Author Topic: Warship Arms Race - The In Character Stuff  (Read 22517 times)

Tyler Jorgensson

  • Captain
  • *
  • Posts: 2877
Re: Warship Arms Race - The In Character Stuff
« Reply #60 on: 19 May 2020, 20:11:06 »
Principality of Rasalhague


Rasalhague
Principality of Rasalhague, 2382


"Admiral Hjelmstad you must be delusional! This is by far the most harebrained scheme I have ever heard of." The Elected Prince is practically screaming at this newest Fleet Admiral. The man is quite young, his fiery red hair and bear plaited up like a Viking of ancient Terra. His gray uniform has a few combat medals, most notably that of the Third Battle of Jezersko. Harold Hjelmstead had commanded the PoRS Varg and had rallied the fleet after Admiral Jorgensson's demise. Since then he had worked hard to organize the POR ships , drilling them consistently in chain of command loss and how to survive it. He had also instituted a number of recruiting programs across PoR space bringing in many new recruits to academies, training programs, and engineering firms. Despite all that, his latest plan had him being screamed at by nearly the entire High Command, including the Elected Prince himself.

"You want to not only waste the rest of your budget for this quarter on not upgrading our shipyards and technological base, but you want an additional six billion to spend on this insane stunt? One that we might lose the entirety of for some half-assed plan to fight the largest and most powerful of the five non-hegemony powers? Explain why I shouldn't have you fired right now?!"

The young Admiral takes a second and pulls out his datapad.

"First sir, Vice Admiral Knudtson had a solid plan ... before we've received intelligence on the latest DCA fleet maneuvers. Studying the last decade worth of movements, including their counter-attack of Jezersko, we've determined a relatively known weakness. While we are their smallest neighbor, they must concentrate on their war as heavily as if we were the Lyrans or Fed Rats themselves. Nearly a third of their fleet is on our border at all times, and their reinforcements and most likely to continue this trend, even if their would be a naval reserve at their Capital of New Samarkand."

"My plan, while dangerous in the short term, plans to strike a blow against our enemy that will force them to re-evaluate their commitment to this war. We've locked into our trade and alliance deals with the Rim Worlds, and despite my personal opinions on the idea of an alliance with them, our strategists believe that they truly intend to continue supporting us. By licensing the Aspida defensive platforms from them we have a slight defensive buff to our forward systems and our shipyards for minimal cost. Our fleet is sufficient enough for defensive purposes and is not really built as an offensive measure."

He forestalls the Prince's argument, "Yes sir, I realize Jezersko was an offensive engagement, but it was practically within our own borders. My plan is a much larger offensive raid." He brings up a couple of documents on his datapad.

"With new recruitment numbers and a seasoned crew of veterans e will have enough to crew this new fleet. Declarations of Intent sent to the Hegemony and the Commonwealth should more than suffice to move the fleet towards our territory, and of course a solid promise to defend against pirates or 'adjacent hostile powers' is always a bonus."

"But you want to give, GIVE, away a Jumpship to the Capellans! One of only a dozen in our fleet to a power that builds them by the hundreds!', screams the Prince again.

"Yes sir! We need to convince the Capellans that we need the ships more than the Taurians, or the Combine herself. By offering a free ship to the Capellans to transfer their crews home it is an extra incentive to sell to us. And we will obviously ask for it back after their prize crew returns home."

"-SIX BILLION! We're already stretched to the breaking point. How in the nine realms of hell do you expect us to pay for that!"

"Sir frankly I don't care. Cancel a dinner party of the government, sell a tank regiment or three, don't build a couple dozen mechs. Tighten a couple belts: we need this fleet. I want to strike this blow DEEP into Combine territory and wipe out their capacity to wage war against us. I want to destroy their fleet so we wont have to fight them again. I want the surrounding nations to wake up and take notice that we cannot be ignored. The other nations can and WILL take advantage of the Combines losses buying us time and breathing room. Most of all, the Combine will reconsider this war."

The Elected Prince for once is quite silent. The arguments, while valid, still are a hard pill to swallow. Admiral Jorgensson had done an excellent job on defending the Principality for many years. Even with a larger budget the Principality was at a breaking point. This madness.... might be just what they needed to buy more time. Nearly forty years of skirmishing.... no this had become a war long ago. Thousands had died on both sides, worlds had changed hands, and countless billions in damage....

"Alright..." the Prince says silently.

"Sir-?"

"I said alright. We will go for this plan. We'll find the money somewhere. I warn you if it fails though its your head that will roll. Now get out of my office and begin your work. I've got to send a message to Archon Marsden about 'future exercises'...."

"Yes Sir!" the young Admiral smiles as he salutes and leaves the room.





Fleet Doctrine
The Fleet will be broken up into three Squadrons: Alpha, Beta, and Delta. Alpha and Beta will mirror each other with the Hund II's split, with a Vittoria escorting it and two Invader-class Jumpships. One Jumpship will function as a carrier, carrying fighters and  ground troops if necessary, while the other will be a cargo carrier.
Alpha will be based from Rasalhague, patrolling the 'middle line' of PoR territory along with allied RWR fleets. Beta will be patrolling the front line (Last Frontier, Radlje, Vipaava, and Trondheim), based at Jezersko.

Delta will consist of both Lola I's, and the new acquisitions. After it's arrival in PoR space it will be based at Jezersko until it's deployment. Four Invader-class Jumpships will escort it, complete with mostly cargo carrying vessels. Admiral Hjelmstad's command will be based from the new Yang Wei-class Heavy Cruiser "Jörmungandr". Two Binzhou-class Destroyers will be responsible for general defense of the Jumpships and maintain a rear line presence.

Twelve of the new Aspida-class Defensive stations will be deployed to Rasalhague, ten to Jezersko, eight to New Oslo: five each to Trondheim, Vipaava, Last Frontier, and Radlje; and two each to Thule, Pinnacle, Christiania, Dawn, and Susquehanna. Two Jumpships will be responsible for the seeding of the stations starting from the front (at least one will carry fighters for support and will be responsible for jumping to warn the fleet after deploying its craft). Once this task is complete they are ordered to deploy relief crews and supplies to the Squadrons from Naval Reserve personnel.

Any and ALL Jumpships are to avoid combat at all cost, jumping to obtain reinforcements. Any pilots are tasked with covering this retreat and are then ordered to head to ground if possible.

The fighter and Drop Ship assignments of the fleet will be the same as Admiral Jorgensson had laid down nearly two decades ago. Drop Ships and medium craft to remain close to the fleet, light squadrons to scout, and heavies for assault support. In addition the small craft will be appropriately tasked for boarding actions if possible but otherwise close in support actions. Our fighter squadrons still outnumber the enemies as of last known intelligence briefings so typical fleet engagements should see our fighters triumph over the enemies.

Priority targets are once again troopships and their line cruisers. However local commanders are given broad latitude in how to target their fleets guns, semi-reversing Admiral Jorgensson's policy of 'It must die or else!'. Commanders are also give latitude to determine if ships can be captured, crippled, or destroyed. If ceasefires are negotiated we will 'NOT' fire first: we will maintain all level of civility if possible. Be wary of traps from the Combine for they are crafty. Orbital bombardment on enemy forces is forbidden while in PoR space.

Finally, the Third Battle of Jezersko taught us much about fleet combat. In light of the Flagship of a given squadrons destruction the chain of command will pass to the senior Captain among the remaining members. Commanders are to drill rapid changes of command with their crews to enforce this. Our fleet will also maintain formation in system on patrol routes together, not independently split off from each other. They are patrolling, being repaired/upgraded/ or holding at Jump Points together. They are not to maintain positions near the gravity well of the planets if at all possible: they should always be in motion.





Code: [Select]
Principality of Rasalhague, Turn Beginning 2380 Value/Cost (Millions)

Funds: + 782
Revenue: 91.000
     
Shipyards:
- Rasalhague:      1
- New Oslo:         1

Warships: 
- 2x Lola I-class Cruisers
- 2x Bonaventure-class Corvettes
- 5x Hund-class Frigates Mark II
- 1X Vittoria-class Destroyer

Jumpships:
- 11x Invader-class

Space Stations: 0

Dropships:
- 36x Light Dropships

Small Craft:
- 92x Small Craft

Fighters:
- 394x Fighters (Mix of classes)
       


Expenses                                        Value/Cost (Millions)
Maintenance:
- Lola I-class Cruiser: 6.654/ 6.654
- Hund-class Frigate Mark II: 10.000/ 11.743
- Vittoria-class Destroyer: 3.000/ 3.264
- Invader-class Jumpships: 1.750/ 2.750
- Dropships: 5.000/ 5.400
- Fighters: 985/ 985
- Small Craft: 460/ 460



Repair
- Last Turn's Combat (One Lola, One Vittoria, Two Hund II's): 4.700



Scrapping:
- 2x Bonaventure-class Corvettes: +2.518




Production:
- 76x Fighters (Mostly heavier designs): 380
- 1x Vittoria-class Destroyer (Upgraded)(From the RWR): 7.000
- 60x Aspida-class Defensive Stations (From the RWR): 9.600
- 5x Yang Wei-class Heavy Cruisers (From the CC): 25.000
- 10x Binzhou-class Destroyers (From the CC): 25.000

Total: 96.229



Principality of Rasalhague, Turn Ending 2390 Value/Cost (Millions)
Funds: -5.229
     
Shipyards:
- Rasalhague:      1
- New Oslo:         1

Warships: 
- 2x Lola I-class Cruisers
- 5x Hund-class Frigates Mark II
- 2x Vittoria-class Destroyers (1x Upgraded)
- 5x Yang Wei-class Heavy Cruisers
- 10x Binzhou-class Destroyers

Jumpships:
- 11x Invader-class

Space Stations:
- 60x Aspida-class Defensive Stations

Dropships:
- 36x Light Dropships

Small Craft:
- 92x Small Craft

Fighters:
- 470x Fighters (Mix of classes)




List of Ship Names

Hund-class Frigates Mark II
PoRS Mäyräkoira (Daschhound Finnish)
PoRS Sækari (Retreiver Icelandic)
PoRS Varg (Wolf Swedish)
PoRS Kant (Edge Swedish)
PoRS Terä (Blade Finnish)

Lola I-class Cruisers
PoRS Mjölnir
PoRS Myrskyn Katkaisija

Vittoria-class Destroyer
PoRS Miekka (Sword Finnish) - Alpha Squadron Flagship
PoRS Yxa (Hachet Swedish) - Beta Squadron Flagship

Binzhou-class Destroyer Block Two
PoRS Odin
PoRS Frigg
PoRS Thor
PoRS Borr
PoRS Freyr
PoRS Freya
PoRS Baldr
PoRS Tyr
PoRS Geri
PoRS Freki

Yang Wei Heavy Cruiser
PoRS Jörmungandr - Fleet Command Ship
PoRS Loki
PoRS Fenrir
PoRS Hel
PoRS Surtr




List of Destroyed Vessels
- Vittoria-class Destroyer PoRS Kirves (Axe Finnish) - Destroyed - Third Battle of Jezersko - Late 2376
- Hund II-class Frigate PoRS Hund (Hound Swedish) - Lead ship of class - Destroyed - Third Battle of Jezersko Late 2376
- Rav-class Corvette PoRS Rav (Fox Swedish) - Lead ship of class - Destroyed - First Battle of Jezersko 2359
- Rav-class Corvette PoRS Kråka (Crow Swedish) - Destroyed - Battle of Christiana, Late 2362
- Rav-class Corvette PoRS Korp (Raven - Swedish) - Destroyed - Battle of Christiana, Late 2362


Code: [Select]

Alpha Squadron Ships (Rasalhague -> Patrolling Secondary Line)
Hund-class Frigate Mark II
PoRS Mäyräkoira
PoRS Sækari

Vittoria-class Destroyer
PoRS Miekka - Alpha Squadron Temporary Flagship

- 2x Invader Jumpships



Beta Squadron Ships (Rasalhague -> Patrolling Jezersko and Front Line)
Hund-class Frigate Mark II
PoRS Varg
PoRS Kant
PoRS Terä

Vittoria-class Destroyer
PoRS Yxa - Beta Squadron Temporary Flagship

- 2x Invader-class Jumpships



Delta Squadron (Jezersko -> Assault Fleet)

Yang Wei-class Heavy Cruisers
PoRS Jörmungandr - Delta Squadron Flagship
PoRS Loki
PoRS Fenrir
PoRS Hel
PoRS Surtr

Lola I-class Cruisers
PoRS Mjölnir
PoRS Myrskyn Katkaisija

Binzhou-class Destroyer Block Two
PoRS Odin
PoRS Frigg
PoRS Thor
PoRS Borr
PoRS Freyr
PoRS Freya
PoRS Baldr
PoRS Tyr
PoRS Geri
PoRS Freki


- 4x Invader-class Jumpships


Stations
- Rasalhague: 12
- Jezersko: 10
- New Oslo: 8
- Trondheim: 5
- Vipaava: 5
- Last Frontier: 5
- Radlje: 5
-Thule: 2
- Pinnacle: 2
- Christiania: 2
- Dawn: 2
- Susquehanna: 2

Smegish

  • Warrant Officer
  • *
  • Posts: 447
Re: Warship Arms Race - The In Character Stuff
« Reply #61 on: 20 May 2020, 07:06:36 »
Taurian Concordat 2380

Good god, what a disaster.

Protector Calderon's little adventure into the Federated Suns achieved one thing: It reduced the maintenance budget of the TCN by turning the majority of it into clouds of dust and debris around Taurus and New Vandenberg, and took all the experienced fleet commanders under the age of 70 with it. This left Captain Peter Brock, commanding FF-05 TCS Granada as the most senior officer who wasn't over the hill to take over field command, while Admiral Allan Moffat was placed in overall command. Together they took stock of what they had, and what they needed right now.

Clearly rebuilding the naval yards before the Davions or someone else came to take advantage of their current weakness was top priority, with no less than four yards being ordered for immediate construction over Taurus itself. The fleet also needed an immediate injection of strength, and word that the Capellans were offering their older ships up for sale was immediately jumped on, only to discover that somehow the Rasalhagians had already bought the majority of what was on offer.

The TCN's own designs were a mixed bag. The Auroch performed admirably, but there simply weren't enough of them to make a difference, and for now the Concordat lacked the facilities to build new ones anyway. The Iberia Block II was a disappointment, too slow to close to effective range and too poorly armoured to survive long under fire. The Iberias one saving grace was that it was something that could be built now, and with some modifications and the addition of the recently acquired Naval Particle Cannons, bought from a dealer of ill-repute who apparently obtained them from the UHC, it could prove a useful patrol boat once again.

Code: [Select]
Year: 2350 Value in Millions
Money Available 101,000
Remaining from Last Turn 5249
Available Shipyards

Taurus
New Vandenberg



Repairs

Maintanence 50% 20242
Prototype Cost Matador 148 37
0 0
Variant Iberia III 5150 515
Construction Unit Price
Shipyards Taurus 4 x S1 25,000 25,000



Stations Siesta 4 470 1,880
Matador 50 148 7,400
Warships Iberia II 0 5,006 0
Auroch 6,633 0
Iberia III 4 5,150 20600
Purchases Yang Wei II 1 5,000
Binzhou II 2 5,000
Jumpships 0 500 0
Dropships 30 300 9,000
Fighters 224 5 1,120
Small Craft 0 10 0
Research NPPC 1 10050 10050


Total Spent 105844

Income

Remaining 405

End Turn In Service
Warships Iberia II 4
Iberia III 4
Auroch 0
Yang Wei 1
Binzhou 2
Stations Siesta 18
Matador 50
Jumpships 18
Dropships Small 30
Fighters 600
Small Craft 300

Iberia Block III

Based upon the barely a decade old Block II, version three of the Iberia pushes the hull to it's limits, increasing the weight to two hundred and forty kilotons, and reinforcing the structure as much as possible. Armour has been further upgraded, with nearly three hundred tons of Ferro-Aluminium now protecting the hull. The Naval Autocannons have been replaced with Medium Particle Cannons - twelve in all - with the Nose turret being replaced by a turret on each broadside. The point defence network was also improved, at the cost of a small amount of cargo space.

Code: [Select]
Class/Model/Name: Iberia III
Tech: Inner Sphere
Ship Cost: $5,149,354,000.00
Magazine Cost: $160,000.00
BV2: 33,405

Mass: 240,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Improved Ferro-Aluminum
Armament:
18 Naval Laser 55
48 Laser Large
80 Machine Gun (IS)
12 Naval PPC Medium

Class/Model/Name: Iberia III
Mass: 240,000

Equipment: Mass
Drive: 43,200.00
Thrust
Safe: 3
Maximum: 5
Controls: 600.00
K-F Hyperdrive: Compact (7 Integrity) 108,600.00
Jump Sail: (4 Integrity) 42.00
Structural Integrity: 60 14,400.00
Total Heat Sinks: 3534 Single 3,196.00
Fuel & Fuel Pumps: 20000 points 4,080.00
Fire Control Computers: 3,447.00
Armor: 267 pts Improved Ferro-Aluminum 288.00
Fore: 47
Fore-Left/Right: 45/45
Aft-Left/Right: 45/45
Aft: 40

Dropship Capacity: 0 0.00
Grav Decks:
Small: 1 50.00
Medium: 0.00
Large: 0.00
Escape Pods: 0.00
Life Boats: 40 280.00

Crew And Passengers:
27 Officers in 1st Class Quarters 270.00
66 Crew in 2nd Class Quarters 462.00
64 Gunners and Others in 2nd Class Quarters 448.00
66 Bay Personnel 0.00
1st Class Passengers 0.00
2nd Class Passengers 0.00
84 Steerage Passengers (Bay and 25 Marines) 420.00

Bay #1: Small Craft (4) - 1 Door
Bay #2: Fighters (18) - 3 Doors
Bay #3: Cargo (13977 Tons) - 1 Door

MG Ammo - 160 Tons (2 tons/gun)
Large NCSS

Nose:
3 NL/55
8 LLas
10 MG

FR/FL:
2 MNPPC
3 NL/55
8 LLas
10 MG

LBS/RBS:
2 MNPPC
10 MG

AR/AL:
2 MNPPC
3 NL/55
8 LLas
10 MG

Aft:
3 NL/55
8 LLas
10 MG

Matador-class Weapon Satellite

The ease with which the FSN destroyed the naval yards over New Vandenberg and Taurus demonstrated the need for stiffer defences. Admiral Moffat had the choice between large, powerful stations or smaller, cheaper gun satellites that could be produced in large numbers. Clearly he went with the second option.

At only fifteen thousand tons the Matador is tiny, and needs to be deployed en masse in order to be effective. Most of the station is built around the single Heavy Particle Cannon in a spinal mount, with a quartet of 55cm Lasers mounted around it. Eighty small lasers comprise the rest of the stations armament, with defence against fighter attack being left to the stations single squadron of strike craft kept aboard. Again weight of numbers is essential. To that end the fifty planned for initial construction will be placed in orbit of Taurus itself, to defend the capital and the newly rebuilt shipyards.

Code: [Select]
Class/Model/Name: Matador
Tech: Inner Sphere
Ship Cost: $148,267,500.00
Magazine Cost: $0.00
BV2: 6,180

Mass: 15,000
K-F Drive System: None
Power Plant: Station-Keeping Drive
Safe Thrust: 0
Maximum Thrust: 1
Armor Type: Improved Ferro-Aluminum
Armament:
1 Naval PPC Heavy
4 Naval Laser 55
80 Laser Small

Class/Model/Name: Matador
Mass: 15,000

Equipment: Mass
Drive: 180.00
Thrust
Safe: 0.1
Maximum: 1
Controls: 15.00
K-F Hyperdrive: None (0 Integrity) 0.00
Jump Sail: (0 Integrity) 0.00
Structural Integrity: 1 150.00
Total Heat Sinks: 642 Single 579.00
Fuel & Fuel Pumps: 2000 points 204.00
Fire Control Computers: 0.00
Armor: 110 pts Improved Ferro-Aluminum 110.00
Fore: 20
Fore-Left/Right: 20/20
Aft-Left/Right: 20/20
Aft: 10

Dropship Capacity: 0 0.00
Grav Decks:
Small: 1 50.00
Medium: 0 0.00
Large: 0.00
Escape Pods: 10 70.00
Life Boats: 10 70.00

Crew And Passengers:
12 Officers in 1st Class Quarters 120.00
36 Crew in 2nd Class Quarters 252.00
19 Gunners and Others in 2nd Class Quarters 133.00
22 Bay Personnel 0.00
0 1st Class Passengers 0.00
0 2nd Class Passengers 0.00
Steerage Passengers 0.00

Bay #1: Cargo (4327 Tons) - 1 Door
Bay #2: Fighters (6) - 3 Doors
Bay #3: Small Craft (2) - 1 Door

Nose:
1 HNPPC
4 NL/55

FR/FL/AR/AL:
20 SLas

Smegish

  • Warrant Officer
  • *
  • Posts: 447
Re: Warship Arms Race - The In Character Stuff
« Reply #62 on: 25 May 2020, 04:01:39 »
Turn 4: 2380-2389

After the savaging of the Taurian fleet last decade, the start of the 2380's were relatively quiet, with nothing of great note except for a more organised pirate presence in some areas. Of particular note is the pirates that seemed to be harassing all of the Draconis Combines neighbours except for the Principality with variable success. Both the Lyran Commonwealth and Rim Worlds Republic navies encountered old Aquila-class Jumpships run by pirates attacking their shipping and tried to capture them for interrogation, however their attempts to stop the ships were a touch overzealous, and none were taken alive. A Vigilant corvette that had officially been retired some years previously arrived at Ridgebrook in Taurian space, declaring that they had a gift to deliver. With the other pirate attacks they had suffered in the area the TCN had no patience to deal with pirate trickery and the ship was instead seized and the crew collectively dumped out the airlock. It turned out the offer of a gift was true however, though the identity of the benefactor would not be known for some time

Privateer results - Fed Suns, Rim Worlds, Lyrans and Free Worlds League suffer minor economic damage. Taurians, United Hindu and Combine receive small economic boost, included in Budgets.

“I Want My Corners!” 2386-8

During the mid 2380s the Rim Worlds Republic started to bring worlds in the so-called ‘Four Corners’ region under their control, some peacefully and others less so. The Edge and Renren joined the Republic first with little attention paid by their neighbours. It wasn’t until Beta, Malibu and Butler were colonised the following year that the Lyran Commonwealth noticed just how fast First Consul Randolph Stewart was expanding his nations borders and moved to do the same, though with less time to let regular diplomacy do it’s work gunboat diplomacy was often used, with Vantaa, Kreller and Ridderkerk all having a pair of Mjolnir arrive in orbit during 2387 to give them the choice between living under the Commonwealth or dying under their bootheels.

Unfortunately for the Lyrans it was at this time that the Draconis Combine and Principality of Rasalhague decided to join in the fun, and with Admiral Angler’s Big Shiny Distraction Fleet currently on the Marik border and unable to react quickly, the Mjolnir’s of the Tamar Squadron were called off the conquest to watch the Kuritans until further help could arrive, though they did use this time to take control of Memmingen and Bushmill. The Kuritans themselves would have pushed harder into the area after taking Vorarlberg and Gunzberg in mid 2387, except they had a roving fleet of rather angry vikings gallivanting around their territory pillaging as they went. Still the Kutai-class vessels were not needed for that campaign and while they largely avoided action against the larger powers the DCA corvettes were not afraid to drop the hammer on the unaffiliated colonies they moved to occupy along the border they shared with the Principality.

Also during ‘87 the Rasalhagians weren’t afraid to lay claim to new territory, though they were slower off the mark than their Rim Worlds compatriots. While Admiral Hjelmstad was leading his merry band of misfits through the outer reaches of the Draconis Combine, other elements of the PRN secured Unzmarkt and Alleghe, with follow-on advances to St. John and Rodrigo before Elected Prince Sven Anitisson called a halt to further offensive action at the end of the year.

Twenty Three Eighty Eight was when the action really heated up, especially between the Rim Worlds Republic and Lyran Commonwealth. On no less than three occasions in the early months a fleet from one nation arrived at a colony to find the other already in the midst of incorporating it into theirs. At Feltre and Mozirje it was the Lyrans who arrived first, and the RWN withdrew rather than force a confrontation as they had been ordered. At Planting however it was the Rim Worlders who got there early and in force, and the Lyran admiral commanding the Tamar Squadron determined that this backwater world was not worth the cost in lives and ships required to take it. But one other world would be a very different story.

At almost the exact same time in late ‘88, all four powers had been informed by the local populations that some kind of large slaver ring was operating in the area, and had been taking people for years. After a brief investigation they each determined that with so many worlds having already been taken, there was only one place left these slavers could be operating: Liezen. By this time Admiral Angler had finally led her Big Shiny Distraction across the entire Commonwealth and arrived at Tamar just in time to receive word about the goings on between the Terran Hegemony and Capellans, and her new orders to turn back around. The Hegemony’s worlds were far more developed than the barely inhabited rocks out in the periphery and so she turned her fleet around once again and drove them towards the inner core and glory. This left the Tamar Squadron to once again fight alone, a situation they had grown accustomed to. The Combine sent what ships could be spared that weren’t currently under repair or taking advantage of the Hegemony's moment of weakness.

It would later be discovered that the ‘colony’ present on the world was inhabited with a mix of indentured workers who had agreed to work here in return for passage for their families and promises of a better life who had then discovered they could not leave when the reality of the world didn’t match what they had been promised, and slaves who had been taken from the nearby worlds. They were all forced to work the mines on the planet, extracting germanium and other rare earth metals in horrific conditions. The mine and colony had been named Blue Sky to hide it’s true nature, and was operated off the books by ‘Director’ Peter Garrett on behalf of the Colmar Steel & Resource Corporation.

The Rim Worlds and Rasalhagian ships arrived first to find a large station orbiting the one habitable world, with a pair each of Aquilas and Vigilants quickly undocking from it to either defend their home or flee. The RWN vessels gave them little option, a few volleys of capital missiles from the RWNS Pergamon combined with accurate Particle Cannon fire from the RWNS Argos making short work of the slave ships. The station itself was only armed with anti-small craft weapons and surrendered before the final Aquila-P had even started breaking up. The Rim Worlds and Rasalhagian admirals had a short discussion about which of their two nations now owned the system, before agreeing to kick that decision further up the command chain. As they moved to secure the station, LCN and DCA flotillas arrived within hours of each other, the former at the Lagrange point of the larger of the two gas giants in the system, the latter far enough beyond the proximity limit to be undetectable from the colony’s orbit. The emergence waves of the Commonwealth’s arrival was heard loud and clear by the fleets already present but they would not be sure who their opposition was for a few days. They used this time to offload as much of the Germanium and other rare minerals that had been stored in the station's cargo hold awaiting transport.

LCN Admiral Till Lindemann brought his fleet in slowly, trying to make full use of his state-of-the-art ECM systems to get as close as possible without warning the pirates he believed still held the system. The Kuritan Admiral Okita Uesugi however had not arrived where he had planned, but had arrived in time to detect the Lyran emergence wave and knew he had competition to deal with, so he burned in-system at a more accelerated pace. This resulted in both fleets arriving in proximity of Liezen within minutes of each other, leading to a chaotic battle as both the Combine and Commonwealth forces would learn that the ‘pirates’ were already dead and the neighbours had already moved in.

Battle of Liezen, late 2388

Detecting the drive plumes of the DCA ships hours before they were within targeting range with even the best sensors, the Rim Worlders and Rasalhagians assumed they were their only opposition and positioned the bulk of their fleet behind to planet to hide it from the incoming ships, leaving just the RWNS Hector exposed to be the fleets eyes and bait to draw the Kuritans deep into the gravity well. Unfortunately this positioning left them open to the LCN flotilla approaching from a very different vector, who had not fired up their main drives for 90% of the trip, and had closed to under fifty thousand kilometres without being spotted. It was at that range that they did start their deceleration burn, raising alarm bells both in the RWR/PoR flotilla and the DCA ships rapidly closing on the lone vessel they saw in orbit.

The allied fleets caught in orbit both tried to escape the onrushing tide rapidly coming their way, but the Commonwealth fleet was on them before that was possible and they were equally confused and alarmed by the difficulties they were having getting a solid target lock on either of the LCN’s heavy cruisers. The pair of Mjolnir’s were having no such difficulty, though their accuracy at such long range was less than ideal. As those fleets traded blows at extreme range the DCS Furutaka (Ikioi) was taking potshots of it’s own at the RWNS Hector (Ichnilátis), who was suffering from a previously unnoticed engine issue cutting it’s thrust in half and leaving it unable to escape the far more powerful Combine vessel which wasted no time, pounding it into scrap within minutes.

With both the LCN and DCA ships pursuing the desperately evading combined RWR/PoR fleet it wasn’t long before they were within range of each other as well, with the Kuritan ships having the same targeting issues the others had suffered. They discovered that the effects of whatever ECM system the Commonwealth ships had were reduced as they pushed closer however, though the firepower aimed their way while they closed rapidly disposed of the DCS Galedon (Kutai) and started chipping away at the armour protecting the DCS Furutaka. The DCA’s return fire was lacking in precision but murderous when it was on target, with the Naval Gauss cannons from the Furutaka neutralising multiple turrets on the LCS Yngvi.

The combined RWR/PoR fleet reacted differently to their opponents turning on each other. PRN Admiral Gunter Jarlsson decided discretion was the better part of valour and burned for  home to fight another day, while Admiral Makon Rowe of the RWN turned his fleet around to see if an opportunity would reveal itself, taking pot shots at both sides as he could. The majority of the small cloud of capital missiles fired at the Lyran ships from the RWNS Pergamon either missed entirely or were shot down by the extensive point defence batteries mounted on those ships, but the few that made it through did telling damage to the LCS Saga (Snotra), badly damaging its sensors leaving it almost blind. Unfortunately for the Rim Worlds ships while they had turned their guns on the Kuritans that were firing at them, they had not changed course and were now closing on the Rim Worlds ships quite rapidly. The heavy guns on the LCS Tig (Mjolnir 1a) gouged holes in the RWNS Argos big enough to park a shuttle in as the larger vessel raked it from stem to stern, leaving it adrift with escape pods and lifeboats leaving the ship as fast as they could be filled before the reactors finally let go and fire engulfed the ship.

As the capital ship fight was breaking down into a general melee, the fight between the 3 nations fighter groups had already reached that stage in a cloud of expanding gas and debris in the middle of the chaotic battle. The heavy autocannon armament on the Kuritan fighters allowed them to get kills rapidly if they could hit, while the drone fighters the LCN made heavy use of would have been more effective except the ECM that affected their opponents targeting systems were also interfering with the drones command and control systems. The RWN’s fighters were somewhere in the middle performance wise, just as affected by the massive electronic interference that covered the battlespace as the Kuritans but like the kuritans they still had living pilots inside who were at least theoretically capable of fighting without their fancy targeting systems if needed. In the huge dogfight many pilots would find themselves taking out an opponent only to be killed themselves by someone else they never knew was there. It wasn’t until the warship fight was winding down that the dogfight finally came to end, with the Lyran drone fighters all destroyed and what few Rim Worlds or Kuritan fighters returning to their fleets to escape.

While the fighters were busy slaughtering each other, the LCS Yngvi (Mjolnir), DCS Isonami (Fubuki II) and RWNS Thebes (Vittoria II) were all pounded to scrap in the close range slugfest the battle had broken down into. The Yngvi going down after the Furutaka scored a lucky hit with one of it’s Class-40 Naval Guns, penetrating a weakened section of the armour belt that protected the primary missile magazine, gutting the powerful vessel. The Isonami’s death was less spectacular, being beaten to pieces by the LCS Tig in a very similar manner to how the Argos had gone down. The Thebes’ destruction came about when two separate volleys of missiles first took out the ships bridge leaving it momentarily out of control and thrusting directly for the planet, before the second wave disabled the ships engines leaving it unable to change course before it eventually reentered the planet’s atmosphere before suffering a sudden lithobraking incident.

All this left just the RWNS Pergamon and DCS Furutaka to face the LCS Tig and the two Snotras. Neither lone ship felt like that was a fight they could win, and so instead did their best to disengage. This was easier for the Pergamon which had never gotten any closer than it had to than it was for the Furutaka. However the final massed volley of missiles fired from the Pergamon managed to disable a few gun turrets on the Tig and damage the engines, and this gave the Furutaka the break it needed to escape to safety as well, albeit badly damaged.

All this left the three remaining Commonwealth vessels in the system to claim victory and plant their flag.

Battle Results:  RWR -     2 Vittoria II lost, 1x Ichnilátis lost, 90 Fighters lost, 15 Small Craft lost
            1 Sagittarius Damaged - $1 Billion repair bill
        DC -     1 Fubuki II lost, 1 Kutai lost, 78 Fighters lost, 20 Small Craft lost
            1 Ikioi Damaged - $2.5 Billion repair bill
        LC     1 Mjolnir lost, 156 fighters lost, 20 Small Craft lost
            1 Mjolnir 1a damaged - $2.5 Billion repair bill
            1 Snotra damaged - $1.5 Billion repair bill



RWR Gains: Barcelona, Black Earth, Renren, Beta, Malibu, Butler, Twycross, Evciler, Seiduts, Planting, Kirchbach, Lovinac, The Edge
    Cost: $12 Billion in Colony Development Costs

LC Gains:    Vantaa, Kreller, Ridderkerk, Mozirje, Liezen, Feltre, Hohenems, Kufstein, Bushmill, Memmingen
    Cost: $10 Billion in Colony Development Costs

PoR Gains: Alleghe, St John, Rodigo, Unzmarkt
    Cost: $4 Billion in Colony Development Costs

DC Gains: Gunzberg, Vorarlberg, Stanzach, Engadin, Ferleiten, Predlitz, Pomme De Terre
    Cost; $9 Billion in Colony Development Costs


Other colonisation efforts were also going on across the Inner Sphere and Periphery, with most nations making small gains throughout the decade with the three exceptions being the Capellan Confederation, Illyrian Palatinate and the Marian Hegemony. The Capellans and Illyrians both busied themselves developing the worlds they had without worrying about further expansion, while the Marians did the exact opposite, sending forces in all directions to lay claim to any inhabitable worlds they could find. Their efforts were mostly successful as they either landed colonists on empty worlds or occupation forces on the few worlds near them that already had colonists eking out a living. All this expansion proved to be very expensive however, and stretched the Marian jumpship fleet to it’s limits. One such fleet traveled all the way out to a system called St Andreas to find an empty, though habitable world around a dim star. While they logged it as a potential future colony, for the moment it was simply too far out to be worthwhile.

The massive expansion of the Hegemony deeply concerned the Illyrian Palatinate who now had an aggressively expanding neighbour practically on their doorstep.


Meanwhile across the periphery -

LC Gain: Guatavita, Radostov, Gypsum

FWL Gain: Aigle, Altoona, Abramkovo, Penobscot, Timbiqui

FS Gain: Sanrucha, Hepzibah

DC Gain: Tallmadge, Tabayama, Suianheer

UHC Gain: June

TC Gain: Bergtatt, Larsha

MH Gain: Paulinus, Logan Prime, Stettin, Thraxa, Mondra, Kleinweit, Frobisher, McEvedy’s Folly
    Cost: $10 Billion in Colony Development Costs, due to the relatively long distances involved.

Smegish

  • Warrant Officer
  • *
  • Posts: 447
Re: Warship Arms Race - The In Character Stuff
« Reply #63 on: 25 May 2020, 04:05:04 »
2380-2389 Turn Report, Part 2

When Can Their Glory Fade:  Rasalhague Operations in the Draconis Combine 2387-2388

Half a League, Half a League, Half a League Onward

It had taken longer than they would have hoped, nearly a decade.  And it had cost by far more than was conscienceable, with the very sinews and heartbeat of Rasalhague straining under the taxes needed to pay for the fleet expansion.

The crews were a hodge-podge, taken from civilians brought into service by methods just barely short of press-ganging, to rush-trained ratings forced out of hastily erected naval academies in job lots,  to veterans of Jezersko called back to the colors to provide experience, and a spine… the Men of Iron for Rasalhague’s newest ships.

The time was right.  The conflicts in the four corners and surrounding the Terran Hegemony had drawn the focus of all the great powers, as the proud houses of the Inner Sphere turned their eyes on ‘more important matters’.

The objectives were right.  Alshain was a minor yard, and would be a feint.  The otherwise minor agricultural world of Luthien had a major shipyard orbiting it, and that would be taken in passing.  The real jewel was the Capital, New Samarkand.  A raid on New Samarkand would be a modern day Doolittle raid, putting the Combine on notice, and on the back foot.

The massive fleet, representing by far the majority of Rasalhague’s raw combat power, slowly assembled at an uninhabited star system.  It was there the captains read their sealed orders (not that anyone had any doubt of where they were going, but details matter), and it was there that they heard the recorded voice of Elected Prince Sven Anitisson, rumblilng through the speakers of every ship in the fleet.

“It is my honor, my pride, to address you all today.  Today, you set forth on a journey to ensure the freedom, the safety, of Rasalhague - forever.  Today you leave behind home and hearth for how long we cannot say, to break the power of the Draconis Combine to threaten our free people.  Today we mark the beginning of our -true- independence from the ‘great’ powers of the Inner Sphere!  We will not go gently into the night!  Will will not give up without a fight!  We will stand together until the end of the world, because today, we are Canceling The APOCALYPSE.”

And with that, as one, task force Crimea (who will ever understand secret-code naming conventions) jumped for the Combine.

Task Force Crimea, Order of Battle:

10 DD Binzhou Blk. 2
PoRS Odin
PoRS Frigg
PoRS Thor
PoRS Borr
PoRS Freyr
PoRS Freya
PoRS Baldr
PoRS Tyr
PoRS Geri
PoRS Freki

5 CA Yang Wei Blk 2
PoRS Jörmungandr - Fleet Command Ship
PoRS Loki
PoRS Fenrir
PoRS Hel
PoRS Surtr

2 CA Lola
PoRS Mjölnir
PoRS Myrskyn Katkaisija

192 Total Fighters

4 JS
22 DS (Cargo Focused)

Forward the Light Brigade

The initial jump route ran from Spittal, through Corfu, and finally on to Thessalonika.  It was there that Task Force Crimea slowed to take the time to raid the system thoroughly, and to give an opportunity for word to go out and response forces to move.

With her new, LF-Battery equipped jumpships to spread the word, the might of the Dragon was already stirring.  With an unprecedented Rasalhague task force at Thessalonika, the obvious target was the forward fleet base and yard facilities at Alshain, and the Combine had no choice but to honor that threat.

With hurried orders, the Western Combine border fleet assembled at Alshain, while the fast reaction force readied in the core of the Combine - but did not move, as it could not reach Alshain in time and did not want to be wrong-footed. 

And then… Task Force Crimea did not arrive.  A week, two… certainly enough time to charge drives and finish matters at Thessalonika. 
Word came.  The Principality was at Tuat.

They were bypassing Alshain.  They were headed for Luthien.

DC Losses (For simplicity, DC economic losses from raiding are included only in the final tally for this action)

Charge for the Guns!


The Western fleet surged into action, trying to make up time and space.. But they were not LF Equipped, and time once lost can rarely be found.  Still, the Combine had naval reserves and a fast reaction force for a reason, and it awaited Task Force Crimea over Luthien.  3 of the older Fubuki Class Destroyers, of mixed design, as well as the massive lines of the new Ikoi-B class heavy cruisers, pride of the fleet.  Two battlestations sat over the yards, and one of the newly completed Castles Tenno, a planetary installation of massive resilience and firepower,  waited on the planet below (though it would play no role in the Battle of Luthien - being on the opposite side of the world from the yards when the Principality came calling.

The arriving Rasalhague forces made quick work of the Onsen station at the jump-point, as well as the light traffic nearby.  With that, they then headed in-system, though warning had gone ahead on laser-link communications, before they were silenced.

The math was terrible.  The Reserve Fleet lacked the strength to begin to challenge the Rasalhague Armada.  Fixed defenses over the yards were light, and they had been unable to muster their strength in time.  So Admiral Nagumo made the best of a bad situation.  All evidence indicated that the incoming enemy was on a least time Zero-Zero course for the shipyards and orbital facilities over Luthien, and Nagumo ordered his ships out under maximum sustainable thrust.  While some questioned this, fearing that Task Force Crimea might well modify their course once out of detection range of the Jumppoint traffic they could not catch, Nagumo simply said… “They did not come all this way to not fight.  They will welcome the embrace of death with us.  Tell the men to compose their Haiku.”

And an embrace of death it was.  Carefully timed, the Combine’s defenders intercepted the incoming Task Force Crimea just as Crimea was hitting turnover - when their relative velocities would be the highest.  Waves of missiles were launched first, their drives adding only slightly to the base velocities they inherited.  Task force Crimea had many missile tubes, and interception was difficult at those velocities.  But they did not have it all their own way.  The Massive Naval Gauss Rifles of the Combine fleet, velocity-shifted into utter lethality, spoke next, their rounds punching through even the thickest armor and in some cases blowing out the other side.

Still, it was the Naval Autocannon that were decisive.  The Combine fleet had many, and it was Nagumo’s hope to inflict the most damage possible with them before his ships were crippled or killed.  Against the advice of some of his subordinates, he focused fire on the older Lola class ships - knowing full well that this deep in Combine Territory, the most important resource that Rasalhague had was not guns, but supplies.  Still, though the Combine had many heavy guns, task force Crimea had many, many more.  Further, the recently purchased Capellan Cruisers clustered their guns on their nose, built purely for this sort of engagement.

The exchange was computer managed, and over in moments.  In seconds, all three Fubuki class Cruisers and one of the Ikoi vanished into fire and ruin, while the remaining Ikoi drifted past, crew rushing to lifeboats - she would later be recovered as a memorial, but the combination of structural and radiation damage meant she would never serve again.  The defending fleet was gone.

They did not die alone.  Though only the PoRS Myrskyn Katkaisija was outright destroyed, PoRS Mjölnir,  PoRS Freya, PoRS Thor, and PoRS Fenrir had their armor savaged and significant internal damage.  Uncertain what waited him, and unwilling to split the fleet, Admiral Hjelmstad tucked his cripples in close and moved on to the yards.

PoR Losses:  1 Lola, Destroyed, further  1 Lola, 2 Binzhou, 1 Yang Wei damaged.
DC Losses:  1 Fubuki 1, 2 Fubuki 2, 2 Ikoi-B, 1 Onsen, 1 Tenshu, 1 Monban



Was their a man dismayed

Admiral Hjelmstad brought his remaining ships into the yards, almost at relative rest.  As expected, the defending battlestations, a Tenshu and a Montban, opened fire at maximum rate at maximum range, joined by the aerospace fighters Nagumo had left behind and the local defending fighters from Luthien, five hundred in all.

Defending missiles targeted the attackers fighters, allowing their superior numbers to overwhelm the Rasalhague fighters and swarm their ships.  By focusing their fire first on the damaged vessels, Mjölnir,  Freya, Thor, and Fenrir were destroyed.  Suicidal attacks on still healthy ships brought down Freyr and Tyr, but the Combine’s squadrons could give no more, and Task Force Crimea swept over the yards.

PoR Losses:  1 Lola, 1 Yang Wei, 4 Binzhou, 192 Fighters, 2 Dropships (abandoned and scuttled due to loss of collars)
DC Losses:  1 Tenshu, 1 Montban, 500 Fighters, Luthien Shipyards


POR Order of Battle, after Luthien:
Binzhou-class Destroyer Block Two
PoRS Odin
PoRS Frigg
PoRS Borr                   
PoRS Baldr
PoRS Geri
PoRS Freki

Yang Wei Heavy Cruiser
PoRS Jörmungandr - Fleet Command Ship
PoRS Loki
PoRS Hel
PoRS Surtr

4 Jumpships
22 Dropships

Theirs not to reason why

With the first objective complete, the fleet was faced with a decision.  The loss of both Lola class ships had taken with it a huge part of the task force’s supplies, and losses so far had been heavier than anticipated.  For all of that, they still had four heavy cruisers and six destroyers with no more than moderate damage, and had knocked out not only a major shipyard, but five cruisers and much of the heart of the Combine’s strength.  Still, with limited supplies, the damage and time on drives away from home would tell, and the combat strength of the fleet would lessen slowly, even if never under fire.

After much deliberation, the command decision was made.  They had orders, the strength left to carry them out, and a duty to fulfill.  They would make for the Combine Capital of New Samarkand, destroying everything in their path.

Months passed as Task Force Crimea savaged its way through Chatham, Kagoshima, Shimonoseki, Miyako, Hakkaido, Worrell, Sighisoara, and Murmansk, all with nary a sighting of the Kurita fleet.

Theirs but to do and die..
At Murmansk, with no further sightings, it was decision time.  The fleet could go on immediately to New Samarkand, where the remainder of the Combine fleet was likely waiting for them.. Or they could continue to hit the systems around New Samarkand, causing further damage, and hoping to draw off the defenders so that they could be defeated in detail.  On consideration, it was thought best to inflict what damage they could ‘on the cheap’, while hopefully making their final objective easier to obtain.  Thus Taskforce Crimea jumped on, into Chinmen Tao, Ban Na San, Koulen, Chirala, Old Canton, Soul, and finally Monywa, inflicting what damage they could wherever they went, but still never seeing any defending fleet units.  With supplies reaching critical, it was time to decide.. They would have to strike New Samarkand now, or return home. 



Cannon to the left of them, Cannon to the right of them...
The decision was made to strike.  They had not come all this way to not level the heaviest blow possible at the heart of the Dragon.

At the same time, Admiral Dewa Heihachiro had been gathering his strength from across the Combine.  The western fleet, embarrassed at being left out of position while Luthien burned, had redlined its jump drives in the rush to New Samarkand.  Similarly, the Southern Fleet had rushed north as well.  While dangerous to leave the Lyran and Suns borders uncovered, the fleet rampaging through the heart of the Combine was an existential risk, and had to be countered at all costs.  Only the light Kutai class, which would have been wasted in the coming conflict, were left to cover the Dragon’s underbelly.

Despite the continued provocations, and over some pressure from the Coordinator, Admiral Heihachiro held his fleet tight.  As he wrote in his memoirs “Had I come to their capital, I would come only to strike, and anything else I did would be to weight the blow.  I did not think them more cowardly or less decisive than I.”

After two painful months, and with the Coordinator’s patience beyond exhausted by continual reports of the Rasalhague Rampage, Heihachiro was proven correct.

On October 27th, 2378, Taskforce Crimea jumped into New Samarkand.

Stormed at by Shot and Shell, into the Mouth of Hell

Task Force Crimea moved quickly.  Coming in at a non-standard point pre-calculated to be as close as possible to the yards, they set a blistering pace to reduce transit time.  Exhausted engines pushed to 2.5G for hours and hours while the crew struggled, they were just reaching turnover when their sensors detected activity at the DeHuego & Freshet WarShip Design Yards over New Samarkand.

Far too much activity.  9 Cruiser class drives - the entire remainder of the Combine’s strength - was waiting for them, and their base velocity was too high.  They were committed.

Calling for an immediate heavy burn, Task Force Crimea built velocity for the yards, intended to destroy as many of them as possible and blow through the defenders.  Fire was plotted onto the yards themselves, accepting blows from the defenders in the hopes of achieving their objective.

First to fall on the Task Force was the over 1000 defending fighters.  Unable to engage for long (as they could not match the high base velocity of the incoming task force) they still came out to meet them, and did what damage they could during their brief window in range.  Given the damage already taken and their lack of defensive fighter cover, only the high base speed of the Rasalhague force saved it.  Hundreds of Kuritan fighters died in that brief pass, but they died hard, and destroyers and cruisers died with them.

But then Admiral Heihachiro was out of cards to play.  Moving his ships away, in front of the yards, six Fubuki and 3 Ikoi class cruisers tried to interpose themselves, while the surviving Rasalhague fleet attempted to direct fire past them and strike their blows.  A high base speed again saved the Rasalhague force from annihilation as it broke past and into the yards and orbital infrastructure.

Just as the task force survivors were preparing to make good on all the sacrifices they had made, all the burdens borne to reach this point - to break the back of the Combine Navy for a generation or more - they were shocked as a sudden brace of energy fire - a cluster of capital class Particle Cannon - burst from the surface of New Samarkand, ripping the heart out of the damaged Jormungandr.  Unknown to Task Force Crimea, the shipyard's orbit had taken it over the freshly finished ‘Castle Tenno’, a massive capital grade fortification on the planet's surface, intended as a hardpoint against invasion and additional defense of the world.  While no single fort can cover an entire planet’s orbit, in this case, it was in the right place at the right time to save the commonwealth.

With the Kuritan Center Force building velocity behind them, and under heavy energy fire from an unexpected vector, the survivors of Task Force Crimea did what damage they could as they scattered for the jump limit.

POR Order of Battle, New Samarkand:
Binzhou-class Destroyer Block Two
PoRS Odin
PoRS Frigg (destroyed)
PoRS Borr                   
PoRS Baldr (destroyed)
PoRS Geri (destroyed)
PoRS Freki

Yang Wei Heavy Cruiser
PoRS Jörmungandr - Fleet Command Ship (destroyed)
PoRS Loki
PoRS Hel (destroyed)
PoRS Surtr (destroyed)
   
72 Fighters (destroyed)

4 Jumpships
14 Dropships (6 more abandoned and scuttled due to lost collars)


Kurita Order of Battle, New Samarkand
1 Castle Brian
1 Tenshu
4 Montban (2 damaged, 2 destroyed)
3 Fubuki I  (1 Damaged)
3 Fubuki II
2 Ikoi
1 Ikoi-B
Approx 1000 Fighters (200 destroyed)

Losses, New Samarkand

Kurita:  2 Monban Class Stations, 200 Fighters, 20B in yard repairs
PoR:  3 DD Binzhou, 3 CA Yang Wei, 72 Fighters, 6 Dropships


Back from the mouth of hell all that was left of them…

The road back to Raslhauge was a long one. 12 jumps, over four months as damaged drives were nursed and tradeoffs were made between the risk of jumping before repairs were completed against the risk of losing everything as the condition of the fleet, now barely a squadron, deteriorated.  Many were the lost tales of individual courage and tenacity that were not recorded in the collective effort to save what remained.

That they were largely successful is a testimony to the sailors of Task Force Crimea.  No longer veterans, cadets, and civilians, they were the Iron Men in the Steel Ships.  PoRS Odin vanished along the way in a jump mishap, and a JumpShip had to be scuttled when its drive core accumulated unrepairable cracks, taking its dropships with it.  But the iron men carried on.

Binzhou-class Destroyer Block Two
PoRS Odin (Lost to Jump Mishap, 3 weeks in)
PoRS Borr                   
PoRS Freki

Yang Wei Heavy Cruiser
PoRS Loki
4 Jumpships  (One scuttled in deep space, 8 weeks out from New Samarkand)
11 Dropships (Cargo) (3 Abandoned and scuttled when Jumpship was lost)


When can their glory fade?  Oh the wild charge they made!

In the end, some made it home.  2 Destroyers, one Cruiser, three Jumpships, and 12 dropships jumped into Jerzesko to the public acclaim and private horror of the admiralty, nearly a year and a half after they had set forth from Pom de Terre.  Once the full tale was told, both sides would declare it a victory publicly while considering it defeat privately.  Rasalhague had struck at the heart of the dragon, and cut wounds on its flanks that would be years in the healing.  But to do so, Rasalhague had mortgaged its future and sacrificed the greatest force it would have under its flag for many years to come.  From the Combine’s point of view, an attack on New Samarkand itself, not to mention the losses over Luthien, were an incredible insult - but an insult repaid, as the Combine had shattered the fist raised against them and sent its remnants streaming home in disrepair.

Honor the Light Brigade, Noble 600!

Final Losses:
PoR:  8 DD Binzhou, 4 CA Yang Wei, 2 CA Lola, 1 JS, 10 DS, 190 Fighters. 9B in repairs

DC:  1 Fubuki 1, 2 Fubuki 2, 2 Ikoi-B, 6 Jumpships, 19 Dropships, 17 Onsen, 1 Tenshu, 3 Monban, 700 Fighters, Luthien Yards Lost, 20B repairs to New Samarkand Yards, 10B in other repairs, general economic and industrial damages.



Smegish

  • Warrant Officer
  • *
  • Posts: 447
Re: Warship Arms Race - The In Character Stuff
« Reply #64 on: 25 May 2020, 04:15:57 »
2380-2389 Turn Report, Part 3

The Sword and the Circles:  The Terran-Capellan Conflict, 2388

“For want of a nail…”

The biggest things are made of the littlest things.  In this case, the littlest thing is a crack in a hydrogen feed line that leaks into an internal space, slowly building pressure. 

The littlest thing is a sensor so old that the maintenance charts that included it were lost three decades ago - and the ship was older than most of its crew even then.

The littlest thing is spark that arcs across the hydrogen, and the baffle space venting into a NAC Magazine.

THN Maine, lead ship of Battle Squadron 6, and sister to the renown and beloved THN Dreadnought, explodes over the Capellan Confederation world of Bex. 

The sister ships of her squadron, unsure of what happened and fearing unknown attackers, decamp immediately, throwing accusations and threats over their shoulder.  The local Capellan leadership denies all wrongdoing in increasingly strident (and privately terrified) terms, but such protestations fall on deaf ears.

And suddenly we are no longer dealing with the littlest of things.

Never let a crisis go to waste


    The true cause of the loss of TCN Maine is still unknown to history.  It was, however, very clear to Admiral Thomas Fitzgibbons, Commander Southern Fleet, Terran Hegemony Navy. 

    Fitzgibbons had watched the burgeoning strength of the Capellan Confederation to his south for decades.  With that strength had come less and less of the deference that the THN had come to expect as its natural and inevitable due.  Less and less respect from these punched up neobarbarians on the frontiers.  Fitzgibbons knew, as well as he knew the sun rose, that this was nothing more than a naked provocation, enemy action taken against a proud ship on a goodwill tour. (the fact that Maine had been at Bex in the pursuit of somewhat spurious piracy allegations against the local government conveniently forgotten)

    After a  flurry of dispatches to various elements under his authority, and a somewhat more tardy one back Fleet Command at Terra, herald the assembly of the largest single fleet in the history of mankind.  Long before any response is possible from Fleet Command, and while the Capellan Confederation is still trying to figure out what has gone wrong and what is coming, Admiral Fitzgibbons takes personal command of the First Terran Expeditionary Squadron and sets course for Capellan Space on his own authority.

    Alarms and Excursions

    First Lord Susanovich did not feel young when he was young, and he was feeling rather older today, specifically.

    “Sir, we do not know their intentions.  I don’t think we can afford to antagonize them until we know for certain…”

    “We have to honor the threat.  Sure, we didn't do it, and we know that.  But they -don't- know that, and the last words we got before they hit the jump limit suggest that their local commander was pretty sure we -did- do it.  And if they think we did, or even may have… they cant afford to look weak.”

    “But can we afford to try to look strong?  It’s the Hegemony, Marcus!”

    “Remember you telling me I was a pessimist?  It appears I was a wise one.  No, we aren't going to shoot first, not unless they go bit.  If they want to trail their coattails up and down the border, make threatening noises… hell… even if they kill some of our people..”  *sighs*  “Even if they burn some infrastructure or invade a world or two, your right, we have to accept it.  Even if it's not fair.  Even if we didn't do it.  But, and I’m guessing here… they have to be looking south, to what the FedSuns did to the Taurians.  They are going to head south, as fast as they can, aiming for the highest value target they can find.  If -I- were -them-, and I wanted to teach us a lesson.. Id go to Aldebaran.”

    ‘If they head straight there - which they are going to, by your reasoning - we wont be able to reinforce in time.  Sian and St. Ives can’t get there in time.  And what if the Mariks and the Davions get froggy while the Hegemony is taking shots at us?  We have to let Gan Singh and NorFlt hold Aldebaran on its own.”

    “This is just the first move, Lilliana.  Even if we cant reinforce in time to keep them off Aldebaran, we cant assume it will all be over in one pass.  Admiral Simonidies is going to need all the help he can get if this goes on.  We’ll roll EsFlt and WesFlt up to Gan Singh.  PerpFlt.. And please, remind me to change that designation…”  A chuckle of levity, needed in the moment… “PerpFlt can at least provide a threadbare pretense of defending our flanks, especially if we pull them into the core and set them as a response force.  Besides, the League and the Suns aren't existential risks to us.  The Hegemony is.  The Suns smashed the Concordat because the Concordat tried to defend everything…”

    “...And he who defends everything defends nothing.  Okay.  I still think it's a big risk.. But okay.”
   
    “Cut orders to Gan Singh to hold in place until we know that the Terrans are going after something we can't afford to lose, or until they have the strength to stop them -hard-.  I want scout jumpers over every likely invasion route, and keep the command circuits set up for information transfer.  But past that… were too far away.  Let Simonidies handle this war - it's what we put him there for - and we can't back-seat drive from Capella.  He's not as subtle as I am or as intuitive as you are, but he's a dog with a bone in his teeth, and that may be what we need more.”

    “Maybe we won’t need either.”

    “You don't believe that.”

Run to the South

“Fitzgibbons may have been aggressive, but he was no fool.  In his position, I might have come up with his plan… and had I been aware of it, I may have endorsed it.”
    -Flt. Adm. Raphael Cortez, High Council Naval Investigation of 2389

Admiral Fitzgibbons moved with all considered speed.  The First Expeditionary Fleet represented every fast ship he could get orders to before he set out.  Less than six weeks after the explosion of the Maine, nearly three dozen warships appeared at the Bex Apex point.  Stopping only long enough to demand that the recharge station and every jumpship in reach take to their lifeboats and then quick charge his drives off of his fusion plants, Fitzgibbon moved rapidly.

Nanking was hit next.  Then Zurich.  He had been shadowed the whole time, but that mattered little.  Fitzgibbons knew that every jumpship he did not run down would be headed south, squawking and passing word on of his coming.  He knew that the CCN had built quiet jumpships with exquisite sensors to track him.  And he knew if he was fast enough, it wouldn't matter.

At some risk to his KF-Cores, Fitzgibbons was over Aldebaran within two months of the loss of the Maine, long before his opposite number could be reinforced, exactly as intended.

Losses, Run to the South:
CC:  3 Recharge Stations, 4 Jumpships

First Aldebaran

Gan Singh, CC Northflt HQ

“Admiral Simonidies.  Flash Traffic.”

“Thank you Thomas.  On Screen.”

The screen flickered to life, revealing a well-pressed young commander.  He was not visibly sweating, though he likely should have been.

“Admiral Simonidies.  I bring word from Aldebaran.  Aldebaran Command reports a large emergence wave at the Nadir point, and one of the Zencha had their drive plumes on sensors long enough to lock in what looks like a zero-zero profile on the yards.  They MIGHT be playing games with our heads and planning to course-correct in a day or so to let them hit the orbital yards at high speed, but FltIntOps thinks…”

    “Captain, I know what they think.  And I agree with them this time.  A freight train pass might be safer for them, but they didn’t come all this way to be safe.  They came here to be thorough.  We wait.  Charge your drive and wait further instructions”

    With a gesture, Simonidies cut the laser line to the jumpship report boat.  By the time her drive recharged, it would all be over, anyway.

    “Nav, keep a continuous update on fleet drive status and and on calculations for the Aldebaran Five L-1 Point.  We will have another jumper coming in when the Terrans hit point Victor.”

    “Aye.”

Aldebaran, CC Major Shipyard

    “Emergence Wave at the L1, Admiral Fitzgibbons.  Big one.  Looks like.. Eight ships.  Four roughly the size of Connie, and four more closer to Dreadnought.”
   
    “That's their whole North Fleet.  I see Simonidies decided he couldn't let us wreck his yards without sticking his nose in.  What's their profile?”

    “Looks like they are headed for the yards.   We can still abort our pass on the yards if they are going to be reinforced, but we will need a decision soon.”

    “Abort?  For barely a half-dozen ships and some defense stations?  You would make the THN a laughing stock.  Besides…  I think you overestimate their chances.  Stay on course.”

Order of Battle, First Aldebaran:
     
    THN 1ST EXPEDITIONARY FLEET
6 CA Constitution
6 BC Black Lion
8 DD Lola
10 SC Bonnaventure
10 Jump Ships
42 Drop Ships
864 Fighters

CCN NORTH FLEET AND LOCAL DEFENSES
4 CA Quan Yin
4 CL Pallada
200 DS Shao Bing
10 Drop Ships
660 Fighters


THN 1st Expeditionary Flagship “Congress” - Flag Bridge Black Box Recording

“Missile Launch!  I have over a thousand inbound!”

“Bring the fighters in closer.  Small craft to point defense stations.  Energy mounts - start burning down those satellites.  Lets see if we can cut some fire control links before the missiles get here.”

“I'm getting some hits.. Looks like the stations are shaking off single energy mount hits, and it's hard to keep consistent fire on any one station.  And they are firing back.. Looks like 55cm lasers on the things”

“Impact warning… 5… 4… 3…. 2.. 1…”

“Nothing?”

“The fighters, sir.  They went after the fighters.  We just lost two regiments.  All the missiles were on fighters and defense craft.  They’re stripping our point defense.”

“Keep hitting the stations… get us some more closing velocity.  We need to get into the ballistic envelope.  And find me those extra missile sources, they don’t have enough stations for that.  Keep the fighters close!”

“The cruisers were hiding in the stations.. Coming out now, we are taking heavy energy fire.  Next wave in 3.. 2.. 1…  that's most of our small stuff, Sir.  Remaining units are losing cohesion.  Felis Rex is venting atmosphere, and I've got a pair of Lola’s requesting permission to break off.”

“Keep them in, but move them behind the Connies.  We will be in ideal range shortly, and the cannon will settle this.  Concentrate fire on that big cruiser, there.  Barrage fire, fleet orders”

“Aye, sir.  Ships rolling in response to armor damage… wave in 3.. 2…1… we just lost Yorktown, Jaguar is not responding to hails - multiple missile hits to CIC.  DD Squadrons are starting to lose station-keeping with the heavier ships.”

“DAMMIT.  We need to kill those stations.”

“Stations or the Cruisers, Sir?  NACs coming into good range…”

“Burn the cruisers.  Biggest ones you can find.”

“Fighters coming in… going after the exposed flanks of the rolled ships.  Our fighter squadrons are trying to respond, cohesion is rough from their losses to the missiles.  Mary and Ipanema are gone.  Enemy PPCs are focusing on Constellation.. She's gone, sir.  YES!  Finally.  Big enemy CA just lost containment.  Looks like a full Stackpole”

“Shift fire to the next.  Those damn things take too much killing.”

“Report Catherine has lost power.  Edsel is trying to cover her, but is lamed.  Enemy NACs cycling and PPCs coming into rapid fire range,  range, shifting fire to our flag...”

“Missile fire has also shifted.  Wave inbound on us in 3..2...1…”

    *silence*

Hearing before the Capellan House of Scions, 2389
“The Terran Squadrons came in fast, as expected.  They were aware of our missile and energy weapon advantages, and were trying to close quickly into Naval Autocannon range, which was their best opportunity.  Fitzgibbons was aggressive, but not stupid.

We used combined missile fires from ships and stations to strip their defensive fighters and small craft, exposing their fleet units to further missile strikes and the use of fighters against any fragile or damaged ships.  Fighters were of at best moderate effectiveness against anything but damaged or light enemy ships.  We will need new fighters with heavier weapons if we expect them to carry the load against heavier enemy combatants.”

“Yet you make some serious allegations here on page 4 about not having enough fighters.  How  much could more matter if you are saying they were only moderately effective.”

“The Shao Bing over Aldebaran had provisions for up to four thousand fighters on board.  I understand the budgetary concerns that prevent us from building and basing four thousand aerospace fighters over every shipyard, but if we had a redeployable reserve enough to cover at least one yard, it would help.  Barely over 5 wings of fighters still made a difference at 1st Aldebaran.  Give me the other four thousand, and I probably wouldn't have lost those cruisers.”

“And what about the lost cruisers?  A brand new Quan Yin and a Pallada, and another Quannie that will be in the yards for another year.  If your captains had held back behind the stations...”

At this, Admiral Simonides' lips thinned.  “I had 8 cruisers, and some stations.  The THN threw thirty hulls at us.. Even if ten were just scouts.  Yes, we had the stations.  We have far tougher ships - THN hulls are thin, and their armor is mostly the old compounds.  We have far more range - they run light on energy mounts, relying on heavy ballistics and close range engagement.  But thirty warships are still thirty.  Damn.  Warships.  Naval Autocannon may be last century’s tech, but the Terrans have a LOT of them and they WILL kill you DEAD if they get in range.   I will not have my dead criticized, especially when they did nothing wrong.  If they had held behind the stations, the THN would have rolled the stations with light casualties, and they probably would have done the same to us.  Criticize me.  I could have done better.  But if you go after my men again, my participation in this affair will be over and you can court-marital me and be damned.”

“.. allright.  And the decision to continue firing on the escaping enemy scouts?  It has been suggested that if you had allowed them to go, the Hegemony would have been less angry…”

Simonides laughed, bitterly  “Less angry?  They threw a fleet at us for an accidental explosion.  Then they threw ANOTHER fleet at us for not rolling over for their first one.  If we could have picked off all of those Bonnies, we'd have had more time before Second Aldebaran.  Besides, we let them abandon and scuttle everything that had time to surrender.  You don't understand how fast these things are.  Twelve minutes.  Thousands of men and decades of production by an entire star nation.  Twelve.  Minutes.”

Losses, 1st Aldebaran

THN:    6 CA,  6 BC, 8 DD, 7SC, 6 JS (Caught by in-system jump while charging, scuttled), 24 Dropships, 812 Fighters

CC:    1 CA, 1 CL, 30 DS, 480 Fighters, 1 CA Crippled and unable to participate for the rest of the turn. 3B in Repairs.   Presence of Shipyard or Repair Ship reduces repair cost, allows cripples to be saved.


Second Aldebaran

“Admiral Cortez… One of your damn fool admirals went off half-cocked and got how
many of our people killed?”

    “Director Cameron, as I have said before and will say again, I'm not sure that Fitzgibbons was a fool.  Intemperate perhaps, and obviously WRONG, but given what he knew at the time…”

    “It doesn't matter now, anyway.  Can we prove that the Capellans were behind the loss of Maine?  Or at least manufacture proof?”

    “We have no way to know for sure, but we've got some HumInt sources telling us things that seem suggestive.  They were certainly more than ready for us when we came.  Maybe they were setting us up?  Hard to say, and not much we can do now.  Though yes, if it would help on the political side, I can ‘suggest’ that Naval Intelligence write the report you need.”

    “It will help.  I cannot allow… the Hegemony cannot allow… a pissed up second-class state like the Capellans to stand up to us and get away with it.  If they'd just abandoned the damn yards, they could have rebuilt, and we'd have saved face.. But no.  Too damn proud.”

    “Director-General, the fact that they DID what they DID suggests that we can’t keep treating the Houses as second-raters we can order around at will.  Whatever my private opinions of Fitzgibbons, I think we disavow him publicly, apologize, and politely ask for our people back.  Well could allow for at least token repariations, as well.  It will be cheaper than throwing another fleet into that meat grinder before we understand exactly what happened.”

    “Apology?  Reparations?  No, Admiral.  We cannot let this stand.  Would McKenna have let this stand?”

    “McKenna never had the misfortune of being in anything like a fair fight, Director General.  It's pretty easy to build an amazing reputation if you never have to have one of those.  Though in his defense, one of the points of the job is to avoid anything like a fair fight.”

    “Even so.  If we let these neo-barbarians THINK they CAN have a fair fight with us, they will keep doing it.  No more light expeditionary forces.  Pull as much of the Battle Fleet as you can afford.  Take your time.  Bring every bit of throw-weight we can spare.  And go visit Aldebaran again and show the Inner Sphere what happens when you ‘stand up’ to the Hegemony.”

    “Director General.. I must object…”

    “You may object, Admiral.  Feel free.  But you will carry out your orders or we will see who in your chain of succession will.”

2nd Battle of Aldebaran

The runup to second Aldebaran was eerily similar to first.  The THN took its time, this
time, telegraphing the punch and giving the Capellans time to sweat.  They stopped at each system on the way in, not just sterilizing the jump-points, but moving through the system destroying every bit of orbital infrastructure along the way.  It was somewhat frustrated in this, as by the time the THN Battle Fleet moved into Capellan space, their coming was anticipated, and everything even vaguely mobile had been shut down, mothballed, or moved out of their path.  Still, the second run to the south did inflict some minor damage, though not enough to assuage the lost pride of the Inner Sphere’s premier navy.

    By the time the THN 1st Battle Fleet arrived at Aldebaran, their arrival was long anticipated.  Given nearly four months to repair and rearm, the survivors from 1st Aldebaran were returned to active service by the handy fleet yards, and reinforced by the Capellan East and West Fleets.  Rather than following a predictable run in, the THN Admiral brought his ships in directly to the L1 Lagrange Point, anticipating catching Capellan Reinforcements there, as they had at 1st Aldebaran.  The Capellans had been careful not to repeat their subterfuge, and were instead investing in brutal simplicity - their entire order of battle was resting under strict emissions control behind the surviving defense stations.

    The first battle squadron was no more trusting of this innocent silence than any parent of a five year old, but without definite indications that the Capellans were there in strength, and anticipating a good chance that the CCN might well have elected not to stand against the full strength of the THN, they proceeded towards the yards in good order and at significant speed, planning on closing quickly into NAC range of the pernicious defense stations.

    As the THN Closed, the battle of 2nd Aldebaran played out eerily similar to the first, though there were some differences.  The THN forward deployed its nearly thousand fighters, intending to get maximum use of them before they were lost to heavy missile fire.  This forced the CCN Fighter squadrons to remain on defense, and though it preserved the CCN fighter strength at the cost of the THN squadrons, it bought some extra time for the Battle Fleet to advance without taking missile fire, and also ensured that the surviving CCN Squadrons were exhausted of fuel and ammunition before they could move against the Battle Fleet’s warships.

    The Typhoon class vessels were the bastions of the THN.  More heavily armored than the more fragile, older THN hulls, armed with massive batteries of the heaviest naval weapon in service, they absorbed early focused fire from the CCN, preserving their lighter siblings for closer engagement.  Typhoon herself reduced Quan Yin to a wreck, drifting with her spine broken by successive penetrating hits, before the total weight of the CCN missile and energy weapon fire stripped her armor and gutted her internals.

    Numbers and weight of fire inevitably told.  If one discounts their scouts (kept in the line of battle at great risk, to provide extra anti-fighter defense and to force dispersal of fire), the THN had only 22 Warships in 1st Battle Fleet, to the CCNs 21.. And all of the CCN vessels were new, heavily armored, and focused on long range fires, while on the THN side, many vessels were 50 years old or more, and had not been significantly refit during that time.  Their heavy NAC batteries were devastating once they came into range, but their more fragile ships meant that far too few of the THN vessels survived to see the range closed.

    Some naval observers have questioned why the THN did not break off once the first few minutes of fire showed their disadvantage.  However, an analysis of survivor reports show that the THN Admiral felt that his best chance was to close the range as quickly as possible - and that if he attempted to break off, he would be pursued for at least some time by the longer-ranged CCN ships, risking total loss without any damage being done in return.  Thus the Terran Navy, professional to the last, kept their ships heading to the sound of the guns and in obedience to the order given down by the Director General, in an attempt to break through and and carry out their objective of destroying the Aldebaran Yards.

    A handful made it out the far side, and rather than pursue, the CCN allowed them to flee the system, though the jumpships and cargo dropships left at the pirate point were claimed under the guns of the CCN.
       
-“The Turning of the Tide - Aldebaran and the Cameron Dynasty” Sarna University Press, 2457

Order of Battle, Second Aldebaran:
     
    THN 1ST BATTLE FLEET
    2 DN Typhoon
    4 BB Dreadnought
    6 BC Black Lion
10 DD Lola
6 SC Bonaventure
20 Jump Ships
40 Medium Dropships
60 Light Dropships
900 Fighters

CCN COMBINED FLEET
10 CA Quan Yin
11 CL Pallada
170 DS Shao Bing
10 Drop Ships
600 Fighters (total fighter stocks of CCN are nearly exhausted by 2nd Aldebaran)

Losses, 2nd Aldebaran:

THN: 2 DN, 4BB, 5 BC, 9DD, 5SC, 830 Fighters, 40 Medium Dropships, 60 Light Dropships, 20 Jumpships, 9B in repairs.

CCN:  1 CA, 2 CL, 40 DS, 220 Fighters, 2 Dropships, 1 CA and 1 CL Crippled, unable to participate for remainder of turn.  8B in Ship and Yard Repairs.  Presence of Shipyard or Repair ship reduces repair cost, allows cripples to be saved.

CCN Prizes:  20 JS, 60 Light DS, 20 Medium DS (Captured at L1 Point)


The Run to the North

“The Moral is to the Physical as 3 is to 1”
    -N. Bonaparte

Even after the terrible losses of the Aldebaran Conflict, the THN remained the largest and theoretically most powerful navy in the inner sphere.  But for all its physical strength, its internal commands were in shock.  Half of the fleet had headed into the least of the Inner Sphere states, and only dribs and drabs had made it out, telling bitter stories of trying to limp crippled ships home across the light-years.  What was worse, none quite understood exactly what had gone wrong, as many parts of the THN had disparaged the evolving technologies and doctrines that had been sharpened in conflicts between those minor states.

Rather than wait for the Hegemony to regain its balance, the Confederation swung immediately onto the offense.  Their surviving heavy cruisers moved north, loading any army units available over each world as they passed.  Crossing into Hegemony Space in some cases ahead of the Terran survivors of 2nd Aldebaran, they swooped down on every exposed Hegemony world.  Many of these worlds were only a few decades under the Hegemony banner, and were offered the promise of greater freedoms in the Confederation.. Or in the alternate, promise of multi-regiment invasion backed by the threat of orbital fire.

Rather than drive deep into the Hegemony, the Confederation claimed a string of worlds along the border.  This had the effect of both presenting the Confederation as an ‘invading horde’ across their entire border, but also making it clear that the core of the Hegemony was not under threat - at least not yet.  Faced with a Naval Service in near-catatonic shock and the possible threat of revolution if he could not focus its attentions at home, Director General Cameron met with Coordinator Liao over Terra Firma on Christmas Day, 2389, to sign a treaty promising ‘Eternal Peace and Greater Understanding’ between the Hegemony and Confederation.  The Terra Firma Concord of 2388 also offered the establishment of a ‘Mediating Body’ with representatives from all the major powers to ‘help prevent regrettable misunderstandings and loss of life’, but at the time, no other power sent diplomats or was willing to cede any authority, even theoretical.

CC Gains/TH Losses: Alpha Eridani, Tigress, Basalt, Nopah, Kawich, Fletcher, Woodstock, Acamar, Terra Firma, Capolla, Hisen, Chisholm, Mandal, 39B Econ

Quick, while they aren't Looking

Having the two largest navies in the Inner Sphere focused on beating one another into a pulp represented an irresistible opportunity to many of their neighbors, though each would weigh the balance of forces, and opportunity, differently.

After considering a wealth of options and planning to attack almost everyone, the Coordinator of the  Draconis Combine suggested it was better to keep things simple, especially after the difficulties with Rasalhague.  Before the Hegemony regained its balance, the Combine was able to seize Kervil, Telos, and Inglesmond, securing both the flank of the Deneb Algedi salient, though perhaps at the risk of the Hegemony’s future ire.  These worlds had been restive under the Hegemony, and would likely remain so under the Combine, perhaps tempering the Hegemony’s anger.  Dieron, unfortunately, would remain out of reach at the time.

DC Gains/TH Loses:  Kervil, Telos, New Britain, 9B Econ

Eschewing the idea of pressuring the Hegemony, Case Nightmare is abandoned and the Federated Suns considers their options under Case Green.  While part of their doctrine included deep strikes against shipyards, the proposition was tabled on the argument that “Capellan Shipyards are apparently Roach Motels for Warships.  Do we have any spare fleets burning a hole in our pockets?”  As they manifestly did not, and with the Davion pressing that SOME hay be made while the sun was shining, the FSN picked off the periphery realms of Avigait, Bacum, Ashley from CC control, as well as the exposed  Stein’s Folly.The Liao was quoted as saying “Ashley?  Where is that?  Why do I care?” and little more came of the matter.

FS Gains/CC Loses:  Avigait, Bacum, Ashley, Stein’s Folly,  5B Econ

The Free Worlds League took the opportunity of the Capellan-Terran conflict to move its forces to the Lyran Border, likely anticipating an upswing in conflict across the inner sphere and expecting that the CCN would be unwilling to engage in offensive operations for some time.  Still, one proud nail was too much to pass up, and a ‘gentle suggestion’ by a passing diplomat, coupled with the promise of lavish government contracts for purchase from the extensive heavy metal mines of Chertan (owned by the Planetary Governor’s Cousin), brought Chertan into the League with little drama or risk of future conflict with the Hegemony.  The FWL also took the opportunity to pick off both Giausar and Pressby from the Lyran Commonwealth, while the other was busily poking the Hegemony Bear.

FWL Gains/TH Loses:  Chertan, 3B Econ
FWL Gains/LC Loses:  Giausar, Pressby, 2B Econ

The Lyran Commonwealth, in an unusual showing of marital vigor, moved more quickly against the exposed Hegemony than any other power not directly involved in the conflict.  The worlds of Sabik, Atria, Ko, and Lyons all fell before the Lyran forces (or, as was often the case, before Lyran Gunboat Diplomacy) before the Hegemony was able to cement a peace with the Capellan Confederation and reorient its forces.  A second Commonwealth squadron was just about to jump into Summer to cut off the Galatea spur when neutral merchant traffic jumping out from Summer reported a large Terran squadron had just settled into position over that world.  Anticipating that they had gotten everything they could cheaply, the Commonwealth settled into the process of integrating its newest worlds.

LC Gains/TH Loses:  Sabik, Atria, Ko, Lyons, 11B Econ

The Periphery Realms on the whole watched the goings on from the blessed safety of extreme distance and collectively decided they wanted nothing to do with the matter, though more than one leader was on record decrying violence and offering its thoughts and prayers to the Terrans.


Budgets, 2390:
Terran Hegemony - 659B
Draconis Combine - 356.5B
Federated Suns - 383B
Capellan Confederation - 396B
Free Worlds League - 372.5B
Lyran Commonwealth - 391.5B
Rim Worlds Republic - 174.5B
Principality of Rasalhague - 97B
Taurian Concordat - 106B
United Hindu Collection - 73B
Marian Hegemony - 71B
Illyran Palatinate - 45B

Map, 2390
« Last Edit: 26 May 2020, 01:53:06 by Smegish »

marcussmythe

  • Lieutenant
  • *
  • Posts: 1204
Re: Warship Arms Race - The In Character Stuff
« Reply #65 on: 27 May 2020, 08:53:17 »
Terran Hegemony Turn 5 2390-2400

“If you can meet with Triumph and Disaster
And treat those two impostors just the same” 
        -Rudyard Kipling, ‘If’

     In the wake of the disasters at Aldebaran, Director General Cameron attempted, and failed, to remove Fleet Admiral Raphael Cortez from control of the Hegemony Navy.  Rumor has it that even as the pre-signed resignation was being delivered to Naval HQ in Geneva, a recording of the fateful meeting between Director General Cameron and Fleet Admiral Cortez, wherein the Director General pressed for naval action over Ft. Adm. Cortez’ objections arrived at the Director General’s Office.  An armed silence followed, and the developing factions aligning with one government center of power or another quieted in due time.  Civilian authority over the military arm would remain, but it would be exercised more gently, and at a greater remove.

     As the dust settled from his frantic efforts to knit the remainder of the Hegemony Naval Services into a functional organization again, Adm. Cortez turned to planning for the future.  The Hegemony was best on all sides, and any further showing of weakness might result in the Great States surrounding her carving her like a turkey - a process that had already begun.

     At the same time, he felt that the focus on fixed defenses was a trap.  Many argued that with a mere hundred worlds, compared to neighbors two and three times that size, the Hegemony was ideally situated to simply fortify each world in turn, such that each would be too expensive to justify its capture.

     Cortez felt this to be a mistake.  The other powers had hundreds of low value worlds, and could afford to lose some or even many, so long as the core of their strength, a few productive worlds and their industrial capitals, remained inviolate.  A handful of worlds, perhaps a half dozen or less, could be so fortified.  But the Hegemony did not have half a dozen valuable worlds amidst a mountain of chaff - every last world of the hundred was too valuable to lose - and each was an attractive prize to the great houses around her. 

     The Hegemony simply could not afford to place the sort of defenses seen at Aldebaran over each world and anything less simply invited defeat in detail.  Oh, in time, Terra would have to have some, and perhaps a few worlds besides, though no more than that.

     Curiously, however, the Hegemony’s weakness was also her strength. She was still rich, far beyond any other nation.  And that strength was not spread out over hundreds of words and more hundreds of light years.  The vast majority of the Hegemony was within 60 light years of Terra.

     Sixty light years was about to be an important number.  The new Lithium-Fusion Batteries would allow a ship to jump twice in quick succession.  A force so equipped could reach the majority of the Hegemony within hours of an attack, and all of it within a week.  An inbound enemy force burning in from the Zenith Point might find the entire Hegemony fleet jumping into a pre-calculated pirate point, waiting for it before it even arrived.

     The old navy had been vast in number, sprawling in design, and lacking in unified purpose.  It was a remnant of an era of constant invasion and military conquest, an era that was over.  Worlds would change hands only a few at a time, and space supremacy was more important than vast space lift for a navy intending to focus on limited offense, or defense.

     Over the coming decades, the THN would begin an aggressive construction and refit campaign.  Elderly ships, even the beloved THN Dreadnought, would be sent to the breakers or to museum duties, to free personnel and resources for the New Model Navy.  If possible, they would be released at fire-sale prices to the periphery powers, to serve as pressure and distraction on the Hegemony’s hostile neighbors.

     The new navy would be a  fleet of ‘Fast’ ships, able to deploy to any place in the Hegemony with stunning speed, concentrating force at the point of conflict.  While her total numbers would be reduced, her effective strength, particularly her effective strength at any decisive point, would be far greater than it had been before.


Code: [Select]
Terran Hegemony, Turn Beginning 2390
Beginning Funds:  -13.765
Beginning Shipyards:         Terra: 2/2/2/1/2
Keid:  2/2/1/1
Thorin: 1/1/1
New Earth: 1/1/1
Yorii:  1/1/1
Graham IV 1/1/1

Beginning Warships:          DN Typhoon x 2 59.7
                                        BB Dreadnought x 2 16.2
                                        CA Constitution x 14 115.08
BC Black Lion x 1 7.0
CL Cruiser x 21 156.66
DD Lola x 5 33.27
SC Bonaventure x 28 141


Beginning Jumpships:          54 27
Beginning Dropships:          216 (Light)         64.8
                                        40 (Medium)         20
Beginning Small Craft 1,200         12
Beginning Fighters: 2188                 10.9


Turn Accounting         Income/Cost (Billions)
Starting Funds:         -13.75
Repairs         -9
Revenue: +659
Scrap CL Cruiser x21         +39.165
Scrap SC Bonaventure x28         +35.25
Scrap DD Lola x 5 +8.3175
Scrap BB Dreadnought x2         +4.05
Scrap BC Black Lion x 1         +1.75
725.75

Maintenance         -151.74
R&D:  Ferro-Carbide         -75.9
R&D:  LF Battery -75.9

Terra 4->5x1        -25
Terra 3->4x2        -40
Terra 2->3x2        -30
Terra 1->2x2        -20


RnD, Iron Duke Class        -3.75
RnD, Constitution Refit                -2.69
Production, Iron Duke x 6        -89.92
Refit, Constitution->Constitution (Refit) x 14                        -35.812
Construction, Constitution Refit x 16                 -172.32
(723.032)
Remainder: 2.718



Terran Hegemony, Turn Ending 2400
Ending Funds:          2.718
Ending Shipyards:         Terra: 0/2/2/2/3
Keid:  2/2/1/1
Thorin: 1/1/1
New Earth: 1/1/1
Yorii:  1/1/1
Graham IV 1/1/1

Ending Warships:          DN Typhoon x 2         59.7
DNF Iron Duke x 6         89.92
                                        CAF Constitution Refit x 30         323.33


Ending Jumpships:  54         27
Ending Dropships:  216 (Light)                 64.8
                40 (Medium)         20
Ending Small Craft 1,200                 12
Ending Fighters: 2,188                 10.9
   


Iron Duke Fast Dreadnought

After Antares, the THN found its numbers depleted, its budget cut, and its priorities drastically rearranged.  While still the preeminent naval power in the galaxy, it could no longer simply assume absolute dominance as a given and realized it would have to treat its neighbors as legitimate threats, especially given the proven opportunism of nearly all the great houses when the Hegemony found itself distracted and weakened.

In this environment, the Hegemony focused first on defensive duties.  It would no longer set aside massive cargo volumes to support invasions and deep deployments - if it fought, it would be on the defense over its own worlds, or if on the offense, one planet on the front at a time.  Invasion and logistics could be supplied by jumpships and dropships operating in fleet support.

Boasting thick layers of Ferro-Carbide Armor, broadsides containing ten massive naval gauss rifles and eight heavy naval PPCs, a single broadside could cripple or destroy most warships in existence when she first slipped from her builders yards.  Eight missile launchers served to provide mixed anti-ship and anti-fighter fire.  Eschewing hull mounted AAA batteries and Point-Defense Systems, Iron Duke relegated close in anti-fighter and anti-missile work to up to five dozen specialized AAA/PDS focused small craft.

Fittings were rough, if solid, and the quarters while comfortable were not extravagant, especially by the standards of the THN.  Iron Duke and the ships that followed her were uncompromising, pure warships, reflecting the changing focus of the Hegemony in response to the defeats it had suffered.

Code: [Select]
Class/Model/Name: Iron Duke
Tech: Inner Sphere
Ship Cost: $14,778,344,001
Magazine Cost: $219,200,000
BV2: 189,876

Mass: 1,250,000
K-F Drive System: Compact w/LFB (26 Integrity)
Jump Sail:  (6)
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Fuel:  5000 Tons
Heat Sinks:  4715 (99%)
Drop Collars:  0
Grav Decks: 4x100m
Escape Pods: 36
Life Boats: 36

Bays: Bay 1, Nose: 60 Small Craft, 18 Doors
Bay 2, Aft:  14836 Tons Cargo, 2 Doors

Crew And Passengers:
70 Officers in 1st Class Quarters
225 Crew in 2nd Class Quarters
116 Gunners and Others in 2nd Class Quarters
300 Bay Personnel

SI:  150
Armor Type: Ferro-Carbide, 3090 Points
Fore: 405
Fore-Left/Right: 545/545
Aft-Left/Right: 545/545
Aft: 405

Armament:
20 Naval Gauss Rifle Heavy (6 each FS, 4 each RS) 200rnds/ea
16 HNPPC (4 each FS/RS)
80 Capital Launcher Barracuda (20 each Chase and Broadside) 5rnds/ea

Constitution [Refit] Fast Heavy Cruiser

Although the admiralty originally requested a clean sheet design for its Fast Heavy Cruiser class, the THN budget in 2390 simply did not have room for a new build line of LF-Battery equipped Heavy Cruisers as well as its new line of Fast Dreadnoughts. 

The extant Constitution Class Heavy Cruisers were fairly new builds with extensive life left on their drives and hulls, and so were chosen for refit to Fast Cruiser standards.  The Dropshuttle Bay provided ready internal space to contain the batteries, and a stem to stern replacement of the new armor compounds completed what was an expensive, but simple and straightforward, refit.  Hull strength was on the light side for a pure warship, but unlike Iron Duke, the Constitutions were intended not only for duty in the wall of battle, but also for independent patrol duties - and a design that retained Constitution’s firepower and added structural reinforcement would consume the cargo volume needed for patrol duties.

Code: [Select]
Class/Model/Name: Constitution Refit
Tech: Inner Sphere
Ship Cost: $10,720,212,000
Magazine Cost: $57,680,000
BV2: 98,382

Mass: 740,000
K-F Drive System: Compact w/LF Battery (16 Integrity)
Jump Sail:  (5)
Power Plant: Maneuvering Drive
Safe Thrust: 4
Maximum Thrust: 6
Fuel:  10,000 Tons
Heat Sinks:  4400 (100%)
Drop Collars:  0
Grav Decks: 2x100m
Escape Pods: 100
Life Boats: 100

Notes:
LNCSS
Berthing for full second crew

Bays: Bay 1, Nose: 40 Small Craft, 8 Doors
Bay 2, Aft:  32207 Tons Cargo, 2 Doors

Crew And Passengers:
53 Officers in 1st Class Quarters
140 Crew in 2nd Class Quarters
119 Gunners and Others in 2nd Class Quarters
200 Bay Personnel

SI:  100
Armor Type: Ferro-Carbide, 1244 Points
Fore: 200
Fore-Left/Right: 211/211
Aft-Left/Right: 211/211
Aft: 200

Armament:
16 NL/55 (Corners)
24 NAC/20 (Corners) (100 Rnds ea)
160 PPC (Sides/Ends)
240 MG (Sides/Ends)

Tyler Jorgensson

  • Captain
  • *
  • Posts: 2877
Re: Warship Arms Race - The In Character Stuff
« Reply #66 on: 29 May 2020, 18:06:01 »
Principality of Rasalhague


Rasalhague
Principality of Rasalhague, 2391


"Admiral.... with all due respect you should still be in a hospital bed." Elected Prince Sven Anitisson said standing as the horrifically injured Admiral Hjelmstad walks in. Half of his face is covered in burn scars, not to mention his hand. He limps in on a cane, and quickly takes a seat. An aide comes and delivers a couple glasses of water and then quickly retreats.

"With all due respect sir, I've been 'resting' for quite a while now." Admiral Hjelmstad has been in a coma for nearly three years. He was lucky enough tovive the explosion of his flagship but had taken quite a beating. His leg had been broken in over a dozen spots, not to mention second-degree burns. The medics aboard the surviving ships did their best to stabilize him but he had been played in a medical induced coma until his body could 'heal'. He had only recently awakened and shocking many he had elected to resume his post. The thirty something Admiral had become a hero, along with every survivor of Task Force Crimea.

"I know we've talked before.... but are you sure of this? Vice Admiral Knudtson is willing to assume full control, you've more than done your service."

The Admiral ignores the question and presents a datapad. "I've compiled the new budget and made my additions. There's also a report of our current readiness."

The Prince. "Very well Admiral. Please summarize your findings for me."

"The remaining three ships of Task Force Crimea have been scrapped for spare parts. We've saved over twenty billion by doing so, and some of the armor has been turned into medals for the crew, posthumous crew included. Our fighter forces has been cut in half and we've lost additional Dropships. The defensive stations have been set up in their appropriate systems."

"My recommendation is to take Vice Admiral Knudtson's previous proposal and modify it slightly. Our yards at Rasalhague will be improved over spending more money on additional yards. I fear that our attack on the Combine ill change the nature of this war, however we need larger ships quickly. Thirty-five new defensive stations will augment our new colonies and reinforce our current ones. I've ordered R&D to begin looking into a larger station design as well."

"Our maintenance budget remains similar, however our production totals makes up the most of this budget. New fighters, a new Hund-class, and the stations make up our domestic production. The Terran's are selling the bulk of their smaller fleet off, and yes I've received your 'concerns'. I've assigned our budget there to purche their remaining Lola-class Cruisers. Our Navy has experience with them, and despite their thinner skin, the serve well to augment our current designs. We unfortunately do not have enough money to purchase any Rim Worlder Vittoria's, but I've also tasked R&D to begin designing a similar design, or seeing if our yards can locally produce them. They are also working on a new Destroyer, the Tjur, a new scout ship, the Hare, and a new fleet supply tender. Once again our funds prohibit actual schematic development and testing, but between their tasks I feel like we can get a head start for the next budget."

"Our R&D team is currently working on the newer Naval Gauss Rifles. The DCA has had them for a while but their impact was quite devastating. I wanted to put one on a Hund, but the space and weight constraints mean that they most likely will be deployed on the Tjur when it become available. Vice Admiral Knudtson advocated for AC/10's to be broadly deployed, but I fear like that is a waste of resources. I've been talking with my opposite in the Army and he believes Particle Projection Cannon's would be a better weapon for both ground and aerospace forces and I agree. Of course-"

"Budget constraints. Yes I know. The deficit cause by Task Force Crimea's purchase, combined with our recent colonization efforts leave you a bit short this budget, but don't worry. I assume you have nothing fanatical planned?" the Prince asks mockingly.

"No Sir. We need to rest, rearm, and repair. The Dragon has been roused, and we've wounded him, but I think that we will both be resting for a while. Maybe let the new generation blood themselves on pirates, rather than a larger war."




Fleet Doctrine
The Fleet will be broken up into three Squadrons: Alpha, Beta, and Delta. Alpha and Beta will mirror each other with the Hund II's split, with a Vittoria and a Lola I escorting them and two Invader-class Jumpships as support. One Jumpship will function as a carrier, carrying fighters and  ground troops if necessary, while the other will be a cargo carrier. Alpha will be based from Rasalhague, patrolling the 'middle line' of PoR territory along with allied RWR fleets mostly concentrating on the coreward section. Beta will be patrolling the front line (Last Frontier, Radlje, Vipaava, and Trondheim), based at Jezersko.

Delta will consist of three Lola I's and three Invader-class Jumpships as support. They will be based at Jezersko as a reaction force. Similar to Alpha and Beta the Jumpships  will be mostly used for cargo, with a handful of fighters for defense.

Thirty-Five new Aspida-class Defeve stations will be constructed. Rasalhague will now boast 15, Jezersko 12, and New Oslo 8. The remaining will be five at each of the following planets: Trondheim, Vipaava, Last Frontier, Radjie, Thule, Pinnacle, Christiania Dawn, Susquehenna, Leoben, Unzmarkt, and Hermagor. Every station will mount the full complement of fighters, small craft, and marines.

Any and ALL Jumpships are to avoid combat at all cost, jumping to obtain reinforcements. Any pilots are tasked with covering this retreat and are then ordered to head to ground if possible.

The fighter and Drop Ship assignments of the fleet will be the same as Admiral Jorgensson had laid down nearly three decades ago. Drop Ships and medium craft to remain close to the fleet, light squadrons to scout, and heavies for assault support. In addition the small craft will be appropriately tasked for boarding actions if possible but otherwise close in support actions. Dedicated training towards anti-missile defense will be instituted.

Priority targets are once again troopships and their line cruisers. However local commanders are given broad latitude in how to target their fleets guns, semi-reversing Admiral Jorgensson's policy of 'It must die or else!'. Commanders are also give latitude to determine if ships can be captured, crippled, or destroyed. If ceasefires are negotiated we will 'NOT' fire first: we will maintain all level of civility if possible. Be wary of traps from the Combine for they are crafty. Orbital bombardment on enemy forces is forbidden while in PoR space.

The Third Battle of Jezersko taught us much about fleet combat. In light of the Flagship of a given squadrons destruction the chain of command will pass to the senior Captain among the remaining members. Commanders are to drill rapid changes of command with their crews to enforce this. Our fleet will also maintain formation in system on patrol routes together, not independently split off from each other. They are patrolling, being repaired/upgraded/ or holding at Jump Points together. They are not to maintain positions near the gravity well of the planets if at all possible: they should always be in motion.

Task Force Crimea veterans have been assigned across the fleet, or given their choice of assignments in the PoR military (up to and including retirement with full pensions). The have counciled for greater numbers of fighters on PoR ships, as well as enhanced anti-missile defenses. They also have spoken about the lethality of the new Naval Gauss Rifles and the surface to space defensive works. The Admiralty has taken these notes into high considerations and are beginning to augment the fleet with those exact suggestions.

Regarding the events at Liezen, the local PoR commander was neither reprimanded nor congratulated on his decision to remove the fleet from combat. In wake of this however new orders went out to the fleet. "In light of recent events, avoid confrontation with other forces in large multi-fleet battles unless defending PoR territory or colonization efforts. Allied forces should be warned of this, however we do give permission for commanders on scene to augment allied forces when defending their own territory or colonization efforts.

On the southern section of the Inner Sphere the stories of the battles between Capellan and Terran forces have leaked out. Weights of missile fire and fighter support, not to mention anti-missile fire, have only intensified the needed research for Carriers and Missile Cruisers. However, the Admiralty has bee told that no additional funding is available at this current time.



Code: [Select]
Principality of Rasalhague, Turn Beginning 2390 Value/Cost (Millions)

Funds: -5.229
Revenue: 97.000
     
Shipyards:
- Rasalhague:      1
- New Oslo:         1

Warships: 
- 5x Hund-class Frigates Mark II
- 1x Vittoria-class Destroyer
- 1x Vittoria-class Destroyer Mark II

Jumpships:
- 10x Invader-class

Space Stations:
- 60x Aspida-class Defensive Stations

Dropships:
- 26x Light Dropships

Small Craft:
- 92x Small Craft

Fighters:
- 280x Fighters (Mix of classes)
       


Expenses                                        Value/Cost (Millions)

Maintenance:
- Hund-class Frigate Mark II: 11.743/ 11.743
- Vittoria-class Destroyer: 3.264/ 3.264
- Vittoria-class Destroyer Mark II: 3.373/ 3.373

- Invader-class Jumpships: 2.500/ 2.500
- Dropships: 3.900/ 3.900
- Fighters: 700/ 700
- Small Craft: 460/ 460

- Aspida-class Stations:  4.560/ 4.560



Repair
- None



Scrapping:
- 2x Binzhou-class Frigate Block II's (Damaged): +1.590
- 1x Yang Wei-class Cruiser Block II (Damaged): +934



Production:
- 1,176x Fighters (Mostly heavier designs): 5.600
- 35x Aspida-class Defensive Stations (From the RWR): 5.600
- 5x Lola I-class Cruisers (From the TH): 8.316
- 1x Hund-class Frigate Mark II: 4.697



Shipyards:
- Upgrade Rasalhague: 1 -> 2 : 20.000



Colonization:
- Expenses: 4.000



Technology/ Research:
- Naval Gauss Rifles: 15.760



Total: 97.178



Principality of Rasalhague, Turn Ending 2400 Value/Cost (Millions)
Funds: -178
     
Shipyards:
- Rasalhague:      0/1
- New Oslo:         1

Warships: 
- 5x Lola I-class Cruisers
- 6x Hund-class Frigates Mark II
- 2x Vittoria-class Destroyers (1x Upgraded)

Jumpships:
- 10x Invader-class

Space Stations:
- 95x Aspida-class Defensive Stations

Dropships:
- 26x Light Dropships

Small Craft:
- 92x Small Craft

Fighters:
- 1,456x Fighters (Mix of classes)




List of Ship Names

Hund-class Frigates Mark II
PoRS Mäyräkoira (Daschhound Finnish)
PoRS Sækari (Retreiver Icelandic)
PoRS Varg (Wolf Swedish)
PoRS Kant (Edge Swedish)
PoRS Terä (Blade Finnish)
PoRS Veitsi (Knife Finnish)

Lola I-class Cruisers
PoRS Mörda (Murder Swedish)
PoRS Parvi (Flock Finnish)
PoRS Flyg (Flight Swedish)
PoRS Epäystävällinen (Unkindness Finnish) - Delta Squadron Flagship
PoRS Grzmot (Thunder Polish)

Vittoria-class Destroyer
PoRS Miekka (Sword Finnish) - Alpha Squadron Flagship
PoRS Yxa (Hachet Swedish) - Beta Squadron Flagship



Code: [Select]

Alpha Squadron Ships (Rasalhague -> Patrolling Secondary Line)
Hund-class Frigate Mark II
PoRS Mäyräkoira
PoRS Sækari
PoRS Veitsi

Vittoria-class Destroyer
PoRS Miekka

Lola I-class Cruiser
PoRS Parvi- Alpha Squadron Flagship

- 2x Invader Jumpships



Beta Squadron Ships (Rasalhague -> Patrolling Jezersko and Front Line)
Hund-class Frigate Mark II
PoRS Varg
PoRS Kant
PoRS Terä

Vittoria-class Destroyer Mark II
PoRS Yxa - Beta Squadron Flagship

Lola I-class Cruiser
PoRS Grzmot

- 2x Invader-class Jumpships



Delta Squadron (Jezersko -> Reaction Fleet)
Lola I-class Cruisers
PoRS Mörda
PoRS Flyg
PoRS Epäystävällinen - Delta Squadron Flagship


- 3x Invader-class Jumpships


Stations
- Rasalhague: 15
- Jezersko: 12
- New Oslo: 8
- Trondheim: 5
- Vipaava: 5
- Last Frontier: 5
- Radlje: 5
-Thule: 5
- Pinnacle: 5
- Christiania: 5
- Dawn: 5
- Susquehanna: 5
- Leoben: 5
- Unzmarkt: 5
- Hermagor: 5

List of Destroyed Vessels
- Vittoria-class Destroyer PoRS Kirves (Axe Finnish) - Third Battle of Jezersko - Late 2376

- Hund II-class Frigate PoRS Hund (Hound Swedish) - Lead ship of class - Third Battle of Jezersko Late 2376

- Rav-class Corvette PoRS Rav (Fox Swedish) - Lead ship of class - First Battle of Jezersko 2359
- Rav-class Corvette PoRS Kråka (Crow Swedish) - Battle of Christiana, Late 2362
- Rav-class Corvette PoRS Korp (Raven - Swedish) - Battle of Christiana, Late 2362

- Lola -class Cruiser PoRS Mjölnir - Battle of Luthien Early 2387
- Lola -class Cruiser PoRS Myrskyn Katkaisija (Storm Breaker Finnish) - Battle of Luthien Early 2387

- Yang Wei-class Cruiser Block II PoRS Jörmungandr - Battle of New Samarkand October 2387
- Yang Wei-class Cruiser Block II PoRS Fenrir - Battle of Luthien Early 2387
- Yang Wei-class Cruiser Block II PoRS Hel - Battle of New Samarkand October 2387
- Yang Wei-class Cruiser Block II PoRS Surtr - Battle of New Samarkand October 2387

- Binzhou-class Frigate Block II PoRS Odin - LOST - Misjump in Early 2388
- Binzhou-class Frigate Block II PoRS Frigg - Battle of New Samarkand October 2387
- Binzhou-class Frigate Block II PoRS Thor - Battle of Luthien Early 2387
- Binzhou-class Frigate Block II PoRS Freyr - Battle of Luthien Early 2387
- Binzhou-class Frigate Block II PoRS Freya - Battle of Luthien Early 2387
- Binzhou-class Frigate Block II PoRS Baldr - Battle of New Samarkand October 2387
- Binzhou-class Frigate Block II PoRS Tyr - Battle of Luthien Early 2387
- Binzhou-class Frigate Block II PoRS Geri - Battle of New Samarkand October 2387

VensersRevenge

  • Lieutenant
  • *
  • Posts: 839
  • Is this the real life...
Re: Warship Arms Race - The In Character Stuff
« Reply #67 on: 29 May 2020, 20:44:25 »
Free Worlds League, 2390
Michaels groaned as he pulled himself out of his bed, and stumbled towards his desk. His heart was beating hard, and he fumbled with the container that held his medication. He finally swallowed a couple of pills and sat down at his work desk in his apartment on Stewart. Michaels had hoped that he would be able to command the FWLN into the new century, but while he would not admit it to anyone, he knew it was less and less likely that he would make it through the decade. "There is still too much to do" he muttered to himself as he went over the low level messages that were delivered to him overnight. Still, his tenure as Captain Admiral could not be described as unsuccessful. The League had expanded, maybe not as dramatically as some, but with a much lower cost in lives and money. Other than Giasaur, the League was able to slowly and peacefully expand just like Michaels had hoped when his career started. But that would not be the case for long. He had largely dismissed the Capellans, but they proved able to humiliate the Terran's and claim more than a few systems. But they had to worry about Terran retribution, and the Federated Suns who had stayed uninvolved in the battles of the past decade. The Lyrans had already fought the League for Giasaur, but had also become involved in the Rasalhague quagmire. The Marian's rapid expansion was of concern to him, but was unlikely to be a problem within his lifetime, considering the health problems that had quietly been plaguing the Admiral. Still, he would have to begin creating Operation Plans for his successor, whoever that would be. Just then, his computer pinged, and when Michaels saw the message he almost forgot his pain. "I just might be able to create a stronger League for my successor after all." Michaels got dressed in his dress uniform, walked out of his apartment, and made his way to the Stewart dropport.
History:
The conflicts of the 2370's left the Free Worlds League largely alone, but Captain Admiral Michaels and his staff knew that that would not be the case forever. The Periphery border was still seen as low priority, but the rapid expansion of the Marian Hegemony worried the FWLN. This worry was compounded by the fact that the propaganda department of the Hegemony made it difficult to tell how strained they truly were by the rapid expansion they undertook. Even ALEXA could not help, because the Hegemony's citizens were also exposed to the propaganda, and simply parroted it. Despite the concerns, the Hegemony was not considered a short term threat. Admiral White was informed to keep a careful watch for pirates or "pirates" on the Periphery border, and Michaels recommended that the Diplomatic Corps put out feelers to the Illyrian Palatinate to make common cause against the Marian's. Meanwhile, new warplans were made to take advantage of Lyran or Capellan weakness' as they became clear. Although the Terrans may also end up showing weakness that could be exploited by the FWLN, Michaels still felt that the Terrans were an enemy that the League could not defeat. Nonetheless, warplans were made so that if every other power began ripping the Terrans apart, the League would get its fair share and ensure at least some Terran citizens would join the state that clearly respected it's people the most.

Turn:
Code: [Select]
Year: 2390      Value in Millions
Money Available 372,500
Remaining from Last Turn -29,464
Available Shipyards

Atreus                   0/2
Irian       0/2
Loyalty       0/2
Regulus                 1
Jardine (secret)      4
Repairs 0

Maintenance 50% 192,928                                                                               
Construction Unit Price
Shipyards
        Jardine              S4>S5             50,000
Prototype        Juliano Marik                        2,843
Warships J Marik 1         11,371
Research         Medium Dropships                 42,525
Jumpships            20 500        10,000
Small Dropships              0 300            0
Medium Dropships            58 500   29,000
Fighters          873     5     4,365

Total Spent     372,496

Income Remaining 4
Doctrine Changes:
The FWLN made only minor shifts to it's doctrine, focused on it's new development of heavier dropships. Based on information gained from the Federated Suns (Operation ALEXA paying off once again), the larger dropships are seen as a way to increase the combat power of Marik's, as well as the large jumpship core. At this time, Medium Dropships bought by the FWLN are split evenly between combat dropships and carriers, with plans to buy troop transports and cargo ships later. The larger civilian cargo models that have been produced will also assist the League economy.
Operation Plans:
Captain Admiral Michaels and his staff have produced a series of Operation Plans for combat with neighbouring powers.
Operation ARMINIUS:
The plans to break the Marian Hegemony, ARMINUS is considered low priority at this time, but likely an inevitability in the future. Based on a deep strike on Alphard to eliminate the Marian ability to build ships, with follow on attacks to damage the Marian economy on nearby systems and eliminate as much of the Marian Navy as possible ARMINIUS also has sub-operations for a joint attack with the Illyrians, and an intervention to protect Illyria from a Marian assault. ARMINIUS-DELTA, the plans to intervene to protect Illyria, is the only plan authorized for 2380-2390. If Illyria is attacked, Admiral White is to lead the Periphery Squadron into Marian territory. Constant raiding is to be done in Marian systems to force the Hegemony to pull ships back, after which the Squadron is to coordinate with Illyrian forces.
Operation BROKEN CROWN:
The plans to assault the Lyran Commonwealth involves a two-pronged attack. The Lyran Squadron would escort assault troops to take the Gienah Thumb (Gienah, Ford, Arcadia, Nestor, and Launum). The fleet would stay together and land troops one plane at a time until the second prong landed. The Stewart Fleet would first assault New Kyoto and it's shipyards, taking it if possible  and destroying the yards if Lyran strength is too strong on the border. The Stewart Fleet would then swing up to the Gienah Thumb and assist taking the remaining planets. The Lyran Squadron would then begin raids to attempt to force the Commonwealth to the negotiating table, while the Stewart Fleet would pull back to a defensive state. BROKEN CROWN is only to be launched if the Capellans are felt to be suitably distracted, as the Capellan Squadron may be recalled to protect vital shipyards.
OPERATION SAI:
A similar plan to BROKEN CROWN, the Capellan Squadron is to assault Ling and Park Place, to create a stronger border, while the Stewart Fleet moves up to assault Andurien. Refugees from Andurien had pleaded for assistance from the League, claiming the Confederation was oppressing Andurien citizens. Lopez and Shiro were secondary targets if the Capellan fleet was too tied up on the Terran border to prevent the League taking more planets. The Talwar's were to raid along the League-Capellan-Terran border to keep the Capellans focused on the south and cause economic damage.Similarly to BROKEN CROWN, SAI is to be enacted only if the Lyrans are distracted. A two-front war is the last thing the FWLN wants.
OPERATION HOMECOMING:
The least likely warplan to be put into action, HOMECOMING is an all out assault on the Terran Hegemony. Only to be put into place if the Terrans are being assaulted by every major power and appearing to break under the pressure, the League doesn't want other powers to get more powerful without the League gaining more resources as well, and of course liberating those civilians whose lives would be worse under other powers control. If HOMECOMING is put into place, every fleet except the Periphery Squadron would be used to take as much Terran territory as possible.
Every warplan is of course subject to change, and if other powers seek to work together to attack a power, then that would of course lead to that warplan being put into place.
Juliano Marik Battleship:
Decades in the making, the Juliano Marik is the new flagship of the Free Worlds League. Always operating in concert with the Stewart Fleet to provide the Juliano Marik logistical and dropship support, it will provide large amounts of extra firepower. With six Heavy Naval Gauss Rifles, Heavy Naval PPCs, and three Naval Laser 45s for long range firepower, it can savage enemy ships from extreme range. Six NAC 's in each broadside ensure that coming close is no salvation, and the corners mount three more Naval Laser 45's for extra long range firepower and three nuclear tipped Killer Whales for anti-fighter defenses and more firepower. The anti-fighter and anti-missile defenses are weaker than most FWLN designs, but that is why it is supported at all times. 12 fighters are bayed in the ship so that even if caught away from the rest of the fleet, it still has some assistance in keeping fighters off of it. These fighters are exclusively used to defend the Juliano Marik from enemy fighters and attempt to shoot down missiles.
Code: [Select]
Juliano Marik Class Battleship
Mass: 1 250 000 tons
Movement: 3/5
Heat Sinks: 6 371
Fuel Points: 0/10000 (4000.0 tons)
Tons Per Burn Day: 39.52
Structural Integrity: 150
Sail Integrity: 6
KF Drive Integrity: 25
Armor: 3750 (Capital Scale) (Improved Ferro-Alum)
Armor
Nose
525
Front Sides
400
Aft
315
Aft Sides
350
Weapons
Loc
Heat
Nose
6 Killer Whale
120
K.W. Ammo
150
2 Naval Laser 45
140
12 Machine Guns
0
Machine Gun Ammo
1200
Front Sides
3 Naval Laser 45
210
3 Killer Whale
60
K.W. Ammo
75
3 LRM 15
15
LRM Ammo
48
14 Machine Guns
0
Machine Gun Ammo
1400
Broadsides
6 Naval PPC Heavy
1350
6 Naval Autocannon 40
810
NAC/40 Ammo
120
3 Naval Laser 45
210
6 Naval Gauss Rifle - Heavy
108
Naval Gauss Heavy Ammo
120
Aft Sides
3 Naval Laser 45
210
3 Killer Whale
60
K.W. Ammo
75
3 LRM 15
15
LRM Ammo
48
17 Machine Guns
0
Machine Gun Ammo
1700
Aft
3 LRM 15
15
LRM Ammo
48
17 Machine Guns
0
Machine Gun Ammo
1700

Carrying Capacity
0 Dropships
12 Fighters (3 Doors)
Cargo Space (1 door) - 12,223 tons 
Crew
Officers
66
Enlisted/Non-rated
229
Gunners
68
Bay Personnel
24
Life Boats 70
Escape Pods 70
4 100ft Grav Decks
Cost: 11 371 million
Code: [Select]
Free Worlds League Navy:
Marik Destroyers:
Stewart System Marik Destroyers:
FWLS Marik
FWLS Oriente
FWLS Irian
FWLS New Delos
FWLS Stewart
FWLS Tiber
FWLS Loric
FWLS Alula Borealis
Periphery Border Marik Destroyers:
FWLS Atreus
FWLS Loyalty
FWLS Tamarind
FWLS Sardis
Capellan Squadron Marik Destroyers:
FWLS Regulus
FWLS Kanata
FWLS Gibson
FWLS Bismarck 
Lyran Squadron Marik Destroyers:
FWLS Clipperton
FWLS Thermopolis
FWLS Kalidasa
FWLS Solaris
Talwar Corvettes:
FWLS Talwar - Capellan border
FWLS Tegha - Capellan Border
Cyrus Cruisers:
Flagships:
FWLS Cyrus - Flagship Stewart Fleet
FWLS Darius - Flagship Capellan Squadron
FWLS Xerxes - Flagship Lyran Squadron
Stewart System
FWLS Cambyses
FWLS Artaxerxes
FWLS Achaemenid

FWLS Juliano Marik - FWLN Flagship, meeting Stewart fleet either at Stewart or on path to attack under Captain-Admiral Michaels
« Last Edit: 03 June 2020, 20:08:21 by VensersRevenge »
...Is this just fantasy?
Warship Arms Race III
https://bg.battletech.com/forums/index.php?topic=84031.0

Jester Motley

  • Corporal
  • *
  • Posts: 86
Re: Warship Arms Race - The In Character Stuff
« Reply #68 on: 31 May 2020, 21:03:31 »
FedSuns Turn 5

[EDIT: corrections for mislabeled headers, no content or rule level edits made]
[EDIT 2: Added ship names for this turn]

The 2380s were calm for the Federated Suns.  Its citizenry, and navy, could afford a sigh of relief after the previous decades of high levels of activity.  However, Life, and space especially, abhor a vaccum, especially the vacuum of quiet.  While the rest of the galaxy viewed the Taurian Incident of the previous decade, with shock and awe, the Armed Forces of the Federated Suns Navy recognized the recklessness, the pure gamble, that the campaign was.  But the galaxy hadn't witnessed real shock or awe until the first and second battles of Aldebaran.  Undoubtably going down in the history books along side such battles as Crecy, Thermopylae, or perhaps most appropriately, the English defeat of the Spanish Armada.  Icing on the cake was the deep raid and devastating damage done to the Drakes.  For such a small house to punish so badly, and with near with impunity, echo'd the Cap's fight with the Terrans.  Clearly, the galaxy had gone insane, all assumptions now stand challenged.

The AFFS-N awoke to the new situation, the new possibilities. No longer were the Hedgehogs the Sword of Damocles against the other houses.  No longer could the minor houses be dismissed.  War was coming, war was here, war the likes the galaxy has not known.  In the incredible, upsetting news and events of the 2380s, the AFFS-N found itself woefully unprepared.  It was with this new understanding, the Navy sprung to action, like a whipped dog.  For the first time, the AFFS-N yards were operating at maximum capacity, churning out everything from the newest of jumpships, to it's crown ship, the giant Achilles.  Brand new designs were rolled out of yards, upgrades and refit planning began, and the Navy doubled its hull mass and drastically increasing its fixed defenses.

These new designs, defenses, and refits also took into account lessons learned in previous conflicts, as well as the battles fought this last decade.

Fighters were meaningful, but could not go unsupported.
Fixed defenses could be overwhelming.
Missiles used properly, were a devastating part of naval weapon toolkit, and could clearly dominate a battle if allowed to.

The Capellan's defensive stations proved the difference in Aldebaran, there can be no doubt there.  And with it, the massive missile swarms that allowed them to obliterate the Terra forces light craft.  The FS Bailey, a stalwart and dependable station design for decades, lackes missile tubes and is too large, too expensive to be used in the same effect as those stations that made such a difference.  With that in mind, the Parapet was designed.  Built to augment a suite of Baileys, the Parapet brings missile tubes to AFFS-N static defenses, at an affordable cost.

At the same time, a new invention, the Lithium-Fusion Battery, gave rise to a new capability, a new speed for communications.  With the L-F Battery, communications and transit times were halved, allowing news of war, invasion, and calls for reinforcements to spread at unprecedented speeds.  The value of this was demonstrated when the prototype vessel, AFFSS Beagle, was used to carry a new experimental antibiotic to one of the new FS colonies who had found to their detriment, a native biologic that resisted all known antibiotics.  It's estimated that several 100 colonists were able to be treated, and saved, because of the Beagle's crew and their new battery.  It was also the Beagle, out on testing maneuvers near the Capellan border, that picked up brought the news of 2nd Aldebaran to the First Prince.  Its believed he knew more than a week ahead of the Terrans, and that the early news was directly responsible for the success in capturing of the Capellan worlds taken.

Doctrine change- Beholder Jumpships will accompany all major fleet engagements, and can, and will be, stationed in packet lines (pony express) to facilitate galactic level strategic command, control, and communications.  (And if I get an idiot for a Prince, I expect they can be used to micromanage fleets to their detriment or demise...)  In addition, they are used as diplomatic packet/personnel carriers, to facilitate political discourse with our neighbors.  And as thus, many will operate under "diplomatic immunity" where allowed, and under white flag of truce/parley when called on to do so.  Their single collar will be occupied with either a diplomatic "ambassador's" drop ship (solid gold toilet), a supply dropship (for packet line or long range deployments), or a defensive drop ship for protection against pirates and raiders.

With increased pirate activity, caused by the Taurians (or so is the official word), it was decided that the tried and true Terrier and Rapier ships need upgrades.  Delays, design issues, and a compete offer saw the venerable ships unchanged, but a new addition, the Epee, joined their ranks.  Heavily armed, armored, and protected, the Epee was originally designed to meet the FedSun calls for a support vessel designed to handle a high missile and fighter environment, such as the Terrans encountered at Aldebaran.  Though ultimately rejected due to her being to light and fragile to stand a battle line, war games showed both the needs for much thicker defenses against craft and missiles, and the necessity of dedicated PDS/AA vessels.  As light vessel designs were less expensive to prototype and build, the Priwen and Svalinn designs were developed to help defend the various March fleets.

The Javelin was initially an older design from the previous decade, but with the pressing need for warships, the design was dusted off, spruced up, and geared up.  The Bolo, however, was a fresh, new design, taking into account the new combined arms missile doctrine from the "lessons learned" by the Navy.   War games showed that Javelins covering at long range with a Hornet carrier, Bolos and Achilles at mid ranges, and Gladii pushing to close to short ranges, gave defense and damage in layers, denying an enemy an exclusive long range engagement, but preventing the Terran's mistakes of depending on massive short ranged weapons to carry the day.  (Doctrine change)

Late in the decade, a modest upgrade and refit design was approved for the Gladius destroyers, but with no yards available, actual refits were delayed for this decade.  (Ie, I paid for it, intended to refit, then figured out I didn't have the yards, but forgot to "unpay" for the design...  so... go me!)

Finally, with a minor surplus, the Navy started contracting for an increase to it's shipyards late in 2398, but due to union strikes, lawsuits with the controlling corporations over safety issues, and a bizarre murder-suicide of several politicians and executives of those corporations, negotiations have often stalled and drag on to the decade's closing.  As more than 1/3rd of the cost to upgrade has been earmarked and contractually held until the negotiations can be handled, there's little doubt the yard upgrades will happen.  Even if the marines have to be sent in to negotiate for the Prince.

Federated Suns Turn report

Code: [Select]
Federated Suns Turn report:   
Turn:                          5     
Turn Date:                    2390
Fiscal:                           
Base Budget:                  383000
Carryover From previous turn: -34
Bonus/Loss:                    0
Total Budget for turn:        382966                       
Maintenance:                  143930.5                     
Research:                      96593.2                       
New Aquisitions:              119306.5                     
Yard Additions/Upgrades:      0                             
Surplus for next turn/Warchest 23135.8                       
Research:                      L-F Batteries                 
                              Double Heatsinks             
Existing Yards:                                             
Planet                        L1        L2        L3        L4        L5        L6        L7        L8        L9        L10        Castles Brian                 
TOTAL                          3          3          2          1          0          0          0          0          0          0          0                             
Delevan                        1          1          1          0          1                                                                                         
Layover                        1          1          1                                                                                                             
New Syrtis                    1          1
Yard upgrades/moves:         

End of Turn Yards:                                                                                                                                                    Planet                        L1        L2        L3        L4        L5        L6        L7        L8        L9        L10        Castles Brian                 
TOTAL                          3          3          2          0          1          0          0          0          0          0          0                             
Delevan                        1          1          1          0          1                                                                                         
Layover                        1          1          1                                                                                                             
New Syrtis                    1         
Starting Minor Vessels:       
                              Fighter                        4775
                              Adv. Fighter                  0   
                              Small Craft                    2250
                              Light DS                      105
                              Med DS                        25 
                              Hvy DS                        0   
                              JumpShip                      35 
New Minor Vessels:                                                                        Total EOT:
                              Fighter                        0                              4775   
                              Adv. Fighter                  0                              0       
                              Small Craft                    0                              2250   
                              Light DS                      0                              105     
                              Med DS                        0                              25     
                              Hvy DS                        0                              0       
                              JumpShip                      0                              35     
Warships:                                                                                         
New Designs                    Built this Turn:                                                   
Gladius-B-A1 (Destroyer)      0    (Blueprint paid for, $673M)
                                                               
Existing Designs:                  Built this Turn:                    Refit:                              Starting Numbers                    Total:                              Mothballed:                                                                               
Outpost Space Station (Recharge)    0                                  0                                  40                                  40                                  0                                                                                         
Bailey Space Station (Defense)      0                                0                                20                                20                                0                                                     
Gladius (Destroyer/Defense)        0                                0                                7                                7                                0                                                     
Hornet (Light Carrier)              0                                0                                3                                3                                0                                                     
Rapier (Fast Frigate)              0                                0                                5                                5                                0                                                     
Terrier (Corvette/Scout)            0                                0                                5                                5                                0                                                     
Cabellus (AFS Collier/Combat Stores 1                                0                                2                                3                                0                                                     
Achilles (Cruiser)                  0                                0                                0                                0                                0                                                     
Achilles-B-A1 (Cruiser)            2                                0                                3                                5                                0                                                     
Parapet Defense Satellite          150                                0                                0                                150                                0                                                     
Epee (Heavy Frigate)                3                                0                                0                                3                                0                                                     
Bolo (Heavy Destroyer)              4                                0                                0                                4                                0                                                     
Javelin (Light Cruiser)            2                                0                                0                                2                                0                                                     
Beholder Packet Ship                8                                0                                0                                8                                0                                                     

New Vessels and designs:

Javelin (Light Support Cruiser)
Code: [Select]
Class/Model/Name: Javelin (Light Support Cruiser)
Tech: Inner Sphere
Ship Cost: $8,640,484,000.00
Magazine Cost: $36,000,000.00
BV2: 69,568

Mass: 725,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Ferro-Carbide
Armament:
4 Naval Laser 55
40 PPC
80 Laser Small
8 Naval PPC Heavy
6 Naval Gauss Rifle Heavy
1 Naval Laser 35
Class/Model/Name: Javelin (Light Support Cruiser)
Mass: 725,000

Equipment: Mass
Drive: 174,000.00
Thrust
Safe: 4
Maximum: 6
Controls: 1,813.00
K-F Hyperdrive: Compact (16 Integrity) 328,063.00
Jump Sail: (5 Integrity) 67.00
Structural Integrity: 130 94,250.00
Total Heat Sinks: 1474(2948) Double 840.00
Fuel & Fuel Pumps: 10000 points 4,080.00
Fire Control Computers: 0.00
Armor: 1586 pts Ferro-Carbide 1,885.00
Fore: 265
Fore-Left/Right: 265/265
Aft-Left/Right: 265/265
Aft: 261

Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 1 50.00
Medium: 1 100.00
Large: 0.00
Escape Pods: 20 140.00
Life Boats: 20 140.00

Crew And Passengers:
39 Officers in 1st Class Quarters 390.00
151 Crew in 2nd Class Quarters 1,057.00
39 Gunners and Others in 2nd Class Quarters 273.00
84 Bay Personnel 0.00
4 1st Class Passengers 40.00
112 2nd Class Passengers 784.00
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
5 PPC Nose 50 50 (5-C) Medium 35.00
10 Laser Small Nose 10 30 (3-C) Short-PDS 5.00
1 Naval PPC Heavy FR 225 150 (15-C) Extreme-C 3,000.00
1 Naval Gauss Rifle Heavy FR 18 300 (30-C) Extreme-C 7,000.00
5 PPC FR 50 50 (5-C) Medium 35.00
10 Laser Small FR 10 30 (3-C) Short-PDS 5.00
2 Naval PPC Heavy RBS 450 300 (30-C) Extreme-C 6,000.00
1 Naval Gauss Rifle Heavy RBS 18 300 (30-C) Extreme-C 7,000.00
5 PPC RBS 50 50 (5-C) Medium 35.00
10 Laser Small RBS 10 30 (3-C) Short-PDS 5.00
1 Naval PPC Heavy AR 225 150 (15-C) Extreme-C 3,000.00
1 Naval Gauss Rifle Heavy AR 18 300 (30-C) Extreme-C 7,000.00
5 PPC AR 50 50 (5-C) Medium 35.00
10 Laser Small AR 10 30 (3-C) Short-PDS 5.00
1 Naval PPC Heavy FL 225 150 (15-C) Extreme-C 3,000.00
1 Naval Gauss Rifle Heavy FL 18 300 (30-C) Extreme-C 7,000.00
5 PPC FL 50 50 (5-C) Medium 35.00
10 Laser Small FL 10 30 (3-C) Short-PDS 5.00
2 Naval PPC Heavy LBS 450 300 (30-C) Extreme-C 6,000.00
1 Naval Gauss Rifle Heavy LBS 18 300 (30-C) Extreme-C 7,000.00
5 PPC LBS 50 50 (5-C) Medium 35.00
10 Laser Small LBS 10 30 (3-C) Short-PDS 5.00
1 Naval PPC Heavy AL 225 150 (15-C) Extreme-C 3,000.00
1 Naval Gauss Rifle Heavy AL 18 300 (30-C) Extreme-C 7,000.00
5 PPC AL 50 50 (5-C) Medium 35.00
10 Laser Small AL 10 30 (3-C) Short-PDS 5.00
1 Naval Laser 55 Aft 85 55 (5.5-C) Extreme-C 1,100.00
1 Naval Laser 35 Aft 52 35 (3.5-C) Long-C 700.00
5 PPC Aft 50 50 (5-C) Medium 35.00
10 Laser Small Aft 10 30 (3-C) Short-PDS 5.00
Ammo Rounds Mass
Naval Gauss Rifle Heavy Ammo 800 400.00
Equipment Mass
None
# Cargo and Bays Mass
40000 Cargo, Standard 40,000.00
12 Bay Fighter 1800
12 Bay Small Craft 2400

Parapet Defense Satellite
Code: [Select]
Class/Model/Name: Parapet Defense Satellite
Tech: Inner Sphere
Ship Cost: $78,015,000.00
Magazine Cost: $880,000.00
BV2: 3,428

Mass: 7,000
K-F Drive System: None
Power Plant: Station-Keeping Drive
Safe Thrust: 0
Maximum Thrust: 0
Armor Type: Improved Ferro-Aluminum
Armament:
80 Laser Small
8 Capital Launcher Barracuda
8 Capital Launcher White Shark
Class/Model/Name: Parapet Defense Satellite
Mass: 7,000

Equipment: Mass
Drive: 84.00
Thrust
Safe: 0
Maximum: 0
Controls: 7.00
K-F Hyperdrive: None (0 Integrity) 0.00
Jump Sail: (0 Integrity) 0.00
Structural Integrity: 1 70.00
Total Heat Sinks: 169(338) Double 112.00
Fuel & Fuel Pumps: 1000 points 102.00
Fire Control Computers: 0.00
Armor: 83 pts Improved Ferro-Aluminum 83.00
Fore: 13
Fore-Left/Right: 15/15
Aft-Left/Right: 15/15
Aft: 10

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

Crew And Passengers:
13 Officers in 1st Class Quarters 130.00
34 Crew in 2nd Class Quarters 238.00
30 Gunners and Others in 2nd Class Quarters 210.00
20 Bay Personnel 0.00
1st Class Passengers 0.00
2nd Class Passengers 0.00
Steerage Passengers 0.00
# Weapons Loc Heat Damage Range Mass
10 Laser Small Nose 10 30 (3-C) Short-PDS 5.00
1 Capital Launcher Barracuda Nose 10 20 (2-C) Extreme-C 90.00
1 Capital Launcher White Shark Nose 15 30 (3-C) Extreme-C 120.00
10 Laser Small FR 10 30 (3-C) Short-PDS 5.00
1 Capital Launcher Barracuda FR 10 20 (2-C) Extreme-C 90.00
1 Capital Launcher White Shark FR 15 30 (3-C) Extreme-C 120.00
10 Laser Small RBS 10 30 (3-C) Short-PDS 5.00
1 Capital Launcher Barracuda RBS 10 20 (2-C) Extreme-C 90.00
1 Capital Launcher White Shark RBS 15 30 (3-C) Extreme-C 120.00
10 Laser Small AR 10 30 (3-C) Short-PDS 5.00
1 Capital Launcher Barracuda AR 10 20 (2-C) Extreme-C 90.00
1 Capital Launcher White Shark AR 15 30 (3-C) Extreme-C 120.00
10 Laser Small FL 10 30 (3-C) Short-PDS 5.00
1 Capital Launcher Barracuda FL 10 20 (2-C) Extreme-C 90.00
1 Capital Launcher White Shark FL 15 30 (3-C) Extreme-C 120.00
10 Laser Small LBS 10 30 (3-C) Short-PDS 5.00
1 Capital Launcher Barracuda LBS 10 20 (2-C) Extreme-C 90.00
1 Capital Launcher White Shark LBS 15 30 (3-C) Extreme-C 120.00
10 Laser Small AL 10 30 (3-C) Short-PDS 5.00
1 Capital Launcher Barracuda AL 10 20 (2-C) Extreme-C 90.00
1 Capital Launcher White Shark AL 15 30 (3-C) Extreme-C 120.00
10 Laser Small Aft 10 30 (3-C) Short-PDS 5.00
1 Capital Launcher Barracuda Aft 10 20 (2-C) Extreme-C 90.00
1 Capital Launcher White Shark Aft 15 30 (3-C) Extreme-C 120.00
Ammo Rounds Mass
Capital Launcher Barracuda Ammo 40 1,200.00
Capital Launcher White Shark Ammo 40 1,600.00
Equipment Mass
None
# Cargo and Bays Mass
4 Bay Small Craft 800.00
594 Cargo, Standard 594

Bolo Heavy Destroyer
Code: [Select]
Class/Model/Name: Bolo (DH)
Tech: Inner Sphere
Ship Cost: $7,073,810,000.00
Magazine Cost: $15,520,000.00
BV2: 66,397

Mass: 500,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Ferro-Carbide
Armament:
13 Naval Laser 55
16 Capital Launcher Barracuda
16 Capital Launcher White Shark
40 PPC
80 Laser Small
8 Naval PPC Medium
4 Naval Gauss Rifle Medium
Class/Model/Name: Bolo (DH)
Mass: 500,000

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: 150 75,000.00
Total Heat Sinks: 1797(3594) Double 1,328.00
Fuel & Fuel Pumps: 7500 points 3,060.00
Fire Control Computers: 902.00
Armor: 1290 pts Ferro-Carbide 1,500.00
Fore: 215
Fore-Left/Right: 215/215
Aft-Left/Right: 215/215
Aft: 215

Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 1 50.00
Medium: 1 100.00
Large: 0.00
Escape Pods: 20 140.00
Life Boats: 19 133.00

Crew And Passengers:
38 Officers in 1st Class Quarters 380.00
107 Crew in 2nd Class Quarters 749.00
77 Gunners and Others in 2nd Class Quarters 539.00
108 Bay Personnel 0.00
4 1st Class Passengers 40.00
112 2nd Class Passengers 784.00
Steerage Passengers 0.00
# Weapons Loc Heat Damage Range Mass
2 Naval Laser 55 Nose 170 110 (11-C) Extreme-C 2,200.00
4 Capital Launcher Barracuda Nose 40 80 (8-C) Extreme-C 360.00
4 Capital Launcher White Shark Nose 60 120 (12-C) Extreme-C 480.00
5 PPC Nose 50 50 (5-C) Medium 35.00
10 Laser Small Nose 10 30 (3-C) Short-PDS 5.00
2 Naval Laser 55 FR 170 110 (11-C) Extreme-C 2,200.00
2 Naval PPC Medium FR 270 180 (18-C) Extreme-C 3,600.00
1 Naval Gauss Rifle Medium FR 15 250 (25-C) Extreme-C 5,500.00
5 PPC FR 50 50 (5-C) Medium 35.00
10 Laser Small FR 10 30 (3-C) Short-PDS 5.00
1 Naval Laser 55 RBS 85 55 (5.5-C) Extreme-C 1,100.00
4 Capital Launcher Barracuda RBS 40 80 (8-C) Extreme-C 360.00
4 Capital Launcher White Shark RBS 60 120 (12-C) Extreme-C 480.00
5 PPC RBS 50 50 (5-C) Medium 35.00
10 Laser Small RBS 10 30 (3-C) Short-PDS 5.00
2 Naval Laser 55 AR 170 110 (11-C) Extreme-C 2,200.00
2 Naval PPC Medium AR 270 180 (18-C) Extreme-C 3,600.00
1 Naval Gauss Rifle Medium AR 15 250 (25-C) Extreme-C 5,500.00
5 PPC AR 50 50 (5-C) Medium 35.00
10 Laser Small AR 10 30 (3-C) Short-PDS 5.00
2 Naval Laser 55 FL 170 110 (11-C) Extreme-C 2,200.00
2 Naval PPC Medium FL 270 180 (18-C) Extreme-C 3,600.00
1 Naval Gauss Rifle Medium FL 15 250 (25-C) Extreme-C 5,500.00
5 PPC FL 50 50 (5-C) Medium 35.00
10 Laser Small FL 10 30 (3-C) Short-PDS 5.00
1 Naval Laser 55 LBS 85 55 (5.5-C) Extreme-C 1,100.00
4 Capital Launcher Barracuda LBS 40 80 (8-C) Extreme-C 360.00
4 Capital Launcher White Shark LBS 60 120 (12-C) Extreme-C 480.00
5 PPC LBS 50 50 (5-C) Medium 35.00
10 Laser Small LBS 10 30 (3-C) Short-PDS 5.00
2 Naval Laser 55 AL 170 110 (11-C) Extreme-C 2,200.00
2 Naval PPC Medium AL 270 180 (18-C) Extreme-C 3,600.00
1 Naval Gauss Rifle Medium AL 15 250 (25-C) Extreme-C 5,500.00
5 PPC AL 50 50 (5-C) Medium 35.00
10 Laser Small AL 10 30 (3-C) Short-PDS 5.00
1 Naval Laser 55 Aft 85 55 (5.5-C) Extreme-C 1,100.00
4 Capital Launcher Barracuda Aft 40 80 (8-C) Extreme-C 360.00
4 Capital Launcher White Shark Aft 60 120 (12-C) Extreme-C 480.00
5 PPC Aft 50 50 (5-C) Medium 35.00
10 Laser Small Aft 10 30 (3-C) Short-PDS 5.00
Ammo Rounds Mass
Naval Gauss Rifle Medium Ammo 400 160.00
Capital Launcher Barracuda Ammo 160 4,800.00
Capital Launcher White Shark Ammo 160 6,400.00
Equipment Mass
None
# Cargo and Bays Mass
25000 Cargo, Standard 25,000.00
24 Bay Fighter 3600
12 Bay Small Craft 2400

Epee Heavy Frigate (Anti-Pirate/Raider/Scout)
Code: [Select]
Class/Model/Name: Epee (FF: Anti-Pirate/Raider/Scout)
Tech: Inner Sphere
Ship Cost: $6,050,864,000.00
Magazine Cost: $0.00
BV2: 30,239

Mass: 250,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 5
Maximum Thrust: 8
Armor Type: Ferro-Carbide
Armament:
14 Naval Laser 55
100 PPC
160 Laser Small
Class/Model/Name: Epee (FF: Anti-Pirate/Raider/Scout)
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: 2520(5040) Double 2,088.00
Fuel & Fuel Pumps: 10000 points 4,080.00
Fire Control Computers: 1,884.00
Armor: 322 pts Ferro-Carbide 350.00
Fore: 60
Fore-Left/Right: 55/55
Aft-Left/Right: 51/51
Aft: 50

Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 1 50.00
Medium: 0 0.00
Large: 0.00
Escape Pods: 10 70.00
Life Boats: 10 70.00

Crew And Passengers:
28 Officers in 1st Class Quarters 280.00
67 Crew in 2nd Class Quarters 469.00
70 Gunners and Others in 2nd Class Quarters 490.00
24 Bay Personnel 0.00
4 1st Class Passengers 40.00
112 2nd Class Passengers 784.00
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
20 PPC Nose 200 200 (20-C) Medium 140.00
30 Laser Small Nose 30 90 (9-C) Short-PDS 15.00
2 Naval Laser 55 FR 170 110 (11-C) Extreme-C 2,200.00
5 PPC FR 50 50 (5-C) Medium 35.00
10 Laser Small FR 10 30 (3-C) Short-PDS 5.00
3 Naval Laser 55 RBS 255 165 (16.5-C) Extreme-C 3,300.00
20 PPC RBS 200 200 (20-C) Medium 140.00
30 Laser Small RBS 30 90 (9-C) Short-PDS 15.00
1 Naval Laser 55 AR 85 55 (5.5-C) Extreme-C 1,100.00
5 PPC AR 50 50 (5-C) Medium 35.00
10 Laser Small AR 10 30 (3-C) Short-PDS 5.00
2 Naval Laser 55 FL 170 110 (11-C) Extreme-C 2,200.00
5 PPC FL 50 50 (5-C) Medium 35.00
10 Laser Small FL 10 30 (3-C) Short-PDS 5.00
3 Naval Laser 55 LBS 255 165 (16.5-C) Extreme-C 3,300.00
20 PPC LBS 200 200 (20-C) Medium 140.00
30 Laser Small LBS 30 90 (9-C) Short-PDS 15.00
1 Naval Laser 55 AL 85 55 (5.5-C) Extreme-C 1,100.00
5 PPC AL 50 50 (5-C) Medium 35.00
10 Laser Small AL 10 30 (3-C) Short-PDS 5.00
1 Naval Laser 55 Aft 85 55 (5.5-C) Extreme-C 1,100.00
20 PPC Aft 200 200 (20-C) Medium 140.00
30 Laser Small Aft 30 90 (9-C) Short-PDS 15.00

Ammo Rounds Mass
None

Equipment Mass
NCSS Large 500.00

# Cargo and Bays Mass
14250 Cargo, Standard 14,250.00
2 Bay Fighter 300
4 Bay Small Craft 800


Beholder class Packet Jumpship
Code: [Select]
Beholder Packet Jumpship
Mass: 200,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2390
Mass: 200,000
Battle Value: 735
Tech Rating/Availability: D/X-X-X-F
Cost: 1,405,833,750 C-bills
Fuel: 500 tons (2,500)
Safe Thrust: 0
Maximum Thrust: 0
Sail Integrity: 4
KF Drive Integrity: 5
Heat Sinks: 114 (228)
Structural Integrity: 1
Armor      Nose: 2      Fore Sides: 2/2      Aft Sides: 2/2      Aft: 2
Cargo
Bay 1:
Small Craft (1)
2 Doors
Bay 2:
Cargo (1127.5 tons)
8 Doors
Dropship Capacity: 1 Grav Decks: 1 (100 m) Escape Pods: 0 Life Boats: 0 Crew: 4 officers, 12 enlisted/non-rated, 8 gunners, 5 bay personnel
Ammunition: None

Notes: Equipped with lithium-fusion battery system, 1 Naval Comm-Scanner Suite (Large), and 20 tons of standard aerospace armor.
Weapons:

Capital Attack Values (Standard)

Class
Nose (20 Heat)
2 Large Laser
4 Small Laser
FRS/FLS (20 Heat)
2 Large Laser
4 Small Laser
ARS/ALS (20 Heat)
2 Large Laser
4 Small Laser
Aft (20 Heat)
2 Large Laser
4 Small Laser



------
The below are FS designs for a Dropship and Small Craft that you would expect to find rolling off the assembly lines in early to mid 2390s, given doctrine changes above.


Svalinn Class (PDS/AA Carrier) DS
Code: [Select]
Svalinn Class (PDS/AA Carrier) Dropship
Type: Military Aerodyne
Mass: 20,000 tons
Technology Base: Inner Sphere (Standard)
Introduced: 2390+
Mass: 20,000
Battle Value: 7,389
Tech Rating/Availability: E/X-X-X-D
Cost: 803,995,200 C-bills
Fuel: 50 tons (1,000)
Safe Thrust: 4
Maximum Thrust: 6
Heat Sinks: 260 (520)
Structural Integrity: 35
Armor      Nose: 458      Sides: 388/388      Aft: 317

Cargo
Bay 1:
Small Craft (36)
6 Doors
Bay 2:
Cargo (3038.0 tons)
2 Doors

Escape Pods: 5 Life Boats: 5 Crew: 6 officers, 12 enlisted/non-rated, 40 gunners, 180 bay personnel

Ammunition: 80 rounds of AC/20 ammunition (16 tons)
Notes: Mounts 157.5 tons of ferro-aluminum armor.
Weapons:

Capital Attack Values (Standard)
Nose (69 Heat)
20 Small Laser
2 PPC
2 AC/20, AC/20 Ammo (200 shots)
5 Medium Laser
RW/LW (62 Heat)
20 Small Laser
1 AC/20, AC/20 Ammo (100 shots)
2 PPC
5 Medium Laser
Aft (35 Heat)
20 Small Laser
5 Medium Laser



Priwen Class PDS/AA Small Craft
Code: [Select]
Priwen Class PDS/AA Small Craft
Type: Military Spheriod
Mass: 200 tons
Technology Base: Inner Sphere (Standard)
Introduced: 2390+
Battle Value: 1,799
Tech Rating/Availability: E/X-X-X-D
Cost: 15,295,000 C-bills
Fuel: 0 tons (0)
Safe Thrust: 4
Maximum Thrust: 6
Heat Sinks: 11 (22)
Structural Integrity: 7
Armor      Nose: 142      Sides: 119/119      Aft: 96
Cargo
Bay 1:
Cargo (7.5 tons)
2 Doors
Escape Pods: 0 Life Boats: 0 Crew: 2 officers, 6 gunners
Ammunition: 600 rounds of Half Machine Gun ammunition (3 tons), 20 rounds of AC/20 ammunition (4 tons)
Notes: Mounts 25 tons of ferro-aluminum armor.
Weapons and Ammo

Nose
1 AC/20
2 Medium Lasers
4 Machine Guns

Fwd R/L
4 Machine Guns
4 Machine Guns

Aft R/L
4 Machine Guns

Aft
2 Medium Lasers
4 Machine Guns

Hull
Active Probe
ECM Suite


AFFS Ship Names, 2380-2390
Code: [Select]
AFFS Naval Vessels by Class and Design: 2380-2390
Achilles (Cruiser) 5
Achilles
Ajax
Leander
Orion
Amphion
Javelin (Light Cruiser) 2
Javelin
Pike
Bolo (Heavy Destroyer) 3
Nike
Zelus
Kratos
Gladius (Destroyer/Defense) 7
Gladius
Kukri
Tanto
Seax
Messer
Sai
Billao
Hornet (Light Carrier) 2
Hornet
Wasp
Yellowjacket
Epee (Heavy Frigate) 3
Riposte
Appel
Balaestra
Rapier (Fast Frigate) 5
Rapier
Sabre
Xiphos
Jian
Nodachi
Terrier (Corvette/Scout) 5
Boston
Yorkshire II
Wheaten
Highland
Airedale
Cabellus (AFS Collier/Combat Stores) 3
Clydesdale
Ardennais
Mustang
Beholder (Packet, Notable names only)  8
        Beagle
« Last Edit: 05 June 2020, 06:39:24 by Jester Motley »

Smegish

  • Warrant Officer
  • *
  • Posts: 447
Re: Warship Arms Race - The In Character Stuff
« Reply #69 on: 01 June 2020, 03:38:56 »
United Hindu Collective Turn 2390-99

Mostly quiet during the 2380s, the Collective busied itself with internal development while showing a strong front to their neighbours. Still wary of the Federated Suns after their treatment of the Taurians - however deserved it was - The Collective decided to take up the Terran offer and purchase more of their old, worn out Cruiser-class vessels to upgrade them to their own, far superior Maharaj-class Cruiser. The Shooraveer was deemed a success after it comfortably dealt with a pirate owned Aquila in Panpour, and further production of the class is planned. The privateers that had been hired proved most effective at harassing the Taurian people, but they have grown difficult to control, and so their base in the Warren system will soon be dealt with.

Code: [Select]
Year: 2390 Value in Millions
Money Available 73,000
Remaining from Last Turn 179
Available Shipyards

Besantapur 1/1



Repairs

Maintanence 50% $43,928
Prototype Cost $0
0 $0
Variant 0 $0
Construction Unit Price
Shipyards Besantapur S1 > S2 10,000 $10,000
$0
$0

Stations Ganges 1 315 $315

Warships Maharaj 0 6,787 $0
Shooraveer 2 5,736 $11,472
Purchase THN Cruiser 3 1,865 $5,595
Refit Cruiser > Maharaj 3 0 $0
$0
Jumpships 2 500 $1,000
Dropships 0 300 $0
Fighters 0 5 $0
Small Craft 0 10 $0
Research 12110 $0
Pirates $0
$0

Total Spent 72309.5

Income

Remaining 870

End Turn In Service
Warships Maharaj 10
Shooraveer 3



Stations Ganges 25
Jumpships 20
Dropships Sml 40

Fighters 750
Small Craft 230

Deployment:

The Maharaj's shall be deployed in pairs, with one pair based at Besantapur at all times while the other 4 pairs patrol the nation, returning to Besantapur at regular intervals for maintenance.

The three Shooraveer will be formed into a battlegroup, and sent to Warren to deal with the pirates that are known to frequent the system.

Smegish

  • Warrant Officer
  • *
  • Posts: 447
Re: Warship Arms Race - The In Character Stuff
« Reply #70 on: 01 June 2020, 06:53:24 »
Taurian Concordat Turn 2390-99

Lord Protector Calderon,

I am happy to report that the reconstruction of the navy continues apace, the ships we purchased from the Capellans have proven themselves most useful, having successfully hunted down pirates all along our border. I would be more than happy to order more of these ships but they don't have any others to sell and the navies budget does not allow for orders of new built ships from their yards along with our own ship designs. Our broken yards have been steadily repaired, and we are now capable of building new Auroch-class ships once again.

Code: [Select]
Year: 2390 Value in Millions
Money Available 106,000
Remaining from Last Turn 405
Available Shipyards

Taurus 4
New Vandenberg



Repairs

Maintanence 50% 42066.5
Prototype Cost 0
0 0
Variant Auroch II 7107 711
Construction Unit Price
Shipyards Taurus 2x S1 > S2 30,000 30,000



Stations Siesta 5 470 2,350
Matador 10 148 1,480
Warships 5,006 0
Auroch II 2 7,107 14,214
Iberia III 0 5,150 0
Purchases

Jumpships 2 500 1000
Dropships 10 300 3,000
Fighters 0 5 0
Small Craft 0 10 0
Research Naval Gauss 1 16480 16480


Total Spent 111301.2

Income Iberia IIs Scrapped 4 1251.5 5006

Remaining 110

End Turn In Service
Warships Iberia II 0
Iberia III 4
Auroch 2
Yang Wei 1
Binzhou 2
Stations Siesta 23
Matador 60
Jumpships 20
Dropships Small 40
Medium 0
Fighters 600
Small Craft 300

Auroch-class Destroyer Block II

The original two Aurochs fought valiantly against the damned Davionista, but the superior numbers and firepower of the FSN ships doomed them to die. New technologies like the recently reverse-engineered Naval Gauss Rifles will give the updated ship design superior firepower at longer range than the original Auroch design.

The mass of the ship has been slightly increased to five hundred thousand kilotons, with most of that extra weight being dedicated to extra reinforcement of the hull, along with additional armour. Twelve Medium Railguns have been installed in four triple turrets, one in each quarter. They are supported by sixteen Medium Particle Cannons, mounted in eight twin turrets spread evenly across the ship. The anti-fighter armament and the expanded Naval Comms-Suite of the Block I was retained, while the Point Defence system was heavily upgraded.

The ship is still far from the fastest in known space, but the sacrifice of speed in favour of firepower was deemed acceptable.

Code: [Select]
Class/Model/Name: Auroch II
Tech: Inner Sphere
Ship Cost: $7,096,144,000.00
Magazine Cost: $11,340,000.00
BV2: 61,727

Mass: 500,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Improved Ferro-Aluminum
Armament:
12 Naval Gauss Rifle Medium
16 Naval PPC Medium
48 Laser Large
60 Laser Small


Class/Model/Name: Auroch II
Mass: 500,000

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: 2784 Single 2,315.00
Fuel & Fuel Pumps: 10000 points 4,080.00
Fire Control Computers: 0.00
Armor: 660 pts Improved Ferro-Aluminum 1,000.00
Fore: 100
Fore-Left/Right: 115/115
Aft-Left/Right: 115/115
Aft: 100

Dropship Capacity: 0 0.00
Grav Decks:
Small: 1 50.00
Medium: 0.00
Large: 0.00
Escape Pods: 0.00
Life Boats: 40 280.00

Crew And Passengers:
35 Officers in 1st Class Quarters 350.00
110 Crew in 2nd Class Quarters 770.00
58 Gunners and Others in 2nd Class Quarters 406.00
66 Bay Personnel in 2nd Class 462.00
1st Class Passengers 0.00
50 2nd Class Marines 350.00
Steerage Passengers 0.00

Bay #1: Fighters (18) - 3 Doors
Bay #2: Small Craft (6) - 1 Door
Bay #3: Cargo (22648 Tons) - 1 Door

Medium Naval Gauss Ammo - 360 Rounds (30 per Gun)

Large NCSS

Nose:
2 MNPPC
8 LLas
10 SLas

FR/FL:
3 MNGauss
2 MNPPC
8 LLas
5 SLas

LBS/RBS:
2 MNPPC
10 SLas

AR/AL:
3 MNGauss
2 MNPPC
8 LLas
5 SLas

Aft:
2 MNPPC
8 LLas
10 SLas

UnLimiTeD

  • Captain
  • *
  • Posts: 2039
Re: Warship Arms Race - The In Character Stuff
« Reply #71 on: 01 June 2020, 19:02:28 »
Draconis Combine, 2390 - Turn 5

The preceding decade had been one of hardship for the dragon. Tenno Kurita, who had led the Combine for 40 years, was no more.
And while he left the Combine in a competitive state, the spread of defensive installations, some of them bearing his name, and growth of the fleet under his reign had been proven to be insufficient.
It is unknown to the public whether he died before seeing catastrophe befall his realm, or if he committed suicide after witnessing the progress of a decade undone by an inferior people.
What is known is that his son, Kurita Nihongi, was inaugurated in early 2389. While he had been coveting power for years, he proved his detractors sort of right in that he apparently hadn't considered what to do with it once he got there.
Having neither the military acumen and ravenous drive of his grandfather nor the administrative competence of his father, his self-centeredness was somewhat tempered by the quasi-invasion, including a battle for the future of the realm over the capital, that preceded his rise to relevance.
Knowing where he was outmatched, he accepted counselling from Adam Kurita, the last last of the family line to be a veteran of the conquest of Radstadt- though rumours at court indicate this was actually at the behest of his late father, and merely accepted by him after the barbarians had made obvious their continued threat to the glory of the Dragon.
Thus, he would eventually be convinced to appoint a grandson of Urizen as Warlord - that branch of the family had always been more military-minded.

Gathering fallen leaves
After the Ministry of the Expansion of the Glories of the Draconis Combine had recovered from its near catatonic state, with not a few of the more traditionally minded choosing the honourable way out, the situation was assessed.
The Rasalhague Navy had performed a daring raid deep into combine territory, crippling military infrastructure and incurring damages of close to 140 b, not counting future economic effects incurred through a reduction in mercantile traffic.
Many called for an immediate counterattack, but though they were shamed to admit it, the DCN lacked the strength, at this moment, to respond without leaving other borders weak to attack.
The raids on the Hegemony by nearly all Houses had shown that showing weakness must not be followed by baring one's flanks to their neighbours. Preparations would be made, but now was not the time. The Dragon would heal, but he would not forget. The Combine would honour the threat that the Principality represented in full.

Until then, they would overhaul their defensive plans, rebuild their infrastructure, and reorganise their spending. The tears caused by the raid would take longer than a decade to be mended.
While at first plans were laid out to rebuild all the damage caused to the Combine within but a few years in a show of force and superiority, the Admiralty soon interjected, stating that such an approach would stall the combine in the current race for power nearly all major Houses had so enthusiastically engaged in, or leave them with insufficient funds to rebuilt naval assets whose necessity had been shown so painfully obvious. Taking a few years to recover would be no shame if the Dragon came out stronger in the end.
All was not bad. During the reign of Tenno, the Combine had more than tripled its population, and the economy had grown even more vigorously than the military might of the Dragon.
Only a few would dare question where that wealth was spent.

Analysing a decade
The humbling - some would say humiliating - defeat of the Hegemony against the Capellans that must've shocked analysts across the sphere also didn't fail to reach Kuritan Intelligence, and the reports would be most enlightening, indeed. They showed that the Giant at the center wasn't untouchable, and Draconis Forces, like most other participants ready to make a play, had engaged in non-consensual embraces to the best of their ability. Still, the military leadership feared that the actions of the Rasalhaguian Navy had cost them the opportunity to get a bigger slice of the pie.
The available data also indicated that the guard stations already employed by the combine were as promising a concept as originally hoped, a take-away that might have been discarded as they had not reached the critical mass the Confederation had employed.
The colonisation efforts, on the other hand, had clearly been a success. Though for now more of a burden than a boon, in a few decades, the planted trees would bloom, and the Combine would be filled with new vigour. An expansion not founded in conquest was an expansion no less.
There was an annoying counterpoint in the battle of Liezen, but ultimately, it was probably for the better no larger forces were employed in that sector at that time.
It was becoming clear that the worlds available for the taking were becoming scarce, and the view outwards would more often than not be met by the nervous gaze of the Combine's neighbours.

Gathering Breath
The Draconis leadership had some tough choices to make. They had three fields to fund, and only enough for one to put their full attention to - maybe two with some creative bookkeeping.
Amongst the things demanding their attention were:
  • The rebuilding effort, including destroyed yards, civilian infrastructure, and jump stations.
  • The rebuilding of the Navy, replacing incurred losses and instituting and strengthening a new reserve fleet.
  • Advancing the capabilities of the military, including employing new technologies and laying down new designs.
In the end, more through political inertia than deliberate analysis, they decided to not compromise on 3. Well, maybe a little. While not quite putting as singular a focus as in past decades into research and advancements, they did have to pay for an expansion of the yards in excess of the repairs required. The new Battlecruisers had been in the making for almost 20 years, and come hell or hegemony, they would be built. Similarly, skipping on the already planned final development of warship ECM and further improved armour, now that most of their neighbours were already employing one or the other, would have been a short-sighted folly.
With that point decided more for them than by them, the focus switched to the remaining funds.
The original plan had been to replace the destroyed stations, and all other losses of "small" assets, one for one with new ones, of the same make and quality, and add additional Monban stations to the shipyards defence envelope in the process.
But this would leave precious few spare funds to actually rebuilt the navy, which, while defending their charges valiantly, had taken a beating in the space vikings fit of suicidal rage.
Clearly, money needed to be saved somewhere.

An early victim of the scenarios laid out were the yards on Luthien. Why that agrarian world had a yard in the first place was anyone's guess, but all the money potentially available for yard work had been earmarked for the expansion of the New Samarkand Capital shipyards, needed to produce the Admiralties newest folly - before it outgrew those, as well.

With the Luthien Yards gone, for now, so was the need for a massive fighter complement, so that was put onto the chopping block next. The system would of course receive a newly built jump station, but for the foreseeable future, it would remain a system as many others, only with a huge cloud of scrap in orbit and a war memorial circling a neighbouring planet.
The system had shown merit as a maintenance point for reserve fleets, and was considered for future rebuilding once funds became available.

"Turn every last Ryu!"
Stations
Next in line were the stations. Many Onsen had been destroyed by the honourless hordes. Replacing them all and bolstering the defensive installations had already been shown to be unaffordable at this time.
A study, dubbed the sentou project, was initiated to explore the possibility of further arming these stations. While the results were largely unconclusive, with the people involved not quite agreeing on whether the militarised version would prove any benefit against an actual attacker. It did turn out the end result was slightly cheaper, though, sparking effort to check other existing stations for saving potential, in an effort to get as many as possible into service under a given budget.

Onsen S
Code: [Select]
Class/Model/Name: Onsen S
Ship Cost: $416,840,000.00
Magazine Cost: $2,160,000.00

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)
24 Capital Launcher Barracuda

Equipment: Mass
Drive: 6,000.00
Thrust
Safe: 0.1
Maximum: 1
Controls: 500.00
K-F Hyperdrive: None (0 Integrity) 0.00
Jump Sail: (0 Integrity) 0.00
Structural Integrity: 1 5,000.00
Total Heat Sinks: 624 Single 470.00
Fuel & Fuel Pumps: 25000 points 10,200.00
Fire Control Computers: 0.00
Armor: 660 pts Standard 1,650.00
Fore: 110
Fore-Left/Right: 110/110
Aft-Left/Right: 110/110
Aft: 110

Dropship Capacity: 10 10,000.00
Grav Decks:
Small: 2 100.00
Medium: 2 200.00
Large: 0.00
Escape Pods: 10 70.00
Life Boats: 100 700.00

Crew And Passengers:
32 Officers in 1st Class Quarters 320.00
113 Crew in 2nd Class Quarters 791.00
40 Gunners and Others in 2nd Class Quarters 280.00
132 Bay Personnel 0.00
20 1st Class Passengers 200.00
50 2nd Class Passengers 350.00
300 Steerage Passengers 1,500.00

# Weapons Loc Heat Damage Range Mass
8 Laser Large Nose 64 64 (6.4-C) Medium 40.00
8 Machine Gun (IS) Nose 16 (1.6-C) 4.00
4 Capital Launcher Barracuda Nose 40 80 (8-C) 360.00
8 Laser Large FR 64 64 (6.4-C) 40.00
8 Machine Gun (IS) FR 16 (1.6-C) 4.00
4 Capital Launcher Barracuda FR 40 80 (8-C) 360.00
8 Laser Large FL 64 64 (6.4-C) 40.00
8 Machine Gun (IS) FL 16 (1.6-C) 4.00
4 Capital Launcher Barracuda FL 40 80 (8-C) 360.00
8 Laser Large AR 64 64 (6.4-C) 40.00
8 Machine Gun (IS) AR 16 (1.6-C) 4.00
4 Capital Launcher Barracuda AR 40 80 (8-C) 360.00
8 Laser Large AL 64 64 (6.4-C) 40.00
8 Machine Gun (IS) AL 16 (1.6-C) 4.00
4 Capital Launcher Barracuda AL 40 80 (8-C) 360.00
8 Laser Large Aft 64 64 (6.4-C) 40.00
8 Machine Gun (IS) Aft 16 (1.6-C) 4.00
4 Capital Launcher Barracuda Aft 40 80 (8-C) 360.00

Ammo Rounds Mass
Capital Launcher Barracuda Ammo 240 7,200.00
Machine Gun (IS) Ammo 48000 240.00

Equipment Mass
Energy Storage Battery 300,000.00

# Cargo and Bays Mass
36 Bay Fighter 5,400.00
12 Bay Small Craft 2400
144005 Cargo, Standard 144005
Offering not quite as many or as nice accommodations as the original Onsen, this version can still do its job just fine, while mounting enough (barely) capital-grade firepower to discourage a lone raider. The new station will built exclusively to replace destroyed stations outside of yard systems. With the planned buildup of actual defensive units in those systems, it was seen as unnecessary to compromise on an existing station design when the available new capabilities could be provided by cheaper options.
The lower price will allow the replacement of combat damage by 2400.

Monban Kumo
Footage from the Capellan Victory over Aldebaran had convinced the admiralty that for their stations to be useful, they needed more. However, more stations also cost more money.
The first approach was to take the existing station and improve upon it, creating lesser numbers of a potentially smaller, but more capable design. But size wasn't the primary cost factor, and that turned out to be even more costly, thanks in part due to the high cost of the new armour composites. It took them a while before someone stated the, in hindsight, obvious: The operation parameters had changed.
Code: [Select]
Class/Model/Name: Monban Kumo
Ship Cost: $117,345,000.00
Magazine Cost: $3,972,000.00

Mass: 60,000

K-F Drive System: None
Power Plant: Station-Keeping Drive
Safe Thrust: 0
Maximum Thrust: 1
Armor Type: Standard
Armament:
36 Capital Launcher White Shark
24 Capital Launcher Barracuda
2 Naval Laser 35
30 Machine Gun (IS)

Equipment: Mass
Drive: 720.00
Thrust
Safe: 0.1
Maximum: 1
Controls: 60.00
K-F Hyperdrive: None (0 Integrity) 0.00
Jump Sail: (0 Integrity) 0.00
Structural Integrity: 1 600.00
Total Heat Sinks: 884 Single 802.00
Fuel & Fuel Pumps: 1500 points 153.00
Fire Control Computers: 432.00
Armor: 208 pts Standard 259.00
Fore: 40
Fore-Left/Right: 40/40
Aft-Left/Right: 30/30
Aft: 28

Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 1 50.00
Medium: 0 0.00
Large: 0.00
Escape Pods: 23 161.00
Life Boats: 5 35.00

Crew And Passengers:
22 Officers in 1st Class Quarters 220.00
35 Crew in 2nd Class Quarters 245.00
67 Gunners and Others in 2nd Class Quarters 469.00
60 Bay Personnel 0.00
1 1st Class Passengers 10.00
30 2nd Class Passengers 210.00
5 Steerage Passengers 25.00

# Weapons Loc Heat Damage Range Mass
36 Capital Launcher White Shark Nose 540 1080 (108-C) Extreme-C 4,320.00
12 Capital Launcher Barracuda FR 120 240 (24-C) 1,080.00
1 Naval Laser 35 FR 52 35 (3.5-C) 700.00
12 Capital Launcher Barracuda FL 120 240 (24-C) 1,080.00
1 Naval Laser 35 FL 52 35 (3.5-C) 700.00
6 Machine Gun (IS) FR 12 (1.2-C) 3.00
6 Machine Gun (IS) FL 12 (1.2-C) 3.00
6 Machine Gun (IS) AL 12 (1.2-C) 3.00
6 Machine Gun (IS) AR 12 (1.2-C) 3.00
6 Machine Gun (IS) Aft 12 (1.2-C) 3.00

Ammo Rounds Mass
Capital Launcher White Shark Ammo 180 7,200.00
Capital Launcher Barracuda Ammo 144 4,320.00
Machine Gun (IS) Ammo 60000 300.00

# Cargo and Bays Mass
12 Bay Small Craft 2,400.00
32434 Cargo, Standard 32434

While the original Monban was(and still is) intended for and excels at jump point guard duty, with multiple grav decks and lavish quarters meant to keep crews combat ready that wouldn't leave the station for months at a time, the mission had shifted ever so gradually over the last decade, and what the Navy was now looking for was a yard defence station.
The Kumo, or Cloud, is a cost-conscious adaption of that concept. Stripping out unnecessary systems and comforts that were cost drivers and now surplus to requirements, and replacing the armour with cheaper, mass produced alloys, every effort was made to bring the cost of the system somewhat down.
It still still a small defensive station with a one-sided armament of 60 capital missiles.
The Kumos will be deployed exclusively to defend important spaceborne assets, while the existing Monban design will continue to fulfil the task it was actually designed for.
Deployment: Besides watching over the most commonly used jump points (Monban), every yard system will receive additional stations circling its yards (Monban Kumo) in a quantity 1 larger than the biggest yard's size class. This means, f.Ex., 1 Tenshu, 3 Monban, and 6 Monban Kumo for New Samarkand. Luthien will receive the previous complement of stations, but no more, as long as the yards have not been rebuilt.
Plans are being drafted to supply more stations to systems of importance in coming years.

Tenshu 二
The attacks by the Rasalhaguians had shown that, against a determined fleet, no armour a station of this size could mount would suffice. In line with the design adaption to other stations, the armour will be replaced by a thinner layer of standard alloys, with the partial dismantling of of the station being used to add additional storage areas. The quell crew discomfort from these changes, the regular operating crew will receive improved quarters.

Code: [Select]
Class/Model/Name: Tenshu 二
Tech: Inner Sphere
Ship Cost: $543,595,000.00
Magazine Cost: $25,800,000.00
BV2: 24,877

Mass: 225,000
K-F Drive System: None
Power Plant: Station-Keeping Drive
Safe Thrust: 0
Maximum Thrust: 1
Armor Type: Standard
Armament:
108 Capital Launcher Barracuda
54 Laser Small
6 Naval AC 10

Equipment: Mass
Drive: 2,700.00
Thrust
Safe: 0.1
Maximum: 1
Controls: 225.00
K-F Hyperdrive: None (0 Integrity) 0.00
Jump Sail: (0 Integrity) 0.00
Structural Integrity: 1 2,250.00
Total Heat Sinks: 1314 Single 1,196.00
Fuel & Fuel Pumps: 500 points 102.00
Fire Control Computers: 488.70
Armor: 480 pts Standard 800.00
Fore: 80
Fore-Left/Right: 80/80
Aft-Left/Right: 80/80
Aft: 80

Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 2 100.00
Medium: 0 0.00
Large: 0.00
Escape Pods: 37 259.00
Life Boats: 50 350.00

Crew And Passengers:
37 Officers in 1st Class Quarters 370.00
53 Crew in 1st Class Quarters 530.00
129 Gunners and Others in 2nd Class Quarters 903.00
450 Bay Personnel 0.00
10 1st Class Passengers 100.00
25 2nd Class Passengers 175.00
100 Steerage Passengers 500.00

# Weapons Loc Heat Damage Range Mass
18 Capital Launcher Barracuda Nose 180 360 (36-C) Extreme-C 1,620.00
18 Capital Launcher Barracuda FR 180 360 (36-C) 1,620.00
18 Capital Launcher Barracuda AR 180 360 (36-C) 1,620.00
18 Capital Launcher Barracuda Aft 180 360 (36-C) 1,620.00
18 Capital Launcher Barracuda AL 180 360 (36-C) 1,620.00
18 Capital Launcher Barracuda FL 180 360 (36-C) 1,620.00
18 Laser Small Nose 18 54 (5.4-C) 9.00
18 Laser Small AR 18 54 (5.4-C) 9.00
18 Laser Small AL 18 54 (5.4-C) 9.00
2 Naval AC 10 Aft 60 200 (20-C) 4,000.00
2 Naval AC 10 FR 60 200 (20-C) 4,000.00
2 Naval AC 10 FL 60 200 (20-C) 4,000.00

Ammo Rounds Mass
Capital Launcher Barracuda Ammo 3090 92,700.00
Naval AC 10 Ammo 180 36.00

Equipment Mass
NCSS Small 100.00

# Cargo and Bays Mass
90 Bay Small Craft 18,000.00
80368 Cargo, Standard 80368
All Tenshu stations are due to be updated to new specifications by mid decade.

We have come so far. We will go so far.
Battlecruisers
In 2394, the DCN would enter a new era of glory and harmony of purpose.
Decades in the making, the new Battlecruiser was the primary driving force behind the development of Lithium-Fusion batteries and the new ECM systems now coming online.
Escalating requirements, always just ahead of current manufacturing or technological capability, and the resulting feature creep, had delayed the design for year after year, leading unsurprisingly to further growing requirements as new technologies became available, or used by the Combine's neighbours. 
Now, in the wake of the Rasalhagian attack on the capital, the design had finally matured enough - or filled with enough gimmicks, as detractors in other states would later comment - to be laid down. Whether it was due to a feeling of urgency, a projected decrease in research funds due to expected conflicts, or the reality check forced on some of the brass that progress wasn't guaranteed or exponential, it mattered little; As soon as the yards were brought back to operation, the first hull was laid down even before the yard had been sufficiently extended to cover the future hull.
In finalising the design, engineers found that the concept had indeed been hanging in limbo for so long that technology had actually overtaken the schematics at times, and they would have access to new Ferro-Carbide composites before the ship would first clear it's slipway. As this was not expected in the original plans, the additional protection has been spread evenly across the ship. (53 pts extra on each facing, to be exact)

The original launch was somewhat less glorious than the Admiralty - and it's designers, for once actually agreeing with the higher-ups - would have preferred, launching to the scrutinising eye of a court official and Admiral Heihachiro, off a still damaged slipway amidst a yard complex itself in scaffolding, guarded by a lone destroyer and 2 scout corvettes due for routine maintenance; But maybe that was for the better, as the project was veiled in secrecy, and not all systems were yet fully integrated.
After a test of its enormous drives, followed by a short activation of the new ecm system, the ship slipped into a nearby repair facility to be fitted with her remaining weapons complement.

Ayakashi
Code: [Select]
Class/Model/Name: Ayakashi
Tech: Inner Sphere
Ship Cost: $12,670,774,000.00
Magazine Cost: $21,940,000.00
BV2: 66,769

Mass: 1,080,000

K-F Drive System: Compact with L-F Battery
Power Plant: Maneuvering Drive
Safe Thrust: 5
Maximum Thrust: 8
Armor Type: Ferro-Carbide
Armament:
96 Laser Small
6 Laser Large
4 Naval Laser 45
4 Naval Gauss Rifle Medium
4 Naval Gauss Rifle Light
18 Naval Laser 55
2 Naval Gauss Rifle Heavy
4 Capital Launcher Barracuda

Equipment: Mass
Drive: 324,000.00
Thrust
Safe: 5
Maximum: 8
Controls: 2,700.00
K-F Hyperdrive: Compact with L-F Battery (22 Integrity) 499,500.00
Jump Sail: (6 Integrity) 84.00
Structural Integrity: 90 97,200.00
Total Heat Sinks: 2126 Single 1,277.00
Fuel & Fuel Pumps: 33750 points 13,770.00
Fire Control Computers: 0.00
Armor: 1318 pts Ferro-Carbide 1,580.00
Fore: 213
Fore-Left/Right: 223/223
Aft-Left/Right: 223/223
Aft: 213

Dropship Capacity: 0 0.00
Grav Decks:
Small: 0 0.00
Medium: 2 200.00
Large: 0.00
Escape Pods: 10 70.00
Life Boats: 61 427.00

Crew And Passengers:
56 Officers in 1st Class Quarters 560.00
205 Crew in 1st Class Quarters 2,050.00
69 Gunners and Others in 1st Class Quarters 690.00
240 Bay Personnel 0.00
10 1st Class Passengers 100.00
98 2nd Class Passengers 686.00
20 Steerage Passengers 100.00

# Weapons Loc Heat Damage Range Mass
12 Laser Small Nose 12 36 (3.6-C) Short-PDS 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 Medium FR 15 250 (25-C) 5,500.00
1 Naval Gauss Rifle Light FR 9 150 (15-C) 4,500.00
3 Naval Laser 55 FR 255 165 (16.5-C) 3,300.00
12 Laser Small FR 12 36 (3.6-C) 6.00
1 Naval Gauss Rifle Medium FL 15 250 (25-C) 5,500.00
1 Naval Gauss Rifle Light FL 9 150 (15-C) 4,500.00
3 Naval Laser 55 FL 255 165 (16.5-C) 3,300.00
12 Laser Small FL 12 36 (3.6-C) 6.00
1 Naval Gauss Rifle Heavy RBS 18 300 (30-C) 7,000.00
1 Naval Gauss Rifle Medium RBS 15 250 (25-C) 5,500.00
1 Naval Gauss Rifle Light RBS 9 150 (15-C) 4,500.00
2 Capital Launcher Barracuda RBS 20 40 (4-C) 180.00
12 Laser Small RBS 12 36 (3.6-C) 6.00
1 Naval Gauss Rifle Heavy LBS 18 300 (30-C) 7,000.00
1 Naval Gauss Rifle Medium LBS 15 250 (25-C) 5,500.00
1 Naval Gauss Rifle Light LBS 9 150 (15-C) 4,500.00
2 Capital Launcher Barracuda LBS 20 40 (4-C) 180.00
12 Laser Small LBS 12 36 (3.6-C) 6.00
6 Naval Laser 55 AR 510 330 (33-C) 6,600.00
12 Laser Small AR 12 36 (3.6-C) 6.00
6 Naval Laser 55 AL 510 330 (33-C) 6,600.00
12 Laser Small AL 12 36 (3.6-C) 6.00
12 Laser Small Aft 12 36 (3.6-C) 6.00
2 Naval Laser 45 Aft 140 90 (9-C) 1,800.00
3 Laser Large Aft 24 24 (2.4-C) 15.00

Ammo Rounds Mass
Naval Gauss Rifle Medium Ammo 300 120.00
Naval Gauss Rifle Heavy Ammo 150 75.00
Naval Gauss Rifle Light Ammo 600 120.00
Capital Launcher Barracuda Ammo 80 2,400.00
Space Mine Ammo 20 10.00

Equipment Mass
NCSS Small 100.00
Communication Equipment (10t) 5.00
Imager Hi-Res 5.00
Searchlights 2.00
Space Mine Dispenser 10.00

# Cargo and Bays Mass
1 Bay Dropshuttle 11,000.00
24 Bay Small Craft 4800
24 Bay Small Craft 4800
33721 Cargo, Standard 33721

Quirk: Gas Hog

Over a third larger than the biggest vessel to leave the New Samarkand shipyards so far and fitted with a diverse array of the Dragons most deadly weapons, the Battlecruisers are the new pride of the fleet, supplanting the short lived Ikioi-B.
The hearth of the ships are their massive engines. Massing more than half again the displacement of a corvette on their own, and producing thrust equal to four Fubuki class destroyers, her maneuvering drives can propel the ship at a designed flank speed of up to 4 G.
The Combine's biggest ship to date will also be it's fastest. Early tests showed the engines can actually exceed specifications reliably, but it was also noted that they consume excessive amounts of fuel above what is considered "safe" cruising speed(which has been accepted on the grounds that the safe acceleration is maximum flank speed for most ships of this size).
Conceived for both deep strikes and fleet support, the weaponry is focused on range and striking power, showcased by the new triple Gauss turrets seated in the ships flanks, housing one each of all available calibres of these impressive weapons.
(The turrets in the forequarters had to be downsized due to weight and stability constraints, a fact communicated to the coordinator as "making the ship look better" by a group of terrified bureaucrats)

The first two Battlecruisers, to be named Ayakashi and Mononoke, will spend their shakedown cruise showing the flag, and their sleek, angular lines, especially in the systems recently ravaged by the enemy, before being spirited of to an undisclosed system for extensice training. Intended to house -and be- the Elite of the Combine, the Navy is willing to spend more than sensible on these vessels. Only graduates with proven exceptional G-force tolerances over sustained periods of time may be assigned to these ships, and the most promising officers are routed their way to provide the best possible command for the shining beacons of Kuritan superiority. Surviving officers, technicians, and navigators of the lost Ikioi-Bs have also been offered transfer to these ships, and many accepted in favour of a safer, but less glorious desk job, bringing with them expertise in jump operations and battery maintenance. The helm has been likened to an oversized aerospace cockpit, and indeed the pilots have received basic training in just such a unit.
Spacious and modern crew quarters, and above average pay, are the rewards for these men of exceptional performance and unquestioning loyalty, as well as future prestige, should they survive their service to the glory of all of mankind in accepting the rule of the Dragon.
Standard comforts include vacuum-safe G-Suits for all crewmembers, regular and free medical checkups, and additional standard quarters for the pilots of all fighters and small craft.
Shore Leave outside of government-controlled facilities is not amongst those comforts for the moment, however.

The ships will form the new rapid response fleet, training whenever they aren't being overhauled or on patrol, and may be assigned individually to strike at an enemy's war effort or assist a border fleet, stiffening a battle line or hunting down stragglers.
The crews have been specifically instructed to keep the capabilities of the ship a secret, including not thrusting faster than 3 G unless the ship/fleet is in danger, and, on a slightly darker note, to not leave any uncaptured survivors if they do.
It is expected that the need for such secrecy will abate over the coming decade.
Maboroshi, yuurei, and tengu have been earmarked as further names should production continue that long.
The original plan to name the ships purely after various Tengu was abolished as they might have some connotations of arrogance and facilitation of chaos. (The fact that a name list of daitengu would allow for a much larger production run might also have influenced the decision. <.< )
Unlike ships of certain other navies, these will have no ceremonial duties outside of showing strength or maybe escorting important officials to an international conference.
These ships are meant to kill, and the Navy doesn't believe in doing that with words - unlike most court officials.

Naval Rebuilding
... to be continued a few posts below.




As I seem to be stuck in Limbo thinking of ship names, a little sumup so the GMs can at least plan somewhat:
I intend to build extra stations, about 17 each of the Monban/Kumo and Onsen S, update Fubukis to Block II, build two Battlecruisers, and 2-3 new destroyers to a newer pattern.
The Navy isn't planning any large maneuvres, instead striving to show strength and flag and protect the remaining infrastructure. Minor raids into conflict zones are intended to keep the pressure on. Jumping in, mining a jump point, and leaving again would be a valid form of economic disruption. No further Ikioi will be laid down this turn, with the remaining 3 converted to command ships.
« Last Edit: 06 June 2020, 18:12:27 by UnLimiTeD »
Savannah Masters are the Pringles of Battletech.
Ooo! OOOOOOO! That was a bad one!...and I liked it.

truetanker

  • Lieutenant Colonel
  • *
  • Posts: 9951
  • Clan Hells Horses 666th Mech. Assualt Cluster
Re: Warship Arms Race - The In Character Stuff
« Reply #72 on: 02 June 2020, 18:55:27 »
Marian Hegemony 2390

Code: [Select]
Turn : 5
Year: 2390                Value in Millions
Money Available 71.556

Available Shipyards

Alphard  1x Level 1
         1x Level 2

Repairs

Maintanence 50% >
Scapha I    5x        4.131 each        10.3275
Scapha II          3x          4.119                    6.1785
Augustus           2x          6.225                    6.225
Jumpships    31x          500                    7.750
Dropships    64x          300                    9.600
Fighters    4412x           5                11.030
Small Craft        636x           10                 6.780
Stations    29x           470                    6.815

Construction        Unit Price

Yards            :
Stations : 8x Sexta Hora-class Station             3.760
Warships : 1x Dreadnought Refit  8.127             2.859
Jumpships :
Dropships :
Fighters :
Small Craft      :
Researching      :

Researched       :
Vehical Drop Chutes

Total Spent                   71.556 B

Income Remaining                                            .000 M
Debt Remaining        -Colony Budget-                     -9.769 B

Marian Hegemony 2390

Nova Roma, Alphard
Mount Palatine, Domus of Kortan
Outside of Caesar's Palace

Kortan strolled across his gardened atrium briskly towards a small alcove where he paused briefly, catching his breath before pushing open the portal leading underground. He walked to the end of the long hallway, turning down another equally long hallway, bypassing many rooms until he came to one small room off to one side. Upon entering this room, lights automatically turned on as he closed and locked the door. Seating himself in a plush chair, he unlocked a secured link and began to read reports of the realm.

 Report Log, Prefect Magnus : General, MH Army

  ' With the recent advances by our forces, we have secured new lands at Paulinus, Logan Prime, Stettin, Thraxa, Mondra, Kleinweit, Frobisher and McEvedy’s Folly. While loosing only a few contubernii and a cohort of tanks, of which we can replace easily from new recruits. While I wish we could gain more assets in our pursuit of obtaining more lands, if would be wise of me to consolidate what we have gained until a later time. The FWL has had it's feathers ruffled by our rapid advance and so has the Illyrian Palatinate, who have seemed to cower in front of us like scared kid. I suggest an invasion of the Palatinate soonest, my lord. Hail Caesar! Eternal power to Kortan. '

 " Direct as usually I see Magnus, " spoke Kortan " we'll see. " he continued, rasping deeply even with a respirator on.

 Report Log, Prefect Romonus : General, MH Auxiliary

  ' My lord Kortan,
I have prepared my report as follows, even though we have conquered new lands, we still need to support them. I have taken the liberty of sending supplies from our stockpiles on my authority as Aquilifer of the Realm to them. In hopes to bootstrapping these lands for our future, I hope this gains favor from our Caesar in light of this. I wouldn't promise I won't do it again, but we need recruits and recruits need supplies... As always my liege, Hail Caesar and Hail Kortan! '

" Impressive! Would you make us lay down our rifles and surrender our armor, stark naked before a force that wishes only death for us? No I think not Romonus, at least you have some spine, even a monkey can write Shakespeare, given enough time. " he said with a grin.

 Report Log, Legatus Bond : Commander, MH Navy ( Reserve ) Frumentarii

  ' " Sir, my report isn't much our propaganda against the Free World Leaque is a success, but they have yet to assign more than a passing glance at us. Our overture and lightning advances into areas surrounding us has heightened the Illyrian Palatinate forces to establish their Snekkja-class Light Cruisers, but their really just heavy frigates, achieving this by scrapping the old Vigilants-classes.

On the Terran front, sir my contacts has given us an opportunity to own one of their fabled ships, not only that but refit her as well at cost, though my lord, we must act quickly before someone else seizes it for their own.

Hail Kortan! " '

" My word, it is not enough that they fear to be beaten by us. They must learn to fear the very sight, that sound of us! We have survived exile. We have survived isolation. We will survive this." exclaimed Kortan to no one.

 Report Log, Prefect Octavia : General, MH Army Logista

  ' " TEN BILLION! " screamed Octavia from the built in speaker on his console. " TEN BILLION! " she stares at Kortan hard, with murder on her face. " How DARE he steal my resources for his own pleasure, the nerve of that weasel, he's not a man... he's.. he's... UUGH! " Sounds of glass shattering followed by heavy cursing, followed by silence... ' the screen went blank

Kortan recoiled from the sudden onslaught... recovering quickly he opened a commlink to her.

Octavia heard her comm jingled and went to answer it, seeing Imperator Kortan staring at her, she straightened her hair by combing a hand over it.


" Yes sir? " she stated... " About your report Commander..." started Kortan. " Yes sir, sorry sir, he... he made me so mad sir, he didn't have authority. I'm sorry sir, won't happen again sir. " she reported. " Octavia... " Kortan replied softly, " gets some rest, report to me later, that's an order Commander! " " Yes sir... " but he ended the link before she could speak.

Next morning Kortan received the report and added them to his notes for when he reported to the Caesar himself later that week.

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

Imperator Kortan walks to the podium wearing a respirator mask, he sounds horse and gravely when he speaks.

" Sons and daughters of the Marian Hegemony, your destiny beckons. Stand with your brothers and sisters, stand with me, and together we will be undefeated. You've brought much joy to our Caesar and he has granted thee new lands to populate! With decisions made, Ceasar has instructed our Navis and Legions to conduct themselves in honor, to showcase our pride, our heritage and our blood if need be, to our enemies near and abroad. " he spoke softly.

A little bit louder " Our victory is imminent. With our hearts tempered in the fires of war we strive forward and take the fight to the foe. Let us never forget the duty that we have taken upon ourselves. Our enemy is tenacious and bold. They dared to turn their weapons upon that which we hold dearest. Our cradle, our homeworld, our... Alphard! " he paused for effect. " Our Caesar has dictated by painting white a Naval detachment, he hopes to curtail any doubts our might. "


Deployment of  MHN :

 Sending their prized Dreadnought, the MHS Limonello, along with two S1 : Alphard and Scapha, a S2 : Unicornis and both Augustus missile cruisers to the Illyrian capital to use as a show of force. Along with five Jumpships ( JS Prawn, JS Shrimp, JS Bagel, JS Bread and JS Toast ) carrying fifteen Light Dropships, fifty Aerospace fighters, and a full Legion with supplies. All ships carry maximum fighters as well as their assigned Legions. Both Augustus carry Assault Light Droppers, also both Scapha I's carry their full complement. Their orders are to showboat their way to Illyria and return, only defending themselves if attacked. They are to destroy small asteroids to demonstrate their power but not civilian or military, unless attacked.

Code: [Select]
Class/Model/Name: Limoncello (2390)
Tech: Inner Sphere
Ship Cost: $8,127,732,000.00
Magazine Cost: $54,336,000.00
BV2: 81,764

Mass: 960,000
K-F Drive System: Compact
Power Plant: Manoeuvring Drive
Safe Thrust: 3
Maximum Thrust: 5
Armour Type: Standard
Armament:
24 Navis Tormenta-X Naval AC 20
76 Parvus Lasar
64 Parva Tormentis AC 5
16 NL-55 Lasar Navali
16 Navis Tormenta-X Naval AC 10

Class/Model/Name: Limoncello (2390)
Mass: 960,000

Equipment: Mass
Drive: 172,800.00
Thrust
Safe: 3
Maximum: 5
Controls: 2,400.00
K-F Hyperdrive: Compact (20 Integrity) 434,400.00
Jump Sail: (5 Integrity) 78.00
Structural Integrity: 60 57,600.00
Total Heat Sinks: 3660 Single 3,028.00
Fuel & Fuel Pumps: 12500 points 5,100.00
Fire Control Computers: 8,002.00
Armor: 496 pts Standard 1,152.00
Fore: 85
Fore-Left/Right: 85/85
Aft-Left/Right: 80/80
Aft: 81

Dropship Capacity: 0 0.00
Grav Decks:
Small: 0.00
Medium: 2 200.00
Large: 0.00
Escape Pods: 60 420.00
Life Boats: 60 420.00

Crew And Passengers:
54 Officers in 1st Class Quarters 540.00
183 Crew in 2nd Class Quarters 1,281.00
80 Gunners and Others in 2nd Class Quarters 560.00
1940 Bay Personnel in Steerage 9,700.00
20 1st Class Passengers 200.00
50 2nd Class Passengers 350.00
270 Steerage Marines 1,350.00

Bay #1: Fighters (40) - 4 Doors
Bay #2: Small Craft (20), Motorized Infantry Bay (40 Platoons - includes Non-combatants) - 4 Doors
Bay #3: Small Craft (20), Heavy Vee Bay (30), Light Vee Bay (60) - 4 Doors
Bay #4: Cargo (128645 Tons) - 2 Doors

NAC/20 Ammo - 1920 Rounds (80/Gun)
NAC/10 Ammo - 1280 Rounds (80/Gun)
AC/5 Ammo - 320 Tons (5 Tons/Gun)

Nose:
6 NAC/20
8 AC/5
6 Slas

FR/FL:
4 NL/55
4 NAC/10
8 AC/5
12 SLas

LBS/RBS:
6 NAC/20
8 AC/5
8 SLas

AR/AL:
4 NL/55
4 NAC/10
8 AC/5
12 SLas

Aft:
6 NAC/20
8 AC/5
6 Slas

Alphard Defense : S1 Pompey, S2 Troglodytam w/ JS Giovanni, JS Cake and JS Pie
Alphard, Stetin, Suetonius, Baccalieu, Stafford

Mondra Defense Corridor : S1 Titus, S2 Pallidi w/ JS Spina, JS Strawberry, JS Apple and JS Grape
Mondra, Thraxa, Klienwelt, Helios

Forbisher Defense Corridor : S1 Maximus w/ JS Legio, JS Plata and JS Oro
Frobisher, McEvedy’s Folly

Every planet has two Sextra Hora stations, except Alphard, it has five surrounding the shipyards and zenith and nadir jumppoints. The newer eight planets have only one to protect them. The remaining Jumpships are arranged so that every planet shares one on a routine, the rest is use to transport citizens to open planets for colonization.

EDIT: Fixed station quantity and updated costs.

TT
« Last Edit: 03 June 2020, 17:56:38 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

Lagrange

  • Lieutenant
  • *
  • Posts: 1419
Re: Warship Arms Race - The In Character Stuff
« Reply #73 on: 06 June 2020, 13:53:21 »
Capellan Confederation, 2390

Well, that was unexpected.  While the battle success at Aldebaran was welcome, it created several new problems.

At the top of the list, the Terran Hegemony still has a far greater budget and plenty of motivation to take back the worlds it lost after reconstruction is completed.

Second on the list is the Federated Suns.  While nibbling at the border has no material impact on the integrity of the Capellan Confederation, it's the sort of activity which should be actively discouraged as a matter of policy.

Third on the list was a publicity misdirect within the confederation which spoke of thet "Great Wall" stopping the Terran Hegemony cold.  Politicians adopted this framing, constantly asking for "Great Wall" plans and demanding it be extended to their system. 

YES, WE HAVE A HEARTBEAT

With active enemies on multiple fronts it's clear that the navy needs to be able to act on information far faster.  The first proposed solution to this was a crash research program on the fancy new Lithium Fusion batteries the Combine created, but that didn't get by the accountants.  Studying the problem more deeply, there was plenty of opportunity to improve "act on information" from the information side.

Thus was initiated project HEARTBEAT, a Pan-Confederation jump circuit hitting every major naval, industrial, and political world.  The Heartbeat circuit enables the travel of people, goods, and information from all industrial/political worlds in the Confederation to any other in less than a day every 8 days.  To maximize potential value, the jump circuit takes advantage of the much larger dropships taken as spoils at Aldebaran.  The Heartbeat circuit is military-run with tight information security to guard against sabotage and ensure the kind of precision necessary for a Pan-Confederation Jump Circuit.

Using the jump circuit, dropships are able to move just about anywhere via repeated jumps.  To support operational security during times of invasion, the jump circuit will _not_ use the standard Zenith and Nadir jump points, instead operating many more light hours away from the primary so that no invader reaching the Zenith, Nadir, or in-system points can observe jump signatures.  The precise jumpship meeting points change on a weekly basis according to a drunk walk so even knowing where the previous meeting was does not tell you where it will be.

The Heartbeat circuit is a deep space time-triggered double circuit with stations at meeting points.  Every 8 days, jumpships will travel from a station in system A to a station in system B, and then back again the next week with another jumpship traveling the opposite direction.  Dropships on the other hand travel from jumpship to jumpship along the chain with a flurry of goods and people exchanged via smallcraft and while docked during their interchange time.  Since this is a double circuit, the number of jumpships is twice the number of stations.  This is expensive, but it means the entire circuit is robust to failures, the layout of stations can be arbitrary as long as they remain within 30 light years, transport capacity is doubled, and you can support travel from anywhere and to anywhere in less than a day. 

In terms of propagation patterns, the "far ends" of the circuit trigger first with jumps happening sequentially through the center of the circuit and then back out to the far ends.  By shifting from one dropship to another at the right times, you can get from anywhere on circuit to anywhere else.  The standard docking time for dropships is 30 minutes, and the diameter of the jump circuit is 18 so the maximum transit time is about 9 hours from one end to the other.  The standard safe charging time is 175 hours, so allowing an extra 12 hour slop we get an 8 day heartbeat.

The heartbeat circuit communicates with the rest of Capella via deep space communications from in-system and via jumpships.  Although the location of the jump circuit is a secret, recharge stations pass on jump solutions to inspected and vetted Capellan-flagged commercial vessels just before they transit.  The commercial price of transport on the jump circuit is set by auction although the military always has override priority.  Obviously, if an attack on the station occurs, the first step is purging location information from the computers.

The jump circuit provides two benefits to the military.  The first (and most significant) is that it dramatically reduces the time required to learn about and react to events across the Confederation. If we think of every week as the tick of a clock, then information flows all over the Confederation every week rather than happenstance based travel.  Note here that every planet within 30 light years of a stop on the Heartbeat circuit (i.e. most) can benefit weekly, if jumpships travel back and forth on a synchronized cadence.

The second benefit is the ability to transport 40+ kilotons of goods where needed on demand every week.  This can supply fleets, but it also means that people and small units can be transported where they are needed. 

The jump circuit has several "lines", including a primary and several secondaries which are best shown with a map.  Several of the stations are not in any settled system.

Supporting the jump circuit is a basic deep space station (Deep Habwr) with a large fuel reserve used to charge up the jumpships.
Code: [Select]
Class/Model/Name:       Deep Habwr
Tech:   Inner Sphere
Ship Cost: $65,360,000.00
Magazine Cost: $480,000.00
BV2: 2,846
       
Mass:   100,000
K-F Drive System:       None
Power Plant:    Station-Keeping Drive
Armor Type:     Standard
Armament:
6 Capital Launcher Barracuda

Class/Model/Name:       Deep Habwr             
Mass:   100,000         
                       
Equipment:                      Mass
Drive:                  1,200.00
Controls:                       100.00
Structural Integrity:                   1,000.00
Total Heat Sinks:       93 Single               
Fuel & Fuel Pumps:      100000 points           10,200.00
Fire Control Computers:                 0.00
Armor:  120 pts Standard                150.00
Fore:   20             
Fore-Left/Right:        20/20           
Aft-Left/Right: 20/20           
Aft:    20             
                       
Dropship Capacity:      1               1,000.00
Grav Decks:                     
Small:  1               50.00
Life Boats:     15              105.00
                       
Crew And Passengers:                   
11      Officers in 1st Class Quarters          110.00
54      Crew in 1st Class Quarters              540.00
6 Gunners and Others in 1st Class Quarters 60.00
50      Bay Personnel           0.00
50      1st Class Passengers            500.00

# Weapons Loc Heat Damage Range Mass
1 Capital Launcher Barracuda Nose 10 20 (2-C) Extreme-C 90.00
1 Capital Launcher Barracuda FR 10 20 (2-C) 90.00
1 Capital Launcher Barracuda FL 10 20 (2-C) 90.00
1 Capital Launcher Barracuda AR 10 20 (2-C) 90.00
1 Capital Launcher Barracuda AL 10 20 (2-C) 90.00
1 Capital Launcher Barracuda Aft 10 20 (2-C) 90.00

Ammo Rounds Mass Equipment
Capital Launcher Barracuda Ammo 60 1,800.00 None

#       Cargo and Bays                          Mass
10      Bay Small Craft                         2,000.00
80645 Cargo, Standard 80645
Although the craft itself is minimally armed, it's common to post aerospace fighters in the smallcraft bays.

The entire Heartbeat circuit is hideously expensive, costing about 6 warships.  Nevertheless, the accountants judged this much cheaper than lithium fusion batteries, and the economic benefits should help as well.

To maximize the value of the new jump circuit, a new series of Zenith/Nadir stations is created, the Habwr Diogel II.  The running joke is that the new version is just like the old version, except worse in every way.  Nevertheless, all the cost cutting implies that a many more can be created and deployed.  With these deployments, most of the star systems of the Capellan Confederation (225) will benefit from a recharge/transshipment station.
Code: [Select]
Class/Model/Name:       Habwr Diogel II
Tech:   Inner Sphere
Ship Cost:      $109,470,000.00
Magazine Cost:  $498,000.00
BV2:    2,889
       
Mass:   300,000
K-F Drive System:       None
Power Plant:    Station-Keeping Drive
Armor Type:     Standard
Armament:       
6       Capital Launcher Barracuda
36      Machine Gun (IS)

Class/Model/Name:       Habwr Diogel II         
Mass:   300,000         
                       
Equipment:                      Mass
Drive:                  3,600.00
Controls:                       300.00
Structural Integrity:                   3,000.00
Total Heat Sinks:       129 Single             
Fuel & Fuel Pumps:      25000 points            10,200.00
Fire Control Computers:                 0.00
Armor:  120 pts Standard                300.00
Fore:   20             
Fore-Left/Right:        20/20           
Aft-Left/Right: 20/20           
Aft:    20             
                       
Dropship Capacity:      2               2,000.00
Grav Decks:                     
Small:  1               50.00
Life Boats:     35              245.00
                       
Crew And Passengers:                   
20      Officers in 1st Class Quarters          200.00
85      Crew in 1st Class Quarters              850.00
12      Gunners and Others in 1st Class Quarters                120.00
60      Bay Personnel           0.00
90      1st Class Passengers            900.00

#       Weapons Loc     Heat    Damage  Range   Mass
1       Capital Launcher Barracuda      Nose    10      20 (2-C)        Extreme-C       90.00
1       Capital Launcher Barracuda      FL      10      20 (2-C)                90.00
1       Capital Launcher Barracuda      FR      10      20 (2-C)                90.00
1       Capital Launcher Barracuda      AL      10      20 (2-C)                90.00
1       Capital Launcher Barracuda      AR      10      20 (2-C)                90.00
1       Capital Launcher Barracuda      Aft     10      20 (2-C)                90.00
6       Machine Gun (IS)        Nose            12 (1.2-C)              3.00
6       Machine Gun (IS)        FL              12 (1.2-C)              3.00
6       Machine Gun (IS)        FR              12 (1.2-C)              3.00
6       Machine Gun (IS)        AL              12 (1.2-C)              3.00
6       Machine Gun (IS)        AR              12 (1.2-C)              3.00
6       Machine Gun (IS)        Aft             12 (1.2-C)              3.00

Ammo    Rounds          Mass
Capital Launcher Barracuda Ammo 60              1,800.00
Machine Gun (IS) Ammo   3600            18.00

Equipment                               Mass
Energy Storage Battery                          200,000.00

#       Cargo and Bays                          Mass
12      Bay Small Craft                         2,400.00
73459   Cargo, Standard                         73459

THE ALDEBARAN ACES

Taking advantage of jump circuit, the Aerospace pilots who distinguished themselves well at Aldebaran will form the core of an elite unite (70% maintenance) which transports via the circuit to wherever they are needed.  Typically, their aerospace fighters are packed as cargo allowing transportation of regimental-scale (108 units) aboard captured medium dropships.  These meet up with warships in transit to battle and load into ASF bays aboard the warships.

To assist the Aces in battle a new super-heavy aerospace fighter is commissioned. 
Code: [Select]
Dire Bear Aero

Mass: 100 tons
Frame: Unknown
Power Plant: 300 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Armor: Ferro-Aluminum
Armament:
     17 Small Laser
     1 Binary Laser (Blazer) Cannon
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3055
Tech Rating/Availability: D/X-X-E-D
Cost: 6,369,375 C-bills

Type: Dire Bear
Technology Base: Inner Sphere (Experimental)
Tonnage: 100
Battle Value: 2,727

Equipment                                          Mass
Engine                        300 Fusion             19
Safe Thrust: 5
Max Thrust: 8
Structural Integrity:         0                       
Heat Sinks:                   0                      14
Fuel:                         400                   5.0
Cockpit                                               3
Armor Factor (Ferro)          743                  41.5

                           Armor   
                           Value   
     Nose                   203   
     Wings                200/200 
     Aft                    140   


Weapons
and Ammo              Location   Tonnage  Heat   SRV  MRV  LRV  ERV
4 Small Lasers          NOS       2.0      1      3    0    0    0 
Binary Laser Cannon     NOS       9.0      16    16   16    0    0 
4 Small Lasers          RWG       2.0      1      3    0    0    0 
4 Small Lasers          LWG       2.0      1      3    0    0    0 
5 Small Lasers          AFT       2.5      1      3    0    0    0 

The Dire Bear is built especially for naval combat.  This includes an immense armor load capable of surviving multiple direct hits from Barracudas.  It also features a newly developed Blazer cannon, the best known weapon for penetrating heavy warship armor.  The design is rounded out with an array of 15 small lasers capable of destroying even a Killer Whale capital missile with half the weight of the Dire Bear itself.  The small lasers can also be used in close attacks against other ASF or damaged warships to cause large amounts of damage. 

The Aces drill on both defending and attacking warships in addition to more standard aerospace fighter fare.

The army will take advantage of the same transport ability forming elite regiments which can be quickly transported to whichever battle is brewing.

THE GREAT WALL

The navy lost this battle---in return for a new warship construction allowance, the politicians demanded a "Great Wall" that protects from attack.  A list was drawn up with 23 worlds including those with naval yards, political capitols, and industrial planets.  Protecting those worlds with 200 Shao Bings would cost over 1/3 of the budget, forcing the scrapping of at least one fleet of warships.

Noting the common tactic of attacking ship yards, the navy came to the conclusion that it needed to reduce it's own attack profile.  To do this, the navy decided to "deep space" the yards over Terra Firma, Capella, Aldebaran, and Sarna by using the Yard's station keeping drives to move far beyond detection range of enemy ships that may jump in system.  This increases local transportation costs to and from the the local system while decreasing transportation costs from remote systems.  The strategic benefit is that it makes targeting by an invasion force radically more difficult since the location will not be observed by forces jumping in system.  The yards will sync up with the jump circuit within their systems and move with them using similar information security measures.

The above only nibbled at the edges of the problem though. What was called for was a new design, and thus the Yi Bai ("100") was born.
Code: [Select]
Class/Model/Name:       Yi Bai
Tech:   Inner Sphere
Ship Cost:      $105,380,000.00
Magazine Cost:  $8,680,000.00
BV2:    29,130
       
Mass:   100,000
K-F Drive System:       None
Power Plant:    Station-Keeping Drive
Armor Type:     Standard
Armament:       
108     Capital Launcher Barracuda
80      Machine Gun (IS)

Class/Model/Name:       Yi Bai         
Mass:   100,000         
                       
Equipment:                      Mass
Drive:                  1,200.00
Controls:                       100.00
Structural Integrity:   1               1,000.00
Total Heat Sinks:       1000 Single             907.00
Fuel & Fuel Pumps:      3000 points             306.00
Fire Control Computers:                 3,528.00
Armor:  314 pts Standard                393.00
Fore:   94             
Fore-Left/Right:        50/50           
Aft-Left/Right: 40/40           
Aft:    40             
                       
Escape Pods:    13              91.00
Life Boats:     13              91.00
                       
Crew And Passengers:                   
32      Officers in 1st Class Quarters          320.00
33      Crew in 1st Class Quarters              330.00
122     Gunners and Others in 1st Class Quarters                1,220.00
200     Bay Personnel           0.00
25      1st Class Passengers            250.00
        2nd Class Passengers            0.00
        Steerage Passengers             0.00

#       Weapons Loc     Heat    Damage  Range   Mass
98      Capital Launcher Barracuda      Nose    980     1960 (196-C)    Extreme-C       8,820.00
2       Capital Launcher Barracuda      FL      20      40 (4-C)                180.00
2       Capital Launcher Barracuda      FR      20      40 (4-C)                180.00
2       Capital Launcher Barracuda      AL      20      40 (4-C)                180.00
2       Capital Launcher Barracuda      AR      20      40 (4-C)                180.00
2       Capital Launcher Barracuda      Aft     20      40 (4-C)                180.00
16      Machine Gun (IS)        FL              32 (3.2-C)              8.00
16      Machine Gun (IS)        FR              32 (3.2-C)              8.00
16      Machine Gun (IS)        AL              32 (3.2-C)              8.00
16      Machine Gun (IS)        AR              32 (3.2-C)              8.00
16      Machine Gun (IS)        Aft             32 (3.2-C)              8.00

Ammo    Rounds          Mass
Capital Launcher Barracuda Ammo 1080            32,400.00
Machine Gun (IS) Ammo   8000            40.00

# Cargo and Bays Mass
40 Bay Small Craft 8,000.00
40064 Cargo, Standard 40064


The Yi Bai is a massive 100 kiloton defense satellite with the capacity to send 100 Barracudas at a target.  Designed for deployment in constellations of 20, it delivers overwhelming missile salvos, more than twice what the constellation of 200 Shao Bing delivered at Aldebaran.  The 40 smallcraft bays additionally allow for the support of up to 800 aerospace fighters in a combat situation.  The fact that the Confederation did not even own that many fighters was noted---thousands more were ordered.  Although the accountants cut prices everywhere, they left money in the budget for a top quality intercom and a catalog of patriotic music. 

Deployments of 20 are made at the following political center worlds:
Code: [Select]
Sian
Andurien
Victoria
St. Ives
Tikonov
Liao
Capella

Deployments of 10 are made at the following industrial worlds:
Code: [Select]
Betelgeuse
Grand Base
Ares
Ingersoll
Indicass
Menke
Warlock
Texlos
Asuncion
Bernardo
Sarna
Terra Firma

In addition, deployments of 1 are made at frontier planets. 
Code: [Select]
Karlstejn
Dili
Borka
Xanthe
Leyda
Katla
Cursa
Rosendal
Lopez
Sadurni
Lurgatan
Shiba
Nukus
Pell
Beunos Aires
Dicon
Amu Darya
Kurvasa
Bellatrix
Krakatau
Decatur
Vard
Columbine
Lucknow
Quimberton
Kazu
Valdives
Murdox
Although not able to resist a warfleet, these should strongly deter pirate-scale attacks as they easily wipe out Aquila-scale ships and can make quick work of any dropships that land.

In addition, the admiralty will order an extra 148 which are used elsewhere.

THE "YANG YIN" APPROACH

With all the new projects, very little was left for the warship budget so refit proposals were entertained to maximize the usefulness of the fleet.  Naturally, everything was desired: A ship of the wall, a killer, a carrier, a troop transport, a raider, a scout, etc... Between all of these competing choices a two massive refits were hammered out described as the "Yang Yin" approach as it incorporates elements of the old Yang Wei and the Kuan Yin.

Code: [Select]
Class/Model/Name:       Kuan Yin II
Tech:   Inner Sphere
Ship Cost:      $9,000,402,000.00
Magazine Cost:  $11,520,000.00
BV2:    191,553
       
Mass:   1,000,000
K-F Drive System:       Compact
Power Plant:    Maneuvering Drive
Safe Thrust:    3
Maximum Thrust: 5
Armor Type:     Improved Ferro-Aluminum
Armament:       
21      Naval PPC Heavy
14      Naval AC 20
400     AC 10
1800    Laser Small

Class/Model/Name:       Kuan Yin II             
Mass:   1,000,000               
                       
Equipment:                      Mass
Drive:                  180,000.00
Thrust                 
Safe:   3               
Maximum:        5               
Controls:                       2,500.00
K-F Hyperdrive: Compact (21 Integrity)          452,500.00
Jump Sail:      (5 Integrity)           80.00
Structural Integrity:   120             120,000.00
Total Heat Sinks:       8565 Single             7,920.00
Fuel & Fuel Pumps:      25000 points            10,200.00
Fire Control Computers:                 14,900.00
Armor:  1512 pts Improved Ferro-Aluminum                2,400.00
Fore:   522             
Fore-Left/Right:        220/220         
Aft-Left/Right: 200/200         
Aft:    150             
                       
Dropship Capacity:                      0.00
Grav Decks:                     
Small:                  0.00
Medium: 4               400.00
Large:                  0.00
Escape Pods:    100             700.00
Life Boats:     100             700.00
                       
Crew And Passengers:                   
108     Officers in 1st Class Quarters          1,080.00
137     Crew in 2nd Class Quarters              959.00
402     Gunners and Others in 2nd Class Quarters                2,814.00
12360   Bay Personnel           0.00
240     1st Class Passengers            2,400.00
260     2nd Class Passengers            1,820.00

#       Weapons Loc     Heat    Damage  Range   Mass
21      Naval PPC Heavy Nose    4725    3150 (315-C)    Extreme-C       63,000.00
14      Naval AC 20     Nose    840     2800 (280-C)            35,000.00
100     AC 10   FL      300     1000 (100-C)            1,200.00
100     AC 10   FR      300     1000 (100-C)            1,200.00
600     Laser Small     LBS     600     1800 (180-C)            300.00
600     Laser Small     RBS     600     1800 (180-C)            300.00
600     Laser Small     Aft     600     1800 (180-C)            300.00
100     AC 10   AL      300     1000 (100-C)            1,200.00
100     AC 10   AR      300     1000 (100-C)            1,200.00

Ammo    Rounds          Mass
Naval AC 20 Ammo        280             112.00
AC 10 Ammo      8000            800.00

#       Cargo and Bays                          Mass
48435   Cargo, Standard                         48,435.00
60      Bay Small Craft                         12000
90      Bay Fighter                             13500
360     Bay Conventional Infantry (IS), Foot                            1800
360     Bay Vehicle Light                               18000

The Kuan Yin II has a slightly improved troop transport capacity since 30 fighter bays were swapped into Small craft bays and cargo slightly increased.  This additional capacity means that vehicle maintenance and repair can typically happen on planet in smallcraft-based vehicle bays rather than shuffling back and forth between planet and warship.  Configured for transport, it carries 90 aerospace fighters and 60 smallcraft as well as the normal complement of 360 light vehicles and 360 companies of companies of troops.

The weapons and armor layout was radically altered.  A massive mixed array of Naval PPCs and NAC 20s is placed in the nose making a capable naval combatant in ranged, close, or high speed pass fights, as needed.  Supporting this, the armor layout heavily favors the nose. Although this design approach has less endurance than "4 corner" designs which can roll sides in warship-to-warship combat it delivers more firepower and endurance in fleet combat where warships are typically targeted once by the opposing fleet and then destroyed.  In such situations, maximizing damage delivered to the opposing fleet per minute (... about 96% more based on capital weapon damage) and minimizing the number of ships that the opposing fleet can kill per minute (... about 23% less based on armor) is preferred.

Noting the doctrine changes implied by the Yi Bai, the Kuan Yin II has a massive array of small lasers on 3 sides with each side able to target 200+ Barracudas per round while destroying 100+.  Although the nose has no such protection, a complement of 150 Dire Bear aerospace fighters can provide an additional 2250 small lasers capable of targeting 800+ Barracudas per round while destroying 400+.

Compared to the capital weapons and point defense the arrays of 100 AC/10s on each corner are almost an afterthought unless you happen to be an enemy aerospace fighter.

The Pallada II borrows conceptually from the Kuan Yin II while retaining it's traditional harrassment/raider/scout role and specializing less in the wall of battle.
Code: [Select]
Class/Model/Name:       Pallada II
Tech:   Inner Sphere
Ship Cost:      $7,949,392,000.00
Magazine Cost:  $28,800,000.00
BV2:    113,465
       
Mass:   750,000
K-F Drive System:       Compact
Power Plant:    Maneuvering Drive
Safe Thrust:    4
Maximum Thrust: 6
Armor Type:     Improved Ferro-Aluminum
Armament:       
4       Naval PPC Heavy
20      Naval Laser 55
11      Naval AC 20
1200    Laser Small
200     AC 10

Class/Model/Name:       Pallada II             
Mass:   750,000         
                       
Equipment:                      Mass
Drive:                  180,000.00
Thrust                 
Safe:   4               
Maximum:        6               
Controls:                       1,875.00
K-F Hyperdrive: Compact (16 Integrity)          339,375.00
Jump Sail:      (5 Integrity)           68.00
Structural Integrity:   100             75,000.00
Total Heat Sinks:       5060 Single             4,415.00
Fuel & Fuel Pumps:      12500 points            5,100.00
Fire Control Computers:                 2,400.00
Armor:  960 pts Improved Ferro-Aluminum         1,500.00
Fore:   235             
Fore-Left/Right:        145/145         
Aft-Left/Right: 145/145         
Aft:    145             
                       
Dropship Capacity:                      0.00
Grav Decks:                     
Medium: 3               300.00
Escape Pods:    60              420.00
Life Boats:     60              420.00
                       
Crew And Passengers:                   
80      Officers in 1st Class Quarters          800.00
115     Crew in 2nd Class Quarters              805.00
281     Gunners and Others in 2nd Class Quarters                1,967.00
8244    Bay Personnel           0.00
330     2nd Class Passengers            2,310.00

#       Weapons Loc     Heat    Damage  Range   Mass
4       Naval PPC Heavy Nose    900     600 (60-C)      Extreme-C       12,000.00
10      Naval Laser 55  AL      850     550 (55-C)              11,000.00
10      Naval Laser 55  AR      850     550 (55-C)              11,000.00
11      Naval AC 20     Nose    660     2200 (220-C)            27,500.00
400     Laser Small     LBS     400     1200 (120-C)            200.00
400     Laser Small     RBS     400     1200 (120-C)            200.00
400     Laser Small     Aft     400     1200 (120-C)            200.00
100     AC 10   FR      300     1000 (100-C)            1,200.00
100     AC 10   FL      300     1000 (100-C)            1,200.00

Ammo    Rounds          Mass
Naval AC 20 Ammo        1100            440.00
AC 10 Ammo      4000            400.00

Equipment                               Mass
NCSS Large                              500.00

#       Cargo and Bays                          Mass
240     Bay Conventional Infantry (IS), Foot                            1,200.00
240     Bay Vehicle Light                               12000
72      Bay Fighter                             10800
36      Bay Small Craft                         7200
36205   Cargo, Standard                         36205

The Pallada II offers much more firepower at extreme range (82%) and significantly more firepower at long range (56%) via the heavy nose.  In addition, transport capacity for up to 108 aerospace fighters is provided, capable of either protecting the Pallada from missile fire or actively attacking enemy ASF or wounded warships.  Altogether, the Pallada II isn't quite the ship of the line that the Kuan Yin is, but it's a solid stand-in.

Unlike the Kuan Yin, the Pallada II is also designed for raider/harasser/scout missions, retaining it's large naval comm-scanner suite and using a weapons layout capable of delivering significant damage in every arc.  The Pallada II can lock onto and then mimic a slower opponent's heading and velocity while pouring steady fire into them regardless of how they turn or accelerate.  All enemies lacking either range or speed are "accidents waiting to happen".  In raider role, the Pallada II can execute a 'smash and grab' attack in undefendend systems via a combination of ortillery and smallcraft. 

Borrowing from the successful deployment of the Kuan Yin in the run to the north, the Pallada II also enables transport of many regiments of infantry and light tanks, about 2/3 the capacity of a Kuan Yin.  Given the sheer number of Pallada II's this doubles the Warship transport capacity of the Confederation.

Updates: Dire Bear uses FA instead of HFA (which apparently isn't available), a map, some jump circuit details, optimized jump circuit, extended recharge stations to 225 worlds, reduced Yi Bai purchase.

Lagrange

  • Lieutenant
  • *
  • Posts: 1419
Re: Warship Arms Race - The In Character Stuff
« Reply #74 on: 06 June 2020, 13:55:15 »
Capellan Confederation, 2390, Part 2

THE GREAT HIGHWAY

The Heartbeat circuit enables enables rapid movement of goods and information across all industrialized worlds of the confederation, but it's actually a poor transport path for the slower movement of bulk goods or warships between locations.   Due to the very high cost of purchasing and maintaining jumpships to operate the Heartbeat circuit, it is designed to have as few links as possible which means that it meanders on the larger scale.  To facilitate warship movement, a second network consisting of 60 Deep Habwr will be built.  This Highway network's stations are carefully placed so that each station is ~29.95 light years away from others while tiling the Capellan Confederation so every planet can reach a station within 1 jump.  Stations not on the boundary, are within 29.95 light years of 6 other stations in the network with the entire network offering virtually optimal transport in 6 different directions according to the corners of a hexagon.  Given the layout of the Confederation, two of these directions are north/south while the other 4 are 60 degrees away from either north or south.  The network will be anchored on Liao and opportunistically share deep space stations with the Heartbeat circuit where that is possible.

The Highway network is also available for commercial use similar to the Heartbeat network with Zenith stations transmitting jump solutions to vetted Capellan flagged vessels just prior to departure.  Commonly, the Highway network allows shaving a jump or two off longer transits.

THE FOOTSOLDIERS OF SPACE

The effectiveness of stations at Aldebaran requires a rethink of naval philosophy since, at least for now, stations can provide effective firepower much cheaper than warships.  In essence, stations are footsoldiers of naval warfare.  What's lacking is the capacity to repair, replace, and move stations, something provided by the Sailor's Mercy.

Code: [Select]
Class/Model/Name: Sailor's Mercy
Tech: Inner Sphere
Ship Cost: $3,952,861,250.00
BV2: 2,486
       
Mass:   500,000
K-F Drive System:       Standard
Power Plant:    Station-Keeping Drive
Armor Type:     Standard
Armament:       
6       Laser Blazer Cannon

Class/Model/Name:       Sailor's Mercy         
Mass:   500,000         
                       
Equipment:                      Mass
Drive:                  6,000.00
Controls:                       1,250.00
K-F Hyperdrive: Standard (10 Integrity)         475,000.00
Jump Sail:      (6 Integrity)           97.00
Structural Integrity:   1               3,333.50
Total Heat Sinks:       154 Single             
Fuel & Fuel Pumps:      2000 points             816.00
Fire Control Computers:                 0.00
Armor:  111 pts Standard                277.50
Fore:   19             
Fore-Left/Right:        19/19           
Aft-Left/Right: 18/18           
Aft:    18             
                       
Dropship Capacity:                      0.00
Grav Decks:                     
Small:  1               50.00
Life Boats:     5               35.00
                       
Crew And Passengers:                   
7       Officers in 1st Class Quarters          70.00
24      Crew in 2nd Class Quarters              168.00
1       Gunners and Others in 2nd Class Quarters                7.00
5       Bay Personnel           0.00

#       Weapons Loc     Heat    Damage  Range   Mass
1       Laser Blazer Cannon     Nose    16      12 (1.2-C)      Medium  9.00
1       Laser Blazer Cannon     FR      16      12 (1.2-C)              9.00
1       Laser Blazer Cannon     FL      16      12 (1.2-C)              9.00
1       Laser Blazer Cannon     AR      16      12 (1.2-C)              9.00
1       Laser Blazer Cannon     AL      16      12 (1.2-C)              9.00
1       Laser Blazer Cannon     Aft     16      12 (1.2-C)              9.00

#       Cargo and Bays                          Mass
100000  Naval Repair Unpressurized                              2,500.00
100000  Naval Repair Unpressurized                              2500
100000  Naval Repair Unpressurized                              2500
100000  Naval Repair Unpressurized                              2500
100000  Naval Repair Unpressurized                              2500
1       Bay Small Craft                         200
142.00  Cargo, Standard                         142

The Sailor's Mercy can transport and enable repair of 5 Yi Bai.  It never deploys into a contested combat zone and more generally avoids unprotected jumppoints at the Zenith or Nadir by stationing at deep space yards or traveling on the Heartbeat or Great Highway networks.  Unloading and loading the Yi Bai takes about 18 hours, so it's not at all quick.

THE MESSMAKER

The army was active as well, developing a highly mobile artillery concept.  Armed with a single Thumper artillery piece and 80 shots worth of ammunition, the MSMK prototype was first tested at company scale in the 2390 Capellan Military Games.  As an artillery unit, the MSMK was considered an outside in direct competition with other combat units, but they entered anyways to make a good show.  The MSMK proved unexpectedly capable and adaptable, led by a young captain Zheng.  In the finals, a company of Jian faced off against a company of MSMK with the Zheng using mobility, range, the large reserve set aside,  and direct fire of simulated cluster charges to eliminate half of the Jian in the first few minutes while staying out of effective range of the Jian.   The remainder  retreated into the forest where the hovercraft could not follow so Zheng switched to standard rounds and walked fire all over the forest until the judges declared victory for the MSMK company.  It was the messiest victory ever seen, with the flourescent orange die flowing out of the forest every rainstorm over the next 6 months.  Thus, the Messmaker was born.

Code: [Select]
Messmaker

Mass: 50 tons
Movement Type: Hover
Power Plant: 165 Fusion
Cruising Speed: 86.4 kph
Maximum Speed: 129.6 kph
Armor: Ferro-Fibrous
Armament:
     1 Thumper
Introduction Year: 2391
Tech Rating/Availability: E/X-X-D-D
Cost: 2,156,000 C-bills

Type: Thumpercraft
Technology Base: Inner Sphere (Advanced)
Movement Type: Hover
Tonnage: 50
Battle Value: 509

Equipment                                          Mass
Internal Structure                                    5
Engine                        165 Fusion             10
Cruising MP: 8
Flank MP: 12
Heat Sinks:                   10                      0
Control Equipment:                                  2.5
Lift Equipment:                                     5.0
Turret:                                             1.5
Armor Factor (Ferro)          125                     7

                          Internal   Armor   
                          Structure  Value   
     Front                   5         31   
     R/L Side               5/5      25/25   
     Rear                    5         19   
     Turret                  5         25   


Weapons
and Ammo              Location    Tonnage   
Thumper Ammo (80)      Turret       4.0     
Thumper                Turret       15.0 

BUDGET

Code: [Select]
                Price   Initial Scrap   Maint   Resch   Produce M Cost  R Cost  Prod Cost       Total           Final # Final $
Kuan Yin        8.927   10                              -10     44.635  0       -89.270 -44.635 Kuan Yin        0       0.000
Pallada         7.854   15                              -15     58.905  0       -117.81 -58.905 Pallada         0       0.000
Zencha          0.624   20              0.2                     8.736   0       0.000   8.736   Zencha          20      12.480  //Elite level maintenance
Jumpships       0.5     30                              82      7.500   0       33.000  40.500  Jumpships       96     48.000  //Heartbeat circuit
S Dropship      0.3     110     80                              -1.500  0       0.000   -1.500  S Dropship      30      9.000
M Dropship      0.5     20                                      5.000   0       0.000   5.000   M Dropship      20      10.000
ASF             0.005   700             0.2             3020    2.450   0       15.100  17.550  ASF             3720    18.600  //Enough for every warship including smallcraft bays, elite maintenance
Smallcraft      0.01    400                             980     2.000   0       9.800   11.800  Smallcraft      1380    13.800  //Enough for every warship
Shaobing        0.03    530     530                             -3.975  0       0.000   -3.975  Shaobing        0       0.000
Habwr Diogel    0.367   80      80                              -7.340  0       0.000   -7.340  Habwr Diogel    0       0.000
Yi Bai          0.105   0                       0.25    515     0.000   0.026   54.075  54.101  Yi Bai          515     54.075  //The Great Wall
Habwr Diogel II 0.109   0                       0.25    225     0.000   0.027   24.525  25.552  Habwr Diogel II 225     24.525  //Zenith station for every inhabited system
Deep Habwr      0.065   0                       0.25    110      0.000   0.015   7.15   7.166   Deep Habwr     110      7.15   //Hearbeat circuit and Highway network
Sailor's Mercy  3.953   0                       0.25    5       0.000   0.988   19.765  20.753  Sailor's Mercy  5       19.765  //Transport for up to 25 Yi Bai
Kuan Yin II     9       0                       0.1     14      0.000   0.900   126.000 126.900 Kuan Yin II     14      126     //4 new Kuan Yin
Pallada II      7.949   0                       0.1     15      0.000   0.795   119.235 120.030 Pallada II      15      119.235
                                                                                                       
        Balance                                                                                         
Budget  396                                                                                             
Remainder       7.335                                                                                           
Repairs -11                                                                                             
Blazer  -34.72         
Vee Drop Chute -34.72
Total costs     -320.734
Remainder       2.161                                                                                         

DEPLOYMENTS AND DOCTRINE

The Southern fleet is based out of Liao and is the largest in case the Terran Hegemony becomes active again.
6x Kuan Yin
6x Pallada
4x Zencha
6x Sailor's Mercy
Since the jump circuit provides single-jump access to every TH frontier world, warnings about invasions should happen very rapidly.

The Fed Suns facing fleet is based out of Ares, although the jump circuit allows it to be easily supplied all the way to Texlos with more conventional supply otherwise required.
4x Kuan Yin
2x Pallada
3x Zencha

The FWL facing fleet is based out of Ingersoll and similarly uses the jump circuit for easier supply where available. 
4x Kuan Yin
2x Pallada
3x Zencha

The frontier fleet is based out of Grand Base, although it's often split up across the southern jump circuit to enable fast response to any pirate incidents.  If/where the greater power invade, other fleets are called in for assistance.
5x Pallada
10x Zencha
Most of the Zencha in the frontier fleet are used to assist exploration of new systems to support further colonization.  In a typical pattern, they operate in pairs jumping to explore separate systems, while jumping back together at prearranged times and locations.  If there are any mishaps, the survivor brings in a Pallada to investigate.

The Zencha and Sailor's Mercy never travel into battle zones.  If they jump into a possibly contested system, it's always far away from anywhere that is likely to have an enemy ship capable of detecting them.  With the Sailor's Mercy acting against an active invasion, it might sometimes be worthwhile to jump into an L1 pirate point so as to deliver some Yi Bai in case the fight moves to this system.

The Yi Bai are almost always deployed in constellations.  The default configuration of the constellation is a hedgehog with 1/3 pointing in each direction.  When an opponent is observed, they slowly turn to face the opponent.  The Yi Bai are excruciatingly slow at turning but at Extreme or Long Ranges this doesn't matter.  For example, at range 40, a station can track a 5/8 warship moving at maximum thrust perpendicular to the axis between the station and warship.  At closer ranges the ability to track degrades---at range 30, a station can track a 4/6 warship.  At range 25, a 3/5 warship.   The nose arc is however 120 degrees, so it's quite likely able to track until short ranges in an actual combat situation. 

The doctrine for fleet engagements is relatively unchanged. The Yi Bai, if they are available, form the main wall of battle, with the Kuan Yin secondary, so as to avoid losses before the enemy is fully committed to battle.  The Pallada may join with the Kuan Yin or act in more of a harrier/harraser role if appropriate.  The ASF's primary mission is defending the fleet but if that is taken care of the ASFs can concentrate on the enemy (where they can cause damage).

When invasions of the Confederation start, the goal is destroying the strategic mobility of the invading force---jumpships are high priority targets, but shows of force in a random invaded system when there are multiple can also paralyze further advancement by achieving superior local firepower in that system.  One advantage of the "Great Wall" is that there are many strong points around the Confederation which, with the assistance of some quickly dispatched reinforcements via the jump circuit, can resist warships.  In addition, there is at least a possibility of creating strong points with the Sailor's Mercy if the destination of an invasion fleet can be deduced sufficiently in advance. 

In fleet battles, there is sometimes a difficult tradeoff between stations, ASF, and warships.  Warships are the default priority target on defense due to their strategic speed.  Defense Stations may (depends on the situation) be a priority target on offense simply because they are easy to destroy compared to damage they can do.  ASF become a priority target if they can substantially block Barracuda fire from the Yi Bai. 

Edits: added a bit about strategy, fixed budget, add great highway, squeezed in Vee Drop Chute, and adjusted budget.  Swapped Sailor's Mercy for version using corrected costs.

UnLimiTeD

  • Captain
  • *
  • Posts: 2039
Re: Warship Arms Race - The In Character Stuff
« Reply #75 on: 06 June 2020, 16:34:16 »
Draconis Combine, 2390+, continued

Naval Rebuilding
After all that frivolous spending, the Navy had still not been rebuilt. Half of the ships were damaged, the Battery equipped Cruisers were smouldering wrecks, and the entire naval reserve had been wiped at Luthien.

Fubuki II
The past decades had shown that while the Fubukis had held the flag admirably, the design was relatively fragile in the face of combat, and too expensive for that fragility.
In a rare show of common sense and harmony, Navy Engineers, the Admiralty, and the Bursar agreed that it was time to create something more cost efficient.
Code: [Select]
Class/Model/Name: Fubuki IIa
Tech: Inner Sphere
Ship Cost: $6,005,430,000.00
Magazine Cost: $23,320,000.00
BV2: 57,192

Mass: 460,000

K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Ferro-Carbide
Armament:
16 Naval Laser 45
4 Capital Launcher Barracuda
40 Laser Large
48 Laser Small
12 Naval AC 20
12 Capital Launcher Killer Whale
4 Naval Gauss Rifle Medium
2 AC 20

Equipment: Mass
Drive: 82,800.00
Thrust
Safe: 3
Maximum: 5
Controls: 1,150.00
K-F Hyperdrive: Compact (11 Integrity) 208,150.00
Jump Sail: (4 Integrity) 53.00
Structural Integrity: 85 39,100.00
Total Heat Sinks: 2562 Single 2,111.00
Fuel & Fuel Pumps: 12500 points 5,100.00
Fire Control Computers: 0.00
Armor: 678 pts Ferro-Carbide 780.00
Fore: 110
Fore-Left/Right: 115/115
Aft-Left/Right: 114/114
Aft: 110

Dropship Capacity: 0 0.00
Grav Decks:
Small: 2 100.00
Medium: 0.00
Large: 0.00
Escape Pods: 5 35.00
Life Boats: 60 420.00

Crew And Passengers:
34 Officers in 1st Class Quarters 340.00
103 Crew in 1st Class Quarters 1,030.00
63 Gunners and Others in 2nd Class Quarters 441.00
310 Bay Personnel 0.00
1 1st Class Passengers 10.00
50 2nd Class Passengers 350.00
15 Steerage Passengers 75.00

# Weapons Loc Heat Damage Range Mass
4 Naval Laser 45 Nose 280 180 (18-C) Extreme-C 3,600.00
2 Capital Launcher Barracuda Nose 20 40 (4-C) 180.00
4 Laser Large Nose 32 32 (3.2-C) 20.00
8 Laser Small Nose 8 24 (2.4-C) 4.00
3 Naval AC 20 FR 180 600 (60-C) 7,500.00
2 Naval Laser 45 FR 140 90 (9-C) 1,800.00
4 Laser Large FR 32 32 (3.2-C) 20.00
8 Laser Small FR 8 24 (2.4-C) 4.00
3 Naval AC 20 FL 180 600 (60-C) 7,500.00
2 Naval Laser 45 FL 140 90 (9-C) 1,800.00
4 Laser Large FL 32 32 (3.2-C) 20.00
8 Laser Small FL 8 24 (2.4-C) 4.00
6 Capital Launcher Killer Whale LBS 120 240 (24-C) 900.00
2 Naval Gauss Rifle Medium LBS 30 500 (50-C) 11,000.00
8 Laser Large LBS 64 64 (6.4-C) 40.00
6 Capital Launcher Killer Whale RBS 120 240 (24-C) 900.00
2 Naval Gauss Rifle Medium RBS 30 500 (50-C) 11,000.00
8 Laser Large RBS 64 64 (6.4-C) 40.00
3 Naval AC 20 AR 180 600 (60-C) 7,500.00
2 Naval Laser 45 AR 140 90 (9-C) 1,800.00
4 Laser Large AR 32 32 (3.2-C) 20.00
8 Laser Small AR 8 24 (2.4-C) 4.00
3 Naval AC 20 AL 180 600 (60-C) 7,500.00
2 Naval Laser 45 AL 140 90 (9-C) 1,800.00
4 Laser Large AL 32 32 (3.2-C) 20.00
8 Laser Small AL 8 24 (2.4-C) 4.00
4 Naval Laser 45 Aft 280 180 (18-C) 3,600.00
4 Laser Large Aft 32 32 (3.2-C) 20.00
8 Laser Small Aft 8 24 (2.4-C) 4.00
2 Capital Launcher Barracuda Aft 20 40 (4-C) 180.00
2 AC 20 Aft 14 40 (4-C) 28.00

Ammo Rounds Mass
Capital Launcher Killer Whale Ammo 120 6,000.00
Naval AC 20 Ammo 600 240.00
AC 20 Ammo 100 20.00
Naval Gauss Rifle Medium Ammo 200 80.00
Capital Launcher Barracuda Ammo 40 1,200.00

# Cargo and Bays Mass
62 Bay Small Craft 12,400.00
29203 Cargo, Standard 29203
Slightly enlarged and with a somewhat stiffened structure, the biggest economic factor for this new take on the classic Fubuki is the lack of a dropship collar.
Survivability is increased as much by the extra structural reinforcements as it is by the new armour, covering the ship in a far thicker belt than the previous iteration.
Too different from the older iteration to be a refit, the project ran into a problem from an unexpected direction:
For decades now, the Fubuki Block IIs had, colloquially and also in some documents, be called just "Fubuki II". Unable and unwilling to change the designation to just "Fubuki III" after the first ship had already been laid down and a PR campaign prepared, the Bureaucrats settled on an unconventional solution:
The ships, even though more different from their predecessor than the Block II from the Block I, would internally just be called IIa, while out "in the wild", all remaining Block Is in service would be refitted to the not quite as old Block II standard, allowing a differentiation between the old and new ships.
Colloquially, the new ships would also occasionally be called "shinFubuki", though that monicker never found its way onto an official document - if one ignores the PR statements.
3 ships will be built in this spending period.
The ship is the first step to stratifying the fighter organisation between planetary defense and navy allotments, including a command flight of 2 fighters for a 36 strong fighter complement. The remaining small craft bays remain filled with 12 point defense small craft and 12 for other duties.

Kutai II
Learning from the stumbling block that was the naming of the new Fubuki, the military administration decided to not rename the new Kutai when it was pointed out that it was really just a refit the likes of which had resulted in the Block II designation on the destroyers. Ironically, the ship was actually called "Kutai II" in some internal documents, and Kutai(Upgrade) in others.
Ultimately, the fact that no second production run of the Kutais had been built and none were planned in the future either made the decision somewhat of a moot point.

Code: [Select]
Class/Model/Name: Kutai (upgrade)
Tech: Inner Sphere
Ship Cost: $4,847,910,000.00
Magazine Cost: $14,210,000.00
BV2: 16,009

Mass: 200,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Ferro-Carbide
Armament:
7 Capital Launcher Barracuda
60 Laser Small
24 Laser Large
24 LRM 15 (IS)
12 Naval Laser 45

Class/Model/Name: Kutai (upgrade)
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: 1282 Single 928.00
Fuel & Fuel Pumps: 30000 points 6,120.00
Fire Control Computers: 0.00
Armor: 192 pts Ferro-Carbide 168.00
Fore: 36
Fore-Left/Right: 30/30
Aft-Left/Right: 30/30
Aft: 36

Dropship Capacity: 0 0.00
Grav Decks:
Small: 2 100.00
Medium: 0.00
Large: 0.00
Escape Pods: 5 35.00
Life Boats: 33 231.00

Crew And Passengers:
23 Officers in 1st Class Quarters 230.00
62 Crew in 1st Class Quarters 620.00
43 Gunners and Others in 2nd Class Quarters 301.00
240 Bay Personnel 0.00
1st Class Passengers 0.00
60 2nd Class Passengers 420.00
40 Steerage Passengers 200.00

# Weapons Loc Heat Damage Range Mass
2 Capital Launcher Barracuda Nose 20 40 (4-C) Extreme-C 180.00
6 Laser Small Nose 6 18 (1.8-C) 3.00
4 Laser Large Nose 32 32 (3.2-C) 20.00
4 LRM 15 (IS) Nose 20 36 (3.6-C) 28.00
2 Naval Laser 45 FL 140 90 (9-C) 1,800.00
6 Laser Small FL 6 18 (1.8-C) 3.00
4 Laser Large FL 32 32 (3.2-C) 20.00
4 LRM 15 (IS) FL 20 36 (3.6-C) 28.00
2 Naval Laser 45 FR 140 90 (9-C) 1,800.00
6 Laser Small FR 6 18 (1.8-C) 3.00
4 Laser Large FR 32 32 (3.2-C) 20.00
4 LRM 15 (IS) FR 20 36 (3.6-C) 28.00
2 Capital Launcher Barracuda LBS 20 40 (4-C) 180.00
2 Naval Laser 45 LBS 140 90 (9-C) 1,800.00
12 Laser Small LBS 12 36 (3.6-C) 6.00
2 Capital Launcher Barracuda RBS 20 40 (4-C) 180.00
2 Naval Laser 45 RBS 140 90 (9-C) 1,800.00
12 Laser Small RBS 12 36 (3.6-C) 6.00
2 Naval Laser 45 AR 140 90 (9-C) 1,800.00
6 Laser Small AR 6 18 (1.8-C) 3.00
4 Laser Large AR 32 32 (3.2-C) 20.00
4 LRM 15 (IS) AR 20 36 (3.6-C) 28.00
2 Naval Laser 45 AL 140 90 (9-C) 1,800.00
6 Laser Small AL 6 18 (1.8-C) 3.00
4 Laser Large AL 32 32 (3.2-C) 20.00
4 LRM 15 (IS) AL 20 36 (3.6-C) 28.00
6 Laser Small Aft 6 18 (1.8-C) 3.00
4 Laser Large Aft 32 32 (3.2-C) 20.00
4 LRM 15 (IS) Aft 20 36 (3.6-C) 28.00
1 Capital Launcher Barracuda Aft 10 20 (2-C) 90.00

Ammo Rounds Mass
LRM 15 (IS) Ammo 3600 450.00
Capital Launcher Barracuda Ammo 70 2,100.00
Space Mine Ammo 20 10.00

Equipment Mass
NCSS Small 100.00
Space Mine Dispenser 10.00

# Cargo and Bays Mass
1 Bay Dropshuttle 11,000.00
5000 Naval Repair Unpreassurized 125
24 Bay Small Craft 4800
24 Bay Small Craft 4800
8064 Cargo, Standard 8064
The biggest difference to the (Block)Is, in this case, was the armour. A ship like this will never be tough, but they will be somewhat less fragile. An additional capital missile tube aft is the only relevant change in offensive firepower, though the point defence suite has been overhauled to reduce the logistic footprint somewhat in compensation.
8 ships will be refit, with the rest going into mothballs.

Ikioi C
The 勢 class has served the combine faithfully for decades. Initially envisioned as a line breaker and fast assault ship, it had found use as a command ship and fleet flagship due to the same impressive durability. But time was moving, and requirements change.
The B subclass had come, and gone, and in light of recent developments wouldn't be continued, and the original vessels weren't the monoliths of invincibility they seemed to be when first launched.
The admiralty thus decided to focus on the obvious application as fleet flagships.

Code: [Select]
Class/Model/Name: 勢 - Ikioi C
Tech: Inner Sphere
Ship Cost: $8,464,322,000.00
Magazine Cost: $10,650,000.00
BV2: 87,035

Mass: 740,000

K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Ferro-Carbide
Armament:
10 Naval AC 20
96 Laser Small
12 Laser Large
10 Naval Laser 45
4 Naval Gauss Rifle Medium
2 Naval AC 10

Class/Model/Name: 勢 - Ikioi C
Mass: 740,000

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: 1612 Single 972.00
Fuel & Fuel Pumps: 18750 points 7,650.00
Fire Control Computers: 0.00
Armor: 1930 pts Ferro-Carbide 2,292.00
Fore: 330
Fore-Left/Right: 335/335
Aft-Left/Right: 300/300
Aft: 330

Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 1 50.00
Medium: 1 100.00
Large: 0.00
Escape Pods: 10 70.00
Life Boats: 45 315.00

Crew And Passengers:
43 Officers in 1st Class Quarters 430.00
150 Crew in 2nd Class Quarters 1,050.00
60 Gunners and Others in 2nd Class Quarters 420.00
240 Bay Personnel 0.00
35 1st Class Passengers 350.00
30 2nd Class Passengers 210.00
0 Steerage Passengers 0.00

# Weapons Loc Heat Damage Range Mass
2 Naval AC 20 Nose 120 400 (40-C) Long-C 5,000.00
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
2 Naval Gauss Rifle Medium FR 30 500 (50-C) 11,000.00
2 Naval AC 20 FR 120 400 (40-C) 5,000.00
12 Laser Small FR 12 36 (3.6-C) 6.00
2 Naval Gauss Rifle Medium FL 30 500 (50-C) 11,000.00
2 Naval AC 20 FL 120 400 (40-C) 5,000.00
12 Laser Small FL 12 36 (3.6-C) 6.00
2 Naval AC 20 RBS 120 400 (40-C) 5,000.00
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 20 LBS 120 400 (40-C) 5,000.00
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 20 Ammo 300 120.00
Naval Gauss Rifle Medium Ammo 100 40.00
Space Mine Ammo 60 30.00

Equipment Mass
NCSS Small 100.00
Communication Equipment (10) 5.00
Space Mine Dispenser 10.00
Space Mine Dispenser 10.00
Space Mine Dispenser 10.00

# Cargo and Bays Mass
24 Bay Small Craft 4,800.00
24 Bay Small Craft 4800
25991 Cargo, Standard 25991
Sheathed in new Ferro-Carbide composites, the C subclass dwarfs even the impressive durability of the original, mounting nearly twice as much protection; Notably more than the Combine's new Battlecruisers.
An admiral intending to command his forces from the front will find support from a dedicated staff operating a fully computerised boardroom. Extra communication gear and a Naval ComScanner Suite ensure connectivity with the rest of the fleet, while at the same time alleviating the need of a scout corvette to accompany the fleet in offensive operation (though this is still standard doctrine).
It also allows a more foresighted -or paranoid - commander to transfer orders securely and reliably through the Ikio-C's communications array while commanding from a less obvious target; The incredible durability of the ship certainly makes this an uncommon choice.
The weaponry was slightly overhauled and modernized. Recognising that a command ship performs it's duties best when it is still intact, the C is based on the weapons suite of the B, having in fact only been based on the original chassis because those are actually around for refit, as well as having served under their respective commanders for a while now. Even the most hidebound Navy man will surely accept the same ship, but with more comfort and doubled protection.
It is not expected to see any less aggressive tactics from these ships, but they could.

Edit: Doctrine Adaption:
Draconis Fleet Doctrine has proven sufficient. Every warship, unless otherwise noted, will carry two platoons of marines for customs enforcement and defence against boarding actions.
All ships will usually bring a 36 strong fighter complement, in the newer vessels augmented with 2 strong command flight, as well as 12 point defence small craft and 12 small craft for fleet support purposes, though those can also be pressed into a defensive role if absolutely necessary.
Ships stay organised in three fleets, with the "reserve" fleet, after the destruction of Luthien, moving a bit closer towards the TH border now that it had the potential to be a genuine operational theatre. The Battlecruisers, when not on manoeuvre-training, will be stationed near the capital.

Turn Totals: (late enough)
Code: [Select]
Year 2390
Starting 5168
Budget 356500

Maintenance Amount Cost
Kutai 0 0
Kutai II 8 19392
Kutai (moth) 5 1206
Fubuki(m) 1 319.55
Onsen 58 13340
Onsen S 0 0
Tenshu 0 0
Tenshu 二 8 2176
Monban 18 1656


Fubuki II 8 26084
Fubuki Iia
Ikioi C 3 12693
Ayakashi (training) 2516.4

Shinryakusen(m) 1 341.95
Shinryakusen 1 3419.5
Jump 34 8500
Drop 91 13650
Fighter 2128 5320
SC 580 2900

Total 113514.4

New Ships:

Fubuki Iia 3 18015
Onsen 1 460
Onsen S 16 6672
Ayakashi 2 25164

Stations:

Tenshu 二 1 544
Monban 8 1472
Monban Kumo 15 1755

Other:

Minato-Ki 0
JS-B 0
Jump 6 3000
Drop 9 2700
Fighter 578 2890
SC 20 200
Castle Brian 0

Prototypes:
Kutai II 676.8
Fubuki IIa 390
Ayakashi 3145.5
Onsen S 42
Fub 600.5
Ikioi C 846.2

Shipyards:
4 -> 5 (prepaid) 40000
 Size: Now: 2391+:
  1 3 3
  2 2 2
  3 1 1
  4 1 0
  5 1


Repairs 32500
Research:  2 91300
Ferro-Carbide
ECM
Total costs: 343440.2
Colony Development 9000
Privateers 500
Remaining 6281
« Last Edit: 11 June 2020, 08:31:45 by UnLimiTeD »
Savannah Masters are the Pringles of Battletech.
Ooo! OOOOOOO! That was a bad one!...and I liked it.

kindalas

  • Warrant Officer
  • *
  • Posts: 463
Re: Warship Arms Race - The In Character Stuff
« Reply #76 on: 07 June 2020, 23:52:27 »
Lyran Commonwealth 2390


Dedication for the LCN Yngvi Memorial

Given by Archon Marsden-Steiner to the Estates General January January 5th 2391

“Half a century ago three nations invited their like-minded neighbours to form a Commonwealth, a new nation, conceived in liberty and duty, and dedicated to the proposition that all worlds are created equal. Now we are engaged in a great war, testing whether this nation, or any nation so conceived, and so dedicated, can long endure. We have come to dedicate this place as a final resting-place for those who gave their lives in the sky above us, so that this Commonwealth might live.

The path we have chosen for the future is full of hazards, as all paths are; but it is the one most consistent with our character and courage as a nation surrounded by aggressors in this Age of War.

The cost of freedom is always high, but us Lyrans have always paid it. Our goal is not the victory of might, but the vindication of our belief that the equality of worlds is paramount. From this day forwards we will no longer strive to hold on to what is ours, to beat our enemies away from the sealed gates of the Commonwealth. Our gates shall open, and will shall sally forth to bring ruin to those who would threaten us and to rescue the worlds on our borders from their oppressors.

This monument is more then just a memorial to sacrifice it is a promise from your Archon to the Commonwealth this Age of War we have found ourselves in will be won.”



First Lord’s Office
Darren York looked up from his tablet to the officers sitting in front of him. “Summarize this bypass and consolidate doctrine for me.”
The younger officer spoke quietly. “Sir, my team at the dynamic strategy section began working on this as soon as the strategic implications of the battery system became apparent. Before this system was developed our fleets were always jumping into systems blind relying on information that was at times weeks old and there was always a week long period where our fleets were trapped and at the mercy of whomever was in system. Frequently enemy fleets were able to flee if outnumbered. This forced us to use the overwhelming force model for our warfare. And it forced us to focus on hardened targets that had to be defended.” She paused before continuing “Our planners never explicitly acknowledged this weakness despite spending countless hours strategising around it.”
Darren interrupted “But why does it call for bypassing enemy fortifications and forces?”

“This doctrine involves attacking and enemy along their entire border, snapping up worlds with a minimum of force and adding them to our manufacturing and tax base. When the inevitable counterattack occurs, our fleets can respond from a considerably wider area and engage the enemy during that weeklong interval where they are trapped.”

“How am I supposed to tell the Archon to sustain a war on four fronts? Without having him scale back on the outward expansion program?”
The older officer spoke up “Sir, we don’t think that the Archon will have trouble seeing a surrounded Commonwealth as a direct comparison to the Terran Hegemony and its current state of collapse.”
“I’ll be sure to emphasize the importance of keeping the Rimmers off balance. You two are dismissed. Get the final details of bypass and consolidate doctrine to me by tomorrow so I can brief the Archon properly.”


Code: [Select]
Lyran Commonwealth, Turn Beginning 2390 Value/Cost
Funds: $2,526.00
Revenue: $391,500.00
Shipyards: Alarion: 2/2/2 $130,000.00
New Kyoto:  0/2 $45,000.00
Tamar: 0/2 $45,000.00
Warships:  Heimdallr 1a 8 $51,000.00
Snotra 1a 8 $38,544.00
Mjolnir 3 $24,447.00
Mjolnir 1a 4 $32,908.00
Jumpships:  Nehalennia Tender 4 $15,832.00
Nehalennia Transport 36 $64,332.00
Invader 3 $1,500.00
Space Stations: Ribe 250 $36,000.00
Rán Customs Station 400 $8,000.00
Dropships:  Light 200 $60,000.00
Small Craft 1480 $14,800.00
Fighters: 2844 $14,220.00
Assets: $975,609.00



Expenses Number Cost
Maintenance $180,791.50
Colony Development Costs $10,000.00
Repair $4,000.00
Scrap: Generic Jumpships -3 $(375.00)
R&D: Lithium Fusion Battery $49,150.00
R&D: FeroCarbide Armor $49,150.00
Prototype: Hermóðr Messenger $163.00
Prototype: Marsden Defense Station $17.75
Prototype: Heimdallr 1b $928.70
Prototype: Mjolnir NAC $1,111.00
Prototype: Mjolnir NPPC $1,103.00
Refit: Mjolnir 1a -> Mjolnir NAC 4 $11,532.00
Refit: Mjolnir -> Mjolnir NPPC 3 $8,643.00
Refit: Heimdallr 1a -> Heimballer 1b 8 $23,296.00
Production:  Heimdallr 1b 0 $-   
Production:  Ribe 0 $-   
Production:  Rán Customs Station 0 $-   
Production:  Nehalennia Tender 0 $-   
Production:  Nehalennia Transport 0 $-   
Production:  Marsden Defense Station 100 $7,100.00
Production:  Mjolnir NAC 0 $-   
Production:  Mjolnir NPPC 1 $11,030.00
Production:  Hermóðr Messenger 34 $22,168.00
Alarion 2 lvl 1 $10,000.00
Jumpship Production: $500.00 0 $-   
Dropship Production: Light $300.00 0 $-   
Small Craft: $10.00 20 $200.00
Fighters: $5.00 156 $780.00
Total: $390,788.95



Lyran Commonwealth, Turn Ending 2390 Value/Cost
Funds: $3,237.05
Shipyards: Alarion: 4/2/2 $140,000.00
New Kyoto:  0/2 $45,000.00
Tamar: 0/2 $45,000.00
Warships:  Sontra 1a 8 $38,544.00
Heimdallr 1b 8 $74,296.00
Mjolnir NAC 4 $44,440.00
Mjolnir NPPC 4 $44,120.00
Jumpships:  Nehalennia Tender 4 $15,832.00
Nehalennia Transport 36 $64,332.00
Hermóðr Messenger 34 $22,168.00
Space Stations: Ribe 250 $36,000.00
Rán Customs Station 400 $8,000.00
Marsden Defense Station 100 $7,100.00
Dropships:  Light 200 $60,000.00
Small Craft 1500 $15,000.00
Fighters: 3000 $15,000.00
Assets: $678,069.05


Fleet Breakdown

The Lyran Commonwealth operates four fleets that operate on each of it's hostile borders. In the past the fleets were limited in how far they could travel while acting as a deterrent to invasion. The new Lithium Fusion Batteries are expected to greatly enhance each of the main fleet's ability to project force. When on the offensive the fleets are supported by at least two Nehalennia Transports, but more can be added based on the military's need for troop deployment.

The defensive fleets are structured around two Snotras and a supporting Nehalennia Transport they are deployed to protect the Navy construction yards and are expected to take advantage of in system jumps and their extreme maneuverability.

The 43 Hermóðr Messengers haven't been deployed in conventional fleets but they are to be used to enable scouting and rapid lines of communication across the LC. There is resistance from Navy command to using the Hermóðr to enable micro-management of fleets as fleet commander autonomy has been a strength of the LCN.



Code: [Select]
Destroyed Ships
LCN Yngvi Mjolnir

Fleet Type Border
New Kyoto FWL

LCN Freyr Mjolnir NPPC
LCN Tīw Mjolnir NAC
LCN Imðr Heimdallr 1b
LCN Eyrgjafa Heimdallr 1b
LCN Pherkad Nehalennia Transport
LCN Ciotat Nehalennia Transport


Tamar DC

LCN Freyr Mjolnir NPPC
LCN Tīg Mjolnir NAC
LCN Ulfrún Heimdallr 1b
LCN Angeyja Heimdallr 1b
LCN Zvolen Nehalennia Transport
LCN Hesperus Nehalennia Transport



Skye TH
LCN Mjolnir Mjolnir NPPC
LCN Ziu Mjolnir NAC
LCN Imðr Heimdallr 1b
LCN Járnsaxa Heimdallr 1b
LCN Dromini Nehalennia Transport
LCN Glengarry Nehalennia Transport


Alarion Prephary
LCN Frea Mjolnir NPPC
LCN Týr Mjolnir NAC
LCN Heimdallr Heimdallr 1b
LCN Eyrgjafa Heimdallr 1b
LCN Ramsau Nehalennia Transport
LCN Orestes Nehalennia Transport

Defensive Fleets
New Kyoto
LCN Vár Snotra 1a
LCN Vör Snotra 1a
LCN Hegel Nehalennia Transport

Tamar
LCN Snotra Snotra 1a
LCN Sága Snotra 1a
LCN Laiaka Nehalennia Transport

Alarion
LCN Sjöfn Snotra 1a
LCN Gefjon Snotra 1a
LCN Hlín Snotra 1a
LCN Lofn Snotra 1a
LCN Arcadia Nehalennia Transport
LCN Pandora Nehalennia Transport


Ran, Ribe & Marsden Deployment

LCN Prydain Nehalennia Transport
LCN Coventry Nehalennia Transport
LCN Phalan Nehalennia Transport
LCN Koniz Nehalennia Transport
LCN Karbala Nehalennia Tender
LCN Kandersteg Nehalennia Tender
LCN Porrima Nehalennia Tender
LCN Aur Nehalennia Tender

Merchant Fleet

LCN Yeguas Nehalennia Transport
LCN Antares Nehalennia Transport
LCN Cumbres Nehalennia Transport
LCN Odessa Nehalennia Transport
LCN Hillerod Nehalennia Transport
LCN Corstairs Nehalennia Transport
LCN Marfk Nehalennia Transport
LCN Tiruppur Nehalennia Transport
LCN Annwyn Nehalennia Transport
LCN Launam Nehalennia Transport
LCN Hainfeld Nehalennia Transport
LCN Esteros Nehalennia Transport
LCN Incukalns Nehalennia Transport
LCN Nox Nehalennia Transport

Prephary Growth

LCN Maestu Nehalennia Transport
LCN Vega Nehalennia Transport
LCN Dromini Nehalennia Transport
LCN Cusset Nehalennia Transport
LCN Sudeten Nehalennia Transport
LCN Lamar Nehalennia Transport

Age of War Doctrine Changes

In previous conflicts the primary avenue for invasions was the warships of the navy.

This lead to decisive battles over single worlds with value and slow annexation of the worlds surrounding conflicts.

Under Marsden's Age of War doctrine ground forces will be the avenue for invasions. By deploying Hermóðrs with the Nehalennia Transports worlds with unexpected defenders can receive heavy naval support from the Navy's fast fleets.

The risk of this plan is that invasions will cover entire fronts as easily annexed worlds will be part of the long term economic growth that this plan is designed to perpetuate.
« Last Edit: 13 June 2020, 22:46:57 by kindalas »

Smegish

  • Warrant Officer
  • *
  • Posts: 447
Re: Warship Arms Race - The In Character Stuff
« Reply #77 on: 08 June 2020, 00:14:27 »
Illyrian Palatinate 2390-99

"The enemy is at the gates..."

Those were the words that came out of Palatine Harald Erikkson upon learning of how close the Marian Hegemony had encroached upon his nations borders. Happy to concern himself with wine, women and song while his councillors handled the day to day running of the country, hearing that the Hegemony was now only 2 jumps from his people's border drove him into a panic. The next day however saw a completely different man leave his chambers: Calm, sober and ready to do whatever was necessary to keep his people out of Alphard's slave markets. Production of the Snekkja was given top priority, as it was the only ship in Illyrian possession that stand up to anything that resembled an actual WarShip. Upgrading the yards at Trondheimal was suggested to further accelerate Snekkja production, but the money for such work simply could not be found without crippling the economy.

Rumors have reached Illyria that the Marians are purchasing older Terran Hulls, but the pair of Cruisers or Lolas the Marians could afford do not concern the Palatinate Navy.

Code: [Select]
Year: 2390 Value in Millions
Money Available $45,000
Remaining from Last Turn -1445
Available Shipyards

Illyria 0/1
Trondheimal 1


Repairs

Maintanence 50% 21931
Prototype Cost 0
0

Construction Unit Price
Shipyards

Stations Haven 2 284 568
Warships 0
Skíðblaðnir 2 3,732 7,464
Snekkja 2 5,999 11998

Jumpships 0 500 0
Dropships 0 300 0
Fighters 280 5 1,400
Small Craft 0 10 0
Research 0

Total Spent 43361

Income 0

Remaining $194

End Turn In Service
Warships
Skíðblaðnir 6
Snekkja 4


Stations Haven 6
Jumpships 10
Dropships 20

Fighters 1000
Small Craft 120

truetanker

  • Lieutenant Colonel
  • *
  • Posts: 9951
  • Clan Hells Horses 666th Mech. Assualt Cluster
Re: Warship Arms Race - The In Character Stuff
« Reply #78 on: 08 June 2020, 21:14:24 »
Marian Hegemony 2390 Part 2

Nova Roma, Alphard
Mount Palatine, Domus of Kortan
Outside of Caesar's Palace

Kortan stroked his chin as he reread Prefect Octavia's report again. According to her report the Marian Hegemony's Navis spent way to much on recent acquisitions of late. In no particular order, the amount of live ammo usage for the Army was into the hundreds of millions of Golden Talents, being only around a few billion in the Common Bill, or C-Bill. Compared to the Navis budget of currently in debt, of which it had trillions of golden talents only a few short months ago.

Technical Report

The following is for Level Alpha ONE Clearance ONLY

Code: [Select]
Legion-class Cargo Hauler Dropship
Type: Military Aerodyne
Mass: 5,000 tons
Technology Base: Inner Sphere (Standard)
Introduced: 3145
Mass: 5,000
Battle Value: 2,154
Tech Rating/Availability: D/X-X-X-D
Cost: 168,220,800 C-bills

Fuel: 200 tons (6,000)
Safe Thrust: 4
Maximum Thrust: 6
Heat Sinks: 65
Structural Integrity: 8

Armor
    Nose: 181
    Sides: 152/152
    Aft: 123

Cargo
    Bay 1:  Cargo (3071.5 tons)     1 Door   

Ammunition:
    160 rounds of AC/5 ammunition (4 tons),
    600 rounds of Machine Gun ammunition (3 tons)

Escape Pods: 0
Life Boats: 2
Crew:  2 officers, 3 enlisted/non-rated, 4 gunners

Notes: Mounts 36 tons of standard aerospace armor.

Weapons:                            Capital Attack Values (Standard)
Arc (Heat)                      Heat  SRV     MRV     LRV     ERV   Class       
Nose (9 Heat)
1 Large Laser                    8    1( 8)    1( 8)    0(0)    0(0)  Laser       
1 AC/5                           1    1(5)    1(5)    0(0)    0(0)  AC         
    AC/5 Ammo (40 shots)
RW/LW (9 Heat)
1 Large Laser                    8    1( 8)    1( 8)    0(0)    0(0)  Laser       
1 AC/5                           1    1(5)    1(5)    0(0)    0(0)  AC         
    AC/5 Ammo (40 shots)
3 Machine Gun                    0    1(6)    0(0)    0(0)    0(0)  Point Defense
    Machine Gun Ammo (200 shots)
Aft (9 Heat)
1 Large Laser                    8    1( 8)    1( 8)    0(0)    0(0)  Laser       
1 AC/5                           1    1(5)    1(5)    0(0)    0(0)  AC         
    AC/5 Ammo (40 shots)
3 Machine Gun                    0    1(6)    0(0)    0(0)    0(0)  Point Defense
    Machine Gun Ammo (200 shots)

Code: [Select]
Legion-class Army Hauler Dropship
Type: Military Aerodyne
Mass: 5,000 tons
Technology Base: Inner Sphere (Standard)
Introduced: 3145
Mass: 5,000
Battle Value: 2,154
Tech Rating/Availability: D/X-X-X-D
Cost: 230,716,800 C-bills

Fuel: 200 tons (6,000)
Safe Thrust: 4
Maximum Thrust: 6
Heat Sinks: 65
Structural Integrity: 8

Armor
    Nose: 181
    Sides: 152/152
    Aft: 123

Cargo
    Bay 1:  Heavy Vehicle (15)      5 Doors   
    Bay 2:  Infantry (Motorized) (28)1 Door   
    Bay 3:  Cargo (1543.5 tons)     1 Door   

Ammunition:
    160 rounds of AC/5 ammunition (4 tons),
    600 rounds of Machine Gun ammunition (3 tons)

Escape Pods: 0
Life Boats: 2
Crew:  2 officers, 3 enlisted/non-rated, 4 gunners, 232 bay personnel     

Notes: Mounts 36 tons of standard aerospace armor.

Weapons:                            Capital Attack Values (Standard)
Arc (Heat)                      Heat  SRV     MRV     LRV     ERV   Class       
Nose (9 Heat)
1 Large Laser                    8    1(8)    1(8)    0(0)    0(0)  Laser       
1 AC/5                           1    1(5)    1(5)    0(0)    0(0)  AC         
    AC/5 Ammo (40 shots)
RW/LW (9 Heat)
1 Large Laser                    8    1(8)    1(8)    0(0)    0(0)  Laser       
1 AC/5                           1    1(5)    1(5)    0(0)    0(0)  AC         
    AC/5 Ammo (40 shots)
3 Machine Gun                    0    1(6)    0(0)    0(0)    0(0)  Point Defense
    Machine Gun Ammo (200 shots)
Aft (9 Heat)
1 Large Laser                    8    1(8)    1(8)    0(0)    0(0)  Laser       
1 AC/5                           1    1(5)    1(5)    0(0)    0(0)  AC         
    AC/5 Ammo (40 shots)
3 Machine Gun                    0    1(6)    0(0)    0(0)    0(0)  Point Defense
    Machine Gun Ammo (200 shots)

Code: [Select]
Legion-class Assault Carrier Dropship
Type: Military Aerodyne
Mass: 5,000 tons
Technology Base: Inner Sphere (Standard)
Introduced: 3145
Mass: 5,000
Battle Value: 3,387
Tech Rating/Availability: E/X-X-X-D
Cost: 182,584,800 C-bills

Fuel: 200 tons (6,000)
Safe Thrust: 4
Maximum Thrust: 6
Heat Sinks: 65
Structural Integrity: 8

Armor
    Nose: 181
    Sides: 152/152
    Aft: 123

Cargo
    Bay 1:  Fighter (10)            1 Door   
    Bay 2:  Cargo (1151.5 tons)     1 Door   

Ammunition:
    160 rounds of AC/5 ammunition (8 tons),
    600 rounds of Machine Gun ammunition (3 tons),
    11 rounds of Barracuda ammunition (330 tons)

Escape Pods: 0
Life Boats: 2
Crew:  2 officers, 3 enlisted/non-rated, 4 gunners, 20 bay personnel     

Notes: Mounts 36 tons of standard aerospace armor.

Weapons:                                    Capital Attack Values (Standard)
Arc (Heat)                              Heat  SRV     MRV     LRV     ERV   Class       
Nose (19 Heat)
1 Large Laser                            8    1(8)    1(8)    0(0)    0(0)  Laser       
1 AC/5                                   1    1(5)    1(5)    0(0)    0(0)  AC         
    AC/5 Ammo (40 shots)
1 Capital Missile Launcher (Barracuda)  10   2(20)   2(20)   2(20)   2(20)  Capital Missile
    Barracuda Ammo (11 shots)
RW/LW (9 Heat)
1 Large Laser                            8    1(8)    1(8)    0(0)    0(0)  Laser       
1 AC/5                                   1    1(5)    1(5)    0(0)    0(0)  AC         
    AC/5 Ammo (40 shots)
3 Machine Gun                            0    1(6)    0(0)    0(0)    0(0)  Point Defense
    Machine Gun Ammo (200 shots)
Aft (9 Heat)
1 Large Laser                            8    1(8)    1(8)    0(0)    0(0)  Laser       
1 AC/5                                   1    1(5)    1(5)    0(0)    0(0)  AC         
    AC/5 Ammo (40 shots)
3 Machine Gun                            0    1(6)    0(0)    0(0)    0(0)  Point Defense
    Machine Gun Ammo (200 shots)

Built as a standard operational dropship of the Marian Hegemony, that has the capacity to be ruggedly adaptive, these Legion-class Light droppers carry thirty-six tons of standard heavy commercial plate armor, sheathing them from most weapons. The basic model, also know as the Cargo Hauler can carry up to three thousand, seventy-one tons and a half with easy while pushing close to 3 G's of gravity.

Next up is the Army Hauler, built on the same chassis modeled for the Cargo Hauler, it too carries the same armaments as the basic. Armed with four Lasar Magna and Parva Tormentis AC 5 combos, three located in the front of the vessel and one protecting the rear as it flies thru space. For Anti-Missile or Point Defenses, it carries triple Jejunium Iaculis in the fore right and left arcs as well as the aft, each arc contains two hundred rounds of machine gun ammo. While the Cargo Hauler is so equipped like this, the Army's version carries into combat up to three Century's of Heavy vehicles. While some might say it is a waste of space to build when lighter units might be assigned to this dropper, it was an ergonomic conundrum that was easily solved by allowing smaller units to transported. Also included was bunkrooms for up to twenty-eight squads of infantry, now while this may seem a lot, the Army Hauler does have the ability to transport Colonists when not used by the Marian Legions.

Lastly, the Legion-class Assault Carrier, also built on the Cargo Hauler frame, using the same armaments, but includes a special surprise located in the nose, a Sphyraenidae-class 'Cuda launcher. It's been outfitted with eleven shots of ammo and carries a full Ala, or wing of ten Aerospace units. Of which the standard allocation is three Century's of Falco, the space superior fighter and two of Bueto, the heavy bomber. Each traveling 4 G's at max acceleration.

For ease of reference :

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

Code: [Select]
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

Closing the report down, Kortan continues stroking his chin, his mind on possible strategies that his Caesar could use... he'll make it a report on how the possible dropship upgrade to this newier, even heavier class that was recently proposed by the Naval portion of the Collegium Bellorum Imperium.

Oddly he had read a footnote report on the peoples of Marius' Tears wanting to rename their planet Herculaneum, as they wanted to be more "roman". It has become a vacationing paradise with it's scenic volcanism.

TT
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

Smegish

  • Warrant Officer
  • *
  • Posts: 447
Re: Warship Arms Race - The In Character Stuff
« Reply #79 on: 10 June 2020, 03:15:10 »
Rim Worlds Republic Turn 2390-99

First Consul,

I have to report the unfortunate death of Grand Admiral Sue Rijpype last night, the cause is believed to be a heart attack. I am to be her replacement. At this time the fleet is in good spirits despite the losses suffered at Liezen, with the navy's role in the expansion of the Republic a particular point of pride. Further construction of recharge stations to include the newly occupied systems into the Republics network have begun, and a large order of fighters has been made to try to fill the required slots for those stations.

I have to mention however the review of the Battle of Liezen has shown that the time of the Vittoria serving as the fleets main combat vessel is nearing it's end. Even with the upgraded armour and firepower they proved unable to stand in the wall of battle for long against the larger, more powerful Mjolnir and Ikioi. A new, larger design is needed with utmost urgency, however while we had the budget to begin the upgrading of one of the slips over Apollo, we lack the funds to begin construction of the newly designed Carcharodon-class Heavy Cruiser.

The Sagittarius on the other hand served it's role superbly, it's large missile volleys doing tremendous damage despite the heavy point defences found on the vessels of both opposing fleets. The only major fault found is related to the magazines being too small for extended battles.

I know that you wish to take advantage of how the Terran Hegemony's apparent weakness has distracted the Lyran Commonwealth, but even the fraction of their fleet that can be spared to face us is more than we can currently handle. I humbly request a further delay in offensive actions against the Commonwealth until we have fleet assets capable of defeating their larger vessels.

Respectfully,

Admiral Faye Dinawae.

Code: [Select]
Year: 2390 Value in Millions
Money Available $174,500
Remaining from Last Turn $822
Available Shipyards

Apollo 0/2
Golandrinas 0/1
Icar 1


Repairs $1,000
Colony Development $12,000
Maintanence 50% $105,146
Prototype Cost $0
0 $0
Variant $0
$0
Construction Unit Price
Shipyards Apollo S2 > S3 30,000 $30,000



Stations Tartarus 12 315 $3,780
Aspida 0 152 $0
Warships $0
Vittoria II 0 6,746 $0
Saggitarius 0 5,958 $0
Ichnilátis 0 5,189 $0
Refits $0
$0
Jumpships 0 500 $0
Dropships Small 0 300 $0
Medium 0 500 $0
Fighters 1000 5 $5,000
Small Craft 0 10 $0
Research Blazers 1 $19,215 $19,215


Total Spent $176,141
Income Aspida Licencse 35 8 $280


Remaining -$539

kindalas

  • Warrant Officer
  • *
  • Posts: 463
Re: Warship Arms Race - The In Character Stuff
« Reply #80 on: 12 June 2020, 18:50:28 »
TRO Lyran Commonwealth 2390



As soon as Lithium Fusion batteries were identified as being a theoretically possible addition to the KF Cores used by the Lyran Navy design work on the Hermóðr Messenger began.

Starting from the smallest commercial courier jumpships that were in use the Lyran design teams started working to integrate the the advanced sensor and ECM systems found on the Heimdallr into a tiny 50,000 ton design.

The vessel was protected by the most advanced armors avaialable to the Navy, the fuel capacity was prioratised to allow for extended operations a tiny 90m gravdeck was included to keep the crew healthy and over 200 tons of cargo were included in the design to supply the 9 crew members.

The Hermóðr is a courier and a scout.

It exists as the eyes and ears of the Navy, frequently jumping well beyond the standard emergence points or deep into solar systems for scouting missions.

With an inital production run of over 30 vessels several Hermóðrs are to be attached to each fleet.

Others will form the backbone of Commonwealth wide communication chains.


Code: [Select]
Hermóðr Messenger
Mass: 50,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 50,000
Battle Value: 634

Cost: 652,036,375 C-bills

Fuel: 400 tons (4,000)
Safe Thrust: 0
Maximum Thrust: 0
Sail Integrity: 3
KF Drive Integrity: 2
Heat Sinks: 79
Structural Integrity: 1

Armor
    Nose: 5
    Fore Sides: 6/6
    Aft Sides: 6/6
    Aft: 4

Cargo
    Bay 1:  Cargo (236.0 tons)      1 Door


Dropship Capacity: 0
Grav Decks: 1 (90 m)
Escape Pods: 0
Life Boats: 2
Crew:  2 officers, 7 enlisted/non-rated

Notes: Equipped with
    Lithium-Fusion battery system
    Naval Comm-Scanner Suite (Small)
27.5 tons of ferro-carbide armor.

Weapons:
None

The second refit of the Heimdallr was fairly basic consisting of new advanced armor composites a lithium fusion battery system.

The marine and infantry bays were extensively modified. Marine quarters were reduced to a half battalion (504 steerange quarters) of troopers and the regimental quarters were tripped to over 9000 soldiers (in cramped bays).

Cargo capacity of the refitted vessel increased by 3000 tons which is expected to be used for more consumables for the short term passengers.

Code: [Select]

Heimdallr 1b Light Cruiser
Mass: 500,000 tons
Technology Base: Inner Sphere (Advanced)
Mass: 500,000
Battle Value: 74,288

Cost: 9,286,958,000 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: 146
    Fore Sides: 185/185
    Aft Sides: 185/185
    Aft: 146

Cargo
    Bay 1:  Fighter (120)           6 Doors   
    Bay 2:  Small Craft (40)        4 Doors   
    Bay 3:  Infantry (9072 troops) 1 Door   
    Bay 4:  Cargo (21256.0 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, 9512 bay personnel, 504 marines

Notes: Equipped with
    Lithium-Fusion battery system
    Naval Comm-Scanner Suite (Small)
1,200 tons of ferro-carbide 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)




The Mjolnir refits were similar to the Heimdallr with the addition of the LF Battery and new armor composites. Like the Heimdallr the number of Marines were reduced to a half battalion but unlike the Heimdallr the shorterm infantry quarters were left unchanged.

The broadside Barracuda missile launchers were replaced with half as many White Shark lauchers. The heavier launchers were chosen because they had proven more adept at damaging critical components during the early stages of an engagement.

As before the Mjolnir was actually two classes of vessels that only differ in their primary armaments. The vessels would still be deployed in pairs but the secrecy surrounding the Autto Cannon equipped models has been dropped. There was a long debate about switching to only autocannon equipped vessels but it was felt that with the slightly faster engagement speed of the LC's neighbours the extra range avaiable to the Heavy PPCs would balance engagements in the LC's favor.

Code: [Select]
Mjolnir NPPC Cruiser
Mass: 750,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 750,000
Battle Value: 104,058
Tech Rating/Availability: E/X-X-X-F
Cost: 11,030,454,000 C-bills

Fuel: 1,000 tons (2,500)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 5
KF Drive Integrity: 16
Heat Sinks: 7,840
Structural Integrity: 130

Armor
    Nose: 211
    Fore Sides: 304/304
    Aft Sides: 304/304
    Aft: 211

Cargo
    Bay 1:  Fighter (60)            8 Doors   
    Bay 2:  Small Craft (18)        6 Doors   
    Bay 3:  Infantry (1008 troopers)   1 Door   
    Bay 4:  Cargo (33852.0 tons)    1 Door   

Ammunition:
    160 rounds of White Shark ammunition (6,400 tons),
    28,800 rounds of Machine Gun ammunition (144 tons)

Dropship Capacity: 0
Grav Decks: 2 (250 m, 250 m)
Escape Pods: 0
Life Boats: 208
Crew:  46 officers, 149 enlisted/non-rated, 79 gunners, 1218 bay personnel, 504 marines

Notes: Equipped with
    lithium-fusion battery system
    1 Naval Comm-Scanner Suite (Large)
1,950 tons of ferro-carbide 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)
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
4 Naval PPC (Heavy)                       900  60(600) 60(600) 60(600) 60(600)  Capital PPC
RBS/LBS (120 Heat)
24 Machine Gun                             0   5(48)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (960000 shots)
8 Capital Missile Launcher (White Shark)  120  24(240) 24(240) 24(240) 24(240)  Capital Missile
    White Shark Ammo (80 shots)
ARS/ALS (1,800 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
4 Naval PPC (Heavy)                       900  60(600) 60(600) 60(600) 60(600)  Capital PPC
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         




Code: [Select]
Mjolnir NAC Cruiser
Mass: 750,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 750,000
Battle Value: 210,402
Tech Rating/Availability: E/X-X-X-F
Cost: 11,110,134,000 C-bills

Fuel: 1,000 tons (2,500)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 5
KF Drive Integrity: 16
Heat Sinks: 3,840
Structural Integrity: 130

Armor
    Nose: 211
    Fore Sides: 304/304
    Aft Sides: 304/304
    Aft: 211

Cargo
    Bay 1:  Fighter (60)            8 Doors   
    Bay 2:  Small Craft (18)        6 Doors   
    Bay 3:  Infantry (1008 troopers)   1 Door   
    Bay 4:  Cargo (20828.0 tons)    1 Door   

Ammunition:
    160 rounds of White Shark ammunition (6,400 tons),
    28,800 rounds of Machine Gun ammunition (144 tons),
    1,280 rounds of NAC/30 ammunition (1,024 tons)

Dropship Capacity: 0
Grav Decks: 2 (250 m, 250 m)
Escape Pods: 0
Life Boats: 208
Crew:  46 officers, 149 enlisted/non-rated, 79 gunners, 1218 bay personnel, 504 marines

Notes: Equipped with
    lithium-fusion battery system
    1 Naval Comm-Scanner Suite (Large)
1,950 tons of ferro-carbide 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 (120 Heat)
24 Machine Gun                             0   5(48)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (960000 shots)
8 Capital Missile Launcher (White Shark)  120  24(240) 24(240) 24(240) 24(240)  Capital Missile
    White Shark Ammo (80 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         


Protecting the temporary tansit points in critical systems has been a drain on resources for decades. The policy of leaving squadrons of Marsden fighters just floating to wait for intruders to arrive had paid off dividends. However a small group of autonomous fighters would never slow down any kind of invasion force.

The Marsden Defense station is very similar to the Rán Customs Station, but with several critical differeces. The Marsden is autonomusly operated and its heavy missile batteries all face in a single direction. It is intened that the station would deplete its munitions as quickly as possible before being overwhelmed.

It has enough firepower to leave a raiding jumpship or refitted Aquilla a broken hulk and to cause a fleet serious issues when recovering from the after effects of a jump.

The station itself doesn't have any fighter launch bays but where one is deployed any number of Marsden fighters can be left in space near the station.

Code: [Select]
Marsden Defense Station
Mass: 5,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 5,000
Battle Value: 4,869
Tech Rating/Availability: E/X-X-X-F
Cost: 71,415,500 C-bills

Fuel: 400 tons (4,000)
Safe Thrust: 0
Maximum Thrust: 0
Sail Integrity: N/A
Heat Sinks: 204
Structural Integrity: 1

Armor
    Nose: 15
    Fore Sides: 15/15
    Aft Sides: 15/15
    Aft: 15

Cargo
    Bay 1:  Cargo (271.0 tons)      1 Door   

Ammunition:
    60 rounds of White Shark ammunition (2,400 tons)

Dropship Capacity: 0
Grav Decks: 0
Escape Pods: 0
Life Boats: 0
Crew:  12 officers, 34 enlisted/non-rated, 25 gunners

Notes: Equipped with
    1 Smart Robotic Control System (SRCS)(Improved)
75 tons of ferro-carbide armor.

Weapons:                                      Capital Attack Values (Standard)
Arc (Heat)                                Heat  SRV     MRV     LRV      ERV    Class       
Nose (104 Heat)
6 Capital Missile Launcher (White Shark)  90   18(180) 18(180) 18(180) 18(180)  Capital Missile
    White Shark Ammo (60 shots)
14 Small Laser                            14   4(42)    0(0)    0(0)     0(0)   Point Defense
FRS/FLS (20 Heat)
20 Small Laser                            20   6(60)    0(0)    0(0)     0(0)   Point Defense
ARS/ALS (20 Heat)
20 Small Laser                            20   6(60)    0(0)    0(0)     0(0)   Point Defense
Aft (20 Heat)
20 Small Laser                            20   6(60)    0(0)    0(0)     0(0)   Point Defense


The original Marsden aerospace fighter was a gamble and technological demonstrator. It dedicated space to a dual control system and longterm life support modules.

The refit discards the redundant systems and half of the fighters fuel supply to add Fero-Aluminum Armor, an EECM system to protect the craft's AI system and an additional PPC to give the fighters a very heavy punch.

The Marsden is still slow, unmanuverable and thinly armored when compared to the Shu but it serves a much different purpose then the Shu.

The Marsden is still viewed as a disposable weapon by the Navy.

Leaving them at jumpoints during invasions to deter sneak attacks is standard operating procedure.

As is deploying them during an in system flip over as extremely effective kinetic impactors. 


Code: [Select]

Marsden MRD-4R

Mass: 100 tons
Power Plant: 100 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: Ferro-Aluminum
Armament:
     4 PPC
     4 Medium Laser

Cost: 4,844,500 C-bills

Type: Marsden
Technology Base: Inner Sphere (Advanced)
Tonnage: 100
Battle Value: 1,593

Equipment                                          Mass
Engine                        100 Fusion              3
Safe Thrust: 3
Max Thrust: 5
Structural Integrity:         10                       
Heat Sinks:                   40                     30
Fuel:                         800                  10.0
Cockpit                                               3
Armor Factor (Ferro)          241                  13.5

                           Armor   
                           Value   
     Nose                    81   
     Wings                 60/60   
     Aft                     40   


Weapons
and Ammo                                 Location   Tonnage  Heat   SRV  MRV  LRV  ERV
4 PPCs                                     NOS       28.0     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      -      -    -    -    - 
ECM Suite                                  FSLG      1.5      -      -    -    -    - 



The SH-4 Shu is a refit of the SH-3 Aerspace fighter. It was refitted with new armor composites and an advanced ECM system that is based on the designs that have been found on the LC's warships for the past decade.

The fighter is still as manuverable as a Snotra and it still carries 2 PPCs in its nose and the machineguns that allow the fighters to operate as close support against missile fire was maintained.
 

Code: [Select]
Shu SH-4

Mass: 90 tons
Power Plant: 360 Fusion
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Armor: Ferro-Aluminum
Armament:
     2 PPC
     12 Machine Gun
Cost: 5,968,055 C-bills

Type: Shu
Technology Base: Inner Sphere (Standard)
Tonnage: 90
Battle Value: 1,613

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 (Ferro)          313                  17.5

                           Armor   
                           Value   
     Nose                   101   
     Wings                 76/76   
     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 
3 Machine Guns             LWG       1.5      0      2    0    0    0 
4 Machine Guns             AFT       2.0      0      2    0    0    0 
Machine Gun Ammo (200)     FSLG      1.0      -      -    -    -    - 
ECM Suite                  FSLG      1.5      -      -    -    -    - 


kindalas

  • Warrant Officer
  • *
  • Posts: 463
Re: Warship Arms Race - The In Character Stuff
« Reply #81 on: 13 June 2020, 22:50:02 »
Added Fleet deployments and doctrine changes to my turn.

Explained how the "Age of War" doctrine works and tried to keep it vague enough to give the GMs room to let it fail or succeed in dramatic fashion.

Edit: wrong thread my bad.

Smegish

  • Warrant Officer
  • *
  • Posts: 447
Re: Warship Arms Race - The In Character Stuff
« Reply #82 on: 24 June 2020, 04:04:34 »
Sorry this took so long,

2390-99 Turn Report

Operation Weserübung, 2394

Seeing the potential threat of the Rim Worlds - Rasalhague alliance and wanting to do whatever was necessary to split them apart before they became the Seventh Great House, Archon Alistar Marsden pushed the Admiralty to launch Operation Weserübung. This involved the invasion of both nations targeting the shipyards at Icar and New Oslo, with further assaults on the capitals of both nations if the initial attacks went well.

Concerns about the orbital defences that would likely be present, and the decision not to use their newly developed doctrine of ‘Bypass and Consolidate’ were initially dismissed, the Archon Marsden stating that “These were Peripherats after all, not the Draconis Combine or Terran Hegemony”. The Admiralty were eventually able to convince the Archon of the potential danger in the end, and the initial attack would focus solely on the Rim Worlds Republic. However he still insisted on focusing on the yards at Icar as the battle fleet's primary target, although he allowed the taking of the border worlds with the fleet's large flotilla of Nehalennia Transports.

Preparations began in 2391, with the ships in both the Tamar and Alarion squadrons given first priority for the planned upgrades to their vessels. These refits, the need to gather the ships at intended start point in the Keller system plus the Admiralty throwing the mother of all send-off parties at Tamar for the officers of the fleet just in time for Christmas (followed by a slight delay while those officers were fished out of drunk tanks, and any legal proceeding dealt with) delayed the attack until early 2394. The plan was for the Tamar and Alarion Squadrons to each hit a border world and wait for the RWN response before taking advantage of the Lithium-Fusion Batteries to double jump straight to Icar to strike the yards while the RWN were reacting to the initial attacks along the border. Rim Worlds Intelligence had noticed the buildup on their borders just before Christmas 2393 and expected the attack, they just didn’t know where it would fall. In response they had issued orders to the entire Rim Worlds Navy to gather at Icar to be ready to counter attack. Beta squadron was already based in the system and were ready for whatever came their way, Alpha Squadron however were in the middle of it’s maintenance cycle and would not be available for a few weeks while Delta and Epsilon Squadrons were scattered across the edges of the Republic and would take time to rally together. Word had been sent to Rasalhague asking for assistance, and Elected Prince Sven Anitisson sent what aid he could spare.

The operation began with attacks at Planting and Seiduts, the newly built and not yet fully equipped recharge stations in both systems surrendering almost immediately rather than committing Suicide by WarShip. However there had been no civilian jumpships present in either system to spread word of the attacks, and so while the Nehalennia transports arrived to begin securing both colonies the battle fleet pressed on to Harvest, where there was a jumpship parked at the Zenith point just outside weapon range that dutifully advanced to the rear to spread word of the Commonwealth’s arrival. And two weeks later, right on schedule the RWN arrived, close enough to be detected by the waiting LCN vessels but far enough out that the strength of the arriving fleet was not clear. Still the LCN Admiral stuck to the plan and double-jumped for Icar, leaving the newly arrived RWN Beta Squadron far behind. However the slight delay to the plan had given time for the PRN ships to turn up, as well as parts of Delta and Epsilon Squadrons arriving in ones and twos.

Thus it was that while the Rim Worlders were shocked to see the Lyran Navy arrive in the Icar system before any word of them leaving Harvest had been received, the Lyrans were also surprised to see half of the RWNs battle line waiting in orbit to receive them along with the Rasalhague navy and the surprisingly thick satellite network. Still Admiral Rick O’Shea was confident of victory and sent his ships into battle. O’Shea ordered his ships to remain at extreme range as best they could to make maximum use of their superior EW suites to cause havoc with the Rim Worlds targeting systems. While this was largely effective early on, the sheer weight of fire of three hundred Naval Lasers coming out of the Aspida-class satellites pretty much guaranteed they would be taking some damage. Still the Commonwealth fared much better than their opponents, with the cloud of Aspida satellites being thinned out rather quickly, their lack of maneuverability and thin armour making them easy targets. The LCN’s electronic countermeasures were a problem for the combined RWR/PoR fleet, however the Ichnilátis with it’s enhanced scanner suite seemed to be suffering less than the rest of the fleet. They tried to share their targeting solutions with the rest of the fleet, but the benefits of what information they were able to send were marginal, though better than nothing. The other solution both halves of the combined fleets came to was to simply close the range as fast as possible, losses would be high but at least they would take some of the Lyrans with them.

Admiral O’Shea saw this change of plan, and knowing that his ships couldn’t hope to maintain the range for long, instead decided to push past the enemy to hit his primary target, and then either try to use his momentum to break off and escape or turn to face the Combined Fleet once again. This led to the range between both navies closing rapidly, with the Combined Fleet focusing their fire on the two Mjolnir NACs, which were quite easily identified earlier in the battle purely because they were the ones not firing while the range was so long. The Lyrans however focused on the Ichnilátis as they were growing concerned by the surprising accuracy of fire coming from the frigates. The volleys of fire traded between both fleets and their swarm of fighter craft as they merged tore apart three of the four Ichnilátis, broke the Sagittarius RWS Rhodes in half and reduced the Hund PRNS Veitsi to a rapidly expanding cloud of debris with the rest of the Combined Fleet suffering varying, lesser amounts of damage, whilst the LCN fleet had the LCS Tig and LCS Freyr heavily damaged and the crew of the LCS Heimdallr abandoned ship after a lucky missile strike crippled it’s engines just before it collided with aft end of the recently destroyed RWS Agamemnon. Still the Commonwealth fleet had pushed past their enemy and had their target open before them, and they wasted little time tearing the yard apart before burning for the outer edges of the system. While the Combined Fleet could have chased them down, they instead busied themselves recovering survivors.

The Lyran fleet returned to Harvest, coincidentally just 12 hours after the RWN fleet in the system had heard where the Lyrans had gone and jumped away to return to Icar after them. The badly damaged ships were sent on to Tamar for repairs while the ships that stayed were reinforced by a pair of Snotras and later two Nehalennia transports that arrived to begin the assault on the colony itself. Back in Icar the Rim Worlds admirals were trying to figure out just how the LCN had moved so fast, and while their entire fleet was now concentrated and could defeat the ships that had just struck them, they could not be sure exactly where the LCN fleet had just gone, and much of their newly-concentrated fleet was damaged and had to be fixed. In the end worlds that were lost were deemed not worth the further damage to the fleet that would happen trying to retake them.

Battle result:

RWR -     3 Ichnilátis Lost, 1 Sagittarius Lost, 27 Aspida Lost, 356 Fighters Lost, 38 Small Craft Lost
    Fleet Repairs - $8 Billion
    3 Tartarus Stations lost
    Icar Shipyard Destroyed.

PoR -     1 Hund II Lost, 20 Fighters Lost, 6 Small Craft Lost
    Fleet Repairs - $6 Billion

LC -     1 Heimdallr 1b Lost, 200 Fighters Lost, 15 Small Craft Lost
    Fleet Repairs - $12 Billion
    3 Tartarus Stations Captured

Seiduts, Planting and Harvest captured by Lyran Commonwealth.




Smegish

  • Warrant Officer
  • *
  • Posts: 447
Re: Warship Arms Race - The In Character Stuff
« Reply #83 on: 24 June 2020, 04:12:54 »
Turn 2390-99 Continued

A Comedy of Errors, 2396

The 2390s saw the Marian Hegemony steadily encroach closer and closer to the Illyrian Palatinate, and it seemed only a matter of time before the two nations would be trading fire. The situation would finally come to head in 2396, but not quite in the way most would expect.

A Illyrian Skíðblaðnir-class corvette (IPNS Rauma) was patrolling the Lahti system when it received a distress call from the Ave Maria, a civilian JumpShip hailing from the Free Worlds League parked at the Nadir jump point. Rushing to it’s aid it detected a dropship (The Fancy) known to be operated by the local pirate band, which having also spotted the incoming corvette broke clear of the embattled JumpShip and fled as fast as it could. If not for the momentum the Rauma had already built up the pirates probably could have escaped and made their way to their hideout, instead the Rauma was entering weapon range just as the velocities of the two craft were starting to even out. And this is when all the chaos broke out.

The Rauma’s crew were so intent on catching the pirates, and the pirates so focused on escaping them that neither ship had noticed the thermal bloom of two incoming ships directly in front of the fleeing pirate vessel. That thermal bloom was the MHS Limoncello (Limoncello-class) and the MHS Alphard (Scapha I-class), coming to lay claim to the system. The Rauma fired it’s missile tubes at the Dropship, of the four missiles only 1 hit, disabling one of the droppers main thrusters and sending it into an uncontrolled spin. Of the other three missiles two would fire off into the distance before self-destructing after a predetermined flight time, the third would have joined the other two had the MHS Alphard not suddenly appeared in its path. Sensors blinded by their own emergence wave the Marian ships point defences had no chance of stopping the missiles, and it scored a direct hit on the bridge of the Scapha, killing the entire command crew and leaving the ship unable to evade the out of control dropship currently spiraling towards it.

Fortunately for the Alphard, the dropship only scored a glancing blow on the vessel. Unfortunately that glancing blow was to the aft quarter, and the impact of five kilotons of dropship travelling at hypersonic speeds was still enough to break multiple fuel lines, spraying fuel throughout the engine compartment which would ignite a few short minutes later, tearing the engine compartment clean off the ship and the force of the explosion combined with the G forces of the earlier collision reduced most of the crew to the consistency of chunky salsa. The Fancy however was torn open down the port side from stem to stern like a can opener, spilling the ship's crew and cargo into the void.

This was the image that was presented to the MHS Limoncello as it recovered from its own sensor blindness:
* It’s escorting Scapha was missing the rear third of the ship and spinning off out of control.
* A Marian-built dropship was rapidly tearing itself apart as it spun off into deep space (the fact it was listed as stolen was not relevant at this time)
* A Illyrian corvette was flying past at high speed untouched, desperately trying to pretend like it wasn’t there

The captain of the Limoncello rapidly put two and two together, got five, and ordered the gunners to open fire on the Rauma. A Skíðblaðnir could be described in many ways, well armoured is not one of them. Naval Lasers and Autocannons blazed away at the little ship, and despite the crews best efforts to evade it wasn’t long before the Rauma was a twisted wreck, joining the Fancy in it’s out of control journey into deep space as a tomb for it’s crew.

The occupation of the Lahti system - the reason the Marian ships had come in the first place - would continue even without the Alphard, the Limoncello carrying more than enough forces to take control of the small colony on the world. Vengeance for their fallen brothers would come in time, when the full force of the Hegemony could be brought to bear.

Marian Losses: 1 Scapha I lost, 30 Small Craft lost, 20 Fighters lost
Illyrian Losses: 1 Skíðblaðnir lost, 2 Small Craft lost, 6 Fighters lost


Goin’ Huntin’, 2399

By 2399 the United Hindu Collective felt it had the spare fleet strength to finally remove the largest pirate band in their area of the Periphery: the so called Dead Rabbits based out of the Warren system. Wanting to ensure that no pirates escaped to cause trouble in the future, nearly half of the UHCN was committed to this operation. Both the Zenith and Nadir points of the system would be hit by a Shooraveer-class frigate, while the third Shooraveer and 3 Maharaj-class Cruisers would jump into the relatively stable pirate point that existed between the one inhabitable world in the system and it’s quite large moon. The hope was that with all three of the obvious escape routes covered the Dead Rabbits would swiftly surrender.

There was a ‘Significant Emotional Event’ on board the bridge of the UHCS Maharaj when it arrived at the pirate point to find a completely unexpected Dart-class cruiser parked just six hundred kilometres off the port bow, but the pirates were even more surprised and slow to react. The Maharaj as well as it’s newly arriving sister ships were able to bring their guns to bear and begin firing before the Dart (named the Kamchatka by it’s captain and ruler of Warren, Zinovy Rozhestvensky) even managed to get it’s guns properly manned and warm up. The crew of the Kamchatka fought far more valiantly than most would expect of pirates, but caught by surprise and unable to use some of the ships biggest guns due to lack of maintenance or ammunition supply, the final result was in little doubt and while each of the UHCN vessels had taken damage, none of it was sufficient to knock them out of action.

Having removed the only real threat to their existence in the system, the Collective ships entered a low orbit over the only large settlement on the planet and disgorged it’s half dozen dropships, packed to the gills with some of the finest troops the Hindu Collective had to offer. With their leader dead many of the pirates either surrendered without a fight or fled into the wilderness, but some stood and fought to the last. It was as the last of the pirates were being cleared out of the stone palace that Rozhestvensky had worked so many slaves to death to have built, that two of the UHC soldiers found something that would flip the whole operation on its head. Over three dozen people, each one a scion of one of the Collective’s noble houses including the Maharaj’s heir herself, were found dead, their bodies horribly mutilated. It was not initially clear just how long they had been dead, or how they had all gotten there as many of them were supposed to be at a resort on Panpour, but their discovery drove the entire UHC taskforce into a rage. Despite Admiral Ajaz Singha’s repeated calls for calm and to secure prisoners for interrogation the soldiers on the ground systematically executed everyone they found who put up even token resistance. Any kind of organised resistance was met with orbital artillery, with little care for any potential collateral damage. Many of those killed were guilty of nothing except for living on the same world as pirates. By the time the Admiral finally regained control of his men over half of the people who had called the world home were dead or wounded, and most of the rest had run for the hills and would eventually die of starvation or exposure. The only information Admiral Singha had to investigate the abductions were transaction records found in the remains of the now burnt-out palace, which would take time to sort through.

Upon their return to Besantapur and the Admiral’s report to Maharaj Lakshmi Kapil, the Maharaj collapsed and was dead before medical attention could reach him, A heart attack is believed to be the cause. With the Maharaj dead and no clear heir to take over, the nobility of the collective would argue for a few short months over who should ascend the throne until at last through much politicking Chandra Ghandi, brother-in-law of the late Maharaj and head of the Collective Intelligence Agency came out on top, to the surprise of much of the nobility. He vowed to track down who organised such a travesty and ensured the people that vengeance would be had.

UHC Losses -     3 Fighters Lost
        Repairs - $1.5 Billion


Budgets

Terran Hegemony: $748 B

Draconis Combine: $374 B
Federated Suns: $398 B
Capellan Confederation: $413 B
Free Worlds League: $390 B
Lyran Commonwealth: $417 B

Rim Worlds League: $185 B
Principality of Rasalhague: $102 B
United Hindu Collective: $85 B
Taurian Concordat: $105 B
Marian Hegemony: $77 B
Illyrian Palatinate: $51 B

The Inner Sphere, Jan 1, 2400
« Last Edit: 26 June 2020, 01:26:44 by Smegish »

VensersRevenge

  • Lieutenant
  • *
  • Posts: 839
  • Is this the real life...
Re: Warship Arms Race - The In Character Stuff
« Reply #84 on: 29 June 2020, 23:50:02 »
Free Worlds League, 2400
History:
The Free Worlds League may have only been peripherally involved in the events of the 2390's, it soon became clear that it's Navy suffered the worst losses of any power in that decade. Captain Admiral Michaels died of a heart attack on June 24 2399 on the bridge of Juliano Marik. The pills he had been taking to continue leading the FWLN had taken their toll, but it soon became clear just why Michaels resisted retirement for so long. The position of Captain Admiral was created by Captain General Geraldine Marik for Michaels, it was unclear whether Captain General Peter Marik was to appoint his successor, if it was to a Parliamentary decision, or if Captain Admirals were promoted strictly through the Navy. Unsurprisingly, the Parliament argued it was their responsibility, and then descended into years of bickering over the various candidates. Peter Marik was too busy campaigning in the field to step in, and the admirals themselves descended into protecting their own positions. While Admiral Heihachiro would seem to be the obvious successor, his disdain for Parliament won him few allies, while the Zeno and Muric blocs cancelled each other out. This deadlock led to few capital ships being built, although the creation of medium dropships continued apace. Only Admiral White was able to get new ships built, taking advantage of SelaSys Loyalty's concerns of not being upgraded to produce Cyrus', or for that matter being in line for the rumoured expansions to build battlecruisers, to get them to produce four new Marik's to reinforce his Periphery forces. While technically illegal for a mere admiral to command new shipbuilding the increased presence of Marians on the border led to Parliament retroactively approving his decision. Meanwhile, new technologies proliferated into the League. Ferro-Aluminum armouring for fighters was developed after trade and raiding gave the League a lot of samples to work with. Similarly, samples of Short Range Missiles from captured Hegemony worlds proliferated enough to be a viable weapons system on fighter, vehicles, and 'Mechs. These conventional forces would need to be as prepared as possible to make up for the problems facing the Navy.
Turn:
Code: [Select]
Year: 2400      Value in Millions
Money Available 390,000
Available Shipyards

Atreus                   2 lvl 3
Irian       1 lvl 2 1 lvl 3
Loyalty       2 lvl 2
Regulus                 1 lvl 1
Jardine                   1 lvl 5
Repairs 0

Maintenance 50% 220,296                                                                               
Construction Unit Price
Shipyards
Irian lvl 2>lvl 3                                           15,000
                         
Research
SRM                                                   34,300
Ferro-Aluminum                                  24,500
Jumpships            40 500    20,000
Small Dropships              0 300           0
Medium Dropships 62 500   31,000
Fighters     1030     5     5,150
Mariks                                4   9,938    39,752
Total Spent     389,998

Income Remaining 2
Doctrine Changes:
The chaos in the Fleet following Michaels' death has limited the ability for new doctrines, however medium dropships have continued to proliferate. Fleets can expect to have more powerful combat dropships or larger carrier dropships attached to their warships docking collars at all times, with more carried by the jumpship arm of the FWLN. With the lack of Captain Admiral, individual worlds on borders or with valuable industries have placed orders for squadrons and wings of aerospace fighters, and even small combat dropships for richer worlds, normally ones replaced by the new larger models in the navy itself. While still unable to counter any warships larger than a Talwar, if enemy forces think they can invade without naval support, they will be sorely mistaken.
Code: [Select]
Free Worlds League Navy:
Marik Destroyers:
Stewart Fleet:
FWLS Marik
FWLS Oriente
FWLS Irian
FWLS New Delos
FWLS Stewart
FWLS Tiber
FWLS Loric
FWLS Alula Borealis
Periphery Border:
FWLS Atreus
FWLS Loyalty
FWLS Tamarind
FWLS Sardis
FWLS Westover (New)
FWLS Timbiqui (New)
FWLS Bolan (New)
FWLS Kilarney (New)
Capellan Squadron:
FWLS Regulus
FWLS Kanata
FWLS Gibson
FWLS Bismarck 
Lyran Squadron:
FWLS Clipperton
FWLS Thermopolis
FWLS Kalidasa
FWLS Solaris
Talwar Corvettes:
FWLS Talwar - Capellan border
FWLS Tegha - Capellan Border
Cyrus Cruisers:
Flagships:
FWLS Cyrus - Flagship Stewart Fleet
FWLS Darius - Flagship Capellan Squadron
FWLS Xerxes - Flagship Lyran Squadron
Stewart Fleet:
FWLS Cambyses
FWLS Artaxerxes
FWLS Achaemenid

FWLS Juliano Marik - FWLN Flagship, Stewart Fleet
« Last Edit: 01 July 2020, 14:53:42 by VensersRevenge »
...Is this just fantasy?
Warship Arms Race III
https://bg.battletech.com/forums/index.php?topic=84031.0

Smegish

  • Warrant Officer
  • *
  • Posts: 447
Re: Warship Arms Race - The In Character Stuff
« Reply #85 on: 04 July 2020, 01:20:37 »
United Hindu Collective 2400

Your Glorious Highness,

Your plan went even better than anyone could have hoped. We knew that removing most of the heirs of the noble families would weaken them and leave you as the best candidate for the throne, but we didn't expect the news of his sons death to kill the Maharaj right then and there. Truly a genius move my lord! I thank you for my promotion to Lord Admiral of the navy, and will continue to do whatever is necessary to see our people rise to their proper place in the Inner Sphere.

As to who to pin the blame on for the attack, surely the Taurian Concordat is the only appropriate option. Even though the Davions are slowly surrounding us and something shall have to be done about them in time, the Taurians themselves demonstrated the futility of attacking the Federated Suns as long as they are not distracted by a larger power. The Concordat however has still not fully recovered from that short brutal war, and their fleet is predominately patrol frigates which have been shown in other wars to be less than useful in a serious engagement. Your sister's work in securing additional ships from the Capellan Confederation for our upcoming conquest will be another nail in the Concordat's coffin, those three Pallada-class Battle-cruisers are superior to anything the TCN can field. I will ensure they are manned by the most reliable officers I have. Further build-up of the fleet has been curtailed by the limited budget I have available, with so much funding being thrown into the development of the 'BattleMechs' by the army. Not that they shall ever overshadow the navy's work in keeping the people of our nation safe.

Code: [Select]
Year: 2400 Value in Millions
Money Available 85,000
Remaining from Last Turn 870
Available Shipyards

Besantapur 0/2



Repairs 1500

Maintanence 50% $60,494
Prototype Cost $0
0 $0
Variant 0 $0
Construction Unit Price
Shipyards Besantapur $0
$0
$0

Stations Ganges 0 315 $0

Warships Maharaj        0 6,787 $0
.        Shooraveer 0 5,736 $0
Purchase Pallada II 3 0 $8,000
Refit 0 0 $0
$0
Jumpships 0 500 $0
Dropships 10 300 $3,000
Fighters 653 5 $3,265
Small Craft 70 10 $700
Research Mechs 1 9250 $9,250
Pirates $0
$0

Total Spent 86209

Income

Remaining -339

End Turn In Service
Warships Maharaj 10
Shooraveer 3
Pallada II 3


Stations Ganges 25
Jumpships 20
Dropships Sml 50
Med
Large
Fighters 1400
Small Craft 300

Deployment Plan

Due to the need to receive delivery of the three Pallada's and the time required to train the crew, our planned response will have to be delayed until late 2401 at the earliest. However the chances of the Taurians having any kind of major buildup prior to this date is remote to say the least, so the plan remains this:

1. The inhabitable worlds between our nations shall be secured using small forces on the navy's available JumpShips. No major colonisation is planned, just small military bases to keep them out of Taurian hands. These worlds include Weippe, Die Moot, Anaheim, Keuterville, Warren and Sartu.
2. While this is ongoing, five other navy JumpShips disguised as merchant vessels will wander the Concordat, gathering intel on fleet positions and locations of major bases.
3. Once the operation truly begins, eight of our ten Maharaj-class Cruisers shall be deployed in pairs alongside a standard-core JumpShip and each strike a seperate system on a broad front stretching from Zalzangor to Amber Grove.
4. Our strike group consisting of the three Pallada's, along with the entire invasion force will hit Victralla and begin securing the system.
5. When either the Maharaj task forces secure their designated system or encounter TCN capital ships, their accompanying JumpShip will travel to Victralla. Depending on the report given by said 'Ship, either the strike group or part of the invasion group will then travel to that system to deal with the situation.

Once those 5 systems have been secured, this pattern shall be repeated across Taurian space, with any damaged Maharaj-class vessels being swapped out for the two remaining ships assigned to defend Besantapur. Meanwhile the three Shooraveer's shall be scouting ahead of the fleet, with particular emphasis on finding exactly where in the Pleiades and Hyades Clusters the Taurian colonies can be found.

As ever, your humble servant,
Lord Admiral Ajaz Singha

Smegish

  • Warrant Officer
  • *
  • Posts: 447
Re: Warship Arms Race - The In Character Stuff
« Reply #86 on: 04 July 2020, 20:28:32 »
Taurian Concordat Turn 2400

Lord Regent,

With the tragic passing of Protector Daniel Calderon and the regency for his young daughter Amanda, I give this report to you on the condition of the navy.

Rebuilding efforts from the disaster in the 2370s are still ongoing, with the full rebuilding of the fleet not expected to be completed until well after Amanda comes of age and ascends the throne in 2405. However the capabilities of the fleet are much greater than they were and I feel we could see off any attack short of an all-out invasion. Further upgrades of the yards over Taurus have begun, to give us the shipbuilding capability to build something equal to the Yang Wei we purchased off the Confederation, as the one we own is starting to suffer from metal fatigue and it's older technology is getting harder to acquire replacement parts for it. Still for now it is the fleets flagship until such a time as we construct a domestically-produced replacement.

Expansion of the Siesta-class recharge station network continues apace, with over half the inhabited systems having one by the end of the decade and the rest of the Concordat should be similarly serviced by the end of the next decade.

Code: [Select]
Year: 2400 Value in Millions
Money Available 105,000
Remaining from Last Turn 110
Available Shipyards

Taurus 2/2
New Vandenberg



Repairs

Maintanence 50% 43076.5
Prototype Cost
0 0
Variant 0
Construction Unit Price
Shipyards Taurus 1 x S2 > S3 30,000 30,000



Stations Siesta 10 470 4,700
Matador 0 148 0
Warships
Auroch II 2 7,107 14,214
Iberia III 2 5,150 10300
Purchases

Jumpships 0 500 0
Dropships 0 300 0
Fighters 500 5 2,500
Small Craft 0 10 0
Research 0 16400 0


Total Spent 104790.5

Income

Remaining 320

End Turn In Service
Warships
Iberia III 6
Auroch II 4
Yang Wei 1
Binzhou 2
Stations Siesta 33
Matador 60
Jumpships 20
Dropships Small 40
Medium 0
Fighters 1100
Small Craft 300

Fleet Deployment

With our fleet still currently too small to hold back any of the vessels in reserve over Taurus itself, we have been forced to deploy the fleet independently, with ships spread all throughout the Concordat. The one exception is the our Yang Wei-class TCS Vengeance, which sits over Taurus ready and awaiting to jump to the nations defence if word of an attack comes.
« Last Edit: 13 July 2020, 03:37:45 by Smegish »

Lagrange

  • Lieutenant
  • *
  • Posts: 1419
Re: Warship Arms Race - The In Character Stuff
« Reply #87 on: 05 July 2020, 16:47:20 »
Capellan Confederation 2400, Part I

Discoveries
"Good news, bad news."

"It's still morning.  Good news first."

"Our prototype naval gauss guns can hit targets 1000 kilometers away outranging every other naval weapon."

"Wow, that's the perfect for this new space superiority warship we've had on the drawing board....  Wait, what's the bad news?"

"Our investment in the Great Wall of Yi Bai was apparently obsolete before we even began building.  The Federated Suns has deployed these weapons aboard the Achilles, so they could simply mow down the Yi Bai from beyond effective missile range."

"Oh dear.  Can we refit the Yi Bai to have a naval gauss gun?"

"Of course, but it more than doubles the cost so we'll need to at least halve the number to stay in budget."

"Let's see if we can sell some of them off.  The new Lie Ren will let us stand down Operation Stroke so we can afford to get by with substantially fewer Yi Bai."

Research and Investment
The Capellan Confederation is investing an abnormally large amount (for the CC anyways) in R&D this turn.  The investment in naval gauss guns and PPCs are arguably overdue given that even periphery states have them.  Taking advantage of contacts in certain multinational corporations allows these techs to be introduced much more cheaply than would otherwise be possible.  The investment in Ferro-Carbide armor on the other hand is uncharacteristically expensive.  Nevertheless, it offered immediate payback for warship hulls after inclusion in this decades refit&refresh program.

The most controversial investment is actually in a new 1250K-ton yard at Capella, which is driven purely by the Lie Ren.

The Lie Ren
The Capellan Confederation has heavily invested into multi-use warships which has paid great benefits in terms of naval robustness, no matter which challenges are faced. The Lie Ren ("Hunter") represents a significant departure from this strategy as a specialized design.  Nevetheless, the Lie Ren project was given a green light, yards were upgraded, Naval Gauss and Ferro-carbide armor were invested in, and 5 Pallada were sold off because the primary mission of the Lie Ren is defeating an entire enemy fleet.

The most phenomenal aspect of the Lie Ren is the enormous engines, providing up to 4 gravities of thrust.  Given the large size of the Lie Ren, this is by far the largest engine ever produced in the inner sphere.  The second remarkable aspect is the Light Naval Gauss array in the aft-side arcs.  This positioning makes the Lie Ren a capable broadside combatant out to 1000km.  Combined with the engines, the aft-side array can keep firing against a pursuing opponent while the Lie Ren simply keeps the range.  The last vital component is the relatively large amount of armor for such a fast design.  Aside from providing robustness against piloting mistakes, sufficient armor is applied to all sides to make it completely immune to smallcraft and aerospace fighter weapons.  The massive small laser array provides heavy point defense against assault dropships carrying capital missiles and the ability to melt any boarding craft which comes within range.

The massive ammunition load makes the Lie Ren capable of firing for 24 hours straight giving it the ability to steadily mow through entire opposing fleets.  The Lie Ren will be the most prestigious appointment for any captain or gunner (... next round, maintenance investments are at the elite level).  Amongst possible opponents, only the Federated Suns Achilles has the range to attack.  The Lie Ren's advantage here is "just" more armor, 2.5x more naval gauss guns, and the ability to choose or refuse engagement.  While the relatively low cargo capacity of the Lie Ren is potentially problematic in any deep strike approach, the extensive logistical support of the CC navy should largely remedy that issue.

Altogether, the Lie Ren is a nightmare of a warship to oppose, at least for existing enemy fleets.

Code: [Select]
Class/Model/Name:       Lie Ren
Tech:   Inner Sphere
Ship Cost:      $11,469,968,000.00
Magazine Cost:  $194,400,000.00
BV2:    92,832
       
Mass:   1,250,000
K-F Drive System:       Compact
Power Plant:    Maneuvering Drive
Safe Thrust:    5
Maximum Thrust: 8
Armor Type:     Ferro-Carbide
Armament:       
30      Naval Gauss Rifle Light
50      PPC
2000    Laser Small

Class/Model/Name:       Lie Ren         
Mass:   1,250,000               
                       
Equipment:                      Mass
Drive:                  375,000.00
Thrust                 
Safe:   5               
Maximum:        8               
Controls:                       3,125.00
K-F Hyperdrive: Compact (25 Integrity)          565,625.00
Jump Sail:      (6 Integrity)           93.00
Structural Integrity:   100             125,000.00
Total Heat Sinks:       1770 Single             859.00
Fuel & Fuel Pumps:      16000 points            6,528.00
Fire Control Computers:                 2,500.00
Armor:  2060 pts Ferro-Carbide          2,500.00
Fore:   280             
Fore-Left/Right:        350/350         
Aft-Left/Right: 400/400         
Aft:    280             
                       
Dropship Capacity:                      0.00
Grav Decks:                     
Small:                  0.00
Medium: 1               100.00
Large:                  0.00
Escape Pods:    75              525.00
Life Boats:     75              525.00
                       
Crew And Passengers:                   
114     Officers in 1st Class Quarters          1,140.00
181     Crew in 2nd Class Quarters              1,267.00
384     Gunners and Others in 2nd Class Quarters                2,688.00
20      Bay Personnel           0.00
        1st Class Passengers            0.00
20      2nd Class Passengers            140.00
60      Steerage Passengers             300.00 //typically marines

#       Weapons Loc     Heat    Damage  Range   Mass
15      Naval Gauss Rifle Light AL      135     2250 (225-C)    Extreme-C       67,500.00
15      Naval Gauss Rifle Light AR      135     2250 (225-C)            67,500.00
20      PPC     FL      200     200 (20-C)              140.00
20      PPC     FR      200     200 (20-C)              140.00
5       PPC     AR      50      50 (5-C)                35.00
5       PPC     AL      50      50 (5-C)                35.00
500     Laser Small     Nose    500     1500 (150-C)            250.00
500     Laser Small     LBS     500     1500 (150-C)            250.00
500     Laser Small     RBS     500     1500 (150-C)            250.00
500     Laser Small     Aft     500     1500 (150-C)            250.00

Ammo    Rounds          Mass
Naval Gauss Rifle Light Ammo    21600           4,320.00

Equipment                               Mass
NCSS Large                              500.00

#       Cargo and Bays                          Mass
20115   Cargo, Standard                         20,115.00
4       Bay Small Craft                         800
(Play notes: In actual gameplay, it's always possible to avoid return fire with weapons of range 52 or less.  This can be seen by analyzing the worst case situation.  In the worst case, the opponent goes 4/6 and is facing the Lie Ren nose-on, the Lie Ren is facing the opponent nose-on, the Lie Ren loses initiative, and the Lie Ren has some closing velocity.  In this case, the Lie Ren can spend 2 thrust points to yaw, swapping nose and aft, then spend 6 thrust points to accelerate directly away.  The opponent can accelerate 6 towards the Lie Ren, and then each can accelerate maximally on the following turns.  Analyzing this situation, the following initial distance/velocity pairs result in the Lie Ren avoiding reaching range 52 where an opponent could respond with more typical weapons: 53/0, 54/-1, 55/-2, 57/-3, 59/-4, 62/-5, 65/-6, etc... where the first number is the range and the second number is the closing velocity quantified in hex distance change.

This establishes that the Lie Ren can avoid damage.  To inflict damage, you'll need to win initiative instead and reach range 56 or less while avoiding having a to-large closing velocity as per the above.  Positional fencing like this takes a relatively long time in tabletop play but there is lots of fuel and plenty of ammunition.)

Upgrades
The Pallada, Kuan Yin, and Yi Bai go through significant upgrades while the Dire Bear, Deep Habwr, and Habwr Diogel each have cosmetic upgrades.

The Kuan Yin III gains ferro-carbide armor, a light naval gauss, and a small NCSS.  The LNG provides the capability to mow down defense stations from beyond effective return fire.  The Small NCSS was added back so the Kuan Yin can operate without Pallada support.  The Ferro-carbide armor also brings the Kuan Yin's armor up to the point where it's immune to small weapons fire.  As a consequence, the many blazers are converted into a few NL/55s and a few PPCs.  One more grav deck (for a total of 5) is also added to help keep troops healthy in transport.
Code: [Select]
Class/Model/Name:       Kuan Yin III
Tech:   Inner Sphere
Ship Cost:      $9,207,614,000.00
Magazine Cost:  $42,600,000.00
BV2:    188,367
       
Mass:   1,000,000
K-F Drive System:       Compact
Power Plant:    Maneuvering Drive
Safe Thrust:    3
Maximum Thrust: 5
Armor Type:     Ferro-Carbide
Armament:       
1       Naval Gauss Rifle Light
20      Naval PPC Heavy
14      Naval AC 20
8       Naval Laser 55
72      PPC
1500    Laser Small

Class/Model/Name:       Kuan Yin III           
Mass:   1,000,000               
                       
Equipment:                      Mass
Drive:                  180,000.00
Thrust                 
Safe:   3               
Maximum:        5               
Controls:                       2,500.00
K-F Hyperdrive: Compact (21 Integrity)          452,500.00
Jump Sail:      (5 Integrity)           80.00
Structural Integrity:   120             120,000.00
Total Heat Sinks:       7049 Single             6,404.00
Fuel & Fuel Pumps:      25000 points            10,200.00
Fire Control Computers:                 11,825.00
Armor:  1992 pts Ferro-Carbide          2,400.00
Fore:   792             
Fore-Left/Right:        300/300         
Aft-Left/Right: 200/200         
Aft:    200             
                       
Grav Decks:                     
Medium: 5               500.00
Escape Pods:    100             700.00
Life Boats:     100             700.00
                       
Crew And Passengers:                   
93      Officers in 1st Class Quarters          930.00
152     Crew in 2nd Class Quarters              1,064.00
311     Gunners and Others in 2nd Class Quarters                2,177.00
12360   Bay Personnel           0.00
240     1st Class Passengers            2,400.00
260     2nd Class Passengers            1,820.00

#       Weapons Loc     Heat    Damage  Range   Mass
1       Naval Gauss Rifle Light Nose    9       150 (15-C)      Extreme-C       4,500.00
20      Naval PPC Heavy Nose    4500    3000 (300-C)            60,000.00
14      Naval AC 20     Nose    840     2800 (280-C)            35,000.00
2       Naval Laser 55  FL      170     110 (11-C)              2,200.00
2       Naval Laser 55  FR      170     110 (11-C)              2,200.00
2       Naval Laser 55  AL      170     110 (11-C)              2,200.00
2       Naval Laser 55  AR      170     110 (11-C)              2,200.00
18      PPC     FL      180     180 (18-C)              126.00
18      PPC     FR      180     180 (18-C)              126.00
18      PPC     AL      180     180 (18-C)              126.00
18      PPC     AR      180     180 (18-C)              126.00
500     Laser Small     LBS     500     1500 (150-C)            250.00
500     Laser Small     RBS     500     1500 (150-C)            250.00
500     Laser Small     Aft     500     1500 (150-C)            250.00

Ammo    Rounds          Mass
Naval Gauss Rifle Light Ammo    1000            200.00
Naval AC 20 Ammo        1400            560.00

Equipment                               Mass
NCSS Small                              100.00

#       Cargo and Bays                          Mass
48086   Cargo, Standard                         48,086.00
60      Bay Small Craft                         12000
90      Bay Fighter                             13500
360     Bay Conventional Infantry (IS), Foot                            1800
360     Bay Vehicle Light                               18000
The Pallada III upgrades to ferro-carbide armor and places a light naval gauss in each of the nose and aft-side arcs.  This gives it a superior ability to harry opponents from beyond their effective range.  Although the Pallada's armor doesn't quite reach the level of "immune to smallcraft weapons fire", it comes close enough that the light weapons array is downgraded to a few PPCs.  The Pallada also adds one more grav deck to help keep troops healthy en route.
Code: [Select]
Class/Model/Name:       Pallada III
Tech:   Inner Sphere
Ship Cost:      $8,103,132,000.00
Magazine Cost:  $51,000,000.00
BV2:    108,582
       
Mass:   750,000
K-F Drive System:       Compact
Power Plant:    Maneuvering Drive
Safe Thrust:    4
Maximum Thrust: 6
Armor Type:     Ferro-Carbide
Armament:       
10      Naval AC 20
3       Naval Gauss Rifle Light
2       Naval PPC Heavy
19      Naval Laser 55
66      PPC
1200    Laser Small

Class/Model/Name:       Pallada III             
Mass:   750,000         
                       
Equipment:                      Mass
Drive:                  180,000.00
Thrust                 
Safe:   4               
Maximum:        6               
Controls:                       1,875.00
K-F Hyperdrive: Compact (16 Integrity)          339,375.00
Jump Sail:      (5 Integrity)           68.00
Structural Integrity:   100             75,000.00
Total Heat Sinks:       3312 Single             2,667.00
Fuel & Fuel Pumps:      12500 points            5,100.00
Fire Control Computers:                 1,200.00
Armor:  1260 pts Ferro-Carbide          1,500.00
Fore:   300             
Fore-Left/Right:        215/215         
Aft-Left/Right: 190/190         
Aft:    150             
                       
Grav Decks:                     
Medium: 4               400.00
Escape Pods:    60              420.00
Life Boats:     60              420.00
                       
Crew And Passengers:                   
76      Officers in 1st Class Quarters          760.00
119     Crew in 2nd Class Quarters              833.00
257     Gunners and Others in 2nd Class Quarters                1,799.00
8244    Bay Personnel           0.00
330     2nd Class Passengers            2,310.00

#       Weapons Loc     Heat    Damage  Range   Mass
10      Naval AC 20     Nose    600     2000 (200-C)    Long-C  25,000.00
1       Naval Gauss Rifle Light Nose    9       150 (15-C)              4,500.00
1       Naval Gauss Rifle Light AL      9       150 (15-C)              4,500.00
1       Naval Gauss Rifle Light AR      9       150 (15-C)              4,500.00
2       Naval PPC Heavy Nose    450     300 (30-C)              6,000.00
7       Naval Laser 55  Nose    595     385 (38.5-C)            7,700.00
6       Naval Laser 55  AL      510     330 (33-C)              6,600.00
6       Naval Laser 55  AR      510     330 (33-C)              6,600.00
20      PPC     FR      200     200 (20-C)              140.00
20      PPC     FL      200     200 (20-C)              140.00
13      PPC     AL      130     130 (13-C)              91.00
13      PPC     AR      130     130 (13-C)              91.00
400     Laser Small     LBS     400     1200 (120-C)            200.00
400     Laser Small     RBS     400     1200 (120-C)            200.00
400     Laser Small     Aft     400     1200 (120-C)            200.00

Ammo    Rounds          Mass
Naval AC 20 Ammo        1000            400.00
Naval Gauss Rifle Light Ammo    3000            600.00

Equipment                               Mass
NCSS Large                              500.00

#       Cargo and Bays                          Mass
240     Bay Conventional Infantry (IS), Foot                            1,200.00
240     Bay Vehicle Light                               12000
72      Bay Fighter                             10800
36      Bay Small Craft                         7200
37111   Cargo, Standard                         37111
Despite the large amount of free yard space, only one Pallada will go through an upgrade per year to keep combat readiness high.

The Yi Bai II "upgrade" adds a light naval gauss, 9 NL-55s, and 15 more Barracuda launchers.  The "upgrade" is much more expensive than the baseline Yi Bai, so not all of them will be upgraded---some are sold off while others are scrapped to support the new deployments and a few are kept.  In addition, a new 'mobile defense' strategy will be the defense plan for all worlds but the most vital or vulnerable.  25 Yi Bai II will be positioned at each yard (Terra Firma, Aldebaran, Sarna, and Capella), as well as 25 Yi Bai at Sian (the capital), and 25 at Tikonov and Andurien which are particularly vulnerable industrial/capital worlds.
Code: [Select]
Class/Model/Name:       Yi Bai II
Tech:   Inner Sphere
Ship Cost:      $272,855,000.00
Magazine Cost:  $10,465,000.00
BV2:    39,030
       
Mass:   100,000
K-F Drive System:       None
Power Plant:    Station-Keeping Drive
Armor Type:     Standard
Armament:       
119     Capital Launcher Barracuda
1       Naval Gauss Rifle Light
9       Naval Laser 55
90      Machine Gun (IS)

Class/Model/Name:       Yi Bai II
Mass:   100,000         
                       
Equipment:                      Mass
Drive:                  1,200.00
Controls:                       100.00
Structural Integrity:   1               1,000.00
Total Heat Sinks:       1170 Single             1,077.00
Fuel & Fuel Pumps:      3000 points             306.00
Fire Control Computers:                 14,850.00
Armor:  314 pts Standard                393.00
Fore:   94             
Fore-Left/Right:        50/50           
Aft-Left/Right: 40/40           
Aft:    40             
                       
Escape Pods:    25              175.00
Life Boats:     25              175.00
                       
Crew And Passengers:                   
35      Officers in 1st Class Quarters          350.00
30      Crew in 1st Class Quarters              300.00
144     Gunners and Others in 1st Class Quarters                1,440.00
92      Bay Personnel           0.00

#       Weapons Loc     Heat    Damage  Range   Mass
115     Capital Launcher Barracuda      Nose    1150    2300 (230-C)    Extreme-C       10,350.00
2       Capital Launcher Barracuda      AL      20      40 (4-C)                180.00
2       Capital Launcher Barracuda      AR      20      40 (4-C)                180.00
1       Naval Gauss Rifle Light Nose    9       150 (15-C)              4,500.00
9       Naval Laser 55  Nose    765     495 (49.5-C)            9,900.00
18      Machine Gun (IS)        FL              36 (3.6-C)              9.00
18      Machine Gun (IS)        FR              36 (3.6-C)              9.00
18      Machine Gun (IS)        AL              36 (3.6-C)              9.00
18      Machine Gun (IS)        AR              36 (3.6-C)              9.00
18      Machine Gun (IS)        Aft             36 (3.6-C)              9.00

Ammo    Rounds          Mass
Capital Launcher Barracuda Ammo 1190            35,700.00
Naval Gauss Rifle Light Ammo    100             20.00
Machine Gun (IS) Ammo   9000            45.00

#       Cargo and Bays                          Mass
11514   Cargo, Standard                         11,514.00
36      Bay Fighter                             5400
4       Bay Small Craft                         800
The Deep Habwr II provides  a few "upgrades" that modestly reduce it's firepower for cost-cutting reasons.  (Note: added primarily for the bugfixes.)
Code: [Select]
Class/Model/Name: Deep Habwr II
Tech: Inner Sphere
Ship Cost: $64,135,000.00
Magazine Cost: $240,000.00
BV2: 2,459

Mass: 100,000
K-F Drive System: None
Power Plant: Station-Keeping Drive
Armor Type: Standard
Armament:
3 Capital Launcher Barracuda

Class/Model/Name: Deep Habwr II
Mass: 100,000

Equipment: Mass
Drive: 1,200.00
Controls: 100.00
Structural Integrity: 1 1,000.00
Total Heat Sinks: 93 Single
Fuel & Fuel Pumps: 100000 points 10,200.00
Fire Control Computers: 0.00
Armor: 120 pts Standard 150.00
Fore: 19
Fore-Left/Right: 20/20
Aft-Left/Right: 20/20
Aft: 19

Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 1 50.00
Life Boats: 15 105.00

Crew And Passengers:
12 Officers in 1st Class Quarters 120.00
53 Crew in 1st Class Quarters 530.00
3 Gunners and Others in 1st Class Quarters 30.00
30 Bay Personnel 0.00
30 1st Class Passengers 300.00

# Weapons Loc Heat Damage Range Mass
1 Capital Launcher Barracuda Nose 10 20 (2-C) Extreme-C 90.00
1 Capital Launcher Barracuda AR 10 20 (2-C) 90.00
1 Capital Launcher Barracuda AL 10 20 (2-C) 90.00

Ammo Rounds Mass
Capital Launcher Barracuda Ammo 30 900.00

# Cargo and Bays Mass
6 Bay Small Craft 1,200.00
82845 Cargo, Standard 82845
The Habwr Diogel III provides a similar "upgrade" with minor alterations.
Code: [Select]
Class/Model/Name: Habwr Diogel III
Tech: Inner Sphere
Ship Cost: $106,470,000.00
Magazine Cost: $252,000.00
BV2: 2,487

Mass: 300,000
Power Plant: Station-Keeping Drive
Armor Type: Standard
Armament:
3 Capital Launcher Barracuda
24 Machine Gun (IS)

Class/Model/Name: Habwr Diogel III
Mass: 300,000

Equipment: Mass
Drive: 3,600.00
Controls: 300.00
Structural Integrity: 1 3,000.00
Total Heat Sinks: 129 Single
Fuel & Fuel Pumps: 25000 points 10,200.00
Armor: 120 pts Standard 300.00
Fore: 20
Fore-Left/Right: 20/20
Aft-Left/Right: 20/20
Aft: 20

Dropship Capacity: 2 2,000.00
Grav Decks:
Small: 1 50.00
Life Boats: 20 140.00

Crew And Passengers:
20 Officers in 1st Class Quarters 200.00
85 Crew in 1st Class Quarters 850.00
7 Gunners and Others in 1st Class Quarters 70.00
30 Bay Personnel 0.00
30 1st Class Passengers 300.00

# Weapons Loc Heat Damage Range Mass
1 Capital Launcher Barracuda Nose 10 20 (2-C) Extreme-C 90.00
1 Capital Launcher Barracuda AL 10 20 (2-C) 90.00
1 Capital Launcher Barracuda AR 10 20 (2-C) 90.00
4 Machine Gun (IS) Nose 8 (0.8-C) 2.00
4 Machine Gun (IS) FL 8 (0.8-C) 2.00
4 Machine Gun (IS) FR 8 (0.8-C) 2.00
4 Machine Gun (IS) AL 8 (0.8-C) 2.00
4 Machine Gun (IS) AR 8 (0.8-C) 2.00
4 Machine Gun (IS) Aft 8 (0.8-C) 2.00

Ammo Rounds Mass
Capital Launcher Barracuda Ammo 30 900.00
Machine Gun (IS) Ammo 2400 12.00

Equipment Mass
Energy Storage Battery 200,000.00

# Cargo and Bays Mass
6 Bay Small Craft 1,200.00
76596 Cargo, Standard 76596

The Dire Bears go through a minor upgrade replacing the Blazer, a small laser, and heat sinks with 2 PPCs.  The modest reduction in maximum damage/weapon is regarded as worth the extra range and total damage.  The new Dire Bear can fire both PPCs, one PPC and 10 small lasers, or all 16 small lasers without overheating.
Code: [Select]
Dire Bear II Aero

Mass: 100 tons
Power Plant: 300 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Armor: Ferro-Aluminum
Armament:
     2 PPC
     16 Small Laser
Introduction Year: 2401
Tech Rating/Availability: E/X-X-E-D
Cost: 6,625,500 C-bills

Type: Dire Bear II
Technology Base: Inner Sphere
Tonnage: 100
Battle Value: 2,828

Equipment                                          Mass
Engine                        300 Fusion             19
        Safe Thrust: 5
        Max Thrust: 8
Structural Integrity:         10                       
Heat Sinks:                   24                     10
Fuel:                         400                   5.0
Cockpit                                               3
Armor Factor (Ferro)          734                    41

                           Armor   
                           Value   
     Nose                   204   
     Wings                200/200 
     Aft                    130   


Weapons
and Ammo              Location   Tonnage  Heat   SRV  MRV  LRV  ERV     
2 PPCs                  NOS       14.0     10    10   10    0    0 
3 Small Lasers          NOS       1.5      1      3    0    0    0 
4 Small Lasers          RWG       2.0      1      3    0    0    0 
4 Small Lasers          LWG       2.0      1      3    0    0    0 
5 Small Lasers          AFT       2.5      1      3    0    0    0 

The Highway Circuit
Map here.

Many changes to simplify, improve, and expand the existing jump circuits and highway networks will be undertaken throughout the decade.
  • The highway network will shift to center on the shipyards in the Aldebaran Oort Cloud, and be extended into the territories of adjacent nations.  In addition, paths will be laid to visit states making purchases of Capellan hardware (Por, MH, IP, UHC).
  • Even more worlds will have recharge stations.
  • The jump circuit will shift to use the highway network and the type of jump circuit used will shift to a time-triggered single loop providing single-jump access to most stars of the confederation.  This reduces the number of jumpships required to service the Confederation and reduces the time interval of the network from 8 to 7.33 days.
  • Since the primary jump circuit is detached from settled systems, transport to & from the jump circuit for industrial and capital worlds will be provided by a secondary event triggered single loops where the event is an arrival on the primary jump circuit.  The secondary loops will use standard Zenith/Nadir jump stations when visiting worlds.
  • The new circuit frees up jumpships which (with new build) form a reserve of 28 servicing the stations of the highway network in times of peace or performing other ad-hoc duties.
  • The reserve will be used to form a war circuit in the event of combat with a neighbor. The exact choice of war circuit will depend on circumstances---one possibility is given for each of neighboring nation.  These war circuits provide rapid secure logistical support in the 40K tons range throughout a warzone.
  • Highway network security is provided with Confederation merchants by sharing a jump solution xored with a one time pad with the ship's astrogator and the one time pad with the ship's captain.  In the event that the jumpship is boarded, their first responsibility is deleting their message.  The consequence of this is simply needing to use normal jump routes to get back to the CC.  Since both messages are required to recover the solution and each person can delete the solution, it is difficult for a foreign power to learn the location of a highway network station.  Furthermore, the stations move around by about .6AU every week using their station-keeping drives within a light-month scale volume, so knowledge about their location naturally decays.
  • The highway network's existence (but not the location) is obvious in bordering nations since the Capellan merchant marine comes and goes without normal transit from settled system to settled system.  The extra viable jump points and efficient transport over long distances will give Capellan merchants a modest commercial advantage.
Deployments

With the establishment of the new jump circuit, fleets will become dispersed in unpredictable locations and concentrations throughout the border worlds of the CC.  In order to muster the fleet rapidly, each warship (or several which are together) will have a jumpship from the reserve "shadow" it while staying on the nearest circuit station.  When the fleet needs to assemble, the shadow jumpships will jump to their warships to send the message.  Hence, despite the dispersed nature of the CC fleet they will retain the ability to muster quickly in the event of a Riposte-Strike (see below) event while being more prepared for a Riposte-Invasion event and offering some coverage of vulnerable worlds.

Despite the dispersed nature, the ships are still organized into fleets for administrative purposes.  The TH fleet consists of 6 Kuan Yin and 2 Pallada.  The FWL and FS Fleets consist of 4 Kuan Yin and 2 Pallada.  The remaining 4 Pallada form the frontier fleet.

As the Lie Ren become available, they will not be attached to any fleet, operating as independent commands.

The Sailor's Mercy will be based at the Aldebaran yards when not running errands.  They have many errands in constructing the full highway system, but deliveries of purchases are the highest priority.  1-2 Sailor's Mercy, 2 reserve jumpships, and a Zencha will be dedicated to each customer until deliveries are fulfilled (it should take about 1.5 years).  The Zencha will scout ahead to lay out new locations for highway stations which will be filled in later.  Delivery will happen 5 at a time with the Sailor's Mercy and a reserve jumpship jumping into undetectably-deep space, disgorging the Yi Bai, and then the Yi Bai and the reserve jumpship working on a 0/0 intercept with the primary.  (The fuel loads necessary for all this check out with medium size dropships.)

Most Zencha will be attached to the frontier fleet for scouting out new worlds for colonization, with two attached to each of the other fleets for use in other capacities.  Many of the Zencha will be called on periodically for tasks related to deliveries or scouting for the highway system.

Lagrange

  • Lieutenant
  • *
  • Posts: 1419
Re: Warship Arms Race - The In Character Stuff
« Reply #88 on: 05 July 2020, 16:48:29 »
Capellan Confederation 2400, Part II

Captain's Missions

There are four elements to the Capellan naval arsenal: The Lie Ren, Kuan Yin III, the Pallada III, and the Yi Bai.  Each of these is associated with a standard set of tactics which we review here.

Kuan Yin
Ranged Fire: Move just into range and then open fire with extreme range weapons.  This tactic is commonly useful against space stations or other immobile targets.

Oblique Assault: Advance into range of the NAC/20 arsenal at an oblique angle so that the Kuan Yin does not come to close.  This is potentially useful against warships with very large (and very short range) NACs.

Close Assault: Aim for a close pass dealing maximum damage.  As you pass, swivel to keep fire on the target as necessary.  This tactic can be useful against adversaries with weak close assault defenses.

High Speed Engagement: Make a pass at high speed dealing brutal damage quickly.  This tactic is rarely used but potentially useful against energy-heavy adversaries.

Retreat: The Kuan Yin's weapons layout makes a fighting retreat impossible.  Nevertheless, retreating is a reasonable option to attempt once significant attacks are no longer viable due to sustained battle damage.  It might even work if adversaries are distracted.

Transport: The Kuan Yin can carry and transport an enormous number of troops and vehicles.  In a standard deployment, associated smallcraft will carry troops and vehicles to the ground in multiple waves, and then disperse amongst the grounded troops to function in a maintenance and repair capacity.

Ortillery: The Kuan Yin can use energy weapons fire for ortillery to support ground combat elements.  This is straightforward and overwhelming although the lack of accuracy for ortillery makes use selective. 

Carrier: The Kuan Yin's large aerospace fighter complement can perform all the missions available to fighters.

Antifighter: The Kuan Yin can't be damaged by standard ASF scale weapons while retaining PPCs and naval lasers capable of targeting ASF.  In addition, the carrier complement can engage with ASF as needed.

Antimissile: The Kuan Yin's heavy point defense arrays can quench substantial missile fire.  This might destroy ~94 Barracuda's in an unlimited storm or about 36 with an expected one getting through.  When augmenting with 150 Dire Bears each with 16 small lasers, it climbes to ~543 Barracudas in a storm or about 150 Barracudas with an expected one getting through.

For each of these attack types, aerospace fighters can be deployed defensively, deployed offensively, or not deployed depending on circumstances.  Deployed offensively, coordinating fire so that capital weapons rip holes in naval armor while ASF exploit the weakness should allow enemy capital ships to be more quickly destroyed in a fleet engagement.

By default, the use of a Kuan Yin is straightforward: just keep the nose pointed at the enemy.  However, in a low intensity combat situation where there is time to shift orientation after taking damage against a single opponent, the Kuan Yin can expose the forward side aspect and use the thrust of the main engine to frustrate enemy targeting while keeping nose weapons on target until side armor is exhausted, then revert to attacking with the nose aspect.

Pallada
The Pallada has all the tactical flexibility of the Kuan Yin in naval combat with new tactics available as well.

Harry: Reach extreme range with zero relative velocity and then match course heading and thrust with an oppenent while constantly pouring fire into them.

Scout: The Pallada has excellent sensors allowing it to detect enemy combatants beyond normal ranges.

Lie Ren
The Lie Ren is designed for maximal use of the Harry tactic.  In addition, it can handle Scout, Ortillery, Antifighter, and Antimissile missions.  Often, the Lie Ren operates independent of any other ships using the highway network and jump circuits for logistical support.

Yi Bai
Yi Bai are potent due to the high-accuracy saturation missile attacks they can put out and low costs.  Nevertheless, they are virtually immobile in tactical combat, with their limited mobility typically focused on simply tracking enemy warships.  There are about three tactics associated with Yi Bai use.

Hedgehog: a fleet of Yi Bai have varying facings so that 1/3 face each direction.  The hedgehog formation is typically used when no enemy is known.

Point of fire: One or more enemy ships are approaching on a vector, so point in that direction.

High Speed engagement: If the Yi Bai start far enough away and have a known near-stationary target, they can (very slowly) accelerate to high speeds, attack, and then (very slowly) decelerate to rest.

The optimal choice of tactic of course depends on the situation for ship-to-ship combat.

Fleets
Every fleet action should include a LNCSS unit to support the fleet.  Typically this is a Pallada since the Lie Ren operate independently.

Fleet tactics generally need to be simple and use concentration of fire.  Since several of the ship to ship tactics are incompatible a fleet commander will need to choose one of them based upon the situation.  Where available, Yi Bai should be used to take the brunt of enemy attacks.  When Yi Bai are not available, the following advice holds for concentrated fleet actions:
TC: If missing the Yang Wei, use a Close Assault approach.  With just the Yang Wei, use Harry or Ranged tactics if possible.
FWL: Use Ranged Attack if possible targeting the Cyrus and Juliano first.  A Marik-only fleet is particularly vulnerable to Harry tactics.
FS: Use Close Assault unless its a Gladius-based fleet.  Against a Gladius-based fleet, use Ranged Fire.
TH: In a Constitution heavy fleet, use Ranged fire.  In an Iron Duke heavy Fleet, use close assault.  If there are Typhoons, try to use Oblique assault to stay out of the heavy NAC range.
Regardless of the above, the Lie Ren (and to a lesser extent the Pallada III) can use Harry tactics to damage or disrupt enemy fleets using Light Naval Gauss.

Top Secret: The Missions Rolodex
Operation Riposte
Ripose is a mission to counter an invasion from <x> and followup with a counter-invasion.  For example, Riposte FWL, counters an invasion from the FWL.  There are several independent components to an invasion response.

  • Elements of the merchant marine in these territories will be recalled via the highway system on a best-effort basis.
  • A fleet of Kuan Yin and Pallada will seek sufficient concentration to win a balance of forces, taking into account concentrations of Yi Bai and likely targets.  There are two variations here:

        Riposte-Spike <x>: the enemy has a large concentrated fleet, typically seeking existential damage.  In this case, calling in reserves from across the Confederation may be necessary before engagement.

        Riposte-Invasion <x>: the enemy is focused on taking worlds.  Using the heavy lift capability of the Kuan Yin and Pallada it should be possible to provide immediate relief to many attacked worlds with a superior concentration of naval firepower.  Alternatively, Riposte-Invasion creates a state of general war opening up attack on otherwise-uninvolved enemy worlds, with the intent of taking them over.  The exact approach used will depend on the details.

        An enemy may shift from Riposte-Invasion to Riposte-Spike or vice-versa, which may necessitate a shift in tactics.  The jump circuit should help in rapidly adjusting to changing tactics.
  • Zencha will deploy along plausible invasion paths, jumping out when a system is entered by a foreign force to provide information.
  • The jump reserve will deploy a warcircuit to the attacking nation to support counterattacks.
  • One Lie Ren will use the Highway network to conduct deep raids into enemy territory targetting shipyards, capitals, and industrial infrastructure.  Any fleets that oppose it will be harried so long as the Lie Ren can avoid damage and avoided otherwise so that the Lie Ren can continue to create havoc throughout the enemies core worlds indefinitely. 
  • The 5 Sailor's Mercy will load up with 25 Yi Bai II and jump towards the capital of the invading force using the highway network accompanied by 2 Zencha.  There, they will jump in-system beyond detection range (15AU, even with an LNCSS), unload their Yi Bai, and jump out.  The Yi Bai II and Zencha will use station-keeping drives to move in-system for a 0/0 intercept at the system primary with a goal of (essentially) taking a negotiation hostage.  The system transit here takes a typical 35 days with typical detection times a few days earlier. The Zencha provide both scouting and grav deck support so crew of the Yi Bai can rotate onto them daily for exercise.  About a week before arrival, the Zencha will cease decelerating and apply an orthogonal thrust to avoid an initial engagement.  After adding some orthogonal thrust, they will shut down their engines for a stealth approach to scout the primary before the Yi Bai arrive.

    A Lie Ren will jump in to support the Yi Bai fleet shortly before arrival.
  • A second Lie Ren will attempt to intercept any invasion forces and force them into combat.  Here, some damage to the Lie Ren is acceptable in pursuit of victory.  Retreating to avoid destruction and fight another day is nevertheless desirable.
The goal in all Riposte operations is to shift from defense to offense, with the exact details of offense varying substantially with the nation.  Offensive operations are meant to paralyze the enemy and take territory.  Offensive operations come in multiple sizes including Nibble, Bite, and Bite-and-Swallow.

Nibble involves invading a few worlds.
TC: Zanzibar, Bergtatt, Kern, Larsha
FS: Maharet and/or Lee and/or Mira, Mesartim, Almach
FWL: Berenson and/or Gomeisa, New Delos, and/or Calloway
TH: some of Ruchbah, Deneb Kaitos, Hean, Ankaa, New Florence

Bite involves invading more worlds which requires investment from multiple fleets of the CC.  Bite could involve targeting multiple possible nibbles and/or:
TC: Daol, Mendham, Yuris, Maldive, Non Diz, Corodiz
FS: Acala, Lacadon, Perkasie, Oli, Gallitzin or Avigait, Chouli, Aucara, He-Shi, Mandaree, Ashley
FWL: Oriente, Mosiro, Fletcher, Fujidera, Nam Dinh, Kwamashu, El Giza
TH: All of them, plus Addicks

Bite-and-Swallow involves invading a blocking set of worlds and then following up with invasions of secondary worlds behind the blocking set.  The general strategy here is to use Yi Bai II transported by Sailor's Mercy into a far-from-detection location, then accelerate for a 0/0 intercept with the blocking world (which takes about 35 days).  These will be joined by a warship carrying troops and vehicles as they near the world, fight off any naval resistance, then land troops.  Once the troops have succesfully suppressed major resistance, the Yi Bai will remain while the warship returns to the jump circuit for more troops to invade the secondary worlds.

TC: Special treatment (see below)
FS: Turko, Noh-Wan Honm, Kathil, Smolensk, Beten Kaitos and the worlds between them and the CC or New Syrtis, Kaitangata, Mordiallac, Kigamboni, Ogilvie, Fortymile, Namen, Stein's Folly, and the worlds between them and the CC.
FWL: Fujidera, Milnerton, Tintavel, Barlaston, Kearny, Yanchep, Bogrib, and the worlds between them and the CC.
TH: Special Treatment (see below)

Notes for specific possible adversaries:
TC: An invasion from the Taurian Concordat is considered extremely unlikely. 
TH: The LF-battery fleet of the Terran Hegemony does not assist with strategic speed beyond an initial sprint due to a lack of recharge stations.  Access to the highway system should still provide an edge to the CC in strategic speed beyond that initial sprint.  In Riposte-Spike, the primary goal is defending
FS: The FS's Achilles is a priority target due to its light naval gauss arrays.
Multiple opponents: An invasion from multiple opponents uses a response composed of the above elements, although the exact mixture varies.

Operation Lance
There is no Bite-and-Swallow plan for the TH.  The alternative for the TH is to transport 100 Yi Bai II into the Oort Cloud of Terra (via multiple back-and-forth trips), then thrust for a 0/0 intercept in system.  This force is slow enough that most of the TH fleet can be assembled to oppose it since it will be days between observation and reaching a 0/0 intercept.  It's large enough that a maximal effort is required for a successful combat and Terra (as a capital and given it's yards) is vital enough that combat must occur.  With one Lie Ren supporting, a massive battle will likely occur, the outcome of which is uncertain, except in the scale of destruction.  That's good enough for the CC---it means worlds can be invaded across a broad front.  The CC will generally avoid taking worlds bordering new nations to keep any surviving TH functioning as an effective buffer state.  This attack plan is generally discouraged unless Liao deems it absolutely necessary due to the strategic implications of removing an important buffer state.

Operation Bear Hug
Bear Hug is an operational plan to invade the TC for the purposes taking over the territory. 

Although Bear Hug uses many elements from the above a key new element is a clock which counts down to (approximately) the moment when an attack is observable by an opponent.  This moment is delayed as long as possible by using the highway network for secret transport and avoiding sending material until it's needed via the primary jump circuit and a war circuit.

The goal of Bear Hug is the wholesale incorporation of the Taurian Concordat into the confederation.  The primary obstacle to operation Bear Hug is the Federated Suns navy with the Taurian navy a secondary obstacle.

Executing Bear Hug requires months of preparation with 50 Yi Bai II pulled from reserves along with 7 Pallada (leaving each Kuan Yin fleet with 1), 14 Zencha (leaving each Kuan Yin fleet with 2), 3 Kuan Yin, and ships from the jump reserve creating a warcircuit through the Taurian Concordat.

Thee strategy is a modified bite-and-swallow with two key worlds in the first wave attack---Electra and Taurus, as well as secondary objectives consisting of border worlds: Shaunovan, Wrentham, Flintoft, Ridgebrook, Maia, and Merope.

Electra
Task force Electra, consisting of 1 Pallada and 2 Kuan Yin configured for transport and jumping into the L1 pirate point at T=0 days, eliminate naval resistance and begin a land invasion.

The reason why Electra is a key target is single-jump proximity to New Syrtis.  Controlling Electra keeps the Federated Suns from having easy territory to take and the in-system force presents an immediate threat to New Syrtis.  Hence, if the Federated Suns sends forces to interfere in the Taurian Concordat, forces from Electra may jump into and attack New Syrtis.

In addiiton, forces in Electra have single jump proximity to a wide range of systems.

Once the Electra system is secured 25 Yi Bai will be deployed in system to anchor the attack.

Taurus
At T=0, a Lie Ren will jump into the Taurus L1 jump point and begin reducing all naval elements which do not surrender.  Priority here is given to more mobile elements (like warships), but that will eventually turn to the naval stations.  The objective here is forcing a surrender and negotiations.  Once resistance is eliminated, the Lie Ren will be replaced by a Pallada with the Lie Ren stationing at Electra as a deterrent.

Second Wave
Once resistance on first wave worlds has been reduced, the Yi Bai II will remain on station to mop up any resistance while the warships proceed to invade a second wave of industrial worlds: Jansen's Hold, Illiushin, Pinard, New Vandenburg, and Macleod's Land using armies shipped in by the war circuit.  The second wave will function as a 'rolling invasion' with new worlds being invaded on a rolling basis as warships free up and armies are shipped in. 

Operation Flutter
Operation Flutter is for when the Federated Suns attacks the Taurian Concordat.  In this case, it's likely that the FS will be back looking for territory.  The likely targets of this are the Pleiades. Operation Flutter begins by offering aid to the Taurian Concordat in return for territory: Daol, Mendham, Non Diz, Yuris, Maldive, Corodiz, Zanzibar, Kern, Bergtatt, and Larsha.  These worlds are peripheral to the Taurian Concordat and improve the integrity of the Confederation.  In return, all of frontier fleet will assist the Taurian Concordat in resisting intrusion and the FS facing fleet will attack some FS worlds in a nibble or bite approach as a spoiler, the Sailor's Mercy will transport in Yi Bai to reinforce TC positions, and the TH facing fleet will attack Mira, Mesartim, and Almach as a further spoiler.  These attacks will happen near-simultaneously with forces then gathering at nodal points to resist counterattacks.  Unbeknownst to the Taurian Concordat, the attacks on the FS may proceed regardless of negotiation outcome (up to Liao). 

If the FS continues to attack and the TC does not negotiate, then the CC is likely to shift strategies when the FS penetrates the Flintoft to Mithron line.  The CC will attack the TC directly to capture the industrial worlds of the TC according to an abbreviated form of Operation Bear Hug (above).

Budget
Code: [Select]
                  Price Initial Scrap Sell Sell Price Maint. Offset Research     Produce M Cost R Cost Prod Cost Total cost        Final # Final $
Zencha                0.624 20               0.2         8.736                        8.736 Zencha          20 12.480
Jumpships        0.5 96                         4 24   2             26 Jumpships 100 50.000
S Dropship             0.3 30                          4.5                  4.5 S Dropship 30 9.000
M Dropship             0.5 20                          5          5 M Dropship 20 10.000
ASF                0.005 3720 310               0.1                                9.843                          9.843 ASF        3410 17.050  //The Aldebaran Aces continue elite-level funding, although there are many other ASF fighters not in the Aces now.
Smallcraft        0.01 1380 108                                  6.09          6.09 Smallcraft     1272 12.720
Yi Bai                0.105 515 240    75 7.125                      -175       -2.925         -18.375        -21.300 Yi Bai          25 2.625
Yi Bai II        0.273 0                   0.1       175 0.027    47.775         47.802 Yi Bai II 175 47.775
Habwr Diogel II      0.109 225                      -225     12.262 -24.525        -12.262 Habwr Diogel II 0 0.000
Habwr Diogel III     0.106 0                   0.1       300 0.011 31.8         31.811 Habwr Diogel III 300 31.800
Deep Habwr      0.065 110                      -110 3.575 -7.150         -3.575 Deep Habwr   0 0.000
Deep Habwr II      0.064 0                   0.1       215 0.006 13.760         13.766 Deep Habwr II 215 13.760
Sailor's Mercy      3.953 5                                 9.883          9.883 Sailor's Mercy   5 19.765
Lie Ren            11.47 0                   0.25         2 2.8675 22.94         25.808 Lie Ren           2 22.940
Kuan Yin III     9.208 0                   0.1        15 0.921 138.12        139.041 Kuan Yin III 15 138.120
Pallada III     8.103 0                   0.1        10 0.81 81.03         81.84 Pallada III 10 81.030
Kuan Yin II     9         14                       -14 63.000        -126.000        -63.000 Kuan Yin II   0 0.000
Pallada II     7.949 15      5 13                       -10 26.745 -79.490        -52.745 Pallada II   0 0.000

Balance
Budget                                 413
Remainder                                2.161
PPC                                    -30.78
Naval Gauss                            -30.78
Ferro-Carbide Armor                    -46.17
Upgrade Yard at Capella to L5          -50
Total costs                       -257.236
Remainder                                0.195

Edit: added fleet tactics

truetanker

  • Lieutenant Colonel
  • *
  • Posts: 9951
  • Clan Hells Horses 666th Mech. Assualt Cluster
Re: Warship Arms Race - The In Character Stuff
« Reply #89 on: 07 July 2020, 17:46:58 »
( Placeholder until current computer fixed, sorry. The GM's know what to do.   ;D )

TT
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