==Overview:==
The Invader Class JumpShip is the most common JumpShip in the Successor States and the Clan occupation zone. First launched in 2631, the versatile vessel has met with surprising success and is popular with both military units and commercial users. Almost the entire current production of the Invader is being purchased by military users.
The pair of large hydroponics domes mounted on booms on either side of the Invader's command section is the most distinctive feature of the design. These facilities produce both food and oxygen for the JumpShip crew and create enough surplus to trade with transported DropShips. These hydroponics gardens are fully automated on most Invaders, but system failures force the crews on about 30 percent of active Invaders to maintain the domes manually. Many older Invaders suffer from a design flaw that causes the hydroponics booms to lock in the extended position, which can prevent the vessel from entering hyperspace. Work carried out since the Fourth Succession War has solved this problem on all new craft, and many older vessels have been modified to eliminate the flaw.
The Invader's sophisticated communications system and computers make it an ideal vessel for coordinating a task force. The vessel can maintain radio and laser-link feeds to up to ten transmitting stations.
The Invader appears just as popular with the Clans as with the Inner Sphere militaries. Invaders compose most of the Clans' transport fleets, although newer and larger vessels are beginning to displace a number of the
original craft.
The Invader-E is one of very few Inner Sphere variants of the venerable design. Weighing in 34,000 tons heavier than that of the original Invader, the Invader-E's hull has been extended and reinforced to incorporate a fourth dropship docking ring. The original Invader design also featured a pair of special-purpose long-range lasers for meteor-defense system, but maintenance problems led manufacturers to replace this system on the Invader-E with a pair of extended-range large lasers for limited offensive capability. However, in truth these weapons provide little more than psychological support for the crew.
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Invader-E Jumpship AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Invader-E (Extended Variant)
Tech: Inner Sphere / 2631
Vessel Type: JumpShip
Rules: Level 2, Standard design
Rules Set: AeroTech2
Mass: 186,000 tons
Length: 585 meters
Sail Diameter: 1,024 meters
Power Plant: Standard
Safe Thrust: 0
Maximum Thrust: 0
Armor Type: Standard
Armament:
2 ER Large Laser
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Class/Model/Name: Invader-E (Extended Variant)
Mass: 186,000 tons
Equipment: Mass
Power Plant, Drive & Control: 2,232.00
Thrust: Safe Thrust: 0
Maximum Thrust: 0
Kearny-Fuchida Hyperdrive: Standard (Integrity = 4) 176,700.00
Jump Sail: (Integrity = 4) 55.00
Structural Integrity: 1 1,240.00
Total Heat Sinks: 116 Single 5.00
Fuel & Fuel Pumps: 63.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 465.00
Fire Control Computers: .00
Food & Water: (129 days supply) 22.00
Armor Type: Standard (47 total armor pts) 78.00
Capital Scale Armor Pts
Location: L / R
Fore: 13
Fore-Left/Right: 7/7
Aft-Left/Right: 7/7
Aft: 6
Cargo:
Bay 1: Cargo (1) with 1 door 233.00
Bay 2: Small Craft (2) with 2 doors 400.00
Bay 3: Cargo (1) with 1 door 275.00
DropShip Capacity: 4 Docking Hardpoints 4,000.00
Escape Pods: 6 (7 tons each) 42.00
Crew and Passengers:
4 Officers (4 minimum) 40.00
19 Crew (11 minimum) 133.00
1 Gunners (1 minimum) 7.00
10 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
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2 ER Large Laser Nose 2(16) 2(16) 2(16) -- 24 10.00
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TOTALS: Heat: 24 186,000.00
Tons Left: .00
Calculated Factors:
Total Cost: 582,890,555 C-Bills
Battle Value: 955
Cost per BV: 610,356.6
Weapon Value: 1,414 (Ratio = 1.48)
Damage Factors: SRV = 15; MRV = 12; LRV = 4; ERV = 0
Maintenance: Maintenance Point Value (MPV) = 27,816
(11,813 Structure, 14,627 Life Support, 1,376 Weapons)
Support Points (SP) = 27,460 (99% of MPV)
BattleForce2: Not applicable