Post by iancameron on Apr 25, 2017 23:05:58 GMT
Consider it done--I'm not sure how I failed to see this earlier (warning, LONG):
HISTORY OF THE INNER SPHERE
The groundwork to the history of humans in space was laid not in the late 20th century when humans began to explore space, but in the early 21st, when we began to acquire the technology necessary to usefully exploit it. Fusion power began to work successfully in 2020 after decades of research, leading to a relatively compact power source capable of providing a virtually limitless supply of energy. However, despite the fact that it was completely overlooked at the time, the work of two little-known physicists would prove to be far more important. Thomas Kearny and Takayoshi Fuchida began publishing the theories that would lead to practical interstellar travel as early as 2018, though it wouldn't be until 2102 that these theories were shown to be workable. However, shortly after that happened, humanity began to explode through the stars. By 2110, a scientific post had been established on New Earth, and in 2116 the first colonists landed there.
Within a mere hundred and fifty years, humanity had flung itself outward to occupy the area later known as the Inner Sphere - thousands of planets in a rough circle about a thousand light-years in radius, centered on Terra. Further outward growth would continue for hundreds of years more, of course, but by this point the essential period of growth was over. During this period, there was a great deal of political strife. Terra had been unified under the Terran Alliance in 2086, but the Alliance found it becoming increasingly difficult to maintain control over the far-flung colonies, and after a long string of rebellions, some successful and some not, the Alliance ended its attempts to rule all of humanity, and allowed the outer colonies independence. Rapidly, innumerable small kingdoms formed, and almost as rapidly they merged or were conquered until only a handful remained. The Terran Alliance fell in 2314, though it was immediately replaced by the Terran Hegemony and little changed.
Eventually, by the year 2366, only six major governments remained, all of which were ruled by essentially feudal systems of government, with thrones inherited and passed down generation to generation. The Terran Hegemony, ruled by House Cameron, was at the center of it all, ruling a rough sphere centered around Terra, and clockwise around that, there was House Kurita's Draconis Combine, House Davion's Federated Suns, House Liao's Capellan Confederation, House Marik's Free Worlds League, and House Steiner's Lyran Commonwealth. These nations may have remained fairly stable, but they were incessantly at each other's throats, seeking every advantage they could find on the fields of battle. In 2439, the Terran Hegemony found what they had all been looking for centuries - a true edge on the field of war. Their scientists had invented the BattleMech. Massive, imposing, and armed and armoured to the teeth, the first BattleMechs were like nothing the Inner Sphere had seen before, and the results showed that, as dozens of planets fell to the Hegemony's 'Mechs before anyone else gained the ability to oppose them in kind. That day came within a few years of the first deployment of a Cameron 'Mech, when Lyran commandos stormed a Terran 'Mech factory and stole the design secrets. The concept spread from there via trade and conquest, until all Houses owned the technology and further stalemate ensued. The so-called Age of War wound down, however, as the visionary Ian Cameron began to send out proposals for peace and alliance to the other Great Houses.
Over the course of fifteen years, from 2556 to 2571, Cameron managed to sign deals with the other five Houses to establish an organization known as the Star League. Headed by House Cameron, though with the other five Houses given a place on the ruling Council, the organization promised an end to inter-House war (as well as some massive incentives to sign on to the deal, ranging from military support to technological aid). However, Cameron was as much power-hungry as visionary, and he was therefore not content to be the universally accepted leader of the bulk of humanity. When the Star League had finally been assembled in 2571, among his first actions was attempting to get the lesser nations of the Periphery into the Star League. When requests and negotiation failed, he moved to trade sanctions, and when those failed, the Reunification War began. Thought by the Star League powers to be a war that would cost little, it actually took over twenty years to pacify the last of the Periphery holdouts, as well as unthinkably large losses to the Star League Defence Forces and the various House armies and navies. However, the Star League was by far the more powerful of the sides, and their victory was inevitable, despite the heavy losses they suffered to win. When the Taurian Concordat's last bastion of defence (a heavily mined nebula that wreaked havoc on SLDF naval fleets for years) finally fell in 2596, the Reunification War was over and Ian Cameron had achieved his dream of reuniting the whole of humanity under one banner, as it had been united during the early days of the Terran Alliance.
During the nearly two hundred years that the Star League has endured and relative peace has reigned, technology has bloomed. 'Mech and WarShip technology continued to advance at a rapid pace, and the first Hyperpulse Generator(HPG) went online in 2630, providing humans a way to communicate between planets without the need for moving JumpShips to transmit messages.
By our reckoning, the year is 2753. The Star League was beginning to fracture at the seams under the strains of a war of succession between the Federated Suns and the Draconis Combine, But everything changed earlier this year, when the Star League Explorer Corps picked up signals coming from outside known space, beyond the Periphery--mankind was not alone. While tensions have never gone away, the House Lords are content to let their grievances simmer, as mankind is forced to rally to confront a much larger, more populated galaxy than they had ever imagined before...
GOVERNMENT
The leader of the Star League is the First Lord, a hereditary position held by members of House Cameron from the League's inception to the present. The First Lord has formidable political, economic and military powers, even over the other Great Houses, though the Camerons rarely use these powers unilaterally. Their efforts to govern through compromise and consensus has endeared them to the general public, which helped the First Lord in implementing policies, even those privately opposed by the other Lords.
The High Council is the primary governing body of the Star League, composed of the First Lord and the leaders of the five other Great Houses, known as the Council Lords. The Council meet biannually to discuss and ratify the government's budget, summon witnesses to testify on an issue, hear petitions, and address other League concerns, but are restricted from discussing the governance of each others' realms. During a crisis an emergency meeting can be called, and for a matter of great importance a Council Directive, or Council Order, will be drafted and put to a vote, with a majority required for passage. The First Lord has the casting vote in the event of a tie. If a matter being discussed involved the Periphery, its Administrators can attend meetings and participate, but are not given the right to vote.
Each Council Lord is also allowed to bring advisers, known unofficially as High Council Members, to Council meetings, to assist or even tell the Lords how they should vote. These advisers are often dispatched on fact-finding missions, and used their prestige to gain wealth and become nobles. Advisers to the First Lord, officially known as the First Lord's Advisors, are members of the Terran Hegemony's High Council, and head major departments within the Hegemony's government.
Council meetings are held in the capitol city of the Star League, the Court of the Star League. Known unofficially as Unity City, the Court of the Star League was built near Puget Sound, located on the North American continent of Terra. It is also the location of the Royal Court, which meets for two months during the spring and winter Council meetings. Though not an official part of the High Council, the Royal Court is ostensibly a social gathering of nobles, intellectuals and celebrities, with the festivities led by the First Lord's spouse or Master of Protocol. It is often during these events that many backroom agreements are forged, such that the Royal Court has gained a reputation for rampant political and economic dealing.
Though titles of nobility were reinstated by Michael Cameron, they serve more as job titles within the Star League and Terran Hegemony, a distinction purposefully made by the Camerons to prevent the kind of class stratification found in other realms. Towards this end, nobles were never given permanent positions within a planet's government; instead they serve at the whim of the public, which could vote them out of office.
Dukes and Duchesses are at the top of the hierarchy of nobles, and either own the most land or control the most industry of a given planet. A variant of this are the "Vagabond Dukes", owners of major interstellar conglomerates spread over many Hegemony worlds. The title of Marquess or Marquessa is granted to scientists for making a significant contribution to science. A Count or Countess is the owner of major companies or large tracts of land on a world, with their allegiance often (but not always) tied to the planet's Duke. The Baron and Baroness is the lowest rank of nobility, granted to owners of modest companies or farmlands, or as a reward for excellent service in the SLDF or BSLA. Some of the greatest political dramas are played out between a planet's Duke and their Counts and Barons jockeying for control of its government.
BATTLEMECH TECHNOLOGY
The modern BattleMech is the end result of more than three thousand years of battlefield technology development. Combining awesome destructive power and unparalleled maneuverability, the BattleMech is perhaps the most complex machine ever produced. The undisputed master of twenty-eighth century warfare, the BattleMech seems destined to reign supreme centuries into the future.
Every ‘Mech contains thousands of different components, grouped into six primary systems: cockpit, chassis, locomotion/movement,power systems, armor, weapons and electronics, each of which are covered below. The majority of BattleMechs arebipedal designs. However, a few four-legged (or quad) BattleMech designs exist.
Cockpit
Every BattleMech contains a cockpit, usually located in the “head” of the ‘Mech; or a close proximity for those with out a clear ‘head.’ Additionally, though the size of a cockpit might vary-generally the larger the ‘Mech, the larger the cockpit-they all have common features.
The command couch is where the MechWarrior sits, restrained by a six-point harness. The warrior’s coolant vest and medical monitors are tied into the chair and most have a small cubbyhole in the back for stashing clothing and emergency rations. Additionally, a command couch is what a MechWarrior will ride out of the cockpit if he is forced to eject; explosive bolts blow away the top or side of the cockpit and the chair rides to safety on jets.
Joysticks mounted on the arms of the command couch allow a MechWarrior to manipulate a ‘Mech’s arms, as well as to torso twist a ‘Mech and target and fire the ‘Mech’s weapons compliment. Foot pedals control the movement of the ‘Mechs legs. Finally, stomping down on both pedals ignite a ‘Mech’s jump jet system, if it thus equipped.
Directly in front of the MechWarrior is a primary view screen, which displays a computer generated, three-sixty degree view of the surrounding area shrunk into a single front view. The targeting reticule appears on the screen, manipulated by the joysticks, to show when a target lock has been achieved. The screen can magnify images.
Above and below and to the right and left of this main screen-the exact placement is different in various designs-are secondary monitors. The radar screen is usually directly below the view screen and can be toggled through a variety of settings: standard, infrared, magnetic anomaly, motion, and so on. The status schematic shows a wire outline of the ‘Mech and tracks external and internal damage, as well as displaying a ‘Mechs offensive and defensive capabilities. A map display allows the MechWarrior to toggle through virtually endless sets of maps, all pre-loaded into the computer, and in some cases can even be tied into local satellite and command headquarter communication systems to get real-time images.
Neurohelmet
All of those systems would mean nothing with out the neural impulse helmet, which actually allows a twelve-meter tall metal giant to walk upright. Commonly called neurohelmets, these bulky items normally cover a MechWarrior’s entire head, attaching firmly to the shoulders of his cooling vest. Electrodes on the interior of the neurohelmets channel sensory information from the BattleMech directly to the pilot, converting raw data on posture, movement, balance and speed into neural impulses for the human brain. At the same time, the helmet and its linked computer translate impulses from the MechWarrior’s brain into signals transmitted directly to the ‘Mech’s gyroscope and myomer musculature. In this way, the pilot controls the reflexive bodily movements of the BattleMech subconsciously, leaving his conscious brain free to control the various weapons and other systems as needed.
Chassis
Every BattleMech contains a chassis that consists of several dozen “bones.” Each “bone” is a honeycombed, foamed-aluminum core wrapped with stressed silicon-carbide monofilament and protected by a rigid, titanium-steel shell. Each of these artificial “bones” has attachment points for their myomer “muscles” and servos that drive the BattleMech. This skeletal construction helps make BattleMechs less vulnerable and easier to repair than vehicles supported by stressed-skin shells.
A special type of internal structure called ‘endo steel’ has been developed, which is bulkier then the standard skeleton of a ‘Mech, but it weighs half the standard tonnage.
Power Systems
BattleMechs require a large, constant power supply for movement and combat. The fusion reactor, which produces enormous amounts of electricity from ordinary water, is the most efficient system for providing this power. Because the fusion reaction created by a BattleMech’s power plant does not release neutrons, the power plant can operate indefinitely without becoming radioactive.
The fusion plant produces electricity by a process known as magneto hydrodynamics. In this process, magnetic fields are used to channel plasma from the fusion reaction into a loop. This plasma is electrically conductive, and so the loop functions as a powerful generating coil, producing both electricity and waste heat. Every BattleMech carries radiators called heat sinks to help dissipate this waste heat. Heat sinks are especially important because excessively high internal temperatures can disrupt the magnetic containment fields around a BattleMech’s reactor. If a power plant’s magnetic “jar” is disrupted, an uncontrolled fusion reaction may occur, releasing neutrons and exposing the BattleMech’s internal systems and its MechWarrior to lethal radiation.
There are three types of ‘Mech engines in common use-standard, light and extra-light (XL); the light and extra-light fusion engines each weighs successively less, but increases in over all size and bulk.
Locomotion/Movement Systems
Two different systems are used to drive BattleMechs and control their movements. Small, electrically driven actuators move a ‘Mech’s light weapons and sensor arrays. Bundles of polyacetylene fibers called myomers control a ‘Mech’s limbs and main weapons. Myomers contract when exposed to electrical current, much like human muscles. If a BattleMech’s myomers are damaged in battle, technicians can replace the fiber bundles with new ones or “transplant” myomers from other parts of the ‘Mech’s skeleton. Transplanted myomer bundles cannot restore full function to a damaged limb, but they do provide limited mobility and strength.
Movement Capabilities
BattleMechs can attain walking or running speeds ranging from forty to well over one hundred kilometers per hour in open terrain. Dense forests, swamps and steep slopes will slow a ‘Mech, but very few terrain features can stop one. In addition, many ‘Mechs can jump over obstacles by superheating air with their fusion reactors and releasing it through so-called jump jets. (Jump-capable BattleMechs operating on worlds without atmospheres often carry small quantities of mercury to use as reaction mass for their jets.) All BattleMechs can also move under-water when crossing rivers or small lakes.
Space borne BattleMechs can make assault landings from low orbit. Special reaction jets housed in their feet allow them to soft-land from altitudes of up to 320 kilometers. During re-entry, breakaway ablative shields protect a BattleMech’s vulnerable sensors and weapons.
Heat-Dissipation Systems and Strategies
Because of a BattleMech’s systems are pushed to their limits during combat, ‘Mechs engaged in combat rapidly generate large amounts of waste heat-heat that can disrupt a fusion reactor’s magnetic containment shields and impair or permanently damage a ‘Mech’s electronics and computer systems, thereby slowing the BattleMech’s movement and reducing the accuracy of its weapons.
Heat sinks are one way of controlling the heat build-up in a ‘Mech. The heat pouring out of these radiators can produce strong infrared 9(IR) signatures, however, which can make a ‘Mech easy to target. To sidestep this problem, MechWarriors have found other ways to control heat build-up. MechWarriors often place their machines in shallow lakes or rivers. (Through the processes of conduction and convection, moving water helps dissipate a ‘Mechs internal heat.) On temperate or cold worlds, the atmosphere itself can help dissipate waste heat. On the other hand, the high outside temperatures of a desert or jungle environment can exacerbate a BattleMech’s heating problems.
The most common methods by which MechWarriors control heat build-up are manually regulating the movement and firing rates of their ‘Mechs or reprogramming the machine’s movement-control computer and its secondary systems. These computers can be used to limit the ‘Mech’s rate of activity and the resulting heat build-up. For example, when a ‘Mech is sent to a high-temperature world, its activity-rate setting may be lowered. The ‘Mech will move more slowly and fire less often than it would on a temperate planet. When a ‘Mech is sent to fight in an arctic climate, the setting is raised, allowing faster movement and a higher rate of fire. Reprogramming is usually carried out while a BattleMech force is enroute to its assignment aboard DropShips. The process takes approximately two weeks.
Because BattleMechs are always adjusted for the expected external temperature of their combat environments, sudden increases in outside temperature can have a devastating impact on a ‘Mech’s ability to dissipate waste heat. Tacticians have developed a whole series of battle tactics to take advantage of this ‘Mech characteristic. For example, commanders regularly set forests on fire while enemy BattleMechs are advancing through them. The superheated air roaring around the ‘Mech can overload the machines’ cooling systems or drastically reduce their efficiency, thus hampering the BattleMechs’ combat capabilities.
Armor
Two separate layers of armor provide BattleMechs with protection against energy and projectile weapons. Aligned-crystal steel is usually used for the outer layer of ‘Mech armor. The aligned-crystal steel has excellent heat-conducting properties, and so it provides excellent protection against lasers and particle-beam weapons. An inner layer of boron nitride impregnated with diamond monofilament stops high-explosive armor piercing (HEAP) rounds and fast neutrons. This second layer of armor also prevents any armor fragments from damaging a BattleMech’s internal systems.
In addition to standard armor, there exists another form of specialty armor in general use, outlined below:
Ferro-Fibrous Armor
Ferro-fibrous armor is an improved version of ordinary BattleMech armor that uses woven fibers of ferro-steel and ferro-titanium to greatly increase its tensile strength. However, ferro-fibrous armor is bulkier than standard armor plating of equivalent weight.
Weapons
BattleMechs can mount a wide variety of weaponry. Because energy weapons can be powered virtually indefinitely by a ‘Mech’s onboard fusion reactor and do not require ammunition reloads, BattleMechs usually carry charged-particle-beam weapons or lasers as their primary armaments. Additionally, many BattleMechs carry launching racks for short- or long-range, non-nuclear missiles. Still other ‘Mechs mount rapid-fire autocannons or machine-guns for use against infantry, aircraft and other BattleMechs. Below is a basic overview of each weapon type.
Autocannons
An autocannon is a rapid-firing, auto-loading weapon that fires high-speed streams of high explosive, armor-piercing shells. ‘Standard’ autocannons may utilize numerous submunitions-such as armor piercing, flechette, incendiary and precision. Additionally, there are two types of autocannon that incorporate advanced effects: LB-X and Ultra autocannons. Autocannon ammunition can explode inside a ‘Mech, either due to critical damage or the effects of a ‘Mech overheating and cooking the ammo off.
Flamers
The typical flamethrower carried by ‘Mechs taps into the heat generated by the fusion reactor to create a powerful but short-ranged burst of fire. These weapons are rarely mounted on ‘Mechs due to their poor heat-to-damage ratio, but they can be useful incendiary weapons.
Gauss Rifles
The Gauss rifle uses a series of magnets to propel a projectile through the rifle barrel toward a target. While it requires a great deal of power to operate, this weapon generates very little heat and can achieve a muzzle velocity twice that of any conventional weapon. Unlike autocannons, Gauss rifle ammunition does not explode, but if the weapon itself is damaged, it will explode.
Lasers
A laser damages its target by concentrating extreme heat on a small area. BattleMech lasers are designated small, medium and large, which corresponds to their range and damage. There are also Extended Range and Pulse class lasers. Lasers do not explode when damaged and require no ammunition but they cause a significant amount of heat.
Machine Guns
Though rarely carried by BattleMechs, the high rate of fire produced by machine guns makes them excellent anti-infantry weapons.
Missile Launchers
Missile launchers are devices used to deliver self-propelled and self-guided munitions to inflict damage on a target. There is a plethora of missile launchers: from long-range to short-range to advanced Streak short-range missiles. Additionally, ‘standard’ long-range missile launchers can accommodate numerous submunitions-such as Flare, Fragmentation, Incendiary and Semi-guided, to mine-laying Thunder munitions. Like autocannons, missile launcher ammunition can explode due to damage or excessive heat.
Particle Projector Cannons (PPC)
A PPC consists of a magnetic accelerator firing high-energy proton or ion bolts that cause damage through both impact and high temperature. PPCs are among the most effective weapons available to BattleMechs.
Other Equipment
In addition to Armor and weaponry ‘Mechs can mount a wide array of other systems. Many are electronic systems that can increase weapon accuracy or provide defensive countermeasures, while a handful are purely mechanical systems performing a variety of defensive roles.
Active Probe
Capable of detecting and identifying even shutdown and camouflaged units at a distance much greater than standard issue electronic warfare (EW) suites, the active probe makes a valuable addition to any recon unit.
Anti-Missile System
The anti-missile system (AMS) is a rapid-fire, point-defense machine gun capable of tracking, engaging, and destroying incoming missiles. While very effective, the system’s primary drawback is its high ammunition consumption.
Artemis IV Fire Control System
The Artemis IV fire-control system improves the accuracy of standard missile launchers.
Cellular Ammunition Storage Equipment (CASE)
CASE is a damage-control technology that mitigates the effects of internal ammunition explosions. When ammo explodes in a location protected by CASE, the force of the explosion blows out through specially designed panels and armor, directing the main force of the explosion away from the BattleMech’s vital component, such as the cockpit or the engine.
ECM Suite
The Guardian ECM suite is a broad-spectrum jamming and electronic countermeasure device designed to reduce the effectiveness of enemy long-range scanning and surveillance equipment.
Myomer Accelerator Signal Circuitry (MASC)
MASC allows a BattleMech to put on a short burst of speed, at some risk to its fragile leg actuators. It works by boosting the signals to the myomer leg musculature, causing those muscles to contract and relax at a quicker rate than is usually possible. This increases speed, but the stress to actuators and myomer can cause a catastrophic failure especially after prolonged MASC use.
Narc Missile Beacon
The Narc missile beacon is a heavily modified missile launcher that fires special missiles, called pods, made up of powerful homing beacons mounted behind a magnetic head. If the missile hits the target, the pod broadcasts a homing signal for any friendly missile systems equipped to receive Narc transmissions. Like the Artemis IV system, Narc pods potentially increase the number of missiles that hit a target. It can also fire an explosive pod
Target Acquisition Gear (TAG)
A spotter uses target acquisition gear to designate a target for attack by a homing missile fired from an Arrow IV Missile Artillery System or semi-guided missiles fired from an LRM launcher.