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Author Topic: What is old is new again- Dreadnought and Co sail again. (Design feedback plz)  (Read 706 times)

arcticwyrm245

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  • Posts: 58
Wanted to get peoples opinion on this just to see if it is actually something sane. Basically for a story background we have this

A splinter cell of Wobbies/jihad refugees on the other sistership to WoB Eriynes misjump their way into the late 2900s and then proceed from there. By hook and by crook they have salvaged, built, begged, borrowed, and stolen things to begin building a fleet.


Here are some of the early designs. Let me know how you feel about them and any suggestions are welcome. May eventually put up the updated PWS designs in the future.

Fleet Doctrine: Naval deployment is to be used only if all other noncombat options have been exhausted. Naval assets are to engage strategic assets and accomplish strategic objectives, they are not tethered to supporting ground operations. Warship assets are to have the minimal dropship collars possible with the oneus of deployment of PWS on their dedicated transports. Ships are designed not with the highest technology possible but the most simplistic and mass producible, concentrated in the fewest hull designs possible with variant production of shared hull forms over designing specialized craft for each niche.

No ship is ever meant to be deployed alone, at minimum it is to be paired with another capital ship along with a supporting fleet of escorts consisting of smaller capitals or PWS. Each vessel is designed with generous fuel reserves and high grade crew quarters to ensure crew endurance in extended deployments. Each crew member is expected during combat to be in their sealed skinsuits in a decompressed environment. Any who need to run damage control will do so  through remote drones or with the aid of PA/BA suits.

Fighter doctrine follows two formats, either extended force projection with the use of drone ASF assets to harry and position an enemy formation for the fleet clash itself or for extended and/or close in defense to rely on battleline superiority. If possible when engaging with significant carrier assets and drone ASF support then preservation of fleet assets is a must and drone ASF are expended to degrade enemy forces with high G maneuvers.

Provisions for extended burns at 2G speed is made as each crew member is if not already present granted the old Hegemony Colonial retrovirus gene edit to enhance performance under extended 1G+ environments along with SL grade drugs meant to enhance said purpose. A naval squadron if possible will literally make the enemy run out of fuel doing extended maneuvers or otherwise run their reserves down enough to be a liability in combat.

Significant yardship/other support elements are to be a necessity in a fleet deployment, combat is meant to be engaged as often as possible at minimal risk to forces. Enemy logistics are to be cut and localized superiority gained to annihilate enemy opposition.

Nuclear assets are released to either the individual ship captain/ASF unit commander or other appointed officials. First strike use is not condoned but any nuclear exchange is to be ended as quickly as possible.

Dreadnought variants as the meat of the designs and the main battleline unit
Quote
Dreadnought Block II Light Battleship
Mass: 960,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3100
Mass: 960,000
Battle Value: 117,662
Tech Rating/Availability: F/X-X-F-F
Cost: 10,908,862,000 C-bills

Fuel: 10,000 tons (25,000)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 5
KF Drive Integrity: 20
Heat Sinks: 2,108
Structural Integrity: 60

Armor
    Nose: 85
    Fore Sides: 85/85
    Aft Sides: 80/80
    Aft: 80

Cargo
    Bay 1:  Small Craft (12)        2 Doors   
    Bay 2:  Cargo (40000.0 tons)    0 Doors   
    Bay 3:  ARTS Fighter (12)       3 Doors   
    Bay 4:  ARTS Fighter (12)       3 Doors   
    Bay 5:  ARTS Small Craft (12)   2 Doors   
    Bay 6:  ARTS Fighter (12)       3 Doors   
    Bay 7:  ARTS Fighter (12)       3 Doors   
    Bay 8:  Cargo (108325.5 tons)   2 Doors   

Ammunition:
    480 rounds of NAC/10 ammunition (96 tons),
    2,880 rounds of Anti-Missile System [IS] ammunition (240 tons),
    1,890 rounds of Light SCC ammunition (945 tons),
    640 rounds of NAC/20 ammunition (256 tons)

Dropship Capacity: 0
Grav Decks: 2 (150 m, 150 m)
Escape Pods: 0
Life Boats: 200
Crew:  100 officers, 300 enlisted/non-rated, 108 gunners, 120 bay personnel, 300 passengers, 72 marines, 36 BA marines      

Notes: Equipped with
    1 Direct Tactical Analysis Control (DTAC) System (1 drone)
   1,147.5 tons of standard aerospace armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
Nose (344 Heat)
2 Naval Autocannon (NAC/20)                120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (80 shots)
2 Naval Autocannon (NAC/20)                120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (80 shots)
8 Sub-Capital Cannon (Light)               96   16(160) 16(160) 16(160)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (240 shots)
8 Anti-Missile System                       8   2(24)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (360 shots)
FRS/FLS (195 Heat)
3 Naval Autocannon (NAC/10)                90   30(300) 30(300) 30(300)   0(0)   Capital AC 
    NAC/10 Ammo (120 shots)
8 Sub-Capital Cannon (Light)               96   16(160) 16(160) 16(160)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (240 shots)
9 Anti-Missile System                       9   3(27)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (360 shots)
RBS/LBS (344 Heat)
2 Naval Autocannon (NAC/20)                120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (80 shots)
2 Naval Autocannon (NAC/20)                120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (80 shots)
8 Sub-Capital Cannon (Light)               96   16(160) 16(160) 16(160)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (240 shots)
8 Anti-Missile System                       8   2(24)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (360 shots)
ARS/ALS (195 Heat)
3 Naval Autocannon (NAC/10)                90   30(300) 30(300) 30(300)   0(0)   Capital AC 
    NAC/10 Ammo (120 shots)
8 Sub-Capital Cannon (Light)               96   16(160) 16(160) 16(160)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (210 shots)
9 Anti-Missile System                       9   3(27)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (360 shots)
Aft (344 Heat)
2 Naval Autocannon (NAC/20)                120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (80 shots)
2 Naval Autocannon (NAC/20)                120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (80 shots)
8 Sub-Capital Cannon (Light)               96   16(160) 16(160) 16(160)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (270 shots)
8 Anti-Missile System                       8   2(24)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (360 shots)
   


 
Overview: Developed during the refit of the derelict Dreadnoughts of the [REDACTED], the capability to produce naval autocannons and their ammo while present was insufficient to repair every single vessel in quick fashion while also dangerous in not accounting for the new environment these ships would operate in. While as few changes were made as possible to the ships there was still as significant changes made. Such as increasing the armor belt by a third due to a switch to Standard armor along with an increase to the fuel tank to improve ship endurance.

Capabilities: Several of the NAC10/20 mounts were stripped to make room for Light Subcap Cannon batteries to be installed while several AMS nodes were emplaced in the remaining space, all meant to help protect against enemy ASF and Dropship attack.

a variant model of the design
Quote
Dreadnought Mk2 Siege Battleship
Mass: 960,000 tons
Technology Base: Inner Sphere (Experimental)
Introduced: 3100
Mass: 960,000
Battle Value: 212,541
Tech Rating/Availability: F/X-X-F-X
Cost: 11,690,790,000 C-bills

Fuel: 10,000 tons (25,000)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 5
KF Drive Integrity: 20
Heat Sinks: 780 (1560)
Structural Integrity: 60

Armor
    Nose: 122
    Fore Sides: 121/121
    Aft Sides: 121/121
    Aft: 121

Cargo
    Bay 1:  Cargo (40000.0 tons)    2 Doors   
    Bay 2:  Small Craft (4)         2 Doors   
    Bay 3:  Small Craft (4)         2 Doors   
    Bay 4:  ARTS Fighter (12)       3 Doors   
    Bay 5:  ARTS Fighter (12)       3 Doors   
    Bay 6:  Cargo (10960.0 tons)    1 Door   

Ammunition:
    4,800 rounds of Gauss Rifle [IS] ammunition (600 tons),
    2,880 rounds of Anti-Missile System [IS] ammunition (240 tons),
    600 rounds of Heavy N-Gauss ammunition (300 tons),
    800 rounds of Light N-Gauss ammunition (160 tons),
    800 rounds of Piranha ammunition (8,000 tons)

Dropship Capacity: 0
Grav Decks: 2 (150 m, 150 m)
Escape Pods: 0
Life Boats: 130
Crew:  100 officers, 300 enlisted/non-rated, 108 gunners, 40 bay personnel, 72 marines, 36 BA marines      

Notes: Equipped with
    1 Naval C3
   1,152 tons of improved ferro-aluminum armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
Nose (258 Heat)
12 Gauss Rifle                             12   18(180) 18(180) 18(180)   0(0)   AC         
    Gauss Rifle Ammo [IS] (600 shots)
4 Sub-Capital Missile Launcher (Piranha)   36   12(120) 12(120) 12(120)   0(0)   Sub-Capital Missile
    Piranha 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)
6 Anti-Missile System                       6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (360 shots)
2 Naval Gauss (Heavy)                      36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (100 shots)
4 Sub-Capital Laser (SCL/1)                96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
FRS/FLS (168 Heat)
12 Gauss Rifle                             12   18(180) 18(180) 18(180)   0(0)   AC         
    Gauss Rifle Ammo [IS] (600 shots)
2 Naval Gauss (Light)                      18   30(300) 30(300) 30(300) 30(300)  Capital Gauss
    Light N-Gauss Ammo (100 shots)
4 Sub-Capital Missile Launcher (Piranha)   36   12(120) 12(120) 12(120)   0(0)   Sub-Capital Missile
    Piranha Ammo (100 shots)
6 Anti-Missile System                       6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (360 shots)
4 Sub-Capital Laser (SCL/1)                96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
RBS/LBS (186 Heat)
12 Gauss Rifle                             12   18(180) 18(180) 18(180)   0(0)   AC         
    Gauss Rifle Ammo [IS] (600 shots)
4 Naval Gauss (Light)                      36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Light N-Gauss Ammo (200 shots)
4 Sub-Capital Missile Launcher (Piranha)   36   12(120) 12(120) 12(120)   0(0)   Sub-Capital Missile
    Piranha Ammo (100 shots)
6 Anti-Missile System                       6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (360 shots)
4 Sub-Capital Laser (SCL/1)                96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
ARS/ALS (168 Heat)
12 Gauss Rifle                             12   18(180) 18(180) 18(180)   0(0)   AC         
    Gauss Rifle Ammo [IS] (600 shots)
2 Naval Gauss (Light)                      18   30(300) 30(300) 30(300) 30(300)  Capital Gauss
    Light N-Gauss Ammo (100 shots)
4 Sub-Capital Missile Launcher (Piranha)   36   12(120) 12(120) 12(120)   0(0)   Sub-Capital Missile
    Piranha Ammo (100 shots)
6 Anti-Missile System                       6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (360 shots)
4 Sub-Capital Laser (SCL/1)                96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
Aft (258 Heat)
12 Gauss Rifle                             12   18(180) 18(180) 18(180)   0(0)   AC         
    Gauss Rifle Ammo [IS] (600 shots)
4 Sub-Capital Missile Launcher (Piranha)   36   12(120) 12(120) 12(120)   0(0)   Sub-Capital Missile
    Piranha 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)
6 Anti-Missile System                       6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (360 shots)
2 Naval Gauss (Heavy)                      36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
    Heavy N-Gauss Ammo (100 shots)
4 Sub-Capital Laser (SCL/1)                96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
   


Overview: Developed as a stopgap measure during the extensive redesign work that would lead to the Dreadnought II, the Mk2 uses the existing Dreadnought hulls and guts their cargo handling capacity to add additional weaponry. Additionally the armor belt was improved by 50% across all facings thanks to a switch to Improved Ferro-Aluminum replacing the original belt.

Capabilities: Armed almost exclusively with gauss weaponry, the Mk2 Dreadnought is a siege vessel. Meant to strike orbital or planetary assets from long range, the vessel is more then capable however of shredding another naval opponent. If an opponent manages to enter the forward arc of the vessel then it will suffer, the guns enough to strip the armor belt from a cruiser in one or two salvos while any heavier ship will be worn down in a matter of minutes.

A Dreadnought design meant for establishing dominance
Quote
Dreadnought Block II Drone Aviation Battleship
Mass: 960,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3100
Mass: 960,000
Battle Value: 117,662
Tech Rating/Availability: F/X-X-F-F
Cost: 16,700,102,000 C-bills

Fuel: 10,000 tons (25,000)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 5
KF Drive Integrity: 20
Heat Sinks: 2,108
Structural Integrity: 60

Armor
    Nose: 85
    Fore Sides: 85/85
    Aft Sides: 80/80
    Aft: 80

Cargo
    Bay 1:  Small Craft (24)        3 Doors   
    Bay 2:  Cargo (40000.0 tons)    0 Doors   
    Bay 3:  ARTS Fighter (72)       6 Doors   
    Bay 4:  ARTS Fighter (24)       6 Doors   
    Bay 5:  ARTS Small Craft (24)   2 Doors   
    Bay 6:  BattleArmor (IS) (36)   0 Doors   
    Bay 7:  Cargo (34715.5 tons)    1 Door   

Ammunition:
    480 rounds of NAC/10 ammunition (96 tons),
    2,880 rounds of Anti-Missile System [IS] ammunition (240 tons),
    1,890 rounds of Light SCC ammunition (945 tons),
    640 rounds of NAC/20 ammunition (256 tons)

Dropship Capacity: 0
Grav Decks: 2 (150 m, 150 m)
Escape Pods: 0
Life Boats: 200
Crew:  100 officers, 200 enlisted/non-rated, 108 gunners, 456 bay personnel, 300 passengers, 72 marines, 36 BA marines      

Notes: Equipped with
    3 Direct Tactical Analysis Control (DTAC) System (1 drone)
   1,147.5 tons of standard aerospace armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
Nose (344 Heat)
2 Naval Autocannon (NAC/20)                120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (80 shots)
2 Naval Autocannon (NAC/20)                120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (80 shots)
8 Sub-Capital Cannon (Light)               96   16(160) 16(160) 16(160)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (240 shots)
8 Anti-Missile System                       8   2(24)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (360 shots)
FRS/FLS (195 Heat)
3 Naval Autocannon (NAC/10)                90   30(300) 30(300) 30(300)   0(0)   Capital AC 
    NAC/10 Ammo (120 shots)
8 Sub-Capital Cannon (Light)               96   16(160) 16(160) 16(160)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (240 shots)
9 Anti-Missile System                       9   3(27)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (360 shots)
RBS/LBS (344 Heat)
2 Naval Autocannon (NAC/20)                120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (80 shots)
2 Naval Autocannon (NAC/20)                120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (80 shots)
8 Sub-Capital Cannon (Light)               96   16(160) 16(160) 16(160)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (240 shots)
8 Anti-Missile System                       8   2(24)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (360 shots)
ARS/ALS (195 Heat)
3 Naval Autocannon (NAC/10)                90   30(300) 30(300) 30(300)   0(0)   Capital AC 
    NAC/10 Ammo (120 shots)
8 Sub-Capital Cannon (Light)               96   16(160) 16(160) 16(160)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (210 shots)
9 Anti-Missile System                       9   3(27)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (360 shots)
Aft (344 Heat)
2 Naval Autocannon (NAC/20)                120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (80 shots)
2 Naval Autocannon (NAC/20)                120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (80 shots)
8 Sub-Capital Cannon (Light)               96   16(160) 16(160) 16(160)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (270 shots)
8 Anti-Missile System                       8   2(24)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (360 shots)

Overview: Developed during the refit of the derelict Dreadnoughts of the [REDACTED], the capability to produce naval autocannons and their ammo while present was insufficient to repair every single vessel in quick fashion while also dangerous in not accounting for the new environment these ships would operate in. While as few changes were made as possible to the ships there was still as significant changes made. Such as increasing the armor belt by a third due to a switch to Standard armor along with an increase to the fuel tank to improve ship endurance.
Capabilities: Ripping out the cargo bays allows for one to cram enough automated drone to service two bays with 72 drone ASF capacity along with a small craft bay of 24 for drone gunships. Additionally a significant BA contingent is embarked to enable combat operations with dedicated small craft transports.

The redesign of the Dreadnought
Quote
Dreadnought II Light Battleship
Mass: 960,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3100
Mass: 960,000
Battle Value: 130,065
Tech Rating/Availability: F/X-X-F-F
Cost: 14,297,570,000 C-bills

Fuel: 12,000 tons (30,000)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 5
KF Drive Integrity: 20
Heat Sinks: 2716 (5432)
Structural Integrity: 90

Armor
    Nose: 238
    Fore Sides: 196/196
    Aft Sides: 174/174
    Aft: 112

Cargo
    Bay 1:  Small Craft ( 8 )         2 Doors   
    Bay 2:  ARTS Fighter (12)       3 Doors   
    Bay 3:  ARTS Fighter (12)       3 Doors   
    Bay 4:  ARTS Small Craft (12)   3 Doors   
    Bay 5:  Cargo (40000.0 tons)    1 Door   
    Bay 6:  Cargo (605.5 tons)      1 Door   

Ammunition:
    2,400 rounds of Anti-Missile System [IS] ammunition (200 tons),
    320 rounds of Light SCC ammunition (160 tons),
    100 rounds of White Shark ammunition (4,000 tons),
    800 rounds of NAC/20 ammunition (320 tons)

Dropship Capacity: 0
Grav Decks: 2 (150 m, 150 m)
Escape Pods: 0
Life Boats: 160
Crew:  100 officers, 300 enlisted/non-rated, 136 gunners, 100 bay personnel, 100 passengers, 72 marines, 36 BA marines      

Notes: Equipped with
    lithium-fusion battery system
    1 Satellite Imager [Infrared Imager]
    1 Naval Comm-Scanner Suite (Small)
    1 Direct Tactical Analysis Control (DTAC) System (1 drone)
    1 Satellite Imager [Hyperspectral Imager]
   1,727 tons of improved ferro-aluminum armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
Nose (1,122 Heat)
6 Anti-Missile System                       6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (300 shots)
12 Large VSP Laser                         120  12(120) 8(84)    0(0)     0(0)   Pulse Laser
4 Sub-Capital Laser (SCL/1)                96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Naval PPC (Heavy)                        900  60(600) 60(600) 60(600) 60(600)  Capital PPC
FRS/FLS (492 Heat)
6 Anti-Missile System                       6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (300 shots)
12 Large VSP Laser                         120  12(120) 8(84)    0(0)     0(0)   Pulse Laser
4 Sub-Capital Laser (SCL/1)                96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
2 Naval Autocannon (NAC/20)                120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (100 shots)
2 Naval Autocannon (NAC/20)                120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (100 shots)
2 Capital Missile Launcher (White Shark)   30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    White Shark Ammo (25 shots)
RBS/LBS (610 Heat)
6 Anti-Missile System                       6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (300 shots)
12 Large VSP Laser                         120  12(120) 8(84)    0(0)     0(0)   Pulse Laser
4 Naval Laser 55                           340  22(220) 22(220) 22(220) 22(220)  Capital Laser
4 Sub-Capital Cannon (Light)               48   8(80)   8(80)   8(80)     0(0)   Sub-Capital Cannon
    Light SCC Ammo (160 shots)
4 Sub-Capital Laser (SCL/1)                96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
ARS/ALS (492 Heat)
6 Anti-Missile System                       6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (300 shots)
12 Large VSP Laser                         120  12(120) 8(84)    0(0)     0(0)   Pulse Laser
4 Sub-Capital Laser (SCL/1)                96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
2 Naval Autocannon (NAC/20)                120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (100 shots)
2 Naval Autocannon (NAC/20)                120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (100 shots)
2 Capital Missile Launcher (White Shark)   30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    White Shark Ammo (25 shots)
Aft (1,122 Heat)
6 Anti-Missile System                       6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (300 shots)
12 Large VSP Laser                         120  12(120) 8(84)    0(0)     0(0)   Pulse Laser
4 Sub-Capital Laser (SCL/1)                96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Naval PPC (Heavy)                        900  60(600) 60(600) 60(600) 60(600)  Capital PPC
   


  Overview: Developed as a successor to the Mk2 Dreadnought, a number of compromises were required to conform with the finalized hull form of the Dreandought II frame. While possessing inferior firepower to that of the Mk2, the ship focused instead on a superior acceleration profile and a massively improved armor belt and general structural reinforcement. While not quite to the durability of some late Star League era vessels, for being generally a third to even a half times smaller displacement it is a tough vessel.



arcticwyrm245

  • Corporal
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  • Posts: 58
A few extra designs to flesh things out

One of the supporting escort/outrider ship types, a Type 51 Gunship
credit to Liam's Ghost for first coming up with the design

Quote
Type 51(M) Gunship Primitive Warship
Mass: 50,000 tons
Technology Base: Inner Sphere (Experimental)
Introduced: 3100
Mass: 50,000
Battle Value: 18,569
Tech Rating/Availability: E/X-X-X-X
Cost: 4,449,326,600 C-bills

Fuel: 1,700 tons (17,000)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 3
KF Drive Integrity: 3
Jump Range: 15
Heat Sinks: 396
Structural Integrity: 100

Armor
    Nose: 15
    Fore Sides: 15/15
    Aft Sides: 15/15
    Aft: 15

Cargo
    Bay 1:  Small Craft (3)         1 Door   
    Bay 2:  BattleArmor (IS) (3)    1 Door   
    Bay 3:  Fighter (6)             2 Doors   
    Bay 4:  Cargo (431.5 tons)      1 Door   

Ammunition:
    1,920 rounds of Anti-Missile System [IS] ammunition (160 tons),
    240 rounds of Light SCC ammunition (120 tons),
    50 rounds of Piranha ammunition (500 tons),
    1,280 rounds of LRM 15 ammunition (160 tons),
    1,920 rounds of HVAC/10 ammunition (240 tons)

Dropship Capacity: 1
Grav Decks: 0
Escape Pods: 0
Life Boats: 40
Crew:  30 officers, 25 enlisted/non-rated, 94 gunners, 45 bay personnel, 20 marines, 12 BA marines      

Notes: Mounts 97.5 tons of primitive aerospace armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
Nose (76 Heat)
2 LRM 15                                   10   2(18)   2(18)   2(18)     0(0)   LRM         
    LRM 15 Ammo (160 shots)
4 Sub-Capital Missile Launcher (Piranha)   36   12(120) 12(120) 12(120)   0(0)   Sub-Capital Missile
    Piranha Ammo (50 shots)
4 HVAC/10                                  28   4(40)   4(40)   4(40)     0(0)   AC         
    HVAC/10 Ammo (320 shots)
2 Anti-Missile System                       2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
FRS/FLS (60 Heat)
4 Sub-Capital Cannon (Light)               48   8(80)   8(80)   8(80)     0(0)   Sub-Capital Cannon
    Light SCC Ammo (120 shots)
2 LRM 15                                   10   2(18)   2(18)   2(18)     0(0)   LRM         
    LRM 15 Ammo (160 shots)
2 Anti-Missile System                       2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
RBS/LBS (40 Heat)
2 LRM 15                                   10   2(18)   2(18)   2(18)     0(0)   LRM         
    LRM 15 Ammo (160 shots)
4 HVAC/10                                  28   4(40)   4(40)   4(40)     0(0)   AC         
    HVAC/10 Ammo (320 shots)
2 Anti-Missile System                       2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
ARS/ALS (40 Heat)
2 LRM 15                                   10   2(18)   2(18)   2(18)     0(0)   LRM         
    LRM 15 Ammo (160 shots)
4 HVAC/10                                  28   4(40)   4(40)   4(40)     0(0)   AC         
    HVAC/10 Ammo (320 shots)
2 Anti-Missile System                       2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
Aft (40 Heat)
2 LRM 15                                   10   2(18)   2(18)   2(18)     0(0)   LRM         
    LRM 15 Ammo (160 shots)
4 HVAC/10                                  28   4(40)   4(40)   4(40)     0(0)   AC         
    HVAC/10 Ammo (320 shots)
2 Anti-Missile System                       2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
   
   


Overview: Developed as a big fish in a small pond, the modernized Type 51 cannot exist in an environment with hostile enemy warships in existence.

Capabilities: Updated with HVAC10s, SCC(L)s, and AMSs at the cost of the White Shark Launchers being downgraded to Piranha Subcaps, the new model Type 51 is better protected with additional weight of fire against its foes. Furthermore it has been upgraded with a docking collar and triple the fuel range giving it more flexibility within a system.

Deployment: Used as a garrison and patrol asset, the Type 51(M) is an overglorified training vessel more then anything else. History: Developed when warship production was in its infancy in the past and again the same in the present, the era of the Type 51 is not expected to last long.

Type 51 variant, based on Sampan Cutter by cannonshop
Quote
Type 51 Block II Gunship Primitive Warship
Mass: 50,000 tons
Technology Base: Inner Sphere (Experimental)
Introduced: 3100
Mass: 50,000
Battle Value: 19,110
Tech Rating/Availability: F/X-X-X-X
Cost: 4,742,147,000 C-bills

Fuel: 1,000 tons (10,000)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 3
KF Drive Integrity: 3
Jump Range: 15
Heat Sinks: 139 (278)
Structural Integrity: 100

Armor
    Nose: 15
    Fore Sides: 15/15
    Aft Sides: 15/15
    Aft: 15

Cargo
    Bay 1:  Small Craft (2)         1 Door   
    Bay 2:  BattleArmor (IS) (3)    1 Door   
    Bay 3:  Cargo (505.0 tons)      1 Door   

Ammunition:
    10 rounds of AR10 Killer Whale ammunition (500 tons),
    1,920 rounds of Anti-Missile System [IS] ammunition (160 tons),
    10 rounds of AR10 Barracuda ammunition (300 tons),
    10 rounds of AR10 White Shark ammunition (400 tons),
    10 rounds of AR10 Santa Anna ammunition (400 tons),
    10 rounds of AR10 Peacemaker ammunition (500 tons),
    50 rounds of Barracuda ammunition (1,500 tons)

Dropship Capacity: 1
Grav Decks: 0
Escape Pods: 0
Life Boats: 25
Crew:  13 officers, 48 enlisted/non-rated, 12 gunners, 28 bay personnel, 10 passengers, 24 marines      

Notes: Equipped with
    1 Satellite Imager [Infrared Imager]
    1 Naval Comm-Scanner Suite (Small)
    1 Satellite Imager [Look-Down Radar]
    1 Satellite Imager [Hyperspectral Imager]
    1 Naval C3
    20 Space Mine Dispenser
   97.5 tons of primitive aerospace armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (82 Heat)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
4 Capital Missile Launcher (AR10 Launcher)  80   8(80)   8(80)   8(80)    8(80)   AR10       
    AR10 Barracuda Ammo (10 shots)
    AR10 Killer Whale Ammo (10 shots)
    AR10 Santa Anna Ammo (10 shots)
    AR10 Peacemaker Ammo (10 shots)
    AR10 White Shark Ammo (10 shots)
FRS/FLS (70 Heat)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
2 Capital Missile Launcher (Barracuda)      20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (25 shots)
2 Sub-Capital Laser (SCL/1)                 48   2(20)   2(20)   2(20)     0(0)   Sub-Capital Laser
RBS/LBS (2 Heat)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
ARS/ALS (2 Heat)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
Aft (2 Heat)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
   

   


Overview: Created to use the quite obsolete Type 51(M)s as a last resort reserve for offensive or defensive actions, the Block II upgrade allows for the use of nuclear armaments on a strategic scale due to being mounted on a jump capable warship.
Capabilities: The Block II refit removes all equipment except for the AMS network to intall Cap and SubCap missile launchers, specifically a quartet of AR10s in the nose and two pairs of Barracudas in the Frontal arcs. For self defense pairs of SCL1s are in each of the forward arcs.
Deployment: A vessel of last resort against a superior foe, the Block II is meant to be both a deterrent and a means of prosecuting a total war if called to.
History: [REDACTED]

One of the major auxiliary support elements

Quote
Rouncey PWS Transporter
Mass: 250,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 250,000
Battle Value: 30,776
Tech Rating/Availability: E/X-X-X-X
Cost: 8,810,778,000 C-bills

Fuel: 20,000 tons (50,000)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 4
KF Drive Integrity: 7
Heat Sinks: 600
Structural Integrity: 50

Armor
    Nose: 27
    Fore Sides: 23/23
    Aft Sides: 21/21
    Aft: 15

Cargo
    Bay 1:  Fighter (6)             2 Doors   
    Bay 2:  Small Craft (4)         2 Doors   
    Bay 3:  BattleArmor (IS) (3)    1 Door   
    Bay 4:  Cargo (20227.0 tons)    1 Door   

Ammunition:
    1,920 rounds of Anti-Missile System [IS] ammunition (160 tons),
    30 rounds of Heavy N-Gauss ammunition (15 tons),
    128 rounds of White Shark ammunition (5,120 tons)

Dropship Capacity: 5
Grav Decks: 3 (100 m, 100 m, 100 m)
Escape Pods: 0
Life Boats: 100
Crew:  30 officers, 70 enlisted/non-rated, 42 gunners, 50 bay personnel, 400 passengers, 36 marines, 12 BA marines      

Notes: Mounts 250 tons of standard aerospace armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
Nose (118 Heat)
1 Naval Gauss (Heavy)                      18   30(300) 30(300) 30(300) 30(300)  Capital Gauss
    Heavy N-Gauss Ammo (15 shots)
4 Sub-Capital Laser (SCL/1)                96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Anti-Missile System                       4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
FRS/FLS (130 Heat)
2 Capital Missile Launcher (White Shark)   30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    White Shark Ammo (32 shots)
4 Sub-Capital Laser (SCL/1)                96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Anti-Missile System                       4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
RBS/LBS (100 Heat)
4 Sub-Capital Laser (SCL/1)                96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Anti-Missile System                       4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
ARS/ALS (130 Heat)
2 Capital Missile Launcher (White Shark)   30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    White Shark Ammo (32 shots)
4 Sub-Capital Laser (SCL/1)                96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Anti-Missile System                       4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
Aft (118 Heat)
1 Naval Gauss (Heavy)                      18   30(300) 30(300) 30(300) 30(300)  Capital Gauss
    Heavy N-Gauss Ammo (15 shots)
4 Sub-Capital Laser (SCL/1)                96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Anti-Missile System                       4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)

Overview: Based on a modified Tramp design, the Rouncey takes a compact KF core ship to develop as compact a Transport as can be done.
Capabilities: With the ability to hold five dropships, the Rouncey typically carries a mix of PWS and cargo droppers while supporting fleets. Capable of conducting combat manuvers and having a minimum amount of armor for a warship, this vessel can manage to run blockades if not under active engagement.




A final unique element, more for rule of cool then sanity

Quote
Enterprise II Yardship/Carrier
Mass: 1,600,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 1,600,000
Battle Value: 87,209
Tech Rating/Availability: F/X-X-X-F
Cost: 27,480,494,000 C-bills

Fuel: 4,500 tons (11,250)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 7
KF Drive Integrity: 31
Heat Sinks: 932 (1864)
Structural Integrity: 48

Armor
    Nose: 140
    Fore Sides: 116/116
    Aft Sides: 103/103
    Aft: 66

Cargo
    Bay 1:  Cargo (288220.0 tons)   2 Doors   
    Bay 2:  ARTS Fighter (60)       6 Doors   
    Bay 3:  Fighter (36)            4 Doors   
    Bay 4:  Small Craft (72)        6 Doors   
    Bay 5:  Fighter (36)            4 Doors   
    Bay 6:  Standard Repair Facility (Unpressurized) (1,000,000)1 Door   
    Bay 7:  Cargo (2691.0 tons)     1 Door   

Ammunition:
    160 rounds of AR10 Killer Whale ammunition (8,000 tons),
    9,240 rounds of Anti-Missile System [IS] ammunition (770 tons),
    160 rounds of AR10 Barracuda ammunition (4,800 tons),
    160 rounds of AR10 White Shark ammunition (6,400 tons),
    240 rounds of Kraken (Tele-Operated) ammunition (24,000 tons),
    320 rounds of Piranha ammunition (3,200 tons)

Dropship Capacity: 0
Grav Decks: 2 (150 m, 150 m)
Escape Pods: 0
Life Boats: 640
Crew:  115 officers, 260 enlisted/non-rated, 116 gunners, 504 bay personnel, 1000 passengers, 216 marines, 216 BA marines      

Notes: Equipped with
    1 Mobile Hyperpulse Generators (Mobile HPG)
    1 Direct Tactical Analysis Control (DTAC) System (1 drone)
    1 Lithium-Fusion Battery
   1,535 tons of standard aerospace armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (358 Heat)
10 Anti-Missile System                      10   3(30)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (1200 shots)
2 Capital Missile Launcher (AR10 Launcher)  40   4(40)   4(40)   4(40)    4(40)   AR10       
    AR10 Barracuda Ammo (20 shots)
    AR10 Killer Whale Ammo (20 shots)
    AR10 White Shark Ammo (20 shots)
3 Sub-Capital Laser (SCL/1)                 72   3(30)   3(30)   3(30)     0(0)   Sub-Capital Laser
4 Sub-Capital Missile Launcher (Piranha)    36   12(120) 12(120) 12(120)   0(0)   Sub-Capital Missile
    Piranha Ammo (40 shots)
4 Tele-operated Missile (Kraken T)          200  40(400) 40(400) 40(400) 40(400)  Tele-Operated Capital Missile
    Kraken (Tele-Operated) Ammo (80 shots)
FRS/FLS (158 Heat)
10 Anti-Missile System                      10   3(30)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (1200 shots)
2 Capital Missile Launcher (AR10 Launcher)  40   4(40)   4(40)   4(40)    4(40)   AR10       
    AR10 Barracuda Ammo (20 shots)
    AR10 Killer Whale Ammo (20 shots)
    AR10 White Shark Ammo (20 shots)
3 Sub-Capital Laser (SCL/1)                 72   3(30)   3(30)   3(30)     0(0)   Sub-Capital Laser
4 Sub-Capital Missile Launcher (Piranha)    36   12(120) 12(120) 12(120)   0(0)   Sub-Capital Missile
    Piranha Ammo (40 shots)
RBS/LBS (158 Heat)
10 Anti-Missile System                      10   3(30)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (1200 shots)
2 Capital Missile Launcher (AR10 Launcher)  40   4(40)   4(40)   4(40)    4(40)   AR10       
    AR10 Barracuda Ammo (20 shots)
    AR10 Killer Whale Ammo (20 shots)
    AR10 White Shark Ammo (20 shots)
3 Sub-Capital Laser (SCL/1)                 72   3(30)   3(30)   3(30)     0(0)   Sub-Capital Laser
4 Sub-Capital Missile Launcher (Piranha)    36   12(120) 12(120) 12(120)   0(0)   Sub-Capital Missile
    Piranha Ammo (40 shots)
ARS/ALS (258 Heat)
10 Anti-Missile System                      10   3(30)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (840 shots)
2 Capital Missile Launcher (AR10 Launcher)  40   4(40)   4(40)   4(40)    4(40)   AR10       
    AR10 Barracuda Ammo (20 shots)
    AR10 Killer Whale Ammo (20 shots)
    AR10 White Shark Ammo (20 shots)
3 Sub-Capital Laser (SCL/1)                 72   3(30)   3(30)   3(30)     0(0)   Sub-Capital Laser
4 Sub-Capital Missile Launcher (Piranha)    36   12(120) 12(120) 12(120)   0(0)   Sub-Capital Missile
    Piranha Ammo (40 shots)
2 Tele-operated Missile (Kraken T)          100  20(200) 20(200) 20(200) 20(200)  Tele-Operated Capital Missile
    Kraken (Tele-Operated) Ammo (40 shots)
Aft (358 Heat)
10 Anti-Missile System                      10   3(30)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (1560 shots)
2 Capital Missile Launcher (AR10 Launcher)  40   4(40)   4(40)   4(40)    4(40)   AR10       
    AR10 Barracuda Ammo (20 shots)
    AR10 Killer Whale Ammo (20 shots)
    AR10 White Shark Ammo (20 shots)
3 Sub-Capital Laser (SCL/1)                 72   3(30)   3(30)   3(30)     0(0)   Sub-Capital Laser
4 Sub-Capital Missile Launcher (Piranha)    36   12(120) 12(120) 12(120)   0(0)   Sub-Capital Missile
    Piranha Ammo (40 shots)
4 Tele-operated Missile (Kraken T)          200  40(400) 40(400) 40(400) 40(400)  Tele-Operated Capital Missile
    Kraken (Tele-Operated) Ammo (80 shots)
   
Capabilities: While a far cry from its glory day of 972 fighters, the more modest 132 fighters(60 of which are drones) is something more realistically capable of being sustained. Especially as taking cues from the New Syrtis, the fighters are double staffed both in their bay crews and in pilots. The Enterprise II was refashioned as a Yardship/Carrier, capable of supporting a fleet of lesser vessels
History: Created from the hulk of the original Enterprise, the ship in some ways could be considered a bit of an franken-warship. Bearing the KF drive meant for a Texas Battleship and the drive assembly patterned off a Newgrange, the ship exists solely due to fact that its hull was still intact enough to be refurbished.


« Last Edit: 18 June 2022, 12:32:49 by arcticwyrm245 »

idea weenie

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One thing to consider is that the sheer number of ammunition-based weapons.  This will require the ships to have a supply ship traveling with them to keep the ships fully armed.  Is it possible to have a few energy-based weapons for the long-ranged smack factor?

Second, did they bring any technology back with them?  Even just basic Double Heat Sinks would make any Mechs they deploy much nastier in a fight (10 DHS in the 'Mech's engine would cost 240k C-Bills if installed in an Atlas).  Knowledge of where the Helm Memory Core and the New Dallas Core, along with how to get access to them would be a wonderful prize.  If they have access to the industry to make Warships, then developing the industry to make smaller items and sell them would be a great money-maker.  Plus stealing all of the Mechs present in the Helm Cache would gretly increase their combat capability.

With Holy Shroud II kicking off, they could set up a factory that looks like a promising target, then capture the Comstar team and introduce those agents to the True Believers of Blake.

They know that Outreach had lots of Star League industry on it that was hidden, so perhaps getting control of that plant would be possible?

Comstar would try to provide material to bandits in the Periphery, WoB might want to get access to some of those resources.

There is also the Explorer Corps that is being set up in the Periphery, perhaps these WoB personnel can co-opt its mission and us it to develop the industry they need?

They also know when and where the Wolf Dragoons will be arriving, so can pre-position ships to try and find their stockpiles.  Imagine if these WoB personnel can find the mothballed Warships.

Instead of having to explore for the Clans, they know where the Clan homeworlds are.  This means they could send ships to the Clans and try to get in contact with the Dark Caste to try and smuggle people out of Clan territory.  Imagine one of the Clans that its Warriors are ruthless to those they consider inferior, suddenly waking up and discovering that all of their other castes have just left.

If it is the late 2900s, then the following critical dates need to be taken into account:
Code: [Select]
2959: Adrienne Sims begins having nightmares about an invasion from beyond the Periphery, Explorer Corps formed
2979: Adrienne Sims dies, Operation HOLY SHROUD II begins, the Tripitz Affair takes place, Yin Takami named Primus
2987: Deep Raid of 2987
2988: Death Commandos formed, First Circuit reorganized to include Tharkad, Sian and New Avalon
2994: Allen Rusenstein named Primus, Yin Takami dies
3000: ComStar begins extensive recruitment in the Periphery, Takashi Kurita named Commander of the Otomo
3001: ComStar begins supplying bandit kings
3005: Ministry of Development reorganized, Wolf's Dragoons arrive in the Inner Sphere, make first contact with the planet of Delos IV and contract employment by House Davion
3006: Allen Rusenstein resigns, Julian Tiepolo named Primus, Thomas Marik joins ComStar
3010: Marik Civil War instigated, Wolf's Dragoons next seek employment with House Liao
3015: New Avalon Institute of Science formed, Neil Avellar II named Parliamentary President, Precentor ROM Vesar Kristofur excommunicated, Wolf's Dragoons next contract employment with House Marik
3019: Theodore Kurita and Tomoe Sakade marry, Wolf's Dragoons suffer costly defeat assaulting the BattleMech Factory Defiance Industries on Hesperus II and disappear into deep space to refit and rebuild their force
3020: Contact with Michael Hasek-Davion made, Katrina Steiner issues Peace Proposal, Katrina Steiner sends Peace Proposal to all Houses, Outworlds Alliance Educational Exchange Program begins, Wolf's Dragoons return from deep space at full strength, end employment with House Marik and next contract employment with House Steiner
3022: Concord of Kapteyn signed, Federated-Commonwealth Alliance Document signed, Wolf's Dragoons end employment with House Steiner.
3025: Operation DOPPELGANGER takes place, Third Succession War ends. The Trell I affair leads to the formation of the Gray Death Legion.
3028: Federated Commonwealth unofficially formed, Still under contract Wolf's Dragoons betrayed and attacked by House Kurita and the Battle of Misery ensues, Fourth Succession War begins, Gray Death Legion discovers Helm Memory Core, Hanse Davion and Melissa Steiner marry, Northwind Agreement takes effect, Operation RIPOSTE takes place, Tormana Liao captured, Thomas Marik promotion,
3029: Battle for Crossing, ComStar covertly attacks NAIS, Federated Suns interdicted by ComStar, House Davion framed for destruction of Sarna HPG and suffers Interdiction, Interdiction lifted, Julian Tiepolo dies, Michael Hasek-Davion killed, Myndo Waterly named Primus, Operation INTRUDERS COMMUNION takes place, St. Ives Compact formed, Tikonov Free Republic formed
3030: Andurien-Canopian invasion of the Capellan Confederation begins, Draconis Combine receives Star League BattleMechs from ComStar, Duchy of Andurien secedes from Free Worlds League, Fourth Succession War ends, Internal Emergency Act passed, Operation ROSEBUD initiated, Sarna March created, Theodore Kurita named Gunji-no-Kanrei, Wolf's Dragoons requested/granted planet Outreach by Hanse Davion
3034: Anastasius Focht joins ComStar, Free Rasalhague Republic formed, House Kurita recognizes the Free Rasalhague Republic, Neil Avellar II marries Rebecca DeSanders, Operation FLUSH begins, Operation ROSEBUD ends, Ronin War takes place, Skye Crisis
3039: Katrina Steiner abdicates, Melissa Steiner-Davion named Archon, War of 3039 begins, War of 3039 takes place
3040: Emma Centrella named Magestrix, Katrina Steiner dies, Kyalla Centrella removed, War of 3039 ends
3044: Operation FLUSH ends
3048: Explorer Corps vessel Outbound Light encounters Clan forces
3049: Clans invade the Periphery, contact established with the Clans, Operation REVIVAL takes place
3050: Clans invade Inner Sphere, Clan Invasion of Draconis Combine begins, Anastasius Focht appointed ambassador to the Clans, Battle of Wolcott occurs, Leo Showers killed

arcticwyrm245

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Thx for all the info and ideas, here is generally an outline of things I have worked on



Tech wise is most of the late Jihad Wob/Comstar stuff with a decent spread of the things that the other Great House factions had. Partial access to Manaei Domini stuff mostly focused on their ASF Drones, eventually the BVDNI, along with a rule of cool Omega or two. Additionally eventual access to Society stuff from having taken in some of the early escapees of the Society from the Wars of Reaving. The biggest special macguffin is that the fleet also has the Interconnectedness Unlimited scientists that did the work on the Lucretia, the idea being that they managed to externalize the Superjump Drive into a ring that can dock a few ships to be jumped 120LYs without destroying their own jumpdrives. Which would be the introduction method for the Wobbies to the past.

Focus techwise in the start are things for export like Chemical Lasers, Rocket Launchers, before moving on to MMLs and Plasma Rifles. Useful but not eye pop out things like ECM, Gauss, and Freezers.

For caches the first would be the New Dallas, not so much because the Hegemony Core is useful then as an excuse to eventually start producing things like Merkavas, LVT4s, Black Eagles, etc. The biggest benefit would probably be access to early primitive warship design info. The Helm cache would come later, techwise the Wobbies would have most of it and they are going to have a manpower crunch for a while until they can get the Helm cache to be useful.

Initial industrywise is a Newgrange yardship converted to a factory/mining one with some supporting mining/factory dropships, limited but still present warship maintenance/repair functions. I would compare the facilities to the Argo writ large, can put together any mech with enough scrap but can't really make them from scratch at a useful rate. It was meant to support the pre-Jihad push into Clan Space. Going for Outreach is an idea but its in Capellan space and that is going to be an issue to deal with.

Economics wise I was thinking to start out in the Periphery where the Aurigan Coalition/eventual Fronc Reach is to develop some factories for primitive mechs for periphery export, production of Combat Vees/primitive ASF first to periphery and then export to the borderlands of the Great Houses. Creative accounting will be used of course. Then cut up galactic north first through Marik space before carving a new nation state around where the Goliath Scorpions would have set up their Inner Sphere Empire. That would be the backdoor into Clan Space to boot.

Definitely going to be alot of cloak and daggers with Comstar, especially fun since there will be veterans of that fighting from the Jihad.


Fun with an Ontos, no power amps means all the armor in the world.

Quote
Ontos Heavy Tank (Periphery)

Mass: 95 tons
Movement Type: Tracked
Power Plant: 285 ICE
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: Standard
Armament:
     2 LRM 5
     8 Medium Chem Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3100
Tech Rating/Availability: E/X-X-F-F
Cost: 2,799,713 C-bills

Overview
It is almost night and day comparing this periphery manufactored Ontos tank to its Inner Sphere counterpart. Using the innovated Chemical Lasers, the Ontos can take almost any punishment while dishing out a fierce retaliation to any that oppose it. Al for a meager 11% increase in cost.

Capabilities
While having roughly the same firepower as the original Ontos, this vehicle makes use of the new chemical lasers to upgrade the armor to enormous levels. The armor of the vehicle from the frontal glacis to its side and torso are almost doubled while a more modest 50% increase in the rear when compared to the heavier Behemoth tank. When compared to the original though, the assault tank has triple the original plating except for the rear at 250%.

Type: Ontos Heavy Tank
Technology Base: Mixed (Experimental)
Movement Type: Tracked
Tonnage: 95
Battle Value: 1,581

Equipment                                          Mass
Internal Structure                                  9.5
Engine                        285 ICE                33
   Cruising MP: 3
   Flank MP: 5
Heat Sinks:                   0                       0
Control Equipment:                                  5.0
Power Amplifier:                                    0.0
Turret:                                             1.5
Armor Factor                  368                    23

                          Internal   Armor   
                          Structure  Value   
     Front                   10        91   
     R/L Side              10/10     72/72   
     Rear                    10        59   
     Turret                  10        74   


Weapons
and Ammo                           Location    Tonnage      
Trailer Hitch                        Rear        0.0     
2 LRM 5                             Turret       4.0     
8 Medium Chem Laser                 Turret       8.0     
Chaff Pod                           Turret       1.0     
LRM 5 Ammo (48)                      Body        2.0     
Medium Chemical Laser Ammo (240)     Body        8.0     
   
Notes: Periphery Grade Chemical Laser ammo deals -1 damage across all sizes to Bar10 armor. Don't think the Chem Laser itself needs special materials but if they do then a decrease of all range brackets by one ought to be enough of a debuff.

Ship wise I was thinking that the original Dreadnought and Block II are going to become overglorified transports/combat auxiliaries once the Dreadnought IIs come out. I'm not worried about ammo for the Siege or Drone Aviation models, their not meant for battleline slugging. But here is a mostly MPPC build for the Dreadnought II.

Quote
Dreadnought II-B Light Battleship
Mass: 960,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3100
Mass: 960,000
Battle Value: 92,072
Tech Rating/Availability: F/X-X-F-F
Cost: 14,244,618,000 C-bills

Fuel: 12,000 tons (30,000)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 5
KF Drive Integrity: 20
Heat Sinks: 3896 (7792)
Structural Integrity: 90

Armor
    Nose: 238
    Fore Sides: 196/196
    Aft Sides: 174/174
    Aft: 112

Cargo
    Bay 1:  Small Craft ( 8 )         2 Doors   
    Bay 2:  ARTS Fighter (12)       3 Doors   
    Bay 3:  ARTS Fighter (12)       3 Doors   
    Bay 4:  ARTS Small Craft (12)   3 Doors   
    Bay 5:  Cargo (40000.0 tons)    1 Door   
    Bay 6:  Cargo (1351.5 tons)     1 Door   

Ammunition:
    2,400 rounds of Anti-Missile System [IS] ammunition (200 tons),
    320 rounds of Light SCC ammunition (160 tons)

Dropship Capacity: 0
Grav Decks: 2 (150 m, 150 m)
Escape Pods: 0
Life Boats: 160
Crew:  100 officers, 300 enlisted/non-rated, 116 gunners, 100 bay personnel, 100 passengers, 72 marines, 36 BA marines      

Notes: Equipped with
    lithium-fusion battery system
    1 Satellite Imager [Infrared Imager]
    1 Naval Comm-Scanner Suite (Small)
    1 Direct Tactical Analysis Control (DTAC) System (1 drone)
    1 Satellite Imager [Hyperspectral Imager]
   1,727 tons of improved ferro-aluminum armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
Nose (1,032 Heat)
6 Anti-Missile System                       6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (300 shots)
12 Large VSP Laser                         120  12(120) 8(84)    0(0)     0(0)   Pulse Laser
4 Sub-Capital Laser (SCL/1)                96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
6 Naval PPC (Medium)                       810  54(540) 54(540) 54(540) 54(540)  Capital PPC
FRS/FLS (1,128 Heat)
6 Anti-Missile System                       6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (300 shots)
12 Large VSP Laser                         120  12(120) 8(84)    0(0)     0(0)   Pulse Laser
8 Sub-Capital Laser (SCL/1)                192  8(80)   8(80)   8(80)     0(0)   Sub-Capital Laser
6 Naval PPC (Medium)                       810  54(540) 54(540) 54(540) 54(540)  Capital PPC
RBS/LBS (610 Heat)
6 Anti-Missile System                       6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (300 shots)
12 Large VSP Laser                         120  12(120) 8(84)    0(0)     0(0)   Pulse Laser
4 Naval Laser 55                           340  22(220) 22(220) 22(220) 22(220)  Capital Laser
4 Sub-Capital Cannon (Light)               48   8(80)   8(80)   8(80)     0(0)   Sub-Capital Cannon
    Light SCC Ammo (160 shots)
4 Sub-Capital Laser (SCL/1)                96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
ARS/ALS (1,128 Heat)
6 Anti-Missile System                       6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (300 shots)
12 Large VSP Laser                         120  12(120) 8(84)    0(0)     0(0)   Pulse Laser
8 Sub-Capital Laser (SCL/1)                192  8(80)   8(80)   8(80)     0(0)   Sub-Capital Laser
6 Naval PPC (Medium)                       810  54(540) 54(540) 54(540) 54(540)  Capital PPC
Aft (1,032 Heat)
6 Anti-Missile System                       6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (300 shots)
12 Large VSP Laser                         120  12(120) 8(84)    0(0)     0(0)   Pulse Laser
4 Sub-Capital Laser (SCL/1)                96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
6 Naval PPC (Medium)                       810  54(540) 54(540) 54(540) 54(540)  Capital PPC
   
Overview: Developed as a successor to the Mk2 Dreadnought, a number of compromises were required to conform with the finalized hull form of the Dreandought II frame. While possessing inferior firepower to that of the Mk2, the ship focused instead on a superior acceleration profile and a massively improved armor belt and general structural reinforcement. While not quite to the durability of some late Star League era vessels, for being generally a third to even a half times smaller displacement it is a tough vessel.

Capabilities: The B variant Dreadnought II was developed for long endurance slug matches with its main armament being batteries of Medium Naval PPCs, providing heavy firepower that is nonreliant on ammunition. While unable to put the sheer weight of fire that its Prime variant can, it can still blast most cruisers into hulks in a volley or two.

Deployment: Deployed in a carefully managed ratio to their Prime Variants, where supply is favorable they exist in 1-2 ratios with the slide moving as supply is considered more precarious. 



A modified Type 51 with Naval Lasers
Quote
Type 51(M)-B Gunship   Primitive Warship
Mass: 50,000 tons
Technology Base: Inner Sphere (Experimental)
Introduced: 3100
Mass: 50,000
Battle Value: 14,635
Tech Rating/Availability: E/X-X-X-X
Cost: 4,448,091,000 C-bills

Fuel: 2,000 tons (20,000)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 3
KF Drive Integrity: 3
Jump Range: 15
Heat Sinks: 225 (450)
Structural Integrity: 100

Armor
    Nose: 15
    Fore Sides: 15/15
    Aft Sides: 15/15
    Aft: 15

Cargo
    Bay 1:  Small Craft (2)         1 Door   
    Bay 2:  BattleArmor (IS) (3)    1 Door   
    Bay 3:  Fighter (6)             2 Doors   
    Bay 4:  Cargo (765.5 tons)      1 Door   

Ammunition:
    6 rounds of AR10 Killer Whale ammunition (50 tons),
    1,920 rounds of Anti-Missile System [IS] ammunition (160 tons),
    20 rounds of AR10 Barracuda ammunition (600 tons),
    1,280 rounds of LRM 15 ammunition (160 tons),
    1,920 rounds of HVAC/10 ammunition (240 tons)

Dropship Capacity: 1
Grav Decks: 0
Escape Pods: 0
Life Boats: 25
Crew:  13 officers, 42 enlisted/non-rated, 20 gunners, 40 bay personnel, 24 marines      

Notes: Mounts 97.5 tons of primitive aerospace armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (80 Heat)
2 LRM 15                                    10   2(18)   2(18)   2(18)     0(0)   LRM         
    LRM 15 Ammo (160 shots)
4 HVAC/10                                   28   4(40)   4(40)   4(40)     0(0)   AC         
    HVAC/10 Ammo (320 shots)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
2 Capital Missile Launcher (AR10 Launcher)  40   4(40)   4(40)   4(40)    4(40)   AR10       
    AR10 Barracuda Ammo (20 shots)
    AR10 Killer Whale Ammo (6 shots)
FRS/FLS (82 Heat)
2 LRM 15                                    10   2(18)   2(18)   2(18)     0(0)   LRM         
    LRM 15 Ammo (160 shots)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
1 Naval Laser 45                            70   5(45)   5(45)   5(45)    5(45)   Capital Laser
RBS/LBS (40 Heat)
2 LRM 15                                    10   2(18)   2(18)   2(18)     0(0)   LRM         
    LRM 15 Ammo (160 shots)
4 HVAC/10                                   28   4(40)   4(40)   4(40)     0(0)   AC         
    HVAC/10 Ammo (320 shots)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
ARS/ALS (40 Heat)
2 LRM 15                                    10   2(18)   2(18)   2(18)     0(0)   LRM         
    LRM 15 Ammo (160 shots)
4 HVAC/10                                   28   4(40)   4(40)   4(40)     0(0)   AC         
    HVAC/10 Ammo (320 shots)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
Aft (40 Heat)
2 LRM 15                                    10   2(18)   2(18)   2(18)     0(0)   LRM         
    LRM 15 Ammo (160 shots)
4 HVAC/10                                   28   4(40)   4(40)   4(40)     0(0)   AC         
    HVAC/10 Ammo (320 shots)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
   



Any other suggestions/feedback?
« Last Edit: 18 June 2022, 12:31:39 by arcticwyrm245 »

Dragon Cat

  • Lieutenant Colonel
  • *
  • Posts: 7365
  • Not Dead Until I Say So
Interesting designs
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.

idea weenie

  • Major
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  • Posts: 4041
Remember that the Helm Cache is not just the Core, but is also a very large number of Star League-grade Mechs, vehicles, infantry gear, and all sorts of other stuff.  All of that would be useful as military materials to the displaced MD.  Even the Core itself would be useful for all the civilian goods that could be produced for low-tech planets, and later traded for that planet to produce on their own.  Have them go around the Inner Sphere, uplifting the Periphery worlds, to get better PR for the future.

The key is to get the code box that contains the hidden access codes, likely by having a MD sneak team go in and replace it with a non-functioning version.  From there, go to the entrance, and arrange for a raid to happen to cover the door opening.  This is to make sure any seismologists get distracted by the fighting instead of wondering about the strange rumbling near the Nagayan mountains.  Once inside, they can perform system take-overs, data copying, MD integration, maintenance, sensor deployment, and inventory.  The goal is to set up the location to be MD-friendly, making sure they know if anyone is approaching, and calculating the optimal method to loot the location.

After that, if they can get a few Mules/Mammoths/Behemoths freed up, they can pop over to Helm, and steadily load up the loot from the cache.  A few of their personnel can remain onsite to oversee the operation, with instructions to have the whole facility self-destruct if they are in danger of losing.  They will have to balance getting few enough Dropships so that they are not noticed, and large enough number of Dropships popping in to get the whole Cache cleared out before others realize what is going on and can stop them.


Forgot another cache for them to grab - Halstead Station.  Grab that library, and the core of the NAIS is gone.

arcticwyrm245

  • Corporal
  • *
  • Posts: 58
I'll have to put some thought into it, don't want this to be some bland Helm Cache snatch and grab. Still I haven't really put thought into the civie goods the core would have so that will definitely be a feature. Halstead is probably going to be a thing but not a major priority, more asset denial then being of use. Though that will definitely cause butterflies.

idea weenie

  • Major
  • *
  • Posts: 4041
I'll have to put some thought into it, don't want this to be some bland Helm Cache snatch and grab. Still I haven't really put thought into the civie goods the core would have so that will definitely be a feature. Halstead is probably going to be a thing but not a major priority, more asset denial then being of use. Though that will definitely cause butterflies.

The fun part is when Precentor Rachan tries to get Garth to go along with the plan, Garth has some of his people overfly the regions, and spot what were several Dropship landing sites near the Nagayan mountains.  Further inspection finds the Star League base, with only an empty computer inside, and no loot.

Presto, Precentor Rachan has lost his leverage, and now has to wonder who copied the data off the computer before he could get to it.  Lots of fun for writing the perspective on the Comstar side, let alone having to redo the Marik Civil war plan now that there is no loot to pay off Garth.

Then a few months later, there are reports of older Age of War tech being copied onto public databases in different parts of the Inner Sphere.  Technology that is a significant step up, but not enough to properly challenge Comstar's tech dominance.  A couple of times a local Precentor is able to talk briefly with the people distributing the technology, and the Precentor gets the perception that these people are fanatics beyond any ROM operative that Precentor has ever met with.

(MD know who would be willing to join WoB later, so can target those people for recruitment?)

warhammer74

  • Sergeant
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  • Posts: 118
  • Oh look its a bird
Why the wobbies  I hate everything they are.  Should be the an FC unit

arcticwyrm245

  • Corporal
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  • Posts: 58
Then that would be very very boring as rationally any FC unit is going to go crying to Daddy Hanse or Mommy Katarina, ignoring that both are not in the hotseat of their nations at the time they would be getting sent. Also because I sincerely doubt any of them are as much of a magpie or with much of a fleet as the Wobbies have as an option. Where is the mad science?! There must be moral and ethical drama not the boring white knight schtick that a FC unit would have. Begone with your FCwank! Begone, be exorcised by the Word of Blake!! BLAKE COMPELS YOU!  :D

arcticwyrm245

  • Corporal
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  • Posts: 58
Here are a few more ship designs

First the Destroyer class
Quote
Vincent II Escort Destroyer
Mass: 400,000 tons
Technology Base: Mixed (Experimental)
Introduced: 3100
Mass: 400,000
Battle Value: 40,560
Tech Rating/Availability: F/X-X-F-F
Cost: 13,806,996,000 C-bills

Fuel: 12,000 tons (30,000)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 4
KF Drive Integrity: 10
Heat Sinks: 493
Structural Integrity: 55

Armor
    Nose: 54
    Fore Sides: 54/54
    Aft Sides: 45/45
    Aft: 45

Cargo
    Bay 1:  Small Craft (6)         2 Doors   
    Bay 2:  Cargo (40000.0 tons)    1 Door   
    Bay 3:  ARTS Fighter (24)       6 Doors   
    Bay 4:  Cargo (3822.0 tons)     1 Door   

Ammunition:
    20 rounds of AR10 Killer Whale ammunition (1,000 tons),
    3,456 rounds of Anti-Missile System [Clan] ammunition (144 tons),
    20 rounds of AR10 Barracuda ammunition (600 tons),
    20 rounds of AR10 White Shark ammunition (800 tons),
    30 rounds of Kraken (Tele-Operated) ammunition (3,000 tons),
    60 rounds of Screen Launcher ammunition (600 tons),
    1,920 rounds of LRM 15 ammunition (240 tons)

Dropship Capacity: 2
Grav Decks: 1 (100 m)
Escape Pods: 0
Life Boats: 50
Crew:  29 officers, 100 enlisted/non-rated, 46 gunners, 30 bay personnel, 36 marines, 12 BA marines      

Notes: Equipped with
    lithium-fusion battery system
    1 Naval C3
   435 tons of improved ferro-aluminum armor.

Overview: Developed as part of the Light Capital Ship Foundation initiative, three ship hulls to fulfill the roles of garrison light ship, fleet destroyer, and fleet cruiser. The original Vincent hull was chosen as the basis and mated to the maneuver drive developed for the Suffren Destroyer which enabled 2Gs cruise and 3Gs max acceleration profile on a slimmed down Vincent Hull. Most of said slimming being due to use of later warship development breakthroughs in internal structure layout then at the Vincent's initial design.

Capabilities: Developed for both garrison and fleet escort duty, the relabeled Vincent Destroyer features improved acceleration to the fleet standard thanks to doubling the number of maneuver drives from a Pinto Corvette. Additionally firepower is based around MNPPCs set in the forward and side arcs while a comprehensive flak belt has been added.

Deployment: Two variants of the Vincent were created, the Patrol variant featured manned fighter bays and an expanded marine contingent while the Escort variant featured Naval C3 and a BA defensive contingent.

History: While on the design board the new MKII LRM was developed and to gain additional support some horse trading ensured that the fleet branch would invest in LRM production in exchange for its use as part of the newer runs of ships and in new designs.


Weapons:                                         Capital Attack Values (Standard)
Arc (Heat)                                   Heat  SRV     MRV     LRV      ERV    Class       
Nose (236 Heat)
2 Capital Missile Launcher (AR10 Launcher)   40   4(40)   4(40)   4(40)    4(40)   AR10       
    AR10 Barracuda Ammo (20 shots)
    AR10 Killer Whale Ammo (20 shots)
    AR10 White Shark Ammo (20 shots)
2 Tele-operated Missile (Kraken T)           100  20(200) 20(200) 20(200) 20(200)  Tele-Operated Capital Missile
    Kraken (Tele-Operated) Ammo (30 shots)
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
6 LRM 15                                     30   5(54)   5(54)   5(54)     0(0)   LRM         
    LRM 15 Ammo (240 shots)
6 Anti-Missile System                         6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (432 shots)
FRS/FLS (366 Heat)
2 Naval PPC (Medium)                         270  18(180) 18(180) 18(180) 18(180)  Capital PPC
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
6 LRM 15                                     30   5(54)   5(54)   5(54)     0(0)   LRM         
    LRM 15 Ammo (240 shots)
6 Anti-Missile System                         6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (432 shots)
RBS/LBS (366 Heat)
2 Naval PPC (Medium)                         270  18(180) 18(180) 18(180) 18(180)  Capital PPC
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
6 LRM 15                                     30   5(54)   5(54)   5(54)     0(0)   LRM         
    LRM 15 Ammo (240 shots)
6 Anti-Missile System                         6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (432 shots)
ARS/ALS (212 Heat)
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
6 LRM 15                                     30   5(54)   5(54)   5(54)     0(0)   LRM         
    LRM 15 Ammo (240 shots)
6 Anti-Missile System                         6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (432 shots)
2 Screen Launcher                            20   3(30)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (20 shots)
4 Sub-Capital Laser (SCL/1)                  96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
Aft (212 Heat)
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
6 LRM 15                                     30   5(54)   5(54)   5(54)     0(0)   LRM         
    LRM 15 Ammo (240 shots)
6 Anti-Missile System                         6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (432 shots)
2 Screen Launcher                            20   3(30)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (20 shots)
4 Sub-Capital Laser (SCL/1)                  96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
   

Quote
Vincent II Patrol Destroyer
Mass: 400,000 tons
Technology Base: Mixed (Experimental)
Introduced: 3100
Mass: 400,000
Battle Value: 42,776
Tech Rating/Availability: F/X-X-F-F
Cost: 7,803,220,000 C-bills

Fuel: 12,000 tons (30,000)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 4
KF Drive Integrity: 10
Heat Sinks: 1168 (2336)
Structural Integrity: 55

Armor
    Nose: 30
    Fore Sides: 30/30
    Aft Sides: 26/26
    Aft: 26

Cargo
    Bay 1:  Small Craft (6)         2 Doors   
    Bay 2:  Fighter (24)            6 Doors   
    Bay 3:  Cargo (40000.0 tons)    1 Door   
    Bay 4:  Cargo (7228.0 tons)     1 Door   

Ammunition:
    20 rounds of AR10 Killer Whale ammunition (1,000 tons),
    3,456 rounds of Anti-Missile System [Clan] ammunition (144 tons),
    20 rounds of AR10 Barracuda ammunition (600 tons),
    20 rounds of AR10 White Shark ammunition (800 tons),
    30 rounds of Kraken (Tele-Operated) ammunition (3,000 tons),
    60 rounds of Screen Launcher ammunition (600 tons),
    1,920 rounds of LRM 15 ammunition (240 tons)

Dropship Capacity: 2
Grav Decks: 1 (100 m)
Escape Pods: 0
Life Boats: 60
Crew:  29 officers, 100 enlisted/non-rated, 46 gunners, 78 bay personnel, 50 passengers, 72 marines      

Notes: Equipped with
    1 Naval C3
   330 tons of standard aerospace armor.

Overview: Developed as part of the Light Capital Ship Foundation initiative, three ship hulls were to be chosen to fulfill the roles of garrison light ship, fleet destroyer, and fleet cruiser. The original Vincent hull was chosen as the basis and mated with two maneuver units from a Pinto Corvette which enabled 2Gs cruise and 3Gs max acceleration profile on a slimmed down Vincent Hull. Most of said slimming being due to use of later warship development breakthroughs in internal structure layout then at the Vincent's initial design.

Capabilities: Developed for both garrison and fleet escort duty, the relabeled Vincent Destroyer features improved acceleration to the fleet standard thanks to doubling the number of maneuver drives from a Pinto Corvette. Additionally firepower is based around MNPPCs set in the forward and side arcs while a comprehensive flak belt has been added. For cost cutting purposes this variant does not feature a LF battery system and instead has an improved cargo capacity.

Deployment: Two variants of the Vincent were created, the Patrol variant featured manned fighter bays and an expanded marine contingent while the Escort variant featured Naval C3, a BA defensive contingent, and an LF Battery sheath as standard.

History: While on the design board the new MKII LRM was developed and to gain additional support some horse trading ensured that the fleet branch would invest in LRM production in exchange for its use as part of the newer runs of ships and in new designs. 

Weapons:                                         Capital Attack Values (Standard)
Arc (Heat)                                   Heat  SRV     MRV     LRV      ERV    Class       
Nose (236 Heat)
2 Capital Missile Launcher (AR10 Launcher)   40   4(40)   4(40)   4(40)    4(40)   AR10       
    AR10 Barracuda Ammo (20 shots)
    AR10 Killer Whale Ammo (20 shots)
    AR10 White Shark Ammo (20 shots)
2 Tele-operated Missile (Kraken T)           100  20(200) 20(200) 20(200) 20(200)  Tele-Operated Capital Missile
    Kraken (Tele-Operated) Ammo (30 shots)
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
6 LRM 15                                     30   5(54)   5(54)   5(54)     0(0)   LRM         
    LRM 15 Ammo (240 shots)
6 Anti-Missile System                         6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (432 shots)
FRS/FLS (366 Heat)
2 Naval PPC (Medium)                         270  18(180) 18(180) 18(180) 18(180)  Capital PPC
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
6 LRM 15                                     30   5(54)   5(54)   5(54)     0(0)   LRM         
    LRM 15 Ammo (240 shots)
6 Anti-Missile System                         6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (432 shots)
RBS/LBS (366 Heat)
2 Naval PPC (Medium)                         270  18(180) 18(180) 18(180) 18(180)  Capital PPC
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
6 LRM 15                                     30   5(54)   5(54)   5(54)     0(0)   LRM         
    LRM 15 Ammo (240 shots)
6 Anti-Missile System                         6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (432 shots)
ARS/ALS (212 Heat)
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
6 LRM 15                                     30   5(54)   5(54)   5(54)     0(0)   LRM         
    LRM 15 Ammo (240 shots)
6 Anti-Missile System                         6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (432 shots)
2 Screen Launcher                            20   3(30)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (20 shots)
4 Sub-Capital Laser (SCL/1)                  96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
Aft (212 Heat)
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
6 LRM 15                                     30   5(54)   5(54)   5(54)     0(0)   LRM         
    LRM 15 Ammo (240 shots)
6 Anti-Missile System                         6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (432 shots)
2 Screen Launcher                            20   3(30)    0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (20 shots)
4 Sub-Capital Laser (SCL/1)                  96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
   


Here we have the one of Comstar's homegrown ship designs, we don't talk about the Dante.
Quote
Suffren Mk2 Rapid Response Vessel
Mass: 540,000 tons
Technology Base: Mixed (Experimental)
Introduced: 3100
Mass: 540,000
Battle Value: 79,097
Tech Rating/Availability: F/X-X-F-F
Cost: 22,862,258,000 C-bills

Fuel: 8,000 tons (20,000)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 4
KF Drive Integrity: 12
Heat Sinks: 1481 (2962)
Structural Integrity: 60

Armor
    Nose: 70
    Fore Sides: 71/71
    Aft Sides: 71/71
    Aft: 70

Cargo
    Bay 1:  Small Craft (12)        4 Doors   
    Bay 2:  Cargo (40000.0 tons)    1 Door   
    Bay 3:  Fighter (24)            8 Doors   
    Bay 4:  Cargo (5178.0 tons)     1 Door   

Ammunition:
    640 rounds of LRM 15 (Clan) Artemis-capable ammunition (80 tons),
    128 rounds of Gauss Rifle [IS] ammunition (16 tons),
    1,536 rounds of Anti-Missile System [Clan] ammunition (64 tons),
    960 rounds of NAC/20 ammunition (384 tons)

Dropship Capacity: 4
Grav Decks: 2 (125 m, 115 m)
Escape Pods: 50
Life Boats: 100
Crew:  42 officers, 175 enlisted/non-rated, 64 gunners, 108 bay personnel, 216 marines, 36 BA marines      

Notes: Equipped with
    lithium-fusion battery system
    2 Direct Tactical Analysis Control (DTAC) System (1 drone)
    1 Naval C3
   647 tons of improved ferro-aluminum armor.

Overview: Developed from the original Suffren, this model standardizes more of the weaponry and to longer ranges along with dealing with the overly large ammo bunkers for each NAC.

Capabilities: The Suffren Mk2 is a heavily armed dropper transport ship, capable of driving off smaller naval task forces and supporting ground troops with both ASF and precision orbital bombardment.

Deployment: Meant to be sent out to deal with the sort of warfare that characterized Third Succession War era tactics along with blunting Fourth Succession War mass assaults, the Suffren served to fill a niche role. This being evident by being for the most part formally a part of Dropship Command over the part of Warship Command. This being to stop any attempts at wasting the specialized naval assets pointlessly on ground support operations.


Weapons:                                            Capital Attack Values (Standard)
Arc (Heat)                                      Heat  SRV     MRV     LRV      ERV    Class       
Nose (304 Heat)
2 Gauss Rifle                                    2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (64 shots)
4 ER Large Laser                                48   3(32)   3(32)   3(32)     0(0)   Laser       
4 Anti-Missile System                            4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (192 shots)
2 LRM 15+Artemis IV                             10   2(18)   2(18)   2(18)     0(0)   LRM         
    LRM 15 (Clan) Artemis-capable Ammo (160 shots)
2 Naval Autocannon (NAC/20)                     120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (160 shots)
2 Naval Autocannon (NAC/20)                     120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (160 shots)
FRS/FLS (358 Heat)
3 Naval Laser 45                                210  14(135) 14(135) 14(135) 14(135)  Capital Laser
4 ER Large Laser                                48   3(32)   3(32)   3(32)     0(0)   Laser       
4 Anti-Missile System                            4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (192 shots)
4 Sub-Capital Laser (SCL/1)                     96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
RBS/LBS (461 Heat)
2 Naval Autocannon (NAC/20)                     120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (160 shots)
1 Naval PPC (Medium)                            135  9(90)   9(90)   9(90)    9(90)   Capital PPC
4 Anti-Missile System                            4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (192 shots)
2 LRM 15+Artemis IV                             10   2(18)   2(18)   2(18)     0(0)   LRM         
    LRM 15 (Clan) Artemis-capable Ammo (160 shots)
8 Sub-Capital Laser (SCL/1)                     192  8(80)   8(80)   8(80)     0(0)   Sub-Capital Laser
ARS/ALS (358 Heat)
3 Naval Laser 45                                210  14(135) 14(135) 14(135) 14(135)  Capital Laser
4 ER Large Laser                                48   3(32)   3(32)   3(32)     0(0)   Laser       
4 Anti-Missile System                            4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (192 shots)
4 Sub-Capital Laser (SCL/1)                     96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
Aft (304 Heat)
2 Gauss Rifle                                    2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (64 shots)
4 ER Large Laser                                48   3(32)   3(32)   3(32)     0(0)   Laser       
4 Anti-Missile System                            4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (192 shots)
2 LRM 15+Artemis IV                             10   2(18)   2(18)   2(18)     0(0)   LRM         
    LRM 15 (Clan) Artemis-capable Ammo (160 shots)
2 Naval Autocannon (NAC/20)                     120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (160 shots)
2 Naval Autocannon (NAC/20)                     120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (160 shots)
   



Quote
Aegis II Heavy Cruiser
Mass: 800,000 tons
Technology Base: Mixed (Experimental)
Introduced: 3100
Mass: 800,000
Battle Value: 180,268
Tech Rating/Availability: F/X-X-F-F
Cost: 21,617,492,000 C-bills

Fuel: 12,000 tons (30,000)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 5
KF Drive Integrity: 17
Heat Sinks: 1302 (2604)
Structural Integrity: 90

Armor
    Nose: 153
    Fore Sides: 153/153
    Aft Sides: 153/153
    Aft: 153

Cargo
    Bay 1:  Small Craft (6)         2 Doors   
    Bay 2:  Cargo (30000.0 tons)    1 Door   
    Bay 3:  Cargo (4842.0 tons)     1 Door   

Ammunition:
    1,440 rounds of NAC/10 ammunition (288 tons),
    2,304 rounds of Anti-Missile System [Clan] ammunition (96 tons),
    720 rounds of NAC/20 ammunition (288 tons)

Dropship Capacity: 4
Grav Decks: 2 (145 m, 145 m)
Escape Pods: 0
Life Boats: 70
Crew:  55 officers, 155 enlisted/non-rated, 60 gunners, 30 bay personnel, 36 marines, 36 BA marines      

Notes: Equipped with
    lithium-fusion battery system
    1 Naval C3
   1,440 tons of improved ferro-aluminum armor.

Overview: Taking the rather expedient method of taking eight Pinto Corvette drive units and bolting them together to improve speed, this Aegis rebuild came after a long and troubled development process when it came to the cruiser category of the LCSF initiative. Several times it came close to cutting out the entire category in favor of either additional Vincent II production or of the other end of converting a Dreadnought II design into an escort role. Eventually however in the interest of having an intermediate sized hull the Aegis II design team managed to create an acceptable ship. While not deemed the success that those other two designs were, Aegis II production did begin.

Capabilities: While the Light Cruiser Variant decreased the NAC battery, the Heavy Cruiser variant standardized the NAC10 batteries in 4 gun bays and vastly increased the ammunition storage for each battery. Meanwhile each broadside now features three bays of three NAC20s. Now capable of sustaining several battles without resupply, the Aegis II features a moderate flak belt while also having the addition of an NL45 in each of the quadrant corners to deal with pests.


Weapons:                                         Capital Attack Values (Standard)
Arc (Heat)                                   Heat  SRV     MRV     LRV      ERV    Class       
Nose (186 Heat)
4 Naval Autocannon (NAC/10)                  120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/10 Ammo (240 shots)
6 Anti-Missile System                         6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (288 shots)
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
FRS/FLS (256 Heat)
4 Naval Autocannon (NAC/10)                  120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/10 Ammo (240 shots)
6 Anti-Missile System                         6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (288 shots)
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
1 Naval Laser 45                             70   5(45)   5(45)   5(45)    5(45)   Capital Laser
RBS/LBS (604 Heat)
4 Anti-Missile System                         4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (288 shots)
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
3 Naval Autocannon (NAC/20)                  180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/20 Ammo (120 shots)
3 Naval Autocannon (NAC/20)                  180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/20 Ammo (120 shots)
3 Naval Autocannon (NAC/20)                  180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/20 Ammo (120 shots)
ARS/ALS (256 Heat)
4 Naval Autocannon (NAC/10)                  120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/10 Ammo (240 shots)
6 Anti-Missile System                         6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (288 shots)
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
1 Naval Laser 45                             70   5(45)   5(45)   5(45)    5(45)   Capital Laser
Aft (186 Heat)
4 Naval Autocannon (NAC/10)                  120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/10 Ammo (240 shots)
6 Anti-Missile System                         6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (288 shots)
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
   

Quote
Aegis II Fleet Light Cruiser
Mass: 800,000 tons
Technology Base: Mixed (Experimental)
Introduced: 3100
Mass: 800,000
Battle Value: 94,035
Tech Rating/Availability: F/X-X-F-F
Cost: 21,497,772,000 C-bills

Fuel: 12,000 tons (30,000)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 5
KF Drive Integrity: 17
Heat Sinks: 2372 (4744)
Structural Integrity: 90

Armor
    Nose: 137
    Fore Sides: 137/137
    Aft Sides: 125/125
    Aft: 125

Cargo
    Bay 1:  Small Craft (6)         2 Doors   
    Bay 2:  Cargo (40000.0 tons)    1 Door   
    Bay 3:  Cargo (1486.0 tons)     1 Door   

Ammunition:
    840 rounds of NAC/10 ammunition (168 tons),
    2,304 rounds of Anti-Missile System [Clan] ammunition (96 tons)

Dropship Capacity: 4
Grav Decks: 2 (145 m, 145 m)
Escape Pods: 0
Life Boats: 75
Crew:  53 officers, 152 enlisted/non-rated, 112 gunners, 30 bay personnel, 36 marines, 36 BA marines      

Notes: Equipped with
    lithium-fusion battery system
    1 Naval C3
   1,220 tons of improved ferro-aluminum armor.

Overview: Taking the rather expedient method of taking eight Pinto Corvette drive units and bolting them together to improve speed, this Aegis rebuild came after a long and troubled development process when it came to the cruiser category of the LCSF initiative. Several times it came close to cutting out the entire category in favor of either additional Vincent II production or of the other end of converting a Dreadnought II design into an escort role. Eventually however in the interest of having an intermediate sized hull the Aegis II design team managed to create an acceptable ship. While not deemed the success that those other two designs were, Aegis II production did begin.

Capabilities: Featuring vastly improved endurance due to decrease in size of the NAC battery to accommodate NLs and Subcap Lasers, the overall firepower has decreased consumate to its role as a light cruiser providing support to the batteline of Dreadnought IIs. The original 4 dropship collars are retained, allowing greater flexibility of escort units to be brought along.

Weapons:                                         Capital Attack Values (Standard)
Arc (Heat)                                   Heat  SRV     MRV     LRV      ERV    Class       
Nose (378 Heat)
6 Naval Autocannon (NAC/10)                  180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/10 Ammo (180 shots)
6 Anti-Missile System                         6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (288 shots)
8 Sub-Capital Laser (SCL/1)                  192  8(80)   8(80)   8(80)     0(0)   Sub-Capital Laser
FRS/FLS (598 Heat)
4 Naval Laser 55                             340  22(220) 22(220) 22(220) 22(220)  Capital Laser
2 Naval Autocannon (NAC/10)                  60   20(200) 20(200) 20(200)   0(0)   Capital AC 
    NAC/10 Ammo (80 shots)
6 Anti-Missile System                         6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (288 shots)
8 Sub-Capital Laser (SCL/1)                  192  8(80)   8(80)   8(80)     0(0)   Sub-Capital Laser
RBS/LBS (798 Heat)
4 Naval PPC (Medium)                         540  36(360) 36(360) 36(360) 36(360)  Capital PPC
2 Naval Autocannon (NAC/10)                  60   20(200) 20(200) 20(200)   0(0)   Capital AC 
    NAC/10 Ammo (80 shots)
6 Anti-Missile System                         6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (288 shots)
8 Sub-Capital Laser (SCL/1)                  192  8(80)   8(80)   8(80)     0(0)   Sub-Capital Laser
ARS/ALS (598 Heat)
4 Naval Laser 55                             340  22(220) 22(220) 22(220) 22(220)  Capital Laser
2 Naval Autocannon (NAC/10)                  60   20(200) 20(200) 20(200)   0(0)   Capital AC 
    NAC/10 Ammo (80 shots)
6 Anti-Missile System                         6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (288 shots)
8 Sub-Capital Laser (SCL/1)                  192  8(80)   8(80)   8(80)     0(0)   Sub-Capital Laser
Aft (378 Heat)
6 Naval Autocannon (NAC/10)                  180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/10 Ammo (180 shots)
6 Anti-Missile System                         6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (288 shots)
8 Sub-Capital Laser (SCL/1)                  192  8(80)   8(80)   8(80)     0(0)   Sub-Capital Laser
   


arcticwyrm245

  • Corporal
  • *
  • Posts: 58
And here for the unexpected foreign choice

Quote
Concordat Mk2 Frigate
Mass: 440,000 tons
Technology Base: Mixed (Experimental)
Introduced: 3100
Mass: 440,000
Battle Value: 84,578
Tech Rating/Availability: F/X-X-F-F
Cost: 9,806,506,000 C-bills

Fuel: 12,000 tons (30,000)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 4
KF Drive Integrity: 10
Heat Sinks: 1054 (2108)
Structural Integrity: 60

Armor
    Nose: 62
    Fore Sides: 62/62
    Aft Sides: 55/55
    Aft: 55

Cargo
    Bay 1:  Small Craft (4)         4 Doors   
    Bay 2:  Cargo (35000.0 tons)    4 Doors   
    Bay 3:  Cargo (2236.0 tons)     1 Door   

Ammunition:
    1,536 rounds of Anti-Missile System [Clan] ammunition (64 tons),
    510 rounds of NAC/20 ammunition (204 tons),
    960 rounds of LRM 15 ammunition (120 tons)

Dropship Capacity: 4
Grav Decks: 1 (130 m)
Escape Pods: 0
Life Boats: 50
Crew:  35 officers, 105 enlisted/non-rated, 40 gunners, 20 bay personnel, 36 marines, 12 BA marines      

Notes: Equipped with
    1 Naval C3
   525 tons of improved ferro-aluminum armor.

Overview: Developed due to a trade/technical agreement with the Concordat government where as part of the agreement they waived copyright claims and licensing fees in exchange for financial and technological support, the Concordat Mk2 came about as a black horse challenger to the Aegis II Light Cruiser, taking its place in smaller garrison focused flotillas due to the similar levels of fire power at half the raw cost though in practice it is even better due to the smaller size of the vessel allowing for greater production savings. While not completely displacing the Aegis Light Cruiser, it was a startling upset from high command to have this come to pass.

Capabilities: Where the Aegis features a heavy secondary battery dedicated to anti-ASF/Dropship duty, the Concordat focuses on a heavy batteries of NAC20s to batter even heavier vessels into submission and enough ammo capacity to not fear running out in any sustained engagement. It is still well protected individually with its flak belt.

Weapons:                                         Capital Attack Values (Standard)
Arc (Heat)                                   Heat  SRV     MRV     LRV      ERV    Class       
Nose (459 Heat)
2 Naval Autocannon (NAC/20)                  120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (80 shots)
3 Naval Laser 55                             255  17(165) 17(165) 17(165) 17(165)  Capital Laser
4 LRM 15                                     20   4(36)   4(36)   4(36)     0(0)   LRM         
    LRM 15 Ammo (120 shots)
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
4 Anti-Missile System                         4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (192 shots)
FRS/FLS (344 Heat)
2 Naval Autocannon (NAC/20)                  120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (80 shots)
2 Naval Laser 45                             140  9(90)   9(90)   9(90)    9(90)   Capital Laser
4 LRM 15                                     20   4(36)   4(36)   4(36)     0(0)   LRM         
    LRM 15 Ammo (120 shots)
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
4 Anti-Missile System                         4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (192 shots)
RBS/LBS (264 Heat)
3 Naval Autocannon (NAC/20)                  180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/20 Ammo (90 shots)
4 LRM 15                                     20   4(36)   4(36)   4(36)     0(0)   LRM         
    LRM 15 Ammo (120 shots)
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
4 Anti-Missile System                         4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (192 shots)
ARS/ALS (144 Heat)
1 Naval Autocannon (NAC/20)                  60   20(200) 20(200) 20(200)   0(0)   Capital AC 
    NAC/20 Ammo (30 shots)
4 LRM 15                                     20   4(36)   4(36)   4(36)     0(0)   LRM         
    LRM 15 Ammo (120 shots)
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
4 Anti-Missile System                         4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (192 shots)
Aft (144 Heat)
1 Naval Autocannon (NAC/20)                  60   20(200) 20(200) 20(200)   0(0)   Capital AC 
    NAC/20 Ammo (30 shots)
4 LRM 15                                     20   4(36)   4(36)   4(36)     0(0)   LRM         
    LRM 15 Ammo (120 shots)
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
4 Anti-Missile System                         4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (192 shots)
   


Quote
Concordat Mk2 (LF) Frigate
Mass: 440,000 tons
Technology Base: Mixed (Experimental)
Introduced: 3100
Mass: 440,000
Battle Value: 84,578
Tech Rating/Availability: F/X-X-F-F
Cost: 18,994,506,000 C-bills

Fuel: 12,000 tons (30,000)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 4
KF Drive Integrity: 10
Heat Sinks: 1054 (2108)
Structural Integrity: 60

Armor
    Nose: 62
    Fore Sides: 62/62
    Aft Sides: 55/55
    Aft: 55

Cargo
    Bay 1:  Small Craft (4)         4 Doors   
    Bay 2:  Cargo (30000.0 tons)    4 Doors   
    Bay 3:  Cargo (2836.0 tons)     1 Door   

Ammunition:
    1,536 rounds of Anti-Missile System [Clan] ammunition (8 tons),
    510 rounds of NAC/20 ammunition (204 tons),
    960 rounds of LRM 15 ammunition (8 tons)

Dropship Capacity: 4
Grav Decks: 1 (130 m)
Escape Pods: 0
Life Boats: 50
Crew:  35 officers, 105 enlisted/non-rated, 40 gunners, 20 bay personnel, 36 marines, 12 BA marines      

Notes: Equipped with
    lithium-fusion battery system
    1 Naval C3
   526 tons of improved ferro-aluminum armor.

Overview: Created as a refit/new variant model of the Concordat Mk2 for a double jump capability, the limits of the Concordat hull came to bear. While the refit could occur, the prohibitive cost of developing and producing a new LF battery means that only a limited number of these refits were produced or modified from stock. Especially as the light armor of the Concordat makes using it as a rapid response vessel a more harrowing task.

Capabilities: In exchange for more of the limited cargo bay, a new LF battery sheath has been added.

Weapons:                                         Capital Attack Values (Standard)
Arc (Heat)                                   Heat  SRV     MRV     LRV      ERV    Class       
Nose (459 Heat)
2 Naval Autocannon (NAC/20)                  120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (80 shots)
3 Naval Laser 55                             255  17(165) 17(165) 17(165) 17(165)  Capital Laser
4 LRM 15                                     20   4(36)   4(36)   4(36)     0(0)   LRM         
    LRM 15 Ammo (120 shots)
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
4 Anti-Missile System                         4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (192 shots)
FRS/FLS (344 Heat)
2 Naval Autocannon (NAC/20)                  120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (80 shots)
2 Naval Laser 45                             140  9(90)   9(90)   9(90)    9(90)   Capital Laser
4 LRM 15                                     20   4(36)   4(36)   4(36)     0(0)   LRM         
    LRM 15 Ammo (120 shots)
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
4 Anti-Missile System                         4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (192 shots)
RBS/LBS (264 Heat)
3 Naval Autocannon (NAC/20)                  180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/20 Ammo (90 shots)
4 LRM 15                                     20   4(36)   4(36)   4(36)     0(0)   LRM         
    LRM 15 Ammo (120 shots)
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
4 Anti-Missile System                         4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (192 shots)
ARS/ALS (144 Heat)
1 Naval Autocannon (NAC/20)                  60   20(200) 20(200) 20(200)   0(0)   Capital AC 
    NAC/20 Ammo (30 shots)
4 LRM 15                                     20   4(36)   4(36)   4(36)     0(0)   LRM         
    LRM 15 Ammo (120 shots)
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
4 Anti-Missile System                         4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (192 shots)
Aft (144 Heat)
1 Naval Autocannon (NAC/20)                  60   20(200) 20(200) 20(200)   0(0)   Capital AC 
    NAC/20 Ammo (30 shots)
4 LRM 15                                     20   4(36)   4(36)   4(36)     0(0)   LRM         
    LRM 15 Ammo (120 shots)
6 Large VSP Laser                            60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
4 Anti-Missile System                         4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (192 shots)
   




Quote
Concordat Mk2(T) Frigate
Mass: 440,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3100
Mass: 440,000
Battle Value: 83,105
Tech Rating/Availability: E/X-X-E-F
Cost: 8,882,008,000 C-bills

Fuel: 12,000 tons (30,000)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 4
KF Drive Integrity: 10
Heat Sinks: 1,727
Structural Integrity: 60

Armor
    Nose: 62
    Fore Sides: 62/62
    Aft Sides: 55/55
    Aft: 55

Cargo
    Bay 1:  Small Craft ( 8 )         4 Doors   
    Bay 2:  Cargo (35000.0 tons)    4 Doors   
    Bay 3:  Small Craft ( 8 )         4 Doors   
    Bay 4:  Cargo (3042.0 tons)     1 Door   

Ammunition:
    510 rounds of NAC/20 ammunition (204 tons),
    640 rounds of LRM 15 ammunition (8 tons)

Dropship Capacity: 4
Grav Decks: 1 (130 m)
Escape Pods: 0
Life Boats: 70
Crew:  35 officers, 105 enlisted/non-rated, 49 gunners, 80 bay personnel, 72 marines      

Notes: Mounts 525 tons of improved ferro-aluminum armor.

Overview: Developed due to a trade/technical agreement with the Concordat government where as part of the agreement they waived copyright claims and licensing fees in exchange for financial and technological support, the Concordat Mk2 came about as a black horse challenger to the Aegis II Light Cruiser, taking its place in smaller garrison focused flotillas due to the similar levels of fire power at half the raw cost though in practice it is even better due to the smaller size of the vessel allowing for greater production savings. While not completely displacing the Aegis Light Cruiser, it was a startling upset from high command to have this come to pass.

Capabilities: Built using advances in automation that were available before the decline caused by the Succession Wars, the Concordat features a third less crew overall. Firepower wise the Concordat's ship to ship capability remains undiminished and even has additional ammunition while its Anti-ASF capaiblity has been enhanced with additional LLs along with the addition of a Point Defense Bay of SPLs in all facings. Furthermore an additional small craft bay has been installed with the ability to be swapped for ASF if needed. 


Weapons:                         Capital Attack Values (Standard)
Arc (Heat)                   Heat  SRV     MRV     LRV      ERV    Class       
Nose (447 Heat)
2 Naval Autocannon (NAC/20)  120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (80 shots)
3 Naval Laser 55             255  17(165) 17(165) 17(165) 17(165)  Capital Laser
4 LRM 15                     20   4(36)   4(36)   4(36)     0(0)   LRM         
    LRM 15 Ammo (80 shots)
5 Large Laser                40   4(40)   4(40)    0(0)     0(0)   Laser       
6 Small Pulse Laser          12   2(18)    0(0)    0(0)     0(0)   Point Defense
FRS/FLS (340 Heat)
2 Naval Autocannon (NAC/20)  120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/20 Ammo (80 shots)
2 Naval Laser 45             140  9(90)   9(90)   9(90)    9(90)   Capital Laser
4 LRM 15                     20   4(36)   4(36)   4(36)     0(0)   LRM         
    LRM 15 Ammo (80 shots)
6 Large Laser                48   5(48)   5(48)    0(0)     0(0)   Laser       
6 Small Pulse Laser          12   2(18)    0(0)    0(0)     0(0)   Point Defense
RBS/LBS (260 Heat)
3 Naval Autocannon (NAC/20)  180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/20 Ammo (90 shots)
4 LRM 15                     20   4(36)   4(36)   4(36)     0(0)   LRM         
    LRM 15 Ammo (80 shots)
6 Large Laser                48   5(48)   5(48)    0(0)     0(0)   Laser       
6 Small Pulse Laser          12   2(18)    0(0)    0(0)     0(0)   Point Defense
ARS/ALS (140 Heat)
1 Naval Autocannon (NAC/20)  60   20(200) 20(200) 20(200)   0(0)   Capital AC 
    NAC/20 Ammo (30 shots)
4 LRM 15                     20   4(36)   4(36)   4(36)     0(0)   LRM         
    LRM 15 Ammo (80 shots)
6 Large Laser                48   5(48)   5(48)    0(0)     0(0)   Laser       
6 Small Pulse Laser          12   2(18)    0(0)    0(0)     0(0)   Point Defense
Aft (140 Heat)
1 Naval Autocannon (NAC/20)  60   20(200) 20(200) 20(200)   0(0)   Capital AC 
    NAC/20 Ammo (30 shots)
4 LRM 15                     20   4(36)   4(36)   4(36)     0(0)   LRM         
    LRM 15 Ammo (80 shots)
6 Large Laser                48   5(48)   5(48)    0(0)     0(0)   Laser       
6 Small Pulse Laser          12   2(18)    0(0)    0(0)     0(0)   Point Defense