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
Reply to: alvin.plummer@SHERIDANC.ON.CA