CYBRN4CR
04/28/10 07:43 AM
71.236.221.45
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Hey, guys! Long time no post!
These are modified Mule dropship designs I'm thinking of having my unit use instead of the Overlord they have currently. What I basically did was convert the Mule's three cargo bays into an internal loadout mimicing the Overlord (so that I don't need more than one dropship to carry a battalion) and rounded out the space with births to house my unit's personnel and some marines to guard against boarding. Everything else I kept the same save for the crew, food, and lifeboat values.
Code:
AeroTech 2 Vessel Technical Readout VALIDATED
Class/Model/Name: Mule (ISHG Modified) Tech: Inner Sphere / 3050 Vessel Type: Spheroid DropShip Rules: Level 1, Modified design Rules Set: AeroTech2
Mass: 11,200 tons Length: 158 meters Power Plant: Standard Safe Thrust: 3 Maximum Thrust: 5 Armor Type: Standard Armament: 1 Autocannon/5 8 Medium Laser 2 Small Laser 2 SRM 6 3 Large Laser ------------------------------------------------------------------------------
Class/Model/Name: Mule (ISHG Modified) Mass: 11,200 tons
Equipment: Mass Power Plant, Drive & Control: 2,184.00 Thrust: Safe Thrust: 3 Maximum Thrust: 5 Structural Integrity: 10 224.00 Total Heat Sinks: 59 Single .00 Fuel & Fuel Pumps: 326.00 Bridge, Controls, Radar, Computer & Attitude Thrusters: 84.00 Fire Control Computers: .00 Food & Water: (80 days supply) 132.00 Armor Type: Standard (616 total armor pts) 36.00 Standard Scale Armor Pts Location: L / R Fore: 150 Left/Right Sides: 168/168 Aft: 130
Cargo: Bay 1: BattleMechs (18) with 2 doors 2,700.00 Bay 2: BattleMechs (18) with 2 doors 2,700.00 Bay 3: Fighters (6) with 2 doors 900.00
Life Boats: 28 (7 tons each) 196.00 Escape Pods: 27 (7 tons each) 189.00
Crew and Passengers: 3 Officers (3 minimum) 30.00 16 Crew (2 minimum) 112.00 3 Gunners (3 minimum) 21.00 6 1st Class Passengers 60.00 36 2nd Class Passengers 252.00 80 Steerage Passengers 400.00 100 Marines 500.00 84 Bay Personnel .00 Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass ------------------------------------------------------------------------------ 1 Autocannon/5(40 rounds) Nose 1(5) 1(5) -- -- 1 10.00 1 Medium Laser Nose 1(5) -- -- -- 3 1.00 2 Small Laser Nose 1(6) -- -- -- 2 1.00 1 SRM 6(15 rounds) FL/R 1(8) -- -- -- 8 8.00 2 Medium Laser FL/R 1(10) -- -- -- 12 4.00 1 Large Laser AL/R 1(13) 1(8) -- -- 16 10.00 1 Medium Laser 6 2.00 1 Large Laser Aft 1(13) 1(8) -- -- 8 5.00 1 Medium Laser 3 1.00 1 Lot Spare Parts (1.00%) 112.00 ------------------------------------------------------------------------------ TOTALS: Heat: 59 11,200.00 Tons Left: .00
Calculated Factors: Total Cost: 239,304,128 C-Bills Battle Value: 2,314 Cost per BV: 103,415.79 Weapon Value: 3,443 (Ratio = 1.49) Damage Factors: SRV = 83; MRV = 21; LRV = 0; ERV = 0 Maintenance: Maintenance Point Value (MPV) = 58,127 (29,576 Structure, 27,320 Life Support, 1,231 Weapons) Support Points (SP) = 23,747 (41% of MPV) BattleForce2: MP: 3, Armor/Structure: 11 / 10 Damage PB/M/L: 3/1/-, Overheat: 0 Class: DL; Point Value: 23 Specials: sph
The upgrade builds upon the modified design by overhauling the weapons loadout (among other things) to one that suites the unit better.
Code:
AeroTech 2 Vessel Technical Readout VALIDATED
Class/Model/Name: Mule (ISHG Upgraded) Tech: Inner Sphere / 3062 Vessel Type: Spheroid DropShip Rules: Level 2, Custom design Rules Set: AeroTech2
Mass: 11,200 tons Length: 158 meters Power Plant: Standard Safe Thrust: 3 Maximum Thrust: 5 Armor Type: Standard Armament: 6 Arrow IV System 2 Guardian ECM 14 ER PPC 21 ER Medium Laser 2 TAG 15 Small Pulse Laser ------------------------------------------------------------------------------
Class/Model/Name: Mule (ISHG Upgraded) Mass: 11,200 tons
Equipment: Mass Power Plant, Drive & Control: 2,184.00 Thrust: Safe Thrust: 3 Maximum Thrust: 5 Structural Integrity: 10 224.00 Total Heat Sinks: 200 Double 141.00 Fuel & Fuel Pumps: 326.00 Bridge, Controls, Radar, Computer & Attitude Thrusters: 84.00 Fire Control Computers: .00 Food & Water: (77 days supply) 105.00 Armor Type: Standard (616 total armor pts) 36.00 Standard Scale Armor Pts Location: L / R Fore: 150 Left/Right Sides: 168/168 Aft: 130
Cargo: Bay 1: BattleMechs (18) with 2 doors 2,700.00 Bay 2: BattleMechs (18) with 2 doors 2,700.00 Bay 3: Fighters (6) with 2 doors 900.00
Life Boats: 23 (7 tons each) 161.00 Escape Pods: 23 (7 tons each) 161.00
Crew and Passengers: 4 Officers (4 minimum) 40.00 14 Crew (1 minimum) 98.00 10 Gunners (10 minimum) 70.00 6 1st Class Passengers 60.00 36 2nd Class Passengers 252.00 80 Steerage Passengers 400.00 40 Marines 200.00 84 Bay Personnel .00 Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass ------------------------------------------------------------------------------ 6 Arrow IV System(120 roundNose 12(120)12(120)12(120)12(120) 60 114.00 2 Guardian ECM Nose -- -- -- -- 0 3.00 4 ER PPC FL/R 4(40) 4(40) 4(40) -- 120 56.00 6 ER Medium Laser FL/R 3(30) 3(30) -- -- 60 12.00 1 TAG FL/R -- -- -- -- 0 2.00 2 ER PPC AL/R 2(20) 2(20) 2(20) -- 60 28.00 3 ER Medium Laser AL/R 2(15) 2(15) -- -- 30 6.00 5 Small Pulse Laser AL/R 2(15) -- -- -- 20 10.00 2 ER PPC Aft 2(20) 2(20) 2(20) -- 30 14.00 3 ER Medium Laser Aft 2(15) 2(15) -- -- 15 3.00 5 Small Pulse Laser Aft 2(15) -- -- -- 10 5.00 1 Lot Spare Parts (0.94%) 105.00 ------------------------------------------------------------------------------ TOTALS: Heat: 405 11,200.00 Tons Left: .00
Calculated Factors: Total Cost: 500,726,128 C-Bills Battle Value: 6,201 Cost per BV: 80,749.25 Weapon Value: 7,344 (Ratio = 1.18) Damage Factors: SRV = 335; MRV = 244; LRV = 71; ERV = 7 Maintenance: Maintenance Point Value (MPV) = 60,801 (29,576 Structure, 24,620 Life Support, 6,605 Weapons) Support Points (SP) = 82,800 (136% of MPV) BattleForce2: MP: 3, Armor/Structure: 11 / 10 Damage PB/M/L: 12/11/6, Overheat: 0 Class: DL; Point Value: 62 Specials: sph, ecm, tag
I think they are pretty good covert Overlords, what do you guys think?
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Karagin
04/28/10 04:19 PM
80.149.45.102
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I can see WoB using these as well as few pirates and Black Ops groups.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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CYBRN4CR
04/28/10 06:30 PM
71.236.221.45
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Thanks, man. I appreciate the good words. Notice I have HMAero now?
Yes, I can see other units wanting easy access to covert transport using this design too, so while it may be tasked to my unit, Tengo Aerospace might be allowed to sell at least the modified design to any faction that wanted them.
Unless factions can convert the interior without needing a shipyard, but then I don't think that's possible.
BTW, are my small pulses in the right arcs for dealing with infantry? Because that's what they are meant for. Then again I might have flamers for fun factor.
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Karagin
04/29/10 02:33 AM
80.149.45.102
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They look to be in the right arc, now if infantry are getting that close...something has gone wrong.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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CYBRN4CR
04/29/10 05:23 AM
71.236.221.45
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Well, it's a big, fat, semi-static target. Without some dedicated point defences it seemed weak against infantry swarms.
Now, though, you'd have to be pretty stupid to charge the upgrade head on with any kind of force. It's nasty at all ranges short of Long Tom and cruise missile range.
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Karagin
04/29/10 09:00 AM
80.149.45.102
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It is a dropship, it has troops or crew that can pull security etc...not many basic infantry types are going to attack it...but I see your point, having the small pulse lasers works.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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Christopher_Perkins
06/15/10 12:19 PM
138.162.128.52
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Cargo Bays are already scaled to fit BattleMechs (consider that LoaderMech Industrial Mechs are the same general size as battlemechs.)
Principle (I would go so far as to say sole) difference between a "BattleMech Bay", "Vehicle Bay", and "Cargo Bay" are the associated Unit Crew Quarters (Vehicle and Mech) that is factored into the mass {but not necessarily in the same location}, and the Repair Equipment that is ancored to the wall of the Mech bay.
the upshot of this rambling is that there is not all that much (in universe) that would prohibit a unit from converting a cargo hauler to a mech or vehicle hauler (or vice versa).
The sole issue is whither or not extra atmospheric dropping of mechs would be possible.... if Dropchutes (as in tubes) then the conversion becomes more extensive... but then again cocooning all the mechs and then popping the doors on a voided Mech bay would probably have the same affect.
Christopher Robin Perkins
It is my opinion that all statements should be questioned, digested, disected, tasted, and then either spit out or adopted... RHIP is not a god given shield
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