Battletech The Taurian Navy Timeline

Reuificaiton War Taurian Technology

Doomsought

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This advanced warship technology serves the same purpose for warships as omni-pods do for mechs. A modular mission pod can be described as dropships with a heavily modified docking collars and no engines, though this undersells the amount of engineering differences between modular mission pods and dropships.

To allow a warship to mount modular mission pods, MMP docking collars need to be installed on the ship and the engine needs to be enlarged for the extra weight of the Modular mission pods it will mount. There are four types of modular mission pods which each are only compatible with the matching modular mission pod docking collar: Compact, Light, Medium and Heavy. Although they are derived from dropship docking collars, MMP docking collars are completely different in structure, being much larger and inset into the ship's hull. Each MMP docking collar has a minimum tonnage requirement for a warship to be able to mount it, listed in the table bellow.

When MMP docking collars are installed on a ship, pick a firing arc. Only one MMP may be installed in any firing arc. Do to their size and the limitations on warship fire control computers, the MMP will prevent any weapons from being installed in that firing arc. Instead, all weapons mounted on any MMP installed there will use that firing arc. If the firing are is required to be mirrored, then MMP docking collars of the same type must be installed in both firing arcs.

When installing engines on a warship ship with MMP docking collars, you must add the maximum MMP size for each docking collar to the warships mass before calculating the size of the warship's maneuvering drive. This only applies to maneuvering drives: Like dropships, MMPs mount K-F Booms, and each MMP carries additional control systems and crew accommodation to take care of its own systems.

Modular Mission Pod Size

MMP Model

Minum Ship Size

MMP Collar Mass

Docking Collar

Slots

MMP Max Size

MMP min SI

MMP max SI

Compact

100,000 tons

1,200 tons

1 Slot

20,000 Tons

3

30

Light

250,000 tons

1,500 tons

1 Slot

50,000 Tons

4

40

Medium

500,000 tons

2,000 tons

2 Slot

100,000 Tons

6

60

Heavy

1,000,000 tons

3,000 tons

3 Slot

150,000 Tons

8

80

Taking Damage
A Modular Mission Pod might take damage if the ship carrying it receives an attack. First determine what facing is receiving the attack, if there is an MMP that can receive damage from that facing then roll 1d6 and review the table bellow. If an MMP is on the rolled firing arc, then the damage is split between the MMP and the warship evenly. If a direct hit is rolled, then all damage is applied to the warship. Critical hits from the same attack are applied to the MMP then to the warship, alternating for additional critical hits.

MMP Hit table

Die Roll

Front

Aft

Side

Above/Bellow

1

Front Left

Aft Left

Front Side

Nose

2

Direct Hit

Direct Hit

Direct Hit

Direct Hit

3

Nose

Aft

Broadside

Direct Hit

4

Nose

Aft

Broadside

Direct Hit

5

Direct Hit

Direct Hit

Direct hit

Direct Hit

6

Front Right

Aft Right

Aft Side

Aft

MMPs use the Dropship side facing table for all critical hits. Thruster critical hits are negated. Critical hits to the engine instead damage the MMP link. The first hit to the MMP link increase heat generated be the MMPs weapon bays by 5%. The third hit disables the MMPs equipment as if powered down.
Step 1: Type and Size

The first step in designing an MMP is deciding which type of MMP collar it will be comparable with and the weight of the MMP. An MMP may weigh any where between 5000 tons and the maximum weight allowed by its MMP Collar listed in the Modular Mission Pod Size table, in 1,000 ton increments.

Step 2: Control System and Structure

An MMP's control system is composed of two parts, the first part is the MMP link which contains the power adapters, coolant line hook ups, and computer network ports that link its systems to those of the Warships it is attached to through the MMP collar. The MMP link weighs half the mass of the MMP collar. The MMP link also contains batteries and back up generators capable of keeping life support active while the MMP is being transported.

The other half of the MMP's control system are the duty stations for its crew and gunners.
The crew stations weigh the MMP's weight x 0.0020
An MMP uses the same rules as a Dropship to determine its minimum crew and gunners.

Determine Structural Integrity
An MMP does not have an engine, but it does have a minimum and maximum amount of Structural integrity based on the size of the MMP collar it is designed to be installed in, listed in the Modular Mission Pod Size chart. The weight of an MMP's structural integrity is (SI x Tonnage / 500)

Step 3: Armor

An MMP can mount (10+SI tonnage / 50) tons of armor, but only has one armor facing. Because the size of an MMP is primarily determined by the MMP collar it is affixed to, ammo per ton for an MMP is determined by its MMP collar rather than tonnage.


MMP Capital Armor per ton (Inner Sphere/Clan)

MMP Type

Standard Armor

Ferro-Aluminum

Ferro Carbide

Lamellar Ferro Carbide

Compact

1.2/1.5

1.5/1.6

1.7/1.9

2.0/2.5

Light

1.0/1.2

1.2/1.5

1.4/1.7

1.7/2.0

Medium

0.8/1.0

1.0/1.2

1.2/1.4

1.4/1.6

Heavy

0.6/0.7

0.8/0.9

1.0/1.1

1.2/1.3

Step 4: Heat sinks

All the equipment carried on an MMP will be considered part of the unit it is installed on for the purposes of heat. MMPs do not get any weight free heat sinks because they lack an engine. While MMPs are not required to install any heat sinks, it is suggested that they do so in case the unit they are installed on does not have enough space heat sinks to fire all of the MMPs weapons.

Step 5: Weapons and Equipment

Crew Quarters: Units that can mount MMPs rarely have passenger space for their MMP crews, thus an MMP must mount crew quarters for their officers, enlisted crew and gunners.

Legal Equipment: MMPs can mount any weapons and equipment that can be installed on dropships. A compact MMP can install any capital weapons that weighs less than 1000 tons, and other MMPs can mount any capital weapons other than mass drivers.

Weapons and Fire control Systems: a MMP has a single firing arc which follows the same rules for space and fire control systems as a warship.

Transport Bays and Doors: MMPs follow the same rules for transport bays and doors as a dropship, except they have only (3+ MMP tonnage / 50000) bay door rounded up.

550 (750) KT
Engine: 5 Safe Thrust 225,000 tons
Fuel (8000 tons) 8,160 tons
Structure: 80 SI 44,000 tons
Jump drive: 248875
Control Systems: 1375
Heat: 1093 single heat sinks 0 tons
(1093 weight free)[816 heat)
Armor: 136 points standard 170 tons

Crew:
35 Officers, 155 Enlisted, 16 gunners 1547 tons
2 Small Grav Decks (40m,40m) 100 tons
34 life boats, 16 escape pods 350 tons
Equipment:
2 Medium MPP (LB/RB) 4000 tons
2 Docking Collars 2000 tons

Weapons
Nose (10982 tons, 628 heat)
4 NL-45, 3600 tons, 280 heat
2 M-NPPC, 3600 tons, 270 heat
4 White Shark, 480 tons, 60 heat
White Shark Ammo (80 missiles), 3200 tons
6 AC-10, 72 tons, 18 heat
AC-10 Ammo (300), 30 tons

Aft (3742 tons, 188 heat)
2 NL-45, 1800 tons, 140 heat
2 White Shark, 240 tons, 30 heat
White Shark Ammo (40 missiles), 1600 tons
6 AC-10, 72 tons, 18 heat
AC-10 Ammo (300), 30 tons

Bays
Bay 1 (2 Small craft) 400 tons
Bay 2 (524 tons Cargo)
100KT Medium MMP
Control Systems: 1020 tons
Structure: 40 SI 8000 tons
Armor: 328 points 410 tons
Heat sinks: Single, 3145 tons
Crew
11 officer, 24 Enlisted, 30 gunners 488 tons
15 Life Boats, 10 Escape Pods 175 tons
6x 3 NAC/20 Bays 45kt, 1080 heat
NAC Ammo (30 shots each) 216 tons
2x 4 HNPPC Bays 24 kt, 1800 heat
6 x 4 Large Laser bay 120 tons, 192 heat
5 x White Shark 600 tons, 75 heat
White Shark ammo (100/20 each) 4000
Bay 1 (12 Fighters) 1800 tons
Bay 2 Cargo 9,824 tons
Bay 3 (12 Fighters) 1800 tons
480 (580) KT Destroyer
Hull and engines: 388661
Engines: 4 Safe Thrust 139200 tons
Fuel: (1600 tons) 1632 tons
Structure: 60 SI 28800 tons
Jump Drive: 11 integrity 217200 tons
Jump sail: 3 intrigrity 54 tons
Control Systems 1200 tons
Armor: 230 points Standard 575 tons

Heat: 2440 single heat sinks 1868 tons
(572 weight free)[2440 heat]

Crew
36 officers, 141 Enlisted Crew, 38 Gunners 1613 tons
3 Grav Decks (2 30m, 1 80m)150 tons
45 life boats, 25 escape pods 490 tons

Equiptment (max colars: 9)
2 Light MMP 3000 tons

Weapons 40870 tons
Nose (5420 tons, 452 heat)
6 NL45, 5400 tons, 420 heat
4 Large Lasers, 20 tons, 32 heat
FL/FR (10130 tons, 255 heat)
3 NAC/20, 7500 tons, 180 heat
NAC Ammo(75) 30 tons
5 White Sharks, 600 tonts, 75 heat
White Shark Ammo(50), 2000 tons
AL/AR (4380 tons, 287 heat)
2 HNPPC, 6000 tons, 550 heat
3 White Sharks, 360 tons, 45 heat
White Shark Ammo (30) 1200 tons
4 Large Lasers, 20 tons, 32 heat
Aft (6430 tons, 224 heat)
2 NAC/20, 5000 tons, 120 heat
NAC Ammo(75) 30 tons
2 NL-35, 1400 tons, 104 heat

Bay 1: (12 fighters) 1800 tons
Bay 2: (4 Small Craft) 800 tons
Bay 3: (cargo) 34348 tons
 
Post War Technology

Doomsought

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Categories: Point defense, Pulse*
Game Rules: When operating in standard mode, point defense lasers are treated as pulse lasers. Point defense lasers can also operate in point defense mode folloing advanced point defense rules. When operating in point defense mode, these weapons can only be used to defend agaisnt Capital missiles, Arrow-IV and other large artillery missiles. Rather than dealing half damage in point defense mode, point defense lasers use a second damage value listed next to their standard damage value. Point defense lasers to not get a -2 bonuse to hit for beign a pulse weapon while in point defense mode.
Construction Rules: Because of their bulky tracking systems, a point defense laser must be installed on a turret when installed on units under 500 tons. When a point defense laser is installed on a turret, no other weapons including other point defense lasers may be installed on that turret, however its firing arch covers all directions the turret could be aimed without needing to manually adjust its facing.
L-PDL
Heat: 5
Damage: 12/10
Short: 1
Medium: 2
Long: 3
Tons: 3
Crits: 3

M-PDL
Heat: 28
Damage: 24/20
Short: 2
Medium: 4
Long: 6
Tons: 11
Crits: 11

H-PDL
Heat: 40
Damage: 32/30
Short: 1-3
Medium: 4-7
Long: 8-10
Tons: 25
Crits: 25
Improved compact cores do not include K-F Drive Initiators, thus must have at least one intact Germanium-Carbide Inductor installed on them in order to jump.

Game Rules:
When an improved compact core takes damage, roll a 1d6, on a 5+ a Germanium Carbide Inductor will be destroyed instead.
Improved Compact Cores can be charge as quickly as 125 hours without needing a quick charge rolls, and gain a -3 bonus to all quick charge rolls.
The unit suffers only a +1 penalty per point of jump drive damage on the mis-jump roll, rather than a +2 penalty.


Drive Weight: Warship Weight x 0.4215
Drive integrity: 4 + (K-F Drive Wegiht / 22,000)
Germanium-Carbide Inductor: Warship Weight x 0.02

Costs:
The Germanium-Carbide Inductor replaces the Initiator and charging system.
Drive Coil 250,000,000 + (300,000,000 x No. of Docking Collars)
Controller 220,000,000
Tankage 200,000 x K-F Drive Integrity Value
Support Systems 20,000,000 x (40 + Unit Tonnage ÷ 10,000)
Germanium-Carbide Inductor (Each)
100,000,000 + 2,200,000 x (No. of Docking Collars + Unit Tonnage / 50,000)

480 (580) KT Destroyer
Hull and engines: 388661
Engines: 4 Safe Thrust 139200 tons
Fuel: (1600 tons) 1632 tons
Structure: 60 SI 28800 tons
Jump Drive: 11 integrity 217200 tons
Jump sail: 3 integrity 54 tons
Control Systems 1200 tons
Armor: 230 points Standard 575 tons

Heat: 2655 single heat sinks 2083 tons
(572 weight free)[2655 heat]

Crew
36 officers, 141 Enlisted Crew, 38 Gunners 1613 tons
3 Grav Decks (2 30m, 1 80m)150 tons
45 life boats, 25 escape pods 490 tons

Equipment (max colars: 9)
2 Light MMP 3000 tons

Weapons 40870 tons
Nose (5420 tons, 452 heat)
6 NL45, 5400 tons, 420 heat
4 Large Lasers, 20 tons, 32 heat
10 AMS, 15 tons, 10 heat
AMS Ammo (240) 20 tons
FL/FR (10130 tons, 255 heat)
3 NAC/20, 7500 tons, 180 heat
NAC Ammo(75) 30 tons
5 White Sharks, 600 tonts, 75 heat
White Shark Ammo(50), 2000 tons
9 L-PDL, 27 tons, 45 heat
AL/AR (4380 tons, 287 heat)
2 HNPPC, 6000 tons, 550 heat
3 White Sharks, 360 tons, 45 heat
White Shark Ammo (30) 1200 tons
5 L-PDL, 15 tons, 25 heat
10 AMS, 15 tons, 10 heat
AMS Ammo (240) 20 tons
Aft (6430 tons, 224 heat)
2 NAC/20, 5000 tons, 120 heat
NAC Ammo(75) 30 tons
2 NL-35, 1400 tons, 104 heat
9 L-PDL, 27 tons, 45 heat

Bay 1: (12 fighters) 1800 tons
Bay 2: (4 Small Craft) 800 tons
Bay 3: (cargo) 33917 tons
1,600 KT mixed Warship
Engine: Station Keeping 19200 tons
Fuel: (18KT) 18360 tons
Structure: 3 SI 4800 tons
K-F Drive: 31 SI Compact core 724000 tons
Jump Sail: 7 SI, 110 tons
Control Systems: 4000 tons
Armor: 96 tons

Crew:
103 Officers 1030 tons
515 enlisted 3605 tons
6000 Steerage Quarters 30,000 tons
Equipment
10 MASH Core 35 tons
100 Mash Theater 100 tons
400 ICU (Steerage + Paramedic Equipment) 2100 tons
600 Steerage Quarters 3000 tons
4 Grav Decks (250,250,400,400) 500 tons
Industrial Equipment 20,000 tons

4 x Medium MMP collar 8000 tons
4 x Light MMP collar 6000 tons
1000 KT Unpressurized Naval Repair Facility 25000 tons

Total Bay doors 24
Bay 1: Work Equipment Bay (3000 BA Comp. 60 Mechs) 10 doors 12000 tons
Bay 2: Transit Bay (40 Smallcraft) 6 doors, 8000 tons
Bay 3: Cargo 710,064 tons
The Chihuahua is unfortunately a poor design, and after three a total of three were built, the Taurian Concordat decided to just buy Newgrange class Yardships instead.

1800 (2100) kt warship
Hull and engines: 972600 tons
Engines: 1 safe thrust 126000 tons
Fuel: (24000) tons 24480 tons
Structure: 20 SI 36000 tons
Improved Jump Drive: 39 SI 758700 tons
Germanium-Carbide Inductors (6) 216000 tons
Jump-Sail (x5): 600 tons
Control Systems: 4500 tons
Armor: 720 tons

Crew 231013.5 tons
100 officers, 494 enlisted, 6 gunners 4500 tons
Passanger Quarters 226000 tons
2,000 1st rate, 8,000 2nd rate, 30,000 steerage
Grav Deck (250, 250, 500, 500) 500 tons
Mash (10) 13.5 tons

Weapons
6 L-PDL (all but roadsides) 900 tons

Equipment 267000 tons
H-Comms scanner suite 500 tons
Industrial Equipment 30,000 tons
Laboratory Equipment 500 tons
Hydroponics (10,000) 200000 tons

2 Heavy MPP Collar (Broadsides) 6000 tons
30 Docking Collars 30,000 tons

26 bay doors
Bay 1 (120 Smallcraft)12 bay doors, 24000 tons
Bay 2: Cargo 14 Bay Doors 304486 tons
Something of a prestige project, the Panama is the second largest jumpship ever built after the Newgrange. The ship is designed for deep space colonization, and is thus the ship has enough Germanium-Carbide inductors to make six jumps in a row. Additionally the Panama is equipped with a unique multi-charge system allowing it to charge four Germanium-Carbide Inductors from its jump sails and two from its engines at the same time. This allows it to transport its incredible 40000 passengers with incredible speed. It has nearly 300 kilotons of equipment dedicated to supporting colonization efforts including enough hydroponics to keep a quarter of its passenger capacity fed indefinitely. The Panama has a deliberately sparse weapons loadout, composed exclusively of point defense lasers, making it easier for the ship to travel into Star League space to pick up colonists.
Only one was ever made.
20,000 Ton Spheroid Dropship
Engines and Hull: 5602 tons
Engines: 3 Safe Thrust 3900 tons
Fuel: 1100 tons 1122 tons
Structure: 10 SI 400 tons
Control Systems: 150 tons
Armor: 30 tons
Heat Sinks: 78 single 0 tons

Crew
2 officers, 7 enlisted 69 tons
4 Lifeboats, 4 eacape pods 56 tons

Equipment
Lift hoist (10KT) 150 tons
Look Down Radar 5
Hi-es Imager 2.5
Beagle Active Probe 1.5
12 mounted Searchlights 6 tons

Bays
Bay 1 (Prefab) [Open] 10000 tons
Bay 2 (2 Light Vehicles, 2 Smallcraft) 2 doors, 460 tons
Bay 3 (4 Mechs) 2 doors, 600 tons
Bay 4 (Cargo) 2 doors, 3048 tons
The Star-Crane is a very distinct dropship with its A-Frame design and side mounted engines. Its primary cargo bay is entirely open to the elements, allowing it to use its hydraulically mounted magnetic clamps to simply lift up prefabricated structures and drop them off at their intended destinations. The star-crane has been a welcome addition to colonization efforts in both the Taurian Concordat and inner sphere.
 
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Post War Inner Sphere Techology

Doomsought

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Terran Hegemony
The anti-missile missile system is a LRM-15 modified with a special tracking system designed to lock onto incoming capital missiles at long range.
Game Rules: AMMS are point defense weapons that follow a modified version of advanced point defense rules. Unlike other point defense weapons, they may target missiles at a range of 3 aerospace hexes (or 3 maps if used against missile artillery on a ground map), but can only target Arrow IV, cruise and capital missiles. Each AMMS deals 10 points of standard damage to a missile. When not operating in point defense mode, it is treated a an LRM-15 + Artimis.
Damage: 10*
Heat: 6
Mass: 9 tons
Space: 4 Critical slots
Ammo Per Ton: 8

Rapier launcher can fire twice each turn, one on during standard weapons fire and the second time during point defense. Has a -1 bonus to hit missiles. Deals 3 capital damage to missiles or 15 standard damage to fighters. Cannot damage more heavily armored units.
Damage: 30/15
Heat: 15(30)
Short: 6
Medium: 12
Long: 20
Mass: 44 tons
Ammo Per ton: 2

Federated Suns
Game Rules: Dart missile Launchers follow the same rules as LRMs, except point defense and AMS weapons treat them as capital missiles. One dart missile in a volley is destroyed per point of capital damage done by Point defense weapons after the clustered hit roll, or averaging of clustered hit attacks.

Dart Missile Launchers have a minimum range of 10 hexes.

Model​

Heat​

Damage(Aero)​

Short​

Medium​

Long​

Extreme​

Tons​

Crits​

Ammo Per Ton​

Dart-3

7​

5/Msl (10)​

12​

28​

42​

56​

8​

3​

3​

Dart-5

10​

5/Msl (15)​

12​

28​

42​

56​

14​

6​

2​

Dart-10

20​

5/Msl (30)​

12​

28​

42​

56​

30​

12​

1​

Dart-15

30​

5/Msl (45)​

12​

28​

42​

56​

45​

18​

2 / 3​

Dart-20

40​

5/Msl (60)​

12​

28​

42​

56​

60​

24​

1 / 2​

Dart-5 + Callisto

10​

5/Msl (20)​

12​

28​

42​

56​

16*​

-​

2​

Dart-10 + Callisto

20​

5/Msl (40)​

12​

28​

42​

56​

32*​

-​

1​

Dart-15 + Callisto

30​

5/Msl (60)​

12​

28​

42​

56​

47*​

-​

2 / 3​

Dart-20 + Callisto

40​

5/Msl (80)​

12​

28​

42​

56​

62*​

-​

1 / 2​
*see Callisto FCS

Construction Rules:
Callisto FCS can only be installed on Dropships, warships, advanced support vehicles, structures and Mobile Structures.

For each units with weapons bays, the one Callisto Target Acquisition Sensor weighing 3 tons must be installed for each weapons bay mounting Dart Missile Launchers. Additionally 2 tons of Callisto Fire control computers must be installed for each Dart Missile Launcher in the weapons bay.

Advanced support vehicles follow the same rules as above, except per firing arc instead of weapons bay.

Structures and Mobile structures require a single 8 ton Callisto Sensor array in each hex with Dart Missile Launchers installed on it, and must mount 2 tons of Callisto fire control computers power Dart Missile Launcher installed on them.

Because the Dart-3 is intended for use on Mechs, it is not compatible with Callisto FCS.

Game Rules: Dart Missile Launchers gain a +2 bonus to their clustered hit roll when a Callisto FCS is installed. When used on Aerospace units, Dart missile launchers with Callisto FCS use capital rather than standard range bands.

Capellan Confederation
Game Rules: Unlike most artillery weapons, the Artillery Gauss Riffle must use different ammunition types for direct fire and indirect fire. Because of its high muzzle velocity, the AGR cannot be used for artillery attack within 2 maps, however artillery attacks made with the AGR take 1/3 the normal number of turns to reach their target, rounded down. Direct fire attacks using APDS ammunition target a unit and deal 25 standard damage.

Direct Fire / Artillery
Damage: 25 /20A
Heat: 5 / 5
Minimum Range: 3 / 2 maps
Short: 10 / -
Medium: 21 / -
Long: 32 / 24 Maps
Mass: 25 tons
Crits: 15
Ammo Per ton: 5 / 10

Alternate ammunition:
APDS – standard direct fire ammunition
HE – standard indirect fire ammunition, ammunition bins may suffer ammunition detonation on a critical hit.
Flack – direct fire, 20A, +2 to hit against aerospace, 10 per ton, ammunition bins may suffer ammunition detonation on a critical hit.
Cluster – direct fire, 25 slugs, Capellan only
Ares – direct fire (Aero-space), 2 per ton, deals double damage to warships, nuclear munition, does not explode but produces 1 heat per on per turn ton an ammunition "Explosion" Concordat only

Free World's League
Game Rules: +1 penalty to hit in point defense mode but -3 to hit when used against fighters in standard mode.
Construction Rules: When placed in a unit that does not use weapon's bays, PDAC must be placed in a turret.

Model​

Heat​

Damage(Aero)​

Short​

Medium​

Long​

Extreme​

Tons​

Crits​

Ammo Per Ton​

PDAC/2

1​
2 (2)​
8​
16​
24​
-​
9​
2​
45​
PDAC/5

2​

5 (5)​

6​

12​

18​

-​

12​

5​

20​

PDAC/10

4​

10 (10)​

5​

10​

15​

-​

18​

8​

10​

PDAC/20

8​

20 (20)​

3​

6​

9​

-​

22​

11​

5​

An AR-F weapons bay may may launch as many fighters as there are launchers in the bay, but cannot recovery any fighters. The launch proveides initial velocity of 20/10/5 to Light/Medium/Heavy fighters respectively. The initial velocity may be in any direction in the bay's firing arc.
Construction Rules: Each AR-F bay counts as a single bay door against a units maximum number of bay doors.
Heat: 40
Mass: 350 tons

Draconic Combine
Game Rules: When operating on the space map, the Delphi Imaging Probe operates using the same rules as an Active Probe operating in the Medium Range Band (S.O. Pp 111), except using whatever firing arc it is installed in rather than the Nose firing arc.
Provide a -3 bonus to Detection Checks.
When within 30 hexes of a planet surface, it may be switched to operate in imaging mode. While in imaging mode it does not grant the benefits of an active probe as described above. Instead it provides the same benefits as a hyperspectral imager, except with the additional special rules described bellow.
  • When within Medium range of the surface (12 aerospace hexes) the Delphi Imaging probe gains a -1 bonus to detecting hidden units and it also rolls for stealth units (those with an active Null-Signature, Void-Signature, or Stealth Armor System) and detects them on a 10+.
  • When within Short range of the surface (6 hexes) the Delphi Imaging Probe gains a -2 bonus to detecting hidden units and can spot stealth units on a 9+.
  • When operating on the low altitude map (surface map) a unit mounting a Delphi Imaging Probe automatically spots hidden units within 6 hexes (ignoring height) and automatically reveals stealth units within 3 hexes of its movement path. It does not get to make Rolls to spot units farther away at this altitude.
  • When on a landed unit, the Delphi Imaging Probe has no effect.
Construction Rules: Units under 100 tons may only install the Delphi imaging probe in their nose/forward firing arc. Larger units may mount it in any firing arc, but the Delphi Imaging Probe may never be mounted on a turret. The Delphi imaging probe may only be mounted on flying units.
Short Range: 6
Medium Range: 12
Long Range: 30
Tons: 7
 
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Techinal Readout 2750

Doomsought

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Comanche
Designed in response to the Marauder, the Comanche is the dedicated command mech of the TDF. The mech is build around a medium point defense laser which provides fire power similar to an AC-20 and protection from the use of missile artillery for decapitation attack. The massive laser weapon and its tracking system fills up the entire right torso of the mech, displacing its engine and cockpit towards the left, thus giving it an appearance very similar to the venerable Thunderbolt.
90 ton Battlemech
Structure: 9 tons
Engine: Class 360 Standard Fusion 33 tons
Gyro: Standard 4 tons
Cockpit: Standard + Command Console 6 tons
Heat Sinks: 14 Double 4 tons
[28 heat, 14 crit free]
Armor: 277 Ferro-Fibrous 13.5 tons
[Max AF 279, 15.5-16 tons]
Shoulder Turret, RT, 1.5 tons
M-PDL, RT(T) 11, 11 tons
LRM-10, 2 LA, 5 tons
LRM Ammo (24) 2 tons
Machinegun, LT, 0.5 tons
Machinegun Ammo (100), LT, 0.5 tons
Quirks: Command Mech, Modular Weapons (Arms and MG only)

Baihu BHU-1
One of the four vehicles designed under the program to develop the Artillery Gauss Riffle, the Baihu is an Heliopolis inspired artillery mech. Much of the impetus behind the design is to prove that they too could field mech mounted Gauss weaponry, however the design offers several improvements over the Heliopolis including jump jets and was picked up by the SLDF.
85 ton mech
Structure: 9 tons
Engine: Class 255 fusion 13 tons
Gyro: Standard 3 tons
Jumpjets: 3 CT 3 tons
Cockpit: 3 tons
Heat Sinks: 10 single 0 tons
Armor: 128/263 standard 8 tons
AGR, 11RA/4RT, 25 tons, 5 heat
AGR Ammo (25-50) 5 RT, 5 tons
Large Laser, 2LT, 5 tons, 8 heat
2 Small Laser, 2 LA, 1 ton, 2 heat
Quirks: Reinforced Legs, Stable
Variants:
BHU-2T: Concordat verion has double Heat sinks, FerroFibrous Armor and a large pulse laser
BHU-2H: SLDF Royal version includes double heat sinks, Endo Steel, Ferro Fibrous Armor, CASE and class 300 XL engine, replaces small lasers with an SRM-6.

Tortoise (TRT-PD)
The Tortoise is one of the rare examples of a dedicated air defense mech designed by the Free Worlds League. In order to have enough room for the Point Defense Autocannon's tracking gear, the mech was designed as a quadmech. While the mech is an effective deterent agianst aircraft and aprovides some protection agaisnt missile strikes, many criticise it for a lack of firepower.
75 ton Quad Mech
Structure: 7.5 tons
Engine: Class 225 Fusion 10 tons
Gyro: 3 tons
Jump Jets (3), 3CT, 3 tons
Cockpit 3 tons
Heat Sinks: 10 single 0 tons
Armor: 200/247 Standard, 12.5 tons
Quad Turret, RT, 2 tons
PDAC/10, 8 RT(T), 18 tons, 4 heat
2 Medium Laser, 2 RT(T), 2 tons, 6 heat
LRM-20, 4 LT, 10 tons, 6 heat
LRM Ammo (12) 2 LT, 2 tons
PDAC Ammo (20), 2 LT, 2 tons
Quirks: Easy to Pilot, Fast Reload
Variants:
TRT-DT: Fed suns varient, replaces LRM-20 with a Dart-3 and 2 tons of ammo to produce a well rounded support mech.

Variants of Canonical Mechs:
Long Bow-7D
Replaces both LRM-20s and both LRM-5s with a pair of Dart-3 missile launchers with 6 tons of ammo for each (36/18 volleys) and replaces the center torso ammo bin with a third Medium laser.

Nightstar-6M
Replaces the Gauss Riffles with 2 Dart-5 Missile launchers its 4 tons of ammo each. The center torso Ammo bin is removed for one additional double heat sink.

Atlas-PD
The Atlas uses a PDMS instead of an LRM-20, gaining an extra ton of AC-20 ammunition in the process.

Zhuque
Developed in concert between the Taurian Concordat and the Capellan Confederation, the Zhuque was built around an Artillery Gauss Riffle under the project to develop the same weapon. Most of the heavy fighter's components need to be manufactured in the Taurian Concordat due ot Terran Hegemony technology restrictions.
100 ton ASF
Engine: Class 300 Standard 19 tons
Fuel: 120 points 3 tons
Structure: 10 SI
Cockpit: 3 tons
Armor: 483/800 Ferro-Aluminum 26 tons
Heat Sinks: 12 Double 2 tons
AGR, Nose, 25 tons, 5(4) heat
PPC, LW, 7 ton, 10 heat
Medium Laser, LW, 1 ton, 3 heat
PPC, RW, 7 tons, 10 heat
Medium Laser, RW, 1 ton, 3 heat
AGR Ammo (25) 5 tons
Design Quirks: Improved Cooling Jacket (AGR)

Morigan
A rare case of a dedicated bomber, the Federated Sun's Morigan boasts an extremely large fuel tank for a fighter of its size in order to loiter while waiting on a call for air support.
85 ton Fighter
Engine: Class 255 Standard 13 tons
Fuel: 560 points, 7 tons
Structure: 8 SI
Cockpit 3 tons
Armor: 208/456 Standard 13 tons
Heat Sinks: 20 Standard 10 tons
2 M-Lasers, Aft, 2 tons, 6 heat
Dart-5, LW, 14 tons, 10 heat
Dart-5, RW, 14 tons, 10 heat
4 M-Laser, Nose, 4 tons, 12 heat
Dart Ammo (10) 5 tons
Design Quirks: Improved Life Support, Rumble Seat, Easy to Pilot
MORG-2H: SLDF Royal variant, upgrades to double heat sinks and uses the weight savings to add 2 tons of fuel, 5 tons of ammo and 3 tons of Ferro-Aluminum armor.

Kagura
A scout plane designed by the Kurita to carry the Delphi Imaging Probe. Because the Draconis combine has not yet managed to develop or steal a combat effective ECM suite, the plane has been fitted with a chaff system to break target locks.
35 tons
Engine: Class 175 Standard 7 tons
Fuel: 400 points 5 tons
Structure: 5 SI
Cockpit: 3 tons
Armor: 128/280 standard 8 tons
Heat Sinks: 10 single 0 tons
Delphi Imaging Probe, Nose,7 tons
3 Medium Lasers, Nose, 4 tons, 9 heat
2 VGL (Chaff only), Aft, 1 ton
Quirk: Atmospheric Flyer
KGA-2H: SLDF variant replaces the chaff pods with Guardian ECM, upgrades to a class 245 XL engine and ferro-aluminum armour.

Koryu
The Koryu assault dropship is the last weapons platform developed under the Artillery Gauss Riffle program. This dropship is heavily inspired by the Achilles however it uses fewer but more powerful weapons to build a better warship escort. Many civilian annalists believed that the embarrassment that the Concordat felt when the Koryu came out at the same time as the Hussar played a role in the cooperative Guass technology programs between the Taurians and Cappellans falling apart.
4600 ton Spheroid Dropship
Engines: 7 Safe Thrust 2093 tons
Fuel: (300 tons) 315 tons
Structure: 20 SI 184 tons
Control Systems: 34.5 tons
Armor: 913 points Ferro Aluminum 51 tons
Heat Sinks: 401 Double Heat Sinks 282 tons
(119 weight free)
Crew: 4 officers, 8 enlisted, 12 gunners, 180 tons
3 Escape Pods, 2 life boats 21 tons
Nose: 122 heat
6 AGR, 150 tons, 30 heat
2 L-PDL, 50 tons, 80 heat
2 LRM-20, 20 tons, 12 heat
AGR Ammo (120) 24 tons
LRM Ammo (60) 10 tons
Sides: 162 heat
5 M-PDL, 55 tons, 140 heat
2 LRM-20, 20 tons, 12 heat
LRM Ammo (60) 10 tons
Aft: 32 heat
4 Large Lasers, 20 tons, 32 heat
2 LRM-20, 20 tons, 12 heat
LRM Ammo (60) 10 tons
Bay 1: (2 fighters, 1 Smallcraft) 1 Bay Door 500 tons
Bay 2: (Cargo) 2 Bay Doors, 295.5 tons

Husssar
The development of the Koryu could not be easily hidden, and news of the project leaked to Federated Suns very early into the program. Of the several design proposals that the DMI was able to acquire, what interested them most was the proposition for a dropships scale ground-air support craft. The Hussar is built around the Dart missile system, providing it with an altogether superior attack profile while in space compared to the Koryu, while its ventral cargo bay can be used both to deliver paratroopers or as a massive bombay making it also far more flexible.
4400 ton Aerodyne Dropship
Engines: 8 Safe Thrust 2288 tons
Fuel: (300 tons) 315 tons
Structure: 15 SI 330 tons
Control System: 33 tons
Armor: 1072 Standard 67 tons
Heat Sinks: 288 Single (144 weight free) 144 tons
Crew: 3 officers, 9 enlisted, 6 Gunners 135 tons
4 Escape Pods, 1 life boats 21 tons
Weapons: 650 tons
Nose:
4 PPC, 28 tons, 40 heat
4 PDAC/5, 48 tons, 8 heat
2 Dart-15 + Callisto, 97 tons, 60 heat
PDAC Ammo (200) 10 tons
Dart Ammo (30) 45 tons
LW/RW
2 Dart-15 + Callisto, 97 tons, 60 heat
Dart Ammo (30) 45 tons
PDAC/20, 22 tons, 8 heat
PDAC Ammo (40) 8 tons
4 Medium Lasers, 4 tons, 12 heat
Aft
4 PDAC/5, 48 tons, 8 heat
PDAC Ammo (200) 10 tons
4 Medium Lasers, 4 tons, 12 heat
Bay 1: (Cargo) 297 tons
Bay 2: (Bombay) 120 tons
Design Quirks: Internal Bomb Bay, Improved Targeting (Long)





Essex-1T
The SLDF refit sevel Mothballed Essex I Destroyers to act as testbeds for new technologies developed during the golden century. In addition to the prototype weapons, each ship was fitted with an extensive sensor suite to peform diagnostics on weapon effectiveness during trials. The successes and failures of the Essex-1T destroyers informed the SLDF on how to refit their warships with advanced missile defense technologies and Dart Missile launchers.
Remove nose and broadside NAC to add:
Heavy Naval comms-scanner suite
PDMS – 3 each Side Facing
Rapier AMS 3 nose, 3 aft
PDAC – 4 PDAC/10 Fore side and Aft side, 4 PDAC/20 on the nose.
AR-F – 4 nose, 20 fighters
Dart-Missile-20+Calisto – 4 each fore side

New Sytris (2690 Refit)
With the rapid changes in naval technology, the Federatedd suns modernize their aging New Sytris class carriers in 2680. While they were able to acquire a license for Point Defense Autocannons from the Free World's league quite easily, attempts to acquire AR-F launch rails were rebuffed.
Replace all Barracuda and LRM-20 with Dart-20 and Dart-10 respectively.
Replace all Machineguns with PDAC-20.
 
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Ameris Civil War weapons and Equipment rules

Doomsought

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I've decided to break things up int otwo posts, one for Armeris civil war equipment and another for Ameris Civil War units.
Naval Electronic Warfare Equipment
Because of the power and processing requirements of standard naval electronic warfare suites, standard ECM systems are of no use to them. Naval Electronic warfare equipment is much heavier and represents various technologies such as gigawatt amplifiers, holographic radio antenna or entire decks of electronic warfare servers clusters. Naval electronic warfare equipment may operate in one of two modes: ECM or ECCM. Naval electronic warfare equipment operating in ECM or “offensive” mode increases the strength and intensity of the units ECM bubble. Naval Electronic Warfare Equipment operating in ECCM or “defensive” mode improves the scanning power and strength of its ECCM. There are also two varieties of Naval Electronic Warfare Equipment, General and Specialized.

Game Rules:
Each set of General Naval Electronic Warfare Equipment on a unit must be assigned to either ECM or ECCM mode at the start of the weapon attack phase Prior to the ECCM Control roll (S.O. Pp 112). Specialized Naval Electronic Warfare Equipment is assigned its mode curing unit design.

A Large naval unit has the strength of its ECM field increased as if stacking with another ECM source (S.O. Pp 111) for each Naval Electronic Warfare Equipment it has in ECM mode. Additionally, for every unit of Naval Electronic warfare equipment it has operating in ECM mode, the range of its ECM field is increased by 1 hex, to a maximum of 12 hexes. Beyond this point there is no benefit from additional Naval Electronic Warfare equipment in ECM mode.

A large naval vessel gains a -1 bonus to its ECCM control roll for Naval Electronic Warfare Equipment it has operating in ECCM mode, to a maximum of -3. Additionally, counters the effects of fighter and smallcraft ECM around it like a beagle active probe operating in short range band, with a range of one hex per Naval Electronic Warfare Equipment the unit has operating in ECCM mode, to the maximum of 12 hexes.

Finally, a Unit with ECCM specialized naval electronic warfare equipment gets a -3 bonus to detection rolls for having an active probe instead of the normal bonus (S.O. Pp 118); units with general Navel Electronic Warfare Equipment set to ECCM mode receive the normal -2 bonus from having an active probe.

Construction Rules: Naval Electronic Warfare equipment can only be installed on Military Dropships, Space stations and Warships. Each Naval Electronic Warfare Equipment has a crew requires 2 additional crew to operate. Specialized electronic warfare equipment must have its mode designated on the unit record sheet when the unit is designed.
Specialized Naval Electronic Warfare Equipment: 100 tons, 65,00,000 C-bills.
General Electronic Warfare Equipment: 120 tons, 95,000,000 C-Bills.

Naval Null-Signature System
Someone less sophisticated and less valuable than the battlmech version of this technology, NNSS uses electromagnetic shielding and cooling systems directly underneath the ship's armor combined with specialized heat baffles on the engine.
Game Rules:
Increases the cap on ECM the unit may benefit from by +2. When the unit is not using active sensors or firing weapons, there is a +4 penalty to all detection checks to discover it.
onstruction rules:
A unit with a Naval Null-signature system gains no weight free heat sinks from its engines and weighs (Unit Weight / 200 + Engine Weight /50) tons.

Micro Stealth Jump drive
The primary reason that Aurigae was claimed was to provide security for the Taurian Concordat's stealth jump drive project. Stealth jump drives incorporate a heavily modified KF Booms into the hull in order to make the jump volume relatively small as possible. The jump drive also includes technology derived form Hyper Pulse Generator Technology which, while not capable of creating an artificial jump point, does help reduce the emergence wave.
Game Rules: Detection checks for the emergence wave (S.O. PP. 118) of a Stealth Jumpdrive have a +4 modifier, and are not modified by the unit's Jump drive integrity.
Construction Rules:
The mass of a Stealth jump drive is the Unit's Tonnage x 0.2456 + 1000. Stealth Jump drives may not be installed on a unit over 100 KT or under 5 KT. Units with stealth jumpdrives may not equip docking collars.

Modernized Drop Shuttle Bay
A result of the need to carry large numbers of assault dropships to be used as escorts in battle, modernized drop-shuttle bays apply centuries of technological progress to a once abandoned tool. Rapidly latching docking collars are combined with the jump field extenders and myomer enhanced docking arms of the Newgrange shipyard to rapidly embark and deploy light dropships.
Game Rules: A drop-shuttle bay may store dropships with a mass up to 5000 tons each internally. Dropships entering and exiting modernized dropshuttle bays use the same rules as Smallcraft.
Construction Rules: Each docking bay requires weights 1000 tons plus 500 tons per dropship cubicle with a maximum of 20 drophip cubicles per bay. Each Drop-shuttle bay must be assigned at least one bay door, 2 drop-ship collars and only one may be placed on each facing. Dorp-shuttle bays require 12 crew each.
Spinal N-Gauss
An extension of Gauss Riffle Technology, Spinal Nacal Gauss weaponry were inspired by the mass drivers used by the Belter population that immigrated into the Taurian Concordat during their colonization boom. Unlike the mass driver, the Spinal N-Gauss is a dedicated weapon of war with a higher muzzle velocity and using lighter projectiles that have terminal guidance systems installed in them. Beyond the weapon it self, the spinal N-guass requires the installation of a set of supplementary targeting thrusters to help aim the weapon.

Game Rules:
Spinal weapons have a +3 penalty to hit targets under fifty thousand tons and cannot achieve a target lock on units under five hundred tons. Spinal weapons also receive a +5 penalty to hit when the unit they are mounted on has taken a critical hit to its maneuvering thrusters.

A Spinal N-Gauss may make attacks against static targets (aerospace units with station keeping thrusters and ground map hexes) beyond its normal maximum range. Such an attacks use the rules for Bearings-Only Launches Not Directly on the Playing Area (S.O. Pp 101) except the projectile velocity is twice the extreme range of the Spinal N-Gauss.
Prototype Rules: Whenever a prototype Spinal N-Gauss fires, roll 1d6: on a 1-2 the terminal guidance package fails and the range penalties on the to-hit roll are doubled.
Construction Rules:
Spinal N-Gauss cannot be installed on units bellow a minimum mass listed in the table bellow. Only one spinal weapon may be mounted on a warship. In order to aim, the spinal N-Gauss requires supplemental targeting thrusters to be installed. These targeting thrusters weigh 0.004 x Unit's mass.

ModelHeat Damage
(Capital)
Short RangeMedium Range Long RangeExtreme RangeBase WeightAmmo per tonMin Unit Mass
Light
35​
60
1-17​
18-34​
35-51​
52-68​
17,000​
1/15​
750,000​
Medium
55​
100​
1-16​
17-32​
33-48​
49-64​
29,000​
1/25​
1,500,000​
Heavy
75​
140​
1-15​
16-30​
31-45​
16-60​
37,000​
1/35​
2000000​

Naval Pulse Lasers
Naval pulse lasers are a natural extension of pulse laser technology following the development of Heavy Point Defense lasers which do nearly as much damage as a light naval laser. Early naval pulse lasers suffered many problems with overheating, often suffering failures to their internal coolant pumps and optics. The doctrines of naval warfare had changed greatly since the originally development of naval lasers, with naval lasers mainly being used as defenses against assault dropships rather than warships.
Game Rules:
Capital pulse lasers have a -2 bonus to attack roles agaisnt units over 500 tons and a +3 penalty to hit units under 500 tons. Sub-capital pulse lasers have a -3 bonus to hit units over 500 tons and a +1 penalty to hit units under 500 tons. Capital and Sub-Capital pulse lasers otherwise follow the normal rules for capital and sub-capital direct fire weapons respectively.
Prototype: if the too hit roll of a Naval Pulse laser bay is a 2, the optics of of the largest active laser working naval pulse laser in the weapons bay are destroyed that weapon cannot fire again until its optics are repaired after battle.

ModelHeatDamage
(Capital)
Short
Medium
Long
Extreme
Weight
NPL4060410202938800
NPL55805.5112232421000
NPL801008122435461200
L-SCPL281.59172531175
M-SCPL322.58131721225
H-SCPL363.57121620275


Subcapital Autocannon
In a triumph of the combine's counter-intelligence operatus, House Kurita was able to develop sub-capital autocannons to completion without any one else in the Inner Sphere noticing. Subcapital auto-canons were designed with the goal of being a counter to the Federated Sun's Dart Missile launchers by allowing Draconis Combine to field assault dropships that could threaten warships and other dropships at capital weapon ranges.

Subcapital lasers
When most of the Inner Sphere was scrambling to develop a counter measure to dropships armed with the Federated Suns's Dart Missile launchers, the Rim World Republic decided to attempt and imitate some of the Taurian's first naval pulse lasers. Subcapital laser technologies were sold off to anyone who could buy them in order to pay off war reparations after the Ameris Civil War.
Extreme Range Stealth Missiles
One of the two methods that the Taurian Concordat developed to allow capital missiles to defeat point defense weaponry, Extreme Range Stealth Missiles were designed to avoid defensive fire by simply not being detected. They utilize cold gas thrusters for most of their programmed course and rely on radar scattering and absorbing stealth armor once inside the range of their target's active sensors. Designed to remain cold as possible in order to avoid infrared detection, Extreme Range Stealth Missiles only reactivate their main engine once they have drifted close enough to their target that their stealth armor would no longer be effective against active sensors.

Game Rules:
Extreme range Stealth Missiles may only be fired as a Preprogrammed Waypoint Launch (S.O. Pp 102). The missiles are designed to steer through optimized orbital paths using micro-corrections over a journey up to six months similar to early space probes, this path can be treated abstractly only noting the total duration of the journey. Extreme range Stealth missiles cannot target units with maneuver drives, and do not need to make attack rolls against static orbital targets (units with station keeping drives). Extreme range stealth missiles still need to make attack rolls when used in space to ground attacks, using the normal rules for capital missiles.

Sensors networks have two detection opportunities, one when it enters 2000 km of the target (112 hexes) the target must make a detection roll (S.O. Pp 118) with a base difficulty of 13. If detected at this range, the missile will be moving towards its target in a strait line with a speed of 10 hexes per turn. The second detection opportunity is when it reignites its engines 12 hexes from the target, if the target succeeds in a detection roll with +5 penalty, they will spot it in time for active point defense weapons to fire on it. (the latter roll is mainly a matter of speed rather than stealth, and units with enhanced reaction speed may gain a miscellaneous -1 bonus.)

Extreme Range Stealth Missiles are alternate ammunition for the Killer Whale capital missile and are armed with a standard Santa Ana nuclear warhead.

Shaped Nuclear charges
While these weapons can still be intercepted by fighters and escorting assault dropships, they detonate beyond the normal range of point defense weapons. Because they are effectively a single shot PPC, nuclear shaped charges do not produce the same devastating internal damage characteristics as a contact detonated nuke.
Game Rules: Shaped Nuclear Charge missiles travel through the aerospace map and can be engaged by point defense fire from unites they pass by as normal. However, rather than needing to travel the entire distance to their target, they detonate a set distance away from their target. This prevents the target from using point defense weapons to intercept as the missile has not entered the target's point defense envelope. Nuclear shaped charges behave like a standard missile for the purposes of critical hits rather than a WMD.

Orion
Alternate ammunition for the White Shark
Detonation: range Short (6 hexes)
Damage: 100 (crit 9+)

Casaba Howitzer
Alternate ammunition for the Killer Whale
Detonation: Range Medium (12 hexes)
Damage: 400 (crit 8+)
 
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Amaris Civil War Units

Doomsought

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La Yunta Dropship Tender
Despite mockery by some civilian analysts, by sheer luck Koryu turned out to be the perfect counter to the Hussar. Its “Dragon claw” point defense batteries were able to destroy large numbers of Dart missiles making it an excellent escort for the Concordat's warships. However its small size did not allow it to make the most efficient use of docking collars. Thus the Taurians turned to the past for inspiration and designed the La Yunta to carry large numbers of light dropships internally. In addition to its internal dropshuttle bays and six external dropship collars, the La Yunta has a mobile drydock capable of servicing up to two dropships at a time.
Known Ship names: La Yunta, Los Alimos
920 (1020) kt warship
Engine: 3 Safe Thrust 183.6 kt
Fuel: (20 kt) 21 kt
Structure: 60 SI 55.2 KT
Improved Jump Drive: 22 SI 387780 tons
Germanium-Carbide Inductors (3): 55200 tons
Jump Sail: 4 SI 42 tons
Control System: 2300 tons
Heat Sinks: 2210 double 1560 tons
(650 weight free)
Armor: Lamellor Ferro-Carbide 1104 tons

85 Officers, 375 enlisted, 50 Gunners 3825 tons
Guest Quarters: 50 First Class, 150 second class, 890 steerage 5000 tons
110/200 Escape Pots/Life Boats 2170 tons
Grav Decks (40m x 3) 150 tons
Mobile HPG, 50 tons
NEWE (ECM) x 3, 300 tons
NEWE (General) x 3 360 tons
Medium MMP Collar (FL/FR) 4000 tons
6 dropship collars 6000 tons

Nose: 23620 tons, 596 heat
8 H-PDL, 200 tons, 640 heat
6 Killer Whale Missile Launcher, 900 tons, 120 heat
Killer Whale (90) 4500 tons
4 Light N-Guass, 18 kt, 36 heat
N-Gauss Ammo (100) 20 tons
LBS/RBS: 8600 tons, 1264 heat
8 H-PDL, 200 tons, 640 heat
6 NL-35, 4200 tons, 312 heat
6 NL-35, 4200 tons, 312 heat
AL/AR: 15138 tons, 528 heat
6 M-PDL, 66 tons, 168 heat
3 NAC/20, 7500 tons, 180 heat
3 NAC/20, 7500 tons, 180 heat
NAC Ammo (180) 72 tons
Aft: 300 tons, 960 heat
12 H-PDL, 300 tons, 960 heat

Catrgo Bays (Bay Doors: 18)
Bay 1 (20 dropships), 4 LBS Doors, 11000 tons
Bay 2 (20 dropships), 4 RBS Doors, 11000 tons
Bay 3 (Re-inforced Naval Repair Facility 150 KT, AFT) 1 bay door, 15000 tons
Bay 4 (40 ASF, 400 tons munitions) 2 LBS Doors, 6400 tons
Bay 5 (40 ASF, 400 tons munitions) 2 RBS Doors, 6400 tons
Bay 6 (40 Smallcraft, 24 Mechs, 200 BA) 3 Aft Doors 12000 tons
Bay 7 (cargo) 4 doors 97163 tons

Apollo class destroyer
It is not entirely clear how Stephen Amaris intended to use the Apollo. The Taurian affair was concluded too quickly for Amaris to get the necessary supply of advanced technologies to complete more than a handful of them from Richard Cameron. When Aleksandr Kerensky captured the remaining Apollo class destroyers in drydock, he recognized them as effective escorts though having a short reach. Kerensky ordered the warships completed and used them to carry Heptigram escort dropships for the SLDF. The RimWorld Republic would continue to manufacture Apollo destroyers without ever owning one; most were provided to the SLDF and others were sold to the Great Houses as in order for the Rim World's Republic to pay off war reparations.
480000 tons
Engine: 4 Safe Thrust 115200 tons
Fuel: (6500 tons) 6825 tons
Structure: 45 SI, 21600 tons
K-F Drive: Compact 9 SI 217200 tons
K-F Sail: 4 SI 54 tons
Control System: 1200 tons
Armor: 345 Ferro-Carbid 432 tons

Heat Sinks: 1264 (525 free) double 739 tons
crew 38 officer 138 enlisted 54 gunners 1724 tons
40 Escape Pods/ 20 Life Boats 420 tons
Grav Deck (70 m) 50 tons

Weapons (54 C,64 S, 26172 tons, 2527 heat)
Nose: (4C,8 S, 7994 tons, 395 hea)
2 Light NPPC, 2800 tons, 210 heat
2 NAC/20, 5000 tons, 120 heat
NAC Ammo (30) 12 tons
4 PDMS, 54 tons, 36 heat
4 PDAC/20, 88 tons, 32 heat
PDMS Ammo (80) 10 tons
AC ammo (60) 12 tons
FS/BS: (12C, 8 S,3164 tons, 452 heat)
12 SCL/3, 3000 tons, 384 heat
4 PDMS, 54 tons, 36 heat
4 PDAC/20, 88 tons, 32 heat
PDMS Ammo (80) 10 tons
AC ammo (60) 12 tons
AL/AR: (8 S, 164 tons, 68 heat)
4 PDMS, 54 tons, 36 heat
4 PDAC/20, 88 tons, 32 heat
PDMS Ammo (80) 10 tons
AC ammo (60) 12 tons
Aft: (2C,8 S, 5194 tons, 188 heat)
2 NAC/20, 5000 tons, 120 heat
NAC Ammo (30) 12 tons
4 PDMS, 54 tons, 36 heat
4 PDAC/20, 88 tons, 32 heat
PDMS Ammo (80) 10 tons
AC ammo (60) 12 tons

Bay 1 (8 Dropships, 4 doors) 5000 tons
Bay 2 (8 Dropships, 4 doors) 5000 tons
Bay 3 (Cargo, 3 doors) 78384 Tons

Ise Class Carrier
Being neighbors to the Federated Suns, the Draconis Combine saw first hand how dangerous the Hussar class dropship could be. Thus when the Taurian Concordat decided to build dropshuttle bay equipped dropship carriers to increase their escort capacity, House Kurita made it first priority to follow suite. Using Samarkand as a basis, the Ise and its escort dropships were designed in tandem around the limitations of the improved dropshuttle bay.
440,000 ton warship
Engine: 2 Safe Thrust 52,800 tons
Fuel: (3400 tons) 3570 tons
Structure: 70 SI 30800 tons
K-F Jumpdrive: Compact 10 SI 199,100 tons
K-F Sail: 4 SI 52 tons
LF Battery: 4,400 tons
Control System: 1100
Armor: 492 Ferro-Carbide 615 tons
Heat Sinks: 1343 double heat sinks 974 tons

Crew 38 Officers, 145 Enlisted, 35 gunners 1640 tons
Gueast Quarters (6 First class,20 Second Class) 200 tons
150 Marines (bunk space) 30 tons
50 Escape Pods 350 tons

Equipment:
6 Docking Collars (3RB/3LB) 6000 tons
2 Grav Deack (150m) 200 tons

Weapons: (24C, 47S, 30316 tons, 2686 heat)
Nose (4C, 9S, 4792 tons, 382 heat)
4 NL55, 4400 tons, 340 heat
3 LRM-20, 30 tons, 18 heat
6 PDAC/10, 340 tons, 24 heat
LRM Ammo (60) 10 tons
PDAC Ammo (120) 12 tons
FL/FR (4C, 5S, 7462 tons, 688 heat)
2 Heavy NPPC, 6000 tons, 550 heat
2 NL35, 700 tons, 52 heat
2 PDAC/20, 44 tons, 16 heat
3 LRM-20, 30 tons, 18 heat
PDAC Ammo (40) 8 tons
LRM Ammo (60) 10 tons
LBS/RBS (3C, 6S, 2932 tons, 256 heat)
4 NL35, 2800 tons, 208 heat
2 PDAC/20, 44 tons, 16 heat
4 PDAC/10, 72 tons, 32 heat
PDAC/20 Ammo (40) 8 tons
PSAC/10 Ammo(80) 8 tons
AR/AL (2C, 5S, 1492 tons, 138 heat)
2 NL35, 700 tons, 104 heat
2 PDAC/20, 44 tons, 16 heat
3 LRM-20, 30 tons, 18 heat
PDAC Ammo (40) 8 tons
LRM Ammo (60) 10 tons
Aft (2C, 6S, 1752 tons, 140 heat)
2 NL35, 1400 tons, 104 heat
6 PDAC/10, 340 tons, 24 heat
PDAC Ammo (120) 12 tons

Cargo 13 doors
Dropshuttle Bay (10 Dropships, 2 Nose) 6000 tons
Bay 2 (24 Smallcraft, 1 Nose) 4800 tons
Bay 3 (36 Fighters, 4 doors) 5400 tons
Bay 4 (36 Fighters, 4 doors) 5400 tons
Bay 5 (cargo, 2 doors) 86673 tons

Heptigram
The Heptigram is a Draconis Combine assault drop-ship based on the Pentagon to be used with the Ise class dropship tender. Because it is intended to fly in formation with warships, the Heptigram sacrifices some speed compared to the Pentagon in order to attain more firepower. As the doctrine of escort dropships proved itself during the Taurain affair and into the Amaris Civil war, the SLDF bought many Heptigram class dropships to act as escorts for their warship formations.
4500 ton spheroid dropship
Engine: 5 Safe Thrust 1462.5 tons
Fuel: (600 tons) 630 tons
Structure: 22 SI 198 tons
Control Systems: 34 tons
Armor: Fero-Aluminum 79 tons
Heat Sinks: 282 Single, 183 tons

4 Officers. 9 enlisted, 11 gunners 180 tons
8/1 Escape Pods/Life Boats 63 tons

Weapons 890 tons
Nose: 80 heat
Delhpi Imaging Probe, 7 tons
2 Light Sub-capital Cannon, 400 tons, 24 heat
2 PPC, 14 tons, 20 heat
3 PDAC/10, 54 tons, 12 heat
PDAC Ammo (60) 3 tons
L-SCC Ammo (80) 40 tons
FL/FR: 29 heat
3 Large Laser, 15 tons, 24 heat
5 PDAC/2, 45 tons, 5 heat
PDAC Ammo (225) 5 tons
AL/AR: 52 heat
Delhpi Imaging Probe, 7 tons
4 PPC, 28 tons, 40 heat
3 PDAC/10, 54 tons, 12 heat
PDAC Ammo (60) 3 tons
Aft: 40 heat
4 Large Laser, 20 tons, 32 heat
2 PDAC/10, 36 tons, 8 heat
PDAC Ammo (40) 2 tons

Bay 1 (Cargo) 780.5 tons
Variants: The SLDF version of the Heptigram began production during the Taurian affair. SLDF Heptigrams replace the nose and rear side PDAC/10s with 5 PDMS and 15 tons of ammo on each facing.

Hyuga
The Hyuga was designed to be the most powerful assault dropship that can fit on a single docking collar. While sometimes called a pocket battleship due to its large number of of Sub-Capital Cannons, the Hyuga class dropship was designed to strike a balance between firepower armor, speed and defense.
Assault Dropship/Carrier
48000 ton Spheroid Dropship
Engine: 5 Safe Thrust 15600 tons
Fuel: 800 tons, 840 tons
Structure: 60 SI 5760
Control Systems: 360 tons
Armor: Fero-Aluminum 216 tons
Heat Sinks: 788 single 463 tons

crew 30 Officer, 120 enlisted 30 gunners 1350 tons
40/20 Escape Pods/Life Boats 420 tons
6 Delphi Imaging Probe 42 tons

Weapons: 7279 tons, 788 heat
Nose: 190 heat
3 Heavy Sub-Capital Cannon, 2100 tons, 126 heat
6 Large Laser, 30 tons, 48 heat
2 PDAC/20, 44 tons, 16 heat
HSCC Ammo (93) 186 tons
PDAC Ammo (100) 20 tons
FL/FR: 152 heat
3 PPC, 21 tons, 30 heat
1 Heavy Sub-Capital Cannon, 700 tons, 42 heat
4 Light Sub-Capital Cannon, 800 tons, 48 heat
4 PDAC/20, 88 tons, 32 heat
HSCC Ammo (20) 40 tons
LSCC Ammo (100) 50 tons
PDAC Ammo (200) 40 tons
AL/AR: 104 heat
2 light Sub-capital Cannon 400 tons, 24 heat
6 PDAC/20, 132 tons, 48 heat
4 Large Lasers, 20 tons, 32 heat
LSCC Ammo (60) 30 tons
PDAC Ammo (300) 60 tons
Aft: 86 heat
4 Large Lasers, 20 tons, 32 heat
3 PPC, 21 tons, 30 heat
3 PDAC/20, 66 tons, 24 heat
PDAC Ammo (150) 30 tons

Bay 1: (54 Fighters) 8100 tons
Bay 2: (10 Smallcraft) 2000 tons
Bay 3: (Cargo) 5570 tons

El Cadejo class spy ship
Named after an evil spirit, the El Cadejo haunted the Star League for decades without being noticed. The spy ship is armed more like a dropship with point defense lasers and a few LRM, boasting only a single capital weapon in the form of a Killer Whale Missile Launcher on its nose for the sole purpose of deploying Extreme Range Stealth Missiles. In typical operation, it jumps into a point deep in the outer system where there are not distinct jump points and deploys its over-sized jump sail. While capable of multi-charging its Germanium-Carbide Inductors, in most instances the oversize sail merely compensates for the extreme distance form the primary. The ship's jump sail is also integrated into is coms-scanner suite, acting as an enormous reflector to pick up radio communications while its extensive banks of electronic warfare equipment parse the chatter.
60,000 ton Sub-Compact Warship
Hull and engines: 34591 tons
Engines: 3 Safe Thrust 10800 tons
Fuel: (2900 tons capacity) 2958 tons
Structure: 40 SI 2400 tons
Jump Drive: Micro-Stealth 5 SI 15736
Germanium Carbide Inductor (x2) 2400 tons
Jump Sail (x3): 6 SI 99 tons
Control Systems: 150 tons
Armor: 67 Lamellar Ferro-Carbide 48 tons

Heat 310 double heat sinks 310 tons
[620 heat]
Crew
20 officer, 91 Enlisted, 9 gunners 900 tons
Guest Quarters: 10 First Class, 40 Second Class 380 tons

Equipment:
Grav Deck (30m) 50 tons
Naval Null-Signature System 516
Naval Electronic Warfare Equipment (6 x General) 720 tons
Naval Com-Scanner Suite 500 tons
Mobile HPG 50 tons

Weapons: 1630
Nose (1200 tons, 100 heat)
Killer Whale 150 tons, 20 heat
Killer Whale Ammo (25) 1000 tons
4 H-PDL 50 tons, 80 heat
FL/FR/AL/AF/Aft (86 tons, 104 heat)
2 LRM-20, 20 tons, 24 heat
LRM Ammo (96/) 16 tons
4 H-PDL 50 tons, 80 heat

Bays
Bay 1 (5 Smallcraft) 1 bay door, 1000 tons
Bay 2 (Cargo) 2 Bay Doors, 9676 tons
Bay 3 (Cargo) 2 Bay Doors, 9676 tons

Night Rider stealth Destroyer
Developed as a counter to the SDS system, the Night Rider was equipped with extensive ECM suites due to the amount of chatter that several El Cadejos detected coming form SDS drones. When the active sensor jamming is combined with a the Night Rider's null signature system it becomes extremely difficult to achieve an accurate target lock even if you know the destroyer is present. The Night Rider is also one of the First Taurian ships to install Naval Pulse Lasers, a technology that still faced teething problems during their first deployment.
460 (610) KT Modular Warship
Hull and Engines: 400305 tons
Engines: 4 Safe Thrust 146400 tons
Fuel: (3000 tons) 3060 tons
Structure: 60 SI 27600 tons
Jumpdrive: Advanced Compact 13 SI 193890 tons
Germanium-Carbide Inductor (3) 27600 tons
Jump Sail: 4 SI 53 tons
Control Systems: 1150 tons
Armor: Lamellor Ferro-Carbide 552 tons

Heat: 1600 double heat sinks 1600 tons
(Mass Free Heat Sinks: 0) (3300)

Crew
37 Officer, 140 enlisted, 45 gunners 1665 tons
Min: 137+10NEWE
33 lifeboats, 10 escape pods 301 tons

Equipment: 10379
Grav Deck (40m, 40m, 80m) 150 tons
Naval Null-Signature System 5228 tons
Naval Electronic Warfare Equipment (5 x ECM) 500 tons
Light MMP Hardpoint (Nose, LB,RN) 4500 tons

Weapons: 40550 tons, 3100 heat
FL/FR (10850 tons, 680 heat)
4 NPL55, 4000 tons, 320 heat
6 AR-10, 1500 tons, 120 heat
Killer Whale Ammo (60/10) 3000 tons
Barrakuda Ammo (60/10) 1800 tons
6 L-PDL, 150 tons, 240 heat

AL/AR (7150 tons, 640 heat)
4 NPL55, 4000 tons, 320 heat
4 Killer Whale, 600 tons, 80 heat
Killer Whale (40/10) 2000 tons
6 L-PDL, 150 tons, 240 heat

Aft (4550 tons, 560 heat)
4 NPL55, 4000 tons, 320 heat
6 L-PDL, 150 tons, 240 heat

Bay 1: (2 Smallcarft) 1 bay door, 400 tons
Bay 2: (cargo) 2 bay doors, 6800 tons

Hunu Class Battleship
The Taurian Concordat's latest battleship is on the bleeding edge of naval technology. Beyond the addition of Naval Electronic Warfare Equipment, the Hunu was equipped with two prototype weapon systems: the Spinal Naval Gauss Riffle and Naval Pulse Laser. Both technologies had a number of notable failures that were barely hidden by expert tactical and strategic decisions. The mission orders for task for mongol were designed to be flexible around the fleets endurance. While the SLDF saw no definitive indication of it, the rampage in their heartland was pushing the limits of Task Force Mongol's endurance and the assault on Sol was carried out as the fleet was running out of space optics for their naval pulse lasers.
Individual ships: Hunu, Belgunot, Eljigin, Juyin, Tartar, Uduyid
1,650(2450) KT Warship
Hull and Engines: 1419852
Engine: 3 Safe Thrust 441000 tons
Fuel: (5000 tons) 5100 tons
Structure: 104 SI, 171600 tons
Improved Jump Drive: 36 SI, 695475 tons
Germanium-Carbide Inductors (3): 99000 tons
Jump Sail: 7 SI, 120 tons
Control Systems: 4125 tons
Armor: Lamellor Ferro-Carbide 3432 tons

Heat: 1732 double heat sinks 848 tons
(weight free 984)[3384 heat]

Crew:
85 Officers, 370 Enlisted, 45 Gunners 3755 tons
Guest Quarters
20 First Class, 160 Steerage 1000 tons
150/250 Escape Pods/Life Boats 2800 tons

Equipment: 15860
Grav Decks (40m x 3) 150 tons
Large NCSS, 500 tons
Mobile HPG, 50 tons
NEWE (ECM) x 8, 800 tons
NEWE (General) x 3, 360 tons

MMMP Collar (LF/RF/LB/RB): 8000 tons
Dropship Collar x 6: 6000 tons

Weapons: 166470
Nose (67000 tons, 1170 heat)
Medium S-Gauss 35600 tons, 55 heat
S-Gauss Ammo (70) 1750 tons
3 Heavy NPPC, 9000 tons, 675 heat
10 AR-10, 2500 tons, 200 heat
Barracuda Ammo(100/10) 3000 tons
Killer Whale Ammo (300/30) 15000 tons
6 Heavy PDL, 150 tons, 240 heat

RL/RR (37700 Tons, Heat 1036)
4 Light N-Gauss, 18000 tons, 36 heat
Light Gauss Ammo (200/50) 40 tons
6 NAC/20, 15000 tons, 360 heat
NAC Ammo (300/50) 120 tons
4 NPL-80, 4800 tons, 400 heat
6 Heavy PDL, 150 tons, 240 heat

Aft (24070 tons, 1240 heat)
6 NAC/20, 15000 tons, 360 heat
NAC Ammo (300/50) 120 tons
8 NPL55, 8000 tons, 640 heat
6 Heavy PDL, 150 tons, 240 heat

Bays (25 max bay door)
Bay 1 (24 Fighters) 4 bay doors, 3600 tons
Bay 2 (24 Fighters) 4 bay doors, 3600 tons
Bay 3 (24 Fighters) 4 bay doors, 3600 tons
Bay 4 (24 Fighters) 4 bay doors, 3600 tons
Bay 5 (16 Smallcraft) 2 bay doors, 3200 tons
Bay 6 (cargo) 4 bay doors, 10615 tons
Ammo Loading 3 bay doors
Quirks: Docking arms
 
Late Starleague Era TC Technologies

Doomsought

Well-known member
Joined
Aug 19, 2019
Reaction score
6,572
Technologies acquired covered by standard rules:
CASE, Hardened Structure, Clantech armor, clantech DHS, clantech Dropship engine, Multi-Missile Launcher, guardian ECM and Beagle active probes.

Advanced Industrial Frame
Some battlemech components becoming cheaper and the constantly increasing demand for vacuum rated industrial mechs has resulted in the development of the Advanced Industrial Frame. This improved structure doesn't contain any novel features, merely a hybrid combination of battlemech structural components and the simpler industrial mech components.

Construction Rules: Advanced Industrial Frames weigh fifteen percent of the industrial mech's total weight and come with environmental sealing for free. Industrial mechs with an Advanced Industrial frame do not need to allocate a critical slot to an ejection system if one is added.

Naval CASE
Due to the more relaxed weight limits on capital ships, Naval case uses additional armor in order to be more effect than mech scale CASE. Naval CASE prevents ammunition for heavy weaposn from suffering ammunition detonation. If the unit is carrying Capital grade ammunition, any structural integrity damage caused by an ammunition detonation is reduced to 1 point of damage.
Construction Rules: Naval CASE weighs half the tonnage of all ammunition on the unit, rounded up.

Cellular fuel Tanks
While primitive cellular fuel tanks have existed since the twentieth century, the protection provided by these systems has not scaled up with the development of energy weapons. Taurian Cellular fuel tanks apply the principles of CASE technology to existing cellular fuel tanks in order to prevent their aerospace units from being damaged by fuel explosions.
Game Rules: Critical hits to fuel tanks drain 10% of their maximum fuel capacity and deal no additional damage.
Construction Rules: Cellular fuel tanks are a replacement for standard fuel tanks. When dropship or warship install cellular fuel tanks, their tanks weigh 1.2 times their capacity (normal fuel tanks weigh 1.05 times their capacity). Aerospace fighters instead gain 60 points of fuel per ton of cellular fuel tanks instead of 80 points.

Multi Torpeto Launcher
The Torpedo variant of the Multi-Missile Launcher developed by Oregon Contrails, due to the rarity of deep water combat in space aged warfare, the MTL is primarily sold to planetary militias of ocean worlds.

Multi-Purpose Dispenser
Game Rules: The multi-purpose dispenser may act as a mine dispenser, Mine Dispenser, or bomb dispenser. As a bomb dispenser is deploys 9 Gauss Mech Mortar High explosive shells. The attack roll of a bombing attack with a MPD follows the standard rules for for altitude or dive bombing as described by total warfare, but also requires a roll on the clustered hit table according to the rules for a Gauss Mech Mortar operating under Bombardment mode.
Ammunition Per ton: Land/Sea Mines 4, Sensors 60, C3 Remote Sensors 6, Bombs 2

ER-Pulse lasers
Essentially Capital grade pulse lasers built in miniature, Taurian Er-Pulse lasers have multiple laser cores and use more durable optical materials normally only used in capital laser weapons. This makes Er-pulse lasers even heavier than standard pulse lasers, but also gives them sufficient range and damage to be as effective as a standard laser the next size up.
Both Small and Micro Er Pulse lasers have anti-infantry modes.

Er-Micro Pulse Laser
The Er-Micro Pulse laser was designed as a machine-gun replacement. In order to serve better as a long ranged infantry deterrent, the weapon sacrificed some of its effectiveness at armor. While primarily designed to serve on battle armor, it also can be used as a crew serviced weapon with a simple conversion kit. Vehicular versions of the Er-Micro Pulse laser come on a specialized pintle mount that includes a battery array and integrated power amplifier. The mech version of the Er-micro pulse laser requires a more invasive alteration than the other mounting kits, the integral heat sinks must be removed in order to install the laser into a cooling shroud, and the intrigral battery and power regulator must be removed in order to install an overcharger that slightly improves it range and damage.
Game rules: All Er-Micro pulse laser variants other than the mech mounted variant deal 2 damage to armored units or 1d6 + 1 damage to infantry. The mech mounted variant deals 3 damage to armor and 2d6 damage to infantry.
Construction rules: the vehicular er-micro pulse laser does not require heat sinks or power amplifiers when installed on a unit with ICE engines. The Mech mounted variant can also be mounted on Fuel Cell and Fusion powered combat vehicles, but requires heat sinks as a heavy energy weapon.

Enhanced Light Point Defense Laser
These weapons have the same rules as standard light point defense lasers, except they may also be used against swarm missiles and deal 20 damage to infantry.

Improved Medium and Large Point Defense Laser:
These weapons follow the same rules as Standard Medium and Heavy Point Defense Lasers except they have better range.

Omni-pods
An advanced application of modular technology, each omnipod is a bundle of weapons and equipment on a light weight frame attached to standardized mounting points on a matching unit. These frames and mounting points are designed to allow a unit to quickly swap out ombnipods, providing greater tactical flexibility at a small cost of cargo. The weight of both the frame and mounting points are both factored into weight and space of the omni-pod equipment. There are general types of omnipods based on the type of equipment they may mount, and two special types of omnipods.
Game Rules:
Cricial hits to the omnipod mounting equipment causes power failure for Omni mounted components.
Turret and full arm omnipods are extremely easy to replace as long as a replacement turret or arm is available. Turret mounted omnipods can be replaced in 5 turns if a lift joist is available, or ten turns if using mech hand actuators. Full arm omnipods can be replaced in 6 turns with a lift hoist or mech bay, 4 turns with mech hand actuators, or 2 turns with a mech using salvage arms. All other types of omnipods take thirty minutes to an hour to swap.
Construction Rules:
Omnipods may only be mounted on mechs, aerospace fighters, and combat vehicles. Support vehicles and advanced structures may mount omni turrets only. Only mechs may mount full arm omnipods.

A unit may only mount omnipods in locations with omni-pod equipment installed in them, however there are special rules for omni-turrets and full arm omnipods. The equipment installed in an omnipod may only have as much space as remaining available in the location where the omni-pod equipment is located, but any unused weight capacity a unit has may be distributed between its omnipods freely.

Each omnit-pod equipment occupies one critical slot in mechs, costs one space in combat vehicles, and reduces external stores hardpoints in ASF.

Omni-turrets: Omni pod mounting equipment installed on a turret location does not count towards the turret weight, instead it functions as a modification to the turret equipment.

All omnipods may mount heat sinks and modular armor. Industrial Omni Pods can only mount equipment listed on the Industrial Equipment Table on page 344 of Total Warfare, ECM, active probes, melee weapons, Recon Cameras and Satellite imagers. Energy Omnipods may only energy weapons, ECM, Active Probes and satellite imagers. Projectile omnipods may only ballistic weapons, missile weapons and ammunition bins. Universal omnipods and full arm omnipods may mount any of the equipment allowed to be installed in omnipods above.

Full Arm Omni-pod (OMNI/A)
This system places the entire arm of a mech on a modular hard point, making it a universal omni pod.
Game Rules: It is possible to eject an arm mounted as a full arm omnipod in an emergency. If the arm is suffering from an ammunition explosion, the mech may make a piloting check to eject the arm and prevent any damage overflow.
Construction Rules: The omnipod equipment occupies the shoulder section of the side torso, and prevents the mounting of shoulder turrets. The arm may mount omnipods of any type, and may even reclaim arm acuators for additional space.

Omnipod equipment abbreviations and weight
Industrial, OMNI/I, 0.5 tons
Energy, OMNI/E, 0.5 tons
Projectile, OMNI/P, 0.5 tons
Universal, OMNI/U, 1 ton
Full Arm, Omni/A, 1 ton

Gauss Mech Mortar
The Gauss mech mortar is an indirect fire weapon designed to help Taurian ground forces indirect fire capacity catch up with the improvements in LRM technology produced by the Terran Hegemony and Federated Suns. The Guass Mech Mortar applies the same principles as the Artillery Gauss Cannon to mortars rather than howitzers. By slightly increasing the weight of the ammunition and removing the need for propellant, the shells of the GMM deal twice as much damage as those of a Mech Mortar.
Game Rules:
Gauss Mech Mortars follow the same rules as mech mortars, except they may only be used for inirect fire attacks.

Bombardment mode (Optional): The GMM was designed by artists, thus has a toggle switch to disable the safety fuse in the shells and allow them to detonate when they scatter from their intended target. When a GMM misses its target while in Bombardment mode, the attack scatters as artillery attack. When rolling for scatter distance, roll only 1d6 and divide the result by 2 rounding up. Shells that miss the target hex due to the clustered hit roll may also have an effect, for each shell that does not hit the target hex, roll for a direction on the artillery scatter diagram and apply the effect of this shell to the adjacent hex in that direction. In both cases, the missed shells target the hex rather than a unit in the hex.

Alternate Ammunition:
Inferno Shells have the same effect as inferno missiles, except each shell counts as 2 inferno missiles.
High explosive Shells: High explosive shells may only target hexes rather than units and deal 4 points of AOE damage per shell.
Air burst Shells: Air burst shells deal 12 points of damage to infantry in the hex per shell.
Smoke Shells: Smoke shells follow the same rules as smoke missiles (TO 371)
Flame Retardant Shells: These uncommon fire fighting shells target a hex rather than a unit. The shells detonate midair over the hex showing it with flame retardant foam, putting out all fires including those caused by inferno ammunition. This type of ammunition is kept in stock at most depots, bases and headquarters units.


ModelHeatDamageMinShortMediumLong
ExtremeTonsCritical slotsAmmo Per ton
GMM/114/shell791828361.5118
GMM/224/shell79182836319
GMM/434/shell79182836424.5
GMM/644/shell79182836523
Er-LPL1310-715233083-
Er-MPL67-59141832-
Er-SPL35 / 3d6-369121.51-
Er-μPL(BA)-2 /1d6+1-2468200kg1 (BA)0.3kg
Er-μPL(V)02/1d6+1-24680.51 (CV)-
Er-μPL(M)13/2d6-258100.51-
MPD04A/shell-0---0.r160/4/2
Improved MPDL28
24/20-
369121111-
Improved HPDL4032/30-
5
10
15
20
25
25
-
 
Last edited:
Late Starleague Era TC Units

Doomsought

Well-known member
Joined
Aug 19, 2019
Reaction score
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Girder Ape II
GA-II
40 ton Industrial Mech
Structure: Advanced Industrial Frame 6 tons
Engine: Class 200 Fusion 8.5 tons
Gyro: Standard 2 tons
Jumpjets: 6 MP 6 tons
Fuel: 2 tons
Cockpit: 3 tons
Heat Sinks: 10 single 0 tons
Armor: industrial 8 tons
Medium Pulse Laser, 2 tons, 1 LA, 4 heat
Spot Welder*, 2 tons, 1 RA, 2 heat
Welder Rotor*, 0.5 tons, 1 RA

Universal Logistic Mech
ULM-1
80 ton Industrial Quad Mech
Structure: Advanced Industrial Frame 12 tons
Engine: Class 320 Fusion Engine 22.5 tons
Gyroscope: 4 tons
Jump Jets: 4 Mp, 4 tons
Cockpit: Advanced Fire Control 3 tons
Armor: Heavy Industrial 7.5 tons
Heat Sinks: 10 Standard 0 tons
Light Pulse Laser, HD, 1 ton, 2 heat
Medium Pulse Laser, CT, 2 tons, 4 heat
Lift Hoist CT 3 tons
Industrial Omni-Pod, LT, 0.5 tons
Industrial Omni-Pod, RT, 0.5 tons

Universal Work Mech
UWM-30
30 ton bipedal industrial mech
Structure: Advanced Industrial Frame 4.5 tons
Engine: Class 180 Fusion 7 tons
Jump Jets (2 MP) 1 tons
Gyroscope: 2 tons
Cockpit: 3 tons
Armor: Standard 2.5 tons
Heat Sinks: 10 standard 0 tons
Industrial Omni-Pod, LA, 1 tons
Industrial Omni-Pod, RA, 1 tons

Gilgamesh
Contemporary to Atlas IICP
GMS-H1
100 ton mech
Structure: Hardened Structure 20 tons
Engine: Class 300 Fusion 19 tons
Gyro: 3 tons
Cockpit: 3 tons
Armor: Ferro-Fibrous 17 tons
Heat Sinks: 18 Double Heat Sinks 8 tons
LRM-15, 3LT, 7 tons, 5 heat
CASE, LT, 0.5
LRM Ammo (30), 3 LT, 3 tons
Enhanced Light Point Defense Laser, 3 RT, 3 tons, 5 heat
Turret Equipment, RT, 0.5 tons
ER-LPL, 3 LA, 8 tons, 13 heat
ER-LPL, 3 RA, 8 tons, 13 heat
Design Quirk: Command Mech
Variants:
GMS-GM: Replace the LRM-15 with a GMM/6 and 2 tons of ammunition.

Enduku
ENK-H1
75 Ton Mech
Structure: Hardened Structure 15 tons
Engine: Class 300 Fusion Engine 19 tons
Gyro: 3 tons
Cockpit: 3 tons
Jumpjets (4MP) 4 tons
Armor: Ferro-Fibrous 13 tons
Heat Sinks: 12 Double Heat Sinks 2 tons
TAG, LT, 1 ton
2 ER-MPL, 4 LA, 6 tons, 12 heat
2 ER-MPL, 4 RA, 6 tons, 12 heat

Toro
TR-2C
35 ton mech
Structure: 3.5 tons
Engine: class 175 fusion 7tons
Gyro: 2 tons
Cockpit 3 tons
Heat sinks: 8 DHS 0 tons
Armor: 115 AF, Ferro Fibrous (C) 6 tons
ER-LPL, LA, 8 tons, 13 heat
GMM/1, LT, 1.5 tons, 1 heat
GMM/1, RT, 1.5 tons, 1 heat
Case, RT, 0.5 tons
GMM Ammo (36), 2 RT, 2 ton
Quirks: Narrow Profile

Talos
TLS-2
50 ton mech
Structure: 5 tons
Engine: Class 200 fusion 8.5 tons
Gyro: 2 tons
Cockpit: 3 tons
Heat Sinks: 8 DHS 0 tons
Armor: 124 AF Fero Fibrous (C) 6.5 tons
MH-15, 9 RA/ 5 RT, 14 tons, 10 heat
MML-7+Artemis, 5 LT, 5.5 tons, 5 heat
Case, RT, 0.5 tons
MH-15 Ammo (24), 2 RT, 2 tons
MML Ammo, 2 RT, 2 tons

Comanche
CMC-2H
90 ton Battlemech
Structure: Hardened Structure 18 tons
Engine: Class 270 Standard Fusion 14.5 tons
Gyro: Standard 3 tons
Cockpit: Standard 3 tons
Heat Sinks: 14 Double 4 tons
Armor: 278 Ferro-Fibrous 14.5 tons
Shoulder Turret, RT, 1.5 tons
Enhanced M-PDL, RT(T) 11, 11 tons, 28 heat
ER-LPL, 2RA, 8 tons, 13 heat
GMM/6, 2LT, 5 tons, 4 heat
CASE, LT, 0.5 tons
GMM Ammo (18), 6LT, 6 tons
Design Quirk: Command Mech

Thunderbolt 5O
65 ton mech
Structure 6.5 tons
Engine: Class 260 fustion 13.5 tons
Gyro: 3 tons
Cockpit: 3 tons
Armor: 211 AP Ferro-Fibrous(C) 11 tons
Heat Sinks: 10 DHS, 0 tons
Full Arm Omnipod, LT, 1 ton
2 MML-7 + Artemis, 10 LT, 11 tons, 8 heat
Full Arm Omnipod, RT, 1 ton
CASE, 1 RT, 0.5 tons
MML Ammo Bin, 3 RT, 3 tons
ER-Small Pulse Laser, 1 RT, 1.5 tons, 3 heat
10 tons pod space
Medium Range Config A: 2 ER-MPL, 2 MPL
Medium Range Config B: 2 ER-MPL, 4 'Mech Er-μPL, 2 DHS
LR Config A: Er-Large Pulse Laser, 2 DHS
Short Range Config A: 2 RPPC, 2 Medium Laser, 6 DHS

Stinger STG-4E
Double heat sinks, Ferro-fibrous
2 Mech Er-Micro Pulse Lasers, 1 ER-Medium Pulse Laser

Conan
CN-MO6
60 ton Aerospace Fighter
Engine: Class 300 XL engine 9.5 tons
Fuel: Cellulular Fuel Tanks 5 tons
Cockpit: 3 tons
Armor: 259 Ferro-Aluminum 13.5 tons
Heat Sinks: 10 DHS 0 tons
CASE 0.5 tons
MML Ammo 3 tons
Energy Omnipod (14 tons), Nose, 0.5 tons
MML-7 + Artemis, LW, 5.5 tons, 4 heat
MML-7 + Artemis, RW, 5.5 tons, 4 heat

Bandit
The Bandit is a land-air mech designed primarily be Terran Hegemony expatriots that got burned by inner sphere politics. The bandit is able to mount ferro-fibrous armor do to a combination of recent improvements allowing more compact ferro-fibrous armor as well as the Taurian's experience placing armor inside the mechs structure from the Gilgamesh and Enduku battlemechs.
45 ton Land Air Mech
BDT-1S
Structure: 4.5 tons
Engine: Class 225 fusion 10 tons
Fuel: 3 ton
Jump Jets (5 jump mp, 1LL, 1RL,3CT) 2.5 tons
Transformation equipment: 4.5 tons
Gyro: 3 tons
Cockpit: Small 2 tons
Heat Sinks: 9 DHS, 0 tons
Armor: 124 AF Ferro-Fibrous (C) 6.5 tons
Multi-Purpose Dispenser, LT, 0.5 tons, 0heat
MPD Ammo (120/8/4), 2 tons
Multi-Purpose Dispenser, RT, 0.5 tons, 0 heat
MPD Ammo (120/8/4), 2 tons
Enhanced LPDL + Shoulder Turret, 4 RT, 3.5 tons, 5 heat
ER-Medium Pulse Laser, 2 RA, 3 tons, 6 heat
Quirks: Illegal Design, Improved sensors
Variants:
BDT-1F: replaces its Multi-Purpose Dispensers with a pair of ER Small Pulse lasers and four Er-Mico Pulse lasers.

General Lee Class ASF
In order to prove that he had assimilated into the Concordat, an ex-Terran noble published restored copies of an ancient Terran western called the Dukes of Hazard from his private antique collection. The show became wildly popular in the Taurian Concordat and the first class of aerospace fighters built around Er-Pulse Laser technology ended up named after the muscle car in the show.
30 ton ASF
Engine: Class 210 XL 4.5 tons
Fuel: 3 tons
Cockpit: 3 tons
Armor: 10.5 tons
Heat Sinks: 9 DHS 0 tons
Weapons: 3 ER-MPL, 9 tons, 18 heat

Zhuque II
HQU-IIA
The Zhuque received a massive redesign due to the improvements in thecnology since its introduction. The PPC and medium laser on each wing were replaced with an ER-Large Pulse Laser, the fuel tanks were upgraded to cellular fuel tanks and the armor was improved to ferro-fibrous. Upgrading to an XL engine provided enough room to add 3 heats sinks and 4.5 tons of armor, and allocate 2 more tons of weight for fuel.

Rogue RGE-133TM
XL engine, 2 MML-9 + Artemis, 2 ER medium pulse laser
In return for providing industrial equipment such that Iona Light Shipyards could operate independently for Terran Hegemony supply lines, Oregon Contrails was given a license and blueprints for the Rogue, which they redesigned around the multi-missile launcher.

Tomahawk Bomber
THK-63LRB
Using experience gained from modifying the Rogue, Oregon Contrails redesigned the Tomahawk airframe around an extra light fusion engine which gave them enough spare mass to add two tons of armor and arm it with 2 Er-Medium Pulse Laser and Multi-Purpose Dispensers with 8 tons of ammunition.

Omni Devastator
80 ton Tracked CV
Structure: 8 tons
Engine: Class 240 fusion 17.5 tons
Control System: 4 tons
Heat Sinks: 10 standard, 0 tons
Armor: 211 AF, Ferro-Fibrous (C), 11 tons
Turret Equipment: 3.5 tons
Universal Omni pod (T) 1 ton
Pod space: 35 tons
Loadouts:
Artillery: 2 MH-15, 6 tons of ammo, 1 ton of armor
AC-20: 2 AC-20, 6 tons of ammo, 1 ton of armor.
Guass: 2 Gauss Riffle, 5 tons of ammo
Mortar: 3 GMM-6. GMM Ammo (45), CASE, 4.5 tons armor
Missile: 4 MML-9+ Artemis, 7 tons of ammo

Onager
50 ton Wheeled Combat Vehicle
Structure: 5 tons
Engine: Class 230 Fuel Cell 13 tons (5 crusie mp, 8 flank)
Control Systems: 2.5 tons
Armor: 153 AF Ferro-Fibrous (C) 8 tons
CASE, CH, 0.5 tons
GMM Ammo (30) 10 tons
Turret Equipment: 1 ton
2 GMM-6, T, 10 tons, 8 heat
Quirks: Rugged, Powered Reverse

Bucaphel
37 ton hovercraft
Structure: 4 tons
Engine: Class 170 Fuel Cell (9 cruise mp) 7.5 tons
Lift Equipment: 4 tons
Control Systems: 2 tons
Armor: Ferro-Fibrous 6 tons
Infantry Bay (2 platoons) 10 tons
GMM Ammo (18) 1 ton
Turret Equipment: 0.5 ton
GMM/1, T, 1.5 tons
Er-Micro Pulse Laser (M), T, 0.5 ton
Quirks: Acurate Weapon (GMM)

Cappybara IFV
10 ton wheeled CV
Structure: 2 tons
Engine: Class 80 Fusion engine, 4 tons
(10 crusie mp, 15 flank)
Control Systems: 1 ton
Armor: Ferro-Fibrous (C) 5 tons
Active Probe 1.5 tons
Enhanced LPDL + Turret, 3.5 tons, 5 heat
Infantry compartment 3 tons
Design Quirks: Low Profile

Hippogriff
10 ton VTOL
Structure: 1 ton
Engine: Class 40 ICE 1.5 tons
Rotors: 1 ton
Heat Sinks: 0
Armor: 75 Ferro Fibrous (C) 4 tons
Recon Camera, Nose, 0.5 tons
Er-Micro Pulse Laser (Vehicular), LS, 0.5 tons
Er-Micro Pulse Laser (Vehicular), RS, 0.5 tons
Passenger compartment 1 ton
The hippogriff is a multipurpose VTOL used primarily by the Taurian Constabulary and planetary police forces. It is primarily used for surveillance and a fast response transport, however has the necessary electronics and armaments to be used as a military scout if needed. While not a standard feature, most Hippogriffs have paramedic equipment installed in their passenger compartment by their users.

Iris
5 ton VTOL (6 space)
Strucutre: 0.5 tons
Engine: Class 40 XL fusion 1 ton 2 space
(16 cruise MP, 24 flank)
Rotors: 0.5 tons
Controls: 0.5 tons
Heat Sinks: 10 single 0 tons
Armor: 28 Ferror Fibrous (C) 1.5 tons 1 space
Er-Micro Pulse Laser (Mech), Forward, 0.5 tons, 1 heat
Recon Camera, Forward, 0.5 tons
Quirks: Low/Narrow Profile, Improved Communications, Dual Rotor (Tilt Rotor)
The Iris was is a tiny military scout tilt-rotor. It is lightly armed, only mounting an anti-infantry pulse laser to protect itself from infantry, thus it relies on speed and stealth as its main forms of defense. The design incorporates many stealth features, such as noise reducing engine baffles. While not effective against modern sensor suites, they do make it much more difficult to spot by infantry and rear line forces using mostly civilian equipment.
 
Taurian Air Doctrine

Doomsought

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The Taurain Defense Force at the dawn of the 29th century was mcuh different than the one that existed during the Age of War. The growth of the Concordat in both planets and prosperity has allowed the Taurians to field far greater numbers of fighters than before and the proliferation of assault and escort dropships being used in combat has change reshaped the Taurain military on multiple levels.

To deal with the massive growth of their military organization, the Concordat introduced two new officer ranks into their order of battle. While Space master command lighter warships, the new rank of Star Master has been added directly above it. Star Masters are placed in charge of TDF carriers, Battleships and cruiser formations The Taurian Army added the Lieutenant Comptroller in the equivalent position for ground forces.

The expanding territory of the Taurian Concordat also required expanded administration in the TDF resulting in the rank of Admiral being added directly below the position of the Marshal of the Taurian Defense Force. In the army and other ground forces, flag officers of equal rank to Admirals would be called Generals.

These new officers would become the senior staff of the Taurain Defense force. One admiral and one general was placed in in command of the patrols and garrisons of each province. The Taurian rapid response fleet and the Transportation and Service Division were also assigned their own admirals. The head of the Taurain Constabulary was also given the rank of General.

The forces under these senior officers were spread out over the breadth of the Taruain Concordat. As part of the Taruains federalism and democratic tradition, every planet will have a lieutenant comptroller assigned to the planetary militia by the planetary government, whom primarily falls under the authority of the Taurian Constabulary. Most of the garrison forces assigned to planets by the TDF are placed under the command of a TDF lieutenant comptroller, however planets with particularly small garrisons will have those garrison forces placed under the command of the lieutenant comptroller of the planetary militia instead. A few particularly important planets have their garrison forces placed under the command of a full comptroller, however most comptrollers command forces spread out over several planets assigned to them by a general.

The structure of the Taurain's Air force changed to accommodate greater numbers and new units. Do to a change in the number of aircraft in them and an additional formations being placed above the air division its the units were renamed to Star Battalions. Despite the air battalion containing 36 aircraft, most new built Taurian warships would have hangers designed to hold 40 aircraft. This gave some extra room for spares or specialized aircraft. In emergencies, a pair of smallcraft could be jammed into the space designated for the four extra aerospace fighter. Experienced Taurain airmen can instantly tell if a hanger has done this by the characteristic scuff marks and dents.

Roughly equivalent to the Air Battalion is Star lance. It is a force composed of 4 assault dropships. A warships under the size of a battleship will typically be assigned a Star lance as dedicated escorts, though they may have additional star lances to be used offensively.

Both the Air Battalion and the Star Lance would be incorporated into a new formation the Taurains called the Star Regiment. While similar garrison units existed throughout the inner sphere on an ad hoc basis, only the Taurians would standardize the practice as a formal unit type. The role of the Star Regiment is to be a garrison force capable of defending a planet form a warship based raid without actually having a warships. This does not call for it to be able to destroy a warship, but to be able to repel the transportation capability that can be carried on a single warship, deter a warship from being used in orbital bombardment and delay any larger force. A variation on the Star Regiment is the permanently assigned spacecraft to a La Yunta drop-ship tender. The Carrier Based Star Regiment leaves 24 dropship cubicles open in a La Yunta's internal bays for the escorts of other warships and support craft such as light transports and tugs.

Tauraian Aerospace Organization Chart​
Aerospace FightersAssault Dropships
Air Lance
2 Fighters
-
Squadron
(Air Chief)
2 Lances (4)
-
Wing
(Air Master, junior grade)
3 Squadrons (12)
Assault Dropship
Air Battalion/ Star Lance
(Air Master)
3 Wings (36)
4 Dropships
Star Regiment
(Colonel/Space Master)
4 Air Battalions
4 Star Lances
Formation
(Space Master or Star Master)
4 - 6 Warships
Task Force
(Commodore)
3- 4 Formations
Fleet
(Admiral)
4+ Task Forces

Taurian Rank Structure​

Equivalent SLDF Officer RanksAge of War
Taurian Officer Ranks
Ameris Civil War Era
Taurian Officer Ranks
Lieutenant
Cornet
Ensign
Cornet
Ensign
Captain
Commander
Subaltern
Air Master, Junior Grade
Subaltern
Air Master, Junior Grade
Major
Captain
Brigadier
Air Master, Senior Grade
Brigadier
Air Master, Senior Grade
Colonel
Commodore
Colonel
Space Master
Colonel
Space Master
Lieutenant General
Rear Admiral
Comptroller
Commodore
Lieutenant Comptroller
Star Master
Major General
Vice Admiral
MarshalComptroller
Commodore
General
Admiral

General
Admiral
Commanding General Marshal

Barracuda SRM Swarm missile
Rather than carrying a conventional warhead, this missile carries two dozen self targeting SRM missiles. Due to the difficulty of fitting a guidance package into the missile, the missile simply divides the short ranged missile among all targets that it can detect evenly. While highly effective at stripping armor from fighters and missiles, the swarm missile's targeting system lacks sufficient range to defeat anti missile systems as initially hoped during the onset of the project.
Game Rules: The Barracuda SRM Swarm Missile performs a modified are of effect attack. When fired, the missile targets a hex. After reaching the hex, the missile divides its payload of 24 Short Ranged missiles among all enemy units in the radius of one hex around it. The number of missiles assigned to each target is rounded down, with the remainder simply lost.

Barracuda Thermobaric MIRV
The Barracuda Thermobaric MIRV is a reentry vehicle containing 6 large thermobaric bombs that is compatible with Barracuda and AR-10 missile launchers. The bombs separate after passing the Atmosphere Row 3 on the High Altitude map in order to limit the effect of air defense fire.
Game Rules: The Barracuda thermobaric MIRV can only be used for orbit to surface attacks. On a successful hit to the target hex, roll 1d6 for each of the 6 directions from the target hex and place a large thermobaric bomb on the rolled hex. On a miss, roll for artillery scattering five times for the placement of the bombs, with the last bomb being lost.

Both barracuda variant missiles made their way to the export list, especially for periphery states.
The Taurains also developed Naval C3 through a combination of espionage and original research.

When the first of the class underwent it shakedown cruise in the lase 2770's, the Taurians discovered they attempted to reach beyond their grasp. The naval CASE, cellular fuel storage, and dropship accommodations interfered with Naval Null Signature system in the prototype. Despite these failures, the ship was an effective and modern combatant. The other Stallions under construction would be completed without attempting to install stealth features, and several more batches would be order as it became clear that a stealth cruiser would take several more decades to become technically viable.

840,000 tons (1040 kT) warship
Engines: 3 Safe Thrust 187,200 tons
Fuel: 3000 tons Cellular Fuel Tanks 3600 tons
Structure: 85 SI 71,400 tons
Improved Jump Drive: 354,060 tons
Germanium Carbide Inductor (2) 33,600 tons
Jump Sail: 72 tons
Control System: 2100 tons
Armor: Lamellor Ferro-Carbide 1428 tons
Heat Sinks: 3328 double heat sinks (1341 weight free) 1987 tons

Crew: 66 officers 250 enlisted 80 gunners 2970 tons
40 Escape Pods/ 30 Life Boats 490 tons
2 Grav Decks (55, 55) 100 tons
2 Medium MPP (LB/RB) 4000 tons
2 Docking Collars 2000 tons
NEWE (ECM) x 4, 400 tons
NEWE (ECCM) x 4, 400 tons

Weapons (38 H,71 C, 106850 Tons, 6655 Heat)
Naval CASE 4700 tons

Nose: (45460 tons, 975 heat)
Light Spinal N-Gauss, 20360 tons, 35 heat
SNG Ammo (40) 600 tons
5 NPL-80, 6000 tons, 500 heat
6 AR-10, 1500 tons, 120 heat
8 L-PDL, 200 tons, 320 heat
Killer Whale Ammo (60) 3000 tons
Barracuda Ammo (60) 1800 tons

FL/FR (13920 tons, 1396 heat)
4 H-NPPC, 12000 tons, 900 heat
8 MSCPL, 1800 tons, 256 heat
6 L-PDL, 150 tons, 240 heat

AL/AR (10450 tons, 946 heat)
2 H-NPPC, 6000 tons, 450 heat
2 AR-10, 500 tons, 40 heat
White Shark Ammo (20) 800 tons
Barracuda Ammo (40) 1200 tons
8 MSCPL, 1800 tons, 256 heat
6 L-PDL, 150 tons, 240 heat

Aft (7950 tons, 996 heat)
5 NPL-80, 6000 tons, 500 heat
8 MSCPL, 1800 tons, 256 heat
6 L-PDL, 150 tons, 240 heat

Bay 1 (80 fighters) 12000 tons
Bay 2 (12 Dropships) 7000 tons
Bay 3 (10 Small-craft, 28415 Cargo) tons

After fifteen years of effort, the Lone Star would exit the ship yards with functional cruiser scale naval null signature system in 2814. The Lone Star would also be the first class of Taruian warships to feature naval C3 technology as a standard feature rather than a refit. While inferior to Terran Hegemony C3 do to more primitive computer technology, especially in the field of artificial intelligence, an entire formation of Lone Star cruisers could share Targeting sensor data.

810,000 tons (950 KT ) warship
Engines: 4 Safe Thrust 228000 tons
Fuel: 2500 tons Cellular Fuel Tanks 3000 tons
Structure: 80 SI 64800 tons
Improved Compact Jump Drive 341415 tons
Germanium Carbide Inductor (2) 32400 tons
jump Sail: 71 tons
Control System: 2025 tons
Armor: Laminar Ferro-Carbide 1377 tons
heat sinks: 1848 Double Heat Sinks 1848 tons

Crew: 60 Officers, 250 Enlisted, 50 Gunners 2700 tons
Guest: 30 First Class 300 tons
40 Escape Pods/ 30 Life Boats 490 tons
Naval C3 9500 tons
Naval Null Signature System 9750 tons
2 Light MMP (FL/FR) 3000 tons
2 Compact MPP (AL/AR) 2400 tons
NEWE (ECM) x 5, 500 tons
NEWE (General) x 5, 600 tons
Grav Decks (40m x 2) 100 tons
Large Naval Com-Scanner Suite 500 tons
Mobile HPG, 50 tons

Weapons (36 H, 44 C, 53880 tons)
Nose (34590 tons, 1055 heat)
Medium Spinal N-Gauss, 20240 tons, 35 heat
6 NPL-80, 7500 tons, 600 heat
5 AR-10, 1250 tons, 100 heat
8 L-PDL, 200 tons, 320 heat
SNPG Ammo (40) 600 tons
Killer Whale Ammo (60) 3000 tons
Barracuda Ammo (60) 1800 tons

LBS/RBS (8600 tons, 1048 heat)
8 NPL-55, 7500 tons, 600 heat
4 MSCPL, 900 tons, 128 heat
8 L-PDL, 200 tons, 320 heat

Aft (2090 tons, 600 heat)
8 MSCPL, 1800 tons, 256 heat
4 LRM-20, 40 tons, 24 heat
8 L-PDL, 200 tons, 320 heat
LRM Ammo (120) 20 tons

Bay 1 (40 Fighters) 6000 tons
Bay 2 (8 Dropships. 20 smallcraft) 9000 tons
Bay 3 (Cargo) 42294 tons
 
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