The equipment of the Rephiam Republic

Pages: 1
Shadrak
09/23/13 02:07 AM
98.227.214.21

Edit Reply Quote Quick Reply
So, I have determined that the best way to sideline my player's dominance of their opponents and to take themselves out of their comfort zone is to move them into the deep periphery where a different group of SLDF survivors have lived on to create their own society. I have about 25 pages of origin story created so far, but I have a lot more to go.

More than 200 light years from furthest member planet of the Magistracy of Canopus sits a "small" community of two nations and a variety of independent groups. The first nation is the Rephaim Republic, a high-technology, semi-facist society that controls one star system. They are currently in a detente with a feudal empire, the Yong Dynasty, that has existed for more than 200 years after a period of more than 50 years of intense warfare. Independent players include several pirate bands, some independent corporations, and some groups nominally affiliated with the Yong Dynasty.

The technology level of the Rephaim Republic is roughly on par with the Clans, in many cases exceeding the capabilities of the Clans. The Republic, however, has not focused as much on military technology and large weapon component systems, instead focusing more on small systems and technologies that are much more viable for the civilian sector. The Rephaim Republic is capable of producing any weapon system introduced up to TRO 2765, but most of these weapon systems and technologies are avoided in favor of home grown varieties. Pre-2765 weapons and Yong Dynasty weapons can be used by Rephiam systems. IS weapon systems can be modified for use in Rephaim designs, but must either accept a) a 1 ton or 50% increase in weight (whichever is lesser) or an additional critical space requirement (user's choice). Clan systems are completely incompatible. Rephiam weapon systems, unless otherwise noted, are COMPLETELY INCOMPATIBLE with any weapon system not built to Rephiam technical standards.

Systems:
Rephiam Fusion Engine Systems: Rephiam engine systems are roughly 33% lighter than standard fusion engines and take up 2 additional engine critical slots (1 in left and 1 in right or 2 in center, designers choice). Because of the shielding systems used by Rephiam, the total number of "free" heat sinks available is 8 OR the number that can be totally integrated in the engine (whichever is lower).

Rephiam "Triple Power" Heatsinks: Triple power heat sinks can only be used on Mechs that use the Rephiam engine system. Triple power heat sinks consume 2 critical slots and weigh 1.5 tons (this puts them at the same dispersion to weight ratio as clan DHS, but with a space requirement higher than Clan). This illustrates the Republic's lack of focus on war technologies...they could probably produce DHS as efficient as Clan, but instead they are more space consuming AND will probably result in more heat dispersion than required.

Rephiam Vehicle Heat Dissipation System: The rephiam vehicle heat dissipation system can only be installed on a Rephiam Fusion, Fission, or Fuel Cell engine. It must be installed during the initial design of the vehicle and cannot be changed later, nor can regular HS be added later. The heat dissemination system weighs .5 tons for the control systems and base infrastructure and .75 tons for every heat point dissipated, rounded up to the next ton. The system consumes 1 vehicle slot for every 5 points of heat dissipation it provides above the "free" heat sinks provided by the engine. Example: Bob decides to create an omni-vehicle with a Rephiam fusion engine rated at 200 (8 free heat sinks) with the capability for a total heat dissipation of 21 heat points. This will mean that the VHDS weights (.5+.75x13) tons rounded to the next higher ton for 10,25 tons rounded to 11 tons, and 3 vehicle slots...a 22 point total would weigh the same. After creating the vehicle, Bob decides he wants to install 3 PPCs...he cannot because his design can PERMANENTLY only disperse 22 points. Alternately, he decides to install 3 AC-5s and wants to recoup some of the weight from the system...again, he cannot. The entire vehicle would have to be rebuilt from the ground up.

Rephiam Extended Range Rapid Fire Autocannon:
Rephiam ERRF ACs come in AC-2, AC-5, and AC-10. They are completely integrated systems with the weapon, ammunition, ammo feed, CASE, etc. They operate more like an Ultra AC than a rotary AC, but these systems utilize two barrels to reduce stress on weapon systems and disperse heat. The failure rate is extremely low...these system jam only when a to-hit of 1-1 followed by a second 1-1 is rolled. The ERRF can fire 1, 2, 4, or 6 rounds (uses missile hit table). Theoretically, if the weapon were fired at the highest rate of fire for more than 12 rounds consecutively the barrels could be burned out, but the accon systems do not carry enough ammo for this to be a problem. Ammo and ammo feed is completely integrated, so no additional ammo can be added, and ammo cannot be shared between weapons. A critical hit to any slot of the weapon system will disable the weapon and has a 50% chance of exploding ammo, which is treated as being protected by advanced CASE. ERRF ACs are capable of using specialized munitions, but they are specific to ERRFs and all munitions used by an ERRF must be the type.

ERRF AC 2
Damage: 2 per hit
Range: 5 (min) 10/20/30
Heat: 1 for 1 shot, 2 for 2 shots, 5 for 4 shot, 8 for 6 shots (heat increases because the barrel system is no longer capable of dispersing excessive heat)
Ammo: **the ERRF-2 carries 2 tons of ammunition for a total of 66 shots (roughly 50% fewer shots due to the extended range and durability requirements of the ERRF-2 rounds)
Weight: 7 tons
Space: Mech: 4 crits, Combat Vehicle: 1 slot, Support Vehicles: 4, Fighter/SC/DS: 1
Tech Rating: F

ERRF AC 5
Damage: 5 per hit
Range: 3 (min) 8/17/25
Heat: 1 for 1 shot, 2 for 2 shots, 5 for 4 shots, 10 for 6 shots
Ammo: **The ERRF-5 carries 2 tons of ammunition for a total of 30 shots (roughly 25% fewer shots due to the extended range and durability requirements of the ERRF-5)
Weight: 9 tons
Space: Mech: 5 crits, Combat Vehicle: 1 slot, Support Vehicles: 5 slots, Fighter/SC/DS: 1
Tech Rating: F

ERRF AC 10
Damage: 10 per hit
Range: 7/14/20
Heat: 3 for 1 shot, 6 for 2 shots, 14 for 4 shots, 30 for 6 shots
Ammo: **The ERRF-10 carries 3 tons of ammunition for a total of 24 shots (roughly 20% fewer shots due to the extended range and durablility requirements of the ERRF-10)
Weight: 12 tons
Space: Mech: 7 crits, Combat Vehicle: 1 slot, Support Vehicles: 7 slots, Fighter/SC/DS: 1
Tech Rating: F


Rephaim Extended Range Rapid Fire Laser
The Extended Range, Rapid Fire Laser comes in two varieties, a heavy and a light version roughly comparable to a large and medium lasers. These two laser systems are the primary energy weapons used by the Rephiam Republic, and can be modified for underwater use. Like a pulse laser, they offer a +2 to-hit modifier.

ERRF Heavy Laser
Damage: 14
Range: 8/15/25
Heat: 12
Weight: 7 tons
Space: Mech: 4, Combat Vehicle: 1 slot, Support Vehicles: 4 slots, Fighter/SC/DS: 1
Tech Rating: F

ERRF Light Laser
Damage: 7
Range: 5/10/15
Heat: 7
Weight: 3 tons
Space: Mech: 2 Combat Vehicle: 1 slot, Support Vehicles:2 slots, Fighter/SC/DS: 1
Tech Rating: F

Variable Missile System
Very similar to ATMs, also utilizes a targeting system similar to Artemis V (-1 to-hit, +3 on cluster roll). VMS Systems come in size 5, 10, and 15 and the Rephaim republic has a variety of specialized munitions adapted for them (smoke, Thunder, Tandem-charge, etc.). This is the primary (and almost exclusive) missile system for the Rephaim Republic. It is also Torpedo capable.
Damage: 3 (short), 2 (medium), 1 (long)
Range: S: 4/8/12 M: 7/14/21 Long: 11/22/33
Heat: 3 (2 shot) 6 (5 shot), 8 (10 shot), 12 (15 shot)
Ammo: 30 (2 shot) 12 (5 shot), 6 (10 shot), 4 (15 shot)
Weight: 1.5 tons(2 shots) 3 tons (5 shot), 5 (10 shot), 7 (15 shot)
Space: Mech: 1 (2 shot) 1 (5 shot), 2 (10 shot), 3 (15 shot)
Combat Veh: 1
Support Veh: 1 (2 shot) 2 (5 shot), 3 (10 shot), 5 (15 shot)
Tech Rating: F

Anti Personnel Gauss Machinegun
Burst Capable
Damage: 2
Range: 2/4/6
Heat: 0
Ammo: 250
Weight: .25 tons
Space: 1
Tech Rating: F

Long Range TAG
Damage: 0
Range: 8/16/23
Heat: 1
Weight: 1.5 tons
Space: 1

Light TAG
Damage: 0
Range: 4/8/12
Weight: .5 tons
Space: 1

ECM
Range: 10
Weight: 2
Space: 1

Light ECM
Range: 5
Weight: .5
Space: 1

Active Probe
Range: 8
Weight: 2
Space: 1

Light Active Probe
Range: 4
Weight: .5
Space: 1

Ultra Light ECM/Probe
Range: 2
Weight: .5 combine, .25 separate
Space: 1


Edited by Shadrak (09/24/13 01:59 AM)
Karagin
09/23/13 06:33 AM
24.243.178.124

Edit Reply Quote Quick Reply
Different. Should keep folks busy and a bit off balance.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Shadrak
09/24/13 03:49 AM
98.227.214.21

Edit Reply Quote Quick Reply
Adjusted missile system weight up (1 ton per system) and added a 2 shot missile system.

3 more weapon systems (far less common than previous)

Gauss Systems:

SRGC Mk V
Weight: 2.5 tons
Space: 2
Damage: 4
Range: 4/8/12
Heat: 1
Shots/Ton: 50

LRGC Mk III (uses same ammo as SRGC Mk V)
Weight: 4 tons
Space: 3
Damage: 5
Range: 7/14/21
Heat: 1
Shots/Ton: 50

Heavy Gauss Defense Gun
Huge defense gun, not normally mounted on a Mech or Vehicular system, normally mounted in a defensive gun emplacement or on black navy small craft/warships. Uses same ammo as SRGC Mk V.
Weight: 40 tons
Space: 20 slots (can be split between arm/side torso)
Damage: 60 (special, for targets above 100 tons, full 60 points of damage is inflicted in groups of 10 with damage location rolled for each group, for targets 51-100 tons, damage is 20 points (single location) and 2 x 20 round cluster hits--use missile hits--distributed in 5 pt groups. For targets 50 tons and below, damage is 10 points to single location and 2 x 15 round cluster hits--use missile hits--distributed in 5 point groups. Alternately, the Defense Gun can be used to attack every target in a targeted hex. Roll on 20 shot missile table for every target in hex, apply damage as per LRMs in 5-points groups against each target.)
Range: 5/10/15
Heat: 7
Shots/Ton: 2
His_Most_Royal_Highass_Donkey
09/24/13 08:52 PM
208.54.5.243

Edit Reply Quote Quick Reply
If they are not highly war like why would they have developed such advanced weapons?

If this was my project I would be trying to advance the civilian technology.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.

I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
Shadrak
09/24/13 10:02 PM
98.227.214.21

Edit Reply Quote Quick Reply
Quote:
If they are not highly war like why would they have developed such advanced weapons?

If this was my project I would be trying to advance the civilian technology.



The civilian technologies are much more advanced than the average of clan or I.S., but this is thread is about their weapons technologies. Since you ask, though, here are a few of their civilian oriented technologies

With regard to civilian technologies, most systems are completely automated, AI is much more highly advanced (I toyed with an AI heavy army and with high level cybernetics/intelligence transference-not there yet, though). Manufacturing is highly automated. This is an example of their lacking the initiative to weaponize civilian technologies. Integrating computers into the human body is very common with computer technologies and medicine overlapping with nano-machines that can operate in the human blood stream to act as medicine/treatment (also not weaponized).

On the topic of nano-technology, most of the weapons technologies are facilitated by nano-technology, but nano-tech weapons are not the norm and aren't really even experimental.

Food production is highly advanced, the Rephiam Republic consists of nearly 1 billion citizens spread across water planet, two moons, and several space stations, but the only arable land is on the planet and the total surface area is less than the surface area of the United States spread across many small islands (broad shallow oceans and large swamps and marshes). Most food production comes from the oceans and is processed into whatever foodstuffs the population desires.

Other biotech includes the production of fossil fuels by micro fauna, and the use of micro fauna to build physical objects.

Rephaim Republic also has access to advanced gene therapies and virtually all disease is treatable, but because the entirety of their population is genetically engineered this isn't really an issue that matters...it is marketed to some members of the Yong Dynasty. Average life span exceeds 120 years.

The Rephaim Republic's control over the weather patterns of their planet is not complete, but they have generally implemented technologies that "flatten" any issue they have and they are in the process of terra forming their moon.

Overall living standard far exceeds that of any individual society represented in Battletech fiction...

Bio-metric identification systems control virtually all security and security systems are virtually unspoofable. Individual tracking systems exist virtually everywhere in society and social engineering/targeted marketing is the norm.

These are just a few of those civilian technologies that haven't been weaponized...



The Yong Dynasty is much less technologically advanced.
Pages: 1
Extra information
1 registered and 161 anonymous users are browsing this forum.

Moderator:  Nic Jansma, Cray, Frabby, BobTheZombie 

Print Topic

Forum Permissions
      You cannot start new topics
      You cannot reply to topics
      HTML is disabled
      UBBCode is enabled

Topic views: 3943


Contact Admins Sarna.net