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James Black
Posts: 45
Joined: Wed Jul 06, 2016 4:04 am
affiliations: CO BWR

Behemolisher

Postby James Black » Sat Apr 14, 2018 5:29 am

King Marcus Collins squinted down on the kneeling row of prisoners in front of him. While many of the faces he did not, or indeed care not, to know, the grizzled old man was try trying to come to terms with seeing two of his own officers among the half dozen of men.

"All this because the Nibo Armed Forces paid you less than those corporate bandits from Quikscell Company?" The King finally wheezed. Silence greeted him.

Overview:
With the Kingdom's slow but steady rejection of Quikscell military equipment, its subsidiary in the Kingdom - Nibo QS Ltd, hatched an insidious plan. They would covertly hire and arm bandits, as well as assorted mercenary bands with war machines and encourage them to raid and attack the Kingdom. They surmised that with the relative lack of experience and what they felt was Periphery produced pooh-dunk equipment, the NAR would not be able to withstand these attacks. Nibo QS Ltd would than step in, offer their superior combat equipment to the NAR, and than pay their hired guns to lost and retreat, thereby swinging things back in their favour. They would also supply other machines that were commonly available throughout the Inner Sphere so as not to draw suspicions of their involvement with the attacks. (Unofficially, even Quikscell knew that their own machines would be no match for the generally superior machines produced by by basically EVERYONE else. Not only would combat machines produced by more reputable companies like Aldis Industries and Scarborough Ltd hide Quikscell's involvement, they would also provide the raiders with higher quality and efficiency). However, the several raids only prompted the Kingdom to expand their units by buying MORE of their own products. Faced with a mounting payroll without positive input, Nibo QS Ltd ordered the pirates to come together into a massive horde and invaded the Deep Periphery nation.

The initial attack caught the Kingdom completely by surprise (due to Nibo QS Ltd's arrangement for the invasion fleet to jump into the system when watch officers on their payroll were on duty). The single flight of six Sword heavy fighters fought valiantly against the massive fleet of DropShips and escorting fighters while radioing back to base. Even though all six were destroyed, they managed taken out ten pirate fighters and one of their Gazelle Class DropShips. Unfortunately, the radio messages they sent were received by hands (or more accurately, ears) that were oiled by Nibo QS Ltd.

The invasion fleet of a battalion of 'Mechs and over two regiments of combat vehicles landed mere miles from the Nibo Capital.

The 2nd Nibo Armored Regiment (NAR) that consisted mostly of fast and light vehicles were the first to engage the pirates. As per their assigned role, they tried to slow the invaders down while sending warning to the rest of the Kingdom and buying time for the other NARs to mobilize their units. Against the full might of the invaders, they stood no chance at all.

As the invaders neared the Capital, they came under bombardment from the LRM carriers and other pieces of artillery equipment belonging to the 4th NAR. Pushing themselves forwards, the pirates rapidly closed the distance and engaged the Nibo Armed Forces within the urban jungle that was Nibo City.

It was within these close quarters that the Behemolisher made its first appearance.

Capabilities:
The Behemolisher was modelled after the two most classic of heavy assault tanks - the Behemoth and Demolisher. Using the heaviest chassis available, the designers decided to follow the design philosophy of their role models by supplying the tank with a pair of heavy hitting weapons - Gauss Rifles. Supplied with 16 rounds each, these main guns were deemed to be sufficiently supplied for a typical engagement. CASE provided the last line of protection to the crew in the case of ammunition explosion.

Based on the Behemoth, the Behemolisher MK I spotted a pair of heavy SRM 6 launchers mounted in the turret next to the main guns. Paired extended range medium lasers provided addition close to medium range firepower while a pair of anti-missile systems further protect the already impressively armoured tank - 19.5 tons of ferro-fibrous armour. The fact that all its weapons were mounted on the turret somewhat negated the ponderous speed of the tank as it would be able to deal with enemies approaching from all directions. The all encompassing range of its weapons mix also allowed the Behemolisher MK I to hit any opponent from the longest range to within spitting distance.

The other machine took a radically different approach. Rather than mounting a series of supporting weapons to the main guns, a massive LB-20X canon made up its "secondary" weaponry. With 3 tons of ammunition, the crew can switch between normal and cluster shells, making the Behemolisher Mk II deadly to 'Mechs, vehicles, infantry, Battle Armour and even unwary aircraft. Indeed, during the fight against the Quikscell funded invaders, one of the MK II was credited with using its LB-20X cluster rounds to take down a Centurion aerospace fighter. A single anti-missile system provided limited protection to the MK II, which was lesser armoured than its MK I brethren, although 13.5 tons of ferro-fibrous armour was still considerable, especially compared to theDemolisher.

All these for the amazingly low price of 6.5 million a piece - a very attractive point when compared to the latest generation of assault tanks costing between 10 to 20 million each.

Battle History:
A lance each of the prototype MK I and II were mobilized in the defence against the raiders. From the borders of the City, they dealt out massive amounts of devastation against targets at long rage using their Gauss Rifles. When the enemy closed in on their positions, they sped (actually, they CRAWLED) back deeper into the city, and ambushed the invaders' tanks and 'Mechs with their devastating short range firepower.

When the invaders were finally thrown back, the 8 tanks had accounted for 9 BattleMech and over twenty vehicle kills, for the loss of a MK I that suffered ammunition explosion. However, it was restored and was ready for action again within two weeks as its CASE had protected it from total destruction.

With the call from the Capellan for submitted assault tank designs, the Kingdom of Nibo were not only able to submit plans and schematics, they were able to provide actual combat footage of the two Behemolisher designs.

Variants:
In their submission to the Capellan tender, the designers further submitted plans (but not actual machines) for a pair each of the MK I and II powered by an extralight fusion. This increased the speed of both models by 50% (from 2/3 to 3/5) at the cost of 1.5 tons of armour, as well as a tripling of price to over 19 million C-bills a piece. (The main reason why they couldn't build these unless orders were confirmed)

Another 2 designs also called for XL engines, but retained the slow speed of the original MK I and II. The MK I would swap out the pair of SRM 6 launchers to be replaced by triple Streak SRM 6 launchers, supplied by 10 reloads each. A reduced by still massive 16 tons of FF armour remained. The MK II simply added an additional AMS with a total of 3 tons of ammo, a pair of SRM 2s in the turret and a single SRM 2 in each flank of the tank. 14 tons of FF armour protects this variant.

The designers reasoned that the Confederation might simply sell standard fusion engine machines to their Canopus allies, while keeping the XL fusion powered variants that cost between 13 to 19 million apiece for themselves.



BattleTech Vehicle Technical Readout
VALIDATED

Type/Model: Behemolisher I
Tech: Inner Sphere / 3062
Config: Tracked Vehicle
Rules: Level 2, Custom design

Mass: 100 tons
Power Plant: 200 Nissan Fusion
Cruise Speed: 21.6 km/h
Maximum Speed: 32.4 km/h
Armor Type: Hellespont Lite w. CASE Ferro-Fibrous (CC), NHI Ferro-Fibrous w. CASE (KoN)
Armament:
2 MilDouglas "Emperor Bones" Series Gauss Rifles
2 MilDouglas "Duke" SRM 6s
2 Yori Flyswatter Anti-Missile Systems
2 Diverse Optics Type ER Medium Lasers
Manufacturer: Ceres Metals Industries (CC), Nibo Heavy Industries (KoN)
Location: Menke (CC), Nibo IV (KoN)
Communications System: Ceres MaserCom 12
Targeting & Tracking System: Ceres/Maladev 3

--------------------------------------------------------
Type/Model: Behemolisher I
Mass: 100 tons

Equipment: Items Mass
Int. Struct.: 50 pts Standard 0 10.00
Engine: 200 Fusion 0 8.50
Shielding & Transmission Equipment: 0 4.50
Cruise MP: 2
Flank MP: 3
Heat Sinks: 10 Single 0 .00
Cockpit & Controls: 0 5.00
Crew: 7 Members 0 .00
Turret Equipment: 0 4.00
Armor Factor: 349 pts Ferro-Fibrous 2 19.50

Internal Armor
Structure Value
Front: 10 80
Left / Right Sides: 10 70/70
Rear: 10 51
Turret: 10 78

Weapons and Equipment Loc Heat Ammo Items Mass
--------------------------------------------------------
2 Gauss Rifles Turret 0 32 3 34.00
2 SRM 6s Turret 0 30 3 8.00
2 Anti-Missile Systems Turret 0 36 3 4.00
2 ER Medium Lasers Turret 10 2 2.00
1 C.A.S.E. Equipment Body 1 .50
--------------------------------------------------------
TOTALS: 10 14 100.00
Items & Tons Left: 11 .00

Calculated Factors:
Total Cost: 6,406,667 C-Bills
Battle Value: 1,220
Cost per BV: 5,251.37
Weapon Value: 1,805 / 1,805 (Ratio = 1.48 / 1.48)
Damage Factors: SRDmg = 47; MRDmg = 27; LRDmg = 14
BattleForce2: MP: 2T, Armor/Structure: 0 / 13
Damage PB/M/L: 6/6/3, Overheat: 0
Class: GA; Point Value: 12



BattleTech Vehicle Technical Readout
VALIDATED

Type/Model: Behemolisher II
Tech: Inner Sphere / 3062
Config: Tracked Vehicle
Rules: Level 2, Custom design

Mass: 100 tons
Power Plant: 200 Nissan Fusion
Cruise Speed: 21.6 km/h
Maximum Speed: 32.4 km/h
Armor Type: Hellespont Lite w. CASE Ferro-Fibrous (CC), NHI Ferro-Fibrous w. CASE (KoN)
Armament:
2 MilDouglas "Emperor Bones" Series Gauss Rifles
1 Kali Yama Big Bore 20-X Autocannon
1 Yori Flyswatter Anti-Missile System
Manufacturer: Ceres Metals Industries (CC), Nibo Heavy Industries (KoN)
Location: Menke (CC), Nibo IV (KoN)
Communications System: Ceres MaserCom 12
Targeting & Tracking System: Ceres/Maladev 3

--------------------------------------------------------
Type/Model: Behemolisher II
Mass: 100 tons

Equipment: Items Mass
Int. Struct.: 50 pts Standard 0 10.00
Engine: 200 Fusion 0 8.50
Shielding & Transmission Equipment: 0 4.50
Cruise MP: 2
Flank MP: 3
Heat Sinks: 10 Single 0 .00
Cockpit & Controls: 0 5.00
Crew: 7 Members 0 .00
Turret Equipment: 0 4.50
Armor Factor: 242 pts Ferro-Fibrous 2 13.50

Internal Armor
Structure Value
Front: 10 60
Left / Right Sides: 10 45/45
Rear: 10 30
Turret: 10 62

Weapons and Equipment Loc Heat Ammo Items Mass
--------------------------------------------------------
2 Gauss Rifles Turret 0 32 3 34.00
1 LB 20-X AC Turret 0 15 2 17.00
1 Anti-Missile System Turret 0 24 2 2.50
1 C.A.S.E. Equipment Body 1 .50
--------------------------------------------------------
TOTALS: 0 10 100.00
Items & Tons Left: 15 .00

Calculated Factors:
Total Cost: 6,539,667 C-Bills
Battle Value: 1,136
Cost per BV: 5,756.75
Weapon Value: 1,193 / 1,193 (Ratio = 1.05 / 1.05)
Damage Factors: SRDmg = 43; MRDmg = 28; LRDmg = 14
BattleForce2: MP: 2T, Armor/Structure: 0 / 10
Damage PB/M/L: 5/5/3, Overheat: 0
Class: GA; Point Value: 11




Quote
A masterpiece as usual Vampire. Congratulations!
Quote
I'm always impressed my good friend, you never cease to amaze me.
Quote
I like the 2nd one better. With a movement profile of 2/3, the 1st one is either going to be a "mobile" turret or city fighter. If the former, then the SRMs should be dropped for another ranged weapon, if the latter, then the GRs dropped for autocannons. The 2nd one, however, would make a great mobile turret.


Quote
Right folks, presented below are the fluff for the XLFE powered versions of the Behemolishers MK I-X and II-X respectively.

Overview:

"C'om! My grandmother can walk faster than this... and she's bed ridden!!!"

The tank commander looked at the man in annoyance. Pete had forgotten where the jack-ass came from, but what annoyed him was not so much his whining, but the fact that he actually agreed with the self suffering Inner Spheroid. The Behemolisher Mk I WAS indeed painfully slow moving. Even though both itself and the Mk II versions were armed with a pair long reaching gauss rifles, their crawling speed made them unable to partake in any sort of break-through operations and fast flowing combat scenario - combat doctrines the Nibo Armed Forces are noted for. The firepower and protection, augmented by anti-missile systems were undeniable, even though the thrice cursed Inner Spheroid had started to ramble about how much better other designs like the Ajax,Challenger X, Typhoon, Alacorn and Ontos were.

Before he could reply, a cloud of dust and the unmistakable rumbling came into view and earshot respective. The Nibo tank commander looked back with a frown. As the new comer came into view, he grinned. It was the latest reincarnation of theBehemolisher - a Mk II-X from the looks of the massive LB-20X autocannon riding side car to the pair of longer and sleeker gauss rifles in the turret.

The 100 ton tank easily caught up with his own, before the hatch opened and its own commander popped his head through.

"Another marketing demonstration?"

Pete nodded.

The other man gave a thumbs up before looking down at his driver. "Crank her up Joe, let's go already!"

With a roar of its engine, the Mk II quickly outpaced Pete's own vehicle before disappearing over the horizon.

His passenger looked at the distance, with tears in his eyes. "I want THAT!"

Pete looked at the man. "Its... er... considerably over your budget my friend."

As the Behemolisher Mk I (very) slowly made its way towards the still far away vehicle bay, Pete took great satisfaction as the man beside him broke down into loud, despairing and very unmanly sobbing. The day wasn't so bad after all, Pete thought to himself as he started whistling tunelessly to himself as the Behemolisher Mk I caught whatever wind its slow speed could in the Nibo grass plains.

------

After the costly (some say pyrrhic) victory over the Quikscell Company funded Prinz's Pride, the NAF decided to concentrate on quality over quantity. Before the results of the Capellan/Majestry of Canopus competition was announced, Nibo Heavy Industries already started purchasing XL fusion engines to power upgraded Behemolishers for the NAF, while the few produced MK I and IIs were used as training vehicles, or sold to less financially endowed parties.

It was said that one of the largest buyer of these low-tech Behemolishers were remnants of Prinz's Pride.

James Black
Posts: 45
Joined: Wed Jul 06, 2016 4:04 am
affiliations: CO BWR

Firestorm

Postby James Black » Sat Apr 14, 2018 5:39 am

Firestorm T11 Hover APC (Kōgi no arashi)

The Firestorm or "Kōgi no arashi" Hover APC is the result of the Draconis Combine experiment with the Modern Innovated Tactics Battalion, Razan's Ronins. During Tai-i Onishi Razan's first deployment to Chara, she stood by helplessly on the shore and watch several of her men die in a watery grave when a hover transport to a direct hit and sank to the bottom of the ocean.

Buda Imperial Vehicles is a combat vehicle producer in the Draconis Combine and decide to tackle this
project. In 2467 executives from Buda were on the Azami desert world of Dabih and witnessed one of
the dune races for which the locals were famous. The race impressed them enough that Buda negotiated with the government on Dabih to build a factory complex on the planet dedicated to producing a new version of the local Sand Devil hovercraft known as the Sabaku Kaze, or "Desert Wind". The Desert Wind proved hugely popular with both the Azami and the DCMS, and Buda was unable to keep up with demand for the vehicle throughout the Star League era and early Succession Wars. They have a second Buda Imperial Vehicles plant on Luthien.

So the Combine Mustard Soldiery set out to design an Hover APC that used a Floatation Hull to survive encounters with water. Thus the Firestorm was borne. The Floatation Hull allows the hovercraft to support amphibious operations as well as to sit in water with its engine off (previously, they sank if they lost engines over water). The Flotation Hull gives no in-water movement and no separate propulsion system; it just allows the vehicles to float. It has no weight modification, but does alter the cost.

APCs are not fighting vehicles, for their main function is to transport infantry squads from one battle to another. The backbone of any vehicular military unit, Armies have used armored personnel carriers (APCs) for centuries to transport troops to the front lines, which continues even in the era of battle armor, continuing their most mundane of roles. Armored Personnel Carriers are among the least complex and sturdiest vehicles available, produced in the thousands across human inhabited space.

The Firestorm T11 Infantry Transport excels at its role as a personnel carrier with a four ton troop bay. It can deliver its payload swiftly to the battlefield with a top speed of 130 km/h, though not as fast as some other transports can. It compensates for that with four tons of Vehicular Stealth armor that keep its human cargo safe from even the most damaging gun in the Inner Sphere arsenal.

The finest achievement in stealth systems developed by the original Star League, the Null Signature System was capable of shielding a combat vehicle from electronic detection. Unfortunately like many pieces of advanced technology, the system and the Vehicles that carried it became LosTech during the maelstrom of the early Succession Wars.

Discovering detailed information on the system in the archives of the reactivated Star League era Shengli Arms factory, while not yet able to produce a bolt for bolt, circuit for circuit replication, with typical Capellan ingenuity House Liao developed a stop-gap solution suitable for mass-production. Integrating the heat baffles and required components directly into specially designed armor plating, when linked with a Guardian ECM Suite Stealth Armor replicates the benefits (and disadvantages) of the Null Signature System. Though bulkier than the Null Signature System that inspired it, Stealth Armor is still less bulky than Ferro-Fibrous Armor.

By 3071, schematics for the armor had been stolen by the Federated Suns. By 3075, the armor was also being manufactured by the Draconis Combine, and possibly other powers as well.

Two years after introducing their BattleMech Stealth Armor, the Draconis Combine began experimenting with stealth armor for combat vehicles. In 3067 the armor reached the experimental stage.. By 3084 advances in armor production for the Inner Sphere would allow this class of Stealth armor to enter limited mass-production and would re-rated as Advanced Technology.

In order to utilize the stealth armor Buda Imperial had to equip the Firestorm with a Guardian ECM Suite. Designed to interfere with guided weaponry, targeting computers, and communication systems, the Guardian is typically used to shield allied units from such equipment by emitting a broad-band signal meant to confuse radar, infrared, ultraviolet, magscan and sonar sensors. Affected systems include Artemis IV, C3 and C3i Computer networks, and Narc Missile Beacons. A Guardian can jam a Beagle Active Probe (or its Clan equivalent), but the probe-equipped unit will be aware of the jamming. The Capellan Confederation expanded the utility of the Guardian even more with the introduction of Stealth Armor. Contemporary guided missiles such as standard LRM or Streak SRMs are not affected by the Guardian suite and will be able to achieve hard lock as normal.

Each of the three basic types of APCs has its own individual function on the battlefield. When compared to their Tracked or Wheeled counterparts, Hover APCs sacrifice armor protection for speed. While they are restricted to travel on flat open terrain such as deserts and snow plains, the Firestorm is the vehicle of choice for any commander who wants his units to respond rapidly and safely over water.

The Firestorm T11 mounts two RAMTech 1500Z Extended Range Medium Lasers, two Pontiac Ultralight 57mm Light Auto Cannons, and dual MML 3's in its turret for offensive armament. When anything comes to within range it had best be leery because the two ER medium lasers pack the punch of a PPC. The Extended-Range Medium Laser (ER Medium Laser) focuses a powerful beam of light on targets that causes damage by melting or shattering armor off of the target. As the name suggests, the Extended-Range variant of the Medium Laser improves the focusing system of the laser to project it to much farther ranges. The optics are less efficient, though, necessitating more input power for the same armor ablation and thus more waste heat in the weapon. The 1500Z model is produced on New Kyoto by RAMTech.

The Light Autocannon was prototyped in the late 3050s, and introduced in 3068 by the Federated Suns, but saw full-scale production only after the Word of Blake Jihad destroyed the New Avalon Institute of Science. The Light AC, as its name implies, is a smaller, lighter version of the Standard Autocannon. While it does not have the range of its larger cousin, it does retain the ability to use the same special munitions. The 57mm ordinance is at the upper end of the light category.

The T11's Multi-Missile Launcher is capable of firing both short-range missiles and long-range missiles - three at a time - including the versatility to fire any special munitions designed for them. Originally designed by members of the Battle Magic Mercenary unit in 3067, the MML helps simplify logistical needs of cash-strapped mercenaries, while simultaneously allowing them to take maximum advantage of special munitions. The Word of Blake put the technology to use after their assault of Outreach in 3067, though most Inner Sphere powers have since retro-engineered the technology. These Holly-3 Tube MML3's were manufactured by Holly Industries.

At the time of production Buda Imperial Vehicles produced two variants, the T14 MASH variant and the T20 Fire Support variant.
BattleTech Vehicle Technical Readout
* CUSTOM WEAPONS

Type/Model: Firestorm Hover APC (Kogi no arashi) T11
Tech: Inner Sphere / 3090
Config: Hovercraft
Rules: Level 3, Standard design

Mass: 50 tons
Power Plant: 165 VOX Fusion
Cruise Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Armor Type: Nimakachi Type 3 Vehicular Stealth
Armament:
2 RAMTech 1500Z ER Medium Lasers
2 Pontiac Ultralight Light AC/5s
1 Holly-3 Tube MML3 (LRM)*
1 Holly-3 Tube MML3 (SRM)*
1 Matabushi Guardian Guardian ECM
Manufacturer: Luthien Armor Works
Location: Luthien (Buda), Proserpina (Bulldog)
Communications System: Dalban Series K
Targeting & Tracking System: Dalban AQ

--------------------------------------------------------
Type/Model: Firestorm (Kogi no arashi) T11
Mass: 50 tons

Equipment: Items Mass
Int. Struct.: 25 pts Standard 0 5.00
Engine: 165 Fusion 0 6.67
Shielding & Transmission Equipment: 0 3.33
Cruise MP: 8
Flank MP: 12
Heat Sinks: 10 Single 0 .00
Cockpit & Controls: 0 2.50
Crew: 3 Members 0 .00
Lift Equipment: 0 5.00
Turret Equipment: 0 1.00
Armor Factor: 71 pts Vehicular Stealth 2 4.00

Internal Armor
Structure Value
Front: 5 19
Left / Right Sides: 5 14/14
Rear: 5 10
Turret: 5 14


Weapons and Equipment Loc Heat Ammo Items Mass
--------------------------------------------------------
1 ER Medium Laser Turret 5 1 1.00
1 ER Medium Laser Turret 5 1 1.00
1 Light AC/5 Turret 0 20 2 6.00
1 Light AC/5 Turret 0 1 5.00
1 MML3 (LRM)* Turret 0 40 2 2.50
1 MML3 (SRM)* Turret 0 33 2 2.50
1 Guardian ECM Rear 0 1 1.50
1 Troop Bay Body 1 4.00
1 Flotation Hull Body 0 .00
--------------------------------------------------------
TOTALS: 20 13 50.00
Items & Tons Left: 2 .00


Calculated Factors:
Total Cost: 3,249,000 C-Bills
Battle Value 2: 926 (old BV = 672)
Cost per BV: 3,508.64
Weapon Value: 431 / 431 (Ratio = .47 / .47)
Damage Factors: SRDmg = 20; MRDmg = 13; LRDmg = 3
BattleForce2: MP: 8H, Armor/Structure: 0 / 3
Damage PB/M/L: 2/3/1, Overheat: 0
Class: GM; Point Value: 9
Specials: ecm




T14 MASH variant
The Firestorm T14 MASH Hover APC is a larger version of its standard counterpart able to carry two full platoons of either DEST Foot Infantry or Jump Infantry with two tons left over for cargo space or two platoons of Motorized Infantry or two squads of Battle Armor in its cavernous 8 ton infantry bay.

While the more common 10-ton Hover APC is 30 km/h faster, it can carry only a single ‘squad’ of infantry. In order for an entire platoon to be deployed at a target location, a single platoon must be spread across a lance of four APCs, forcing the APCs to stay in tight formation for the insertion. The heavy MASH model is EIGHT times as large as standard APCs and is designed to carry two full platoons of DEST foot troopers along with their gear. This improved capacity, makes heavy MASH APCs the preference of the Draconis Combine commanders who can obtain them.

On the T14's right side it has a host of Paramedic Equipment for emergency trauma gear more extensive than found in a typical first aid kit, consisting of defibrillators, chemical stimulates and tranquilizers, preserving sleeves, and other medical instruments. In the hands of a Field Medic this gear can save a trooper's life, which is why it is standard issue on Support Vehicles such as ambulances and rescue vehicles. It is also commonly found on dedicated surgical units like MASH Trucks to allow for a triage station to be set up. Very rarely is this equipment found in dedicated combat units, since most soldiers are taught only the basics of first aid, but the Firestorm was designed with the DEST trooper in mind, so they are anything but 'most' soldiers.

And while the Firestorm T14 is anything but a 'dedicated surgical unit' in a pinch it can fully function as one so that the DEST teams will never be helpless as their team mates perish again. The Firestorm T14 is equipped with a MASH component and has a single surgical theater, lab facility, pharmacy/dispensary, supply storage, laundry, and administrative office. MASH is an abbreviation that means either Mobile Auxiliary Surgical Hospital or Mobile Army Surgical Hospital. The T14’s MASH equipment is a mobile critical care unit and operating theater often employed by DCMS forces to treat their injured troops in a forward area. Unlike ambulances or medevac teams, the T14 MASH unit does not typically operate on patients while on the move. Instead they're used to set up a field hospital in a fixed location.

To make room for the larger troop bay and core MASH components, the T14 Firestorm had to make sacrifices in it's weapons payload. It downgrade it's turret loadout MML3 launchers to two Bulldog Minigun Light Machine Guns and two Shigunga Series XIV Heavy Machine Guns. The turret mounted four Machine Guns serves to support its own infantry forces in battle against enemy infantry. The quad mount also proves effective against opposing vehicles.

As its name implies, the Heavy Machine Gun is a larger version of the standard Machine Gun. First introduced by Clan Smoke Jaguar, their demise hastened its dissemination to the other Clans, while the Taurian Concordat was able to perfect the Inner Sphere version of the weapon. Twice as heavy as its more traditional cousin, the Heavy Machine Gun does one and half again as much damage, though at the cost of a third of the already short range.

It's two turret mounted Light Machine Guns supplied by half a ton of ammunition, are carried primarily for defense against other infantry units. The Light Machine Gun was originally intended as a weapon for ProtoMechs, but it soon made its way onto heavier units. The T14 employs its Light Machine Guns from Bulldog Enterprises on Proserpina.

As an afterthought and at the behest of Tai-i Razan, Buda Imperial Vehicles equipped the Firestorm T14 MASH variant with a recon camera and a searchlight. The Recon Camera is a battlefield surveillance camera. It consists of a group of multiple visual sensors. The Recon Camera provides high-resolution holographic data used to map terrain and locate enemy units. And the Searchlight is a piece of equipment for illumination which comes in a broad range of sizes. The heaviest and largest searchlight was mounted on Firestorm and can light up or search for targets on the open water as far away as five kilometers with thousands of watts of illumination. The Firestorm T14 is more than just a transport slash MASH unit. It’s a Transport/MASH/Search & Rescue/Recon unit. A fitting vehicle for a DEST unit.
BattleTech Vehicle Technical Readout
* CUSTOM WEAPONS

Type/Model: Firestorm Hover APC (Kogi no arashi) T14
Tech: Inner Sphere / 3090
Config: Hovercraft
Rules: Level 3, Standard design

Mass: 50 tons
Power Plant: 165 VOX Fusion
Cruise Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Armor Type: Nimakachi Type 3 Vehicular Stealth
Armament:
2 RAMTech 1500Z ER Medium Lasers
2 Pontiac Ultralight Light AC/5s
2 Bulldog Minigun Light Machine Guns*
2 Shigunga Series XIV Heavy Machine Guns*
1 Matabushi Guardian Guardian ECM
Manufacturer: Luthien Armor Works
Location: Luthien (Buda), Proserpina (Bulldog)
Communications System: Dalban Series K
Targeting & Tracking System: Dalban AQ

--------------------------------------------------------
Type/Model: Firestorm (Kogi no arashi) T14
Mass: 50 tons

Equipment: Items Mass
Int. Struct.: 25 pts Standard 0 5.00
Engine: 165 Fusion 0 6.67
Shielding & Transmission Equipment: 0 3.33
Cruise MP: 8
Flank MP: 12
Heat Sinks: 10 Single 0 .00
Cockpit & Controls: 0 2.50
Crew: 4 Members 0 .00
Lift Equipment: 0 4.00
Turret Equipment: 0 1.00
Armor Factor: 71 pts Vehicular Stealth 2 4.00

Internal Armor
Structure Value
Front: 5 19
Left / Right Sides: 5 14/14
Rear: 5 10
Turret: 5 14


Weapons and Equipment Loc Heat Ammo Items Mass
--------------------------------------------------------
1 ER Medium Laser Turret 5 1 1.00
1 ER Medium Laser Turret 5 1 1.00
1 Light AC/5 Turret 0 20 2 5.00
1 Light AC/5 Turret 0 1 5.00
1 Light Machine Gun* Turret 0 100 2 1.00
1 Light Machine Gun* Turret 0 1 .50
1 Heavy Machine Gun* Turret 0 50 2 1.00
1 Heavy Machine Gun* Turret 0 1 .50
1 MASH Unit (1 Theater) Left Side 1 3.50
1 Paramedic Equipment Right Side 1 .25
1 Recon Camera Front 1 .05
1 Searchlight Front 1 .05
1 Troop Bay Body 1 6.00
1 Guardian ECM Rear 0 1 1.50
1 Flotation Hull Body 0 .00
--------------------------------------------------------
TOTALS: 0 15 49.80
Items & Tons Left: 0 .00

Calculated Factors:
Total Cost: 3,476,500 C-Bills
Battle Value 2: 905 (old BV = 585)
Cost per BV: 3,841.44
Weapon Value: 355 / 355 (Ratio = .39 / .39)
Damage Factors: SRDmg = 20; MRDmg = 9; LRDmg = 1
BattleForce2: MP: 8H, Armor/Structure: 0 / 3
Damage PB/M/L: 3/2/-, Overheat: 0
Class: GM; Point Value: 9
Specials: ecm, mash





T20 variant
Approximately every fourth Firestorm is a T20 fire support variant. By removing the Machine Guns, MASH, and half the infantry bay, engineers created enough room to install a pair of Thunderstroke-L LRM 5's slaved to an Artemis IV Fire Control System and includes a single ton ammunition bay into the turret.

The Artemis IV Fire Control System is a guidance system that utilizes an infrared laser designator and tight-beam microwave transmitter which improves the accuracy of LRMs, SRMs, and MMLs by roughly thirty-five percent. The Artemis IV FCS must be mounted in the same location as the launcher it controls, taking up space and weight on a Vehicle like other components. In order to actually benefit from Artemis IV, the missiles fired must be Artemis compatible, which are more expensive than standard versions, and the firing unit must have line of sight to its target; indirectly fired LRM receives no increase in accuracy. The Artemis IV FCS extremely useful for improving a missile launcher's armor saturation profile.

Long Range Missiles have provided military units with a decent far-reaching punch for centuries. The LRM-5 fires five such missiles. Long Range Missiles are designed to engage the enemy at great distances at the expense of damage dealt. Adapted towards the profusion of electronic jamming on the battlefield and the effectiveness of current armor designs, these missiles are capable of indirect fire and disperse over a smaller area than Short Range Missiles. Inner Sphere LRM launchers achieve this range by firing at a ballistic launch angle, making them less accurate at close range. Thanks to technological advances, LRMs are highly upgradable, able to fire a variety of warheads.

This weapon, combined with special missile ammunition types allows the T20 to be even more effective.
For instance, the fragmentation missile is purpose-designed to inflict as much damage on massed infantry as possible. While having little to no effect against armored targets such as Combat Vehicles, BattleMechs or Battle Armor, each missile's cloud of shrapnel can easily wipe out any unarmored infantry units within a 15 meter radius of the blast.
BattleTech Vehicle Technical Readout
* CUSTOM WEAPONS

Type/Model: Firestorm Hover APC (Kogi no arashi) T20
Tech: Inner Sphere / 3090
Config: Hovercraft
Rules: Level 3, Standard design

Mass: 50 tons
Power Plant: 165 VOX Fusion
Cruise Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Armor Type: Nimakachi Type 3 Vehicular Stealth
Armament:
2 RAMTech 1500Z ER Medium Lasers
2 Pontiac Ultralight Light AC/5s
2 Thunderstroke-L LRM 5s w/ Artemis IV
1 Matabushi Guardian Guardian ECM
Manufacturer: Luthien Armor Works
Location: Luthien (Buda), Proserpina (Bulldog)
Communications System: Dalban Series K
Targeting & Tracking System: Dalban AQ

--------------------------------------------------------
Type/Model: Firestorm (Kogi no arashi) T20
Mass: 50 tons

Equipment: Items Mass
Int. Struct.: 25 pts Standard 0 5.00
Engine: 165 Fusion 0 6.67
Shielding & Transmission Equipment: 0 3.33
Cruise MP: 5
Flank MP: 8
Heat Sinks: 10 Single 0 .00
Cockpit & Controls: 0 2.50
Crew: 3 Members 0 .00
Lift Equipment: 0 4.00
Turret Equipment: 0 2.00
Armor Factor: 71 pts Vehicular Stealth 2 4.00

Internal Armor
Structure Value
Front: 5 19
Left / Right Sides: 5 14/14
Rear: 5 10
Turret: 5 14


Weapons and Equipment Loc Heat Ammo Items Mass
--------------------------------------------------------
1 ER Medium Laser Turret 5 1 1.00
1 ER Medium Laser Turret 5 1 1.00
1 Light AC/5 Turret 0 20 2 5.00
1 Light AC/5 Turret 0 1 5.00
1 LRM 5 w/ Artemis IV Turret 0 24 2 4.00
1 LRM 5 w/ Artemis IV Turret 0 1 3.00
1 Troop Bay Body 1 4.00
1 Flotation Hull Body 0 .00
--------------------------------------------------------
TOTALS: 0 11 50.00
Items & Tons Left: 4 .00

Calculated Factors:
Total Cost: 3,140,000 C-Bills
Battle Value 2: 983 (old BV = 729)
Cost per BV: 3,194.3
Weapon Value: 456 / 456 (Ratio = .46 / .46)
Damage Factors: SRDmg = 20; MRDmg = 13; LRDmg = 3
BattleForce2: MP: 8H, Armor/Structure: 0 / 3
Damage PB/M/L: 2/3/1, Overheat: 0
Class: GM; Point Value: 10
Specials: if, ecm

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director
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Location: Christiansburg, VA
affiliations: Timothy Joshua Reid, Director MRBC
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Colonel Alyssa Maddox MUXO of Hellstorm Hussars
Ellison 'Ely' Reed Storms Armored Cavalry
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Re: Stats for BTM Approved Designs

Postby director » Tue Apr 17, 2018 8:43 pm

Thank You, Lupus Primus Black.

The biggest pain of losing the forums was the lost of the nonarchived designs our community had worked hard to add as flavor to our universe.
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Re: Stats for BTM Approved Designs

Postby James Black » Thu Apr 19, 2018 1:54 am

i have all the previous designs not accepted into the MHB as well


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