AeroTech 2 Vessel Technical Readout

Class/Model/Name:    Invader (Human Sphere)
Tech: Inner Sphere / 2631
Vessel Type: JumpShip
Rules: Level 3, Standard design
   
Mass: 152,000 tons
Length: 505 meters
Sail Diameter: 1,024 meters
Power Plant: Standard
Safe Thrust: 0
Maximum Thrust: 0
Armor Type: Standard
Armament:
2 ER Large Laser
Manufacturer:    Ioto Galactic, Rashpur-Owens Inc., Stellar Trek, Universal Air, New Syrtis Shipyards, Technicron Manufacturing
   Location:    Alarion, Capella, Chatham, Delavan, New Syrtis, Tamarind


Overview:

         The Invader Class JumpShip is the most common JumpShip in the Successor States and the Clan occupation zone. First launched in 2631, the versatile vessel has met with surprising success and is popular with both military units and commercial users. Production of the Invader in recent decades has shifted over to commercial enterprises though as the Successor States have shifted military purchases to better armed craft.
         The pair of large hydroponics domes mounted on booms on either side of the Invader's command section is the most distinctive feature of the design. These facilities produce both food and oxygen for the JumpShip crew and create enough surplus to trade with transported DropShips. These hydroponics gardens are fully automated on most Invaders, but system failures force the crews on about 30 percent of active Invaders to maintain the domes manually. Many older Invaders suffer from a design flaw that causes the hydroponics booms to lock in the extended position, which can prevent the vessel from entering hyperspace. Work carried out since the Fourth Succession War has solved this problem on all new craft, and many older vessels have been modified to eliminate the flaw.
         The Invader is one of the few old Inner Sphere designs whose original meteor-defense system also provided an offensive capability. The original design featured a pair of special-purpose long-range lasers, but maintenance problems led manufacturers to replace this system with either large lasers or particle projection cannons. In the last twenty years, Invaders refitted to use the modern jump cores have had their original lasers added back into the design, making a uniform standard again. These weapons still provide little more than psychological support for the crew though.
         The Invader's sophisticated communications system and computers make it an ideal vessel for coordinating a task force. The vessel can maintain radio and laser-link feeds to up to ten transmitting stations.
         Invaders comprise most of the Clans' and Successor States' backwater transport fleets, although newer and better vessels have replaced them in front line formations. Their ability to transport three DropShips and ten thousand tons of cargo are highly prized by merchants though, and they are making large inroads into that market.


Class/Model/Name: Invader (Human Sphere)
Mass: 152,000 tons
Equipment:             Mass
Power Plant: Standard 1,824.00
K-F Hyperdrive: *Custom K-F Drive* (Integrity = 4) 114,000.00
Lithium Fusion Battery:   1,520.00
Jump Sail: (Integrity = 4) 50.00
Structural Integrity: 1 1,013.50
Safe Thrust: 0  
Maximum Thrust: 0  
Heat Sinks: 105 Single .00
Fuel & Fuel Pumps:   2,000.00
Bridge & Controls:   380.00
Armor Factor: 38 Standard 63.00

      Armor Value
      (Capital Scale)        
  Fore: 7      
  Fore Left / Right: 7 / 7      
  Aft Left / Right: 6 / 6      
  Aft: 5      

Equipment & Options:              
Cargo:    
   Bay 1: Cargo (1) with 1 door 262.50
   Bay 2: Small Craft (2) with 2 doors 400.00
   Bay 3: Cargo (1) with 1 door 263.00
   Bay 4: 1 Gee Transit Drive (1) 16,416.00
     
DropShip Capacity: 3 Docking Hardpoints 3,000
Grav Decks:    
   Grav Deck #1: (65-meter diameter)  
Escape Pods: 6 (7 tons each) 42
Crew and Passengers:    
   4 Officers (4 minimum)   0.00
   20 Crew (10 minimum)   0.00
   10 Bay Personnel   0.00

Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass
1 ER Large Laser FL/R 1(8) 1(8) 1(8) -- 24 10.00
TOTALS:           24 141,514.00
Tons Left:             10,486.00

Calculated Factors:
Total Cost: 4,257,017,500 C-Bills
Battle Value: 2,358
Cost per BV: 1,805,350.93
Weapon Value: 941 (Ratio = .40)
Damage Factors:    SRDmg = 15; MRDmg = 12; LRDmg = 4; ERDmg = 0
Maintenance Point Value:    MPV = 18,005 (10,251 Structure, 6,488 Life Support, 1,266 Weapons)
Support Points: SP = 27,460 (153% of MPV)
BattleForce2: (Not applicable)

Designed with HeavyMetal Aero