TRO: The Ancients

Pages: 1
Shadrak
04/20/16 06:18 PM
98.101.165.116

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How do I upload a 10MB pdf? Can I hook it up to the downloads?
Shadrak
04/20/16 06:33 PM
98.101.165.116

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Extract of the first design Attachment (259 downloads)


Edited by Shadrak (04/20/16 06:35 PM)
Karagin
04/21/16 05:41 AM
61.40.222.5

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Suggestion, CGL put out a TRO called TRO1945, I think that might be more of help to you in regards to things, then again it may not. Overall the stuff looks good. Try contacting Medron Pryde he would more then likely be willing to host your stuff on his Pryde Rock Industries webpage/site.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Shadrak
04/21/16 08:26 AM
98.101.165.116

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Thanks! I will check that out!

I have TRO 1945 (its free afterall, lol)...TRO 1945 matches WWII, which makes it Tech Level A/B, and, to be honest, the designs don't match rules. They basically took real world performance and equated it to BT and then used a modified armor and weapons system, but that means they have armor that can move at 50 kph and engines that are half of the weight that BT says they should be...

To get WWII performance, you really have to use tech-level C rules, not Tech-Level A or even Tech-Level B.
Shadrak
04/24/16 10:49 PM
98.101.165.116

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Parma Light Tank

Overview

The Parma tank was initially produced by many local
arms companies under license from the Rothstein
Defense Solutions company starting in 2312. By 2341,
at least 23 different knock-offs were in production on
27 different planets across the Inner Sphere.

RDS would continue to license the design wherever it
was possible, but eventually they found that it was
more profitable to provide technical support to local
producers. This would become common with all of
their designs throughout the 24th centuries; RDS would
experience about a decade of profitability from
licensing the design and would then have to earn
profits by eliminating the licensing fee and assisting
less able manufacturers in producing the design by
providing advanced technical support.

The majority of their technical support teams would get "captured" by
local governments and industry and would eventually
end up paying what amounted to a "franchise fee" as
RDS provided higher-end components.


Capabilities

As a modern implement of war, the Parma has very
little going for it. It is not a very technologically
advanced vehicle, its armor is not particularly strong,
and its primary weapon barely threatens modern
Battlemechs and combat vehicles.

What it does have going for it, though, is that it is cheap
and easy to produce. When a single light Battlemech
faces an entire company of Parma's the light mech is
probably going to get hurt…and sometimes a little pain
is enough to make a bandit run away.


Deployment

The Parma Light Tank and tanks like it are extremely
common throughout the Inner Sphere. In numbers, the
Parma is able to threaten light Battlemechs, and
virtually every industrialized world has vehicle
manufacturing capabilities able to produce these light
tanks.

On several worlds, Parma tanks number in the
hundreds or thousands. Essentially, like most of the
designs featured in this publication, the Parma is an
open source design and most differences between the
various parochial designs are entirely cosmetic.

In 3012, a small bandit force consisting of a Locust and
two Wasp Battlemechs raided the towns along the
coast of the northern ocean on the planet Slewis. After
carrying off several tons of booty (including historical
items and valuables from the Star League era), a group
of Rift Republic Army members activated nine Parma's
that had been mounted outside their RRA meeting
halls. The five of the nine Parmas were lost including their crews,
but they were enough to force the raiders to retreat to their dropship
and depart the planet.




Code:

Parma Light Tank

Mass: 25 tons
Tech Base: Inner Sphere (Tech Level C)
Motive Type: Tracked
Rules Level: Tournament Legal
Era: Exodus/Pre-Age of War
Tech Rating/Era Availability: C/X-X-C-A
Production Year: 2341
Cost: 212,344 C-Bills
Battle Value: 155

Power Plant: ICE
Cruise Speed: 32.0 km/h
Flanking Speed: 54.0 km/h
Armor: Standard Armor
Armament:
1 Medium Rifle
Manufacturer:
Primary Factory:
Communications System:
Targeting and Tracking System:

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Tech C; Armored 15 points 6.50
Engine: ICE 8.50
Cruise MP: 3
Flank MP: 5
Fuel: Range: 588 km 0.50
Heat Sinks: 0.00
Control Equipment: Basic 0.50
Turret: 0.50
Armor: BAR 8 AV - 39 2.50

Armor
Factor
Front 10
Left/Right 7
Rear 5
Turret 10

================================================================================
Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
1 Medium Rifle Turret NA 1 5
Ammunition (M. Rifle) 9 Body NA 1 1

Attachment (203 downloads)


Edited by Shadrak (04/24/16 11:12 PM)
Shadrak
04/24/16 11:07 PM
98.101.165.116

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Scutum Heavy Tank

Overview

After the Parma, the Scutum was one of the first
designs released in 2314 by Rothstein Defense
Services. Because of its size, it was a little too large for
small vehicle bays common on the dropships of the
day. This necessitated the design being fielded in
areas where production was local or the use of regular transport dropships rather
than combat dropships. Because the design was not
particularly portable, the design did not spread as
quickly and fewer competitors were willing to
counterfeit the design.
As a result, the Scutum tended to be licensed by larger
planets and the design remained a profitable one for
RDS well into the 2380's and 2390's.


Capabilities

During the Age of War, local planetary governments
relied heavily on Scutum and similar models to force
interstellar combatants to limit destruction to specific,
non-urban zones. At the time, these militia vehicles
were almost the equal of many of the primitive combat
vehicles used by the likes of the Capellan
Confederation and the Federated Suns. Eventually,
many of these vehicles would be pressed into service
by the Great Houses to supplement their front line
forces, but up to that point the Scutum successfully
protected many innocent civilians from the ravages of
total war.

Deployment
Even today, hundreds of operational and semioperational
Scutums serve in the ranks of militia forces
across the Inner Sphere.
In 2401, a company of Scutum tanks faced off against
a company of Marsden I tanks. The local militia, led by
Captain Kimberly Lewis, were among the best shots in
the entire planetory militia. A lance of Scutums were
firing-on-the-move while they retreated from the in
coming Lyran forces. Moving at top speed and scoring
several hits, the four Scutums stopped after blowing a
bridge and preventing the Lyrans from pursuing further.
They engaged the pursuing Lyrans at long range from
across the river. While they Lyran AC-5's matched the
range of their heavy rifles, the Lyran SRMs were out of
effective range.
The Scutum crews were better shots, but the 12
Marsden I tanks were able to overwhelm the Scutums
with fire power. As soon as the Marsden Is moved to
the banks of the river, the remaining Scutums, dug in
and hidden at point blank range, opened fire to the rear
of the attacking Marsden Is. The Marsdens could not
turn to face their attackers, and the attackers were
much more effective at using their heavy rifles inside
their minimum range, quickly giving them the victory
over their better equipped opponents.

Variants

Even before the first vehicle ran off of an assembly line,
RDS had planned a variant that included an AC-5 as a
primary weapon system. This variant reduced the main
gun ammunition from four tons to two tons and installed
a supplemental SRM-2 in the turret with one ton of
SRM ammo.
A common variant that emerged during the
Reunification War removed the tech level C BAR 8
armor and replaced it with six tons of tech level D BAR
10 armor. The heavy rifle, machineguns, and
ammunition were removed and replaced with a single
AC-10 with two tons of ammunition, and the fuel tanks
were shrunk from 1000 to 500 liters (263 km range).
The fire control systems were replaced with a larger set
of fire control computers to manage the more complex
targeting calculations required by the larger gun.
Modern variants replace the heavy rifle and ammunition
with two light AC-5's and two tons of ammunition.


Scutum Heavy Tank

Mass: 58 tons
Tech Base: Inner Sphere (Tech Level C)
Motive Type: Tracked
Rules Level: Experimental
Era: Exodus/Pre-Age of War
Tech Rating/Era Availability: C/X-X-C-A
Production Year: 2314
Cost: 488,124 C-Bills
Battle Value: 386

Power Plant: ICE
Cruise Speed: 32.0 km/h
Flanking Speed: 54.0 km/h
Armor: BAR 8
Armament:
1 Heavy Rifle
2 Machineguns
Manufacturer:
Primary Factory:
Communications System:
Targeting and Tracking System:

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Tech C; Armored 30 points 14.50
Engine: ICE 19.00
Cruise MP: 3
Flank MP: 5
Fuel: Range: 526 km 1.00
Heat Sinks: 0.00
Control Equipment: Basic 0.50
Turret: 1.00
Armor: BAR 8 AV - 101 6.50

Armor
Factor
Front 23
Left/Right 16
Rear 16
Turret 30

================================================================================
Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
1 Heavy Rifle Turret NA 1 8
Ammunition (H. Rifle) 24 Body NA 1 4
Machinegun Turret NA 1 .5
Machinegun Front NA 1 .5
Ammuntion (MG) 100 NA 1 .5

Quirk: Improved Targeting (Long Range) Attachment (213 downloads)


Edited by Shadrak (04/24/16 11:14 PM)
Shadrak
04/24/16 11:22 PM
98.101.165.116

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Clipeus Medium Tank

Overview

Another RDS design from the early 2300's, the Clipeus
is often seen as the "big brother" of the Parma.
In truth, the Clipeus is a development that came out of
the Scutum when the Scutum proved to be too large to
be transported in the dropship vehicle bays of the day.
Introduced in 2324, the Clipeus became more
produced than either the Parma or the Scutum due to
its higher lethality than the former and that it was more
portable than the latter.


Capabilities

Still armed with the same medium rifle carried by the
Parma, the Clipeus is a marginally better performer
because it carries nearly twice the armor. Additionally,
the Clipeus has a co-axial machinegun mounted with
the medium rifle allowing the medium tank to better
protect itself from enemy infantry.
With a maximum range of just over 400 kilometers and
carrying only 18 rounds for its medium rifle, the Clipeus,
like other tanks of its day, was closely tied to its
logistical support system. This meant that, while the
Clipeus was capable of off-road travel, it tended not to
operate more than a few hundred kilometers from a
road or rail network.
Repairs to the Clipeus were simpler than repairs to
either the Parma or the Scutum. The shape of the
Clipeus was optimized to the armor of the day, and
repairing, replacing, and re-installing armor was a much
easier task on the Clipeus.
One of the other features of the Clipeus that helped it
survive to modern times was that even its main weapon
system was optimized to quick repair and replacement.
Because of this, replacing the medium rifle takes only
2/3 the time it would take on other tanks and the
Clipeus can easily use alternative main guns including
AC-2s, Revolver Cannon, and Light AC-5s.
Building on the lessons of the Parma and the Scutum,
the Clipeus also featured an ICE engine that was
relatively easy to repair and was much more forgiving
with the type of fuel it accepted.
These characteristics, coupled with its size, made the
Clipeus the most popular tank to be deployed an
offensive manner or in a planetary assault.


Deployment

In 2871, after finding their household troops dragooned
by the LCAF at the opening of the Third Succession
War, Lyran nobles sought a way to protect their
individual holdings. Eventually, this would lead to the
commission-ing of new conventional vehicles, but in
the interim several dozen commissioned Earthwerks to
upgrade whatever vehicles they had laying around.
This included more than 2800 Clipeus tanks. Finding
that shipping the tanks to Earthwerks facilities was cost
prohibitive, Earthwerks produced an upgrade package
that was sold directly to the noble families and
effectively circumvented Lyran arms regulations.
Seeing the opportunity, other major weapons
manufacturers like Luthian Armor Works and Irian
Technologies produced identical packages. By the end
of the Third Succession War, nearly 15,000 Clipeus
tanks had received the AC-2 upgrade. 3,100 were
known to be operational as of 3050.


Variants

Like the Parma, the most common modern varient of
the Clipeus includes mounting a light AC-5 in place of
the medium rifle and upgrading the armor to a more
advanced BAR 10 armor.
Also like the Parma, the Clipeus also had a Succession
Wars variant that saw the medium rifle replaced with
the slightly heavier AC-2. While the AC-2 does not
provide the same punch as the medium rifle, it had
greater range and was almost as effective as the
medium rifle against Battlemechs. In order to
accomodate the higher weight of the AC-2, the Clipeus
ammunition magazines were reduced to 1 ton, but the
tank actually increased its overall ammunition capacity
more than twofold.

Parma Tank

Mass: 35 tons
Tech Base: Inner Sphere (Tech Level C)
Motive Type: Tracked
Rules Level: Experimental
Era: Exodus/Pre-Age of War
Tech Rating/Era Availability: C/X-X-C-A
Production Year: 224
Cost: 293,658 C-Bills
Battle Value: 228

Power Plant: ICE
Cruise Speed: 32.0 km/h
Flanking Speed: 54.0 km/h
Armor: BAR 8
Armament:
1 Medium Rifle
1 Machinegun
Manufacturer:
Primary Factory:
Communications System:
Targeting and Tracking System:

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Tech C; Armored 20 points 9.50
Engine: ICE 11.50
Cruise MP: 3
Flank MP: 5
Fuel: Range: 434 km 0.50
Heat Sinks: 0.00
Control Equipment: Basic 0.50
Turret: 0.50
Armor: BAR 8 AV - 70 4.50

Armor
Factor
Front 18
Left/Right 12
Rear 8
Turret 20

================================================================================
Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
1 Medium Rifle Turret NA 1 5
Ammunition (M. Rifle) 18 Body NA 1 2
Machinegun Front NA 1 .5
Ammuntion (MG) 100 NA 1 .5

Quirk: Easy to Maintain Attachment (229 downloads)


Edited by Shadrak (04/24/16 11:24 PM)
Shadrak
04/24/16 11:33 PM
98.101.165.116

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Aspis Tank Destroyer


Overview

Named after the sheild weilded by Spartan Hoplites
rather than a Roman sheild, the Aspis is a turretless,
heavy tracked vehicle.
Heavier than the Scutum, the Aspis is less multifunctional
and manueverable. It was developed by
lower tech communities to counteract the primitive
combat vehicles they were facing in the late-23rd and
early-24th centuries.
Less manueverable even than the slow Scutum, the
Aspis could be a death trap, but its armor, heavier and
stronger, was capable of withstanding the assault of
early Battlemechs. This cemented the Aspis' place in
the TO&Es of many low-tech defense forces and meant
that the Aspis would continue to serve sporadically
through the Age of War and would be revisited in the
Succession Wars.


Capabilities
Slow and lumbering but able to shrug off most attacks
by heavy tanks of its day as well as assaults from more
advanced weapon systems, the Aspis could be used
very effectively when paired with more manueverable
systems that could protect its flanks.
In most instances, producers of the Aspis built this
model after their production lines had churned out
hundreds of smaller, cheaper vehicles. Because of
this, the Aspis tends to be better constructed than most
support vehicles of its day and its weapon systems
tend to be better integrated. This is not always the
case, but even skeptical vehicle crews comment on the
accuracy of the Aspis when they transition from a
Scutum or a Clipeus.
Additionally, because the turret structure is removed
and the general design of the vehicle is much simpler
than most combat vehicles, the Aspis is relatively easy
to maintain and repair.


Deployment

One of the most widely produced and reproduced
ancient armored vehicles, the Aspis commonly found in
service even today. Most Aspis serving today are
modern variants, but at least 6000 serve in planetary
militias across the Inner Sphere with a further 2000-
3000 serving in military forces throughout the
Periphery.


Variants

The Aspsi is a simply designed vehicle that quickly
lends itself to modification and variant production has
continued (albeit at a slower pace) ever since its first
introduction in 2389.
The first true variant of the Aspis began production just
three years after the initial model was available for
purchase. Rolling off of assembly lines on seven
different planets, this model dispensed with the
armored chassis in order to allow it to mount heavier
weapon systems like artillery guns. The Artillery
variant's unarmored chassis is 6.5 tons lighter, and the
vehicle carries only 6 tons of BAR 6 armor. While the
BAR 6 armor is lighter, this model is still protected by
120 points of armor that is distributed in the exact
manner as the armored variant. The two heavy rifles
are replaced by three "Triples". The ammunition load
for the "Triples" is increased to 6 tons. The
machineguns are retained.
In order to compete with more modern tanks, the heavy
rifles were often replaced with AC-5s. When possible,
operators would upgrade the targeting systems, usually
at the expense of one or more of the machineguns.
With the development of the AC-10 and AC-20 there
were several production variants that installed these
systems in place of the heavy rifles. In the case of the
AC-10, it would be backed up by two LRM-5's and one
ton of ammunition normally designated for the Rifles
would be assigned to the pair of Long Range Missile
Launchers. A similar model would emerge in the
3060's with the Aspis carrying a single Gauss Rifle and,
later, a heavy Gauss Rifle.
The artillery model saw variants as well. In the 2450's
those operators and producers that could afford it
replaced the 3 "Triples" with a single Long Tom Artillery
Piece.

Aspis Tank Destroyer

Mass: 76 tons
Tech Base: Inner Sphere (Tech Level C)
Motive Type: Tracked
Rules Level: Experimental
Era: Exodus/Pre-Age of War
Tech Rating/Era Availability: C/X-X-C-A
Production Year: 2389
Cost: 809,160 C-Bills
Battle Value: 508

Power Plant: ICE
Cruise Speed: 21.0 km/h
Flanking Speed: 32.0 km/h
Armor: BAR 10
Armament:
2 Heavy Rifle
3 Machinegun
Manufacturer:
Primary Factory:
Communications System:
Targeting and Tracking System:

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Tech C; Armored 32 points 21
Engine: ICE 16
Cruise MP: 2
Flank MP: 3
Fuel: Range: 632 km 1.00
Heat Sinks: 0.00
Control Equipment: Basic 1.00
Turret: 0.00
Armor: BAR 10 AV - 120 18.00

Armor
Factor
Front 45
Left/Right 25
Rear 25


================================================================================
Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
1 Medium Rifle Front NA 6 5
Ammunition (H. Rifle) 12 Body NA 1 2
2 Machineguns Front NA 2 1
1 Machinegun Rear NA 1 .5
Ammuntion (MG) Body 100 NA 1 .5

Quirk: Improved Targeting: Long Range
Accurate Weapon (Heavy Rifles)
Easy to Maintain Attachment (212 downloads)


Edited by Shadrak (04/24/16 11:34 PM)
Shadrak
04/25/16 12:18 AM
98.101.165.116

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Oxybeles


Overview

The Oxybeles, named for an ancient Greek crossbow, is an
ancient piece of artillery technology itself. Appearing in 2271
on Itabaiana, the Oxybeles was a piece of equipment built,
marketed, and distributed by Riley Arms, a small company
operating in the footprint of and nominally associated with the
Ozawa Mercantile Association. The Oxybeles would prove to
be the company's most successful product before it perman-
ently closed in 2476.
Originally produced in response
to attacks by pirates that flourished after the Demarcation
Declaration, the Oxybeles munitions were optimized to defeat
the unarmored vehicles and infantry forces that the pirates
most commonly used during planetary assaults.
After proving effective in blunting the attacks of planetary
invaders, the Oxybeles was reverse engineered by several
different companies and by 2288 it had spread throughout the
Inner Sphere. Because it lacked mobility, it wasn't normally
included in an invasion force, and, as a result, did not make it
to many premier military units.


Capabilities

The tactical ballistic missiles mounted on the Oxybeles were
highly effective in engagin infantry and unarmored vehicles,
and the engagement range effectively kept the Oxybeles far
enough from the front line that the design's weak armor and
underpowered engin were not too detrimental.
In time, Oxybeles were quickly outclassed and were of limited
use. They were often kept in inventories only because of their
ability to deploy tactical nuclear weapons and to employ
FASCAM munitions.


Deployment

The Oxybeles played a minor role throughout the Age of War,
but by 2500 it had largely been abandoned by most militia
forces. Due to its ability to launch tactical nuclear missiles,
though, many were mothballed in the event that the Ares
Conventions did not last as an agreement.
About the time that planetary militias began to abandon the
Oxybeles the Reunification War was initiated against the
Periphery powers. While a Periphery counter attack was
unlikely, the local political pressures for most planets enabled
the local militias to extend the life of their Oxybeles even
further, so more than 3000 Oxybeles saw their tactical ballistic
missiles removed and replaced with a single LRM-20 with a
single ton of ammunition.
Most of the modified Oxybeles did not see combat, but those
that did were almost immediately destroyed in combat due to
the design's light armor. Due to bad publicity and allegations of
fraud, the contracting company responsible for more than 80%
of the upgrades, RoTech, purchased 2400 Oxybeles in an
effort to stave off an even more costly lawsuit. Most of these
Oxybeles were transported to Rukbat, Alcor, and Ko between
2593 and 2596, but RoTech determined that destruction or
recycling of the decommissioned Oxybeles was cost
prohibitive.
RoTech was sold, along with all of its property, to Defiance
Industries in 2603 and the Oxybeles were largely forgotten
until 2620 when Defiance Industries was competing for a
SLDF artillery vehicle contract. Assuming they would win the
contract easily, Defiance Industries installed an Arrow IV
system on 700 of the Oxybeles on Ko, but the design did not
meet the survivability or speed requirements of the SLDF.
Defiance stripped an resold 300 of the Arrow IV systems, but
even this became too expensive and Defiance decided to
forget the Oxybeles entirely and simply transferred the
Oxybeles and property to a non-profit, anti-war charity the
United Peace Coalition, to gain a tax write-off.
The United Peace Coalition also received millions of Star
League dollars to assist in the demilitarization and disposal of
the Oxybeles, but this money was largely redirected towards
the personal finances of the UPC's board of directors and, by
the fall of the Star League, the three Oxybeles storage facilities
were largely forgotten.
In 3055, real estate developer Tony Weaver purchased the
property on Ko after working through arcane deed records for
the property. He discovered the Oxybeles and the location of
the other two sites. A friend facilitated the sale of the Arrow IV
equipped Oxybeles to the frightened militias in the path of the
clans and the money enabled him to purchase the other two
properties.

Variants

A design that appeared at roughly the same time as the
Oxybeles, the Gastraphetes, was a similar system that filled a
similar role. This 5-ton system used a Katir truck chassis and
installed a single tactical ballistic missile launcher and carried
a single tactical ballistic missile. It also included an integrated
basic targeting system.
The LRM-20 Oxybeles variant simply swapped out the missiles
and launchers, as well as the machinegun and its ammunition,
for a single LRM-20 with a single ton of ammunition. This
variant would be modified and resold by Weaver in the 3060s
using an ELRM-10 and two light machineguns to keep the
Oxybeles further from the fight.
The Arrow IV model replaced the armor with 3 tons of
advanced (level E) BAR 8 armor and installed an advanced
(level E) 5-ton fuel cell engine. This allowed for the installation
of an Arrow IV with a single ton of ammunition.



Oxybeles Self-Propelled Artillery

Mass: 31 tons
Tech Base: Inner Sphere (Tech Level C)
Motive Type: Tracked
Rules Level: Experimental
Era: Exodus/Pre-Age of War
Tech Rating/Era Availability: C/X-X-C-A
Production Year: 2271
Cost: 801,720 C-Bills
Battle Value: 464

Power Plant: ICE
Cruise Speed: 32.0 km/h
Flanking Speed: 54.0 km/h
Armor: BAR 6
Armament:
5 Tactical Ballistic Missiles
1 Machinegun
Manufacturer:
Primary Factory:
Communications System:
Targeting and Tracking System:

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Tech C; Armored 16 points 5.50
Engine: ICE 10.50
Cruise MP: 3
Flank MP: 5
Fuel: Range: 476 km 0.50
Heat Sinks: 0.00
Control Equipment: Basic 0.50
Turret: 0.00
Armor: BAR 6 AV - 62 3.00

Armor
Factor
Front 16
Left/Right 15
Rear 16


================================================================================
Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
5 x Tactical Ballistic Missile Launchers Front NA 10 5
5 x Tactical Ballistic Missiles Body NA 5 5
1 x Machinegun Front NA 1 .5
Ammunition (Machinegun) 100 Body NA 1 .5

Quirk:
Bad Reputation
Difficult to Maintain Attachment (155 downloads)


Edited by Shadrak (04/25/16 12:19 AM)
Shadrak
04/25/16 12:36 AM
98.101.165.116

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Vogler Anti-Aircraft Artillery Piece


Overview

As colonies established themselves throughout the 22nd
and 23rd centuries, many of them established military
defense forces, often purchasing old military equipment
from the Terran Alliance. A favorite design of many
defense forces was the Torrent Heavy Bomber, which
was often used to support infantry forces, deploy
airborne infantry.
This was exactly the case for the planets that made up
the Tiknov Grand Union, Sarna Supremacy, and
Chesterton Trade Legue. Repeated attacks by various
powers on the planets in this area almost always
included assaults using Torrent Heavy Bombers.
In response to the repeated assaults, the Sarna
Supremacy initiated a request for proposal to defeat
the Torrent attacks. Bilten Industrial won the with its
proposal for the Vogler, an air defense vehicle, over
more expensive anti-air systems including air
superiority fighters and surface-to-air missiles.
While not exceptionally successful as an air defense
option (as evidenced by the successful introduction of
the Frenzy fighter several decades later), it was cheap
and could also be used in an anti-armor/anti-infantry
role. This led to its adoption by the new Tikonov Union
and to its spread throughout the Inner Sphere and to
Bilten's licensing of the design to 11 different
manufacturers.
The first Vogler was delivered in 2298. By 2312 the
design had spread throughout the Inner Sphere.

Capabilities

The Vogler is not exceptionally fast, but its given role of
air defense does not require exceptional
maneuverability on the battlefield.
The biggest drawback for the Vogler is its reliance on
the Heavy Chain Guns to defend against attacking
aircraft. The damage characteristics for these
weapons are highly variable and inconsistent.
Additionally, it would take two to three Voglers to
effectively defend against a Torrent bombing run
increasing the personnel requirements for this type of
anti-air option despite the relatively low cost of the
equipment.
Despite this, the Vogler was successful against the
Torrent and really shined against other, smaller aircraft
and the Vogler was a tremendously successful anti-infantry
weapon and could even successfully defend
against enemy armor.


Deployment

Bilten production of the Vogler ceased in 2343 after it
proved less successful than other anti-air options as
more and more advanced aircraft were introduced, but
smaller licensees continued to produce it throughout
the Age of War and several were used during the
Reunification Wars as anti-infantry systems.
As of 2400, an estimated 17,000 Voglers of various
models had been produced and at least 6,000 were still
in service in some capacity. As of today, most Voglers
remain as museum pieces, but an estimated 1,000
Voglers operate in planetary militias in an anti-infantry
role with an additional two to three hundred LRM
models in service.
In 3061, using three Voglers from the Hanover
museum, a team of former DCMS veterans attacked a
full star of Clan Smoke Jaguar battle armor on Hanover
in 3050. The three Voglers were destroyed and the
DCMS veterans were killed, but not before they
destroyed two points of Elementals. All of the veterans
were posthumously awarded the Garstedt Knight's
Cross.


Variants

One of the first Vogler variants involved adjusting the
targeting systems and exchanging the heavy chain
guns for four light surface to air missile launchers and
one ton of missiles. This system was fairly successful
against slower fighters, but its lack of ammunition and
inabilty to shoot down more advanced fighters as well
as its succeptability to ground forces prevented its
widespread use.
In 2423, hoping to extend the life of their Voglers, the
Apostica planetary militia replaced the heavy chain
guns with two LRM-5s and one ton of ammunition.
This model spread and was marginally successful
against conventional fighters, but with more advanced
Aerospace Fighters in common use, this variant did not
last long as an anti-air defense system.



Vogler Anti-Aircraft Artillery Piece


Mass: 17 tons
Tech Base: Inner Sphere (Tech Level C)
Motive Type: Tracked
Rules Level: Experimental
Era: Exodus/Pre-Age of War
Tech Rating/Era Availability: C/X-X-C-A
Production Year: 2298
Cost: 151,223 C-Bills
Battle Value: 117

Power Plant: ICE
Cruise Speed: 32.0 km/h
Flanking Speed: 54.0 km/h
Armor: BAR 6
ArHeavy Chain Gun
Manufacturer:
Primary Factory:
Communications System:
Targeting and Tracking System:

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Tech C; 10 points 3.00
Engine: ICE 6.00
Cruise MP: 3
Flank MP: 5
Fuel: Range: 833 (416-Gas Hog) km 0.50
Heat Sinks: 0.00
Control Equipment: Basic 0.50
Turret: 0.50
Armor: BAR 6 AV - 31 1.50

Armor
Factor
Front 8
Left/Right 5
Rear 14
Turret 9


================================================================================
Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
2 x Heavy Chain Gun Turret NA 2 3
Ammunition (Hvy Chain Gun) 100 Body NA 1 2

Quirk:
Gas Hog
Anti-Aircraft Targeting
No Cooling Jacket Attachment (149 downloads)


Edited by Shadrak (04/25/16 12:42 AM)
Shadrak
04/25/16 12:48 AM
98.101.165.116

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NEW WEAPONS AND RULES

Gyrodyne Chassis Modification (Support Vehicles)

The gyrodyne chassis modification allows a VTOL aircraft with a helicopter rotor system to be driven forward by one or more conventional propellers to provide forward thrust during cruising flight. The
chassis modification increases the weight of the chassis by 120% but increases the cruising speed of the aircraft by 2 movement points. A gyrodyne chassis modification increases the price of a
support vehicle's chassis by 60% (1.6 modifier).

Mini-Room

The mini-room was used for very short duration trips (less than 48 hours) and met a passenger's needs for sustenance, hygiene, sleeping, etc., for up to 72 hours (though it could be extended up to
120 hours in a pinch). The mini-room weighed 2 tons and cost of the mini-room is 1000 C-Bills, Availability is A-A-A introduced pre-space flight.


CHAIN GUNS (Primitive)/Revolver Cannon (Primitive)
Chain guns existed since the 20th century and were a precursor ballistic weapon to the modern autocannon. The light and heavy models of chain gun were introduced in 2110 and 2113 respectively
as an advancement over more primitive models used to that point. Like modern autocannon, the first advanced chain guns utilized an external power source to drive the firing mechanism. Like rifled
cannon of their time, the light and heavy chain gun were less effective against high BAR rated armor, but the damage is highly variable. The Heavy Chain Gun is capable of damaging BAR10 armor,
but it is highly inconsistent. Against infantry and battlearmor, treat the LCG as a MG and the HCG as a HMG.


Light Chain Gun
The light chain gun ranges in caliber size from 20mm to 40mm with most models utilizing a common 30mm HE round. The weapon has a very high rate of fire and most systems regulate bursts to 16-
20 rounds with the number of bursts per ton of ammunition consistently weighing 1 ton per 100 bursts. The exception to this is special penetrator ammunitions which are heavier and require software
modification so that rates of fire can be increased. Ammunition can be stored in full or half ton lots. Damage from a Light
Chain Gun is highly variable. Due to the high rate of fire, roll on the cluster hits for a weapon size 5 table for total damage and subtract 1/2 of target armor's BAR level (rounded up). For example, if an
attacker targets an enemy with BAR5 armor and rolls a 9 on the cluster hits table, total damage is 1 (4 hits-3 (2.5 rounded up to 3)=1 point of damage).


Heavy Chain Gun
The heavy chain gun ranges in caliber size from 40mm to 60mm with most models utilizing a common 45mm HE round. The weapon has a very high rate of fire and most systems regulate bursts
to 10-14 rounds with the number of bursts per ton of ammunition consistently weighing 1 ton per 50 bursts. The exception to this is special penetrator ammunitions which are heavier and require
software modification so that rates of fire can be increased. Damage from a Heavy Chain Gun is highly
variable. Due to the high rate of fire, roll on the cluster hits for a weapon size 7 table for total damage and subtract 1/2 of target armor's BAR level (rounded down). For example, if an attacker
targets an enemy with BAR7 armor and rolls a 9 on the cluster hits table, total damage is 3 (6 hits-3.5 rounded down to 3=3 points of damage).

REVOLVER CANNON (Primitive)
The revolver cannon came as weapon designers sought larger, more powerful weapons to effectively overcome more effective armor. Like weapons of its day, the revolver cannon was less effective
against armor rated BAR 8 and greater unless a special munition were used. The revolver cannon normally utilized a round that ranged from 60mm to 90mm with most models utilizing a 75mm round
with a 6-9 round burst. Ammunition for revolver cannon consistently weights 1 ton per 25 bursts. Ammunition must be added in full ton lots.
Damage from a Revolver Cannon is highly variable. Due to the high rate of fire, roll on the cluster hits for a weapon size 9 table for total damage and subtract 1/2 of target armor's BAR level (rounded
down). For example, if an attacker targets an enemy with BAR7 armor and rolls a 9 on the cluster hits table, total damage is 4 (7 hits-3.5 rounded down to 3=4 points of damage).



Ballistic Missile (Primitive)
The ballistic missile is an artillery system that grew out of 20th century ballistic missile systems. These primitive systems would later be replaced by Arrow IV systems and cannon artillery. While it
appears ballistic missiles (and guided missiles) should offer great advantages to combatants over Arrow IV and Cannon artillery, there are a variety of reasons that these large, missile artillery
systems were supplanted by the artillery systems that remain common today. One of the primary reasons for these systems to be abandoned over time was their high cost relative to their mediocre
destructive power. Additionally, these systems are much larger than conventional artillery and are highly susceptible to anti-missile defenses. Still, even during the Succession Wars, combatants
found advantages to using these weapons systems (namely, their relative ease of production by lower tech societies). Reload mechanisms were highly complex and would allow the weapon to fire
once every three turns with on-board ammo stores.

Tactical Ballistic Missile (Primitive)
Tactical ballistic missiles are the most common of the missile artillery. Eventually supplanted by Arrow IV and by Long Ranged Missile Systems, Tactical Ballistic Missiles were prized because of their
simplicity, cost-effectiveness, and lethal power. Over the course of time, however, the tactical ballistic missile became ineffective because they were susceptible to anti-missile systems.

Short Range Ballistic Missile (Primitive)
Short Range Ballistic Missiles are very similar to tactical ballistic missiles. In reality, these missiles are simply a larger, more lethal, extended range tactical ballistic missile. It suffers the same
drawbacks as the tactical ballistic missiles.

Medium Range Ballistic Missile (Primitive)
The Medium Range Ballistic Missile (Primitive) was less susceptible to anti-missile systems compared to the Tactical and Short Ranged versions because the durability of the missile itself protected it
to some degree from anti-missile defenses. However, with the advent of advanced targeting systems in the 2400s, these missiles could be targeted like a dive-bombing fighters. Because the missile
has no flight adjustment systems, targeting systems are +3 to hit these missiles and, generally, very few of these missiles are successful in engaging modern forces.
Shadrak
04/25/16 12:54 AM
98.101.165.116

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Frenzy Air Superiority Fighter


Overview

As raids by pirates and active conflict between planets
increased prior to and during the Age of War, many
planetary defense forces sought a capable aircraft that
would allow them to engage both ground and air
forces. Demand for a conventional fighter capable of
launching from a naval platform or from a standard
airfield that could also hold its own against larger
fighters of its day, like the Torrent, led to the
introduction of the Frenzy in 2341.
A prototype Frenzy, introduced in 2339, led to major
changes in the design before its final introduction in
2341. To improve its capability as an aircraft carrier
fighter, the Frenzy's fuel tanks were expanded
dramatically, and the frame was strengthened to help
manage the stresses of hard launches and landings,
improving the final design's capabilities as a carrier launched
fighter.
The entire air frame is designed to reduce maintenance
and has a low downtime compared to competing
designs. Additionally, the Frenzy suffers fewer failures
that other, competing designs as well.


Capabilities

The Frenzy is capable of a top speed of about 2300
kph in normal conditions. In reaching this speed, the
Frenzy is capable of a maximum acceleration of about
2.5 G in normal conditions. Compared to conventional
fighters of the 20th century, the Frenzy's engines are
capable of producing roughly twice as much thrust,
making the Frenzy a fairly advanced fighter for a Tech
Level C society to produce.
As far as engaging modern conventional fighters and
aerospace fighters, the Frenzy is woefully inadequate,
but the fact that a planetary militia can put 10 or 20
Frenzies into a fight for every single invading
Aerospace fighter makes the Frenzy a design that is
still in common use throughout the Inner Sphere today.
With its VSTOL capabilities, the Frenzy is often utilized
as the primary fighter for aircraft carriers like the Roost
and the Mews, and is sometimes even carried by
warships like the Indefatigable and Dominion.


Deployment
Given that planetary militias can purchase a 17
Frenzy's for the price of two Sparrowhawk Aerospace
Fighters, it is not hard to see why there are so many
Frenzies in service today.
Ken Pollack, Military Analyst and Fellow at the
Bainbridge Institute on Galatea and former MI6
operative, estimated that there were an average of 60
military versions of the Frenzy on planets across the
Inner Sphere at the beginning of the Age of War.
Today, on some more back-water planets, there are
often as many as 30. In at least one instance, a
planetary governor in the Outworlds Alliance is
suspected of maintaining more than 100 Frenzies to fill
both a defensive capacity and to use as training aircraft
for an elite aerospace force he maintains.


Variants

Occasionally, a Tech Level D version of the Frenzy will
pop up and these will generally increase the BAR 6
armor by about 20% and replace the Light Chain Gun
with 2 Light Machineguns and the Rocket Launchers
with 2 SRM-2s and 1 ton of SRM ammunition.
Because the performance isn't increased very much
while the price skyrockets, this is not a very common
variant.
More commonly, a tech level C Frenzy replaces the
Light Chain Gun with two Magshot Gauss Rifles and
the RL-10s with improved one-shot SRM-2s.
An unarmed training version of the Frenzy is also
common throughout the Inner Sphere. The trainer
reduces the armor on the model and removes all
weapons. The total weight of this model is 19 tons,
making it slightly more responsive than the combat
variant.



Class/Model/Name: Frenzy
Tech: Inner Sphere / 2341
Vessel Type: Support Vehicle (Fixed Wing)
Rules: Experimental

Mass: 23 tons
Power Plant: ICE (Tech Level C)
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: BAR 6

Armament:
1 Light Chain Gun
2 RL 10s (Primitive)
2 External Stores Hardpoints

------------------------------------------------------------------------------
Class/Model/Name: Frenzy
Mass: 23 tons

Equipment: Mass
Internal Structure: VSTOL 5.50
Power Plant: ICE 6.00
Thrust: Safe Thrust: 3
Maximum Thrust: 5
Structural Integrity: 5 .00
Total Heat Sinks: .00
Fuel: (180 thrust pts) 4.50
Controls Basic 0.50
Armor Type: BAR 6 (20 pts) 1.00

Standard Scale Armor Pts
Location: L / R
Nose: 6
Left/Right Wings: 5/5
Aft: 4


Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
Light Chain Gun Nose 4* --- --- --- 1 1
RL10 RW 6 6 ---- --- 3 .5
RL10 RW 6 6 ---- --- 3 .5
Ammunition (LCG) Body --- --- --- --- 0 .5
2 Hardpoints Body --- --- --- --- 0 .5

------------------------------------------------------------------------------
TOTALS: Heat: 7 23.00
Tons Left: .00

Calculated Factors:
Total Cost: 290,540 C-Bills
Battle Value: 90
Cost per BV: 3228.22

Quirks:
Easy to Maintain
**Trainer Version is Easy to Pilot


Edited by Shadrak (04/25/16 01:06 AM)
Shadrak
04/25/16 02:27 AM
98.101.165.116

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Mews Aircraft Carrier

Overview

While surface warships directly engaging other surface
warships is what most people envision when they think
about a blue-water navy,
the truth is that, even before the Age of War, naval
warships primarily attacked and defended groundbased
targets. Given the limits to which gun-carrying
warships could affect strategic outcomes of battles, it
was inevitable that different types of ships would
become pre-eminent as human society marched
toward the Age of War. In 2331, the first Mews was
fielded in order to provide a mobile airfield that could
support conventional aircraft in defense of a planet
against interstellar invaders. Most small planetary
governments could not afford to maintain large air
forces and multiple bases near every major industrial
and population center, so on worlds with large bodies
of water, the Aircraft Carrier became the go-to warship
to provide air power against an invasion force.


Capabilities

While slow in the sense that most other warships are
faster than the Mews, the Mews is capable, with its
fission engines, of travelling non-stop at its highest
speeds to move to engage an enemy force. In a 24
hour period, the Mews can travel nearly 1300
kilometers (about the distance from Havanna to
Houston on Terra).
Clad in 180 tons of BAR 10 armor, the Mews can
withstand a tremendous level of damage before it is
sunk, and with its multiple Surface to Air Missiles and
Heavy Rifles, it has a fair amount of bite that should
prevent an attacker from getting too close.
The 36 conventional aircraft allow it to contest the
landing of just about any invasion force.
The Mews anti-air capabilities are highly effective
against low-tech fighters and effectively create a shield
around the carrier. Against modern aircraft, though,
these systems are less effective and many Mews have
been lost to attacks by true aerospace fighters. This
often prompts the replacement of older anti-air systems
with more modern defensive arrays.


Deployment

Unlike the Roost, the Mews did not spread across the
Inner Sphere. It was fairly expensive to produce and
few planets had the air power that required such a
large ship. Despite this, a fair number did actually go
into service amongst the various planetary defense
forces of the Inner Sphere and an estimated 200 were
built until more modern aircraft carriers supplanted
them and the threat of aerospace fighters and orbital
warships made them obsolete. About 50 survived the
Age of War, though most were not in operating
condition. Today, about 10 currently ply the waters of
various planets (very few as active military vessels) and
another 5 or so live on as permanently docked housing.
In the past 300 years another 10 of these have been
discovered abandoned on planet that themselves were
abandoned hundreds of years ago. Of course, with
their obsolescence and their size, it is not worth it to
salvage them, but it does appear that some have been
used in the past as a base of operations for bandits or
refugees.


Variants

The only known variant of the Mews is operated by the
Cartier Naval Defense Force on Zebe-nechamali I. In
2338, both Zebene-chamalis and the Unukalhais
invested in several of these vessels during their initial
battles. Two Mews, as well as seven Indefatigable
Cruisers, would survive into the 31st century as part of
the two planetary militias. The Mews were upgraded in
3058 to carry 6 Arrow IV launchers, 6 Light Gauss
Rifles, and 6 Ultra AC-10s as well as a variety of antimissile
systems. Beyond this, little else was modified.
Both vessels are currently in operation, and modifying
other existing vessels to this variant is just a matter of
minimal technical expertise and a fair amount of
funding.



Mews Aircraft Carrier

Mass:27,000 tons
Tech Base: Inner Sphere (Tech Level C)
Motive Type: Naval (Support, Displacement Hull)
Rules Level: Experimental
Era: Exodus/Pre-Age of War
Tech Rating/Era Availability: C/X-X-C-A
Production Year: 2331
Cost: 168,842,563 C-Bills
Battle Value: 10,246

Power Plant: Fission
Cruise Speed: 32.0 km/h
Flanking Speed: 54.0 km/h
Armor: BAR 10
Armament:
12 Heavy Rifles
24 Light Rifles
48 Machineguns
6 Heavy Surface to Air Missile Launchers
36 Conventional Fighters (up to 50 tons)
6 VTOLs (up to 50 tons)
6 Heavy Aircraft (up to 100 tons)
2 Super Heavy Vehicles (up to 200 tons)

Manufacturer:
Primary Factory:
Communications System:
Targeting and Tracking System:

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Tech C; Armored 264 points 7918
Engine: Fission 5528.5
Cruise MP: 3
Flank MP: 5
Fuel: Range: Unlimited
Heat Sinks: 0.00
Control Equipment: Basic 11.5
Turret: 24 sponsons 24
Armor: BAR 10 AV - 1200 180

Armor
Factor
Fore 200
Fore Left/Right 200
Aft Left/Right 200
Aft 200


================================================================================
Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
3 Flight Decks Body 4500
Conventional Aircraft/Light Vehicles (36) Body 1800
VTOL (6- up to 50 tons) Body 300
Heavy Aircraft (6) Body 600
Superheavy Vehicle (2) Body 400

6 sponson w/2 Heavy Rifles Sponsons 1-6 96
w/2 tons ammo/Hvy Rifle (12 shots ea.sponson) Sponsons 1-6 24
6 sponsons w/4 Light Rifles Sponson 7-12 72
w/2 ton ammo (Light Rifle-24 shots ea.sponson) Sponson 7-12 24
12 sponson w/4 MG Sponsons 12-24 24
w/.5 ton ammo (MG-100 shots ea. sponson) Sponsons 12-24 12
6 Heavy Surface to Air Missile Lcher 1/Facing 18
36 Heavy Surface to Air Missiles 6 ea Facing 36

4 Lift Hoists Body 12
2 MASH Core w 3 operating theaters Body 10
3 Field Kitches Body 9
Life Boats (120) Body 120
Communications Gear (12 tons) Body 12
Crew Quarters (420 Steerage) Body 2100
Cargo Body 3169

Quirk:
Difficult to Maintain
Karagin
04/25/16 06:31 AM
61.40.222.5

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Interesting fluff and background.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Shadrak
04/25/16 08:45 PM
98.101.165.116

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Yeah, I have about 116 designs...

Most, I believe, fit right in with canonical requirements based on my research.
AmaroqStarwind
04/03/18 04:27 AM
99.203.27.104

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I'm more than a bit late to the party, but I think you should go ahead and publish this (along with a few scenarios) as a Sourcebook PDF. Maybe even include some early Fission-based IndustrialMechs relying on Primitive Actuators?
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
MechEngine (Alpha) -- On Hiatus

The Scientist Caste has determined that time travel is dishonorable.
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