Author Topic: Warship Arms Race - The In Character Stuff  (Read 22220 times)

Smegish

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Warship Arms Race - The In Character Stuff
« on: 25 March 2020, 00:22:00 »
Here is the thread for the players to post their turns, ship designs, fleet doctrine, IC arguments between themselves (as High Fleet Lord) and their lord and master about why they shouldn't pick a fight with the THN, all that stuff. Turn results shall also be posted here.

Questions, comments and such should be kept to the other thread: https://bg.battletech.com/forums/index.php?topic=68540.0

Turn 1 Has commenced, your budgets for this turn should posted in here by April 10th.

Budgets and players are as follows:

Terran Hegemony (GM-controlled 500lb Gorilla) - 750 Bil
Draconis Combine (UnLimited) - 300 Bil
Lyran Commonwealth (kindalas) - 280 Bil
Federated Suns (Jester Motley) - 290 Bil
Capellan Confederation (NPC) - 280 Bil
Free Worlds League (Venser's Revenge) - 300 Bil
Rim Worlds Republic (NPC) - 120 Bil
Marian Hegemony (truetanker) - 50 Bil
Taurian Concordat (NPC) - 100 Bil
United Hindu Collective (NPC) - 50 Bil
Principality of Rasalhague (Tyler Jorgensson) - 50 Bil
Illyrian Palatinate (NPC) - 30 Bil

EDIT: After discussion with Marcus, reduced UHC budget to match Rasalhague.

Turn 1 Report
« Last Edit: 17 April 2020, 17:55:15 by Smegish »

Smegish

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Re: Warship Arms Race - The In Character Stuff
« Reply #1 on: 25 March 2020, 06:21:32 »
Turn replaced by UnLimited

Draconis Combine 2350

Code: [Select]
Draconis Combine Admiralty Doctrine

Design

The High Command in the DCA agreed quickly that matching the Hegemony in a pitched battle was impossible in the short or even long term.
However the THN is forced to split its attention between all 5 of the Great Houses, and are unlikely to attack without provocation.
So High Command has decreed that all effort should be taken to avoid such provocation, for now.
The single docking collar typically seen on DCA ships is generally used as an aid to resupply.

Crews

DCA crews are trained hard and often, but their reward is better than average crew quarters – for all but the marine contingent anyway – compared to the JumpShip fleet.
The admiralty came to the conclusion that while the Combine cannot match the Terrans in ship size, crew quality is a very different story.
Every effort is taken to improve the fleets performance, including special privileges for the best performing officers and crew,
as well as transfers to the far less luxurious confines of the JumpShip fleet for those that are not up to scratch, where many volunteers can be found to fill their place of honour.
Of special note are the navigators on board, who are rigorously trained, and are required to make 5 successful jumps into 'pirate points'
in a conventional JumpShip before qualifying to be assigned to a WarShip.

Usage

The fleets mission is predominately Space Superiority, securing the system so that the standard JumpShips carrying the DCMS can arrive and disgorge their charges without fear of the enemy.
Anti-piracy missions are also undertaken, especially by the smaller, faster more numerous Kutai-class.

Captains are trained to act like a stalking tiger, waiting for the proper moment to pounce,
whilst using surprise as much as possible in the emptiness of space.
One-on-one engagements with an equal opponent are to be avoided as a rule,
although that rule is often waived in the defense of DCMS convoys, Prefecture or District capitals or express orders from a superior.
It is better to wait for the advantage in size or numbers before striking.

Chemical weapons (beyond non-lethal agents like tear gas) are strictly banned,
and orbital bombardment is performed only as a response to Ground-to-Orbit fire,
or against forces deploying WMDs against DCMS ground troops.
If the launch site of said WMDs (whether chemical, biological or nuclear) happens to be in a populated area,
then they should not have tried to use civilians as a human shield.
Such bombardment is to be conducted with the fleets Naval Lasers, to both save NAC ammunition and keep collateral damage to within acceptable limits.


Fighters

The current fleet includes two classes of warship, both containing a wing of 36 fighters, predominately used for self-defence against enemy strike fighters and capital missiles.
While the fleets fighter corps is also trained in the anti-shipping role, keeping their carrier vessel safe from the enemy is deemed a more important role.

The rest of the DCA's fighter corps not assigned to WarShips is either in training, or deployed in garrison positions on the border,
or guarding important worlds such as Prefecture/District capitals and worlds with shipyards in orbit, usually assigned in individual 36-fighter wings.

JumpShips

The DCAs small JumpShip fleet is used almost exclusively to supply the fleet and act as couriers, though transporting the DCMS in offensive operations is also in their perview.
Internal movements of the DCMS however is typically done with their own tiny Jumpship fleet, or by commandeering civilian craft.

With the realisation of exactly how big the THN has become, the Draconis Combine Admiralty has been given a massive boost to its budget to help kick start a crash building program of WarShips with which to defend and expand the nation. To aid in these efforts existing shipyards over New Samarkand, Luthien and Midway have been upgraded, and new yards in An Ting, Benjamin and Alshain have been constructed. These new yards will provide both increased production and repair facilities much closer to the front lines than the existing yards. A large series of Onsen-class Recharge Stations are also planned to connect the far corners of the Combine and aid rapid transportation of goods of all kinds. Construction of this network of stations is ongoing, and likely to take some time to complete given the size of the Combine.

The makeup of the fleet itself took some time for the DCA High Command to determine. Arguments continuing long into the night about whether it was more important to have a large fleet of Corvettes to patrol the border and deal with internal piracy first, or focus on a slightly smaller force of more battle-worthy Destroyers to expand the Combine by any means. In the end High Admiral Fuyuutski compromised on building half of what both sides wanted, which left neither side of the argument happy.

Code: [Select]
Year: 2350 Value in Millions
Money Available 300,000
Remaining from Last Turn
Available Shipyards

New Samarkand 1/2
Luthien 1/1
Midway 1

Repairs

Maintanence 50% 0
Prototype Cost Kutai 5,275 1,319
Fubuki 6,391 1,598
Onsen 460 115
Construction Unit Price
Shipyards Existing Yards All S1 > S2 40,000
Benjamin S1 10,000
Alshain S1 10,000
An Ting S1 10,000
Stations Onsen 45 460 20,700
Warships Kutai 12 5,275 63,300
Fubuki 6 6,391 38,346

Jumpships 30 500 15,000
Dropships 120 300 36,000
Fighters 1800 5 9,000
Small Craft 300 10 3,000
Research Ferro-Aluminium 1 40000 40,000

Total Spent 298377

Income

Remaining 1623

Kutai-class Corvette

The two hundred thousand ton Kutai is designed as the fleets first line of defence, able to act as a picket ship, escort larger vessels or patrolling the Combines long borders. With it's main firepower consisting of a dozen Naval Laser 45s, with a handful of Killer Whales and a hefty battery of large lasers and long range missile racks for anti-fighter duties with deep ammunition bins, the Kutai can serve in the field for some time without resupply, keeping the Dragon and his people safe from piracy and the occasional raid from a great house. The small NCSS system installed gives the ship a great advantage as a picket or pirate hunting ship, with very little escaping the notice of its gaze.

Capable of three G's of acceleration, the Kutai is capable of running down or escaping almost any opponent, if not in a sprint then almost surely in a marathon with it's six thousand tons of fuel allowing it to be profligate with its engine use while still keeping its onboard fighter complement supplied for action. Almost entirely a broadside fighter, the Kutai mounts its dozen 45cm Naval Lasers in pairs, two in each quarter and two broadside. The broadside NLs are joined by a pair of Killer Whale missile tubes, with the remaining two missile tubes mounted Fore. Matching quad mounts of LRM 15s and Large Lasers can be found spread all across the ship, with what was deemed a sufficient Point Defense System joining them.

The thirty-six fighters and dozen small craft allow the aboard Kutai are predominately for self-defense or Close Air Support if assisting ground forces. The twelve small craft aboard give the Kutai the ability to quickly resupply if needed, or perform customs duties with the aid of the two platoons of Marines stationed aboard.

The armour of the Kutai was considered to be a bit thin, but as it is not intended to serve in the line of battle, the 160 tons of armour was deemed sufficient for a ship its size.

Code: [Select]
Class/Model/Name: Kutai
Tech: Inner Sphere
Ship Cost: $5,275,232,000.00
Magazine Cost: $19,440,000.00
BV2: 14,392

Mass: 200,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Standard
Armament:
6 Capital Launcher Killer Whale
24 LRM 15 (IS)
24 Laser Large
48 Machine Gun (IS)
12 Naval Laser 45


Class/Model/Name: Kutai
Mass: 200,000

Equipment: Mass
Drive: 48,000.00
Thrust
Safe: 4
Maximum: 6
Controls: 500.00
K-F Hyperdrive: Compact (6 Integrity) 90,500.00
Jump Sail: (3 Integrity) 40.00
Structural Integrity: 40 8,000.00
Total Heat Sinks: 1272 Single 918.00
Fuel & Fuel Pumps: 30000 points 6,120.00
Fire Control Computers: 0.00
Armor: 120 pts Standard 160.00
Fore: 20
Fore-Left/Right: 20/20
Aft-Left/Right: 20/20
Aft: 20

Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 2 100.00
Medium: 0.00
Large: 0.00
Escape Pods: 0.00
Life Boats: 30 210.00

Crew And Passengers:
22 Officers in 1st Class Quarters 220.00
63 Crew in 2nd Class Quarters 441.00
40 Gunners and Others in 2nd Class Quarters 280.00
132 Bay Personnel 0.00
1st Class Passengers 0.00
50 2nd Class Marines 350.00
50 Steerage Passengers 250.00

Bay #1: Small Craft (12) - 2 Doors
Bay #2: Fighters (36) - 3 Doors
Bay #3: Cargo (19159 Tons) - 2 Doors

Small NCSS
Killer Whale Ammo - 60 (10/Tube)
LRM Ammo - 600 Tons (200 Volleys per launcher)
Machine Gun Ammo - 240 Tons (5 Tons per gun)

Nose:
2 x Killer Whales
4 x LRM 15s
4 x Large Laser
8 x MG

FL/FR:
2 x NL/45
4 x LRM 15s
4 x Large Laser
8 x MG

LBS/RBS:
2 x Killer Whales
2 x NL/45s

AL/AR:
2 x NL/45
4 x LRM 15s
4 x Large Laser
8 x MG

Aft:
4 x LRM 15s
4 x Large Laser
8 x MG

Fubuki-class Destroyer

At four hundred and fifty thousand tons, the Fubuki-class isn't intended as a patrol or escort vessel like the Kutai, but rather as a ship killer. Mounting over two dozen Class Ten Naval Autocannon as well as Naval Lasers and Killer Whale launchers, the Fubuki's primary role is to bring the enemy to battle and destroy them. Unable to match the acceleration of the smaller corvette, Fubuki is still capable of two and a half Gees when pushed to full throttle which was deemed acceptable by High Command. The destroyer has a greatly strengthened internal structure compared to the smaller Kutai, allowing for a far greater amount of armour -Six Hundred and Seventy Five tons in fact- to be mounted, roughly equivalent to Terran Navy ships of its size.

Like it's smaller sister, the Fubuki is predominately a broadside fighter, though it is less focused on such action. It sacrifices some of the corvettes AAA firepower in favour of a superior anti-Warship armament, dropping the long range missile racks. Four 45cm Naval Lasers can be found mounted Fore and Aft, with the Fore mount being joined by a pair of Class-10 Naval Autocannons. The four quarters each mount a quartet of NACs alongside a pair of NL45s, with the broadsides having a quad mount of Killer Whale tubes alongside an equal number of NAC gun mounts. Quad Large Laser turrets are festooned all over the ship, as is the Point Defense Systems.

As with the Kutai, the fighter complement of the Fubuki is mainly to defend itself from hostile fighters or attempts to board, while the small craft can be used for SAR work after a battle, or its own boarding actions.

Code: [Select]
Class/Model/Name: Fubuki
Tech: Inner Sphere
Ship Cost: $6,391,226,000.00
Magazine Cost: $8,080,000.00
BV2: 41,050

Mass: 450,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Standard
Armament:
16 Naval Laser 45
26 Naval AC 10
40 Laser Large
48 Machine Gun (IS)
8 Capital Launcher Killer Whale

Class/Model/Name: Fubuki
Mass: 450,000

Equipment: Mass
Drive: 81,000.00
Thrust
Safe: 3
Maximum: 5
Controls: 1,125.00
K-F Hyperdrive: Compact (11 Integrity) 203,625.00
Jump Sail: (4 Integrity) 53.00
Structural Integrity: 75 33,750.00
Total Heat Sinks: 2380 Single 1,933.00
Fuel & Fuel Pumps: 10000 points 4,080.00
Fire Control Computers: 0.00
Armor: 318 pts Standard 675.00
Fore: 53
Fore-Left/Right: 53/53
Aft-Left/Right: 53/53
Aft: 53

Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 2 100.00
Medium: 0.00
Large: 0.00
Escape Pods: 0.00
Life Boats: 30 210.00

Crew And Passengers:
34 Officers in 1st Class Quarters 340.00
101 Crew in 2nd Class Quarters 707.00
65 Gunners and Others in 2nd Class Quarters 455.00
132 Bay Personnel 0.00
1st Class Passengers 0.00
50 2nd Class Marines 350.00
50 Steerage Passengers 250.00

Bay #1: Small Craft (12) - 2 Doors
Bay #2: Fighters (36) - 3 Doors
Bay #3: Cargo (40275 tons) - 2 Doors

Killer Whale Ammo - 80 (10/tube)
NAC/10 Ammo - 1040 Rounds (40 Rounds/gun)
Machine Gun Ammo - 240 Tons (5 Tons/gun)

Fore:
4 x NL/45s
2 x NAC/10s
4 x Large Lasers
8 x MGs

FR/FL:
4 x NAC/10s
2 x NL/45s
4 x Large Lasers
8 x MGs

RBS/LBS:
4 x Killer Whales
4 x NAC/10s
8 x Large Lasers

AR/AL:
4 x NAC/10s
2 x NL/45s
4 x Large Lasers
8 x MGs

Aft:
4 x NL/45s
4 x Large Lasers
8 x MGs

Onsen-class Station

Built by the DCA, but useable by civilian traffic as well, the Onsen-class recharge station is intended to speed travel across the vast swathes of the Combine. At 500 kilotons, this large station has three sets of recharge batteries for use by passing ships, and a large cargo hold and quarters for over 500 visiting sailors allows it play the role of supply base for the fleet and rest stop for travelers. Armament is light, only capable of dealing with small craft and meteorites. A full Wing of aerospace fighters and dozen small craft protect the station, although it is no match for any Warship worthy of the name.

Code: [Select]
Class/Model/Name: Onsen
Tech: Inner Sphere
Ship Cost: $460,345,000.00
Magazine Cost: $240,000.00
BV2: 11,978

Mass: 500,000
K-F Drive System: None
Power Plant: Station-Keeping Drive
Safe Thrust: 0
Maximum Thrust: 1
Armor Type: Standard
Armament:
48 Laser Large
48 Machine Gun (IS)

Class/Model/Name: Onsen
Mass: 500,000

Equipment: Mass
Drive: 6,000
Thrust
Safe: 0.1
Maximum: 1
Controls: 500
K-F Hyperdrive: None (0 Integrity) 0
Jump Sail: (0 Integrity) 0
Structural Integrity: 1 5,000
Total Heat Sinks: 284 Single 130
Fuel & Fuel Pumps: 25000 points 10,200
Fire Control Computers: 0
Armor: 600 pts Standard 1,500
Fore: 100
Fore-Left/Right: 100/100
Aft-Left/Right: 100/100
Aft: 100

Dropship Capacity: 10 10,000
Grav Decks:
Small: 0
Medium: 4 400
Large: 0
Escape Pods: 0
Life Boats: 100 700

Crew And Passengers:
28 Officers in 2nd Class Quarters 196
117 Crew in 2nd Class Quarters 819
16 Gunners and Others in 2nd Class Quarters 112
132 Bay Personnel 0
50 1st Class Passengers 500
100 2nd Class Marines    700
500 Steerage Passengers 2,500

Bay #1: Fighters (36) - 6 Doors
Bay #2: Small Craft (12) - 2 Doors
Bay #3: Cargo (152,439 Tons) - 6 Doors

MG Ammo: 240 Tons (5 Tons/Gun)

Fore/FL/FR/AL/AR/Aft:

8 Large Laser
8 MGs
« Last Edit: 10 April 2020, 17:44:23 by Smegish »

marcussmythe

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Re: Warship Arms Race - The In Character Stuff
« Reply #2 on: 25 March 2020, 07:44:50 »
Terran Hegemony 2350

By 2350, the winds of war are winding down for the Terran Hegemony.  With the restoration of the core of the Human Sphere to the flag of Mother Terra, the eyes of the Hegemony turn in, focusing on knitting their newly claimed worlds back into a single nation, rather than future conquest.

This leaves their Navy facing a conundrum.  The large fleets built for the expansion era strain the current budget, and the Cameron government has other priorities.  The existing navy is believed to be sufficient - if not excessive - to current demand, and no new warship building programs are called for.  Some discussion of retiring older vessels to mothballs or the scrap yard is bandied about, but McKenna's successors are as yet unwilling to tear down the machine the legendary admiral built.

Time does not stand still, of course.  Military research provides the short range missile, providing additional punch to the navies fighter-craft.  This is felt to be a worthwhile investment, as the focus is moving away from larger engagements and capital vessels, and better armed fighters (and vehicles) allow for better performance.  Besides, Research and Development is good for the peacetime economy in knock-on effects, so is justifiable.

Similarly, though no new warships are laid, the THN is expanding its yard-space - military yards can support themselves by giving work to civilian concerns during peacetime, and are an investment against future conflict.

Through back channels, the THN makes it clear that while they are unwilling to transfer any capital vessels, interested smaller powers (particularly those that do not border on the Hegemony) might be considered for participation in aiding the THN in disposal of surplus vessels, at a price...*

Turn below.   The THN IS willing to sell smaller ships, on a negotated price basis.  Purchased Ships will come out of the THN budget and maintenance, and be treated as new builds by purchasing powers.  I will modify the turn as necessary.

(Edited for Cruisers to UHC - 5B Price, no upkeep)
(Edited for 4 Vigilants to IP, 3B EA)

Code: [Select]
Terran Hegemony, Turn Beginning 2350 Value/Cost
Starting Funds: 0
Starting Shipyards: Terra: 2/2/2/2 1,140B
Keid:  2/2/1/1
Thorin: 1/1/1
Terra Firma: 1/1/1
New Earth: 1/1/1
Yorii:  1/1/1
Graham IV 1/1/1

Starting Warships:  BB Dreadnought x 6 48.618B
BC Black Lion x 12 84.084B
TT Dart x 13 149.870B
CA Cruiser x 27 201.420B
DD Lola x 24 159.696B
SC Bonaventure x 42 211.512B
PF Vigilant x 33 133.552B

Starting Jumpships:  80 40B
Starting Dropships:  300 (Light) 30B
Starting Small Craft 1,200 12B
Starting Fighters: 3000 15B
Assets: 2,286B


Expenditure Cost (Billions)
Budget: 750B
Maintenance (Standard):         573B
R&D:  SRM Launcher 85B
Upgrade Terra Yard 4->5         50B
Upgrade Terra Yard 3->4         20B
Upgrade Terra Yard 2->3         15B
Upgrade Terra Yard 1->2         10B
New Yard Terra, lvl 1 5B
Jumpship Production: 0
Dropship Production: 0
Small Craft: 0
Fighters: 0
Total: 753B
Remainder: -3B (Debit)


Terran Hegemony, Turn Ending 2360
Ending Funds:  35.92B
Ending Shipyards: Terra: 2/2/2/2/1 1,290B
Keid:  2/2/1/1
Thorin: 1/1/1
Terra Firma: 1/1/1
New Earth: 1/1/1
Yorii:  1/1/1
Graham IV 1/1/1

Ending Warships:  BB Dreadnought x 6 48.618B
BC Black Lion x 12 84.084B
TT Dart x 13 149.870B
CA Cruiser x 23 171.58B
DD Lola x 24 159.696B
SC Bonaventure x 42 211.512B
PF Vigilant x 29         117.33

Ending Jumpships:  80 40B
Ending Dropships:  300 (Light) 30B
Ending Small Craft 1,200 12B
Ending Fighters: 3000 15B

« Last Edit: 31 March 2020, 07:18:13 by marcussmythe »

marcussmythe

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Re: Warship Arms Race - The In Character Stuff
« Reply #3 on: 25 March 2020, 09:01:21 »
Deleted Post - LC now has a player, and that turn controls.
« Last Edit: 04 April 2020, 15:35:23 by marcussmythe »

truetanker

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Re: Warship Arms Race - The In Character Stuff
« Reply #4 on: 25 March 2020, 13:16:20 »
Maid Marian has enter the game, fashionably late, of course. What's shakin' y'all?

Marian Hegemony 2350

The Hegemony has rapidly expanded from it's formation a scant twenty years ago, going from just Alphard itself to now hold eight worlds at the start of the decade. This expansion has been peaceful at times, and horrendously violent at others with the Marian Legions coming down on several worlds, killing any who resist and enslaving the rest. It is only since the ascension of Caesar Marcus Julius O'Riley that the Hegemony has made efforts to be seen as a legitimate nation rather then just a Pirate Barony with delusions of grandeur. Building a fleet of real warships rather than the ramshackle, cobbled together assault ships they had was to be a way of accomplishing this.

Meanwhile the Caesar's plans future expansions, and gazes upon the Illyrian Palatinate greedily....

Code: [Select]
Year: 2350 Value in Millions
Money Available 50,000
Remaining from Last Turn
Available Shipyards

Alphard 1



Repairs

Maintanence 50% 0
Prototype Cost Scapha I 4,131 1,033


Construction Unit Price
Shipyards Alphard New S1 5,000


Stations
Warships Scapha I 4 4,131 16,524

Jumpships 10 500 5000
Dropships 40 300 12,000
Fighters 1200 5 6,000
Small Craft 300 10 3000
Research 0

Total Spent 48556.75

Income

Remaining 1,443


Scapha I-class Troop Cruiser

Designed to serve primarily as an armoured transport, Caesar O'Riley immediately threw open the Aerarium Marianes, or Marian Treasury, and continued to pour Talents, the local currency into the shipyards until a vessel was completed. The one hundred and fifty kiloton Scapha I can fit an entire Legion within it's hold, with plentiful space for supplies and support equipment. It's large complement of assault craft and fighters grant it the ability to deploy and support it's assigned ground forces against any foe. Built with it's complement of broadsides of triple Navis Tormenta-X class Naval Autocannons, they were considered experimental at the time of installments, these able to provide orbital fire support if needed.

It's ability to engage space-borne targets however are fairly limited, due to it's mediocre speed and limited fire arcs of its entirely broadside mounted capital guns. A healthy complement of Anti-Small craft and point defence guns are distributed across the rest of the hull, but the focus of so much of it's tonnage to ground support leave it vulnerable to most dedicated gunboats. It's one saving grace is that such ships are almost unheard of in that region of space.

Code: [Select]
Class/Model/Name: Scapha I
Tech: Inner Sphere
Ship Cost: $4,130,716,000.00
Magazine Cost: $3,150,000.00
BV2: 9,154

Mass: 150,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Standard
Armament:
60 Parva Tormentis AC 5
72 Jejunium Iaculis " Fast Archer " Machine Gun (IS)
6 Navis Tormenta-X Naval AC 10

Class/Model/Name: Scapha I
Mass: 150,000

Equipment: Mass
Drive: 27,000.00
Thrust
Safe: 3
Maximum: 5
Controls: 375.00
K-F Hyperdrive: Compact (5 Integrity) 67,875.00
Jump Sail: (3 Integrity) 38.00
Structural Integrity: 60 9,000.00
Total Heat Sinks: 277 Single 0.00
Fuel & Fuel Pumps: 10000 points 2,040.00
Fire Control Computers: 51.60
Armor: 144 pts Standard 180.00
Fore: 24
Fore-Left/Right: 24/24
Aft-Left/Right: 24/24
Aft: 24

Dropship Capacity: 0 0.00
Grav Decks:
Small: 1 50.00
Escape Pods: 100 700.00
Life Boats: 100 700.00

Crew And Passengers:
18 Officers in 1st Class Quarters 180.00
57 Crew in 2nd Class Quarters 399.00
28 Gunners and Others in 2nd Class Quarters 196.00
1930 Bay Personnel 0.00
20 1st Class Passengers 200.00
54 2nd Class Passengers 378.00
Steerage Passengers 0.00

Bay #1: Small Craft (15), Light Vehicle Bays (60), Heavy Vehicle Bays (30), Cargo (6,038 Tons) - 4 Doors
Bay #2: Small Craft (15), Motorised Infantry Bays (48), Cargo (6,037 Tons) - 4 Doors
Bay #3: Fighters (20) - 2 Doors

NAC/10 Ammo - 240 Rounds (40/Gun)
AC/5 Ammo - 300 Tons (5 tons/Gun)
MG Ammo - 360 Tons (5 Tons/Gun)

Nose:
10 x AC/5
12 x MG

FR/FL:
10 x AC/5
12 x MG

LBS/RBS:
3 x NAC/10

AR/AL:
10 x AC/5
12 x MG

Aft:
10 x AC/5
12 x MG

Falconand Bueto -class fighters

 When first proposed, the Falconidae Project as it was called, was chosen to be a multipurpose frame. Able to deal threats as a main stage fighter or in support bomber roles, the Falconidae was re-designated as two separate identities.

The Falco was built with such a heavy barrage in it's nose, three of the now standard Parva Tormentis or Autocannon 5, given her the ability to plow into any enemy it encounters. Her brother aerofighter, the Bueto was given over for more supporting roles, such as SAR and Bomber runs, they were also seen preforming in-flight refueling and general cargo humping missions. Losing one of the Parva Tormentis and a ton of ammo, the Bueto has the capacity to carry bombs in the five ton Bomb bay located in the fuselage.

Both frames are covered in same amount of armor called Lorica Hamata, or plain standard armor for the non-Hegemony citizens. Since both share the same movement profile, and look identical in every way, one won't realize until to late when on target. As each have a single Refueling Drogue and eight Jejunium Iaculis Machine Guns located in the Nose, Wings and Aft sections, with way more than enough ammunition to supply them indefinitely, the Falconidae Project was complete.

Code: [Select]
Class/Model/Name:  Falco 
Mass:              65 tons

Equipment:                                                              Mass
Power Plant:  195 Fusion                                                 8,00
Thrust:  Safe Thrust: 5
      Maximum Thrust: 8
Structural Integrity: 6                                                   ,00
Total Heat Sinks:    10 Single                                            ,00
Fuel:                                                                    4,00
Cockpit & Attitude Thrusters:                                            3,00
Armor Type:  Standard  (224 total armor pts)                            14,00
                           Standard Scale Armor Pts
   Location:                            L / R
   Nose:                                 75
   Left/Right Wings:                    53/53
   Aft:                                  43

Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 Machine Gun              Nose         2     --     --     --    0      1,00
  Ammo (MG) 200            ---                                           1,00
3 Autocannon/5             Nose         5      5     --     --    3     24,00
  Ammo (AC/5) 60           ---                                           3,00
2 Machine Gun              RW           2     --     --     --    0      1,00
2 Machine Gun              LW           2     --     --     --    0      1,00
  Ammo (MG) 400            ---                                           2,00
2 Machine Gun              Aft          2     --     --     --    0      1,00
  Ammo (MG) 200            ---                                           1,00
1 Refueling drogue (Aft).                                                1,00
------------------------------------------------------------------------------
TOTALS:                                                     Heat: 3     65,00
Tons Left:                                                                ,00

Calculated Factors:
Total Cost:        2.843.384 C-Bills
Battle Value:      859


------------------------------------------------------------------------------
Class/Model/Name:  Bueto 
Mass:              65 tons

Equipment:                                                              Mass
Power Plant:  195 Fusion                                                 8,00
Thrust:  Safe Thrust: 5
      Maximum Thrust: 8
Structural Integrity: 6                                                   ,00
Total Heat Sinks:    10 Single                                            ,00
Fuel:                                                                    8,00
Cockpit & Attitude Thrusters:                                            3,00
Armor Type:  Standard  (224 total armor pts)                            14,00
                           Standard Scale Armor Pts
   Location:                            L / R
   Nose:                                 75
   Left/Right Wings:                    53/53
   Aft:                                  43

Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 Machine Gun              Nose         2     --     --     --    0      1,00
  Ammo (MG) 200            ---                                           1,00
2 Autocannon/5             Nose         5      5     --     --    2     16,00
  Ammo (AC/5) 40           ---                                           2,00
2 Machine Gun              RW           2     --     --     --    0      1,00
2 Machine Gun              LW           2     --     --     --    0      1,00
  Ammo (MG) 400            ---                                           2,00
2 Machine Gun              Aft          2     --     --     --    0      1,00
  Ammo (MG) 200            ---                                           1,00
1 Refueling drogue (Aft).                                                1,00
1 Bomb Bay                                                               5,00
------------------------------------------------------------------------------
TOTALS:                                                     Heat: 2     65,00
Tons Left:                                                                ,00

Calculated Factors:
Total Cost:        2.672.856 C-Bills
Battle Value:      780

Marian Action News Network ( MANN )
Nova Roma, Alphard
Alphard Amphitheatre , Nova Roma


A large imposing man walks to the lone podium slowly, regal like. Stepping up quickly, he signals the throngs of people to quite down.

" I, your Caesar, Marcus Julius O'Riley, wish to introduce you to the Imperator Kortan of the Marianes Navis. He has my full support to act on my behalf. And now, Imperator... " he signals...

An eldarly bald man approaches from the shadows and in a soft but gravel voice he speaks...

"  My people. Alphard's sons and daughters, lo. For many years a broken nation we have been o'erpress'd, and conquer'd, shunt by those we sought to flee. Ten years ago, I ask'd for time, and that boon was grant'd by thee. O thou, thy strength in my arm, holder of my dreams. Our forefathers embark'd upon the greatest journey evermore in all of humankind's antiquity. A journey for independence. Freedom, Marian Hegemony was. At first, it weaken'd body, mind, and soul-- But stay! Our strength, it grew! Throughout the time thou givest me, I have rebuilt our nation, I have rebuilt our strength, I have rebuilt our pride! Our foes at home have been re-train'd to see anew our cause. So henceforward, we stand united once again. Henceforward, our foes who seek to break our will shall hear our voice. And henceforward, we act as one. And we shall be ignored no more! Attend! My heroes of the Marian Hegemony's dream, now is our time! "

Shouts of " Hail Caesar! " and "  Eternal Power to Kortan! " are heard as the Imperator turns and leaves with the Caesar.

Newsperson: "And hail to Caesar and Kortan.  Quoted earlier this month, his lordship has announced his desire to increase the Hegemony thru trade and tribulations, beginning with encompassing the Lothian League and Illyrian Palatinate as soon as possible. He express's his order for conscripts of anyone seventeen years of age or older, women volunteers may apply at any recruitment location throughout the realm. Service will be for two tours of five years mandatory, further tours will increase payments and possible Legionnaire status. We need you all. Service guarantees citizenship. While the Naval Fleet is preforming shakedowns on their new vessels, the Imperator has instigated the Aquilifer rank for his ground forces, though any naval personnel can carry it as well. Next up Sports " ... fade to commericals...

TT
« Last Edit: 13 April 2020, 21:41:48 by truetanker »
Khan, Clan Iron Dolphin
Azeroth Pocketverse
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Nav_Alpha: That THING... that is horrid
~ Nav_Alpha on 10 October 2016

VensersRevenge

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  • Is this the real life...
Re: Warship Arms Race - The In Character Stuff
« Reply #5 on: 25 March 2020, 14:51:08 »
Free Worlds League, 2350

History:
The Free World League Admiralty faced multiple conundrums in 2350. Captain-Admiral Domenic Michaels had to navigate the competing wishes of the various power blocs of the Parliament, the Captain General, and his own advisors who all had various interests. Meanwhile, the Terran Hegemony was still overwhelmingly powerful, the Lyrans were building a stronger navy, and the Capellan states were uniting. Worse, rumours from the Periphery showed two states with naval yards near the League’s borders. The Admiralty was forced to admit that there was no way in the short-medium term that the FWLN could fight offensively, especially if the Terran Hegemony took an aggressive stance against the League. Michaels pushed for the League to take a conciliatory approach towards the Hegemony and the Commonwealth, seeing the Capellan states as the weakest power if a war is forced on him by the higher-ups. Michaels true priority for the new navy though, was a combination of showing the flag, pirate hunting, and assisting colonization efforts. As such, Michaels ordered dozens of new jumpships and dropships, along with hundreds of fighters to deal with the lower average threat in the Periphery regions.Political realities came to bear when, to appease Regulus, Michaels was forced to order a shipyard be built in system, and buy a design that he had no control over as the Selaj family played ship designer. The major argument between the Admiralty and the Parliament was over capital ships. While Parliament believed that dozens of small ships was the best option to deal with the League’s long borders, Michaels and his admirals believed that a ship to challenge the Dreadnought was necessary in the long run, and as such committed treason for the good of the state. Shuffling funds around between accounts to deceive Parliament, Michaels laundered enough funds to begin building a capital ship sized slip in the obscure Jardine system. As of 2350,, no one knows this shipyards exists, but if they find out heads will roll.


Marik Class Destroyer:
The first warship built by the Free Worlds League, the Marik class destroyer is a multipurpose ship. While it is built for combat, with capital lasers, autocannons, and Barracuda tubes dotting the hull, the primary purpose of the Marik is to show the flag, particularly in the Periphery regions. With five dropship collars and a large amount of cargo space, the Marik can fight or assist in colonization efforts with equal skill. Each destroyer is named after a member system of the Free Worlds League; and three are deployed in the Periphery border, three on the Capelan border, and the remaining six are based in the Stewart system, where they can rush to reinforce any border if necessary.

Code: [Select]
Marik Class Destroyer
Mass: 500 000 tons
Movement: 4/6
Heat Sinks: 2222
Fuel Points: 2500/3750 (1500.0 tons)
Tons Per Burn Day: 39.52
Structural Integrity: 100
Sail Integrity: 4
KF Drive Integrity: 12
Armor: 460 (Capital Scale)
Armor
Nose
100
Left Front Side
80
Right Front Side
80
Aft
60
Aft Left Side
70
Aft Right Side
70
Weapons
Loc
Heat
NOSE
2 Naval Autocannon 10
NAC/10 Ammo
100
3 Naval Laser 45
2 Capital Missile Launcher (Barracuda)
Barracuda Ammo
40
AMS Bay
Front Sides
5 Machine Guns
Machine Gun Ammo [IS]
200
2 LRM 20
LRM 20 Ammo
36
AFT
5 Machine Guns
Machine Gun Ammo [IS]
200
Aft Sides
5 Machine Guns
Machine Gun Ammo [IS]
200
2 LRM 20
LRM 20 Ammo
36
AMS Bay
Broadsides
3 Naval Autocannon 20
NAC 20 Ammo
2 Naval Autocannon
NAC 30 Ammo
50
2 LRM 20
LRM 20 Ammo
36
4 Capital Missile Launcher (Barracuda)
Barracuda Ammo
80
7 Naval Laser 45
Carrying Capacity
Aerospace Fighter (3 doors) - 12 units (2 recovery open)
5 Dropships
Cargo Space (1 door) - 32,214.500 tons
Crew
Officers 42
Enlisted/Non-rated 127
Gunners 226
Bay Personnel 24
Life Boats 42
Escape Pods 42
Grav Decks 2 100
Cost per unit 9 961 000 000

Turn:
Code: [Select]
Year: 2350      Value in Millions
Money Available 300,000
Remaining from Last Turn
Available Shipyards

Atreus       0/2
Irian       1/1
Loyalty       2

Repairs 0

Maintenance 50% 0
Prototype Cost Marik Destroyer 2,490

Construction Unit Price
Shipyards Existing Yards All S1 > S2 40,000
Regulus S1 10,000
        Jardine              S1            10,000
Warships Marik 12        119,532

Jumpships 85 500 32,500
Dropships 100 300 30,000
Fighters 1095 5 5,475
Research Naval PPC 1 40000 40,000

Total Spent 299,994

Income

Remaining 6
« Last Edit: 07 April 2020, 22:40:47 by VensersRevenge »
...Is this just fantasy?
Warship Arms Race III
https://bg.battletech.com/forums/index.php?topic=84031.0

Smegish

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Re: Warship Arms Race - The In Character Stuff
« Reply #6 on: 26 March 2020, 23:32:16 »
Rim Worlds Republic

Our encounter with the Tamar Pact 2339, followed by the steady expansion of the newly formed Lyran Commonwealth in our general direction has brought the need for a fleet more substantial then the small, primitive-core vessels only useful for piracy we had to defend the borders of the growing republic. Thus the Rim Worlds Navy was born.

To avoid panicking the Lyrans, the build-up of the WarShip fleet will be slow, focusing on defending the border rather than expansion. Such expansion will be done peacefully if possible through colonisation, trade deals and defence agreements with unaffiliated worlds. At least for the time being, if an opportunity presents itself to absorb a weakened neighbour, we shall not stay our hand. The construction of recharge stations in every colonised system, as well as new dockyards in Golandrinas and Icar are seen as vital to aid trade and build vital industry and infrastructure all across the Republic.

Code: [Select]
Year: 2350 Value in Millions
Money Available 120,000
Remaining from Last Turn
Available Shipyards

Apollo 1/1



Repairs

Maintenance 50% 0
Prototype Cost Vittoria 6,528 1,632
Tarturus 315 79

Construction Unit Price
Shipyards Apollo S1 > S2 10,000
Golandrinas 1 x S1 10,000
Icar 1 x S1 10,000

Stations Tartarus 21 315 6,615
Warships Vittoria 4 6,528 26,112

Jumpships 15 500 7500
Dropships 50 300 15,000
Fighters 1200 5 6,000
Small Craft 300 10 3000
Research AC/10s 1 22000 22000

Total Spent 117937.75

Income

Remaining 2,062

Vittoria-class Destroyer

Designed by the Apollo Conglomerate of Military Engineering on Apollo, the four hundred and fifty kiloton Vittoria patrols the spacelanes of the Republic, guarding it from any intrusion be they pirates or "pirates". Capable of three Gees of acceleration when pressed, the Vittoria can comfortably chase down all but the fleetest of uninvited guests. Six hundred and seventy five tons of armour are wrapped around the hull of this ship, giving it protection roughly comparable to a THN Cruiser.

Armed with a battery of sixteen 55cm Naval Lasers, eight Class-30 Naval Autocannon and sixteen Barracuda tubes, there are few ships her size that can match her fire-power and those that can, cannot keep up. These guns are quite evenly distributed across the hull, supported by quad mounts of the newly designed Class-10 Flak Cannon as well as the point defence battery.

The small cargo bay compared to ships produced by other nations was deemed perfectly acceptable, as it prevents ship captains gallivanting off on their own with proper support. Six small craft and 1 drop collar allow for rapid resupply, and can be used for humanitarian aid if necessary. The full Wing of aerospace fighters can serve to either assist the ships own PDS against missile attack, or launching their own strikes against enemy craft once they have been sufficiently weakened by Vittoria's guns.

Code: [Select]
Class/Model/Name: Vittoria
Tech: Inner Sphere
Ship Cost: $6,528,316,000.00
Magazine Cost: $22,150,000.00
BV2: 41,999

Mass: 450,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Standard
Armament:
16 Naval Laser 55
8 Naval AC 30
36 AC 10
30 Machine Gun (IS)
16 Capital Launcher Barracuda

Class/Model/Name: Vittoria
Mass: 450,000

Equipment: Mass
Drive: 108,000.00
Thrust
Safe: 4
Maximum: 6
Controls: 1,125.00
K-F Hyperdrive: Compact (11 Integrity) 203,625.00
Jump Sail: (4 Integrity) 53.00
Structural Integrity: 75 33,750.00
Total Heat Sinks: 2428 Single 1,919.00
Fuel & Fuel Pumps: 15000 points 6,120.00
Fire Control Computers: 0.00
Armor: 318 pts Standard 675.00
Fore: 52
Fore-Left/Right: 54/54
Aft-Left/Right: 54/54
Aft: 50

Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 2 100.00
Life Boats: 30 210.00

Crew And Passengers:
32 Officers in 2nd Class Quarters 224.00
103 Crew in Steerage Quarters 515.00
51 Gunners and Others in Steerage Quarters 255.00
102 Bay Personnel 0.00
1st Class Passengers 0.00
2nd Class Passengers 0.00
100 Steerage Marines 500.00

Bay #1: Fighters (18) - 2 Doors
Bay #2: Fighters (18) - 2 Doors
Bay #3: Small Craft (6) - 1 Door
Bay #4: Cargo (27540 Tons) - 2 Doors

Barracuda Ammo - 320 Missiles (20/Tube)
NAC/30 Ammo - 240 Rounds (30/Gun)
AC/10 Ammo - 360 Tons (10 Tons/Gun)
MG Ammo - 150 Tons (5 Tons/Gun

Fore:
2 x NL/55
2 x NAC/30
6 x AC/10
5 x MG

FL/FR:
4 x Barracuda
2 x NL/55
6 x AC/10
5 x MG

LBS/RBS:
2 x NL/55
3 x NAC/30

AL/AR:
4 x Barracuda
2 x NL/55
6 x AC/10
5 x MG

Aft:
2 x NL/55
6 x AC/10
5 x MG

Tartarus-class Station

Another design from A.C.M.E., this three hundred and fifty kiloton station is predominately a civilian affair. Only armed with Class-10 Flak Cannon and a fairly substantial PDS, the Tartarus is reliant on it's fighter wing or nearby friendly vessels to protect it against anything more dangerous then the occasional pirate raid. A pair of recharge batteries are available to passing traffic, though military vessels do have first call. The quarters for 250 visitors, as well as nearly one hundred and twelve kilotons of cargo space make the Tartarus ideal as a trading hub, and have been built in every system within Republic borders for this very reason.

Code: [Select]
Class/Model/Name: Tartarus
Tech: Inner Sphere
Ship Cost: $314,805,000.00
Magazine Cost: $3,120,000.00
BV2: 8,478

Mass: 350,000
K-F Drive System: None
Power Plant: Station-Keeping Drive
Safe Thrust: 0
Maximum Thrust: 1
Armor Type: Standard
Armament:
48 AC 10
48 Machine Gun (IS)

Class/Model/Name: Tartarus
Mass: 350,000

Equipment: Mass
Drive: 4,200
Thrust
Safe: 0.1
Maximum: 1
Controls: 350
K-F Hyperdrive: None (0 Integrity) 0
Jump Sail: (0 Integrity) 0
Structural Integrity: 1 3,500
Total Heat Sinks: 144 Single 8
Fuel & Fuel Pumps: 25000 points 10,200
Fire Control Computers: 0
Armor: 400 pts Standard 1,000
Fore: 66
Fore-Left/Right: 67/67
Aft-Left/Right: 67/67
Aft: 66

Dropship Capacity: 6 6,000
Grav Decks:
Small: 4 200
Medium: 0 0
Large: 0
Escape Pods: 0
Life Boats: 50 350

Crew And Passengers:
23 Officers in 2nd Class Quarters 161
92 Crew in 2nd Class Quarters 644
16 Gunners and Others in 2nd Class Quarters 112
132 Bay Personnel 0
50 1st Class Passengers 500
100 2nd Class Passengers 700
100 Steerage Passengers 500
100 Steerage Marines 500

Bay #1: Fighters (36) - 6 Doors
Bay #2: Small Craft (12) - 2 Doors
Bay #3: Cargo (111955 Tons) - 4 Doors

AC/10 Ammo - 480 Tons (10 Tons/Gun)
MG Ammo - 240 Tons (5 Tons/Gun)

Fore/FL/FR/AL/AR/Aft:
8 x AC/10
8 x MG

marcussmythe

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Re: Warship Arms Race - The In Character Stuff
« Reply #7 on: 27 March 2020, 09:09:37 »
Capellan Confederation 2350

To speak of the CCN in 2350 is to engage in contradiction.  As the most elementary student of history knows, the Capellan COMMONALITY existed in 2350, along with the Liao Protectorate, Tikinov Grand Union, Sarna Supremacy,St. Ives Mercantile League, and Sian, all as their own governments, and the Capellan Confederation would not exist for nearly another two decades.

Despite this fact, the naval heads of the various powers were already cooperating.  They could not fail to be aware of the size of their opponents, and the forces pressing upon their various minor nations from both the Federated Suns and the Free Worlds League, including the recently and unsatisfactorily completed conflict between the Federated Suns and the Tikinov Grand Union.  By 2350, they were exchanging plans, sharing basing rights, and coordinating construction and budgets between their realms, as well as building a framework for future cooperation.  As such, one could say that the Capellan Confederation was born in 2367, but it had been growing for decades before...


Code: [Select]
Capellan Confederation, Turn Beginning 2350 Value/Cost
Starting Funds:                0
Starting Shipyards: Capella: 1/1                40
Sarna:          1/1                40
Aldebaran:      1/1                40
Starting Warships: 
Starting Jumpships: 
Starting Dropships: 
Starting Small Craft
Starting Fighters:
Assets: 120B


Expenditure Cost (Billions)
Budget: 280B
Maintenance 0
Capella, Sarna, Aldebaran 2->3 90B
Capella, Sarna, Aldebaran 1->2 30B
Capella, Sarna, Aldebaran 1 15B
CA Yangwei Prototyping 2.375B
CA Yangwei Construction x6 57B
DD Binzhou Prototyping 1.15B
DD Binzhou Construction x12 55.26B
Jumpship Production: 10         5B
Dropship Production:  50 15B
Small Craft: 200 2B
Fighters:  600 3B
Total: 275.785B
Remainder: 4.215B

Capellan Confederation, Turn Ending 2360
Ending Funds:  4.215B
Ending Shipyards: Capella 1/1/1 100
Sarna 1/1/1 100
Aldebaran 1/1/1         100


Ending Warships:  CA Yangwei x 6 57B
DD Binzhou x 12         55.26B

Ending Jumpships:  10 5B
Ending Dropships:  150 15B
Ending Small Craft 200 2B
Ending Fighters: 600 3B
Assets: 441.475B


Yang Wei Heavy Cruiser

"I wish to have no connection with any ship that does not sail fast; for I intend to go in harm's way."
- John Paul Jones

The Yang Wei (lit. 'Show of Force') class heavy cruiser represents the dawn of the Capellan's warship design philosophy.  To the CCN, the purpose of a navy is to eliminate the opposing navy, allowing it to operate freely.  All other concerns are secondary to this end.

As such, the Yang Wei has a simple mission and a simple goal.  It does not stand in a line of battle or rest over planets asserting control and showing the flag.  The Yang Wei lurks in deep space, using its supreme Sarna Eyes Comm-Scanner Suite to detect its enemies before they detect it in return.  Once an enemy force is spotted, an intercept course is plotted, relying on the Yang Wei's massive fuel bunkerage and agile drives to build a 'no escape' intercept before the opponent is even aware the Yang Wei is there.  Directly before engagement, the ship builds a wave of missiles from its flank tubes, oriented towards the opponent, and then pummels with a barrage of velocity-assisted shells from a dozen Ceres Crusher - 30 Series Naval Autocannon.

Reingagement after such a battle pass is lengthy.. but largely unnecessary. 


Code: [Select]
Yang Wei
Tech: Inner Sphere
Introduced: 2350
Mass: 750,000 tons
Length: 676 meters
Width:  303 meters
Height:  232 meters
Sail Diameter: 983 meters
Fuel: 10,000 tons (25,000)
Tons/Burn-day: 39.52
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 5
KF Drive Integrity: 16
Heat Sinks: 5.420 (100%)
Structural Integrity: 90

Cost:  $9.497B

Armor
Fore: 130
Fore-Sides: 90
Aft-Sides: 80
Aft: 120

Cargo
Bay 1 (Nose), 8 Doors:  24 Fighters
                                12 Small Craft

Bay 2 (Aft), 8 Doors:           35,463 Tons Cargo


DropShip Capacity: 2
Grav Decks: 1 (180 meters diameter)
Escape Pods: 30
Life Boats: 30

Crew:  453


Ammunition:         104 Tons MG Ammo
          240 White Shark Missiles
                        1200 NAC/30 Rounds
Notes:
Large NCSS
Mounts 1,340 Tons of Standard Armor 
100% of required heat sinks


Weapons:

Nose:
8NL/55
12 NAC/30

Fore Left/Right:
4NL/55
20LLas
16 MG

Broadside:
4 NL/55
12 White Shark

Aft Left/Right:
4 NL/55
20 LLaser
16 MG

Rear:
4 NL/55
20 LLaser
16 MG


Binzhou DD

"Quantity has a quality all its own."
- Ioseb Besarionis dzе Djugashvili

Conceptualized as a close escort for the heavily specialized Yang Wei, the Binzhou features her larger stablemates agile drives, along with an all aspect array of 45 and 55 class naval lasers.  Designed to prey on smaller combatants and harass larger ones, as well as intended for counter-piracy, counter-raiding, and raiding roles, she was hampered in this last category by her limited supply bunkerage, which makes maintenance on extended raiding missions challenging.  As such, the Binzhou in a raiding role is limited to the first few systems in jump range of friendly worlds, or is required to pre-position supplies via jumpship and dropship at uninhabited systems.

Code: [Select]
Binzhou
Tech: Inner Sphere
Introduced: 2350
Mass: 240,000 tons
Length: 462 meters
Width:  208 meters
Height:  159 meters
Sail Diameter:773 meters
Fuel: 5,000 tons (12,500)
Tons/Burn-day: 39.52
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 4
KF Drive Integrity: 7
Heat Sinks: 2,808 (100%)
Structural Integrity: 80

Cost:  $4.605B

Armor
Fore: 46
Fore-Sides: 46
Aft-Sides: 46
Aft: 46

Cargo
Bay 1 (Nose), 2 Doors:  12 Fighters
                                6 Small Craft

Bay 2 (Aft), 2 Doors:           12,640 Tons Cargo


DropShip Capacity: 0
Grav Decks: 1 (120 meters diameter)
Escape Pods: 30
Life Boats: 30

Crew:  217


Ammunition:         32 Tons MG Ammo
                        160 White Shark Missiles
Notes:

Mounts 384 Tons of Standard Armor 
100% of required heat sinks


Weapons:

Nose:
4NL/55


Fore Left/Right:
4NL/45
8LLas
8 MG

Broadside:
8 White Shark


Aft Left/Right:
3 NL/45
8 LLaser
8 MG

Rear:
4 NL/55
8 LLaser
8 MG
« Last Edit: 27 March 2020, 11:13:50 by marcussmythe »

Smegish

  • Warrant Officer
  • *
  • Posts: 445
Re: Warship Arms Race - The In Character Stuff
« Reply #8 on: 27 March 2020, 17:59:20 »
United Hindu Collective 2350

The UHCN in 2350 has a major problem on it's hands. With the rapidly expanding Federated Suns and the newly encountered Taurian Concordat practically on it's front door, Fleet Admiral Madeira Khaik is charged with the unenviable job of building the UHCN from nothing, with almost nothing to do the job with. Khaik's initial plan is to build up a deterrent force as fast as possible to discourage Davion or Calderon adventurism, and with the very limited shipbuilding capabilities within the Collective, his only option was to purchase ships from another nation.
Fortunately the Terran Hegemony have a number of ships available, and so four Cruiser-class vessels have been purchased. The short strategic range of the Cruiser – limited by it's small cargo hold – will also discourage any UHCN ship captains from the same kind of 'adventures' they are meant to protect against. Plans to design and build ships of their own design are in the works, but the lack of industry to build them have put those plans on hold for the near future.

The small force of JumpShips and DropShips in the UHCN are there to support the Cruisers, doing resupply missions, running the mail service and in the particular case of the DropShips, carrying the fighter cover that the Cruiser cannot hold itself. Those fighters are now being armed with the new Binary Laser Cannon, and while only one can be fitted onto the 80-ton Dharma without unacceptable sacrifices elsewhere, it gives the craft a much needed punch to deal with any pirate forces the navy may encounter.

Code: [Select]
Year: 2350 Value in Millions
Money Available 50,000
Remaining from Last Turn
Available Shipyards

Besantapur 1



Repairs

Maintanence 50% 0
Prototype Cost 0 0
0 0

Construction Unit Price
Shipyards
0
0

Stations 0 0 0
Warships Cruiser 4 5,000 20,000

Jumpships 10 500 5000
Dropships 20 300 6,000
Fighters 360 5 1,800
Small Craft 120 10 1200
Research Blazer Cannon 1 15000 15000

Total Spent 49000

Income

Remaining 1,000
« Last Edit: 27 March 2020, 20:38:38 by Smegish »

Jester Motley

  • Corporal
  • *
  • Posts: 86
Re: Warship Arms Race - The In Character Stuff
« Reply #9 on: 28 March 2020, 12:04:33 »
Federated Suns 2350

Fluff filler, blah blah, FedSuns are awesome, their flatulence doesn't stick [stink. either. but thats a typo I'm leaving for now cause hahahahaha], and the god's smile down upon them, woah-betides anyone actually threaten them.  At least until 3050.  Then they become the God's own whipping boy and personal outhouse.  Probably cause someone, somewhere, said something inane like "even the Zeus couldn't seduce a Davion Lance."  And poof, there was a Zeus battlemech, and it looked daaaamn good, and really, those Davion boys just couldn't help themselves, but we all know Hera doesn't care if you're innocent, nope, you're gonna pay for turning Zeus's eye.  Or maybe it was Eros who just loves a good frollicking up the back side with a rusty chainsaw covered in hollandaise sauce.  Your backside.  Text subject to major change when I finish fixing all the design screw-ups and figure out how to post properly in this form and make things all pretty like the GMs.  Can't have Davion looking scruffy now, can we.



Naval Doctrine-

Design Philosophy:
The FedSun design doctrine for warships is geared around a flexible core of ships with multiple roles in both peacetime and times of war, valuing speed, maneuverability, range, and defensive systems.

The standard weapons mix are Naval beam weapons and light missiles, over Naval cannons, which are almost entirely relagated to "ships of the line."
Armor is seen as a "yes, all of it" philosophy, but with a preference for faster vessels and lower overall IS than many designs, they do trend lighter than normal.
Intelligence, both on and off the battle field, is crucial to a skirmishing force, so sensors for any fleet operation is a must, and investiments have been made to monitor systems and potential rival naval movements.
"Flexibility in role and action" is the current Admiralty's direction to the Naval Architects, valuing "engagement envelope control" over "Decisive Battle."  Unless, of course, the mission plan for a craft is in fact, "Decisive Battle."

Combat Doctrine:

Combat strategy and tactics lean towards quick, long-range engagements, with a willingness to patience and depth of field, seeking to wear an opponunt down with the death of a 1000 paper-cuts, while taking none in return.
The current Academy record holder, now Light Commodore Maru Koby, for "Best Tactical Match" involved a 4 hour scheduled excercise at 1-hour-equals-1-week time compression, that actually lasted 17 hours, with the victor suffering less than 7% damage while achieving a total victory.  Some claim she cheated, insisting that such a small force could never achieve an actual victory, and that the excercise was designed to teach cadets when to fight, when to skirmish, and especially when to withdraw.

Deployment Doctrine:

Defensive or Offensive fleet deployments are a mix and match, placing units to fill specific mission roles, rather than homogenous ship types.  A core of ships-of-the-line, with supporting carriers and skirmisher fleets, and at least one scout warship, or several dedicated SWACs small craft/fighters patrols.  Realizing these less-than-coherent fleets need work-up-time or they will under-perform, there are recognized, but as yet unsolved, problems in fleet performance for "snap deployments", but given time and notice to work-up a fleet, and most issues can be resolved.  Arguments for standing Fleets other than "Home fleet" all stall on the current inadequate number of vessels vs. the amount of work and missions needed to be covered.

Individual or independent squadron deployments are common in the anti-piracy and skirmish roles.

Naval Doctrine:

The FedSun Navy's priorities, during peace time, are to aggressively protect commercial shipping and commerce lanes, including top priority given to anti-piracy campaigns, and secondary priority to Search and Rescue, Natural Disaster relief, and Invasion defense.  All other concerns are, at this time, tertiary.
During wartime, commerce protection remains a high priority, while anti-piracy operations will switch to commerce and deep-infrastructure raiding and anti-raiding operations.  SAR, Disaster response, and all other civilian interactions will be minimized to a draconian (pun intended) level, unless otherwise directly ordered by the civilian government.  Currently, with such a small Navy, defense remains the highest priority.  While the admiralty believes there are enough supporting small units to handle logistics for an invasion or occupation, there are deep concerns with current warship fleet sizes and hull volume.

With the fleet demands expanding, and without much call to date for show-the-flag missions, the FedSuns are woefully under-prepared for these.  It was in fact, one of the first missions given the AFFSS Cabellus during its shake-down cruise.  Deemed a perfect mission for the ill-reputed ship due to its ample room for passengers, especially the Ambassador's staff and protection detail, it is unfortunate that the news of the ship's design process and flaws had already reached, and was at the highest point of mockery, when the Ambassador arrived for his conference.  The opening night's entertainment, a Terran Comedian of great renown for speaking true facts that are never-the-less hilarious, dedicated his entire set to describing the Cabellus.  Scuttlebutt is that the words the Ambassador had to say when "discussing" his trip after returning were colorful, heated, and as loud, blunt, and undiplomatic as the sound of a NAC/40 loading its breach.


Turn
Code: [Select]
Federated Suns Turn report:
Turn: 1
Turn Date: 2350

Fiscal:
Base Budget: $290,000
Carryover From previous turn: $0
Bonus/Loss: $0
Total Budget for turn: $290,000

Maintenance: $0
Research: $117,000
New Aquisitions: $156,766
Yard Additions/Upgrades: $15,000
Surplus for next turn/Warchest: $1,235

Research: AC/10
Imp. Ferro-Alum
Mechs


Existing Yards:
Planet L1 L2 L3 L4 L5 L6 L7 L8 L9 L10 Castles Brian
TOTAL 3 3 0 0 0 0 0 0 0 0 0
Delevan 1 2
Layover 1 1
New Syrtis 1

Yard upgrades/moves:
0->1 1 Layover
1->2 1 Layover

End of Turn Yards:
Planet L1 L2 L3 L4 L5 L6 L7 L8 L9 L10 Castles Brian
TOTAL 3 3 0 0 0 0 0 0 0 0 0
Delevan 1 2
Layover 1 2
New Syrtis 1

Starting Ships:
None

Starting Minor Vessels:
Fighter 0
Adv. Fighter 0
Small Craft 0
Light DS 0
Med DS 0
Hvy DS 0
JumpShip 0

New Minor Vessels:
Fighter 2,750
Adv. Fighter 0
Small Craft 1,000
Light DS 100
Med DS 0
Hvy DS 0
JumpShip 25

Warships:

New Designs Built this Turn:
Outpost Space Station (Recharge) 18
Bailey Space Station (Defense) 15
Gladius (Destroyer/Defense) 4
Hornet (Light Carrier) 2
Rapier (Fast Frigate) 3
Terrier (Corvette/Scout) 2
Cabellus (AFS Collier/Combat Stores) 1

Existing Designs: Built this Turn: Starting Numbers Total: Mothballed:
- 0 0 0 0
                                 

Designs (there's a lot, sorry)

Outpost-class Recharge Station

The Outpost space station is a standard recharging station used to extend range and strategic manueverability.  Usually paired with defense stations in the more core worlds, it otherwise relies on its sizable fighter and small craft to defend from pirates or raiders.

Code: [Select]
Class/Model/Name: Outpost Space Station (Recharge)
Tech: Inner Sphere
Ship Cost: $309,330,000.00
Magazine Cost: $35,200.00
BV2: 11,735

Mass: 480,000
K-F Drive System: None
Power Plant: Station-Keeping Drive
Safe Thrust: 0
Maximum Thrust: 0
Armor Type: Standard
Armament:
160 AC 2

Class/Model/Name: Outpost Space Station (Recharge)
Mass: 480,000

Equipment: Mass
Drive: 5,760.00
Thrust
Safe: 0
Maximum: 0
Controls: 480.00
K-F Hyperdrive: None (0 Integrity) 0.00
Jump Sail: (0 Integrity) 0.00
Structural Integrity: 1 4,800.00
Total Heat Sinks: 160 Single 8.00
Fuel & Fuel Pumps: 2500 points 1,020.00
Fire Control Computers: 0.00
Armor: 600 pts Standard 1,500.00
Fore: 100
Fore-Left/Right: 100/100
Aft-Left/Right: 100/100
Aft: 100

Dropship Capacity: 0 0.00
Small Craft Capacity:  24             4,800
Fighter Capacity:      48             7,200

Grav Decks:
Small: 0 0.00
Medium: 1 100.00
Large: 0.00
Escape Pods: 100 700.00
Life Boats: 50 350.00

Crew And Passengers:
29 Officers in 1st Class Quarters 290.00
112 Crew in 2nd Class Quarters 784.00
27 Gunners and Others in 2nd Class Quarters 189.00
216 Bay Personnel 0.00
40 1st Class Passengers 400.00
80 2nd Class Passengers 560.00
Steerage Passengers 0.00

# Weapons Loc Heat Damage Range Mass
20 AC 2 Nose 20 40 (4-C) Long 120.00
20 AC 2 FR 20 40 (4-C) 120.00
20 AC 2 RBS 20 40 (4-C) 120.00
20 AC 2 AR 20 40 (4-C) 120.00
20 AC 2 FL 20 40 (4-C) 120.00
20 AC 2 LBS 20 40 (4-C) 120.00
20 AC 2 AL 20 40 (4-C) 120.00
20 AC 2 Aft 20 40 (4-C) 120.00

Ammo Rounds Mass
AC 2 Ammo 1600 35.56

Equipment Mass
Energy Storage Battery 400,000.00

Cargo: 50,000


Bailey-class Defense Platform

The Bailey is a light defense station, designed primarily to defend fixed positions, particularly jumppoints, from raiders and pirates.  Used mostly to guard shipyards and core-world jump-points, it has a heavy complement of weapons and a large small craft and fighter screen.

Code: [Select]
Class/Model/Name: Bailey Space Station (Defense)
Tech: Inner Sphere
Ship Cost: $436,220,000.00
Magazine Cost: $9,056,000.00
BV2: 21,189

Mass: 125,000
K-F Drive System: None
Power Plant: Station-Keeping Drive
Safe Thrust: 0
Maximum Thrust: 0
Armor Type: Standard
Armament:
16 Naval Laser 45
16 Naval AC 10
16 Capital Launcher Killer Whale
16 Capital Launcher Barracuda
40 AC 5
40 Machine Gun (IS)

Class/Model/Name: Bailey Space Station (Defense)
Mass: 125,000

Equipment: Mass
Drive: 1,500.00
Thrust
Safe: 0
Maximum: 0
Controls: 125.00
K-F Hyperdrive: None (0 Integrity) 0.00
Jump Sail: (0 Integrity) 0.00
Structural Integrity: 1 1,250.00
Total Heat Sinks: 2199 Single 2,100.00
Fuel & Fuel Pumps: 5000 points 1,020.00
Fire Control Computers: 0.00
Armor: 360 pts Standard 450.00
Fore: 60
Fore-Left/Right: 60/60
Aft-Left/Right: 60/60
Aft: 60

Dropship Capacity: 0 0.00
Small Craft Capacity:  50             10,000
Fighter Capacity:     100             15,000

Grav Decks:
Small: 0 0.00
Medium: 1 100.00
Large: 0.00
Escape Pods: 75 525.00
Life Boats: 50 350.00

Crew And Passengers:
25 Officers in 1st Class Quarters 250.00
45 Crew in 2nd Class Quarters 315.00
78 Gunners and Others in 2nd Class Quarters 546.00
450 Bay Personnel 0.00
0 1st Class Passengers 0.00
150 2nd Class Passengers 1,050.00
0 Steerage Passengers 0.00

# Weapons Loc Heat Damage Range Mass
2 Naval Laser 45 Nose 140 90 (9-C) Extreme-C 1,800.00
2 Naval AC 10 Nose 60 200 (20-C) 4,000.00
2 Capital Launcher Killer Whale Nose 40 80 (8-C) 300.00
2 Capital Launcher Barracuda Nose 20 40 (4-C) 180.00
5 AC 5 Nose 5 25 (2.5-C) 40.00
5 Machine Gun (IS) Nose 10 (1-C) 2.50
2 Naval Laser 45 FR 140 90 (9-C) 1,800.00
2 Naval AC 10 FR 60 200 (20-C) 4,000.00
2 Capital Launcher Killer Whale FR 40 80 (8-C) 300.00
2 Capital Launcher Barracuda FR 20 40 (4-C) 180.00
5 AC 5 FR 5 25 (2.5-C) 40.00
5 Machine Gun (IS) FR 10 (1-C) 2.50
2 Naval Laser 45 RBS 140 90 (9-C) 1,800.00
2 Naval AC 10 RBS 60 200 (20-C) 4,000.00
2 Capital Launcher Killer Whale RBS 40 80 (8-C) 300.00
2 Capital Launcher Barracuda RBS 20 40 (4-C) 180.00
5 AC 5 RBS 5 25 (2.5-C) 40.00
5 Machine Gun (IS) RBS 10 (1-C) 2.50
2 Naval Laser 45 AR 140 90 (9-C) 1,800.00
2 Naval AC 10 AR 60 200 (20-C) 4,000.00
2 Capital Launcher Killer Whale AR 40 80 (8-C) 300.00
2 Capital Launcher Barracuda AR 20 40 (4-C) 180.00
5 AC 5 AR 5 25 (2.5-C) 40.00
5 Machine Gun (IS) AR 10 (1-C) 2.50
2 Naval Laser 45 FL 140 90 (9-C) 1,800.00
2 Naval AC 10 FL 60 200 (20-C) 4,000.00
2 Capital Launcher Killer Whale FL 40 80 (8-C) 300.00
2 Capital Launcher Barracuda FL 20 40 (4-C) 180.00
5 AC 5 FL 5 25 (2.5-C) 40.00
5 Machine Gun (IS) FL 10 (1-C) 2.50
2 Naval Laser 45 LBS 140 90 (9-C) 1,800.00
2 Naval AC 10 LBS 60 200 (20-C) 4,000.00
2 Capital Launcher Killer Whale LBS 40 80 (8-C) 300.00
2 Capital Launcher Barracuda LBS 20 40 (4-C) 180.00
5 AC 5 LBS 5 25 (2.5-C) 40.00
5 Machine Gun (IS) LBS 10 (1-C) 2.50
2 Naval Laser 45 AL 140 90 (9-C) 1,800.00
2 Naval AC 10 AL 60 200 (20-C) 4,000.00
2 Capital Launcher Killer Whale AL 40 80 (8-C) 300.00
2 Capital Launcher Barracuda AL 20 40 (4-C) 180.00
5 AC 5 AL 5 25 (2.5-C) 40.00
5 Machine Gun (IS) AL 10 (1-C) 2.50
2 Naval Laser 45 Aft 140 90 (9-C) 1,800.00
2 Naval AC 10 Aft 60 200 (20-C) 4,000.00
2 Capital Launcher Killer Whale Aft 40 80 (8-C) 300.00
2 Capital Launcher Barracuda Aft 20 40 (4-C) 180.00
5 AC 5 Aft 5 25 (2.5-C) 40.00
5 Machine Gun (IS) Aft 10 (1-C) 2.50

Ammo Rounds Mass
Naval AC 10 Ammo 320 64.00
Capital Launcher Killer Whale Ammo 160 8,000.00
Capital Launcher Barracuda Ammo 400 12,000.00
AC 5 Ammo 3200 160.00
Machine Gun (IS) Ammo 3200 16.00

Cargo: 19,500



Gladius-class DD

The Gladius Destroyer is the primary fighting warship of the current FedSun fleet, in both offense and defense.  While current FedSun design philosophies focus on Missile, Naval Laser, and Fighters as the primary weapon systems, the Gladius includes Naval Cannons to effectively engage any threat, at any range.

Code: [Select]
Class/Model/Name: Gladius (Fleet/Defense Destroyer)
Tech: Inner Sphere
Ship Cost: $6,653,338,000.00
Magazine Cost: $26,515,000.00
BV2: 55,292

Mass: 450,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Improved Ferro-Aluminum
Armament:
16 Naval Laser 55
10 Naval AC 35
10 Capital Launcher Killer Whale
40 AC 5
80 Machine Gun (IS)
8 Naval Laser 35
8 Capital Launcher Barracuda

Class/Model/Name: Gladius (Fleet/Defense Destroyer)
Mass: 450,000

Equipment: Mass
Drive: 81,000.00
Thrust
Safe: 3
Maximum: 5
Controls: 1,125.00
K-F Hyperdrive: Compact (11 Integrity) 203,625.00
Jump Sail: (4 Integrity) 53.00
Structural Integrity: 100 45,000.00
Total Heat Sinks: 3297 Single 2,850.00
Fuel & Fuel Pumps: 5000 points 2,040.00
Fire Control Computers: 5,928.00
Armor: 600 pts Improved Ferro-Aluminum 900.00
Fore: 100
Fore-Left/Right: 100/100
Aft-Left/Right: 100/100
Aft: 100

Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 0.00
Medium: 0.00
Large: 0.00
Escape Pods: 100 700.00
Life Boats: 50 350.00

Crew And Passengers:
35 Officers in 1st Class Quarters 350.00
100 Crew in 2nd Class Quarters 700.00
72 Gunners and Others in 2nd Class Quarters 504.00
0 Bay Personnel 0.00
1st Class Passengers 0.00
2nd Class Passengers 0.00
Steerage Passengers 0.00

# Weapons Loc Heat Damage Range Mass
3 Naval Laser 55 Nose 255 165 (16.5-C) Extreme-C 3,300.00
2 Naval AC 35 Nose 240 700 (70-C) 8,000.00
2 Capital Launcher Killer Whale Nose 40 80 (8-C) 300.00
5 AC 5 Nose 5 25 (2.5-C) 40.00
10 Machine Gun (IS) Nose 20 (2-C) 5.00
2 Naval Laser 35 FR 104 70 (7-C) 1,400.00
2 Capital Launcher Barracuda FR 20 40 (4-C) 180.00
5 AC 5 FR 5 25 (2.5-C) 40.00
10 Machine Gun (IS) FR 20 (2-C) 5.00
5 Naval Laser 55 RBS 425 275 (27.5-C) 5,500.00
3 Naval AC 35 RBS 360 1050 (105-C) 12,000.00
3 Capital Launcher Killer Whale RBS 60 120 (12-C) 450.00
5 AC 5 RBS 5 25 (2.5-C) 40.00
10 Machine Gun (IS) RBS 20 (2-C) 5.00
2 Naval Laser 35 AR 104 70 (7-C) 1,400.00
2 Capital Launcher Barracuda AR 20 40 (4-C) 180.00
5 AC 5 AR 5 25 (2.5-C) 40.00
10 Machine Gun (IS) AR 20 (2-C) 5.00
2 Naval Laser 35 FL 104 70 (7-C) 1,400.00
2 Capital Launcher Barracuda FL 20 40 (4-C) 180.00
5 AC 5 FL 5 25 (2.5-C) 40.00
10 Machine Gun (IS) FL 20 (2-C) 5.00
5 Naval Laser 55 LBS 425 275 (27.5-C) 5,500.00
3 Naval AC 35 LBS 360 1050 (105-C) 12,000.00
3 Capital Launcher Killer Whale LBS 60 120 (12-C) 450.00
5 AC 5 LBS 5 25 (2.5-C) 40.00
10 Machine Gun (IS) LBS 20 (2-C) 5.00
2 Naval Laser 35 AL 104 70 (7-C) 1,400.00
2 Capital Launcher Barracuda AL 20 40 (4-C) 180.00
5 AC 5 AL 5 25 (2.5-C) 40.00
10 Machine Gun (IS) AL 20 (2-C) 5.00
3 Naval Laser 55 Aft 255 165 (16.5-C) 3,300.00
2 Naval AC 35 Aft 240 700 (70-C) 8,000.00
2 Capital Launcher Killer Whale Aft 40 80 (8-C) 300.00
5 AC 5 Aft 5 25 (2.5-C) 40.00
10 Machine Gun (IS) Aft 20 (2-C) 5.00

Ammo Rounds Mass
Naval AC 35 Ammo 200 200.00
Capital Launcher Killer Whale Ammo 200 10,000.00
Capital Launcher Barracuda Ammo 160 4,800.00
AC 5 Ammo 1000 50.00
Machine Gun (IS) Ammo 2000 10.00

Cargo:  22,500


Rapier-class Fast Frigate


The Rapier is the FedSun's primary Anti-piracy ship.  Designed to chase down pirate vessels, engage outside of their range, and pummel them with impunity, the Rapier is fast, agile, long legged, and with its NCSS well informed.  The Rapier carries several Marine units for boarding and capturing of ships and targets.  In wartime, the Rapier is used to do deep raids, and can perform fleet scouting, and long-range skirmish or spoiler attacks.  Slashing in quickly, staying at long ranges, commanding the engagement envelope, and being able to... tactically withdraw at will.

Code: [Select]
Class/Model/Name: Rapier (FF: Anti-Pirate/Raider)
Tech: Inner Sphere
Ship Cost: $5,544,488,000.00
Magazine Cost: $1,237,500.00
BV2: 20,747

Mass: 250,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 5
Maximum Thrust: 8
Armor Type: Improved Ferro-Aluminum
Armament:
7 Naval Laser 45
7 Capital Launcher Barracuda
46 AC 5
70 Machine Gun (IS)
4 Naval Laser 35

Class/Model/Name: Rapier (FF: Anti-Pirate/Raider)
Mass: 250,000

Equipment: Mass
Drive: 75,000.00
Thrust
Safe: 5
Maximum: 8
Controls: 625.00
K-F Hyperdrive: Compact (7 Integrity) 113,125.00
Jump Sail: (4 Integrity) 43.00
Structural Integrity: 70 17,500.00
Total Heat Sinks: 832 Single 400.00
Fuel & Fuel Pumps: 6500 points 2,652.00
Fire Control Computers: 315.00
Armor: 252 pts Improved Ferro-Aluminum 350.00
Fore: 42
Fore-Left/Right: 42/42
Aft-Left/Right: 42/42
Aft: 42

Dropship Capacity: 1 1,000.00
Small Craft Capacity:   2               400
Fighter Craft Capacity: 8              1200

Grav Decks:
Small: 0.00
Medium: 0.00
Large: 0.00
Escape Pods: 50 350.00
Life Boats: 50 350.00

Crew And Passengers:
24 Officers in 1st Class Quarters 240.00
71 Crew in 2nd Class Quarters 497.00
44 Gunners and Others in 2nd Class Quarters 308.00
26 Bay Personnel 0.00
4 1st Class Passengers 40.00
18 2nd Class Passengers 126.00
90 Steerage Passengers 450.00

# Weapons Loc Heat Damage Range Mass
3 Naval Laser 45 Nose 210 135 (13.5-C) Extreme-C 2,700.00
3 Capital Launcher Barracuda Nose 30 60 (6-C) 270.00
5 AC 5 Nose 5 25 (2.5-C) 40.00
5 Machine Gun (IS) Nose 10 (1-C) 2.50
1 Naval Laser 45 FR 70 45 (4.5-C) 900.00
4 AC 5 FR 4 20 (2-C) 32.00
10 Machine Gun (IS) FR 20 (2-C) 5.00
2 Naval Laser 35 RBS 104 70 (7-C) 1,400.00
1 Capital Launcher Barracuda RBS 10 20 (2-C) 90.00
10 AC 5 RBS 10 50 (5-C) 80.00
10 Machine Gun (IS) RBS 20 (2-C) 5.00
4 AC 5 AR 4 20 (2-C) 32.00
10 Machine Gun (IS) AR 20 (2-C) 5.00
1 Naval Laser 45 FL 70 45 (4.5-C) 900.00
4 AC 5 FL 4 20 (2-C) 32.00
10 Machine Gun (IS) FL 20 (2-C) 5.00
2 Naval Laser 35 LBS 104 70 (7-C) 1,400.00
1 Capital Launcher Barracuda LBS 10 20 (2-C) 90.00
10 AC 5 LBS 10 50 (5-C) 80.00
10 Machine Gun (IS) LBS 20 (2-C) 5.00
4 AC 5 AL 4 20 (2-C) 32.00
10 Machine Gun (IS) AL 20 (2-C) 5.00
2 Naval Laser 45 Aft 140 90 (9-C) 1,800.00
2 Capital Launcher Barracuda Aft 20 40 (4-C) 180.00
5 AC 5 Aft 5 25 (2.5-C) 40.00
5 Machine Gun (IS) Aft 10 (1-C) 2.50

Ammo Rounds Mass
Capital Launcher Barracuda Ammo 140 4,200.00
AC 5 Ammo 500 25.00
Machine Gun (IS) Ammo 1000 5.00

Equipment Mass
NCSS Small 100.00

Cargo:  20,500


Hornet-class Light Fleet Carrier

The 2nd ship designed to serve on the battle-line, the Hornet class Light Fleet Carrier was designed to be fast and tough, with the strongest air-wing available.  While the ship carries capital weapons, they are primarily for defensive purposes, relying on its airwing for its combat capabilities.  Fast enough to participate in a raid in force, the primary use for it's speed is to keep it out of range of enemy vessels.

Code: [Select]
Class/Model/Name: Hornet (Light Carrier)
Tech: Inner Sphere
Ship Cost: $6,646,922,000.00
Magazine Cost: $368,000.00
BV2: 23,298

Mass: 490,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Improved Ferro-Aluminum
Armament:
12 Naval Laser 35
80 AC 5
80 Machine Gun (IS)

Class/Model/Name: Hornet (Light Carrier)
Mass: 490,000

Equipment: Mass
Drive: 117,600.00
Thrust
Safe: 4
Maximum: 6
Controls: 1,225.00
K-F Hyperdrive: Compact (11 Integrity) 221,725.00
Jump Sail: (4 Integrity) 55.00
Structural Integrity: 110 53,900.00
Total Heat Sinks: 729 Single 200.00
Fuel & Fuel Pumps: 3750 points 1530.00
Fire Control Computers: 585.50
Armor: 687 pts Improved Ferro-Aluminum 1,035.00
Fore: 115
Fore-Left/Right: 114/114
Aft-Left/Right: 114/114
Aft: 116

Dropship Capacity: 1 1,000.00
Small Craft Capacity:   75              15,000.00
Aero capacity:         150             22,500.00

Grav Decks:
Small: 2 100.00
Medium: 1 100.00
Large: 0.00
Escape Pods: 100 700.00
Life Boats: 50 350.00

Crew And Passengers:
31 Officers in 1st Class Quarters 310.00
112 Crew in 2nd Class Quarters 784.00
39 Gunners and Others in 2nd Class Quarters 273.00
675 Bay Personnel 0.00
1st Class Passengers 0.00
250 2nd Class Passengers 1,750.00
Steerage Passengers 0.00

# Weapons Loc Heat Damage Range Mass
2 Naval Laser 35 nose 104 70 (7-C) Long-C 1,400.00
10 AC 5 nose 10 50 (5-C) 80.00
10 Machine Gun (IS) nose 20 (2-C) 5.00
10 AC 5 FR 10 50 (5-C) 80.00
10 Machine Gun (IS) FR 20 (2-C) 5.00
4 Naval Laser 35 RBS 208 140 (14-C) 2,800.00
10 AC 5 RBS 10 50 (5-C) 80.00
10 Machine Gun (IS) RBS 20 (2-C) 5.00
10 AC 5 AR 10 50 (5-C) 80.00
10 Machine Gun (IS) AR 20 (2-C) 5.00
10 AC 5 FL 10 50 (5-C) 80.00
10 Machine Gun (IS) FL 20 (2-C) 5.00
4 Naval Laser 35 208 140 (14-C) 2,800.00
10 AC 5 LBS 10 50 (5-C) 80.00
10 Machine Gun (IS) LBS 20 (2-C) 5.00
10 AC 5 AL 10 50 (5-C) 80.00
10 Machine Gun (IS) AL 20 (2-C) 5.00
2 Naval Laser 35 Aft 104 70 (7-C) 1,400.00
10 AC 5 Aft 10 50 (5-C) 80.00
10 Machine Gun (IS) Aft 20 (2-C) 5.00

Ammo Rounds Mass
AC 5 Ammo 1600 80.00
Machine Gun (IS) Ammo 1600 8.00

Cargo: 40000


(Enough designs... NO!  WE WANT MORE!)

Terrier-class FS/AGER

The Terrier class Corvette is the primary scout for the FedSun navy.  With the best sensors in the known universe, small, nimble, and with massive speed, the Terrior can, and will find what its hunting for, and stay on its tail.  You will find Terriers roaming around suspicious areas, waiting to bird-dog for Rapiers, running messages as a courier, or acting as the eyes and ears for fleet engagements.  Fragile, and weakly armed, this light vessel rarely chooses to engage, and with her extreme speeds, is rarely forced to do so.

Code: [Select]
Class/Model/Name: Terrier (FS/AGER Light anti-pirate/Scout Corvette)
Tech: Inner Sphere
Ship Cost: $4,397,258,000.00
Magazine Cost: $22,000.00
BV2: 8,182

Mass: 100,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 6
Maximum Thrust: 9
Armor Type: Improved Ferro-Aluminum
Armament:
3 Naval Laser 55
40 AC 2
1 Naval Laser 35

Class/Model/Name: Terrier (FS/AGER Light anti-pirate/Scout Corvette)
Mass: 100,000

Equipment: Mass
Drive: 36,000.00
Thrust
Safe: 6
Maximum: 9
Controls: 250.00
K-F Hyperdrive: Compact (4 Integrity) 45,250.00
Jump Sail: (3 Integrity) 35.00
Structural Integrity: 50 5,000.00
Total Heat Sinks: 363 Single 50.00
Fuel & Fuel Pumps: 20000 points 2,040.00
Fire Control Computers: 0.00
Armor: 130 pts Improved Ferro-Aluminum 100.00
Fore: 23
Fore-Left/Right: 22/22
Aft-Left/Right: 21/21
Aft: 21

Dropship Capacity: 0 0.00
Small Craft Capacity:  2    400.00
Grav Decks:
Small: 0.00
Medium: 0.00
Large: 0.00
Escape Pods: 25 175.00
Life Boats: 25 175.00

Crew And Passengers:
15 Officers in 1st Class Quarters 150.00
50 Crew in 2nd Class Quarters 350.00
23 Gunners and Others in 2nd Class Quarters 161.00
10 Bay Personnel 0.00
1st Class Passengers 0.00
2 2nd Class Passengers 14.00
Steerage Passengers 0.00

# Weapons Loc Heat Damage Range Mass
1 Naval Laser 55 Nose 85 55 (5.5-C) Extreme-C 1,100.00
5 AC 2 Nose 5 10 (1-C) 30.00
5 AC 2 FR 5 10 (1-C) 30.00
1 Naval Laser 55 RBS 85 55 (5.5-C) 1,100.00
5 AC 2 RBS 5 10 (1-C) 30.00
5 AC 2 AR 5 10 (1-C) 30.00
5 AC 2 FL 5 10 (1-C) 30.00
1 Naval Laser 55 LBS 85 55 (5.5-C) 1,100.00
5 AC 2 LBS 5 10 (1-C) 30.00
5 AC 2 AL 5 10 (1-C) 30.00
1 Naval Laser 35 Aft 52 35 (3.5-C) 700.00
5 AC 2 Aft 5 10 (1-C) 30.00

Ammo Rounds Mass
AC 2 Ammo 1000 22.22

Equipment
NCSS Large

Cargo: 5000


(Finally!)

Boondoggle

Caballus-class Fleet Supply/Collier

The repercussions of the Caballus Fleet Collier class scandal are still reverberating through the FedSun military.  Initially the Caballus was a modest design for a fleet collier able to keep up with fleet movements and supply beans, bullets, and parts for fleets operating outside of their normal range.  However, after passing through several closed door committees, architectural plans being changed radically but no one willing to own the changes, constant and lengthy cost overruns, finally delivered a ship that is well more than 10 times the cost of existing jumpships, while providing less than 4 jumpships worth of cargo.  As if that wasn't enough, instead of using the latest in defense systems and armor to allow it to survive raiders and the rigors of supplying a active fleet, it has less armor than most dropships.  To quote one anonymous Admiral, upon touring the finished prototype, "I'm afraid to lean on the walls, as I might accidentally fall through the rice paper they're made out of."  The FedSun admiralty is desperate to get rid of the design, but 'guaranteed' secured contracts have at least 3 more in the works, and options for another 2.  For what its worth, however, in its intended role the Caballus prototype saw next to no issues in its shakedown cruise, and is currently performing admirably in helping to supply and shuttling marines and personnel to the fleets working on the current FedSun anti-piracy campaign.

One telling left-over from the design process puree is that the Caballus can carry nearly, but not quite, 4 units of infantry/marines.  As far as the Admirality can figure out, the older blueprint page was accidentally swapped for the correct one for that segment of the ship when building the prototype. 

Code: [Select]
Class/Model/Name: Caballus  (AFS Fleet Collier/Combat Stores)
Tech: Inner Sphere
Ship Cost: $5,845,434,000.00
Magazine Cost: $26,400.00
BV2: 2,857

Mass: 180,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Standard
Armament:
40 AC 2

Class/Model/Name: Caballus  (AFS Fleet Collier/Combat Stores)
Mass: 180,000

Equipment: Mass
Drive: 43,200.00
Thrust
Safe: 4
Maximum: 6
Controls: 450.00
K-F Hyperdrive: Compact (6 Integrity) 81,450.00
Jump Sail: (3 Integrity) 39.00
Structural Integrity: 30 5,400.00
Total Heat Sinks: 338 Single
Fuel & Fuel Pumps: 15000 points 3,060.00
Fire Control Computers: 0.00
Armor: 80 pts Standard 103.00
Fore: 14
Fore-Left/Right: 13/13
Aft-Left/Right: 13/13
Aft: 14

Dropship Capacity: 2 2,000.00
Grav Decks:
Small: 0.00
Medium: 1 100.00
Large: 0.00
Escape Pods: 30 210.00
Life Boats: 30 210.00

Crew And Passengers:
16 Officers in 1st Class Quarters 160.00
65 Crew in 2nd Class Quarters 455.00
7 Gunners and Others in 2nd Class Quarters 49.00
0 Bay Personnel 0.00
5 1st Class Passengers 50.00
25 2nd Class Passengers 175.00
100 Steerage Passengers 500.00

# Weapons Loc Heat Damage Range Mass
5 AC 2 nose 5 10 (1-C) Long 30.00
5 AC 2 FR 5 10 (1-C) 30.00
5 AC 2 RBS 5 10 (1-C) 30.00
5 AC 2 AR 5 10 (1-C) 30.00
5 AC 2 FL 5 10 (1-C) 30.00
5 AC 2 LBS 5 10 (1-C) 30.00
5 AC 2 AL 5 10 (1-C) 30.00
5 AC 2 Aft 5 10 (1-C) 30.00

Ammo Rounds Mass
AC 2 Ammo 1200 26.67

Cargo: 42000

« Last Edit: 29 March 2020, 13:13:34 by Jester Motley »

Smegish

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Re: Warship Arms Race - The In Character Stuff
« Reply #10 on: 28 March 2020, 18:49:14 »
Taurian Concordat 2350

With two major players encroaching on their territory and a steadily growing piracy threat, the TCN has finally been given the budget it needs to build a fleet worthy of the name. To avoid being perceived as a threat to the larger powers just across the border, the TCN will be kept to smaller WarShips capable of border patrol and anti-piracy actions, but less able to conquer all known space.

An extensive fleet of JumpShips and DropShips have been purchased from local Taurian industries, with an eye for keeping the fleet resupplied as well as providing support for worlds under Taurian influence and those nearby that may be persuaded to join the Concordat for mutual defence.

Code: [Select]
Year: 2350 Value in Millions
Money Available 100,000
Remaining from Last Turn
Available Shipyards

Taurus 1/1



Repairs

Maintanence 50% 0
Prototype Cost Iberia 4,975 1,244


Construction Unit Price
Shipyards Taurus 1 x S1 5,000
New Vandenberg 2 x S1 15,000


Stations
Warships Iberia 10 4,975 49,750

Jumpships 20 500 10000
Dropships 40 300 12,000
Fighters 720 5 3,600
Small Craft 300 10 3000
Research 0 22000 0

Total Spent 99593.75

Income

Remaining 406

Iberia-class Frigate

The first true WarShip wholly designed and built within the Concordat, the Iberia comes in at two hundred and twenty kilotons, a small ship but well within the capabilities of the Taurian Naval Yards. Capable in almost any role except standing in the line of battle against a THN Dreadnought with it's Two-and-a-half Gees of acceleration and healthy mix of long range 55cm Naval Lasers and Class/10 Naval Autocannon for closer range engagements combine to make the Iberia-class the jack-of-all-trades the TCN navy needs at this time.

The dozen Naval Lasers and ten Autocannon are spread evenly across the ship, making it a dangerous craft to approach from any angle. Its state-of-the-art Taurian Institiute of Technical Sciences designed Naval Comms Sensor Suite is said to be able to identify any pirate vessel in moments by the thickness of the rust on it's hull, such is its storied performance. A mix of smaller lasers and autocannons provide defence against fighters and meteorites, and the large cargo bay enables it to travel the length of the border without need to stop for resupply.

Code: [Select]
Class/Model/Name: Iberia
Tech: Inner Sphere
Ship Cost: $4,974,582,000.00
Magazine Cost: $2,490,000.00
BV2: 26,067

Mass: 220,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Standard
Armament:
12 Naval Laser 55
24 Laser Large
24 AC 5
30 Machine Gun (IS)
10 Naval AC 10

Class/Model/Name: Iberia
Mass: 220,000

Equipment: Mass
Drive: 39,600.00
Thrust
Safe: 3
Maximum: 5
Controls: 550.00
K-F Hyperdrive: Compact (6 Integrity) 99,550.00
Jump Sail: (4 Integrity) 41.00
Structural Integrity: 50 11,000.00
Total Heat Sinks: 1536 Single 1,210.00
Fuel & Fuel Pumps: 20000 points 4,080.00
Fire Control Computers: 0.00
Armor: 162 pts Standard 220.00
Fore: 27
Fore-Left/Right: 28/28
Aft-Left/Right: 28/28
Aft: 23

Dropship Capacity: 0 0.00
Grav Decks:
Small: 1 50.00
Medium: 0.00
Large: 0.00
Escape Pods: 0.00
Life Boats: 20 140.00

Crew And Passengers:
23 Officers in 1st Class Quarters 230.00
66 Crew in 2nd Class Quarters 462.00
47 Gunners and Others in 2nd Class Quarters 329.00
66 Bay Personnel 0.00
1st Class Passengers 0.00
2nd Class Passengers 0.00
100 Steerage Passengers 500.00
100 Steerage Marines 500.00

Bay #1: Fighters (18) - 3 Doors
Bay #2: Small Craft (6) - 1 Door
Bay #3: Cargo (23281 Tons) - 2 Doors

NAC/10 Ammo - 300 Rounds (30/Gun)
AC 5 Ammo - 120 Tons (5 Tons/Gun)
MG Ammo - 120 Tons (5 Tons/Gun)

Fore:
2 x NL/55
2 x NAC/10
4 x LL
4 x AC/5
5 x MG

FL/FR/AL/AR:
2 x NL/55
2 x NAC/10
4 x LL
4 x AC/5
5 x MG

Aft:
2 x NL/55
4 x LL
4 x AC/5
5 x MG

Smegish

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Re: Warship Arms Race - The In Character Stuff
« Reply #11 on: 30 March 2020, 01:55:21 »
Illyrian Palatinate 2350

Away in a far corner of the known galaxy, the tiny Illyrian Palatinate has struggled to get it's economy going with the constant threat of pirates, 'Pirates' and not a whole lot of neighbours with which to trade. The recent discovery of the Marian Hegemony on their borders, and the revelation that they were responsible for at least some of the pirate attacks that plagued them changed this. The budget for a small navy was somehow found, but the IPN found that it lacked the facilities or knowledge to build WarShips worthy of the name themselves, and by the time they obtained this knowledge it would be too late. Instead they decided to purchase ships from whoever they could, and the Terran Hegemony's offer seemed a great opportunity to buy ships from a nation that knew how, and study these vessels to create their own ideas for future designs. Four Vigilant-class were purchased, with two to guard Illyria itself while the other pair patrol the other three systems in the Palatinate, before swapping with the first pair to rest, refit and take their turn guarding the capital.

Code: [Select]
Year: 2350 Value in Millions
Money Available 30,000
Remaining from Last Turn
Available Shipyards

Illyria 1



Repairs

Maintanence 50% 0
Prototype Cost Haven 284 71
0

Construction Unit Price
Shipyards

Stations Haven 4 284 1,136
Warships Vigilant 4 3,000 12,000

Jumpships 10 500 5000
Dropships 20 300 6,000
Fighters 720 5 3,600
Small Craft 120 10 1200
Research 0 13000 0

Total Spent 29007

Income

Remaining 993

Haven-class Station

Built to aid what little trade was available, the Haven is a recharge station weighing it at a quarter megaton. Armed only with anti-small craft weapons and a weak point defence network, the Haven is more or less free to provide its pair of recharge batteries to whoever is willing to pay a modest fee in return for faster travel. The full wing of fighters aboard is the one thing that reveals the Haven as a military station, there to provide a defence to nearby JumpShips awaiting their turn in the queue.


Code: [Select]
Class/Model/Name: Haven
Tech: Inner Sphere
Ship Cost: $283,715,000.00
Magazine Cost: $1,320,000.00
BV2: 8,509

Mass: 250,000
K-F Drive System: None
Power Plant: Station-Keeping Drive
Safe Thrust: 0
Maximum Thrust: 1
Armor Type: Standard
Armament:
48 Laser Large
48 AC 5
48 Machine Gun (IS)

Class/Model/Name: Haven
Mass: 250,000

Equipment: Mass
Drive: 3,000.00
Thrust
Safe: 0.1
Maximum: 1
Controls: 250.00
K-F Hyperdrive: None (0 Integrity) 0.00
Jump Sail: (0 Integrity) 0.00
Structural Integrity: 1 2,500.00
Total Heat Sinks: 432 Single 310.00
Fuel & Fuel Pumps: 2500 points 1,020.00
Fire Control Computers: 64.80
Armor: 356 pts Standard 890.00
Fore: 60
Fore-Left/Right: 59/59
Aft-Left/Right: 59/59
Aft: 60

Dropship Capacity: 5 5,000.00
Grav Decks:
Small: 4 200.00
Medium: 0.00
Large: 0.00
Escape Pods: 0.00
Life Boats: 30 210.00

Crew And Passengers:
20 Officers in 2nd Class Quarters 140.00
75 Crew in 2nd Class Quarters 525.00
24 Gunners and Others in 2nd Class Quarters 168.00
132 Bay Personnel 0.00
10 1st Class Passengers 100.00
50 2nd Class Passengers 350.00
150 Steerage Passengers 750.00
50 Steerage Marines 250.00

Bay #1: Fighters (36) - 6 Doors
Bay #2: Small Craft (12) - 2 Doors
Bay #3: Cargo (25344 Tons) - 2 Doors

AC/5 Ammo - 48 Tons (20 Ton/Gun)
MG Ammo - 48 Tons (200 Rds/Gun)

2 x Energy Storage Batteries

Fore/FR/FL/AR/AL/Aft:

8 x LL
8 x AC/5
8 x MG

kindalas

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Re: Warship Arms Race - The In Character Stuff
« Reply #12 on: 04 April 2020, 13:00:04 »
Lyran Commonwealth 2350

The Lyran Commonwealth Navy of 2350 is a service forced to answer to the whims of competing political voices.  The Commonwealth has 9 Archons, each pulling in different directions and each loyal first to their home world or territory, and no Archon Baselius to stand above them as a unitary executive.  First Lord Jaqueline Angler, 1st Lord of Angler, is in what should be the quiet, twilight years of her career, attempting to balance the competing voices of her divided political and economic establishments and trying to forge a path for the LCN independent of political admirals and business executives.  Even so, the dawn of the LCN sees the intended construction plans of the LCN sidetracked by various major industrial interests to serve their own needs.  Expensive and unnecessary R&D programs and massive yard and station construction divert money from building lighter escorts or developing a battle line, creating instead a large collection of overbuilt light cruisers that are some combination of troop transport, carrier, and battleship.


Code: [Select]
Lyran Commonwealth, Turn Beginning 2350 Value/Cost
Funds: $-   
Revenue: $280,000.00
Shipyards: Alarion:0/2 $45,000.00
New Kyoto:  1/1 $35,000.00
Tamar: 2 $15,000.00
Warships:  $-   
Jumpships:  $-   
Space Stations: $-   
Dropships:  $-   
Small Craft $-   
Fighters: $-   
Assets: $375,000.00

Expenses Number Cost
Maintenance $-   
R&D: Naval PPC $38,000.00
R&D: PPC $38,000.00
Prototype: Heimdaller $1,559.50
Prototype: Ribe $36.00
Prototype: Nehalennia Tender $989.50
Prototype: Nehalennia Transport $446.75
Prototype: Snotra $1,189.00
Production:  Heimdaller 5 $31,190.00
Production:  Ribe 100 $14,400.00
Production:  Nehalennia Tender 2 $7,916.00
Production:  Nehalennia Transport 12 $21,444.00
Production:  Snotra 4 $19,024.00
New Kyoto 1->2 $10,000.00
Tamar 1->2 $20,000.00
Tamar 1->2 $10,000.00
Alarion 0->1 x 2 $10,000.00
Jumpship Production: $-   
Dropship Production: Light $300.00 120 $36,000.00
Small Craft: $10.00 1000 $10,000.00
Fighters: $5.00 1900 $9,500.00
Total: $279,694.75


Lyran Commonwealth, Turn Ending 2350 Value/Cost
Funds: $305.25
Shipyards: Alarion: 2/2 $55,000.00
New Kyoto:  0/2 $45,000.00
Tamar: 0/2 $45,000.00
Warships:  Heimdaller 5 $31,190.00
Snotra 4 $19,024.00
Jumpships:  Nehalennia Tender 2 $7,916.00
Nehalennia Transport 12 $21,444.00
Space Stations: Ribe 100 $14,400.00
Dropships:  Light 120 $36,000.00
Small Craft 1000 $10,000.00
Fighters: 1900 $9,500.00
Assets: $294,779.25


Ribe (Recharge Station)

“Amateurs study tactics.  Armchair generals study strategy.  Professionals study logistics”
   -Author Unknown

The humble recharge station is likely well known to the modern reader, as is their near-ubqitous nature throughout Lyran space.  What may be less well known is why.

The first recharge stations mass produced outside the Terran Hegemony were the Chongzhi stations developed by the St. Ives Mercantile League.  Billed as a ‘purely civilian station’, the Chongzhi was still admirably well armed, armored, and carried a number of small craft to aid in loading and unloading. 

The Lyran Navy looked on the Chongzhi, and saw a solution to a burgeoning problem.  They were flanked on all sides by superior forces.  Building ships with enough stowage to cruise those long borders and still remain combat worthy was difficult, and needing to reshuffle limited vessels from one border to another demanded more speed than the K-F drive could deliver.  Also, trade was the lifeblood of the nation, and competition between various competing mercantile interstellar for the lucrative recharge business was serving no purpose but to drive further wedges between the three founding nations of our great commonwealth.

The Ribe, named for a northern port on old Terra, adopts a slightly different approach than her parent Chongzhi.  More focused on commercial than military pursuits, she is more lightly armored, and trades the arrays of autocannons for bays of up to 40 small craft, either cargo shuttles, heavy attack boats or fighters.

Like the small craft, the cargo storage is also dual purpose.  In protected space, it serves as support to mercantile efforts, and is available to merchants at well below cost, as are the recharging facilities themselves.  On hostile borders or over high military traffic worlds, the Ribe’s 76,600 tons of storage is reserved for military supplies, making each one a miniature resupply base to allow the vessels of the Lyran Navy to cruise at length without drawing down their own internal supplies, leaving them fully loaded and ‘agile’ in response to any developing situation.

As is typical of Lyran military projects, berthing for all crew is to a high standard, with the cost in space and weight associated being considered worth it to provide better long term efficiency and morale.

Code: [Select]
Ribe Recharge Station
Mass: 500,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 500,000
Battle Value: 1,236
Tech Rating/Availability: D/X-X-X-D
Cost: 143,849,000 C-bills

Fuel: 1,200 tons (3,000)
Safe Thrust: 0
Maximum Thrust: 0
Heat Sinks: 154
Structural Integrity: 1

Armor
Nose: 10
Fore Sides: 10/10
Aft Sides: 10/10
Aft: 10

Cargo
Bay 1:  Small Craft (40)        8 Doors   
Bay 2:  Cargo (76649.0 tons)    7 Doors   

Ammunition:
7,200 rounds of Machine Gun ammunition (36 tons)

Dropship Capacity: 1
Grav Decks: 1 (90 m)
Escape Pods: 0
Life Boats: 25
Crew:  27 officers, 118 enlisted/non-rated, 12 gunners, 200 bay personnel

Notes: Equipped with
4 Energy Storage Battery
150 tons of standard aerospace armor.

Weapons:                             Capital Attack Values (Standard)
Arc (Heat)                       Heat  SRV     MRV     LRV      ERV    Class       
Nose (0 Heat)
12 Machine Gun                    0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (240000 shots)
FRS/FLS (0 Heat)
12 Machine Gun                    0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (240000 shots)
ARS/ALS (0 Heat)
12 Machine Gun                    0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (240000 shots)
Aft (0 Heat)
12 Machine Gun                    0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (240000 shots)

Heimdallr Light Cruiser

"The Bureaucracy is expanding to meet the expanding needs of the Bureaucracy"
-Oscar Wilde

The Heimdaller was meant to be a light (250Kt Max), fast (3 Gs sustained) jill of all trades, with light weaponry, moderate transport capacity, and long logistical legs.

Then politics became involved.  The representative from Tamar Arms The Tamar Pact insisted that the newly developed Particle Cannons be employed, forcing a delay in design completion and driving the mass of the vessel upwards.  Port Syndey Naval Yards of Alarion had just finished prototype work on the smaller anti fighter Particle Cannons, and maybe a larger ship could take better advantage of it - and Alarion bows to Donegal, and the Donegal Protectorate is not without influence among the Archons.  Skye, with yards in New Kyoto suggested a larger carriage capacity, both for troops (many of the best units of the fledgling Commonwealth hailed from Skye, whose people were noted for a rich military tradition all the way back to Terra), and for fighters (The Shiphil Company was a major Aerospace Manufacturer)

The design grew.  And grew.  And grew.  By the time it was done, what was meant to be a cheap and cheerful first foray into warship manufacturer had burgeoned a design for a near-megaton class one ship invasion.

The Commonwealth had no yards capable of supporting a one megaton ship, and something had to give.  That something was speed.  Though still far larger than originally intended, the result is a 500kt 'Light Cruiser' that is slow to the tactical helm, but with reasonable legs for longer term engagements.  Quad turrets of heavy Naval PPCs on each corner showcase Tamar Arm's latest brainchild, and its quad grav decks and expansive life support equipment can support three infantry regiments of Skye's Finest. The areospace support has two regiments of Shiphil's Space Superiority Fighters, and a Regiment of their Armed Landing Craft to carry down the infantry regiments in one trip.

And the Lyran Commonwealth had its first Warship, and found it.. surprisingly better than expected.  Though more expensive than the smaller hull, the HNPPC quad turrets provide it with enough long range punch to demand a capital ships respect, along with enough fighters to function as a carrier.  These fighters allow it to attack smaller vessels at stand off ranges, or to exploit the vulnerabilities of damaged larger warships.  With three regiments of troops as well as sufficient small craft to carry them quickly to the surface, Heimdaller allows the LCN to reduce the need for fragile jumpships and dropships to carry its troops to orbit.  The Alarion Eagle-Eye Comm Suite allows the vessel to serve as a command and control nexus for the navy - and its extended sensor reach allows the Heimdallr to avoid forces it cannot defeat, and the long duration life support and efficient drives of the massive small craft component further extends this sensor reach.

Code: [Select]
Heimdallr Light Cruiser
Mass: 500,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 500,000
Battle Value: 56,504
Tech Rating/Availability: E/X-X-X-F
Cost: 6,238,162,000 C-bills

Fuel: 5,000 tons (12,500)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 4
KF Drive Integrity: 12
Heat Sinks: 4,384
Structural Integrity: 120

Armor
    Nose: 76
    Fore Sides: 100/100
    Aft Sides: 100/100
    Aft: 76

Cargo
    Bay 1:  Fighter (120)           6 Doors   
    Bay 2:  Small Craft (60)        4 Doors   
    Bay 3:  Cargo (19134.0 tons)    3 Doors   

Ammunition:
    9,600 rounds of Machine Gun ammunition (48 tons),
    1,536 rounds of LRM 20 ammunition (256 tons)

Dropship Capacity: 0
Grav Decks: 4 (240 m, 240 m, 240 m, 240 m)
Escape Pods: 0
Life Boats: 40
Crew:  32 officers, 113 enlisted/non-rated, 47 gunners, 540 bay personnel, 2268 marines

Notes: Equipped with
1 Naval Comm-Scanner Suite (Small)
1,200 tons of standard aerospace armor.

Weapons:                             Capital Attack Values (Standard)
Arc (Heat)                       Heat  SRV     MRV     LRV      ERV    Class       
Nose (148 Heat)
10 PPC                           100  10(100) 10(100)  0(0)     0(0)   PPC         
8 LRM 20                         48   10(96)  10(96)  10(96)    0(0)   LRM         
    LRM 20 Ammo (1152 shots)
12 Machine Gun                    0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (480000 shots)
FRS/FLS (1,028 Heat)
4 Naval PPC (Heavy)              900  60(600) 60(600) 60(600) 60(600)  Capital PPC
8 LRM 20                         48   10(96)  10(96)  10(96)    0(0)   LRM         
    LRM 20 Ammo (1152 shots)
8 PPC                            80   8(80)   8(80)    0(0)     0(0)   PPC         
RBS/LBS (148 Heat)
8 LRM 20                         48   10(96)  10(96)  10(96)    0(0)   LRM         
    LRM 20 Ammo (1152 shots)
10 PPC                           100  10(100) 10(100)  0(0)     0(0)   PPC         
12 Machine Gun                    0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (480000 shots)
ARS/ALS (1,028 Heat)
4 Naval PPC (Heavy)              900  60(600) 60(600) 60(600) 60(600)  Capital PPC
8 LRM 20                         48   10(96)  10(96)  10(96)    0(0)   LRM         
    LRM 20 Ammo (1152 shots)
8 PPC                            80   8(80)   8(80)    0(0)     0(0)   PPC         
Aft (148 Heat)
10 PPC                           100  10(100) 10(100)  0(0)     0(0)   PPC         
8 LRM 20                         48   10(96)  10(96)  10(96)    0(0)   LRM         
    LRM 20 Ammo (1152 shots)
12 Machine Gun                    0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (480000 shots)



Shu-3 Space Superiority Fighter

By the mid 2300s, advances in weapon and armor technology, along with a growing understanding of the realities of combat, lead to a reassessment of the Lyran Commonwealth’s premier heavy fighter.

Though the SH-2 had served well, its autocannon had limited success in piercing the heavy armor of enemy ships, and with the rise in resilience of aerospace fighters more generally, were often insufficient to wear down enemy craft before ammunition was exhausted.  Further, the internal structure of the craft was not quite capable of handling the full output of the 340 VOX engine without instability, defeating much of the purpose behind the heavy design.

Increased reinforcement drove the overall mass of the craft higher, requiring the 340 Rated Engine to be modified to achieve design performance – resulting in very slightly less mass available for armor.  Unfortunately, the promised improved armor compounds never materialized, and the replacement of the triple 40mm cannon with a pair of new Particle Cannons allows the Shu slightly improved performance at all ranges, though the pilot must now monitor their heat scales with some care.

A pair of Tamar Thunderstroke Particle Cannons in the nose provide the Shu with its primary anti-ship and long range  anti-fighter firepower, capable of punching through most armor compounds and hitting hard enough to represent a threat to light warships. A staggering 15 machine guns were installed over the craft to provide a bubble of heavy missile protection for squadrons and their companion craft.


Code: [Select]
Shu SH-3

Mass: 90 tons
Frame: Unknown
Power Plant: 360 Fusion
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Armor: Standard
Armament:
     3 PPC
     15 Machine Gun
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: D/X-X-X-D
Cost: 5,446,055 C-bills

Type: Shu
Technology Base: Inner Sphere (Standard)
Tonnage: 90
Battle Value: 1,513

Equipment                                          Mass
Engine                        360 Fusion             33
Safe Thrust: 6
Max Thrust: 9
Structural Integrity:         9                       
Heat Sinks:                   19                      9
Fuel:                         400                   5.0
Cockpit                                               3
Armor Factor                  304                    19

                           Armor   
                           Value   
     Nose                    96   
     Wings                 74/74   
     Aft                     60   


Weapons
and Ammo                 Location   Tonnage  Heat   SRV  MRV  LRV  ERV
2 PPCs                     NOS       14.0     10    10   10    0    0 
2 Machine Guns             NOS       1.0      0      2    0    0    0 
3 Machine Guns             RWG       1.5      0      2    0    0    0 
Machine Gun Ammo (200)     FSLG      1.0      -      -    -    -    - 
3 Machine Guns             LWG       1.5      0      2    0    0    0 
4 Machine Guns             AFT       2.0      0      2    0    0    0 




Nehalennia Class Tender/Transport

“An Army, like a serpent, goes upon its belly.”
-Frederick the Great

In the 2330s it became apparent to military commanders that the conventionally available commercial jumpships had insufficient capacity to support any kind of large scale operation.

As soon as the LCN was formed heavy lift requirements were being pushed into its mandate from all sides of the sprawling military bureaucracy and their political allies.

When First Lord Angler was appointed to the LCN her first order was to embark on a Jumpship development project that could use the same yardspace as the Heimdaller Light Cruiser.

What emerged from the Alarion shipyards was christened the Nehalennia class Transport. Named after a Celtic deity who was attributed power over trading, shipping and horticulture.

Publicly the Nehalennia is a single class of Jumpship, visually the two models are nearly identical dispite the Tender weighing as much as a Heimdaller.

The much more common Transport has a large gravdeck with a cutting edge MASH unity with five operating theaters. The cornerstone of the vessel is its KF Boom controller that allows the Nehalennia to bring ten dropships along with it through hyperspace.

The massively more expensive Tender lacks the MASH facilities of its sister class and the KF Boom controller has been reconfigured to allow for the addition of a massive unpressurised repair facility to the nose of the vessel. This facility is able to provide in the field repairs to the Heimdaller Light Cruisers that make up the bulk of the fleet, but its true purpose is to quickly deploy Ribe Class Recharge Stations to systems that lack the industrial capabilities to build their own stations.


Code: [Select]
Nehalennia Transport
Mass: 460,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3000
Mass: 460,000
Battle Value: 2,101
Tech Rating/Availability: D/X-E-D-F
Cost: 1,787,475,833 C-bills

Fuel: 500 tons (1,250)
Safe Thrust: 0
Maximum Thrust: 0
Sail Integrity: 6
KF Drive Integrity: 9
Heat Sinks: 150
Structural Integrity: 1

Armor
    Nose: 16
    Fore Sides: 17/17
    Aft Sides: 17/17
    Aft: 16

Cargo
    Bay 1:  Small Craft (2)         1 Door   
    Bay 2:  Cargo (906.5 tons)      4 Doors   

Ammunition:
    7,200 rounds of Machine Gun ammunition (36 tons)

Dropship Capacity: 10
Grav Decks: 1 (250 m)
Escape Pods: 0
Life Boats: 12
Crew:  12 officers, 48 enlisted/non-rated, 12 gunners, 10 bay personnel, 30 passengers, 30 marines

Notes: Equipped with
    1 MASH Core Component
    5 MASH Operation Theater
250 tons of standard aerospace armor.

Weapons:                             Capital Attack Values (Standard)
Arc (Heat)                       Heat  SRV     MRV     LRV      ERV    Class       
Nose (0 Heat)
12 Machine Gun                    0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (240000 shots)
FRS/FLS (0 Heat)
12 Machine Gun                    0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (240000 shots)
ARS/ALS (0 Heat)
12 Machine Gun                    0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (240000 shots)
Aft (0 Heat)
12 Machine Gun                    0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (240000 shots)



Code: [Select]
Nehalennia Tender
Mass: 500,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3000
Mass: 500,000
Battle Value: 1,351
Tech Rating/Availability: D/X-E-D-F
Cost: 3,958,370,167 C-bills

Fuel: 200 tons (500)
Safe Thrust: 0
Maximum Thrust: 0
Sail Integrity: 6
KF Drive Integrity: 10
Heat Sinks: 154
Structural Integrity: 1

Armor
    Nose: 10
    Fore Sides: 10/10
    Aft Sides: 10/10
    Aft: 10

Cargo
    Bay 1:  Standard Repair Facility (Unpressurized) (500,000)1 Door   
    Bay 2:  Cargo (458.5 tons)      1 Door   

Ammunition:
    7,200 rounds of Machine Gun ammunition (36 tons)

Dropship Capacity: 0
Grav Decks: 1 (250 m)
Escape Pods: 0
Life Boats: 10
Crew:  8 officers, 43 enlisted/non-rated, 12 gunners, 30 passengers, 30 marines

Notes: Mounts 150 tons of standard aerospace armor.

Weapons:                             Capital Attack Values (Standard)
Arc (Heat)                       Heat  SRV     MRV     LRV      ERV    Class       
Nose (0 Heat)
12 Machine Gun                    0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (240000 shots)
FRS/FLS (0 Heat)
12 Machine Gun                    0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (240000 shots)
ARS/ALS (0 Heat)
12 Machine Gun                    0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (240000 shots)
Aft (0 Heat)
12 Machine Gun                    0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (240000 shots)



"If an injury is to be inflicted on an enemy, it is to be so severe, that the enemy's retaliation need not be feared."
– Niccolò Machiavelli

The Heimdaller project was a painful lesson in design by committee, the initial design was to be just under a quarter million tons with an array of missiles, autocannons and lasers providing a thick layer of offensive firepower.

When the final design doubled in size and adopted a Particle Cannon based offensive system the Alarion shipyards were left with millions of dollars of manufacturing equipment and a very high quality KF core extruder that was now useless.

To salvage something from this waste First Lord Angler started the Snotra Project. Named after a Germanic goddess of protection this project was to develop a black opps fleet that was to engage in retaliatory strikes deep within any nation foolish enough to attack the Lyran Commonwealth.

The Frigate inherited many of its components from the Heimdaller project either as castoffs from early prototypes or by modifying components from the current fleet of vessels. Being forced to use the transit drives that are nearly identical to the ones used on the Heimdaller left the Sonotra as maneuverable as the Shu Aerospace Fighter. These massive drives forced a change in weapons layout from the more conventional broadside engagements to a layout patterned after fighter craft.

The nose of the vessel holds four massive autocannons and four of the heaviest laser weapons available. Eight heavy missile launchers support the heavy guns while the rest of the vessel is only protected by the same point defense arrays found on the Heimdaller.

The vessel lacks crew comfort of any kind, there is no grav deck, or escape pods. Even more damning is the cargo capacity of the Sontra, it is incapable of independent operations that its mission profile requires. Any kind of envisioned deep strike would require a Nehalennia, of either type, to be successful.

The four vessels in the class have been named after Sontra's sisters. Currently Sága, Hlín, Sjöfn, and the Snotra have been constructed. The Vár, and Vör are delayed pending approval of a Block II variant.



Code: [Select]
Snotra Deterrence Frigate
Mass: 240,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 240,000
Battle Value: 93,922
Tech Rating/Availability: E/X-X-X-F
Cost: 4,756,364,000 C-bills

Fuel: 1,000 tons (5,000)
Safe Thrust: 6
Maximum Thrust: 9
Sail Integrity: 4
KF Drive Integrity: 7
Heat Sinks: 900
Structural Integrity: 60

Armor
    Nose: 55
    Fore Sides: 35/35
    Aft Sides: 31/31
    Aft: 22

Cargo
    Bay 1:  Fighter (12)            6 Doors   
    Bay 2:  Small Craft (4)         2 Doors   
    Bay 3:  Cargo (864.0 tons)      1 Door   

Ammunition:
    80 rounds of Killer Whale ammunition (4,000 tons),
    19,200 rounds of Machine Gun ammunition (96 tons),
    160 rounds of NAC/30 ammunition (128 tons)

Dropship Capacity: 0
Grav Decks: 0
Escape Pods: 0
Life Boats: 0
Crew:  21 officers, 72 enlisted/non-rated, 32 gunners, 44 bay personnel, 30 marines

Notes: Equipped with
    1 Naval Comm-Scanner Suite (Small)
287 tons of standard aerospace armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
Nose (740 Heat)
2 Naval Autocannon (NAC/30)                200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (80 shots)
2 Naval Autocannon (NAC/30)                200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (80 shots)
12 Machine Gun                              0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (480000 shots)
4 Naval Laser 55                           340  22(220) 22(220) 22(220) 22(220)  Capital Laser
FRS/FLS (80 Heat)
4 Capital Missile Launcher (Killer Whale)  80   16(160) 16(160) 16(160) 16(160)  Capital Missile
    Killer Whale Ammo (40 shots)
12 Machine Gun                              0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (480000 shots)
RBS/LBS (0 Heat)
12 Machine Gun                              0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (480000 shots)
ARS/ALS (0 Heat)
12 Machine Gun                              0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (480000 shots)
Aft (0 Heat)
12 Machine Gun                              0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (480000 shots)


« Last Edit: 04 April 2020, 13:18:22 by kindalas »

kindalas

  • Warrant Officer
  • *
  • Posts: 463
Re: Warship Arms Race - The In Character Stuff
« Reply #13 on: 04 April 2020, 13:04:09 »
Just including the MML Files.

Tyler Jorgensson

  • Captain
  • *
  • Posts: 2853
Re: Warship Arms Race - The In Character Stuff
« Reply #14 on: 06 April 2020, 19:10:59 »
Principality of Rasalhague, 2350

Outside Palace Hall
Reykjavik
Rasalhague
Principlality of Rasalhague, 2355


"With the nations farewell we say goodbye to Fleet Admiral Erik Johansson. With over fifty years of service in our brand new Rasalhaguian Navy he has led the newly fledged service into the next century. His sweeping reforms,  expansions of our naval power, and the technology his has helped developed he will be sorely missed." Elected Prince Anita Toffsdotter steps away from the stage, gesturing to the diminutive gray haired man standing at her side. His uniform is awash with medals, service ribbons, and awards. Applause is heard from the crowd numbering several thousand despite the fact that the weather is a chilly negative four degrees Celsius. The man goes to speak but is given a look by the Elected Prince, quick enough to not be caught by the cameras but enough so that he notices, and he smiles and instead waves to the crowd.

"His replacement is newly promoted Admiral Tyler Jorgensson. Admiral Jorgensson was previously in charge of our exploration squadrons out beyond our space in charge of settling new worlds. He was nominated by departing Admiral Johansson and the Riksdag agreed wholeheartedly, and so with honor I introduce Admiral Tyler Jorgensson!" As the assembled officials step aside the begin clapping to herald in the new Admiral. He's a youngish man of about thirty or so with piercing blue eyes and short cut blond hair. He is tall but thin, typical of spacers. He thanks the Elected Prince, saluting her as she pins the new rank insignias on his collar. His uniform is mostly devoid of medals or awards, save for his unit patch depicting a scared Viking warrior holding an axe otherwise known as the First Tyr Aerospace Squadron.

He steps up to the podium and begins a speech...



Later that day....

"That fool did what?" Admiral Jorgensson is in a conference room with several of his newly promoted top commands. They have data slates and sheafs of paper as well as a holoprojector currently displaying the design of the Rav-class Corvette.

"Well Sir, since the Admiral was convicted we've found mounting evidence of his misspending's. The most obvious is of course the Rav-class. Having limited speed, a massive armor bank, and uniform armament in every direction the vessel is ill suited as a corvette. It mounts no escape pods or lifeboats, has a single grav deck, no Marine berths, and only energy based weapons. It mounts no missile launchers what so ever. Not to mention the Admiral diverted production of the newest ship of the fleet to the New Oslo Yards, of which I might add was constructed by his own brothers firm." One of the younger officers wearing the insignia of a Lieutenant rotates the schematics of the Rav-class on the projector as he speaks. Another officer speaks up from the other side of the table.

"His insistence of adding three Strales equipped with fighters to every planet in the Principality, as well as research into the Naval PPC system and not fighter or vehicle particle cannons, has left us nearly twelve billion in debt. We've only recovered a bit over nine billion, leaving us at three billion in debt for the future billing cycle. Not the worst but considering he funded so much into these projects means we are stuck with them for the next five years. We half expected to see some double billing going on." The new Admiral just shakes his head in disgust. The feelings are the same around the table. The various Captains, Commodores, and other assorted officers, of which many are newly promoted mutter between themselves for a minute or two as they continue to read over the documents presented.

"Well we are going to have to make adjustments to hopefully mitigate the damage. All of our designs have slabs of armor that will make us harder for pirates to disable or destroy but we lack enough weapons to do enough damage. Make sure our fighters stay with their wingmen, and the formations stick close together at all times. The dropships need to deliver their fighters and scoot, they don't have nearly enough weapons to protect themselves. In the meantime our two Corvettes will stick close to the shipyards and when the third comes online she'll have a patrol of the Principality. Every six months I want them to rotate positions. When  we get new ships we will consolidate the Corvettes into a patrol group."

"We will need a couple shipyards in the future, but being in debt will impact this endeavor in the future. I want the Quartermasters to figure out which of our systems will support a better set of yards, and the feasible cost for upgrading our main yards. As soon as possible I want Jumpship numbers increased and new designs on my desk for a new better Corvette, an Interceptor-class fighter, a Heavy-class fighter, an armed Dropship, and any lighter Warship design you can think of."

"Remember our primary opponents are the pirates and raiders. We are NOT to set off the Combine or the Commonwealth. If you see their armed ships get out of there as quickly as possible and defend yourselves only if attacked. The same goes for the Rim Worlders. I am going to attempt to talk to the Elected Prince as soon as possible regarding pacts between the Combine and ourselves. I've heard the stories about Urizen Kurita just like the rest of you, and id rather have him as an ally than an enemy. With our fleet crippled for years to come perhaps we might be able to persuade the Combine to engage in joint-military exercises: I hear they fancy a katana and rumors about us say we all wield battleaxes..." Theirs a bit of forced laughter from the room.

"Finally, I want our logistics teams to begin working on plans for supplies distributed across the worlds. As long as Admiral Corrupt gave us these fighters we might as well utilize them for the planets. I'd want a space port with enough supplies stashed for these squadrons and maybe more. I liked his idea in theory and maybe we can figure out a way to transfer this into a mobile logistical Warship at some point… but those are pipe dreams."

"One final thing before we get to work on this ****** we've inherited: Recharge Stations are a thing we need but we cant feasibly work on them right now. And I need the plans on those newfangled Naval PPC's... I might have an idea of my own for them. Dismissed."



Code: [Select]
Räv-class Corvette

Mass: 250,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2500
Mass: 250,000
Battle Value: 18,358
Tech Rating/Availability: E/D-X-E-F
Cost: 7,016,434,000 C-bills

Fuel: 5,000 tons (12,500)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 4
KF Drive Integrity: 7
Heat Sinks: 1,500
Structural Integrity: 90

Armor
    Nose: 40
    Fore Sides: 32/32
    Aft Sides: 32/32
    Aft: 21

Cargo
    Bay 1:  Fighter (12)            4 Doors   
    Bay 2:  Small Craft (2)         1 Door   
    Bay 3:  Cargo (26157.0 tons)    1 Door   

Ammunition:
None

Dropship Capacity: 3
Grav Decks: 1 (100 m)
Escape Pods: 0
Life Boats: 0
Crew:  26 officers, 69 enlisted/non-rated, 34 gunners, 34 bay personnel

Notes: Mounts 450 tons of standard aerospace armor.

Weapons:              Capital Attack Values (Standard)
Arc (Heat)        Heat  SRV     MRV     LRV      ERV    Class 
     
Nose (196 Heat)
8 Medium Laser    56   7(72)   3(32)    0(0)     0(0)   Laser       
    4 Large Laser
2 Naval Laser 45  140  9(90)   9(90)   9(90)    9(90)   Capital Laser

FRS/FLS (196 Heat)
8 Medium Laser    56   7(72)   3(32)    0(0)     0(0)   Laser       
    4 Large Laser
2 Naval Laser 45  140  9(90)   9(90)   9(90)    9(90)   Capital Laser

RBS/LBS (196 Heat)
8 Medium Laser    56   7(72)   3(32)    0(0)     0(0)   Laser       
    4 Large Laser
2 Naval Laser 45  140  9(90)   9(90)   9(90)    9(90)   Capital Laser

ARS/ALS (196 Heat)
8 Medium Laser    56   7(72)   3(32)    0(0)     0(0)   Laser       
    4 Large Laser
2 Naval Laser 45  140  9(90)   9(90)   9(90)    9(90)   Capital Laser

Aft (196 Heat)
8 Medium Laser    56   7(72)   3(32)    0(0)     0(0)   Laser       
    4 Large Laser
2 Naval Laser 45  140  9(90)   9(90)   9(90)    9(90)   Capital Laser



Code: [Select]
Stråle-class Carrier Dropship

Type: Military Aerodyne
Mass: 1,700 tons
Technology Base: Inner Sphere (Standard)
Introduced: 3145
Mass: 1,700
Battle Value: 2,379
Tech Rating/Availability: D/X-X-X-D
Cost: 138,982,320 C-bills

Fuel: 155 tons (7,750)
Safe Thrust: 3
Maximum Thrust: 5
Heat Sinks: 50
Structural Integrity: 15

Armor
    Nose: 200
    Sides: 175/175
    Aft: 150

Cargo
    Bay 1:  Fighter (4)             2 Doors   
    Bay 2:  Cargo (306.5 tons)      1 Door   

Ammunition:
None

Escape Pods: 2
Life Boats: 0
Crew:  1 officer, 4 enlisted/non-rated, 2 gunners, 8 bay personnel

Notes: Mounts 40 tons of standard aerospace armor.

Weapons:            Capital Attack Values (Standard)
Arc (Heat)      Heat  SRV     MRV     LRV     ERV   Class
     
Nose (24 Heat)
3 Large Laser   24   2(24)   2(24)    0(0)    0(0)  Laser 
     
RW/LW (9 Heat)
3 Medium Laser   9   2(15)    0(0)    0(0)    0(0)  Laser
     
Aft (6 Heat)
2 Medium Laser   6   1(10)    0(0)    0(0)    0(0)  Laser



Code: [Select]
Hök-class Medium Fighter

Mass: 60 tons
Frame: Unknown
Power Plant: 180 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Armor: Standard
Armament:
     4 Small Laser
     2 Large Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: D/X-X-X-D
Cost: 2,529,540 C-bills

Technology Base: Inner Sphere (Standard)
Tonnage: 60
Battle Value: 1,588

Equipment                                          Mass
Engine                        180 Fusion              7
Safe Thrust: 5
Max Thrust: 8
Structural Integrity:         5                       
Heat Sinks:                   17                       7
Fuel:                         480                   6.0
Cockpit                                               3
Armor Factor                  400                    25

                           Armor   
                           Value   
     Nose                   120   
     Wings                100/100 
     Aft                     80   


Weapons
and Ammo              Location   Tonnage  Heat   SRV  MRV  LRV  ERV

2 Large Lasers          NOS       10.0     8      8    8    0    0 
Small Laser             RWG       0.5      1      3    0    0    0 
Small Laser             LWG       0.5      1      3    0    0    0 
2 Small Lasers          AFT       1.0      1      3    0    0    0



Code: [Select]
Falk-class Light Fighter Mark II

Mass: 30 tons
Frame: Unknown
Power Plant: 120 Fusion
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Armor: Standard
Armament:
     3 Medium Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 2500
Tech Rating/Availability: D/C-E-D-D
Cost: 1,352,630 C-bills

Type: Falk-class Light Fighter
Technology Base: Inner Sphere (Standard)
Tonnage: 30
Battle Value: 941

Equipment                                          Mass
Engine                        120 Fusion              4
Safe Thrust: 6
Max Thrust: 9
Structural Integrity:         6                       
Heat Sinks:                   10                       0
Fuel:                         360                   4.5
Cockpit                                               3
Armor Factor                  240                    15

                           Armor   
                           Value   
     Nose                    70   
     Wings                 60/60   
     Aft                     50   


Weapons
and Ammo              Location   Tonnage  Heat   SRV  MRV  LRV  ERV

3 Medium Lasers         NOS       3.0      3      5    0    0    0 

Recon Camera            FSLG      0.5      -      -    -    -    - 



Code: [Select]
Principality of Rasalhague , Turn Beginning 2350 Value/Cost

Funds:                 $ 0
Revenue:         $ 70.000.000.000
Shipyards: Rasalhague: 1

Warships:  $ 0 
Jumpships:  $ 0
Space Stations: $ 0
Dropships:  $ 0
Small Craft         $ 0
Fighters:         $ 0
Assets: $ 70.000.000.000

Expenses Number Cost

Maintenance $ 0
   
R&D:         Naval PPC         $17.000.000.000

Prototype: Falk-class Light Fighter $ 1.300.000
Prototype: Hok-class Medium Fighter $ 2.500.000
Prototype: Strale-class Light Dropship $ 139.000.000
Prototype: Rav-class Corvette $ 1.755.000.000

Production:  Falk-class Light Fighter 168x $ 840.000.000
Production:  Hok-class Medium Fighter 84x         $ 420.000.000
Production:  Strale-class Light Dropship 63x        $ 18.900.000.000
Production:  Rav-class Corvette 3x         $ 21.049.000.000

New Oslo                   0 -> 1 $ 10.000.000.000

Jumpship Production: 6x $ 3.000.000.000

Total: $ 73.106.000.000


Principality of Rasalhague, Turn Ending 2350 Value/Cost
Funds:      $ -3.106.000.000
Shipyards: Rasalhague                            1
                                New Oslo                               1

Warships:  Rav-class Corvette     3

Jumpships:  Invader-class                     6             

Dropships:  Strale-class Light Dropship     63

Fighters: Falk-class Light Fighter           168
                                Hok-class Medium Fighter       84
« Last Edit: 06 April 2020, 20:44:58 by Tyler Jorgensson »

Smegish

  • Warrant Officer
  • *
  • Posts: 445
Re: Warship Arms Race - The In Character Stuff
« Reply #15 on: 09 April 2020, 20:55:07 »
Truetanker has returned, so this turn is voided.
« Last Edit: 13 April 2020, 23:00:10 by Smegish »

UnLimiTeD

  • Captain
  • *
  • Posts: 2039
Re: Warship Arms Race - The In Character Stuff
« Reply #16 on: 10 April 2020, 12:57:54 »
Draconis Combine 2350


Code: [Select]
Draconis Combine Admiralty Doctrine

Design

The High Command in the DCA agreed quickly that matching the Hegemony in a pitched battle was impossible in the short or even long term.
However the THN is forced to split its attention between all 5 of the Great Houses, and are unlikely to attack without provocation.
So High Command has decreed that all effort should be taken to avoid such provocation, for now.
The single docking collar typically seen on DCA ships is generally used as an aid to resupply.

Crews

DCA crews are trained hard and often, but their reward is better than average crew quarters – for all but the marine contingent anyway – compared to the JumpShip fleet.
The admiralty came to the conclusion that while the Combine cannot match the Terrans in ship size, crew quality is a very different story.
Every effort is taken to improve the fleets performance, including special privileges for the best performing officers and crew,
as well as transfers to the far less luxurious confines of the JumpShip fleet for those that are not up to scratch, where many volunteers can be found to fill their place of honour.
Of special note are the navigators on board, who are rigorously trained, and are required to make 5 successful jumps into 'pirate points'
in a conventional JumpShip before qualifying to be assigned to a WarShip.

Usage

The fleets mission is predominately Space Superiority, securing the system so that the standard JumpShips carrying the DCMS can arrive and disgorge their charges without fear of the enemy.
Anti-piracy missions are also undertaken, especially by the smaller, faster more numerous Kutai-class.

Captains are trained to act like a stalking tiger, waiting for the proper moment to pounce,
whilst using surprise as much as possible in the emptiness of space.
One-on-one engagements with an equal opponent are to be avoided as a rule,
although that rule is often waived in the defense of DCMS convoys, Prefecture or District capitals or express orders from a superior.
It is better to wait for the advantage in size or numbers before striking.

Chemical weapons (beyond non-lethal agents like tear gas) are strictly banned,
and orbital bombardment is performed only as a response to Ground-to-Orbit fire,
or against forces deploying WMDs against DCMS ground troops.
If the launch site of said WMDs (whether chemical, biological or nuclear) happens to be in a populated area,
then they should not have tried to use civilians as a human shield.
Such bombardment is to be conducted with the fleets Naval Lasers, to both save NAC ammunition and keep collateral damage to within acceptable limits.


Fighters

The current fleet includes two classes of warship, both containing a wing of 36 fighters, predominately used for self-defence against enemy strike fighters and capital missiles.
While the fleets fighter corps is also trained in the anti-shipping role, keeping their carrier vessel safe from the enemy is deemed a more important role.

The rest of the DCA's fighter corps not assigned to WarShips is either in training, or deployed in garrison positions on the border,
or guarding important worlds such as Prefecture/District capitals and worlds with shipyards in orbit, usually assigned in individual 36-fighter wings.

JumpShips

The DCAs small JumpShip fleet is used almost exclusively to supply the fleet and act as couriers, though transporting the DCMS in offensive operations is also in their perview.
Internal movements of the DCMS however is typically done with their own tiny Jumpship fleet, or by commandeering civilian craft.

With the realisation of exactly how big the THN has become, the Draconis Combine Admiralty has been given a massive boost to its budget to help kick start a crash building program of WarShips with which to defend and expand the nation. To aid in these efforts existing shipyards over New Samarkand, Luthien and Midway have been upgraded, and new yards in An Ting, Benjamin and Alshain have been constructed. These new yards will provide both increased production and repair facilities much closer to the front lines than the existing yards. A large series of Onsen-class Recharge Stations are also planned to connect the far corners of the Combine and aid rapid transportation of goods of all kinds. Construction of this network of stations is ongoing, and likely to take some time to complete given the size of the Combine.

The makeup of the fleet itself took some time for the DCA High Command to determine. Arguments continuing long into the night about whether it was more important to have a large fleet of Corvettes to patrol the border and deal with internal piracy first, or focus on a slightly smaller force of more battle-worthy Destroyers to expand the Combine by any means. In the end High Admiral Fuyuutski compromised on building half of what both sides wanted, which left neither side of the argument happy.


Fubuki-class Destroyer

At four hundred and fifty thousand tons, the Fubuki-class isn't intended as a patrol or escort vessel like the Kutai, but rather as a ship killer. Mounting over two dozen Class Ten Naval Autocannon as well as Naval Lasers and Killer Whale launchers, the Fubuki's primary role is to bring the enemy to battle and destroy them. Unable to match the acceleration of the smaller corvette, Fubuki is still capable of two and a half Gees when pushed to full throttle which was deemed acceptable by High Command. The destroyer has a greatly strengthened internal structure compared to the smaller Kutai, allowing for a far greater amount of armour -Six Hundred and Seventy Five tons in fact- to be mounted, roughly equivalent to Terran Navy ships of its size.

Like it's smaller sister, the Fubuki is predominately a broadside fighter, though it is less focused on such action. It sacrifices some of the corvettes AAA firepower in favour of a superior anti-Warship armament, dropping the long range missile racks. Four 45cm Naval Lasers can be found mounted Fore and Aft, with the Fore mount being joined by a pair of Class-10 Naval Autocannons. The four quarters each mount a quartet of NACs alongside a pair of NL45s, with the broadsides having a quad mount of Killer Whale tubes alongside an equal number of NAC gun mounts. Quad Large Laser turrets are festooned all over the ship, as is the Point Defense Systems.

As with the Kutai, the fighter complement of the Fubuki is mainly to defend itself from hostile fighters or attempts to board, while the small craft can be used for SAR work after a battle, or its own boarding actions.

Code: [Select]
Class/Model/Name: Fubuki
Tech: Inner Sphere
Ship Cost: $6,391,226,000.00
Magazine Cost: $8,080,000.00
BV2: 41,050

Mass: 450,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Standard
Armament:
16 Naval Laser 45
26 Naval AC 10
40 Laser Large
48 Machine Gun (IS)
8 Capital Launcher Killer Whale

Class/Model/Name: Fubuki
Mass: 450,000

Equipment: Mass
Drive: 81,000.00
Thrust
Safe: 3
Maximum: 5
Controls: 1,125.00
K-F Hyperdrive: Compact (11 Integrity) 203,625.00
Jump Sail: (4 Integrity) 53.00
Structural Integrity: 75 33,750.00
Total Heat Sinks: 2380 Single 1,933.00
Fuel & Fuel Pumps: 10000 points 4,080.00
Fire Control Computers: 0.00
Armor: 318 pts Standard 675.00
Fore: 53
Fore-Left/Right: 53/53
Aft-Left/Right: 53/53
Aft: 53

Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 2 100.00
Medium: 0.00
Large: 0.00
Escape Pods: 0.00
Life Boats: 30 210.00

Crew And Passengers:
34 Officers in 1st Class Quarters 340.00
101 Crew in 2nd Class Quarters 707.00
65 Gunners and Others in 2nd Class Quarters 455.00
132 Bay Personnel 0.00
1st Class Passengers 0.00
50 2nd Class Marines 350.00
50 Steerage Passengers 250.00

Bay #1: Small Craft (12) - 2 Doors
Bay #2: Fighters (36) - 3 Doors
Bay #3: Cargo (40275 tons) - 2 Doors

Killer Whale Ammo - 80 (10/tube)
NAC/10 Ammo - 1040 Rounds (40 Rounds/gun)
Machine Gun Ammo - 240 Tons (5 Tons/gun)

Fore:
4 x NL/45s
2 x NAC/10s
4 x Large Lasers
8 x MGs

FR/FL:
4 x NAC/10s
2 x NL/45s
4 x Large Lasers
8 x MGs

RBS/LBS:
4 x Killer Whales
4 x NAC/10s
8 x Large Lasers

AR/AL:
4 x NAC/10s
2 x NL/45s
4 x Large Lasers
8 x MGs

Aft:
4 x NL/45s
4 x Large Lasers
8 x MGs

Onsen-class Station

Built by the DCA, but useable by civilian traffic as well, the Onsen-class recharge station is intended to speed travel across the vast swathes of the Combine. At 500 kilotons, this large station has three sets of recharge batteries for use by passing ships, and a large cargo hold and quarters for over 500 visiting sailors allows it play the role of supply base for the fleet and rest stop for travelers. Armament is light, only capable of dealing with small craft and meteorites. A full Wing of aerospace fighters and dozen small craft protect the station, although it is no match for any Warship worthy of the name.

Code: [Select]
Class/Model/Name: Onsen
Tech: Inner Sphere
Ship Cost: $460,345,000.00
Magazine Cost: $240,000.00
BV2: 11,978

Mass: 500,000
K-F Drive System: None
Power Plant: Station-Keeping Drive
Safe Thrust: 0
Maximum Thrust: 1
Armor Type: Standard
Armament:
48 Laser Large
48 Machine Gun (IS)

Class/Model/Name: Onsen
Mass: 500,000

Equipment: Mass
Drive: 6,000
Thrust
Safe: 0.1
Maximum: 1
Controls: 500
K-F Hyperdrive: None (0 Integrity) 0
Jump Sail: (0 Integrity) 0
Structural Integrity: 1 5,000
Total Heat Sinks: 284 Single 130
Fuel & Fuel Pumps: 25000 points 10,200
Fire Control Computers: 0
Armor: 600 pts Standard 1,500
Fore: 100
Fore-Left/Right: 100/100
Aft-Left/Right: 100/100
Aft: 100

Dropship Capacity: 10 10,000
Grav Decks:
Small: 0
Medium: 4 400
Large: 0
Escape Pods: 0
Life Boats: 100 700

Crew And Passengers:
28 Officers in 2nd Class Quarters 196
117 Crew in 2nd Class Quarters 819
16 Gunners and Others in 2nd Class Quarters 112
132 Bay Personnel 0
50 1st Class Passengers 500
100 2nd Class Marines    700
500 Steerage Passengers 2,500

Bay #1: Fighters (36) - 6 Doors
Bay #2: Small Craft (12) - 2 Doors
Bay #3: Cargo (152,439 Tons) - 6 Doors

MG Ammo: 240 Tons (5 Tons/Gun)

Fore/FL/FR/AL/AR/Aft:

8 Large Laser
8 MGs

Kutai-class Corvette

The two hundred thousand ton Kutai is designed as the fleets first line of defence, able to act as a picket ship, escort larger vessels or patrolling the Combines long borders. With it's main firepower consisting of a dozen Naval Laser 45s, with a handful of Killer Whales and a hefty battery of large lasers and long range missile racks for anti-fighter duties with deep ammunition bins, the Kutai can serve in the field for some time without resupply, keeping the Dragon and his people safe from piracy and the occasional raid from a great house. The small NCSS system installed gives the ship a great advantage as a picket or pirate hunting ship, with very little escaping the notice of its gaze.

Capable of three G's of acceleration, the Kutai is capable of running down or escaping almost any opponent, if not in a sprint then almost surely in a marathon with it's six thousand tons of fuel allowing it to be profligate with its engine use while still keeping its onboard fighter complement supplied for action. Almost entirely a broadside fighter, the Kutai mounts its dozen 45cm Naval Lasers in pairs, two in each quarter and two broadside. The broadside NLs are joined by a pair of Killer Whale missile tubes, with the remaining two missile tubes mounted Fore. Matching quad mounts of LRM 15s and Large Lasers can be found spread all across the ship, with what was deemed a sufficient Point Defense System joining them.

The thirty-six fighters and dozen small craft allow the aboard Kutai are predominately for self-defense or Close Air Support if assisting ground forces. The twelve small craft aboard give the Kutai the ability to quickly resupply if needed, or perform customs duties with the aid of the two platoons of Marines stationed aboard.

The armour of the Kutai was considered to be a bit thin, but as it is not intended to serve in the line of battle, the 160 tons of armour was deemed sufficient for a ship its size.

Changes to the Kutai class

To save costs on the fledgling navy and ablate risks integral to the relatively untested technology that were the new, jump-capable drop collars, the Production version of the Kutai was instead fitted with a drop shuttle hangar in the bow, the likes of which had been used for decades by civilian craft.
The increased capacity would allow them to transport additional supplies between border worlds and to assist in invasions.
Critical voices rose that this would lead to parts incompatibility between the ship types of the Combine, but the coordinator dismissed those doubts as "true, but inconvenient".

The required rework of the Kutai's production version underwent an additional screening, leading to several changes. To further streamline production and increase flexibility, all fighter bays have been upgraded to small craft hangars, located 24 to a side. Technicians are adamant they can still be used to house the allotted fighter complement.
Additionally, a small repair bay, not rated for jump operations, has been included to service army or civilian jump ships where necessary. 
For tactical flexibility, especially retreats or, should it come to that, a last charge, a Mine launcher has been fitted. The usefulness of such a system in modern space combat is dubious, but the required mass to install it was deemed trivial enough.

Lastly, it was found that, for an Escort ship, the point defence capability was a bit light. As the design was nearly finished and the ammunition chutes built in, the power grid was seen as the more flexible target for modification, leading to the installation of twelve-packs of small lasers into each broadside.  This required a minor strengthening of the structure.
As the ship is meant not only as an escort for the larger Fubukis, but also as a border patrol craft, the DCMS demanded to be represented on such missions to personally conduct landing operations. Following much back and forth discussion that a senior government official described as "unworthy", the coordinator ordered necessary provisions to be held in reserve for such missions. Seeking to placate their erstwhile opponents in the least costly way possible, the Navy ordered its engineers to add yet more modifications to the schematics, not without leaving unspecific instructions as to the nature of the requirements.
The revised Kutai class has thus been outfitted with an Infantry bay, providing lodging and equipment storage for a full platoon of foot infantry, including a generous supply of easily visible, but hard to unbox barf bags. The bay will only be used as storage space, as the actual Infantry will be housed in their own quarters representing 50% of the Infantry allotment outside of fleet combat engagements and requiring the expansion of the marine quarters. The Navy has graciously ceded 30 slots of this marine contingent to the army - all of which are steerage class and lacking wifi.

As of the date of this report, no complaints have surfaced
Code: [Select]
Class/Model/Name: Kutai (revised)
Tech: Inner Sphere
Ship Cost: $4,824,206,000.00
Magazine Cost: $2,101,200.00
BV2: 14,485

Mass: 200,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Standard
Armament:
6 Capital Launcher Killer Whale
48 Machine Gun (IS)
24 Laser Large
24 LRM 15 (IS)
12 Naval Laser 45
24 Laser Small

Mass: 200,000

Equipment: Mass
Drive: 48,000.00
Thrust
Safe: 4
Maximum: 6
Controls: 500.00
K-F Hyperdrive: Compact (6 Integrity) 90,500.00
Jump Sail: (3 Integrity) 40.00
Structural Integrity: 42 8,400.00
Total Heat Sinks: 1296 Single 942.00
Fuel & Fuel Pumps: 30000 points 6,120.00
Fire Control Computers: 0.00
Armor: 120 pts Standard 160.00
Fore: 20
Fore-Left/Right: 20/20
Aft-Left/Right: 20/20
Aft: 20

Dropship Capacity: 0 0.00
Grav Decks:
Small: 2 100.00
Medium: 0.00
Large: 0.00
Escape Pods: 5 35.00
Life Boats: 43 301.00

Crew And Passengers:
23 Officers in 1st Class Quarters 23.00
62 Crew in 2nd Class Quarters 62.00
44 Gunners and Others in 2nd Class Quarters 44.00
268 Bay Personnel 0.00
1st Class Passengers 0.00
30 Marine Quarters 210.00
30    DCMS Quarters          150.00
50 Steerage Passengers 250.00

# Weapons

Nose:
2 Capital Launcher Killer Whale
8 Machine Gun (IS)
4 Laser Large
4 LRM 15 (IS)

Fore Quarters:

2 Naval Laser 45
8 Machine Gun (IS)
4 Laser Large
4 LRM 15 (IS)

Broadsides:

2 Capital Launcher Killer Whale
2 Naval Laser 45
12 Laser Small

Aft Quarters

2 Naval Laser 45
8 Machine Gun (IS)
4 Laser Large
4 LRM 15 (IS)

Aft:
8 Machine Gun (IS) Aft 16 (1.6-C) 4.00
4 Laser Large Aft 32 32 (3.2-C) 20.00
4 LRM 15 (IS) Aft 20 36 (3.6-C) 28.00
1      Space Mine Launcher

Ammunition:
Machine Gun (IS) Ammo 240
LRM 15 (IS) Ammo 200
Capital Launcher Killer Whale Ammo 60
Space Mine Ammo 20

Hangars:

24 Small Craft (Left Broadside)
24 Small Craft (Right Broadside)
2 5000t Drop Shuttle (Nose)


Code: [Select]
Year: 2350 Value in Millions
Money Available 300,000
Remaining from Last Turn
Available Shipyards

New Samarkand 1/2
Luthien 1/1
Midway 1

Repairs

Maintanence 50% 0
Prototype Cost Kutai 4,824 1,201
Fubuki 6,391 1,598
Onsen 460 115
Construction Unit Price
Shipyards Existing Yards All S1 > S2 40,000
Benjamin S1 10,000
Alshain S1 10,000
An Ting S1 10,000
Stations Onsen 45 460 20,700
Warships Kutai 12 4,824 57,893
Fubuki 6 6,391 38,346

Jumpships 30 500 15,000
Dropships 120 300 36,000
Fighters 1800 5 9,000
Small Craft 300 10 3,000
Research Vehicle Drop Chute 1 40000 40,000

Total Spent 293157

Income

Remaining 6843


Edit: Design for a troop carrier incoming. None will be finished this decade.

Shinryakusen Heavy Troopship

Code: [Select]
Mass: 500,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2358
Mass: 500,000
Battle Value: 19,850
Tech Rating/Availability: E/D-X-E-F
Cost: 5,756,048,000 C-bills

Fuel: 10,000 tons (25,000)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 4
KF Drive Integrity: 12
Heat Sinks: 469
Structural Integrity: 100

Armor
    Nose: 70
    Fore Sides: 75/75
    Aft Sides: 75/75
    Aft: 90

Cargo
    Bay 1:  Fighter (24)            1 Door   
    Bay 2:  Dropshuttle (2)         1 Door   
    Bay 3:  Dropshuttle (2)         1 Door   
    Bay 4:  Small Craft (60)        2 Doors   
    Bay 5:  Infantry (Motorized) (350)1 Door   
    Bay 6:  Heavy Vehicle (20)      1 Door   
    Bay 7:  Standard Repair Facility (Pressurized) (5,000)1 Door   
    Bay 8:  Dropshuttle (2)         1 Door   
    Bay 9:  Cargo (24657.0 tons)    1 Door   

Ammunition:
    18,000 rounds of Machine Gun ammunition (1 tons),
    300 rounds of Barracuda ammunition (90 tons)

Dropship Capacity: 0
Grav Decks: 3 (109 m, 83 m, 83 m)
Escape Pods: 300
Life Boats: 100
Crew:  30 officers, 115 enlisted/non-rated, 27 gunners, 1908 bay personnel, 3000 passengers, 300 marines

Notes: Mounts 1,000 tons of standard aerospace armor.

Weapons:                                    Capital Attack Values (Standard)
Arc (Heat)                              Heat  SRV     MRV     LRV      ERV    Class       
FRS/FLS (150 Heat)
2 Naval Laser 45                        140  9(90)   9(90)   9(90)    9(90)   Capital Laser
10 Small Laser                          10   3(30)    0(0)    0(0)     0(0)   Point Defense
RBS/LBS (10 Heat)
10 Small Laser                          10   3(30)    0(0)    0(0)     0(0)   Point Defense
ARS/ALS (170 Heat)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (100 shots)
2 Naval Laser 45                        140  9(90)   9(90)   9(90)    9(90)   Capital Laser
10 Small Laser                          10   3(30)    0(0)    0(0)     0(0)   Point Defense
Aft (20 Heat)
18 Machine Gun                           0   4(36)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (3600000 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (100 shots)

The Shinryakusen was a child of necessity.
At first, leading Admirals resisted the idea of spending Navy Funds on "an Army Transport", citing divided responsibility and arguing that at least the army should be paying for such a project. Of course, the generals fielded that it was, in fact, a ship, and as such should be budgeted by the navy, adamant as they usually were to call the shots in that environment anyways.
After debates dragging on for literal years, however, the fact they'd have to guard an invasion force anyways paved the way to begrudging acceptance, and the design was commissioned.
The coordinator would not look kindly upon an invasion failing because his troops never reached the battlefield.
At least this way, the ships the Navy had to guard were the Navys ships, which might afford some peace of mind.
As was usual, the Army and Navy couldn't agree on much of anything, even after they'd agreed to build the ship. The first ship was already a year delayed when the decision was made to move the project into the next fiscal planning period and build an additional corvette instead - after all, that design was being built anyways.

Some in the administration, at least, were glad as to this process, as no one would be asking - inside or out - why the DCMS would need invasion ships, if they made such a good show of not being sure themselves; nor building any. Others were wary of the outside appearance of the realm, but at least for now, the glory of House Kurita could be carried forward by the Navys combat ships.

The new ship was designed to to support all phases on an invasion, ignoring the preceding naval engagement, if any.
Suggesting that they fear the common soldiery more than enemy naval assets, the Shinryakusen is the most durable design to date in service of the Combines Navy.
Bays for 350 fulls platoons of DCMS mechanized infantry and 20 heavy tanks with drop chutes are complemented by quarters for up to 3000 troops, though the recipients of such amenities are usually the same people.
To prevent negative effects on morale that being stationed in the relatively tight quarters of a spaceborn troopcarrier might entail, the ship is generously equipped with 3 Grav decks, the biggest of which being exactly one Cho in diameter.
As the role of the ship pretty much excludes loitering anywhere between the jump point and the outer atmosphere of a planet, the usually more common lifeboats have been largely replaced my a truly impressive, but not quite adequate, amount of escape pods, complete with storage for small arms and sensors to enable even a crash-landed fighting force to be a genuine threat to hostile forces, terrain permitting.
6 Shuttles housed and 48 small craft within its hangars can carry the troops planetside, and rear-mounted barracuda launchers and naval lasers allow for precision fire upon the troops request.
In case of ground damage to naval or transport assets, the Shinryakusen even includes a pressurised repair pair capable of servicing small dropships and standard dropshuttles while in orbit.

Doctrine:

The Shinryakusen is built to carry a force sufficient to mount a planetary invasion on an average hostile world, or relieve defenders of important worlds in the combines sphere of influence in the face of a determined ground invasion.
Common operative protocol demands a delayed and direct approach to the target. The ship is to wait for signal from a jumpship, or to jump within the protective envelope of a combine fleet, and to make a direct burn to the primary target as soon as naval combat has died down, barring orders from high command to proceed differently.
If utmost hurry is not indicated, the approach is to limited to 1.5 G to reduce exposure of Infantry grunts to unnecessary G-Forces prior to engagement (planetary insertion not withstanding).
Once the ship has reached the planet, the already disembarked drop shuttles, covered by a token fighter complement, are to deploy troops immediately, followed by loaded transport craft as time allows. The Carrier will turn about and, if no Space Defense System of any capacity has been identified, loiter at the upper stratosphere border at no more than 0.1 G thrust, servicing landing craft, providing supply drops, and responding to fire support requests targeted outside major population centers with it's rear-ward naval guns. No nuclear armament is to be carried no matter the circumstances, and the gunners are to receive atmospheric artillery training prior to any sortie and will be held personally responsible for any foreseeable collateral damage unless directly ordered by the leading admiral or general of the operation.

Standard Hangar Load:
  • As a troop support ship, the loadout is largely dictated by the needs of the army. Typically, the ship will reserve half of its 36-strong fighter wing for ground support operations, potentially even recruited from army units, but trained as a cohesive unit.
  • The ship is to carry at least two scout fighters equipped with high resolution cameras, heat scanners and lockdown cameras to provide intelligence for a ground invasion force, and may deploy satellites for further coverage, typically in Small Craft Bays.
  • As with the Kutai on planetery control duty, half of the (frankly far more impressive) marine complement may be taken up by army personell, usually officers of special forces, and half the Small Craft carried is reserved for ground transport.
    These priorities may be shifted as the situation demands, and the ship could potentially support a fleet with several platoons of boarding troops in the aftermath of a battle.
« Last Edit: 12 April 2020, 15:04:30 by UnLimiTeD »
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Smegish

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Re: Warship Arms Race - The In Character Stuff
« Reply #17 on: 11 April 2020, 06:09:02 »
TURN 1:

Astropolitical Summary

The decade beginning in 2350 would come to be referred to by future histories as the gathering of the storm-clouds.  The long fluid political situation across the inner sphere was suddenly crystallizing.  Admiral (Later Director-General) James Cameron’s ‘Campaigns of Persuasion had repudiated the Demarcation Declaration and reasserted the control of Mother Earth over her closest neighbors.

Responding to this, nation states sprang into being across the inner sphere, seeking collective protection first from the Terran Hegemony, and shortly thereafter realizing the need for the same protection from one another.   By 2350, the Great Powers of the Inner Sphere are turning their eyes outward, with both fear and, starting to feel their strength for the first time, avarice – towards one another if not towards the great beast at the heart of the inner sphere.

Ironically, even as the newly mighty are first stretching their limbs and finding themselves stronger than they thought, the Hegemony itself is turning inward.  The rise of a new feudalism in the former Hegemony, announced in the Edict of 2351, coupled with the need to retrench and absorb the vast swaths of worlds brought under Hegemony control by McKenna’s efforts, required different spending priorities than those of the decades prior.  The THN, long the premier service under Admiral McKenna, was forced to take second seat at the table to the needs of the armies and police forces necessary to keep potentially restive worlds under control.

An unanticipated, but unsurprising, side effect of this was an upswing in pirate activity across the inner sphere.  Former sailors, seeking other employment and with military conquest as their recent background, filtered out into the broad, empty swaths of space outside the Hegemony.  Trade was the life’s-blood of the scattered worlds further from the core, but that same scattering implied lessened defenses, a fertile territory for any band of pirates or privateers with access to haphazardly ‘militarized’ Aquila Transport or an armed Dropship or two.  The newly popular Jumpships themselves were easy targets, as were their merchant dropships, and pirate havens sprang up to provide repair, refit, and black-market services to those who cruised the dark spaceplanes looking for easy profit…

The proximity of the Principality of Rasalhague, Rimworld Republic, Lyran Commonwealth, and Draconis Combine provide a convenient powder-keg for the inner sphere.  The Combine has taken more than a few worlds from around the Principality over the last few decades, responding to recently deceased Shiro Kurita’s vision of the manifest destiny of the Draconis Combine and House Kurita.  Though Tenno Kurita seems to be more scholarly and less warlike than his father, the dead hand rests heavy on the son, and while hope for rapprochement exists, Shiro Kurita’s words to his son may well define the entire future of the Combine:

I have chosen the dragon as our standard and our symbol, reflecting many facets of our existence. We must never forget the ancient Terran heritage of our line, with its samurai greatness. I remind you, too, that in many mythologies, the dragon is feared and respected for its strength, cunning, and willingness to destroy for the sake of its own power. Always keep the virtues of the dragon in mind, and use them to defeat your opponents.

Always preserve the dragon, and it's magic will keep you strong.
-Shiro Kurita, to Tenno Kurita, 2319

The Principality of Rasalhague is attempting to respond to Kuritan pressure by building its strength – hoping to dissuade Tenno from continuing to pursue the path of conquest set forth by his father.  Further afield, the Rim Worlds Republic and Lyran Commonwealth look on in concern and arm themselves, though the economic strength of the Commonwealth is hampered by its lack of a unitary leader.  There are 9 Archons, and while Kevin Tamar may be first among equals, he lacks the ability to set policy for the nation by himself.  In the Rim Worlds Republic, Arabella Rowe is rumored to have sought under-the-table negotiations with her neighboring powers, in the hope of halting the expansion of the Combine.

The border between the Draconis Combine and Federated Suns is quiet, for the moment.  Separated by light years of lightly or colonized worlds, these two great powers lack any pressing need to go to war, at least for the moment.  Still, President Reynard Davion is well named.  Seeing the glory and power that has flown into the hands of the Kurita as a result of their military efforts against vulnerable neighbors, many wonder if the Federated Suns will look to for opportunities to liberate the oppressed peoples of the Combine, Concordat, or Collective, or if they will prefer to maintain their focus on taking the worlds of the disparate small powers to their galactic west.

To the South of the Federated Suns, the United Hindu Collective and Taurian Concordat are for the moment at least as concerned raiders and pirates as with the Fox’s sharpening teeth.  These small periphery realms have suffered from the depredations of these barbarians for some time.  So conveniently, they arm themselves in the name of protection from pirates, all the while keeping their eyes open to the north, where a much larger predator lies, smiling.  Richard Calderon is perhaps more open in his fear of the Federated Suns, but Shivaji Bhonsle of the UHC is no less capable and focused, though perhaps more subtle, in his concerns, and up-cannoning.

The various minor powers that would later be the Capellan Confederation have no such happy pretense.  Initial talks are already underway to bring their leaders together to form a greater union, precisely as a result of the predations of the Federated Suns and their Davion leader.  Gently (and not so gently) herding them to this conclusion is Emilie Liao.  Despite nearly four decades in power, her grip is not yet weakened, and she is widely considered to be both more cunning, and more patient, than her compatriots.  The same cannot be said for Olav Johannson of the Illyrian Palatinate...

“Marcus Julius O’Riley is a friend of mine.  We’ve had a lot of meetings together.  Very great meetings.  I looked into his eyes.  You can understand a man, when you look into his eyes.  Shake his hand.  He’s a strong leader, looking out for his people – that’s why he’s building those warships and raising those legions – to protect his people from Pirates, and at worst from the Taurians.  We’ve discussed the future of Palatinate-Marian relations, and he has promised us that between us, peace will be what defines our times.”
                -Olav Johannson, regarding Marcus O’Riley, 2352

Historians note that the Palatinate Armed Services did not find Mr. Johannsson’s words reassuring.
In the Free Worlds League, Director General Geraldine Marik has recently ascended to power, and none are yet sure what her tenure in leadership will bring.  The Commonwealth to her North and the various scattered powers to her east both have larger concerns than antagonizing the oldest major government in known space.  Given the historic focus of the Free Worlds League on its own, internal concerns and on health trade with anyone with a few coins, it is expected that the FWL will continue to be quiescent for the time being – even as they arm themselves against the future.

Combat Results

Hunting the Scarlet Privateer

            This decade is characterized by large numbers of small actions, as various warships of the great powers hunt down and neutralize pirate vessels wherever they can find them.  The Kutai of the Draconis Combine is notable for its effect in this role, due to its combination of speed and sensors, as is the Taurian Iberia and the Yang Wei of the Capellan Peoples Provisional Naval Alliance.  It is noted that using a ¾ Megaton Battlecruiser for antipiracy is overkill, though when questioned on this, Admiral Yi Markovich was quoted as saying “I do not intend to try to save money or spend lives by conserving ammunition.”

Most effective are the Terrier of the FSNs and the Snotra of the LCN.  With uprated sensors and blazing speed, these small warships are the terror of pirates and ‘pirates’ operating in their nations territories, particularly the Snotra in the ‘Four Corners’ Hotbed due north of Terra.  Terrier Captains, frustrated as their potential fame is eclipsed by their Lyran cousins, note that they have less pirate captures, because they have less pirates.

In an outstanding example of the breed, in late 2354, a routine patrol passed through the Pasig system.  Home to a shake-and-bake starter colony, such ‘check-ins’ Captain Fetuilelagi Haddad of the Snotra expected no more than a comm handshake and a report before moving on.  What she got instead was a repeater distress signal, placed on automatic and crying for help “Before they come back.  Again.”

Hearing no response from the planet, she took the Snotra in only to find a scene of devastation.  Once a preliminary colony of more than a thousand families tasked with starting up the infrastructure for later expansion, overflights and later face to face contact found less than two hundred people hiding in a cave system and near starvation on emergency supplies – their fields raided and then burned.  The blame was placed on a group of pirates under the leadership of the Scarlet Privateer, supposedly a former THN Officer leading a band of psychopathic cutthroats across the outer territories.  Those not dead were gone, taken as slaves to her band and to fates worse than death.

Captain Haddad responded by hiring every available jumpship in the area to lie quietly with their drives charged, well outside the nadir or zenith jump points of systems.   The jumpers were responsible for listening for comm chatter, unusual in-system jump locations, or any other indications that something was amiss.  When something was detected, they would jump towards where they knew the Snotra was waiting, passing on a report.
Usually these reports came too late, but finally the LC Far Star (a civilian Jumpship) detected an odd emergence pulse, one primitive and one standard jumpship at the same time, in an odd place – well off the nadir point, and far enough out that the planet itself would not have been able to detect them.  Had the Far Star not been herself lying quiet near the Nadir Point, it would have been missed and the world below given little time.

As soon as the incoming jump was identified, the Far Star jumped to carry word to the Snotra.  The Snotra, also sitting with drives hot some 20 light years away, input the coordinates of the anomalous incoming jump and was there herself long before the Scarlet Privateer could respond.  Her jumpship surrendered under the Snotra’s guns, and her (barely) militarized Aquila was run down a little more than a day later, unable to flee the far more agile light vessel.  Unwilling to surrender and knowing what faced them, the Privateer’s “Just Pay Me And I’ll Leave”, armed only with light weapons and a pair of heavy naval Autocannon, was too slow to force an engagement and was picked apart, a bull against a matador, by the Snotra’s naval lasers from beyond her ability to reply.

The handful of survivors proved talkative, and the Snotra was shortly thereafter able to capture the pirates base, a collection of old civilian jumpships hard-docked to one another far from any star, a deep space pirate haven for the Northern Rim.  With the fall of “NeoTortuga”, pirate activity declined in the area for years to come.

Results: LC Gains 3 Jumpships and 5 Small dropships (Naval Prize), Small Economy Boost, Decreased Piracy on Northern Rim provides minor gains to all area economies.

Draconis Combine Attack on Jezersko

In the latter half of the 2350’s, with the Draconis Combine Admiralty finally getting it’s fleet up to strength Tenno Kurita ordered the long awaited repression of the Principality of Rasalhague to begin. He was eventually persuaded against going with a decapitation strike on Rasalhague itself, instead launching a more gradual assault, giving the DCA time to work out the kinks in their new ships, crews and doctrine.

It wasn’t until 2359 that the attack finally came, with two Kutai (DCS Galedon and DCS Midway) and 4 Jumpships carrying the invasion force under the command of Admiral Teriyaki jumping into a ‘pirate point’ in the Jezersko system a few short hours burn away from the small colony itself. Jezersko was sparsely populated and lightly defended, having only two Stråle-class dropships, six Falk-class and a dozen Hök-class fighters capable of putting up any meaningful resistance. Leaving a dozen fighters and two assault dropships to escort the JumpShips the rest of the DCA fleet burned towards the planet, thinking it had an easy victory on it’s hands. This is the stage where things started to go wrong for the DCA.

Arriving so close to the world had set off alarm bells across Jezersko’s Space Traffic Control system, such as it was. Knowing that such a fleet arriving at a transitory point without warning is never up to any good, a call for aid was sent out and detected by a Rasalhagian JumpShip recharging at the Zenith point which sped up it’s recharging process as best it could and jumped to Vipaava to spread word of the attack. By the grace of some unknown deity, it arrived almost on top of the PoRS Rav, first of it’s class just about to jump to Radlje to continue it’s patrol. One quick jump recalculation later and it found itself arriving in the same transitory point the DCA had arrived at an hour before to find poorly escorted jumpships just outside of weapons range.While the firepower of the PoRS Rav may be mediocre by WarShip standards, against dropships and unarmed JumpShips it is a heavily armoured juggernaut, shrugging off laser fire as it methodically turned each of the four jumpships to scrap.

Admiral Teriyaki was not idle during this time however, as soon as the Rav’s emergence wave was detected he ordered an immediate about face and a return to the embattled jumpships with all speed. He was far too late to save them, but he would have vengeance. With the speed the Combine ships had built up on the way in there was no way for the Rav to escape without damage. As they reached extreme weapons range a dozen capital missiles were fired by the pair of Kutais, six of which failed to find a target and two were shot down more by luck than skill by the PoRS Rav’s fighter complement. The other four however struck their target in the Rav’s port side, one of which found it’s way into the innards of the corvette, destroying the power feeds for it’s fore-quarter naval lasers. As the range decreased both sides opened up with their naval lasers, that opening volley seemed to favour the Combine ships as each of the three solid hits managed to penetrate the armour on PoRS Rav, knocking out more weapons across the ship and damaging the sensors.

However the lone hit suffered by the DCS Galedon struck the CIC, killing Admiral Teriyaki and leaving the ship out of control for a few vital minutes. The Rasalhagian ‘Ship noticed the Galedon no longer matching their maneuvers and tried to use this opening to blow past the out of control ship and escape, but not before another volley of missiles from the DCS Midway streaked into the PoRS Rav, shattering armour across the aft quarter, breaching a cargo bay and doing further damage to the Rav’s sensors. Now almost blind the Rav’s return fire mostly hit nothing but space dust, it’s one hit on the Galedon melting armour but failing to penetrate.

While the ‘Ship fight was going on, the fighters of the DCA and PRN were having their own fight, with the Rasalhagian fighters limited by the need for some to hang back and provide point defence to their mothership. The remaining PoR fighters fought hard but were quickly overwhelmed by the sheer numbers of fighters arrayed against them. The surviving DCA fighters then pounced on the Rav, focusing their efforts around the engines in order to cripple it. The Rav’s gunners made an heroic effort to ward off the fighter swarm, even managing to score some heavy blows on the DCA Galedon as they passed it.

But in the end the numbers soon told and combined with the Midway continuing to fire Killer Whales into the Rav’s aft as it attempted to evade, its engines were turned into rapidly expanding clouds of debris and the Rasalhagian ship left adrift. It was not left completely defenceless however, and it’s remaining guns managed to prevent a boarding attempt by DCA marines before Captain Udon onboard the Midway decided to finish it off with his remaining missiles before getting the conquest of Jezersko back on track.

What little defence Jezersko had couldn’t stand up to the still intact Kutai, and what defenders remained on the world quickly fled into the wilds to form a resistance and await help.

RESULT: Rasalhague - PoRS Rav destroyed, 4 x Dropships, 24 Hok-class Fighters, 4 Falk-class Fighters and 2 Small Craft lost.
Draconis Combine - 1 Kutai-class (DCS Galedon) damaged (1.5B repairs), 4 Jumpships, 2 Dropships, 30 Fighters and 4 Small craft lost.

Jezersko now in DC hands. -2B to PoR economy, +1B to DC economy.

Budget, Turn 2: 
Terran Hegemony:                          758
Draconis Combine:                          325
Federated Suns:                               317
Capellan Confederation:               303
Free Worlds League:                       309
Lyran Commonwealth:                  303, +3 JS, +5 Small Dropship
Rim Worlds Republic:                     126
Principality of Rasalhague:           75
United Hindu Collective:               58
Taurian Concordat:                          109
Marian Hegemony:                         58
Illyrian Palatinate:                            34 

2360 Map
« Last Edit: 11 April 2020, 06:20:38 by Smegish »

Jester Motley

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Re: Warship Arms Race - The In Character Stuff
« Reply #18 on: 11 April 2020, 21:28:26 »
[edit 1:] Added vessel names

I reserve the right to edit/update this but here's the FedSun turn 2:

With the increase in piracy, and while peace still reigns on FedSun borders, the AFFS has stepped up anti-piracy patrols, investing heavily in nearly doubling its anti-piracy forces.  At the same time, "defensive" forces were increased 50%.  This latter move was a salve to the political groups worried about force buildups of FedSun's neighbors.  The "we're still at peace" political alliance so far holds a majority, but it saw its influence dwindle sharply in the last decade.  Fears of war are abundant, and worse, the warmongering factions, clearly backed and favored by Reynold, have gained all of the influence lost by the peaceniks.  While no new ship designs were laid down, both sides saw wisdom in investing in research, infrastructure, and shipyards.  The increased tonnage, though not hull capacity, means the new technologies rolling out of the Q branch, will have ample room to mount or equip to the fleet.  In the meantime, the new Mechs equipping AFFS ground troops, warship and now the miniturized light craft armor technology, and the blunt force trauma that is the new heavy autocannons and naval gauss cannons, ensure that should a fight happen, the AFFS will win decisively.

Doctrine changes-
Outwardly none, anti-piracy remains the top-most priority of the AFFS navy.  But most of the Admiralty can read the winds and know that conflict is coming.  As such, invasion plans for multiple fronts have been drawn up and lighter forces have been built up to handle a campaign.  Confidence is (stupidly) high that a fight with anything less than a major house will be a short, victorious war.  The admiralty is in unanimous agreement, however, that the navy warship capacity is woefully unprepared to directly take on a major house at this time in any offensive capacity.  If questioned about the AFFS warship capabilities in a case ZULU invasion by a major house, most admirals believe the speed and flexibility of the current recharge network will allow the AFFS to determine the time and place an invasion force would be met by a concentrated battle fleet, all while any invasion force is harried by constant long range and logistics raiding.  Finally, the AFFS ground forces are the best equipped forces in the known universe (exaggeration, but mechs and AC/10s, 20s, oh my) and its believed that this will act as a deterrent against invasion while striking fear in anyone they are deployed against.

(AFFS admiralty is confident (possibly over) in anything except an offense against a major house.)

Recharge and defense station deployment-  I'd like to avoid listing every system and what it has?  Just assume that major naval through-ways are lined with recharge stations, and major naval points of interest defensively have a defense station or two.  (Shipyards, stock/supply areas, regional government and high-industry/populace worlds, etc)


Federated Suns Turn report
Code: [Select]
Federated Suns Turn report:
Turn: 2
Turn Date: 2360

Fiscal:
Base Budget: $317,000
Carryover From previous turn: $1,235
Bonus/Loss: $0
Total Budget for turn: $318,235

Maintenance: $74,656
Research: $125,471
New Aquisitions: $67,762
Yard Additions/Upgrades: $50,000
Surplus for next turn/Warchest: $347

Research: AC/20
Ferro-Aluminum
Naval Gauss


Existing Yards:
Planet L1 L2 L3 L4 L5 L6 L7 L8 L9 L10 Castles Brian
TOTAL 3 3 0 0 0 0 0 0 0 0 0
Delevan 1 2
Layover 1 1
New Syrtis 1

Yard upgrades/moves:
Upgrade LV1->2 1 New Syrtis
Upgrade LV2->3 1 Delevan

End of Turn Yards:
Planet L1 L2 L3 L4 L5 L6 L7 L8 L9 L10 Castles Brian
TOTAL 3 3 0 0 0 0 0 0 0 0 0
Delevan 1 1 1
Layover 1 1
New Syrtis 0 1


Starting Minor Vessels:
Fighter 2,750
Adv. Fighter 0
Small Craft 1,000
Light DS 100
Med DS 0
Hvy DS 0
JumpShip 25

New Minor Vessels:
Fighter 1,500
Adv. Fighter 0
Small Craft 1,000
Light DS 5
Med DS 0
Hvy DS 0
JumpShip 5

Warships:

New Designs Built this Turn:
- -

Existing Designs:                         Built this Turn: Starting Numbers Total: Mothballed:
Outpost Space Station (Recharge) 17                 18                         35         0
Bailey Space Station (Defense)         5                 15                    20         0
Gladius (Destroyer/Defense)         2                 4                 6         0
Hornet (Light Carrier)                         0                      2                 2         0
Rapier (Fast Frigate)                         2                 3                 5         0
Terrier (Corvette/Scout)                 2                 2                 4         0
Cabellus (AFS Collier/Combat Stores) 1                 1                 2      0





AFFS Naval Vessels

Code: [Select]
AFFS Naval Vessels by Class and Design: 2360
Gladius (Destroyer/Defense) 6
Gladius
Kukri
Kopis
Tanto
Seax
Messer
Hornet (Light Carrier) 2
Hornet
Wasp
Rapier (Fast Frigate) 5
Rapier
Cutlass
Sabre
Xiphos
Jian
Terrier (Corvette/Scout) 4
Boston
Yorkshire
Wheaten
Highland
Cabellus (AFS Collier/Combat Stores) 2
Clydesdale
Ardennais
« Last Edit: 15 April 2020, 22:57:50 by Jester Motley »

marcussmythe

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Re: Warship Arms Race - The In Character Stuff
« Reply #19 on: 12 April 2020, 09:59:31 »
Capellan Confederation Turn 2 2360-2370
Meeting at St. Andre in 2367, the unofficial cooperation of the various Capellan powers was made official in the birth of the Capellan Confederation.  Whilst vast in its implications for the future, its main impact on day to day naval operations was to allow for tighter cooperation between the various space forces as they began to formally forge themselves into a single operational unit.

Rather than grow the fleet in this transitional era, the newly official CCN chose instead to focus on the future, expanding yard capacity to allow for the larger warships that their tea-leaf readers (and actual naval historians an statistical analysts) agreed that the future would demand.  Some questioned the infrastructure investment, as other powers were pursuing better technology and building up their current warship stocks, but CNO Tseng He dismissed these concerns, stating "One grows rice to feed an army.  One does not build an army to grow rice."

That being said, a rice field needs guardians.  The blossoming yards of the Confederation, outstripping those of any power short of the Hegemony itself, represented a vast investment and a tempting target.  While the CCN was confident in the strength of its fleets, it was felt that providing a set of static defenses over their new yards, sufficient to defeat all but the most powerful of invasion fleets, would not only secure that investment, but allow the navy greater freedom to operate without constantly looking over its shoulder.  The fact that the secured yards all lie over high value worlds further bolstered the value of the defensive investment.

Similarly, the Confederation noted the proliferation of recharge stations in other nations, and felt that increased trade ties would help cement the fledgling nation.  To this end, the Habwr Diogel Stations were put into production.  Better armed and more heavily armored than many of their contemporaries, the stations extensive cargo handling facilities and ability to accommodate up to a thousand travelling merchants, salesmen, and their like at the same time allowed them to serve as port of call, a home away from home, for diplomats, adventurers, merchants, and explorers, Tiknov and Liao, Sarna and Capellan, St. Ives and Sian all together wrapped in a half million tons of spinning steel, all alone in the night...

Code: [Select]
Capellan Confederation, Turn Beginning 2360 Value/Cost
Starting Funds: 4.15
Starting Shipyards: 
Capella: 1/1/1 100
Sarna:1/1/1 100
Aldebaran: 1/1/1         100
Starting Warships:
CA Yangwei x 6 57
DD Binzhou x 12 55.26
Starting Jumpships:10 5
Starting Dropships:150 15
Starting Small Craft:200 2
Starting Fighters: 600 3
Assets: 321.475


Expenditure Cost (Billions)
Budget: 303
Reserves from Prior Turn: 4.15
Maintenance (Full) 68.63
Capella, Sarna, Aldebaran 3->4 120
Capella, Sarna, Aldebaran 2->3 45
Capella, Sarna, Aldebaran 1->2 30
Capella, Sarna, Aldebaran 0->1 15
R&D, Shaobing Defense Station:                                 .008
R&D, Habwr Diogel Trade Station:                               .09
Shaobing Defense Station x 300:                                 9
Habwr Diogel Trade Station x  40                                14.68
Jumpship Production:
Dropship Production:
Small Craft:
Fighters:
Total: 302.408
Remainder: 4.742

Capellan Confederation, Turn Ending 2360 
Ending Funds: 4.742
Ending Shipyards: Capella 1/1/1/1 200
Sarna: 1/1/1/1 200
Aldebaran 1/1/1/1 200


Ending Warships: CA Yangwei x 6 57
DD Binzhou x 12 55.26

Ending Stations:        DS Shao Bing x 300                      9
                        TS Habwr Diogel x 40                    14.66

Ending Jumpships: 10 5
Ending Dropships: 150 15
Ending Small Craft 200 2
Ending Fighters: 600 3
Mainteance Assets:         160.92

Defense Station Shaobing (Sentinel)

The young Capellan Confederation Navy was, by the 2360s, pressing to become the penultimate shipwrights of the inner sphere, eclipsed only by the Terran Hegemony.  Massive yards spread in orbit over Capella, Aldebaran, and Sarna, representing both the future of their naval strength and extensive grounds for commercial jumpship construction.  Each yard represented decades of effort and hundreds of billions of investment, and the loss of any one would be a terrible blow.

The budding CCN was a large, capable force, as measured by its compatriots, but as the value and cost of the major yards climbed, so did their value as a target and the potential threat to them.  Even if the CCN would be sufficient to protect them, increasing the security of those yards would allow the CCN greater freedom to fill patrol or, in the case of war, offensive operations.  Notably, though the yards at Capella and Sarna were within mutual defense range and close to the core of the CC, the Aldebaran yards were within a few jumps of both the Free Worlds League and, worrisomely, the Terran Hegemony.

At the same time, heavily armed defensive battlestations represented their own massive expense, as well as single point of failure immobile targets.  Research and design studies suggested that small, distributed platforms would provide significant firepower, while creating a more resilient defense presenting problems for any incoming force due to the difficulty of targeting many disparate, small targets, and allocating fire properly to reliably defeat them.  As such, the Shaobing (Mand. "Sentinel") class Defense Station is a small nucleus of firepower, meant to act collectively in the defense of high value targets. 

The Shaobing is small for a station, at 11,000 tons.  10% of that mass takes the form of a heavy spinal 55cm Naval Laser, along with its supporting power systems.  A single Naval Laser is potentially lethal to anything smaller than a dropship, and they reach out to match the range of almost any shipboard weapon - a necessary quality for any fixed defense.  Quintuple Barracuda missile launchers are wrapped around the laser, to provide even greater reach, anti-fighter defenses, and to supplant the Naval Lasers fire.  The missiles were also favored for their greater impact against opponents on a high speed engagement profile, where the massive closing velocities will magnify the impact of the hypervelocity kinetic penetrator missiles.  Defensively, 48 autonomous point-defense mounts provide security against incoming missiles, and greatly complicate enemy fire planning.  Provisions are made for up to 20 fighters or small craft shuttles, but these are usually left largely empty unless there is a known, immanent threat. 

The crew of 62 often bored Capellan patriots rest in comfortable, if not extravagant, quarters, and nearly 1500 tons of supplies can in theory keep them supplied for more than six months.  Shaobing Stations are usually deployed in combination with at least one Habwr Diogel station, and the crews of the Shaobing will rotate duty, often taking shuttles to the larger station to sleep in assigned berthing in spin-induced gravity.

Code: [Select]
Shao Bing (Guardian)
Tech: Inner Sphere
Introduced: 2365
Mass: 11,000 tons
Length: 135 meters
Width:  101 meters
Height:  101 meters
Sail Diameter: None
Fuel: 100 tons (1,000)
Tons/Burn-day: N/A
Safe Thrust: 0
Maximum Thrust: 0
Sail Integrity: N/A
KF Drive Integrity: N/A
Heat Sinks: 135 (100%)
Structural Integrity: 1
Cost:  $30,014,000 (Including Ammunition)

Armor
Fore: 20
Fore-Sides: 14
Aft-Sides: 10
Aft: 9

Cargo
Bay 1 (Aft), 2 Doors:  20 Small Craft
                        1443 Tons Cargo
                               
DropShip Capacity: 0
Grav Decks: 0
Escape Pods: 0
Lifeboats:  0

Crew:      11 Officers
           37 Ratings
           14 Gunners
           100 Bay Personnel

Ammunition:  24 Tons MG Ammo
             100 Barracuda Missiles

Notes:
Mounts 96 Tons of Standard Armor
100% of required heat sinks
All personnel in 2nd Class Quarters


Weapons:

Nose:
1 NL/55
8 MG

Fore Left/Right:
1 Barracuda Launcher, 20 Rounds
8 MG

Broadside:
1 Barracuda Launcher, 20 Rounds
8 MG

Aft Left/Right:
1 Barracuda Launcher, 20 Rounds
8 MG

Rear:
1 Barracuda Launcher, 20 Rounds
8 MG

Trade/Recharge Station Harbwr Diogel (Safe Harbor)

By the 2360s, trade stations in various designs were appearing all over the inner sphere.  Armament varied from nearly none up to 55cm capital lasers or scores of 8cm AAA lasers.  Some carried passenger facilities, most had recharge batteries, and almost all carried at least one gravity deck to provide rest and respite to weary travellers.

Wanting to keep up, the CCN drafted a design that took some of the best elements of each, while providing its own take on matters.  The Harbwr Diogel was widely regarded as unpronouceable, but the Cornish speakers of St. Ives insisted - and it was their design.  It was also regarded as spacious and comfortable, the entire station constituting, essentially, a 250m grav deck spun cylinder, with a docking and cargo 'spine' running along one side in null gravity. 

The crew and up to 1000 civilians live in comfort, if not luxury, inside the open spaces of the spun cylinder, conducting business and arranging the cargo transfers and docking that occur in the spine.  More than 50kt of cargo, along with 60 heavy civilian shuttles, provide for cargo storage and transshipment, as well as supplying replenishment to CCN vessels moving through the system.

Mounting thick capital grade armor on the sides and equipped with 30 launchers for up to 300 capital missiles, the station is able to defend itself against any pirate and is threatening enough to dissuade, if not necessarily defeat, a capital ship raider that proves unwilling to accept the port's surrender.


Code: [Select]
Harbwr Diogel (Safe Harbor)
Tech: Inner Sphere
Introduced: 2367
Mass: 500,000 tons
Length: 372 meters
Width:  254 meters
Height:  254 meters
Sail Diameter: None
Fuel: 100 tons (200)
Tons/Burn-day: N/A
Safe Thrust: 0
Maximum Thrust: 0
Sail Integrity: N/A
KF Drive Integrity: N/A
Heat Sinks: 300 (100%)
Structural Integrity: 1
Cost:  $366,954,000 (Including Ammunition)

Armor
Fore: 115
Fore-Sides: 115
Aft-Sides: 115
Aft: 115

Cargo
Bay 1 (Fore), 6 Doors:  30 Small Craft
                                26,451 Tons Cargo
Bay 2 (Aft), 6 Doors:           30 Small Craft
                                26,452 Tons Cargo
       
DropShip Capacity: 0
Grav Decks: 1, 250m
Escape Pods: 0
Lifeboats:  200

Crew:      32 Officers
           113 Ratings
           38 Gunners
           300 Bay Personnel
           1000 Second-Class Passengers

Ammunition:  48 Tons MG Ammo
             300 Barracuda Missiles

Notes:
Mounts 690 Tons of Standard Armor
100% of required heat sinks


Weapons:

Each Facing:
5 Barracuda Launcher, 50 Rounds
8 MG
« Last Edit: 21 April 2020, 11:30:10 by marcussmythe »

marcussmythe

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Re: Warship Arms Race - The In Character Stuff
« Reply #20 on: 14 April 2020, 08:39:58 »
Terran Hegemony Turn 2 2360-2370

As Michael Cameron settled into the reins of power, it became apparent to the THN that they would have to find a way to justify their navy, and its budget, within the now more inwardly focused government.  As the era of expansion slipped behind them, Naval Command sought about for new roles, new missions, for their ships and crews to fulfill.

Given their manifest motivation, it is unsurprising that they found not just one, but several.  Some leaders wanted light, fast pickets with expansive sensor suites to run down the new plague of pirates presenting themselves in space.  Others insisted that the THN needed training ships to maintain competence and prepare for the next generation.
Others still insisted on a large, fast, powerful ships, able to maneuver with those being produced by neighboring governments, and defeat them as well, if necessary.

Finally, the accountants looked at the half-dozen proposals for as many different new hull classes, and suggested that maybe it would be better to build a single hull.  Quantity has a quality all its own, and the effective cost of any vessel drops with repeat production and standardization.

Proposals for armed recharge stations at every zenith and nadir were also bruted about at this junction, but delayed in favor of focusing on a standardized large, fast 'cruiser' class, described below.  Older vessels, and even newer ones deemed excess to requirements, were sold off to other navies to allow room in the budget for this expansion.  Some commanders suggested sending the expensive invasion transport "Dart" class vessels into reserve, but for the moment, the new conquests of the hegemony were sufficiently restive that having a ready ability to respond to any disturbance was found to be worthwhile.


Code: [Select]
Terran Hegemony, Turn Beginning 2360         Value/Cost
Starting Funds: 35.92
Starting Shipyards: Terra: 2/2/2/2/1
Keid:  2/2/1/1
Thorin: 1/1/1
Terra Firma: 1/1/1
New Earth: 1/1/1
Yorii:  1/1/1
Graham IV 1/1/1

Starting Warships:  BB Dreadnought x 6 48.618B
BC Black Lion x 12 84.084B
TT Dart x 13 149.870B
CL Cruiser x 23 171.850
DD Lola x 22 159.696B
SC Bonaventure x 40 211.512B
PF Vigilant x 33 133.552B

Starting Jumpships:  80 40B
Starting Dropships:  300 (Light) 30B
Starting Small Craft 1,200 12B
Starting Fighters: 3000 15B
Assets: 2,227B


Expenditure Cost (Billions)
Starting Funds: 35.92B
Sale of 2x DD Lola 6.654B
Sale of 2x SC Bonaventure 5.036B
Sale of 2xCruiser                                                                10B
Budget: 758B

Maintenance 530.54B
R&D:  Ferro-Aluminium 86B
(181.61 remaining)
Prototyping:  Constitution Class CA 2.055B
Production, Constitution Class CA x20 164.4B
Jumpship Production: 0
Dropship Production: 0
Small Craft: 0
Fighters: 0
Total: 790.455B
Remainder: 32.695





Terran Hegemony, Turn Ending 2370
Ending Funds:  32.695
Starting Shipyards: Terra: 2/2/2/2/1
Keid:  2/2/1/1
Thorin: 1/1/1
Terra Firma: 1/1/1
New Earth: 1/1/1
Yorii:  1/1/1
Graham IV 1/1/1

Ending Warships:  BB Dreadnought x 6 48.618B
                                        CA Constitution x 20 164.4B
BC Black Lion x 12 84.084B
TT Dart x 13 149.870B
CL Cruiser x 27 201.420B
DD Lola x 22 159.696B
SC Bonaventure x 40 211.512B
PF Vigilant x 33 133.552B

Ending Jumpships:  80 40B
Ending Dropships:  300 (Light) 30B
Ending Small Craft 1,200 12B
Ending Fighters: 3000 15B


CA Constitution

In 2362, the first of the new Constitution Class Heavy Cruisers left its fitting-out yards over Titan to enter service.  Over the coming years, the Constitution Class and its descendants would become the public face of the Hegemony Naval Arm, both due to its ubquity and to a series of successful televid programs based on the highly fictionalized exploits of the captain and crew of one such vessel.

The Constitution Class had an inauspicious beginning.  By 2360, the THN had resigned itself to declining budgets, conflicting taskings, and a growing strength in its understandably paranoid neighbors.  The Hegemony Navy was needed to show the flag and maintain order over its own space, as well as suppressing piracy and deterring adventurism by the surrounding great powers. 

Initial proposals for a mix of light, fast pickets with powerful sensor suites for anti-piracy work, fast, flexible light cruisers for escort work, and a second run of cost-controlled battlecruiser or dreadnought sized vessels to deter aggression.  Additional quarters to allow for expanded crews (lowering workload and allowing for extended deployment) were suggested, and the still relatively new K-F Collars would likely be a requirement to allow the vessels to carry dropships to give additional mission flexibility, as well as at least a moderate complement of fighters and small craft for further flexiblity in use.

Faced with the cost of designing and fielding as many as five new warship classes, the Naval Accountants balked.  Design Costs would consume more money than an entire ship, and the additional logistic burden of supporting multiple new hull designs would magnify them over time.  The navy simply could not afford to build enough of each to cover the potential need for each type of ship.  Further, many such ships would sit underused when their specialty was not being called for. 

The result was a compromise vessel, intended to meet all the mission requirements set out by the naval planners.  Capable of sustained 2G performance, with bursts as high as 3G, coupled with the most extensive sensor suite possible, she is able to not just locate and run down pirates and privateers, but to approach enemy combatants with both an information advantage and enough engine power to force or decline engagement.   Armament consists of 3 triple NAC/30 turrets on each flank, along with an octet of Naval Laser 'Chasers' fore and aft.  Whilst slightly inferior to the older Dreadnought in middle range firepower, she is nearly her equal at point blank, and can out-range the older ship, as well as controlling engagement ranges at will with her greater engine power.

Heavy hull reinforcement was chosen at the cost of payload, to extend service life and hopefully lower maintenance costs.  This provision allowed for 1,480 tons of standard face-hardening over the underlying structure, making her more resilient than anything that had served the Hegemony Navy before.  Finally, her expansive bays have provisions for not just 40 small craft or fighters, but for a pair of 5000 ton Dropshuttles.  Some eyebrows were raised at the provision for dropshuttle carriage, but the older technology was chosen for reliability and ease of maintenance, as compared to the expensive and sometimes fragile KF Collars coming into service.

Despite her size and power, she was officially classed by the THN as a 'Patrol Cruiser' on budget documents and a 'Heavy Cruiser' internally.  Director-General Cameron was noted to have, on review of the budget request, stated "At least their smart enough to ask for Patrol Boats, rather than more Dreadnoughts.  Approved."

Code: [Select]
Constitution
Tech: Inner Sphere
Introduced: 2362
Mass: 740,000 tons
Length: 712 meters
Width:  218 meters
Height:  327 meters
Sail Diameter: 970 meters
Fuel: 10,000 tons (25,000)
Tons/Burn-day: 39.52
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 5
KF Drive Integrity: 16
Heat Sinks: 2689 (100%)
Structural Integrity: 100
Cost:  $8.22B (Including Ammunition)

Armor
Fore: 106
Fore-Sides: 110
Aft-Sides: 110
Aft: 106

Cargo
Bay 1 (Aft), 16 Doors:  40 Small Craft
                                1 Dropshuttle Bay (2 Dropshuttles)
                                29236 Tons Cargo

DropShip Capacity: 0
Grav Decks: 2 (200 meters diameter)
Escape Pods: 100
Lifeboats:  100

Crew:  41 Officers
           152 Ratings
           46 Gunners
           202 Bay Personnel

Ammunition:  1800 NAC/30 Rounds

Notes:
Large NCSS
Mounts 1,480 Tons of Standard Armor
100% of required heat sinks
All personnel in 1st/2nd Class Quarters
41 First Class Passengers, 400 Second Class Passengers  ('Blue Crew' Second Berthing)

Weapons:

Nose:
8 NL/55

Fore Left/Right:
3 NAC/30

Broadside:
3 NAC/30

Aft Left/Right:
3 NAC/30

Rear:
8 NL/55

Dropshuttle Agincourt

With the introduction of the Constitution class cruisers, the THN moved some of its construction resources from the newer KF-Boom equipped Dropship to the older, internally stored Dropshuttles, intended to fill out the Dropshuttle bays on the Constitution.  Whilst the internally carried shuttles could be optimized for numerous roles, including sensor picket, fighter support, or exploration, the first capability the Hegemony pursued was that of armed landing craft.

Though superficially similar, Dropshuttles have the advantage of being carried internally on the trip from jumppoint until they are released to swoop down on the defending planet.  Intended to be inhabited continuously for hours rather than months at a time, the Agincourt focuses its capabilities on transporting a full Battalion of 50 Ton THN Wellesly class Main Battle Tanks to the surface under the heaviest of fire. 144 Tons of StarPlate Standard plating wrap the elongated sphere and provide substantial protection from enemy fire, while over 50 Krupp Model 32 8cm Lasers ward off anything that would contest its landing.

The Agincourt is a basic design, with only the most spartan of crew facilities, rough and ready fittings, and a simplistic armor and armament loadout.  Given its role as a landing boat, rather than an extended operation space-fairing vessel, more involved fittings and design were rejected in favor of reliability, serviceability, and mass production.

Code: [Select]
Manufacturer: O'Neil Yards
Production Year:  2362
Use:  Military Spheroid
Type:  Battalion Transport
Tech Base:  Inner Sphere
Cost:  TBD

Mass: 4800
Structural Integrity: 40
Length: 84m
Width: 84m
Height: 127m
Drive System: O'Neil 500 Series Fusion
Safe Thrust: 2.5G
Maximum Thrust: 4G
Fuel: 100 Tons
Armament: 54 Large Lasers
Nose:  12 Large Lasers
Front Sides:  10 Large Lasers
Aft Sides: 8 Large Lasers
Aft:  6 Large Lasers
Armor: 2304 Armor Points
Fore:  604
Sides: 600
Aft: 500
Crew: 14 (steerage class quarters)
Heat Sinks: 432 (100%)
Carriage:
36 Light Vehicles
104 Tons, Cargo
« Last Edit: 21 April 2020, 10:05:07 by marcussmythe »

Smegish

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Re: Warship Arms Race - The In Character Stuff
« Reply #21 on: 14 April 2020, 19:29:55 »
Taurian Concordat 2360

Quote
To: Protector Calderon
Fleet Readiness Report, December 2359

1. The Iberia-class has so far performed it's intended role impeccably, if it has a fault it is that we don't have enough of them to cover the entire Concordat. Expansion of the fleet continues as fast as yard space and budget allows.
2. The expanding fleets of the Federated Suns and Capellan Confederation are a growing concern. While the Iberia is a match for their smaller border patrol ships, we will need something larger to stand a chance against a Gladius or Yang Wei should their navies come calling.
3. The Far Lookers proposal to use Iberias to escort colonisation efforts and give them special attention to protect them from pirates have been considered and approved. Four ships have been reserved for this duty.
4. Remaining Iberias -and new ones entering service - will be split between guarding the Hyades Cluster, the yards at New Vandenberg and patrolling the border for potential threats. Two ships shall be assigned guard duty for each ship yard complex, with the rest travelling in pairs in case of accidents.
5. Design of series of recharge stations has been finalised, construction to begin as budget allows.

Fleet Admiral Vari'cous Ver'nicolo

Code: [Select]
Year: 2360 Value in Millions
Money Available 109,000
Remaining from Last Turn 406
Available Shipyards

Taurus 2/1
New Vandenberg 2


Repairs

Maintanence 50% 39175
Prototype Cost Siesta 470 118
0 0

Construction Unit Price
Shipyards

Stations Siesta 12 470 5,640
Warships Iberia 10 4,975 49,750

Jumpships 10 500 5000
Dropships 20 300 6,000
Fighters 480 5 2,400
Small Craft 100 10 1000
Research

Total Spent 109082.5

Income

Remaining 324

Siesta-class Station

While it's primary function is to speed travel and thus trade, the Siesta is built to be more than just a recharge station, mounting sixteen 55cm Naval Lasers as well as a full regiment of fighters to allow it to defend itself and passing civilian shipping from pirates and smaller merchant raiders without outside assistance. Current deployment to be focused on the Hyades cluster, and a connecting branch to New Vandenberg, future construction is planned to include the entire Concordat.

Code: [Select]
Class/Model/Name: Siesta
Tech: Inner Sphere
Ship Cost: $470,105,000.00
Magazine Cost: $160,000.00
BV2: 12,071

Mass: 300,000
K-F Drive System: None
Power Plant: Station-Keeping Drive
Safe Thrust: 0
Maximum Thrust: 1
Armor Type: Standard
Armament:
16 Naval Laser 55
32 Laser Large
32 Machine Gun (IS)

Class/Model/Name: Siesta
Mass: 300,000

Equipment: Mass
Drive: 3,600.00
Thrust
Safe: 0.1
Maximum: 1
Controls: 300.00
K-F Hyperdrive: None (0 Integrity) 0.00
Jump Sail: (0 Integrity) 0.00
Structural Integrity: 1 3,000.00
Total Heat Sinks: 1616 Single 1,487.00
Fuel & Fuel Pumps: 3750 points 1,530.00
Fire Control Computers: 0.00
Armor: 400 pts Standard 1,000.00
Fore: 66
Fore-Left/Right: 67/67
Aft-Left/Right: 67/67
Aft: 66

Dropship Capacity: 6 6,000.00
Grav Decks:
Small: 0.00
Medium: 4 400.00
Large: 0.00
Escape Pods: 40 280.00
Life Boats: 40 280.00

Crew And Passengers:
23 Officers in 1st Class Quarters 230.00
82 Crew in 2nd Class Quarters 574.00
27 Gunners and Others in 2nd Class Quarters 189.00
336 Bay Personnel 0.00
0 1st Class Passengers 0.00
50 2nd Class Marines 350.00

Bay #1: Fighters(108) - 8 Doors
Bay #2: Small Craft (24) - 2 Doors
Bay #3: Cargo (41844 Tons) - 2 Doors

MG Ammo - 160 Tons (5 Tons/Gun)

FR/FL/AR/AL:

4 x NL/55
8 x LL
8 x MG

truetanker

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Re: Warship Arms Race - The In Character Stuff
« Reply #22 on: 14 April 2020, 22:24:29 »
Marian Hegemony 2360

Code: [Select]
Turn : 2
Year: 2360                Value in Millions
Money Available 59.443

Available Shipyards

Alphard  2x Level 1

Repairs

Maintanence 50% >
Scapha I 4x       4.131 each          8.262
Jumpships 10x         500                  2.500
Dropships 40x         300                  6.000
Fighters 1200         5                  3.000
Small Craft 300x         10                  1.500
Stations

Construction        Unit Price


Stations : 16x Sexta Hora-class Station 18.558
Warships :
Jumpships :  5x
Dropships :
Fighters : 1512x
Small Craft : 336x
Research 0

Total Spent 24.82
Income

Remaining 17.123


Sexta Hora-class Station

The Sexta Hora, or Siesta, was built from stolen plans for a Taurian recharge station, mounting sixteen 55cm Lasar Navali as well as a full legion of aerospace fighters to allow it to defend itself and passing civilian shipping from pirates and smaller merchant raiders without outside assistance. Current deployment to be focused on the Alphard's zenith and nadir jump points connecting the two branches in future constructions to include the entire Hegemony.

Current Doctrine : Deploying Scapha I's ( S1 ) to targets, each S1 has a Jumpship with supplies on board.

S1 : Alphard to Statford, JS Prawn
S1 : Scapha to Pompey, JS Shrimp
S1 : Pompey to Islington, JS Giovanni
S1 : Maximus to Horatius, Marius's Tears and St. Andreas OPERATION: Flowerpot. JS Legio

The remaining jumpships are on standard convoy actions across the realm, except two, JS Plata and JS Oro on special duties with Maximus. They are carrying three dropships configured with Ala bays ( 10 asf each : 6 Falcon and 4 Bueto ).

SPECAIL ORDERS : Maximus - if uninhabited: claim, if colony : ask to join Hegemony offer peace unless attacked, if pirate : destroy. Both Jumpships are to enter nadir and zenith routes while Maximus enters orbit, supporting Jumpship is to carry supplies only. ( 1 WS, 3 JS, 9 DS, 30 SC, 80 ASF )


Code: [Select]
Class/Model/Name: Sexta Hora
Tech: Inner Sphere
Ship Cost: $470,105,000.00
Magazine Cost: $160,000.00
BV2: 12,071

Mass: 300,000
K-F Drive System: None
Power Plant: Station-Keeping Drive
Safe Thrust: 0
Maximum Thrust: 1
Armor Type: Standard
Armament:
16 NL-55 Lasar Navali
32 Lasar Magna ( LL )
32 Jejunium Iaculis MG ( IS )

Class/Model/Name: Sexta Hora
Mass: 300,000

Equipment: Mass
Drive: 3,600.00
Thrust
Safe: 0.1
Maximum: 1
Controls: 300.00
K-F Hyperdrive: None (0 Integrity) 0.00
Jump Sail: (0 Integrity) 0.00
Structural Integrity: 1 3,000.00
Total Heat Sinks: 1616 Single 1,487.00
Fuel & Fuel Pumps: 3750 points 1,530.00
Fire Control Computers: 0.00
Armor: 400 pts Standard 1,000.00
Fore: 66
Fore-Left/Right: 67/67
Aft-Left/Right: 67/67
Aft: 66

Dropship Capacity: 6 6,000.00
Grav Decks:
Small: 0.00
Medium: 4 400.00
Large: 0.00
Escape Pods: 40 280.00
Life Boats: 40 280.00

Crew And Passengers:
23 Officers in 1st Class Quarters 230.00
82 Crew in 2nd Class Quarters 574.00
27 Gunners and Others in 2nd Class Quarters 189.00
336 Bay Personnel 0.00
0 1st Class Passengers 0.00
50 2nd Class Marines 350.00

Bay #1: Fighters(108) - 8 Doors
Bay #2: Small Craft (24) - 2 Doors
Bay #3: Cargo (41844 Tons) - 2 Doors

MG Ammo - 160 Tons (5 Tons/Gun)

FR/FL/AR/AL:

4 x NL/55
8 x LL
8 x MG


Marian Action News Network ( MANN )
Nova Roma, Alphard

National Anthem https://www.youtube.com/watch?v=VkeLkuFzPfM plays...

Newsperson: " Good evening Hegemony!  Hail Caesar! "  * chest thump * " With the recent acquisition of the Sexta Hora, our fleet can safely execute combat operations without free of persecutions. Tho in light of this, Imperator Kortan has requisitioned more troops for the upcoming battles that surly is to provide more lands for the Patricians and the plebs. In other news a peace treaty has been signed by the Parliament with the Illyrian Palatinate. Any action with them would violate said treaty, after all, we have a more pressing matter next door. Our common border with the Free World Leaque. Again, we need you all. Service guarantees citizenship.  Next up Cooking with Mario and Lugi, the Plumber Bros. " ... fade to commercial's...

TT

Edit: updated, fixed spacing and typos...  xp
« Last Edit: 15 April 2020, 22:25:55 by truetanker »
Khan, Clan Iron Dolphin
Azeroth Pocketverse
That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
Nav_Alpha: That THING... that is horrid
~ Nav_Alpha on 10 October 2016

kindalas

  • Warrant Officer
  • *
  • Posts: 463
Re: Warship Arms Race - The In Character Stuff
« Reply #23 on: 16 April 2020, 23:17:48 »
Lyran Commonwealth 2360

[Edit: The First fixing R&D numbers and other numbers]

[Edit: The Second adding some of the fluff.]

[Edit: The Third fluff is done enjoy!]



Jaqueline angrily crumpled up a printout and tossed it to her circular filing system.
She turned to the young man sitting across from her and spoke “The ****** Sontra is now a ****** media darling. Get the refit team to start working on a design that matches Archon (name)’s new mission profile. There is no way that the current leftover parts approach justifies the new hulls that we’re about to be pressured into ordering”
She paused to collect her thoughts “Darren, do you have any good news?”
“Yes madame, the armor is ready.” Darren York replied hastily. “It matches up to the samples we grabbed from the Federated Suns. The secret appears to involve metal foaming in a centrifuge.”
“So, it isn’t a freefall process?” She interjected.
“We believe that was an accidental media misrepresentation that was amplified by the FSN’s silence on the matter. We can start mass production at a number of locations.” Darren answered while handing Lord Angler a folder. “I feel that outsourcing the manufacturing to the belter communities will ensure a steady supply throughout the nation.”
“Do you have any idea what they will ask us for in return?”
“They want the Ribe. I have requests from several different groups, and they all say the same thing.”
“Are they coordinated?”
“Informally, the fleet sneaks think that they are looking at the economic benefits and we don’t really know how many Aquilla variants they have.”
“Have we gathered any more details on their ‘Refits’?”
“Not much, they’re calling it the Sampan and it looks to be 10% heavier than the Aquilla and they seem to have capacity for four drop shuttles.”
“What has the vessel’s treat assessment increased?”
Darren checked his notes before speaking “Not appreciably if anything the drop bays push them further out of the military sphere and into the mercantile area.”
“Very well. What’s next on my agenda?”
“Heimdallr review board, followed by the hammer proposal meeting.”



Figured I should get the technical details of my turn posted.

I wasn't planning on having this much but I got ideas and stuff.

Two Ship refits, and a new hull and a refit of it.

And aerospace fighter that should be looked at closely.

And a mech "design" that I won't actually do more the what I have listed other then add some fluff.

Fluff is coming along with doctrine and maybe even some fiction. (no promises)


[Edit: I messed up the R&D discount math. And found some mistakes in the valuation of assets.]

Code: [Select]
Lyran Commonwealth, Turn Beginning 2360 Value/Cost
Funds: $305.25
Revenue: $303,000.00
Shipyards: Alarion: 2/2 $55,000.00
New Kyoto:  0/2 $45,000.00
Tamar: 0/2 $45,000.00
Warships:  Heimdaller 5 $31,190.00
Snotra 4 $19,024.00
Jumpships:  Nehalennia Tender 2 $7,916.00
Nehalennia Transport 12 $21,444.00
Invader 3 $1,500.00
Space Stations: Ribe 100 $14,400.00
Dropships:  Light 125 $37,500.00
Small Craft 1000 $10,000.00
Fighters: 1900 $9,500.00
Assets: $600,779.25



Expenses Number Cost
Maintenance $76,237.00
R&D: Mechs $40,300.00
R&D: iFA Armor $40,300.00
Prototype: Snotra 1a $481.80
Prototype: Heimdaller 1a $637.50
Prototype: Mjolnir $2,037.25
Prototype: Mjolnir 1a $822.70
Production:  Heimdaller 1a 1 $6,375.00
Production:  Ribe 100 $14,400.00
Production:  Nehalennia Tender 0 $-   
Production:  Nehalennia Transport 6 $10,722.00
Production:  Snotra 1a 4 $19,272.00
Production:  Mjolnir 2 $16,298.00
Production:  Mjolnir 1a 2 $16,454.00
Refit: Sontra -> 1a 4 $248.00
Refit: Heimdaller ->1a 5 $685.00
Alarion 2->3 $30,000.00
Alarion 2->3 $15,000.00
Jumpship Production: $500.00 0 $-   
Dropship Production: Light $300.00 20 $6,000.00
Small Craft: $10.00 350 $3,500.00
Fighters: $5.00 600 $3,000.00
Total: $302,770.25



Lyran Commonwealth, Turn Ending 2360 Value/Cost
Funds: $535.00
Shipyards: Alarion: 2/0/2 $100,000.00
New Kyoto:  0/2 $45,000.00
Tamar: 0/2 $45,000.00
Warships:  Heimdaller 1a 6 $38,250.00
Snotra 1a 8 $38,544.00
Mjolnir 2 $16,298.00
Mjolnir 1a 2 $16,454.00
Jumpships:  Nehalennia Tender 2 $7,916.00
Nehalennia Transport 18 $32,166.00
Space Stations: Ribe 200 $28,800.00
Jumpships: 3 $1,500.00
Dropships:  Light 145 $43,500.00
Small Craft 1350 $13,500.00
Fighters: 2500 $12,500.00
Assets: $439,963.00

Sontra Refit

The original Sontra project was developed to use components that were leftover from previously stalled projects.

Weaponry was selected because it was on hand and not needed for the Heimdallr project.

The envisioned role of the craft was for it to be a deep strike craft to be used in economic disruption attacks.

Its existence was shrouded in secrecy. Its crews were told that their missions would come with the cost of plausible deniability.

The class' mission profile was immediately ignored, it was relegated to flag waving missions, public relations work and hand shakes.

The initial media attention to the long supply chain that the ships lived off of nearly doomed it.

If the medical complications faced by the crew, living in zero G with sub standard quarters had gotten the same attention the ships would have probably been scrapped by one Archon or another.

Then the Sontra herself became a media darling. Crushing the Scarlet Privateer and the dismantling of NeoTortuga caused a shift in the public's opinion of the LCN.

The Navy was no longer struggling under the long shadow of bureaucratic incompetence and Archons dedicated to self enrichment.

The Navy was heroic. Enlistment spiked. Marines were no longer the castoff infanty divisions of Skye but a truly multi planetary force of volunteers dedicated to the idea that protecting everyone was a noble endeavor.

The engagement with the Scarlet Privateer gave a wealth of tactical information. It was a one sided engagement and the outdated vessel should have been boarded and captured. Instead it was destroyed by the Sontra's laser batteries and a potentially useful asset was lost.

The Sontra 1a reflects the new reality of the class.

The weapons compliment have been completely revised.

Instead of heavy missiles, lasers and cannons. One of the Heimdallr's famous quad PPC batteries was installed in the nose.

Supplementing the PPCs are eight Barracuda missile launchers selected for their ability to slap small craft and drop-ships out of the sky.

While the revision of weapons array seems extreme the real revision to the class was in life support systems.

Two grav-decks were installed, adapted from the Heimdallr parts bin, basic quarters for a battalion of marines (1008 troopers) were added along with an expansion of the flight deck to include 18 fighters and small craft.

Proper crew quarters were installed along with medical and fitness facilities.

The Sontra is still considered to be a deterrence craft. When operating alone it can define engagement distances and deploy enough firepower to overwhelm anything faster then itself. The marine compliment mean that Sontras will spend the majority of their time acting as a coastguard for the Lyran Commonwealth. Pirates will be captured and confiscated their crews will be brought to justice and the support behind these well equipped groups will be exposed.

As a part of a fleet the Sontras will be expected to exploit holes in battle lines and to force enemy formations to engage with her larger cousins on their terms.

Code: [Select]
Snotra 1a Deterrence
Mass: 240,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 240,000
Battle Value: 37,465
Tech Rating/Availability: E/X-X-X-F
Cost: 4,817,758,000 C-bills

Fuel: 2,000 tons (10,000)
Safe Thrust: 6
Maximum Thrust: 9
Sail Integrity: 4
KF Drive Integrity: 7
Heat Sinks: 1,020
Structural Integrity: 60

Armor
    Nose: 57
    Fore Sides: 48/48
    Aft Sides: 42/42
    Aft: 29

Cargo
    Bay 1:  Infantry (1008 Foot Troopers) (36 Platoons)   1 Door   
    Bay 2:  Small Craft (18)        3 Doors   
    Bay 3:  Fighter (18)            6 Doors   
    Bay 4:  Cargo (3756.0 tons)     1 Door   

Ammunition:
    19,200 rounds of Machine Gun ammunition (96 tons),
    80 rounds of Barracuda ammunition (2,400 tons)

Dropship Capacity: 0
Grav Decks: 2 (240 m, 240 m)
Escape Pods: 0
Life Boats: 26
Crew:  21 officers, 72 enlisted/non-rated, 32 gunners, 1134 bay personnel, 30 marines

Notes: Equipped with
    1 Naval Comm-Scanner Suite (Small)
288 tons of improved ferro-aluminum armor.

Weapons:                                    Capital Attack Values (Standard)
Arc (Heat)                              Heat  SRV     MRV     LRV      ERV    Class       
Nose (900 Heat)
12 Machine Gun                           0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (480000 shots)
4 Naval PPC (Heavy)                     900  60(600) 60(600) 60(600) 60(600)  Capital PPC
FRS/FLS (40 Heat)
12 Machine Gun                           0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (480000 shots)
4 Capital Missile Launcher (Barracuda)  40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Barracuda Ammo (40 shots)
RBS/LBS (0 Heat)
12 Machine Gun                           0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (480000 shots)
ARS/ALS (0 Heat)
12 Machine Gun                           0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (480000 shots)
Aft (0 Heat)
12 Machine Gun                           0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (480000 shots)



Heimdallr Refit

In the first decade of service the five Heimdallrs spent their time moving troops and placing flags.

During this time several issues were identified and corrected with this refit.

There was a massive increase in troop capacity. A further 3000 marines were added, in more cramped facilities, to compliment the 2000 marines present in the original ship.

An array of Barracuda missile launchers were added to enhance the Heimdallr's broadside firepower.

Unfortunately the flight deck for the boarding shuttles had to be revised after a near disastrous accident on the LCN (ship name) in 2356. However the reduction in capacity comes with improvements in utility, using a similar setup to the one used on the Sontra where the marine bunks are laid out to make embarkation and launch a simple affair.

The refit of the Heimdallr was made to shift the role of the vessel from a light cruiser to one of a dedicated troop transport.

The extensive training of LCN marine forces has focused primarily on hostile boarding actions, freight inspections and search and rescue operations.

In a conflict it is expected that the Marines of the LCN will pull their weight on the battlefield but on a battlefield that resembles deck plating and bulkheads.

As a fleet the Heimdallr will act as the well designed carrier/cruiser that they are. The Mojlnir is as maneuverable as the Heimdallr to keep concentrations of firepower together. Where the Heimdallr was the pride of the fleet for a decade it is now the smaller cousin of the Mojlnir. Nearly as dangerous but equipped for slightly different tasks.

Code: [Select]
Heimdallr 1a Light Cruiser
Mass: 500,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 500,000
Battle Value: 69,488
Tech Rating/Availability: E/X-X-X-F
Cost: 6,374,718,000 C-bills

Fuel: 2,500 tons (6,250)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 4
KF Drive Integrity: 12
Heat Sinks: 4,768
Structural Integrity: 120

Armor
    Nose: 106
    Fore Sides: 145/145
    Aft Sides: 145/145
    Aft: 106

Cargo
    Bay 1:  Fighter (120)           6 Doors   
    Bay 2:  Small Craft (40)        4 Doors   
    Bay 3:  Infantry (3024 Foot Troopers) (108 Platoons)   1 Door   
    Bay 4:  Cargo (18516.0 tons)    1 Door   

Ammunition:
    9,600 rounds of Machine Gun ammunition (48 tons),
    160 rounds of Barracuda ammunition (4,800 tons),
    1,152 rounds of LRM 20 ammunition (192 tons)

Dropship Capacity: 0
Grav Decks: 4 (240 m, 240 m, 240 m, 240 m)
Escape Pods: 0
Life Boats: 40
Crew:  35 officers, 110 enlisted/non-rated, 60 gunners, 3464 bay personnel, 2268 marines

Notes: Equipped with
    1 Naval Comm-Scanner Suite (Small)
1,200 tons of improved ferro-aluminum armor.

Weapons:                                    Capital Attack Values (Standard)
Arc (Heat)                              Heat  SRV     MRV     LRV      ERV    Class       
Nose (148 Heat)
10 PPC                                  100  10(100) 10(100)  0(0)     0(0)   PPC         
8 LRM 20                                48   10(96)  10(96)  10(96)    0(0)   LRM         
    LRM 20 Ammo (1152 shots)
12 Machine Gun                           0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (480000 shots)
FRS/FLS (1,028 Heat)
4 Naval PPC (Heavy)                     900  60(600) 60(600) 60(600) 60(600)  Capital PPC
8 LRM 20                                48   10(96)  10(96)  10(96)    0(0)   LRM         
    LRM 20 Ammo (1152 shots)
8 PPC                                   80   8(80)   8(80)    0(0)     0(0)   PPC         
RBS/LBS (180 Heat)
10 PPC                                  100  10(100) 10(100)  0(0)     0(0)   PPC         
12 Machine Gun                           0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (480000 shots)
8 Capital Missile Launcher (Barracuda)  80   16(160) 16(160) 16(160) 16(160)  Capital Missile
    Barracuda Ammo (80 shots)
ARS/ALS (1,028 Heat)
4 Naval PPC (Heavy)                     900  60(600) 60(600) 60(600) 60(600)  Capital PPC
8 LRM 20                                48   10(96)  10(96)  10(96)    0(0)   LRM         
    LRM 20 Ammo (1152 shots)
8 PPC                                   80   8(80)   8(80)    0(0)     0(0)   PPC         
Aft (148 Heat)
10 PPC                                  100  10(100) 10(100)  0(0)     0(0)   PPC         
8 LRM 20                                48   10(96)  10(96)  10(96)    0(0)   LRM         
    LRM 20 Ammo (1152 shots)
12 Machine Gun                           0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (480000 shots)



Mojlnir

We are beyond diplomacy now. They'll get what he came for: war and death. -Thor

The Hammer project was a top secret program to develop a vessel capable of engaging the heaviest ships of the Terran Hegemony Navy.

The Black Lion and the Dreadnought with their batteries of heavy Auto-cannons needed a solution that didn't involve sending a pack of vessels to confront a single target.

The THN always fights with numerical superiority simply because they can toss five ships at a single world.

As a clean sheet design free of many of the pressures that plagued the development of the Heimdallr the Mojlnir, named after a weapon that could only be wielded by the worthy, carries twice as many heavy PPCs as the Heimdallr, two quad turrets on each corner with sixteen barracuda tubes reinforcing the vessels broadside firepower.

A marine compliment that was lifted directly from the Sontra, boarding craft and all. From the Heimdallr half of its very popular expanded marine quarters were installed to expand the Mojlnir's capacity to over 2000 marines.

A fighter deck, that was again half of what the Heimdallr carried, was included along with a pair of grav-decks and a compliment of over 200 lifeboats were installed.

A heavy layering a machine guns were included for point defense against anti shipping missiles along with 40 fighter sized PPCs to deter adventurous enemy pilots.

Learning from the failures of the Sontra Deterrence project a variant of the Mojlnir was developed in parallel to operate hidden in plain sight along with the publicly visible Mojlnir.

The variant was only different in its primary armament. Instead of having sixteen Heavy PPCs covering each broadside it has sixteen of the heaviest Naval Auto-cannons on each side.

There were some detractors to this plan among the Nine Archons, well among the six Archons who learned of it, the PPC had become iconic to the LCAF and LCN and this variant tossed that image aside.

They were mollified when they learned that the variant was to feature in not a single piece of promotional material for the Mojlnir and that they would be grouped with their sister vessels for all deployments allowing for a further obfuscation of the difference in armaments.

It is expected that any ship facing the long ranged weapons of the LCN will try to rush in close to bring all of their firepower to bear before the longer ranged PPCs can overwhelm them. Having a vessel with twice the firepower of the Mojlnir waiting to engage forces employing these tactics should be an expensive surprise.

Code: [Select]
Mjolnir Cruiser
Mass: 750,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 750,000
Battle Value: 107,466
Tech Rating/Availability: E/X-X-X-F
Cost: 8,148,720,000 C-bills

Fuel: 1,000 tons (2,500)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 5
KF Drive Integrity: 16
Heat Sinks: 8,320
Structural Integrity: 130

Armor
    Nose: 176
    Fore Sides: 224/224
    Aft Sides: 224/224
    Aft: 176

Cargo
    Bay 1:  Fighter (60)            8 Doors   
    Bay 2:  Small Craft (18)        6 Doors   
    Bay 3:  Infantry (1008 Foot Troopers) (36 Platoons)   1 Door   
    Bay 4:  Cargo (33975.0 tons)    1 Door   

Ammunition:
    28,800 rounds of Machine Gun ammunition (144 tons),
    320 rounds of Barracuda ammunition (9,600 tons)

Dropship Capacity: 0
Grav Decks: 2 (240 m, 240 m)
Escape Pods: 0
Life Boats: 208
Crew:  49 officers, 146 enlisted/non-rated, 95 gunners, 1218 bay personnel, 1008 marines

Notes: Equipped with
    1 Naval Comm-Scanner Suite (Large)
1,950 tons of improved ferro-aluminum armor.

Weapons:                                     Capital Attack Values (Standard)
Arc (Heat)                               Heat  SRV     MRV     LRV      ERV    Class       
Nose (200 Heat)
24 Machine Gun                            0   5(48)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (960000 shots)
20 PPC                                   200  20(200) 20(200)  0(0)     0(0)   PPC         
FRS/FLS (1,800 Heat)
4 Naval PPC (Heavy)                      900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)                      900  60(600) 60(600) 60(600) 60(600)  Capital PPC
12 Machine Gun                            0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (480000 shots)
RBS/LBS (160 Heat)
16 Capital Missile Launcher (Barracuda)  160  32(320) 32(320) 32(320) 32(320)  Capital Missile
    Barracuda Ammo (160 shots)
24 Machine Gun                            0   5(48)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (960000 shots)
ARS/ALS (1,800 Heat)
4 Naval PPC (Heavy)                      900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)                      900  60(600) 60(600) 60(600) 60(600)  Capital PPC
12 Machine Gun                            0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (480000 shots)
Aft (200 Heat)
24 Machine Gun                            0   5(48)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (960000 shots)
20 PPC                                   200  20(200) 20(200)  0(0)     0(0)   PPC         



Mjolnir 1a

Code: [Select]
Mjolnir 1a Cruiser
Mass: 750,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 750,000
Battle Value: 213,810
Tech Rating/Availability: E/X-X-X-F
Cost: 8,226,800,000 C-bills

Fuel: 1,000 tons (2,500)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 5
KF Drive Integrity: 16
Heat Sinks: 3,920
Structural Integrity: 130

Armor
    Nose: 176
    Fore Sides: 224/224
    Aft Sides: 224/224
    Aft: 176

Cargo
    Bay 1:  Fighter (60)            8 Doors   
    Bay 2:  Small Craft (18)        6 Doors   
    Bay 3:  Infantry (1008 Foot Troopers) (36 Platoons)   1 Door   
    Bay 4:  Cargo (21351.0 tons)    1 Door   

Ammunition:
    28,800 rounds of Machine Gun ammunition (144 tons),
    320 rounds of Barracuda ammunition (9,600 tons),
    1,280 rounds of NAC/30 ammunition (1,024 tons)

Dropship Capacity: 0
Grav Decks: 2 (240 m, 240 m)
Escape Pods: 0
Life Boats: 208
Crew:  49 officers, 146 enlisted/non-rated, 95 gunners, 1218 bay personnel, 1008 marines

Notes: Equipped with
    1 Naval Comm-Scanner Suite (Large)
1,950 tons of improved ferro-aluminum armor.

Weapons:                                     Capital Attack Values (Standard)
Arc (Heat)                               Heat  SRV     MRV     LRV      ERV    Class       
Nose (200 Heat)
24 Machine Gun                            0   5(48)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (960000 shots)
20 PPC                                   200  20(200) 20(200)  0(0)     0(0)   PPC         
FRS/FLS (800 Heat)
12 Machine Gun                            0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (480000 shots)
2 Naval Autocannon (NAC/30)              200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (80 shots)
2 Naval Autocannon (NAC/30)              200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (80 shots)
2 Naval Autocannon (NAC/30)              200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (80 shots)
2 Naval Autocannon (NAC/30)              200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (80 shots)
RBS/LBS (160 Heat)
16 Capital Missile Launcher (Barracuda)  160  32(320) 32(320) 32(320) 32(320)  Capital Missile
    Barracuda Ammo (160 shots)
24 Machine Gun                            0   5(48)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (960000 shots)
ARS/ALS (800 Heat)
12 Machine Gun                            0   2(24)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (480000 shots)
2 Naval Autocannon (NAC/30)              200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (80 shots)
2 Naval Autocannon (NAC/30)              200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (80 shots)
2 Naval Autocannon (NAC/30)              200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (80 shots)
2 Naval Autocannon (NAC/30)              200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (80 shots)
Aft (200 Heat)
24 Machine Gun                            0   5(48)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (960000 shots)
20 PPC                                   200  20(200) 20(200)  0(0)     0(0)   PPC         



Marsden Multipurpose Long Range Strike Fighter

Attack him where he is unprepared, appear where you are not expected.-Sun Tzu

If any family can take credit for forging the Lyran Commonwealth it is the Marsden family that can bring the strongest arguments forward.

The Marsden was so named because the Shu is a fantastic fighter. The Shu is as fast as a Sontra, armed with a pair of PPCs and an extremely advanced array for point defense.

What it lacks is the same thing that all Aerospace fighters lack: long term endurance.

The Marsden is slow, under armored and heavier then the Shu. It does have three PPCs and a rear facing array of lasers to keep more maneuverable (all) fighters away.

It does have four times as much fuel as the Shu.

Twenty tons of propellant give the fighter enormous range.

The cockpit has been expanded with long-term life support facilities and a sleeping area for very long deployments.

What makes the Marsden truly dangerous is that it doesn't need a pilot.

It can be deployed from deep space and allowed to coast for months, even years, before engaging a target.

Squadrons can be left at Lagrange Jump points in key systems waiting, silently, for enemies to appear.

It is capable of operations considered to be impossible for fighters to perform unsupported.

The Marsden is a autonomous drone fighter.

It is equipped with an advanced Smart Robotic Control System.

And it costs a million and a half less then the Shu.

Code: [Select]
Marsden MRD-3R

Mass: 100 tons
Frame: Unknown
Power Plant: 100 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: Standard
Armament:
     3 PPCs
     5 Medium Lasers
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: D/X-X-X-F
Cost: 4,067,500 C-bills

Type: Marsden
Technology Base: Inner Sphere (Advanced)
Tonnage: 100
Battle Value: 1,437

Equipment                                          Mass
Engine                        100 Fusion              3
Safe Thrust: 3
Max Thrust: 5
Structural Integrity:         10                       
Heat Sinks:                   30                     20
Fuel:                         1600                 20.0
Command Console                                       6
Armor Factor                  272                    17

                           Armor   
                           Value   
     Nose                    80   
     Wings                 66/66   
     Aft                     60   


Weapons
and Ammo                                 Location   Tonnage  Heat   SRV  MRV  LRV  ERV
3 PPCs                                     NOS       21.0     10    10   10    0    0 
Medium Laser                               RWG       1.0      3      5    0    0    0 
Medium Laser                               LWG       1.0      3      5    0    0    0 
2 Medium Lasers                            AFT       2.0      3      5    0    0    0 
Smart Robotic Control System(Improved)     FSLG      7.0      -      -    -    -    - 
Cargo                                      FSLG      2.0      -      -    -    -    - 



Sigrdrífa

An 85 ton mech named after a famous Valkyrie. Her name means "inciter to victory" and she is armed with a trio of PPCs and comes equipped with a cutting edge cockpit system.

[Note: For the purposes of the LCAF command consoles are going to be installed on all heavy and up mechs for the foreseeable future just because why not.]

Code: [Select]

85 tons, command console, 3 PPCs (2 RT/LT), 3/5 movement, 16.5 tons of armor and 27 heatsinks.

It looks like a Charger with both hands.

There is a variant that has only a single PPC in the right torso and two in the left.

Half of the Sigrdrífas produced are of this variant.

[Edit the Last: Turn is done.]
« Last Edit: 20 April 2020, 23:39:37 by kindalas »

Smegish

  • Warrant Officer
  • *
  • Posts: 445
Re: Warship Arms Race - The In Character Stuff
« Reply #24 on: 17 April 2020, 17:41:23 »
United Hindu Collective 2360

With the pirate problem being a growing concern across the collective, and Collective Intelligence getting wind of the size and power of the neighbouring navies further purchases of two additional Cruiser-class ships from the Terran Hegemony have been approved. The UHCN has also started the expansion of the Besantapur naval yards, with the aim of modernising the design in the near future. Thirty years may not be that old for a starship, but technology has been improving by leaps and bounds in that time.

Code: [Select]
Year: 2350 Value in Millions
Money Available 58,000
Remaining from Last Turn 1000
Available Shipyards

Besantapur 1



Repairs

Maintanence 50% 21920
Prototype Cost 0 0

Construction Unit Price
Shipyards Besantapur S1 > S2 20,000 20,000

Stations 0 0 0
Warships Cruiser 2 5,000 10,000

Jumpships 5 500 2500
Dropships 10 300 3,000
Fighters 140 5 700
Small Craft 60 10 600
Research 0 15800 0

Total Spent 58720

Income

Remaining 280

Smegish

  • Warrant Officer
  • *
  • Posts: 445
Re: Warship Arms Race - The In Character Stuff
« Reply #25 on: 17 April 2020, 18:17:55 »
Rim Worlds Republic 2360

First Consul,

Like you I have seen the reports of the fighting that happened in Jezersko last year, and I am just as concerned as you are. The Draconis Combine Admiralty has shown itself to be little more then pirates with a government backing them. I have seen the proposals for the Anti-Piracy Treaty with the Principality, though with the war that is on their doorstep we will be the ones doing the heavy lifting having access to their naval bases for resupply will make the mission far easier.

I would warn the First Consul though that putting our ships in Rasalhagian territory is likely end up dragging us into their war. While the senates hope that assistance now will lead to closer ties and perhaps peaceful integration later, I have my doubts. The Rasalhagian people came this far out to be independent, not to bend the knee.

In other news construction of the Vittoria fleet has been accelerated with the expansion of the Golandrinas Yards, new developments in armour are proving promising, colonisation plans are ongoing and diplomacy efforts to bring small colonies along our border into the fold are going as planned.

Fleet Admiral Wade Vernon Rowe, 4th January 2360.

Code: [Select]
Year: 2350 Value in Millions
Money Available 126,000
Remaining from Last Turn 2062
Available Shipyards

Apollo 0/2
Golandrinas 1
Icar 1

Repairs

Maintanence 50% 32113.5
Prototype Cost 0

Construction Unit Price
Shipyards Golandrinas S1 > S2 20,000 20,000

Stations Tartarus 0 315 0
Warships Vittoria 6 6,528 39,168

Jumpships 10 500 5000
Dropships 25 300 7,500
Fighters 180 5 900
Small Craft 30 10 300
Research Ferro-Aluminum 1 22600 22600

Total Spent 127581.5

Income

Remaining 481

EDIT: Deployment Plan:

Existing Fleet - Two Vittorias to continue patrol of RWR territory, two to join Joint Anti-Piracy taskforce with PoR.

New Builds - First two to be assigned to JAP taskforce, rest to patrol home territory.
« Last Edit: 18 April 2020, 19:15:59 by Smegish »

UnLimiTeD

  • Captain
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  • Posts: 2039
Re: Warship Arms Race - The In Character Stuff
« Reply #26 on: 18 April 2020, 11:34:21 »
Draconis Combine, 2360-2370 (Turn 2)

I've recalculated the last turn in Excel, and I come up with about 300m more leftover than I thought so far. I'll put them into a dropship or something.

The first decade had gone well for the dragon. The new ships had proven their mettle, the Combine grew, as did the Navy's budget. The admiralty was pleased because the coordinator was pleased.
However, all was not good on the frontier, and the Combine would have to react to these new challenges.
The Combines neighbours, likely startled just the same by the size of the Terran Navy, had initiated similar building programs, some even eclipsing the mighty Hegemony in technological progress. The Navy risked being outclassed by its neighbours. Further, the upkeep on the new ships proved to be much higher than anticipated, weighing heavily into the Navy's budget. Despite the nominally increased funding, both due to economic growth thanks to the new Onsen stations facilitating trade, and a greater threat awareness in the political leadership, the money actually available was less than in the decade before.
Also, an increasing amount of ship classes, warranted by an increasing demand for Navy action, risked to spread the investments thin.
To rectify these issues in order, the Navy ordered increased focus to be put on the research and development of new technology. Unlike their spiritual and cultural ancestors, the Draconis Combine would be pushing for new developments - at least, while no more pressing needs would demand attention and funding.
Seeing as their spinward neighbours had recently developed new ship armour, an investment in a similar alloy was to be undertaken - starting with small craft as a more easily manageable testing basis. Little did they know half their neighbours were funding similar development programs.
Similarly, the Research Division decided to take a page of the Hegemony and invest in short ranged missiles - capital weapons provided sufficient offense at longer distances, and until options for additional point defence or Anti-Capitalship Firepower showed themselves, the highest offensive power per weight was to be prioritized. The DCMS was not uninterested.
In the area of ship design, Combine technicians and designers had been secretly working on a new, larger battlecruiser, to complement the line ships of the Navy with an attack option combining speed and armour with larger ballistic armaments than had been used so far. Thus, priority was given to projects promising further advances in the field of ballistics, one way or another.
A research grant in the field of advanced magnetics research seemed most likely to pay of, and the Combine was willing to spend, even knowing that it would likely take at least a decade to work out the kinks in the new system.

To encourage economic growth(which was the public reason), and to facilitate quick fleet redeployment(which was the internal reasoning), a further 20 Onsen stations were to be spread over the systems of the Combine, with a particular focus on connecting the yard systems. 
Neighbouring, neutral worlds are to be offered the deployment of an Onsen for a small usage fee and granting the DCN free passing rights.

Finally, after years of debate, the DCMS got the assault troopship they so dearly wanted - only obviously it was a Naval vessel. The first Shinryaku-sen class was laid down in 2358, and in late 2360, it would leave its slipway, to be followed a year later by her sister ship.
The design specs were mostly unchanged from the compromise plans half a decade earlier, with a few minor modifications owed to friction between the service branches and recalculations:
  • The Infantry Bay is now sufficiently sized to actually hold the projected 50 Platoons of mechanized Infantry.
  • The fighter hangar has been increased to 48 slots. The standard loadout will now be a standard squadron of 36 Navy fighters, and 12 DCMS fighters for ground support.
  • The ship has been adjusted to add 5 first class cabins reserved for high ranking officials or DCMS command staff, to supervise the liberation or subjugation of a world from an armoured vantage point. For these personell, an extra Landing Pod has been added.
The inspection also brought to light a miscalculation of the ammunition storage that luckily hadn't been noticed on previous ships in operation.
The point defense machine guns were, in fact, supposed to be supplied not with 90 bursts, but 90 tons of ammunition.
This also affects the Kutai class, with standard cargo dropping to 7599 tons to accommodate the desired amount of ammunition.

Code: [Select]
Class/Model/Name: Shinryaku-sen
Tech: Inner Sphere
Ship Cost: $6,839,162,000.00
Magazine Cost: $2,400,450.00
BV2: 17,451

Mass: 500,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Standard


Equipment: Mass
Drive: 90,000.00
Thrust
Safe: 3
Maximum: 5
Controls: 1,250.00
K-F Hyperdrive: Compact (12 Integrity) 226,250.00
Jump Sail: (4 Integrity) 55.00
Structural Integrity: 100 50,000.00
Total Heat Sinks: 692 Single 223.00
Fuel & Fuel Pumps: 25000 points 10,200.00
Fire Control Computers: 0.00
Armor: 460 pts Standard 1,000.00
Fore: 70
Fore-Left/Right: 75/75
Aft-Left/Right: 75/75
Aft: 90

Dropship Capacity: 0
Dropshuttle Capacity: 6
Grav Decks:
Small: 2 100.00
Medium: 1 100.00
Large: 0.00
Escape Pods: 301 2,107.00
Life Boats: 110 770.00

Crew And Passengers:
30 Officers in 1st Class Quarters 30.00
115 Crew in 2nd Class Quarters 115.00
29 Gunners and Others in 2nd Class Quarters 29.00
906 Bay Personnel 0.00
5 1st Class Passengers 50.00
1300 2nd Class Passengers 9,100.00
3000 Steerage Passengers 15,000.00

Armament:
8 Naval Laser 45
72 Laser Small
6 Capital Launcher Barracuda
18 Machine Gun (IS)

# Weapons Loc Heat Damage Range Mass
2 Naval Laser 45 FR 140 90 (9-C) Extreme-C 1,800.00
12 Laser Small FR 12 36 (3.6-C) 6.00
2 Naval Laser 45 FL 140 90 (9-C) 1,800.00
12 Laser Small FL 12 36 (3.6-C) 6.00
12 Laser Small RBS 12 36 (3.6-C) 6.00
12 Laser Small LBS 12 36 (3.6-C) 6.00
2 Naval Laser 45 AR 140 90 (9-C) 1,800.00
12 Laser Small AR 12 36 (3.6-C) 6.00
2 Capital Launcher Barracuda AR 20 40 (4-C) 180.00
2 Naval Laser 45 AL 140 90 (9-C) 1,800.00
12 Laser Small AL 12 36 (3.6-C) 6.00
2 Capital Launcher Barracuda AL 20 40 (4-C) 180.00
2 Capital Launcher Barracuda Aft 20 40 (4-C) 180.00
18 Machine Gun (IS) Aft 36 (3.6-C) 9.00

Ammo Rounds Mass
Machine Gun (IS) Ammo 18000 90.00
Capital Launcher Barracuda Ammo 300 9,000.00

Hangars:
3 Dropshuttle Bays:
1 Nose
1 Aft left
1 Aft right

1 Naval Repair, Preassurized (Aft) - 5000t
48 Fighters, with 2 Doors
2x 30 Small Craft, left and right broadside (2 doors each)

50 Platoons of Mechanized Infantry - Squadleaders, Officers, and technicians will be berthed in regular quarters even on short trips
20 Heavy vehicles with drop chutes.

Cargo: 21771 tons
FYI: The design was first described in the last turn, but no hulls were laid down.
Doctrine has not significantly evolved since the class was approved. Shuttle Flight crews will sleep in their ships, while transported forces will find room on the Shinryakusen.
A planetary invasion is to be conducted by one Shinryakusen with light naval support, as well as several army jump ships and troop dropships.
Available supporting jumpships, as well as drafted civilian jump ships, will ensure sufficient supplies once the initial landing has been secured.

It is an honour to be supported by a Warship, and only the most determined will be allowed a place in the first combat drops. Naval high command will not dispatch a Shinryaku-sen to subjugate a minor border world.

New Design: Assault Cruiser, development codename "Linebreaker"
The new, as of yet unnamed, flagship of Combine Shipbuilding superiority, this radical design is a departure from the line combat approach of existing ships, yet meant to work along with them. Tipping the scales at nearly four times the weight and structural durability of the Kutai class corvette, the ship is designed to smash into an enemy formation followed by a wave of mines, reinforced bulkheads and thick armour belts giving the enemy pause as they are forced to recognise the true power of the dragon.
Primarily armed with large calibre autocannons and prototypes of the combines newest in ballistic acceleration, the ship is perfectly equipped to lay into the enemy at figurative knife fighting distance, though some would argue the Combine's destroyers actually carry more firepower.
It is, however, not meant to operate on its own. Such foolishness is left to the Elite of the DCMS, and maybe some decorated veterans of the fighter corps.
Just one assault cruiser would significantly stiffen a line of destroyers, drawing fire or covering a tactical retreat with naval mines and heavy cannons discouraging pursuit.
With it's extreme durability, powerful drives, and weapons discouraging hostile encroachment, the ship does also offer a viable option for a command ship, or a bodyguard for one.
Some quartermasters note that the small cargo fraction and fuel reserve doesn't lend itself to lengthy offensive operations away from a fleet.
The first of it's class, to be named Kato, has officially entered the books for construction, though internal documents note that it will likely not be physically laid down until 2363, as the necessary shipyard hasn't been completed yet.

Early design specification:
Code: [Select]
Linebreaker DCB-1a (Working name)
Mass: 740,000 tons
Ship Cost: $8,032,356,000.00
Magazine Cost: $9,270,000.00

Armor: 996 pts Standard 2,250.00
    Nose: 175
    Fore Sides: 175/175
    Aft Sides: 153/153
    Aft: 165

Equipment: Mass
Drive: 177,600.00
Thrust
Safe: 4
Maximum: 6
Controls: 1,850.00
K-F Hyperdrive: Compact (16 Integrity) 334,850.00
Jump Sail: (5 Integrity) 67.00
Structural Integrity: 155 114,700.00

Total Heat Sinks: 1558 Single 918.00
Fuel & Fuel Pumps: 18750 points 7,650.00
Fire Control Computers: 0.00


Dropship Capacity: 1 1,000.00
Grav Decks: 2
3/4 Cho: 1 50.00
1 Cho: 1 100.00

Escape Pods: 10 70.00
Life Boats: 45 315.00

Crew And Passengers:
41 Officers in 1st Class Quarters 41.00
152 Crew in 2nd Class Quarters 152.00
44 Gunners and Others in 2nd Class Quarters 44.00
240 Bay Personnel 0.00
0 1st Class Passengers 0.00
50 Marine Quarters 350.00
5 2nd Class Passengers 35.00
0 Steerage Passengers 0.00

Armament:
12 Naval AC 10
96 Laser Small
12 Laser Large
10 Naval Laser 45
2 Naval Gauss Rifle Heavy
2 Naval AC 40

# Weapons Loc Heat Damage Range Mass
2 Naval AC 10 Nose 60 200 (20-C) Long-C 4,000.00
12 Laser Small Nose 12 36 (3.6-C) 6.00
3 Laser Large Nose 24 24 (2.4-C) 15.00
2 Naval Laser 45 Nose 140 90 (9-C) 1,800.00
1 Naval Gauss Rifle Heavy FR 18 300 (30-C) 7,000.00
2 Naval AC 10 FR 60 200 (20-C) 4,000.00
12 Laser Small FR 12 36 (3.6-C) 6.00
1 Naval AC 40 FR 135 400 (40-C) 4,500.00
1 Naval Gauss Rifle Heavy FL 18 300 (30-C) 7,000.00
2 Naval AC 10 FL 60 200 (20-C) 4,000.00
12 Laser Small FL 12 36 (3.6-C) 6.00
1 Naval AC 40 FL 135 400 (40-C) 4,500.00
2 Naval AC 10 RBS 60 200 (20-C) 4,000.00
12 Laser Small RBS 12 36 (3.6-C) 6.00
3 Laser Large RBS 24 24 (2.4-C) 15.00
2 Naval Laser 45 RBS 140 90 (9-C) 1,800.00
2 Naval AC 10 LBS 60 200 (20-C) 4,000.00
12 Laser Small LBS 12 36 (3.6-C) 6.00
3 Laser Large LBS 24 24 (2.4-C) 15.00
2 Naval Laser 45 LBS 140 90 (9-C) 1,800.00
2 Naval Laser 45 AR 140 90 (9-C) 1,800.00
12 Laser Small AR 12 36 (3.6-C) 6.00
2 Naval Laser 45 AL 140 90 (9-C) 1,800.00
12 Laser Small AL 12 36 (3.6-C) 6.00
12 Laser Small Aft 12 36 (3.6-C) 6.00
2 Naval AC 10 Aft 60 200 (20-C) 4,000.00
3 Laser Large Aft 24 24 (2.4-C) 15.00

Ammo Rounds Mass
Naval AC 10 Ammo 300 60.00
Naval AC 40 Ammo 30 36.00
Naval Gauss Rifle Heavy Ammo 60 30.00
Space Mine Ammo 60 30.00

Equipment Mass
Space Mine Dispenser 10.00 (Aft)
Space Mine Dispenser 10.00 (AL)
Space Mine Dispenser 10.00 (AR)

Carrying Capacity
Dropship - 1
Small Craft (4 doors) - 48 units RBS/LBS
Cargo - 32,064 tons
   


Originally, the ship was supposed to mount larger Naval Lasers to allow for longer ranged fire, but to ease parts commonality, it was decided to use existing NL/45 dual turrerts, as had already been mounted on the Kutai and Fubuki classes. Unwittingly, a standard had already been set with the Combine's first foray into Warships.

DCN Shipbuilding program

To facilitate the expansion of production, and the spread of skills necessary for future expansion, it was deemed necessary that every yard system would be tasked with at least one warship construction. This created a bit of a challenge, as most of the new shipyards were only sized for corvettes, and the admiralty deemed it had a sufficient quantity of those for now.
A compromise was reached - by mothballing a few of the existing ships, with a skeleton reserve crew, and transferring the remainder to new hulls as part of regular rotation, new hulls could be laid down, granting the systems the prestige they were hoping for and the press a look at the impressive combine Navy building programs, all while keeping maintenance manageable.
As a result of this consensus, contrived as everyone was aware it was, two Kutai class corvettes were mothballed, and four more laid down.
In the future, these ships could be reactivated in an emergency, but given the still ongoing buildup, no funding was reserved for such a case in the upcoming fiscal spending period.
The Navy was quite more enthusiastic to continue its destroyer series, laying down another 2, to bring the total up to 8, hopefully by 67 at the latest. A third ship in New Samarkand was cancelled in favour of upgrading the shipyard and laying down the new would-be flagship of a fleet (to not risk losing face in case of technical failures, the design will stay secret until its shake-down cruise, and assigned a crew of lower profile until proper evaluation has been done).
It was deemed prudent that at least 1 Kutai would accompany a destroyer squadron to serve as both its eyes and improved point defense.

The Admiralty also ordered a significant amount of additional smaller craft, lest the Navy be spread thin trying to protect the common people from pirates.
Code: [Select]
Budget:            325   b
Starting Money:    6.843 b (7.147 b?)


Research: 
Ferro-Aluminium : 42.5 b
SRM :         42.5 b
N-Gauss :         42.5 b

Maintenance:
10 Kutai: 24.12 b
6 Fubuki: 19.173 b
2 Kutai (moth): 0.4824 b
45 Onsen: 10.35 b
26  Jumpships: 6.5 b
68  Dropships: 10.2 b
1770 Fighters: 4.425 b
296   SC   1.48 b

total maint.: 76.73 b



Shipyards:         
New Samarkand:       0/3 -> 0/2/1  30 b
Luthien:             0/2 -> 1/2     5 b
Stations:
Onsen :              +20     9.2 b

Warships:
Shinryakusen +2    13.678 b
prototype: 1.71 b
Kutai +4    19.296 b
Fubuki +2    12.782 b
Kato (Linebreaker) +1    8.032 b
prototype: 2.008 b

Repairs:                      1.5 b

Small Ships:
Jumpships +9 4.5 b
Dropships +32 9.6 b
Fighters +930 4.65 b
SC +184 1.84 b

Total Spent: 324.3774 b

1b has been reserved for repairs and compensation for civilians helping in campaigns against piracy.

Remaining: 3.12 b



Naval Doctrine:
It is the duty, and highest honour, of all Combine Citizens to serve the dragon. Every effort is to be subsumed in the progress and growth of this great nation.
As such, it is seen as the duty of every ship captain to follow when the Navy demands their assistance, for without the protection of the Navy, they would be nothing.
The admiralty is not daft, however; Deplorable as it may be, Loyalty can waver when one has to decide between state and family, for it is the families that, ultimately, form the state.
Thus, the Combine offers substantian rewards of up to 50m to any ship captain who directly helped with thwarting attack on the combines worlds or track down and destroy pirates (up to 5% of ship value for indirect assistance, 10% for attack missions in support of the navy, or transporting navy personell or dropships in offensive missions).
In case citizens of the combine pay the ultimate price in service of the dragon, they can rest easy knowing that their families will be similarly cared for, and their children, should they choose to, will be granted free education at a combine military college.
Further, Ship captains agreeing to help the Combine War- and Anti-Piracy efforts will be granted the great honour of carrying armament, both shipboard weapons and personal defence, increasing their prospects in the face of pirate and bandit attacks.
Civilian ship captains losing their property in a Naval engagement will be offered positions in the Navy, having already proven their determination and skill, as well as a waving of debts and taxes to the state of 50% of their ships value. Further, the Navy will compensate for repair costs incurred during impressed service, as long as the damage was suffered following orders.
Navy officers who have been found wanting may try to redeem themselves serving as liaison officers on impressed vessels, to better direct the Coordinators subjects in serving his designs.
(laying it on a bit thick here, aren't I?)
Edit: Typos
« Last Edit: 21 April 2020, 05:14:20 by UnLimiTeD »
Savannah Masters are the Pringles of Battletech.
Ooo! OOOOOOO! That was a bad one!...and I liked it.

Tyler Jorgensson

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Re: Warship Arms Race - The In Character Stuff
« Reply #27 on: 20 April 2020, 21:44:13 »
Principality of Rasalhague


Warrior's Hall
Reykjavik
Rasalhague
Principality of Rasalhague, 2361


"So the plans have been laid down, and all your orders are clear." Admiral Tyler Jorgensson is briefing the various Captains and officers of the fleet. Much has changed in the past decade after the corruption of the previous government and the mass exodus of the cronies and criminals purged from the Navy. "Here is it again for those of you that haven't read the mission briefings provided by your aides."

"First we've contacted the Terran Hegemony and they agreed to sell us two of their Lola I-class Cruisers and two of their Bonaventure-class Corvettes. At the same time the Lyran Commonwealth was busy downsizing their Typhoon Heavy Fighter fleet and we have managed to acquire nearly three full wings of them. Our first Hund-class Frigate is online, the PoRS Hund , and more shall be arriving. Our budget says we can get a grand total of four. Counting the loss of the 'Rav' we will be at a total of ten Capital vessels in our fleet. We've ordered some replacement ships as well to fill up the hangars again and we've bought another two JumpShips. I've taken the ten JumpShips produced within the last decade and attached them to our Navy."

"But Sir.." one Captain begins before the look silences him. The Admiral has no time for this, his prematurely greying and thinning hair showing just some of the stress.

"We've divided the fleet into several elements. Alpha Squadron will be all four of our Hund's, the two Lola's, and the two Bonaventure's. Each ship in the squadron will carry the best capable ships in the fleet maintenance wise. I know, I know, the budget for that department had to be slashed nearly eight billion... but that's what the war has done to us. The three Dropships on the Hund's will carry our own Hok-class Fighters, and the Hund's will carry the new Typhoons. The Lola's and Bonaventure's will carry Typhoon's and Falk's respectively. In addition I've attached three of our Jumpships to the squadron loaded up with nine more Strale's and therefore thirty-six more Typhoons. Alpha Squadron will be based here at Rasalhague with more of the fleet capable of jumping within the hour. It will stress some of our crews, but I've arranged for additional personnel to begin training as ready crews. Not a major amount because of the budget mind you but it will help in the long run."

"Beta Squadron will be the remaining pair of Corvettes. Loaded with twenty-four Falk-class Fighters they will begin a patrol route that spreads from Christiania to Thule stopping at each planet for several weeks and moving on to the next. The planets will supply them with provisions but in essence they will be our reserve force."

"The planets of Vipaava, Trondheim, and Radlje will each receive a pair of Jumpships, six Strale's loaded with a three-to-one mixture of our remaining Hok's and Falk's. Each Jumpship will wait at the jump points in the system, resupplied by DropShip while the fighters will be based planet side. Squadrons are designated as Air Groups Viper, Adder, and Cobra respectively. Finally our remaining Dropships, Jumpship, and fighters will be split evenly at our shipyards and those will be the worst birds in our fleet, our hangar queens, our albatrosses depending on your view of albatrosses." A couple of chuckles as the ancient bird was viewed as both a curse and a blessing, depending on who you asked.

"Our plan is simple ladies and gentlemen: the Draconis Combine and the Principality of Rasalhague are at war and we need to strike hard at the enemy. The various Air Groups are stationed as tripwire forces: as soon as a Combine fleet jumps in, they jump out to Rasalhague to alert us. I've ordered the crews to jump with all possible haste, but if they are unable to jump I've ordered them to surrender."

A couple gasps from the lower ranked officers are stifled. Any officer knows that Jumpships are quite valuable and despite the former Captain of the 'Rav's' action at Jezerkso should be avoided for hostilities. In war it was bound to happen, but better to preserve the valuable ship.

"As a follow up order, ALL naval commanders are to attempt to keep any enemy Jumpships intact for marine actions at a later time. I know in reality this may not be a practical order, but at least give them a warning shot before you blow them out of the water." More half-hearted laughs. "As I was saying, when our Jumpships arrive at Rasalhague Alpha Squadron is to jump to the targeted planet at best possible speed. We will engage the Combine fleet with hopefully superior firepower and the element of surprise before they are able to respond. Our Cruisers will engage their larger ships, our Hund's fighting in pairs to maximize the kill percentages, and the Bonaventures picking off ships in between. Our Heavy fighter squadrons will assist on assault; fighters being the primary Warships secondary, and our Dropships and lighter squadrons will backfill as defensive squadrons."

"Now this has been raised by the Elected-Prince but what happens if multiple planets are attacked at once. Well unfortunately I have no good answer for that other than 'first come, first served'. If we have intel before the Jumpships run we will utilize that the best we can, striking the largest targets first. If one Corvette pops up in Vipaava and two Destroyers in Trondheim we are going to Trondheim. Our objective this round is to give the Combine a broken nose with a sucker-punch: I want them to know we will fight back and I want them to know it will cost them. I'll be personally commanding Alpha Squadron from the [i'"Hund'[/i] and not one of the Cruiser's when they arrive."

"Finally, I've been informed by the Elected Prince of two developments. First they've been working on some of these new BattleMech designs we've heard so much about and soon Army units will be reinforced by these. I've been told to get some proposals for carriers for the Army but I told the Prince that wouldn't be for a while as all of our actions were defensive in nature and the plan to retake Jezersko was on a back burner until I coordinated with General Alfredsson."

"And secondly, we've sent out negotiations to the Rim Worlds Republic and they've been favorable. They've promised two of their fleet to help us against these 'pirates'. We've leased them space at our yards for maintenance if they need it but they will be attached to Alpha Squadron as 'advisors' and 'support' elements, under their own command. Not happy about that last part but hopefully they'll help us when it comes battle time."

"Now.. I've spoken long enough: any questions?"
 

Code: [Select]
Hund-class Frigate

Mass: 250,000 tons
Technology Base: Inner Sphere
Introduced: 2500
Mass: 250,000
Battle Value: 46,396
Tech Rating/Availability: E/E-X-E-F
Cost: 7,059,972,000 C-bills

Fuel: 5,000 tons (12,500)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 4
KF Drive Integrity: 7
Heat Sinks: 1,200
Structural Integrity: 90

Armor (234 points)
    Nose: 47
    Fore Sides: 40/40
    Aft Sides: 40/40
    Aft: 27

Cargo
    Bay 1:  Fighter (12)            4 Doors   
    Bay 2:  Cargo (9551.0 tons)     1 Door   

Ammunition:
    120 rounds of Killer Whale ammunition (100 tons),
    60 rounds of NAC/30 ammunition (0.8 tons)

Dropship Capacity: 3
Grav Decks: 1 (120 m)
Escape Pods: 6
Life Boats: 4

Crew:  20 officers, 75 enlisted/non-rated, 24 gunners, 24 bay personnel, 48 marines

Notes: Mounts 450 tons of standard aerospace armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class     
 
Nose (470 Heat)
2 Naval Autocannon (NAC/30)                200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (60 shots)
2 Naval PPC (Medium)                       270  18(180) 18(180) 18(180) 18(180)  Capital PPC

FRS/FLS (280 Heat)
4 Naval Laser 45                           280  18(180) 18(180) 18(180) 18(180)  Capital Laser

RBS/LBS (40 Heat)
2 Capital Missile Launcher (Killer Whale)  40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Killer Whale Ammo (60 shots)

ARS/ALS (280 Heat)
4 Naval Laser 45                           280  18(180) 18(180) 18(180) 18(180)  Capital Laser

The Hund-class Frigate is of a Corvette size  but armed with solely capital class weapons. It is designed to be operated in packs of four (or two if absolutely necessary), using its long range weapons to engage targets from as far as possible before moving in for the kill with it's massive NAC/30's. A full squadron of fighters and three Dropships give it many options for support. Generally heavier fighters are carried with one or two carriers and a supply ship. While it does carry a full platoon of Marines they are mostly used for anti-boarding actions, or as additional support on one of the assault ships. A slightly smaller cargo area for its size, a lack of anti-fighter or anti-missile defenses, and a lack of aft based weaponry are its main concerns: concerns that seem to be already addressed as a Block II variant seems to be under design.


(Please ignore the formatting below: something went wrong and I can't seem to fix it currently. Working on it though: sorry in advance.)

Code: [Select]
Principality of Rasalhague , Turn Beginning 2360 Value/Cost

Funds:                 $ -3.106 Million
Revenue:         $ 75.000 Million
Shipyards: Rasalhague:      1
                                New Oslo:         1

Warships:  2x Rav-class Corvettes
Jumpships:  6x
Space Stations: 0
Dropships:  59x Strale-class
Small Craft 0
Fighters: 60x Hok-class Medium Fighter
                                146x Falk-class Light Fighter        
Assets:

Expenses Number Cost

[i]*Maintenance See Fluff*[/i]
Maintenance:             Jumpships $ 1.200 Million  / 1.500 Million
Maintenance:             Rav-class Corvettes $ 6.000 Million  / 7.016 Million
Maintenance:             Dropships         $ 5.000 Million / 8.850 Million
Maintenance:             Fighters $ 560 Million   / 560 Million
   
R&D: Mechs         $17.500 Million

Prototype: Hund-class Frigate                              $1.765 Million

Production:  Hund-class Friagte 4x         $ 28.240 Million
Production:  Hok-class Medium Fighter 4x         $ 20 Million
 
Purchase:                  Lola I-class Cruiser              2x           $ 6.654 Million (Terran Hegemony)
Purchase:                  Bonaventure-class Corvette  2x           $ 5.036 Million (Terran Hegemony)
Purchase:                  Typhoon-class Heavy Fighters  96x       $ 480 Million (Lyran Commonwealth)


Jumpship Production:   4x $ 2.000 Million

Total: $ 74.455 Million


Principality of Rasalhague, Turn Ending 2370 Value/Cost
Funds:      $ 545 Million

Shipyards: Rasalhague                            1
                                New Oslo                               1

Warships:  Rav-class Corvette     2x
                        Hund-class Frigate                 4x
                                Lola I-class Cruiser                2x
                                Bonaventure-class Corvette    2x

Jumpships:  Invader-class                     10x             

Dropships:  Strale-class Light Dropship     59x

Fighters: Falk-class Light Fighter           146x
                                Hok-class Medium Fighter       64x
                                Tyhoon-class Heavy Fighter     96x



List of Ship Names
Rav-class Corvettes
PoRS Rav (Fox Swedish) - Lead ship of class - destroyed at Jezersko 2359
PoRS Kråka (Crow Swedish)
PoRS Korp (Raven - Swedish)

Hund-class Frigates
PoRS Hund (Hound Swedish) - Lead ship of class
PoRS Mäyräkoira (Daschhound Finnish)
PoRS Sækari (Retreiver Icelandic)
PoRS Varg (Wolf Swedish)

Lola I-class Cruisers
PoRS Mjölnir
PoRS Myrskyn Katkaisija (Storm Breaker Finnish)

Bonaventure-class Corvette
PoRS Köttur (Cat Icelandic)
PoRS Blettatígur (Cheetah Icelandic)
« Last Edit: 22 April 2020, 17:53:54 by Tyler Jorgensson »

VensersRevenge

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  • Is this the real life...
Re: Warship Arms Race - The In Character Stuff
« Reply #28 on: 22 April 2020, 16:24:19 »
Free Worlds League, 2360

History:
In 2360 things seemed to be going well for the FWLN. The Talwar was a boondoggle, but a relatively cheap one as far as Warships go, and it would hopefully be reasonably useful on the Capellan border. Anti-piracy remained a problem, and Captain Admiral Michaels began training his combat ships in anti-pirate operations. More Jumpships entered the fleet throughout the decade, and when not being used to support combat operations, they were seconded to the Merchant Marine to help assist the League%u2019s economy. The Terran Hegemony remained an extreme threat to Michaels and his staff, but their selling of ships made Michaels hope that they would not be assaulting the League in the near future. To ensure this remained the case Michaels recommended that the Captain General maintain diplomatic efforts with the Hegemony. At the very least it would lessen the chances of war, and trade deals could benefit the economy. The Periphery front also seemed stable. While the news that the Terrans had sold warships to the Illyrian Palatinate was concerning, it seemed that the Marian Hegemony and Illyrian Palatinate would distract each other while colonization continued. This left the Capellan Confederation and Lyran Commonwealth. The newly united Capellan Confederation could become a threat, but it seemed likely they would be more worried about the Federated Suns than the Free Worlds League. The two Talwar%u2019s would be enough new forces on their border. The Lyran Commonwealth, on the other hand, had a relatively clear border as the Draconis Combine and Principality of Rasalhague fought. All four new Marik%u2019s would be deployed on the Commonwealth border to prevent adventurism by the Lyrans. Meanwhile, technological advances continued. New medium AC%u2019s would allow the FWL tanks to fight more effectively, and would give fighters a heavy weapon. Improved Warship armour, while not used on the Talwar due to being prototyped too late, would be valuable on the next generation of Warships. And the Jardine yards continued apace...


Talwar Class Corvette:
Politics is often the enemy of competent warmaking, and the Talwar is a key example of this fact. Designed by a cousin of the Selaj family of Regulus, the Talwar was a political compromise to ensure Regulan support for the Marik Destroyers. In theory it was supposed to be a flexible deep raider that would ambush Jumpships and Dropships behind enemy lines, but the inexperienced designers made choices that would limit the Talwar%u2019s usefulness. Equipped with almost a year's worth of fuel, the Talwar carries only a limited amount of cargo and has no missile defense systems. Additionally, it%u2019s weapons are all nose mounted, making it easy to attack from the sides or behind, and the crew quarters are uncomfortable with no grav decks for exercise. Forced to buy two Talwar%u2019s, the Talwar and it%u2019s sister ship the Tegha, the FWLN had to make the best of the ship. Deployed on the Capellan border, it was hoped the compact size of the Confederation would enable the Talwar to return to resupply while still being capable of moving behind enemy lines.
Code: [Select]
[i]Talwar[/i] Class Corvette
Mass: 100 000 tons
Movement: 5/8
Heat Sinks: 450
Fuel Points: 0/68660 (6866.0 tons)
Tons Per Burn Day: 19.75 
Structural Integrity: 80
Sail Integrity: 3
KF Drive Integrity: 4
Armor: 176 (Capital Scale)
Armor
Nose
40
Left Front Side
31
Right Front Side
31
Aft
22
Aft Left Side
26
Aft Right Side
26
Weapons
Loc
Heat
Capital PPC Bay
NOS
450
2 Naval PPC (Heavy)
Carrying Capacity Cargo Space (1 door) - 2,500 tons 
Crew
Officers
14
Enlisted/Non-rated
51
Gunners
2
Bay Personnel
0
Life Boats 12
Escape Pods 12
0 Grav Decks
Cost: 3 904 million


Turn:
Code: [Select]
Year: 2360      Value in Millions
Money Available 309,000
Remaining from Last Turn
Available Shipyards

Atreus                   0/2
Irian       0/2
Loyalty       0/2
Regulus                 1
Jardine (secret)      1
Repairs 0

Maintenance 50% 98,616
Prototype Cost Talwar Corvette 976

Construction Unit Price
Shipyards
        Jardine              S1>S2            20,000
Warships Marik 4         39,752
Talwar 2                    7,808
Jumpships 50 500 25,000
Dropships 75 300 27,500
Fighters         1008     5   5,040
Research AC/10                                     40,900
Imp Ferro-Alum                         40,900
Total Spent    306,492

Income Remaining 2,508

Free Worlds League Navy:
Marik Destroyers:
FWLS Marik - Stewart System
FWLS Atreus - Periphery border
FWLS Oriente - Stewart System
FWLS Regulus - Capellan Border
FWLS Irian - Stewart System
FWLS Loyalty - Periphery border
FWLS New Delos - Stewart System
FWLS Stewart - Stewart System
FWLS Kanata - Capellan Border
FWLS Tiber - Stewart System
FWLS Gibson - Capellan Border
FWLS Tamarind - Periphery border
FWLS Clipperton - Lyran Border
FWLS Thermopolis - Lyran Border
FWLS Kalidasa - Lyran Border
FWLS Solaris - Lyran Border
Talwar Corvettes:
FWLS Talwar - Capellan border
FWLS Tegha - Capellan Border
« Last Edit: 22 April 2020, 17:42:53 by VensersRevenge »
...Is this just fantasy?
Warship Arms Race III
https://bg.battletech.com/forums/index.php?topic=84031.0

marcussmythe

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Re: Warship Arms Race - The In Character Stuff
« Reply #29 on: 24 April 2020, 15:34:38 »
Illyrian Palatinate Turn 2 2360-2370

Illyrian Palatinate
5 Jan. 2360
Joint Chiefs of Staff
Attendees : Msl. Rolofson-Army , Air Msl. Knudson-Aerospace Force , CNO & Flt.Adm Karlson
Observers : Administrator Thorson and Director of Defense Erickson

Karlson :Hurmph and snort... Well lets get this Dog and Pony Show started . Some very grave charges have been levied against me
about my management of the Naval budget ;
1-Why does the Navy have a budget surplus
2-Why do Naval Bases look so functional

To charge the !st charge...Why not, if i'm saving that money to procure real Warships , and not keep these nearly 200 year old toys i was saddled with by the former CNO.

To the 2nd charge...My naval Bases are fully functional military facilities , not glorified country clubs and golf courses .

To my detractors i say , look to your own services . Look at the waste and excess i see there . My Service doesn't  need gold plated toilet seats , when perfectly good ABS seats work just fine at 1/10 the cost

To Msl. Rolofson...my shipboard marines could take and keep any of your Bases , due to lack of proper equipment and next to 0 training of your troops .

To AirMsl. Knutson...shame on you , your Aerospace forces should be at least on par with my Naval Air Forces . Yet my NavSpecOps have found only about 1/4 the number of asf that i have , so where are they , or is this more of the IS golf Club mentality .

So in retrospect, stop trying to Blow Hot Air Up My Minus-X , because of your own mismanagement of your services budgets .

The Navy must hold the Orbitals against all comers , because both of your services together would be little more than a speed bump and inconvenience for any half ways competent raider or conqueror................................

================================================================

Excerpt Graduation Address
Dec 20 2365 2nd Combined Class
Bodo Naval Institute
Illyria, Illyrian Palatinate
Speaker : CNO & Flt Adm IPN Karlson


Gentlemen and Ladies
It with great pleasure and pride i greet you , newly minted officers , returning senior enlisted and newly graduated enlisted  . We have a unique training syllabus here in that officers and enlisted are trained together at the same facility . In space you either work together or you end up dead very fast . The deep black plays no favorites .
To my newly minted ensigns , congratulations you passed your snotties cruise with flying colors , showing yourselves to have what it takes to be spacers and officers .
To my returning senior enlisted...my chiefs, thank you for your service to our nation and returning here to enhance your knowledge and skills . you are just as needed anyone else here .
To my newly graduated enlisted of this institute , you have spent nearly six months of one the most grueling basic training courses of any service in the IS or Periphery to get you ready for what was to come . You then were sent to A School for your rating of choice for two to three years . then you were sent TAD for one year to a ground or space based station or ship to hone what you learned in those schools . Congratulations , you passed your finals , or you would not be here . Many passed with such high scores that your term of service , you will start off as jr Petty Officers .

Many will ask why this institute is so hard. It's hard so more of you will survive your 1st 5 years . You can do everything just as professionally and follow the regs to the letter , but some will not be with us next year . As i have already said , space , the deep black has a very cold heart and is an out right bitch . We are in her domain , not her ours .
In the near future a new rank will be opened up known as a Warrant Officer for those senior enlisted who for whatever reason don't to take a full commission . They will fulfill a mid ground area between officers and senior enlisted , and in a lot of cases they will fulfill the role of department heads in very specific tech areas.............................................

Code: [Select]
Illyrian Palatinate
Budget 2360>2370
Money Available                                                 34,000,000Bil
Remaining from Last Turn                                        993,000Mil
Total                                                           34,993,000Bil

Available Shipyards
Illyria                       1lvl1
Trondheimal                   0lvl>1lvl1                        10,000,000Bil
Total Remaining                                                 24,993,000Bil

Maintence
SS Haven                      x4                                568,000Mil
WS Vigilante                  x4                                8,094,000Bil
JS                            x10                               2,500,000Bil
DS                            x20                               3,000,000Bil
ASF                           x720                              1,800,000Bil
SmlCft                        x120                              600,000Mil

Total                                                           16,562,000Bil

Income Remaining                                                8,431,000Bil

Below is notes and fluff on the Palatinate Jumpship Fleet, per Hairbear.  As they were purchased and assigned as standard generic jumpships, they will serve that function in-game, but desired fluff is preserved.
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Jumpship Backgroundw

Editors Note...Rasalhague Refugee Fleet listed as JS above are as follows ;
1 Aquilla MkI                                       100,000tn
2 Aquilla MkIC                                      140,000tn
2 Aquilla MkIG                                      180,000tn
1 Aquilla MkIIA                                     210,000tn
1 Aquilla MkIIB                                     220,000tn
2 Aquilla MkIID                                     240,000tn
1 Aquilla MkIIE                                     250,000tn
these vessels brought the refugees to what would become the Illyrian Palatinate
are now Fleet Auxillary Vessels , all are primative kf drive equipped with limited jumprange.
most were produced in the mid to late 21st century by terran alliance or later terran hegemony
firms or by the single rasalhaguen yard capable of producing under license before being subsumed
by the Draconis Combine . the only way to find out where they were produced is to study the
commissioning placs to the right side of the bridge enterance on each vessel .
« Last Edit: 25 April 2020, 10:54:20 by marcussmythe »