Register Register

Author Topic: Wheres the KF Boom build thread  (Read 1324 times)

wolfgar

  • Captain
  • *
  • Posts: 1762
  • Wolfson's Heavy Raiders: 3058-3092
Wheres the KF Boom build thread
« on: 16 January 2022, 20:22:38 »
this is a holding thread for the aerospace changes that would be appropriate for the Where's the (KF) Boom AU
Wolf wins every fight but one, and in that one he dies, his fangs locked on the throat of his opponent.

wolfgar

  • Captain
  • *
  • Posts: 1762
  • Wolfson's Heavy Raiders: 3058-3092
Re: Wheres the KF Boom build thread
« Reply #1 on: 21 January 2022, 19:31:16 »
Alright so light combatants, this is destroyers, Frigates and Corvettes with a tag along merchant ship

Ship designs:

Corvette-100-200Kton-(6/9 Thrust=3-4.5G acceleration):
The lightest of the jump capable combatants, The Corvette is the primary scouting platform and in its fleet role acts to shoot down enemy missiles and fighters as they approach the fleet itself. Often on the outer rim of the fleet its short endurance means that they are often cycling back into the center of the fleet to resupply on longer missions or running with a fleet collier or tanker for extra fuel and provisions.
Outside of fleet operations, they are usually deployed in pairs and mainly carry light weapons, their main offensive equipment being their own missiles, (Four Barracuda and two Killer Whale launchers) and the Marine company with their integral four assault pinnaces.
Code: (Flower Class Corvette) [Select]
Corvette Flower Class
Mass: 100,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2750
Mass: 100,000
Battle Value: 30,770
Tech Rating/Availability: E/F-F(F*)-F-F
Cost: 5,909,982,000 C-bills

Fuel: 1,250 tons (12,500)
Safe Thrust: 6
Maximum Thrust: 9
Sail Integrity: 3
KF Drive Integrity: 4
Heat Sinks: 325 (650)
Structural Integrity: 50

Armor
    Nose: 20
    Fore Sides: 18/18
    Aft Sides: 19/19
    Aft: 16

Cargo
    Bay 1:  Small Craft (6)         2 Doors   
    Bay 2:  Cargo (4197.5 tons)     2 Doors   

Ammunition:
    432 rounds of Gauss Rifle [IS] ammunition (54 tons),
    30 rounds of Killer Whale ammunition (1,500 tons),
    80 rounds of Barracuda ammunition (2,400 tons)

Dropship Capacity: 0
Grav Decks: 0
Escape Pods: 10
Life Boats: 6
Crew:  18 officers, 62 enlisted/non-rated, 34 gunners, 30 bay personnel, 6 passengers, 30 marines

Notes: Equipped with
    1 Mobile Hyperpulse Generators (Mobile HPG)
    1 MASH Equipment (1 theater)
100 tons of standard aerospace armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
Nose (90 Heat)
2 Large Pulse Laser                        20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser                        20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Gauss Rifle                               2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (24 shots)
2 Gauss Rifle                               2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (24 shots)
2 Capital Missile Launcher (Killer Whale)  40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Killer Whale Ammo (30 shots)
FRS/FLS (68 Heat)
2 Large Pulse Laser                        20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser                        20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Gauss Rifle                               2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (24 shots)
2 Gauss Rifle                               2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (24 shots)
2 Capital Missile Launcher (Barracuda)     20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (40 shots)
RBS/LBS (48 Heat)
2 Large Pulse Laser                        20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser                        20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Gauss Rifle                               2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (24 shots)
2 Gauss Rifle                               2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (24 shots)
ARS/ALS (48 Heat)
2 Large Pulse Laser                        20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser                        20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Gauss Rifle                               2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (24 shots)
2 Gauss Rifle                               2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (24 shots)
Aft (54 Heat)
2 Large Pulse Laser                        20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser                        20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Gauss Rifle                               2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (24 shots)
2 Gauss Rifle                               2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (24 shots)
2 Gauss Rifle                               2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (24 shots)
2 Gauss Rifle                               2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (24 shots)


Frigate-200-350Ktons-(6/9 Thrust=3-4.5G acceleration):
Basically a larger, more heavily armed version of the Corvette, the Frigate tends to be used as a command unit for a pair of Corvettes when in what is considered hostile territory. Mounting twelve capital missile tubes, (6 Barracuda 6 Killer Whale) in paired launchers along with three twin laser turrets, the Frigate brings more punishment to its target than a Corvette along with a Marine company, its assault pinnaces and two more bays to either have fighters, or more pinnaces.
Code: (Perry class Frigate) [Select]
Frgate Perry Class
Mass: 200,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2750
Mass: 200,000
Battle Value: 49,434
Tech Rating/Availability: E/F-X-F-F
Cost: 6,410,426,000 C-bills

Fuel: 2,500 tons (12,500)
Safe Thrust: 6
Maximum Thrust: 9
Sail Integrity: 3
KF Drive Integrity: 6
Heat Sinks: 425 (850)
Structural Integrity: 62

Armor
    Nose: 34
    Fore Sides: 31/31
    Aft Sides: 31/31
    Aft: 26

Cargo
    Bay 1:  Small Craft (6)         2 Doors   
    Bay 2:  Cargo (6088.0 tons)     1 Door   

Ammunition:
    432 rounds of Gauss Rifle [IS] ammunition (54 tons),
    60 rounds of Killer Whale ammunition (3,000 tons),
    60 rounds of Barracuda ammunition (1,800 tons)

Dropship Capacity: 0
Grav Decks: 0
Escape Pods: 10
Life Boats: 6
Crew:  23 officers, 77 enlisted/non-rated, 38 gunners, 30 bay personnel, 6 passengers, 30 marines

Notes: Equipped with
    1 Mobile Hyperpulse Generators (Mobile HPG)
    1 MASH Equipment (1 theater)
247 tons of standard aerospace armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
Nose (318 Heat)
2 Large Pulse Laser                        20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser                        20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
4 Naval Laser 35                           208  14(140) 14(140) 14(140)   0(0)   Capital Laser
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Capital Missile Launcher (Barracuda)     20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Capital Missile Launcher (Killer Whale)  40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Killer Whale Ammo (20 shots)
2 Gauss Rifle                               2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (24 shots)
2 Gauss Rifle                               2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (24 shots)
FRS/FLS (212 Heat)
2 Large Pulse Laser                        20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser                        20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Capital Missile Launcher (Barracuda)     20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Capital Missile Launcher (Killer Whale)  40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Killer Whale Ammo (20 shots)
2 Gauss Rifle                               2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (24 shots)
2 Gauss Rifle                               2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (24 shots)
2 Naval Laser 35                           104  7(70)   7(70)   7(70)     0(0)   Capital Laser
RBS/LBS (48 Heat)
2 Large Pulse Laser                        20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser                        20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Gauss Rifle                               2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (24 shots)
2 Gauss Rifle                               2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (24 shots)
ARS/ALS (48 Heat)
2 Large Pulse Laser                        20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser                        20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Gauss Rifle                               2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (24 shots)
2 Gauss Rifle                               2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (24 shots)
Aft (54 Heat)
2 Large Pulse Laser                        20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser                        20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Gauss Rifle                               2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (24 shots)
2 Gauss Rifle                               2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (24 shots)
2 Gauss Rifle                               2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (24 shots)
2 Gauss Rifle                               2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (24 shots)


Destroyer-350-500Ktons-(5/8 Thrust=2.5-4G acceleration):
Heaviest of the light combatants and the first test of nascent commanding officers, (usually senior grade lieutenants) Destroyers provide oversight for flotillas of frigates and corvettes. Destroyers are also the lightest ship to mount a dropship bay, a single, 5,500 ton bay capable of holding a DroST II dropship and whatever it carries. The mainstay of the Destroyer is its extended patrol time over the lighter jump capable craft and its heavier weaponry. Armed with fourteen light naval Particle Projection Cannons to back up its twelve missile launchers and assorted light weapons, the destroyer is the bane of pirates whether it shows up by itself with a reinforced marine infantry battalion, or a mixed wing of assault pinnaces and fighters
Code: (Mahann Class Destroyer) [Select]
Destroyer Mahann Class
Mass: 350,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2750
Mass: 350,000
Battle Value: 41,079
Tech Rating/Availability: E/E-X-E-F
Cost: 5,161,222,000 C-bills

Fuel: 3,500 tons (8,750)
Safe Thrust: 5
Maximum Thrust: 8
Sail Integrity: 4
KF Drive Integrity: 9
Heat Sinks: 503 (1006)
Structural Integrity: 75

Armor
    Nose: 50
    Fore Sides: 46/46
    Aft Sides: 43/43
    Aft: 30

Cargo
    Bay 1:  Cargo (5500.0 tons)     2 Doors   
    Bay 2:  Small Craft (4)         2 Doors   
    Bay 3:  Fighter (6)             2 Doors   
    Bay 4:  Cargo (20137.0 tons)    2 Doors   

Ammunition:
    320 rounds of LB 10-X Cluster ammunition (32 tons),
    60 rounds of Killer Whale ammunition (3,000 tons),
    60 rounds of Barracuda ammunition (1,800 tons)

Dropship Capacity: 0
Grav Decks: 1 (100 m)
Escape Pods: 0
Life Boats: 33
Crew:  26 officers, 89 enlisted/non-rated, 38 gunners, 32 bay personnel, 10 passengers, 30 marines

Notes: Mounts 525 tons of standard aerospace armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
Nose (290 Heat)
2 Capital Missile Launcher (Barracuda)     20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Capital Missile Launcher (Killer Whale)  40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Killer Whale Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Naval PPC (Light)                        210  14(140) 14(140) 14(140)   0(0)   Capital PPC
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
FRS/FLS (286 Heat)
2 Capital Missile Launcher (Barracuda)     20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Capital Missile Launcher (Killer Whale)  40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Killer Whale Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Naval PPC (Light)                        210  14(140) 14(140) 14(140)   0(0)   Capital PPC
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
RBS/LBS (436 Heat)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Naval PPC (Light)                        210  14(140) 14(140) 14(140)   0(0)   Capital PPC
2 Naval PPC (Light)                        210  14(140) 14(140) 14(140)   0(0)   Capital PPC
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
ARS/ALS (16 Heat)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
Aft (20 Heat)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense


Tramp (Civilian Cargo ship)-350-500kton-(2/3 thrust 1-1.5G acceleration):
Most common in the outer rings of human space, the Tramp class freighter usually carries the cargo from the outer hub systems to individual systems that do not yet have a nadir or zenith station, (or are too resource poor to justify one) These ships are built on destroyer hulls, but equipped with civilian grade jump drives and in system engines making them slow and ponderous, thus easy pickings for the offensively minded pirate.

Code: (Tramp Class Freighter) [Select]
Destroyer Tramp Class Freighter
Mass: 350,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2750
Mass: 350,000
Battle Value: 2,033
Tech Rating/Availability: D/D-X-X-X
Cost: 6,820,203,000 C-bills

Fuel: 4,000 tons (10,000)
Safe Thrust: 2
Maximum Thrust: 3
Sail Integrity: 4
KF Drive Integrity: 9
Jump Range: 15
Heat Sinks: 250
Structural Integrity: 10

Armor
    Nose: 5
    Fore Sides: 4/4
    Aft Sides: 3/3
    Aft: 2

Cargo
    Bay 1:  Dropshuttle (2)         2 Doors   
    Bay 2:  Small Craft (1)         1 Door   
    Bay 3:  Cargo (111690.0 tons)   4 Doors   

Ammunition:
None

Dropship Capacity: 0
Grav Decks: 1 (100 m)
Escape Pods: 0
Life Boats: 22
Crew:  24 officers, 101 enlisted/non-rated, 15 gunners, 5 bay personnel, 10 passengers

Notes: Equipped with
    2 MASH Equipment (1 theater)
70 tons of primitive aerospace armor.

Weapons:           Capital Attack Values (Standard)
Arc (Heat)     Heat  SRV     MRV     LRV      ERV    Class       
Nose (42 Heat)
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
4 Small Laser   4   1(12)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Large Laser  16   2(16)   2(16)    0(0)     0(0)   Laser       
2 Large Laser  16   2(16)   2(16)    0(0)     0(0)   Laser       
FRS/FLS (40 Heat)
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Large Laser  16   2(16)   2(16)    0(0)     0(0)   Laser       
2 Large Laser  16   2(16)   2(16)    0(0)     0(0)   Laser       
RBS/LBS (24 Heat)
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Large Laser  16   2(16)   2(16)    0(0)     0(0)   Laser       
ARS/ALS (24 Heat)
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Large Laser  16   2(16)   2(16)    0(0)     0(0)   Laser       
Aft (40 Heat)
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Large Laser  16   2(16)   2(16)    0(0)     0(0)   Laser       
2 Large Laser  16   2(16)   2(16)    0(0)     0(0)   Laser       

« Last Edit: 21 January 2022, 19:55:33 by wolfgar »
Wolf wins every fight but one, and in that one he dies, his fangs locked on the throat of his opponent.

wolfgar

  • Captain
  • *
  • Posts: 1762
  • Wolfson's Heavy Raiders: 3058-3092
Re: Wheres the KF Boom build thread
« Reply #2 on: 21 February 2022, 23:17:31 »
Here comes the Cruisers


Cruiser-500-800Kton-(4/6 Thrust 2-3G acceleration):
Raider and guard dog, the cruiser class (light and heavy) are the truest form of independent command for any captain. Whether it’s in the fleet scouting out the edges of the enemy fleet, leading a flotilla of Destroyers, Frigates and Corvettes as they go after pirates, or solitary raiding of the enemy’s supply lines the Cruiser does all and is the primary workhorse of any and every fleet.

Cruiser (light)-500-650Ktons
The light end of the spectrum and the more nimble of the two types of cruisers, the Light Cruiser is the primary raider and scout though is known to be slipped amongst a group of fleet colliers/tankers and civilian cargo craft as a hidden escort as most are built along similar lines using the same hull pattern.

Code: (City Class Light Cruiser) [Select]
Cruiser (Light) City Class
Mass: 500,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2750
Mass: 500,000
Battle Value: 65,377
Tech Rating/Availability: E/F-X-F-X
Cost: 8,052,046,000 C-bills

Fuel: 5,000 tons (12,500)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 4
KF Drive Integrity: 12
Heat Sinks: 575 (1150)
Structural Integrity: 125

Armor
    Nose: 100
    Fore Sides: 100/100
    Aft Sides: 100/100
    Aft: 78

Cargo
    Bay 1:  Cargo (11000.0 tons)    2 Doors   
    Bay 2:  Small Craft (4)         2 Doors   
    Bay 3:  Fighter (12)            4 Doors   
    Bay 4:  Cargo (35409.0 tons)    2 Doors   

Ammunition:
    520 rounds of LB 10-X Cluster ammunition (52 tons),
    80 rounds of Killer Whale ammunition (4,000 tons),
    40 rounds of Heavy N-Gauss ammunition (20 tons),
    80 rounds of Barracuda ammunition (2,400 tons)

Dropship Capacity: 0
Grav Decks: 2 (100 m, 100 m)
Escape Pods: 0
Life Boats: 35
Crew:  40 officers, 146 enlisted/non-rated, 42 gunners, 44 bay personnel, 10 passengers, 30 marines

Notes: Equipped with
    1 Mobile Hyperpulse Generators (Mobile HPG)
    1 Communications Equipment (1 ton)
    6 MASH Equipment (1 theater)
1,250 tons of standard aerospace armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
Nose (514 Heat)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Naval Gauss (Heavy)                      36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (40 shots)
2 Naval PPC (Heavy)                        450  30(300) 30(300) 30(300) 30(300)  Capital PPC
FRS/FLS (128 Heat)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Naval Laser 35                           104  7(70)   7(70)   7(70)     0(0)   Capital Laser
RBS/LBS (152 Heat)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
4 Capital Missile Launcher (Barracuda)     40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Barracuda Ammo (40 shots)
4 Capital Missile Launcher (Killer Whale)  80   16(160) 16(160) 16(160) 16(160)  Capital Missile
    Killer Whale Ammo (40 shots)
ARS/ALS (24 Heat)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
Aft (28 Heat)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)



Fleet Collier/Tanker:
The same frame as a light cruiser, the Fleet Collier/Tanker is the spacecraft that keeps the entire fleet operational at the tip of the spear. The light cruiser frame and jump/transit engines allow for a lot of cargo carrying capacity, along with the speed to keep up with the lighter units of the fleet during maneuvers. Like a destroyer, (and really any other fleet asset) it is armed with light weapons for anti-fighter and anti-missile defense, but unlike the frame it was conceived from, it lacks the heavier weapons to take on other capital ships.

Code: (Tender class) [Select]
Cruiser (Light)-Tender Tanker Class
Mass: 500,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2750
Mass: 500,000
Battle Value: 18,734
Tech Rating/Availability: E/E-F(F*)-E-F
Cost: 5,794,120,000 C-bills

Fuel: 5,000 tons (12,500)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 4
KF Drive Integrity: 12
Heat Sinks: 534 (1068)
Structural Integrity: 125

Armor
    Nose: 100
    Fore Sides: 100/100
    Aft Sides: 100/100
    Aft: 78

Cargo
    Bay 1:  Cargo (11000.0 tons)    2 Doors   
    Bay 2:  Small Craft (8)         4 Doors   
    Bay 3:  Cargo (11000.0 tons)    2 Doors   
    Bay 4:  Cargo (Liquid) (18200.0 tons)1 Door   
    Bay 5:  Cargo (18500.0 tons)    2 Doors   
    Bay 6:  Cargo (18455.0 tons)    2 Doors   

Ammunition:
    320 rounds of LB 10-X Cluster ammunition (16 tons)

Dropship Capacity: 0
Grav Decks: 2 (100 m, 100 m)
Escape Pods: 0
Life Boats: 35
Crew:  40 officers, 166 enlisted/non-rated, 42 gunners, 40 bay personnel, 10 passengers, 30 marines

Notes: Equipped with
    1 Communications Equipment (1 ton)
    12 MASH Equipment (1 theater)
1,250 tons of standard aerospace armor.

Weapons:                             Capital Attack Values (Standard)
Arc (Heat)                       Heat  SRV     MRV     LRV      ERV    Class       
Nose (16 Heat)
2 Small Pulse Laser               4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser               4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                      4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                      4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
FRS/FLS (16 Heat)
2 Small Pulse Laser               4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser               4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                      4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                      4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
RBS/LBS (16 Heat)
2 Small Pulse Laser               4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser               4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                      4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                      4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
ARS/ALS (16 Heat)
2 Small Pulse Laser               4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser               4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                      4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                      4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
Aft (16 Heat)
2 Small Pulse Laser               4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser               4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                      4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                      4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)


Cruiser (heavy)-650-800Ktons:
The heavy side of the Cruiser class, the Heavy Cruiser is closer to home acting as a boundary for the battle line of Battleships and Fleet carriers. Generically included in the orders of a fleet battle, the general expectation of a Heavy cruiser is to take and clear a path through the screen of Destroyers Frigates and Corvettes so that the battle line can get their licks in on the enemy while assisting the light cruisers and destroyers in maintaining cohesion in the friendly screen.

Code: (State class Heavy Cruiser) [Select]
Cruiser (Heavy) State Class
Mass: 650,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2750
Mass: 650,000
Battle Value: 95,204
Tech Rating/Availability: E/F-X-F-X
Cost: 8,934,578,000 C-bills

Fuel: 7,000 tons (17,500)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 5
KF Drive Integrity: 14
Heat Sinks: 1800 (3600)
Structural Integrity: 140

Armor
    Nose: 146
    Fore Sides: 134/134
    Aft Sides: 134/134
    Aft: 130

Cargo
    Bay 1:  Cargo (11000.0 tons)    2 Doors   
    Bay 2:  Small Craft (4)         2 Doors   
    Bay 3:  Fighter (12)            4 Doors   
    Bay 4:  Cargo (9683.0 tons)     2 Doors   

Ammunition:
    640 rounds of LB 10-X Cluster ammunition (64 tons),
    160 rounds of Killer Whale ammunition (8,000 tons),
    40 rounds of Heavy N-Gauss ammunition (20 tons),
    80 rounds of Barracuda ammunition (2,400 tons)

Dropship Capacity: 0
Grav Decks: 2 (100 m, 100 m)
Escape Pods: 35
Life Boats: 35
Crew:  55 officers, 181 enlisted/non-rated, 70 gunners, 44 bay personnel, 10 passengers, 30 marines

Notes: Equipped with
    1 Mobile Hyperpulse Generators (Mobile HPG)
    1 Communications Equipment (1 ton)
    10 MASH Equipment (1 theater)
1,820 tons of standard aerospace armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
Nose (518 Heat)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Naval Gauss (Heavy)                      36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (40 shots)
2 Naval PPC (Heavy)                        450  30(300) 30(300) 30(300) 30(300)  Capital PPC
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
FRS/FLS (626 Heat)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Naval Laser 35                           104  7(70)   7(70)   7(70)     0(0)   Capital Laser
2 Capital Missile Launcher (Killer Whale)  40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Killer Whale Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Naval PPC (Heavy)                        450  30(300) 30(300) 30(300) 30(300)  Capital PPC
RBS/LBS (256 Heat)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
4 Capital Missile Launcher (Barracuda)     40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Barracuda Ammo (40 shots)
4 Capital Missile Launcher (Killer Whale)  80   16(160) 16(160) 16(160) 16(160)  Capital Missile
    Killer Whale Ammo (40 shots)
2 Naval Laser 35                           104  7(70)   7(70)   7(70)     0(0)   Capital Laser
ARS/ALS (626 Heat)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Capital Missile Launcher (Killer Whale)  40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Killer Whale Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Naval Laser 35                           104  7(70)   7(70)   7(70)     0(0)   Capital Laser
2 Naval PPC (Heavy)                        450  30(300) 30(300) 30(300) 30(300)  Capital PPC
Aft (32 Heat)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)



Escort Carrier-650-700Ktons:
Also known as an assault carrier and built on the smaller Heavy Cruiser frames, the “Escort” Carrier has the same speed of the cruiser but instead of the fearsome anti-ship weapons, carries a Marine Intervention “Battalion” of one airwing, (36ASF) four DroST II class dropships and a mix of M-1 Drop Pods and assault pinnaces.

Code: (Island class CVE) [Select]
Cruiser (CVE) Wake Island Class
Mass: 650,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2750
Mass: 650,000
Battle Value: 41,027
Tech Rating/Availability: E/F-F(F*)-F-F
Cost: 9,017,374,000 C-bills

Fuel: 5,000 tons (12,500)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 5
KF Drive Integrity: 14
Heat Sinks: 788 (1576)
Structural Integrity: 120

Armor
    Nose: 150
    Fore Sides: 125/125
    Aft Sides: 111/111
    Aft: 74

Cargo
    Bay 1:  Cargo (11000.0 tons)    2 Doors   
    Bay 2:  Cargo (11000.0 tons)    2 Doors   
    Bay 3:  Small Craft (36)        3 Doors   
    Bay 4:  Fighter (36)            3 Doors   
    Bay 5:  Cargo (20000.0 tons)    2 Doors   
    Bay 6:  Cargo (20000.0 tons)    2 Doors   
    Bay 7:  Cargo (Liquid) (19110.0 tons)1 Door   

Ammunition:
    520 rounds of LB 10-X Cluster ammunition (52 tons),
    320 rounds of Barracuda ammunition (9,600 tons)

Dropship Capacity: 0
Grav Decks: 2 (100 m, 100 m)
Escape Pods: 0
Life Boats: 33
Crew:  50 officers, 271 enlisted/non-rated, 51 gunners, 252 bay personnel, 10 passengers, 60 marines

Notes: Equipped with
    1 Mobile Hyperpulse Generators (Mobile HPG)
    1 Naval Comm-Scanner Suite (Large)
    10 MASH Equipment (1 theater)
1,560 tons of standard aerospace armor.

Weapons:                                    Capital Attack Values (Standard)
Arc (Heat)                              Heat  SRV     MRV     LRV      ERV    Class       
Nose (28 Heat)
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
FRS/FLS (108 Heat)
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
RBS/LBS (28 Heat)
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
ARS/ALS (108 Heat)
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
Aft (28 Heat)
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)

Wolf wins every fight but one, and in that one he dies, his fangs locked on the throat of his opponent.

wolfgar

  • Captain
  • *
  • Posts: 1762
  • Wolfson's Heavy Raiders: 3058-3092
Re: Wheres the KF Boom build thread
« Reply #3 on: 24 February 2022, 22:29:08 »
small craft, for when you have to get more than your mechs on the ground fast

The M-series of drop pod style small craft make it to where you can drop not just your mechs to form a beachhead on an enemy planet without having to land a dropship, but also your heavy, and light vehicles, as well as your infantry. Just look at what we have for you.



Code: (M-1 Heavy vehicle drop pod) [Select]

M-1 Drop Pod Small Craft

Type: Military Spheriod

Mass: 200 tons

Technology Base: Inner Sphere (Standard)

Introduced: 2750

Mass: 200

Battle Value: 994

Tech Rating/Availability: E/E-F(F*)-D-D

Cost: 14,105,100 C-bills



Fuel: 5 tons (400)

Safe Thrust: 3

Maximum Thrust: 5

Heat Sinks: 7 (14)

Structural Integrity: 15



Armor

    Nose: 96

    Sides: 82/82

    Aft: 68



Cargo

    Bay 1:  Heavy Vehicle (1)       1 Door   

    Bay 2:  Cargo (2.0 tons)        1 Door   



Ammunition:

    None



Escape Pods: 0

Life Boats: 0

Crew:  1 officer, 2 enlisted/non-rated, 1 gunner, 8 bay personnel       



Notes: Mounts 15 tons of ferro-aluminum armor.



Weapons

and Ammo              Location   Tonnage  Heat   SRV  MRV  LRV  ERV   

Medium Pulse Laser      Nose      2.0      4      6    0    0    0

Medium Pulse Laser     Fwd R      2.0      4      6    0    0    0

Medium Pulse Laser     Fwd L      2.0      4      6    0    0    0

   






Code: (M-2 Light vehicle drop pod) [Select]

M-2 Drop Pod Small Craft

Type: Military Spheriod

Mass: 200 tons

Technology Base: Inner Sphere (Standard)

Introduced: 2750

Mass: 200

Battle Value: 994

Tech Rating/Availability: E/E-F(F*)-D-D

Cost: 14,210,100 C-bills



Fuel: 5 tons (400)

Safe Thrust: 3

Maximum Thrust: 5

Heat Sinks: 7 (14)

Structural Integrity: 15



Armor

    Nose: 96

    Sides: 82/82

    Aft: 68



Cargo

    Bay 1:  Light Vehicle (2)       2 Doors 

    Bay 2:  Cargo (2.0 tons)        1 Door   



Ammunition:

    None



Escape Pods: 0

Life Boats: 0

Crew:  1 officer, 2 enlisted/non-rated, 1 gunner, 10 bay personnel       



Notes: Mounts 15 tons of ferro-aluminum armor.



Weapons

and Ammo              Location   Tonnage  Heat   SRV  MRV  LRV  ERV   

Medium Pulse Laser      Nose      2.0      4      6    0    0    0

Medium Pulse Laser     Fwd R      2.0      4      6    0    0    0

Medium Pulse Laser     Fwd L      2.0      4      6    0    0    0

   






Code: (M-3 Infantry drop pod) [Select]

M-3 Drop Pod Small Craft

Type: Military Spheriod

Mass: 200 tons

Technology Base: Inner Sphere (Standard)

Introduced: 2750

Mass: 200

Battle Value: 994

Tech Rating/Availability: E/E-F(F*)-D-D

Cost: 26,365,100 C-bills



Fuel: 5 tons (400)

Safe Thrust: 3

Maximum Thrust: 5

Heat Sinks: 7 (14)

Structural Integrity: 15



Armor

    Nose: 96

    Sides: 82/82

    Aft: 68



Cargo

    Bay 1:  Infantry (Foot) (40)    1 Door   

    Bay 2:  Infantry (Jump) (24)    2 Doors 

    Bay 3:  Cargo (38.0 tons)       1 Door   



Ammunition:

    None



Escape Pods: 0

Life Boats: 0

Crew:  1 officer, 2 enlisted/non-rated, 1 gunner, 308 bay personnel       



Notes: Mounts 15 tons of ferro-aluminum armor.



Weapons

and Ammo              Location   Tonnage  Heat   SRV  MRV  LRV  ERV   

Medium Pulse Laser      Nose      2.0      4      6    0    0    0

Medium Pulse Laser     Fwd R      2.0      4      6    0    0    0

Medium Pulse Laser     Fwd L      2.0      4      6    0    0    0

   






The M-series drop pod are what you need when you don't have the luxury of complete aerospace superiority over your opponent or have to get your forces down faster than a drop ship will allow.



specifically, for the "Where's the (KF) Boom" universe
Wolf wins every fight but one, and in that one he dies, his fangs locked on the throat of his opponent.

wolfgar

  • Captain
  • *
  • Posts: 1762
  • Wolfson's Heavy Raiders: 3058-3092
Re: Wheres the KF Boom build thread
« Reply #4 on: 25 February 2022, 23:09:44 »
Battleships and Carriers-800-1,000Ktons-(2-3/3-5 thrust value for 1-2.5G acceleration):
The heaviest of the combat ships range from the fast battleship, also known as the Battlecruiser and Fleet Carrier to the Dreadnought and super Carrier classes. Unlike the lighter classes of vessels, this class carries only a small number of light weapons for anti-fighter/missile defense and relies on the lighter vessels of the fleet.

Battleship (Fast)-800-900Ktons:
Also known as a Battlecruiser and sharing the same frame and engines as the Fleet Carrier, the Fast Battleship is faster than the Dreadnoughts and super Carriers and carries many of the same weapons.

Code: (Battleship) [Select]
Battleship (Fast) Ruler Class
Mass: 800,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2750
Mass: 800,000
Battle Value: 104,452
Tech Rating/Availability: E/F-X-F-F
Cost: 10,113,578,000 C-bills

Fuel: 10,000 tons (25,000)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 5
KF Drive Integrity: 17
Heat Sinks: 4000 (8000)
Structural Integrity: 150

Armor
    Nose: 200
    Fore Sides: 170/170
    Aft Sides: 170/170
    Aft: 170

Cargo
    Bay 1:  Small Craft (4)         2 Doors   
    Bay 2:  Fighter (6)             3 Doors   
    Bay 3:  Cargo (11000.0 tons)    2 Doors   
    Bay 4:  Cargo (11000.0 tons)    2 Doors   
    Bay 5:  Cargo (30603.0 tons)    4 Doors   

Ammunition:
    520 rounds of LB 10-X Cluster ammunition (52 tons),
    320 rounds of Killer Whale ammunition (16,000 tons)

Dropship Capacity: 0
Grav Decks: 3 (100 m, 100 m, 100 m)
Escape Pods: 50
Life Boats: 50
Crew:  65 officers, 256 enlisted/non-rated, 99 gunners, 32 bay personnel, 10 passengers, 60 marines

Notes: Equipped with
    1 Mobile Hyperpulse Generators (Mobile HPG)
    1 Naval Comm-Scanner Suite (Large)
    10 MASH Equipment (1 theater)
2,400 tons of standard aerospace armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
Nose (188 Heat)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
4 Capital Missile Launcher (Killer Whale)  80   16(160) 16(160) 16(160) 16(160)  Capital Missile
    Killer Whale Ammo (40 shots)
4 Capital Missile Launcher (Killer Whale)  80   16(160) 16(160) 16(160) 16(160)  Capital Missile
    Killer Whale Ammo (40 shots)
FRS/FLS (928 Heat)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
4 Naval PPC (Heavy)                        900  60(600) 60(600) 60(600) 60(600)  Capital PPC
RBS/LBS (1,088 Heat)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
4 Naval PPC (Heavy)                        900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Capital Missile Launcher (Killer Whale)  80   16(160) 16(160) 16(160) 16(160)  Capital Missile
    Killer Whale Ammo (40 shots)
4 Capital Missile Launcher (Killer Whale)  80   16(160) 16(160) 16(160) 16(160)  Capital Missile
    Killer Whale Ammo (40 shots)
ARS/ALS (928 Heat)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
4 Naval PPC (Heavy)                        900  60(600) 60(600) 60(600) 60(600)  Capital PPC
Aft (188 Heat)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                         4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
4 Capital Missile Launcher (Killer Whale)  80   16(160) 16(160) 16(160) 16(160)  Capital Missile
    Killer Whale Ammo (40 shots)
4 Capital Missile Launcher (Killer Whale)  80   16(160) 16(160) 16(160) 16(160)  Capital Missile
    Killer Whale Ammo (40 shots)


Fleet Carrier-800-900Ktons:
The fleet carrier carries eight dropships along with three airwings of fighters as well as another of mixed assault pinnaces and M-Series Droppods. Weaponry is a mix of heavy and light anti-fighter and anti-missile weaponry, able to put up an almost solid wall of flak in all directions.

Code: (Admiralty Class Fleet carrier) [Select]
Carrier Admiralty
Mass: 800,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2750
Mass: 800,000
Battle Value: 53,100
Tech Rating/Availability: E/F-X-F-F
Cost: 9,705,537,139 C-bills

Fuel: 10,022.5 tons (25,056)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 5
KF Drive Integrity: 17
Heat Sinks: 1050 (2100)
Structural Integrity: 150

Armor
    Nose: 200
    Fore Sides: 170/170
    Aft Sides: 170/170
    Aft: 170

Cargo
    Bay 1:  Cargo (11000.0 tons)    2 Doors   
    Bay 2:  Cargo (11000.0 tons)    2 Doors   
    Bay 3:  Cargo (11000.0 tons)    2 Doors   
    Bay 4:  Cargo (11000.0 tons)    2 Doors   
    Bay 5:  Small Craft (120)       2 Doors   
    Bay 6:  Fighter (120)           2 Doors   
    Bay 7:  Cargo (Liquid) (13650.0 tons)2 Doors   
    Bay 8:  Cargo (14827.5 tons)    2 Doors   

Ammunition:
    660 rounds of LB 10-X Cluster ammunition (66 tons),
    320 rounds of Barracuda ammunition (9,600 tons)

Dropship Capacity: 0
Grav Decks: 3 (100 m, 100 m, 100 m)
Escape Pods: 50
Life Boats: 150
Crew:  93 officers, 384 enlisted/non-rated, 71 gunners, 840 bay personnel, 10 passengers, 30 marines

Notes: Equipped with
    1 Mobile Hyperpulse Generators (Mobile HPG)
    1 Naval Comm-Scanner Suite (Large)
    50 MASH Equipment (1 theater)
2,400 tons of standard aerospace armor.

Weapons:                                    Capital Attack Values (Standard)
Arc (Heat)                              Heat  SRV     MRV     LRV      ERV    Class       
Nose (236 Heat)
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
3 LB 10-X AC                             6   3(30)   3(30)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (30 shots)
3 LB 10-X AC                             6   3(30)   3(30)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (30 shots)
2 Naval Laser 35                        104  7(70)   7(70)   7(70)     0(0)   Capital Laser
2 Naval Laser 35                        104  7(70)   7(70)   7(70)     0(0)   Capital Laser
FRS/FLS (282 Heat)
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
3 LB 10-X AC                             6   3(30)   3(30)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (30 shots)
3 LB 10-X AC                             6   3(30)   3(30)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (30 shots)
3 LB 10-X AC                             6   3(30)   3(30)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (30 shots)
2 Naval Laser 35                        104  7(70)   7(70)   7(70)     0(0)   Capital Laser
2 Naval Laser 35                        104  7(70)   7(70)   7(70)     0(0)   Capital Laser
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (40 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (40 shots)
RBS/LBS (246 Heat)
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
3 LB 10-X AC                             6   3(30)   3(30)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (30 shots)
3 LB 10-X AC                             6   3(30)   3(30)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (30 shots)
3 LB 10-X AC                             6   3(30)   3(30)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (30 shots)
2 Naval Laser 35                        104  7(70)   7(70)   7(70)     0(0)   Capital Laser
2 Naval Laser 35                        104  7(70)   7(70)   7(70)     0(0)   Capital Laser
ARS/ALS (282 Heat)
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
3 LB 10-X AC                             6   3(30)   3(30)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (30 shots)
3 LB 10-X AC                             6   3(30)   3(30)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (30 shots)
3 LB 10-X AC                             6   3(30)   3(30)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (30 shots)
2 Naval Laser 35                        104  7(70)   7(70)   7(70)     0(0)   Capital Laser
2 Naval Laser 35                        104  7(70)   7(70)   7(70)     0(0)   Capital Laser
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (40 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (40 shots)
Aft (236 Heat)
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Pulse Laser                      4    1(6)    0(0)    0(0)     0(0)   Point Defense
3 LB 10-X AC                             6   3(30)   3(30)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (30 shots)
3 LB 10-X AC                             6   3(30)   3(30)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (30 shots)
2 Naval Laser 35                        104  7(70)   7(70)   7(70)     0(0)   Capital Laser
2 Naval Laser 35                        104  7(70)   7(70)   7(70)     0(0)   Capital Laser

Wolf wins every fight but one, and in that one he dies, his fangs locked on the throat of his opponent.

wolfgar

  • Captain
  • *
  • Posts: 1762
  • Wolfson's Heavy Raiders: 3058-3092
Re: Wheres the KF Boom build thread
« Reply #5 on: 06 March 2022, 18:52:10 »

Dreadnought:
At one-million tons apiece, these examples of retrotech, the Conqueror class dreadnoughts and Intervention class carrier ships use what are now considered civilian grade jump cores to carry their weapons and equipment.

The Conqueror class Dreadnought carries four DRoST class dropships, 36 fighters and 12 M-series drop pods or assault pinnaces allowing it to focus its weight in its armor and weaponry. It was however, built in a time when the only forces it would face were likely to be uparmed Aquilas and as a result lacks a good bit in the armor, only having 1200 tons of what is now considered primitive aerospace armor. Also, while the weapons list itself is impressive compared to today’s warships, it’s in system speed is lacking and its weapons layout is sub-optimal for bracketing fire from multiple weapons mounts.

Code: (Conqueror class Dreadnought) [Select]
Dreadnought Conqueror class
Mass: 1,000,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2750
Mass: 1,000,000
Battle Value: 167,114
Tech Rating/Availability: E/F-X-X-X
Cost: 12,589,113,000 C-bills

Fuel: 10,000 tons (25,000)
Safe Thrust: 1
Maximum Thrust: 2
Sail Integrity: 5
KF Drive Integrity: 34
Jump Range: 15
Heat Sinks: 7,000
Structural Integrity: 60

Armor
    Nose: 60
    Fore Sides: 60/60
    Aft Sides: 60/60
    Aft: 39

Cargo
    Bay 1:  Fighter (36)            6 Doors   
    Bay 2:  Cargo (11000.0 tons)    2 Doors   
    Bay 3:  Small Craft (12)        6 Doors   
    Bay 4:  Cargo (11000.0 tons)    2 Doors   
    Bay 5:  Cargo (Liquid) (18200.0 tons)1 Door   
    Bay 6:  Cargo (60932.5 tons)    1 Door   

Ammunition:
    320 rounds of LB 10-X Cluster ammunition (32 tons),
    320 rounds of Killer Whale ammunition (16,000 tons),
    320 rounds of Heavy N-Gauss ammunition (160 tons),
    320 rounds of NAC/35 ammunition (320 tons)

Dropship Capacity: 0
Grav Decks: 4 (100 m, 100 m, 100 m, 100 m)
Escape Pods: 30
Life Boats: 25
Crew:  75 officers, 292 enlisted/non-rated, 75 gunners, 132 bay personnel, 20 passengers, 60 marines

Notes: Equipped with
    1 Mobile Hyperpulse Generators (Mobile HPG)
    1 Satellite Imager [Infrared Imager]
    1 Satellite Imager [High-Resolution (Hi-Res) Imager]
    1 Satellite Imager [Look-Down Radar]
    1 Naval Comm-Scanner Suite (Large)
    20 MASH Equipment (1 theater)
1,200 tons of primitive aerospace armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
Nose (992 Heat)
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
4 Capital Missile Launcher (Killer Whale)  80   16(160) 16(160) 16(160) 16(160)  Capital Missile
    Killer Whale Ammo (80 shots)
4 Naval PPC (Heavy)                        900  60(600) 60(600) 60(600) 60(600)  Capital PPC
FRS/FLS (564 Heat)
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Naval Autocannon (NAC/35)                240  70(700) 70(700)  0(0)     0(0)   Capital AC 
    NAC/35 Ammo (40 shots)
2 Naval Autocannon (NAC/35)                240  70(700) 70(700)  0(0)     0(0)   Capital AC 
    NAC/35 Ammo (40 shots)
2 Naval Gauss (Heavy)                      36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (40 shots)
2 Naval Gauss (Heavy)                      36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (40 shots)
RBS/LBS (1,268 Heat)
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
4 Capital Missile Launcher (Killer Whale)  80   16(160) 16(160) 16(160) 16(160)  Capital Missile
    Killer Whale Ammo (80 shots)
2 Naval Autocannon (NAC/35)                240  70(700) 70(700)  0(0)     0(0)   Capital AC 
    NAC/35 Ammo (40 shots)
2 Naval Gauss (Heavy)                      36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (40 shots)
4 Naval PPC (Heavy)                        900  60(600) 60(600) 60(600) 60(600)  Capital PPC
ARS/ALS (288 Heat)
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Naval Autocannon (NAC/35)                240  70(700) 70(700)  0(0)     0(0)   Capital AC 
    NAC/35 Ammo (40 shots)
2 Naval Gauss (Heavy)                      36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (40 shots)
Aft (992 Heat)
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                               2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                                4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
4 Capital Missile Launcher (Killer Whale)  80   16(160) 16(160) 16(160) 16(160)  Capital Missile
    Killer Whale Ammo (80 shots)
4 Naval PPC (Heavy)                        900  60(600) 60(600) 60(600) 60(600)  Capital PPC



The Intervention Class Carrier, like its civilian counterparts, the Cargomax cargo ship, are built to carry a large volume of goods and the dropships to move it planetside ahead of the carrier itself. A minimum of anti-missile and anti-fighter weaponry protect it as it lumbers along behind the twelve DRoST class dropships and its 128 fighters as well as an equal number of assault pinnaces and M-1 series drop pods.

Code: (Intervention class Carrier) [Select]
Carrier Intervention class
Mass: 1,000,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2750
Mass: 1,000,000
Battle Value: 30,382
Tech Rating/Availability: E/F-X-X-X
Cost: 10,266,809,000 C-bills

Fuel: 15,000 tons (37,500)
Safe Thrust: 1
Maximum Thrust: 2
Sail Integrity: 5
KF Drive Integrity: 34
Jump Range: 15
Heat Sinks: 1,000
Structural Integrity: 60

Armor
    Nose: 60
    Fore Sides: 60/60
    Aft Sides: 60/60
    Aft: 39

Cargo
    Bay 1:  Cargo (22000.0 tons)    2 Doors   
    Bay 2:  Cargo (22000.0 tons)    2 Doors   
    Bay 3:  Cargo (22000.0 tons)    2 Doors   
    Bay 4:  Cargo (22000.0 tons)    2 Doors   
    Bay 5:  Cargo (22000.0 tons)    2 Doors   
    Bay 6:  Cargo (22000.0 tons)    2 Doors   
    Bay 7:  Fighter (128)           2 Doors   
    Bay 8:  Small Craft (128)       2 Doors   
    Bay 9:  Cargo (Liquid) (45500.0 tons)1 Door   
    Bay 10: Cargo (106842.0 tons)   1 Door   

Ammunition:
    520 rounds of LB 10-X Cluster ammunition (52 tons),
    520 rounds of Barracuda ammunition (15,600 tons)

Dropship Capacity: 0
Grav Decks: 4 (100 m, 100 m, 100 m, 100 m)
Escape Pods: 30
Life Boats: 25
Crew:  75 officers, 292 enlisted/non-rated, 70 gunners, 896 bay personnel, 20 passengers, 60 marines

Notes: Equipped with
    1 Mobile Hyperpulse Generators (Mobile HPG)
    1 Naval Comm-Scanner Suite (Large)
    20 MASH Equipment (1 theater)
1,200 tons of primitive aerospace armor.

Weapons:                                    Capital Attack Values (Standard)
Arc (Heat)                              Heat  SRV     MRV     LRV      ERV    Class       
Nose (78 Heat)
2 Small Laser                            2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                            2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Small Laser                            2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
FRS/FLS (118 Heat)
2 Small Laser                            2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                            2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Small Laser                            2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
RBS/LBS (24 Heat)
2 Small Laser                            2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                            2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Small Laser                            2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                            2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
ARS/ALS (118 Heat)
2 Small Laser                            2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                            2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Small Laser                            2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
Aft (78 Heat)
2 Small Laser                            2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser                            2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Small Laser                            2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 LB 10-X AC                             4   2(20)   2(20)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (20 shots)
2 Capital Missile Launcher (Barracuda)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)


Dropships and Small Craft:
The mass limitation of embarked ships hampers the military more than it does the civilian market, limiting the dropships that can be brought into combat to those carried by either the warships or contracted civilian jumpships. Because of that, the military has attempted to maximize the capabilities of their prime dropship frame, the DRoST.
[spoiler=DRoST Variants]
Ground Assault:
Usually the variant found aboard Destroyers and one of the pair used in light cruisers, the Ground Assault variant of the DRoST dropship is generally used to force the landing of a mixed force of (8) heavy armor, (8) light armor or IFVs and two companies of foot infantry. Designated as a “Light Assault Battalion” these units are usually the first outside forces to deal with pirate infestations under the guns of their dropship and the combined assault pinnaces of their ship or patrol group.
Code: (DRoST IIA Ground Assault) [Select]
DroST IIA Transport Ground Assault
Type: Military Aerodyne
Mass: 5,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2750
Mass: 5,000
Battle Value: 10,081
Tech Rating/Availability: E/E-F(F*)-E-D
Cost: 550,692,000 C-bills

Fuel: 250 tons (7,500)
Safe Thrust: 3
Maximum Thrust: 5
Heat Sinks: 86 (172)
Structural Integrity: 30

Armor
    Nose: 650
    Sides: 635/635
    Aft: 619

Cargo
    Bay 1:  Heavy Vehicle (8)       2 Doors   
    Bay 2:  Light Vehicle (8)       2 Doors   
    Bay 3:  Infantry (Foot) (40)    1 Door   
    Bay 4:  Cargo (1239.0 tons)     1 Door   

Ammunition:
    156 rounds of Anti-Missile System [IS] ammunition (13 tons),
    80 rounds of Arrow IV ammunition (16 tons),
    80 rounds of AC/20 ammunition (16 tons)

Escape Pods: 6
Life Boats: 0
Crew:  2 officers, 4 enlisted/non-rated, 3 gunners, 328 bay personnel

Notes: Mounts 135 tons of ferro-aluminum armor.

Weapons:                                      Capital Attack Values (Standard)
Arc (Heat)                                Heat  SRV     MRV     LRV     ERV   Class       
Nose (88 Heat)
2 AC/20                                   14   4(40)    0(0)    0(0)    0(0)  AC         
    AC/20 Ammo (40 shots)
2 AC/20                                   14   4(40)    0(0)    0(0)    0(0)  AC         
    AC/20 Ammo (40 shots)
2 ER PPC                                  30   2(20)   2(20)   2(20)    0(0)  PPC         
2 ER PPC                                  30   2(20)   2(20)   2(20)    0(0)  PPC         
RW/LW (40 Heat)
2 Arrow IV                                20    0(0)    0(0)    0(0)    0(0)  Artillery   
    Arrow IV Ammo (40 shots)
2 Large Pulse Laser                       20   2(18)   2(18)    0(0)    0(0)  Pulse Laser
Aft (4 Heat)
2 Anti-Missile System                      2    1(6)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (84 shots)
2 Anti-Missile System                      2    1(6)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (72 shots)

DRoST IIM Mech transport:
The second DRoST dropship on a light cruiser, the ability to drop two lances of battlemechs and a trio of repair vehicles for them out of a single dropship was not lost on the designers when they created the Ground Assault variant, and thus a small change was made to the bay loadout, allowing eight mechs and three light vehicles to be loaded ready for combat.
Code: (DRoST IIM Mech Transport) [Select]
DroST IIM Transport Mech Transport
Type: Military Aerodyne
Mass: 5,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2750
Mass: 5,000
Battle Value: 11,345
Tech Rating/Availability: E/E-F(F*)-E-D
Cost: 524,484,000 C-bills

Fuel: 250 tons (7,500)
Safe Thrust: 5
Maximum Thrust: 8
Heat Sinks: 86 (172)
Structural Integrity: 30

Armor
    Nose: 650
    Sides: 635/635
    Aft: 619

Cargo
    Bay 1:  Mech (8)                4 Doors   
    Bay 2:  Light Vehicle (3)       3 Doors   
    Bay 3:  Cargo (477.0 tons)      1 Door   

Ammunition:
    156 rounds of Anti-Missile System [IS] ammunition (13 tons),
    80 rounds of Arrow IV ammunition (16 tons),
    80 rounds of AC/20 ammunition (16 tons)

Escape Pods: 6
Life Boats: 6
Crew:  2 officers, 3 enlisted/non-rated, 3 gunners, 31 bay personnel

Notes: Mounts 135 tons of ferro-aluminum armor.

Weapons:                                      Capital Attack Values (Standard)
Arc (Heat)                                Heat  SRV     MRV     LRV     ERV   Class       
Nose (88 Heat)
2 AC/20                                   14   4(40)    0(0)    0(0)    0(0)  AC         
    AC/20 Ammo (40 shots)
2 AC/20                                   14   4(40)    0(0)    0(0)    0(0)  AC         
    AC/20 Ammo (40 shots)
2 ER PPC                                  30   2(20)   2(20)   2(20)    0(0)  PPC         
2 ER PPC                                  30   2(20)   2(20)   2(20)    0(0)  PPC         
RW/LW (40 Heat)
2 Arrow IV                                20    0(0)    0(0)    0(0)    0(0)  Artillery   
    Arrow IV Ammo (40 shots)
2 Large Pulse Laser                       20   2(18)   2(18)    0(0)    0(0)  Pulse Laser
Aft (4 Heat)
2 Anti-Missile System                      2    1(6)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (84 shots)
2 Anti-Missile System                      2    1(6)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (72 shots)

DRoST IIR Cargo/Recovery Dropship:
Knowing that equipment needs to be replaced and supplies conveyed, even, and maybe especially under combat conditions, the DRoST IIR dropship carries a single infantry platoon, eight cargo trucks preloaded, and another 1400-plus tons of cargo for the combat theater. The cargo could be anything from rations and medical supplies to pre-filled fuel bladders and ammunition. Its weaponry allows it to fight its way down, unload and then escape back to orbit and its carrier, usually a Island class CVE

Code: (DRoST IIR) [Select]
DroST IIR Transport Shuttle Transport
Type: Military Aerodyne
Mass: 5,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2750
Mass: 5,000
Battle Value: 11,345
Tech Rating/Availability: E/E-F(F*)-E-D
Cost: 527,112,000 C-bills

Fuel: 250 tons (7,500)
Safe Thrust: 5
Maximum Thrust: 8
Heat Sinks: 86 (172)
Structural Integrity: 30

Armor
    Nose: 650
    Sides: 635/635
    Aft: 619

Cargo
    Bay 1:  Light Vehicle (8)       4 Doors   
    Bay 2:  Infantry (Foot) (5)     1 Door   
    Bay 3:  Cargo (1422.0 tons)     1 Door   

Ammunition:
    156 rounds of Anti-Missile System [IS] ammunition (13 tons),
    80 rounds of Arrow IV ammunition (16 tons),
    80 rounds of AC/20 ammunition (16 tons)

Escape Pods: 6
Life Boats: 6
Crew:  2 officers, 3 enlisted/non-rated, 3 gunners, 68 bay personnel

Notes: Mounts 135 tons of ferro-aluminum armor.

Weapons:                                      Capital Attack Values (Standard)
Arc (Heat)                                Heat  SRV     MRV     LRV     ERV   Class       
Nose (88 Heat)
2 AC/20                                   14   4(40)    0(0)    0(0)    0(0)  AC         
    AC/20 Ammo (40 shots)
2 AC/20                                   14   4(40)    0(0)    0(0)    0(0)  AC         
    AC/20 Ammo (40 shots)
2 ER PPC                                  30   2(20)   2(20)   2(20)    0(0)  PPC         
2 ER PPC                                  30   2(20)   2(20)   2(20)    0(0)  PPC         
RW/LW (40 Heat)
2 Arrow IV                                20    0(0)    0(0)    0(0)    0(0)  Artillery   
    Arrow IV Ammo (40 shots)
2 Large Pulse Laser                       20   2(18)   2(18)    0(0)    0(0)  Pulse Laser
Aft (4 Heat)
2 Anti-Missile System                      2    1(6)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (84 shots)
2 Anti-Missile System                      2    1(6)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (72 shots)

[/spoiler]
Smallcraft:
Designed under the requirement to convey armor and infantry to the ground through contested airspace to establish a beachhead, the M-series of drop pod small craft can move either one heavy, or two heavy vehicles, or three companies of mixed infantry.

Code: (M-1 Heavy vehicle drop pod) [Select]
M-1 Drop Pod Small Craft
Type: Military Spheriod
Mass: 200 tons
Technology Base: Inner Sphere (Standard)
Introduced: 2750
Mass: 200
Battle Value: 994
Tech Rating/Availability: E/E-F(F*)-D-D
Cost: 14,105,100 C-bills

Fuel: 5 tons (400)
Safe Thrust: 3
Maximum Thrust: 5
Heat Sinks: 7 (14)
Structural Integrity: 15

Armor
    Nose: 96
    Sides: 82/82
    Aft: 68

Cargo
    Bay 1:  Heavy Vehicle (1)       1 Door   
    Bay 2:  Cargo (2.0 tons)        1 Door   

Ammunition:
None

Escape Pods: 0
Life Boats: 0
Crew:  1 officer, 2 enlisted/non-rated, 1 gunner, 8 bay personnel

Notes: Mounts 15 tons of ferro-aluminum armor.

Weapons
and Ammo              Location   Tonnage  Heat   SRV  MRV  LRV  ERV
Medium Pulse Laser      Nose      2.0      4      6    0    0    0 
Medium Pulse Laser     Fwd R      2.0      4      6    0    0    0 
Medium Pulse Laser     Fwd L      2.0      4      6    0    0    0 


Code: (M-2 Drop Pod) [Select]
M-2 Drop Pod Small Craft
Type: Military Spheriod
Mass: 200 tons
Technology Base: Inner Sphere (Standard)
Introduced: 2750
Mass: 200
Battle Value: 994
Tech Rating/Availability: E/E-F(F*)-D-D
Cost: 14,210,100 C-bills

Fuel: 5 tons (400)
Safe Thrust: 3
Maximum Thrust: 5
Heat Sinks: 7 (14)
Structural Integrity: 15

Armor
    Nose: 96
    Sides: 82/82
    Aft: 68

Cargo
    Bay 1:  Light Vehicle (2)       2 Doors   
    Bay 2:  Cargo (2.0 tons)        1 Door   

Ammunition:
None

Escape Pods: 0
Life Boats: 0
Crew:  1 officer, 2 enlisted/non-rated, 1 gunner, 10 bay personnel

Notes: Mounts 15 tons of ferro-aluminum armor.

Weapons
and Ammo              Location   Tonnage  Heat   SRV  MRV  LRV  ERV
Medium Pulse Laser      Nose      2.0      4      6    0    0    0 
Medium Pulse Laser     Fwd R      2.0      4      6    0    0    0 
Medium Pulse Laser     Fwd L      2.0      4      6    0    0    0 


Code: (M-3 Infantry pod) [Select]
M-3 Drop Pod Small Craft
Type: Military Spheriod
Mass: 200 tons
Technology Base: Inner Sphere (Standard)
Introduced: 2750
Mass: 200
Battle Value: 994
Tech Rating/Availability: E/E-F(F*)-D-D
Cost: 26,365,100 C-bills

Fuel: 5 tons (400)
Safe Thrust: 3
Maximum Thrust: 5
Heat Sinks: 7 (14)
Structural Integrity: 15

Armor
    Nose: 96
    Sides: 82/82
    Aft: 68

Cargo
    Bay 1:  Infantry (Foot) (40)    1 Door   
    Bay 2:  Infantry (Jump) (24)    2 Doors   
    Bay 3:  Cargo (38.0 tons)       1 Door   

Ammunition:
None

Escape Pods: 0
Life Boats: 0
Crew:  1 officer, 2 enlisted/non-rated, 1 gunner, 308 bay personnel

Notes: Mounts 15 tons of ferro-aluminum armor.

Weapons
and Ammo              Location   Tonnage  Heat   SRV  MRV  LRV  ERV
Medium Pulse Laser      Nose      2.0      4      6    0    0    0 
Medium Pulse Laser     Fwd R      2.0      4      6    0    0    0 
Medium Pulse Laser     Fwd L      2.0      4      6    0    0    0 


AP=1
The navy’s premier assault pinnace, the AP-1 is an aerodyne shuttle designed to land a platoon of Marines on pirate held ships, even ones underway, the AP-1 is armed to fight and armored to survive.

Code: (AP-1 Assault Pinnace) [Select]
AP-1 Assault Pinnace
Type: Military Aerodyne
Mass: 200 tons
Technology Base: Inner Sphere (Standard)
Introduced: 2750
Mass: 200
Battle Value: 2,427
Tech Rating/Availability: E/E-F(F*)-D-D
Cost: 36,240,100 C-bills

Fuel: 5 tons (400)
Safe Thrust: 3
Maximum Thrust: 5
Heat Sinks: 26 (52)
Structural Integrity: 50

Armor
    Nose: 150
    Sides: 150/150
    Aft: 144

Cargo
    None

Ammunition:
None

Escape Pods: 0
Life Boats: 0
Crew:  1 officer, 2 enlisted/non-rated, 2 gunners

Notes: Mounts 22 tons of ferro-aluminum armor.

Weapons
and Ammo              Location   Tonnage  Heat   SRV  MRV  LRV  ERV
Medium Laser           R Wing     1.0      3      5    0    0    0 
PPC                    R Wing     7.0      10    10   10    0    0 
Medium Laser           L Wing     1.0      3      5    0    0    0 
PPC                    L Wing     7.0      10    10   10    0    0 
Medium Laser            Nose      1.0      3      5    0    0    0 
Large Laser             Nose      5.0      8      8    8    0    0 
ER PPC                  Nose      7.0      15    10   10   10    0 


Code: (AP-1 Assault Pinnace Block II) [Select]
AP-1 (Block II) Assault Pinnace
Type: Military Aerodyne
Mass: 200 tons
Technology Base: Inner Sphere (Standard)
Introduced: 2750
Mass: 200
Battle Value: 2,360
Tech Rating/Availability: E/E-F(F*)-D-D
Cost: 36,367,600 C-bills

Fuel: 5 tons (400)
Safe Thrust: 3
Maximum Thrust: 5
Heat Sinks: 22 (44)
Structural Integrity: 50

Armor
    Nose: 170
    Sides: 160/160
    Aft: 140

Cargo
    None

Ammunition:
    20 rounds of AC/5 ammunition (1 tons)

Escape Pods: 0
Life Boats: 0
Crew:  1 officer, 2 enlisted/non-rated, 2 gunners

Notes: Mounts 24 tons of ferro-aluminum armor.

Weapons
and Ammo              Location   Tonnage  Heat   SRV  MRV  LRV  ERV
ER PPC                 R Wing     7.0      15    10   10   10    0 
ER PPC                 L Wing     7.0      15    10   10   10    0 
AC/5                    Nose      8.0      1      5    5    0    0 
ER Large Laser          Nose      5.0      12     8    8    8    0 

Wolf wins every fight but one, and in that one he dies, his fangs locked on the throat of his opponent.

wolfgar

  • Captain
  • *
  • Posts: 1762
  • Wolfson's Heavy Raiders: 3058-3092
Re: Wheres the KF Boom build thread
« Reply #6 on: 06 March 2022, 18:53:12 »

Civilian:
Cargomax:
Built in the same yards and on the same frame design as the Conqueror and Intervention class ships, the Cargomax cargo transport carries its cargo out to the hubs of the great houses and back on a continuous circuit. 12-DRoST framed cargo dropships can carry the high priority cargo directly to a system’s planets or station while the ship itself docks at the system’s main station, (Class 4 or higher) to transfer cargo to or from any of its four holds

Code: (Cargomax cargo transport) [Select]
Cargomax cargoship (transport)
Mass: 1,000,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2750
Mass: 1,000,000
Battle Value: 1,228
Tech Rating/Availability: D/D-X-X-X
Cost: 7,654,504,000 C-bills

Fuel: 10,000 tons (25,000)
Safe Thrust: 1
Maximum Thrust: 2
Sail Integrity: 5
KF Drive Integrity: 22
Jump Range: 15
Heat Sinks: 300
Structural Integrity: 25

Armor
    Nose: 7
    Fore Sides: 7/7
    Aft Sides: 5/5
    Aft: 6

Cargo
    Bay 1:  Cargo (11000.0 tons)    2 Doors   
    Bay 2:  Cargo (11000.0 tons)    2 Doors   
    Bay 3:  Cargo (11000.0 tons)    2 Doors   
    Bay 4:  Cargo (11000.0 tons)    2 Doors   
    Bay 5:  Cargo (11000.0 tons)    2 Doors   
    Bay 6:  Cargo (11000.0 tons)    2 Doors   
    Bay 7:  Cargo (100000.0 tons)   1 Door   
    Bay 8:  Cargo (100000.0 tons)   1 Door   
    Bay 9:  Cargo (100000.0 tons)   1 Door   
    Bay 10: Cargo (31967.0 tons)    1 Door   

Ammunition:
None

Dropship Capacity: 0
Grav Decks: 4 (100 m, 100 m, 100 m, 100 m)
Escape Pods: 50
Life Boats: 50
Crew:  52 officers, 215 enlisted/non-rated, 43 gunners, 100 passengers

Notes: Mounts 100 tons of primitive aerospace armor.

Weapons:           Capital Attack Values (Standard)
Arc (Heat)     Heat  SRV     MRV     LRV      ERV    Class       
Nose (4 Heat)
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
FRS/FLS (4 Heat)
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
RBS/LBS (4 Heat)
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
ARS/ALS (4 Heat)
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
Aft (4 Heat)
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense


Tier II Class cargo ship-650K ton-(2/3 Thrust-1-1.5G)
Moving from the main hubs of the five great houses to their outer main hubs is neither the job of anything so great as the Cargomax class ships, nor something so small as to use the Tramp class ships, thus on the hull of the Island class CVE was the Tier II cargo ships built. Eight dropships and four 45k ton cargo bays allow the transshipment from district capitals to national capitols efficiently without having to create a purpose built design. The anti-missile/fighter armament is usually enough to clear a path through the worst micrometeorite storm, and the transit drive allows the ship to proceed directly to the planet or dock with local stations (Minimum Class Two) for the purpose of transshipping cargo directly between the ship and station.

Code: (Tier II Cargo ship) [Select]
Cruiser (Heavy) Tier II Class Freighter
Mass: 650,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2750
Mass: 650,000
Battle Value: 2,193
Tech Rating/Availability: D/D-X-X-X
Cost: 6,233,739,000 C-bills

Fuel: 8,000 tons (20,000)
Safe Thrust: 2
Maximum Thrust: 3
Sail Integrity: 5
KF Drive Integrity: 15
Jump Range: 15
Heat Sinks: 325
Structural Integrity: 10

Armor
    Nose: 5
    Fore Sides: 5/5
    Aft Sides: 5/5
    Aft: 4

Cargo
    Bay 1:  Small Craft (2)         1 Door   
    Bay 2:  Cargo (11000.0 tons)    2 Doors   
    Bay 3:  Cargo (11000.0 tons)    2 Doors   
    Bay 4:  Cargo (11000.0 tons)    2 Doors   
    Bay 5:  Cargo (11000.0 tons)    2 Doors   
    Bay 6:  Cargo (45000.0 tons)    1 Door   
    Bay 7:  Cargo (45000.0 tons)    1 Door   
    Bay 8:  Cargo (45000.0 tons)    1 Door   
    Bay 9:  Cargo (45000.0 tons)    1 Door   
    Bay 10: Cargo (3992.0 tons)     1 Door   

Ammunition:
None

Dropship Capacity: 0
Grav Decks: 2 (100 m, 100 m)
Escape Pods: 0
Life Boats: 22
Crew:  35 officers, 150 enlisted/non-rated, 15 gunners, 10 bay personnel, 20 passengers

Notes: Equipped with
    2 MASH Equipment (1 theater)
100 tons of primitive aerospace armor.

Weapons:           Capital Attack Values (Standard)
Arc (Heat)     Heat  SRV     MRV     LRV      ERV    Class       
Nose (42 Heat)
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
4 Small Laser   4   1(12)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Large Laser  16   2(16)   2(16)    0(0)     0(0)   Laser       
2 Large Laser  16   2(16)   2(16)    0(0)     0(0)   Laser       
FRS/FLS (40 Heat)
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Large Laser  16   2(16)   2(16)    0(0)     0(0)   Laser       
2 Large Laser  16   2(16)   2(16)    0(0)     0(0)   Laser       
RBS/LBS (24 Heat)
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Large Laser  16   2(16)   2(16)    0(0)     0(0)   Laser       
ARS/ALS (24 Heat)
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Large Laser  16   2(16)   2(16)    0(0)     0(0)   Laser       
Aft (40 Heat)
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Large Laser  16   2(16)   2(16)    0(0)     0(0)   Laser       
2 Large Laser  16   2(16)   2(16)    0(0)     0(0)   Laser       


Tramp-350k ton-(2/3 thrust 1-1.5G acceleration):
Most common in the outer rings of human space, the Tramp class freighter usually carries the cargo from the outer hub systems to individual systems that do not yet have a nadir or zenith station, (or are too resource poor to justify one) These ships are built on destroyer hulls, but equipped with civilian grade jump drives and in system engines making them slow and ponderous, thus easy pickings for the offensively minded pirate.

Code: (Tramp Class Freighter) [Select]
Destroyer Tramp Class Freighter
Mass: 350,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2750
Mass: 350,000
Battle Value: 2,033
Tech Rating/Availability: D/D-X-X-X
Cost: 6,820,203,000 C-bills

Fuel: 4,000 tons (10,000)
Safe Thrust: 2
Maximum Thrust: 3
Sail Integrity: 4
KF Drive Integrity: 9
Jump Range: 15
Heat Sinks: 250
Structural Integrity: 10

Armor
    Nose: 5
    Fore Sides: 4/4
    Aft Sides: 3/3
    Aft: 2

Cargo
    Bay 1:  Dropshuttle (2)         2 Doors   
    Bay 2:  Small Craft (1)         1 Door   
    Bay 3:  Cargo (111690.0 tons)   4 Doors   

Ammunition:
None

Dropship Capacity: 0
Grav Decks: 1 (100 m)
Escape Pods: 0
Life Boats: 22
Crew:  24 officers, 101 enlisted/non-rated, 15 gunners, 5 bay personnel, 10 passengers

Notes: Equipped with
    2 MASH Equipment (1 theater)
70 tons of primitive aerospace armor.

Weapons:           Capital Attack Values (Standard)
Arc (Heat)     Heat  SRV     MRV     LRV      ERV    Class       
Nose (42 Heat)
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
4 Small Laser   4   1(12)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Large Laser  16   2(16)   2(16)    0(0)     0(0)   Laser       
2 Large Laser  16   2(16)   2(16)    0(0)     0(0)   Laser       
FRS/FLS (40 Heat)
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Large Laser  16   2(16)   2(16)    0(0)     0(0)   Laser       
2 Large Laser  16   2(16)   2(16)    0(0)     0(0)   Laser       
RBS/LBS (24 Heat)
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Large Laser  16   2(16)   2(16)    0(0)     0(0)   Laser       
ARS/ALS (24 Heat)
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Large Laser  16   2(16)   2(16)    0(0)     0(0)   Laser       
Aft (40 Heat)
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)     0(0)   Point Defense
2 Large Laser  16   2(16)   2(16)    0(0)     0(0)   Laser       
2 Large Laser  16   2(16)   2(16)    0(0)     0(0)   Laser       


Dropships and Small Craft:
The maximum mass limit of five-thousand tons per embarked dropship really hurts some of the smaller shipping lines who are limited to Tramp class freighters and their two dropships. The response has been to pare away anything that was not absolutely necessary for the cargo dropship itself, to increase possible cargo mass.

DRoST IIC (Cargo)
Building on the tried and true “DRoST” dropship frame, the small shipping companies stripped most of its armor and all but eight paired Martell small lasers for its point defense, devoting all the saved mass to cargo. Added to this is the small sliver of mass saved by keeping the eight crew of each dropship in “Second class” amenities, meaning that they are hot bunking with each other, two to a shift, and all active while landing, transferring cargo, and taking off. It is believed that if not for the fact that they only spend a week or two at a time in these conditions, the companies would either have to upgrade them, or find new crews. Even then, the turnover for military or larger company berths is high. The result has been the ability to squeeze just over three thousand tons of mass into the dropship’s massive hold, easily accessible by its four doors for speedy transfer of materials and equipment.

Code: (DRoST IIC(Cargo)) [Select]
DroST IIC (Cargo Transport) Cargo Transport
Type: Civilian Aerodyne
Mass: 5,000 tons
Technology Base: Inner Sphere (Standard)
Introduced: 2750
Mass: 5,000
Battle Value: 1,019
Tech Rating/Availability: D/D-E-D-D
Cost: 121,968,000 C-bills

Fuel: 250 tons (7,500)
Safe Thrust: 3
Maximum Thrust: 5
Heat Sinks: 48
Structural Integrity: 10

Armor
    Nose: 90
    Sides: 90/90
    Aft: 90

Cargo
    Bay 1:  Cargo (3345.0 tons)     1 Door   

Ammunition:
None

Escape Pods: 3
Life Boats: 0
Crew:  2 officers, 3 enlisted/non-rated, 3 gunners

Notes: Mounts 20 tons of standard aerospace armor.

Weapons:           Capital Attack Values (Standard)
Arc (Heat)     Heat  SRV     MRV     LRV     ERV   Class       
Nose (4 Heat)
2 Small Laser   2    1(6)    0(0)    0(0)    0(0)  Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)    0(0)  Point Defense
RW/LW (4 Heat)
2 Small Laser   2    1(6)    0(0)    0(0)    0(0)  Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)    0(0)  Point Defense
Aft (4 Heat)
2 Small Laser   2    1(6)    0(0)    0(0)    0(0)  Point Defense
2 Small Laser   2    1(6)    0(0)    0(0)    0(0)  Point Defense

Wolf wins every fight but one, and in that one he dies, his fangs locked on the throat of his opponent.

wolfgar

  • Captain
  • *
  • Posts: 1762
  • Wolfson's Heavy Raiders: 3058-3092
Re: Wheres the KF Boom build thread
« Reply #7 on: 15 October 2022, 19:19:58 »
A NOTICE:
Where's the (KF) Boom is now a part of the DIRTT AU ship classes from here will be used in that universe
Wolf wins every fight but one, and in that one he dies, his fangs locked on the throat of his opponent.