BattleTech - The Board Game of Armored Combat
BattleTech Player Boards => Fan Designs and Rules => Aerospace => Topic started by: Primus203 on 16 April 2024, 15:48:53
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The Aegis is a 300 thousand ton ship meant to protect large ships that sacrifice point defense to mount an all big gun armament. In service of this the Aegis has thirty double Laser AMS bays per face. Bolstering this are piranha launchers located on the fore and aft broadsides 8 on each of these faces with 100 rounds each.
Fleet Defense Warship Aegis
Mass: 300,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3065
Mass: 300,000
Battle Value: 39,480
Tech Rating/Availability: F/X-X-F-F
Cost: 6,485,912,400 C-bills
Fuel: 800 tons (2,000)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 4
KF Drive Integrity: 8
Heat Sinks: 2000 (4000)
Structural Integrity: 150
Armor
Nose: 200
Fore Sides: 181/181
Aft Sides: 161/161
Aft: 106
Cargo
Bay 1: Cargo (21076.0 tons) 2 Doors
Ammunition:
3,200 rounds of Piranha ammunition (320 tons)
Dropship Capacity: 1
Grav Decks: 1 (200 m)
Escape Pods: 0
Life Boats: 0
Crew: 27 officers, 108 enlisted/non-rated, 40 gunners, 10 BA marines
Notes: Equipped with
1 Naval Comm-Scanner Suite (Large)
900 tons of lamellor ferro-carbide armor.
Weapons: Capital Attack Values (Standard)
Arc (Heat) Heat SRV MRV LRV ERV Class
Nose (420 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
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
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
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
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
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
FRS/FLS (492 Heat)
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)
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
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)
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
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
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
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
RBS/LBS (420 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
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
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
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
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
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
ARS/ALS (492 Heat)
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)
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
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
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
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
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
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)
Aft (420 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
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
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
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
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
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
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If you place all the fore side / aft side AMS into the broadside arcs, you'll have better point defense with lower tonnage.
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Doesn't that limit firing arcs though? Or does AMS not follow those rules?
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Broadside point defense can cover the same area as the fore and aft side point defense simultaneously.
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And if you can keep the fore/aft side arc AMS too, you increase the Point Defense! :)
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All right so I followed Lagrange's advice and it and moved fore and aft broadside AM7 center and gained around 650 tons in savings. I then spent these tons by adding twenty bay to the nose and aft bringing them from 30 to 50 bay's and 8 to the fore and aft broadsides taking advantage of the free fire control slots. This gives me 72 more AMS bays and the heatsinks to fire them for only 108 tons more than the previous design.
Aegis Revised
Fleet Defense Warship Aegis
Mass: 300,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3065
Mass: 300,000
Battle Value: 44,088
Tech Rating/Availability: F/X-X-F-F
Cost: 6,549,512,400 C-bills
Fuel: 800 tons (2,000)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 4
KF Drive Integrity: 8
Heat Sinks: 2500 (5000)
Structural Integrity: 150
Armor
Nose: 200
Fore Sides: 181/181
Aft Sides: 161/161
Aft: 106
Cargo
Bay 1: Cargo (20972.0 tons) 2 Doors
Ammunition:
3,200 rounds of Piranha ammunition (32,000 tons)
Dropship Capacity: 1
Grav Decks: 1 (200 m)
Escape Pods: 0
Life Boats: 0
Crew: 27 officers, 108 enlisted/non-rated, 40 gunners, 10 BA marines
Notes: Equipped with
1 Naval Comm-Scanner Suite (Large)
900 tons of lamellor ferro-carbide armor.
Weapons: Capital Attack Values (Standard)
Arc (Heat) Heat SRV MRV LRV ERV Class
Nose (700 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
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
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
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
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
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
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
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
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
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
FRS/FLS (156 Heat)
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)
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)
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
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
RBS/LBS (1,260 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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
ARS/ALS (156 Heat)
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)
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)
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
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
Aft (700 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
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
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
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
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
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
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
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
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
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
The single dropship collar for ease of resupply has a single dropship that carries screen launchers as well as 28 small craft for bonus Point Defense.
Aegis Dropship
Small Craft Carrier Aegis Dropship
Type: Military Spheriod
Mass: 50,000 tons
Use: Assault DropShip
Technology Base: Inner Sphere (Standard)
Introduced: 3065
Mass: 50,000
Battle Value: 15,339
Tech Rating/Availability: F/X-X-F-E
Cost: 1,579,272,800 C-bills
Dimensions
Length: 200 meters
Width: 90 meters
Height: 30 meters
Fuel: 2,400 tons (24,000)
Safe Thrust: 5
Maximum Thrust: 8
Heat Sinks: 450 (900)
Structural Integrity: 80
Armor
Nose: 794
Sides: 794/794
Aft: 794
Cargo
Bay 1: Small Craft (28) 7 Doors
Bay 2: Cargo (10745.5 tons) 1 Door
Ammunition:
60 rounds of Screen Launcher ammunition (600 tons)
Escape Pods: 0
Life Boats: 35
Crew: 10 officers, 14 enlisted/non-rated, 32 gunners, 140 bay personnel
Notes: Mounts 288 tons of heavy ferro-aluminum armor.
Weapons: Capital Attack Values (Standard)
Arc (Heat) Heat SRV MRV LRV ERV Class
Nose (138 Heat)
1 Screen Launcher 10 2(15) 0(0) 0(0) 0(0) Screen Launcher
Screen Launcher Ammo (10 shots)
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 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
RS/LS Fwd (138 Heat)
1 Screen Launcher 10 2(15) 0(0) 0(0) 0(0) Screen Launcher
Screen Launcher Ammo (10 shots)
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 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
RS/LS Aft (138 Heat)
1 Screen Launcher 10 2(15) 0(0) 0(0) 0(0) Screen Launcher
Screen Launcher Ammo (10 shots)
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 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
Aft (138 Heat)
1 Screen Launcher 10 2(15) 0(0) 0(0) 0(0) Screen Launcher
Screen Launcher Ammo (10 shots)
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 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
Cork Small Craft
Liberator AMS Small Craft Cork
Type: Military Spheriod
Mass: 200 tons
Technology Base: Inner Sphere (Standard)
Introduced: 3075
Mass: 200
Battle Value: 3,408
Tech Rating/Availability: E/X-X-E-D
Cost: 38,015,610 C-bills
Fuel: 5.5 tons (440)
Safe Thrust: 3
Maximum Thrust: 5
Heat Sinks: 20 (40)
Structural Integrity: 12
Armor
Nose: 243
Sides: 206/206
Aft: 166
Cargo
Bay 1: Cargo (1.0 tons) 1 Door
Ammunition:
600 rounds of Anti-Missile System [IS] ammunition (5 tons)
Escape Pods: 0
Life Boats: 0
Crew: 1 officer, 2 enlisted/non-rated
Notes: Mounts 39 tons of heavy ferro-aluminum armor.
Weapons
and Ammo Location Tonnage Heat SRV MRV LRV ERV
5 Anti-Missile System Aft R 2.5 1 3 0 0 0
Laser AMS Aft R 1.5 7 3 0 0 0
5 Anti-Missile System Nose 2.5 1 3 0 0 0
Laser AMS Nose 1.5 7 3 0 0 0
5 Anti-Missile System Fwd R 2.5 1 3 0 0 0
Laser AMS Fwd R 1.5 7 3 0 0 0
5 Anti-Missile System Fwd L 2.5 1 3 0 0 0
Laser AMS Fwd L 1.5 7 3 0 0 0
5 Anti-Missile System Aft 2.5 1 3 0 0 0
Laser AMS Aft 1.5 7 3 0 0 0
ECM Suite Hull 1.5 - - - - -
5 Anti-Missile System Aft L 2.5 1 3 0 0 0
Laser AMS Aft L 1.5 7 3 0 0 0
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A couple other thoughts here:
(1) In standard rules (not sure if you optimizing for them), there isn't much point in having more than 10 point defense bays(=sufficient to destroy a Kraken-T) per arc since each point defense bay can fire at every missile flight entering it's hex. The only reason you would need more is to deal with battle damage and keep killing Kraken-Ts.
(2) LAMS is great for destroying potentially infinite missiles over time, but baseline AMS is better for destroying a massive wave of missiles. You can combine the benefits of both by having arrays of each with enough AMS ammo to exhaust your heat sinks in each arc. You'll need a little bit of tonnage for AMS ammo (about 210 tons/arc with your current heat sinks), but being able to deal with a peak missile storm 5x what you can currently handle is pretty nifty. Even if you reduce the heat sink count a little bit and only benefit from 4x peak, it's probably worth it.
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I actually didn't know about this rule if correct this rule means I once again need to do a total fleet redesign. First and foremost since I'm guessing that if the AMS can fire at every missile it sees it generates heat for each of these shots meaning I need to go back and add more heat sinks to the fleet.
Second I would need to see which ships can accept more AMS without to much penalties in weight.
Third and finally I would need to completely revaluate by fleet doctrine. At present my fleet is heavily dependent for a large part of its damage potential on Aerofighters with Anti Ship Missiles if I assume that 4 double AMS bays can take a ASM then if the ship had 3200 double heat sinks it could stop fire from 133 bombers with 6 missiles a turn and with 6400 not that much more tonnage double that. This gets even worse if they use shell firing AMS as you suggested.
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I actually didn't know about this rule if correct this rule means I once again need to do a total fleet redesign. First and foremost since I'm guessing that if the AMS can fire at every missile it sees it generates heat for each of these shots meaning I need to go back and add more heat sinks to the fleet.
Second I would need to see which ships can accept more AMS without to much penalties in weight.
Third and finally I would need to completely revaluate by fleet doctrine. At present my fleet is heavily dependent for a large part of its damage potential on Aerofighters with Anti Ship Missiles if I assume that 4 double AMS bays can take a ASM then if the ship had 3200 double heat sinks it could stop fire from 133 bombers with 6 missiles a turn and with 6400 not that much more tonnage double that. This gets even worse if they use shell firing AMS as you suggested.
Yes, you pay heat (and ammo) each time an AMS bay fires.
I believe you only need 3 double LAMS bays to take out an ASM. That's 42 heat, so with 3200 DHS you can clear 152 ASMs. On the other hand, if you have enough ammo, you could clear 1066 ASMs with ammo-fed versions. However, that would require 533 tons of IS ammo (or half that for the clan system).
Aerofighters with ASMs are still quite mean though. For example, 200 fighters with an internal bomb bay each launching 6 ASMs is 1200 ASMs. Even if only 134 get through that's still 402 capital damage. Basically, missile attacks are quite potent if they get through, but AMS imposes a significant threshold effect.
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For a similar number of fighters though wouldn't Improved heavy gauss rifles be better with a low speed bonus of 1.5 their 2.2 cap damage would become 3.3 by removing just a little armor and fuel I can carry dual IHGR and a targeting computer with two tons of ammo giving 4 volleys. From your example of 200 fighters these volleys would have 1200 potential cap damage though without the crit benefits.
Conversely if I use only one IHGR I can double fuel for multiple passes and get far more armor and 150 percent more ammo.
Space Lancer- My bomber carries 6 ASM
Space Lancer Bomber
Mass: 100 tons
Frame: Lancer
Power Plant: 200 Light Lancer
Armor: Ferro-Aluminum
Armament:
1 Laser AMS
Manufacturer: Custom Aerospace
Primary Factory: Custom Areospace
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: F/X-X-F-E
Cost: 15,799,500 C-bills
Type: Space Lancer
Technology Base: Inner Sphere (Standard)
Tonnage: 100
Battle Value: 1,593
Equipment Mass
Engine 300 XL 9.5
Safe Thrust: 5
Max Thrust: 8
Structural Integrity: 10
Heat Sinks: 10 [20] 0
Fuel: 800 10.0
Cockpit 3
Armor Factor (Ferro) 465 26
Armor
Value
Nose 140
Wings 116/116
Aft 93
Weapons
and Ammo Location Tonnage Heat SRV MRV LRV ERV
Laser AMS NOS 1.5 7 3 0 0 0
Angel ECM Suite FSLG 2.0 - - - - -
Space Lancer Gauss- Removes one ton of fuel and armor to get 2 IHGR and 2 tons of armor plus targeting computer.
Space Lancer Gauss Lancer
Mass: 100 tons
Frame: Lancer
Power Plant: 200 Light Lancer
Armor: Ferro-Aluminum
Armament:
2 Improved Heavy Gauss Rifle
Manufacturer: Custom Aerospace
Primary Factory: Custom Areospace
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-F-E
Cost: 16,916,700 C-bills
Type: Space Lancer
Technology Base: Inner Sphere (Standard)
Tonnage: 100
Battle Value: 2,889
Equipment Mass
Engine 300 XL 9.5
Safe Thrust: 5
Max Thrust: 8
Structural Integrity: 10
Heat Sinks: 10 [20] 0
Fuel: 720 9.0
Cockpit 3
Armor Factor (Ferro) 448 25
Armor
Value
Nose 135
Wings 112/112
Aft 89
Weapons
and Ammo Location Tonnage Heat SRV MRV LRV ERV
2 Improved Heavy Gauss Rifle NOS 40.0 2 22 22 22 0
Improved Heavy Gauss Rifle Ammo (8) FSLG 2.0 - - - - -
ECM Suite FSLG 1.5 - - - - -
Targeting Computer FSLG 10.0 - - - - -
Space Lancer Gauss Mono- Same as above but only gets one IHGR uses 25 extra tons for much more fuel, armor, and ammo. One volley would still have 600 potential cap damage and multiple strikes could be made.
Space Lancer Gauss Lancer Mono
Mass: 100 tons
Frame: Lancer
Power Plant: 200 Light Lancer
Armor: Ferro-Aluminum
Armament:
1 Improved Heavy Gauss Rifle
Manufacturer: Custom Aerospace
Primary Factory: Custom Areospace
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-F-E
Cost: 16,215,000 C-bills
Type: Space Lancer
Technology Base: Inner Sphere (Standard)
Tonnage: 100
Battle Value: 3,019
Equipment Mass
Engine 300 XL 9.5
Safe Thrust: 5
Max Thrust: 8
Structural Integrity: 10
Heat Sinks: 10 [20] 0
Fuel: 1600 20.0
Cockpit 3
Armor Factor (Ferro) 645 36
Armor
Value
Nose 194
Wings 161/161
Aft 129
Weapons
and Ammo Location Tonnage Heat SRV MRV LRV ERV
Improved Heavy Gauss Rifle NOS 20.0 2 22 22 22 0
Improved Heavy Gauss Rifle Ammo (20) FSLG 5.0 - - - - -
ECM Suite FSLG 1.5 - - - - -
Targeting Computer FSLG 5.0 - - - - -
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For rounding purposes, you always want your armor value to be 1 point over a 10 threshold (i.e., 11 vice 10) every time.
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For a similar number of fighters though wouldn't Improved heavy gauss rifles be better with a low speed bonus of 1.5 their 2.2 cap damage would become 3.3 by removing just a little armor and fuel I can carry dual IHGR and a targeting computer with two tons of ammo giving 4 volleys. From your example of 200 fighters these volleys would have 1200 potential cap damage though without the crit benefits.
I expect you'll find that IHGR + using every free slot for SLs works better. The SLs can be used for missile defense and top up the firepower quite a bit for relatively little weight. Or maybe, IHGR+4x ML +8x SL. That puts you at 66 baseline damage, rising to 77, 88, or 110 damage in HSEs depending on speed.
I consider the 4 shots twin IHGR is something that I consider to specialized as it doesn't have enough ammo. I like to have ammo enough to destroy twice the armor of a design. (Or, more precisely, ammo enough that firing all weapons means that you run out of ammo when damage potential = 2x armor.) Without that, if you are caught in a dogfight there's a real danger of firing shots and then being stuck.
The 6x ASM bomber is potent though since each one past threshold in a slow HSE would deliver 27 capital damage rather than the mere 6 of a twin IHGR. It's high variance though, depending on the adversary-dependent AMS threshold.
Note thought that AMS on a fighter cannot repeat fire. Hence, you _could_ use a bomber design to reliably attack other ASF as long as they aren't in the AMS umbrella of a large craft.
One other minor thing: why not use heavy ferro?
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Didn't notice that I wasn't using heavy ferro I started with an older design file that's the grandfather of the three I posted at that time I was still trying to limit harder to source components and armor. Changing to Heavy ferro lets me make the mono really tough and the double gauss have double the ammo and a little more armor.
Also on the subject of lighter weapons I split between bombers and fighter max towards one paradigm.
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They revised the AMS rules in 2019. Each bay fires at a volley, not each missile. If the entire missile volley isn't destroyed then each -1 damage is a -1 to hit modifier. 10 pairs is a -10 to hit mod for the entire volley so more then 10 bays is probably unnecessary.
https://bg.battletech.com/forums/index.php?topic=63819.0