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Author Topic: Build a Jolly Roger WarShip.  (Read 1031 times)

FastConcentrate8

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Build a Jolly Roger WarShip.
« on: 16 May 2022, 15:18:42 »
Alright people, so continuing off for the project that I asked for the Tomcat-II with, time for the "WarShips" of one of our major factions.

This faction through a combination of having the most intact ship building industry in the Inner Sphere and being the single biggest sponsor of crime and piracy has more JumpShips than they know what to do with. Having access to all of these FTL capable vessels and seeing that the only other (known) WarShip in the sphere are two Successor States away from them and only works on alternating Thursdays, they have spotted a golden opportunity on an untapped market.

Now, these "WarShips" have a few rules associated with them.
1. They must be based off of the Invader, Merchant, Star Lord, or Monolith frames. However, these things have been refit with maneuvering drives similar to old Primitive JumpShips.
2. They must were constructed during the late Succession Wars.
3. The only Capital Weapons available are Naval Lasers and Capital Missiles.
4. These things, while ungodly expensive, are more built on an ad hoc basis and when not used to enforce taxes often serve as the mobile HQs of entire bands of privateers.

Alright guys, let's see what's possible.
« Last Edit: 16 May 2022, 15:35:38 by FastConcentrate8 »

pokefan548

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Re: Build a Jolly Roger WarShip.
« Reply #1 on: 16 May 2022, 15:24:36 »
So are these to be built on Primitive JumpShip frames? Modern JumpShips can't thrust like WarShips do- in combat they're practically stationary (0.2 thrust per turn, if memory serves).
And if so, that invalidates the base chassis you have put forth.
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BattleTech players: Throwing the baby out with the bathwater since 1984!
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"I want to plant the meat eating trees and the meat growing trees on the same planet! Watch that plant on plant violence!" - Sawtooth

FastConcentrate8

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Re: Build a Jolly Roger WarShip.
« Reply #2 on: 16 May 2022, 15:34:37 »
So are these to be built on Primitive JumpShip frames? Modern JumpShips can't thrust like WarShips do- in combat they're practically stationary (0.2 thrust per turn, if memory serves).
And if so, that invalidates the base chassis you have put forth.
Note taken. Will remove that stipulation, but I meant more in the available tonnage for these things.

I know these things will kinda such, but that is the point. These things are only really a threat because they're the only FTL ships with Capital Weapons anyone is using.

Sorry about my unfamiliarity with Aerospace rules.

pokefan548

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Re: Build a Jolly Roger WarShip.
« Reply #3 on: 16 May 2022, 15:43:49 »
Note taken. Will remove that stipulation, but I meant more in the available tonnage for these things.

I know these things will kinda such, but that is the point. These things are only really a threat because they're the only FTL ships with Capital Weapons anyone is using.

Sorry about my unfamiliarity with Aerospace rules.
So it sounds to me like you want a 100,000-500,000 WarShip, something on the fairly light end.
Any primary mission for this ship? Is it meant for taking down other aerospace forces, bombarding planets, reconnaissance? Bearing in mind that having a primary mission doesn't necessarily preclude it from having bit here and there to help out in other roles.

Also, how's WarShip tech in this AU? We splurging on fancy capital tech command, control, and surveillance tech, or just packing some guns, lasers, and missiles in and calling it a day?
Poke's Aerospace Academy
The best place to learn and discuss AeroTech.


BattleTech players: Throwing the baby out with the bathwater since 1984!
"Poke is just a figment of our imagination really." - Siam
"Poke isn't a real person, he's just an algorithm programmed by CGL to try and get people to try the aerospace rules." - Phantasm
"I want to plant the meat eating trees and the meat growing trees on the same planet! Watch that plant on plant violence!" - Sawtooth

FastConcentrate8

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Re: Build a Jolly Roger WarShip.
« Reply #4 on: 16 May 2022, 15:59:59 »
So it sounds to me like you want a 100,000-500,000 WarShip, something on the fairly light end.
Any primary mission for this ship? Is it meant for taking down other aerospace forces, bombarding planets, reconnaissance? Bearing in mind that having a primary mission doesn't necessarily preclude it from having bit here and there to help out in other roles.

Also, how's WarShip tech in this AU? We splurging on fancy capital tech command, control, and surveillance tech, or just packing some guns, lasers, and missiles in and calling it a day?
Mainly to serve as a raider with limited planetary assault capacity.

WarShip tech is all over the place, but since these things are trying to be built on the cheap they're being designed and built with only off the shelf aerospace equipment available in the Succession Wars with some scavenged Star League era tech available for Jolly Rogers serving as Flagships.

wolfgar

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Re: Build a Jolly Roger WarShip.
« Reply #5 on: 16 May 2022, 21:36:00 »
Heres one for you

Code: [Select]
Primitive Corvette Tribal class
Mass: 100,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2470
Mass: 100,000
Battle Value: 14,225
Tech Rating/Availability: E/D-X-X-X
Cost: 3,991,450,000 C-bills

Fuel: 1,500 tons (15,000)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 3
KF Drive Integrity: 4
Jump Range: 15
Heat Sinks: 500
Structural Integrity: 125

Armor
    Nose: 35
    Fore Sides: 30/30
    Aft Sides: 30/30
    Aft: 28

Cargo
    Bay 1:  Fighter (6)             4 Doors   
    Bay 2:  Small Craft (2)         2 Doors   
    Bay 3:  Cargo (658.5 tons)      3 Doors   

Ammunition:
    20 rounds of Killer Whale ammunition (1,000 tons),
    32,400 rounds of Machine Gun ammunition (162 tons),
    20 rounds of Barracuda ammunition (600 tons)

Dropship Capacity: 0
Grav Decks: 1 (100 m)
Escape Pods: 22
Life Boats: 0
Crew:  20 officers, 56 enlisted/non-rated, 21 gunners, 22 bay personnel, 30 marines

Notes: Equipped with
    1 Naval Comm-Scanner Suite (Small)
    1 MASH Equipment (1 theater)
250 tons of primitive aerospace armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
Nose (0 Heat)
3 Machine Gun                               0    1(6)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (1800 shots)
3 Machine Gun                               0    1(6)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (1800 shots)
3 Machine Gun                               0    1(6)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (1800 shots)
FRS/FLS (238 Heat)
3 Machine Gun                               0    1(6)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (1800 shots)
3 Machine Gun                               0    1(6)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (1800 shots)
2 Naval Laser 35                           104  7(70)   7(70)   7(70)     0(0)   Capital Laser
2 Naval Laser 35                           104  7(70)   7(70)   7(70)     0(0)   Capital Laser
1 Capital Missile Launcher (Killer Whale)  30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    1 Capital Missile Launcher (Barracuda)
    Killer Whale Ammo (10 shots)
    Barracuda Ammo (10 shots)
RBS/LBS (0 Heat)
3 Machine Gun                               0    1(6)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (1800 shots)
3 Machine Gun                               0    1(6)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (1800 shots)
ARS/ALS (0 Heat)
3 Machine Gun                               0    1(6)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (1800 shots)
3 Machine Gun                               0    1(6)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (1800 shots)
Aft (0 Heat)
3 Machine Gun                               0    1(6)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (1800 shots)
3 Machine Gun                               0    1(6)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (1800 shots)
3 Machine Gun                               0    1(6)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (1800 shots)


Wolf wins every fight but one, and in that one he dies, his fangs locked on the throat of his opponent.

FastConcentrate8

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Re: Build a Jolly Roger WarShip.
« Reply #6 on: 16 May 2022, 21:45:09 »
Heres one for you

Code: [Select]
Primitive Corvette Tribal class
Mass: 100,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2470
Mass: 100,000
Battle Value: 14,225
Tech Rating/Availability: E/D-X-X-X
Cost: 3,991,450,000 C-bills

Fuel: 1,500 tons (15,000)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 3
KF Drive Integrity: 4
Jump Range: 15
Heat Sinks: 500
Structural Integrity: 125

Armor
    Nose: 35
    Fore Sides: 30/30
    Aft Sides: 30/30
    Aft: 28

Cargo
    Bay 1:  Fighter (6)             4 Doors   
    Bay 2:  Small Craft (2)         2 Doors   
    Bay 3:  Cargo (658.5 tons)      3 Doors   

Ammunition:
    20 rounds of Killer Whale ammunition (1,000 tons),
    32,400 rounds of Machine Gun ammunition (162 tons),
    20 rounds of Barracuda ammunition (600 tons)

Dropship Capacity: 0
Grav Decks: 1 (100 m)
Escape Pods: 22
Life Boats: 0
Crew:  20 officers, 56 enlisted/non-rated, 21 gunners, 22 bay personnel, 30 marines

Notes: Equipped with
    1 Naval Comm-Scanner Suite (Small)
    1 MASH Equipment (1 theater)
250 tons of primitive aerospace armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
Nose (0 Heat)
3 Machine Gun                               0    1(6)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (1800 shots)
3 Machine Gun                               0    1(6)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (1800 shots)
3 Machine Gun                               0    1(6)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (1800 shots)
FRS/FLS (238 Heat)
3 Machine Gun                               0    1(6)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (1800 shots)
3 Machine Gun                               0    1(6)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (1800 shots)
2 Naval Laser 35                           104  7(70)   7(70)   7(70)     0(0)   Capital Laser
2 Naval Laser 35                           104  7(70)   7(70)   7(70)     0(0)   Capital Laser
1 Capital Missile Launcher (Killer Whale)  30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    1 Capital Missile Launcher (Barracuda)
    Killer Whale Ammo (10 shots)
    Barracuda Ammo (10 shots)
RBS/LBS (0 Heat)
3 Machine Gun                               0    1(6)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (1800 shots)
3 Machine Gun                               0    1(6)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (1800 shots)
ARS/ALS (0 Heat)
3 Machine Gun                               0    1(6)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (1800 shots)
3 Machine Gun                               0    1(6)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (1800 shots)
Aft (0 Heat)
3 Machine Gun                               0    1(6)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (1800 shots)
3 Machine Gun                               0    1(6)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (1800 shots)
3 Machine Gun                               0    1(6)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (1800 shots)


Nice one. This can work.

pokefan548

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Re: Build a Jolly Roger WarShip.
« Reply #7 on: 16 May 2022, 22:11:44 »
Alright, here's mine:

Jolly Roger-class WarShip
A moderately fast WarShip, the Jolly Roger can carry three DropShips and support them in-system. Its array of foreward- and broadside-facing weapons allow it to quickly smash light blockades, and its slightly above-average speed allows it to outrun many slower designs. Several LRM bays dot the hull, able to deter enemy fighter and small craft, with capital laser bays pulling double-duty between harassing enemy large craft, and switching to anti-fighter targeting to provide relatively inaccurate but devastatingly lethal defensive fire. Once it has secured the local space over a planet, the aft-mounted weapons are designed for orbital bombardment. The aft Heavy Naval PPC provides support fire to ground forces with a lightning-fast response time, while the Barracuda bay provides accurate fire against static, slow-moving, or unsuspecting targets. These same weapons have been known to be turned against pursuers when Jolly Rogers have had to flee enemy interdiction forces. For onboard transport, the Jolly Roger can carry a wing of aerospace fighters, primarily consisting of Tomcat-family fighters. Two small craft bays allow the Jolly Roger to carry shuttles or additional attack craft. Finally, the ship is defended against boarding actions and potential internal disputes by thee squads of marines.

Code: [Select]
Jolly Roger
Mass: 275,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2700
Mass: 275,000
Battle Value: 72,073
Tech Rating/Availability: E/E-X-E-F
Cost: 7,366,519,000 C-bills

Fuel: 2,000 tons (5,000)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 4
KF Drive Integrity: 7
Heat Sinks: 1,665
Structural Integrity: 35

Armor
    Nose: 20
    Fore Sides: 15/15
    Aft Sides: 15/15
    Aft: 14

Cargo
    Bay 1:  Fighter (18)            3 Doors   
    Bay 2:  Small Craft (2)         1 Door   
    Bay 3:  Cargo (15439.0 tons)    1 Door   

Ammunition:
    120 rounds of NAC/40 ammunition (144 tons),
    120 rounds of Killer Whale ammunition (6,000 tons),
    150 rounds of Barracuda ammunition (4,500 tons),
    576 rounds of LRM 20 Artemis-capable ammunition (96 tons)

Dropship Capacity: 3
Grav Decks: 1 (115 m)
Escape Pods: 15
Life Boats: 15
Crew:  23 officers, 77 enlisted/non-rated, 38 gunners, 46 bay personnel, 21 marines     

Notes: Mounts 175 tons of standard aerospace armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       

Nose (614 Heat)
2 Naval PPC (Heavy)                        450  30(300) 30(300) 30(300) 30(300)  Capital PPC
2 Naval Laser 45                           140  9(90)   9(90)   9(90)    9(90)   Capital Laser
2 LRM 20+Artemis IV                        12   3(32)   3(32)   3(32)     0(0)   LRM         
    LRM 20 Artemis-capable Ammo (48 shots)
2 LRM 20+Artemis IV                        12   3(32)   3(32)   3(32)     0(0)   LRM         
    LRM 20 Artemis-capable Ammo (48 shots)

FRS/FLS (224 Heat)
3 Capital Missile Launcher (Killer Whale)  60   12(120) 12(120) 12(120) 12(120)  Capital Missile
    Killer Whale Ammo (60 shots)
2 Naval Laser 45                           140  9(90)   9(90)   9(90)    9(90)   Capital Laser
2 LRM 20+Artemis IV                        12   3(32)   3(32)   3(32)     0(0)   LRM         
    LRM 20 Artemis-capable Ammo (48 shots)
2 LRM 20+Artemis IV                        12   3(32)   3(32)   3(32)     0(0)   LRM         
    LRM 20 Artemis-capable Ammo (48 shots)

RBS/LBS (470 Heat)
1 Naval Autocannon (NAC/30)                235  70(700) 70(700) 30(300)   0(0)   Capital AC 
    1 Naval Autocannon (NAC/40)
    NAC/40 Ammo (30 shots)
1 Naval Autocannon (NAC/30)                235  70(700) 70(700) 30(300)   0(0)   Capital AC 
    1 Naval Autocannon (NAC/40)
    NAC/40 Ammo (30 shots)

ARS/ALS (164 Heat)
2 Naval Laser 45                           140  9(90)   9(90)   9(90)    9(90)   Capital Laser
2 LRM 20+Artemis IV                        12   3(32)   3(32)   3(32)     0(0)   LRM         
    LRM 20 Artemis-capable Ammo (48 shots)
2 LRM 20+Artemis IV                        12   3(32)   3(32)   3(32)     0(0)   LRM         
    LRM 20 Artemis-capable Ammo (48 shots)

Aft (439 Heat)
1 Naval PPC (Heavy)                        225  15(150) 15(150) 15(150) 15(150)  Capital PPC
5 Capital Missile Launcher (Barracuda)     50   10(100) 10(100) 10(100) 10(100)  Capital Missile
    Barracuda Ammo (150 shots)
2 Naval Laser 45                           140  9(90)   9(90)   9(90)    9(90)   Capital Laser
2 LRM 20+Artemis IV                        12   3(32)   3(32)   3(32)     0(0)   LRM         
    LRM 20 Artemis-capable Ammo (48 shots)
2 LRM 20+Artemis IV                        12   3(32)   3(32)   3(32)     0(0)   LRM         
    LRM 20 Artemis-capable Ammo (48 shots)
« Last Edit: 17 May 2022, 07:39:11 by pokefan548 »
Poke's Aerospace Academy
The best place to learn and discuss AeroTech.


BattleTech players: Throwing the baby out with the bathwater since 1984!
"Poke is just a figment of our imagination really." - Siam
"Poke isn't a real person, he's just an algorithm programmed by CGL to try and get people to try the aerospace rules." - Phantasm
"I want to plant the meat eating trees and the meat growing trees on the same planet! Watch that plant on plant violence!" - Sawtooth

FastConcentrate8

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  • Posts: 131
Re: Build a Jolly Roger WarShip.
« Reply #8 on: 16 May 2022, 22:51:44 »
Alright, here's mine:

Jolly Roger-class WarShip
A moderately fast WarShip, the Jolly Roger can carry three DropShips and support them in-system. It's array of foreward- and broadside-facing weapons allow it to quickly smash light blockades, and its slightly above-average speed allows it to outrun many slower designs. Several LRM bays dot the hull, able to deter enemy fighter and small craft, with capital laser bays pulling double-duty between harassing enemy large craft, and switching to anti-fighter targeting to provide relatively inaccurate but devastatingly lethal defensive fire. Once it has secured the local space over a planet, the aft-mounted weapons are designed for orbital bombardment. The aft Heavy Naval PPC provides support fire to ground forces with a lightning-fast response time, while the Barracuda bay provides accurate fire against static, slow-moving, or unsuspecting targets. These same weapons have been known to be turned against pursuers when Jolly Rogers have had to flee enemy interdiction forces. For onboard transport, the Jolly Roger can carry a wing of aerospace fighters, primarily consisting of Tomcat-family fighters. Two small craft bays allow the Jolly Roger to carry shuttles or additional attack craft. Finally, the ship is defended against boarding actions and potential internal disputes by thee squads of marines.

Code: [Select]
Jolly Roger
Mass: 275,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2700
Mass: 275,000
Battle Value: 72,073
Tech Rating/Availability: E/E-X-E-F
Cost: 7,366,519,000 C-bills

Fuel: 2,000 tons (5,000)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 4
KF Drive Integrity: 7
Heat Sinks: 1,665
Structural Integrity: 35

Armor
    Nose: 20
    Fore Sides: 15/15
    Aft Sides: 15/15
    Aft: 14

Cargo
    Bay 1:  Fighter (18)            3 Doors   
    Bay 2:  Small Craft (2)         1 Door   
    Bay 3:  Cargo (15439.0 tons)    1 Door   

Ammunition:
    120 rounds of NAC/40 ammunition (144 tons),
    120 rounds of Killer Whale ammunition (6,000 tons),
    150 rounds of Barracuda ammunition (4,500 tons),
    576 rounds of LRM 20 Artemis-capable ammunition (96 tons)

Dropship Capacity: 3
Grav Decks: 1 (115 m)
Escape Pods: 15
Life Boats: 15
Crew:  23 officers, 77 enlisted/non-rated, 38 gunners, 46 bay personnel, 21 marines     

Notes: Mounts 175 tons of standard aerospace armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       

Nose (614 Heat)
2 Naval PPC (Heavy)                        450  30(300) 30(300) 30(300) 30(300)  Capital PPC
2 Naval Laser 45                           140  9(90)   9(90)   9(90)    9(90)   Capital Laser
2 LRM 20+Artemis IV                        12   2(32)   2(32)   2(32)     0(0)   LRM         
    LRM 20 Artemis-capable Ammo (48 shots)
2 LRM 20+Artemis IV                        12   2(32)   2(32)   2(32)     0(0)   LRM         
    LRM 20 Artemis-capable Ammo (48 shots)

FRS/FLS (224 Heat)
3 Capital Missile Launcher (Killer Whale)  60   12(120) 12(120) 12(120) 12(120)  Capital Missile
    Killer Whale Ammo (60 shots)
2 Naval Laser 45                           140  9(90)   9(90)   9(90)    9(90)   Capital Laser
2 LRM 20+Artemis IV                        12   2(32)   2(32)   2(32)     0(0)   LRM         
    LRM 20 Artemis-capable Ammo (48 shots)
2 LRM 20+Artemis IV                        12   2(32)   2(32)   2(32)     0(0)   LRM         
    LRM 20 Artemis-capable Ammo (48 shots)

RBS/LBS (470 Heat)
1 Naval Autocannon (NAC/30)                235  70(700) 70(700) 30(300)   0(0)   Capital AC 
    1 Naval Autocannon (NAC/40)
    NAC/40 Ammo (30 shots)
1 Naval Autocannon (NAC/30)                235  70(700) 70(700) 30(300)   0(0)   Capital AC 
    1 Naval Autocannon (NAC/40)
    NAC/40 Ammo (30 shots)

ARS/ALS (164 Heat)
2 Naval Laser 45                           140  9(90)   9(90)   9(90)    9(90)   Capital Laser
2 LRM 20+Artemis IV                        12   2(32)   2(32)   2(32)     0(0)   LRM         
    LRM 20 Artemis-capable Ammo (48 shots)
2 LRM 20+Artemis IV                        12   2(32)   2(32)   2(32)     0(0)   LRM         
    LRM 20 Artemis-capable Ammo (48 shots)

Aft (439 Heat)
1 Naval PPC (Heavy)                        225  15(150) 15(150) 15(150) 15(150)  Capital PPC
5 Capital Missile Launcher (Barracuda)     50   10(100) 10(100) 10(100) 10(100)  Capital Missile
    Barracuda Ammo (150 shots)
2 Naval Laser 45                           140  9(90)   9(90)   9(90)    9(90)   Capital Laser
2 LRM 20+Artemis IV                        12   2(32)   2(32)   2(32)     0(0)   LRM         
    LRM 20 Artemis-capable Ammo (48 shots)
2 LRM 20+Artemis IV                        12   2(32)   2(32)   2(32)     0(0)   LRM         
    LRM 20 Artemis-capable Ammo (48 shots)

I love it. This is also what I meant when I said there were reasons the Clanners kept bidding WarShips during this timeline's Op REVIVAL. These things existed and in the early days of the Invasion, these things were used to try to raid their shipping and logistics lanes and was soon reminded why these things aren't proper WarShips. However because these things were (theoretically) able to damage a WarShip, the Clans kept them on the front line with the exception of the Wolves and sometimes the Bears.

Daryk

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Re: Build a Jolly Roger WarShip.
« Reply #9 on: 17 May 2022, 18:34:25 »
NL/45s are really the smallest you want to mount.  NL/35s don't reach Extreme range...  ^-^

FastConcentrate8

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Re: Build a Jolly Roger WarShip.
« Reply #10 on: 17 May 2022, 19:00:32 »
NL/45s are really the smallest you want to mount.  NL/35s don't reach Extreme range...  ^-^
True, but even in universe these things are meant to suck. These are "WarShips" built by an Inner Sphere state during the late Third Succession War. Their engines were pulled off of destroyed hulks, their guns are left overs from long since scrapped or canceled ships. Their hulls and jump cores are from heavily modified Civilian JumpShips.

These things are what I would call "Mad Max Ships."

wolfgar

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Re: Build a Jolly Roger WarShip.
« Reply #11 on: 17 May 2022, 19:00:42 »
Nice one. This can work.

if this one is good then pretty much everything that goes in my "Lets go Retro" thread should be good for you as well, have fun with it.

https://bg.battletech.com/forums/aerospace/let-s-go-retro/
Wolf wins every fight but one, and in that one he dies, his fangs locked on the throat of his opponent.

FastConcentrate8

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Re: Build a Jolly Roger WarShip.
« Reply #12 on: 17 May 2022, 19:01:54 »
if this one is good then pretty much everything that goes in my "Lets go Retro" thread should be good for you as well, have fun with it.

https://bg.battletech.com/forums/aerospace/let-s-go-retro/
Alright. I'll check it out.

These guys are basically a pirate warband that got organized and became a major nation so this stuff should be perfect.

Daryk

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Re: Build a Jolly Roger WarShip.
« Reply #13 on: 17 May 2022, 19:06:48 »
Pirates would use four regular PPCs in place of a NL/35...  ^-^

pokefan548

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Re: Build a Jolly Roger WarShip.
« Reply #14 on: 17 May 2022, 21:52:46 »
NL/45s are really the smallest you want to mount.  NL/35s don't reach Extreme range...  ^-^
Eh, just trying to be a bit fluffy with it to restrain my inherent munchkinism. Besides, they're mainly meant for things that can't hit back at Capital Long anyways (or would be literally impossible to hit at Extreme without skilled crews).
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glitterboy2098

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Re: Build a Jolly Roger WarShip.
« Reply #15 on: 18 May 2022, 17:45:58 »
honestly, the best choice would be to dust off the Aquilla Primitive jumpship. delete the dropshuttle bays for an enlarged engine (to get it to a 2/3 thrust), a jumpsail, some fighter bays, and an array of naval lasers and anti-fighter guns, plus whatever additional crew quarters and SHS needed to use them. maybe some extra fuel if there is tonange for it.

while your jump range is only 15 ly, you basically are now a pocket warship able to outgun any dropship you encounter. and you should be able to do it without having to dip much into the 20,000 tons of cargo space on the unarmed transport version.
« Last Edit: 18 May 2022, 17:48:05 by glitterboy2098 »

Daryk

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Re: Build a Jolly Roger WarShip.
« Reply #16 on: 18 May 2022, 21:04:06 »
Aquilas are REALLY good for this purpose...  8)

 

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