Tell The World That We Tried (Battletech CYOA) (Complete)

Total internal volume does not (always) equal total volume receiving life support, nor does it equal total volume of cabin space.

Generally I'd go with what canon says, but BattleTech also has some sketchy canon numbers for things so I'm not going to be surprised by minor changes. Jumpships should be pretty big though, so I will question if they're excessively shrunken for some reason.
 
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Total internal volume does not (always) equal total volume receiving life support, nor does it equal total volume of cabin space.

Generally I'd go with what canon says, but BattleTech also has some sketchy canon numbers for things so I'm not going to be surprised by minor changes. Jumpships should be pretty big though, so I will question if they're excessively shrunken for some reason.
The problem is that many sci-fi writers just throw in numbers casually without considering things like density or the square-cube law.

It results in cases of "Weberfoam" where the stated mass and volume numbers for a ship would make it literally the consistency of styrofoam, if even that solid.
 
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so you are thinking the Mule would be more like 50 meters wide rather than the canon 158? I personally prefer such rational numbers, but there are a lot of people who flip out if you question such things on this forum.

I basically throw out a lot of canon measurements to make sense of things. especially aerospace numbers. in my head, warships/jumpships are significantly smaller in size, and they are mostly made our of Internal Structure and Armor. KF drives are more like 10% of the warships mass, and Armor and IS more like 50-60%. That 1,000,000 ton warship is sporting something like 300,000 tons of armor.

regular jumpships use cores more like a canon warship, and they too mount thousands of tons of armor. not that even thousands of tons means much on such a large ship.

Its the only way to give it enough armor that a handgun wouldn't be able to punch through it...

My thinking on warship armor is that it's mostly designed on Whipple shield principles rather than brute resistance. The actual compartmentalization and reinforcement falls under Internal Structure - and for Warships, the fundamental keel strength member is the jump core. I haven't sat down and done the math for what the volumes should be for reasonable densities, because as the author I'm free to use the much more functionally relevant mass numbers instead and leave that can of worms mostly unopened.

Total internal volume does not (always) equal total volume receiving life support, nor does it equal total volume of cabin space.

Generally I'd go with what canon says, but BattleTech also has some sketchy canon numbers for things so I'm not going to be surprised by minor changes. Jumpships should be pretty big though, so I will question if they're excessively shrunken for some reason.

I'd think that the 250-300ish meters I'd figure an Invader's 152,000 tons as implying is still plenty big. Jumpship masses aren't going to change, after all, and if Dropships do, it'll be because I finally got so annoyed at the paucity of supplies allowed aboard things like the Union that I arbitrarily doubled the mass of everything but the Mammoth and Behemoth to make room for actual logistics.

...I probably won't really do that.

That said, I've been thinking very hard about completely reworking all aspects of Warship size, but that's my own attempt to deal with the same meta-problems that led the Powers That Be to render them extinct. Megaton monsters with directed-energy weapons of mass destruction make it much harder to see the rest of the setting - including its battlemech stars - as relevant.

The canon answer is just to do without Warships, but they're cool enough in principle that I'm reluctant to. I've been playing with one or both of two options, instead.

The first is to borrow all the way back from Macross, and have hull bunkers, with heavily braced brackets, be a thing - so that mechs can poke their torsos out into space and contribute their dakka without being left behind by maneuvers like they were just walking on the hull.

The other is to say that canon Capital weapons systems are 'fortress guns', too massive to be mounted on any mobile unit, and warships instead carry what canon calls Subcapital weapons... And then size the lot of them down to match the mass needs of their new main batteries, probably about a quarter of their 'official' mass.

(This does, admittedly, require some fiddling to deal with things like the Fredasa, but I can live with that.)
 
My thinking on warship armor is that it's mostly designed on Whipple shield principles rather than brute resistance. The actual compartmentalization and reinforcement falls under Internal Structure - and for Warships, the fundamental keel strength member is the jump core. I haven't sat down and done the math for what the volumes should be for reasonable densities, because as the author I'm free to use the much more functionally relevant mass numbers instead and leave that can of worms mostly unopened.

Granted, the jump core is a structural member, kinda goes against the thing that jump cores are fragile that I see mentioned in BT every now and then. On the other hand you will want to treat something that can kill you if it malfunctions with care.

Also, if you look up monitors, they say that they were more fragile since they didn't have a jump core and thus were abandoned. Which... not going into a rant on that right now, I've already seen a lot of it and have no interest in seeing a couple more pages worth of debating it.
 
Granted, the jump core is a structural member, kinda goes against the thing that jump cores are fragile that I see mentioned in BT every now and then. On the other hand you will want to treat something that can kill you if it malfunctions with care.

Something that's fragile to temperature and Weird Forces stress is not necessarily fragile in the face of mechanical loads. It might be - or it might not.

Also, if you look up monitors, they say that they were more fragile since they didn't have a jump core and thus were abandoned. Which... not going into a rant on that right now, I've already seen a lot of it and have no interest in seeing a couple more pages worth of debating it.

I'm not inclined to deal with the potential complications that monitors would introduce. One of the advantages of saying that the jump drive is structural to the ship is that it nulls most of the monitor's notional advantages.
 
I'm not inclined to deal with the potential complications that monitors would introduce. One of the advantages of saying that the jump drive is structural to the ship is that it nulls most of the monitor's notional advantages.

Granted, but the thing I was going to rant on is that you could replace the core with cheaper, but better materials (granted, it couldn't jump, but for a monitor that isn't an issue). The second is that any designer should realize that they are removing a core component and adjust the normal ship building and designing process to account for that. It's like trying to put a battleship gun on a destroyer, then complaining when it capsizes after a broadside, followed by the complaint about it being a poor gunnery platform.
 
Granted, but the thing I was going to rant on is that you could replace the core with cheaper, but better materials (granted, it couldn't jump, but for a monitor that isn't an issue). The second is that any designer should realize that they are removing a core component and adjust the normal ship building and designing process to account for that. It's like trying to put a battleship gun on a destroyer, then complaining when it capsizes after a broadside, followed by the complaint about it being a poor gunnery platform.
The real problem, of course, is that monitors carry all the same inconvenient meta problems as Warships, only worse, because they're cheaper and simpler and therefore by rights should be more common. Everything else is Catalyst et al trying to find a way to escape the wet corner FASA painted them all into, way back when.
 
Bays are supposed to include life support for their crew afaik. Might have changed been editions though.

They provide some better support then say... stuffing people in a cargo bay. But its the difference between a ton of consumables (water/air filters/food/etc etc) lasting one person 200 days and lasting one person 20 days. IIRC its like 5 days for a cargo bay...
 
The other is to say that canon Capital weapons systems are 'fortress guns', too massive to be mounted on any mobile unit, and warships instead carry what canon calls Subcapital weapons... And then size the lot of them down to match the mass needs of their new main batteries, probably about a quarter of their 'official' mass.
Doesn't that bork the ground vs space fights, though? How the hell did Kerensky retake Terra if he can't use the superior firepower of his ships to deal with the ridiculous number of surface-to-orbit guns?
 
Couple of points I'd like to point out.
1: The problem with warships isn't actually their tonnage or firepower. It's that Battletech played really fast and loose on weapons and how they work. Frankly, no capital laser should work as a weapon of mass destruction on a planet. (The issue is air makes a wonderful bleed/blanket to defend planets from them.) All except capital missiles have similar problems. The only weapon with any realistic capability is the N-Guass, and even then, take a look at it's mass of shell. Simple math shows even an Heavy NGuass shouldn't be too bad (offhand, last time I mathed it, it was roughly the equivant of a 1kt payload). Capital missiles are a bit more of an issue, given, but who says they have reentry shields? As for the Weberfoam (jumpships here too have a problem) I suggest you remember that A: Jumpcores are not a solid block, B: are kept in vacuum inside the jumpship as well. Jumpships, per say shouldn't be much more than a .15-.2 at most density design. Warships... I'd have to math, but again, remember the core. David Weber (Weberfoam) reset to .25 average, and I figure warships shouldn't be much more than that in BattleTech, if not a bit smaller.

(The weapon damages is by canon values. Simple math gives you a fair estimate of how much damage they do, and the biggest capital weapon does 55 points of armor damage, or roughly the energy to destroy offhand, call it 7 tons of standard battlemech armor. using some off the cuff cacluations, that does suggest the punch of a capital laser is well below 1 kiloton of explosive force, which gives you a way to calculate joules, which tells you flat out that Naval Weapons, outside maybe N-Guass should do no damage to a planet, if direct fire.)
Warships aren't the problem in battletech, it's FASA (and CatLabs) not doing math.
Even brining the warship to the border of space (50 miles or roughly 80km), doesn't significantly help this. The power of the weapons themselves don't lead to WMD status, without nukes.
(As for canon, I'd simply say that the orbital bombardments were missiles, which neatly explains why Castle Brians had to be taken from the ground, Not enough missile supplies to actually kill them all without sending down)

2: Costs. Oddly enough, using a 1 to 1 scale for C-Bill to Dollars, most battlemechs are cheaper than equivant military hardware, Tanks even more so, ASF insanely so. Using 5 to 1, aka Catlabs's current vaule (well 1991 dollars)(which means mechwarriors are insanely well paid), Tanks (using the Manitcore as baseline) fit just about right, everything else is somewhat insane.

And let's not talk about Battletech price multipliers.
(In any game I run, where building is a thing, most things get price cuts. Dropships for example are 1/4th the cost, otherwise they make no sense)

3: Monitors and warships.
CATlabs actually just doesn't want to do them, and they don't supplant warships. First and foremost, while yes, they're cheaper (per canon rules, where they exist) that's a rule influence. Second, they're strategically and operationally weaker than warships. Even tactically, they pay for their edges with the above. There's price points/etal, but generally monitors bigger than 100 to 200kt, end up costing about half as much to build, when you toss in their jumpship, (even with canon rules), and suffer "Kill the jumpship" syndrome. So, they're decent on defense, but much bigger than 100 kt, and you run into issues. Many issues. And 100kt ships, while good, weapon wise don't have much more firepower than a Fox. Given the SLDF's views... I could easily see Monitors just not realistically considered, outside a few experimental ones, or mobile pillboxes/picket ships. Possibly armed fighter carriers, too.

But, realistically, the only way to make a Behemoth make sense, is if it was actually a monitor.


Edit for additional thought: Adding to orbital fire from heaven consdierations, look at the mass of Capital AC shells, and realize "Hey, we have REV on missiles today smaller than that." Meaning, they could be using nuke AC shells, which would also explain their damage on hitting, wouldn't it?
 
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The Medical department shown is sized for the ~1,000 strong outfit the Blackwings were before they added the Fiannese and plans were drawn up to expand it, but not yet carried out given Dr. Tiber's strict recruiting standards for his department.
Fuuuck. He's going to regret that when the next shower of shit appears; even barely-trained bandage wrappers who can't do much more than take vital signs, plug up the leaks, and assign priority for treatment are better than not having enough hands at all. I hope they've added or stepped up first response training for the squaddies at least, so wounded have a chance at surviving long enough to see one of the docs.
 
Jtibbs said:
"Its the only way to give it enough armor that a handgun wouldn't be able to punch through it..."

Not quite so in current tabletop, nor in old Tabletop's BAR rules, (and god do I wish I had the books on hand right now, since Sarna is being remarkably un-helpfull this time)
Old rules weren't solely about critical hits, they allso covered what armor levels ignore what weapons.
(there used to be a full table of what armor had what value, alongside what weapons defeated what value)

"Standard" armor under the old rules was BAR-10, no matter what it was put on ('mech, vee, dropper, jumper, warship, structure, wet-navy ship), because the armor was what had the rating.


New rules partially crap on the point of it being the armor having the rating, and presume that only battlemechs, tanks, and specialized industrialmechs will have a normal BAR-10, claiming that some of the rating comes form the internal systems/structures of the unit in question being designed for combat.

(The weapon damages is by canon values. Simple math gives you a fair estimate of how much damage they do, and the biggest capital weapon does 55 points of armor damage, or roughly the energy to destroy offhand, call it 7 tons of standard battlemech armor.

Under old rules, you're completely wrong.
There's two damage scales used in AT2: standard and capital scale. Capital scale damage uses damage points that are equal to 10 'mech-scale damage points. So that "55 points" of capital scale damage is 550 points of mech-scale damage. (aka, mech-be-gone, and a bit of a crater where it was)
Thus, why orbital bombardment was a no-go. Aside from splatting the target, any shot you missed was practically garunteed to splatter the city you were trying to take.

I've been unable to find my rulebooks after one of the hurricanes last year, but I recall there being a very similar rule in the new books.
(again, Sarna is being rather unhelpfull. I'd link to a PDF of the new & old rules if it didn't violate this sites rules.)

EDIT: I've just realized MageOhki might have been going by the 55 "standard" damage (and the paltry 5.5 capital) an NL55 deals out, and if so then he's half-right.
But that's not the biggest Naval weapon.
That honor goes to either the Naval AC-40, which doles out a whopping 400 standard damage (40 capitol)
Or,
it goes to the WoB exclusive (and thus generally ignored) Heavy Mass Driver, and it's 1400 standard-scale damage. (140 capital)


As to how this is relevant to this story?
I can only presume the author to be using the new rules, since all the old stuff is long out of print, and largely supplanted by new stuff.
but I don't recall the author having stated what rules are in use, so it is possible they're using old rules, or some incomprehensible hybrid of both.
(personal favorite: Old LAM rules, any of the level-3 rules that haven't been re-done, and all else follows the new rules)
 
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Under old rules, you're completely wrong.
There's two damage scales used in AT2: standard and capital scale. Capital scale damage uses damage points that are equal to 10 'mech-scale damage points. So that "55 points" of capital scale damage is 550 points of mech-scale damage. (aka, mech-be-gone, and a bit of a crater where it was)
Thus, why orbital bombardment was a no-go. Aside from splatting the target, any shot you missed was practically garunteed to splatter the city you were trying to take.

I've been unable to find my rulebooks after one of the hurricanes last year, but I recall there being a very similar rule in the new books.
(again, Sarna is being rather unhelpfull. I'd link to a PDF of the new & old rules if it didn't violate this sites rules.)

No, he's not, at least not because of the Capital damage scaling. Because while 1 Capital scale damage is equal to 10 standard scale damage, in both old and new rules, a Naval Laser 55 does only 5.5 Capital scale damage, which still translates to only 55 standard scale damage.

EDIT: I'm leaving alone the presence of Capital weapons more powerful than NL55s because, IIRC, there was a specific instance in which laser ortillery was specifically mentioned in bombarding Sian.


For comparison, here's the nuclear weapons table from Reunification War, the Capital scale damage is for a surface detonation and multiplied by 10 on a crit:

 
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(The weapon damages is by canon values. Simple math gives you a fair estimate of how much damage they do, and the biggest capital weapon does 55 points of armor damage, or roughly the energy to destroy offhand, call it 7 tons of standard battlemech armor. using some off the cuff cacluations, that does suggest the punch of a capital laser is well below 1 kiloton of explosive force, which gives you a way to calculate joules, which tells you flat out that Naval Weapons, outside maybe N-Guass should do no damage to a planet, if direct fire.)
Even if you'd had the Capital/Standard damage conversion right, this would still be wrong. Standard Armor is 16pts/ton, not eight.
 
Ah, thanks Cyclone, I think I realized that about the same time you posted the correction.

EDIT: Damn you Muscle-memory, adding an apostrphe to 80% of the words ending in s!
 
In any case, with accurate numbers, we're looking at naval ortillery measuring at around 2 kT at the high end (unknown how much is lost due to AoE spread) for the most powerful single naval weapon (discounting the use of naval weapons as simple delivery systems for nuclear warheads) or just enough to destroy... 25 tons of standard grade armor.

Maybe I'm wrong, but this does not sound particularly impressive to me for ortillery.
 
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Does it need to be better than 2kt? (or even just .5kt)

Most of the things you'd want to orbital-bombard, aren't going to do well even from a near-miss. (one hex over) because they'll get chucked around like a ragdoll. (and possibly kill the pilot it it's a mech, or some of the crew if a tank)
Landed dropships have the distinct problem of not being able to move, so they'll just have to pray they can tank the damage to their everything. (engines being the hardest to protect, even in the *special* spaceports where the dropper lands in a pit)

Cities, on the other hand, tend to hide shit-loads of mechs, infantry, and vees. They allso tend to not be made of armor.
Bombarding those is where the horror comes in, because there's sweet fuck-all that the people in the cites could possibly do about it.

Spaceports are allso a juicy target for ortillery. Set off the fuel tanks, and your job is done. (and for whatever reason, the tanks never seem to be armored, or even underground)
Hell, even just smashing flat all the gantries and APUs would fuck-over most spaceports.
 
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Just use the tonage in the dropship, jumpship and warship chart, as their KF core & related systems, like collars & LF batteries.
Then ad in the KF core support structure, that also acts as a structual member, prevents warping of the core and also the jumpship.
That would let you play a whole lot loser with those weight statistics, like saying a Behemoth has 100.000 tons of KF/collar link up stuff, so a jumpship can actually take it along on a jump.

And the best part?
A jumpship is 90%, a warship is 40% of the total mass.
Which should help against tinfoil hull.
 
Does it need to be better than 2kt? (or even just .5kt)

Most of the things you'd want to orbital-bombard, aren't going to do well even from a near-miss. (one hex over) because they'll get chucked around like a ragdoll. (and possibly kill the pilot it it's a mech, or some of the crew if a tank)
Landed dropships have the distinct problem of not being able to move, so they'll just have to pray they can tank the damage to their everything. (engines being the hardest to protect, even in the *special* spaceports where the dropper lands in a pit)

Cities, on the other hand, tend to hide shit-loads of mechs, infantry, and vees. They allso tend to not be made of armor.
Bombarding those is where the horror comes in, because there's sweet fuck-all that the people in the cites could possibly do about it.

Spaceports are allso a juicy target for ortillery. Set off the fuel tanks, and your job is done. (and for whatever reason, the tanks never seem to be armored, or even underground)
Hell, even just smashing flat all the gantries and APUs would fuck-over most spaceports.

Eh, fair point. Do remember, though, that that's the absolute highest end calculation for the most powerful naval weapons outside of mass drivers, and there's still the point @MageOhki raises about the sort of things atmospheres tend to do to light, magnetically-active particles, and physical projectiles below a certain mass threshold.
 
Even if you'd had the Capital/Standard damage conversion right, this would still be wrong. Standard Armor is 16pts/ton, not eight.
Which makes the TNT amount less, not better. And I didn't have my books with me.

In any case, with accurate numbers, we're looking at naval ortillery measuring at around 2 kT at the high end (unknown how much is lost due to AoE spread) for the most powerful single naval weapon (discounting the use of naval weapons as simple delivery systems for nuclear warheads) or just enough to destroy... 25 tons of standard grade armor.
Yeeeeeeeeeeep.

Maybe I'm wrong, but this does not sound particularly impressive to me for ortillery.
Even if you use mass*acceleration calcs, it doesn't come off well, if you use straight damage, it's worse.

Does it need to be better than 2kt? (or even just .5kt)
Yes. It does. Most people really don't understand weapon effects. Bigger blasts do not translate linearly into bigger damage, it's closer to a logarithmic function. It's worse, when you think about how blast damage (and like) work.
Most of the things you'd want to orbital-bombard, aren't going to do well even from a near-miss. (one hex over) because they'll get chucked around like a ragdoll. (and possibly kill the pilot it it's a mech, or some of the crew if a tank)
Landed dropships have the distinct problem of not being able to move, so they'll just have to pray they can tank the damage to their everything. (engines being the hardest to protect, even in the *special* spaceports where the dropper lands in a pit)

Cities, on the other hand, tend to hide shit-loads of mechs, infantry, and vees. They allso tend to not be made of armor.
Bombarding those is where the horror comes in, because there's sweet fuck-all that the people in the cites could possibly do about it.
Agreed on the tanks or mechs. (though again, 200 kilos of shot has a non trivial chance unless precisely designed, of not making it to the surface!)
However:

I suggest, I strongly suggest you do the research here.
Hiroshima (and to a lesser extent Nagasaki) are not good examples. To be deadly cold, they were ideal for what hit them, since they were made mostly of wood. And the bombs airbursted. With direct incendiary effects.
Ground bursts of a non firey nature will be far less damaging. So you understand, offhand? 2kt of TNT 'force' is less than the impact of an 16" naval shell. And it's very easy to build to withstand that.
While yes, attack from the air (or orbit) is terrifying, given Battletech weapons? Not that significant. Further, canon implications, is that most people tended to build cities to at least Empire state building strength, which can survive impacts of that level. Even the Towers themselves (good example) withstood impact strikes of high sub kiloton level. It was the fire that got them.
Orbital strikes, outside missiles (which could be set to airburst) would be all groundbursts, which would significantly lessen their impact.

For a better example, look at various German cities, instead of Hiroshima and Nagasaki.

Spaceports are allso a juicy target for ortillery. Set off the fuel tanks, and your job is done. (and for whatever reason, the tanks never seem to be armored, or even underground)
Hell, even just smashing flat all the gantries and APUs would fuck-over most spaceports.
... and you think the desginers wouldn't bury the frigging hydrogen tanks?
We do that now.
You make a mistake between civilian and military design. Military airbases do bury their tanks. I cannot see that basic safety margin that even civilian gas stations do being forgotten.
As for fucking over most space stations, Eh... Dropship ports are big. You'd need a lot of shots.

Again, there's only one way to really understand Battletech's 'descriptions' of orbital strikes.

They didn't even do basic research.
And CATLabs didn't fix it.
 
If cannon ships won't do it for you, I created a non-canon steerage-class transport called the Sultana several years ago, I'll go and fetch the stats from the Battletech forums for you. It's intended as a 'large scale, low cost' passenger hauler from the Star League, but it's total lack of weapons and huge capacity made it an attractive target, and when interplanetary tourism and settlement crash, these white elephants don't have much purpose anymore. As infantry transports, their big size and heavy footprint+lack of green-field offloading make them very awkward, but you can probably squeeze in 15,000 people if you try-I certainly created a stripped-and-replaced version that carried 42,000 people for about a month before it ran out of consumables.

Code:
   AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Sultana-Class Steerage Transport
Tech:              Inner Sphere / 2750
Vessel Type:       Spheroid DropShip
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              45,000 tons
Length:            200 meters
Power Plant:       Standard
Safe Thrust:       3
Maximum Thrust:    5
Armor Type:        Standard
Armament:          None
------------------------------------------------------------------------------
Class/Model/Name:  Sultana-Class Steerage Transport
Mass:              45,000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                        8,775.00
Thrust:  Safe Thrust: 3
      Maximum Thrust: 5
Structural Integrity: 20                                             1,800.00
Total Heat Sinks:    244 Single                                           .00
Fuel & Fuel Pumps:                                                     316.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                338.00
Fire Control Computers:                                                   .00
Food & Water:  (153 days supply)                                     3,033.00
Armor Type:  Standard  (680 total armor pts)                            60.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                194
   Left/Right Sides:                 170/170
   Aft:                                 146

Cargo:
   Bay 1:  Cargo (1) with 2 doors                                    3,500.00
           Small Craft (6) with 3 doors                              1,200.00
           Fighters (2) with 2 doors                                   300.00

Life Boats:  354 (7 tons each)                                       2,478.00
Escape Pods:  300 (7 tons each)                                      2,100.00

Crew and Passengers:
     70 Officers (70 minimum)                                          700.00
    350 Crew (0 minimum)                                             2,450.00
  3,500 Steerage Passengers                                         17,500.00
     34 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 Lot Spare Parts (1.00%)                                              450.00
------------------------------------------------------------------------------
TOTALS:                                                Heat: 0      45,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        1,042,221,600 C-Bills
Battle Value:      1,687
Cost per BV:       617,795.85
Weapon Value:      0 (Ratio = .00)
Damage Factors:    SRV = 0;  MRV = 0;  LRV = 0;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 402,665
                   (184,975 Structure, 215,250 Life Support, 2,440 Weapons)
                   Support Points (SP) = 480,550  (119% of MPV)
BattleForce2:      MP: 3,  Armor/Structure: 12 / 11
                   Damage PB/M/L: -/-/-,  Overheat: 0
                   Class: DL;  Point Value: 17
                   Specials: sph
 
Fuuuck. He's going to regret that when the next shower of shit appears; even barely-trained bandage wrappers who can't do much more than take vital signs, plug up the leaks, and assign priority for treatment are better than not having enough hands at all. I hope they've added or stepped up first response training for the squaddies at least, so wounded have a chance at surviving long enough to see one of the docs.

A very good point that I'll need to remember to have a reference to.

As for the rest - well, I never planned to have orbital bombardment come up, so all I have left in the face of the assault of Numbers, Numbers, Math, Math, Math is the unassuaged itch that things like the McKenna are just too big to be in scale to the rest of the universe.
 
Exactly when did I, or anyone else in the convo, bring up Hiroshima or Nagasaki?
More to the point, even the smaller of that famous pair (Little Boy) is 15kt, the larger (Fat Man) is 21kt, well above the paltry 2kt the revized calculations claim for the biggest naval weapon.

I was personally thinking of the Oklahoma City bombing.
While that "bomb" didn't collapse the building, look at what that functionally-a-groundburst did do. The building was a total write-off (were it a navy ship, I think the term "constructive total loss" would apply), and had to be demolished. Note the other buildings mentioned as "destroyed or damaged" (I personally don't believe that most were more than lightly damaged, but the reports claim destroyed)
Now, I'm given to understand that wasn't even a kiloton.
Instead, it was a mere 5,000 pounds (2,300 kg)TNT equivalent. (so, 2.3 metric tons if my math is right. that's very sub-kiloton, calling it sub-kiloton is insulting to such weapons as the Davey Crockett, which starts at 10 tons, and can go to 20)

As to "specially shaped shell", what on god's green earth is causing you to think that anyone with a warship they(any great house government) intend to have performing bombardment wouldn't have such shells? (and probably every warship carrying several)
(if you dare to claim "tech regression", then you cannot claim squat about starports armoring fuel tanks, because that very same "tech regression". Comstar went to great effort (operation Holy Shroud I & II) to keep everyone hilariously stupid, and it largely worked. That's why the Helm and New Dallas memory cores are so damnned important.)


As to "buried fuel tanks", I admit, that is possible. Yes, real-world militaries do it sometimes.
Civillian gas stations do it mostly because "where the hell else are we gonna put it". It is either bury them (and pray they don't develop a leak) or make a second, hardened building for them. (one that must resist the force of a loaded 18wheel tanker hitting it at full speed, because some idiot somewhere would do it)

It is allso unlikely, given all the Canon eveidence to the contrary. (oh, did we all somehow forget the latest videogame, which is canon, in which all the starports I've thus seen, including the military ones, have exposed fuel tanks/refineries? Silly me for reminding you)
It is even less likely once re-construction cost/time is factored in.
Which is easier:
Replacing all the surface crap in the event of an attack on a surface-only port. (and filling in the occasional mid-sized crater)

Or clearing out, then filling in the colossal crater in the practically inevitable event of the underground tanks being hit and/or sabotaged?
Folowed by rebuilding all the surface structures.
 
A very good point that I'll need to remember to have a reference to.
Well, the Fiannese probably had at least some medics of their own; when the job is to go out and shoot at people so uncooperative with your plans that they shoot back (The blighters! How uncivilized!) if you don't have some kind of medical support you very quickly run out of soldiers. That said, I know I'd certainly prefer to have at least one guy in every squad who knows the basics, and preferably two. There's only so much training time in a day, but knowing how to clean and bandage a wound is as fundamental as knowing how to safe and clean your weapon, I think.
 
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A very good point that I'll need to remember to have a reference to.

As for the rest - well, I never planned to have orbital bombardment come up, so all I have left in the face of the assault of Numbers, Numbers, Math, Math, Math is the unassuaged itch that things like the McKenna are just too big to be in scale to the rest of the universe.
They're either too big, or the people that wrote the fluff for battletech are complete idiots, yep. I go with the latter, mostly. Warships make sense. And hilariously, if they actually did the weapons closer to right (Let's not discuss blooming and lasers, mkay? I actually understand the logic of not handling weapon effect drop off over range, in a game), Battlemechs would still be vastly important, as the 'ground component' to the Space Navy, to take planets, since a warship or even a half dozen couldn't realistically hammer a planet into submission sans a Massdriver.
If you mean too big for their mass/size? Perhaps, I haven't calculated out their ratio. (Though I'll admit, calling a McKenna a battleship, given canon stats makes me laugh. It's a glorified armed transport. One theory is that the ship specs are as of the day they left on the Exodus, stripping all PD/etal for mass and range.)
When in doubt, accept that FASA (and later FanPro and CATLabs just didn't go on to do the work) didn't know what they were doing, and went "Oh, hey, this is cool..."
(While Robotech the RPG and other Palladium systems had similar problems, they introduced several things, that make a hell of a lot more sense than BT's)

Exactly when did I, or anyone else in the convo, bring up Hiroshima or Nagasaki?
More to the point, even the smaller of that famous pair (Little Boy) is 15kt, the larger (Fat Man) is 21kt, well above the paltry 2kt the revized calculations claim for the biggest naval weapon.
Those are what's used elsewhere. And by standard calcs of effect (I don't have the time to go get the table) a 15kt blast is only about 5 times (could be off by about .5 or so) more effective. Contrary to popular belief, a nuclear (or thermonuclear) weapon in atm's best use is as an airburst. Not a ground burst. Due to the shockwaves and heat effects it generates.

I was personally thinking of the Oklahoma City bombing.
While that "bomb" didn't collapse the building, look at what that functionally-a-groundburst did do. The building was a total write-off (were it a navy ship, I think the term "constructive total loss" would apply), and had to be demolished. Note the other buildings mentioned as "destroyed or damaged" (I personally don't believe that most were more than lightly damaged, but the reports claim destroyed)
Now, I'm given to understand that wasn't even a kiloton.
Instead, it was a mere 5,000 pounds (2,300 kg)TNT equivalent. (so, 2.3 metric tons if my math is right. that's very sub-kiloton, calling it sub-kiloton is insulting to such weapons as the Davey Crockett, which starts at 10 tons, and can go to 20)
Actually, the building was not. It however was cheaper to replace than repair and refit. It wasn't also built to Empire state level. (The US/etal stopped doing that around the late 40's, for several reasons) It wasn't' even a constructive total loss. (Which is actually a term it's cheaper to replace, than expend the effort to rebuild. In that building's case it wasn't the cost of rebuilding, but refitting it for security that had made it an effective CTL)
No other building was destroyed, agreed.
Again, I refer you to the Empire State Building. Plus German cities, which were built to a higher level of resistance, than buildings in the late 40's on (Brutalist style seems similar, it's not, not really, and not as tough)
As to "specially shaped shell", what on god's green earth is causing you to think that anyone with a warship they(any great house government) intend to have performing bombardment wouldn't have such shells? (and probably every warship carrying several)
(if you dare to claim "tech regression", then you cannot claim squat about starports armoring fuel tanks, because that very same "tech regression". Comstar went to great effort (operation Holy Shroud I & II) to keep everyone hilariously stupid, and it largely worked. That's why the Helm and New Dallas memory cores are so damnned important.)
First: I should have said specially made shell, refering to materials that could withstand reentry, not shape (Was doing two tasks). Which lessens the speed, to some degree, lessening it's force. It's (side note, while we're getting very close to certain things I'm not going to talk about at all, suffice it to say that payloads/masses of that size undergoing reentry need certain factors). not impossible, but if you're going to do that, might as well build a nuke shell.

As to "buried fuel tanks", I admit, that is possible. Yes, real-world militaries do it sometimes.
Civillian gas stations do it mostly because "where the hell else are we gonna put it". It is either bury them (and pray they don't develop a leak) or make a second, hardened building for them. (one that must resist the force of a loaded 18wheel tanker hitting it at full speed, because some idiot somewhere would do it)
To be fair, while some US bases don't have it, they're far the hell away from anything else, and that's usually because there's no place to bury it. Though they tend to start dumping earth on it. Other forces... well.
It is allso unlikely, given all the Canon eveidence to the contrary. (oh, did we all somehow forget the latest videogame, which is canon, in which all the starports I've thus seen, including the military ones, have exposed fuel tanks/refineries? Silly me for reminding you)
The latest videogame is not officially canon. If it was, the worlds and nation in it, would have been mentioned in Shattered Fortress. It might be semi canon, but it's not official. Plus, remember, CATLabs has an official policy of "unreliable" narrator going on.
If you honestly expect people to believe that the inner sphere forgot stuff we learned in the frigging 1920's... With a much more reactive gas...
Uh... (Let's not mention a fair bit of the spaceports were also built DURING and BEFORE the Star Leauge.)
Again: People don't do the research. Hydrogen is worse than avgas in the 'hi there, I want to blow up' family.

It is even less likely once re-construction cost/time is factored in.
Actually, it'd cost less, contrary to what you think. Not when you factor in replacing what got blown up next to the exposed tanks.
(and reburying it is simply pouring concrete over the tanks, then filling with dirt.) There's also the fact if one tank goes, underground, it is highly unlikely to take others with it, while above ground, not so assured.
Which is easier:
Replacing all the surface crap in the event of an attack on a surface-only port. (and filling in the occasional mid-sized crater)

Or clearing out, then filling in the colossal crater in the practically inevitable event of the underground tanks being hit and/or sabotaged?
Folowed by rebuilding all the surface structures.
Assuming they're smart enough to do what we did in the 30's and 40's, the latter, because most of the surface structures wouldn't have been blown by the tanks going.
Frankly, taking out a base today means you pot the runway, not the tanks, that's how the planning works. Same basic principal would work for spaceports.

And filling in craters is actually easy. Talk to Yellowhammer about that, he'd know more than I do.


Well, the Fiannese probably had at least some medics of their own; when the job is to go out and shoot at people so uncooperative with your plans that they shoot back (The blighters! How uncivilized!) if you don't have some kind of medical support you very quickly run out of soldiers. That said, I know I'd certainly prefer to have at least one guy in every squad who knows the basics, and preferably two. There's only so much training time in a day, but knowing how to clean and bandage a wound is as fundamental as knowing how to safe and clean your weapon, I think.

Well, when I did AIT (then decided common sense wasn't, and went OCS...) for Infantry, we spent two days learning how to do that, plus a few other basic medical tasks, yep, and while in unit, practiced that skill.
 
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