15: Standard Installations

Standard Installations :


   Pit Traps (2 CP) : The old-fashioned pit trap now has a set of bombs at the bottom instead of pointed stakes, but it can still be very effective for its cost. The problems lie in the fact that units with the proper sensors can detect them easily and in placement. Still, if you can maneuver someone into falling into one, you can reduce a major unit to scrap with a big hole, a bit of concrete, and a load of cheap local explosives.

  • Inner Sphere, CF 4, 2 underground levels. IS (.8), Walls (1.33), 5 Drop Mines (All damage – 150 points – is allotted to the unit falling in. There is no effect on adjacent hexes. 1 Ton).

   Minefields (1/2/4/6 CP per six hexes – for 6/12/28/24 point fields). These are often used to protect more important installations. Sadly, you cannot “Mine” aerospace hexes! You can, however, mine water hexes if you want too.

   Scanposts (4 CP) : These handy little sensor stations are usually well-camouflaged, as well as being difficult to detect.

  • Inner Sphere, CF 6, One Level, IS = .6, Walls = 2, Guardian ECM and Beagle Active Probe (3).

   Point Defense Turrets (10 CP) are among the cheapest, most effective, forms of localized defense ever devised. They’re remote-operated, camouflaged, pop-up, mounts for SRM 6 launchers. In essence, they’re turrets without a building. Unfortunately, that means they’re useless as a base of operations or strongpoint by themselves, and are only really effective when used to reinforce other, more active, defenses. Minefields do not win wars, and point defense turrets can simply be dug out, jammed, or otherwise deactivated, unless they’re actively supported.

  • Turret (1), 64 Points Armor (4), Two SRM 6 and 30 Loads (8), Rating 10 ICE Power Plant (0). Net Total; 13 tons.

   Basic Pillbox (60 CP) : This basic concrete structure occupies one hex, has one level, and can be a considerable nuisance. It holds, and permits firing by, two infantry units, but minivehicles cannot fire from such positions. Like most installations it uses inner sphere technology.

  • CF 120, IS (12), Walls (40), Turret (1), Turret Armor (112 points, 7), IC Power Plant 10 (0), Garage (Holds up to 45 tons of vehicles or other gear, 45), weaponry/ammo (15). Net Total; 120 Tons.
  • The turret mounts an LRM 10 and an SRM 6 (These include 36 LRM loads and 30 SRM loads) – both with Artemis.

   Security Checkpoint (140 CP) : These small fortresses are ordinarily built in areas such as narrow passes, the necks of land bridges, or the entrances to the most imp- ortant facilities. While still using inner sphere tech, and built on one level, they do occupy two hexes. They also mount enough weaponry to be a significant threat on their own, even without auxiliary units – and there will usually be some.

  • CF 120, IS (24), Walls (80), Turret (3), Turret Armor (96 points, 6), ICE 10 Power Plant (0), Weaponry (62), and Garage Space for up to 65 tons of additional gear.
  • The turret mounts 4 SRM 6 launchers, an LRM 10 – both with Artemis – and an Ultra AC/5. There are 150 SRM loads, 200 AC loads, and 132 LRM loads, all with CASE, available.

   Artillery Emplacement (104 CP) : While more expensive then a basic pillbox, this structure mounts considerably more firepower – albeit on the same inner sphere, single level, one hex, framework. Most are built to allow them to take advantage of local elevations,

  • CF 150, IS (15), Walls (50), Turret (4), Turret Armor (128 points, 8), Weaponry (53), IC Power Plant 10 (0), and a garage sufficing for 20 tons of other gear (20).
  • The turret mounts an LRM 10, an SRM 6 (36 LRM loads and 30 SRM loads), both with with Artemis, as well as a Long Tom with 40 loads. Any given hex within range should be treated as being pre-registered on a 3 in 6 chance.

   System Defense Station (360 CP) : These are actually nickel-iron asteroids, maneuvered into position with ion thrusters and then equipped with tunnels, weaponry, and an appropriate fusion power plant. While this allows them to mount tremendous amounts of equipment, and isolates the firing stations enough to protect them against big bombs and such, this also means that each firing station has a fixed firing arc (Q.V.; Gun Emplacements). Station gear is buried deep inside the asteroid itself, beyond the reach of anything but a direct hit by a fusion bomb. While the station can be slowly maneuvered with ion thrusters, the process is anything but rapid. For the purposes of Aerospace combat, SD Stations are effectively immobile. They usually carry a crew of 26 and are inner sphere designs.

  • Station Equipment: IS/Life Support (22.5), Rating 40 Fusion Engine (1), Extra Heat Sinks (62), a Guardian ECM Suite (1.5), Beagle Active Probe (1.5), C 3 and/or Battle Command Computer (If desired. Either will add to the net cost. 5/4 Tons if installed), Docking Ports for a Supply Shuttle (1) and 7 Reliant Launches (3.5), 120 LRM loads, 90 SRM loads, 80 Arrow IV loads (32) – and the Ion Drive System (20). Living space is simply tunneled out of the main body of the asteroid itself, and is essentially free.
  • Firing Stations; CF 100+70 Armor (5), IS/Life Support (22.5), Weapons; 2 ER Large Lasers (10), 2 LRM 10’s with Artemis (12), 2 SRM 6’s with Artemis (8), Arrow IV (15). Each station has 120 LRM loads, 90 SRM loads, and 30 Arrow IV loads on hand, all with CASE (23.5), TAG (1), Docking Ports for three Aerospace Fighters (3), and a 50-ton bay for Aerospace Fighters, Drone Racks, and Shuttles. Each firing station is treated as a two-hex structure, and must usually be completely destroyed to silence it.
  • The Arrow IV system is an Aerospace variant with long range homing missiles. It’s to keep the defense station from being outranged. The CP total listed is the base cost – and is multiplied by two for an orbital location or by three for a jump point location. While an SDS can be assembled in orbit and “flown” to a jump point location without paying the extra cost, the sheer distance makes the maintenance more expensive – and the trip takes a full year.


   Minor modifications and variants of these designs may be treated as standard designs as well if the players so choose. Other designs generally are not, even if they’re turned out by the hundreds.


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