Author Topic: The Outer Colonies Region  (Read 58145 times)

JA Baker

  • Captain
  • *
  • Posts: 1848
  • Dreamer Of Dreams
Re: The Outer Colonies Region
« Reply #60 on: 11 April 2011, 16:30:11 »
on the chain guns... you could fluff them as needing more maitance... chain guns do jam.... the jam normaly is when the shell case is ripped apart in the weapon, also "chain slap" can wear out the breach... how do i know... 7 years with the M230
10% extra maintenance do?




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

  • Captain
  • *
  • Posts: 2082
Re: The Outer Colonies Region
« Reply #61 on: 11 April 2011, 18:31:44 »
10% extra maintenance do?




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


sounds good to me... about perfect in real life... as long as you are happy with it... that is all that maters.. keep up the great work

JA Baker

  • Captain
  • *
  • Posts: 1848
  • Dreamer Of Dreams
The Outer Colonies Region
« Reply #62 on: 13 April 2011, 09:45:01 »
Code: [Select]
                    AeroTech 2 Vessel Technical Readout
                               * CUSTOM WEAPON

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

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

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

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


Bravo  Squadron
Alexander
Agrippa
Calypso
Hyperion


Charlie Squadron
Nebula
Adrastus
Britannia
Ignatious


Delta Squadron
Mary Rose
Hamato
Raven
Nimrod


Echo Squadron
Inflexible
Invincible
Indefatigable
Indignation


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

     Here are the highlights.

     -Starling


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

     Sound like anyone else we know?

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

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

     -Starling
« Last Edit: 14 April 2011, 18:23:54 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


Hawkeye Jim

  • Captain
  • *
  • Posts: 2418
  • I'm small but sneaky
Re: The Outer Colonies Region
« Reply #65 on: 14 April 2011, 16:35:31 »
Nice work, but you might want to keep an eye on that pesky "r" that keeps wandering in McEvedy.

cawest

  • Captain
  • *
  • Posts: 2082
Re: The Outer Colonies Region
« Reply #66 on: 14 April 2011, 17:33:21 »
Kimagure class Pursuit Cruiser and a pair of Dart class Light Cruisers .... looks like someone has a clan mad at them.... hmmmm  looking forward to more

JA Baker

  • Captain
  • *
  • Posts: 1848
  • Dreamer Of Dreams
The Outer Colonies Region
« Reply #67 on: 14 April 2011, 18:25:19 »
Couple of minor tweaks to my previous post, including a new map showing the location of Redemption and Foster's World.
"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

  • Warrant Officer
  • *
  • Posts: 759
Re: The Outer Colonies Region
« Reply #68 on: 14 April 2011, 23:38:15 »
Nice work and thanks for sharing. I never was one who favored mothballing Warships and shipyards.
May no one ever know less then me......

JA Baker

  • Captain
  • *
  • Posts: 1848
  • Dreamer Of Dreams
The Outer Colonies Region
« Reply #69 on: 15 April 2011, 13:15:34 »
Code: [Select]
                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

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

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

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

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

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

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

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

Life Boats:  4 (7 tons each)                                            28.00

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

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

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

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

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

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

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

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

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

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

Life Boats:  4 (7 tons each)                                            28.00

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

Calculated Factors:
Total Cost:        211,942,800 C-Bills
Battle Value:      4,045
Cost per BV:       52,396.24
Weapon Value:      6,253 (Ratio = 1.55)
Damage Factors:    SRV = 113;  MRV = 74;  LRV = 23;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 26,286
                   (15,276 Structure, 8,700 Life Support, 2,310 Weapons)
                   Support Points (SP) = 22,732  (86% of MPV)
BattleForce2:      MP: 4,  Armor/Structure: 14 / 14
                   Damage PB/M/L: 11/10/8,  Overheat: 0
                   Class: DM;  Point Value: 40
"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 #71 on: 15 April 2011, 19:29:51 »
The Colonial Marshals Service

Fiat Justitia

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

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

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

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

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

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

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


Clan Wolverine Naval Forces
(3065)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

     Call me paranoid, but I'm going off-line while I relocate and redouble my security. I'll contact you all again when I know it's safe.
     -Starling
« Last Edit: 29 April 2011, 04:12:51 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

  • Captain
  • *
  • Posts: 1848
  • Dreamer Of Dreams
The Outer Colonies Region
« Reply #73 on: 16 April 2011, 17:01:32 »
Mjolnir Pod

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

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

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

Weapon explodes when hit, doing 5 damage
Ammo  explodes when hit
Works with Targeting CPU: No
On a roll of 2: Does Nothing
To-hit modifier: 0
Does not work with Artemis IV SRM
Does not work with Artemis IV LRM
"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


FedSunsBorn

  • Captain
  • *
  • Posts: 2362
  • Avatar by ShadowRaven.
Re: The Outer Colonies Region
« Reply #74 on: 17 April 2011, 22:00:40 »
I like that Mjolnir Pod.  O0
Made by HikageMaru

lowrolling

  • Warrant Officer
  • *
  • Posts: 759
Re: The Outer Colonies Region
« Reply #75 on: 17 April 2011, 23:01:01 »
Now that is interesting. Thanks for sharing.
May no one ever know less then me......

JA Baker

  • Captain
  • *
  • Posts: 1848
  • Dreamer Of Dreams
The Outer Colonies Region
« Reply #76 on: 20 April 2011, 12:12:42 »
Colonial Marshals Service (cont.)
Uniforms:
The standard Marshals duty uniform is a karki shirt with matching pants and boots. Many add a Stetson with a duplicate of their bade embroiled on the front. The standard Stetson is the same colour as the uniform, lighter-coloured straw version is available for hot weather or situations where the officer's hat being highly visible isn't a concern. On patrol most ware a black tactical vest designed to resemble an old-fashioned waistcoat, with built-in kevlar armour and encrypted radio, as well as self-polarising glasses that adapt to ambient light levels. In cold or inclement weather, a long, in kevlar lined trench-coat is often used, which also has the advantage of being able to conceal weaponry.

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

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

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

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

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

Most Marshals assigned to field posts have also been trained in the use of heavier weapons, including grenade launchers, squad automatic weapons and other military grade small-arms. A select few have also been trained in the use of power armour and light armoured vehicles for special operations and hostage rescue situations.
« Last Edit: 21 April 2011, 04:11:39 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

  • Captain
  • *
  • Posts: 1848
  • Dreamer Of Dreams
The Outer Colonies Region
« Reply #77 on: 22 April 2011, 13:39:15 »
Military fortifications in the Outer Colonies are based on the Star League’s Castle Brian. Most are smaller, but each world has at least on full sized Castle with an attached space-port reserved for military traffic. The largest are Mount Longdon, home of Port Stanley's Planetary Defence Command and headquarters of the Outer Colonies Defence Force, and Masada, an extremity large Castle Brian in the Wolf's Bane Mountains of Rorke's Drift. The largest network of fortifications is the so-called “Ring of Fire” around McEvedy City: over twenty Castles of various size and type surround the entire city, centred around Masada itself.

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

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

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

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

Major Castle Brian's of the Outer Colonies

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

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

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

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

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

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

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

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

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

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

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

Fort Dixie
Terminus (large Port Castle)

Protectorates:
Arixo
Krak des Chevaliers, Snake River

Pacifica
Gibraltar, Roanapur
« Last Edit: 22 April 2011, 16:35:56 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

  • Warrant Officer
  • *
  • Posts: 759
Re: The Outer Colonies Region
« Reply #78 on: 22 April 2011, 16:10:24 »
Nice work and thanks for sharing. The 331st needs to  put Crystal Peak under new management.
May no one ever know less then me......

JA Baker

  • Captain
  • *
  • Posts: 1848
  • Dreamer Of Dreams
Re: The Outer Colonies Region
« Reply #79 on: 22 April 2011, 16:37:43 »
The 331st needs to  put Crystal Peak under new management.

That will come up in something I've been working on
"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 #80 on: 22 April 2011, 18:07:07 »
Transcript of meeting between:
Chairwoman Helena Stark & saKahn Mary Mroczkiewicz
Also in attendance: Director David Wolfsbane (Ministry of Intelligence)
Office of the Chairwoman
Council Chambers
San Carlos, Port Stanley
December 7th, 3065

MROCZKIEWICZ: You wanted to see me?

STARK: Yes, thank you for coming so soon.

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

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

MROCZKIEWICZ: Yet we are meeting in your office?

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

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

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

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

STARK:  And the shipyard?

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

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

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

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

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

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

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

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

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

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

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

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

STARK: That's hard to say...

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

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

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

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

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

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

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

MROCZKIEWICZ: I was elected.

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

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

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

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

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

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

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

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

WOLFSBANE: That leaves information, which is my bulwark.

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

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

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

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

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

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

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

STARK: Of cause.

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

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

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

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

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

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

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

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

STARK: Okay, okay; I give in. Send your ships to the edges of the Inner Sphere. I just pray that they find nothing that makes us regret such an act.
"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

  • Captain
  • *
  • Posts: 1653
  • Supernaturalizing the universe !!
Re: The Outer Colonies Region
« Reply #81 on: 22 April 2011, 18:23:07 »
Awesome!! Internal politics (and possible civil war?) and the outside chance of discovery by the I.S.. Damn, I love it !!! Great Job JA Baker. [rockon] :)
"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 »

lowrolling

  • Warrant Officer
  • *
  • Posts: 759
Re: The Outer Colonies Region
« Reply #82 on: 22 April 2011, 19:32:16 »
That will come up in something I've been working on


TWOOOOOOO!!!!!!! Battlemechs for every household. Great intrigue as well, might even look into building a couple of McKennas as well in case the Caspers get a little uppity.
May no one ever know less then me......

Deathknight69

  • Captain
  • *
  • Posts: 1653
  • Supernaturalizing the universe !!
Re: The Outer Colonies Region
« Reply #83 on: 24 April 2011, 17:44:48 »
@lowrolling: That's what the Luxor's are for. Hopefully they (Luxor's) will survive this time (if it happens, that is).
"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

  • Captain
  • *
  • Posts: 1848
  • Dreamer Of Dreams
The Outer Colonies Region
« Reply #84 on: 26 April 2011, 18:03:52 »
Code: [Select]
               BattleMech Technical Readout

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

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

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

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

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

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

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

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

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

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

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




Primary Configuration

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

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


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

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




Configuration A

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

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


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

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




Configuration B

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

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


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

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




Configuration C

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

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


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

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

"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

  • Warrant Officer
  • *
  • Posts: 759
Re: The Outer Colonies Region
« Reply #85 on: 26 April 2011, 19:05:44 »
Now that gives a definite Old-West rough and tumble feel to this area, thanks for sharing.
May no one ever know less then me......

JA Baker

  • Captain
  • *
  • Posts: 1848
  • Dreamer Of Dreams
The Outer Colonies Region
« Reply #86 on: 27 April 2011, 05:58:17 »
Given that Marshal Joseph Fargo is based on Judge Joe Dredd, it's kind of a future-nior feel, but yeah, space-western FTW.
"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 #87 on: 27 April 2011, 16:00:09 »
Code: [Select]
          BattleTech Vehicle Technical Readout
                      VALIDATED

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

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

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

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

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

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

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

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

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

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

Calculated Factors:
Total Cost:        57,017 C-Bills
Battle Value:      43
Cost per BV:       1,325.97
Weapon Value:      2 / 2 (Ratio = .05 / .05)
Damage Factors:    SRDmg = 1;  MRDmg = 0;  LRDmg = 0
BattleForce2:      MP: 5T,  Armor/Structure: 0 / 1
                   Damage PB/M/L: -/-/-,  Overheat: 0
                   Class: GL;  Point Value: 0
                   Specials: tran1
"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

  • Warrant Officer
  • *
  • Posts: 759
Re: The Outer Colonies Region
« Reply #88 on: 27 April 2011, 17:13:16 »
Nice work and thanks for sharing. How much can it tow? I am thinking J-37 replacement.
May no one ever know less then me......

JA Baker

  • Captain
  • *
  • Posts: 1848
  • Dreamer Of Dreams
The Outer Colonies Region
« Reply #89 on: 27 April 2011, 17:35:36 »
I don't know the exact rules for towing, but I think it's up the vehicles own weight, at the cost of half speed.

But I'm most likely wrong.
"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