Author Topic: [AU: Vela Corridor] CR Vehicle Conversions  (Read 939 times)

Retry

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[AU: Vela Corridor] CR Vehicle Conversions
« on: 21 November 2019, 23:24:37 »
(This entry is a fairly minor one, with a mixed bag of canonical vehicles converted to the specifications of the Crossroadian Republic.  As such, other than a brief overview explaining most of their origins and what a CR conversion consists of, there will be not be nearly a full Technical Readout amount of information corresponding with each vehicle.  Also, no pre-TRO commentary from J.C.; he's on break!)


CROSSROAD REPUBLIC CONVERSIONS
BACKGROUND
The Crossroad Republic, having branched off from General Aleksandr Kerensky's original Exodus Fleet, inherited a substantial reserve of equipment dating back to the Star League and earlier.  The reserves include civillian supplies such as medicines and industrial machinery as well as military-oriented equipment including small arms, combat vehicles, and even some Battlemechs (though the vast majority of those were kept by Kerensky's main fleet).

The vast majority of these ground vehicles were kept around and near the Republic's central planets, notably Crossroad and Aleksandria, until 3050.  While the Crossroad Armed Forces used them intensely during their founding (~2826), once the nation began to develop the industry capable of developing combat vehicles of their own, these star-league era relics were slowly phased out into second-line forces, and then garrisons, and eventually mothballed.

In 3050, the Crossroad Republic received word of the Clan Invasion of the Inner Sphere.  The word out on the street was that the Clans were clobbering the Inner Sphere left and right, and were poised to strike at Terra.  The Inner Sphere, despite having a somewhat lower technology level due to centuries of infighting, was a far larger and stronger adversary than the Republic.  The Republic's industrial capacity, while high-tech, was eclipsed by the Great Houses and, presumably, the Clans.  So naturally it was thought that, if the Clans were to ever turn its attention on the Crossroad Republic, how could it possibly survive?

The Star-League vehicles and battlemechs were quickly brought back into service in anticipation of the potential threat.  Despite the fact that many of the vehicles did not fit well into the Crossroad Republic's new combat doctrine, the Republic would need any tool it could get if the Clans came knocking on their doorstep.  As a way to respond to the doctrine mismatch, Parliament enacts the Minuteman Program, which allows some upstanding civillians to train with such surplus equipment such that, in the event of an invasion, they could be rapidly fielded to aid in the defense of the Republic.  In practice, mostly former military members were brought into the Minuteman Program.

While the vehicles were being reactivated, reports from the Inner Sphere's front lines continued to trickle in.  It was shortly realized that the invading Clansmen not only had well-trained pilots, their technology was well above their Inner Sphere competitors and around the equivalent of the Republic's, giving them a massive edge on the field.  The Republic realized that merely reactivating and fielding their combat vehicles would be insufficient by itself, and new technology would be required to bring the old vehicles to a competitive level against Clan invaders.

The old surplus vehicles and Battlemechs would be modified with the Crossroad Republic's technology to improve their performance on the field.  These upgrades are known as the CR (Crossroad Republic) Conversions.

OVERVIEW
The conversions of these CR conversions were somewhat minimal in order to facilitate a low-cost and speedy conversion, necessary to quickly convert the entire fleet.  This means that the only changes were usually with respect to the weapon system and armor.  The weapon system usually swapped to higher-tech versions of the original chassis's weaponry, backed up by Clan-spec CASE if ammunition is used.  The armor was almost always swapped to a clan-spec Ferrous-Fiber material, which by 3050 had become more common than standard armor on Crossroad Republic.  The overall structure of the vehicle's chassis was left unchanged, except perhaps small upgrades to the electronics here and there.

The naming convention of the vehicle conversions is to attach the (CR) suffix at the end of the base chassis that was converted.  For instance, an Atlas AS7-D converted to Republican specs would simply be referred to as an Atlas AS7-D(CR)


ALACORN HEAVY TANK (CR)
Code: [Select]
Alacorn Heavy Tank Mk VI(CR)
Mass: 95 tons
Movement Type: Tracked
Power Plant: 285 XL
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: Ferro-Fibrous
Armament:
     3 ER PPC
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3052
Tech Rating/Availability: F/X-X-E-D
Cost: 16,760,250 C-bills
Type: Alacorn Heavy Tank
Technology Base: Mixed (Advanced)
Tonnage: 95
Battle Value: 2,013
Equipment      Mass
Internal Structure      9.5
Engine   285 XL   13
     Cruising MP:   3   
     Flanking MP:   5   
Heat Sinks:   45   35
Control Equipment:      5
Power Amplifier:      0
Turret:      2
Armor Factor (Ferro):   240   12.5
Internal
Structure   Armor
Value
Front   10   60
R/L Side   10/10   50/50
Rear   10   30
Turret   10   50
Weapons
and Ammo   Location   Critical   Tonnage
Trailer Hitch   Rear   0   0
3 ER PPCs   Turret   6   18
Possibly better described as the spiritual successor of the Schrek PPC Carrier, the Alacorn CR conversion takes advantage of its integral heat sinks by swapping the Gauss Rifles for clan-spec ER PPCs of the same firepower and a similar range.  While functionally identical to the original, the conversion does have a substantial advantage in operational costs and endurance due to the lack of ammunition requirements.


Former Roadie military members who are assigned to the Alacorn CR are often bewildered by the size and the raw firepower of the tank compared to the standard-issue vehicles they're given like the Groundhog or the Charger, and wonder out loud why the conventional Crossroadian Army never bothered to use them in their main forces.  Sometimes, said former military member's sons and daughters join the Army themselves as part of a family tradition and end up in tanks that are half the weight of the Alacorn CR.  The son's and daughter's incessant complaints that they don't get nearly as big or tough of an AFV as their father or grand-daddy who's not even in the military anymore is a constant source of ire for the commanding officers.

The Alacorn CR achieved some level of infamy when an Alacorn Lance ambushed an incoming Assault Battlemech Lance during the First Crossroadian-Jade Falcon war, decapitating 3 of 5 Battlemechs in short order and causing the other two to make a rapid retreat.  One Alacorn crew was credited with 2 of the decapitations and their Alacorn CR was affectionately dubbed "the Executioner" by their fellow lancemates after the incident.


CHEVALIER CR
Code: [Select]
Chevalier Light Tank (CR)
Mass: 35 tons
Movement Type: Wheeled
Power Plant: 190 Fusion
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Armor: Ferro-Fibrous
Armament:
     1 Small Pulse Laser
     1 ER Large Laser
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3052
Tech Rating/Availability: F/X-X-E-E
Cost: 1,039,679 C-bills
Type: Chevalier Light Tank
Technology Base: Mixed (Advanced)
Tonnage: 35
Battle Value: 942
Equipment Mass
Internal Structure 3.5
Engine 190 Fusion 11.5
     Cruising MP: 6
     Flanking MP: 9
Heat Sinks: 14 4
Control Equipment: 2
Power Amplifier: 0
Turret: 0.5
Armor Factor (Ferro): 144 7.5
Internal
Structure Armor
Value
Front 4 34
R/L Side 4/4 30/30
Rear 4 20
Turret 4 30
Weapons
and Ammo Location Critical Tonnage
Trailer Hitch Rear 0 0
Small Pulse Laser Turret 1 1
ER Large Laser Turret 1 4
Targeting Computer BD 1 1
The Chevalier CR modification rips off the Streak Missiles and ammunition bay for spare heat sinks and a light-weight targeting computer to mate with the upgraded turreted armament: A lighter and upgraded ER Large Laser with a coaxial Small Pulse Laser to fend off against Infantry.  While the raw firepower may be somewhat reduced compared to the original, the new version's main armament is much easier to use effectively in general due to the targeting computer.

Unlike many other CR modifications, the Chevalier CR fits quite snugly into Crossroadian doctrine of small, light, and fast vehicles.  In fact, after the CR conversions for the Minutemen were completed, the Republic created a new production line to produce their own Chevalier(CRs) from scratch, for use in Crossroadian Army motorized formations.  Chevalier crewmen began to nickname the model the "Cheva-Leer" due to its focus in laser weaponry.


GOBLIN CR
Code: [Select]
Goblin Medium Tank (CR)
Mass: 45 tons
Movement Type: Tracked
Power Plant: 180 ICE
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Ferro-Fibrous
Armament:
     2 Light Machine Gun
     1 Light Gauss Rifle (Clan)*
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3052
Tech Rating/Availability: F/X-X-E-D
Cost: 1,216,913 C-bills
Type: Goblin Medium Tank
Technology Base: Mixed (Advanced)
Tonnage: 45
Battle Value: 698
Equipment Mass
Internal Structure 4.5
Engine 180 ICE 14
     Cruising MP: 4
     Flanking MP: 6
Heat Sinks: 0 0
Control Equipment: 2.5
Power Amplifier: 0
Turret: 1
Armor Factor (Ferro): 153 8
Internal
Structure Armor
Value
Front 5 38
R/L Side 5/5 30/30
Rear 5 20
Turret 5 35
Weapons
and Ammo Location Critical Tonnage
Trailer Hitch Rear 0 0
Light Machine Gun Front 1 0.25
Light Machine Gun Turret 1 0.25
Light Gauss Rifle (Clan)* Turret 5 9
Light Machine Gun Ammo (100) Body 1 0.5
Light Gauss Rifle Ammo* (16) Body 1 1
CASE Body 0 0
ECM Suite Body 1 1
Infantry Body 1 3

*Custom Weapon
The Goblin CR medium tank conversion is something of a misnomer, as its role is closer to that of an IFV.  The laser and its hefty bank of single heat sinks are all replaced with a longer-ranged Light Gauss Rifle with a coaxial LMG, while the hull-mounted machine gun is also replaced with the same model LMG.  CASE is integrated to the ammo stowage and the LGR itself for added protection.  The infantry bay is also expanded to carry 2 squads of Shocktroopers, or later just one squad of light Roadie BA troops.  The last spare ton goes to a basic ECM suite to help protect the Goblin and its Cargo.

Originally, the Goblin CR was intended as a stop-gap measure for carrying Shocktrooper PA(L) suits to the front until the Crawler IFV reached the front lines.  However, shenanigans with the Crawler's development cycle resulted in a massive increase in trooper bay space, the doubling of the Crawler's weight, and a large hike in cost, ending with the intended replacement occupying an entirely different role entirely and forcing the Crossroad Republic to start a new production line of Goblin CRs to fill out their medium mechanized regiments for their conventional military.


MANTICORE CR
Code: [Select]
Manticore Heavy Tank (CR)
Mass: 60 tons
Movement Type: Tracked
Power Plant: 240 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Ferro-Fibrous
Armament:
     1 AP Gauss Rifle
     1 ER PPC
     1 SRM 6
     1 LRM 10
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: F/X-X-F-E
Cost: 3,410,400 C-bills
Type: Manticore Heavy Tank
Technology Base: Mixed (Advanced)
Tonnage: 60
Battle Value: 1,485
Equipment Mass
Internal Structure 6
Engine 240 Fusion 17.5
     Cruising MP: 4
     Flanking MP: 6
Heat Sinks: 15 5
Control Equipment: 3
Power Amplifier: 0
Turret: 1
Armor Factor (Ferro): 230 12
Internal
Structure Armor
Value
Front 6 50
R/L Side 6/6 50/50
Rear 6 30
Turret 6 50
Weapons
and Ammo Location Critical Tonnage
Trailer Hitch Rear 0 0
Anti-Personnel Gauss Rifle Ammo (40) Front 1 1
ER PPC Turret 2 6
LRM 10 Turret 1 2.5
SRM 6 Turret 1 1.5
LRM 10 Ammo (24) Body 2 2
CASE Body 0 0
ECM Suite Body 1 1
AP Gauss Rifle Body 1 0.5
SRM 6 Ammo (15) Body 1 1
The Crossroadian Manticore conversion remains a solid vehicle.  The PPC is upgraded to a more powerful clan-spec ERPPC.  The spare heat sinks needed for this conversion are gained from the lighter missile launchers and by exchanging the hull-mounted laser with an AP Gauss Rifle.  Extra armor, CASE, and basic ECM systems are bolted in for additional protection.

One common field modification is the replacement of the LRM-10 with two lighter LRM-5s and an AP Gauss rifle coaxial to the PPC.  However, this is a somewhat more difficult refit and more expensive, while the LRM-10 is a straightforward drop-in modification, leading to the LRM-10 version to become standard.

The Manticore CR is commonly compared with the Charger MBT in Roadie military circles.  Compared to the Charger Mk.IV, the Manticore CR has a stronger secondary weapon array.  Against the modern Charger Mk.V, the Manticore has similar firepower but worse fire control and less mobility.  In addition, Charger MBTs are compact enough to fit in light vehicle bays.  These disadvantages are easily compensated by the fact that converting a Manticore to CR specs from their stockpiles is far cheaper than building either Charger MBT from scratch.  While Manticore CRs won't be seen in front-line units, the Roadie military brass is perfectly happy throwing Manticores to garrisons and the Minutemen program.


PACKRAT CR
Code: [Select]
Packrat LRPV PKR-T5(CR)
Mass: 20 tons
Movement Type: Wheeled
Power Plant: 120 Fusion
Cruising Speed: 75.6 kph
Maximum Speed: 118.8 kph
Armor: Ferro-Fibrous
Armament:
     1 ER Medium Laser
     1 Small Pulse Laser
     1 SRM 4
     1 Flamer
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3052
Tech Rating/Availability: F/X-X-E-D
Cost: 591,250 C-bills
Type: Packrat LRPV
Technology Base: Mixed (Advanced)
Tonnage: 20
Battle Value: 568
Equipment Mass
Internal Structure 2
Engine 120 Fusion 6
     Cruising MP: 7
     Flanking MP: 11
Heat Sinks: 10 0
Control Equipment: 1
Power Amplifier: 0
Armor Factor (Ferro): 76 4
Internal
Structure Armor
Value
Front 2 20
R/L Side 2/2 20/20
Rear 2 16
Weapons
and Ammo Location Critical Tonnage
Trailer Hitch Rear 0 0
Flamer Rear 1 0.5
Small Pulse Laser Front 1 1
SRM 4 Front 1 1
ER Medium Laser Front 1 1
CASE Body 0 0
SRM 4 Ammo (50) Body 2 2
Infantry Body 1 1.5

The Packrat LRPV CR slightly reduces the launcher size to fit a light laser array to improve its long-range patrol capabilities and an expanded infantry bay to carry a Crossroadian Shocktrooper PA(L) squad.  However, the Packrat CR is often handed down to Minutemen, who rarely ever have access to PA(L) suits and thus usually do their work as conventional infantry.  With the even roomier and further improved accomodations compared to the original Packrat, and given that Packrats are not supposed to be in direct combat anyways, the Minutemen assigned to Packrats rarely have any complaints about their lack of PA(L) suits.


PARTISAN CR
Code: [Select]
Partisan Heavy Tank (CR)
Mass: 80 tons
Movement Type: Tracked
Power Plant: 240 ICE
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: Ferro-Fibrous
Armament:
     2 Light Machine Gun
     4 LB 5-X AC
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3052
Tech Rating/Availability: F/X-X-E-D
Cost: 3,047,850 C-bills
Type: Partisan Heavy Tank
Technology Base: Mixed (Advanced)
Tonnage: 80
Battle Value: 1,000
Equipment Mass
Internal Structure 8
Engine 240 ICE 23
     Cruising MP: 3
     Flanking MP: 5
Heat Sinks: 0 0
Control Equipment: 4
Power Amplifier: 0
Turret: 3
Armor Factor (Ferro): 172 9
Internal
Structure Armor
Value
Front 8 40
R/L Side 8/8 35/35
Rear 8 27
Turret 8 35
Weapons
and Ammo Location Critical Tonnage
Trailer Hitch Rear 0 0
2 Light Machine Guns Front 2 0.5
4 LB 5-X ACs Turret 16 28
Light Machine Gun Ammo (100) Body 1 0.5
LB 5-X AC Ammo (80) Body 4 4
Where the Crossroad Republic got such a large supply of Partisans is something of a mystery; the vehicle wasn't produced until after the Exodus, and obviously couldn't have been a part of their Star League reserves.

The Partisan CR is a straightforward upgrade to the original Partisan's anti-aircraft role: Clan-spec LB 5-X ACs fill the turret, improving range, accuracy, and anti-aircraft capabilities from the original AC/5 armed variant.  The weight savings from the lighter ACs (and MGs in the bow-mounted machine gun) allowed for a more cavernous ammo AC ammo bay and substantially improved armor coverage, better able to shrug off blows or bombs from strafing Aerospace Fighters.

The Partisan CR is a bit too heavy to be used by the front-line Crossroadian Army, but due to the low cost of the conversions relative to its effectiveness, it still finds itself covering FOBs and Dropship landing sites after the first wave arrives.


VECTOR CR
Code: [Select]
Vector (CR)
Mass: 22 tons
Movement Type: VTOL
Power Plant: 124 Fusion
Cruising Speed: 129.6 kph
Maximum Speed: 194.4 kph
Armor: Ferro-Fibrous
Armament:
     1 ER Medium Laser
     1 Small Pulse Laser
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3052
Tech Rating/Availability: F/X-X-F-D
Cost: 862,102 C-bills
Type: Vector
Technology Base: Mixed (Experimental)
Tonnage: 22
Battle Value: 632
Equipment Mass
Internal Structure 2.5
Engine 125 Fusion 6
     Cruising MP: 12
     Flanking MP: 18
Heat Sinks: 10 0
Control Equipment: 1.5
Lift Equipment: 2.5
Power Amplifier: 0
Turret: 0.5
Armor Factor (Ferro): 76 4
Internal
Structure Armor
Value
Front 3 20
R/L Side 3/3 18/18
Rear 3 8
Rotor 3 2
Turret 3 10
Weapons
and Ammo Location Critical Tonnage
Small Pulse Laser Turret 1 1
ER Medium Laser Turret 1 1
Infantry Body 1 3
The Vector CR is a novel departure from the original Vector helicopter.  The entire weapon system is replaced by a heavily modified chin turret controlled by the gunner with a clan-spec ER Medium Laser and a coaxial Small Pulse Laser.  While this nominally reduces the firepower of the Vector, this arrangement is far easier to use, train, and retain for pilots, which is vital for the Minuteman Project.

While perfectly serviceable as a helicopter, the Vector CR's performance doesn't hold a candle to domestic Roadie VTOLs.  As such, they're usually handed down to Garrisons or Minutemen.


VON LUCKNER CR
Code: [Select]
Von Luckner Heavy Tank VNL-K65N(CR)
Mass: 75 tons
Movement Type: Tracked
Power Plant: 225 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: Ferro-Fibrous
Armament:
     2 LRM 5
     1 Ultra AC/20
     1 SRM 4
     2 Streak SRM 4
     1 Flamer
     1 Plasma Cannon
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3070
Tech Rating/Availability: F/X-X-F-E
Cost: 5,177,375 C-bills
Type: Von Luckner Heavy Tank
Technology Base: Mixed (Advanced)
Tonnage: 75
Battle Value: 1,927
Equipment Mass
Internal Structure 7.5
Engine 225 Fusion 15
     Cruising MP: 3
     Flanking MP: 5
Heat Sinks: 10 0
Control Equipment: 4
Power Amplifier: 0
Turret: 2
Armor Factor (Ferro): 288 15
Internal
Structure Armor
Value
Front 8 70
R/L Side 8/8 60/60
Rear 8 38
Turret 8 60
Weapons
and Ammo Location Critical Tonnage
2 LRM 5s Rear 2 2
Trailer Hitch Rear 0 0
LRM 5 Ammo (24) Rear 1 1
Flamer Front 1 0.5
Ultra AC/20 Turret 8 12
SRM 4 Turret 1 1
Plasma Cannon Turret 1 3
2 Streak SRM 4s Turret 2 4
Plasma Cannon Ammo (20) Body 2 2
Ultra AC/20 Ammo (20) Body 4 4
CASE Body 0 0
SRM 4 Ammo (25) Body 1 1
Streak SRM 4 Ammo (25) Body 1 1
The CR conversion of the Von Luckner reinforces the short range firepower of the original.  The AC/20 is upgraded to an Ultra version with a generous ammunition bay.  Interestingly, the Von Luckner CR features not a coaxial MG, nor a coaxial SPL, but a relatively gigantic coaxial Plasma Cannon, ideal for frying BA and infantry at exceptionally long distances.  An array of Streak SRMs replaces the SRM-6s and accompany a regular SRM that is generally filled with some type of specialty ammunition such as smoke or infernos.  In addition, the armor plating is exceptionally thick for a tank its size.

One common field modification replaces the rear-facing LRMs and LRM ammo bay for a targeting computer, sacrificing its already minimal (and admittedly dubiously-placed) long-ranged firepower for a targeting computer, providing more accurate fire from its primary weapon systems, giving both hostile infantry and tanks something to sweat about.  While it's not known exactly how common the field mod is, some estimates put the number of modified V-L CRs in use as higher than the regular versions by 3085.

The Von Luckner CR is a very unpleasant surprise to encounter in a dark alley.  The Republic knows this, and so often uses them on an ad hoc basis on the front lines despite the heavy weight of the vehicle.  If a star of Clan Omnimechs and Toads are holed up in a city, a Company of Von Luckners and supporting BA makes for a flashy and effective eviction notice.
« Last Edit: 30 November 2019, 12:48:39 by Retry »

Retry

  • Lieutenant
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  • Posts: 1450
Re: [AU: Vela Corridor] CR Vehicle Conversions
« Reply #1 on: 21 November 2019, 23:24:55 »
BULLDOG (CR)
Code: [Select]
Bulldog Medium Tank (CR)
Mass: 60 tons
Movement Type: Tracked
Power Plant: 240 ICE
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Ferro-Fibrous
Armament:
     2 Light Machine Gun
     1 Ultra AC/10
     2 Streak SRM 4
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3052
Tech Rating/Availability: F/X-X-E-E
Cost: 1,833,200 C-bills
Type: Bulldog Medium Tank
Technology Base: Mixed (Advanced)
Tonnage: 60
Battle Value: 1,016
Equipment Mass
Internal Structure 6
Engine 240 ICE 23
     Cruising MP: 4
     Flanking MP: 6
Heat Sinks: 0 0
Control Equipment: 3
Power Amplifier: 0
Turret: 1.5
Armor Factor (Ferro): 163 8.5
Internal
Structure Armor
Value
Front 6 35
R/L Side 6/6 35/35
Rear 6 23
Turret 6 35
Weapons
and Ammo Location Critical Tonnage
Trailer Hitch Rear 0 0
Light Machine Gun Front 1 0.25
Light Machine Gun Turret 1 0.25
Ultra AC/10 Turret 4 10
2 Streak SRM 4s Turret 2 4
Light Machine Gun Ammo (100) Body 1 0.5
CASE Body 0 0
Ultra AC/10 Ammo (20) Body 2 2
Streak SRM 4 Ammo (25) Body 1 1
The CR conversion of the Bulldog replaces the Large Laser with a UAC/10 (+ coaxial LMG) of slightly better range and much higher firepower, upgrades the regular SRM-4s to Streaks, replaces the hull-mounted MG with a LMG.  Spare weight from replacing the heat sinks of the large laser was put to use by adding extra armor.

The weapon array is very similar to the earlier Charger Mk.III MBT.  Despite being a heavier tank, and despite being superior to the original Bulldog configuration, the Bulldog CR conversion is notably inferior to the Charger Mk.III, primarily due to its use of the ancient and heavy 240 ICE.  However, every vehicle that could be scrounged up would be vital in the event of war with the Clans, so the Bulldog CR was pressed into service anyways, filling up the ranks of back-water garrisons to free up higher-tech vehicles for the front lines.


CHAPARRAL (CR)
Code: [Select]
Chaparral Missile Artillery Tank (CR)
Mass: 50 tons
Movement Type: Tracked
Power Plant: 200 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Ferro-Fibrous
Armament:
     2 ER Medium Laser
     1 Arrow IV
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3052
Tech Rating/Availability: F/X-X-F-E
Cost: 2,447,500 C-bills
Type: Chaparral Missile Artillery Tank
Technology Base: Mixed (Advanced)
Tonnage: 50
Battle Value: 1,229
Equipment Mass
Internal Structure 5
Engine 200 Fusion 13
     Cruising MP: 4
     Flanking MP: 6
Heat Sinks: 10 0
Control Equipment: 2.5
Power Amplifier: 0
Armor Factor (Ferro): 144 7.5
Internal
Structure Armor
Value
Front 5 36
R/L Side 5/5 36/36
Rear 5 36
Weapons
and Ammo Location Critical Tonnage
Trailer Hitch Rear 0 0
ER Medium Laser Left 1 1
Arrow IV Front 12 12
ER Medium Laser Right 1 1
Arrow IV Ammo (40) Body 8 8
CASE Body 0 0
The Chaparral CR conversion removes the rear-ward SRM launcher and uses the saved weight from that and the lighter-weight Arrow IV for a massively expanded artillery bay, as Crossroad Republic Doctrine calls for versatile artillery groups capable of accessing and using a variety of specialty ammunition with high battlefield endurance.  While battlefield endurance is not usually within the realms of the Arrow IV artillery system, the massive expanded magazines give the Chaparral CR the required endurance.  Leftover weight also went to strengthening the side and front armor, and the waist lasers were upgraded to Republic spec.

The Chaparral CRs served with distinction in the Crossroad Republic Army.  Small and light enough to fit in a light vehicle bay, the vehicle provided cheap, transportable artillery for front line forces, an effective advantage against the Clans who rarely utilized artillery due to their honor codes and, when they did field artillery, often used it ineffectively due to poorly trained artillerymen and spotters, and outdated tactics.  The significant artillery advantage of the Crossroad Republic allowed the Roadies to stall numerically superior Clanners through the sheer weight of accurate artillery bombardment in the Jade Falcon - Crossroad Republic war.


CONDOR (CR)
Code: [Select]
Condor Heavy Hover Tank (CR)
Mass: 50 tons
Movement Type: Hover
Power Plant: 165 ICE
Cruising Speed: 86.4 kph
Maximum Speed: 129.6 kph
Armor: Ferro-Fibrous
Armament:
     1 Small Pulse Laser
     1 Ultra AC/5
     1 Medium Pulse Laser
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3052
Tech Rating/Availability: F/X-X-E-D
Cost: 1,607,000 C-bills
Type: Condor Heavy Hover Tank
Technology Base: Mixed (Advanced)
Tonnage: 50
Battle Value: 908
Equipment Mass
Internal Structure 5
Engine 165 ICE 12
     Cruising MP: 8
     Flanking MP: 12
Heat Sinks: 6 6
Control Equipment: 2.5
Lift Equipment: 5
Power Amplifier: 0.5
Turret: 1
Armor Factor (Ferro): 115 6
Internal
Structure Armor
Value
Front 5 35
R/L Side 5/5 20/20
Rear 5 15
Turret 5 25
Weapons
and Ammo Location Critical Tonnage
Small Pulse Laser Turret 1 1
Ultra AC/5 Turret 3 7
Medium Pulse Laser Turret 1 2
Ultra AC/5 Ammo (40) Body 2 2
CASE Body 0 0
The Condor CR conversion replaces the original AC/5 for a UAC/5 with slightly better range and significantly higher throw weight.  The two medium lasers in the turret are replaced with a Medium Pulse laser and a Small Pulse Laser for accuracy and anti-infantry capabilities.  The bow machinegun was removed without replacement.

While not the most effective improvement by any means, the Condor's weapons could be replaced within only a few hours, which was quick swap even for a CR conversion.  The armor swap, on the other hand, could take upwards of a couple days in some scenarios.  Many condors were rushed to the front with only the weapon swap and without the armor upgrade in a pinch to strengthen the Republic's hover formations during the Clan-CR border dispute of the 3050s.


GALLEON (CR)
Code: [Select]
Galleon Light Tank GAL-100(CR)
Mass: 30 tons
Movement Type: Tracked
Power Plant: 180 ICE
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Armor: Ferro-Fibrous
Armament:
     2 Light Machine Gun
     1 Ultra AC/2
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3052
Tech Rating/Availability: F/X-X-E-D
Cost: 518,375 C-bills
Type: Galleon Light Tank
Technology Base: Mixed (Advanced)
Tonnage: 30
Battle Value: 392
Equipment Mass
Internal Structure 3
Engine 180 ICE 14
     Cruising MP: 6
     Flanking MP: 9
Heat Sinks: 0 0
Control Equipment: 1.5
Power Amplifier: 0
Turret: 0.5
Armor Factor (Ferro): 76 4
Internal
Structure Armor
Value
Front 3 20
R/L Side 3/3 15/15
Rear 3 11
Turret 3 15
Weapons
and Ammo Location Critical Tonnage
Trailer Hitch Rear 0 0
Light Machine Gun Left 1 0.25
Light Machine Gun Right 1 0.25
Ultra AC/2 Turret 2 5
Light Machine Gun Ammo (100) Body 1 0.5
Ultra AC/2 Ammo (45) Body 1 1
CASE Body 0 0
The rushed Galleon CR upgrade scraps the energy weapons and the heat sinks for a turret-mounted UAC/2 and side-mounted machine guns.  While this does reduce the overall firepower somewhat, the sacrifice provides the Galleon with a massive range advantage over the original. which was vital for the vehicle's overall health against an adversary whose vehicle-scale weapon systems all outranged the original model's Jackson Model 17 Medium Laser.

While not very effective in direct confrontations due to its lackluster firepower, the Crossroad Republic desperately required vehicles to fill the ranks on the battlefield, and the Galleon CR provided a very cheap and surprisingly quick method to do so.  The Republic used Galleons in platoon sizes to harass heavier Clan battlemechs and ward off Clan scouts during the first Jade Falcon - Crossroad Republic war.


MAXIM (CR)
Code: [Select]
Maxim Heavy Hover Transport (CR)
Mass: 50 tons
Movement Type: Hover
Power Plant: 165 ICE
Cruising Speed: 86.4 kph
Maximum Speed: 129.6 kph
Armor: Ferro-Fibrous
Armament:
     4 Light Machine Gun
     2 LRM 5
     4 SRM 4
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3052
Tech Rating/Availability: F/X-X-E-D
Cost: 1,758,500 C-bills
Type: Maxim Heavy Hover Transport
Technology Base: Mixed (Advanced)
Tonnage: 50
Battle Value: 915
Equipment Mass
Internal Structure 5
Engine 165 ICE 12
     Cruising MP: 8
     Flanking MP: 12
Heat Sinks: 0 0
Control Equipment: 2.5
Lift Equipment: 5
Power Amplifier: 0
Turret: 0.5
Armor Factor (Ferro): 105 5.5
Internal
Structure Armor
Value
Front 5 26
R/L Side 5/5 21/21
Rear 5 16
Turret 5 21
Weapons
and Ammo Location Critical Tonnage
SRM 4 Left 1 1
SRM 4 Right 1 1
2 LRM 5s Turret 2 2
4 Light Machine Guns Turret 4 1
2 SRM 4s Turret 2 2
Light Machine Gun Ammo (100) Body 1 0.5
CASE Body 0 0
LRM 5 Ammo (24) Body 1 1
SRM 4 Ammo (50) Body 2 2
Infantry Body 1 9
The venerable Maxim hover transport is as well liked by the Crossroad Republic as it is in the Inner Sphere.  Its CR upgrade was originally redesigned to transport the upcoming Roadie BA design during the Clan Invasion by removing the front and rear mounted LRM bays for more space.  However, the new BA suit (the AC80 Assault Suit) ended up weighing 2 tons and only 4 suits (out of a six-man squad) could be loaded despite the expansion.  Newly trained Roadie BA were forced to operate in these reduced squad sizes until the Crawler IFV was developed with the carriage of a full squad of the new Roadie BA in mind.

Fortunately, it turned out that the Maxim CR's expanded bays were a perfect size to transport later Roadie BA designs, such as the Heavy-weight AC60 Heavy Suit and the AC40 Line Suit.


RIPPER (CR)
Code: [Select]
Ripper Infantry Transport (CR)
Mass: 10 tons
Movement Type: VTOL
Power Plant: 70 Fusion
Cruising Speed: 129.6 kph
Maximum Speed: 194.4 kph
Armor: Ferro-Fibrous
Armament:
     1 ER Medium Laser
     1 ER Small Laser
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3052
Tech Rating/Availability: F/X-X-E-D
Cost: 297,222 C-bills
Type: Ripper Infantry Transport
Technology Base: Mixed (Advanced)
Tonnage: 10
Battle Value: 478
Equipment Mass
Internal Structure 1
Engine 70 Fusion 3
     Cruising MP: 12
     Flanking MP: 18
Heat Sinks: 10 0
Control Equipment: 0.5
Lift Equipment: 1
Power Amplifier: 0
Armor Factor (Ferro): 28 1.5
Internal
Structure Armor
Value
Front 1 7
R/L Side 1/1 7/7
Rear 1 5
Rotor 1 2
Weapons
and Ammo Location Critical Tonnage
ER Small Laser Front 1 0.5
ER Medium Laser Front 1 1
Infantry Body 1 1.5
The Ripper CR is re-designed to fit the Republic's need for an inexpensive air-mobile transport for Roadie Shocktrooper PA(L) suits.  The twin medium lasers are replaced by a single Republic-spec ER Medium Laser for anti-armor use and a coaxial ER Small Laser for anti-BA and anti-infantry uses.  The weight saved allows for the expansion of the infantry bay to fit a Shocktrooper squad.

Despite an upgrade package to Ferro-Fibrous armor, the modified Ripper remained an understandably flimsy craft, unable to stand up to the lightest AA fire.  While this was not a huge issue for the transport helicopter, which was not supposed to be near enemy fire in the first place, not all scenarios can be predicted in war and some Ripper CRs found themselves in the firing line, taking heavy casualties during the first Jade Falcon - Crossroad Republic war.

The Ripper CR was quickly pulled back to Garrisons after the introduction of the revolutionary Mirage Multipurpose Helicopter and the 1st Falcon-Republic war.  The Ripper concept would eventually be revived in the Ripper II, a redesign from the ground up with a 10% heavier reinforced chassis and incorporating lessons learned from the Mirage VTOL.


SCORPION (CR)
Code: [Select]
Scorpion Light Tank (CR)
Mass: 25 tons
Movement Type: Tracked
Power Plant: 100 XL
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Ferro-Fibrous
Armament:
     1 Small Pulse Laser
     1 ER Large Laser
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3052
Tech Rating/Availability: F/X-X-E-E
Cost: 1,328,958 C-bills
Type: Scorpion Light Tank
Technology Base: Mixed (Advanced)
Tonnage: 25
Battle Value: 730
Equipment Mass
Internal Structure 2.5
Engine 100 XL 2.5
     Cruising MP: 4
     Flanking MP: 6
Heat Sinks: 14 4
Control Equipment: 1.5
Power Amplifier: 0
Turret: 0.5
Armor Factor (Ferro): 115 6
Internal
Structure Armor
Value
Front 3 30
R/L Side 3/3 25/25
Rear 3 15
Turret 3 20
Weapons
and Ammo Location Critical Tonnage
Trailer Hitch Rear 0 0
Small Pulse Laser Turret 1 1
ER Large Laser Turret 1 4
Targeting Computer BD 1 1
Unusually among the CR mods, the Scorpion(CR) actually changes the engine.

The Scorpion CR actually has its origins in the development of the 100XL Standard Fusion Turbine, the first XLE that the Crossroad Republic ever domestically developed.  The developers needed a test platform for the new engine, and so they took out the old 100 ICE from Scorpion tanks for that purpose, most of which were captured from Pirates.  After some troubleshooting, the new 100XL Standard Engines were found to have worked well, and soon the new engine was being mass produced.

The 100XL was stuffed into the remaining Scorpions first to give an economic incentive of the company to produce more XL engines and save fuel costs.  Then, the weapons were changed to lasers to save ammo costs, but also had the side effect of drastically increasing the effective firepower of the tank.  Finally, around 3050, the armor plating was changed to Ferro-fibrous to standardize it with the other CR mods.  The Scorpion CR, originally just an engine test platform, was now virtually a completely new fighting vehicle.

The 100XL standard fusion turbine would be used for a variety of Crossroad Republic light-weight and ultralight combat vehicles, including a version of the Groundhog tankette, a heavier redesign of the Savannah Master known as the Zippo, an ultra-light armored car, and even the legendary Mirage VTOL.


WARRIOR (CR)
Code: [Select]
Warrior Attack Helicopter H-7(CR)
Mass: 21 tons
Movement Type: VTOL
Power Plant: 50 ICE
Cruising Speed: 97.2 kph
Maximum Speed: 151.2 kph
Armor: Ferro-Fibrous
Armament:
     1 SRM 4
     1 Ultra AC/2
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3052
Tech Rating/Availability: F/X-X-F-E
Cost: 788,205 C-bills
Type: Warrior Attack Helicopter
Technology Base: Mixed (Experimental)
Tonnage: 21
Battle Value: 431
Equipment Mass
Internal Structure 2.5
Engine 49 ICE 3
     Cruising MP: 9
     Flanking MP: 14
Heat Sinks: 0 0
Control Equipment: 1.5
Lift Equipment: 2.5
Power Amplifier: 0
Turret: 0.5
Armor Factor (Ferro): 38 2
Internal
Structure Armor
Value
Front 3 8
R/L Side 3/3 7/7
Rear 3 7
Rotor 3 2
Turret 3 7
Weapons
and Ammo Location Critical Tonnage
SRM 4 Front 1 1
Ultra AC/2 Turret 2 5
Targeting Computer BD 1 1
Ultra AC/2 Ammo (45) Body 1 1
CASE Body 0 0
SRM 4 Ammo (25) Body 1 1
A large number of Warrior VTOLs were acquired by the Crossroad Republic through the integration and trade from some of its trading partners in the early 31st century.  These VTOLs were improved by modifying the pre-existing chin turret which carried the AC/2 to fire in an arc of 360 degrees.  However, this made the turret significantly bulkier and a significantly larger target.  The AC/2 was upgraded to a Republic-spec UAC/2 with double the throw weight, and mated to a targeting computer to get the most out of the system.  The weight saved went into extra armor protection to help protect the newly vulnerable turret.

Despite being a significant improvement to the original Warrior VTOL, the new design was still ill suited in areas with more than very low anti-aircraft presence.  Unlike the Ripper, the Warrior had to stay within the general vicinity of the front lines, which would lead to multiple opportunities for hostile AA guns to shoot down a Warrior.  The design took significant casualties during the unofficial Campaigns during the Clan Invasion and the WoB Jihad.  Finally, after extremely heavy casualties during the opening days of the 1st Jade Falcon - Crossroad Republic war, the VTOL was retired from Roadie service and replaced with a variety of new, faster, tougher, and often better-armed VTOL designs like the Mirage, Illusion, and Phantom VTOLs.
« Last Edit: 29 November 2019, 00:57:00 by Retry »

 

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