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PostPosted: Mon Apr 08, 2013 5:25 pm 
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Master Tech & Major Scrounge
Master Tech & Major Scrounge

Joined: Fri Jan 04, 2002 8:00 pm
Posts: 3551
Location: Salt Lake City Utah
Hello all. This tank was inspired by the Soarece Super Heavy MBT in XTRO Succession Wars, although mine is not a super heavy. I envision mine looking somewhat like the Soarece but not quite so large in proportion to the infantry in the picture.

The KV-100 is built with my own alternate BT universe in mind, where fusion powered vehicles cost 3 times that of the canon formulas, and fuel cell engines, rocket launchers and Mech mortars are available throughout all eras. Mechs cost 10 times the canon formulas. In my universe interstellar transport is very much a bottleneck in combat operations and planetary populations are much smaller than canon numbers.
Code:
          BattleTech Vehicle Technical Readout

Type/Model:    KV-100 Urban Assault Tank
Tech:          Inner Sphere / 2750
Config:        Tracked Vehicle

Mass:          100 tons
Power Plant:   200 Fuel Cell
Cruise Speed:  21.6 km/h
Maximum Speed: 32.4 km/h
Armor Type:    Standard
Armament:      
  1 Autocannon/20 
  1 Autocannon/10 
  1 Mech Mortar/4
  1 Flamer (Vehicle) 
  2 RL-15 Rocket Launchers
  4 SRM 2s
  4 Machine Guns
  2 Paramedic Equipment Sets
--------------------------------------------------------
The Reunification War was proving to be quagmire for the SLDF and the biggest quagmires were proving to be the urban centers of the states invaded. Urban pacification is a difficult proposition and all-out total warfare was usually the result in some regions during the Reunification War. To deal with this situation the SLDF commissioned a new tank design specifically for it; the KV-100 Urban Assault Tank.

The KV-100 Urban Assault Tank is one of those design projects that, when you see one it is immediately apparent that a committee of competing interests designed it, or at least came up with the basic design specifications. It is enormous, some say far too big for urban warfare, and as ugly as any armored vehicle ever built, but as they say form follows function in military design and the KV-100 is no exception.

The primary design point for the KV-100 is that of urban infantry support. To that end it is capable of transporting a complete infantry platoon of 28 and has room for a paramedic and two critical cases as well. Firepower is focused on infantry support, both direct and indirect; the vehicle is also equipped with numerous weapons for self-protection. Armor protection is near uniformly distributed, and the motive system is tracked, both considered necessities given the operating environment.

The KV-100 has a standard layout for an infantry carrier and support tank, engine forward, turret as far forward as possible and infantry compartment aft. Of course, the primary access point to the vehicle is the rear ramp, but several hatches are located on the roof and turret of the tank. Access from within to the drivers’ compartment is via a small tunnel leading forward from the left side of the infantry compartment. The vehicle commander’s and gunners’ stations are located at the forward end of the infantry compartment: the turret and weapons located there being operated remotely. However there is a small observer’s compartment in the top, center of the turret, which can only be accessed from a small tunnel when the turret is facing forward, or via a roof hatch. The observer’s position does not require manning for the tank to operate at 100% efficiency. All for sides of the tank have anti-infantry defensive systems that can be operated remotely from any of the vehicle crew positions.

A note on the crew: such a large tank as the KV-100 requires a large crew, and the KV-100’s is larger than most, at total of seven: tank commander, first gunner, second gunner, driver, co-driver, load master and mechanic. All seven have multifunctional displays and operating controls, although some are focused on performing specific jobs. Every position can receive video feed from video cameras for situational awareness; numerous displays are also located in the infantry compartment for their use. Every crew station is capable of operating the anti-infantry weapons systems mounted on the hull but the vehicle commander’s station usually the only one that can assign those functions to a specific station. The driver’s compartment has two stations focused on driver duties, monitor the vehicle’s systems and navigation. The vehicle commander’s stations and two gunners’ stations are identical as well. In combat one gunner usually operates the direct fire weapons and the other the indirect ones mounted in the turret and usually the aft facing anti-infantry weapons. The vehicle commander is of course designating targets, supervising all crew operations as well as coordinating with the infantry and higher authority. The positions for the load master and mechanic are considerably more spartan, as they primarily function as weapons stations. The positions of load master and mechanic are essentially for grunt labor. These two stations are located on either side of the infantry compartment ramp.

Compromises were forced upon designers. Chief among them being the fuel cell engine; fusion engines simply were not available given the need elsewhere at the time of design. However, engineers did meet the design brief overall. Even the tank’s slow speed, which many squawked about was considered acceptable given the KV-100 is an infantry support tank; there is no need to out run the infantry and convoy speeds rarely exceed 25 KPH for a heavy armor column. In operations the tank proved to be acceptable if lackluster, but was specialized enough that it was not widely deployed. By the time of the Amaris Coup only a few infantry divisions had any operational KV-100 tanks, most were destroyed during the Liberation and none are known to have left with General Kerensky. Recently however, the LCAF has started up an effort to develop a similar tank and may well put the KV-100 back into production. No doubt the Social Generals are having feelings of inadequacy again.
Code:
--------------------------------------------------------
Type/Model:    KV-100 Urban Assault Tank
Mass:          100 tons

Equipment:                                 Items    Mass
Int. Struct.:  50 pts Standard               0     10.00
Engine:        200 Fuel Cell                 0     10.50
    Cruise MP:   2
     Flank MP:   3
Heat Sinks:      1 Single                    0       .00
Cockpit & Controls:                          0      5.00
Crew: 7 Members                              0       .00
Turret Equipment:                            0      4.00
Armor Factor:  240 pts Standard              0     15.00

                          Internal    Armor
                          Structure   Value
   Front:                    10         52 
   Left / Right Sides:       10      46/46 
   Rear:                     10         46 
   Turret:                   10         50 

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
1 Autocannon/20          Turret   0   15     2     17.00
1 Autocannon/10          Turret   0   20     2     14.00
1 Mech Mortar/4          Turret   0   18     2     10.00
1 Flamer (Vehicle)       Turret   0   20     2      1.50
2 RL-15 Rocket Launchers Turret   0          2      2.00
1 SRM 2                  Front    0   50     2      2.00
1 SRM 2                  Left     0          1      1.00
1 SRM 2                  Right    0          1      1.00
1 SRM 2                  Rear     0          1      1.00
1 Machine Gun            Front    0  100     2      1.00
1 Machine Gun            Left     0          1       .50
1 Machine Gun            Right    0          1       .50
1 Machine Gun            Rear     0          1       .50
2 Paramedic Eqmt Sets    Body     0          2       .50
Infantry Bay             Body                1      3.00
--------------------------------------------------------
TOTALS:                           0         23    100.00
Items & Tons Left:                           2       .00

Calculated Factors:
Total Cost:        4,056,668 C-Bills
Battle Value  :    1,152
Damage Factors:    SRDmg = 58;  MRDmg = 22;  LRDmg = 2
BattleForce2:      MP: 2T,  Armor/Structure: 0 / 10
                   Damage PB/M/L: 6/5/1,  Overheat: 0
                   Class: GA;  Point Value: 12
                   Specials: tran0

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PostPosted: Mon Apr 08, 2013 6:12 pm 
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Supreme Mugwump
Supreme Mugwump

Joined: Wed Dec 06, 2006 3:42 pm
Posts: 3183
im not sure if the mech mortar needs to be in the turret, i imagine them to fire almost vertically up, wich could achieve same efficiency when put in the body.
if the task of the AC/20 is to demolish buildings it might be possible to mount it forward, but that depends on the exact role of it.
adding a second ton of SRM/2 ammo might give the oportunity to use different ammo(read: infernos) wich might be a good idea as most oponents would dread fire.
SRM have the advantage that they have a larger range compared to the flamer.

in general a good construction wich would not impress the social generals, but the crews would find it adequate(read: better than what they usually have to deal with).

_________________
typos and spelling-mistakes are property of the finder. english is not my mother-tongue.


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PostPosted: Mon Apr 08, 2013 8:17 pm 
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Supreme Mugwump
Supreme Mugwump

Joined: Wed Dec 06, 2006 3:42 pm
Posts: 3183
i have given my proposals stats, this is a prototype that has been proposed for production.
the AC/20 is in the front, the mortar is in the body, the weight gain has been invested in a ton of SRM/2 ammo wich is usually used for infernos, one more ton of MG-ammo, and a fifth set of SRM/2+MG, this one in the turret. the turret armor has been reduced 3 points because the set of SRM/MG is makeing the turret slightly to heavy.
Code:
BattleTech Vehicle Technical Readout
                     THB Weapons

Type/Model:    KV-100 P1  
Tech:          Inner Sphere / 3060
Config:        Tracked Vehicle
Rules:         Level 3, Standard design

Mass:          100 tons
Power Plant:   200 Fuel cell
Cruise Speed:  21,6 km/h
Maximum Speed: 32,4 km/h
Armor Type:    Standard
Armament:      
  1 Autocannon/20 
  1 Autocannon/10 
  1 'Mech Mortar/4 (THB)
  1 Flamer (Vehicle) 
  2 Rocket Launcher 15 (OS)s
  5 SRM 2s
  5 Machine Guns
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

--------------------------------------------------------
Type/Model:    KV-100 P1  
Mass:          100 tons
Construction Options:  Fractional Accounting

Equipment:                                 Items    Mass
Int. Struct.:  50 pts Standard               0     10,00
Engine:        200 fuel cell               0      10,50
    Cruise MP:   2
     Flank MP:   3
Heat Sinks:     1  Single                    0       ,00
Cockpit & Controls:                          0      5,00
Crew: 7 Members                              0       ,00
Turret Equipment:                            0      1,60
Armor Factor:  237 pts Standard              0     14,81

                          Internal    Armor
                          Structure   Value
   Front:                    10         52 
   Left / Right Sides:       10      46/46 
   Rear:                     10         46 
   Turret:                   10         47 

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
1 Autocannon/20          Front    0   15     2     17,00
1 Autocannon/10          Turret   0   20     2     14,00
1 'Mech Mortar/4 (THB)   Body     0   18     2     10,00
1 Flamer (Vehicle)       Turret   0   20     2      1,50
2 Rocket Launcher 15 (OS)Turret   0          2      2,00
1 SRM 2                  Front    0  100     2      3,00
1 SRM 2                  Left     0          1      1,00
1 SRM 2                  Right    0          1      1,00
1 SRM 2                  Rear     0          1      1,00
1 Machine Gun            Front    0  200     2      1,50
1 Machine Gun            Left     0          1       ,50
1 Machine Gun            Right    0          1       ,50
1 Machine Gun            Rear     0          1       ,50
1 Machine Gun            Turret   0          1       ,50
1 SRM 2                  Turret   0          1      1,00
Infantry Bay             Body                1      3,00
2 paramedic EQ sets  Body  2      0,50
--------------------------------------------------------
TOTALS:                           0         25     99,98
Items & Tons Left:                           0       ,02

Calculated Factors:
Total Cost:        10.623.200 C-Bills
Battle Value:      729
Cost per BV:       14.572,29
Weapon Value:      880 / 880 (Ratio = 1,21 / 1,21)
Damage Factors:    SRDmg = 61;  MRDmg = 22;  LRDmg = 2
BattleForce2:      MP: 2T,  Armor/Structure: 0 / 10
                   Damage PB/M/L: 7/6/1,  Overheat: 0
                   Class: GA;  Point Value: 7
                   Specials: tran3
used HMpecil for entering the fuel cell, price should be off. also used FA out of habit

_________________
typos and spelling-mistakes are property of the finder. english is not my mother-tongue.


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PostPosted: Tue Apr 09, 2013 1:02 am 
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Master Tech & Major Scrounge
Master Tech & Major Scrounge

Joined: Fri Jan 04, 2002 8:00 pm
Posts: 3551
Location: Salt Lake City Utah
I appreciate the comments Coba, I definitely had to think about them. The extra ton of SRM ammo makes a lot of sense, I've swapped out the vehicle flamer for another ton of ammo and an SRM-2 rack in the turret.

I do not like the idea of relocating the AC/20 and Mech mortar to the hull however, for both game reasons and in-character reasons. I chose the Mech mortar specifically for its high angle fire, which you can argue in universe means all around fire without a turret mount. But in game play it still needs to be assigned a firing arc. As for the AC/20, I don't see it acting just as a bunker-buster, it's a major piece of the tank's firepower and I don't want to have to pay the MP to bring it to bare. From an in-universe perspective I don't want to have the tank slew to bring it to bare either because infantry might be taking cover in the tank's shadow. Having the tank suddenly slew to bring its main gun to bare is most likely going to crush a soldier from time to time, not very good for morale.

When it comes to the social generals my take has always been that they don't know enough about military affairs to know the difference between a PPC and a large laser, big is all that impresses them and the KV-100 is big and has 2 big guns so it's better than something with smaller guns.

Just my take though. :D

Thanks again for the input, it is appreciated. :toast:

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PostPosted: Tue Apr 09, 2013 1:21 am 
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Master Tech & Major Scrounge
Master Tech & Major Scrounge

Joined: Fri Jan 04, 2002 8:00 pm
Posts: 3551
Location: Salt Lake City Utah
The KV-100 after using Coba suggestions, I had to sacrifice a half ton of armor but no big deal IMO.
Code:
          BattleTech Vehicle Technical Readout

Type/Model:    KV-100 Urban Assault Tank
Tech:          Inner Sphere / 3025
Config:        Tracked Vehicle

Mass:          100 tons
Power Plant:   200 Fuel Cell
Cruise Speed:  21.6 km/h
Maximum Speed: 32.4 km/h
Armor Type:    Standard
Armament:      
  1 Autocannon/20 
  1 Autocannon/10 
  1 Mech Mortar/4
  5 SRM 2s
  2 RL-15 Rocket Launchers
  4 Machine Guns
  2 Paramedic Equipment Sets
--------------------------------------------------------
Type/Model:    KV-100 Urban Assault Tank
Mass:          100 tons

Equipment:                                 Items    Mass
Int. Struct.:  50 pts Standard               0     10.00
Engine:        200 Fuel Cell                 0     10.50
    Cruise MP:   2
     Flank MP:   3
Heat Sinks:      1 Single                    0       .00
Cockpit & Controls:                          0      5.00
Crew: 7 Members                              0       .00
Turret Equipment:                            0      4.00
Armor Factor:  232 pts Standard              0     14.50

                          Internal    Armor
                          Structure   Value
   Front:                    10         50 
   Left / Right Sides:       10      45/45 
   Rear:                     10         44 
   Turret:                   10         48 

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
1 Autocannon/20          Turret   0   15     2     17.00
1 Autocannon/10          Turret   0   20     2     14.00
1 Mech Mortar/4          Turret   0   18     2     10.00
1 SRM 2                  Turret   0  100     2      3.00
2 RL-15 Rocket Launchers Turret   0          2      2.00
1 SRM 2                  Front    0          1      1.00
1 SRM 2                  Left     0          1      1.00
1 SRM 2                  Right    0          1      1.00
1 SRM 2                  Rear     0          1      1.00
1 Machine Gun            Front    0  100     2      1.00
1 Machine Gun            Left     0          1       .50
1 Machine Gun            Right    0          1       .50
1 Machine Gun            Rear     0          1       .50
2 Paramedic Eqmt Sets    Body     0          2       .50
Infantry Bay             Body                1      3.00
--------------------------------------------------------
TOTALS:                           0         22    100.00
Items & Tons Left:                           3       .00

Calculated Factors:
Total Cost:        4,103,669 C-Bills
Battle Value:      1,146
Damage Factors:    SRDmg = 60;  MRDmg = 22;  LRDmg = 2
BattleForce2:      MP: 2T,  Armor/Structure: 0 / 9
                   Damage PB/M/L: 6/6/1,  Overheat: 0
                   Class: GA;  Point Value: 11
                   Specials: tran0


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PostPosted: Wed Apr 10, 2013 11:41 pm 
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Master Tech & Major Scrounge
Master Tech & Major Scrounge

Joined: Fri Jan 04, 2002 8:00 pm
Posts: 3551
Location: Salt Lake City Utah
I worked up a super-heavy version, which added a bulldozer blade. The crew increased by 2, chalk it up to needing more manual labor for maintenance, and the side armor weakened a little because of the extra armor face. Overall I think I like the super-heavy the most of all the versions I did for this one.

Code:
          BattleTech Vehicle Technical Readout

Type/Model:    KV-135 Urban Assault Tank
Tech:          Inner Sphere / 3025
Config:        Tracked Vehicle

Mass:          135 tons
Power Plant:   270 Fuel Cell
Cruise Speed:  21.6 km/h
Maximum Speed: 32.4 km/h
Armor Type:    Standard
Armament:      
  1 Autocannon/20 
  1 Autocannon/10 
  1 Mech Mortar/4
  5 SRM 2 Racks
  4 RL-15 Rocket Launchers
  4 Machine Guns
  2 Paramedic Equipment Sets

--------------------------------------------------------
Type/Model:    KV-135 Urban Assault Tank
Mass:          135 tons

Equipment:                                 Items    Mass
Int. Struct.:  98 pts Standard               0     27.00
Engine:        270 Fuel Cell                 0     17.00
    Cruise MP:   2
     Flank MP:   3
Heat Sinks:      1 Single                    0       .00
Cockpit & Controls:                          0      7.00
Crew: 9 Members                              0       .00
Turret Equipment:                            0      4.00
Armor Factor:  304 pts Standard              0     19.00

                          Internal    Armor
                          Structure   Value
   Front:                    14         54 
   Front L / R Sides:        14      40/40 
   Rear L / R Sides:         14      40/40 
   Rear:                     14         40 
   Turret:                   14         50 

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
1 Autocannon/20          Turret   0   20     2     18.00
1 Autocannon/10          Turret   0   20     2     14.00
1 Mech Mortar/4          Turret   0   18     2     10.00
1 SRM 2                  Turret   0  100     2      3.00
4 RL-15 Rocket Launchers Turret   0          4      4.00
1 SRM 2                  Front    0          1      1.00
1 SRM 2                  Left     0          1      1.00
1 SRM 2                  Right    0          1      1.00
1 SRM 2                  Rear     0          1      1.00
1 Machine Gun            Front    0  100     2      1.00
1 Machine Gun            Left     0          1       .50
1 Machine Gun            Right    0          1       .50
1 Machine Gun            Rear     0          1       .50
2 Paramedic Eqmt Sets    Body     0          2       .50
1 Bulldozer              Front               1      2.00
Infantry Bay             Body                1      3.00
--------------------------------------------------------
TOTALS:                           0         26    135.00
Items & Tons Left:                           6       .00

Calculated Factors:
Total Cost:        9,148,140 C-Bills
Battle Value 2:    1,301
Damage Factors:    SRDmg = 82;  MRDmg = 33;  LRDmg = 3
BattleForce2:      MP: 1T,  Armor/Structure: 0 / 13
                   Damage PB/M/L: 6/6/1,  Overheat: 0
                   Class: GA;  Point Value: 13
                   Specials: tran3, eng

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