are relatively small scale affairs similar to what happens on many worlds, but others have involved thousands of combatants, often members of local militia, fighting with military grade weapons.

There are those within the government who would see an end to the corruption and violence, and the Outer Colonies assists them as and when it can. Unfortunately these men and woman are few and far between, and there have been those who have claimed to be on the side of justice, only to try and direct the assistance they receive into taking out the competition.

Many consider the continued status-quo as a sort of pressure valve; many local government, especially those who are not necessarily friendly towards each other, maintain back channels on Hogan, meaning that to a certain extent everyone has a vested interest in keeping things just the way they are.

Flint
Ruled by a series of iron-fisted dictators, Flint is technically a functional society, just not one where any sane person might want to live. Rich in elements found towards the 'heavy' end of the periodic table, the average hand-gun on Flint carries what would probably be considered armour-piercing rounds anywhere else. A police state where government agents have near unrestricted power, Flint has been called a would that read 1984 and saw it as a How To manual: those who oppose the government are arrested, tortured, and often executed without trial. The government does their best to convince to populous that they are doing it all in their best interest.

The only thing that has kept them from being swallowed up by the Roman Imperium is their suicidally large arsenal of thermonuclear weapons and a proven willingness to use them, as the Star League Defence Force found out in 2615, when two of their battleships were blown out of orbit. While the SLDF was eventually able to take them by the throat, the world was never truly pacified, and quickly fell back on its old ways when the troops left.

     The isolationist, anti-expansionist nature of the Outer Colonies seems to make them unwilling to engage in open operations against some of the local powers, but it seems clear that they favour the Alianza Española over the Reman Imperium, but do not with to act overtly unless they turn the Cold War hot.
     Still, it is surprising that there are pirates near such a large and powerful star nation, especially ones who we know would invade and attempt to lay claim to the world of Redemption a little more then ten years after this book was written. It is possible that they mistook an unwillingness to enter into direct confrontation as a sign of weakness, or that they believed Redemption was not important enough to the Outer Colonies for them to commit troops to protecting it.
     They were, as we now, wrong, but the unrest in the area might go some way towards explaining the size of their standing army and militia.
     -Starling
Title: Re: The Outer Colonies Region
Post by: nerd on 21 May 2011, 21:22:03
Hogan sounds like a Port Royal compared to the Tortugas you have otherwise.

Title: Re: The Outer Colonies Region
Post by: aceraptor on 22 May 2011, 03:12:09
Nice update, am I correct in assuming that if the Outer Colonies want to it could conquer prettymuch all of its surrounding systems and nations?
Title: The Outer Colonies Region
Post by: JA Baker on 22 May 2011, 11:19:44
If they wanted to, yes.
Title: The Outer Colonies Region
Post by: JA Baker on 22 May 2011, 11:21:55
Hogan sounds like a Port Royal compared to the Tortugas you have otherwise.

I was going for Prohibition era America, like that planet from Star Trek where they'd based their entire society on about about Chicago gangsters.
Title: Re: The Outer Colonies Region
Post by: Deathknight69 on 22 May 2011, 16:41:39
Hey JAB, Any chance that you will update the star map on the 1st page to include the new worlds you've put up in the last few pages?
Title: The Outer Colonies Region
Post by: JA Baker on 23 May 2011, 10:50:36
I might add the second map, but the first map is the various sectors of the Outer Colonies, so it should remain unchanged.
Title: Re: The Outer Colonies Region
Post by: lowrolling on 23 May 2011, 16:57:52
I am in favor of them intervening if nothing else I could see a few of the major corporations using the liberations to make money while improving the native's lot in life.
Title: The Outer Colonies Region
Post by: JA Baker on 23 May 2011, 17:44:33
Yes, but the people of the Outer Colonies are isolationists, and the problem with an elected government (which is almost unheard of in BattleTech) is that the people at the top have to listen to what the general populous have to say.

So, no wars of conquest or “pre-emptive interventions” any time soon.

I am, however, willing to entertain requests for more information on a given area, as I'm somewhat at a loss as what to write next.
Title: Re: The Outer Colonies Region
Post by: truetanker on 23 May 2011, 17:46:00
What's the industrial-social levels of each planet?

TT
Title: The Outer Colonies Region
Post by: JA Baker on 23 May 2011, 18:27:04
I'll wait till I'm sober before I try and answer that one.

Get back to you on it tomorrow.
Title: Re: The Outer Colonies Region
Post by: truetanker on 23 May 2011, 18:28:27
 8)

TT
Title: The Outer Colonies Region
Post by: JA Baker on 25 May 2011, 09:37:57
Okay, before I get too far along, what exactly do you mean/want by industrial-social levels?

Types of government?
Technological bases?
Standards of living?
Unemployment statistics?
Population densities?
Title: Re: The Outer Colonies Region
Post by: truetanker on 25 May 2011, 10:01:12
The A-B-C-D-E thing after all the planets, industiral-social.

Sorry...

TT
Title: The Outer Colonies Region
Post by: JA Baker on 25 May 2011, 10:46:10
How the hell do you calculate that?
Title: Re: The Outer Colonies Region
Post by: truetanker on 25 May 2011, 10:50:53
The letters are, in order:

Technological Sophistication (how high-tech they are)
Industrial Development (the quality of what they can build)
Raw Material Dependence (how much they have to import for their industry)
Industrial Output (the quantity of what they can build)
Agricultural Dependence (how much food they make).

A is usually best-of-the-best, and is fairly rare. Most capitol worlds are A-A-A-A-A or something close to it.

C is average, some imports, some exports, nothing too fantastic (BattleMechs requiring B-level Industrial Development) but not too shabby.

F is simply 'nonexistant': no technology, no industry, no raw materials, no food, whatever.

And B and D are in-betweens as you might expect.

TT
Title: Re: The Outer Colonies Region
Post by: aceraptor on 25 May 2011, 14:17:11
Heres the sarna page for it:

http://www.sarna.net/wiki/Universal_Socio-Industrial_Index_Rating

Might help with determining the levels.
Title: The Outer Colonies Region
Post by: JA Baker on 25 May 2011, 15:46:43
Socio-Industrial Ratings
(3065)

Port Stanley: A-B-C-C/A*-C
* Normally level C, but with Fox Bay at full capacity, becomes A.

New Tasmania: C-D-D-D-A

San Antonio: C-C-C-D-C

New Jersey: A-A-A-A-D

Rockall: C-C-B-D-C

Last Post: A/C*-C-C-C-C
* Impossible to judge without more information on the true capabilities of the Knights Templar.

New Jamaica: C-D-D-D-B

Vision: C/A*-C-C-D-C
* Normally level C, but with Crystal Peak at full capacity, becomes A.

Malloy's World: A+*-D-D-B-C
* In some areas, Malloy's World is more technologically advanced than any other, save Terra itself.

Rorke's Drift: A-B-D*-B-C
* Would be self-sustaining if not for such extensive industrialisation.

Ticonderoga: D-D-A-C-D


You want any other worlds, please ask for them by name.
Title: Re: The Outer Colonies Region
Post by: lowrolling on 25 May 2011, 21:42:17
Thanks.
Title: The Outer Colonies Region
Post by: JA Baker on 28 May 2011, 17:50:34
                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Bellerophon class Destroyer
Tech:              Inner Sphere / 3067
Vessel Type:       WarShip
Rules:             Level 2, Custom design
Rules Set:         AeroTech2

Mass:              560,000 tons
Hull:              Templar X-Plate
K-F Drive System:  KF Mark III-c
Length:            644 meters
Sail Diameter:     1,046 meters
Power Plant:       3 Howser G2 "Hotfires"
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Valiant Ferro-carbide
Armament:         
    2 Hellion-55 Series Naval Lasers
   18 Maxell-45 Series Naval Lasers
   16 Rand-10 Medium Naval Particle Projection Cannons
   18 White Shark Missile Launchers
   32 Holly LRM 20+ArtIV
   16 ChisComp 32 Small Lasers
   16 RAMTech 1200X ER Large Lasers
    4 Armstrong II 35-Series Autocannons
Manufacturer:   Argo Yards
  Location:     Rorkes Drift
Communications System:  Belden 405M
Targeting & Tracking System:  Ulsop Eagle-Eye 12
------------------------------------------------------------------------------
==Overview:==
     The first ever warship to be designed and built from the feel up in the
Outer Colonies, the Bellerophon class Destroyer is a radical change to
standing defence strategy, which until now has always relied on ships from the
cache in the Hamunaptra system.
     Intended to equal the Essex or Naga classes, the Bellerophon is in tended
to supplement existing forces, while also freeing up extra hulls for
anti-piracy patrols and convoy escorts.

==Capabilities:==
      Carrying a predominantly energy-based arsenal, the Bellerophon class is
designed to engage enemies head-on, with the bulk of its fire-power
concentrated in the forward arcs. This does leave a noticeable weakness
towards the rear, but the Bellerophon class is designed to be fast and agile
enough that it can keep the enemy in their gun-sites under all but the most
unusual circumstances.
     While not the fastest ship ever build, the Bellerophon is towards the
upper end of acceleration for warships while maintaining a respectable armour
belt. This comes at the cost of reduced cargo space and a single wing of
aerospace fighters. Lithium Fusion batteries off-set this somewhat by
improving the strategic mobility, and two docking collars allow it to carrier
assault ships or dedicated carriers to bolster its own fighter strength. Two
integral platoons of marines, one equipped with battle-armour, can use the
small craft carried to board other ships, by force if needed. This allowed the
Bellerophon class to be used for customs and anti-piracy operations, as well
as regular combat.

==Variants:==
     The Bellerophon class is being used as the basis for the planned
Nebuchadnezzar class drone warship that will be the centrepiece of the new
Space Defence System.

==Notable Vessels & Crews:==
SLS Bellerophon (Lead Ship)
SLS Thunderer
SLS Phoebe
SLS Sirius
SLS Swiftsure
SLS Royal Sovereign (Acceptance Trials)
SLS Belleisle Under construction)
SLS Colossus (Under construction)
SLS Dreadnought Under construction)
SLS Prince Under construction)
SLS Minotaur (Planned)
SLS Téméraire (Planned)
SLS Neptune (Planned)
SLS Scipion (Planned)
SLS Donegal (Planned)

==Deployment==
     The first five of a proposed fleet of fifteen Bellerophon's are already
in service, with a sixth, the Royal Sovereign, undergoing acceptance trials at
the time of going to press. Four more are already under construction, with the
remainder expected to enter service by 3075.

------------------------------------------------------------------------------
Class/Model/Name:  Bellerophon class Destroyer
Mass:              560,000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                      134,400.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
Kearny-Fuchida Hyperdrive:  Compact (Integrity = 12)               253,400.00
Lithium Fusion Battery                                               5,600.00
Jump Sail (Detachable): (Integrity = 4)                                 58.00
Structural Integrity: 85                                            47,600.00
Total Heat Sinks:    2,400 Double                                    1,837.00
Fuel & Fuel Pumps:                                                   2,040.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:              1,400.00
Fire Control Computers:                                                   .00
Food & Water:  (210 days supply)                                       348.00
Armor Type:  Ferro-carbide  (727 total armor pts)                      841.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                134
   Fore-Left/Right:                  121/121
   Aft-Left/Right:                   121/121
   Aft:                                 109

Cargo:
   Bay 1:  Fighters (18) with 6 doors                                2,700.00
   Bay 2:  Small Craft (4) with 2 doors                                800.00
   Bay 3:  Cargo (1) with 4 doors                                   13,000.00

DropShip Capacity:  2 Docking Hardpoints                             2,000.00
Grav Deck #1:  (45-meter diameter)                                      50.00
Life Boats:  20 (7 tons each)                                          140.00
Escape Pods:  20 (7 tons each)                                         140.00

Crew and Passengers:
     46 Officers (40 minimum)                                          460.00
    120 Crew (111 minimum)                                             840.00
     70 Gunners (69 minimum)                                           490.00
     28 Marines                                                        140.00
     12 Marine Battle Armor Troopers/Elementals                         84.00
     56 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 NL55                     Nose        20     20     20     20  170  2,200.00
  2 NL45                                                        140  1,800.00
2 Medium NPPC              Nose        18     18     18     18  270  3,600.00
2 White Shark(30 msls)     Nose         6      6      6      6   30  1,440.00
4 LRM 20+ArtIV(84 rounds)  Nose     6(64)  6(64)  6(64)     --   24     58.00
2 Small Laser              Nose      1(6)     --     --     --    2      1.00
2 ER Large Laser           Nose     2(16)  2(16)  2(16)     --   24     10.00
2 Medium NPPC              Nose        18     18     18     18  270  3,600.00
2 NL45                     FL/R         9      9      9      9  280  3,600.00
2 Medium NPPC              FL/R        18     18     18     18  540  7,200.00
4 White Shark(80 msls)     FL/R        12     12     12     12  120  7,360.00
4 LRM 20+ArtIV(84 rounds)  FL/R     6(64)  6(64)  6(64)     --   48    116.00
2 Small Laser              FL/R      1(6)     --     --     --    4      2.00
2 ER Large Laser           FL/R     2(16)  2(16)  2(16)     --   48     20.00
2 NAC/35(60 rounds)        FL/R        70     70     --     --  480 16,120.00
3 NL45                     L/RBS       14     14     14     14  420  5,400.00
2 Medium NPPC              L/RBS       18     18     18     18  540  7,200.00
3 White Shark(60 msls)     L/RBS        9      9      9      9   90  5,520.00
4 LRM 20+ArtIV(84 rounds)  L/RBS    6(64)  6(64)  6(64)     --   48    116.00
2 Small Laser              L/RBS     1(6)     --     --     --    4      2.00
2 ER Large Laser           L/RBS    2(16)  2(16)  2(16)     --   48     20.00
2 NL45                     AL/R         9      9      9      9  280  3,600.00
2 Medium NPPC              AL/R        18     18     18     18  540  7,200.00
1 White Shark(25 msls)     AL/R         3      3      3      3   30  2,240.00
4 LRM 20+ArtIV(84 rounds)  AL/R     6(64)  6(64)  6(64)     --   48    116.00
2 Small Laser              AL/R      1(6)     --     --     --    4      2.00
2 ER Large Laser           AL/R     2(16)  2(16)  2(16)     --   48     20.00
2 NL45                     Aft          9      9      9      9  140  1,800.00
4 LRM 20+ArtIV(84 rounds)  Aft      6(64)  6(64)  6(64)     --   24     58.00
2 Small Laser              Aft       1(6)     --     --     --    2      1.00
2 ER Large Laser           Aft      2(16)  2(16)  2(16)     --   24     10.00
1 Lot Spare Parts (2.00%)                                           11,200.00
------------------------------------------------------------------------------
TOTALS:                                            Heat: 4,740     560,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        9,807,722,000 C-Bills
Battle Value:      116,386
Cost per BV:       84,268.92
Weapon Value:      60,787 (Ratio = .52)
Damage Factors:    SRV = 4,572;  MRV = 4,404;  LRV = 3,283;  ERV = 839
Maintenance:       Maintenance Point Value (MPV) = 371,269
                   (54,751 Structure, 176,340 Life Support, 140,178 Weapons)
                   Support Points (SP) = 284,270  (77% of MPV)
BattleForce2:      Not applicable
Title: Re: The Outer Colonies Region
Post by: truetanker on 31 May 2011, 11:56:43
This may sound sick, but I'd have drop all the NL45s for more NL55s and M-NPPCs. Adding the rest of the tonnage into cargo and heatsinks needed, but I do like this.

Keep up the good work,

TT
Title: The Outer Colonies Region
Post by: JA Baker on 31 May 2011, 15:44:35
That's kind of the direction I took with the Nebuchadnezzar class (just needs the fluff); take a weapon and make it bigger.
Title: The Outer Colonies Region
Post by: JA Baker on 08 June 2011, 18:51:37
                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Nebuchadnezzar class Drone
Tech:              Inner Sphere / 3067
Vessel Type:       Monitor (Non Transportable)
Rules:             Level 3, Custom design
Rules Set:         AeroTech2

Mass:              560,000 tons
Hull:              Templar X-Plate
Length:            1,158 meters
Power Plant:       3 Howser G2 "Hotfires"
Safe Thrust:       8
Maximum Thrust:    12
Armor Type:        Valiant Ferro-carbide
Armament:         
   26 Hellion-55 Series Naval Lasers
   28 Magna-45 Naval Lasers
   12 Super-Rand Heavy Naval Particle Projection Cannons
   26 Maelstrom AR10 Missile Launchers AR10 Launcher
   32 Holly LRM-20ArtIV
   40 Omnicron 1000 Small Lasers
   32 RAMTech 1200X ER Large Lasers
   32 Ramtech 1500Z ER Medium Lasers
    6 Heavy Naval Gauss Rifles
   32 Mydron Excel LB 10-X Autocannons
   32 Ripper Series A1 ER-PPC's
Manufacturer:   Argo Yards
  Location:     Rorkes Drift
Communications System:  Belden 405M
Targeting & Tracking System:  Ulsop Eagle-Eye 12
------------------------------------------------------------------------------
==Overview:==
     Built on the same basic frame as the Bellerophon class Destroyer, the
Nebuchadnezzar class Drone is intended to be the centrepiece of the integrated
Space Defence System.

==Capabilities:==
     Essentially an up-gunned Bellerophon, the Nebuchadnezzar imply has bigger
and more numerous weapons. It also has much thicker amour, and without the
need to take a fragile, human crew into consideration, an acceleration profile
that would put some aerospace fighters to shame.
     Intended for prolonged operations away from support infrastructure, the
Nebuchadnezzar class has a primarily energy-based main armament, it's few
ammo-dependant weapons fed by extensive magazines. An experimental automated
rearming system allows for these to be refreshed from ammunition stored in the
cargo bay, utilising a number of service drones under the control of the
central AI. This required a more complex command and control system, and the
retention of most of the internal passageways, but otherwise the
Nebuchadnezzar is a much more compact ship, with hydrologically re-enforced
internal cross bracing and honeycombed armour that, theoretically at least,
allows it to withstand damage that would mission-kill a lesser vessel.
     Two wings of drone fighters fill out the load, allowing for extended
search pattens and remote targeting by active sensors without giving away the
location of the main ship. In a live-fire exercise, the prototype was able to
seek out, identify and target a Essex class destroyer while operating at
minimal power under 'silent running' restrictions.

==Deployment==
     Intended to operate in units of five, often with a crewed ship acting as
a mobile command post, only the first Squadron has been completed to date.
Assigned to the Rorke’s Drift system, they are currently engaged in prolonged
warmers exercises, playing the part of an outside aggressor force against the
local defence fleet. The next series of planned exercises will see them play
the part of the defenders against a human opponent.

------------------------------------------------------------------------------
Class/Model/Name:  Nebuchadnezzar class Drone
Mass:              560,000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                      268,800.00
Thrust:  Safe Thrust: 8
      Maximum Thrust: 12
Structural Integrity: 115                                           64,400.00
Total Heat Sinks:    4,400 Double                                    3,622.00
Fuel & Fuel Pumps:                                                  15,300.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:              1,400.00
Fire Control Computers:                                             17,406.00
Armor Type:  Ferro-carbide  (1,010 total armor pts)                  1,172.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                187
   Fore-Left/Right:                  168/168
   Aft-Left/Right:                   168/168
   Aft:                                 151

Cargo:
   Bay 1:  Drones (36) with 16 doors                                 5,400.00
   Bay 2:  M-5 Drone Controll System (1)                             5,000.00
   Bay 3:  Cargo (1)                                                 3,250.00

DropShip Capacity:  2 Docking Hardpoints                             2,000.00

Crew and Passengers:
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
4 NL55                     Nose        40     40     40     40  340  4,400.00
  4 NL45                                                        280  3,600.00
2 Heavy NPPC               Nose        30     30     30     30  450  6,000.00
2 Heavy NPPC               Nose        30     30     30     30  450  6,000.00
2 AR10 (30 KW, 30 WS, 30 B)Nose         *      *      *      *   40  4,100.00
4 LRM 20+ArtIV(120 rounds) Nose     6(64)  6(64)  6(64)     --   24     64.00
5 Small Laser              Nose     2(15)     --     --     --    5      2.50
4 ER Large Laser           Nose     5(52)  5(52)  3(32)     --   48     20.00
  4 ER Medium Laser                                              20      4.00
2 Heavy N-Gauss(60 rounds) Nose        60     60     60     60   36 14,030.00
4 LB 10-X AC(200 rounds)   Nose     2(24)  2(24)     --     --    8     64.00
4 ER PPC                   Nose     4(40)  4(40)  4(40)     --   60     28.00
3 NL55                     FL/R        30     30     30     30  510  6,600.00
  3 NL45                                                        420  5,400.00
2 Heavy NPPC               FL/R        30     30     30     30  900 12,000.00
4 AR10 (40 KW, 40 WS, 40 B)FL/R         *      *      *      *  160 11,600.00
4 LRM 20+ArtIV(120 rounds) FL/R     6(64)  6(64)  6(64)     --   48    128.00
5 Small Laser              FL/R     2(15)     --     --     --   10      5.00
4 ER Large Laser           FL/R     5(52)  5(52)  3(32)     --   96     40.00
  4 ER Medium Laser                                              40      8.00
2 Heavy N-Gauss(60 rounds) FL/R        60     60     60     60   72 28,060.00
4 LB 10-X AC(200 rounds)   FL/R     2(24)  2(24)     --     --   16    128.00
4 ER PPC                   FL/R     4(40)  4(40)  4(40)     --  120     56.00
3 NL55                     L/RBS       30     30     30     30  510  6,600.00
  3 NL45                                                        420  5,400.00
3 NL45                     L/RBS       14     14     14     14  420  5,400.00
4 AR10 (40 KW, 40 WS, 40 B)L/RBS        *      *      *      *  160 11,600.00
4 LRM 20+ArtIV(120 rounds) L/RBS    6(64)  6(64)  6(64)     --   48    128.00
5 Small Laser              L/RBS    2(15)     --     --     --   10      5.00
4 ER Large Laser           L/RBS    5(52)  5(52)  3(32)     --   96     40.00
  4 ER Medium Laser                                              40      8.00
4 LB 10-X AC(200 rounds)   L/RBS    2(24)  2(24)     --     --   16    128.00
4 ER PPC                   L/RBS    4(40)  4(40)  4(40)     --  120     56.00
3 NL55                     AL/R        30     30     30     30  510  6,600.00
  3 NL45                                                        420  5,400.00
2 Heavy NPPC               AL/R        30     30     30     30  900 12,000.00
4 AR10 (40 KW, 40 WS, 40 B)AL/R         *      *      *      *  160 11,600.00
4 LRM 20+ArtIV(120 rounds) AL/R     6(64)  6(64)  6(64)     --   48    128.00
5 Small Laser              AL/R     2(15)     --     --     --   10      5.00
4 ER Large Laser           AL/R     5(52)  5(52)  3(32)     --   96     40.00
  4 ER Medium Laser                                              40      8.00
4 LB 10-X AC(200 rounds)   AL/R     2(24)  2(24)     --     --   16    128.00
4 ER PPC                   AL/R     4(40)  4(40)  4(40)     --  120     56.00
4 NL55                     Aft         22     22     22     22  340  4,400.00
4 LRM 20+ArtIV(120 rounds) Aft      6(64)  6(64)  6(64)     --   24     64.00
5 Small Laser              Aft      2(15)     --     --     --    5      2.50
4 ER Large Laser           Aft      5(52)  5(52)  3(32)     --   48     20.00
  4 ER Medium Laser                                              20      4.00
4 LB 10-X AC(200 rounds)   Aft      2(24)  2(24)     --     --    8     64.00
4 ER PPC                   Aft      4(40)  4(40)  4(40)     --   60     28.00
------------------------------------------------------------------------------
TOTALS:                                            Heat: 8,818     560,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        1,945,904,000 C-Bills
Battle Value:      282,113
Cost per BV:       6,897.6
Weapon Value:      111,838 (Ratio = .40)
Damage Factors:    SRV = 8,133;  MRV = 7,743;  LRV = 5,585;  ERV = 2,117
Maintenance:       Maintenance Point Value (MPV) = 630,964
                   (67,204 Structure, 268,800 Life Support, 294,960 Weapons)
                   Support Points (SP) = 0  (0% of MPV)
BattleForce2:      Not applicable
Title: Re: The Outer Colonies Region
Post by: Deathknight69 on 18 June 2011, 17:38:55
You just keep getting better and better. Keep up the creatively great work.  ;) :)
Title: The Outer Colonies Region
Post by: JA Baker on 19 June 2011, 15:53:20
Outer Colonies Defence Force
Commissioned & Enlisted Ranks

Ground Forces (Infantry/Armor/BattleMech):
Commanding General (only used in times of war)
General
Lieutenant General
Major General
Brigadier
Colonel
Lieutenant Colonel
Major
Captain
1st Lieutenant
2nd Lieutenant
Regimental Sergeant Major
Colour Sergeant/Staff Sergeant
Company Sergeant Major
Sergeant
Corporal
Lance Corporal
Private/MechWarrior 1st Class
Private/MechWarrior 2nd Class

Naval Forces (Fleet & Air Arm):
Admiral of the Fleet (only used in times of war)
Admiral
Vice Admiral
Rear Admiral
Commodore of the Fleet (Honorary rank for senior Captain in active service)
Commodore (Honorary rank for senior Captain in operational area)
Captain
Commander
Lieutenant Commander
Lieutenant
Sub Lieutenant
Warrant Officer 1st Class
Warrant Officer 2nd Class
Master Chief Petty Officer
Chief Petty Officer
Petty Officer
Leading Rate
Able Rate
Seaman

Marines:
Rear Admiral
Captain
Commander
Lieutenant Commander
Lieutenant
Sub Lieutenant
Warrant Officer 1st Class
Warrant Officer 2nd Class
Sergeant Major
Sergeant
Corporal
Lance Corporal
Marine

Air Core:
Air Chief Marshal (only used in times of war)
Air Marshall
Vice-Air Marshall
Air Commodore
Group Captain
Wing Commander
Squadron Leader
Flight Lieutenant
Flying Officer
Pilot Officer
Warrant Officer
Flight Sergeant
Sergeant
Corporal
Airman

Engineering/Support Ranks:
Colonel
Lieutenant Colonel
Major
Captain
Lieutenant
Staff Sergeant
Sergeant Major
Sergeant
Senior Crew Chief
Crew Chief
Chief Technician
Technician 1st class
Technician 2nd class
Assistant Technician 1st class
Assistant Technician 2nd class

Miscellanies Ranks & Positions:
Judge Advocate General (JAG): senior military lawyer
Quartermaster General: senior supply/support officer
Tech-Master General: senior technician/engineer
Commander Air Group (CAG): senior pilot assigned to warship/space-station
Specialist: enlisted rank with extra training in a given area
Kommandant: Commander of military academy
Title: The Outer Colonies Region
Post by: JA Baker on 19 June 2011, 18:40:09
Important Battles & Campaigns

2781: Operation KATHLEEN
Attempted invasion of the Outer Colonies by the Rim Worlds Republic.

2779: Operation PIKE
Fleet action to defend the Hamunaptra system naval reserve from pirate attack.

2816-2817: Operation WAR HARVEST
Series of war-games across the Outer Colonies involving both line and militia units.

2821: Operation BOXWOOD GREEN
Expeditionary force sent to relive detachment of Knights Templar stranded on Blood by pirate counter-attack.

2860-2861: Operation WAR HARVEST II
Series of war-games across the Outer Colonies involving both line and militia units.

2901-2902: Operation WAR HARVEST III
Series of war-games across the Outer Colonies involving both line and militia units.

2924: Operation DEADWOOD
Peacekeeping intervention in the Alianza Española Civil War. Saw combat between OCDF forces and rebels backed by the Reman Imperium.

2930-2931: Operation WAR HARVEST IV
Series of war-games across the Outer Colonies involving both line and militia units.

2951: Operation BLUE THUNDER
Joint OCDF/Knights Templar expedition to Teach system.

2960: Operation DIAMOND DAGGER
Hostage rescue mission on Hogan.

2965: Operation PEACEMAKER
Joint OCDF/Colonial Marshals sweep of nearby systems for known pirates and wanted fugitives.

2972-2973: Operation WAR HARVEST V
Series of war-games across the Outer Colonies involving both line and militia units.

2986: Operation JERICHO
Knights Templar peacekeeping mission to Tipperary. Aborted due to high casualty rate and minimal chance of success.

2999-3000: Operation WAR HARVEST VI
Series of war-games across the Outer Colonies involving both line and militia units.

3021: Operation GHOST DANCE
Action thought by Knights Templar on Oz to defend refugee camp against pirate attack.

3025: Operation STARDUST
Joint OCDF/Knights Templar expedition to Blood system.

3026: Operation NORTH STAR
Joint OCDF/Knights Templar expedition to Teach and Patch systems.

3049: Operation EVERGREEN
War-games exercise between OCDF, Knights Templar and Shakespeare Planetary Militia. Ended early due to pirate attack.

3061: Operation STORM RIDER
Joint OCDF/Knights Templar expedition to liberate Redemption from pirate rule. Notable for high casualty rate and near total destruction of pirate forces. Colonel Carl Knute of the McEvedy Guards awarded posthumous Cameron Cross for his actions that saved civilian lives at the cost of his own.

3065: Operation ARMAGEDDON
Full invasion simulation carried out between OCDF forces on Rorke's Drift. Involves separate deep-space fleet actions and simulated planetary assault. Notable due to use of Clan style tactics and unit formation by Aggressor Force.

3066-3067: Operation WAR HARVEST VII
Proposed series of war-games across the Outer Colonies involving both line and militia units.
Title: The Outer Colonies Region
Post by: JA Baker on 20 June 2011, 16:48:31
                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  South Dakota Class BattleShip
Tech:              Inner Sphere / 3067
Vessel Type:       WarShip
Rules:             Level 2, Custom design
Rules Set:         AeroTech2

Mass:              1,750,000 tons
Hull:              Galadin SYN
K-F Drive System:  KF Tiger I
Length:            1,500 meters
Sail Diameter:     1,500 meters
Power Plant:       Rolls Royce Kraken
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Panthex YM1 Lamellor Ferro-carbide
Armament:         
   16 Maelstrom AR10 Launchers
   24 Sunspot-3L Particle Projection Cannons
   78 Hellion-55 Series Naval Lasers
   40 RAMTech 1200X ER Large Lasers
   32 Pontiac 50 Autocannons
    8 Armstron II 35-Series Autocannons
Manufacturer:   Argo Yards
  Location:     Rorkes Drift
Communications System:  Pathfinder 43CD
Targeting & Tracking System:  MORSAT
------------------------------------------------------------------------------
==Overview:==
     The 3067 Strategic Defence Review sited several glaring problems with the
Outer Colonies Defence Force, mainly its reliance on equipment that was
hundreds of years old. With the cost of updating everything to modern
standards prohibitive, the derision was made to come up with entirely new
designs to compliment the existing order of battle.
     Based on the venerable Star League era Texas, the South Dakota class was
created to counter the large number of Battleship's in the Clan fleets, and
can cripple a ship of similar mass with one or two well placed broadsides.

==Capabilities:==
     Taking the base frame of the Texas and extending it slightly, the team
behind the South Dakota came up with a much more powerful design intended to
engage other Battleships in fleet actions, with or without the support of
screening units. Much faster then many comparative designs, the South Dakota
is also light on docking collars, a move driven by financial considerations on
a project that was already over budget.
     With an armament built around Heavy Particle Projection Cannons and large
calibre Lasers, the South Dakota can operate for a prolonged period of time
away from support elements. Backing these up are a large number of capital
scale autocannons and missile launchers, we well as a number of smaller
weapons intended for anti-fighter and point-defence. A thick amour belt, much
improved over that of the Texas, should, in theory, allow the South Dakota to
take more damage then its predecessor. It also has a re-enforced internal
structure, making it much more resilient to even penetrating hits, with
computer simulations showing the vessel still capable of moving under its own
power with up to 80% armour loss.

==Notable Vessels & Crews:==
SLS South Dakota (Under Construction)
SLS Ohio (Under Construction)
SLS Indiana (Under Construction)
SLS Massachusetts (Planned)
SLS Alabama (Planned)
SLS North Carolina (Planned)
SLS Washington (Planned)
SLS Iowa (Planned)
SLS Wyoming (Planned)
SLS Florida (Planned)
SLS Montana (Planned)
SLS Maine (Planned)

==Deployment==
     The first three of a planned run of twelve are under construction at the
recently reopened and expanded Argo Yards in orbit of Rorkes Drift. The cost
and complexity involved mean that each ship is expected to take two yours to
complete, with the last one not expected to enter service before 3078.
     When they are completed, they will form the backbone of two roving Battle
Fleets that will act as a rapid-reaction force against any intruders, as well
as a Red Team for training existing forces and testing the new SDS Drone
system.

------------------------------------------------------------------------------
Class/Model/Name:  South Dakota Class BattleShip
Mass:              1,750,000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                      420,000.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
Kearny-Fuchida Hyperdrive:  Compact (Integrity = 34)               791,875.00
Lithium Fusion Battery                                              17,500.00
Jump Sail (Detachable): (Integrity = 7)                                118.00
Structural Integrity: 100                                          175,000.00
Total Heat Sinks:    6,950 Double                                    5,989.00
Fuel & Fuel Pumps:                                                   4,590.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:              4,375.00
Fire Control Computers:                                             17,746.00
Food & Water:  (243 days supply)                                     1,000.00
Armor Type:  Lamellor Ferro-carbide  (2,585 total armor pts)         2,525.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                478
   Fore-Left/Right:                  430/430
   Aft-Left/Right:                   430/430
   Aft:                                 387

Cargo:
   Bay 1:  Small Craft (10) with 2 doors                             2,000.00
           Fighters (36) with 6 doors                                5,400.00
   Bay 2:  Cargo (1) with 4 doors                                   36,250.00

DropShip Capacity:  2 Docking Hardpoints                             2,000.00
Grav Deck #1:  (95-meter diameter)                                      50.00
Grav Deck #2:  (55-meter diameter)                                      50.00
Grav Deck #3:  (65-meter diameter)                                      50.00
Life Boats:  65 (7 tons each)                                          455.00
Escape Pods:  65 (7 tons each)                                         455.00

Crew and Passengers:
    110 Officers (95 minimum)                                        1,100.00
    320 Crew (285 minimum)                                           2,240.00
    150 Gunners (138 minimum)                                        1,050.00
     84 Marines                                                        420.00
     36 Marine Battle Armor Troopers/Elementals                        252.00
    122 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 AR10 (20 KW, 20 WS, 20 B)Nose         *      *      *      *   40  2,900.00
4 Heavy NPPC               Nose        60     60     60     60  900 12,000.00
4 NL55                     Nose        22     22     22     22  340  4,400.00
5 ER Large Laser           Nose     4(40)  4(40)  4(40)     --   60     25.00
4 Autocannon/10(120 rounds)Nose     4(40)  4(40)     --     --   12     60.00
4 Heavy NPPC               FL/R        60     60     60     60 1800 24,000.00
2 AR10 (20 KW, 20 WS, 20 B)FL/R         *      *      *      *   80  5,800.00
12 NL55                    FL/R        66     66     66     66 2040 26,400.00
5 ER Large Laser           FL/R     4(40)  4(40)  4(40)     --  120     50.00
4 Autocannon/10(120 rounds)FL/R     4(40)  4(40)     --     --   24    120.00
10 NL55                    L/RBS       55     55     55     55 1700 22,000.00
2 AR10 (20 KW, 20 WS, 20 B)L/RBS        *      *      *      *   80  5,800.00
2 NAC/35(20 rounds)        L/RBS       70     70     --     --  480 16,040.00
2 NAC/35(20 rounds)        L/RBS       70     70     --     --  480 16,040.00
5 ER Large Laser           L/RBS    4(40)  4(40)  4(40)     --  120     50.00
4 Autocannon/10(120 rounds)L/RBS    4(40)  4(40)     --     --   24    120.00
10 NL55                    AL/R        55     55     55     55 1700 22,000.00
2 AR10 (20 KW, 20 WS, 20 B)AL/R         *      *      *      *   80  5,800.00
4 Heavy NPPC               AL/R        60     60     60     60 1800 24,000.00
5 ER Large Laser           AL/R     4(40)  4(40)  4(40)     --  120     50.00
4 Autocannon/10(120 rounds)AL/R     4(40)  4(40)     --     --   24    120.00
10 NL55                    Aft         55     55     55     55  850 11,000.00
2 AR10 (20 KW, 20 WS, 20 B)Aft          *      *      *      *   40  2,900.00
4 Heavy NPPC               Aft         60     60     60     60  900 12,000.00
5 ER Large Laser           Aft      4(40)  4(40)  4(40)     --   60     25.00
4 Autocannon/10(120 rounds)Aft      4(40)  4(40)     --     --   12     60.00
1 Lot Spare Parts (2.50%)                                           43,750.00
------------------------------------------------------------------------------
TOTALS:                                           Heat: 13,886   1,750,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        11,624,984,000 C-Bills
Battle Value:      249,227
Cost per BV:       46,644.16
Weapon Value:      168,091 (Ratio = .67)
Damage Factors:    SRV = 10,973;  MRV = 10,848;  LRV = 8,272;  ERV = 2,468
Maintenance:       Maintenance Point Value (MPV) = 1,121,528
                   (192,542 Structure, 540,288 Life Support, 388,698 Weapons)
                   Support Points (SP) = 1,298,250  (116% of MPV)
BattleForce2:      Not applicable
Title: The Outer Colonies Region
Post by: JA Baker on 20 June 2011, 17:40:26
                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Morningstar class Frigate
Tech:              Inner Sphere / 3067
Vessel Type:       WarShip
Rules:             Level 2, Custom design
Rules Set:         AeroTech2

Mass:              650,000 tons
Hull:              Lycomb 11
K-F Drive System:  KF King IX
Length:            700 meters
Sail Diameter:     1,150 meters
Power Plant:       GM 8050 Starlifters
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Hellespont Lite Ferro-carbide
Armament:         
   32 Maxell-45 Series Naval Lasers
   48 ChrisComp Small Lasers
    4 Killer Whale Missile Launchers
   32 Pontiac 50 Autocannons
   32 RAMTech 1200X ER Large Lasers
   24 Barracud Missile Launchers
   16 Luxor-10 Series Naval Autocannons
Manufacturer:   Newport News Shipbuilding Inc.
  Location:     New Jersey
Communications System:  Build 1700/1 Tacticom
Targeting & Tracking System:  Garret D2j
------------------------------------------------------------------------------
==Overview:==
     The Morningstar class Frigate is a new design to be built by Newport News
Shipbuilding to act as a anti-fighter screening unit for the new South Dakota
class Battleships.

==Capabilities:==
     Built to be relatively self-sufficient for long periods of time, the
Morningstar relies mainly on Naval Lasers to take down DropShips and Aerospace
Fighters, while saving its naval autocannons and heavy missiles on the off
chance it should find its self going up against anything bigger. Multiple
smaller weapons emplacements and a fighter wing of its own round out the
compliment.
     The Morningstar also carries a detachment of marines, as well as up to
four assault shuttles for boarding actions. Is has, however, only one docking
collar, which can be used to transport either an assault DropShip or a fighter
carrier to increase its air wing.

==Notable Vessels & Crews:==
SLS Morningstar (Under Construction)
SLS Gabriel (Under Construction)
SLS Seraphim (Under Construction)

==Deployment==
     Three ships in the Morningstar class have been ordered to date, with more
expected to follow. A much simpler design than the massive battle wagons they
will be escorting, each frigate is expected to take only eighteen months to
build, with the first ready for active deployment by 3070.

------------------------------------------------------------------------------
Class/Model/Name:  Morningstar class Frigate
Mass:              650,000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                      156,000.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
Kearny-Fuchida Hyperdrive:  Compact (Integrity = 14)               294,125.00
Lithium Fusion Battery                                               6,500.00
Jump Sail (Detachable): (Integrity = 4)                                 62.00
Structural Integrity: 75                                            48,750.00
Total Heat Sinks:    1,785 Double                                    1,182.00
Fuel & Fuel Pumps:                                                   5,610.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:              1,625.00
Fire Control Computers:                                              5,624.00
Food & Water:  (324 days supply)                                       615.50
Armor Type:  Ferro-carbide  (828 total armor pts)                      974.50
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                152
   Fore-Left/Right:                  138/138
   Aft-Left/Right:                   138/138
   Aft:                                 124

Cargo:
   Bay 1:  Fighters (12) with 4 doors                                1,800.00
           Small Craft (4)                                             800.00
   Bay 2:  Cargo (1) with 2 doors                                   25,000.00

DropShip Capacity:  1 Docking Hardpoints                             1,000.00
Grav Deck #1:  (85-meter diameter)                                      50.00
Life Boats:  30 (7 tons each)                                          210.00
Escape Pods:  30 (7 tons each)                                         210.00

Crew and Passengers:
     60 Officers (49 minimum)                                          600.00
    136 Crew (115 minimum)                                             952.00
    100 Gunners (95 minimum)                                           700.00
     28 Marines                                                        140.00
     12 Marine Battle Armor Troopers/Elementals                         84.00
     44 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
4 NL45                     Nose        18     18     18     18  280  3,600.00
6 Small Laser              Nose     2(18)     --     --     --    6      3.00
2 Killer Whale(60 msls)    Nose         8      8      8      8   40  3,300.00
4 Autocannon/10(200 rounds)Nose     4(40)  4(40)     --     --   12     68.00
4 ER Large Laser           Nose     3(32)  3(32)  3(32)     --   48     20.00
4 NL45                     FL/R        18     18     18     18  560  7,200.00
6 Small Laser              FL/R     2(18)     --     --     --   12      6.00
4 Barracuda(60 msls)       FL/R         8      8      8      8   80  4,320.00
4 Autocannon/10(200 rounds)FL/R     4(40)  4(40)     --     --   24    136.00
4 ER Large Laser           FL/R     3(32)  3(32)  3(32)     --   96     40.00
4 NL45                     L/RBS       18     18     18     18  560  7,200.00
6 Small Laser              L/RBS    2(18)     --     --     --   12      6.00
4 NAC/10(60 rounds)        L/RBS       40     40     40     --  240 16,024.00
4 NAC/10(60 rounds)        L/RBS       40     40     40     --  240 16,024.00
4 Barracuda(60 msls)       L/RBS        8      8      8      8   80  4,320.00
4 Autocannon/10(200 rounds)L/RBS    4(40)  4(40)     --     --   24    136.00
4 ER Large Laser           L/RBS    3(32)  3(32)  3(32)     --   96     40.00
4 NL45                     AL/R        18     18     18     18  560  7,200.00
6 Small Laser              AL/R     2(18)     --     --     --   12      6.00
4 Barracuda(60 msls)       AL/R         8      8      8      8   80  4,320.00
4 Autocannon/10(200 rounds)AL/R     4(40)  4(40)     --     --   24    136.00
4 ER Large Laser           AL/R     3(32)  3(32)  3(32)     --   96     40.00
4 NL45                     Aft         18     18     18     18  280  3,600.00
6 Small Laser              Aft      2(18)     --     --     --    6      3.00
2 Killer Whale(60 msls)    Aft          8      8      8      8   40  3,300.00
4 Autocannon/10(200 rounds)Aft      4(40)  4(40)     --     --   12     68.00
4 ER Large Laser           Aft      3(32)  3(32)  3(32)     --   48     20.00
1 Lot Spare Parts (2.50%)                                           16,250.00
------------------------------------------------------------------------------
TOTALS:                                            Heat: 3,568     650,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        7,303,423,000 C-Bills
Battle Value:      113,854
Cost per BV:       64,147.27
Weapon Value:      62,368 (Ratio = .55)
Damage Factors:    SRV = 4,073;  MRV = 3,829;  LRV = 2,822;  ERV = 1,172
Maintenance:       Maintenance Point Value (MPV) = 380,193
                   (55,419 Structure, 204,412 Life Support, 120,362 Weapons)
                   Support Points (SP) = 361,468  (95% of MPV)
BattleForce2:      Not applicable
Title: The Outer Colonies Region
Post by: JA Baker on 22 June 2011, 18:35:25
                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Indianapolis class Heavy Cruiser
Tech:              Inner Sphere / 3067
Vessel Type:       WarShip
Rules:             Level 2, Custom design
Rules Set:         AeroTech2

Mass:              830,000 tons
Hull:              40X Templar
K-F Drive System:  KF King LX
Length:            803 meters
Sail Diameter:     1,250 meters
Power Plant:       4 Harlan B8-240's
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Valiant Lamellor Ferro-carbide
Armament:         
    8 Maelstrom AR-10 Missile Launchers
   16 RAMTech 1200X ER Large Lasers
   16 Holly LRM 15's with Artemis IV Fire Control Systems
   32 ChisComp 32 Small Lasers
   32 McArthur Anti-Missils Cannons
   32 Ripper Series A1 ER PPC's
   32 Generation Streak SRM-6's
   26 Super-Rand Heavy Naval Particle Projection Cannons
Manufacturer:   Clarke Station
  Location:     Port Stanley
Communications System:  KAT 701
Targeting & Tracking System:  ASTROC 4-b
------------------------------------------------------------------------------
==Overview:==
     Based on the refitted SLS Ivanhoe, the new Indianapolis class Heavy
Cruiser will act as a heavy screening unit that also has the ability to
operate independently for extended periods of time on detached duty. The price
up above that of the South Dakota class Battleship, but that's the price pf
having a multi-roll design.

==Capabilities:==
    The main armament is made up of 26 Super-Rand Heavy Naval Particle
Projection Cannons, supplemented by 8 Maelstrom AR-10 Missile Launchers for
extra long-range hitting power. Behind this is an improved anti-fighter
defence and an expanded fighter bay capable of carrying an entire regiment of
Aerospace fighters and six small craft, including assault shuttles for the
embarked Marines. Thick armour and a reasonable turn of speed allow the new
ship to keep up with its larger brethren, and outrun almost anything it can't
out-fight.
     A large fuel bunker, extensive cargo bays and four docking collars allow
an increased amount of flexibility in operational parameters, something some
take as a sign that there will be a change in deployment policy.

==Notable Vessels & Crews:==
SLS Indianapolis (Under Construction)
SLS Portland (Under Construction)
SLS Wisconsin (Under Construction)
SLS Missouri (Under Construction)
SLS New Jersey (Under Construction)
SLS California (Under Construction)
SLS Mississippi (Planned)
SLS Pennsylvania (Planned)
SLS Tennessee (Planned)
SLS Colorado (Planned)
SLS Oregon (Planned)
SLS Georgia (Planned)
SLS Illinois (Planned)
SLS Kentucky (Planned)
SLS Minnesota (Planned)
SLS Nevada (Planned)
SLS Louisiana (Planned)
SLS Nebraska (Planned)
SLS Oklahoma (Planned)
SLS Rhode Island (Planned)
SLS Alaska (Planned)
SLS Idaho (Planned)
SLS Michigan (Planned)
SLS New Hampshire (Planned)

==Deployment==
     Capable of being built in the smaller satellite yards rather than the
central core of Clarke Station itself, more ships in this class can be built
at any one time then would otherwise be possible. This is probably for the
best, as orders have been placed for at least ten, with plans to extend the
run to twenty four once the new defence budget is passed.
     The recent signing of a treaty granting the OCDF basing rights at the
Alianza Española's shipyard in the Casablanca system would seem to indicate
that fleet units will be spending more time away from home, possibly even
conducting operations towards the New Americas and other outlying regions, and
the Indianapolis class would make the perfect platform for flying-the-flag
style missions.

------------------------------------------------------------------------------
Class/Model/Name:  Indianapolis class Heavy Cruiser
Mass:              830,000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                      199,200.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
Kearny-Fuchida Hyperdrive:  Compact (Integrity = 17)               375,575.00
Lithium Fusion Battery                                               8,300.00
Jump Sail (Detachable): (Integrity = 5)                                 72.00
Structural Integrity: 85                                            70,550.00
Total Heat Sinks:    3,700 Double                                    3,024.00
Fuel & Fuel Pumps:                                                   5,100.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:              2,075.00
Fire Control Computers:                                              8,064.00
Food & Water:  (240 days supply)                                       600.00
Armor Type:  Lamellor Ferro-carbide  (1,173 total armor pts)         1,119.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                217
   Fore-Left/Right:                  195/195
   Aft-Left/Right:                   195/195
   Aft:                                 176

Cargo:
   Bay 1:  Fighters (54) with 8 doors                                8,100.00
           Small Craft (6)                                           1,200.00
   Bay 2:  Cargo (1) with 2 doors                                   27,000.00

DropShip Capacity:  4 Docking Hardpoints                             4,000.00
Grav Decks #1 - 2:  (55-meter diameter)                                100.00
Grav Deck #3:  (90-meter diameter)                                      50.00
Life Boats:  40 (7 tons each)                                          280.00
Escape Pods:  40 (7 tons each)                                         280.00

Crew and Passengers:
     65 Officers (50 minimum)                                          650.00
    170 Crew (146 minimum)                                           1,190.00
     75 Gunners (61 minimum)                                           525.00
     28 Marines                                                        140.00
     24 Marine Battle Armor Troopers/Elementals                        168.00
    138 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 AR10 (20 KW, 20 WS, 30 B)Nose         *      *      *      *   40  3,200.00
2 ER Large Laser           Nose     2(16)  2(16)  2(16)     --   24     10.00
2 LRM 15+ArtIV(96 rounds)  Nose     2(24)  2(24)  2(24)     --   10     28.00
4 Small Laser              Nose     1(12)     --     --     --    4      2.00
4 AMS(480 rounds)          Nose        --     --     --     --    4     42.00
4 ER PPC                   Nose     4(40)  4(40)  4(40)     --   60     28.00
4 Streak SRM 6(120 rounds) Nose     5(48)     --     --     --   16     26.00
4 Heavy NPPC               Nose        60     60     60     60  900 12,000.00
4 Heavy NPPC               FL/R        60     60     60     60 1800 24,000.00
1 AR10 (10 KW, 10 WS, 15 B)FL/R         *      *      *      *   40  3,200.00
2 ER Large Laser           FL/R     2(16)  2(16)  2(16)     --   48     20.00
2 LRM 15+ArtIV(96 rounds)  FL/R     2(24)  2(24)  2(24)     --   20     56.00
4 Small Laser              FL/R     1(12)     --     --     --    8      4.00
4 AMS(480 rounds)          FL/R        --     --     --     --    8     84.00
4 ER PPC                   FL/R     4(40)  4(40)  4(40)     --  120     56.00
4 Streak SRM 6(120 rounds) FL/R     5(48)     --     --     --   32     52.00
4 Heavy NPPC               L/RBS       60     60     60     60 1800 24,000.00
2 ER Large Laser           L/RBS    2(16)  2(16)  2(16)     --   48     20.00
2 LRM 15+ArtIV(96 rounds)  L/RBS    2(24)  2(24)  2(24)     --   20     56.00
4 Small Laser              L/RBS    1(12)     --     --     --    8      4.00
4 AMS(480 rounds)          L/RBS       --     --     --     --    8     84.00
4 ER PPC                   L/RBS    4(40)  4(40)  4(40)     --  120     56.00
4 Streak SRM 6(120 rounds) L/RBS    5(48)     --     --     --   32     52.00
2 Heavy NPPC               AL/R        30     30     30     30  900 12,000.00
1 AR10 (10 KW, 10 WS, 15 B)AL/R         *      *      *      *   40  3,200.00
2 ER Large Laser           AL/R     2(16)  2(16)  2(16)     --   48     20.00
2 LRM 15+ArtIV(96 rounds)  AL/R     2(24)  2(24)  2(24)     --   20     56.00
4 Small Laser              AL/R     1(12)     --     --     --    8      4.00
4 AMS(480 rounds)          AL/R        --     --     --     --    8     84.00
4 ER PPC                   AL/R     4(40)  4(40)  4(40)     --  120     56.00
4 Streak SRM 6(120 rounds) AL/R     5(48)     --     --     --   32     52.00
2 Heavy NPPC               Aft         30     30     30     30  450  6,000.00
2 AR10 (20 KW, 20 WS, 30 B)Aft          *      *      *      *   40  3,200.00
2 ER Large Laser           Aft      2(16)  2(16)  2(16)     --   24     10.00
2 LRM 15+ArtIV(96 rounds)  Aft      2(24)  2(24)  2(24)     --   10     28.00
4 Small Laser              Aft      1(12)     --     --     --    4      2.00
4 AMS(480 rounds)          Aft         --     --     --     --    4     42.00
4 ER PPC                   Aft      4(40)  4(40)  4(40)     --   60     28.00
4 Streak SRM 6(120 rounds) Aft      5(48)     --     --     --   16     26.00
1 Lot Spare Parts (2.50%)                                           20,750.00
------------------------------------------------------------------------------
TOTALS:                                            Heat: 6,954     830,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        15,149,204,000 C-Bills
Battle Value:      125,609
Cost per BV:       120,606.04
Weapon Value:      87,770 (Ratio = .70)
Damage Factors:    SRV = 4,983;  MRV = 4,331;  LRV = 3,226;  ERV = 1,221
Maintenance:       Maintenance Point Value (MPV) = 526,034
                   (85,934 Structure, 261,758 Life Support, 178,342 Weapons)
                   Support Points (SP) = 700,875  (133% of MPV)
BattleForce2:      Not applicable
Title: The Outer Colonies Region
Post by: JA Baker on 26 June 2011, 16:43:41
                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Andromeda class Corvette
Tech:              Inner Sphere / 3067
Vessel Type:       WarShip
Rules:             Level 2, Custom design
Rules Set:         AeroTech2

Mass:              300,000 tons
Hull:              Pattern IIA
K-F Drive System:  KF Mark III-c
Length:            830 meters
Sail Diameter:     950 meters
Power Plant:       Rolls LeFay
Safe Thrust:       5
Maximum Thrust:    8
Armor Type:        Valiant Lamellor Lamellor Ferro-carbide
Armament:         
    1 Super-Rand Heavy Naval Particle Projection Cannons
   58 RAMTech 1200X ER Large Lasers
    8 Maelstrom AR-10 Missile Launchers
   40 ChisComp 32 Small Lasers
   14 Omnicrom-45 Series Naval Lasers
Manufacturer:   Newport News Orbital Shipbuilding Inc.
  Location:     New Jersey
Communications System:  Rosalyn Electronics Inc. StarCom
Targeting & Tracking System:  Rosalyn Electronics Inc. FireMax
------------------------------------------------------------------------------
==Overview:==
     The 3067 Strategic Defence Review sited several glaring problems with the
Outer Colonies Defence Force, mainly its reliance on equipment that was
hundreds of years old. With the cost of updating everything to modern
standards prohibitive, the derision was made to come up with entirely new
designs to compliment the existing order of battle.
     One of these new ships is the Andromeda class Corvette.

==Capabilities:==
     Considered by some to be a 'Commerce Raider', the Andromeda class mounts
an almost entirely energy-based weapons: only it's AR10 missile launchers are
ammo-reliant. The rest of the armament is made up of a single Super-Rand Heavy
Naval Particle Projection Cannon in the bow and a number of Omnicrom-45 Series
Naval Lasers in the flanks. Close in defences are covered by smaller lasers
spread around the hull.
     A company of wing and 2 shuttles sit in a small fighter bay aft of the
grav-deck. Given that the Andromeda class is intended for long-term
independent operation, its crew cabins and recreational facilities are as
spacious and well appointed as possible, but still somewhat limited. It also
lacks any DropShip docking collars, requiring all cargo and crew to be brought
aboard by small craft.

==Battle History:==
None to date

==Variants:==
None to date

==Notable Vessels & Crews:==
SLS Andromeda (operational)
SLS Arbutus (operational)
SLS Ballarat (operational)
SLS Bendigo (Under Construction)
SLS Burnie (Under Construction)
SLS Cairns (Under Construction)
SLS Cessnock (Under Construction)
SLS Gawler (Under Construction)
SLS Geraldton (Under Construction)
SLS Goulburn (Under Construction)
SLS Ipswich (Planned)
SLS Kalgoorlie (Planned)
SLS Launceston (Planned)
SLS Lismore (Planned)
SLS Maryborough (Planned)
SLS Pirie (Planned)
SLS Tamworth (Planned)
SLS Toowoomba (Planned)
SLS Whyalla (Planned)
SLS Wollongong (Planned)

==Deployment==
     The first 3 of 10 planned Andromeda's have been built, with 3 more under
construction. The Andromeda uses the same base parts as several other
warships, so very few components have to be custom made, cutting production
time down to just 18-months.

------------------------------------------------------------------------------
Class/Model/Name:  Andromeda class Corvette
Mass:              300,000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                       90,000.00
Thrust:  Safe Thrust: 5
      Maximum Thrust: 8
Kearny-Fuchida Hyperdrive:  Compact (Integrity = 7)                135,750.00
Lithium Fusion Battery                                               3,000.00
Jump Sail (Detachable): (Integrity = 3)                                 45.00
Structural Integrity: 50                                            15,000.00
Total Heat Sinks:    1,050 Double                                      581.00
Fuel & Fuel Pumps:                                                   5,668.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                750.00
Fire Control Computers:                                                   .00
Food & Water:  (227 days supply)                                       227.00
Armor Type:  Lamellor Ferro-carbide  (300 total armor pts)             270.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 55
   Fore-Left/Right:                   50/50
   Aft-Left/Right:                    50/50
   Aft:                                  45

Cargo:
   Bay 1:  Fighters (12) with 6 doors                                1,800.00
           Small Craft (2) with 2 doors                                400.00
   Bay 2:  Cargo (1) with 1 door                                    10,000.00

Grav Deck #1:  (65-meter diameter)                                      50.00
Life Boats:  16 (7 tons each)                                          112.00
Escape Pods:  16 (7 tons each)                                         112.00

Crew and Passengers:
     29 Officers (26 minimum)                                          290.00
     80 Crew (76 minimum)                                              560.00
     45 Gunners (40 minimum)                                           315.00
     12 Marines                                                         60.00
     34 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 Heavy NPPC               Nose        15     15     15     15  225  3,000.00
6 ER Large Laser           Nose     5(48)  5(48)  5(48)     --   72     30.00
2 AR10 (20 KW, 20 WS, 20 B)Nose         *      *      *      *   40  2,900.00
5 Small Laser              Nose     2(15)     --     --     --    5      2.50
10 ER Large Laser          FL/R     8(80)  8(80)  8(80)     --  240    100.00
2 NL45                     FL/R         9      9      9      9  280  3,600.00
5 Small Laser              FL/R     2(15)     --     --     --   10      5.00
6 ER Large Laser           L/RBS    5(48)  5(48)  5(48)     --  144     60.00
3 NL45                     L/RBS       14     14     14     14  420  5,400.00
2 AR10 (20 KW, 20 WS, 20 B)L/RBS        *      *      *      *   80  5,800.00
5 Small Laser              L/RBS    2(15)     --     --     --   10      5.00
10 ER Large Laser          AL/R     8(80)  8(80)  8(80)     --  240    100.00
2 NL45                     AL/R         9      9      9      9  280  3,600.00
5 Small Laser              AL/R     2(15)     --     --     --   10      5.00
2 AR10 (20 KW, 20 WS, 20 B)Aft          *      *      *      *   40  2,900.00
5 Small Laser              Aft      2(15)     --     --     --    5      2.50
1 Lot Spare Parts (2.50%)                                            7,500.00
------------------------------------------------------------------------------
TOTALS:                                            Heat: 2,101     300,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        4,513,856,848 C-Bills
Battle Value:      53,224
Cost per BV:       84,808.67
Weapon Value:      31,370 (Ratio = .59)
Damage Factors:    SRV = 1,543;  MRV = 1,343;  LRV = 923;  ERV = 318
Maintenance:       Maintenance Point Value (MPV) = 324,034
                   (64,270 Structure, 203,575 Life Support, 56,189 Weapons)
                   Support Points (SP) = 344,475  (106% of MPV)
BattleForce2:      Not applicable
Title: The Outer Colonies Region
Post by: JA Baker on 26 June 2011, 16:46:20
                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Romanov class Drone Carrier
Tech:              Inner Sphere / 3067
Vessel Type:       WarShip
Rules:             Level 2, Custom design
Rules Set:         AeroTech2

Mass:              350,000 tons
Hull:              Creighton M-4
K-F Drive System:  KF King VI-a
Length:            501 meters
Sail Diameter:     967 meters
Power Plant:       2 Cassion Vassers
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Ajax 7PK300 Ferro-carbide
Armament:         
   10 Rand-10 Medium Naval Particle Projection Cannons
    8 Magna-35 Naval Lasers
   22 Holly LRM-20's + Artemis IV Fire Control System
   10 Ramtech 1500Z ER Medium Lasers
   32 Mydron Excel LB 10-X Autocannons
    6 Holly SRM-4's + Artemis IV Fire Control System
   38 ChrisComp Small Lasers
    6 RAMTech 1200X ER Large Lasers
Manufacturer:   Clark Station
  Location:     Port Stanley
Communications System:  Pathfinder 43CD
Targeting & Tracking System:  MORSAT
------------------------------------------------------------------------------
==Overview:==
     Built from Block II Samarkand class carriers taken from the Hamunaptra
Naval Reserve, the Romanov class Carrier is an attempt to create a ship that
can fulfil the rolls of both a destroyer and dedicated fighter-carrier in one
hull.

==Capabilities:==
     To save time and money, little was changed internally: the Samarkand was
already known for being a reliable if somewhat under-gunned design. In order
to make the most out of them, the engineers kept most of the existing weapons,
but removed some to make room for two massive bays to house an entire
regiments worth of drone fighters and the required control systems. While each
craft is capable of operating independently based on uploaded attack patterns
and target lists, early tests showed that having a human in the loop who could
adapt to the changing battlefield and redirect the drones to where they can do
the most good. The specialists are split into two groups of five, with each
team controlling a full wing of drones.
     The drones take up the space previously held by the originals fighter
bays, as well as part of the cargo space. Many have complained that such a
move could prove disastrous should the command and control system for the
drones fail, but others point out is both saves money and allows for a smaller
crew.

==Battle History:==
     None to date.

==Variants:==
     None to date.

==Notable Vessels & Crews:==
SLS Romanov (Operational)
SLS Viktor (Acceptance Trials)
SLS Nastasia (Acceptance Trials)
SLS Konstantin (Acceptance Trials)
SLS Andreas (Undergoing Conversion)
SLS Makarov (Undergoing Conversion)
SLS St Petersburg (Undergoing Conversion)
SLS Catherine the Great (Awaiting Conversion)
SLS Dante (Awaiting Conversion)
SLS Arkaday (Awaiting Conversion)
SLS Siberia (Awaiting Conversion)

==Deployment==
     So far only the Romanov has entered service, while three more, the
Viktor, Nastasia and Konstantin, have left the yard and are undergoing
acceptance trials before being recommissioned. The Andreas, Makarov and St
Petersburg are undergoing conversion at this time, with the Catherine the
Great, Dante, Arkaday and Siberia ready to take their places once the
dock-space is free.
     The main hold up at this time is availability of drones; the Crystal Peak
manufacturing plant is still bot operating at full capacity, and many of the
production lines are occupied on other projects. It is unknown at this time
whether or not the plant will be brought back to full production before the
remaining ships are ready to sail. As it is, only the Romanov itself has a
full compliment, while the ships undergoing their trials must make do with
half loads.

------------------------------------------------------------------------------
Class/Model/Name:  Romanov class Drone Carrier
Mass:              350,000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                       84,000.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
Kearny-Fuchida Hyperdrive:  Compact (Integrity = 8)                158,375.00
Lithium Fusion Battery                                               3,500.00
Jump Sail (Detachable): (Integrity = 3)                                 48.00
Structural Integrity: 75                                            26,250.00
Total Heat Sinks:    1,070 Double                                      616.00
Fuel & Fuel Pumps:                                                   5,100.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                875.00
Fire Control Computers:                                                302.00
Food & Water:  (305 days supply)                                       420.00
Armor Type:  Ferro-carbide  (467 total armor pts)                      524.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 90
   Fore-Left/Right:                   77/77
   Aft-Left/Right:                    77/77
   Aft:                                  69

Cargo:
   Bay 1:  Small Craft (12) with 6 doors                             2,400.00
   Bay 2:  Drone Fighters (54) with 36 doors                         5,400.00
           Drone Controll System (1)                                 1,250.00
   Bay 3:  Drone Fighters (54) with 36 doors                         2,700.00
           Drone Contry System (1)                                   1,250.00
   Bay 4:  Cargo (1) with 2 doors                                   18,750.00

DropShip Capacity:  3 Docking Hardpoints                             3,000.00
Grav Deck #1:  (150-meter diameter)                                    100.00
Grav Deck #2:  (60-meter diameter)                                      50.00
Life Boats:  15 (7 tons each)                                          105.00
Escape Pods:  30 (7 tons each)                                         210.00

Crew and Passengers:
     37 Officers (28 minimum)                                          370.00
    100 Crew (78 minimum)                                              700.00
     40 Gunners (37 minimum)                                           280.00
     28 Marines                                                        140.00
     10 Drone Control Specialists                                      100.00
     60 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 Medium NPPC              Nose        18     18     18     18  270  3,600.00
2 NL35                     Nose         7      7      7     --  104  1,400.00
4 LRM 20+ArtIV(84 rounds)  Nose     6(64)  6(64)  6(64)     --   24     58.00
4 ER Medium Laser          Nose     2(20)  2(20)     --     --   20      4.00
4 LB 10-X AC(100 rounds)   Nose     2(24)  2(24)     --     --    8     54.00
4 LRM 20+ArtIV(84 rounds)  FL/R     6(64)  6(64)  6(64)     --   48    116.00
3 SRM 4+ArtIV(75 rounds)   FL/R     2(18)     --     --     --   18     24.00
4 LB 10-X AC(100 rounds)   FL/R     2(24)  2(24)     --     --   16    108.00
1 Medium NPPC              FL/R         9      9      9      9  270  3,600.00
3 Medium NPPC              L/RBS       27     27     27     27  810 10,800.00
10 Small Laser             L/RBS    3(30)     --     --     --   20     10.00
4 LB 10-X AC(100 rounds)   L/RBS    2(24)  2(24)     --     --   16    108.00
2 NL35                     AL/R         7      7      7     --  208  2,800.00
2 ER Large Laser           AL/R     3(26)  3(26)  2(16)     --   48     20.00
  2 ER Medium Laser                                              20      4.00
5 LRM 20+ArtIV(108 rounds) AL/R     8(80)  8(80)  8(80)     --   60    146.00
6 Small Laser              AL/R     2(18)     --     --     --   12      6.00
4 LB 10-X AC(100 rounds)   AL/R     2(24)  2(24)     --     --   16    108.00
2 NL35                     Aft          7      7      7     --  104  1,400.00
2 ER Large Laser           Aft      3(26)  3(26)  2(16)     --   24     10.00
  2 ER Medium Laser                                              10      2.00
6 Small Laser              Aft      2(18)     --     --     --    6      3.00
4 LB 10-X AC(100 rounds)   Aft      2(24)  2(24)     --     --    8     54.00
1 Lot Spare Parts (2.50%)                                            8,750.00
------------------------------------------------------------------------------
TOTALS:                                            Heat: 2,140     350,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        11,832,995,000 C-Bills
Battle Value:      50,897
Cost per BV:       232,489.05
Weapon Value:      36,893 (Ratio = .72)
Damage Factors:    SRV = 1,808;  MRV = 1,545;  LRV = 963;  ERV = 338
Maintenance:       Maintenance Point Value (MPV) = 358,068
                   (111,266 Structure, 197,588 Life Support, 49,214 Weapons)
                   Support Points (SP) = 218,545  (61% of MPV)
BattleForce2:      Not applicable
Title: The Outer Colonies Region
Post by: JA Baker on 05 July 2011, 18:29:45
               BattleMech Technical Readout

Type/Model:    Battlemaster BLR-1T
Tech:          Inner Sphere / 2750
Config:        Biped BattleMech
Rules:         Level 2, Modified design

Mass:          85 tons
Chassis:       Hollis Mark X Standard
Power Plant:   340 VOX Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets:     4 McCloud Specials
Jump Capacity: 120 meters
Armor Type:    StarGuard
Armament:     
  1 Kinslaughter H ER-PPC
  2 RAMTech 800 Medium Lasers
  3 Holly Streak SRM-2's
Manufacturer:  Fox Bay Armaments
  Location:    Port Stanley
Communications System:  HartfordCo COM 4000
Targeting & Tracking System:  HartfordCo XKZ 1

------------------------------------------------------------------------------
==Overview:==
     Under development on Port Stanley when the Star League fell, the 1T
variant of the Hollis Industries Battlemaster has never seen action in the
Inner Sphere, but proved its worth in the fighting in and around the area that
would become the Outer Colonies.

==Capabilities:==
     The fire-power that the Battlemaster can generate in one volley is
staggering and more than deadly at close range. The reliable Kinslaughter H
ER-PPC is its main fire weapon, with the laser systems as close support fire.
The original SRM-6 rack has been dropped in favour of a trio of Holly Streak
SRM-2's for increased accuracy and ammo conservation, but even so each
launcher has a ton of ammo protected by Cellular Ammunition Storage Equipment
to increase the odds of pilot and machine survival in the event of a
catastrophic internal detonation.
     Even if the Battlemaster loses all its weapons it still has its
manipulative hands. In emergencies, it can disengage the particle cannon in
order to have both hands free.

==Battle History:==
Operation KATHLEEN: the Battle of Port Stanley (2781)
     Production of the 1T Battlemaster had already begun at the SLDF's Fox Bay
complex when word reached Port Stanley that the Star League had fallen, and
that General Kerensky had taken the bulk of the standing army with him in the
Exodus.
     Over night, the uneasy peace that had stopped the numerous hostile powers
in the region for attacking the scattered Star League outposts ended. With
only a single division of troops and a handful of Warships left to try and
defend dozens of planets, High Command ordered the withdrawal of all troops to
just one world: Port Stanley. The extensive production facilities in and
around Fox Bay, and the shipyards in orbit, made the world strategically
important to anyone who hoped to control the region. For this reason, the bulk
of the ground forces where deployed around the cities of Fox Bay and San
Carlos, the planetary capital.
     The hammer fell in 2781 with the arrival of a Rim Worlds Republic
invasion force. Despite the best effort of the ships in orbit the invaders
were able to land two brigades on planet, facing half as  many defenders in
the form of line units and local militia. While the battle of San Carlos is
well documented, the battles in and around Fox Bay was a different matter
entirely: both sides used BattleMech's almost exclusively, and in roughly even
numbers. While the invaders used a several different designs, the defending
militia units used mainly Orion's and the 1T variant of the Battlemaster. The
flat, open sub-Arctic tundra surrounding the city allowed for fast, high
mobility warfare: both sides reputably charged each others lines, looking for
a weakness.
     Use of the 1T variant Battlemasters provided the defenders with
considerable fire-power and thick armour, allowing them to withstand attack
after attack. Entire battalions of Battlemasters acted as mobile
reinforcements, often force-marching for hours to get to the site of an attack
and plug any gaps in the line.
     Days of bitter combat passed, during which the sprawling factory
complexes outside Fox Bay provided a seemingly unending supply of spare parts
and ammunition. The cities large civilian population, many of who worked at
the same factories that built the BattleMech's, were often more than capable
of piloting them and were conscripted into combat, often with only a few hours
in a combat simulator to prepare them.
     Losses on both sides were near catastrophic, but with orbital re-supply
out of the question due to complete air supremacy by freshly arrived SLDF
warships in orbit, the invaders were forced to surrender. With the fighting
over, the true cost could be counted: over three hundred BattleMech's lay
strew across the continent of Fitzroy, almost two thirds of them from the
attacking force. Over a hundred SLDF pilots were killed or injured, along with
almost a hundred more militia and civilian volunteers. Large parts of Fox Bay
had been badly damaged in the fighting, but the irreplaceable factories were
relatively untouched by the fighting.
     When it was decided to erected a memorial to those killed and injured in
the fighting, the battle damaged head of a Battlemaster was selected as a
fitting tribute.

==Variants:==
     None to date

==Notable 'Mechs & MechWarriors:==
Lieutenant Colonel Barbara "The Judge" Hershey
     Commanding officer of the Fox Bay City Militia, Lt. Col. Hershey is a
stern taskmaster, always demanding the best out of those under her command,
but never issuing an order she wouldn't be willing to follow through herself.
     A senior Judge in her civilian life, Hershey is known for being equally
tough in the courtroom as the battlefield: she is infamous for being
especially hard on those under her command who find themselves brought before
her in a professional capacity.

==Deployment==
     Although it has been surpassed by more recent designs, the BLR-1T
Battlemaster has maintained a special place in the hearts and mind of the
citizens of the Outer Colonies, and it is still in production. No longer in
widespread use by line units, the Battlemaster is still widely used as a
command Mech by Militia units.
     Most notable, the entire command lance of the Fox Bay Militia is made up
of Battlemasters.

--------------------------------------------------------
Type/Model:    Battlemaster BLR-1T
Mass:          85 tons

Equipment:                                 Crits    Mass
Int. Struct.:  130 pts Standard              0      8.50
Engine:        340 Fusion                    6     27.00
   Walking MP:   4
   Running MP:   6
   Jumping MP:   4
Heat Sinks:     15 Double [30]               6      5.00
 (Heat Sink Loc: 2 RT)
Gyro:                                        4      4.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  260 pts Standard              0     16.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             27         38     
   Center Torso (Rear):                 13     
   L/R Side Torso:           18      27/27     
   L/R Side Torso (Rear):              9/9     
   L/R Arm:                  14      28/28     
   L/R Leg:                  18      36/36     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 ER PPC                 RA     15           3      7.00
1 Medium Laser           RT      3           1      1.00
3 Streak SRM 2s          LT      6  150      6      7.50
  (Ammo Locations: 3 LT)
1 Medium Laser           LT      3           1      1.00
CASE Equipment:          LT                  1       .50
4 Standard Jump Jets:                        4      4.00
 (Jump Jet Loc: 2 LL, 2 RL)
--------------------------------------------------------
TOTALS:                         27          53     85.00
Crits & Tons Left:                          25       .00

Calculated Factors:
Total Cost:        9,274,544 C-Bills
Battle Value 2:    1,761 (old BV = 1,649)
Cost per BV2:      5,266.63
Weapon Value:      1,976 / 1,840 (Ratio = 1.12 / 1.04)
Damage Factors:    SRDmg = 27;  MRDmg = 10;  LRDmg = 4
BattleForce2:      MP: 4J,  Armor/Structure: 7/7
                   Damage PB/M/L: 5/3/1,  Overheat: 0
                   Class: MA;  Point Value: 18
Title: The Outer Colonies Region
Post by: JA Baker on 06 July 2011, 13:58:58
               BattleMech Technical Readout

Type/Model:    Spartan SPT-N5
Tech:          Inner Sphere / 3025
Config:        Biped BattleMech
Rules:         Level 2, Modified design

Mass:          80 tons
Chassis:       Geometric 500 Hard Core
Power Plant:   400 Dantrus XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Strasbourg Armaments 206 Diamond Weave
Armament:     
  1 RAMTech 1200 Large Laser
  1 Kinslaughter H ER-PPC
  1 Holly LRM-10
Manufacturer:  Fox Bay Armaments
  Location:    Port Stanley
Communications System:  Blow 300 SNA Net
Targeting & Tracking System:  Scope 40 RNDST

------------------------------------------------------------------------------
==Overview:==
     One of a number of Star League BattleMech's still in production by Fox
Bay Armaments, the Spartan has gone though many minor alterations over the
centuries, but the two most common variants are the N5 and the N6.

==Capabilities:==
     Outwardly almost identical to the N2 variant originally fielded by the
SLDF, the N5 is built with long-rang combat in mind. As such it retains its
Kinslaughter H ER PPC, but drops the rest of its armament in favour of a
single RAMTech 1200 Large Laser in the right arm and a Holly LRM-10 in the
centre torso, with Cellular Ammunition Storage Equipment to protect the pilot
from internal ammunition detonation. It also gains an extra heat sink and an
extra tone of armour, but still manages to run cooler than its predecessor.


==Deployment==
     Hundreds of Spartans have been built to date, with the highest
concentration being among the Brigade of Guards and other units with a strong
like to the Star League Defence Force. A handful of early examples have been
passed down to various militia units.

--------------------------------------------------------
Type/Model:    Spartan SPT-N5
Mass:          80 tons

Equipment:                                 Crits    Mass
Int. Struct.:  122 pts Standard              0      8.00
Engine:        400 XL Fusion                12     26.50
   Walking MP:   5
   Running MP:   8
   Jumping MP:   0
Heat Sinks:     14 Double [28]               0      4.00
Gyro:                                        4      4.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  240 pts Standard              0     15.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             25         37     
   Center Torso (Rear):                 12     
   L/R Side Torso:           17      25/25     
   L/R Side Torso (Rear):              8/8     
   L/R Arm:                  13      25/25     
   L/R Leg:                  17      33/33     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Large Laser            RA      8           2      5.00
1 ER PPC                 LT     15           3      7.00
1 LRM 10                 CT      4   24      4      7.00
  (Ammo Locations: 2 RT)
CASE Equipment:          RT                  1       .50
--------------------------------------------------------
TOTALS:                         27          47     80.00
Crits & Tons Left:                          31       .00

Calculated Factors:
Total Cost:        20,289,839 C-Bills
Battle Value 2:    1,657 (old BV = 1,413)
Cost per BV2:      12,244.92
Weapon Value:      1,860 / 1,860 (Ratio = 1.12 / 1.12)
Damage Factors:    SRDmg = 20;  MRDmg = 16;  LRDmg = 7
BattleForce2:      MP: 5,  Armor/Structure: 6/3
                   Damage PB/M/L: 4/2/2,  Overheat: 0
                   Class: MA;  Point Value: 17


[/pre]               BattleMech Technical Readout

Type/Model:    Spartan SPT-N6
Tech:          Inner Sphere / 3055
Config:        Biped BattleMech
Rules:         Level 2, Modified design

Mass:          80 tons
Chassis:       Geometric 500 Hard Core
Power Plant:   400 Dantrus XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Strasbourg Armaments 206 Diamond Weave
Armament:     
  1 Sutel Precision Line Large Pulse Laser
  1 Mydron Excel LB 10-X AC
  1 Holly Streak SRM-2
Manufacturer:  Fox Bay Armaments
  Location:    Port Stanley
Communications System:  Blow 300 SNA Net
Targeting & Tracking System:  Scope 40 RNDST

------------------------------------------------------------------------------
==Overview:==
     One of a number of Star League BattleMech's still in production by Fox
Bay Armaments, the Spartan has gone though many minor alterations over the
centuries, but the two most common variants are the N5 and the N6.

==Capabilities:==
     Outwardly almost identical to the N2 variant originally fielded by the
SLDF, the N6 is built with short to medium-rang combat in mind. Almost its
entire weapons load has been replaced, with only a single Holly Streak SRM-2
remaining. In its place are a Mydron Excel LB 10-X autocannon in the left hip,
and a Sutel Precision Line Large Pulse Laser in the right arm. These changes
combine to make an exceptionally cool running Spartan, allowing it more
freedom in combat then might otherwise be possible.

==Deployment==
     Hundreds of Spartans have been built to date, with the highest
concentration being among the Brigade of Guards and other units with a strong
like to the Star League Defence Force. A handful of early examples have been
passed down to various militia units.

--------------------------------------------------------
Type/Model:    Spartan SPT-N6
Mass:          80 tons

Equipment:                                 Crits    Mass
Int. Struct.:  122 pts Standard              0      8.00
Engine:        400 XL Fusion                12     26.50
   Walking MP:   5
   Running MP:   8
   Jumping MP:   0
Heat Sinks:     10 Double [20]               0       .00
Gyro:                                        4      4.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  232 pts Standard              0     14.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             25         35     
   Center Torso (Rear):                 12     
   L/R Side Torso:           17      24/24     
   L/R Side Torso (Rear):              8/8     
   L/R Arm:                  13      24/24     
   L/R Leg:                  17      32/32     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Large Pulse Laser      RA     10           2      7.00
1 LB 10-X AC             LT      2   30      9     14.00
  (Ammo Locations: 3 RT)
1 Streak SRM 2           CT      2   50      2      2.50
  (Ammo Locations: 1 RT)
CASE Equipment:          RT                  1       .50
--------------------------------------------------------
TOTALS:                         14          51     80.00
Crits & Tons Left:                          27       .00

Calculated Factors:
Total Cost:        20,453,639 C-Bills
Battle Value 2:    1,447 (old BV = 1,213)
Cost per BV2:      14,135.2
Weapon Value:      1,412 / 1,371 (Ratio = .98 / .95)
Damage Factors:    SRDmg = 21;  MRDmg = 10;  LRDmg = 2
BattleForce2:      MP: 5,  Armor/Structure: 6/3
                   Damage PB/M/L: 4/2/1,  Overheat: 0
                   Class: MA;  Point Value: 14
[/pre]
Title: Re: The Outer Colonies Region
Post by: aceraptor on 06 July 2011, 19:26:12
Huh, weapons and speed wise the Spartan N5 feels like a heavier Grand Dragon with a LL instead of a trio of med lasers.
Title: The Outer Colonies Region
Post by: JA Baker on 09 July 2011, 10:09:34
The New Americas

(http://i131.photobucket.com/albums/p313/Starbug360/War%20Games/NewAmericas.jpg)

Founding Year: 2493 (contested)
Capital (City, World): Georgetown, Columbia
National Symbol: An bald eagle clutch a lightning bolt in one claw and a olive branch in the other
Total Systems: 18
Estimated Population (3046): 24,240,000,000
Government: Feudal Council
Ruler: President Eugene Mackenzie Booth II
Dominant Language(s): Standard English (official)
Dominant Religion(s): Christianity, Judaism & Islam
HPG: B
Technology level: 27th Century
Unit of Currency: Dollar ($)

Of all the star nations and states near the Outer Colonies, none has proven to be more problematic or a source of more trouble than The New Americas. An unusually large nation for so deep in the periphery, the New America's were first founded by a group who struck out from the Inner Sphere to escape the increasingly intrusive governments, and only stopped when they reached the seemingly impassable Obsidian Nebula. There they sought to found a new nation where everyone was equal, but soon the harsh realities of life so far from the rest of civilisation forced them to revert to something akin to that which they had left behind. Clinging to at least the pretence of the ideals their forefather’s had held, they chose to name their new rulers 'Senators', who from among themselves would elect a 'President' to serve an eight year term as First Among Equals. This gave their government some form of central leadership, while ensuring that no one world or family could gain too much power.

The similarities to the early days of the distant Free Worlds League is apparently lost on them.

With the coming of the Star League, there was a short period of peace followed by a prolonged war that never really ended. The New America's had managed to maintain much of the technology they had arrived with, and were even able to reverse engineer several BattleMech designs. This allowed them to hold off half-hearted incursions by the Star League Defence Force until the start of the Reunification War, when they were ploughed under by superior numbers and much more advanced weapons. But before the process of assimilation could be completed, the Usurper struck on far Terra, and the garrison was recalled to follow General Kerensky on his march back to the birthplace of humanity. Freed from what they saw as the iron grip of tyranny, the people of the New America's vowed “Never Again!” and started building up an even bigger army to face the Star League when it returned.

This never happened, but to this day the New America's hold a deep hatred for the Star League and the Outer Colonies, who they see as traitors who turned on their own.

It is this hatred that has lead them to be the main suppler of BattleMech's and other weapons to pirates in the local area; they are known to have agents on the pirate strongholds of Broken Dreams and Pendergrass, possibly even as far as Flint and Blood, but this is unconfirmed. They are also the main external supplier of advanced weapons to the Reman Imperium, supporting them in their struggle against their bitter rivals in the Alianza Española, who are in turn reviving aid from the Outer Colonies. This low-level Proxy War seemes to be sanctioned at the highest levels of the New America's government, and has lead to a worsening of the already strained diplomatic relationship between the two states.

They chose this line of attack due to their technological inferiority compared to the Outer Colonies Defence Force. The New Americas have at least two functioning shipyards (Stone Harbour and New Boston), with a third suspected but unconfirmed. They also have several factories capable of producing BattleMech's, but not of the same quality as the Outer Colonies. They also lack any true warships, although they do have several armed JumpShip's that they use as command ships for military expeditions. They are also known to be searching for a lost Star League outpost somewhere within the Obsidian Nebular known only as Titans Gate. However the nature and composition of the nebular makes travel through it highly dangerous without precise coordinates for safe jump-points. There are also believed to be still functioning automated defences, possible even drone warships, guarding Titans Gate. Over the last three hundred years more than a dozen expiations have been sent into the nebular; few have ever been seen or heard from again.

Aside from this, the main foreign policy aim of the New Americas seems to be aimed towards five independent worlds located between their boards and the Outer Colonies. Moment and Dog are already falling under their influence, while Holt's Folly, Hudson and Storm seem intent on maintaining their independence. It remains to be seen how long they are able to do so given their small population, economic and technological bases.

The New Americas
Cody
Columbia
Concordia
Dixon
Lincoln
Mason
New Boston
New Brunswick
Plymouth
Preston
Springfield
Stone Harbour
Tallahassee
Ulysses
Valiant
Valley Forge
Vicksburg
Wounded Knee
Title: Re: The Outer Colonies Region
Post by: truetanker on 09 July 2011, 11:12:53
Well now... very nice JA Baker!  Whats in store next? Or is that a trade secret? O0!!

TT
Title: Re: The Outer Colonies Region
Post by: VhenRa on 09 July 2011, 12:49:21
How far out are these Outer Colonies anyway? Roughly.
Title: The Outer Colonies Region
Post by: JA Baker on 09 July 2011, 16:16:57
Well now... very nice JA Baker!  Whats in store next? Or is that a trade secret? O0!!
I'm thinking about some short stories that deal with the cold war between the Outer Colonies and the New Americas, or maybe a bit about Titans Gate (once I decide just what the hell it is).

Other small nations might be added, if I can come up some good ideas. This is, after all, a thread about the Outer Colonies Region, not just the Colonies themselves.

How far out are these Outer Colonies anyway? Roughly.
At least a year's travel anti-spinward (west) from the Lyran Alliance, out beyond the Hanseatic League and the  Castilian cluster.
Title: The Outer Colonies Region
Post by: JA Baker on 09 July 2011, 17:32:23
               BattleMech Technical Readout

Type/Model:    Nietzschean NTZ-O
Tech:          Inner Sphere / 3067
Config:        Biped OmniMech
Rules:         Level 2, Custom design

Mass:          75 tons
Chassis:       CWS-NTZ Modular
Power Plant:   375 GM XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Strasbourg Armaments 206 Diamond Weave
Armament:      None
Manufacturer:  Charlemagne Weapons Systems
  Location:    Rorke's Drift
Communications System:  Blow 300 SNA Net
Targeting & Tracking System:  Scope 40 RNDST

------------------------------------------------------------------------------
==Overview:==
     When the Outer Colonies first heard of Omni-technology, there was much
confusion as to just how the hated Clans could create such a weapon. Then when
the use of modular technology was mentioned, everything became clear. Due to
existing designs like the Mercury scout Mech and the use of modular
electronics to allow for easy upgrades, it didn't take long to produce a
working prototype that became the NTZ-O Nietzschean.
     Named after Friedrich Nietzsche, a philosopher of the late 19th century
who's works are often incorectly promoted by the Crusader Clans as support for
their view of the universe. Although the Wolverines don't follow his
teachings, they decided to name the Mech after him as a joke aimed at those
they see as having fallen from the ideals put forth in his teachings.

==Capabilities:==
     With a top speed in excess of 85 km/h, the Nietzschean reasonable fast
for its size, but in order to provide adequate space for weapons, the
designers were forced to use an expensive and vulnerable extra-light fusion
engine. To try and protect against damage, CASE panels are fitted as standard.
There are ten double heat-sinks fitted to the engine, but even these can be
hard pushed to keep the Mech cool in combat.

==Variants:==
     The Primary configuration packs a Kinslaughter H ER-PPC in the left arm
and a Mydron Excel LB 10-X autocannon in the right. The Nietzschean is one of
the first units to be equipped with the new Holly Streak SRM-4 pod, a long
awaited upgrade from the old duel-missile system. An extra double heat sink
helps keep heat build-up in check.
     The A variant has a Pontiac 100 Autocannon in its right arm, backed up by
a Kinslaughter PPC in the left and a ChrisComp Small Laser in the chest. A
Rosalyn Electronics Inc. Guardian ECM allows it to attack from ambush, and it
is primarily used for urban attack/defence.
     The B variant is a long-range sniper, carrying a Poland Main Model A
Gauss Rifle and a trio of AMTech 800 Medium Lasers linked to a targeting
computer.
     The C variant is used for close-in fighting and is often used as a
shock-trooper. It carries a Large Pulse Laser in each arm, along with a
Rosalyn Electronics Inc. Beagle Active Probe and Guardian ECM unit, all slaved
to a targeting computer. To increase mobility, five McCloud Special jump-jets
were added.

==Deployment==
     The only OmniMech so far developed by the Outer Colonies, the Nietzschean
is most common among the newly raised Galaxies of Clan Wolverine, while two
have been loaned to the Knights Templar for independent testing and
evaluation.

--------------------------------------------------------
Type/Model:    Nietzschean NTZ-O Base
Mass:          75 tons

Equipment:                                 Crits    Mass
Int. Struct.:  114 pts Standard              0      7.50
Engine:        375 XL Fusion                12     19.50
   Walking MP:   5
   Running MP:   8
   Jumping MP:   0
Heat Sinks:     10 Double [20]               0       .00
Gyro:                                        4      4.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA    R: Sh+UA             12       .00
Armor Factor:  224 pts Standard              0     14.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             23         34     
   Center Torso (Rear):                 11     
   L/R Side Torso:           16      23/23     
   L/R Side Torso (Rear):              8/8     
   L/R Arm:                  12      23/23     
   L/R Leg:                  16      31/31     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
CASE Equipment:          LT     RT           2      1.00
--------------------------------------------------------
TOTALS:                          0          35     49.00
Crits & Tons Left:                          43     26.00

Calculated Factors:
Total Cost:        21,103,906 C-Bills
Battle Value 2:    991 (old BV = 791)
Cost per BV2:      21,295.57
Weapon Value:      0 / 0 (Ratio = .00 / .00)
Damage Factors:    SRDmg = 0;  MRDmg = 0;  LRDmg = 0
BattleForce2:      MP: 5,  Armor/Structure: 6/3
                   Damage PB/M/L: 2/-/-,  Overheat: 0
                   Class: MH;  Point Value: 10
                   Specials: omni




Primary Configuration

Heat Sinks:     11 Double [22]               3      1.00
 (Heat Sink Loc: 1 LT)

Actuators: L: Sh+UA    R: Sh+UA             12       .00


Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 LB 10-X AC             RA      2   30      9     14.00
  (Ammo Locations: 3 RT)
1 ER PPC                 LA     15           3      7.00
1 Streak SRM 4           CT      3   25      2      4.00
  (Ammo Locations: 1 LT)
CASE Equipment:          LT     RT           2      1.00
--------------------------------------------------------
TOTALS:                         20          52     75.00
Crits & Tons Left:                          26       .00

Calculated Factors:
Total Cost:        23,042,031 C-Bills
Battle Value 2:    1,598 (old BV = 1,372)
Cost per BV2:      14,419.29
Weapon Value:      1,787 / 1,675 (Ratio = 1.12 / 1.05)
Damage Factors:    SRDmg = 24;  MRDmg = 15;  LRDmg = 7
BattleForce2:      MP: 5,  Armor/Structure: 6/3
                   Damage PB/M/L: 4/3/2,  Overheat: 0
                   Class: MH;  Point Value: 16
                   Specials: omni




Configuration A

Heat Sinks:     11 Double [22]               3      1.00
 (Heat Sink Loc: 1 LT)

Actuators: L: Sh+UA    R: Sh+UA             12       .00


Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 LB 10-X AC             RA      2   30      9     14.00
  (Ammo Locations: 3 RT)
1 ER PPC                 LA     15           3      7.00
1 Streak SRM 4           CT      3   25      2      4.00
  (Ammo Locations: 1 LT)
CASE Equipment:          LT     RT           2      1.00
--------------------------------------------------------
TOTALS:                         20          52     75.00
Crits & Tons Left:                          26       .00

Calculated Factors:
Total Cost:        23,042,031 C-Bills
Battle Value 2:    1,598 (old BV = 1,372)
Cost per BV2:      14,419.29
Weapon Value:      1,787 / 1,675 (Ratio = 1.12 / 1.05)
Damage Factors:    SRDmg = 24;  MRDmg = 15;  LRDmg = 7
BattleForce2:      MP: 5,  Armor/Structure: 6/3
                   Damage PB/M/L: 4/3/2,  Overheat: 0
                   Class: MH;  Point Value: 16
                   Specials: omni




Configuration B

Heat Sinks:     10 Double [20]               0       .00

Actuators: L: Sh+UA    R: Sh+UA             12       .00


Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Gauss Rifle            RA      1   24     10     18.00
  (Ammo Locations: 3 RT)
3 Medium Lasers          LA      9           3      3.00
1 Targeting Computer     LT                  5      5.00
CASE Equipment:          LT     RT           2      1.00
--------------------------------------------------------
TOTALS:                         10          53     75.00
Crits & Tons Left:                          25       .00

Calculated Factors:
Total Cost:        22,263,281 C-Bills
Battle Value 2:    1,930 (old BV = 1,682)
Cost per BV2:      11,535.38
Weapon Value:      1,894 / 1,894 (Ratio = .98 / .98)
Damage Factors:    SRDmg = 27;  MRDmg = 15;  LRDmg = 9
BattleForce2:      MP: 5,  Armor/Structure: 6/3
                   Damage PB/M/L: 4/3/2,  Overheat: 0
                   Class: MH;  Point Value: 19
                   Specials: omni




Configuration C

Heat Sinks:     10 Double [20]               0       .00

Actuators: L: Sh+UA    R: Sh+UA             12       .00


Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Large Pulse Laser      RA     10           2      7.00
1 Large Pulse Laser      LA     10           2      7.00
1 Beagle Active Probe    RT      0           2      1.50
1 Guardian ECM           RT      0           2      1.50
1 Targeting Computer     LT                  4      4.00
CASE Equipment:          LT     RT           2      1.00
5 Standard Jump Jets:                        5      5.00
 (Jump Jet Loc: 1 CT, 2 LL, 2 RL)
--------------------------------------------------------
TOTALS:                         20          52     75.00
Crits & Tons Left:                          26       .00

Calculated Factors:
Total Cost:        23,652,344 C-Bills
Battle Value 2:    1,636 (old BV = 1,370)
Cost per BV2:      14,457.42
Weapon Value:      1,282 / 1,282 (Ratio = .78 / .78)
Damage Factors:    SRDmg = 18;  MRDmg = 6;  LRDmg = 0
BattleForce2:      MP: 5J,  Armor/Structure: 6/3
                   Damage PB/M/L: 4/2/-,  Overheat: 0
                   Class: MH;  Point Value: 16
                   Specials: omni, ecm, prb

Title: Re: The Outer Colonies Region
Post by: VhenRa on 09 July 2011, 21:40:43
So, 1500+ Light Years to the West of the Lyrans... while the Hanseatic League is to the North West and the Clans to the North?
Title: The Outer Colonies Region
Post by: JA Baker on 10 July 2011, 07:36:16
Well, technically the Hanseatic League and the Clans would be to the north-west.

Oh, and I've fixed a bug with the A variant of the Nietzschean.
Title: Re: The Outer Colonies Region
Post by: Stormcrow on 10 July 2011, 10:10:23
Well, technically the Hanseatic League and the Clans would be to the north-west.

Oh, and I've fixed a bug with the A variant of the Nietzschean.
I thought the Outer Colonies were west of LyrCom. If so, the Clans and the Hansa would be to the north east
Title: The Outer Colonies Region
Post by: JA Baker on 10 July 2011, 11:33:57
Yeah, my bad: North-East
Title: Re: The Outer Colonies Region
Post by: Stormcrow on 10 July 2011, 11:41:27
Glad I wasn't going crazy
Title: The Outer Colonies Region
Post by: JA Baker on 10 July 2011, 12:38:38
Here's a rough approximation; God knows it's not to scale.
Title: The Outer Colonies Region
Post by: JA Baker on 10 July 2011, 13:18:08
The Gothic Empire

(http://img69.imageshack.us/img69/6377/gothicempire.jpg)

Founding Year: 2414
Capital (City, World): Windsor, Britannia
National Symbol: Three identical gold lions arranged in a column on a red background
Total Systems: 7
Estimated Population (3046): 8,659,750,000
Government: Constitutional Monarchy
Ruler: King David VII
Dominant Language(s): Standard English (official)
Dominant Religion(s): Christianity (Anglican)
HPG: B
Technology level: 27th Century
Unit of Currency: Pound (£)

Another small star-nation, the Gothic Empire has the distinction of being the only Periphery state to negotiate a peaceful, some might say beneficial, entry to the Star League. While most so far from the Inner Sphere attempted to resist the SLDF, the ruling dynasty of the Gothic Empire took note of how quickly other nations had fallen, and how harshly they had been treated afterwards, so decided to actively seek admittance to the Star League as a protectorate. This unexpected course of action surprised the local SLDF commander, and quick thinking imperial diplomats were able to take advantage of this and won several key concessions before signing.

Key to this was the continuation of the existing government under minimal oversight by a Star League governor. Very little changed for the average citizen, aside for a few new lays and a minor increase in tax revenue. The deal also brought in a literal cornucopia of advanced technology that the locals put to good use, including automated mining and manufacturing systems that they had lost the ability to produce a century before. In order to protect local manufactures, the Imperial Government was careful to limit just how much new technology was imported, and made sure that everything could be built locally with easy to acquire resources.

This proved to be wise, as the fall of the Star League cut off almost all outside trade, but their build up of knowledge and skills allowed them to maintain a higher standard of technology then they had before the coming of the Star League. To this day they maintain the ability to build and maintain several light and medium BattleMech designs, all be it at almost twice the nominal cost. As such all BattleMech are assigned to the elite Imperial Guard, while the Imperial Army is made up of infantry and armour formations. The Imperial Navy operates a number of JumpShips and DropShips, but the jewel in their crown is His Majesties Space Station St. George. Originally a Potemkin class troop cruiser that was abandoned by the Star League Defence Force after an internal explosion killed most of the crew and shattered the jump-core. Stripped of almost anything useful, the remaining hulk was sold to the local government for scrap, but it was instead towed into orbit of Britannia and refitted as a space station, and is now home to the Admiralty and the base for the 'Home Fleet'.

The Gothic Empire has several trade agreements with the Outer Colonies, as well as several independent worlds nearby. Their standing army is strong enough to repel all but the most heavily armed or determined pirate raid, but they lack the ability to project any meaningful force outside of their boarders due to a limited number of JumpShip's.

Worlds:
Boeshane
Britannia
Hibernia
Londinium
Shimla
Stormhold
Victoria
Title: Re: The Outer Colonies Region
Post by: truetanker on 11 July 2011, 16:12:04
Prime and A are the same...

And I'd love to see and hear more about this Gothic empire... will there be any 12th - 16th century features? Like castles and churches in this style?

TT
Title: The Outer Colonies Region
Post by: JA Baker on 11 July 2011, 17:45:00
I was edging more towards a more idealised Victorian England, so more Steam-Punk then Neo-Gothic, so more steam-pipe hats and pith helmets then knights in armour and damsels in distress.

The name comes from the Nemesis the Warlock strip in 2000 AD, where an alien race recreate their entire culture to mirror Victorian England, which they consider to be the pinnacle of civilisation, complete with a flying cricket pitch called Lords.
Title: Re: The Outer Colonies Region
Post by: nerd on 12 July 2011, 01:11:25
You do know of the Space 1889 adventure "Canal Priests Of Mars" right?

It has getting W. G. Grace to a cricket exhibition on Mars as a plot point.  He's on the same space ship as the PC's.
Title: The Outer Colonies Region
Post by: JA Baker on 12 July 2011, 14:44:43
I've probably heard of it, but never come across it. Still, it sounds cool.
Title: The Outer Colonies Region
Post by: JA Baker on 15 July 2011, 18:30:17
The Gothic Empire
(cont.)

Armed Forces

The Imperial Army
Made up of mainly infantry formations with armour support, the Imperial Army is responsibly for most ground side operations, automatically deferring to the Imperial Guard on the rare occasions they operate together. Organisation stands at one division per world, each consisting of two infantry and one army brigade and attached units. There are several independent units and branches, such as the engineering, medical and signals corps, but the bulk of their strength is found in the infantry. Highly trained and disciplined, they have been known to stand their ground against even BattleMech's, using their massed fire to inflict damage and buy time while armour units are called up. Soldiers who distinguish themselves are often recruited into the Imperial Guards.

The Imperial Army operate their own conventional aircraft and a number of surface-navy vessels. They also man many of the few strategic defence emplacements.

The Imperial Navy
Tasked with protecting Imperial worlds from space, the Imperial Navy possesses a small but growing fleet of JumpShips, DropShips and Aerospace fighters. Their main job is to protect merchant convoys and isolated outposts, but limited numbers means that they are reliant on random patrols rather than standing picket forces. They are also responsible for moving Army units from planet to planet, although most have their own transport DropShips.

The Imperial Marines
Once little more than troops trained to fight on or from ships, the Imperial Marines have developed into a commando unit second only to the Imperial Guards themselves. Trained in asymmetrical warfare, counter-terrorism tactics and other clandestine arts, the Marines operate as the equivalent of special-forces and shock troops, often the first to be deployed in a combat zone due to their high state of standing reediness. Despite this, they lack the heavier weapons of the Imperial Army, and seldom conduct large scale assault unaided.

The Imperial Guard
The Elite of the Elite, the Imperial Guards are the senior most service in the Gothic Empire, tasked with guarding the Royal Family and other key individuals and locations. They are known to operate several battalion sized Mech formations, and pilot slots are hotly contested; only those who have proven themselves to be the most skilled and most trusted of the Empire are given the honour of piloting one of their few, prized BattleMech's, as well as the knighthood that goes with the position. Many a noble family owes its founding to a MechWarrior, and they are considered quite the catch in the social circles, often being sort after by noble families looking to increase their standing through marriage.

MechWarriors aside, the Imperial Guards have the best equipment the Empire can provide, and their presence on the battlefield has been known to steady units on the point of breaking. Many a pirate raid has been turned back by the appearance of an Guards standard, and several of their BattleMech's have been captured from bandits who chose to surrender rather than face certain death before the unwavering ferocity of the Imperial Guards. Those that do chose to surrender rather than fight are often treated with leniency, a fact the Empire does its best to promote, as it encourages opponents surrender peacefully, saving lives and avoiding damage to near irreplaceable BattleMech's.

The Guards alone are responsible for manning the surface-to-orbit laser cannons and missile batteries of the Mount Royal Castle Brian, the only true capital-scale weapons the Empire possesses, which stand guard over the city of Windsor. They also have a handful of dedicated JumpShips at their disposal.

The Yeomanry
A citizens militia, the Yeomanry acts as a first line of defence against pirates when regular military units are elsewhere, and has a solid backbone of veterans, often acting as NCO's and training officers. Unfortunately, while they are often highly motivated, they are at the bottom of the pecking order when it comes to weapons and equipment. Aside from a few occasions, most of their supplies hand-me-down from the Army, often decades out of date, even by local standards. They also lack any heavy armour, often stuck with little more than civilian vehicles with hastily added armour and weapons. Despite, or perhaps because of these limitations, they are known for being highly skilled at the art of improvisation, using what little they have in unexpected ways to make the most out of it. Key individuals are sometimes selected to cross-train with regular forces, passing on what they have developed themselves, while also learning new skills their can adapt to their own situation.

But all the pluck and determination in the galaxy can only get you so far, and their losses when they do see combat are often three or four times higher than a regular unit would suffer. The main reasons for this are sub-par training and poor equipment.
Title: The Outer Colonies Region
Post by: JA Baker on 21 July 2011, 11:10:41
Tournament of Shadows (http://www.classicbattletech.com/forums/index.php/topic,8264.0.html)
Title: The Outer Colonies Region
Post by: JA Baker on 24 July 2011, 13:37:12
First draft of the Master Map:
(http://i131.photobucket.com/albums/p313/Starbug360/War%20Games/MasterMap1.jpg)

Added a few extra worlds to fill in some blanks spots (some of you might recognise a couple of the names I used), but it's still open for revision if I add anything more.
Title: Re: The Outer Colonies Region
Post by: VhenRa on 24 July 2011, 20:50:17
Resolution is a little too low for us to really see much.
Title: The Outer Colonies Region
Post by: JA Baker on 25 July 2011, 13:04:48
How about this:

(http://img837.imageshack.us/img837/1944/mastermap1.jpg)
Title: Re: The Outer Colonies Region
Post by: truetanker on 25 July 2011, 15:50:02
1) How do you make these maps?
2) Cornwood?  ;D Cheeseyiest name I've every heard... is it one of those " Breadbasket" type worlds like Harvest?

TT
Title: Re: The Outer Colonies Region
Post by: JA Baker on 25 July 2011, 17:26:17
1) How do you make these maps?
MS Paint

2) Cornwood?  ;D Cheeseyiest name I've every heard... is it one of those " Breadbasket" type worlds like Harvest?
It's the Middle Earth stand-in from Bender's Game
Title: Re: The Outer Colonies Region
Post by: Deathknight69 on 25 July 2011, 18:06:08
Awesome stuff JA Baker. Any chance that you might be able to put all of this stuff into easy to access files?
Title: Re: The Outer Colonies Region
Post by: JA Baker on 25 July 2011, 18:32:27
I'll try
Title: The Outer Colonies Region
Post by: JA Baker on 26 July 2011, 19:02:13
                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Mandrake class Cruiser
Tech:              Inner Sphere / 3067
Vessel Type:       WarShip
Rules:             Level 2, Custom design
Rules Set:         AeroTech2

Mass:              760,000 tons
Hull:              40X Templar
K-F Drive System:  KF King LX
Length:            720 meters
Sail Diameter:     800 meters
Power Plant:       4 Harlan B8-240's
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Valiant Gauntlet
Armament:         
   22 Rand-10 Medium Naval Particle Projection Cannons
    6 Oriente-30 Series Naval Autocannons
   32 Pontiac 50 Autocannons
   32 RAMTech 1200X ER Large Lasers
   40 McArthur CIWS
   16 Holly LRM-20 with Artemis IV Fire Control
   28 Maelstrom AR-10 Missile Launchers
Manufacturer:   Star League Defence Force
  Location:     Unknown
Communications System:  KAT 701
Targeting & Tracking System:  ASTROC 4-b
------------------------------------------------------------------------------
==Overview:==
     A prototype missile cruiser under development by the Star League before
the Amaris Coup, the Mandrake class was designed to act as a screening element
to battleship formations, while maintaining the ability to operate
independently. With this in mind much of its offensive fire-power is geared
towards long and medium ranges, with an emphasis on the ability to target and
destroy smaller targets, such as DropShip's and AeroSpace fighters.

==Capabilities:==
     Capable of reaching up to 3-G's of acceleration, the Mandrake was not the
fastest ship ever built, but it could out-run anything it couldn't out-gun,
and generous fuel bunkers gave it a greater range then most ships of the same
time. The armour belt is much thicker than would be normal for a ship its
size, mainly through the use of Ferro-carbide. For close range engagements,
the Mandrake was built with multiple Medium Naval Particle Projection Cannons
and Naval Autocannons, but its main punch comes from the multiple Maelstrom
AR-10 Missile Launchers, chosen over other designs due to their adaptability.
     For close in defence, the Mandrake had Pontiac 50 Autocannons, RAMTech
1200X ER Large Lasers and  Holly LRM-20 launchers with Artemis IV Fire Control
Systems. As a final line of defence, the Mandrake was equipped with multiple
independent McArthur close-in weapons systems with overlapping fields of fire.
There was also room for two squadrons of Aerospace fighters and four small
craft, normally including at least one assault shuttle for the integral marine
detachment.
     Two docking hard-points and Lithium Fusion batteries round out the
Mandrake's load.

==Variants:==
     None of the ships were fully completed at the time of launching, each
being at a different stage of completion, resulting in no two ships being
identical. It is believed that the Mandrake and Lothar were ready to being
trials, but given that their fate is unknown, this is impossible to prove.
     The Jedda Walker and the Richard Gordon had all their core systems,
including sub-light and hyperdrive engines installed and operational, but had
few of their weapons on-line and large gaps in their armour belt when they
arrived at Port Stanley. Records indicate that the Kshin and Hans Zarkov were
at an even early stage of construction, with only the most basic of life
support and control systems, and while their hyperdrives may have been
functional, they had been reliant on thrusters for sub-light manoeuvring,
which might explain how the New Americas were able to capture them.

==Notable Vessels & Crews:==
Star League Defense Force:
SLS Mandrake (fate/location unknown)
SLS Lothar (fate/location unknown)
SLS Jedda Walker
SLS Richard Gordon
SLS Kshin
SLS Hans Zarkov

Outer Colonies Defence Force:
SLS Jedda Walker (mothballed)
SLS Richard Gordon (mothballed)

New America's Navy:
NAS Fortunate Son (formally SLS Kshin)
NAS Patriot (formally SLS Hans Zarkov)

==Deployment==
     Only six prototypes were ever built, none of which are known to have been
completed to operational levels. They did, however, have functioning
hyperspace engines, and they departed the top-secret location in the Deep
Periphery where they were being built. Two made it as far as the SLDF outpost
in the Port Stanley system, then on to the Hamunaptra, where they were
mothballed along with dozens of other warships until such time as they could
be completed.
     At first it assumed that the others were either lost or joined up with
some other Star League unit, but most recently evidence has come to light that
at least two were intercepted and captured by the New America's. Where they
were taken and what happened to them remains a mystery, as the Stone Harbour
shipyards are incapable of handling ships of the same size. What is known is
that internal records acquired by the Secret Intelligence Service list them as
inactive but maintained, which may indicate that at least some of the
scuttling charges may have been detonated.
     But the location of the remaining two, including the lead ship in the
class, remains unknown at this time. Debriefing of the engineers and
scientists that brought them to the Outer Colonies indicate that there had
been some experiments with advanced AI systems being undertaken at the same
secret base, tentatively identified as the lost outpost known only as Titans
Gate, and that the ships had been seconded by another department.
     Their ultimate fate remains a mystery, even now.

------------------------------------------------------------------------------
Class/Model/Name:  Mandrake class Cruiser
Mass:              760,000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                      182,400.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
Kearny-Fuchida Hyperdrive:  Compact (Integrity = 16)               343,900.00
Lithium Fusion Battery                                               7,600.00
Jump Sail (Detachable): (Integrity = 4)                                 68.00
Structural Integrity: 85                                            64,600.00
Total Heat Sinks:    2,400 Double                                    1,752.00
Fuel & Fuel Pumps:                                                   7,905.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:              1,900.00
Fire Control Computers:                                              6,830.00
Food & Water:  (187 days supply)                                       346.00
Armor Type:  Ferro-carbide  (1,088 total armor pts)                  1,292.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                201
   Fore-Left/Right:                  181/181
   Aft-Left/Right:                   181/181
   Aft:                                 163

Cargo:
   Bay 1:  Fighters (12) with 6 doors                                1,800.00
           Small Craft (4) with 2 doors                                800.00
   Bay 2:  Cargo (1) with 2 doors                                   12,000.00

DropShip Capacity:  2 Docking Hardpoints                             2,000.00
Grav Decks #1 - 2:  (75-meter diameter)                                100.00
Life Boats:  20 (7 tons each)                                          140.00
Escape Pods:  20 (7 tons each)                                         140.00

Crew and Passengers:
     63 Officers (49 minimum)                                          630.00
    150 Crew (134 minimum)                                           1,050.00
     85 Gunners (76 minimum)                                           595.00
     28 Marines                                                        140.00
     44 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 Medium NPPC              Nose        18     18     18     18  270  3,600.00
2 NAC/30(60 rounds)        Nose        60     60     60     --  200  7,048.00
4 Autocannon/10(200 rounds)Nose     4(40)  4(40)     --     --   12     68.00
4 ER Large Laser           Nose     3(32)  3(32)  3(32)     --   48     20.00
5 AMS(996 rounds)          Nose        --     --     --     --    5     85.50
2 LRM 20+ArtIV(78 rounds)  Nose     3(32)  3(32)  3(32)     --   12     35.00
4 AR10 (40 KW, 40 WS, 40 B)Nose         *      *      *      *   80  5,800.00
2 Medium NPPC              FL/R        18     18     18     18  540  7,200.00
4 Autocannon/10(200 rounds)FL/R     4(40)  4(40)     --     --   24    136.00
4 ER Large Laser           FL/R     3(32)  3(32)  3(32)     --   96     40.00
5 AMS(996 rounds)          FL/R        --     --     --     --   10    171.00
2 LRM 20+ArtIV(78 rounds)  FL/R     3(32)  3(32)  3(32)     --   24     70.00
4 AR10 (40 KW, 40 WS, 40 B)FL/R         *      *      *      *  160 11,600.00
3 Medium NPPC              L/RBS       27     27     27     27  810 10,800.00
2 Medium NPPC              L/RBS       18     18     18     18  540  7,200.00
4 Autocannon/10(200 rounds)L/RBS    4(40)  4(40)     --     --   24    136.00
4 ER Large Laser           L/RBS    3(32)  3(32)  3(32)     --   96     40.00
5 AMS(996 rounds)          L/RBS       --     --     --     --   10    171.00
2 LRM 20+ArtIV(78 rounds)  L/RBS    3(32)  3(32)  3(32)     --   24     70.00
4 AR10 (40 KW, 40 WS, 40 B)L/RBS        *      *      *      *  160 11,600.00
3 Medium NPPC              AL/R        27     27     27     27  810 10,800.00
2 NAC/30(60 rounds)        AL/R        60     60     60     --  400 14,096.00
4 Autocannon/10(200 rounds)AL/R     4(40)  4(40)     --     --   24    136.00
4 ER Large Laser           AL/R     3(32)  3(32)  3(32)     --   96     40.00
5 AMS(996 rounds)          AL/R        --     --     --     --   10    171.00
2 LRM 20+ArtIV(78 rounds)  AL/R     3(32)  3(32)  3(32)     --   24     70.00
4 AR10 (40 KW, 40 WS, 40 B)AL/R         *      *      *      *  160 11,600.00
4 Autocannon/10(200 rounds)Aft      4(40)  4(40)     --     --   12     68.00
4 ER Large Laser           Aft      3(32)  3(32)  3(32)     --   48     20.00
5 AMS(996 rounds)          Aft         --     --     --     --    5     85.50
2 LRM 20+ArtIV(78 rounds)  Aft      3(32)  3(32)  3(32)     --   12     35.00
1 Lot Spare Parts (2.50%)                                           19,000.00
------------------------------------------------------------------------------
TOTALS:                                            Heat: 4,746     760,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        10,076,990,000 C-Bills
Battle Value:      165,379
Cost per BV:       60,932.71
Weapon Value:      89,760 (Ratio = .54)
Damage Factors:    SRV = 5,364;  MRV = 5,093;  LRV = 3,681;  ERV = 1,397
Maintenance:       Maintenance Point Value (MPV) = 501,768
                   (72,392 Structure, 235,290 Life Support, 194,086 Weapons)
                   Support Points (SP) = 369,455  (74% of MPV)
BattleForce2:      Not applicable
Title: The Outer Colonies Region
Post by: JA Baker on 13 August 2011, 16:42:47
                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Newcastle class DropShip
Tech:              Inner Sphere / 3067
Vessel Type:       Spheroid DropShip
Rules:             Level 2, Custom design
Rules Set:         AeroTech2

Mass:              10,000 tons
Hull:              Saroyan Cavalier
Length:            112 meters
Power Plant:       AeroFord Standard
Safe Thrust:       3
Maximum Thrust:    5
Armor Type:        ArmorAlpha Compound Plate Ferro-aluminum
Armament:         
    4 Lord's Light 2 ER PPC
    8 Dragon's Fire Gauss Rifle
    4 Victory Drumbeat Large Pulse Laser
    4 Holly LRM 15+ArtIV
Manufacturer:   Vosper Thonycroft
  Location:     Malloy's World
Communications System:  Sipher Security Plus
Targeting & Tracking System:  Cat's Eyes 5 w. Artemis IV System
------------------------------------------------------------------------------
==Overview:==
     Primary Mech-hauler of the OCDF, the Newcastle class DropShip is designed
to deliver a battalion of Mechs, often through hostile space.

==Capabilities:==
     Three Mech bays, each capable of carrying an entire company of Mech, make
up the bulk of the ship's cargo mass. Bay 4 can hold up to 800-ton's of
cargo.
     The Newcastle is quite well armed, with multiple banks of Pulse-Lasers,
ER-PPC's, Gauss Rifles and Missile Launchers protruding from its hull. It also
has a relatively thick skin: 53-tons of Ferro-aluminium armour make it a hard
ship to kill. Although the Newcastle is not necessarily fast, it is highly
manoeuvrable, although its mass tends to make it unwieldy, and must be
carefully disrupted to avoid shifting loads and to maintain stability during
atmospheric flight.

==Battle History:==
     Various; mainly against pirates.

==Variants:==
     There is a civilian variant of the Newcastle, a heavy cargo-huller called
the Sunderland, but this design is rare due to its high purchase price and
running costs.

==Deployment==
     As stated, the Newcastle is the prime Mech-hauler in the Outer Colonies,
and is a common sight at military spaceports. Most OCDF units use the
Newcastle, but some specialist unit's prefer bulkier Dunkirk class aerodyne
DropShip.

------------------------------------------------------------------------------
Class/Model/Name:  Newcastle class DropShip
Mass:              10,000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                        1,950.00
Thrust:  Safe Thrust: 3
      Maximum Thrust: 5
Structural Integrity: 15                                               300.00
Total Heat Sinks:    115 Double                                           .00
Fuel & Fuel Pumps:                                                     306.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                 75.00
Fire Control Computers:                                                   .00
Food & Water:  (83 days supply)                                         60.00
Armor Type:  Ferro-aluminum  (1,010 total armor pts)                    53.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                289
   Left/Right Sides:                 252/252
   Aft:                                 217

Cargo:
   Bay 1:  BattleMechs (12) with 4 doors                             1,800.00
   Bay 2:  BattleMechs (12) with 4 doors                             1,800.00
   Bay 3:  BattleMechs (12) with 4 doors                             1,800.00
   Bay 4:  Cargo (1)                                                   800.00

Life Boats:  10 (7 tons each)                                           70.00
Escape Pods:  10 (7 tons each)                                          70.00

Crew and Passengers:
      8 Officers (7 minimum)                                            80.00
     30 Crew (0 minimum)                                               210.00
      6 Gunners (4 minimum)                                             42.00
     28 Steerage Passengers                                            140.00
     72 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 ER PPC                   Nose     2(20)  2(20)  2(20)     --   30     14.00
2 Gauss Rifle(48 rounds)   Nose     3(30)  3(30)  3(30)     --    2     36.00
1 Gauss Rifle(32 rounds)   FL/R     2(15)  2(15)  2(15)     --    2     38.00
1 Large Pulse Laser        FL/R      1(9)   1(9)     --     --   20     14.00
1 LRM 15+ArtIV(16 rounds)  FL/R     1(12)  1(12)  1(12)     --   10     20.00
1 Gauss Rifle(32 rounds)   AL/R     2(15)  2(15)  2(15)     --    2     38.00
1 Large Pulse Laser        AL/R      1(9)   1(9)     --     --   20     14.00
1 LRM 15+ArtIV(16 rounds)  AL/R     1(12)  1(12)  1(12)     --   10     20.00
2 ER PPC                   Aft      2(20)  2(20)  2(20)     --   30     14.00
2 Gauss Rifle(48 rounds)   Aft      3(30)  3(30)  3(30)     --    2     36.00
1 Lot Spare Parts (2.00%)                                              200.00
------------------------------------------------------------------------------
TOTALS:                                              Heat: 128      10,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        399,817,600 C-Bills
Battle Value:      6,751
Cost per BV:       59,223.46
Weapon Value:      7,742 (Ratio = 1.15)
Damage Factors:    SRV = 227;  MRV = 183;  LRV = 58;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 57,343
                   (36,211 Structure, 16,950 Life Support, 4,182 Weapons)
                   Support Points (SP) = 51,768  (90% of MPV)
BattleForce2:      MP: 3,  Armor/Structure: 17 / 17
                   Damage PB/M/L: 7/7/5,  Overheat: 0
                   Class: DL;  Point Value: 68
                   Specials: sph
Title: The Outer Colonies Region
Post by: JA Baker on 27 August 2011, 08:32:11
Any chance that you might be able to put all of this stuff into easy to access files?
Have put all the text information into a Word file, but it's too big to post as an attachment
Title: The Outer Colonies Region
Post by: JA Baker on 30 August 2011, 18:38:42
Clan Wolverine Touman
(3065)

Commander-In-Chief: saKahn* Mary Mroczkiewicz

*Since the death of Sarah McEvedy, the Wolverines have retired the rank of Kahn out of respect for the leader who led them safely from Clan space to their new home. The ceremonial robes she wore to the Grand Council chambers on the 8th of October 2823 are held in the Hall of Remembrance, their chamber seen as almost a shrine to the Wolverines.

Ground Forces

Support elements, such as artillery, logistics and organic fighter-support are controlled at the Galaxy command level, but normally detached to individual Clusters for operational purposes. While most units are made up purely of BattleMech's, there are also a number of armour an infantry formations among their number.

Alpha Galaxy (McEvedy's Pride)
Commanding Officer: General Bartholomew Robertson
1st Wolverine Guards (McEvedy's Own)
2nd Wolverine Guards (The Lone Hunters)
38th Assault Cluster (True Vision)
9th Strike Cluster (The Blood Pack)
64th Wolverine Guards (The Night Stalkers)

The elite of the elite, Alpha Galaxy contains some of the best troops the Outer Colonies have to offer, as well as some of their most advanced weapons and designs. Their commanding officer is also the senior field commander of all Wolverine Forces, something the entire Galaxy takes great pride in. their battle honours include the Pentagon campaign and Operation Dynamo, the retreat from the Kerensky Cluster that eventually led them to the Outer Colonies.

Delta Galaxy (Kerensky's Lamont)
Commanding Officer: Lieutenant-General Omar Kharlan
163rd Battle Cluster (Safe Haven)
124th Battle Cluster (The Cowboys)
189th Strike Cluster (McEvedy's Fusiliers)
89th Strike Cluster (Always Faithful)
73rd Wolverine Dragoons (The Pale Riders)

Second only to Alpha Galaxy, Delta has a fierce rivalry with their comrades, dating back to when they were formed in secret. Formed from whole cloth rather than from veterans drawn from the 331st Royal BattleMech Division, they consider it a mater of pride to earn their own battle honours, and in their few engagements to date. One of their most prominent members is Captain Deunan Knute, Bravo Trianry, 124th Battle Cluster. The only child of Colonel Carl Knute, who famously gave his life to save civilians on Redemption, she achieved one of the highest ever scores during her final exams at the War Collage on New Jersey, graduating at the top of her class. Many suspects that she will surpass her father and reach the rank of General one day, and indeed there are those who now refer to Colonel Carl Knute as Deunan's father, rather than her as his daughter.

Gamma Galaxy (The Rabid Wolverines)
Commanding Officer: Lieutenant-General Ivan Hammerick
106th Battle Cluster (The Dark Hunters)
137th Battle Cluster (Amazing Grace)
138th Battle Cluster (Blood of the Wolverine)
103rd Strike Cluster (The Unseen Enemy)
104th Assault Cluster (Law of the Wild)

Currently assigned to the outer defensive line, based out of Fort Dixie, Gamma Galaxy is the thin, red line that stands between the Outer Colonies and any potential incursion from the Inner Sphere along the line of the now defunct HPG relay stations. As such their have undertaken additional training in defensive and anti-invasion tactics, as well as gorilla tactics and asymmetrical warfare. This has lead to them becoming the equivalent of a special operations brigade, and they have been known to cross-train with similar units. Of all the Wolverine Galaxies, they have the lowest number of BattleMech's, but a disproportionately high number of infantry and battle armour.

Epsilon Galaxy (The Shadow Hunters)
Commanding Officer: Major-General Lucian Xi
197th Battle Cluster (Full Moon Rising)
103rd Battle Cluster (The Fighting Irish)
24th Battle Cluster (Lone Stars)
205th Striker Cluster (The Rangers)
88th Assault Cluster (The Crazy 88)

Kept at a relatively high state of alert, Epsilon is often seen as a force-in-readiness, and they have their own dedicated fleet of DropShips and JumpShips should they ever need to deploy quickly away from their main base on Foster's World. They are known for being aggressive in combat, often testing their metal against the more defensively minded Gamma Galaxy. This has lead to a light-hearted rivalry between the two sides that should not be mistaken for genuine aggression, as they have a deep respect for each other's skills and duties. It is expected that they will swap duties with Gamma Galaxy to allow their troops to gain a better understanding of both sides of war.

Epsilon Galaxy prefers lighter, faster moving units armed with projectile weapons, and has been the most vocal advocate of the development of modular Omni-technology.

Rho Garrison Galaxy (The Watchman on the Walls)
Commanding Officer: Major-General Monica Benedict
203rd Garrison Cluster (The Yeoman)
44th Garrison Cluster (Night Watch)
91st Garrison Cluster (Sky Watch)
87th Garrison Cluster (The Praetorians)
12th Garrison Cluster (The Spartans)

Created as a training unit, Rho Galaxy has the duel duties of helping to form the new planetary defence forces for Foster's World and Redemption and provide field experience for recruits destined for the other Galaxies. This regular influx of green troops and loss of more experienced members has hampered their efficiency rating. Despite this, they are a key element to the Wolverine military strategy, as they allow veteran officers and NCO's to pass on hard eared experience to the next generation. They have also served as an aggressor force to train planetary militias across the Outer Colonies, and often host visiting militia personnel who have chosen to pursue military service full-time, and need to finish their training.

Rho Galaxy is neither expected or intended to see front-line combat, but is ready to face any unexpected attacks.




Naval assets to follow.
Title: The Outer Colonies Region
Post by: JA Baker on 01 September 2011, 12:05:26
Naval Forces

It is of note that the SLS Ivanhoe has remained part of the Outer Colonies Defence Force, despite the founding of an independent naval arm of Clan Wolverine. saKahn Mroczkiewicz has stated publicly that this is to show their continued commitment to the Outer Colonies, despite recent territorial acquisitions on their part. The tradition that dictates that the Ivanhoe is the one ship that never rotates out from the Rorke's Drift squadron remains in effect.

Aggressor Naval Star (Rorke's Drift)
Flag Officer: Admiral Preston Blake
SLS Franklin Hallis (Farragut class Battleship)
SLS St David (Cameron class Battle Cruiser)
SLS St Fancies (Cameron class Battle Cruiser)
SLS Romanov (Aegis class Heavy Cruiser)
SLS Makarov (Aegis class Heavy Cruiser)

The main offensive fist of the Wolverine Navy, Aggressor Star is geared towards taking the fight to the enemy, hitting them hard and fast with overwhelming fire-power. The latest round of upgrades has improved both sensor range and resolution, while improved fire-control links have raise accuracy levels by 10%. This, coupled with better point-defences and armour allows Aggressor Star to 'punch above its weight', as the old saying goes.

Eclipse Naval Star (Rorke's Drift)
Flag Officer: Vice-Admiral Steven Johansen
SLS Kassandra (Monsoon class Battleship)
SLS Stardust (Luxor class Heavy Cruiser)
SLS Champion (Luxor class Heavy Cruiser)
SLS Deliverance (Avatar class Heavy Cruiser)
SLS Condor (Riga class Frigate)

The hammer to Aggressor's anvil, Eclipse has also revived the latest round of upgrades, but is geared more towards speed and mobility, acting as the hounds driving their prey towards the hunters. They have been engaged in a number of war-games with Aggressor Star, each taking it in turns to track and attack the other in the Rorke's Drift system's vast asteroid belt.

Reaper Naval Star (Foster's World)
Flag Officer: Vice-Admiral Joseph Abrosimova
SLS Ramilies (Atreus class Battleship)
SLS Daedalus (Avatar class Heavy Cruiser)
SLS Caledfwlch (Avatar class Heavy Cruiser)
SLS Enterprise (Riga class Frigate)
SLS Trafalgar (Riga class Frigate)

While Aggressor and Eclipse are area defence formations, Reaper Star is a hunter-killer unit, often splitting off individual ships to undertake missions that do not require a larger formation. They maintain enough consented force to challenge any local threat, but are much more flexible in their training, spending more time practising piracy interventions and anti-smuggling operations. Some worry that this has left them week when it comes to their team-work, but Vice-Admiral Abrosimova refutes these claims.

Legacy Naval Star (Fort Dixie)
Flag Officer: Vice-Admiral Andrew Schmitt
SLS Samson (Atreus class Battleship)
SLS Albion (Winchester class Cruiser)
SLS Galahad (Riga class Frigate)
SLS Robert MacKenzie (Riga class Frigate)
SLS Black Heart (Riga class Frigate)

Tasked with defending Fort Dixie and patrolling the other outer defences, Legacy Star is likewise use to operating independently, but while Reaper favours lightning fast strikes against identified targets, Legacy is geared towards long, deep-range patrols in uninhabited systems, deploying and retrieving sensor drones and arrays that can pick up the tell-tail signature of a hyperspace jump form almost a light-year away. They are much more methodical than the other Stars, preferring to see a job done properly rather than fast.

Hunter Naval Star (Location unknown)
Flag Officer: Vice-Admiral Mackenzie Eppes
SLS Steadfast (Kimagure class Pursuit Cruiser)
SLS Majestic (Dart class Light Cruiser)
SLS Roanoke (Dart class Light Cruise)
SLS Resolute (Carson class Destroyer)
SLS Iwo Jima (Carson class Destroyer)

The point of the spear, Hunter Star is the Wolverine's choice for deep-penetration attack missions and other clandestine acts. Fielding smaller but faster ships, they are highly trained in the art of entering a system undetected through pirate points and long-duration coasting to avoid IR flairs from an active interplanetary drive. They also hold the distinction of being the first military unit to ever penetrate the New Jersey system, the Iwo Jima deploying flairs around the Newport News Orbital Shipyard as is passed through on a purely ballistic trajectory without once tripping the perimeter alarm.

Their current whereabouts and objective are unknown, but they are believed to be deployed towards the Inner Sphere, conducting advanced scouting missions.

Shield Naval Star (Redemption)
Flag Officer: Rear-Admiral Josh Hunter
SLS St Jude (Cameron class Battle Cruiser)
SLS Catherine the Great (Aegis class Heavy Cruiser)
SLS Brunel (Newgrange class Yard Ship)
SLS Convoy (Potemkin class Troop Cruiser)
SLS Buffalo (Potemkin class Troop Cruiser)

Essentially a support, reserve and training formation, Shield Naval Star is tasked with providing logistical support and rear-echelon security during fleet operations. A strategically important if unglamorous job, Shield Star also act as a force in reserve for the other formations, providing replacement officers and crew as needed.

Sentry Naval Star (Rorke's Drift)
Flag Officer: Captain Trinity O'Rourke
SLS Thunderer (Bellerophon class Destroyer)
R-101 “Faith” (Nebuchadnezzar class Drone)
R-102 “Hope” (Nebuchadnezzar class Drone)
R-103 “Charity” (Nebuchadnezzar class Drone)
R-104 “Desperation” (Nebuchadnezzar class Drone)

Currently undergoing a training exercise in the outer reaches of the system, Sentry Naval Star is seen by many as the future of area defence. Lead by the recently built SLS Thunderer, the rest of the unit is made up of prototype drone warships, built as part of the new Integrated Space Defence System.
Title: The Outer Colonies Region
Post by: JA Baker on 20 September 2011, 18:19:35
Grenadier Guards Regimental Command Company
Outer Colonies Defence Force (3067)


“Honi soit qui mal y pense”
(Evil be to him who evil thinks)

Command Lance

Name: Sara Eriksson
Rank: Lieutenant General
Call sign: Jester
DOB: 25/08/3023
Homeworld: New Jersey
BattleMech: HGN-732 Highlander
History: An army brat, Lieutenant General Sara ‘Jester’ Eriksson grew up around BattleMech's; both of her parents were officers in the First Lords Own Scottish Borderers based on New Jersey. Like many children in her position, Sara learned to pilot from a young age, sitting on her parents lap as they moved their Mech’s around the parade ground.

In 3031, the 88th was deployed to garrison the frontier world of Arixo. Much less comfortable than New Jersey, Arixo is considered by many to be a relatively dangerous place to live. This was validated when 1st Lieutenant Bridget Eriksson was killed in a skirmish with pirates less than a year after arriving on planet: she ejected from her crippled Mercury, but her attackers machine-gunned her command couch as it parachuted down to the ground.

Captain Leif Eriksson was left to raise his eight-year-old daughter on his own. The OCDF always looks after its own and the rest of the regiment soon became Sara’s extended family, helping her deal with the loss.

Sara applied for the OCDF academy on Port Stanley the day she turned 18, and was accepted into the MechWarrior training program. Sara is a natural pilot, but she was forced to work on her gunnery in order to pass basic. Excelling in tactics and military theory, Sara obtained First Class Degrees in Military History and Languages, speaking fluent English, Russian and Arabic, the three main languages of the Outer Colonies. The newly commissioned 2nd Lieutenant Sara Eriksson was awarded the call sign ‘Jester’ due to her keen sense of humour and love of practical jokes. Although she has mellowed with age, she is still known to have a quick wit and is always ready with a joke to defuse a tense situation.

Sara rose through the ranks quickly, eventually becoming EX of the prestigious Green Howards Regiment. From there she was promoted to Colonel and transferred to strategic operations on Rockall. Sara hated piloting a desk, and in 3060 she was given command of the First Lords Own, a true homecoming. Sara served with distinction, even acting as CO for the entire 4th Highland Brigade when the General commanding was hospitalised after a training accident.

It was this temporary field commission that gave Sara the chance to be noticed, and she was made commander of the Grenadier Guards, and by extension, XO of the entire 131st Royal BattleMech Brigade, in 3064. This position came with a promotion to Major General, skipping an entire rank. Lieutenant General Felix Deckard retired in 3066, passing command of the Brigade to Sara. This position also comes with technical command of the entire 7th Royal Armoured Division, the legendary Desert Rats.

Sara pilots the same Highlander her farther piloted when he was in the First Lords Own and keeps the name Robert the Bruce painted high on its chest.

Name: Joseph Cook
Rank: Captain
Call sign: Big Joe
DOB: 26/01/3031
Homeworld: Mallory’s World
BattleMech: VTR-9D Victor
History: Almost nothing is known of Captain Joseph ‘Big Joe’ Cook’s life before he joined the Grenadier Guards in 3066 as General Eriksson’s personal bodyguard. It is rumoured that he worked for Special Operations Executive, the Outer Colonies covert operations agency.

Cook refuses to say anything on the matter, and very few people are willing to argue with someone who is over two meters tall. Cook’s main distinguishing feature is the complex pattern of tattoos covering much of his body. These are part of his Maori heritage, but it is believed that they are a recent addition, as they would make it impossible for him to work for S.O.E.

Cook named his BattleMech Tawhiri-matea in hounr of the Maori god of Storm and Wind.

Name: Joseph Doig
Rank: 1st Lieutenant
Call sign: Little Joe
DOB: 7/11/3041
Homeworld: Last Post
BattleMech: SHG-2F Shogun
History: A former Captain in the Last Post Militia, Joseph ‘Little Joe’ Doig made the transition to full-time solider after the bar he worked in burned down. This cost him a rank, but secured him a position in the 131st. One of the best shots in the OCDF, both in and out of a BattleMech, Doig came third in the Martial Olympics in 3066. This achievement earned him the right to add a bronze stripe to the sleeve of his duty uniform.

Doig is relatively quietly spoken, never using three words when one will do. Always willing to defer to a more experienced officer, he can seem a little insecure, but has never been unwilling to make a hard command decision when the time comes. He also has the highest number of confirmed one-on-one kills in the 131st, and is second to only one other MechWarrior in the entire Division.

His Shogun is named Thor, after the ancient Norse god of thunder.

Name: Danielle Kelly
Rank: 2nd Lieutenant
Call sign: Dannii
DOB: 21/12/3040
Homeworld: Port Stanley
BattleMech: SPT-N2 Spartan
History Bio: The most inexperienced member of the Lance, 2nd Lieutenant Danielle ‘Dannii’ Kelly is one of a number of officers who join the OCDF as part of a government scholarship program: the cost and duration of the university education donates the length of time the officer must serve. In Kelly’s case, this is 8-years, ending in 3074.

Well spoken and opinionated, Kelly seems to think that military service is below her, even thought she actively applied for the scholarship program. Despite this, she is a capable officer who follows orders. Kelly has developed a minor case of hero worship for General Eriksson; something the older woman does her best to discourage. Not the most gifted gunner or pilot, Kelly does have an amazing ability to organise information coming in from a myriad of different souses, making her an excellent communications officer, something that can be indispensable on the battlefield. Her call sign is apparently her childhood nickname.

Kelly’s Spartan is named Leonidas after the Spartan king of ancient Terra.


Scout Lance

Name: Lawrence Murphy
Rank: Captain
Call sign: Priest
DOB: 25/08/3025
Homeworld: Vision
BattleMech: WVE-5Nb Wyvern
History Bio: A former member of the Knights Templar mercenary regiment, Murphy found the strict codes of honour and conduct the Knights’ demanded too restrictive, so applied for a position in the Outer Colonies Defence Force.

Always willing to except experienced officers, the OCDF welcomed Captain Murphy with open arms, assigning him to the Royal Highland Fusiliers. Murphy soon proved to be a accomplished scout and earned himself a reputation for being able to find the enemy every time, even with little or no information to go on. There are those who claim this is the result of the mysterious training and meditation techniques the religious Knights Templar teach. Others say he just has a nose for trouble.

Murphy was transferred to the Grenadier Guards in 3065, and was immediately given command of the Command Company’s scout lance. He has chosen the name Molly Malone for his Wyvern.

Name: Sayid Bey
Rank: Regimental Sergeant Major
Call sign: Swordsman
DOB: 4/7/3029
Homeworld: Arixo
BattleMech: SHD-2Hb Shadow Hawk
History Bio: Another born scout, career NCO Sayid “Swordsman” Bey hails from the protectorate world of Arixo in the Rorke's Drift Military Region.

Bey joined the under funded and often ignored Arixo Volunteer Defence Core the day he turned 18, having seen the affects pirate raids had on his tribe. This has left the Sergeant with a near pathological hatred of pirates that borders on obsession: he has twice been reprimanded for excessive force when dealing with raiders. Aside from this, Sergeant Bey is a dependable MechWarrior, and is considered by many to be the backbone of the Scout Lance.

Bey has named his Mech Scimitar, after the sword he wares with his dress uniform. The weapon is a family heirloom and the origin of his call sign.

Name: Kaywinnit ‘Kay’ Lexington
Rank: MechWarrior 1st Class
Call sign: Rebel
DOB: 8/8/3045
Homeworld: San Antonio
BattleMech: GRF-2N Griffin
History Bio: Kaywinnit ‘Kay’ Lexington comes from a rather isolated region of the planet San Antonio, and is often made fun of because of her tendency to speak in ‘Cajun’, a dialect of French common in the so-called Southwestern Worlds of the Free Worlds League. In truth, Lexington’s family in one of a number who left the Southwestern Worlds when they where conquerored by the League and finally settled in what would become the Outer Colonies. Still fiercely independent, they live almost exclusively on the southern continent of New Orleans. Despite their semi-isolationist view on the rest of the Outer Colonies, Cajuns are considered to be good solders, experts at small unit and guerilla tactics. Unlike most Cajuns, Lexington is outgoing and friendly with outsiders. Some say this has gone as far as to develop into a personal relationship with fellow MechWarrior Felix DeSouza.

Lexington named her Mech Swamp Fox after a historical General who she claimes to be a distant desendant of.

Name: Felix DeSouza
Rank: MechWarrior 1st Class
Call sign: Jailbreak
DOB: 26/01/3035
Homeworld: New Tasmania
BattleMech: STG-3Gb Stinger
History Bio: Felix ‘Jailbreak’ DeSouza was given the choice between prison or the military, and chose the latter. He proved to be an unusually gifted natural pilot, able to make his Stinger do everything but dance for him. Having served six years in the  New Tasmania Militia, he was given the chance to walk away, be decided that he liked being a MechWarrior enough to stay on, and was transferred to a line regiment.

General Eriksson is one of the few senior officers who believe that soldiers recruited from the courtroom can ever make it in the military, and was impressed with DeSouza piloting skills. He appears to have taken his second chance and the Generals faith in him to heart, and has been a model solider since joining the Guards. His gunnery is somewhat lacking, but is improving under the tutelage of Sergeant Bey. Surprising, given his past, DeSouza has refused point-blank to comment on the rumours of a relationship between Kay Lexington and himself.

DeSouza christened his Mech Davie Crockett, in reference to the legendary tracker.


Fire Lance

Name: Kaspar Von Regenskirch
Rank: 1st Lieutenant
Call sign: Ranger
DOB: 11/11/3040
Homeworld: Vision
BattleMech: VTR-9D Victor
History Bio: 1st Lieutenant Kaspar ‘Ranger’ Von Regenskirch is the softly spoken commander of the Command Companies Fire-support Lance. The third and youngest son of a prestigious merchant family on Vision, Von Regenskirch always felt that he was looking for a place to prove himself.

This changed when he joined the cadet core while at university: for the first time in his life, he was treated as an equal. He thrived in his new environment, and changed his masters from law to history, deciding that his future lay behind the controls of a BattleMech. Accepted into the military academy once he graduated university, Von Regenskirch was able to complete his training in only two years thanks to his time as a cadet, gaining his Bars at the age of 25. An excellent tactician, Von Regenskirch was transferred to the 131st at the request of General Eriksson. This came with an automatic promotion to 1st Lieutenant, but he is in many ways still finding his feet.

Von Regenskirch has named his Mech Blitzkrieg, after the lightning-fast style of warfare.

Name: Bethany Lowe
Rank: Corporal
Call sign: Heartbreaker
DOB: 16/9/3039
Homeworld: Port Stanley
BattleMech: AS7-D-H Atlas II
History Bio: Another career NCO, Corporal Bethany ‘Heartbreaker’ Lowe was assigned to the fire support lance to help Lieutenant Von Regenskirch find his feet, and can usually be found at his side. Although only a year older than her superior, Sergeant Lowe has much more combat experience, having thought against pirates on Arixo. Lowe is considered by most to be beautiful to the point of striking, despite her tendency to dress-down and flat-out refusal to ware make-up. She earned her current call-sign the day she married a Corporal in the 95th Rifles Regiment.

Sergeant Lowe has named her Mech Star Hunter.

Name: Robin Tell
Rank: MechWarrior 1st Class
Call sign: Farmer
DOB: 25/4/3047
Homeworld: San Antonio
BattleMech: LGB-7Q Longbow
History Bio: Youngest member of the entire company, MechWarrior 1st Class Robin ‘Farmer’ Tell is considered everyone’s kid brother, something that he accepts with good humour, even when the older members try and mollycoddle him.

The son of a farmer, Tell knew from a young age that he wanted to be a MechWarrior, learning to pilot one of his family’s ageing AgroMech’s before he was legally old enough to drive a car. His decisions join the military caused a rift with his family, and he hasn’t spoken to them since the day he left for basic. He still keeps in contact with his younger sister, but the rest of his biological family have shut him out completely.

Tell has christened his Mech Little John after a character from the Robin Hood stories.

Name: Sanka Bannock
Rank: MechWarrior 1st Class
Call sign: Star
DOB: 21/12/3042
Homeworld: New Jamaica
BattleMech: EX2-A1 Excalibur II
History Bio: Perhaps the most laid-back man alive, MechWarrior 1st Class Sanka ‘Star’ Bannock’s main aim in life is to do as little as possible, while never getting bored. It was out of boredom that he joined the Outer Colonies Defence Force in the first place, deciding that at least military life would keep him occupied. He gained his call sign from the Cameron Star tattooed on the back of his right shoulder, something he can still not remember having done. Bannock is extremely intelligent, but seems unwilling to use his brains for anything other than playing cards and video games. His complete command and understanding of how a BattleMech operates surprises even senior Tech’, and they are known to call on him when they have a problem they can’t figure out.

For reasons unknown to anyone else, Bannock has chosen the name Rasta Rocket for his Excalibur II.
Title: The Outer Colonies Region
Post by: JA Baker on 22 September 2011, 10:38:51
               BattleMech Technical Readout

Type/Model:    Excalibur II EX2-A1
Tech:          Inner Sphere / 2897
Config:        Biped BattleMech
Rules:         Level 2, Custom design

Mass:          90 tons
Chassis:       Corbine X
Power Plant:   270 Ford XL Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets:     3 McCloud Specials
Jump Capacity: 90 meters
Armor Type:    Pribak 9000 w. CASE
Armament:     
  1 Grizzard Model 200 Gauss Rifle
  1 Diverse Optics Type 20 Large Pulse Laser
  1 Harpoon SRM-6
  1 Ingrid Systems LRM-20 w/ Artemis IV
Manufacturer:  Fox Bay Armaments
  Location:    Port Stanley
Communications System:  Faulk 203 Comset
Targeting & Tracking System:  KBC Starsight QTA1

------------------------------------------------------------------------------
==Overview:==
     A bigger, more heavily armed and armoured version of the venerable Star
League design, the Excalibur II carries the same offensive armament, as well
as added short and medium-range fire-power and heavier armour.

==Capabilities:==
     The same Grizzard Model 200 Gauss Rifle and Ingrid Systems LRM 20 with
Artemis IV fire-control system provied the bulk of the punch, but they are now
backed up by a Diverse Optics Type 20 Large Pulse Laser and a Harpoon SRM-6
pod. While the Excalibur II is significantly slower than its predecessor, it
does have a 90-meter leap, thanks to a trio of McCloud Specials jump-jets.
     17-tons of armour offer ample protection for a 'Mech its size, but some
are worried that the loss of the McArthur anti-missile system could leave it
vulnerable to sustained bombardment.

==Notable 'Mechs & MechWarriors:==
MechWarrior 1st Class Sanka Bannock, Grenadier Guards
     Perhaps the most laid-back man alive, MechWarrior 1st Class Sanka ‘Star’
Bannock’s main aim in life is to do as little as possible, while never getting
bored. It was out of boredom that he joined the Outer Colonies Defence Force
in the first place, deciding that at least military life would keep him
occupied. He gained his call sign from the Cameron Star tattooed on the back
of his right shoulder, something he can still not remember having done.
Bannock is extremely intelligent, but seems unwilling to use his brains for
anything other than playing cards and video games. His complete command and
understanding of how a BattleMech operates surprises even senior Tech’, and
they are known to call on him when they have a problem they can’t figure out.
For reasons unknown to anyone else, Bannock has chosen the name Rasta Rocket
for his Excalibur II.

==Deployment==
     Despite the age of the design, the Excalibur II is still popular with
MechWarriors across the Outer Colonies, especially in heavy and assault
formations. The Knights Templar are also known to own several, but they are
mainly found in their reserve and training formations, and many of these seem
to have been modified to an as-yet unknown degree.

--------------------------------------------------------
Type/Model:    Excalibur II EX2-A1
Mass:          90 tons

Equipment:                                 Crits    Mass
Int. Struct.:  138 pts Standard              0      9.00
Engine:        270 XL Fusion                12      7.50
   Walking MP:   3
   Running MP:   5
   Jumping MP:   3
Heat Sinks:     12 Double [24]               6      2.00
 (Heat Sink Loc: 1 LA, 1 LT)
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA     15       .00
Armor Factor:  272 pts Standard              0     17.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             29         43     
   Center Torso (Rear):                 14     
   L/R Side Torso:           19      28/28     
   L/R Side Torso (Rear):              9/9     
   L/R Arm:                  15      29/29     
   L/R Leg:                  19      37/37     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Gauss Rifle            RA      1   16      9     17.00
  (Ammo Locations: 2 RA)
1 Large Pulse Laser      LA     10           2      7.00
1 SRM 6                  RT      4   15      3      4.00
  (Ammo Locations: 1 RT)
1 LRM 20 w/ Artemis IV   LT      6   18      9     14.00
  (Ammo Locations: 3 RT)
CASE Equipment:          RT                  1       .50
3 Standard Jump Jets:                        3      6.00
 (Jump Jet Loc: 1 CT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS:                         21          69     90.00
Crits & Tons Left:                           9       .00

Calculated Factors:
Total Cost:        18,485,480 C-Bills
Battle Value 2:    2,106 (old BV = 1,959)
Cost per BV2:      8,777.53
Weapon Value:      2,578 / 2,448 (Ratio = 1.22 / 1.16)
Damage Factors:    SRDmg = 36;  MRDmg = 26;  LRDmg = 13
BattleForce2:      MP: 3J,  Armor/Structure: 7/3
                   Damage PB/M/L: 6/5/3,  Overheat: 0
                   Class: MA;  Point Value: 21
                   Specials: if
Title: The Outer Colonies Region
Post by: JA Baker on 04 October 2011, 18:48:01
               BattleMech Technical Readout

Type/Model:    Excalibur II EX2-A2
Tech:          Inner Sphere / 2915
Config:        Biped BattleMech
Rules:         Level 2, Custom design

Mass:          90 tons
Chassis:       Corbine X
Power Plant:   270 Ford XL Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Pribak 9000 w. CASE
Armament:     
  2 Grizzard Model 200 Gauss Rifles
  1 Ingrid Systems LRM-20 with Artemis IV
Manufacturer:  Fox Bay Armaments
  Location:    Port Stanley
Communications System:  Faulk 203 Comset
Targeting & Tracking System:  KBC Starsight QTA1

------------------------------------------------------------------------------
==Overview:==
     A bigger, more heavily armed and armoured version of the venerable Star
League design, the Excalibur II carries the same offensive armament, as well
as added short and medium-range fire-power and heavier armour.

==Capabilities:==
     The same Grizzard Model 200 Gauss Rifle and Ingrid Systems LRM 20 with
Artemis IV fire-control system provied the bulk of the punch, but they are now
backed up by a Diverse Optics Type 20 Large Pulse Laser and a Harpoon SRM-6
pod. While the Excalibur II is significantly slower than its predecessor, it
does have a 90-meter leap, thanks to a trio of McCloud Specials jump-jets.
     17-tons of armour offer ample protection for a 'Mech its size, but some
are worried that the loss of the McArthur anti-missile system could leave it
vulnerable to sustained bombardment.

==Variants:==
     The later A2 variant of the Excalibur II started out as a field
modification kit that proved to be so popular a formal production run was
started that allowed the engineers to work out a few kinks in the power feeds
and targeting system. Unlike it's predecessor, it has no energy weapons and is
fully reliant of projectile weapons. This makes it a much better assault unit,
but it is prone to running out of ammunition if fighting a defensive
campaign.
     The right arm Gauss Rifle and the LRM-20 rack remain unchanged, but the
other weapons and the jump-jets are removed to make way for a second Gauss
Rifle in the left arm. This makes for a much more powerful long-range
fire-support unit with anti-aircraft capabilities.

==Notable 'Mechs & MechWarriors:==
MechWarrior 1st Class Sanka Bannock, Grenadier Guards
     Perhaps the most laid-back man alive, MechWarrior 1st Class Sanka ‘Star’
Bannock’s main aim in life is to do as little as possible, while never getting
bored. It was out of boredom that he joined the Outer Colonies Defence Force
in the first place, deciding that at least military life would keep him
occupied. He gained his call sign from the Cameron Star tattooed on the back
of his right shoulder, something he can still not remember having done.
Bannock is extremely intelligent, but seems unwilling to use his brains for
anything other than playing cards and video games. His complete command and
understanding of how a BattleMech operates surprises even senior Tech’, and
they are known to call on him when they have a problem they can’t figure out.
For reasons unknown to anyone else, Bannock has chosen the name Rasta Rocket
for his Excalibur II.

==Deployment==
     Despite the age of the design, the Excalibur II is still popular with
MechWarriors across the Outer Colonies, especially in heavy and assault
formations. The Knights Templar are also known to own several, but they are
mainly found in their reserve and training formations, and many of these seem
to have been modified to an as-yet unknown degree.

--------------------------------------------------------
Type/Model:    Excalibur II EX2-A2
Mass:          90 tons

Equipment:                                 Crits    Mass
Int. Struct.:  138 pts Standard              0      9.00
Engine:        270 XL Fusion                12      7.50
   Walking MP:   3
   Running MP:   5
   Jumping MP:   0
Heat Sinks:     10 Double [20]               0       .00
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA    R: Sh+UA+LA       14       .00
Armor Factor:  272 pts Standard              0     17.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             29         43     
   Center Torso (Rear):                 14     
   L/R Side Torso:           19      28/28     
   L/R Side Torso (Rear):              9/9     
   L/R Arm:                  15      29/29     
   L/R Leg:                  19      37/37     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Gauss Rifle            RA      1   32     11     19.00
  (Ammo Locations: 2 LA, 2 RA)
1 Gauss Rifle            LA      1           7     15.00
1 LRM 20 w/ Artemis IV   LT      6   30     11     16.00
  (Ammo Locations: 5 RT)
CASE Equipment:          RT                  1       .50
--------------------------------------------------------
TOTALS:                          8          65     90.00
Crits & Tons Left:                          13       .00

Calculated Factors:
Total Cost:        18,479,400 C-Bills
Battle Value 2:    2,110 (old BV = 1,849)
Cost per BV2:      8,758.01
Weapon Value:      2,510 / 2,380 (Ratio = 1.19 / 1.13)
Damage Factors:    SRDmg = 35;  MRDmg = 33;  LRDmg = 20
BattleForce2:      MP: 3,  Armor/Structure: 7/3
                   Damage PB/M/L: 5/5/5,  Overheat: 0
                   Class: MA;  Point Value: 21
Title: The Outer Colonies Region
Post by: JA Baker on 04 October 2011, 18:48:58
               BattleMech Technical Readout

Type/Model:    Excalibur II EX2-A3
Tech:          Inner Sphere / 2920
Config:        Biped BattleMech
Rules:         Level 2, Custom design

Mass:          90 tons
Chassis:       Corbine X
Power Plant:   270 Ford XL Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets:     3 McCloud Specials
Jump Capacity: 90 meters
Armor Type:    Pribak 9000 w. CASE
Armament:     
  1 Mydron Excel LB 10-X AC
  2 ChisComp 43 Special Large Lasers
  3 Holly SRM-6's
  1 Rosalyn Electronics Inc. TAG
Manufacturer:  Fox Bay Armaments
  Location:    Port Stanley
Communications System:  Faulk 203 Comset
Targeting & Tracking System:  KBC Starsight QTA1

------------------------------------------------------------------------------
==Overview:==
     A bigger, more heavily armed and armoured version of the venerable Star
League design, the Excalibur II carries the same offensive armament, as well
as added short and medium-range fire-power and heavier armour.

==Capabilities:==
     The same Grizzard Model 200 Gauss Rifle and Ingrid Systems LRM 20 with
Artemis IV fire-control system provied the bulk of the punch, but they are now
backed up by a Diverse Optics Type 20 Large Pulse Laser and a Harpoon SRM-6
pod. While the Excalibur II is significantly slower than its predecessor, it
does have a 90-meter leap, thanks to a trio of McCloud Specials jump-jets.
     17-tons of armour offer ample protection for a 'Mech its size, but some
are worried that the loss of the McArthur anti-missile system could leave it
vulnerable to sustained bombardment.

==Variants:==
     Another former field kit, this time geared towards close range combat,
the A3 replaces the entire weapons load with one better suited towards
brawling. The Gauss Rifle is replaced with a Mydron Excel LB 10-X autocannon,
useful for stripping armour off of an enemy, while the long-range missile rack
is replaced by a trio of Holly SRM-6 pods, allowing the A3 to exploit any
breaches. Twin ChisComp 43 Special Large Lasers sit in the left forearm,
providing a deadly punch that can, if used extensively, push the heat up, even
with two extra heat sinks. A Rosalyn Electronics Inc. TAG spotting laser
rounds out the offensive load, while the jump-jets return, adding much needed
agility.

==Notable 'Mechs & MechWarriors:==
MechWarrior 1st Class Sanka Bannock, Grenadier Guards
     Perhaps the most laid-back man alive, MechWarrior 1st Class Sanka ‘Star’
Bannock’s main aim in life is to do as little as possible, while never getting
bored. It was out of boredom that he joined the Outer Colonies Defence Force
in the first place, deciding that at least military life would keep him
occupied. He gained his call sign from the Cameron Star tattooed on the back
of his right shoulder, something he can still not remember having done.
Bannock is extremely intelligent, but seems unwilling to use his brains for
anything other than playing cards and video games. His complete command and
understanding of how a BattleMech operates surprises even senior Tech’, and
they are known to call on him when they have a problem they can’t figure out.
For reasons unknown to anyone else, Bannock has chosen the name Rasta Rocket
for his Excalibur II.

==Deployment==
     Despite the age of the design, the Excalibur II is still popular with
MechWarriors across the Outer Colonies, especially in heavy and assault
formations. The Knights Templar are also known to own several, but they are
mainly found in their reserve and training formations, and many of these seem
to have been modified to an as-yet unknown degree.

--------------------------------------------------------
Type/Model:    Excalibur II EX2-A3
Mass:          90 tons

Equipment:                                 Crits    Mass
Int. Struct.:  138 pts Standard              0      9.00
Engine:        270 XL Fusion                12      7.50
   Walking MP:   3
   Running MP:   5
   Jumping MP:   3
Heat Sinks:     12 Double [24]               6      2.00
 (Heat Sink Loc: 1 LA, 1 LT)
Gyro:                                        4      3.00
Cockpit, Life Supt.:                         5      3.00
Actuators: L: Sh+UA+LA    R: Sh+UA+LA       14       .00
Armor Factor:  272 pts Standard              0     17.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             29         43     
   Center Torso (Rear):                 14     
   L/R Side Torso:           19      28/28     
   L/R Side Torso (Rear):              9/9     
   L/R Arm:                  15      29/29     
   L/R Leg:                  19      37/37     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 LB 10-X AC             RA      2   30      9     14.00
  (Ammo Locations: 3 RA)
2 Large Lasers           LA     16           4     10.00
3 SRM 6s                 LT     12   30      8     11.00
  (Ammo Locations: 2 RT)
1 TAG                    HD      0           1      1.00
1 Targeting Computer     RT                  6      6.00
CASE Equipment:          RT                  1       .50
3 Standard Jump Jets:                        3      6.00
 (Jump Jet Loc: 1 CT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS:                         30          73     90.00
Crits & Tons Left:                           5       .00

Calculated Factors:
Total Cost:        18,259,000 C-Bills
Battle Value 2:    1,934 (old BV = 1,564)
Cost per BV2:      9,441.05
Weapon Value:      2,494 / 2,494 (Ratio = 1.29 / 1.29)
Damage Factors:    SRDmg = 36;  MRDmg = 20;  LRDmg = 5
BattleForce2:      MP: 3J,  Armor/Structure: 7/3
                   Damage PB/M/L: 6/4/1,  Overheat: 1
                   Class: MA;  Point Value: 19
                   Specials: tag
Title: The Outer Colonies Region
Post by: JA Baker on 11 October 2011, 18:49:40
               BattleMech Technical Readout

Type/Model:    Bors BR-O
Tech:          Inner Sphere / 3067
Config:        Biped OmniMech
Rules:         Level 2, Custom design

Mass:          75 tons
Chassis:       Defiant V
Power Plant:   300 GM XL Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Pribak 9000
Armament:      None
Manufacturer:  Fox Bay Armaments
  Location:    Port Stanley
Communications System:  Rosalyn Electronics Inc.
Targeting & Tracking System:  Rosalyn Electronics Inc.

------------------------------------------------------------------------------
==Overview:==
     Developed to replace the ageing Cromwell, the Bors OmniMech is primed to
become the signature heavy unit of the Outer Colonies Defence Force.

==Capabilities:==
     To save room in the torso for the bulky but light-weight 300 GM XL fusion
engine, the main weapons pods are in the arms, something some consider a
possible weakness, as the loss of a limb would drastically reduce the Mech's
fire-power. A standing top speed of 65 km/h is considered adequate for a Mech
its size, but some complain that the lack of integral jump-jets limits its
manoeuvrability and be an issue in combat.

==Variants:==
     The Pime's main armament is a Grizzard Model 200 Gauss Rifle and its
ChisComp 43 Special Large Laser. Both of these are found in the right arm.
Back these up are the trio of left arm mounted ChisComp 39 Medium Lasers.
These provide highly accurate and deadly fire and intermediate and close
range. When tied into the Targeting Computer, they can strip the armour off of
any BattleMech with ease. Myomer Accelerator Signal Circuitry allow for
sprints of 86 km/h over short distances, but can push the heat levels up, so
the pilot has to keep an eye on the heat dials.
      Variant A swaps out the long-ranged weaponry of the general purpose
Prime for a heavier short-ranged load, making it a deadly knife-fighter in
urban combat or other times when range is secondary to precision. A Sutel
Precision Line Large Pulse Laser and twined Holly Streak SRM-2 in each arm can
first open up then exploit openings in an enemies armour, a task made all the
easier by the retention of the targeting computer. There is also an expanded
offensive and defensive electronics package, with a Guardian ECM suit, a
Beagle Active Probe and a TAG spotting laser. The MASC system is gone, but the
Alpha does gain a 120-meter jump-capacity thanks to the addition of jump jets
in the legs.
      In comparison, variant A is a long-ranged fire-support unit, with a
quartet of Artemis IV assisted long-range missile racks to rain down highly
accurate salvoes on the enemy. For close range combat it carries a single
medium laser in the centre torso as a last ditch measure, and has twin
anti-missile cannons for added protection from counter-battery fire.
     Essentially an oversized Rifleman, the C variant is an air-defence unit
that can also sand-blast the armour off of opposing BattleMech's and vehicles,
then exploit any breaches with its twin large lasers, the lack of a dedicated
targeting computer does mean that it is a lot more reliant on the pilots skill
to get a quick kill.

==Notable 'Mechs & MechWarriors:==
MechWarrior Boris 'The Bear' Dante, the Connaught Rangers
     Nicknamed 'The Bear' due to his size, Boris Dante was one of the first
pilots to be issued a Bors, agreeing to field test it for Fox Bay Armaments.
He took to the 'Mech quickly, managing to kill two opposing BattleMech's
before he was even hit during war games.

==Deployment==
     Due to the enduring popularity and understandable loyalty pilots have for
the Cromwell, uptake of the Bors has been slow, but is slowly building.

--------------------------------------------------------
Type/Model:    Bors BR-O Base
Mass:          75 tons

Equipment:                                 Crits    Mass
Int. Struct.:  114 pts Standard              0      7.50
Engine:        300 XL Fusion                12      9.50
   Walking MP:   4
   Running MP:   6
   Jumping MP:   0
Heat Sinks:     11 Double [22]               0      1.00
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA    R: Sh+UA             12       .00
Armor Factor:  224 pts Standard              0     14.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             23         34     
   Center Torso (Rear):                 11     
   L/R Side Torso:           16      23/23     
   L/R Side Torso (Rear):              8/8     
   L/R Arm:                  12      23/23     
   L/R Leg:                  16      31/31     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
CASE Equipment:          LT     RT           2      1.00
--------------------------------------------------------
TOTALS:                          0          35     39.00
Crits & Tons Left:                          43     36.00

Calculated Factors:
Total Cost:        17,179,531 C-Bills
Battle Value 2:    904 (old BV = 730)
Cost per BV2:      19,003.91
Weapon Value:      0 / 0 (Ratio = .00 / .00)
Damage Factors:    SRDmg = 0;  MRDmg = 0;  LRDmg = 0
BattleForce2:      MP: 4,  Armor/Structure: 6/3
                   Damage PB/M/L: 2/-/-,  Overheat: 0
                   Class: MH;  Point Value: 9
                   Specials: omni




Primary Configuration

Heat Sinks:     11 Double [22]               0      1.00

Actuators: L: Sh+UA    R: Sh+UA             12       .00


Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Gauss Rifle            RA      1   24     10     18.00
  (Ammo Locations: 3 RT)
1 Large Laser            RA      8           2      5.00
3 Medium Lasers          LA      9           3      3.00
1 Targeting Computer     LT                  6      6.00
CASE Equipment:          LT     RT           2      1.00
--------------------------------------------------------
TOTALS:                         18          60     75.00
Crits & Tons Left:                          18       .00

Calculated Factors:
Total Cost:        21,204,531 C-Bills
Battle Value 2:    2,141 (old BV = 1,778)
Cost per BV2:      9,904.03
Weapon Value:      2,557 / 2,557 (Ratio = 1.19 / 1.19)
Damage Factors:    SRDmg = 34;  MRDmg = 21;  LRDmg = 10
BattleForce2:      MP: 4,  Armor/Structure: 6/3
                   Damage PB/M/L: 5/4/2,  Overheat: 0
                   Class: MH;  Point Value: 21
                   Specials: omni




Configuration A

Heat Sinks:     13 Double [26]               6      3.00
 (Heat Sink Loc: 1 LT, 1 RT)

Actuators: L: Sh+UA    R: Sh+UA             12       .00


Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Large Pulse Laser      RA     10           2      7.00
2 Streak SRM 2s          RA      4  100      4      5.00
  (Ammo Locations: 1 LT, 1 RT)
1 Large Pulse Laser      LA     10           2      7.00
2 Streak SRM 2s          LA      4           2      3.00
1 Guardian ECM           LT      0           2      1.50
1 Beagle Active Probe    LT      0           2      1.50
1 TAG                    HD      0           1      1.00
1 Targeting Computer     RT                  4      4.00
CASE Equipment:          LT     RT           2      1.00
4 Standard Jump Jets:                        4      4.00
 (Jump Jet Loc: 2 LL, 2 RL)
--------------------------------------------------------
TOTALS:                         28          64     75.00
Crits & Tons Left:                          14       .00

Calculated Factors:
Total Cost:        19,935,781 C-Bills
Battle Value 2:    1,554 (old BV = 1,405)
Cost per BV2:      12,828.69
Weapon Value:      1,752 / 1,609 (Ratio = 1.13 / 1.04)
Damage Factors:    SRDmg = 28;  MRDmg = 8;  LRDmg = 0
BattleForce2:      MP: 4J,  Armor/Structure: 6/3
                   Damage PB/M/L: 5/4/-,  Overheat: 0
                   Class: MH;  Point Value: 16
                   Specials: omni, ecm, tag, prb




Configuration B

Heat Sinks:     11 Double [22]               0      1.00

Actuators: L: Sh+UA    R: Sh+UA             12       .00


Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
2 LRM 10s w/ Artemis IV  RA      8   72     12     18.00
  (Ammo Locations: 3 LT, 3 RT)
2 LRM 10s w/ Artemis IV  LA      8           6     12.00
1 Anti-Missile System    RT      1   48      5      4.50
  (Ammo Locations: 2 LT, 2 RT)
1 Anti-Missile System    LT      1           1       .50
1 Medium Laser           CT      3           1      1.00
CASE Equipment:          LT     RT           2      1.00
--------------------------------------------------------
TOTALS:                         21          60     75.00
Crits & Tons Left:                          18       .00

Calculated Factors:
Total Cost:        20,259,531 C-Bills
Battle Value 2:    1,462 (old BV = 1,210)
Cost per BV2:      13,857.41
Weapon Value:      1,995 / 1,703 (Ratio = 1.36 / 1.16)
Damage Factors:    SRDmg = 21;  MRDmg = 22;  LRDmg = 13
BattleForce2:      MP: 4,  Armor/Structure: 6/3
                   Damage PB/M/L: 4/4/3,  Overheat: 0
                   Class: MH;  Point Value: 15
                   Specials: omni, if




Configuration C

Heat Sinks:     11 Double [22]               0      1.00

Actuators: L: Sh+UA    R: Sh+UA             12       .00


Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 LB 10-X AC             RA      2   40     10     15.00
  (Ammo Locations: 2 LT, 2 RT)
1 Large Laser            RA      8           2      5.00
1 LB 10-X AC             LA      2           6     11.00
1 Large Laser            LA      8           2      5.00
CASE Equipment:          LT     RT           2      1.00
--------------------------------------------------------
TOTALS:                         20          55     75.00
Crits & Tons Left:                          23       .00

Calculated Factors:
Total Cost:        19,472,031 C-Bills
Battle Value 2:    1,524 (old BV = 1,326)
Cost per BV2:      12,776.92
Weapon Value:      2,383 / 2,383 (Ratio = 1.56 / 1.56)
Damage Factors:    SRDmg = 32;  MRDmg = 21;  LRDmg = 6
BattleForce2:      MP: 4,  Armor/Structure: 6/3
                   Damage PB/M/L: 5/4/2,  Overheat: 0
                   Class: MH;  Point Value: 15
                   Specials: omni

Title: The Outer Colonies Region
Post by: JA Baker on 27 December 2011, 17:53:54
    That concludes the information I have about the so-called Outer Colonies and their area of space. And, as ever, we are left to ask just how true any of this is?
     We know from other examples that it is possible for isolated pockets of humanity to maintain a relatively high stand of technology after the fall of the Star League. We know that there are a number of still unaccounted for Star League colonies, supply dumps and military outposts that are mentioned in surviving documents. We also now know, from bitter experience, that if someone really wants to make some planets vanish, it's possible, even in the Inner Sphere.
     So the question should be, how likely is this?
     Using nothing but Occam's Razor, the answer is not very, but I for one have never been to quick to disregard something simply because logic tells me it's unlikely: logic really has much to do with human affairs.
     These are the facts we know:
     Taken together, it would be easy to believe that there is indeed a lost outpost of the Star League over whom the Cameron Star still flies as if the past three hundred years never happened. But then the human mind has a tendency to see patterns where none exist. The 7th Armoured Division could have simply been annihilated, the files relating to it lost. The mothballed ships could still sitting out there, waiting. I've seen reports that claim the Minnesota Tribe was assimilated by ComStar, travelled into the future, or was eaten by giant space sharks.
     Read into that what you will.
     The only hard evidence we have that something is going on is the appearance of the warships and power-armoured marines at
Cyclops Station, something that I have had verified by multiple independent sources. But is that enough, on its own, to prove the existence of the Outer Colonies?
    To a rational mind, no; there are other groups out there with access to that kind of hardware who might want to spread disinformation. Word of Blake, or at least some faction there of, is the most obvious candidate, but there are others. There is also the fact that I know copies of my reports have a tendency to find their way into the position of the known Clans; information broking is a two way street, after all, and none of them seem to have made any move to investigate further. Given their stance on the Wolverines, this can be taken as evidence that they for one don't believe it.
     Do I believe the Outer Colonies exist?

     Let's just say I'm open to the possibility.
     -Starling
Title: Re: The Outer Colonies Region
Post by: aceraptor on 27 December 2011, 22:02:16
Thanks for sharing JA Baker, I for one would love too see where you take the Outer Colonies to, as well as how the IS and the Clans react when/if they find out about how true the Outer Colonies is  ;D (That is if you write about that  :)))
Title: The Outer Colonies Region
Post by: JA Baker on 28 December 2011, 06:45:36
There's a story called Tournament of Shadows over in the FanFic section that takes place in and around the Outer Colonies, and has the reaction of a former Smoke Jaguar when he discovers the truth.
Title: Re: The Outer Colonies Region
Post by: wolfcannon on 07 March 2019, 20:35:23
since Solaris 7 went under, any chance of reposting any of your other designs?
Title: Re: The Outer Colonies Region
Post by: Dragon Cat on 08 March 2019, 06:32:37
I forgot about this lots of fun stuff I need to get get back to it
Title: Re: The Outer Colonies Region
Post by: Hairbear541 on 09 March 2019, 15:17:21
he's got some of his OCR designs in the fan aerospace designs sub thread  from back a few years .
Title: Re: The Outer Colonies Region
Post by: Dragon Cat on 11 March 2019, 15:35:58
he's got some of his OCR designs in the fan aerospace designs sub thread  from back a few years .

Yup I've "borrowed" a few in the past
Title: Re: The Outer Colonies Region
Post by: JA Baker on 12 April 2019, 08:01:13
since Solaris 7 went under, any chance of reposting any of your other designs?
Unfortunately Solaris 7 took a fair few of my designs with it  :'(. But if there's a specific design you want, I can see if I have a backup copy.
Title: Re: The Outer Colonies Region
Post by: wolfcannon on 12 April 2019, 09:27:02
sent you a message.
Title: Re: The Outer Colonies Region
Post by: truetanker on 13 April 2019, 11:43:35
Why not a repost here on the non-canon design thread...

TT
Title: Re: The Outer Colonies Region
Post by: JA Baker on 14 April 2019, 13:46:49
Why not a repost here on the non-canon design thread...

TT
Don't have a lot of them any more:my back-up is incomplete after a bad system crash on my previous PC
Title: Re: The Outer Colonies Region
Post by: truetanker on 14 April 2019, 13:49:27
Lost history does suck...

Sorry boss...  :'(

TT