Invader Warship
Mass: 152,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2470
Mass: 152,000
Battle Value: 1,160
Tech Rating/Availability: D/D-X-X-X
Cost: 6,435,929,000 C-bills
Fuel: 2,500 tons (12,500)
Safe Thrust: 1
Maximum Thrust: 2
Sail Integrity: 3
KF Drive Integrity: 8
Jump Range: 25
Heat Sinks: 140
Structural Integrity: 25
Armor
Nose: 7
Fore Sides: 7/7
Aft Sides: 6/6
Aft: 5
Cargo
Bay 1: Small Craft (6) 2 Doors
Bay 2: Fighter (6) 2 Doors
Bay 3: Cargo (4307.5 tons) 1 Door
Bay 4: Cargo (4307.0 tons) 1 Door
Ammunition:
None
Dropship Capacity: 3
Grav Decks: 1 (65 m)
Escape Pods: 13
Life Boats: 0
Crew: 13 officers, 63 enlisted/non-rated, 1 gunner, 42 bay personnel
Notes: Mounts 68.5 tons of primitive aerospace armor.
Weapons: Capital Attack Values (Standard)
Arc (Heat) Heat SRV MRV LRV ERV Class
FRS/FLS (8 Heat)
1 Large Laser 8 1(8) 1(8) 0(0) 0(0) Laser
In the same vein as the Explorator-class jumpship, this is an Invader "upgraded" to a 1/2 25 ly primitive jumpship.
It's got the same three hardpoints, but dropping to a 25 ly primitive jump core frees up thousands of tons, even if you factor in the amount eaten up by the new more powerful engine and the structural integrity. The fuel bunkerage is larger as well, 2500 tons, or 126 days of travel at 1G. It's got the legs to go really far out into the boonies if it wants to.
I also took the liberty of adding 4 more small craft bays for those private citizens who aren't wealthy enough to have their own dropship, but are still wealthy enough to have a personal spacecraft. This is in addition to the 2 smallcraft that a normal Invader would be carrying and using to resupply. Resupply is less of an issue since the ship doesn't need to putter around anymore. The transit drive is proper strong enough that if it needs to fill up on supplies, it can damn well go and get some.
I also added 6 fighter bays for defense.
The biggest difference is 8600 tons of cargo, which means it can straight carry more stuff and go more places without fear.