Author Topic: The Outer Colonies Region  (Read 58152 times)

JA Baker

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The Outer Colonies Region
« Reply #180 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.
"That's the thing about invading the Capellan Confederation: half a decade later, you want to invade it again"
-Attributed to First-Prince Hanse Davion, 3030


nerd

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Re: The Outer Colonies Region
« Reply #181 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.
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JA Baker

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The Outer Colonies Region
« Reply #182 on: 12 July 2011, 14:44:43 »
I've probably heard of it, but never come across it. Still, it sounds cool.
"That's the thing about invading the Capellan Confederation: half a decade later, you want to invade it again"
-Attributed to First-Prince Hanse Davion, 3030


JA Baker

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The Outer Colonies Region
« Reply #183 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.
"That's the thing about invading the Capellan Confederation: half a decade later, you want to invade it again"
-Attributed to First-Prince Hanse Davion, 3030


JA Baker

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The Outer Colonies Region
« Reply #184 on: 21 July 2011, 11:10:41 »
"That's the thing about invading the Capellan Confederation: half a decade later, you want to invade it again"
-Attributed to First-Prince Hanse Davion, 3030


JA Baker

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The Outer Colonies Region
« Reply #185 on: 24 July 2011, 13:37:12 »
First draft of the Master Map:


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.
"That's the thing about invading the Capellan Confederation: half a decade later, you want to invade it again"
-Attributed to First-Prince Hanse Davion, 3030


VhenRa

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Re: The Outer Colonies Region
« Reply #186 on: 24 July 2011, 20:50:17 »
Resolution is a little too low for us to really see much.

JA Baker

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The Outer Colonies Region
« Reply #187 on: 25 July 2011, 13:04:48 »
How about this:

« Last Edit: 25 July 2011, 13:08:30 by JA Baker »
"That's the thing about invading the Capellan Confederation: half a decade later, you want to invade it again"
-Attributed to First-Prince Hanse Davion, 3030


truetanker

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Re: The Outer Colonies Region
« Reply #188 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?

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JA Baker

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Re: The Outer Colonies Region
« Reply #189 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
"That's the thing about invading the Capellan Confederation: half a decade later, you want to invade it again"
-Attributed to First-Prince Hanse Davion, 3030


Deathknight69

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Re: The Outer Colonies Region
« Reply #190 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?
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« Last Edit: August 10, 2022, 15:35:06 by Wolf72 »

JA Baker

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Re: The Outer Colonies Region
« Reply #191 on: 25 July 2011, 18:32:27 »
I'll try
"That's the thing about invading the Capellan Confederation: half a decade later, you want to invade it again"
-Attributed to First-Prince Hanse Davion, 3030


JA Baker

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The Outer Colonies Region
« Reply #192 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
"That's the thing about invading the Capellan Confederation: half a decade later, you want to invade it again"
-Attributed to First-Prince Hanse Davion, 3030


JA Baker

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The Outer Colonies Region
« Reply #193 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
"That's the thing about invading the Capellan Confederation: half a decade later, you want to invade it again"
-Attributed to First-Prince Hanse Davion, 3030


JA Baker

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The Outer Colonies Region
« Reply #194 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
"That's the thing about invading the Capellan Confederation: half a decade later, you want to invade it again"
-Attributed to First-Prince Hanse Davion, 3030


JA Baker

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The Outer Colonies Region
« Reply #195 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.
"That's the thing about invading the Capellan Confederation: half a decade later, you want to invade it again"
-Attributed to First-Prince Hanse Davion, 3030


JA Baker

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« Reply #196 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.
"That's the thing about invading the Capellan Confederation: half a decade later, you want to invade it again"
-Attributed to First-Prince Hanse Davion, 3030


JA Baker

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The Outer Colonies Region
« Reply #197 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.
"That's the thing about invading the Capellan Confederation: half a decade later, you want to invade it again"
-Attributed to First-Prince Hanse Davion, 3030


JA Baker

  • Captain
  • *
  • Posts: 1848
  • Dreamer Of Dreams
The Outer Colonies Region
« Reply #198 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
"That's the thing about invading the Capellan Confederation: half a decade later, you want to invade it again"
-Attributed to First-Prince Hanse Davion, 3030


JA Baker

  • Captain
  • *
  • Posts: 1848
  • Dreamer Of Dreams
The Outer Colonies Region
« Reply #199 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
"That's the thing about invading the Capellan Confederation: half a decade later, you want to invade it again"
-Attributed to First-Prince Hanse Davion, 3030


JA Baker

  • Captain
  • *
  • Posts: 1848
  • Dreamer Of Dreams
The Outer Colonies Region
« Reply #200 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
"That's the thing about invading the Capellan Confederation: half a decade later, you want to invade it again"
-Attributed to First-Prince Hanse Davion, 3030


JA Baker

  • Captain
  • *
  • Posts: 1848
  • Dreamer Of Dreams
The Outer Colonies Region
« Reply #201 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

« Last Edit: 11 October 2011, 18:52:55 by JA Baker »
"That's the thing about invading the Capellan Confederation: half a decade later, you want to invade it again"
-Attributed to First-Prince Hanse Davion, 3030


JA Baker

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The Outer Colonies Region
« Reply #202 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:
  • There was once a Star League outpost located on a deep periphery world called Port Stanley.
  • This base was home a Star League Defence Force garrison of division strength, with warship support, tasked with imposing Star League rule over the local area.
  • Port Stanley was located so far from the Inner Sphere that it had its own factories and shipyards to reduce the need for an over-extended supply chain.
  • Warships captured by the SLDF during the Reunification War were often mothballed in isolated, deep periphery locations if it was impractical or uneconomical to return them to the Inner Sphere.
  • Records show that a SLDF formation named the 7th Armoured Division existed at the time of the Amaris Uprising, but there is no evidence of them taking part in the conquest of the Rim World Republic or the war to liberate the Terran Hegemony that followed.
  • Nor, it should be noted, is there any evidence of them leaving with Kerensky on the Exodus. Like so many other Star League formations, they simply vanished into the chaos that followed the fall of the House of Cameron.
  • We know that a percentage of Clan Wolverine escaped Clan space, shortly before the appearance of the mysterious Minnesota Tribe. Just how they apparently managed to either cross or circumnavigate the entire Inner Sphere without being seen is beyond me, but I have been advised that it is at least feasible.
  • We know that someone sent a trio of warships, in SLDF livery, to Cyclops Station, looking for the LostTech prospectors who supposedly stumbled upon the Outer Colonies and managed to escaped.
  • We know that these same people had access to Star League vintage power armour.
     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
"That's the thing about invading the Capellan Confederation: half a decade later, you want to invade it again"
-Attributed to First-Prince Hanse Davion, 3030


aceraptor

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Re: The Outer Colonies Region
« Reply #203 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  :)))

JA Baker

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The Outer Colonies Region
« Reply #204 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.
"That's the thing about invading the Capellan Confederation: half a decade later, you want to invade it again"
-Attributed to First-Prince Hanse Davion, 3030


wolfcannon

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Re: The Outer Colonies Region
« Reply #205 on: 07 March 2019, 20:35:23 »
since Solaris 7 went under, any chance of reposting any of your other designs?
Daniels Avenger                Clan Coyote
General Jennifer Daniels    Galaxy Commander Jim Skyes
                                        Omicron Galaxy
Clan Wolf in Exile
328th Assault Cluster(the Lion Hearted)
Star Captain James Sword

Dragon Cat

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Re: The Outer Colonies Region
« Reply #206 on: 08 March 2019, 06:32:37 »
I forgot about this lots of fun stuff I need to get get back to it
My three main Alternate Timeline with Thanks fan-fiction threads are in the links below. I'm always open to suggestions or additions to be incorporated so if you feel you wish to add something feel free. There's non-canon units, equipment, people, events, erm... Solar Systems spread throughout so please enjoy

https://bg.battletech.com/forums/index.php/topic,20515.0.html - Part 1

https://bg.battletech.com/forums/index.php/topic,52013.0.html - Part 2

https://bg.battletech.com/forums/index.php/topic,79196.0.html - Part 3

Hairbear541

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Re: The Outer Colonies Region
« Reply #207 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 .

Dragon Cat

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Re: The Outer Colonies Region
« Reply #208 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
My three main Alternate Timeline with Thanks fan-fiction threads are in the links below. I'm always open to suggestions or additions to be incorporated so if you feel you wish to add something feel free. There's non-canon units, equipment, people, events, erm... Solar Systems spread throughout so please enjoy

https://bg.battletech.com/forums/index.php/topic,20515.0.html - Part 1

https://bg.battletech.com/forums/index.php/topic,52013.0.html - Part 2

https://bg.battletech.com/forums/index.php/topic,79196.0.html - Part 3

JA Baker

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Re: The Outer Colonies Region
« Reply #209 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.
"That's the thing about invading the Capellan Confederation: half a decade later, you want to invade it again"
-Attributed to First-Prince Hanse Davion, 3030