DRoST IIa Assault Gunship "Devil's Home"

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Mecha_Pants
02/01/16 11:30 AM
70.166.130.125

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I'm Playing in a Mercenary themed RPG game at the moment that is just about to stumble into the Fedcom Civil war. Our company has just outgrown our Leopard and I've been playing with a couple possible replacements. I'd like to hear anyone else's opinon on the viability of this refit of an old-school hull as a "next step" VTOL aerodyne.

AeroTech 2 Vessel Technical Readout
VALIDATED

Class/Model/Name: DRoST IIa (2470) Devil's Custom
Tech: Inner Sphere / 3067
Vessel Type: Aerodyne DropShip
Rules: Level 2, Standard design
Rules Set: AeroTech2

Mass: 5,400 tons
Power Plant: Standard
Safe Thrust: 5
Maximum Thrust: 8
Armor Type: Standard
Armament:
8 Autocannon/5
4 Large Pulse Laser
2 LRM 20+ArtIV
2 AMS
2 Medium Pulse Laser
------------------------------------------------------------------------------
Class/Model/Name: DRoST IIa (2470) Devil's Custom
Mass: 5,400 tons

Equipment: Mass
Power Plant, Drive & Control: 1,755.00
Thrust: Safe Thrust: 5
Maximum Thrust: 8
Structural Integrity: 16 432.00
Total Heat Sinks: 87 Single .00
Fuel & Fuel Pumps: 204.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 41.00
Fire Control Computers: .00
Armor Type: Standard (1,200 total armor pts) 71.00
Standard Scale Armor Pts
Location: L / R
Fore: 400
Left/Right Wings: 300/300
Aft: 200

Cargo:
Bay 1: Fighters (2) with 2 doors 300.00
Bay 2: BattleMechs (3) with 1 door 450.00
Battle Armor Points/Squads (12) with 1 door 120.00
Infantry (foot) Platoons (2) 10.00
Heavy Vehicles (51-100T) (1) with 1 door 100.00
Light Vehicles (to 50T) (5) 250.00
Cargo (1) 220.00
Bay 3: BattleMechs (3) with 2 doors 450.00
Battle Armor Points/Squads (12) with 1 door 120.00
Infantry (foot) Platoons (2) 10.00
Light Vehicles (to 50T) (7) with 1 door 350.00
Cargo (1) 220.00


Crew and Passengers:
2 Officers (1 minimum) 20.00
5 Crew (3 minimum) 35.00
3 Gunners (3 minimum) 21.00
10 2nd Class Passengers 70.00
340 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
2 Autocannon/5(80 rounds) Nose 1(10) 1(10) -- -- 2 20.00
1 Large Pulse Laser Nose 1(9) 1(9) -- -- 10 7.00
2 Autocannon/5(20 rounds) L/RW 1(10) 1(10) -- -- 4 34.00
1 Large Pulse Laser L/RW 1(9) 1(9) -- -- 20 14.00
1 LRM 20+ArtIV(42 rounds) L/RW 2(16) 2(16) 2(16) -- 12 36.00
1 AMS(48 rounds) L/RW -- -- -- -- 2 9.00
1 Medium Pulse Laser L/RW(A) 1(6) -- -- -- 8 4.00
2 Autocannon/5(80 rounds) Aft 1(10) 1(10) -- -- 2 20.00
1 Large Pulse Laser Aft 1(9) 1(9) -- -- 10 7.00
------------------------------------------------------------------------------
TOTALS: Heat: 70 5,400.00
Tons Left: .00

Calculated Factors:
Total Cost: 392,896,800 C-Bills
Battle Value: 4,708
Cost per BV: 83,453.02
Weapon Value: 6,185 (Ratio = 1.31)
Damage Factors: SRV = 120; MRV = 85; LRV = 9; ERV = 0
Maintenance: Maintenance Point Value (MPV) = 83,107
(45,585 Structure, 35,550 Life Support, 1,972 Weapons)
Support Points (SP) = 12,154 (15% of MPV)
BattleForce2: MP: 5, Armor/Structure: 20 / 20
Damage PB/M/L: 9/9/3, Overheat: 0
Class: DM; Point Value: 47
Specials: if


Edited by Mecha_Pants (02/01/16 11:33 AM)
ghostrider
02/01/16 12:44 PM
98.150.102.177

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For some back ground information. Your unit has 6 mechs?
The ship looks more like something the Comguards would have built since their units are 6 mech units, and this looks like a combat team set up.
Not a bad thing, just unusual.

It does look specifically designed for the unit, as it does not really conform to standard unit numbers, but the only thing that affects is if you are trying to keep within the standards of ship designs. Yes, I know it says custom.

The ship looks usable, but there is the question of what happens if you pick up some more units?
But I guess most of this is based on the campaign, not the actual ship uses.
Now a question comes to mind that isn't said in the fluff. It is a refit of another ship, but what ship is it based on? The leopard really isn't viable, since they only had 5 tons for cargo space, which means even with dropping alot of weapons, you don't have much room to add the other bays.
For in game play, is the unit buying the ship as is, or did they pay to have it refitted? Not saying much about the actual design, but it is something that helps me figure out if it is worth it. Personally, I would have looked into something a little larger or set to hold standard units in them. The waste of funds outside of comstar is the worse thing I see here.

The design looks usable, so in all, that is what counts.
Mecha_Pants
02/01/16 12:57 PM
70.166.130.125

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We're actually not big enough to fill it yet, even with our weird unit numbers, we have Four mechs, one heavy and three light vehicles, and about three 28 man platoons of battle armor.. We've been involved in the shadow war between the Wolf's Dragoons / Allied Mercenary Command and the Word of Blake, so we're upping base squad and mech deployment sizes to match.

As for the very heavy battle armor compliment, all of the characters in this game are actually battle armor pilots, and that is the intended unit specialization, all the other hardware is really around to supplement that.

This is a refit of the DRoST IIa 2470 upgrade (on the wiki, I can't post links to it just yet), which at least according to it's fluff is still at least relatively common, if the phrase "Innumerable Clones" holds true.

Edit: I suppose I could cut even deeper into cargo capacity and field two mech lances if I was thinking of this as a marketable product, but this is a one-off custom that I'm pretty sure we're all going to die in when someone tries to make it dogfight alongside its aerospace fighter escorts.


Edited by Mecha_Pants (02/01/16 01:08 PM)
ghostrider
02/02/16 03:02 AM
98.150.102.177

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Might have been easier to use the Intruder dropship, but not a big deal. The use of an older unit could actually work in your advantage, though I can see you would have to customize it for your unit, which is what you presented.

I did find the wiki entry, and seems like you did a lot of modifications to this ship.
Seen you bumped up the weight a little, and cut deeply into the cargo bays for the mech bays, and a larger engine. The extra movement will help a little.
I am not good with aeroship designs, so can only comment on basic things, like the unusual unit numbers.

As for dogfighting, depends on what you face. Your 2 fighters are better then none, but that isn't saying they will be able to protect the ship from combat, especially in the presence of things like a Vengeance Carrier or even a Leopard CV.

One change I would suggest is the 2nd class passengers. Unless you are using it as the original versions suggested, I believe this space is wasted. By that is my opinion.

Now the fluff it is relatively common is something I personally would say is wrong. Until you brought it up, I had never heard of it, but then I tend to stick with the tro designs of the older times. Lack of funds keeps me from updating some of them, and a bad taste with 3rd edition mech warrior book saying 4th edition would change the rules yet again, put me off getting newer books.
Not sure how many others know of this unit, but if it works. Use it.
Mecha_Pants
02/02/16 06:03 AM
70.178.152.99

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That was something I missed, I didn't intend to change the base hull weight. I'll need to see what changes will need to be made after reducing to the stock weight.

It may see play as early as this weekend, so I'll get to see if it was worth the expense.
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