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Notes On B-Tech


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#21 Tesunie

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Posted 21 October 2014 - 08:50 PM

(Honestly read up to infantry weapons in first post, then stopped.)

I like all the sciencey stuff here.

In an unscientific presentation though, I'd like to also mention that AC slugs are often described as "Depleted Uranium tipped" in some cases, and are often described as "exploding on contact". I'm guessing that ACs are as damaging as they are not just from Ke, but also from the ensuing explosion as well... :ph34r:

#22 Nebfer

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Posted 22 October 2014 - 01:32 PM

View PostTesunie, on 21 October 2014 - 08:50 PM, said:

(Honestly read up to infantry weapons in first post, then stopped.)

I like all the sciencey stuff here.

In an unscientific presentation though, I'd like to also mention that AC slugs are often described as "Depleted Uranium tipped" in some cases, and are often described as "exploding on contact". I'm guessing that ACs are as damaging as they are not just from Ke, but also from the ensuing explosion as well... :ph34r:

This is partly why I think that B-tech AC rounds are perhaps based on rounds like the MK 211 Raufoss, replace the tungsten carbide with DU... As they as you say often described with a DU element and a HE element.

#23 Nebfer

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Posted 26 October 2014 - 03:31 PM

Space Travel

Where to begin...

Power
The Vast majority of Battletech Fusion reactors run off liquid Hydrogen, well just Hydrogen, no need to have it in liquid form out side of storage, theirs two primary ways for Hydrogen to be turned into Helium (AFAIK). Proton Chain, and the CNO cycle, Now It has not been said which one battletech actually uses, Proton chain dose not need anything else but hydrogen (to my knowledge), but is the slower of the two in terms of how long it takes. Where as CNO is faster (still takes millions of years) but requires carbon 12 as a catalyst, over all energy produced in the reaction is the same in both reactions.

An interesting quirk of B-tech large craft and their fuel economics is that any ship over 500 tons or so, is actually going to be getting more out the reactor than what is going into it, effectively braking the laws of thermodynamics their. This is effectively the largest sin the B-tech universe really commits compared to real life.

What are these fuel economy's?
Their are two kinds of modes a B-tech craft can use, Tactical and Strategic (also known as Transit), Tactical is used in combat and in atmosphere, Strategic is used for interplanetary trips, note Aerospace fighters and atmospheric only craft only have Tactical, all other space capable craft mount both drives.

Tactical rates is one point of fuel per turn per thrust point (one thrust point is 0.5Gs, and a turn is either 10 seconds long or one minute), Aerospace fighters and small craft get 80 points per ton (12.5kg of fuel per point per minute), larger craft by default get less fuel per ton, Overlord class Dropships only get 30 points per ton (33.333kg per point per turn). Tactical is also used for take offs and landings AFAIK.

Now the Default 5 tons of fuel on a Aerospace fighter will allow it to take off from a runway on earth, reach orbit, then on to the moon and land with some fuel to spare, in under 6 hours, some fighters mount 10 tons of fuel (the Slayer for instance), this allows it to do the same but return to earth all in under 12 hours. This is fairly impressive, the moon landings required over 3,000 tons of fuel and 5ish days to send people to the moon and back.

While that is all an good, Strategic is far more impressive, for all small craft and military dropships, the fuel use rate at 1G for a full day is just 1.84 tons of fuel (76.666kg per hour, 1.2778kg per minute), So an old Ares Landing Craft Mk IV can Take off from earth, land and return in under 8 hours, all the while using around a single ton of fuel (factoring the use of the tactical drive), now that is rather impressive (considering that it can easily do this 6 times before needing to refuel). Larger craft such as warships use more fuel than that (though all military dropships use 1.84 tons per day regardless of size, civilian ships do require more fuel the larger they are). However any warships above 300,000 tons or so, only require 39.5 tons of fuel per day at 1G. Jumpships is about 1/10th this due to their much weaker drives.

To reach mars at 1G requires around 2 to 5 days depending on where mars is in relation to earth, to reach the Standard Jump point is a bit over 9 days, with it being some 10 Astronomical units away (a bit past Saturn's orbit). Even a Jumpship if it felt the need to burn all the way to earth, can do so in about 28 days with it's 0.1G acceleration rates. About Half way though the trip the craft will turn around and decelerate, at this point a B-tech space craft will be traveling at around 3% of the speed of light (it would take about 6 months to reach that by the way, if you could). At this point I should point out that twice the acceleration rate dose not mean a ship will reach it's destination in half the time, to do that requires four times the acceleration rate. 0.5Gs will reach the moon in 5 hours, 2Gs will reach the moon in 2.5 hours.

FTL Travel
B-tech KF drives require very low gravity signatures to work, for the Sun and other stars like it, one can safely jump out past Saturn's orbit, One can jump out at a Lagrange point, but only the L1 point is viable, these are often referred to pirate points.
The average recharge rate of a KF Drive is 175 hours, this results in about 50 jumps per year, or a maximum speed of 1,500 x C (speed of light), Ships with a LF battery can do about twice that or 3,000 x C

One can read up more on B-tech jump points via this link

#24 Karl Streiger

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Posted 27 October 2014 - 07:57 AM

Hey - also did start in research for BattleTech Space - and found something interesting.

The Jump points at Nadir and Zenith for example for the solar system are really close to the star of this system. For the solar system 1.52 billion kilometers - 0,1 AU - > 1/4 of the distance Mercury Sun.... I don't think that you want to be that close to the star of a system. You can remember the film Sunshine?

#25 Nebfer

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Posted 27 October 2014 - 11:25 AM

View PostKarl Streiger, on 27 October 2014 - 07:57 AM, said:

Hey - also did start in research for BattleTech Space - and found something interesting.

The Jump points at Nadir and Zenith for example for the solar system are really close to the star of this system. For the solar system 1.52 billion kilometers - 0,1 AU - > 1/4 of the distance Mercury Sun.... I don't think that you want to be that close to the star of a system. You can remember the film Sunshine?


1.5 billion km is 10 AU, one AU is equal to the Earths distance from the sun which is 150 million km.

#26 Karl Streiger

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Posted 28 October 2014 - 02:49 AM

View PostNebfer, on 27 October 2014 - 11:25 AM, said:


1.5 billion km is 10 AU, one AU is equal to the Earths distance from the sun which is 150 million km.

Oh - stupid mistakes are stupid...

was so deep within figures and numbers that i even did several other mistakes (a hour has 60 seconds you know)
:-)

Anyhow i was really really surprised that the star systems are made well. Maybe because this was known stuff when the BattleTech universe was made, while Fusion was at best handwavium

The spectral class of a system + the distance from Nadir to the main planet (habitable zone)

For example Achernar - Spectral Class B - deep blue/white Habitable Zone 20-40AU - time to travel 101 days
or Sirius with 47 days of travel a Class A Star
on the other hand Epsilon Eridani a minor class M star - only has 5 days of travel time.

#27 Nebfer

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Posted 08 November 2014 - 08:17 PM

View PostKarl Streiger, on 28 October 2014 - 02:49 AM, said:

Oh - stupid mistakes are stupid...

was so deep within figures and numbers that i even did several other mistakes (a hour has 60 seconds you know)
:-)

Anyhow i was really really surprised that the star systems are made well. Maybe because this was known stuff when the BattleTech universe was made, while Fusion was at best handwavium

The spectral class of a system + the distance from Nadir to the main planet (habitable zone)

For example Achernar - Spectral Class B - deep blue/white Habitable Zone 20-40AU - time to travel 101 days
or Sirius with 47 days of travel a Class A Star
on the other hand Epsilon Eridani a minor class M star - only has 5 days of travel time.


Battletech world creation is one of thoughs areas that battletech has a fairly detailed and reasonably accurate system

here's a world I worked up not to long ago
Star Type K0V
Solar mass ~80% of Sol
Orbital slots 9
1: .32 AU Terrestrial
- Hab Zone
2: .56 AU Giant Terrestrial
3: .8 AU Giant Terrestrial
- End Hab Zone
4: 1.28 AU Asteroid Belt
5: 2.24 AU Terrestrial
6: 4.16 AU Gas Giant
7: 8 AU Gas Giant
8: 15.68 AU Terrestrial
9: 31.04 AU Ice Giant

Asteroid Belt Density
Large Asteroids 7 (501km +)
Medium Asteroids 366 (100-500km)
Small Asteroids 2,194,800 (under 1-99 km)

At orbital slot # 2
Name: Nebfer's World (for now)
Diameter: 16,500km
Density: 4 g/cm3
Length of Day: 21 hours
Surface Gravity: .9392 G
Escape Velocity: 12,336m/s (41 hexes per turn)
Orbital Velocity: 8,724m/s (LEO which is ~300km or so)
Orbital Period: 171 Days
Moons: 5
Large: 1 (1,200km)
Medium: 2 (300 & 200km)
Small: 2 (7 & 8 km)
Atmospheric Pressure: Normal
Percent Surface Water: 70%
Atmospheric Composition: Breathable
Temperature: High (Average Temps 307K (Equatorial) to 282K (Polar), 34 to 9C, 93 to 48F)
Highest Life Form: Birds
Number of continents: 9
Special Features: Hostile Life forms

Colony
Era Colonized: Star league era (~2400 to ~2700)
Distance from Terra: under 500 Ly (Inner Sphere world)
Population: 650 million
USILR Code: B/C/C/A/C
Government type: Democracy (Constitutional, Representative)
HPG type: Class B
Recharge Stations: 2 (zenith and nadir)
Travel time to Jump point 5.5 Days
Recharge time: 191 hours (~8 days)
(time it takes to recharge a KF Drive via solar recharge as the jump point), the systems two Recharge stations being used quite regularly



=================================================
A few thoughts on battletechs medical capability's

Some quotes A time of War pg 245

Quote

Mandatory genetic vaccines given to the earliest extra-solar
colonists in the twenty-first and twenty-second centuries
rendered humanity considerably more resistant to disease by
the thirty-first century. Armed with a boosted natural immune
system, the humans who settled far-flung worlds were less
susceptible to disease, prepared by a massive program fueled
by paranoid fears of alien “superbugs.” Despite these efforts,
however, people do still get sick.

In minor cases (which happen most of the time), infections
and illnesses are often treated and resolved before their
symptoms become significant. Where a flu or cold may
have resulted in a person taking a few days off to recover in
the twentieth and twenty-first centuries, by the thirty-first,
most flu bugs pass with little or no notice beyond a day of
low energy. When more serious symptoms do emerge, the
most likely culprit is exposure to some alien disease that has
adapted to humankind’s stronger, better immunities—a virus,
bacteria or parasite that likely would have killed thousands a
millennium ago

So the Flu is a minor inconvenience to many in battletech,this goes with the fact that Jihad hotspots Terra book mentions that diseases like A_IDs (it's censored?) have been eradicated by ~2026.

This also goes with the concept that I mentioned a while back that on average that in battletech people will live longer

A world with Tech A will on average live to be around 110 to 150, retirement age is at lest around 90 to 100 on these worlds, On Terra at lest it is mentioned that they will live to their 150s, with many people starting families in their 80s...

Tech B & C worlds which make up the majority of B-tech worlds, the life expectancy is 90 and 100 years (the world I posted up a bit above the population will be among this group)

Tech D while notably primitive compared to the other worlds, but still manages a respectable 80 years, Tech D as I mentioned in earlier posts is roughly 2001 to 2200s comparatively.
Tech F has no stated expectancy, though the World entry for Annapolis (Tech F) mentions that at 53 years it's one of the lowest in the Innersphere, though it also notes that the "nobles" average 100 years, and that they live nearly twice as long and that they retain their youth for longer than the regular folk... (partly due to their access to more advanced tech...)
The Real life world average life span is around 70 years, with the top 30 or so nations managing 80 to 85 years on average.

Battletech also has it's on form of Halos Biofoam or Mass effects Medi-Gel
To quote the A Time of War Companion pg 57

Quote

The more serious battle gear, however, tends to feature active
medical aid systems such as Medipacks that are designed to
detect serious injuries and administer a cocktail of pain killers,
coagulants, and antibiotics to not only contain the damage
but keep the operator awake and functional enough to get
himself clear of the hot zone for real medical aid.

Each suit of Battle armor has 4 of these, the clans have smiler equipment in their suits (LSSU)

Theirs also the advanced bandages known as Plastiflesh bandages, which are closer to what the patients real flesh would be, and is configured with coagulants & antibiotics, also can be matched to the patients own blood type.

Then theirs Battletechs prosthetics, a Tech one device being little more than crude "peg legs", where as Tech three is a simple bionic device, tech five, is a fully functional bionic hand, that can be made to be almost impossible to tell from the original (largely due to it's external coverings). A type 6 is simply a cloned replacement (largely seen with the clans).
They also have a wide array of bionic organs, Eyes, Ears, Hearts, Livers, Lungs & kidneys are mentioned, the Eyes & ears are as good as the real things...

Then theirs the ability's to have them come with further enhancements, like a hand with a built in "palm" laser, or your bionic eyes functioning as a mini radar sensor... just to name a few "upgrades"... Largely all of the factions can use them, though few use them extensively (mostly in covert ops) and none have used them to the extent that WoB did...

One scarey aspect of battletechs medical technology (but also indicative of what they can also cure) is found the the Free October 2013 publication Necromo Nightmare. This explores the worlds fate during the Jihad, and brought Zombies to the Battletech universe (well sort of).
Well here's the relevant bit (page 19)

Quote

The Word of Blake’s experimental bio-weapon was hastily modified to
suit Necromo’s atmospheric conditions, and was designed to sicken the
planetary population via airborne vectors, and taint the water table—
and thus infect the bulk of the surviving food chain—with a debilitating
form of spongiform encephalopathy (the bovine variety of which was
known once as “mad cow disease”).
Apparently, in this case, the Word’s scientists erred in their calculations
or in their release strategy, inadvertently afflicting their own troops as
well as the surviving populace of Necromo, and their efforts to contain
the spread among their scattered troops found only limited success.


Yes folks WoB weaponized "Mad Cow" Now it comes in an airborne strain and the more in real life way usual way of ingestion (here it's the airborne verity that is the major issue).

It is theorized (in real life) that "Mad Cow" and others like it, are caused by Prions which are misshapened Proteins, that once get into a cells manufacturing area effectively take it over producing more of it self, which then spread to other cells, and repeats these misshapened proteins also tend to clump up resulting in a sponge like look to the affected brain tissue...

The publication also indicates that if you discover that you have the "plague" early enough that it is possible to cure your self (not easy but possible). This indicates that battletech has found a way to trait prions.

For your information here's some info on this infection

Quote

Airborne Exposure
The airborne component of the “Necromic Plague” afflicts anyone who
breathes the planet’s atmosphere without at least a filter mask. Anyone
who does so will show symptoms within 1D6 hours, even if they have
since entered a properly filtered environment. At that point, the subject
will experience flu-like symptoms including vomiting, headache, high
fever, and the like. The effects will worsen over time, unless the character
can be moved into a clean-air environment and successfully treated with
a battery of antibiotics.
The gameplay effects of the airborne component of Necromic plague
impose a –1 modifier to the character’s BOD and STR Attributes, with
an additional –1 modifier applied to both Attributes for every 1D6 +
BOD hours thereafter that the character remains untreated.
If this effect reduces the character’s effective STR or BOD to 1 or less, the character
undergoes a seizure and collapses, and will become “zombified” (see
Zombification, below).


Typical human scores are 4 so basically they have 3D6 + 12 hours after the symptoms show up to get treatment, so as little as 16 to as much as 36 hours before you become a zombie. Though it's possible for a person to take over 100 hours (i.e. a person with a "body" & strength score of 8).

For the faster acting type (which is basically ingestion, I.e. you ate infected food, or got bitten) it's 1D6 hours for the incubation time, then its 1D6 + bod till you become a Zombie or as little as 6 hours to as much as 16 hours (zombie by dinner time...).

Also note that in real life it takes months if not years for it to kill you. Here it takes a matter of hours to a few days to to turn you into a blood lusted, maddened and very hungry (increased metabolism) "zombie", it dose mention that if you where to cure one from this, they still have to deal with a "minor case" of serious brain damage.

#28 Nebfer

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Posted 05 June 2015 - 12:42 AM

Some useful info on Garrisons, this is largely found with the 3080s Objective books.
first up is the Clans
Clan Jade Falcon uses solahma forces as it's garrisons, as it dose not allow "planetary militias", Clan Wolf is the same. Clans Ghost bear and Snow Raven do allow Planetary militias, Hells Horses are looking into using them, but currently use solahma forces, WiE and Nova Cats are house reliant for militias

Typical garrisons might contain at lest a Star each of Mechs and tanks and one or more clusters of regular infantry. Populations of a billion or more that figure is a binary each of mechs, tanks and battle armor and a star of aerospace fighters (presumably with a number of regular infantry clusters).
Split Battlemechs, Tanks and Fighters as half Clan and half Inner sphere

A Falcon Trait of their Garrisons is that 1/3rd of their Garrisons are in fact "Police" units
Wolf: Have less tank binarys but more infantry clusters (lead by a point of battle armor)
Hells Horse: May use vehicle binarys made up entirely of clan designs.
Snow Raven: Worlds that are garrisoned by Outworlds forces, are noted to have half as many mechs as their clan counter parts, but have more fighters (one to one replacement of mechs).
Interestingly the Bears do not seem to have a quirk here (if one wants one I would suggest replacing up to half of the infantry clusters with Battle armor binarys).

Worlds that produce mechs, fighters, vehicles and battle armor, will have a defensive unit equal to a lance per unit produced augmented by regular infantry, this might be a dedicated unit of the above garrison (i.e. in addition to the above forces), or it might be simply be the workers on site trying to protect their lively hood (as the clans are not to keen on corporate security and or mercenary), these units would be rated as Green (I would think particularly the units that are just the factory workers would be green).

Worlds with Training facility's out side of a "platoon" (the use of platoons being odd for the clans one would think point or star) or two of solahma campus security, defense & patrols is lead by the cadets, with a "instructor" or two leading them (the is done more than the IS forces).

As such a Training Academy would have 4D6 stars/platoons/lances/squadrons of what unit it trains, Training centers would only have tanks and infantry, though if it's wealthy or advanced world add 2D6 of battlemechs and or fighters. Note Academys are the major schools like the NAIS CMS or the Nagelring and listed in the house books, Training Centers are Generic facility's found on many worlds that largely train the local units.

Static defenses would be largely limited to what the world could produce. Though Laser and missile turrets seem to be favored with artillery and "anti tank" ditches backing them up

Notes: Technologically & Industrial rated A & B worlds would have more forces than, C, D & F worlds, which are also likely to only have tanks and infantry... these values work for House units.

----------------------------------------------
House Garrisons
Lyran commonwealth
Industrial Final assembly plants: One lance/platoon per unit produced at said factory (of said units produced), backed up by a platoon of regular infantry per lance (a factory producing three battlemech types will have a defense force of a company of mechs and a company of infantry). This can be augmented by Mercenary, though some discretion is advised, locations that are in the line of fire but remote might have more mercs than worlds that are less threatened, Worlds that produce dropships are less likely to contract battlemech units, but use fighters and combat dropships, infantry units would be common backing them up.
Also Factory's that produce subcomponents have a lance/platoon with one to four infantry platoons for defense (likely of units that are fitted with that component(s))
Quality is largely regular

Garrisons, 1 to 3 company's of infantry and conventional fighters, and a battalion of armor per billion inhabitence, also a Lance of mechs per billion as well, higher tech worlds having twice this amount. Quality runs from Green to Veteran, as many personnel are former house regulars.
In terms of numbers I believe these came out just before they decided to retcon the avg populations down to sub 1 billion people per world (or the writers did not get the memo, previously the avg was 3 billion per world). So a more accurate number is likely to be closer to "per one or two hundred million" than per billion, with the typical populations ranging from 400 to 800 million.

Training facility are identical in numbers to the ones posted for the clans above.
Static defenses are variable to the worlds their on, for example the facility's on Hesperus II are protected by defenses almost on par with a Castle Brian, also they are often based around weapons produced locally or in common use in that area.
They tended to favor Autocannons, Artillery and Ditches

-----------------------------------------------------------------
Mean while on the other side of the Fed Com House Davion...
Industrial defenses are very similar to Steiner, for mechs and fighters it's a lance per unit type built, for tanks it's actually a company, with a platoon of infantry per lance/platoon, subcomponent facility's are identical in defenses. Mercenary's are also common, though typically no more than a company in size, though in a number of cases they may out number the local defenders in heaver gear. It is also not uncommon for the factory defense force to be guarding the local towns on behest of the AFFS commanders. Troop quality is regular

In terms of numbers it's again a regiment per billion with better off worlds having twice this. Though the text also mentions the older field manual numbers of ranging from a single regiment to dozens, which again leads me to think with the recent retcons in population that the numbers should be closer to a regiment per 100-200 million people.
The forces brake down is roughly a battalion of tanks (medium or heavy) and 2 battalions of infantry, which are supported by light VTOLs, APCs (or trucks) and some artillery, with the better off worlds having a small force of battlemechs. Troop quality is green to regular.

Every thing else is effectively the same (though the AFFS dose not seem to have different numbers for training centers vs academy's), Static defenses autocannons are favored with advanced munitions in the post 3060 eras.

-----------------------------------------------------------
House Kurita garrisons

Industrial: Mercenary's are out, for each lance of units the facility produces it's again a lance per type, with a company of infantry, Subcomponent facility's is the same elsewhere (lance of "vehicles" and one to four platoons of infantry), quality is regular with some vets, if the world has two or more factories half the infantry can be replace by battle armor units (IS standard or Raiden)), these units also are part of the houses military so they are on world mobile (though their AO is largely their charges). Quality of these troops is regular with unit leaders (I.e. Btln and Regt. leaders) being Regular to Vet.

Local garrison
Per 100 million inhabitants, a lance of mechs, two Aerospace fighters, a mixed platoon of tanks and conventional fighters and a battalion of infantry, quality is green or regular with a few veterans. Better off worlds can have a company per billion (but no reference to what that is) also note that this one actually has it at per 100 million.

The rest is once again identical (4d6 lances/platoons of unit types trained)
Static Defenses seems to favor Missile turrets with Minefields backed up by artillery.

---------------------------------------------------------------------
House Laio
Factory defenses are largely the same as the rest, a lance/platoon per unit type built with a infantry platoon per lance/platoon
Subcomponent lines are the same 1 lance/platoon per facility with 1-4 platoons of infantry
Mercenary forces are in common use
Over all force quality is Regular, though before 3067 Factory defense units are not likely to defend near by towns or citys

Local Garrison
Home Guard: typically 1 regiment per world, by 3067 2 btlns of tanks, infantry and fighters and a battalion of battlemechs, post Jihad however in most units the mechs where "replaced" by more of the other types
Militias: per billion 1 to 3 companys of tanks and fighters, and 1 to 2 battalions of infantry, also on some worlds a lance of battlemechs my be present per billion inhabitence (if the world is wealthy or impotent enough to torrent one)
Troop quality is Green to Veteran

Training units
The typical 4D6 units per type trained of Green trainees lead by veteran instructors (as lance leaders, also typical of other factions)

Static Defenses
Missile turrets backed up by Minefields and artillery is favored, also note as per other factions defenses will very by region and by what is produced in the area.

-----------------------------------------------------------------
House Marik.
Factory defenses are effectively Identical to House Laio (and by extension just about every one else), with the unit quality being Regular

Local Garrison
Typically one mixed regiment per billion, more important worlds have twice as many regiments (though the same is also stated with the other factions), with a small number of battlemechs if worrented, unit quality is green to regular

Training units
academies 3D6 lances/platoons/flights per type
Training centers the same but only wealthy worlds will have 2D6 mechs or fighters

Static Defenses they favor Laser and Missile turrets with Ditches and Artillery backing them up

-------------------------------------
Periphery
Factories
The de Rigueur 1 lance/platoon per type made backed up by a infantry platoon
Though the factions have their own quirks
Taurian Concordat: +1 mech lance per worlds with a mech factories
Magistracy of Canopus: a Company of House infantry on top of the factories own defenders
Marian Hegemony: these units are all House troops
Fronc Reaches and Calderon Protectorate: augment each factory shift with a vehicle platoon (of house troops)
Filtvelt Coalition: A Company of Cavalier Battle armor (academy cadre)

Local Garrisons
In General
1 lance of mechs
1 company of tanks
1 (or more) regiments infantry

If the world is above 1 billion in population (which is uncommon here), not sure if this is on top of the preceding or replacing (both?)
1 company of mechs
1 company vehicles
1 squadron ASFs
1 company of IS standard BA

With the following faction quirks (in addition to...)
Taurian Concordat (large but low in quality)
per 100 million
2 green battalions of infantry
1 regular battalion of infantry
1 company of veteran infantry
1 platoon of elite infantry

Magistracy of Canopus (smaller but some what better quality)
per 500 million
1 company of veteran infantry
per 250 million
1 company of regular infantry
1 battalion of green infantry
Marian Hegemony (large and low in quality, also uses penal units)
per 200 million
1 company of regular infantry
1 battalion of green infantry
per 100 million
1 company of green infantry (Prisoners)

Calderon Protectorate
as per Taurian but at per 200 million

Fronc Reaches (quality over quanity)
Per 100 million
1 company regular infantry
1 company green/regular vehicles
1 company veteran infantry (per world)
1 Platoon elite infantry (per world)
if a pirate force is attacking the regular infantry is doubled to two companys per... (they don't like Pirates m'ky)

Filtvelt Coalition (similar to the Fronc Reaches)
Per 100 million
1 Battalion of Regular infantry
1 Company Veteran Infantry per world
1 Company tank/VTOLs/Fighters (but dose not indicate if this is per world or per "100" million)

Tortuga Dominions (overwhelming force)
as per the Generic but adds a Battalion of Regular Armor per world

Training units, typical fair, academies at 4D6 platoons/Lances and Training centers being the same but only well off worlds have 2D6 mechs or fighters.

Static Defenses, weapons are what ever is produced locally backed up by Minefields and artillery.

Note: Minefields and area effect weapons (like artillery) are less likely to be used near heavily populated areas, due to collateral damage risks.
Again with these values I tend to view the house garrisons that use the per 1 billion as being closer to per 100 million...

#29 Nebfer

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Posted 05 June 2015 - 02:10 PM

Well thats effectively what the current rules say a generic worlds garrison could be (of course the exact details would lie with the player and the GM), I would also point out that the factory defenses are for most houses company employes, with some house units, and that the militia forces change in size and quality of equipment the better the tech the world has. So New Avalon would have a comparatively larger and better equipped militia force than a Generic low tech world.

What dose the Fluff say on Garrison sizes? Well sadly not a lot, you see battletech has a bit of an issue, out side of the source books it quite often ignores militia units and often any unit that is not a battlemech unit (some times even if the unit is an Fedcom RCT). This has changed a bit in the past few years, but that still dose not change the fact that much of the fluff tends to ignore them. That said the 4th succession war atlas and the Wolf Clan source book dose give some indications.
The 4th SW atlas dose mention many a world having XX number of tank and infantry, however it dose not make much effort to distinguish House units and planetary militia forces. Per that book most worlds in the Kurita and Laio worlds seems to have 5 to 15 regiments of tanks and infantry, with some having up to 30, Tikonov had 80 regiments and as far as I know it's the highest amount seen. The Wolf Clan Source book dose indicate what forces are militia and what is House (though IIRC it dose not list house non mech units as much as it could), in this case Lyran and FRR worlds by in large effectively had either 1D6 Regiments or 1D4 Brigades or 1D3 Divisions (the entry's did not have die amounts thats my work, also note Brigades and Regiments made up roughly 40% each of the totals while Divisions 20%), However no direct references as to what a Brigade or Division contain (in context of this book), though some entry's seem to indicate that a Brigade is 3 or 4 regiments, However we do know in B-tech a Division will contain one or more brigades which in turn is comprised of more than one regiment. However regardless the average is probably close to around 4 to 6 regiments.

The Fed Suns field manual mentions that a worlds Militia can range from one mixed regiment to dozens of regiments. The old House laio book indicates that the Home Guard Regiment that many worlds have is comprised of three battalions one of tanks and two of motorized infantry, and is the primary defense of many Laio systems, Though most worlds have their own militias for local defense comprising of at lest two battalions one of which has a light tank company. The Newer Laio handbook mentions the Home guard regiments has swapped out the tank battalion for a battlemech battalion (and as I mentioned previously by 3080 they seemed to have largely switched back to the tank battalion -mostly due to losses). With a worlds militias being largely identical in size as mentioned with the AFFS, backwater or unimportant systems may have a single regiment, more important worlds may have dozens.

The New House Kurita book mentions that the typical Militia is comprised of 2 to 3 regiments of infantry, 1 to 3 battalions of tanks and aerospace assets (most of which are likely conventional fighters or VTOLs), roughly half of these forces are reserve formations.

Lastly the 4th SW atlas mentions that between the 2nd and 3rd wave the AFFS brought up 10 to 20 militia regiments for the 18 worlds they had taken already to garrison them, also each world was given a battlemech company.

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And now for Just how big are the House armies?

Canon Strengths of various B-tech factions of the late 3050s and Early 3060s (largely)
Note a Regiment has between 108 and 144 mechs, it can be a bit more (up to 220) but that is exceedingly rare, 108 to 132 is far more typical. A Clan Cluster typically will have around 45 Mechs, though it can be a low as 20 to as many as 75, typical is around 30 to 45 (the extremes are rare).

DCMS 3059 has 76 regiments (in 3949 it was ~99 Regiments, 3025 ~80 regiments)
AFFS 3062 has 87 regiments (3049 ~78, 3025 ~76)
LCAF 3062 has 78 regiments (3049 ~90, 3025 ~52)
FWL 3059 has 74 regiments (3049 ~55, 3025 ~56)
CCAF 3063 has 44 regiments (3049 ~23, 3025 ~50)
Comstar 3062 50 divisions (3049 ~75 Divisions)
WoB 3062 10 divisions (their are quite a few more being built in secret)
FRR 3062 4 regiments
SLDF 3062 5 regiments

A Comstar/WoB Div is roughly a regiment of mechs (108) with a mixed regiment of other arm,s, including exactly 39 ASFs (why 39 and not say 36 I do not know), though the actual brake down out side of ASFs will very.

Minor houses
TDF 3058 18 regiments
MAF 3058 23 regiments
AMC 3058 4 regiments
MHAF 3058 4 regiments
CFM 3058 1 regiment
Other minor factions, roughly 3 regiments (this actually includes some of the notable pirate bands)

Mercenary forces (3067) adds Roughly 110 regiments (at lest that is what is listed, it dose mention that their are a fair number of smaller formations that are not, many of which only last a few years)

As for the Clans (and their fates)
Clan Nova Cat 3062 35 Clusters (Abjured from clan space (exiled effectively), Dead by ~3145)
Clan Hells Horses 3059 37 Clusters (Abjured from clan space by ~3075)
Clan Jade Turkey 3059 49 Clusters (Abjured from clan space by ~3075)
Clan Wolf 3059 24 Clusters (Abjured from clan space by ~3075)
Clan Star Adder 3059 52 Clusters
Clan Ice Hellion 3059 21 Clusters (Dead by ~3080)
Clan Fire Mandrel 3059 30 Clusters (Dead by ~3080)
Clan Blood Spirit 3059 27 Clusters (destroyed in ~3085)
Clan Cloud Cobra 3061 22 Clusters
Clan Coyote 3061 35 Clusters
Clan Diamond Shark 3061 33 Clusters (Abjured from clan space by ~3075)
Clan Ghost Bear 3061 58 Clusters (Abjured from clan space by ~3075)
Clan Goliath Scorpion 3061 24 Clusters (Abjured from clan space, absorbed Nueva Castile and becomes the periphery nation Escorpión Imperio)
Clan Snow Raven 3061 26 Clusters (Abjured from clan space by ~3075)
Clan Steel Viper 3061 45 Clusters (Dead by ~3080)
Clan Wolf in Exile 3061 11 Clusters

Their is some indications that Clan Smoke Jaguar had roughly 50 clusters if not sixty, Clan Wolf was likely around 50 as well before it split.

Well that takes their battlemech formations out of the way, but what about their other formations like Tank and Infantry regiments?
Sadly theirs relatively little direct info to go on, but their is some info out their.
the Old AFFS field manual mentions that of the 119 battlemech regiments it has in 3025 (including roughly 40 Mercenary) their is over 10 times that number in Tank, Infantry, Artillery and Aerospace Fighter Regiments, indicating that theirs more than 1,200 of these Regiments, some of which will be Merc as well but I dont get the felling that theirs hundreds of them in use by the AFFS. The 4th SW atlas indicates that theirs more than 700 Regiments in the AFFS army

The 3062 AFFS Field manual allows a rough brake down of the AFFS regular army.
Theirs 53 Regular battlemech Regiments (27 March milita the rest are training units), Regular army Tank Regiments out number the battlemechs by a bit more than 5 to 1, meaning theirs roughly 270 Tank Regiments in the AFFSs regular army. Infantry Regiments make up 2/3rds of the entire AFFSs regular army, At the lest theirs 650 Regiments of Infantry but this only accounts for Tanks and battlemechs, but what about Artillery, Aerospace and perhaps any other combat Regiments? As such theirs probably in 3062 around 800 to 1,000 Infantry Regiments. Lastly it's mentioned that if the March militia and planetary militias where added the ratio of infantry to other units will be higher than ~66%. Also half of the Regular army is grouped in either RCTs or combat Brigades (the rest are independent formations)

As for other formations the 4th SW atlas mentions that the Lyrans started with their part of the war with 33 battlemech and 622 other regiments, leaving a notable force along the Marik border.

the 3025 era House Marik book mentions that the FWL had some 60 Mech regiments (including mercs) and 700 other regiments with 24 mech and 350 other regiments being leage units the rest being attached to their respected leaders.
It then further brakes this down as...
Battlemech 22 Regiments
Armor 40 Regiments
Aerospace Fleets 12
Infantry 200 Regiments (40 Divisions)
Thats House Controlled forces
However that may be understating things a bit, as the book mentions that theirs 154 Providences in the FWL, the Smallest is on the World of New Assam (in fact it's just a continent on that world), this providence controls 3 regiments, 4 battery's of artillery and 2 battlemechs, and is compared to Oriente and Andurien the two power houses with both having 50 regiments, and multiple battlemech regiments, this indicates that theirs likely hundreds more regiments than what the earlier segment suggests (unless one wants to think that the average of 154 Providences is like 5 regiments).

The 2765 DCMS field report mentions that their was several hundred ASF wings, and thousands of tank and infantry regiments in the DCMS in 2765 (in addition to 114 battlemech regiments).

In short for every House battlemech regiment theirs roughly 10 to 20 other Regiments.
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Lastly heres some ideas on House Naval numbers other than Warships (I.e. combat dropships)

Here's the known production rates (one of the few areas where theirs actually a fairly decent record)

Fortress: From 2974-3027 less than 24 built, 3021-3027 20 built, 3031-3047 2 per year, 3051 production resumes (3055 upgraded model arrived)
Merlin: 3064-3067 more than 12 built (most at 1 yard, single example at another -Likely WoB pawning off a few from that one) -replaces Kuan Ti in FWL production
Nekohono'o: 3065-3067 6 built
Claymore: 3054-3057 5 every 4 years (one per nine months)
Kuan Ti: 3055-3057 12+ built (a FWL yard was starting in 3057)
Nagumo: 3056-3057, 2 built, more building
Dove: 3030-3057 ~24 built (Medical variant of the Condor)
Hercules: 3053-3057 8 built, 4 more under construction
Octopus: 3051-3057 ~12 built
Rose: 3054-3057 9 built
Interdictor: 3074-3076 ~30 built (largest single class in WoB "Pocket Warship" fleet)
Arondight: 3074-3076 ~3 squadrons (~12-18) by end of year (3076), 3 yards, first ships rushed into service in late 3074
Merlin R1: 3082-3090 ~12 converted (lack of hulls, periphery nation)

Clan
Miraborg: 3053-3057 at lest 12 built
Mercer: 3065-3067 3 lost in operation against the Clan Snow Raven world of Lum in 3065
Aesir/Vanir: 3077-3081 25-30+ built, production continued at reduced rates (one yard shut down around 3081, other yard continued) still in production in ~3117
Isegrim: 3083-3085 easily 20-30+ built, Lyrans have "useful numbers", WiE 2 squadrons, Wolf has more (at lest a flotilla), selling some to others
Polaris: 3100-3101 20 built (only produced for one year, 9 months really) per it's fluff It's cruise missile salvos rival some tactical nuclear missiles in power :D

Operationally they seem to be grouped into 4 to 6 ship squadrons, one of which typically will be a supply ship, the rest will be a mix of Carriers and assault ships (well enough carriers to bring a Wing of ASFs). Most houses seem to have Patrol fleets and assault squadrons (diffrence is ones oriented to take the battle to the enemy the other is defencive), At best thiers probly around 100 or so squadrons, some will be indipendent combat units, others attached to patrol groups other attached to a "Brigade" (I.e. Davion Guards), ect. Jumpship suport seems to be common for these units


Lastly some rough numbers of production rates
Per year each house would be producing at a very rough estimate
Battlemechs: at lest 400 up to around 1,000, perhaps a bit more
Combat vehicles: at lest 1,000 to a few thousand (probably dose not include APCs...)
Aerospace fighters: roughly around half the rate of battlemech production (the old FWL book mentions 325 ASFs for ~500 mechs)
Conventional Fighters: likely as many as ASFs (largely relegated to militias)
Combat Dropships: around 4 to 6 per year
Transport and other Dropships: dozens per year, at the lest
Jumpships: a several dozen per year
Warships (~3050 to 3070): roughly 1 to 3 per year
Battle armor: Hundreds at the lest, thousands more likely

Clan production numbers are much harder to figure out, but likely in total perhaps about equal to one or two houses, spread out over ~12-16 clans, with less Tank and Conventional fighter production however.





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