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My first ever HMAero unit post.
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Vagabond
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PostPosted: 07-Nov-2004 03:41    Post subject: My first ever HMAero unit post. Reply to topic Reply with quote

No fluff, no frills, just the units with breif descriptions.

The idea was to design a warship that could move fast and strike quickly at dropship transportation. Kinda like a Submarine in space. The first attempt was a dismial failure so i tried again. Thus was born the Wolfskreiger. Designed for hit and runs, it mounts fair armor and a hand full of weapons. It was redesigned as a Monitor and thus need a carrier. thus was born the Wolfscarrier. It is designed to carry 4 Wolfskreigers to a system within 1 jump of its target were it fully recharges and then jumps in system to deploy its 4 Wolfskreigers then immediately jump out. During the week or so the carrier needs to recharge the Wolfskreigers sneak around system using its 10 salvo compliment of Kraken-T Torpedos to destroy dropships and targets of oppertunity. Then the Wolfskreigers randevue with the Wolfscarrier for extraction. Simple yet effective.

                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Wolfskrieger [AT2] 
Tech:              Inner Sphere / 3067
Vessel Type:       Monitor (JumpShip Transportable)
Rules:             Level 3, Custom design
Rules Set:         AeroTech2

Mass:              100,000 tons
Length:            559 meters
Power Plant:       Standard
Safe Thrust:       13
Maximum Thrust:    20
Armor Type:        Standard
Armament:          
    3 Kraken-T
   12 PPC
------------------------------------------------------------------------------
Class/Model/Name:  Wolfskrieger [AT2] 
Mass:              100,000 tons

Equipment:                                                            Mass  
Power Plant, Drive & Control:                                       78,000.00
Thrust:  Safe Thrust: 13
      Maximum Thrust: 20
Structural Integrity: 84                                             8,400.00
Total Heat Sinks:    439 Single                                           .00
Fuel & Fuel Pumps:                                                   3,688.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                250.00
Fire Control Computers:                                                   .00
Food & Water:  (183 days supply)                                       222.00
Armor Type:  Standard  (182 total armor pts)                           167.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 32
   Fore-Left/Right:                   30/30
   Aft-Left/Right:                    30/30
   Aft:                                  30

Cargo:
   Bay 1:  Cargo (1) with 6 doors                                      184.00

DropShip Capacity:  1 Docking Hardpoints                             1,000.00
Grav Deck #1:  (99-meter diameter)                                      50.00
Escape Pods:  20 (7 tons each)                                         140.00

Crew and Passengers:
     53 Officers (33 minimum)                                          530.00
    159 Crew (12 minimum)                                            1,113.00
     10 Gunners (5 minimum)                                             70.00
     20 Marine Battle Armor Troopers/Elementals                        140.00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
3 Kraken-T(30 msls)        Nose        30     30     30     30  150  3,660.00
2 PPC                      Nose     2(20)  2(20)     --     --   20     14.00
2 PPC                      FL/R     2(20)  2(20)     --     --   40     28.00
2 PPC                      AL/R     2(20)  2(20)     --     --   40     28.00
2 PPC                      Aft      2(20)  2(20)     --     --   20     14.00
1 Lot Spare Parts (2.30%)                                            2,302.00
------------------------------------------------------------------------------
TOTALS:                                              Heat: 270     100,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        219,634,920 C-Bills
Battle Value:      39,136
Cost per BV:       5,612.09
Weapon Value:      14,624 (Ratio = .37)
Damage Factors:    SRV = 385;  MRV = 362;  LRV = 217;  ERV = 87
Maintenance:       Maintenance Point Value (MPV) = 502,129
                   (68,219 Structure, 402,100 Life Support, 31,810 Weapons)
                   Support Points (SP) = 509,175  (101% of MPV)
BattleForce2:      Not applicable




                          AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Wolfscarrier [AT2] 
Tech:              Inner Sphere / 3067
Vessel Type:       WarShip
Rules:             Level 2, Custom design
Rules Set:         AeroTech2

Mass:              200,000 tons
K-F Drive System:  (Unknown)
Length:            381 meters
Sail Diameter:     903 meters
Power Plant:       Standard
Safe Thrust:       2
Maximum Thrust:    3
Armor Type:        Standard
Armament:          
   48 ER PPC
------------------------------------------------------------------------------
Class/Model/Name:  Wolfscarrier [AT2] 
Mass:              200,000 tons

Equipment:                                                            Mass  
Power Plant, Drive & Control:                                       24,000.00
Thrust:  Safe Thrust: 2
      Maximum Thrust: 3
Kearny-Fuchida Hyperdrive:  Compact (Integrity = 6)                 90,500.00
Lithium Fusion Battery                                               2,000.00
Jump Sail: (Integrity = 3)                                              40.00
Structural Integrity: 90                                            18,000.00
Total Heat Sinks:    360 Double                                         96.00
Fuel & Fuel Pumps:                                                  14,714.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                500.00
Fire Control Computers:                                                   .00
Food & Water:  (365 days supply)                                     2,363.50
Armor Type:  Standard  (270 total armor pts)                           359.50
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 49
   Fore-Left/Right:                   45/45
   Aft-Left/Right:                    45/45
   Aft:                                  41

Cargo:
   Bay 1:  Cargo (1) with 24 doors                                  24,000.00
           Cargo (1) with 20 doors                                   1,305.00
   Bay 2:  Fighters (18) with 6 doors                                2,700.00

DropShip Capacity:  4 Docking Hardpoints                             4,000.00
Grav Decks #1 - 5:  (150-meter diameter)                               500.00
Escape Pods:  108 (7 tons each)                                        756.00

Crew and Passengers:
     51 Officers (44 minimum)                                          510.00
    204 Crew (34 minimum)                                            1,428.00
     16 Gunners (8 minimum)                                            112.00
    968 1st Class Passengers                                         9,680.00
     20 Marines                                                        100.00
     36 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 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 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 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 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 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 ER PPC                   Aft      2(20)  2(20)  2(20)     --   30     14.00
2 ER PPC                   Aft      2(20)  2(20)  2(20)     --   30     14.00
2 ER PPC                   Aft      2(20)  2(20)  2(20)     --   30     14.00
2 ER PPC                   Aft      2(20)  2(20)  2(20)     --   30     14.00
1 Lot Spare Parts (1.00%)                                            2,000.00
------------------------------------------------------------------------------
TOTALS:                                              Heat: 720     200,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        13,995,177,400 C-Bills
Battle Value:      27,540
Cost per BV:       508,176.38
Weapon Value:      16,186 (Ratio = .59)
Damage Factors:    SRV = 440;  MRV = 347;  LRV = 133;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 321,541
                   (117,613 Structure, 193,800 Life Support, 10,128 Weapons)
                   Support Points (SP) = 322,535  (100% of MPV)
BattleForce2:      Not applicable



OH!

Did i mention that the Wolfskreigers are pretty much all engine? Able to out run all existent Warships and Dropships in addition to most Aerofighters. Those fast enough to keep up will be shreaded by the PPC Anti-fighter batteries. Wicked!

The carrier is built to help resupply the attackers. The first cargo bay carries 2 complete missile reloads for the attackers. There are extra 1st Class rooms on the carrier for every last crewman of the 4 attackers, allowing for luxurious rest between attacks. Also the carrier is equiped with 5 grav decks, 1 for the carrier's crew and 4 for the attacker's crew.

Just so i can improve my designs, does AT2 have movement mods? if you have any info about AT2 you would like to point out, i incourage you to please do so.


[ This Message was edited by: Vagabond on 2004-11-07 03:52 ]
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PostPosted: 07-Nov-2004 04:16    Post subject: RE: My first ever HMAero unit post. Reply to topic Reply with quote

That's a nasty idea you came up with. The monitors cost less than many dropships, and capital missiles do obscene amounts of damage. I would hate to be the guy in charge of a system you attack with that sort of hardware.

People would probably start building units that hunt down the carriers instead of the monitors. And lots of point-defense ships for in-system use.

I'll check what my AT2 says about movement mods, but IIRC there are none. Ships are moving quite fast as it is.

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PostPosted: 07-Nov-2004 11:53    Post subject: RE: My first ever HMAero unit post. Reply to topic Reply with quote

How much damage do they do? I have always wondered because I cant remember seeing any of the weapon damage listed anywhere. (Unless I missed it or musunderstood something both of which arent unheard of, ask the wife )

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PostPosted: 07-Nov-2004 12:44    Post subject: RE: My first ever HMAero unit post. Reply to topic Reply with quote

the Kraken-T does 10 capital damage, Killer Whales 4, White Shark 3, and Barracuda 2. Capital scale damage is 10x greater then normal BT damage. This multiplier also includes Capital scale armor [Warships, Space Stations, and Monitors].

Meaning a Kraken-T does a wopping 100pts of BT dmg to a range of 50 AT2 Hexes. This means that if all three hit your dropship you just took 300pts of damage, which i'll remind you is enough damage to destroy most Overlord variants and severly damage the rest.

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PostPosted: 07-Nov-2004 20:57    Post subject: RE: My first ever HMAero unit post. Reply to topic Reply with quote

I have played AT2 quite a number of times there are no movement modifiers and the high gee forces would be bad for crew members ...unlike ASF ship crews do not have the equipment do deal with high gees because of the nature of ship design and the need to move about the ship so other than for positioning there is little advantage to very high speeds all your ships are under armoured and under armed virtually any warship would eat yours for lunch your first ship despite its speed because of the greater range of capital weapons would be ripped apart before it got within weapons range ..indeed many assault dropships would defeat that ship lower the speed and increase the armour and add capital weapons

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Vagabond
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PostPosted: 07-Nov-2004 22:28    Post subject: RE: My first ever HMAero unit post. Reply to topic Reply with quote

1] is the g-force factor an actual rule?

2] the naval missiles have the same range as naval weapons, so I could fire when you can.

3] this is designed as a U-Boat like vessel. if you were engaging warships, you did something wrong. this targets dropships and targets of oppertunity not warships.

4] since i have not played the system i have not basis of judgement past what the program informs me. it tells me my armor is 103% above average.

Thanks for the feed back, if you would respond to these items i'd be appreciative.

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PostPosted: 07-Nov-2004 22:58    Post subject: RE: My first ever HMAero unit post. Reply to topic Reply with quote

O.K

1) the high gee thing is not an actual rule...just real life.
2)Aff you do have capital missiles but not many and again you would be outgunned bu most warships and some assault dropships...particularily others that carry Capital missiles.
3) Well for the mission profile you describe ..this is the wrong type of ship you want a true warship with a compact K-F Drive Monitors are primarily for defense because of the need for a separate jump ship if the jump ship is knocked out you are badly minced mint flavored dog food.
4) I have played a number of AT2 games so I know something about how the play goes ...I posted a number of my designs so you can get some idea of how to do things...I have a personal bias toward all energy load outs there are others that have different philosophies.You might want to also go to HMPs design forum there are a large number of HMAero designs there.


I hope this can help.

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Vagabond
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PostPosted: 07-Nov-2004 23:29    Post subject: RE: My first ever HMAero unit post. Reply to topic Reply with quote

1] ok, i am sure that by 3067 with mass intersteller travel the crew of a Warship [in addition to the wraships design] could be equiped to handle 10g's during combat manuvers. i mean look at NASA Astronauts during take-off.

2] I determined that load-out around destroying the typical military dropship. the union. it just turned out 3 Kraken-Ts can destroy an Overlord as well [most variants]. Since the speed is not a rule limitation but real world physics [like that applies to BT asnyway] this ship could out run any of those assult dropships before the could fire anything but there own missiles.

3] I tried using a Warship for this, but it quickly got to big to be usefull. Had to settle on deployed Monitors. On the plus side, if there control ship is destroyed, they can always putz around for up to 6 months waiting for an extraction. I deemed it doable but frankly don't prefear it.

4] I'll take all the experience you have, yet i ask you to excuse me if i don't take it as fact. we know that we each have very different playing styles, which shows in our designs.

on a side note, i do like how AT2 made Naval Warships Ballistical Weapons worth getting over there Energy counterparts.



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