Union-class Battle Station

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UNION BATTLE STATION
Type: L2/L3 Inner Sphere
Mass: 2,500,000 tons
Stationkeeping Drive: 30,000 tons
Thrust: .1/.15G
Fuel Use: 39.52 tons per G-burn day (3.952 tons max daily)
Fuel (2000 tons): 2,040 tons
Structural Integrity: 25,000 tons
Bridge: 5,000 tons (oversized)
Armor: 1,800,000 tons (lamellor ferro-carbide)
Each Arc: 300,000
Threshold: 30,000
Grav Decks (2x250m): 200 tons
Heat Sinks (10790 DHS): 10,500 tons
Crew & Passengers (1400): 14,000 tons
Smallcraft Cubicles (80): 16,000 tons (usually hold 60 fighters, 6 shuttles)
Weapons: 96,960 tons
120 ER PPCs (20/arc)
120 Pulse Small Lasers (20/arc)
120 AR-10s (20/arc)
60 NL-55s (10/arc)
Ammo listed under cargo
Fire Control: 29,088 tons
Escape Pods (350): 2,450 tons
Life Boats (350): 2,450 tons
Pressurized Repair Bay: 7,500 tons (100kton capacity)
Cargo:
Missiles 300,000 tons
Other 158,812 tons (can be more missiles)


.
The Union Battlestation is an evolutionary upgrade of the Battlestations of the Periphery planet New Chicago (out over yonder, between the Outworlds Alliance and Taurian Concordat, about 450 light-years beyond the Periphery border of the Inner Sphere.)

Like many deep Periphery planets, it was barely touched by the Star League and likewise barely touched by its downfall. New Chicago developed in isolation, a fractured planet of several dozen nation-states. With libraries of human history (current to the 2700s), several major factions got the idea that a planetary government was an inevitability. Through mostly diplomacy and some force (mostly of smaller, weaker nations), the New Chicago Federation was established. Like the Terran Alliance (and pre-Civil War US) before it, member-states retained a lot of mojo both in the central government and in their own affairs. This proved to be a problem. Millennial nuttiness is attributed to the attempted secession of the equatorial continent Illinois (with several member states) and several other member-states around the planet. By 3000, New Chicago had a credible level of technology (c21st century), albeit erratically distributed between rich and poor (the poor often made do with early 20th century technology). Industrial-era technology and bits of information age technology made the following reunification wars all the bloodier.

The first attempt to retake the secessionists focused (regrettably) on the secessionists that shared land borders with other loyalist, or "Union" member-states. Submarine warfare by the Union and the weak central government of the secessionists (called, variously, the Alliance, Confederacy, or Concordat, depending on which Alliance/Confederacy/Concordat member-state you asked) prevented significant aid from reaching the first targets of the Union. The First Reunification War (RW1) was a bloodbath as inexperienced militaries learned hard lessons in warfare; it devolved into trench warfare on some borders for over a year, at least until tanks (and/or more intelligent use of mid-20th century weaponry) reached those battlefields. RW1, of course, also inspired frenzied technological government that the staid, stable society of New Chicago had not previously required.

In 3015, the Union and Alliance went at it again, this time over the fate of islands around New Chicago's vast oceans. Landings on the large, well-developed continent of Illinois were considered impractical at the time, especially given the ocean gaps that needed to be crossed. RW2 was thus mostly a war of amphibious landings and ship-to-ship duels, which revealed three things. First, the Alliance did know how to build good battleships. Second, the Alliance had fanatical troops (after more than a generation of facing an enemy three times as populous and five times as wealthy, such fanaticism is understandable.) Third, the Alliance's honor-bound, warrior-mentality officer corps could not adapt to increasing technology. This was revealed when the Alliance proved it did not have adequate landing ships or interservice cooperation needed for proper amphibious assaults, while the Union pulled them off time and again. It was also revealed when the Alliance continued to pour its wealth into bigger and badder battleships, while the Union concentrated on aircraft carriers and submarines. In the space of 4 years, the Union gained definitive control of the oceans and four of the five continents. It could now regularly launch air raids against most cities in Illinois, but it couldn't gain air superiority (its fighters lacked the range). The Union needed troops on the ground on Illinois, and it couldn't do this with a million screaming frontline Alliance troops defending the continent.

Improving technology and a visiting Periphery trader provided the answer. The Union would gain control of the heavens as well as the land and sea, and use the Heavens to rain divine wrath on the "rebs." Crude fusion rockets gave the Union equally crude space fighters (note: not aerospace fighters - these armed shuttles maneuvered like pigs in the air), enough to retain control of space. The trader's two Mules then supplied heavy lift duty to put literally megatons of prefabricated station components into orbit. The Union's herculean inter-war build-up put no less than 18 giant battlestations in orbit while suppressing Alliance efforts to regain a toehold in space.

In RW3, the Union started by shattering the Alliance's ground-to-space weapon emplacements with fire from its battlestations and their swarms of bombardment munitions. The years of loud declaralations Union media that it was "impossible" to invade Illinois were revealed as nothing other than maskirovka: the Union launched an incredible space-air-sea assault on Illinois after 24 hours of orbital bombardment. Relatively "precision" orbital laser fire (they usually hit within 350 meters of the target) crippled the Alliance's infrastructure in a way that aerial bombers could've only duplicated at enormous losses. Faced with the continent-wide realization that NOTHING was working (from indoor plumbing to civil disaster plans to military responses), the Alliance morale collapsed. The Union was faced with an enormous POW problem as many Alliance units marched out unarmed to meet the first Union troop they saw. The "10-Day War" (aka RW3) began and ended in June of 3033.

The crew of the Periphery trader that had NOT settled down in utter (Union-funded) luxury took the Merchant-class jumpship back to their usual haunts. By 3040, word had reached the ears of major Inner Sphere aerospace firms of the giant Periphery battle stations, and various investigators eventually went out to examine these military wonders (and no doubt overblown rumors). The rumors were not overblown. A single Periphery planet had over 30 megatons of orbiting behemoths keeping a restive populous in good behavior. The modular construction of the stations (built on the ground!) was downright inspirational. Boeing made the wisest decision and encouraged the New Chicago Federation to exchange its construction techniques for relatively advanced fusion engine technology. While New Chicago would quickly drop out of the limelight to enjoy an economic boom brought on by an exploding middle class and easy access to space resources, Boeing went on to design the Ultimate Battle Station.

THE UNION-CLASS BATTLE STATIONS
The demands of warship construction programs shelved Boeing's plans to build the Ultimate Battle Stations and ship their component modules to interested planets. However, in the post-FCCW lull of 3067, Boeing revived the Battle Station concept. In honor of the originators, Boeing dubbed the new station "Union."

The core of the station was relatively simple and, with fully laden cargo bays, totaled 700,000 tons. With empty bays, it was less than half that - an oversized dropship or tiny warship. This was done to keep the station simple and easily transported across interstellar distances.

The station core consisted of (basically) a 300m-long, 250m-diameter cylinder ("The Beer Can.") This non-rotating cylinder had a cavernous pressurized bay at one end. The 240m diameter, 250m long bay could house 100,000 tons of dropships. (Though, frequently, the size of dropships limited this to just 4-6 dropships.) Just "below" the "bottom" of the bay was the two smallcraft decks (which ringed the cargo bay), with a total of 8 launch doors on the exterior of the station and access to the pressurized bay and cargo bay. At the center bottom of the bay were the huge doors leading to the titanic cargo bays of the station. Ringing the pressurized bay were a pair of 250m-diameter, counter-rotating gravdecks that provided .56G at 2rpm or .14G at a less nauseating 1rpm. The grav decks held the spacious crew and passenger quarters. The decks also are not visible from the exterior - they are completely within the 250m outer hull of the station.

Scattered in packets around the "beer can" were the 120 AR-10 missile launchers. A complicated but redundant network of transport tubes kept the launchers well fed with ammunition of the missile cargo bay. The missile bay can supply 50 salvos of 120 Killer Whale missiles. As an option (favored by planetary defense stations expecting foreign threats), the AR-10s can be replaced with teleguidance missile launchers. The standard gunnery crews are enough to tele-operate 120 missiles at once. Such planetary defense stations frequently use the passenger capacity to carry 240 or more extra gunners to operate denser salvos of teleoperated missiles.

The secondary capital battery of the Union is 60 NL/55s. These were selected partly out of inertia (the Union on New Chicago had used lasers due to technological limitations) and partly for utility. The 2-meter, stabilized, adaptive main mirrors of the lasers make excellent main mirrors of telescopes for observing space or the ground. The 10-laser weapon bays can be linked by optical interferometry to form (effectively) 50-meter diameter optical telescopes capable of resolving 100km features on planets 5 light-years away. Needless to say, they can count the nose hairs of microbes on the ground.

Anti-fighter defense (other than capital missiles) is provided by 120 ER PPCs, 5 per arc. Point defense able to degrade almost any (standard) missile salvo is supplied by 120 pulse lasers, which also do an excellent job of discouraging boarders. 300 marines are also included (equipment and/or battle armor to be taken out of the non-missile cargo tonnage.) The 80 smallcraft bays usually house 54 fighters and 6 shuttles (leaving bays for 20 visiting shuttles - most stations see continuous traffic, or peak loads during war.)

The other, original use of the Union Battle Station is controlling planetary populations. Much favored by the dictators littering the Inner Sphere, the Union can use its huge missile capacity to carry several hundred thousand Thor orbital bombardment munitions. (One Union can control 120 Thors at a time.) The fusion-powered naval lasers can rain destruction on a planet 24/7, usually hitting an angry mob within a few shots. The 20 spare smallcraft bays and passenger quarters can house a lot of infantry; the pressurized bay can hold military transport dropships. With a ~90-minute polar orbit, a Union can usually appear over a rebellious province in just minutes.

Of course, polar orbits are always out of synch with planetary rotation. A low polar orbit on Earth, for example, means the planet will have rotated 1500 miles by the time a spacecraft completes one orbit. This means that over the course of a day, a polar station will pretty much cover the whole planet, but not necessarily at a convenient time. For this reason, Unions mount full scale stationkeeping drives. Stationkeeping drives are often laughed at by people familiar with the continuous 1G+ maneuvering of dropships and warships, but once in space, the 0.1G of a station's stationkeeping drive is a mighty one. It can cover the same distance a 1G drive can in just ~3 times as much time (specifically: square root of 10 times as long). It can fully rotate from a polar to an equatorial orbit (over Earth) 3.13 hours using a half ton of fuel. The much-smaller US space shuttle could not do that with its full SRBs, external tank, and 1700 tons of fuel. The Union can reach a zenith or nadir jump point (from Earth) in about 3-4 weeks using 100 tons of fuel. Heck, it can reach 5% of the speed of light and brake to a halt. Do not knock the stationkeeping drive of the Union (or any BT jumpship or station), and rebels/invaders would do not to underestimate it.

As noted earlier, the Union Battle Station gets all the fun out of 700,000 tons. The remaining 1,800,000 tons is armor: about 5.4 tons per square meter, 540 grams (over a pound) per square centimeter, almost 94 solid centimeters of armor plate. (It's actually quite a bit thicker with the low density void and ceramic foam layers.) In an era when battleships and battlemechs measure their (solid) armor thickness in millimeters, the Union is a hyperbole of protection. The damage threshold is so high that tactical nuclear weapons (the Alamo, fire factor 1000) cannot penetrate the hull, let alone the mightiest weapon bays of modern warships. (Though the shock wrecks the bearings of operating grav decks and can break bones of crew outside of the shock-isolated combat areas, like the bridge, engineering, and weapon control centers.) Conveniently, the armor plates are in 50-ton hexagons that are easily replaced when damaged. Boeing's normal Union model utilizes lamellor ferro-carbide (enough to plate dozens of warships), but the daunting price (100,000 C-bills per ton, IIRC), puts the Union Battle Station into the "I hope there's extended payment plans available" category.

Fortunately for planetary populations under 1 billion, Boeing also offers several "technology packages" for the Union. By shifting to standard armor, price plummets by an order of magnitude (IIRC), and still leaves the Union with hyperbolic quantities of armor. Replacing ER PPCs and PSLs with PPCs and SLs often makes the station much more locally sustainable.

The bridge of the Union is oversized (double normal), being split into the normal bridge and redundant one. In addition to being a back-up, the second bridge often oversees "planetary operations" (coordinating Union-launched troop movements, dropping Thors, coordinating naval fire support with ground operations, etc.) or mass launches of tele-operated missiles. The standard crew, incidentally, consists of 40 standard gunners, 180 capital weapon gunners, 150 crew, 60 fighter/shuttle pilots, 120 fighter/shuttle technicians, 300 marines, and 250 passengers.

Other option packages include considerably expanding passenger and crew facilities (using cargo tonnage). The massively armored Union makes dictators feel safe (from military/rebel attack - backstabbing subordinates are another matter), so the Unions often end up serving as command centers with hundreds and even thousands of military personnel and government flunkies running about. Their potent ground recon ability also sometimes results in large intel staffs onboard, too.

So, there. I used the new AT2 Errata comment about space station armor limits (however many spare tons ya got) to build this abomination.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
NathanKell
01/20/03 02:16 PM
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Duuuuuuude.
-NathanKell, BT Space Wars
Question with boldness even the existence of a God; because, if there be one, he must more approve of the homage of reason, than that of blind-folded fear.
Thomas Jefferson
Countergod
01/21/03 02:48 PM
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IMHO take out the AR-10's. in order to remain under the tonnage of even the NL-35 (thus remain useful in some respect) you can only have 7-8 shots, otherwise, you can take a weapon with the same damage and infinite shots, or better yet, for about the same tonnage as about 20 missiles, you can have a rather powerful NAC
***Chemistry is like art. One wrong move can really ruin your day!***

To: All other empire leaders
From: Maj. NevLord Madman (Mad Man's Marauders [STB] )
Subject: Hi Neveron
Date Sent: 7/12/3222 12:50:00 AM

May i just point out u all suck
Maj. NevLord Madman
CrayModerator
01/21/03 06:24 PM
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In reply to:

IMHO take out the AR-10's.



The point of the station was missiles, to go with the new equipment (orbital mines and Thor bombardment systems) that I hadn't posted here. So, the AR-10s will remain. They're rather integral to the concept.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
Countergod
01/22/03 12:02 PM
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well until you post them, I can only make a decision about the AR-10's from the perspective mentioned in my last post right?
***Chemistry is like art. One wrong move can really ruin your day!***

To: All other empire leaders
From: Maj. NevLord Madman (Mad Man's Marauders [STB] )
Subject: Hi Neveron
Date Sent: 7/12/3222 12:50:00 AM

May i just point out u all suck
Maj. NevLord Madman
Bob_Richter
01/22/03 12:38 PM
4.35.174.250

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>>>IMHO take out the AR-10's.<<<

You kidding?

This thing's already eating Fire Control.

The kewl thing about AR-10s is that they are hideously light. the weapon itself is only 250 tons.

So while a 1000-ton laser would cost you 100 tons for 10% fire control, a 250-ton AR-10 costs you 25 tons for the same fire control. Number for Number, they're a lot easier on Fire Control than any other class of naval weapons.

They have one more significant advantage: they can draw their huge, heavy ammo from a central reserve, which means that less tonnage is devoted to all-around coverage.
-Bob (The Magnificent) Richter

Assertions made in this post are the humble opinion of Bob.
They are not necessarily statements of fact or decrees from God Himself, unless explicitly and seriously stated to be so.
:)
Bob_Richter
01/22/03 12:41 PM
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Its only saving grace is its disgusting armor faces.

-Bob (The Magnificent) Richter

Assertions made in this post are the humble opinion of Bob.
They are not necessarily statements of fact or decrees from God Himself, unless explicitly and seriously stated to be so.
:)
CrayModerator
01/22/03 06:22 PM
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It's not meant to go toe-to-toe with battleships.

I'd use a battleship for that.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
Countergod
01/22/03 10:59 PM
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100 tons! oh my thats a whole two extra killer whale missiles, sooooo much more useful
***Chemistry is like art. One wrong move can really ruin your day!***

To: All other empire leaders
From: Maj. NevLord Madman (Mad Man's Marauders [STB] )
Subject: Hi Neveron
Date Sent: 7/12/3222 12:50:00 AM

May i just point out u all suck
Maj. NevLord Madman
Bob_Richter
01/23/03 03:09 PM
4.35.174.250

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>>>100 tons! oh my thats a whole two extra killer whale missiles, sooooo much more useful <<<

It adds up.

Especially when you get to higher FCS percentages.
-Bob (The Magnificent) Richter

Assertions made in this post are the humble opinion of Bob.
They are not necessarily statements of fact or decrees from God Himself, unless explicitly and seriously stated to be so.
:)
CrayModerator
01/24/03 08:45 AM
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Alright, Countergod. The Orbital Mines and Thor OBS are up. The Union, with 300,000 tons of cargo capacity, can carry 5000 Killer Whale mines or 300,000 Thors - and serve as the command/maintenance center for a network of many, many more.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
Countergod
01/26/03 09:19 PM
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but the damage potential of even a NL 55 will outweigh the higher tonnage cost. and when we get into NAC's and NGauses.........
***Chemistry is like art. One wrong move can really ruin your day!***

To: All other empire leaders
From: Maj. NevLord Madman (Mad Man's Marauders [STB] )
Subject: Hi Neveron
Date Sent: 7/12/3222 12:50:00 AM

May i just point out u all suck
Maj. NevLord Madman
NathanKell
01/26/03 10:34 PM
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When you mount many weapons, FCS makes missiles a better deal (because you don't pay FCS on the ammo).
-NathanKell, BT Space Wars
Question with boldness even the existence of a God; because, if there be one, he must more approve of the homage of reason, than that of blind-folded fear.
Thomas Jefferson
NathanKell
01/26/03 10:35 PM
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Because I don't know whether you saw it at Sarna, and I'm anal about the space rules: Alamos are 100FF / 1000 std damage per missile.
-NathanKell, BT Space Wars
Question with boldness even the existence of a God; because, if there be one, he must more approve of the homage of reason, than that of blind-folded fear.
Thomas Jefferson
CrayModerator
01/27/03 06:17 AM
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In reply to:

Alamos are 100FF / 1000 std damage per missile.



Ah-hah! I told you: 1000 damage! But, oh, no, you wouldn't believe me...
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
Bob_Richter
01/27/03 10:56 AM
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At 10 missiles per launcher (all AT2 requires, and all you need for 10 rounds of fire, or ever, in fact, since AT2 doesn't track ammo consumption,) Naval missiles compare about equally with lasers and favorably to NGauss, and that's BEFORE FCS comes into it.
-Bob (The Magnificent) Richter

Assertions made in this post are the humble opinion of Bob.
They are not necessarily statements of fact or decrees from God Himself, unless explicitly and seriously stated to be so.
:)
Bob_Richter
01/27/03 10:57 AM
4.35.174.250

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Not that the FF ever actually mattered.

The effect of an alamo is: destroys any space-based target outright, does messy things to land battlefields. The FF was never important.
-Bob (The Magnificent) Richter

Assertions made in this post are the humble opinion of Bob.
They are not necessarily statements of fact or decrees from God Himself, unless explicitly and seriously stated to be so.
:)
CrayModerator
01/27/03 01:31 PM
147.160.125.185

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In reply to:

The effect of an alamo is: destroys any space-based target outright



The speculation was (on CBT, I think, or in the fluff) that something with 300,000 armor points per location might be grounds for waving that Alamo rule and just treating it as a 1000pt attack (a house rule, obviously). I figure if the Orion can do it with an aluminum propulsion plate, 300k points of lamellor ferrocarbide should be up to the task.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
Countergod
01/28/03 12:52 AM
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Not that I want to argue with the creator of Heavy metal, or try to rub it in anyone's faces, but by the HMA, using Killer whale missiles and NAC-40's, I made an arc filled with NAC-40s upto 1200 damage, and an arc filled to 1200 damage with Killer whales at 40 points per bay (too keep in time with the NAC-40. Each bay of NAC with 10 tons ammo weighed 4512 tons while the killer whale bay weighed 6500 tons, and the Fire control for the NAC bay was 27,000 Tons while the killer whale FC was 135,00 tons. with this in mind, let me also state that I dont believe in just using the base 10 per weapon
I play with ammo tracking (for more realistic effects ) and even with campaigns in a system requiring multiple engagements. And believe me it is nice not having to lug around 50 ton reloads for a 4 damage weapon

of course that doesnt take into account these new things that the creator of the thread made, havent had time to read them fully yet, so dont have an opinion on them
***Chemistry is like art. One wrong move can really ruin your day!***

To: All other empire leaders
From: Maj. NevLord Madman (Mad Man's Marauders [STB] )
Subject: Hi Neveron
Date Sent: 7/12/3222 12:50:00 AM

May i just point out u all suck
Maj. NevLord Madman
Countergod
01/28/03 12:55 AM
160.39.139.5

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and 300K of Lamior(sp? ) armor weighs how much?
***Chemistry is like art. One wrong move can really ruin your day!***

To: All other empire leaders
From: Maj. NevLord Madman (Mad Man's Marauders [STB] )
Subject: Hi Neveron
Date Sent: 7/12/3222 12:50:00 AM

May i just point out u all suck
Maj. NevLord Madman
NathanKell
01/28/03 01:53 AM
67.86.63.119

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In reply to:

Not that I want to argue with the creator of Heavy metal



Eh? Rick hasn't chimed in on this yet...unless he did elsewhere?
In reply to:

Each bay of NAC with 10 tons ammo weighed 4512 tons while the killer whale bay weighed 6500 tons, and the Fire control for the NAC bay was 27,000 Tons while the killer whale FC was 135,00 tons.



Point taken.
There are, however, two considerations:
1. You get half the range with NAC/40s.
2. If you use Barracuda tubes instead of KWs, they might mass a bit more (and another bit more due to FCS...), but that -2 is worth it, making even Extreme range shots possible.
No chance of crits (unless your target is an ASF...), but then again with at least fan ship armor around the 1000 mark, you won't crit with anything.
-NathanKell, BT Space Wars
Question with boldness even the existence of a God; because, if there be one, he must more approve of the homage of reason, than that of blind-folded fear.
Thomas Jefferson
CrayModerator
01/28/03 07:03 AM
65.32.253.120

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In reply to:

and 300K of Lamior(sp? ) armor weighs how much?



Look on the Union's sheet. 300K per facing of lamellor ferrocarbide on a 2.5-megaton station is 1.8 megatons.

I actually tacked on an extra 100000 tons of cargo just to make the armor points rounded. Otherwise the station would've had 1.9 megatons of armor. The point of the station was to exploit the AT2 errata confirmation that stations could have as many points of armor as they had tonnage available for.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
Countergod
01/28/03 02:22 PM
160.39.139.33

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that was taken under the consideriation that the likely hood of an extreme shot is very unlikely, even with that -2 for the barracudas (though I admit that I didnt think f that and you won there )

and Rick made another post to my last comment in this part of the thread
***Chemistry is like art. One wrong move can really ruin your day!***

To: All other empire leaders
From: Maj. NevLord Madman (Mad Man's Marauders [STB] )
Subject: Hi Neveron
Date Sent: 7/12/3222 12:50:00 AM

May i just point out u all suck
Maj. NevLord Madman
Karagin
12/27/06 12:13 PM
70.123.166.36

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Nice work on the write up...impressive station.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
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