Author Topic: The Outer Colonies Region  (Read 57836 times)

JA Baker

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The Outer Colonies Region
« Reply #30 on: 07 April 2011, 10:44:41 »
I always read it as the Davion II being the Star League variant, with the Whirlwind being the Clan refit.

(double checks TRO: 3057R)

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

I suppose they should be Whirlwinds then.

My bad   #P
"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


Red Pins

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Re: The Outer Colonies Region
« Reply #31 on: 07 April 2011, 11:37:09 »
I know a guy from the old HPG forums who has similar, if somewhat less developed, deep periphery nation made of ex ComStar types who fled Terra after Word of Blake took over with a couple of ships loaded with civilians who also wanted out. He has a work-in-progress Field Manual, and is working on a rather in-depth Fan Fiction called A Friend In Need (Part 1 & Part 2) that include the older, cheesier version of the Outer Colonies.

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


 
PG 1     Cover Image; Title across the top

PG 2     Intro; My letter of Intro

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

PG 4     Greetings from Loremaster Council;

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

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

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

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

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

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

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


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

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

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

PG 231 Rear Cover; Advertising Blurb; Disclaimers
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Work-in-progress; The Blake Threat File
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
TRO: 3176 Hegemony Refits - the 30-day wonder

JA Baker

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

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

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

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

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

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

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

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

A dry, arid world, San Antonio still has a frontier feel to it, centuries after it was first settled. The inhabitants are known for being hardy, self sufficient and independent: it took even the Star League Defence Force two decades to completely pacify the populace, and even then they had to deal with regular uprisings and protests. While things are much calmer since the Outer Colonies reorganised their government to allow for much greater local autonomy, there is still occasional talk of leaving the Outer Colonies and going fully independent, but given the planets low population base and limited arable land, this remains unlikely.
« Last Edit: 08 April 2011, 14:30:03 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


lowrolling

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Re: The Outer Colonies Region
« Reply #33 on: 07 April 2011, 11:59:57 »
That is great detail!!!! Do they have any jumpship production?
May no one ever know less then me......

JA Baker

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The Outer Colonies Region
« Reply #34 on: 07 April 2011, 14:03:37 »
Do they have any jumpship production?

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

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

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

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

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

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

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

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

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

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

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

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

The Treaty of New Constantinople, signed by the Star League and endorsed by the Outer Colonies grants the Order fully and total authority over Haven, and anyone entering the territory should be aware that they are under the legal jurisdiction and authority of the Order, not the Outer Colonies.
"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


lowrolling

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Re: The Outer Colonies Region
« Reply #36 on: 07 April 2011, 19:13:06 »
Thanks on the answer. These would be a tough nut to crack.
May no one ever know less then me......

JA Baker

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The Outer Colonies Region
« Reply #37 on: 08 April 2011, 14:29:18 »
New Jamaica
Star Type: K4III
Position in System: 4 (of 10)
Time to Jump Point: 4.12 days
Number of Satellites: 0
Surface Gravity: 1.0
Atmosphere Pressure: High (Breathable)
Surface Water Coverage: 62%
Equatorial Temperature: 34° C (Tropical)
Highest Native Life: Amphibians
Recharging Station: Nadir
HPG Class Type: A
Planetary Capital: Port Royal
Population (3045): 2,190,000,000

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

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

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

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

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

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

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

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

One interesting piece of local trivia; the planet itself is named after Captain Gregory Malloy, commander of the JumpShip North Star, who first discovered the world, while the capital is named after his eldest daughter, Rosalyn Amber Cater-Malloy, who had been born during the long passage from the Inner Sphere.
« Last Edit: 09 April 2011, 06:19:22 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 #38 on: 08 April 2011, 14:49:29 »
Rorke's Drift
Star Type: M2IV
Position in System: 4 (of 9)
Number of Moons: 2 (Ulysses and Odyssey)
Days to Jump Point: 3
Surface Water: 63%
Atm. Pressure: Standard (Breathable)
Surface Gravity: 0.95
Equatorial Temp: 47°C (Desert)
Highest Native Life: Mammals
Recharging Station: Nadia and Zenith
HPG Class Type: A
Planetary Capital: Charlemagne
Population (3045): 1,958,205,000

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

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

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

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

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

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

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

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

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

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

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

Military Outposts

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The southern tip of the defensive chain, Ticonderoga is home to a small but prosperous uranium mine and military-outpost. Every so often there is talk of expanding the settlement and establishing a full colony, but with so much land still available on already inhabited planets, few if any ever take up the challenge. That said, it has a high birth rate and there is some immigration, to the point where local amenities are always expanding, so it may just be a matter of time before it becomes the eleventh member of the Outer Colonies.
"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


cawest

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Re: The Outer Colonies Region
« Reply #40 on: 08 April 2011, 20:47:36 »
some very good stuff... looking forward to more

JA Baker

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The Outer Colonies Region
« Reply #41 on: 09 April 2011, 06:16:58 »
The problem is I don't know what to do next: I have reached the end of what notes I had from the first draft.

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

I'm open to ideas at this point.
"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


Dragon Cat

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Re: The Outer Colonies Region
« Reply #42 on: 09 April 2011, 10:10:12 »
Notable vessels or units?

New Mechs, Vehicles?
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

Red Pins

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Re: The Outer Colonies Region
« Reply #43 on: 09 April 2011, 10:13:56 »
...Well - look at the index for the NC.  'Unique Tech' has become a big one.  You might include TROs for your own units, direct from HMPro or SSW.  Random unit tables is eating a huge amount of my time, but since you have units from both SL and created ones, it might be nice to look at.

You might give more depth by doing individual unit workups, but I gotta tell you its detail-intensive work and might not be worth it.
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Work-in-progress; The Blake Threat File
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
TRO: 3176 Hegemony Refits - the 30-day wonder

JA Baker

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The Outer Colonies Region
« Reply #44 on: 09 April 2011, 11:04:38 »
Chain Gun

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

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

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

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

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

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

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

Snub-Nosed Gauss Rifle

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

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

Extended Range Gauss Rifle

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

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

20-mm Vulcan duel-purpose cannon

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

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

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

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

Tech Base: Star League
Year: 3022
Faction: Outer Colonies
Tech Level: 2
Type: Ballistic
Heat: 1
Damage/Hit: 4
Dmg Txt: 4
Mass: 1.5
Critical Slot Size: 2
Minimum Range: 0
Short Range: 2
Medium Range: 4
Long Range: 6
Ammo/Ton: 100
Weapon Cost: 150,000
Ammo Cost: 2,750
Weap. Abbrev: Vulcan
Attack Type: Offensive
Battle Value
Weapon BV: 20
Ammo BV: 5
WV: 8
Works with Targeting CPU: No
On a roll of 2: Does Nothing
To-hit modifier: 0
« Last Edit: 09 April 2011, 11:08:50 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 #45 on: 09 April 2011, 15:34:17 »
Code: [Select]
               BattleMech Technical Readout
                     Custom* Weapons

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

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

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

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

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

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

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

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

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

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

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

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

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

While the so-called “Brotherhood Of The Blood” has no official standing, organisation or power, it does exert a great deal of power behind the scenes, especially on Rorke's Drift and within the Outer Colonies Defence Force. Many have pointed to unusual patterns of advancement or deployment to those Of The Blood, much as someone of noble birth might find their way opened by family and friends in the Great Houses of the Inner Sphere. Such an act is officially frowned upon, but given the higher than average number of Rorke's Drift citizens within the OCDF, more often than not a blind eye is turned to all but the most blatant acts of favouritism, and those who are unable to back up their position with ability are quickly moved to less glamorous positions, where they are unlikely to openly embarrass the rest of the Brotherhood.
"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 #47 on: 09 April 2011, 18:08:29 »
This stuff continues to be awesome. Have you thought of making it current w/ the late 3060's - early 3070's or am I missing something???
"Remember kids, Ammo explosion's are as much fun as friendly fire and incoming fire has the right-of-way." - ShadowSeraph
Avatar by Wombat, Thanks again to the blue fuzzy marsupial of wanton destruction.
"SRM Carrier. It's actual combat value is irrelevant; the face of a player when one of their 'mechs takes a point-blank shot from one is priceless!  ^-^" - Fireangel
"What's a little canon-deviation amongst friends and enemies" - Self
Quote from: DarkSpade on August 10, 2022, 15:23:40
If you think about it, the perfect merc lives long enough to complete the objective, but not long enough to get paid.
Well, there's an Obi-Wan level point of view comment for you ...  xp
« Last Edit: August 10, 2022, 15:35:06 by Wolf72 »

Red Pins

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Re: The Outer Colonies Region
« Reply #48 on: 09 April 2011, 18:16:40 »
This stuff continues to be awesome. Have you thought of making it current w/ the late 3060's - early 3070's or am I missing something???

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

They might be able to offer some useful advice or assistance to your work on the outer colonies, JA.
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Work-in-progress; The Blake Threat File
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
TRO: 3176 Hegemony Refits - the 30-day wonder

JA Baker

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The Outer Colonies Region
« Reply #49 on: 09 April 2011, 18:30:03 »
Have you thought of making it current w/ the late 3060's - early 3070's or am I missing something???

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

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

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

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



Next up is the Ministry of Intelligence and all its dark designs...
"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


Hawkeye Jim

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Re: The Outer Colonies Region
« Reply #50 on: 09 April 2011, 18:39:34 »
Alien Space Bats won't work. Highly evolved squirrels might.

JA Baker

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The Outer Colonies Region
« Reply #51 on: 09 April 2011, 18:54:20 »
Alien Space Bats won't work. Highly evolved squirrels might.
You know, it just might...  }:)

As promised:

The Ministry of Intelligence

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

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

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

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

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

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

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

They remain an ultra-select, total volunteer organisation that you can only join by invitation and leave only by death.
"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


Hawkeye Jim

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Re: The Outer Colonies Region
« Reply #52 on: 09 April 2011, 21:03:15 »
The evolved squirrels came about when a bunch of bored Clan geneticists got really drunk and mixed up their warrior DNA and some animal DNA they were working on. They make excellant scounts and have absolutely wonderful night vision.

Red Pins

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Re: The Outer Colonies Region
« Reply #53 on: 09 April 2011, 22:39:52 »
Something that leapt out at me, reading the stats for the Cromwell; a Coventry Metal Works internal skeleton?
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Work-in-progress; The Blake Threat File
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
TRO: 3176 Hegemony Refits - the 30-day wonder

cawest

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Re: The Outer Colonies Region
« Reply #54 on: 10 April 2011, 00:28:42 »
i have two things
your chain guns the heat would be heat listed x 5 rounds.. ie cg5 would have 5 heat... this seems a little low.. but it's your world.

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

looking forward to more

JA Baker

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Re: The Outer Colonies Region
« Reply #55 on: 10 April 2011, 04:33:03 »
i have two things
your chain guns the heat would be heat listed x 5 rounds.. ie cg5 would have 5 heat... this seems a little low.. but it's your world.
It's still kind of a work-in-progress  #P

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

"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 #56 on: 10 April 2011, 05:14:12 »
Well, Let's see them designs.
"Remember kids, Ammo explosion's are as much fun as friendly fire and incoming fire has the right-of-way." - ShadowSeraph
Avatar by Wombat, Thanks again to the blue fuzzy marsupial of wanton destruction.
"SRM Carrier. It's actual combat value is irrelevant; the face of a player when one of their 'mechs takes a point-blank shot from one is priceless!  ^-^" - Fireangel
"What's a little canon-deviation amongst friends and enemies" - Self
Quote from: DarkSpade on August 10, 2022, 15:23:40
If you think about it, the perfect merc lives long enough to complete the objective, but not long enough to get paid.
Well, there's an Obi-Wan level point of view comment for you ...  xp
« Last Edit: August 10, 2022, 15:35:06 by Wolf72 »

JA Baker

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The Outer Colonies Region
« Reply #57 on: 10 April 2011, 05:38:55 »
I'm working on two heavy suits: the Surtr and the Jötunn. I'll post them when they're done.
"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 #58 on: 10 April 2011, 09:12:13 »
Four suits of Battle Armour used by the OCDF:

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

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

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

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

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

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

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

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

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

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

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

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

                Created by HeavyMetal Battle Armor

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

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

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

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

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

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

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

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

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

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

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

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

                Created by HeavyMetal Battle Armor

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

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

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

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

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

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

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

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

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

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

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

                Created by HeavyMetal Battle Armor

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

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

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

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

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

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

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

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

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

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

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

                Created by HeavyMetal Battle Armor
"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


cawest

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  • Posts: 2079
Re: The Outer Colonies Region
« Reply #59 on: 11 April 2011, 14:13:10 »
on the chain guns... you could fluff them as needing more maitance... chain guns do jam.... the jam normaly is when the shell case is ripped apart in the weapon, also "chain slap" can wear out the breach... how do i know... 7 years with the M230

 

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