BattleTech Vehicle Technical Readout

Type/Model: LRM Carrier QS (Human Sphere)
Tech: Inner Sphere / 2500
Config: Tracked Vehicle
Rules: Level 2-FA, Standard design
   
Mass: 60 tons
Power Plant: 180 InterComBust I.C.E.
Cruise Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Armor Type: ProtecTech Light Standard
Armament:
3 Telos ScoreShot, TharHes Reacher LRM 20s
Manufacturer:    Quikscell Company
   Location:    Layover, Richvale
Communications System:    Basix 200
Targeting & Tracking System: FireScan with IndirecTrack


Overview:

         Unveiled during the Age of War by Quik Products Inc. (the predecessor of Quikscell), the generically named Missile Carriers quickly became highly coveted due to their massive firepower. Many other companies released poorly built clones of Quik’s design, leading to bad publicity for the growing company as these copies often broke down or did not
work in the first place (even more so than Quik’s products).
         These generic missile carriers became some of the most common weapons of war out there, but Quik and the later Quikscell maintained their standards, and sometimes sued the most blatent manufacturer of copies of their design. There are still thousands of companies that make missile carriers with the same general abilities as the standard Quikscell model, though it is ironic perhaps that Quikscell makes the highest quality standard model that others are measured against.

Capabilities:

         Based on the Age of War designs that Quik Products made, all modern Quikscell carriors have the same standardized armor, the same standardized chassis, and the same targeting and communications systems, making working on them very easy.
         A barrage fired from a missile carrier is a fearsome sight. One vehicle can launch scores of missiles every ten seconds, and most carry enough ammunition to keep up that rate of fire up for over a minute.
         The number and size of the missiles that the Quikscell carries can mount depend on the class of missiles carried. The actual missiles used vary according to whether it is built on Layover or Richvale. All Layover carriers sport Telos missile systems and all Richvale carriers have TharHes systems. Other than that, carriers built on either planet are identical, in theory.
         The missile carrier's rate of fire is both an asset and a liability. On one hand, a well-timed barrage can determine the outcome of a battle quickly. Conversely, the unit expends ammunition at a prodigious rate, which requires a functioning supply system to keep one in battle for any extended period.
         Missile carriers are fire support units, and so do not usually have turrets. As support units, they almost never see front-line combat. However, they do mount missiles on a rotating platform that can be turned from outside the vehicle.

Deployment

         The Quikscell Missile Carriers are the recognized name in missile carrier technology. While most regional governments use local construction, planetary and interplanetary governments often look to Quikscell's standardized designs for their federal troops. The spare parts are easy to order from either planet, replacement units are quickly shipped, and technicians know what they are getting when the produce arrives. Much like the Scorpions and Vedettes are the standard tanks, the Quikscell Missile Carriers have become the standard missile carriers, and can be seen everywhere that mankind fights wars. This gives Quikscell an impressive profit margin.


Type/Model: LRM Carrier QS (Human Sphere)
Mass: 60 tons
Const. Options: Fractional Accounting
Equipment:   Items Mass
Internal Structure: 24 pts Standard 0 6.00
Engine: 180 I.C.E. 0 14.00
   Cruise MP: 3    
   Flank MP: 5    
Heat Sinks: 0 Single 0 .00
Cockpit & Controls: 0 3.00
Crew: 4 Members 0 .00
Armor Factor: 48 pts Standard 0 3.00

    Internal Armor
    Structure Value
  Front: 6 12
  Left / Right Sides: 6 12/12
  Rear: 6 12

Weapons & Equipment: Loc Heat Ammo Items Mass
3 LRM 20s Front 0 24 4 34.00
TOTALS:   0   4 60.00
Items & Tons Left:       13 .00

Calculated Factors:
Total Cost: 1,872,000 C-Bills
Battle Value: 833
Cost per BV: 2,247.3
Weapon Value: 251 / 251 (Ratio = .30 / .30)
Damage Factors:    SRDmg = 21; MRDmg = 28; LRDmg = 16
BattleForce2: MP: 3T,   Armor/Structure: 0 / 2
    Damage PB/M/L: 1/3/3,   Overheat: 0
    Class: GH,   Point Value: 8
    Specials: if

Designed with HeavyMetal Vee