Designer: serack / Armory: Shattered Dawn Mech and Vee

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Lasergunner posted this 29 June 2017

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Lasergunner posted this 29 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12785
THURSDAY, JANUARY 14, 2010
241 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12785]

Assassin ASN-22

Custom Level 3 / 2750 Age of War/Star League [Experimental Tech] Inner Sphere  Biped 40 Tons
serack Shattered Dawn Mech and Vee

Faction Availability


These designs are from the Shattered Dawn AU and is their work

Assassin ASN-22

Rules Level: Experimental Tech

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 0

Extinct By: 2790


Chassis: Unknown Endo-Steel

Power Plant: Unknown 280 Fusion XL Engine

Cruising Speed: 75.25 km/h

Maximum Speed: 118.25 km/h

Jump Jets: Unknown

     Jump Capacity: 210 meters

Armor: Unknown Standard Armor w/ CASE

Armament:

     1 LRM-10

     2 Blankenburg medium Medium Lasers

     1 SRM-4

     2 Small Lasers

Manufacturer: Unknown

     Primary Factory: Unknown

Communications System: Unknown

Targeting and Tracking System: Unknown



Technology Base: Inner Sphere 40.00 tons

Chassis Config: Biped Cost: 9,432,193 C-Bills

BV2: 1,223 Tech Rating/Era Availability: E/E-X-X


Equipment     Mass

Internal Structure: Endo-Steel 2.00

Internal Locations: 1 HD, 3 LT, 2 RT, 4 LA, 4 RA

Engine: 280 XL Engine 8.00

Walking MP: 7

Running MP: 11

Jumping MP: 7 Standard

Jump Jet Locations: 1 CT, 2 LT, 2 RT, 1 LL, 1 RL 3.50

Heat Sinks: 10 (20) - Double (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: 120 points - Standard Armor 7.50

CASE Locations: 1 LT, 1 RT 1.00


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 12 18

Center Torso (rear):   5

R/L Torso: 10 15

R/L Torso (rear):   4

R/L Arm: 6 11

R/L Leg: 10 14


 

Weapons and Ammo Location Heat Criticals Tonnage

Small Laser RA 1 1 0.50

Medium Laser RA 3 1 1.00

Medium Laser LA 3 1 1.00

Small Laser LA 1 1 0.50

LRM-10 RT 4 2 5.00

SRM-4 LT 3 1 2.00

@LRM-10 (12)

RT

1 1.00

@SRM-4 (25)

LT

1 1.00

Null Signature System * 10 7 0.00


* The Null Signature System occupies 1 slot in every location except the HD.


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 4 Points: 12

7j 3 3 1 0 2 0 Structure: 2  

Special Abilities: ECM, STL, SRCH, EEE, ES, SOA, IF 1


 

Created using Solaris Skunk Werks
Downloadable here

User Reviews

2/4/2010  Ice Hellion
More powerful than the original one.
It would make a nice headhunter but I do agree that the Small Lasers are a strange idea.

Nice job.

1/21/2010  Prince of Darkness
...why did the guys of shattered dawn AU use Small lasers, I wonder...?

Design Updated on 1/16/2010 2:12:05 AM

1/15/2010  jadedtoxicpixie
Well, it's pricey and carries an XL engine, but by 'eck it should hunt some head Would like fluff tho!

Would be tempted to swap the two SL out for either a Flamer or SPL to clobber infantry guards/survivors fleeing on foot

1/17/2010  serack
oops wrong button standerd armor, designed as a headhunter mech for Shattered Dawn AU
These designs are from the Shattered Dawn AU and is their work

1/15/2010  LostInSpace
Wow, you've got nearly 10mil C-bills worth of 'Mech protected by commercial armor. Have you read up on the BAR rules in Total Warfare? Commercial Armor isn't nearly as protective as standard BattleMech armor, having only half the BAR.

1/15/2010  Mediocrates
Need fluff to explain a lot of the oddities. Like the commercial armor.

1/14/2010  Donteras
Did I read that right? Commercial armor?

Design Updated on 1/14/2010 106:56 AM

 

Lasergunner posted this 29 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12781
THURSDAY, JANUARY 14, 2010
223 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12781]
3025 Clint

Clint CLNT-1-R

Custom Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 40 Tons
serack Shattered Dawn Mech and Vee

Faction Availability


These designs are from the Shattered Dawn AU and is their work

Clint CLNT-1-R

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2750

Extinct By: 2810


Chassis: Andoran Model IIIes Endo-Steel

Power Plant: Pitban 240 IIIes 240 Fusion Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: Pitban LFT-50

     Jump Capacity: 180 meters

Armor: Durallex Medium Ferro-Fibrous Ferro-Fibrous

Armament:

     1 Donell PPC

     2 Martell Model 5 Medium Lasers

     1 Sloane Lockover System Beagle Active Probe

Manufacturer: Aldis Ind

     Primary Factory: Liverpool

Communications System: O/P 300 COMSET

Targeting and Tracking System: Sloane 220 Lockover System with Beagle Active Probe


Overview
The CLNT-5R is a new version of the venerable Clint which has recently entered service with the Terran Republic. Produced by Alddis Industries, the 'Mech is something of a mystery. Following the collapse of the Star League Aldis used an unknown source of funding to purchase several bankrupt Terran weapons manufacturers. One of the companies they purchased was Lang Industries and their 'Mech0factory at Liverpool in Britain. The company quickly restored the Liverpool factory, which resumed production of Lang's flagship product. the Shadowhawk. It was soon after this that the compay began production of the Clint. It is unknown how the company managed to put the Clint

into production as there is no record of either Lang or Aldis having aquired the blueprints and technical schematics for the Clint The company has refused to answer any questions about how they aquired the design and the Republic, needing all the weapons they can get, has not questioned the source of the design. The new Clint has proven very popular wuth Republic Mechwarriors and has been deployed with a number of units in the TRAS.


Capabilities
The Clint is designed to fill the role of a scout' mech and flanker. The new model of the Clint combines the excellant mobility of the original model with a more potent weapons array and stronger armor. Unlike many other new designs deployed by the Republic, the Clint makes only limited use of advanced technology. This appears to have been a conscious choicen team, by using mainly proven technologies, they were able to keep costs down, speed manufacturing and reduce maintenance requirements.


The Clint uses the Pitban 240 engine, which is the same model that was used by the original version. Unlike many modern mechs, the Clint does not use an extra light engine. Using an older Pitban model not only reduced the costn, but it also has the added benefit of dramatically increasing the life expectanctn. The high power output of the pitban 240 enables the mech to move at high speeds, allowing it to excel as a scout mech. The clint also retains the jump jets on the original model, allowing it to quickly cross any obstacles it may encounter. However, unlike the original model, the CLNT-5R uses the Pitban LFT-50 model which is also the Shadow Hawk and is easier to repair and maintain then the original Andorean model JJII.


The chassis of the Clint is built using advanced Endo Steel Alloys. The weight savings gained from the use of the lighter chassis was used to increase the amout of armor carried by the mech. The Clint's 7 tons of Ferro-Fibrois armor provides the mech with almost twice the protection of the original mode The Clint is designed to fill the role of a scout' mech and flanker. The new model of the Clint combines the excellant mobility of the original model with a more potent weapons array and stronger armor. Unlike many other new designs deployed by the Republic, the Clint makes only limited use of advanced technology. This appears to have been a conscious choicen team, by using mainly proven technologies, they were able to keep costs down, speed manufacturing and reduce maintenance requirements.


The Clint uses the Pitban 240 engine, which is the same model that was used by the original version. Unlike many modern mechs, the Clint does not use an extra light engine. Using an older Pitban model not only reduced the costn, but it also has the added benefit of dramatically increasing the life expectanctn. The high power output of the pitban 240 enables the mech to move at high speeds, allowing it to excel as a scout mech. The clint also retains the jump jets on the original model, allowing it to quickly cross any obstacles it may encounter. However, unlike the original model, the CLNT-5R uses the Pitban LFT-50 model which is also the Shadow Hawk and is easier to repair and maintain then the original Andorean model JJII.


The chassis of the Clint is built using advanced Endo Steel Alloys. The weight savings gained from the use of the lighter chassis was used to increase the amout of armor carried by the mech. The Clint's 7 tons of Ferro-Fibrois armor provides the mech with almost twice the protection of the original The main weapon of the Clint is the reliable Donal PPC. The use of the PPC solves one of the major problems faced by the original Clint, the limited amount of ammunition for the autocannon. In addition, the PPC provides the ‘Mech with a stronger punch than the old Armstrong Autocannon. In order to compensate for the added heat output, the Clint makes use of double heat sinks, which allows the ‘Mech to easily handle the added heat burden. Supporting the PPC are 2 medium lasers. These provide close in defense at ranges where the PPC is The design team also made significant changes to the Clint’s electronics, many of the unique components used in the original model. The communication system was replaced with the O/P 300 COMSET which is also used on of the design the Shadow Hawk BattleMech. One of the few original electronic components that was retained on the new Clint was the Sloane 220 Lockover Targeting & Tracking system.The Sloane 220 Lockover system is one of the most advanced (and complex) targeting systems ever developed and provides the ‘Mech with excellent targeting accuracy. The Sloane 220 Lockover is supplemented by a Beagle Active Probe. The acadvanced detection capabilities enable the Clint to quickly locate enemy units on the battlefield. Combined with the Sloane 220 Lockover, the system allows a Mechwarrior to quickly locate and destroy any potential threats.
One of the biggest problems with the original Clint was the use of nonstandard components which made the ‘Mech a maintenance nightmare. In order to increase the reliability and serviceability of the Clint, the new model was designed to use standard components. The use of standard components has proven very successful; the CLNT-5R has received very high marks from Republic technicians for reliability and ease of repair.tive probe’sineffective.








Deployment
The Clint has only recently entered service with the Terran Republic. The units were assigned to the Deneb Light Cavalry, where they quickly proved popular with the troops. The Deneb Light Cavalry use the ‘Mech as a light assault unit, providing support to the light ‘Mechs that are found in the unit. The Clint has also begun to be deployed to other units in the Republic as a replacement for destroyed or damaged scout ‘Mechs. The Clint has proven highly successful in this role, as the BattleMech’s heavy armor and weapons allow it to survive in situations where lighter ‘Mechs can not.


 


Technology Base: Inner Sphere 40.00 tons

Chassis Config: Biped Cost: 4,235,280 C-Bills

BV2: 1,158 Tech Rating/Era Availability: E/E-F-E


Equipment     Mass

Internal Structure: Endo-Steel 2.00

Internal Locations: 1 HD, 4 LT, 3 RT, 4 LA, 2 RA

Engine: 240 Fusion Engine 11.50

Walking MP: 6

Running MP: 9

Jumping MP: 6 Standard

Jump Jet Locations: 1 LT, 1 RT, 2 LL, 2 RL 3.00

Heat Sinks: 10 (20) - Double (9 in engine) 0.00

Heat Sink Locations: 1 RT

Gyro: Standard 3.00

Cockpit: Standard 3.00

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

Armor: 125 points - Ferro-Fibrous 7.00

Armor Locations: 4 LT, 3 RT, 4 LA, 3 RA


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 12 17

Center Torso (rear):   5

R/L Torso: 10 16

R/L Torso (rear):   4

R/L Arm: 6 12

R/L Leg: 10 15


 

Weapons and Ammo Location Heat Criticals Tonnage

PPC RA 10 3 7.00

Medium Laser LT 3 1 1.00

Beagle Active Probe LT 0 2 1.50

Medium Laser CT 3 1 1.00


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 4 Points: 12

6j 2 2 1 0 2 0 Structure: 3  

Special Abilities: PRB, RCN, ENE, SRCH, EEE, ES, SOA


 

Created using Solaris Skunk Werks
Downloadable here

User Reviews

2/5/2010  jadedtoxicpixie
Nice upgrade - either a BAP or a Guardian works for me, esp. if they can mix one of each in a scout Lance!

2/4/2010  Ice Hellion
Nice variant.
I would just use a Guardian ECM to improve its protection.

Nice job.

Design Updated on 1/16/2010 2:12:45 AM Design Updated on 1/14/2010 8:58:19 AM

1/17/2010  serack
Design Updated
These designs are from the Shattered Dawn AU and is their work

1/14/2010  Dracus
Looks like you're copy/pasting from either Word or Notepad. Need to manually adjust the spacing.

 

Lasergunner posted this 29 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12786
THURSDAY, JANUARY 14, 2010
227 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12786]
Javelin 3025

Javelin JVN-11N

Custom Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 30 Tons
serack Shattered Dawn Mech and Vee

Faction Availability


These designs are from the Shattered Dawn AU and is their work

Javelin JVN-11N

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2750

Extinct By: Never


Chassis: Unknown Standard

Power Plant: Unknown 180 Fusion XL Engine

Cruising Speed: 64.5 km/h

Maximum Speed: 96.75 km/h

Jump Jets: Unknown

     Jump Capacity: 180 meters

Armor: Unknown Ferro-Fibrous w/ CASE

Armament:

     2 SRM-6s w/ Artemis IV FCS

Manufacturer: Unknown

     Primary Factory: Unknown

Communications System: Unknown

Targeting and Tracking System: Unknown



Technology Base: Inner Sphere 30.00 tons

Chassis Config: Biped Cost: 4,295,640 C-Bills

BV2: 729 Tech Rating/Era Availability: E/X-X-E


Equipment     Mass

Internal Structure: Standard 3.00

Engine: 180 XL Engine 3.50

Walking MP: 6

Running MP: 9

Jumping MP: 6 Standard

Jump Jet Locations: 2 CT, 2 LL, 2 RL 3.00

Heat Sinks: 10 (20) - Double (7 in engine) 0.00

Heat Sink Locations: 1 RT, 1 LA, 1 RA

Gyro: Standard 2.00

Cockpit: Standard 3.00

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

Armor: 105 points - Ferro-Fibrous 6.00

Armor Locations: 1 HD, 4 LT, 1 RT, 4 LA, 4 RA

CASE Locations: 1 RT 0.50


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 10 15

Center Torso (rear):   5

R/L Torso: 7 11

R/L Torso (rear):   3

R/L Arm: 5 10

R/L Leg: 7 14


 

Weapons and Ammo Location Heat Criticals Tonnage

SRM-6 RT 4 2 3.00

Artemis IV FCS

RT

1 1.00

SRM-6 LT 4 2 3.00

Artemis IV FCS

LT

1 1.00

@SRM-6 (Artemis) (15)

RT

1 1.00


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 4 Points: 7

6j 0 0 0 0 1 1 Structure: 1  

Special Abilities: SRCH, EEE, ES, SOA, SRM 2/2/0


 

Created using Solaris Skunk Werks
Downloadable here

User Reviews

2/4/2010  Ice Hellion
Nasty but a bit limited in ammo (which is not a good thing for such a costly 'Mech).

1/20/2010  jadedtoxicpixie
At the least I'd have to go with Endo Steel and replace Art IV with Streaks; that's a lot of C-Bills & vulnerability on the XL combined with low ammo making me very, very wary...

1/17/2010  serack
Design Updated
These designs are from the Shattered Dawn AU and is their work

1/15/2010 3  Vidar
Well that is sneaky. Is it a standard or the XL? no way to tell unless you get shot at. Nice jumping SRM boat, might what to make an Streak version when they come out in 6 packs.

1/14/2010  Ice_Lion
Streak SRM2 pair in place of the SRM6 makes better sense, plus keeps it in the field longer.

Design Updated on 1/14/2010 12:06:58 PM

1/14/2010 2  Breetai
The XL engine can't be justified given the weapons package. Yes, you've significantly improved the armour on the design, and Artemis is always nice, however when you consider that for 4,295,640 C-Bills you have the opportunity to fire 15 SRM shots before the design is completely dead in the water, you have to wonder why you would buy or field this 'Mech in the first place.

 

Lasergunner posted this 29 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12791
THURSDAY, JANUARY 14, 2010
290 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12791]
/files/members/4398/omega137a

Omega 137-A

Custom Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 100 Tons
serack Shattered Dawn Mech and Vee

Faction Availability


These designs are from the Shattered Dawn AU and is their work

Omega 137-A

Rules Level: Tournament Legal

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2750

Earliest Production Year: 2567

Extinct By: 2865


Chassis: OMA/HT X Standard

Power Plant: Vlar 300 300 Fusion Engine

Cruising Speed: 32.25 km/h

Maximum Speed: 53.75 km/h

Jump Jets: Pitban LFT-100

     Jump Capacity: 90 meters

Armor: Kemplar X9000 Standard Armor

Armament:

     4 Selitex Radionic Large Laser Large Lasers

     12 Ichiba 3000 Medium Laser Medium Lasers

Manufacturer: Renault-Prime Industries

     Primary Factory: Terra

Communications System: Duoteck 200XT

Targeting and Tracking System: Faust/Shinji AT/TS


Overview
In 2765, First Lord Richard Cameron granted Renault-Prime Industries 0.permission to begin testing their newly developed and much anticipated assault 'Mech called the Omega. As the manufacturer of the highly successful Flashman BattleMech many expected their new design to spread throughout the SLDF quickly. However, this was not to be as shortly after Renault-Prime had built their first prototype Omega the Usurper struck. Stefan Amaris ordered the Omega project moved from Procyon to Terra following his conquest of the Terran Hegemony so he could personally monitor its
testing. Plagued by interference and general turmoil these efforts bore no fruit for the Usurper. After the successful conclusion of Operation Liberation much of the original research disappeared. Most assumed General Kerensky took much of this research including the prototype Omega with him on the Exodus. As Renault struggled to survive the fall of the Star League few thought that this design would ever make it to the battlefield. Terran military engineers knew differently as they worked tirelessly to get this formidable design from the drawing board to the frontlines. Their efforts combined with Renault’s changing fortunes have now paid off with the first full scale production run of the Omega class BattleMech now rolling of assembly lines near the company’sancient headquarters.


Capabilities
The Omega was designed along the same lines as the Flashman. In essence a mobile laser battery, the Omega can lay down a withering barrage of laser fire that can incinerate most 'Mechs in a matter of seconds. The 18 HilTec double-strength heat sinks keep the heat potential down to a minimum as long as the weapon fire is staggered. Unfortunately, most of the test pilots involved in the project had a tendency to fire all the weapons involved. The addition of jump jets was added as an afterthought. News from the frontlines of the Periphery Uprising showed instances where lack of mobility had doomed many an assault because the 'Mechs could not support the rest of their company. The addition of jump jets was hoped to alleviate some of the SLDF’s concerns. The Pitban engine was a trusted design and was considered worth the cost involved. Combined with nineteen tons of Kemplar X9000 armor made the 'Mech particularly difficult to take down. Its Faust/Shinji targeting system provided accurate but somewhat spotty performance, a factor that wasn’t improved until the project came under the auspices of Terran engineers.


Deployment
With the first machines just sent to appropriate military units the Omega has no battlefield history. With double heat sinks this BattleMech’s only high tech item the Omega should have no supply problems experienced by other higher tech designs thanks to the war. The lion’s share of these impressive new ‘Mechs have gone of course to the Terran Guard and Sinclair Fusiliers. A small number reserved for mercenaries per Renault’s standard sale policies have gone to loyal units of the Republic, the Illician Lancers and the Blue Star Irregulars.


 


Technology Base: Inner Sphere 100.00 tons

Chassis Config: Biped Cost: 10,096,000 C-Bills

BV2: 2,407 Tech Rating/Era Availability: E/C-E-D


Equipment     Mass

Internal Structure: Standard 10.00

Engine: 300 Fusion Engine 19.00

Walking MP: 3

Running MP: 5

Jumping MP: 3 Standard

Jump Jet Locations: 1 CT, 1 LL, 1 RL 6.00

Heat Sinks: 18 (36) - Double (12 in engine) 8.00

Heat Sink Locations: 2 LT, 2 RT, 1 LA, 1 RA

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA    R: SH+UA+LA

Armor: 304 points - Standard Armor 19.00


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 31 48

Center Torso (rear):   13

R/L Torso: 21 31

R/L Torso (rear):   11

R/L Arm: 17 33

R/L Leg: 21 42


 

Weapons and Ammo Location Heat Criticals Tonnage

6 Medium Lasers RA 18 6 6.00

6 Medium Lasers LA 18 6 6.00

2 Large Lasers RT 16 4 10.00

2 Large Lasers LT 16 4 10.00


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 10 Points: 24

3j 5 5 0 0 4 4 Structure: 8  

Special Abilities: ENE, SRCH, EEE, ES, SOA


 

Created using Solaris Skunk Werks
Downloadable here

User Reviews

2/4/2010  Ice Hellion
Dangerous at all ranges and with a good mobility for an Assault design.

Nice job.

Design Updated on 1/18/2010 1:55:43 AM

1/16/2010 3  Lafie
That is so going to hurt. Four large lasers and the heat sinks to fire them all day while running at full speed without any overheat what so ever, not nice at all for the other guy.

1/17/2010  Prince of Darkness
I think I can find the original picture somewhere.

But yeah, you might want to note that this isn't your 'mech.

EDIT:
Found a pic!
http://www.uni-koblenz.de/~bpelzer/gallery/omega-f-bt.jpg

Design Updated on 1/16/2010 2:01:22 PM

1/17/2010  serack
POD at the top of the page I state this is from the Shattered Dawn AU and is THERE design. Anything posted from the Shattered Dawn armory or TRO 2800 armory are from their works, which is on the pages and the armory desciptions with
Full credits there...

1/15/2010 3  Vidar
Ouch, 4 LL will hurt. Only Gausszias, Awesomes, and LRM boat out range it, and few of them have the ML battery to close with this. Good work.

1/14/2010 5  Ice_Lion
I remember when this was 1st published, it was an ugly mech then and still is now! Just put a good pilot at the controls and let them loose. My only personal problem is the hand actuators, it has them but the original picture it's just barrel like and similar to a Zeus's LRM mount. Could drop them for cost savings or keep for salvage work, though how much salvage will be left after this thing is done!

Design Updated on 1/14/2010 12:04:20 PM Design Updated on 1/14/2010 12:04:11 PM

1/21/2010  serack
Design Updated
uploaded the right picture

 

Lasergunner posted this 29 June 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #12788
THURSDAY, JANUARY 14, 2010
287 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=12788]
Thug 3025

Thug THG-12A

Custom Level 2 / 2750 Age of War/Star League [Tournament Legal] Inner Sphere  Biped 80 Tons
serack Shattered Dawn Mech and Vee

Faction Availability


These designs are from the Shattered Dawn AU and is their work

Thug THG-12A

Rules Level: Experimental Tech

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2750

Earliest Production Year: 2750

Extinct By: Never


Chassis: Unknown Endo-Steel

Power Plant: Unknown 400 Fusion XL Engine

Cruising Speed: 53.75 km/h

Maximum Speed: 86.0 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Unknown Standard Armor

Armament:

     2 Snub-Nose PPCs

     4 Streak SRM-2s

Manufacturer: Unknown

     Primary Factory: Unknown

Communications System: Unknown

Targeting and Tracking System: Unknown



Technology Base: Inner Sphere 80.00 tons

Chassis Config: Biped Cost: 23,141,399 C-Bills

BV2: 1,833 Tech Rating/Era Availability: E/X-X-X


Equipment     Mass

Internal Structure: Endo-Steel 4.00

Internal Locations: 1 HD, 1 CT, 1 LT, 2 RT, 2 LA, 5 RA, 1 LL, 1 RL

Engine: 400 XL Engine 26.50

Walking MP: 5

Running MP: 8

Jumping MP: 0

Heat Sinks: 18 (36) - Double (16 in engine) 8.00

Heat Sink Locations: 1 LT, 1 RT

Gyro: Standard 4.00

Cockpit: Standard 3.00

Actuators: L: SH+UA    R: SH+UA

Armor: 247 points - Standard Armor 15.50


 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 25 34

Center Torso (rear):   16

R/L Torso: 17 25

R/L Torso (rear):   9

R/L Arm: 13 26

R/L Leg: 17 34


 

Weapons and Ammo Location Heat Criticals Tonnage

Snub-Nose PPC RA 10 2 6.00

Snub-Nose PPC LA 10 2 6.00

2 Streak SRM-2s RT 2 2 3.00

2 Streak SRM-2s LT 2 2 3.00

@Streak SRM-2 (50)

RT

1 1.00

Null Signature System * 10 7 0.00


* The Null Signature System occupies 1 slot in every location except the HD.


 


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 8 Points: 18

5 4 4 0 0 4 0 Structure: 4  

Special Abilities: ECM, STL, SRCH, EEE, ES, SOA


 

Created using Solaris Skunk Werks
Downloadable here

User Reviews

2/4/2010  Ice Hellion
I am not sure I would have gone for Snub-Nose PPC on a fast mover Headhunter.
They seem to be lacking a bit of raw punch.

Design Updated on 1/16/2010 2:15:49 AM

1/15/2010 3  Vidar
A fun alternative to the Exterminator.

1/15/2010  elitewolverine
the problem isnt the engine, its his use of max armor that is the problem. a 80 tonner doing 5/8 isnt supposed to stand there and fight. having 15.5tons of it, makes it trying to do something its not. Hell if your relying on this staying as a brawler mech to have that much armor might as well switch out the snubs, and the heat sinks for a large pulse and medium pulses to boot.

1/14/2010  Warlock
And the snub-nose ppc are from the 3070 timeline, so are alitle out of place here.
Other then that same as everyone else, this mech is just to costly for what you get. Insted of this try doing the same thing with a heavy mech, because as is this thing has less firepower then the Maurader 3R, yet costs 4 times as much.

2/4/2010  Donteras
In my opinion, 400 engines are too heavy to be worthwhile, even in the XL form.

Also, the Null Signature system is best used to stay at a distance, which this 'mech is not designed to do. This 'mech has a lot of tech invested in short range attacks.

Beyond that, I found the design inventive. I'm a big fan of streak SRMs.

EDIT: @elitewolverine: Actually the engine is a problem. It's such a big waste of mass that the 'mech actually gains tonnage by reducing its overall mass. Why? Because the smaller versions wouldn't have a 400 engine.

1/14/2010  Mediocrates
Breetai already covered the XL engine issues, which are rather serious.

You are going a lot faster than the chassis was designed to go and you're running into the Charger problem because of it. Personally I would have started with something like a Grasshopper or some other 70 ton machine if you wanted to be going 5/8 with an XL engine.

Also if this mech is supposed to be a headhunter then it needs to have the mobility to get in, kill the target, and then escape. Meaning you need jump jets. Then again everything needs jump jets. Jump jets need jump jets.

1/14/2010  Lafie
Going to have to agree with Breetai on this one. It is too expensive and fragile to be worth it, and definetly does not have a Thug feel to it.

1/14/2010 3  Lycaon
Ill give it a 3 just because its an interesting take on what could be done with the Thug. Other then that Im not too keen on it.

1/14/2010 2  Breetai
Horrendously expensive yet very much undergunned. While it should be able to wear down most Medium 'mechs quite handliy using sheer mass and bulk, against most modern heavy 'Mechs this design wouldn't fare particularly well at all. You could buy 2 non-XL-engined 100 ton Assault Mechs for the same price, or almost a whole lance of non-XL heavies. For a 'Mech to justify mounting an XL engine it really needs to be at the top of the performance curve, and this one frankly isn't that much of an improvement over the original.

Design Updated on 1/14/2010 1079 AM

1/17/2010  serack
it and Assasins with Null Systems are headhunters
All the Shattered Dawn mech are AU were the SL fell but not the Terran Hegm a Cameron lived to rally them. The snub PPC was fluffed on A. Kerinsky's mech, so is

These designs are from the Shattered Dawn AU and is their work in timeline.

 

Lasergunner posted this 29 June 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #1322
SUNDAY, JANUARY 31, 2010
87 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=1322]
achilles

Catalyst class Tanker 

Custom Level 1 / 2750 Inner Sphere  Warship 380,000 Tons
serack TRO 2800

Faction Availability


 

Class/Model/Name:    Catalyst class Tanker

Tech: Inner Sphere / 2587

Vessel Type: WarShip

Rules: Level 2, Standard design

   

Mass: 380,000 tons

Length: 760 meters

Sail Diameter: 950 meters

Power Plant: Standard

Safe Thrust: 2

Maximum Thrust: 3

Armor Type: Standard

 

 

Armament:40 Large Laser24 NL45

Overview:

The Reunification War revealed some of the short
comings of the Star League. One of the obstacles the massive
expeditionary forces of the Inner Sphere had to overcome
was their own ravenous fuel needs. At first the Great Houses
immensely underestimated their frontier adversaries who
fought hard and resourcefully to blunt their advances. The
League’s lack of proper infrastructure for such a campaign
including refilling operations visibly hampered their conquest
of these far flung systems. Officials soon realized that in order
to subjugate the vastness of the Periphery a solution to the
refueling problem would have to be found.
After hearing of these fuel problems Di Tron Heavy
Industries quickly stepped forward to fill the need. The SLDF
wholeheartedly embraced this proactive maneuver which fast
tracked their new tanker proposal but short circuited any
possible competition. Several shipbuilding firms protested
vehemently arguing that Di Tron was violating the bidding
process. The company’s expansion following the creation
of the Star League carried an extra benefit that assured its
success. Di Tron was now a multinational shipbuilder with
facilities spread throughout the Inner Sphere. This made the
House Lords happy as the Di Tron design would create jobs
and would be available to their fleets after the conclusion of
the war.
So it came as no surprise to many that the High Council
unanimously agreed to commission the Catalyst class Tanker
from Di Tron. This didn’t stop detractors from decrying the cost
overruns that project incurred that might have been avoided
if the traditional bidding system was utilized. However, the
design proved so successful that these critics along with the
SLDF’s original fuel concerns were soon forgotten.

Capabilities:

The main feature of the Catalyst class Tanker is its
one hundred thousand ton fuel tank which dominates this
relatively small ship. This massive tank was four times larger
than the Potemkin’s and could refuel over thirty Star League
warships on average. These operations could facilitate up
to six warships at once and were only limited by the size of
the vessels being refueled. Coordinating such maneuvers is
difficult but well within the Tankers capabilities.
 

The Catalyst features two modest interplanetary drives
that are capable of 1.5Gs of thrust at maximum output. This
doesn’t give the Tanker great in system speed but the vessel
can get from place to place. The vessel also has a limited
armament that includes two dozen Medium Naval Lasers
and forty Large Lasers. These energy weapons along with
two thousand heat sinks allow the “warship” to defend itself
without worrying about ammunition. This arsenal is meant
to hold off any opponents until the vessel can escape from
system or reinforcements arrive.
 

After all the Tanker is an auxiliary ship meant to support
combat operations not participate in them. The vessels limited
protection of two hundred and sixty four tons of armor along
with its slight internal structure confirms this status. Technically
the Catalyst is a combat jumpship built with a Compact KF
Core but this thin armor belt combined with its unimpressive
firepower proves that it is not a true warship.
T

he Catalyst also has two docking collars which frequently
carried the Model 96 ‘Elephant’ Dropship to help with
operations when necessary. However, fourteen small craft are
the primary workhorses of the Tanker often carrying out hook
ups and deploying the necessary hoses for refueling. Originally
six fighter bays were to be included for dedicated protection
but concerns that such assignments might lead to “morale
issues” led this idea to be scrapped. If necessary some of
the small craft bays can house aerospace fighters for certain
high risk missions. Finally the vessel has a cargo hold of over
sixteen thousand tons or just over five percent of the ship’s
total mass. This space helps carry necessary fueling supplies
such as spare pumps as well as consumables for the crew.

Variants:

These designs are from the Shattered Dawn AU and is their work

Deployment

Di Tron produced this vessel at its numerous facilities
spread all over the Human Sphere. The company used
proven construction methods and materials to create a highly
reliable ship. Its impact on Star League naval operations was
felt almost immediately during the Reunification War as fuel
supply problems simply dried up. After the conclusion of that
conflict the Houses were quick to replace their old fuel supply
ships with the Catalyst. Construction of the class continued
throughout the Star League era with production rates
gradually falling off as the years went on. Surprisingly this
trend never reversed itself even when the Houses amended
the Edict of 2650 to double the size of their militaries. Navies
were at first more concerned with building new warships
then increasing their already ample support infrastructure.
 

Only the Star League investigated the possibility of ordering
a new supertanker to fill this growing void but that ambitious
project never made it off the drawing board. The Amaris
Coup was the end of Catalyst class Tanker as construction
of the ship was suspended after the fall of Earth. The loss of
Di Tron headquarters was nominally the reason for this halt
even though each House could have compensated for the
loss easily. The Council Lords were more concerned with the
modernization and construction of their war fleets. A total of
two hundred and fifty ships were made up till this point with
about half going to the Star League and half to the Great
Houses who had about twenty five of these vessels a piece.
The SLDF deployed two or three Catalysts with each of
its fifty combat fleets stationed throughout the Inner Sphere.
The Navy often had two or three fleets operating with each
Star League Army

(Editor’s Note: This mega organization was
informally called an Armada which the Terran Royal Navy has
officially recognized even though the New Republic lacks the
strength to field such a formation) allowing Tankers to work
across formations maximizing refueling efforts. Most times
the SLDF could also make use of House owned Catalyst class
Tankers or other stationary facilities. These standard operating
procedure made fuel runs shorter for everyone involved and
hid growing demand issues. Few realized as the Star League
Navy grew to keep pace with the fleets of the Great Houses
that its needs were outstripping the Tankers capabilities.
When the Periphery Uprising began the Navy was confronted
by this ugly reality. Once again the Tankers became targets for
Periphery rebels who found that they made good explosions.
Ironically combat losses helped alleviate the SLDFs new fuel
supply problems in the long run but the Tankers paid a hefty
price. Only thirty vessels survived the conflict with Amaris
and ten of those were so badly damaged that they had to be
left behind during the Exodus. The Succession War saw the
Tankers take even more horrific losses as strategists attempted
to undercut their enemies’ naval forces by removing these
critical vessels. Today only three or four of these ships are left
per House Fleet and these ships are general in poor condition.
Recently the Lyran Commonwealth was able to put this design
back into production at its Port Sydney Naval Shipyards above
Alarion to meet the fuel needs of its Navy which is plagued by
chronic shortages.


Class/Model/Name: Catalyst class Tanker

Mass: 380,000 tons

Equipment:             Mass

Power Plant: Standard 45,600.00

K-F Hyperdrive: Compact (Integrity = 9) 171,950.00

Jump Sail: (Integrity = 3) 49.00

Structural Integrity: 35 13,300.00

Safe Thrust: 2  

Maximum Thrust: 3  

Heat Sinks: 2,000 Single 1,654.00

Fuel & Fuel Pumps:   10,000.00

Bridge & Controls:   950.00

Food & Water: (296 days supply) 328.50

Armor Factor: 130 Standard 264.00


      Armor Value

      (Capital Scale)        

  Fore:   21        

  Fore Left / Right:   22 / 22        

  Aft Left / Right:   22 / 22        

  Aft:   21        


Equipment & Options:              

Cargo:    

   Bay 1: Small Craft (14) with 7 doors 2,800.00

   Bay 2: Cargo (1) with 3 doors 16,150.00

   Bay 3: Cargo (1) 84,002.50

     

DropShip Capacity: 2 Docking Hardpoints 2,000

Grav Decks:    

   Grav Decks #1 - 2:  (90-meter diameter) 100

Life Boats: 15 (7 tons each) 105

Escape Pods: 15 (7 tons each) 105

Crew and Passengers:    

   26 Officers (26 minimum)   0.00

   95 Crew (95 minimum)   0.00

   31 Gunners (31 minimum)   0.00

   70 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

5 Large Laser Nose 4(40)

4(40)

-- 40 25.00

5 Large Laser FL/R 4(40)

4(40)

-- 80 50.00

6 NL45 FL/R 27 27 27 27 840 10,800.00

5 Large Laser L/RBS 4(40)

4(40)

-- 80 50.00

5 Large Laser AL/R 4(40)

4(40)

-- 80 50.00

6 NL45 AL/R 27 27 27 27 840 10,800.00

5 Large Laser Aft 4(40)

4(40)

-- 40 25.00

1 Lot Spare Parts (1.97%)             7,500.00

TOTALS:           2,000 380,000.00

Tons Left:             .00


Calculated Factors:

Total Cost: 3,192,432,000 C-Bills

Battle Value: 32,145

Cost per BV: 99,313.49

Weapon Value: 14,381 (Ratio = .45)

Damage Factors:    SRDmg = 1,283; MRDmg = 1,221; LRDmg = 780; ERDmg = 313

Maintenance Point Value:    MPV = 229,921 (59,906 Structure, 119,495 Life Support, 50,520 Weapons)

Support Points: SP = 337,050 (147% of MPV)

BattleForce2: (Not applicable)

 

 

Lasergunner posted this 29 June 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #1333
TUESDAY, FEBRUARY 02, 2010
139 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=1333]
3075 Robinson

Hokosaki class Frigate  

Custom Level 1 / 2750 Inner Sphere  Warship 710,000 Tons
serack TRO 2800

Faction Availability


    AeroTech 2 Vessel Technical Readout
  VALIDATED

Class/Model/Name:  Hokosaki class Frigate
Tech:      Inner Sphere / 2681
Vessel Type:       WarShip
Rules:     Level 2, Standard design
Rules Set: AeroTech2

Mass:      710,000 tons
K-F Drive System:  (Unknown)
Length:    632 meters
Sail Diameter:     1,150 meters
Power Plant:       Standard
Safe Thrust:       3
Maximum Thrust:    5
Armor Type:        Improved Ferro-aluminum
Armament: 
   22 Medium NPPC
   10 White Shark
    8 NAC/25
   16 ER Large Laser
   24 PPC
    8 NL45
Manufacturer:   various
  Location:     various
------------------------------------------------------------------------------
==Overview:==
   The Hokosaki, or Spear Point class Frigate, was not designed to any
existing requested DCMS specification, rather Dharma Hyperspace of New Oslo
designed the Hokosaki and went looking for a specification.
   Taking the lessons of the reunification war to heart, the design group of
Dharma Hyperspace set about creating a frigate for the DCMS. Following typical
frigate conventions the Hokosaki's acceleration capabilities were kept modest
in order to maximize its cargo bay, however its armament was not degraded in
the least, being more in line with what most powers would consider light
cruiser levels. Combined with excellent, for the DCMS armor, the Hokosaki was
quickly approved for construction.
   Initially the Hokosaki was deployed with DCMS forward fleets as destroyer
flotilla leaders, fighting alongside the DCMS' swift and capable Kaze and Kumo
class destroyers. It became immediately evident that the Hokosaki's lower
accelerations were a poor fit for this work, a change to cruiser escort status
improved somewhat as the Hokosaki's acceleration was more in line with the
larger ships but the reception of the frigate was not good in a portion of the
fleet where bigger was often considered better. The Hokosakis' future looked
bleak and the line was in danger of being shut down after only five vessels
were completed until the active Hokosakis were assigned to convoy and fleet
protection. Almost immediately the Hokosakis became desired assets. Their
large cargo bays, numerous dropship collars, and ample fuel supplies allowed
them to support masses of dropships and smaller, shorter ranged ships on long
deployments as well as providing secure supply bases and fire support for
ground forces. With glowing recommendations from the ground forces and
transport sections of the DCMS the Hokosaki's production run was extended to a
further eighteen hulls.
   The Hokosaki's days as a ship of the line were short and unimpressive, but
once it found its place Hokosaki stood out as one of the DCMS' finest ships.
Today it is rare to find a DCMS invasion that doesn't contain at least one or
even two of the fine ships.


==Capabilities:==
   The Hokosaki is often refered to as the "Maki" due to its longer, more
rotund shape when compared to the thiner, sleeker destroyers and cruisers in
DCMS service. The larger hull was necessitated by the large cargo and small
craft bays that the ship carries.
   A trio of Mitsubishi heavy interplanetary drives were selected to provide
thrust for the Hokosaki. These engines have proven to be quite reliable and
allow the vessel to achieve a maximum thrust of two and a half Gs. The engines
were also selected in order to allow the ship to maintain a full one G transit
acceleration even with one of them down for maintenance. This capability has
served the Hokosakis' well, allowing them to stay in the field longer due to
the superior maintainability of these engines. It has been noted however that
these engines are not terribly efficient at high combat thrusts, consuming as
much as twenty percent more fuel than normal when running at maximum power. 

   While originally intended as an escort ship the Hokosaki is well armed for
an escort, carrying the typically heavy load of weaponry associated with the
DCMS. Twenty two medium naval PPCs are the backbone of the Hokosakis'
firepower, allowing it to engage targets at extreme range. Eight class twenty
five naval autocannons bolster the ship's firepower in the fore and broadside
quarters and eight mid-sized naval lasers are arranged aft for ground support
and to discourage tail chasers. Ten White Shark missile tubes are spaced
around the ships forward sides to compliment the naval PPCs. A moderate
anti-fighter defense of sixteen extended range large lasers and twenty four
PPCs were added to the quarter arcs of the ship.
   In order to support the power demands of such an arsenal the Hokosakis'
designers gave them a power distribution, and heat dissipation system capable
of supporting the simultaneous firing over two thirds of the ship's total
weapons. A Hokosaki is capable of engaging capital targets in one of its
broadsides and the opposite side's fore side simultaneously while engaging
fighter sized targets at any point around it.
   One of the greatest sticking points of the Hokosaki's design was the
decision to use ferro-aluminum rather than standard armor plate. The designers
of the ship insisted that this improved armor composite would allow the ship
superior armor protection which was vital for it since it might often be the
sole warship supporting a convoy. Ultimately the decision was authorized, but
the ship was authorized to carry only six hundred and fifty two tons rather
than the over eight hundred her designers originally wanted.
   The Hokosakis' greatest asset was not in their firepower or armor however,
it was their support systems. With five dropship collars, twelve thousand tons
of fuel, and over a hundred kilotons of cargo space the Hokosakis' could serve
as supply bases for entire task forces, both on the ground and in space. A
full Wing of aerospace fighters can provide defense from all but the most
determined aerospace fighter attack and provide air support for a combined
arms task force.

==Deployment==
   Initially the Hokosakis were deployed as destroyer squadron leaders however
their low comparative accelerations either dragged the entire squadron down or
left them isolated in combat. Their redeployment to cruiser groups was cut
short for more political reasons.
   Since that time it has become standard practice for Hokosakis' to operate
singly or as the lead ship of a small task force of typically smaller ships.
Acting as the command ship for planetary attacks they most commonly serve as
primary escort and support of the ground forces.
   The ill fated 2711 attack on Delacruz highlighted the role of the Hokosaki
class frigates. The Hokosaki class Saizensen [Spearhead] was providing escort
for a ground force consisting primarily of the 6th Sword of Light and 43rd
Dieron Regulars along with assorted armored and infantry regiments. The
Saizensen, along with her two carrier and three assualt dropships and just
over forty assorted jumpships arrived at the nadir jumppoint of the Delacruz
system and were almost immediately engaged by a Federated Suns Davion class
destroyer and a corvette. Within twenty minutes the Davion was destroyed and
the corvette a crippled wreck, but at the cost of one the Saizensen's assault
dropships and a significant portion of her port side armor. The taskforce
continued in system and began their invasion. During the invasion the
Saizensen was regularly called on to provide supporting fire, her fighters
kept the skies free of FedSuns aircraft, and her supplies were able to make up
for significant malfunctions in the supply train of jumpships that should have
kept the invaders in check. Ultimately the Saizensen was responsible for
keeping the withdrawing Combine forces from being over run, the frigate kept
up a continual bombardments of Federated Suns forces around the DCMS LZ and
her fighters spent almost 36 hours continually in the air attacking ground
forces with anything and everything they had until the last Combine dropship
lifted. During the run back to the nadir jumppoint and their jumpships a
Federated Suns task force of a light cruiser and two destroyers jumped into a
pirate point ahead of the departing DCMS ships and were on an intercept course
with the defenseless withdrawing dropships until the Saizensen placed herself
between the oncoming FedSuns and the task force. In a battle decided primarily
at long range the frigate was able to destroy another Davion class destroyer
and crippled the cruiser with several lucky long range missile hits. The
remaining destroyer was unwilling to press its luck and broke off pursuit.
When she jumped out of the system the Saizensen was down to only one carrier
and one assault dropship and only had a half dozen operable fighters, but in
exchange destroyed almost double her tonnage in Federated Suns warships and
crippled a cruiser that would require over six months to return to fighting
trim. While the operation as a whole was considered a failure the performance
of the Saizensen was considered a triumph for the young Hokosaki class.
   The actions of the Uchuu [Shower of Arrows], displayed a capability the
Hokosakis' possessed but rarely were able to make full use of, deep raiding.
Using her considerable cargo volume the Uchuu engaged in an extended raid of
Lyran space from late 2713 to early 2715. While on this raid the Uchuu and her
attached dropship compliment of two carriers two assault ships, and one cargo
ship engaged and destroyed seventy three dropships both cargo and combat,
sixteen jumpships, two corvettes, a destroyer, one hundred and thirty three
aerospace fighters, and five space stations along with bombarding seven
military installations and a targeting computer factory. Supported by the
frigates large cargo capacity, filled to capacity when they departed with
fuel, ammunition, armor, spare parts and consumables, the small group was able
to operate with relative impunity for seventeen months causing disruption far
in excess of their size and worth. Their raid led to a significant increase in
Lyran escorts of their shipping with a corresponding decrease in the number of
ships available for immediate combat operations.

These designs are from the Shattered Dawn AU and is their work

------------------------------------------------------------------------------
Class/Model/Name:  Hokosaki class Frigate
Mass:      710,000 tons

Equipment:    Mass 
Power Plant, Drive & Control:      127,800.00
Thrust:  Safe Thrust: 3
      Maximum Thrust: 5
Kearny-Fuchida Hyperdrive:  Compact (Integrity = 15)       321,275.00
Jump Sail: (Integrity = 4)      66.00
Structural Integrity: 60    42,600.00
Total Heat Sinks:    3,500 Single    2,950.00
Fuel & Fuel Pumps:  12,240.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:      1,775.00
Fire Control Computers:   .00
Armor Type:  Improved Ferro-aluminum  (513 total armor pts)    794.50
   Capital Scale Armor Pts
   Location:    L / R
   Fore: 84
   Fore-Left/Right:   87/87
   Aft-Left/Right:    87/87
   Aft:  81

Cargo:
   Bay 1:  Fighters (36) with 6 doors        5,400.00
   Bay 2:  Small Craft (12) with 2 doors     2,400.00

DropShip Capacity:  5 Docking Hardpoints     5,000.00
Grav Decks #1 - 2:  (90-meter diameter)        100.00
Escape Pods:  80 (7 tons each) 560.00

Crew and Passengers:
     52 Officers       520.00
    165 Crew 1,155.00
     60 Gunners        420.00
     40 Steerage Passengers    200.00
    168 Marines        840.00
    132 Bay Personnel     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 Medium NPPC      Nose        18     18     18     18  270  3,600.00
2 White Shark(60 msls)     Nose 6      6      6      6   30  2,640.00
2 NAC/25(300 rounds)       FL/R        50     50     50     --  340 12,360.00
4 Medium NPPC      FL/R        36     36     36     36 1080 14,400.00
1 White Shark(30 msls)     FL/R 3      3      3      3   30  2,640.00
4 ER Large Laser   FL/R     3(32)  3(32)  3(32)     --   96     40.00
6 PPC      FL/R     6(60)  6(60)     --     --  120     84.00
2 NAC/25(300 rounds)       L/RBS       50     50     50     --  340 12,360.00
2 Medium NPPC      L/RBS       18     18     18     18  540  7,200.00
2 White Shark(60 msls)     L/RBS        6      6      6      6   60  5,280.00
4 Medium NPPC      AL/R        36     36     36     36 1080 14,400.00
1 White Shark(30 msls)     AL/R 3      3      3      3   30  2,640.00
4 ER Large Laser   AL/R     3(32)  3(32)  3(32)     --   96     40.00
6 PPC      AL/R     6(60)  6(60)     --     --  120     84.00
2 NL45     AL/R 9      9      9      9  280  3,600.00
4 NL45     Aft 18     18     18     18  280  3,600.00
------------------------------------------------------------------------------
TOTALS:    Heat: 4,792     611,063.50
Tons Left:  98,936.50

Calculated Factors:
Total Cost:        6,249,828,000 C-Bills
Battle Value:      99,914
Cost per BV:       62,552.07
Weapon Value:      49,284 (Ratio = .49)
Damage Factors:    SRV = 3,353;  MRV = 3,301;  LRV = 2,474;  ERV = 964
Maintenance:       Maintenance Point Value (MPV) = 412,335
   (55,129 Structure, 190,778 Life Support, 166,428 Weapons)
   Support Points (SP) = 329,400  (80% of MPV)
BattleForce2:      Not applicable
 

User Reviews

2/3/2010  Lafie
Strategic Ops.

2/2/2010  Dracus
Where do I find information on Warship construction? Tried building one in Heavy Metal Aero and got completely lost.

2/3/2010  serack
or old arotech 2 rules for baseline or even older battlespace rules

 

Lasergunner posted this 29 June 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #1293
SATURDAY, JANUARY 30, 2010
73 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=1293]
avalon2

Libertad class Corvette Block II 

Custom Level 1 / 2750 Inner Sphere  Warship 240,000 Tons
serack TRO 2800

Faction Availability


 

Class/Model/Name:    Libertad class Corvette Block II

Tech: Inner Sphere / 2600

Vessel Type: WarShip

Rules: Level 2, Standard design

   

Mass: 240,000 tons

Length: 347 meters

Sail Diameter: 1,200 meters

Power Plant: Standard

Safe Thrust: 4

Maximum Thrust: 6

Armor Type: Standard

 

 

Armament:12 Medium NPPC12 White Shark20 PPC

Overview:

The peace treaty that ended the Third Andurien War was far from
universally popular within the Free Worlds League. Many within the
League resented the terms of the armistice, not least of them a number
of Anduriens who believed that a seat on Ian Cameron’s nascent “Star
League Council” was a poor trade for Capellan annexation of their
home province. With that in mind, despite the ‘outbreak of peace’
offered by the Star League and its growing membership, Albert Marik
took the precaution of ordering a new round of military modernization,
hedging against the chance that Terrence Liao (or any of the Free
Worlds League’s own myriad secessionist elements) be emboldened
by his ‘appeasement’.
 

Further ‘outbreaks of peace’ in the interim made this move seem
increasingly foolish, but increasing Periphery intransigence in the face
of the Star League’s rise meant that few protests were raised about
the modernization.
 

Part of this modernization policy was a contract for a new design
of patrol corvette, intended to police the new borders and remind
the Capellans, the Periphery, and the various dissidents that military
dominance in the Third Andurien War had firmly rested with the League
- and had not wavered in the interim. Events subsequent to the Pollux
Proclamation would prove this to be a wise policy, albeit in retrospect.

Capabilities:

Dubbed the ‘Libertad’ (Liberty) class, the new vessels were
meant for relatively short deterrence patrols - often going less than
ten weeks between port-visits. One of the keys to their power was
their capacious hangar-allowance for parasite craft such as fighters
and shuttles. With ample room set aside for fuel, components, and
the other supplies needed to keep these parasites operational, each
Libertad could deploy a full wing of starfighters - even maintaining
room for spare spaceframes to compensate for sometimes lackluster
serviceability rates - and several small craft. A Libertad’s parasite
complement - and thus its operational role - could easily be tailored to
a new mission, giving the type exceptional flexibility, allowing it to shift
from front-line strike-carrier to Marine assault-transport to customsenforcement
cutter within a few days. (In practice, the ‘optimal’ mix
for a ‘strike wing’ was soon established as three starfighter squadrons,
six ‘spare’ spaceframes, four gunboat-shuttles for self-defense, and
two general-purpose small-craft for customs/boarding operations or
the usual utility work.)
 

However, this same generous allowance of hangar-space required
compromises elsewhere. While the Libertad class were stoutly built
and well-armored for their size, their onboard armament fits were less
than impressive. However, given that the type was intended for patrol
work rather than standing in the line of battle, a mix of dual-mount
NPPC turrets and banks of White Shark missiles were considered more
than adequate against the JumpShips, DropShips and fighters they
were expected to deal with most frequently. [Editor’s Note: Details
of the Block I which was retired by the mid-twenty seventh century
have been omitted from this report as they didn’t survive to see the
outbreak of the Succession War.]
 

The ‘Block II’ rolling-refits were intended to redress some of
the shortcomings of the original Libertads, as revealed by combat
experience. A number of the vessels lost during the Reunification War
had been caught ‘flat-footed’ by Canopian strikefighters, with their own
parasites elsewhere, and their lack of onboard point-defense weaponry
had proven an acute weakness. Moreover, the long deployment-times
of the Canopian campaign (long in excess of FWLN guidelines for
the class) had seen a disproportionate number of Libertad crewmen
succumb to low-gravity complaints, some of them permanently
debilitating, and their lack of grav-decks could no longer be tolerated.
A revision of the authorized strike-groups saw the hangar reallocated
into two dedicated sections, one housing a reinforced fighter-wing
and the other devoted to several shuttles; the latter were usually split
evenly between gunboats and utility shuttles, since the former had
proved a disappointment in wartime situations and the latter were
far more useful for the ‘workhorse’ duties which were the Libertads’
peacetime role.
 

A second SLEP upgrade was instituted at the personal direction
of Kenyon Marik shortly after the Amaris Coup, as the specter
of widespread warfare once again loomed on the horizon. SAFE
operations within the Hegemony shortly before the Coup and turmoil
within its borders thereafter brought the League’s shipyards a windfall
of formerly restricted technologies, a crucial redress of an imbalance
which had existed for most of a century. This refit was aimed squarely
at countering the danger of the Lyran Commonwealth’s Mako class
Corvettes - a class whose combination of speed and advanced pointdefense
weapons gave them the ability to bypass (or destroy) a
Block II’s fighters and force a close action, where the Lyran vessel
held the advantage in raw firepower. Suppressing most of the parasite
complement, the Libertad Block III used that room for advanced armorprotection,
an overhauled power-management grid and a single (albeit
devastating) massive naval autocannon mount in each broadside,
offsetting many of the Lyran vessel’s advantages. Half of the class was
converted to the new standard in the time between the Coup and the
start of the Succession War; operational doctrine was that a corvette
division (soon known as a ‘patrol pair&rsquo would always consist of a Block
II ‘baby carrier’ partnered with a Block III ‘bodyguard’.

Variants:

These designs are from the Shattered Dawn AU and is their work

Deployment

The Libertads saw heavy action sooner than anticipated, for
they would play a significant role in Marion Marik’s offensive into
the Magistracy of Canopus during the Reunification War. Indeed, the
fighter-wings and missile-banks of Libertad corvettes did much to
break the screen of the Canopian fleet at Thurrock, clearing a path for
the League’s heavier combatants.
 

Despite the type’s proven utility - both in its design role and
elsewhere - and its remarkable ease of construction, procurement of
the Libertad class was stopped in 2603. Only one hundred and twenty
hulls had been commissioned, and thirteen of those were replacements
for vessels lost against the Canopians or in various skirmishes. Navy
requests for renewed purchases were rejected in light of the League’s
rising economic woes, and even when Parliament finally acknowledged
the need for a modernization of the Libertad fleet, the introduction of
the Star League dollar and the resultant ‘cash crunch’ meant that this
took the form of an overhaul and life-extension program rather than
new construction. (The fact that several Navy and independent studies
declared that new construction would actually have been significantly
cheaper was carefully ignored by the politicians, who ‘knew’ that
renovating old ships was cheaper than making new ones.)
After the Reunification War, the Libertads went on to undergo
a System Life Extension Program (SLEP) which enhanced their selfdefense
and long-deployment capabilities and continued to serve in
the usual ‘workhorse’ tasks of corvettes, mostly as patrol and borderenforcement
work. Several were lost to border skirmishes, but it was
the Civil War which saw the worst of the losses; by the nature of
their work, Libertads were of only marginal use to either faction in the
battle-line, but several would participate in deep-strike commando raids
by both Loyalist and rebel forces, and when major fleet actions were
fought their role as screening elements meant losses of Libertads were
all but inevitable. Over the years, various accidents and skirmishes (not
to mention the Civil War) whittled down the numbers of the Libertad
class, and only eighty remained in FWLM colors by the outbreak of the
Succession War.
 

One of the most notable vessels in this class was the FWLS
Matador commanded at the start of the conflict by Captain Carlos
Comacho. A native of Cerillos in the ‘Southwestern Worlds’, Comacho
lead his Libertad Block III warship during the 2787 offensive against
Bolson and its shipyards. Having twice seen his vessel put in a repairslip
by Lyran Makos, he took a particular satisfaction in the crippling of
the yards which had produced those vessels.
 

Later in that action, a Lyran battlegroup centered on the Tharkadclass
battlecruiser LCS Intransigent jumped into the system and
attempted to intercept the League main body as it withdrew. Matador
was part of the only screening squadron (centered on the destroyer
Majestic) which was in a position to intercept the Lyran ‘heavies’ short
of the main fleet of vulnerable assault-transports, and like the rest
of Task Force Majestic Captain Comacho did not hesitate to obey
Commodore Keegan’s order to attack at once. Choosing Intransigent
as his target, Comacho boldly closed to the effective range of his
own heavy weapons and proceeded to trade broadsides with the
battlecruiser for more than an hour, buying crucial time for the main
body to withdraw. Despite suffering several brutal direct hits from the
Lyrans’ main batteries, and witnessing the loss of all her companion
vessels (including Majestic), Matador continued to fight and landed
a number of telling blows on the Lyran ship before being destroyed
with all hands by a full broadside of Intransigent’s remaining NPPC
mounts. Unable to pursue the Marik forces owing to engine damage
sustained during the action, Intransigent instead recovered the few
League survivors and withdrew for repairs.
Today of only a dozen Libertads organized into six ‘patrol pairs’
remain in service with the Free Worlds League.


Class/Model/Name: Libertad class Corvette Block II

Mass: 240,000 tons

Equipment:             Mass

Power Plant: Standard 57,600.00

K-F Hyperdrive: Compact (Integrity = 6) 108,600.00

Jump Sail: (Integrity = 3) 42.00

Structural Integrity: 50 12,000.00

Safe Thrust: 4  

Maximum Thrust: 6  

Heat Sinks: 1,700 Single 1,316.00

Fuel & Fuel Pumps:   3,000.00

Bridge & Controls:   600.00

Food & Water: (45 days supply) 54.50

Armor Factor: 174 Standard 239.50


      Armor Value

      (Capital Scale)        

  Fore:   32        

  Fore Left / Right:   29 / 29        

  Aft Left / Right:   29 / 29        

  Aft:   26        


Equipment & Options:              

Cargo:    

   Bay 1: Fighters (30) with 6 doors 4,500.00

   Bay 2: Small Craft (8) with 2 doors 1,600.00

   Bay 3: Cargo (1) with 6 doors 16,176.00

  Infantry (jump) Platoons (1) 6.00

     

Grav Decks:    

   Grav Decks #1 - 2:  (78-meter diameter) 100

Life Boats: 40 (7 tons each) 280

Escape Pods: 40 (7 tons each) 280

Crew and Passengers:    

   21 Officers (21 minimum)   0.00

   72 Crew (72 minimum)   0.00

   28 Gunners (28 minimum)   0.00

   121 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

2 Medium NPPC Nose 18 18 18 18 270 3,600.00

2 Medium NPPC FL/R 18 18 18 18 540 7,200.00

4 White Shark(40 msls) FL/R 12 12 12 12 120 4,160.00

4 PPC FL/R 4(40)

4(40)

-- 80 56.00

4 PPC L/RBS 4(40)

4(40)

-- 80 56.00

2 Medium NPPC L/RBS 18 18 18 18 540 7,200.00

4 PPC Aft 4(40)

4(40)

-- 40 28.00

4 White Shark(40 msls) Aft 12 12 12 12 60 2,080.00

2 Medium NPPC Aft 18 18 18 18 270 3,600.00

1 Lot Spare Parts (1.94%)             4,656.00

TOTALS:           2,000 240,000.00

Tons Left:             .00


Calculated Factors:

Total Cost: 1,649,994,000 C-Bills

Battle Value: 38,654

Cost per BV: 42,686.24

Weapon Value: 21,418 (Ratio = .55)

Damage Factors:    SRDmg = 1,278; MRDmg = 1,245; LRDmg = 884; ERDmg = 354

Maintenance Point Value:    MPV = 282,762 (80,522 Structure, 138,160 Life Support, 64,080 Weapons)

Support Points: SP = 268,650 (95% of MPV)

BattleForce2: (Not applicable)

 

 

Lasergunner posted this 29 June 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #1350
FRIDAY, MARCH 26, 2010
152 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=1350]
invader2

Pearl Harbor  QT

Custom Level 1 / 2750 Inner Sphere  Warship 150,000 Tons
serack Plains Inc

Faction Availability


 

AeroTech 2 Vessel Technical Readout

 

Class/Model/Name:    Pearl Harbor QT

Tech: Inner Sphere / 3067

Vessel Type: WarShip

Rules: Level 3, Standard design

   

Mass: 150,000 tons

Length: 335 meters

Sail Diameter: 878 meters

Power Plant: Standard

Safe Thrust: 2

Maximum Thrust: 3

Armor Type: Ferro-carbide

 

 

 

Armament:2 ER PPC8 Barracuda

Overview:

Design as a Qship. This ship looks like a Invader Jumpship,
until it opens its conceal missle tubes and fires Barracudas at
its opposition.

Capabilities:

The unpressurized yard can repair most ships on sight with onboard stores and workshops.


Class/Model/Name: Pearl Harbor QT

Mass: 150,000 tons

Equipment:             Mass

Power Plant: Standard 18,000.00

K-F Hyperdrive: Compact (Integrity = 5) 67,875.00

Lithium Fusion Battery:   1,500.00

Jump Sail: (Integrity = 3) 38.00

Structural Integrity: 60 9,000.00

Safe Thrust: 2  

Maximum Thrust: 3  

Heat Sinks: 1,000 Double 766.00

Fuel & Fuel Pumps:   1,000.00

Bridge & Controls:   375.00

Food & Water: (300 days supply) 162.00

Armor Factor: 216 Ferro-carbide 180.00


      Armor Value

      (Capital Scale)        

  Fore:   40        

  Fore Left / Right:   36 / 36        

  Aft Left / Right:   36 / 36        

  Aft:   32        


Equipment & Options:              

Cargo:    

   Bay 1: UnPress Repair Facil. (1,000,000 T Capy, 4 doors) 25,000.00

   Bay 2: Small Craft (4) with 2 doors 800.00

   Bay 3: Fighters (6) with 3 doors 900.00

   Bay 4: Cargo (1) with 1 door 9,774.00

     

DropShip Capacity: 3 Docking Hardpoints 3,000

Grav Decks:    

   Grav Decks #1 - 2:  (90-meter diameter) 100

Life Boats: 22 (7 tons each) 154

Escape Pods: 22 (7 tons each) 154

Crew and Passengers:    

   12 Officers (14 minimum)   0.00

   63 Crew (63 minimum)   0.00

   1 Gunners (9 minimum)   0.00

   32 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

2 ER PPC Nose 2(20) 2(20)

2(20)

30 14.00

1 Barracuda(10 msls) Nose 2 2 2 2 10 390.00

1 Barracuda(10 msls) FL/R 2 2 2 2 20 780.00

1 Barracuda(10 msls) L/RBS 2 2 2 2 20 780.00

1 Barracuda(10 msls) AL/R 2 2 2 2 20 780.00

1 Barracuda(10 msls) Aft 2 2 2 2 10 390.00

1 Lot Spare Parts (5.00%)             7,500.00

TOTALS:           110 150,000.00

Tons Left:             .00


Calculated Factors:

Total Cost: 21,468,740,000 C-Bills

Battle Value: 11,805

Cost per BV: 1,818,614.15

Weapon Value: 8,414 (Ratio = .71)

Damage Factors:    SRDmg = 178; MRDmg = 174; LRDmg = 152; ERDmg = 88

Maintenance Point Value:    MPV = 140,013 (76,033 Structure, 48,188 Life Support, 15,792 Weapons)

Support Points: SP = 167,400 (120% of MPV)

BattleForce2: (Not applicable)

 

 

User Reviews

Design Updated on 3/31/2010 5:132 AM

 

Lasergunner posted this 29 June 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #1319
SUNDAY, JANUARY 31, 2010
58 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=1319]
Mjolnir (BattleCruiser)

Tirpitz class Battleship 

Custom Level 1 / 2750 Inner Sphere  Warship 11,500,000 Tons
serack TRO 2800

Faction Availability


 

Class/Model/Name:    Tirpitz class Battleship

Tech: Inner Sphere / 2403

Vessel Type: WarShip

Rules: Level 2, Standard design

   

Mass: 1,150,000 tons

Length: 1,150 meters

Sail Diameter: 1,500 meters

Power Plant: Standard

Safe Thrust: 3

Maximum Thrust: 5

Armor Type: Ferro-carbide

 

 

Armament:16 NAC/3564 NL5524 Killer Whale40 Large Laser

Overview:

In 2398 the Capellan Confederation launched an attack
against the Free Worlds League in order to regain the
Andurien system. This assault touched off the 1st Andurien
War which inaugurated the Age of War. In response to these
events Archon Alistair Marsden ordered a massive military
buildup that included the expansion of the Lyran Navy. The
Commonwealth’s Admirals, in addition to ordering further
construction of pre-existing designs, commissioned two new
warships. These new vessels would serve to augment the first
five Lyran warships and fill out the fleet before the coming
conflict. For one of these new warships designers hit upon
the idea for a huge flagship that would be able to direct
entire campaigns. The Lyran Navy couldn’t resist the idea
of a massive warship that would serve as a secure mobile
headquarters. In an interesting historical footnote the Archon
was apparently inspired by his fiancée, Katherine Steiner, to
christen the new class and first ship the Tirpitz.

Capabilities:

Despite the age of this early Lyran warship design the
Tirpitz remained in active service and unmodified for more
than 350 years, a testament to its effectiveness. The vessel’s
armament though pretty technologically basic was quite
formidable. The main guns of the ship were the largest
available at the time, sixteen of the new Naval Autocannon
35s. Supporting these massive cannons were sixty four Naval
Laser 55s and twenty four Killer Whale Missile Launchers that
helped destroy any large craft including dropships. These
capital weapons were further augmented by forty Large
Lasers which were used against smaller vessels, like assault
dropships and aerospace fighters. It is important to note that
this was the last Lyran warship to mount non-capital weapons
until the mid 2700s. Designers considered these standard
weapons a waste of space on capital ships. After all what
was supporting elements like dropships and fighters for? For
protection the Tirpitz mounted more than two thousand tons
of armor plating on it’s already durable hull. Nine docking
collars enabled the Tirpitz to deliver a large ground force into
any star system and for additional support the vessel carried
an entire regiment of aerospace fighters. The most impressive
feature of the Tirpitz was the Strategic Operations Command
Center (SOCC). This large room located deep within the
ship’s heart housed the finest communications and computer
systems available to the Lyran Commonwealth at anytime.
The SOCC was regularly updated with the best electronics by
the Strategy and Tactics Division of the LCAF. Fifty 1st class
passenger quarters accommodated all Lyran flag officers
and their command staffs. Naturally ample luxuries, like six
Grav Decks 120 meters in diameter, were included for proper
relaxation. In 2655 the Lyran Navy undertook an effort to
refit the Tirpitz with modern improvements. The engine was
upgraded with a modern interplanetary drive that gave the
refitted Tirpitz a maximum thrust of 2.5Gs. The ship’s armor
was replaced with the best available, Ferro Carbide. As a result
of the refit the vessels cargo bay expanded greatly.

Variants:

These designs are from the Shattered Dawn AU and is their work

Deployment

The Shipil Company eventually built twenty of these
mammoth warships using the vast industrial might of the
Federation of Skye. Ships of this class were usually named
in honor of great military commanders of the past. As the
Tirpitz was a naval vessel the names were usually great naval
commanders. After the Archon Katherine Steiner assumed the
throne the names of these warships took on a more Germanic
ancestry reflecting the Commonwealth’s new ruling line. As a
class the Tirpitz performed exceptionally, as a matter of fact it
performed too well. Unfortunately, many incompetent Social
Generals were able to use the ship to micromanage their
ground troops during battle from relative safety. One vessel,
the LCS Nelson, was lost in battle during the Reunification
War when a Social General took command of the vessel itself.
After the Lyran Commonwealth joined the Star League the
ships showed what they could do in the hands of capable
commanders. Sadly arms restrictions and some age issues
required four of these Lyran flagships to be scrapped.
 

The LCS Charlemagne was perhaps the most distinguished
vessel of the Tirpitz class. Archon Katherine Steiner designated
the Charlemagne the flagship of the Lyran Commonwealth.
The vessel’s SOCC was enlarged to enabling it to become
a mobile seat of government. First class and second class
passenger quarters were added to provide room for additional
government officials. During the Star League a Hyperpulse
Generator was added with the assistance of the SLDF.
Whenever the Archon went into battle, the Charlemagne as
his flagship went with him. The ship served in this capacity
throughout the Age of War, the Reunification War, and the Star
League era. The Commonwealth Council frequently convened
on board with the Archon was in transit. On rare occasions
the Estates General could meet on the Charlemagne. Together
with fourteen of its sister ships the Charlemagne went onto
see action in the Succession War. Because of their importance
these vessels came under intense enemy assault which
claimed many including the Charlemagne. Today only two, the
Barbarossa and Frederick the Great, remain in service with
the Lyran Navy.


Class/Model/Name: Tirpitz class Battleship

Mass: 1,150,000 tons

Equipment:             Mass

Power Plant: Standard 207,000.00

K-F Hyperdrive: Compact (Integrity = 23) 520,375.00

Lithium Fusion Battery:   11,500.00

Jump Sail: (Integrity = 5) 88.00

Structural Integrity: 90 103,500.00

Safe Thrust: 3  

Maximum Thrust: 5  

Heat Sinks: 8,200 Single 7,512.00

Fuel & Fuel Pumps:   1,000.00

Bridge & Controls:   2,875.00

Food & Water: (90 days supply) 328.50

Armor Factor: 1,708 Ferro-carbide 2,067.00


      Armor Value

      (Capital Scale)        

  Fore:   284        

  Fore Left / Right:   285 / 285        

  Aft Left / Right:   285 / 285        

  Aft:   284        


Equipment & Options:              

Cargo:    

   Bay 1: Fighters (54) with 6 doors 8,100.00

   Bay 2: Small Craft (6) with 2 doors 1,200.00

  Infantry (jump) Platoons (10) 60.00

   Bay 3: Cargo (1) with 2 doors 111,655.50

     

DropShip Capacity: 9 Docking Hardpoints 9,000

Grav Decks:    

   Grav Decks #1 - 6:  (120-meter diameter) 600

Life Boats: 65 (7 tons each) 455

Escape Pods: 65 (7 tons each) 455

Crew and Passengers:    

   69 Officers (68 minimum)   0.00

   206 Crew (206 minimum)   0.00

   111 Gunners (111 minimum)   0.00

   348 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

2 NAC/35(200 rounds) Nose 70

70

-- 240 8,200.00

8 NL55 Nose 44 44 44 44 680 8,800.00

3 Killer Whale(30 msls) Nose 12 12 12 12 60 1,950.00

5 Large Laser Nose 4(40)

4(40)

-- 40 25.00

2 NAC/35(200 rounds) FL/R 70

70

-- 480 16,400.00

8 NL55 FL/R 44 44 44 44 1,360 17,600.00

3 Killer Whale(30 msls) FL/R 12 12 12 12 120 3,900.00

5 Large Laser FL/R 4(40)

4(40)

-- 80 50.00

2 NAC/35(200 rounds) L/RBS 70

70

-- 480 16,400.00

8 NL55 L/RBS 44 44 44 44 1,360 17,600.00

3 Killer Whale(30 msls) L/RBS 12 12 12 12 120 3,900.00

5 Large Laser L/RBS 4(40)

4(40)

-- 80 50.00

2 NAC/35(200 rounds) AL/R 70

70

-- 480 16,400.00

8 NL55 AL/R 44 44 44 44 1,360 17,600.00

3 Killer Whale(30 msls) AL/R 12 12 12 12 120 3,900.00

5 Large Laser AL/R 4(40)

4(40)

-- 80 50.00

2 NAC/35(200 rounds) Aft 70

70

-- 240 8,200.00

8 NL55 Aft 44 44 44 44 680 8,800.00

3 Killer Whale(30 msls) Aft 12 12 12 12 60 1,950.00

5 Large Laser Aft 4(40)

4(40)

-- 40 25.00

1 Lot Spare Parts (0.65%)             7,500.00

TOTALS:           8,160 1,150,000.00

Tons Left:             .00


Calculated Factors:

Total Cost: 27,821,290,000 C-Bills

Battle Value: 203,878

Cost per BV: 136,460.48

Weapon Value: 115,320 (Ratio = .57)

Damage Factors:    SRDmg = 9,533; MRDmg = 9,471; LRDmg = 7,280; ERDmg = 1,296

Maintenance Point Value:    MPV = 734,297 (126,639 Structure, 295,738 Life Support, 311,920 Weapons)

Support Points: SP = 859,275 (117% of MPV)

BattleForce2: (Not applicable)

 

 

Lasergunner posted this 29 June 2017

SOLARIS7: AEROSPACE FIGHTER TECHNICAL READOUT: ARCHIVE ID #650
TUESDAY, MARCH 02, 2010
256 DOWNLOADS
[http://www.solaris7.com/TRO/Aerospace/FighterInfo.asp?ID=650]
shiva

Phoenix PHX-1X

Custom Level 1 / 2750 Inner Sphere  Aerospace 100 Tons
serack Shattered Dawn Mech and Vee

Faction Availability


 

 

AeroTech 2 Vessel Technical Readout

 

Class/Model/Name:    Phoenix PHX-1X

Tech: Inner Sphere / 2750

Vessel Type: Aerospace Fighter

Rules: Level 2, Standard design

   

Mass: 100 tons

Inner Sphere / 2750: FDS Type 42-D Aero

Length: 22 meters

Power Plant: Vlar 300 Fusion

Safe Thrust: 5

Maximum Thrust: 8

Armor Type: StarGlo Ferro-aluminum

 

 

Armament:3 Aeroquip Gauss Rifle5 Magna Mk II Medium LaserManufacturer:    FDS   Location:    TerraCommunications System:    FDS UltraComm Model 101Targeting & Tracking System: SynCom Aero Lord

Overview:

   As the Exodus got underway the Terran Royal Command realized a massive military build up was neccessary to adequately defend the new Republic. Dubbed the Quicksilver Program, this construction effort would utilize already tested Star League prototypes as the basis for new Terran military designs. The myopic focus on BattleMech production during the Star League era led to gaps in the the upgrading of certain aerospace fighter craftes. The lack of modern 100 ton aerofighter was a glaring need given the enormous naval advantage maintained by the InnerSphere. As a result the Royal Command prioritized this craft's development above all other fighter models. Using an experimental aerospace frame originally engineered prior to the Amaris Coup by Dekirk Aerospace helped dramatically speed the design process. Dekirk's corporate sucessor, Federated Defence Systems, was able to rush the design into full production in a mere sixteen months. Proudly dubbed the Phoenix by the Terran Republic Armed Services Aerospace Subcommand this new fighter is just now entering frontline service with several wings of the Royal Navy.

Capabilities:

engineering the most cuting edge aerospace fighter in existance in record time was no small feat. To accomplish their mandate designers included the gauss rifle which had never before used on an aerospace fighter. Worries about potential damage from a catastrophic failure of the gauss rifle prevented its use in earlier aerospace fighters. The engineer's determination to use the gauss rifle overmatched the fears that the aerospace community had about the weapons. Little research had been done in the area and preconceived notions about the weapons's liabilities semed to rule the day. Thorough examination and analyxix disproved many misconceptions about this formidable weapon. The tests were so sucessful that the engineers decided to make the gauss rifle the primary weapon of the new fighter and worked hard to include several of them in the design. The final version of the Phoenix came with three Aeroquip Gauss Cannons specially tested and designed for its use. Besides the principal armament and advanced frame used to construct this aerospace fighter, two other advanced technologies went into the completed design. First off StarGlo Frro-Aluminum provided the Phoenix with and incredible amount of protection against external attack. The second was double heat sinks, which helped maximize the fighter's operational capability while dissipating any possible excess heat. The rest of the Phoenix is actually less than revolutionary in terms of components used. For example. powering this state of the art fighter craft is the tried and true   Vlar 300 fusion engine. This reliable old workhorse provides the Phoenix with ample power and manuverability. This pattern continued when it came to deciding the fighter's secondary weaponary.   Rather to go with the innovatative Snub Nosed PPCs to back up the fighter's main armament the engineers choose to give the Phoenix Manga Mk II medium lasers, whose higher reliability and lower weight were key factors in their decision. The communictions system is an upgrated model of the earlier Ceres design for which FDS had acquired the rights. Like wise the targeting and tracking system, SynCom Aero Lord, is based on a previous model. This melding of old and new has produced an impresive aerospace fighter that promises to defend Terran skies for generations to come.

Notable Vessels & Crews:

This design was created by and for the Shatterd Dawn AU

Deployment

The first production run of Phoenixes are just now entering service with a number of Escort Wings, where they will be deployed in the anti-ship role alongside other Terran heavy fighters and assault craft. In the future Attack Wings will receive the Phoenix for ground support missions of Terran Army units. Right now these new fighters are being swapped for the ancient Thunderbird class AeroFighters still in frontline service.


Class/Model/Name: Phoenix PHX-1X

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: 10 Double .00

Fuel:   5.00

Cockpit & Attitude Thrusters:   3.00

Armor Factor: 340 Ferro-aluminum 19.00


      Armor Value

      (Standard Scale)        

  Nose:   113        

  Left / Right Wings:   85 / 85        

  Aft:   57        


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

1 Gauss Rifle Nose 15 15

15

1 15.00

  Ammo (Gauss) 16

          2.00

1 Gauss Rifle LW 15 15

15

1 15.00

1 Gauss Rifle RW 15 15

15

1 15.00

  Ammo (Gauss) 16

          2.00

2 Medium Laser LW

5

--

6 2.00

2 Medium Laser RW

5

--

6 2.00

1 Medium Laser Aft

5

--

3 1.00

TOTALS:           18 100.00

Tons Left:             .00


Calculated Factors:

Total Cost: 6,955,500 C-Bills

Battle Value: 2,718

Cost per BV: 2,559.05

Weapon Value: 2,614 (Ratio = .96)

Damage Factors:    SRDmg = 64; MRDmg = 33; LRDmg = 13; ERDmg = 0

BattleForce2: MP: 5N,   Armor/Structure: 9 / 0

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

    Class: FH,   Point Value: 27

 

User Reviews

3/3/2010  Lafie
Have it on good authority that CASE is completely useless in a ASF (was told as much on the CBT forums) so a half ton of armor would be a better use for it.

That having been said, it is not a asf I would want to run into.

Feels more like a ground attacker than a air to air fighter though. Too sluggish and those gausses would have too slow a refire rate when you think of it from a fluff standpoint.

Design Updated on 3/2/2010 5:02:27 PM

3/2/2010  elitewolverine
Why do you have case on this? are you planning for a gauss explosion because the ammo for gauss doesnt explode...

other than that a nasty heavy heavy fighter

Design Updated on 3/2/2010 6:500 AM

 

Lasergunner posted this 29 June 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #1377
SUNDAY, MAY 23, 2010
47 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=1377]
BEHEMOTH

Behemoth BV III

Custom Level 3 / 2750 Inner Sphere  Spheroid Dropship 100,000 Tons
serack Plains Inc

 

AeroTech 2 Vessel Technical Readout

 

Class/Model/Name:    Behemoth BVIII

Tech: Inner Sphere / 2782

Vessel Type: Spheroid DropShip

Rules: Level 2, Standard design

   

Mass: 100,000 tons

Inner Sphere / 2782: Interstar Heavy

Length: 200 meters

Power Plant: Brigadier 1000F Standard

Safe Thrust: 4

Maximum Thrust: 6

Armor Type: Aldis Plate Ferro-aluminum

 

 

Armament:30 FarFire AR10 Launcher12 Cyclops XII ER Large Laser12 BlazeFire Longshot ER Medium Laser24 Deprus Swarmshot AMS24 Defiance Disintegrator LB 10-X AC24 Gauss RifleManufacturer:    Alliance Defenders Limited   Location:    OutreachCommunications System:    AR-12 Sheathed Directional BeaconTargeting & Tracking System: Bk-309

Overview:

The Behemoth is the largest DropShip ever constructed and is larger than many JumpShips. Nearly twice the size of the Mammoth, the Behemoth Class DropShip is incapable of atmospheric operations or planetary landings. Instead, it either docks with an orbital cargo station or uses shuttles to move its cargo to a planet’s surface. This extra stage in its loading operations increases the vessel’s operating costs considerably, limiting its usefulness for most merchants.
The Behemoth’s massive drive system occupies several of the lower decks and alone weighs more than three Union Class DropShips. This massive system can provide the Behemoth with approximately 1.5 Gs of acceleration, but running the drive at this level causes stress cracks in many components, which are very expensive to repair. As a result, most vessels rarely operate the drive above half capacity.
The bulk of the Behemoth comprises 20 cargo decks, each of which can accommodate nearly 4,000 tons of cargo. A set of lifts in the central support spoke provide access to each deck. Four decks for equipment and personnel are located above the cargo decks. The lowest of these contains the life-support system, parts storage, and the Behemoth’s small-craft bays. The second deck houses the majority of the vessel’s 50 crew members in comfortable individual rooms. In the center of the deck, surrounding the support spoke, are the main lounge and mess, which can accommodate the entire crew. An exercise room and the ships medical facility occupy the rest of the deck. Deck three contains the officers’ quarters and the Behemoth's hydroponic garden. The deck also contains a small lounge and officers’ mess facility. The top deck contains the bridge, main computer and sensors. The sensitive nature of these systems results in very tight security on this deck. Unless special permission is given by the captain, the security guards on duty will deny entry to all personnel, with the exception of the bridge staff currently on duty. The bridge deck also contains an independent life-support system and emergency batteries. This arrangement makes seizing control of a Behemoth nearly impossible.
 

Capabilities:

It is armed with AR10 launchers so that they can use killer whales or white sharks against other vessels and barracudas against aerocraft.

And the internal structure has been reenforced to correct the stress damage from using max thrust.


Class/Model/Name: Behemoth BVIII

Mass: 100,000 tons

Equipment:             Mass

Power Plant: Standard 26,000.00

Structural Integrity: 75 15,000.00

Safe Thrust: 4  

Maximum Thrust: 6  

Heat Sinks: 450 Double 247.00

Fuel & Fuel Pumps:   900.00

Bridge & Controls:   750.00

Fire Control Computers:   822.00

Food & Water: (30 days supply) 55.50

Armor Factor: 2,114 Ferro-aluminum 270.00


      Armor Value

      (Standard Scale)        

  Fore:   604        

  Left / Right Sides:   528 / 528        

  Aft:   454        


Equipment & Options:              

Cargo:    

   Bay 1: Small Craft (20) with 4 doors 4,000.00

  Fuel and parts (1) 2,000.00

   Bay 2: Cargo (1) 1,817.50

     

Life Boats: 31 (7 tons each) 217

Escape Pods: 31 (7 tons each) 217

Crew and Passengers:    

   13 Officers (13 minimum)   0.00

   10 Crew (10 minimum)   0.00

   46 Gunners (46 minimum)   0.00

   200 Marines   0.00

   100 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

5 AR10 (50 KW, 50 WS, 60 B) Nose * * * * 100 7,550.00

2 ER Large Laser Nose 3(26) 3(26)

2(16)

24 10.00

   2 ER Medium Laser           10 2.00

4 AMS(120 rounds)

Nose

--

-- 4 12.00

4 LB 10-X AC(80 rounds) Nose 2(24)

2(24)

-- 8 52.00

4 Gauss Rifle(64 rounds) Nose 6(60) 6(60)

6(60)

4 68.00

5 AR10 (50 KW, 50 WS, 60 B) FL/R * * * * 200 15,100.00

2 ER Large Laser FL/R 3(26) 3(26)

2(16)

48 20.00

   2 ER Medium Laser           20 4.00

4 AMS(120 rounds)

FL/R

--

-- 8 24.00

4 LB 10-X AC(80 rounds) FL/R 2(24)

2(24)

-- 16 104.00

4 Gauss Rifle(64 rounds) FL/R 6(60) 6(60)

6(60)

8 136.00

5 AR10 (50 KW, 50 WS, 60 B) AL/R * * * * 200 15,100.00

2 ER Large Laser AL/R 3(26) 3(26)

2(16)

48 20.00

   2 ER Medium Laser           20 4.00

4 AMS(120 rounds)

AL/R

--

-- 8 24.00

4 LB 10-X AC(80 rounds) AL/R 2(24)

2(24)

-- 16 104.00

4 Gauss Rifle(64 rounds) AL/R 6(60) 6(60)

6(60)

8 136.00

5 AR10 (50 KW, 50 WS, 60 B) Aft * * * * 100 7,550.00

2 ER Large Laser Aft 3(26) 3(26)

2(16)

24 10.00

   2 ER Medium Laser           10 2.00

4 AMS(120 rounds)

Aft

--

-- 4 12.00

4 LB 10-X AC(80 rounds) Aft 2(24)

2(24)

-- 8 52.00

4 Gauss Rifle(64 rounds) Aft 6(60) 6(60)

6(60)

4 68.00

TOTALS:           900 100,000.00

Tons Left:             .00


Calculated Factors:

Total Cost: 2,626,808,800 C-Bills

Battle Value: 67,213

Cost per BV: 39,081.86

Weapon Value: 33,910 (Ratio = .50)

Damage Factors:    SRDmg = 1,771; MRDmg = 1,577; LRDmg = 993; ERDmg = 347

Maintenance Point Value:    MPV = 1,368,710 (1,211,788 Structure, 70,450 Life Support, 86,472 Weapons)

Support Points: SP = 82,153 (6% of MPV)

BattleForce2: MP: 4N,   Armor/Structure: 35 / 35

    Damage PB/M/L: 62/62/55,   Overheat: 0

    Class: DL,   Point Value: 672

    Specials:sph

 

 

Lasergunner posted this 29 June 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #1376
SATURDAY, MAY 22, 2010
72 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=1376]
Behemoth

Behemoth  CV

Custom Level 3 / 2750 Inner Sphere  Spheroid Dropship 100,000 Tons
serack Plains Inc

 

AeroTech 2 Vessel Technical Readout

 

Class/Model/Name:    Behemoth CV

Tech: Inner Sphere / 2782

Vessel Type: Spheroid DropShip

Rules: Level 3, Standard design

   

Mass: 100,000 tons

Inner Sphere / 2782: Interstar Heavy

Length: 200 meters

Power Plant: Brigadier 1000F Standard

Safe Thrust: 2

Maximum Thrust: 3

Armor Type: Aldis Plate Standard

 

 

 

Armament:12 FarFire AR10 Launcher12 Cyclops XII ER Large Laser12 BlazeFire Longshot ER Medium Laser24 Deprus Swarmshot AMS24 Defiance Disintegrator LB 10-X ACManufacturer:    Alliance Defenders Limited   Location:    OutreachCommunications System:    AR-12 Sheathed Directional BeaconTargeting & Tracking System: Bk-309

Overview:

The Behemoth is the largest DropShip ever constructed and is larger than many JumpShips. Nearly twice the size of the Mammoth, the Behemoth Class DropShip is incapable of atmospheric operations or planetary landings. Instead, it either docks with an orbital cargo station or uses shuttles to move its cargo to a planet’s surface. This extra stage in its loading operations increases the vessel’s operating costs considerably, limiting its usefulness for most merchants.
The Behemoth’s massive drive system occupies several of the lower decks and alone weighs more than three Union Class DropShips. This massive system can provide the Behemoth with approximately 1.5 Gs of acceleration, but running the drive at this level causes stress cracks in many components, which are very expensive to repair. As a result, most vessels rarely operate the drive above half capacity.
The bulk of the Behemoth comprises 20 cargo decks, each of which can accommodate nearly 4,000 tons of cargo. A set of lifts in the central support spoke provide access to each deck. Four decks for equipment and personnel are located above the cargo decks. The lowest of these contains the life-support system, parts storage, and the Behemoth’s small-craft bays. The second deck houses the majority of the vessel’s 50 crew members in comfortable individual rooms. In the center of the deck, surrounding the support spoke, are the main lounge and mess, which can accommodate the entire crew. An exercise room and the ships medical facility occupy the rest of the deck. Deck three contains the officers’ quarters and the Behemoth's hydroponic garden. The deck also contains a small lounge and officers’ mess facility. The top deck contains the bridge, main computer and sensors. The sensitive nature of these systems results in very tight security on this deck. Unless special permission is given by the captain, the security guards on duty will deny entry to all personnel, with the exception of the bridge staff currently on duty. The bridge deck also contains an independent life-support system and emergency batteries. This arrangement makes seizing control of a Behemoth nearly impossible.
 

Capabilities:

The CV version of this unit came about as someone asked, "why does an aerocarrier need to land on a planet?". No one had a good reason, so this is the result. With 192 fighters and 20 small craft, it is a serious threat. It is armed with AR10 launchers so that they can use killer whales or white sharks against other vessels and barracudas against aerocraft.

And the internal structure has been reenforced to correct the stress damage from using max thrust.


Class/Model/Name: Behemoth CV

Mass: 100,000 tons

Equipment:             Mass

Power Plant: Standard 13,000.00

Structural Integrity: 50 10,000.00

Safe Thrust: 2  

Maximum Thrust: 3  

Heat Sinks: 258 Double 114.00

Fuel & Fuel Pumps:   800.00

Bridge & Controls:   750.00

Fire Control Computers:   336.00

Food & Water: (30 days supply) 222.75

Armor Factor: 1,280 Standard 180.00


      Armor Value

      (Standard Scale)        

  Fore:   365        

  Left / Right Sides:   320 / 320        

  Aft:   275        


Equipment & Options:              

Cargo:    

   Bay 1: Small Craft (20) with 2 doors 4,000.00

  Cargo (1) 2,000.00

   Bay 2: Fighters (48) with 2 doors 7,200.00

  Cargo (1) 4,800.00

   Bay 3: Fighters (48) with 2 doors 7,200.00

  Cargo (1) 4,800.00

   Bay 4: Fighters (48) with 2 doors 7,200.00

  Cargo (1) 4,800.00

   Bay 5: Fighters (48) with 2 doors 7,200.00

  Cargo (1) 4,800.00

   Bay 6: Cargo (1) 538.25

     

Life Boats: 100 (7 tons each) 700

Escape Pods: 100 (7 tons each) 700

Crew and Passengers:    

   12 Officers (12 minimum)   0.00

   41 Crew (11 minimum)   0.00

   20 Gunners (24 minimum)   0.00

   128 Steerage Passengers   0.00

   800 Marines   0.00

   484 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

2 AR10 (10 KW, 10 WS, 20 B) Nose * * * * 40 2,000.00

2 ER Large Laser Nose 3(26) 3(26)

2(16)

24 10.00

   2 ER Medium Laser           10 2.00

4 AMS(120 rounds)

Nose

--

-- 4 12.00

4 LB 10-X AC(80 rounds) Nose 2(24)

2(24)

-- 8 52.00

2 AR10 (10 KW, 10 WS, 20 B) FL/R * * * * 80 4,000.00

2 ER Large Laser FL/R 3(26) 3(26)

2(16)

48 20.00

   2 ER Medium Laser           20 4.00

4 AMS(120 rounds)

FL/R

--

-- 8 24.00

4 LB 10-X AC(80 rounds) FL/R 2(24)

2(24)

-- 16 104.00

2 AR10 (10 KW, 10 WS, 20 B) AL/R * * * * 80 4,000.00

2 ER Large Laser AL/R 3(26) 3(26)

2(16)

48 20.00

   2 ER Medium Laser           20 4.00

4 AMS(120 rounds)

AL/R

--

-- 8 24.00

4 LB 10-X AC(80 rounds) AL/R 2(24)

2(24)

-- 16 104.00

2 AR10 (10 KW, 10 WS, 20 B) Aft * * * * 40 2,000.00

2 ER Large Laser Aft 3(26) 3(26)

2(16)

24 10.00

   2 ER Medium Laser           10 2.00

4 AMS(120 rounds)

Aft

--

-- 4 12.00

4 LB 10-X AC(80 rounds) Aft 2(24)

2(24)

-- 8 52.00

1 Lot Spare Parts (1.00%)             1,000.00

TOTALS:           516 100,000.00

Tons Left:             .00


Calculated Factors:

Total Cost: 1,677,709,600 C-Bills

Battle Value: 23,925

Cost per BV: 70,123.7

Weapon Value: 16,010 (Ratio = .67)

Damage Factors:    SRDmg = 781; MRDmg = 657; LRDmg = 373; ERDmg = 139

Maintenance Point Value:    MPV = 977,547 (840,697 Structure, 100,250 Life Support, 36,600 Weapons)

Support Points: SP = 83,168 (9% of MPV)

BattleForce2: MP: 2N,   Armor/Structure: 22 / 21

    Damage PB/M/L: 26/26/19,   Overheat: 0

    Class: DL,   Point Value: 239

    Specials:sph

 

 

User Reviews

5/24/2010  jadedtoxicpixie
Lots of AMS, good, decent point defence, good, massive amounts of fighters - double plus good!

I'd rather use Battle Armour than Marines, but aside from that I'd buy these quite happily - assuming I could cover the maintenance, as Thunder suggests

If you lose aerospace superiority with 192 fighters on your side, then frankly it wouldn't what you were flying - it'll be dead anyway

Design Updated on 5/23/2010 4:52:06 AM

5/23/2010  Thunder
Good until your space dominance cracks. Then it's to short legged and thin skinned to survive for long. Nit picking wise, The MPV is extremely low. I also question the utility of 800 Marines. It just seems an excessive number. A point I like however is the integral cargo bay that seems to go with each fighter group. Overall its a good enough refit.

5/23/2010  serack
some marines for security the others are loaded on the twenty small craft for boarding actions

 

Lasergunner posted this 29 June 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #1379
SUNDAY, MAY 23, 2010
52 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=1379]
BEHEMOTH

Behemoth  CV II

Custom Level 3 / 2750 Inner Sphere  Spheroid Dropship 100,000 Tons
serack Plains Inc

 

AeroTech 2 Vessel Technical Readout

 

Class/Model/Name:    Behemoth CVII

Tech: Inner Sphere / 2782

Vessel Type: Spheroid DropShip

Rules: Level 3, Standard design

   

Mass: 100,000 tons

Inner Sphere / 2782: Interstar Heavy

Length: 200 meters

Power Plant: Brigadier 1000F Standard

Safe Thrust: 4

Maximum Thrust: 6

Armor Type: Aldis Plate Ferro-aluminum

 

 

Armament:12 FarFire AR10 Launcher12 Cyclops XII ER Large Laser12 BlazeFire Longshot ER Medium Laser24 Deprus Swarmshot AMS24 Defiance Disintegrator LB 10-X ACManufacturer:    Alliance Defenders Limited   Location:    OutreachCommunications System:    AR-12 Sheathed Directional BeaconTargeting & Tracking System: Bk-309

Overview:

The Behemoth is the largest DropShip ever constructed and is larger than many JumpShips. Nearly twice the size of the Mammoth, the Behemoth Class DropShip is incapable of atmospheric operations or planetary landings. Instead, it either docks with an orbital cargo station or uses shuttles to move its cargo to a planet’s surface. This extra stage in its loading operations increases the vessel’s operating costs considerably, limiting its usefulness for most merchants.
The Behemoth’s massive drive system occupies several of the lower decks and alone weighs more than three Union Class DropShips. This massive system can provide the Behemoth with approximately 1.5 Gs of acceleration, but running the drive at this level causes stress cracks in many components, which are very expensive to repair. As a result, most vessels rarely operate the drive above half capacity.
The bulk of the Behemoth comprises 20 cargo decks, each of which can accommodate nearly 4,000 tons of cargo. A set of lifts in the central support spoke provide access to each deck. Four decks for equipment and personnel are located above the cargo decks. The lowest of these contains the life-support system, parts storage, and the Behemoth’s small-craft bays. The second deck houses the majority of the vessel’s 50 crew members in comfortable individual rooms. In the center of the deck, surrounding the support spoke, are the main lounge and mess, which can accommodate the entire crew. An exercise room and the ships medical facility occupy the rest of the deck. Deck three contains the officers’ quarters and the Behemoth's hydroponic garden. The deck also contains a small lounge and officers’ mess facility. The top deck contains the bridge, main computer and sensors. The sensitive nature of these systems results in very tight security on this deck. Unless special permission is given by the captain, the security guards on duty will deny entry to all personnel, with the exception of the bridge staff currently on duty. The bridge deck also contains an independent life-support system and emergency batteries. This arrangement makes seizing control of a Behemoth nearly impossible.
 

Capabilities:

The CV version of this unit came about as someone asked, "why does an aerocarrier need to land on a planet?". No one had a good reason, so this is the result. With 192 fighters and 20 small craft, it is a serious threat. It is armed with AR10 launchers so that they can use killer whales or white sharks against other vessels and barracudas against aerocraft.

And the internal structure has been reenforced to correct the stress damage from using max thrust.


Class/Model/Name: Behemoth CVII

Mass: 100,000 tons

Equipment:             Mass

Power Plant: Standard 26,000.00

Structural Integrity: 60 12,000.00

Safe Thrust: 4  

Maximum Thrust: 6  

Heat Sinks: 258 Double 55.00

Fuel & Fuel Pumps:   800.00

Bridge & Controls:   750.00

Fire Control Computers:   336.00

Food & Water: (30 days supply) 222.75

Armor Factor: 1,692 Ferro-aluminum 216.00


      Armor Value

      (Standard Scale)        

  Fore:   482        

  Left / Right Sides:   423 / 423        

  Aft:   364        


Equipment & Options:              

Cargo:    

   Bay 1: Small Craft (20) with 2 doors 4,000.00

   Bay 2: Fighters (48) with 2 doors 7,200.00

   Bay 3: Fighters (48) with 2 doors 7,200.00

   Bay 4: Fighters (48) with 2 doors 7,200.00

   Bay 5: Fighters (48) with 2 doors 7,200.00

   Bay 6: Cargo (1) 6,761.25

     

Life Boats: 100 (7 tons each) 700

Escape Pods: 100 (7 tons each) 700

Crew and Passengers:    

   12 Officers (12 minimum)   0.00

   41 Crew (11 minimum)   0.00

   20 Gunners (24 minimum)   0.00

   128 Steerage Passengers   0.00

   800 Marines   0.00

   484 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

2 AR10 (10 KW, 10 WS, 20 B) Nose * * * * 40 2,000.00

2 ER Large Laser Nose 3(26) 3(26)

2(16)

24 10.00

   2 ER Medium Laser           10 2.00

4 AMS(120 rounds)

Nose

--

-- 4 12.00

4 LB 10-X AC(80 rounds) Nose 2(24)

2(24)

-- 8 52.00

2 AR10 (10 KW, 10 WS, 20 B) FL/R * * * * 80 4,000.00

2 ER Large Laser FL/R 3(26) 3(26)

2(16)

48 20.00

   2 ER Medium Laser           20 4.00

4 AMS(120 rounds)

FL/R

--

-- 8 24.00

4 LB 10-X AC(80 rounds) FL/R 2(24)

2(24)

-- 16 104.00

2 AR10 (10 KW, 10 WS, 20 B) AL/R * * * * 80 4,000.00

2 ER Large Laser AL/R 3(26) 3(26)

2(16)

48 20.00

   2 ER Medium Laser           20 4.00

4 AMS(120 rounds)

AL/R

--

-- 8 24.00

4 LB 10-X AC(80 rounds) AL/R 2(24)

2(24)

-- 16 104.00

2 AR10 (10 KW, 10 WS, 20 B) Aft * * * * 40 2,000.00

2 ER Large Laser Aft 3(26) 3(26)

2(16)

24 10.00

   2 ER Medium Laser           10 2.00

4 AMS(120 rounds)

Aft

--

-- 4 12.00

4 LB 10-X AC(80 rounds) Aft 2(24)

2(24)

-- 8 52.00

1 Lot Spare Parts (1.00%)             1,000.00

TOTALS:           516 100,000.00

Tons Left:             .00


Calculated Factors:

Total Cost: 2,168,269,600 C-Bills

Battle Value: 31,292

Cost per BV: 69,291.5

Weapon Value: 21,355 (Ratio = .68)

Damage Factors:    SRDmg = 781; MRDmg = 657; LRDmg = 373; ERDmg = 139

Maintenance Point Value:    MPV = 1,163,434 (1,000,584 Structure, 126,250 Life Support, 36,600 Weapons)

Support Points: SP = 83,168 (7% of MPV)

BattleForce2: MP: 4N,   Armor/Structure: 28 / 28

    Damage PB/M/L: 26/26/19,   Overheat: 0

    Class: DL,   Point Value: 313

    Specials:sph

 

 

Lasergunner posted this 29 June 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #1378
SUNDAY, MAY 23, 2010
49 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=1378]
Behemoth

Behemoth  CV III

Custom Level 3 / 2750 Inner Sphere  Spheroid Dropship 100,000 Tons
serack Plains Inc

 

AeroTech 2 Vessel Technical Readout

 

Class/Model/Name:    Behemoth CVIII

Tech: Inner Sphere / 2782

Vessel Type: Spheroid DropShip

Rules: Level 3, Standard design

   

Mass: 100,000 tons

Inner Sphere / 2782: Interstar Heavy

Length: 200 meters

Power Plant: Brigadier 1000F Standard

Safe Thrust: 4

Maximum Thrust: 6

Armor Type: Aldis Plate Ferro-aluminum

 

 

Armament:12 FarFire AR10 Launcher12 Cyclops XII ER Large Laser12 BlazeFire Longshot ER Medium Laser24 Deprus Swarmshot AMS24 Defiance Disintegrator LB 10-X ACManufacturer:    Alliance Defenders Limited   Location:    OutreachCommunications System:    AR-12 Sheathed Directional BeaconTargeting & Tracking System: Bk-309

Overview:

The Behemoth is the largest DropShip ever constructed and is larger than many JumpShips. Nearly twice the size of the Mammoth, the Behemoth Class DropShip is incapable of atmospheric operations or planetary landings. Instead, it either docks with an orbital cargo station or uses shuttles to move its cargo to a planet’s surface. This extra stage in its loading operations increases the vessel’s operating costs considerably, limiting its usefulness for most merchants.
The Behemoth’s massive drive system occupies several of the lower decks and alone weighs more than three Union Class DropShips. This massive system can provide the Behemoth with approximately 1.5 Gs of acceleration, but running the drive at this level causes stress cracks in many components, which are very expensive to repair. As a result, most vessels rarely operate the drive above half capacity.
The bulk of the Behemoth comprises 20 cargo decks, each of which can accommodate nearly 4,000 tons of cargo. A set of lifts in the central support spoke provide access to each deck. Four decks for equipment and personnel are located above the cargo decks. The lowest of these contains the life-support system, parts storage, and the Behemoth’s small-craft bays. The second deck houses the majority of the vessel’s 50 crew members in comfortable individual rooms. In the center of the deck, surrounding the support spoke, are the main lounge and mess, which can accommodate the entire crew. An exercise room and the ships medical facility occupy the rest of the deck. Deck three contains the officers’ quarters and the Behemoth's hydroponic garden. The deck also contains a small lounge and officers’ mess facility. The top deck contains the bridge, main computer and sensors. The sensitive nature of these systems results in very tight security on this deck. Unless special permission is given by the captain, the security guards on duty will deny entry to all personnel, with the exception of the bridge staff currently on duty. The bridge deck also contains an independent life-support system and emergency batteries. This arrangement makes seizing control of a Behemoth nearly impossible.
 

Capabilities:

The CV version of this unit came about as someone asked, "why does an aerocarrier need to land on a planet?". No one had a good reason, so this is the result. With 192 fighters and 10 small craft, it is a serious threat. It is armed with AR10 launchers so that they can use killer whales or white sharks against other vessels and barracudas against aerocraft.

And the internal structure has been reenforced to correct the stress damage from using max thrust.


Class/Model/Name: Behemoth CVIII

Mass: 100,000 tons

Equipment:             Mass

Power Plant: Standard 26,000.00

Structural Integrity: 70 14,000.00

Safe Thrust: 4  

Maximum Thrust: 6  

Heat Sinks: 258 Double 55.00

Fuel & Fuel Pumps:   800.00

Bridge & Controls:   750.00

Fire Control Computers:   336.00

Food & Water: (30 days supply) 132.25

Armor Factor: 1,973 Ferro-aluminum 252.00


      Armor Value

      (Standard Scale)        

  Fore:   563        

  Left / Right Sides:   493 / 493        

  Aft:   424        


Equipment & Options:              

Cargo:    

   Bay 1: Small Craft (10) with 2 doors 2,000.00

  Fuel and parts (1) 1,000.00

   Bay 2: Fighters (48) with 2 doors 7,200.00

  Fuel and parts (1) 2,200.00

   Bay 3: Fighters (48) with 2 doors 7,200.00

  Fuel and parts (1) 2,200.00

   Bay 4: Fighters (48) with 2 doors 7,200.00

  Fuel and parts (1) 2,200.00

   Bay 5: Fighters (48) with 2 doors 7,200.00

  Fuel and parts (1) 2,200.00

   Bay 6: Cargo (1) with 1 door 1,549.75

     

Life Boats: 50 (7 tons each) 350

Escape Pods: 50 (7 tons each) 350

Crew and Passengers:    

   8 Officers (8 minimum)   0.00

   15 Crew (15 minimum)   0.00

   24 Gunners (24 minimum)   0.00

   400 Marines   0.00

   434 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

2 AR10 (10 KW, 10 WS, 20 B) Nose * * * * 40 2,000.00

2 ER Large Laser Nose 3(26) 3(26)

2(16)

24 10.00

   2 ER Medium Laser           10 2.00

4 AMS(120 rounds)

Nose

--

-- 4 12.00

4 LB 10-X AC(80 rounds) Nose 2(24)

2(24)

-- 8 52.00

2 AR10 (10 KW, 10 WS, 20 B) FL/R * * * * 80 4,000.00

2 ER Large Laser FL/R 3(26) 3(26)

2(16)

48 20.00

   2 ER Medium Laser           20 4.00

4 AMS(120 rounds)

FL/R

--

-- 8 24.00

4 LB 10-X AC(80 rounds) FL/R 2(24)

2(24)

-- 16 104.00

2 AR10 (10 KW, 10 WS, 20 B) AL/R * * * * 80 4,000.00

2 ER Large Laser AL/R 3(26) 3(26)

2(16)

48 20.00

   2 ER Medium Laser           20 4.00

4 AMS(120 rounds)

AL/R

--

-- 8 24.00

4 LB 10-X AC(80 rounds) AL/R 2(24)

2(24)

-- 16 104.00

2 AR10 (10 KW, 10 WS, 20 B) Aft * * * * 40 2,000.00

2 ER Large Laser Aft 3(26) 3(26)

2(16)

24 10.00

   2 ER Medium Laser           10 2.00

4 AMS(120 rounds)

Aft

--

-- 4 12.00

4 LB 10-X AC(80 rounds) Aft 2(24)

2(24)

-- 8 52.00

TOTALS:           516 100,000.00

Tons Left:             .00


Calculated Factors:

Total Cost: 2,112,297,600 C-Bills

Battle Value: 31,833

Cost per BV: 66,355.59

Weapon Value: 22,884 (Ratio = .72)

Damage Factors:    SRDmg = 781; MRDmg = 657; LRDmg = 373; ERDmg = 139

Maintenance Point Value:    MPV = 1,291,217 (1,158,567 Structure, 96,050 Life Support, 36,600 Weapons)

Support Points: SP = 54,132 (4% of MPV)

BattleForce2: MP: 4N,   Armor/Structure: 33 / 33

    Damage PB/M/L: 26/26/19,   Overheat: 0

    Class: DL,   Point Value: 318

    Specials:sph

 

 

Lasergunner posted this 29 June 2017

SOLARIS7: SPACESHIP TECHNICAL READOUT: ARCHIVE ID #1380
MONDAY, MAY 24, 2010
110 DOWNLOADS
[http://www.solaris7.com/TRO/Spaceship/ShipInfo.asp?ID=1380]
Behemoth

Behemotha CVIII

Custom Level 3 / 3050 Inner Sphere  Spheroid Dropship 100,000 Tons
serack Plains Inc

 

AeroTech 2 Vessel Technical Readout

 

Class/Model/Name:    Behemotha CVIII

Tech: Inner Sphere / 2782

Vessel Type: Spheroid DropShip

Rules: Level 3, Standard design

   

Mass: 100,000 tons

Inner Sphere / 2782: Interstar Heavy

Length: 200 meters

Power Plant: Brigadier 1000F Standard

Safe Thrust: 3

Maximum Thrust: 5

Armor Type: Aldis Plate Ferro-aluminum

 

 

Armament:12 FarFire AR10 Launcher12 Cyclops XII ER Large Laser12 BlazeFire Longshot ER Medium Laser24 Deprus Swarmshot AMS24 Defiance Disintegrator LB 10-X ACManufacturer:    Alliance Defenders Limited   Location:    OutreachCommunications System:    AR-12 Sheathed Directional BeaconTargeting & Tracking System: Bk-309

Overview:

The Behemoth is the largest DropShip ever constructed and is larger than many JumpShips. Nearly twice the size of the Mammoth, the Behemoth Class DropShip is incapable of atmospheric operations or planetary landings. Instead, it either docks with an orbital cargo station or uses shuttles to move its cargo to a planet’s surface. This extra stage in its loading operations increases the vessel’s operating costs considerably, limiting its usefulness for most merchants.
The Behemoth’s massive drive system occupies several of the lower decks and alone weighs more than three Union Class DropShips. This massive system can provide the Behemoth with approximately 1.5 Gs of acceleration, but running the drive at this level causes stress cracks in many components, which are very expensive to repair. As a result, most vessels rarely operate the drive above half capacity.
The bulk of the Behemoth comprises 20 cargo decks, each of which can accommodate nearly 4,000 tons of cargo. A set of lifts in the central support spoke provide access to each deck. Four decks for equipment and personnel are located above the cargo decks. The lowest of these contains the life-support system, parts storage, and the Behemoth’s small-craft bays. The second deck houses the majority of the vessel’s 50 crew members in comfortable individual rooms. In the center of the deck, surrounding the support spoke, are the main lounge and mess, which can accommodate the entire crew. An exercise room and the ships medical facility occupy the rest of the deck. Deck three contains the officers’ quarters and the Behemoth's hydroponic garden. The deck also contains a small lounge and officers’ mess facility. The top deck contains the bridge, main computer and sensors. The sensitive nature of these systems results in very tight security on this deck. Unless special permission is given by the captain, the security guards on duty will deny entry to all personnel, with the exception of the bridge staff currently on duty. The bridge deck also contains an independent life-support system and emergency batteries. This arrangement makes seizing control of a Behemoth nearly impossible.
 

Capabilities:

The CV version of this unit came about as someone asked, "why does an aerocarrier need to land on a planet?". No one had a good reason, so this is the result. With 192 fighters and 10 small craft, it is a serious threat. It is armed with AR10 launchers so that they can use killer whales or white sharks against other vessels and barracudas against aerocraft.

And the internal structure has been reenforced to correct the stress damage from using max thrust.


Class/Model/Name: Behemotha CVIII

Mass: 100,000 tons

Equipment:             Mass

Power Plant: Standard 19,500.00

Structural Integrity: 70 14,000.00

Safe Thrust: 3  

Maximum Thrust: 5  

Heat Sinks: 258 Double 82.00

Fuel & Fuel Pumps:   1,000.00

Bridge & Controls:   750.00

Fire Control Computers:   336.00

Food & Water: (39 days supply) 322.25

Armor Factor: 1,973 Ferro-aluminum 252.00


      Armor Value

      (Standard Scale)        

  Fore:   563        

  Left / Right Sides:   493 / 493        

  Aft:   424        


Equipment & Options:              

Cargo:    

   Bay 1: Small Craft (10) with 2 doors 2,000.00

  Fuel and parts (1) 800.00

   Bay 2: Fighters (48) with 2 doors 7,200.00

  Fuel and parts (1) 1,800.00

   Bay 3: Fighters (48) with 2 doors 7,200.00

  Fuel and parts (1) 1,800.00

   Bay 4: Fighters (48) with 2 doors 7,200.00

  Fuel and parts (1) 1,800.00

   Bay 5: Fighters (48) with 2 doors 7,200.00

  Fuel and parts (1) 1,800.00

   Bay 6: Cargo (1) 1,795.75

     

Life Boats: 50 (7 tons each) 350

Escape Pods: 50 (7 tons each) 350

Crew and Passengers:    

   180 Officers (179 minimum)   0.00

   850 Crew (0 minimum)   0.00

   48 Gunners (24 minimum)   0.00

   100 Marines   0.00

   50 Marine Battle Armor Troopers/Elementals   0.00

   434 Bay Personnel   0.00


Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass

2 AR10 (10 KW, 10 WS, 20 B) Nose * * * * 40 2,000.00

2 ER Large Laser Nose 3(26) 3(26)

2(16)

24 10.00

   2 ER Medium Laser           10 2.00

4 AMS(120 rounds)

Nose

--

-- 4 12.00

4 LB 10-X AC(80 rounds) Nose 2(24)

2(24)

-- 8 52.00

2 AR10 (10 KW, 10 WS, 20 B) FL/R * * * * 80 4,000.00

2 ER Large Laser FL/R 3(26) 3(26)

2(16)

48 20.00

   2 ER Medium Laser           20 4.00

4 AMS(120 rounds)

FL/R

--

-- 8 24.00

4 LB 10-X AC(80 rounds) FL/R 2(24)

2(24)

-- 16 104.00

2 AR10 (10 KW, 10 WS, 20 B) AL/R * * * * 80 4,000.00

2 ER Large Laser AL/R 3(26) 3(26)

2(16)

48 20.00

   2 ER Medium Laser           20 4.00

4 AMS(120 rounds)

AL/R

--

-- 8 24.00

4 LB 10-X AC(80 rounds) AL/R 2(24)

2(24)

-- 16 104.00

2 AR10 (10 KW, 10 WS, 20 B) Aft * * * * 40 2,000.00

2 ER Large Laser Aft 3(26) 3(26)

2(16)

24 10.00

   2 ER Medium Laser           10 2.00

4 AMS(120 rounds)

Aft

--

-- 4 12.00

4 LB 10-X AC(80 rounds) Aft 2(24)

2(24)

-- 8 52.00

1 Lot Spare Parts (1.05%)             1,050.00

TOTALS:           516 100,000.00

Tons Left:             .00


Calculated Factors:

Total Cost: 2,026,752,000 C-Bills

Battle Value: 28,895

Cost per BV: 70,141.96

Weapon Value: 21,412 (Ratio = .74)

Damage Factors:    SRDmg = 781; MRDmg = 657; LRDmg = 373; ERDmg = 139

Maintenance Point Value:    MPV = 1,317,270 (1,158,570 Structure, 122,100 Life Support, 36,600 Weapons)

Support Points: SP = 1,234,124 (94% of MPV)

BattleForce2: MP: 3N,   Armor/Structure: 33 / 33

    Damage PB/M/L: 26/26/19,   Overheat: 0

    Class: DL,   Point Value: 289

    Specials:sph

 

User Reviews

5/27/2010  Thunder
Which is nearly a mandatory convention Serack, especially for the behemoth. This is probably because way back in the time of Battle Space, its an explicit rule that you need 1 docking hard point for every 60,000 tons of dropship. On the other hand, Monitors seem to need only 1 Hardpoint for every 100,000 tons, which still equates to 1 for every 50,000, since half are on the monitor, and half are on the transport.

In other random thoughts, Let us consider how many sorties Can be launched from this carrier. There are about 200 craft carried. For every launch each craft will consume at least 3 tons of material let us say, mostly in fuel. Given the Four 1,800 ton cargo bays that gives the capability to "Fire" 12 times. This seems like a reasonable number until you realize it would take those fighters less then 10 hours to burn through all of that fuel. Now with resupply close at hand this isn't a problem. but in a prolonged conflict....

5/28/2010  serack
one collar unless you use advanced lvl 3 rules(quirks & advantages)

old rules-- new ones one colar on dropships --

and if 192 fighters cannot do their job in ten hours then fuel is the least of your problems...

p.s. ever hear of a mule hauling fuel for the rest of its friends...this would never be by itself for offensive action. But attached to a convoy for escort or a space station...

5/26/2010  Knightmare
Sadly, it's the size of the Behemoth that limits its effectiveness since it requires more than a single Docking Collar for deployment.

 

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