Interesting design like the Aurora with configurable bays
The engine removal is perhaps too far unless it's a factory variant then that's fine
Adding or removing the 4th engine is pretty much a factory refit, you are having to put a ~600 ton engine into or remove it from the Dropship. This is the sort of change that would only be done in zero-G, or with a specialized piece of equipment. (You are not just lifting up the engine, you are having to hold it at the end of an arm since the armored skin of the Dropship is above the engine location.)
The bays are not that configurable. The top bays (from stern to nose) are pretty much:
- engine or noise-tolerating cargo
- ASF or cargo
- cargo
The ventral bay is 4,000 tons, and the only practical location to put Mechs. Vehs and infantry can be put into cargo by installing the correct bays, but those changes are already covered by existing Dropship modification rules.
I would imagine this rather as a common basic design, where along the construction line either a cargo or an engine module gets installed, and that config would probably remain for the rest of the vessel's life.
This makes plenty of sense. Smart buyers would plan for it ahead of time, though I also added fluff to explain problems with making the change in the field.
Time for the 35 kton version.
Little more than a tripling of the Mule-sized Aerodyne cargo carrier, the XL Aerodyne cargo vessel is capable of storing the parts for multiple smaller Dropships in its main cargo hold. It is also just under 3* the price, meaning that cargo carried on this craft can get a cheaper shipping charge, let alone that it still only uses only one Docking Collar.
It can carry 3* the number of ASF, has a main cargo bay triple the size of the 'smaller' version, and carries a pair of Small Craft to aid in sensitive ship maneuvers.
Bay designations and purposes
1) The ASF bay is on the dorsal location, again located forward of the top #4 engine. The key problem is that only sixteen of the ASF bays are facing the exit doors, while the remaining twenty have to be swapped out with one of the sixteen or moved through an empty ASF bay to be launched (up to 2 ASF per Bay door, 4 Bays doors mean up to 8 per turn. Each door will launch two of the ones assigned to it, and while the other two are launching the inner ASF are being maneuvered into position for launch. A proper design would allow for selecting any of the onboard ASF to be launched each turn, but this is a civilian design.)
2) Ventral Primary cargo bay. Tall enough to store a Mech standing up, the few refits to this design will put Mech Nays here. It only has one door aft and two doors opening forward, one port and one starboard. The aft door is primarily used to load and offload 10+ meter long standard shipping containers as their length lets them get removed easily, while the forward doors are used to maneuver the shorter standard shipping containers (i.e. the 6-meter SSC, similar to a 20th century
TEU). This requires careful coordination to know where to split the cargo bay between the two types of shipping containers, since putting one of the two types of containers too far aft means that the ship will run out of room for the longer SSC, while there are not enough 6-meter cargo containers to fill up the front part. Often the Loadmaster will err on the side of going forwards, and after the front of the bay is filled up will shove the remaining 6-meter TEUs into the aft entrance.
3) Dorsal ASF-adjunct cargo bay. The larger bay here is used to support any onboard ASF, and has a pair of 200-ton cargo elevators to move material between it and the Ventral main cargo bay
4) The Small Craft bay is mounted forward of the Ventral primary cargo bay, and its craft exit forward. The primary problem it has had is when needing to transfer material from the ASF bays to the Small Craft bays, and as a result the standard policy is to keep the Ventral primary cargo bay loaded with 10 tons of Small Craft supplies for the SC technicians to make use of.
5) Spare parts bay. This small bay reflects the various small lockers used to store gear wherever is needed to accomplish jobs (and to keep the larger bays as nice round numbers)
The #4 engine bay is still an option, but this refit can only be selected when constructed, or performed back at a factory. This process involves removing the 2275 ton 4th engine and turning it into a cargo bay. The cargo in it has to be able to tolerate high-decibel environments, and cargo within it can only be moved forward to the ASF bay or down via a 50-ton elevator to the main engineering section, and from there to the second floor of the Primary Cargo bay. After that a second 50-ton cargo elevator is used to lower the material to the floor of the Primary Cargo bay.
Common pure-cargo refits are to remove all of the ASF and Small Craft, remove the 4th engine, and get the onboard fuel down to 150 tons (enough for 2 months of 1-G burn-days). This frees up an additional 8,000 tons of cargo, or almost a 55% increase in capacity. The 90 tons used for armor, 315 tons for armor (and 8.5 tons for Nose arc Fire Control) represent just over 1% of the Dropship's mass, and were left in place. The other detail is that removing all those weapons would only create small smuggler-type compartments that could be used for contraband, and the ship buyers figured that having the weapons and armor to protect vs raiders was more important than dealing with extra work in Customs inspections.
The low amount of heat (less than 300 pts) vs the 460 Heat Sinks means that the ship remains cool, and that there is no need for an upgrade to its Heat Sinks.
Aerodyne Cargo (Lg) Dropship
Type: Military Aerodyne
Mass: 35,000 tons
Technology Base: Inner Sphere (Standard)
Introduced: 2887
Mass: 35,000
Battle Value: 6,795
Tech Rating/Availability: D/X-X-X-D
Cost: 810,597,600 C-bills
Fuel: 900 tons (18,000)
Safe Thrust: 4
Maximum Thrust: 6
Heat Sinks: 460
Structural Integrity: 20
Armor
Nose: 182
Sides: 155/155
Aft: 128
Cargo
Bay 1: Fighter (36) 4 Doors
Bay 2: Cargo (12,000.0 tons) 3 Doors
Bay 3: Cargo (2,600.0 tons) 0 Doors
Bay 4: Small Craft (2) 1 Door
Bay 5: Cargo (35.0 tons) 0 Doors
Ammunition:
108 rounds of LRM 20 ammunition (18 tons)
Escape Pods: 20
Life Boats: 20
Crew: 4 officers, 7 enlisted/non-rated, 9 gunners, 82 bay personnel
Notes: Mounts 90 tons of standard aerospace armor.
Weapons: Capital Attack Values (Standard)
Arc (Heat) Heat SRV MRV LRV ERV Class
Nose (105 Heat)
6 PPC 60 6(60) 6(60) 0(0) 0(0) PPC
3 LRM 20 18 4(36) 4(36) 4(36) 0(0) LRM
LRM 20 Ammo (36 shots)
9 Medium Laser 27 5(45) 0(0) 0(0) 0(0) Laser
RW/LW (75 Heat)
3 LRM 20 18 4(36) 4(36) 4(36) 0(0) LRM
LRM 20 Ammo (36 shots)
3 Medium Laser 57 6(63) 5(48) 0(0) 0(0) Laser
6 Large Laser
Aft (42 Heat)
6 Medium Laser 42 5(54) 2(24) 0(0) 0(0) Laser
3 Large Laser