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Edition XIII October 2001

W elcome once again to another edition of the Solaris Sentinel. This edition is going
to be a little different from past editions as I have finally begun to grapple with the
realities of college life, studying, and loss of time to truly write! As with any Solaris
Sentinel edition, I try to give you the best possible information in painting, tactics, and
BattleTech news. This edition should be no different, with a few new features of
programs I’m toying with. I am really looking for reader response to this edition, as
some of the programs I will introduce to you require your feed back. Yes, you the
reader! So, with out further ado, I give you the latest edition of the Sentinel!

Ross Koga
Editor and Publisher

Counterpoint?
Now, I know quite a few people were going to be interested in the counterpoint I had
“promised” in the last issue, but after spending time talking to a few friends on the net, a
reality hit me like a Bezerker’s hatchet: how can you effectively counter point something
when NO ONE has played the new version of the game. I mean, I could huff and puff
about how the new game has such great new qualities and such, but do I really know?
No, I don’t. So, the counterpoint will have to wait till the Wiz Kids unveils their new
system. It of course will be highly anticipated, but for some reason I really feel those of
us that love Classic BattleTech won’t really care all that much. Even though people don’t
expect much from FanPro, I think that they will be able to surprise us! So keep watch
and keep the faith!

Rent-A-‘Mech: The Solaris Sentinel Play Testers


Okay, here’s away for you the reader to
get into the Sentinel. I need volunteers
that are willing to take ‘Mechs I highlight
in this magazine and play with them a
few times. I want information on how
they work in battle. Do they strike terror
into the opponent? Do they suck, even
though they might look good in concept?
Play a few games with these customs and
feed me the history of them. I’ll take
excerpts and publish them in updates,
giving people a feel for the machines and
help me field test them at the same time! Please don’t send me customs to highlight for
the time being as I don’t want to be swamped with everyone’s machines and then hurt
peoples pride when I can’t include THEIR super monster in here. So, for now, I just
won’t accept them. Sorry about that, but everyone will be better off in the long run!

E-mail me at daishi_dvs_2@hotmail.com to tell me you are going to help me or not so


that I know whether or not I have any play testers. The first two highlighted ‘Mechs are
my Mad Cat (Timber Wolf) X and Wolverine WVR-8R variant. Both are designed as
battlefield superiority machines in the respective weights. Try them out and let me know
how they handle.

BattleMech Technical Readout


Type/Model: Timber Wolf (Mad Cat) X
Tech: Clan / 3050
Config: Biped OmniMech
Rules: Level 2, Standard design

Mass: 75 tons
Chassis: Endo Steel
Power Plant: 375 XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Ferro-Fibrous
Armament:
2 ER Large Lasers
1 Adv. Tact. Msl. 12
2 ER Medium Lasers
1 Light TAG
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

Overview:
The Inner Sphere's first brush with an OmniMech was with a Mad Cat
on The Rock, Oberon Confederation, 13 August 3049. It was from a
broadcast by a member of the Kell Hounds mercenary unit that Our
Blessed Order learned of these machines and their mysterious masters.
ComStar named this design the Mad Cat because its hunched-over torso
is common to both the Marauder and Catapult. The Mad Cat is an
exceptional combination of an XL Class engine, Endo Steel internal
structure, Ferro-Fibrous armor, and double heat sinks.

Capabilities:
The Mad Cat X is a new variant that has cropped up alongside the
Mad Cat E using the new ATM systems that the Coyotes developed.
Coyote Warrior Davidson of Delta Galaxy was unsatisfied with the abilities
of the E variant and decided to customize his Mad Cat. Although gaining
permission to access the ATM-12 launchers was difficult because they are
still somewhat rare, he managed to do so and made this weapon the
center piece of the arsenal. Three tons of ammo allows for all three types
of ammo, similar to the Savage Coyote Prime’s load out. While ammo is
sparse, the variant then plants two extended range large lasers in the right
arm as the long range punch on the machine. These efficient and long
ranged weapons keep opponents at bay, and tied with the on board
targeting computer, make for deadly weapons fire capable of penetrating
most BattleMechs armor. Twin extended range medium lasers mounted
on the torso serve for shorter stopping power and are hyper accurate with
the computer. While it might sound the machine doesn’t have the heat
sinks to fire the weapons, its 20 double strength freezers keep the ride
almost free of excess heat.

History

The only recorded use of the Mad Cat X against Inner Sphere
forces was in the Ghost Bear/Draconis war. A Ghost Bear Mad Cat X
squared off with a Dragon and a No-dachi, with horrifying results. The
Dragon was taken out quickly with the large lasers while the short ranged
High Explosive rounds made quick work of the sword bearing ‘Mech.
Other inter-clan engagements have shown this ‘Mech to be extremely
deadly and the design is already starting to replace the E configuration
amongst the Coyotes.

Deployment
The Coyote are almost the only Clan that uses the Mad Cat X,
although the Ghost Bears and Hell’s Horses have started to make limited
use of the variant. Also, the Diamond Sharks have managed to trade
some production capacity for the Grendel OmniMech for access to this
variant and for design specs of the new ATM missile system.

Type/Model: Timber Wolf (Mad Cat) X


Mass: 75 tons
Equipment: Crits Mass
Internal Structure: 114 pts Endo Steel 7 4.00
(Endo Steel Loc: 1 LT, 1 RT, 1 CT, 2 LL, 2 RL)
Engine: 375 XL 10 19.50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: 20 Double [40] 10 10.00
(Heat Sink Loc: 3 LT, 2 RT)
Gyro: 4 4.00
Cockpit, Life Support: 5 3.00
Actuators: L: Sh+UA+LA, R: Sh+UA+LA 14 .00
Armor Factor: 230 pts Ferro-Fibrous 7 12.00
(Armor Crit Loc: 1 HD, 1 LA, 1 RA, 2 LT, 2 RT)

Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 36
Center Torso (Rear): 9
L/R Side Torso: 16 25/25
L/R Side Torso (Rear): 7/7
L/R Arm: 12 24/24
L/R Leg: 16 32/32

Weapons & Equipment: Loc Heat Ammo Crits Mass


2 ER Large Lasers RA 24 2 8.00
1 Adv. Tact. Msl. 12 LA 8 15 8 10.00
(Ammo Loc: 3 LA)
1 ER Medium Laser RT 5 1 1.00
1 ER Medium Laser LT 5 1 1.00
1 Light TAG CT 0 1 .50
1 Targeting Computer RT 2 2.00
TOTALS: 42 72 75.00
Crits & Tons Left: 6 .00

Calculated
Factors:
Total Cost: 24,171,875 C-Bills
Battle Value: 2,446
Cost per BV: 9,882.21
Weapon Value: 4,303 / 4,303 (Ratio = 1.76 / 1.76)
Damage Factors: SRDmg = 42; MRDmg = 34; LRDmg = 14
BattleForce2: MP: 5, Armor/Structure: 6/4
Damage PB/M/L: 8/6/3, Overheat: 0
Class: MH, Point Value: 24
Specials: omni

Created with HeavyMetal Pro

BattleMech Technical Readout


Type/Model: Wolverine WVR-8R
Tech: Inner Sphere / 3060
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 55 tons
Chassis: Standard
Power Plant: 275 Core Tek XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 97.2 km/h
Jump Jets: 5 Standard Jump Jets
Jump Capacity: 150 meters
Armor Type: Standard
Armament:
1 ER PPC
1 ER Medium Laser
1 Streak SRM 6
1 Medium Pulse Laser
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

Type/Model: Wolverine WVR-8R


Mass: 55 tons
Equipment: Crits Mass

Internal Structure: 91 pts Standard 0 5.50


Engine: 275 XL 12 8.00
Walking MP: 5 [6]
Running MP: 8 [9]
Jumping MP: 5
Heat Sinks: 15 Double [30] 12 5.00
(Heat Sink Loc: 1 LT, 3 RT)
Gyro: 4 3.00
Cockpit, Life Support, Sensors: 5 3.00
Triple Strength Myomer: 6 .00
Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 .00
Armor Factor: 185 pts Standard 0 12.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 18 29
Center Torso (Rear): 7
L/R Side Torso: 13 21/21
L/R Side Torso (Rear): 5/5
L/R Arm: 9 18/18
L/R Leg: 13 26/26

Weapons & Equipment: Loc Heat Ammo Crits Mass


1 ER PPC RA 15 3 7.00
1 ER Medium Laser RA 5 1 1.00
1 Streak SRM 6 LT 4 15 3 5.50
(Ammo Loc: 1 LT)
1 Medium Pulse Laser HD 4 1 2.00
CASE Equipment: LT 1 .50
5 Standard Jump Jets: 5 2.50
(Jump Jet Loc: 1 CT, 2 LL, 2 RL)
TOTALS: 28 69 55.00
Crits & Tons Left: 9 .00

Calculated
Factors:
Total Cost: 11,482,606 C-Bills
Battle Value: 1,542
Cost per BV: 7,446.57
Weapon Value: 1,890 / 1,720 (Ratio = 1.23 / 1.12)
Damage Factors: SRDmg = 28; MRDmg = 10; LRDmg = 4
BattleForce2: MP: 5J, Armor/Structure: 5/2
Damage PB/M/L: 4/3/1, Overheat: 0
Class: MM, Point Value: 15

Created with HeavyMetal Pro

Works to Look For!


Here I’m going to show off some of the minis of the painters_guild that me and the boys
have been working on. SalCrump, Blue Thunder, The Wyper, and I have a few snap
shots for you to admire! Enjoy!

Davion Heavy Guards Bushwacker,


mini by Ross Koga. This mini is to be
sold on e-bay at a later date.

Clan Coyote Delta Galaxy Nobri-nin, mini by Ross


Koga. Mini is not going to be up for sale. This
scheme is taken from the fluff regarding paint schemes
for Clan Coyote in FM: Warden Clans
Davion Guards Falconer painted and
decaled by Sal Crump. This Scheme is
from Camo Specs.

Cappelan Confederation , mini by Sal Crump. Scheme is the artists.


Kell Hound lance of
Firestarter, Scarabus,
Javelin, and Enforcer
These minis were painted
by Blue Thunder and will
be sold at a later date on e-
bay, along with the rest of
the battalion, by lance.

Clan Nova Cat Koshi painted and


detailed by The Wyper.

If you are interested in getting on the painters guild to talk to some of these wonderful
artists, you’ll need to get either pirc or mirc. (I have mirc, so that’s what I know better)
Type in irc.jurai.org and port # 6667 to get on the correct server, then in the box that
comes up asking for a channel, type #painters_guild. This will get you in contact with us
and you can almost always bet some sort of conversation about miniatures, painting, or
generally tom foolery will be in progress (provided people are one =) Hope to see you
there!

Ross Koga
Editor and Publisher
You looking for that one stop shop that will keep you supplied in BattleTech miniatures
and sourcebooks? Well, my friend, look no further than here, at the Gamers Union! Ed
offers plenty of miniatures and books at VERY competitive rates, so don’t get screwed
by the outlandish prices of E-bay! Check this place out!!

http://www.gamers-union.com

The Battletech Market


A few years back while just trying to get some minis a friend & I bought a huge
collection from someone over the Internet. We drove to NC to do the deal in person.
($1000) We brought it home & took what we wanted. There was a ton of stuff left. I had
just started toying with the Internet & the newsgroups. So I told my friend “Let’s auction
it off what is left on the Internet.”. He agreed. After everything was said & done, after
we both took what we wanted out of the collection, after we sold off everything we didn’t
want, we turned around & had a $4000 profit. That, my friends, was when Gamer’s
Union was born.

That was 7+ years ago. A lot has changed since then but the whole concept of buying &
selling over the Internet has not changed. BUY LOW, SELL HIGH

Everyone wants to find that $25 Star League sourcebook or that $5 Warhammer mini.
Some people just want to get that last mini or book to complete their collection and are
willing to pay a premium for it! Others are just out to make some extra money.

Anyway you look at it you have to know what you are doing.

You need to know the value of what you have for sale.
You need to know the value of what you are looking for.
3. You need to find out just whom you are dealing with.

Well if you have watched the prices on Gamer’s Union or Ebay you can get a really good
idea of an item’s value. But do you know there are actually better times of year to buy or
sell over the net? You have to look at it like the seasons & watching the temperature drop
or the colors of the leaves on the trees change.
I think everyone understands that summer time is usually slow for Internet sales.
But no one realizes that the summer slowdown starts in April when the colleges start to
get out.
By Memorial Day those that have not sold their stuff yet are getting desperate & you can
generally find some really nice pricing.

How much of a difference? You are probably looking at up to a 15% drop in prices. You
may have to do a little looking around but it is worth it.

The exact opposite works leading into Christmas with prices starting to pick up by the 2nd
week in September. This level will usually hold until mid March. Again it is about a
15% difference but this is a rise in prices.

How big of a deal is this? Well when you consider that these are percentage differences
off the average prices it can really add up. $100 average worth of Battltech books or
minis purchased during the slow summer months should only cost you $85. But if you
sold those same items around Christmas that same year you should get about $115.
As you can see it can really add up over time.

How do you find out whom you are dealing with? Well if it is someone who is always
selling stuff you can probably figure on them knowing what it all is worth. But what if
this person is the one who is buying the items?

When I place bids on Ebay I do not expect to win. Why? Because I am a retailer & since
I know the market well enough to know the values of items I generally will only offer
about 50-60% of what I think I can sell them for. Possibly up to 75% if it is an extremely
rare piece. Well that means that anyone trying to expand his or her collection should
outbid me. Why doesn’t that happen more often?

The single biggest reason is that I mostly go after collections or “LOTS” of items instead
of individual pieces. It is usually cheaper to get 30 items from someone & get a good deal
than get 1 item & get a good deal. From the sellers point of view shipping 30 pieces to 1
person is much easier than shipping 1 piece to 30 people.

The next reason is the $25 Star League syndrome. We all want it for the best possible
price so we are not willing to push the price up. No one wants to overpay. Particularly if
they do not have to. Just a few thoughts to keep in mind for your future dealings.

Now for the hot list. These are Battletech items I see with potential to go up in price in
the next 3 months.

Field Manual: Periphery: (Retail $22) The last official release from FASA is already
hard to find. That is because no bookstore can find it. Why not? They used the same
ISBN number as “The Mechwarrior’s Guide to the Clans.” This number is supposed to
be unique for each book.
It is currently selling in auction at $35 or more. This book could very easily wind up
behind only THE STAR LEAGUE & HOUSE MARIK in value as Battletech source
books go.

PREDICTION: $50+ by Christmas 2001

Vanquisher & Templar minis: (retail $7-8.50) If you can find them get them. Everyone
wants them.

PREDICTION: $13+ by Christmas 2001

Good Luck & Happy Hunting

I’ll see you on IRC & the Boards

Ed Karl
HToM
Owner: Gamer’s Union
WWW.GAMERS-UNION.COM

Painting Demo Slated


I’ll be at Wizards Asylum in Norman on October 27 to do a painting demo for Reaper
Miniature’s CAV game system. The techniques that I will be showing can be used for
any mecha or vehicular game, Battletech as well. The first 18 to sign up in the store or to
e-mail me will receive a free miniature. So, if you are with in easy driving distance of
Norman Oklahoma, e-mail me and I’ll get you the times and address of the store. Hope
to see you there!

Ross Koga
Editor and Publisher

Sentimental Miniatures and Battle Tried and True


Figures
I remember the first miniature I every owned. In fact, the very first two that I ever owned
are still in my possession. It was 1997 and I was in a local mall. I had bought the 4th
edition boxed set about a year ago from the store but was clamoring for something with
substance and texture; the cardboard cut outs just didn’t do it for me. So, I looked in the
very back of the store and saw some figures, BattleTech figures. I saw a few minis as
this store didn’t have a wide range of selection. I purchased a Flashman and a Clan
Omni Executioner (Gladiator). Why these two do you ask? Well, the story here is this:
I had gotten MechWarrior 2:Mercs about a month ago, and had fallen in love with the
Flashman and it’s blend of lasers and heat sinks. Thing was fast as well. I had modified
it with a flamer and Inferno SRM-2’s. Call me sadistic to the computer, but there’s
nothing funnier than shutting the computer ‘Mechs down and then annihilating them with
your large lasers. So I saw this beauty and had to have it. The Clan ‘Mech has a story
too… having Ghost Bear’s Legacy, I had taken an Executioner and modified it with an
Ultra 2, LRM-20, ER PPC, and three medium pulse lasers. In the video game, the thing
could actual dish out damage, contrary to what most people think about the Ultra 2. After
stopping a Mad Cat cold in its tracks with the UAC/2, I decided to keep it as well. I got
home and broke out the model airplane enamels I had ferreted away. The Flashman was
dorned with a Wolf Dragoons black and red paint scheme and the Executioner got to
wear an arctic white with blue, grey, and black splotches. Not the greatest paint jobs, I
must say. Over the course to time I repainted the Flashman at least 4 times and finaly
stripped him out of his misery and am going to do a send up to the 6th Army of the
ComGuards. The Executioner still resides in it’s arctic state… not sure if I’m going to
stripe him or not.
Another interesting story I ran across from Grunden on the painters_guild was
about a Goliath awarded to him while he was with the Army. He was stationed in
Germany and got to playing with the local Mechforce Germany group, who was playing
a 3025 campaign. Grunden was given a Goliath miniature for the game, the only assault
‘Mech in the company at the time (the leader piloted a Wolverine) and he immediately
put it to good use. Once the company was retreatin’, and the rest of enemy company was
letting them go. But one pesky MAD-3R Marauder kept chasin’ them and Grunden had
rear guard duties on the retreat. He turned and fired his PPC and struck the Marauder
with a roll of two. Then he managed to get two critical hits and struck the gyro, bringing
the arrogant threat down! Later on, another American joined the group and got a
BattleMaster, there by adding two assault ‘Mechs to the company. His first and foundest
mini helped serve him well! Very battletested! Now if only my first miniatures had that
kind of track record.

Warships Anyone?
Minuteman Class Frigate
Technology Base: Star League
Class: FRG
Mass: 500,000 tons
Length: 510 meters
Sail Diameter: 980 meters
Safe Thrust: 5
Max. Thrust: 8
Fuel Capacity: 2,000 tons
Tons/Burn Day: 39.52
Sail Integrity: 5
KF-Drive Integrity: 11
Structural Integrity: 75
Heat Sinks: 1,659 (3,318)
Armor: 750 points
Fore: 120
Fore-Sides: 130
Aft-Sides: 130
Aft: 110

Dropship Capacity: 2
Grav. Decks: 2 (1-70m, 1-80m)
Escape Pods: 65
Lifeboats: 45
Crew: 486
Cargo Capacity: 7,356 tons

Armament:
8 Maxell-55 Series Naval Lasers
2 Kreuss XX Heavy Naval Particle Projection Cannons
6 Imperator-20 Naval Autocannons (3,000 rounds)
4 Zeus-40 Series Naval Autocannons (1,000 rounds)
2 Poland-3b Series Naval Gauss Cannons (500 rounds)
2 Maelstrom AR-10b Missile Launchers
10 Barracuda Anti-Ship Missiles
10 White Shark Anti-Ship Missiles
80 Killer Whale Anti-Ship Missiles
46 Diverse Optics Sunbeam ER Large Lasers
46 Martell Medium Lasers
45 Defiance P8M Laser Anti-Missile Systems

Other Cargo:
2 Small Craft
6 Aerospace Fighters

Crew: 446
56 Officers
280 Enlisted
8 Aerospace Pilots
16 AeroTechs
6 Platoons Jump Infantry

Ship Notes:
Armor–Lamellor Ferro-Carbide
Lithium-Fusion Batteries
Detachable jump sail
Portable HPG
4 Hangar Doors
8 Cargo Doors
Cost: $16,432,086,500.00
BV: 107,607

Ship History
The Minuteman Class Frigate design was found in the ruins of a Di-Tron Industries
orbiting factory. Salvage crews were stripping the factory of anything useful before the
factories orbit decayed and the ruins plunged into the atmosphere. The Minuteman design
was clearly meant to replace the Congress Class Frigates that were in use by the old Star
League. Designer notes found indicated that the old Star League wanted a smaller and
more swift vessel to perform escort duties that the Congress was incapable of doing.
While the Minuteman is smaller than the Congress by almost 260,000 tons it does not
sacrifice any firepower due to its smaller size. This was mostly achieved by sacrificing
the large cargo capacity the Congress had. The small craft and Aerospace Fighter
compliment of the Minuteman almost match the vessel it was to replace, with the
reduction of small craft to two. Several significant changes that made the new frigate
superior are its anti-fighter capabilities, speed, weapons load-out and armor protection.
Armor was increased by almost 75% by incorporating the new Lamellor Ferro-Carbide
armor composites that had only recently become readily available. The new engines were
slightly larger than those on the Congress, which allowed the smaller design unparalleled
maneuverability to perform its escort duties. To protect the warship from the increasing
amount of small craft attacking larger vessels the Minuteman was given a formidable
amount of anti-fighter weaponry and a variety of capital weapons, with the heat
dissipation capacity to effectively use it. Unlike the Congress which relied on a constant
supply of ammunition for it many batteries of Naval grade autocannons, the Minuteman
was given a mix of both energy and ballistic naval grade weapons. This would allow the
design to remain on station for extended periods of time. The weapons that do use
ammunition were also given an ample supply to reduce dependence on supply ships. Due
to the ships mission of extended patrols, the Minuteman was given an additional Grav-
deck for crew comfort and health. The cargo capacity of the Minuteman is only a small
fraction of the vessel it is replacing, and has given several analysists a reason to speculate
on its ability to successfully accomplish its escort mission. But with the ability to carry
two dropships, it could be assumed that one of those dropships could indeed be a cargo
dropship that would boost the cargo carrying capacity. The overall design was sound and
would have made a valuable addition to the old Star League Navy. The new Star League
may yet decide to resurrect this vessel and begin construction of several of these. Only
time will tell if this design ever gets a chance to prove its abilities.

Construction Information
KF Drive – 226,250 tons
Jump Sail – 55 tons
Engine (593 Heat Sinks) – 150,000 tons
Fuel – 2,000 tons
Fuel Pumps – 40 tons
Structural Mass – 37,500 tons
Bridge – 1,250 tons
Heat Sinks – 1,066 tons
Armor – 750 tons
Docking Hardpoints: 2,000 tons
Grav Decks: 100 tons
Lithium Fusion Battery: 5,000 tons
M/F/V/E Cubicles: 1,300 tons
Crew: 2,724 tons
Others: 50 tons
(HPG - 50 tons)
Escape Pods/Lifeboats: 765 tons
Cargo: 7,356 tons
Fire Control Computer: 0.00 tons
Weapons: 61,793 tons

Weapons
8 NL/55
2 H-NPPC
6 NAC/20 (3000 shots)
4 NAC/40 (1000 shots)
HVY N-GUASS (500 shots)
2 AR-10 (10-KW, 10-WS, 80-BC)
46 ER L LAS
46 M LAS
45 LASER ANTI-MISSILE

Nose
H-NPPC
Hvy N-Gauss (250 shots)
AR-10 x2 (10-KW, 10-WS, 80-BC)
ER L Laser x6
M Laser x6
Laser AMS x4

Fore Right/Left
NL/55 x2
NAC/40
ER L Laser x5
M Laser x6
Laser AMS x6

Right/Left Broadside
NL/55
NAC/20 x2
NAC/40
ER L Laser x5
M Laser x5
Laser AMS x6

Right/Left Aft
NL/55
ER L Laser x7
M Laser x6
Laser AMS x6

Aft
H-NPPC
NAC/20 x2
ER L Laser x6
M Laser x6
Laser AMS x5

Fetladral Class Heavy Cruiser


Technology Base: Star League
Class: CA
Mass: 990,000 tons
Length: 940 meters
Sail Diameter: 1,422 meters
Safe Thrust: 2
Max. Thrust: 3
Fuel Capacity: 7,000 tons
Tons/Burn Day: 39.52
Sail Integrity: 5
KF-Drive Integrity: 20
Structural Integrity: 60
Heat Sinks: 4,531 (9,062)

Armor: 1,188 points


Fore: 200
Fore-Sides: 200
Aft-Sides: 200
Aft: 188

Dropship Capacity: 6
Grav. Decks: 4 (1-95m, 3-90m)
Escape Pods: 122
Lifeboats: 83
Crew: 942
Cargo Capacity: 53,658 tons
Armament:
23 Troldel-55 Series Naval Lasers
12 Sunspot-3L Naval Projection Cannons
30 Scarborough-30 Series Naval Autocannons
8 Poland-3b Naval Gauss Rifles
8 Poland-2c Naval Gauss Rifles
12 Maelstrom AR-10c Missile Launchers
90 Diverse Optics Sunbeam ER Large Lasers
85 Magna II Medium Lasers
64 Defiance P8M Laser AMS

Other Cargo:
12 Small Craft
18 Aerospace Fighters

Crew: 942
100 Officers
500 Enlisted
30 Aerospace Pilots
60 AeroTechs
12 Platoons Jump Infantry

Ship Notes:
Armor–Lamellor Ferro-Carbide
Lithium-Fusion Batteries
Detachable jump sail
Portable HPG
8 Hangar Doors
18 Cargo Doors

Cost: $35,319,198,500.00
BV: 263,202

Ship History
Comstar found the plans to the Fetladral Class Heavy Cruiser in the ruins of an old Star
League base on the planet of New Earth in 2912. They were smuggled off the planet and
returned to Earth where the plans were evaluated and stored away for future use. There
they would have laid if not for the schism in Comstar following the Battle of Tukyyiud.
The plans were reviewed and plans were put into place for Comstar to build two of these
ships. Unfortunately Comstar lost possession of the Terra system and its Titan shipyards
to Word of Blake forces before construction could begin. It is now known weather Blake
forces have acquired the plans for this ship at that time, but it is thought to be unlikely.
Comstar naval forces lost four ships in the fight against Clan Smoke Jaguar and is now
looking to one of the new Star League member states to help them build these two ships.
The Fetladral was originally designed to replace the Sovetskii Soyuz Class Heavy
Cruisers and addressed many of the weaknesses of that vessel. The Periphery campaign
and the campaign to retake terra pointed out several design flaws in many of the Star
Leagues Warships. Most notable is the lack of adequate anti-fighter defenses and the
reliance of ammunition hungry weapon systems. There were many times in those
campaigns when ships had to withdraw from battle at a crucial moment because they
were almost out of ammunition. The inability to mount sustained assaults on an enemy
systems naval forces was blamed for several lost engagements. To correct his problem
the vessels weapons systems were completely rethought. The new ship was given variety
of capital weapon systems that allowed the Fetladral to be a danger to enemy ships at any
range and enough ammunition to complete the job it started. All the old naval
autocannons were removed and replaced with the Scarborough-30 Series Naval
Autocannons, Poland-3b and 2c Naval Gauss Rifles. These systems had a very long range
and allowed the ship hit any vessels that tried to escape it with superior speed. Then the
capital scale energy weapons were increased in size and number. Both were upgrades to
the Troldel-55 Series Naval Lasers and Sunspot-3L Naval Projection Cannons and the
numbers were increased. The old missile specific launchers from the Sovetshii Soyuz
were discarded and replaced with the new Maelstrom launchers that allowed flexibility in
naval engagements. A crippling array of anti-fighter weaponry was then added to the ship
and a wing of Aerospace Fighters were added to protect the ship from enemy fighters and
assault dropships. The ship was given an ample fuel supply to allow the vessel to operate
on extended missions that were so common in the Periphery. Two additional docking
collars were also added to allow the ship to carry additional assault dropships to protect
forced landing planet-side during system assault. The ship, on paper, seems to be a well
round out design that will perform as expected when built, but only the future will tell if
the design ever gets that chance to prove itself.

Construction Information
KF Drive – 447,975 tons
Jump Sail – 79.5 tons
Engine (532 Heat Sinks) – 118,800 tons
Fuel – 7,000 tons
Fuel Pumps – 140 tons
Structural Mass – 59,400 tons
Bridge – 2,475 tons
Heat Sinks – 3,999 tons
Armor – 1,188 tons
Docking Hardpoints: 6,000 tons
Grav Decks: 200 tons
Lithium Fusion Battery: 9,900 tons
M/F/V/E Cubicles: 5,100 tons
Crew: 5,202 tons
Others: 50 tons
(HPG - 50 tons)
Escape Pods/Lifeboats: 1,430 tons
Cargo: 53,658 tons
Fire Control Computer: 22,793 tons
Weapons: 244,641 tons

Weapons
23 NL-55
12 H-NPPC
8 HVY N-GAUSS (3600 shots)
8 MED N-GAUSS (4800 shots)
18 NAC-30 (7200 shots)
12 AR-10 (60 KW, 60 WS, 60 BC)
90 ER L LASER
85 M LASER
64 LASER ANTI-MISSILE

Nose
NL/55 x3
H-NPPC x2
Hvy N-Gauss x4 (1,800 shots)
Med N-Gauss x2 (1,200 shots)
AR-10 (5-KW, 5-WS, 5-BC)
ER L Laser x10
M Laser x10
Laser AMS x8

Fore Right/Left
NL/55 x3
H-NPPC x2
Hvy N-Gauss (450 shots)
Med N-Gauss x2 (1,200 shots)
NAC/30 (400 shots)
AR-10 x2 (10-KW, 10-WS, 10-BC)
ER L Laser x11
M Laser x10
Laser AMS x8

Right/Left Broadside
NL/55 x3
N_PPC x3
NAC/30 x2 (800 shots)
NAC/30 x2 (800 shots)
NAC/30 x2 (800 shots)
AR-10 (5-KW, 5-WS, 5-BC)
ER L Laser x10
M Laser x10
Laser AMS x7
Right/Left Aft
NL/55 x2
Med N-Gauss (600 shots)
NAC/30 (400 shots)
AR-10 x2 (10-KW, 10-WS, 10-BC)
ER L Laser x13
M Laser x12
Laser AMS x9

Aft
NL/55 x2
NL/55 x2
Hvy N-Gauss x2 (900 shots)
NAC/30 x2 (800 shots)
AR-10 (5-KW, 5-WS, 5-BC)
ER L Laser x12
M Laser x11
Laser AMS x8

Well, that does it for this edition. I hope you enjoyed it! I should have some big news
later in the month of November, and maybe even in the next edition concerning the future
of the Classic game! So, stick around and stay tuned! Hope to see you in Norman later
in the month!

Ross Koga
Solaris Sentinel

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