The following is a series of Technical Readouts created with the aid of Rick Raisley's Heavymetal programs. ( http/ ) All designs here are original creations, and as such, their specifications do not exist outside of my computer.
So, just in case you're a Battletech fan who wants to have some fun with the designs in the story, here they are with some fluff. They are presented in no particular order; just in the way I grabbed the info off of my HDD.
These are only the NON-CANON designs. Designs such as the Guillotine IIC and others not found here are designs created by Fasa and/or Fanpro, and you can find their stats either in the Technical Readouts available in any GOOD gamestore (not the wussy ones who only carry Yu-gi-oh or Warhammer 40K 'cuz all they care about is faddish stuff), or the info can be found online. ( http/ is a good site for these, amongst others).
I am sorry to say that I don't have fluff for quite everything. I figured I'd work on the story more than the fluff. :p
Also, I'm lazy, so this isn't spell or grammar checked. Sorry, but there's just too much in here that would give me headaches and take forever to check over.
One final caveat: I can't promise that this'll be perfectly readable. I'll see about getting a file download available of the original document files, which are easier to read. That is, if people are interested.
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: M.I. Assault Transport
Tech: Clan / 3045
Vessel Type: Aerodyne Small Craft
Rules: Level 2, Standard design
Rules Set: AeroTech2
Mass: 185 tons
Hull: Type 9034-A
Length: 30 meters
Power Plant: Hellion-Lifter VTOL Series Alpha Standard
Safe Thrust: 5
Maximum Thrust: 8
Armor Type: Federal Armorworks Mk-22FA Ferro-aluminum
Armament:
1 Type 20 "Great Bow" LRM 20
1 Ultra AC/5
2 Medium Pulse Laser
2 Series 14a Medium Pulse Laser
Manufacturer: Yoyodyne Aerospace, Warsaw Heavy Industries
Location: Washington (Yoyodyne), Warsaw (WHI), New Honshu (Yoyodyne)
Communications System: IVIS Mk-26
Targeting & Tracking System: Soli-Lock Tangent
------------------------------------------------------------------------------
Overview:
The wholesale adoption of battle armor is a trait of the United Systems'
Armed Forces, and as such, the amalgaation of these forces with the Navy's
Marine Corps into the 'Mobile Infantry' has given the Republic a potent
rapid-response force.
However, while troopers on a raid may be dropped from orbit, it takes some
effort to get them back again. Although dropships can enter and leave a
planet's atmosphere, they have their own drawbacks. Aerodynes, for instance,
require a lengthy piece of flat land to alight upon, and without appropriate
ground control to help the pilot make his approach, the ship runs a risk of
crash-landing, thus stranding the raiding force and the ship's crew as well.
Sphereoids, meanwhile, are little better. Their unusual shape makes for a
more difficult reentry, increasing risk of accident once again. Also, their
method of thrust leaves little room for evasive maneuvers while the craft is
landing, thus making its landing zone an obvious target.
Thus, the Republic looked for an alternative. Research eventually led the
general staff to sigle out the shuttle known as the "Landing Craft Mk VII;" an
aerodyne with the VTOL characteristics of a spheroid craft. Within a short
period of time, a new, heavier design was built to pull the new Mobile
Infantry platoons out of even the worst mess: The uninspiredly-named "Assault
Transport."
Capabilities:
The Mobile infantry's Assault Transport is one hundred eighty-five tons of
armed and armored shuttlecraft. Designed with the idea that an extraction may
come under fire, the Assault Transport carries a varied and potent array of
weaponry that easily matches most light fightercraft in offensive capability.
The arsenal is centered around the nose, which mounts an Ultra autocannon
in a chin turret that gives the copilot/front gunner the ability to hit
targets in a wide frontal arc. Mounted above and behind the cockpit, the
LRM-20 launcher is angled up to provide area saturation, while medium pulse
lasers are mounted fore and aft on the wingtips to provide covering fire from
all directions.
In addition, the Assault Transport is protected with ninteen tons of
ferro-aluminum armor, which gives the craft the ability to absorb a good
amount of damage.
Of course, the MIAT wouldn't be useful if it couldn't carry all of a
raiding party off of the ground, and thus fifty-four tons of internal cargo
space allows the design to retrieve an entire platoon at once.
Finally, four large, ducted thrusters, two on each side of the craft's boxy
lower section, are variable-pitch. Thus, they can align downward for vertical
takeoffs or landings, and then swivel back to allow the craft to accelerate at
upwards of four gees.
Deployment
The years following the War of 3039 were quiet ones for the Inner Sphere.
Although tensions ran high at times and the armies of the Successor States
trained for renewed war, all had become complacent, envisioning the status quo
lasting for the next hundred years or so much like the Third Seccession War
had.
Meanwhile, though, the Republic, through agents in the Clans, knew that an
invasion was only a matter of time. Thus, along with various other military
designs of the time, the MIAT was nearly mass-produced. As such, it is now a
common shuttlecraft in the Republic, and any WarShip that carries an MI
platoon has at least two.
------------------------------------------------------------------------------
Class/Model/Name: M.I. Assault Transport
Mass: 185 tons
Equipment: Mass
Power Plant, Drive & Control: 56.50
Thrust: Safe Thrust: 5
Maximum Thrust: 8
Structural Integrity: 8 7.40
Total Heat Sinks: 12 Double 12.00
Fuel & Fuel Pumps: 5.50
Bridge, Controls, Radar, Computer & Attitude Thrusters: 1.50
Fire Control Computers: .00
Armor Type: Ferro-aluminum (500 total armor pts) 19.50
Standard Scale Armor Pts
Location: L / R
Fore: 160
Left/Right Wings: 120/120
Aft: 100
Cargo:
Bay 1: Cargo (1) with 3 doors 54.60
Crew and Passengers:
1 Officers (0 minimum) 1.00
2 Crew (2 minimum) 2.00
1 Gunners (1 minimum) 1.00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
1 LRM 20 Nose 12 12 12 -- 6 5.00
Ammo (LRM 20) 12 --- 2.00
1 Ultra AC/5 Nose 7 7 7 -- 2 7.00
Ammo (Ult AC/5) 40 --- 2.00
1 Medium Pulse Laser RW 7 7 -- -- 4 2.00
1 Medium Pulse Laser LW 7 7 -- -- 4 2.00
1 Medium Pulse Laser RW(A) 7 7 -- -- 4 2.00
1 Medium Pulse Laser LW(A) 7 7 -- -- 4 2.00
------------------------------------------------------------------------------
TOTALS: Heat: 24 185.00
Tons Left: .00
Calculated Factors:
Total Cost: 13,041,772 C-Bills
Battle Value: 1,884
Cost per BV: 6,922.38
Weapon Value: 3,060 (Ratio 1.62)
Damage Factors: SRV 45; MRV 39; LRV 5; ERV 0
Maintenance: Maintenance Point Value (MPV) 2,284
(776 Structure, 765 Life Support, 743 Weapons)
Support Points (SP) 5,289 (232 of MPV)
BattleForce2: MP: 5, Armor/Structure: 13 / 0
Damage PB/M/L: 3/3/2, Overheat: 0
Class: DS; Point Value: 19
Specials: if
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Gray Fox (BA Transport)
Tech: Clan / 3029
Vessel Type: Aerodyne DropShip
Rules: Level 2, Standard design
Rules Set: AeroTech2
Mass: 1,700 tons
Hull: SFY-55
Power Plant: Yoyodyne Series Beta-12 Standard
Safe Thrust: 8
Maximum Thrust: 12
Armor Type: Federal Armorworks FerroAluminum
Armament:
4 Series 6b ER Large Laser
2 Series 1 ER Small Laser
1 Irrlicht Gamma Series Ultra AC/20
2 Type XX "Great Bow" LRM 20+ArtIV
3 Ripper Series A1 ER PPC
9 Series 2b ER Medium Laser
2 Type Mu LB 10-X AC
Manufacturer: San Francisco Shipyards
Location: New America System
Communications System: TSC-3015
Targeting & Tracking System: M-1290 TTS
------------------------------------------------------------------------------
Overview:
The USR is known for its widespread and wholesale embrace of Battle Armored
infantry. Thus, it would not and is not surprising to find more than one class
of transport designed for such forces.
The ship was designed during the height of the Fourth Seccession War, when
it became clear to the Republic that Hanse Davion and his military planners
had rediscovered the idea of mobile strategic warfare. With this powerful
concept in the hands of the most potent military in the Inner Sphere, which
also happened to be one of the closest Inner Sphere powers to Republic space,
the United Systems' Armed Forces general staff immediately called for a
plethora of new ship designs that could support any Republic actions in the
face of a theoretical assault by FedSuns forces.
Capabilities:
The Gray Fox is built along the paradigm of moving its deadly cargo quickly
to a drop zone and giving the battle armored troopers excellent protection
while in transit. To accompish these goals, the Gray Fox is equipped with a
massive Beta-12 drive system, which can propel the Gray Fox at a steady pace
of four gees, with burst capability of up to six full gees. This makes the
Gray Fox able to outrun or at least pace all known assault ship designs, and
only the quickest fighters can catch her.
The design also mounts an impressive forty-nine and a half tons of
Ferro-Aluminum armor, which gives the Gray Fox the equivilent protection of a
small WarShip.
The ship does have, however, some drawbacks. Most notable is the light
armament, which is decent for a light transport. However, given the Gray Fox's
abilities, the design could have easily been turned into a potent assault ship
had she been given a heavier armament.
Another drawback is the lack of supplies available to the vessel. The
Republic shows its reluctance to engage in prolonged conflicts with this
design, though recent additions to the fleet have managed to counter this
problem.
Deployment
The first Gray Fox-class vessel launched from the San Francisco Shipyards,
a facility orbiting the Republic capitol planet of Washington, in July of
3029. Since then, over four dozen of these ships have been built, though
official numbers remain hazy as the Republic seeks to obscure its strength
from outside sources. However, reliable information indicates that as many as
sixty of these craft have been built and distributed across the Republic. The
widespread use of this design in Operation Loki certainly lends creadence to
this total.
------------------------------------------------------------------------------
Class/Model/Name: Gray Fox (BA Transport)
Mass: 1,700 tons
Equipment: Mass
Power Plant, Drive & Control: 830.00
Thrust: Safe Thrust: 8
Maximum Thrust: 12
Structural Integrity: 12 102.00
Total Heat Sinks: 86 Double 45.00
Fuel & Fuel Pumps: 102.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 13.00
Fire Control Computers: .00
Food & Water: (69 days supply) 26.50
Armor Type: Ferro-aluminum (1,236 total armor pts) 49.50
Standard Scale Armor Pts
Location: L / R
Fore: 350
Left/Right Wings: 303/303
Aft: 280
Cargo:
Bay 1: Battle Armor Points/Squads (11) with 4 doors 110.00
Cargo (1) 165.00
Life Boats: 5 (7 tons each) 35.00
Escape Pods: 5 (7 tons each) 35.00
Crew and Passengers:
2 Officers (1 minimum) 20.00
5 Crew (2 minimum) 35.00
4 Gunners (4 minimum) 28.00
66 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
2 ER Large Laser Nose 3(25) 2(20) 2(20) 2(20) 24 8.00
1 ER Small Laser 2 .50
1 Ultra AC/20(30 rounds) Nose 3(30) 3(30) -- -- 14 18.00
2 LRM 20+ArtIV(36 rounds) Nose 3(32) 3(32) 3(32) -- 12 18.00
1 ER PPC L/RW 2(15) 2(15) 2(15) -- 30 12.00
3 ER Medium Laser L/RW 3(31) 3(31) 1(10) 1(10) 30 6.00
1 ER Large Laser 24 8.00
1 LB 10-X AC(20 rounds) L/RW 1(6) 1(6) -- -- 4 24.00
1 ER PPC Aft 2(15) 2(15) 2(15) -- 15 6.00
3 ER Medium Laser Aft 3(26) 2(21) -- -- 15 3.00
1 ER Small Laser 2 .50
------------------------------------------------------------------------------
TOTALS: Heat: 172 1,700.00
Tons Left: .00
Calculated Factors:
Total Cost: 349,340,400 C-Bills
Battle Value: 9,184
Cost per BV: 38,037.94
Weapon Value: 10,725 (Ratio 1.17)
Damage Factors: SRV 213; MRV 160; LRV 33; ERV 0
Maintenance: Maintenance Point Value (MPV) 26,182
(10,382 Structure, 12,150 Life Support, 3,650 Weapons)
Support Points (SP) 12,942 (49 of MPV)
BattleForce2: MP: 8, Armor/Structure: 21 / 20
Damage PB/M/L: 19/19/10, Overheat: 0
Class: DS; Point Value: 92
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Landing Ship, Tank
Tech: Clan / 3023
Vessel Type: Spheroid DropShip
Rules: Level 2, Standard design
Rules Set: AeroTech2
Mass: 1,200 tons
Hull: KRA-6K0W
Power Plant: WHI Surethrust 11 Standard
Safe Thrust: 5
Maximum Thrust: 8
Armor Type: Homespun 89 Standard
Armament:
8 Series GAA-22 Rapid-Fire Ultra AC/2
12 Kolibri Delta Series Medium Pulse Laser
4 Clan Mk. XVII ER PPC
2 Type 20 "Great Bow" LRM 20+ArtIV
4 Kolibri Delta Series Large Pulse Laser
Manufacturer: Warsaw Heavy Industries, Salamis Shipsmiths Inc
Location: Warsaw (WHI), Salamis (SSI)
Communications System: OPTS-5000
Targeting & Tracking System: Model G-7 "Buckler"
------------------------------------------------------------------------------
Overview:
An avid user of combined-arms formations, the Republic's USAF has made it a
goal to maintain enough transport so that tanks and other combat vehicles can
be moved as easily as battlemechs or aerospace fighters across interplanetary
and interstellar distances.
However, as new 'mech carriers built with Clan Technology received priority
for construction, most armored formations were assigned old, obsolescient
transports. To counter this trend, the USAF general staff solicited proposals
from various ship manufacturers in the Republic for a new class of tank
carrying dropship that would be effective, safe, and cheap. After an intense
competition, a design by Warsaw Heavy Industries made the cut.
Capabilities:
Designed along the lines of "Faster, Better, Cheaper," the LST-class is one
of the smallest troop transports in use throughout the Human Sphere. Massing
in at a mere 1,200 tons, the design is an oddity when compared to WHI's usual
preponderance for heavier ship and 'mech designs.
Nevertheless, WHI has made the best of the ship's small interior, managing
to fit in enough bays to carry a full lance of even the heaviest assault
tanks. This precious cargo is well defended with an astounding (for its size)
forty-three tons of standard armor, and as well with an arsenal that carries
an unusual mix of ranged and accurate weaponry.
The LST, alas, faces much the same problem as with most Republic ship
designs; It lacks any sort of extensive supply reserves, carrying a mere
twenty-one tons of cargo space; barely enough to keep the ship running, let
alone keep its lance supplied.
However, this may not be entirely a bad thing. In this manner, the Republic
can discourage avdenterous military commanders from launching unsanctioned
raids. In addition, the LST is made primarily for the Republic's traditional
style of warfare; strike hard, strike fast, and win quick.
Variants:
Although not a real variant, as the ship was designed this way, but some
LSTs have been modified to accomodate up to eight light vehicles instead of
four heavy ones. The LST can be reconfigured for this arrangement in as little
as a day, though persistant rumors indicate that some crews can accomplish
this transition in an unlikely twelve hours.
Deployment
The LST class has been nearly mass-produced by Warsaw Heavy Industries, and
a good number have been built under license from Salamis Shipsmiths. Dozens of
these ships are either in active service, ferrying forces back and forth, or
they have been placed in reserve depots against some dark day.
The design favored fairly well during Operations Tellus Libertas, and Loki,
respectively the liberation of Terra and the assault on the Chaos March. The
ships, when escorted properly, could easily smash through an enemy fighter
screen so that it could disgorge its cargo. However, a pair of these ships
were shot down by Blakest fighters over Epsilon Eridani, after a
miscommunication sent their fighter escort along the wrong entry vector.
------------------------------------------------------------------------------
Class/Model/Name: Landing Ship, Tank
Mass: 1,200 tons
Equipment: Mass
Power Plant, Drive & Control: 366.00
Thrust: Safe Thrust: 5
Maximum Thrust: 8
Structural Integrity: 12 29.00
Total Heat Sinks: 88 Double 39.00
Fuel & Fuel Pumps: 51.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 9.00
Fire Control Computers: .00
Food & Water: (49 days supply) 10.00
Armor Type: Standard (908 total armor pts) 43.00
Standard Scale Armor Pts
Location: L / R
Fore: 240
Left/Right Sides: 226/226
Aft: 216
Cargo:
Bay 1: Heavy Vehicles (51-100T) (4) with 2 doors 400.00
Bay 2: Cargo (1) with 1 door 21.00
Escape Pods: 4 (7 tons each) 28.00
Crew and Passengers:
1 Officers (1 minimum) 10.00
3 Crew (3 minimum) 21.00
5 Gunners (5 minimum) 35.00
32 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
2 Ultra AC/2(90 rounds) Nose 1(6) 1(6) 1(6) 1(6) 4 12.00
4 Medium Pulse Laser Nose 3(28) 3(28) -- -- 16 8.00
2 ER PPC Nose 3(30) 3(30) 3(30) -- 30 12.00
2 Ultra AC/2(90 rounds) FL/R 1(6) 1(6) 1(6) 1(6) 8 24.00
4 Medium Pulse Laser FL/R 3(28) 3(28) -- -- 32 16.00
1 LRM 20+ArtIV(18 rounds) FL/R 2(16) 2(16) 2(16) -- 12 18.00
1 ER PPC AL/R 2(15) 2(15) 2(15) -- 30 12.00
2 Ultra AC/2(90 rounds) Aft 1(6) 1(6) 1(6) 1(6) 4 12.00
4 Large Pulse Laser Aft 4(40) 4(40) 4(40) -- 40 24.00
------------------------------------------------------------------------------
TOTALS: Heat: 176 1,200.00
Tons Left: .00
Calculated Factors:
Total Cost: 229,045,600 C-Bills
Battle Value: 7,123
Cost per BV: 32,155.78
Weapon Value: 9,041 (Ratio 1.27)
Damage Factors: SRV 230; MRV 197; LRV 52; ERV 0
Maintenance: Maintenance Point Value (MPV) 13,489
(3,433 Structure, 5,710 Life Support, 4,346 Weapons)
Support Points (SP) 9,229 (68 of MPV)
BattleForce2: MP: 5, Armor/Structure: 15 / 15
Damage PB/M/L: 7/7/4, Overheat: 0
Class: DS; Point Value: 71
Specials: sph
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Apollo Transport
Tech: Clan / 3030
Vessel Type: Spheroid DropShip
Rules: Level 2, Standard design
Rules Set: AeroTech2
Mass: 4,100 tons
Power Plant: Standard
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Ferro-aluminum
Armament:
24 ER Large Laser
3 ER Medium Laser
24 Large Pulse Laser
5 Gauss Rifle
4 LRM 20+ArtIV
3 Medium Pulse Laser
------------------------------------------------------------------------------
Overview:
With the reorganization of the Army in the early 29th Century, the General
Staff soon discovered that the existing transport dropship designs were
inadequate to moving the kind of foreces they previously could handle with
ease. I.e., company-sized transports like the Union now could only carry about
three-quarters of a mech company, and the combined-arms nature of the new
organization meant that the company being transported might not even need
twelve mech bays.
As a result, construction on new transport dropships halted until new
designs could be built to make the Military Starlift Command more flexible in
transporting ground units. The addition of Clan-technology in the early 31st century has also complicated matters, and so the General Staff called for a new standardized transport.
Capabilities:
Designed to transport the most common type of army company, the Apollo is
made to carry the forces to their destination in relative comfort (for a
military vessel) and more importantly, safely. To these ends, the Apollo is
provided with a large amount of ferro-aluminum armor, forming a thick hide
that is only matched or exceeded by assault dropships and warships.
To fend off enemy attacks, the ship mounts a large array of lasers, both
pulse and extended-range, gauss rifles, and LRM launchers. This array is not
enough to fend off a determined attck from an organized power, like a Great
House or Clan fighter unit, but it is enough to ensure that the Apollo is no
easy target. With a fighter escort, the Apollo is a hard target, indeed.
Battle History:
Apollos have served in many of the border conflicts with the Fourth Reich
and the various pirate bands that continue to be a threat. Operation Tellus
Libertas proved the worth of these craft in a large-scale operation, where
several landed companies behind enemy lines for raiding, and others
participated in the diversionary attacks in the Chaos March.
Variants:
Over the years, many units have modified their Apollos to carry either
more vehicles, Mechs, or even some Battle Armor, usually at the cost of the
other types of units normally transported.
Deployment
Built in moderate numbers to suppliment the refitted Star League-era
dropship transports, the Apollo can be found in every fleet and with nearly
every Army Unit that has permanent transport assigned.
------------------------------------------------------------------------------
Class/Model/Name: Apollo Transport
Mass: 4,100 tons
Equipment: Mass
Power Plant, Drive & Control: 1,000.50
Thrust: Safe Thrust: 4
Maximum Thrust: 6
Structural Integrity: 11 90.50
Total Heat Sinks: 292 Double 210.00
Fuel & Fuel Pumps: 113.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 31.00
Fire Control Computers: .00
Armor Type: Ferro-aluminum (992 total armor pts) 39.50
Standard Scale Armor Pts
Location: L / R
Fore: 290
Left/Right Sides: 250/250
Aft: 202
Cargo:
Bay 1: BattleMechs (8) with 2 doors 1,200.00
Bay 2: Heavy Vehicles (51-100T) (4) with 1 door 400.00
Light Vehicles (to 50T) (4) with 1 door 200.00
Bay 3: Cargo (1) with 1 door 231.50
Life Boats: 6 (7 tons each) 42.00
Escape Pods: 6 (7 tons each) 42.00
Crew and Passengers:
3 Officers (3 minimum) 30.00
5 Crew (2 minimum) 35.00
11 Gunners (11 minimum) 77.00
68 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
4 ER Large Laser Nose 6(61) 6(61) 4(40) 4(40) 48 16.00
3 ER Medium Laser 15 3.00
4 Large Pulse Laser Nose 4(40) 4(40) 4(40) -- 40 24.00
1 Gauss Rifle(24 rounds) Nose 2(15) 2(15) 2(15) -- 1 15.00
4 ER Large Laser FL/R 4(40) 4(40) 4(40) 4(40) 96 32.00
4 Large Pulse Laser FL/R 4(40) 4(40) 4(40) -- 80 48.00
2 Gauss Rifle(48 rounds) FL/R 3(30) 3(30) 3(30) -- 4 60.00
4 ER Large Laser AL/R 4(40) 4(40) 4(40) 4(40) 96 32.00
4 Large Pulse Laser AL/R 4(40) 4(40) 4(40) -- 80 48.00
2 LRM 20+ArtIV(30 rounds) AL/R 3(32) 3(32) 3(32) -- 24 34.00
4 ER Large Laser Aft 4(40) 4(40) 4(40) 4(40) 48 16.00
4 Large Pulse Laser Aft 6(61) 6(61) 4(40) -- 40 24.00
3 Medium Pulse Laser 12 6.00
------------------------------------------------------------------------------
TOTALS: Heat: 584 4,100.00
Tons Left: .00
Calculated Factors:
Total Cost: 545,018,320 C-Bills
Battle Value: 16,289
Cost per BV: 33,459.29
Weapon Value: 14,879 (Ratio .91)
Damage Factors: SRV 628; MRV 528; LRV 223; ERV 0
Maintenance: Maintenance Point Value (MPV) 38,956
(11,202 Structure, 14,355 Life Support, 13,399 Weapons)
Support Points (SP) 55,575 (143 of MPV)
BattleForce2: MP: 4, Armor/Structure: 17 / 16
Damage PB/M/L: 23/23/23, Overheat: 0
Class: DM; Point Value: 163
Specials: sph
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Diomedes (Assault Ship)
Tech: Clan / 3015
Vessel Type: Aerodyne DropShip
Rules: Level 2, Standard design
Rules Set: AeroTech2
Mass: 4,600 tons
Length: 122 meters
Power Plant: Standard
Safe Thrust: 8
Maximum Thrust: 12
Armor Type: Ferro-aluminum
Armament:
16 ER PPC
16 ER Large Laser
3 Ultra AC/20
3 ATM 12
6 Large Pulse Laser
8 ER Medium Laser
1 ER Small Laser
------------------------------------------------------------------------------
Overview:
With the acquisition of Clan technology in the early 31st Century, the
Republic soon found most of its primary assault dropships obsolete. The
Achillies, one of the primere assault ship designs for the Inner Shpere and
the Republic, was one of these casualties, and so calls went out for a
replacement.
In 3014, the newly-founded Salamis Shipsmiths Incorporated sumbitted a
proposal for a larger, redesigned version of the Achillies. Adopting the
design quickly, the Federal Navy commissioned it after the legendary Greek hero who
faced the Gods... And lived.
Capabilities:
The design team at SSI quickly identified the best attributes of the
Achilles, and they went about designing their new ship to emhpasize these.
Chief amongst these were the heavy weapons array, with its PPCs and large-bore
autocannons making the ships a formidible foe. The team decided to increase
this loadout, adding whole banks of particle cannons, lasers, LRM launchers,
and several turret-mounted ultra autocannons. The arsenal of the Diomedes can
lay waste to whole fighter squadrons in a single salvo, and anything smaller
than a WarShip would find itself ripped to shreds. Indeed, even older-model
corvettes from the Star League era would find the Diomedes an opponent better
off not fought.
Making this array even more fearsome is the massive amounts of armor that
the Diomedes mounts. Over 67.5 tons of Ferro-Aluminum armor are spread around
the compact frameof the ship, giving the Diomedes the ability to survive even
direct hits from even a massive 40 series naval autocannon.
Alas, all of this performance comes at a cost. The Diomedes is over 100
tons heavier than its predecessor, and it does not carry any marines, either
armored or not. In addition, the ship also does not carry any small craft, save the pair of fighters left over from the original Achillies design. Some have said that this is a major drawback, given the effectiveness of the Achilles with its boarding capabilities. However, the numerous capable dropship and assault shuttle transports for the Navy's Mobile Infantry makes this 'drawback' almost entirely unnoticable.
Deployment
Salamis Shipsmiths has been building this design since it was introduced in
3015. Their production capability is somewhat limited, and so only a single
ship of this type has been built per year. Nevertheless, this gives the
Federal Navy over fifty of these potent assault craft for their fleets.
SSI, meanwhile, has halted production for now, though the machinery tools
and molds needed to restart production have not been destroyed, per usual
industrial procedure, but rather, they have been disassembled and moved to a
secure storage facility. The location of this facility is classified, but it
is believed to be in one of the Republic's semi-secret "Omega Depots."
------------------------------------------------------------------------------
Class/Model/Name: Diomedes (Assault Ship)
Mass: 4,600 tons
Equipment: Mass
Power Plant, Drive & Control: 2,245.00
Thrust: Safe Thrust: 8
Maximum Thrust: 12
Structural Integrity: 15 345.00
Total Heat Sinks: 300 Double 188.00
Fuel & Fuel Pumps: 408.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 35.00
Fire Control Computers: .00
Food & Water: (136 days supply) 15.00
Armor Type: Ferro-aluminum (1,680 total armor pts) 67.50
Standard Scale Armor Pts
Location: L / R
Fore: 460
Left/Right Wings: 420/420
Aft: 380
Cargo:
Bay 1: Fighters (2) with 2 doors 300.00
Bay 2: Cargo (1) with 2 doors 530.00
Escape Pods: 4 (7 tons each) 28.00
Crew and Passengers:
3 Officers (3 minimum) 30.00
6 Crew (2 minimum) 42.00
9 Gunners (9 minimum) 63.00
4 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
4 ER PPC Nose 6(60) 6(60) 6(60) -- 60 24.00
4 ER Large Laser Nose 4(40) 4(40) 4(40) 4(40) 48 16.00
1 Ultra AC/20(40 rounds) Nose 3(30) 3(30) -- -- 14 20.00
1 ATM 12(30 rounds) Nose 3(30) 2(20) 1(10) 1(10) 8 13.00
2 Large Pulse Laser Nose 2(20) 2(20) 2(20) -- 20 12.00
4 ER PPC L/RW 6(60) 6(60) 6(60) -- 120 48.00
4 ER Large Laser L/RW 4(40) 4(40) 4(40) 4(40) 96 32.00
1 Ultra AC/20(40 rounds) L/RW 3(30) 3(30) -- -- 28 40.00
1 ATM 12(30 rounds) L/RW 3(30) 2(20) 1(10) 1(10) 16 26.00
2 Large Pulse Laser L/RW 2(20) 2(20) 2(20) -- 40 24.00
4 ER Medium Laser L/RW(A) 3(28) 3(28) -- -- 40 8.00
4 ER PPC Aft 6(60) 6(60) 6(60) -- 60 24.00
4 ER Large Laser Aft 5(45) 4(40) 4(40) 4(40) 48 16.00
1 ER Small Laser 2 .50
------------------------------------------------------------------------------
TOTALS: Heat: 600 4,600.00
Tons Left: .00
Calculated Factors:
Total Cost: 796,458,600 C-Bills
Battle Value: 25,298
Cost per BV: 31,483.07
Weapon Value: 19,835 (Ratio .78)
Damage Factors: SRV 620; MRV 493; LRV 141; ERV 0
Maintenance: Maintenance Point Value (MPV) 71,146
(35,223 Structure, 23,550 Life Support, 12,373 Weapons)
Support Points (SP) 20,595 (29 of MPV)
BattleForce2: MP: 8, Armor/Structure: 28 / 28
Damage PB/M/L: 52/52/37, Overheat: 0
Class: DM; Point Value: 253
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Charleston (Attack Transport)
Tech: Clan / 3024
Vessel Type: Aerodyne DropShip
Rules: Level 2, Standard design
Rules Set: AeroTech2
Mass: 4,800 tons
Power Plant: Standard
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Ferro-aluminum
Armament:
8 ER Large Laser
1 ER Medium Laser
16 Large Pulse Laser
1 Ultra AC/20
5 Gauss Rifle
6 LRM 15
------------------------------------------------------------------------------
Overview:
The changes in doctrine and organization that differentiate the Republic
Army from its Inner Sphere cousins have resulted in DropShip designs that are
best suited to the different tactics.
Many of these designs, however, while potent, are a bit too specialzed.
Many lack cargo space for anything more than food, water, and minimal spare
parts. In the past, this was usually not a major problem, as operations
against pirate forces and clandestine raids against Successor State or Clan
planets that the Army usually conducted did not require large amounts of
supplies.
However, with the threat of a Clan invasion of the Republic possible, the
General Staff realized that their logistics network relied entirely upon
civilian designs for moving supplies. Although this usually meant that
shipping material was cheap and efficiently done, it also meant that they were
increadibly vulnerable to attack. In addition, any prolonged offensive
operation - which the Republic would have used to counter an invasion - would
require lots of supplies, supplies that would have to be guarded like the
proverbial Fort Knox of Terra, thus requiring escorts for the lightly armed
cargo ships.
Thus, several firms and the Naval Design Beareu were solicited for a new
transport design that could fend for itself in most combat situations that are
likely to arise from enemy raids against shipping.
Eventually, a design by Wasaw Heavy Industries was selected. Thus was born
the "Charleston" class Attack Transport.
Capabilities:
The Charleston was given an aerodyne shape by its builders for ease of
operation, since aerodynes are more stable in atmosphere and have little
trouble reentering. The fact that an aerodyne needs a landing strip was not
considered a problem on offensive or defensive missions. In the latter, a
planet receiving the supplies carried is almost always a friendly planet with
sufficient landing strips. In the case of the former, even a well-armed and
armored transport like the Charleston is not sent in until a stable beachhead
is secured, instead supplies are delivered via dropshuttles.
The Charleston, however, is expected to go into areas that may result in it
coming under fire, either in transit or on the ground. To defend the craft,
the designers at Warsaw Heavy Industries reinforced the internal structure,
and gave the craft excellent protection with thirty-seven-and-a-half tons of
Ferro-Aluminum armor. Although not as heavy as some assault dropships'
protection, this is usally more than enough to fend off enemy fighters or
smaller dropships.
Further helping the Charleston's survival rating is its impressive arsenal.
The design features not less than twenty-four large lasers of both the pulse
and extended-range variety, five gauss rifles, six LRM-15 launch racks, and an
Ultra AC-20 in the nose for added protection. Again, this is not the heaviest
arsenal mounted on a dropship, but it is much heavier than what cargo ships
usually carry.
The Charleston wouldn't be very effective in its role if it didn't carry a
good amount of cargo. In this case, the design carries just over three
thousand tons of cargo diveded into two holds, giving the Charleston the
ability to carry approximately sixty-five percent of its mass as cargo. Each
hold, furthermore, has three access doors, allowing for quick unloading, thus
reducing the time the Charleston needs to remain on-planet and therefore
reducing the risk to the vessel should it be assigned to supply an invasion
force.
The one area the Charleston could be considered lacking is its engine
compartment. The design uses an older, Series 2860 drive system that can only
maintain about 1.5Gs, with a burst capability of 2.5Gs. This is slower than
most standardized Federal troop transports, and indeed, even slower than many
WarShips assigned escort duty. It was deemed neccessary, however, in light of
the need for excellent cargo capacity and the defensive abilities needed in
the design requirements to keep the engine size down. This is, however, not
considered a major drawback, as the Charleston is usually not sent in until
aerospace superiority is assured, or at least denied to the enemy.
Battle History:
The Charleston went to its first major test during Operation Tellus
Libertas. There, a supply group of three Charlestons making a run to the 6th
Division's aera of operation in Africa fell under attack from a
previously-hidden Word of Blake Fighter squadron group consisting of fourteen
fighters. The Blakests were surprised as the heavy firepower of the
Charlestons tore into their craft at long range, and then were further
surprised at the well-armored hide protecting the craft. The Blakest squadron
disengaged when a Republic interceptor squadron arrived on scene. Only five
Blakest ships survived, and none of them escaped without heavy damage.
Two days later, the secret aerodrome was discovered and attacked by elements
of the 6th Division.
Deployment
First built in 3024, the Charleston has been built in steady numbers ever
since. Almost every Army Division has several of these ships for transporting
cargo, and the Navy has a large amount that they keep in reserve for major
combat operations.
------------------------------------------------------------------------------
Class/Model/Name: Charleston (Attack Transport)
Mass: 4,800 tons
Equipment: Mass
Power Plant, Drive & Control: 878.50
Thrust: Safe Thrust: 3
Maximum Thrust: 5
Structural Integrity: 9 216.00
Total Heat Sinks: 155 Double 112.00
Fuel & Fuel Pumps: 123.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 36.00
Fire Control Computers: .00
Food & Water: (67 days supply) 4.00
Armor Type: Ferro-aluminum (936 total armor pts) 37.50
Standard Scale Armor Pts
Location: L / R
Fore: 280
Left/Right Wings: 228/228
Aft: 200
Cargo:
Bay 1: Cargo (1) with 3 doors 1,511.00
Bay 2: Cargo (1) with 3 doors 1,511.00
Life Boats: 3 (7 tons each) 21.00
Crew and Passengers:
2 Officers (2 minimum) 20.00
3 Crew (3 minimum) 21.00
7 Gunners (7 minimum) 49.00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
2 ER Large Laser Nose 3(27) 3(27) 2(20) 2(20) 24 8.00
1 ER Medium Laser 5 1.00
4 Large Pulse Laser Nose 4(40) 4(40) 4(40) -- 40 24.00
1 Ultra AC/20(40 rounds) Nose 5(45) 5(45) 2(15) -- 14 20.00
1 Gauss Rifle(24 rounds) 1 15.00
2 ER Large Laser L/RW 2(20) 2(20) 2(20) 2(20) 48 16.00
4 Large Pulse Laser L/RW 4(40) 4(40) 4(40) -- 80 48.00
1 Gauss Rifle(24 rounds) L/RW 2(15) 2(15) 2(15) -- 2 30.00
2 LRM 15(40 rounds) L/RW 2(18) 2(18) 2(18) -- 20 24.00
1 Gauss Rifle(24 rounds) L/RW(A) 2(15) 2(15) 2(15) -- 2 30.00
2 ER Large Laser Aft 2(20) 2(20) 2(20) 2(20) 24 8.00
4 Large Pulse Laser Aft 4(40) 4(40) 4(40) -- 40 24.00
2 LRM 15(40 rounds) Aft 2(18) 2(18) 2(18) -- 10 12.00
------------------------------------------------------------------------------
TOTALS: Heat: 310 4,800.00
Tons Left: .00
Calculated Factors:
Total Cost: 461,807,280 C-Bills
Battle Value: 9,881
Cost per BV: 46,736.9
Weapon Value: 11,146 (Ratio 1.13)
Damage Factors: SRV 386; MRV 324; LRV 136; ERV 0
Maintenance: Maintenance Point Value (MPV) 39,465
(22,028 Structure, 9,385 Life Support, 8,052 Weapons)
Support Points (SP) 13,730 (35 of MPV)
BattleForce2: MP: 3, Armor/Structure: 16 / 15
Damage PB/M/L: 31/31/27, Overheat: 0
Class: DM; Point Value: 99
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Independence Carrier
Tech: Clan / 3060
Vessel Type: Aerodyne DropShip
Rules: Level 2, Standard design
Rules Set: AeroTech2
Mass: 35,000 tons
Power Plant: Standard
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Ferro-aluminum
Armament:
3 Killer Whale
18 ER Large Laser
8 Large Pulse Laser
2 AMS
8 Ultra AC/20
20 ER PPC
3 LRM 20+ArtIV
16 Heavy Medium Laser
------------------------------------------------------------------------------
Overview:
A new design just entering service in the mid 3060s, the Republic-designed
Independence is a fearsome fighter-carrier capable of carrying a complete
fighter regiment into battle where WarShips may be too valuable to risk.
Capabilities:
Originally envisioned as a massive assault ship, the design that would
become the Independence was initially to have incorporated a large array of
capital missiles and fighter-scale autocannons. However, preliminary designs
showed that the ship was well suited for carrying fighters, and soon the
single-squadron capacity was increased to two squadrons, and then up to three.
Eventually, the design was reworked into a potent fighter carrier.
The design retains some of the assault-ship characteristics from its
preliminary design phase, including a decent thrust ability, massive amounts
of armor, and an arsenal of weaponry that is fearsome to any captain
commanding less than a full WarShip.
The centerpiece of the armament of the Independence is its three Killer
Whale missile launchers, each supplied with ten ready-to-fire missiles. This
allows the Independence to support its fighters at long range against enemy
DropShips and WarShips, if neccessary. Further firepower is granted by a
plethora of pulse and extended-range lasers, ultra-class autocannons, and ER
PPCs. Meanwhile, a piar of AMS systems can intercept enemy missile streams,
lessening the reliance of the mothership on her fighters.
Notable Vessels & Crews:
USS Independence - This ship participated in the Battle of Luna-L2, where the
Blakest-captured Yggdrasil and a currently-unkown Eagle-class Frigate
attempted to outflank Republic WarShips by jumping in at the Lagrange point
bewteen Terra and Luna. The Independence and her fighter compliment were
insturmental in not only protecting the trailing transports, but setting up a
nasty ambush that eventually led to the second surrender of the Yggdrasil.
Deployment
Currently, five of these massive DropShips have been completed. Two
participated in Operation Tellus Libertas, including the Nameship. They both
aquitted themselves well in battle, and their fighter capacity proved
effective in staging strikes against Blakest forces too focused in on the
Republic WarShips.
The fifth ship, the USS Cabot, has recently gone absent from its normal post
over the immensely valuable planet of New Honshu, along with several other
dropships, jumpships, and warships. Our analysts believe that they may be
involved in some unkown military operation beyond even Republic space, though
what sort of threat that deep into the Great Expanse would merit such awesome
firepower remains unanswered, especially with the massive move that Clan Snow
Raven has begun.
(Note: ROM is currently trying to place agents in the Republic, and
the reason for this mysterious military operation is a top priority. The time
prior to the Clan Invasion had similar such happenstances, and the eerie
coincidences have many top-level analysts worried. We shall keep you informed,
Precentor Martial, should anything new develop.)
------------------------------------------------------------------------------
Class/Model/Name: Independence Carrier
Mass: 35,000 tons
Equipment: Mass
Power Plant, Drive & Control: 8,540.00
Thrust: Safe Thrust: 4
Maximum Thrust: 6
Structural Integrity: 52 9,100.00
Total Heat Sinks: 450 Double 23.00
Fuel & Fuel Pumps: 918.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 263.00
Fire Control Computers: 24.00
Food & Water: (123 days supply) 125.00
Armor Type: Ferro-aluminum (2,174 total armor pts) 234.00
Standard Scale Armor Pts
Location: L / R
Fore: 560
Left/Right Wings: 540/540
Aft: 534
Cargo:
Bay 1: Fighters (36) with 4 doors 5,400.00
Small Craft (2) 400.00
Bay 2: Fighters (36) with 4 doors 5,400.00
Small Craft (2) 400.00
Bay 3: Cargo (1) with 2 doors 1,271.00
Life Boats: 16 (7 tons each) 112.00
Escape Pods: 16 (7 tons each) 112.00
Crew and Passengers:
6 Officers (6 minimum) 60.00
18 Crew (5 minimum) 126.00
16 Gunners (16 minimum) 112.00
164 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
1 Killer Whale(10 msls) Nose 4 4 4 4 20 650.00
8 ER Large Laser Nose 8(80) 8(80) 8(80) 8(80) 96 32.00
8 Large Pulse Laser Nose 8(80) 8(80) 8(80) -- 80 48.00
1 AMS(48 rounds) Nose -- -- -- -- 1 2.50
1 Killer Whale(10 msls) L/RW 4 4 4 4 40 1,300.00
4 Ultra AC/20(100 rounds) L/RW 12(120)12(120) -- -- 112 136.00
4 ER Large Laser L/RW 4(40) 4(40) 4(40) 4(40) 96 32.00
2 ER PPC L/RW 3(30) 3(30) 3(30) -- 60 24.00
1 LRM 20+ArtIV(30 rounds) L/RW 2(16) 2(16) 2(16) -- 12 22.00
8 Heavy Medium Laser L/RW(A) 8(80) -- -- -- 112 16.00
4 ER PPC L/RW(A) 6(60) 6(60) 6(60) -- 120 48.00
8 ER PPC Aft 12(120)12(120)12(120) -- 120 48.00
2 ER Large Laser Aft 2(20) 2(20) 2(20) 2(20) 24 8.00
1 LRM 20+ArtIV(30 rounds) Aft 2(16) 2(16) 2(16) -- 6 11.00
1 AMS(48 rounds) Aft -- -- -- -- 1 2.50
------------------------------------------------------------------------------
TOTALS: Heat: 900 35,000.00
Tons Left: .00
Calculated Factors:
Total Cost: 1,675,353,600 C-Bills
Battle Value: 27,602
Cost per BV: 60,696.82
Weapon Value: 23,837 (Ratio .86)
Damage Factors: SRV 1,037; MRV 738; LRV 274; ERV 35
Maintenance: Maintenance Point Value (MPV) 972,778
(924,477 Structure, 27,280 Life Support, 21,021 Weapons)
Support Points (SP) 44,342 (5 of MPV)
BattleForce2: MP: 4, Armor/Structure: 36 / 36
Damage PB/M/L: 70/70/46, Overheat: 0
Class: DL; Point Value: 276
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Rodger Young (Corvette/Raider)
Tech: Clan / 3069
Vessel Type: WarShip
Rules: Level 2, Standard design
Rules Set: AeroTech2
Mass: 250,000 tons
K-F Drive System: (Unknown)
Length: 424 meters
Sail Diameter: 926 meters
Power Plant: Standard
Safe Thrust: 6
Maximum Thrust: 9
Armor Type: Lamellor Ferro-carbide
Armament:
5 NAC/20
2 Light NPPC
2 Medium NPPC
2 NL35
35 ER Large Laser
20 Gauss Rifle
8 AMS
6 ATM 12
Manufacturer: various
Location: various
------------------------------------------------------------------------------
Overview:
With the effectiveness of the Mobile Infantry concept proven with
operations conducted in the Chaos March, the Federal Navy and the Army jointly
proposed a new class of WarShip to make the best use out of the powerful
concept.
Thus, the TCT-X project, as it was codenamed, was born. Recently renamed to
honor the crew of the former USS Rodger Young, who selflessly made a suicidal
stand in the face of Clan Star Adder's naval forces in the Solomons system.
Capabilities:
The TCT-X design team initially proposed a 270,000 ton craft that would
mount minimal naval-grade weaponry and carry dropships and fighters. However,
the design proved difficult to finalize, and the project teetered on the brink
of cancellation.
The saving grace was found one of the design team's engineers' hobbies,
namely historical research. The young man discovered an old tech readout of
the Lyran-built Mako-class Corvette. Seeing the craft's specifications almost
exactly matched the TCT-X Project's goals, he brough the TRO in to show his
collegues. Initially skeptical, the team poured over the data and agreed that
the Mako would make an excellent base for the new design after all.
Although a good base it was, the designers still tweaked the ship's
specifications a bit more. The Broadside NAC-25s were replaced with the same
kind of NAC-20 found in the nose of the craft, simplifying logistics and
increasing the space needed to increase endurance for the craft, which would
have to boost for significant timespans. The design team also increased the
mass by 50,000 tons to further incease the TCT-X's cargo load and fuel
bunkerage. ironically bringing the design closer to the original mass.
Additional changes took the form of upgraded Clan Weaponry, adding ATM-12s
and AMS systems to the hull, and modifying the Original Mako's cooling system
to take into account the more advanced weaponry.
All of this is so the Rodger Young to carry a single M.I. Platoon into
battle. Although this seems strange to devote a WarShip to this - especially
as dropships can carry just as many troops at the same speed - the General
Staff are confident that the new WarShip/MI combo will prove devastating.
Deployment
None of these ships have been finished yet, though the lead vessel - the
Rodger Young - is expected to be completed later this year, with trials and
full commissioning into the fleet in January 3069.
At least one more ship is expected to be built, and the laying-down
cerimony is schedueled to occour after the Rodger Young finishes her main
phase of construction.
------------------------------------------------------------------------------
Class/Model/Name: Rodger Young (Corvette/Raider)
Mass: 250,000 tons
Equipment: Mass
Power Plant, Drive & Control: 90,000.00
Thrust: Safe Thrust: 6
Maximum Thrust: 9
Kearny-Fuchida Hyperdrive: Compact (Integrity 7) 113,125.00
Lithium Fusion Battery 2,500.00
Jump Sail: (Integrity 3) 42.00
Structural Integrity: 50 12,500.00
Total Heat Sinks: 690 Double 221.00
Fuel & Fuel Pumps: 3,162.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 625.00
Fire Control Computers: .00
Food & Water: (100 days supply) 120.00
Hyperpulse Generator: 50.00
Armor Type: Lamellor Ferro-carbide (290 total armor pts) 236.00
Capital Scale Armor Pts
Location: L / R
Fore: 50
Fore-Left/Right: 48/48
Aft-Left/Right: 48/48
Aft: 48
Cargo:
Bay 1: Small Craft (4) with 2 doors 800.00
Bay 2: Cargo (1) with 2 doors 2,548.00
Bay 3: Battle Armor Points/Squads (11) with 1 door 110.00
Bay 4: Fighters (12) with 2 doors 1,800.00
Grav Deck #1: (75-meter diameter) 50.00
Life Boats: 18 (7 tons each) 126.00
Escape Pods: 18 (7 tons each) 126.00
Crew and Passengers:
25 Officers (21 minimum) 250.00
80 Crew (70 minimum) 560.00
25 Gunners (23 minimum) 175.00
110 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
1 NAC/20(20 rounds) Nose 20 20 20 -- 60 2,508.00
2 Light NPPC Nose 14 14 14 -- 210 2,800.00
5 ER Large Laser Nose 5(50) 5(50) 5(50) 5(50) 60 20.00
2 Gauss Rifle(32 rounds) Nose 3(30) 3(30) 3(30) -- 2 28.00
1 AMS(72 rounds) Nose -- -- -- -- 1 3.50
5 ER Large Laser FL/R 5(50) 5(50) 5(50) 5(50) 120 40.00
3 Gauss Rifle(40 rounds) FL/R 5(45) 5(45) 5(45) -- 6 82.00
1 AMS(72 rounds) FL/R -- -- -- -- 2 7.00
1 ATM 12(30 rounds) FL/R 3(30) 2(20) 1(10) 1(10) 16 26.00
2 NAC/20(30 rounds) L/RBS 40 40 40 -- 240 10,024.00
1 Medium NPPC L/RBS 9 9 9 9 270 3,600.00
4 ER Large Laser L/RBS 4(40) 4(40) 4(40) 4(40) 96 32.00
4 Gauss Rifle(80 rounds) L/RBS 6(60) 6(60) 6(60) -- 8 116.00
1 AMS(72 rounds) L/RBS -- -- -- -- 2 7.00
4 ER Large Laser AL/R 4(40) 4(40) 4(40) 4(40) 96 32.00
2 ATM 12(90 rounds) AL/R 6(60) 4(40) 2(20) 2(20) 32 64.00
1 AMS(72 rounds) AL/R -- -- -- -- 2 7.00
2 NL35 Aft 7 7 7 -- 104 1,400.00
4 ER Large Laser Aft 4(40) 4(40) 4(40) 4(40) 48 16.00
4 Gauss Rifle(80 rounds) Aft 6(60) 6(60) 6(60) -- 4 58.00
1 AMS(72 rounds) Aft -- -- -- -- 1 3.50
------------------------------------------------------------------------------
TOTALS: Heat: 1,380 250,000.00
Tons Left: .00
Calculated Factors:
Total Cost: 6,537,726,800 C-Bills
Battle Value: 74,788
Cost per BV: 87,416.79
Weapon Value: 32,925 (Ratio .44)
Damage Factors: SRV 2,017; MRV 1,830; LRV 1,188; ERV 389
Maintenance: Maintenance Point Value (MPV) 604,876
(79,406 Structure, 473,312 Life Support, 52,158 Weapons)
Support Points (SP) 155,865 (26 of MPV)
BattleForce2: Not applicable
Classic BattleTech Battle Armor Technical Readout
VALIDATED
Type/Model: Republic Scout Armor
Tech/Era: Clan / 3067 / CBT Rules
Chassis Type: Humanoid
Weight Class: Light Battle Armor (401 - 750 kg)
Rules: Level 2, Standard design
Ground Speed: 10.8 km/h
Jump Capacity: 120 meters
Armor Type: Standard Stealth
Overview:
The proliferation of Inner Sphere battle armor designs was a
wake-up call for the Republic, which had only concentrated on
improved 'Mech, DropShip, and WarShip designs until the Clan
Invasion of 3050.
The new suit designs incorporated concepts and ideas that many
lower-level commanders had been requesting for years, and so
operatives were sent out to gather technical specifications of
many designs.
Amongst these designs was the Grey Death Legion's Scout Armor
design. However, Legion security proved to be too strong,
initially, for Republic agents to infiltrate, and so for several
years, the Republic agents came up empty.
After three years, however, the Republic learned enough through
third-party sources about the capabilities of the GDL's Scout
armor. Although not enough to make a full copy, it was enough that
Republic engineers could design an armor that would approximate
the GDL's design.
After another three years of development, the Republic's Army
and M.I. units had their scout armor.
Capabilities:
Built along the same paradigm as the GDL Scout armor, the
Republic Scout Armor was designed along the idea of moving
quickly, gathering intelligence, and then falling back to report.
To this end, the Scout armor was given an advanced sensor suite
that grants it the same sensing ability of a Beagle Active Probe,
though its range is somewhat more limited. In addition, advanced
stealth armor composits and a jump booster allow the Scout armor
to make good an escape should it run into anything it can't
handle. These two systems alone are credited with saving over a
hundred lives of scout troopers in recent operations on Terra, in
the Chaos March, and in the Star Adder Invasion of the Republic.
Deployment
First produced in early 3058, the RSA design has proliferated
throughout the Republic, and a squad of such armor can be found
attached to nearly every platoon.
------------------------------------------------------------------
Type/Model: Republic Scout Armor
Equipment: Slots Mass
Chassis Type: Light Class Humanoid with HarJel 0 150
Motive System: Ground Movement (1 MP) 0 0
Jump Jets (3 MP) 0 75
Jump Booster (Body+1 Jump MP) 2 125
Armor Type: 6 Points Standard Stealth 4 210
Manipulators:
Left Arm: Armored Glove 0 0
Right Arm: Armored Glove 0 0
Weapons and Equipment Loc Shots Slots Mass
------------------------------------------------------------------
Active Probe Body 2 150
------------------------------------------------------------------
TOTALS: 8 710
Slots & Mass Left: 0 40
Calculated Factors:
Total Cost: 649,500 C-Bills, Including Trooper
Training Costs of 200,000 C-bills
Battle Value: 21 (105 for 5) Weapon Value: 5 (Ratio.24)
Cost per BV: 21,404.76 (w/o Trooper Training costs)
Damage Factors: SRDmg 0 MRDmg 0 LRDmg 0
Mechanized: Travels on OmniMechs
Attacks: Can perform Swarm and Leg attacks
BattleForce2: Class: IB MP: 4J Armor/Structure: 2 / 0
Damage PB/M/L: -/-/- Overheat: 0
Point Value: 1 Specials: mec, prb, car5
CBT:RPG Data: Armor Value (M/B/E/X): 8/7/6/6 Coverage: Full
IR+6, ECM+6, Camo: 0
Melee AP: 0, Target Size Modifier: 0
Movement Modifiers:
Walking: 0, Running: 0, Sprinting: 0
Jump: 120 m/turn
Attribute Modifiers: STR+2, DEX: 0, RFL: -1
Equipment Rating: F/D/E
Created by HeavyMetal Battle Armor
Classic BattleTech Battle Armor Technical Readout
VALIDATED
Type/Model: Marauder Battle Armor
(4 Configurations)
Tech/Era: Clan / 3067 / CBT Rules
Chassis Type: Humanoid
Weight Class: Medium Battle Armor (751 - 1,000 kg)
Rules: Level 2, Standard design
Ground Speed: 10.8 km/h
Jump Capacity: 90 meters
Armor Type: Standard
Overview:
The United Systems' Republic has had acess to Clan technology,
including Elemental battle armor, for decades. However, only
recently has there been a push to develop new designs to better
augument the Republic's armored troopers. Much of this impetous
stems from the Inner Sphere's deployment of numerous designs,
which have also prompted growing development in the Clans.
The Republic has long held the edge in Battle Armored
formations, believing in the suits whole-heartedly. But the new
armor designs began to erode that advantage, and so a new study
was commissioned to create a series of requirements for new,
Republic-specific battle armor.
The Marauder is one of these designs.
Capabilities:
The Marauder began development in late 3061, after agents in
the Inner Sphere militaries uncovered reports showing the prowess
of the new Sphere-designed battle armor when it was used
effectively. In tight confines, Combine Kage and Raiden designs
could out perform Elemental suits, and in open combat, the
longer-ranged guns of battlemechs could overpower a unit provided
exclusively with Elemental armor.
Thus, a prime concern was the flexibility of the new design.
Republic engineers approached the challenge by designing the
Marauder along the lines of an omnimech. Modular ports are thus
mounted in the right arm and body, allowing a unit to reconfigure
its armor prior to battle with weapons more appropriate to the
task at hand.
The Marauder's main configuration, however, uses the newly
developed clan Micro Pulse Laser as its prime weapon, matching the
Elemental's small laser in range and firepower, but improving
accuracy and anti-infantry ability.
Also in the main configuration is a detatchable LRM-2 missile
launcher, which is provided with four full salvos of missles,
giving the Marauder the ability to hurt its enemies at range.
Finally, a standard anti-personnel weapon mount on the left arm
can accomidate almost any hand-held weapon in the Inner Sphere,
Clans, or Republic.
Other configurations have been seen, including ones sporting
SRMs, Support Particle cannons, and Recoiless Rifles.
Deployment
The Marauder had difficulties in development, and so deployment
was delayed until 3065. In the last two years, however, the
Republic has manufactured large amounts of these suits. The
majority have been assigned to the Republic's Mobile Infantry
branch of their Navy. Others have been sent to various Regular
Army units, though National Guard and Militia units still have not
received any of these potent suits so far.
Configuration: Base
Equipment: Slots Mass
Chassis Type: Medium Class Humanoid with HarJel 0 250
Motive System: Ground Movement (1 MP) 0 0
Jump Jets (3 MP) 0 150
Armor Type: 10 Points Standard 0 250
Manipulators:
Left Arm: Basic Manipulator 0 0
Right Arm: Basic Manipulator 0 0
Fixed Weapons & Equipment Loc Shots Slots Mass
------------------------------------------------------------------
Missile-Capable Modular Weapon Mount RA 1 10
Missile-Capable Modular Weapon Mount Body 1 10
Anti-Personnel Weapon Mount LA 1 5
------------------------------------------------------------------
TOTALS: 3 675
Slots & Mass Available for Configurations: 7 325
Configuration: Primary
Config Weapons & Equipment Loc Shots Slots Mass
------------------------------------------------------------------
Micro Pulse Laser RA/MWM-M 68 2 175
Detachable Missile Pack Body/MW 0 10
LRM 2 Body/MWM 4 3 137
SMG, Gauss LA/APWM 120 0 0
------------------------------------------------------------------
TOTALS: 8 997
Slots & Mass Left: 2 3
Calculated Factors:
Total Cost: 718,207 C-Bills, Including Trooper
Training Costs of 200,000 C-bills
Battle Value: 64 (320 for 5) Weapon Value: 58 (Ratio.91)
Cost per BV: 8,096.98 (w/o Trooper Training costs)
Damage Factors: SRDmg 2 MRDmg 1 LRDmg 1
Mechanized: Travels on OmniMechs
Attacks: Can perform Swarm and Leg attacks
BattleForce2: Class: IB MP: 3J Armor/Structure: 3 / 0
Damage PB/M/L: 1/-/- Overheat: 0
Point Value: 3 Specials: mec, car5
CBT:RPG Data: Armor Value (M/B/E/X): 9/8/8/8 Coverage: Full
IR: 0, ECM: 0, Camo: 0
Melee AP: 2, Target Size Modifier: -1
Movement Modifiers:
Walking: -1, Running: -2, Sprinting: -3
Jump: 90 m/turn
Attribute Modifiers: STR+4, DEX: -1, RFL: -1
Equipment Rating: F/D/E
Configuration: Close Assault
Config Weapons & Equipment Loc Shots Slots Mass
------------------------------------------------------------------
Machine Gun RA/MWM-M 50 1 100
SRM 3 Body/MWM 4 3 225
Shotgun, Combat LA/APWM 32 0 0
------------------------------------------------------------------
TOTALS: 7 1,000
Slots & Mass Left: 3 0
Calculated Factors:
Total Cost: 705,424 C-Bills, Including Trooper
Training Costs of 200,000 C-bills
Battle Value: 57 (285 for 5) Weapon Value: 55 (Ratio.96)
Cost per BV: 8,867.09 (w/o Trooper Training costs)
Damage Factors: SRDmg 4 MRDmg 0 LRDmg 0
Mechanized: Travels on OmniMechs
Attacks: Can perform Swarm and Leg attacks
BattleForce2: Class: IB MP: 3J Armor/Structure: 3 / 0
Damage PB/M/L: 2/1/- Overheat: 0
Point Value: 3 Specials: mec, car5
CBT:RPG Data: Armor Value (M/B/E/X): 9/8/8/8 Coverage: Full
IR: 0, ECM: 0, Camo: 0
Melee AP: 2, Target Size Modifier: -1
Movement Modifiers:
Walking: -1, Running: -2, Sprinting: -3
Jump: 90 m/turn
Attribute Modifiers: STR+4, DEX: -1, RFL: -1
Equipment Rating: F/D/E
Configuration: Ranger
Config Weapons & Equipment Loc Shots Slots Mass
------------------------------------------------------------------
Light Machine Gun RA/MWM-M 50 1 75
Support PPC Body/MWM 42 3 250
Gyrojet Gun, Heavy LA/APWM 20 0 0
------------------------------------------------------------------
TOTALS: 7 1,000
Slots & Mass Left: 3 0
Calculated Factors:
Total Cost: 697,000 C-Bills, Including Trooper
Training Costs of 200,000 C-bills
Battle Value: 55 (275 for 5) Weapon Value: 33 (Ratio.60)
Cost per BV: 9,036.36 (w/o Trooper Training costs)
Damage Factors: SRDmg 2 MRDmg 0 LRDmg 0
Mechanized: Travels on OmniMechs
Attacks: Can perform Swarm and Leg attacks
BattleForce2: Class: IB MP: 3J Armor/Structure: 3 / 0
Damage PB/M/L: 1/1/- Overheat: 0
Point Value: 3 Specials: mec, car5
CBT:RPG Data: Armor Value (M/B/E/X): 9/8/8/8 Coverage: Full
IR: 0, ECM: 0, Camo: 0
Melee AP: 2, Target Size Modifier: -1
Movement Modifiers:
Walking: -1, Running: -2, Sprinting: -3
Jump: 90 m/turn
Attribute Modifiers: STR+4, DEX: -1, RFL: -1
Equipment Rating: F/D/E
Configuration: WW2
Config Weapons & Equipment Loc Shots Slots Mass
------------------------------------------------------------------
SRM 1 RA/MWM-M 4 2 75
Light Recoilless Rifle Body/MWM 80 3 235
(with High-Explosive Ammo)
Pulse Laser Rifle LA/APWM 0 0
------------------------------------------------------------------
TOTALS: 8 985
Slots & Mass Left: 2 15
Calculated Factors:
Total Cost: 692,680 C-Bills, Including Trooper
Training Costs of 200,000 C-bills
Battle Value: 56 (280 for 5) Weapon Value: 44 (Ratio.79)
Cost per BV: 8,797.86 (w/o Trooper Training costs)
Damage Factors: SRDmg 3 MRDmg 0 LRDmg 0
Mechanized: Travels on OmniMechs
Attacks: Can perform Swarm and Leg attacks
BattleForce2: Class: IB MP: 3J Armor/Structure: 3 / 0
Damage PB/M/L: 1/1/- Overheat: 0
Point Value: 3 Specials: mec, car5
CBT:RPG Data: Armor Value (M/B/E/X): 9/8/8/8 Coverage: Full
IR: 0, ECM: 0, Camo: 0
Melee AP: 2, Target Size Modifier: -1
Movement Modifiers:
Walking: -1, Running: -2, Sprinting: -3
Jump: 90 m/turn
Attribute Modifiers: STR+4, DEX: -1, RFL: -1
Equipment Rating: F/D/E
Created by HeavyMetal Battle Armor
BattleTech Vehicle Technical Readout
VALIDATED
Type/Model: SeaBee Jeep
Tech: Clan / 3020
Config: Wheeled Vehicle
Rules: Level 3, Standard design
Mass: 5 tons
Power Plant: 25 Chevrolet CH-45 300 HP I.C.E.
Cruise Speed: 97.2 km/h
Maximum Speed: 151.2 km/h
Armor Type: Compound 2110 Standard
Armament: None
Manufacturer: Dynamic Manufacturing Inc.
Location: Lincoln
Communications System: Mil spec VCS-1A
Targeting & Tracking System: None
------------------------------------------------------------------------------
Overview:
The Seabee Corps is a branch of the Republic's Federal Navy, and they are
repsonsible for the construction and major repair of all groundside naval
bases. In addition, the Navy routinely 'loans' Seabee units to the Army, who
uses them in much the same fashion, though only in cases when a new base is
needed quickly.
To help with this kind of goal, a quick survey of the area being considered
is a top priority. Even more so than usual, since the area is usually
undeveloped or even unexplored. Unfortunately, conventional jeeps proved
limited in their abilities to support such endevours, and so the Seabee Corps
put out calls in the early 31st century for a replacement design.
What they got was a jeep named after their own service for good reason.
Capabilities:
The Seabee jeep is remarkably similar in capabilities to the older, more
conventional jeep designs found throughout human-occupied space.
However, the Seabee Jeep has been redesigned with a far tougher chassis,
which is armored somewhat to protect the engineers should they come under
fire, or just from nasty collisisons with unavoidable obstacles. The chassis
and armor design gives the Seabee jeep a unique profile, and some have
nicknamed it the 'warthog' for its ability to take a tremendous amount of
punishment and still remain usable.
Another feature improved over conventional jeeps is the motive system. Not
only is the Seabee Jeep capable of much higher speeds - up to 152 km/h on
paved roads, an average of 98 km/h over loose terrain - but it is also
equipped with special ducted propellers mounted underneath the rear flatbed
that give the jeep the ability to be fully amphibious.
All of this comes at some price. The Seabee jeep can only carry a single
ton of cargo before suffering speed limiatations; the most common jeep design
can carry seven hundred fifty kilograms more.
However, this carrying capacity is helped by the addition of a trailer
towing hitch, which allows the Seabee jeep to haul a specially designed
trailer for when a crew needs more cargo.
Deployment
First built in 3020, the Seabee Jeep can be found in every detatchment of
that corps. Many more have been sent to the Army Corps of Engineers (who
despise the fact that such a useful vehicle is named aftr their engineering
rivals).
A demiliterized version is sold under the commercial name "Warthog" to
citizens who can afford the steep price.
--------------------------------------------------------
Type/Model: SeaBee Jeep
Mass: 5 tons
Equipment: Items Mass
Int. Struct.: 4 pts Reinforced 0 1.00
Engine: 25 I.C.E. 0 1.00
Cruise MP: 9
Flank MP: 14
Heat Sinks: 0 Single 0 .00
Cockpit & Controls: 0 .50
Crew: 1 Members 0 .00
Amphibious Drive Equipment: 0 .50
Armor Factor: 16 pts Standard 0 1.00
Internal Armor
Structure Value
Front: 1 4
Left / Right Sides: 1 4/4
Rear: 1 4
Weapons and Equipment Loc Heat Ammo Items Mass
--------------------------------------------------------
1 C.A.S.E. Equipment Body 0 .00
1 Trailer Hitch Rear 1 .00
Cargo Bay Capacity Body 1 1.00
--------------------------------------------------------
TOTALS: 0 3 5.00
Items & Tons Left: 3 .00
Calculated Factors:
Total Cost: 79,010 C-Bills
Battle Value: 22
Cost per BV: 3,591.38
Weapon Value: 0 / 0 (Ratio .00 / .00)
Damage Factors: SRDmg 0; MRDmg 0; LRDmg 0
BattleForce2: MP: 9W, Armor/Structure: 0 / 1
Damage PB/M/L: -/-/-, Overheat: 0
Class: GL; Point Value: 0
Specials: tran1
BattleTech Vehicle Technical Readout
VALIDATED
Type/Model: Manta Hovertank
Tech: Clan / 3007
Config: Hovercraft
Rules: Level 2, Standard design
Mass: 20 tons
Power Plant: 75 Ford I.C.E.
Cruise Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Armor Type: Combiweave 1.1 Standard
Armament:
1 Mk. 44 LRM 10
Manufacturer: Federated Armor Works, Dynamic Manufacturing Inc
Location: Lincoln (FAW), Desmonde (DMI)
Communications System: Mil Spec VCS-10B
Targeting & Tracking System: Firefox TTS
------------------------------------------------------------------------------
Overview:
With the acquisition of Clan technology in the early 31st Century, it
became a natural worry for military planners in the Republic over the massive
amounts of upgrades that needed to be done in order to keep the USAF at the
peak of its capabilities. Of particular concern for those members of the
general staff haling from the National Guard was the second-hand nature of
much of their equipment. They already had to deal with technology made
obsolete by Star League standards, but now the Clan technology would make them
even further behind the curve.
To assauge the worries of local commanders, the general staff reccomended
the design and deployment of several new combat vehicles that would use
advanced Clan weaponry, but would also avoid using anything else advanced -
such as XL engines or ferro-fibrous armor - so as to speed development and
deployment of the new, advanced technology to the National Guard.
The Manta hovertank is one of these designs, and it was the first to be
deployed, being by far the simplest design the Republic could make.
Capabilities:
Built upon a small, 20-ton chassis, the Manta resembles less a combat
vehicle than it does a stylized shoebox. However, once a crew gets past the
appearance, they tend to fall in love with the Manta. The design mounts a
simple to use and maintain ten tube Long Range Missile system, which is
afforded a three hundred sixty degree arc of fire by its turret mount. The
Manta is supplied with two tons of ammo, wich gives the craft the ability to
maintain a constant stream of fire for up to four minutes. Although not
spectacular, this is usually enough for a light hovertank, which cannot take
much damage and usually retires before it uses up its ammunition anyway.
Another feature that Manta crews like is the intergral CASE design of the
tank's chassis, which allows them to escape with their lives should the ammo
storage take fire. In addition, six tons of armor and a maximum speed of 130
km/h allow the Manta to bring back its crews more often than not. Add to this
package the simple to maintain ICE engine, complete with the 'skirtlss' lift
system, it becomes easy to see how such an easy-to-maintain craft has
attracted its own set of admirers.
Variants:
Several Guard units that are assigned to defend cities have developed a
'Urban Operations' variant that replaces the LRM rack with a pair of SRM 4
launchers and a machine gun in the turret, and another machine gun in the
front.
Deployment
First built in 3007, the Manta has seen widescale production throughout the
last six decades. Thus, they can be found in every National Guard and militia
unit that uses hovertanks, and even many front line units have adopted the
Manta as a light cavalry vehicle.
--------------------------------------------------------
Type/Model: Manta Hovertank
Mass: 20 tons
Equipment: Items Mass
Int. Struct.: 10 pts Standard 0 2.00
Engine: 75 I.C.E. 0 4.00
Cruise MP: 8
Flank MP: 12
Heat Sinks: 0 Single 0 .00
Cockpit & Controls: 0 1.00
Crew: 2 Members 0 .00
Lift Equipment: 0 2.00
Turret Equipment: 0 .50
Armor Factor: 96 pts Standard 0 6.00
Internal Armor
Structure Value
Front: 2 22
Left / Right Sides: 2 20/20
Rear: 2 18
Turret: 2 16
Weapons and Equipment Loc Heat Ammo Items Mass
--------------------------------------------------------
1 LRM 10 Turret 0 24 2 4.50
1 C.A.S.E. Equipment Body 0 .00
--------------------------------------------------------
TOTALS: 0 2 20.00
Items & Tons Left: 7 .00
Calculated Factors:
Total Cost: 514,500 C-Bills
Battle Value: 344
Cost per BV: 1,495.64
Weapon Value: 162 / 162 (Ratio .47 / .47)
Damage Factors: SRDmg 6; MRDmg 5; LRDmg 3
BattleForce2: MP: 8H, Armor/Structure: 0 / 4
Damage PB/M/L: 1/1/1, Overheat: 0
Class: GL; Point Value: 3
Specials: if
BattleTech Vehicle Technical Readout
VALIDATED
Type/Model: Abrams M-1A2
Tech: Clan / 3010
Config: Tracked Vehicle
Rules: Level 2, Standard design
Mass: 70 tons
Power Plant: 350 XL Fusion
Cruise Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Armor Type: Ferro-Fibrous
Armament:
1 Gauss Rifle
2 Machine Guns
Manufacturer: Federal Armor Works
Location: Georgia
Communications System: EVA Mk-1a
Targeting & Tracking System: AAH-7
------------------------------------------------------------------------------
Overview:
With the prospect of a Clan Invasion possible, the Federal Army decided
that its armor regiments were in poor shape, what with the piecemeal clan-tech
upgrades that seemed to never get out fast enough. To make the upgrading of
the armor formations easier, the Army asked manufacturers to come up with new
deisgns that would be able to be quickly put into use with little needed in
the way of adjusment to combat formations that would receive them.
The Abrams, modeled after a 20th century Main Battle Tank, was designed
by the Federal Armor Works on the world of Georgia to replace the older
main line tanks, such as the Star League vintage Fury or the upgraded versions
of the Vedette.
Capabilities:
Designed around the three principles of Speed, Firepower, and Armor, the
Abrams is certainly a fearsome tank. The design, however, does skimp a bit on
firepower, when compared to some heavier tanks, but nowhere else will a body
find a better mix for the MBT role.
The armament consists of a M-101 Gauss Rifle mounted in the turret, and a
pair of machine guns, one mounted coaxally with the Gauss Rifle and the other
mounted in the front for the driver to control. What makes these weapons
fearsome is the addition of an advanced Clan Targeting Computer, which allows
the vechicle crew a powerful advantage, either when moving or standing still.
But moving is the best thing, since the Abrams is one of the fastest heavy
tanks to roll onto the battlefield. An XL Fusion engine gives it the ability to
cruise at a potent 55 kilomteters per hour, and the ability to make speed runs
of up to 86 km/h.
Finally, the design is heavily armored, and can take extensive damage
before the crew decides to make good an escape.
Deployment
After field testing, which included the unexpected neccessity to repel a
pirate raid on the world that was chosen for the tests, the Abrams was put
into mass production to re-equip most of the armored regiments in the Army.
This kind of production continued for ten years before the production rate
was slowed to a more moderate pace, after it was realized that the Clans were
not preparing an invasion... Yet.
However, Federal Armor Works continues to build these tanks for the Army
and National Guard units, and not to mention a small stockpile to possibly
trade to the Inner Sphere or Clans, should relations be opened up. In the case
of Clan Diamond Shark, this kind of trade seems certain, and the Abrahms, as
common as it is in the Republic, may soon be seen throughout known space.
--------------------------------------------------------
Type/Model: Abrams M-1A2
Mass: 70 tons
Equipment: Items Mass
Int. Struct.: 35 pts Standard 0 7.00
Engine: 350 XL Fusion 1 15.00
Shielding & Transmission Equipment: 0 7.50
Cruise MP: 5
Flank MP: 8
Heat Sinks: 10 Single 0 .00
Cockpit & Controls: 0 3.50
Crew: 3 Members 0 .00
Turret Equipment: 0 1.50
Armor Factor: 316 pts Ferro-Fibrous 1 16.50
Internal Armor
Structure Value
Front: 7 68
Left / Right Sides: 7 62/62
Rear: 7 56
Turret: 7 68
Weapons and Equipment Loc Heat Ammo Items Mass
--------------------------------------------------------
1 Gauss Rifle Turret 0 24 2 15.00
1 Machine Gun Turret 0 100 2 .75
1 Machine Gun Front 0 1 .25
1 Targeting Computer 1 3.00
1 C.A.S.E. Equipment Body 0 .00
--------------------------------------------------------
TOTALS: 0 8 70.00
Items & Tons Left: 11 .00
Calculated Factors:
Total Cost: 12,624,767 C-Bills
Battle Value: 1,025
Cost per BV: 12,316.85
Weapon Value: 979 / 979 (Ratio .96 / .96)
Damage Factors: SRDmg 15; MRDmg 12; LRDmg 9
BattleForce2: MP: 5T, Armor/Structure: 0 / 12
Damage PB/M/L: 2/2/2, Overheat: 0
Class: GH; Point Value: 10
Classic BattleTech Battle Armor Technical Readout
VALIDATED
Type/Model: Seabee Armor
Tech/Era: Clan / 3067 / CBT Rules
Chassis Type: Humanoid
Weight Class: PA(L)/Exoskeleton (0 - 400 kg)
Rules: Level 2, Standard design
Ground Speed: 32.4 km/h
Jump Capacity: 90 meters
Armor Type: Basic Stealth
Overview:
The Navy's anachronistically-named Seaborne Construction
Battalions - affectionately called "Seabees" - are a cornerstone
of the Republic's war machine. While the Army Corps of Engineers
can undertake projects massive in scale, the Seabees have
consistantly proven themselves to be the masters of quick, small,
but potent bases, field fortifications, and even ship repairs.
Key to these capabilities is the Seabee's embracing of the
most advanced technology available. From amphibious jeeps to
construction shuttles, the Seabees have made the use of
high-technology more than just an advantage, but rather a
requirement.
Thus, it was only a matter of time until the Seabees demanded
a replacement for their old exoskeletons, which though effective,
were cumbersome to use in some of the tight places aboard ships or
within structures that engineers must sometimes go. Thus, in an
attempt to recoup some of the money spent on developing the
Mjolnier armor, engineers at the Buearu of Design & Technology
quickly adapted the basic chassis of the Mjolnir to conduct more
mundane tasks than what the SART forces undertake.
Capabilities:
The Mjolnier armor that the Seabee design is based off of is
as advanced as they come. However, when it came to modifying the
design for construction duties, the designers quickly dispensed
with some of the more advanced equipment, such as the top-secret
stealth armor composites and advanced communications gear used by
the spartans.
Replacing these items are a high-powered cutting torch,
mounted in the left vambrace piece, which is reinforced and
enlarged to hold the torch. Both vambrace and glove armor pieces
also contain advanced mine detection and disarming equipment,
allowng the Seabees to clear out minefields far more efficiently
than before. In addition, a searchlight for operating in the dark
has been mounted on the right shoulder, and since the Seabees are
known for conducting work even admist a combat situation, the
design is provided with basic stealth composite armor for
protection from enemy fire.
Finally, the Mjolnier's excellent improved stregnth, speed, jup
capability, and advanced sensors have been retained for their
usefulness to the Seabees.
------------------------------------------------------------------
Type/Model: Seabee Armor
Equipment: Slots Mass
Chassis Type: PA(L) Class Humanoid with HarJel 0 130
Motive System: Ground Movement (3 MP) 0 50
Jump Jets (3 MP) 0 75
Armor Type: 2 Points Basic Stealth 3 60
Manipulators:
Left Arm: Mine Clearance 0 15
Right Arm: Mine Clearance 0 15
Weapons and Equipment Loc Shots Slots Mass
------------------------------------------------------------------
Improved Sensors Body 1 45
Searchlight Body 1 5
Cutting Torch LA 1 5
------------------------------------------------------------------
TOTALS: 6 400
Slots & Mass Left: 0 0
Calculated Factors:
Total Cost: 554,400 C-Bills, Including Trooper
Training Costs of 200,000 C-bills
Battle Value: 9 (45 for 5) Weapon Value: 2 (Ratio.22)
Cost per BV: 39,377.78 (w/o Trooper Training costs)
Damage Factors: SRDmg 0 MRDmg 0 LRDmg 0
Mechanized: Travels on OmniMechs
Attacks: Can perform Swarm and Leg attacks
BattleForce2: Class: IB MP: 3J Armor/Structure: 2 / 0
Damage PB/M/L: -/-/- Overheat: 0
Point Value: 0 Specials: mec, srs, car5
CBT:RPG Data: Armor Value (M/B/E/X): 5/5/6/5 Coverage: Full
IR+6, ECM+6, Camo: 0
Melee AP: 1, Target Size Modifier: 0
Movement Modifiers:
Walking+4, Running+8, Sprinting+12
Jump: 90 m/turn
Attribute Modifiers: STR+1, DEX: -1, RFL: 0
Equipment Rating: F/D/E
Created by HeavyMetal Battle Armor
Classic BattleTech Battle Armor Technical Readout
VALIDATED
Type/Model: Mjolnir Armor
Tech/Era: Clan / 3067 / CBT Rules
Chassis Type: Humanoid
Weight Class: PA(L)/Exoskeleton (0 - 400 kg)
Rules: Level 2, Standard design
Ground Speed: 32.4 km/h
Jump Capacity: 90 meters
Armor Type: Improved Stealth
Overview:
The proliferation of new Battle Armor designs has sparked
interest in many circles that previously didn't bother to consider
the suits as anything but an extravegance. Amongst these circles
are several special operations groups, including the Special
Advanced Reconissence Teams (nicknamed "Spartans" for short).
The Spartans are the special ops masters of the Republic Army,
and they wanted to have the same advantage as their heavier
bretheren. Thus, their commanders soon pressed for a design that
would be their sole property.
Therefor, the development of a Power Armor (Light) design was
commissioned. In honor of the Spartans, the design was based off
of a fictional armor design imagined in the late 20th Century for
a video game.
That armor is Mjolnir.
Capabilities:
Unlike its fictional inspiration, the Republic's Mjolnir armor
is meant to be an infiltration and light combat suit. Mobility and
stealth were primary concerns. with agility second.
The SART forces pride themselves on their stealth and
lethality, and so the Mjolnir incorporates some of the most
advanced stealth armor composites and ECM systems available
anywhere in the Human Sphere. Backing this up is an armor design
that has reinforced leg myomers, which allow a person in a Mjolnir
to reach ground speeds of just over thirty-two kilometers per
hour. This improved myomer is also evident in the rest of the
armor, and a Mjolnir-equipped soldeir can rip metal off of
battlemechs alongside the heavier battle armor designs. Adding to
this impressive mobility is a ninety-meter jump capacity, which
allows the Mjolnir the ability to reach areas that wouldn't
normally be accessable to the Spartan forces.
Finally, the Mjolnir incorporates advanced sensing equipment in
the helmet and torso. Although this isn't up to par of an advanced
Active Probe suite, it is nevertheless much more than what most
Spartans could carry before they got their armor.
Deployment
Exact deployment of the Mjolnir is unkown, as the Spartan
forces are a semi-secret organization. Most Republic citizens
interested in such matters have heard of them, as have nearly
every one in the military. But aside from top-level commanders and
the spartans themselves, no one really knows how many there are.
Thus it is unkown how many suits they have, and how many spares
have been built.
What is known is that Spartans in Mjolnir armor were dropped
onto Terra and several Chaos March worlds just prior to Operation
Tellus Libertas, where they disabled key communication centers and
equipment stockpiles. In addition, at least one Spartan team
remained on-planet on Terra to help hunt down Blakest
insurrectionists. The fact that there hasn't been an attack of
that nature since 3068 is a testament to the ruthless efficiency
of the spartan forces and their Mjolnir armor.
------------------------------------------------------------------
Type/Model: Mjolnir Armor
Equipment: Slots Mass
Chassis Type: PA(L) Class Humanoid with HarJel 0 130
Motive System: Ground Movement (3 MP) 0 50
Jump Jets (3 MP) 0 75
Armor Type: 2 Points Improved Stealth 5 70
Manipulators:
Left Arm: Armored Glove 0 0
Right Arm: Armored Glove 0 0
Weapons and Equipment Loc Shots Slots Mass
------------------------------------------------------------------
Improved Sensors Body 1 45
------------------------------------------------------------------
TOTALS: 6 370
Slots & Mass Left: 0 30
Calculated Factors:
Total Cost: 559,500 C-Bills, Including Trooper
Training Costs of 200,000 C-bills
Battle Value: 10 (50 for 5) Weapon Value: 2 (Ratio.20)
Cost per BV: 35,950.0 (w/o Trooper Training costs)
Damage Factors: SRDmg 0 MRDmg 0 LRDmg 0
Mechanized: Travels on OmniMechs
Attacks: Can perform Swarm and Leg attacks
BattleForce2: Class: IB MP: 3J Armor/Structure: 2 / 0
Damage PB/M/L: -/-/- Overheat: 0
Point Value: 1 Specials: mec, srs, car5
CBT:RPG Data: Armor Value (M/B/E/X): 5/5/6/5 Coverage: Full
IR+6, ECM+6, Camo: 0
Melee AP: 0, Target Size Modifier: -1
Movement Modifiers:
Walking+4, Running+8, Sprinting+12
Jump: 90 m/turn
Attribute Modifiers: STR+1, DEX: 0, RFL: 0
Equipment Rating: F/D/E
Created by HeavyMetal Battle Armor
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: F-56 Stormchaser
Tech: Clan / 3025
Vessel Type: Aerospace Fighter
Rules: Level 2, Standard design
Rules Set: AeroTech2
Mass: 40 tons
Power Plant: 240 XL Fusion
Safe Thrust: 8
Maximum Thrust: 12
Armor Type: Ferro-aluminum
Armament:
1 LRM 10
2 ER Large Laser
------------------------------------------------------------------------------
Overview:
The acquisition of Clan military technology made several designs within
the Republic nearly obsolete overnight. Most especially telling was the
National Guard, who had always received the hand-me-downs from front line
units for many years.
One of these older designs was the F-8 Crusader, a 40-ton fightercraft
designed for air supreamacy and ground attack. Its weaponry was old-fashioned
even before Clan technology could be had, and afterwards, the craft was nearly
a joke.
To combat the growing inefficiency of the Air National Guard, the Republic
General Staff called up for a design that would make the ranks of the Guard
more formidible. What they got was the Stormchaser.
Capabilities:
The manufacturer of the Stormchaser is the little-known company of Ageira
Technologies, a dedicated aerospace manufacturing company that also produces
the newer Defender omnifighter. Although still relatively new, they have
already made a splash in the fighter market. This all started with the
Stormchaser, which has set the tone for the company's designs for the last
several years.
This success is due to the Stormchaser's design team, who started their
roll by building the F-56 along the lines of the old F-8 Crusader. This was
decided upon so that ships that carried the older fighter wouldn't have to
shift around their weight loads for boosting, which would insure a rapid
deployment of the new craft.
The designers then identified what made the Crusader effective. They found
that the combination of lasers and missiles was an ideal mix for a National
Guard unit, though the short range of the Crusader's Medium Lasers often menat
that the older craft had to engage in a dogfight before it could become fully
effective.
Working off of these strengths and weaknesses, the Ageira designers added
in a pair of Flashpoint III ER Large Lasers to the wings, giving the
Stormchaser range and hitting power. Adding to these potent weapons is a
single Mark 51 LRM-10 rack in the nose, allowing the Stormchaser to carry
specialized ammo and also to augument its long-ranged arsenal.
The Stormchaser already performs well in its intended role with such
equipment, but the designers went further to ensure a solid design. The craft
is thus armored heavily with Ferro-Aluminum armor, and an XL Fusion engine
drives the craft forward at delta-vs approaching six Gs. A better than average
fuel tank allows for extended patrols and/or engagements, and several under
wing hardpoints allow the Stormchaser to carry upwards of eight heavy bombs.
Deployment
First deployed during the invasion scare of 3020, the Stormchaser has
become synonomous with the National Guard's motto of "The First and Last Line
of Civil Defense." This motto is a bit inaccurate in terms of the other
Republic military branches, but it is apt when describing the sheer numbers
that have been sent to units across the Republic.
------------------------------------------------------------------------------
Class/Model/Name: F-56 Stormchaser
Mass: 40 tons
Equipment: Mass
Power Plant: 240 XL Fusion 6.00
Thrust: Safe Thrust: 8
Maximum Thrust: 12
Structural Integrity: 8 .00
Total Heat Sinks: 14 Double 4.00
Fuel: 6.00
Cockpit & Attitude Thrusters: 3.00
Armor Type: Ferro-aluminum (163 total armor pts) 8.50
Standard Scale Armor Pts
Location: L / R
Nose: 47
Left/Right Wings: 40/40
Aft: 36
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
1 LRM 10 Nose 6 6 6 -- 4 2.50
Ammo (LRM 10) 24 --- 2.00
1 ER Large Laser RW 10 10 10 10 12 4.00
1 ER Large Laser LW 10 10 10 10 12 4.00
1 C.A.S.E. Equipment Body .00
------------------------------------------------------------------------------
TOTALS: Heat: 28 40.00
Tons Left: .00
Calculated Factors:
Total Cost: 5,016,720 C-Bills
Battle Value: 1,665
Cost per BV: 3,013.05
Weapon Value: 1,620 (Ratio .97)
Damage Factors: SRV 24; MRV 19; LRV 7; ERV 0
BattleForce2: MP: 8, Armor/Structure: 4 / 0
Damage PB/M/L: 3/3/3, Overheat: 0
Class: FL; Point Value: 17
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: F-22 Raptor Prime
Tech: Clan / 3067
Vessel Type: Aerospace OmniFighter
Rules: Level 2, Standard design
Rules Set: AeroTech2
Mass: 65 tons
Power Plant: 325 XL Fusion
Safe Thrust: 7
Maximum Thrust: 11
Armor Type: Ferro-aluminum
Armament:
1 ER PPC
1 ER Medium Laser
2 ATM 9
1 Medium Pulse Laser
------------------------------------------------------------------------------
Class/Model/Name: F-22 Raptor Prime
Mass: 65 tons
Equipment: Mass
Power Plant: 325 XL Fusion 12.00
Thrust: Safe Thrust: 7
Maximum Thrust: 11
Structural Integrity: 7 .00
Total Heat Sinks: 16 Double 6.00
Fuel: 5.00
Cockpit & Attitude Thrusters: 3.00
Armor Type: Ferro-aluminum (269 total armor pts) 14.00
Standard Scale Armor Pts
Location: L / R
Nose: 80
Left/Right Wings: 67/67
Aft: 55
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
1 ER PPC Nose 15 15 15 -- 15 6.00
1 ER Medium Laser Nose 7 7 -- -- 5 1.00
1 ATM 9 RW 21 14 7 7 6 5.00
1 ATM 9 LW 21 14 7 7 6 5.00
Ammo (ATM 9) 42 --- 6.00
1 Medium Pulse Laser Aft 7 7 -- -- 4 2.00
1 C.A.S.E. Equipment Body .00
------------------------------------------------------------------------------
TOTALS: Heat: 36 65.00
Tons Left: .00
Calculated Factors:
Total Cost: 14,253,660 C-Bills
Battle Value: 2,579
Cost per BV: 5,526.82
Weapon Value: 2,681 (Ratio 1.04)
Damage Factors: SRV 47; MRV 38; LRV 4; ERV 0
BattleForce2: MP: 7, Armor/Structure: 7 / 0
Damage PB/M/L: 6/5/3, Overheat: 0
Class: FM; Point Value: 26
Specials: omni
Class/Model/Name: F-22 Raptor A
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
1 Ultra AC/20 Nose 30 30 -- -- 14 12.00
Ammo (Ult AC/20) 20 --- 4.00
2 Medium Pulse Laser RW 7 7 -- -- 8 4.00
2 Medium Pulse Laser LW 7 7 -- -- 8 4.00
1 SRM 4 Aft 6 -- -- -- 3 1.00
Ammo (SRM 4) 25 --- 1.00
1 C.A.S.E. Equipment Body .00
------------------------------------------------------------------------------
TOTALS: Heat: 33 65.00
Tons Left: .00
Class/Model/Name: F-22 Raptor B
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
1 ER PPC Nose 15 15 15 -- 15 6.00
1 Streak SRM 4 Nose 8 8 -- -- 3 2.00
Ammo (Streak 4) 25 --- 1.00
1 LRM 20+ArtIV RW 16 16 16 -- 6 6.00
1 LRM 20+ArtIV LW 16 16 16 -- 6 6.00
Ammo (LRM 20) 30 --- 5.00
1 C.A.S.E. Equipment Body .00
------------------------------------------------------------------------------
TOTALS: Heat: 30 65.00
Tons Left: .00
Class/Model/Name: F-22 Raptor C
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
1 Gauss Rifle Nose 15 15 15 -- 1 12.00
Ammo (Gauss) 16 --- 2.00
1 ER PPC RW 15 15 15 -- 15 6.00
1 ER PPC LW 15 15 15 -- 15 6.00
1 C.A.S.E. Equipment Body .00
------------------------------------------------------------------------------
TOTALS: Heat: 31 65.00
Tons Left: .00
Class/Model/Name: F-22 Raptor D
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
4 ER Medium Laser Nose 7 7 -- -- 20 4.00
3 Medium Pulse Laser RW 7 7 -- -- 12 6.00
3 Medium Pulse Laser LW 7 7 -- -- 12 6.00
1 Streak SRM 4 Aft 8 8 -- -- 3 2.00
Ammo (Streak 4) 25 --- 1.00
1 C.A.S.E. Equipment Body .00
------------------------------------------------------------------------------
TOTALS: Heat: 47 65.00
Tons Left: .00
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Stuka IIC
Tech: Clan / 3025
Vessel Type: Aerospace Fighter
Rules: Level 2, Standard design
Rules Set: AeroTech2
Mass: 100 tons
Frame: Lycomb 11
Power Plant: GM ATF 300 Fusion
Safe Thrust: 5
Maximum Thrust: 8
Armor Type: Ferro-aluminum
Armament:
3 Medium Pulse Laser
1 Simpson LRM 20+ArtIV
1 Streak SRM 6
4 Exostar ER Large Laser
Manufacturer:
Communications System:
Targeting & Tracking System:
------------------------------------------------------------------------------
Class/Model/Name: Stuka IIC
Mass: 100 tons
Equipment: Mass
Power Plant: 300 Fusion 19.00
Thrust: Safe Thrust: 5
Maximum Thrust: 8
Structural Integrity: 10 .00
Total Heat Sinks: 31 Double 21.00
Fuel: 5.00
Cockpit & Attitude Thrusters: 3.00
Armor Type: Ferro-aluminum (288 total armor pts) 15.00
Standard Scale Armor Pts
Location: L / R
Nose: 88
Left/Right Wings: 70/70
Aft: 60
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
1 Medium Pulse Laser Nose 7 7 -- -- 4 2.00
1 LRM 20+ArtIV Nose 16 16 16 -- 6 6.00
Ammo (LRM 20) 24 --- 4.00
1 Streak SRM 6 Nose 12 12 -- -- 4 3.00
Ammo (Streak 6) 30 --- 2.00
1 ER Large Laser RW 10 10 10 10 12 4.00
1 ER Large Laser LW 10 10 10 10 12 4.00
1 ER Large Laser RW 10 10 10 10 12 4.00
1 ER Large Laser LW 10 10 10 10 12 4.00
1 Medium Pulse Laser Aft 7 7 -- -- 4 2.00
1 Medium Pulse Laser Aft 7 7 -- -- 4 2.00
1 C.A.S.E. Equipment Body .00
------------------------------------------------------------------------------
TOTALS: Heat: 70 100.00
Tons Left: .00
Calculated Factors:
Total Cost: 7,966,500 C-Bills
Battle Value: 3,167
Cost per BV: 2,515.47
Weapon Value: 3,416 (Ratio 1.08)
Damage Factors: SRV 74; MRV 61; LRV 14; ERV 0
BattleForce2: MP: 5, Armor/Structure: 7 / 0
Damage PB/M/L: 8/8/6, Overheat: 0
Class: FH; Point Value: 32
BattleMech Technical Readout
Type/Model: Atlas IIC
Tech: Clan / 3000
Config: Biped BattleMech
Rules: Level 2, Standard design
Mass: 100 tons
Chassis: Standard
Power Plant: 300 XL Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Standard
Armament:
2 ER PPCs
1 Ultra AC/20
1 LRM 20 w/ Artemis IV
1 Streak SRM 6
3 Medium Pulse Lasers
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)
--------------------------------------------------------
Type/Model: Atlas IIC
Mass: 100 tons
Equipment: Crits Mass
Int. Struct.: 152 pts Standard 0 10.00
Engine: 300 XL Fusion 10 9.50
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: 18 Double 36 12 8.00
(Heat Sink Loc: 3 LA, 3 RA)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 307 pts Standard 0 19.50
Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 46
Center Torso (Rear): 16
L/R Side Torso: 21 32/32
L/R Side Torso (Rear): 10/10
L/R Arm: 17 34/34
L/R Leg: 21 42/42
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 ER PPC RA 15 2 6.00
1 ER PPC LA 15 2 6.00
1 Ultra AC/20 RT 7 20 12 16.00
(Ammo Locations: 2 RT, 2 RL)
1 LRM 20 w/ Artemis IV LT 6 18 8 9.00
(Ammo Locations: 3 LT)
1 Streak SRM 6 LT 4 15 3 4.00
(Ammo Locations: 1 LL)
2 Medium Pulse Lasers CT(R) 8 2 4.00
1 Medium Pulse Laser HD 4 1 2.00
--------------------------------------------------------
TOTALS: 66 77 100.00
Crits & Tons Left: 1 .00
Calculated Factors:
Total Cost: 24,506,000 C-Bills
Battle Value: 2,480
Cost per BV: 9,881.45
Weapon Value: 4,591 / 4,341 (Ratio 1.85 / 1.75)
Damage Factors: SRDmg 58; MRDmg 36; LRDmg 19
BattleForce2: MP: 3, Armor/Structure: 8/6
Damage PB/M/L: 7/6/3, Overheat: 4
Class: MA; Point Value: 25
BattleMech Technical Readout
Type/Model: Warhawk (Masakari) G
Tech: Clan / 3050
Config: Biped OmniMech
Rules: Level 2, Standard design
Mass: 85 tons
Chassis: Standard
Power Plant: 340 XL Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Ferro-Fibrous
Armament:
2 ER PPCs
2 Large Pulse Lasers
2 ER Micro Lasers
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)
------------------------------------------------------------------------------
Type/Model: Warhawk (Masakari) G
Mass: 85 tons
Equipment: Crits Mass
Int. Struct.: 130 pts Standard 0 8.50
Engine: 340 XL Fusion 10 13.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 23 Double 46 20 13.00
(Heat Sink Loc: 2 LA, 1 RA, 4 LT, 1 RT, 1 LL, 1 RL)
Gyro: 4 4.00
Cockpit, Life Supt.: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 259 pts Ferro-Fibrous 7 13.50
(Armor Crit Loc: 1 HD, 1 LA, 1 RA, 2 LT, 2 RT)
Internal Armor
Structure Value
Head: 3 9
Center Torso: 27 42
Center Torso (Rear): 10
L/R Side Torso: 18 26/26
L/R Side Torso (Rear): 10/10
L/R Arm: 14 28/28
L/R Leg: 18 35/35
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 ER PPC RA 15 2 6.00
1 Large Pulse Laser RA 10 2 6.00
1 ER PPC LA 15 2 6.00
1 Large Pulse Laser LA 10 2 6.00
2 ER Micro Lasers CT 2 2 .50
1 Targeting Computer RT 5 5.00
--------------------------------------------------------
TOTALS: 52 73 85.00
Crits & Tons Left: 5 .00
Calculated Factors:
Total Cost: 25,518,824 C-Bills
Battle Value: 2,554
Cost per BV: 9,991.71
Weapon Value: 5,915 / 5,915 (Ratio 2.32 / 2.32)
Damage Factors: SRDmg 47; MRDmg 41; LRDmg 29
BattleForce2: MP: 4, Armor/Structure: 6/5
Damage PB/M/L: 7/6/5, Overheat: 1
Class: MA; Point Value: 26
Specials: omni
