Federated Suns 2350
Fluff filler, blah blah, FedSuns are awesome, their flatulence doesn't stick [stink. either. but thats a typo I'm leaving for now cause hahahahaha], and the god's smile down upon them, woah-betides anyone actually threaten them. At least until 3050. Then they become the God's own whipping boy and personal outhouse. Probably cause someone, somewhere, said something inane like "even the Zeus couldn't seduce a Davion Lance." And poof, there was a Zeus battlemech, and it looked daaaamn good, and really, those Davion boys just couldn't help themselves, but we all know Hera doesn't care if you're innocent, nope, you're gonna pay for turning Zeus's eye. Or maybe it was Eros who just loves a good frollicking up the back side with a rusty chainsaw covered in hollandaise sauce. Your backside. Text subject to major change when I finish fixing all the design screw-ups and figure out how to post properly in this form and make things all pretty like the GMs. Can't have Davion looking scruffy now, can we.
Naval Doctrine-
Design Philosophy:
The FedSun design doctrine for warships is geared around a flexible core of ships with multiple roles in both peacetime and times of war, valuing speed, maneuverability, range, and defensive systems.
The standard weapons mix are Naval beam weapons and light missiles, over Naval cannons, which are almost entirely relagated to "ships of the line."
Armor is seen as a "yes, all of it" philosophy, but with a preference for faster vessels and lower overall IS than many designs, they do trend lighter than normal.
Intelligence, both on and off the battle field, is crucial to a skirmishing force, so sensors for any fleet operation is a must, and investiments have been made to monitor systems and potential rival naval movements.
"Flexibility in role and action" is the current Admiralty's direction to the Naval Architects, valuing "engagement envelope control" over "Decisive Battle." Unless, of course, the mission plan for a craft is in fact, "Decisive Battle."
Combat Doctrine:
Combat strategy and tactics lean towards quick, long-range engagements, with a willingness to patience and depth of field, seeking to wear an opponunt down with the death of a 1000 paper-cuts, while taking none in return.
The current Academy record holder, now Light Commodore Maru Koby, for "Best Tactical Match" involved a 4 hour scheduled excercise at 1-hour-equals-1-week time compression, that actually lasted 17 hours, with the victor suffering less than 7% damage while achieving a total victory. Some claim she cheated, insisting that such a small force could never achieve an actual victory, and that the excercise was designed to teach cadets when to fight, when to skirmish, and especially when to withdraw.
Deployment Doctrine:
Defensive or Offensive fleet deployments are a mix and match, placing units to fill specific mission roles, rather than homogenous ship types. A core of ships-of-the-line, with supporting carriers and skirmisher fleets, and at least one scout warship, or several dedicated SWACs small craft/fighters patrols. Realizing these less-than-coherent fleets need work-up-time or they will under-perform, there are recognized, but as yet unsolved, problems in fleet performance for "snap deployments", but given time and notice to work-up a fleet, and most issues can be resolved. Arguments for standing Fleets other than "Home fleet" all stall on the current inadequate number of vessels vs. the amount of work and missions needed to be covered.
Individual or independent squadron deployments are common in the anti-piracy and skirmish roles.
Naval Doctrine:
The FedSun Navy's priorities, during peace time, are to aggressively protect commercial shipping and commerce lanes, including top priority given to anti-piracy campaigns, and secondary priority to Search and Rescue, Natural Disaster relief, and Invasion defense. All other concerns are, at this time, tertiary.
During wartime, commerce protection remains a high priority, while anti-piracy operations will switch to commerce and deep-infrastructure raiding and anti-raiding operations. SAR, Disaster response, and all other civilian interactions will be minimized to a draconian (pun intended) level, unless otherwise directly ordered by the civilian government. Currently, with such a small Navy, defense remains the highest priority. While the admiralty believes there are enough supporting small units to handle logistics for an invasion or occupation, there are deep concerns with current warship fleet sizes and hull volume.
With the fleet demands expanding, and without much call to date for show-the-flag missions, the FedSuns are woefully under-prepared for these. It was in fact, one of the first missions given the AFFSS Cabellus during its shake-down cruise. Deemed a perfect mission for the ill-reputed ship due to its ample room for passengers, especially the Ambassador's staff and protection detail, it is unfortunate that the news of the ship's design process and flaws had already reached, and was at the highest point of mockery, when the Ambassador arrived for his conference. The opening night's entertainment, a Terran Comedian of great renown for speaking true facts that are never-the-less hilarious, dedicated his entire set to describing the Cabellus. Scuttlebutt is that the words the Ambassador had to say when "discussing" his trip after returning were colorful, heated, and as loud, blunt, and undiplomatic as the sound of a NAC/40 loading its breach.
Turn
Federated Suns Turn report:
Turn: 1
Turn Date: 2350
Fiscal:
Base Budget: $290,000
Carryover From previous turn: $0
Bonus/Loss: $0
Total Budget for turn: $290,000
Maintenance: $0
Research: $117,000
New Aquisitions: $156,766
Yard Additions/Upgrades: $15,000
Surplus for next turn/Warchest: $1,235
Research: AC/10
Imp. Ferro-Alum
Mechs
Existing Yards:
Planet L1 L2 L3 L4 L5 L6 L7 L8 L9 L10 Castles Brian
TOTAL 3 3 0 0 0 0 0 0 0 0 0
Delevan 1 2
Layover 1 1
New Syrtis 1
Yard upgrades/moves:
0->1 1 Layover
1->2 1 Layover
End of Turn Yards:
Planet L1 L2 L3 L4 L5 L6 L7 L8 L9 L10 Castles Brian
TOTAL 3 3 0 0 0 0 0 0 0 0 0
Delevan 1 2
Layover 1 2
New Syrtis 1
Starting Ships:
None
Starting Minor Vessels:
Fighter 0
Adv. Fighter 0
Small Craft 0
Light DS 0
Med DS 0
Hvy DS 0
JumpShip 0
New Minor Vessels:
Fighter 2,750
Adv. Fighter 0
Small Craft 1,000
Light DS 100
Med DS 0
Hvy DS 0
JumpShip 25
Warships:
New Designs Built this Turn:
Outpost Space Station (Recharge) 18
Bailey Space Station (Defense) 15
Gladius (Destroyer/Defense) 4
Hornet (Light Carrier) 2
Rapier (Fast Frigate) 3
Terrier (Corvette/Scout) 2
Cabellus (AFS Collier/Combat Stores) 1
Existing Designs: Built this Turn: Starting Numbers Total: Mothballed:
- 0 0 0 0
Designs (there's a lot, sorry)
Outpost-class Recharge Station
The Outpost space station is a standard recharging station used to extend range and strategic manueverability. Usually paired with defense stations in the more core worlds, it otherwise relies on its sizable fighter and small craft to defend from pirates or raiders.
Class/Model/Name: Outpost Space Station (Recharge)
Tech: Inner Sphere
Ship Cost: $309,330,000.00
Magazine Cost: $35,200.00
BV2: 11,735
Mass: 480,000
K-F Drive System: None
Power Plant: Station-Keeping Drive
Safe Thrust: 0
Maximum Thrust: 0
Armor Type: Standard
Armament:
160 AC 2
Class/Model/Name: Outpost Space Station (Recharge)
Mass: 480,000
Equipment: Mass
Drive: 5,760.00
Thrust
Safe: 0
Maximum: 0
Controls: 480.00
K-F Hyperdrive: None (0 Integrity) 0.00
Jump Sail: (0 Integrity) 0.00
Structural Integrity: 1 4,800.00
Total Heat Sinks: 160 Single 8.00
Fuel & Fuel Pumps: 2500 points 1,020.00
Fire Control Computers: 0.00
Armor: 600 pts Standard 1,500.00
Fore: 100
Fore-Left/Right: 100/100
Aft-Left/Right: 100/100
Aft: 100
Dropship Capacity: 0 0.00
Small Craft Capacity: 24 4,800
Fighter Capacity: 48 7,200
Grav Decks:
Small: 0 0.00
Medium: 1 100.00
Large: 0.00
Escape Pods: 100 700.00
Life Boats: 50 350.00
Crew And Passengers:
29 Officers in 1st Class Quarters 290.00
112 Crew in 2nd Class Quarters 784.00
27 Gunners and Others in 2nd Class Quarters 189.00
216 Bay Personnel 0.00
40 1st Class Passengers 400.00
80 2nd Class Passengers 560.00
Steerage Passengers 0.00
# Weapons Loc Heat Damage Range Mass
20 AC 2 Nose 20 40 (4-C) Long 120.00
20 AC 2 FR 20 40 (4-C) 120.00
20 AC 2 RBS 20 40 (4-C) 120.00
20 AC 2 AR 20 40 (4-C) 120.00
20 AC 2 FL 20 40 (4-C) 120.00
20 AC 2 LBS 20 40 (4-C) 120.00
20 AC 2 AL 20 40 (4-C) 120.00
20 AC 2 Aft 20 40 (4-C) 120.00
Ammo Rounds Mass
AC 2 Ammo 1600 35.56
Equipment Mass
Energy Storage Battery 400,000.00
Cargo: 50,000
Bailey-class Defense Platform
The Bailey is a light defense station, designed primarily to defend fixed positions, particularly jumppoints, from raiders and pirates. Used mostly to guard shipyards and core-world jump-points, it has a heavy complement of weapons and a large small craft and fighter screen.
Class/Model/Name: Bailey Space Station (Defense)
Tech: Inner Sphere
Ship Cost: $436,220,000.00
Magazine Cost: $9,056,000.00
BV2: 21,189
Mass: 125,000
K-F Drive System: None
Power Plant: Station-Keeping Drive
Safe Thrust: 0
Maximum Thrust: 0
Armor Type: Standard
Armament:
16 Naval Laser 45
16 Naval AC 10
16 Capital Launcher Killer Whale
16 Capital Launcher Barracuda
40 AC 5
40 Machine Gun (IS)
Class/Model/Name: Bailey Space Station (Defense)
Mass: 125,000
Equipment: Mass
Drive: 1,500.00
Thrust
Safe: 0
Maximum: 0
Controls: 125.00
K-F Hyperdrive: None (0 Integrity) 0.00
Jump Sail: (0 Integrity) 0.00
Structural Integrity: 1 1,250.00
Total Heat Sinks: 2199 Single 2,100.00
Fuel & Fuel Pumps: 5000 points 1,020.00
Fire Control Computers: 0.00
Armor: 360 pts Standard 450.00
Fore: 60
Fore-Left/Right: 60/60
Aft-Left/Right: 60/60
Aft: 60
Dropship Capacity: 0 0.00
Small Craft Capacity: 50 10,000
Fighter Capacity: 100 15,000
Grav Decks:
Small: 0 0.00
Medium: 1 100.00
Large: 0.00
Escape Pods: 75 525.00
Life Boats: 50 350.00
Crew And Passengers:
25 Officers in 1st Class Quarters 250.00
45 Crew in 2nd Class Quarters 315.00
78 Gunners and Others in 2nd Class Quarters 546.00
450 Bay Personnel 0.00
0 1st Class Passengers 0.00
150 2nd Class Passengers 1,050.00
0 Steerage Passengers 0.00
# Weapons Loc Heat Damage Range Mass
2 Naval Laser 45 Nose 140 90 (9-C) Extreme-C 1,800.00
2 Naval AC 10 Nose 60 200 (20-C) 4,000.00
2 Capital Launcher Killer Whale Nose 40 80 (8-C) 300.00
2 Capital Launcher Barracuda Nose 20 40 (4-C) 180.00
5 AC 5 Nose 5 25 (2.5-C) 40.00
5 Machine Gun (IS) Nose 10 (1-C) 2.50
2 Naval Laser 45 FR 140 90 (9-C) 1,800.00
2 Naval AC 10 FR 60 200 (20-C) 4,000.00
2 Capital Launcher Killer Whale FR 40 80 (8-C) 300.00
2 Capital Launcher Barracuda FR 20 40 (4-C) 180.00
5 AC 5 FR 5 25 (2.5-C) 40.00
5 Machine Gun (IS) FR 10 (1-C) 2.50
2 Naval Laser 45 RBS 140 90 (9-C) 1,800.00
2 Naval AC 10 RBS 60 200 (20-C) 4,000.00
2 Capital Launcher Killer Whale RBS 40 80 (8-C) 300.00
2 Capital Launcher Barracuda RBS 20 40 (4-C) 180.00
5 AC 5 RBS 5 25 (2.5-C) 40.00
5 Machine Gun (IS) RBS 10 (1-C) 2.50
2 Naval Laser 45 AR 140 90 (9-C) 1,800.00
2 Naval AC 10 AR 60 200 (20-C) 4,000.00
2 Capital Launcher Killer Whale AR 40 80 (8-C) 300.00
2 Capital Launcher Barracuda AR 20 40 (4-C) 180.00
5 AC 5 AR 5 25 (2.5-C) 40.00
5 Machine Gun (IS) AR 10 (1-C) 2.50
2 Naval Laser 45 FL 140 90 (9-C) 1,800.00
2 Naval AC 10 FL 60 200 (20-C) 4,000.00
2 Capital Launcher Killer Whale FL 40 80 (8-C) 300.00
2 Capital Launcher Barracuda FL 20 40 (4-C) 180.00
5 AC 5 FL 5 25 (2.5-C) 40.00
5 Machine Gun (IS) FL 10 (1-C) 2.50
2 Naval Laser 45 LBS 140 90 (9-C) 1,800.00
2 Naval AC 10 LBS 60 200 (20-C) 4,000.00
2 Capital Launcher Killer Whale LBS 40 80 (8-C) 300.00
2 Capital Launcher Barracuda LBS 20 40 (4-C) 180.00
5 AC 5 LBS 5 25 (2.5-C) 40.00
5 Machine Gun (IS) LBS 10 (1-C) 2.50
2 Naval Laser 45 AL 140 90 (9-C) 1,800.00
2 Naval AC 10 AL 60 200 (20-C) 4,000.00
2 Capital Launcher Killer Whale AL 40 80 (8-C) 300.00
2 Capital Launcher Barracuda AL 20 40 (4-C) 180.00
5 AC 5 AL 5 25 (2.5-C) 40.00
5 Machine Gun (IS) AL 10 (1-C) 2.50
2 Naval Laser 45 Aft 140 90 (9-C) 1,800.00
2 Naval AC 10 Aft 60 200 (20-C) 4,000.00
2 Capital Launcher Killer Whale Aft 40 80 (8-C) 300.00
2 Capital Launcher Barracuda Aft 20 40 (4-C) 180.00
5 AC 5 Aft 5 25 (2.5-C) 40.00
5 Machine Gun (IS) Aft 10 (1-C) 2.50
Ammo Rounds Mass
Naval AC 10 Ammo 320 64.00
Capital Launcher Killer Whale Ammo 160 8,000.00
Capital Launcher Barracuda Ammo 400 12,000.00
AC 5 Ammo 3200 160.00
Machine Gun (IS) Ammo 3200 16.00
Cargo: 19,500
Gladius-class DD
The Gladius Destroyer is the primary fighting warship of the current FedSun fleet, in both offense and defense. While current FedSun design philosophies focus on Missile, Naval Laser, and Fighters as the primary weapon systems, the Gladius includes Naval Cannons to effectively engage any threat, at any range.
Class/Model/Name: Gladius (Fleet/Defense Destroyer)
Tech: Inner Sphere
Ship Cost: $6,653,338,000.00
Magazine Cost: $26,515,000.00
BV2: 55,292
Mass: 450,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Improved Ferro-Aluminum
Armament:
16 Naval Laser 55
10 Naval AC 35
10 Capital Launcher Killer Whale
40 AC 5
80 Machine Gun (IS)
8 Naval Laser 35
8 Capital Launcher Barracuda
Class/Model/Name: Gladius (Fleet/Defense Destroyer)
Mass: 450,000
Equipment: Mass
Drive: 81,000.00
Thrust
Safe: 3
Maximum: 5
Controls: 1,125.00
K-F Hyperdrive: Compact (11 Integrity) 203,625.00
Jump Sail: (4 Integrity) 53.00
Structural Integrity: 100 45,000.00
Total Heat Sinks: 3297 Single 2,850.00
Fuel & Fuel Pumps: 5000 points 2,040.00
Fire Control Computers: 5,928.00
Armor: 600 pts Improved Ferro-Aluminum 900.00
Fore: 100
Fore-Left/Right: 100/100
Aft-Left/Right: 100/100
Aft: 100
Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 0.00
Medium: 0.00
Large: 0.00
Escape Pods: 100 700.00
Life Boats: 50 350.00
Crew And Passengers:
35 Officers in 1st Class Quarters 350.00
100 Crew in 2nd Class Quarters 700.00
72 Gunners and Others in 2nd Class Quarters 504.00
0 Bay Personnel 0.00
1st Class Passengers 0.00
2nd Class Passengers 0.00
Steerage Passengers 0.00
# Weapons Loc Heat Damage Range Mass
3 Naval Laser 55 Nose 255 165 (16.5-C) Extreme-C 3,300.00
2 Naval AC 35 Nose 240 700 (70-C) 8,000.00
2 Capital Launcher Killer Whale Nose 40 80 (8-C) 300.00
5 AC 5 Nose 5 25 (2.5-C) 40.00
10 Machine Gun (IS) Nose 20 (2-C) 5.00
2 Naval Laser 35 FR 104 70 (7-C) 1,400.00
2 Capital Launcher Barracuda FR 20 40 (4-C) 180.00
5 AC 5 FR 5 25 (2.5-C) 40.00
10 Machine Gun (IS) FR 20 (2-C) 5.00
5 Naval Laser 55 RBS 425 275 (27.5-C) 5,500.00
3 Naval AC 35 RBS 360 1050 (105-C) 12,000.00
3 Capital Launcher Killer Whale RBS 60 120 (12-C) 450.00
5 AC 5 RBS 5 25 (2.5-C) 40.00
10 Machine Gun (IS) RBS 20 (2-C) 5.00
2 Naval Laser 35 AR 104 70 (7-C) 1,400.00
2 Capital Launcher Barracuda AR 20 40 (4-C) 180.00
5 AC 5 AR 5 25 (2.5-C) 40.00
10 Machine Gun (IS) AR 20 (2-C) 5.00
2 Naval Laser 35 FL 104 70 (7-C) 1,400.00
2 Capital Launcher Barracuda FL 20 40 (4-C) 180.00
5 AC 5 FL 5 25 (2.5-C) 40.00
10 Machine Gun (IS) FL 20 (2-C) 5.00
5 Naval Laser 55 LBS 425 275 (27.5-C) 5,500.00
3 Naval AC 35 LBS 360 1050 (105-C) 12,000.00
3 Capital Launcher Killer Whale LBS 60 120 (12-C) 450.00
5 AC 5 LBS 5 25 (2.5-C) 40.00
10 Machine Gun (IS) LBS 20 (2-C) 5.00
2 Naval Laser 35 AL 104 70 (7-C) 1,400.00
2 Capital Launcher Barracuda AL 20 40 (4-C) 180.00
5 AC 5 AL 5 25 (2.5-C) 40.00
10 Machine Gun (IS) AL 20 (2-C) 5.00
3 Naval Laser 55 Aft 255 165 (16.5-C) 3,300.00
2 Naval AC 35 Aft 240 700 (70-C) 8,000.00
2 Capital Launcher Killer Whale Aft 40 80 (8-C) 300.00
5 AC 5 Aft 5 25 (2.5-C) 40.00
10 Machine Gun (IS) Aft 20 (2-C) 5.00
Ammo Rounds Mass
Naval AC 35 Ammo 200 200.00
Capital Launcher Killer Whale Ammo 200 10,000.00
Capital Launcher Barracuda Ammo 160 4,800.00
AC 5 Ammo 1000 50.00
Machine Gun (IS) Ammo 2000 10.00
Cargo: 22,500
Rapier-class Fast Frigate
The Rapier is the FedSun's primary Anti-piracy ship. Designed to chase down pirate vessels, engage outside of their range, and pummel them with impunity, the Rapier is fast, agile, long legged, and with its NCSS well informed. The Rapier carries several Marine units for boarding and capturing of ships and targets. In wartime, the Rapier is used to do deep raids, and can perform fleet scouting, and long-range skirmish or spoiler attacks. Slashing in quickly, staying at long ranges, commanding the engagement envelope, and being able to... tactically withdraw at will.
Class/Model/Name: Rapier (FF: Anti-Pirate/Raider)
Tech: Inner Sphere
Ship Cost: $5,544,488,000.00
Magazine Cost: $1,237,500.00
BV2: 20,747
Mass: 250,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 5
Maximum Thrust: 8
Armor Type: Improved Ferro-Aluminum
Armament:
7 Naval Laser 45
7 Capital Launcher Barracuda
46 AC 5
70 Machine Gun (IS)
4 Naval Laser 35
Class/Model/Name: Rapier (FF: Anti-Pirate/Raider)
Mass: 250,000
Equipment: Mass
Drive: 75,000.00
Thrust
Safe: 5
Maximum: 8
Controls: 625.00
K-F Hyperdrive: Compact (7 Integrity) 113,125.00
Jump Sail: (4 Integrity) 43.00
Structural Integrity: 70 17,500.00
Total Heat Sinks: 832 Single 400.00
Fuel & Fuel Pumps: 6500 points 2,652.00
Fire Control Computers: 315.00
Armor: 252 pts Improved Ferro-Aluminum 350.00
Fore: 42
Fore-Left/Right: 42/42
Aft-Left/Right: 42/42
Aft: 42
Dropship Capacity: 1 1,000.00
Small Craft Capacity: 2 400
Fighter Craft Capacity: 8 1200
Grav Decks:
Small: 0.00
Medium: 0.00
Large: 0.00
Escape Pods: 50 350.00
Life Boats: 50 350.00
Crew And Passengers:
24 Officers in 1st Class Quarters 240.00
71 Crew in 2nd Class Quarters 497.00
44 Gunners and Others in 2nd Class Quarters 308.00
26 Bay Personnel 0.00
4 1st Class Passengers 40.00
18 2nd Class Passengers 126.00
90 Steerage Passengers 450.00
# Weapons Loc Heat Damage Range Mass
3 Naval Laser 45 Nose 210 135 (13.5-C) Extreme-C 2,700.00
3 Capital Launcher Barracuda Nose 30 60 (6-C) 270.00
5 AC 5 Nose 5 25 (2.5-C) 40.00
5 Machine Gun (IS) Nose 10 (1-C) 2.50
1 Naval Laser 45 FR 70 45 (4.5-C) 900.00
4 AC 5 FR 4 20 (2-C) 32.00
10 Machine Gun (IS) FR 20 (2-C) 5.00
2 Naval Laser 35 RBS 104 70 (7-C) 1,400.00
1 Capital Launcher Barracuda RBS 10 20 (2-C) 90.00
10 AC 5 RBS 10 50 (5-C) 80.00
10 Machine Gun (IS) RBS 20 (2-C) 5.00
4 AC 5 AR 4 20 (2-C) 32.00
10 Machine Gun (IS) AR 20 (2-C) 5.00
1 Naval Laser 45 FL 70 45 (4.5-C) 900.00
4 AC 5 FL 4 20 (2-C) 32.00
10 Machine Gun (IS) FL 20 (2-C) 5.00
2 Naval Laser 35 LBS 104 70 (7-C) 1,400.00
1 Capital Launcher Barracuda LBS 10 20 (2-C) 90.00
10 AC 5 LBS 10 50 (5-C) 80.00
10 Machine Gun (IS) LBS 20 (2-C) 5.00
4 AC 5 AL 4 20 (2-C) 32.00
10 Machine Gun (IS) AL 20 (2-C) 5.00
2 Naval Laser 45 Aft 140 90 (9-C) 1,800.00
2 Capital Launcher Barracuda Aft 20 40 (4-C) 180.00
5 AC 5 Aft 5 25 (2.5-C) 40.00
5 Machine Gun (IS) Aft 10 (1-C) 2.50
Ammo Rounds Mass
Capital Launcher Barracuda Ammo 140 4,200.00
AC 5 Ammo 500 25.00
Machine Gun (IS) Ammo 1000 5.00
Equipment Mass
NCSS Small 100.00
Cargo: 20,500
Hornet-class Light Fleet Carrier
The 2nd ship designed to serve on the battle-line, the Hornet class Light Fleet Carrier was designed to be fast and tough, with the strongest air-wing available. While the ship carries capital weapons, they are primarily for defensive purposes, relying on its airwing for its combat capabilities. Fast enough to participate in a raid in force, the primary use for it's speed is to keep it out of range of enemy vessels.
Class/Model/Name: Hornet (Light Carrier)
Tech: Inner Sphere
Ship Cost: $6,646,922,000.00
Magazine Cost: $368,000.00
BV2: 23,298
Mass: 490,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Improved Ferro-Aluminum
Armament:
12 Naval Laser 35
80 AC 5
80 Machine Gun (IS)
Class/Model/Name: Hornet (Light Carrier)
Mass: 490,000
Equipment: Mass
Drive: 117,600.00
Thrust
Safe: 4
Maximum: 6
Controls: 1,225.00
K-F Hyperdrive: Compact (11 Integrity) 221,725.00
Jump Sail: (4 Integrity) 55.00
Structural Integrity: 110 53,900.00
Total Heat Sinks: 729 Single 200.00
Fuel & Fuel Pumps: 3750 points 1530.00
Fire Control Computers: 585.50
Armor: 687 pts Improved Ferro-Aluminum 1,035.00
Fore: 115
Fore-Left/Right: 114/114
Aft-Left/Right: 114/114
Aft: 116
Dropship Capacity: 1 1,000.00
Small Craft Capacity: 75 15,000.00
Aero capacity: 150 22,500.00
Grav Decks:
Small: 2 100.00
Medium: 1 100.00
Large: 0.00
Escape Pods: 100 700.00
Life Boats: 50 350.00
Crew And Passengers:
31 Officers in 1st Class Quarters 310.00
112 Crew in 2nd Class Quarters 784.00
39 Gunners and Others in 2nd Class Quarters 273.00
675 Bay Personnel 0.00
1st Class Passengers 0.00
250 2nd Class Passengers 1,750.00
Steerage Passengers 0.00
# Weapons Loc Heat Damage Range Mass
2 Naval Laser 35 nose 104 70 (7-C) Long-C 1,400.00
10 AC 5 nose 10 50 (5-C) 80.00
10 Machine Gun (IS) nose 20 (2-C) 5.00
10 AC 5 FR 10 50 (5-C) 80.00
10 Machine Gun (IS) FR 20 (2-C) 5.00
4 Naval Laser 35 RBS 208 140 (14-C) 2,800.00
10 AC 5 RBS 10 50 (5-C) 80.00
10 Machine Gun (IS) RBS 20 (2-C) 5.00
10 AC 5 AR 10 50 (5-C) 80.00
10 Machine Gun (IS) AR 20 (2-C) 5.00
10 AC 5 FL 10 50 (5-C) 80.00
10 Machine Gun (IS) FL 20 (2-C) 5.00
4 Naval Laser 35 208 140 (14-C) 2,800.00
10 AC 5 LBS 10 50 (5-C) 80.00
10 Machine Gun (IS) LBS 20 (2-C) 5.00
10 AC 5 AL 10 50 (5-C) 80.00
10 Machine Gun (IS) AL 20 (2-C) 5.00
2 Naval Laser 35 Aft 104 70 (7-C) 1,400.00
10 AC 5 Aft 10 50 (5-C) 80.00
10 Machine Gun (IS) Aft 20 (2-C) 5.00
Ammo Rounds Mass
AC 5 Ammo 1600 80.00
Machine Gun (IS) Ammo 1600 8.00
Cargo: 40000
(Enough designs... NO! WE WANT MORE!)
Terrier-class FS/AGER
The Terrier class Corvette is the primary scout for the FedSun navy. With the best sensors in the known universe, small, nimble, and with massive speed, the Terrior can, and will find what its hunting for, and stay on its tail. You will find Terriers roaming around suspicious areas, waiting to bird-dog for Rapiers, running messages as a courier, or acting as the eyes and ears for fleet engagements. Fragile, and weakly armed, this light vessel rarely chooses to engage, and with her extreme speeds, is rarely forced to do so.
Class/Model/Name: Terrier (FS/AGER Light anti-pirate/Scout Corvette)
Tech: Inner Sphere
Ship Cost: $4,397,258,000.00
Magazine Cost: $22,000.00
BV2: 8,182
Mass: 100,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 6
Maximum Thrust: 9
Armor Type: Improved Ferro-Aluminum
Armament:
3 Naval Laser 55
40 AC 2
1 Naval Laser 35
Class/Model/Name: Terrier (FS/AGER Light anti-pirate/Scout Corvette)
Mass: 100,000
Equipment: Mass
Drive: 36,000.00
Thrust
Safe: 6
Maximum: 9
Controls: 250.00
K-F Hyperdrive: Compact (4 Integrity) 45,250.00
Jump Sail: (3 Integrity) 35.00
Structural Integrity: 50 5,000.00
Total Heat Sinks: 363 Single 50.00
Fuel & Fuel Pumps: 20000 points 2,040.00
Fire Control Computers: 0.00
Armor: 130 pts Improved Ferro-Aluminum 100.00
Fore: 23
Fore-Left/Right: 22/22
Aft-Left/Right: 21/21
Aft: 21
Dropship Capacity: 0 0.00
Small Craft Capacity: 2 400.00
Grav Decks:
Small: 0.00
Medium: 0.00
Large: 0.00
Escape Pods: 25 175.00
Life Boats: 25 175.00
Crew And Passengers:
15 Officers in 1st Class Quarters 150.00
50 Crew in 2nd Class Quarters 350.00
23 Gunners and Others in 2nd Class Quarters 161.00
10 Bay Personnel 0.00
1st Class Passengers 0.00
2 2nd Class Passengers 14.00
Steerage Passengers 0.00
# Weapons Loc Heat Damage Range Mass
1 Naval Laser 55 Nose 85 55 (5.5-C) Extreme-C 1,100.00
5 AC 2 Nose 5 10 (1-C) 30.00
5 AC 2 FR 5 10 (1-C) 30.00
1 Naval Laser 55 RBS 85 55 (5.5-C) 1,100.00
5 AC 2 RBS 5 10 (1-C) 30.00
5 AC 2 AR 5 10 (1-C) 30.00
5 AC 2 FL 5 10 (1-C) 30.00
1 Naval Laser 55 LBS 85 55 (5.5-C) 1,100.00
5 AC 2 LBS 5 10 (1-C) 30.00
5 AC 2 AL 5 10 (1-C) 30.00
1 Naval Laser 35 Aft 52 35 (3.5-C) 700.00
5 AC 2 Aft 5 10 (1-C) 30.00
Ammo Rounds Mass
AC 2 Ammo 1000 22.22
Equipment
NCSS Large
Cargo: 5000
(Finally!)
Boondoggle
Caballus-class Fleet Supply/Collier
The repercussions of the Caballus Fleet Collier class scandal are still reverberating through the FedSun military. Initially the Caballus was a modest design for a fleet collier able to keep up with fleet movements and supply beans, bullets, and parts for fleets operating outside of their normal range. However, after passing through several closed door committees, architectural plans being changed radically but no one willing to own the changes, constant and lengthy cost overruns, finally delivered a ship that is well more than 10 times the cost of existing jumpships, while providing less than 4 jumpships worth of cargo. As if that wasn't enough, instead of using the latest in defense systems and armor to allow it to survive raiders and the rigors of supplying a active fleet, it has less armor than most dropships. To quote one anonymous Admiral, upon touring the finished prototype, "I'm afraid to lean on the walls, as I might accidentally fall through the rice paper they're made out of." The FedSun admiralty is desperate to get rid of the design, but 'guaranteed' secured contracts have at least 3 more in the works, and options for another 2. For what its worth, however, in its intended role the Caballus prototype saw next to no issues in its shakedown cruise, and is currently performing admirably in helping to supply and shuttling marines and personnel to the fleets working on the current FedSun anti-piracy campaign.
One telling left-over from the design process puree is that the Caballus can carry nearly, but not quite, 4 units of infantry/marines. As far as the Admirality can figure out, the older blueprint page was accidentally swapped for the correct one for that segment of the ship when building the prototype.
Class/Model/Name: Caballus (AFS Fleet Collier/Combat Stores)
Tech: Inner Sphere
Ship Cost: $5,845,434,000.00
Magazine Cost: $26,400.00
BV2: 2,857
Mass: 180,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Standard
Armament:
40 AC 2
Class/Model/Name: Caballus (AFS Fleet Collier/Combat Stores)
Mass: 180,000
Equipment: Mass
Drive: 43,200.00
Thrust
Safe: 4
Maximum: 6
Controls: 450.00
K-F Hyperdrive: Compact (6 Integrity) 81,450.00
Jump Sail: (3 Integrity) 39.00
Structural Integrity: 30 5,400.00
Total Heat Sinks: 338 Single
Fuel & Fuel Pumps: 15000 points 3,060.00
Fire Control Computers: 0.00
Armor: 80 pts Standard 103.00
Fore: 14
Fore-Left/Right: 13/13
Aft-Left/Right: 13/13
Aft: 14
Dropship Capacity: 2 2,000.00
Grav Decks:
Small: 0.00
Medium: 1 100.00
Large: 0.00
Escape Pods: 30 210.00
Life Boats: 30 210.00
Crew And Passengers:
16 Officers in 1st Class Quarters 160.00
65 Crew in 2nd Class Quarters 455.00
7 Gunners and Others in 2nd Class Quarters 49.00
0 Bay Personnel 0.00
5 1st Class Passengers 50.00
25 2nd Class Passengers 175.00
100 Steerage Passengers 500.00
# Weapons Loc Heat Damage Range Mass
5 AC 2 nose 5 10 (1-C) Long 30.00
5 AC 2 FR 5 10 (1-C) 30.00
5 AC 2 RBS 5 10 (1-C) 30.00
5 AC 2 AR 5 10 (1-C) 30.00
5 AC 2 FL 5 10 (1-C) 30.00
5 AC 2 LBS 5 10 (1-C) 30.00
5 AC 2 AL 5 10 (1-C) 30.00
5 AC 2 Aft 5 10 (1-C) 30.00
Ammo Rounds Mass
AC 2 Ammo 1200 26.67
Cargo: 42000