AeroTech 2 Vessel Technical Readout

Class/Model/Name:    Merlin Carrier (Human Sphere)
Tech: Inner Sphere / 3089
Vessel Type: WarShip
Rules: Level 3, Standard design
   
Mass: 46,300 tons
Inner Sphere / 3089: Technicron 1
K-F Drive System: KF Tech 1
Length: 215 meters
Power Plant: Technicron 166 Standard
Safe Thrust: 6
Maximum Thrust: 9
Armor Type: Heavy Tech FF Improved Ferro-aluminum
Armament:
5 Magna Firestar ER PPC
10 Hellion Scattershield Laser AMS
4 Diverse Optics Type 20 Large Pulse Laser
Manufacturer:    Technicron Manufacturing
   Location:    Tamarind
Communications System:    Telestar One
Targeting & Tracking System: SynCom Master Five


Overview:

         The standard modern carrier of the Duchy of Tamarind-Abbey, the Merlin can carry a full wing of fighters into combat. Fast enough to stay away from most ships that can kill it, the ship relies on fighters to defeat the enemy with only minor integral weapons grids to fend off other ships.
         The fighters are carried in three seperate bays, one for each squadron. They are located one on top and one on each side of the ship. Each has a single launch mechanism, a cradle that holds the fighters like a revolver. When ready to launch, the revolver mechanism slides out so one fighter can launch. Then it rotates so the rest can launch at one per an average ten seconds a piece. While performing recovery operations, the entire revolver section will normally slide out of the ship to allow access to the interior bay.
         While the revolver launch system allows for impressive launch rates, it has a number of drawbacks. For one, a Merlin can not engage in manuevers while recovering fighter craft. Doing so with so much of the ship's mass out of place has caused dangerous structural stress in the past. Secondly, the revolver mechanisms are a weak spot that enemies have learned to use to their advantage. The Duchy has done what they can to cover the mechanisms with an armor plate when tucked in, but the ship is still vunerable to concentrated fire.
         Many Merlins are modified to carry a company of BattleMechs, armor units, or infantry by removing the aerospace bays and revolver mechanisms from the two side bays. The upper bay is rarely modified in such a manner because it is difficult for non-jumping units to exit that bay after the Merlin has landed. Also, Merlin captains rarely choose to go into combat without at least one squadron of fighters protecting them. The cargo bay on the bottom of the ship is sometimes also modifed to carry troops, but this is rare as the ship has no other cargo bays.
         Some Merlins have all of the bays modified to carry cargo for fast movement between systems. These blockade runners are much more expensive than DropShips on a ton-for-ton basis, but they do have a place in the Human Sphere as there is always somebody willing to buy anything for the right amount of money. Most DropPort denizens near League space have gotten at least a glimpse of a privately-owned Merlin on the tarmac unloading cargo from the ramps of the lower and side bays while a crane pulls crates out of the upper bay.


Class/Model/Name: Merlin Carrier (Human Sphere)
Mass: 46,300 tons
Equipment:             Mass
Power Plant: Standard 16,668.00
K-F Hyperdrive: Compact (Integrity = 3) 20,951.00
Lithium Fusion Battery:   463.00
Jump Sail: No Sail (Fusion-Charged K-F) .00
Structural Integrity: 82 3,797.00
Safe Thrust: 6  
Maximum Thrust: 9  
Heat Sinks: 227 Single .00
Fuel & Fuel Pumps:   300.00
Bridge & Controls:   116.00
Armor Factor: 139 Improved Ferro-aluminum 75.50

      Armor Value
      (Capital Scale)        
  Fore: 26      
  Fore Left / Right: 23 / 23      
  Aft Left / Right: 23 / 23      
  Aft: 21      

Equipment & Options:              
Cargo:    
   Bay 1: Fighters (6) with 1 door 900.00
   Bay 2: Fighters (6) with 1 door 900.00
   Bay 3: Fighters (6) with 1 door 900.00
   Bay 4: Cargo (1) with 1 door 400.00
     
Grav Decks:    
   Grav Deck #1: (80-meter diameter)  
Life Boats: 10 (7 tons each) 70
Escape Pods: 10 (7 tons each) 70
Crew and Passengers:    
   10 Officers (13 minimum)   0.00
   65 Crew (44 minimum)   0.00
   36 Bay Personnel   0.00

Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass
2 ER PPC Nose 2(20) 2(20) 2(20) -- 30 14.00
3 Laser AMS Nose -- -- -- -- 36 4.50
1 Large Pulse Laser FL/R 1(9) 1(9) -- -- 20 14.00
1 Laser AMS FL/R -- -- -- -- 24 3.00
1 ER PPC L/RBS 1(10) 1(10) 1(10) -- 30 14.00
1 Laser AMS L/RBS -- -- -- -- 24 3.00
1 Large Pulse Laser AL/R 1(9) 1(9) -- -- 20 14.00
1 Laser AMS AL/R -- -- -- -- 24 3.00
1 ER PPC Aft 1(10) 1(10) 1(10) -- 15 7.00
1 Laser AMS Aft -- -- -- -- 12 1.50
TOTALS:           235 46,299.50
Tons Left:             .50

Calculated Factors:
Total Cost: 4,153,830,400 C-Bills
Battle Value: 7,070
Cost per BV: 587,529.05
Weapon Value: 6,794 (Ratio = .96)
Damage Factors:    SRDmg = 123; MRDmg = 67; LRDmg = 13; ERDmg = 0
Maintenance Point Value:    MPV = 136,717 (41,366 Structure, 90,985 Life Support, 4,366 Weapons)
Support Points: SP = 80,470 (59% of MPV)
BattleForce2: (Not applicable)

Designed with HeavyMetal Aero