Given how big a part of the universe raids are I thought I'd share my thoughts on how big, how well protected, and the level of 'Mech attack those defenses are design to repeal so that people have something to use next time their players want to raid a factory. Based upon what they produce factories will be more or less well defended, this post will list suggested factory sizes in hexes and level of defenses from least well protected to most protected. Factory defenses consist of a given number of turrets and a unit of vehicles equal in size to the 'Mech force the defense are supposed to be able to repeal along with a number of infantry platoons no greater then the number of tanks. Turret placement around the factory should be in one or more symmetrical patterns, with all turrets in a given pattern having identical weapons. Tanks should be cheaper, slower and mount heavy weapons, mobility isn't highly important for them. Skill level for defenders is generally Green or Regular, and should only go higher for critical factories or large multi-factory complexes.
Terrain around any factory should be flat and clear out to at least 9 hexes, with at least a single road leading up to it and possibly a railway line. Walls might surround the factory itself, with the turrets either outside the walls, or on tall towers either built into the walls or inside the walls. Mines, if used, should be command detonated, but more likely are bollards. A hex filled with bollards cost +1MP to move through, a +1 to any piloting skill rolls a 'Mech is inside one when it makes one and units moving through them can not move any faster then walk or cruise.
Multiple factories may be co-located to form factory complexes, with all defenses surrounding the whole complex and the amount of defenses be equal to the sum of what the individual factories would have. If the factory or complex is located such that terrain reduces the number of approaches, defenses will only be positioned in directions that attackers could approach from and may be reduced to compensate, in extreme cases there may be no mobile component to the defenses.
Intro-tech armor and munitions.
Attacker size: Lance
Turrets: 2
Building size: 7
Advanced armor and munitions.
Attacker size: Demi-Company
Turrets: 3
Building size: 9-12
Intro-tech Structure and weapons
Attacker size: Company
Turrets: 6
Building size: 12-16
Advanced Structure and weapons, military support vehicles
Attacker size: Short battalion (2 companies)
Turrets: 12
Building size: 18-24
Unit assembly
Attacker size: Battalion
Turrets: 24
Building size: 24-32