he * *? No idea what your talking about for that?

Petrocite actually does a bit more then just act as a battery and easily conduct energy. It has reality bending properties according to the flavor text of the research into shielding. So at least for our version of shielding it is actually a requirement. Any energy shielding that is native to battletech is actually entirely different from our version of shielding in that sense.
I was more referencing the fact that orginaly Sheild tech was a UCN invation that was being copied by the ISA then stolen and perfected by helghan using irritated petrocite as the quick fix solution during the war. Which does have reality-bending properties, but otherwise is just a very good battery and conductor. So yes, our brand of irritated sheilding cant be copied without petrocite, but shielding in of itself doesn't require it, just enough power and the projector as per Killzone lore.

And seeing as both settings tech still work in each others universe or are related in this crossover, having normal shielding just be powered by normal fusion reactors, but our brand of Visari cocaine driven mad science require irritated pertricte is perfectly resonable.

Edit: heres the things. Turns out it not only works as conductor like sulfur in conventional batteries , but also like Uranium or other fissionable material. Hence being called a "Fuel" as often as its used as battery for energy storage. So in the barretu form it naturally draws engery, but it also be used up directly for fuel, but it's lost in the process. So literally limitless and renewable energy, but it's still used like it's finite. Interesting, the more i read the more of its nature the more i uncover...
killzone.fandom.com

Arc Battery Schematics

ENGINEERING CHARTS OFF-SHORE ARC BATTERY #5 ARC CANNONS Five Mark II fixed emplacement extra-orbital Arc Cannons which can be targeted independently or synchronously for concentrated fire. GENERATOR ROOM Housing single high capacity induction coil generator. Converts fuel piped to the facility...
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Arc Technology

THE MILITARY DEVELOPMENT OF ARC TECHNOLOGY DEPARTMENT OF WEAPONS RESEARCH The use of Arc energy has developed rapidly since its accidental discovery in the early 2350's. The rapid industrialization that followed the accession of Autarch Visari required the opening of many new mines and...
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AC-15 Cargo Inventory

CARGO INCVENTORY FOR CRUISER AC-15 QUARTERMASTER, DIORTEM COMMAND CENTER I have been directed by Colonel Kratek to prepare the following materials for immediate transportation to Helghan. Unless otherwise directed, all materials are for delivery direct to the State R&D Dept in Pyrrhus...
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Refinery Schematics

Engineering plans for the refinery — show EXACTLY how they use Petrusite to generate power. Should fetch good price, especially after you blow this place sky high.Blackjack ENGINEERING SCHEMATICS PYRRHUS PETRUSITE REFINERY & REACTOR PETRUSITE EXTRACTION BAY Electrostatic plates coated with...
killzone.fandom.com

Pyrrhus Refinery

You know, this Petrusite is LIMITLESS source of power. The Higs could do anything with it. Lucky for me, all they want to do is fight war and kill people.Blackjack DEPARTMENT OF MECHANICAL ENGINEERING DEVELOPMENT OF THE PYRRHUS PETRUSITE REFINERY When our compatriots at the Department of...

Edit2: A continuationn of my previouse thought process on warship costs. Taken from musings from SB.

A command/division costing 150 rp would require 300 rp worth of Jumpship and dropship lift. Now, take a starlord. 274,000 tons, cost 750 million, and 6 dropships. Now take the fox-class warships, which costs 16 billion c-bills, 235,000 tons, 5 dropship compacity. 21 times the cost right? Well in Battletech terms, thats just the production value, not the Industrial value of rp.

Thus, a Fox class warship compared to a Starlord cost at least similar in industrial power to create, provided you had the warship yards to create them. So with a benchmark of around 300 rp worth of Warships, 21 warships would cost say.....6,300 rp. Keep in mind that the Fedcom would have a a rp value of 3,292, and even assuming 70% of that was military upkeep. 988 rp would be left over, meaning an investment of at least 3 warships per year with some rp to spare for reinvestment is possible. This is without bonus or possible increase in economy size. Which equals 7 years to build up 21 warships... Which um, considering there were already 21 such ships by the fedcom war in just 5 years, and they already made 2 Mjolnir and 7 Avalon classes. Either the Economy of the Fedcom was massively increased, or warships are even cheaper to produce on a macro scale then im presenting....Perhaps as much as only 110 rp per warship. Meaning the cost of the fedcom navy would only be 3,300 rp worth of investment over the course of 5 years.

Also FWL be damned they be drinking those Blakest teachings, since they also managed 27 warships in 5 years, while the combine managed 21. Cappelans only 8.
 
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And seeing as both settings tech still work in each others universe or are related in this crossover, having normal shielding just be powered by normal fusion reactors, but our brand of Visari cocaine driven mad science require irritated pertricte is perfectly resonable.
The thing is energy shields were never invented in battletech. Where would they even begin researching? The only know shields are ours that require perusite to function. They may be able to develop non petrusite energy shields from ours but they likely have to research the entire shield research tree first to fully understand the physics behind it (and figure out what reality bending parts are from the petrusite and what aren't). Which will likely take them decades as unlike us they aren't familiar with petrusite so don't get a research boost.
 
The idea here is to strike as soon as possible to take advantage of all the rebellions breaking out. I hope our military is intelligent enough to just bypass and blockade most of the heavily fortified worlds. Those can be taken apart later on after they got isolated. Another reason for a swift strike is that I don't trust the Fedrats or FWL not to move to support the mandate. Striking fast enough prevents them from building up a big force or shifting large amounts of resources. Actions are mainly concernd with getting a good invasion going. Nukes should be mostly disabled on most worlds with a combination of a mass decapitation Strike and sabotage.
TLDR: Waiting and building up more forces gains us nothing and loses us the element of suprise and shock. We already heavily overmatch mandate forces and a small increase in the size of the force we can send is just not worth the time lost and the increased casualties we will take.

WIP there might be minor changes to this plan.
[X]Blitzkrieg
-[X] Sunflower Harbours: Temporary assemblages of metal and composite in the shape of the eponymous flower, sunflower harbours are useful for the short-term in-situ support of naval vessels. [+6 Naval Support Capacity]
-[X] Plant False Intelligence [Easy]: By hiding our real manoeuvres and planting false intelligence amongst Concordat and Coalition civilians, we can disguise the scale of our operations and convince the Mandate that we mean to attack elsewhere should it be looking.
-[X] Target Will to Fight [Easy]: By targeting Mandate loyalists with propaganda, we can hopefully attack their will to fight against rebels and possibly even convince some to swap sides.
-[X] Survey Loyalist defences [Medium]: Using agents already embedded in the Mandate, we can survey their defences ahead of time and dramatically reduce their effectiveness so long as the intel is no more than 3 months old.
-[X] Ammunition and Supply Sabotage [Easy]: By laying the groundwork ahead of time, we can trigger a widescale sabotage of Mandate ammunition and supplies at the worst possible moment.
-[X] Mass Decapitation Strike [Medium]: By covertly deploying cybernetically-enhanced special forces units through rebel-held space and holding them near the targets, we can trigger a massive decapitation strike against Mandate personnel at our leisure
-[X] Air and Space Monitoring Disruption [Medium]: Using those agents not forced to evacuate due to the chaos of the civil war, we can attempt to blind Mandate Air and Space sensors during the initial invasion period.
-[X] Sabotage Nuclear Defences [Hard]: Using agents across the Mandate, we can attempt to sabotage all known and suspected nuclear weapon systems before they can be turned against our forces.
Naval Support Capacity: 30/30 (use the naval upkeep values)
Ground Support Capacity: 9.15/9 (use the transport size value)
-[X] Emplace And Prepare Assault Forces (9 Noctis BG, 9 Damascus, 12 Hasta IIId, 4th Army, 3 divisions 2nd Army, 14 Battlemech regiments, 1 MAWLR II pack): With every member of the ORDI contributing to Operation Pluto, we should probably assign forces sooner rather than later…
-[X] Begin Operation Pluto.
-[X] EX-108 "Wildfire"
-[X] CD-1 'Bjorn'
-[X]SAD-03 'Facehugger'
With the Helghan Military always looking for ways to make the infantry's live easier (and longer), the SAD-03 'Facehugger' was developed. This insectile like semi autonomous suicide drone is engineered to withstand impacts at its terminal velocity and is commonly deployed via a so called 'Hive Bomb' from ASFs or small craft. Once reaching the ground the automaton will according to setting, either establish contact with a ground side Automaton controller and slave themselves to his control, or seek out preprogrammed signatures like mechs or certain personnel. Once a target is found the drone will fire its one use rocket booster, if appropriate, and self detonate upon arriving at its target. It will either aim at chest height for personnel targets to maximise shrapnel effect, hit the motive system of a vehicle or try to reach a mechs cockpit. Should no target be found in a set time, or when it runs out of battery, it will self destruct. Battery life is estimated depending on activity for around 12 hours (considerably longer when in semi passive ambush mode). The drone can be equipped with a multitude of warheads from Irradiated petrusite to nonlethal tear gas.
 
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The idea here is to strike as soon as possible to take advantage of all the rebellions breaking out. I hope our military is intelligent enough to just bypass and blockade most of the heavily fortified worlds. Those can be taken apart later on after they got isolated. Another reason for a swift strike is that I don't trust the Fedrats not to move to support the mandate. Striking fast enough prevents them from building up a big force. Actions are mainly concernd with getting a good invasion going. Nukes should be mostly disabled on most worlds with a combination of a mass decapitation Strike and sabotage.

[X]Blitzkrieg
-[X] Sunflower Harbours: Temporary assemblages of metal and composite in the shape of the eponymous flower, sunflower harbours are useful for the short-term in-situ support of naval vessels. [+6 Naval Support Capacity]
-[X] Plant False Intelligence [Easy]: By hiding our real manoeuvres and planting false intelligence amongst Concordat and Coalition civilians, we can disguise the scale of our operations and convince the Mandate that we mean to attack elsewhere should it be looking.
-[X] Target Will to Fight [Easy]: By targeting Mandate loyalists with propaganda, we can hopefully attack their will to fight against rebels and possibly even convince some to swap sides.
-[X] Survey Loyalist defences [Medium]: Using agents already embedded in the Mandate, we can survey their defences ahead of time and dramatically reduce their effectiveness so long as the intel is no more than 3 months old.
-[X] Ammunition and Supply Sabotage [Easy]: By laying the groundwork ahead of time, we can trigger a widescale sabotage of Mandate ammunition and supplies at the worst possible moment.
-[X] Mass Decapitation Strike [Medium]: By covertly deploying cybernetically-enhanced special forces units through rebel-held space and holding them near the targets, we can trigger a massive decapitation strike against Mandate personnel at our leisure
-[X] Air and Space Monitoring Disruption [Medium]: Using those agents not forced to evacuate due to the chaos of the civil war, we can attempt to blind Mandate Air and Space sensors during the initial invasion period.
-[X] Sabotage Nuclear Defences [Hard]: Using agents across the Mandate, we can attempt to sabotage all known and suspected nuclear weapon systems before they can be turned against our forces.
Naval Support Capacity: 24/24 (use the naval upkeep values)
Ground Support Capacity: 5+(how heavy are mechs and MAWLRS?)/9 (use the transport size value)
-[X] Emplace And Prepare Assault Forces (9 Noctis BG, 9 Damascus, 12 Hasta IIId, 4th Army, 14 Battlemech regiments, 1 MAWLR II pack ): With every member of the ORDI contributing to Operation Pluto, we should probably assign forces sooner rather than later…
-[X] Begin Operation Pluto.
Battlemech regiments are 0.1 each. MAWLR packs are 1.25 points each. So it's 5+1.4+1.25.

I'll edit the values into the OOB in a sec.
 
@prometheus110 - To make sure I'm doing this right, are the ORDI Actions involving the Mandate rendered superfluous if similar actions under Operation Pluto go into effect, or do the effects stack? For example, there's the option to send "Trainers" into the Mandate to assist the rebels, but there are other covert operations also listed under Operation Pluto that have similar effects.
 
The thing is energy shields were never invented in battletech. Where would they even begin researching? The only know shields are ours that require perusite to function. They may be able to develop non petrusite energy shields from ours but they likely have to research the entire shield research tree first to fully understand the physics behind it (and figure out what reality bending parts are from the petrusite and what aren't). Which will likely take them decades as unlike us they aren't familiar with petrusite so don't get a research boost.
www.sarna.net

Steiner Stadium

Steiner Stadium
The most important part of what makes Steiner Stadium work, though, is its "detonator grid," a piece of technology from the forgotten years of the Star League. A lattice of monofilament wires are installed around the arena floor and connected to the main power lines. When activated, the grid is capable of defeating nearly any attack: missiles are detonated before they get too close, projectiles are deflected by powerful magnetic fields, and energy weapons are drained of their power. When combined with heavy ferroglass sheeting to protect the box seats, the "detonator grid" provides total protection and allows for direct viewing of the action on the floor. How the grid accomplishes these feats is unknown, though given the amount of power it consumes, attempts to replicate it on the 'Mech scale were considered impractical.
Yeah, they have the technology, and by 3051 they figured out Blue sheilding which might lower the effectiveness of arc and pet weaponry as well. Its just untill recently with our appearance no one has shown it could be done. And you know for sure the Steiner know their lostech "Detonator grid" doesn't run off some secret supply of petrocite to fuel it. And if it did, then we wouldn't know either now would we. (Otherwise the SL would have had been holding out on everyone, and Amaris would have used it in war as a terror weapon.)

So it's entirely possible us proving mech scale and ship scale shielding can be done, that they'll start looking into their own forms of sheilding.


[X]Blitzkrieg
Also my vote, lets kick their ass!
 
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Ground Support Capacity: 9.15/9 (use the transport size value)
Considering this it may be a good idea to choose Prepare War Material Stockpiles, Construct additional waystations or Preplaced Petrusite Supplies instead of Begin Operation Pluto in order to make sure we can actually support our ground forces when we start fighting.
 
www.sarna.net

Steiner Stadium

Steiner Stadium















Yeah, they have the technology, and by 3051 they figured out Blue sheilding which might lower the effectiveness of arc and pet weaponry as well. Its just untill recently with our appearance no one has shown it could be done. And you know for sure the Steiner know their lostech "Detonator grid" doesn't run off some secret supply of petrocite to fuel it. And if it did, then we wouldn't know either now would we. (Otherwise the SL would have had been holding out on everyone, and Amaris would have used it in war as a terror weapon.)















So it's entirely possible us proving mech scale and ship scale shielding can be done, that they'll start looking into their own forms of sheilding.























[X]Blitzkrieg







Also my vote, lets kick their ass!















Blue shielding is not energy shielding.
 
Yeah, they have the technology
That's not really an energy shield. The detonator grid is described as a set of elements designed to block any stray projectile leaving the arena. You're looking at "missiles are detonated before they get too close, projectiles are deflected by powerful magnetic fields, and energy weapons are drained of their power" as quoted from the wiki.

Really, a proper energy shield would've just blocked everything rather than relying on a set of individual fuctions meant to defuse certain elements.
 
Remember that is always necesary to take the first turn to prepare the logistics for the war after all we do not want the invasion to stop due to lack of supplies and poorly planned logistics
 
That's not really an energy shield. The detonator grid is described as a set of elements designed to block any stray projectile leaving the arena. You're looking at "missiles are detonated before they get too close, projectiles are deflected by powerful magnetic fields, and energy weapons are drained of their power" as quoted from the wiki.

Really, a proper energy shield would've just blocked everything rather than relying on a set of individual fuctions meant to defuse certain elements.
But the fact it still does all these things presumable as one system is impressive no (Infact as per the description "A lattice of monofilament wires are installed around the arena floor and connected to the main power lines. When activated, the grid is capable of defeating nearly any attack: missiles are detonated before they get too close, projectiles are deflected by powerful magnetic fields, and energy weapons are drained of their power." It is just the wire system doing all of the above at the same time.)? But yeah, the main argument really boils down to that the innersphere knows it can be done. It's just an insane power hog and stated to be "impractical" on a mech, implying they did do so just not very good. Us cracking shield tech will make them go to the drawing board. As for blue shields, from what i can tell it's this weird middle ground of an engery shield, and a "particle absorber" which uh....now sure how else to describe that.

Edit: Well then the techinal read out has more info. And yeah the main issue does seem to be just power generation for all these native sheild systems.
 
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[x] Plan: Mandate and Outback Prep

Capellan Confederation
[x] License Production of Advanced Ammunition: Giving the Confederation blueprints for the construction of specialist ballistic rounds and missiles will allow them to produce a number of projectile types for use by their military. Though the nation lacks the kind of facilities needed to construct these in large quantities, enough could be produced to provide a notable benefit. [-2 influence]

Taurian Concordat

[x] Sunflower Harbours: Temporary assemblages of metal and composite in the shape of the eponymous flower, sunflower harbours are useful for the short-term in-situ support of naval vessels. [Bonus to naval supply situation in a totally hypothetical future conflict]

Helghan Republic
[x] Construct a military defence station over [LOCATION]
-[x] Mantharaka

ORDI Actions:
[x] Dispatch Material Aid (Combat Vehicles, Mandate): With the Celestial Mandate undergoing a civil war, rebel forces need heavy metal to help level the playing field. On the plus side, we no longer need to smuggle them in! [-40,000,000 C-Bills]
[x] Dispatch "Trainers" (Mandate): By dispatching a battalion of cybernetically-enhanced special forces units to assist rebel forces, the Republic can covertly strike against targets that would otherwise be impregnable to them.

Operation Pluto (Mandate Intervention)
[x] Prepare War Material Stockpiles: In order to ensure ORDI units fighting in Mandate space will have access to all the resources they need, we should build up stockpiles in nearby systems that can be drawn on as needed. [+0.5 ground support capacity]
[x] Preplaced Petrusite Supplies: By moving Petrusite stocks ahead of the Republic's forces and building depots in strategic areas, we can more effectively support both naval and ground forces. [+0.25 Ground Support Capacity, +1 Naval Support Capacity]
[x] Plant False Intelligence [Easy]: By hiding our real manoeuvres and planting false intelligence amongst Concordat and Coalition civilians, we can disguise the scale of our operations and convince the Mandate that we mean to attack elsewhere should it be looking.
[x] Emplace And Prepare Assault Forces (specify the forces being deployed): With every member of the ORDI contributing to Operation Pluto, we should probably assign forces sooner rather than later…
-[x] Ground forces:
100% of Army 4 (5 capacity)
35% of Army 5 (1.75 capacity)
10 Mech regiments (1 capacity)
1 MAWLR-II Pack (1.25 capacity)
-[x] Naval forces:
9 Noctic crusisers (9 capacity) (Transport capacity: 1.5)
15 Hasta IIId-class cruisers (15 capacity) (Transport capacity: 1.65)


[x] Sabotage Nuclear Defences [Hard]: Using agents across the Mandate, we can attempt to sabotage all known and suspected nuclear weapon systems before they can be turned against our forces.

Requisition
[x] CD-1 'Bjorn'
[x] 'Mace' Squad Support Platform
[x] Shoulder-mounted micro-missile launchers (MiML)
[x] EX-017 "Auger"



Pretty much as the plan-name states, the idea is to prep both for our intervention in the Mandate by allocating supplies and forces, as well as supporting the rebels, while also making some efforts to prepare for the near-inevitable explosion in the Outback by building up our defense stations (so we can afford to send more ships away), and setting up harbors in the Concordat.
 
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Considering this it may be a good idea to choose Prepare War Material Stockpiles, Construct additional waystations or Preplaced Petrusite Supplies instead of Begin Operation Pluto in order to make sure we can actually support our ground forces when we start fighting.
Eh we could remove one division rom the inavsion force, but it was said that some latitude was possible.
The problem is that I would rate the opportunity lost by waiting some time higher than the possible benefits from an 15% increased size of the invasion force. We can and probably should increase the amount deployed later on when its about diggin out fortified worlds. Another point is that this locks down the mandates forces and prevents them from responding to rebellions in their back yard. Also i would really like to bring the full might of the helghan military to bear on the fedrats should the outback explode.
 
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[x] Plan: Mandate and Outback Prep

But yeah, the main argument really boils down to that the innersphere knows it can be done. It's just an insane power hog and stated to be "impractical" on a mech, implying they did do so just not very good. Us cracking shield tech will make them go to the drawing board. As for blue shields, from what i can tell it's this weird middle ground of an engery shield, and a "particle absorber" which uh....now sure how else to describe that.
No. What you're implying is the miniaturization of something very complex. It has to: emmit magnetic field good enough to deflect projectiles, detonation of missiles whenever they come in close and drainage of energy weaponry. Oh, and you'll have to take into account Higgs Boson particle weaponry as well now.

Like, not even the Star League tried to implement this on any of their projects.

Are you sure the much less powerful Great Houses will attempt to perform a feat that was more or less deemed to be too costly by even the venerated Star League? Or you know, just go after the easy and already proven solution known as Petrusite?
 
-[X] Emplace And Prepare Assault Forces (9 Noctis BG, 9 Damascus, 12 Hasta IIId, 4th Army, 3 divisions 2nd Army, 14 Battlemech regiments, 1 MAWLR II pack): With every member of the ORDI contributing to Operation Pluto, we should probably assign forces sooner rather than later…
Hmmm, the ground forces total 144 regiments ( 1 battle mech regiment for every 9.2 conventual regiments) And 3 MAWLR IIs. the naval component is 30 warships. With a fighter compt of 60 wings of 24 each. So for a total of 204 regiments and 30 warships. Thats an invasion fleet if I've ever seen one. And also only slightly overkill of 5.3 regiments per world in the mandate (38), not counting our allies.

For comparison in canon 4th succession war the battle of Tikonov had 91 regiments for the attacking Fedsuns, and 86 for the defense (80 milita ^ mech regiments, 4 House units so they got extra not counted.). So yeah we arent going to face much resistance.
Like, not even the Star League tried to implement this on any of their projects.

Are you sure the much less powerful Great Houses will attempt to perform a feat that was more or less deemed to be too costly by even the venerated Star League?
Presumably due to the nature of the design, it was used on static defense like Castile brians and no doubt the Captial of the Star league. Since it's economy of scale appears to favor larger and static structures. But yeah miniaturization was for their time frankly a century-in-the-future type dream....Although at least one clan warship was described as having such a shield system that worked pretty much like the Grid in the Stadium on Solaris during the clan civil war, so who the fuck knows what the Star league was doing with its prototype technology at times.

[x] Emplace And Prepare Assault Forces (specify the forces being deployed): With every member of the ORDI contributing to Operation Pluto, we should probably assign forces sooner rather than later…
Edit: also you need to include what forces you want to invade. Or else well just be voting for a vague military commitment lol.
 
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[] Plan Kneecap the Mandate

The idea behind this plan is to sabotage and knock out the Mandate loyalist forces as quickly as possible. I've elected to keep the MAWLRs out of the OOB for this plan, as I think they're overkill in this case, and I'd prefer that we don't reveal their capabilities until we're facing a major Inner Sphere power. Please let me know if I've made any mistakes on the voting or unit counts.


ORDI Actions:

[] Dispatch "Trainers" (Mandate): By dispatching a battalion of cybernetically-enhanced special forces units to assist rebel forces, the Republic can covertly strike against targets that would otherwise be impregnable to them.


Operation Pluto (Mandate Intervention)

[] Emplace And Prepare Assault Forces (specify the forces being deployed): With every member of the ORDI contributing to Operation Pluto, we should probably assign forces sooner rather than later…

Navy
- 9 x Hasta IIId-class Cruisers
- 4 x Noctis Cruisers
- 4 x Arc Cruisers
- 4 x Toxotai Guided Missile Cruisers
- 3 x Damascus Carriers

Ground Forces
- 100% of Army 4 [5 Capacity]
- 60% of Army 5 [3 Capacity]
- 10 x Battlemech Regiments [1 Capacity]
- Cybernetic Infantry Batallion

[] Plant False Intelligence [Easy]: By hiding our real manoeuvres and planting false intelligence amongst Concordat and Coalition civilians, we can disguise the scale of our operations and convince the Mandate that we mean to attack elsewhere should it be looking.

[] Sabotage Loyalist war industry [Easy]: Through the use of subtle and widespread sabotage, we can disrupt the flow of essential war materials to loyalist forces fighting against rebels.

[] Target Will to Fight [Easy]: By targeting Mandate loyalists with propaganda, we can hopefully attack their will to fight against rebels and possibly even convince some to swap sides.

[] Survey Loyalist defences [Medium]: Using agents already embedded in the Mandate, we can survey their defences ahead of time and dramatically reduce their effectiveness so long as the intel is no more than 3 months old.

[] Begin Operation Pluto.


Automatically Activated Upon the Intervention Starting

[] Ammunition and Supply Sabotage [Easy]: By laying the groundwork ahead of time, we can trigger a widescale sabotage of Mandate ammunition and supplies at the worst possible moment.

[] Mass Decapitation Strike [Medium]: By covertly deploying cybernetically-enhanced special forces units through rebel-held space and holding them near the targets, we can trigger a massive decapitation strike against Mandate personnel at our leisure

[] Sabotage Nuclear Defences [Hard]: Using agents across the Mandate, we can attempt to sabotage all known and suspected nuclear weapon systems before they can be turned against our forces.


Requisition:

[] 'Mace' Squad Support Platform: Designed by Pharaoh Automata Solutions, the Mace SSP is a largely autonomous weapons platform designed to support squads of infantry with heavy weapons fire from afar. Roughly humanoid in shape, the Mace can provide accurate fire support on the move while keeping up with dismounted infantry. More heavily armoured than ordinary infantry, the Mace features advanced target discrimination systems and can wield weapons intended for power armour units. While too expensive to replace human infantry, the Mace's strength, accuracy, and lack of ability to complain make it an excellent heavy weapons platform.

[] Shoulder-mounted micro-missile launchers (MiML): Developed by Lacus Odii State Enterprise for ordinary infantry, shoulder-mounted micro-missile systems are intended for use against power armour systems, other infantry, and battlefield automata. Able to use fragmentation, anti-vehicle, Petrusite, and numerous other warheads, MiMLs offer infantry increased lethality against hard and swarming targets, though at a price high enough that only one or two members of a squad can be outfitted with the system.

[] EX-108 "Wildfire"
A next-generation rocket launcher, this weapon is made with portability and weight of fire in mind. While shoulder fired, the weapon is light enough to be carried by nearly any model of power armor, cyborg, or even an unusually strong human. Its ammunition is also lightweight, though somewhat bulky. Reloading is a simple task that can be done by one person in under ten seconds.

Where other experimental weapons have tried to bypass armor and shields, the Wildfire seeks to overwhelm. While only capable of holding two rockets at a time, the Wildfire loads next-generation warheads that split soon after launch, saturating the target location with high speed armor piercing high explosives. The charred remains on the testing grounds speak for themselves.
 
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Navy
- 9 x Hasta IIId-class Cruisers
- 4 x Noctis Cruisers
- 4 x Arc Cruisers
- 4 x Toxotai Guided Missile Cruisers
- 3 x Damascus Carriers

Ground Forces
- Army 4
- 2 x Battlemech Regiments
- Cybernetic Infantry Batallion
Doing quick math, thats 162 regiments and 27 warships, or 3.4 regiments per mandate planet. Not as overkill even including the support from our allies. And weirdly more fair to their military, if they werent currently in a civil war right now lol.
 
Ahhh fuck, I misread the transport size figures in the OOB, one moment while I go back and correct it.
 
Doing quick math, thats 162 regiments and 27 warships, or 3.4 regiments per mandate planet. Not as overkill even including the support from our allies. And weirdly more fair to their military, if they werent currently in a civil war right now lol.
I've revised my Ground Force figures to properly account for accurate capacity numbers, here's what they look like now:

Ground Forces
- 100% of Army 4 [5 Capacity]
- 60% of Army 5 [3 Capacity]
- 10 x Battlemech Regiments [1 Capacity]
- Cybernetic Infantry Batallion
 
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