AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Fleet Supply Freighter
Tech: Inner Sphere / 3067
Vessel Type: WarShip
Rules: Level 2, Custom design
Rules Set: AeroTech2
Mass: 500,000 tons
K-F Drive System: (Unknown)
Length: 605 meters
Sail Diameter: 1,024 meters
Power Plant: Standard
Safe Thrust: 2
Maximum Thrust: 3
Armor Type: Lamellor Ferro-carbide
Armament:
32 Large Pulse Laser
16 AMS
6 Heavy NPPC
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Class/Model/Name: Fleet Supply Freighter
Mass: 500,000 tons
Equipment: Mass
Power Plant, Drive & Control: 60,000.00
Thrust: Safe Thrust: 2
Maximum Thrust: 3
Kearny-Fuchida Hyperdrive: Compact (Integrity = 11) 226,250.00
Lithium Fusion Battery 5,000.00
Jump Sail (Detachable): (Integrity = 4) 55.00
Structural Integrity: 77 38,500.00
Total Heat Sinks: 843 Double 452.00
Fuel & Fuel Pumps: 7,418.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 1,250.00
Fire Control Computers: .00
Food & Water: (184 days supply) 857.00
Hyperpulse Generator: 50.00
Armor Type: Lamellor Ferro-carbide (818 total armor pts) 770.00
Capital Scale Armor Pts
Location: L / R
Fore: 152
Fore-Left/Right: 136/136
Aft-Left/Right: 136/136
Aft: 122
Cargo:
Bay 1: Small Craft (20) with 1 door 4,000.00
Cargo (1) with 20 doors 20,000.00
Bay 2: Small Craft (20) with 1 door 4,000.00
Cargo (1) with 20 doors 20,000.00
Bay 3: Small Craft (20) with 1 door 4,000.00
Cargo (1) with 20 doors 20,000.00
Bay 4: Small Craft (20) with 1 door 4,000.00
Cargo (1) with 20 doors 20,000.00
Bay 5: Small Craft (20) with 1 door 4,000.00
Cargo (1) with 20 doors 20,000.00
Bay 6: Fighters (6) with 3 doors 900.00
Cargo (1) with 1 door 1,487.00
DropShip Capacity: 10 Docking Hardpoints 10,000.00
Grav Decks #1 - 4: (80-meter diameter) 200.00
Escape Pods: 78 (7 tons each) 546.00
Crew and Passengers:
30 Officers (26 minimum) 300.00
120 Crew (115 minimum) 840.00
14 Gunners (14 minimum) 98.00
100 2nd Class Passengers 700.00
155 Marines 775.00
512 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
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2 Large Pulse Laser Nose 2(18) 2(18) -- -- 20 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
2 Large Pulse Laser Nose 2(18) 2(18) -- -- 20 14.00
2 AMS(480 rounds) Nose -- -- -- -- 2 41.00
2 AMS(480 rounds) Nose -- -- -- -- 2 41.00
2 Heavy NPPC FL/R 30 30 30 30 900 12,000.00
2 Large Pulse Laser L/RBS 2(18) 2(18) -- -- 40 28.00
2 Large Pulse Laser L/RBS 2(18) 2(18) -- -- 40 28.00
2 Large Pulse Laser L/RBS 2(18) 2(18) -- -- 40 28.00
2 Large Pulse Laser L/RBS 2(18) 2(18) -- -- 40 28.00
2 AMS(480 rounds) L/RBS -- -- -- -- 4 82.00
2 AMS(480 rounds) L/RBS -- -- -- -- 4 82.00
2 Heavy NPPC Aft 30 30 30 30 450 6,000.00
2 Large Pulse Laser Aft 2(18) 2(18) -- -- 20 14.00
2 Large Pulse Laser Aft 2(18) 2(18) -- -- 20 14.00
2 Large Pulse Laser Aft 2(18) 2(18) -- -- 20 14.00
2 Large Pulse Laser Aft 2(18) 2(18) -- -- 20 14.00
2 AMS(480 rounds) Aft -- -- -- -- 2 41.00
2 AMS(480 rounds) Aft -- -- -- -- 2 41.00
1 Lot Spare Parts (1.00%) 5,000.00
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TOTALS: Heat: 1,686 500,000.00
Tons Left: .00
Calculated Factors:
Total Cost: 30,728,642,976 C-Bills
Battle Value: 40,625
Cost per BV: 756,397.37
Weapon Value: 34,932 (Ratio = .86)
Damage Factors: SRV = 1,157; MRV = 1,089; LRV = 650; ERV = 260
Maintenance: Maintenance Point Value (MPV) = 270,908
(104,485 Structure, 129,175 Life Support, 37,248 Weapons)
Support Points (SP) = 193,342 (71% of MPV)
BattleForce2: Not applicable
Notes and stuff:
I was bored and decided to mess around with a supply warship who carried atleast 1/5th of it weight in cargo. This idea was sparked by the discussion of SLDF Warships and again by Blackhands campaign. I wanted a warship that could move along with a fleet and carry enough tonnage to fully supply an RCTs on planet activities. To accomplish this, the vessel needed to be VERY well armored at the sacrifice of speed and include a weapons package that while not grand would make enemy Assult Dropships and Fighters think twice before attacking. I split the cargo into 5 bays with a sixth holding a fighter company and each cargo bay is equiped with numerous small craft bays to shuttle the cargo around the fleet or ,if needed, the ground. On top of this, the warship was given the maximum dropship capacity for its size at 10 collars. This allows the warship to extend its cargo capabilities emmensly and serves as the primary means of supplying ground units. I typically avoid putting all my eggs in one basket; however, i believe this ships thick armor will keep it alive during invasion opperations. In addition, it will be escorted by other warships with there own weapons and fighters, so it should not recieve the full brunt of an enemy counter assult. I think it will do well.
Your thoughts?
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