OBT Forum
General BattleTech => General Discussion => AeroTech => Topic started by: masterarminas on April 05, 2015, 11:37:05 AM
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(For Dragoncat's OurBattleTech Fleet thread)
Tony Manero-class Cruiser
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Tony Manero
Tech: Inner Sphere / 3067
Vessel Type: WarShip
Rules: Level 2, Custom design
Rules Set: AeroTech2
Mass: 770,000 tons
Hull: Chandler 770
K-F Drive System: KF Millenium Engineering 348
Length: 773 meters
Sail Diameter: 1,123 meters
Power Plant: GE-Westinghouse KVC-138/6 Standard
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Jessup Composites Standard
Armament:
160 Martin Gordon Blinder NL35
Manufacturer: Chandler Shipwrights
Location: Samantha
Communications System: Wintershaven Comm Mark 33
Targeting & Tracking System: Berenger Systems SPZ-22/g Phased Array
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Class/Model/Name: Tony Manero
Mass: 770,000 tons
Equipment: Mass
Power Plant, Drive & Control: 138,600.00
Thrust: Safe Thrust: 3
Maximum Thrust: 5
Kearny-Fuchida Hyperdrive: Compact (Integrity = 16) 348,425.00
Jump Sail (Detachable): (Integrity = 4) 68.00
Structural Integrity: 80 61,600.00
Total Heat Sinks: 4,160 Double 3,589.00
Fuel & Fuel Pumps: 10,885.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 1,925.00
Fire Control Computers: .00
Food & Water: (270 days supply) 972.00
Armor Type: Standard (540 total armor pts) 1,229.00
Capital Scale Armor Pts
Location: L / R
Fore: 92
Fore-Left/Right: 92/92
Aft-Left/Right: 92/92
Aft: 80
Cargo:
Bay 1: Fighters (16) with 6 doors 2,400.00
Bay 2: Small Craft (4) with 2 doors 800.00
Bay 3: Cargo (1) with 2 doors 77,352.00
DropShip Capacity: 4 Docking Hardpoints 4,000.00
Grav Decks #1 - 2: (155-meter diameter) 200.00
Escape Pods: 120 (7 tons each) 840.00
Crew and Passengers:
65 Officers (65 minimum) 650.00
134 Crew (134 minimum) 938.00
160 Gunners (160 minimum) 1,120.00
40 1st Class Passengers 400.00
149 2nd Class Passengers 1,043.00
120 Marines 600.00
52 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
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4 NL35 Nose 14 14 14 -- 208 2,800.00
4 NL35 Nose 14 14 14 -- 208 2,800.00
4 NL35 Nose 14 14 14 -- 208 2,800.00
4 NL35 Nose 14 14 14 -- 208 2,800.00
4 NL35 Nose 14 14 14 -- 208 2,800.00
4 NL35 FL/R 14 14 14 -- 416 5,600.00
4 NL35 FL/R 14 14 14 -- 416 5,600.00
4 NL35 FL/R 14 14 14 -- 416 5,600.00
4 NL35 FL/R 14 14 14 -- 416 5,600.00
4 NL35 FL/R 14 14 14 -- 416 5,600.00
4 NL35 L/RBS 14 14 14 -- 416 5,600.00
4 NL35 L/RBS 14 14 14 -- 416 5,600.00
4 NL35 L/RBS 14 14 14 -- 416 5,600.00
4 NL35 L/RBS 14 14 14 -- 416 5,600.00
4 NL35 L/RBS 14 14 14 -- 416 5,600.00
4 NL35 AL/R 14 14 14 -- 416 5,600.00
4 NL35 AL/R 14 14 14 -- 416 5,600.00
4 NL35 AL/R 14 14 14 -- 416 5,600.00
4 NL35 AL/R 14 14 14 -- 416 5,600.00
4 NL35 AL/R 14 14 14 -- 416 5,600.00
4 NL35 Aft 14 14 14 -- 208 2,800.00
4 NL35 Aft 14 14 14 -- 208 2,800.00
4 NL35 Aft 14 14 14 -- 208 2,800.00
4 NL35 Aft 14 14 14 -- 208 2,800.00
4 NL35 Aft 14 14 14 -- 208 2,800.00
52 Bay Personnel Quarters 364.00
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TOTALS: Heat: 8,320 770,000.00
Tons Left: .00
Calculated Factors:
Total Cost: 5,226,945,768 C-Bills
Battle Value: 111,248
Cost per BV: 46,984.63
Weapon Value: 56,476 (Ratio = .51)
Damage Factors: SRV = 5,133; MRV = 5,133; LRV = 4,044; ERV = 1,556
Maintenance: Maintenance Point Value (MPV) = 416,130
(71,808 Structure, 209,442 Life Support, 134,880 Weapons)
Support Points (SP) = 800,100 (192% of MPV)
BattleForce2: Not applicable
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And this is why the Taurians fail if the TCS Albatross wasn't bad enough some WarShips have a single weapons bay that matches the entire arc!! Only good thing is its capable of a continuous stream of fire which would be a bonus if surrounded
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And this is why the Taurians fail if the TCS Albatross wasn't bad enough some WarShips have a single weapons bay that matches the entire arc!! Only good thing is its capable of a continuous stream of fire which would be a bonus if surrounded
Well, it was deliberately designed as a Boondoggle, Dragon Cat. But it isn't nearly as bad as you make it out to be. I'd use it in a heartbeat.
770,000 tons, 3/5 acceleration, decent armor (although a tad on the low side for modern games), sixteen fighters, four docking collars. And those guns (albeit low damage per capital bay) have a maximum range of 40 hexes!
Sure, other WarShips can put out more raw damage; other WarShips have greater range (out to 50, a mere 10 hexes of difference) . . . but few have the ability to fire the sheer number of capital bays that this ship can.
Fifteen capital-scale naval laser bays in the broadside arc; ten in the fore- or aft-quarters; five both directly ahead and dead astern. This gives the player (and the Warship) the ability to literally smother its target in fire and have a much greater chance of actually landing a shot against high target numbers.
Second, sure the bays only inflict 14 points of capital damage each. That manages to threshold units with less than 131 points of capital armor. Each bay will have a chance at a threshold critical if your target has 130 points of armor or less in the location you hit.
That means (out of the WarShips that still exist) only the Kyushu (forward facing only), Avalon (all facings), Conqueror (all facings), Volga (all facings), Kirishima (all facings), Black Lion (all facings), Liberator (fore and aft facings only), Thera (all facings), Feng Huang (all facings), Nightlord (all facings), Mjolnir (all facings), Potemkin (all facings), Texas (all facings), McKenna (all facings), and Leviathan (all facings) are immune to threshold criticals.
Fifteen classes . . . all but one larger than my cruiser. The rest? Well, the rest will be eating threshold criticals all day long with up to fifteen rolls each and every turn!
Third. Each of the NL-35 bays are in a four-gun mount. So that means that, if necessary, this cruiser can use bracket fire to improve her chances to hit (albeit reducing the damage per bay to as low as SIX POINTS for the largest to-hit bonus). Still, six points per hit at long range will threshold any ship with less than 51 points of capital armor . . . and you are getting up to FIFTEEN SHOTS (each at -3) to hit.
It is death by a thousand cuts, but dead is dead, right?
Fourth. The ability of naval lasers to engage in Anti-Aerospace Mode makes this WarShip extremely lethal to hostile ASF. Able to engage at 40 hexes, dealing 14 capital per hit, having as many as FORTY chances to hit (if they are kind enough to swarm from all vectors) incoming fighter formations (because our little cruiser has enough heat sinks to fire all one hundred and sixty of those NL-35s simultaneously!!) . . . she's a buzz-saw and fighter squadrons are the PLANK.
Yeah, I'd take one of these into battle any day of the week. Would she be my 'ship of the line'? Not a chance. But as a support ship, a heavy escort, the escort flotilla leader? Sure. In a heartbeat.
MA
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You've convinced me not a ship Id pick most of the time but it has positive points
Shame she doesn't have Anti Missile systems but I guess with four collars she could carry a couple of escorts putting AMS on it would break the no ammo rule using LAMS would tax the sinks
Since she's designed as an escort why not carry DropShips to enhance that role
Regardless she's still welcome in the fleet