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Author Topic: Project Yamato  (Read 32745 times)

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MAD-4A

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Re: Project Yamato
« Reply #15 on: February 23, 2017, 09:48:47 AM »

I can certainly appreciate that point of view, whether I agree with it or not lol. The people I learned BattleTech from in the 90s used the rule that only the legs got the heat dissipation from level one water, and I honestly don't remember if it was a house rule or not. That group used a lot of house rules, so it wouldn't surprise me.
House, as I said the rule specified Max-6 which is impossible with 3025 tech (only 4 slots in the legs), and the rules state  that the mech is "waist deep" which means the lower torsos are in the water, if you want to get specific then all HS in the lower 6 slots of each torso are also under water as are 1/2 (lower 3) of the internal EN HS so a 300pt EN with 12+HS has 6 in the lower half of the EN and thus under water - and the arbitrary rule really screws IS units (who can't put DHS in the legs) that already have enough screw-you's from Clan tech as it is (also as pointed out - the players have no say in where the HS were arbitrarily placed by the morons who designed the TRO record sheet books in the first place - how many mechs are completely useless because the idiots just HAD to put ammo in the CT where a 11 from an AC-2 could crit it in 1? - whole different topic there.)

I like to think that huge bays of machine guns or small lasers are what eventually developed into AMS bays on ships...
I would think that when we do develop FTL tech we wouldn't be stupid enough to forget basic AMS. I consider the 2750TRO to be the tech they had then, that older - less effective - versions (of all or most of the weapons) were in use before that, and were basically equally effective against each other - just not these more advance forms (better armor - to better guns-to better armor and better basic-ECM to better AMS to better basic-ECM etc...) effectiveness among equipment of a given era is the same but newer stuff outstrips older.

The SCCs aren't really a direct conversion of the 18 inch guns on the original, they were basically new weapons that used the same mountings. I chose the smallest SCCs on purpose, because the person was building this from scratch, out of pocket, basically in his garage, and from his own designs. I wanted them to be about the same as other DropShip weapons, with the range of capital weapons being the main thing that made it so much more dangerous to the small time pirates it encountered. With the Light SCC being the one that did 20 points of damage standard scale, it matched the AC-20 in damage, and I felt it fit the bill great. It would threshold most anything it was going to run across, and do it at much further ranges than it's prey could fire back at. When compared to the weapons on the other ships in it's environment, it has the biggest guns already.
I still wouldn't start at the bottom, I consider an AC-20 to be a snub nosed 8" (20cm) gun so I can see the HSCC as the equivalent of a Naval 46cm (though that should probable be the MEd 46/10=4.6 round to 5 with the 16"/40.6cm being a 40/4pt SCC and the 12"/30.5cm a 3pt SCC that would leave the Lt-SCC a 9.2-10" (23-25.4cm)) so a Giuseppe Garibaldi class Armored Cruiser https://en.wikipedia.org/wiki/Giuseppe_Garibaldi-class_cruiser could have 2xLSCCs (F&A) or 4xAC-20s (2xF&A) or 1xLSCC and 2 AC-20s (1F&2A)
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Cryhavok101

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Re: Project Yamato
« Reply #16 on: February 23, 2017, 11:00:24 AM »

I would think that when we do develop FTL tech we wouldn't be stupid enough to forget basic AMS.

There is a lot of tech we have today that doesn't exist in BattleTech. I have no intention of building the universe ground up to include everything they should have, but don't, any more than I plan to involve real physics over game physics. That way lies madness.

I consider the 2750TRO to be the tech they had then, that older - less effective - versions (of all or most of the weapons) were in use before that, and were basically equally effective against each other - just not these more advance forms (better armor - to better guns-to better armor and better basic-ECM to better AMS to better basic-ECM etc...) effectiveness among equipment of a given era is the same but newer stuff outstrips older.
That belief ignores a lot of the information we have in game. Interstellar Operations has rules for the equipment that has primitive versions. Unfortunately for your argument, the AMS does not. However, if you look at the AMS's fluff in the Techmanual, I would direct you to this line: "The anti-missile system (AMS) is essentially a rapid-fire, machine gun specifically used in a point-defense role" and point out that the AMS was likely developed from the machine gun, and you could even go so far as to say that the machine gun is the primitive AMS.

I still wouldn't start at the bottom, I consider an AC-20 to be a snub nosed 8" (20cm) gun so I can see the HSCC as the equivalent of a Naval 46cm (though that should probable be the MEd 46/10=4.6 round to 5 with the 16"/40.6cm being a 40/4pt SCC and the 12"/30.5cm a 3pt SCC that would leave the Lt-SCC a 9.2-10" (23-25.4cm)) so a Giuseppe Garibaldi class Armored Cruiser https://en.wikipedia.org/wiki/Giuseppe_Garibaldi-class_cruiser could have 2xLSCCs (F&A) or 4xAC-20s (2xF&A) or 1xLSCC and 2 AC-20s (1F&2A)

This is a pretty accurate assessment. It is certainly established that an AC-20 is approximately a 200 mm weapon. Were I trying to do a direct, precise conversion, this is certainly what I would go by.  I wasn't. As I stated before, these are not conversions of the original weapons systems, they are new weapons placed on the old mountings. The original Yamato's 18 inch guns weighed approximately 165 tons, Light SCCs weigh 200 tons. This is much closer to the original weapons mass, than the 500 ton Medium SCC or the 700 ton Heavy SCC. Also, the medium and heavy SCC only have medium capital range, rather than long capital range. Meaning the ship would have less time to fire at targets before it is fired back at. This would make it easier to overwhelm the ship with numbers even if those cannons did hit harder. Since the original's weapons had maximum range of approximately 42 km, compared to the Iowa class Battleship's 38 km, it seemed going for the longer ranged weapon was the best choice, and personally, I stand by it.

If upgrades had happened, instead of the ship being torn apart for Word of Blake research, the various autocannons would have likely been upgraded to LB-Xs, and the machine guns replaced by a smaller number of AMS systems (162 AMS is more than anyone needs). The main guns would have probably under gone major changes, but I probably would have maintained at least long range on them. If the engineers from Project Yamato were involved, likely I would be upgrading them to NAC-10s or Light Naval PPCs, along with increasing the ship's mass... possibly to double it's current mass. Eventually, had it lived, I would probably replaced those LB-Xs with HAG-20s, -30s, and -40s, and changed the AMSs to LAMSs.

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Cryhavok101

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Triton Missile Dropship
« Reply #17 on: February 23, 2017, 11:15:34 AM »

Triton Missile Dropship (original: http://www.sarna.net/wiki/Triton_Missile_Submarine)

Code: [Select]
Class/Model/Name:  Triton
Tech:              Inner Sphere
Vessel Type:       Civilian Spheroid Dropship

Mass:              12,000 tons
Safe Thrust:       2
Maximum Thrust:    3
Armor Type:        Heavy Ferro-Aluminum
Armament:         
    6 White Shark Missile Launchers
         90 White Shark Missiles
    12 MML-9s W/Artemis IV
   
------------------------------------------------------------------------------
Class/Model/Name:  Triton
Mass:              12,000 tons

Equipment:                                                            Mass
Drive & Control:                                                      1,650.00
Thrust:  Safe Thrust: 2
      Maximum Thrust: 3
Structural Integrity: 90                                              2,160.00
Total Heat Sinks:    150 Single                                       101.00
Fuel & Fuel Pumps:                                                    1,020.00
Cargo and Consumables:                                                954.50
Fire Control                                                          132.00
Armor Type:  Heavy Ferro-Aluminum  (2307 total armor pts)             155.00
                           Standard Scale Armor Pts
   Fore:                                1297
   Right:                               1295
   Left:                                1295
   Aft:                                 1295

Cargo:
   Bay 1:  Small Craft Bays (3)                                        600.00
   Bay 2:  Cargo (954.5 tons)                                          954.50
Crew and Passengers:
   39 Officers, Crew, and Bay Personel-1st Class Quarters              540.00

Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat   Mass
------------------------------------------------------------------------------
2 MML-9  W/Artemis IV      Nose       28     14     14     --   10     14
2 MML-9  W/Artemis IV      Nose       28     14     14     --   10     14
2 MML-9  W/Artemis IV      Nose       28     14     14     --   10     14
3 White Shark Launcher     FR/L       9-C    9-C    9-C    9-C  45     720
2 MML-9  W/Artemis IV      FR/L       28     14     14     --   10     14
2 MML-9  W/Artemis IV      Aft        28     14     14     --   10     14
------------------------------------------------------------------------------

Ammo
MML-9 LRM 1560 Rounds                                                  120.00
MML-9 SRM 1320 Rounds                                                  120.00
90 White Shark Missiles                                                3600.00
------------------------------------------------------------------------------

Other Equipment
------------------------------------------------------------------------------
MASH Unit w/1 Operating Theaters                                       3.50
Field Kitchen                                                          3.00


The story of the Triton Dropship is one of disaster. With the success in the surprise defense the Lysander pulled off, and the popularity of the project's work in the neighboring Lyran Alliance, the DCMS decided to attempt to replicate the work of the Yamato engineers by converting it's missile defense submarines into pocket warships. They contracted BBP Industries for the project. They immediately ran into problems.

Despite the massive armor of the hulls, they proved structurally unsound for high-G maneuvering, and so had to be reinforced drastically almost immediately. After the massive reinforcement, the plasma drives the DCMS engineers had committed to for the project proved inefficient at moving the ship's bulk.

One of the only successes the designers had was in upgrading the weapon systems for aerospace combat. By trading out the 6 Shigunga Arrow IVs for massive White Shark launchers, the engineers hoped to give it a deadly punch at capital ranges, while maintaining it's ability to support ground forces with "off-shore" bombardment. Unfortunately the massive magazines that went along with these launchers ate away most of the cargo tonnage the original had.

Next the LRT-20s were removed, and rather than altering the missile ports in the hull, they decided to use enough MML-9s to field nearly as many missiles, with the excess missile ports converted into Artemis guidance systems for the missiles. This allowed the ship some flexibility in the missiles it fired, and made it far more dangerous at close ranges.

The poor quality of the guidance system, which was never intended to operate at aerospace ranges, meant that the ship needed many more crew than it should have. Rather than designing appropriate systems for aerospace operations, the team decided it would be simpler to add more crew to handle the ship.

True disaster struck when, despite the sluggish engine, the team decided to run an atmospheric test. The plasma drive proved insufficient to the task of keeping the ship in the air, and it plummeted to the ground. The lack of foresight on the team's part meant the crash site was in a residential district of Amari on Luthien. That was the death knell of the project. The heads of the project were put on trial and executed, and the general who had spearheaded the motion to undergo the project was allowed to honorably die in battle, and shipped to the front lines. The plans were put up for auction by BBP Industries in order to recoup some of the losses of the project, and Universal Exports bought the plans, and sent them to their Project Yamato team for future review and improvement.



The ship has 17 more crew than it actually needs according to the maths. With it's low speeds it really can't handle atmospheric operations, and must use it's small craft to ferry people to and from the surface. I think it is seriously under-gunned for it's size, and my own opinion is that this is actually one concept that works better as a blue water ship than a spaceship. The ability to hide underwater and launch capitol missiles (one variant had that capability) is actually really great.
« Last Edit: February 25, 2017, 01:13:04 AM by Cryhavok101 »
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MAD-4A

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Re: Project Yamato
« Reply #18 on: February 23, 2017, 01:33:54 PM »

There is a lot of tech we have today that doesn't exist in BattleTech. I have no intention of building the universe ground up to include everything they should have, but don't, any more than I plan to involve real physics over game physics. That way lies madness.

It's not in BT because it's lostech and wasn't on that little GDL hard-drive (or at-least not the parts that have been decoded yet)
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Cryhavok101

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Re: Project Yamato
« Reply #19 on: February 23, 2017, 02:22:42 PM »

There is a lot of tech we have today that doesn't exist in BattleTech. I have no intention of building the universe ground up to include everything they should have, but don't, any more than I plan to involve real physics over game physics. That way lies madness.

It's not in BT because it's lostech and wasn't on that little GDL hard-drive (or at-least not the parts that have been decoded yet)

Except we have rules for playing in the Star League era, before the need to recover star league technology was a thing, including the Royal units. The real problem is that the game evolved from 1980s public knowledge, rather than modern day tech, and there is a vast difference between the two. Also technological development, even during the Star League, slowed to a snails pace, where we have massively advanced in merely 30 years, took the Star League hundreds of years to develop some of the things we already have.

Personally, I tend to fall back on the idea that BattleTech electronics function differently than ours do. My own head-canon is that when the jump drive was invented, the effects of the K-F field proved incompatible with our current modern day technology, destroying it when the ships jumped. This would necessitate a complete reset of technology for anyone planning on using a JumpShip to go anywhere, explaining why development several hundred years in the future has been so slow, and is only barely catching up to us now.

Either way, I as I have said, I will not be rebuilding the whole game universe's history based on current real life technology.
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Cryhavok101

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Wakamiya Multi-Role Dropship
« Reply #20 on: February 25, 2017, 01:23:19 AM »

Wakamiya MRD (Multi-Role Dropship) (Original: http://www.sarna.net/wiki/Wakamiya)

Code: [Select]
Class/Model/Name:  Wakamiya
Tech:              Inner Sphere
Vessel Type:       Military Spheroid Dropship

Mass:              72,000 tons
Safe Thrust:       5
Maximum Thrust:    8
Armor Type:        Heavy Ferro-Aluminum
Armament:         
    11 Stingray Missile Launchers
         110 Stingray Missiles
    3 Kraken-T Launchers
         30 Kraken-T Missiles
    6 ER PPCs
    6 Remote Sensor Dispensors
    6 Hyperspectral Imagers
    10 LAMS
------------------------------------------------------------------------------
Class/Model/Name:  Wakamiya
Mass:              72,000 tons

Equipment:                                                            Mass
Drive & Control:                                                      23,940.00
Thrust:  Safe Thrust: 5
      Maximum Thrust: 8
Structural Integrity: 56                                              8,064.00
Total Heat Sinks:    274 (548) Double                                 89.00
Fuel & Fuel Pumps:                                                    1,326.00
Cargo and Consumables:                                                14,000.00
Armor Type:  Heavy Ferro-Aluminum  (2004 total armor pts)             202.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                 434
   Right:                                431
   Left:                                 431
   Aft:                                  431

Cargo:                                                                 -
   Fore Bay 1:  ARTS Small Craft Bay (6) 2 Doors                       1,200.00
                Cargo (2,009 tons)                                     2,009.00
                6 PA(L) Squads (24 Suits)                              24.00
   AR Bay 2:    ARTS Small Craft Bay (9) 2 Doors                       1,800.00
                Cargo (3,010 tons)                                     3,010.00
                9 PA(L) Squads (36 Suits)                              36.00
   AL Bay 3:    ARTS Small Craft Bay (9) 2 Doors                       1,800.00
                Cargo (3,010 tons)                                     3,010.00
                9 PA(L) Squads (36 Suits)                              36.00
   Aft Bay 4:   ARTS Small Craft Bay (6) 1 Door                        1,200.00
                Cargo (2,360 tons)                                     2,360.00
                6 PA(L) Squads (24 Suits)                              24.00
   Bay 5:       Liquid Cargo (1,20 tons) 1 Door                        2,000.00
                12 Fluid Suction Systems                               12.00
   Bay 6:       Refrigerated Cargo (1,740 tons) 1 Door                 2,000.00
   
Crew and Passengers:
     192 Officers, Crew, and Bay Personel-2nd Class Quarters           1,351.00
     1 Captain's Quarters                                              10.00
     25 Life Boats                                                     175.00

Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat   Mass
------------------------------------------------------------------------------
3 Kraken-T Launchers       Nose       30-C   30-C   30-C   30-C 150    660
4 Stingray Launchers       Nose       14-C   14-C   14-C   --   48     480
4 ER PPCs                  Nose       40     40     40     --   60     28
1 Screen Launcher          Nose       15     --     --     --   10     40
1 Remote Sensor Dispenser  Nose       --     --     --     --   --     0.5
1 Hyperspectral Imager     Nose       --     --     --     --   --     7.5
5 LAMS                     Nose       25     --     --     --   35     7.5
2 Stingray Launchers       FR/L       7-C    7-C    7-C    --   24     480
1 Screen Launcher          FR/L       15     --     --     --   10     80
1 Remote Sensor Dispenser  FR/L       --     --     --     --   --     1
1 Hyperspectral Imager     FR/L       --     --     --     --   --     15
1 Stingray Launchers       AR/L       3.5-C  3.5-C  3.5-C  --   12     240
1 Screen Launcher          AR/L       15     --     --     --   10     80
1 Remote Sensor Dispenser  AR/L       --     --     --     --   --     1
1 Hyperspectral Imager     AR/L       --     --     --     --   --     15
1 Stingray Launchers       Aft        3.5-C  3.5-C  3.5-C  --   12     120
2 ER PPCs                  Aft        20     20     20     --   30     14
1 Screen Launcher          Aft        15     --     --     --   10     40
1 Remote Sensor Dispenser  Aft        --     --     --     --   --     0.5
1 Hyperspectral Imager     Aft        --     --     --     --   --     7.5
5 LAMS                     Aft        25     --     --     --   35     7.5
------------------------------------------------------------------------------

Ammo
30 Kraken-T Missiles                                                   3,000.00
110 Stingray Missiles                                                  1,320.00
60 Screen Capsules                                                     600.00
------------------------------------------------------------------------------

Other Equipment
------------------------------------------------------------------------------
2 MASH Units w/2 Operating Theaters each                               11.00
9 Field Kitchens                                                       6.00
Communications Equipment (15 tons)                                     12.00
Large NCSS                                                             500.00
4 Lift Hoists                                                          12.00
Naval Tug Adapter                                                      7,300.00
2-50 meter Grav Decks                                                  100.00



During the time Comstar ran the Explorer Corp looking for the clan homeworlds, the Draconis Combine worked along side them. Once the clan invasion was ended, and the explorer corp unneeded, it fell to the wayside. While some organizations have taken up the cause of exploration, lately, with all the unrest both within the combine, and outside it, the Coordinator decided the Dragon should restart it's own exploration branch. It was determined that whatever was sent out would be sent out with the most state of the art survey and scientific equipment it could, and since Dropships would, presumably, be the workhorses to this endeavor, a search for the right one was instituted, and companies began competing for the contract.

Seeing an opportunity to bring goodwill to the Yamato Project within the DCMS, the Yamato engineers approached the Coordinator with a plans for a dropship based on the venerable Wakamiya Salvage Destroyers. Hesitant to trust such an idea again after the disaster of the Triton project, The Coordinator gave the go ahead anyway, since it wasn't the Yamato engineers themselves involved in that incident.

The plans called for the ship to increase almost half again in size. It stripped most of the weapons, and replaced the Long Range Missiles, Torpedoes, and the Long Toms with an assortment of Sub-Capital and Teleoperated Missiles, that would allow it to harass an enemy while avoiding it at the same time. In addition it upgraded the PPCs to the more modern Extended Range PPCs, and stripped the machine guns for a point defense system. Since exploration was the goal, and this has an expectancy of long duration missions, a Laser Anti-missile System was chosen for this point defense. Lastly, to help the new dropship defend itself against unforseen attacks, it was given 6 screen launchers, spread around it's frame to allow it to create coverage in any direction.

The Ship was reinforced for the stresses of not only high-g maneuvers, but also for the stress of towing another ship as well. This will allow it to more easily study any large celestial things it finds, whether wrecks of undocumented ships that get discovered, or an ally that got in an accident in-mission, or even the salvage of a defeated enemy for those that get used closer to home. It also has lift hoists, which can help pull trapped allies out of uncomfortable places, or, if the ship is landed on water, even recover items crashed and normally inaccessible, much like it's namesake.

At first there was some debate over what to do with the vessel's vehicle bays. While some wanted to leave them as is, others wanted to strip them and use the space for aerospace assets. In the end, the team settled on a solution that brought even more profit to Universal Import's coffers. The ship would get 30 small craft bays, however, the team would also present plans for a new small craft designed for the exploration mission. Each of these small craft would hold a light vehicle bay as well, and a drone controller for that vehicle. This allows the ship to hold not only 30 small craft in readiness, but also 30 light vehicles. In addition it means, that the scientific and survey teams can spread out and rapidly cover a great deal of territory all at once. Since space was at a premium, it was decided that these bays would also be ARTS bays, fully automated, which saves a great deal on service technicians for the fleet of small craft. In addition to this large complement of small craft and vehicles, the ship had immense stores of cargo, and much of it is used to store numerous light drones specialized for a variety of tasks, so any mission can be accommodated for before the small craft is sent out, simply by using cargo systems to transfer the stored vehicle into the small craft's bay, where it is prepared for operation. This lets the Wakamiya MRD carry a massive complement of small specialized vehicles. Since it was determined that aerospace fighters would also be able to operate out of these bays, the ship also carries 30 robotic drone fighters in the same storage, just in case they come across a hostile enemy in their travels (or close to home). Crewing these huge bays are 120 technicians in Exoskeleton an Light Power Armor, capable of EVA, zero-g, or even ground operation, they can work on preparing the small craft for their next mission, or if their suits are needed, even accompany those same small craft on their missions. Both scientists and technicians make a great deal of use of the suits, and if the ship is involved in an operation close to home, sometimes marines as well.

The ship carries some of the finest sensors available on a spaceship, with a Large Naval Comm Scanner Suite for space operations, Hyper-spectral Imagers for atmospheric work, and even numerous remote sensors it can deploy across an absolutely huge area, allowing it to survey a huge area quickly, or preform a massive amount of reconnaissance.

It carries more than a year's supply of fuel and consumables for it's entire crew, close to two years even. This allows it to remain deployed for very extended durations. In addition it can directly resupply it's water and fuel tanks from any water source it lands near (or in), thanks to it's fluid suction systems  located all around this ship, and linking directly to it's massive liquid storage tanks. It also boasts multiple field kitchens and, virtually unheard of on a dropship, 2 grav-decks, for the crew's comfort on the long journeys.

After reviewing the plans, and comparing them to the competition, The Coordinator signed off on the project, ordering 10 at the start.
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Cryhavok101

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Deshler Class Recon and Survey Vessel
« Reply #21 on: February 25, 2017, 01:30:15 AM »

Deshler Class Recon and Survey Vessel

Code: [Select]
Class/Model/Name:  Deshler
Tech:              Inner Sphere
Vessel Type:       Spheroid Small Craft

Mass:              200 tons
Safe Thrust:       5
Maximum Thrust:    8
Armor Type:        Heavy Ferro-Aluminum
Armament:         
    1 ER Large Laser   
------------------------------------------------------------------------------
Class/Model/Name:  Deshler
Mass:              200 tons

Equipment:                                                            Mass
Drive & Control:                                                      66.50
Thrust:  Safe Thrust: 5
      Maximum Thrust: 8
Structural Integrity: 10                                              4.00
Total Heat Sinks: 10 (20) Double                                      0.00
Fuel & Fuel Pumps:                                                    10.50
Cargo and Consumables:                                                10.00
Armor Type:  Standard  (715 total armor pts)                          36.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                 181
   Right:                                178
   Left:                                 178
   Aft:                                  178

Cargo:                                                                 -
   Bay 1: Light Vehicle Bay                                            50.00
          Cargo (10 tons)                                              10.00
                                                                       
Crew and Passengers:
      3 Crew Quarters-Steerage (10 Crew, Bay Personnel, and Drone Ops) 15.00

Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat   Mass
------------------------------------------------------------------------------
ER Large Laser             Nose       8      8      8      8    12     5.00
------------------------------------------------------------------------------


Other Equipment
------------------------------------------------------------------------------
Drone Control System (2 Drones)                                         3.00

Designed to support the Wakamiya MRD in it's exploratory role, the Deshler Recon and Survey Vessel was named to honor one of the most famous of the Wakamiya captains who drove off a Davion invasion of the planet Deshler by harassing the force with his ship's, the Sakura no Hana, drones.

It carries a single light vehicle bay, and 10 tons of cargo. The cargo is a combination of provisions for an extended trip, several small support drone vehicles, and various scientific equipment, as needed for any given mission.

The ship has a total of 9 crew, between the vessel's pilots, the drone operators, and the technical crew for the equipment (all of which are often cross-trained scientists), the ship is ideal for small survey teams, since it is able to operate as a small outpost as well. The conditions are cramped, and often bunk use is rotated through on an as-needed basis. Often crew will string hammocks up if the need to rest and no bunks are immediately accessible.

It's primary armament, an extended range large laser, is as much to warn off aggressors, as it is for defense. In addition it can help in clearing debris.



Designer's Note:
The crew quarters situation is a little hazy in my opinion, as to it's legality, but as far as I can tell it is legal. The ship has 3 crew, 2 drone operators, and 5 bay personnel. The vehicle bay has quarters included for it's people, and the crew has 3 steerage quarters for them. The drone control systems state that they include accommodations for their required crew, but man that has got to be seriously cramped, since it seems to be little more than a seat. This is why I wrote in the lore about the cramped conditions.
« Last Edit: February 25, 2017, 01:30:34 AM by Cryhavok101 »
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Cryhavok101

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Harasser Drone Aerospace Fighter
« Reply #22 on: February 25, 2017, 01:35:54 AM »

Harasser Drone Aerospace Fighter

Code: [Select]
Harrasser Drone Aero
IS experimental
100 tons 
BV: 3,254
Cost: 19,754,575 C-bills

Movement: 6/9
Engine: 400 XL
Heat Sinks: 10 [20]

Structural Integrity: 10
Armor: 736 (Vehicular Stealth)
                        Armor
-----------------------------
Nose                      184
Left Wing                 184
Right Wing                184
Aft                       184


Weapon                         Loc  Heat
----------------------------------------
Small Laser                    NOS     1

Equipment                      Loc
----------------------------------
Shielded SRCS (Elite)          AFT
Vehicular Stealth              AFT
Vehicular Stealth              AFT
Angel ECM Suite                AFT
Space Mine Dispenser           AFT


Another Aerospace unit designed specifically to accompany the Wakamiya MRD, the Harasser Drone is an advanced robotic unit that can operate independently from control, and therefor is not disabled by ECM. Designed to fit the cat and mouse games that a Wakamiya is so well suited for, this fighter is, despite appearances, quite dangerous.

It's armament is deceptively simple, and under-powered, for an assault fighter, with only a single small laser. However, its 20 external bomb mounts can not be discounted, and do allow it to field considerable firepower, even if it does mean needing to resupply often. It's massive engine, capable of propelling the fighter in excess of 4 Gs enables it to carry this payload without a problem. It also carries a space mine dispenser, which is capable of inflicting massive damage to enemy forces, or force them off their current path, possibly allowing the Wakamiya mothership to break away from a losing fight.

When it isn't expending thrust, it's stealth armor allows it to be nearly undetectable, and this, in addition to it's angel ECM suit also make it very difficult to track and strike it with any kind of weapon. Even if you do manage to connect with it, it's massive 46 tons of armor make this fighter a very tough nut to crack. This allows the drones to survive multiple forays against the enemy without having to be replaced, a trait deemed very valuable to the Wakamiya MRD.
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Cryhavok101

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Rapier Patrol Dropship
« Reply #23 on: February 27, 2017, 07:22:51 PM »

Rapier Patrol Dropship (original: http://www.sarna.net/wiki/Rapier_(Patrol_Destroyer))

Code: [Select]
Class/Model/Name:  Rapier Patrol Ship
Tech:              Inner Sphere
Vessel Type:       Retrotech (2180) Spheroid Dropship

Mass:              8,500 tons
Safe Thrust:       3
Maximum Thrust:    5
Armor Type:        Retrotech Standard
Armament:         
    2 Screen Launchers
         40 Screen Canisters
    24 Hyper-velocity Autocannon Class 5
    8 MML-9 with Artemis IV
------------------------------------------------------------------------------
Class/Model/Name:  Rapier Patrol Ship
Mass:              8,500 tons

Equipment:                                                            Mass
Drive & Control: Retrotech                                            3,099.00
Thrust:  Safe Thrust: 3
      Maximum Thrust: 5
Structural Integrity: 35                                              595.00
Total Heat Sinks:    112 Single                                       50.00
Fuel & Fuel Pumps:                                                    428.50
Cargo and Consumables:                                                1,000.00
Armor Type: Retrotech Standard (1331 total armor pts)                 126.00
                           Standard Scale Armor Pts
   Fore:                                368
   Right:                               368
   Left:                                368
   Aft:                                 367

Cargo:
   Bay 1:  MASH Unit w/10 Operating Theaters 5 doors                   12.50
   Bay 2:  Small Craft Bays (4) 2 Doors                                800.00
   Bay 3:  Cargo (1,000 tons) 1 Door                                   1,000.00
Crew and Passengers:
     67 Officers, Crew, and Bay Personnel-Steerage Quarters            335.00
     204 Passengers-Steerage Quarters                                  1,020.00

Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat   Mass
------------------------------------------------------------------------------
1 Screen Launcher          Nose       15     --     --     --   10     40.00
1 Screen Launcher          Nose       15     --     --     --   10     40.00
4 MML-9 w/Artemis IV       Nose       56     28     28     --   20     28.00
4 HVAC-5                   FR/L       20     20     20     20   12     96.00
4 HVAC-5                   FR/L       20     20     20     20   12     96.00
2 HVAC-5                   FR/L       10     10     10     10   6      48.00
2 MML-9 w/Artemis IV       FR/L       28     14     14     --   10     28.00
2 HVAC-5                   AR/L       10     10     10     10   6      48.00
------------------------------------------------------------------------------

Ammo
HVAC-5 1080 Rounds                                                     72.00
MML-9 LRM 1040 Salvos                                                  80.00
MML-9 SRM 440 Salvos                                                   40.00
40 Screen Canisters                                                    400.00
------------------------------------------------------------------------------

Other Equipment
------------------------------------------------------------------------------
Field Kitchen                                                          3.00


With the Wakamiya MRD put into action, House Davion became much more interested in the work of Project Yamato. The First Prince personally requested the services of the Yamato engineers to work on a concept for the Rapier patrol destroyers employed by the AFFS.

The requirements for the new vessel was to be an in-system ship, and as easy to build as possible. This was to allow systems to build their own on-site, which would provide many jobs at the local level across the Federated Suns, and allow systems to actively contribute to their own defense.

The original design was a heavily Armed Gunship as well as a patrol vessel. This new one would attempt to maintain the attack capability of the original, while drawing a greater focus on patrol. Specifically, the ship should be able to be a fast responder across a system, for disaster relief.

With these guidelines the Yamato Engineers began work. Delving back into the Universal Export's records, the design team found technical specifications for ancient shipbuilding techniques, and built the hull to a 2180 standard. Shipbuilding had advanced a great deal since 2180, and the old techniques were comparatively simple. The engine, structure, and armor shells of the ship would be able to be built damn near anywhere, including someones (very big) back yard.

The new design stripped the infantry contingent of the original, and added even further quarters, allowing the ship to evacuate over 200 people easily, and even more using cargo space. Of course, these quarters could also be filled with marines, enabling the ship to be outfitted as desired, for either enforcement, or disaster relief work.

To further it's ability to support disaster relief, or even combat recovery, the design had 10 surgical facilities, and 4 small craft, allowing it to meet the needs of a disaster, and respond to multiple areas of a dangerous zone simultaneously. If outfitted for enforcement duties, these small craft instead fulfill an escort or battletaxi role.

The armament was the only part of the ship that would have to be imported to a planet that was building one of these on their own. To ease this possible problem, the armament was altered to a smaller number of different types of weapons. The long range lasers were replaced by twin Hyper Velocity Autocannons allowing the ship to maintain it's ranged capabilities and damage potential, while reducing the cost of the weapons. The missiles and torpedoes were replaced by the advanced Multiple-Missile Launchers, allowing the ship to either diversify it's ammunition for a variety of situations, or allowing it to fire whatever missiles the militia had available. The Arrow IV systems were removed and replaced by Screen Launchers, which allow the ship some very nice defensive options, while also giving it one of the few area attack weapons available in black water actions, even though it is relatively short range.

Once the designs were completed, the deal the Federated Suns wanted was to purchase the blueprints themselves, for distribution. With the plans for any world in the Federated Suns to build them, Universal Exports saw an opportunity it couldn't pass up. They made a counter offer to build the production site on any planet that wanted one, and hire from the local population to man the facility. This would allow UE to have build more facilities across the nation, and sell products locally without having to import nearly as much, and was actually their preferred business model. It would benefit the Federated Suns by allowing many more planets to jump-start production of the Rapiers, than would have been available. The First Prince accepted the deal and work began.

In practice, the Rapier fills several roles, and as long as it maintains a non-combat posture, it is often ignored in battle. When engaged it will fight viciously, but during large engagements it is often seen recovering lifeboats, or rendering aid to the crews of stricken ships before it is too late.

On the ground is another story. It will often land, grab passengers, relocate them, and come back. All the while rendering medical assistance with it's surgical facilities.

Attacking one on the ground is a daunting prospect. With the majority of it's weapons located on it's sides, the ship can bring most of it's fire to bear against an enemy while it is landed, and between range and damage potential, it can do a great deal of harm before it is disabled. The unique feature of the HVACs add another element to it's defense as well, since the smoke exhaust of the weapons will swiftly shroud the DropShips in a cloud of smoke, making it more difficult to attack than most DropShips, whether landed or airborne.

So far the systems that have been interested in the design are ones with colonies on multiple planets, large aerospace presences, and a few that have numerous cities across the one inhabited planet. Rural planets with only one city, no matter how large, have shown little interest, since they wouldn't be able to use this class to it's full advantage.

Even the AFFS has ordered a few, giving more business to the local yards across the territory. Due to the primitive construction standards however, the AFFS must upgrade their orders with K-F booms in order to transport them. Universal Exports is also happy to sell those as well, however they are unable to build them at the local level, so the AFFS charges for import taxes on them.
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Cryhavok101

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Jormungand Pocket Warship
« Reply #24 on: March 02, 2017, 10:18:17 PM »

Jormungand Pocket Warship

Code: [Select]
Class/Model/Name:  Jormungand
Tech:              Inner Sphere
Vessel Type:       Military Spheroid Dropship

Mass:              100,000 tons
Safe Thrust:       6
Maximum Thrust:    9
Armor Type:        Heavy Ferro-Aluminum
Armament:         
    24 Light Sub-Capital Cannons
    48 Sub-Capital Laser Class-1
    18 Screen Launchers
    36 Space Mine Dispensers
    100 Extended Long Range Missiles
    ------------------------------------------------------------------------------
Class/Model/Name:  Jormungand
Mass:              100,000 tons

Equipment:                                                            Mass
Drive & Control:                                                      39,250.00
Thrust:  Safe Thrust: 6
      Maximum Thrust: 9
Structural Integrity: 150                                             30,000.00
Total Heat Sinks:    1440 (2880) Double                               926.00
Fuel & Fuel Pumps:                                                    510.00
Cargo and Consumables:                                                170.00
Fire Control:                                                         4,332.00
Armor Type: Heavy Ferro-Aluminum (4018 total armor pts)               540.00
                           Standard Scale Armor Pts
   Fore:                                 1156
   Right:                                1154
   Left:                                 1154
   Aft:                                  1154

Cargo:
   Bay 1:  Small Craft Bay 1 Door                                      200.00
   Bay 2:  Small Craft Bay 1 Door                                      200.00
   Bay 3:  Cargo (170 tons) 1 Door                                     290.00
Crew and Passengers:
     130 Officers, and Crew-Steerage Class Quarters                    650.00

Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat   Mass
------------------------------------------------------------------------------
4 Light SCC                Nose       8      8      8      -    48     800.00
4 SCL-1                    Nose       4      4      4      -    96     600.00
4 SCL-1                    Nose       4      4      4      -    96     600.00
Screen Launcher            Nose       15     -      -      -    10     40.00
Screen Launcher            Nose       15     -      -      -    10     40.00
Screen Launcher            Nose       15     -      -      -    10     40.00
10 AMS                     Nose       30     -      -      -    10     5.00
4 Light SCC                FR/L       8      8      8      -    48     1,600.00
4 SCL-1                    FR/L       4      4      4      -    96     1,200.00
4 SCL-1                    FR/L       4      4      4      -    96     1,200.00
Screen Launcher            FR/L       15     -      -      -    10     80.00
Screen Launcher            FR/L       15     -      -      -    10     80.00
Screen Launcher            FR/L       15     -      -      -    10     80.00
50 Extended LRM-20         FR/L       600    600    600    600  600    1,800.00
10 AMS                     FR/L       30     -      -      -    10     10.00
4 Light SCC                AR/L       8      8      8      -    48     1,600.00
4 SCL-1                    AR/L       4      4      4      -    96     1,200.00
4 SCL-1                    AR/L       4      4      4      -    96     1,200.00
Screen Launcher            AR/L       15     -      -      -    10     80.00
Screen Launcher            AR/L       15     -      -      -    10     80.00
Screen Launcher            AR/L       15     -      -      -    10     80.00
12 Space Mine Dispensers   AR/L       -      -      -      -    -      240.00
10 AMS                     AR/L       30     -      -      -    10     10.00
4 Light SCC                Aft        8      8      8      -    48     800.00
4 SCL-1                    Aft        4      4      4      -    96     600.00
4 SCL-1                    Aft        4      4      4      -    96     600.00
Screen Launcher            Aft        15     -      -      -    10     40.00
Screen Launcher            Aft        15     -      -      -    10     40.00
Screen Launcher            Aft        15     -      -      -    10     40.00
12 Space Mine Dispensers   Aft        -      -      -      -    -      120.00
10 AMS                     Aft        30     -      -      -    10     5.00
------------------------------------------------------------------------------

Ammo
Light SCC 240 Rounds                                                   120.00
Screen Launcher 180 Canisters                                          1,800.00
Space Mines 72 Mine Fields                                             --
Extended Long Range Missiles 1200 Salvos                               300.00
------------------------------------------------------------------------------

Other Equipment
------------------------------------------------------------------------------
Naval C3                                                               5,332.00


With the success of the Luftenburg DropShips, and the popularity of the Meabh Dropships among the nobility, and the work done in the other succession states, the Project Yamato engineers petitioned for, and finally won, the rights to build a Jormungand DropShip.

The concept for the new ship would be a pocket warship, built, in this case, to protect shipping. A convoy escort, possibly even designed to replace the Fox Corvettes.

Like a few other P.Y. designs, the new Jormungand would be rebuilt from the ground up, instead of using existing hulls and being reinforced and upgraded. The specifications the admiralty were asking for the design quickly drove it above the original's size and ended up putting it into the same size category as the mighty Castrums of the Republic.

The admiralty wanted the turrets of the original ships to form the primary armament of the ship, however they needed to be scaled up to sub-capital size in order to fill the roll of a pocket warship. One of the initial problems, due to the zero-g environment of space combat, was that the weapons lacked the coverage needed, and didn't perform as well as the blue navy turrets did in their own environment. In order to increase this coverage, the number of weapons were increased and spread out in areas around the ship ensuring full coverage. This also allowed the ship to engage numerous opponents from every direction, while in it's role of guardian of a convoy

The next part of the problem was that the weapons lacked the accuracy to be very effective at-range. The P.Y. engineers solved this problem by, much to the delight of the admiralty, installing even more weapons. With each bay incorporating multiple weapons, the ship would be able to fully utilize bracketing fire and AA lasers. To further enhance it's accuracy, the ship incorporated Naval C3 systems into it's fire control computers.

The Long Toms were stripped, as they were entirely unsuited to the ship's new roll, and in the area of bombardment, entirely outclassed by the sub-capital weapons already installed on the frame. Replacing them were a series of screen launchers. These weapons each launch a canister that explodes over a wide area, and makes targeting difficult. Like the Sub-capital bays, these were placed all over the ship, not only to protect itself, but it has enough to make targeting any of it's charges a difficult prospect as well. A powerful anti-missile grid was also installed on the ship, ensuring that missiles are not much of a threat.

The Original used missiles and torpedoes as long range attack options.  The Admiralty had recently acquired extended LRMs, and wanted this ship to utilize them in naval combat. The engineers placed 2000 LRM tubes across the fore quarters of the ship. Linked into 2 separate bays, if either locks onto a target, the result is as devastating as some of the heaviest Naval Autocannon weapon bays. It is enough to even overwhelm the most elaborate of antimissile arrays on any known vessel.

In the rear of the ship, where the original had SRM launchers, the P.Y. engineers placed larger launch posts and installed an array that would rapidly deploy space-borne minefields. Due to the nature of such deployments the ship would be able to 'sling' minefields at an enemy, and force them to either turn aside from their path, or deal with the damage such mines will deal. This system was actually designed to work in conjunction with the screen launchers. The Screens would be deployed to block line of sight, and the mine fields would get launched to block avenues of approach. The mines are as effective as a warning shot saying "stay away or you will suffer."

The vessel also looked at the originals' pair of light vehicles, and upgraded these to small craft bays. With a purpose in mind, the P.Y. team also purchased the rights to create a Silverfin escort to work in conjunction with the new Jormungands, and sent some of their team to get started on a small craft version of the traditional escort.

The engineers installed a massive drive on the ship, capably of 4.5 Gs of acceleration in brief sprints. This enables the ship to fly circles around slower ships like a Castrum. The ability to outmaneuver such dangerous ships is a major component in the Jormungand's ability to drive off attackers. The drive was also built to military standards, allowing better fuel efficiency at a cost of stricter construction requirements.

While the reinforcement and size increases left the ship nearly twice as big as the original, it also allowed considerably more armor, and an impressive array of weapons, that will serve to protect Lyran assets. Unfortunately all this power comes at a potentially disastrous cost. This ship has less than one percent of it's mass devoted to cargo, and most all of that is used up by consumables. In addition, the ammunition magazines feeding the ship's impressive weapons array are very limited, and often even a single engagement will leave the ship dangerously depleted. These two factors keep it on a perpetual defensive role, unless it is deployed with ships intended to resupply it often, something of a large opportunity cost, since the docking collars on any JumpShip are at a premium.

Despite this cost, the ship is well suited to convoy protection, especially with it's Silverfin escorts, and the Admiralty is pleased with the results. Even the forces around the Arc Royal territory has expressed interest in the design.

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Cryhavok101

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Silverfin Escort Small Craft
« Reply #25 on: March 02, 2017, 10:21:57 PM »

Code: [Select]
Class/Model/Name:  Silverfin
Tech:              Inner Sphere
Vessel Type:       Spheroid Small Craft

Mass:              200 tons
Safe Thrust:       8
Maximum Thrust:    12
Armor Type:        Heavy Ferro-Aluminum
Armament:         
    4 Long Range Missile Class-5s
------------------------------------------------------------------------------
Class/Model/Name:  Silverfin
Mass:              200 tons

Equipment:                                                            Mass
Drive & Control:                                                      105.50
Thrust:  Safe Thrust: 8
      Maximum Thrust: 12
Structural Integrity: 24                                              10.00
Total Heat Sinks: 10 (20) Double                                      0.00
Fuel & Fuel Pumps:                                                    5.50
Cargo and Consumables:                                                10.00
Armor Type:  Standard  (477 total armor pts)                          24.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                 150
   Right:                                150
   Left:                                 150
   Aft:                                  123

Cargo:                                                                 -
   Bay 1: Internal Bomb Bay (2 Tons) 1 Door                            2.00
   Bay 2: Cargo (0.50 tons) 1 Door                                     0.50
                                                                       
Crew and Passengers:
      3 Crew Quarters-Steerage                                         15.00

Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat   Mass
------------------------------------------------------------------------------
2 LRM-5                    Nose       6      6      6      -    4      4.00
2 LRM-5                    Nose       6      6      6      -    4      4.00
4 AMS                      FR/L       12     -      -      -    4      4.00
4 AMS                      AR/L       12     -      -      -    4      4.00

------------------------------------------------------------------------------
Ammo
LRM-5 48 Salvos                                                        2.00
AMS 192 Rounds                                                         16.00
------------------------------------------------------------------------------


Other Equipment
------------------------------------------------------------------------------
Angel ECM                                                              2.00

The original Silverfins came from a company on ancient Terra. In modern times, the Silverfin is seen throughout the inner sphere, an just about every water rich world. When approached, Windancer Maritime technologies was happy to allow the Project Yamato engineers rights to build as black-water version of the venerable design. In exchange, advertising for the new design would be required to bring attention not only to the small craft, but to the maritime company as well.

Happy to help out the company, and curious why they felt the need for such advertising, the P.Y. team accepted the deal, and got to work. Intended for a pair of these to work with the new Jormungand Pocket Warship in convoy defense duties, the P.Y. team's first action, after upgrading the hull for space and atmospheric flight, was to install a grid of 16 Antimissile Systems. This would allow the trio to extend defenses over a wider area of space.

The massive drive installed on the ship required further structural reinforcements, and the ship ended up being almost 5 times the size of the original Silverfins. However this came with the capability of pulling maneuvers at 6 Gs of acceleration. This in turn allows the ship to react quickly to new threats in a battle, and re-position itself rapidly.

The ship's armament comes in two  parts. The first is two small bays of LRMs. Not enough to seriously threaten very much, the missiles fire in staggered waves calculated to disrupt enemy point defense systems. This helps to let more dangerous missiles penetrate the enemies defenses.

That brings us to the second part of the ship's offensive capability. A small internal bomb bay allows the ship to carry a single Anti-ship missile, which is often an electronic warfare variant. This can allow the Silverfins to cripple an enemy enough to ensure the Jormungand it is working with is able to over power the target
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Cryhavok101

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Andrysha Bombardment Ship
« Reply #26 on: March 05, 2017, 12:15:29 AM »

Code: [Select]
Class/Model/Name:  Andrysha
Tech:              Inner Sphere
Vessel Type:       Civilian Spheroid Dropship

Mass:              8,500 tons
Safe Thrust:       5
Maximum Thrust:    8
Armor Type:        Heavy Ferro-Aluminum
Armament:         
    14 Plasma Rifles
    24 Hyper-Velocity Autocannon-10s
    4 Long Tom Artillery Cannons
    4 Arrow IVs
    80 Rocket Launcher class 10s
------------------------------------------------------------------------------
Class/Model/Name:  Lysander
Mass:              8,500 tons

Equipment:                                                            Mass
Drive & Control:                                                      2,826.75
Thrust:  Safe Thrust: 5
      Maximum Thrust: 8
Structural Integrity: 35                                              2,236.00
Total Heat Sinks:    220 (440) Double                                 154.00
Fuel & Fuel Pumps:                                                    204.00
Cargo and Consumables:                                                2,037.25
Fire Control                                                          105.00
Armor Type: Heavy Ferro-Aluminum (2500 total armor pts)               126.00
                           Standard Scale Armor Pts
   Fore:                                660
   Right:                               660
   Left:                                660
   Aft:                                 660

Cargo:
   Bay 1:  Light Vehicle Bays (6) 1 door                               300.00
   Bay 2:  Internal Bomb Bay 1 Door (FR)                               200.00
           Battle Armor Bay (6 Suits)                                  6.00
   Bay 3:  Internal Bomb Bay 1 Door (FL)                               200.00
           Battle Armor Bay (6 Suits)                                  6.00
   Bay 4:  Internal Bomb Bay 1 Door (AR)                               200.00
           Battle Armor Bay (6 Suits)                                  6.00
   Bay 5:  Internal Bomb Bay 1 Door (AL)                               200.00
           Battle Armor Bay (6 Suits)                                  6.00
   Bay 6:  Internal Bomb Bay 1 Door (Aft)                              200.00
           Battle Armor Bay (6 Suits)                                  6.00
   Bay 7:  Cargo (1,037.25 tons) 1 Door                                1,037.25

Crew and Passengers:
     192 Officers, Crew, and Bay Personel-162 2st Class Quarters       1,134.00
     

Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat   Mass
------------------------------------------------------------------------------
4 Plasma Rifles            Nose       40*    40*    --     --   40     24
4 Arrow IV                 Nose       **     **     **     **   40     60
20*2 RL-10                 Nose       12     12     --     --   6      20
4 Plasma Rifles            FR/L       40*    40*    --     --   40     48
2 Long Tom Cannons         FR/L       40     40     40     --   40     60
3 HVAC-10                  FR/L       30     30     30     --   21     42
3 HVAC-10                  FR/L       30     30     30     --   21     42
20*1 RL-10                 FR/L       12     12     --     --   6      10
3 HVAC-10                  AR/L       30     30     30     --   21     42
3 HVAC-10                  AR/L       30     30     30     --   21     42
2 Plasma Rifles            Aft        20*    20*    --     --   20     12
------------------------------------------------------------------------------

Ammo
Plasma Rifle 1400 Rounds                                               140.00
HVAC-10 1344 Rounds                                                    168.00
Arrow IV 300 Rounds                                                    60.00
Long Tom Artillery Cannon 300 Rounds                                   60.00
------------------------------------------------------------------------------

The Capellan Confederation seems like it is in a perpetual state of recovering from one thing or another. After the Jihad was no different. Between it's protests over the formation of the Republic, and subsequent conflict, the Confederation had withdrawn support from the re-hauling of it's captured Rapier Patrol Destroyers, and they had sat languishing ever since.

Wishing to show a new sense of national pride, and with the Project Yamato ships being seen in every other succession state, the Confederation decided to approach the Project Engineers, and see if they would be interested in re-building the Rapiers as an Air Defense partner to the Andryusha Bombardment Frigates they already had.

Never ones to turn down a new project, the engineers agreed, though they were under constraints to use only Capellan made systems. Not seeing a problem with this, they agreed, intending to build local plants for anything the confederation didn't already provide.

To start, like all the other Yamato designs, the turret mechanisms were unsuited for the stresses of aerospace combat, and were removed from the design entirely. They made up for the necessity of weapons fire arc coverage, by placing weapon mounts in all the arcs that were covered by the turrets previously.

In an effort to use Iconic Capellan tech, the particle projection cannons were stripped from the design and replaced by plasma weapons, which not only hit just as hard, but can cause heat spikes that shut a target down, allowing the weapons to swiftly end an opposing aerospace fighter by causing any that survive to crash and burn.

Since Long Toms weren't suited to aerospace combat, they were replaced by side mounted Long Tom Artillery cannons, a technology the Capellans had learned how to build from Lyran salvage. In the nose however, the long toms were replaced by quad Arrow IVs, which were re-introduced by the Capellans all those years ago. This allows the vessel to take up bombardment duties even while landed, and allows it to engage high flying targets with flak even while landed.

Notable for their "Six Barrel Broadsides" the engineers decided to place additional weapons in each of the side quarters, giving the ship the same feel. The weapons chosen were the relatively new Hyper Velocity Autocannons, and the engineers decided to use a large caliber version, in order to present a more dangerous threat to enemies intruding in it's skies. This gives the ship the ability to shroud itself in smoke and become that much more difficult for enemies to target.

In the interest of not only providing Air Support for it's water-bound cousins, the engineers designed this vessel too be capable of aerial bombardment as well. Five separate Internal Bomb Bays allow the ship to either engage ground targets with a wide array of ordnance, or deploy anti-air ordnance against enemy craft. Though these bays do present major weak points in the design, they also can be utterly devastating when used at the right moment. They are weak points however, and the crew operating them get exposed to enemy fire during the attack runs they are open for. For this reason the engineers installed Battle Armor Cubicles in each of these bays. Each bay is then operated by specially trained battle armored warriors, who can, if need be, also deploy themselves out of the bay doors, though that generally means the ship won't deploy any more ordnance from those bays.

The engineers were slated to strip all of the missile and torpedo tubes from the design when on of the engineers presented plans for a weapon system he had been working on, inspired by the Capellan's allies, the Taurian's rocket launchers. Each missile tube in the hull of the ship would be used to deploy a stream of unguided rockets. The plans called for the rockets to be launched from a canister that let them all fire at once, though in a single line. Those the vagaries of the atmosphere would ensure these unguided rockets would be no more accurate than usual, it would allow the ship to be set up with an absolutely brutal alpha strike, or to piecemeal the rockets out in smaller groups. The mechanisms would expand much further into the hull than the original launchers did, but in the end the team decided to implement the plans as a test-bed for the system. One major benefit of the system is that the ship's crew could replace the canisters with a few minute's work, restoring the one shot weapons from the ship's cargo after a lull in combat. When tested, the system did have one major flaw, in that the massive heat spike from firing that many rockets was difficult for the ship's systems to handle, and if it was engaging targets from all sides, it wouldn't be able to fire more than 4 canisters.

The other major problem with the ship is it's low fuel reserves, compared to other ships. With only 200 tons of fuel, the ship doesn't have the staying power for extended space operations, and is far better suited to Aerial defense. This is reinforced by the design team's controversial decision to keep the VTOL bays of the original design. It generally deploys these for the same reason as the original: spotters. Though they do can also provide some aid in defending the ship as well, in the lower atmosphere anyway.

Despite this, when the ship was completed and undergoing trials in preparation for deployment, the CCAF was so impressed with this new "Bombardment" ship, they ordered the existing Andryusha's to be rebuilt as these dropships as well, and they gave permission for plants to be built to put the ship under full production.
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Cryhavok101

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Kaleen Bay Liquid Transport Dropship
« Reply #27 on: March 08, 2017, 07:40:34 PM »

Kaleen Bay Liquid Transport Dropship
Code: [Select]
Class/Model/Name:  Kaleen Bay
Tech:              Inner Sphere
Vessel Type:       Civilian Spheroid Dropship

Mass:              30,000 tons
Safe Thrust:       5
Maximum Thrust:    8
Armor Type:        Standard
Armament:         
    2 Laser Anti-Missile Systems
------------------------------------------------------------------------------
Class/Model/Name:  Kaleen Bay
Mass:              30,000 tons

Equipment:                                                            Mass
Drive:                                                                9,750.00
Controls:                                                             225.00
Thrust:  Safe Thrust: 5
      Maximum Thrust: 8
Structural Integrity: 45                                              2,700.00
Total Heat Sinks:    124 Single                                       0.00
Fuel & Fuel Pumps:                                                    2,040.00
Cargo and Consumables:                                                11,377.50
Fire Control                                                          0.00
Armor Type: Standard (1944 total armor pts)                           162.00
                           Standard Scale Armor Pts
   Fore:                                531
   Right:                               531
   Left:                                531
   Aft:                                 531

Cargo:
   Bay 1:  4 Super Heavy Vehicle Bays                                  800.00
           16 55-ton Infantry Compartments                             880.00
           4 Liquid Cargo (2,500 tons)                                 10,989.00
           Doors 4

Crew and Passengers:
     9 Officers and Crew-2nd Class Quarters                            63.00
     224 Infantry-2nd Class Quarters Quarters                          1,568.00
     60 Vehicle Support and Crews-2nd Class Quarters                   420.00
     55 Life Boats                                                     385.00

Weapons and Equipment                             Location
------------------------------------------------------------------------------
2 Laser AMS                                       Aft                  3.00
Communications Equipment (15 tons)                                     10.00

Clan Sea Fox merchants approached the Project Yamato engineers with a proposal to fund converting the Kaleen Bay tanker into a dropship fit not only to transport mass quantities of liquid, but also to transport Blue Water assets. from one planet to another.

After several years these plans were finalized into what you see above. In addition to that, there were several civilian models as well, which use the infantry compartments as either additional cargo capacity, or convert it to recreational use. One very popular model turns the inside of the transport into a space-borne seaside resort, including zero-g swimming.

The Sea Fox specifically wanted rights to sell all models of this, however proposed a joint manufacturing process. With The Sea Fox clan having some idea of what Universal Exports really is, they wanted to build a close relationship with the conglomerate, and saw this as a way to further that plan. The Project Yamato Engineers were hesitant to accept this deal, but word came down from the top to accept. For it's part, Universal Exports saw the potential in having a Clan Ally, and had none of the emotional baggage that might hinder others in the Inner Sphere from working with a clan so closely.

The Blue Water transport variant, the one Clan Sea Fox sells not only to both the AFFS and CCAF, but has begun using extensively itself, employs a single massive bay in the aft quarters of the ship, designed to hold a huge amount of liquid cargo, it is also able to accommodate a displacement hull within that liquid, reducing the amount of liquid to make up for the mass. It also carries 4 super heavy vehicle bays, often housing smaller combat blue water vessels.

The most unique feature however is the 16 massive infantry bays that feed directly into the liquid storage (they can be sealed off if it is not water in the main storage area though). People wonder why a design would incorporate such massive accommodations for infantry, which usually take up minimal space. Once visitors actually tour the dropship though, it quickly becomes apparent, that these are very special infantry. The infantry these bays are designed for include a total of 112 combat trained Orcas, which the soldiers take into battle with them. These Orcas will deploy in defense of the dropship, or as escorts for the blue water craft it launches. This also allows the ship to reinforce an underwater position being attacked by enemy infantry.

In addition to those features, the new design also incorporates a massive engine, much power powerful that the one that propelled the old Kaleen Bay's through the oceans. In this case it is designed to allow greater maneuverability in the atmosphere.
« Last Edit: March 08, 2017, 07:41:20 PM by Cryhavok101 »
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Cryhavok101

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Orca Infantry
« Reply #28 on: March 08, 2017, 07:43:37 PM »

Orca Infantry
Type: Orca
Weight: 55 Tons
BV: 189
Cost: 5,548,300.13 C-bills 

Movement: 5 Sub
Troopers: 14 Troopers 7 Squads of 2
Beasts: 7 Orcas
Armor: SCUBA Gear
Divisor: 2

Primary Weapon: Sonic Stunner
Secondary Weapon: Support Pulse Laser (Semi-Portable)
Damage per trooper: 1-2=1, 3-4=2, 5-6=3, 7=4, 8-9=5, 10-11=6, 12-13=7, 14=8
Base Range: 2
Bonus Melee Damage: 2d6 (1)

Combat Engineer Training
SCUBA

These are the squads carried by the Kaleen Bay dropships.
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Cryhavok101

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Skyhourse Q Ship
« Reply #29 on: March 11, 2017, 05:16:48 PM »

Skyhorse Q Ship

Code: [Select]
Class/Model/Name:  Skyhorse
Tech:              Clan
Vessel Type:       Military Aerodyne Dropship

Mass:              450 tons
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Clan Ferro-Aluminum
Armament:         
    2 Space Mine Dispensers
    ------------------------------------------------------------------------------
Class/Model/Name:  Skyhorse
Mass:              450 tons

Equipment:                                                            Mass
Drive:                                                                110
Control:                                                              3.375
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
Structural Integrity: 50                                              112.50
Total Heat Sinks:    13 Single                                        0.00
Fuel & Fuel Pumps:                                                    20.40
Cargo and Consumables:                                                12.23
Fire Control:                                                         0.00
Armor Type: Clan Ferro-Aluminum (4018 total armor pts)                120.00
                           Standard Scale Armor Pts
   Fore:                                 770
   Right:                                770
   Left:                                 770
   Aft:                                  770

Cargo:
   Bay 1:  Cargo (12.23 tons) 1 Door                                   12.23
   Bay 2:  Infantry Compartment (12 tons)                              12.00
Crew and Passengers:
     5 Officers, and Crew-Steerage Class Quarters                      25.00

Equipment                                                              Mass
------------------------------------------------------------------------------
2 Space Mine Dispenser                                                 20.00
Space Minefields (20)                                                  10.00
Naval C3                                                                4.50
------------------------------------------------------------------------------



The Skyhorse, Project Yamato's update of the seahorse cargo submarine, comes in 2 versions. The first and most common version, a simple cargo ship that replaces the mines, C3, infantry, and 100 tons of armor with 158.73 tons of cargo space. While marginally useful, the real purpose of this version of the design, is to allow the existence of the version presented above.

Design as something of a Q-ship, it enables Naval C3 networks by closing with an enemy warship. Most often it is sending transmissions indicating it is trying to escape the ship it is in the network with, and get 'under the protection' of the target. This doesn't always work, so at other times it is simply relying on it's small size to weather any capital fire, and it 120 tons of clan ferro alluminum armor to get by long enough for others to deal with the opposition.

It has two offensive options. The first is to work as a battletaxi, delivering up to 12 tons of conventional marines or battle armor to the target. After delivery, if the target is a large enough aerospace unit, the Skyhorse will stay close to it's hull continuing to act as a C3 spotter.

Often it employs it's second offensive option after it has delivered it's living payload. This is to deploy minefields. If it can't for any reason hug the target, it will move to deploy minefields, working to control the target's movement, and trap it, preventing escape.

Surprisingly, due to it's shape, the Skyhorse is an aerodyne dropship, and functions perfectly well in an atmosphere, unlike spheroids. This has allowed one other use for the small ship, that has been a reason some commanders have willingly given the undersized ship a place on their docking rings. As a 'spotter' for orbital bombardment. By feeding the firing ship targetting data from within the atmosphere, near the ground, the accuracy of an orbital bombardment is often much greater.

Unfortunately, the greatest drawback of the Skyhorse is that it was built with entirely clan technology, other than the C3 system. While that is easily within Universal Export's capabilities, and by extension, Project Yamato's, the expense of building it, and maintaining it, is greater than most military bean counters wish to expend. For this reason it is, and likely always will be a rare site in the stars. The cargo version is much, much more common. This of course works in the Skyhorse's favor, because few are familliar with the more dangerous twin.
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