New Star Software Forum Index New Star Software
Discussions regarding the future StarShip Tracker (SST) and the New Star Universe.
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Week Two: Aerospace Units

 
Post new topic   Reply to topic    New Star Software Forum Index -> TRO: Heavy Metal forum
View previous topic :: View next topic  
Author Message
Discord
Crewman Specialist Second Class
Crewman Specialist Second Class


Joined: 02 Jun 2003
Posts: 68
Location: Arcadia, Fl

PostPosted: Mon Oct 24, 2005 8:29 pm    Post subject: Week Two: Aerospace Units Reply with quote

Sorry for the delay in posting this weeks category, but hurricanes and all kinda messed things up down here.

This weeks category is a tad broader: Aerospace Units! Be they refueling shuttles, Dropships, or such, Aerospace units are the backbone of interstellar commerce and support.

And with that, let's see what ya'll got!
_________________
House Davion, saving the Inner Sphere one planet at a time!
Back to top
View user's profile Send private message Send e-mail Yahoo Messenger
Warhammer: 3025
Apprentice
Apprentice


Joined: 10 Oct 2005
Posts: 8

PostPosted: Mon Oct 24, 2005 9:27 pm    Post subject: Reply with quote

I'll kick it off with my own submissions.

Code:
Class/Model/Name:  Transit Shuttle TS-171
Tech:              Inner Sphere / 2750
Vessel Type:       Aerodyne Small Craft
Rules:             Level 1, Custom design
Rules Set:         AeroTech2

Mass:              120 tons
Hull:              Saroyan 2.5
Length:            16 meters
Power Plant:       Core Tek Standard
Safe Thrust:       3
Maximum Thrust:    5
Armor Type:        Steel Plate Standard
Armament:          None
Manufacturer:   United Outworlders Corporation
  Location:     Ramora
Communications System:  Civilian-Band Radio
Targeting & Tracking System:  Basic RADAR
------------------------------------------------------------------------------
==Overview:==
All over the Inner Sphere, small shuttles and other craft move cargo and
passengers short distances, be it from dropship to dropship, moon to moon, or
planet to planet. It would be almost impossible for a single document to list
all the designs and manufacturers in operation, as many designs are no longer
produced, and many planets produce their own shuttles through local factories.

==Capabilities:==
The TS-171, produced by the United Outworlders Corporation, is a typical
example of transit shuttles throughout the Inner Sphere. It has a one-day
flight time, and a large pressurized bay suitable for both cargo and
passengers. Privately-owned TS-171s are often outfitted with a two-tiered bay,
allowing them to carry both cargo and passengers at the same time, and helping
them to be as cost-efficient as possible. Many planetary militias use the
TS-171 as a local transport, moving troops and equipment quickly across the
planet.

------------------------------------------------------------------------------
Class/Model/Name:  Transit Shuttle TS-171
Mass:              120 tons

Equipment:                                                              Mass
Power Plant, Drive & Control:                                           23.50
Thrust:  Safe Thrust: 3
      Maximum Thrust: 5
Structural Integrity: 5                                                  3.00
Total Heat Sinks:    0 Single                                             .00
Fuel & Fuel Pumps:                                                       2.50
Bridge, Controls, Radar, Computer & Attitude Thrusters:                  1.00
Fire Control Computers:                                                   .00
Food & Water:  (67 days supply)                                          1.00
Armor Type:  Standard  (36 total armor pts)                              1.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                 12
   Left/Right Wings:                   9/9
   Aft:                                   6

Cargo:
   Bay 1:  Cargo (1) with 1 door                                        60.00

Escape Pods:  1 (7 tons each)                                            7.00

Crew and Passengers:
      3 Crew (3 minimum)                                                21.00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
------------------------------------------------------------------------------
TOTALS:                                                     Heat: 0    120.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        3,621,367 C-Bills
Battle Value:      81
Cost per BV:       44,708.24
Weapon Value:      0 (Ratio = .00)
Damage Factors:    SRV = 0;  MRV = 0;  LRV = 0;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 697
                   (312 Structure, 385 Life Support, 0 Weapons)
                   Support Points (SP) = 2,364  (339% of MPV)
BattleForce2:      MP: 3,  Armor/Structure: 1 / 0
                   Damage PB/M/L: -/-/-,  Overheat: 0
                   Class: DS;  Point Value: 1








Code:
Class/Model/Name:  Inter-Ship Shuttle 47-A
Tech:              Inner Sphere / 2750
Vessel Type:       Aerodyne Small Craft
Rules:             Level 1, Custom design
Rules Set:         AeroTech2

Mass:              200 tons
Hull:              L2 Standard
Length:            31 meters
Power Plant:       Breen Standard
Safe Thrust:       1
Maximum Thrust:    2
Armor Type:        Durallex Standard
Armament:         
    2 Exostar Small Laser
Manufacturer:   Gutierrez Aerospace
  Location:     Trellisane
Communications System:  Telestar F-67
Targeting & Tracking System:  SynCom VAX
------------------------------------------------------------------------------
==Overview:==
If you've visited a space station in the Inner Sphere, chances are you've seen
an inter-ship transport shuttle nearby. There are literally hundreds of
designs and manufacturers, certainly too many to list in this document. The
Gutierrez Aerospace Model 47-A shuttle is a thoroughly average shuttle, and a
common sight in and around Marik-controlled space. It has a 75-ton cargo
capacity, along with integral seating for 10 passengers.

------------------------------------------------------------------------------
Class/Model/Name:  Inter-Ship Shuttle 47-A
Mass:              200 tons

Equipment:                                                              Mass
Power Plant, Drive & Control:                                           13.00
Thrust:  Safe Thrust: 1
      Maximum Thrust: 2
Structural Integrity: 5                                                  5.00
Total Heat Sinks:    2 Single                                            2.00
Fuel & Fuel Pumps:                                                       6.50
Bridge, Controls, Radar, Computer & Attitude Thrusters:                  1.50
Fire Control Computers:                                                   .00
Food & Water:  (14 days supply)                                          1.00
Armor Type:  Standard  (52 total armor pts)                              2.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                 15
   Left/Right Wings:                  13/13
   Aft:                                  11

Cargo:
   Bay 1:  Cargo (1) with 1 door                                        75.00

Life Boats:  2 (7 tons each)                                            14.00

Crew and Passengers:
      3 Crew (3 minimum)                                                21.00
      1 Gunners (1 minimum)                                              7.00
     10 Steerage Passengers                                             50.00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 Small Laser              Nose         3     --     --     --    2      1.00
1 Lot Spare Parts (0.50%)                                                1.00
------------------------------------------------------------------------------
TOTALS:                                                     Heat: 2    200.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        6,313,620 C-Bills
Battle Value:      127
Cost per BV:       49,713.54
Weapon Value:      164 (Ratio = 1.29)
Damage Factors:    SRV = 6;  MRV = 0;  LRV = 0;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 1,380
                   (518 Structure, 830 Life Support, 32 Weapons)
                   Support Points (SP) = 3,152  (228% of MPV)
BattleForce2:      MP: 1,  Armor/Structure: 1 / 0
                   Damage PB/M/L: 1/-/-,  Overheat: 0
                   Class: DS;  Point Value: 1








Code:
Class/Model/Name:  Tug
Tech:              Inner Sphere / 3025
Vessel Type:       Aerodyne DropShip
Rules:             Level 1, Custom design
Rules Set:         AeroTech2

Mass:              300 tons
Hull:              Bowie 50
Length:            32 meters
Power Plant:       Shipil  Standard
Safe Thrust:       1
Maximum Thrust:    2
Armor Type:        Standard Standard
Armament:          None
Manufacturer:   Kong Interstellar Corporation
  Location:     Various
Communications System:  Sipher CommSys 1
Targeting & Tracking System:  RCA Instatrac Mark II
------------------------------------------------------------------------------
==Overview:==
An inevitable fact of interstellar travel is that sometimes ships break down.
when they do, it's the job of the tug to tow them to safety.

==Capabilities:==
Tugs are often stationed with space stations that possess repair or
manufacturing facilities, where they move large pieces of equipment, cargo
pods, or even entire ships around, through, or near the station.

------------------------------------------------------------------------------
Class/Model/Name:  Tug
Mass:              300 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                           19.50
Thrust:  Safe Thrust: 1
      Maximum Thrust: 2
Structural Integrity: 6                                                 39.00
Total Heat Sinks:    0 Single                                             .00
Towing Adapter:                                                        100.00
Fuel & Fuel Pumps:                                                      76.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                  3.00
Fire Control Computers:                                                   .00
Food & Water:  (67 days supply)                                          1.00
Armor Type:  Standard  (440 total armor pts)                            26.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                140
   Left/Right Wings:                 110/110
   Aft:                                  80

Escape Pods:  1 (7 tons each)                                            7.00

Crew and Passengers:
      1 Officers (0 minimum)                                            10.00
      2 Crew (2 minimum)                                                14.00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 Lot Spare Parts (1.50%)                                                4.50
------------------------------------------------------------------------------
TOTALS:                                                Heat: 0         300.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        55,371,456 C-Bills
Battle Value:      962
Cost per BV:       57,558.69
Weapon Value:      0 (Ratio = .00)
Damage Factors:    SRV = 0;  MRV = 0;  LRV = 0;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 4,801
                   (4,456 Structure, 345 Life Support, 0 Weapons)
                   Support Points (SP) = 4,501  (94% of MPV)
BattleForce2:      MP: 1,  Armor/Structure: 8 / 7
                   Damage PB/M/L: -/-/-,  Overheat: 0
                   Class: DS;  Point Value: 10


Last edited by Warhammer: 3025 on Mon Oct 24, 2005 10:40 pm; edited 1 time in total
Back to top
View user's profile Send private message
AWPrime
Recruit
Recruit


Joined: 20 Oct 2005
Posts: 4

PostPosted: Mon Oct 24, 2005 10:24 pm    Post subject: Nightbug Cargo Dropper Reply with quote

Fluff to be edited in, is used to drop cargo (and mechs).

Code:

                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Nightbug Cargo Dropper
Tech:              Inner Sphere / 3067
Vessel Type:       Aerodyne Small Craft
Rules:             Level 2, Standard design
Rules Set:         AeroTech2

Mass:              200 tons
Length:            30 meters
Power Plant:       Standard
Safe Thrust:       3
Maximum Thrust:    5
Armor Type:        Ferro-aluminum
Armament:          None
------------------------------------------------------------------------------
==Overview:==
    The Nightbug was introduced during the height of the Star League; it was an extremely popular design because of its large cargo bay. The original factory was destroyed in the first Succession War. Almost no Nightbugs were destroyed by war in the Succession Wars, as they were considered to be harmless and too useful. But only twenty original Nightbugs remained before it went in production again. The main cause for this attrition is that the special armor slowly is sanded away by re-entry. The special armor was vital for the small craft's structure and no remaining factory could make them during the Succession Wars, slowing pushing the Nightbug out of service. 

==Capabilities:==
    The Nightbug may not have any weapons but it does have excellent armor as compensation. This armor is thick enough to prevent lucky penetration by large lasers. The crew complement was reduced to its absolute minimum to allow it to carry the hundred tons of cargo. The cargo bay has two doors; one door in the rear for normal off and loading on cargo and a drop-door in the bottom that allows the entire cargo to be dropped in one instant.
    The Nightbug has been use in combat a few times to drop jumpjet-capable assault Battlemechs on the enemy. This tactic is considered to be suicidal as the Nightbug lack any weapons to defend itself with. However after dumping half its weight the Nightbug has the ability to double its normal speed.

==Deployment==
    The Nightbug has re-entered mass production in the Outworld Alliance. The current situation is that only the Periphery and the Clans have any
significant amounts of Nightbugs.     

------------------------------------------------------------------------------
Class/Model/Name:  Nightbug Cargo Dropper
Mass:              200 tons

Equipment:                                                              Mass
Power Plant, Drive & Control:                                           39,00
Thrust:  Safe Thrust: 3
      Maximum Thrust: 5
Structural Integrity: 9                                                  9,00
Total Heat Sinks:    1 Double                                            1,00
Fuel & Fuel Pumps:                                                      10,50
Bridge, Controls, Radar, Computer & Attitude Thrusters:                  1,50
Fire Control Computers:                                                   ,00
Armor Type:  Ferro-aluminum  (358 total armor pts)                      18,00
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                122
   Left/Right Wings:                  82/82
   Aft:                                  72

Cargo:
   Bay 1:  Cargo (1) with 2 doors                                      100,00


Crew and Passengers:
      3 Crew                                                            21,00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
------------------------------------------------------------------------------
TOTALS:                                                     Heat: 0    200,00
Tons Left:                                                                ,00

Calculated Factors:
Total Cost:        9.185.200 C-Bills
Battle Value:      739
Cost per BV:       12.429,23
Weapon Value:      0 (Ratio = ,00)
Damage Factors:    SRV = 0;  MRV = 0;  LRV = 0;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 1.484
                   (934 Structure, 540 Life Support, 10 Weapons)
                   Support Points (SP) = 2.364  (159% of MPV)
BattleForce2:      MP: 3,  Armor/Structure: 9 / 0
                   Damage PB/M/L: -/-/-,  Overheat: 0
                   Class: DS;  Point Value: 7




Last edited by AWPrime on Fri Oct 28, 2005 11:41 pm; edited 1 time in total
Back to top
View user's profile Send private message
AWPrime
Recruit
Recruit


Joined: 20 Oct 2005
Posts: 4

PostPosted: Fri Oct 28, 2005 10:53 pm    Post subject: Reply with quote

Almost forgot. And the fluff for the nightbug is almost done.


Code:


                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Union Mobile Factory
Tech:              Inner Sphere / 3067
Vessel Type:       Spheroid DropShip
Rules:             Level 2, Standard design
Rules Set:         AeroTech2

Mass:              3.600 tons
Length:            815 meters
Power Plant:       Standard
Safe Thrust:       3
Maximum Thrust:    5
Armor Type:        Standard
Armament:         
    6 ER PPC
   12 Large Pulse Laser
------------------------------------------------------------------------------
==Overview:==
     The Fedcom civil war has shown the Inner Sphere that it is relatively
easy to disrupt supply lines and to take out manufacturing facilities. To keep
the ones forces supplied one can make a big investment and buy a mobile
factory. Those mobile factories are converted obsolete dropships. Weighing in
at 3,600 tons, the Union Class Dropship is the standard medium Dropship
throughout the Successor States; it is this high availability that prompted
the designers to choose it for mobile factory conversion.


==Capabilities:==
     The differences between the obsolete versions and these factory versions
are quite extensive. The weapons are replaced with a lower number of more
efficient energy weapons, all the bays are replaced with a small factory unit
with the necessary cargo space, worker quarters and a small craft bay.
     The Mobile Factory Union weapons array consists of twelve large pulse
lasers and six ERPPCs. Unlike the original Union the mobile factory version
can fire at low altitudes, allowing it to defend itself in any situation.
However bringing a mobile factory into combat can get one court-martialled.
     Because so much space is taken up by the factory, the crew and the
worker's quarters are spartan. The fourteen crewmen and twenty five workers
are crammed in three bunkrooms with neither view ports nor recreational
facilities. Of which the smallest bunkroom is assigned to the officers and the
captain. However the sanitary facilities and the air recirculation systems
were replaced by more reliable versions that rarely break down.
    So far there are two sub-variants of the Union MF available; the armor
recycle and the 'Mech refit Factory. The armor recycle factory uses heavily
damaged armor as the source material to produce new armor plating. The 'Mech
refit factory version is capable of completely overhauling several 'Mechs in a
day. Which would have normally would have meant that the 'Mech had to be
shipped back to the manufacturer.


==Deployment==
     Because of their high cost, mobile factories (MF) are only used by the
Houses of the Inner Sphere. Several other dropship manufactures have jumped on
the concept and made plans to introduce conversions for larger obsolete
dropships to mobile factory specifications. In a few years we should see the
introduction of several other mobile factory types. Prominently among them are
the Mule MF and the Mammoth MF.

------------------------------------------------------------------------------
Class/Model/Name:  Union Mobile Factory
Mass:              3.600 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                          702,00
Thrust:  Safe Thrust: 3
      Maximum Thrust: 5
Structural Integrity: 11                                                79,50
Total Heat Sinks:    105 Double                                         36,00
Fuel & Fuel Pumps:                                                     220,00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                 27,00
Fire Control Computers:                                                   ,00
Armor Type:  Standard  (640 total armor pts)                            37,50
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                180
   Left/Right Sides:                 180/180
   Aft:                                 100

Cargo:
   Bay 1:  Small Craft (1) with 2 doors                                200,00
   Bay 2:  Small Factory Unit (1) with 1 door                          500,00
   Bay 3:  Cargo (1) with 2 doors                                    1.224,00

Escape Pods:  8 (7 tons each)                                           56,00

Crew and Passengers:
      3 Officers                                                        30,00
     13 Crew                                                            91,00
      3 Gunners                                                         21,00
     25 1st Class Passengers                                           250,00
      5 Bay Personnel                                                     ,00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 ER PPC                   Nose     2(20)  2(20)  2(20)     --   30     14,00
2 Large Pulse Laser        Nose     2(18)  2(18)     --     --   20     14,00
2 ER PPC                   FL/R     2(20)  2(20)  2(20)     --   60     28,00
2 Large Pulse Laser        FL/R     2(18)  2(18)     --     --   40     28,00
2 Large Pulse Laser        AL/R     2(18)  2(18)     --     --   40     28,00
2 Large Pulse Laser        Aft      2(18)  2(18)     --     --   20     14,00
------------------------------------------------------------------------------
TOTALS:                                              Heat: 210       3.600,00
Tons Left:                                                                ,00

Calculated Factors:
Total Cost:        920.160.080 C-Bills
Battle Value:      3.656
Cost per BV:       251.684,92
Weapon Value:      5.578 (Ratio = 1,53)
Damage Factors:    SRV = 163;  MRV = 142;  LRV = 17;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 20.754
                   (8.470 Structure, 9.470 Life Support, 2.814 Weapons)
                   Support Points (SP) = 21.383  (103% of MPV)
BattleForce2:      MP: 3,  Armor/Structure: 11 / 10
                   Damage PB/M/L: 6/6/2,  Overheat: 0
                   Class: DM;  Point Value: 37
                   Specials: sph

Back to top
View user's profile Send private message
Boilerman
Lieutenant
Lieutenant


Joined: 06 Jun 2003
Posts: 385
Location: SLC Utah

PostPosted: Sat Oct 29, 2005 5:28 am    Post subject: Reply with quote

Code:
                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Pelican Orbital Transport SC
Tech:              Inner Sphere / 3025
Vessel Type:       Aerodyne Small Craft
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              195 tons
Hull:              C195 Series
Length:            45 meters
Power Plant:       GM SCA52 Standard
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Standard
Armament:          None
Manufacturer:   Lycomb-Davion IntraTech
  Location:     New Avalon
Communications System:  O/P CivCast 5
Targeting & Tracking System:  None
------------------------------------------------------------------------------
==Overview:==
Most planets around the Inner Sphere have only a handful of DropShips
available for surface to orbit operations, in any case  DropShips, with their
long range capability, are far to valuable to operate as surface to orbit and
nearby satellite transports.  But numerous worlds have need of such aerospace
craft; small craft dominate the niche because there isn't much left after the
long slide of the succession wars.

The Lycomb-Davion IntraTech Pelican series of small craft transports is
representative of the class of orbital transports that service orbital
facilities throughout the Inner Sphere. 

==Capabilities:==
The Lycomb-Davion IntraTech Pelican is a rather unremarkable design when
compared to its contemporaries but it is quite capable with a cargo capacity
of over 60% of its gross mass.  The main cargo hold is 6 meters wide and 20
meters long with a minimum overhead clearance down its length of 6 meters.  It
can accommodate a variety of pallet configurations allowing the small craft to
transport most anything, including human beings in airliner style seating or
cattle in narrow confining stalls.  The cargo deck can also be isolated and
depressurized allowing cargo transfer in vacumm conditions, although this is
rare.

==Deployment==
The Pelican can be found all over the Inner Sphere operating as high priority
cargo shuttles on some of the most highly developed worlds in the Inner Sphere
to some some of the smallest manned outposts in back water systems.
Registration lists, though far from complete, suggest that several thousand
Pelicans are in operation and more are built, licensed or not, every year in
almost every Inner Sphere state and far beyond.

------------------------------------------------------------------------------
Class/Model/Name:  Pelican Orbital Transport SC
Mass:              195 tons

Equipment:                                                              Mass
Power Plant, Drive & Control:                                           51.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
Structural Integrity: 8                                                  7.80
Total Heat Sinks:    1 Single                                            1.00
Fuel & Fuel Pumps:                                                      12.50
Bridge, Controls, Radar, Computer & Attitude Thrusters:                  1.50
Fire Control Computers:                                                   .00
Armor Type:  Standard  (32 total armor pts)                               .00
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                  8
   Left/Right Wings:                   8/8
   Aft:                                   8

Cargo:
   Bay 1:  Cargo (1) with 4 doors                                      120.90


Crew and Passengers:
      3 Crew (3 minimum)                                                  .30
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
------------------------------------------------------------------------------
TOTALS:                                                     Heat: 0    195.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        6,802,415 C-Bills
Battle Value:      88
Cost per BV:       77,300.17
Weapon Value:      0 (Ratio = .00)
Damage Factors:    SRV = 0;  MRV = 0;  LRV = 0;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 1,466
                   (796 Structure, 660 Life Support, 10 Weapons)
                   Support Points (SP) = 2,364  (161% of MPV)
BattleForce2:      MP: 4,  Armor/Structure: 1 / 0
                   Damage PB/M/L: -/-/-,  Overheat: 0
                   Class: DS;  Point Value: 1

_________________
Good judgement comes from experience. Experience comes from bad judgement.
Back to top
View user's profile Send private message Send e-mail
Boilerman
Lieutenant
Lieutenant


Joined: 06 Jun 2003
Posts: 385
Location: SLC Utah

PostPosted: Sat Oct 29, 2005 5:32 am    Post subject: Reply with quote

Code:

                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Deliverer Combat Lander JIT
Tech:              Inner Sphere / 3067
Vessel Type:       Aerodyne Small Craft
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              200 tons
Power Plant:       Standard
Safe Thrust:       5
Maximum Thrust:    8
Armor Type:        Standard
Armament:         
    1 SRM 6
    5 Medium Lasers
    2 LRM 15

==Overview==
The Deliverer family of combat landers was developed as a direct result of the poor performance of the Vampire Class Jump Infantry Transport DropShip. The Vampire was only considered a marginal success. The ship could accelerate at up to 4.5 Gs and maneuver with many aerospace fighters and had more armor protection and firepower than many combat DropShips ten times its size. It short it was a DropShip pilot’s dream. But it was very expensive, difficult to maintain and cramped; so cramped in fact that most often jump infantry were transferred from other troop carriers immediately before a combat drop rather than forced to endure transit aboard a Vampire. If it wasn’t for its “sex appeal” the Vampire would have died long before its production facilities were destroyed during the First Succession War.

When it became clear that money needed to be spent elsewhere the AFFS began development of a much less ambitious jump infantry transport. The major cost saving feature of the program was that the new ship was to be a small craft. A DropShip entails upfront costs far in excess of their own purchase price: a DropShip requires a JumpShip docking collar after all. The docking collar alone costs in excess of 80 million C-Bills and the Vampire DropShip cost more than another 100 million C-Bills. [Ed. Note: FY3060 Comstar-Bills.] Since a small craft can deploy from a small craft bay, rather than a JumpShip docking collar, costs would be dramatically reduced. Small craft incur upfront costs beyond their initial purchase price just like DropShips but since a small craft carrier type DropShip can carry far more than a single small craft and requires only one docking collar costs are considerably less.

Other than the reduction in overall size and some reduction in firepower the Deliverer is remarkable similar to the Vampire at half the size. Since full sized berthing was not required the five platoons of jump infantry they are transported in airline style acceleration seating. Basic sanitation facilities were provided as the lander is designed to operate as long a three days without resupply. The extended operating range for what is basically a short-range lander was considered essential by commanders to allow greater flexibility in operations. The infantry are split between two decks and provided with four drop hatches that allow them to deploy without the ship landing, just like the Vampire. This was in fact considered on of the most valuable feature of the Vampire. Aft of the lower jump infantry bay is the small cargo bay, which can deploy pallets and small vehicles when landed or via drogue chute extraction.

The crew of five is also provided minimal accommodations for the longer transits. Each crewman is provided a rack in a very spartan bunk room directly behind the cockpit. It allows the crew to catch catnaps and work in rotation when mission last longer than 12 hours.

The original variant of the Deliverer, since dubbed the Jump Infantry Transport or JIT, has a thrust profile and flight envelope similar to the Vampire allowing it to fulfill the same role. The weapons array is smaller but it is sufficient to give any fighter pause and can also inflict serious damage on any ground unit in the drop zone.

==Variants==
There is one major variant of the Deliverer: the SD. The SD is not considered an assault lander like its sister design the JIT; rather it is more of a utilitarian design filling a number of rolls.

The lower infantry deck of the JIT has been converted into a large vehicle deck on the SD, which can carry up to two medium armored vehicles or six light support vehicles. The upper infantry deck can accommodate up to 112 soldiers. The SD variant does have two drop chutes so that it can deploy jump infantry like the JIT but this is rare. The upper bay is also provided with sanitation facilities as the SD can operate for up to three days independently like the JIT.

Code:

Class/Model/Name:  Deliverer Combat Lander JIT
Mass:              200 tons

Equipment:                                                              Mass
Power Plant, Drive & Control:                                           65.00
Thrust:  Safe Thrust: 5
      Maximum Thrust: 8
Structural Integrity: 10                                                10.00
Total Heat Sinks:    20 Single                                          19.00
Fuel & Fuel Pumps:                                                      17.50
Bridge, Controls, Radar, Computer & Attitude Thrusters:                  1.50
Fire Control Computers:                                                   .00
Armor Type:  Standard  (368 total armor pts)                            20.50
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                120
   Left/Right Wings:                  92/92
   Aft:                                  64

Cargo:
   Bay 1:  Infantry (jump) Platoons (5) with 2 doors                    30.00


Crew and Passengers:
      1 Officers (0 minimum)                                              .30
      2 Crew (2 minimum)                                                  .60
      2 Gunners (2 minimum)                                               .60
    105 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 SRM 6                    Nose         8     --     --     --    4      3.00
  Ammo (SRM 6) 15          ---                                           1.00
1 Medium Laser             RW           5     --     --     --    3      1.00
1 Medium Laser             LW           5     --     --     --    3      1.00
1 LRM 15                   RW           9      9      9     --    5      7.00
1 LRM 15                   LW           9      9      9     --    5      7.00
  Ammo (LRM 15) 24         ---                                           3.00
1 Medium Laser             RW(A)        5     --     --     --    3      1.00
1 Medium Laser             LW(A)        5     --     --     --    3      1.00
1 Medium Laser             Aft          5     --     --     --    3      1.00
------------------------------------------------------------------------------
TOTALS:                                                    Heat: 29    191.00
Tons Left:                                                               9.00

Calculated Factors:
Total Cost:        16,892,340 C-Bills
Battle Value:      1,213
Cost per BV:       13,926.08
Weapon Value:      2,219 (Ratio = 1.83)
Damage Factors:    SRV = 32;  MRV = 9;  LRV = 3;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 7,765
                   (1,035 Structure, 6,150 Life Support, 580 Weapons)
                   Support Points (SP) = 6,077  (78% of MPV)
BattleForce2:      MP: 5,  Armor/Structure: 9 / 0
                   Damage PB/M/L: 4/2/2,  Overheat: 0
                   Class: DS;  Point Value: 12
                   Specials: if

The SD variant’s stats:
Code:

                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Deliverer Combat Lander SD
Tech:              Inner Sphere / 3067
Vessel Type:       Aerodyne Small Craft
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              200 tons
Power Plant:       Standard
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Standard
Armament:         
    1 SRM 6
    6 Medium Laser
------------------------------------------------------------------------------
Class/Model/Name:  Deliverer Combat Lander SD
Mass:              200 tons

Equipment:                                                              Mass
Power Plant, Drive & Control:                                           52.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
Structural Integrity: 10                                                10.00
Total Heat Sinks:    12 Single                                          12.00
Fuel & Fuel Pumps:                                                      14.50
Bridge, Controls, Radar, Computer & Attitude Thrusters:                  1.50
Fire Control Computers:                                                   .00
Armor Type:  Standard  (336 total armor pts)                            18.50
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                110
   Left/Right Wings:                  84/84
   Aft:                                  58

Cargo:
   Bay 1:  Infantry (foot) Platoons (4) with 4 doors                    20.00
   Bay 2:  Cargo (1) with 4 doors                                       60.00


Crew and Passengers:
      1 Officers (0 minimum)                                              .30
      2 Crew (2 minimum)                                                  .60
      2 Gunners (2 minimum)                                               .60
    112 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 SRM 6                    Nose         8     --     --     --    4      3.00
  Ammo (SRM 6) 15          ---                                           1.00
1 Medium Laser             Nose         5     --     --     --    3      1.00
1 Medium Laser             RW           5     --     --     --    3      1.00
1 Medium Laser             LW           5     --     --     --    3      1.00
1 Medium Laser             RW(A)        5     --     --     --    3      1.00
1 Medium Laser             LW(A)        5     --     --     --    3      1.00
1 Medium Laser             Aft          5     --     --     --    3      1.00
------------------------------------------------------------------------------
TOTALS:                                                    Heat: 22    200.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        14,389,280 C-Bills
Battle Value:      878
Cost per BV:       16,388.7
Weapon Value:      1,944 (Ratio = 2.21)
Damage Factors:    SRV = 19;  MRV = 0;  LRV = 0;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 7,761
                   (1,034 Structure, 6,370 Life Support, 357 Weapons)
                   Support Points (SP) = 6,077  (78% of MPV)
BattleForce2:      MP: 4,  Armor/Structure: 8 / 0
                   Damage PB/M/L: 2/-/-,  Overheat: 0
                   Class: DS;  Point Value: 9


_________________
Good judgement comes from experience. Experience comes from bad judgement.
Back to top
View user's profile Send private message Send e-mail
Boilerman
Lieutenant
Lieutenant


Joined: 06 Jun 2003
Posts: 385
Location: SLC Utah

PostPosted: Sat Oct 29, 2005 5:34 am    Post subject: Reply with quote

Code:
                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Packmule
Tech:              Inner Sphere / 2975
Vessel Type:       Spheroid DropShip
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              8,900 tons
Power Plant:       Standard
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Standard
Armament:         
   14 Large Laser
    1 LRM 20
    4 LRM 15
    3 LRM 10
------------------------------------------------------------------------------
==Overview:==
The Packmule class dropship was developed by the DCMS Navy to fill a need for
a large transport dropship capable of entering a Low-Intensity combat zones
with minimal escort or operating in the second wave of invasion transports.
In 2972 when the project began the Mule was selected because it was relatively
plentiful design with excellent transport capabilites.

Overall the DCMS appraoch to militarizing the Mule was relatively simple.
They upgraded and strengthened what they could so they could overhaul and
upgrade existing ships rather than build new ones.




==Capabilities:==
The Packmule class appears very similar to the Mule class dropship on which it
is based.  The hull has the same basic proportions and the designs use the
same engine design.  But that is where most of the similarities end.

One of the first decisions made was to reinforce the airframe so that twice as
much armor could be mount on the ship.  Then the weapons loadout was
completely overhauled.  All direct fire weapons were converted to large
lasers.  This greatly increased the firepower of the design.  But inaddition a
number of LRM racks were added to increase the long range firepower.  Then the
business of modifying the interior spaces began.

A regular Mule class dropship has 3 main holds.  The top hold on the Packmule
was converted over to personnel accommodations.  The ship has a capacity of
about 840.  Because converting the top cargo bay took a third of the ship's
cargo capacity out of action the engines actually produce more thrust now
because teh ship is lighter.  Maximum thrust was uprated to 3G.

The lower two cargo bays were heavily modified as well.  The lower bay was
converted into a series fo vehicle decks to transported large numbers of them.
 Part of the middle deck was converted into battlemech parking.  This
battlemech parking space is not divided into 'mech bays though.  The ship is
intended only for transport and can not provide much in the way of maintenance
support and is not equipped for combat drops.  The other part of the middle
bay is remans capable of transporting shipping containers and a number of
other cargoes as military units need all sorts of supplies.  Both of the two
lower cargo bays were equipped deisgned to be modified if required in the
future so a number of adaptaions can be found across the class.

The engines did have a minor redesign to upgrade them to military standards
and a number of additional heatsinks were added to accommodate the additional
weapons.

The brdge was completely overhauled and a number of systems were converted to
military standard equipment.

==Deployment==
In total the DCMS converted about 50 Mule dropships.  The design became so
successful that many other militaries followed suite and developed their own
conversions.

A number have also be converted for mercenary unit use.  A shipping company
known as Transport Solutions operates a couple to offer military hauling
services to mercenaries and regular house troops that might not have own
transport.  During the off season they are used as standard haulers moving lot
of cargo and people in steerage class.

------------------------------------------------------------------------------
Class/Model/Name:  Packmule
Mass:              8,900 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                        2,314.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
Structural Integrity: 13                                               231.50
Total Heat Sinks:    153 Single                                         28.00
Fuel & Fuel Pumps:                                                     327.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                 67.00
Fire Control Computers:                                                   .00
Food & Water:  (90 days supply)                                        390.25
Armor Type:  Standard  (724 total armor pts)                            42.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                194
   Left/Right Sides:                 178/178
   Aft:                                 174

Cargo:
   Bay 1:  Infantry (foot) Platoons (30)                               150.00
   Bay 2:  Cargo (1)                                                 2,244.00
   Bay 3:  Cargo (1) with 6 doors                                    2,660.25

Escape Pods:  4 (7 tons each)                                           28.00

Crew and Passengers:
      4 Officers (3 minimum)                                            40.00
     12 Crew (2 minimum)                                                84.00
      4 Gunners (4 minimum)                                             28.00
      7 Marines                                                         35.00
    840 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
3 Large Laser              Nose     2(24)  2(24)     --     --   24     15.00
1 LRM 20(24 rounds)        Nose     1(12)  1(12)  1(12)     --    6     14.00
2 Large Laser              FL/R     2(16)  2(16)     --     --   32     20.00
1 LRM 15(24 rounds)        FL/R      1(9)   1(9)   1(9)     --   10     20.00
2 Large Laser              AL/R     2(16)  2(16)     --     --   32     20.00
1 LRM 15(24 rounds)        AL/R      1(9)   1(9)   1(9)     --   10     20.00
3 Large Laser              Aft      2(24)  2(24)     --     --   24     15.00
3 LRM 10(36 rounds)        Aft      2(18)  2(18)  2(18)     --   12     18.00
1 Lot Spare Parts (1.00%)                                               89.00
------------------------------------------------------------------------------
TOTALS:                                              Heat: 150       8,900.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        364,511,840 C-Bills
Battle Value:      4,460
Cost per BV:       81,729.11
Weapon Value:      6,387 (Ratio = 1.43)
Damage Factors:    SRV = 163;  MRV = 129;  LRV = 18;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 93,634
                   (23,911 Structure, 66,490 Life Support, 3,233 Weapons)
                   Support Points (SP) = 24,308  (26% of MPV)
BattleForce2:      MP: 4,  Armor/Structure: 12 / 12
                   Damage PB/M/L: 5/5/2,  Overheat: 0
                   Class: DL;  Point Value: 45
                   Specials: sph, if

_________________
Good judgement comes from experience. Experience comes from bad judgement.
Back to top
View user's profile Send private message Send e-mail
Boilerman
Lieutenant
Lieutenant


Joined: 06 Jun 2003
Posts: 385
Location: SLC Utah

PostPosted: Sat Oct 29, 2005 5:43 am    Post subject: Reply with quote

Code:
                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Leopard-AG
Tech:              Inner Sphere / 2537
Vessel Type:       Aerodyne DropShip
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              1,900 tons
Length:            66 meters
Power Plant:       V84 Standard
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Standard
Armament:         
    2 PPC
    3 LRM 20
    7 Medium Laser
    5 Large Laser
------------------------------------------------------------------------------
==Overview:==
The Leopard class dropship is among the most common military dropships
available in the Inner Sphere.  Over the centuries they have been converted to
a variety of uses, the most common being aerospace guard operations.

Most planets, especially in the Federated Suns and the Free Worlds League are
responsible for providing Customs Enforcement, Search & Rescue and other
standard patrol operations within their solar system.  During the era of the
First Star League a variety of specialist designs were available but the needs
of war seriously impacted dropship construction and alternatives were needed.

Most planets simply provide long-range smallcraft and press civilian dropships
into service in large scale emergencies.  A few have also bought and coverted
Leopard dropships specifically for the task.



==Capabilities:==
The Leopard AG or Aerospace Guard variant of the common Leopard is found
patrolling many systems within the Federated Suns and a few systems outside it
as well.

Major alterations to the internal arragement were made but externally, with
the exception of the door arrangement, it appears to be a standard Leopard.

The largest alteration was in life-support.  One of the duties of the AG is to
provide Search & Rescue.  This often requires the ship to take on survivors
from crippled ships.  To accommdate them spartan and cramped quarter for up to
112 have been provided.

For patrol functions the ship's fuel reserves was increased by 46% and
smallcraft bay was added to provide another search platform if required.  The
AG retains bays for two aerospace fighters but both are now on the starboard
side opposite the smallcraft bay.

The battlemech bays of course were removed to provide space for other
neccessary things but the new main cargo bay, made from the number three and
four mech bays can carry battlemechs.  No facility for repair or drop is
provided though.



==Deployment==
The AG conversion is done by several different shipyards in the Federated
Suns.  Federated-Boeing Interstellar does not do the work since they focus
primarily on new construction. 

Most of the one hundred or so Leopard AG dropships operate within the
Federated Suns. 

------------------------------------------------------------------------------
Class/Model/Name:  Leopard-AG
Mass:              1,900 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                          494.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
Structural Integrity: 7                                                 66.50
Total Heat Sinks:    80 Single                                          56.00
Fuel & Fuel Pumps:                                                     204.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                 15.00
Fire Control Computers:                                                   .00
Food & Water:  (171 days supply)                                       117.00
Armor Type:  Standard  (500 total armor pts)                            29.50
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                140
   Left/Right Wings:                 130/130
   Aft:                                 100

Cargo:
   Bay 1:  Fighters (2) with 2 doors                                   300.00
           Small Craft (1) with 1 door                                 200.00
   Bay 2:  Infantry (foot) Platoons (4) with 2 doors                    20.00
   Bay 3:  Cargo (1) with 2 doors                                      181.00

Escape Pods:  2 (7 tons each)                                           14.00

Crew and Passengers:
      2 Officers (1 minimum)                                            20.00
      4 Crew (2 minimum)                                                28.00
      3 Gunners (3 minimum)                                             21.00
      7 Marines                                                         35.00
    121 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 PPC                      Nose     2(20)  2(20)     --     --   20     14.00
1 LRM 20(12 rounds)        Nose     1(12)  1(12)  1(12)     --    6     12.00
3 Medium Laser             Nose     2(15)     --     --     --    9      3.00
1 LRM 20(12 rounds)        L/RW     1(12)  1(12)  1(12)     --   12     24.00
2 Large Laser              L/RW     2(21)  2(16)     --     --   32     20.00
  1 Medium Laser                                                  6      2.00
1 Large Laser              Aft      2(18)   1(8)     --     --    8      5.00
  2 Medium Laser                                                  6      2.00
1 Lot Spare Parts (0.89%)                                               17.00
------------------------------------------------------------------------------
TOTALS:                                               Heat: 99       1,900.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        190,576,800 C-Bills
Battle Value:      2,641
Cost per BV:       72,160.85
Weapon Value:      4,632 (Ratio = 1.75)
Damage Factors:    SRV = 97;  MRV = 56;  LRV = 8;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 21,090
                   (7,332 Structure, 11,790 Life Support, 1,968 Weapons)
                   Support Points (SP) = 11,366  (54% of MPV)
BattleForce2:      MP: 4,  Armor/Structure: 9 / 8
                   Damage PB/M/L: 11/9/4,  Overheat: 0
                   Class: DS;  Point Value: 26
                   Specials: if

_________________
Good judgement comes from experience. Experience comes from bad judgement.
Back to top
View user's profile Send private message Send e-mail
Boilerman
Lieutenant
Lieutenant


Joined: 06 Jun 2003
Posts: 385
Location: SLC Utah

PostPosted: Sat Oct 29, 2005 7:13 pm    Post subject: Reply with quote

Code:
                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  K-175 Mobile Repair Drydock
Tech:              Inner Sphere / 2570
Vessel Type:       Space Station
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              15,000 tons
Power Plant:       Standard
Safe Thrust:       0
Maximum Thrust:    0
Armor Type:        Standard
Armament:          None
Manufacturer:      Various
------------------------------------------------------------------------------

==Overview==
Mobile repair drydocks are one of those classes of space stations rarely discussed outside the aerospace community; most people do not even know they exist. But they are as valuable an aerospace asset as they come, without them it would be all but impossible to repair JumpShips that become stranded in the majority of star systems, since most do not have repair facilities of any kind. The K-175 mobile repair drydock, with a drydock capacity of 175,000 tons, enough to service an Invader Class JumpShip, is a typical example of this class of ship.

==Capabilities==
Mobile repair drydocks are a simple concept, when the ship to be repaired can not make it to the repair facility; the repair facility goes to it. All mobile repair docks are therefore sized and equipped to be JumpShip transportable, in the case of the K-175, which masses 15,000 tons has a complex drydock which folds for easy transport by a tug DropShip and jumping.

Most mobile docks come equipped with extensive machine shop facilities to repair parts as well as make new ones if necessary, in the case of the K-175 the machine shop accounts for over 15% of its mass. The K-175 also has a large cargo capacity to accommodate most common repair parts and materials needed for any job expected of it.

The heart and soul of any repair facility is its crew; these experts, knowledgeable in everything from life support to KF drives, are necessary to insure any repair job asked for can be completed. Accommodations aboard the K-175 are up to industry standards for its crew and up to 167 additional embarked personnel. The addition berthing is intended for the crew from the ship under repair but the K-175 often plays host to corporate or military officials overseeing a particular repair job.

Mobile repair drydocks are usually paired with a tug DropShip, although the dock’s station-keeping drive, capable of 0.1G of thrust, can get the drydock to a job site, eventually. The tug will tow the drydock to the job site as well as maneuver the ship needing repair into the dock, but the K-175 also has six small craft bays. Small craft embarked on drydocks usually consist of two or three small craft tugs, used to help maneuver both the drydock and the stricken vessel it is repairing, and several buses and long range craft for liaison and light transport duties.

Most well crewed and equipped mobile repair drydocks can repair most any damage a ship might encounter, without them dozens more ships would be lost each year due to problems ranging from old age, to neglect, to rogue asteroids. Their immense investment is considered well worth it.

==Deployment==
Every successor state naval service and quite a few civilian companies operate a total of about 200 mobile drydocks, of all sizes, through out the Inner Sphere. The K-175 is one of the more popular designs available, and has been for nearly 500 years.

Code:

Class/Model/Name:  K-175 Mobile Repair Drydock
Mass:              15,000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                          180.00
Thrust:  Safe Thrust: 0
      Maximum Thrust: 0
Structural Integrity: 1                                                150.00
Total Heat Sinks:    69 Single                                           6.00
Fuel & Fuel Pumps:                                                     612.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                 15.00
Fire Control Computers:                                                   .00
Armor Type:  Standard  (30 total armor pts)                             21.50
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                  5
   Fore-Left/Right:                    5/5
   Aft-Left/Right:                     5/5
   Aft:                                   5

Cargo:
   Bay 1:  UnPress Repair Facil. (175,000 T Capy)                    4,375.00
   Bay 2:  Small Craft (6) with 6 doors                              1,200.00
   Bay 3:  Machine Shop (1) with 2 doors                             2,500.00
   Bay 4:  Cargo (1) with 2 doors                                    1,400.00
   Bay 5:  Cargo (1) with 2 doors                                    1,425.50

Grav Deck #1:  (250-meter diameter)                                    100.00
Life Boats:  60 (7 tons each)                                          420.00

Crew and Passengers:
     24 Officers (24 minimum)                                          240.00
    120 Crew (24 minimum)                                              840.00
     32 1st Class Passengers                                           320.00
    135 2nd Class Passengers                                           945.00
     30 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 Lot Spare Parts (1.67%)                                              250.00
------------------------------------------------------------------------------
TOTALS:                                                Heat: 0      15,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        4,505,317,000 C-Bills
Battle Value:      971
Cost per BV:       4,639,873.33
Weapon Value:      0 (Ratio = .00)
Damage Factors:    SRV = 0;  MRV = 0;  LRV = 0;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 21,865
                   (3,765 Structure, 17,410 Life Support, 690 Weapons)
                   Support Points (SP) = 164,760  (754% of MPV)
BattleForce2:      Not applicable


_________________
Good judgement comes from experience. Experience comes from bad judgement.
Back to top
View user's profile Send private message Send e-mail
Boilerman
Lieutenant
Lieutenant


Joined: 06 Jun 2003
Posts: 385
Location: SLC Utah

PostPosted: Sat Oct 29, 2005 8:17 pm    Post subject: Reply with quote

Code:

Type:  Generic Small Communications Satellite
Chassis:  Satellite
Mass:  1500kg
Cost:  11,838 C-Bills
Battle Value:  0
Equipment Rating:  C/C/C

Equipment                                      Mass
Chassis/Controls: Satellite                   138kg
Structural Integrity: 1
Engine/Trans:     Fuel Cell                   180kg
   Cruise MP:  0
   Flank MP:   0
Heatsinks:  0                                   0kg
Fuel:  13 Years in Geosynchronous Orbit       182kg
       67 Weeks in Low Orbit
Armor Factor (BAR 2):                           0kg
                        Internal       Armor
   Location:            Structure      Value
   Fore:                   1            0
   Fore-Left/Right:        1           0/0
   Aft-Left/Right:         1           0/0
   Aft:                    1            0

Equipment,Weapons & Ammo   Loc                Mass
Communications Equipment   Body             1000kg

Crew: None


==Overview==
As a class, communications satellites are one those essentials on modern life, especially on backwater worlds such as those in the Federated Suns Outback. Sparsely populated worlds can rarely afford a complete land based communications infrastructure covering the entire planet; communications satellites offer an affordable alternative. A constellation of as few a half a dozen can provide complete planetary coverage.

==Capabilities==
Communications satellites run the gamut from 25 ton designs that transmit thousands of signal channels as well as Global Positioning System (GPS) signals at once down to the most basic that transit on just a handful of channels: few of the cheaper designs transmit GPS signals. The cheapest models, which are the most common backwater worlds mass as little as 1500kg. These are used primarily for satellite radio and emergency two-way communications. They typically carry enough fuel to maintain a geosynchronous orbit for a long as 13 years and can last as long as 100 years with regular service and refueling: even the poorest backwater world has a one or two small craft capable of such missions to orbit.

==Deployment==
Tens of thousands of communications satellites can found all over the Inner Sphere and Periphery providing vital news and information, as well as two-way communications and even navigation services to literally hundreds of billions of people. Many military services have disposable models to provide quick easy replacement in combat theaters.
_________________
Good judgement comes from experience. Experience comes from bad judgement.
Back to top
View user's profile Send private message Send e-mail
Medron Pryde
Betatester
Betatester


Joined: 26 May 2003
Posts: 4547
Location: Rochester, Minnesnowta

PostPosted: Sun Oct 30, 2005 7:23 pm    Post subject: Reply with quote

Question about the Packmule - I've always thought that upgrading the structure of a ship was rather difficult, much like upgrading the structure of a BattleMech. Essentially you have to rip off all the walls, reinfoce them, and then put them back together. That is a MAJOR refit....

And general notes - Numbers can be bad. That is why FanPro is shying away from them. It may not be a good idea to say how many of each craft have been built. Just say whether they are common or rare. Wink

Finally, food and spare parts are cargo. They are not seperate in any of the TROs and the TRO format should not be changed here as it would greatly confuse people.
_________________
Medron Pryde - A Proud Browncoat
P.R.I. - The home of BattleTech Programs and files.

"Our thoughts form the universe. They are always important." R.I.P.
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Boilerman
Lieutenant
Lieutenant


Joined: 06 Jun 2003
Posts: 385
Location: SLC Utah

PostPosted: Mon Oct 31, 2005 9:30 pm    Post subject: Reply with quote

Upgrading and reinforcing a real world ship's hull/structer can be done, it's not a simple overhaul but it's possible. But the whole point of the Packmule is to use an available resource because you lack new contruction facilities and designs, so I think some poeple would go for the modification route.

I personally don't shy away from numbers when talking about mods to an existing design. How many unique mods exist in CBT to an already existing design?

And I think leaving out food and spare parts is BS.
_________________
Good judgement comes from experience. Experience comes from bad judgement.
Back to top
View user's profile Send private message Send e-mail
Medron Pryde
Betatester
Betatester


Joined: 26 May 2003
Posts: 4547
Location: Rochester, Minnesnowta

PostPosted: Tue Nov 01, 2005 4:30 am    Post subject: Reply with quote

Food and spare parts are hauled in the cargo spaces, just as they have from the beginning of BattleTech until the present day. No TRO has ever been printed with seperate places for them.

The number issue rises from the idea of how many JumpShips and DropShips there are in the IS. If there are around 3,000 like D&S says, then 200 of them being this unique design makes it not a very unique design at all but a MAJOR design. If there are tens or hundreds of thousands as seems to be the case based on the known canon of uses of ships to feed entire planets, then 200 is design that you could live a lifetime without ever seeing. The reason I suggest saying "rare" or "common" is that some people play with the D&S numbers and some people (like FanPro for an example) ignore them. So, depending on who reads the TRO they will get something totally different out of it.

As for changing the structure of a ship...I normally just don't do it with a design, unless its a one-off designs where they really ARE stripping the thing to the bulkheads for some reason. Like what the Taurians did to the Vandenberg to get it working. I guess I'm just a bit concerned with the idea of large numbers of such refits taking place to massively increase the structure. I suppose if it was a factory retool in limited numbers though it would work. I'm just a mite leary of the idea of them taking the very expensive route of taking a finished Mule and ripping it apart like that. But if they changed how it was constructed....hrmmm....

Of course then you have the issue that only Tharkad and Sarna build Mules....ugh. The DC DOES build Mammoths and Behemoths though.
_________________
Medron Pryde - A Proud Browncoat
P.R.I. - The home of BattleTech Programs and files.

"Our thoughts form the universe. They are always important." R.I.P.
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Doc
Crewman
Crewman


Joined: 30 Oct 2005
Posts: 12

PostPosted: Wed Nov 02, 2005 7:04 am    Post subject: Reply with quote

A note/question about the satellite.

I know they don't have crew, but CE does state that if its an armed satellite(i.e. weapons) provisions must be made for the weapons crew unless built as a drone.

I would think the same would apply to any piece of equipment mounted which would have a crew, including communications equipment which is 1 crew per 1 ton.

A house rule of course could be created, but should be reflected in the design.

On the other hand, I could have overlooked something.
Back to top
View user's profile Send private message
Doc
Crewman
Crewman


Joined: 30 Oct 2005
Posts: 12

PostPosted: Wed Nov 02, 2005 7:05 am    Post subject: Keyhole-class Satellite(Support Vehicle) Reply with quote

Keyhole-class Satellite
Mass: 10 tons
Chassis Type: Satellite
Chassis Modifications: Armored
Availability: D/C-D-C/D

Power Plant: Electric(Fuel Cell)
Safe Thrust: N/A
Maximum Thrust: N/A
Armor Type: Standard
Equipment:
IR Imaging Camera(Keyhole 11)
HighRes Imaging Camera(Keyhole 12)
Lookdown Radar(Keyhole 13)
Manufacturer: Federated Suns
Location:
Communications System:

Type/Model: Keyhole
Mass: 10 tons

Equipment: Items: Mass:
Internal Structure: Armored -- 2 tons
Engine: Electric(Fuel Cell) -- 1 ton
Fuel: 6,600km* -- 1 ton
Safe Thrust: N/A -- --
Maximum Thrust: N/A -- --
Structural Integrity: 1 -- --
Crew: -- -- --
BAR: 10
Armor Factor: 9 1 ton

Internal Armor
Structure: Value:
Nose: -- 3
Left/Right Side: -- 2
Aft: -- 2
Rotor: -- --

*66 weeks low-orbit/13.2 yrs sync orbit

Equipment: Location: Slots: Mass:
Keyhole 11
IR Imaging Camera Nose 1 5 tons
Keyhole 12
HighRes Imaging Camera Nose 1 2.5 tons
Keyhole 13
Lookdown Radar Nose 1 5 tons

Overview:
"Information is Ammunition." During the twentieth century, satellites were one of the best ways to gather that information. Orbiting high above the Earth, they could assume low orbits and pass over an area, or be set in a high, stationary orbit, keeping watch over a certain point. Virturally immune to weapons fire, these satellites could zoom in on objects mere meters in diameter, with cloud cover being the only obstacle. Towards the end of the twentieth and the beginning of the twenty-first, anti-satellite weapons began appearing in the arsenals of nations. With the colonization of the stars and the creation of the fusion engine, it became easier to launch into space. The following centuries saw various degrees of warfare, occuring in the air, on land, sea, and in space. Satellites soon became prime targets, denying the enemy their use and requiring more "primitive" means of intelligence gathering, a trend which continues to this day.
The Federated Suns Keyhole-class of Satellites is the latest generation in disposable, rapid-deployment satellites to be used both offensively and defensively.

Capabilities:
The Keyhole-class Satellite is a 10-ton cylinder shaped satellite, with a five-ton payload bay in the nose(see variants for options). Despite being designed as a disposable satellite, the Keyhole-class features an armored chassis and large batteries, allowing the Keyhole to remain in orbit for up to thirteen years. Armor is sufficent to stop small caliber weapons and micro-meteors, but nothing more. The size and shape of the Keyhole means that it can be deployed in many different ways. Fighters, Small Craft, and DropShips are capable of deploying the Keyhole satellite. With WarShips once again appearing, the Keyhole can be fitted to a special booster and launched from any standard missile or AR10 Launcher. Though the small station-keeping drive is incapable of sufficent thrust, it does allow for minor repositioning of the satellite making it harder to predict its orbit, hence harder to destroy.

Variants:
The Keyhole 11 series fits an Infrared Imaging Camera in the nose, which is capable of resolving heat sources one meter and larger in diameter, and can be used in all weather and light conditions, and can "penetrate" the ground. The Keyhole 12 series features a High Resolution Camera, which is capable of resolving objects one meter in diameter and larger, though adverse weather and light conditions limits it use. The Keyhole 13 series fits a Lookdown Radar in the nose bay which can be used to map the surface of a world and monitor movement.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    New Star Software Forum Index -> TRO: Heavy Metal forum All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group