You thought I was done but YOU ARE WRONG! THE PRIMITIVE WARSHIPIFICATION OF BATTLETECH JUMPSHIPS CONTINUES!
The Scout-class Primitive Jumpship.
I dropped three lightyears, and that frees up enough mass to not only add a 1/2 engine but also another smallcraft bay and grav deck also another hardpoint.
Yes. The Scout can now carry two dropships.
But why not just use a Merchant?
Well I mean you could. The both have two collars and two smallcraft bays. I lifted the Grav deck from the Merchant and stuck it to the Scout. The Scout warship has a bit less than twice the Merchant's cargo capacity which extends crew endurance or lets you put crew amenities. Scout warship has a 1/2 transit engine which means it can actually go places rather than just sitting at jump points all day. It's got a bit more armor though that's not saying much. I put some guns on it for asteroid and space debris diversion reasons. (IIRC standard jump points are self cleaning after a while. Pirate points aren't)
I presume that the Scout wouldn't have as much economic usefulness, but really the idea is that any yard that can make a scout can make a scout warship. It does about the same job as a merchant, but the merchant breaches 100,000 tons while the Scout does not. I don't know if that has any effectiveness on the emergence signature
Scout Primitive Warship
Mass: 90,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2470
Mass: 90,000
Battle Value: 1,282
Tech Rating/Availability: D/D-X-X-X
Cost: 5,372,708,680 C-bills
Fuel: 460 tons (4,600)
Safe Thrust: 1
Maximum Thrust: 2
Sail Integrity: 3
KF Drive Integrity: 6
Jump Range: 27
Heat Sinks: 118
Structural Integrity: 25
Armor
Nose: 6
Fore Sides: 6/6
Aft Sides: 6/6
Aft: 3
Cargo
Bay 1: Small Craft (2) 2 Doors
Bay 2: Cargo (563.5 tons) 1 Door
Bay 3: Cargo (563.0 tons) 1 Door
Ammunition:
90 rounds of AC/2 ammunition (2 tons)
Dropship Capacity: 2
Grav Decks: 1 (50 m)
Escape Pods: 11
Life Boats: 0
Crew: 11 officers, 52 enlisted/non-rated, 2 gunners, 10 bay personnel
Notes: Mounts 42.5 tons of primitive aerospace armor.
Weapons: Capital Attack Values (Standard)
Arc (Heat) Heat SRV MRV LRV ERV Class
FRS/FLS (9 Heat)
1 Large Laser 8 1(8) 1(8) 0(0) 0(0) Laser
1 Small Laser 1 0(3) 0(0) 0(0) 0(0) Point Defense
RBS/LBS (1 Heat)
1 AC/2 1 0(2) 0(2) 0(2) 0(2) AC
AC/2 Ammo (45 shots)
ARS/ALS (9 Heat)
1 Large Laser 8 1(8) 1(8) 0(0) 0(0) Laser
1 Small Laser 1 0(3) 0(0) 0(0) 0(0) Point Defense
Though the two collars means that you can actually do raids that steal a significant amount of stuff. Jump into a pirate point to give the enemy Zero response time, and then while the Dropships are headed to the planet for their mission, and then burn for the standard jump point, hotcharging all the way. The dropships will finish their mission, and both will arrive at the jump point within one or two days of each other and they can jump out together.
The idea is that if the mission is a failure, you don't just have a jumpship sitting at a pirate point within easy reach of a local smallcraft filled with marines.
No, by the time the enemy has defeated the landing force and loaded up his marines for intercept, the Scout is already on its way out.
I can of course just drop two more lightyears to add four more smallcraft bays, 18 fighter bays, enough fuel to give it true deep raiding capability through uninhabited systems or even deep space, and enough cargo capacity to install enough amenities to keep the crew and "cargo" from getting too stir crazy during deep penetration runs.
Scout Primitive Warship
Mass: 90,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2470
Mass: 90,000
Battle Value: 1,282
Tech Rating/Availability: D/D-X-X-X
Cost: 5,374,375,000 C-bills
Fuel: 1,000 tons (10,000)
Safe Thrust: 1
Maximum Thrust: 2
Sail Integrity: 3
KF Drive Integrity: 6
Jump Range: 25
Heat Sinks: 118
Structural Integrity: 25
Armor
Nose: 6
Fore Sides: 6/6
Aft Sides: 6/6
Aft: 3
Cargo
Bay 1: Fighter (18) 3 Doors
Bay 2: Small Craft (6) 2 Doors
Bay 3: Cargo (1238.5 tons) 1 Door
Bay 4: Cargo (1238.0 tons) 1 Door
Ammunition:
90 rounds of AC/2 ammunition (2 tons)
Dropship Capacity: 2
Grav Decks: 1 (50 m)
Escape Pods: 11
Life Boats: 0
Crew: 11 officers, 52 enlisted/non-rated, 2 gunners, 66 bay personnel
Notes: Mounts 42.5 tons of primitive aerospace armor.
Weapons: Capital Attack Values (Standard)
Arc (Heat) Heat SRV MRV LRV ERV Class
FRS/FLS (9 Heat)
1 Large Laser 8 1(8) 1(8) 0(0) 0(0) Laser
1 Small Laser 1 0(3) 0(0) 0(0) 0(0) Point Defense
RBS/LBS (1 Heat)
1 AC/2 1 0(2) 0(2) 0(2) 0(2) AC
AC/2 Ammo (45 shots)
ARS/ALS (9 Heat)
1 Large Laser 8 1(8) 1(8) 0(0) 0(0) Laser
1 Small Laser 1 0(3) 0(0) 0(0) 0(0) Point Defense