Designer: Major Tom / TRO: 3025

  • 73 Views
  • Last Post 22 July 2017
Lasergunner posted this 26 June 2017

   When the old Solaris7 site went down, it took a lot of irreplaceable media with it. There don't appear to be any official backups. There just seems to be what was saved for personal use. As someone who just enjoyed Battletech and the old Solaris7 TROs, I saved a modicum of material. I would like to repatriate it toward the new Solaris7's great success.

So, to start somewhere, let's begin with Major Tom.

 

 

Order By: Standard | Newest | Votes
Lasergunner posted this 22 July 2017

SOLARIS7: AEROSPACE FIGHTER TECHNICAL READOUT: ARCHIVE ID #49
WEDNESDAY, APRIL 21, 2004
1478 DOWNLOADS
[http://www.solaris7.com/TRO/Aerospace/FighterInfo.asp?ID=49]
Chippewa_3039.jpg

Chippewa CHP-W5

Standard Level 1 / 3025 Inner Sphere  Aerospace 90 Tons
MajorTom TRO 3025
Chippewa HMA (Heavy Metal Aero) File

Faction Availability


AeroTech 2 Vessel Technical Readout

Class/Model/Name:    Chippewa CHP-W5

Tech: Inner Sphere / 3025

Vessel Type: Aerospace Fighter

Rules: Level 1, Standard design

   

Mass: 90 tons

Frame: Bowie 50

Power Plant: Plasmastar 270 Fusion

Safe Thrust: 5

Maximum Thrust: 8

Armor Type: Wyatt Coresteel Standard

Armament:2 Exostar LRM 151 Exostar SRM 62 Martell Medium Laser4 McCorkel Large Laser2 McCorkel Small LaserManufacturer:    Bowie Industries, Vandenberg Mechanized Industries   Location:    Alarion (BI), New Vandenberg (VMI)Communications System:    Rander 200Targeting & Tracking System: Rander TA5

Overview:

Designed as a heavy fighter with both long- and shortrange combat capabilities, the Chippewa Class fighter was constructed under Star League Contract 20091A. With the fall of Star League, however, most of these fighters found their way into the Lyran Commonwealth.

Functioning smoothly whether in space or atmospheric combat, the Chippewa is currently the mainstay of House Steiner's heavy fighters.

Capabilities:

The Chippewa is a large-wing design, with cockpit and fuselage attached in the center. The outer wing areas are fully retractable, making it easy to store the Chippewa aboard a DropShip or transport. The large wings allow for tight control in a dead-stick landing and for maneuverability when fighting in atmosphere.

The PlasmaStar 270 engine is a relatively simple propulsion unit that requires limited preventive maintenance, making the Chippewa a good choice as a frontline fighter. The craft's well-rounded weapons array provides close-support fire as well as long-range capability. The Chippewa's ever-reliable Exostar missile delivery systems require modular replacement parts.

The Chippewa carries almost four tons of ammunition for its LRMs and one ton for the SRMs, stored in separate sections to prevent massive chain-reaction explosions. The large number of rounds it carries enables this vessel to support itself in combat for extended periods.

Bowie Industries provided the Chippewa's laser systems with special insulation to reduce heat transfer to the fighter's superstructure. When the lasers are used, the insulation provides the equivalent of two extra heat sinks. Supplies of replacement insulation have become scare as the Succession Wars raged on, however, and many Chippewas no longer have this feature.

Battle History:

In the mad scramble for weapons prior to the outbreak of the First Succession War, House Steiner made a grab for the Bowie Industries plant on the world of Dell. Even after the start of the war, the plant mass-produced CHP-W5s at full capacity until a Kurita raid destroyed the facility. In space and in the atmosphere, the Chippewa makes a formidable opponent.

During a raid on the Steiner-controlled planet of Lyons in 2966, the Kurita attackers met with disaster at the hands of a Steiner strike force made up of eight Chippewas, accompanied by a small group of Seydlitz support craft, hidden on the planet's moon. The Kurita attackers found the planet lightly defended and noticed the hidden Chippewas too late. Before the Kurita forces could rally, the heavy fighters drove through their attack force and obliterated all but one Kurita ship.

House Steiner used an attack force of Chippewas during the famous "Deep Raid" on the world of Ling in 2987. A task force of several DropShips escorted by Chippewas moved secretly to the planet Ling, deep within the Free Worlds League. Dropping onto the planet to destroy the BattleMech facilities under construction there, the Chippewa fighters crippled the air defense force before most of the fighters could get off the ground. Many of these victorious Chippewas were unfortunately lost on the long and difficult trip back to the Lyran Commonwealth.

In 2991, House Marik conducted a retaliatory raid against House Steiner with the goal of capturing several Chippewa fighters. A handful of infantry and dispossessed fighter pilots dropped onto the Steiner-held world of Wyatt, snuck into the planet's aerospace base, and flew out with six Chippewa fighters. The base's defenders attempted to block the invaders'escape, but four of the Marik pilots returned with the stolen Chippewas to the Free Worlds League.

During a raid on the planet Laiaka in 3012, a Steiner Chippewa and its escorts suddenly encountered an Overlord Class DropShip with six heavy fighters. Badly outgunned, the Chippewa and its escorts held their own for several minutes until, in the heat of battle, Chippewa pilot Dan McCleary crashed his fighter into the DropShip. The explosion of the Chippewa crippled the larger ship's already damaged engines, and the DropShip crashed onto the planet below. In McCleary's honor, House Steiner established the McCleary Award for Heroism.

Variants:

Several other houses control a handful of Chippewa fighters. Some are the standard W5 model, such as those captured by House Marik. House Liao also has three W5s assigned to support of the Chesteron Reserves, but how they came to possess them is not known.

House Davion has several Chippewas, but has modified them in a number of ways. Technically classified as W10s, the Davion variants have more armor and less weaponry than other models.

Notable Vessels & Crews:

AeroSpace Pilot Hank McCleary
Hank McCleary is very proud to be the son of the famous Dan McCleary. After being assigned to the Arcturan Guards, Hank himself was the first recipient of the McCleary Award for Heroism after he took part in the battle of Alexandria. His kill record is very impressive, and his fighter is family-owned and maintained, thus in perfect working order.

AeroSpace Pilot Georgia Pitts
Georgia Pitts is assigned to the Lyran Guards 19th Regiment's air support. Though her impressive kill record is one of the highest in the Commonwealth, she has not been given a command of her own because she regularly disregards orders if they do not suit her. Those who know her tell many tales of Georgia's obsession with destroying the enemy, even if she must sometimes disobey orders to do so. Her Chippewa, the Vulture, has been repaired many times, but still shows the scars of battle.


Class/Model/Name: Chippewa CHP-W5

Mass: 90 tons

Equipment:             Mass

Power Plant: 270 Fusion 14.50

Engine Shielding:   .00

Structural Integrity: 9 .00

Safe Thrust: 5  

Maximum Thrust: 8  

Heat Sinks: 25 Single 15.00

Fuel:   5.00

Cockpit & Attitude Thrusters:   3.00

Armor Factor: 120 Standard 7.50


      Armor Value

      (Standard Scale)        

  Nose:   43        

  Left / Right Wings:   24 / 24        

  Aft:   29        


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

1 LRM 15 Nose 9 9

9

5 7.00

  Ammo (LRM 15) 16

          2.00

1 LRM 15 Nose 9 9

9

5 7.00

  Ammo (LRM 15) 16

          2.00

1 SRM 6 Nose

8

--

4 3.00

  Ammo (SRM 6) 15

          1.00

1 Medium Laser Nose

5

--

3 1.00

1 Medium Laser Nose

5

--

3 1.00

1 Large Laser LW 8

8

-- 8 5.00

1 Large Laser RW 8

8

-- 8 5.00

1 Large Laser LW 8

8

-- 8 5.00

1 Large Laser RW 8

8

-- 8 5.00

1 Small Laser Aft

3

--

1 0.50

1 Small Laser Aft

3

--

1 0.50

TOTALS:           54 90.00

Tons Left:             .00


Calculated Factors:

Total Cost: 5,410,530 C-Bills

Battle Value: 1,154

Cost per BV: 4,688.5

Weapon Value: 1,805 (Ratio = 1.56)

Damage Factors:    SRDmg = 31; MRDmg = 17; LRDmg = 2; ERDmg = 0

BattleForce2: MP: 5N,   Armor/Structure: 3 / 0

    Damage PB/M/L: 4/3/1,   Overheat: 3

    Class: FH,   Point Value: 12

    Specials:if

 

Lasergunner posted this 22 July 2017

SOLARIS7: AEROSPACE FIGHTER TECHNICAL READOUT: ARCHIVE ID #42
WEDNESDAY, APRIL 21, 2004
2133 DOWNLOADS
[http://www.solaris7.com/TRO/Aerospace/FighterInfo.asp?ID=42]
Corsair_3039.jpg

Corsair CSR-V12

Standard Level 1 / 3025 Inner Sphere  Aerospace 50 Tons
MajorTom TRO 3025
Corsair HMA (Heavy Metal Aero) File

Faction Availability


AeroTech 2 Vessel Technical Readout

Class/Model/Name:    Corsair CSR-V12

Tech: Inner Sphere / 3025

Vessel Type: Aerospace Fighter

Rules: Level 1, Standard design

   

Mass: 50 tons

Frame: Wangker II

Power Plant: GM 200 Fusion

Safe Thrust: 6

Maximum Thrust: 9

Armor Type: Wangker Corsair Standard

Armament:2 Exostar Large Laser4 Exostar Small Laser2 Martell Medium LaserManufacturer:    Wangker Aerospace   Location:    AxtonCommunications System:    Ranker 100BTargeting & Tracking System: Ranker 100B

Overview:

The CSR-Vl2 Corsair was built to supplement the Star League's fighter contingent after the overthrow of Stefan the Usurper. The craft was built by Wangker Aerospace on a variety of worlds, most of which are now in Davion-claimed space.

The original design of the craft, the Vl series, had several flaws. The fuel tank tended to rupture during tight turns in flights within the atmosphere. The landing system of the craft did not support it well in emergency landings. Finally, the life support system in the cockpit was easily shattered, leading to an unacceptably high rate of pilot fatalities.

Attempts to correct these problems resulted in the V2 series, with a completely redesigned fuel tank. The landing and life support problems were eventually corrected in the V3 through V8 series, with each improvement making the fighter more reliable.

Capabilities:

The Corsair's weaponry is geared mostly to attacking at close ranges. The one exception is the craft's Exostar large lasers, a long-range weapon that is also effective closer in. As a tight-attack vessel, the Corsair is capable of closing with an enemy and sustaining a prolonged firefight.

Two of the CSR-Vl2's small lasers are rear mounted and tied directly into the sensor and targeting systems, which gives the pilot extreme accuracy even in the rear field of fire.

The CSR-Vl2 Corsair is one of the better planetary atmospheric fighters because of its compact laser systems, vastly improved from the bulky and inaccurate missile systems used in the Succession Wars. The craft's aerodynamic design also allows it to operate and turn well within atmosphere, making it a deadly opponent able to make many of its kills at low altitudes. Lastly, the Corsair's 16 heat sinks permit more frequent use of its weapons systems.

Battle History:

Though CSR-Vl2s were manufactured in many different areas of the Star League empire, most of the plants were concentrated within the Federated Suns. House Davion took control of these plants during the First Succession War; within five years, however, not one of those factories remained functional.

Beginning in 2945, border battles over the planet Cylene raged on and off for nearly eight years, with the attacking Davion troops from the Diaconis March Militia attempting to force out the Kurita defenders in the struggle to secure their own borders. During that period, several large aerospace fighter groups of Corsairs were assigned to the strike force trying to take Cylene. In the battles for control of the space above those worlds, Corsairs made at least five DropShip kills and scores of other fighter kills.

In 2982, a defense force of 10 Corsairs was positioned on the planet Rio, along the Liao-Davion border. After a long-range strike by House Liao on Rio, the Corsair defenders shot into space and dropped back into the lower atmosphere, luring most of the attackers down near the planet's surface, which was constantly swept by turbulent winds. Once in the atmosphere, the Corsairs downed the attacking fighters, none of which escaped. The Liao DropShips retreated without further engagements.

In more recent years, the Corsair took part in the battle for David, a planet near the Davion-Kurita border. In that encounter, House Davion had set up a trap using an old, seemingly harmless Union Class DropShip. Thinking the ship an easy kill, the Kurita forces dove at it, only to find the modified vessel launching the 12 Corsair fighters it had been concealing. Caught off guard, most of the attackers ended up either crippled or destroyed. The Davion force then located the Kurita DropShips, one of which they were able to destroy.

Variants:

House Davion has performed few variations on the Corsair. Their V20 version has neither medium nor small lasers, but carries an SRM System and ammunition. These variations are seen mostly in units assigned to Davion's Avalon Hussars 42nd Regiment.

House Marik supports a small number of Corsairs in their Regulan Hussars. This variant on the V12 carries only one large laser, but has two tons more armor and three additional heat sinks. In Kurita-controlled space, this variant is known as the Sand Hawk instead of the Corsair.

Notable Vessels & Crews:

Captain Dale Randolph Harrison
Currently assigned to the Davion Third Guards, Harrison was the mastermind of the battle for David in 3013, during which the Kurita attackers lost many fighters. He has been promoted twice for his actions, and been transferred to the Guards. Very dedicated to House Davion and to his job, Dale is a quiet man who takes great pride in his Corsair.

Lieutenant Josh Wallace
Lieutenant Wallace is attached to the Draconis March Militia and is pilot of the Corsair, the Winged Death. He has never been shot down or injured personally in combat, and his comrades consider him a natural pilot. Though he is a carefree kind of man, Wallace has racked up one of the most impressive combat records in all of the Federated Suns. Many of his officers feel he is relaxed almost to the point of insubordination, and so resent his great combat skill.

AeroSpace Pilot Wilma Torrensilli
Wilma was assigned to a planetary defense garrison on Bahr at the time of an attack by House Liao. She and two other Corsair pilots managed to get their craft into the air, meeting the enemy at several thousand feet above the planet. Using the fast speed and turning ability of their fighters, the three pilots managed to turn the enemy attackers and hit them from the rear. After several hours of battle. Wilma had been instrumental in driving off the Liao forces, which has earned her a strong reputation as well as a promotion and reassignment to the 3rd Crucis Lancers.


Class/Model/Name: Corsair CSR-V12

Mass: 50 tons

Equipment:             Mass

Power Plant: 200 Fusion 8.50

Engine Shielding:   .00

Structural Integrity: 6 .00

Safe Thrust: 6  

Maximum Thrust: 9  

Heat Sinks: 16 Single 6.00

Fuel:   5.00

Cockpit & Attitude Thrusters:   3.00

Armor Factor: 216 Standard 13.50


      Armor Value

      (Standard Scale)        

  Nose:   73        

  Left / Right Wings:   50 / 50        

  Aft:   43        


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

1 Large Laser Nose 8

8

-- 8 5.00

1 Large Laser Nose 8

8

-- 8 5.00

1 Small Laser Nose

3

--

1 0.50

1 Small Laser Nose

3

--

1 0.50

1 Medium Laser LW

5

--

3 1.00

1 Medium Laser RW

5

--

3 1.00

1 Small Laser Aft

3

--

1 0.50

1 Small Laser Aft

3

--

1 0.50

TOTALS:           26 50.00

Tons Left:             .00


Calculated Factors:

Total Cost: 2,293,958 C-Bills

Battle Value: 1,006

Cost per BV: 2,280.28

Weapon Value: 1,823 (Ratio = 1.81)

Damage Factors:    SRDmg = 21; MRDmg = 7; LRDmg = 0; ERDmg = 0

BattleForce2: MP: 6N,   Armor/Structure: 5 / 0

    Damage PB/M/L: 3/1/-,   Overheat: 0

    Class: FM,   Point Value: 10

 

Lasergunner posted this 22 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #133
SATURDAY, APRIL 24, 2004
1775 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=133]
3025 Rommel Patton

Patton 

Standard Level 1 / 3025 Inner Sphere  Tracked 65 Tons
MajorTom TRO 3025

Faction Availability


 


Type/Model: Patton

Tech: Inner Sphere / 3025

Config: Tracked Vehicle

Rules: Level 1, Standard design

   

Mass: 65 tons

Power Plant: 260 Magna Fusion

Cruise Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Armor Type: Standard

Armament:1 Defiance Killer Type T Autocannon/101 Coventry Five-Tube LRM 51 Defiance A5L Small Laser1 Hotshot FlamerManufacturer:    Defiance Industries
   Location:    Hesperus IICommunications System:    TharHes Muse 54-58KTargeting & Tracking System: TharHes Mars 5

Overview:

 

Representing a definite shift in design philosophy, the Patton and Rommel tanks are the newest products from the Vehicle Division of Defiance Industries in the Lyran Commonwealth. They also represent the first attempt to create a fighting vehicle not based on an old Star League design.

As 'Mechs grow scarcer, the vehicle designers at Defiance reason that tanks will become an even more vital weapon on the battlefield. Faster than the Demolisher, these two tank types actually carry more armor than that aged behemoth and still pack comparable punch.

 

 

Capabilities:

A high-turreted tank like the older Manticore has a wide range of fire, on the assumption that it is better to hit an enemy as often as possible. The high, roomy turrets were also the ones large enough to accommodate the Manticore's bulky weapons system. In contrast, the lower Rommel/Patton silhouette has more maneuverability and is less visible to the enemy.

Until the Rommel/Patton tanks appeared on the scene, all armored vehicles used the same weapon systems as 'Mechs. Though effective, these large systems required tall turrets. Defiance Industries redesigned the Killer Type T autocannon on the Patton and the 'Mech Hunter on the Rommel, both stock autocannons, to fit the low-turreted new model.

The Patton's Class 10 autocannon carries 20 rounds of ammunition. The Rommel's main weapon is a Class 20 autocannon, with 15 rounds of ammunition. Thus far, performance in combat shows that the lower turret restricts the upward range of both weapons, meaning that the tanks cannot aim higher than a 'Mech's legs at a range of less than 90 meters.

Both tanks are equipped with the long-range missile system made by Coventry Weapon Works, which consists of 120 missiles divided into 24 groups of five. The missile system is mounted in the turret next to the autocannon, and is angled upward to facilitate the tank's aim at approaching 'Mechs or high targets. Thus far, the only serious problem with the missile system is the tendency of smoke from fired missiles to drift into the crew compartment.

The Patton tank mounts a small laser on top of the turret. The tank commander can control the weapon from within the tank, either mechanically or by standing and firing the weapon manually. The Patton also mounts a flamer on its front end. The Rommel does not have a flamer. Both tanks carry a three-man crew, including a tank commander, a driver, and a gunner/engineer.

The Patton is the most heavily armored of the two tanks, with a whopping 14 tons distributed around its turret and body. The Rommel carries an equally respectable 11.5 tons. Both tanks are better armored than the Demolisher heavy tank, yet can move faster than the Demolisher. In fact, they are as fast as most other heavy tanks.

The fusion engine makes these two tank types so powerful and reliable. It is also the major stumbling block to swift production of Patton and Rommel tanks because of the scarcity of these engines.

The Lyran Commonwealth is currently funding the construction of factories on Tharkad that will build fusion engines for the new tanks. Assuming that technicians with the skill to oversee production can be found, it will take at least three years before the production of fusion engines can begin.


Notes:

Despite the considerable strength of the two tanks, they are unlikely to be deployed against 'Mechs directly, except under duress.

When on the defense, the two tank types can employ several strategies that even 'Mechs find it tough to defeat. The first is to deploy a tank unit just below a ridge top, with only the crest of the ridge between the vehicles and an approaching enemy. With autocannons pointed down and sighted on the enemy, the tanks wait until their opponent is as close as possible before opening fire. This "hull-down" configuration has a triple purpose. First, it makes the tanks difficult to see, especially if they are painted to match the terrain. Second, the intervening ridge covers most of the tank, presenting only a very small target for the enemy. Third, the ridge affords the tank considerable protection. Before the confused enemy can mount an effective counterattack, the entire tank group can steal away to set up on another ridge.

Patton and Rommel tanks also shine in city fighting, an environment that has many more places where a tank can go that a 'Mech cannot. Tall parking garages, for example ' are perfect hiding spots for the tanks, which wait for an unsuspecting 'Mech to pass by and then fire at point-blank range. A tank can also hide in basements and shoot upward at a 'Mech's legs, or hide in alleys or beneath roadways.

The hitting power and maneuverability of the Patton/Rommel tanks may make MechWarriors worry less about the vaunted Demolisher tank and more about these new Lyran Commonwealth weapons. Of course, the two tanks may come to nothing if Steiner cannot get a good supply of fusion engines.

Security surrounding the design plans and the six prototypes was especially tight. Yet, there are rumors that both the Draconis Combine and The Free World League are trying to infiltrate the research project, code-named, "Desert Knights". Hermann Steiner, the project's chief, is Archon Katrina Steiner's uncle. As a successful tank commander, Hermann Steiner is the exception in this 'Mech-dominated universe. He eagerly looks forward to the day when the Lyran Commonwealth will be producing two Rommels tanks as cheaply as one 'Mech. He has been especially diligent in his duties as security chief and chief of performance testing.

Herman Steiner chose the tank division of Hanesn's Roughriders as the first unit to receive the new tanks, for it is the most active and aggressive of all tank corps in the Lyran Commonwealth. Steiner believes that if the Rommel/Patton has any flaws, the Roughriders are the ones to find it.

If the Roughriders continue to use the new tanks successfully, then other tank corps will begin receiving it, starting with heavily populated border worlds.

If Steiner manages to build and man its new fusion-engined plants,m Rommel/Patton tanks will be able to take over some of the defensive burden of protecting Lyran cities, thus freeing up 'Mechs for counter-attacks. Neither the Draconis Combine nor the Free Worlds League are too happy at the prospect, and are currently conspring to disrupt construction of these new and deadly tanks.

Katrina Steiner's ally, House Davion of the Federated Suns, has expressed interest in the new tanks. Negotiations are currently underway to permit Lyran candidates into the NAIS in exchange for the Rommel/Patoon design plans.


Type/Model: Patton Tank

Mass: 65 tons

Equipment:   Items Mass

Internal Structure: 35 pts Standard 0 6.50

Engine: 260 Fusion 0 13.50

Shielding & Trans Equip:   0 7.00

   Cruise MP: 4    

   Flank MP: 6    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 3.50

Crew: 5 Members 0 .00

Turret Equipment:   0 1.50

Armor Factor: 224 pts Standard 0 14.00


    Internal Armor

    Structure Value

  Front: 7 49

  Left / Right Sides: 7 44/44

  Rear: 7 38

  Turret: 7 49


Weapons & Equipment: Loc Heat Ammo Items Mass

1 Autocannon/10 Turret 0 20 2 14.00

1 LRM 5 Turret 0 24 2 3.00

1 Small Laser Front 1   1 .50

1 Flamer Front 3   1 1.00

TOTALS:   4   6 64.50

Items & Tons Left:       12 .50


Calculated Factors:

Total Cost: 2,747,113 C-Bills

Battle Value: 478

Cost per BV: 5,747.1

Weapon Value: 508 / 508 (Ratio = 1.06 / 1.06)

Damage Factors:    SRDmg = 12; MRDmg = 8; LRDmg = 2

BattleForce2: MP: 4T,   Armor/Structure: 0 / 9

    Damage PB/M/L: 2/1/-,   Overheat: 0

    Class: GH,   Point Value: 5


Created with HeavyMetal Vee

 

 

 

Lasergunner posted this 22 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #132
SATURDAY, APRIL 24, 2004
1685 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=132]
3025 Rommel Patton

Rommel 

Standard Level 1 / 3025 Inner Sphere  Tracked 65 Tons
MajorTom TRO 3025

Faction Availability


 


Type/Model: Rommel Tank

Tech: Inner Sphere / 3025

Config: Tracked Vehicle

Rules: Level 1-FA, Standard design

   

Mass: 65 tons

Power Plant: 260 Magna Fusion

Cruise Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Armor Type: Standard

Armament:1 Defiance 'Mech Hunter Autocannon/201 Coventry Five-Tube LRM 51 Defiance A5L Small LaserManufacturer:    Defiance Industries
   Location:    Hesperus IICommunications System:    TharHes Muse 54-58KTargeting & Tracking System: TharHes Mars 5

Overview:

 

Representing a definite shift in design philosophy, the Patton and Rommel tanks are the newest products from the Vehicle Division of Defiance Industries in the Lyran Commonwealth. They also represent the first attempt to create a fighting vehicle not based on an old Star League design.

As 'Mechs grow scarcer, the vehicle designers at Defiance reason that tanks will become an even more vital weapon on the battlefield. Faster than the Demolisher, these two tank types actually carry more armor than that aged behemoth and still pack comparable punch.

 

 

Capabilities:

A high-turreted tank like the older Manticore has a wide range of fire, on the assumption that it is better to hit an enemy as often as possible. The high, roomy turrets were also the ones large enough to accommodate the Manticore's bulky weapons system. In contrast, the lower Rommel/Patton silhouette has more maneuverability and is less visible to the enemy.

Until the Rommel/Patton tanks appeared on the scene, all armored vehicles used the same weapon systems as 'Mechs. Though effective, these large systems required tall turrets. Defiance Industries redesigned the Killer Type T autocannon on the Patton and the 'Mech Hunter on the Rommel, both stock autocannons, to fit the low-turreted new model.

The Patton's Class 10 autocannon carries 20 rounds of ammunition. The Rommel's main weapon is a Class 20 autocannon, with 15 rounds of ammunition. Thus far, performance in combat shows that the lower turret restricts the upward range of both weapons, meaning that the tanks cannot aim higher than a 'Mech's legs at a range of less than 90 meters.

Both tanks are equipped with the long-range missile system made by Coventry Weapon Works, which consists of 120 missiles divided into 24 groups of five. The missile system is mounted in the turret next to the autocannon, and is angled upward to facilitate the tank's aim at approaching 'Mechs or high targets. Thus far, the only serious problem with the missile system is the tendency of smoke from fired missiles to drift into the crew compartment.

The Patton tank mounts a small laser on top of the turret. The tank commander can control the weapon from within the tank, either mechanically or by standing and firing the weapon manually. The Patton also mounts a flamer on its front end. The Rommel does not have a flamer. Both tanks carry a three-man crew, including a tank commander, a driver, and a gunner/engineer.

The Patton is the most heavily armored of the two tanks, with a whopping 14 tons distributed around its turret and body. The Rommel carries an equally respectable 11.5 tons. Both tanks are better armored than the Demolisher heavy tank, yet can move faster than the Demolisher. In fact, they are as fast as most other heavy tanks.

The fusion engine makes these two tank types so powerful and reliable. It is also the major stumbling block to swift production of Patton and Rommel tanks because of the scarcity of these engines.

The Lyran Commonwealth is currently funding the construction of factories on Tharkad that will build fusion engines for the new tanks. Assuming that technicians with the skill to oversee production can be found, it will take at least three years before the production of fusion engines can begin.


Notes:

Despite the considerable strength of the two tanks, they are unlikely to be deployed against 'Mechs directly, except under duress.

When on the defense, the two tank types can employ several strategies that even 'Mechs find it tough to defeat. The first is to deploy a tank unit just below a ridge top, with only the crest of the ridge between the vehicles and an approaching enemy. With autocannons pointed down and sighted on the enemy, the tanks wait until their opponent is as close as possible before opening fire. This "hull-down" configuration has a triple purpose. First, it makes the tanks difficult to see, especially if they are painted to match the terrain. Second, the intervening ridge covers most of the tank, presenting only a very small target for the enemy. Third, the ridge affords the tank considerable protection. Before the confused enemy can mount an effective counterattack, the entire tank group can steal away to set up on another ridge.

Patton and Rommel tanks also shine in city fighting, an environment that has many more places where a tank can go that a 'Mech cannot. Tall parking garages, for example ' are perfect hiding spots for the tanks, which wait for an unsuspecting 'Mech to pass by and then fire at point-blank range. A tank can also hide in basements and shoot upward at a 'Mech's legs, or hide in alleys or beneath roadways.

The hitting power and maneuverability of the Patton/Rommel tanks may make MechWarriors worry less about the vaunted Demolisher tank and more about these new Lyran Commonwealth weapons. Of course, the two tanks may come to nothing if Steiner cannot get a good supply of fusion engines.

Security surrounding the design plans and the six prototypes was especially tight. Yet, there are rumors that both the Draconis Combine and The Free World League are trying to infiltrate the research project, code-named, "Desert Knights". Hermann Steiner, the project's chief, is Archon Katrina Steiner's uncle. As a successful tank commander, Hermann Steiner is the exception in this 'Mech-dominated universe. He eagerly looks forward to the day when the Lyran Commonwealth will be producing two Rommels tanks as cheaply as one 'Mech. He has been especially diligent in his duties as security chief and chief of performance testing.

Herman Steiner chose the tank division of Hanesn's Roughriders as the first unit to receive the new tanks, for it is the most active and aggressive of all tank corps in the Lyran Commonwealth. Steiner believes that if the Rommel/Patton has any flaws, the Roughriders are the ones to find it.

If the Roughriders continue to use the new tanks successfully, then other tank corps will begin receiving it, starting with heavily populated border worlds.

If Steiner manages to build and man its new fusion-engined plants,m Rommel/Patton tanks will be able to take over some of the defensive burden of protecting Lyran cities, thus freeing up 'Mechs for counter-attacks. Neither the Draconis Combine nor the Free Worlds League are too happy at the prospect, and are currently conspring to disrupt construction of these new and deadly tanks.

Katrina Steiner's ally, House Davion of the Federated Suns, has expressed interest in the new tanks. Negotiations are currently underway to permit Lyran candidates into the NAIS in exchange for the Rommel/Patoon design plans.


Type/Model: Rommel Tank

Mass: 65 tons

Const. Options: Fractional Accounting

Equipment:   Items Mass

Internal Structure: 35 pts Standard 0 6.50

Engine: 260 Fusion 0 13.50

Shielding & Trans Equip:   0 6.75

   Cruise MP: 4    

   Flank MP: 6    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 3.25

Crew: 5 Members 0 .00

Turret Equipment:   0 1.60

Armor Factor: 184 pts Standard 0 11.50


    Internal Armor

    Structure Value

  Front: 7 40

  Left / Right Sides: 7 39/39

  Rear: 7 26

  Turret: 7 40


Weapons & Equipment: Loc Heat Ammo Items Mass

1 Autocannon/20 Turret 0 20 2 18.00

1 LRM 5 Turret 0 24 2 3.00

1 Small Laser Front 1   1 .50

TOTALS:   1   5 64.60

Items & Tons Left:       13 .40


Calculated Factors:

Total Cost: 2,901,387 C-Bills

Battle Value: 550

Cost per BV: 5,275.25

Weapon Value: 479 / 479 (Ratio = .87 / .87)

Damage Factors:    SRDmg = 18; MRDmg = 5; LRDmg = 1

BattleForce2: MP: 4T,   Armor/Structure: 0 / 7

    Damage PB/M/L: 2/2/-,   Overheat: 0

    Class: GH,   Point Value: 6


Created with HeavyMetal Vee

 

 

 

Lasergunner posted this 22 July 2017

SOLARIS7: AEROSPACE FIGHTER TECHNICAL READOUT: ARCHIVE ID #50
WEDNESDAY, APRIL 21, 2004
1565 DOWNLOADS
[http://www.solaris7.com/TRO/Aerospace/FighterInfo.asp?ID=50]
Riever_3039.jpg

Riever F-100

Standard Level 1 / 3025 Inner Sphere  Aerospace 100 Tons
MajorTom TRO 3025
Riever HMA (Heavy Metal Aero) File

Faction Availability


AeroTech 2 Vessel Technical Readout

Class/Model/Name:    Riever F-100

Tech: Inner Sphere / 3025

Vessel Type: Aerospace Fighter

Rules: Level 1, Standard design

   

Mass: 100 tons

Frame: Interstar Heavy

Power Plant: Pitban a 300 Fusion

Safe Thrust: 5

Maximum Thrust: 8

Armor Type: Riese 710 Standard

Armament:1 Imperator Zeta-a Autocannon/201 Gamma-10 LRM 104 Beta-6 SRM 6Manufacturer:    Andurien AeroTech, Kurita Combine Munitions Corporation   Location:    Andurien (AAT), Altair (KCMC)Communications System:    Lassitor -3QSTargeting & Tracking System: IMB SYS 3740

Overview:

The F-100 Riever heavy fighter is the impressive mainstay of House Marik's aerospace forces. As with most fighters this large, it moves sluggishly at best and its weaponry packs less total striking power than the average heavy fighter. However, the Riever's armor makes up for these deficiencies by enabling it to stay in heavy combat much longer than lighter-armored vehicles.

Capabilities:

Unlike many other AeroSpace Fighter designs, the Marik Riever is not a copy of a Star League production model, but an original design. While this prevents the use of the earlier period's technological advances, it makes for a reliable fighter that is easily maintained and repaired.

The Riever was designed purely as an aerospace superiority fighter. As its low thrust rating prevents it from carrying any quantity of air-to-surface ordnance, the Riever engages other fighters or enemy DropShips in close combat.

The Riever's main weapon is an Imperator Zeta-a Class-20 autocannon adapted for aerospace combat. Though its ammunition supply is limited to ten rounds, the weapon can still inflict devastating damage. The four Beta-6 SRM launchers are used at close range. A full spread of twenty-four SRMs can inflict more than twice as much damage as the autocannon, destroying light fighters and severely damaging mediums or heavies. Added to later production models as an adjunct to the Imperator cannon, the Gamma-10 LRM launcher is the final element of the Riever's weapons array. Though the Riever's total firepower is slightly lower than that of some other heavy fighters such as the Thunderbird, most pilots feel that the extra armor protection more than compensates for this slight inferiority.

Because of the unusual wing design necessitated by the vehicle's heavy armor and weapons, the Riever is not particularly fast and maneuverable. The extra lift provided by its wings in atmospheric flight precludes intricate acrobatic maneuvers, meaning that the Riever cannot easily evade lighter, more agile enemy fighters. If such an enemy happens to enter the Riever's field of fire, however, the battle usually ends right there.

Against fighters of similar mass, the heavily armored Riever is well-matched. Though inferior to some craft, the Riever actually outguns faster heavy fighters such as the Eagle because it can sustain heavy damage while waiting for an enemy to get within range of its weapons.

Battle History:

The Riever first saw action in 2815 in battle against House Steiner on Phecda. The strange fighter at first confounded the Steiner defenders, and the Rievers fought with great success until chronic wingloading and stress problems crippled several of them. Though House Marik ultimately lost the battle, the new fighters clearly had great potential.

The second generation of Rievers, with their braced wings and redistributed armaments, went into service in 2820. Soon afterward they fought garrison troops on Graham IV, who had rebelled against their Marik overlords at the prompting of Steiner agents. The rebels, a group of dissatisfied nobles, officers and MechWarriors, were promised high rank and assistance from their Steiner patrons if they broke with Marik. The garrison was armed with an impressive assortment of 'Mechs and medium fighters.

The first test of the new Rievers came when several squadrons of rebel Hellcats were detected in flight toward a Marik forward base. Marik Stingray and Riever squadrons scrambled and met the rebel ships high above the North Kashak River Valley. The action swiftly turned into vicious dogfighting, with the experienced rebel pilots quickly gaining positional advantage, slipping behind their slower opponents and blazing away with laser fire.

Though their shots were accurate, the rebel pilots' fire did little damage to the Rievers' heavy armor. The Rievers managed to turn on their opponents and open up with their own weapons, tearing through the Hellcats with heavy autocannon shells and SRMs and forcing many of the rebel fighters to jettison their bomb loads in order to stay aloft. Though the Marik loyalists took heavy casualties, so many Hellcats were destroyed that the rebel forces abandoned their attempt to take the base.

Variants:

One interesting alternate model, the F-100a, eliminates the Gamma-10 LRM launcher and replaces it with two more Beta-6 SRM launchers. This particular model is intended to close to dogfight range quickly, and is often accompanied by other fighters armed with long-range weapons to provide cover while the SRM-equipped Rievers move into close combat.

A second variant, armed with two Class 5 autocannon in place of the SRM launchers, sacrifices armor to accommodate the heavy weapons, and is not widely used.

Very few Rievers are used by non-Marik houses, but the Kurita Combine Munitions Corporation has obtained a contract to produce a modified F-100 for Kurita use.

Notable Vessels & Crews:

Major Arthur Lohkamp
Lohkamp is a talI, red-haired man with a bushy, rather unkempt mustache and a ready smile. An expert in air-toair combat with ten kills to his credit, he teaches atmospheric flying at the Marik Military Academy.

Lohkamp is well-liked by both his superiors and his students, but he nurses secret ambitions for command, and is constantly seeking to raise his position. He feels that the role of a major at a flight school is far beneath his abilities. The major has been considering a political career in the Free Worlds League, but he is periodically recalled for combat duty when House Marik needs a skilled Fighter Pilot. The fame he is winning in combat may someday benefit his political future, but for the moment, he remains a skilled, if frustrated, aerospace flyer.


Class/Model/Name: Riever F-100

Mass: 100 tons

Equipment:             Mass

Power Plant: 300 Fusion 19.00

Engine Shielding:   .00

Structural Integrity: 10 .00

Safe Thrust: 5  

Maximum Thrust: 8  

Heat Sinks: 28 Single 18.00

Fuel:   5.00

Cockpit & Attitude Thrusters:   3.00

Armor Factor: 256 Standard 16.00


      Armor Value

      (Standard Scale)        

  Nose:   86        

  Left / Right Wings:   61 / 61        

  Aft:   48        


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

1 Autocannon/20 Nose

20

--

7 14.00

  Ammo (AC/20) 10

          2.00

1 LRM 10 Nose 6 6

6

4 5.00

  Ammo (LRM 10) 24

          2.00

1 SRM 6 LW

8

--

4 3.00

1 SRM 6 RW

8

--

4 3.00

  Ammo (SRM 6) 30

          2.00

1 SRM 6 LW

8

--

4 3.00

1 SRM 6 RW

8

--

4 3.00

  Ammo (SRM 6) 30

          2.00

TOTALS:           27 100.00

Tons Left:             .00


Calculated Factors:

Total Cost: 6,313,500 C-Bills

Battle Value: 1,397

Cost per BV: 4,519.33

Weapon Value: 1,933 (Ratio = 1.38)

Damage Factors:    SRDmg = 53; MRDmg = 4; LRDmg = 2; ERDmg = 0

BattleForce2: MP: 5N,   Armor/Structure: 6 / 0

    Damage PB/M/L: 6/1/1,   Overheat: 0

    Class: FH,   Point Value: 14

    Specials:if

 

Lasergunner posted this 22 July 2017

SOLARIS7: AEROSPACE FIGHTER TECHNICAL READOUT: ARCHIVE ID #637
WEDNESDAY, JANUARY 13, 2010
249 DOWNLOADS
[http://www.solaris7.com/TRO/Aerospace/FighterInfo.asp?ID=637]
sai

Sai S-3

Standard Level 1 / 3025 Inner Sphere  Aerospace 40 Tons
MajorTom TRO 3025

Faction Availability


 

Class/Model/Name:    Sai S-3

Tech: Inner Sphere / 3025

Vessel Type: Aerospace Fighter

Rules: Level 1, Standard design

   

Mass: 40 tons

Frame: Wakazashi I

Length: 15 meters

Power Plant: Shinobi 240 Fusion

Safe Thrust: 8

Maximum Thrust: 12

Armor Type: Shinobi Standard

Armament:1 Diverse Optics Type 30 Large Laser4 Diverse Optics Type 20 Medium LaserManufacturer:    Wakazashi Enterprises   Location:    SchuylerCommunications System:    Neil 4000Targeting & Tracking System: Chichester ASR 26


Class/Model/Name: Sai S-3

Mass: 40 tons

Equipment:             Mass

Power Plant: 240 Fusion 11.50

Engine Shielding:   .00

Structural Integrity: 8 .00

Safe Thrust: 8  

Maximum Thrust: 12  

Heat Sinks: 14 Single 4.00

Fuel:   5.00

Cockpit & Attitude Thrusters:   3.00

Armor Factor: 120 Standard 7.50


      Armor Value

      (Standard Scale)        

  Nose:   40        

  Left / Right Wings:   30 / 30        

  Aft:   20        


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

1 Large Laser Nose 8

8

-- 8 5.00

2 Medium Laser LW

5

--

6 2.00

2 Medium Laser RW

5

--

6 2.00

TOTALS:           20 40.00

Tons Left:             .00


Calculated Factors:

Total Cost: 2,111,280 C-Bills

Battle Value2: 959

Cost per BV: 2,201.54

Weapon Value: 1,240 (Ratio = 1.47)

Damage Factors:    SRDmg = 18; MRDmg = 4; LRDmg = 0; ERDmg = 0

BattleForce2: MP: 8N,   Armor/Structure: 3 / 0

    Damage PB/M/L: 2/1/-,   Overheat: 1

    Class: FL,   Point Value: 8

 

 

AeroTech 2 Vessel Technical Readout


 

 

Lasergunner posted this 22 July 2017

SOLARIS7: AEROSPACE FIGHTER TECHNICAL READOUT: ARCHIVE ID #37
WEDNESDAY, APRIL 21, 2004
1948 DOWNLOADS
[http://www.solaris7.com/TRO/Aerospace/FighterInfo.asp?ID=37]
Seydlitz_3039.jpg

Seydlitz SYD-Z1

Standard Level 1 / 3025 Inner Sphere  Aerospace 20 Tons
MajorTom TRO 3025
Seydlitz HMA (Heavy Metal Aero) File

Faction Availability


AeroTech 2 Vessel Technical Readout

Class/Model/Name:    Seydlitz SYD-Z1

Tech: Inner Sphere / 3025

Vessel Type: Aerospace Fighter

Rules: Level 1, Standard design

   

Mass: 20 tons

Frame: Shipil 15

Power Plant: Shipil 180 Fusion

Safe Thrust: 11

Maximum Thrust: 17

Armor Type: Shipil Standard

Armament:1 RAMTech 1200 Large LaserManufacturer:    Shipil Company, United Outworlders Corporation, Taurus Territorial Industries   Location:    Skye (SC), Ramora (UOC), Sterope (TTI)Communications System:    O/P AIR500Targeting & Tracking System: O/P 3000

Overview:

The Star League Defense Forces Contract called for a small planetary defense fighter with fast speed and light armor, but with enough firepower to substantially damage the enemy. The Shipil Company created just such a fighter with their design for the Seydlitz. In the same year, factories on Vance began mass production of the fighter and the first Seydlitzes were deployed extensively in the Lyran Commonwealth. Usually based on small worlds, these tiny twenty-ton fighters proved to be excellent support and escort vessels.

The original Maztel laser systems were replaced with the current RAMTech series in 2507 because the Maztel laser systems generated too much heat.

Capabilities:

The Seydlitz Class fighter is only minimally armored. That is because it was designed to be a fast, hit-and-run craft. Though it is possible for a foe to disable the Seydlitz quickly in battle, the fighter can inflict heavy damage before it falls.

The Shipil 180 power plant provides the fighter with a faster rate of speed than is possibie on most other AeroSpace Fighters in the present era. This is a decided advantage during combat, in terms of maneuverability and the ability to outpace more heavily armed craft.

The tiny fighter's firepower is strong but limited by its size. However, its nose-mounted RAMTech 1200 large laser does pack a strong punch.

Aside from the fighter's armor limitation, however, its other major disadvantage is that it carries only three tons of fuel. Because the Seydlitz was not designed for prolonged combat, its fuel supply is limited.

Battle History:

When the chaotic destruction of the Star League began, most of the Seydlitz Class aerospace fighters were scattered over House Steiner territory. The Steiner military held onto these fighters, and so very few are deployed beyond the Lyran Commonwealth's borders; the rare exceptions are usually attached to mercenary units.

During the First Succession War, a Marik invasion force tried to wipe out House Steiner's air support on the world of Megrez. The twenty Seydlitz fighters stationed on the planet swarmed the attacking Marik forces in their first bombing run, moving so fast that the larger, slower Marik bombers could not stop them all. The raid ended in disaster for House Marik, considerably slowing their conquest of the world.

A full contingent of Seydlitz fighters is rare, but many serve individually in air support units. The Tenth Skye Rangers use them as escorts and fighter cover. In a successful raid by the Rangers on Wheel, a Kurita-held world, the heavy fighter/bombers came in low under cover of Seydlitz Class fighters.

When the Donegal Guards attacked the Marik held planet of Solaris in 3002, their DropShips were carrying several Seydlitz fighters. In a daring attack, the DropShips launched the fighters in orbit. The aerospace craft dove toward the planet and landed on the Marik-controlled airstrip outside the Callow Mountains. Once on the ground, the Seydlitzes destroyed most of the defending Marik fighters before they could take off.

House Kurita is known to have captured several of these fighters during the many battles for the planet Alexandria, though to date none have yet appeared in combat among Kurita forces.

Variants:

Among the Steiner variants on the Seydlitz is the Z2, which mounts five RAMTech 800 medium lasers, two on the wings and the rest on the nose and fuselage.

The variant known as the Z3 is armed with two RAMTech 800 medium lasers and a much heavier armor capability. As this variant is a post-Star League modification, its armor plating system is crude at best, providing only partial coverage of vital areas.

Notable Vessels & Crews:

Captain Donna Doolie
Captain Doolie masterminded the Donegal Guards' raid on Solaris, which won her the promotion to her current position and rank within the unit. A seasoned AeroSpace Pilot with more than 50 registered kills, Doolie has turned down offers of larger and more protected craft because of her loyalty to her tiny Seydlitz, the Raider.

AeroSpace Pilot Jonathan Mark Jacobs
Assigned to the Lyran Guard's 32nd Regiment during the battle for the planet Wheel in 3014, Jacobs and several other Seydlitz pilots were ordered to provide cover fire for the larger bombers. In a bold move, the Seydlitz fighters drove in past the waiting Kurita defenses, ducking in tight to the gravity wells. This enabled the Steiner forces to attack the rear of the Kurita fighters while its bombers hit the front. Jacobs scared 15 kills in combat that day.

Lieutenant Doris Wichal
Lieutenant Wichal was assigned to the defending forces of the Arcturan Guards along the Marik/Steiner border. When Marik Militia's Amber regiment attempted to drop onto the world, Wichal led the fighter counterattack. Her actions caught two Union Class DropShips in high orbit as they prepared to drop their 'Mechs. Hitting fast and coming in low, Doris and her two wingmen dived in on the 'Mechs, cutting two lances to ribbons before they could land. For her actions, Lieutenant Wichal was reassigned to the crack air unit of the 6th Lyran Guards .


Class/Model/Name: Seydlitz SYD-Z1

Mass: 20 tons

Equipment:             Mass

Power Plant: 180 Fusion 7.00

Engine Shielding:   .00

Structural Integrity: 11 .00

Safe Thrust: 11  

Maximum Thrust: 17  

Heat Sinks: 10 Single .00

Fuel:   3.00

Cockpit & Attitude Thrusters:   3.00

Armor Factor: 32 Standard 2.00


      Armor Value

      (Standard Scale)        

  Nose:   10        

  Left / Right Wings:   6 / 6        

  Aft:   10        


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

1 Large Laser Nose 8

8

-- 8 5.00

TOTALS:           8 20.00

Tons Left:             .00


Calculated Factors:

Total Cost: 1,370,380 C-Bills

Battle Value: 472

Cost per BV: 2,903.35

Weapon Value: 510 (Ratio = 1.08)

Damage Factors:    SRDmg = 7; MRDmg = 6; LRDmg = 0; ERDmg = 0

BattleForce2: MP: 11N,   Armor/Structure: 1 / 0

    Damage PB/M/L: 1/1/-,   Overheat: 0

    Class: FL,   Point Value: 5

 

Lasergunner posted this 22 July 2017

SOLARIS7: AEROSPACE FIGHTER TECHNICAL READOUT: ARCHIVE ID #48
WEDNESDAY, APRIL 21, 2004
1570 DOWNLOADS
[http://www.solaris7.com/TRO/Aerospace/FighterInfo.asp?ID=48]
Slayer_3039.jpg

Slayer SL-15

Standard Level 1 / 3025 Inner Sphere  Aerospace 80 Tons
MajorTom TRO 3025
Slayer HMA (Heavy Metal Aero) File

Faction Availability


AeroTech 2 Vessel Technical Readout

Class/Model/Name:    Slayer SL-15

Tech: Inner Sphere / 3025

Vessel Type: Aerospace Fighter

Rules: Level 1, Standard design

   

Mass: 80 tons

Frame: Wakazashi V

Power Plant: Shinobi 320 Fusion

Safe Thrust: 6

Maximum Thrust: 9

Armor Type: Naketsu AeroWeave Standard

Armament:1 Zeus 56 Mark IV Autocannon/106 Diverse Optics Type 20 Medium LaserManufacturer:    Wakazashi Enterprises, United Outworlders Corporation, Wingman Enterprises Ltd   Location:    Dover (WE), Ramora (UOC), Pinard (WEL)Communications System:    Sony MSF-21Targeting & Tracking System: Radcom T11

Overview:

House Kurita was using the SL-15 Slayer even before the collapse of the old Star League. Over the centuries, it has proved to be a durable aerospacecraft, able to carry out diversified missions. Designed as an offensive/defensive assault craft, the Slayer and its many variants are now used in almost any role an AeroSpace Fighter can tackle over the'Mech battlefield.

Capabilities:

The Slayer is one of the more easily recognizable aerospacecraft in the Successor States' forces. Seeing its delta wing design and compact fuselage, many new pilots have confused the Slayer with lighter aerospace fighter designs - a mistake they seldom repeat twice.

The Slayer was built for endurance and heavy firepower, with a double-capacity fuel tank that allows the craft to remain in the battle area far longer than most other aerospace fighters. The nose mounted Zeus 56 Mark IV autocannon packs a good punch, with minimal heat discharge. This weapon, coupled with the five forward-firing Diverse Optics Type 20 medium lasers can destroy a target with one salvo. If the fighter is not using overthrust, it can fire all these weapons at once with no major heat buildup. This continuous massed firepower has won many skirmishes over the centuries of combat among Successor State armies. A sixth medium laser fires to the rear, discouraging enemy fighters from close pursuit.

With its heavily reinforced nose and upper and lower fuselage, the Slayer has some of the best armor for its tonnage of any aerospace fighter yet constructed. The rear section of the engine housing has also received some special attention. In 2775, Wakazashi Enterprises experimented with a rotating rear turret design for the Slayer. These tests were not totally successful; the turret rotation assembly tended to freeze while the fighter was in deep space, and the Slayer's upswept tail assemblies limited the turret's field of fire. Though turret-testing for the Slayer was suspended in 2780, the craft retains a vestige of the experiment: the rear weapons mount is positioned on the raised circular plate where the turret once sat.

Battle History:

In December of 2787, House Davion forces got their first introduction to the Slayer in the Battle of Kesai IV during the major push to that planet's 'Mech supply depot. A surprise Kurita orbital drop went almost unopposed until the Davion defenders regrouped and formed a solid defensive line through which House Kurita's 'Mech regiments could not break. Though House Kurita had local air superiority and pounded the Davion defense line for hours, they could not force the enemy to give way. Only two Davion 'Mechs were destroyed, both by Slayer fighters, and the Kurita raiding group was eventually forced to withdraw from the planet.

During the fourth Battle of Harrow's Sun in 3020, the remnants of McKinnon's Raiders overran a frontline airbase where House Kurita had stationed ten Slayer fighters, five of which were on the ground. when the Raiders struck. The Raiders immediately knocked out the base communications, then went after anything that moved. (The surviving ground crew and base personnel ran into the desert beyond the base with two Wasps in hot pursuit.)

The new commander of the Raiders, Ian McKinnon, popped out of his 'Mech to examine the one Slayer fighter he had ordered his men not to step on. In the meantime, one of his men found a captured Davion fighter pilot in a lock-up on the base (he apparently had ejected from his Davion craft the day before) who claimed he could fly the Slayer. McKinnon immediately devised a plan. He camouflaged his 'Mechs in the rocky terrain on the east side of the base, where they waited to see if the rest of the Slayer squadron would return. The squadron came back within the hour, and McKinnon led his recon lance in a mock attack on the base while the Davion pilot used his Slayer to bait the Kurita pilots into the trap. The ruse succeeded; combined fire from the Davion Slayer and McKinnon's missiles destroyed all five Kurita Slayers.

McKinnon later heard that after the unknown pilot had exhausted his fuel in attacking unsuspecting rear echelon elements of the Kurita invasion force, he smashed his Slayer into the hangar doors of an orbiting Kurita DropShip, damaging it severely.

Variants:

Many variations of the Slayer have allowed it to become an excellent recon fighter, fighter courier, close support fighter, and so on. To accomplish these various missions usually involves some rearrangement of the weapons systems, however. A number of Slayers have replaced their AC/10 with a single LRM 15-rack and one SRM six-rack. These are placed either in the nose or rear areas.

Notable Vessels & Crews:

Hans Horshaw
Part of Ahmin's assault air lance of the Second Benjamin Regulars, Hans has worked his way up from fighter mechanic to piloting his own Slayer, the Death From Kboje. Thus far, he has fought in ten engagements and been mentioned for daring to the point of foolishness in six of these. Horshaw claims to take chances to keep from getting bored. Having already made seven kills, he seems destined to become a renowned fighter pilot if he can just survive his own daring attack maneuvers.

Dierdre O'Malluki
Though shy and awkward in social situations, Dierdre has totalled up nearly 20 kills in her Slayer, the Mother's Gift. O'Malluki grew up around AeroSpace Fighters. Her parents (Hugo O'Mallory and Yuko Suzitsuki) were both fighter technicians with the Sun Zhang Academy until a freak accident during the overhaul of a Rawlings 220 fusion engine killed them both. Dierdre is now part of the Fifth Sun Zhang Academy Cadre, and rotates out to the frontline units on the Davion frontier regularly.


Class/Model/Name: Slayer SL-15

Mass: 80 tons

Equipment:             Mass

Power Plant: 320 Fusion 22.50

Engine Shielding:   .00

Structural Integrity: 8 .00

Safe Thrust: 6  

Maximum Thrust: 9  

Heat Sinks: 20 Single 10.00

Fuel:   10.00

Cockpit & Attitude Thrusters:   3.00

Armor Factor: 232 Standard 14.50


      Armor Value

      (Standard Scale)        

  Nose:   84        

  Left / Right Wings:   50 / 50        

  Aft:   48        


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

1 Autocannon/10 Nose 10

10

-- 3 12.00

  Ammo (AC/10) 20

          2.00

1 Medium Laser Nose

5

--

3 1.00

1 Medium Laser LW

5

--

3 1.00

1 Medium Laser RW

5

--

3 1.00

1 Medium Laser LW

5

--

3 1.00

1 Medium Laser RW

5

--

3 1.00

1 Medium Laser Aft

5

--

3 1.00

TOTALS:           21 80.00

Tons Left:             .00


Calculated Factors:

Total Cost: 4,454,053 C-Bills

Battle Value: 1,279

Cost per BV: 3,482.45

Weapon Value: 1,891 (Ratio = 1.48)

Damage Factors:    SRDmg = 35; MRDmg = 7; LRDmg = 0; ERDmg = 0

BattleForce2: MP: 6N,   Armor/Structure: 6 / 0

    Damage PB/M/L: 4/1/-,   Overheat: 0

    Class: FH,   Point Value: 13

 

Lasergunner posted this 22 July 2017

SOLARIS7: AEROSPACE FIGHTER TECHNICAL READOUT: ARCHIVE ID #51
WEDNESDAY, APRIL 21, 2004
2205 DOWNLOADS
[http://www.solaris7.com/TRO/Aerospace/FighterInfo.asp?ID=51]
Stuka_3039.jpg

Stuka STU-K5

Standard Level 1 / 3025 Inner Sphere  Aerospace 100 Tons
MajorTom TRO 3025
Stuka HMA (Heavy Metal Aero) File

Faction Availability


AeroTech 2 Vessel Technical Readout

Class/Model/Name:    Stuka STU-K5

Tech: Inner Sphere / 3025

Vessel Type: Aerospace Fighter

Rules: Level 1, Standard design

   

Mass: 100 tons

Frame: Lycomb 11

Power Plant: GM ATF 300 Fusion

Safe Thrust: 5

Maximum Thrust: 8

Armor Type: AeroScale Plus Standard

Armament:3 Martell Medium Laser1 Simpson LRM 201 Holly SRM 44 Exostar Large LaserManufacturer:    Lycomb-Davion IntroTech   Location:    New AvalonCommunications System:    O/P 9000ATTargeting & Tracking System: O/P 2500 TGFD

Overview:

Lycomb IntroTechnologies was one of the few firms that could compete for a contract to construct a heavy AeroSpace Fighter to support the Star League armies. Their design was a sleek craft, strong in firepower and durability, known today as the STU-K5 or Stuka Class heavy fighter.

The K1 prototype of this fighter rolled off the assembly line in the Lycomb plant on the planet Demeter in 2530. Full production began soon after, with the plant working at full output until House Liao bombed it during the height of the First Succession War.

Modifications to the K1 and K2 prototypes were introduced during production to resolve difficulties with heat dissipation and structural instability of the heavy wings supporting the twin weapons pods. These modifications appeared in the K5 Class, by far the most widely seen of this vessel.

Capabilities:

Many pilots consider the Stuka a dream come true. With thirty heat sinks, more than almost any other design currently used by the Successor States, the Stuka can use its formidable firepower with maximum effect for a prolonged period of time in combat.

The Stuka's Monitor 200 guidance system makes it a graceful vessel. Despite its size, it can perform like a medium-weight craft in many situations. The fighter has more than ample armor protection for its structural integrity as well as its weapons systems.

Necessary modifications to increase the armor and heat sinks have reduced this aerospace fighter's overall firepower, however. Though it carries a variety of long- and short-range weapons, the limited number of them leaves the Stuka outgunned by several medium fighters. Because the smaller craft lack the Stuka's armor protection and heat sink capability, however, the Stuka can easily defeat many better-armed foes in a prolonged battle.

Battle History:

House Davion managed to maintain a monopoly on Stuka production, and so very few fell into the hands of other House Lords. After the First Succession War ruined the industrial base needed to mass-produce such craft, the maintenance of the existing heavy fighters became a paramount concern.

When Kurita forces landed on the planet Quentin, they met with a stunning response. Unknown to Kurita intelligence, Quentin housed a Davion air base stocked with ten Stukas and many smaller craft. When elements of the Fifteenth Sword of Light attempted to drop, they found themselves in a trap. The Stukas bore down on the DropShips in orbit, flying through the hail of fire and cutting the ships and their cargo of BattleMechs to shreds. Few of the Kurita forces escaped, and eventually the remnants of the shattered Fifteenth were disbanded.

The Stukas assigned to the Seventeenth Regiment of House Davion's Avalon Hussars were given a rare opportunity for bombing and strafing on the planet Larsha in 2930. While smaller support fighters took on the planet's Liao defenders, a wing of eight Stukas dove down to the planet, strafing the Liao 'Mechs on the battlefield. This sudden rain of firepower opened the door to several Davion advances.

In 2999, House Davion leaked information to Kurita spies that a flight of Stukas operating near the Davion/Kurita border were missing, leaving the planet Kesai IV virtually undefended. In hope of catching the planet off-guard, House Kurita carried out a daring strike against the world.

In reality, the Davion fighters had been relocated to a small supply base in the system's far-flung asteroid belt. They had created the false rumor as bait to lure a Kurita attack, and it worked. While the Kurita forces bombed the empty airfield, the Stukas moved in from the rear. Catching the Kurita fighters low on fuel and ammunition, the Stukas were able to destroy almost twenty craft, mostly of lighter weights.

In 3004, a Kurita convoy managed to capture a crippled Stuka near the planet Hoff. Fully repaired, this craft later appeared in a fire support group for Wolf's Dragoons, a mercenary unit in service to Kurita. The craft had been painted black and refitted with slightly greater firepower.

Variants:

House Davion has modified the STU-K5 several times during the craft's long and distinguished career. One of these versions, the K10, replaced the Martell medium lasers and the SRM four-pack with two more heat sinks and four smaller Exostar lasers. This version is used primarily by the Draconis March Militia.

Another Davion variant that is seen occasionally is the K-15. Limited in number and unpopular with pilots, this variant reduced its armor by three tons to add six smaller lasers to its weaponry.

A smaller fighter that is often mistaken for the Stuka is the Lightning, which was engineered from a similar airframe. Many pilots have been caught by surprise when they mistook their opponent's image on the viewscreen for a Lightning, only to find out too late that it was a more-than-double-the-size Stuka.

Notable Vessels & Crews:

Captain Karl Stephens
Captain Stephens is pilot of the Stuka named Karl's Krusher, attached to the Ceti Hussars' 1st Regiment. Karl is older than many pilots in the Davion forces and has turned down several prestigious positions with the AeroSpace Planning Council to continue flying his Stuka. He has scored more than 50 combat kills, but claims that most of the credit belongs to his machine, not to his skill. Those who have flown with him disagree strongly, however.

Lieutenant Mark Allan
Though not a Stuka pilot at the time of the daring Kasai trap, Mark was promoted to one after his performance with smaller fighters during the ambush. Mark also performed well with several other units to which he was formerly attached, such as the Avalon Hussars and the Syrtis Fusiliers. He and his Stuka are currently involved with the NAIS Training Cadre, where he is considered one of their most skilled and professional pilots.

Aerospace Pilot James Doogan
James is currently a pilot employed by Wolf's Dragoons, and is one of the very few non-Davion pilots to operate a Stuka. His all-black Stuka, the Dark Death, was captured by Kurita forces and given to the Dragoons. His main claim to fame rests on being a non-Davion Stuka pilot, however, as Doogan's kill record since joining the Dragoons is only fair.


Class/Model/Name: Stuka STU-K5

Mass: 100 tons

Equipment:             Mass

Power Plant: 300 Fusion 19.00

Engine Shielding:   .00

Structural Integrity: 10 .00

Safe Thrust: 5  

Maximum Thrust: 8  

Heat Sinks: 30 Single 20.00

Fuel:   5.00

Cockpit & Attitude Thrusters:   3.00

Armor Factor: 240 Standard 15.00


      Armor Value

      (Standard Scale)        

  Nose:   84        

  Left / Right Wings:   54 / 54        

  Aft:   48        


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

1 Medium Laser Nose

5

--

3 1.00

1 LRM 20 Nose 12 12

12

6 10.00

  Ammo (LRM 20) 12

          2.00

1 SRM 4 Nose

6

--

3 2.00

  Ammo (SRM 4) 25

          1.00

1 Large Laser LW 8

8

-- 8 5.00

1 Large Laser RW 8

8

-- 8 5.00

1 Large Laser LW 8

8

-- 8 5.00

1 Large Laser RW 8

8

-- 8 5.00

1 Medium Laser Aft

5

--

3 1.00

1 Medium Laser Aft

5

--

3 1.00

TOTALS:           50 100.00

Tons Left:             .00


Calculated Factors:

Total Cost: 6,156,000 C-Bills

Battle Value: 1,537

Cost per BV: 4,005.2

Weapon Value: 2,336 (Ratio = 1.52)

Damage Factors:    SRDmg = 36; MRDmg = 19; LRDmg = 2; ERDmg = 0

BattleForce2: MP: 5N,   Armor/Structure: 6 / 0

    Damage PB/M/L: 4/3/1,   Overheat: 2

    Class: FH,   Point Value: 15

    Specials:if

 

Lasergunner posted this 22 July 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #604
SATURDAY, OCTOBER 22, 2005
2368 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=604]
Overlord_3025.jpg

Overlord (3025)

Standard Level 1 / 3025 Inner Sphere  Spheroid Dropship 9,700 Tons
MajorTom TRO 3025
Overlord HMA (Heavy Metal Aero) File

AeroTech 2 Vessel Technical Readout

Class/Model/Name:    Overlord (3025)

Tech: Inner Sphere / 2762

Vessel Type: Spheroid DropShip

Rules: Level 1, Standard design

   

Mass: 9,700 tons

Length: 99 meters

Power Plant: Standard

Safe Thrust: 3

Maximum Thrust: 5

Armor Type: Standard

Armament:6 PPC2 Autocannon/206 Autocannon/512 Medium Laser3 LRM 206 Large LaserManufacturer:    Various   Location:    Various

Overview:

The Overlord Class DropShip, massing nearly 10,000 tons, is without a doubt the ultimate space combat vehicle still extant in the Successor States. Even in the days of the Star League, the Overlord, which is 100 meters long and bristles with deadly weaponry, rivalled the League's giant star cruisers in size and firepower.

Today, as the Succession Wars drag on and the number of Overlords decreases, they are even more highly regarded, and desperately sought by the Successor States.

Capabilities:

The Overlords primary responsibility is that of delivering its cargo of BattIeMechs and AeroSpace Fighters into battle.

The Overlords capacity is truly impressive: a full battalion of 36 BattIeMechs, and six AeroSpace Fighters, easily enough to invade a small garrison planet and a major portion of a regular invasion force.

The Overlord is literally packed with weapons. Six heavy PPCs, six Class 5 autocannon, two Class 20 autocannon, three LRM launchers, twelve medium lasers, and six large lasers. This awesome array of weapons easily outguns anything in space, except for another Overlord. The intricacies of atmospheric tracking and the breakdown of the more delicate Star League acquisition components has limited the use of the Overlords weapons while on the ground or at low altitudes. The ship nevertheless remains the most feared craft in space combat.

Although vulnerable to enemy fire at low altitudes, if one of the Overlord's six Imsoll attitude jets is destroyed, it presents less of a problem than on the lighter Union Class ships. In such a case, the Overlord's pilot usually shuts down the engine opposite the damaged one, retaining a stable array of four jets. This drastically increases the Overlord's descent rate, however. Without excellent guidance, the ship may hit the ground at disastrously high velocity.

Because of this, Overlord pilots have to be very skillful. Forced to work in the cramped, foul-smelling interior of the ship, the crews of Overlords are accustomed to the pressures and tensions of combat. The quarters of the Overlord are somewhat roomier than those of the smaller Union, but not by much. The 43 regular crew are split between two small bunkrooms, as are the 36 MechWarriors and six fighter pilots who accompany the DropShip. Above these four rooms are the executive officers' quarters (four officers to a room), and the captain's small, private stateroom. As in the Union Class ship, the air is almost unbreathably foul, although individuals assigned to such ships claim that they eventually get used to it, to the point that unpolluted air "smells funny".

The complex Mech delivery system on most Overlords has been jury-rigged into unrecognizable jumbles of miscellaneous machinery. The sleek, efficient, and quiet original drop units have been replaced by unreliable, lumbering monstrosities. These often frustrate Overlord crews by breaking down in the heat of battle, forcing the DropShip to land and discharge its 'Mechs on the planet.

The Overlord is the finest, most impressive drop vehicle in existence. With each passing year, however, fewer and fewer are produced, and more and more of the secrets of its manufacture are lost. The day may soon arrive when the Overlord, like civilization itself, is destroyed by the violence that it supports.

Battle History:

Too huge to be useful in hit-and-run raids, too expensive to maintain on anything but large-scale operations, and too valuable to risk in small actions, the Overlord is used almost exclusively for planetary invasion and conquest. The sight of one or more Overlords advancing on a defending planet nearly always signals the beginning of a major campaign.

And it is major campaigns for which the Overlord is best suited. Its complement of weapons can destroy large numbers of enemy ships, its heavy armor allows it to remain in the fight for long periods of time, and its large number of fighters makes it an invaluable support vehicle.

The Overlord may also deliver fuel and spare parts, or act as a command center for battalions assigned to it. All these operations are necessary parts of the invasions in which the ship participates.

The Overlord is used only rarely as a raiding vehicle, as the expense of operating one usually outweighs any benefit to be gained from a raid. When the Overlord is used as a raiding vehicle, therefore, the prize must be valuable indeed.

In late 3022, for example, a commando battalion of Kurita's Nightstalker regiment, transported by an Overlord and escorted by large numbers of AeroSpace Fighters, made a surprise landing near Hanse Davion's winter palace on New Avalon itself, hoping to catch the Fox unaware and to capture or kill him.

The battle was brutal, and when a regiment of the Davion Guards came to their lord's aid, the Nightstalkers were forced to withdraw. Their Overlord sustained severe damage in the raid, and casualties to its fighter escort were more than 90 percent.

Excluding such rare instances, the Overlord is universally utilized as a heavy transport in large-scale invasions. No campaign of any size can succeed without them, as witness the abortive Steiner-Marik conflict of 2976. In that battle, a Marik force using only Leopard and Union Class DropShips met with heavy resistance in the Ford system. Unable to deliver a sufficient number of troops to take the system, they were forced to retreat.

Because of the massive firepower it can deliver and the load of full 'Mech battalions it can transport, the Overlord is certain to remain a vital part of Successor State warfare, at least for as long as it can be maintained and produced reliably.

Notable Vessels & Crews:

The Federated Suns DropShip Running Fox
Hanse Davion's personal flagship has appointments considerably more luxurious than the average Overlord. In expanding her facilities, however, the vessel can carry a BattIeMech complement of only 24, or two companies of the Davion Guards. In any event, the Running Fox is not intended as a front-line warship, but rather as a transport-command post for Hanse Davion while on campaign.

The Fox's comm system is the best available, copied or scavenged from advanced Star League models. With this, Davion and his staff may communicate instantly with every regimental, DropShip, or AeroSpace Commander in any operation.

The two companies of the Guards are crack MechWarriors, useful as an emergency defense force or a heavy reserve. The six AeroSpace fighters (two Sabres, two Hellcats, and two Thunderbrds), known as "The Fox's Wings", are the airborne equivalent of the ship's MechWarriors, all high-ranking Davion aces.

With this complement of combat units and its sophisticated electronics, the Running Fox is probably the most advanced spacecraft in all the Successor States.


Class/Model/Name: Overlord (3025)

Mass: 9,700 tons

Equipment:             Mass

Power Plant: Standard 1,891.50

Structural Integrity: 18 349.50

Safe Thrust: 3  

Maximum Thrust: 5  

Heat Sinks: 120 Single 7.00

Fuel & Fuel Pumps:   306.00

Bridge & Controls:   73.00

Armor Factor: 790 Standard 45.00


      Armor Value

      (Standard Scale)        

  Fore:   220        

  Left / Right Sides:   210 / 210        

  Aft:   150        


Equipment & Options:              

Cargo:    

   Bay 1: BattleMechs (36) with 6 doors 5,400.00

   Bay 2: Cargo (1) with 1 door 132.00

   Bay 3: Fighters (6) with 2 doors 900.00

     

Life Boats: 3 (7 tons each) 21

Escape Pods: 3 (7 tons each) 21

Crew and Passengers:    

   8 Officers (7 minimum)   0.00

   29 Crew (0 minimum)   0.00

   6 Gunners (6 minimum)   0.00

   84 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

2 PPC Nose 2(20)

2(20)

-- 20 14.00

2 Autocannon/20(30 rounds) Nose 5(50)

1(10)

-- 14 34.00

   2 Autocannon/5           2 18.00

2 Medium Laser Nose

1(10)

--

6 2.00

1 PPC FL/R 1(10)

1(10)

-- 20 14.00

1 Autocannon/5(40 rounds) FL/R 1(5)

1(5)

-- 2 20.00

1 LRM 20(30 rounds) FL/R 1(12) 1(12)

1(12)

12 30.00

1 Large Laser FL/R 2(18)

1(8)

-- 16 10.00

   2 Medium Laser           12 4.00

1 PPC AL/R 1(10)

1(10)

-- 20 14.00

1 Large Laser AL/R 2(18)

1(8)

-- 16 10.00

   2 Medium Laser           12 4.00

2 Autocannon/5(80 rounds) Aft 1(10)

1(10)

-- 2 20.00

1 LRM 20(36 rounds) Aft 1(12) 1(12)

1(12)

6 16.00

2 Large Laser Aft 3(26)

2(16)

-- 16 10.00

   2 Medium Laser           6 2.00

TOTALS:           182 9,700.00

Tons Left:             .00


Calculated Factors:

Total Cost: 334,275,872 C-Bills

Battle Value: 4,164

Cost per BV: 80,277.59

Weapon Value: 6,960 (Ratio = 1.67)

Damage Factors:    SRDmg = 166; MRDmg = 83; LRDmg = 7; ERDmg = 0

Maintenance Point Value:    MPV = 61,425 (42,026 Structure, 15,808 Life Support, 3,591 Weapons)

Support Points: SP = 50,980 (83% of MPV)

BattleForce2: MP: 3N,   Armor/Structure: 13 / 13

    Damage PB/M/L: 7/5/1,   Overheat: 0

    Class: DL,   Point Value: 42

    Specials:sph, if

 

Lasergunner posted this 22 July 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #602
SATURDAY, OCTOBER 22, 2005
1336 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=602]
Leopard_CV_3025.jpg

Leopard CV (3025)

Standard Level 1 / 3025 Inner Sphere  Aerodyne Dropship 1,900 Tons
MajorTom TRO 3025
Leopard CV HMA (Heavy Metal Aero) File

AeroTech 2 Vessel Technical Readout

Class/Model/Name:    Leopard CV (3025)

Tech: Inner Sphere / 2581

Vessel Type: Aerodyne DropShip

Rules: Level 1, Standard design

   

Mass: 1,900 tons

Length: 70 meters

Power Plant: V84 Standard

Safe Thrust: 4

Maximum Thrust: 6

Armor Type: Standard

Armament:2 PPC3 LRM 207 Medium Laser5 Large LaserManufacturer:    Various   Location:    Various

Overview:

The Leopard Class DropShip is the standard light transport vehicle in the Successor States. An old design, it has proved its worth over years of continuous service.

Capabilities:

The Leopard Class DropShip was introduced in the early days of the Star League as a support and transport vehicle for the recently developed BattleMechs.

Shortly after the DropShip's unveiling, its slab-sided design earned it the nickname "The Brick". This name also referred to the Leopard's atmospheric handling qualities, never impressive even under the best of circumstances. However, the straightforward, nononsense design and the ease of repairing the vessel earned the Leopard Class a longer life span than its designers.

Like many of the early BattleMechs, the Leopard's silhouette is blocky and angular. This is because its aligned-crystaI steel armor could originally be formed only in flat sheets. Although the problem was later solved, the Leopard retained its box-Iike shape.

Designed to carry four BattleMechs and a pair of AeroSpace Fighters, the Leopard was and is a versatile small transport, well-suited to small BattIeMech actions and to support of larger invasions or raids.

The Leopards cousin, the Leopard-CV, is the most common fighter carrier in service, carrying six Aero-Space Fighters as well as fuel and spare parts. It was first built several years after the original Leopard, and by then, the technology to form the armor in curved shapes had been perfected.

With armament identical to that of the standard Leopard, the CV is widely used in operations of all sizes, from short raids to full-scale invasions.

Although lighter than larger DropShips, the Leopard's armament is nonetheless impressive: twin heavy particle cannon, three 20-rack LRM launchers, seven medium and five heavy lasers. Sufficient to knock out large numbers of opposing fighters, this armament is still less than that of Union or Overlord Class DropShips. Thus, a Leopard that is swarmed by fighters while in the air or by 'Mechs on the ground is in serious trouble.

The standard Leopard is most often used in raids. Its small size helps prevent detection, and it is inexpensive to operate and maintain. Its complement of a single four-'Mech lance often consists of light, fast Stingers, Wasps, or Locusts. On more difficult operations, the Leopard is capable of carrying heavier 'Mechs, but raiding missions usually require speed over firepower.

The Leopard CV is a fine fighter-carrier, but structural weaknesses in its unusual-looking tail section sometimes hinder its operation. If its tail section is shot off, the CV becomes like a dropped rock, plunging helplessly surfaceward. If so crippled in space, of course, the CV may not attempt atmospheric entry.

Standard crew complement of a Leopard is nine crew, plus six MechWarriors or AeroSpace Pilots. Quarters are cramped, and, as the Leopard was not designed for extended operations, supplies are limited.

The Leopard continues to be widely used and produced because of its ease of maintenance and low operating costs. Designed as a small, reliable, uncomplicated assault craft, its systems, with the exception of the sophisticated propulsion unit, are easily repaired or replaced by Successor State technicians.

The V84 drive system is more difficult to service, but as a large supply of them still exists and spares are continually salvaged from destroyed DropShips, it seems likely that the Leopard and Leopard-CV will remain in service for many years.

Battle History:

Both the Leopard and the Leopard-CV date back to the early days of 'Mech warfare, when they were used in conjunction with other older ships such as the Lion heavy transport (which carried twelve 'Mechs). Of this early generation of DropShips, only the Leopard and Leopard-CV survive, due to their reliable, utilitarian design.

Raids and small 'Mech operations were and are the Leopards primary mission, although it is not uncommon to see them on larger-scale operations. A standard Leopard is perfect for short missions away from the main body of an invasion force.

Vulnerable on the ground, and lightly armored in comparison to the Union or Overlord Class DropShIps, the Leopard almost always returns to space or high altitude after delivering its 'Mechs. The CV version almost never enters low atmosphere, where its weapons are useless.

Standard Leopards are capable of carrying a full air lance of 'Mechs and Aerospace Fighters, and many air lances are traditionally associated with a specific Leopard. This combination is especially useful when the Leopard is assigned to commando and raiding duties.

Leopards, due to their ease of maintenance and repair, are very popular with the Bandit Kings, and are the most common DropShip used in water and parts raids. Sometimes they are used in conjunction with larger Union Class ships, but heavier transports are in short supply in the Bandit Kingdoms, and so are seldom seen.

Notable Vessels & Crews:

CapeIIan Confederation DropShip Teng
House Liao's best known Leopard is the transport vehicle for Norton's Air Lance of the 41h Regiment, McCarron's Armored Cavalry. Manufactured by House Liao over a hundred years ago, the Teng has gained notoriety in dozens of campaigns and raids for the Confederation.

The Teng's current captain, Leeland Malbridge, is a young officer who fully understands the implications of commanding such a famous DropShip. This leads to what some call over-caution, but in fact, the Teng has completed with distinction all its assignments under Malbridge, and without the loss of a single crewman.

Free Worlds League DropShip Hamilton
This ship dates back to the days of the Star League, when it was in the service of the elite Terran Guards. Its impressive service record continues under Marik ownership, for whom it usually transports elements of the ist Regiment, Regulan Hussars, into combat against House Steiner.

The Hamiltons most recent success came when she helped evacuate several injured MechWarriors and their 'Mechs from the disastrous Marik defeat on Cavanaugh II. Crammed with neatly twice its normal complement of 'Mechs, the Hamilton was only barely able to lift from the planet's surface. Commander Ira Arkani was hard pressed to keep his ship together during the retreat from the system, as numerous Steiner fighters attempted to destroy the famous DropShip.

The Hamilton escaped, but with heavy damage. Arkani and his entire crew were decorated by Janos Marik, and battle honors for Cavanaugh were added to the Hamilton's insignia.

Draconis Combine DropShip Foxhound
A new Kurita DropShip, the Foxhound is equipped with advanced weaponry and communication devices, and has been assigned to transport lances of Kurita's Nightstalker regiment on raids against Davion frontier worlds.

The DropShip's name was chosen by Takashi Kurita, who hoped that the Foxhound would be a major annoyance to Hanse "The Fox" Davion. Having become aware of Kurita's plans, House Davion dispatched a special commando unit to twist the Dragon's tail a little by destroying the Foxhound.


Class/Model/Name: Leopard CV (3025)

Mass: 1,900 tons

Equipment:             Mass

Power Plant: Standard 494.00

Structural Integrity: 7 66.50

Safe Thrust: 4  

Maximum Thrust: 6  

Heat Sinks: 80 Single 56.00

Fuel & Fuel Pumps:   137.00

Bridge & Controls:   15.00

Armor Factor: 500 Standard 29.50


      Armor Value

      (Standard Scale)        

  Fore:   140        

  Left / Right Sides:   130 / 130        

  Aft:   100        


Equipment & Options:              

Cargo:    

   Bay 1: Fighters (2) with 2 doors 300.00

   Bay 2: Fighters (2) with 2 doors 300.00

   Bay 3: Fighters (2) with 2 doors 300.00

   Bay 4: Cargo (1) 34.00

     

Escape Pods: 2 (7 tons each) 14

Crew and Passengers:    

   2 Officers (1 minimum)   0.00

   4 Crew (2 minimum)   0.00

   3 Gunners (3 minimum)   0.00

   12 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

2 PPC Nose 2(20)

2(20)

-- 20 14.00

1 LRM 20(12 rounds) Nose 1(12) 1(12)

1(12)

6 12.00

3 Medium Laser Nose

2(15)

--

9 3.00

1 LRM 20(12 rounds) L/RW 1(12) 1(12)

1(12)

12 24.00

2 Large Laser L/RW 2(21)

2(16)

-- 32 20.00

   1 Medium Laser           6 2.00

1 Large Laser Aft 2(18)

1(8)

-- 8 5.00

   2 Medium Laser           6 2.00

TOTALS:           99 1,900.00

Tons Left:             .00


Calculated Factors:

Total Cost: 171,286,128 C-Bills

Battle Value: 2,579

Cost per BV: 66,415.71

Weapon Value: 4,632 (Ratio = 1.80)

Damage Factors:    SRDmg = 97; MRDmg = 56; LRDmg = 8; ERDmg = 0

Maintenance Point Value:    MPV = 15,688 (7,730 Structure, 5,990 Life Support, 1,968 Weapons)

Support Points: SP = 11,366 (72% of MPV)

BattleForce2: MP: 4N,   Armor/Structure: 9 / 8

    Damage PB/M/L: 11/9/4,   Overheat: 0

    Class: DS,   Point Value: 26

    Specials:if



Lasergunner posted this 22 July 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #600
SATURDAY, OCTOBER 22, 2005
2264 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=600]
Leopard_3025.jpg

Leopard (3025)

Standard Level 1 / 3025 Inner Sphere  Aerodyne Dropship 1,900 Tons
MajorTom TRO 3025
Leopard HMA (Heavy Metal Aero) File

AeroTech 2 Vessel Technical Readout

Class/Model/Name:    Leopard (3025)

Tech: Inner Sphere / 2537

Vessel Type: Aerodyne DropShip

Rules: Level 1, Standard design

   

Mass: 1,900 tons

Length: 66 meters

Power Plant: V84 Standard

Safe Thrust: 4

Maximum Thrust: 6

Armor Type: Standard

Armament:2 PPC3 LRM 207 Medium Laser5 Large LaserManufacturer:    Various   Location:    Various

Overview:

The Leopard Class DropShip is the standard light transport vehicle in the Successor States. An old design, it has proved its worth over years of continuous service.

Capabilities:

The Leopard Class DropShip was introduced in the early days of the Star League as a support and transport vehicle for the recently developed BattleMechs.

Shortly after the DropShip's unveiling, its slab-sided design earned it the nickname "The Brick". This name also referred to the Leopard's atmospheric handling qualities, never impressive even under the best of circumstances. However, the straightforward, nononsense design and the ease of repairing the vessel earned the Leopard Class a longer life span than its designers.

Like many of the early BattleMechs, the Leopard's silhouette is blocky and angular. This is because its aligned-crystaI steel armor could originally be formed only in flat sheets. Although the problem was later solved, the Leopard retained its box-Iike shape.

Designed to carry four BattleMechs and a pair of AeroSpace Fighters, the Leopard was and is a versatile small transport, well-suited to small BattIeMech actions and to support of larger invasions or raids.

The Leopards cousin, the Leopard-CV, is the most common fighter carrier in service, carrying six Aero-Space Fighters as well as fuel and spare parts. It was first built several years after the original Leopard, and by then, the technology to form the armor in curved shapes had been perfected.

With armament identical to that of the standard Leopard, the CV is widely used in operations of all sizes, from short raids to full-scale invasions.

Although lighter than larger DropShips, the Leopard's armament is nonetheless impressive: twin heavy particle cannon, three 20-rack LRM launchers, seven medium and five heavy lasers. Sufficient to knock out large numbers of opposing fighters, this armament is still less than that of Union or Overlord Class DropShips. Thus, a Leopard that is swarmed by fighters while in the air or by 'Mechs on the ground is in serious trouble.

The standard Leopard is most often used in raids. Its small size helps prevent detection, and it is inexpensive to operate and maintain. Its complement of a single four-'Mech lance often consists of light, fast Stingers, Wasps, or Locusts. On more difficult operations, the Leopard is capable of carrying heavier 'Mechs, but raiding missions usually require speed over firepower.

The Leopard CV is a fine fighter-carrier, but structural weaknesses in its unusual-looking tail section sometimes hinder its operation. If its tail section is shot off, the CV becomes like a dropped rock, plunging helplessly surfaceward. If so crippled in space, of course, the CV may not attempt atmospheric entry.

Standard crew complement of a Leopard is nine crew, plus six MechWarriors or AeroSpace Pilots. Quarters are cramped, and, as the Leopard was not designed for extended operations, supplies are limited.

The Leopard continues to be widely used and produced because of its ease of maintenance and low operating costs. Designed as a small, reliable, uncomplicated assault craft, its systems, with the exception of the sophisticated propulsion unit, are easily repaired or replaced by Successor State technicians.

The V84 drive system is more difficult to service, but as a large supply of them still exists and spares are continually salvaged from destroyed DropShips, it seems likely that the Leopard and Leopard-CV will remain in service for many years.

Battle History:

Both the Leopard and the Leopard-CV date back to the early days of 'Mech warfare, when they were used in conjunction with other older ships such as the Lion heavy transport (which carried twelve 'Mechs). Of this early generation of DropShips, only the Leopard and Leopard-CV survive, due to their reliable, utilitarian design.

Raids and small 'Mech operations were and are the Leopards primary mission, although it is not uncommon to see them on larger-scale operations. A standard Leopard is perfect for short missions away from the main body of an invasion force.

Vulnerable on the ground, and lightly armored in comparison to the Union or Overlord Class DropShIps, the Leopard almost always returns to space or high altitude after delivering its 'Mechs. The CV version almost never enters low atmosphere, where its weapons are useless.

Standard Leopards are capable of carrying a full air lance of 'Mechs and Aerospace Fighters, and many air lances are traditionally associated with a specific Leopard. This combination is especially useful when the Leopard is assigned to commando and raiding duties.

Leopards, due to their ease of maintenance and repair, are very popular with the Bandit Kings, and are the most common DropShip used in water and parts raids. Sometimes they are used in conjunction with larger Union Class ships, but heavier transports are in short supply in the Bandit Kingdoms, and so are seldom seen.

Notable Vessels & Crews:

CapeIIan Confederation DropShip Teng
House Liao's best known Leopard is the transport vehicle for Norton's Air Lance of the 41h Regiment, McCarron's Armored Cavalry. Manufactured by House Liao over a hundred years ago, the Teng has gained notoriety in dozens of campaigns and raids for the Confederation.

The Teng's current captain, Leeland Malbridge, is a young officer who fully understands the implications of commanding such a famous DropShip. This leads to what some call over-caution, but in fact, the Teng has completed with distinction all its assignments under Malbridge, and without the loss of a single crewman.

Free Worlds League DropShip Hamilton
This ship dates back to the days of the Star League, when it was in the service of the elite Terran Guards. Its impressive service record continues under Marik ownership, for whom it usually transports elements of the ist Regiment, Regulan Hussars, into combat against House Steiner.

The Hamiltons most recent success came when she helped evacuate several injured MechWarriors and their 'Mechs from the disastrous Marik defeat on Cavanaugh II. Crammed with neatly twice its normal complement of 'Mechs, the Hamilton was only barely able to lift from the planet's surface. Commander Ira Arkani was hard pressed to keep his ship together during the retreat from the system, as numerous Steiner fighters attempted to destroy the famous DropShip.

The Hamilton escaped, but with heavy damage. Arkani and his entire crew were decorated by Janos Marik, and battle honors for Cavanaugh were added to the Hamilton's insignia.

Draconis Combine DropShip Foxhound
A new Kurita DropShip, the Foxhound is equipped with advanced weaponry and communication devices, and has been assigned to transport lances of Kurita's Nightstalker regiment on raids against Davion frontier worlds.

The DropShip's name was chosen by Takashi Kurita, who hoped that the Foxhound would be a major annoyance to Hanse "The Fox" Davion. Having become aware of Kurita's plans, House Davion dispatched a special commando unit to twist the Dragon's tail a little by destroying the Foxhound.


Class/Model/Name: Leopard (3025)

Mass: 1,900 tons

Equipment:             Mass

Power Plant: Standard 494.00

Structural Integrity: 7 66.50

Safe Thrust: 4  

Maximum Thrust: 6  

Heat Sinks: 80 Single 56.00

Fuel & Fuel Pumps:   137.00

Bridge & Controls:   15.00

Armor Factor: 500 Standard 29.50


      Armor Value

      (Standard Scale)        

  Fore:   140        

  Left / Right Sides:   130 / 130        

  Aft:   100        


Equipment & Options:              

Cargo:    

   Bay 1: BattleMechs (4) with 4 doors 600.00

   Bay 2: Fighters (2) with 2 doors 300.00

   Bay 3: Cargo (1) 34.00

     

Escape Pods: 2 (7 tons each) 14

Crew and Passengers:    

   2 Officers (1 minimum)   0.00

   4 Crew (2 minimum)   0.00

   3 Gunners (3 minimum)   0.00

   12 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

2 PPC Nose 2(20)

2(20)

-- 20 14.00

1 LRM 20(12 rounds) Nose 1(12) 1(12)

1(12)

6 12.00

3 Medium Laser Nose

2(15)

--

9 3.00

1 LRM 20(12 rounds) L/RW 1(12) 1(12)

1(12)

12 24.00

2 Large Laser L/RW 2(21)

2(16)

-- 32 20.00

   1 Medium Laser           6 2.00

1 Large Laser Aft 2(18)

1(8)

-- 8 5.00

   2 Medium Laser           6 2.00

TOTALS:           99 1,900.00

Tons Left:             .00


Calculated Factors:

Total Cost: 171,358,128 C-Bills

Battle Value: 2,579

Cost per BV: 66,443.63

Weapon Value: 4,632 (Ratio = 1.80)

Damage Factors:    SRDmg = 97; MRDmg = 56; LRDmg = 8; ERDmg = 0

Maintenance Point Value:    MPV = 15,688 (7,730 Structure, 5,990 Life Support, 1,968 Weapons)

Support Points: SP = 11,366 (72% of MPV)

BattleForce2: MP: 4N,   Armor/Structure: 9 / 8

    Damage PB/M/L: 11/9/4,   Overheat: 0

    Class: DS,   Point Value: 26

    Specials:if

 

Lasergunner posted this 22 July 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #603
SATURDAY, OCTOBER 22, 2005
4401 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=603]
Union_3025.jpg

Union (3025)

Standard Level 1 / 3025 Inner Sphere  Spheroid Dropship 3,600 Tons
MajorTom TRO 3025
Union HMA (Heavy Metal Aero) File

AeroTech 2 Vessel Technical Readout

Class/Model/Name:    Union (3025)

Tech: Inner Sphere / 2708

Vessel Type: Spheroid DropShip

Rules: Level 1, Standard design

   

Mass: 3,600 tons

Length: 82 meters

Power Plant: Standard

Safe Thrust: 3

Maximum Thrust: 5

Armor Type: Standard

Armament:3 PPC6 Autocannon/56 LRM 2012 Medium Laser5 Large LaserManufacturer:    Various   Location:    Various

Overview:

Weighing in at 3600 tons, the Union Class DropShip is the middle member of the Leopard-Union-Overlord triad. As such, it is the standard medium DropShip, small enough to easily transport a 'Mech raiding party, and large enough to support part of a full-scale invasion.

Capabilities:

The Union's 'Mech complement is a full company of twelve 'Mechs, plus two AeroSpace Fighters. This capacity often leads to a single DropShip being associated with a specific company. Sinclair's Company of House Liao's St . Ives Armored Cavalry is linked, for example, with the Union DropShip Sweet Chariot.

The Union's armament is impressive in comparison to every other warcraft save the awesome Overlord Class DropShip. Six Class 5 autocannon, twelve medium lasers, and five heavy lasers sprout from the vehicle's spherical surface, along with three PPCs and six 20-rack LRM launchers. Though the ship is incapable of fire at low altitudes, its array of weapons can deliver massive amounts of firepower in space, making the Union Class a terrifying opponent.

Crowded by weapon bays and the like, the crew's quarters are spartan. The 14 crewmen and 12-14 'MechWarriors and Fighter Pilots are expected to cram themselves into a single, tiny bunkroom with neither viewports nor recreational facilities. The two officers share another microscopic bunkroom, while the captain is allowed the ultimate luxury of private quarters, in an area scarcely larger than its single bed and wash basin.

Sanitary facilities are so limited as to be almost ludicrous. In addition, the air recirculation system is as small and unsophisticated as possible, leading to frequent breakdowns and an atmosphere redolent with sweat and dirty socks.

Despite these difficult living conditions, Union crews accomplish their missions ably, defending against AeroSpace Fighter attack, and with calm efficiency delivering their'Mech cargoes to drop points.

While the spherical shapes of both the Union and the Overlord make space travel and atmospheric entry easier, the ships are unstable, and at their most vulnerable when actually descending through an atmosphere.

A single hit to one of the Union's four attitude jets can make it tumble out of control, crashing and destroying its entire complement. Marik fighter squadrons made just such attacks during the Liaoist invasion of Van Diemen IV, destroying several Union Class DropShips as they descended toward the planet.

The shortage of replacement parts for the Union's complex interplanetary drive system, and the lack of the heavy industry needed to construct them may imperil the future of both the Union and the Overlord. Even now, they are produced in very small numbers, and the knowledge of their exotic technology is limited to a tiny handful. If the Succession Wars drag on, they may eventually lead to the end of this magnificent vehicle and it's larger cousin.

Battle History:

Union Class DropShips served throughout Star League's stormy late history. They moved into battle escorted by the League's awesome star cruisers, then delivered their armored cargoes and returned to space. The star cruisers are gone now, and those Union Class DropShips that remain are often badly in need of maintenance, crippled by the lack of reliable technicians.

Falling between the light Leopard and the superheavy Overlord Dropships, the Union has the flexibility to accompany either one, whether as a lighter adjunct to the Overlord or as a powerful central coordinator for a raid by Leopards.

When fuel is sufficient, the Union may drop its Mechs at different locations, one lance at a time, from high altitude, then land at a central rendezvous point. This tactic is especially useful during raids, when speed and surprise are the most valuable. The Union also carries spare parts and ammunition for its 'Mechs, and will occasionally remain on the ground as a support base.

Use of the Union Class dates back well into the Star League era, when it was first built as a replacement for the older Lion Class DropShip. It continues in the service of every Successor House, and a few even serve in the retinues of the Bandit Kings. Union ships have participated in nearly every military operation of any size. Due to the expense and comparative scarcity of Overlord Class ships, Union DropShips often form the bulk of an invasion force.

The maintenance problem cited above is beginning to plague the class, however. Although many remain in service, the difficulties of manufacture and obtaining parts are beginning to affect the Union's performance. The class remains the standard DropShip of the Successor States, but its days may be numbered.

Notable Vessels & Crews:

Sweet Chariot, Capellan Confederation DropShip
This venerable, 400-year-old DropShip has, for the last century and a half, been the traditional transport of Liao's Sinclair's Company of the St. Ives Armored Cavalry. Under the experienced eye and steady hand of Captain Lars Talbot, Sweet Chariot has seen action in virtually every sector of Liao space, from Ronel to Arboris. She bears the scars of numerous battles, and is well-loved by her crew.

Captain Talbot is a humorless yet compassionate man in his mid-50s, who has served House Liao for 32 years. His style of command is strictly by-the-book, but he is fully capable of bending the rules to his or his crew's advantage.

The traditional bond between a Union Class DropShip and its company is especially strong here, with Sinclair's Company and the crew of the Chariot considering each other members of the same family. Loyalty to company and DropShip often takes precedence over loyalty to House Liao, and has occasionally caused problems.

Sweet Chariot is one of the best-known DropShips in the Confederation, and her loss would be a great blow to Liao morale.

Red Eagle, Draconis Combine DropShip
The Eagle is an independent DropShip, not associated with any specific 'Mech unit. She is wellknown for her victories in space, preferring to slug it out with enemy ships rather than withdraw behind a screen of fighters. Her hull is scarred by several hits, but none have yet succeeded in inflicting serious damage.

Captain Ilse Morrow is an aggressive commander, and has attracted a crew that shares her sentiments, desiring action in the thick of battle.

In the continuing conflict with House Davion, they have gotten their wish. Attacked by Davion fighters during the Kurita invasion of Hoan III in 2996, the Red Eagle shot down eight enemy craft, forcing them to withdraw as she dropped her 'Mechs. Fighting her way off the planet, the Eagle took more damage but also destroyed even more Davion ships.


Class/Model/Name: Union (3025)

Mass: 3,600 tons

Equipment:             Mass

Power Plant: Standard 702.00

Structural Integrity: 11 79.50

Safe Thrust: 3  

Maximum Thrust: 5  

Heat Sinks: 90 Single 21.00

Fuel & Fuel Pumps:   215.00

Bridge & Controls:   27.00

Armor Factor: 640 Standard 37.50


      Armor Value

      (Standard Scale)        

  Fore:   180        

  Left / Right Sides:   180 / 180        

  Aft:   100        


Equipment & Options:              

Cargo:    

   Bay 1: BattleMechs (4) with 2 doors 600.00

   Bay 2: BattleMechs (8) with 2 doors 1,200.00

   Bay 3: Fighters (2) with 2 doors 300.00

   Bay 4: Cargo (1) with 2 doors 74.00

     

Escape Pods: 7 (7 tons each) 49

Crew and Passengers:    

   3 Officers (2 minimum)   0.00

   5 Crew (2 minimum)   0.00

   6 Gunners (6 minimum)   0.00

   28 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

1 PPC Nose 1(10)

1(10)

-- 10 7.00

2 Autocannon/5(20 rounds) Nose 1(10)

1(10)

-- 2 17.00

2 LRM 20(24 rounds) Nose 2(24) 2(24)

2(24)

12 24.00

2 Medium Laser Nose

1(10)

--

6 2.00

1 PPC FL/R 1(10)

1(10)

-- 20 14.00

2 Autocannon/5(40 rounds) FL/R 1(10)

1(10)

-- 4 36.00

2 LRM 20(24 rounds) FL/R 2(24) 2(24)

2(24)

24 48.00

1 Large Laser FL/R 2(18)

1(8)

-- 16 10.00

   2 Medium Laser           12 4.00

1 Large Laser AL/R 2(18)

1(8)

-- 16 10.00

   2 Medium Laser           12 4.00

1 Large Laser Aft 2(18)

1(8)

-- 8 5.00

   2 Medium Laser           6 2.00

TOTALS:           148 3,600.00

Tons Left:             .00


Calculated Factors:

Total Cost: 222,554,080 C-Bills

Battle Value: 3,259

Cost per BV: 68,289.07

Weapon Value: 5,682 (Ratio = 1.74)

Damage Factors:    SRDmg = 129; MRDmg = 76; LRDmg = 12; ERDmg = 0

Maintenance Point Value:    MPV = 22,469 (10,359 Structure, 9,120 Life Support, 2,990 Weapons)

Support Points: SP = 17,443 (78% of MPV)

BattleForce2: MP: 3N,   Armor/Structure: 11 / 10

    Damage PB/M/L: 7/5/2,   Overheat: 0

    Class: DM,   Point Value: 33

    Specials:sph, if

 

Lasergunner posted this 16 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #534
SATURDAY, FEBRUARY 07, 2004
5363 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=534]
3025 Wolverine

Wolverine WVR-6R

Standard Level 1 / 3025 Age of War/Star League [Introductory] Inner Sphere  Biped 55 Tons
MajorTom TRO 3025

Faction Availability


Wolverine WVR-6R

Rules Level: Introductory

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2575

Extinct By: Never


Chassis: Crucis-A Standard

Power Plant: Core Tek 275 Fusion Engine

Cruising Speed: 53.75 km/h

Maximum Speed: 86.0 km/h

Jump Jets: Northrup 12000

     Jump Capacity: 150 meters

Armor: Maximillian 60 Standard Armor

Armament:

     1 GM Whirlwind Autocannon/5

     1 Harpoon-6 SRM-6

     1 Magna Mk II Medium Laser

Manufacturer: Kallon Industries

     Primary Factory: Nanking, Thermopolis

Communications System: Tek BattleCom

Targeting and Tracking System: Garret T11b


Overview
The Kallon Industries' Wolverine represents a relatively successful attempt to marry speed with striking power. A comparatively fast 'Mech capable of taking considerable damage while remaining operational, the Wolverine now serves in Successor State medium and recon lances. Its long and impressive history spans both the Star League and the era of the Succession Wars.

Capabilities
The Wolverine's Crucis-A chassis is both light and durable, and the 'Mech is also equipped with medium Maximilian-60 armor. Early Wolverines were armed with only the Whirlwind autocannon and a single medium laser. The Harpoon 6-rack SRM launcher was later added to increase the 'Mech's firepower at close range.

Originally intended to provide a full 360-degree firing arc, the ball-turret mounting of the Magna medium laser cannon is noteworthy. The weapon's traverse became restricted, however, when the shoulder-mounted Harpoon and the Tek BattleCom electronics blister were later added on. A fire-interrupt circuit also had to be added to prevent MechWarriors from damaging their own vehicles.

The Wolverine is one of the heaviest 'Mechs to carry jump jets, and the Northrup 12000 engines must labor considerably to lift the 55-ton vehicle into the air. The jump jets are thus prone to breakdown, forcing House Kurita, for example, to scrap the jets altogether.

The Wolverine's value as a command vehicle is enhanced by its Tek BattleCom system, a unit also used to good effect by the Orguss Phoenix Hawk. Well-shielded and with a multi-channel transmitter and receiver, the Tek comgear is an important facet of the Wolverine's success as a recon 'Mech.

As a fast, medium recon vehicle, the Wolverine does not have impressive armor, which is as it should be. In combination with the medium laser and SRM launcher, the Whirlwind autocannon provides firepower adequate to allow the Wolverine to cover its own retreat or to support the advance or retreat of other 'Mechs. Despite its originally limited role, the Wolverine has proved to be a versatile BattleMech, suited to many different tasks.

Battle History
Wolverines are often deployed in recon lances to perform hazardous scouting missions into heavily defended areas, where lighter Wasps or Locusts would be at a disadvantage. Along with other medium recon vehicles such as the Charger and the Griffin, the Wolverine has seen constant service since the start of the Successor States era.

Wolverines have served House Kurita with distinction during many battles with Davion on Bergman's Planet. There, in 2986, Wolverines of Kurita's Legion of Vega clashed with the Phoenix Hawk and Stinger lances of Davion's Deneb Light Cavalry.

Captain Dale Smith of the Vegan Legion won special recognition while leading a raiding party of Wolverines deep into Davion territory. Beset by the Deneb's more numerous 'Mechs, he conducted a series of skillful fighting withdrawals, using his Wolverines' superior mass and firepower to defeat the faster and more agile enemy. After more than a week out of communications with the main Kurita base, not only did Smith's company return without a single casualty, but was loaded down with loot and spare parts.

Perhaps the best known incident involving a Wolverine took place in 2932, during a hard-fought campaign between Kurita and Steiner on Kimball II, a planet that had already changed hands a dozen times. Steiner's Wolverine-led medium and heavy recon forces were pushed to the limit, having to engage in raiding and commando actions in addition to their normal scouting duties. During one such raid, the remains of three recon lances of Steiner's Lyran Guard, under the command of Captain Lisa Morgan, were sent on a hazardous night mission to destroy a key Kurita com center. The unit consisted of six Wolverines and three Phoenix Hawks.

Unfortunately, Morgan found the objective heavily guarded, and her unit was soon under attack by two full Kurita heavy assault companies. She ordered a retreat, but found the escape route blocked by a pair of Marauder lances. Leading the Kurita 'Mechs was Captain Yuri Karlevski, pilot of nothing less than a BattleMaster, the most dreaded of all 'Mechs.

Refusing to consider retreat, Morgan threw her company against the Marauders, desperately hoping for a breakthrough. Though they fought savagely, Morgan's Wolverines were clearly outmatched. As the pursuing heavy 'Mechs moved in and Morgan herself was being battered to pieces by the ruthless Karlevski, all seemed lost. Then fate intervened on Morgan's side.

Her 'Mech toppled, with one arm and one leg crippled, Morgan watched as Karlevski prepared to deliver the coup de grace. In a last act of defiance, Morgan hit her SRM fire switch, discharging the last spread of missiles at point-blank range. All six missiles struck the BattleMaster in the head, blasting its cockpit to scrap and instantly killing Karlevski. With their command communications disrupted, the remaining Marauders fell back in confusion. Meanwhile Morgan and her surviving Wolverines gathered up the damaged BattleMaster and escaped.

Karlevski's BattleMaster, the Czar Peter, was repaired and awarded to Captain Morgan, and still serves in the 'Mech forces of House Steiner.

Though the Wolverine has expanded its duties considerably beyond its original scouting role, most of its engagements are less colorful, routine scouting missions, raids, or battles with other recon units. The Wolverine also packs enough firepower for use in support of heavier 'Mechs or even to attack positions held by infantry or lighter 'Mechs.

Known Variants
Besides the standard Wolverine-A, House Kurita employs a variant whose troublesome jump jets have been replaced by additional armor. The Whirlwind cannon has also been replaced with one heavy, one medium, and one light laser.

Less radical is House Marik's Wolverine-M. It retains the jump jets, replaces the autocannon with a heavy laser, and adds a medium laser.

Most Successor Lords, however, seem content with the basic Wolverine design, and few other variants have been tested.

Notable 'Mechs and Mechwarriors
MechWarrior Lib Argust
Pilot of a Wolverine in Norman's Recon Lance, Dinsdale's Battalion, 4th Tau Ceti Rangers of House Liao. Argust is a likable individual, whose Wolverine bears numerous battle honors. She is also an excellent athlete especially skilled at rudder-bat and basketball. Her competitive nature is well-suited to 'Mech combat, making her a first-rate recon pilot, with a never-say-die attitude.


Technology Base: Inner Sphere 55.00 tons

Chassis Config: Biped Cost: 4,810,357 C-Bills

BV2: 1,101 Tech Rating/Era Availability: D/C-E-D


Equipment     Mass

Internal Structure: Standard 5.50

Engine: 275 Fusion Engine 15.50

Walking MP: 5

Running MP: 8

Jumping MP: 5 Standard

Jump Jet Locations: 1 CT, 2 LL, 2 RL 2.50

Heat Sinks: 12 - Single (11 in engine) 2.00

Heat Sink Locations: 1 RT

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 152 points - Standard Armor 9.50

  Internal Armor

  Structure Factor

Head: 3 8

Center Torso: 18 20

Center Torso (rear):   8

R/L Torso: 13 20

R/L Torso (rear):   6

R/L Arm: 9 16

R/L Leg: 13 16

Weapons and Ammo Location Heat Criticals Tonnage

Autocannon/5 RA 1 4 8.00

SRM-6 LT 4 2 3.00

Medium Laser HD 3 1 1.00

Ammo: AC/5 (20)

RA

1 1.00

Ammo: SRM-6 (15)

LT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 11

5j 2 2 1 0 2 0 Structure: 5  

Special Abilities: SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 16 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #4829
SUNDAY, NOVEMBER 13, 2005
2741 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=4829]
Phoenix_Hawk_LAM_3025.jpg

Phoenix Hawk LAM PXH-HK2

Standard Level 3 / 3025 Age of War/Star League [Advanced Rules] Inner Sphere  LAM 50 Tons
MajorTom TRO 3025
Phoenix Hawk LAM HMP (Heavy Metal Pro) File

Faction Availability


Phoenix Hawk LAM PXH-HK2

Rules Level: Advanced Rules

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2732

Extinct By: Never


Chassis: Dort 100 Standard

Power Plant: Allied 250 Fusion Engine

Cruising Speed: 53.75 km/h

Maximum Speed: 86.0 km/h

Jump Jets: Pitban 6000

     Jump Capacity: 150 meters

Armor: Durallex Light Standard Armor

Armament:

     1 Amsterdam Large Laser

     2 Maxum 50 Medium Lasers

     2 SperryBrowning Machine Guns

Manufacturer: Allied Aerospace Incorporated

Communications System: Hartford J25 A

Targeting and Tracking System: Hartford S2000


Overview
Prior to the fall of the Star League, many firms experimented with the LAM concept. Allied AeroSpace Inc. began two such research projects, one involving the Shadow Hawk and the other involving the Phoenix Hawk. The Shadow Hawk tests proved to be a costly failure. The sheer size of the 'Mech made it too difficult to convert. In 2730, the firm abandoned these tests to concentrate on converting the aerodynamic Phoenix Hawk.

Within two years, the LAM version of the Phoenix Hawk was completed and sold to the Star League Regular Army. At nearly twice the size of the Wasp and Stinger LAMS, already being marketed through the Inner Sphere, it was the largest LAM to be manufactured.

The 'Mech was not without faults. Its fighter landing gear did not respond well, due to the bulky conversion equipment. Even a minimal amount of damage could be fatal if it prevented the landing gear from lowering. Although some corrections were made, the problem was not resolved before the fall of the Star League. Most of the Phoenix Hawk LAMs still operative have this fault.

Capabilities
The sheer size of this Land-Air 'Mech makes it stand out from those previously produced. Though manufactured in small numbers, it is still regarded as a major breakthrough in conversion technology. Unfortunately, since the fall of the Star League and the bombing of the Allied facilities, this technology has become lost.

Armed with an Amsterdam 120 large laser, this the model would seem to be well protected. However, three months before the fall of Star League, the Amsterdam series of lasers underwent a major recall due to overheating difficulties. As almost no lasers were replaced, most Phoenix Hawk LAMs have overheating problems wkh this weapons system.

The Phoenix Hawk LAM's support fire capabilities make it a worthy opponent in all its configurations. The Hartford S2000 targeting system can coordinate the twin medium lasers (Maxums) and the Sperry/Browning machine guns into a number of multi-systems fire combinations. The net result is more firepower to wherever the pilot wishes.

Finally, the Phoenix Hawk LAM is the only Land-Air 'Mech with armor that protects the actuators during the delicate conversion process. Though this protection is minimal, it is better than none at all.

Battle History
Of the five major Houses, House Marik has the most Phoenix Hawk LAMS. This is because when Star League fell, Marik forces discovered that a major supply depot on Bordon contained the bulk of Allied AeroSpace's Land-Air 'Mech program. Although other houses strip down damaged LAMs to support functional ones, the Free Worlds League has its own storehouse of supplies.

Until recently, LAMs were rarely concentrated into any significant force. However, the actions of a single Phoenix Hawk LAM may provide some idea of this 'Mech's potential.

In 2938, Lieutenant Leesa Dobbins of House Marik took her Phoenix Hawk LAM into orbit over Fletcher, where House Liao was making some minor advances. While in the fighter mode, she signaled that her fighter was out of fuel and near the approaching DropShips of House Liao. In reality, this was only a ruse to fool the Liao attackers. Several Liao AeroSpace Fighters took her in tow as she claimed the right of surrender. Then much to their surprise, her fighter converted to a BattleMech as it was about to enter the DropShip. Keeping under the fire elevations of the ship, she damaged the vessel's engine systems at point-blank range. Liao fighters dove on her, but they tore up more of the DropShip than the LAM. She was the first MechWarrior attributed with taking out a DropShip singlehandedly.

Several Phoenix Hawk LAMs owned by House Davion took part in a raid on the Liao world of Tybalt during the summer of 2977. Their maneuverability and firepower made them prime recon units. They raided the areas behind the enemy forces, and, when Liao forces engaged them, they flew away. In the battles for the Turland Highlands of Tybalt, this series of LAM showed its worth as both air support and battlefield fighter.

In a bold move against the Steiner-held world of Suk, House Kurita sent several Phoenix Hawk LAMs to raid the planet. Unfortunately for the Draconis Combine, the defenders were armed with weaponry that had long-distance capabilities. The LAMs were wiped out almost to the last 'Mech. This greatly reduced the number of Phoenix Hawk LAMs within the Draconis Combine, but House Steiner gained a treasure chest new replacement parts for their few LAMS.

Known Variants
The only known variant of this 'Mech is a Marik version that replaces the large laser with a Holly LRM. The machine gun systems have also been removed.

Notable 'Mechs and Mechwarriors
Lieutenant Albert Amdecker
Amdecker was a Kurita AeroSpace Pilot prior to the battle for Suk in 3017. He was the sole survivor of his air lance and one of the few to survive the assault on the world. For his actions and observations on that world while under enemy rule, he was promoted to Commander of the 14th Air Lance, Seventh Regiment in the famous Sword of Light. Amdecker's Phoenix Hawk LAM is badly damaged and cannot convert into fighter mode until he receives replacement parts for a damaged left arm actuator.

Lieutenant Howard Doodlebury
Lieutenant Doodlebury is currently assigned to House Davion's Syrtis Fusiliers 8th Regiment, and commands its Tigershark AeroSpace Lance. His actions on such worlds as Hoff, Royal, Harrow's Sun, and Breed have earned him a reputation as one of the most skilled LAM pilots alive. He is a master at converting while under fire and at making the most of each mode. He changes his LAM's mode often to confuse inexperienced MechWarriors on the battlefields.


Technology Base: Inner Sphere 50.00 tons

Chassis Config: Biped Cost: 7,314,124 C-Bills

BV1: 1,233 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Standard 5.00

Engine: 250 Fusion Engine 12.50

Walking MP: 5 (2)

Running MP: 8 (3)

Jumping MP: 5 (15) Standard

Jump Jet Locations: 1 CT, 2 LT, 2 RT 2.50

Heat Sinks: 12 - Single (10 in engine) 2.00

Heat Sink Locations: 1 LL, 1 RL

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 128 points - Standard Armor 8.00

  Internal Armor

  Structure Factor

Head: 3 6

Center Torso: 16 23

Center Torso (rear):   5

R/L Torso: 12 18

R/L Torso (rear):   4

R/L Arm: 8 10

R/L Leg: 12 15

Weapons and Ammo Location Heat Criticals Tonnage

Medium Laser RA 3 1 1.00

Machine Gun RA 0 1 0.50

Medium Laser LA 3 1 1.00

Machine Gun LA 0 1 0.50

Large Laser RT 8 2 5.00

Ammo: MG (200)

CT

1 1.00

Conversion Equipment

--

5.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 4 Points: 11

5j 2 2 0 0 2 0 Structure: 4  

Special Abilities: SRCH, ES, SOA, VSTOL, SPC

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 16 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #558
MONDAY, JANUARY 05, 2004
4436 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=558]
3025 Phoenix Hawk

Phoenix Hawk PXH-1

Standard Level 1 / 3025 Age of War/Star League [Introductory] Inner Sphere  Biped 45 Tons
MajorTom TRO 3025
Phoenix Hawk HMP (Heavy Metal Pro) File

Faction Availability


Phoenix Hawk PXH-1

Rules Level: Introductory

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2568

Extinct By: Never


Chassis: Orguss Stinger Standard

Power Plant: GM 270 Fusion Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: Pitban 9000

     Jump Capacity: 180 meters

Armor: Durallex Light Standard Armor

Armament:

     1 Harmon Large Laser

     2 Harmon Medium Lasers

     2 M100 Machine Guns

Manufacturer: Orguss Industries

Communications System: Tek BattleCom

Targeting and Tracking System: Tek Tru-Trak


Overview
The Phoenix Hawk is a common 'Mech, a versatile model produced in the tens of thousands during the Star League era. Orguss Industries, a manufacturer of the similar Stinger and Wasp, created the Phoenix Hawk by strengthening the internal structure of its basic Stinger chassis, which enabled the new 'Mech to support heavier armor and expanded weaponry.

Capabilities
Clearly superior to its lighter cousins, the Phoenix Hawk also functions as a scout. Its armor permits it to sustain combat situations, and its array of one heavy and two medium lasers will give other medium 'Mechs like the Griffin and Wolverine a run for their money.

The Phoenix Hawk quickly became a staple of Star League recon forces. Pilots liked its ease of handling, and its speed made it well-suited to raiding and scouting. The Land-Air 'Mech version, constructed first in 2832, further expanded the Phoenix Hawk's mobility by allowing it to also perform aerial reconnaissance and combat.

The Tek Tru-Trak targeting computer system was a highly advanced piece of equipment, giving the Phoenix Hawk's ranged fire a deadly accuracy. Since the destruction of the Star League's major computer industries, maintenance and repair of Tru-Traks has declined considerably, as very few Techs have the specialized knowledge to service them. In many cases, the complex circuitry has simply been removed and replaced with simple line-of-sight magnification systems.

The multi-channel Tek BattleCom communications gear, which is heavily shielded to protect against battlefield interference, makes the Phoenix Hawk well-suited to a command/forward operations role. The swift 'Mech may also be outfitted with jamming and ECM gear.

The PXH often serves in light regiments and scout lances, and the LAM convertible Phoenix Hawk often plays a dual role in air and land 'Mech units.

Battle History
The most powerful of the medium scout 'Mechs, the Phoenix Hawk is often used to command recon lances. Lances led by Phoenix Hawks are kept busy probing enemy defenses and manning advance bases. Though attrition in these units is high, Phoenix Hawk pilots are among the most experienced and skillful MechWarriors.

Early Successor State recon units often consisted of three or four Phoenix Hawks, plus one or two Stingers, Wasps, or Locusts. Once the Phoenix Hawk's value as a command vehicle was recognized, it was reassigned to key leadership positions.

Phoenix Hawk-led recon lances proved invaluable to both sides in one of the many minor Kurita-Davion clashes. The encounter took place in the Blackrock Badlands of the mineral-rich planet Ronel V. The terrain of this battle was so harsh and convoluted that video and tracking gear of more conventional 'Mechs were rendered useless. When the reconnaissance elements of Davion's Avalon Hussars met their opposite number, a scouting force from Kurita's Galedon Regulars, a fierce battle ensued. Where other 'Mechs would have been helpless, the Phoenix Hawks and Wasps darted nimbly, using their jump jets to leap from ridgetop to ridgetop. The shielded BattleCom units also served the combatants well, cutting through the heavy background radiation of the area, allowing commanders to keep control of their swiftly moving 'Mechs.

With the Davion force threatening to envelop the Kurita forces, the Kurita LAM Phoenix Hawks were able to save their embattled scouts, swooping in low, then appearing behind Davion lines in BattleMech mode. The Kurita 'Mechs surged forward, catching Davion in a vice, and forcing the Hussars to retreat with heavy losses.

The Phoenix Hawk is usually no match for heavy BattleMechs such as the Crusader or Thunderbolt, but a recent clash between Houses Liao and Davion on Lee II proved the exception. Conditions were similar to those on Ronel, with high rock ridges blocking the advance of the Liao Crusaders and high radiation rates crippling their communications. Noting the difficult conditions for the enemy, Davion commander Colonel Gunnar Wilson sent in his Phoenix Hawks.

The PXHs fought a hit-and-run battle, using their jump jets to clear the ridges, and striking the Crusaders from above and behind before they could react. Whenever a Crusader did manage to fire its missiles, it often crippled an attacking Phoenix Hawk, and so Davion casualties ran high. Nevertheless, this inspired use of medium 'Mechs against heavies blunted the Liao attack, and helped the eventual Davion counter-strike to drive Liao from Lee II altogether.

Known Variants
As a scout 'Mech, the Phoenix Hawk has several notable variants, including the previously mentioned ECM-equipped and convertible LAM versions. Houses Davion and Kurita have also developed their own variations on the basic Phoenix Hawk-A.

The Davion PXH-D replaces the basic model's M100 machine guns with extra heat sinks. These increase the 'Mech's ability to dissipate heat, giving greater endurance. Kurita's Phoenix Hawk-K is an armored version of the basic model, replacing the M100s with a single light laser, eliminating the jump jets, and increasing the number of heat sinks. Though the -K functions well in combat, it is not a popular model because many consider its lack of jump jets a major drawback vitally restricting the 'Mech's mobility.

Notable 'Mechs and Mechwarriors
MechWarrior Abrahim Ibn Faud
lbn Faud and his LAM Phoenix Hawk, the Moon Rising, are prominent members of the Eridani Light Horse mercenary unit. The unit commander frequently assigns the Moon Rising (decorated with the Islamic star-and-crescent) for overflight and aerial reconnaissance, then orders it into battle alongside the main Eridani raiding forces.

lbn Faud accepts rough treatment philosophically. A devoted Moslem, he spends much of his time studying the Koran, whose teachings he follows to the letter. He will halt even in the midst of battle to face faroff Mecca (as it is on Earth, he must turn his face toward the sky). An able leader, Faud has several times been breveted to lieutenant in order to command an important mission. Though the rank has not yet become permanent, Abrahim lbn Faud remains a loyal MechWarrior and a faithful servant of Allah.

Lieutenant David Kellam
The mission of Kurita's elite Night Stalker Regiment is reconnaissance, raiding, and terror, and Lieutenant Kellam's lance is proficient in all three. Commanding from his Phoenix Hawk, The Knife, he almost never speaks save in combat, and is known to have killed at least two men in duels. Not much else is known about Kellam, except that he has neither family nor friends, nor does he mind.

Ruthless in combat, Kellam and The Knife have often been the last sight seen by many an unwary MechWarrior.


Technology Base: Inner Sphere 45.00 tons

Chassis Config: Biped Cost: 4,067,090 C-Bills

BV2: 1,041 Tech Rating/Era Availability: D/C-E-D


Equipment     Mass

Internal Structure: Standard 4.50

Engine: 270 Fusion Engine 14.50

Walking MP: 6

Running MP: 9

Jumping MP: 6 Standard

Jump Jet Locations: 3 LT, 3 RT 3.00

Heat Sinks: 10 - Single (10 in engine) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 128 points - Standard Armor 8.00

 

  Internal Armor

  Structure Factor

Head: 3 6

Center Torso: 14 23

Center Torso (rear):   5

R/L Torso: 11 18

R/L Torso (rear):   4

R/L Arm: 7 10

R/L Leg: 11 15

Weapons and Ammo Location Heat Criticals Tonnage

Machine Gun RA 0 1 0.50

Medium Laser RA 3 1 1.00

Large Laser RA 8 2 5.00

Machine Gun LA 0 1 0.50

Medium Laser LA 3 1 1.00

Ammo: MG (200)

CT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 4 Points: 10

6j 2 2 0 0 2 0 Structure: 4  

Special Abilities: SRCH, ES, SOA

Created using Solaris Skunk Werks
Downloadable here

 

Lasergunner posted this 09 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #501
SUNDAY, SEPTEMBER 19, 2004
2141 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=501]
Imp

Imp IMP-2E

Standard Level 1 / 3025 Inner Sphere  Biped 100 Tons
MajorTom TRO 3025
Imp HMP (Heavy Metal Pro) File
Imp SSW (Solaris Skunk Werks) File

Faction Availability


Imp IMP-2E

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2801

Extinct By: Never


Chassis: Star League IM-03x

Power Plant: Strand 300 Fusion Engine

Cruising Speed: 32.25 km/h

Maximum Speed: 53.75 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Maximillian 300 Standard

Armament:

     2 Magna Hellstar PPCs

     1 Mitchell Systems LRM-15

     5 Martell Model 5 Medium Lasers

Manufacturer: Unknown

     Primary Factory: Unknown

Communications System: Pauley-Bronson Z

Targeting and Tracking System: Wasat Aggressor Type 8


Overview
Several of the Imp's features were found in late Star League 'Mechs, but there is no record of this precise design until the appearance of Wolf's Dragoons, who have had great success with it. Heavily armed and armored, the Imp carries enough heat sinks to allow it to fire almost continuously without massive heat buildup. The Successor Houses have taken notice of the Imp's success and are scrambling to copy it, but they have had little success.

-Wolf's Dragoons, FASA 1631-



Technology Base: Inner Sphere 100 tons

Chassis Config: Biped Cost: 9,420,000 C-Bills

BV2: 1,969 Overall Tech Level / Era Availability: D/X-E-D


Equipment     Mass

Internal Structure:   10.0

Engine: 300 Fusion Engine 19.0

Walking MP: 3

Running MP: 5

Jumping MP: 0

Heat Sinks: 30 - Single (12 in engine) 20.0

Heat Sink Locations: 1 HD, 6 LT, 7 RT, 2 LL, 2 RL

Gyro: Standard 3.0

Cockpit: Standard 3.0

Actuators: L: SH+UA    R: SH+UA+LA

Armor: 288 points - Standard 18.0

 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 31 40

Center Torso (rear):   21

R/L Torso: 21 30

R/L Torso (rear):   12

R/L Arm: 17 25

R/L Leg: 21 42


Weapons and Ammo Location Criticals Tonnage

Medium Laser LA 1 1.0

LRM-15 RA 3 7.0

PPC LT 3 7.0

Medium Laser LT 1 1.0

PPC RT 3 7.0

Medium Laser RT 1 1.0

Medium Laser CT 1 1.0

Medium Laser CT 1 1.0

@ LRM-15 (8) LT 1 1.0


Created using Solaris Skunk Werks
Downloadable here

User Reviews

Updated format, BV2. Design Updated on 1/15/2009 12:085 PM

 

Lasergunner posted this 01 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #131
SATURDAY, APRIL 24, 2004
1975 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=131]
3025 Von Luckner

Von Luckner Heavy Tank VNL-K65N

Standard Level 1 / 3025 Inner Sphere  Tracked 75 Tons
MajorTom TRO 3025
Von Luckner Heavy Tank HMV (Heavy Metal Vee) File

Type/Model: Von Luckner Heavy Tank VNL-K65N

Tech: Inner Sphere / 3025

Config: Tracked Vehicle

Rules: Level 1-FA, Standard design

   

Mass: 75 tons

Power Plant: 225 VOX Fusion

Cruise Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Armor Type: Standard

Armament:1 Armstrong Autocannon/202 Holly SRM 6s1 Dannel SRM 41 Holly LRM 101 Ramsey Machine Gun1 Firestorm FlamerManufacturer:    HartfordCo Industries   Location:    (Unknown)Communications System:    O/P 300Targeting & Tracking System: O/P GRNDSTAT 50A

Overview:

After the Reunification War, Star League military commanders asked several contractors to design a heavy tank. HartfordCo Industries answered the call with the VNL-K65N Von Luckner, named after the famous twentieth-century Terran raider, Count Felix von Luckner.

The tank was designed as a BattleMech without legs. It weighs 75 tons, more than many 'Mechs. The Von Luckner is one of the few vehicles still driven by a fusion reactor, as most reactors have been stripped from vehicles for use in 'Mechs.

Only a few Von Luckners remain in service. Like the larger Demolisher tank, they are deadly foes against light BattleMechs.

Capabilities:

The VNL-K65N provides ample firepower and supports a great deal of armor to protect its delicate systems. Its fusion power plant gives it a very long range, making it deadly in combat against most 'Mechs. It carries an Armstrong AC/20, considered one of the most accurate autocannons of its class.

The Von Luckner's indirect weapons and missile systems are also impressive. Two Holly SRM-6 racks on the turret provide right and left firing capability when the turret is facing forward. Holly Armaments also included an LRM-10 rack mounted high on the tank's rear. This system acts as a turret mount, as it can be rotated to a certain extent. Finally, a Dannel SRM-4 rack is mounted on the front of the turret just to the right of the autocannon.

For close-in weapons, the Von Luckner supports a Ramsey machine gun mounted in the front turret. Though the Ramsey has a tendency to jam, a single Firestorm flamer on the front of the tank fills the gap well enough when necessary.

Though its armor and weapons might seem to make the Von Luckner unstoppable, the tank's weakness is the enormous amount of ammunition it must carry to support its missile systems. Most reloads are stored in the lower portion of the tank rather than in the turret, and so a fire or an internal critical hit can cause devastating explosions in the Von Luckner. The tank also has problems with its ammunition reloading system, which jams from time to time.

The four-person crew of the Von Luckner tank has its hands full during combat. One man drives the tank, and a second crew member is in charge of the ammunition reloading systems and the engine. A third acts as the turret/fire control officer, coordinating the turret with the O/P targeting and tracking system. The fourth crew member is the turret gunnery officer, who works closely with the turret fire control officer.

Battle History:

Only a few Von Luckners are still in service. Many were cannibalized for BattleMech spare parts: House Liao, for example, has stripped all its Von Luckners for parts. The other Great Houses have a few VNL-K65Ns serving with front-line troops. Many of these tanks proved their worth on such far-flung worlds as Wing, Proserpina, Bryant, Tannil, Danais, and Tybalt.

A famous battle involving Von Luckner tanks took place in 2859, when House Davion launched an attack on the Kurita-held world of Saffell. Kurita had no 'Mech units on the planet, and so they had to rely on their tanks and infantry. The 3600th Heavy Armored Company, consisting of a few Von Luckners, led the counterattack.

The Davion invasion force received reports of tanks moving along their western front through the forests. Mistakenly believing the tank forces a minor threat, they sent only one light company to hold them back. The light lances found themselves trapped by fire from the Von Luckners, and the heavy tanks destroyed the company to the last 'Mech.

Several Von Luckners were stationed on the Commonwealth world of Aubisson to cover House Steiner's retreat before Draconis Combine forces in 2989. Though most historians viewed the loss of the Von Luckners as a senseless waste, the tank battle bought time for the Steiner forces to regroup. By all accounts, the heavy tanks inflicted severe damage on the Kurita troops.

In 3017, Redjack Ryan led a raid for water on the world of Icar in the Lyran Commonwealth. The raid turned into a disaster for Ryan's forces when several Von Luckners emerged and shelled Ryan's 'Mechs. Many of the 'Mechs were crippled, and Ryan was eventually forced to retreat with nothing gained.

Variants:

House Davion is known to have several experimental versions of the Von Luckner in its armies. Once of these, the VNL-K100, has fewer missile deliverey systems than the standard but carries an Armstrong AC/20 with an updated targeting and tracking system.


Type/Model: Von Luckner Heavy Tank VNL-K65N

Mass: 75 tons

Const. Options: Fractional Accounting

Equipment:   Items Mass

Internal Structure: 40 pts Standard 0 7.50

Engine: 225 Fusion 0 10.00

Shielding & Trans Equip:   0 5.00

   Cruise MP: 3    

   Flank MP: 5    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 3.75

Crew: 5 Members 0 .00

Turret Equipment:   0 2.25

Armor Factor: 176 pts Standard 0 11.00


    Internal Armor

    Structure Value

  Front: 8 41

  Left / Right Sides: 8 30/30

  Rear: 8 30

  Turret: 8 45


Weapons & Equipment: Loc Heat Ammo Items Mass

1 Autocannon/20 Turret 0 15 2 17.00

2 SRM 6s Turret 0 15 3 7.00

1 SRM 4 Turret 0 25 2 3.00

1 LRM 10 Rear 0 12 2 6.00

1 Machine Gun Turret 0 200 2 1.50

1 Flamer Front 3   1 1.00

TOTALS:   3   12 75.00

Items & Tons Left:       8 .00


Calculated Factors:

Total Cost: 3,685,938 C-Bills

Battle Value: 663

Cost per BV: 5,559.48

Weapon Value: 808 / 808 (Ratio = 1.22 / 1.22)

Damage Factors:    SRDmg = 36; MRDmg = 9; LRDmg = 3

BattleForce2: MP: 3T,   Armor/Structure: 0 / 7

    Damage PB/M/L: 5/4/1,   Overheat: 0

    Class: GH,   Point Value: 7

    Specials: if


Created with HeavyMetal Vee

 

Lasergunner posted this 01 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #135
SATURDAY, APRIL 24, 2004
1089 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=135]
3025 MobileHQ

Mobile Headquarters Â 

Standard Level 1 / 3025 Inner Sphere  Wheeled 25 Tons
MajorTom TRO 3025
Mobile Headquarters HMV (Heavy Metal Vee) File

Type/Model: Mobile Headquarters

Tech: Inner Sphere / 3025

Config: Wheeled Vehicle

Rules: Level 1, Standard design

   

Mass: 25 tons

Power Plant: 130 Omni Fusion

Cruise Speed: 64.8 km/h

Maximum Speed: 97.2 km/h

Armor Type: 4/Star Slab Standard

Armament:1 Hesperus-B3M Medium LaserManufacturer:    Star League Defense Industries   Location:    (Unknown)Communications System:    TharHes HQ CommSetTargeting & Tracking System: None

Overview:

Mobile headquarters are the nerve center of large-scale BattleMech operations. They gather information from the various participants in a battle and then use sophisticated computers to present the data to the commander for analysis.

The idea of mobile headquarters has existed ever since the days when a commander roamed over the battlefield, giving orders to officers and dispatching horse-mounted messengers. As technology grew, the design of mobile HQs evolved from messengers on horseback to vans with radio sets.

Late twentieth-century computer technology added predictive ability to a commander's skills. Large computer-generated projections, accurate down to the individual tree, replaced bulky and inaccurate paper maps. Since that time mobile headquarters have changed little, except to grow more efficient with the advent of fusion power and sub-space communications.

Capabilities:

The mobile headquarter's map/communications room is dominated by a large table where the command staff gathers. The HQ's computer gathers information from satellites, 'Mech communications, and the tracking devices each 'Mech and soldier carries, then projects it as a map on the table's clear surface. Using a TriHolo device, the terrain and the individual troop members appear as solid symbols and surfaces. If known, the enemy's positions are also projected. Then, if the commander so orders, the large and sophisticated computer system will display projections of the battle's future and possible ways to proceed.

The three communications officers, seated at consoles near the forward end of the HQ, constantly supply the commander with communiques from his troops. They also dispatch the commander's orders, either by voice or fast-bundled code that can usually pierce even the most sophisticated electronic jamming.

The communications system can exchange information with satellites, aerospace fighters, DropShips, and even distant JumpShips. The large dish antenna   is collapsible and can be affixed to the roof of the HO in one minute. A second antenna is directional, and allows communication with individual 'Mechs or soldiers. It also doubles as an antenna for the side-look radar.

The interior is kept stable by a sophisticated suspension system that allows normal activity within the command center when the truck is moving at high speed.

Battle History:

The mobile headquarters is slowly vanishing from general use because the advanced computer and communications system is beyond the know-how of most repair technicians in 3025. Quite a few mobile HQs in current use are only partially operable, having lost some of their capabilities because of battle damage or worn-out parts. Many no longer have working computers, requiring the regimental commander and his staff to use conventional maps or some jury-rigged device to view the battlefield. In many cases, the few working components of a mobile HO are crammed into the smaller command van.

Despite these problems, the rarity of the mobile HQ makes it a much-sought-after prize, as much for the valuable officers traveling in it as for the vehicle itself. Mercenary units in particular seldom pass up the chance to capture an HQ intact.

The attempted capture of a mobile HQ usually involves approaching it from the rear or blocking all possible escape routes. Even then, attackers are reluctant to shoot at the HO; instead, they frequently try to disable the truck by shooting at the engine or the wheels. Capturing a mobile HQ intact is a tricky business, made even more difficult when the HQ's gunner is shooting back and a rescue force is on the way.

Both the Lyran Commonwealth and Draconis Combine routinely post two 'Mech guards on their mobile HQs-usually light, fast 'Mechs that can keep up with the truck if it must move at top speed. Responsible for the safety of the mobile HQ and the regimental commander inside it, these 'Mechs and their pilots are expected to lay down their lives to protect the HQ if necessary. Other Successor State military commanders seem content to post one 'Mech or a unit of soldiers and tanks to protect the mobile HO.

Variants:

The mobile HQ pictured is the standard design throughout the Inner Sphere. Variations are minor, mostly consisting of a different main weapon for the truck's turret. The Draconis Combine and the Capellan Confederation have armed their mobile HQs with a large laser or an LRM 10-rack, which requires redesigning and substantially altering the truck's crew cab. The other Houses prefer to keep the medium laser, the vehicle's original armament.

As mercenary units seldom possess mobile HQs, they must rely on command vans and good communications. Possession of amobile HQ is a major point in a mercenary unit's favor when being considered for employment by a Successor State. Wolf's Dragoons have five mobile HQs, all seemingly brand new. Hansen's Roughriders also has a mobile HQ, acquired secondhand from the Lyran Commonwealth.


Type/Model: Mobile Headquarters

Mass: 25 tons

Equipment:   Items Mass

Internal Structure: 15 pts Standard 0 2.50

Engine: 130 Fusion 0 4.50

Shielding & Trans Equip:   0 2.50

   Cruise MP: 6    

   Flank MP: 9    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 1.50

Crew: 2 Members 0 .00

Turret Equipment:   0 .50

Armor Factor: 80 pts Standard 0 5.00


    Internal Armor

    Structure Value

  Front: 3 16

  Left / Right Sides: 3 19/19

  Rear: 3 16

  Turret: 3 10


Weapons & Equipment: Loc Heat Ammo Items Mass

1 Medium Laser Turret 3   1 1.00

Communications Equipment Body 0   1 7.50

TOTALS:   3   2 25.00

Items & Tons Left:       8 .00


Calculated Factors:

Total Cost: 392,813 C-Bills

Battle Value: 149

Cost per BV: 2,636.33

Weapon Value: 66 / 66 (Ratio = .44 / .44)

Damage Factors:    SRDmg = 4; MRDmg = 1; LRDmg = 0

BattleForce2: MP: 6W,   Armor/Structure: 0 / 3

    Damage PB/M/L: 1/1/-,   Overheat: 0

    Class: GL,   Point Value: 2


Created with HeavyMetal Vee

 

Lasergunner posted this 01 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #136
SATURDAY, APRIL 24, 2004
1113 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=136]
3025 MASH  truck

MASH Truck

Standard Level 2 / 3025 Inner Sphere  Wheeled 20 Tons
MajorTom TRO 3025
MASH HMV (Heavy Metal Vee) File

Faction Availability


 


Type/Model: MASH Truck

Tech: Inner Sphere / 3025

Config: Wheeled Vehicle

Rules: Level 2, Standard design

   

Mass: 20 tons

Power Plant: 80 VOX Fusion

Cruise Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Armor Type: StarSlab/Sheet Standard

Armament:2 ChisComp 32 Small LasersManufacturer: Various
   Location: Various
Communications System:    Achernar Electronics HICK-4Medical Equipment Manufacturer: Mercy Industries of Talon

Overview:

 

Literally hospitals on wheels, the large, sophisticated MASH trucks are able to supply wounded MechWarriors with the finest possible medical care.

Every well-equipped regiment is assigned at least one Mobile Army Surgical Hospital. The vehicle needs to station itself as close as possible to the action, perhaps in an open field near several roads. The MASH then unfolds itself and powers up its medical equipment. In the meantime, army engineers devise a landing pad to handle the air vehicles that will ferry the wounded from the front line to the rear, where evacuation offworld can be accomplished if necessary. Though only lightly armed, the MASH is rarely attacked, for it provides medical services to the wounded of both sides of the battle.

 

 

Capabilities:

The MASH is capable of supplying the highest level of hospital care. Often manned by the best civilian surgeons, its facilities permit even the most delicate surgeries, as long as there is a steady source of medical supplies and relative calm in which to operate.

Having chosen their field location, the MASH team unhitches the vehicle's right side, which is hinged along the bottom edge. The whole panel is then lowered to the level of the truck's floor. This becomes an extension of the hospital area, and is fixed into place with strong legs and supports bracing it from underneath. Temporary walls and a roof are erected around the extension, connecting it to the truck's interior. Now the expanded interior can be made sterile, awaiting the arrival of the wounded.

Using materials unloaded from the trucks, several other temporary structures are also built. One group of buildings is for triage, the screening of the wounded to determine the severity of their injuries. Another group of buildings contains the medical diagnostic equipment, such as body fluid analyzers, X-ray machines, and neuroscanners, which are all hooked up to the MASH truck for power.

The next group of buildings houses recuperating patients. They will either recover here and then return to battle, or they will be sent offworld for further treatment.

The interior of the MASH is a high-tech affair. Entering through one set of wide doors, the patient is taken to a table to be prepared for surgery. In the meantime, one of the five team doctors is at a terminal accessing the results of medical tests on the patient. From the results, the MASH's computer suggests a plan of action to the surgeon.

Having been prepped, the patient is brought to the surgeon and placed on the automated table, whose robot arms administer anesthesia. From there, the surgeon takes over. When he wants a surgical instrument such as a laser scalpel, the table automatically dispenses it via a group of robot hands stationed over the tray of sterile equipment.

Depending on the situation, either the triage officer or the computer compiles continuos reports on the patient's condition, which the surgeon receives simultaneously through a small earphone. When he needs to consult a test result or an X-ray, it immediately appears on a nearby data screen. In an emergency, such as sudden heart failure or a seizure, the surgeon can take control of one of the automated table's many mechanical hands. The machine understands a wide variety of surgical maneuvers and can greatly aid the beleaguered surgeon.      

If the patient is slipping away too fast, the surgeon can initiate the emergency freeze procedure. A large, clean cover descends onto the table, turning it into a large, air-tight tube containing the patient. Once in place, the tube's temperature is lowered by flooding the interior with a clear, oxygen-rich liquid. The surgeon then places his hands through sleeves leading into the air-tight area and continues operating, with the table providing instruments from underneath its cover.

Once the operation is complete, the surgeon enters data into the computer on post-op care, medication needed, and any other notes. This information is available to the nurses in the post-op ward, who will add their own observations to the patient's record.

If a sudden change in the fortunes of war forces the MASH to move suddenly, it can disassemble its temporary structures and send patients on in ambulances, all in less than four hours. Drugs and medical equipment are loaded back onto the MASH, with supply trucks carting away the remaining non-medical supplies.

As the surgery is prepared to move, only one of the five operating theaters is stripped down and stowed. The truck's right wall is lifted back up, then reattached to the truck so that the rear of the MASH can hold six of the most seriously injured patients. Even moving at high speeds, some surgery can be performed in the one operating theater.

The MASH is lightly armed, more to discourage thieves than to inflict major damage.   Mercenaries are particularly anxious to acquire a MASH, which they may try to steal by killing the driver or by blockading the road on which it is traveling. This has happened only rarely, and so some MASH doctors have removed the truck's weapons on ethical grounds. As smoke and barrages of fire often obscures the large red cross painted on the vehicle's sensitive equipment, the sides of the truck are fairly well-armored.

Battle History:

The first MASH units appeared during the Korean War in Earth's ancient history. By the end of the period known as the Exodus, MASH units had to be assembled by fleets of trucks and engineers, and it took days to erect or remove them. Because of that time factor, many MASH units were captured, a very costly loss.

The idea of installing certain diagnostic equipment on trucks and vans to allow for quick retreats was gradually put into practice. First came a portable power supply, then the diagnostic equipment, then whole trucks employed as mobile wards. The first mobile surgery theater was employed in the opening battles of the Age of War, evolving quickly into the MASH unit known today.

Variants:

While each of the Successor States built their own MASH trucks, their exteriors are very similar. Smaller models have only three operating theaters, while the White Whales of the Free Worlds League can have up to seven surgeons operating at the same time.

Because of the dwindling supply of fusion engines and the increased military demand of the remaining vehicles, some MASH trucks have converted to internal combustion engines. This greatly reduces the efficiency of the MASH, as at least one and sometimes two operating theaters must be removed. Nor can these ICE models power as many diagnostic test machines as the fusion-powered models.


Type/Model: MASH Truck

Mass: 20 tons

Equipment:   Items Mass

Internal Structure: 10 pts Standard 0 2.00

Engine: 80 Fusion 0 2.50

Shielding & Trans Equip:   0 1.50

   Cruise MP: 5    

   Flank MP: 8    

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 1.00

Crew: 2 Members 0 .00

Turret Equipment:   0 .50

Armor Factor: 64 pts Standard 0 4.00


    Internal Armor

    Structure Value

  Front: 2 12

  Left / Right Sides: 2 16/16

  Rear: 2 10

  Turret: 2 10


Weapons & Equipment: Loc Heat Ammo Items Mass

2 Small Lasers Turret 2   2 1.00

5 MASH Unit Theaters Rear 0   5 7.50

TOTALS:   2   7 20.00

Items & Tons Left:       2 .00


Calculated Factors:

Total Cost: 304,333 C-Bills

Battle Value2: 220

Cost per BV: 1,383.33

Weapon Value: 14 / 14 (Ratio = .16 / .16)

Damage Factors:    SRDmg = 2; MRDmg = 0; LRDmg = 0

BattleForce2: MP: 5W,   Armor/Structure: 0 / 2

    Damage PB/M/L: 1/-/-,   Overheat: 0

    Class: GL,   Point Value: 1

    Specials: mash


Created with HeavyMetal Vee

 

 

 

Show More Posts
Close