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?
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Shadrak
04/20/16 06:33 PM
98.101.165.116
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Extract of the first design
Attachment (262 downloads)
Edited by Shadrak (04/20/16 06:35 PM)
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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.
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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.
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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 (208 downloads)
Edited by Shadrak (04/24/16 11:12 PM)
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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 (217 downloads)
Edited by Shadrak (04/24/16 11:14 PM)
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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 (232 downloads)
Edited by Shadrak (04/24/16 11:24 PM)
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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 (217 downloads)
Edited by Shadrak (04/24/16 11:34 PM)
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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 (161 downloads)
Edited by Shadrak (04/25/16 12:19 AM)
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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 (152 downloads)
Edited by Shadrak (04/25/16 12:42 AM)
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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.
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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)
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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
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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.
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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.
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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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