Remember we can bring in 15 warships at most without risking a full blown war. Adding the other Hecatoncheires and another Hasta IIId squadrons would bring it to a total of 15 warships.
Also, a battlemech regiment counts for the same as a conventional regiment in this, and since a division is 10 regiments we can bring a lot more in the way of battlemechs than either plan--we should probably deploy a lot more battlemechs for this operation.
So, Prom says we can bring up to 2 Forge-class production cruisers instead of a MAWLR. Considering the MAWLR is more likely to escalate things to a general war (not to mention a nuclear war), we might be better off with a Forge or two. Just one on a planet should help with supply and repair issues.
If possible, can I try to convince you to use my writein, that drops all commitment to an independent buffer state and instead tells the Taurians and Capellans they should go wild on making promises to lire those systems to them? Because as is, building up the buffer state without Victoria and Menke is going to be a major AP sink.
I think that's a great idea really the Capellans would never forgive ODIR, specially the Helghast, if they make a chunk of they territory a independent nation. Besides they probably going to be annexed by the Confederation in a later date anyway because the Capellans would not let the matter go and considerate how underhand they can be it could involve a lot of things from heart and minds campaigns to terrorist attacks.
As the galactic south saw the rise of the Outer Rim Defense Initiative, power, prestige and prosperity followed in its wake.
Militias turned into armies. Cities turned into metropolises. Periphery nations turned into superpowers. Countless lives upended, overturned and ascended to heights that could have only been matched by the days of the Star League. And just as many sought to follow their dreams of success and wealth, so too did the once nomadic crews of merchant ships sought to settle down and make their mark under the aegis of the galaxy's newest player.
Comprised of former merchants, smugglers and gun runners plying the trade routes of the Periphery, BattleTech Inc. would find its home within the Helghan Republic. Where once it ferried cargoes and caches of lethal arms and military equipment, it now sought to spread its roots and grow bountiful feeding the hungering maw of the Helghan war machine. Either that, or find themselves suffocated under the shade of the ORDI Customs Union's all-encompassing branches.
Assisted by manufacturing cooperatives, labor unions, and merchant guilds, the new entity would find itself well-equipped with suppliers, production centers and trade fleets to carry out its business. The corporation would also find itself allying with space-based mining crews, offering its products and facilities in exchange for more exotic and valuable resources, while its recruiters and agents court academic institutions, ever vigilant and covetous of new talents and bright minds.
Even funding and support would find itself coming in from as far off as the Inner Sphere, investments made by enterprising individuals or groups. Indeed, many of the corporation's offered products, while wholly unique in surface design, would still be based on old, proven Star League-era designs like the Manticore, Demolisher and Schrek combat vehicles. Designs that had been conceived centuries ago, most from old Terrra itself.
BattleTech Inc. would find itself spread out amongst the Republic's constituent worlds, with branches located even within allied worlds, it's members representative of the myriad nations and systems they hailed from. Within the Republic, however, would lie the corporation's core, its beating heart. On Rockwellawan, BattleTech Inc. would build its headquarters, nestled comfortably within one of the Republic's busiest trade nexūs, and home to Helghan's quickly growing civilian shipbuilding industry.
Wolfhound Line
Taking a contract to update and improved the Republic's old Wolfhound line of vehicles, BattleTech Inc. would retain much of the weapon systems with a few key changes such as a more sophisticated fire control system, an improved ECM system and CASE. Replacing both engine and armor with XL variants and ferro-fibrous, respectively, would allow the mounting of additional systems and armor tonnage as well.
Code:
Wolfhound Light Tank
Mass: 40 tons
Movement Type: Counter-Grav
Power Plant: HSA CV XL-240
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Armor: HSA Ferro F40-CV
Armament:
1 Light AC/5
1 Medium Laser
1 LRM 5
1 Laser AMS
Manufacturer: Helghan State Arms
Primary Factory: Various
Communication System: WarpComm Deluxe 2
Targeting & Tracking System: Pharaoh Lockscreen
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-D
Cost: 5,134,500 C-bills
Type: Wolfhound Light
Technology Base: Inner Sphere (Standard)
Movement Type: Counter-Grav
Tonnage: 40
Battle Value: 898
Equipment Mass
Internal Structure 4
Engine 240 XL 9
Cruising MP: 6
Flank MP: 9
Heat Sinks: 10 0
Control Equipment: 2.0
Power Amplifier: 0.0
Turret: 1.0
Armor Factor (Ferro) 152 8.5
Internal Armor
Structure Value
Front 4 38
R/L Side 4/4 30/30
Rear 4 24
Turret 4 30
Weapons
and Ammo Location Tonnage
Medium Laser Front 1.0
Laser AMS Front 1.5
Artemis IV FCS Turret 1.0
LRM 5 Turret 2.0
Light AC/5 Turret 5.0
Caseless LAC/5 Ammo (40) Body 1.0
CASE Body 0.5
Communications Equipment (1 ton) Body 1.0
LRM 5 Artemis-capable Ammo (24) Body 1.0
ECM Suite Body 1.5
Code:
Wolfhound IFV
Mass: 40 tons
Movement Type: Counter-Grav
Power Plant: HSA CV XL-240
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Armor: HSA Ferro F40-CV
Armament:
1 LRM 5
1 Light AC/2
1 Streak SRM 4
Manufacturer: Helghan State Arms
Primary Factory: Various
Communication System: WarpComm Deluxe 2
Targeting & Tracking System: Pharaoh Lockscreen
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-D
Cost: 4,874,800 C-bills
Type: Wolfhound Light
Technology Base: Inner Sphere (Standard)
Movement Type: Counter-Grav
Tonnage: 40
Battle Value: 795
Equipment Mass
Internal Structure 4
Engine 240 XL 9
Cruising MP: 6
Flank MP: 9
Heat Sinks: 10 0
Control Equipment: 2.0
Power Amplifier: 0.0
Turret: 1.0
Armor Factor (Ferro) 143 8
Internal Armor
Structure Value
Front 4 37
R/L Side 4/4 28/28
Rear 4 22
Turret 4 28
Weapons
and Ammo Location Tonnage
Streak SRM 4 Front 3.0
Artemis IV FCS Turret 1.0
LRM 5 Turret 2.0
Light AC/2 Turret 4.0
Caseless LAC/2 Ammo (90) Body 1.0
CASE Body 0.5
Communications Equipment (1 ton) Body 1.0
LRM 5 Artemis-capable Ammo (24) Body 1.0
Streak SRM 4 Ammo (25) Body 1.0
ECM Suite Body 1.5
Code:
Wolfhound APC
Mass: 40 tons
Movement Type: Counter-Grav
Power Plant: HSA CV XL-240
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Armor: HSA Ferro F40-CV
Armament:
1 Medium Laser
1 LRM 5
1 Streak SRM 4
1 Laser AMS
Manufacturer: Helghan State Arms
Primary Factory: Various
Communication System: WarpComm Standard
Targeting & Tracking System: Pharaoh Lockscreen
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-D
Cost: 5,112,100 C-bills
Type: Wolfhound Light
Technology Base: Inner Sphere (Standard)
Movement Type: Counter-Grav
Tonnage: 40
Battle Value: 918
Equipment Mass
Internal Structure 4
Engine 240 XL 9
Cruising MP: 6
Flank MP: 9
Heat Sinks: 10 0
Control Equipment: 2.0
Power Amplifier: 0.0
Turret: 0.5
Armor Factor (Ferro) 161 9
Internal Armor
Structure Value
Front 4 38
R/L Side 4/4 34/34
Rear 4 25
Turret 4 30
Weapons
and Ammo Location Tonnage
Streak SRM 4 Front 3.0
Laser AMS Front 1.5
Medium Laser Turret 1.0
Artemis IV FCS Turret 1.0
LRM 5 Turret 2.0
CASE Body 0.5
LRM 5 Artemis-capable Ammo (24) Body 1.0
Streak SRM 4 Ammo (25) Body 1.0
ECM Suite Body 1.5
Infantry Body 3.0
In addition to the renewed designs, another variant, a self-propelled anti-air system, would be offered as well.
Code:
Wolfhound SPAA
Mass: 40 tons
Movement Type: Counter-Grav
Power Plant: HSA CV XL-240
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Armor: HSA Ferro F40-CV
Armament:
2 Light AC/2
1 LRM 10
Manufacturer: Helghan State Arms
Primary Factory: Various
Communication System: WarpComm Deluxe 2
Targeting & Tracking System: Pharaoh Lockscreen
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 4,251,567 C-bills
Type: Wolfhound Light
Technology Base: Inner Sphere (Standard)
Movement Type: Counter-Grav
Tonnage: 40
Battle Value: 665
Equipment Mass
Internal Structure 4
Engine 200 XL 7
Cruising MP: 5
Flank MP: 8
Heat Sinks: 10 0
Control Equipment: 2.0
Power Amplifier: 0.0
Turret: 1.5
Armor Factor (Ferro) 89 5
Internal Armor
Structure Value
Front 4 24
R/L Side 4/4 17/17
Rear 4 14
Turret 4 17
Weapons
and Ammo Location Tonnage
Artemis IV FCS Turret 1.0
2 Light AC/2 Turret 8.0
LRM 10 Turret 5.0
Communications Equipment (1 ton) Body 1.0
LRM 10 Artemis-capable Ammo (24) Body 2.0
Flak LAC/2 Ammo (90) Body 2.0
ECM Suite Body 1.5
Lion Main Battle Tank
A balance of compact weight, armor, speed and firepower, the Lion MBT would be presented as a compact ballistic strike package capable of taking on and overwhelming enemy armor with its Ultra AC/10. Two Helghast-pattern medium lasers mounted on side sponsons would provide support fire as well.
Altogether, the Lion is presented as BattleTech's flagship export, the tank's rare UAC/10 granting it a unique selling point to prospective buyers. Buyers approved of by Helghan government, of course.
Code:
Lion MBT
Mass: 50 tons
Movement Type: Counter-Grav
Power Plant: HSA CV XL-250
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Armor: HSA Ferro F50-CV
Armament:
2 Medium Laser
1 Ultra AC/10
Manufacturer: Battletech Inc.
Primary Factory: Various
Communication System: WarpComm Deluxe
Targeting & Tracking System: Pharaoh Lockscreen
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-D
Cost: 6,467,750 C-bills
Type: Lion
Technology Base: Inner Sphere (Standard)
Movement Type: Counter-Grav
Tonnage: 50
Battle Value: 1,194
Equipment Mass
Internal Structure 5
Engine 250 XL 10
Cruising MP: 5
Flank MP: 8
Heat Sinks: 10 0
Control Equipment: 2.5
Power Amplifier: 0.0
Turret: 1.5
Armor Factor (Ferro) 179 10
Internal Armor
Structure Value
Front 5 46
R/L Side 5/5 35/35
Rear 5 28
Turret 5 35
Weapons
and Ammo Location Tonnage
Medium Laser Left 1.0
Vehicular Sponson Turret Left 0.0
Medium Laser Right 1.0
Vehicular Sponson Turret Right 0.0
Ultra AC/10 Turret 13.0
CASE Body 0.5
Communications Equipment (1 ton) Body 1.0
ECM Suite Body 1.5
Ultra AC/10 Ammo (30) Body 3.0
Chimera Heavy Tank
Coming in heavier than the Lion, the Chimera is BattleTech's take on TechniCorp's more famous, and lighter, Manticore design. Mounting a PPC as its main gun, supported by a turret-mounted 10-tube LRM and a hull-mounted, 6-tube streak missile launcher, the Chimera handily fills the role of a well-armored, well-armed and versatile combatant. Twin-linked LMGs mounted on side sponsons would give the tank an edge against infantry. Finally, a specialized targeting computer would further hone the tank's ability to take on hostile targets.
Code:
Chimera Heavy Tank
Mass: 70 tons
Movement Type: Counter-Grav
Power Plant: HSA CV XL-280
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: HSA Ferro F70-CV
Armament:
1 PPC
4 Light Machine Gun
1 Vehicular Grenade Launcher
1 LRM 10
1 Streak SRM 6
Manufacturer: BattleTech Inc.
Primary Factory: Various
Communication System: WarpComm Deluxe
Targeting & Tracking System: Pharaoh Targa
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 11,454,883 C-bills
Type: Chimera
Technology Base: Inner Sphere (Standard)
Movement Type: Counter-Grav
Tonnage: 70
Battle Value: 1,407
Equipment Mass
Internal Structure 7
Engine 280 XL 12
Cruising MP: 4
Flank MP: 6
Heat Sinks: 10 0
Control Equipment: 3.5
Power Amplifier: 0.0
Turret: 1.5
Armor Factor (Ferro) 250 14
Internal Armor
Structure Value
Front 7 61
R/L Side 7/7 50/50
Rear 7 39
Turret 7 50
Weapons
and Ammo Location Tonnage
2 Light Machine Gun Left 1.0
Vehicular Sponson Turret Left 0.0
Vehicular Grenade Launcher Front 0.5
Streak SRM 6 Front 4.5
2 Light Machine Gun Right 1.0
Vehicular Sponson Turret Right 0.0
Artemis IV FCS Turret 1.0
PPC Turret 7.0
LRM 10 Turret 5.0
Streak SRM 6 Ammo (30) Body 2.0
CASE Body 0.5
Communications Equipment (1 ton) Body 1.0
LRM 10 Artemis-capable Ammo (36) Body 3.0
ECM Suite Body 1.5
Light Machine Gun Ammo (400) Body 2.0
Targeting Computer BD 2.0
Bison Anti-Armor Line
Comprising some of the few native heavy armor designs the Republic possesses, the Bison Heavy Tanks came in 3 different variants, or configurations, unique in their weapon loadouts. The line would help address the Republic's relatively nascent doctrine concerning the use of battlemechs, just as heavy tanks had done for the Inner Sphere after the Succession Wars led to an increasing scarcity of battlemechs.
Configuration A featured a twin-gauss loadout with 3 different supporting laser systems and a more robust comms suite. A Guardian ECM system and sixteen and a half tons of ferro-fibrous armor also gives it excellent protection.
Code:
BIS-1HR Bison (Configuration A) Heavy MBT
Mass: 80 tons
Movement Type: Counter-Grav
Power Plant: HSA CV XL-240
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: HSA Ferro F80-CV
Armament:
1 Small Laser
2 Medium Laser
2 Gauss Rifle
Manufacturer: BattleTech Inc.
Primary Factory: Various
Communication System: WarpComm Deluxe
Targeting & Tracking System: Pharaoh Lockscreen
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-D
Cost: 11,823,750 C-bills
Type: Bison (Configuration A)
Technology Base: Inner Sphere (Standard)
Movement Type: Counter-Grav
Tonnage: 80
Battle Value: 1,868
Equipment Mass
Internal Structure 8
Engine 240 XL 9
Cruising MP: 3
Flank MP: 5
Heat Sinks: 10 0
Control Equipment: 4.0
Power Amplifier: 0.0
Turret: 3.5
Armor Factor (Ferro) 295 16.5
Internal Armor
Structure Value
Front 8 71
R/L Side 8/8 59/59
Rear 8 47
Turret 8 59
Weapons
and Ammo Location Tonnage
Medium Laser Left 1.0
Vehicular Sponson Turret Left 0.0
Medium Laser Right 1.0
Vehicular Sponson Turret Right 0.0
2 Gauss Rifle Turret 30.0
Small Laser Turret 0.5
Communications Equipment (1 ton) Body 1.0
ECM Suite Body 1.5
Gauss Rifle Ammo (32) Body 4.0
Configuration B takes inspiration from the Demolisher platform by Aldis Industries. It is a near twin of Config. A, with a similar armor scheme, supporting weapon systems, ECM and comms suite. CASE has been installed to hold 6 tons of ammunition for its main guns, two AC/20 systems mounted on the turret.
Code:
BIS-2HR Bison (Configuration B) Heavy MBT
Mass: 80 tons
Movement Type: Counter-Grav
Power Plant: HSA CV XL-240
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: HSA Ferro F80-CV
Armament:
1 Small Laser
2 Medium Laser
2 AC/20
Manufacturer: BattleTech Inc.
Primary Factory: Various
Communication System: WarpComm Deluxe
Targeting & Tracking System: Pharaoh Lockscreen
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-D
Cost: 11,873,250 C-bills
Type: Bison (Configuration B)
Technology Base: Inner Sphere (Standard)
Movement Type: Counter-Grav
Tonnage: 80
Battle Value: 1,556
Equipment Mass
Internal Structure 8
Engine 240 XL 9
Cruising MP: 3
Flank MP: 5
Heat Sinks: 10 0
Control Equipment: 4.0
Power Amplifier: 0.0
Turret: 3.0
Armor Factor (Ferro) 295 16.5
Internal Armor
Structure Value
Front 8 71
R/L Side 8/8 59/59
Rear 8 47
Turret 8 59
Weapons
and Ammo Location Tonnage
Medium Laser Left 1.0
Vehicular Sponson Turret Left 0.0
Medium Laser Right 1.0
Vehicular Sponson Turret Right 0.0
CASE Body 0.5
Communications Equipment (1 ton) Body 1.0
AC/20 Ammo (30) Body 6.0
ECM Suite Body 1.5
2 AC/20 Turret 28.0
Small Laser Turret 0.5
Configuration C is an adaptation of another Aldis design, the Schrek PPC Carrier. Also possessing a triple-mount turret loadout, Config. C also came equipped with sponson-mounted LMGs on either side of the vehicle, while nine tons of ferro fibrous and anti-grav technology afforded the Republic design better protection and mobility, respectively.
PRIORITY UPDATE: After weighing the pros and cons, it is eventually decided that the Bison C would instead be withdrawn from the current catalogue. Instead, a new hull would be offered that featured a few drastic redesigns from the original vehicle. The abrupt decision was agreed upon when concerns were brought up regarding the vehicle's reliance on it's massive heat-sinking system (a quarter of the vehicle's tonnage). These concerns were highlighted by the threat of a penetrating shot damaging the heat sinks, reducing and perhaps even negating the vehicle's offensive capability lest the crew allow catastrophic heat build-up to occur. Thus, the BUF-1HR Buffalo was presented.
Code:
BIS-3HR Bison (Configuration C) Heavy MBT
Mass: 80 tons
Movement Type: Counter-Grav
Power Plant: HSA CV XL-240
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: HSA Ferro F80-CV
Armament:
3 PPC
4 Light Machine Gun
Manufacturer: BattleTech Inc.
Primary Factory: Various
Communication System: WarpComm Deluxe
Targeting & Tracking System: Pharaoh Lockscreen
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-F
Cost: 11,319,300 C-bills
Type: Bison (Configuration C)
Technology Base: Inner Sphere (Standard)
Movement Type: Counter-Grav
Tonnage: 80
Battle Value: 1,133
Equipment Mass
Internal Structure 8
Engine 240 XL 9
Cruising MP: 3
Flank MP: 5
Heat Sinks: 30 20
Control Equipment: 4.0
Power Amplifier: 0.0
Turret: 2.5
Armor Factor (Ferro) 161 9
Internal Armor
Structure Value
Front 8 40
R/L Side 8/8 32/32
Rear 8 25
Turret 8 32
Weapons
and Ammo Location Tonnage
2 Light Machine Gun Left 1.0
Vehicular Sponson Turret Left 0.0
2 Light Machine Gun Right 1.0
Vehicular Sponson Turret Right 0.0
Communications Equipment (1 ton) Body 1.0
ECM Suite Body 1.5
Light Machine Gun Ammo (400) Body 2.0
3 PPC Turret 21.0
Buffalo (Configurations A and B) Heavy Tank
With the issue of protection being the main concern, the Buffalo hull was offered in lieu of the Bison C. At a hundred tons, the Buffalo is 25% larger and heavier than the Bison. Eventually, however, it is agreed that the Bison was never meant for stealth, and a size increase didn't really exacerbate the issue while the improvements in protection would mitigate the issue of being a bigger target. Furthermore, the Buffalo's counter-grav propulsion system gave it far more maneuverability and mobility than traditional tracked vehicles, which afforded it greater tactical flexibility than the original Shrek CV.
The Buffalo's weapons placement would also be different compared to the Schrek or the Bison. While two PPCs remain housed in the vehicle's turret, the third is instead mounted directly on the hull, on a forward sponson turret. While this limited the third gun's firing arc, the vehicle's far more efficient hull traverse speeds mitigated this disadvantage greatly. In addition, a 6-ton targeting computer has been installed within the Buffalo as well, enhancing its weapons' accuracy.
As for the differences between the Buffalo's two variants, the Buffalo A allocated ten tons for an energy shield module and a 5-ton increase to the heat-sinking components. While this meant that the Buffalo A possessed only 6.5 tons of ferro-fibrous armor, a pittance for the vehicle's size, the shield allowed it a defensive capacity far greater than if it were given 22 tons of ferro-fibrous, assuming it's shields are fully charged. Even then, in addition to a self-regenerating defense system is, the Buffalo A is deemed a more durable combatant at long range.
Almost as a footnote, the Buffalo B is offered as a compromise should there be a lack of shielding modules. Instead, 10 additional tons is allocated for armor, giving the Buffalo similar armor protection to both the Bison A and Bison B, while still offering superior offensive and defensive ability compared to the Bison C.
Code:
BUF-1HR (Configuration A) Buffalo Heavy Tank
Mass: 100 tons
Movement Type: Counter-Grav
Power Plant: HSA CV XL-300
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: HSA Ferrro F100-CV
Armament:
3 PPC
4 Light Machine Gun
Manufacturer: Battletech Inc.
Primary Factory: Various
Communication System: WarpComm Deluxe
Targeting & Tracking System: Pharaoh Targa
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-D
Cost: 18,438,000 C-bills
Type: BFL-1HR (Configuration A) Buffalo
Technology Base: Inner Sphere (Standard)
Movement Type: Counter-Grav
Tonnage: 100
Battle Value: 1,191
Equipment Mass
Internal Structure 10
Engine 300 XL 14.5
Cruising MP: 3
Flank MP: 5
Heat Sinks: 35 25
Control Equipment: 5.0
Power Amplifier: 0.0
Turret: 1.5
Armor Factor (Ferro) 116 6.5
Shield Factor (Standard) 90
Internal Armor
Structure Value
Front 10 29
R/L Side 10/10 23/23
Rear 10 18
Turret 10 23
E-Shield (All) 90
Weapons
and Ammo Location Tonnage
2 Light Machine Gun Left 1.0
Vehicular Sponson Turret Left 0.0
PPC Front 7.0
Vehicular Sponson Turret Front 0.0
2 Light Machine Gun Right 1.0
Vehicular Sponson Turret Right 0.0
Communications Equipment (1 ton) Body 1.0
ECM Suite Body 1.5
Light Machine Gun Ammo (200) Body 1.0
Targeting Computer BD 6.0
2 PPC Turret 14.0
Shield Body 5.0
Code:
BUF-2HR (Configuration B) Buffalo Heavy Tank
Mass: 100 tons
Movement Type: Counter-Grav
Power Plant: HSA CV XL-300
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: HSA Ferrro F100-CV
Armament:
3 PPC
4 Light Machine Gun
Manufacturer: Battletech Inc.
Primary Factory: Various
Communication System: WarpComm Deluxe
Targeting & Tracking System: Pharaoh Targa
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-D
Cost: 18,836,000 C-bills
Type: BFL-1HR (Configuration B) Buffalo
Technology Base: Inner Sphere (Standard)
Movement Type: Counter-Grav
Tonnage: 100
Battle Value: 1,674
Equipment Mass
Internal Structure 10
Engine 300 XL 14.5
Cruising MP: 3
Flank MP: 5
Heat Sinks: 30 20
Control Equipment: 5.0
Power Amplifier: 0.0
Turret: 1.5
Armor Factor (Ferro) 295 16.5
Internal Armor
Structure Value
Front 10 71
R/L Side 10/10 59/59
Rear 10 47
Turret 10 59
Weapons
and Ammo Location Tonnage
2 Light Machine Gun Left 1.0
Vehicular Sponson Turret Left 0.0
PPC Front 7.0
Vehicular Sponson Turret Front 0.0
2 Light Machine Gun Right 1.0
Vehicular Sponson Turret Right 0.0
2 PPC Turret 14.0
Communications Equipment (1 ton) Body 1.0
ECM Suite Body 1.5
Light Machine Gun Ammo (200) Body 1.0
Targeting Computer BD 6.0
Mammoth Armored Personnel Carrier
One of BattleTech Inc's original designs, the Mammoth Assault APC is a heavily armored vehicle easily capable of ferrying approximately twelve tons of regular, power armor or battle armor infantry, if not with speed, then with comfort and safety. While not meant for quick response scenarios, the Mammoth is instead designed not only to deliver a potent infantry contingent, but to escort its charges even after they've disembarked. Eight support laser systems covering multiple arcs, a forward-facing hull-mounted AC/2 system and a 16-tube turret-mounted streak SRM launchers provides the Mammoth with significant direct fire support capability enhanced by an integrated targeting computer.
Code:
MMT-1HR Mammoth Assault APC
Mass: 100 tons
Movement Type: Counter-Grav
Power Plant: HSA CV XL-300
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: HSA Ferro F100-CV
Armament:
8 Small Laser
1 AC/2
3 Streak SRM 6
Manufacturer: BattleTech Inc.
Primary Factory: Various
Communication System: WarpComm Deluxe 2
Targeting & Tracking System: Pharaoh Lockscreen
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 19,243,000 C-bills
Type: MMT-1HR Mammoth
Technology Base: Inner Sphere (Standard)
Movement Type: Counter-Grav
Tonnage: 100
Battle Value: 1,682
Equipment Mass
Internal Structure 10
Engine 300 XL 14.5
Cruising MP: 3
Flank MP: 5
Heat Sinks: 10 0
Control Equipment: 5.0
Power Amplifier: 0.0
Turret: 1.5
Armor Factor (Ferro) 385 21.5
Internal Armor
Structure Value
Front 10 90
R/L Side 10/10 75/75
Rear 10 65
Turret 10 80
Weapons
and Ammo Location Tonnage
2 Small Laser Rear 1.0
3 Small Laser Left 1.5
Vehicular Sponson Turret Left 0.0
Vehicular Sponson Turret Front 0.0
AC/2 Front 6.0
3 Small Laser Right 1.5
Vehicular Sponson Turret Right 0.0
Caseless AC/2 Ammo (90) Body 1.0
Streak SRM 6 Ammo (60) Body 4.0
CASE Body 0.5
Communications Equipment (1 ton) Body 1.0
Flechette AC/2 Ammo (45) Body 1.0
ECM Suite Body 1.5
Targeting Computer BD 3.0
3 Streak SRM 6 Turret 13.5
Infantry Body 12.0
Caravanserai SuperHeavy Line
Comprising of three differing, 200-ton designs, the Caravanserai line is less vehicle, and more small building. The Caravanserai Superheavies have been offered as three heavily armored hulls capable of providing several command, support and logistical services to a local ground force should a more established, larger or stationary base prove unfeasible or otherwise less than ideal.
Caravan Mobile Field Base
The Caravan MFB serves as a mobile vehicle maintenance and repair facility, with around 60 tons of its capacity and internals dedicated to machinery and automata. 24.5 tons of cargo space ensure the Caravan is well-stocked while all-round kinetic AMS coverage and 41.5 tons of ferro-fibrous ensure the vehicle is both well-protected and durable.
Code:
CRV-1HR Caravan Mobile Field Base
Mass: 200 tons
Movement Type: Counter-Grav
Power Plant: HSA CV XL-200
Cruising Speed: 10.8 kph
Maximum Speed: 21.6 kph
Armor: HSA Ferro F200-CV
Armament:
6 Anti-Missile System
Manufacturer: BattleTech Inc.
Primary Factory: Various
Communication System: WarpComm Standard
Targeting & Tracking System: Pharaoh PD Coordinator
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 39,965,000 C-bills
Type: CRV-1HR Caravan
Technology Base: Inner Sphere (Standard)
Movement Type: Counter-Grav
Tonnage: 200
Battle Value: 2,239
Equipment Mass
Internal Structure 40
Engine 200 XL 7
Cruising MP: 1
Flank MP: 2
Heat Sinks: 10 0
Control Equipment: 10.0
Power Amplifier: 0.0
Armor Factor (Ferro) 740 41.5
Internal Armor
Structure Value
Front 20 120
Front R/L Side 20/20 125/125
Rear R/L Side 20/20 125/125
Rear 20 120
Weapons
and Ammo Location Tonnage
Anti-Missile System Rear 0.5
Vehicular Sponson Turret Rear 0.0
Anti-Missile System Front 0.5
Vehicular Sponson Turret Front 0.0
Anti-Missile System Front Right 0.5
Vehicular Sponson Turret Front Right 0.0
Anti-Missile System Front Left 0.5
Vehicular Sponson Turret Front Left 0.0
Anti-Missile System Rear Left 0.5
Vehicular Sponson Turret Rear Left 0.0
CASE Body 0.5
Anti-Missile System Ammo (144) Body 12.0
ECM Suite Body 1.5
Anti-Missile System Rear Right 0.5
Vehicular Sponson Turret Rear Right 0.0
Field Base & Automata Storage Body 60.0
Cargo Body 24.5
Outpost Mobile Command Center
In place of the Caravan's Field Base module, the Outpost boasts an Ops Center, a WarpComms Relay module, a MASH module, a well-stocked mess facility and several tons of space dedicated to cargo and facilities for onboard command staff and vehicle crew. Like the Caravan, the Outpost is equipped with AMS and 41.5 tons of ferro-fibrous armor.
Code:
OPT-1HR Outpost Mobile C3 (Command, Control and Communications) Center
Mass: 200 tons
Movement Type: Counter-Grav
Power Plant: HSA CV XL-200
Cruising Speed: 10.8 kph
Maximum Speed: 21.6 kph
Armor: HSA Ferro F200-CV
Armament:
6 Anti-Missile System
Manufacturer: BattleTech Inc.
Primary Factory: Various
Communication System: WarpComm Relay
Targeting & Tracking System: Pharaoh Omni
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-F
Cost: 12,038,864,000 C-bills
Type: OPT-1HR Outpost
Technology Base: Inner Sphere (Standard)
Movement Type: Counter-Grav
Tonnage: 200
Battle Value: 2,239
Equipment Mass
Internal Structure 40
Engine 200 XL 7
Cruising MP: 1
Flank MP: 2
Heat Sinks: 20 10
Control Equipment: 10.0
Power Amplifier: 0.0
Armor Factor (Ferro) 740 41.5
Internal Armor
Structure Value
Front 20 120
Front R/L Side 20/20 125/125
Rear R/L Side 20/20 125/125
Rear 20 120
Weapons
and Ammo Location Tonnage
Anti-Missile System Rear 0.5
Vehicular Sponson Turret Rear 0.0
Anti-Missile System Front 0.5
Vehicular Sponson Turret Front 0.0
Anti-Missile System Front Right 0.5
Vehicular Sponson Turret Front Right 0.0
Anti-Missile System Front Left 0.5
Vehicular Sponson Turret Front Left 0.0
Anti-Missile System Rear Left 0.5
Vehicular Sponson Turret Rear Left 0.0
MASH Equipment (1 theater) Body 3.5
CASE Body 0.5
Anti-Missile System Ammo (144) Body 12.0
Field Kitchen Body 3.0
Mobile WarpComms Relay Body 12.0
ECM Suite Body 1.5
Anti-Missile System Rear Right 0.5
Vehicular Sponson Turret Rear Right 0.0
Cargo Body 10.0
Personnel Body 26.0
Ops Center Body 20.0
Bulwark Mobile Defense Platform
Designed as a well armed and well armored re-deployable bunker system, the Bulwark is a lumbering weapons platform featuring two turrets, each mounted with a gauss rifle and a 20-tube LRM system. Two kinetic AMS, one mounted on each turret further add to the defense presented by 31.5 tons of ferro-fibrous armor-plating. For close-in defense, multiple medium lasers mounted on sponsons provide ample overlapping weapons fire for the platform. A nine-ton targeting computer relays accurate firing solutions for both the lasers and gauss rifles while advanced fire control systems enhance the lethality of the long range missiles.
While presenting far less armor than its sibling variants, the Bulwark trades away 10 tons of physical armor for an energy shield system and its accompanying heat sinks.
Code:
BWK-1HR Bulwark Mobile Defense Platform
Mass: 200 tons
Movement Type: Counter-Grav
Power Plant: HSA CV XL-200
Cruising Speed: 10.8 kph
Maximum Speed: 21.6 kph
Armor: HSA Ferro F200-CV
Armament:
2 LRM 20
6 Medium Laser
2 Gauss Rifle
2 Anti-Missile System
Manufacturer: BattleTech Inc.
Primary Factory: Various
Communication System: WarpComm Deluxe
Targeting & Tracking System: Pharaoh Omni
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 44,424,500 C-bills
Type: BWK-1HR Bulwark
Technology Base: Inner Sphere (Standard)
Movement Type: Counter-Grav
Tonnage: 200
Battle Value: 3,361
Equipment Mass
Internal Structure 40
Engine 200 XL 7
Cruising MP: 1
Flank MP: 2
Heat Sinks: 23 13
Control Equipment: 10.0
Power Amplifier: 0.0
Rear Turret: 3.0
Front Turret: 3.0
Armor Factor (Ferro) 564 31.5
Internal Armor
Structure Value
Front 20 70
Front R/L Side 20/20 70/70
Rear R/L Side 20/20 70/70
Rear 20 70
Rear Turret 20 72
Front Turret 20 72
Weapons
and Ammo Location Tonnage
Artemis IV FCS Front Turret 1.0
LRM 20 Front Turret 10.0
Gauss Rifle Front Turret 15.0
Anti-Missile System Front Turret 0.5
Medium Laser Rear 1.0
Vehicular Sponson Turret Rear 0.0
Medium Laser Front 1.0
Vehicular Sponson Turret Front 0.0
Medium Laser Front Right 1.0
Vehicular Sponson Turret Front Right 0.0
Medium Laser Front Left 1.0
Vehicular Sponson Turret Front Left 0.0
CASE Body 0.5
Active Probe Body 1.5
Anti-Missile System Ammo (48) Body 4.0
LRM 20 Artemis-capable Ammo (36) Body 6.0
ECM Suite Body 1.5
Gauss Rifle Ammo (48) Body 6.0
Shield Body 5.0
Targeting Computer BD 9.0
Medium Laser Rear Left 1.0
Vehicular Sponson Turret Rear Left 0.0
Medium Laser Rear Right 1.0
Vehicular Sponson Turret Rear Right 0.0
Artemis IV FCS Rear Turret 1.0
LRM 20 Rear Turret 10.0
Gauss Rifle Rear Turret 15.0
Anti-Missile System Rear Turret 0.5
Edit: Did some minor editing with the initial lore fluff.
Edit2: Scrapped my Shrek analogue and replaced it with something a lot more survivable. Comes in shielded and unshielded variants.
I still think that we're best served by not sticking our oars into Canopus, especially at such a sensitive time for us and them. Again, we have no goal that we really achieve by doing so, and we have no angle by which we influence them towards any hypothetical goal. This particular action isn't that intrusive, but in this case I think it'd be best to try and coordinate it with other allies; IE, precede by asking if, say, the Taurian, Aurigan, or Capellan governments are willing to reach out to the likely incoming Magestrix-elect to ask about this.
Not asking questions might be worse as it could give an impression the we are indifferent to the state of our allies unless the situation directly relates to our wants and needs.
The private dinner is a good idea but we shouldn't ask about the Magestrix (asking about her health might be considered an inquiry about the leadership's succession which is an entirely internal issue). Instead, we should ask her opinion about ORDI's trajectory and the future conflict with the Fed Suns (basically, we should ask her what will be her foreing policy).
Edit: Maybe ask her about the Alphard Republic (mainly if it would be possible to bury the hatchet and coordinate our nation-building efforts).
Remember we can bring in 15 warships at most without risking a full blown war. Adding the other Hecatoncheires and another Hasta IIId squadrons would bring it to a total of 15 warships.
So, Prom says we can bring up to 2 Forge-class production cruisers instead of a MAWLR. Considering the MAWLR is more likely to escalate things to a general war (not to mention a nuclear war), we might be better off with a Forge or two. Just one on a planet should help with supply and repair issues.
I believe the discussion meandered off topic. What matters right now is that Emma executed a transfer of power that is mostly within their norms. As Canopus has remained stable, outside of a comment or two made on the down low and public statements that we support her we should do nothing. We can worry about stuff like this later, when we are not about to throw hands with the militarily strongest of the Great Houses.
As you can clearly see, Military Governor Michael Hasek-Davion is doing a good job calming things down.
AFFS Positions (Known and Suspected)
Combined Maps Yes, I know this is a bit unreadable, there's a ton going on. It's why I offered split versions.
According to intelligence gathered by ORDI operatives throughout the Federated Suns, the Federated Suns has anywhere between 10 to 30 free-floating Battlemech regiments deployed to the Outback region at the current time. While exact details have been difficult to pin down due to recent Federated Suns counterintelligence sweeps, it appears that anywhere from a third to a half of all mech regiments deployed to the region belong to various mercenary companies, with the remainder being from the AFFS. Ranging in number from equivalent to Republic's battlemech forces to overwhelmingly superior and often at least as experienced, these regiments will no doubt enjoy the home ground advantage against any invaders —though the same could be said for any rebel forces they find themselves pitted against.
Regarding non-mech forces, the Outback is host to at least 100 conventional regiments from the AFFS, but there are likely many more such units hidden away from the frontlines. Unlike the Mandate Armed Forces, the Armed Forces of the Federated Suns enjoys a 5:3 ratio of infantry regiments (mechanised included) to armoured regiments, a far more favourable ratio than 5:1 and far harder to crack. Furthermore, it seems that attempts have been made to equip both sides with weapons capable of countering power armour. However, the available reports lack the level of detail that the Republic desires. Lastly, Republic spies managed to spot both armoured and battlemech regiments using Helghan-pattern lasers in training and against rebel forces, though estimates pin the total number of units equipped with such weapons at only 30%.
Finally, the AFFS also enjoys support from substantial numbers of planetary militia, though many such units have been badly mauled in the fighting. Rather more concerningly from the ORDI perspective, however, is the presence of numerous fortifications whose exact armaments remain unknown. Although ORDI spies have confirmed the existence of anti-Orbit naval weapons at certain fortifications, the Republic and its allies have not been able to investigate further to ascertain the deployment of nuclear weapons, and few want a repeat of Pojos.
Considering how the fedrats have the advantage in battlemech piloting, I feel like we should play more to our strengths. Namely, combined arms doctrines and vehicles. Hell our CVs are superior to IS designs. They're all hover so terrain isnt as big a problem, they can strafe and drift like they're in a fast and furious movie, they have ECM, ferro-fib, and our doctrines have all been centered on maneuver warfare with CVs.
Considering how the fedrats have the advantage in battlemech piloting, I feel like we should play more to our strengths. Namely, combined arms doctrines and vehicles. Hell our CVs are superior to IS designs. They're all hover so terrain isnt as big a problem, they can strafe and drift like they're in a fast and furious movie, they have ECM, ferro-fib, and our doctrines have all been centered on maneuver warfare with CVs.
Ah, good point. Still, might be better to take it even further and concentrate on combined arms, so battlemechs, CVs, infantry/PAL, ASF, and naval. And of course, our shiny new arty train.
Helghan offers a diverse beatdown package for the casual FedRat enjoyer.
I'm also willing to bet those Mercs will fuck off if they get hit too hard.
Mercenaries usually don't fight as hard as national forces, since they're just fighting for money with no attachment to the outcome beyond getting paid and survival.
Ah, good point. Still, might be better to take it even further and concentrate on combined arms, so battlemechs, CVs, infantry/PAL, ASF, and naval. And of course, our shiny new arty train.
Helghan offers a diverse beatdown package for the casual FedRat enjoyer.
What we might want to do is have pair of divisions with warship support play battlemech force depletion. They don't take ground, they just hunt down and wipe out fed sun mech regiments.
What we might want to do is have pair of divisions with warship support play battlemech force depletion. They don't take ground, they just hunt down and wipe out fed sun mech regiments.
What we might want to do is have pair of divisions with warship support play battlemech force depletion. They don't take ground, they just hunt down and wipe out fed sun mech regiments.
A dedicated QRF then. Yea, should totally take advantage of our spacelift capability, not to mention the antigrav our warships have that let them offer direct fire missions on ground forces.
A dedicated QRF then. Yea, should totally take advantage of our spacelift capability, not to mention the antig4rav our warships have that let them offer direct fire missions on ground forces.
I mean dedicated a hunter killer TF to proactively wipe out the mechs. Since the great houses measure might by battlemechs the feddies will come to the table to avoid losing 15 to 20% of their national supply of battlemech regiments.