"I'm a bad person who should feel bad." No, please don't. So things aren't progressing as fast as everyone "thinks" they should. Meh. We're in this for fun, and if anyone isn't having fun, including you, then we should stop.
CC Turn 7:
More than a decade of (relative) peace has brought new light and life to the Confed! Woot! Given that, I think I can post my turn early-
Budget: $98,000M
Surplus: $0M
Maintenance: $29,645
Fighters @150%
Small Craft @150%
Light Dropships @120%
Jumpships @120%
Quzhujian @200%* (Training ship)
All other ships and stations @120%
Research: $1,000M
--Building:
Yards:
New Lvl 1 in Capella
Lvl 1->2 upgrade in Capella
Lvl 2->3 upgrade in Capella
This should make 4 yards, one of each type from 1-4 in Capella.
Ships:
2x Rapid Vents
1x Duck
Class/Model/Name: Дух ветра (Dukh vetra - Wind Spirit/Duck)
Tech: Inner Sphere
Ship Cost: $7,610,866,000.00
Magazine Cost: $4,210,000.00
BV2: 79,293
Mass: 750,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 5
Maximum Thrust: 8
Armor Type: Standard
Armament:
80 AC 2
36 Naval Laser 55
20 Capital Launcher AR-10
16 Capital Launcher Barracuda
Class/Model/Name: Дух ветра (Dukh vetra - Wind Spirit/Duck)
Mass: 750,000
Equipment: Mass
Drive: 225,000
Thrust
Safe: 5.0
Maximum: 7.5
Controls: 1,875
K-F Hyperdrive: Compact (16 Integrity) 339,375
Jump Sail: (5 Integrity) 68
Structural Integrity: 120 90,000
Total Heat Sinks: 3315 Single 2,600
Fuel & Fuel Pumps: 6875 points 2,805
Fire Control Computers: 2,034
Armor: 882 pts Standard 2,025
Fore: 224
Fore-Left/Right: 130/130
Aft-Left/Right: 130/130
Aft: 180
Dropship Capacity: 0 0
Grav Decks:
Small: 0
Medium: 0
Large: 0
Escape Pods: 145 1,015
Life Boats: 150 1,050
Crew And Passengers:
50 Officers in 1st Class Quarters 500
145 Crew in 2nd Class Quarters 1,015
98 Gunners and Others in 2nd Class Quarters 686
10 Bay Personnel 0
1st Class Passengers 0
2nd Class Passengers 0
Steerage Passengers 0
# Weapons Loc Heat Damage Range Mass
10 AC 2 Nose 10 20 (2-C) Long 60
10 Naval Laser 55 Nose 850 550 (55-C) Extreme-C 11,000
10 Capital Launcher AR-10 Nose Extreme-C 2,500
10 AC 2 FR 10 20 (2-C) Long 60
4 Naval Laser 55 FR 340 220 (22-C) Extreme-C 4,400
3 Capital Launcher Barracuda FR 30 60 (6-C) Extreme-C 270
10 AC 2 RBS 10 20 (2-C) Long 60
4 Naval Laser 55 RBS 340 220 (22-C) Extreme-C 4,400
5 Capital Launcher AR-10 RBS Extreme-C 1,250
10 AC 2 AR 10 20 (2-C) Long 60
3 Naval Laser 55 AR 255 165 (16.5-C) Extreme-C 3,300
3 Capital Launcher Barracuda AR 30 60 (6-C) Extreme-C 270
10 AC 2 FL 10 20 (2-C) Long 60
4 Naval Laser 55 FL 340 220 (22-C) Extreme-C 4,400
3 Capital Launcher Barracuda FL 30 60 (6-C) Extreme-C 270
10 AC 2 LBS 10 20 (2-C) Long 60
4 Naval Laser 55 LBS 340 220 (22-C) Extreme-C 4,400
5 Capital Launcher AR-10 LBS Extreme-C 1,250
10 AC 2 AL 10 20 (2-C) Long 60
3 Naval Laser 55 AL 255 165 (16.5-C) Extreme-C 3,300
3 Capital Launcher Barracuda AL 30 60 (6-C) Extreme-C 270
10 AC 2 Aft 10 20 (2-C) Long 60
4 Naval Laser 55 Aft 340 220 (22-C) Extreme-C 4,400
4 Capital Launcher Barracuda Aft 40 80 (8-C) Extreme-C 360
Ammo Rounds Mass
AC 2 Ammo 10000 222.22
Capital Launcher Barracuda Ammo 180 5,400.00
Capital Launcher Killer Whale Ammo 75 3,750.00
Capital Launcher White Shark Ammo 75 3,000.00
Number Equipment and Bays Mass Doors
NCSS Large 500 2
20,000 Cargo, Standard 20,000 8
2 Bay Small Craft 400 2
Losses:
None.
Doctrine changes:
The Qinru Zhe line of ships has been retired. It has been replaced by the Duck.
The last surviving Quzhujian has been retired to home fleet on a permanent station, and turned into an Advanced Tactical and Strategic Warfare live training vessel. As a visible monument (when in dock and not on training maneuvers and life fire training), each class is expected to maintain and upgrade the vessel to venerate and honor those who served before.
The Dukh Vetra (Russian for Wind Spirit, and known as the Duck to all and sundry) is designed to replace the Qinru Zhe as the premiere raiding and scouting vessel of the Confed. Unlike the Qinru Zhe's doctrine, Duck doctrine insists on avoidance of serious combat engagements while on raid patrols, strict use of pirate points where possible, and engaging only when the odds are stacked in their favor. Even then, maintaining long to medium range is paramount, sacrificing the engagement entirely if the ranges can't be kept reasonably open. During fleet operations, Ducks are to act as the fleet's eyes and ears, scouting the enemy, avoiding combat in the main wall of battle, only engaging enemy scouts, light craft, and crippled vessels that have fallen away from the main battle lines. This last doctrine is unpopular and has given rise to the alternative nickname for the Wind Spirit, Vulture.
Regarding the Ares Convention, there is no Military consensus. The convention deals with an extremely broad set of rules and treaties that precludes any real unity of advice. That said, there are some broad themes. The Ground forces are almost unanimous in support for limits on nuclear weapons. They further push for limiting any and all space based Ortillary, in particular large scale Kinetic and Nuclear strikes, feeling that the indiscriminate nature and inherent inaccuracy of ortillary on worlds with non-combatants should be a warcrime. The Navy, however, has strongly pressed for maintaining nuclear capabilities for ship-to-ship combat. While willing to accept limits on usage near planetary bodies inhabited by civilians, the Navy is adament that no such restrictions be placed on space based structures such as habitats, industrial/mining facilities, or other space stations. They feel that it would be to easy to hide weapons, or shield combatants, in such facilities, causing at best Naval losses, and at worse losses and a political nightmare. Finally, both groups agree that while "first strike" usage should not be condoned regarding nukes on planets, the capability should be maintained, and allowed for, in the event of a need for "second strike" or retaliatory action.
Both sides largely agree on the general points on surrender and truce conditions and the treatment of prisoners (!! Many accusations against the FedSuns by the survivors of their tender mercies, including show-boating a number of... scarred and disabled individuals on camera and in ads to rile up the public, local and foreign). A vocal minority (and those close to Liao) however, disagree, not on principle, but that by so defining things, we invite "rules lawyering" and atrocities, if only because they're "not prescribed, so must be legal." They accuse the convention supporters of trivializing warfare, making it more palatable, and therefor more likely. Finally, there's a small but notable minority that question who will enforce any agreement, and if not enforceable, then what use is it?
(The military is neither for, nor against it (or both for and against), but none of the sides in the CC military will be particularly happy with the results if they go as canon.)
On the (Master) Warship Spreadsheet: Line A17 down on the TRO Workup sheet incorrectly calculates/collects the # of items.
Field reads from columns A nd B starting at line 39, but should start at 32:
=IFERROR(IF(SUM(FILTER(Original!B39:B218,Original!A39:A218=B17))=0,"",SUM(FILTER(Original!B39:B218,Original!A39:A218=B17))),"")
And should be:
=IFERROR(IF(SUM(FILTER(Original!B32:B218,Original!A32:A218=B17))=0,"",SUM(FILTER(Original!B32:B218,Original!A32:A218=B17))),"")
Subsequent lines down the colum increment, I suspect due to a drag-n-drop copy of the original field and sheets being "helpful" and auto-incrementing.