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Warhammer: 3025 Freelance Captain, AFFC (Ret.)
Joined: 29-Jan-2005 00:00 Posts: 1856
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Posted: 15-Apr-2007 19:23 Post subject: Another Contest, Comin' At Ya! |
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Your criteria for this contest are rather simple, but I imagine could result in truly excellent designs.
The objective is to design a cargo dropship. One with enough payload to support a warship fleet as a fleet store ship and/or as a supply ship for a planetary invasion.
The design must be reasonably armed with defensive weaponry.
The ship can be either spheroid or aerodyne, and there is no limit on tonnage.
Tech level is 2, Inner Sphere only. Cost is a moderate factor.
Again, fluff is not required, but helps.
_________________ Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.
Because sometimes, there are many guards in the castle.
Ya Rl'yeh!
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Karagin Imperial Karagin Army Imperial General
Joined: 04-Feb-2002 00:00 Posts: 4120 Location: United States
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Posted: 15-Apr-2007 19:49 Post subject: |
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Code: | AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Primemover Class Dropship
Tech: Inner Sphere / 3067
Vessel Type: Spheroid DropShip
Rules: Level 2, Standard design
Rules Set: AeroTech2
Mass: 40,000 tons
Length: 248 meters
Power Plant: Standard
Safe Thrust: 5
Maximum Thrust: 8
Armor Type: Standard
Armament:
4 ER PPC
8 Gauss Rifle
------------------------------------------------------------------------------
Class/Model/Name: Primemover Class Dropship
Mass: 40,000 tons
Equipment: Mass
Power Plant, Drive & Control: 13,000.00
Thrust: Safe Thrust: 5
Maximum Thrust: 8
Structural Integrity: 10 800.00
Total Heat Sinks: 297 Single .00
Fuel & Fuel Pumps: 1,224.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 300.00
Fire Control Computers: .00
Food & Water: (38 days supply) 4.50
Armor Type: Standard (115 total armor pts) 7.50
Standard Scale Armor Pts
Location: L / R
Fore: 29
Left/Right Sides: 29/29
Aft: 28
Cargo:
Bay 1: Small Craft (2) with 2 doors 400.00
Bay 2: Cargo (1) with 4 doors 24,000.00
Crew and Passengers:
2 Officers (2 minimum) 20.00
10 Crew (10 minimum) 70.00
2 Gunners (2 minimum) 14.00
10 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
2 ER PPC Nose 2(20) 2(20) 2(20) -- 30 14.00
2 Gauss Rifle(24 rounds) FL/R 3(30) 3(30) 3(30) -- 4 66.00
2 Gauss Rifle(24 rounds) AL/R 3(30) 3(30) 3(30) -- 4 66.00
2 ER PPC Aft 2(20) 2(20) 2(20) -- 30 14.00
------------------------------------------------------------------------------
TOTALS: Heat: 68 40,000.00
Tons Left: .00
Calculated Factors:
Total Cost: 599,082,400 C-Bills
Battle Value: 5,344
Cost per BV: 112,103.74
Weapon Value: 2,531 (Ratio = .47)
Damage Factors: SRV = 147; MRV = 116; LRV = 44; ERV = 0
Maintenance: Maintenance Point Value (MPV) = 155,186
(83,648 Structure, 66,200 Life Support, 5,338 Weapons)
Support Points (SP) = 15,306 (10% of MPV)
BattleForce2: MP: 5, Armor/Structure: 2 / 2
Damage PB/M/L: 6/6/6, Overheat: 0
Class: DL; Point Value: 53
Specials: sph
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_________________ Karagin Only the dead have seen the end of war. - Plato
"Wasted trip Man. Nobody said nuthin' about lockin' horns with no tigers." Oddball
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5779 Location: United States
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Posted: 15-Apr-2007 20:57 Post subject: |
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Code: | AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Behemoth Class Military Refit
Tech: Inner Sphere / 2782
Vessel Type: Spheroid DropShip
Rules: Level 2, Custom design
Rules Set: AeroTech2
Mass: 100,000 tons
Power Plant: Standard
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Ferro-aluminum
Armament:
24 ER Large Laser
48 ER Medium Laser
------------------------------------------------------------------------------
==Overview:==
The Behemoth is the largest DropShip ever constructed and is larger than many
JumpShips. Nearly twice the size of the Mammoth, the Behemoth Class DropShip
is traditionally incapable of atmospheric operations or planetary landings.
Instead, it usually either docks with an orbital cargo station or uses
shuttles to move its cargo to a planet's surface. This extra stage in its
loading operations typically increased the vessel's operating costs
considerably, limiting its usefulness for most merchants.
However, in 3065 with the need by the Great Houses for cargo haulers to
accompany Combat Regiments and Fleets on missions that could haul great
quantities of cargo, the Great Houses each began an expensive construction
operation. House Steiner took an interesting approach to the situation.
Instead of constructing a new class of Dropship, House Steiner has instead
decided to refit its fleet of Behemoth Dropships. This extensive effort has
resulted in the military grade refit of thus far twenty percent of the Lyran
Alliance's Behemoths.
The first obstacle that needed to be overcome in the refit efforts was the
Ships inability to enter the atmosphere. First, the refit teams stripped out
the older less efficient ion engines for more modern more efficient ion
engines. In addition, the team rerouted and increased the number and pressure
of the ion compression chambers and navigation ports. These changes
reinforced the engines integrity and increased its output by 166 percent with
the goal of allowing the refitted Ship to perform atmospheric operations.
Like its old sister, the refitted Behemoth's massive drive system occupies
several of the lower decks and alone weighs more than not just three but now
five Union Class DropShips. This massive system can provide the Behemoth with
approximately 2.5 Gs of acceleration; however, the refitted drives unlike
there older counter parts can run at this level without causing stress cracks
in the components.
The second obstacle that needed to be overcome in the refit efforts was the
Ships weak weaponry and armor platting. The refitted Behemoths required
additional weaponry and armor do to there now militaristic nature. In order
to achieve this, the bulkhead layout was drastically changed. First, do to
the heavier construction of the ion engines, the bulkhead reinforcements in
that section were not longer required to support as many fragile systems.
Second, the bulkhead design itself was altered to allow the Ships frame to
support its immense weight in planetary gravity. Both of these changes,
surprisingly, decreased the super structures mass by several thousand tons.
This allowed the refit teams to mount ninety seven tons of Ferro-Aluminum
armor plating. In addition, the lighter structure allowed the teams to add
dozens of new weapon emplacements, which brings to refitted Behemoth up to
standard with military requirements.
The bulk of the refitted Behemoth is still comprised by cargo decks, now
refitted to five large cargo decks each of which can accommodate 14,000 tons
of cargo. A set of lifts in the central support spoke still provide access to
each deck. There are still four decks for equipment and personnel and are
still located above the cargo decks. The lowest of equipment decks still
contains the life-support system, parts storage, and the Behemoth's
small-craft bays, which have been reduced to only two do to the fact the ship
may now land on planet. The second deck still houses the majority of the
vessel's 52 crew members in comfortable individual rooms. In the center of the
deck, surrounding the support spoke, are still the main lounge and mess, which
can accommodate the entire crew. An exercise room and the ships medical
facility still occupy the rest of the deck. Deck three still contains the
officers' quarters and the Behemoth's hydroponics garden. The deck likewise
still contains a small lounge and officers' mess facility. The top deck
contains the bridge, main computer and sensors, which have all been upgraded
with the latest equipment: these upgrades have further increased the sensitive
nature of these systems over older Behemoths and has resulted in even tighter
security on this deck with the addition of updated security hardware. The
bridge deck like also contains an independent life-support system and
emergency batteries. This arrangement, as it has for nearly 300 years, makes
seizing control of a Behemoth nearly impossible.
As stated earlier, the Lyran Alliance has managed to refit twenty percent of
there Behemoth fleets. As is to be expected do to the nature of the Behemoth,
some of these vessels are not state owned and operated but instead are
merchant men who have a long history of loyalty or have signed extra-long term
contracts with the Lyran Alliance. It would seem that thus far it is a
prudent move by the Lyran Alliance to refit these ships instead of
constructing all new designs. However, these refits do not come without a
price. Each refit job takes the Dropship out of service for several months
and cost nearly 600,000,000 c-bills to complete, which is nearly the price of
the ship in the first place. None-the-less, the refit efforts go forward at
an amazing pace and give the Lyran Alliance an unprecedented ability to move
cargo around in a way never thought of before in the Inner Sphere.
------------------------------------------------------------------------------
Class/Model/Name: Behemoth Class Military Refit
Mass: 100,000 tons
Equipment: Mass
Power Plant, Drive & Control: 19,500.00
Thrust: Safe Thrust: 3
Maximum Thrust: 5
Structural Integrity: 27 5,400.00
Total Heat Sinks: 364 Double 188.00
Fuel & Fuel Pumps: 1,644.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 750.00
Fire Control Computers: .00
Food & Water: (183 days supply) 53.00
Armor Type: Ferro-aluminum (760 total armor pts) 97.00
Standard Scale Armor Pts
Location: L / R
Fore: 217
Left/Right Sides: 190/190
Aft: 163
Cargo:
Bay 1: Cargo (1) with 16 doors 14,000.00
Bay 2: Cargo (1) with 16 doors 14,000.00
Bay 3: Cargo (1) with 16 doors 14,000.00
Bay 4: Cargo (1) with 16 doors 14,000.00
Bay 5: Cargo (1) with 16 doors 14,000.00
Bay 6: Small Craft (2) with 2 doors 400.00
Cargo (1) with 2 doors 400.00
Escape Pods: 10 (7 tons each) 70.00
Crew and Passengers:
6 Officers (6 minimum) 60.00
18 Crew (17 minimum) 126.00
12 Gunners (12 minimum) 84.00
12 Steerage Passengers 60.00
10 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
2 ER Large Laser Nose 2(16) 2(16) 2(16) -- 24 10.00
2 ER Large Laser Nose 2(16) 2(16) 2(16) -- 24 10.00
2 ER Medium Laser Nose 1(10) 1(10) -- -- 10 2.00
2 ER Medium Laser Nose 1(10) 1(10) -- -- 10 2.00
2 ER Medium Laser Nose 1(10) 1(10) -- -- 10 2.00
2 ER Medium Laser Nose 1(10) 1(10) -- -- 10 2.00
2 ER Large Laser FL/R 2(16) 2(16) 2(16) -- 48 20.00
2 ER Large Laser FL/R 2(16) 2(16) 2(16) -- 48 20.00
2 ER Medium Laser FL/R 1(10) 1(10) -- -- 20 4.00
2 ER Medium Laser FL/R 1(10) 1(10) -- -- 20 4.00
2 ER Medium Laser FL/R 1(10) 1(10) -- -- 20 4.00
2 ER Medium Laser FL/R 1(10) 1(10) -- -- 20 4.00
2 ER Large Laser AL/R 2(16) 2(16) 2(16) -- 48 20.00
2 ER Large Laser AL/R 2(16) 2(16) 2(16) -- 48 20.00
2 ER Medium Laser AL/R 1(10) 1(10) -- -- 20 4.00
2 ER Medium Laser AL/R 1(10) 1(10) -- -- 20 4.00
2 ER Medium Laser AL/R 1(10) 1(10) -- -- 20 4.00
2 ER Medium Laser AL/R 1(10) 1(10) -- -- 20 4.00
2 ER Large Laser Aft 2(16) 2(16) 2(16) -- 24 10.00
2 ER Large Laser Aft 2(16) 2(16) 2(16) -- 24 10.00
2 ER Medium Laser Aft 1(10) 1(10) -- -- 10 2.00
2 ER Medium Laser Aft 1(10) 1(10) -- -- 10 2.00
2 ER Medium Laser Aft 1(10) 1(10) -- -- 10 2.00
2 ER Medium Laser Aft 1(10) 1(10) -- -- 10 2.00
1 Lot Spare Parts (1.00%) 1,000.00
------------------------------------------------------------------------------
TOTALS: Heat: 528 100,000.00
Tons Left: .00
Calculated Factors:
Total Cost: 1,118,114,032 C-Bills
Battle Value: 8,404
Cost per BV: 133,045.46
Weapon Value: 9,128 (Ratio = 1.09)
Damage Factors: SRV = 396; MRV = 312; LRV = 53; ERV = 0
Maintenance: Maintenance Point Value (MPV) = 490,801
(440,701 Structure, 41,900 Life Support, 8,200 Weapons)
Support Points (SP) = 41,190 (8% of MPV)
BattleForce2: MP: 3, Armor/Structure: 13 / 12
Damage PB/M/L: 14/14/6, Overheat: 0
Class: DL; Point Value: 84
Specials: sph
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Mammoth Class MKII
Tech: Inner Sphere / 3132
Vessel Type: Spheroid DropShip
Rules: Level 2, Custom design
Rules Set: AeroTech2
Mass: 52,000 tons
Length: 277 meters
Power Plant: Standard
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Ferro-aluminum
Armament:
8 ER Medium Laser
4 Rotary AC/2
------------------------------------------------------------------------------
==Overview:==
Mammoth Class DropShips are the largest DropShips capable of landing on a
planet, the bulk transports of the Inner Sphere. Few Mammoths are
independently owned – most belong to large corporations or to governments.
Several Successor States use modified Mammoth Class vessels to transport
diatomic-hydrogen fuel between facilities, and a few act as refueling vessels
for fleets on extended operations. However, most Mammoths are used to carry
bulk goods between major trade worlds. The high operating and maintenance
costs of these huge craft restrict their use, and so the Mammoth is a fairly
uncommon sight.
The Mammoth has five massive-cargo decks, which each hold a little more
than 7,000 tons of cargo. Two 300-ton cargo lifts link all five decks. The
lowest deck contains a pair of massive doors for loading and unloading, and
the second deck has four airlocks for transferring cargo when the ship is in
space.
The most unusual feature of the Mammoth is its drive system. Rather than
a single central drive, the Mammoth has four separate units attached to the
hull with a set of explosive bolts. These engine modules can be jettisoned in
an emergency. When necessary, the drives are ejected or shut down in pairs to
avoid control problems.
The top four decks of the vessel contain 20 staterooms - 15
double-occupancy for the crew and 5 single-occupancy rooms for officers.
------------------------------------------------------------------------------
Class/Model/Name: Mammoth Class MKII
Mass: 52,000 tons
Equipment: Mass
Power Plant, Drive & Control: 10,140.00
Thrust: Safe Thrust: 3
Maximum Thrust: 5
Structural Integrity: 19 1,976.00
Total Heat Sinks: 262 Single .00
Fuel & Fuel Pumps: 116.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 390.00
Fire Control Computers: .00
Food & Water: (67 days supply) 12.00
Armor Type: Ferro-aluminum (685 total armor pts) 68.00
Standard Scale Armor Pts
Location: L / R
Fore: 196
Left/Right Sides: 171/171
Aft: 147
Cargo:
Bay 1: Small Craft (4) with 4 doors 800.00
Bay 2: Cargo (1) with 50 doors 7,450.00
Bay 3: Cargo (1) 7,450.00
Bay 4: Cargo (1) 7,450.00
Bay 5: Cargo (1) 7,450.00
Bay 6: Cargo (1) 7,450.00
Life Boats: 6 (7 tons each) 42.00
Crew and Passengers:
2 Officers (2 minimum) 20.00
12 Crew (12 minimum) 84.00
2 Gunners (2 minimum) 14.00
20 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
2 ER Medium Laser Nose 1(10) 1(10) -- -- 10 2.00
1 Rotary AC/2(90 rounds) Nose 1(8) 1(8) -- -- 6 10.00
2 ER Medium Laser FL/R 1(10) 1(10) -- -- 20 4.00
1 Rotary AC/2(90 rounds) FL/R 1(8) 1(8) -- -- 12 20.00
2 ER Medium Laser Aft 1(10) 1(10) -- -- 10 2.00
1 Rotary AC/2(90 rounds) Aft 1(8) 1(8) -- -- 6 10.00
1 Lot Spare Parts (2.00%) 1,040.00
------------------------------------------------------------------------------
TOTALS: Heat: 64 52,000.00
Tons Left: .00
Calculated Factors:
Total Cost: 507,669,456 C-Bills
Battle Value: 2,344
Cost per BV: 216,582.53
Weapon Value: 3,578 (Ratio = 1.53)
Damage Factors: SRV = 66; MRV = 52; LRV = 0; ERV = 0
Maintenance: Maintenance Point Value (MPV) = 188,642
(163,218 Structure, 22,080 Life Support, 3,344 Weapons)
Support Points (SP) = 16,882 (9% of MPV)
BattleForce2: MP: 3, Armor/Structure: 12 / 11
Damage PB/M/L: 2/2/-, Overheat: 0
Class: DL; Point Value: 23
Specials: sph
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_________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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StarRaven Federated Suns Leftenant General
Joined: 01-Jun-2004 00:00 Posts: 1138 Location: United States
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Posted: 17-Apr-2007 01:20 Post subject: |
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I got this idea from something I read in the new House Steiner book, and some things I seem to remember from the old House Davion book.
Code: |
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Cimarron
Tech: Inner Sphere / 3067
Vessel Type: Spheroid DropShip
Rules: Level 2, Standard design
Rules Set: AeroTech2
Mass: 75,000 tons
Length: 217 meters
Power Plant: Standard
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Ferro-aluminum
Armament:
22 ER PPC
22 Large Pulse Laser
30 Medium Laser
30 Small Laser
------------------------------------------------------------------------------
==Overview:==
From the Age of War to the Succession Wars, their have been many instances
where a multi-planet attack ends in disaster because of a behind-the-lines
strike on the fixed supply facilities which large portions of the front often
depend on. In the past, the practice of constructing supply centers on worlds
- long owned or newly captured - which are behind the lines has been
worthwhile because of the slow pace of war. But the Fourth Succession War, the
Clan Invasion, the Marik-Liao offensive of 3057, and Operation Bulldog have
all demonstrated much more rapid movement. Where once wars lasted decades, now
they last only a few short years, and this trend shows no signs of reversing.
This rapid shifting in the battle-lines has rendered the notion of large
supply depots built near the front completely unworkable - there's far too
much chance that a given world will not be near the front long enough to
justify the effort of constructing a large supply depot. While small supply
depots pop up wherever they are needed, the effective loss of large scale
depots means that supply ships must start from several systems away, extending
supply lines and resupply times. The Cimarron Class DropShip is designed to
rectify this situation.
The Cimarron is a product of the massive Federated-Boeing Interstellar, and is
intended to serve as a cargo DropShip for the large scale military campaigns
which have become commonplace since the Clan invasion. Where once a battalion
or perhaps a regiment of BattleMechs, with supporting units, would attack a
world, multi-regimental attacks are now not unheard of. When multiple
BattleMech regiments converge on a single world, along with possibly dozens of
lesser regiments, they require supplies commensurate with their numbers.
Unfortunately, the militaries of the Inner Spehere have spent much effort in
the last two decades modernizing their fighting forces, but much less effort
in modernizing their logistics capabilities. The Cimarron is intended to help
remedy that problem.
==Capabilities:==
Most military cargo haulers are exactly that - they transport cargo to
spaceports, impromtu field depots, and large supply depots. The Cimarron,
however, does not have to transport cargo to any sort of facility, because it
is its own facility.
The core of the Cimarron is the four massive cargo compartments, each capable
of holding 11,000 tons of supplies, and each with two massive armored cargo
doors. The compartments are separately armored, ensuring the ship's safety in
the case of ammunition or fuel explosions. The cargo bays, which are placed
symmetrically around the lower hull, are placed as low on the ship's hull as
possible to aid stability during planetary landings.
Above the cargo bays are the Cimarron's real reason for existence - vehicle
bays. These vehicle bays are organized in multiple levels, ascending up the
hull of the ship, and accessible to the cargo bays and the ship's main doors
(they're too high to use their own doors and ramps) by cargo elevators capable
of moving loads of up to fifty tons.
The lowest bays contain transport and maintainance facilities for 12
WorkMechs, which serve to load and unload cargo, and to quickly move cargo
over short distances. Above these are bays for 20 cargo vehicles - usually the
ubiquitous J-27 - which are used to transport cargo across longer distances.
These vehicles are necessary because the Cimarron will naturally land many
kilometers behind the lines, which places the supplies quite some distance
from the troops who need them. Above the transport vehicle bays are berths for
three platoons of infantry, who usually spread out around the ship to keep
watch for potential enemy attacks - although, if unlucky, they might be
drafted to help move cargo. Because the infantry don't require as much room as
the vehicles, this deck also contains some of the ship's crew quarters and
recreation areas.
Above these sections are storage and maintainance bays for a battalion of
light armored vehicles. The primary purpose of these vehicles is to escort the
J-27s during the journey between the Cimarron and the troops being resupplied.
This frees those troops from the need to use assets for convoy escort which
might better serve in combat. The Cimarron's armored vehicles also protect the
DropShip and patrol the area around it, ensuring that the ship cannot be
attacked by surprise. Above the combat vehicle bays are docking bays for ten
extra-atmospeheric small craft. These can resupply a ground unit from space
if, for some reason, the Cimarron is unable to land on the surface. The small
craft can also serve to resupply a group of naval vessels, if that should be
necessary.
Still higher on the ship's hull are the aircraft bays. The cargo elevator
systems reaching to this level only support ten tons, since the VTOLs have
their own hatches to leave the DropShip. First are 20 cargo VTOLs, usually
Karnovs. These VTOLs serve to transport supplies quickly and/or over very long
distances. They also usually help position the Cimarron's infantry component.
Above the Karnovs are 12 combat VTOLs, which serve the dual purposes of
escorting the Karnovs and patrolling around the DropShip.
In the DropShip's nose are launch bays for a squadron of aerospace fighters,
which serve to escort the Cimarron between the JumpShip and the destination
planet. The Cimarron also mounts a series of PPCs, lasers, and pulse lasers
along its hull, which serve as defense against aerospace fighters or against
attacks while the ship is landed. To ensure that the ship is not boarded (in
space or on the surface), the Cimarron carries two platoons of marines, one of
them with battle armor.
While the DropShip and its attendant combat vehicles are cabable of fighting
off minor attacks, a lager attack requires the Cimarron to gather its vehicles
and infantry and lift off to another position. The Cimarron can also lift off
whenever necessary as the troops it supports advance or retreat, ensuring that
supply line don't get too long, or the enemy too close. To support this amount
of movement, the Cimarron carries alomost a thousand tons of fuel, giving it
over 200 days endurance at the engines' maximum power level, or more than 500
days at one g of acceleration.
The Cimarron is also able to land in a barren area on a secured planet, have
smaller cargo DropShips land near it, and load them from its own cargo bays.
In this way, the Cimarron's supplies can be dispersed to multiple star
systems. Using this method, a supply depot can quickly be established as
forces move deeper into enemy territory, or, if necessary, as forces retreat.
Once one or more of the Cimarron's cargo bays are empty, the ship can act as a
storage facility and transhipment point, receiving cargo from ships assigned
to rear area depots and transferring it to cargo ships assigned to specific
regiments, ensuring that there are no bottlenecks in the supply line, and
allowing other ships to shorten their travel times. By serving as a moveable
(though not quite mobile) supply depot, the Cimarron (or several Cimarrons)
can ensure the success of combat troops in the field, whether they are on one
planet or several.
==Deployment==
Only two Cimarrons are currently in service with the AFFS, one in the Draconis
March and one in the Capellan March, as well as two in the LAAF. The SLDF has
placed an order for a Cimarron, but the ship has not yet been completed.
------------------------------------------------------------------------------
Class/Model/Name: Cimarron
Mass: 75,000 tons
Equipment: Mass
Power Plant, Drive & Control: 14,625.00
Thrust: Safe Thrust: 3
Maximum Thrust: 5
Structural Integrity: 26 3,900.00
Total Heat Sinks: 315 Double .00
Fuel & Fuel Pumps: 965.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 563.00
Fire Control Computers: 39.00
Food & Water: (180 days supply) 677.75
Armor Type: Ferro-aluminum (732 total armor pts) 93.50
Standard Scale Armor Pts
Location: L / R
Fore: 209
Left/Right Sides: 183/183
Aft: 157
Cargo:
Bay 1: Fighters (6) with 3 doors 900.00
Light Vehicles (to 50T) (12) with 4 doors 600.00
Light Vehicles (to 50T) (20) with 4 doors 1,000.00
Small Craft (10) with 5 doors 2,000.00
Bay 2: Light Vehicles (to 50T) (36) 1,800.00
Infantry (foot) Platoons (3) 15.00
Light Vehicles (to 50T) (20) 1,000.00
WorkMechs (1+1) (12) 1,200.00
Bay 3: Cargo (1) with 2 doors 11,000.00
Cargo (1) with 2 doors 11,000.00
Cargo (1) with 2 doors 11,000.00
Cargo (1) with 2 doors 11,000.00
Escape Pods: 35 (7 tons each) 245.00
Crew and Passengers:
9 Officers (8 minimum) 90.00
20 Crew (10 minimum) 140.00
20 Gunners (18 minimum) 140.00
28 Marines 140.00
16 Marine Battle Armor Troopers/Elementals 112.00
50 Cargo Handlers 250.00
610 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
2 ER PPC Nose 2(20) 2(20) 2(20) -- 30 14.00
2 ER PPC Nose 2(20) 2(20) 2(20) -- 30 14.00
2 Large Pulse Laser Nose 2(18) 2(18) -- -- 20 14.00
2 Large Pulse Laser Nose 2(18) 2(18) -- -- 20 14.00
5 Medium Laser Nose 3(25) -- -- -- 15 5.00
5 Small Laser Nose 2(15) -- -- -- 5 2.50
2 ER PPC FL/R 2(20) 2(20) 2(20) -- 60 28.00
2 ER PPC FL/R 2(20) 2(20) 2(20) -- 60 28.00
2 Large Pulse Laser FL/R 2(18) 2(18) -- -- 40 28.00
2 Large Pulse Laser FL/R 2(18) 2(18) -- -- 40 28.00
5 Medium Laser FL/R 3(25) -- -- -- 30 10.00
5 Small Laser FL/R 2(15) -- -- -- 10 5.00
2 ER PPC AL/R 2(20) 2(20) 2(20) -- 60 28.00
2 ER PPC AL/R 2(20) 2(20) 2(20) -- 60 28.00
2 Large Pulse Laser AL/R 2(18) 2(18) -- -- 40 28.00
2 Large Pulse Laser AL/R 2(18) 2(18) -- -- 40 28.00
5 Medium Laser AL/R 3(25) -- -- -- 30 10.00
5 Small Laser AL/R 2(15) -- -- -- 10 5.00
2 ER PPC Aft 2(20) 2(20) 2(20) -- 30 14.00
2 Large Pulse Laser Aft 2(18) 2(18) -- -- 20 14.00
5 Medium Laser Aft 3(25) -- -- -- 15 5.00
5 Small Laser Aft 2(15) -- -- -- 5 2.50
1 Lot Spare Parts (0.20%) 150.00
------------------------------------------------------------------------------
TOTALS: Heat: 670 74,998.25
Tons Left: 1.75
Calculated Factors:
Total Cost: 1,172,373,552 C-Bills
Battle Value: 9,145
Cost per BV: 128,198.31
Weapon Value: 9,875 (Ratio = 1.08)
Damage Factors: SRV = 583; MRV = 320; LRV = 57; ERV = 0
Maintenance: Maintenance Point Value (MPV) = 401,354
(325,464 Structure, 66,900 Life Support, 8,990 Weapons)
Support Points (SP) = 57,845 (14% of MPV)
BattleForce2: MP: 3, Armor/Structure: 12 / 12
Damage PB/M/L: 24/16/8, Overheat: 0
Class: DL; Point Value: 91
Specials: sph
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_________________ "Politics is supposed to be the second oldest profession. I have come to realize that it bears a very close semblance to the first."
- Attributed to General Aleksandr Kerensky
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Warhammer: 3025 Freelance Captain, AFFC (Ret.)
Joined: 29-Jan-2005 00:00 Posts: 1856
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Posted: 19-Apr-2007 21:34 Post subject: |
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I'm calling this for Vagabond's modified Behemoth.
_________________ Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.
Because sometimes, there are many guards in the castle.
Ya Rl'yeh!
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