Wanted to see how small I could get a dropship down until its effectively a flying C-17 Globemaster. As in:
1 Mech Bay (first guy out, last one to board, using rear ramp)
2 Hvy Vehicle Bays (over/under two deck bay behind the Mech Bay, using the same rear ramp)
2 Squads of Inner Sphere BAs (exit out side doors/airlocks)
80 tons of Misc Cargo (moved around via any of the other doors/main ramp)
In flight/space its more or less an ultra-heavy ASF with two ERLLs in the nose, an MML7 in each wing, and a MPL+2xMguns aft that protect the rear ramp from any creepy-crawlies that try to come aboard while scouting a new planet.
Basically, a small semi-expendable explorer that can either be used to, ahem, 'explore strange new worlds', and possibly setup an initial encampment. Probably an armed IndustrialMech, a multi-purpose construction vehicle, an APC. Then flip a coin if the BAs are salvage arm/lift hoist equipped construction helpers, or 'security guards'.
Or can be used for military purposes in landing well away from population centers, almost certainly carrying an elite SpecOps unit where quality is far more important than quantity. So likely a stealthed scout 'Mech (nobody say Steiner Scouts please
), a stealthed VTOL, a stealthy APC, and of course, stealthy BAs. Get in, grab whatever is needed/document whatever is needed, and exfil hopefully without anyone knowing you were there. That or make one helvalot of noise in order to get the planetary defenders mad enough to chase you all over, while your actual invasion force jumps in a week later as the defenders are wildly out of position.
Specifically for pairing with Merchantmen or Invaders and NOT Scout Jumpships. The other docking collars would be for a tanker/hydroponics dropship that could extend the mission while staying attached to the jumpship - or, after things have been declared 'safe', then detach and land - and a probable 3rd dropship would be a tug/miner for some orbital mining to top off on raw material stock. Or, in short, the expensive stuff stays in orbit away from hyper-lethal diseases, hungry megafauna, those pesky locust-aliens no one likes to acknowledge, the Minnesota Tribe, or other Alien Space Bats.
Frontiersman Dropship
Type: Military Aerodyne
Mass: 1,100 tons
Technology Base: Inner Sphere (Standard)
Introduced: 3145
Mass: 1,100
Battle Value: 2,277
Tech Rating/Availability: E/X-X-X-D
Cost: 144,134,640 C-bills
Fuel: 60 tons (3,600)
Safe Thrust: 5
Maximum Thrust: 8
Heat Sinks: 20 (40)
Structural Integrity: 9
Armor
Nose: 175
Sides: 148/148
Aft: 120
Cargo
Bay 1: Heavy Vehicle (2) 1 Door
Bay 2: Mech (1) 1 Door
Bay 3: BattleArmor (IS) (2) 2 Doors
Bay 4: Cargo (80.0 tons) 1 Door
Ammunition:
28 rounds of MML 7 SRM ammunition (2 tons),
34 rounds of MML 7 LRM ammunition (2 tons),
200 rounds of Light Machine Gun [Full] ammunition (1 tons)
Escape Pods: 5
Life Boats: 0
Crew: 2 officers, 6 enlisted/non-rated, 2 gunners, 30 bay personnel
Notes: Mounts 31 tons of ferro-aluminum armor.
Weapons: Capital Attack Values (Standard)
Arc (Heat) Heat SRV MRV LRV ERV Class
Nose (24 Heat)
2 ER Large Laser 24 2(16) 2(16) 2(16) 0(0) Laser
RW/LW (4 Heat)
1 MML 7 4 0(4) 0(4) 0(4) 0(0) MML
MML 7 LRM Ammo (17 shots)
MML 7 SRM Ammo (14 shots)
Aft (4 Heat)
1 Medium Pulse Laser 4 1(6) 0(0) 0(0) 0(0) Pulse Laser
2 Light Machine Gun 0 0(2) 0(0) 0(0) 0(0) Point Defense
Light Machine Gun Ammo [Full] (200 shots)