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Author Topic: Design Challenge: Republic of the Sphere Flagship  (Read 481 times)

FastConcentrate8

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Design Challenge: Republic of the Sphere Flagship
« on: 16 August 2022, 09:54:41 »
Alright guys, time for another WarShip for the AU. This time for the Republic of the Sphere Navy.

After the Jihad, an era of unprecedented peace for the Inner Sphere set in. However, it wasn't all good. Exarch Stone's Disarmament Decrees had failed to fully succeed and required the intervention of First Lord Michael Falke-Burgher to instead change them to an Arms Limitation treaty.

While the Republic had originally planned to rely on the SLDF Navy for its Strategic Defense and much weakened Great Houses, the failure to significantly disarm the Successors and the intervention of the First Lord against the Exarch's decrees made Stone realize that while the SLDF would still be the protectors of the Inner Sphere, the Republic needs to be able to defend itself without help from the SLDF if it was needed. As such, Stone signed off on the Republic Navy Act to expand the Republic Navy from its small fleet of just a few ships to a massive fleet capable of fending off a full scale attack by a Successor State. 

While Assault DropShips and Pocket WarShips still made a significant chunk of the Navy Act put the focus onto WarShips to grant the Republic a rapid response force capable of fending off the Rapidly growing Naval Assets of the Great Houses. While various ship classes were called for, the most iconic piece of the Act were the two cores of the program, the Republic Class Battleships.

The Republic Class were simultaneously envisioned to be a prestige piece for the Republic and core cornerstones of its defense. Able to carry a fleet of Pocket WarShips to a target and provide them with powerful support from its capital grade weaponry or to lead WarShip squadrons into combat.

However, the Republic Class was built with a flaw from the get-go. The largest yards in the Inner Sphere at the time belonged to either the SLDF or the Great Houses, the Republic had to use massively rebuilt civilian yards to construct them. This put a hard limit on their size at just 1.2 million tons, much smaller than other Battleship classes in service. However the Republic Class was still a dependable design that served the Republic well until their extinction.

Three ships of the Republic Class were built, RNS Republic and RNS Terra were both ordered in 3091 with the Republic coming online in 3096 and the Terra coming online in 3099. In addition, an extra ship was ordered after Grey Monday when the Republic recognized that the Republic was under dire threat. The RNS Devlin Stone was ordered but was never delivered as the invasion of the Republic began before she could be commissioned. RNS Republic and Terra were both destroyed in the Eleven Minute War at the opening of the Terran Civil War when the SLDF and Republic came to blows over the Fortress Republic. RNS Republic had the misfortune of having to engage SLS Royal Sovereign, flagship of the Star League Navy while RNS Terra was destroyed by SLS Iowa and Montana. RNS Devlin Stone was scuttled in port due to having no ammo and facing down an enemy fleet.

Requirements:

1. Have a mass of no grater than 1.2 million tons.
2. As part of Republic Naval Doctrine, have a large DropShip capacity to serve as a flagship for Pocket WarShip groups.
3. Have an armament for supporting its DropShips at long range.

idea weenie

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Re: Design Challenge: Republic of the Sphere Flagship
« Reply #1 on: 16 August 2022, 14:20:59 »
Here is my expensive and clumsy prototype:

Various characteristics:
4 Capital Arcs: Each of these 4 arcs has two turrets each with 4 HNPPC.  It also has a pair of twin NL/35 Turrets, and an octet-Turret of SCL/3
4 'Standard' Arcs: Each of these four arcs has 10 LaserAMS, and 10 LPL, purely for anti-fighter and anti-missile defense

Out of the ~34.5 billion C-Bills, the K-F core, the Li-F battery, and 8 Dropship Collars alone is ~30 Billion.  The Mobile HPG is worth 2 Billion.  Everything after that was simply added on because at that point nobody cared about the price any more.

There are four Gravity Decks on board, allocated as follows:
1) Officers and onboard passengers only
2) Enlisted only
3) Marines
4) Visitors from the attached Dropships

The eighty fighters are primarily to protect the ship from enemy fighter strikes.  If it needs longer-range firepower, that is what the Dropships are for, plus its own HNPPC that are used to support them.  One proposed idea was to simply triple the ASF capacity to allow the existing 80 ASF to serve as CAP, and the added 160 ASF to perform strikes (this would take up 24,000 tons for the bays alone, and likely another 24,000 tons for extra fuel and ammo, plus a few extra tons for another Field Kitchen and food supplies) .

The onboard mess facilities are considered some of the best in the fleet (10 Field Kitchens will certainly do that, able to provide themselves and up to 1500 people with excellent food)

The onboard Mobile HPG allows the ship to transmit data to any nearby Republic location, and coordinate in-system with additional Republic vessels.  Most people hear HPG and only think about transmitting data on a fixed schedule to another star system, but virtual exercises simulating HPG-equipped ships allowed the forces to transmit detailed tactical information to each other.  The two important lessons were to make sure that the HPG pulse did not emerge close enough to affect the receiver, and that whoever was trying to run would see the HPG pulses and know where to run from.

A Long-range Naval Comm-scanner gives the ship good capability to spot threats before they get too close.

The standard 20-ton 4-pack of Satellite scanners allows the ship to investigate nearby items at a smaller scale.

It has 2% of its mass allocated to spares, and still has over 10% of its mass able to change out for mission-specific equipment.

(It still has more stuff that could be shoved in it, but I was starting to wonder about it)

Code: [Select]
Cost-Plus Warship
Mass: 1,200,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 1,200,000
Battle Value: 108,144
Tech Rating/Availability: F/X-X-X-F
Cost: 34,455,344,000 C-bills

Fuel: 24,000 tons (60,000)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 6
KF Drive Integrity: 24
Heat Sinks: 3000 (6000)
Structural Integrity: 75

Armor
    Nose: 404
    Fore Sides: 332/332
    Aft Sides: 296/296
    Aft: 188

Cargo
    Bay 1:  Fighter (80)            8 Doors   
    Bay 2:  Small Craft (20)            1 Door
    Bay 3:  Cargo (24,000 tons)    1 Door   
    Bay 4:  Cargo (130,000 tons)    1 Door    (leftover tonnage that I still could not use up)

Ammunition:
None

Dropship Capacity: 8
Grav Decks: 4 (200 m, 200 m, 200 m, 200 m)
Escape Pods: 150
Life Boats: 150
Crew:  75 officers, 474 enlisted/non-rated, 87 gunners, 160 bay personnel, 40 passengers, 200 marines

Notes: Equipped with
    Lithium-Fusion battery system
    1 Naval Comm-Scanner Suite (Large)
    1 Mobile Hyperpulse Generators (Mobile HPG)
    1 Satellite Imager [Infrared Imager]
    1 Satellite Imager [High-Resolution (Hi-Res) Imager]
    1 Satellite Imager [Look-Down Radar]
    1 Satellite Imager [Hyperspectral Imager]
    10 Field Kitchen
1,800 tons of lamellor ferro-carbide armor.

Weapons:                         Capital Attack Values (Standard)
Arc (Heat)                   Heat  SRV     MRV     LRV      ERV    Class       
Nose (170 Heat)
10 Laser AMS                 70   3(30)    0(0)    0(0)     0(0)   AMS         
10 Large Pulse Laser         100  9(90)   9(90)    0(0)     0(0)   Pulse Laser
FRS/FLS (2,264 Heat)
4 Naval PPC (Heavy)          900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)          900  60(600) 60(600) 60(600) 60(600)  Capital PPC
8 Sub-Capital Laser (SCL/3)  256  24(240) 24(240)  0(0)     0(0)   Sub-Capital Laser
4 Naval Laser 35             208  14(140) 14(140) 14(140)   0(0)   Capital Laser
RBS/LBS (170 Heat)
10 Laser AMS                 70   3(30)    0(0)    0(0)     0(0)   AMS         
10 Large Pulse Laser         100  9(90)   9(90)    0(0)     0(0)   Pulse Laser
ARS/ALS (2,264 Heat)
4 Naval PPC (Heavy)          900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)          900  60(600) 60(600) 60(600) 60(600)  Capital PPC
8 Sub-Capital Laser (SCL/3)  256  24(240) 24(240)  0(0)     0(0)   Sub-Capital Laser
4 Naval Laser 35             208  14(140) 14(140) 14(140)   0(0)   Capital Laser
Aft (170 Heat)
10 Laser AMS                 70   3(30)    0(0)    0(0)     0(0)   AMS         
10 Large Pulse Laser         100  9(90)   9(90)    0(0)     0(0)   Pulse Laser

FastConcentrate8

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  • Posts: 111
Re: Design Challenge: Republic of the Sphere Flagship
« Reply #2 on: 16 August 2022, 15:16:20 »
Here is my expensive and clumsy prototype:

Various characteristics:
4 Capital Arcs: Each of these 4 arcs has two turrets each with 4 HNPPC.  It also has a pair of twin NL/35 Turrets, and an octet-Turret of SCL/3
4 'Standard' Arcs: Each of these four arcs has 10 LaserAMS, and 10 LPL, purely for anti-fighter and anti-missile defense

Out of the ~34.5 billion C-Bills, the K-F core, the Li-F battery, and 8 Dropship Collars alone is ~30 Billion.  The Mobile HPG is worth 2 Billion.  Everything after that was simply added on because at that point nobody cared about the price any more.

There are four Gravity Decks on board, allocated as follows:
1) Officers and onboard passengers only
2) Enlisted only
3) Marines
4) Visitors from the attached Dropships

The eighty fighters are primarily to protect the ship from enemy fighter strikes.  If it needs longer-range firepower, that is what the Dropships are for, plus its own HNPPC that are used to support them.  One proposed idea was to simply triple the ASF capacity to allow the existing 80 ASF to serve as CAP, and the added 160 ASF to perform strikes (this would take up 24,000 tons for the bays alone, and likely another 24,000 tons for extra fuel and ammo, plus a few extra tons for another Field Kitchen and food supplies) .

The onboard mess facilities are considered some of the best in the fleet (10 Field Kitchens will certainly do that, able to provide themselves and up to 1500 people with excellent food)

The onboard Mobile HPG allows the ship to transmit data to any nearby Republic location, and coordinate in-system with additional Republic vessels.  Most people hear HPG and only think about transmitting data on a fixed schedule to another star system, but virtual exercises simulating HPG-equipped ships allowed the forces to transmit detailed tactical information to each other.  The two important lessons were to make sure that the HPG pulse did not emerge close enough to affect the receiver, and that whoever was trying to run would see the HPG pulses and know where to run from.

A Long-range Naval Comm-scanner gives the ship good capability to spot threats before they get too close.

The standard 20-ton 4-pack of Satellite scanners allows the ship to investigate nearby items at a smaller scale.

It has 2% of its mass allocated to spares, and still has over 10% of its mass able to change out for mission-specific equipment.

(It still has more stuff that could be shoved in it, but I was starting to wonder about it)

Code: [Select]
Cost-Plus Warship
Mass: 1,200,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 1,200,000
Battle Value: 108,144
Tech Rating/Availability: F/X-X-X-F
Cost: 34,455,344,000 C-bills

Fuel: 24,000 tons (60,000)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 6
KF Drive Integrity: 24
Heat Sinks: 3000 (6000)
Structural Integrity: 75

Armor
    Nose: 404
    Fore Sides: 332/332
    Aft Sides: 296/296
    Aft: 188

Cargo
    Bay 1:  Fighter (80)            8 Doors   
    Bay 2:  Small Craft (20)            1 Door
    Bay 3:  Cargo (24,000 tons)    1 Door   
    Bay 4:  Cargo (130,000 tons)    1 Door    (leftover tonnage that I still could not use up)

Ammunition:
None

Dropship Capacity: 8
Grav Decks: 4 (200 m, 200 m, 200 m, 200 m)
Escape Pods: 150
Life Boats: 150
Crew:  75 officers, 474 enlisted/non-rated, 87 gunners, 160 bay personnel, 40 passengers, 200 marines

Notes: Equipped with
    Lithium-Fusion battery system
    1 Naval Comm-Scanner Suite (Large)
    1 Mobile Hyperpulse Generators (Mobile HPG)
    1 Satellite Imager [Infrared Imager]
    1 Satellite Imager [High-Resolution (Hi-Res) Imager]
    1 Satellite Imager [Look-Down Radar]
    1 Satellite Imager [Hyperspectral Imager]
    10 Field Kitchen
1,800 tons of lamellor ferro-carbide armor.

Weapons:                         Capital Attack Values (Standard)
Arc (Heat)                   Heat  SRV     MRV     LRV      ERV    Class       
Nose (170 Heat)
10 Laser AMS                 70   3(30)    0(0)    0(0)     0(0)   AMS         
10 Large Pulse Laser         100  9(90)   9(90)    0(0)     0(0)   Pulse Laser
FRS/FLS (2,264 Heat)
4 Naval PPC (Heavy)          900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)          900  60(600) 60(600) 60(600) 60(600)  Capital PPC
8 Sub-Capital Laser (SCL/3)  256  24(240) 24(240)  0(0)     0(0)   Sub-Capital Laser
4 Naval Laser 35             208  14(140) 14(140) 14(140)   0(0)   Capital Laser
RBS/LBS (170 Heat)
10 Laser AMS                 70   3(30)    0(0)    0(0)     0(0)   AMS         
10 Large Pulse Laser         100  9(90)   9(90)    0(0)     0(0)   Pulse Laser
ARS/ALS (2,264 Heat)
4 Naval PPC (Heavy)          900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)          900  60(600) 60(600) 60(600) 60(600)  Capital PPC
8 Sub-Capital Laser (SCL/3)  256  24(240) 24(240)  0(0)     0(0)   Sub-Capital Laser
4 Naval Laser 35             208  14(140) 14(140) 14(140)   0(0)   Capital Laser
Aft (170 Heat)
10 Laser AMS                 70   3(30)    0(0)    0(0)     0(0)   AMS         
10 Large Pulse Laser         100  9(90)   9(90)    0(0)     0(0)   Pulse Laser
Like the design. However I think a good usage for a chunk of the leftover tonnage would be Laser AMS on every facing. Missile spam is always a threat.

idea weenie

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Re: Design Challenge: Republic of the Sphere Flagship
« Reply #3 on: 17 August 2022, 23:06:20 »
Like the design. However I think a good usage for a chunk of the leftover tonnage would be Laser AMS on every facing. Missile spam is always a threat.

Be careful what you ask for, as with less than half a billion more C-Bills, I did just that:

+2 Field Kitchens
Quadrupled the fuel (though I think this is a miskey)
Tripled the Heat Sinks
Added an extra quad-turret of HNPPC to the Fore-Left and Fore-Right mountings
Converted all 16 of the NL/35 to NL/55
Added 90 more LaserAMS to each of the 4 'Standard' Arcs, for a total of 400 LaserAMS
Still had 15ktons available to work with

And thanks to the fact that this vessel has an all-energy armament, the Quartermasters don't have to worry about specialized munitions for it.

Behold, the RotS Disco Ball

Code: [Select]
Cost-Plus Warship
Mass: 1,200,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 1,200,000
Battle Value: 143,896
Tech Rating/Availability: F/X-X-X-F
Cost: 34,886,936,000 C-bills

Fuel: 96,000 tons (240,000)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 6
KF Drive Integrity: 24
Heat Sinks: 9000 (18000)
Structural Integrity: 75

Armor
    Nose: 404
    Fore Sides: 332/332
    Aft Sides: 296/296
    Aft: 188

Cargo
    Bay 1:  Fighter (80)            8 Doors   
    Bay 2:  Small Craft (20)        1 Door   
    Bay 3:  Cargo (24,000 tons)    1 Door   
    Bay 4:  Cargo (15,000 tons)    1 Door    (leftover tonnage)

Ammunition:
None

Dropship Capacity: 8
Grav Decks: 4 (200 m, 200 m, 200 m, 200 m)
Escape Pods: 150
Life Boats: 150
Crew:  75 officers, 399 enlisted/non-rated, 95 gunners, 260 bay personnel, 40 passengers, 200 marines

Notes: Equipped with
    lithium-fusion battery system
    1 Mobile Hyperpulse Generators (Mobile HPG)
    1 Satellite Imager [Infrared Imager]
    12 Field Kitchen
    1 Satellite Imager [High-Resolution (Hi-Res) Imager]
    1 Satellite Imager [Look-Down Radar]
    1 Satellite Imager [Hyperspectral Imager]
    1 Naval Comm-Scanner Suite (Large)
1,800 tons of lamellor ferro-carbide armor.

Weapons:                         Capital Attack Values (Standard)
Arc (Heat)                   Heat  SRV     MRV     LRV      ERV    Class       
Nose (800 Heat)
10 Large Pulse Laser         100  9(90)   9(90)    0(0)     0(0)   Pulse Laser
100 Laser AMS                700  30(300)  0(0)    0(0)     0(0)   AMS         
FRS/FLS (3,296 Heat)
4 Naval PPC (Heavy)          900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)          900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)          900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval Laser 55             340  22(220) 22(220) 22(220) 22(220)  Capital Laser
8 Sub-Capital Laser (SCL/3)  256  24(240) 24(240)  0(0)     0(0)   Sub-Capital Laser
RBS/LBS (800 Heat)
10 Large Pulse Laser         100  9(90)   9(90)    0(0)     0(0)   Pulse Laser
100 Laser AMS                700  30(300)  0(0)    0(0)     0(0)   AMS         
ARS/ALS (2,396 Heat)
4 Naval PPC (Heavy)          900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)          900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval Laser 55             340  22(220) 22(220) 22(220) 22(220)  Capital Laser
8 Sub-Capital Laser (SCL/3)  256  24(240) 24(240)  0(0)     0(0)   Sub-Capital Laser
Aft (800 Heat)
10 Large Pulse Laser         100  9(90)   9(90)    0(0)     0(0)   Pulse Laser
100 Laser AMS                700  30(300)  0(0)    0(0)     0(0)   AMS         

(The Standard Arcs have a total of 110 weapons in each arc, and coincidentally an extra 110 tons of Fire Control into each arc.  The two Capital Arcs with the 4 extra HNPPC going from 20 to 24 weapons each had an additional 4240 tons for Fire Control.)
(IIRC, the Front, Broadsides, and Aft arcs can cover a full 360, while the FL/FR/AL/AR have blind spots along the front and rear hex spines)

PuppyLikesLaserPointers

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  • Posts: 1466
Re: Design Challenge: Republic of the Sphere Flagship
« Reply #4 on: 18 August 2022, 06:55:59 »
Code: [Select]
Blueprint Warship Model 01
Mass: 1,200,000 tons
Technology Base: Inner Sphere (Experimental)
Introduced: 3093
Mass: 1,200,000
Battle Value: 184,379
Tech Rating/Availability: F/X-X-F-F
Cost: 58,935,176,000 C-bills

Fuel: 40,000 tons (100,000)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 6
KF Drive Integrity: 24
Heat Sinks: 8048 (16096)
Structural Integrity: 90

Armor
    Nose: 301
    Fore Sides: 393/393
    Aft Sides: 393/393
    Aft: 341

Cargo
    Bay 1:  Reinforced Repair Facility (200,000)2 Doors   
    Bay 2:  Fighter (4)             4 Doors   
    Bay 3:  Fighter (4)             4 Doors   
    Bay 4:  Fighter (4)             4 Doors   
    Bay 5:  Small Craft (2)         2 Doors   
    Bay 6:  Small Craft (2)         2 Doors   
    Bay 7:  Cargo (Refrigerated) (1000.5 tons)1 Door   
    Bay 8:  Cargo (11378.0 tons)    1 Door   

Ammunition:
    240 rounds of Screen Launcher ammunition (240 tons),
    80 rounds of Barracuda ammunition (240 tons)

Dropship Capacity: 12
Grav Decks: 6 (150 m, 150 m, 150 m, 150 m, 150 m, 150 m)
Escape Pods: 135
Life Boats: 135
Crew:  100 officers, 366 enlisted/non-rated, 72 gunners, 44 bay personnel, 200 passengers, 200 BA marines

Notes: Equipped with
    lithium-fusion battery system
    1 Mobile Hyperpulse Generators (Mobile HPG)
    1 Satellite Imager (Hyperspectral Imager)
    1 MASH Equipment (30 theaters)
    3 Field Kitchen
    1 Satellite Imager (Look-Down Radar)
    1 Naval Comm-Scanner Suite (Large)
    1 Naval C3
    1 Satellite Imager (Infrared Imager)
2,160 tons of lamellor ferro-carbide armor.

Weapons:                                    Capital Attack Values (Standard)
Arc (Heat)                              Heat  SRV     MRV     LRV      ERV    Class       
Nose (164 Heat)
1 Screen Launcher                       10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (10 shots)
1 Screen Launcher                       10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (10 shots)
1 Screen Launcher                       10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (10 shots)
1 Screen Launcher                       10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (10 shots)
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
1 Capital Missile Launcher (Barracuda)  10   2(20)   2(20)   2(20)    2(20)   Capital Missile
    Barracuda Ammo (10 shots)
1 Capital Missile Launcher (Barracuda)  10   2(20)   2(20)   2(20)    2(20)   Capital Missile
    Barracuda Ammo (10 shots)
1 Capital Missile Launcher (Barracuda)  10   2(20)   2(20)   2(20)    2(20)   Capital Missile
    Barracuda Ammo (10 shots)
1 Capital Missile Launcher (Barracuda)  10   2(20)   2(20)   2(20)    2(20)   Capital Missile
    Barracuda Ammo (10 shots)
FRS/FLS (152 Heat)
1 Screen Launcher                       10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (10 shots)
1 Screen Launcher                       10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (10 shots)
1 Screen Launcher                       10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (10 shots)
1 Screen Launcher                       10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (10 shots)
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
RBS/LBS (4,500 Heat)
4 Naval PPC (Heavy)                     900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)                     900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)                     900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)                     900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)                     900  60(600) 60(600) 60(600) 60(600)  Capital PPC
ARS/ALS (152 Heat)
1 Screen Launcher                       10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (10 shots)
1 Screen Launcher                       10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (10 shots)
1 Screen Launcher                       10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (10 shots)
1 Screen Launcher                       10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (10 shots)
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
Aft (164 Heat)
1 Screen Launcher                       10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (10 shots)
1 Screen Launcher                       10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (10 shots)
1 Screen Launcher                       10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (10 shots)
1 Screen Launcher                       10   15(150)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (10 shots)
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS                             14    1(6)    0(0)    0(0)     0(0)   AMS         
1 Capital Missile Launcher (Barracuda)  10   2(20)   2(20)   2(20)    2(20)   Capital Missile
    Barracuda Ammo (10 shots)
1 Capital Missile Launcher (Barracuda)  10   2(20)   2(20)   2(20)    2(20)   Capital Missile
    Barracuda Ammo (10 shots)
1 Capital Missile Launcher (Barracuda)  10   2(20)   2(20)   2(20)    2(20)   Capital Missile
    Barracuda Ammo (10 shots)
1 Capital Missile Launcher (Barracuda)  10   2(20)   2(20)   2(20)    2(20)   Capital Missile
    Barracuda Ammo (10 shots)


My idea is, because the flagship is intended to be the mothership of the dropship fleet, I think that it must be a yardship for them.

Since the Republic can access for WoB techs, it is no wonder that they can make their own reinforced repair facility. With two doors, this 20,000 tons facility can take care of TWO Castrums simultaneously, while don't let the flagship paralyzed on the space.

With two collars on the repair facility as well as twelve more collars, this blueprint can take up to 14 dropships to the hyperspace, means you need lesser jumpship escorts.

Its weaponry is mainly reserved for self defense, with myriads of AMS bay that is backed by massive numbers of heat sink and can sustain several volleys of capital missile barrage without overheat, as well as screen launcher bays to put the smoke and also can be used for against enemy ASFs. It is not meant to against the swarm of enemy ASFs, but it should be a good flak ship to cover the others from the enemy capital missiles.

Also it does have some punch, for its 20 Naval PPCs on each sides can harm the enemy from afar, and some barracuda are able to harrass the enemy ASFs as well as deliver the nukes. Naval C3 computer ensures that it can keep the distance with the enemy while able to support the frontline dropship fleets.

And since it is a flagship, it is able to communicate with the others thanks to its mobile HPG. Various sensors can help the crews to scan the surroundings. Also it has large module of field hospital as well.

Dragon Cat

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Re: Design Challenge: Republic of the Sphere Flagship
« Reply #5 on: 18 August 2022, 09:36:19 »
You didn't say it had to be Inner Sphere tech and the Republic has a lot of Clan tech so Stone(r) decided to surprise the entire Inner Sphere by throwing an updated version of the Nightlord-class Battleship at them! >:D

The fluff is entirely from my AU - to meet the DropShip requirement I've upped the capacity to 10 in the stats but not fluff (as you'll use your own).  This was designed to work with canon designs so it features a mix of weapons systems common on such designs.  With 100k still remaining in cargo space I'd be tempted to add some capital missiles but it works as it is as well.

Snow Raven (Nightlord II)-class Battleship
Tech:                    Clan / 3063
Era:            Canon/What if
Availability:         Limited
Vessel Type:             WarShip
Mass:                 1,200,000 tons
Hull:                   Unknown
K-F Drive System:        Unknown - Compact
Length:               1,150 meters
Sail Diameter:          1,500 meters
Power Plant:             Unknown
   Safe Thrust:         3   Maximum Thrust:    5
Armour Type:         Unknown - Lamellor Ferro Carbide
Armament:
       8 NAC/25
      16 NAC/35
       4 Heavy NPPC
      36 NL-55
       8 Medium Naval Gauss
      30 ER Large Laser
      14 Long Range Missile Launcher
      44 Anti-Missile System


Overview
   Following Operation Serpent and the subsequent development of harder hitting
Clan and Inner Sphere WarShips Clan Snow Raven decided to rework their Nightlord-class
 flagship, the Snow Raven.  The Nightlord had always been seen as the pinnacle of Clan
technology but Clan Snow Raven wanted to take the vessel one step further and turn the
Snow Raven into a true giant in WarShip terms.  The WarShip entered Brim Shipyards on
14th April 3062 and exited the shipyard just over eight months later on 28th December
3062.  The new vessel was designated as the Snow Raven-class by the Snow Ravens
themselves although all the other Clans still refer to the vessel as a Nightlord II.

Capabilities
   The Snow Raven (Nightlord II) keeps the same engines, K-F Drive, Jump Sail,
Lithium Fusion Battery, Armour DropShip Capacity and the capacity to carry five
hundred battle armoured Elementals trained as Marines.  The vessels fuel capacity
was increased by an extra five hundred tons and the heat sink capacity was increased
by almost three hundred tons however the vessel's outward appearance mirrors any
other Nightlord.
   Where the original Nightlord carries twenty OmniFighters for close in defence
the Snow Raven carries forty fighters this gives the Battleship a fighter screen
rivaling all other Clan WarShips not designated as a carrier.  Also where the
Nightlord carries no small craft the Snow Raven carries twenty allowing the vessel to
fully utilize the Elemental Battle Armoured Marines offensively as well as defensively.
   In late 3067 the Snow Raven briefly returned to Brim Shipyards and was fitted
to carry fifteen points of ProtoMechs as the Snow Ravens fully embraced ProtoMech
technology.   This all significantly reduces the Nightlord II's cargo capacity reducing
it to a little over 100,000 tons.
   Weapon wise the Snow Ravens standardised the bays of the Nightlord II with 24
Naval Autocannons, 4 Heavy Naval Particle Cannons, 36 Naval Lasers and 8 Medium Naval
Gauss Rifles making up the naval armament.  30 Extended Range Large Lasers and 14 Long
Range Missile Launchers make up the conventional weaponry while 44 Anti-Missile Systems
provide missile defence.

Deployment
   The first vessel of this Class the SRS Snow Raven launched into the Snow Raven
Touman.  By 3072 Clan Star Adder also fielded one vessel the Absolute Truth.  While the
Ghosts Bears and Sea Fox Clan had also declared interest in the design it was Clan Jade
Falcon who surprised everyone constructing a shipyard in the Dark Nebula capable of
producing the class.

Star League UPDATE 1:  Can Nova Cat also field an example of the Nightlord-II refitted a
former Goliath Scorpion vessel to create the Sacred Rite.

Star League UPDATE 2: Rumours persist that Clan Snow Raven is attempting to update the
Nightlord II further using new technology however as of 3100 no sightings of this vessel
have been made.

Code: [Select]
Snow Raven (Nightlord II)-class Battleship WarShip 1,200,000 tons
Equipment:                                                                              Mass 
Power Plant, Drive & Control:                                                         216,000
Thrust:                                 Safe Thrust: 3
                                        Maximum Thrust:  5
Kearny-Fuchida Jump Drive:              Compact (Integrity = 24)                      543,000
Lithium Fusion Battery:                                                                12,000
Jump Sail:                              (Integrity = 6)                                 0,090
Structural Integrity:                   85                                            102,000
Heat Sinks (Double):                    3,000 (6,000)                                   0,826
Fuel & Fuel Pumps:                      6,250                                           2,550
Control Components:                                                                     3,000
Hyper Pulse Generator:                                                                  0,050
Armour Type:  Lamellor Ferro Carbide    1,814 pts                                       1,649
Fore:                             330
Fore-Left/Right:                  320
Aft-Left/Right:                   300
Aft:                              298

Cargo:
        Bay 1: Fighters 40 with 4 Doors                                                6,000
        Bay 2: Small Craft 20 with 2 Doors                                             4,000
        Bay 3: ProtoMechs 15 Points (75) with 3 Doors                                  3,750
        Bay 4: Cargo with 4 Doors                                                    111,395

DropShip Docking Collars                 10                                             10,000
Gravity Decks #1 - 2:                    2 140-meter diametre                           0,100
Escape Pods:                             160                                            1,120

Crew and Passengers:
        139 Officers                                                                    1,390
        637 Crew                                                                        4,459
         88 Gunners                                                                     0,516
        500 Elemental Battle Armour Marines                                             7,500


Weapons and Equipment      Location   Short   Medium    Long   Extreme      Heat        Tonnage
2 NAC/25                   Nose       50      50        50     --           120         6,000
2 NAC/25                   Nose       50      50        50     --           120         6,000
2 Heavy NPPC               Nose       90      90        90     90           450         6,000
5 ER Large Laser           Nose        5(50)   5(50)     5(50)  5(50)        60         0,020
3 LRM-20 w/Artemis         Nose        5(48)   5(48)     5(48) --            18         0,018
6 AMS                      Nose       --      --        --     --             6         0,003
2 NAC/35                   FL/R       70      70        --     --           240        16,000
3 NL-55                    FL/R       17      17        17     17           225         3,900
2 Medium N-Gauss           FL/R       25      25        25     25            30        22,000
5 ER Large Laser           FL/R        5(50)   5(50)     5(50)  5(50)        60         0,040
2 LRM-20 w/Artemis         FL/R        3(32)   3(32)     3(32)  3(32)        24         0,024
6 AMS                      FL/R       --      --        --     --             6         0,006
2 NAC/35                   L/RBS      70      70        --     --           255        16,000
2 NAC/35                   L/RBS      70      70        --     --           255        16,000
12 NL-55                   L/RBS      66      66        66     66         1,020        26,400
4 AMS                      L/RBS      --      --        --     --             4         0,002
2 NAC/35                   AL/R       70      70        --     --           240         8,000
3 NL-55                    AL/R       17      17        17     17           225         3,900
2 Medium N-Gauss           AL/R       25      25        25     25            30        22,000
5 ER Large Laser           AL/R        5(50)   5(50)     5(50)  5(50)        60         0,040
2 LRM-20 w/Artemis         AL/R        3(32)   3(32)     3(32)  3(32)        24         0,024
6 AMS                      AL/R       --      --        --     --             6         0,003
2 NAC/25                   Aft        50      50        50     --           120         6,000
2 NAC/25                   Aft        50      50        50     --           120         6,000
2 Heavy NPPC               Aft        90      90        90     90           450         6,000
5 ER Large Laser           Aft         5(50)   5(50)     5(50)  5(50)        60         0,020
3 LRM-20 w/Artemis         Aft         5(48)   5(48)     5(48) --            18         0,018
6 AMS                      Aft        --      --        --     --             6         0,003

Ammo
NAC/25                                  400 (50 Rounds Per Cannon)                      0,240
NAC/35                                  800 (50 Rounds Per Cannon)                      0,960
Medium Naval Gauss Rifle                400 (50 Rounds Per Cannon)                      0,160
LRM-20                                1,680 (120 Rounds per Launcher)                   0,280
Anti-Missile System                  10,560 (240 Rounds per System)                     0,440
Below are links to my fan fiction pages.

https://bg.battletech.com/forums/fan-fiction/alternate-timeline-with-thanks-(full)/

https://bg.battletech.com/forums/fan-fiction/alternate-timeline-with-thanks-full-part-2/

As always please enjoy and if you have any questions about my AU (or want to chat about ideas I could incorporate into it) feel free to PM me.

Tyler Jorgensson

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Re: Design Challenge: Republic of the Sphere Flagship
« Reply #6 on: 22 August 2022, 08:32:31 »
I totally forgot about how I made a design for this thread and forgot to post it lol. When I get out of work I’ll edit this post.

FastConcentrate8

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Re: Design Challenge: Republic of the Sphere Flagship
« Reply #7 on: 22 August 2022, 12:20:01 »
I totally forgot about how I made a design for this thread and forgot to post it lol. When I get out of work I’ll edit this post.
Can't wait to see it.

Tyler Jorgensson

  • Captain
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  • Posts: 2209
Re: Design Challenge: Republic of the Sphere Flagship
« Reply #8 on: 14 September 2022, 22:39:55 »
Nearly a month later....

I figured that the Clans would help in this behemoth, maybe not with the full shipyards but with tech. So Clan spec everything really: Armor, engines, Heat Sinks, AMS, etc. A full complement of marines and Battle Armor, with passenger space for high ranking officials (Paladins, Knight's, Exarchs). Eight DropShip collars allow it to carry a mix of PWS or cargo carriers (its own cargo bay is anemic, but its not meant to be far from home). Obviously the best weapons and EWAR systems, as well as advanced fighter and small craft bays. As far as long range weapons go.... well their wont be much left at long range. Cargo is bad... really bad. But I imagine they'll be stationed at Terra. And I can only imagine them being loaded up with 4x Castrum-class PWS. I also copied Idea Weenie's concept of the field kitchens (and the EWAR Systems), sound logic and good ideas I didn't consider. Honestly if I had more tonnage I'd devote it to mech bays and more Dropships... and nothing else.

Anyways... here ya go.

Code: [Select]
Republic-class Battleship
Mass: 1,200,000 tons
Battle Value: 225,454
Tech Rating/Availability: F/X-X-X-X
Cost: 38,283,862,000 C-bills

Weapons
- 36x (C) Laser AMS
- 36x SCL/3's
- 2x Naval AC/40's (30x Rounds Each)
- 8x AR-10 Capital Missile Launchers (40x Each Capital Missile Type)
- 16x Naval Laser 45's
- 16x Heavy Naval PPC's
- 16x Heavy Naval Gauss Rifles (40x Rounds Each)
- 8x Screen Launchers (10x Rounds Each)

Fuel: 10,000 tons (25,000)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 6
KF Drive Integrity: 24
Heat Sinks: 4,000 (8,000)
Structural Integrity: 80

Armor
    Nose: 410
    Fore Sides: 350/350
    Aft Sides: 350/350
    Aft: 350

Cargo
    Bay 1:  ARTS Fighter (36)       6 Doors   
    Bay 2:  ARTS Fighter (36)       6 Doors   
    Bay 3:  ARTS Small Craft (12)   3 Doors   
    Bay 4:  Cargo (19,207 tons)    1 Door   

Ammunition:
    60 rounds of NAC/40 ammunition (72 tons),
    80 rounds of AR10 Killer Whale ammunition (4,000 tons),
    320 rounds of Heavy N-Gauss ammunition (160 tons),
    80 rounds of AR10 Barracuda ammunition (2,400 tons),
    80 rounds of AR10 White Shark ammunition (3,200 tons),
    80 rounds of Screen Launcher ammunition (800 tons)

Dropship Capacity: 8
Grav Decks: 4 (100 m, 100 m, 100 m, 100 m)
Escape Pods: 50
Life Boats: 50
Crew:  80 officers, 242 enlisted/non-rated, 110 gunners, 60 bay personnel, 30 passengers, 100 marines, 48 BA marines

Notes: Equipped with
    1 Mobile Hyperpulse Generators (Mobile HPG)
    1 Satellite Imager [Infrared Imager]
    5 Field Kitchen
    1 Satellite Imager [High-Resolution (Hi-Res) Imager]
    1 Satellite Imager [Look-Down Radar]
    1 Satellite Imager [Hyperspectral Imager]
    1 Naval Comm-Scanner Suite (Large)
    1 Lithium-Fusion Battery
    1 Naval C3
1,920 tons of lamellor ferro-carbide armor.

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

Nose (320 Heat)
4 Naval Laser 45                            280  18(180) 18(180) 18(180) 18(180)  Capital Laser
6 Laser AMS                                 30   2(18)    0(0)    0(0)     0(0)   AMS         
1 Screen Launcher                           10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (10 shots)

FRS/FLS (659 Heat)
4 Capital Missile Launcher (AR10 Launcher)  80   8(80)   8(80)   8(80)    8(80)   AR10       
    AR10 Barracuda Ammo (40 shots)
    AR10 Killer Whale Ammo (40 shots)
    AR10 White Shark Ammo (40 shots)
1 Naval Autocannon (NAC/40)                 135  40(400) 40(400)  0(0)     0(0)   Capital AC 
    NAC/40 Ammo (30 shots)
2 Naval Gauss (Heavy)                       36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (40 shots)
2 Naval Gauss (Heavy)                       36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (40 shots)
2 Naval Laser 45                            140  9(90)   9(90)   9(90)    9(90)   Capital Laser
6 Sub-Capital Laser (SCL/3)                 192  18(180) 18(180)  0(0)     0(0)   Sub-Capital Laser
6 Laser AMS                                 30   2(18)    0(0)    0(0)     0(0)   AMS         
1 Screen Launcher                           10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (10 shots)

RBS/LBS (2,312 Heat)
4 Naval Laser 45                            280  18(180) 18(180) 18(180) 18(180)  Capital Laser
4 Naval PPC (Heavy)                         900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)                         900  60(600) 60(600) 60(600) 60(600)  Capital PPC
6 Sub-Capital Laser (SCL/3)                 192  18(180) 18(180)  0(0)     0(0)   Sub-Capital Laser
6 Laser AMS                                 30   2(18)    0(0)    0(0)     0(0)   AMS         
1 Screen Launcher                           10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (10 shots)

ARS/ALS (444 Heat)
2 Naval Gauss (Heavy)                       36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (40 shots)
2 Naval Gauss (Heavy)                       36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (40 shots)
2 Naval Laser 45                            140  9(90)   9(90)   9(90)    9(90)   Capital Laser
6 Sub-Capital Laser (SCL/3)                 192  18(180) 18(180)  0(0)     0(0)   Sub-Capital Laser
6 Laser AMS                                 30   2(18)    0(0)    0(0)     0(0)   AMS         
1 Screen Launcher                           10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (10 shots)

Aft (320 Heat)
4 Naval Laser 45                            280  18(180) 18(180) 18(180) 18(180)  Capital Laser
6 Laser AMS                                 30   2(18)    0(0)    0(0)     0(0)   AMS         
1 Screen Launcher                           10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (10 shots)

 

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