Author Topic: Warship Arms Race - The In Character Stuff  (Read 22495 times)

Jester Motley

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Re: Warship Arms Race - The In Character Stuff
« Reply #90 on: 07 July 2020, 19:17:25 »
FedSuns Turn 6
[Edit: Adding the Gladius refit info]

Apologies, time is limited this month, major re-org at work happened.  I wanted to write some fluff for the emergence of a ship I've been waiting to build since before turn 1, the Athena, but maybe I can get some time later this week.  Quick synopsis-  She's a true Ship-of-the-Line, designed to go nose to tail line/wall (2d/3d) with broadside direct fire, and missiles using the arc advantage, to get front/aft/BS all on target when in the sweet-spot, or using the front/aft to support her sisters in the line of battle.  The Athena is the recognition of the FS that war has come, and its time for dedicated warships whose beginning and ending mission is "full scale war."

(I already had the design, so could easily post the Athena.  I'll fix the stations when I can, but for now just assume the weapons on the broadsides are non-operational and I'll pay the mass penalty til I can post revised stats.)

Federated Suns Turn report

Code: [Select]
Federated Suns Turn report:   
Turn:                          6                             
Turn Date:                    2400                                                                                                                                                                                                                                                                                                                                     
Fiscal:                       
Base Budget:                  398000                       
Carryover From previous turn: 23136                         
Bonus/Loss:                    0                             
Total Budget for turn:        421136                       
Maintenance:                  205925                       
Research:                      104227.2                     
New Aquisitions:              67699.25                     
Yard Additions/Upgrades:      60000                         
Surplus for next turn/Warchest -16715.45                                                                                                                                                                                                                                                                     
Research:                      XL Fusion                     
Large Dropships                                                                                                                                       
Existing 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          0         
Layover                        1          1          1         
New Syrtis                    1          1                   
Yard upgrades/moves:                                                                                                                                                               
Upgrade LV5->6                1                              Delevan                       
End of Turn Yards:                       
                                                                                                                           
Planet                        L1        L2        L3        L4        L5        L6        L7        L8        L9        L10        Castles Brian                 
TOTAL                          3          3          2          0          0          1          0          0          0          0          0                             
Delevan                        1          1          1          0          0          1         
Layover                        1          1          1                   
New Syrtis                    1          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                        5                              5                                                                                         
                              JumpShip                      0                              35                                                                                                                                                         
Warships:                     
New Designs                    Built this Turn:             

Athena (BB/Ship of the Line)  2                             
                                                                           
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                                7                                7                                0                                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 0                                0                                3                                3                                0                                                                                                                               
Achilles-B-A1 (Cruiser)            0                                0                                6                                6                                0                               
Parapet Defense Satellite          150                                0                                150                                300                                0                               
Epee (Heavy Frigate)                2                                0                                3                                5                                0                               
Bolo (Heavy Destroyer)              0                                0                                4                                4                                0                               
Javelin (Light Cruiser)            0                                0                                2                                2                                0                               
Athena (BB/Ship of the Line)        2                                0                                0                                2                                0                                 
Beholder Packet Ship                8                                0                                8                                16                                0                                                               
Refits:                                                                                                                                                       
Gladius-B-A1 (Destroyer)      0                                7                                                                7                                0                               


New Vessels and designs:

Athena class Ship-of-the-Line (Battleship)
Code: [Select]
Class/Model/Name: Athena (BB/Ship-of-the-line)
Tech: Inner Sphere
Ship Cost: $12,292,524,000.00
Magazine Cost: $114,000,000.00
BV2: 168,409

Mass: 1,400,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Ferro-Carbide
Armament:
60 Capital Launcher White Shark
60 Capital Launcher Barracuda
100 Laser Small
16 PPC
4 Naval Gauss Rifle Heavy
8 Naval Gauss Rifle Light
16 Naval PPC Heavy
24 Naval Laser 55
Class/Model/Name: Athena (BB/Ship-of-the-line)
Mass: 1,400,000

Equipment: Mass
Drive: 252,000.00
Thrust
Safe: 3
Maximum: 5
Controls: 3,500.00
K-F Hyperdrive: Compact (28 Integrity) 633,500.00
Jump Sail: (6 Integrity) 100.00
Structural Integrity: 150 210,000.00
Total Heat Sinks: 4154(8308) Double 3,400.00
Fuel & Fuel Pumps: 12500 points 5,100.00
Fire Control Computers: 2,552.50
Armor: 3450 pts Ferro-Carbide 4,200.00
Fore: 600
Fore-Left/Right: 600/600
Aft-Left/Right: 600/600
Aft: 450

Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 6 300.00
Medium: 0.00
Large: 0.00
Escape Pods: 60 420.00
Life Boats: 60 420.00

Crew And Passengers:
87 Officers in 1st Class Quarters 870.00
238 Crew in 2nd Class Quarters 1,666.00
192 Gunners and Others in 2nd Class Quarters 1,344.00
216 Bay Personnel 0.00
36 1st Class Passengers 360.00

# Weapons Loc Heat Damage Range Mass
15 Capital Launcher White Shark Nose 225 450 (45-C) Extreme-C 1,800.00
15 Capital Launcher Barracuda Nose 150 300 (30-C) 1,350.00
25 Laser Small Nose 25 75 (7.5-C) 12.50
4 PPC Nose 40 40 (4-C) 28.00
1 Naval Gauss Rifle Heavy FR 18 300 (30-C) 7,000.00
2 Naval Gauss Rifle Light FR 18 300 (30-C) 9,000.00
4 Naval PPC Heavy FR 900 600 (60-C) 12,000.00
6 Naval Laser 55 FR 510 330 (33-C) 6,600.00
15 Capital Launcher White Shark RBS 225 450 (45-C) 1,800.00
15 Capital Launcher Barracuda RBS 150 300 (30-C) 1,350.00
25 Laser Small RBS 25 75 (7.5-C) 12.50
4 PPC RBS 40 40 (4-C) 28.00
1 Naval Gauss Rifle Heavy AR 18 300 (30-C) 7,000.00
2 Naval Gauss Rifle Light AR 18 300 (30-C) 9,000.00
4 Naval PPC Heavy AR 900 600 (60-C) 12,000.00
6 Naval Laser 55 AR 510 330 (33-C) 6,600.00
1 Naval Gauss Rifle Heavy FL 18 300 (30-C) 7,000.00
2 Naval Gauss Rifle Light FL 18 300 (30-C) 9,000.00
4 Naval PPC Heavy FL 900 600 (60-C) 12,000.00
6 Naval Laser 55 FL 510 330 (33-C) 6,600.00
15 Capital Launcher White Shark LBS 225 450 (45-C) 1,800.00
15 Capital Launcher Barracuda LBS 150 300 (30-C) 1,350.00
25 Laser Small LBS 25 75 (7.5-C) 12.50
4 PPC LBS 40 40 (4-C) 28.00
1 Naval Gauss Rifle Heavy AL 18 300 (30-C) 7,000.00
2 Naval Gauss Rifle Light AL 18 300 (30-C) 9,000.00
4 Naval PPC Heavy AL 900 600 (60-C) 12,000.00
6 Naval Laser 55 AL 510 330 (33-C) 6,600.00
15 Capital Launcher White Shark Aft 225 450 (45-C) 1,800.00
15 Capital Launcher Barracuda Aft 150 300 (30-C) 1,350.00
25 Laser Small Aft 25 75 (7.5-C) 12.50
4 PPC Aft 40 40 (4-C) 28.00
Ammo Rounds Mass
Naval Gauss Rifle Heavy Ammo 1600 800.00
Naval Gauss Rifle Light Ammo 3200 640.00
Capital Launcher Barracuda Ammo 600 18,000.00
Capital Launcher White Shark Ammo 600 24,000.00
Equipment Mass
None
# Cargo and Bays Mass
24 Bay Small Craft 4,800.00
48 Bay Fighter 7200
71000 Cargo, Standard 71000


Gladius-B-A1 (DD- Fleet Defense) refit
Code: [Select]
Class/Model/Name: Gladius-B-A1 (Fleet/Defense Destroyer)
Tech: Inner Sphere
Ship Cost: $6,716,714,000.00
Magazine Cost: $58,100,000.00
BV2: 61,030

Mass: 450,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Ferro-Carbide
Armament:
16 Naval Laser 55
10 Naval AC 35
10 Capital Launcher Killer Whale
40 PPC
80 Laser Small
8 Naval Laser 35
8 Capital Launcher Barracuda
Class/Model/Name: Gladius-B-A1 (Fleet/Defense Destroyer)
Mass: 450,000

Equipment: Mass
Drive: 81,000.00
Thrust
Safe: 3
Maximum: 5
Controls: 1,125.00
K-F Hyperdrive: Compact (11 Integrity) 203,625.00
Jump Sail: (4 Integrity) 53.00
Structural Integrity: 100 45,000.00
Total Heat Sinks: 2097(4194) Double 1,650.00
Fuel & Fuel Pumps: 7500 points 3,060.00
Fire Control Computers: 5,926.00
Armor: 780 pts Ferro-Carbide 900.00
Fore: 130
Fore-Left/Right: 130/130
Aft-Left/Right: 130/130
Aft: 130

Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 0.00
Medium: 0.00
Large: 0.00
Escape Pods: 25 175.00
Life Boats: 25 175.00

Crew And Passengers:
35 Officers in 1st Class Quarters 350.00
100 Crew in 2nd Class Quarters 700.00
72 Gunners and Others in 2nd Class Quarters 504.00
0 Bay Personnel 0.00
1st Class Passengers 0.00
0 2nd Class Passengers 0.00
Steerage Passengers 0.00
# Weapons Loc Heat Damage Range Mass
3 Naval Laser 55 Nose 255 165 (16.5-C) Extreme-C 3,300.00
2 Naval AC 35 Nose 240 700 (70-C) Medium-C 8,000.00
2 Capital Launcher Killer Whale Nose 40 80 (8-C) Extreme-C 300.00
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 35 FR 104 70 (7-C) Long-C 1,400.00
2 Capital Launcher Barracuda FR 20 40 (4-C) Extreme-C 180.00
5 PPC FR 50 50 (5-C) Medium 35.00
10 Laser Small FR 10 30 (3-C) Short-PDS 5.00
5 Naval Laser 55 RBS 425 275 (27.5-C) Extreme-C 5,500.00
3 Naval AC 35 RBS 360 1050 (105-C) Medium-C 12,000.00
3 Capital Launcher Killer Whale RBS 60 120 (12-C) Extreme-C 450.00
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 35 AR 104 70 (7-C) Long-C 1,400.00
2 Capital Launcher Barracuda AR 20 40 (4-C) Extreme-C 180.00
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 35 FL 104 70 (7-C) Long-C 1,400.00
2 Capital Launcher Barracuda FL 20 40 (4-C) Extreme-C 180.00
5 PPC FL 50 50 (5-C) Medium 35.00
10 Laser Small FL 10 30 (3-C) Short-PDS 5.00
5 Naval Laser 55 LBS 425 275 (27.5-C) Extreme-C 5,500.00
3 Naval AC 35 LBS 360 1050 (105-C) Medium-C 12,000.00
3 Capital Launcher Killer Whale LBS 60 120 (12-C) Extreme-C 450.00
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 35 AL 104 70 (7-C) Long-C 1,400.00
2 Capital Launcher Barracuda AL 20 40 (4-C) Extreme-C 180.00
5 PPC AL 50 50 (5-C) Medium 35.00
10 Laser Small AL 10 30 (3-C) Short-PDS 5.00
3 Naval Laser 55 Aft 255 165 (16.5-C) Extreme-C 3,300.00
2 Naval AC 35 Aft 240 700 (70-C) Medium-C 8,000.00
2 Capital Launcher Killer Whale Aft 40 80 (8-C) Extreme-C 300.00
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 AC 35 Ammo 500 500.00
Capital Launcher Killer Whale Ammo 200 10,000.00
Capital Launcher Barracuda Ammo 200 6,000.00
Equipment Mass
None
# Cargo and Bays Mass
22500 Cargo, Standard 22,500.00


AFFS Ship Names, 2400-2410
Code: [Select]
AFFS Naval Vessels by Class and Design: 2400-2410 Fallen:
Athena (BB/Ship-of-the-Line) 2
Athena
Morrígan
Achilles (Cruiser) 6
Achilles
Ajax
Leander
Orion
Amphion
Cuchulainn
Javelin (Light Cruiser) 2
Javelin
Pike
Bolo (Heavy Destroyer) 4
Nike
Zelus
Kratos
Dysnomia
Gladius-B-A1 (Destroyer/Defense) 7
Gladius
Kukri
Tanto
Seax
Messer
Sai
Billao
Hornet (Light Carrier) 3
Hornet
Wasp
Yellowjacket
Epee (Heavy Frigate) 5
Riposte
Appel
Balaestra
Botta Segrete
Croise
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)
Beagle
« Last Edit: 13 July 2020, 23:04:22 by Jester Motley »

kindalas

  • Warrant Officer
  • *
  • Posts: 463
Re: Warship Arms Race - The In Character Stuff
« Reply #91 on: 14 July 2020, 14:23:19 »
Lyran Commonwealth, Turn Beginning 2400

Code: [Select]
Lyran Commonwealth, Turn Beginning 2400 Value/Cost
Funds: $3,237.05
Revenue: $417,000.00
Shipyards: Alarion: 4/2/2 $140,000.00
New Kyoto:  0/2 $45,000.00
Tamar: 0/2 $45,000.00
Warships:  Heimdallr 1b 7 $65,009.00
Snotra 1a 8 $38,544.00
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 1485 $14,850.00
Fighters: 2800 $14,000.00
Assets: $1,084,632.05


Expenses Number Cost
Maintenance $217,197.50
Scrap: Tartarus $(236.25)
Repair $12,000.00
R&D: Naval Gauss $31,020.00
Prototype: Skeggøx Troop Transport $2,852.25
Prototype: Angler Heavy Picket $2,080.00
Prototype: Snotra II $480.90
Refit: Snotra 1a -> Snotra II $-   
Production:  Heimdallr 1b 1 $9,287.00
Production:  Rán Customs Station 0 $-   
Production:  Nehalennia Tender 0 $-   
Production:  Nehalennia Transport 0 $-   
Production:  Marsden Defense Station 0 $-   
Production:  Mjolnir NAC 0 $-   
Production:  Mjolnir NPPC 0 $-   
Production:  Angler Heavy Picket 4 $33,280.00
Production:  Hermóðr Messenger 8 $5,216.00
Production:  Skeggøx Troop Transport 4 $45,636.00
Alarion 2>3 *2 $30,000.00
Move Lvl 3 to Tharkad $15,000.00
Move Lvl 3 to Odessa $15,000.00
Jumpship Production: $500.00 0 $-   
Dropship Production: Light $300.00 0 $-   
Small Craft: $10.00 15 $150.00
Fighters: $5.00 250 $1,250.00
Total: $420,213.40



Lyran Commonwealth, Turn Ending 2410 Value/Cost
Funds: $23.65
Shipyards: Alarion: 4/0/2 $140,000.00
New Kyoto:  0/2 $45,000.00
Tamar: 0/2 $45,000.00
Tharkad: 0/0/1 $60,000.00
Odessa: 0/0/1 $60,000.00
Warships:  Snotra II 8 $38,472.00
Heimdallr 1b 8 $74,296.00
Mjolnir NAC 4 $44,440.00
Mjolnir NPPC 4 $44,120.00
Skeggøx Troop Transport 4 $45,636.00
Angler Heavy Picket 4 $33,280.00
Jumpships:  Nehalennia Tender 4 $15,832.00
Nehalennia Transport 36 $64,332.00
Hermóðr Messenger 42 $27,384.00
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: 3050 $15,250.00
Assets: $879,165.65

Skeggøx Troop Transport

With the adoption of the Fast Fleet Doctrine the LCN was faced with the problem of a Fleet that could outpace the Army.

The Skeggøx Troop Transport was the solution to this problem and a sign that the Navy was committed to the Age of War Doctrine presented by Archon Marsden.

Twelve infantry regiments, three light tank regiments, a heavy tank regiments and a single Mech regiment were to be deployed directly from the Skeggøx's massive troop bays.

Supporting these ground forces were 160 landing craft and six aerospace fighter regiments.

While the Skeggøx was not designed for combat it was still armed with more firepower then the Heimdallr and as much armor as its frame could handle.

To further increase the protection for the 40,000 troops that the Skeggøx carries a lithium-fusion battery was included along with a comprehensive secondary weapons array surrounding the vessel in a bubble of protection.

To ensure the health of the crew eight large gravdecks were installed along with over a thousand Life Boats.

To supplement the 36,000 infantry there were expanded billets for 6048 marines.

The Skeggøx Troop Transport should never enter into a combat situation, its doctrinal requirements read like the ones given to the Captains of the Nehalennia Transports that continue to move the bulk of the Army to their targets.

Because of the extremely high number of troops that billet on the Skeggøx it is the only ship in the fleet with an LCAf Liaison as part of the command staff.

Code: [Select]
Skeggøx Troop Transport
Mass: 750,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2400
Mass: 750,000
Battle Value: 77,903
Cost: 11,408,610,000 C-bills

Fuel: 4,000 tons (10,000)
Safe Thrust: 1
Maximum Thrust: 2
Sail Integrity: 5
KF Drive Integrity: 16
Heat Sinks: 6,112
Structural Integrity: 60

Armor
    Nose: 118
    Fore Sides: 130/130
    Aft Sides: 130/130
    Aft: 118

Cargo
    Bay 1:  Fighter (324)           8 Doors   
    Bay 2:  Small Craft (160)       2 Doors   
    Bay 3:  Mech (108)              1 Door   
    Bay 4:  Heavy Vehicle (108)     1 Door   
    Bay 5:  Light Vehicle (324)     1 Door   
    Bay 6:  Infantry 36,288 Troops  1 Door   
    Bay 7:  Cargo (50,711 tons)     1 Door   

Ammunition:
    3,200 rounds of Machine Gun ammunition (16 tons),
    160 rounds of NAC/30 ammunition (128 tons),
    1,344 rounds of LRM 20 ammunition (224 tons)

Dropship Capacity: 0
Grav Decks: 8 (240 m, 240 m, 240 m, 240 m, 240 m, 240 m, 240 m, 240 m)
Escape Pods: 0
Life Boats: 1,050
Crew:  45 officers, 150 enlisted/non-rated, 74 gunners, 40436 bay personnel, 6048 marines

Notes: Equipped with
    lithium-fusion battery system
    1 Naval Comm-Scanner Suite (Large)
900 tons of ferro-carbide armor.

Weapons:                             Capital Attack Values (Standard)
Arc (Heat)                       Heat  SRV     MRV     LRV      ERV    Class       
Nose (320 Heat)
20 LRM 20                        120  24(240) 24(240) 24(240)   0(0)   LRM         
    LRM 20 Ammo (1440 shots)
20 Machine Gun                    0   4(40)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (160000 shots)
20 PPC                           200  20(200) 20(200)  0(0)     0(0)   PPC         
FRS/FLS (1,208 Heat)
4 Naval PPC (Heavy)              900  60(600) 60(600) 60(600) 60(600)  Capital PPC
2 Naval Autocannon (NAC/30)      200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (40 shots)
8 LRM 20                         48   10(96)  10(96)  10(96)    0(0)   LRM         
    LRM 20 Ammo (576 shots)
6 PPC                            60   6(60)   6(60)    0(0)     0(0)   PPC         
RBS/LBS (320 Heat)
20 LRM 20                        120  24(240) 24(240) 24(240)   0(0)   LRM         
    LRM 20 Ammo (1440 shots)
20 Machine Gun                    0   4(40)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (160000 shots)
20 PPC                           200  20(200) 20(200)  0(0)     0(0)   PPC         
ARS/ALS (1,208 Heat)
4 Naval PPC (Heavy)              900  60(600) 60(600) 60(600) 60(600)  Capital PPC
2 Naval Autocannon (NAC/30)      200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (40 shots)
8 LRM 20                         48   10(96)  10(96)  10(96)    0(0)   LRM         
    LRM 20 Ammo (576 shots)
6 PPC                            60   6(60)   6(60)    0(0)     0(0)   PPC         
Aft (320 Heat)
20 LRM 20                        120  24(240) 24(240) 24(240)   0(0)   LRM         
    LRM 20 Ammo (1440 shots)
20 Machine Gun                    0   4(40)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (160000 shots)
20 PPC                           200  20(200) 20(200)  0(0)     0(0)   PPC         


Angler Heavy Picket

The transition to the Fast Fleet Doctrine left room for a defensive picket vessel. A role that the Mjolnir had originally been able to fufil as part of its design profile. When keeping a lithium-fusion battery equipped Mjolnir in critical systems turned out to be cost prohibited a new vessel was developed to defend the Lyran Shipyards.

The Angler Heavy Picket shares many of its primary KF components with the Mjolnir but it has a heavier structure and a more powerful transit drive.

The cost of these incrases resulted in 12 guns to a side, instead of 16, a miniscule cargo fraction and a very limited array of support craft.

The Angler maintained a healthy secondary armament and a compliment of over 300 marines to fight off boarding parties.

The limitations placed on the Angler lets it excel in a defensive role where an interception jump can place it anywhere an invading fleet doesn't want while limiting its offesive legs keeping the vessels from being diverted to the front lines and away from the critical infrastructre that they were built to defend.


Code: [Select]
Angler Heavy Picket
Mass: 750,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 750,000
Battle Value: 216,819
Tech Rating/Availability: E/X-X-X-F
Cost: 8,320,238,000 C-bills

Fuel: 1,000 tons (2,500)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 5
KF Drive Integrity: 16
Heat Sinks: 3,008
Structural Integrity: 170

Armor
    Nose: 271
    Fore Sides: 400/400
    Aft Sides: 400/400
    Aft: 271

Cargo
    Bay 1:  Small Craft (6)         3 Doors   
    Bay 2:  Fighter (18)            9 Doors   
    Bay 3:  Cargo (1802.0 tons)     1 Door   

Ammunition:
    240 rounds of NAC/30 ammunition (192 tons),
    96 rounds of LRM 20 ammunition (16 tons)

Dropship Capacity: 0
Grav Decks: 2 (240 m, 240 m)
Escape Pods: 98
Life Boats: 0
Crew:  41 officers, 154 enlisted/non-rated, 47 gunners, 66 bay personnel, 336 marines

Notes: Equipped with
    1 Naval Comm-Scanner Suite (Large)
2,550 tons of ferro-carbide armor.

Weapons:                         Capital Attack Values (Standard)
Arc (Heat)                   Heat  SRV     MRV     LRV      ERV    Class       
Nose (94 Heat)
10 Small Laser               10   3(30)    0(0)    0(0)     0(0)   Point Defense
6 PPC                        60   6(60)   6(60)    0(0)     0(0)   PPC         
4 LRM 20                     24   5(48)   5(48)   5(48)     0(0)   LRM         
    LRM 20 Ammo (288 shots)
FRS/FLS (470 Heat)
2 Naval Autocannon (NAC/30)  200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (20 shots)
2 Naval Autocannon (NAC/30)  200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (20 shots)
10 Small Laser               10   3(30)    0(0)    0(0)     0(0)   Point Defense
6 PPC                        60   6(60)   6(60)    0(0)     0(0)   PPC         
RBS/LBS (470 Heat)
2 Naval Autocannon (NAC/30)  200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (20 shots)
2 Naval Autocannon (NAC/30)  200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (20 shots)
10 Small Laser               10   3(30)    0(0)    0(0)     0(0)   Point Defense
6 PPC                        60   6(60)   6(60)    0(0)     0(0)   PPC         
ARS/ALS (470 Heat)
2 Naval Autocannon (NAC/30)  200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (20 shots)
2 Naval Autocannon (NAC/30)  200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (20 shots)
10 Small Laser               10   3(30)    0(0)    0(0)     0(0)   Point Defense
6 PPC                        60   6(60)   6(60)    0(0)     0(0)   PPC         
Aft (94 Heat)
10 Small Laser               10   3(30)    0(0)    0(0)     0(0)   Point Defense
6 PPC                        60   6(60)   6(60)    0(0)     0(0)   PPC         
4 LRM 20                     24   5(48)   5(48)   5(48)     0(0)   LRM         
    LRM 20 Ammo (288 shots)



Snotra II

Officially splitting the LCN into two fleet types, the defensive slow fleet lead by the Angler Heavy Picket gave life to the languishing Snotra Deterrance Frigates who had been place in the refitted Fast Fleet that had come to define the LCN.

The long awaited refit of the class saw the expected upgrades to the vessels armor to the new Ferro Carbine Composites but under the skin many changes took place.

The Naval PPC was a signature of the LCN from its inception, but with the success of the Mjolnir with its extreme broadsides of Naval Autocannons a new philosophy was emerging and the Snotra found its NPPC Battery replaced with the same quad turrets of the Mjolnir. The Barracuda missiles were upgraded to White Shark tubes because of their dramatically improved ability to damage delicate components under the increasingly thick layers of armor that enemy fleets were being deployed with.

The massive gravdecks that were first developed for the Heimdallr were replaced with a pair of compact decks that greatly reduced the Snotra's profile and the vessels impressive transit drives remained despite considerable debate aimed at limiting the vessels to only 4 gravities of acceleration.

Finally the cramped and generally unsafe infantry bays were replaced with quarters for 140 marines, this made room to double the compliment of Shu fighters carried by the Snotra and allowed for a reduction in Small Craft to provide space for consumables for the vessels shorter patrol envelope.
 


Code: [Select]

Snotra II
Mass: 240,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 240,000
Battle Value: 84,857
Tech Rating/Availability: E/X-X-X-F
Cost: 4,808,650,000 C-bills

Fuel: 500 tons (2,500)
Safe Thrust: 6
Maximum Thrust: 9
Sail Integrity: 4
KF Drive Integrity: 7
Heat Sinks: 600
Structural Integrity: 60

Armor
    Nose: 70
    Fore Sides: 60/60
    Aft Sides: 50/50
    Aft: 34

Cargo
    Bay 1:  Small Craft (6)         2 Doors   
    Bay 2:  Fighter (36)            6 Doors   
    Bay 3:  Cargo (2223.0 tons)     1 Door   

Ammunition:
    80 rounds of White Shark ammunition (80 tons),
    80 rounds of NAC/30 ammunition (1.6 tons)

Dropship Capacity: 0
Grav Decks: 2 (65 m, 65 m)
Escape Pods: 0
Life Boats: 20
Crew:  20 officers, 73 enlisted/non-rated, 26 gunners, 102 bay personnel, 140 marines

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

Weapons:                                      Capital Attack Values (Standard)
Arc (Heat)                                Heat  SRV     MRV     LRV      ERV    Class       
Nose (410 Heat)
10 Small Laser                            10   3(30)    0(0)    0(0)     0(0)   Point Defense
2 Naval Autocannon (NAC/30)               200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (40 shots)
2 Naval Autocannon (NAC/30)               200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (40 shots)
FRS/FLS (70 Heat)
4 Capital Missile Launcher (White Shark)  60   12(120) 12(120) 12(120) 12(120)  Capital Missile
    White Shark Ammo (40 shots)
10 Small Laser                            10   3(30)    0(0)    0(0)     0(0)   Point Defense
RBS/LBS (10 Heat)
10 Small Laser                            10   3(30)    0(0)    0(0)     0(0)   Point Defense
ARS/ALS (10 Heat)
10 Small Laser                            10   3(30)    0(0)    0(0)     0(0)   Point Defense
Aft (10 Heat)
10 Small Laser                            10   3(30)    0(0)    0(0)     0(0)   Point Defense



GermanSumo

  • Sergeant
  • *
  • Posts: 188
Re: Warship Arms Race - The In Character Stuff
« Reply #92 on: 15 July 2020, 16:33:04 »
Rim Worlds Republic, "First Steps"


Apollo Military Academy (12.07.2399), Apollo, Outside of Terra Prime, biggest Auditorium "Soup Bowl"

The Auditorium is filled with the class of 3399. Several hundreds of graduated Pilots, Crews and Ship personel sit in rows in their parade uniforms. Lots of Apollos media is also present along with the current govenor, the representative of the Roe Weapons System and of course the Commanding Officers of the ground forces and the navy compartment that defends main Rimworld colony. The graduation speech of the newly appointed Rear Admiral Konstantin van Farch was awaited with anxious anticipation. Konstantin van Farch had been an instructor of the AMA for the last decades after his warship career had been cut short due to an unfortunate accident on one of the then newly christended Vittoria Block Is. He had always been sharp and outspoken of his political and strategic views which made him unwelcome at best with the admiralty and the Rim World leadership. Despite this and his open criticism he had been promoted him to head the most important naval academy for the Republic but this post could be taken away as soon as tomorrow. Until this point though, his academic teachings and the test regime he had implemented were well respected throughout the vast reaches not only of the “Four Corners Region” but also well beyond. In the two decades of him working on the curriculum, the naval part of the Apollo Military Academy had been one of the best and respected Academy whose reputation rivaled the academies on Terra.

The whispering and murmuring stops as a small, hunched figure slowly enters the main stage. A life in space took its toll on the frail body. The man had a crude and ancient leg replacement where his right leg would be. A crutch helped him maintain his balance under planetary gravitation. He slowly limped to the single speakers desk where a chair was waiting for him. The lights in the big auditory went out and only a single beam of light focussed on that desk. Van Farch sits down on the chair. The first thing he does is to pull out a cigar and light it. Before looking into the darkened auditorium in front of him. He takes a deep breath and exhales a clould of cigar smoke (University rumor has it that van Farch smoked everywhere. Even on the ships he commands or enters in space). He leans slightly forward to speak into the several microphones. His voice is a smoky rasp and you can hear the iron undertone of somebody used to command a group.

"Class of 99... congratulations on your results. You all are now full members of the Taurian Naval Forces in varying positions" a slight smile suddenly appears on the otherwise stern face "may god help us all for this. Only i know the true depth of despair the Naval Forces have to need YOU to fill the ranks!" The graduates laugh a bit... they know their old head instructors humor all too well. Some other attendees and younger students who never learned under the "Old Man" gasp from hearing this. "Some of you may expect a lengthy speech of tradition and honor and the need to protect the state and some other bullshyte from me at this point. You graduates know me better. I put you through hell and back with my testing and command style. No such shyte this year. I have something else prepared for everybody..." a big overhead projector springs to life and transmitts giant pictures on the wall behind the rear admiral. "Here, ladies and gentlemen, you see the fleet strengths of the the Lyran Commonwealth... or what we know of them... their fleet power is considerably stronger in their 2 fleets currently operating on our border than what we have. Also take in consideration that their tech base is further ahead of us. They just have many many more systems to sustain their navy compared to us. And OUR great Admiralty decided, it would be a great idea to colonize our realm TOWARDS this power. To step on their toes and make them strongly aware that we are here.   What happened then was quite easy to foresee. They came knocking at our door. And their knocking was powerful enough to give us a bloody nose. Ladies and Gentlemen… I must emphasize this. The Lyrans have bigger ships, more ships and they can DOUBLEJUMP before needing to fight. Why did our state go and step on their proverbial toes? We have more than enough issues defending and policing our territories while helping our allies to beat back an agressive Combine.
Ladies and Gentlemen, our nations colonies are some of the youngest in space. We worked hard and dilligently to build us up to where we are. From a band of slavers and criminals we became a thriving Republic. We have many more stars ahead of us that we can settle without butting heads with anybody. We expect billions of refugees searching known space for a safe haven in the coming decades… But the recent administration politics endanger all these prospects. Now... i am no politician. I am a military instructor and planner. I might criticize my government but ultimatly i will do what they tell me to do as long as it is constitutional. But i can suggest something... and suggest i will do now!" He makes a break after this small speech, letting the audience think about his words. Van Farch takes several deep breaths with his cigar, clouding the stage in some smoke. He finally continues. "Our fleet deployment must change. We need to keep a strong force gathered and well trained to repel attacks as we can. We need more of our Ichnilatis Corvettes to scout the unknown for threats, pirates and potential wealths. The fleet must be retrained from offensive to defensive actions. As commanding admiral of the navy i would be willing to invest up to 20% of our budget into efforts to support the founding of new colonies and a force to protect a fleet to support a major effort to colonize away from the Lyrans! We need to trade more, we need to produce more, we need to harvest more. THEN we can think about ddoing more than helping our allies.
Our Republic is renowned for our ability to adapt and overcome. Let us use that to our advantage, ladies and gentlemen. I suggest we invest heavily in fighters, dropships, jumpships, colonies and our economy. Not ships of the line, not right now. They cost us more than we can afford right now. These plans and suggestions are available in detail at my public domain right now. Im not a revolutionary... i am an advisor and i have a mission i will fullfil. To give new and well trained officers and crews to the RWR navy. I am proud i am allowed to do that. And now... CLASS OF 01... AAAAAAAATTENTION!!!!!" The majority of the auditorium stands up as one man at the sound of van Farchs words. "Your new orders and deployments will be posted in your personal tablets. Deployment begins late evening as of tomorrow. Until then the order is as following: RELAX AND ENJOY. .... Make our nation proud, boys and girls. DISMISSED!!!" With these words the lights in the auditorium switch on again. The newly commissioned crews and officers start a short HOORAY-chant. The military and political leaders look very thoughtful, some angry at the man who just held this speech, the media makes some more pictures of the chanting and celebrating students... and a small, hunched, limping figure can be seen slowly moving his broken body back from the auditorium.

Nowy Mazyr (18.10.2404), Csesztreg, Public Park
Van Farch pulled his long coat around him to warm himself some more. Of course he had been fired from his position by forcing him to retire. The First Consul and his Commanding Admiral didn’t take lightly to criticism. In the old times he would have just been shot. Today he was retired, given a small pension and a ticket to any world inside the realm of his choosing. The decision was simple. His leg prevented him from permanently staying on most planets. But Csesztregs gravity was well below 1 g. And the climate was to his liking. His family line descended from Sami people. Cold had always been preferable to warm, lush summers for him. As a final insult to him the Republican Navy issued a small apartment in one of the downtrodden miner complexes that dotted the surface of Csesztreg to him. In an equally downtrodden, bleak town. He was allowed to keep his trusted, powerful portable which held the data of many test and simulations which had made even good, experienced officers cringe during his days as head instructor. Without access to most of the databases of course. So he sat nearly every day outside on one of the concrete benches in an effort to keep his mind trained and sharp and not making him go nuts with boredom. Since his retirement he stopped watching any kind of news media which wasn’t very hard in the place he had found himself in. His neighbours never cared for him as they did their back breaking work in the mines and the few hardened females populating the area couldn’t stand his bluntness and solitary character. Thus he was sitting outside a good part of the day in the cold wind, smoking his cigars, drinking tea or coffee from a thermocup and running simulations for a navy which didn’t want him anymore.
“Damn, its nearly as cold as on Arcturus here” he heard a womans voice. Not looking up from his simulation he replied “As if I would know, woman. Never been there… and I think, you haven’t been either.” “And how do you think this, oldtimer?” “Your accent is Apollonian… I been there, I know… and an apollonian woman with the means to travel to Arcturus and to THIS place…” He looked up, his gaze towards the Mining Complex and its slagheap pile, then to the old, bleak living complex and finally to the woman. “You don’t quite fit in here… or were you send to finally end me? Like in old times? Just go ahead… im fine with that outcome.” He leaned back, mustering the woman in front of him. Her age was undistinguishable, black hair flowed down her shoulder. She was pretty. She wore warming clothes. On any really civilized world they would have been viewed as dirt cheap and unassuming. Here though… They were without holes and patches. Which made her look wealthy here. “I see… not a lady but not from here. So, woman. Don’t just stand there looking at me as if I was a young naked man…” He lit another cigar. “Spit out what you want” The woman started to smile and let out a laughter as she sat down on a neighboring bench. “I see why my brother and the Admirals didn’t like you. Good day, Mr van Farch. How does retirement befit you? My name is Heather….” Van Farch sat straight up as if a lightning hit him. “Heather Durant? You are…. But WHY in camerons name? Why did you come here?” “Well, Mr van Farch. I am in need of an Admiral. My brother died some time ago, leaving me with the rather unthankful task of leading the Republic. And my GRAND Admirals disappointed me one time too much. She is just on her way to a similar place to this… of her own choosing of course. I have been told you were available… if youre not too busy sitting in the cold and enjoying the sights of Csesztreg!” An amused smile crept through her pretty face as she waited for Konstantines reply. The confused stare in Konstantines face made way for the concentrated instructors expression as he realized the situation. “How much did we loose, First Consul? How can I serve the Republic?”

« Last Edit: 15 July 2020, 16:37:31 by GermanSumo »

GermanSumo

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Re: Warship Arms Race - The In Character Stuff
« Reply #93 on: 17 July 2020, 07:21:02 »
Navy Headquarters (22.12.2404), Apollo, Terra Prime Fleet Deployment, Part I


The huge conference room was filled with anticipation. If an assassin would have known about this meeting, he would probably have blown up the whole headquarters. ALL the highest officers, ship commanders and their staff was assembled in the room. The participants knew about this extraordinary fact of course and all of them were between uncomfortable and outright outraged to the fact that they – and their ships – were all assembled here. All of them had heard about the mans career (and his last public speech) who was responsible for this meeting. A murmuring filled the room like soft waves filled beaches on Terra. The man responsible for this gathering did not yet show himself. In his absence, a small army of stewards filled the room. The RWR navy had kept the tradition of assigning stewards to every commanding officer so he could concentrate on more important things than his food or what to wear.
Finally a door close to the head of the big hall opened and a hunched figure could be seen limping into the room towards a central chair which was just removed by stewards and exchanged for a comfortable arm chair. Van Farchs body moved slower than usual. He sat down on the arm chair with a sigh of relief. Before addressing the assembled navy commanders, he lit a cigar and took a sip of the coffee prepared for him by a steward. With a sigh of relief he leaned his body into the cushions.
“I must apologize, ladies and gentlemen. I was held up by an important conversation which just came up. I am inconsolable about this breach of protocol.”
“This is damn outrageous, van Farch. Not only did you usurp the post of First Space Lord… you also weakened our nations defenses by pulling ALL of us here like a bunch of first year cadets. We should be fighting the enemy, van Farch. Not sit here.”
One of the veteran Commodores had stood up and angrily proclaimed what most of them thought. He was not much younger than van Farch and surely never went through Farchs Hell, the famed graduation test and last year course at the Academy. This course was what had many young nobles from all over the known sphere come to Apollo for training. Many of the older officers nodded… most of those who had gone through his training regimen were a lot more careful and just looked blankly at the armchair and his inhabitant.
“Ah, Frederick O´Shea? The cousin of the woman I replaced?” A smile could be seen on van Farchs weary face before his gaze turned to laser focused beams. “Don’t worry, O´Shea. This is the republic. I will not let you get whipped publicly or kill you and take your family as slaves.” O´Sheas face turned white. “I see… you are still familiar with the old traditions, Frederick. No, Article 25 of the Sailors Manual clearly states to register your official complaint and send it to the higher authority. In my case this would be the First Consul. I already prepared some complaint papers for every officer who wishes to take their case there. You only need to give your signatures.” Van Farchs eyes searched the room. O´Shea shook his now white skinned head. “PPFFFF… I thought so. Anyone else?” Van Farch looked with disgust at the assembled and shook his head. “Really??? Nobody? Gosh… I was hoping for some fookin BACKBONE here. You lead the most important forces of the Republic in the time its facing its most existential threat and THIS IS ALL???” His loud, angry yell echoed through the room as he paused for a moment while inhaling deeply from his cigar. “I read all reports of the last several years. REALLY??? Not a single initiative by ALL of you? No proposal how to lead the war? Nobody stood up for what THEY thought was best? All hid behind their rank and pointed to higher authorities? I am disappointed, ladies and gentlemen. This is not the crowd I encouraged to THINK, to DARE… to be OFFICERS of the Republic.”

Van Farchs voice became a bit softer. “I know, ladies and gentlemen. You had been facing difficult odds. A technically superior navy, bigger numbers and an enemy nation that is exponentially bigger than our Republic. Still… many of you went through Farchs Hell. I expected more than dutiful service.” Van Farchs body relaxed into the cushions again. He inhaled deeply and took another sip of his coffee. He pressed some buttons and a projector posted a picture of the current RWR on the wall of the conference room.
“You may not like to hear this, ladies and gentlemen… but we basically lost already. If WE can not find a way to turn this war around. WE! Nobody else. I personally operate under the assumption that the Archon basically just tests his new toys against us and wants the Republic subdued. Then he will turn to bigger fish. With an experienced navy which has a decent, proven idea of what they can do with all the shiny new toys Alarion is churning out.
On the other side are we… beaten in 2 major engagements, having lost parts of our territory and having been unable to defend while the Lyrans disassembled our yardslips over Icar. And since then… all of you here did not take a stand ONCE. None of you issued a plan, a strategy or anything that would have helped the Republic. It doesn’t matter if you would have been retired for taking a stand. I did as well. And WAS retired.”
Van Farch gave a hand signal to a steward. This steward brought him a bunch of Tablets. He took the first of those and held it pointing towards a group of 4 commanding officers. It was the group of Ichnilatis officers crowd. “You 4… choose ONE from your midst and that person step forward.” The 4 captains looked surprised at each other. They never had been to a similar kind of briefing. The youngest of them nodded and he stood at van Farchs desk. As he wanted to introduce himself, van Farch waved him away.
“Not important, Captain. Your orders are as followed: You are hereby promoted to temporary Commodore. You will take command of your own Ichnilatis, two Vittorias and 5 Jumpships with Dropship flotilla. The ships and commanders serving under you had been choosen before and will get their mission assignments now from the stewards. You will have to cover our asses from pirates to the areas away from the front. Yours is basically a Search and Destroy mission. Your area of operations is basically all space between our borders and heaven. Excluding all territory of other states. You are free to operate under your own, independent authority. Just stop the pirates as good as you can using all legal means and following the general guidelines. Any questions? Oh… and Commodore? One advice… Mission parameters include finding possible pirate bases. So don’t blow up any pirate ship you see on sight. Make prisoners and question them. I am sure, the Military and the un-intelligent agencies will have a specialist or two to support your mission… IF you care to ask nicely. One more thing: I know that your battle group is way too small to make stop every pirate out there. I don’t expect wonders. I expect initiative and as many results as you can bring, understood? Dismissed!”

As the newly promoted Commodore hastily managed to give his salute and leave with all the mentioned captains and staff, Stewards brought in 25 Officers. All wearing Captains and Commanders stripes. They gathered next to the conference table as van Farch waved to the other 3 Ichnilatis Captains to come closer. As they stood before him, he held up one hand and offered 3 straws. The gathered officers looked in to this spectacle in total confusion, as he unceremoniously ordered: “Draw, Gentleman and Ladies”. The Captains each took on and eyed their straws. 2 had the same length, 1 was shorter. Konstantine pointed towards the Captain with the short straw. “Alright… you… please join the crowd again and sit down.” His eyes mustered the 2 remaining captains and he took 2 more tablets. Both were females.
“Well, well… I have 2 volunteers. I don’t have good news for you. No independent command for you. You and those fine officers over here will be my eyes. 25 Jumpships and your 2 Ichnilatis will roam the half of the Republic between here and the 4 corners region. Your mission will be to scout the area towards the front. I need to know if and where the Lyrans strike next, so we can issue an appropriate response. Jump patterns will be found on your pads. You are strictly NOT to engage enemy forces. You see one, you get your sorry asses back home. No heroic actions, no matter what you scout. No jumping into occupied territory, no engagement other than pirates. No matter how weak the enemy appears to be. You are eyes only. No brain. Did I make myself clear? …. Good. DISMISSED. All of you. Out, out and out and to your deployment zones. Now!”

« Last Edit: 17 July 2020, 07:24:36 by GermanSumo »

Smegish

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Re: Warship Arms Race - The In Character Stuff
« Reply #94 on: 19 July 2020, 00:16:22 »
Illyrian Palatinate Turn 2400-10

My Lord,

We still do not know exactly what happened to the Rauma, however the Marian claims that it opened fire on one of their ships without provocation has to be a lie. Still the Marian ambassador is livid, and continuing to ignore their demands for reparations is likely to anger them further. Thus in preparation for their anticipated assault, I have contacted the Capellan Embassy's naval attache and secured the purchase of a large number of their Yi Bai satellites to defend the capital with. The existence of the MHS Limoncello has me deeply concerned, even if the ship hasn't had any kind of modernisation it's century old design is still sufficient to deal with any single vessel in our possession. I would not want to face it with less than 3 Snekkja's under my command. Fortunately other than the two Augustus Missile Cruisers the Marians lack any escorting ships of note, the various Scaphas only being useful as escort carriers and troop ships.

To improve our chances against the MHN, production of the Snekkjas continues as fast as the yard over our head allows. With the addition of the Yi Bais we may not have sufficient fighter craft for everything, but the fleet will be given priority followed by a wing of fighters to be stationed on each planet, with the satellites then receiving the remainder.

In all honesty your highness, now may be the best time to strike the Marians. Their fleet has a huge border to cover and would be unable to react quickly to a rapid thrust at their heart. I suggest an attack on their yards at Alphard itself, without a yard to do routine maintenance or replace losses their fleet will be unable to risk moving against us giving us more time to prepare the killing blow.

Code: [Select]
Year: 2400 Value in Millions
Money Available $51,000
Remaining from Last Turn 194
Available Shipyards

Illyria 0/1
Trondheimal 1



Repairs

Maintanence 50% 30755
Prototype Cost 0
0

Construction Unit Price
Shipyards



Stations Haven 0 284 0
Warships 0
Skíðblaðnir 0 3,732 0
Snekkja 2 5,999 11998
Purchase Yi Bai 30 100 3,000
0
Jumpships 0 500 0
Dropships Small 5 300 1,500
Medium 500 0
Fighters 706 5 3,530
Small Craft 42 10 420
Research $12,080 $0

Total Spent 51203

Income 0

Remaining -$9


End Turn In Service
Warships
Skíðblaðnir 5
Snekkja 6


Stations Haven 6
Yi Bai 30
Jumpships 10
Dropships 25

Fighters 1700
Small Craft 160

GermanSumo

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Re: Warship Arms Race - The In Character Stuff
« Reply #95 on: 27 July 2020, 17:30:42 »
Navy Headquarters (22.12.2404), Apollo, Terra Prime Fleet Deployment, Part II
Navy Headquarters (22.12.2404), Apollo, Terra Prime
With a lot of the assembled navy officers leaving the many of the warship officers with their retinue and a handful of Jumpship captains alone with van Farch and the stewards. Tables were moved, fresh coffee and dishes were handed out while van Farch checked his personal note pad for the last time. Frederick O´Shea and some of the remaining officers still looked upset. All of them could do the math. But it was not their turn yet. Another officer entered the room and saluted in front of van Farchs armchair. Konstantine looked up and nodded.
“Ah, Counter Admiral Karadopolous, thank you for coming. I have some modified orders for you and your Squadrons. The whole fighter training regimen has to be changed somewhat. I decided that our Fighter doctrines needed an overhaul. We need to concentrate their training on space superiority against other fighter swarms and point defense against incoming missiles. The new armor that is in development should provide our ships that already have a thick hide compared to some of the other designs throughout known space enough staying power. So your fighter compliments around the Republic will not so much concentrate on fighting droppers and actual Warships anymore. I have ordered the purchase of quite a lot of more ASF and I am hoping to find some genius designer somewhere to actually get us new designs for the mission profiles that I have in mind. I also plan to give every republican planet at least one regiment of fighters. But that might have to wait until the second decade of the 25th Century. If I can modify our tartarus to hold such a large fighter bay in the future, I cannot tell yet as of this moment. And please make it clear that the regiments of ASF in each system will have to answer to the needs of the commanding officers of the Warships that come to visit. For training or for battle. I don’t need any discussions about seniority or ranks. Just have them assume that whoever officer comes into a system, he has my blessing and order to take command of the ASF forces. The First Consule promised me that this order will be sent to the respective ruling bodies of the systems as well. Before you ask, as long as I am in command of the Navy, every system will be protected by a Tartarus as usual. If we can spare Aspidas for systems other than Apollo and Golandrinas right now… the answer to that question is a definite NO!”
He turns to the assembled officers.
“What this means, ladies and gentlemen. And this fact is NOT to leave this room yet… for the first years of the new decade, we assume that the Lyrans will want to decapacitate our nation and/or cripple its ability to build a decent navy. This means that Golandrinas and Apollo are our main priority. Without these systems and our yards, the Republic will be no more. The Lyrans are nearly in striking distance to either system. And with the threat of 2 of their battle fleets at our borders concentrating on us we simply lack the hulls to defend our borders right now. The Ichnilatis and the Jumpers can only provide us with older information, if we are in bad luck and my scout patterns are lacking brilliance… maybe we won’t get ANY warning of an attack on Apollo. And if we take all to go on a serious offence, we can maybe gain half a dozen newer colonies fast. But we risk their wrath and we risk them sending us another fleet. AND a surprise attack on Apollo is always possible. So you are our home defense for now! Nothing else. And yes, that might cause us to loose more systems to the Lyrans. I am fully aware of that. But without the industrial might concentrated on Apollo, we might as well roll over now.
But all is not bad. I ordered a massive refurbishing program for the fleet and the home defense. We are about to nearly up our Aspida count by about 50%. The naval laser batteries they carry did serve us well. The first of these will be sent to Golandrinas. Once these are installed and got their fighter compliments, Apollos defenses will benefit from the other half of these. During their installation you won’t be idle, ladies and gentlemen. All remaining warships will go through extensive training and exercises in the first half of the decade. We will train to fight massive attacks of those 2 fleets on our borders. Until we have an idea how to repel them. With or without local stations and fighters to support you. Especially unit cohesion in bigger battles is of importance. The Battle of Icar showed us one thing. We are not prepared for the confusion of the modern space battlefield. I want to remedy this. Our Vittorias, Sagittarii and the Ichnilatis and especially their commanding officers will have to support each other better and predict what is going on even if our sensors are overwhelmed.

The scout Ichnilatis that looks for Lyran troop movement with the Jumpships will regulary change place with one of the two in training over Apollo. Should the Admiralty – and that means ME – decide that we can attack a Lyran fleet which went to far out and into the reach of our homefleet, we will go out to face them. But make no mistake, Ladies and Gentlemen… I doubt, such an opportunity will arise in the first 5 years. Our opponent proved that he is not a Greenhorn or stupid. And our main directive is to defend Apollo.
And two aspects of the training will be new to you. I am allowed to inform you that all Vittorias will be upgraded to the Block III standard in the next decade. And 2 new will join your ranks. Those upgrades, new hulls and improved system defenses will give us the opportunity for more offensive operations again, I hope. So you and your crews are gonna be training according to those new specs already.
The First Consul informed me that she is actually sending diplomatic envoys to Tamar to try and convince the Archon(s) that the true enemy of our way of life is on the other side of the borders. The Draconis Combine threatens all of us equally. It has proven that already with the unjustified attack on our defensive allies.
Should the Archon(s) not be convinced by logic and republican offerings of deals… I suggested to use some… robust pressure on the Lyrans. Once our defenses at Apollo and Golandrinas are more capable of defeating at least one fleet of the Lyrans and has a chance against two of their fleets. For this case, I devised

Operation “Wolf Pack”
3 Block III Vittorias and 2 Sagitarii will be split from the Home Fleet. They will move through deep space along with some Jumpships carrying support. Once they are one jump away from a Lyran colony designated as target before, the warships will jump into Lyran space while the Jumpships will return home.
In the target system the warships will immediately start destroying infrastructure, industries and hunt for dropships and jumpships. Military and civilian. Each target will be given advance warning to enter life boats due to the imminent destruction about to happen. The flotilla will basically destroy the industrial and military assets of the system. After this action they will jump out to a pre-designated system. There another small flotilla of Jumpships will await them. With orders to where their new target system will be. Our strategists determined that this fleet can stay on this operation for a long time and with the right planning disturb the economy of up to 25 systems any year.
True military confrontation will be avoided at all cost, unless facing down the enemy with overwhelming odds. Our ships have the faster maneuvering drives. Unless they hunt this flotilla with most of their Snotras, we should be able to evade anything they send at this fleet. And as we utilize deep space and they have such a huge territory to cover, this Operation will be extremely hard for the Lyran Admiralty to counter at any time. 
Their orders will also include to spare civilian and even military lives as much as possible. We will conduct this operation to destroy infrastructure, industries and gear. Cause as much economic havoc as possible. We are NOT pirats or barbarians. Every surrendered enemy will be given a chance to enter the lifepods and is NOT to be harassed or killed. This operation must convince the Archon(s) that the war against us is too costly for them. I personally will read EVERY incoming battle report from our Wolff pack. Any officer violating these guidelines will be courtmartialed and handed over to the Lyran authorities. I just ordered our pirate hunters to treat any captives in the most civil manner. I will not allow anything else in my navy.”

Van Farch leaned back into his arm chair after he finished. He poured himself some orange juice and continued to smoke his cigars. His ship commanders had a chance to think about what they just heard. Many of them seemed to be relieved. At least he was able to offer them an offensive operation. Not just sitting at home doing nothing but exercises. Van Farch knew that just sitting still in space was detrimental for morale. But he couldn’t help it for now. Until the massive upgrade and expansion program was done, his hands were basically tied due to the strategic need to defend Apollo. Even sending 2 of his Vittorias was a decision not lightly made. Each of these ships tore a hole into his defenses. And if he would be the opposing Admiral in charge, he would definitely behead the Republic now. Not in 10 years.


GermanSumo

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Re: Warship Arms Race - The In Character Stuff
« Reply #96 on: 27 July 2020, 17:39:24 »
Rim Worlds Republic Turn 2400-2410

„Neue Besen kehren gut / New brooms swipe clean(er)“
After taking over the responsibility for the Rim Worlds Republic, Konstantin van Farch used his office to restructure and redeploy the defenses of the black waters of the realm. The Vittorias received a third upgrade, two battlecruisers and 2 new Vittorias were build, a new armor type became developed, a massive program to build 100 new defensive stations for Apollo and Golandrinas was marshalled and many fighter crafts were ordered to bolster the defenses even more. All stations (except the three Aspidas around Icar) finally have their full fighter compliment. And on each Apollo and Golandrinas a full brigade (5 regiments) of fighters were installed to enhance any fleet action in these systems or to be deployed somewhere else later.

Code: [Select]
Year: 2400 Value in Millions
Money Available $174,500
Remaining from Last Turn $-539
Available Shipyards

Apollo 0/2
Golandrinas 0/1
Icar


Repairs $8,000
Maintanence 50% $95,146
Prototype Cost $0
Carcharodon $8,006 $2,002
Dourata $  105 $   26
Sarissa $   98 $   25
Variant Vittoria III $6,778 $  678

Construction Unit Price
Shipyards



Stations Tartarus 0 315 0
Aspida 0 152 0
Dourata 50 105 $5,250
Sarissa 50 98 $4,900
Warships
Carcharodon 2 8,006 $16,012
Vittoria III 2 6,778 $13,556
Saggitarius 0 5,958 $0
Ichnilátis 0 5,189 $0
Refits Vittoria II > III 6 32 $  192
$0
Jumpships 0 500 $0
Dropships Small 0 300 $0
Medium 0 500 $0
Fighters 708 5 $3,540
Small Craft 0 10 $0
Research Ferro-Carbide 1 $24,705$24,705


Total Spent $174,104
Income Aspida Licencse 0 0 0


Remaining -$143


Sarissa/Dourata Defense Stations
In his first visit to the headquarters of A.C.M.E, Konstantin van Farch made a lasting impression. The Engineers, Scientists and Shipbuilders assembled to talk with the First Space Lord were totally in dismay when van Farch laid out his own plans. He brought demands for refurbishing of the successful Aspida station none of them expected.
Following van Farchs “proposals” the new stations were basically to be throwaway weapon platforms in a warship fight. Delivering their payload and then dying to enemy fire. For this he postulated a doctrine of overwhelming missile walls directed at any incoming fleet for a short period of time. Dourata was to be constructed around FIFTY White Shark launchers in the nose and Sarissa around 65 Barracuda launchers. The flight deck was to be left out from the design and replaced with 25 and 35 Escape Pods respectively. These were added to let the crew abandon station as soon as the enemy fleet actually returns fire. To save the experienced crew to man another station later. For this reason, each station has many free “guest quarters” to be able to accommodate crew from the other stations after those were given up. In an effort to save costs further, the armor of the Tartarus was replaced with Standard Armor on both stations.
The Dourata and Sarissa stations would be deployed alongside the Aspida stations in thick belts around the yard facilities (which were pulled into orbit of each planet to reduce the spread of defensive installations) over Apollo and Golandrinas. The plans were to built and deploy 30 of each stations for both planets but budget restrains only allowed for 25 of each the be installed until the end of the decade over each planet. Still, being able to shoot 1.250 White Sharks and 1.625 Barracudas at any approaching enemy fleet would give every Admiral pause and rethink his priorities, van Farch hoped. The assembled executives of A.C.M.E. decided to keep their opinion for themselves. 

Sarissa
Code: [Select]
Sarissa Defense Station
Mass: 24,000 tons
Technology Base: Inner Sphere
Introduced: 2402
Battle Value: 17,869
Cost: 98,040,000 C-bills

Fuel: 300 tons (3,000)
Safe Thrust: 0,1
Maximum Thrust: 1
Sail Integrity: N/A
Heat Sinks: 1,010
Structural Integrity: 1

Armor
    Nose: 20
    Fore Sides: 18/18
    Aft Sides: 18/18
    Aft: 18

Cargo
    Bay 1:  Cargo (950.0 tons)      1 Door   

Ammunition:
    325 rounds of Barracuda Ammunition (5,850 tons)

Dropship Capacity: 0
Grav Decks: 0
Escape Pods: 35
Life Boats: 0
Crew:  25 officers, 25 enlisted/non-rated, 96 gunners, 5 Bay Personel, 34 Guest Quarters

Notes: Equipped with
140 tons of Standard Armor

Weapons:                                      Capital Attack Values (Standard)
Arc (Heat)                                Heat  Damage Standard(Capital) Range        
Nose (640 Heat)
65 Capital Launcher (Barracuda)  650 1300 (130-C)  Extreme-C
    Barracuda Ammo (325 shots) NA
FR (94 Heat)
8 Large Laser 64 64 (6,4-C) Medium
30 Small Laser                            30 90 (9-C) Point Defense
FL (94 Heat)
8 Large Laser 64 64 (6,4-C) Medium
30 Small Laser                            30 90 (9-C) Point Defense
AR (94 Heat)
8 Large Laser 64 64 (6,4-C) Medium
30 Small Laser                            30 90 (9-C) Point Defense
AL (94 Heat)
8 Large Laser 64 64 (6,4-C) Medium
30 Small Laser                            30 90 (9-C) Point Defense

Dourata
Code: [Select]
Dourata Defense Station
Mass: 24,000 tons
Technology Base: Inner Sphere
Introduced: 2402
Battle Value: 15,823
Cost: 105,315,000 C-bills

Fuel: 300 tons (3,000)
Safe Thrust: 0,1
Maximum Thrust: 1
Sail Integrity: N/A
Heat Sinks: 1,200
Structural Integrity: 1

Armor
    Nose: 20
    Fore Sides: 18/18
    Aft Sides: 18/18
    Aft: 18

Cargo
    Bay 1:  Cargo (1055.0 tons)      1 Door   

Ammunition:
   250 rounds White Shark Ammunition (5,850 tons)

Dropship Capacity: 0
Grav Decks: 0
Escape Pods: 25
Life Boats: 0
Crew:  22 officers, 28 enlisted/non-rated, 82 gunners, 5 Bay Personel, 34 Guest Quarters

Notes: Equipped with
140 tons of Standard Armor

Weapons:                                      Capital Attack Values (Standard)
Arc (Heat)                                Heat  Damage Standard(Capital) Range        
Nose (750 Heat)
50 Capital Launcher (White Shark)  750 1500 (130-C)  Extreme-C
  White Shark Ammo (250 shots) NA
FR (94 Heat)
8 Large Laser 64 64 (6,4-C) Medium
30 Small Laser                            30 90 (9-C) Point Defense
FL (94 Heat)
8 Large Laser 64 64 (6,4-C) Medium
30 Small Laser                            30 90 (9-C) Point Defense
AR (94 Heat)
8 Large Laser 64 64 (6,4-C) Medium
30 Small Laser                            30 90 (9-C) Point Defense
AL (94 Heat)
8 Large Laser 64 64 (6,4-C) Medium
30 Small Laser                            30 90 (9-C) Point Defense

Vittoria Block III
The Rim World Admiralty decided before van Farchs rise to become First Space Lord that the venerable Vittoria needed another upgrade. Its performance during the conflicts of the last decades was sterling. Although it had one main flaw: its armor belt was its great weakness. So while developing the Ferro-Carbide armor in their labs, A.C.M.E already proposed changes to the Block II Vittorias. The admiralties procurement department decided that it was best to keep a successful design as close to its original than it was before. So besides removing the old AC-10 and replace them with their own Laser Blazer Cannons to protect the ship against fighters, not much changed. Except the thickness of its armor belt. Nearly 50% of armor was added to all sides except the rear which only received a “modest” addition of 18%. These design changes would hopefully help to keep the pride of the Rim Worlds Navy sailing the black waters through the next decades.
Interestingly enough, van Farch didn’t propose any changes to this design. It allowed him to keep the “Old Guard” of officers in these older ships which had been a symbol of pride to them and to keep them in line. Frankly, he wished to replace these ships with something else. But he was too busy shaping the rest of the navy to his image to risk meddling with a really well proven design. Once the Ferro-Carbide would be available, he ordered two more ships constructed to add to the fleet and simultaneously added the upgrade of the whole fleet of Vittorias to the  new specs.

Code: [Select]
Class/Model/Name: Vittoria III
Tech: Inner Sphere
Ship Cost: $6,766,284,000.00
Magazine Cost: $17,280,000.00
BV2: 64,823

Mass: 450,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Ferro-Carbide
Armament:
6 Naval Laser 55
100 Laser Small
8 Naval PPC Heavy
8 Naval AC 30
76 Laser Blazer Cannon

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

Equipment: Mass
Drive: 108,000.00
Thrust
Safe: 4
Maximum: 6
Controls: 1,125.00
K-F Hyperdrive: Compact (11 Integrity) 203,625.00
Jump Sail: (4 Integrity) 53.00
Structural Integrity: 75 33,750.00
Total Heat Sinks: 3918 Single 2,929.00
Fuel & Fuel Pumps: 10000 points 4,080.00
Armor: 675 pts Ferro-Carbide 675.00
Fore: 100
Fore-Left/Right: 100/100
Aft-Left/Right: 100/100
Aft: 88

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

Crew And Passengers:
32 Officers in 1st Class Quarters 320.00
103 Crew in 2nd Class Quarters 721.00
52 Gunners and Others in 2nd Class Quarters 364.00
102 Bay Personnel in 2nd Class 714.00
1st Class Passengers 0.00
2nd Class Passengers 0.00
100 Steerage Marines 500.00

Bay #1: Fighters (36) - 6 Doors
Bay #2: Small Craft (6) - 1 Door
Bay #3: Cargo (24620 Tons) - 1 Door

Naval AC/30 Ammo - 240 Rounds (30/gun)

Nose:
3 x NL/55
6 x Blazer
10 x SLas

FL/FR:
2 x HNPPC
2 x NAC/30
6 x Blazer
10 x Slas

LBS/RBS:
20 x Blazer
20 x SLas

AR/AL:
2 x HNPPC
2 x NAC/30
6 x Blazer
10 x SLas

Aft:
3 x NL/55
6 x Blazer
10 x SLas

The Carcharodon
The Carcharodon had been designed to be the pride of the RWR naval forces. A flagship for fleet operations. Sleek, deadly, swift and beautiful. With massive broadside batteries of Heavy Naval PPCs and Missile Launchers. A prototype was laid down in 2398 and was nearing finished construction when Konstantin van Farch had his fateful meeting with the A.C.M.E staff. During this meeting he informed the shocked executives of his own plans and design suggestions for the vessel. From fleet flagship leading assaults and possible spearheading of invasions his direct orders were to transform the noble Warship into a crude, nose-heavy defensive dreadnaught. All weapon systems other than the point defenses were to be ripped from the side and installed into the nose. All plans for dropship collars were scrapped. And some of the NPPC and NL armament was simply removed in order to succumb to the First Space  Lords wishes.
After these design modifications, the once stylish vessel turned into what looks like a giant, crude Warhammer with its head resembling a wide open round mouth filled with 60 White Shark launchers as teeth.
Its mission is simple: stay close to the Aspidas, Sarissas and Douratas and coordinate the missile fire from extreme ranges until the ammo bins are empty. Its thick layer of armor plates would hopefully withstand the incoming fire and its other weapons -albeit very light for battlecruiser standards- would enable it to continue a fight should it ever run out of ammunition for its launchers.
Two Carcharodon should be constructed at the end of the decade. Each will be stationed over one of the RWRs yard and be the center of defensive efforts.
Carcharodon
Code: [Select]
Class/Model/Name: Carcharodon
Tech: Inner Sphere
Ship Cost: $8,006,022,000.00
Magazine Cost: $8,4000,000.00
BV2: 111,823

Mass: 750,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Ferro-Carbide
Armament:
16 Naval Laser 55
120 Laser Small
24 Naval PPC Heavy
60 White Shark Missiles

Class/Model/Name: Carcharodon
Mass: 750,000

Equipment: Mass
Drive: 135,000.00
Thrust
Safe: 3
Maximum: 5
Controls: 2,884.00
K-F Hyperdrive: Compact (16 Integrity) 339,375.00
Jump Sail: (5 Integrity) 68.00
Structural Integrity: 100 33,750.00
Total Heat Sinks: 7.216 Single 2,929.00
Fuel & Fuel Pumps: 10000 points 4,080.00
Armor: 1,500.00 pts Ferro-Carbide 1,260.00
Fore: 220
Fore-Left/Right: 220/220
Aft-Left/Right: 220/220
Aft: 160

Dropship Capacity: 0
Grav Decks:
Small: 2 100.00
Medium: 0.00
Large: 0.00
Escape Pods: 40 280.00
Life Boats: 40 280.00

Crew And Passengers:
55 Officers in 1st Class Quarters 320.00
140 Crew in 2nd Class Quarters 721.00
132 Gunners and Others in 2nd Class Quarters 364.00
174 Bay Personnel in 2nd Class 714.00

Bay #1: Fighters (72) - 6 Doors
Bay #2: Small Craft (6) - 1 Door
Bay #3: Cargo (44660 Tons) - 1 Door

600 rounds White Shark Ammunition (24,000 tons)
NCSS Large

Nose:
60 x White Shark Launchers
20 x SLas

FL/FR:
6 x HNPPC
4 x NL/55
10 x Slas

LBS/RBS:
20 x SLas

AR/AL:
6 x HNPPC
4 x NL/55
10 x SLas

Aft:
20 x SLas
« Last Edit: 27 July 2020, 19:41:05 by GermanSumo »

Smegish

  • Warrant Officer
  • *
  • Posts: 447
Re: Warship Arms Race - The In Character Stuff
« Reply #97 on: 02 August 2020, 01:36:21 »
Marian Hegemony Turn 2400-09

Imperator Augustus O'Reilly,

I know the destruction of the MHS Alphard has enraged your noble personage as well as the senate, but further investigation of what occurred has led me to determine that the event was entirely accidental and while we should try to get whatever reparations we can off of the Illyrians, the great offensive that the Senate is crying out for is currently beyond our abilities. The crippling cost of developing the newly colonised worlds has stripped our nations budget down to the bone, and no new naval construction is possible at this time beyond the purchase of some defence satellites from the Capellans.

I am aware of the Rim Worlds ambassador asking about the possibility of us sending a few legions to aid in the defence of their nation against the Lyran Commonwealth. I cannot argue against this action strongly enough, the only ship we have that could make a journey of that length without needing to resupply is the Limoncello, and we cannot risk our only capital ship on just a long journey through hostile space.

Code: [Select]
Year: 2400 Value in Millions
Money Available 77,000
Remaining from Last Turn 0
Available Shipyards

Alphard 1/1




Repairs
Colony Budget 5769
Maintanence 50% 69134
Prototype Cost 0 0


Construction Unit Price
Shipyards 0



Stations Sexta Hora 0 470 0
Yi Bai 25 100 2,500
Warships Scapha I 0 4,131 0
Scapha II 0 4,119 0
Augustus 0 6,225 0
Limoncello 0 8,127 0

Jumpships 0 500 0
Dropships 0 300 0

Fighters 0 5 0
Small Craft 0 10 0
Research 8850 0

Total Spent 77403

Income

Remaining -403

End Turn In Service
Warships Scapha I 4
Scapha II 3
Augustus 2
Limoncello 1

Stations Sexta Hora 37
Yi Bai 25
Jumpships 31
Dropships 64

Fighters 4692
Small Craft 1326

Fleet Deployment

With the current pause in our great nations expansion, the fleet's deployment has been adjusted into a more defensive posture.

MHS Limoncello, the Scapha I MHS Scapha along with both Augustus-class Missile Cruisers will be based in Alphard, where they can defend the capital and also respond to any threat that may emerge within our nation.

The remaining Scapha Is and Scapha IIs will be deployed in pairs - one of each - and given a rather large area for each pair to cover:

Illyrian Group (MHS Pompey and Troglodytam) - responsible for patrolling the space 'northwards' of Paulinus.
Rim Group (MHS Titus and Pallidi) - responsible for the space 'southwards' of a line drawn between Algenib - Thraxa
Inner Group (MHS Maximus and Unicornis) - responsible for the space between the other two groups.



EDIT: adjusted for Marian satellite purchases. $4B colony debt remains
« Last Edit: 15 August 2020, 21:45:49 by Smegish »

Tyler Jorgensson

  • Captain
  • *
  • Posts: 2877
Re: Warship Arms Race - The In Character Stuff
« Reply #98 on: 04 August 2020, 21:34:04 »
Principality of Rasalhague Turn 2400-2410 (Turn Six)

1) PoR leadership, RWR, and LC leaders meet for mutual non-aggression pact/ peace offer. the PoR agrees to the terms set out by the RWR for the buffer zone of systems, and will designate Alpha Squadron's heavier ships to remain at New Oslo while the four Hund-III Frigates and a Jumpship patrol the remaining two systems. Admiral Hjelmstead will meet with RWR to discuss the treaty before Ambassadors from the RWR arrive to meet with the Prince-Elect, based mostly on joint operations against the DC/LC which will spiral into more discussion on mutual aid in allied systems, like the colonization efforts or defensive pacts. He will also state that Delta Squadron could help 'patrol' RWR is necessary. He also expresses interest in seeing the new defensive stations and a possible licensing build in the future.

2) Alpha Squadron now has twice as much space to patrol, but the Admiralty forbids them from splitting up. They will spend less time at each planet in the line, mostly for cargo/supplies, and limited crew leave. Orders will be sent to planets Utzenmarkt, Thule, New Bergen, and Pinnacle to begin construction on minor fleet bases for readiness crews (next turn).

3) Beta maintains the 'front line' so to speak and continues drilling. It does travel but not nearly as much. It also has begun sponsoring Jezersko for additional academies, factories, and fixed defenses to fortify the system further (next turn).

4) Delta is the capital guard at the point and its officers reflect that, with most being senior staff. They have been offered to help the RWR patrol its space if necessary.

5) Colonization efforts will go north of the PoR adn will be supported by four Jumpships, three for colonies, and an additional one for extra supplies.

6) Do nothing to antagonize the DCMS but defend PoR sovereign space at all costs.



Fleet Doctrine

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 four 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.

"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.



Code: [Select]
Tygrys-class Battecruiser
Mass: 500,000 tons
Mass: 500,000
Battle Value: 67,455
Tech Rating/Availability: E/X-X-X-X
Cost: 6,654,954,000 C-bills

Weapons:
64x Large Lasers
64x Machine Guns
24x NL-55 Naval Lasers
4x Heavy Naval PPC's
4x Naval Light Gauss Rifles

Fuel: 4,500 tons (11,250)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 4
KF Drive Integrity: 12
Heat Sinks: 3,600
Structural Integrity: 110

Armor
    Nose: 132
    Fore Sides: 121/121
    Aft Sides: 121/121
    Aft: 121

Cargo
    Bay 1:  Fighter (36)            6 Doors   
    Bay 2:  Fighter (36)            6 Doors   
    Bay 3:  Cargo (15772.5 tons)    1 Door   

Ammunition:
    120 rounds of Light N-Gauss ammunition (24 tons)

Dropship Capacity: 0
Grav Decks: 2 (100 m, 100 m)
Escape Pods: 12
Life Boats: 12
Crew:  48 officers, 97 enlisted/non-rated, 74 gunners, 144 bay personnel, 48 marines

Notes: Equipped with
    1 Naval Comm-Scanner Suite (Large)
1,008.5 tons of improved ferro-aluminum armor.

Weapons:                           Capital Attack Values (Standard)
Arc (Heat)                     Heat  SRV     MRV     LRV      ERV    Class   
   
Nose (972 Heat)
8 Large Laser                  64   6(64)   6(64)    0(0)     0(0)   Laser       
8 Small Laser                   8   2(24)    0(0)    0(0)     0(0)   Point Defense
4 Naval PPC (Heavy)            900  60(600) 60(600) 60(600) 60(600)  Capital PPC

FRS/FLS (430 Heat)
8 Large Laser                  64   6(64)   6(64)    0(0)     0(0)   Laser       
8 Small Laser                   8   2(24)    0(0)    0(0)     0(0)   Point Defense
4 Naval Laser 55               340  22(220) 22(220) 22(220) 22(220)  Capital Laser
2 Naval Gauss (Light)          18   30(300) 30(300) 30(300) 30(300)  Capital Gauss
    Light N-Gauss Ammo (60 shots)

RBS/LBS (412 Heat)
8 Large Laser                  64   6(64)   6(64)    0(0)     0(0)   Laser       
8 Small Laser                   8   2(24)    0(0)    0(0)     0(0)   Point Defense
4 Naval Laser 55               340  22(220) 22(220) 22(220) 22(220)  Capital Laser

ARS/ALS (412 Heat)
8 Large Laser                  64   6(64)   6(64)    0(0)     0(0)   Laser       
8 Small Laser                   8   2(24)    0(0)    0(0)     0(0)   Point Defense
4 Naval Laser 55               340  22(220) 22(220) 22(220) 22(220)  Capital Laser

Aft (72 Heat)
8 Large Laser                  64   6(64)   6(64)    0(0)     0(0)   Laser       
8 Small Laser                   8   2(24)    0(0)    0(0)     0(0)   Point Defense

AKA the Mini-Texas-class.


Code: [Select]
Hund-class Frigate Mark III
Mass: 250,000 tons
Mass: 250,000
Battle Value: 54,064
Tech Rating/Availability: E/X-X-X-F
Cost: 4,820,492,000 C-bills

Weapons:
64x Large Lasers
64x Machine Guns
8x Baraccuda Capital Missile launchers
16x NL-55 Naval Lasers
2x Naval Heavy PPC's
2x NAC-20 Naval Autocannons


Fuel: 4,000 tons (10,000)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 4
KF Drive Integrity: 7
Heat Sinks: 1,800
Structural Integrity: 100

Armor
    Nose: 70
    Fore Sides: 65/65
    Aft Sides: 60/60
    Aft: 50

Cargo
    Bay 1:  Fighter (12)            4 Doors   
    Bay 2:  Fighter (12)            4 Doors   
    Bay 3:  Small Craft (4)         1 Door   
    Bay 4:  Cargo (3473.0 tons)     1 Door   

Ammunition:
    40 rounds of NAC/20 ammunition (16 tons),
    19,200 rounds of Machine Gun ammunition (96 tons),
    200 rounds of Barracuda ammunition (6,000 tons)

Dropship Capacity: 0
Grav Decks: 1 (100 m)
Escape Pods: 8
Life Boats: 8
Crew:  24 officers, 71 enlisted/non-rated, 50 gunners, 68 bay personnel, 48 marines

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

Weapons:                                    Capital Attack Values (Standard)
Arc (Heat)                              Heat  SRV     MRV     LRV      ERV    Class 
     
Nose (634 Heat)
8 Large Laser                           64   6(64)   6(64)    0(0)     0(0)   Laser       
8 Machine Gun                            0   2(16)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (480000 shots)
2 Naval PPC (Heavy)                     450  30(300) 30(300) 30(300) 30(300)  Capital PPC
2 Naval Autocannon (NAC/20)             120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (40 shots)

FRS/FLS (428 Heat)
6 Large Laser                           48   5(48)   5(48)    0(0)     0(0)   Laser       
6 Machine Gun                            0   1(12)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (480000 shots)
4 Capital Missile Launcher (Barracuda)  40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Barracuda Ammo (100 shots)
4 Naval Laser 55                        340  22(220) 22(220) 22(220) 22(220)  Capital Laser

RBS/LBS (64 Heat)
8 Large Laser                           64   6(64)   6(64)    0(0)     0(0)   Laser       
8 Machine Gun                            0   2(16)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (480000 shots)

ARS/ALS (404 Heat)
8 Large Laser                           64   6(64)   6(64)    0(0)     0(0)   Laser       
8 Machine Gun                            0   2(16)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (320000 shots)
4 Naval Laser 55                        340  22(220) 22(220) 22(220) 22(220)  Capital Laser

Aft (64 Heat)
8 Large Laser                           64   6(64)   6(64)    0(0)     0(0)   Laser       
8 Machine Gun                            0   2(16)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (640000 shots)

AKA Heavier guns upgrade.


Code: [Select]
Principality of Rasalhague, Turn Beginning 2400 Value/Cost (Millions)

Funds: --179
Revenue: 102.000
     
Shipyards:
- Rasalhague:      0/1
- New Oslo:         1

Warships: 
- 5x Lola I-class Cruisers
- 5x 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:
- 1356x Fighters (Mix of classes)
       


Expenses                                        Value/Cost (Millions)

Maintenance:
- Hund-class Frigate Mark III: 12.050/ 12.050
- Lola I-class Cruiser: 16.635/ 16.635
- Vittoria-class Destroyer Mark II: 6.746/ 6.746

- Invader-class Jumpships: 2.500/ 2.500
- Dropships: 3.900/ 3.900
- Fighters: 3.390/ 3.390
- Small Craft: 460/ 460

- Aspida-class Stations:  7.220/ 7.220



- Repair:  6.000/6.000



Scrapping:
- None



Production:
- 270x Fighters (Mostly heavier designs): 1.350
- 184x Small Craft: 1.840
- 6x Invader-class Jumpships: 3.000
- 20x Yi Bai-class Station (From the CC): 2.000
- 35x Aspida-class Defensive Stations (From the RWR): 5.600
- 3x Hund-class Frigate Mark III: 14.460
- 2x Tygrys-class Battlecruisers: 13.310



Shipyards:
- None



Colonization:
- 1.000 :'Northwards' (Damian, Porhtos, and Santander)



Technology/ Research:
- Hund-class Frigate Mark III: 482
- Tygrys-class Battlecruiser: 665




Upgrade:
- 1x Vittoria-class Destroyer Mark I --> Vittoria-class Destroyer Mark II: 218
- 5x Hund-class Frigates Mark II --> Hund-class Frigate Mark III: 615



Total: 103.269



Principality of Rasalhague, Turn Ending 2400 Value/Cost (Millions)
Funds: - 1.269
     
Shipyards:
- Rasalhague:      0/1
- New Oslo:         1

Warships: 
- 5x Lola I-class Cruisers
- 8x Hund-class Frigates Mark III
- 2x Vittoria-class Destroyers Mark II
- 2x Tygrys-class Battlecruisers

Jumpships:
- 16x Invader-class

Space Stations:
- 130x Aspida-class Defensive Stations
- 20x Ya Bai-class Defensive Stations

Dropships:
- 26x Light Dropships

Small Craft:
- 276x Small Craft

Fighters:
- 1,726x Fighters (Mix of classes)

List of Ship Names

Hund-class Frigates Mark III
PoRS Mäyräkoira (Daschhound Finnish)
PoRS Sækari (Retreiver Icelandic)
PoRS Varg (Wolf Swedish)
PoRS Kant (Edge Swedish)
PoRS Terä (Blade Finnish)
PoRS Keihäs (Spear Finnish)
PoRS Tykki (Cannon Finnish)
PoRS Sverd (Sword Norweigan)

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

Vittoria-class Destroyer Mark II
PoRS Miekka (Sword Finnish)
PoRS Yxa (Hachet Swedish)

Tygrys-class Battlecruisers
PoRS Björn (Bear Swedish)
PoRS Örn (Eagle Swedish)



Code: [Select]
Alpha Squadron Ships (Rasalhague -> Patrolling Secondary Line)
Hund-class Frigate Mark III
PoRS Mäyräkoira
PoRS Sækari
PoRS Tykki
PoRS Sverd

Vittoria-class Destroyer Mark II
PoRS Miekka

Lola I-class Cruiser
PoRS Parvi

Tygrys-class Battlecruiser
PoRS Björn - Alpha Squadron Flagship

- 2x Invader Jumpships



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

Vittoria-class Destroyer Mark II
PoRS Yxa

Lola I-class Cruiser
PoRS Grzmot

Tygrys-class Battlecruiser
PoRS Örn - Beta Squadron Flagship

- 2x Invader-class Jumpships



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

- 2x Invader-class Jumpships


Civilian Fleet
 - 6x Invader-class Jumpships on patrol for merchant/scouting duties: one dropship is military fighter carrier

- 4x Invader-class Jumpships on colonization duties


[b]Stations[/b]
Yi Bai-class Stations
- Rasalhague: 10
- Jezersko: 5
- New Oslo: 5


Aspida-class Stations
- Rasalhague: 15
- Jezersko: 15
- New Oslo: 15
- 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
- Constance: 5
- Glabach: 5
- Bruben: 5
- Rodrigo: 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
- Hund II-class Frigate PoRS Veitsi (Knife Finnish) - Battle of Icar 2395

- 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

UnLimiTeD

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  • Posts: 2039
Re: Warship Arms Race - The In Character Stuff
« Reply #99 on: 09 August 2020, 13:11:36 »
Here's the short before I forget it another week:


Adam Kurita resigned from his role of warlord, quasi-inheriting his position to his youngest son, who, lacking experience as of yet is focusing on further modernising the fleet.
Nihongi doesn't seem particularly motivated to order an attack, anyways, if the past decade is anything to go by.


A third Battlecruiser, Maboroshi, is laid down, and due to be completed mid-decade.
Befitting their role and prestige, the battlecruiser fleet will also be the first in line to receive the new fighters once they roll off the assembly lines, followed by the capital defense squadron and the command fligths on the border fleets.

As the Battlecruisers are notorious gas hogs and not meant to operate in the line of battle, a variant based on the Ayakashi was developed to fulfil those needs, as well as provide a more standard vessel to show the flag.
The "Pillar" series of battleships, to be named after the five pillars of Draconis society, will stiffen the line of battle, and be rotated through the fleets as soon as multiple are available.
The series is planned around 5 units, and in the future, new designs may replace individual ships depending on the march of technology, or battle damage.
The first ship, "Steel", is currently being fitted for a testrun.
Code: [Select]
Class/Model/Name: Pillar
Tech: Inner Sphere
Ship Cost: $9,953,522,000.00
Magazine Cost: $40,710,000.00
BV2: 97,485

Mass: 1,100,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Ferro-Carbide
Armament:
8 Capital Launcher AR-10
132 Laser Small
30 Naval Laser 55
2 Naval Gauss Rifle Heavy
6 Naval Gauss Rifle Medium
2 Naval Gauss Rifle Light
12 Naval AC 20
3 Laser Large

Equipment: Mass
Drive: 264,000.00
Thrust
Safe: 4
Maximum: 6
Controls: 2,750.00
K-F Hyperdrive: Compact (22 Integrity) 497,750.00
Jump Sail: (6 Integrity) 85.00
Structural Integrity: 100 110,000.00
Total Heat Sinks: 3570 Single 2,799.00
Fuel & Fuel Pumps: 25000 points 10,200.00
Fire Control Computers: 984.50
Armor: 1620 pts Ferro-Carbide 1,950.00
Fore: 265
Fore-Left/Right: 275/275
Aft-Left/Right: 270/270
Aft: 265

Dropship Capacity: 0.00
Grav Decks:
Small: 0 0.00
Medium: 2 200.00
Large: 0.00
Escape Pods: 50 350.00
Life Boats: 106 742.00

Crew And Passengers:
59 Officers in 1st Class Quarters 590.00
206 Crew in 2nd Class Quarters 1,442.00
83 Gunners and Others in 2nd Class Quarters 581.00
284 Bay Personnel 0.00
10 1st Class Passengers 100.00
118 2nd Class Passengers 826.00
120 Steerage Passengers 600.00

# Weapons Loc Heat Damage Range Mass
2 Capital Launcher AR-10 Nose Extreme-C 500.00
30 Laser Small Nose 30 90 (9-C) 15.00
6 Naval Laser 55 Nose 510 330 (33-C) 6,600.00
1 Naval Gauss Rifle Heavy FR 18 300 (30-C) 7,000.00
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
2 Naval Laser 55 FR 170 110 (11-C) 2,200.00
12 Laser Small FR 12 36 (3.6-C) 6.00
3 Naval AC 20 FR 180 600 (60-C) 7,500.00
1 Naval Gauss Rifle Heavy FL 18 300 (30-C) 7,000.00
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
2 Naval Laser 55 FL 170 110 (11-C) 2,200.00
12 Laser Small FL 12 36 (3.6-C) 6.00
3 Naval AC 20 FL 180 600 (60-C) 7,500.00
3 Naval Laser 55 RBS 255 165 (16.5-C) 3,300.00
2 Capital Launcher AR-10 RBS 500.00
12 Laser Small RBS 12 36 (3.6-C) 6.00
3 Naval AC 20 RBS 180 600 (60-C) 7,500.00
3 Naval Laser 55 LBS 255 165 (16.5-C) 3,300.00
2 Capital Launcher AR-10 LBS 500.00
12 Laser Small LBS 12 36 (3.6-C) 6.00
3 Naval AC 20 LBS 180 600 (60-C) 7,500.00
2 Naval Gauss Rifle Medium AR 30 500 (50-C) 11,000.00
6 Naval Laser 55 AR 510 330 (33-C) 6,600.00
12 Laser Small AR 12 36 (3.6-C) 6.00
2 Naval Gauss Rifle Medium AL 30 500 (50-C) 11,000.00
6 Naval Laser 55 AL 510 330 (33-C) 6,600.00
12 Laser Small AL 12 36 (3.6-C) 6.00
30 Laser Small Aft 30 90 (9-C) 15.00
2 Naval Laser 55 Aft 170 110 (11-C) 2,200.00
3 Laser Large Aft 24 24 (2.4-C) 15.00
2 Capital Launcher AR-10 Aft 500.00

Ammo Rounds Mass
Naval Gauss Rifle Medium Ammo 800 320.00
Naval Gauss Rifle Heavy Ammo 200 100.00
Naval Gauss Rifle Light Ammo 600 120.00
Capital Launcher Barracuda Ammo 120 3,600.00
Capital Launcher Killer Whale Ammo 60 3,000.00
Space Mine Ammo 20 10.00
         
Equipment            Mass
Space Mine Dispenser            10.00

# Cargo and Bays Mass
1 Bay Dropshuttle 11,000.00
25 Bay Fighter 3750
25 Bay Fighter 3750
18 Bay Small Craft 3600
51829 Cargo, Standard 51829
12 Bay Mech 1800
10.00 Bay Conventional Infantry (IS), Mechanized 80

Primarily a downgrading of the engine and stiffening of the structure, the new not-a-battlecruiser also features a slightly altered weapons suite befitting its different role.
Unlike what might be expected, the new battleships are not flagships, and contain neither separate flag facilities nor improved sensors.

Also, as some accountant insisted on carrying the full complement of supplies for a 5 men crew per small craft bay, despite the fact that no small craft are ever deployed from most of those bays - and small craft bring their own supplies - the bays have been rearranged to be clearly marked for fighter use, with the remainder of the oversized bays being declared "cargo".
Older ships will regularly vent excess supplies to satisfy the bureaucracy until the culprit can be found.


New technologies
Research has been done in the fields of lighter fusion engines and capital missiles, resulting in advanced fighters and the AR-10 launcher. A spin-off development is expected to benefit the army.
Further, some money has been invested into copying the medium dropship designs of the Combine's neighbours.
The official outlets stress that these are markedly superior to their competitors. How exactly has not been asked by anyone.


Defence and Industry
To prepare for future production, the yards at midway are upgraded to produce larger ship designs (2 -> 3). Midway was chosen mainly on the basis that there was no other location outside of New Samarkand.
To further protect that investment, all yards will now be protected by twice the amount of Monban Kumo stations, resulting in a total defence layout of of:
SystemBiggest YardMonbanKumoTenshuCastle
New Samarkand531111
Luthien01011
Midway33711
Al Ting13311
Alshain13311
Benjamin13311
Again, Alshain was overlooked when it came to yard expansions, leading to some rustled feathers.

The Navy has requested the construction of 15 additional castle tenno on border worlds of the combine, to raise defences where the Navy can not be the commoners shield.
As usual, maintenance goes to the army.


The new Line
As the newest iteration of the Fubuki lacks dropship collars, a light cruiser design, christened the Kiyokaze series, was to be put into production to provide that capability, in addition to better endurance and a modernised, streamlined, and longer ranged suite of weaponry.
However, as the fiscal planning period came to an end, it was discovered that no money has actually been allocated to production of the design, and so the prototypes where shelved, and the yards tooled for other tasks.
However, a subvariant of the new cruisers, the Tsuru class Missile cruiser, actually had been allocated funding, albeit only for a single prototype.
This lead to the unusual case of the variant actually being the lead model.

Code: [Select]
Class/Model/Name:   鶴 - Tsuru
Tech:    Inner Sphere
Ship Cost:   $5,782,204,000.00
Magazine Cost:   $19,276,000.00
BV2:   91,235
   
Mass:   480,000
K-F Drive System:   Compact
Power Plant:   Maneuvering Drive
Safe Thrust:   3
Maximum Thrust:   5
Armor Type:   Ferro-Carbide
Armament:   
28   Capital Launcher AR-10
12   Machine Gun (IS)
216   Capital Launcher White Shark
48   Laser Small
4   Naval Laser 45

Class/Model/Name:   鶴 - Tsuru     
Mass:   480,000     
         
Equipment:         Mass
Drive:         86,400.00
Thrust         
Safe:   3     
Maximum:   5     
Controls:         1,200.00
K-F Hyperdrive:   Compact (11 Integrity)      217,200.00
Jump Sail:    (4 Integrity)      54.00
Structural Integrity:   85      40,800.00
Total Heat Sinks:   3988 Single      3,528.00
Fuel & Fuel Pumps:   18000 points      7,344.00
Fire Control Computers:         4,250.70
Armor:   693 pts Ferro-Carbide      798.00
Fore:   111     
Fore-Left/Right:   120/120     
Aft-Left/Right:   111/111     
Aft:   120     
         
Dropship Capacity:         0.00
Grav Decks:         
Small:   2      100.00
Medium:         0.00
Large:         0.00
Escape Pods:   20      140.00
Life Boats:   68      476.00
         
Crew And Passengers:         
67   Officers in 1st Class Quarters      670.00
74   Crew in 2nd Class Quarters      518.00
258   Gunners and Others in 2nd Class Quarters      1,806.00
240   Bay Personnel      0.00
1   1st Class Passengers      10.00
25   2nd Class Passengers      175.00
50   Steerage Passengers      250.00

#   Weapons   Loc   Heat   Damage   Range   Mass
14   Capital Launcher AR-10   Nose         Extreme-C   3,500.00
6   Machine Gun (IS)   Nose      12 (1.2-C)      3.00
14   Capital Launcher AR-10   Aft            3,500.00
6   Machine Gun (IS)   Aft      12 (1.2-C)      3.00
54   Capital Launcher White Shark   FR   810   1620 (162-C)      6,480.00
3   Laser Small   FR   3   9 (0.9-C)      1.50
54   Capital Launcher White Shark   FL   810   1620 (162-C)      6,480.00
3   Laser Small   FL   3   9 (0.9-C)      1.50
18   Capital Launcher White Shark   RBS   270   540 (54-C)      2,160.00
2   Naval Laser 45   RBS   140   90 (9-C)      1,800.00
18   Laser Small   RBS   18   54 (5.4-C)      9.00
18   Capital Launcher White Shark   LBS   270   540 (54-C)      2,160.00
2   Naval Laser 45   LBS   140   90 (9-C)      1,800.00
18   Laser Small   LBS   18   54 (5.4-C)      9.00
36   Capital Launcher White Shark   AL   540   1080 (108-C)      4,320.00
3   Laser Small   AL   3   9 (0.9-C)      1.50
36   Capital Launcher White Shark   AR   540   1080 (108-C)      4,320.00
3   Laser Small   AR   3   9 (0.9-C)      1.50

Ammo   Rounds      Mass
Machine Gun (IS) Ammo   2400      12.00
Capital Launcher Barracuda Ammo   280      8,400.00
Capital Launcher Killer Whale Ammo   56      2,800.00
Capital Launcher White Shark Ammo   1136      45,440.00
         
#   Cargo and Bays            Mass
48   Bay Small Craft            9,600.00
11478.3   Cargo, Standard            11478.3
With limited ammo, a small cargo fraction, no dropship collar, and in no way tougher than the existing destroyers, the Tsuru is everything the Kiyokaze was not supposed to be.
In fact, it could be described as a variant of the Fubuki, such is its lack of new features.
On the bright side, it is cheap.
Capable of smothering an enemy fleet in broadsides of up to 136 White Shark missiles, it carries only 4 reloads for its primary launchers; The ship will be employed purely as a supporting element to provide critical weight of fire in the opening stages of an engagement, meant to swamp enemy anti-missile defence or to force the enemy to bring more purely because she could be there.
The new AR-10 launchers were crammed in at the last minute, replacing older, but more weight-efficient barracuda launchers, in favour of a 6th salvo for the white shark launchers.
While these allow the bow and stern launchers to contribute, if inaccurately, to the initial salvos, and still provide small craft deterrence afterwards, some lament the loss of actual firepower.
Only 2 ships total are planned of this design.


Quote
what#          =
Year2400
Year2400
Starting:6281
Budget:374000
Maintenance
Small Jump4010 b
Drop10015 b
M. Drop0
Fighter27066.765 b
Adv. Fighter0
SC6003 b
Stations Onsen5913570
Onsen S163336
Tenshu 二92448
Monban262392
Monban Kumo15
WarshipsKutai II819392
Kutai (moth)51206
Fubuki(m)1319.55
Fubuki II826084
Fubuki IIa39007.5
Ikioi C312693
Ayakashi217614.8
Shinryakusen(m)1341.95
Shinryakusen13419.5
146.59 b
New Builds
Ships:               
Missile CruiserTsuru15782
BattlecruiserAyakashi112582
BattleshipPillar19954
StationMonban Kumo121404 m
                              
M. Drop105000
Adv. Fighter1802.7 b
SC00
Castle Brian1515  b
Prototype
Pillar995 m
Tsuru578 m
Shipyards:13
22
3130 b
40
51
Research
AR10full price     47400
XL Enginesfull price     47400
Medium Dropships20% off     37920
Misc
Extra expenses5000 (I don't remember what this was actually for)
Privateers500 m (the usual pirates to harass the RWR/PoR/LC border. They can keep the profits, again, as usual.
Remaining11476
« Last Edit: 10 August 2020, 04:06:09 by UnLimiTeD »
Savannah Masters are the Pringles of Battletech.
Ooo! OOOOOOO! That was a bad one!...and I liked it.

Smegish

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  • Posts: 447
Re: Warship Arms Race - The In Character Stuff
« Reply #100 on: 13 August 2020, 23:51:07 »
Terran Hegemony Turn 2400-09

Quote
State of the Inner Sphere, 2396

Director-General Richard Cameron,

This document is a very brief overview to inform you about the nature of the leadership of the rest of the Inner Sphere, now that you have ascended to the throne.

Draconis Combine - EDIT: Nihongi Kurita replaced his father in 2398

Since becoming Coordinator in 2398, Nihongi has been fairly quiet, seemingly content to continue the work to rebuild the navy his father started. That is not to say he is purely defensive in outlook however, he is still a Kurita after all. His fleet is now mostly rebuilt, but we haven’t seen any indication of plans for a renewed Combine offensive either in our direction or aimed at the Principality.

Federated Suns - Etienn Davion

First Prince Etienn has not been afraid to throw mountains of money in the Federated Suns Navy since coming to power in 2377, though other than taking advantage of the Capellans distraction during the Aldebaran Affair they have not seen major action since sticking the boot into the Taurian Concordat. His navy is certainly building towards offensive action of some kind, though what direction they will be sent in is not known at this time.

Capellan Confederation - Franco Liao

Currently the longest ruling House Lord having been in power since 2367 after the death of the Confederations founding ruler Emilie Liao, he has yet to show the political or economic acumen of his predecessor, although he has been happy to leave military decisions in the hands of his trusted subordinates thus far. As shown at Aldebaran, the Capellan Navy is a formidable opponent, a fact that has only been reinforced in the years since.

The existence of a substantial network of recharge stations well outside of the normal travel lanes are known to exist within the Confederation, and rumours abound that they have been working to expand it beyond their borders, possibly even to within striking range of the capital worlds of their neighbours including Terra.

Free Worlds League - Allan Marik

Since taking the Captain-General’s seat in 2385, Allan Marik has so far shied away from the overly aggressive actions of some of his neighbours like the Marians, instead being happy to expand the nation through colonisation or the peaceful annexation of existing colonies along the border. One of our safer borders, with the growing potential threat of the Marians keeping them from becoming too adventurous in other theatres.
If war came, the FWLN is large enough that we would have to weaken our other borders to defeat them quickly, but their lack of fixed defenses over their shipyards could make deep strikes a viable option, though we have not as yet located the yard that built the Juliano Marik.

Lyran Commonwealth - Alistair Marsden

After having fought several border wars since taking power in 2384 against both the Free and Rim Worlds, Alistair Marsden has definitely shown that he is not afraid of performing actions that he believes will ensure the safety of his people, and for the most part his actions have paid off. Whether the added buffer gained between the Rim Worlds and the more established worlds of the Commonwealth were worth the cost his navy paid is yet to be seen.
The LCN is the smallest navy of the Great Houses in terms of hull count, however the bulk of their fleet are quite capable of serving in the battleline, and the fights with the Rim Worlds have given them much-needed experience. The work to find a counter to the LCN’s electronic warfare systems are ongoing at this time.

Rim Worlds Republic - Randolph Rowe

Not a young man when he seized the throne in 2372, his years in power have only aged him further. During his time though the Rim Worlds has almost doubled in size, and despite recent reversals he remains a very sharp dagger poised at the back of the Lyran Commonwealth, ready to strike if weakness is shown.
His drive to expand the Republic has brought it to the brink of all-out war with the Lyrans, while their ongoing treaty with Rasalhague has also dragged them into fights against the Draconis Combine on several occasions, however all that action has left the Rim Worlds Navy as one of the most experienced and with a solid ally at its side.

Principality of Rasalhague - Sibylla Anitisson

Having only taken power quite recently, not much is known about Sibylla. So far she has left military matters to the experts and kept herself busy building up the nations economy by whatever means she could. Rumours abound that Sibylla claims to experience visions of the future, we believe they have been spread by her political rivals to weaken her hold on the nation, though such efforts do not appear to be working as of yet.
The constant action that the PRN has gone through ever since the Combine poked at them in the 2350s has left them in a similar state to their Rim Worlds allies: Small but experienced.

United Hindu Collective - :EDIT: Chandra Ghandi took the throne of the UHC in 2399

We know very little about Chandra Ghandi that can be reliably confirmed. We know he was related by marriage to the previous Maharaj, and was the head of their intelligence agency. Other than that we know almost nothing about the man. Since taking power however he has almost apoplectic in rage about the act of piracy that led to his rise to power, and most of his rhetoric has been aimed at the Taurian Concordat, despite that what investigation we have been able to carry out about the abductions and failed rescue show absolutely zero hard evidence of any foreign power playing a part.
With a fleet mostly based on a refit of our old Cruiser-class vessels, we wouldn’t normally consider the UHCN capable of much more that border defence, however with the gutting of the Taurian fleet by the Davions and inspired by their new Maharaj, the Collective Navy could pull a few surprises.

Taurian Concordat - Amanda Calderon

There is currently a Regency Council in control over the Concordat, as Amanda herself is only 9 at the time of this writing. They are still in the middle of rebuilding after their disastrous attack on the Federated Suns, and are highly unlikely to be bothering anyone for the foreseeable future.

Marian Hegemony - Augustus O’Rielly

Just as aggressive as his predecessor Augustus has seen the Hegemony double in size since his ascension, although the cost of all this colonial development has very nearly bankrupted the nation. He has so far not launched an attack on the Palatinate, but we know it’s just a matter of time and waiting until the Free Worlds League is distracted with a larger threat.

Illyrian Palatinate - Thorbjorn Bruntland

Another of the leaders to come to power recently, we don’t have a lot of information about Thorbjorn. His little nation have so far been wholly concerned with keeping their independence with the encroaching Marians, and as long as they don’t do anything particularly stupid they appear to have the fleet to do that.

Code: [Select]
Year: 2400 Value in Millions
Money Available 748,000
Remaining from Last Turn 2718
Available 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


Repairs

Maintanence 50% $301,789
Prototype Cost Reagan 409 102
0 0
Variant 0
Construction Unit Price
Shipyards





Stations Reagan 180 409 73,620
0 0 0
Warships Typhoon 0 $29,848 $0
Iron Duke 6 $14,997 $89,982
Constitution 18 $10,777 $193,986


Purchases

Jumpships 3 500 1500
Dropships Light 0 300 0
Medium 40 500 20,000
Fighters 4642 5 23,210
Small Craft 400 10 4000
Research Mechs 1 42400 42400


Total Spent 750589

Income

Remaining 129


End Turn

Typhoon 2
Iron Duke 12
Constitution 48

Reagan 180
JumpShips 57
DropShips Light 216
Medium 80
Small Craft 1600
Fighters 6000

My Lord, the reconstruction of the Navy is just about complete, and we shall be ready to reclaim the worlds taken from us before this decade is out. The decision of my predecessor to focus the fleet on the battleline and not bother with small patrol vessels has certainly helped bring us back to our rightful place as the premier naval power, the maintenance costs of all those small ships was clearly not worth what little value they held in a serious fight.

One area the earlier leadership did not address was fixed defences, which the Capellans clearly put to good use against us at Aldebaran. This is an issue I have seen to, and the designers over at Ares Arms have not let us down.

Reagan-class Defence Satellite

Built by Ares Arms and named after a leader from antiquity who first envisioned this kind of defence, the Reagan-class station is designed to serve as the final line of defence for the worlds of the Hegemony. While for now the focus of the defences will be on Sol system and the other systems that have extensive shipyards, the eventual plan is for a network of these satellites to defend every world in the nation.

At only thirty thousand tons, the Reagan is smaller than the defence satellites of most nations, but is intended to be fielded en masse, and while it only fields ten Barracuda launchers rather than the 100+ the Yi Bai may have, the Reagan supports those tubes with a quartet of Heavy Naval PPCs which allow it to punch holes in any unwelcome guests that come calling.

Code: [Select]
Class/Model/Name: Reagan
Tech: Inner Sphere
Ship Cost: $408,930,000.00
Magazine Cost: $800,000.00
BV2: 15,987

Mass: 30,000
K-F Drive System: None
Power Plant: Station-Keeping Drive
Safe Thrust: 0
Maximum Thrust: 0
Armor Type: Ferro-Carbide
Armament:
4 Naval PPC Heavy
10 Capital Launcher Barracuda
100 Laser Small
100 PPC

Class/Model/Name: Reagan
Mass: 30,000

Equipment: Mass
Drive: 360.00
Thrust
Safe: 0
Maximum: 0
Controls: 30.00
K-F Hyperdrive: None (0 Integrity) 0.00
Jump Sail: (0 Integrity) 0.00
Structural Integrity: 1 300.00
Total Heat Sinks: 2100 Single 2,029.00
Fuel & Fuel Pumps: 10000 points 1,020.00
Fire Control Computers: 150.00
Armor: 192 pts Ferro-Carbide 160.00
Fore: 34
Fore-Left/Right: 32/32
Aft-Left/Right: 32/32
Aft: 30

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

Crew And Passengers:
17 Officers in 1st Class Quarters 170.00
34 Crew in 2nd Class Quarters 238.00
48 Gunners and Others in 2nd Class Quarters 336.00
10 Bay Personnel 0.00
1st Class Passengers 0.00
2nd Class Passengers 0.00
Steerage Passengers 0.00

Bay #1: Small Craft (2) - 1 Door
Bay #2: Cargo (7827 Tons) - 2 Doors

Nose:
4 x HNPPC
10 x Barracuda

FL/FR/AL/AR/Aft:

20 x PPC
20 x SLas

Fleet Deployment:

Once the fleet is up to strength in early 2409 the navy shall be divided into 3 fleets, based in either Graham, Yorii or Sol itself. Each fleet shall consist of one Battle Squadron - comprised of 4 Iron Duke-class vessels and four Cruiser Squadrons - with 4 Constitutions filling each of those squadrons. The navy is deployed thusly:

1st Fleet: Deployed at Sol, responsible for defence of the Sol system, and defending the Capellan border
2nd Fleet: Deployed at Graham, responsible for defending Free Worlds and Lyran borders
3rd Fleet: Deployed at Yorii, guards the Draconis Combine and Fed Suns borders
« Last Edit: 14 August 2020, 00:22:33 by Smegish »

Lagrange

  • Lieutenant
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Re: Warship Arms Race - The In Character Stuff
« Reply #101 on: 01 December 2020, 08:02:33 »
Part of Turn 2400-2409 (Marik v Lyran commonwealth)

Gienah

A Marik fleet consisting of a Cyrus, 4 Marik, 9 Carrier Dropships, 5 Combat Dropships, 8 Transport dropships, and 372 fighters arrived at the Gienah I pirate point on February 3, 2405.  This arrival was initially unobserved as Geinah II was on the opposite side of the Gienah primary.  Wasting no time, Vice-Admiral Humphreys ordered a burn towards Gienah primary building velocity before whipping around polar south with engines and radar off on a vector intersecting Gienah II.

The system's zenith recharge station detected one emergence wave.  On Gienah II, this was presumed to be a smuggler evading customs, with a pair of long range armed  smallcraft dispatched.  They found nothing at the Gienah I pirate point and upon return discovered that it was not a smuggler.

45 minutes prior to arrival, the Marik fleet fired all engines executing a hard burn at 3 Gs.  A half hour before arrival, radar was turned on, and suddenly the planet discovered it was under assault by a fleet of 27 ships.  The planetary militia scrambled to assemble, but many were simply to far away to effectively muster.  The fight for control of Gienah lasted about 3 weeks, longer than expected due to various elements of planetary militia activating in a guerilla status.  Nevertheless, casualties were quite low for the FWL due to the disorganized defense.

Although Gienah II was surprised, they did manage to warn the Ribe at the Zenith point.  Combat and carrier dropships were dispatched to capture the Ribe although two jumpships currently at the Ribe managed to recharge and depart before their arrival.  Word of the invasion of Gienah reached New Kyoto on February 24 with a fleet of 2 Heimdallrs, a Mjolnir PPC, and a Mjolnir NAC carrying 116 Small Craft and 360 fighters dispatched just as the last organized resistance was smothered on Gienah II.  Arriving in-system, on March 4th at the nadir point, Admiral Nurem used a conventional transit to study the situation.

Admiral Humphreys faced a difficult choice.  The invasion was over, with the planet fully captured.  Should the prize be abandoned?  The Marik design was old, but he had more hulls and the combat dropships could provide substantial supporting missile fire.  ...It's important to test the mettle of the Lyrans, and since every ship except the Cyrus is faster, they can always disengage.  Leaving only token forces on world, Humphreys prepares.

As the forces approached each other cautiously, both sides launched fighter and smallcraft swarms.   The transport and carrier dropships remained at a distance, so it was 5 warships, 5 combat dropships, and 372 fighters versus 4 warships, 360 fighters, and 116 smallcraft.  Aware of the range advantage which the Lyrans had, Admiral Humphreys moved first with a quick 2.5G burn building up velocity from just beyond 1000 kilometers.   

Tactical: "Sir! The Lyrans have 15 ships now!"

Humphreys: "What?!...  Broadsides on, open fire!  Fighters close!  This must be the ECM we heard about.  Make sure we capture the sensor logs."  31 naval lasers, 6 naval PPCs and 90 barracuda's all missed.

Tactical: "They're returning fire!... all missing."

Humphreys: "Stay on course.  It could be the range, or maybe they can't fire through their ECM.  Let's see how they feel about NAC distance."

Tactical: "We missed again, and so did they, coming into extreme NAC range now."

Humphreys: "We'll need to close more to be fully effective."

Tactical: "Our Barracuda's are getting closer, but they were lost to point defense.  Our luck just ran out---Oriente took 7 hits, no critical damage, heavy damage to the aft side, rolling sides."

Humphreys: "Message to all ships: exchange and record sensor logs in real time."

Tactical: "One Barracuda hit, but 4 dropships destroyed in a hail of NPPC fire.  Oriente was hit again this time by NAC fire with damage to the KF drive."

Humphreys: "What about the fighters?"

Tactical: "Their fighters are staying near the warships giving them a substantial edge as well in a developing dogfight.  They missed our last dropship again, but we can't penetrate the point defense with our remaining Barracuda launchers.  Oriente was hit several times and is venting atmosphere, rolling sides again."

Humphreys: "We can't win this.  Oriente and Irian, break off.  Pick up dropships on the way out.  Bring the sensor logs home at all costs!  We'll cover your exit.  Focus fire on the NAC boat."

Tactical: "We're getting close enough to burn through some of their ECM.   Multiple hits from lasers and ppcs on the Lyran NAC boat! New Delos is venting, rolling sides.  The last dropship is gone.  Fighters are coming at us now."

Humphreys: "Keep transmitting sensor feeds, all we can do now is gather data."

Tactical: "More hits on the NAC boat.  New Delos just took many hits, venting from all sides."

Humphreys: "Keep transmitting."

Tactical: "Amazing, New Delos is still fighting and scored a few more hits.... Our PPCs are at short range now, pouring in damage.  ... But so are there's.  Stewart is hit, venting atmosphere.  Xerxes is hit, but armor is intact.   Oh lord, the Lyran fighters just shredded New Delos and Stewart through the holes in their armor."

Humphreys: "Keep transmitting."

<end transmission>

The surviving Mariks departed via the Gienah II pirate point 3 hours later.

Combat Results:

Marik: 2 Marik lost, 1 Cyrus lost, 5 dropships destroyed, 7 captured.  200 fighters lost, 136 captured.  1 Marik sustains heavy damage ($3B).  Excellent raw sensor logs of ECM captured.

Lyran: Mjolnir NAC sustains some heavy damage ($3B), 100 fighters, 30 smallcraft lost.


New Kyoto

About a day later, Admiral Ryer jumped into the New Kyoto pirate point aboard a Juliano accompanied by a powerful fleet with 4 Cyrus, 8 Marik, and 48 dropships.  Sensors stabilized confirming no nearby ships and immediately started thrusting towards the New Kyoto yards.

The jump signatures immediately set off alarm bells aboard the New Kyoto shipyards interrupting Kommodore Natash's dinner.  "Sir, we have 13 jump signatures and over 50 drives inbound from the pirate point at 1g."

Natash: "With that many drives, it must be the Mariks.  Give the Hermóðr's the current solution, evacuate civilians, and move the yards over Taka as we discussed."

T-2 hours: "Admiral Ryer, the yards haven't resolved on radar yet, but we have many point sources boosting at 0.1 G towards the 4th moon, Taka."

Ryer: "Interesting move. Let's do a turnover as we planned and watch closely."

T-30 minutes: "Admiral Ryer, the yards have finished their move---they are near to Taka, about 1000km from the surface.  ECM appears to be engaged, so radar isn't telling us much."

"Launch the fighters, then have the carriers and transports separate to a safe distance.  Terminate our deceleration so we come in at 16 kps.  Humphreys' experience taught us that we can beat the ECM with proximity."

T-18 minutes: "Emergence! 3.. 4 signatures from a Taka transient only 20 kilometers from the yards."

Ryer: "Well, that explains why they moved to Taka.  It's unfortunate, but our plan was organized assuming the cavalry was already here. Let's continue."

T-12 minutes: Natash: "The relief fleet is here, so we have a fighting chance now.  Let's shift operations to the Mjolnir NAC while we can."

T-6 minutes: Natash: "Send 1 Snotra after their carriers and keep the other here."

T-5 minutes: "Sir, something just took off in the direction of our carrier/transport dropships moving at 4.5 Gs."

Ryer: "That must be a Snotra.  We can't abort now, so tell the carriers and transports to evade towards our meeting point.  In the meantime, target the 3 big ones."

T-1 minutes: "here we go..."

The FWL forces came pouring in at at 16kps velocity with 16 combat dropships, 8 Mariks, 4 Cyrus, and the Juliano accompanied by 684 aerospace fighters.  Arrayed against them were a Snotra II and an Angler fresh out of the yards at Tharkad and rushed forward in case of just such an eventuality.  Accompanying them on short notice were 2 Heimdallr's, a Mjolnir NAC, and a Mjolnir NPPC that were 54 light years away in Alcor.  The Natash had station personnel running jump solutions for the Taka transient continuously since the New Kyoto fleet left.  The Lyran forces were accompanied by 650 fighters and 134 smallcraft.

The point blank range combat with interpenetrating fleets was ferocious.  Although no gunners used bore sighting, that was a real possibility as the ships could see each other.  At such short ranges, ECM played almost no role.  Both sides engaged in careful targeting, although the commanders choose differently.  Natash targeted 5 Mariks, looking to crack open the relatively thin armor for the fighter squadrons to go to work.  Ryer targeted the larger ships, hoping to break the back of Lyran navy.

Thousands lost their lives in the exchange of fire.  The Mjolnir's both had their sides ripped open by concentrated NAC and NPPC fire while the Angler's unexpectedly heavy armor weathered the storm.  Arriving just behind were 63 missiles, mostly fired by the combat dropships, that further damaged the Mjolnir's, blowing apart sensors and structure.  And, behind those came the fighters firing into the massive holes the earlier capital weapons had ripped.  One of the Mjolnir's completely lost sensors, but that was irrelevant as Mjolnir NAC exploded.  At least one overenthusiastic fighter pilot lost control and rammed the warship.

On the FWL's side, 3 Mariks were destroyed outright, one survived with a massive gash almost severing the fore and aft quarters, while a 5th Marik merely lost a docking collar.

Although not directly targeted, the yards took extensive damage from collisions with large chunks of high speed and exploding warship debris.

Kommodore Natash did not survive the battle, but he left one last order: release the last Snotra to join it's packmate after the pass.

Initially, the 32 dropships try to evade as group, but the Snotra II moved faster and hammered the dropships, destroying 5 in a single pass.  After that the dropships ran individually trying to make the Snotra's targeting as difficult as possible.  The Snotras managed to account for another 6 dropships before the remainder successfully linked up with the FWL fleet.

T+30 minutes: "Sir, the Snotras are keeping their distance for now.  Damage amongst the carrier fleet was extensive, so we are slowly recovering the excess fighters into cargo, which will take about 2 hours to complete."

Ryer: "Let's recover fighter and get ready.  I'm sure we can break the Lyran navy with another pass.  We'll leave one Marik with the transport dropships to keep those Snotra at bay."

T+76 minutes: "Emergence! 4 more jump signatures at the Taka transient."

Ryer: "That changes the equation.  Let's go home."

Clouded behind ECM and beyond battlefield radar, the emerging jumpships were three Nehalennia and a Hermóðr, Natash's last bluff.

FWL combat damage: 3 Mariks destroyed.  1 Marik with minor damage ($1B), 1 Marik with extreme damage ($6B), 11 medium dropships lost, 4 medium dropships scuttled, 34 fighters lost.

Lyran damage: Mjolnir NAC destroyed.  Mjolnir NPPC heavily damaged ($4B).  Angler suffers minor damage ($1B).  25 fighters lost and 3 smallcraft lost.  Civilian infrastructure in New Kyoto yard suffers substantial incidental damage ($10B).