OBT Forum
General BattleTech => Alternate Universe => Topic started by: marauder648 on October 16, 2018, 04:53:40 PM
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I was thinking last night whilst in the bath (always a dangerous thing when I think, lots of heat and grinding of gears) about the Hells Horses. And about how they make little sense. You know, ‘The Vehicle Clan’, yet they still use the 2nd line stuff that everyone else uses bar two unique developments of their own, the Epona, and the Athena. At least until the Invasion and all the shenanigans after.
And this got me going ‘Okay..what if..’. We know that the loss of the Tokasha works hurt the Horses badly, but what if it hurt them worse, and with a sudden shortfall in Mech production forced them to adapt to the new reality that for the foreseeable future, we’re not going to be able to produce anywhere near enough Mechs, and trade/trial will not cover the shortfall. So instead they produce more tanks and equipment, not just pretending to have a combined arms approach. But actually going in whole hog?
This might have to very well move the loss of Tokasha forwards a decade or so or not to have it in place by the time of REVIVIAL by which point the Clan would be unique amongst the Clans of Kerensky for their tactics and the like, as much different as the Hellions are with their take on Zell.
Basically this was a case of ‘lets give the Clans a bit more flavour’ rather than just having different Furry OC ideas and generally very minor changes. If the Ravens are the Naval Clan, why the hell didn’t they update their ships or even commission new ones? If the Bears like assault Mech’s why didn’t they build their own 100 tonner etc etc.
And why didn’t the Tank Clan, go in whole hog.
So, and I’m just spitballing here. Some ideas;
1 – Maybe have the loss of Tokasha to the Bears followed up with heavy damage to the Industriaplex Alpha on Niles as well, and this basically makes the Horses scramble for new equipment as they just can’t replace Mech’s quick enough whilst Alpha is being repaired.
2 – This dependence on vehicles has them go “You know what…our tanks are SHIT for the most part…†and to survive they need replacement vehicles that can actually fight, not just look impressive to keep any Bandit’s away. Using good relations with the Coyote’s the Horses work with them to start developing new Tanks for not just PGC use but for combat alongside their MechWarriors.
3 – This might make other Clans go REEEEEEEE! Or it could make other Clans scoff at the ‘obvious’ Horse weakness and desperation so what do you think? In theory there’s no rules against using Tanks, just long held prejudices.
4 – Initial steps are just either IIC tanks of SLDF designs or the like but by the time REVIVAL comes around, there’s serious work going into OmniVehicles. Perhaps the other Clans are still hissy about this or laughing about it, and generally ignore it. Tanks and helecopters are not the true weapon of a Warrior after all. Maybe some see service in other clans but these are isorla only and outside of the Coyotes who also benefitted from this tech exchange
And with the Clan’s being the Clans they could then actually look into having ‘advanced’ things like track and hover skirt protection (so armoured motive systems) whilst also (re) developing Chemical lasers for second line/PGC units.
So you could see something like this
Castor Heavy Flak Tank
Base Tech Level: Advanced Mixed (Base Clan)
Level Era
-------------------
Experimental -
Advanced 3145+
Standard -
Tech Rating: F/X-X-X-D
Weight: 75 tons
BV: 942
Cost: 3,885,000 C-bills
Movement: 3/5 (Tracked)
Engine: 225 Fuel Cell
Internal: 40
Armor: 163 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 8 36
Right 8 32
Left 8 32
Rear 8 28
Turret 8 35
Weapons Loc Heat
------------------------
Sniper TU 10
LB 10-X AC TU 2
Machine Gun FR 0
Machine Gun FR 0
Ammo Loc Shots
-----------------------------------
Cluster Sniper Ammo TU 10
Cluster Sniper Ammo TU 10
Cluster Sniper Ammo TU 10
LB 10-X AC Ammo TU 10
LB 10-X AC Ammo TU 10
LB 10-X AC Ammo TU 10
Half Machine Gun Ammo FR 100
Equipment Loc
-----------------------
ECM Suite [Clan] BD
(And I'd note that the Horses would go out of their way to point out that whilst YES it has got an artillery piece, its only ever loaded with Flak rounds.)
Or
Pakhet Battle Tank
Base Tech Level: Experimental Mixed (Base Clan)
Level Era
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Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-E
Weight: 55 tons
BV: 1,012
Cost: 2,342,308 C-bills
Movement: 4/6 (Tracked)
Engine: 220 Fuel Cell
Internal: 30
Armor: 172 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 6 37
Right 6 35
Left 6 35
Rear 6 28
Turret 6 37
Weapons Loc Heat
------------------------------
Ultra AC/5 TU 1
Ultra AC/5 TU 1
Medium Chem Laser FR 2
Medium Chem Laser FR 2
Ammo Loc Shots
----------------------------------------
Ultra AC/5 Ammo TU 20
Ultra AC/5 Ammo TU 20
Ultra AC/5 Ammo TU 20
Ultra AC/5 Ammo TU 20
Ultra AC/5 Ammo TU 20
Ultra AC/5 Ammo TU 20
Medium Chemical Laser Ammo FR 30
Medium Chemical Laser Ammo FR 30
Appearing in a pre-revival setting. Whilst you might see this
Eris Assault Tank
Base Tech Level: Standard (Clan)
Level Era
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Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-D
Weight: 100 tons
BV: 2,740
Cost: 21,727,000 C-bills
Movement: 3/5 (Tracked)
Engine: 300 XL
Internal: 50
Armor: 355 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 10 82
Right 10 72
Left 10 72
Rear 10 56
Turret 10 73
Weapons Loc Heat
------------------------------
Gauss Rifle TU 1
ER Large Laser TU 12
LRM 20 TU 6
LRM 20 TU 6
Light Machine Gun FR 0
Light Machine Gun FR 0
Light Machine Gun LS 0
Light Machine Gun RS 0
SRM 6 FR 4
SRM 6 FR 4
Ammo Loc Shots
------------------------------------------------
Gauss Rifle Ammo [Clan] TU 8
Gauss Rifle Ammo [Clan] TU 8
Gauss Rifle Ammo [Clan] TU 8
LRM 20 (Clan) Artemis-capable Ammo TU 6
LRM 20 (Clan) Artemis-capable Ammo TU 6
LRM 20 (Clan) Artemis-capable Ammo TU 6
LRM 20 (Clan) Artemis-capable Ammo TU 6
LRM 20 (Clan) Artemis-capable Ammo TU 6
LRM 20 (Clan) Artemis-capable Ammo TU 6
LRM 20 (Clan) Artemis-capable Ammo TU 6
LRM 20 (Clan) Artemis-capable Ammo TU 6
Light Machine Gun Ammo [Full] BD 200
SRM 6 Ammo FR 15
SRM 6 Ammo FR 15
Equipment Loc
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Artemis IV FCS TU
Artemis IV FCS TU
ECM Suite [Clan] BD
Serving with an assault unit in the front lines
As far as we know the Horses have one of the larger Sibko turnouts and large groups of them so this gives them the manpower to start deploying tanks (assuming we ignore the idiotic crew requirements in the rules and go for a max of 5 man crews for the big vehicles an work down to 1 or 2 man crews for light bits of kit).
I was also thinking they could introduce a light and assault BA suit earlier than OTL as well, again, these guys are THE combined arms Clan, so why the hell didn't they develop other suits? Yes the bog standard Elemental is a very good gold standard, but you might need something else.
I'm just spitballing here but what do you folks think? And please, be honest, if you think its shit or a dumb idea, say so, i'm not going to be offended or triggered!
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I still have to finish reading this but you know what really makes the least sense for me about their clan? Its their founding history here you have a clan that is big on infantry since its founding but its bulk of troops are from the navy, wouldnt you have thought they would be a naval power based off that but no they are actually one if not the worst.
SMH
back to reading this
To be honest i think the writers screwed the pooch on most if not all of the home clans, there could have so much more versatility and diverse clans but they just didnt bother. Tak and I have talked about this in the past its why the inner sphere clans we came up with are mainly outside the box in regards to the real clans
OmniVehicles should have been around much sooner then they were it would make sense that the simplicity of vehicles over huge walking robot to be Omnified would be obvious.
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Well - its not a BAD idea, from a flavor standpoint. But this is the Infantry Clan, too. Given the relative vulnerability of vees to Infantry, you better look seriously at countermeasures, maybe a mixed series of Points or tanks with integrated BA units, like a Clan version of the Bulldog.
You might want to consider some kind of C3 system, too - given the accepted concept of 'One Mech/2 vees/2 ASF/5 BA' you might get away claiming that it assists them fight as a single unit.
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I had an idea for a heavy APC based on the Oro but sacrificing firepower for troop carrying capacity and having a big fat butt akin to this;
(https://i0.wp.com/thedailybounce.net/wp-content/uploads/2018/05/post-500052261-0-76482400-1527254111.jpg?fit=1920%2C1080&ssl=1)
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"Sacrifice firepower?"
What are you thinking?! Use a TRAILER! Take that Oro, keep the firepower and put on an Infantry compartment, 10-rated fusion engine, and a heaping mass of LRMs. Or whatever.
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I doubt the infantry would be happy being lugged around in a caravan :p
Yama IFV
Base Tech Level: Standard (Clan)
Level Era
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Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-D
Weight: 60 tons
BV: 1,073
Cost: 7,980,800 C-bills
Movement: 4/6 (Tracked)
Engine: 240 XL
Internal: 30
Armor: 211 (Ferro-Fibrous)
Internal Armor
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Front 6 52
Right 6 42
Left 6 42
Rear 6 33
Turret 6 42
Weapons Loc Heat
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LB 10-X AC TU 2
Medium Pulse Laser TU 4
Small Pulse Laser TU 2
Small Pulse Laser TU 2
TAG (Clan) TU 0
Ammo Loc Shots
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LB 10-X AC Ammo BD 10
LB 10-X AC Ammo BD 10
LB 10-X AC Ammo BD 10
Equipment Loc
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Active Probe [Clan] TU
Carrying Capacity
-----------------
Troops - 10.0 tons
Tha Yama's got superior protection to the Oro, its LB-10 can still engage tanks and Mech's and the lasers are for anti-infantry and general purpose work. But it can carry a double row of Elementals, with its infantry bay split down the middle. Unfortunately this is very cramped and once inside the Elementals can't move around much or even disembark from their suits making the Yama more a Battle taxi than the much larger and more roomy Aithion. Indeed, to board a Yama, Elemental's must reverse into the Troop compartment, so the last one in is the first one out.
There's also this
(https://i.imgur.com/2qMG4Wt.jpg)
Iwisa Combat Vehicle.
Mass - 60 tons
Crew - 5 (Commander, Gunner, Driver, Radio/EW Operator, Defense System Operator
Max Speed - 64kph
Based on the hull of the Oro the Iwisa (named after the Zulu club weapon) was built to be cheap and serve as a Garrison forces heavy tank. Stripping out the fusion engine the Iwisa featured a large fuel cell engine capable of pushing the tank along at 64kph.
Whilst armed with 'new' weapons the Iwisa featured the chemical laser as its primary armament. A pair of large chemical lasers and a quartet of mediums sit in the turret and are provided with plenty of ammunition to allow for sustained firing. For anti-infantry defence the Iwisha bristled with four light machine guns in paired arrays on the side. Finally and somewhat curiously, a bulldozer attachment was added to the front of the tank. This attachment let it dig its own firing pits on soft terrain whilst also allowing the tank to serve as a clearance vehicle if needed when not in combat. It also let it shunt aside obstructions in built up terrain. The Bulldozer blade when not deployed can swing back and to the sides, splitting down the middle. The side sponsons did however have problems. Despite good vision for the driver and commander thanks to mutliple cameras across the hull to increase crew awareness, it was irritatingly common (for the Techs) that the side sponsons hit or snag on obstacles and be damaged, or broken off if the tank was going fast enough. Some crews would remove these sponsons entirely using the space for extra stowage but this was not an officially recognised modification.
Iwisa Combat Vehicle
Clan experimental
60 tons
BV: 1,033
Cost: 2,275,200 C-bills
Movement: 4/6 (Tracked)
Engine: 240 Fuel Cell
Internal: 30
Armor: 160
Internal Armor
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Front 6 39
Right 6 29
Left 6 29
Rear 6 25
Turret 6 38
Weapon Loc Heat
----------------------------------------
Large Chem Laser TU 6
Large Chem Laser TU 6
Medium Chem Laser TU 2
Medium Chem Laser TU 2
Medium Chem Laser TU 2
Medium Chem Laser TU 2
Light Machine Gun Array LS 0
Light Machine Gun Array RS 0
Light Machine Gun LS 0
Light Machine Gun LS 0
Light Machine Gun RS 0
Light Machine Gun RS 0
Ammo Loc Shots
----------------------------------------
Light Machine Gun Ammo BD 200
Large Chemical Laser Ammo BD 10
Large Chemical Laser Ammo BD 10
Large Chemical Laser Ammo BD 10
Large Chemical Laser Ammo BD 10
Medium Chemical Laser Ammo BD 30
Medium Chemical Laser Ammo BD 30
Medium Chemical Laser Ammo BD 30
Equipment Loc
----------------------------------
Bulldozer FR
Trailer Hitch RR
And speaking of the Aithion, definately gonna use this version.
(https://i.imgur.com/O2Om18P.jpg)
There was also an idea that DragonCat inspired to make a Combat Engineering Vehicle and a bridging unit.
Aspis CET
Clan advanced
60 tons
BV: 678
Cost: 2,084,640 C-bills
Movement: 4/6 (Tracked)
Engine: 240 Fuel Cell
Internal: 30
Armor: 160
Internal Armor
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Front 6 39
Right 6 29
Left 6 29
Rear 6 25
Turret 6 38
Weapon Loc Heat
----------------------------------------
ProtoMech AC/8 TU 2
Ammo Loc Shots
----------------------------------------
ProtoMech AC/8 Ammo BD 10
ProtoMech AC/8 Ammo BD 10
ProtoMech AC/8 Ammo TU 10
Equipment Loc
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Backhoe TU
Bulldozer FR
Lift Hoist TU
Lift Hoist TU
Mine Sweeper RR
Mounted Searchlight FR
The PAC-8 is there to blow up obstructions, not really to act as a combat weapon but to help the CET do its job.
and for the Bridging unit, which would be needed in rough terrain etc.
Bolo Assault Bridge.
Clan advanced
60 tons
BV: 737
Cost: 1,835,200 C-bills
Movement: 4/6 (Tracked)
Engine: 240 Fuel Cell
Internal: 24
Armor: 160
Internal Armor
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Front 6 50
Right 6 35
Left 6 35
Rear 6 40
Weapon Loc Heat
----------------------------------------
Vehicular Grenade Launcher LS 1
Vehicular Grenade Launcher RS 1
Vehicular Grenade Launcher FR 1
Vehicular Grenade Launcher RR 1
LRM 5 FR 2
Ammo Loc Shots
----------------------------------------
VGL Chaff Grenade None 1
VGL Chaff Grenade None 1
VGL Chaff Grenade None 1
VGL Chaff Grenade None 1
LRM 5 (Clan) Smoke Ammo BD 24
Equipment Loc
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Heavy Bridge Layer FR
Fully Amphibious BD
Lift Hoist LS
Lift Hoist RS
!MechView.CarringCapacity!Troops - 5.0 tons
The LRM although mounted on the front is like those on the Mars, they are rear mounted but fire forwards, but it will only be able to fire once the bridge is out the way. The hoists are there to help build the bridge and the amphibious kit allows the Bolo to go into water to act as a support for its bridge if needs be.
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And I was thinking that a simple way of deliniating between if a vehicle's for front line, second line or tertiary forces. Look at the engine. If its an ICE or Fuel cell, then she's for PGC and 2nd line troops, fusion is less mainline units and XL's go into full on front line forces. Although there's a large portion of fusion powered vehicles there too as XL's are more expensive to produce.
And sorry for the stream of conciousness, i've just got a few ideas bouncing around in my noggin'.
Like this thing which is in essence a Stermfuer IIC
Nergal Fire support tank
Base Tech Level: Standard (Clan)
Level Era
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Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-C
Weight: 85 tons
BV: 2,277
Cost: 6,117,025 C-bills
Movement: 3/5 (Tracked)
Engine: 255 Fuel Cell
Internal: 45
Armor: 297 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 9 67
Right 9 60
Left 9 60
Rear 9 50
Turret 9 60
Weapons Loc Heat
--------------------------------
LRM 20 TU 6
LRM 20 TU 6
LRM 20 TU 6
LRM 20 TU 6
Anti-Missile System FR 1
Light Machine Gun FR 0
Light Machine Gun FR 0
Light Machine Gun LS 0
Light Machine Gun RS 0
Light Machine Gun LS 0
Light Machine Gun RS 0
TAG (Clan) TU 0
Ammo Loc Shots
---------------------------------------------
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
Anti-Missile System Ammo [Clan] FR 24
Light Machine Gun Ammo [Full] BD 200
Equipment Loc
-----------------------
ECM Suite [Clan] BD
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Another thought, as well as light BA, how about giving infantry forces PA(L) of some nature? Nicky K saw the value in the Horses way of war and even if they start restructuring their Tourman to go properly for combined arms, the other Clans may snarl and growl but the Horses could point at Special K and say 'He endorsed it, thus it is allowed.' And I might well have to nakedly steal the idea from MasterArminas' Scorpio Ascendant story and have the Horses also look at seeing if there's worthy people in Lower Castes that can survive training and the like to be accepted as Warriors. Whilst admittedly these might very well be shuffled into PGC's, its a good way of bulking up their Tourman.
I'd have to think about it and read through the Field Manuals for the Crusaders to see if they can get away with it. Going by the letter of the Law it seems to be yes they can, its more that the Clans follow the spirit of it and have stepped away from their society technically being a Meritocracy. There's nothing that deliberately prohibits such a change in position, just a huge cultural bias.
Another idea re Modular tanks/vehicles.
The first modular vehicles are a mix of fixed and podded equipment. If its got a turret you can swap the weapons out but stuff mounted on the hull is very much fixed in place.
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"Sacrifice firepower?"
What are you thinking?! Use a TRAILER! Take that Oro, keep the firepower and put on an Infantry compartment, 10-rated fusion engine, and a heaping mass of LRMs. Or whatever.
That's what the Indra is for
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The Indra always made me scowl. Its HUGE in terms of length, it looks like a full on bendy bus so you're talking 60 feet long if not more, as well as being broad and tall, its not a small bit of kit. And yet it has 3 tons of infantry in it. Gonna assume that the Indra's interior has 1st class seats, a promenade and multi-screen cinema in it rather than fittings to carry Elementals :p
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Dude, some sweet freaking art. It would be interesting if after the loss of Tokasha that Hell's Horses would be pushed in this direction and probably more realistic. I never understood why there was one existing Clan OmniVehicle and evidence of more (two with Wolf Dragoons) which were apparently decommissioned at some point. Let me put up an addition cause they always seem to be forgotten when it comes to Vehicles, Blood Spirit. I know they have a anti-tech thing but even they realized the advantages of the OmniMech perhaps an ilChi between these two Clans would help these earlier OmniVehicles expand. I don't see the Spirits using XL Engines to power this stuff but their frontline forces could use Omnification. Call it the 'Thrifty Alliance'.
I don't know if this would lead to the creation of a 'Tanker' phenotype which Bradshaw and I have tried to do before or as masterarminas has pointed out in some of his excellent threads a 'Tank Cockpit' to overcome the Clan problem of shared glory.
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Or perhaps an earlier 'TankWarrior' kind of thing. The problem is that at this time you've got the Grand Council being used as an official forum for shitposting between Clans. And if say....Clan *insert Furry/Scaly OC here* said that the Horses were 'arming their civilians' by having a kind of 'test up' program for volunteers to step forwards and be more than their station, then other Clans would have to investigate this. This would have to be VERY above board, and a new Eugenics program would be a slow burn thing that might pay off in two decades after the first Sibko have been decanted, grown up and been assigned and then the Horses can look into it to see if it works or if its not worth doing.
I think the Horses have the right mentality though as a Clan to overcome the whole 'shared glory' nonsense. The Warriors and people of the Clan are trained and indoctrinated to view themselves as a team and integral parts of the machine that keeps the Clan going. So with the right training and the like instead of ALL GLORY TO THE TANK COMMANDER. Followed by all the other Crew resenting him/her they could view the kills as equally shared between them. And if they kill a Mech, then more honour and glory to them all for as a team they brought down a larger more capable target who sought to make them prey.
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"Sacrifice firepower?"
What are you thinking?! Use a TRAILER! Take that Oro, keep the firepower and put on an Infantry compartment, 10-rated fusion engine, and a heaping mass of LRMs. Or whatever.
That's what the Indra is for
>Snort< That's what landfill is for.
Seriously, the Indra is a vehicle, not a vehicle and trailer. It's also an Infantry transport, not a tank. Put a 60-ton trailer behind an Oro, and the increase in firepower may mean those BA will still be alive at the end of the scenario.
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Khan Darwin Lassenarra kept his face impassive as the Merchant Factor droned on, listing the damage done, predicted shortfalls, supply levels of ammunition and parts. It was, in short a disaster. Tokasha had fallen and then the enraged Bear’s had followed up with an assault on the Horses Niles factory. Whilst that Trial had been successful, the fighting had ‘accidentally’ spilled over into the factory complex itself resulting in heavy damage as the two sides fought without regard for quarter or mercy for the better part of two days until mutual exhaustion had separated them and the Bears had finally fallen back.
“So, in short my Khan, we are down to twenty five percent production capability for Mechs and their parts. With salvage from Niles we should be able to rebuild Alpha Galaxy to its notional strength but beyond that, any plans for expansion in the future will have to be severely curtailed and, even though it pains me to say this, we strongly suggest that future military operations be curtailed. Replacing losses is going to be hard. We estimate eight months before Niles is fully operational again and this will only bring us up to thirty five, to fourty percent of our previous production levels. This will allow us to sustain production for any losses sustained and unless we are involved in battles on the scale of Niles of Tokasha, we should be able to produce enough Mech’s to not only sustain current loss projections but exceed them and start rebuilding.â€
“And how long do you believe this will take? And please, be honest, we must be honest with ourselves in this time of crisis.â€
The Merchant Factor glanced at the Scientist sat to his right and she nodded slightly “The damage to the Niles facility is extensive, if the fighting there was accidental, the Bears knew where to hit. It will be at least eighteen months before we can begin to match our previous loss and repair rates. To build a new facility to match those we lost, five years, and this is assuming a steady supply chain and no other Clan declaring a Trial for our facilities.â€
There was gasps and muttering from the people assembled in the room, at least 5 years of ‘marking time’ before any major rebuilding could be done, it was unthinkable. And if other Clans learned of their weakness, then the Horses could expect a flurry of Trials that would bleed their Tourman dry, opening them up to the threat of Absorption.
“Silence, we need answers, not anger. We cannot let our passions dictate our actions, not now. So…solutions?â€
“We should charge the Bears with wantonly attacking our factory during the Trial on Nile. They deliberately attacked the facility and caused excessive damage in a deliberate attack.â€
“We have no evidence of that, they said our forces pulled them into the factory and the BattleROMs from our Mechs and those we have salvaged from the Bears cooberate both our point of view and theirs. And they could declare a Trial of Refusal against us.†What was left unsaid was that a Trial of Refusal of such a charge could escalate until the Horses could not win. The Khan watched his two most Senior Galaxy Commanders argue their points but he saw only ruin in either approach.
“No, we need to rebuild. If the other Clans know of our current state, then we will face Trial after Trial and it will lock us into a degenerative spiral that we might never recover from. And I will -not- see our Clan be absorbed. That is not our future. SaKhan Yana Fletcher, your thoughts?â€
The younger man gathered his thoughts, he’d gotten the reputation of being quite radical and one who refused to let the Horses abandon their traditional combined arms approach.
“We can not build enough Mechs and we must devote our resources to rebuilding, so our ability to trade for them will be limited. So we take the obvious step, more vehicles.â€
“More? We had begun winding down vehicle production and..â€
“Now we need them more than ever. We simply can not sit around for five years in our current state, we need equipment and we need it now. Tanks consume less resources and are easier to run quiaff Chief Scientist?â€
She looked up and nodded “Aff SaKhan, even a 100 ton tank would use the resources of a heavy OmniMech. And whilst Galaxy Commander Vincent Anu is correct, we had begun winding down vehicle production due to the success of the Tokasha works, it would be a simple task to reactivate our vehicle facilities and to restore them to production.â€
Fletcher smiled “So, we can produce our own equipment again, will this negatively affect our rebuilding efforts?â€
“We might have to divert some resources, but only in the short term, in the long term it might impose a few months delay in upgrading the Nile Works, but these facilities are secure and can be brought online in a matter of weeks.â€
“But you said yourself that most of our current vehicles are of little use outside of Garrison work queaff?†Galaxy Commander Tina Neely said, meeting Fletcher’s eyes.
“Aff. But in the short term, they will suffice, but new vehicles based on current and older marks could be developed and put into production.â€
“And who will help us with this?â€
“The Coyotes. The Scientists speak loudly in their halls, and would listen to us. We have good relations with them, so we trade, our designs, for their assistance. We offer to share the designs with them freely, in return for trade concessions to help us build facilities needed to produce any new vehicles. We have the manpower, our Sibko’s are still on schedule and we risk having hundreds of trained warriors sitting around waiting for Mechs. So let us give them tanks. We alter our training to include a major focus on vehicle combat, the teamwork we emphasise will help gel the crews together and should not adversely affect unit cohesion.â€
“A big ask…some may well refuse.â€
“Then they will have to fight for what they want, and rise or fall on their own merits. But, my Khan, my brothers and sisters, we cannot have any wild colts trying to show us ‘the way’. The Herd will have to move as one, if we are to survive the coming years.â€
Backed by the Khan and with the conscent of the Galaxy Commander’s, SaKhan Yana Fletcher’s Project Zhukov was approved and within days the Horses and Coyotes were speaking as the Technician Caste went to work on reactivating the facilities that had been put into standby mode. It was estimated that it would take six months to crank up production and then the first new vehicles were expected to be undergoing testing and be pressed into production. All the Horses had to do was survive eight months, and keep as low a profile as possible. With the Bears spent from the great battles at Niles and Tokasha, one threat withdrew to lick its wounds, but other Clans could smell blood in the water and started to circle.
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Sounds good so far! ...can they have trailers?
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The Clan Caravanning Organisation will not be represented :p
Also more ideas.
Project Zhukov
Stage 1:
Produce as many current tanks from TRO3060 as possible whilst looking at the Epona to fill out the standard Medium Mech role. This also includes research for Stage 2 developments
Stage 2:
things like Chemical lasers shouldn’t be hard to re-research and within 8 – 10 months they should start appearing along with LMG’s and the like leading to modernization and changes to current tanks as well as the first next gen vehicles including modular vehicles based on the Epona/Badger.
This is the longest of the periods, where we see the Horses shift from ohshitweneedsomethingNOW! To actually retaining their combined arms approach, standard deployment are Novas and whilst this ‘reliance’ on vehicles earns the Clan the derision of other Clans its okayed as its an internal thing and internal change.
Stage 3:
Pre-REVIVAL era, the Horses have grown to incorporate the full use of vehicles and BA troops in different roles and positions. Light and assault BA suits are developed and see different roles and despite having rebuilt their mech making capacity, the Horses now produce a 50/50 split of Mech’s and tanks.
Its during the build-up to REVIVAL that the Horses help make it a reality, shifting their vote over to the Crusader faction in return for some concessions from other Crusader’s (namely the falcons which they have developed good relationships with.
So by the time REVIVAL comes around the Horses (and to a far lesser degree the Coyotes and Wolves) have omnivehicles in service and the Horses are a fully combined arms focused Clan.
-
This is really gaining traction marauder648!
I'd urge the Horses to approach the Blood Spirits about this. I know the two aren't great friends especially given the destruction of Kindraa Smythe-Jewel but perhaps just perhaps with some mediation from Kindraa Payne an accord can be reached spreading these designs over three Clans.
Also don't forget about Star League Vehicles sitting in Brian Caches around the Clan Homeworlds. They could provide some excellent basis for designs going forward as well.
-
With the SLDF equipment most of its so old that it would probably be scrapped and recycled. I will make use of some SLDF designs as inspiration but these would mostly be for second line units although some may well find themselves in use by front line forces like the Horses version of the Pollux Heavy ADA tank.
-
The Clan Caravanning Organisation will not be represented :p
*AAAAARRRRGGG!* >POUT<
Fine. Speaking of mew vehicles, then, I propose an early version of the SM-1. 8/12 with an Ultra/20? Yes, please.
-
That could definately work. Two man crew for sure, and seeing as in this TL the Horses have developed LMG's, initially as an armament for their light BA suits it works fine as is :p Just needs a suitable name.
-
Clans use Gods for vehicles right?
Atropos Tank Destroyer
Weight: 50 tons
BV: 1,510
Cost: 3,066,500 C-bills
Movement: 8/12 (Hover)
Engine: 165
Internal: 25
Armor: 144 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 5 36
Right 5 30
Left 5 30
Rear 5 20
Turret 5 28
Weapons Loc Heat
------------------------------
Ultra AC/20 FR 7
Light Machine Gun TU 0
Light Machine Gun TU 0
Heavy Machine Gun TU 0
Heavy Machine Gun TU 0
Ammo Loc Shots
-------------------------------------------
Ultra AC/20 Ammo BD 25
Light Machine Gun Ammo [Half] BD 100
Heavy Machine Gun Ammo [Half] BD 50
30 shots is way to much imo for this thing would be dead before using all of that.
-
I agree. Twelve Turns of double-taps, and its reasonable to assume it will be dead. Put the rest of it into ecm, reinforced skirt, some kind of C3 system, or armor. I favor a C3 system that allows two vehicles to share targeting in for like the late jihad stuff from the society, but I'll post the PC3 system of my AU as a example of what I'm thinking of later.
*Edit Something like this, although I nerfed it a bit to a +1 to reflect a less capable sensor setup compared to a Mech
;
Point C3 System (PC3)
Developed by Clan Tundra Leopard to share targeting information between Point members, the computers of the PC3 system work to establish triangulation and prediction data using the locations of their emitters and the returns from their target.
Designed to be used by vehicles, the system is able to match frequencies and scramble codes with ‘orphaned’ vehicles to re-create its network as vehicles are destroyed in combat.
Game Terms
• The PC3 system is designed to be used by two conventional vehicles only.
• The PC3 system weighs two tons and a uses a single equipment space in each vehicle.
• New Clan PC3 systems are affected by ECM systems; a unit within the ‘bubble’ of an enemy ECM field is cut off from the rest of the Point until it exits its radius of operation and receives no benefit from the system.
• The PC3 system will not function as a single unit; players must specify a second unit with the PC3 system to partner with the system before rolling Initiative.
• Players may break and establish PC3 networks at will; it requires one Turn to break the original link between PC3 systems, declared before rolling Initiative. Until a new network is established, the unit receives no benefit from the system.
• To establish a network, Players announce the units to be linked before Initiative and roll to determine the length of time needed to link the two units. Roll 1d6; 1-3, One Turn. 4-5, Two Turns. 6, Three Turns.
• Both units receive a -1 To-Hit bonus to any weapon in range of a target.
• If one vehicle rolls a sensor hit on the Ground Vehicle Critical Hit Table, that vehicle loses the benefits of the PC3 system until repaired.
-
Recovery period
Mithras, Zorya, Ares all issued to units that need the numbers. Epona produced as highest priority as a stand in for Medium Mechs.
Hachiman, Ku, Oro and Ishtar also deployed to any unit that simply needs numbers.
Athena and Mars production increased with the Mars XL being rushed into development. XL engine also examined for the Athena.
Rebuilding period
With the initial panic over and units reinforced there is still an urgency to build more able combat vehicles that are simply not so fragile as standard Clan tanks. Battle Armour had also performed well in the battles at Niles and Tokasha but the standard Elemental suit had some drawbacks that were felt could be negated with heavier or lighter suits and they begin development as well.
Additional research and work with the Coyotes leads to the reintroduction of Chemical lasers as well as light and heavy MGs and what was called the Light Cannon System (or in gaming terms the Proto AC’s)
the first new vehicles are tested with PGC’s and are mainly armed with Chemical lasers and the like to test their viability. But there’s also more R&D going into OmniVehicles.
This shift in focus will earn a lot of derision from the other Clans who will espouse that the Horse tank crews are less honourable it’s argued that the effort of working together for the greater good of the unit and Clan brings an equal amount of honour.
Tank crews, even on the largest tanks are no more than 5 crew and the typical crew might be like this
Commander
Gunner
Driver
Loader
DSO
The Driver and DSO will be the most junior members of a crew but the Horses go out of their way to make sure that crews are not split up and that any losses are integrated as painlessly as possible. The loader isn’t really a loader as all the guns load automatically, his or her job is to monitor and work with the loading systems for the primary weapons. The DSO or ‘Defensive Systems Operator’ has the responsibility for the secondary or defensive weapons as well as the onboard electronics so he or she will also double as the radio operator.
Initial tank ideas;
Zoran light scout - We'll have to change the Prime around as APGR's are not developed yet, but otherwise, darn fine!
Weight: 10 tons
Movement: 10/15 (Hover)
Engine: 60
Internal: 4
Armor: 38 (Ferro-Fibrous)
Internal Armor
--------------------------
Front 1 12
Right 1 9
Left 1 9
Rear 1 8
Prime
Weapons Loc Heat Omni
--------------------------------
AP Gauss Rifle FR 1 Pod
AP Gauss Rifle FR 1 Pod
AP Gauss Rifle FR 1 Pod
AP Gauss Rifle FR 1 Pod
Ammo Loc Shots Omni
--------------------------------------------------
Anti-Personnel Gauss Rifle Ammo BD 40 Pod
Configuration A
Weapons Loc Heat Omni
-------------------------
LRM 5 FR 2 Pod
LRM 5 FR 2 Pod
Ammo Loc Shots Omni
-----------------------------
LRM 5 Ammo BD 24 Pod
Configuration B
Weapons Loc Heat Omni
--------------------------------
ER Small Laser FR 2 Pod
ER Small Laser FR 2 Pod
ER Small Laser FR 2 Pod
ER Small Laser FR 2 Pod
Equipment Loc Omni
----------------------------
ECM Suite [Clan] BD Pod
Configuration C
Weapons Loc Heat Omni
-----------------------------------
Small Pulse Laser FR 2 Pod
Flamer FR 3 Pod
ER Small Laser FR 2 Pod
Equipment Loc Omni
-------------------------------
Active Probe [Clan] BD Pod
Configuration D
Weapons Loc Heat Omni
-------------------------
SRM 2 FR 2 Pod
SRM 2 FR 2 Pod
SRM 2 FR 2 Pod
SRM 2 FR 2 Pod
Ammo Loc Shots Omni
-----------------------------
SRM 2 Ammo BD 50 Pod
[/quote]
The Vel (named after a Hindu gods Javelin) draws its design heavily from the Harasser missile platform and is a small 2-crew platform with a focus on speed and hitting power. To this end a pair of medium pulse lasers and pair of SRM-6 missile launchers (each with their own ammo bin) can cause significant damage whilst an ER small laser is mounted under the hovercraft's chin. Capable of 136kph the Vel is small, fast and hard hitting.
Vel Harasser
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-D
Weight: 25 tons
BV: 1,020
Cost: 1,062,875 C-bills
Movement: 9/14 (Hover)
Engine: 95
Internal: 15
Armor: 57 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 3 15
Right 3 11
Left 3 11
Rear 3 9
Turret 3 11
Weapons Loc Heat
-------------------------------
Medium Pulse Laser TU 4
Medium Pulse Laser TU 4
SRM 6 TU 4
SRM 6 TU 4
ER Small Laser FR 2
Ammo Loc Shots
------------------------
SRM 6 Ammo TU 15
SRM 6 Ammo TU 15
Shara Light tank
The Shara is related to the Mithras and is built for second line units. Using a cheaper Fuel Cell engine instead of a fusion plant and poorly protected with a mere 3 tons of Ferro-Fibrous armour it's got a bite to it with a large chemical laser and a pair of LRM-5's. Cheap and quite disposable with a 2 man crew this thing is build for PGC use and defensive duties.
Shara Light tank
Base Tech Level: Experimental (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-E
Weight: 25 tons
BV: 572
Cost: 693,750 C-bills
Movement: 6/9 (Tracked)
Engine: 150 Fuel Cell
Internal: 15
Armor: 57 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 3 15
Right 3 11
Left 3 11
Rear 3 9
Turret 3 11
Weapons Loc Heat
-----------------------------
Large Chem Laser TU 6
LRM 5 TU 2
LRM 5 TU 2
Ammo Loc Shots
---------------------------------------
Large Chemical Laser Ammo TU 10
Large Chemical Laser Ammo TU 10
LRM 5 Ammo TU 24
Perun light tank
The Perun is an update of the Zorya, again it uses a fuel cell and replaces the weapons but keeps them mixed. A large chemical laser and LRM-15 with 2 tons of ammo gives it a heavier punch than the Zorya whilst a bow mounted SRM-6 and a pair of LMG's add to the firepower.
Perun Light tank
Base Tech Level: Experimental (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-E
Weight: 35 tons
BV: 782
Cost: 1,641,825 C-bills
Movement: 4/6 (Tracked)
Engine: 140 Fuel Cell
Internal: 20
Armor: 64
Internal Armor
---------------------------
Front 4 16
Right 4 13
Left 4 13
Rear 4 10
Turret 4 12
Weapons Loc Heat
------------------------------
Large Chem Laser TU 6
LRM 15 TU 5
Light Machine Gun FR 0
Light Machine Gun FR 0
SRM 6 FR 4
Ammo Loc Shots
-------------------------------------------
Large Chemical Laser Ammo TU 10
Large Chemical Laser Ammo TU 10
LRM 15 Ammo TU 8
LRM 15 Ammo TU 8
Light Machine Gun Ammo [Full] FR 200
SRM 6 Ammo FR 15
Equipment Loc
-----------------------
Artemis IV FCS TU
ECM Suite [Clan] BD
The Snaga (sender) is a front line attack vehicle, capable of a blistering 150kph the Hovercraft is built to use its speed to get close and unleash its ultra-10 pattern autocannon on targets, a quartet of ER small lasers are mounted round the cockpit like nose and the sleek hovercraft can bring much honour to its pilot, although the vehicle has been said to be exhausting to control. Its basically the Bellona introduced earlier.
Snaga Attack Hovercraft
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-D
Weight: 35 tons
BV: 1,144
Cost: 3,879,967 C-bills
Movement: 10/15 (Hover)
Engine: 175 XL
Internal: 20
Armor: 76 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 4 19
Right 4 15
Left 4 15
Rear 4 12
Turret 4 15
Weapons Loc Heat
---------------------------
Ultra AC/10 TU 3
ER Small Laser FR 2
ER Small Laser FR 2
ER Small Laser FR 2
ER Small Laser FR 2
Ammo Loc Shots
------------------------------
Ultra AC/10 Ammo TU 10
Ultra AC/10 Ammo TU 10
Polemos APC
The Polemos is an Indra replacement, again fuel cell powered and only having ferro-fibrous armour the Polemos is simply an infantry carrier but with good ground speed and decent protection. It, along with the Svantovit would be the primary mover of infantry and Elemental forces but the thin protection of the tank and its limited firepower saw larger vehicles introduced for similar roles.
Poelmos APC
Base Tech Level: Experimental (Clan)
Level Era
-------------------
Experimental -
Advanced 3145+
Standard -
Tech Rating: F/X-X-X-E
Weight: 40 tons
BV: 502
Cost: 914,720 C-bills
Movement: 6/9 (Wheeled)
Engine: 220 Fuel Cell
Internal: 20
Armor: 115 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 4 28
Right 4 23
Left 4 23
Rear 4 18
Turret 4 23
Weapons Loc Heat
------------------------------
Light Machine Gun TU 0
Light Machine Gun FR 0
Light Machine Gun LS 0
Light Machine Gun RS 0
ProtoMech AC/2 TU 1
Ammo Loc Shots
-------------------------------------------
Light Machine Gun Ammo [Full] BD 200
ProtoMech AC/2 Ammo BD 40
ProtoMech AC/2 Ammo BD 40
ProtoMech AC/2 Ammo BD 40
Equipment Loc
------------------------------------------------------
Combat Vehicle Chassis Mod [Limited Amphibious] BD
Carrying Capacity
-----------------
Troops - 5.0 tons
The Neiro (later supplemented by the Enyo which it inspired) is built to support front line forces. With an Artemis equipped LRM-20 and large pulse laser it can certinally do this whilst being able to move faster than Clan Heavy Mechs, allowing it to operate in a cavalry role. A bow mounted SRM-6 provides additional firepower whilst an ECM can foul hostile electronics. Crewed by two personnel who sit in a tandem 'cockpit' in the forwards section of the hull.
Nerio Medium Tank.
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-D
Weight: 40 tons
BV: 1,446
Cost: 5,235,300 C-bills
Movement: 6/9 (Tracked)
Engine: 240 XL
Internal: 20
Armor: 115 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 4 28
Right 4 22
Left 4 22
Rear 4 20
Turret 4 23
Weapons Loc Heat
------------------------------
Large Pulse Laser TU 10
LRM 20 TU 6
SRM 6 FR 4
Ammo Loc Shots
-------------------------
LRM 20 Ammo TU 6
LRM 20 Ammo TU 6
SRM 6 Ammo FR 15
Equipment Loc
-----------------------
Artemis IV FCS TU
ECM Suite [Clan] BD
Atropos Tank Destroyer - the SM-1 introduced earlier
Weight: 50 tons
BV: 1,510
Cost: 3,066,500 C-bills
Movement: 8/12 (Hover)
Engine: 165
Internal: 25
Armor: 144 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 5 36
Right 5 30
Left 5 30
Rear 5 20
Turret 5 28
Weapons Loc Heat
------------------------------
Ultra AC/20 FR 7
Light Machine Gun TU 0
Light Machine Gun TU 0
Heavy Machine Gun TU 0
Heavy Machine Gun TU 0
Ammo Loc Shots
-------------------------------------------
Ultra AC/20 Ammo BD 25
Light Machine Gun Ammo [Half] BD 100
Heavy Machine Gun Ammo [Half] BD 50
The Janus series is a more advanced version of the Epona, the big change is an XL engine, allowing for a slightly higher ground speed and a bigger payload, armour protection also goes up slightly. It at the Epona are very common vehicles and are the most popular due to their modular flexibility.
Janus Prime
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-D
Weight: 50 tons
BV: 1,649
Cost: 9,443,667 C-bills
Movement: 10/15 (Hover)
Engine: 265 XL
Internal: 25
Armor: 105 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 5 24
Right 5 21
Left 5 21
Rear 5 20
Turret 5 19
Weapons Loc Heat
-------------------------------
Medium Pulse Laser TU 4
Medium Pulse Laser TU 4
Medium Pulse Laser TU 4
Medium Pulse Laser TU 4
Streak SRM 4 TU 3
TAG (Clan) TU 0
Ammo Loc Shots
-------------------------------
Streak SRM 4 Ammo TU 25
Equipment Loc
--------------------------
Active Probe [Clan] TU
ECM Suite [Clan] BD
Janus A
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-D
Weight: 50 tons
BV: 2,166
Cost: 9,031,667 C-bills
Movement: 10/15 (Hover)
Engine: 265 XL
Internal: 25
Armor: 105 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 5 24
Right 5 21
Left 5 21
Rear 5 20
Turret 5 19
Weapons Loc Heat
--------------------
ER PPC TU 15
LRM 20 TU 6
Ammo Loc Shots
-------------------------
LRM 20 Ammo TU 6
LRM 20 Ammo TU 6
Equipment Loc
--------------------------------
Targeting Computer [Clan] BD
Janus B
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-D
Weight: 50 tons
BV: 1,250
Cost: 9,597,667 C-bills
Movement: 10/15 (Hover)
Engine: 265 XL
Internal: 25
Armor: 105 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 5 24
Right 5 21
Left 5 21
Rear 5 19
Turret 5 20
Weapons Loc Heat
-------------------------
LB 10-X AC TU 2
Streak SRM 4 TU 3
Streak SRM 4 TU 3
Ammo Loc Shots
----------------------------------
LB 10-X AC Ammo TU 10
LB 10-X Cluster Ammo TU 10
Streak SRM 4 Ammo TU 25
Streak SRM 4 Ammo TU 25
Equipment Loc
-----------------------------------
ECM Suite [Clan] BD
Anti-Personnel Pods (A-Pods) FR
Anti-Personnel Pods (A-Pods) FR
Janus C
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-D
Weight: 50 tons
BV: 1,387
Cost: 9,143,667 C-bills
Movement: 10/15 (Hover)
Engine: 265 XL
Internal: 25
Armor: 105 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 5 24
Right 5 21
Left 5 21
Rear 5 19
Turret 5 20
Weapons Loc Heat
----------------------------
LB 5-X AC TU 1
LB 5-X AC TU 1
ER Medium Laser FR 5
ER Medium Laser FR 5
Ammo Loc Shots
----------------------------
LB 5-X AC Ammo TU 20
LB 5-X AC Ammo TU 20
LB 5-X AC Ammo TU 20
LB 5-X AC Ammo TU 20
Janus D
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-F
Weight: 50 tons
BV: 1,267
Cost: 9,429,667 C-bills
Movement: 10/15 (Hover)
Engine: 265 XL
Internal: 25
Armor: 105 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 5 24
Right 5 21
Left 5 21
Rear 5 19
Turret 5 20
Weapons Loc Heat
------------------------------
Large Pulse Laser TU 10
Machine Gun TU 0
Machine Gun TU 0
SRM 6 TU 4
TAG (Clan) TU 0
Heavy Machine Gun FR 0
Heavy Machine Gun LS 0
Heavy Machine Gun RS 0
Ammo Loc Shots
------------------------------------
SRM 6 Ammo TU 15
SRM 6 Ammo TU 15
Heavy Machine Gun Ammo BD 100
Equipment Loc
--------------------------
Active Probe [Clan] TU
ECM Suite [Clan] BD
Carrying Capacity
-----------------
Troops - 5.0 tons
The Nike is basically a BMP-3 and serves as a standard IFV with a 5-ton troop capacity. Its main punch comes from an LB-10 and LRM-15 each with 2-tons of ammo whilst two bow and two turret mounted MG's can make a mess of infantry forces and a Medium laser in the bow can also engage armoured targets. Its fast enough to support Mechs and quite heavily armoured making it tough to disable.
Nike ICV
Base Tech Level: Experimental (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-E
Weight: 55 tons
BV: 1,251
Cost: 7,975,267 C-bills
Movement: 5/8 (Tracked)
Engine: 275 XL
Internal: 30
Armor: 153 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 6 39
Right 6 30
Left 6 30
Rear 6 24
Turret 6 30
Weapons Loc Heat
----------------------------
LB 10-X AC TU 2
LRM 15 TU 5
ER Medium Laser FR 5
Machine Gun TU 0
Machine Gun FR 0
Machine Gun TU 0
Machine Gun FR 0
Ammo Loc Shots
-----------------------------------
LB 10-X AC Ammo TU 10
LB 10-X AC Ammo TU 10
LRM 15 Ammo TU 8
LRM 15 Ammo TU 8
Half Machine Gun Ammo BD 100
Carrying Capacity
-----------------
Troops - 5.0 tons
Iwisa Combat Vehicle.
Mass - 60 tons
Crew - 5 (Commander, Gunner, Driver, Radio/EW Operator, Defense System Operator
Max Speed - 64kph
Based on the hull of the Oro the Iwisa (named after the Zulu club weapon) was built to be cheap and serve as a Garrison forces heavy tank. Stripping out the fusion engine the Iwisa featured a large fuel cell engine capable of pushing the tank along at 64kph.
Whilst armed with 'new' weapons the Iwisa featured the chemical laser as its primary armament. A pair of large chemical lasers and a quartet of mediums sit in the turret and are provided with plenty of ammunition to allow for sustained firing. For anti-infantry defence the Iwisha bristled with four light machine guns in paired arrays on the side. Finally and somewhat curiously, a bulldozer attachment was added to the front of the tank. This attachment let it dig its own firing pits on soft terrain whilst also allowing the tank to serve as a clearance vehicle if needed when not in combat. It also let it shunt aside obstructions in built up terrain. The Bulldozer blade when not deployed can swing back and to the sides, splitting down the middle. The side sponsons did however have problems. Despite good vision for the driver and commander thanks to mutliple cameras across the hull to increase crew awareness, it was irritatingly common (for the Techs) that the side sponsons hit or snag on obstacles and be damaged, or broken off if the tank was going fast enough. Some crews would remove these sponsons entirely using the space for extra stowage but this was not an officially recognised modification.
Iwisa Combat Vehicle
Clan experimental
60 tons
BV: 1,033
Cost: 2,275,200 C-bills
Movement: 4/6 (Tracked)
Engine: 240 Fuel Cell
Internal: 30
Armor: 160
Internal Armor
--------------------------------------
Front 6 39
Right 6 29
Left 6 29
Rear 6 25
Turret 6 38
Weapon Loc Heat
----------------------------------------
Large Chem Laser TU 6
Large Chem Laser TU 6
Medium Chem Laser TU 2
Medium Chem Laser TU 2
Medium Chem Laser TU 2
Medium Chem Laser TU 2
Light Machine Gun Array LS 0
Light Machine Gun Array RS 0
Light Machine Gun LS 0
Light Machine Gun LS 0
Light Machine Gun RS 0
Light Machine Gun RS 0
Ammo Loc Shots
----------------------------------------
Light Machine Gun Ammo BD 200
Large Chemical Laser Ammo BD 10
Large Chemical Laser Ammo BD 10
Large Chemical Laser Ammo BD 10
Large Chemical Laser Ammo BD 10
Medium Chemical Laser Ammo BD 30
Medium Chemical Laser Ammo BD 30
Medium Chemical Laser Ammo BD 30
Equipment Loc
----------------------------------
Bulldozer FR
Trailer Hitch RR
Yama Battle Tank
The Yama is the standard MBT of the Horses Tourman, capable of keeping pace with heavy Mech's and featuring an armoured Motive system to sustain that mobility regardless of enemy fire. The turret mountings are fully modular but the bow mounted MG's are fixed. The standard version mounts a Gauss rifle and a pair of turret mounted medium pulse lasers. Two tons of ammo service the Gauss rifle. Other Clans consider the Yama under-gunned but it's generally not meant to be the big gun of a Star. Its an anvil unit, built to give and take fire whilst lighter vehicles engage and destroy targets.
Yama Battle Tank. Prime
Base Tech Level: Experimental (Clan)
Level Era
-------------------
Experimental -
Advanced 3145+
Standard -
Tech Rating: F/X-X-X-E
Weight: 65 tons
BV: 1,571
Cost: 14,754,266 C-bills
Movement: 5/8 (Tracked)
Engine: 325 XL
Internal: 35
Armor: 182 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 7 45
Right 7 36
Left 7 36
Rear 7 29
Turret 7 36
Weapons Loc Heat Omni
------------------------------------
Gauss Rifle TU 1 Pod
Medium Pulse Laser TU 4 Pod
Medium Pulse Laser TU 4 Pod
Light Machine Gun FR 0 Fixed
Light Machine Gun FR 0 Fixed
Ammo Loc Shots Omni
------------------------------------------------
Gauss Rifle Ammo [Clan] TU 8 Pod
Gauss Rifle Ammo [Clan] TU 8 Pod
Light Machine Gun Ammo [Half] FR 100 Fixed
Equipment Loc Omni
---------------------------------
Armored Motive System BD Fixed
Carrying Capacity
-----------------
One battle armor squad
Alke battle tank
The heaviest most common battle tank in Horse service the Alke is also fully modular
Alke Battle Tank Prime
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-D
Weight: 75 tons
BV: 1,881
Cost: 16,844,844 C-bills
Movement: 4/6 (Tracked)
Engine: 300 XL
Internal: 40
Armor: 230 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 8 56
Right 8 46
Left 8 46
Rear 8 36
Turret 8 46
Weapons Loc Heat Omni
-----------------------------
Ultra AC/10 TU 3 Pod
Streak SRM 6 TU 4 Pod
Streak SRM 6 TU 4 Pod
Machine Gun LS 0 Pod
Machine Gun FR 0 Pod
Machine Gun LS 0 Pod
Machine Gun RS 0 Pod
Machine Gun RS 0 Pod
Machine Gun FR 0 Pod
ER PPC TU 15 Pod
Ammo Loc Shots Omni
------------------------------------
Ultra AC/10 Ammo TU 10 Pod
Ultra AC/10 Ammo TU 10 Pod
Streak SRM 6 Ammo TU 15 Fixed
Streak SRM 6 Ammo TU 15 Fixed
Machine Gun Ammo BD 200 Pod
Equipment Loc Omni
----------------------------
ECM Suite [Clan] BD Fixed
Carrying Capacity
-----------------
One battle armor squad
The A's your standard support unit, with dual ER large and a single LRM-20 it can maul targets at longer ranges than most can reply.
Alke Battle Tank A
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-D
Weight: 75 tons
BV: 1,770
Cost: 16,754,063 C-bills
Movement: 4/6 (Tracked)
Engine: 300 XL
Internal: 40
Armor: 230 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 8 56
Right 8 46
Left 8 46
Rear 8 36
Turret 8 46
Weapons Loc Heat Omni
----------------------------------
ER Large Laser TU 12 Pod
ER Large Laser TU 12 Pod
LRM 20 TU 6 Pod
Heavy Machine Gun TU 0 Pod
Heavy Machine Gun FR 0 Pod
Heavy Machine Gun LS 0 Pod
Heavy Machine Gun RS 0 Pod
Heavy Machine Gun FR 0 Pod
Ammo Loc Shots Omni
-----------------------------------------------------
LRM 20 (Clan) Artemis-capable Ammo TU 6 Fixed
LRM 20 (Clan) Artemis-capable Ammo TU 6 Fixed
LRM 20 (Clan) Artemis-capable Ammo TU 6 Fixed
Heavy Machine Gun Ammo [Full] BD 100 Pod
Equipment Loc Omni
----------------------------
Artemis IV FCS TU Pod
ECM Suite [Clan] BD Fixed
Carrying Capacity
-----------------
One battle armor squad
The B's your typical gauss boat. A more capable replacement of the Athena.
Alke Battle Tank B
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-D
Weight: 75 tons
BV: 1,891
Cost: 15,703,516 C-bills
Movement: 4/6 (Tracked)
Engine: 300 XL
Internal: 40
Armor: 230 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 8 56
Right 8 46
Left 8 46
Rear 8 36
Turret 8 46
Weapons Loc Heat Omni
-------------------------------
Gauss Rifle TU 1 Pod
Gauss Rifle TU 1 Pod
ER Small Laser FR 2 Pod
Ammo Loc Shots Omni
-----------------------------------------
Gauss Rifle Ammo [Clan] TU 8 Pod
Gauss Rifle Ammo [Clan] TU 8 Pod
Gauss Rifle Ammo [Clan] TU 8 Pod
Gauss Rifle Ammo [Clan] TU 8 Pod
Gauss Rifle Ammo [Clan] TU 8 Pod
Equipment Loc Omni
------------------------------------
Targeting Computer [Clan] BD Pod
Carrying Capacity
-----------------
One battle armor squad
The C's a pure support unit, its Arrow means that its ostendibly used as an air defence tank against Clan forces but if it encountered IS forces, then ammo gets swapped out for ground missions. The ER large and LB-5 are there to defend it against air attacks.
Alke Battle Tank C
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced 3145+
Standard -
Tech Rating: F/X-X-X-D
Weight: 75 tons
BV: 1,698
Cost: 17,059,219 C-bills
Movement: 4/6 (Tracked)
Engine: 300 XL
Internal: 40
Armor: 230 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 8 56
Right 8 46
Left 8 46
Rear 8 36
Turret 8 46
Weapons Loc Heat Omni
------------------------------------
Arrow IV FR 10 Pod
ER Large Laser TU 12 Pod
Anti-Missile System TU 1 Pod
LB 5-X AC TU 1 Pod
TAG (Clan) TU 0 Pod
Ammo Loc Shots Omni
--------------------------------------------------
Arrow IV Ammo FR 5 Pod
Arrow IV Ammo FR 5 Pod
Arrow IV Ammo FR 5 Pod
Arrow IV Ammo FR 5 Pod
Anti-Missile System Ammo [Clan] TU 24 Pod
LB 5-X Cluster Ammo TU 20 Pod
LB 5-X Cluster Ammo TU 20 Pod
Arrow IV Ammo FR 5 Fixed
Equipment Loc Omni
----------------------------
ECM Suite [Clan] BD Fixed
Carrying Capacity
-----------------
One battle armor squad
Assault tanks are somewhat rarer with the Epona, Yama and Neiro being the more common battle tanks with assault tanks tending to be used as a hammer, massed together in their own stars to crush an opponent. The most common assault tank is the Minerva (which will come in other variants).
Minerva Assault Tank Prime
Base Tech Level: Experimental (Clan)
Level Era
-------------------
Experimental -
Advanced 3145+
Standard -
Tech Rating: F/X-X-X-E
Weight: 80 tons
BV: 1,972
Cost: 19,073,625 C-bills
Movement: 4/6 (Tracked)
Engine: 320 XL
Internal: 40
Armor: 249 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 8 60
Right 8 50
Left 8 50
Rear 8 39
Turret 8 50
Weapons Loc Heat Omni
-----------------------------------
Gauss Rifle TU 1 Pod
ER Large Laser TU 12 Pod
Streak SRM 6 FR 4 Pod
Streak SRM 6 FR 4 Pod
Small Pulse Laser TU 2 Fixed
Light Machine Gun LS 0 Pod
Light Machine Gun RS 0 Pod
Light Machine Gun RS 0 Pod
Light Machine Gun LS 0 Pod
Flamer (Vehicle) FR 3 Fixed
Ammo Loc Shots Omni
------------------------------------------
Gauss Rifle Ammo [Clan] TU 8 Pod
Gauss Rifle Ammo [Clan] TU 8 Pod
Gauss Rifle Ammo [Clan] TU 8 Pod
Streak SRM 6 Ammo FR 15 Fixed
Streak SRM 6 Ammo FR 15 Fixed
Vehicle Flamer Ammo FR 20 Fixed
Equipment Loc Omni
----------------------------
ECM Suite [Clan] BD Fixed
Carrying Capacity
-----------------
One battle armor squad
Nergal Fire Support Tank
Technically a second line vehicle thanks to its fuel cell engine the Nergal is designed to smother targets in missiles and with four LRM-20's mounted on its turret it can do this. Whilst in essence a Sturmfeir IIC the Nergal's weight of firepower makes it a common unit deployed alongside Hells Horses units.
Nergal Fire support tank
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-C
Weight: 85 tons
BV: 2,277
Cost: 6,117,025 C-bills
Movement: 3/5 (Tracked)
Engine: 255 Fuel Cell
Internal: 45
Armor: 297 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 9 67
Right 9 60
Left 9 60
Rear 9 50
Turret 9 60
Weapons Loc Heat
--------------------------------
LRM 20 TU 6
LRM 20 TU 6
LRM 20 TU 6
LRM 20 TU 6
Anti-Missile System FR 1
Light Machine Gun FR 0
Light Machine Gun FR 0
Light Machine Gun LS 0
Light Machine Gun RS 0
Light Machine Gun LS 0
Light Machine Gun RS 0
TAG (Clan) TU 0
Ammo Loc Shots
---------------------------------------------
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
Anti-Missile System Ammo [Clan] FR 24
Light Machine Gun Ammo [Full] BD 200
Equipment Loc
-----------------------
ECM Suite [Clan] BD
Kratos Assault tank
The heaviest true assault tank, the Kratos is a 95-ton battering ram of heavy armament and thick hull plating. Built to engage and destroy other tanks and Mechs the Kratos can engage at long range with its ER large laser as well as its two hull mounted LRM-15's, and at mid range a pair of LB-10 autocannons also come into action. Self defence is provided by a quartet of flamers, two in the bow, one on each side and an ECM fouls hostile electronics.
Kratos Assault Tank
Base Tech Level: Experimental (Clan)
Level Era
-------------------
Experimental -
Advanced 3145+
Standard -
Tech Rating: F/X-X-X-E
Weight: 95 tons
BV: 2,147
Cost: 23,479,219 C-bills
Movement: 3/5 (Tracked)
Engine: 285 XL
Internal: 50
Armor: 326 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 10 79
Right 10 65
Left 10 65
Rear 10 52
Turret 10 65
Weapons Loc Heat Omni
----------------------------------
ER Large Laser TU 12 Fixed
LRM 15 FR 5 Fixed
LRM 15 FR 5 Fixed
LB 10-X AC TU 2 Fixed
Flamer (Vehicle) FR 3 Fixed
Flamer (Vehicle) FR 3 Fixed
Flamer (Vehicle) LS 3 Fixed
Flamer (Vehicle) RS 3 Fixed
LB 10-X AC TU 2 Fixed
Ammo Loc Shots Omni
--------------------------------------
LRM 15 Ammo FR 8 Fixed
LRM 15 Ammo FR 8 Fixed
LRM 15 Ammo FR 8 Fixed
LRM 15 Ammo FR 8 Fixed
LB 10-X AC Ammo TU 10 Fixed
LB 10-X AC Ammo TU 10 Fixed
LB 10-X AC Ammo TU 10 Fixed
Vehicle Flamer Ammo BD 20 Fixed
LB 10-X AC Ammo TU 10 Fixed
LB 10-X AC Ammo TU 10 Fixed
Equipment Loc Omni
----------------------------
ECM Suite [Clan] BD Fixed
Carrying Capacity
-----------------
One battle armor squad
Ganesha APC
The largest vehicle in Horse service alongside the Mars XL the Ganesha is a huge APC and infantry fighting vehicle and shows the dedication and focus the Horses have on infantry and infantry combat.
Ganesha Assault Tank
Base Tech Level: Experimental (Clan)
Level Era
-------------------
Experimental -
Advanced 3145+
Standard -
Tech Rating: F/X-X-X-E
Weight: 100 tons
BV: 2,046
Cost: 21,896,000 C-bills
Movement: 3/5 (Tracked)
Engine: 300 XL
Internal: 50
Armor: 374 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 10 88
Right 10 74
Left 10 74
Rear 10 64
Turret 10 74
Weapons Loc Heat
--------------------------------
Large Pulse Laser TU 10
Streak SRM 6 TU 4
Streak SRM 6 TU 4
Anti-Missile System FR 1
Anti-Missile System RR 1
Flamer (Vehicle) FR 3
Flamer (Vehicle) FR 3
TAG (Clan) TU 0
Flamer (Vehicle) RR 3
Ammo Loc Shots
---------------------------------------------
Streak SRM 6 Ammo TU 15
Streak SRM 6 Ammo TU 15
Anti-Missile System Ammo [Clan] FR 24
Anti-Missile System Ammo [Clan] RR 24
Vehicle Flamer Ammo FR 20
Equipment Loc
----------------------------
Armored Motive System BD
Active Probe [Clan] TU
Bulldozer FR
ECM Suite [Clan] BD
Carrying Capacity
-----------------
Troops - 15.0 tons
I do appologise for the big wall of
-
I do appologise for the big wall of Tanks and Mechs but I'd love to hear your folks thoughts on them. I don't want idealised and perfect machines, and there will probably be a few more thrown in there (including a helo or two).
I'm still thinking about fluff and obviously this is going to start up some time next year but any input you can give would be most welcome!
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Since no AP Gauss here's an alt. I'm no fan of MG's the range and damage make it a death machine for the pilot. Needs range for it survive
Weapons Loc Heat
----------------------------
ER Medium Laser FR 5
ER Medium Laser FR 5
Equipment Loc
--------------------------------
Targeting Computer [Clan] BD
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Here's a config I think would work good on the Janus
Weapons Loc Heat
----------------------
LB 2-X AC TU 1
LB 2-X AC TU 1
LB 2-X AC TU 1
Ammo Loc Shots
---------------------------------
LB 2-X Cluster Ammo BD 45
LB 2-X Cluster Ammo BD 45
Equipment Loc
--------------------------------
Targeting Computer [Clan] BD
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Oooh! I like that, normally I don't like ultra-light AC's but here it makes sense either as a harasser or a mobile flak gun.
-
I realize again that Cluster rounds and Targeting computers don't work together. So could have three tons of other weaponry when or if it carries cluster rounds.
Weight: 50 tons
BV: 777
Cost: 9,184,867 C-bills
Weapons Loc Heat
-----------------------
LB 2-X AC TU 1
LB 2-X AC TU 1
LB 2-X AC TU 1
TAG (Clan) TU 0
Flamer FR 3
Ammo Loc Shots
---------------------------------
LB 2-X Cluster Ammo BD 45
LB 2-X Cluster Ammo BD 45
Equipment Loc
-----------------------
ECM Suite [Clan] BD
When it uses cluster rounds this might work instead.
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I'm still thinking about fluff and obviously this is going to start up some time next year but any input you can give would be most welcome!
I'd suggest a possbile collobration with you and masterarminas. Your Horses and his Scorpions together in a single alternate universe might make for some interesting times. ;)
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Not enough trailers.
Seriously, you make a standard vehicle, then use a trailer for modularity.
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Not enough trailers
Seriously, you make a standard vehicle, then use a trailer for modularity.
Can you show an example because i have no idea what trailers do
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Not enough trailers. Seriously, you make a standard vehicle, then use a trailer for modularity.
Can ya show us examples? I just cant get my head round the idea and I'd think it would look silly outside of a logistics unit.
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Something like this, modified to an appropriate mass for whatever vehicle you choose, probably a tracked or wheeled type. Note this is an omni; a standard trailer would reduce cost and a tow vehicle (ie, a tank) could tow it's own mass without movement penalty. Since it isn't designed to operate alone it could save the mass required for an engine and favor heavy armor, a turret (a practical necessity - turn it, and show fresh armor to a foe), and massive weapon payload - in this case, 65% of the total mass is so dedicated.
Note that a trailer with only a 10-rated engine could still power to all energy weapons on the trailer (but not provide enough HS normally), power, house, and feed a BA unit for long-term deployment, then be removed when no longer necessary. Or an AA position. Or command trailer, or MASH, or - whatever you need.
You'd have to check, but I figure they can be carried as cargo, too - no need for a vehicle bay, just a shipping container.
In canon books, there are the Ballista Artillery Trailer (towed by the Destrier S-H tank), the Gun Trailer (10-35 tons), and the Tenmaku and Bokkusu (towed by the Teppo). There are also no shortage of units with the trailer hook quirk.
Even if you only mount LRMs on a trailer without a turret for a cheap fire support trailer, I invite you to pick a standard combat unit of your own, and consult TM on how to build a trailer. Then calculate the BPV. You might also want to try a Megamek game or two to confirm the concept - they will have to choose to shoot either the tank or the trailer, but not both. Note that even if the tank dies, a trailer would survive as salvage.
*edit - Oh, and by the way - that C3 concept, sharing information between vehicles of a Point? That includes the weapons on the trailer.
-
Oh, and the attachments are from the excellent TRO:3150 Steiner Supplemental. Here's an image, too. Enjoy.
What do you think? Interested in a trailer, NOW?
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Whats the rules on what can or cannot tow something? Does it have to be a certain size because I wouldn't expect a little 20 ton vehicle to be able to tow something of this size at all or at least not its full speed. If there are rules you could just specify the book and I'll go look instead of having you type them all up here.
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TM has the. Construction rules, TW should have game rules. Just do a word search on PDF or check the index
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Wheeled and tracked Tractors may pull one or more Trailers whose combined weight is less than or equal to the Tractor’s own weight. The weight of the Trailers reduces the Tractor’s speed as follows: if the Trailers weigh up to a quarter of the Tractor’s own weight, the Tractor must subtract 3 from its Cruising MP or half of its Cruising MP (round down), whichever is less. If the Trailers weigh more than a quarter of the Tractor’s tonnage, the Tractor may only move at half its Cruising MP (round down). Once the player has calculated the Tractor’s modified Cruising MP, he must also recalculate its Flank MP, multiplying that number by 1.5 and rounding to the nearest whole number (round .5 up).
Rules make sense for Tracked and Wheeled.
I guess Trailers can't be hover because these rules wouldn't make sense if they could.
You really could create a powerful force if you had had them all have trailers the downside would be mobility, but if you were smart and used them to set up ambushes you could drop off Trailers at one spot and use the actual vehicles as the hammer and the trailers as the anvil.
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There's no shortage of options. I prefer to use the trailers almost exclusively for long range, sacrificing armor for firepower - then abandon them to use them as C3 units, booby traps, or salvage them later. RL-10s are a particular favorite given the lack of ammo to explode.
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There's no shortage of options. I prefer to use the trailers almost exclusively for long range, sacrificing armor for firepower - then abandon them to use them as C3 units, booby traps, or salvage them later. RL-10s are a particular favorite given the lack of ammo to explode.
You really could create a powerful force if you had had them all have trailers the downside would be mobility, but if you were smart and used them to set up ambushes you could drop off Trailers at one spot and use the actual vehicles as the hammer and the trailers as the anvil.
this would be great idea to wipe out those pirates....
-
this would be great idea to wipe out those pirates....
Dark Caste. Or, Inner Sphere scum.
-
Why not both
-
Why not both
Because the OP had them trying to survive just after losing Tokasha to the Bears. I'm ok with them taking it to the Wolves in the IS, or whatever. I just can't believe more people don't use them.
-
Bored now - have I convinced anyone?
-
Bored now - have I convinced anyone?
That Clan Tanks need a good redesign or upgrade and that they could be better integrated in their forces and that Clan Hell's Horses is THE Clan that could do that?
Definitely!
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(https://i.kym-cdn.com/photos/images/newsfeed/000/544/730/801.gif)
I'm on board. Just need to brush up on the rules for creating them now. Haven't had a chance yet.
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I'm on board. Just need to brush up on the rules for creating them now. Haven't had a chance yet.
I first saw a sandworm and perhaps Leto II
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For he is the kwisatz haderach
One of my all time favorite novels and movies
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Why not both
Because the OP had them trying to survive just after losing Tokasha to the Bears. I'm ok with them taking it to the Wolves in the IS, or whatever. I just can't believe more people don't use them.
Indeed. The big change is that after Tokasha the Bear's immediately (like a day or so later) hit Niles and the Horses complex there, an event that happened several years later originally. And during the fighting the Horses Factory complex on Niles was 'totally by accident' caught up in the fighting, by both sides who used it as a defensive position or to wreck and simply hurt the Horses. And this mullers the Horses Mech production capabilities without some serious rebuilding. It pretty much forces them to rely on Tanks as they have no real way of replacing all but the lightest losses.
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Indeed. The big change is that after Tokasha the Bear's immediately (like a day or so later) hit Niles and the Horses complex there, an event that happened several years later originally. And during the fighting the Horses Factory complex on Niles was 'totally by accident' caught up in the fighting, by both sides who used it as a defensive position or to wreck and simply hurt the Horses. And this mullers the Horses Mech production capabilities without some serious rebuilding. It pretty much forces them to rely on Tanks as they have no real way of replacing all but the lightest losses.
It gave me some ideas to try to make more sense of the military of the Clans (which is right now no real military) but I first have to dig a couple of unit ideas I have.
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I'm on board. Just need to brush up on the rules for creating them now. Haven't had a chance yet.
Try this as a rough guide;
Rule 1; smaller is better for most uses. See Rule 2.
Rule 2; speed over firepower. Moving one or two hexes isn't a safe proposition on a Clan battlefield. Smaller, faster trailers towed by fast wheeled vehicles are more survivable.
Rule 3; range over firepower. If a trailer isn't a LRM carrier, it better have a specific purpose.
Rule 4; you can 'boat' anything, including Heat Sinks. Equipment belongs on the trailer, unless it's something like an AP/ECM.
*make sure you CHECK these rules. It's been a while.
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Holy crap! Quadvees can pull trailers!
https://bg.battletech.com/forums/index.php?topic=60539.0;topicseen (https://bg.battletech.com/forums/index.php?topic=60539.0;topicseen)
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Side scanning thermal images taken during a recon flight near Niles Grid ref 401/C/R Recommend further investigation.
(https://i.imgur.com/tAfwXkT.jpg)
(https://i.imgur.com/5ECYeRf.jpg)
(https://i.imgur.com/up5Ey4m.jpg)
WIP sketches drawn by the amazing Matt Plog.
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Dude I love the Ganesha
-
Personally I like the Kratos ;)
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I'm glad ya folks like :) They should be done soon ish :)
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New Weapon Developments.
Lightweight Gun System – The LGS was a join Horse/Coyote project to produce a lighter, smaller autocannon that consumed less resources and was easier to make and maintain. This light weapon could then be used in the place of heavier ultra or LB pattern weapons and allow for the use of various ammunition types that were also developed alongside the gun system.
The LGS was designed as a smoothbore weapon system and would fire a wide range of discarding sabot rounds. It also used a greatly reduced charge of propellant which reduced the stress on the weapons breech and barrel, allowing them to be made much lighter and smaller, reducing weight and bulk.
These changes did reduce the shell velocity and thus range but when an LGS-2 weighed a mere 3.5 tons compared to an ultra AC-2’s 5 tons the saving in weight was formidable.
Three different calibre’s of LGS were developed but these were never as popular as the more traditional ultra and LB pattern weapons despite the flexibility offered by the ammunition types. It is believed that because these weapons were first deployed on second line vehicles they were seen as inferior weapons fit for only Solhama personnel or Freeborn troops and many Clan Warriors snubbed them and outside of garrison forces in Clan Wolf, Coyote, Blood Spirit and Hells Horses, the LGS was very rarely seen.
(yes this is this universes Protomech autocannons and are identical in stats and performance)
Chemical Lasers
Although an ancient weapon system that hadn’t been used in centuries the Chemical laser did offer some advantages that merited them being investigated by Scientists from Clan Hells Horses and Clan Coyote. Running a powerful electric discharge through a highly concentrated mixture of oxygen and iodine produced a potent laser burst that could damage Mech armour. The intensity of the damage depended on how much chemicals were excited, and this did require the use of rather toxic chemicals (the Oxygen/Iodine mix was later replaced with a deuterium fluoride which was more stable than highly pressurised liquid oxygen). But, this only required an electric charge which could be powered by a high capacity battery to produce a lasing beam and produced negligible amounts of heat. There was no need for a fusion engine or any power converters, all that was needed was an electric current of sufficient power to start the lazing process and this could be provided by a capacitor on an ICE or Fuel cell engine.
Unfortunately the weapons themselves were rather bulky and no weight was saved, indeed, the large chemical laser weighed as much as a Spheroid large laser. And, due to their lower power output the weapons lacked the range and punch of Clan weapons, but instead had a similar hitting strength and beam focusing distance similar to the traditional standard lasers that had been in service for centuries amongst the House lords and SLDF beforehand.
The need for ‘ammunition’ now thankfully shrunk down to 75ml, 300 or 500ml ‘shells’ was another drawback and the loading system for these ‘shells’ took a while to develop as did the storage system and development of the firing system to start the lasing process, but, once these hurdles were overcome the Scientists began testing their Chemical lasers.
Like the LGS, the chemical laser was seen as a second line weapon and was put forwards for this role. The most complicated part of the whole system was the loading and venting system for the chemical ‘shells’ and they consumed far less resources than an ER or Pulse laser to make and, once crews were familiar with their operating procedures were simple to use. The only major tactical disadvantage to the Chemical laser is that it has a ‘charge up’ time as it takes a small amount of time for the chemicals to react before producing their energy which in turn forms the laser beam. This delay is only a quarter of a second, but it still requires more careful aim and target leading than one would usually have with typical energy weapons.
Battle armour weapons and systems.
As the Actaeon Assault Battle Armour was being developed, the requirement to be as flexible as possible meant that the Horse Scientists had to think outside the box and this needed the assistance of their allies in Clan Coyote who were eager to reap the benefits of any joint developments.
First, to carry a suitable amount of firepower a new form of mounting for the suits main weapon was required as otherwise almost any weapon system that was carried in the now traditional arm mount was simply too heavy and the only way to carry a heavier weapon than normal was to reduce the armour levels below those of the Gnome suit that was also in development, at which point the whole idea of a tough assault suit was invalidated by having thinner armour than a heavy unit.
To carry a heavy weapon, a power assisted and stabilised mounting was developed, this would plug into the suits power and draw power from there. Together with the battle armour’s usual servos and myomer assisted strength, a heavier weapon could be carried in a rifle like arrangement. And whilst the power drain reduced speed, the Actaeon was already slow and was designed more for building clearing purposes or defensive engagements, where its lack of speed would not be a problem.
This ‘detachable weapon pack’ saw some use on Elementals but was rather rare and only saw service on the Actaeon and later the Golem and Ironhold suits. Most Clans disliked the mobility penalties incurred by the mounting and it didn’t suit their modes of warfare.
Light and heavy calibre machine guns were also developed, the so called ‘light machine gun’ would see service on Mech’s and tanks across Clan space lacked the take down power of its heavier companions but made up for it with a blisteringly high rate of fire and a longer range. Conversely the heavy machine gun fired a much heavier round but to keep up its rate of fire, the propellant for it was reduced. This greatly reduced range some variant were more akin to rapid firing automatic grenade launchers, firing small explosive charges short distances that could butcher infantry squads.
The HMG, because of its limited range saw far less use in Clan service, but it was found in several defensive positions and on some vehicles that were used in counter insurgency engagements where heavy firepower at short range could end an ambush before it started.
The Horses and Coyote’s also looked into the old, but effective recoilless rifle and advances in ammunition and propellant was able to reduce the size of the weapon to a more practical length without it being so large and this didn’t adversely affect performance although back blast did remain an issue.
Whilst trying to develop the lightweight Varpulis battle armour and focusing on speed or maneuverability several small projects ballooned into new developments that did see widespread service in the Clans. The first was the Myomer Booster system, using several dedicated micro-batteries a Battlesuits wearer could increase the power flow into their suits myomer, allowing for greater strength and far higher ground speeds but this produced a significant thermal bloom and required Elementals to undergo specialist training to adapt to the extra speed as there was several serious and fatal injuries during testing. Despite this, the system was seen as quite successful and was used by several Clans in their own Battlesuits despite the dangers (or in some cases because of) associated with the system.
Attempts to mirror the Cloud Cobra’s Sylph Battle armour’s performance resulted in failure as the Cobra’s were deeply unwilling to share their design and this left the Horse and Coyote Scientists taking different approaches. One of the most successful and more widely deployed systems involved an enhanced array of jump jet thrusters and fuel bottles that would work with any normal jump jets to increase the range of the suits jump. This took some getting use to for many Elementals although the development of the Varpulis saw the Hellions Trial for the Myomer Booster and Jump Booster and win both schematics, leading to them introducing the Afreet which was also deployed by Clan Jade Falcon. But, the trade off offered by the mobility or speed of these systems meant less armour and weapon systems and most Clans preferred to rely on the Elemental battlesuits and this would make up 75% of all available Battle Armour suits in the Clan’s Tourman’s.
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The completed Ganesha.
(https://i.imgur.com/3KFO42E.jpg)
What do you folks think?
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I like it.
I am waiting for the Kratos though. ;)
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(https://media.tenor.com/images/93453224fc72ac7b62f44104f2b92efe/tenor.gif)
Love the flames touch he did on it
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Well Takiro, ask and ye shall recive!
One completed Kratos.
(https://i.imgur.com/dfoJBpQ.jpg)
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Awesome!
What kind of stats does this thing got?
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Kratos Assault Tank
Base Tech Level: Experimental (Clan)
Level Era
-------------------
Experimental -
Advanced 3145+
Standard -
Tech Rating: F/X-X-X-E
Weight: 95 tons
BV: 2,147
Cost: 23,479,219 C-bills
Movement: 3/5 (Tracked)
Engine: 285 XL
Internal: 50
Armor: 326 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 10 79
Right 10 65
Left 10 65
Rear 10 52
Turret 10 65
Weapons Loc Heat Omni
----------------------------------
ER Large Laser TU 12 Fixed
LRM 15 FR 5 Fixed
LRM 15 FR 5 Fixed
LB 10-X AC TU 2 Fixed
Flamer (Vehicle) FR 3 Fixed
Flamer (Vehicle) FR 3 Fixed
Flamer (Vehicle) LS 3 Fixed
Flamer (Vehicle) RS 3 Fixed
LB 10-X AC TU 2 Fixed
Ammo Loc Shots Omni
--------------------------------------
LRM 15 Ammo FR 8 Fixed
LRM 15 Ammo FR 8 Fixed
LRM 15 Ammo FR 8 Fixed
LRM 15 Ammo FR 8 Fixed
LB 10-X AC Ammo TU 10 Fixed
LB 10-X AC Ammo TU 10 Fixed
LB 10-X AC Ammo TU 10 Fixed
Vehicle Flamer Ammo BD 20 Fixed
LB 10-X AC Ammo TU 10 Fixed
LB 10-X AC Ammo TU 10 Fixed
Equipment Loc Omni
----------------------------
ECM Suite [Clan] BD Fixed
Carrying Capacity
-----------------
One battle armor squad
Thats the standard version, its an Omni so there will be more :D
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I see that!
https://bg.battletech.com/forums/index.php?topic=63687.0
I was going to be a little negative when I saw the XL Engine on a Tank but if it is an OmniTank I got no gripe. After all the Horses were fooling with the idea of putting a 300XL on the Mars which is a standard Tank but I generally frown on the Clans wasting valuable fusion engines on Tanks.
How many tons of pod space does this thing have?
What is the crew size? When we were considering OmniVehicles for Quicksilver crew size became a major point.
-
The XL engine makes sense in the context of this take on the AU where the Horses lost their main Mech making facility and then nearly lost the other one with them reduced to about 25% production capacity for Mechs.
As for Crew, I dunno, i'd go with 5.
Commander
Gunner
Loader
Driver
DSO (Defensive Systems Operator)
the 'loader' assists the gunner and keeps an eye on all the weapon systems. The DSO fires the secondary weapons, and operates things like the ECM and would be the newest memeber of the crew.
And its got 50.5 tons of free space.
-
And its got 50.5 tons of free space.
I am impressed.
-
The Nike, unlike the larger, slower and specialized Ganesha is designed to operate as both a general purpose tank and APC that can keep up with Mech elements of the Horse Touman. Armed with an LB-10 autocannon, an LRM-15 and four machine guns. Inspired by the SLDF's Turhan and Goblin tanks, the Nike can support friendly forces with its firepower and engage other vehicles, packing a punch similar to the famous Manticore tank but on a lighter, faster chassis.
Nike IFV
Base Tech Level: Experimental (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-E
Weight: 55 tons
BV: 1,251
Cost: 7,975,267 C-bills
Movement: 5/8 (Tracked)
Engine: 275 XL
Internal: 30
Armor: 153 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 6 39
Right 6 30
Left 6 30
Rear 6 24
Turret 6 30
Weapons Loc Heat
----------------------------
LB 10-X AC TU 2
LRM 15 TU 5
ER Medium Laser FR 5
Machine Gun TU 0
Machine Gun FR 0
Machine Gun TU 0
Machine Gun FR 0
Ammo Loc Shots
-----------------------------------
LB 10-X AC Ammo TU 10
LB 10-X AC Ammo TU 10
LRM 15 Ammo TU 8
LRM 15 Ammo TU 8
Half Machine Gun Ammo BD 100
Carrying Capacity
-----------------
Troops - 5.0 tons
(https://i.imgur.com/jtMJCrO.jpg)
-
Tartarus class DropShip.
Because of their rather small WarShip and JumpShip fleet the Hells Horses newer reliance on vehicles did impose significant logistical burdens. Previously the Clan had just converted Overlord and Union class DropShips as and when needed to carry tanks or infantry forces. But, these conversions were not entirely successful and required many man hours to actually complete. Other older DropShips like the Lion were also in service but these were in turn see as too specialized and of limited use, and many were starting to suffer from metal fatigue due to their age.
With the ongoing reorganisation of their Touman the Horses took the opportunity to reorganise their DropShip fleet and at the head of this would be a new DropShip called the Tartarus.
Massing 17,200 tons it was considerably heavier than the Overlord C, the largest military DropShip in Clan service. Capable of carrying a Tank (30) and Mech Trinary (15), as well as Battle Armour Binary (50) the DropShip was a true combined arms vessel. Its powerful engines pushed it up to an impressive 3g of thrust at full burn but this capacity is rarely used due to stresses on crew and passengers.
The armament is a fearsome mix of lasers, PPCs, heavy autocannons, and gauss rifles with streak launchers providing the short range punch. Anti-missile batteries are also installed and shield every quarter from incoming fire.
Finally 4,730 tons of cargo round out the ship, allowing it to support its forces in the field and over 60 tons of Ferro-Aluminium protect the craft’s hull allowing it to take heavy damage.
Whilst somewhat derided as a case of ‘putting too many eggs in one basket’, with the Horses limited naval capabilities it made sense to carry as much as possible on a smaller number of larger hulls rather than try to spread forces out across multiple smaller DropShips. A single larger DropShip was also easier to defend in space and on the ground as you needed less space to patrol and protect once landed.
Designed with assistance from Clan Coyote who also took the design and converted it into a Mech Carrier, replacing the vehicle bays with Mech bays and swapping out the 4th Mech Bay for fighters the Tartarus class was quite uncommon outside of these two Clans. Most Clans ignored the Horses version due to its emphasis on vehicles, but the Coyote version was much sought after and started to become more common in the build up towards REVIVAL.
Tartarus
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-E
Weight: 17200 tons
BV: 13,336
Cost: 765,486,400 C-bills
Movement: 4/6
Heat Sinks: 460 [920]
Fuel Points: 0/15000 (500.0 tons)
Tons Per Burn Day: 1.84
Structural Integrity: 20
Armor: 1324 (Ferro-Aluminum)
Armor
-------------------
Nose 398
Left Side 331
Right Side 331
Aft 264
Weapons Loc Heat
--------------------------------------------
Laser Bay NOS 60
ER Large Laser
ER Large Laser
ER Large Laser
ER Large Laser
ER Large Laser
AC Bay NOS 3
Gauss Rifle
Gauss Rifle
Gauss Rifle
PPC Bay LS 30
ER PPC
ER PPC
PPC Bay RS 30
ER PPC
ER PPC
AC Bay (R) LS 14
Ultra AC/20 (R)
Ultra AC/20 (R)
Ultra AC/20 Ammo 80
AC Bay (R) RS 14
Ultra AC/20 (R)
Ultra AC/20 (R)
Ultra AC/20 Ammo 80
SRM Bay LS 12
Streak SRM 6
Streak SRM 6
Streak SRM 6
SRM Bay NOS 12
Streak SRM 6
Streak SRM 6
Streak SRM 6
SRM Bay RS 12
Streak SRM 6
Streak SRM 6
Streak SRM 6
SRM Bay (R) RS 12
Streak SRM 6 (R)
Streak SRM 6 (R)
Streak SRM 6 (R)
SRM Bay AFT 12
Streak SRM 6
Streak SRM 6
Streak SRM 6
SRM Bay (R) LS 12
Streak SRM 6 (R)
Streak SRM 6 (R)
Streak SRM 6 (R)
Laser Bay AFT 48
ER Large Laser
ER Large Laser
ER Large Laser
ER Large Laser
Pulse Laser Bay LS 16
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Pulse Laser Bay RS 16
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
AMS Bay LS 3
Anti-Missile System
Anti-Missile System
Anti-Missile System
Anti-Missile System Ammo [Clan] 288
AMS Bay RS 3
Anti-Missile System
Anti-Missile System
Anti-Missile System
Anti-Missile System Ammo [Clan] 288
AMS Bay (R) LS 3
Anti-Missile System (R)
Anti-Missile System (R)
Anti-Missile System (R)
Anti-Missile System Ammo [Clan] 288
AMS Bay (R) RS 3
Anti-Missile System (R)
Anti-Missile System (R)
Anti-Missile System (R)
Anti-Missile System Ammo [Clan] 288
Pulse Laser Bay (R) LS 28
Large Pulse Laser (R)
Large Pulse Laser (R)
Medium Pulse Laser (R)
Medium Pulse Laser (R)
Pulse Laser Bay AFT 20
Large Pulse Laser
Large Pulse Laser
Pulse Laser Bay (R) RS 28
Large Pulse Laser (R)
Large Pulse Laser (R)
Medium Pulse Laser (R)
Medium Pulse Laser (R)
PPC Bay AFT 45
ER PPC
ER PPC
ER PPC
Carrying Capacity
-----------------
Heavy Vehicle Bay (2 doors) - 10 units
Heavy Vehicle Bay (1 door) - 10 units
Heavy Vehicle Bay (1 door) - 10 units
Mech (2 doors) - 15 units
Battle Armor Bay (1 door) - 25 Points
Battle Armor Bay (1 door) - 25 Points
Cargo Space (1 door) - 4,735 tons
Crew
-----------------------
Officers 0
Enlisted/Non-rated 8
Gunners 10
Bay Personnel 570
And the Mech Carrying variant which sacrifices one of the Elemental Stars and a big chunk of cargo to carry a OmniFighter Star.
Tartarus Mech Carrier
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-E
Weight: 17200 tons
BV: 12,594
Cost: 721,358,400 C-bills
Movement: 4/6
Heat Sinks: 460 [920]
Fuel Points: 0/15000 (500.0 tons)
Tons Per Burn Day: 1.84
Structural Integrity: 20
Armor: 1324 (Ferro-Aluminum)
Armor
-------------------
Nose 398
Left Side 331
Right Side 331
Aft 264
Weapons Loc Heat
--------------------------------------------
Laser Bay NOS 60
ER Large Laser
ER Large Laser
ER Large Laser
ER Large Laser
ER Large Laser
AC Bay NOS 3
Gauss Rifle
Gauss Rifle
Gauss Rifle
PPC Bay LS 30
ER PPC
ER PPC
PPC Bay RS 30
ER PPC
ER PPC
AC Bay (R) LS 14
Ultra AC/20 (R)
Ultra AC/20 (R)
Ultra AC/20 Ammo 80
AC Bay (R) RS 14
Ultra AC/20 (R)
Ultra AC/20 (R)
Ultra AC/20 Ammo 80
SRM Bay LS 12
Streak SRM 6
Streak SRM 6
Streak SRM 6
SRM Bay NOS 12
Streak SRM 6
Streak SRM 6
Streak SRM 6
SRM Bay RS 12
Streak SRM 6
Streak SRM 6
Streak SRM 6
SRM Bay (R) RS 12
Streak SRM 6 (R)
Streak SRM 6 (R)
Streak SRM 6 (R)
SRM Bay AFT 12
Streak SRM 6
Streak SRM 6
Streak SRM 6
SRM Bay (R) LS 12
Streak SRM 6 (R)
Streak SRM 6 (R)
Streak SRM 6 (R)
Laser Bay AFT 48
ER Large Laser
ER Large Laser
ER Large Laser
ER Large Laser
Pulse Laser Bay LS 16
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Pulse Laser Bay RS 16
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
AMS Bay LS 3
Anti-Missile System
Anti-Missile System
Anti-Missile System
Anti-Missile System Ammo [Clan] 288
AMS Bay RS 3
Anti-Missile System
Anti-Missile System
Anti-Missile System
Anti-Missile System Ammo [Clan] 288
AMS Bay (R) LS 3
Anti-Missile System (R)
Anti-Missile System (R)
Anti-Missile System (R)
Anti-Missile System Ammo [Clan] 288
AMS Bay (R) RS 3
Anti-Missile System (R)
Anti-Missile System (R)
Anti-Missile System (R)
Anti-Missile System Ammo [Clan] 288
Pulse Laser Bay (R) LS 18
Large Pulse Laser (R)
Medium Pulse Laser (R)
Medium Pulse Laser (R)
Pulse Laser Bay AFT 10
Large Pulse Laser
Pulse Laser Bay (R) RS 18
Large Pulse Laser (R)
Medium Pulse Laser (R)
Medium Pulse Laser (R)
PPC Bay AFT 45
ER PPC
ER PPC
ER PPC
Carrying Capacity
-----------------
Battle Armor Bay (1 door) - 25 Points
Mech (2 doors) - 15 units
Mech (2 doors) - 15 units
Mech (2 doors) - 15 units
Aerospace Fighter (1 door) - 10 units (2 recovery open)
Cargo Space (0 doors) - 2,003 tons
Crew
-----------------------
Officers 0
Enlisted/Non-rated 8
Gunners 10
Bay Personnel 260
-
The Horses also updated the Union C, the most common DropShip in Clan service to be a true combined arms transport. But, they could only stretch the hull so far without major and extensive redesigns and so the ship gained under a thousand tons of mass and was slightly extended and this allowed it in turn to carry a Nova Binary (10 Mechs, 20 tanks). Rationalising the weapons mix to reduce the strain on the fire control computers resulted in significant improvements in efficiency with the main long range firepower coming from Artemis augmented LRM's as well as lasers and heavy autocannons covering the lower hull and bays. The cargo capacity was slightly increased as was the number of escape pods and lifeboats. A common conversion was to remove a significant amount of cargo and allow for the installation of a Star of Elementals and their equipment to be carried aboard and this was actually the most common variant deployed. The lack of cargo not seen as a major drawback with the Clan's way of War but was found to be overcrowded, uncomfortable to serve on and very short legged, relying on other DropShips to carry equipment and ammunition for the troops carried aboard. Because of this, this variant saw less service after its flaws were discovered and the standard hull became the primary ship.
Union H Dropship
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-E
Weight: 5560 tons
BV: 10,567
Cost: 517,889,120 C-bills
Movement: 4/6
Heat Sinks: 169 [338]
Fuel Points: 0/7500 (250.0 tons)
Tons Per Burn Day: 1.84
Structural Integrity: 12
Armor: 900 (Ferro-Aluminum)
Armor
-------------------
Nose 270
Left Side 225
Right Side 225
Aft 180
Weapons Loc Heat
--------------------------------------------
AC Bay NOS 2
Gauss Rifle
Gauss Rifle
Gauss Rifle Ammo [Clan] 80
LRM Bay LS 12
LRM 20
LRM 20
LRM 20 Ammo 48
LRM Bay RS 12
LRM 20
LRM 20
LRM 20 Ammo 48
LRM Bay (R) LS 12
LRM 20 (R)
LRM 20 (R)
LRM 20 Ammo 48
LRM Bay AFT 12
LRM 20
LRM 20
LRM 20 Ammo 48
LRM Bay (R) RS 12
LRM 20 (R)
LRM 20 (R)
LRM 20 Ammo 48
Laser Bay NOS 36
ER Large Laser
ER Large Laser
ER Large Laser
Pulse Laser Bay LS 46
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Large Pulse Laser
Large Pulse Laser
Large Pulse Laser
Pulse Laser Bay NOS 16
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Pulse Laser Bay RS 46
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Large Pulse Laser
Large Pulse Laser
Large Pulse Laser
Pulse Laser Bay (R) RS 16
Medium Pulse Laser (R)
Medium Pulse Laser (R)
Medium Pulse Laser (R)
Medium Pulse Laser (R)
Pulse Laser Bay AFT 16
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Pulse Laser Bay (R) LS 16
Medium Pulse Laser (R)
Medium Pulse Laser (R)
Medium Pulse Laser (R)
Medium Pulse Laser (R)
LBX AC Bay (R) LS 12
LB 20-X AC (R)
LB 20-X AC (R)
LB 20-X Cluster Ammo 60
LBX AC Bay AFT 12
LB 20-X AC
LB 20-X AC
LB 20-X Cluster Ammo 60
LBX AC Bay (R) RS 12
LB 20-X AC (R)
LB 20-X AC (R)
LB 20-X Cluster Ammo 60
AMS Bay LS 2
Anti-Missile System
Anti-Missile System
Anti-Missile System Ammo [Clan] 144
AMS Bay NOS 2
Anti-Missile System
Anti-Missile System
Anti-Missile System Ammo [Clan] 144
AMS Bay RS 2
Anti-Missile System
Anti-Missile System
Anti-Missile System Ammo [Clan] 144
AMS Bay (R) LS 2
Anti-Missile System (R)
Anti-Missile System (R)
Anti-Missile System Ammo [Clan] 144
AMS Bay AFT 2
Anti-Missile System
Anti-Missile System
Anti-Missile System Ammo [Clan] 144
AMS Bay (R) RS 2
Anti-Missile System (R)
Anti-Missile System (R)
Anti-Missile System Ammo [Clan] 144
Equipment Loc
-------------------------
Artemis IV FCS RS
Artemis IV FCS RS
Artemis IV FCS LS
Artemis IV FCS LS
Artemis IV FCS (R) LS
Artemis IV FCS (R) LS
Artemis IV FCS AFT
Artemis IV FCS AFT
Artemis IV FCS (R) RS
Artemis IV FCS (R) RS
Carrying Capacity
-----------------
Mech (3 doors) - 10 units
Heavy Vehicle Bay (3 doors) - 10 units
Cargo Space (2 doors) - 525 tons
Crew
-----------------------
Officers 0
Enlisted/Non-rated 6
Gunners 11
Bay Personnel 100
Union H (Infantry) Dropship
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-E
Weight: 5560 tons
BV: 10,567
Cost: 538,889,120 C-bills
Movement: 4/6
Heat Sinks: 169 [338]
Fuel Points: 0/7500 (250.0 tons)
Tons Per Burn Day: 1.84
Structural Integrity: 12
Armor: 900 (Ferro-Aluminum)
Armor
-------------------
Nose 270
Left Side 225
Right Side 225
Aft 180
Weapons Loc Heat
--------------------------------------------
AC Bay NOS 2
Gauss Rifle
Gauss Rifle
Gauss Rifle Ammo [Clan] 80
LRM Bay LS 12
LRM 20
LRM 20
LRM 20 Ammo 48
LRM Bay RS 12
LRM 20
LRM 20
LRM 20 Ammo 48
LRM Bay (R) LS 12
LRM 20 (R)
LRM 20 (R)
LRM 20 Ammo 48
LRM Bay AFT 12
LRM 20
LRM 20
LRM 20 Ammo 48
LRM Bay (R) RS 12
LRM 20 (R)
LRM 20 (R)
LRM 20 Ammo 48
Laser Bay NOS 36
ER Large Laser
ER Large Laser
ER Large Laser
Pulse Laser Bay LS 46
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Large Pulse Laser
Large Pulse Laser
Large Pulse Laser
Pulse Laser Bay NOS 16
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Pulse Laser Bay RS 46
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Large Pulse Laser
Large Pulse Laser
Large Pulse Laser
Pulse Laser Bay (R) RS 16
Medium Pulse Laser (R)
Medium Pulse Laser (R)
Medium Pulse Laser (R)
Medium Pulse Laser (R)
Pulse Laser Bay AFT 16
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Pulse Laser Bay (R) LS 16
Medium Pulse Laser (R)
Medium Pulse Laser (R)
Medium Pulse Laser (R)
Medium Pulse Laser (R)
LBX AC Bay (R) LS 12
LB 20-X AC (R)
LB 20-X AC (R)
LB 20-X Cluster Ammo 60
LBX AC Bay AFT 12
LB 20-X AC
LB 20-X AC
LB 20-X Cluster Ammo 60
LBX AC Bay (R) RS 12
LB 20-X AC (R)
LB 20-X AC (R)
LB 20-X Cluster Ammo 60
AMS Bay LS 2
Anti-Missile System
Anti-Missile System
Anti-Missile System Ammo [Clan] 144
AMS Bay NOS 2
Anti-Missile System
Anti-Missile System
Anti-Missile System Ammo [Clan] 144
AMS Bay RS 2
Anti-Missile System
Anti-Missile System
Anti-Missile System Ammo [Clan] 144
AMS Bay (R) LS 2
Anti-Missile System (R)
Anti-Missile System (R)
Anti-Missile System Ammo [Clan] 144
AMS Bay AFT 2
Anti-Missile System
Anti-Missile System
Anti-Missile System Ammo [Clan] 144
AMS Bay (R) RS 2
Anti-Missile System (R)
Anti-Missile System (R)
Anti-Missile System Ammo [Clan] 144
Equipment Loc
-------------------------
Artemis IV FCS RS
Artemis IV FCS RS
Artemis IV FCS LS
Artemis IV FCS LS
Artemis IV FCS (R) LS
Artemis IV FCS (R) LS
Artemis IV FCS AFT
Artemis IV FCS AFT
Artemis IV FCS (R) RS
Artemis IV FCS (R) RS
Carrying Capacity
-----------------
Heavy Vehicle Bay (3 doors) - 10 units
Battle Armor Bay (1 door) - 25 Points
Mech (3 doors) - 10 units
Cargo Space (1 door) - 275 tons
Crew
-----------------------
Officers 0
Enlisted/Non-rated 6
Gunners 11
Bay Personnel 250
-
Median Class Dropship
Named after the Median Empire, an ancient Empire that arose in Iran, the Median is a modification to the basic Sassanid which trades cargo space for flexibility. Utilizing ferro-aluminium armour to save weight whilst increasing protection the Median looses 50% of the Sassanid's cargo capacity but now carries two Binaries of Elementals as well as a Star of vehicles up to 50 tons. Nose mounted ER PPC's and LRM's provide the main punch whilst a mixture of lasers and autocannons cover the ships other firing arcs for long and short range battles.
With its augmented carrying capabilities the Median is far more flexible than the Sassanid as it can also carry transports for the Elementals and with the widespread adoption of tanks like the Nike II, Snaga, Janus, Epona and Neiro allowed for the deployment of a wide range of fast, flexible and well armed vehicles without having to rely on a larger DropShip. Several Median's also traded out one of the Elemental Binaries for another Star of light tanks and these two ships would often be deployed together.
Median Dropship
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-E
Weight: 3300 tons
BV: 8,639
Cost: 360,544,800 C-bills
Movement: 4/6
Heat Sinks: 169 [338]
Fuel Points: 0/10500 (350.0 tons)
Tons Per Burn Day: 1.84
Structural Integrity: 10
Armor: 856 (Ferro-Aluminum)
Armor
-------------------
Nose 257
Left Side 214
Right Side 214
Aft 171
Weapons Loc Heat
-----------------------------------------------
AC Bay LS 2
Ultra AC/5
Ultra AC/5
Ultra AC/5 Ammo 160
AC Bay RS 2
Ultra AC/5
Ultra AC/5
Ultra AC/5 Ammo 160
AC Bay (R) RS 2
Ultra AC/5 (R)
Ultra AC/5 (R)
Ultra AC/5 Ammo 160
AC Bay (R) LS 2
Ultra AC/5 (R)
Ultra AC/5 (R)
Ultra AC/5 Ammo 160
AC Bay AFT 2
Ultra AC/5
Ultra AC/5
Ultra AC/5 Ammo 160
PPC Bay NOS 45
ER PPC
ER PPC
ER PPC
Laser Bay RS 15
ER Medium Laser
ER Medium Laser
ER Medium Laser
Laser Bay LS 15
ER Medium Laser
ER Medium Laser
ER Medium Laser
Laser Bay (R) LS 15
ER Medium Laser (R)
ER Medium Laser (R)
ER Medium Laser (R)
Laser Bay (R) RS 15
ER Medium Laser (R)
ER Medium Laser (R)
ER Medium Laser (R)
Laser Bay AFT 24
ER Large Laser
ER Large Laser
LRM Bay NOS 18
LRM 20
LRM 20
LRM 20
LRM 20 (Clan) Artemis-capable Ammo 108
Pulse Laser Bay NOS 34
Large Pulse Laser
Large Pulse Laser
Large Pulse Laser
Small Pulse Laser
Small Pulse Laser
Pulse Laser Bay AFT 34
Large Pulse Laser
Large Pulse Laser
Large Pulse Laser
Small Pulse Laser
Small Pulse Laser
Pulse Laser Bay RS 14
Large Pulse Laser
Small Pulse Laser
Small Pulse Laser
Pulse Laser Bay LS 14
Large Pulse Laser
Small Pulse Laser
Small Pulse Laser
Pulse Laser Bay (R) LS 14
Large Pulse Laser (R)
Small Pulse Laser (R)
Small Pulse Laser (R)
Pulse Laser Bay (R) RS 14
Large Pulse Laser (R)
Small Pulse Laser (R)
Small Pulse Laser (R)
Equipment Loc
---------------------
Artemis IV FCS NOS
Artemis IV FCS NOS
Artemis IV FCS NOS
Carrying Capacity
-----------------
Battle Armor Bay (2 doors) - 10 Points
Battle Armor Bay (2 doors) - 10 Points
Light Vehicle Bay (2 doors) - 10 units
Cargo Space (1 door) - 702.500 tons
Crew
-----------------------
Officers 0
Enlisted/Non-rated 6
Gunners 11
Bay Personnel 170
-
Victory to the Nike! 8)
-
Putting this here for ease of access
Class/Model/Name: Thebes Class Heavy Cruiser
Tech: Clan
Ship Cost: $22,888,995,200.00
Magazine Cost: $58,260,000.00
BV2: 138,605
Mass: 890,000
K-F Drive System: Compact with L-F Battery
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Lamellor Ferro-Carbide
Armament:
2 Naval Gauss Rifle Medium
18 Naval AC 20
12 Naval PPC Heavy
6 Naval PPC Medium
36 Naval Laser 55
24 Laser Large Pulse (C)
24 Laser Large ER (C)
8 PPC ER (C)
3 Gauss Rifle (C)
8 LRM 20+Art4 (C)
8 AC 5 LB-X (C)
32 AMS (C)
Class/Model/Name: Thebes Class Heavy Cruiser
Mass: 890,000
Equipment: Mass
Drive: 160,200.00
Thrust
Safe: 3
Maximum: 5
Controls: 2,225.00
K-F Hyperdrive: Compact with L-F Battery (19 Integrity) 411,625.00
Jump Sail: (5 Integrity) 75.00
Structural Integrity: 95 84,550.00
Total Heat Sinks: 4211(8422) Double 3,600.00
Fuel & Fuel Pumps: 12500 points 5,100.00
Fire Control Computers: 13,340.20
Armor: 1921 pts Lamellor Ferro-Carbide 1,691.00
Fore: 334
Fore-Left/Right: 320/320
Aft-Left/Right: 320/320
Aft: 307
Dropship Capacity: 4 4,000.00
Grav Decks:
Small: 2 100.00
Escape Pods: 36 252.00
Life Boats: 30 210.00
Crew And Passengers:
55 Officers in 2nd Class Quarters 385.00
168 Crew in Steerage Quarters 840.00
97 Gunners and Others in Steerage Quarters 485.00
85 Bay Personnel 0.00
50 Elementals 250.00
# Weapons Loc Heat Damage Range Mass
4 Naval PPC Heavy Nose 900 600 (60-C) Extreme-C 12,000.00
2 Naval Gauss Rifle Medium Nose 30 500 (50-C) 11,000.00
4 Laser Large Pulse (C) Nose 40 40 (4-C) 24.00
4 Laser Large ER (C) Nose 48 40 (4-C) 16.00
3 Gauss Rifle (C) Nose 3 45 (4.5-C) 36.00
4 AMS (C) Nose 4 12 (1.2-C) 2.00
3 Naval AC 20 FL 180 600 (60-C) 7,500.00
6 Naval Laser 55 FL 510 330 (33-C) 6,600.00
4 LRM 20+Art4 (C) FL 24 64 (6.4-C) 24.00
4 PPC ER (C) FL 60 60 (6-C) 24.00
4 AMS (C) FL 4 12 (1.2-C) 2.00
3 Naval AC 20 FR 180 600 (60-C) 7,500.00
6 Naval Laser 55 FR 510 330 (33-C) 6,600.00
4 LRM 20+Art4 (C) FR 24 64 (6.4-C) 24.00
4 PPC ER (C) FR 60 60 (6-C) 24.00
4 AMS (C) FR 4 12 (1.2-C) 2.00
4 Naval PPC Heavy LBS 900 600 (60-C) 12,000.00
6 Naval Laser 55 LBS 510 330 (33-C) 6,600.00
3 Naval AC 20 LBS 180 600 (60-C) 7,500.00
4 AC 5 LB-X (C) LBS 4 12 (1.2-C) 28.00
4 Laser Large Pulse (C) LBS 40 40 (4-C) 24.00
4 Laser Large ER (C) LBS 48 40 (4-C) 16.00
4 AMS (C) LBS 4 12 (1.2-C) 2.00
4 Naval PPC Heavy RBS 900 600 (60-C) 12,000.00
6 Naval Laser 55 RBS 510 330 (33-C) 6,600.00
3 Naval AC 20 RBS 180 600 (60-C) 7,500.00
4 AC 5 LB-X (C) RBS 4 12 (1.2-C) 28.00
4 Laser Large Pulse (C) RBS 40 40 (4-C) 24.00
4 Laser Large ER (C) RBS 48 40 (4-C) 16.00
4 AMS (C) RBS 4 12 (1.2-C) 2.00
4 Naval Laser 55 AL 340 220 (22-C) 4,400.00
3 Naval PPC Medium AL 405 270 (27-C) 5,400.00
2 Naval AC 20 AL 120 400 (40-C) 5,000.00
4 Laser Large Pulse (C) AL 40 40 (4-C) 24.00
4 Laser Large ER (C) AL 48 40 (4-C) 16.00
4 AMS (C) AL 4 12 (1.2-C) 2.00
4 Naval Laser 55 AR 340 220 (22-C) 4,400.00
3 Naval PPC Medium AR 405 270 (27-C) 5,400.00
2 Naval AC 20 AR 120 400 (40-C) 5,000.00
4 Laser Large Pulse (C) AR 40 40 (4-C) 24.00
4 Laser Large ER (C) AR 48 40 (4-C) 16.00
4 AMS (C) AR 4 12 (1.2-C) 2.00
4 Naval Laser 55 Aft 340 220 (22-C) 4,400.00
2 Naval AC 20 Aft 120 400 (40-C) 5,000.00
4 Laser Large Pulse (C) Aft 40 40 (4-C) 24.00
4 Laser Large ER (C) Aft 48 40 (4-C) 16.00
4 AMS (C) Aft 4 12 (1.2-C) 2.00
Aerospace Compliment
30 x Fighters
5 x Small Craft
4 x DropShip Collars
1 x Mobile HPG
Cargo
51,000 tons
Ammunitoion
Ammo Rounds
Naval Gauss Rifle Medium Ammo 120 (60 rounds per gun)
Naval AC 20 Ammo 1400 (100 rounds per gun)
Gauss Rifle (C) Ammo 360 (120 rounds per gun)
LRM 20+Art4 (C) Ammo 960 (120 salvos per launcher)
AC 5 LB-X (C) Ammo 1280 (160 rounds per gun)
AMS (C) Ammo 15360 (480 shots per system)
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Interesting, got any background??
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Aye but not for here, I needed a place for it, its going into a Btech book i'm gonna start working on from tomorrow as i've got the proof reading back and am gonna sit down and wrestle with Adobe.
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Very cool!
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I’d like to thank DragonCat for letting me use these ships for my Hells Horse project.
Halcyon Class Assault Cruiser.
Following the general success of Project Zhukov from 2922 – 2932 the Horses were well on the way to recovery and despite the initial scorn of other Clans the Horses new tanks proved their worth when they staved off a Trial of Possession from Clan Smoke Jaguar for a year long production run of Elementals from the Niles Industrialplex. This clash in 2925 helped validate saKhan Yana Fletcher’s vision of how his Clan would survive and grow. Profitable trade with the Wolves and Coyotes and an inwards focus on rebuilding and surviving kept the Horses largely in the Warden political camp, but as the debates for the Invasion got more and more heated the Horses had to get involved. There was disunity in the Clan thanks to hardcore crusaders like Galaxy Commander Malavai Fletcher and his supporters who argued that the Clans should return to the Inner Sphere. The surprise appearance of the CVS Outbound Light was the final push the Horses needed.
Faced with the very real threat of an attack from within the Inner Sphere and the belief that the Federated Commonwealth was going to force a false Star League upon the Inner Sphere was intolerable and the Horses officially changed to support the Invasion.
Still, the Horses stuck by their Wolf allies and continued to build up their own forces. This closeness with the Horses, despite their supposed Crusader leanings would earn the Horses the ‘glory’ of acting as the Reserve Clan, assigned to the Wolves invasion corridor where against the Free Rasalhague Republic it was fancied that neither Clan would cover itself in glory or win much acclaim against lesser opponents.
Despite having originated as a Clan that drew many of its members from WarShip crews, the naval forces available to Clan Hells Horses in the build up to Operation REVIVAL were actually very limited. Their main combat vessel was the aging Lola III class destroyer whilst three huge Potemkin class Assault Ships were far too large and specialized to use and spent most of their time laid up ‘in ordinary’ maintained by skeleton crews.
To not have to rely on these large, expensive to crew and maintain ships, the Horses instead sought to construct a new class of WarShip as well as several new DropShips that would add to the flexibility of their Tourman.
The new ship would mass 680,000 tons and would be smaller than the Aegis class, measuring 650 meters from bow to stern. With its entirely ballistic based armament the cruiser was rather jokingly called a ‘Mini Black Lion’ and this was accurate as the ships only energy weapons was eight large pulse lasers.
Armed with a mixture of NAC-30, 35’s and a huge heavy naval gauss rifle the new Halcyon class packed a heavy punch although there was questions about the inclusion of the Naval gauss rifle in the bow. Still it did give the ship a hard hitting long range punch.
A significant point defence battery focused around missile launchers and LB-10 autocannons was also fitted as well as the aforementioned large pulse lasers. But the ships main role was not to destroy hostile WarShips but to push them aside so it could land its sizable compliment of Mechs and ground forces.
Like the much larger Nightlord class the Halcyon was designed to deploy Mech’s from low orbit onto a hostile world. It also had a large number of the brand new Pellican class transport ships that could carry any of the Horses tanks in shielded cocoons. A single Halcyon can carry a full strength Cluster including 15 Mechs, 30 tanks and 75 Elementals using its orbital drop pods and shuttles. Three DropShip Collars also allowed the cruiser to carry either the new Median, Tantalus or Kushan class DropShips as well as any other DropShip in the Horse’s inventory. Allowing it to deploy even more forces. For self defence and attack the Halcyon also carries a single Star of fighters, but it can swap out its small craft for this role if needed allowing it to carry a pair of Binaries if needs be (40 craft).
The Halcyon also boasts a huge number of marines carried onboard, with quarters for up to 275 in total, and these are not Elementals but normal infantry, although they would often be equipped with the Slepnir PA(L) armour if the ship was expected to see boarding action. These marines through sheer numbers and by dint of their superior training could defend against all but the heaviest boarding attack and could overwhelm orbital facilities or even carry out successful boarding actions against other ships.
Unfortunately to fit this firepower as well as heavy armour on a sturdy hull, the Halcyon is slow and can only match the old Aegis class ship in terms of thrust performance. Cargo space is also at a premium with just over 77,500 tons of cargo carried and the crew quarters are quite spartan and cramped but 3 100 meter grav-decks do make deployments more comfortable.
Three ships would enter service with the Hells Horses prior to Operation REVIVAL, the CHH Pillar of Autumn, CHH Spirit of Fire and CHH Forward Unto Dawn, the fourth vessel the CHH Unto the Breach would enter service in 3052 and would carry elements of the Horses to Tukkayid along with her sister ships before assisting with the withdrawl of Horse and Wolf forces from the world following the battle’s conclusion.
Armament
1 x Naval Gauss Rifle Heavy
4 x Naval AC 35
28 x Naval AC 30
8 x Laser Large Pulse (C)
40 x LRM 15+Art4 (C)
16 x AC 10 LB-X (C)
33 x AMS (C)
Aerospace compliment
10 x Fighters
30 x Small Craft
3 x DropShip Collars
Additional capacity
30 x Heavy vehicles
75 x Elementals
Class/Model/Name: Halcyon Class Assault Cruiser
Tech: Clan
Ship Cost: $19,382,084,800.00
Magazine Cost: $146,780,000.00
BV2: 101,570
Mass: 680,000
K-F Drive System: Compact with L-F Battery
Power Plant: Maneuvering Drive
Safe Thrust: 2
Maximum Thrust: 3
Armor Type: Lamellor Ferro-Carbide
Armament:
1 Naval Gauss Rifle Heavy
4 Naval AC 35
28 Naval AC 30
4 Laser Large Pulse (C)
40 LRM 15+Art4 (C)
16 AC 10 LB-X (C)
33 AMS (C)
Class/Model/Name: Halcyon Class Assault Cruiser
Mass: 680,000
Equipment: Mass
Drive: 81,600.00
Thrust
Safe: 2
Maximum: 3
Controls: 1,700.00
K-F Hyperdrive: Compact with L-F Battery (15 Integrity) 314,500.00
Jump Sail: (5 Integrity) 64.00
Structural Integrity: 80 54,400.00
Total Heat Sinks: 1626(3252) Double 1,178.00
Fuel & Fuel Pumps: 12500 points 5,100.00
Fire Control Computers: 0.00
Armor: 792 pts Lamellor Ferro-Carbide 676.00
Fore: 134
Fore-Left/Right: 133/133
Aft-Left/Right: 131/131
Aft: 130
Dropship Capacity: 3 3,000.00
Grav Decks:
Small: 3 150.00
Escape Pods: 50 350.00
Life Boats: 50 350.00
Crew And Passengers:
40 Officers in 2nd Class Quarters 280.00
141 Crew in Steerage Quarters 705.00
53 Gunners and Others in Steerage Quarters 265.00
530 Bay Personnel 0.00
275 Steerage Passengers 1,375.00
# Weapons Loc Heat Damage Range Mass
1 Naval Gauss Rifle Heavy Nose 18 300 (30-C) Extreme-C 7,000.00
2 Naval AC 35 Nose 240 700 (70-C) 8,000.00
2 Naval AC 35 Nose 240 700 (70-C) 8,000.00
2 Laser Large Pulse (C) Nose 20 20 (2-C) 12.00
5 AMS (C) Nose 5 15 (1.5-C) 2.50
2 Naval AC 30 FL 200 600 (60-C) 7,000.00
2 Naval AC 30 FL 200 600 (60-C) 7,000.00
10 LRM 15+Art4 (C) FL 50 120 (12-C) 45.00
2 AC 10 LB-X (C) FL 4 12 (1.2-C) 20.00
4 AMS (C) FL 4 12 (1.2-C) 2.00
2 Naval AC 30 FR 200 600 (60-C) 7,000.00
2 Naval AC 30 FR 200 600 (60-C) 7,000.00
10 LRM 15+Art4 (C) FR 50 120 (12-C) 45.00
2 AC 10 LB-X (C) FR 4 12 (1.2-C) 20.00
4 AMS (C) FR 4 12 (1.2-C) 2.00
2 Naval AC 30 LBS 200 600 (60-C) 7,000.00
2 Naval AC 30 LBS 200 600 (60-C) 7,000.00
4 AC 10 LB-X (C) LBS 8 24 (2.4-C) 40.00
4 AMS (C) LBS 4 12 (1.2-C) 2.00
2 Naval AC 30 RBS 200 600 (60-C) 7,000.00
2 Naval AC 30 RBS 200 600 (60-C) 7,000.00
4 AC 10 LB-X (C) RBS 8 24 (2.4-C) 40.00
4 AMS (C) RBS 4 12 (1.2-C) 2.00
2 Naval AC 30 AL 200 600 (60-C) 7,000.00
2 Naval AC 30 AL 200 600 (60-C) 7,000.00
10 LRM 15+Art4 (C) AL 50 120 (12-C) 45.00
2 AC 10 LB-X (C) AL 4 12 (1.2-C) 20.00
4 AMS (C) AL 4 12 (1.2-C) 2.00
2 Naval AC 30 AR 200 600 (60-C) 7,000.00
2 Naval AC 30 AR 200 600 (60-C) 7,000.00
10 LRM 15+Art4 (C) AR 50 120 (12-C) 45.00
2 AC 10 LB-X (C) AR 4 12 (1.2-C) 20.00
4 AMS (C) AR 4 12 (1.2-C) 2.00
2 Naval AC 30 Aft 200 600 (60-C) 7,000.00
2 Naval AC 30 Aft 200 600 (60-C) 7,000.00
2 Laser Large Pulse (C) Aft 20 20 (2-C) 12.00
4 AMS (C) Aft 4 12 (1.2-C) 2.00
Aerospace/Troop compliment
10 x Aerospace fighter (4 doors)
30 x Small Craft (4 doors)
30 x Heavy Combat Vehicles
15 x OmniMechs (2 doors)
15 x Battle Armour Points (125 in total - 2 doors)
Cargo - 77,562 tons (1 door)
Ammo Rounds Mass
Naval Gauss Rifle Heavy Ammo 100 50.00
Naval AC 35 Ammo 200 200.00
Naval AC 30 Ammo 1400 1400.00
LRM 15+Art4 (C) Ammo 25600 320.00
AC 10 LB-X (C) Ammo 640 64.00
AMS (C) Ammo 19200 645.00
Pelican Class transport shuttle.
Developed as part of the Halcyon project the Pelican class Shuttle is designed to be a troop and vehicle carrier whilst having armament to support its forces on the ground and help clear a landing zone.
Able to carry up to 25 Elementals onboard as well as having hook up points for orbital cocoons that can be fitted around any tank up to 100 tons the Pelican is built to get down quickly and deploy its cargo into or near the combat zone. This saves the vehicles from having to be offloaded from a DropShip and allows them to get into combat quicker.
Whilst not too heavily armoured the Pelican can take moderate damage but it does require escorts as it is only armed for self defence and engaging forces trying to attack a Landing zone. A pair of Streak SRM-6’s and medium pulse lasers give the DropShip its main punch although some craft do replace the Medium pulse lasers with small pulse lasers for anti-infantry firepower.
Initially only built for the Halcyon class the Pelican would start entering service on other Horse WarShips as well as Clusters quickly becoming the Clan’s prime mover of heavy combat equipment. Other Clans would trial for the Craft and several variants, including ones that sacrifice their troop carrying capacity for additional cargo as well as ‘gunship’ models would also be produced and see service across Clan space.
Pelican Class Landing Craft
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-D
Weight: 200 tons
BV: 1,155
Cost: 11,678,770 C-bills
Movement: 5/8
Heat Sinks: 10 [20]
Fuel Points: 0/1080 (13.5 tons)
Tons Per Burn Day: 1.84
Structural Integrity: 8
Armor: 188 (Ferro-Aluminum)
Armor
-------------------
Nose 53
Left Side 45
Right Side 45
Aft 45
Weapons Loc Heat
-------------------------------
Medium Pulse Laser NOS 4
Medium Pulse Laser NOS 4
Streak SRM 6 LS 4
Streak SRM 6 RS 4
Ammo Loc Shots
-------------------------------
Streak SRM 6 Ammo LS 15
Streak SRM 6 Ammo RS 15
Carrying Capacity
-----------------
Battle Armor Bay (1 door) - 5 Points
Cargo Space (1 door) - 7 tons
Crew
----------------------
Officers 0
Enlisted/Non-rated 3
Gunners 1
Bay Personnel 30
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Three ships would enter service with the Hells Horses prior to Operation REVIVAL, the CHH Pillar of Autumn, CHH Spirit of Fire and CHH Forward Unto Dawn, the fourth vessel the CHH Unto the Breach would enter service in 3052 and would carry elements of the Horses to Tukkayid along with her sister ships before assisting with the withdrawl of Horse and Wolf forces from the world following the battle’s conclusion.
Love those ship names and quite an interesting alternate view of history. I would like to know more!
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The other major WarShip designed by Clan Hells Horses although this was produced in conjunction with Clan Wolf was the Turbulent class Destroyer. Built to replace the older Lola III class ships that both Clan Wolf and Hells Horses had in service as both classes were showing their age and limitations due to their SLDF era design, the Turbulent was built using as many spare parts from Lola III’s as possible including their stocks of weapons whilst both Clan’s Lola’s were quietly stripped and retired, allowing more parts to be freed up, reducing costs and construction time.
The design also incorporated as many components and systems as possible from the Halcyon class’s design and both shared similar sensors and power systems, the Turbulent even looked somewhat like the Halcyon, and was only 5,000 tons lighter than the cruiser.
Unlike the Halcyon class though the Turbulent was built to engage other WarShips and could do so with a mixture of energy and ballistic weapons. Clusters of light autocannons as well as banks of 55cm lasers gave the ship its main punch. These were supported by Barracuda anti-ship and anti-fighter missiles as well as a large array of Mech scale guns making them dangerous to approach for any Aerospace fighter.
A pair of launch bays to carry two Stars for a total of 20 fighters of their own gave the ships a vastly increased fighter group compared to the Lola III and they also featured a single docking collar for additional versatility. Five Small craft could be carried and shipboard security was carried out by 50 Marines.
Powerful engines pushed the ships up to 3g and made them as fast as the Lola’s they were replacing and considerably faster than the Halcyon class they were based on and unlike the Lola the Turbulent also featured a grav-deck for crew comfort even though the crew quarters themselves were cramped and like their predecessors the ships very much were sardine cans to serve upon.
The hull was also significantly more reinforced and over 410 tons of Ferro-Lamellor armour gave the destroyers thicker hides and were comparable to larger frigates in terms of protection.
Like all Clan ships the class featured a Lithium Fusion battery system and a HPG for long range communications, but the trade off was endurance.
Carrying little more than 63,000 tons of cargo the Turbulent class carried less 40,000 tons of cargo less than the Lola III which limited the amount of ammunition, spare parts and replacement fighters that could be carried in storage.
Still, the commissioning of four of the class ‘out of the blue’ did cause significant consternation amongst the Clans. Two entered service with each Clan and although they replaced a larger number of Lola III class ships (3 in each Clan) they were more effective and survivable as individual units and so whilst hull numbers decreased the fighting capability of the Horses and Wolves Naval Reserve went up. This classes appearance did also spur Clan Snow Raven to resume construction of its Typhon class destroyers and there’s a considerable debate over what class is superior.
The CHH Heart of Courage and CHH Lance Held High were held back from supporting Operation REVIVAL and would instead help guard convoys coming from the Homeworlds to the Inner Sphere as well as patrolling the Clans holdings in the Chanlaine Isles when they were turned into forwards depots following the Truce of Tukkayid.
Class/Model/Name: Turbulent Class Destroyer
Tech: Clan
Ship Cost: $14,072,680,480.00
Magazine Cost: $22,348,000.00
BV2: 69,786
Mass: 675,000
K-F Drive System: Compact with L-F Battery
Power Plant: Maneuvering Drive
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Lamellor Ferro-Carbide
Armament:
20 Naval AC 10
8 Naval Laser 45
20 Naval Laser 55
8 Capital Launcher Barracuda
8 AC 5 LB-X (C)
4 AC 2 LB-X (C)
20 Laser Large ER (C)
32 AMS (C)
32 Laser Medium ER (C)
12 LRM 15+Art4 (C)
6 Laser Large Pulse (C)
Class/Model/Name: Turbulent Class Destroyer
Mass: 675,000
Equipment: Mass
Drive: 162,000.00
Thrust
Safe: 4
Maximum: 6
Controls: 1,688.00
K-F Hyperdrive: Compact with L-F Battery (15 Integrity) 312,188.00
Jump Sail: (5 Integrity) 64.00
Structural Integrity: 65 43,875.00
Total Heat Sinks: 1814(3628) Double 1,200.00
Fuel & Fuel Pumps: 11250 points 4,590.00
Fire Control Computers: 5,015.60
Armor: 493 pts Lamellor Ferro-Carbide 410.00
Fore: 90
Fore-Left/Right: 81/81
Aft-Left/Right : 81/81
Aft: 79
Dropship Capacity: 1 1,000.00
Grav Decks:
Small: 1 50.00
Escape Pods: 30 210.00
Life Boats: 30 210.00
Crew And Passengers:
45 Officers in 2nd Class Quarters 315.00
135 Crew in Steerage Quarters 675.00
86 Gunners and Others in Steerage Quarters 430.00
65 Bay Personnel 0.00
50 Marines 250.00
# Weapons Loc Heat Damage Range Mass
5 Naval AC 10 Nose 150 500 (50-C) Long-C 10,000.00
4 Naval Laser 45 Nose 280 180 (18-C) 3,600.00
2 Naval Laser 55 Nose 170 110 (11-C) 2,200.00
4 AC 5 LB-X (C) Nose 4 12 (1.2-C) 28.00
4 AC 2 LB-X (C) Nose 4 8 (0.8-C) 20.00
4 Laser Large ER (C) Nose 48 40 (4-C) 16.00
4 AMS (C) Nose 4 12 (1.2-C) 2.00
4 Naval Laser 55 FL 340 220 (22-C) 4,400.00
2 Capital Launcher Barracuda FL 20 40 (4-C) 180.00
4 Laser Large ER (C) FL 48 40 (4-C) 16.00
8 Laser Medium ER (C) FL 40 56 (5.6-C) 8.00
4 AMS (C) FL 4 12 (1.2-C) 2.00
4 Naval Laser 55 FR 340 220 (22-C) 4,400.00
2 Capital Launcher Barracuda FR 20 40 (4-C) 180.00
4 Laser Large ER (C) FR 48 40 (4-C) 16.00
8 Laser Medium ER (C) FR 40 56 (5.6-C) 8.00
4 AMS (C) FR 4 12 (1.2-C) 2.00
5 Naval AC 10 LBS 150 500 (50-C) 10,000.00
6 LRM 15+Art4 (C) LBS 30 72 (7.2-C) 27.00
4 AMS (C) LBS 4 12 (1.2-C) 2.00
5 Naval AC 10 RBS 150 500 (50-C) 10,000.00
6 LRM 15+Art4 (C) RBS 30 72 (7.2-C) 27.00
4 AMS (C) RBS 4 12 (1.2-C) 2.00
4 Naval Laser 55 AL 340 220 (22-C) 4,400.00
2 Capital Launcher Barracuda AL 20 40 (4-C) 180.00
4 Laser Large ER (C) AL 48 40 (4-C) 16.00
8 Laser Medium ER (C) AL 40 56 (5.6-C) 8.00
4 AMS (C) AL 4 12 (1.2-C) 2.00
4 Naval Laser 55 AR 340 220 (22-C) 4,400.00
2 Capital Launcher Barracuda AR 20 40 (4-C) 180.00
4 Laser Large ER (C) AR 48 40 (4-C) 16.00
8 Laser Medium ER (C) AR 40 56 (5.6-C) 8.00
4 AMS (C) AR 4 12 (1.2-C) 2.00
5 Naval AC 10 Aft 150 500 (50-C) 10,000.00
4 Naval Laser 45 Aft 280 180 (18-C) 3,600.00
2 Naval Laser 55 Aft 170 110 (11-C) 2,200.00
6 Laser Large Pulse (C) Aft 60 60 (6-C) 36.00
4 AC 5 LB-X (C) Aft 4 12 (1.2-C) 28.00
4 AMS (C) Aft 4 12 (1.2-C) 2.00
Aerospace Group
20 x Aerospace Fighters
5 x Small Craft
1 x DropShip Collar
Cargo - 63,169 tons
Additional equipment
1 x Mobile HPG
1 x Small NCSS
Ammo Rounds
Naval AC 10 Ammo 2000 (100 rounds per gun)
Capital Launcher Barracuda Ammo 80 (10 missiles per launcher)
AC 5 LB-X (C) Ammo 1280 (160 rounds per gun)
AC 2 LB-X (C) Ammo 2880 (180 rounds per gun)
LRM 15+Art4 (C) Ammo 1152 (96 salvo's per launcher)
AMS (C) Ammo 6144 (192 rounds per mounting)
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Interesting stuff!
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Three ships would enter service with the Hells Horses prior to Operation REVIVAL, the CHH Pillar of Autumn, CHH Spirit of Fire and CHH Forward Unto Dawn, the fourth vessel the CHH Unto the Breach would enter service in 3052 and would carry elements of the Horses to Tukkayid along with her sister ships before assisting with the withdrawl of Horse and Wolf forces from the world following the battle’s conclusion.
Love those ship names and quite an interesting alternate view of history. I would like to know more!
The CHH Heart of Courage and CHH Lance Held High were held back from supporting Operation REVIVAL and would instead help guard convoys coming from the Homeworlds to the Inner Sphere as well as patrolling the Clans holdings in the Chanlaine Isles when they were turned into forwards depots following the Truce of Tukkayid.
I like the names. They sound like names for samurai and knights inspired Warships.
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Three ships would enter service with the Hells Horses prior to Operation REVIVAL, the CHH Pillar of Autumn, CHH Spirit of Fire and CHH Forward Unto Dawn, the fourth vessel the CHH Unto the Breach would enter service in 3052 and would carry elements of the Horses to Tukkayid along with her sister ships before assisting with the withdrawl of Horse and Wolf forces from the world following the battle’s conclusion.
Love those ship names and quite an interesting alternate view of history. I would like to know more!
These ships have been known to carry a famous Master Chief Petty Officer On board codename John-117 there is no other Clan officer with this known rank
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:D :D Very true DragonCat, it is believed that he is a member of the Hells Horses watch although no one knows his true name.
And those names you had work so well DC :)
The other ones I thought of were CHH Thunder on the Mountain and CHH Blaze of Glory.
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Any similarity between those names and these ships and other things are purely coincidental
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Durga Attack Helecopter.
The Durga (named after a Hindu War Goddess) is related to the Donar, and, uses many of the same components such as fire control and flight controls and their associated electronics. But the Durga is larger and more heavily protected whilst matching the Donar’s top speed.
Like the Donar, the Durga uses a mix of long and short range weapons, with its primary long range weapon being an LRM-15 which has been augmented with Artemis fire control. Fed by a 2-ton ammunition bay the LRM has adequate endurance for most Clan engagements and gives the helicopter a fearsome punch at long range. For shorter ranges a pair of medium pulse lasers and an anti-personnel small pulse laser can be brought to bare.
The Durga also features an ECM suite but this system is semi-modular and can be quickly replaced with a TAG or Active probe if needed.
This mix of weapons is notably potent against vehicles as a barrage of missiles can cripple a tanks motive systems with a lucky hit, whilst the pulse lasers provide accurate and hard hitting firepower against Mechs. Because of its greater short to mid-range firepower the Durga finds more use as a scout hunter whilst the Donar is used as a harasser with its ER large laser and the two helicopters often work together as part of a Star.
Durga Attack Helicopter
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-D
Weight: 25 tons
BV: 1,381
Cost: 3,142,944 C-bills
Movement: 10/15 (VTOL)
Engine: 110 XL
Internal: 15
Armor: 57 (Ferro-Fibrous)
Internal Armor
--------------------------
Front 3 18
Right 3 13
Left 3 13
Rear 3 11
Rotor 3 2
Weapons Loc Heat
-------------------------------
Medium Pulse Laser FR 4
Medium Pulse Laser FR 4
LRM 15 FR 5
Small Pulse Laser FR 2
Ammo Loc Shots
------------------------------------------------
LRM 15 (Clan) Artemis-capable Ammo BD 8
LRM 15 (Clan) Artemis-capable Ammo BD 8
Equipment Loc
-----------------------
Artemis IV FCS FR
ECM Suite [Clan] BD
Kali Assault Helicopter.
The largest helicopter in Clan service the Kali is built to destroy hostile forces at close to mid range and eliminate them as quickly as possible. Better protected than the Durga but slightly slower the Kali can engage at longer ranges with its large pulse laser. This weapon can cripple hostile scouts and light Mechs in a few hits and also rip open a Mech’s back with little trouble.
As formidable as the pulse laser is, the Kali’s main punch comes from its quartet of SRM-6 launchers which can launch a cloud of up to 24 missiles and badly damage any target caught in the barrage.
This somewhat ‘all or nothing’ approach with its firepower means that the Kali tends to suffer higher casualty rates than the Durga or Donar but the combat style is also appreciated by its crew who quickly adopted nap of the earth flying tactics to reduce the chance of them being detected and an attack by a group of Kali’s can be devastating and turn the tide of a battle. Because of this, competition to pilot Kali’s is very high and they are sought after vehicles in the Hells Horses Torman.
Kali Assault Helecopter
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-D
Weight: 30 tons
BV: 1,359
Cost: 3,802,000 C-bills
Movement: 9/14 (VTOL)
Engine: 130 XL
Internal: 15
Armor: 67 (Ferro-Fibrous)
Internal Armor
--------------------------
Front 3 22
Right 3 16
Left 3 16
Rear 3 11
Rotor 3 2
Weapons Loc Heat
------------------------------
Large Pulse Laser FR 10
SRM 6 FR 4
SRM 6 FR 4
SRM 6 FR 4
SRM 6 FR 4
Ammo Loc Shots
------------------------
SRM 6 Ammo BD 15
SRM 6 Ammo BD 15
SRM 6 Ammo BD 15
Carrying Capacity
-----------------
One battle armor squad
-
Two nice Helicopter Gunships. Did you try something even smaller say about 15 tons and is there a Battlearmor deployer??
-
Whilst such a thing would make sense, I don't like the idea of using a helo to transport BA. I just can't get my mind round the size and look as well as all the compromises needed.
But. Using something like the Anhur...yes. But deffo not a helicopter. And i'm not sure if the Horses would use the Aerospace phenotype to pilot their VTOL's or not. And if they do, then there's not going to be that many of them as the Horses always seem to have had a small aerospace arm.
-
Well OmniVehicles and their integral Elemental handholds would provide you with natural carriers.
-
Indeed and the Horses have plenty of APC options too.
There's the Svantovit, the Nike (now a 50 ton machine), a wheeled general purpose APC and the Ganesha, all more than capable of carrying sufficient numbers of BA troops. This is to go with their Omni's as well. An Anhur like unit could work if you wanted to drop ELementals off ahead or do a kind of raid with them, IE go head hunting. But really, there's not a need for the Anhur to do that as the Clan will instead be using the Pelican for that role and thus the Anhur can be kept as a purely logisical unit.
-
Thoughts on the Horses naval/transport capacity
Prior to REVIVAL the Horses had the following units
1 x Cameron
1 x Congress
3 x Lola III
3 x Potemkin
1 x Volga
1 x Carrack
We know from the fluff that the Potemkin’s are expensive to man and operate and the Horses don’t really have the use for three of these ships as there’s simply no need for their massive carrying capacity.
We have no idea of their number of JumpShips but we can assume its somewhat limited.
Future plans include 4 x Halcyon class ships and these would be the prime movers and units of the Horse fleet without having to reactivate the Potemkin class ships.
But building 4 x cruisers might stretch the Horses naval crew capacity thin and would probably provoke the ire of other Clans (Ravens).
So, trade away 1 x Potemkin and the Volga in return for assistance building these ships. Also perhaps work on the Turbulent class DD with 2 of the ships constructed to replace the 3 Lola IIIs. The fleet strength thus contracts, but becomes more capable despite this as the ships are more modern and survivable.
DropShips would also come under close scrutiny. The Broadsword is adequate at best but it can deliver Mechs so that’s its job. I doubt the Horses would make any use of the Confederate as its basically the same as the Broadsword and offers the same capabilities.
The Sassanid would be replaced with the AU’s modified version the Median which carries 100 x Elementals and a Star of light tanks.
Median Class Dropship
Named after the Median Empire, an ancient Empire that arose in Iran, the Median is a modification to the basic Sassanid which trades cargo space for flexibility. Utilizing ferro-aluminium armour to save weight whilst increasing protection the Median looses 50% of the Sassanid's cargo capacity but now carries two Binaries of Elementals as well as a Star of vehicles up to 50 tons. Nose mounted ER PPC's and LRM's provide the main punch whilst a mixture of lasers and autocannons cover the ships other firing arcs for long and short range battles.
With its augmented carrying capabilities the Median is far more flexible than the Sassanid as it can also carry transports for the Elementals and with the widespread adoption of tanks like the Nike II, Snaga, Janus, Epona and Neiro allowed for the deployment of a wide range of fast, flexible and well armed vehicles without having to rely on a larger DropShip. Several Median's also traded out one of the Elemental Binaries for another Star of light tanks and these two ships would often be deployed together.
Median Dropship
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-E
Weight: 3300 tons
BV: 8,639
Cost: 360,544,800 C-bills
Movement: 4/6
Heat Sinks: 169 [338]
Fuel Points: 0/10500 (350.0 tons)
Tons Per Burn Day: 1.84
Structural Integrity: 10
Armor: 856 (Ferro-Aluminum)
Armor
-------------------
Nose 257
Left Side 214
Right Side 214
Aft 171
Weapons Loc Heat
-----------------------------------------------
AC Bay LS 2
Ultra AC/5
Ultra AC/5
Ultra AC/5 Ammo 160
AC Bay RS 2
Ultra AC/5
Ultra AC/5
Ultra AC/5 Ammo 160
AC Bay (R) RS 2
Ultra AC/5 (R)
Ultra AC/5 (R)
Ultra AC/5 Ammo 160
AC Bay (R) LS 2
Ultra AC/5 (R)
Ultra AC/5 (R)
Ultra AC/5 Ammo 160
AC Bay AFT 2
Ultra AC/5
Ultra AC/5
Ultra AC/5 Ammo 160
PPC Bay NOS 45
ER PPC
ER PPC
ER PPC
Laser Bay RS 15
ER Medium Laser
ER Medium Laser
ER Medium Laser
Laser Bay LS 15
ER Medium Laser
ER Medium Laser
ER Medium Laser
Laser Bay (R) LS 15
ER Medium Laser (R)
ER Medium Laser (R)
ER Medium Laser (R)
Laser Bay (R) RS 15
ER Medium Laser (R)
ER Medium Laser (R)
ER Medium Laser (R)
Laser Bay AFT 24
ER Large Laser
ER Large Laser
LRM Bay NOS 18
LRM 20
LRM 20
LRM 20
LRM 20 (Clan) Artemis-capable Ammo 108
Pulse Laser Bay NOS 34
Large Pulse Laser
Large Pulse Laser
Large Pulse Laser
Small Pulse Laser
Small Pulse Laser
Pulse Laser Bay AFT 34
Large Pulse Laser
Large Pulse Laser
Large Pulse Laser
Small Pulse Laser
Small Pulse Laser
Pulse Laser Bay RS 14
Large Pulse Laser
Small Pulse Laser
Small Pulse Laser
Pulse Laser Bay LS 14
Large Pulse Laser
Small Pulse Laser
Small Pulse Laser
Pulse Laser Bay (R) LS 14
Large Pulse Laser (R)
Small Pulse Laser (R)
Small Pulse Laser (R)
Pulse Laser Bay (R) RS 14
Large Pulse Laser (R)
Small Pulse Laser (R)
Small Pulse Laser (R)
Equipment Loc
---------------------
Artemis IV FCS NOS
Artemis IV FCS NOS
Artemis IV FCS NOS
Carrying Capacity
-----------------
Battle Armor Bay (2 doors) - 10 Points
Battle Armor Bay (2 doors) - 10 Points
Light Vehicle Bay (2 doors) - 10 units
Cargo Space (1 door) - 702.500 tons
Crew
-----------------------
Officers 0
Enlisted/Non-rated 6
Gunners 11
Bay Personnel 170
The Union C would be replaced by the earlier introduction of what is basically the Outpost, but trades the fighters for another Star of Mechs, BA and a ‘Demi-Star’ of 5 Light tanks
AU Outpost Troop Carrier
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-E
Weight: 7000 tons
BV: 11,709
Cost: 463,864,800 C-bills
Movement: 5/8
Heat Sinks: 90 [180]
Fuel Points: 0/4500 (150.0 tons)
Tons Per Burn Day: 1.84
Structural Integrity: 20
Armor: 1424 (Ferro-Aluminum)
Armor
-------------------
Nose 362
Left Side 355
Right Side 355
Aft 352
Weapons Loc Heat
--------------------------------------------
Laser Bay NOS 48
ER Large Laser
ER Large Laser
ER Large Laser
ER Large Laser
SRM Bay NOS 16
Streak SRM 6
Streak SRM 6
Streak SRM 6
Streak SRM 6
Streak SRM 6 Ammo 75
Pulse Laser Bay NOS 24
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
AMS Bay NOS 3
Anti-Missile System
Anti-Missile System
Anti-Missile System
Anti-Missile System Ammo [Clan] 120
Pulse Laser Bay LS 20
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Pulse Laser Bay RS 20
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
SRM Bay LS 12
Streak SRM 6
Streak SRM 6
Streak SRM 6
Streak SRM 6 Ammo 120
SRM Bay RS 12
Streak SRM 6
Streak SRM 6
Streak SRM 6
Streak SRM 6 Ammo 120
Laser Bay LS 36
ER Large Laser
ER Large Laser
ER Large Laser
Laser Bay RS 36
ER Large Laser
ER Large Laser
ER Large Laser
AMS Bay LS 2
Anti-Missile System
Anti-Missile System
Anti-Missile System Ammo [Clan] 72
AMS Bay RS 2
Anti-Missile System
Anti-Missile System
Anti-Missile System Ammo [Clan] 72
Laser Bay (R) LS 24
ER Large Laser (R)
ER Large Laser (R)
Laser Bay (R) RS 24
ER Large Laser (R)
ER Large Laser (R)
Pulse Laser Bay (R) LS 12
Medium Pulse Laser (R)
Medium Pulse Laser (R)
Medium Pulse Laser (R)
Pulse Laser Bay (R) RS 12
Medium Pulse Laser (R)
Medium Pulse Laser (R)
Medium Pulse Laser (R)
SRM Bay (R) LS 8
Streak SRM 6 (R)
Streak SRM 6 (R)
Streak SRM 6 Ammo 90
SRM Bay (R) RS 8
Streak SRM 6 (R)
Streak SRM 6 (R)
Streak SRM 6 Ammo 90
AMS Bay (R) LS 2
Anti-Missile System (R)
Anti-Missile System (R)
Anti-Missile System Ammo [Clan] 72
AMS Bay (R) RS 2
Anti-Missile System (R)
Anti-Missile System (R)
Anti-Missile System Ammo [Clan] 72
AMS Bay AFT 2
Anti-Missile System
Anti-Missile System
Anti-Missile System Ammo [Clan] 72
Laser Bay AFT 24
ER Large Laser
ER Large Laser
Pulse Laser Bay AFT 16
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
Medium Pulse Laser
SRM Bay AFT 8
Streak SRM 6
Streak SRM 6
Streak SRM 6 Ammo 75
Carrying Capacity
-----------------
Mech (1 door) - 10 units
Heavy Vehicle Bay (1 door) - 10 units
Battle Armor Bay (1 door) - 10 Points
Light Vehicle Bay (1 door) - 5 units
Cargo Space (1 door) - 1,016 tons
Crew
-----------------------
Officers 0
Enlisted/Non-rated 6
Gunners 10
Bay Personnel 185
Whilst it brings a few less Mechs it can bring along a Nova Binary as well as other forces. And then jumping up the scale to act as the ‘Big stick’ is the 20,000 ton ‘Golden Horde’ only a tentative name for the moment. Huge, expensive and rare but it can carry a full combined arms Trinary of 30 Mechs, 60 heavy vehicles, 150 BA and even a Star of light tanks for utility vehicle use.
Golden Horde Dropship
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-E
Weight: 20000 tons
BV: 11,414
Cost: 710,878,000 C-bills
Movement: 3/5
Heat Sinks: 122 [244]
Fuel Points: 0/7500 (375.0 tons)
Tons Per Burn Day: 1.84
Structural Integrity: 20
Armor: 1222 (Ferro-Aluminum)
Armor
-------------------
Nose 332
Left Side 300
Right Side 300
Aft 290
Weapons Loc Heat
-----------------------------------------------
AC Bay NOS 4
Gauss Rifle
Gauss Rifle
Gauss Rifle
Gauss Rifle
Gauss Rifle Ammo [Clan] 128
Laser Bay NOS 44
ER Large Laser
ER Large Laser
ER Medium Laser
ER Medium Laser
ER Medium Laser
ER Medium Laser
AMS Bay NOS 4
Anti-Missile System
Anti-Missile System
Anti-Missile System
Anti-Missile System
Anti-Missile System Ammo [Clan] 384
PPC Bay NOS 30
ER PPC
ER PPC
Laser Bay LS 48
ER Large Laser
ER Large Laser
ER Large Laser
ER Large Laser
Laser Bay RS 48
ER Large Laser
ER Large Laser
ER Large Laser
ER Large Laser
LRM Bay LS 12
LRM 20
LRM 20
LRM Bay RS 12
LRM 20
LRM 20
LRM 20 (Clan) Artemis-capable Ammo 144
AMS Bay LS 2
Anti-Missile System
Anti-Missile System
Anti-Missile System Ammo [Clan] 144
AMS Bay RS 2
Anti-Missile System
Anti-Missile System
Anti-Missile System Ammo [Clan] 144
PPC Bay (R) LS 45
ER PPC (R)
ER PPC (R)
ER PPC (R)
PPC Bay (R) RS 45
ER PPC (R)
ER PPC (R)
ER PPC (R)
PPC Bay AFT 45
ER PPC
ER PPC
ER PPC
Laser Bay (R) LS 20
ER Medium Laser (R)
ER Medium Laser (R)
ER Medium Laser (R)
ER Medium Laser (R)
Laser Bay AFT 20
ER Medium Laser
ER Medium Laser
ER Medium Laser
ER Medium Laser
Laser Bay (R) RS 20
ER Medium Laser (R)
ER Medium Laser (R)
ER Medium Laser (R)
ER Medium Laser (R)
AMS Bay (R) LS 2
Anti-Missile System (R)
Anti-Missile System (R)
Anti-Missile System Ammo [Clan] 192
AMS Bay AFT 2
Anti-Missile System
Anti-Missile System
Anti-Missile System Ammo [Clan] 192
AMS Bay (R) RS 2
Anti-Missile System (R)
Anti-Missile System (R)
Anti-Missile System Ammo [Clan] 192
Equipment Loc
---------------------
Artemis IV FCS RS
Artemis IV FCS RS
Artemis IV FCS LS
Artemis IV FCS LS
Carrying Capacity
-----------------
Mech (3 doors) - 30 units
Heavy Vehicle Bay (2 doors) - 60 units
Battle Armor Bay (1 door) - 30 Points
Light Vehicle Bay (1 door) - 10 units
Cargo Space (1 door) - 2,842 tons
Crew
-----------------------
Officers 0
Enlisted/Non-rated 8
Gunners 8
Bay Personnel 770
I’m also working on an Overlord C replacement one that would not carry BA at all as this would be carried by the ‘Outpost’ and the smaller Sassanid replacement and instead would carry a few Binaries. Or they might just keep the Overlord C as a pure Mech carrier. Not sure on that one and would like any assistance ya have to offer!
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Pelium heavy fighter
Named after one of Alexander the Great’s earlier sieges and a battle that helped cement his hold over Macedonia the Pelium is based on the popular HMR-HD Hammerhead heavy fighter that saw service in the SLDF and was upgraded to Royal standards with the HMR-HDb of which several score still existed within Clan space and even saw service in PGC’s.
Clan Cloud Cobra, who had one of the largest contingents of Hammerheads still in service would use this craft as a base frame as well as inspiration for their new craft.
Like the Hammerhead the new fighter massed 75-tons and was built around a 375 rated engine giving it superior performance for a craft its size and let it keep up with smaller and lighter craft like the Turk or ever popular Visigoth in chase or dogfight. Unlike other Clan fighters the Pelium featured a generous (by Clan standards) 5 ton fuel tank but the fighters mission profile changed somewhat from a ‘boom and zoom’ attacker with a single heavy weapon to a multi-role heavy fighter that was at home as an interceptor or ground attack aircraft.
To this end the HDb’s gauss rifle was retained, although of Clan standard, but with the weight freed up by the use of an XL engine and Ferro-Aluminium armour the design now had a considerably more tonnage to spare for other weapons.
For additional long range firepower the Pelium featured a pair of ER large lasers, one in each wing, whilst short range firepower was covered by a pair of SRM-6’s, also one in each wing, and each with their own ammunition hopper. A single ER medium laser covered the fighters rear but with the speed and agility offered, it was felt that only lighter interceptors would dare turn with the Hammerhead in a dogfight or try to get in on the fighter’s vulnerable 6.
Draped in 13.5 tons of Ferro-Aluminium armour the Pelium also boasted superior protection than its Hammerhead progenitor as well as the Jagati and Sabutai’s and its armour levels were more akin to the formidable Jengiz Omnifighter.
Structurally the forwards lifting surfaces were all but eliminated and smaller canards were fitted that could be retracted when in space. The large wings were angled forwards slightly and the body ‘flattened’ out to use some lifting body ideas when in an atmosphere whilst keeping the profile down.
Initial test flights discovered some issues but these were mainly with control surfaces and the ideal location for RCS thrusters when in space but test pilots gave very good marks for the Pelium’s speed and agility as well as its heavy protection and solid firepower. In mock dogfights the heavy fighter was able to out manoeuvre the current generation of Clan Omnifighters and only the Visigoth proved to be a serious competitor with the Omnifighter having a heavier short range punch but being far weaker at long range.
The Pelium, like the Hammerhead can also trade its gauss rifle for a heavy bore autocannon and the weapon mount was built to be semi-modular and the fire control to accept either an LB or Ultra-20 pattern autocannon is pre-installed, considerably increasing its firepower at the cost of endurance.
Pelium Heavy Fighter
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-D
Weight: 75 tons
BV: 2,698
Cost: 13,443,031 C-bills
Movement: 7/11
Engine: 375 XL
Heat Sinks: 16 [32]
Fuel Points: 0/400 (5.0 tons)
Structural Integrity: 7
Armor: 259 (Ferro-Aluminum)
Armor
-------------------
Nose 78
Left Wing 65
Right Wing 65
Aft 51
Weapons Loc Heat
----------------------------
ER Large Laser RWG 12
ER Large Laser LWG 12
Gauss Rifle NOS 1
ER Medium Laser AFT 5
SRM 6 LWG 4
SRM 6 RWG 4
Ammo Loc Shots
-------------------------------------
Gauss Rifle Ammo [Clan] NOS 8
Gauss Rifle Ammo [Clan] NOS 8
SRM 6 Ammo LWG 15
SRM 6 Ammo RWG 15
(https://img-new.cgtrader.com/items/134147/ab81c6fd40/3drt-sci-fi-fighter-11-3d-model-low-poly.jpg)
And here's a 35-ton fighter
Aretes Interceptor
Massing 35 tons the Aretes started off as being inspired by the ZRO-114 which still soldiered in in Clan Cloud Cobra Solahma units. But whereas the Zero was a multi-role fighter the new Aretes, named after the Commander of Alexander the Great’s cavalry at the Battle of Gaugamela was designed to be a straight up interceptor. With its 5-ton fuel tank the fighter immediately boasted superior endurance to current Clan fighters and like the Zero it featured 10-tons of armour, now updated to Ferro-Aluminium, making it very heavily armoured for its size with protection comparable to craft 20 tons heavier.
A 280 rated XL engine provided more than enough thrust and let it match the same speeds as the Avar OmniFighter. The size of the fuel tank and the weight of the crafts armour did cut back on the available weapons space but, taking inspiration from the Zero it was built around a single large weapon and some supporting weapons.
An ER PPC gave the Aretes a massive punch and was mounted under the pointed nose whilst a pair of ER medium lasers, one in each wing gave additional firepower. Initially a pair of ER small lasers were also mounted to cover the fighter’s rear but tests found these weapons to be all but unused as the Aretes could out turn or out run almost any other interceptor and any fighter it couldn’t out run, it outgunned and could out last thanks to its thick hide.
Instead the lasers were replaced with an Active probe as the fighters high speed and endurance, thanks to its big fuel tank and energy based weapons made it an ideal scout.
The fighter’s hull used a blended wing with the ER PPC mounted almost under the forward placed cockpit which offered exceptional visibility. Lacking the Zero’s famous folding wings, the Aretes was sleek and refined and had superb handling characteristics in an atmosphere or in space. Although not as fast as the Vandal or Bashkir the Aretes was far more survivable and had a far greater range allowing it to loiter over a battlefield for longer and the particle cannon gave the small fighter a very nasty bite. It could also out run any current Clan light fighter other than the Avar and even that redoutable standby was outgunned at long range by the Aretes' big cannon.
Aretes Interceptor
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-D
Weight: 35 tons
BV: 2,059
Cost: 5,146,128 C-bills
Movement: 10/15
Engine: 280 XL
Heat Sinks: 10 [20]
Fuel Points: 0/400 (5.0 tons)
Structural Integrity: 10
Armor: 192 (Ferro-Aluminum)
Armor
-------------------
Nose 58
Left Wing 48
Right Wing 48
Aft 38
Weapons Loc Heat
----------------------------
ER PPC NOS 15
ER Medium Laser RWG 5
ER Medium Laser LWG 5
Equipment Loc
--------------------------
Active Probe [Clan] NOS
(https://i.pinimg.com/originals/58/76/7c/58767c4c73a2162d5675b4a298ee5ed0.jpg)
Miletus Assault fighter.
Along with the Aretes and Pelium the Miletus is a second line fighter that also formed part of the Horses rebuilding efforts. With a comparably small Aerospace arm the Horse Touman was quite prone to losses having disproportionate effects as each pilot lost represented a serious investment of training and resources. Because of the lower number of Omni-Fighters being avalable the majority of the Horses' aerospace arm was filled out with either lighter craft or a mix of second line fighters. Whilst the second line craft were at best, adequate for their role and the large number of lighter interceptors like the Avar were capable of securing aerospace superiority over a local area, these fighters were largely fragile and poorly protected. And, with REVIVAL looming, the Horses wanted more survivable craft should they win a space in the Invasion. It was a concern that with the Federated Commonwealth pressing ahead and the Inner Sphere being on the cusp of starting to close the technology gap, that the aerospace arm would suffer heavy casualties.
And these, would not be easily replaced and any pilots brought in to fill gaps would probably be less experienced than those that had fallen, starting a degenerative cycle where more inexperienced pilots are killed and then have to be replaced with even less skilled pilots.
The Aretes and Pelium were counters to this. The Pelium with its solid protection and impressive speed and firepower was a superb heavy interceptor and other Clans were already trading and trialing for the fighter. The lighter Aretes was also on its way to establishing a solid reputation and whilst its firepower wasn't the heaviest, its endurance was a huge change from the typically short legged light fighters of the Clans, allowing it to remain in battle for longer and be able to effect a battlefield more thanks to its increased loiter time.
The final craft developed prior to REVIVAL was in part based on the Stuka which had seen limited service with the SLDF prior to the Amaris Civil War. Massing 100 tons the new fighter was a pure attack craft with a heavy focus on ground targets. The nose section held a pair of ER PPC's which were the fighters primary long range weapons and these could boil through the armour of any fighter currently in service. But it was at short range that the fighter shined. An LB-20 autocannon, also fitted in the nose could fire a mixture of heavy caliber and proximity fused shells which could cause heavy damage to ground and air targets. Each wing sported a trio of medium pulse lasers as well as a single Streak SRM-6 and the fighters rear was covered by another two medium pulse lasers. Although no faster than the Kirghiz, it was also better armed than the older OmniFighter with thicker protection across its nose and wings whilst mirroring the Kirghiz's endurance with its 5 ton fuel tank.
Twenty five double heatsinks helped keep the fighter cool but if a pilot dared fire all their weapons then they put their craft and lives in immense danger, risking falling out of control or an ammunition explosion.
Tests did reveal some problems with the fighter, smoke ingestion from the autocannon being a significant issue, causing a flameout and near crash in a prototype, but with the air intakes altered and the gun repositioned along with its exhaust this problem was eliminated. The pulse lasers also had to be hard mounted into the wings instead of the small turret like arrangement initially planned which mirrored the Hydaspes layout. These sub-turrets caused significant issues with the control surface response due to vortices formed by the turrets. Instead of having to redesign the whole wing, the turrets were just eliminated and the lasers mounted into the leading edges of the wings. Additional changes to the aerodynamics resulted in a powerful fighter that handled well despite its great mass. Production rates remained low though and the Pelium would be produced in far greater numbers with the aggressive and far more manouverable heavy fighter being more popular than the 'air to muck moving' assault fighter.
Miletus Assault Fighter
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3051+
Tech Rating: F/X-X-D-D
Weight: 100 tons
BV: 3,734
Cost: 17,476,500 C-bills
Source: TRO 3039 - Clan Invasion
Movement: 5/8
Engine: 300 XL
Heat Sinks: 25 [50]
Fuel Points: 400 (5.0 tons)
Structural Integrity: 10
Armor: 297 (Ferro-Aluminum)
Armor
-------------------
Nose 90
Left Wing 74
Right Wing 74
Aft 59
Weapons Loc Heat
-------------------------------
LB 20-X AC NOS 6
ER PPC NOS 15
ER PPC NOS 15
Medium Pulse Laser LWG 4
Medium Pulse Laser LWG 4
Medium Pulse Laser RWG 4
Medium Pulse Laser RWG 4
Medium Pulse Laser LWG 4
Medium Pulse Laser RWG 4
Medium Pulse Laser AFT 4
Medium Pulse Laser AFT 4
Streak SRM 6 LWG 4
Streak SRM 6 RWG 4
Ammo Loc Shots
----------------------------------
LB 20-X Cluster Ammo NOS 5
LB 20-X Cluster Ammo NOS 5
LB 20-X Cluster Ammo NOS 5
LB 20-X Cluster Ammo NOS 5
Streak SRM 6 Ammo LWG 15
Streak SRM 6 Ammo RWG 15
Yes I know I need to change the fluff of the other two but i'd like to use them.
-
The Hephaestus series could be considered near unthinkable in the Clans mindset and it was decried as a waste of materials and resources and its deployment caused more than a few problems within the Horse Touman when it was first introduced.
Whilst some Clans preferred the straight open simplicity of the Jaguars type of Trials, where both sides lined up and engaged, many did not and Trials could be, and often were, fought on all types of terrain, from the searing deserts and canyons of Roche to the thick forests of Eden and in this rough terrain, vehicles were often at a disadvantage.
A canny opponent like the Wolves or Sharks would and did take advantage of terrain like rivers which heavy tracked vehicles could not cross and this could imperil a Trial and indeed did on several occasions.
With Project Zhukov well under way and more tanks joining the Horses Touman the need for support forces capable of helping with Trials became more prevalent and Khan *INSERT NAME HERE* took the step of ordering that vehicle be developed that would feature Omni-Pod technology and be able to help with tactical and strategic battlefield obstacles.
Crewing them was more difficult than designing them, no Warrior would accept being put in such a sedentary position. Freeborns were out of the question as recruiting Freeborns for the role would draw the ire of the Grand Council. And so it fell to the Solhama to crew the vehicles but even here there was some opposition.
The Khan himself ended out addressing the Solhama personnel in service with his Clan. Whilst these new postings did not offer the risks and chance for glory that they might normally face. They were still vital and very dangerous roles. The new vehicles would be recovering damaged and broken-down comrades, building bridges whilst under fire, working to maintain them in the teeth of an enemy counter attack as well as clearing minefields. Far from being a ‘milk-run’ the engineering vehicles would be on the front line and would be a vital part of any advance.
The Hephaestus CEV (Combat Engineering Vehicle) was a fairly simple platform. Powered by a 200 rated fuel cell engine they were not fast with a maximum speed of 64kph and despite weighing 50 tons, they were only protected by 5-tons of standard plate armour meaning that protection was lacking.
But this did leave a lot of room for equipment.
The standard Hephaestus was a recovery vehicle capable of towing up to 100 tons of equipment with its two rear mounted hoists. It also had a bulldozer blade on the front, but this could be quickly replaced with a mine sweeper. A back ho was also fitted, allowing the vehicle to dig firing positions or to demolish obstructions. The capacity to carry up to 5 tons of equipment, spare parts or even wounded personnel was also popular. And the Hephaestus was not without teeth of its own. An LGS-8 was fitted in the turret and fed by 2-tons of ammunition. It was planned to fit a large chemical laser, but the LGS was felt to be a better fit. The explosive shells could be used to trigger mines or demolish obstacles whilst a laser was far less effective in this role.
A second variant whilst using the same hull as the Hephaestus was given a different name even if it was just a variant. Designated the Ogun CBV (Combat Bridging Vehicle) it would serve as the main bridge laying unit and could deploy a 26-meter-long bridge capable of supporting up to 100 tons. When longer bridges are needed the Ogun’s modified to be partially amphibious and can work with other Ogun’s to form longer bridges with one of the tanks acting as a ‘pillar’ for the bridge to rest on as it extends its own bridge. Two or three vehicle working in this manner can span a large body of water, but it cannot be too deep as the tank is not fully amphibious and cannot be submerged. It too can be fitted with a bulldozer blade or mine sweeper and for self defence and some form of firepower a large chemical laser is mounted in the bow. The turret and its systems are used purely to control the bridge and deploy that and the mechanism for this can go flush with the hull when it is acting as a ‘pillar’ for another bridge.
Like the Hephaestus the Ogun also had a 5-ton cargo capacity that could carry spares or parts for the bridge but this was often replaced with a rough and ready troop bay for infantry forces who would help secure a crossing point as well a protect it from a counter attack.
The CEV and CBV were met with a great deal of scepticism from Solhama troops but, true to the Khans words, the Hephaestus and Ogun did see a great deal of action in several Trials and despite their Solhama status the troops manning them were awarded considerable acclaim from other units when they helped recover disabled vehicles or bridge obstacles. This utility was repeated during Operation REVIVAL.
With the Horses acting as the reserve Clan for Clan Wolf the Horses initially saw no combat on the Worlds they landed on save small scale insurgencies. But as REVIVAL pressed on, resistance became more and more pronounced and counter attacks and raids by FRR and AFFC units brought the first clashes between Clan Hells Horses and the Inner Sphere. It was during these clashes that the CEV and CBV were found to have been a worthwhile investment and the personnel who volunteered for Engineer training found themselves often in the thick of battle.
Also for clarification
Lightweight Gun System – The LGS was a join Horse/Coyote project to produce a lighter, smaller autocannon that consumed less resources and was easier to make and maintain. This light weapon could then be used in the place of heavier ultra or LB pattern weapons and allow for the use of various ammunition types that were also developed alongside the gun system.
The LGS was designed as a smoothbore weapon system and would fire a wide range of discarding sabot rounds. It also used a greatly reduced charge of propellant which reduced the stress on the weapons breech and barrel, allowing them to be made much lighter and smaller, reducing weight and bulk.
These changes did reduce the shell velocity and thus range but when an LGS-2 weighed a mere 3.5 tons compared to an ultra AC-2’s 5 tons the saving in weight was formidable.
Three different calibre’s of LGS were developed but these were never as popular as the more traditional ultra and LB pattern weapons despite the flexibility offered by the ammunition types. It is believed that because these weapons were first deployed on second line vehicles they were seen as inferior weapons fit for only Solhama personnel or Freeborn troops and many Clan Warriors snubbed them and outside of garrison forces in Clan Wolf, Coyote, Blood Spirit and Hells Horses, the LGS was very rarely seen.
(yes this is this universes Protomech autocannons and are identical in stats and performance just introduced way earlier.)
Haephestus CEV
Base Tech Level: Experimental (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-E
Weight: 50 tons
BV: 407
Cost: 1,939,250 C-bills
Movement: 4/6 (Tracked)
Engine: 200 Fuel Cell
Internal: 25
Armor: 80
Internal Armor
---------------------------
Front 5 20
Right 5 16
Left 5 16
Rear 5 12
Turret 5 16
Weapons Loc Heat Omni
-------------------------------
LGS AC/8 TU 2 Pod
Ammo Loc Shots Omni
-------------------------------------
LGS AC/8 Ammo BD 10 Pod
LGS AC/8 Ammo BD 10 Pod
Equipment Loc Omni
-------------------------------------
Bulldozer FR Pod
Lift Hoist/Arresting Hoist RR Pod
Lift Hoist/Arresting Hoist RR Pod
Backhoe TU Pod
Carrying Capacity
-----------------
Cargo Space (1 door) - 5 tons (Fixed)
One battle armor squad
Ogun Combat Bridge Layer
Base Tech Level: Experimental (Clan)
Level Era
-------------------
Experimental -
Advanced 3145+
Standard -
Tech Rating: E/X-X-X-E
Weight: 50 tons
BV: 461
Cost: 1,868,750 C-bills
Movement: 4/6 (Tracked)
Engine: 200 Fuel Cell
Internal: 25
Armor: 80
Internal Armor
---------------------------
Front 5 20
Right 5 16
Left 5 16
Rear 5 12
Turret 5 16
Weapons Loc Heat Omni
----------------------------------
Large Chem Laser FR 6 Fixed
Ammo Loc Shots Omni
--------------------------------------------
Large Chemical Laser Ammo BD 10 Fixed
Equipment Loc Omni
-----------------------------------------------------------
Bridge Layer (Heavy) FR Fixed
Bridge Layer (Heavy) FR Fixed
Bulldozer FR Fixed
Combat Vehicle Chassis Mod [Limited Amphibious] BD Fixed
Carrying Capacity
-----------------
Cargo Space (1 door) - 5 tons (Fixed)
One battle armor squad
As always thoughts and opinions are most welcome!
-
Alecto Assault Battle Armour
The Alecto (named after one of the Furies of Ancient Greek mythology) alongside the lightweight Vayu Battlesuit and Zagreus heavy Battlesuit (Inner Sphere designation 'Gnome') was the largest battle armour developed and fielded by the Clans prior to operation REVIVAL and also the rarest, there was more Sylph class suits in service than the Karkadann.
The Horses efforts to diversify their Tourman lead to an arms race with several Clans fielding designs that were better suited to their needs. The Sylph, Salamander, Afreet and LRM equipped Undine all started to appear and followed their developers doctrinal mindset and development niches but none came close to replacing the standard Elemental suit in terms of numbers deployed or versatility.
Whilst somewhat heavier than the Zagreus, the Alecto massed a huge 2-tons and was developed with defensive work in mind as well as being able to fight in cities against infantry and armoured targets. Heavily armoured, able to withstand an ER PPC blast or a Gauss rifle hit without the armour being breached, the Alecto traded any pretense at speed for its firepower and protection and was ploddingly slow although at a full run the suit did look impressive.
The suit also differed from the standard Elemental layout in that the Elemental wearing it could not fit in like a normal battlesuit, it was too big, instead the Elementals vision port was in the suits upper chest, with its head being used purely for sensors and feeding this data to the Elemental, making it more like a little Mech than a standard suit. And rather than stand, the Elemental sits in a forwards angled chair controlling the suits walking with foot pedals whilst the arms react to movements within the chassis. Although unorthadox and not very much liked by Warriors who tested it, there simply was no other way to make it work.
The suits firepower was impressive, utilizing the newly developed Detachable Weapon System, to eliminate the need for a bulky and heavy power pack, the Karkadann was armed with an ER Medium laser carried like an oversized rifle. For anti-personnel and supressive fire a pair of light machine guns were also fitted. A battle claw, anti-personnel weapon mount, head mounted search light and arm mounted cutting torch completed the suits loadout making it quite flexible as well.
Initially there was a plan to carry an advanced SRM launcher and its associated reloads but it was felt that the limited number of reloads and limited endurance of such weapons was a drawback on a large suit and there was enough Elemental's and Zagreus' around with their missile launchers to pick up any slack. And the range of the ER Medium laser was felt to be more than enough to deal with any target.
But despite its firepower and durability the Karkadann was produced in low numbers as in truth it didn't offer many advantages over the Zagreus (Gnome) suit which was faster and nearly as tough and with its SRM packed a similar punch in a straight up fight. Only the Horses adopted the assault suit, trading the Gnome with the Wolves and Coyotes which saw it spread to other Clans, if only as Isorla.
The Alecto was on the verge of its construction being cancelled when the Outbound Light jumped into the Huntress system the big suit recived a stay of execution and would be seen in the Inner Sphere by the FRR and Mercinary forces when they raided joint Wolf/Horse administered worlds. Here the big lumbering suit proved itself to be a potent weapon of war, and the Horses used Anhur and Pelican transports to deploy Points of Alecto's in front of incoming raids where they acted as mobile minefields that could take on a Spheroid Mech with their firepower.
Alecto Assault Battle Armour
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-E
BV: 435
Cost: 3,332,500 C-bills
Movement: 1/1
Internal: 5
Armor: 80 BA Standard (Basic)
Internal Armor
------------------------------
Trooper 1 1 16
Trooper 2 1 16
Trooper 3 1 16
Trooper 4 1 16
Trooper 5 1 16
Weapons Loc Heat
------------------------------------------------
ER Medium Laser (Left arm) (SSWM) Point 5
Machine Gun (Light) (Right arm) Point 0
Machine Gun (Light) (Body) Point 0
Equipment Loc
---------------------------------------------------------
BA Manipulators [Battle Claw] (Right arm) Point
BA Manipulators [Manipulator (Basic)] (Left arm) Point
Anti Personnel Weapon Mount (Right arm) Point
Cutting Torch (Right arm) Point
Searchlight [BA] (Body) Point
Another variant of the Karkadann replaced its ER medium laser with a Medium pulse laser.
Alecto Assault Battle Armour (pulse)
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-E
BV: 437
Cost: 3,232,500 C-bills
Movement: 1/1
Internal: 5
Armor: 80 BA Standard (Basic)
Internal Armor
------------------------------
Trooper 1 1 16
Trooper 2 1 16
Trooper 3 1 16
Trooper 4 1 16
Trooper 5 1 16
Weapons Loc Heat
---------------------------------------------------
Machine Gun (Light) (Right arm) Point 0
Machine Gun (Light) (Body) Point 0
Medium Pulse Laser (Left arm) (SSWM) Point 4
Equipment Loc
---------------------------------------------------------
BA Manipulators [Battle Claw] (Right arm) Point
BA Manipulators [Manipulator (Basic)] (Left arm) Point
Anti Personnel Weapon Mount (Right arm) Point
Cutting Torch (Right arm) Point
Searchlight [BA] (Body) Point
-
Yama Variant thoughts
A -
Yama Main Battle Tank A
Base Tech Level: Experimental (Clan)
Level Era
-------------------
Experimental -
Advanced 3145+
Standard -
Tech Rating: F/X-X-X-E
Weight: 65 tons
BV: 1,563
Cost: 15,224,516 C-bills
Movement: 5/8 (Tracked)
Engine: 325 XL
Internal: 35
Armor: 182 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 7 45
Right 7 36
Left 7 36
Rear 7 29
Turret 7 36
Weapons Loc Heat Omni
-----------------------------------
Light Machine Gun FR 0 Fixed
Light Machine Gun FR 0 Fixed
Ultra AC/10 TU 3 Pod
ER Medium Laser TU 5 Pod
ER Medium Laser TU 5 Pod
Streak SRM 6 TU 4 Pod
Light Machine Gun RR 0 Pod
Light Machine Gun RR 0 Pod
Ammo Loc Shots Omni
------------------------------------------------
Light Machine Gun Ammo [Half] FR 100 Fixed
Ultra AC/10 Ammo TU 10 Pod
Ultra AC/10 Ammo TU 10 Pod
Streak SRM 6 Ammo TU 15 Pod
Equipment Loc Omni
---------------------------------
Armored Motive System BD Fixed
Carrying Capacity
-----------------
One battle armor squad
Yama Main Battle Tank B
Base Tech Level: Experimental (Clan)
Level Era
-------------------
Experimental -
Advanced 3145+
Standard -
Tech Rating: F/X-X-X-E
Weight: 65 tons
BV: 1,635
Cost: 15,540,078 C-bills
Movement: 5/8 (Tracked)
Engine: 325 XL
Internal: 35
Armor: 182 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 7 45
Right 7 36
Left 7 36
Rear 7 29
Turret 7 36
Weapons Loc Heat Omni
-----------------------------------
Light Machine Gun FR 0 Fixed
Light Machine Gun FR 0 Fixed
ER Large Laser TU 12 Pod
LRM 15 TU 5 Pod
SRM 6 FR 4 Pod
Ammo Loc Shots Omni
-------------------------------------------------------
Light Machine Gun Ammo [Half] FR 100 Fixed
LRM 15 (Clan) Artemis V-capable Ammo TU 8 Pod
LRM 15 (Clan) Artemis V-capable Ammo TU 8 Pod
LRM 15 (Clan) Artemis V-capable Ammo TU 8 Pod
LRM 15 (Clan) Artemis-capable Ammo TU 8 Fixed
SRM 6 Ammo FR 15 Pod
Equipment Loc Omni
-------------------------------------
Armored Motive System BD Fixed
Artemis IV FCS TU Pod
Targeting Computer [Clan] BD Fixed
Artemis IV FCS FR Pod
Carrying Capacity
-----------------
One battle armor squad
Yama Main Battle Tank C
Base Tech Level: Experimental (Clan)
Level Era
-------------------
Experimental -
Advanced 3145+
Standard -
Tech Rating: F/X-X-X-E
Weight: 65 tons
BV: 1,352
Cost: 15,666,922 C-bills
Movement: 5/8 (Tracked)
Engine: 325 XL
Internal: 35
Armor: 182 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 7 45
Right 7 36
Left 7 36
Rear 7 29
Turret 7 36
Weapons Loc Heat Omni
-----------------------------------
Light Machine Gun FR 0 Fixed
Light Machine Gun FR 0 Fixed
LB 20-X AC TU 6 Pod
ER Small Laser TU 2 Pod
ER Small Laser TU 2 Pod
ER Small Laser TU 2 Pod
ER Small Laser TU 2 Pod
Ammo Loc Shots Omni
------------------------------------------------
Light Machine Gun Ammo [Half] FR 100 Fixed
LB 20-X AC Ammo BD 5 Pod
LB 20-X AC Ammo BD 5 Pod
LB 20-X AC Ammo BD 5 Pod
Equipment Loc Omni
---------------------------------
Armored Motive System BD Fixed
Active Probe [Clan] TU Pod
Carrying Capacity
-----------------
One battle armor squad
Yama Main Battle Tank D
Base Tech Level: Experimental (Clan)
Level Era
-------------------
Experimental -
Advanced 3145+
Standard -
Tech Rating: F/X-X-X-E
Weight: 65 tons
BV: 1,082
Cost: 14,929,062 C-bills
Movement: 5/8 (Tracked)
Engine: 325 XL
Internal: 35
Armor: 182 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 7 45
Right 7 36
Left 7 36
Rear 7 29
Turret 7 36
Weapons Loc Heat Omni
-----------------------------------
Light Machine Gun FR 0 Fixed
Light Machine Gun FR 0 Fixed
LB 5-X AC TU 1 Pod
LB 5-X AC TU 1 Pod
ER Small Laser TU 2 Pod
Ammo Loc Shots Omni
------------------------------------------------
Light Machine Gun Ammo [Half] FR 100 Fixed
LB 5-X AC Ammo BD 20 Pod
LB 5-X AC Ammo BD 20 Pod
LB 5-X AC Ammo BD 20 Pod
LB 5-X AC Ammo BD 20 Pod
Equipment Loc Omni
---------------------------------
Armored Motive System BD Fixed
Carrying Capacity
-----------------
One battle armor squad
Yama Main Battle Tank E
Base Tech Level: Experimental (Clan)
Level Era
-------------------
Experimental -
Advanced 3145+
Standard -
Tech Rating: F/X-X-X-E
Weight: 65 tons
BV: 1,785
Cost: 15,886,062 C-bills
Movement: 5/8 (Tracked)
Engine: 325 XL
Internal: 35
Armor: 182 (Ferro-Fibrous)
Internal Armor
---------------------------
Front 7 45
Right 7 36
Left 7 36
Rear 7 29
Turret 7 36
Weapons Loc Heat Omni
------------------------------------
Light Machine Gun FR 0 Fixed
Light Machine Gun FR 0 Fixed
LRM 20 TU 6 Pod
LRM 20 TU 6 Pod
Medium Pulse Laser TU 4 Pod
ER Small Laser TU 2 Pod
Ammo Loc Shots Omni
-----------------------------------------------------
Light Machine Gun Ammo [Half] FR 100 Fixed
LRM 20 (Clan) Artemis-capable Ammo BD 6 Pod
LRM 20 (Clan) Artemis-capable Ammo BD 6 Pod
LRM 20 (Clan) Artemis-capable Ammo BD 6 Pod
LRM 20 (Clan) Artemis-capable Ammo BD 6 Pod
Equipment Loc Omni
---------------------------------
Armored Motive System BD Fixed
Artemis IV FCS TU Pod
Artemis IV FCS TU Pod
Carrying Capacity
-----------------
One battle armor squad
-
I’d like to thank DragonCat for letting me use these ships for my Hells Horse project.
Halcyon Class Assault Cruiser.
Following the general success of Project Zhukov from 2922 – 2932 the Horses were well on the way to recovery and despite the initial scorn of other Clans the Horses new tanks proved their worth when they staved off a Trial of Possession from Clan Smoke Jaguar for a year long production run of Elementals from the Niles Industrialplex. This clash in 2925 helped validate saKhan Yana Fletcher’s vision of how his Clan would survive and grow. Profitable trade with the Wolves and Coyotes and an inwards focus on rebuilding and surviving kept the Horses largely in the Warden political camp, but as the debates for the Invasion got more and more heated the Horses had to get involved. There was disunity in the Clan thanks to hardcore crusaders like Galaxy Commander Malavai Fletcher and his supporters who argued that the Clans should return to the Inner Sphere. The surprise appearance of the CVS Outbound Light was the final push the Horses needed.
Faced with the very real threat of an attack from within the Inner Sphere and the belief that the Federated Commonwealth was going to force a false Star League upon the Inner Sphere was intolerable and the Horses officially changed to support the Invasion.
Still, the Horses stuck by their Wolf allies and continued to build up their own forces. This closeness with the Horses, despite their supposed Crusader leanings would earn the Horses the ‘glory’ of acting as the Reserve Clan, assigned to the Wolves invasion corridor where against the Free Rasalhague Republic it was fancied that neither Clan would cover itself in glory or win much acclaim against lesser opponents.
Despite having originated as a Clan that drew many of its members from WarShip crews, the naval forces available to Clan Hells Horses in the build up to Operation REVIVAL were actually very limited. Their main combat vessel was the aging Lola III class destroyer whilst three huge Potemkin class Assault Ships were far too large and specialized to use and spent most of their time laid up ‘in ordinary’ maintained by skeleton crews.
To not have to rely on these large, expensive to crew and maintain ships, the Horses instead sought to construct a new class of WarShip as well as several new DropShips that would add to the flexibility of their Tourman.
The new ship would mass 680,000 tons and would be smaller than the Aegis class, measuring 650 meters from bow to stern. With its entirely ballistic based armament the cruiser was rather jokingly called a ‘Mini Black Lion’ and this was accurate as the ships only energy weapons was eight large pulse lasers.
Armed with a mixture of NAC-30, 35’s and a huge heavy naval gauss rifle the new Halcyon class packed a heavy punch although there was questions about the inclusion of the Naval gauss rifle in the bow. Still it did give the ship a hard hitting long range punch.
A significant point defence battery focused around missile launchers and LB-10 autocannons was also fitted as well as the aforementioned large pulse lasers. But the ships main role was not to destroy hostile WarShips but to push them aside so it could land its sizable compliment of Mechs and ground forces.
Like the much larger Nightlord class the Halcyon was designed to deploy Mech’s from low orbit onto a hostile world. It also had a large number of the brand new Pellican class transport ships that could carry any of the Horses tanks in shielded cocoons. A single Halcyon can carry a full strength Cluster including 15 Mechs, 30 tanks and 75 Elementals using its orbital drop pods and shuttles. Three DropShip Collars also allowed the cruiser to carry either the new Median, Tantalus or Kushan class DropShips as well as any other DropShip in the Horse’s inventory. Allowing it to deploy even more forces. For self defence and attack the Halcyon also carries a single Star of fighters, but it can swap out its small craft for this role if needed allowing it to carry a pair of Binaries if needs be (40 craft).
The Halcyon also boasts a huge number of marines carried onboard, with quarters for up to 275 in total, and these are not Elementals but normal infantry, although they would often be equipped with the Slepnir PA(L) armour if the ship was expected to see boarding action. These marines through sheer numbers and by dint of their superior training could defend against all but the heaviest boarding attack and could overwhelm orbital facilities or even carry out successful boarding actions against other ships.
Unfortunately to fit this firepower as well as heavy armour on a sturdy hull, the Halcyon is slow and can only match the old Aegis class ship in terms of thrust performance. Cargo space is also at a premium with just over 77,500 tons of cargo carried and the crew quarters are quite spartan and cramped but 3 100 meter grav-decks do make deployments more comfortable.
Three ships would enter service with the Hells Horses prior to Operation REVIVAL, the CHH Pillar of Autumn, CHH Spirit of Fire and CHH Forward Unto Dawn, the fourth vessel the CHH Unto the Breach would enter service in 3052 and would carry elements of the Horses to Tukkayid along with her sister ships before assisting with the withdrawl of Horse and Wolf forces from the world following the battle’s conclusion.
Armament
1 x Naval Gauss Rifle Heavy
4 x Naval AC 35
28 x Naval AC 30
8 x Laser Large Pulse (C)
40 x LRM 15+Art4 (C)
16 x AC 10 LB-X (C)
33 x AMS (C)
Aerospace compliment
10 x Fighters
30 x Small Craft
3 x DropShip Collars
Additional capacity
15 x Mechs
30 x Heavy vehicles
75 x Elementals
Class/Model/Name: Halcyon Class Assault Cruiser
Tech: Clan
Ship Cost: $19,382,084,800.00
Magazine Cost: $146,780,000.00
BV2: 101,570
Mass: 680,000
K-F Drive System: Compact with L-F Battery
Power Plant: Maneuvering Drive
Safe Thrust: 2
Maximum Thrust: 3
Armor Type: Lamellor Ferro-Carbide
Armament:
1 Naval Gauss Rifle Heavy
4 Naval AC 35
28 Naval AC 30
4 Laser Large Pulse (C)
40 LRM 15+Art4 (C)
16 AC 10 LB-X (C)
33 AMS (C)
Class/Model/Name: Halcyon Class Assault Cruiser
Mass: 680,000
Equipment: Mass
Drive: 81,600.00
Thrust
Safe: 2
Maximum: 3
Controls: 1,700.00
K-F Hyperdrive: Compact with L-F Battery (15 Integrity) 314,500.00
Jump Sail: (5 Integrity) 64.00
Structural Integrity: 80 54,400.00
Total Heat Sinks: 1626(3252) Double 1,178.00
Fuel & Fuel Pumps: 12500 points 5,100.00
Fire Control Computers: 0.00
Armor: 792 pts Lamellor Ferro-Carbide 676.00
Fore: 134
Fore-Left/Right: 133/133
Aft-Left/Right: 131/131
Aft: 130
Dropship Capacity: 3 3,000.00
Grav Decks:
Small: 3 150.00
Escape Pods: 50 350.00
Life Boats: 50 350.00
Crew And Passengers:
40 Officers in 2nd Class Quarters 280.00
141 Crew in Steerage Quarters 705.00
53 Gunners and Others in Steerage Quarters 265.00
530 Bay Personnel 0.00
275 Steerage Passengers 1,375.00
# Weapons Loc Heat Damage Range Mass
1 Naval Gauss Rifle Heavy Nose 18 300 (30-C) Extreme-C 7,000.00
2 Naval AC 35 Nose 240 700 (70-C) 8,000.00
2 Naval AC 35 Nose 240 700 (70-C) 8,000.00
2 Laser Large Pulse (C) Nose 20 20 (2-C) 12.00
5 AMS (C) Nose 5 15 (1.5-C) 2.50
2 Naval AC 30 FL 200 600 (60-C) 7,000.00
2 Naval AC 30 FL 200 600 (60-C) 7,000.00
10 LRM 15+Art4 (C) FL 50 120 (12-C) 45.00
2 AC 10 LB-X (C) FL 4 12 (1.2-C) 20.00
4 AMS (C) FL 4 12 (1.2-C) 2.00
2 Naval AC 30 FR 200 600 (60-C) 7,000.00
2 Naval AC 30 FR 200 600 (60-C) 7,000.00
10 LRM 15+Art4 (C) FR 50 120 (12-C) 45.00
2 AC 10 LB-X (C) FR 4 12 (1.2-C) 20.00
4 AMS (C) FR 4 12 (1.2-C) 2.00
2 Naval AC 30 LBS 200 600 (60-C) 7,000.00
2 Naval AC 30 LBS 200 600 (60-C) 7,000.00
4 AC 10 LB-X (C) LBS 8 24 (2.4-C) 40.00
4 AMS (C) LBS 4 12 (1.2-C) 2.00
2 Naval AC 30 RBS 200 600 (60-C) 7,000.00
2 Naval AC 30 RBS 200 600 (60-C) 7,000.00
4 AC 10 LB-X (C) RBS 8 24 (2.4-C) 40.00
4 AMS (C) RBS 4 12 (1.2-C) 2.00
2 Naval AC 30 AL 200 600 (60-C) 7,000.00
2 Naval AC 30 AL 200 600 (60-C) 7,000.00
10 LRM 15+Art4 (C) AL 50 120 (12-C) 45.00
2 AC 10 LB-X (C) AL 4 12 (1.2-C) 20.00
4 AMS (C) AL 4 12 (1.2-C) 2.00
2 Naval AC 30 AR 200 600 (60-C) 7,000.00
2 Naval AC 30 AR 200 600 (60-C) 7,000.00
10 LRM 15+Art4 (C) AR 50 120 (12-C) 45.00
2 AC 10 LB-X (C) AR 4 12 (1.2-C) 20.00
4 AMS (C) AR 4 12 (1.2-C) 2.00
2 Naval AC 30 Aft 200 600 (60-C) 7,000.00
2 Naval AC 30 Aft 200 600 (60-C) 7,000.00
2 Laser Large Pulse (C) Aft 20 20 (2-C) 12.00
4 AMS (C) Aft 4 12 (1.2-C) 2.00
Aerospace/Troop compliment
10 x Aerospace fighter (4 doors)
30 x Small Craft (4 doors)
30 x Heavy Combat Vehicles
15 x OmniMechs (2 doors)
15 x Battle Armour Points (125 in total - 2 doors)
Cargo - 77,562 tons (1 door)
Ammo Rounds Mass
Naval Gauss Rifle Heavy Ammo 100 50.00
Naval AC 35 Ammo 200 200.00
Naval AC 30 Ammo 1400 1400.00
LRM 15+Art4 (C) Ammo 25600 320.00
AC 10 LB-X (C) Ammo 640 64.00
AMS (C) Ammo 19200 645.00
Pallas Class transport shuttle.
Developed as part of the Halcyon project the Pallas class Shuttle is designed to be a troop and vehicle carrier whilst having armament to support its forces on the ground and help clear a landing zone.
Able to carry up to 25 Elementals onboard as well as having hook up points for orbital cocoons that can be fitted around any tank up to 100 tons the Pallas is built to get down quickly and deploy its cargo into or near the combat zone. This saves the vehicles from having to be offloaded from a DropShip and allows them to get into combat quicker.
Whilst not too heavily armoured the Pallas can take moderate damage but it does require escorts as it is only armed for self defence and engaging forces trying to attack a Landing zone. A pair of Streak SRM-6’s and medium pulse lasers give the DropShip its main punch although some craft do replace the Medium pulse lasers with small pulse lasers for anti-infantry firepower.
Initially only built for the Halcyon class the Pallas would start entering service on other Horse WarShips as well as Clusters quickly becoming the Clan’s prime mover of heavy combat equipment. Other Clans would trial for the Craft and several variants, including ones that sacrifice their troop carrying capacity for additional cargo as well as ‘gunship’ models would also be produced and see service across Clan space.
Pallas Class Landing Craft
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3145+
Tech Rating: F/X-X-X-D
Weight: 200 tons
BV: 1,155
Cost: 11,678,770 C-bills
Movement: 5/8
Heat Sinks: 10 [20]
Fuel Points: 0/1080 (13.5 tons)
Tons Per Burn Day: 1.84
Structural Integrity: 8
Armor: 188 (Ferro-Aluminum)
Armor
-------------------
Nose 53
Left Side 45
Right Side 45
Aft 45
Weapons Loc Heat
-------------------------------
Medium Pulse Laser NOS 4
Medium Pulse Laser NOS 4
Streak SRM 6 LS 4
Streak SRM 6 RS 4
Ammo Loc Shots
-------------------------------
Streak SRM 6 Ammo LS 15
Streak SRM 6 Ammo RS 15
Carrying Capacity
-----------------
Battle Armor Bay (1 door) - 5 Points
Cargo Space (1 door) - 7 tons
Crew
----------------------
Officers 0
Enlisted/Non-rated 3
Gunners 1
Bay Personnel 30
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I love it when folks work together so effectively. Very nice guys!
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Tartar Class DropShip
With Project Zhukov well underway, the Horses had to turn to their naval capabilities. Never the strongest arm of the Touman, the Horses used a mixture of Broadsword, Union C and Overlord C's as their main transports. But, with the emphasis shifting back to a true combined arms doctrine and the wider deployment of Nova's these DropShips proved less than ideal. The Horses had often just resorted to configuring ships as needed, but this was slow and resource intensive and far from ideal as conversions would require extensive reworking of a ships interior whilst trying to minimise the effects on its centre of gravity which if thrown off, could prove catastrophic in an atmosphere.
Although at the time it was considered a bold step, the design of a new DropShip was put fowards to help carry Hell's Horses formations into battle safely. But to carry a suitable number of Mech's and tanks to fit the new Nova standards would require a larger DropShip, although not going into the realm of the Overlord-C in terms of weight.
Inspiration came from two sources, one, the common Triumph class that had been used by the SLDF although it had long since fallen out of favour with the Clans owing to its primary role as a tank and infantry carrier. The other source was far more surprising. The Pueblo class DropShip had been one of the crown jewels of the SLDF and Terran Hegemony's intelligence departments but the class had suffered in the Armaris civil war, with the survivors taken by the SLDF into Exodus. The Pentagon Civil War and the birth of the Clans had seen the classes numbers diminish even further as the ships were either destroyed or gutted and scrapped for parts and equipment, their numbers dwindling until barely a dozen remained.
Four of these ships were still held in the Hell's Horses naval cache, long since stripped of many of their components, their hulls empty and open to space, but they served as useful design information for large aerodyne hull designs that would be used in the new DropShip. It was felt that an aerodyne could defend itself better with its agility and would present a smaller target than the large Spheroid hulls of other DropShips.
What slowly took shape and finally launched in 3000 was as one Inner Sphere pilot commented "The bastard offspring of a Triumph and a DroST" in terms of looks and capabilities although it also had the Pueblo's huge delta wings mounted high up on the hull for maximum lift and to give the most internal room for its cargo. The craft's body was dominated by its cargo bay, capable of carrying a full combined arms Binary Nova of 10 Mechs, 20 tanks and 50 Elementals. This large bay was split down the middle by a cargo bay which could take over 480 tons of munitions, spare parts and equipment for the embarked forces.
The tanks and Mechs could disembark from either the large bow doors or through the side although tanks had to use the bow doors until the Mech's had disembarked. The cockpit section jutted over the bow of the ship, giving the most room possible for the embarked troops to be able to get off as quickly as possible.
Every effort went into saving room and freeing up space and this meant that the Tartar class DropShip as they were called were horribly cramped affairs.
The armament was simple but effective with lasers, particle cannons and missiles placed across the hull and wings to provide good all-round fire and there was even bunks for up to 5 Marines who helped secure the bridge section of the ship and were often older Elementals that many Clans would consider Solhama personnel. As fast in an atmosphere or space as a Union-C the Tartar was heavily protected with layers of Ferro-Aluminuium providing protection that came close to that of the larger Overlord-C.
One thing about their design was that the layout of the troop and vehicle bay was integral to the hull, and it could not be easily altered although some Tartar's did carry full loads of cargo instead of Mech's and tanks several times. This specalized nature saved the class from being the subject of many Trials. Most other Clans barely considered using vehicles in any meaningful way beyond defensive roles and even those that didn't would not look at tanks in the same light as the Hell's Horses did. And with their layout being largely fixed, the Tartar could not be converted into other roles like a pure Mech carrier easily or quickly. Making the conversion both time consuming and resource intensive enough to, in most Clans eyes, not be worth the effort. So, unlike the Zenith class Elemental Transport, the Tartar was seen very rarely outside of the Horses Touman. It wasn't until 3058 that a variant of the Tartar was completed by another Clan, stripping out its troop capacity and reducing the cargo to allow it to carry and launch a Binary of fighters (20 craft), allowing it to operate as a medium carrier, fitting into the space between the Carrier and Titan/Miraborg classes.
Tartar DropShip
Base Tech Level: Standard (Clan)
Level Era
-------------------
Experimental -
Advanced -
Standard 3071+
Tech Rating: F/X-X-E-E
Weight: 8200 tons
BV: 10,738
Cost: 662,040,000 C-bills
Movement: 4/6
Heat Sinks: 200 [400]
Fuel Points: 9000 (300.0 tons)
Tons Per Burn Day: 1.84
Structural Integrity: 20
Armor: 1191 (Ferro-Aluminum)
Armor
-------------------
Nose 341
Left Side 287
Right Side 287
Aft 276
Weapons Loc Heat
-----------------------------------------------
PPC Bay NOS 30
ER PPC
ER PPC
LRM Bay NOS 15
LRM 15
LRM 15
LRM 15
LRM 15 (Clan) Artemis-capable Ammo 120
Laser Bay NOS 34
ER Large Laser
ER Large Laser
ER Medium Laser
ER Medium Laser
AMS Bay NOS 2
Anti-Missile System
Anti-Missile System
Anti-Missile System Ammo [Clan] 72
PPC Bay RS 45
ER PPC
ER PPC
ER PPC
LRM Bay RS 10
LRM 15
LRM 15
LRM 15 (Clan) Artemis-capable Ammo 80
Laser Bay RS 44
ER Large Laser
ER Large Laser
ER Medium Laser
ER Medium Laser
ER Medium Laser
ER Medium Laser
AMS Bay RS 2
Anti-Missile System
Anti-Missile System
Anti-Missile System Ammo [Clan] 72
PPC Bay LS 45
ER PPC
ER PPC
ER PPC
LRM Bay LS 10
LRM 15
LRM 15
LRM 15 (Clan) Artemis-capable Ammo 80
Laser Bay LS 44
ER Large Laser
ER Large Laser
ER Medium Laser
ER Medium Laser
ER Medium Laser
ER Medium Laser
AMS Bay LS 2
Anti-Missile System
Anti-Missile System
Anti-Missile System Ammo [Clan] 72
PPC Bay AFT 30
ER PPC
ER PPC
LRM Bay AFT 10
LRM 15
LRM 15
LRM 15 (Clan) Artemis-capable Ammo 80
Laser Bay AFT 34
ER Large Laser
ER Large Laser
ER Medium Laser
ER Medium Laser
AMS Bay AFT 2
Anti-Missile System
Anti-Missile System
Anti-Missile System Ammo [Clan] 72
Equipment Loc
---------------------
Artemis IV FCS NOS
Artemis IV FCS NOS
Artemis IV FCS NOS
Artemis IV FCS RS
Artemis IV FCS RS
Artemis IV FCS LS
Artemis IV FCS LS
Artemis IV FCS AFT
Artemis IV FCS AFT
Carrying Capacity
-----------------
Heavy Vehicle Bay (2 doors) - 20 units
Mech (2 doors) - 10 units
Battle Armor Bay (2 doors) - 10 Points
Cargo Space (1 door) - 484 tons
Crew
-----------------------
Officers 5
Enlisted/Non-rated 11
Gunners 7
Bay Personnel 240
Marines 5
Quirks
------
Atmospheric Flyer<br/>
Improved Communications
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I saw the Tartar (new Troop Carrier) here and the Zenith (fast Battlearmor deliverer) over on the main BattleTech forums.
On topic query comes down to scaling up or how do you see this typically being assigned for standard deployments?
Both seem pretty good design wise but my main question comes down to where are the Horses building all of this stuff at or do they have another Clan or Clans helping them?
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With regards to vehicle construction its converting other production sites into them, cancelling things like the Oro etc and using the lines that made them to make the new kit.
With regards to the Dropships, i'm not sure. But I have thought of 2 options
1 - Produce them on the ground (hence the aerodynes)
2 - Get help from another clan, sharing the design with them but converting it to be more traditional for the other Clans use.