FFS designs

TL F Yolanda Troop Transport

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Date: Tue, 09 Jan 1996 22:02:23 -0500 (EST)
From: Alvin Plummer <alvin.plummer@sheridanc.on.ca>
Subject: TL F Yolanda Troop Transport

TL F Yolanda Troop Transport
Disp             50                 Armour          100
Len              14 m               Volume          700 kl
Price        25.217 MCr (Config 1)  Target           VS
             12.078 MCr (Config 2)  Tech              F
Config         Slab SL      
Mass           687/656 (Config 1): 862 mt  if all psg converted to cargo
               421/386 (Config 2): 771 mt  "   "  "       "      "  "       

Power Plant    - main  Fusion 108 MW, 30 day duration
                (108 MW/Hit, used in both config)
               - weapon Fusion 324 MW, 30 day duration
                (324 MW/Hit, used only in config 1)
G-rating        3 (55.1 kl/G config 1, 40.6 kl/G config 2). CG (5 MW)
G-turns         18.7, 8.5 kl each G-hr (Config 1)
                36.9, 5.2 kl each G-hr (Config 2)

NOTE:  if all psg converted to cargo...
       G-rating  2 (both config)
       G-turns 14.9 (config 1), 20.1 (config 2)              

Maint           76 (Config 1), 23 (Config 2)

Computer        2 x TL F fb flight ( .11 MW ea)
Commo           1 x Maser 3000 km (  .08 MW ea)
                1 x Laser 3000 km (  .04 MW ea)

NOTE: for both commo, use long range difficulty 
       in same space hex.  Can only be used in same space hex.

Avionics        TL A+
Sensors         1 x P-EMS fixed , 3000 km (  .008 MW ea)
ECM/ECCM        3 x A-EMS jammer  (16 hex, 50.0 MW ea)
                EM Masking  (.7 MW)

Controls        6 crewstations (all used in config 1; 4 used in config 2)

Offensive       2 x TL F 12 Mj Fusion Gun, planetary ranges only.
                100 rounds per gun.  Advanced Stabilization. (both config)
 
                  ROF  SR  Dam Pen             Conc-Brst  FC
12 Mj Fusion gun  SA5 520m 104 104-104-52-10     10-10    5
    
                2 x TL F Laser Turrent, planetary ranges only. Config 1 only.
80 Mj Laser       SA2 30km var. var.               ---    5

                [See bottom of post for info on Laser turrent]           

Defensive       2 x TL F Sandcasters 
                (Loc:12,13, Arc: 2-4, 1 MW, 1 Crew ea, 2D10x5 per hit, 50 C)

Basic Life Support (.14 MW).  
No ArtiGrav (note problems when maneuvering above 1G)
Crew = 60 (Config 1)
       Engineering 2, Maneuv 1, Gunn 6, Command 1, Marines 50
Crew = 104 (Config 2)
       Engineering 1, Maneuv 1, Gunn 2, ---------, Marines 100

Accomo
       50 x Adequate seats (Config 1), 100 x Ade. seats (Config 2)
Cargo
      14 kl (config 1), 28 kl (config 2).  
      Each seat removes creates 3.5 kl of additional cargo space
Airlocks: 5 
[Note: more than necessary. Used to create one large airlock, which 10 
soldiers can use at one time.  It takes 5 minutes for the airlock to 
be fully cycles, and ready for reuse.  Company captains may decide to 
use the large cargo hatches: in hostile atmospheres, all must be suited 
up/masked, as this immediately spoil's the transport's atmosphere.
It takes 4 hours to repurify the atmosphere.]

4 x large cargo hatches.

using hatches, 50 battlesuited troops can leave the transport in 4-6 turns, 
              100     "            "   "    "    "      "      " 8-12 turns.

Combat move  15/26
Travel move 4400/1140

*****-----

Surface Area

1             1 Antenna
2-3, 6-7   1-14 LCHatches
10         1-5  EMMR
14-15      1-4  Airlock


Damage Area          

1       Elect
2-3      1-10 Hold
        11-20 Weapon
4-9     Quarters 
10      Weapons (config 1)     Quarters/Hold (config 2)
11      Engineering (config 1) Quarters/Hold (config 2)
12-13   Weapons (config 1)     Quarters/Hold (config 2)
14-17   Hold
18      Weapons (config 1)     Quarters/Hold (config 2)
19-20   Engineering (config 1) 1-7 Quarters/Hold (config 1) 
                               8-20 Engineering (config 2)

'Quarters/Hold' can be used either for passengers or cargo.

System Damage

Electronics
   1 x Laser, Maser,P-EMS            (1h)  Ant (1h) ea.
   EMM                                 2H      (1h)
Hold
   [Cargo                              1H all config]
..if psg space converted to cargo...
   [Cargo                              2H config 1]
   [Cargo                              4H config 2] 
Quarters
   Life Support                        2H
   Emerg. Life Support                 1H
Weapons 
   Fusion gun x 2                     (1h) ea.
   Sandcaster Turrent x 2              1H ea. (config 1)
   Laser turrent x 2                   1H ea. (config 1)
Engineering
   HEPlaR                              1H
   Power Plant  - Main                 1H
                - Weapon               1H     (config 1)


NOTE: asterisks after some crew numbers means that these positions *can* 
be manned in lieu of the MFD stations.

*****-----*****

Battle Rider Statstic's           

         TT Yolanda
-                            0
-                         TL F
-                            -
-                            -
P:0 Msk  (SP) J4 G5        G3*
AV:3                         -
SC:2                         3

*****----

TL F 80 Mj Laset turrent, damage ratings

Against vechiles... Ground ROF of 2

Stand, Stand taint  Thin, Thin taint     Very Thin, Trace, Vacc
30  km: 1/7 - 22    1/7 - 22             1/7 - 22
60  km: 1/4 - 13    1/7 - 22             1/7 - 22
120 km: 1/2 - 7     1/5 - 13             1/7 - 22
240 km: 1/1 - 3     1/3 - 7              1/7 - 22

Dense, Dense taint  Exotic +
30  km: 1/5 - 13    1/1 - 3
60  km: 1/3 - 7     Nil - 1
120 km: 1/1 - 3     Nil - 1
240 km: 1/1 - 2     Nil-Nil

Against personnel... Ground ROF of 50

(damage - penetration)

Stand, Stand taint  Thin, Thin taint     Very Thin, Trace, Vacc
30  km: 63 - 1      63 - 1               63 - 1
60  km: 38 - 1      63 - 1               63 - 1
120 km: 19 - Nil    38 - 1               63 - 1
240 km:  9 - Nil    19 - Nil             63 - 1

Dense, Dense taint  Exotic +
30  km: 38 - 1      6 - Nil
60  km: 19 - Nil    4 - Nil
120 km:  9 - Nil    2 - Nil
240 km:  5 - Nil    1 - Nil


Please note the extraordinary ranges for these damages.  These lasers 
make fine anti-air and anti-missile weapons.  Their damages at eyeball 
combat ranges are devistating, and can cut clean through battle armour 
(though NOT through many combat vechiles, like, say, the Trepida main 
battle tank...).  Even in Exotic atmospheres, these lasers make nice 
minor-league orbiting assault platforms. 

(ie, using data from the Reformation Coalition Equipment Guide, it can be 
deduced that standard orbit around Earth is about 120 km up (20 km times 
the size digit of the UWP = orbiting distance, if memory serves).  In 
standard atmosphere, these lasers can cause 19 dice of damage - though 
they cannot penetrate through armour.)

Also note that all these settings are using 2 shots per turn.  I don't 
have time to compute damage at lower ROF (say, 25, or 10...) shots per turn, 
but damage even then is probably BAD.

------------------------------------------------------------------------------
Alvin Plummer
"Preserve what we created, Norris, and remember what we stood for."
                               - Strephon, 179-1126

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