Here I go again, converting another standard core jumpship into a warship by knocking three lightyears off of the jump range in order to free up tonnage.
This time it's the Tramp class jumpship. The normal Tramp class is actually pretty good, but I thought that it probably could use some more endurance, some more range, some more capability because when you're way out in the boonies, you essentially need to rely on yourself because no help is coming.
New Jumpship
Mass: 250,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2750
Mass: 250,000
Battle Value: 1,998
Tech Rating/Availability: E/E-X-X-X
Cost: 6,864,464,000 C-bills
Fuel: 5,000 tons (12,500)
Safe Thrust: 1
Maximum Thrust: 2
Sail Integrity: 4
KF Drive Integrity: 12
Jump Range: 27
Heat Sinks: 167
Structural Integrity: 10
Armor
Nose: 3
Fore Sides: 3/3
Aft Sides: 2/2
Aft: 3
Cargo
Bay 1: Fighter (6) 2 Doors
Bay 2: Cargo (2752.0 tons) 1 Door
Bay 3: Cargo (2752.0 tons) 1 Door
Bay 4: Small Craft (6) 2 Doors
Ammunition:
192 rounds of Anti-Missile System [IS] ammunition (10 tons),
48 rounds of LRM 20 ammunition (4 tons)
Dropship Capacity: 3
Grav Decks: 1 (140 m)
Escape Pods: 17
Life Boats: 0
Crew: 17 officers, 78 enlisted/non-rated, 3 gunners, 42 bay personnel
Notes: Mounts 50 tons of primitive aerospace armor.
Weapons: Capital Attack Values (Standard)
Arc (Heat) Heat SRV MRV LRV ERV Class
Nose (26 Heat)
2 Anti-Missile System 2 1(6) 0(0) 0(0) 0(0) AMS
Anti-Missile System Ammo [IS] (24 shots)
2 ER Large Laser 24 2(16) 2(16) 2(16) 0(0) Laser
FRS/FLS (20 Heat)
2 Anti-Missile System 2 1(6) 0(0) 0(0) 0(0) AMS
Anti-Missile System Ammo [IS] (24 shots)
1 ER Large Laser 12 1(8) 1(8) 1(8) 0(0) Laser
1 LRM 20 6 1(12) 1(12) 1(12) 0(0) LRM
LRM 20 Ammo (12 shots)
RBS/LBS (14 Heat)
2 Anti-Missile System 2 1(6) 0(0) 0(0) 0(0) AMS
Anti-Missile System Ammo [IS] (24 shots)
1 ER Large Laser 12 1(8) 1(8) 1(8) 0(0) Laser
ARS/ALS (20 Heat)
2 Anti-Missile System 2 1(6) 0(0) 0(0) 0(0) AMS
Anti-Missile System Ammo [IS] (24 shots)
1 ER Large Laser 12 1(8) 1(8) 1(8) 0(0) Laser
1 LRM 20 6 1(12) 1(12) 1(12) 0(0) LRM
LRM 20 Ammo (12 shots)
Aft (26 Heat)
2 Anti-Missile System 2 1(6) 0(0) 0(0) 0(0) AMS
Anti-Missile System Ammo [IS] (24 shots)
2 ER Large Laser 24 2(16) 2(16) 2(16) 0(0) Laser
The primitive jumpship template gives me another facing that the normal jumpship template doesn't have so I put another set of ERLL and AMS in those.
Also I added AC-2s to augment the anti-asteroid job, because sometimes there might be an object too big to melt that you might want to start diversion early on so you shoot it to nudge it away. A few milliradians of diversion can mean that the object instead misses by miles.
And also, 4 more smallcraft.
And 6 ASF so that the Tramp crew can actually properly defend themselves against normal pirate attacks.
And there's even more cargo space for supplies or even for things like facilities for spacers to enjoy. A mini-mall perhaps. Or a botanical garden. Or hydro/aquaponics lab to get some fresh veg into your diet. Because on a long circuit, fresh veggies are luxuries.