Yes I know it'd be more efficient and flexible to just use a collar to haul around a carrier dropship. Shut up. :P
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Tramp-Carrier class Jumpship
Tech: Inner Sphere / 3132
Vessel Type: JumpShip
Rules: Level 3, Standard design
Rules Set: AeroTech2
Mass: 250,000 tons
Length: 640 meters
Sail Diameter: 1,160 meters
Power Plant: Standard
Safe Thrust: 0
Maximum Thrust: 0
Armor Type: Lamellor Ferro-carbide
Armament:
8 Diverse Optics Sunbeam ER Large Laser
4 LFN Lindblad Shotgun AMS
8 AMS
Manufacturer: SelaSys Inc
Location: Loyality
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The return of WarShips to the Inner Sphere's consciousness during the Clan Invasion didn't just spell doom for Turtle Bay or the Billions of C-Bills spent on a new arms race. It also breathed new life into every aspect of naval warfare. A house's naval and aerospace command was no longer something that just haulled troops or was thrown at an invader to thin out their numbers, it was once again a real means of power projection, able to close off system traffic, cripple shipping, or even devastate planets from the comfort of orbit. The virtual demise of house fleets during the Jihad did nothing to change this new paradigm, the houses merely shifted the focus to smaller Pocket Warships and Carriers.
The Tramp-Carrier is a manifestation of that new reality. Originally designed and built by the Marik-Stewart Commonwealth, the Tramp-Carrier is intended as something of a jack of all trades, able to perform transport, escort, and even offensive duties as the situation requires. To achieve this, the Tramp-Carrier gives up one of it's progenitor's docking collars for hangar space for a wing of aerofighters, making the ship ideal for convoy or jump point defense. As an offensive platform, the Tramp-Carrier's two docking collars allow it to bring combat dropships into the fray, ranging from small Merlin or Avenger class assault ships to (in Republic service) the terrifying Castrum.
Even with the offensive and defensive capabilities of its fighter wing, however, the Tramp-Carrier is still a standard jumpship, with all the limitations of its class. The hull is sheathed in the most advanced WarShip grade armor available, but protection remains limited, while the onboard weapons array has been barely touched from the original transport design, with only a minor improvement in the point defense grid included, granting the vessel some defense against naval missiles. Accounts of the design process indicate that this is exactly why the vessel was redesigned as a fighter carrier. The aerowing allows the craft to engage targets at long range, hopefully keeping any threats at arm's length.
Deployment:
The Tramp-Carrier has spread across the Inner Sphere both through direct purchase from the SeylaSys yards over Loyalty and copies and conversions produced elsewhere. The resurgent Free Worlds League has proven to be the most prolific user, though the Republic of the Sphere is a close second. Though few expected them to be interested in the first place, the Clans have made a particular show of snubbing the design, considering it a cheap copy of their own Comitatus.
Variants:
Footage has sprung up on various social networks in the Rimward Free Worlds League of a Tramp class vessel engaging and destroying a pirate dropship with a large bore naval autocannon. Though no definite information can confirm this, it has been theorized that this was an earlier prototype from before SeylaSys settled on a carrier configuration.
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Class/Model/Name: Tramp-Carrier class Jumpship
Mass: 250,000 tons
Equipment: Mass
Power Plant, Drive & Control: 3,000.00
Thrust: Safe Thrust: 0
Maximum Thrust: 0
Kearny-Fuchida Hyperdrive: Standard (Integrity = 5) 237,500.00
Jump Sail: (Integrity = 4) 63.00
Structural Integrity: 1 1,667.00
Total Heat Sinks: 122 Single .00
Fuel & Fuel Pumps: 510.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 625.00
Fire Control Computers: .00
Armor Type: Lamellor Ferro-carbide (139 total armor pts) 139.00
Capital Scale Armor Pts
Location: L / R
Fore: 23
Fore-Left/Right: 23/23
Aft-Left/Right: 23/23
Aft: 24
Cargo:
Bay 1: Small Craft (2) with 2 doors 400.00
Bay 2: Cargo (1) with 1 door 1,037.00
Bay 3: Fighters (18) with 1 door 2,700.00
DropShip Capacity: 2 Docking Hardpoints 2,000.00
Grav Deck #1: (140-meter diameter) 100.00
Escape Pods: 5 (7 tons each) 35.00
Crew and Passengers:
4 Officers (3 minimum) 40.00
15 Crew (15 minimum) 105.00
3 Gunners (4 minimum) 21.00
46 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
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2 ER Large Laser Nose 2(16) 2(16) 2(16) -- 24 10.00
2 AMS(24 rounds) Nose -- -- -- -- 2 3.00
1 ER Large Laser FL/R 1(8) 1(8) 1(8) -- 24 10.00
2 AMS(24 rounds) FL/R -- -- -- -- 4 6.00
1 ER Large Laser AL/R 1(8) 1(8) 1(8) -- 24 10.00
2 AMS(24 rounds) AL/R -- -- -- -- 4 6.00
2 ER Large Laser Aft 2(16) 2(16) 2(16) -- 24 10.00
2 AMS(24 rounds) Aft -- -- -- -- 2 3.00
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TOTALS: Heat: 108 250,000.00
Tons Left: .00
Calculated Factors:
Total Cost: 417,318,750 C-Bills
Battle Value: 3,609
Cost per BV: 115,632.79
Weapon Value: 3,833 (Ratio = 1.06)
Damage Factors: SRV = 92; MRV = 46; LRV = 18; ERV = 0
Maintenance: Maintenance Point Value (MPV) = 30,035
(15,696 Structure, 11,775 Life Support, 2,564 Weapons)
Support Points (SP) = 25,884 (86% of MPV)
BattleForce2: Not applicable