• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

ATV Cutter Module

This is just a little funny for me because you're still speaking like an artilleryman. It is all of the science without any of the art. But then again I am thinking of real life and not how it is mimiced in the game.

I will admit to looking at it as a engineer, it is a process or system, hard to break habits of over twenty years. I don't deny that a infantry unit is valuable, very valuable indeed.
 
It also means, tho', that you can't hit them with another dose should they become casualties, can't use Combat Drug on them upon arrival, and can't use medical slow on them, either.

The drug would presumably have stopped working by the time the ship arrived at the combat zone.
 
Broadsword: jack of all trades, master of none. An interesting idea with the interchangeable cutters, but it doesn't work in execution: you get 8 module options of which you can select only 4 - one being the infamous 30-ton module with the single 10-ton vehicle - and it takes 37 minutes to switch out a module. And why would I spend 5 to 6 hundred million credits on a merc transport only to go cheap on the combat vehicles?

Me, I'd toss the 50-ton cutter in favor of smaller boats - more smaller boats means I get more firepower supporting the troops. I'd convert each 50-ton bay to accept a 30-ton ship's boat, an 8t g-carrier and a 6t Broadsword fighter. The space for the two internal 30-ton modules I'd convert to quarters - room for an additional 30 troops with double occupancy.

That gives me a force consisting of my 800-tonner providing orbital support with 2 6g-capable boats with mixed turrets AND 2 g-carriers for landings from orbit, guarded by two fighters. Set one boat as a personnel transport with seating for 25 (3 squads and an officer) and 1.2 tons cargo in addition to the 2 man crew, the other as a cargo craft with fuel bladder installed so it can double as a fuel skimmer. That takes my Broadsword and about doubles both its troop complement and its fire support.

Now I have an orbit-to-ground force consisting of a two-vehicle/28-person armored cavalry section (driver, gunner, 3 4-man teams), a 3-squad infantry platoon, and a pair of fighters for air support. I might consider slapping 50-cals on those fighters as well, so they're more effective in the ground support role.
 
Excuse the back-to-backs, but I reconsidered the fighter/50-cal bit - the sandcasters work better.

The Adventure-7 Broadsword 6dT fighter is a short-range single-seat missile-armed fighter intended for limited duration flights (maximum 12 hours combat or 24 hours routine flight per High Guard). It lacks a bridge, channeling control functions through the computer with consequent reduction in weapons accuracy and defense for space combat - a disadvantage but not a major problem if it's engaging ship's boats or similar light craft. The fighter consists of a 1.08dT power plant, 1.02dT maneuver drive, 1.08dT fuel, a single 0.5dT crew seat, a 1dT model-1 computer, and a 1dT "turret", with 0.32dT remaining.

Lacking a crew cabin, the vessel can't be used for interplanetary flight or extended operations, but it's effective for its intended role as an orbital and close-air-support mercenary fighter with the single missile launcher launching 15cm tac-missiles (HEAP pen=48 at TL-12). Broadsword specs do not include sandcasters, but High Guard permits the craft to carry up to 2 sandcasters without needing additional gunners. Beyond improving combat survivability, the dual sandcasters could double as effective antipersonnel and point defense weapons (effective range: 500m./20/+8 with 40m wide danger space; long range 1000m/10/+6 with 80m danger space; extreme range 2000m/5/+4 with 120m danger space).

0.32 displacement tons of space is available. A variant of this model could mount a single course of armor at 0.24dT, giving it a Striker armor rating of 64 for ground combat purposes. The remaining space (0.08dT, or 1.08m^3) can be configured as a bomb bay for up to 10 100kg laser-guided CBM bomb (+10, contact pen = 24, burst = 200m, frag pen = 8 at TL12) with a laser carbine for the targeting role, further enhancing its ground support effectiveness, or to deliver a ton of supplies to the troops, the armored version being somewhat less vulnerable to ground fire than the cutter (or ship's boat).
 
It also means, tho', that you can't hit them with another dose should they become casualties, can't use Combat Drug on them upon arrival, and can't use medical slow on them, either.


That was my take on them as well.

Reminds me of the druggie soldiers in the pilot of ST:TNG or the Jem'Hadar in ST:DS9

I always thought sole operating Broadswords were not very effective. I redid my Ypres class from memory as I do not have the stats any more, but it was always intended that the Ypres had a couple of close escorts providing support.
 
Back
Top