The Thunder House and The Long House, Super-Heavy Vehicles with Heart. Part 1

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l0rDn0o8sKiLlZ
12/11/18 03:28 AM
73.216.131.208

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Designer's Blurb:

IMPORTANT: Original Post created error, probably due to size, sorry for the misleading blurb!
D:


--- --- This is a post including the two Super-Heavy Boondoggles the Thunder House and the Long House. Having just posted a revised version of the Twin Head High-Endurance Artillery System, these are two vehicles built at the same time that ultimately gave birth to the Twin Head as a more "Practical" answer to an unorthodox Combat Vehicle. Of these desings here, the Thuder House was designed first, with the Long House being derived from it and the Twin Head ultimately being a more cost-effective and practical take on the Thunder House. So whithout further ado, here are both of the 'Original Versions' and a "re-imagining" built through the discrepancies of tonnage / crits left in the conversion from MekaMekLab and HMVee. Enjoy!

Thunder House, A 160-Ton Quad Thumper Boondoggle

Thunder House THD-0U3r, the "Re-Imagined" Version

Code:

BattleTech Vehicle Technical Readout
* CUSTOM WEAPONS

Type/Model: Thunder House THD-0U3r
Tech: Inner Sphere / ????
Config: Tracked Vehicle
Rules: Level 3, Standard design

Mass: 160 tons
Power Plant: 320 Pitban Fusion
Cruise Speed: 21.6 km/h
Maximum Speed: 32.4 km/h
Armor Type: Ferro-Fibrous
Armament:
4 Anti-Missile Systems
4 Thumper Cannons
1 Field Kitchen*
1 Command Console*
Manufacturer: ?????????
Location: ?????????
Communications System: ?????????
Targeting & Tracking System: ?????????

--------------------------------------------------------
Type/Model: Thunder House THD-0U3r
Mass: 160 tons

Equipment: Items Mass
Int. Struct.: 128 pts Standard 0 32.00
Engine: 320 Fusion 0 22.50
Shielding & Transmission Equipment: 0 11.50
Cruise MP: 2
Flank MP: 3
Heat Sinks: 10 Single 0 .00
Cockpit & Controls: 0 8.00
Crew: 11 Members 0 .00
Turret Equipment: 0 1.00
Armor Factor: 259 pts Ferro-Fibrous 2 14.50

Internal Armor
Structure Value
Front: 16 36
Front L / R Sides: 16 30/30
Rear L / R Sides: 16 30/30
Rear: 16 31
Turret: 16 36
Turret #2: 16 36

Weapons and Equipment Loc Heat Ammo Items Mass
--------------------------------------------------------
1 Anti-Missile System Turret 0 12 2 1.50
1 Anti-Missile System Turret 0 12 1 1.50
1 Anti-Missile System Turret2 0 12 1 1.50
1 Anti-Missile System Turret2 0 12 1 1.50
1 Thumper Cannon Body 0 40 2 12.00
1 Thumper Cannon Body 0 40 1 12.00
1 Thumper Cannon Body 0 40 1 12.00
1 Thumper Cannon Body 0 40 1 12.00
1 Field Kitchen* Rear 0 1 3.00
1 Command Console* Front 0 1 3.00
1 C.A.S.E. Equipment Body 1 .50
Infantry Bay Body 1 6.00
Cargo Bay Capacity Body 1 4.00
--------------------------------------------------------
TOTALS: 0 17 160.00
Items & Tons Left: 20 .00

Calculated Factors:
Total Cost: 18,130,511 C-Bills
Battle Value 2: 1,220 (old BV = 593)
Cost per BV: 14,861.07
Weapon Value: 465 / 465 (Ratio = .38 / .38)
Damage Factors: SRDmg = 15; MRDmg = 10; LRDmg = 0
BattleForce2: MP: 2T, Armor/Structure: 0 / 13
Damage PB/M/L: 2/2/-, Overheat: 0
Class: GA; Point Value: 12
Specials: tran10


_____________________________________________________________________________________________
----------------------------------------------------------------------------------------------------------------------------------

Thunder House THD-0U3, The "Original" Version

Code:

BattleTech Vehicle Technical Readout
* CUSTOM WEAPONS

Type/Model: Thunder House THD-0U3
Tech: Inner Sphere / ????
Config: Tracked Vehicle
Rules: Level 3, Standard design

Mass: 160 tons
Power Plant: 320 Pitban XL Fusion
Cruise Speed: 21.6 km/h
Maximum Speed: 32.4 km/h
Armor Type: Hvy Ferro-Fibrous
Armament:
4 Anti-Missile Systems
4 Thumper Cannons
1 Field Kitchen*
1 Command Console*
1 Env. Sealing 160T*
Manufacturer: ?????????
Location: ?????????
Communications System: ?????????
Targeting & Tracking System: ?????????

--------------------------------------------------------
Type/Model: Thunder House THD-0U3
Mass: 160 tons

Equipment: Items Mass
Int. Struct.: 128 pts Standard 0 32.00
Engine: 320 XL Fusion 2 11.50
Shielding & Transmission Equipment: 0 6.00
Cruise MP: 2
Flank MP: 3
Heat Sinks: 10 Single 0 .00
Cockpit & Controls: 0 8.00
Crew: 11 Members 0 .00
Turret Equipment: 0 1.00
Armor Factor: 297 pts Hvy Ferro-Fibrous 3 15.00

Internal Armor
Structure Value
Front: 16 40
Front L / R Sides: 16 36/36
Rear L / R Sides: 16 36/36
Rear: 16 33
Turret: 16 40
Turret #2: 16 40

Weapons and Equipment Loc Heat Ammo Items Mass
--------------------------------------------------------
1 Anti-Missile System Turret 0 12 2 1.50
1 Anti-Missile System Turret 0 12 1 1.50
1 Anti-Missile System Turret2 0 12 1 1.50
1 Anti-Missile System Turret2 0 12 1 1.50
1 Thumper Cannon Body 0 40 2 12.00
1 Thumper Cannon Body 0 40 1 12.00
1 Thumper Cannon Body 0 40 1 12.00
1 Thumper Cannon Body 0 40 1 12.00
1 Field Kitchen* Rear 0 1 3.00
1 Command Console* Front 0 1 3.00
1 Env. Sealing 160T* Body 0 1 16.00
1 C.A.S.E. Equipment Body 1 .50
Infantry Bay Body 1 6.00
Cargo Bay Capacity Body 1 4.00
--------------------------------------------------------
TOTALS: 0 21 160.00
Items & Tons Left: 16 .00

Calculated Factors:
Total Cost: 50,482,178 C-Bills
Battle Value 2: 1,314 (old BV = 626)
Cost per BV: 38,418.7
Weapon Value: 520 / 520 (Ratio = .40 / .40)
Damage Factors: SRDmg = 15; MRDmg = 10; LRDmg = 0
BattleForce2: MP: 2T, Armor/Structure: 0 / 14
Damage PB/M/L: 2/2/-, Overheat: 0
Class: GA; Point Value: 13
Specials: tran10


Designer's Notes:

--- --- The Thunder House is a 160-Ton Tracked Combat Vehicle that was designed one night when I wanted to create something that could, "Roll up to somewhere and shell the ever living stuffing outta something." To that end the Thunder House is equipped with four Thumper Artillery Pieces, each fed by two tons of CASE protected Ammunition. However, with the Thunder House project, (Like many of my quote, unquote "Projects") the design quickly mutated from a "Park and Shell it to Hell." design to a "The **** Best at 'Park and Shell it Hell' (and Damn The Cost Trademark Copyright All Rights Reserved)" This led to the Thunder House being converted into a Super-Heavy Combat Vehicle and the prices soaring unchecked by such petty things as price. And as such, the Thunder House would be revamped as anattempt at being the very best piece of artillery money could buy.

--- --- To that end, a pair of AMS Systems were mounted PER TURRET with a ton of ammo allocated to each, making LRM counter-battery fire much, MUCH less effective. Despite carrying no defensive weapons of it's own in an attempt to focus solely on the artillery aspect, instead the Thunder House carries a six ton Infantry Bay and four ton Cargo Bay. These can be used to carry guards, gear for creating defenses in-depth, engineers / mechanics and spare parts or really any other combonation of men and gear that the Commander in question would want. On top of all this, a more unorthodox piece of equipment mounted on the Thunder House is a Field Kitchen. Not just good for morale, but allowing the Thunder House to assist in long battles / campaigns. This became the Thunder House's signature selling point, as it's well supplied cannons allowed for sustained bombardments while it's Field Kitchen, Infantry Bays and Cargo Bays all supported a sustained engagement.

--- --- Now, the design goals and selling points of the Thunder House could be best summarized as such: Firstly, the capability to produce a high-volume of artillery fire for a long period of time. This is provided by four Thumper Artillery Pieces each supplied with enough shells to provide just over six and a half minutes of sustained barrage fire. Secondly, the ability to deter and resist counter-battery fire be it from both enemy artillery and Long-Range Missile carriers / platforms. This capability is provided by a quartet of well supplied Anti-Missile Systems placed in turret mounts for maximum coverage; as well as armor coverage ranging from fourteen and a half to fifteen tons augmented by Cellular. Ammunition.
Storage. Equipment. to mitigate internal damage from exploding munitions. Lastly, while the first two things cover the Thunder in Thunder House, the House part of the name is derived from it's ability to sustain it's friendly assets in addition to it's primary mission. This is provided by it's numerous bays and Field Kitchen, giving allies more than just overwhelming firepower.

--- --- Finally, the Thunder House's "-r" Variant is a "re-imagining" of the original design. It's cheaper than the original, too. This is due to the lack of the sixteen ton Environmental Sealing present on the original Thunder House, thus negating the need for an eXtraLight Fusion Engine. This greatly reduces the costs of the unit, so greatly in fact that it goes from "awesome, but impractical" to "pricey, but powerful" Still, even in this configuration the Thunder House weighs in at around the cost of two Atlas's, which is a lot when considering that a single Atlas is considered "expensive" even to the Great Houses. (unless you're Lyran, but that's the Lyrans for you...) Regardless of configuration, both versions of the Thunder House carry a Cockpit Command Console, enabling the Thunder House to assist with coordinating large scale operations.

--- --- The layout of the Thunder House utilizes a Tracked method of movement, supplied by a pair of continuous tracks, supplemented by four independent sets of treads. The continuous treads are housed mostly within the vehicle, and as such are well armored. Further they can be accessed via "maintenance catwalks" that are effectively small standing areas within the tread wells that are only large enough to allow repair / replacement of tread elements. These "catwalks" also serve as areas to prevent mud and such from accumulating and seizing the treads. It should be noted that the "maintenance catwalks" do not allow for major repairs / refit, and as a result such instances require service crews to remove various armor points designed as "access panels". This is of particular interest as these "access panels" can be loosed via the very same "catwalks" or simply cut away.

--- --- The independent treads on the other hand have no such 'catwalks" or "access panels". Each of the four treads has it's own armored shell around it, protecting it from attack. This gives these treads the appearance of "feet"; likewise they provide exit points for concussive waves, diminishing the damage to them from mines, grenades and explosions in general. While no fancy maintenance or access schemes are found on the "feet" of the Thunder House, they do benefit from an automatic and manual "track thrower"; a mechanism that allows it to "drag" a mangled track assembly by throwing it loose and riding on the wheels.

--- --- The wheels of the Thunder House by extension are octagonal-shaped and made specifically for this machine in an effort to make them more resistant to damage if the treads should be thrown. Naturally this requires special, machine specific tracks, and by extension makes this arrangement highly unpopular. However, standard track configurations can be supplemented albeit at the cost of the "track throwing" capabilities. Overall, the motive systems of the Thunder House are highly robust, and while the 'custom' configuration is unpopular for logistical reasons, nevertheless it is much beloved by those who happen to be riding in a unit equipped with it.

----------------------------------------------------------------------------------------------------------------------------------
(NOTE: The "continuous tread" is analogous to the British Mark IV tanks from the First World War, while the "independent treads" are analogous to the Jawa Sandcrawler found in Star Wars Episode IV)
----------------------------------------------------------------------------------------------------------------------------------

--- --- The Thunder House mounts all of it's crew in a "bridge" found on the Front of the vehicle. This is opposed to the typical arrangement found on other Combat Vehicles, where in the crew is housed in the Body of the unit. The Field Kitchen can be found mounted high up in the Rear of the vehicle, accessed from the outside by a pair of stairs found behind hatches and from the "Bridge" by a access tunnel running the length of the vehicle. The ammo is kept mainly in the Body of the vehicle, with the CASE being supplemented by a pair of "Blast Doors", essentially well armored hatches meant to shield the "Bridge" crew and the Field Kitchen crew from ammo explosions. Likewise each individual "Thumper" Artillery Piece is housed in one of the Super-Heavy Vehicles four "Side-Arcs", those being the Front Left, Rear Left, Front Right, and Rear Right respectively. This layout, combined with it's squat disposition gives it the appearance of a large tortoise with four guns sticking up out of it's "shell".

--- --- The Thunder House's armor configuration is likewise somewhat unique. It's chassis is constructed to reinforce the top mounted armor. As well the armor on the Thunder House is thicker at the top then the bottom. This layout closely mimics the "turtleback" layout of the citadels found on naval battleships of the Second World War and also provides good protection from "plunging fire", such as what it would likely receive from the counter-battery fire of such big gun enemy artillery pieces as Thumper, Sniper and Long Tom Cannons.

--- --- Of note is the layout of the Infantry Bay and Cargo Bay found on the Thunder House. The Cargo Bay is accessible from a set of doors on each side which retract up into the vehicle itself. These are hydraulic in nature, but can also be manually raised via a wheel and gear assembly from within the unit. This door raising assembly can be accessed from within the Infantry Bay as well as from within the access tunnel between the Field Kitchen and the "Bridge".

--- --- The Cargo Bay is above the Infantry Bay, and a second set of doors divides a pair of cargo elevators from the outer doors, providing additional haven from enemy fire as the outer doors benefit from drop down ramps fashioned out of armor. These ramps are raised into position by winches, but are lowered by gravity. Again, these too can be operated manually via a wheel and gear assembly, the very same wheel and gear assembly that controls the doors. This is achieved by simply throwing a lever to change which gear input the wheel output goes to.

--- --- The Infantry Bay on the other hand, is accessed from four armored hatches that allow four, four-man squads to deploy simultaneously while the Infantry Bay itself is a single unit. For what is effectively an APC-Type Transport Bay, the Thunder House sports relatively luxurious accommodations. The bay is supported by four vertical escape hatches, with two leading to the far end of the access tunnel between the "Bridge" and the Field Kitchen and two leading into the Field Kitchen proper. This access tunnel sports four armored escape hatches that are lifted up to provide exit for the Thunder House's entire compliment of personnel.

--- --- The hatches themselves are held down by gravity and manual latch locks lifted up to provide exit and feature a single integrated breaching charge in a secure case within the vehicle to allow for exit even in the event of the manual latch being compromised in the arrested position. These hatches lead to ladders allowing for both emergency exits as well as a further point for express entry and exit when not "buttoned up" during a combat situation. This form of express access can only be provided from within however, by lifting the latch lock, raising the hatch and utilizing the latch lock to hold the hatch open in the "express" position.

--- --- It is not uncommon in campaigns taking place in jungle or desert environments for all of the hatches and doors to be thrown wide open during down time for the sole purpose of providing increased ventilation throughout the vehicle. As such an "Exterior Vent" mode was designed into the Thunder House as an integral part in the layout of the vehicles chassis. Both versions of the Thunder House provide for this mode within the layout of the ventilation scheme, although how it is done differs between the THD-0U3 and the THD-0U3r versions.

--- --- The original model makes use of Environmental Sealing, and as such has provisions for air-condition and heating built-in to weather extreme temperatures while also providing for operations under vacuum. Thus the ventilation system on the THD0U3 is laid out to capitulate on these systems when set to the"Exterior Vent" mode as well as prevent the activation of said mode if atmospheric pressure is too high or too low. Likewise the THD-0U3 has provisions for an emergency lock down in the event of a surprise chemical / biological weapons attack. While the THD-0U3r has no such Environmental Sealing, it does provide crew and compliment alike with basic NBCW gear, including but not limited to, gas masks, portable over-clothes with thin lead-lining, anti-radiation lead smocks, and medicine containers outfitted with a battery of anti-biological agents for consumption by the crew.
"Woad Raider, kill things today."
l0rDn0o8sKiLlZ
12/11/18 12:35 PM
73.216.131.208

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I'm going to attempt to put the full OP here in the replies. Sorry for the confusion. This post took me well into the wee hours of 2am to fully flesh out. Darn coffee fueled writing binges...
"Woad Raider, kill things today."
l0rDn0o8sKiLlZ
12/11/18 12:41 PM
73.216.131.208

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This is an attempt to use a reply to place a .rtf within a .zip. Please, stand by. Attachment (117 downloads)
"Woad Raider, kill things today."
l0rDn0o8sKiLlZ
01/07/19 08:06 PM
73.216.131.208

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Long House, A 200-Ton Super Heavy Mobile Base

Long House LNG-H0U3, the "Original" Version

Code:

BattleTech Vehicle Technical Readout
* CUSTOM WEAPONS

Type/Model: Long House LNG-H0U3
Tech: Inner Sphere / 3060
Config: Tracked Vehicle
Rules: Level 3, Standard design

Mass: 200 tons
Power Plant: 400 XXL Fusion
Cruise Speed: 21.6 km/h
Maximum Speed: 32.4 km/h
Armor Type: Hvy Ferro-Fibrous
Armament:
1 Command Console*
1 Field Kitchen*
1 C3 Master Computer
1 Guardian ECM
1 Comms. Equipment 7T*
1 Mobile Field Base*
1 Lift Hoist Equipment*
1 Env. Sealing 200T*
1 ER Medium Laser
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Long House LNG-H0U3
Mass: 200 tons

Equipment: Items Mass
Int. Struct.: 140 pts Standard 0 40.00
Engine: 400 XXL Fusion 4 17.50
Shielding & Transmission Equipment: 0 9.00
Cruise MP: 2
Flank MP: 3
Heat Sinks: 10 Single 0 .00
Cockpit & Controls: 0 10.00
Crew: 14 Members 0 .00
Turret Equipment: 0 1.00
Armor Factor: 426 pts Hvy Ferro-Fibrous 3 21.50

Internal Armor
Structure Value
Front: 20 64
Front L / R Sides: 20 61/61
Rear L / R Sides: 20 60/60
Rear: 20 56
Turret: 20 64

Weapons and Equipment Loc Heat Ammo Items Mass
--------------------------------------------------------
1 Command Console* Body 0 1 3.00
1 Field Kitchen* Rear 0 1 3.00
1 C³ Master Computer Turret 0 1 5.00
1 Guardian ECM Turret 0 1 1.50
1 Comms. Equipment 7T* Body 0 1 7.00
1 Mobile Field Base* Front 0 1 20.00
1 Lift Hoist Equipment* Front 0 1 3.00
1 Env. Sealing 200T* Body 0 1 20.00
1 ER Medium Laser Turret 5 1 1.00
1 MASH Unit (1 Theater) Rear 1 3.50
Infantry Bay Body 1 24.00
Cargo Bay Capacity Body 1 1.50
Cargo Bay Capacity Body 1 1.50
Cargo Bay Capacity Body 1 1.50
Cargo Bay Capacity Body 1 1.50
Liquid Storage Body 1 1.00
Liquid Storage Body 1 1.00
Liquid Storage Body 1 1.00
Liquid Storage Body 1 1.00
--------------------------------------------------------
TOTALS: 5 26 200.00
Items & Tons Left: 19 .00

Calculated Factors:
Total Cost: 403,421,944 C-Bills
Battle Value 2: 1,447 (old BV = 538)
Cost per BV: 278,798.86
Weapon Value: 234 / 234 (Ratio = .16 / .16)
Damage Factors: SRDmg = 4; MRDmg = 2; LRDmg = 0
BattleForce2: MP: 2T, Armor/Structure: 0 / 19
Damage PB/M/L: 1/1/-, Overheat: 0
Class: GA; Point Value: 14
Specials: tran30, ecm, c3m, mash


Long House LNG-H0U3r, the "Re-lmagined" Version

Code:

BattleTech Vehicle Technical Readout
* CUSTOM WEAPONS

Type/Model: Long House LNG-H0U3r
Tech: Inner Sphere / 3060
Config: Tracked Vehicle
Rules: Level 3, Standard design

Mass: 200 tons
Power Plant: 400 LTV XL Fusion
Cruise Speed: 21.6 km/h
Maximum Speed: 32.4 km/h
Armor Type: Standard
Armament:
1 Command Console*
1 Field Kitchen*
1 C³ Master Computer
1 Guardian ECM
1 Comms. Equipment 7T*
1 Mobile Field Base*
1 Lift Hoist Equipment*
1 ER Medium Laser
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Long House LNG-H0U3r
Mass: 200 tons

Equipment: Items Mass
Int. Struct.: 140 pts Standard 0 40.00
Engine: 400 XL Fusion 2 26.50
Shielding & Transmission Equipment: 0 13.50
Cruise MP: 2
Flank MP: 3
Heat Sinks: 10 Single 0 .00
Cockpit & Controls: 0 10.00
Crew: 14 Members 0 .00
Turret Equipment: 0 1.00
Armor Factor: 448 pts Standard 0 28.00

Internal Armor
Structure Value
Front: 20 64
Front L / R Sides: 20 64/64
Rear L / R Sides: 20 64/64
Rear: 20 64
Turret: 20 64

Weapons and Equipment Loc Heat Ammo Items Mass
--------------------------------------------------------
1 Command Console* Body 0 1 3.00
1 Field Kitchen* Rear 0 1 3.00
1 C³ Master Computer Turret 0 1 5.00
1 Guardian ECM Turret 0 1 1.50
1 Comms. Equipment 7T* Body 0 1 7.00
1 Mobile Field Base* Front 0 1 20.00
1 Lift Hoist Equipment* Front 0 1 3.00
1 ER Medium Laser Turret 5 1 1.00
1 MASH Unit (1 Theater) Rear 1 3.50
Infantry Bay Body 1 24.00
Cargo Bay Capacity Body 1 1.50
Cargo Bay Capacity Body 1 1.50
Cargo Bay Capacity Body 1 1.50
Cargo Bay Capacity Body 1 1.50
Liquid Storage Body 1 1.00
Liquid Storage Body 1 1.00
Liquid Storage Body 1 1.00
Liquid Storage Body 1 1.00
--------------------------------------------------------
TOTALS: 5 20 200.00
Items & Tons Left: 25 .00

Calculated Factors:
Total Cost: 89,588,889 C-Bills
Battle Value 2: 1,502 (old BV = 557)
Cost per BV: 59,646.4
Weapon Value: 241 / 241 (Ratio = .16 / .16)
Damage Factors: SRDmg = 4; MRDmg = 2; LRDmg = 0
BattleForce2: MP: 2T, Armor/Structure: 0 / 20
Damage PB/M/L: 1/1/-, Overheat: 0
Class: GA; Point Value: 15
Specials: tran30, ecm, c3m, mash


Designer's Notes:

--- --- The Long House as opposed to the Thunder House is more of a dedicated support platform. The Thunder House began life as an attempt to create something that would, "Roll up to somewhere and shell the ever living stuffing outta something.", but would eventually evolve into something designed to, "Be the **** best at rolling up to somewhere and shell the ever living stuffing outta something and damn the costs." The Long House, on the other hand, was built with "and damn the costs." in mind from the get go. Those who have already analyzed the design may note that the Long House lacks a Ground-Mobile HPG in either of it's two Variants, and this is done on purpose. Not so much as to cut costs, (though effective nevertheless!) the Ground-Mobile HPG is absent because despite this not being "lore-friendly" in the sense of it's cost-effectiveness, the Long House and indeed the Thunder House with it were still made to be somewhat grounded within the BattleTech Universe. They were to serve as boondoggles for an "Ultimate Support Unit" and "Ultimate Artillery Piece" respectively, with their lack of use by anyone due more to their prohibitive costs rather than absurdities.

--- --- The absurdity in question for the Long House being the inclusion of a Ground-Mobile HPG, which would imply that this vehicle was developed by ComStar, the only faction in the BattleTech Universe besides the Word of Blake that would get any real use out of a Ground-Mobile HPG. And neither faction would likely develop, much less produce, the Long House as such a vehicle would typically NOT fare well as an export item with said Ground-Mobile HPG nor as an effective use of the scarce resources that were available to the Word of Blake. Likewise ComStar effectively controlled the HPG network already, this added to the fact that their huge resources and neutral position within the IS would necessitate neither the design, production deployment nor export of the Long House should it have been made to include a Ground-Mobile HPG. Thus, the Long House, despite the "money is no object" nature of it's design process, does not feature a Ground-Mobile HPG either of it's two variants. However, anyone who wishes to create such a variant, or any variant of the Long House or the Thunder House is free to do so.

--- --- Now, onto the layout, load out and a comprehensive look at the various aspects of the Long House. As pitched, the role of the Long House is one of serving as a Super-Heavy Mobile Field Base, although this is something of a misnomer. In truth, as per combat role, the Long House actually has more in common with a Support Vehicle than a Combat Vehicle. Although it is not a Mobile HQ, it does sport a vast array of ECW and general communications gear so as to facilitate and contribute to a well-organized war front. Alongside this is the Long House's ability to act as a stand in for up to four Heavy APCs in terms of it's Infantry Bay capacity; weighing in at a whopping twenty four tons and comprising a little over ten percent of the vehicles mass.

--- --- The Long House also features four independent ton and half Cargo Bays to help support the needs of crew and compliment alike. While yet another four tons are dedicated to it's quartet of single ton Liquid Storage Bays. These act in support of not only the crew and compliment of the Long House, but also in service of it's Field Kitchen. The tonnage allocated to both the Cargo and Liquid Storage Bays as well as the Infantry Transport Bays afford the force's leadership a good degree of flexibility in how they deploy a Long House that under is found under their command. This is a good thing on it;s own, but even better when considering that yet another ten percent of the vehicle's mass is dedicated to the enormous twenty ton Mobile Field Base mounted to the Front of the unit's chassis.

--- --- The variety of tools found on a single Long House is matched only by the quantity and diversity of kit allocated to the support of it, because frankly you just cannot make "The Ultimate Support Vehicle" without having support equipment dedicated to supporting your support equipment. To this end the Long House mounts a C3 Master Computer w/ TAG alongside a Guardian ECM and ER Medium Laser in an armored Turret, while seven tons are allocated to additional Communications Equipment provided within the vehicle's Body to complement the Cockpit Command Console housed within. Likewise space and tonnage at the Front of the unit is provided for the Lift Hoist that is used to support the operations of the Mobile Field Base, as well as allow the Long House to provide support to any salvage operations that would be carried out. Although it's specifications would lend it well to garrison duty, it's price tag effectively prohibits this, with even the cheapest version cashing in at around the same value as a two and half lances comprised of AS-7D Atlas Assault 'Mechs, all of which could be stationed as an effective deterrent to just about anything shy of a Lyran Recon Company.

--- --- However, staffing one and utilizing it to it's full potential on the hand is going to require some additional units, although the bulk of those will likely take the form of some sort of cargo truck and means of housing. This is due in part to a combination of the Long House's relatively small cargo capacity for dedicated salvage operations and the presence of a single MASH Operations Theater on both variants of the vehicle, necessitating the inclusion of trained medical staff within the composition of any force deploying one to make use of it. Likewise, while the huge Infantry Bay provides for versatile application, the deploying force still requires the twenty four tons worth of infantry and / or personnel to get the most out of it. Ultimately, this leaves the Long House a chronically underemployed and underutilized asset to the whatever force it is supporting as most operations will be lacking sufficient scale to make proper and full use of the unit.

--- --- The Long House features a mode of locomotion utilizing caterpillar tracks, these are configured into a double tracked arrangement with a single, large armored "well" on either side of the vehicle. Each well sports a pair of these tracks while a thick armored lip runs over them and across the length of the unit's "Side Arcs" The tracks are accessible from panels within the vehicle that can be removed with the use of latch locks found on the unit's exterior. It's armored Turret affords a similar feature, albeit that the panels and their release mechanisms are located in their entirety within the armor and chassis of the vehicle proper. this allows for the maintenance and potential repair of the valuable electronics contained within to be carried out from the safety and possible Environmental Sealing of the Long House in question.

--- --- In layout, the Long House features a spacious central "War Room" for it's attendant crew. This is located in the midst of the massive Infantry Bay, both housed within the Body of the Combat Vehicle. The Infantry Bay is modular and very configurable, allowing conversion to Cargo or berths as necessary and with great ease to boot. The Mobile Field Base is located wholly in front of the Infantry Bay, and features access points from the forward point of it, while the Field Kitchen and MASH unit are behind and at the rear below it respectively. The Cargo Bays and Liquid Storage is allocated below the Infantry Bay and toward the fore of the 'War Room", itself located below and center with respect to the Infantry Bay.

--- --- The Infantry Bay is serviced by a pair of drop down ramps on either side of the vehicle and at the extreme ends. While the ramps themselves are fashioned by design to be integrated into the armor, they are still further protected by the armored lip that they are located under. Each "Drop Ramp" is located on the outside of the armored wells that house the vehicle's treads, which serve to shield disembarking troops alongside the armored lip, which is mounted down along to the edges of the "Side Arcs" in question and provides further cover against incoming fire from the Front and Rear "Arcs" respectively. When deployed, these rather wide ramps feature extensions which fall out of the ends, allowing the relatively high mounted Infantry Bays a reasonable incline.

--- --- Access to the Long House's singular turret is provided by a central "hub" consisting of a ladder and several hatches. One of these hatches is found on the ceiling of the "War Room" and connects to the ladder from directly below it. Two of these hatches are found around a somewhat narrow cylindrical structure, itself a continuation of the "War Room" below and coming out on either end of the ladder. This ladder then leads to an area just below the turret which is present to some extent within the Infantry Bay below as part of the aforementioned cylindrical structure, which serves as a somewhat cramped crawlspace for access to the internal maintenance panels within the turret itself. While the ladder ends here, the turret provides a second ladder and corresponding hatch which leads out to the top of the vehicle. This hatch can be locked from within in such a way as to prevent anyone outside from getting in regardless of the specific variant of Long House it belongs to.

--- --- The turret itself is very spacious, and the crawlspace is in effective less of a crawlspace and more of cross between a really cramped circular walkway and a stupidly spacious crawlspace. This is designed to serve not only as a maintenance asset, but likewise as an emergency escape route. Lacking any form ammunition-based weaponry and by extension CASE, the Long House has nothing to fear from the resulting risk of explosions; however even to the expensive, original and Environmentally Sealed version there is the risk of containment breach. This is why in addition to the other amenities the Long House's armored Turret features an additional hatch just above the lower access ladder, enabling it's generous maintenance features to serve as a circular bench to with which to accommodate at least some of it's crew and / or complement.

--- --- The Cargo and Liquid Storage areas are serviced by their own drop down ramps, these ramps being of near identical design, construction and composition to their Infantry Bay counter parts. Every ramp on a Long House is dropped via gravity and lifted via winch with the exception of the Environmentally Sealed variant, which allocates provision within the design of the chassis for the lowering and raising via specialized hydraulics and pneumatic systems, themselves configured with the pneumatic cylinders present within the hydraulic ones and able to be flooded with or evacuated of hydraulics. A pair of wheel and gear apparatuses also allow for manual manipulation of these ramps, themselves housed in "closets" accessible from hatches located in the bordering "War Room" and from above via hatches in the floor of the Infantry Bay. These ceiling hatches can be locked in such a way as to render them inoperable from the Infantry Bay side.

--- --- The MASH Unit as well as the Field Kitchen are accessible from the rear of the Infantry, the former via a set of ramps each ending at a hatch which can be rendered inoperable to the Infantry Bay occupants from the MASH side while the latter is accessible via a large open arch at the rear of the Infantry Bay that can be secured with a set reasonably heavy double doors. It is worthy of note that said double doors, while sturdy and in the case of the Environmentally Sealed variant so furnished with appropriate and corresponding seals, are not able to be rendered inoperable to the occupants of either the Infantry Bay nor the Field Kitchen by any purpose built design. The lower storage areas are accessible from either of a set of hatches found at the floor of the Infantry Bay, or at the foremost section of the "War Room" the latter of which can be render inoperable from within the "War Room" to occupants outside of it.

--- --- The MASH Operating Theater is itself accessible from the "War Room" via hatches identical in nature to the ones to the cargo hold with the exception of being located at the rearmost end of it. There is also an external door which in all variants is raised manually via wheel and gear that provides access to a partitioned area for loading patients. This area can be sealed off at the internal side of the partition by a large, vault-like access hatch that can be locked in such a way as to prevent it being opened from the outside. This feature is present in both variants of the Long House. At the back of the inner walls formed by the ramps leading down from the Infantry Bay and as well in a "T" shaped partition within the Cargo and Liquid Storage Bays, are ladders leading up to their respective floor / ceiling hatches. All such hatches are flush from the floor side.

--- --- The Mobile Field Base is a fairly standard affair, featuring the previously mentioned hatches to the Infantry Bay as well as identical hatches to the Cargo and Liquid Storage Bays. These hatches, as well as the floor hatches leading down to the Cargo and Liquid Storage Bays can be rendered inoperable from to outside occupants from within the Infantry Bay proper. The area comprising of and containing the Mobile Field Base is configured to "open" using it's own self contained hydraulics. It is armored on the outside, and thus protected when the bay is in the "closed" position. However, in a unique twist the entire Mobile Field Base can be detached in whole from aLong House unit of either variant and the chassis underneath is designed to be re-armored without loss of integrity and in the case of the Environmentally Sealed Variant, containment.

--- --- The Cargo Bays and Liquid Storage Bays are themselves somewhat modular, consisting of detachable tanks in the case of the Liquid Storage to facilitate ease of de-stock, re-stock, refit or resupply and in the case of the four Cargo Bays collapsible wall fittings to allow shelves, lockers and benches or flat open areas with the four cubicles which comprise them. The arrangement of these cubicles and the Liquid Storage Tanks as well is as such, with the Cargo Bays arranged in a two by two grid with their exterior access ramps arranged along the outer walls of the entire structure and a sort of go between space in the center that is equivalent in length to the "T" shaped area housing the ladders to the Infantry Bay's access hatches. The cubicles themselves are arranged with an arch like superstructure running betwixt them and can be outfitted by panels pulled up from the floor as well as a pull over fabric "door" to create four locker room-esq. stowage areas or even faux armories for the infantry. The Liquid Tanks are housed above them in compartments which contain "cradles" fashioned of metal tubing. These "cradles" allow for crew to open the compartment, detach the tanks from their fittings and then "eject" them by dropping the "cradles" which will result in lowering the tanks to a manageable height for extraction.

--- --- Like the Thunder House, the Long House has providence within the design of the ventilation to allow for an "Exterior Vent" mode. Like the Thunder House, these provisions are different in how they are implemented between the Environmentally Sealed variant of the Long House and the Non-Environmentally Sealed variant. also, like the Thunder House, modest accommodations have been made for NCBW kit to be carried by the Non-Environmentally Sealed variant of the Long House. Unlike the Thunder House, however these accommodations are provided only for the core crew of the particular Long House in question, and not for any of the accompanying personnel that might assigned to it.

--- --- Overall, while the Long House is certainly the more expensive of the two Super Heavies presented in this post, and DEFINITELY the most expensive of the three when taking into account the Twin Head High-Endurance Artillery System inspired by these little "projects", it is perhaps out of them all the most practical. In a way, the Long House (well, at least the "-r" variant ) proves more economical than two and half lances of Atlas Assault 'Mechs due to the fact that it can do everything that two and half lances of Atlas Assault 'Mechs CAN'T do. One Long House is sufficient to provide comprehensive and versatile support to every conceivable manner of operation on any conceivable scale. It's duties are also perfectly acceptable for second or even third wave invasion forces and likewise in less turbulent times it can be relegated to garrison duty on important planets to provide everything from meals to medical attention to mass transit for infantry. Not to mention it can transport an entire repair facility on top of all this! Despite the fact it doesn't move much faster than a foot soldier can march even at top speed, the fact is that nothing else in the Inner Sphere (or even in Clan Space for that matter ) can haul as much as the Long House, not provide as much support as the Long House all while being as well-armored and protected as the Long House. It is a truly unique platform, as incomparable as it is extravagant, the Long House is at least an erstwhile consideration despite the cost... unless it the Environmentally Sealed one sporting the XXL Engine. That one is just highway robbery pure and simple; totally not worth it unless you wanna fight invade the Moon.
"Woad Raider, kill things today."
l0rDn0o8sKiLlZ
01/07/19 08:06 PM
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"Woad Raider, kill things today."
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