Designer: Karmack Korin / Armory: Vengence Armor Works

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Lasergunner posted this 29 June 2017

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Lasergunner posted this 29 June 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #529
FRIDAY, JUNE 03, 2005
453 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=529]
triumph-as

Triumph C SKDS

Custom Level 2 / 3057 Clan  Aerodyne Dropship 7,000 Tons
Karmack Korin Vengence Armor Works
Outlaw (Triumph C) class Dropship
Tech: clan
Type: Military aerodyne
Mass: 7000tons

Engine:
Mass: 1260tons
Safe thrust: 3
Max thrust: 5
Fuel: 250tons (7500points)
Pumps: 5tons
Tons/ burn day: 1.84

SI: 11
SI mass: 385tons
Bridge: 52.5tons
Heat sinks: 63 (126) plus 28 (56) for a total dissipation of (182) (28tons)

Armor (tons): 49.5
Armor (points): 990 (plus 11 on each side from SI)
Fore: 281
L/R side: 266
Aft: 221

Components:
30 heavy vehicle bays: 3000tons
3stars of BA: 150tons
Crew: (2officers and 9 ratings) 83tons
Transport: (120vehicle crew) 840
30 Escape pods/life boats: 210
Cargo: 483.5tons

Weapons:
Fore: 2 ERPPC, 2 LPL, 2MPL, 2AMS and 1 LRM20+ Artemis
L/R Wing: 2 Gauss rifle, 2 ERLL, 1 SSRM4 (aft), 1 SSRM4 and 1 AMS (aft)
Aft: 4 LPL, 2 MPL and 1 AMS
Weapon weight: 136.5tons
Ammo: 30tons AMS ammo, 24tons GR ammo, 16tons SSRM4 ammo
Ammo total: 70tons

Overview:
The Outlaw was laid down as an upgrade to the Clan's aging Triumph class armor transports. Produced initially in limited numbers, the design has become more popular in recent years as the SK Touman has become more reliant on combined arms forces. Thankfully, the main production line on New Luna was spared damage in both the 3057 Kobatu Retribution and the Dusk Fox raids of 3062 and 3064.
While not as robust as the Assault Triumph now appearing in the Inner Sphere, the upgrade Kestrel version has several advantages over the original Triumph it replaced.
Larger and having more tonnage, the most noticable difference is the stretch in the ship's frame. This is made to accommodate no less than 30 heavy vehicle bays. Additional transport space is reserved for 15 points of Battle Armored troops to ride those heavy vehicles.
The armament is also boosted over the original version, as is the armor protection in all arcs.
Over the years, some Outlaws have been modified to carry a star of battlemechs, usually at the expense of 10 heavy vehicle bays. These modification, however, are rare and have in many cases been reversed since the introduction of the Grenadier and Armored Cavalry formations.

 

Lasergunner posted this 29 June 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #532
FRIDAY, JUNE 03, 2005
325 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=532]
GAZELLE

Swift SKDS

Custom Level 2 / 3057 Clan  Aerodyne Dropship 2,100 Tons
Karmack Korin Vengence Armor Works
SKDS Swift
Assault ship/fleet escort (Dropship)

Tech: - clan
Class: - military aerodyne
Size: - 2100 tons
Engines: Safe thrust = 8 Max thrust = 12
Mass = 1025 tons
SI= 16 (168 tons)
Control systems (16 tons)
Fuel= 200 tons (8,000 fuel points)
Pumps (4 tons)
Strategic fuel usage = 1.84 tons burn/day
Armor = 72 tons of Clan Ferro-Aluminum
Fore: 502
Sides: 430
Aft: 430
Heat sinks: - 173 (346) 122 tons
Free heat sinks: 51 (102)
Cargo = 103 tons
BAY 1 = Cargo – 1 door
BAY 2 = Cargo – 1 door
BAY 3 = Cargo – 1 door

Crew: - 14 (3 officers and 11 ratings) 107 tons
2 lifeboats: 14 tons

Weapons: -
5 ER Large lasers – 20 tons/60 heat
6 Large Pulse lasers – 36 tons/60 heat
12 Medium Pulse lasers – 24-tons/48 heat
12 ER Medium lasers – 12 tons/60 heat
6 CLRM-15s w/ Artemis – 27 tons/30 heat
6 SSRM-6 – 18 tons/24 heat
4 UAC-20s – 48 tons/56 heat
8 AMS – 4 tons/8 heat

Total weapon weight=189 tons Total weapon heat= 346

Ammo: 18 tons LRM-15, 18 tons SSRM-6, 20 tons UAC-20, 24 tons AMS (80 tons total)

Weapons bays: -
Bay type heat short medium long extreme
Nose laser 56 58 58 30 30
Nose pulse 8 14 14
Nose LRM 10 24 24 24
Nose UAC 14 30 30
Nose point 2 10
FL/FR laser 10 14 14
FL/FR pulse 28 34 34 20
FL/FR LRM 5 12 12 12
FL/FR SRM 8 24 24
FL/FR UAC 14 30 30
FL/FR point 1 5

AL/AR laser 17 17 17 10 10
AL/AR pulse 8 14 14
AL/AR LRM 5 12 12 12
AL/AR point 1 5
Aft laser 10 14 14
Aft pulse 28 34 34 20
Aft SRM 8 24 24
Aft UAC 14 30 30
Aft point 2 10



FLUFF:

The Swift was designed during the dark days of the Kobatu Retribution war, when it appeared that raids would soon be launched against Vengence itself. Further, many SK transports fell prey to both Clan Trials of Possession and to indigenous raiders due to the Touman’s need to focus military equipment on the main areas of conflict. To combat this, VAW rushed the Swift into production in 3056.

The main body is designed in three sections. The rear section comprises the ship’s drive, a massive VAW FE-4004ae. While having only one core reactor, the engine has two outlet bells, utilizing directional aero-spike outlets. The engine housing is also oval in cross-section, narrowing into the middle cargo/fuel tankage area. The forward section houses the crew quarters, bridge and fire control areas. The bridge is in the nose, and has stations for the pilot, commander, tactical officer and communications specialist. Aft of the bridge is the main fire control center, where the crew maintains direct control of the ship’s weapons and engineering systems. Gunners can operate independently, but the tactical officer is tasked with generating targeting priorities and allocating weapons to each target.

Overall the ship is in shape a lifting body. To aid in atmospheric control, there are large retractable canards on the forward fuselage as well as non-retracting fins aft. The ship can land and operate from a standard aerospace strip, aided in short field landings and take-offs by the canards and vectored nozzles on the main engines.

Designated an assault dropship, the Swift is actually an escort. Fast and manoeuvrable, the dropship is tasked with stripping away an enemy’s aerospace assets, and/or making direct attacks on enemy mech or troop transports, as well as fighter carriers. To that end the armament is impressive for such a small dropship, exceeding most other dropships of the class.

Several Swifts have been produced, and are often seen paired with Confederate-SK and Leopard-SK class dropships on raids, operating as a heavy escort.

 

Lasergunner posted this 29 June 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #528
FRIDAY, JUNE 03, 2005
389 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=528]
UNION-C

Red Hawk SKDS

Custom Level 2 / 3057 Clan  Spheroid Dropship 5,000 Tons
Karmack Korin Vengence Armor Works
SKDS Red Hawk – Union-SK class dropship
Type: Military Spheroid
Use: Mech transport
Tech: Star League / Clan
Introduced: 2904
Mass: 5000 tons

Dimensions:
Length: 86 meters
Width: 86 meters
Height: 84 meters

Fuel: 250 tons (7500 pts)
Pumps: 5 tons
Tons/burn-day: 1.84
Engine: Mass: 1220 tons
Safe Thrust: 4
Max Thrust: 6
Heat sinks: 197(394) @ 106 tons [91 free.]
Structural integrity: 15
Mass: 150 tons
Control Components: 38 tons

Armor: 54 tons of Clan Ferro-Aluminum. – 1296 pts
Fore: 370
Sides: 340
Aft: 306

Cargo: 172 tons
Bay1: Mechs (5) 1 door @ 750 tons
Bay 2: Mechs (10) 2 doors @ 1500 tons
Bay 3: cargo 1 door

Escape pods: 8 - 56 tons
Crew: 17 (3 officers, 14 ratings) 128 tons
Passengers: 30 (15 - 1st class / 15 - 2nd class) 255 tons

Armament:
10 ER-Large Lasers 40 tons/120 heat (2 nose, 3 FL/FR, 2 aft)
12 Large Pulse lasers 72 tons/120 heat (2 each arc)
24 Med. Pulse lasers 48 tons/96 heat (4 each arc)
5 LRM-20s w/ Artemis 30 tons/30 heat (2 nose, 1 FL/FR, 1 aft)
4 SSRM-6 12 tons/16 heat (2 AL/AR)
12 AMS 6 tons/12 heat (2 each arc)
TOTALS: Tonnage: 256 tons. Heat: 394

Ammunition:
20 tons LRM-20 ammo
16 tons SSRM-6 ammo
24 tons AMS ammo


ARC BAY Heat S M L Ex FTR
Nose Laser 24 20 20 20 20 Y
Nose Pulse 36 48 48 20 Y
Nose LRM 12 32 32 32 Y
Nose Point 2 10
FL/FR Laser 36 30 30 30 30 Y
FL/FR Pulse 36 48 48 20 Y
FL/FR LRM 6 16 16 16 Y
FL/FR Point 2 10

AL/AR Pulse 36 48 48 20 Y
AL/AR SRM 8 24 24 Y
AL/AR Point 2 10
Aft Laser 24 20 20 20 20 Y
Aft Pulse 36 48 48 20 Y
Aft LRM 6 16 16 16 Y
Aft Point 2 10


FLUFF:
During the early years of Kestrel existence little thought was given to dropship construction. It was only after the settling of New Luna and the relocation of a large portion of the SK orbital industrial infrastructure there to take advantage of the world’s raw materials that the need for a heavier transport became pressing. The growing military units of the Clan also required more transport assets, and like Nicholas Kerensky the leaders of the Storm Kestrels wished to build a ship that could transport a full Trinary of mechs at one time.

After much initial frustration with attempts to redesign the Union, Clan engineers were helped along by the capture of a single intact Union-C during the Blood Spirit’s failed attack on Vengence in 2880. Applying other lessons learned during those early conflicts and responding to the threat of the newly-formed Dusk Fox, the New Luna yards settled on a design that is very similar to the main-line Clan design but which is also somewhat heavier and has significantly greater armor and firepower.

The new dropship, dubbed the Union-SK by its unimaginative design team, went into production in 2901. The lead ship, the SKDS Red Hawk, first slipped its moorings in the New Luna yard on July 14th, 2904, and began a successful six month shake down cruise. The dropship’s main purpose is identical to all other Unions: delivering its load of battlemechs to the field of conflict. The Union-SK can carry a full Trinary of mechs in its holds. Crew quarters are also arranged similarly to the Clan vessel, with spacious cabins (for a dropship) and enough space to let the crew avoid feeling cramped. Due to its resilience, internal space, and excellent armament the ship has become a favorite among the Navy crews the fly them. To date the New Luna yards have produced 20 Union-SKs, of which 8 have been lost to enemy action.

 

Lasergunner posted this 29 June 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #530
FRIDAY, JUNE 03, 2005
743 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=530]
OVERLORD-C

Overlord C-2 SKDS

Custom Level 2 / 3057 Clan  Spheroid Dropship 11,600 Tons
Karmack Korin Vengence Armor Works
SKDS Overlord - Overlord C-2
Mech transport (Dropship)

Tech: - clan
Class: - military Spheroid
Size: - 11,600 tons
Engines: Safe thrust = 3 Max thrust = 5
Mass = 2123 tons
Dimensions: L=101 meters. W=101 meters. H=139 meters
SI= 18 (418 tons)
Control systems (87 tons)
Fuel= 360 tons (10,800 fuel points) Pumps (7 tons)
Strategic fuel usage = 1.84 tons burn/day
Armor = 65 tons of Clan Ferro-Aluminum
Fore: 356
Sides: 320
Aft: 330
Heat sinks: - 120 (240)
Free heat sinks: 120 (240)
Cargo = 1167 tons
BAY 1 = Cargo/Mechs (15) [2250 tons]
BAY 2 = Cargo/Mechs (15) [2250 tons]
BAY 3 = Cargo/Mechs (15) [2250 tons]

Crew: - 17
7 + 10 std gunners
3 officers and 14 enlisted + 10 passenger accommodations (2nd class) [198 tons]

Equipment: -
15 lifeboats: [105tons]

Weapons: -
4 ER-PPCs – 24-tons/60 heat
4 ER Large lasers – 16 tons/48 heat
8 Large Pulse lasers – 48-tons/80 heat
12 Medium Pulse lasers – 24-tons/48 heat
12 AMS (24 tons of ammo) – 6 tons/12 heat
8 CLRM-15s w/ AFC (24 tons ammo) – 60 tons/40 heat
12 SSRM-6 (48 tons of ammo) – 36 tons/48 heat

Total weapon weight=214 tons Total weapon heat= 230 Total Ammo weight=96 tons
Additional Fire Control systems – 10 tons (Nose and Aft bays)

Weapons bays: -
Bay type heat short medium long extreme
Nose PPC 30 30 30 30
Nose laser 24 20 20 20 20
Nose pulse 28 34 34 20
Nose LRM 10 24 24 24
Nose SSRM 8 24 24
Nose point 2 10
FL/FR pulse 18 24 24 10
FL/FR LRM 5 12 12 12
FL/FR SSRM 8 24 24
FL/FR point 2 10

AL/AR pulse 18 24 24 10
AL/AR LRM 5 12 12 12
AL/AR SSRM 8 24 24
AL/AR point 2 10
Aft PPC 30 30 30 30
Aft laser 24 20 20 20 20
Aft pulse 28 34 34 20
Aft LRM 10 24 24 24
Aft SSRM 8 24 24
Aft point 2 10


* only against missiles

FLUFF:

The SKV version of the Overlord-C is really just a slight refit of the standard Clan Overlord-C. A copy of the Clan version was acquired in a failed raid, and after testing VAW Aero made some minor adjustments to the armament, closing the coverage hole aft and changing the weapons mix for better over-all anti-fighter firepower.
There are only a few of these dropships in the SK inventory. Two were destroyed when SK tried to interfere with the Clan invasion, and another was lost during covert operations around Zotemeer during the Refusal War, along with a pair of Union-Cs. Both are believed to have fallen to a combination of fighter and assault ship attack. As a result of these losses, all remaining ships of this class were refitted in 3058, adding the SSRM armament and large pulse lasers in the nose and aft bays.

 

Lasergunner posted this 29 June 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #531
FRIDAY, JUNE 03, 2005
426 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=531]
LION

Lion Rampant SKDS

Custom Level 2 / 3057 Clan  Spheroid Dropship 7,500 Tons
Karmack Korin Vengence Armor Works
SKDS Lion Rampant
Lion-SK class Dropship
Tech: clan
Type: military spheroid
Mass: 7500tons

Engine:
Mass: 1830tons
Safe thrust: 4
Max thrust: 6
Fuel: 250tons (7500points)
Pumps: 5tons
Tons/burn day: 1.84

SI: 14
SI mass: 210tons
Bridge: 56.5tons
Heat sinks: 112 (224)

Armor (tons): 50
Armor (points): 1000 + 14 on each side from SI
Front: 324
L/R side: 234
Aft: 264

Components:
15 mech bays: 2250tons
3 stars of BA: 150tons
15 light vehicle bays: 750tons
Crew: (3 officers and 14 ratings) 128tons
Transport: (15MWs, 15techs, 30 vehicle crews) 420tons
7 escape pods: 77tons
Cargo: 948.5tons

Weapons:
Nose: 2 ERLL, 2 ERML, 2 LRM20+ Artemis, 2 AMS, 2 LPL, and 2 MPL.
Front L/R: 2ERLL, 2 ERML, 2 LRM20+ Artemis, 2 AMS, 2 LPL and 2 MPL
Aft L/R: 2 LRM15+ Artemis, 2 AMS, 2LPL, 2MPL and 2 SSRM6
Aft: 2 ERLL, 2 ERML, 2 LRM15+ Artemis, 2 AMS and 2 SSRM6
Ammo: 48tons AMS, 48tons LRM-20, 48tons LRM-15 and 24tons SSRM
Total weapons: 315tons

Bay Type Heat Short Med Long Ex FTR
Nose Laser 34 34 34 20 20 Y
Nose Pulse 28 34 34 20 - Y
Nose LRM 12 32 32 32 - Y
Nose Point 2 10 *
FL/R Laser 34 34 34 20 20 Y
FL/R Pulse 28 34 34 20 - Y
FL/R LRM 12 32 32 32 - Y
FL/R Point 2 10 *
AL/R Pulse 28 34 34 20 - Y
AL/R LRM 10 24 24 24 - Y
AL/R SRM 8 24 24 - - Y
AL/R Point 2 10 *
Aft Laser 34 34 34 20 20 Y
Aft LRM 10 24 24 24 - Y
Aft SRM 8 24 24 - - Y
Aft Point 2 10 *

FLUFF:
The Lion was the main combined-arms transport for the SLDF, and two of these excellent dropships accompanied the Yoen Falcons when they settled their new home. Various modifications have been made to the ship over the years, though they are mainly internal. Small improvements in internal spaces, quarters, upgraded repair facilities and flexible bay systems have led to a ship that is externally nearly identical to the original but is in fact much more flexible.

In its main configuration, the Lion continues to serve as a combined-arms transport. With 15 mech cubicles, the Lion can lift a full Trinary of mechs. In addition to this, a support Trinary of Battle Armored infantry and a Trinary of IFVs or other light armoured vehicles can also be lifted, allowing SK commanders to use the Lion to place an extremely flexible, mobile, and self-contained fighting force nearly anywhere on a planet. Weapons have been upgraded to specs identical to those used by the Clans and the Wolf’s Dragoons in their upgraded Lions. The SK Lion is slightly heavier, with slightly more armor protection, but sitting side-by-side the two dropships are virtually identical.

A secondary configuration seen on occasion calls for the reconfiguring of the Lion’s bays into Aerospace fighter bays. Each mech bay and each trio of vehicle bays converts to hold a fighter, though it takes twice as long to launch and recover fighters from these bays due to the modifications. The Elemental quarters are not affected by the conversion.

While not heavily armed by the standards of some modern assault dropships, the Lion does boast a powerful armament. The weapons provided are generally enough to keep fighter attacks at bay and defend the ship while it sits vulnerably on the ground. With the increasing roll of combined arms in Clan warfare, it is likely that the Lion will continue to fill an important roll for many years to come.

 

Lasergunner posted this 29 June 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #526
THURSDAY, JUNE 02, 2005
455 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=526]
CONFED-CL

Confederate SKDS

Custom Level 2 / 3057 Clan  Spheroid Dropship 2,000 Tons
Karmack Korin Vengence Armor Works
Confederate-SK class Dropship
TYPE: Military Spheroid
USE: Mech Carrier
TECH: Clan
Introduced: 3003
Mass: 2000 tons
Dimensions: L=36.4 meters W=36.4 meters H=32.6 meters
Safe Thrust: 4 Emergency overthrust: 6
Engine weight: 488 tons
Fuel: 135 tons (5400) Pumps: 3 tons
Tons/Burned-day: 1.84
Heat Sinks: 155[310] (98 tons)
Structural Integrity: 15 (60 tons)
Armor: 50 tons of Standard Ferro-Aluminum (800 pts)
Fore=230 Sides=200 Aft=170
Controls: 15 tons devoted to Bridge/CIC

Cargo: 150 Tons
Bay1: Mechs (2) 2 Doors
Bay2: Mechs (3) 3 Doors
Bay3: Cargo 2 Doors
Escape Pods – 4 (28 tons)
Crew: 2 officers, 10 ratings (90t)
Passengers: 5 Mechwarriors, 5 techs (70t)
Armament - 12 Large Pulse Lasers
20 ER-Medium Lasers
6 ER-PPCs
Weapons by Arc:
ARC TYPE HEAT S M L E
Nose Laser 15 21 21 - - (3 ERML)
Nose Pulse 20 20 20 20 - (2 LgPls)
Nose PPC 30 30 30 30 - (2 ER-PPC)
FL/FR Laser 20 28 28 - - (4 ERML)
FL/FR Pulse 20 20 20 20 - (2 LgPls)
FL/FR PPC 15 15 15 15 - (1 ER-PPC)
AL/AR Laser 15 21 12 - - (3 ERML)
AL/AR Pulse 20 20 20 20 - (2 LgPls)
AFT Laser 15 21 21 - - (3 ERML)
AFT Pulse 20 20 20 20 - (2 LgPls)
AFT PPC 30 30 30 30 - (2 ER-PPC)

Notes: Hull is equipped with Clan hull sealant. Clan Dual Heat Sinks are also fitted.

FLUFF:
The Confederate, like the Lion, was a staple mech among the SLDF forces that followed Kerensky into the night. Likewise, they were a staple among the Yoen Falcons as well, who had more of this type mech carrier than any other design.

By 3008, however, the Confederates in the newly-formed Kestrel military were beginning to show severe signs of wear and tear. Updated weapons systems were also seen as a requirement, and so in 3004 two Confederates entered drydock for conversion to the new Confederate-SK. Within another 10 years, the dropship was being built from scratch to make good combat losses and ships decommissioned due to attrition.
Considered the work-horse of the SK fleet, the Confederate-SK is an updated version of the Star League era craft. With enhanced weapons and armor, the mech carrier is a capable penetration raider, but its real genius is in the versatile bays. Each bay on the Confederate can carry either a Mech, an aerofighter, or 3 light vehicles. Two of the bays can also be converted into quarters for Battle-armor infantry (complete with an armor morgue) or a MASH unit, or a command post. In large actions, a Confederate will often serve as a command post, with CP and MASH setups configured as well as carrying HQ vehicles. Confederates are also used to carry military cargo loads, or transport cargos that require defense or security. Finally, due to their versatility, Confederates supply most small-unit transfer capacity and are almost universally used to move Militia units when that is needed.

 

Lasergunner posted this 29 June 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #527
FRIDAY, JUNE 03, 2005
506 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=527]
VENGEANCE

Hunting Hawk II SKDS

Custom Level 2 / 3057 Clan  Aerodyne Dropship 15,000 Tons
Karmack Korin Vengence Armor Works

SKDS Hunting Hawk - Vengeance IIC

Class Tech: clan
Type: military aerodyne
Mass: 15,000tons
Engine:
Safe Thrust: 4
Max thrust: 6
Mass: 3600 tons
SI: 10 Mass: 750
Bridge (control systems): 113 tons
Fuel (tons): 400 tons (12,000 points)
Pumps: 8 tons
SFE: Tons/burn day: 1.84
Armor: 45 tons Ferro-Aluminum – 648 pts. (+10pts per facing for SI)
Fore: 180
Sides: 170
Aft: 168
Heat sinks: 158(316)
BAY 1: Fighters (20) / Small Craft (2) 4 doors (3400 tons)
BAY 2: Fighters (20) / Small Craft (2) 4 doors (3400 tons)
BAY 3: Cargo / Marines (Battle Armor) – 5 points (50 tons)
Note: Small craft can use fighter bay doors
Cargo capacity: 1898 tons
Crew: 3 officers and 14 enlisted, plus 106 flight crew/techs
OQT: 30 tons EQT: 840 tons
20 Escape pods: 140 tons

Weapons heat weight
4 ER PPC’s 60 24 tons
4 LB5X 4 28 tons
4 LBX-20 24 48 tons
12 large pulse lasers 120 72 tons
12 medium pulse lasers: 48 24 tons
12 SSRM-6 48 36 tons
12 AMS 12 6 tons

LB5X ammo: 8 tons
LBX-20 ammo: 32 tons
SSRM-6 ammo: 24 tons
AMS ammo: 24 tons

Bay Type Heat AV Range
Nose PPC 30 30 long
Nose Pulse 20 20 long
Nose Pulse 8 14 med
Nose SRM 8 24 med
Nose Point 2 10 *
LW/RW LBX 1 3 long
LW/RW LBX 6 12 med
LW/RW Pulse 20 20 long
LW/RW Pulse 8 14 med
LW/RW SRM 8 24 med
LW/RW Point 2 10 *
RLW/RRW LBX 1 3 long
RLW/RRW LBX 6 12 med
RLW/RRW Pulse 20 20 long
RLW/RRW Pulse 8 14 med
RLW/RRW SRM 8 24 med
RLW/RRW Point 2 10 *
Aft PPC 30 30 long
Aft Pulse 20 20 long
Aft Pulse 8 14 med
Aft SRM 8 24 med
Aft Point 2 10 *

Fluff: When the Yoen Falcons migrated to Vengence, they came with a single fighter carrier. The Hunting Hawk was a Vengeance-class dropship and it carried the small units entire active Aero wing at that time. As the new Clan grew, they needed new transports for their fighters. For a time refit Confederates and Lions carried additional fighters, but by the mid 3030’s the needs of the Clan outgrew these transports. Plans were laid down at the New Luna yards for a larger, upgraded version of the Vengeance.

The new Vengeance fighter carrier went through five years of design and redesign before engineers finally settled on an upgraded frame that was fully 50% larger than its progenitor. While outwardly similar in appearance, the Vengeance-SK is all new inside. Updated weapons systems were installed, with enough firepower to give most opponents pause. The flight deck is split, with each Binary housed in an entirely independent bay Port and Starboard. Further, each Star can be isolated, allowing for independent flight ops. The launch and recovery systems of the original Vengeance are replicated in the SK version as well, including the need for the dropship to shut its engines down while recovering fighters. This is compensated for somewhat by the ability to recover all fighters very quickly. The only other major design flaw has been addressed by the installation of an impressive array of weaponry covering all arcs.

The bridge of the ship is rather unusual. It has six stations. Three of these are the traditional pilot, tac officer and captain. Facing aft behind them is a tactical station occupied by the CAG and a pair of combat air controllers. This arrangement allows the CAG and ship’s captain to work together closely during combat manuevering. It also gives the CAG complete access to the ship’s tactical data, and in turn facilitates feeding his fighter’s sensor readings back into the ship’s tactical systems as well. This last makes the Vengeance a particularly efficient and effective system scout and patrol platform. SK uses the Vengeance for system patrol craft, for escort duties on large-scale assaults, and occasionally as WarShip escorts. When on system patrol, the dropship is often accompanied by a Swift or Leopard-SK assault-ship for additional protection, allowing the fighters to serve as offensive rather than defensive units.

User Reviews

9/12/2008  Karmack Korin
Design Updated to fix door limit.

6/4/2005  Warhawk
A small problem with this design, the maximum number of bay doors is 8 in AT2. A possible solution could be to make one bay to cater to fighters and another for the small craft. A fighter bay with 6 doors would still allow you to launch 12 fighters at a time.

 

Lasergunner posted this 29 June 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #534
FRIDAY, JUNE 03, 2005
513 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=534]
LEOPARD

Leopard-SKDS VISM

Custom Level 2 / 3025 Clan  Aerodyne Dropship 1,800 Tons
Karmack Korin Vengence Armor Works
SKDS Leopard VISM – Survey Ship
Type: Military Aerodyne
Use: Survey Ship / Assault Ship
Tech: Star League / Clan
Introduced: 3060
Mass: 1800 tons

Dimensions:
Length: 65.5 meters
Width: 51.6 meters
Height: 22.4 meters

Fuel: 200 tons (10,000)
Pumps: 4 tons
Tons/burn-day: 1.84
Engine: Mass: 439 tons
Safe Thrust: 4
Max Thrust: 6
Heat sinks: 74(148) @ 52 tons [22 free]
Structural integrity: 7
Mass: 63 tons
Control Components: 13.5 tons

Armor: 31.5 tons of Clan Ferro-Aluminum. – 756 pts
Fore: 210
Sides: 191
Aft: 191

Cargo: 127 tons
Bay1: Small Craft (3) 3 doors 600 tons (1 NL-42, 2 modified K-1 shuttles)
Bay 2: Battle Armored Marines (1 points) 10 tons 1 door
Bay 3: cargo 1 door

Escape pods: 4 - 28 tons
Crew: 12 (2 officers, 10 ratings) 90 tons
Passengers: 10 (4 - 1st class / 6 - 2nd class) 82 tons

Armament:
4 ER-PPCs 24 tons/60 heat (1 nose, 1 FL/FR, 1 aft)
6 Large Pulse lasers 36tons/60 heat (2 nose, 2 aft, 1 FLW/FRW)
12 Med. Pulse lasers 24 tons/48 heat (2 each arc)
2 LRM-20s w/ Artemis 12 tons/12 heat (1 nose, 1 aft)
4 SSRM-6 12 tons/16 heat (1 each LW/RW/LWA/RWA)
12 AMS 6 tons/12 heat (2 each arc)

TOTALS: Tonnage: 114 tons. Heat: 148
AMMO:
10 tons LRM-20 ammo
12 tons SSRM-6 ammo
24 tons AMS ammo


ARC BAY Heat S M L Ex FTR
Nose PPC 15 15 15 15 Y
Nose pulse 28 34 34 20 Y
Nose LRM 6 16 16 16 Y
Nose Point 2 10
LW/RW PPC 15 15 15 15 Y
LW/RW pulse 18 24 24 10 Y
LW/RW SRM 4 12 12 Y
LW/RW Point 2 10

LWA/RWA pulse 8 14 14 Y
LWA/RWA SRM 4 12 12 Y
LWA/RWA point 2 10
Aft PPC 15 15 15 15 Y
Aft Pulse 28 34 34 20 Y
Aft LRM 6 16 16 16 Y
Aft SRM 4 12 12 Y
Aft Point 2 10


FLUFF:
When the Yoen Falcons led their exodus to Vengence, they led a fleet that contained primarily two staple dropships of the Star League: The Confederate and the Leopard. Among the smaller units that accompanied the Falcons the Leopard was generally the only dropship present.

Boasting good maneuverability and firepower, the Leopard continued to serve as the main mech transport in the new Storm Kestrel Touman. In the lean early days, it was decided that having a standardized transport would simplify matters greatly, and the Clan’s Confederates, Unions, Overlords and Vengence dropships were mothballed. Only the Triumph was kept in service with the Leopard initially, to provide combined arms transport for the various combat vehicles.

Eventually the Clan’s dropships would come back online (save the Confederates, which were not reactivated until after the Dusk Fox attack of 3062) and serve as resources were found, worlds were colonized and transport was needed. Through it all, the Leopard continued as the SK’s main dropship.

Finally, in the late 3050s the Leopard showed its age. Outperformed by a raider while on deep patrol, a Leopard in the Daidri system was nearly destroyed before help in the form of an Aerospace star arrived and rescued the stricken dropship. The event, coupled with poorer than expected performance during the Kobatu Retribution, led VAW Aerospace to design and commission the Confederate-SK dropships. These fine craft became the Kestrel’s primary mech transport.

The Clan was still in need of dropships, however, and could not afford to waste the ships or materials. While most of the decommissioning Leopards were marked for upgrade to Assault status, a few were set aside for the Vengeance Inter-system Survey Marine, or VISM. Tasked with system survey, anti-piracy patrol and SAR missions, the VISM were assigned 8 retired Leopards, which were upgraded at Hammer Yard in the New Luna system to meet their needs.

As with the other Leopards, all of the mech bays were replaced. Instead, three small-craft bays were installed. On the port side a pair of bays hold two highly modified K-1 shuttles. These shuttles are unarmed and carry a wide array of sensors used in survey work as well as Search and Rescue missions. They also retain 50% of the standard K-1 cargo capacity, allowing them to be used as standard shuttles or to assume very long endurance patrols on their own during survey work.

The Starboard bay contains a single NL-42 Battle Taxi as well as accommodations for a point of Battle Armored marines. These troops provide the ship with security as well as filling the role of customs agents when conducting ship inspections. The forward bay area on the Starboard side also contains the ship’s main cargo hold as well as an advanced electronics bay and monitoring station for the ship’s sensors.

While not as heavily armed as the Assault variant, the weapons systems on the VISM ship are formidable, allowing it to deal with pirates and to serve as an escort vessel and system patrol craft. The 8 VISM Leopards in service form the backbone of the VISM patrol fleet, augmenting the smaller Pinfeather class ships.

 

Lasergunner posted this 29 June 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #533
FRIDAY, JUNE 03, 2005
600 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=533]
LEOPARD

Leopard SKDS Assault

Custom Level 2 / 3025 Clan  Aerodyne Dropship 1,800 Tons
Karmack Korin Vengence Armor Works

SKDS Leopard II – Assault dropship
Type: Military Aerodyne
Use: Assault ship / raider / mech transport
Tech: Star League / Clan Introduced: 3060
Mass: 1800 tons

Dimensions: Length: 65.5 meters Width: 51.6 meters Height: 22.4 meters
Fuel: 200 tons (10,000)
Pumps: 4 tons
Tons/burn-day: 1.84
Engine: Mass: 439 tons
Safe Thrust: 4
Max Thrust: 6
Heat sinks: 186(372) @ 164 tons [22 free.]
Structural integrity: 7 Mass: 63 tons
Control Components: 13.5 tons
Armor: 31.5 tons of Clan Ferro-Aluminum. – 756 pts
Fore: 210 Sides: 191 Aft: 191

Cargo: 137 tons
Bay1: Small Craft (1) 1 door 200 tons (1 NL-42)
Bay 2: Battle Armored Marines (2 points) 20 tons 2 doors
Bay 3: cargo 1 door

Escape pods: 4 - 28 tons
Crew: 16, 6 passengers (3 officers, 13 ratings, 6 transport) 163 tons
Passengers: 10 (4 - 1st class / 6 - 2nd class) 82 tons

Armament: 10 ER-Large Lasers 36 tons/108 heat (4 nose, 2 RW/LW, 2 aft) 4 ER-PPCs 24 tons/60 heat (1 nose, 1 FL/FR, 1 aft) 6 Large Pulse lasers 36tons/60 heat (2 nose, 2 aft, 1 FLW/FRW) 12 Med. Pulse lasers 24 tons/48 heat (2 each arc) 4 Gauss Rifles 48 tons/4 heat (3 nose and 1 aft) 8 LRM-20s w/ Artemis 48 tons/48 heat (2 nose, 2 LW/RW, 2 aft) 8 SSRM-6 24 tons/32 heat (2 each LW/RW/LWA/RWA) 12 AMS 6 tons/12 heat (2 each arc)
TOTALS: Tonnage: 246 tons.
Heat: 372
ADDL FIRE CONTROL: 9 tons in nose
12 tons Gauss Rifle ammo 40 tons LRM-20 ammo 24 tons SSRM-6 ammo 24 tons AMS ammo

ARC BAY Heat S M L Ex FTR
Nose laser 48 40 40 40 40 Y
Nose PPC 15 15 15 15 Y
Nose pulse 28 34 34 20 Y
Nose Gauss 3 45 45 45 Y
Nose LRM 12 32 32 32 Y
Nose Point 2 10*
LW/RW laser 24 20 20 20 20 Y
LW/RW PPC 15 15 15 15 Y
LW/RW pulse 18 24 24 10 Y
LW/RW LRM 12 32 32 32 Y
LW/RW SRM 8 24 24 Y
LW/RW Point 2 10*
LWA/RWA pulse 8 14 14 Y
LWA/RWA SRM 8 24 24 Y
LWA/RWA point 2 10*
Aft laser 24 20 20 20 20 Y
Aft PPC 15 15 15 15 Y
Aft Pulse 28 34 34 20 Y
Aft Gauss 1 15 15 15 Y
Aft LRM 12 32 32 32 Y
Aft SRM 8 24 24 Y
Aft Point 2 10*

FLUFF: When the Yoen Falcons led their exodus to Vengence, they led a fleet that contained primarily two staple dropships of the Star League: The Confederate and the Leopard. Among the smaller units that accompanied the Falcons the Leopard was generally the only dropship present. Boasting good maneuverability and firepower, the Leopard continued to serve as the main mech transport in the new Storm Kestrel Touman. In the lean early days, it was decided that having a standardized transport would simplify matters greatly, and the Clan’s Confederates, Unions, Overlords and Vengence dropships were mothballed. Only the Triumph was kept in service with the Leopard initially, to provide combined arms transport for the various combat vehicles. Eventually the Clan’s dropships would come back online and serve as resources were found, worlds were colonized and transport was needed.

Through it all, the Leopard continued as the SK’s main dropship. Finally, in the late 3050s the Leopard showed its age. Outperformed by a raider while on deep patrol, a Leopard in the Daidri system was nearly destroyed before help in the form of an Aerospace star arrived and rescued the stricken dropship. The event, coupled with poorer than expected performance during the Kobatu Retribution, led VAW Aerospace to design and commission a new mech transport. The days of the Leopard seemed to be over.

The Clan was still in need of dropships, however, and could not afford to waste the ships or materials. As the first Confederates were building, a small number of Leopards were brought to the New Luna yards. Their mech bays were removed (to be installed in the Confederates) and the tonnage was used to increase the armor protection as well as boost the crafts firepower considerably. The crew quarters were completely renovated, increasing the size considerably as well as adding a sizable crew lounge and recreation area. The Medical bay was also upgraded. To replace the mech bays, a single small craft bay was installed, housing an NL-42 “Battle Taxi”. This assault shuttle can transport both points of on-board elementals to stage boarding actions as well as perform the other more mundane tasks required of small craft. This small craft bay has also come in handy on occasion when the insertion of covert operations “A” teams has been required.

A large cargo capacity along with good fuel tankage has given the Leopard II the ability to perform long-endurance scouting missions and extended patrols. Another interesting feature of the overhauled dropships are the passenger quarters. No one knows exactly what they are for, but some suspect that the Leopard II may see service as a VIP transport following an incident involving the near death of Khan Brogan Sweikata (then Star Captain) during the Schism when his transport was targeted by one side of the conflict. \

Currently the Touman is collecting the aging Leopards at the New Luna yards as replacement Confederate dropships are launched. When completed, the Touman estimates that a full 80% of their existing Leopards will be upgraded to the Leopard II standard. Since the Touman only holds contracts on half that number, it is speculated that the remaining limited number of ships will be sold via covert contacts in the Inner Sphere.

User Reviews

9/12/2008  Karmack Korin
Design Updated

 

Lasergunner posted this 29 June 2017

SOLARIS7: AEROSPACE FIGHTER TECHNICAL READOUT: ARCHIVE ID #311
TUESDAY, JUNE 14, 2005
457 DOWNLOADS
[http://www.solaris7.com/TRO/Aerospace/FighterInfo.asp?ID=311]
3025 Seylitdz

Seydelitz IIC

Custom Level 2 / 3057 Clan  Aerospace 25 Tons
Karmack Korin Vengence Armor Works
Seydelitz IIC

Aerospace fighter
25 tons
Clan Tech

Engine: 250 Fusion XL 6.5 tons
Safe Thrust: 12
Max Thrust: 20
SI: 12
Heat Sinks: 10[20] 0 tons
Fuel: 320 pts 4 tons
Cockpit: 3 tons
Armor: 67 pts Ferro-Aluminum 3.5 tons
Nose: 20
Wings: 17
Aft: 13

Weapons:
Nose: 1 ER Large Laser 4tons/12heat Extreme 10
2 Med Pulse lasers 4tons/8heat Medium 14

Overview:
The Seydelitz was a staple among the few aerospace-equipped units that accompanied the Yoen Falcons to Vengence in 2814. As the new clan organized, it became apparent that they would never be accepted by the "home" clans. As a result of this epiphany, it was determined that a strong Aerospace defense would be required should any of the home clans find Kestrel space and attempt to annihilate what they considered a dark-caste organization. The first step in that strong defense was the re-design of the Seydelitz in 2896, then again in 3021.

The 3021 rebuild is the current production model. THe XL fusion engine is expensive, but the Seydelitz has become the primary interceptor in the SK Aerospace arsenal. Hunting in packs, the fighters use speed and maneuverability to keep enemy fighters and dropships at extreme range and pick them apart, or they streak in at high speeds and make devestating strafing runs with their pulse lasers and ER-Large laser. Due to their small size, the Sydelitz IICs are not considered strike fighters, and it is rare to see them operating in any formation size smaller than a star. Nearly 80% of all SK fighters based on planetary bases or in orbital habitats are Sedelitz IICs, and several stars are also posted on rotational patrol at each planet's jump point. These 'fixed' patrols are all militia pilots, who serve one quarter of the year on active duty at a patrol point, and spend the remaining 3 quarters on reserve duty flying training missions and limited patrols from home-field based scattered across the SK worlds.

 

Lasergunner posted this 29 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #8586
FRIDAY, JUNE 15, 2007
108 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=8586]
Supernova

Supernova SKR

Custom Level 2 / 3055 Clan  Biped 90 Tons
Karmack Korin Vengence Armor Works
Supernova DBM (The Drawing Board) File

SKR Supernova

Chassis: Unknown
Power Plant: VAW Power 270
Cruising Speed: 32.25
Maximum Speed: 53.75
Jump Jets: Unknown
   Jump Capacity: 90 meters
Armor: VL-38 Ablative
Armament:
   2 ER PPCs
   2 ER Large Lasers
Manufacturer: Vengeance Armor Works
   Primary Factory: Vengeance Crimson Walls Plant
Communications System: ClearCom 858 with Guardian ECM Suite
Targeting and Tracking System: KS-1001T

Overview:
       The Supernova was a design captured in small numbers from various
   Clans in clashes over time.  It is a powerful second-line mech but
   prone to heavy overheating.
       To help alleviate this, SK engineers have removed the four of the
   six ER-Large lasers and replaced them with a pair of ER-PPCs.  The
   weight freed up by the weapons adjustment is used to boost the mech's
   armor and add ECM, greatly enhancing the mech's defenses.  
   Unfortunately, nothing could be done about the mech's slow speed,
   though the jump capability is retained.
       Serving as second-line command mechs, the Supernova refits are
   generally in the hands of pilots retired from the front-line touman. 
   These older "national guard" pilots are often possessed of good
   gunnery skills and the slower, stable Supernova provides them with a 
   mech that rewards their patience in targeting without taxing their
   slower reflexes.  When engaged at long-range, the Supernovas have
   proven to be deadly.

Capabilities:
       The change in armament slighly reduces the power and range of
   this 'Mech, but the heat management is greatly enhanced.  With the
   ER-PPCs, the focused damage is generally greater, and the unit can
   now fire 2 or 3 Alpha strikes without major effects, or maintain a
   constant barrage by dropping one ERLL out of the pattern every third
   shot, or every fourth shot if the unit is walking or stationary.

Deployment:
       Supernovas are deployed as escorts to Militia unit commanders. 
   There are nine currently deployed in the entire SK Militia system. 
   None are deployed with front-line units.

Known Variants:
       Various Clan Supernova variants.


SKR Supernova

Technology Base: - Clan - Level 2
Equipment        Mass
Internal Structure:        9
Engine:        270      14.5
    Walking MP: 3
    Running MP: 5
    Jumping MP: 3
Heat Sinks:    26(52) - Double    16
Gyro:      3
Cockpit:   3
Armor Factor:  279      17.5

     Internal  Armor
    Structure  Value
Head    3        9
Center Torso   29       44
Center Torso(rear)      14
R/L Torso      19       29
R/L Torso(rear)  9
R/L Arm        15       30
R/L Leg        19       38

Weapons and Ammo     Location   Critical  Tonnage
ER Large Laser  LA  1        4
ER PPC  LA  2        6
Jump Jet        LL  1        2
Jump Jet        RL  1        2
ER Large Laser  RA  1        4
ER PPC  RA  2        6
Jump Jet        CT  1        2
ECM Suite        H  1        1

User Reviews

6/16/2007  Ice Hellion
Obviously, it can fire nearly all its weapons but it has slightly (really slightly) less firepower than the original Supernova.
However, it has more armor, which is a good thing on such assault 'Mechs.
An interesting job.

6/15/2007  Prince of Darkness
I must say- you did excelent on this. While it doesn't have the firepower id originally had, it can fire all of it's weapons with little overheat, and it retains the jumping ability.
Good Job.

 

Lasergunner posted this 29 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #5880
MONDAY, MARCH 13, 2006
180 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5880]
GriffinIIc4

Sand Viper SKN

Custom Level 2 / 3067 Clan  Biped 35 Tons
Karmack Korin Vengence Armor Works

Faction Availability

 
SKN Sand Viper

Chassis: VA-35-SV
Power Plant: VAW Power 210
Cruising Speed: 64.5
Maximum Speed: 96.75
Jump Jets: Springer 9000
Jump Capacity: 180 meters
Armor: VA-00-FF with CASE
Armament:
1 ER PPC
2 SRM 4s
Manufacturer: Vengeance Armor Works
Primary Factory: Vengeance Crimson Walls Plant
Communications System: ClearCom 858
Targeting and Tracking System: KS-101

Overview:
After the 3077 incursion the SK Touman found itself lacking in
all forms of mech units, but especially in light and general-purpose
units. With omnimech production still slowed badly due to damage to
the Phoenix complex and no likely relief in the near future possible,
VAW did the only thing it could do: divert poduction to a light unit
it could produce quickly and efficiently.
The mech chosen was cristened the Sand Viper, a 35-ton general
purpose mech. Designed as an inexpensive companion to the Shrike
series, the Sand Viper is rugged and reliable. Though devoid of any
specialized electronics, the mech is fast, nimble, and can serve in
nearly any roll required. More importantly, the simple construction
and layout allow for high-speed production of the unit and the SK
training facilities at HQ are working feverishly to turn out pilots
for the new machines. While not originally intended for front-line
service, the mech is being pressed into service in that role. Field
commanders, though disappointed they are not recieving omnimechs, are
never-the-less glad to recieve mechs of any kind and are happy with
the unit's firepower and simplicity.

Capabilities:
The hallmarks of the new Sand Viper are ruggedness and
simplicity. Each Sand Viper is armed with a single ER-PPC in the
centerline. This weapon provides the mech with a heavy punch at all
ranges, and the pilots are encouraged to use swarm tactics to
increase their effectiveness. Most of these new pilots are painfully
aware of their own inadequacy compared to the seasoned veterans they
are joining and replacing, and so are more than happy to "gang up" on
targets. These tactics have increased the amnity between the new
class of pilots and Touman veterans, leading to some serious grudges
and on two occasions a Trial of Grievance following a training
exercise. In both cases, the warriors were encouraged by their
commanders to fight unaugmented and without weapons due to the
shortage of pilots and machines, thus avoiding any deaths in the
trials.
More importantly to the Touman than the friction between its
pilots, however, is the mech itself. Built with off-the-shelf
components, the mech is as simple as possible in construction.
Endo-steel and FF armor are used, mainly because it is produced in
large quantities anyway and using it is no hinderance to the mech.
The standard fusion engine lends survivabiltiy and ruggedness, and
the jump jets are tried-and-true Springer models. The core of the
mech is heavily armored and contains the "main gun" of the ERPPC,
while a pair of SRM-4s mounted in the fore-arms provide enhanced
punch at close range. In many ways the mech embodies what Kestrel
pilots consider the ideal qualities of a mech - speed,
manueverability, and a good solid punch.


Deployment:
Initially intended as a militia mech, the Sand Viper is now being
issued to front-line units at increasing rates. Overall this has not
caused to many problems, and the machine has proven extremely capable
in the hands of the fully trained front-line pilots.


SKN Sand Viper

Technology Base: - Clan - Level 2
Equipment Mass
Internal Structure: - EndoSteel 2
Engine: 210 9
Walking MP: 6
Running MP: 9
Jumping MP: 6
Heat Sinks: 10(20) - Double 0
Gyro: 3
Cockpit: 3
Armor Factor: 116 - Ferro-Fibrous 6

Internal Armor
Structure Value
Head 3 9
Center Torso 11 15
Center Torso(rear) 6
R/L Torso 8 12
R/L Torso(rear) 4
R/L Arm 6 12
R/L Leg 8 15

Weapons and Ammo Location Critical Tonnage
SRM 4 LA 1 1
SRM 4 Ammo LT 1 1
Jump Jet LT 3 0.5
Jump Jet RT 3 0.5
SRM 4 RA 1 1
ER PPC CT 2 6

User Reviews

3/14/2006  Ice Hellion
I like it: it is small, mobile but still packs quite a punch.
Nice job done here.

 

Lasergunner posted this 29 June 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #719
THURSDAY, JUNE 02, 2005
319 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=719]
3026 APC Wheeled

Light Attack Vehicle LAV

Custom Level 2 / 3067 Clan  Wheeled 20 Tons
Karmack Korin Vengence Armor Works
Light Attack Vehicle (LAV)

20 ton Clan armored car
Controls: 2 tons
Internals: 2 tons 2 pts F/L/R/Rear/Turret
Lift Equipment: 0 tons
Speed: 6 cruise, 9 flank
Engine: 100 Fusion @4.5 tons
Armor: 4 tons of Clan Ferro-Fibrous. 77 pts
F=18 L/R=14 Rear=14 Turret=17

IFV Variant: (80% of construction)
Weapons: (Turret weight – 0.5 ton)
2 ER small lasers – turret
2 Machine Guns – turret (1/2 ton MG ammo – body)
5 ton cargo space – body (Elemental Point or equivalent troops)
CASE – Body

Support Variant: (20% of construction)
Weapons: (Turret weight – 0.5 ton)
2 ER Medium lasers – turret
2 SRM-6 racks – turret (2 ton ammo – body)
CASE – body


Cost: 255,833 C-bills (chassis) plus weapons/equipment
IFV: 372,716 C-bills
Support: 747,816 C-bills
BV:
IFV: 184
Support: 777

Overview:
Designed as an inexpensive militia transport, the LAV is tasked primarily with police functions and troop transport in and around civilian metro areas. The rugged vehicle is hardy and low-maintenance, making it popular with crews and commanders alike. Various modular add-ons are also available for the LAV’s cargo space, allowing it to serve as an ambulance, command post, or armored cargo transport.

While many of the LAVs are in use with civilian police forces, the fire support variant is only found in Militia units.

 

Lasergunner posted this 11 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #3880
WEDNESDAY, JUNE 01, 2005
239 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=3880]
Guillotine

Guillotine Refit

Custom Level 2 / 3050 Mixed  Biped 70 Tons
Karmack Korin Vengence Armor Works
SKR Guillotine refit

Chassis: Crucis-II Delux Endo Steel
Power Plant: VOX 280
Cruising Speed: 43
Maximum Speed: 64.5
Jump Jets: Anderson 398
Jump Capacity: 120 meters
Armor: VL-38 Ablative with CASE
Armament:
4 Medium Pulse Lasers
1 ER Large Laser
1 Streak SRM 6
2 ER Medium Lasers
Manufacturer: Vengence Armor Works
Primary Factory: Landing City, Vengeance
Communications System: Irian Technologies HMR-35s with Guardian ECM Suite
Targeting and Tracking System: Omicron TrackerKeeper

Overview:
Captured in 3076, the Guillotine taken by the Maestrom Guard
within Landing City was one of a handful of mechs that did not suffer
severe damage from a suicide charge and destroyed cockpit. The pilot
of the Guillotine was killed before he could arm his charge,
preserving the mech's electronics and making refit practical.[HARD
RETURN]

Capabilities:
With limited time, the techs in Mech Bay One went to work. Armor
was stripped and replaced with standard ablative nearly identical to
the Crusis Special Heavy armor that was there before it. Due to a
torso hit, nearly all of the mech's heat sinks had been obliterated,
so nearly 80% of the crews time was spent replacing them with updated
dual heat-sinks of Clan design. The saved weight of the more
efficient cooling system was used to augment the mech's weapons
array. The Sunbeam ER-Large laser in the left arm was a total loss
and was replaced by a Bofors High Energy ER-large laser. The medium
lasers were pulled and replaced with pulse-lasers, grealy enhancing
the firepower the mech was capable of putting on-target. The glitchy
SRM-6 rack was also replaced with a Streak-6 rack, though the CASE
was retained in the right torso. The largest augment to the
Guillotine's firepower came from the addition of two additional
ER-Medium lasers, paired with the pulse lasers in each torso. [HARD
RETURN]The Guillotine's excellent mobility and agility were fully
retained, and an ECM system was added enhancing the mech's protection
and utility as a raider and allowing the mech to give electronic
cover to its starmates.
The greatest concern everyone faces with the refit Guillotine
involved the speed with which the work was done. Several minor
glitches sprang up in the first weeks of deployement. All were
easily repaired, but everyone remains on guard in case a major glitch
appears.

Deployment:
The refit Guillotine was assigned to the Knight Commander Malachi
and is deployed with the Knights on Kiscan as part of the effort to
reclaim that world from as-yet unidentified attackers.

Battle History:
[Classified]

Known Variants:
UNIQUE


SKR Guillotine refit

Technology Base: - Mixed (IS Chassis) - Level 2
Equipment Mass
Internal Structure: - EndoSteel 3.5
Engine: 280 16
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks: 17(34) - (C) Double 7
Gyro: 3
Cockpit: 3
Armor Factor: 217 14

Internal Armor
Structure Value
Head 3 9
Center Torso 22 33
Center Torso(rear) 11
R/L Torso 15 23
R/L Torso(rear) 7
R/L Arm 11 22
R/L Leg 15 30

Weapons and Ammo Location Critical Tonnage
(C) ER Large Laser LA 1 4
(C) ER Medium Laser LT 1 1
(C) Medium Pulse Laser LT 1 2
Jump Jet LT 1 1
Jump Jet LL 1 1
Jump Jet RL 1 1
(C) ER Medium Laser RT 1 1
(C) Medium Pulse Laser RT 1 2
(C) Streak SRM 6 Ammo RT 1 1
CASE RT 1 0.5
Jump Jet RT 1 1
(C) Medium Pulse Laser RA 1 2
(C) Medium Pulse Laser RA 1 2
(C) Streak SRM 6 CT 2 3
(C) ECM Suite H 1 1

User Reviews

6/3/2005  Ice Hellion
A longer range than the classical Guillotine and even of the II C version, a bit less firepower at middle ranges than the II C but a deadly close range firepower.
The increased protection is a nice thing too.
All this is done with a rather light increase in price.
A nice retrofit but two small problems: first some heat sinks are also mounted in the engine, so it might be a little difficult to change them like this. Second, mixed 'Mech are lvl 3.
However those two problems does not affect the interest of this retrofit.

 

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