So about a month ago I posted a design the fusil combat dropship
https://bg.battletech.com/forums/index.php?topic=86907.0 a 490 ton gunboat taking advantage of the 500 ton targeting penalty. The issue was carrying them though small enough to be realistically carried inside there was no bay for such an thing and they would take up a drop collar each. I believe I have come up with a solution.
The solution I have come to is to take advantage of the reinforced repair facility that can house craft while moving. While meant for repairs there is no reason I couldn't stuff these gunboats in it. To simulate enough space for operations I have a requirement that instead of needing 490 size per gunboat I need double 980 per gunboat. To get around arguments on jump tonnage on top of all this there is cargo weight set aside to represent each of these gunboats. Below is my prospective design a modified version of my Liberty Armed Fleet Transport ship.
Liberty Gunboat Carrier- A mostly unchanged design from my standard gaining the space for the repair bay by converting the fighter and small craft bays as well as much of the cargo bays. The important thing is the size 147K repair bay large enough to carry 150 gunboats and having 15 doors to launch craft. The gunboats are represented by a 73,500 ton "cargo" bay. This ship still carries 46K cargo plenty for it's own medium term operations.
Heavy Transport Warship Liberty Gunboat Carrier
Mass: 1,000,000 tons
Technology Base: Inner Sphere (Experimental)
Introduced: 3065
Mass: 1,000,000
Battle Value: 110,833
Tech Rating/Availability: F/X-X-F-F
Cost: 33,969,170,800 C-bills
Fuel: 6,600 tons (16,500)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 5
KF Drive Integrity: 21
Heat Sinks: 5000 (10000)
Structural Integrity: 120
Armor
Nose: 540
Fore Sides: 444/444
Aft Sides: 396/396
Aft: 252
Cargo
Bay 1: Reinforced Repair Facility (147,000)15 Doors
Bay 2: Cargo (73500.0 tons) 1 Door
Bay 3: Cargo (46739.5 tons) 2 Doors
Ammunition:
1,600 rounds of Piranha ammunition (16,000 tons)
Dropship Capacity: 18
Grav Decks: 4 (250 m, 250 m, 250 m, 250 m)
Escape Pods: 0
Life Boats: 80
Crew: 70 officers, 250 enlisted/non-rated, 120 gunners, 50 BA marines
Notes: Equipped with
1 MASH Equipment (5 theaters)
18 Space Mine Dispenser
1 Naval C3
2,400 tons of lamellor ferro-carbide armor.
Weapons: Capital Attack Values (Standard)
Arc (Heat) Heat SRV MRV LRV ERV Class
Nose (1,934 Heat)
4 Naval PPC (Heavy) 900 60(600) 60(600) 60(600) 60(600) Capital PPC
4 Naval PPC (Heavy) 900 60(600) 60(600) 60(600) 60(600) Capital PPC
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
1 Sub-Capital Laser /3 32 3(30) 3(30) 0(0) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /3 32 3(30) 3(30) 0(0) 0(0) Sub-Capital Laser
FRS/FLS (298 Heat)
3 Sub-Capital Laser /3 96 9(90) 9(90) 0(0) 0(0) Sub-Capital Laser
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
1 Sub-Capital Missile Launcher (Piranha) 9 3(30) 3(30) 3(30) 0(0) Sub-Capital Missile
Piranha Ammo (100 shots)
1 Sub-Capital Missile Launcher (Piranha) 9 3(30) 3(30) 3(30) 0(0) Sub-Capital Missile
Piranha Ammo (100 shots)
1 Sub-Capital Missile Launcher (Piranha) 9 3(30) 3(30) 3(30) 0(0) Sub-Capital Missile
Piranha Ammo (100 shots)
1 Sub-Capital Missile Launcher (Piranha) 9 3(30) 3(30) 3(30) 0(0) Sub-Capital Missile
Piranha Ammo (100 shots)
3 Sub-Capital Laser /3 96 9(90) 9(90) 0(0) 0(0) Sub-Capital Laser
RBS/LBS (550 Heat)
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
10 Sub-Capital Laser /1 240 10(100) 10(100) 10(100) 0(0) Sub-Capital Laser
10 Sub-Capital Laser /1 240 10(100) 10(100) 10(100) 0(0) Sub-Capital Laser
ARS/ALS (298 Heat)
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
1 Sub-Capital Missile Launcher (Piranha) 9 3(30) 3(30) 3(30) 0(0) Sub-Capital Missile
Piranha Ammo (100 shots)
1 Sub-Capital Missile Launcher (Piranha) 9 3(30) 3(30) 3(30) 0(0) Sub-Capital Missile
Piranha Ammo (100 shots)
1 Sub-Capital Missile Launcher (Piranha) 9 3(30) 3(30) 3(30) 0(0) Sub-Capital Missile
Piranha Ammo (100 shots)
1 Sub-Capital Missile Launcher (Piranha) 9 3(30) 3(30) 3(30) 0(0) Sub-Capital Missile
Piranha Ammo (100 shots)
3 Sub-Capital Laser /3 96 9(90) 9(90) 0(0) 0(0) Sub-Capital Laser
3 Sub-Capital Laser /3 96 9(90) 9(90) 0(0) 0(0) Sub-Capital Laser
Aft (602 Heat)
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
4 Naval Laser 55 340 22(220) 22(220) 22(220) 22(220) Capital Laser
1 Sub-Capital Laser /3 32 3(30) 3(30) 0(0) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /3 32 3(30) 3(30) 0(0) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /3 32 3(30) 3(30) 0(0) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /3 32 3(30) 3(30) 0(0) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /3 32 3(30) 3(30) 0(0) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /3 32 3(30) 3(30) 0(0) 0(0) Sub-Capital Laser
Just in case the earlier posted Fusil.
Ultra Budget Limited Tech Anti-Ship Dropship Fusil
Type: Military Spheriod
Mass: 490 tons
Technology Base: Inner Sphere (Standard)
Introduced: 3050
Mass: 490
Battle Value: 4,838
Tech Rating/Availability: D/X-X-D-D
Cost: 138,097,400 C-bills
Fuel: 20 tons (1,400)
Safe Thrust: 7
Maximum Thrust: 11
Heat Sinks: 56
Structural Integrity: 11
Armor
Nose: 201
Sides: 169/169
Aft: 137
Cargo
Bay 1: Cargo (11.0 tons) 1 Door
Ammunition:
80 rounds of AC/20 ammunition (1 tons)
Escape Pods: 0
Life Boats: 0
Crew: 2 officers, 3 enlisted/non-rated, 2 gunners
Notes: Mounts 39.5 tons of standard aerospace armor.
Weapons: Capital Attack Values (Standard)
Arc (Heat) Heat SRV MRV LRV ERV Class
Nose (56 Heat)
8 AC/20 56 16(160) 0(0) 0(0) 0(0) AC
AC/20 Ammo (80 shots)
This concept gives excellent strike range. Also according to my math if just 10 percent hit 960 cap damage will be dealt something only matched by a broadside of the largest battleships.