BattleTech - The Board Game of Armored Combat

BattleTech Player Boards => Fan Designs and Rules => Non-Combat Vehicles => Topic started by: marauder648 on 06 May 2019, 09:27:44

Title: Make do and mend.
Post by: marauder648 on 06 May 2019, 09:27:44
The faults of the Indra and the constant, almost chronic overheating of its troop bay by the ER PPC would see the vehicle be retired in Hell's Horses service.  The vehicles were stripped of their armour, weapons and combat equipment as well as their powerplants.  These hulls were then taken up by the Merchant Caste and repurposed into cargo carriers.  The 'bendy bus' can carry over 16 tons of cargo and comes with a lifting hoist allowing it to unload itself.  A liquid carrier was also developed and deployed on arid worlds but could also serve as a fuel carrier for the fuel cell engines now seeing more service in the Hell's Horses Touman.

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Abeona Transport (Standard)

Mass: 35 tons
Movement Type: Wheeled
Power Plant: 120 ICE
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Standard
Armament:
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-C
Cost: 205,625 C-bills

Type: Abeona Transport
Technology Base: Clan (Standard)
Movement Type: Wheeled
Tonnage: 35
Battle Value: 235

Equipment                                          Mass
Internal Structure                                  3.5
Engine                        120 ICE                 8
Cruising MP: 4
Flank MP: 6
Heat Sinks:                   0                       0
Control Equipment:                                  2.0
Power Amplifier:                                    0.0
Armor Factor                  80                      5

                          Internal   Armor   
                          Structure  Value   
     Front                   4         20   
     R/L Side               4/4      20/20   
     Rear                    4         20   


Weapons
and Ammo              Location    Tonnage   
Trailer Hitch           Rear        0.0     
Cargo                   Body        16.5   

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Abeona Transport (Lift Hoist)

Mass: 35 tons
Movement Type: Wheeled
Power Plant: 120 ICE
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Standard
Armament:
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-C
Cost: 264,375 C-bills

Type: Abeona Transport
Technology Base: Clan (Standard)
Movement Type: Wheeled
Tonnage: 35
Battle Value: 235

Equipment                                          Mass
Internal Structure                                  3.5
Engine                        120 ICE                 8
Cruising MP: 4
Flank MP: 6
Heat Sinks:                   0                       0
Control Equipment:                                  2.0
Power Amplifier:                                    0.0
Armor Factor                  80                      5

                          Internal   Armor   
                          Structure  Value   
     Front                   4         20   
     R/L Side               4/4      20/20   
     Rear                    4         20   


Weapons
and Ammo                     Location    Tonnage   
Trailer Hitch                  Rear        0.0     
Lift Hoist/Arresting Hoist     Rear        3.0     
Cargo                          Body        13.5   

Code: [Select]
Abeona Transport (Liquid Cargo)

Mass: 35 tons
Movement Type: Wheeled
Power Plant: 120 ICE
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Standard
Armament:
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-C
Cost: 205,625 C-bills

Type: Abeona Transport
Technology Base: Clan (Standard)
Movement Type: Wheeled
Tonnage: 35
Battle Value: 235

Equipment                                          Mass
Internal Structure                                  3.5
Engine                        120 ICE                 8
Cruising MP: 4
Flank MP: 6
Heat Sinks:                   0                       0
Control Equipment:                                  2.0
Power Amplifier:                                    0.0
Armor Factor                  80                      5

                          Internal   Armor   
                          Structure  Value   
     Front                   4         20   
     R/L Side               4/4      20/20   
     Rear                    4         20   


Weapons
and Ammo              Location    Tonnage   
Trailer Hitch           Rear        0.0     
Cargo (Liquid)          Body    16.483516483516482


With many Ishtar I's hulked for their weapons, armour and equipment, the vehicles were re-purposed to serve as aircraft, shuttle and even DropShip tugs.  Capable of carrying up to 11 tons of liquids split into a 5 and 6-ton bay the Minos could carry fuel and fire ******, capable of deploying them with its hoses and suction system.  The hull was fully sealed and fitted with powerful filitration systems for working in hazardous conditions, and with its short wheelbase and turning circle the Mino's performed ably as a tug thanks to its dual hoists.

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Minos Support vehicle.

Mass: 65 tons
Movement Type: Wheeled
Power Plant: 240 ICE
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Standard
Armament:
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 2842
Tech Rating/Availability: F/X-F-D-D
Cost: 899,344 C-bills

Type: Minos
Technology Base: Clan (Standard)
Movement Type: Wheeled
Tonnage: 65
Battle Value: 331

Equipment                                          Mass
Internal Structure                                  6.5
Engine                        240 ICE                23
Cruising MP: 4
Flank MP: 6
Heat Sinks:                   0                       0
Control Equipment:                                  3.5
Power Amplifier:                                    0.0
Turret:                                             0.5
Armor Factor                  88                    5.5

                          Internal   Armor   
                          Structure  Value   
     Front                   7         23   
     R/L Side               7/7      17/17   
     Rear                    7         14   
     Turret                  7         17   


Weapons
and Ammo                         Location    Tonnage   
Trailer Hitch                      Rear        0.0     
2 Lift Hoist/Arresting Hoists      Rear        6.0     
5 Liquid Storage (1 ton)s         Body        5.0   
5 Liquid Storage (1 ton)s         Body        6.0
Environmental Sealing               BD         6.5     
3 Sprayer [Vehicular]s            Turret      0.045   
Fluid Suction System[Standard]    Turret       1.0     
Cargo                              Body        1.0     

Title: Re: Make do and mend.
Post by: Hptm. Streiger on 06 May 2019, 10:33:58
Well, don't you think it's the other way around.
When the clans were founded there was the need to resupply combat troops so they modified a coolant truck to work as ammunition transport as well.
Adequate armoured it could even attempt to break through enemy lines to support besieged troops.

When clan combat changed into confined tests instead of total war, there was no need for a supply transporter. This would have be the end for the Indra if the Clans didn't had so many support vehicles of this type.
So instead of deconstruction they recycled them into combat tanks - that did not perform that well but at least are great for reducing your bet.
Title: Re: Make do and mend.
Post by: truetanker on 08 May 2019, 00:58:23
Why replace the Indra?

Makes a great APC... hell, two of them carries a full 25-Man Point of PBI, Foot, each and in itself is another Point of two vehicles. Just add another 2 Points of support... Ares and Hachiman.

Mechanized Infantry with Vehicular support... takes a checkpoint and can dish out a defense, mobile enough too.

TT
Title: Re: Make do and mend.
Post by: Hptm. Streiger on 08 May 2019, 05:34:04
Why replace the Indra?

Makes a great APC... hell, two of them carries a full 25-Man Point of PBI, Foot, each and in itself is another Point of two vehicles. Just add another 2 Points of support... Ares and Hachiman.

Mechanized Infantry with Vehicular support... takes a checkpoint and can dish out a defense, mobile enough too.

nothing wrong with the Indra from the "game" perspective - marauder648, however, used the "background" as a reason to stop the Indra as IFV, because the poor guys in the back of the Indra were "well done" when they escaped the sauna of the infantry bay.... maybe to be dropped right in front of a machine gun nest was an improvement.
Title: Re: Make do and mend.
Post by: Kojak on 08 May 2019, 19:04:12
I am utterly delighted by this.
Title: Re: Make do and mend.
Post by: marauder648 on 20 May 2019, 03:06:19
nothing wrong with the Indra from the "game" perspective - marauder648, however, used the "background" as a reason to stop the Indra as IFV, because the poor guys in the back of the Indra were "well done" when they escaped the sauna of the infantry bay.... maybe to be dropped right in front of a machine gun nest was an improvement.

Bingo, the fluff says that the Indra's troop bays were anywhere between uncomfortable to lethal when the PPC fired.  Also I had a bit of mental dissonance. The Indra is bloody HUGE, its basically an angry bendy bus

(https://www.london.gov.uk/sites/default/files/styles/gla_2_1_large/public/press-release/hero-image/bendy_bus_piccadilly_1300x650.jpg?itok=m9UYXt8R)

And whilst it may be fine for other Clans who wouldn't think twice about broiling their own foot slogging infantry (after all they are Solhama, its better than asking them to clear minefields with their faces), but the Hell's Horses (in my head) place a lot more value on PBI's and lugging them around in an Indra's inefficient to say the least. Also this design does belong in the setting with the Hell's Horses i'm working on, and in that, putting a ER PPC on an APC is a waste and they are needed elsewhere.

So with these rather large but unwanted frames sitting around, to me it was logical (baring in mind this is my take on logic here :p) to turn them into a logistics unit.
Title: Re: Make do and mend.
Post by: truetanker on 22 May 2019, 18:54:56
What about a possible a Large Chemical with ammo to replace that ER PPC? That and multiple Rocket Launchers?

TT
Title: Re: Make do and mend.
Post by: Hptm. Streiger on 23 May 2019, 03:02:20
What about a possible a Large Chemical with ammo to replace that ER PPC? That and multiple Rocket Launchers?

TT

Its still a bus, do you want to ride into combat in a coach with some armor plates and some weapons welded to the frame? Those are the Clans and not the MadMaxxes  ;D