Author Topic: Tramp-Carrier class Jumpship, totally not ripping off the Comitatus.  (Read 1732 times)

Liam's Ghost

  • Lieutenant Colonel
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  • Miss Chitty finds your honor rules quaint.
Yes I know it'd be more efficient and flexible to just use a collar to haul around a carrier dropship. Shut up. :P

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                    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
------------------------------------------------------------------------------

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
------------------------------------------------------------------------------
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
------------------------------------------------------------------------------
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
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

(indirect accessory to the) Slayer of Monitors!

Giovanni Blasini

  • Lieutenant Colonel
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  • Posts: 7158
  • And I think it's gonna be a long, long time...
Not surprisingly, I'm a big fan of armed JumpShips for much the same reason, I suspect, that I like armed IndustrialMechs and primitives like the Shadow Hawk and Wasp: I'm a mutant, and there's something wrong with me.

I definitely like this one, though I do have a thought: you might want to convert 230 tons of cargo into steerage quarters for your bay personnel, to extend out your supplies.
"Does anyone know where the love of God goes / When the waves turn the minutes to hours?"
-- Gordon Lightfoot, "The Wreck of the Edmund Fitzgerald"

Cryhavok101

  • Captain
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  • Posts: 1840
What are the possibilities of fitting screen launchers to it? I've always thought screen launchers would make great additions to jumpships, and if you are making on for a combat role, i would especially want them on it. Space for them can be a serious issue though, I understand.

Giovanni Blasini

  • Lieutenant Colonel
  • *
  • Posts: 7158
  • And I think it's gonna be a long, long time...
You're looking at 147 tons minimum for screen launcher, 10 shots, and a gunner. That adds up fast.
"Does anyone know where the love of God goes / When the waves turn the minutes to hours?"
-- Gordon Lightfoot, "The Wreck of the Edmund Fitzgerald"

Cryhavok101

  • Captain
  • *
  • Posts: 1840
Ah okay, so I'd have to mod it with 1 for 1 trades of fighter bays for screen launchers, if I wanted one like that.

Giovanni Blasini

  • Lieutenant Colonel
  • *
  • Posts: 7158
  • And I think it's gonna be a long, long time...
Decided to see what I could do if I dropped it to a single collar, like the Comitatus:

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                    AeroTech 2 Vessel Technical Readout
                               * CUSTOM WEAPONS

Class/Model/Name:  Tramp PFV
Tech:              Inner Sphere / 3080
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:         
   12 Diverse Optics Sunbeam ER Large Laser
   12 LFN Lindblad Shotgun AMS
    4 SCL/1*
Manufacturer:   SelaSys Inc
  Location:     Loyality
------------------------------------------------------------------------------
Class/Model/Name:  Tramp PFV
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 Double                                           .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:                                 24
   Fore-Left/Right:                   23/23
   Aft-Left/Right:                    23/23
   Aft:                                  23

Cargo:
   Bay 1:  Small Craft (2) with 2 doors                                400.00
   Bay 2:  Fighters (18) with 6 doors                                2,700.00
   Bay 3:  Cargo (1) with 1 door                                     1,152.00

DropShip Capacity:  1 Docking Hardpoints                             1,000.00
Grav Deck #1:  (140-meter diameter)                                    100.00
Escape Pods:  5 (7 tons each)                                           35.00

Crew and Passengers:
      4 Officers (4 minimum)                                            40.00
     15 Crew (15 minimum)                                              105.00
      8 Gunners (8 minimum)                                             56.00
     46 Steerage Passengers                                            230.00
     46 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 ER Large Laser           Nose     2(16)  2(16)  2(16)     --   24     10.00
2 AMS(24 rounds)           Nose        --     --     --     --    2      3.00
1 SCL/1*                   FL/R         1      1      1     --   48    300.00
2 ER Large Laser           FL/R     2(16)  2(16)  2(16)     --   48     20.00
2 AMS(24 rounds)           FL/R        --     --     --     --    4      6.00
1 SCL/1*                   AL/R         1      1      1     --   48    300.00
2 ER Large Laser           AL/R     2(16)  2(16)  2(16)     --   48     20.00
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
------------------------------------------------------------------------------
TOTALS:                                              Heat: 252     250,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        319,978,750 C-Bills
Battle Value:      4,272
Cost per BV:       74,901.39
Weapon Value:      4,655 (Ratio = 1.09)
Damage Factors:    SRV = 153;  MRV = 103;  LRV = 54;  ERV = 11
Maintenance:       Maintenance Point Value (MPV) = 33,357
                   (15,596 Structure, 14,325 Life Support, 3,436 Weapons)
                   Support Points (SP) = 29,824  (89% of MPV)
BattleForce2:      Not applicable
"Does anyone know where the love of God goes / When the waves turn the minutes to hours?"
-- Gordon Lightfoot, "The Wreck of the Edmund Fitzgerald"

 

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