Battletech The Taurian Navy Timeline

namar13766

Well-known member
What do you mean by that? Consent of the Governed didn't seem to be a big issue here in the text?
Do you honestly believe the CC or the DC care about “Consent of the Governed” beyond “do as we say and we won’t hurt you!”

Holy @#$%. You just made. Manei Domini. Seem. Reasonable in comparison. I did not expect to get up, read something, and then then say "You know, these guys would really benefit from Word of Blake hitting them."
This is an idea I came up with by thinking what a collection of Word of Blake and Society scientists could make if they combined their toyboxes.

on a more immediate note, I’m really interested in the rules for those stealth warships.
 
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UltimatePaladin

Well-known member
Do you honestly believe the CC or the DC care about “Consent of the Governed” beyond “do as we say and we won’t hurt you!”
And I repeat myself: Consent of the Governed didn't seem to be a big issue here in the text. The Draconis Combine being relegated to a throwaway line here, and the Capellan Confederation being given a somewhat positive role in getting the news out about Amaris' rebellion. There was no mention of either's citizen contemplating upending the system they've lived under their entire lives.

The only place where populace dissatisfaction was mentioned was in regards to the Federated Suns when the Taurians stopped sending copies of their soap operas over. Which seemed to have been resolved by the Federated Suns (and the Star League) caving in to pressure.
 

namar13766

Well-known member
And I repeat myself: Consent of the Governed didn't seem to be a big issue here in the text. The Draconis Combine being relegated to a throwaway line here, and the Capellan Confederation being given a somewhat positive role in getting the news out about Amaris' rebellion. There was no mention of either's citizen contemplating upending the system they've lived under their entire lives.
Fair enough, but I think that since the TH has shown its vulnerability, I think the other houses might start asking some pointed questions like “Why should the Director-General also be the First Lord?”
 

UltimatePaladin

Well-known member
Fair enough, but I think that since the TH has shown its vulnerability, I think the other houses might start asking some pointed questions like “Why should the Director-General also be the First Lord?”
That itself was hinted at in the text.
The devastation of the Terran Hegemony, combined with its technology leaking out into the great houses with the Taurian's help and the near extinction of the Cameron line meant that the Star League would never recover the central authority it had before the reign of Richard Cameron the fool.
So, my guess is that the Director-General still gets to be First Lord... but with severely reduced powers, possibly setting the stage for an intra-Star League conflict later on over how much power the Star League should have over its member governments.
 

namar13766

Well-known member
So, my guess is that the Director-General still gets to be First Lord... but with severely reduced powers, possibly setting the stage for an intra-Star League conflict later on over how much power the Star League should have over its member governments.
That’s going to be the interesting part. With the easily bruised and bloated egos of the “Great Houses”, who says that the situation will resolve itself in a satisfactory manner? What if the thing that really sets off the powder keg is the insistence that the First Lord position itself be opened to one of the other leaders?
 
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Doomsought

Well-known member
That’s going to be the interesting part. With the easily bruised and bloated egos of the “Great Houses”, who says that the situation will resolve itself in a satisfactory manner? What if the thing that really sets off the powder keg is the insistence that the First Lord position itself be opened to one of the other leaders?
This is a problem that Kerensky and Judeth Cameron will have to deal with. With what you know about her, I wonder if you can guess what her methods will be? They will certainly be the opposite of Richard's.
on a more immediate note, I’m really interested in the rules for those stealth warships.
Half the reason I'm writing this story. The post war tech manual will have to wait until I design a few ships and finish some of the rules text.
 

Rodon

Member
Since it appears the Taurians don’t wipe their asses with the idea of ‘Consent of the Governed’ , will there be an age of revolutions in the IS?
The only place where populace dissatisfaction was mentioned was in regards to the Federated Suns when the Taurians stopped sending copies of their soap operas over. Which seemed to have been resolved by the Federated Suns (and the Star League) caving in to pressure.

I'm guessing that is why the Taurian soap operas are such a big deal. Most/All dictatorial states tend not to produce good entertainment.

I don't think it was just the Federated Suns upset, but I do think that they were the easiest target for everyone else to blame. A un-surprising number of leaders of dictatorial states tend to watch a lot of good entertainment. For instance, "West Wing" and "House of Cards" was evidently a set of highly watched shows in China's upper governmental bodies.

Note that two of the Universities that Ameris nuked (I think it was two), where media driven with evidently very loose restrictions and viewed as a license to print money by everyone.

University of Mars was one of them.
 
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namar13766

Well-known member
I have the feeling that the Great Houses are going to be too busy trying to ‘settle debts’ with each other than focus on Periphery NeoBarbs. Though I’m not ruling out later Cameron’s thinking they can pull off another Reunification War 2.0 Electric Boogaloo Even More Warcrimes.

Any Succession War-analogues are going to have more places see retail level misery, but not be outright shit upon like in OTL.
 
Ameris Civil War weapons and Equipment rules

Doomsought

Well-known member
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

Well-known member
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
 

namar13766

Well-known member
Since the OWA and the MOC are not part of the SL anymore, will that mean the TC can now help rebuild their economies?
 

Doomsought

Well-known member
Since the OWA and the MOC are not part of the SL anymore, will that mean the TC can now help rebuild their economies?
yes. The great houses will try to screw with them a little bit, but there are internal factions that oppose it due to economic links left over from the period of exploitation.

They also will get great deals on weapon exports for what it is worth. Periphery warships will look very weird for a while because they are built on a tight budget. There are lots of capital missile launchers falling off the back of trucks in the inner sphere with modernization efforts, and their assault drop-ships will use tube artillery because they can't or can only barely afford sub-capital weapons. Paradoxically, some of them might have good armor because Taurains can make advanced armor very cheaply.
 

namar13766

Well-known member
I would find it hilarious if they end up making some new unique technology of their own, showing up the Great Houses who look down upon them as Periphery Neobarbs, Even if it’s stuff like the MML.
 

Doomsought

Well-known member
I would find it hilarious if they end up making some new unique technology of their own, showing up the Great Houses who look down upon them as Periphery Neobarbs, Even if it’s stuff like the MML.
They will have a couple idea that will make a few Inner sphere military experts facepalm.

Right now I'm trying to figure out what technologies leaked out of the Terran Hegemony due to the Amaris Civil war. The Taurains grabbed CASE and will run with it.

I'm thinking that both the Fedsuns and Lyrans will manage to acquire PDMS, with the latter wanting them for mechs. Also XL engines will proliferate in the inner sphere, though limited to elite mechs for the near future due to expense.

LBX is going to stay proprietary to the Terran Hegemony.

Also, does anyone have a good clantech timeline?
 

namar13766

Well-known member
Also, does anyone have a good clantech timeline?
There is a tech timeline on Sarna, but I think it’s safe to say things would not follow it. A lot of Clan tech was just experimental bleeding edge Hegemony prototypes refined and put into production. If there hadn’t been a SLCW, the earliest ‘modern’ Clan tech would show up is 2810 for Royal Units, though A steady supply of highly refined minerals would be highly critical for mass production. I also feel obligated to point out that even ‘proprietary’ technology may acquired through Battlefield salvage.

Do you have any flat out limits on the development of technology since there won’t be an Exodus?
 

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