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BattleTech Player Boards => Fan Designs and Rules => Combat Vehicles => Topic started by: Luxan on 02 August 2019, 15:22:29
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Missile Carrier
Mass: 60 tons
Tech Base: Inner Sphere
Motive Type: Tracked OmniVehicle
Rules Level: Advanced Rules
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3078
Cost: 1,522,000 C-Bills
Battle Value: 319
Power Plant: GM 180 Fuel Cell Engine
Cruise Speed: 32.4 km/h
Flanking Speed: 54.0 km/h
Armor: StarSlab-1 Ferro-Fibrous
Armament:
34.0 tons of pod space.
Manufacturer: Aldis Industries
Primary Factory: Terra
Communications System: Basix 220
Targeting and Tracking System: Aldis TTS 7
Overview:
Developed for the Republic of the Sphere alongside the Kinnol MBT, the Missile
Carrier was an attempt to create a flexible missile platform capable of filling
both fire support and ambush roles. Built as an evolution of the ages old LRM
and SRM Carriers, it had the effect of simplifying the logistics for producing
such vehicles. The Republic of the Sphere made good use of the new Missile
Carriers, but attempts to sell it to the Capellan Confederation had mixed
results. The Capellans were ultimately unwilling to pay the increased cost for
vehicles that still incurred a high casualty rate.
Capabilities:
One of the primary weaknesses of the original carriers, particularly with the
SRM carrier, was the fixed forward firing arc of the missile racks. The Word of
Blake was the first to deploy an SRM carrier that housed the racks in a turret,
greatly increasing it's ability to ambush targets no matter which way they
approached. The Missile Carrier follows suit with a configurable turret that
can accomadate up to 30 tons of missile launchers. The turret housing is also
useful when the Missile Carrier is configured for a fire support role, allowing
the vehicle to go hull-down in built up terrain, protecting the body of the
vehicle while still being able to track targets.
The turret, and the CASE-protected ammunition bay beneath it, are also fully
modular components. The entire assembly can be removed and replaced with
another in a matter of hours, allowing Missile Carriers to be deployed in
whatever mission role circumstances may dictate.The turret is also the most
heavily armored part of the Missile Carrier. And while armor protection on the
body of the vehicle is also better than the original carriers, the Missile
Carrier remains relatively frail. It is also not any faster than it's
predecessors, though a GM Fuel Cell engine frees up the mass required for the
modular turret housing.
The eight standard turret configurations are each centered around a single
missile system, carrying 60 LRM tubes, 60 SRM tubes, 50 MML tubes, 100 MRM
tubs, two Arrow IV launchers, two Thunderbolt-20 launchers, 24 Mortar
launchers, or 35 Extended LRM tubes, respectively. The last configuration also
incorporates a C3 Slave Computer to provide supporting fire from a safe
distance as part of a C3 network.
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Equipment Type Rating Mass
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Internal Structure: Standard 30 points 6.00
Engine: Fuel-Cell Engine 180 8.50
Cruise MP: 3
Flank MP: 5
Heat Sinks: Single Heat Sink 1 0.00
Control Equipment: 3.00
Lift Equipment: 0.00
Turret: 3.00
Armor: Ferro-Fibrous AV - 89 5.00
Armor
Factor
Front 18
Left/Right 16/16
Turret 25
Rear 14
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Equipment Location Heat Spaces Mass
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CASE BD - 1 0.50
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 3
3t 0 0 0 0 3 0 Structure: 3
Special Abilities: OMNI, ENE, EE, TUR()
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Loadout Name: LRM Cost: 2,922,000
Tech Rating/Era Availability: E/X-X-E-A BV2: 965
Equipment Type Rating Mass
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Equipment Location Heat Spaces Mass
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4 LRM-15s T 20 4 28.00
CASE BD - 1 0.50
@LRM-15 (48) BD - 0 6.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 10
3t 2 4 4 0 3 0 Structure: 3
Special Abilities: OMNI, CASE, EE, TUR(2/4/4, LRM 2/4/4, IF 2/4/4), LRM 2/4/4, IF 4
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Loadout Name: SRM Cost: 3,122,000
Tech Rating/Era Availability: E/X-X-E-A BV2: 937
Equipment Type Rating Mass
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Equipment Location Heat Spaces Mass
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10 SRM-6s T 40 10 30.00
CASE BD - 1 0.50
@SRM-6 (60) BD - 0 4.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 9
3t 6 6 0 0 3 0 Structure: 3
Special Abilities: OMNI, CASE, EE, TUR(6/6/0, SRM 6/6/0), SRM 6/6/0
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Loadout Name: MML Cost: 3,022,000
Tech Rating/Era Availability: E/X-X-E-A BV2: 793
Equipment Type Rating Mass
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Equipment Location Heat Spaces Mass
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10 MML-5s T 30 10 30.00
CASE BD - 1 0.50
@MML-5 (LRM) (24) BD - 0 1.00
@MML-5 (SRM) (60) BD - 0 3.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 8
3t 5 4 3 0 3 0 Structure: 3
Special Abilities: OMNI, CASE, EE, TUR(5/4/3, SRM 5/3/2, LRM 5/3/2, IF 5/3/2), SRM 5/2/0, LRM 0/2/2, IF 2
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Loadout Name: MRM Cost: 3,122,000
Tech Rating/Era Availability: E/X-X-E-A BV2: 970
Equipment Type Rating Mass
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Equipment Location Heat Spaces Mass
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2 MRM-40s T 24 2 24.00
2 MRM-10s T 8 2 6.00
CASE BD - 1 0.50
@MRM-10 (24) BD - 0 1.00
@MRM-40 (18) BD - 0 3.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 10
3t 5 5 0 0 3 0 Structure: 3
Special Abilities: OMNI, CASE, EE, TUR(5/5/0)
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Loadout Name: Arrow Cost: 3,322,000
Tech Rating/Era Availability: E/X-X-E-A BV2: 919
Equipment Type Rating Mass
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Equipment Location Heat Spaces Mass
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2 Arrow IV Missiles T 20 2 30.00
CASE BD - 1 0.50
@Arrow IV (Cluster) (20) BD - 0 4.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 9
3t 4 0 0 0 3 0 Structure: 3
Special Abilities: OMNI, ARTAIS, CASE, EE, TUR(4/0/0)
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Loadout Name: Mortar Cost: 1,942,000
Tech Rating/Era Availability: E/X-X-E-A BV2: 493
Equipment Type Rating Mass
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Equipment Location Heat Spaces Mass
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3 Mech Mortar 8s T 30 3 30.00
CASE BD - 1 0.50
@Mortar 8 (Armor Piercing) (16) BD - 0 4.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 5
3t 1 2 2 0 3 0 Structure: 3
Special Abilities: OMNI, CASE, EE, TUR(1/2/2, IF 1/2/2), IF 2
================================================================================
Loadout Name: Thunderbolt Cost: 3,322,000
Tech Rating/Era Availability: E/X-X-F-A BV2: 1,081
Equipment Type Rating Mass
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Equipment Location Heat Spaces Mass
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2 Thunderbolt-20s T 16 2 30.00
CASE BD - 1 0.50
@Thunderbolt-20 (12) BD - 0 4.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 11
3t 2 3 3 0 3 0 Structure: 3
Special Abilities: OMNI, CASE, EE, TUR(2/3/3, IF 2/3/3), IF 3
================================================================================
Loadout Name: ELRM Cost: 3,522,000
Tech Rating/Era Availability: E/X-X-F-A BV2: 886
Rules Level: Experimental Tech
Equipment Type Rating Mass
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Equipment Location Heat Spaces Mass
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Extended LRM-15 T 8 1 12.00
2 Extended LRM-10s T 12 2 16.00
CASE BD - 1 0.50
C3 Computer (Slave) BD 0 1 1.00
@ELRM-15 (12) BD - 0 2.00
@ELRM-10 (27) BD - 0 3.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 9
3t 2 3 3 0 3 0 Structure: 3
Special Abilities: OMNI, CASE, C3S, EE, TUR(2/3/3, IF 1/2/2), IF 2
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Very nice setup
Normally I whine about vehicles being over 50 tons and not close to 100 tons (to take advantage of Vehicle Bay limitations), but the designs you have are quite good.
The only two tweaks I would make are:
MRM - drop the MRM-10s, and bring a total of 10 tons of MRM-40 ammo. 30 turns of fire, 80 MRMs at a time, and only keep track of one type of ammo. But that does drop its per-turn firepower by 20%
ELRM - change to a pair of ELRM-15, and free up 7 tons for extra ammo for the ELRM-15s. Total 9 tons, 54 shots, or 27 turns of ELRMs raining on an opponent. Drops per-turn firepower by ~14% though
Very nice concept, likely built on a planet and shipped as cargo to militia units so it uses cargo size for shipping, instead of needing a full size vehicle bay. Good competition to Quikcell too.
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a common field mod i forsee is to simply add a C3 pod in place of one ton of ammo for forces that are equipped with C3, the extra shots you lose should be replaced by a better number actually hitting because of the C3 triangulation
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The only two tweaks I would make are:
MRM - drop the MRM-10s, and bring a total of 10 tons of MRM-40 ammo. 30 turns of fire, 80 MRMs at a time, and only keep track of one type of ammo. But that does drop its per-turn firepower by 20%
ELRM - change to a pair of ELRM-15, and free up 7 tons for extra ammo for the ELRM-15s. Total 9 tons, 54 shots, or 27 turns of ELRMs raining on an opponent. Drops per-turn firepower by ~14% though
I can see the argument for the ELRM change, as it could conceivably remain far enough away to actually use all of that ammo. But the MRM configuration is still fundamentally an ambusher like the SRM Carriers of old. The MRMs have a bit more range in case the enemy tries to run away, but it's spray and pray at that point. Ultimately, it wants to be up close where it's most effective and thus won't survive long. Certainly not 30 turns. Even the 9 turns of continuous fire I've given it is doubtful. If it can't kill it's target in 2 turns it's game over. Here missiles in the air are much more valuable than missiles stuck in the ammo bin.
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I can see the argument for the ELRM change, as it could conceivably remain far enough away to actually use all of that ammo. But the MRM configuration is still fundamentally an ambusher like the SRM Carriers of old. The MRMs have a bit more range in case the enemy tries to run away, but it's spray and pray at that point. Ultimately, it wants to be up close where it's most effective and thus won't survive long. Certainly not 30 turns. Even the 9 turns of continuous fire I've given it is doubtful. If it can't kill it's target in 2 turns it's game over. Here missiles in the air are much more valuable than missiles stuck in the ammo bin.
I agree. In fact I'd be tempted to go the other way. Trade the MRM10s for Rocket Launchers.(10 RL10s + 2 RL15s will fit) The more favourable range bands and the instantaneous firepower at an opportune moment my well be more valuable that a greater final throw weight if you can fire for 7 turns.
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I agree. In fact I'd be tempted to go the other way. Trade the MRM10s for Rocket Launchers.(10 RL10s + 2 RL15s will fit) The more favourable range bands and the instantaneous firepower at an opportune moment my well be more valuable that a greater final throw weight if you can fire for 7 turns.
Hmm, I calculate only 11 spaces left for RLs after removing the MRM-10s and ammo. But still, you could do 8 RL-10s and 3 RL-15s. That's still 205 missiles/rockets in the air with the first volley!