Yong Dynasty Designs

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Shadrak
10/02/13 11:13 AM
128.211.178.12

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The Yong Dynasty is a Deep Periphery Feudal Empire that is descendant (along with the Rephaim Republic) of the SLDF VI Corps. The Dynasty does not mimic any ancient Chinese or European Feudal system. Instead, it is more of a hybrid of Roman Imperial, early Merovingian Dynasty, and later governmental forms. The system of law, nobility, and economics I am working on in a personal document, but within the Yong Dynasty there is the Yong (National) and there are the Dukal (Regional) governing and military systems.

The technology level of the Yong Dynasty is the rough equivalent of TRO 2750 with the caveat that production capabilities are severely limited. The Yong Dynasty can produce a limited tonnage of fusion engines per year (XL engines count as 4x toward this total), and an extremely limited number of large interplanetary drive systems (limited by size and number--I am outlining this in my own document). The Yong dynasty can produce many of the specialized vehicles outlined in the Techmanual and Tactical Operations, these are often more inefficient than Inner Sphere analogs. Additionally, the Yong dynasty is incapable of producing compact K-F drives, but can produce some interplanetary drives that can be installed in non-jump capable warships. Many of their systems are patrolled by these types of ships where parts are constructed at the primary Yong shipyard and are assembled in system. Many large Yong ships are constructed with Fission engines and smaller vehicles often use advanced fuel cell technology.

The lower level "nobility" usually have their own military equipment production facilities and will trade among themselves, Yong Dynasty, or the Rephaim Republic to build their military capacity. Additionally, many of them will trade with mercenary and pirate bands that raid the Inner Sphere. The nobles with the strongest economic base might have production capabilities that include battlemechs (this is extremely rare) and some fusion engines, but they are limited (with few exceptions-they might integrate FF Armor or Endosteel they have traded for) to 3025 technology; the vast majority rely on ICE vehicles with some advanced cell technology.

The Yong dynasty is capable of producing, in addition to 2765 technologies, Light Autocannon, Sub-Capital Weapons, Capital Missiles, Rocket Launchers, most advanced ammunition, very rough and expensive battle armor, Cruise Missiles, Artillery Cannon, etc.
While they often share stats with Inner Sphere equivalents, they are not interchangeable unless specifically noted.

Internally, each of the "Dukes" fight among themselves for additional power and territory and occasionally rebel against the dynasty. Within the "Duchies" Baronies might initiate hostilities against each other or their liege lord to take control of the Duchy. The Dynasty military forces exist to keep these forces in check as much as to protect from external threats. This is, in large part, why the dynasty has perpetuated the difference in technological levels between the dynasty and the duchies.


Edited by Shadrak (10/03/13 09:59 AM)
Karagin
10/02/13 10:03 PM
24.243.178.124

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TRO 2765 what is this book? Where is it from and what all does it cover?
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Shadrak
10/03/13 09:59 AM
128.211.178.12

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Thanks for catching that...TRO 2750

Corrected in main
Shadrak
10/03/13 03:28 PM
128.211.178.12

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The Dynasty maintains their own fortress-cities in each of the Duchies that protect land, resources, and technology that are directly owned by the Dynasty. In addition to these cities, the Dynasty maintains a series of mobile structures that serve as military bases for Dynasty forces, and often special, purpose built Dropships that transport specialized quick reaction forces composed of Battlemechs, WiGEs, and BattleArmor. Each of the mobile transports bears the name of Tamerlane/Timur/Tarmashirin, the Turko-Mongolian leader who re-united the Golden Horde.

Tamerlane Ground Mobile Structure (Fortress-Land Train)
The Tamerlane Modular Fortress Train is the most common of the Mobile Fortress Structures in the Dynasty inventory due to its ability to traverse the most common battlefields and the lower capital outlay require to produce the individual modules as opposed to the larger, single unit mobile naval and air structures. Because it is tailorable, land trains can consist of as few as 2 or 3 modules in low risk, low value areas, or as many as 12 or more modules in high-risk areas. Each individual module can be swapped in and out of most common land trains, and the Dynasty maintains a Mule-class dropship specially modified to transport a single module in its cargo bay. While the dynasty produces only one or two modules per year, the land-train had been in production for more than 75 years by 3060 and, at that time, there were more than 93 modules distributed throughout the dynasty.

CF: 150 (Hardened)
Size: 3 Hexes Height: 3 hexes
Tonnage per hex: 450 Total Tonnage Allowed: 1350 tons
Power system (MP: 2): Fission - (54 tons)
Motive system (wheeled) weight: (36 tons)
Fuel weight: 0
Mobility System Weight/Hex: (30 tons)
Crew (in addition to added equipment and weapon systems): 55 + 15 Officers
Modular Structure Linkage (2): 150 tons, 75 tons hex1, 75 tons hex3
Armor: 150 pts/hex (30 tons, 10 tons per hex)
Weapons and Equipment:
Each module can support an additional 345 tons in their front and rear hexes and 410 tons in their center hex.

PRIME MODULE (Command and Support):
Additional Crew: 120 Officers: 12 Gunners: 50
Hex1:
3 x Turret mounted Guass Rifles w/10 tons ammo (60 tons)
10 x AMS system (2 per external hex facing) + 1t ammo ea. (15 tons)
10 x MG mounted in prs on pintle mounts (1 pintle/external facing hex) + 7.5t ammo (20 tons)
4 x Light Vehicle Bays (200 tons)
2 x Motorized Infantry Platoon bay + 6 x Light AC-5 w/12 tons ammo (50 tons)
2 x Bay doors (1 Left, 1 Right)
Hex2:
1 x Turret Mounted Long Tom with 7 tons ammo (40 tons)
1x Comms Equipment (15 tons)
1x Operations Center (20 tons)
2 x Field Kitchen + 30t dry storage, 15t cold storage, 10t potable water (61 tons)
1 x MASH w/2 Operating Theaters (5.5 tons)
5 x First Class Accomodations (50 tons)
1 x Small Support Veh Storage Bay (supports up to 40 tons of small support veh) 50 tons
2 x Mechanized Infantry Bay (14 tons)
1 x General Cargo Bay (164.5 tons)
Hex3:
3 x Turret mounted Guass Rifles w/10 tons ammo (60 tons)
10 x AMS system (2 per external hex facing) + 1t ammo ea. (15 tons)
10 x MG mounted in prs on pintle mounts (1 pintle/external facing hex) + 7.5t ammo (20 tons)
4 x Light Vehicle Bays (200 tons)
2 x Motorized Infantry Platoon bay + 6 x Light AC-5 w/12 tons ammo (50 tons)
2 x Bay doors (1 Left, 1 Right)

Artillery Support Module The particular module actually covers 4 hexes (2 in middle, side-by-side o8o) rather than 3 in line.
Additional Crew: Crew: 100 Officers: 10 Gunners: 50
Hex1:
3 x Turret mounted Arrow IV w/10 tons ammo (50 tons)
10 x AMS system (2 per external hex facing) + 1t ammo ea. (15 tons)
10 x MG mounted in prs on pintle mounts (1 pintle/external facing hex) + 7.5t ammo (20 tons
2 x Heavy Vehicle Bays (200 tons)
30 tons storage
2 x Bay doors (1 Left, 1 Right)
Hex2:
Lift Hoist 3 tons
4 x Cruise Missile 50 w/Missile (320 tons)
2 x Cruise Missile in storage (25 tons)
7 tons cargo
Hex3:
Lift Hoist 3 tons
4 x Cruise Missile 50 w/Missiles (320 tons)
2 x Cruise Missile in storage (25 tons)
7 ton cargo
5 tons cargo
Hex4:
3 x Turret mounted Arrow IV w/10 tons ammo (50 tons)
10 x AMS system (2 per external hex facing) + 1t ammo ea. (15 tons)
10 x MG mounted in prs on pintle mounts (1 pintle/external facing hex) + 7.5t ammo (20 tons
2 x Heavy Vehicle Bays (200 tons)
30 tons storage
2 x Bay doors (1 Left, 1 Right)

***Sustainment Module .
Additional Crew: Crew: 400 Officers: 40
Hex1:
Water Collection and Purification System - 40 tons (Condensers and collectors, reverse osmotic filters, chemical treatments, etc.) Can condense 400kg per hour. Collection systems can draw water from surface water sources at a rate of 200kg per minute. Up to 20000 kg of water can be purified per day.
Unpurified Water Storage: 20 tons
Potable Water Storage: 30 tons
Cold Storage: 35 tons
Dry Storage: 70 tons
Other cargo: 65 tons
Hex2:
4 x Lift Hoists: 12 tons
Maintenance Repair Bays: 190 tons, Reconfigurable to handle total vehicle/mech weight of up to 380 tons (190 tons x 2)
Fabrication and factory system: 30 tons (able to fabricate many simple products)
Storage: 178 tons
Hex3:
Fuel Production System - 45 tons (produces up to 20 tons of fuel for fuel cell per day)
Storage tanks (Fuel Cell) - 50 tons
Morgue - 15 tons
Laundry/Cleaning/Shower system: 20 tons
Logistics Management Center: 10 tons
Support Staff Section Officers (Administration, Supply, Legal, Contracting, Finance, etc): 10 tons
Rigging Bay: 10 tons (Aerial Cargo, parachutes, etc)
MASH w/6 operating theaters: 9.5 tons
105.5 tons remaining (storage?)


Infantry/Vehicular Transport
Additional Crew: Crew: Officers: Gunners:
Hex 1:
2 x Light Vehicle Bays (100 tons)
2 x Heavy Vehicle Bay (200 tons)
45 ton infantry and storage
Hex 2:
4 x Heavy Vehicle Bays (400 tons)
10 tons storage
Hex 3:
2 x Light Vehicle Bays (100 tons)
2 x Heavy Vehicle Bay (200 tons)
45 tons infantry and storage


Edited by Shadrak (10/04/13 01:07 AM)
Shadrak
10/04/13 04:20 PM
128.211.178.12

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Timur Submersible Naval Mobile Structure

In the past 260 years the Dynasty has only built 3 Timur Naval vessels, and one of those is no longer under Dynasty control.

Type: Fortress-Hardened
CF: 150
Size: 20 hexes (3 rows of 6, 1 column of 2), 9 levels deep
Weight Capacity per Hex: 1350 tons
Total Weight Capacity: 27,000 tons

Aft deck contains 4 lifts for VTOLs (and Battlemechs) with Deck.
Below aft deck between lifts on left and right side there are single bay doors that connect to a WiGE launch system.
In the center of the mobile structure is a large turret.
On the fore deck running down either side are cruise missile launch tubes.
At the front are batteries of Thunderbolt-20 torpedo launchers.
______________________________________________
|Hex 101/Hex 102/ Hex 103/ Hex 104/ Hex 105/ Hex 106\
|-------------------------------------------------------------------------Hex 107
|Hex 201/Hex 202/Hex 203/ Hex 204/ Hex 205/ Hex 206----|
|-------------------------------------------------------------------------Hex 207
|Hex 301/Hex 302/Hex 303/ Hex 304/ Hex 305/ Hex 306/

12 x Super Heavy Support Vehicle Bays (running sublevels centerline Hexes 204, 205, 206) 2400 tons
12 x Mechbays (utilize VTOL lifts to get to flight deck; normally jump capable ) 1800 tons
72 x Light vehicle bays (36 for VTOLs and Conventional Fighters using flight deck, 36 for WiGEs and Hovercraft using bay doors on side of mobile structure) 3600 tons
12 x platoons marine infantry 60 tons
36 x platoons mechanized infantry 288 tons
24 x Cruise missile-50 w/missile 1920 tons
72 x Cruise missiles in storage 1800 tons
24 x Lift Hoists 72 tons
2 MASH w/13 surgical theaters 20 tons
1 x Water Purification system 90 tons (Purifies 1000 tons water/day)
Non-Potable water tank 50 tons
Potable water tank 300 tons
Fuel Cell Fuel Production System 100 tons creates 100 tons fuel cell fuel/day
Fuel Cell Fuel Tanks 1000 tons
13400 tons remaining (need to include structural/motive weight costs)


Edited by Shadrak (10/06/13 12:38 AM)
Shadrak
10/04/13 04:37 PM
128.211.178.12

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Tarmashirin Aerial Mobile Structure

The Tarmashirin is used in areas where the Timur or Tamerlane are not feasible due to terrain, speed, or property concerns. Unfortunately, the Tarmashirin does not allow for the breadth of units that the Timur or Tamerlane allow for (primarily relying on WiGEs, VTOLs, Conventional Fighters, and units that can be dropped or transported by these primary vehicles. To reload, the Tarmarshirin moves to a secure area and grounds itself.

The support dropship provides a similar support with a similar mix of troops, but it is not able to constantly monitor and patrol and the dropship's payload is less than half of the Tarmashirin's.


Type:Building-Heavy
CF: 90
Size: 10 Hexes, 10 levels deep
Weight Capacity per Hex: 900 tons
Total Weight Capacity: 9000 tons
MP: 4
Power system (Fission): 1200 tons
Motive system: 250 tons
Crew: Officers:


Carries 8 support vehicle WiGEs (200 tons) in super heavy vehicle cubicles (1600 tons)
Carries 48 light vehicle bays (50 tons, VTOLs/WiGEs) (2400 tons)
Carries 8 Battlemechs (up to 100 tons) (1200 tons)
Carries 30 squads battlearmor (600 tons)
7250 tons used, 1750 tons remaining


Edited by Shadrak (10/04/13 04:44 PM)
Shadrak
10/12/13 11:38 AM
70.194.74.210

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Current working versions of Yong Dynasty Designs:

Dynasty Weapon Systems:
If any weapon system in the TechManual or Tactical Operations sourcebooks represents a simpler or cheaper technology, it is likely an analog exists in the Dynasty. Examples include rocket launchers, artillery cannon, Sub-Capital weapons, light autocannon, etc.

Light Autocannon
Light Autocannon were developed early in the history of the Yong Dynasty due to a need to reduce resource consumption and to replace more advanced versions when the Dynasty had difficulty building LBX and Ultra ACs. In addition to Light AC-2s and Light AC-5s that use the same stats as the weapons described in Battletech Techmanual, the Dynasty has also designed Light AC-10s and Light AC-20s. Due to increased heat and dramatically reduced ranges, these Autocannon are not used very often, especially the Light AC-20. These cannon systems are much more common on the vehicles of the house troops of the nobles.

Light AC-10
Type: Ballistic (Direct Fire)
Tech: Inner Sphere
Introduction Date: 2838
Heat: 4
Damage: 10
Range: (0) 1-3/4-6/7-8
Ammo (per Ton): 10
Weight: 8 tons
Space: M: 4 P: NA CV: 1 SV: 4 F: 1 SC: 1 DS: 1
Tech Rating: D

Light AC-20
Type: Ballistic (Direct Fire)
Tech: Inner Sphere
Introduction Date: 2839
Heat: 4
Damage: 20
Range: (0) 1-2/3-4/5
Ammo (per Ton): 5
Weight: 9 tons
Space: M: 7 P: NA CV: 1 SV: 7 F: 1 SC: 1 DS: 1
Tech Rating: D

Longbow Missile System:
The longbow missile is very similar to the Inner Sphere’s Thunderbolt Missile system, but it only comes in one size. Like the Thunderbolt, it is highly vulnerable to AMS systems. Unlike the Thunderbolt system, the Longbow is capable of indirect fire.
Type: Missile
Tech: Inner Sphere
Introduction Date: 2853
Heat: 5
Damage: 5
Range: (6) 1-9/10-16/17-19
Ammo (per Ton): 8
Weight: 3.5 tons (2 tons for one-shot version)
Space: M: 2 P: NA CV: 1 SV: 2 F: 1 SC: 1 DS: 1
Tech Rating: D

Shortbow Missile System:
If the longbow system is like the LRM launcher, then the shortbow is like the SRM system. The shortbow is also highly vulnerable to AMS, and it is incapable of indirect fire.
Type: Missile
Tech: Inner Sphere
Introduction Date: 2853
Heat: 5
Damage: 5
Range: (0) 1-4/5-7/9-10
Ammo (per Ton): 15
Weight: 2.5 tons (1 ton for one-shot version)
Space: M: 1 P: NA CV: 1 SV: 1 F: 1 SC: 1 DS: 1

Shot putt 200 Mortar System
The Shot putt 200 is the smaller of two breach-loading mortar systems the Dynasty developed to provide shorter range artillery support when artillery weapons like the Thumper, Sniper, or Longtom are not available. Like most mortars, the Shot putt system is a relatively light and simple weapon system that fires low-velocity projectiles in a high arc. The infantry system requires a crew of 6 to operate; a gunner/section chief, an assistant gunner, and 4 loaders. The vehicle system consists not just of a light mortar system, but also an auto-loader and computer targeting system that allows the mortar to fire multiple rounds in rapid succession. The vehicle system can fire up to 5 rounds per turn; each round is rolled independently to determine success in hitting the target hex. If the shot putt is rapid fired at a hex it has successfully hit the firing unit rolls on the missile hit table for 5 missiles. Rounds that do not hit the target scatter 1 hex from the target hex.
The Shot putt only fires 3 different types of rounds, an illumination round, a smoke round, and the Shot putt combat round. The shot putt 200 combat round consists of a shell that projects 200 ½ kg explosive bomblets across a 30 meter diameter and inflicts 4 points of damage to armored targets and double damage to infantry targets. Because the bomblets are not ejected above a 6 meter level, Battlemechs suffer shot putt damage to their legs unless they are prone.
Type: AE
Tech: Inner Sphere
Introduction Date: 2855
Heat: 3
Damage: 4
Range: (Minimum: 10 hexes) 2 Mapsheets
Ammo (per Ton): 10
Weight: 2.5 tons (500kg infantry version)
Space: M: 1 P: NA CV: 1 SV: 1 F: 1 SC: 1 DS: 1
Flight times: 1 turn per hex

Shot putt 300
The Shot putt 300 is the larger of two breach loading mortar systems and, like the shot putt 200, it is available in an infantry and in an auto-loaded vehicle version. The infantry version requires a crew of 8 personnel, one gunner, one assistant gunner, and 6 crew members. The vehicle shot putt 300 is capable of launching up to a full ton of ordnance (4 shots) in a single turn. Like the 200mm version, the 300mm version rolls on the missile hit table for hexes it has previously hit or has been pre-targeted if it is rapid fired at them.
Type: AE
Tech: Inner Sphere
Introduction Date: 2855
Heat: 5
Damage: 8
Range: (Minimum: 20 hexes) 3 Mapsheets
Ammo (per Ton): 4
Weight: 4.5 tons (1000 kg infantry version)
Space: M: 3 P: NA CV: 1 SV: 3 F: 1 SC: 1 DS: 1
Flight times: 1 per hex

Slayer PPC
The Slayer PPC is essentially two Support-type PPCs mounted in a single housing with their own heat dispersion system and power source. This power source enables non-fusion powered mechs and vehicles to fire the system, but means that the internal system has a limited number of shots during an engagement. Like the Gauss Rifle, a critical hit on a Slayer PPC will result in an explosion, but the Slayer only does 5 points of damage to the location carrying the Slayer.
Type: Energy
Tech: Inner Sphere
Introduction Date: 2853
Heat: 0
Damage: 4
Range: (0) 1-2/3-5/6-7
Ammo*: The system has a battery and system of capacitors that allow the system to fire 20 shots before needing a recharge. The system’s battery can recharge fully in 4 hours (1 shot per 120 turns). Due to the nature of the system, the Slayer cannot be tied into a fusion source or accept additional batteries without a total redesign.
Weight: 3 tons
Space: M: 1 P: NA CV: 1 SV: 1 F: 1 SC: 1 DS: 1

Big Bertha Artillery
In 2849 a regimental-sized force of ‘Mechs and infantry comprised of four different bandit groups conducted an assault on a fortified armory that stored arms and munitions for the local noble XXXXX and several of his XXXXX. The attackers quickly overwhelmed the defending security forces and captured the armory. The noble’s response was quick and decisive; calling for support from his vassal lords, XXXXX mobilized a battalion of ‘Mechs and vehicles and captured the bandit’s dropships. As soon as the bandits realized their escape was blocked they hunkered down in the fortified armory. Within 24 hours of calling his banners, XXXX had assembled a force of 40 ‘Mechs, 83 combat vehicles, and 34 platoons of infantry. XXXXX marched against the armory with this force but lost over a company of ‘Mechs, two companies of vehicles, and two battalions of infantry from the armory’s 10 emplaced Sniper Artillery and the ‘Mechs firing on the attackers from fortified positions. The noble waited for his mobile artillery and re-engaged with the support of a full battery of artillery including 4 Chapparels, 6 Thors, and 2 Marksmen artillery vehicles, and 6 conventional fighters. Only the Thors outranged the emplaced Sniper artillery, and they were ineffective in destroying the artillery emplacements. The aerofighters were quickly downed by the defending the ‘Mechs. The siege would continue for another two weeks before the noble would ask for assistance from the Dynasty commander on the ground. When Dynasty forces moved to reinforce the noble’s troops, they experienced withering fire from the gun emplacements. As the commander investigated alternative courses of action, his fire support team suggested that two sub-capital light cannon that had been built for installation on a dropship be modified to fire indirectly and mounted on a rail carriage. The modifications worked, and rail lines were extended to within 12km of the armory. After a sustained bombardment that resulted in the destruction of the sniper emplacements, the combined Dynasty force quickly eliminated all of the bandits and re-secured the armory. The big take-away from this event, though, was that the standard artillery pieces available to dynasty forces were not adequate for every situation. This prompted the design of the Big Bertha. Intended to be light enough for transport on smaller combat vehicles and with enough power to destroy virtually any emplacement, the Big Bertha lost significant range over the Long Tom and the Thumper in order to remain light enough for convenient transport. Despite this, the design was successful in a variety of roles and remains an integral part of the Dynasty military. The Big Bertha Artillery Piece can only fire every other turn due to the limited speed of the reloading mechanism.
Item BV: 657
Ammo BV: 55
Type: AE, S, F
Heat: 45
Damage: 40A
Range: 20 Boards
Ammo/Ton: 2/ton
To-Hit Modifier: 0
TC Comp: N
Rules Level: Exp
Tech Base: IS
Tech Rating: C/C-C-C
Latest Intro Date: 2853
Item/Ammo Cost: 750,000/50,000
Weight (Tons): 45 tons
Space: M: 25 P: NA CV: 1 SV: 45 F: NA SC: 1 DS: 1 JS: NA WS: NA SS: NA MS: 1

Big Bertha Cannon
Cannon versions of standard artillery were developed by Dynasty scientists (with extensive help from contractors from the Rephaim Republic) after a Long Tom crew effectively and repeatedly used their weapon system as a direct fire system to destroy four ‘Mechs and 5 vehicles in a single battle. The crew was brought in to assist in the development of a program that would train advanced targeting skills to artillery crews. During the discussion of the program of instruction, several of the crew members indicated that it would be far easier to develop a modified, direct fire cannon. The Dynasty was also developing a new naval craft. The cannon systems would eventually be installed in these craft and the craft would serve in a fire support role for the next 100 years before being relegated to service in the XXXX. The Big Bertha Cannon can only fire every other turn due to the slower speed of the reloading mechanism.
Item BV: 423
Ammo BV: 62
Type: DB, AE
Heat: 45
Damage: 30A
Range: (10) 1-10/11-20/21-30/31-40
Ammo/Ton: 2/ton
To-Hit Modifier: 0
TC Comp: N
Rules Level: Exp
Tech Base: IS
Tech Rating: C/C-C-C
Latest Intro Date: 2894
Item/Ammo Cost: 1,000,000/100,000
Weight (Tons): 45 tons
Space: M: 23 P: NA CV: 1 SV: 23 F: 1 SC: 1 DS: 1 JS: 1 WS: 1 SS: 1 MS: 1

Fat Man
The Fat Man is a special bomb that is delivered by an aircraft from an internal bomb bay. The bomb itself weighs 10 tons and has the explosive capabilities of a Cruise Missile-50 warhead.

Little Boy
The Little Boy is a special 10-ton bomb with a thermo baric mechanism. While it does not cause high levels of structural damage to the target (targets suffer damage as from Thumper), any target in the area that does not have environmental sealing will find the crew killed on a roll of 8+ on a 2D6.


Technical Readout 2750 designs utilized by the Yong Dynasty
While the Yong Dynasty retains all of the ‘Mech, fighter, and vehicle designs illustrated in the TRO 2750, it relies heavily on a select few designs that meet the Dynasty military requirements:

Mechs:
Mongoose
Starslayer
Lancelot
Flashman

Aerofighters:
Spad
Hellcat II
Rapier

Vehicles:
Gabriel
Rotunda
Chaparral
Demon
Burke
Padilla
Von Luckner
Fury

Designs commonly provided to member nobles:

‘Mechs:
Mercury
Thorn
Wyvern
Guilllotine
Black knight
Thug

Aerofighter:
Swift
Zero


Home-grown dynasty designs:
Nomenclature:
AM: Armed ‘Mech
UM: Unarmed ‘Mech
CA: Combat Armor
CV: Combat Vehicle
FV: Fighting Vehicle (reserved for support vehicles that are intended to partake in frontline combat)
FC: Fighting Craft
F: Fighter
B: Bomber
CC: Combat Craft
SV: Support Vehicle
SC: Support Craft
Imperial: Vehicles designated as “Imperial” are highly specialized, custom produced models built specifically for the Imperial Guard and represent the best technology available to the dynasty.
0XX: Battlemech systems
1XX: Tracked vehicle systems
2XX: Wheeled vehicles systems
3XX: Hover vehicle systems
4XX: VTOL vehicle systems
5XX: WiGE vehicle systems
6XX: Naval systems
7XX: Aerial systems
8XX: Battle/Personal Armor systems
9XX: Black Navy/Dropship/Jumpship/Warship

CA-812 Dark Sword Battle Armor
The Dark Sword Battle Armor is the Dynasty’s home-grown battle armor. It looks very rough, like an industrial exoskeleton mocked up to look like it is wearing knight’s armor. It is not environmentally sealed and, while it weighs 1000 kg, it has the functionality of a similarly produced IS battle armor design that weighs 20% less.
Technology Base: Inner Sphere
Weight: 1000 kg
Body Type: Humanoid
Internal Structure: 200 kg
Motive System Weight: 0 kg
Ground Based MP: 1
Jump MP: 1
Jump Jet Weight: 70 kg
Battle Armor Dropchute: Does not have a reusable dropchute, but does have purpose built connectors to use a dropchute.
Manipulators: 2 Basic Manipulators
Armor: Prototype 400 kg (4 pts)
Weapons and Equipment:
1 Battle Armor Support PPC + 60 shots (2 damage, Range: 2/5/7) 300 kg
1 Autoshotgun + 300 shots 30 kg

Quirks: Easy to Maintain, Poor Sealing

[FV-298 Prowler Mechanized Infantry Support Vehicle:
The Prowler is the standard, wheeled vehicle support for the normal Dynasty mechanized squad. The crew consists of a single driver and gunner and it is capable of transporting the remaining 5 personnel of the squad into battle.
Motive Type: Wheeled
Technology Base: Inner Sphere
Weight: 4500kg
Space: 5
Base Chassis Value: .12
Base Engine Value: .0025
Chassis Modifications: Armored, Off-Road
Chassis Weight: 1215kg
Weapon: Support PPC 1800kg
Turret: 180kg
Fire Control: Advanced Fire Control 50kg
Engine (Fuel Cell): 537kg
Cruise MP: 7
Flank MP: 11
Vehicle Range: 450 km
Fuel Tank Size: 37kg
Crew: 1 Gunner, 1 Driver, 5 Infantrymen
Seating: 525kg
Armor Weight: 153kg
Armor: BAR 3, 2 pts F/R/L/Turret, 1 pt Rear.

SV 294A and 294B: The SV 994 is the “artillery” support version of the vehicle that lacks the turret and installs an infantry version of the “Shot putt” 200 mortar system with 1.5 tons (15 rounds) of ammo. The SV 294B carries the Shot putt 300 and 1 ton of ammunition (4 rounds). The 294B version sees its engine size reduced as well as its fuel tank in order to facilitate the addition of two additional crew seats.
SV 223: The SV 223 is an anti-infantry version of the standard system and replaces the longer-ranged Support PPC of the 1098 with three heavy-weapons machineguns and ½ ton of ammunition. The additional seating for the remainder of the infantry squad is removed.
SV 224/224A/224B: The SV 224 removes the support PPC for a ‘mech class MG with ½ ton of ammo. This version has a hull upgrade that includes amphibious capabilities. The 124A removes the seating for the 5 marine passengers and retains the Support PPC. The 224B removes the crew seating and carries a TAG module and a Small Laser with power amplifier.
SV 297A and SV 297B: The SV 297 is an anti-armor version of the Prowler with the A version carries an SRM-2 and 1 ton of ammo with 2 semi-portable machineguns and 160kg of ammo (40 bursts) for anti-infantry support. The B version carries 2 small lasers, a single heat sink, and a power amplifier, as well as 4 support machineguns w/420 kg of ammunition (84 bursts). In both variants the seating for the dismounted infantry is removed.
SV 232: The cargo variant of the Prowler. This variant incudes a tractor modification and removes the turret and weapons to enable the Prowler to carry 2405kgs of cargo. The trailer for the SV 232 and weighs 1500 kg of which 1270kg is available to carry cargo.

Quirks: Easy to Maintain

SV 527 Lumox Heavy Support WiGE
This vehicle system is the primary support vehicle used to deploy Dynasty military forces from suborbital platforms like aerial mobile structures and dropships as well as naval structures. While the most commonly supported combat systems include infantry, battle armor, and light vehicles, some Lumox variants allow for the transport of 2 or 3 heavy combat vehicles. It is capable of functioning as a fire support platform for the system it carries.

Motive Type: WiGE
Technology Base: Inner Sphere
Weight: 200 tons
Space: 45 slots
Chassis Modifications: Armored, Amphibious
Chassis Weight: 51 tons
Turret Weight: 5 tons
Engine Weight: 31.5 tons
Fuel Tank Weight: 5 tons
Cruise MP: 5
Flank MP: 8
Range: 1000 km
Crew: 10
Targeting system: Advanced (5.5 tons)
Internal Structure: 20 points each location
Armor: 70 points, 14 each location Weight: (4 tons)
Weapons, Equipment, and Ammo (66 tons):
2 x Arrow IV (Turret)
4 x Light AC-5 (Turret)
6 MG (1 per hex facing)
6 tons Arrow IV ammo
4 tons AC-5 ammo
3 tons MG ammo
*Configurable cargo bay* (32 tons)


Variants:
SV 535: This variant is designed to carry heavier vehicles and bulk cargo. The turret is removed, as is the advanced targeting system, and the internal bay is modified to allow for the transport of a total of 108 tons of cargo. It is not uncommon for the SV 535 to transport a Fury, Von Luckner, or a Burke heavy combat vehicle and several platoons of infantry.
SV 500 Imperial Guard: This version features an upgraded chassis and fusion engine and represents the height of dynasty engineering. Very few have been made and all of those that have are in service with one of the 3 Imperial Guard Regiments. It still carries only 4 tons of armor, but this armor is reactive armor. The Imperial guard version travels at a cruising speed of 7 due to its highly efficient fusion engine, and it carries 2 Arrow IV launchers and 2 Gauss Rifles in a turret (66 tons). The vehicle carries 4 tons of ammo for each of these systems as well as a 7 ton advanced fire control system. The vehicle also features a MG and an AMS on every facing of the vehicle with 6 tons of AMS ammo and 2 tons of MG ammo available for these systems for a total of 15 tons. The cargo bay of this WiGE is capable of carrying 50.5 tons of cargo.

Quirks: Easy to Maintain

F 716 Stormborne Interceptor Aerofighter
The F 716 is intended to fill a role as a robust interceptor to contest the landings of planetary invasion forces or to deny aerial superiority of other air forces. While planetary invasions are uncommon, the Stormborne operates very effectively as a straffing vessel.
Weight: 45 tons
Engine: Fusion (14.5 tons)
Safe Thrust: 6
Max Thrust: 9
Fuel: 320 points (2 tons)
Heat Sinks: 14 (4 tons)
SI: 6
Control Systems: (4.5 tons)
Crew: 2
VSTOL Capability (2.5 tons)
Armor: FerroAluminum 45 pts (2.5 tons)
Nose 6 15
Wings 6 10
Aft 6 10
Weapons and Equipment:
2 x M. Lasers (Nose)
1 x M. Laser (L. Wing)
1 x M. Laser (R. Wing)
2 x S. Laser (Aft)
10 ton internal bomb bay

Quirk: Easy to Maintain, Easy to Pilot, Internal Bomb Bay,

CV 590 Reaver WiGE Combat Vehicle
The Reaver is a heavily armed, aerial and sea deployable combat vehicle designed to quickly close with and destroy they of terrain. As such, it utilizes a high powered engine and has large fuel tanks and relies primarily on short to medium range weapons and has limited armor protection.
Tonnage: 50 tons
Internal Structure: 5 pts/location (5 tons)
Turret: 1.5 tons
Engine: 280 Cell (19.5 tons)
Cruise MP: 6
Flank MP: 9
Controls: Crew Size: 4 (2.5 tons)
Armor: Ferro-Fibrous 63 points (3.5 tons)
Front & Turret: 18 pts
Sides: 10 each
Rear: 7
Weapons and Equipment:
Light AC-10 w/3 tons ammo (11 tons)
2 x Shortbow w/2 tons ammo (7 tons)
Variants:
CF 501 Imperial Guard replaces the fuel cell engine with XL 330 engine (7/11 movement), and replaces the weapons with an LB 10X Autocannon and 3 Medium Lasers. The armor is increased by 2 tons as well so that the Front and Turret locations are covered by 25 points of armor, the sides are covered by 18 points of armor, and the rear is covered by 13 points of armor.

Quirks: Easy to Maintain


CV 410 Grayhawk VTOL
The Grayhawk VTOL is a general purpose vehicle that most often fills an attack role but has the capability to provide some support to other combat units in the form of cargo transport and scouting.
Tonnage: 30 tons
Internal Structure: 3 pts/location (3 tons)
Lift Equipment: 3 tons
Engine: 100 Cell (4 tons)
Cruise MP: 8
Flank MP: 12
Controls: Crew size: 3 (1.5 tons)
Armor: Ferro Fibrous 54 pts (3 tons)
Front: 16
Sides: 12
Rear: 12
Rotor: 2
Weapons and Equipment:
1 x Light AC-5 w/2 tons ammo (7 tons)
2 x Shortbow Missile System w/1 ton ammo (6 tons)
2.5 tons cargo
Variants: CV 410A, the 410A variant is a temporary variant that swaps out the Shortbow missile system with one-shot Longbow systems without removing the ammo feed systems for the Shortbow. The CV 321 makes this system permanent by eliminating the cargo space and installing an 2 Light AC-2 w/2 tons of ammo and 2 Longbow systems w/2 tons ammo and armor is reduced ½ ton. The CV 400 Imperial utilizes an XL 190 engine (11/17) and is armed with 4 medium lasers an additional 2 heat sinks. This model also includes Guardian ECM, Beagle Active Probe, TAG, armor is increased 2 tons and 5 tons remains for cargo transport. The cargo compartment of the imperial version is capable of transporting a 4 man team of CA 712 equipped troopers.

Quirks: Easy to Maintain

CV 172 Relic Main Battle Tank
The origin of the name for this tank is of particular interest because it was an insult applied by the Dynasty procurement officer in charge of the main battle tank replacement project. In response to the final design mock-ups he was heard to say “that tank would never survive on the battlefield, it is a complete relic” Despite its appearance, the Relic was very successful in the competitive trials and was approved for general production as the Dynasty’s standard tank. In order to keep the tank’’s profile as low as possible to enable it to be loaded on a variety of transport systems, the CV 172 uses an unmanned turret with a two-man crew seated in a tandem position in a protective, armored bathtub. In the event of a “crew killed” roll on a critical hit roll 2D6. A result of 8 or higher, the automated systems are disabled effectively “killing” the electronic crew, but the human crew survives. Unlike the Rephiam Republic designs that inspired this, the Relic requires a larger, more robust control system to allow for this setup.
Tonnage: 70 tons
Internal Structure: 7 pts/location (7 tons)
Turret: 3 tons
Engine: 210 Fuel Cell (11 tons)
Cruise MP: 3
Flank MP: 5
Controls: Crew size: 2 driver and gunner (5 tons due to additional equipment to reduce crew requirements and automate turret functioning)
Armor: Ferro Fibrous 224 pts (12.5 tons)
Front: 45
Sides: 44
Rear: 44
Turret: 47
Weapons, Ammo, and Equipment:
2 x Light AC-10 w/3 tons of ammo (19 tons)
3 x Longbow Missile Launchers w/2 tons ammo (12.5 tons)

Quirks: Easy to Maintain, Narrow/Low Profile

Variants: CV 174; the CV 174 is a slightly longer range variant that removes the Light AC/10s and Longbow Missiles and replaces them with 5 x Light AC-5s w/6 tons ammo and mounts an additional half-ton of armor. CV 170 Imperial; the imperial version of the tank mounts a 280 XL Fusion engine and 2 LB 10X autocannon w/4 tons of ammo, a large laser, and ½ ton of additional armor.

SC 621 Mule Combat Transport Craft
The FC 621 CTC is intended for use as a support craft housed, as a pair, in a special bay on the Naval Mobile Structure Timur. In this function, the FC 621 shuttles logistical supplies and combat systems between the Timur and land and can, to some extent, directly support combat operations. A more-dedicated fighting version operates singly on the open oceans, lakes and deep rivers in the dynasty with a lower-tech version being available for purchase by the various nobles.
Tonnage: 500 tons
Size: Despite its weight, the FC6 is only 29 meters long and 12 meters wide and occupies a single hex space. Its enclosed cargo area measures approximately 15 meters long by 10 meters wide by 15 meters high/deep.
Chassis: Structural Value: 31 pts/facing (72.5 tons)
Turret: 3 tons
Engine: Fusion (67.5 tons)
Cruise MP: 4
Flank MP: 6
Crew: 14 Officers: 2 Gunners: 16
Fire Control: Advanced (4 tons)
Armor: 110 pts BAR 7 armor (4.5 tons)
Weapons and Equipment:
2 x Gauss Rifles w/2 tons Ammo (32 tons)
6 x MG w/3 tons Ammo (6 tons)
6 AMS w/6 tons Ammo (12 tons)
1 x Hoist (3.5 tons)
1 x Enclosed Cargo Space w/4 bay doors (2 rear, 1 ea. Rear right and left) 298 tons

Variants: FC 622; the FC 622 is a craft that is intended to act as a naval assault ship and a host ship for a task force. This version is less high-tech (Tech Rating D) and features a fission engine that allows it to travel at a 3/5. This particular version finds its length extended to 45 meters and it no longer features the wider, trimaran hull. The FC 522 carries 27 platoons of mechanized marines using SV 124s and a three companies (4 vehicles each) of marines using SV 124As (150 tons). The FC 622 has a Mobile Field Base (Marine Expeditionary regiment command center) MASH with 3 operating theaters, and a Field Kitchen (28.5). The primary weapons, consisting of 2 Arrow IV, 2 Sniper Cannon, are mounted in a single large turret (66 tons + 6 tons adv. Targeting systems). Each a total of 12 tons of ammo are stored in the craft’s magazines. Additionally, 6 MG and 6 AMS systems with 3 tons and 6 tons of ammo respectively, are mounted on the craft (15 tons). Another 7 tons of BAR 10 armor affords 111 points of armor across the frame. The remaining 14 tons of space comprises the cargo capacity of this craft. The version available for sale to nobles is an ICE version of the FC 522 that can also move at 3/5. This version has a fuel tank capacity of 26.5 tons (roughly 1000 km). and mounts 2 turrets that carry 3 Long-Tom Cannon each with a separate magazine for each turret containing 12 tons of ammunition; these cannon systems utilize a basic fire control system (150 tons). The design also has 2 AMS systems mounted on either side of the craft with 2 tons of ammo each (5 tons). The design features a field kitchen as well (3 tons). The craft carries 7 tons of BAR 10 armor for a total of 111 armor points. The remaining 95 tons of space is relegated to cargo capacity.

Combat Systems of other Dynasty member lords
Many noble lords and corporations have their own production capabilities. The technological levels of these producers is really about the only significant restriction on the ability of these producers to produce at the quality or quantity of the Dynasty itself. The Dynasty has no qualms about selling Ferro-Fibrous Armor, EndoSteel, or Advanced Fuel cells to these producers and will sell nearly any weapon system to any licensed producer.

AM 15 “Flatfoot”
Produced by XXXXX, the Flatfoot is designed to function as a policing and security mech.
Weight: 15 tons
Internal Structure: Endo Steel (1 ton)
Cockpit: Light (2 tons)
Engine: 60 Fuel Cell (2 tons)
Gyro: (1 ton)
Movement Capability:
Walking: 4
Running: 6
Jumping: 2
Mechanical Jump Booster: 1.5 tons
Heat Sinks: 1
Armor: FerroFibrous 54 points (3 tons)
Head 3 8
C. Torso 5 7/3
R./L. Torso 4 6/2
Arms 2 4
Legs 3 6
Weapons and Equipment:
Fluidgun +1 ton ammo (3 tons)
MG + ½ ton Ammo (1 ton)
Small Laser (.5 ton)

Quirks: Easy to Pilot, Easy to Maintain, Poor Sealing, No Eject Mechanism

AM 25 “Beetle”
Designed by XXXXX and produced at five different factories by different noble lords and private corporations, the Beetle is probably the most common ‘Mech on the battlefields in Dynasty space
Weight: 30 tons
Internal Structure: Endo Steel (1.5 ton)
Cockpit: Light (2 tons)
Engine: 180 Fuel Cell (8.5 tons)
Gyro: (2 tons)
Movement Capability:
Walking: 6
Running: 9
Jumping: 0
Heat Sinks: 1
Armor: FerroFibrous 99 points (5.5 tons)
Head 3 7
C. Torso 10 14/6
R./L. Torso 7 11/3
Arms 5 10
Legs 7 12
Weapons and Equipment:
Light AC-10 w/2 tons Ammo (10 tons)
Small Laser (.5 tons)
Variants: AM 25A; Light AC-5 w/1 ton ammo, Slayer PPC

Quirks: Easy to Pilot, Easy to Maintain, Poor Sealing, No Eject Mechanism

AM 50 “White Knight”
This design is fairly common amongst “knighted” warriors and nobles. It is a fuel cell powered
Weight: 50 tons
Internal Structure: Endo Steel (2.5 tons)
Cockpit: Light (2 tons)
Engine: 200 Fuel Cell (10.5 tons)
Gyro: (2 tons)
Mechanical jump booster (5 tons)
Movement Capability:
Walking: 4
Running: 6
Jumping: 2
Heat Sinks: 7 (6 tons)
Armor: FerroFibrous 125 points (7 tons)
Head 3 7
C. Torso 16 19/7
R./L. Torso 12 15/4
Arms 8 11
Legs 12 16
Weapons and Equipment:
Vibroblade, Large (7 tons)
Shield, Small (2 tons)
2 x Slayer PPC (6 tons)

Quirks: Easy to Pilot, Easy to Maintain, Poor Sealing, No Eject Mechanism

F 733 Lightning Attack Craft
Taking a cue from history, the XXXXX commissioned this dual-engine, propeller driven design to act primarily as a craft that performs a close air support mission. This craft is not designed for aerial combat or dog-fighting; standard operating procedure calls for a defending Dynasty noble to attack an invasion force while the force is unloading from their dropships.
Weight: 50 tons
Engine: ICE (17 tons)
Safe Thrust: 4
Max Thrust: 6
Fuel: 320 points (2 tons)
Heat Sinks: 0
SI: 5
Control Systems: (5 tons)
Crew: 1
Armor: FerroAluminum 50 pts (3 tons)
Nose 5 17
Wings 5 12
Aft 5 10
Weapons and Equipment:
2 x Light AC-20 w/5 tons ammo (23 tons)

F 752 Deathward Interdiction Craft
This craft is built using support vehicle rules and represents the highest technical capabilities of XXXXX; it is really the only non-Dynasty aircraft operating in Dynasty space that has the capability to respond to planetary invasion forces or to enemy aerospace fighters. Very few have been sold outside of the XXXXX, and those that have were sold at a very high price. It uses extremely advanced ICE technology. The craft is difficult to maneuver at this speed and the craft suffers from the “hard to pilot” quirk.
Weight: 80 tons
Chassis: Armored (8 tons)
Engine: ICE 42.5 tons
ST: 7
MT: 11
Fuel: 5 tons (333 points)
Armor: BAR 10, 84 points (4.5 tons)
Weapons and Equipment:
Internal Bomb Bay (20 tons)
Tech Rating: F
Quirk: Internal Bomb Bay, Hard to Pilot, Difficult to Maintain, Non-Standard Parts, Poor Performance

Specialty Bombs: This aircraft uses bombs that have the same capabilities as the bombs on page 415 of Tactical Operations. It is also capable of using bombs and drop tanks in external mounts or in the internal bomb bay, but the craft becomes difficult to pilot above ST when external items are affixed (+1 to piloting rolls in addition to Hard to Pilot quirk)

B 780 Superfortress Bomber
This large, slow-moving jet is designed to destroy large target areas when the attacking force has aerial superiority.
Tech Rating: D
Weight: 200 tons
Chassis: Propellor, Armored (54 tons)
Crew: 8
Slots: 25
Engine: Cell (39 tons)
Fuel: 10 tons (476 points)
Armor: BAR 8, 196 points (10 tons)
SI: 3
ST: 3
MT: 5
Weapons and Equipment:
10 MG w/2 tons ammo
Internal Bomb Bay (80 tons)
Tech Rating: D

Variants: C 781 is a cargo variant that removes the MGs and replaces the internal bomb bay with a re-configurable cargo bay and a rear bay door. In the primary configuration, the C 781 can drop 9 x Jump Infantry Platoons (Airborne Infantry), 3 platoons echanized infantry fighting vehicles and crews (12 vehicles), and 3 tons of cargo (87 tons). The A 782 carries 4 Longtom Cannon w/7 tons ammo.

CV 240 Bounder Wheeled Assault Vehicle
The Bounder is a highly-mobile, versatile combat vehicle designed to fill a medium tank role and have the capability to operate in a broad range of environments.





Dropship



Warship

Tamerlane Ground Mobile Structure (Fortress-Land Train)
The Tamerlane Modular Fortress Train is the most common of the Mobile Fortress Structures in the Dynasty inventory due to its ability to traverse the most common battlefields and the lower capital outlay require to produce the individual modules as opposed to the larger, single unit mobile naval and air structures. Because it is tailorable, land trains can consist of as few as 2 or 3 modules in low risk, low value areas, or as many as 12 or more modules in high-risk areas. Each individual module can be swapped in and out of most common land trains, and the Dynasty maintains a Mule-class dropship specially modified to transport a single module in its cargo bay. While the dynasty produces only one or two modules per year, the land-train had been in production for more than 75 years by 3060 and, at that time, there were more than 93 modules distributed throughout the dynasty.

CF: 150 (Hardened)
Size: 3 Hexes Height: 3 hexes
Tonnage per hex: 450 Total Tonnage Allowed: 1350 tons
Power system (MP: 2): Fission - (54 tons)
Motive system (wheeled) weight: (36 tons)
Fuel weight: 0
Mobility System Weight/Hex: (30 tons)
Crew (in addition to added equipment and weapon systems): 55 + 15 Officers
Modular Structure Linkage (2): 150 tons, 75 tons hex1, 75 tons hex3
Armor: 150 pts/hex (30 tons, 10 tons per hex)
Weapons and Equipment:
Each module can support an additional 345 tons in their front and rear hexes and 410 tons in their center hex.

PRIME MODULE (Command and Support):
Additional Crew: 120 Officers: 12 Gunners: 50
Hex1:
3 x Turret mounted Guass Rifles w/10 tons ammo (60 tons)
10 x AMS system (2 per external hex facing) + 1t ammo ea. (15 tons)
10 x MG mounted in prs on pintle mounts (1 pintle/external facing hex) + 7.5t ammo (20 tons)
4 x Light Vehicle Bays (200 tons)
2 x Motorized Infantry Platoon bay + 6 x Light AC-5 w/12 tons ammo (50 tons)
2 x Bay doors (1 Left, 1 Right)
Hex2:
1 x Turret Mounted Long Tom with 7 tons ammo (40 tons)
1x Comms Equipment (15 tons)
1x Operations Center (20 tons)
2 x Field Kitchen + 30t dry storage, 15t cold storage, 10t potable water (61 tons)
1 x MASH w/2 Operating Theaters (5.5 tons)
5 x First Class Accomodations (50 tons)
1 x Small Support Veh Storage Bay (supports up to 40 tons of small support veh) 50 tons
2 x Mechanized Infantry Bay (14 tons)
1 x General Cargo Bay (164.5 tons)
Hex3:
3 x Turret mounted Guass Rifles w/10 tons ammo (60 tons)
10 x AMS system (2 per external hex facing) + 1t ammo ea. (15 tons)
10 x MG mounted in prs on pintle mounts (1 pintle/external facing hex) + 7.5t ammo (20 tons)
4 x Light Vehicle Bays (200 tons)
2 x Motorized Infantry Platoon bay + 6 x Light AC-5 w/12 tons ammo (50 tons)
2 x Bay doors (1 Left, 1 Right)

Artillery Support Module The particular module actually covers 4 hexes (2 in middle, side-by-side o8o) rather than 3 in line.
Additional Crew: Crew: 100 Officers: 10 Gunners: 50
Hex1:
3 x Turret mounted Arrow IV w/10 tons ammo (50 tons)
10 x AMS system (2 per external hex facing) + 1t ammo ea. (15 tons)
10 x MG mounted in prs on pintle mounts (1 pintle/external facing hex) + 7.5t ammo (20 tons
2 x Heavy Vehicle Bays (200 tons)
30 tons storage
2 x Bay doors (1 Left, 1 Right)
Hex2:
Lift Hoist 3 tons
4 x Cruise Missile 50 w/Missile (320 tons)
2 x Cruise Missile in storage (25 tons)
7 tons cargo
Hex3:
Lift Hoist 3 tons
4 x Cruise Missile 50 w/Missiles (320 tons)
2 x Cruise Missile in storage (25 tons)
7 ton cargo
5 tons cargo
Hex4:
3 x Turret mounted Arrow IV w/10 tons ammo (50 tons)
10 x AMS system (2 per external hex facing) + 1t ammo ea. (15 tons)
10 x MG mounted in prs on pintle mounts (1 pintle/external facing hex) + 7.5t ammo (20 tons
2 x Heavy Vehicle Bays (200 tons)
30 tons storage
2 x Bay doors (1 Left, 1 Right)

***Sustainment Module .
Additional Crew: Crew: 400 Officers: 40
Hex1:
Water Collection and Purification System - 40 tons (Condensers and collectors, reverse osmotic filters, chemical treatments, etc.) Can condense 400kg per hour. Collection systems can draw water from surface water sources at a rate of 200kg per minute. Up to 20000 kg of water can be purified per day.
Unpurified Water Storage: 20 tons
Potable Water Storage: 30 tons
Cold Storage: 35 tons
Dry Storage: 70 tons
Other cargo: 65 tons
Hex2:
4 x Lift Hoists: 12 tons
Maintenance Repair Bays: 190 tons, Reconfigurable to handle total vehicle/mech weight of up to 380 tons (190 tons x 2)
Fabrication and factory system: 30 tons (able to fabricate many simple products)
Storage: 178 tons
Hex3:
Fuel Production System - 45 tons (produces up to 20 tons of fuel for fuel cell per day)
Storage tanks (Fuel Cell) - 50 tons
Morgue - 15 tons
Laundry/Cleaning/Shower system: 20 tons
Logistics Management Center: 10 tons
Support Staff Section Officers (Administration, Supply, Legal, Contracting, Finance, etc): 10 tons
Rigging Bay: 10 tons (Aerial Cargo, parachutes, etc)
MASH w/6 operating theaters: 9.5 tons
105.5 tons remaining (storage?)


Infantry/Vehicular Transport
Additional Crew: Crew: Officers: Gunners:
Hex 1:
2 x Light Vehicle Bays (100 tons)
2 x Heavy Vehicle Bay (200 tons)
45 ton infantry and storage
Hex 2:
4 x Heavy Vehicle Bays (400 tons)
10 tons storage
Hex 3:
2 x Light Vehicle Bays (100 tons)
2 x Heavy Vehicle Bay (200 tons)
45 tons infantry and storage


Timur Submersible Naval Mobile Structure

In the past 260 years the Dynasty has only built 3 Timur Naval vessels, and one of those is no longer under Dynasty control.

Type: Fortress-Hardened
CF: 150
Size: 20 hexes (3 rows of 6, 1 column of 2), 9 levels deep
Weight Capacity per Hex: 1350 tons
Total Weight Capacity: 27,000 tons

Aft deck contains 4 lifts for VTOLs (and Battlemechs) with Deck.
Below aft deck between lifts on left and right side there are single bay doors that connect to a WiGE launch system.
In the center of the mobile structure is a large turret.
On the fore deck running down either side are cruise missile launch tubes.
At the front are batteries of Thunderbolt-20 torpedo launchers.
______________________________________________
|Hex 101/Hex 102/ Hex 103/ Hex 104/ Hex 105/ Hex 106\
|-------------------------------------------------------------------------Hex 107
|Hex 201/Hex 202/Hex 203/ Hex 204/ Hex 205/ Hex 206----|
|-------------------------------------------------------------------------Hex 207
|Hex 301/Hex 302/Hex 303/ Hex 304/ Hex 305/ Hex 306/

12 x Super Heavy Support Vehicle Bays (running sublevels centerline Hexes 204, 205, 206) 2400 tons
12 x Mechbays (utilize VTOL lifts to get to flight deck; normally jump capable ) 1800 tons
72 x Light vehicle bays (36 for VTOLs and Conventional Fighters using flight deck, 36 for WiGEs and Hovercraft using bay doors on side of mobile structure) 3600 tons
12 x platoons marine infantry 60 tons
36 x platoons mechanized infantry 288 tons
24 x Cruise missile-50 w/missile 1920 tons
72 x Cruise missiles in storage 1800 tons
24 x Lift Hoists 72 tons
2 MASH w/13 surgical theaters 20 tons
1 x Water Purification system 90 tons (Purifies 1000 tons water/day)
Non-Potable water tank 50 tons
Potable water tank 300 tons
Fuel Cell Fuel Production System 100 tons creates 100 tons fuel cell fuel/day
Fuel Cell Fuel Tanks 1000 tons
13400 tons remaining (need to include structural/motive weight costs)



Tarmashirin Aerial Mobile Structure

The Tarmashirin is used in areas where the Timur or Tamerlane are not feasible due to terrain, speed, or property concerns. Unfortunately, the Tarmashirin does not allow for the breadth of units that the Timur or Tamerlane allow for (primarily relying on WiGEs, VTOLs, Conventional Fighters, and units that can be dropped or transported by these primary vehicles. To reload, the Tarmarshirin moves to a secure area and grounds itself.

The support dropship provides a similar support with a similar mix of troops, but it is not able to constantly monitor and patrol and the dropship's payload is less than half of the Tarmashirin's.


Type:Building-Heavy
CF: 90
Size: 10 Hexes, 10 levels deep
Weight Capacity per Hex: 900 tons
Total Weight Capacity: 9000 tons
MP: 4
Power system (Fission): 1200 tons
Motive system: 250 tons
Crew: Officers:


Carries 8 support vehicle WiGEs (200 tons) in super heavy vehicle cubicles (1600 tons)
Carries 48 light vehicle bays (50 tons, VTOLs/WiGEs) (2400 tons)
Carries 8 Battlemechs (up to 100 tons) (1200 tons)
Carries 30 squads battlearmor (600 tons)
7250 tons used, 1750 tons remaining
Karagin
10/12/13 01:57 PM
24.243.178.124

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Can you just give us the damage, range, heat and weight and criticals and if it has ammo numbers verses all of the other crap that a lot of us do not use. Like I personally could care less about the alphabet soup of when something is available nor do I care if the item is tournament legal since wait we aren't playing in tournaments.

There is way to much needless information in your write up about the weapon systems. Best to keep is it simple and easy.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Shadrak
10/12/13 08:39 PM
98.227.214.21

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Quote:
Can you just give us the damage, range, heat and weight and criticals and if it has ammo numbers verses all of the other crap that a lot of us do not use. Like I personally could care less about the alphabet soup of when something is available nor do I care if the item is tournament legal since wait we aren't playing in tournaments.

There is way to much needless information in your write up about the weapon systems. Best to keep is it simple and easy.



It is only needless if you don't use it, and some of us do use it. The damage is there and easy to find. Based on your requirements you probably wouldn't want to have any similar systems in your game.

What system, specifically, do you want damage, range, heat, weight and criticals on?
Karagin
10/12/13 09:00 PM
24.243.178.124

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Yes those would be excellent without the extra stuff. The year it was introduced etc is not important to most players since most games are not tournament games, ie in series of games with a prize at then end of them, which most convention games are not.

And actually you would be surprised as to what my group allows and doesn't allow as far as home tech weapons and rules.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Shadrak
10/13/13 12:28 PM
98.227.214.21

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I am building it all per advanced and experimental rules in a word document to use as a "balancer" for overpowered player groups. The area is outside of the inner sphere, so normal supply lines and accesses to advanced technologies will be restricted, and it will be playable in pretty much any time frame.

I am building a word document that will, eventually be converted into a PDF. The PDF will have a historical background including a description of socio-economic systems, a system to build RPG characters, maps, order of battle/MTOE and a few historical scenarios that can be played. The end should have the different equipment with at least some rough illustrations. For the equipment, the layout of the information will be like a TRO with the additional information in a footnotes section.

I am hoping to have a rough copy by the end of December, so if you are still around I can give you a copy.
Karagin
10/13/13 12:34 PM
24.243.178.124

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Sounds good, not going anyplace.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
10/16/13 05:21 PM
66.74.188.151

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Your doing a good job creating a new system or universe/location to play. Havent read every last thing yet, but the stuff i have read thru looks good.

Guess as a game master, you are putting in major extra effort to make your players happy.
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