Minuteman (Submarine)

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ATN082268
01/31/14 05:40 AM
69.128.58.222

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BattleTech Vehicle Technical Readout
* CUSTOM WEAPON

Type/Model: Minuteman
Tech: Inner Sphere / 3072
Config: Submarine
Rules: Level 3, Custom design

Mass: 400 tons
Power Plant: 360 Hermes Fusion
Cruise Speed: 10.8 km/h
Maximum Speed: 21.6 km/h
Armor Type: Ferro-Fibrous

Armament:
1 Piranha (Capital Missile Launcher)*
1 LR Torpedo 10
1 SR Torpedo 6
1 Guardian ECM

Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Minuteman
Mass: 400 tons

Equipment: Items Mass
Int. Struct.: 200 pts Standard 0 40.00
Engine: 360 Fusion 0 33.00
Shielding & Transmission Equipment: 0 16.50
Cruise MP: 1
Flank MP: 2
Heat Sinks: 10 Single 0 .00
Cockpit & Controls: 0 20.00
Crew: 27 Members 0 .00
Diving Equipment: 0 40.00
Turret Equipment: 0 11.00
Armor Factor: 350 pts Ferro-Fibrous 2 19.50

Internal Armor
Structure Value
Front: 40 50
Front L / R Sides: 40 50/50
Rear L / R Sides: 40 50/50
Rear: 40 50
Turret: 40 50

Weapons and Equipment Loc Heat Ammo Items Mass
--------------------------------------------------------
1 Piranha* Turret 0 1 100.00
1 LR Torpedo 10 Turret 0 24 2 7.00
1 SR Torpedo 6 Turret 0 15 2 4.00
1 Guardian ECM Body 0 1 1.50
1 C.A.S.E. Equipment Body 1 .50
1 Advanced Mobile HQ Rear 1 1.00
Piranha ammunition (10 rounds) Body 1 100.00
--------------------------------------------------------
TOTALS: 0 11 400.00
Items & Tons Left: 74 .00

Calculated Factors:
Total Cost: 108,963,000 C-Bills
Battle Value: 807
Cost per BV: 135,022.3
Weapon Value: 2,232 / 2,232 (Ratio = 2.77 / 2.77)
Damage Factors: SRDmg = 37; MRDmg = 29; LRDmg = 20
BattleForce2: MP: 1, Armor/Structure: 0 / 18
Damage PB/M/L: 4/4/4, Overheat: 0
Class: NS; Point Value: 8
Specials: ecm
Retry
01/31/14 12:49 PM
72.214.204.166

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Don't subs max out at 300 with combat vehicle rules?
ATN082268
02/01/14 01:48 AM
69.128.58.222

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Quote:
Don't subs max out at 300 with combat vehicle rules?



I'm not sure. The Heavy Metal Vehicle program allowed it, so it may have been legal at the time if it isn't now. I think the size of a naval unit was limited to the maximum size of the engine which had to produce at least a cruising speed of 1.
His_Most_Royal_Highass_Donkey
02/01/14 04:01 AM
172.56.17.40

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Quote:
Quote:
Don't subs max out at 300 with combat vehicle rules?



I'm not sure. The Heavy Metal Vehicle program allowed it, so it may have been legal at the time if it isn't now. I think the size of a naval unit was limited to the maximum size of the engine which had to produce at least a cruising speed of 1.



That is how I remember it.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.

I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
His_Most_Royal_Highass_Donkey
02/01/14 04:06 AM
172.56.17.40

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Can't Capital Missiles only be used in outer space?
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.

I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
KamikazeJohnson
02/01/14 04:51 AM
50.72.218.68

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Quote:
Can't Capital Missiles only be used in outer space?



Don't know for sure, but IIRC they can only be used against Dropship-sized targets...
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
CrayModerator
02/01/14 09:27 AM
97.101.96.171

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Quote:
Don't subs max out at 300 with combat vehicle rules?



There's an optional rule in MaxTech that allows them to be increased to 500 or 550 tons using the expanded engine chart (up to rating 500) in MaxTech. However, it's counterproductive. A 5,000-ton support vehicle submarine could carry more subcapital weapons and travel much faster.
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.
His_Most_Royal_Highass_Donkey
02/01/14 10:05 AM
172.56.17.40

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Quote:
A 5,000-ton support vehicle submarine could carry more subcapital weapons and travel much faster.



I am taking that as capital missals cant be used on planet.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.

I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
ATN082268
02/04/14 01:03 AM
69.128.58.222

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Here are some of the relevant rules from Strategic Operations:

CAPITAL WEAPONS FIRE IN ATMOSPHERE
Capital and sub-capital weapons can be fired through a
Space/Atmosphere Interface and Atmospheric Row hexes (see
High-Altitude Map, p. 75, TW); non-capital weapons cannot be
fi red using any of these rules. However, the specifi c rules for
how such attacks occur depend on where the attacker and
target are located.
The following bullet points list which rules to use in this section,
based on attacker and target locations. If a situation is
not listed below, then the attack cannot be made using capital
or sub-capital weapons; for example, an airborne-to-airborne
attack cannot be made.
• Orbit-to-Surface Fire: Attacker is located in a space hex,
targeting a hex on a ground mapsheet.
• Airborne-to-Surface Fire: Attacker is located in an Atmospheric
Row hex (see High-Altitude Map, p. 75, TW)
or using Low-Altitude Movement, targeting a hex on a
ground mapsheet.
• Surface-to-Orbit Fire: Attacker is located on a ground
mapsheet (including landed aerospace units) and is targeting
a unit in a space hex.
• Airborne-to-Orbit Fire: Attacker is located in an Atmospheric
Row hex (see High-Altitude Map, p. 75, TW) or
using Low-Altitude Movement, targeting a unit in a space
hex.
• Surface-to-Surface Fire: Attacker is located on a ground
mapsheet (including landed aerospace units) and is targeting
a hex on a ground mapsheet.
Game Turns: One space turn is 60 seconds while a ground
turn is 10 seconds. Therefore, the following time limits are
involved when making such attacks.
• Orbit-to-Surface Fire: While this attack can be made
every space turn, the resolution of such attacks on ground
mapsheets takes place only every six ground turns.
• Airborne-to-Surface Fire: All attacks are tracked using
standard ground turns.
• Surface-to-Orbit Fire: This attack can only be made
once every six ground turns (one space turn).
• Airborne-to-Orbit Fire: This attack can only be made
once every six ground turns (one space turn).
• Surface-to-Surface Fire: All attacks are tracked using
standard ground turns.
Construction: Capital-scale weapons (and sub-capital
scale weapons; see p. 343, TO), depending on the type, can
be mounted in ground buildings or units, and used to attack
units in orbit. Both situations are rare; ground facilities
are known as SDS (Space Defense System) bases, while the
mounting of such weapons on mobile units is exceedingly
rare. See Advanced Buildings, page 131 in Tactical Operations,
to determine which capital/sub-capital scale weapons can be
mounted in a building; see Naval Autocannons, p. 331; Naval
Gauss, p. 333; Naval Laser, p. 333; Naval PPC, p. 333; and Sub-
Capital Weapons, p. 343 in Tactical Operations to determine
which units might mount which type of capital/sub-capital
weapons.
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