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Author Topic: Rim World TRO by Sword of Fire  (Read 2485 times)

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wolfcannon

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Rim World TRO by Sword of Fire
« on: August 29, 2010, 12:30:41 PM »

Dropship
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Code: [Select]
Tender class Cargo Hauler
Tech: Inner Sphere / 3067
Vessel Type: Spheroid DropShip
Rules: Level 1, Standard design
Rules Set: AeroTech2

Mass:               2,500 tons
Power Plant: Standard
Safe Thrust: 3
Maximum Thrust:    5
Armor Type:        Standard
Armament:          None
------------------------------------------------------------------------------
== Overview ==

   Doctrine 23A emphasised survivability of dropships of the Rim Worlds Republic as well as heavier armour and better weaponry. However for some ships this would have less effect on them than on others, one of the most effected was the Tender class Cargo Hauler.
   First built in the early 25th century the Tender would lead a cursed life as its slow speed and complete lack of weaponry left it little more than a big bulls eye for pirates and the design slowly slipped into disfavour with dropship captains, yet the design survived an indication of the Rim Worlds spirit and the desperate need for resources.
   The new doctrines however would go some way to improving the Tender, however there was only so much you could do for a design that was never meant to see combat.

== Capabilities ==

   Built to carry the cargo needed to supply the larger vessels of the fleet and to provide the Rim Worlds Republic with a dedicated merchant vessel, thus the Tender was built to be the cheapest and most resource efficient design possible to allow more resources to be poured into the Rim Worlds military.
   Weighing in at a nice round two and a half thousand tons, the Tender is one of the smallest dropships in existence and one of the slowest with its small Spitfire engines providing barely enough thrust to outrun a Behemoth in open space and its broad frame providing as much room for cargo as possible at the expense of weaponry and crew quarters to the point that Tenders are completely unarmed and often ran with a bare minimum of crew (Legends say that in the heyday of the Rim Worlds Republic some Tenders were crewed only by their captains because the small ship was so easy to drive).
   However this does have a bonus, as the Tender is one of the most weight efficient cargo carriers available with fully two thirds of its weight devoted to cargo space in three large bays in the vessels belly while an incredibly thick armour belt protects the vessel (Some captains are known to have complained about the Tenders lack of weaponry, many removed armour from their vessels to add a bare minimum of asteroid defence guns to their ships).
The cost cutting measures also has the additional benefit for the Tender that in the end the ship was found to cost less than some Battlemech companies at the tiny price of 74,000,000 C-Bills a small enough price that the Rim Worlds Merchant Guilds often purchased assault dropships to guard whole fleets of the cheap litter Tender class.

== Deployment ==
  
   The Tender was produced in large numbers only because of its tiny price tag which allowed it to find a modicum of popularity in the merchant guilds, however the designs slow speed, lack of weapons and cramped quarters meant that the ship never really found favour among captains and because a favourite target of pirates.
   Very few tenders are known to exist, most were sold for scrap after the Amaris Coup however several are known to still operate in the interior of the Lyran Commonwealth where the threat of pirates is significantly reduced.
------------------------------------------------------------------------------
Class/Model/Name:  Tender
Mass:              2,500 tons

Equipment:                                                            Mass  
Power Plant, Drive & Control:                                          487.50
Thrust:  Safe Thrust: 3
      Maximum Thrust: 5
Structural Integrity: 10                                                50.00
Total Heat Sinks:    57 Single                                            .00
Fuel & Fuel Pumps:                                                      99.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                 19.00
Fire Control Computers:                                                   .00
Food & Water:  (60 days supply)                                          3.00
Armor Type:  Standard  (616 total armor pts)                            36.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                154
   Left/Right Sides:                 154/154
   Aft:                                 154

Cargo:
   Bay 1:  Cargo (1) with 1 door                                       564.50
   Bay 2:  Cargo (1) with 1 door                                       564.50
   Bay 3:  Cargo (1) with 1 door                                       564.50

Life Boats:  1 (7 tons each)                                             7.00
Escape Pods:  1 (7 tons each)                                            7.00

Crew and Passengers:
      1 Officers (1 minimum)                                            10.00
      9 Crew (4 minimum)                                                63.00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 Lot Spare Parts (1.00%)                                               25.00
------------------------------------------------------------------------------
TOTALS:                                                Heat: 0       2,500.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        74,138,064 C-Bills
Battle Value:      1,342
Cost per BV:       55,244.46
Weapon Value:      0 (Ratio = .00)
Damage Factors:    SRV = 0;  MRV = 0;  LRV = 0;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 11,189
                   (5,244 Structure, 5,375 Life Support, 570 Weapons)
                   Support Points (SP) = 10,017  (90% of MPV)
BattleForce2:      MP: 3,  Armor/Structure: 11 / 10
                   Damage PB/M/L: -/-/-,  Overheat: 0
                   Class: DM;  Point Value: 13
                   Specials: sph
-----------------------------------------------
Code: [Select]
Kukri Class Dropship:

Tech:               Inner Sphere / 3067
Vessel Type:       Aerodyne DropShip
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:               2,500 tons
Power Plant:       Standard
Safe Thrust:       4
Maximum Thrust:     6
Armor Type:         Standard
Armament:          
    4 Republic Arquebus A/C 10s
    7 Republic Optics MK III Large Lasers
    2 Republic Thunderstrike PPCs
    8 Republic Stinger LRM 15s
   12 Republic Optics MK II Medium Lasers
------------------------------------------------------------------------------
== Overview ==

   Originally built as a faster, military version of the Tender, the Aerodyne Kukri by the end of its design cycle became what the Tender always wanted to be. A fast, lethal assault vessel capable of taking on all comers and giving a good fight to larger vessels all by itself, in effect it became the Rim Worlds Republic’s main raider.
   The design for the Kukri was originally meant to provide the Rim Worlds Military with a small cargo carrier for outer rim cargo runs, however the design quickly took on a life of its own as various Tender captains began to inject their opinions into the design giving it thicker armour, a larger engine and most importantly a large weapons load capable of downing some of the massive vessels used by the Star League Defence Force.
   In the end the Kukri became the smallest military dropship in the Rim Worlds Republic and was assigned as the Rim Worlds first choice for raiding duties.

== Capabilities ==
  
   Built on an aerodyne form of the Tenders chassis, the Kukri weighs in at twenty five hundred tons, giving the designers ample tonnage to work with. First among the Captains Guild protests to the Tender was its small engine that restricted the design to 2Gs or less in most situations, a problem that the designers themselves could see was a problem and promptly remedied in the Kukri by upgrading the Tenders Spitfire engines to the larger Republic Firestreams.
   Next up on the protests and objections sheet was the Tenders lack of weaponry which although not much of a problem for civilian craft, would be immediately fatal to any military craft, although the designers response was somewhat over the top when they mounted more weaponry than some Assault Dropships and upgraded the main armour belt to survive small Naval Grade weapons fire.
   Lastly was the Tenders inability to carry military forces, requirement on the Kukri program, although the Tenders cargo bays were capable of carrying some military forces they had to be stacked in like crates. To this end the designers gave the Kukri the ability to carry a Rim Worlds combined arms company, a Battlemech Lance, two lances of light hovercraft and a full infantry lance, a force that when deployed in combat, was both deadly and well suited to raiding. Two hundred tons of cargo in the last remaining remnant of the Tenders cargo bays supplied these forces for a good long time.

== Deployment ==
   Kukris found massive popularity with the Rim Worlds Military, the Navy even refitted some as boarding and air supremacy vessels while the Army used the well rounded dropship as a carrier for some of the Rim Worlds Combined Arms brigade (Although using a force of Kukri to move regiments worth of equipment was a logistical nightmare the tough little Kukris often managed to get more forces to the ground with fewer losses than the larger designs like the Great Sword and Scimitar) and more than one raid has been successful thanks to the well rounded attack power of the Kukri.
------------------------------------------------------------------------------
Class/Model/Name:  Kukri
Mass:              2,500 tons

Equipment:                                                            Mass  
Power Plant, Drive & Control:                                          650.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
Structural Integrity: 10                                               125.00
Total Heat Sinks:    42 Single                                          10.00
Fuel & Fuel Pumps:                                                      85.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                 19.00
Fire Control Computers:                                                   .00
Food & Water:  (45 days supply)                                         38.50
Armor Type:  Standard  (645 total armor pts)                            38.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                200
   Left/Right Wings:                 150/150
   Aft:                                 145

Cargo:
   Bay 1:  BattleMechs (4) with 2 doors                                600.00
           Light Vehicles (to 50T) (                                 400.00
   Bay 2:  Infantry (motor) Platoons (4) with 2 doors                   28.00
           Cargo (1)                                                   204.00

Escape Pods:  3 (7 tons each)                                           21.00

Crew and Passengers:
      2 Officers (2 minimum)                                            20.00
      3 Crew (3 minimum)                                                21.00
      6 Gunners (6 minimum)                                             42.00
    160 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 Autocannon/10(30 rounds) Nose     2(20)  2(20)     --     --    6     27.00
3 Large Laser              Nose     2(24)  2(24)     --     --   24     15.00
2 PPC                      Nose     2(20)  2(20)     --     --   20     14.00
2 LRM 15(32 rounds)        L/RW     2(18)  2(18)  2(18)     --   20     36.00
3 Medium Laser             L/RW     2(15)     --     --     --   18      6.00
2 LRM 15(32 rounds)        L/RW(A)  2(18)  2(18)  2(18)     --   20     36.00
3 Medium Laser             L/RW(A)  2(15)     --     --     --   18      6.00
2 Autocannon/10(20 rounds) Aft      2(20)  2(20)     --     --    6     26.00
4 Large Laser              Aft      3(32)  3(32)     --     --   32     20.00
1 Lot Spare Parts (0.50%)                                               12.50
------------------------------------------------------------------------------
TOTALS:                                              Heat: 164       2,500.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        296,313,552 C-Bills
Battle Value:      2,459
Cost per BV:       120,501.65
Weapon Value:      6,888 (Ratio = 2.80)
Damage Factors:    SRV = 58;  MRV = 35;  LRV = 5;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 31,396
                   (13,730 Structure, 15,050 Life Support, 2,616 Weapons)
                   Support Points (SP) = 24,525  (78% of MPV)
BattleForce2:      MP: 4,  Armor/Structure: 11 / 11
                   Damage PB/M/L: 7/5/2,  Overheat: 0
                   Class: DM;  Point Value: 25
                   Specials: if
-------------------------------------------------------------------------
Code: [Select]
Crossbow class Carrier
Tech:              Inner Sphere / 3025
Vessel Type:       Aerodyne DropShip
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              8,500 tons
Power Plant:       Standard
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Standard
Armament:          
    4 Diale A/C 10
    6 Republic Mk II Medium Laser
   12 Republic Stinger SRM 6
   12 Republic Stinger LRM 20
------------------------------------------------------------------------------
== Overview ==

   The Rim Worlds Republic was never known for naval supremacy, and in the early days of its existence lost more dropships to combat on average than any other great power of the time, although this could have been attributed to the weak armour on the converted merchant vessels and whatever dropship the Rim Worlds had managed to steal at the time it still led the Rim Worlds to new paths for their dropships.
Rim Worlds Naval Doctrine 23A, introduced in 2540, was designed to fix the Rim Worlds problem with dropship losses by introducing mandatory requires for heavier armour, better weapons and survivability at all costs, however what it did was more than anyone had expected as the Rim Worlds headed down new pathways with their dropship designs.
The Crossbow when launched from the Laiacona Dropship Yards in 2550 was the first new design to be created by the Rim Worlds under 23A and proved the new doctrines to be just what the Rim Worlds needed.

== Capabilities ==

   Built to cut down on Dropship losses in the quickest most ruthless way, the Laiacona engineers cut no corners on the Crossbow design and spent three full years researching the flaws of other designs and the problems that the Great Houses had encountered with their own dropships and came upon several unique pathways for the Crossbow.
   Weighing in at an incredible eight and a half thousand tons, the massive Aerodyne Crossbow was one of the largest vessels of her day and with her titanic drive unit was also one of the swiftest with nearly three Gs worth of acceleration giving her the ability to outrun numerous pirate vessels that prowled around the Rim Worlds Republic.
   Although it was unlikely the massive Crossbow would run, armed with a heavy battery of weaponry the Crossbow outgunned numerous smaller dropships with her dozen LRM 20s and twelve SRM 6s, four class 10 Autocannons and half dozen medium lasers while her speed enabled her to make the most of her firepower and fifty nine tons of armour allowed her to survive the return volleys. And this was before the Crossbow deployed its full wing of Republic Aerofighters from the two large bays in her belly.
   Surprisingly though for a Carrier, the Crossbow also served other functions with a thousand ton cargo capacity and large food and water stores allowing the Crossbow to serve as an impromptu cargo hauler or resupply ship for larger forces of Aerofighters.

== Deployment ==

   In all 20 Crossbows were built by the Rim Worlds Republic, serving well up until the Amaris Coup with only 1 lost to pirates after a suicidal pilot smashed his fighter into the dropships engines, and two lost to the Lyran Commonwealth, 1 after its steering failed it is accidentally rammed a Lyran Destroyer and the second during a minor border conflict when it was destroyed by a Venture class Heavy Cruiser.
   17 Crossbows were deployed during the Amaris Coup, each with full wings of Aerofighters, and together they proved a serious speed bump for General Kerensky as they served as mobile carrier groups and exacted bloody revenge on the SLDF with the class and their aerofighters clocking up nearly three dozen Warship kills and many hundreds of kills on smaller vessels and aerofighters. All in all they were the most successful Dropship in the Rim Worlds Republic during the Amaris Coup, however sadly none are thought to have survived the SLDFs campaign although recent reports from the Word of Blake place at least one in the Deep Periphery where it apparently has attacked them several times over the last few months.

------------------------------------------------------------------------------
Class/Model/Name:  Crossbow
Mass:              8,500 tons

Equipment:                                                            Mass  
Power Plant, Drive & Control:                                        2,210.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
Structural Integrity: 20                                               850.00
Total Heat Sinks:    150 Single                                        114.00
Fuel & Fuel Pumps:                                                     259.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                 64.00
Fire Control Computers:                                                   .00
Food & Water:  (75 days supply)                                         50.00
Armor Type:  Standard  (900 total armor pts)                            59.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                250
   Left/Right Wings:                 225/225
   Aft:                                 200

Cargo:
   Bay 1:  Fighters (9) with 3 doors                                 1,350.00
   Bay 2:  Fighters (9) with 3 doors                                 1,350.00
   Bay 3:  Cargo (1) with 2 doors                                    1,034.00

Life Boats:  5 (7 tons each)                                            35.00
Escape Pods:  5 (7 tons each)                                           35.00

Crew and Passengers:
     16 Officers (16 minimum)                                          160.00
     75 Crew (0 minimum)                                               525.00
      6 Gunners (6 minimum)                                             42.00
     36 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 Autocannon/10(80 rounds) Nose     2(20)  2(20)     --     --    6     32.00
3 Medium Laser             Nose     2(15)     --     --     --    9      3.00
3 SRM 6(45 rounds)         L/RW     2(24)     --     --     --   24     24.00
3 LRM 20(60 rounds)        L/RW     4(36)  4(36)  4(36)     --   36     80.00
3 SRM 6(45 rounds)         L/RW(A)  2(24)     --     --     --   24     24.00
3 LRM 20(60 rounds)        L/RW(A)  4(36)  4(36)  4(36)     --   36     80.00
2 Autocannon/10(80 rounds) Aft      2(20)  2(20)     --     --    6     32.00
3 Medium Laser             Aft      2(15)     --     --     --    9      3.00
1 Lot Spare Parts (1.00%)                                               85.00
------------------------------------------------------------------------------
TOTALS:                                              Heat: 150       8,500.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        499,342,032 C-Bills
Battle Value:      6,351
Cost per BV:       78,624.16
Weapon Value:      7,455 (Ratio = 1.17)
Damage Factors:    SRV = 284;  MRV = 133;  LRV = 40;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 121,237
                   (88,409 Structure, 28,750 Life Support, 4,078 Weapons)
                   Support Points (SP) = 110,628  (91% of MPV)
BattleForce2:      MP: 4,  Armor/Structure: 15 / 15
                   Damage PB/M/L: 16/9/7,  Overheat: 0
                   Class: DL;  Point Value: 64
                   Specials: if
------------------------------------------------------------------------------
Code: [Select]
Great Sword:

Class/Model/Name:  Great Sword (Upgraded)
Tech:              Inner Sphere / 2800
Vessel Type: Spheroid DropShip
Rules:             Level 1, Standard design
Rules Set: AeroTech2

Mass:              20,000 tons
Power Plant:       Standard
Safe Thrust:              4
Maximum Thrust:    6
Armor Type:        Standard
Armament:          
   15 Diale Class 5 Autocannons
   13 Alliance LRM 10s
   12 Diale Optics Medium Laser
   12 Diale Hellstar Particle Cannons

   Overview:
   One of the oldest of the Rim Worlds Republics dropships, the Great Sword Class was built in the early 2500's as the Republics standard Mech carrier with a battalion of mechs plus aerofighters.
   Built around a set of massive Excelsior engines that were supposed to provide more thrust than any other engine around. Unfortunately these engines could only provide thrust enough to keep up with the slowest of the dropships, but due to the huge size and potential cost the engines were kept because in the words of the politician
'It would cost too much to have them replaced'. That it would require the entire ship being disassembled was also noted.
   For years they languished in obscurity, quietly shuttling battalions from one port to another, the Amaris Coup however proved devastating to the class, as the tyrant Stefan sent back Overlord class dropships freshly produced at the Terran Hegemony Shipyards that were far superior to the Great Swords. The once mighty ships were sent to the yards for scrapping.
   Then Kerensky invaded.
   With the Republics Dragoon regiments relocated to the Inner Sphere and Kerensky tearing through the Rim Worlds, Amaris sent as many of his Swords to the Hegemonys shipyards as possible. Refitted with new engines, they were expanded and rebuilt increasing both their speed and their capacity.
   The first ship off the list was the Longsword of Alexander; fully refitted she was sent back into the Republic to gather new warriors and supplies for Amaris as well as to get the blueprints back to the Republic.
   The Longsword never returned to the Hegemony, its jumpship, the Kieran vanished during the jump to Apollo.

Capabilities:
   The Great Sword is built around a set of titanic engines that weigh almost as much as a Rapier Class Dropship, the refitted version is capable of producing the same speed as the
Rapier this makes the Great Sword incredibly fast for its size as well as manueverable. However this does mean that the ship has a hard time avoiding collisions with small objects at high speed.
To compensate for this, the ship has a high threshold for damage, and the Armour belt is thicker than that for some SLDF warships enabling it to take hits from the small chunks of space junk that cause damage to dropships as well as rendering Aerofighter attacks pointless.
   In addition to its speed and armour, the Great Sword is equipped with an impressive weapons array capable of pounding opponents into submission armed with multiple missiles, autocannons, and energy weapons many smaller vessels would be well advised to steer clear of the heavier Great Sword.
   Carrying capacity has been maintained and even expanded. It is still capable of carrying the original Battlemech battalion, in addition the Great Sword carries a heavy vehicle company usually composed of Apollo MBTs and Demeter Support Vehicles. A full aerowing of support fighters and strike craft was also added to allow the battalions safe access to the landing zones although very few Great Swords carry a full compliment of aircraft due to the lack of Aerofighters in the Republic with many making do with six to twelve fighters. It also carries one thousand six hundred and fifty tons of cargo space allowing the battalions to stay in the field for months fully supplied.

   History:
   The Great Sword class has been an important asset to the Rim Alliance for over 500 years, fighting in many of the important battles of the Rim Worlds Republic and Rim Alliance during that time and serving with distinction.
   Notable was the battle of Apollo where several Great Swords managed to hold back the SLDF invasion for over several hours before being destroyed by the Soyuz class Cruiser Implacable.

------------------------------------------------------------------------------
Class/Model/Name:  Great Sword
Mass:              20,000 tons

Equipment:                                                            Mass  
Power Plant, Drive & Control: 5,200.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
Structural Integrity: 30                                             1,200.00
Total Heat Sinks: 223 Single                                         35.00
Fuel & Fuel Pumps: 339.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 150.00
Fire Control Computers:                                                   .00
Food & Water:  (30 days supply) 33.50
Armour Type:  Standard  (1,416 total armor pts) 108.00
                           Standard Scale Armour Pts
   Location:                            L / R
   Fore:                                404
   Left/Right Sides:                 354/354
   Aft:                                 304

Cargo:
   Bay 1:  BattleMechs (36) with 3 doors                             5,400.00
           Heavy Vehicles (51-100T) (12)                             1,200.00
   Bay 2:  Cargo (1) with 3 doors                                    1,650.00
   Bay 3:  Fighters (18) with 3 doors                                2,700.00

Escape Pods:  15 (7 tons each)                                         105.00

Crew and Passengers:
      3 Officers (3 minimum)                                            30.00
      5 Crew (5 minimum)                                                35.00
      9 Gunners (9 minimum)                                             63.00
    204 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
3 Autocannon/5(60 rounds)     Nose     2(15)     2(15)       --          --         3       27.00
2 LRM 10(36 rounds)              Nose     1(12)     1(12)    1(12)       --         8       13.00
4 Medium Laser                       Nose     2(20)       --           --          --        12      4.00
3 PPC                                       Nose     3(30)     3(30)       --          --        30      21.00
3 Autocannon/5(60 rounds)     FL/R     2(15)     2(15)       --          --         6       54.00
2 LRM 10(36 rounds)              FL/R     1(12)     1(12)     1(12)      --        16      26.00
4 Medium Laser                       FL/R     2(20)       --           --          --        24       8.00
3 PPC                                       FL/R     3(30)     3(30)       --          --        60      42.00
2 LRM 10(36 rounds)             AL/R     1(12)      1(12)    1(12)      --        16      26.00
6 Autocannon/5(120 rounds)    Aft       3(30)      3(30)      --          --         6       54.00
3 LRM 10(36 rounds)               Aft       2(18)      2(18)    2(18)      --        12      18.00
3 PPC                                       Aft        3(30)      3(30)      --          --        30      21.00
------------------------------------------------------------------------------
TOTALS:                                              Heat: 223      18,562.50
Tons Left: 1,437.50

Calculated Factors:
Total Cost:        568,994,384 C-Bills
Battle Value:      7,740
Cost per BV:       73,513.49
Weapon Value:      11,467 (Ratio = 1.48)
Damage Factors:    SRV = 305;  MRV = 197;  LRV = 22;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 157,815
                   (130,924 Structure, 21,450 Life Support, 5,441 Weapons)
                   Support Points (SP) = 19,807  (13% of MPV)
BattleForce2:      MP: 4,  Armor/Structure: 24 / 23
                   Damage PB/M/L: 9/7/2,  Overheat: 0
                   Class: DL;  Point Value: 77
                   Specials: sph, if
-----------------------------------------------------------------------------
Code: [Select]
Scimitar Class Dropship
Tech:               Inner Sphere / 2800
Vessel Type:        Spheroid DropShip
Rules:              Level 1, Standard design
Rules Set:          AeroTech2

Mass:               8,500 tons
Power Plant:        Standard
Safe Thrust:        4
Maximum Thrust:     6
Armour Type:         Standard
Armament:          
    4 Autocannon/10
    6 Medium Laser
   12 SRM 6
   12 LRM 20
------------------------------------------------------------------------------
== Overview ==

   The Rim Worlds Republic has been known for many years as a major user of Armoured Vehicles and Infantry, indeed even after the Reunification War when many of the Rim Worlds Armoured Divisions were destroyed by the best and brightest of the Star League Defence Force and Lyran Commonwealth Armed Forces the Rim Worlds continued to produce many of its fine armoured vehicles to augment its now growing supply of Battlemechs.
   However as with all troops these Armoured Vehicles needed transports to be able to react quickly to offensives and raids, however vehicle carriers are notoriously ill equipped for the modern battlefield for example the Colossus with its tissue paper armour and popgun armament is little more than a deathtrap for its compliment.
   To remedy this and to allow the Rim Worlds to bring its full force to bear on its enemies with little worry about their safety, the Rim Worlds Navy operating under Naval Doctrine 23A commissioned the Scimitar Class Dropship and since then has seen an incredible decrease in the number of vehicle crews and infantry squads lost to enemy Aerofighter actions.

== Capabilities ==

   The Scimitar is built with but one purpose in mind, to get its troops to the battlefield safely a task at which it excels with its awesome ability to sustain damage and still get to the battlefield safely with its ninety tons of Rim Worlds Heavy Plate allowing the Scimitar to take head on hits from heavy naval weaponry and continue on with little trouble although the ship is still not built to face Warships in combat. Backing up the heavy armour plating is the Scimitars heavy structural integrity, built to make sure that even after taking his the massive Spheriod dropship can still enter atmosphere safely and disgorge its troops.
   That brings us to the Scimitars next major point, its troop numbers, carrying space for a full company of Rim Worlds Assault Tanks as well as two supporting companies of strike hovercraft the Scimitar puts full armoured battalions onto the field and often in the most problematic locations for the enemy. As well the Scimitar carries twenty-four platoons of motorised infantry, two companies in the old Rim Worlds military, plus their support equipment and food supplies, which are often stored in the Scimitars titanic one thousand ton capacity cargo bay
   Thankfully all this troop capacity does not cripple the Scimitars ability to fight or fly with a huge quad set of RimTech Model 24s taking up almost the entire aft section and allowing it to accelerate to nearly three Gs in emergencies while the bow and sides are spotted with weapons turrets featuring an array of Class Ten Autocannons, medium lasers and a heavy spread of LRMs and SRMs that can defend the ship from even determined Aerofighter Squadrons.

== Deployment ==
   The Scimitar was deployed heavily by the Rim Worlds Republic, ships placed with any Regiment that needed to move its armoured vehicles and infantry around quickly meaning simply that each Rim Worlds Regiment often counted at least three Scimitars among its support vessels if not more in some of the Rim Worlds Heavy Armoured Brigades.
   However the presence of large numbers of the craft did not save the Scimitar from near extinction during the Amaris Coup as the ships fell to attrition more than anything as the Star League quickly learnt that Scimitars carried large numbers of men and were ill equipped to face even small warships in combat. However the Scimitars still gave a good accounting of themselves, notably the Scimitar class Saladin which rammed a Black Lion class Battlecruiser amidships and managed to destroy the ship when the Saladins ammo exploded and took the fusion reactor with it.

------------------------------------------------------------------------------
Class/Model/Name:   Scimitar
Mass:               8,500 tons

Equipment:                                                             Mass  
Power Plant, Drive & Control:                                         2,210.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
Structural Integrity: 25                                               425.00
Total Heat Sinks:     150 Single                                         91.00
Fuel & Fuel Pumps:                                                      259.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                  64.00
Fire Control Computers:                                                    .00
Food & Water:   (75 days supply)                                        369.50
Armor Type:  Standard  (1,540 total armor pts)                          90.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                400
   Left/Right Sides:                 380/380
   Aft:                                 380

Cargo:
   Bay 1:  Heavy Vehicles (51-100T) (12) with 4 doors                1,200.00
           Light Vehicles (to 50T) (24)                              1,200.00
   Bay 2:  Cargo (1) with 2 doors                                    1,000.50
   Bay 3:  Infantry (motor) Platoons (24) with 2 doors                 168.00

Life Boats:   12 (7 tons each)                                           84.00
Escape Pods:  12 (7 tons each)                                          84.00

Crew and Passengers:
     16 Officers (16 minimum)                                          160.00
     75 Crew (0 minimum)                                               525.00
      6 Gunners (6 minimum)                                             42.00
    888 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 Autocannon/10(80 rounds) Nose     2(20)  2(20)     --     --    6     32.00
3 Medium Laser             Nose     2(15)     --     --     --    9      3.00
3 SRM 6(45 rounds)         FL/R     2(24)     --     --     --   24     24.00
3 LRM 20(60 rounds)        FL/R     4(36)  4(36)  4(36)     --   36     80.00
3 SRM 6(45 rounds)         AL/R     2(24)     --     --     --   24     24.00
3 LRM 20(60 rounds)        AL/R     4(36)  4(36)  4(36)     --   36     80.00
2 Autocannon/10(80 rounds) Aft      2(20)  2(20)     --     --    6     32.00
3 Medium Laser             Aft      2(15)     --     --     --    9      3.00
1 Lot Spare Parts (2.94%)                                              250.00
------------------------------------------------------------------------------
TOTALS:                                               Heat: 150       8,500.00
Tons Left:                                                                 .00

Calculated Factors:
Total Cost:         532,297,136 C-Bills
Battle Value:       7,620
Cost per BV:        69,855.27
Weapon Value:       9,494 (Ratio = 1.25)
Damage Factors:     SRV = 284;  MRV = 133;  LRV = 40;  ERV = 0
Maintenance:        Maintenance Point Value (MPV) = 121,068
                   (45,640 Structure, 71,350 Life Support, 4,078 Weapons)
                   Support Points (SP) = 110,628  (91% of MPV)
BattleForce2:       MP: 4,  Armor/Structure: 26 / 25
                   Damage PB/M/L: 12/7/7,  Overheat: 0
                   Class: DL;  Point Value: 76
                   Specials: sph, if
-----------------------------------------------------------------------
Code: [Select]
Class/Model/Name:  Buccaneer RWR Conversion
Tech:              Inner Sphere / 2708
Vessel Type:       Aerodyne DropShip
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              3,500 tons
Length:            136 meters
Power Plant:       Standard
Safe Thrust:       3
Maximum Thrust:    5
Armor Type:        Standard
Armament:          
    1 Large Laser
    1 LRM 5
    6 Medium Laser
------------------------------------------------------------------------------
==Overview:==
     The Buccaneer has become one of the most popular cargo haulers ever
produced. Initially designed in the early 2700s as a military craft, the
Buccaneer failed to win a Star League contract for a ’Mech transport. The
vessel’s designers then made a few modifications to the Buccaneer and marketed
it as a merchant vessel.
     Three large cargo holds provide the Buccaneer's cargo space. Two
1,000-ton holds are located on either side of the fuselage, and the third
hold, situated above the transit drive, accommodates 300 tons. The two main
bays can be modified to carry up to 36 light vehicles.
     The standard 12-man crew, more than adequate for the vessel, occupy an
area directly forward of the cargo section, with each crew member in a
spacious single-occupancy room. The Buccaneer also has excellent recreation
and mess facilities, which make a tour on a Buccaneer one of the most
sought-after assignments in any Inner Sphere fleet. The Buccaneer’s command
deck is situated forward of the crew quarters. This deck is fairly cramped and
is usually used only for flight and weapon controls. Communications are
handled from a separate cabin directly aft of the bridge.
     At present, no company has launched an upgraded version of the Buccaneer
or announced plans to do so.
The RWR version did not increase the weapons load at all just more armor. The
use of only 2 door as opposed to 4 with the union class was considered a
limitation but because all the doors are the same and there is no increase in
weapons load the conversion ship is undetectable as a mech carrier and appears
to be a standard Buccaneer by any means of detection. The vessel is intended
to have escort vessels or appear to be bust a cargo ship. The ship can support
a full tech staff of 2 men per mech  making the design desireable from a mech
company commanders viewpoint.
------------------------------------------------------------------------------
Class/Model/Name:  Buccaneer RWR Conversion
Mass:              3,500 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                          682.50
Thrust:  Safe Thrust: 3
      Maximum Thrust: 5
Structural Integrity: 12                                               210.00
Total Heat Sinks:    58 Single                                          47.00
Fuel & Fuel Pumps:                                                     164.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                 27.00
Fire Control Computers:                                                   .00
Food & Water:  (36 days supply)                                         13.00
Armor Type:  Standard  (528 total armor pts)                            30.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                176
   Left/Right Wings:                 132/132
   Aft:                                  88

Cargo:
   Bay 1:  BattleMechs (12) with 2 doors                             1,800.00
           Cargo (1)                                                    51.50

Escape Pods:  12 (7 tons each)                                          84.00

Crew and Passengers:
      2 Officers (2 minimum)                                            20.00
      8 Crew (2 minimum)                                                56.00
      2 Gunners (2 minimum)                                             14.00
     36 2nd Class Passengers                                           252.00
     24 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 Large Laser              Nose      1(   1(     --     --    8      5.00
1 LRM 5(24 rounds)         Nose      0(3)   0(3)   0(3)     --    2      3.00
2 Medium Laser             L/RW     1(10)     --     --     --   12      4.00
2 Medium Laser             Aft      1(10)     --     --     --    6      2.00
1 Lot Spare Parts (1.00%)                                               35.00
------------------------------------------------------------------------------
TOTALS:                                               Heat: 28       3,500.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        150,179,040 C-Bills
Battle Value:      1,579
Cost per BV:       95,110.22
Weapon Value:      2,475 (Ratio = 1.57)
Damage Factors:    SRV = 38;  MRV = 8;  LRV = 1;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 34,397
                   (23,101 Structure, 10,425 Life Support, 871 Weapons)
                   Support Points (SP) = 13,730  (40% of MPV)
BattleForce2:      MP: 3,  Armor/Structure: 9 / 9
                   Damage PB/M/L: 3/1/-,  Overheat: 0
                   Class: DM;  Point Value: 16
-----------------------------------------------------------------------------
« Last Edit: August 31, 2010, 02:10:37 PM by wolfcannon »
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Clan Coyote
Galaxy Commander Jim Skyes
Omicron Galaxy

Clan Wolf in Exile
328th Assault Cluster(the Lion Hearted)
Bravo Trinary
Alpha Star
Star Captain James Sword

Daniels Avengers
General Jennifer Daniels

wolfcannon

  • Overste
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  • Posts: 684
Re: Rim World TRO by Sword of Fire
« Reply #1 on: August 31, 2010, 02:01:57 PM »

Code: [Select]
Camel Class Fleet Replenishment Ship
Tech:              Inner Sphere / 3025
Vessel Type:       Spheroid DropShip
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              15,000 tons
Power Plant:       Standard
Safe Thrust:       3
Maximum Thrust:    5
Armor Type:        Standard
Armament:          
    3 Autocannon/10
   18 Medium Laser
    4 Small Laser
    6 SRM 6
   15 LRM 20
    6 Large Laser
------------------------------------------------------------------------------
== Overview ==

   Ah logistics, the bane of any military unit. An army may march at the will of its leaders but it only fights at the will of their bodies and the Camel Class FRS was built to make sure the Army and the Navy are still able to fight.
   Commissioned early in 2450 the Camel was to become the Rim Worlds main military cargo transport replacing the old and decrepit Buffalo class Cargo Transports which were never meant to face the sustained pressure of being a Military transport. The Camels large cargo hold, surprising weapons compliment and heavy armour (mandatory after Naval Doctrine 23A was put into effect) made the class quickly rise to the position of favoured military transport in the Rim Worlds Republic where it would remain until the Amaris Coup and the battles that followed destroyed almost all of the class.

== Capabilities ==

   The Camel, plain and simply, was meant to be the Rim World Republics first choice military cargo, blending durability with heavy armour and the ability to ward off pirates and House Raiders not to mention the obvious heavy duty cargo bay and large engines the Camel was meant to be everything a military unit could dream of for a Cargo Vessel.
   Mounting a triple set of RimTech engines, the Camel is capable of two and a half Gs acceleration so it is not going to set any speed records however it can still get cargo to the front and back quickly without much worry, although in the Periphery worry is a lightly used term due to pirates and raiders a threat that the Rim Worlds Military attempted to minimize with the Camels seventy tons of heavy armour plating as well as the heavy weapons turrets that spot the Camels hull threatening any encroaching craft with their array of medium bore Autocannons, multiple calibre lasers and massive missile batteries.
   What these weapons defend however is the sole purpose of the Camel. The nine thousand ton capacity Cargo Bay that allows the Camel to carry supplies enough to keep entire Rim Worlds Divisions in the field for months as well as keeping Rim Worlds Warships in the field with adequate supplies.
   As well the Camel carries a small infantry detachment with it for ground defence and to assist in the unloading of supplies on the ground, these men are often trained as marines or gunner on the Dropship and are able to assist during spaceflight thereby making the crews job easier.

== Deployment ==

   In the heyday of the Rim Worlds Republic, many Camels were deployed to keep the Rim Worlds military in fighting trim, often moving in small convoys for additional protection from pirates and raiders. However like many other vessels the Amaris Coup signalled the end of the heyday of the Camel Class as many were destroyed by SLDF warships and fighters in space or blown up on the ground by SLDF regulars or commando teams. Rumours persist that at least three were taken on the Exodus, however there is no evidence to back this up but there is still known to be at least two Camels that prowl around in the Deep Periphery and another in the service of the Hanseatic League.

== Variants ==
  
   There is one main variant of the Camel that removes much of its cargo space to mount grappling apparatus and naval repair equipment that allows it to act as a very large Tug or mobile repair station and Salvage vessel, it also carries twice the normal compliment of infantry for boarding actions or repair duties.

------------------------------------------------------------------------------
Class/Model/Name:  Camel
Mass:              15,000 tons

Equipment:                                                            Mass  
Power Plant, Drive & Control:                                        2,925.00
Thrust:  Safe Thrust: 3
      Maximum Thrust: 5
Structural Integrity: 20                                               600.00
Total Heat Sinks:    229 Single                                        161.00
Fuel & Fuel Pumps:                                                     324.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                113.00
Fire Control Computers:                                                   .00
Food & Water:  (76 days supply)                                         67.00
Armor Type:  Standard  (1,074 total armor pts)                          71.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                296
   Left/Right Sides:                 266/266
   Aft:                                 246

Cargo:
   Bay 1:  Infantry (motor) Platoons (4) with 2 doors                   28.00
   Bay 2:  Small Craft (2) with 2 doors                                400.00
   Bay 3:  Cargo (1) with 2 doors                                    9,266.00

Life Boats:  12 (7 tons each)                                           84.00
Escape Pods:  12 (7 tons each)                                          84.00

Crew and Passengers:
      9 Officers (9 minimum)                                            90.00
     36 Crew (0 minimum)                                               252.00
      9 Gunners (9 minimum)                                             63.00
    122 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
3 Autocannon/10(120 rounds)Nose     3(30)  3(30)     --     --    9     48.00
4 Medium Laser             Nose     2(20)     --     --     --   12      4.00
4 Small Laser              Nose     1(12)     --     --     --    4      2.00
3 SRM 6(45 rounds)         FL/R     2(24)     --     --     --   24     24.00
4 Medium Laser             FL/R     2(20)     --     --     --   24      8.00
3 LRM 20(60 rounds)        FL/R     4(36)  4(36)  4(36)     --   36     80.00
2 Large Laser              AL/R     3(26)  2(16)     --     --   32     20.00
  2 Medium Laser                                                 12      4.00
3 LRM 20(60 rounds)        AL/R     4(36)  4(36)  4(36)     --   36     80.00
2 Large Laser              Aft      3(26)  2(16)     --     --   16     10.00
  2 Medium Laser                                                  6      2.00
3 LRM 20(60 rounds)        Aft      4(36)  4(36)  4(36)     --   18     40.00
1 Lot Spare Parts (1.00%)                                              150.00
------------------------------------------------------------------------------
TOTALS:                                              Heat: 229      15,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        457,342,704 C-Bills
Battle Value:      7,384
Cost per BV:       61,936.99
Weapon Value:      8,700 (Ratio = 1.18)
Damage Factors:    SRV = 374;  MRV = 186;  LRV = 50;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 82,015
                   (61,694 Structure, 14,650 Life Support, 5,671 Weapons)
                   Support Points (SP) = 61,785  (75% of MPV)
BattleForce2:      MP: 3,  Armor/Structure: 18 / 18
                   Damage PB/M/L: 14/9/7,  Overheat: 0
                   Class: DL;  Point Value: 74
                   Specials: sph, if
----------------------------------------------------------------------------
Code: [Select]
Class/Model/Name: Republic MT
Tech: Inner Sphere / 3067
Vessel Type: Spheroid DropShip
Rules: Level 2, Standard design
Rules Set: AeroTech2

Mass: 4,500 tons
Length: 112 meters
Power Plant: Standard
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Ferro-aluminum
Armament:
4 Republic Arrow IV System
3 Republic Thunderstrike ER PPC
3 Republic Deathstrike Gauss Rifle
12 Republic Optics MK II Medium Laser
5 Diale Optics ER Large Laser

------------------------------------------------------------------------------
==Overview:==
Republic-class dropships served as the main BattleMech transport of the Rim
Worlds Republic navy during the Amaris Coup, having been commissioned in 2721
as an attempt to outdo the Star League's new Union-class transport.

==Capabilities:==
As an intended improvement upon the Union, several features were added to the
Republic-class, necessitating a large increase in the size of the vessel.

Arrow IV systems were substituted for the Union's LRM system, giving the
vessel a longer reach in ship to ship combat as well as the ability to support
the BattleMech forces it carries in combat from a safe distance.

Cargo capacity was expanded greatly, allowing the Republic to carry more spare
parts than its predecessor, and a single small craft bay was added to allow
the integral marine complement to undertake limited boarding actions, or for
the rapid transfer of personnel. Finally, the entire crew section of the ship
was redesigned. Officers and crew now have individual cabins, with a number
of surplus cabins that are often claimed by the ship's MechWarriors and
Aerospace pilots when the ship is not carrying any additional command
personnel.

==Battle History:==
Fought in numerous conflicts of the Amaris Crisis. Several escaped or were
captured, and many were unaccounted for. It is possible that most surviving ships
either accompanied General Kerensky's Exodus or were destroyed during the
Succession Wars.

One of the most notable combats in recent years involving a Republic-class
vessel involved the Cynthia Amaris, which was used to spot for an experimental
missile fired from a Wolf Dragoons warship against a Lyran destroyer.

==Variants:==
None known.

==Notable Vessels & Crews:==
The most famous Republic-class vessel in existance is undoubtedly the Cynthia
Amaris. This ship is well-known throughout the Inner Sphere as the Nadesico,
transport of a short-lived and tragic mercenary unit. Its appearance in the
movie "Bloody Monday: The Fall of the Shinzui Kitsunes" (Kohl Films of
Tharkad, ©3064) has made it one of the most famous dropships in recent
memory.

During it's long lifespan, the Cynthia Amaris has been known as the Gorgon,
the Reliant, the Valiant, the Black Hand, the Bloody Sword, and the Nadesico
before finally being restored to its original designation by the eccentric
Snords Irregulars, who are reported to have spent a great deal of money
acquiring the ship.

==Deployment==
No state is known to field the Republic-class dropship, though this could
simply be mis-identification on the part of enemy dropship crews and the
natural tendency of governments not to reveal their military assets.

Johnson Aerospace of Argyle, a noted manufacturer of civilian aircraft, is
reported to be negotiating a deal with Snord's Irregulars to commence
production of the Republic-class dropship for the Federated Suns as a flagship
line for their new military factory. There has been no word on whether or not
any agreements have been reached.

------------------------------------------------------------------------------
Class/Model/Name: Republic MT
Mass: 4,500 tons

Equipment: Mass
Power Plant, Drive & Control: 877.50
Thrust: Safe Thrust: 3
Maximum Thrust: 5
Structural Integrity: 15 135.00
Total Heat Sinks: 92 Double 15.00
Fuel & Fuel Pumps: 255.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 34.00
Fire Control Computers: .00
Food & Water: (100 days supply) 40.50
Armor Type: Ferro-aluminum (1,028 total armor pts) 54.00
Standard Scale Armor Pts
Location: L / R
Fore: 302
Left/Right Sides: 252/252
Aft: 222

Cargo:
Bay 1: BattleMechs (6) with 2 doors 900.00
Cargo (1) with 1 door 90.00
Bay 2: BattleMechs (6) with 2 doors 900.00
Cargo (1) with 1 door 85.00
Bay 3: Fighters (2) with 2 doors 300.00
Small Craft (1) with 1 door 200.00

Life Boats: 14 (7 tons each) 98.00

Crew and Passengers:
1 Officers (1 minimum) 10.00
4 Crew (4 minimum) 28.00
5 Gunners (5 minimum) 35.00
10 2nd Class Passengers 70.00
28 Marines 140.00
33 Bay Personnel .00

Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
2 Arrow IV System(40 roundsNose 4(40) 4(40) 4(40) 4(40) 20 38.00
1 ER PPC Nose 1(10) 1(10) 1(10) -- 15 7.00
1 Gauss Rifle(24 rounds) Nose 2(15) 2(15) 2(15) -- 1 18.00
2 Medium Laser Nose 1(10) -- -- -- 6 2.00
1 ER PPC FL/R 1(10) 1(10) 1(10) -- 30 14.00
1 Gauss Rifle(24 rounds) FL/R 2(15) 2(15) 2(15) -- 2 36.00
1 ER Large Laser FL/R 2(18) 1(8) 1(8) -- 24 10.00
2 Medium Laser 12 4.00
1 Arrow IV System(20 roundsFL/R 2(20) 2(20) 2(20) 2(20) 20 38.00
1 ER Large Laser AL/R 2(18) 1(8) 1(8) -- 24 10.00
2 Medium Laser 12 4.00
1 ER Large Laser Aft 2(18) 1(8) 1(8) -- 12 5.00
2 Medium Laser 6 2.00
1 Lot Spare Parts (1.00%) 45.00
------------------------------------------------------------------------------
TOTALS: Heat: 184 4,500.00
Tons Left: .00

Calculated Factors:
Total Cost: 310,744,000 C-Bills
Battle Value: 5,539
Cost per BV: 56,101.1
Weapon Value: 7,449 (Ratio = 1.34)
Damage Factors: SRV = 207; MRV = 130; LRV = 54; ERV = 4
Maintenance: Maintenance Point Value (MPV) = 32,945
(16,196 Structure, 12,825 Life Support, 3,924 Weapons)
Support Points (SP) = 10,017 (30% of MPV)
BattleForce2: MP: 3, Armor/Structure: 17 / 17
Damage PB/M/L: 7/5/6, Overheat: 0
Class: DM; Point Value: 55
Specials: sph
------------------------------------------------------------------------------
Jumpship
Code: [Select]
Trader class Jumpship

Tech:              Inner Sphere / 2800
Vessel Type:       JumpShip
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              380,000 tons
Power Plant:       Standard
Safe Thrust:       0
Maximum Thrust:    0
Armor Type:        Standard
Armament:        
    4 Republic Optics Large Laser
------------------------------------------------------------------------------
== Overview ==

   Living in the Periphery is dangerous to understate the obvious in the Rim Worlds Republic it was even more dangerous for the average citizen. The well-developed and widely spaced planets made for easy pickings for pirates and other forces and the long and tedious jump routes made jumpships even more vulnerable and the Rim Worlds lost many dropships and jumpships to pirates.
   Under Lady Terens Amaris, Naval Doctrine 23A addressed this problem by commissioning the creation of three new Jumpship classes tagged the Maru series after the several Merchant vessels of World War II era Japan
   The second class in the series the aptly named Trader was launched from the Apollo Jumpship Yards in 2563.

== Capabilities ==

   Never meant to be a combat vessel the Trader maintains the four asteroid defence large lasers used on the other Maru series vessels as its titanic jump drive disallows the ability to mount a substantial defensive screen although there are several more heavily armed variants. However the Trader mounts around fifty percent more armour than the Steamer and has both double the small craft capacity and double the cargo capacity.
   The Trader also carries twice the food and water and has much higher structural integrity than the Steamer, although nowhere near that of the Freighter.
   Four Docking Collars allow the Trader to carry entire regiments plus supporting elements, or barring that entire merchant fleets.
   Traders were the most common Jumpship in the Rim Worlds Republic.

== Deployment ==
   No one knows exactly how many Traders were made in the two centuries leading up to the Amaris Coup, but they proved to be exceedingly popular with the merchant guilds of the Rim Worlds.
   Although many Traders were destroyed in the Amaris Coup, Comstar records indicate almost twenty of the tough and durable designs survive to the present day, and rumours from ROM agents in the Word of Blake indicate that the Blakists have discovered several in the Deep Periphery that fled before they could contact or board them.
------------------------------------------------------------------------------
Class/Model/Name:  Trader
Mass:              380,000 tons

Equipment:                                                            Mass
Power Plant, Drive & Control:                                        4,560.00
Thrust:  Safe Thrust: 0
      Maximum Thrust: 0
Kearny-Fuchida Hyperdrive:  Standard (Integrity = 7)               361,000.00
Jump Sail: (Integrity = 5)                                              81.00
Structural Integrity: 1                                              2,533.50
Total Heat Sinks:    140 Single                                           .00
Fuel & Fuel Pumps:                                                     605.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                950.00
Fire Control Computers:                                                   .00
Food & Water:  (150 days supply)                                        42.00
Armor Type:  Standard  (30 total armor pts)                             74.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                  6
   Fore-Left/Right:                    5/5
   Aft-Left/Right:                     5/5
   Aft:                                   4

Cargo:
   Bay 1:  Small Craft (4) with 2 doors                                800.00
   Bay 2:  Cargo (1) with 1 door                                     1,094.50

DropShip Capacity:  4 Docking Hardpoints                             4,000.00
Grav Deck #1:  (100-meter diameter)                                    100.00
Life Boats:  10 (7 tons each)                                           70.00

Crew and Passengers:
      6 Officers (6 minimum)                                            60.00
     29 Crew (19 minimum)                                              203.00
      1 Gunners (1 minimum)                                              7.00
     20 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 Large Laser              FL/R      1(   1(     --     --   16     10.00
1 Large Laser              AL/R      1(   1(     --     --   16     10.00
1 Lot Spare Parts (1.00%)                                            3,800.00
------------------------------------------------------------------------------
TOTALS:                                               Heat: 32     380,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        603,174,965 C-Bills
Battle Value:      1,183
Cost per BV:       509,868.95
Weapon Value:      1,015 (Ratio = .86)
Damage Factors:    SRV = 29;  MRV = 23;  LRV = 0;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 45,093
                   (14,179 Structure, 29,210 Life Support, 1,704 Weapons)
                   Support Points (SP) = 41,190  (91% of MPV)
BattleForce2:      Not applicable
------------------------------------------------------------------------------
Code: [Select]
Freighter Class Jumpship
Tech:              Inner Sphere / 2800
Vessel Type:       JumpShip
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              500,000 tons
Power Plant:       Standard
Safe Thrust:       0
Maximum Thrust:    0
Armor Type:        Standard
Armament:        
    4 Republic Optics Large Laser
------------------------------------------------------------------------------
== Overview ==

   Living in the Periphery is dangerous to understate the obvious in the Rim Worlds Republic it was even more dangerous for the average citizen. The well-developed and widely spaced planets made for easy pickings for pirates and other forces and the long and tedious jump routes made jumpships even more vulnerable and the Rim Worlds lost many dropships and jumpships to pirates.
   Under Lady Terens Amaris, Naval Doctrine 23A addressed this problem by commissioning the creation of three new Jumpship classes tagged the Maru series after the several Merchant vessels of World War II era Japan
   The largest of the Maru series, the Freighter was launched in 2568 to the mass approval of the Rim Worlds Merchant Guilds its massive dropship capacity and several surprising additions making it an instant favourite on the border trade routes of the Republic.

== Capabilities ==

   Massing in at five hundred thousand tons the Freighter is one of the largest Jumpships ever produced, even outmassing some of the Warships found in the Rim Worlds Republic.
   Carrying one hundred and fifty tons of armour plate, the Freighter carries an incredible amount of armour for a Jumpship although this is understandable for a jumpship that carries six dropships and a full Aeroflight of medium fighters as it is designed to travel into the more dangerous trade routes and survive. Three hundred days worth of food and water make sure the Crew doesn’t starve, while five hundred tons of cargo capacity means that the Jumpship Crews have added incentive to get where they are going.

== Deployment ==

   With its large dropship load, and aerofighters, the Freighter was a popular ship of choice for Merchants in the Periphery although its cost prevented many from being built. Only one is known to still exist and that one is in the hands of the Magistracy of Canopus, however recently there have been sightings of at least two more vessels in the Deep Periphery. Who owns them is a mystery.
------------------------------------------------------------------------------
Class/Model/Name:  Freighter
Mass:              500,000 tons

Equipment:                                                            Mass
Power Plant, Drive & Control:                                        6,000.00
Thrust:  Safe Thrust: 0
      Maximum Thrust: 0
Kearny-Fuchida Hyperdrive:  Standard (Integrity = 9)               475,000.00
Jump Sail: (Integrity = 6)                                              97.00
Structural Integrity: 1                                              3,333.50
Total Heat Sinks:    154 Single                                           .00
Fuel & Fuel Pumps:                                                   1,210.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:              1,250.00
Fire Control Computers:                                                   .00
Food & Water:  (300 days supply)                                        66.00
Armor Type:  Standard  (60 total armor pts)                            149.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 11
   Fore-Left/Right:                   10/10
   Aft-Left/Right:                    10/10
   Aft:                                   9

Cargo:
   Bay 1:  Fighters (6) with 2 doors                                   900.00
   Bay 2:  Cargo (1) with 1 door                                       579.50

DropShip Capacity:  6 Docking Hardpoints                             6,000.00
Grav Deck #1:  (100-meter diameter)                                    100.00
Life Boats:  8 (7 tons each)                                            56.00

Crew and Passengers:
      5 Officers (5 minimum)                                            50.00
     26 Crew (26 minimum)                                              182.00
      1 Gunners (1 minimum)                                              7.00
     12 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 Large Laser              FL/R      1(   1(     --     --   16     10.00
1 Large Laser              AL/R      1(   1(     --     --   16     10.00
1 Lot Spare Parts (1.00%)                                            5,000.00
------------------------------------------------------------------------------
TOTALS:                                               Heat: 32     500,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        809,586,180 C-Bills
Battle Value:      2,134
Cost per BV:       379,374.97
Weapon Value:      1,387 (Ratio = .65)
Damage Factors:    SRV = 29;  MRV = 23;  LRV = 0;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 26,336
                   (11,542 Structure, 12,950 Life Support, 1,844 Weapons)
                   Support Points (SP) = 35,901  (136% of MPV)
BattleForce2:      Not applicable
« Last Edit: August 31, 2010, 02:11:25 PM by wolfcannon »
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General Jennifer Daniels

wolfcannon

  • Overste
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Re: Rim World TRO by Sword of Fire
« Reply #2 on: August 31, 2010, 02:07:31 PM »

AeroFighters
Code: [Select]
Sprite Class Light Aerofighter:

Tech:              Rim Worlds Republic (2560)
Vessel Type:       Aerospace Fighter
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              35 tons
Frame:             Republic Light
Length:            28 meters
Power Plant:       245 Republic Fusion
Safe Thrust:       9
Maximum Thrust:    14
Armor Type:        Apollo Standard Medium

Armament:         
1 Republic Thunderstrike PPC
2 Republic Optics Medium Lasers

Manufacturer:   Apollo Interstellar
  Location:     Apollo Interstellar Factory 2, Apollo
Communications System:  Apollo On Line
Targeting & Tracking System:  Apollo Hunter
------------------------------------------------------------------------------

==Overview==

   Originally commissioned by the Rim Worlds Republic in 2550 to provide a multipurpose fighter that could defend the Rim Worlds from the growing and expanding Great Houses of the Inner Sphere, particularly the Lyran Commonwealth and Free Worlds League as well as to augment the Rim Worlds previous fighters which had been purchased from several of the Great Houses. However the Sprite would become one of the most expensive fighters in the Rim Worlds Republic, taking ten years and costing more than three times what was originally quoted before the first combat ready Sprite rolled off the production line on Apollo and into the waiting Rim Worlds Interceptor Wings.
   However despite the overly long design period and the high cost problems still managed to slip in as Apollo Interstellar repeatedly employed cost cutting measures and embezzled the funds meant for the Sprite, acts that would come back to haunt them when their next fighter, the Harpy, proved to be a liability in combat due to their computer system.

==Capabilities==

   Considering the titanic cost and the length of time that went into designing the Sprite the engineers who designed the class are lucky they were not shot for the time and money they wasted designing the Sprite.
   Built to serve in every possible role imaginable, the Sprite is relatively fast and manoeuvrable as well as being well armed and surprisingly cheap allowing it to master the roles of interceptor and escort.
   The bulk of the Sprites firepower is a massive Republic Thunderstrike PPC, a model that was in development with the Sprite and is still considered experimental after several models exploded during field tests. This Cannon provides all of the Sprites long range firepower and is augmented by two of the oldest models of Republic Optics Medium lasers which provide good in close firepower although its lack of rear firing weaponry and heavy use of energy weapons create several drawbacks to the design, although there were benefits as well.
   The Sprites armour was a good match for her firepower, light but effective for her weight with five tons of armour sheathing the Sprite pilots could take heavy hits in dogfights and go back for more.
   The Sprites major flaw however is in her computer systems. Used as a cost cutting measure as well as to speed up the design process the Apollo Computer Systems (APS) targeting and tracking system is prone to breaking down at the worst moment possible and the Apollo On Line (AOL) comm. system is frequently beset by poor connections and numerous problems with static.
     
==Variants==

   There is one known variant of the Sprite; which switches out the PPC for another four Medium lasers and extra heat sinks. This variant is well known in ground support wings for brutal strafing runs.

==Deployment==
   
   For nearly forty years the Sprite was the only Aerofighter produced by the Rim Worlds Republic and though it was supplemented or replaced in many of its roles it still served well up until the Amaris coup where many of the ships were destroyed by the faster and better armed ships produced by the SLDF.
   However some of these ships were put into mothballs and it is not unusual for an old Sprite to be returned to active duty by a lucky Prospector.

------------------------------------------------------------------------------

Class/Model/Name:  RWR SP1 TE Sprite
Mass:              35 tons

Equipment:                                                                                     Mass
Power Plant:  245 Fusion                                                               12.00
Thrust:  Safe Thrust: 9
      Maximum Thrust: 14
Structural Integrity: 3                                                                      .00
Total Heat Sinks:    11 Single                                                        1 .00
Fuel:                                                                                               5.00
Cockpit, Avionics & Attitude Thrusters:                                       3.00
Armor Type:  Standard  (80 total armor pts)                                 5.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Nose:                                 25
   Left/Right Wings:           20/20
   Aft:                                   15

Weapons and Equipment      Loc        SRV    MRV    LRV    ERV   Heat
PPC                                      Nose         10         10                               10
Medium Laser                      LW           5                                               3
Medium Laser                      RW           5                                               3

------------------------------------------------------------------------------
TOTALS:                                                     Heat: 16     35.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:       1,353,600 C-Bills
------------------------------------------------------------------------------ 
Code: [Select]
Harpy class Medium Aerofighter

Tech:              Rim Worlds Republic (2610)
Vessel Type:       Aerospace Fighter
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              60 tons
Frame:             Republic Light
Length:            28 meters
Power Plant:       280 Republic Fusion
Safe Thrust:       7
Maximum Thrust:    11
Armor Type:        Laiacona Standard Medium
Armament:         
2 Republic Optics Heavy Lasers
6 Republic Optics Medium Lasers
Manufacturer:   Apollo Interstellar
  Location:     Apollo Interstellar Factory 2, Apollo
Communications System:  Apollo On Line
Targeting & Tracking System:  Apollo Hunter
-----------------------------------------------------------------------------
==Overview==

   The second fighter developed by the Rim Worlds Republic, the Harpy looks on paper to be a well rounded medium interceptor and workhouse however what that doesn’t tell you is the Apollo Interstellar cost cutting measures that turned what looked to be a promising craft for the growing Rim Worlds Navy into an expensive blunder.
    The most obvious problem is the computer system; the Apollo On Line (AOL) comm. system behaves like the internet company that shared its initials in the 21st century as it is slow, unreliable and has a failure rate three times that of any other comm. system. As well the Apollo Hunter targeting system was prone to freezes and other random malfunctions that made it a liability in combat as was found after several particularly devastating pirate raids.
   In the end, the board of Apollo Interstellar was tried for sabotage and treason by the Republic High Court and were exiled. The company’s assets were seized by the Rim Worlds Republic where they remained until Laiacona Aerospace absorbed what remained of the company as a reward from the Republic for good service.
   Fortunately for the Harpy aerofighter, it took only a simple refit of the entire computer system to restore the Harpy to combat readiness and the combat model Harpy took to the skies once more where it found a home in the Republic ground support wings and Interceptor squadrons assigned to the Republic battle fleets.

==Capabilities==

   Though the Harpy’s computer system may be a piece of junk, the Harpy is an excellent medium Aerofighter. Capable of higher than average speeds for her weight class, the Harpy carries enough armour to survive in combat while its weaponry can make sure that the Harpy’s opponent.
   First amongst the Harpy’s weaponry is the twin Republic Optics Heavy Lasers in the nose, combining firepower with range and the endurance that comes with laser weapons these large lasers provide a good punch to anything in front of the Harpy, which when its speed is factor in is most fighters.
   The Harpy’s backup punch is provided by four Republic Medium Lasers, two in each wing, these weapons have been heavily tested in some of the most trying conditions and have passed with flying colours, and though these weapons are short ranged they provide lethal firepower with only a small heat burden on the Harpy. Another pair of these lasers are mounted in the Harpy’s tail just above the engine and cover the Harpy rear against any fighter that gets behind it.
   However all these weapons provide one large problem, and that is the amount of heat they can produce when fired altogether to remedy this, the designers placed in seventeen heat sinks which can keep the Harpy cool in combat so long as the pilot is careful with the amount of firepower he unleashes.
   But there is one glaring flaw in the Harpy, and that is the computer system, which is prone to astounding amounts of crashes. Based off the old Hegemony Door Operation system, this system has been known to freeze the wings in odd positions, randomly eject pilots and flick the engines on and off at odd intervals as well the Targeting System and Comm. system are both considered unreliable and have a myriad of problems.   
     
==Variants==

   There is one known variant of the Harpy, the HA 4R which completely removes the computer system and replaces it with the more reliable Laiacona Aerospace Star Hunter. All HA 3R Harpy’s were eventually refitted to match the HA 4R.

==Deployment==
   
   The HA 3R Harpy saw much combat and many losses in its thirty years of operations before it was superseded by the 4R and phased out of the Rim Worlds Aerowings. The HA 4R would serve up to the Amaris Coup but would never gain any real popularity with pilots despite having a good combat record.
------------------------------------------------------------------------------

Class/Model/Name:  RWR HA 3R Harpy
Mass:              60 tons

Equipment:                                                                                     Mass
Power Plant:  260 Fusion                                                               19.00
Thrust:  Safe Thrust: 7
      Maximum Thrust: 11
Structural Integrity: 6                                                                      .00
Total Heat Sinks:    17 Single                                                        7 .00
Fuel:                                                                                               5.00
Cockpit, Avionics & Attitude Thrusters:                                       3.00
Armor Type:  Standard  (80 total armor pts)                                 5.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Nose:                                 55
   Left/Right Wings:           40/40
   Aft:                                   25


Weapons and Equipment      Loc        SRV    MRV    LRV    ERV   Heat
2 Large Lasers                     Nose          8            8                                 8
2 Medium Laser                    LW          5                                               3
2 Medium Laser                    RW          5                                               3
2 Medium Laser                    Aft           5                                               3
------------------------------------------------------------------------------
TOTALS:                                                     Heat: 34     60.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:       1,786,200 C-Bills
--------------------------------------------------------------------------------
Code: [Select]
Angel Class Medium Aerofighter

Tech:              Rim Worlds Republic (2645)
Vessel Type:       Aerospace Fighter
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              65 tons
Frame:             Republic Medium
Length:            32 meters
Power Plant:       260 Republic Fusion
Safe Thrust:       6
Maximum Thrust:    9
Armor Type:        Laiacona Ferro Aluminium
Armament:         
1 Republic Arquebus Class 10 Autocannon
2 Republic Stinger LRM 10 Missile Racks
5 Republic Optics Medium Lasers
Manufacturer:   Laiacona Aerospace
  Location:     Laiacona Orbital Yards, Laiacona
Communications System:  Rim Worlds Commutek
Targeting & Tracking System:  Starlight Tracker Model 23
-----------------------------------------------------------------------------
==Overview==
   
   Deployed initially in 2645, the Angel class medium fighter was the pride of the Rim Worlds Republic, blending speed, armour and firepower in a sixty-five ton package the Angel would survive over a hundred years as the Rim World Republics standard medium fighter with a list of battle honours that would do any class proud.
   Constructed at the Laiacona Aerospace facility in the Periphery Provinces of the Rim Worlds Republic the Angel showcased the best of the Rim Worlds technology and also that they were capable of constructing advanced technology fighter craft better than the previous blunders like the Harpy Medium Fighter and Sprite Light Fighter.

==Capabilities==

   Built on a reinforced 65-ton chassis, the Angel fits well into the Rim Worlds Naval Doctrines, swift, durable and capable of heavy firepower. Powered by a Republic 260 power plant, the Angel is capable of over 3Gs of acceleration as well as some impressive feats of manoeuvrability. As well sheathed by just over ten tons of heavy armour the Angel can take a heavy pounding before retiring for repairs.
   Her weapons however guarantee that her opponent won’t be going anywhere, with a Republic Arquebus type 10 Autocannon taking up most of the room in the Angels nose, flanked on either side by medium lasers give the Angel good ranged firepower able to shred many light fighters. Augmenting these are two Republic Stinger missile racks, equipped with eighteen shots each this two LRM 10 racks give the Angel most of her ranged firepower while another pair of medium lasers, one under each wing, provide more close in firepower. Another medium laser is positioned in a turret mount just over the engine and covers the tail.
   However all of this firepower comes at a price, and that price is heat efficiency with the Angel only carrying eleven single heat sinks, although several craft were upgraded with double heat sinks when Amaris took the Star League throne those craft were mercifully rare and many were destroyed along with the rest of the class during the Amaris Coup.

==Variants==

   There are two known variants of the ANG 3L Angel, the first the ANG 4L carries eleven double strength freezer units capable of keeping the ANG 4L cooler for much longer.
   The second the ANG 3R carries twin Republic Optics Large Lasers in place of the Arquebus Autocannon as well as several more heat sinks. This variant is often deployed for extended missions away from supply lines.

==Deployment==

   Angels were deployed in large numbers up till the Amaris Coup, often assigned to front line Battlemech Regiments like the 44th Dragoons, Angels were assigned to ground support missions and CAP duties often and excelled in these roles. As well several naval wings like the 2nd Stardancers (The White Angels) were formed exclusively of these Aircraft and performed well in missions.
   The Amaris Coup however proved to be the Angels undoing with very few surviving past the end of the war, and only those units that fled with the 3rd Rim Worlds Fleet managed to keep their Angels intact.

------------------------------------------------------------------------------

Class/Model/Name:  RWR ANG 3L Angel
Mass:              65 tons

Equipment:                                                              Mass
Power Plant:  260 Fusion                                               13.5
Thrust:  Safe Thrust: 6
      Maximum Thrust: 9
Structural Integrity: 6                                                   .00
Total Heat Sinks:    11 Single                                            1 .00
Fuel:                                                                    5.00
Cockpit, Avionics & Attitude Thrusters:                                  3.00
Armor Type:  Standard  (168 total armor pts)                              10.50
                           Standard Scale Armor Pts
   Location:                            L / R
   Nose:                                    55
   Left/Right Wings:             40/40
   Aft:                                      33

Weapons and Equipment      Loc        SRV    MRV    LRV    ERV   Heat
Autocannon 10                     Nose         10         10                               3
Ammo (AC10) 20
2 Medium Laser                   Nose         5                                              3
LRM 10                                 LW          6           6            6                   4
Ammo (LRM 10) 18
Medium Laser                       LW         5                                               3
LRM 10                                 RW         6           6            6                   4
Ammo (LRM 10) 18
Medium Laser                       RW         5                                               3
Medium Laser                      Aft           5                                               3
------------------------------------------------------------------------------
TOTALS:                                                     Heat: 26     65.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:       2,112,050 C-Bills
--------------------------------------------------------------------------------
Code: [Select]
Phoenix Class Heavy Aerofighter

Tech:              Rim Worlds Republic (2612)
Vessel Type:       Aerospace Fighter
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              95 tons
Frame:             Republic Heavy
Length:            36 meters
Power Plant:       285 Republic Fusion
Safe Thrust:       5
Maximum Thrust:    8
Armor Type:        Laiacona Standard Heavy
Armament:         
2 Republic Thunderstrike Particle Cannons
2 Republic Stinger LRM 15 Missile Racks
6 Republic Optics Medium Lasers
Manufacturer:   Laiacona Aerospace
  Location:     Laiacona Orbital Yards, Laiacona
Communications System:  Rim Worlds Commutek
Targeting & Tracking System:  Starlight Tracker Model 23
------------------------------------------------------------------------------
==Overview==
   
    The Rim Worlds Republic developed the RWR PH2 X Phoenix partly to demonstrate their newfound strength, partly to create an Aerofighter than could serve as an escort and strike aircraft, and partly to show that they could do better. Presuming that war would eventually come to the Rim Worlds, the designers spared no expense in the design and neither did the Laiacona Aerospace yards that continued to produce Phoenix till the Amaris coup.
   All in all it took the designers and engineers just over two years to design and field the first Phoenix, although several rather serious problems were discovered during testing and it took another year and a half before the Rim Worlds fielded combat ready Phoenix in combat.
   By 2612 full production had begun, and the Phoenix flowed into waiting Rim Worlds assault wings.

==Capabilities==

   Despite the massive cost and speed that went into designing the Phoenix, the engineers at Laiacona Aerospace still managed to produce a tough and durable assault Aerofighter which at the time of its introduction was one of the most formidable aerofighters in existence.
   The core of its firepower was two wing mounted Republic Thunderstrikes, these highly reliable PPCs were thoroughly tested on old model Sprite class aircraft before their use on the Phoenix and proved to be an excellent heavy punch for the fighter. Backing these up are the main long range punch for the Phoenix, two Stinger long range missile racks in the nose of the aircraft which with forty racks of reloads between them provided greater endurance in combat than many other craft could match. The last piece of the Phoenix’s firepower came in the form of half a dozen Republic Optics medium lasers
   The Phoenixs armour matches its firepower, with seventeen and a half tons of standard heavy plate protecting the Phoenixs heavy frame, while its 285-rated fusion engine give the Phoenix average speed and manoeuvrability.
   The biggest flaw in the Phoenix is probably its high heat curve, which its twenty-four heat sinks struggle to control. The only real solution for this problem has been salvo fired weaponry although many pilots don’t seem to mind the problem as veteran pilots and those from other states find that the Phoenixs cooling system is superior to most other fighters which rely on lasers for their main weaponry.
   A second flaw is in the computer system, which occasionally freezes or speeds up on odd occasions. This has been known to cause some unique problems for Phoenix pilots who have been known to find their fighters flying dead straight or turning shaper than some fighters half their weight.
   
==Variants==

   There is one known variant of the Phoenix; the PH3, which cuts down on the number of heat sinks and replaces the single heat sinks with double strength freezers and an SRM battery in the aft.

==Deployment==
   
   For the early years of the Phoenix’s life, the Republic turned out the aircraft as fast as they could be constructed at the Laiacona yards. And as a result of the destruction of records before, during and after the Amaris Coup no one has an accurate number for how many Phoenix were produced. Best estimates put the number at around five hundred, although some guesses go up to the two thousand mark.
   These Phoenixs, however many there were, still found a home in the Republics Assault Wings and in Air Supremacy squadrons attached to individual regiments.
   The Amaris Coup is believed to have destroyed a significant number of these fighters in combat, however it is not unknown for a Phoenix to merely turn up in the worlds of the Inner Sphere.

------------------------------------------------------------------------------
Class/Model/Name:  RWR PH2 X Phoenix
Mass:              95 tons
Equipment:                                                                                     Mass
Power Plant:  260 Fusion                                                               16.5
Thrust:  Safe Thrust: 5
      Maximum Thrust: 8
Structural Integrity: 9                                                                      .00
Total Heat Sinks:    24 Single                                                        14 .00
Fuel:                                                                                               5.00
Cockpit, Avionics & Attitude Thrusters:                                      3.00
Armor Type:  Standard  (280 total armor pts)                              17.50
                           Standard Scale Armor Pts
   Location:                            L / R
   Nose:                                 80
   Left/Right Wings:                  70/70
   Aft:                                   60

Weapons and Equipment      Loc        SRV    MRV    LRV    ERV   Heat
2 LRM 15                             Nose         9          9           9                     5
Ammo (LRM 15) 40
PPC                                       LW          10         10                               10
2 Medium Laser                    LW           5                                              3
PPC                                       RW           6           6            6                   4
2 Medium Laser                    RW           10                                            6
2 Medium Laser                    Aft            5                                              3
------------------------------------------------------------------------------
TOTALS:                                                     Heat: 48     95.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:       3,478,050 C-Bills
------------------------------------------------------------------------ 
Logged
Clan Coyote
Galaxy Commander Jim Skyes
Omicron Galaxy

Clan Wolf in Exile
328th Assault Cluster(the Lion Hearted)
Bravo Trinary
Alpha Star
Star Captain James Sword

Daniels Avengers
General Jennifer Daniels
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