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Author Topic: General War AU: The Commonwealth is Shopping for WarShips  (Read 516 times)

Liam's Ghost

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Though the Commonwealth knew that any massive naval buildup by one power would inevitably spread across the Inner Sphere, for the most part their response to the Malagrotta war and Alexander Davion's "Never Again" proclamation was rather casual. In the immediate future, the threat of conflict was on the other side of the Inner Sphere, which meant the Commonwealth had time to consider their next move carefully and prepare.

This didn't mean they were putting off any response. Within a year of the "Never Again" proclamation, the Lyrans had already drawn up initial plans for an expanded fleet, starting with laying the keels of the first of a new production run of Commonwealth class cruisers, with plans to gradually modernize their existing ships to the same standard. Though this was a good first step, the Lyrans were well aware that in the long term what they would need is a proper battle line to keep pace with their neighbors. As such, even as the first keels of the new Commonwealth class cruisers were being laid down, the Admiratly was sending out solicitations to the their largest ship builders for two new designs. First, a modern fast destroyer to act as an escort, fleet screen, and to counter the smaller, faster ships favored by the Combine; and second, a battleship not only capable of facing the largest battleships of the Free Worlds League or Terran Hegemony, but able to completely overmatch them.

(there's also this thing where they're planning on stepping in to the Rim Worlds Republic's ongoing civil war to prevent another Taurian Monster from forming on their own border, but that's secondary)

Design parameters: Both designs have the same restrictions of typical house ships of the General War AU, that being a 2580 tech base, ferro carbide armor at best, and no naval comm scanners or lithium fusion batteries. The destroyer must be between 450,000 and 650,000 tons and have a minimum thrust capacity of 5/8. This ship is intended to be able to engage ships like the Combine's Narukami, so it needs to be fast and hard hitting.

The battelship's parameters are, well... the Commonwealth is going full Tillman on this one. Maximum mass is 1.8 million tons (which is currently considered the theoretical maximum size a WarShip can be. The Hegemony wouldn't be able to beat that for a another several decades). The Admiralty wants this ship to be able to handle any opponent anywhere at any time, especially the Farragut, Atreus, and whatever the Federated Suns is cooking up over there in the other design thread. 
« Last Edit: 24 May 2022, 21:17:45 by Liam's Ghost »
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!

Alsadius

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Re: General War AU: The Commonwealth is Shopping for WarShips
« Reply #1 on: 24 May 2022, 23:16:38 »
The Jäger-class destroyer was, much like light cavalry of old, built to be the eyes and ears of a larger force, to win the skirmishes on the outskirts, to have enough power to hopefully contribute to the main clash (if used carefully), and then to snap up fleeing enemies. In this, the Commonwealth designers thought they had a winning formula.

To keep a capital ship honest, a few truly heavy weapons were added. These were concentrated primarily into the nose of the ship, to optimize the ship's combat capabilities in the event of a high-speed passing engagement or a long stern chase. Two twin 30" autocannons and one quadruple particle cannon faced forward, for a punch that could even threaten most battleships. In keeping with this nose-on angle as the desired approach for heavy combat, the armor of the Jäger was also biased quite heavily to the fore of the ship.

Each side of the ship also featured an additional twin autocannon mount, plus eight White Shark missile tubes. This was a somewhat unusual choice, but while their guidance system and warhead weren't as impressive as the other capital missile choices, their improved ability to penetrate intact armor was seen as a way to ensure that the Jäger posed a threat even to monstrosities like the rumored Uther Pendragon.

However, this was not the ship's primary role, even if they were its major weapons by weight. Across the whole hull, eight advanced 80-tube long range missile batteries were installed, along with 16 twin-mount light naval laser turrets, and 32 point defense guns. This - especially the naval lasers - gave the ship significant anti-fighter capabilities, out to distances well beyond the practical range of enemy fighter weapons.

While Lyran procurement and intelligence both exerted significant efforts to get the secret of the Terran naval sensor suites, their efforts did not pan out. In their place, the initially-planned supporting forces were increased, up to four squadrons of fighters, one of shuttles, and four DropShips. These would be able to act as the eyes of the fleet, out to distances well beyond what shipboard sensors could manage.

Code: [Select]
Class/Model/Name: Jäger-class Destroyer
Tech: Inner Sphere
Ship Cost: $9,869,406,000.00
Magazine Cost: $32,320,000.00
BV2: 100,033

Mass: 600,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 5
Maximum Thrust: 8
Armor Type: Ferro-Carbide
Armament:
8 Naval AC 30
4 Naval PPC Heavy
16 Capital Launcher White Shark
32 Naval Laser 35
32 Machine Gun (IS)
32 LRM 20+Art4 (IS)

Equipment: Mass
Drive: 180,000.00
Thrust
Safe: 5
Maximum: 8
Controls: 1,500.00
K-F Hyperdrive: Compact (13 Integrity) 271,500.00
Jump Sail: (4 Integrity) 60.00
Structural Integrity: 60 36,000.00
Total Heat Sinks: 1898(3796) Double 1,253.00
Fuel & Fuel Pumps: 3750 points 1,530.00
Fire Control Computers: 0.00
Armor: 612 pts Ferro-Carbide 720.00
Fore: 132
Fore-Left/Right: 105/105
Aft-Left/Right: 95/95
Aft: 80

Dropship Capacity: 4 4,000.00
Grav Decks:
Small: 1 50.00
Medium: 0.00
Large: 0.00
Escape Pods: 25 175.00
Life Boats: 16 112.00

Crew And Passengers:
40 Officers in 1st Class Quarters 400.00
125 Crew in 2nd Class Quarters 875.00
71 Gunners and Others in 2nd Class Quarters 497.00
78 Bay Personnel 0.00
1st Class Passengers 0.00
2nd Class Passengers 0.00
Steerage Passengers 0.00

# Weapons Loc Heat Damage Range Mass
4 Naval AC 30 Nose 400 1200 (120-C) Long-C 14,000.00
2 Naval AC 30 LBS 200 600 (60-C) Long-C 7,000.00
2 Naval AC 30 RBS 200 600 (60-C) Long-C 7,000.00
4 Naval PPC Heavy Nose 900 600 (60-C) Extreme-C 12,000.00
4 Capital Launcher White Shark FR 60 120 (12-C) Extreme-C 480.00
4 Capital Launcher White Shark FL 60 120 (12-C) Extreme-C 480.00
4 Capital Launcher White Shark AR 60 120 (12-C) Extreme-C 480.00
4 Capital Launcher White Shark AL 60 120 (12-C) Extreme-C 480.00
4 Naval Laser 35 Nose 208 140 (14-C) Long-C 2,800.00
4 Naval Laser 35 Aft 208 140 (14-C) Long-C 2,800.00
4 Naval Laser 35 FR 208 140 (14-C) Long-C 2,800.00
4 Naval Laser 35 FL 208 140 (14-C) Long-C 2,800.00
4 Naval Laser 35 RBS 208 140 (14-C) Long-C 2,800.00
4 Naval Laser 35 LBS 208 140 (14-C) Long-C 2,800.00
4 Naval Laser 35 AR 208 140 (14-C) Long-C 2,800.00
4 Naval Laser 35 AL 208 140 (14-C) Long-C 2,800.00
4 Machine Gun (IS) Nose 8 (0.8-C) Short-PDS 2.00
4 Machine Gun (IS) LBS 8 (0.8-C) Short-PDS 2.00
4 Machine Gun (IS) RBS 8 (0.8-C) Short-PDS 2.00
4 Machine Gun (IS) Aft 8 (0.8-C) Short-PDS 2.00
4 Machine Gun (IS) FL 8 (0.8-C) Short-PDS 2.00
4 Machine Gun (IS) FR 8 (0.8-C) Short-PDS 2.00
4 Machine Gun (IS) AL 8 (0.8-C) Short-PDS 2.00
4 Machine Gun (IS) AR 8 (0.8-C) Short-PDS 2.00
4 LRM 20+Art4 (IS) Nose 24 64 (6.4-C) Long 44.00
4 LRM 20+Art4 (IS) Aft 24 64 (6.4-C) Long 44.00
4 LRM 20+Art4 (IS) FR 24 64 (6.4-C) Long 44.00
4 LRM 20+Art4 (IS) FL 24 64 (6.4-C) Long 44.00
4 LRM 20+Art4 (IS) RBS 24 64 (6.4-C) Long 44.00
4 LRM 20+Art4 (IS) LBS 24 64 (6.4-C) Long 44.00
4 LRM 20+Art4 (IS) AR 24 64 (6.4-C) Long 44.00
4 LRM 20+Art4 (IS) AL 24 64 (6.4-C) Long 44.00

Ammo Rounds Mass
Naval AC 30 Ammo 400 320.00
Capital Launcher White Shark Ammo 160 6,400.00
Machine Gun (IS) Ammo 16000 80.00
LRM 20+Art4 (IS) Ammo 960 40.00

Equipment Mass
Bay Fighter 24 3,600.00
Bay Small Craft 6 1,200.00
Cargo, Standard 25000 25,000.00

OOC: I made sure to put a decent (though not spectacular) cargo bay on the ship this time, at least. Felt like I'd been cheating a bit, cutting that as hard as I did on some other designs.

Edit: Per discussion below, Artemis systems aren't actually available for the LRMs. Replace those with an extra ton of ammo each.
« Last Edit: 26 May 2022, 22:48:06 by Alsadius »

Atarlost

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Re: General War AU: The Commonwealth is Shopping for WarShips
« Reply #2 on: 25 May 2022, 18:13:48 »
@Alsadius
You've got an anachronism again.  Artemis IV is prototyped in 2592 a bit over a decade from the AU's date and doesn't spread from the Terran Hegemony until post-Helm.  There's basically no advanced tech except DHS, ferro-carbide and its precursors, compact cores, and capital weapons.  Unless Narc beacons can be used in aerospace combat.  I think they can only be used against ground targets, but I don't care about them enough to wait for my PDF reader to load. 

Alsadius

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Re: General War AU: The Commonwealth is Shopping for WarShips
« Reply #3 on: 25 May 2022, 18:25:31 »
@Alsadius
You've got an anachronism again.  Artemis IV is prototyped in 2592 a bit over a decade from the AU's date and doesn't spread from the Terran Hegemony until post-Helm.  There's basically no advanced tech except DHS, ferro-carbide and its precursors, compact cores, and capital weapons.  Unless Narc beacons can be used in aerospace combat.  I think they can only be used against ground targets, but I don't care about them enough to wait for my PDF reader to load. 

Ugh, got my wires crossed. I was thinking of the tech limits from FastConcentrate's threads, set about 200 years later.

In any case, just cut the Artemis. A bunch of LRM-20 mounts is still a perfectly good point defense option, and you can use the extra weight to go from 30 shots per launcher up to 36.

Vehrec

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Re: General War AU: The Commonwealth is Shopping for WarShips
« Reply #4 on: 26 May 2022, 21:55:57 »
I've got the *skeleton* of a ship to kill Farraguts all day.  Well, maybe not all day.  I think it can probably mess up a faragut pretty bad though, but it's so short legged it's *killing* me.

Code: [Select]
Archon Battleship
Mass: 1,800,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2580
Mass: 1,800,000
Battle Value: 304,041
Tech Rating/Availability: E/E-X-E-X
Cost: 23,613,518,000 C-bills

Fuel: 6,000 tons (15,000)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 7
KF Drive Integrity: 35
Heat Sinks: 9000
Structural Integrity: 125

Armor
    Nose: 620
    Fore Sides: 632/632
    Aft Sides: 632/632
    Aft: 465

Cargo
    Bay 1:  Fighter (72)            18 Doors 
    Bay 2:  Cargo (63136.0 tons)    4 Door   

Ammunition:
    1,376 rounds of Heavy N-Gauss ammunition (7 tons),
    600 rounds of LRM 20 ammunition (4 tons)

Dropship Capacity: 10
Grav Decks: 2 (100 m, 100 m)
Escape Pods: 21
Life Boats: 21
Crew:  86 officers, 319 enlisted/non-rated, 96 gunners, 144 bay personnel

Notes: Mounts 4,500 tons of ferro-carbide armor.

Weapons:                            Capital Attack Values (Standard)
Arc (Heat)                      Heat  SRV     MRV     LRV      ERV    Class       
Nose (1,018 Heat)
2 Naval Gauss (Heavy)           36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (100 shots)
2 Naval Gauss (Heavy)           36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (100 shots)
4 Naval PPC (Heavy)             900  60(600) 60(600) 60(600) 60(600)  Capital PPC
6 LRM 20                        36   7(72)   7(72)   7(72)     0(0)   LRM         
    LRM 20 Ammo (900 shots)
10 Small Laser                  10   3(30)    0(0)    0(0)     0(0)   Point Defense
FRS/FLS (458 Heat)
2 Naval Gauss (Heavy)           36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (100 shots)
2 Naval Gauss (Heavy)           36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (100 shots)
2 Naval Gauss (Heavy)           36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (100 shots)
4 Naval Laser 55                340  22(220) 22(220) 22(220) 22(220)  Capital Laser
10 Small Laser                  10   3(30)    0(0)    0(0)     0(0)   Point Defense
RBS/LBS (2,746 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
6 LRM 20                        36   7(72)   7(72)   7(72)     0(0)   LRM         
    LRM 20 Ammo (900 shots)
10 Small Laser                  10   3(30)    0(0)    0(0)     0(0)   Point Defense
ARS/ALS (458 Heat)
2 Naval Gauss (Heavy)           36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (96 shots)
2 Naval Gauss (Heavy)           36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (96 shots)
2 Naval Gauss (Heavy)           36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (96 shots)
4 Naval Laser 55                340  22(220) 22(220) 22(220) 22(220)  Capital Laser
10 Small Laser                  10   3(30)    0(0)    0(0)     0(0)   Point Defense
Aft (1,116 Heat)
4 Naval PPC (Heavy)             900  60(600) 60(600) 60(600) 60(600)  Capital PPC
2 Naval Laser 55                170  11(110) 11(110) 11(110) 11(110)  Capital Laser
6 LRM 20                        36   7(72)   7(72)   7(72)     0(0)   LRM         
    LRM 20 Ammo (900 shots)
10 Small Laser                  10   3(30)    0(0)    0(0)     0(0)   Point Defense

The proposed 'Archon Class' was far and away the most simplistic and basic of designs that met the requirements.  With the need to match the Farragut and Atreus classes came a need for a speed that could match both of them, while heavy armor was also used to maximize survivability.  Along it's spine, each ship had ten docking ports for dropships, while 4 wings of fighters could be embarked-typically two strike/scouting wings and two CAP wings to provide the ship with extra defenses.  While the ship carried 150 days of cruising fuel, it's flank speed of 2.5 gravities was often only theoretical, and in normal service captains and chief engineers were advised to not exceed 2 gravities for periods of more than 2 hours, as the ships engines would begin to steadily overheat and emmit engine-rich exhaust.  While overbuilt to an extent and able to tolerate this, such damage was always cause for a refit.  The engines in particular were always a testy element of the ships-each ship had 18 engines-four in wing-mounted clusters for additional steering authority, while the main 14 were closely linked in a central cluster that was vulnerable to hits.

Heat management for the Archon was not a major problem due to the heavy use of Naval Gauss Rifles, with a total of 28 overmatching the Farragut class by ten guns, while it's NPPCs in each broadside exceed the Farragut's, the massive radiators used by the class are able to deal with the heat.  Large naval lasers also give some extra dropship popping or lighter-ship harassing firepower.  Interestingly, the radiators used are graphene-silica types that are no better than the standards used for the last 300 years on starships.  The use of a regiment's worth of double heat sinks for each ship was ruled out in a rare case of cost-cutting.  While the power systems of the ship would indeed fail if every single weapon fired simultaneously, this was considered a position the ship should never need to find itself in.  In total, a proper broadside would consist of 6x2 naval gauss rifles, 3x4 capital NPPCs, and 2x4 NL55s.  If it all hit, it was estimated to be capable of blowing through a Farragut from left broadside to right, breaching all the armor on both sides as well as the ship's spine.  In contrast, the Farragut can't get through the main belt of the Archon in a single hammerblow of it's entire broadside-and much of that depends on short-range NACs.  At realistic combat ranges, with both ships maneuvering, it was expected that the Archon would pick the Farragut apart before those weapons could come to range.

However, such firepower and armor came at the cost of sustainment.  Archons were notorious for their small cargo holds, and would require forward bases to deploy effectively against enemy formations. Service aboard the Archon class was no picnic either-despite rumors of luxurious Archon Suites on each ship, in reality most of the crew were forced to hot bunk or use 'capsule quarters' designed by a New Kyoto firm that measured barely 3 meters by 1 by 1!  This monastic austerity was only relieved for senior enlisted and officers, and adding to the strain, one of the ships' two gravity decks was reserved for officers only.  Giving half the useful g-loaded space to just under 90 men made for a sometimes sour crew, and most captains relaxed this stance somewhat by inviting favored men into 'officer country' as rewards for good behavior and performance.  The cost of constructing a maximum battleship would also prove to be much higher than anticipated, leading to the numbers of the class always being smaller than the admiralty might prefer.  On the other hand, naming the ships after past Archons gave only 13 or 11 possible names to use.  Perhaps the small numbers of the class were a blessing in that they ensured political stability. 

Build time for the class was also long-unlike a Farragut with it's 20 months in the yards, or a late-block Attreus, where the FWLWS Hódmezovásárhely was stunt-built in just 18 months, the first Archons took nearly five years on the stocks to build, and while the time came down, industrial annalysts projected it would never fall below 30 months.  The reasons for this were manifold, but revolved primarily around the ship's engines, jump drive, and the massive number of heavy mag-drivers.  Cooling the massive castings and forgings for an electromagnet yoke took nearly a year, and the jump core was built by 'cold printing' a single enormous high purity crystal whose imperfections were managed to the naonmeter scale to create the largest single solid-state electronics component in history.  This took, quite naturally, a hell of a long time, and imperfections couldn't be fixed easily.
« Last Edit: 29 May 2022, 14:13:02 by Vehrec »
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Tyler Jorgensson

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Re: General War AU: The Commonwealth is Shopping for WarShips
« Reply #5 on: 29 May 2022, 12:28:22 »
The error in MML where it doesn’t show the Heat Sinks on your ship

Vehrec

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Re: General War AU: The Commonwealth is Shopping for WarShips
« Reply #6 on: 29 May 2022, 14:12:49 »
The error in MML where it doesn’t show the Heat Sinks on your ship

Ah beans, well it's got 9000 standard heat-sinks. 
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