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== Military == The AFFS has traditionally been one of the best in the Inner Sphere, due to the absurd amount of money they receive annually to upkeep the many lightyears of space between one end of their space to the other, the insistence of their First Princes having to serve before they ever actually get the job as "First Prince", and an admittedly different but rather simple characteristic of their military that sets them apart from most of the Inner Sphere; their military is just well-organized. The AFFS is on average some of the most well-equipped, and well-supplied among the Inner Sphere; as they believe in ensuring all of their troops, from the grunt to the commanding officer, should always be the most prepared. This was not always the case, however, as before the 2800's there was plenty of individual and interdivisional rivalries between the myriad corps of the Suns, but all of that changed under Melissa Davion, who noticed that replacing [[BattleMech]]s was a tall order given how badly the industrial centers of the Federation were battered after the Succession Wars, and made major changes in what became known as her "Model Army", which turned most of their combat units into what are known as Regimental Combat Teams, which are always combined-arms, and quite unlike other units at the time of it's founding, were considered permanent. While BattleMechs are obviously at the forefront, they were now always flanked by infantry, tanks and aerospace fighters, which killed most of the interdepartmental rivalries right quick when they all had to work together to win the day. Most AFFS regiments use the typical Inner Sphere models of organization to fight, though they typically make sure that the BattleMechs are piloted by the best individual pilots within a regiment regardless of their weight class because they'd rather not engender any idiotic games of grab-ass with each other, and would prefer their MechWarriors are good at teamwork and shit like that. Because of that, the typical FedSun 'Mech lance is generally lighter on average than that of their compatriots, but it's counterbalanced by the skill of the pilots and also the sheer number of lances; and using lighter 'Mechs with highly skilled pilots, FedSun lances can rely on having superior tactical mobility against most enemies. Of course, that doesn't mean they win every encounter they've ever been thrown into (just most of them), as their national character of "Space America" has a very nasty reputation of smacking them straight on the ass when they least expect it. This got a big wake-up call when the Jihad happened, which devastated much of the AFFS, and forced a more streamlined, modular and defensive unit setup going forward. ==== Notable BattleMechs ==== * '''''Blackjack''''': Another one of House Davion's more maligned 'Mechs, the Blackjack was initially conceived as an anti-infantry SLDF war crimes machine and later found itself carrying small caliber autocannons and medium lasers. A sort of fire support 'Mech that is annoying at long range and packs a punch if the enemy gets closer. Initially given garrison duty, it eventually got refit with large lasers of all varieties so that it could put out more damage, up to and including the AFFS' new armor-drilling Re-Engineered Lasers in the 32nd century. A seriously upgunned OmniMech model reverse-engineered from Clan tech would become popular throughout the Inner Sphere. * '''''[[Centurion]]''''': The un-official mascot of any AFFS Lance. Put into service during the first succession war, it's been chugging along with regular updates as a perfectly competent and dangerous 'Mech, but it's almost been replaced due to the feeder mechanism to its Autocannon being a recurring issue, one that only got worse when the company that makes those parts got glassed, but post-jihad they ended up spending trillions making a massively updated version as well as the old version, just with the autocannon manufacturer switched. Newly built Dark Age models are further updated to be [[OmniMech]]s structured around an endo-steel chassis, carrying heavier equipment and swapping in different ranges of weapons, C3 and ECM depending on what the lance needs. * '''''Dervish''''': A speedy, jumping missile boat with several serious design flaws, the Federated Suns ended up with the lion's share of these and never enjoyed it. Known for splitting between short and long range launchers, never committing to one and so having mediocre firepower at either range. [[Derp|Its short range launchers only fire two missiles at a time, but have a full ton of ordnance each in their bins]]. On the flip side, having so many ammunition bins allows for various specialty munitions to be carries. The main issue with this 'Mech would later be fixed with the introduction of MMLs(multi-missile launchers), letting it fire either class of missile from all its tubes. * '''''Enforcer''''': The ''other'' mascot of the Federated Suns' Lances. Has largely existed in force primarily due to nobody really blowing up their factories, and as such this dual-role 'Mech has been able to see quite a bit of prominence throughout the Federated Suns throughout the years, to the point that many of the royal regiments and First Princes of the Federation have or have had one that they've used to great effect. One can imagine the pilots of ''Centurion''s and ''Enforcers'' to be pretty fierce rivals because of this. Carries a large laser and jump jets in addition to its autocannon, in contrast to the Centurion's missiles and medium lasers, giving it the much needed agility for a 'Mech of the line. The later "Enforcer III" variants branch out from the standard AC/10 for more variety in the main cannon. *'''''Osiris''''': A speedy little bastard inspired by Clan Fire Mandrill's ''Viper''. The Osiris can hit extremely hard by Light 'Mech standards thanks to its five ER Medium Lasers. This thing is a glass cannon that relies on dodging and jumping to survive its foes, as one good hit is more than enough to splatter it. It also has an Extended Torso Twist that allows it to fire while running away, which is useful for its role. * '''''Rakshasa''''': A modified ''Marauder'' developed by the New Avalon Institute of Science (or NAIS for short) as an anti-Clan weapon. A kinda successful attempt to copy the ''[[Timber Wolf]]'', at the cost of the whole thing looking derpy as fuck. * '''''[[Rifleman]]''''': An ubiquitous anti-air heavy 'Mech with advanced aerial targeting systems, the Rifleman became a common sight in the AFFS where the resource strain of the Succession Wars often forced it into a more generalist fire support role. Equipped with minimal armor, minimal heat sinks and a large number of long ranged weapons, the Rifleman is often considered lacking in head-to-head confrontations with other 'Mechs. House Davion worked several times to "fix" this 'Mech, producing the homegrown JagerMech design(all autocannons, resulting in low damage but no more heat problems) as well as occasional PPC and AC/10 anti-'Mech refits. Newer version available in later eras, one carries [[Dakka|twin Rotary AC/5s]], while the "III" variant carries double PPCs with double heatsinks to back them up. * '''''[[Valkyrie (BattleTech)|Valkyrie]]''''': The signature Davion light 'Mech. Originally meant to be SLDF but mass produced by House Davion because a fully automated factory for the things happened to be on New Avalon. The Federated Suns split these fairly evenly throughout their forces and hand them out to mercenaries too. Decently armored but rather slow for a light 'Mech, with a focus on long range missiles at the expense of lacking punch, this 'Mech falls into a supporting scout/harasser role. Most 3050+ refits and new models follow the "laser in right arm, missiles in torso" rule, staying more or less true to the original concept while adding ways to boost speed, range and/or accuracy. * '''''Victor''''': For when Davion wants to win a city engagement quickly and with the least amount of subtlety possible (which happens a lot more than you think) they send in their trusty Victor. While average for an assault 'Mech weighing 80 tons and with a sprinting speed of 64/kph, this 'Mech shakes it up a bit by mounting 4 assault grade JUMPJETS to leap across city blocks and over buildings with ease without needing to do that whole tedious "navigation" thing on foot, or if some poor fuck is in range, to put the boots to them medium style (literally) by landing on them with the dreaded Death From Above maneuver. For weapons, the Victor goes all in on close range weapons by equipping a massive Autocannon/20 made by [[What|Pontiac]] (guess mediocre sedans just aren't profitable a thousand years later), the reliable Holly 4-tube short-range Missile Launcher and two medium Laser cannons of...obscure origin. This weapons combo has the potential to put down almost any 'Mech in the medium weight category or lower in a single pull of the trigger, even some of the more lightly armored heavies aren't safe from this behemoth, though this brings us to the Victor's one true drawback. For armored protection, the Victor only has 11.5 tons of standard grade armor, and while this sounds okay to your average normie, this is a paltry amount of armor for an assault 'Mech, especially for one that works in close range. Over the years, the Victor has been outfitted with everything ranging from Gauss rifles to Ultra Autocannons to the new Re-Engineered Lasers, but in those years, it's never lost that big knock out punch that many in the Capellan Confederation, Draconis Combine and, most recently, the Lyran Commonwealth, have come to fear. * '''''Wolverine''''': An elder design of the Federated Suns, the Wolverine was designed as a decent middle ground between the ''[[Mackie]]'' and the ''Battleaxe'', but was put through about a million different designs before it actually worked. But when it did, it came out swinging. A versatile, mobile and venerable design that took the title of workhorse 'Mech for the Federation for generations, though because it's been so reliable, it's also been rarely updated for modern warfare. Still, if you'd rather have your command 'Mech not overheat from jumping somewhere or from firing once, this is definitely the better choice of 'Mech over the ''Phoenix Hawk''.
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