OBT Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Welcome to OurBattleTech.com - A BattleTech Fan Site

Pages: [1]   Go Down

Author Topic: CRF - Aero - Raider Mk.II  (Read 5167 times)

0 Members and 1 Guest are viewing this topic.

Trace Coburn

  • Moderator
  • Sergeant
  • *
  • Offline Offline
  • Posts: 155
  • Родина и свобода!
CRF - Aero - Raider Mk.II
« on: May 14, 2011, 06:35:52 AM »

                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Raider Mk.II (CRF)
Tech:              Inner Sphere / 3067
Vessel Type:       Aerospace Fighter
Rules:             Level 3, Standard design
Rules Set:         AeroTech2

Mass:              15 tons
Frame:             CRF Raider-II
Length:            9 meters
Power Plant:       Tylium XL
Safe Thrust:       10
Maximum Thrust:    15
Armor Type:        Republican Foundry Laminar Composite
Armament:         
    2 Republican Munitions 30mm Machine-Cannon
Manufacturer:   Republican Munitions
  Location:     Kobol
Communications System:  Master’s Word FR2
Targeting & Tracking System:  Master’s Gaze FR2
------------------------------------------------------------------------------


==Overview:==
  As they realised the true scale of the Second Schism’s impact on their economy and military capabilities, the leaders of the diminished Cylon Republic realised that they were vulnerable in an unprecedented way.  Should even a small force of ‘Freedom Five’ Cylons come back to strike at Kobol - or worse yet, should a Colonial scout-expedition stumble across the Cylon homeworld - it would be all too easy for them to wipe out the entirety of ‘loyal’ Cylon civilisation.  What was needed was a stopgap measure - a cheap yet capable fighter that could be produced in massive numbers in a minimal time-span.  An additional concern was lack of available manpower; humaniform Cylons were too limited in number to spare any for the economically-unproductive task of flying fighters.  Fortunately, the data-cores found in Kobol’s caches held a perfect solution, and several months later, the Raider II was deployed.

==Capabilities:==
  As fast as Colonial fighters of its own era (and indeed of later ones), and armed with twin 30mm machine-cannon taken from available stocks, the Raider II can hold its own in a dogfight with its Colonial counterparts.  Equipped with a hyperlight jump-drive, it can serve as a fleet scout and engage in tactical ‘microjumps’ at need.  Its capacious internal weapons-bays can hold as many as six Sarissa missiles for anti-fighter or air-to-ground operations (with the option of replacing the HE warheads with 50kT fission-fusion packages for killing capital ships or surface installations).  The central processing system - based on brains taken from failed Cylon clones, supported by an Aerospace Smart Robotic Control System - holds extensive archives of historical fighter-engagements, allowing the Raider-II to make ‘educated guesses’ about probable enemy intentions and tactics.

  Unfortunately, a number of factors prevented the Raider II from receiving great amounts of armour.  When first fielded, they were a ‘right now’ measure that had to be armed and armoured from pre-existing stocks, which meant old, Colonial-grade ‘primitive’ armour.  Even when the secrets of more sophisticated alloys were cracked and those new armours put into production, the Raider fleet had grown to more than a hundred thousand units, making it utterly impractical to recall and refit them all.

==Deployment==
  The mainstay of the Forces of the Cylon Republic (CRF), and produced at an aggregate rate of nine thousand units annually, the Raider Mk.II serves in most of the roles required of an interstellar navy’s front-line fighter: FTL scout, missile-carrying interceptor, message-courier, and long-range strike unit.  Large formations of Raider IIs can be thrown at a tactical problem, probing enemy defences for weaknesses and grinding holes in a fighter-screen that (if necessary) can be exploited by the heavier Spectres.

  Some senior CRF commanders wonder if increased emphasis on Spectre production might not deliver better return-on-investment, as a single Spectre wing-pair can withstand punishment that would destroy entire walls of Raiders, but analysis by the Fives indicates that even should Colonial defences remain effective once the CNP rootkit is activated, the simple expenditure of munitions required to destroy a single wave of Raiders will leave the humans defenceless against the second wave.  Besides, Raiders are cheap, available in large numbers, and already paid-for, so why not throw them at problems in job-lots?

------------------------------------------------------------------------------
Class/Model/Name:  Raider Mk.II (CRF)
Mass:              15 tons
Construction Options:  Fractional Accounting

Equipment:                                                              Mass
Power Plant:  Tylium XL                                                  2.00
Thrust:  Safe Thrust: 10
      Maximum Thrust: 15
Structural Integrity: 10                                                  .00
Total Heat Sinks:    10 Single                                            .00
Fuel:              (480pts Tylium)                                       3.00
Cockpit & Attitude Thrusters:                                            3.00
Armor Type:  Primitive  (18 total armor pts)                             1.70

                           Standard Scale Armor Pts
   Location:                            L / R
   Nose:                                  5
   Left/Right Wings:                    5/5
   Aft:                                   3

Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 Machine Gun              RW           2     --     --     --    0       .50
1 Machine Gun              LW           2     --     --     --    0       .50
  Ammo (MG) 40             ---                                            .20
1 Raider FTL                                                             1.50
1 ASRCS                                                                   .75
1 Heavy ordnance stanchion                                               1.00
Cargo                                                                    0.85
------------------------------------------------------------------------------
TOTALS:                                                     Heat: 0     15.00

Calculated Factors:
Total Cost:        1,714,249 C-Bills
Battle Value:      118
Cost per BV:       14,527.53
Weapon Value:      85 (Ratio = .72)
Damage Factors:    SRV = 4;  MRV = 0;  LRV = 0;  ERV = 0
BattleForce2:      MP: 10,  Armor/Structure: 0 / 0
                   Damage PB/M/L: -/-/-,  Overheat: 0
                   Class: FL;  Point Value: 1
« Last Edit: May 14, 2011, 06:37:34 AM by Trace Coburn »
Logged

Developer-in-Chief, Renegade Tech 2.0

Ice Hellion

  • Protector of the Taurian Concordat
  • KU Player
  • General
  • *
  • Offline Offline
  • Posts: 4,481
  • Beware of the all-seeing eye: Ice Hellion
Re: CRF - Aero - Raider Mk.II
« Reply #1 on: May 14, 2011, 12:26:50 PM »

Energy weapons would be better, wouldn't they?
Logged


"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

Trace Coburn

  • Moderator
  • Sergeant
  • *
  • Offline Offline
  • Posts: 155
  • Родина и свобода!
Re: CRF - Aero - Raider Mk.II
« Reply #2 on: May 15, 2011, 01:05:15 AM »

Energy weapons would be better, wouldn't they?
  • I tried to keep the design as consistent as possible with what was shown on-screen throughout the run of Ron Moore's Battlestar Galactica, and that meant 'dakka' and 'missile spam', not 'zap-zap-zap'. :P
  • In-character, the Raider II was designed before the Republic had managed to produce energy-weapons up to BT standards, even with the cached (Blaker) databases they found on Kobol.  Even when they got them working (which was only within the last ten years or so)...
  • ... the same factors and arguments that precluded retrofits of the Raider II's armour also made energy-weapon upgrades impractical/uneconomic.  Raider IIs are designed/considered to be highly expendable. The Cylon Republic has concentrated most of their beam-weapons onto platforms manned by their Manei Domini - the Angel BattleMechs and Spectre ASFs.  ;)
  • Besides which, Colonial fighters aren't any tougher than the Raider II - energy weapons of the types the Republic can produce are gross overkill for fighting Vipers, and on an attrition-unit like the Raider II, that's not only a needless extravagance but completely antithetical.  :P
Logged

Developer-in-Chief, Renegade Tech 2.0

Ice Hellion

  • Protector of the Taurian Concordat
  • KU Player
  • General
  • *
  • Offline Offline
  • Posts: 4,481
  • Beware of the all-seeing eye: Ice Hellion
Re: CRF - Aero - Raider Mk.II
« Reply #3 on: May 15, 2011, 02:14:13 AM »

Regarding 1., according to their description, they are closer to AC than to MG but I understand your point.
Logged


"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5
Pages: [1]   Go Up