Register Register

Author Topic: Reven's Shipyards and Junk  (Read 1720 times)

RevenVrake

  • Master Sergeant
  • *
  • Posts: 302
  • When in doubt, alpha strike!
Reven's Shipyards and Junk
« on: 19 October 2021, 12:36:06 »
So I figured I'd make just one thread for everything I wanna experiment with.

*****

So I admit, I'm inspired by the fanfic "By the Horns" on here for this idea. Mostly the suggestion that Helena Vickers would really like to have had pesudo-pocket warships with her battleship in fighting off the SLDF.

Code: [Select]
Bullhead Patrol Dropship
Type: Military Spheriod
Mass: 50,000 tons
Technology Base: Inner Sphere (Standard)
Introduced: 2571
Mass: 50,000
Battle Value: 42,591
Tech Rating/Availability: E/D-E(F)-E-D
Cost: 1,595,059,200 C-bills

Dimensions
    Length: 300 Meters
    Width: 225 Meters
    Height: 225 Meters

Fuel: 2,100 tons (21,000)
Safe Thrust: 3
Maximum Thrust: 5
Heat Sinks: 500
Structural Integrity: 150

Armor
    Nose: 1505
    Sides: 1205/1205
    Aft: 1005

Cargo
    Bay 1:  Fighter (20)            4 Doors   
    Bay 2:  Small Craft (2)         2 Doors   
    Bay 3:  Cargo (5070.5 tons)     1 Door   

Ammunition:
    11,250 rounds of AC/2 ammunition (250 tons),
    100 rounds of Killer Whale ammunition (5,000 tons),
    1,250 rounds of AC/20 ammunition (250 tons),
    1,200 rounds of LRM 20 ammunition (200 tons),
    80 rounds of Barracuda ammunition (4800 tons)

Escape Pods: 15
Life Boats: 15
Crew:  15 officers, 58 gunners, 50 bay personnel, 20 passengers, 60 marines

Notes: Mounts 540 tons of standard aerospace armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV     ERV   Class       
Nose (239 Heat)
10 Capital Missile Launcher (Killer Whale)  200  40(400) 40(400) 40(400) 40(400)Capital Missile
    Killer Whale Ammo (100 shots)
4 LRM 20                                    24   5(48)   5(48)   5(48)    0(0)  LRM         
    LRM 20 Ammo (300 shots)
5 Medium Laser                              15   3(25)    0(0)    0(0)    0(0)  Laser       
RS/LS Fwd (125 Heat)
4 Capital Missile Launcher (Barracuda)      40   8(80)   8(80)   8(80)   8(80)  Capital Missile
    Barracuda Ammo (40 shots)
15 AC/2                                     15   3(30)   3(30)   3(30)   3(30)  AC         
    AC/2 Ammo (2250 shots)
5 AC/20                                     35   10(100)  0(0)    0(0)    0(0)  AC         
    AC/20 Ammo (250 shots)
20 Small Laser                              20   6(60)    0(0)    0(0)    0(0)  Point Defense
5 Medium Laser                              15   3(25)    0(0)    0(0)    0(0)  Laser       
RS/LS Aft (109 Heat)
15 AC/2                                     15   3(30)   3(30)   3(30)   3(30)  AC         
    AC/2 Ammo (2250 shots)
4 LRM 20                                    24   5(48)   5(48)   5(48)    0(0)  LRM         
    LRM 20 Ammo (300 shots)
5 AC/20                                     35   10(100)  0(0)    0(0)    0(0)  AC         
    AC/20 Ammo (250 shots)
20 Small Laser                              20   6(60)    0(0)    0(0)    0(0)  Point Defense
5 Medium Laser                              15   3(25)    0(0)    0(0)    0(0)  Laser       
Aft (89 Heat)
15 AC/2                                     15   3(30)   3(30)   3(30)   3(30)  AC         
    AC/2 Ammo (2250 shots)
4 LRM 20                                    24   5(48)   5(48)   5(48)    0(0)  LRM         
    LRM 20 Ammo (300 shots)
5 AC/20                                     35   10(100)  0(0)    0(0)    0(0)  AC         
    AC/20 Ammo (250 shots)
5 Medium Laser                              15   3(25)    0(0)    0(0)    0(0)  Laser       

So this idea is that the Bullhead serves as warship without a jumpdrive. It has a thrust value of 3/5, which makes it usual the equal of most dropship (And a good deal faster than a lot of them). The 50 Megaton vessel has fairly limited space aboard, with barely over 5000 tons cargo and carrying twenty aerospace fighters. This is mostly because the Bullhead packs no less than ten Killer Whale missile tubes and eight Barracuda missile tubes. Each with a ten round magazine.

Thus a small patrol dropship, as the Taurian's call it. The term "Pocket Warship" hadn't been invented yet although it does fit that role as well.

Secondary weapons are clusters of AC/2s, the longest range anti-fighter weapon the Taurians could fit in large numbers. And in the numbers fitted it can also do some serious damage to any dropship that comes into range. The nose and aft sections also sport LRM-20 racks and for really close combat the Bullhead has five gun AC/20 bays covering everything but the nose. Medium Lasers form the next line of defense with Small Lasers as the last ditch point defense weaponry.

*****

So, pocket warship in the Star League era. Mostly reliant on missiles and even though the nose of the dropship is heavily armored it's not gonna stand up well to a big warship. Now if you have numbers on your side...

Also, funny note. As its only 50 Megatons, it should be able to land on a planet, something no warship can do!

RevenVrake

  • Master Sergeant
  • *
  • Posts: 302
  • When in doubt, alpha strike!
Re: Reven's Shipyards and Junk
« Reply #1 on: 22 October 2021, 03:25:43 »
You know, ever since I saw the Outpost class of dropship for Hell's Horses I've wanted to do something similar...just bigger  >:D

Code: [Select]
Castle Class Dropship
Type: Military Spheriod
Mass: 25,000 tons
Technology Base: Clan (Advanced)
Introduced: 3156
Mass: 25,000
Battle Value: 14,169
Tech Rating/Availability: F/X-X-X-D
Cost: 1,055,180,000 C-bills

Fuel: 750 tons (15,000)
Safe Thrust: 2
Maximum Thrust: 3
Heat Sinks: 223 (446)
Structural Integrity: 35

Armor
    Nose: 655
    Sides: 550/550
    Aft: 501

Cargo
    Bay 1:  Mech (30)               2 Doors   
    Bay 2:  Heavy Vehicle (30)      1 Door   
    Bay 3:  Fighter (30)            2 Doors   
    Bay 4:  BattleArmor (Clan) (30) 1 Door   
    Bay 5:  Protomech (25)          1 Door   
    Bay 6:  Cargo (2000.0 tons)     1 Door   

Ammunition:
    400 rounds of Arrow IV ammunition (80 tons)

Escape Pods: 10
Life Boats: 10
Crew:  7 officers, 2 enlisted/non-rated, 26 gunners, 690 bay personnel, 50 passengers, 10 BA marines

Notes: Mounts 126 tons of ferro-aluminum armor.

Weapons:                         Capital Attack Values (Standard)
Arc (Heat)                   Heat  SRV     MRV     LRV     ERV   Class       
Nose (180 Heat)
4 ER Large Laser             48   4(40)   4(40)   4(40)   4(40)  Laser       
4 ER Large Laser             48   4(40)   4(40)   4(40)   4(40)  Laser       
2 Sub-Capital Laser (SCL/3)  64   6(60)   6(60)    0(0)    0(0)  Sub-Capital Laser
4 Laser AMS                  20   1(12)    0(0)    0(0)    0(0)  AMS         
RS/LS Fwd (200 Heat)
4 ER Large Laser             48   4(40)   4(40)   4(40)   4(40)  Laser       
4 ER Large Laser             48   4(40)   4(40)   4(40)   4(40)  Laser       
2 Sub-Capital Laser (SCL/3)  64   6(60)   6(60)    0(0)    0(0)  Sub-Capital Laser
2 Arrow IV                   20    0(0)    0(0)    0(0)    0(0)  Artillery   
    Arrow IV Ammo (100 shots)
4 Laser AMS                  20   1(12)    0(0)    0(0)    0(0)  AMS         
RS/LS Aft (200 Heat)
4 ER Large Laser             48   4(40)   4(40)   4(40)   4(40)  Laser       
4 ER Large Laser             48   4(40)   4(40)   4(40)   4(40)  Laser       
2 Sub-Capital Laser (SCL/3)  64   6(60)   6(60)    0(0)    0(0)  Sub-Capital Laser
2 Arrow IV                   20    0(0)    0(0)    0(0)    0(0)  Artillery   
    Arrow IV Ammo (100 shots)
4 Laser AMS                  20   1(12)    0(0)    0(0)    0(0)  AMS         
Aft (160 Heat)
4 ER Large Laser             48   4(40)   4(40)   4(40)   4(40)  Laser       
4 ER Large Laser             48   4(40)   4(40)   4(40)   4(40)  Laser       
2 Sub-Capital Laser (SCL/3)  64   6(60)   6(60)    0(0)    0(0)  Sub-Capital Laser

Thus, the Castle Class of Dropship!

Heavily armored, the Castle is the Hell's Horses new expensive home away from home. At 25 K-Tons she's huge for a military dropship, but she has interesting capacity. She can carry, thirty omnimechs, 30 heavy vehicles, 30 aerospace fighters, thirty squads of battlearmor and a full star (25) of Protomechs to boot! 126 tons of Ferro-Aluminum wrap the massive dropship in a fairly thick shell of protection. To ward off attacks the dropship has a bevy of ER Large Lasers, eight in each facing. These are backed up by no less than eight Arrow IV launchers, each with a 50 round magazine. Thus AA Missiles and regular homing variety are to be expected. As if that wasn't enough, Sub-Capital Lasers also form a shield of defense against dropships (or anything else that dares to get into their targeting optics...). Finally, every facing except aft have four Laser AMS.

The Castle is a very rare sight in Hell's Horses space, the sheer size of these dropships making them attractive targets as they can carry extensive forces for the increasingly combined-arms focused Horses.

truetanker

  • Lieutenant Colonel
  • *
  • Posts: 8356
  • Clan Hells Horses 666th Mech. Assualt Cluster
Re: Reven's Shipyards and Junk
« Reply #2 on: 22 October 2021, 08:41:31 »
I like her!

Tho personally, I would have made due with a single SC/3 in the rear, dropping the few DHS to add a conventional Light Vehicle bays my self. A single Binary worth and add the afore mentioned LAMS to the rear, keeping it to two Binaries of tanks, triple Trinary of mech, the Proto Star, the Cluster of BA, but add in some PBI...  With an Aero Binary for support and another Aero Star as a full CAP, pretty sure it's gonna feel like a hell stampede!

TT
Khan, Clan Iron Dolphin
Azeroth Pocketverse
That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
Nav_Alpha: That THING... that is horrid
~ Nav_Alpha on 10 October 2016

RevenVrake

  • Master Sergeant
  • *
  • Posts: 302
  • When in doubt, alpha strike!
Re: Reven's Shipyards and Junk
« Reply #3 on: 23 October 2021, 20:02:48 »
Now this mostly has to do with the Bullhead I designed above. I was thinking, if the Taurian's had a bunch of them, how did they move them around? Especially if they wanted a small fleet to pop up in an area?

Code: [Select]
Wagon Train Heavy Transport
Mass: 750,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2571
Mass: 750,000
Battle Value: 35,915
Tech Rating/Availability: E/D-X-E-F
Cost: 18,902,488,000 C-bills

Dimensions
    Length: 1125 Meters

Fuel: 30,000 tons (75,000)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 5
KF Drive Integrity: 16
Heat Sinks: 1,500
Structural Integrity: 35

Armor
    Nose: 40
    Fore Sides: 40/40
    Aft Sides: 40/40
    Aft: 34

Cargo
    Bay 1:  Fighter (36)            4 Doors   
    Bay 2:  Small Craft (20)        4 Doors   
    Bay 3:  Cargo (150693.0 tons)   1 Door   

Ammunition:
    8,000 rounds of AC/5 ammunition (400 tons),
    80,000 rounds of Machine Gun ammunition (400 tons),
    160 rounds of Barracuda ammunition (4,800 tons),
    2,400 rounds of LRM 20 ammunition (400 tons)

Dropship Capacity: 15
Grav Decks: 2 (250 m, 250 m)
Escape Pods: 35
Life Boats: 35
Crew:  50 officers, 145 enlisted/non-rated, 87 gunners, 172 bay personnel, 20 passengers, 60 marines

Notes: Mounts 525 tons of standard aerospace armor.

Weapons:                                    Capital Attack Values (Standard)
Arc (Heat)                              Heat  SRV     MRV     LRV      ERV    Class       
Nose (70 Heat)
40 Machine Gun                           0   8(80)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (20000 shots)
5 LRM 20                                30   6(60)   6(60)   6(60)     0(0)   LRM         
    LRM 20 Ammo (600 shots)
5 Large Laser                           40   4(40)   4(40)    0(0)     0(0)   Laser       
FRS/FLS (636 Heat)
4 Naval Laser 45                        280  18(180) 18(180) 18(180) 18(180)  Capital Laser
4 Naval Laser 45                        280  18(180) 18(180) 18(180) 18(180)  Capital Laser
4 AC/5                                   4   2(20)   2(20)    0(0)     0(0)   AC         
    AC/5 Ammo (2000 shots)
4 Capital Missile Launcher (Barracuda)  40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Barracuda Ammo (40 shots)
4 Large Laser                           32   3(32)   3(32)    0(0)     0(0)   Laser       
RBS/LBS (70 Heat)
40 Machine Gun                           0   8(80)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (20000 shots)
5 LRM 20                                30   6(60)   6(60)   6(60)     0(0)   LRM         
    LRM 20 Ammo (600 shots)
5 Large Laser                           40   4(40)   4(40)    0(0)     0(0)   Laser       
ARS/ALS (636 Heat)
4 Naval Laser 45                        280  18(180) 18(180) 18(180) 18(180)  Capital Laser
4 Naval Laser 45                        280  18(180) 18(180) 18(180) 18(180)  Capital Laser
4 AC/5                                   4   2(20)   2(20)    0(0)     0(0)   AC         
    AC/5 Ammo (2000 shots)
4 Capital Missile Launcher (Barracuda)  40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Barracuda Ammo (40 shots)
4 Large Laser                           32   3(32)   3(32)    0(0)     0(0)   Laser       
Aft (70 Heat)
40 Machine Gun                           0   8(80)    0(0)    0(0)     0(0)   Point Defense
    Machine Gun Ammo (20000 shots)
5 LRM 20                                30   6(60)   6(60)   6(60)     0(0)   LRM         
    LRM 20 Ammo (600 shots)
5 Large Laser                           40   4(40)   4(40)    0(0)     0(0)   Laser       

Now, weapons wise, for a 750 M-Ton vessel, the Wagon Train is woefully under-equipped. Its only capital weapons are 32 Naval Laser/45s and 16 Barracuda missile launchers. Conventional weaponry is pretty much everywhere however.

No the Wagon Train's real weaponry is the fifteen dock collars slapped onto the ship and its massive fuel reserve and cargo bays. Called a heavy transport, in truth the Wagon Train is just short of being a tender for up to fifteen Bullhead Patrol Dropships at once. While it cannot repair their outer armor, it can refuel and reload them. Twenty small craft assist with reloading the dropships or boarding the vessels that surrender to the dropships while it has a personal CAP of 36 aerospace fighters.

Dragon Cat

  • Lieutenant Colonel
  • *
  • Posts: 7161
  • Not Dead Until I Say So
Re: Reven's Shipyards and Junk
« Reply #4 on: 23 October 2021, 21:44:09 »
Interesting ideas
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.

RevenVrake

  • Master Sergeant
  • *
  • Posts: 302
  • When in doubt, alpha strike!
Re: Reven's Shipyards and Junk
« Reply #5 on: 25 October 2021, 19:22:22 »
So I read in a thread somewhere "Where are the people movers?" and that gave me ideas. I then read about Clan Snow Raven's "Arkships" they had built in the Dark Ages to transport their civilians.

So I was inspired.

Code: [Select]
Ark Class Transport
Mass: 2,500,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2572
Mass: 2,500,000
Battle Value: 48,579
Tech Rating/Availability: E/E-X-E-F
Cost: 21,476,548,000 C-bills

Fuel: 50,000 tons (125,000)
Safe Thrust: 1
Maximum Thrust: 2
Sail Integrity: 9
KF Drive Integrity: 48
Heat Sinks: 2,000
Structural Integrity: 40

Armor
    Nose: 282
    Fore Sides: 265/265
    Aft Sides: 265/265
    Aft: 282

Cargo
    Bay 1:  Fighter (24)            3 Doors   
    Bay 2:  Small Craft (100)       15 Doors 
    Bay 3:  Cargo (560839.0 tons)   15 Doors 

Ammunition:
None

Dropship Capacity: 8
Grav Decks: 10 (250 m, 250 m, 250 m, 250 m, 250 m, 250 m, 250 m, 250 m, 250 m, 250 m)
Escape Pods: 0
Life Boats: 9,500
Crew:  105 officers, 440 enlisted/non-rated, 72 gunners, 548 bay personnel, 50000 passengers, 500 marines

Notes: Mounts 2,000 tons of ferro-carbide armor.

Weapons:              Capital Attack Values (Standard)
Arc (Heat)        Heat  SRV     MRV     LRV      ERV    Class       
Nose (402 Heat)
4 Large Laser     32   3(32)   3(32)    0(0)     0(0)   Laser       
10 Small Laser    10   3(30)    0(0)    0(0)     0(0)   Point Defense
10 Small Laser    10   3(30)    0(0)    0(0)     0(0)   Point Defense
5 Naval Laser 45  350  23(225) 23(225) 23(225) 23(225)  Capital Laser
FRS/FLS (402 Heat)
4 Large Laser     32   3(32)   3(32)    0(0)     0(0)   Laser       
10 Small Laser    10   3(30)    0(0)    0(0)     0(0)   Point Defense
10 Small Laser    10   3(30)    0(0)    0(0)     0(0)   Point Defense
5 Naval Laser 45  350  23(225) 23(225) 23(225) 23(225)  Capital Laser
RBS/LBS (402 Heat)
4 Large Laser     32   3(32)   3(32)    0(0)     0(0)   Laser       
10 Small Laser    10   3(30)    0(0)    0(0)     0(0)   Point Defense
10 Small Laser    10   3(30)    0(0)    0(0)     0(0)   Point Defense
5 Naval Laser 45  350  23(225) 23(225) 23(225) 23(225)  Capital Laser
ARS/ALS (402 Heat)
4 Large Laser     32   3(32)   3(32)    0(0)     0(0)   Laser       
10 Small Laser    10   3(30)    0(0)    0(0)     0(0)   Point Defense
10 Small Laser    10   3(30)    0(0)    0(0)     0(0)   Point Defense
5 Naval Laser 45  350  23(225) 23(225) 23(225) 23(225)  Capital Laser
Aft (402 Heat)
4 Large Laser     32   3(32)   3(32)    0(0)     0(0)   Laser       
10 Small Laser    10   3(30)    0(0)    0(0)     0(0)   Point Defense
10 Small Laser    10   3(30)    0(0)    0(0)     0(0)   Point Defense
5 Naval Laser 45  350  23(225) 23(225) 23(225) 23(225)  Capital Laser

Yes I know, 2.5 Million tons is huge but I wanted to go big. And I think having a ship able to transport fifty thousand civilians should be pretty big! Now I could have made it transport a hundred thousand passengers but I couldn't do that and have enough Lifeboats for everyone on the ship. Given this is supposed to be a mobile city in space, having enough lifeboats was a very important thing for me. Her armor is huge to protect the civilians and she carries a lot of marines to ensure no mutiny would seize the important parts of the ship.

The idea I had is for an AU with a periphery nation set out farther than the Taurians who mostly settle on ships and decide to build very big ships taking advantage of a massive Germianium deposit. These Arks serve as mobile cities that anchor near mining colonies to hold their civilians and families.   

Tyler Jorgensson

  • Captain
  • *
  • Posts: 2059
Re: Reven's Shipyards and Junk
« Reply #6 on: 26 October 2021, 10:57:11 »
So regarding my the Castle: where’s the Long Toms or Cruise Missiles ? Lol. But seriously I like it (the BA bays are weird for Clan formations). I also personally would have added another mech Trinary and infantry bay like TT said but it would of course be an even juicer target. Regardless: very nice!

RevenVrake

  • Master Sergeant
  • *
  • Posts: 302
  • When in doubt, alpha strike!
Re: Reven's Shipyards and Junk
« Reply #7 on: 26 October 2021, 11:20:57 »
So regarding my the Castle: where’s the Long Toms or Cruise Missiles ? Lol. But seriously I like it (the BA bays are weird for Clan formations). I also personally would have added another mech Trinary and infantry bay like TT said but it would of course be an even juicer target. Regardless: very nice!

I'd have to up the size to maybe 50k in tonnage and at that point...yeah it would be one of the largest if not the largest dropship meant to transport troops to the ground. And its cost would be huge to compensate!

But why the hell not?

Code: [Select]
Super Castle Dropship
Type: Military Spheriod
Mass: 50,000 tons
Technology Base: Clan (Experimental)
Introduced: 3155
Mass: 50,000
Battle Value: 32,476
Tech Rating/Availability: F/X-X-X-E
Cost: 2,237,088,000 C-bills

Fuel: 2,000 tons (20,000)
Safe Thrust: 3
Maximum Thrust: 5
Heat Sinks: 500 (1000)
Structural Integrity: 105

Armor
    Nose: 1240
    Sides: 1240/1240
    Aft: 1236

Cargo
    Bay 1:  Light Vehicle (20)      1 Door   
    Bay 2:  Heavy Vehicle (30)      1 Door   
    Bay 3:  BattleArmor (Clan) (20) 1 Door   
    Bay 4:  Infantry (Motorized) (210)1 Door   
    Bay 5:  Fighter (25)            1 Door   
    Bay 6:  Protomech (25)          1 Door   
    Bay 7:  Mech (45)               1 Door   
    Bay 8:  Cargo (7772.5 tons)     1 Door   

Ammunition:
    1,200 rounds of Streak LRM 20 ammunition (200 tons),
    160 rounds of Light SCC ammunition (80 tons),
    1,000 rounds of Arrow IV ammunition (200 tons),
    1,250 rounds of Long Tom Cannon ammunition (250 tons),
    900 rounds of Hyper-Assault Gauss Rifle/40 ammunition (300 tons)

Escape Pods: 20
Life Boats: 20
Crew:  15 officers, 35 enlisted/non-rated, 23 gunners, 1500 bay personnel, 20 BA marines

Notes: Mounts 378 tons of ferro-aluminum armor.

Weapons:                                           Capital Attack Values (Standard)
Arc (Heat)                                     Heat  SRV     MRV     LRV     ERV   Class       
Nose (217 Heat)
4 Sub-Capital Laser (SCL/1)                    96   4(40)   4(40)   4(40)    0(0)  Sub-Capital Laser
4 ER Large Laser                               48   4(40)   4(40)   4(40)   4(40)  Laser       
4 Sub-Capital Cannon (Light)                   48   8(80)   8(80)   8(80)    0(0)  Sub-Capital Cannon
    Light SCC Ammo (160 shots)
5 Laser AMS                                    25   2(15)    0(0)    0(0)    0(0)  AMS         
RS/LS Fwd (219 Heat)
8 ER Large Laser                               96   8(80)   8(80)   8(80)   8(80)  Laser       
2 Streak LRM 20                                12   4(40)   4(40)   4(40)    0(0)  LRM         
    Streak LRM 20 Ammo (300 shots)
2 Arrow IV                                     20    0(0)    0(0)    0(0)    0(0)  Artillery   
    Arrow IV Ammo (250 shots)
2 HAG/40                                       16   6(64)   5(48)   5(48)    0(0)  AC         
    Hyper-Assault Gauss Rifle/40 Ammo (180 shots)
2 Long Tom Cannon                              40   4(40)   4(40)   4(40)    0(0)  AC         
    Long Tom Cannon Ammo (250 shots)
5 Laser AMS                                    25   2(15)    0(0)    0(0)    0(0)  AMS         
2 ER Medium Laser                              10   1(14)   1(14)    0(0)    0(0)  Laser       
RS/LS Aft (219 Heat)
8 ER Large Laser                               96   8(80)   8(80)   8(80)   8(80)  Laser       
2 Streak LRM 20                                12   4(40)   4(40)   4(40)    0(0)  LRM         
    Streak LRM 20 Ammo (300 shots)
2 Arrow IV                                     20    0(0)    0(0)    0(0)    0(0)  Artillery   
    Arrow IV Ammo (250 shots)
2 HAG/40                                       16   6(64)   5(48)   5(48)    0(0)  AC         
    Hyper-Assault Gauss Rifle/40 Ammo (180 shots)
2 Long Tom Cannon                              40   4(40)   4(40)   4(40)    0(0)  AC         
    Long Tom Cannon Ammo (250 shots)
5 Laser AMS                                    25   2(15)    0(0)    0(0)    0(0)  AMS         
2 ER Medium Laser                              10   1(14)   1(14)    0(0)    0(0)  Laser       
Aft (177 Heat)
8 ER Large Laser                               96   8(80)   8(80)   8(80)   8(80)  Laser       
2 HAG/40                                       16   6(64)   5(48)   5(48)    0(0)  AC         
    Hyper-Assault Gauss Rifle/40 Ammo (180 shots)
2 Long Tom Cannon                              40   4(40)   4(40)   4(40)    0(0)  AC         
    Long Tom Cannon Ammo (250 shots)
5 Laser AMS                                    25   2(15)    0(0)    0(0)    0(0)  AMS         

Oh so I went so very much bigger! More armor! More Weapons! More Bays! And so very much more expensive and likely to eat a nuke than try to destroy something like this the conventional way...
« Last Edit: 26 October 2021, 11:48:24 by RevenVrake »

Tyler Jorgensson

  • Captain
  • *
  • Posts: 2059
Re: Reven's Shipyards and Junk
« Reply #8 on: 26 October 2021, 11:35:30 »
I'd have to up the size to maybe 50k in tonnage and at that point...yeah it would be one of the largest if not the largest dropship meant to transport troops to the ground. And its cost would be huge to compensate!
.

Oh yeah I mean at that point why not just use converted Mammoths lol

idea weenie

  • Major
  • *
  • Posts: 3526
Re: Reven's Shipyards and Junk
« Reply #9 on: 27 October 2021, 02:49:56 »
So I admit, I'm inspired by the fanfic "By the Horns" on here for this idea. Mostly the suggestion that Helena Vickers would really like to have had pesudo-pocket warships with her battleship in fighting off the SLDF.

Code: [Select]
Bullhead Patrol Dropship
Type: Military Spheriod
Mass: 50,000 tons
Technology Base: Inner Sphere (Standard)
Introduced: 2571
Mass: [u]50,000[/u]
 

So this idea is that the Bullhead serves as warship without a jumpdrive. It has a thrust value of 3/5, which makes it usual the equal of most dropship (And a good deal faster than a lot of them). The 50 Megaton vessel has fairly limited space aboard, with barely over 5000 tons cargo and carrying twenty aerospace fighters. This is mostly because the Bullhead packs no less than ten Killer Whale missile tubes and eight Barracuda missile tubes. Each with a ten round magazine.

*****

Also, funny note. As its only 50 Megatons, it should be able to land on a planet, something no warship can do!

Nitpick: kilotons, not Megatons

Very ammo-dependent, so it can't engage for a long period of time.  I can see these being sent into a fight, then having to return to base (or the Wagon Train Heavy Transport) after the battle due to lack of ammo.  Would it be possible to remove some of the AC2 or AC20 to add a few Large Lasers or PPCs, to give you an ammo-free long-range weapon?

The Wagon Train has one detail that to me should be changed, its AC/5 armament does not match up with the AC/2 and AC/20 that the Bullhead uses.  I could see a lot more flexibility if the Wagon Train was using the same ammunition as the Bullhead.  Otherwise you could get into a situation where the Wagon Train had full autocannon ammunition, but the Bullheads were out of autocannon ammunition.  To me the Bullheads need to either get changed to a pure AC/5 armament, or the Wagon Train needs to get changed to the AC2 / AC20 armament.

RevenVrake

  • Master Sergeant
  • *
  • Posts: 302
  • When in doubt, alpha strike!
Re: Reven's Shipyards and Junk
« Reply #10 on: 30 October 2021, 17:44:56 »
Nitpick: kilotons, not Megatons

Very ammo-dependent, so it can't engage for a long period of time.  I can see these being sent into a fight, then having to return to base (or the Wagon Train Heavy Transport) after the battle due to lack of ammo.  Would it be possible to remove some of the AC2 or AC20 to add a few Large Lasers or PPCs, to give you an ammo-free long-range weapon?

The Wagon Train has one detail that to me should be changed, its AC/5 armament does not match up with the AC/2 and AC/20 that the Bullhead uses.  I could see a lot more flexibility if the Wagon Train was using the same ammunition as the Bullhead.  Otherwise you could get into a situation where the Wagon Train had full autocannon ammunition, but the Bullheads were out of autocannon ammunition.  To me the Bullheads need to either get changed to a pure AC/5 armament, or the Wagon Train needs to get changed to the AC2 / AC20 armament.

I put in the AC/2s as they're one of the only weapons in this time era to actually reach extreme range brackets for combat. The AC/5 doesn't quite reach far enough to work and thus I'm loathed to change them on the Bullhead. Changing the AC/5s on the Wagon Train would be doable however.

RevenVrake

  • Master Sergeant
  • *
  • Posts: 302
  • When in doubt, alpha strike!
Re: Reven's Shipyards and Junk
« Reply #11 on: 30 October 2021, 18:56:10 »
So this is another attempt at an Aerospace fighter, an early one.

I fully admit to being a newbie at building Aerospace fighters, I don't fully understand the rules yet but I'm hoping to get to that point quickly.

Code: [Select]
Trident Aerospace Fighter

Mass: 75 tons
Frame: Unknown
Power Plant: 300 Fusion
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Armor: Standard
Armament:
     2 Medium Laser
     3 Large Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 2570
Tech Rating/Availability: D/C-E-D-D
Cost: 3,939,306 C-bills

Type: Trident Aerospace Fighter
Technology Base: Inner Sphere (Standard)
Tonnage: 75
Battle Value: 1,407

Equipment                                          Mass
Engine                        300 Fusion             19
Safe Thrust: 6
Max Thrust: 9
Structural Integrity:         0                       
Heat Sinks:                   24                     14
Fuel:                         480                   6.0
Cockpit                                               3
Armor Factor                  256                    16

                           Armor   
                           Value   
     Nose                    72   
     Wings                 65/65   
     Aft                     54   


Weapons
and Ammo              Location   Tonnage  Heat   SRV  MRV  LRV  ERV
Large Laser             RWG       5.0      8      8    8    0    0 
Large Laser             NOS       5.0      8      8    8    0    0 
Large Laser             LWG       5.0      8      8    8    0    0 
2 Medium Laser          AFT       2.0      3      5    0    0    0 

So, early aerospace fighter. I read that really 6/9 is the right speed level to aim for actual space combat. I had this mental image of a triple Large Laser array with 1 in each wing and 1 in the nose so I went with that (and the name came to naturally). But what I played around with was the armor (the tonnage shifted from 65-75 quite a bit) and the rear lasers. I kept wanting more armor for thresholding protection...but I also wanted at least a pair of rear guns for protection. >.<

RevenVrake

  • Master Sergeant
  • *
  • Posts: 302
  • When in doubt, alpha strike!
Re: Reven's Shipyards and Junk
« Reply #12 on: 07 November 2021, 12:18:05 »
The Dallas was an experimental design proposed to the massive SLDF in the last days of 2723. The design, using many components from the much large Texas class of battleship, was to be focused on escort duties mainly in the still patrolled Periphery nations.

Code: [Select]
Dallas Class Escort Cruiser
Mass: 750,000 tons
Use: SLDF
Technology Base: Inner Sphere (Advanced)
Introduced: 2723
Mass: 750,000
Battle Value: 92,749
Tech Rating/Availability: E/E-X-E-F
Cost: 9,115,726,000 C-bills

Dimensions
    Length: 700 Meters
    Width: 250 Meters
    Height: 210 Meters

Fuel: 25,000 tons (62,500)
Safe Thrust: 2
Maximum Thrust: 3
Sail Integrity: 5
KF Drive Integrity: 16
Heat Sinks: 3000 (6000)
Structural Integrity: 90

Armor
    Nose: 210
    Fore Sides: 205/205
    Aft Sides: 180/180
    Aft: 154

Cargo
    Bay 1:  Fighter (16)            2 Doors   
    Bay 2:  Small Craft (10)        2 Doors   
    Bay 3:  Cargo (77573.0 tons)    1 Door   

Ammunition:
    80 rounds of AR10 Killer Whale ammunition (4,000 tons),
    48,000 rounds of Anti-Missile System [IS] ammunition (4,000 tons),
    160 rounds of AR10 Barracuda ammunition (4,800 tons),
    80 rounds of AR10 White Shark ammunition (3,200 tons)

Dropship Capacity: 2
Grav Decks: 2 (250 m, 250 m)
Escape Pods: 30
Life Boats: 30
Crew:  55 officers, 140 enlisted/non-rated, 110 gunners, 82 bay personnel, 100 passengers, 150 marines

Notes: Mounts 1,350 tons of ferro-carbide armor.

Weapons:                                         Capital Attack Values (Standard)
Arc (Heat)                                   Heat  SRV     MRV     LRV      ERV    Class       
Nose (385 Heat)
35 Anti-Missile System                       35   11(105)  0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (12000 shots)
20 ER Large Laser                            240  16(160) 16(160) 16(160)   0(0)   Laser       
20 Medium Pulse Laser                        80   12(120)  0(0)    0(0)     0(0)   Pulse Laser
10 Flamer                                    30   2(20)    0(0)    0(0)     0(0)   Point Defense
FRS/FLS (2,640 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 45                             280  18(180) 18(180) 18(180) 18(180)  Capital Laser
4 Naval Laser 45                             280  18(180) 18(180) 18(180) 18(180)  Capital Laser
4 Naval Laser 45                             280  18(180) 18(180) 18(180) 18(180)  Capital Laser
RBS/LBS (385 Heat)
35 Anti-Missile System                       35   11(105)  0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (12000 shots)
20 ER Large Laser                            240  16(160) 16(160) 16(160)   0(0)   Laser       
20 Medium Pulse Laser                        80   12(120)  0(0)    0(0)     0(0)   Pulse Laser
10 Flamer                                    30   2(20)    0(0)    0(0)     0(0)   Point Defense
ARS/ALS (1,804 Heat)
2 Capital Missile Launcher (AR10 Launcher)   40   4(40)   4(40)   4(40)    4(40)   AR10       
    AR10 White Shark Ammo (40 shots)
    AR10 Killer Whale Ammo (40 shots)
    AR10 Barracuda Ammo (80 shots)
4 Naval Laser 45                             280  18(180) 18(180) 18(180) 18(180)  Capital Laser
4 Naval Laser 45                             280  18(180) 18(180) 18(180) 18(180)  Capital Laser
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
2 ER Large Laser                             24   2(16)   2(16)   2(16)     0(0)   Laser       
Aft (385 Heat)
35 Anti-Missile System                       35   11(105)  0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (12000 shots)
20 ER Large Laser                            240  16(160) 16(160) 16(160)   0(0)   Laser       
20 Medium Pulse Laser                        80   12(120)  0(0)    0(0)     0(0)   Pulse Laser
10 Flamer                                    30   2(20)    0(0)    0(0)     0(0)   Point Defense

Thus, the cruiser design was mainly focused around a primary energy weapons armament, with its main guns being 24 Heavy Naval PPCs (16 of them facing forwards and 8 facing aft). Backing up those guns was an array of 45cm Naval Lasers (24 in the forward arcs and 24 in the aft arcs). This gave the craft great all around firepower, although the lack of any form of autocannon meant its overall damage was lower than comparable craft. 4 AR-10 launchers comprise the sole capital grade ammunition using weapon, with 2 in each side rear arc. Ammunition was lavish, mostly focused on the Barracuda Missile for anti-aerospace fighter duty. But the Dallas was also odd in its secondary weapons battery, which was very considerable. AMS was heavily provided as it was forseen by the builder that a rebelling Periphery nation might not posses much in warships but would likely have aerospace fighters and those would likely carry nuclear warheads. Thus the ship was built with amazing all round AMS coverage. No less than four thousand tons of AMS ammo was squeezed into the hull as well. 80 ER Large Lasers and 80 Medium Pulse lasers also try to swat any fighter than manages to get by the 45cm lasers and Barracudas. The final oddity was the craft's 'anti-boarding' system. This was the result of mounting 40 flamer units on the outside of the hull. It was suggested that a crafty rebel force might try to hide inside a dropship or other craft and launch a "Human Wave" attack in space suits to board a ship. Thus, the Dallas could quite literally "Burn the space around it to a crisp" at a moments notice with its massed defensive flamer units.

The craft carried generally average amount of cargo but it had a truly massive amount of fuel, no less than twenty five thousand tons of it. This was foreseen to be needed as in the far reaches resupply of fuel might be difficult to obtain.

The craft also had provisions for 100 'passengers', although this actually meant the vessel could transport 100 Prisoners easily, covered by its 150 strong marine boarding force.

Similar to its early big brother the Texas, the Dallas has a heavy coating of 1350 tons of Ferro-Carbide covering a SI of 90. Sixteen Aerospace fighters and ten small craft can be carried as well as two dropships.

However the Dallas, meant to be used mostly outside the Terran Hegemony, wasn't found to be attractive enough for the SLDF to place an order and the design wasn't offered to the great houses. This is mostly because this mere 'escort' cruiser would cost over a billion more to produce than the Texas herself despite being less than half the tonnage! And at that price she wasn't considered viable.
« Last Edit: 07 November 2021, 13:42:06 by RevenVrake »

RevenVrake

  • Master Sergeant
  • *
  • Posts: 302
  • When in doubt, alpha strike!
Re: Reven's Shipyards and Junk
« Reply #13 on: 12 November 2021, 03:14:48 »
Code: [Select]
Ironsides Heavy Destroyer (Standard)
Mass: 500,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3150
Mass: 500,000
Battle Value: 76,305
Tech Rating/Availability: F/X-X-X-F
Cost: 7,748,378,000 C-bills

Fuel: 5,000 tons (12,500)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 4
KF Drive Integrity: 12
Heat Sinks: 1203 (2406)
Structural Integrity: 150

Armor
    Nose: 300
    Fore Sides: 300/300
    Aft Sides: 245/245
    Aft: 200

Cargo
    Bay 1:  Fighter (6)             2 Doors   
    Bay 2:  Cargo (50000.0 tons)    1 Door   
    Bay 3:  Small Craft (3)         2 Doors   

Ammunition:
    1,400 rounds of Light SCC ammunition (700 tons),
    75 rounds of Screen Launcher ammunition (30 tons)

Dropship Capacity: 2
Grav Decks: 1 (100 m)
Escape Pods: 25
Life Boats: 25
Crew:  50 officers, 95 enlisted/non-rated, 104 gunners, 27 bay personnel, 24 BA marines

Notes: Mounts 1,500 tons of lamellor ferro-carbide armor.

Weapons:                             Capital Attack Values (Standard)
Arc (Heat)                       Heat  SRV     MRV     LRV      ERV    Class       
Nose (1,003 Heat)
5 Naval PPC (Medium)             675  45(450) 45(450) 45(450) 45(450)  Capital PPC
4 Sub-Capital Laser (SCL/1)      96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Sub-Capital Laser (SCL/1)      96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Sub-Capital Laser (SCL/1)      96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
1 Screen Launcher                10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (25 shots)
2 ER PPC                         30   2(20)   2(20)   2(20)     0(0)   PPC         
FRS/FLS (249 Heat)
15 Laser AMS                     105  5(45)    0(0)    0(0)     0(0)   AMS         
4 Sub-Capital Laser (SCL/1)      96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Sub-Capital Cannon (Light)     48   8(80)   8(80)   8(80)     0(0)   Sub-Capital Cannon
    Light SCC Ammo (200 shots)
RBS/LBS (987 Heat)
5 Naval PPC (Medium)             675  45(450) 45(450) 45(450) 45(450)  Capital PPC
4 Sub-Capital Laser (SCL/1)      96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Sub-Capital Cannon (Light)     48   8(80)   8(80)   8(80)     0(0)   Sub-Capital Cannon
    Light SCC Ammo (200 shots)
1 Screen Launcher                10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (25 shots)
4 Sub-Capital Laser (SCL/3)      128  12(120) 12(120)  0(0)     0(0)   Sub-Capital Laser
2 ER PPC                         30   2(20)   2(20)   2(20)     0(0)   PPC         
ARS/ALS (249 Heat)
15 Laser AMS                     105  5(45)    0(0)    0(0)     0(0)   AMS         
4 Sub-Capital Laser (SCL/1)      96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Sub-Capital Cannon (Light)     48   8(80)   8(80)   8(80)     0(0)   Sub-Capital Cannon
    Light SCC Ammo (200 shots)
Aft (396 Heat)
4 Sub-Capital Laser (SCL/1)      96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Sub-Capital Laser (SCL/1)      96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Sub-Capital Laser (SCL/1)      96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Sub-Capital Cannon (Light)     48   8(80)   8(80)   8(80)     0(0)   Sub-Capital Cannon
    Light SCC Ammo (200 shots)
4 ER PPC                         60   4(40)   4(40)   4(40)     0(0)   PPC         

A modern dark age destroyer...with a noted focus on Sub-Capital weaponry and a truly absurd amount of SI and Armor. The main guns of the Ironsides are the fifteen Medium Naval PPCs in three bays (Bow and Broadsides). This is backed up by many Subcapital lasers and light Subcap cannons. 3 Screen Launchers let the Ironsides create defensive shields in front and to the sides of the vessels to block line of sight. 60 Laser anti-missile systems cover the quarter sections to blow all in coming missiles short of a Kraken-T, as mounting 32 laser ams was judged a step too far.

-------

I was always sad that the Federated Suns never really had a battleship of their very own. I know, I know, Battleships are expensive and the Davions seem to prefer missiles and in the Dark Ages those don't always work well...

Well...

Code: [Select]
Knight Class Battleship (Standard)
Mass: 1,400,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3150
Mass: 1,400,000
Battle Value: 222,009
Tech Rating/Availability: F/X-X-X-F
Cost: 33,251,020,000 C-bills

Fuel: 12,000 tons (30,000)
Safe Thrust: 2
Maximum Thrust: 3
Sail Integrity: 6
KF Drive Integrity: 28
Heat Sinks: 7500 (15000)
Structural Integrity: 90

Armor
    Nose: 450
    Fore Sides: 450/450
    Aft Sides: 450/450
    Aft: 324

Cargo
    Bay 1:  Small Craft (6)         2 Doors   
    Bay 2:  Fighter (72)            8 Doors   
    Bay 3:  Cargo (152601.0 tons)   1 Door   

Ammunition:
    1,000 rounds of Light SCC ammunition (500 tons),
    270 rounds of NAC/20 ammunition (108 tons),
    225 rounds of Kraken (Tele-Operated) ammunition (22,500 tons),
    1,250 rounds of Heavy SCC ammunition (2,500 tons)

Dropship Capacity: 8
Grav Decks: 2 (250 m, 250 m)
Escape Pods: 75
Life Boats: 75
Crew:  100 officers, 225 enlisted/non-rated, 292 gunners, 174 bay personnel, 50 passengers, 64 BA marines

Notes: Equipped with
    lithium-fusion battery system
2,520 tons of lamellor ferro-carbide armor.

Weapons:                                    Capital Attack Values (Standard)
Arc (Heat)                              Heat  SRV     MRV     LRV      ERV    Class       
Nose (3,130 Heat)
5 Tele-operated Missile (Kraken T)      250  50(500) 50(500) 50(500) 50(500)  Tele-Operated Capital Missile
    Kraken (Tele-Operated) Ammo (75 shots)
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
3 Naval Autocannon (NAC/20)             180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/20 Ammo (90 shots)
FRS/FLS (1,169 Heat)
15 Laser AMS                            105  5(45)    0(0)    0(0)     0(0)   AMS         
4 Sub-Capital Laser (SCL/1)             96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Sub-Capital Laser (SCL/1)             96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Sub-Capital Laser (SCL/1)             96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Naval Laser 45                        280  18(180) 18(180) 18(180) 18(180)  Capital Laser
4 Naval Laser 45                        280  18(180) 18(180) 18(180) 18(180)  Capital Laser
4 Sub-Capital Cannon (Heavy)            168  28(280) 28(280)  0(0)     0(0)   Sub-Capital Cannon
    Heavy SCC Ammo (250 shots)
4 Sub-Capital Cannon (Light)            48   8(80)   8(80)   8(80)     0(0)   Sub-Capital Cannon
    Light SCC Ammo (250 shots)
RBS/LBS (3,130 Heat)
5 Tele-operated Missile (Kraken T)      250  50(500) 50(500) 50(500) 50(500)  Tele-Operated Capital Missile
    Kraken (Tele-Operated) Ammo (75 shots)
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
3 Naval Autocannon (NAC/20)             180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/20 Ammo (90 shots)
ARS/ALS (1,169 Heat)
15 Laser AMS                            105  5(45)    0(0)    0(0)     0(0)   AMS         
4 Sub-Capital Laser (SCL/1)             96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Sub-Capital Laser (SCL/1)             96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Sub-Capital Laser (SCL/1)             96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Naval Laser 45                        280  18(180) 18(180) 18(180) 18(180)  Capital Laser
4 Naval Laser 45                        280  18(180) 18(180) 18(180) 18(180)  Capital Laser
4 Sub-Capital Cannon (Heavy)            168  28(280) 28(280)  0(0)     0(0)   Sub-Capital Cannon
    Heavy SCC Ammo (250 shots)
4 Sub-Capital Cannon (Light)            48   8(80)   8(80)   8(80)     0(0)   Sub-Capital Cannon
    Light SCC Ammo (250 shots)
Aft (2,528 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 45                        280  18(180) 18(180) 18(180) 18(180)  Capital Laser
4 Naval Laser 45                        280  18(180) 18(180) 18(180) 18(180)  Capital Laser
4 Sub-Capital Cannon (Heavy)            168  28(280) 28(280)  0(0)     0(0)   Sub-Capital Cannon
    Heavy SCC Ammo (250 shots)

FIFTEEN Kraken-T missile launchers! Each bay has 75 missiles, and that's scary to think about shooting at you! The ship also has a hundred extra gunners to help guide MOAR missiles at you over long range. As the Knight closes in it starts pounding away with Heavy Naval PPCs and then 9 class 20 NACs (I wanted the bracketing accuracy ) and the 45cm lasers. Then the SubCap guns and lasers start kicking in to help fend off targets and shoot stuff.

Laser AMS in the quarter sections stop most incoming missiles or make their to hit numbers too high to be worth shooting. The Knight is still slow as she's only 2/3 in acceleration and has SI of 90 and as much armor as the hull can take. I'm waffling on the LF Battery. It's really useful but it almost doubles the price...
« Last Edit: 12 November 2021, 03:45:36 by RevenVrake »

truetanker

  • Lieutenant Colonel
  • *
  • Posts: 8356
  • Clan Hells Horses 666th Mech. Assualt Cluster
Re: Reven's Shipyards and Junk
« Reply #14 on: 12 November 2021, 09:44:26 »
Check your messages, I sent you something.

TT
Khan, Clan Iron Dolphin
Azeroth Pocketverse
That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
Nav_Alpha: That THING... that is horrid
~ Nav_Alpha on 10 October 2016

RevenVrake

  • Master Sergeant
  • *
  • Posts: 302
  • When in doubt, alpha strike!
Re: Reven's Shipyards and Junk
« Reply #15 on: 13 November 2021, 06:13:42 »
"I swear to god, it's like someone over in the Fedrats picked up the Liao notebook and put in bookmarks on 'how to be a B*******' and then got a job at their shipyard!" - The poor captain making his report on engaging the second Knight Class Battleship.

Code: [Select]
Knight Class Battleship (Defender Subtype)
Mass: 1,400,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3155
Mass: 1,400,000
Battle Value: 235,670
Tech Rating/Availability: F/X-X-X-F
Cost: 33,221,440,000 C-bills

Fuel: 15,000 tons (37,500)
Safe Thrust: 2
Maximum Thrust: 3
Sail Integrity: 6
KF Drive Integrity: 28
Heat Sinks: 8000 (16000)
Structural Integrity: 90

Armor
    Nose: 450
    Fore Sides: 450/450
    Aft Sides: 450/450
    Aft: 324

Cargo
    Bay 1:  Fighter (36)            6 Doors   
    Bay 2:  Small Craft (4)         2 Doors   
    Bay 3:  Cargo (140036.0 tons)   1 Door   

Ammunition:
    2,240 rounds of Light SCC ammunition (1,120 tons),
    270 rounds of NAC/20 ammunition (108 tons),
    200 rounds of Kraken (Tele-Operated) ammunition (20,000 tons),
    500 rounds of Screen Launcher ammunition (5000 tons),
    960 rounds of Heavy SCC ammunition (1,920 tons)

Dropship Capacity: 8
Grav Decks: 2 (150 m, 150 m)
Escape Pods: 55
Life Boats: 55
Crew:  93 officers, 232 enlisted/non-rated, 230 gunners, 92 bay personnel, 50 passengers, 56 marines, 36 BA marines

Notes: Equipped with
    lithium-fusion battery system
2,520 tons of lamellor ferro-carbide armor.

Weapons:                                     Capital Attack Values (Standard)
Arc (Heat)                               Heat  SRV     MRV     LRV      ERV    Class       
Nose (2,126 Heat)
1 Screen Launcher                        10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (30 shots)
1 Screen Launcher                        10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (30 shots)
1 Screen Launcher                        10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (30 shots)
1 Screen Launcher                        10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (30 shots)
1 Screen Launcher                        10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (30 shots)
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
3 Naval Autocannon (NAC/20)              180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/20 Ammo (90 shots)
4 Sub-Capital Laser (SCL/1)              96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
FRS/FLS (1,455 Heat)
15 Laser AMS                             105  5(45)    0(0)    0(0)     0(0)   AMS         
12 Naval Laser 45                        840  54(540) 54(540) 54(540) 54(540)  Capital Laser
4 Sub-Capital Laser (SCL/1)              96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Sub-Capital Laser (SCL/1)              96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
5 Sub-Capital Cannon (Light)             60   10(100) 10(100) 10(100)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (280 shots)
5 Sub-Capital Cannon (Light)             60   10(100) 10(100) 10(100)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (280 shots)
4 Sub-Capital Cannon (Heavy)             168  28(280) 28(280)  0(0)     0(0)   Sub-Capital Cannon
    Heavy SCC Ammo (240 shots)
1 Screen Launcher                        10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (25 shots)
1 Screen Launcher                        10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (25 shots)
1 Screen Launcher                        10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (25 shots)
RBS/LBS (3,130 Heat)
5 Tele-operated Missile (Kraken T)       250  50(500) 50(500) 50(500) 50(500)  Tele-Operated Capital Missile
    Kraken (Tele-Operated) Ammo (100 shots)
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
3 Naval Autocannon (NAC/20)              180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/20 Ammo (90 shots)
ARS/ALS (1,455 Heat)
15 Laser AMS                             105  5(45)    0(0)    0(0)     0(0)   AMS         
12 Naval Laser 45                        840  54(540) 54(540) 54(540) 54(540)  Capital Laser
4 Sub-Capital Laser (SCL/1)              96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Sub-Capital Laser (SCL/1)              96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
5 Sub-Capital Cannon (Light)             60   10(100) 10(100) 10(100)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (280 shots)
5 Sub-Capital Cannon (Light)             60   10(100) 10(100) 10(100)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (280 shots)
4 Sub-Capital Cannon (Heavy)             168  28(280) 28(280)  0(0)     0(0)   Sub-Capital Cannon
    Heavy SCC Ammo (240 shots)
1 Screen Launcher                        10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (25 shots)
1 Screen Launcher                        10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (25 shots)
1 Screen Launcher                        10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (25 shots)
Aft (2,660 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 45                         280  18(180) 18(180) 18(180) 18(180)  Capital Laser
4 Naval Laser 45                         280  18(180) 18(180) 18(180) 18(180)  Capital Laser
4 Naval Laser 45                         280  18(180) 18(180) 18(180) 18(180)  Capital Laser
1 Screen Launcher                        10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (25 shots)
1 Screen Launcher                        10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (25 shots)

You see, its really hard to hide in space. Especially in the middle of combat with all sorts of stuff flying back and forth. But as it turns out, House Davion at one point took the Kuritan Screen Launcher and ran with it on at least 1 of their ships.

So why not do it again, but to Liao levels of craziness?

Enter the second of my Knight Class battleships. Only 10 Kraken-T launchers here I'm afraid, had to give something up along with internal fighter storage. Instead... you get nineteen Screen Launchers, weighted heavily towards the bow, to throw up massive walls of junk in the way of enemy fire! And I suppose in a pinch to shoot at enemy fighters. This can make a battle very frustrating for an opponent who does not have their own defensive walls to throw up. Weaponry is still focused around Heavy Naval PPCs, NAC/20s and those Kraken-Ts. 45cm Naval Lasers and lots of subcaps make up the secondary battery.
-----
I mostly made this as I found the screen launcher hilarious to use in Megamek and I wanted a ship to have lots.
« Last Edit: 13 November 2021, 08:14:35 by RevenVrake »

RevenVrake

  • Master Sergeant
  • *
  • Posts: 302
  • When in doubt, alpha strike!
Re: Reven's Shipyards and Junk
« Reply #16 on: 22 November 2021, 17:02:16 »
Who needs an aerospace boss battle?

Code: [Select]
Iserlohn Space Station (Modular Prototype)
Mass: 2,500,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3155
Mass: 2,500,000
Battle Value: 375,647
Tech Rating/Availability: F/X-X-X-F
Cost: 173,078,050,000 C-bills

Fuel: 50,000 tons (125,000)
Safe Thrust: 0
Maximum Thrust: 0
Sail Integrity: 20
Heat Sinks: 50500 (101000)
Structural Integrity: 1

Armor
    Nose: 1400
    Fore Sides: 1400/1400
    Aft Sides: 1400/1400
    Aft: 1393

Cargo
    Bay 1:  Fighter (72)            4 Doors   
    Bay 2:  Fighter (72)            4 Doors   
    Bay 3:  Fighter (72)            4 Doors   
    Bay 4:  Fighter (72)            4 Doors   
    Bay 5:  Small Craft (15)        4 Doors   
    Bay 6:  Small Craft (15)        4 Doors   
    Bay 7:  Cargo (812153.0 tons)   1 Door   

Ammunition:
    1,800 rounds of Killer Whale ammunition (90,000 tons),
    900 rounds of Screen Launcher ammunition (9,000 tons)

Dropship Capacity: 10
Grav Decks: 6 (250 m, 250 m, 250 m, 250 m, 250 m, 250 m)
Escape Pods: 0
Life Boats: 750
Crew:  215 officers, 535 enlisted/non-rated, 456 gunners, 726 bay personnel, 500 passengers, 400 marines, 240 BA marines

Notes: Equipped with
    3 Energy Storage Battery
    1 Naval Comm-Scanner Suite (Large)
8,393 tons of lamellor ferro-carbide armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
Nose (9,234 Heat)
32 Laser AMS                               224  10(96)   0(0)    0(0)     0(0)   AMS         
10 Sub-Capital Laser (SCL/1)               240  10(100) 10(100) 10(100)   0(0)   Sub-Capital Laser
10 Sub-Capital Laser (SCL/1)               240  10(100) 10(100) 10(100)   0(0)   Sub-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
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
4 Naval PPC (Heavy)                        900  60(600) 60(600) 60(600) 60(600)  Capital PPC
5 Capital Missile Launcher (Killer Whale)  100  20(200) 20(200) 20(200) 20(200)  Capital Missile
    Killer Whale Ammo (300 shots)
1 Screen Launcher                          10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (50 shots)
1 Screen Launcher                          10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (50 shots)
1 Screen Launcher                          10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (50 shots)
10 Naval Laser 55                          850  55(550) 55(550) 55(550) 55(550)  Capital Laser
5 Naval Laser 45                           350  23(225) 23(225) 23(225) 23(225)  Capital Laser
FRS/FLS (9,234 Heat)
32 Laser AMS                               224  10(96)   0(0)    0(0)     0(0)   AMS         
10 Sub-Capital Laser (SCL/1)               240  10(100) 10(100) 10(100)   0(0)   Sub-Capital Laser
10 Sub-Capital Laser (SCL/1)               240  10(100) 10(100) 10(100)   0(0)   Sub-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
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
4 Naval PPC (Heavy)                        900  60(600) 60(600) 60(600) 60(600)  Capital PPC
5 Capital Missile Launcher (Killer Whale)  100  20(200) 20(200) 20(200) 20(200)  Capital Missile
    Killer Whale Ammo (300 shots)
1 Screen Launcher                          10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (50 shots)
1 Screen Launcher                          10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (50 shots)
1 Screen Launcher                          10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (50 shots)
10 Naval Laser 55                          850  55(550) 55(550) 55(550) 55(550)  Capital Laser
5 Naval Laser 45                           350  23(225) 23(225) 23(225) 23(225)  Capital Laser
ARS/ALS (9,234 Heat)
32 Laser AMS                               224  10(96)   0(0)    0(0)     0(0)   AMS         
10 Sub-Capital Laser (SCL/1)               240  10(100) 10(100) 10(100)   0(0)   Sub-Capital Laser
10 Sub-Capital Laser (SCL/1)               240  10(100) 10(100) 10(100)   0(0)   Sub-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
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
4 Naval PPC (Heavy)                        900  60(600) 60(600) 60(600) 60(600)  Capital PPC
5 Capital Missile Launcher (Killer Whale)  100  20(200) 20(200) 20(200) 20(200)  Capital Missile
    Killer Whale Ammo (300 shots)
1 Screen Launcher                          10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (50 shots)
1 Screen Launcher                          10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (50 shots)
1 Screen Launcher                          10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (50 shots)
10 Naval Laser 55                          850  55(550) 55(550) 55(550) 55(550)  Capital Laser
5 Naval Laser 45                           350  23(225) 23(225) 23(225) 23(225)  Capital Laser
Aft (9,234 Heat)
32 Laser AMS                               224  10(96)   0(0)    0(0)     0(0)   AMS         
10 Sub-Capital Laser (SCL/1)               240  10(100) 10(100) 10(100)   0(0)   Sub-Capital Laser
10 Sub-Capital Laser (SCL/1)               240  10(100) 10(100) 10(100)   0(0)   Sub-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
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
4 Naval PPC (Heavy)                        900  60(600) 60(600) 60(600) 60(600)  Capital PPC
5 Capital Missile Launcher (Killer Whale)  100  20(200) 20(200) 20(200) 20(200)  Capital Missile
    Killer Whale Ammo (300 shots)
1 Screen Launcher                          10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (50 shots)
1 Screen Launcher                          10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (50 shots)
1 Screen Launcher                          10   2(15)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (50 shots)
10 Naval Laser 55                          850  55(550) 55(550) 55(550) 55(550)  Capital Laser
5 Naval Laser 45                           350  23(225) 23(225) 23(225) 23(225)  Capital Laser

Yes I stole the name from Legend of Galactic Heroes  ;D

And wow, making it a modular station makes this thing expensive. If I made it non-modular, you can cut a zero off the end of the price!

As for defenses, the station has heavy armor able to withstand hits from the biggest guns. Not even the huge Heavy Mass Driver will threshold this station! At least, unless you hit the back park. Which has a total of 7 less points of armor.  xp

But as you close in to try and use that Mass Driver, this station will retaliate with each facing having Thirty Two Heavy Naval PPCs and Fifteen Naval Lasers! That is a lot of beam spam! Five Killer Whale tubes for peacemaker nukes are also fitted, along with twenty Light SubCap Lasers for anti-fighter duties. Three Screen launchers and no less than Thirty Two Laser AMS also cover the station's arcs, making missile attack very difficult. 288 Aerospace Fighters can deploy from its four hangers and thirty small craft from 2 bays. Finally, over eight hundred thousand tons of supplies means this station will last a good long time without resupply, useful if its deployed in a forward warzone.

As this station also doubles as a Recharge Station, it has three massive recharge batteries allowing it to top up 3 jumpships at once if needed. The Naval Comm Scanner Suite is to let it dominate space around itself and to keep an eye out for pesky sneaky commando raids that might try to sneak a nuke aboard to blow the station up,

RevenVrake

  • Master Sergeant
  • *
  • Posts: 302
  • When in doubt, alpha strike!
Re: Reven's Shipyards and Junk
« Reply #17 on: 05 December 2021, 06:42:55 »
So, the faction infamous for "Bigger is Better" Doesn't build anything over a million tons...until pretty much the Jihad?!  :o

Oh I think the Lyran's would love to have a battleship or two. Especially given the FWL's liking of big warships (Just look at their battleships and the couple of Soyals they have).

Code: [Select]
Tannhauser Battleship (Standard)
Mass: 1,250,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2625
Mass: 1,250,000
Battle Value: 205,410
Tech Rating/Availability: E/E-X-E-X
Cost: 17,184,586,000 C-bills

Fuel: 4,000 tons (10,000)
Safe Thrust: 2
Maximum Thrust: 3
Sail Integrity: 6
KF Drive Integrity: 25
Heat Sinks: 4,000
Structural Integrity: 90

Armor
    Nose: 250
    Fore Sides: 250/250
    Aft Sides: 220/220
    Aft: 214

Cargo
    Bay 1:  Fighter (36)            10 Doors 
    Bay 2:  Small Craft (12)        10 Doors 
    Bay 3:  Cargo (90077.0 tons)    1 Door   

Ammunition:
    3,200 rounds of Heavy N-Gauss ammunition (1,600 tons),
    480 rounds of White Shark ammunition (19,200 tons),
    400 rounds of Barracuda ammunition (12,000 tons)

Dropship Capacity: 6
Grav Decks: 3 (95 m, 95 m, 50 m)
Escape Pods: 50
Life Boats: 50
Crew:  120 officers, 175 enlisted/non-rated, 144 gunners, 132 bay personnel, 200 passengers, 225 marines       

Notes: Mounts 2,250 tons of improved ferro-aluminum armor.

Weapons:                                      Capital Attack Values (Standard)
Arc (Heat)                                Heat  SRV     MRV     LRV      ERV    Class       
Nose (260 Heat)
20 Small Laser                            20   6(60)    0(0)    0(0)     0(0)   Point Defense
20 Small Laser                            20   6(60)    0(0)    0(0)     0(0)   Point Defense
2 Capital Missile Launcher (White Shark)  30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    White Shark Ammo (40 shots)
2 Capital Missile Launcher (White Shark)  30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    White Shark Ammo (40 shots)
2 Capital Missile Launcher (White Shark)  30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    White Shark Ammo (40 shots)
10 PPC                                    100  10(100) 10(100)  0(0)     0(0)   PPC         
10 Medium Laser                           30   5(50)    0(0)    0(0)     0(0)   Laser       
FRS/FLS (880 Heat)
2 Naval Gauss (Heavy)                     36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (200 shots)
2 Naval Gauss (Heavy)                     36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (200 shots)
2 Naval Gauss (Heavy)                     36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (200 shots)
2 Naval Gauss (Heavy)                     36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (200 shots)
2 Naval Gauss (Heavy)                     36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (200 shots)
5 Naval Laser 45                          350  23(225) 23(225) 23(225) 23(225)  Capital Laser
5 Naval Laser 45                          350  23(225) 23(225) 23(225) 23(225)  Capital Laser
RBS/LBS (260 Heat)
20 Small Laser                            20   6(60)    0(0)    0(0)     0(0)   Point Defense
20 Small Laser                            20   6(60)    0(0)    0(0)     0(0)   Point Defense
2 Capital Missile Launcher (White Shark)  30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    White Shark Ammo (40 shots)
2 Capital Missile Launcher (White Shark)  30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    White Shark Ammo (40 shots)
2 Capital Missile Launcher (White Shark)  30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    White Shark Ammo (40 shots)
10 PPC                                    100  10(100) 10(100)  0(0)     0(0)   PPC         
10 Medium Laser                           30   5(50)    0(0)    0(0)     0(0)   Laser       
ARS/ALS (848 Heat)
2 Naval Gauss (Heavy)                     36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (200 shots)
2 Naval Gauss (Heavy)                     36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (200 shots)
2 Naval Gauss (Heavy)                     36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (200 shots)
2 Capital Missile Launcher (Barracuda)    20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (100 shots)
2 Capital Missile Launcher (Barracuda)    20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (100 shots)
5 Naval Laser 45                          350  23(225) 23(225) 23(225) 23(225)  Capital Laser
5 Naval Laser 45                          350  23(225) 23(225) 23(225) 23(225)  Capital Laser
Aft (260 Heat)
20 Small Laser                            20   6(60)    0(0)    0(0)     0(0)   Point Defense
20 Small Laser                            20   6(60)    0(0)    0(0)     0(0)   Point Defense
2 Capital Missile Launcher (White Shark)  30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    White Shark Ammo (40 shots)
2 Capital Missile Launcher (White Shark)  30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    White Shark Ammo (40 shots)
2 Capital Missile Launcher (White Shark)  30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    White Shark Ammo (40 shots)
10 PPC                                    100  10(100) 10(100)  0(0)     0(0)   PPC         
10 Medium Laser                           30   5(50)    0(0)    0(0)     0(0)   Laser

This thing needed a theme so I went with the biggest guns I could fit (weight wise anyways). So on a broadside the Tannhauser can fire sixteen HNGRs, twenty 45cm NLs, 4 Barracudas and six White Sharks. Given that there is no bracketing technology here, I think that's a pretty good broadside and even better while Naval Autocannons are more efficient given the deep ammo bays I could see a Lyran Captain just emptying the magazine at a target in hopes of getting a good hit. Point Defense is excellent for the era, with a hundred and sixty small lasers in multiple defensive bays.

And when the Tharkads are added into the equation I see the Tannhauser providing the heavy cover fire as the smaller battlecruiser charges into short ranges. 

--------

I really can't believe it took till the Mjolnir for the Lyrans, the "Bigger is Better!" faction, to build a warship over a million tons...


Tyler Jorgensson

  • Captain
  • *
  • Posts: 2059
Re: Reven's Shipyards and Junk
« Reply #18 on: 11 December 2021, 18:55:18 »
A nice Battleship indeed: woulda added some Naval PPC’s and an LF Battery myself driving the price up insanely, but those deep ammo bins and cargo capacity is nice.

RevenVrake

  • Master Sergeant
  • *
  • Posts: 302
  • When in doubt, alpha strike!
Re: Reven's Shipyards and Junk
« Reply #19 on: 12 December 2021, 18:29:02 »
A nice Battleship indeed: woulda added some Naval PPC’s and an LF Battery myself driving the price up insanely, but those deep ammo bins and cargo capacity is nice.

Since I intended this as a House Vessel, I made the choice to not have the latest and greatest stuff *yet*. So No Ferro-Carbide for armor or LF Battery (As I don't think the SLDF let that tech out of their own hands aside from Amaris screwing with things).

Also, given that the Great Houses didn't have bracketing technology, it actually makes more sense to go with the big gauss bays than the quad HNPPC's the SLDF Navy favored. I can actually fit more double gauss bays in, just at the expense of tonnage. And I figured as this was the nation that would invent the Heavy Gauss Rifle, going Gauss heavy would sorta fit the profile. I just wanted at least a hundred rounds per gun so I could fire them willy nilly all over a battlefield and hope to hit something.