Author Topic: Fixing the SLDF/Hegemony Fleet  (Read 27681 times)

marauder648

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Re: Fixing the SLDF/Hegemony Fleet
« Reply #60 on: 08 August 2019, 06:55:47 »
Camelot Class Fast Battleship.

During the golden years of the Star League the Great Houses were not idle. Despite the huge investment of resources, manpower and time that WarShip construction represented, no Great House could afford to be left behind, or forced to wait on the largess of the Terran Hegemony.

House Davion possessed a powerful fleet, their New Syrtis-Class Heavy Carriers formed the centrepiece of powerful naval squadrons but the lack of a ‘big gun’ ship was felt, especially with the Draconis Combine working on the Atago and Tone class heavy cruisers as well as the Hiei class Battleship and rumors of a battlecruiser designated Ise had also reached Mount Davion.

In response to this, a new heavy WarShip was to be designed and constructed within Davion space using the industrial strength of the Federated Suns to stand in opposition to these Combine WarShips, whilst more New Syrtis class ships were also constructed.

The Suns scentists drew upon the past as an inspiration and used the Defender Class Battlecruiser as a model for their new WarShip, wanting to design a fast and agile ship that could use its speed to control an engagement and get into a superior firing position.
The Defender had its flaws and the Naval Development Beureau sought to minimise these. Firstly their design grew in tonnage up to a full one million tons, making them the heaviest WarShip built by the Federated Suns.

Six huge Rolls-Defiance NB-700 engines would let it reach a maximum of 4g of sustained thrust making it very fast for a ship its size, whilst the hull was near double the strength of the original Defender class to ensure that the ship could actually use the engines to their fullest.
Like the much older Defender, the new ship was built to close the range and destroy a target with heavy naval autocannons and could do so with fourteen Armstrong A-300 Naval autocannons mounted in paired turrets. There was also single mounts for the huge A-400 Naval Autocannon which traded range for punch and were the largest naval autocannons that could be built and mounted. Nine 55cm lasers and six heavy naval PPCs complemented the firepower in the ships aft quarters, whilst a heavy battery of autocannons, ER lasers and anti-missile turrets provided anti-fighter and anti-missile protection.

Nearly 1600 tons of Ferro-Carbine armour plated the hull, making the ship far better protected than the Defender whilst four DropShip collars and sixteen aerospace fighters added to the ships flexibility.

The construction of the class was slowed by the need to build the infrastructure to construct the ships, but eight ships would be in service by 2745 with two more on the slips. The FSS Camelot, Caerleon, Lancelot, Galahad, Percival, Pendragon, Bedivere and Dinadan all served in squadrons spread across the border with the Draconis Combine and Capellan Confederation. The class fighting and dying in the fires of the First and Second Succession Wars with the FSS Caerleon being the last to be destroyed when the badly damaged ship exploded whilst undergoing repairs. The explosion in her magazine was found to have been caused by a Combine spy in revenge for the ship destroying the DCS Dragons Bloodied Claws the Combine’s last Hiei class Battleship.

Code: [Select]
Camelot Fast Battleship

Mass: 1,000,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2750
Mass: 1,000,000
Battle Value: 225,051
Tech Rating/Availability: E/E-X-E-F
Cost: 12,281,771,000 C-bills

Fuel: 3,000 tons (7,500)
Safe Thrust: 5
Maximum Thrust: 8
Sail Integrity: 5
KF Drive Integrity: 21
Heat Sinks: 2500 (5000)
Structural Integrity: 80

Armor
    Nose: 221
    Fore Sides: 221/221
    Aft Sides: 221/221
    Aft: 221

Cargo
    Bay 1:  Fighter (16)            8 Doors   
    Bay 2:  Small Craft (8)         4 Doors   
    Bay 3:  Cargo (45500.0 tons)    2 Doors   

Ammunition:
    250 rounds of NAC/40 ammunition (300 tons),
    1,920 rounds of Anti-Missile System [IS] ammunition (160 tons),
    1,600 rounds of LB 10-X Cluster ammunition (160 tons),
    700 rounds of NAC/30 ammunition (560 tons)

Dropship Capacity: 4
Grav Decks: 2 (120 m, 120 m)
Escape Pods: 35
Life Boats: 35
Crew:  49 officers, 196 enlisted/non-rated, 48 gunners, 72 bay personnel, 50 marines

Notes: Mounts 1,597.5 tons of ferro-carbide armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class     
 
Nose (410 Heat)

2 Naval Autocannon (NAC/30)                 200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
1 Naval Autocannon (NAC/40)                 135  40(400) 40(400)  0(0)     0(0)   Capital AC 
    NAC/40 Ammo (50 shots)
5 LB 10-X AC                                10   5(50)   5(50)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (200 shots)
5 ER Large Laser                            60   4(40)   4(40)   4(40)     0(0)   Laser       
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)

FRS/FLS (610 Heat)

2 Naval Autocannon (NAC/30)                 200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
2 Naval Autocannon (NAC/30)                 200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
1 Naval Autocannon (NAC/40)                 135  40(400) 40(400)  0(0)     0(0)   Capital AC 
    NAC/40 Ammo (50 shots)
5 LB 10-X AC                                10   5(50)   5(50)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (200 shots)
5 ER Large Laser                            60   4(40)   4(40)   4(40)     0(0)   Laser       
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)

RBS/LBS (410 Heat)

2 Naval Autocannon (NAC/30)                 200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
1 Naval Autocannon (NAC/40)                 135  40(400) 40(400)  0(0)     0(0)   Capital AC 
    NAC/40 Ammo (50 shots)
5 LB 10-X AC                                10   5(50)   5(50)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (200 shots)
5 ER Large Laser                            60   4(40)   4(40)   4(40)     0(0)   Laser       
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)

ARS/ALS (780 Heat)

2 Naval PPC (Heavy)                         450  30(300) 30(300) 30(300) 30(300)  Capital PPC
3 Naval Laser 55                            255  17(165) 17(165) 17(165) 17(165)  Capital Laser
5 LB 10-X AC                                10   5(50)   5(50)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (200 shots)
5 ER Large Laser                            60   4(40)   4(40)   4(40)     0(0)   Laser       
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)

Aft (780 Heat)

2 Naval PPC (Heavy)                         450  30(300) 30(300) 30(300) 30(300)  Capital PPC
3 Naval Laser 55                            255  17(165) 17(165) 17(165) 17(165)  Capital Laser
5 LB 10-X AC                                10   5(50)   5(50)    0(0)     0(0)   LBX AC     
    LB 10-X Cluster Ammo (200 shots)
5 ER Large Laser                            60   4(40)   4(40)   4(40)     0(0)   Laser       
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
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willis

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Re: Fixing the SLDF/Hegemony Fleet
« Reply #61 on: 12 August 2019, 22:48:33 »
I page data sheet for most of the already posted ships, also please make note that some of the data sheets are a little bit non-standard in their layout, as I had to get creative in order to fit all of the text onto one sheet, with the exception of the Carrack, Texaz Block II & II (Iowa & Montana).

marauder648

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Re: Fixing the SLDF/Hegemony Fleet
« Reply #62 on: 14 August 2019, 00:46:27 »
Oh wow! Thank you for doing this Mr Willis!
Ghost Bears: Cute and cuddly. Until you remember its a BLOODY BEAR!

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willis

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Re: Fixing the SLDF/Hegemony Fleet
« Reply #63 on: 14 August 2019, 10:04:14 »
Still got a few more to do, as well as other ships from sites long gone....

marauder648

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Re: Fixing the SLDF/Hegemony Fleet
« Reply #64 on: 14 August 2019, 11:29:08 »
Still got a few more to do, as well as other ships from sites long gone....

Well Alden Ferrox is gonna get in touch with ya soon ish :p
Ghost Bears: Cute and cuddly. Until you remember its a BLOODY BEAR!

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marauder648

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Re: Fixing the SLDF/Hegemony Fleet necessitated
« Reply #65 on: 15 August 2019, 04:36:00 »
Götterdämmerung Heavy Battleship

The Rimworld Republic’s public annoucement and disclosure of the Stefan Amaris class Battleships caused a stir across the Inner Sphere. The Great Houses had never thought it possible that the ‘primatives‘ of the Periphery could build a battleship, let alone the longest (if not heaviest) WarShip ever produced.
The Lyran Commonwealth shared a long border with the Rimworlds Republic and was most alarmed by this development, and despite their own Arcturus class Battleships being built, Archon Robert Steiner demanded a counter be built against this ‘terrible threat‘. He demanded that the new design be bigger and more powerful than anything ever built before, a ship that would have no rival and would be a symbol of the Lyran states industrial and military strength.

With the Archon’s very public support for the project, the wrangling for who would build the ship begun. Court favorites, those seeking the Archon’s favour, industrial congolomrates, weapons and armament firms, and politicians of every stripe sought to get their names on the blueprints so to speak.
The wrangling over who would design the ship took six months whilst various interest groups and construction congolomrates all sought to be part of the biggest building project in Lyran space.

What would slowly emerge was the plans for a 2,000,000 ton monster that would be 1,618.5 meters long, making them the largest, heaviest WarShip ever constructed. Everything about the ship was on a grandiose scale. Her primary weapon  was a gargantuan Heavy Mass Driver that would accelerate its 90-ton slugs to huge velocity and could devastate any cruiser in a single hit or tear through the hide of a battleship in a single shot.

Heavy naval gauss rifles, huge caliber autocannons, heavy naval particle cannons and massive batteries of 55-cm lasers completed the ships weapons fit and any craft that avoided the ships Mass driver would be ripped apart in short order by the fire of her other ‘lesser‘ weapons. Any DropShip or fighter group that would try and close the distance would be exposed to fire from scores of Mech scale ER PPC’s and Gauss rifles whilst a veritable phalanx of anti-missile turrets would render the ship immune to the heaviest missile barrages.
The ships protection was also to be on a massive scale with 3,600 tons of Lamellor Ferro-Carbide armour layering the ships hull.

Her aerospace group was equally impressive, ten DropShip Collars allowed her to carry her own invasion force if needed or her own escort group whilst 96 fighters and 24 small craft sat in her two massive hangar decks. Pleased with the design the Archon named the ship the Götterdämmerung.
But, whilst the ship looked good on paper, getting her off the digital designs and actually into production was turning into a nightmare.
The heavily industralised world of Hesperus II was selected as her construction site, but there wasn’t a slip big enough to take the ship so this caused a delay as the yards in orbit were extended and reinforced. Materials were being stockpiled for the ships construction but there was still wrangling and industrial arguments over who exactly would build the ship.

When construction finally started (the contract for it having changed hands seven times) the ship was already months behind schedule and rapidly heading towards being over budget. Construction continued in fits and spurts as materials arrived and were used or equipment was installed. The engine section proved to be problematic as there wasn’t thrusters available to the Lyrans that could move so large a vessel and they had to cobble together the thruster system of two Arcturus class battleships (which delayed their construction significantly) to provide the needed thrust. Then the planned reactors were found to be underpowered and had to be replaced, twice, which lead to problems with the energy management systems and computers.
Whilst the weapon batteries didn’t change, the actual weapons did, the original Oriente Model 81 ‘Maus‘ Super heavy autocannons were replaced with DI Series 490 ‘Crusher‘ superheavy autocannons and the point defence gauss rifles were changed three times as contracts were re-written, then bid against and bought out.

By December 2766 the ship’s hull was still not complete, with each section being built and finished before the hull was extended for further construction. The Amaris Civil War caused huge disruption to the construction program and as the Lyrans started surging construction of other ships that would be ready sooner, the resources allocated to the Götterdämmerung slowed to a trickle. But, with all its political backing, the bureaucratic momentum and the billions of Kroner spent on the Götterdämmerung meant that she was simply too big to fail and couldn’t be allowed to be cancelled.

By the end of the Amaris civil war the ship was at least air tight, allowing work to continue and as the Star League started collapsing, and all eyes fell on the now vacant throne of the First Lord of the Star League, the aeging Robert Steiner gave the famous order.
Götterdämmerung muss fliegen!“ Or Götterdämmerung must fly! Urging the completion of the ship for battles to come as everyone could now see the writing on the walls.

Still despite this official pronouncement, the Lyran military was using the weapons and resources that had been put aside for the Götterdämmerung to finish other WarShips as well as being diverted into Mech, fighter and vehicle production and by the outbreak of the 1st Succession War, the Götterdämmerung was 80% complete. Barely able to move from her construction slip, the Götterdämmerung was put into high geostationary orbit over Hesperus II, her slip was badly needed to repair active ships and the ship was marked as a low priority project that was scheduled to be completed ‘within the next 5 years‘. But all knew this was never going to happen, critical componets for the ships massive KF drive were meant to come from the Sol system, but these had never been delivered with the start of the Coup despite being paid for. And despite diplomatic howls of protest to General Kerensky and Emperor Amaris, the parts were never delivered, and thus the Götterdämmerung was simply unable to jump, leaving her as a huge but barely mobile monitor vessel.
Efforts to complete her and make her at least mobile found that it was able to power 75% of her systems without stressing the functioning reactors and a third reactor was installed that had been pulled from a crippled Commonwealth class cruiser the LCS Songs of Argentum. Described as a ‘terrifying Heith Robinson contraption‘ the tertiary reactor at least let the ship run all its systems for a limited amount of time.

The mere presence of the Götterdämmerung in the Hesperus system was a problem for the Draconis Combine during Operation BROKEN BLADE where the system was a priority target for the Combine’s forces. It was decided to decoy the defending ships into the outer system with attacks on the asteroid mining and refining facilities and sure enough the lumbering Götterdämmerung was ordered to support the Lyran WarShip flotilla.
The Lyran ships managed to destroy the Combine ‘raiders‘ but were out of position when the real force arrived over Hesperus II. Forced to make a jump in system the Lyran forces were unable to prevent the destruction of the huge naval facilities in orbit but lent their support to ground forces with orbital fire. Forced back from the world the Combine forces retreated out of the system and ran into the Götterdämmerung. The DCS Tatsu was flattened by a shot from the ships mass driver but her jury rigged systems suffered a slew of electronics failures that knocked her long range targeting offline.
With fire from the massive ship suddenly dropping off, the Combine forces moved away and out of range, but not before launching a fighter strike against the Götterdämmerung with dozens of strike craft carrying nuclear ordinance.

Despite her malfunctioning systems the Götterdämmerung still crippled the DCS Ivory Claw and destroyed the DCS Nightstalker with her other weapons simply through the sheer dint of volume of fire that filled the space round the Combine ships. Of the sixy strike craft, eight managed to break through the Götterdämmerung’s defensive fire and escorting fighters (most of which had been assigned to defend Hesperus II itself). Struck by three high yield anti-ship missiles, one of which didn’t connect but was detonated just a kilometer from the hull the Götterdämmerung lost power again and was reduced to operating on her batteries. The damage was heavy and there was several major fires that broke out that necessitated the affected sections being vented to space, but the ship wasn’t lost.

The damage though was significant, and, with no way of leaving the Hesperus system and the orbital yards destroyed she couldn’t be repaired properly. The Götterdämmerung was put in orbit over Hesperus II whilst work was carried out to at least get her operational again. But with one reactor permanently off line and the one from the Songs of Argentum barely functional the ship could barely run half her weapon systems and life support without generating any power for thrust.
The Götterdämmerung also suffered a very large explosion near her keel in 2788 which caused significant structural damage and again knocked her power systems out of action. The cause was never found but was believed to be caused by SAFE agents that infiltrated the ship and planted charges.

Whilst repairs were underway House Marik launched their own attack on Hesperus II and the powerless Götterdämmerung was targeted by the FWLS Devastator which managed to hit the huge and immobile Götterdämmerung four times with her mass driver before being rammed by the LCS Granite.
Now crippled beyond repair the Götterdämmerung was finally decomissioned and would be broken up for scrap over the next decade. Whilst she was an immensely powerful vessel, the Götterdämmerung is also a lesson in poor project management and an example of when national pride, and industrial greed override common sense.


Code: [Select]
Götterdämmerung Heavy Battleship (Standard)
Mass: 2,000,000 tons
Technology Base: Inner Sphere (Experimental)
Introduced: 2780
Mass: 2,000,000
Battle Value: 292,579
Tech Rating/Availability: E/X-X-F-X
Cost: 24,202,052,000 C-bills

Fuel: 12,000 tons (30,000)
Safe Thrust: 2
Maximum Thrust: 3
Sail Integrity: 8
KF Drive Integrity: 39
Heat Sinks: 9103 (18206)
Structural Integrity: 90

Armor
    Nose: 609
    Fore Sides: 609/609
    Aft Sides: 609/609
    Aft: 609

Cargo
    Bay 1:  Fighter (96)            16 Doors 
    Bay 2:  Small Craft (24)        8 Doors   
    Bay 3:  Cargo (120620.5 tons)   4 Doors   

Ammunition:
    600 rounds of NAC/40 ammunition (720 tons),
    8,000 rounds of Gauss Rifle [IS] ammunition (1000 tons),
    8,064 rounds of Anti-Missile System [IS] ammunition (672 tons),
    400 rounds of Heavy N-Gauss ammunition (200 tons),
    200 rounds of Heavy Mass Driver ammunition (200 tons)

Dropship Capacity: 10
Grav Decks: 3 (200 m, 200 m, 200 m)
Escape Pods: 100
Life Boats: 100
Crew:  102 officers, 352 enlisted/non-rated, 158 gunners, 312 bay personnel, 200 passengers, 250 marines

Notes: Mounts 3,600 tons of lamellor ferro-carbide armor.

Weapons:                                         Capital Attack Values (Standard)
Arc (Heat)                                   Heat  SRV     MRV     LRV      ERV    Class   
   
Nose (260 Heat)

1 Mass Driver (Heavy)                        90  140(1400)140(1400)140(1400)   0(0)   Capital Mass Driver
    Heavy Mass Driver Ammo (200 shots)
10 Gauss Rifle                               10   15(150) 15(150) 15(150)   0(0)   AC         
    Gauss Rifle Ammo [IS] (1000 shots)
10 ER PPC                                    150  10(100) 10(100) 10(100)   0(0)   PPC         
10 Anti-Missile System                       10   3(30)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (1008 shots)

FRS/FLS (1,362 Heat)

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)
1 Naval Autocannon (NAC/40)                  135  40(400) 40(400)  0(0)     0(0)   Capital AC 
    NAC/40 Ammo (50 shots)
1 Naval Autocannon (NAC/40)                  135  40(400) 40(400)  0(0)     0(0)   Capital AC 
    NAC/40 Ammo (50 shots)
10 Naval Laser 55                            850  55(550) 55(550) 55(550) 55(550)  Capital Laser
10 Gauss Rifle                               10   15(150) 15(150) 15(150)   0(0)   AC         
    Gauss Rifle Ammo [IS] (1000 shots)
10 ER PPC                                    150  10(100) 10(100) 10(100)   0(0)   PPC         
10 Anti-Missile System                       10   3(30)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (1008 shots)

RBS/LBS (3,090 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
1 Naval Autocannon (NAC/40)                  135  40(400) 40(400)  0(0)     0(0)   Capital AC 
    NAC/40 Ammo (50 shots)
1 Naval Autocannon (NAC/40)                  135  40(400) 40(400)  0(0)     0(0)   Capital AC 
    NAC/40 Ammo (50 shots)
10 Naval Laser 55                            850  55(550) 55(550) 55(550) 55(550)  Capital Laser
10 Gauss Rifle                               10   15(150) 15(150) 15(150)   0(0)   AC         
    Gauss Rifle Ammo [IS] (1000 shots)
10 ER PPC                                    150  10(100) 10(100) 10(100)   0(0)   PPC         
10 Anti-Missile System                       10   3(30)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (1008 shots)

ARS/ALS (3,090 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
1 Naval Autocannon (NAC/40)                  135  40(400) 40(400)  0(0)     0(0)   Capital AC 
    NAC/40 Ammo (50 shots)
1 Naval Autocannon (NAC/40)                  135  40(400) 40(400)  0(0)     0(0)   Capital AC 
    NAC/40 Ammo (50 shots)
10 Naval Laser 55                            850  55(550) 55(550) 55(550) 55(550)  Capital Laser
10 Gauss Rifle                               10   15(150) 15(150) 15(150)   0(0)   AC         
    Gauss Rifle Ammo [IS] (1000 shots)
10 ER PPC                                    150  10(100) 10(100) 10(100)   0(0)   PPC         
10 Anti-Missile System                       10   3(30)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (1008 shots)

Aft (2,820 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
10 Naval Laser 55                            850  55(550) 55(550) 55(550) 55(550)  Capital Laser
10 Gauss Rifle                               10   15(150) 15(150) 15(150)   0(0)   AC         
    Gauss Rifle Ammo [IS] (1000 shots)
10 ER PPC                                    150  10(100) 10(100) 10(100)   0(0)   PPC         
10 Anti-Missile System                       10   3(30)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (1008 shots)


As always, thoughts and comments are most welcome!
« Last Edit: 17 August 2019, 14:01:31 by marauder648 »
Ghost Bears: Cute and cuddly. Until you remember its a BLOODY BEAR!

Project Zhukov Fan AU TRO's and PDFs - https://thezhukovau.wordpress.com/

DOC_Agren

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  • Posts: 4929
Re: Fixing the SLDF/Hegemony Fleet
« Reply #66 on: 15 August 2019, 20:24:37 »
The Sgt York in space
 8) :beer:
"For the Angel of Death spread his wings on the blast, And breathed in the face of the foe as he passed:And the eyes of the sleepers waxed deadly and chill, And their hearts but once heaved, and for ever grew still!"

marauder648

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  • Posts: 8157
    • Project Zhukov Fan AU TRO's and PDFs
Re: Fixing the SLDF/Hegemony Fleet
« Reply #67 on: 16 August 2019, 02:14:21 »
The Sgt York in space
 8) :beer:

Hey she's not that bad. She didn't open fire on a crowd of onlookers :p
Ghost Bears: Cute and cuddly. Until you remember its a BLOODY BEAR!

Project Zhukov Fan AU TRO's and PDFs - https://thezhukovau.wordpress.com/

DOC_Agren

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  • Posts: 4929
Re: Fixing the SLDF/Hegemony Fleet
« Reply #68 on: 16 August 2019, 15:17:32 »
Hey she's not that bad. She didn't open fire on a crowd of onlookers :p
Yeah but did any onlookers get close enough to her to be fired on???
"For the Angel of Death spread his wings on the blast, And breathed in the face of the foe as he passed:And the eyes of the sleepers waxed deadly and chill, And their hearts but once heaved, and for ever grew still!"

CapricornNoble

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  • Posts: 64
Re: Fixing the SLDF/Hegemony Fleet
« Reply #69 on: 18 August 2019, 08:26:00 »
This is an awesome effort. I'll be using these re-imaginings as the baseline "measuring stick" for what my AU ships should be capable of defeating, instead of consulting TRO3057/TRO3067 for canon WS designs. Mate this stats with Matt Plog/ShimmeringSword/Sharlin's artwork and we've got "BT Warships the way they SHOULD be".

marauder648

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    • Project Zhukov Fan AU TRO's and PDFs
Re: Fixing the SLDF/Hegemony Fleet
« Reply #70 on: 18 August 2019, 10:25:13 »
This is an awesome effort. I'll be using these re-imaginings as the baseline "measuring stick" for what my AU ships should be capable of defeating, instead of consulting TRO3057/TRO3067 for canon WS designs. Mate this stats with Matt Plog/ShimmeringSword/Sharlin's artwork and we've got "BT Warships the way they SHOULD be".

*is Sharlin* :D

https://drive.google.com/open?id=1OZtBQwQt3XBG4jdU752U4n82Z9oshHYZ

For the fan made and free book I did with Matt and Maingunnery's help :D

Ghost Bears: Cute and cuddly. Until you remember its a BLOODY BEAR!

Project Zhukov Fan AU TRO's and PDFs - https://thezhukovau.wordpress.com/

marauder648

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    • Project Zhukov Fan AU TRO's and PDFs
Re: Fixing the SLDF/Hegemony Fleet
« Reply #71 on: 20 August 2019, 07:07:11 »
Taurian Concordat - Jackal, Surcouf and Ranger class Raiders

Prior to the Reunification War, even a blind man could see what was coming. The growing PR campaigns about the Periphery powers was a mixture of jingoistic militarism and poorly veiled classist superior complexes all rolled into one in most cases. The Star League was turning its eyes outwards and had fixed its gaze on the Periphery as a ‘threat’ or people needing to be saved from themselves, even if they didn’t realise it.

The Taurian Concordat was the most powerful of the Periphery powers with considerable industrial power as well as great reserves of manpower to call upon. They also boasted the largest navy that was the rival of a Great House’s fleet in numbers if not ship size. The Taurian military knew though that their fleet or military couldn’t stop the Star League when it came. Not if. At least at their current levels. In an effort to bulk up their defences the Taurians started development on a small WarShip that would be little heavier than a Behemoth class DropShip. These small ships could be built quickly at small yards that made JumpShips and consumed far less resources than full scale ships.

To hide this armament program the ships were built to look very similar to the old Aquilla class Transport ship, but were far more capable ships, with engines capable of pushing them up to a massive 4.5g and with weapons hidden behind panels that could be detached prior to deployment.

Short ranged and with minimal cargo storage aboard the ships were built to operate as a modern equivalent of torpedo boats or submarines from Terra’s Second World War. Their role was not to engage WarShips but to sever supply lines, attack convoys or bases or single vessels whilst operating in squadrons of 4 – 6 ships. To this end, the Jackal class raider’s main armament was six Killer Whale launch tubes. Although ammunition stowage was limited to 60 missiles, each one had a nuclear warhead that could cause horrific damage to larger vessels. For targets that didn’t need a nuclear missile, a quartet of 45cm lasers could quickly destroy DropShips or more importantly JumpShips. A mixture of Mech scale LRMs, SRMs and lasers provided protection against fighters or additional firepower when closely engaged.
Built in large numbers as ‘merchant ships’ the Jackal proved to be a deeply unpleasant surprise for the SLDF when they were first encountered. Operating behind the front lines Wolf Packs of Jackals targeted convoys, not going for escorts but the JumpShips and DropShips that were the lifeblood of the SLDF forces now pressing into Taurian space. The visual hull plating ‘disguise’ worked the first few times but soon enough the SLDF was shooting at any unknown vessel or Taurian craft.

A larger ‘leader’ for Jackal groups was also developed and launched, the larger Surcouf class corvette still only massed 200,000 tons had a larger cargo bay and could even carry a single Lance of fighters. The Surcouf had a heavier punch, with light naval autocannons being its main punch, a pair of them being more than enough to smash a JumpShip or kill all but the largest DropShip. Slightly slower than the Jackal, the Surcouf class was built in lesser numbers than the Jackal but were still a serious threat to SLDF forces. A group of Jackals headed by a Surcouf could even challenge SLDF destroyers and Corvettes and many smaller ships were lost to the guns of the Surcouf or the atomic fire of a Jackals nuclear ‘torpedoes’.
An even rarer sub type of the Surcouf was also produced that traded much of its firepower for the capacity to carry 24 fighters. Too small to fit a true hangar these fighters were docked externally on mag-clamps along the bow section, and crews had to board via EVA tubes making launching and recovery of their fighters a slow, difficult and dangerous process.
But with 24 fighter the Ranger class raider was still a threat to a convoy, especially considering that most Taurian strike craft carried low yield nuclear ordinance on their wings.

But the Ranger wasn’t a popular design, two were lost due to accidents whilst landing and were heavily outgunned in a stand up fight if caught without their fighters. This lead to them being called ‘Combustible, Vulnerable, Expendable’ instead of Carrier Vessel – Escorts.

The Jackal, Surcouf and Ranger classes all fought and died during the fires of the Reunification War, with them taking part in the titanic Battle of Robsart and suffering heavy casualties during the desparate days towards the end of the Reunification War.
The survivors were scrapped, their shipyards destroyed, the plans for their construction were destroyed and the classes were presumed extinct. Until the Amaris civil war saw  the class in service once more, built in secret by the Rimworlds Republic in their build up towards Operation APOTHEOSIS.

Code: [Select]
[b]Jackal Raider[/b] (Standard)
Mass: 145,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2500
Mass: 145,000
Battle Value: 29,565
Tech Rating/Availability: E/D-X-E-F
Cost: 4,122,083,000 C-bills

Fuel: 2,000 tons (10,000)
Safe Thrust: 6
Maximum Thrust: 9
Sail Integrity: 3
KF Drive Integrity: 5
Heat Sinks: 850
Structural Integrity: 65

Armor
    Nose: 42
    Fore Sides: 42/42
    Aft Sides: 22/22
    Aft: 22

Cargo
    Bay 1:  Small Craft (2)         2 Doors   
    Bay 2:  Cargo (5462.5 tons)     2 Doors   

Ammunition:
    672 rounds of LRM 10 ammunition (56 tons),
    60 rounds of Killer Whale ammunition (3000 tons),
    720 rounds of SRM 6 ammunition (45 tons)

Dropship Capacity: 0
Grav Decks: 0
Escape Pods: 5
Life Boats: 5
Crew:  18 officers, 56 enlisted/non-rated, 32 gunners, 10 bay personnel, 25 marines

Notes: Mounts 187.5 tons of standard aerospace armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class     
 
Nose (236 Heat)

2 Capital Missile Launcher (Killer Whale)  40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Killer Whale Ammo (20 shots)
2 Naval Laser 45                           140  9(90)   9(90)   9(90)    9(90)   Capital Laser
4 LRM 10                                   16   2(24)   2(24)   2(24)     0(0)   LRM         
    LRM 10 Ammo (84 shots)
4 SRM 6                                    16   3(32)    0(0)    0(0)     0(0)   SRM         
    SRM 6 Ammo (90 shots)
8 Medium Laser                             24   4(40)    0(0)    0(0)     0(0)   Laser   
   
FRS/FLS (166 Heat)

2 Capital Missile Launcher (Killer Whale)  40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Killer Whale Ammo (20 shots)
1 Naval Laser 45                           70   5(45)   5(45)   5(45)    5(45)   Capital Laser
4 LRM 10                                   16   2(24)   2(24)   2(24)     0(0)   LRM         
    LRM 10 Ammo (84 shots)
4 SRM 6                                    16   3(32)    0(0)    0(0)     0(0)   SRM         
    SRM 6 Ammo (90 shots)
8 Medium Laser                             24   4(40)    0(0)    0(0)     0(0)   Laser   
   
RBS/LBS (56 Heat)

4 LRM 10                                   16   2(24)   2(24)   2(24)     0(0)   LRM         
    LRM 10 Ammo (84 shots)
4 SRM 6                                    16   3(32)    0(0)    0(0)     0(0)   SRM         
    SRM 6 Ammo (90 shots)
8 Medium Laser                             24   4(40)    0(0)    0(0)     0(0)   Laser       

ARS/ALS (56 Heat)

4 LRM 10                                   16   2(24)   2(24)   2(24)     0(0)   LRM         
    LRM 10 Ammo (84 shots)
4 SRM 6                                    16   3(32)    0(0)    0(0)     0(0)   SRM         
    SRM 6 Ammo (90 shots)
8 Medium Laser                             24   4(40)    0(0)    0(0)     0(0)   Laser       

Aft (56 Heat)

4 LRM 10                                   16   2(24)   2(24)   2(24)     0(0)   LRM         
    LRM 10 Ammo (84 shots)
4 SRM 6                                    16   3(32)    0(0)    0(0)     0(0)   SRM         
    SRM 6 Ammo (90 shots)
8 Medium Laser                             24   4(40)    0(0)    0(0)     0(0)   Laser       

Surcouf-class Corvette

Code: [Select]
Surcouf Corvette (Standard)
Mass: 200,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2500
Mass: 200,000
Battle Value: 56,566
Tech Rating/Availability: E/E-X-E-F
Cost: 4,438,972,000 C-bills

Fuel: 2,000 tons (10,000)
Safe Thrust: 5
Maximum Thrust: 8
Sail Integrity: 3
KF Drive Integrity: 6
Heat Sinks: 1,501
Structural Integrity: 90

Armor
    Nose: 70
    Fore Sides: 55/55
    Aft Sides: 30/30
    Aft: 30

Cargo
    Bay 1:  Fighter (4)             2 Doors   
    Bay 2:  Small Craft (2)         2 Doors   
    Bay 3:  Cargo (8275.0 tons)     2 Doors   

Ammunition:
    800 rounds of AC/10 ammunition (80 tons),
    100 rounds of NAC/10 ammunition (20 tons),
    30 rounds of Killer Whale ammunition (1500 tons),
    1,080 rounds of LRM 15 ammunition (135 tons),
    700 rounds of AC/20 ammunition (140 tons)

Dropship Capacity: 0
Grav Decks: 1 (30 m)
Escape Pods: 5
Life Boats: 5
Crew:  21 officers, 64 enlisted/non-rated, 38 gunners, 18 bay personnel, 50 marines

Notes: Mounts 360 tons of standard aerospace armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class   
   
Nose (320 Heat)

2 Naval Autocannon (NAC/10)                60   20(200) 20(200) 20(200)   0(0)   Capital AC 
    NAC/10 Ammo (50 shots)
1 Capital Missile Launcher (Killer Whale)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Killer Whale Ammo (10 shots)
2 Naval Laser 45                           140  9(90)   9(90)   9(90)    9(90)   Capital Laser
5 AC/20                                    35   10(100)  0(0)    0(0)     0(0)   AC         
    AC/20 Ammo (100 shots)
5 LRM 15                                   25   5(45)   5(45)   5(45)     0(0)   LRM         
    LRM 15 Ammo (120 shots)
5 Large Laser                              40   4(40)   4(40)    0(0)     0(0)   Laser       

FRS/FLS (290 Heat)

1 Naval Autocannon (NAC/10)                30   10(100) 10(100) 10(100)   0(0)   Capital AC 
    NAC/10 Ammo (25 shots)
1 Capital Missile Launcher (Killer Whale)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Killer Whale Ammo (10 shots)
2 Naval Laser 45                           140  9(90)   9(90)   9(90)    9(90)   Capital Laser
5 AC/20                                    35   10(100)  0(0)    0(0)     0(0)   AC         
    AC/20 Ammo (100 shots)
5 LRM 15                                   25   5(45)   5(45)   5(45)     0(0)   LRM         
    LRM 15 Ammo (120 shots)
5 Large Laser                              40   4(40)   4(40)    0(0)     0(0)   Laser       

RBS/LBS (115 Heat)

5 AC/20                                    35   10(100)  0(0)    0(0)     0(0)   AC         
    AC/20 Ammo (100 shots)
5 AC/10                                    15   5(50)   5(50)    0(0)     0(0)   AC         
    AC/10 Ammo (200 shots)
5 LRM 15                                   25   5(45)   5(45)   5(45)     0(0)   LRM         
    LRM 15 Ammo (120 shots)
5 Large Laser                              40   4(40)   4(40)    0(0)     0(0)   Laser       

ARS/ALS (115 Heat)

5 AC/20                                    35   10(100)  0(0)    0(0)     0(0)   AC         
    AC/20 Ammo (100 shots)
5 AC/10                                    15   5(50)   5(50)    0(0)     0(0)   AC         
    AC/10 Ammo (200 shots)
5 LRM 15                                   25   5(45)   5(45)   5(45)     0(0)   LRM         
    LRM 15 Ammo (120 shots)
5 Large Laser                              40   4(40)   4(40)    0(0)     0(0)   Laser       

Aft (130 Heat)

10 LRM 15                                  50   9(90)   9(90)   9(90)     0(0)   LRM         
    LRM 15 Ammo (240 shots)
10 Large Laser                             80   8(80)   8(80)    0(0)     0(0)   Laser       

Ranger Class CVE

Code: [Select]
Ranger Class CVE
Mass: 200,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2500
Mass: 200,000
Battle Value: 39,682
Tech Rating/Availability: E/D-X-E-F
Cost: 4,423,992,000 C-bills

Fuel: 2,000 tons (10,000)
Safe Thrust: 5
Maximum Thrust: 8
Sail Integrity: 3
KF Drive Integrity: 6
Heat Sinks: 1,376
Structural Integrity: 90

Armor
    Nose: 70
    Fore Sides: 55/55
    Aft Sides: 30/30
    Aft: 30

Cargo
    Bay 1:  Fighter (24)            2 Doors   
    Bay 2:  Small Craft (8)         2 Doors   
    Bay 3:  Cargo (11895.0 tons)    2 Doors   

Ammunition:
    800 rounds of AC/10 ammunition (80 tons),
    30 rounds of Killer Whale ammunition (1500 tons),
    1,080 rounds of LRM 15 ammunition (135 tons),
    700 rounds of AC/20 ammunition (140 tons)

Dropship Capacity: 0
Grav Decks: 1 (30 m)
Escape Pods: 5
Life Boats: 5
Crew:  20 officers, 65 enlisted/non-rated, 34 gunners, 88 bay personnel, 50 marines

Notes: Mounts 360 tons of standard aerospace armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       

Nose (260 Heat)

1 Capital Missile Launcher (Killer Whale)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Killer Whale Ammo (10 shots)
2 Naval Laser 45                           140  9(90)   9(90)   9(90)    9(90)   Capital Laser
5 AC/20                                    35   10(100)  0(0)    0(0)     0(0)   AC         
    AC/20 Ammo (100 shots)
5 LRM 15                                   25   5(45)   5(45)   5(45)     0(0)   LRM         
    LRM 15 Ammo (120 shots)
5 Large Laser                              40   4(40)   4(40)    0(0)     0(0)   Laser       

FRS/FLS (260 Heat)

1 Capital Missile Launcher (Killer Whale)  20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Killer Whale Ammo (10 shots)
2 Naval Laser 45                           140  9(90)   9(90)   9(90)    9(90)   Capital Laser
5 AC/20                                    35   10(100)  0(0)    0(0)     0(0)   AC         
    AC/20 Ammo (100 shots)
5 LRM 15                                   25   5(45)   5(45)   5(45)     0(0)   LRM         
    LRM 15 Ammo (120 shots)
5 Large Laser                              40   4(40)   4(40)    0(0)     0(0)   Laser   
   
RBS/LBS (115 Heat)

5 AC/20                                    35   10(100)  0(0)    0(0)     0(0)   AC         
    AC/20 Ammo (100 shots)
5 AC/10                                    15   5(50)   5(50)    0(0)     0(0)   AC         
    AC/10 Ammo (200 shots)
5 LRM 15                                   25   5(45)   5(45)   5(45)     0(0)   LRM         
    LRM 15 Ammo (120 shots)
5 Large Laser                              40   4(40)   4(40)    0(0)     0(0)   Laser
       
ARS/ALS (115 Heat)

5 AC/20                                    35   10(100)  0(0)    0(0)     0(0)   AC         
    AC/20 Ammo (100 shots)
5 AC/10                                    15   5(50)   5(50)    0(0)     0(0)   AC         
    AC/10 Ammo (200 shots)
5 LRM 15                                   25   5(45)   5(45)   5(45)     0(0)   LRM         
    LRM 15 Ammo (120 shots)
5 Large Laser                              40   4(40)   4(40)    0(0)     0(0)   Laser   
   
Aft (130 Heat)

10 LRM 15                                  50   9(90)   9(90)   9(90)     0(0)   LRM         
    LRM 15 Ammo (240 shots)
10 Large Laser                             80   8(80)   8(80)    0(0)     0(0)   Laser       
« Last Edit: 20 August 2019, 07:21:07 by marauder648 »
Ghost Bears: Cute and cuddly. Until you remember its a BLOODY BEAR!

Project Zhukov Fan AU TRO's and PDFs - https://thezhukovau.wordpress.com/

CapricornNoble

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  • Posts: 64
Re: Fixing the SLDF/Hegemony Fleet
« Reply #72 on: 20 August 2019, 12:18:35 »
*is Sharlin* :D

Mind. BLOWN.  :o

Quote
https://drive.google.com/open?id=1OZtBQwQt3XBG4jdU752U4n82Z9oshHYZ

For the fan made and free book I did with Matt and Maingunnery's help :D

Ahhhh yes, I think I downloaded that a while ago, a great inspiration. Just needed stats to go with the art and slick production. Speaking of stats, are you building these ships in MegaMek? If so, can you upload a zip file with them all? If not, I might start hand-jamming them myself, as I want to test out some of my AU ships against the "canon" BTU WarShips but I would learn nothing curb-stomping the official versions.

marauder648

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  • Posts: 8157
    • Project Zhukov Fan AU TRO's and PDFs
Re: Fixing the SLDF/Hegemony Fleet
« Reply #73 on: 20 August 2019, 12:25:47 »
Mind. BLOWN.  :o

Ahhhh yes, I think I downloaded that a while ago, a great inspiration. Just needed stats to go with the art and slick production. Speaking of stats, are you building these ships in MegaMek? If so, can you upload a zip file with them all? If not, I might start hand-jamming them myself, as I want to test out some of my AU ships against the "canon" BTU WarShips but I would learn nothing curb-stomping the official versions.

I'm not making them, Aldan Ferrox is making them and yes he is using MegaMek and as for a readable version of teh stats and other bits. Don't worry about that. Working on something, no art but everything else :)
Ghost Bears: Cute and cuddly. Until you remember its a BLOODY BEAR!

Project Zhukov Fan AU TRO's and PDFs - https://thezhukovau.wordpress.com/

marauder648

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    • Project Zhukov Fan AU TRO's and PDFs
Re: Fixing the SLDF/Hegemony Fleet
« Reply #74 on: 20 August 2019, 15:03:31 »
Mind. BLOWN.  :o

Ahhhh yes, I think I downloaded that a while ago, a great inspiration. Just needed stats to go with the art and slick production. Speaking of stats, are you building these ships in MegaMek? If so, can you upload a zip file with them all? If not, I might start hand-jamming them myself, as I want to test out some of my AU ships against the "canon" BTU WarShips but I would learn nothing curb-stomping the official versions.

Re the stats, I didn't want to do them as 3/4 of the book is canon ships and that's CGL's job to do the Canon stuff.

Ghost Bears: Cute and cuddly. Until you remember its a BLOODY BEAR!

Project Zhukov Fan AU TRO's and PDFs - https://thezhukovau.wordpress.com/

DarthMetool

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  • Posts: 219
Re: Fixing the SLDF/Hegemony Fleet
« Reply #75 on: 22 August 2019, 20:30:26 »
These are a lot of fun fighting ships.  Still, I got a question.  Have these been tested in both short engagements and long campaigns?  Just curious.
"John Hancock.  Wait, you want MY signature?"
The TRB Military Catalog
GENERATION 45: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment

marauder648

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    • Project Zhukov Fan AU TRO's and PDFs
Re: Fixing the SLDF/Hegemony Fleet
« Reply #76 on: 22 August 2019, 23:24:10 »
These are a lot of fun fighting ships.  Still, I got a question.  Have these been tested in both short engagements and long campaigns?  Just curious.

They've been created and tested in MegaMek in battles of all shapes and sizes :) Often against each other and against Canon ships from all eras.
« Last Edit: 23 August 2019, 03:04:01 by marauder648 »
Ghost Bears: Cute and cuddly. Until you remember its a BLOODY BEAR!

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marauder648

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Re: Fixing the SLDF/Hegemony Fleet
« Reply #77 on: 28 August 2019, 06:28:36 »
Omega Class Destroyer.

Designed from the onset to be a multi-role ship for the FWL Navy, the Omega was built to act as a patrol ship and general fleet escort. Unlike the much later FWL designs, the Omega was built to take significant damage, this was due to limitations in the yard space available at the time. As well as the often unstable political situation between the various regions that made up the League. Instead of being built across the League at reduced cost, the Omega class was designed and built in the shipyards above Oriente. But there was only so many yards available so the FWL opted to build a smaller number of tough WarShips that could be repaired and put back into service rather than try and out build their rivals. Instead they would outlast them.

Although the class only massed 550,000 tons the Omega design had structural integrity and armour levels that would have not looked out of place on a cruiser with 1,100 tons of Improver Ferro-Aluminium shielding the hull.
Despite this great weight of armour the ship was quite nimble, able to reach a maximum of 3g sustained thrust. 

The ships armament was quite unique at the time of introduction in 2580 as they had no ammunition dependent weapons onboard at all. The main armament was a battery of ten 55cm lasers, in two quintuple mounts in the bow. Additional firepower was provided by clusters of 45cm lasers and Medium naval PPC’s. Point defence was provided by a mix of Mech scale PPC’s, large lasers and Small lasers as terminal defence weapons.
The Omega also had a formidable fighter compliment with the two bow mounted hangars capable of carrying a total of 48 fighters and a dozen small craft whilst two DropShip collars were also fitted for additional flexibility.

Unfortunately, the power requirements of the all energy armament meant that the ship needed large, expensive and slow to produce power plants and the cooling systems needed for these weapons as we as the power cabling took up a great deal of space and the ships cargo was less than 40,000 tons, limiting their utility as a patrol ship. The power systems proved to also be maintenance intensive and rather than be used as a general-purpose design the expensive Omega class was often used as a Leader for Squadrons of League class destroyers, providing fighter support for the smaller craft.
Despite their expense the Omega class was a popular ship in the FWL Navy. Like the League the Omega was updated, the hull plating updated to Ferro-Carbide armour and the small lasers were replaced by anti-missile mounts.
The First and Second Succession wars were not kind on the Class. Steiner and Liao attacks against the FWL’s infrastructure destroyed most of the yards that could repair and service the temperamental Omega class in the opening years of the 1st Succession War and by the Second War, the surviving ships were ‘held together with duct tape’. The FWS Monmouth and FWS Galatea were the last ships of the class, the Monmouth was unable to jump and was destroyed by Lyran fighters, the Galatea was destroyed whilst refuelling and is believed to have been the victim of a MASK infiltration of the orbital facility she was docked at.

The Omega class was looked at as being put into production in the 3060’s, but the sheer expense of the class and the need to ship components from across the League which further drove up the cost ensured that they would look into producing lighter built and thus cheaper ships like the Impavido class.

Code: [Select]
Omega Destroyer (Block I)
Mass: 550,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2580
Mass: 550,000
Battle Value: 57,941
Tech Rating/Availability: E/E-X-E-F
Cost: 7,835,104,000 C-bills

Fuel: 3,000 tons (7,500)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 4
KF Drive Integrity: 12
Heat Sinks: 2352 (4704)
Structural Integrity: 100

Armor
    Nose: 120
    Fore Sides: 120/120
    Aft Sides: 120/120
    Aft: 120

Cargo
    Bay 1:  Fighter (24)            4 Doors   
    Bay 2:  Small Craft (12)        2 Doors   
    Bay 3:  Fighter (24)            4 Doors   
    Bay 4:  Cargo (39620.0 tons)    2 Doors   

Ammunition:
None

Dropship Capacity: 2
Grav Decks: 2 (75 m, 75 m)
Escape Pods: 15
Life Boats: 15
Crew:  37 officers, 118 enlisted/non-rated, 65 gunners, 156 bay personnel, 25 passengers, 75 marines

Notes: Mounts 1,100 tons of improved ferro-aluminum armor.

Weapons:                  Capital Attack Values (Standard)
Arc (Heat)            Heat  SRV     MRV     LRV      ERV    Class
     
Nose (905 Heat)

5 Naval Laser 55      425  28(275) 28(275) 28(275) 28(275)  Capital Laser
5 Naval Laser 55      425  28(275) 28(275) 28(275) 28(275)  Capital Laser
5 PPC                 50   5(50)   5(50)    0(0)     0(0)   PPC         
5 Small Laser          5   2(15)    0(0)    0(0)     0(0)   Point Defense

FRS/FLS (445 Heat)

5 Naval Laser 45      350  23(225) 23(225) 23(225) 23(225)  Capital Laser
5 PPC                 50   5(50)   5(50)    0(0)     0(0)   PPC         
5 Large Laser         40   4(40)   4(40)    0(0)     0(0)   Laser       
5 Small Laser          5   2(15)    0(0)    0(0)     0(0)   Point Defense

RBS/LBS (770 Heat)

5 Naval PPC (Medium)  675  45(450) 45(450) 45(450) 45(450)  Capital PPC
5 PPC                 50   5(50)   5(50)    0(0)     0(0)   PPC         
5 Large Laser         40   4(40)   4(40)    0(0)     0(0)   Laser       
5 Small Laser          5   2(15)    0(0)    0(0)     0(0)   Point Defense

ARS/ALS (445 Heat)

5 Naval Laser 45      350  23(225) 23(225) 23(225) 23(225)  Capital Laser
5 PPC                 50   5(50)   5(50)    0(0)     0(0)   PPC         
5 Large Laser         40   4(40)   4(40)    0(0)     0(0)   Laser       
5 Small Laser          5   2(15)    0(0)    0(0)     0(0)   Point Defense

Aft (445 Heat)

5 Naval Laser 45      350  23(225) 23(225) 23(225) 23(225)  Capital Laser
5 PPC                 50   5(50)   5(50)    0(0)     0(0)   PPC         
5 Large Laser         40   4(40)   4(40)    0(0)     0(0)   Laser       
5 Small Laser          5   2(15)    0(0)    0(0)     0(0)   Point Defense

Block II

Code: [Select]
Omega Destroyer (Block II)
Mass: 550,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2765
Mass: 550,000
Battle Value: 65,252
Tech Rating/Availability: E/E-X-E-F
Cost: 7,911,974,000 C-bills

Fuel: 3,000 tons (7,500)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 4
KF Drive Integrity: 12
Heat Sinks: 2476 (4952)
Structural Integrity: 100

Armor
    Nose: 160
    Fore Sides: 155/155
    Aft Sides: 155/155
    Aft: 160

Cargo
    Bay 1:  Fighter (24)            4 Doors   
    Bay 2:  Small Craft (12)        2 Doors   
    Bay 3:  Fighter (24)            4 Doors   
    Bay 4:  Cargo (39090.0 tons)    2 Doors   

Ammunition:
    4,032 rounds of Anti-Missile System [IS] ammunition (336 tons)

Dropship Capacity: 2
Grav Decks: 2 (75 m, 75 m)
Escape Pods: 15
Life Boats: 15
Crew:  37 officers, 118 enlisted/non-rated, 65 gunners, 156 bay personnel, 25 passengers, 75 marines

Notes: Mounts 1,100 tons of ferro-carbide armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class 
     
Nose (930 Heat)

5 Naval Laser 55                            425  28(275) 28(275) 28(275) 28(275)  Capital Laser
5 Naval Laser 55                            425  28(275) 28(275) 28(275) 28(275)  Capital Laser
5 ER PPC                                    75   5(50)   5(50)   5(50)     0(0)   PPC         
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (504 shots)

FRS/FLS (480 Heat)

5 Naval Laser 45                            350  23(225) 23(225) 23(225) 23(225)  Capital Laser
5 ER PPC                                    75   5(50)   5(50)   5(50)     0(0)   PPC         
5 Large Pulse Laser                         50   5(45)   5(45)    0(0)     0(0)   Pulse Laser
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (504 shots)

RBS/LBS (805 Heat)

5 Naval PPC (Medium)                        675  45(450) 45(450) 45(450) 45(450)  Capital PPC
5 ER PPC                                    75   5(50)   5(50)   5(50)     0(0)   PPC         
5 Large Pulse Laser                         50   5(45)   5(45)    0(0)     0(0)   Pulse Laser
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (504 shots)

ARS/ALS (480 Heat)

5 Naval Laser 45                            350  23(225) 23(225) 23(225) 23(225)  Capital Laser
5 ER PPC                                    75   5(50)   5(50)   5(50)     0(0)   PPC         
5 Large Pulse Laser                         50   5(45)   5(45)    0(0)     0(0)   Pulse Laser
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (504 shots)

Aft (480 Heat)

5 Naval Laser 45                            350  23(225) 23(225) 23(225) 23(225)  Capital Laser
5 ER PPC                                    75   5(50)   5(50)   5(50)     0(0)   PPC         
5 Large Pulse Laser                         50   5(45)   5(45)    0(0)     0(0)   Pulse Laser
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (504 shots)

Ghost Bears: Cute and cuddly. Until you remember its a BLOODY BEAR!

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AldanFerrox

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Re: Fixing the SLDF/Hegemony Fleet
« Reply #78 on: 08 February 2020, 19:32:36 »
Time to remove a bit of dust from this thread. Another ship I created together with Marauder648, this time a Battlecruiser designed by House Davion

Albion-class Battlecruiser

Albion Battlecruiser
Length: 985 meters
Displacement: 1,000,000 tons
Crew: 534
Year of Introduction: 2480
Armaments:
– 24x Boeing-Winchester Mk7 461mm Heavy Naval Autocannons (NAC-30's)
– 18x Rand Mk209 ‘Super’ Heavy Naval Particle Cannons
– 10x SSM-900 ‘White Shark’ Missile Launch Systems
– 40x Magna Mk.III Large Lasers
– 40x Diverse Optics 10 Small Lasers
Armor: StarShield Guardian Improved Ferro-Aluminum Armor
Aerospace Complement: Aerospace Fighters x24, Small Craft x6
Dropship Collars: 6
Manufacturer: Boeing Interstellar, Universal Air

Overview
For a long time the Federated Suns Navy had been the only Navy in the IS without a proper
battleship or battlecruiser in its inventory. They had the Defender, but even the two late model
ships with their reinforced hulls were still quite fragile for their size. To compensate for these
shortcomings the FSN maintained a large number of Light and Heavy Cruisers, but in the last
quarter of the 25th Century the Admiralty finally wanted a proper capital ship that could successfully
battle a similar enemy. It took only a few years for Boeing and Universal Air to come up with
the Albion-class, a massive one million ton monster of a battlecruiser. Four years later the first
prototype of the class, the FSS Albion, was deemed ready for testing, and after the end of the tests
another 15 vessels were ordered.

Capabilities
The Albion wasn't a fast ship. It only had an acceleration of 2.5G, although this was still faster than
the Monsoon-class of the Terran Hegemony or other ships of that size build earlier. One its biggest
strengths was its strong hull, allowing to carry a considerable amount of Ferro-Aluminum Armor.
The armaments were clearly modeled after the Monsoon-class, centered around Heavy Naval
Autocannons, Heavy Naval PPC's and White Shark Capital Missile Launchers. For self protection the
ship also carried batteries of Large and Small Lasers. Some critics argued that the damage profile
wasn't much better than a Aegis-class Heavy Cruiser, but it was actually quite well balanced for
engagements at every range. The Albion also received six of the brand new Dropship Docking
Collars equipped with KF Booms that allowed the Battlecruiser to carry its own escorts with it
into battle, most often two carrrier and four assault dropships. The onboard hangar of the ship
carried 24 fighters and 6 small craft, with the fighters being mostly interceptors and recon craft.

Deployment
Albions were the heart and soul of the Line Squadrons of the Federated Suns Navy, often deployed
together with Alexander- and Argyle-class Heavy Cruisers.

Variants
During there first 250 years of service ships of the class received some upgrades, including the
installation of Ferro-Carbide Armor in 2580. But the biggest change came in 2745 when a massive
rebuild of the class started. The armaments were increased significantly, increasing the number of
Heavy NAC's from 24 to 30, the number of Heavy Naval PPC's from 18 to 22 while bringing up the
number of White Shark Launchers to 26 tubes. This upgrade also included the installation of
Double Heat Sinks for better heat dissipation and the replacement of the old Lasers with ER Large
Lasers and Anti-Missile Systems.

Block I

Code: [Select]
Albion Battlecruiser (Standard)
Mass: 1,000,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2480
Mass: 1,000,000
Battle Value: 197,930
Tech Rating/Availability: E/E-X-E-F
Cost: 13,739,548,000 C-bills

Fuel: 4,000 tons (10,000)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 5
KF Drive Integrity: 21
Heat Sinks: 7,023
Structural Integrity: 90

Armor
    Nose: 181
    Fore Sides: 181/181
    Aft Sides: 181/181
    Aft: 181

Cargo
    Bay 1:  Fighter (24)            12 Doors 
    Bay 2:  Small Craft (6)         3 Doors   
    Bay 3:  Cargo (103075.0 tons)   2 Doors   

Ammunition:
    100 rounds of White Shark ammunition (4,000 tons),
    1,200 rounds of NAC/30 ammunition (960 tons)

Dropship Capacity: 6
Grav Decks: 3 (85 m, 85 m, 120 m)
Escape Pods: 25
Life Boats: 25
Crew:  52 officers, 193 enlisted/non-rated, 66 gunners, 78 bay personnel, 50 passengers, 100 marines

Notes: Mounts 1,720 tons of improved ferro-aluminum armor.

Weapons:                                      Capital Attack Values (Standard)
Arc (Heat)                                Heat  SRV     MRV     LRV      ERV    Class       
Nose (460 Heat)
2 Naval Autocannon (NAC/30)               200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
2 Naval Autocannon (NAC/30)               200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
1 Capital Missile Launcher (White Shark)  15   3(30)   3(30)   3(30)    3(30)   Capital Missile
    White Shark Ammo (10 shots)
5 Large Laser                             40   4(40)   4(40)    0(0)     0(0)   Laser       
5 Small Laser                              5   2(15)    0(0)    0(0)     0(0)   Point Defense
FRS/FLS (950 Heat)
2 Naval Autocannon (NAC/30)               200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
3 Naval PPC (Heavy)                       675  45(450) 45(450) 45(450) 45(450)  Capital PPC
2 Capital Missile Launcher (White Shark)  30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    White Shark Ammo (20 shots)
5 Large Laser                             40   4(40)   4(40)    0(0)     0(0)   Laser       
5 Small Laser                              5   2(15)    0(0)    0(0)     0(0)   Point Defense
RBS/LBS (1,120 Heat)
2 Naval Autocannon (NAC/30)               200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
2 Naval Autocannon (NAC/30)               200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
3 Naval PPC (Heavy)                       675  45(450) 45(450) 45(450) 45(450)  Capital PPC
5 Large Laser                             40   4(40)   4(40)    0(0)     0(0)   Laser       
5 Small Laser                              5   2(15)    0(0)    0(0)     0(0)   Point Defense
ARS/ALS (950 Heat)
2 Naval Autocannon (NAC/30)               200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
3 Naval PPC (Heavy)                       675  45(450) 45(450) 45(450) 45(450)  Capital PPC
2 Capital Missile Launcher (White Shark)  30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    White Shark Ammo (20 shots)
5 Large Laser                             40   4(40)   4(40)    0(0)     0(0)   Laser       
5 Small Laser                              5   2(15)    0(0)    0(0)     0(0)   Point Defense
Aft (460 Heat)
2 Naval Autocannon (NAC/30)               200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
2 Naval Autocannon (NAC/30)               200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
1 Capital Missile Launcher (White Shark)  15   3(30)   3(30)   3(30)    3(30)   Capital Missile
    White Shark Ammo (10 shots)
5 Large Laser                             40   4(40)   4(40)    0(0)     0(0)   Laser       
5 Small Laser                              5   2(15)    0(0)    0(0)     0(0)   Point Defense

Block II

Code: [Select]
Albion Battlecruiser (Block II)
Mass: 1,000,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2572
Mass: 1,000,000
Battle Value: 205,130
Tech Rating/Availability: E/E-X-E-F
Cost: 13,828,548,000 C-bills

Fuel: 4,000 tons (10,000)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 5
KF Drive Integrity: 21
Heat Sinks: 7,023
Structural Integrity: 90

Armor
    Nose: 241
    Fore Sides: 241/241
    Aft Sides: 241/241
    Aft: 241

Cargo
    Bay 1:  Fighter (24)            12 Doors 
    Bay 2:  Small Craft (6)         3 Doors   
    Bay 3:  Cargo (103055.0 tons)   2 Doors   

Ammunition:
    100 rounds of White Shark ammunition (4,000 tons),
    1,200 rounds of NAC/30 ammunition (960 tons)

Dropship Capacity: 6
Grav Decks: 3 (85 m, 85 m, 120 m)
Escape Pods: 25
Life Boats: 25
Crew:  52 officers, 193 enlisted/non-rated, 66 gunners, 78 bay personnel, 50 passengers, 100 marines

Notes: Mounts 1,740 tons of ferro-carbide armor.

Weapons:                                      Capital Attack Values (Standard)
Arc (Heat)                                Heat  SRV     MRV     LRV      ERV    Class       
Nose (460 Heat)
2 Naval Autocannon (NAC/30)               200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
2 Naval Autocannon (NAC/30)               200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
1 Capital Missile Launcher (White Shark)  15   3(30)   3(30)   3(30)    3(30)   Capital Missile
    White Shark Ammo (10 shots)
5 Large Laser                             40   4(40)   4(40)    0(0)     0(0)   Laser       
5 Small Laser                              5   2(15)    0(0)    0(0)     0(0)   Point Defense
FRS/FLS (950 Heat)
2 Naval Autocannon (NAC/30)               200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
3 Naval PPC (Heavy)                       675  45(450) 45(450) 45(450) 45(450)  Capital PPC
2 Capital Missile Launcher (White Shark)  30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    White Shark Ammo (20 shots)
5 Large Laser                             40   4(40)   4(40)    0(0)     0(0)   Laser       
5 Small Laser                              5   2(15)    0(0)    0(0)     0(0)   Point Defense
RBS/LBS (1,120 Heat)
2 Naval Autocannon (NAC/30)               200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
2 Naval Autocannon (NAC/30)               200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
3 Naval PPC (Heavy)                       675  45(450) 45(450) 45(450) 45(450)  Capital PPC
5 Large Laser                             40   4(40)   4(40)    0(0)     0(0)   Laser       
5 Small Laser                              5   2(15)    0(0)    0(0)     0(0)   Point Defense
ARS/ALS (950 Heat)
2 Naval Autocannon (NAC/30)               200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
3 Naval PPC (Heavy)                       675  45(450) 45(450) 45(450) 45(450)  Capital PPC
2 Capital Missile Launcher (White Shark)  30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    White Shark Ammo (20 shots)
5 Large Laser                             40   4(40)   4(40)    0(0)     0(0)   Laser       
5 Small Laser                              5   2(15)    0(0)    0(0)     0(0)   Point Defense
Aft (460 Heat)
2 Naval Autocannon (NAC/30)               200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
2 Naval Autocannon (NAC/30)               200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
1 Capital Missile Launcher (White Shark)  15   3(30)   3(30)   3(30)    3(30)   Capital Missile
    White Shark Ammo (10 shots)
5 Large Laser                             40   4(40)   4(40)    0(0)     0(0)   Laser       
5 Small Laser                              5   2(15)    0(0)    0(0)     0(0)   Point Defense

Block III

Code: [Select]
Albion Battlecruiser (Block III)
Mass: 1,000,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2745
Mass: 1,000,000
Battle Value: 261,691
Tech Rating/Availability: E/E-X-E-F
Cost: 14,074,278,000 C-bills

Fuel: 4,000 tons (10,000)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 5
KF Drive Integrity: 21
Heat Sinks: 4612 (9224)
Structural Integrity: 90

Armor
    Nose: 241
    Fore Sides: 241/241
    Aft Sides: 241/241
    Aft: 241

Cargo
    Bay 1:  Fighter (24)            12 Doors 
    Bay 2:  Small Craft (6)         3 Doors   
    Bay 3:  Cargo (63575.0 tons)    2 Doors   

Ammunition:
    2,016 rounds of Anti-Missile System [IS] ammunition (168 tons),
    260 rounds of White Shark ammunition (10,400 tons),
    1,500 rounds of NAC/30 ammunition (1,200 tons)

Dropship Capacity: 6
Grav Decks: 3 (85 m, 85 m, 120 m)
Escape Pods: 25
Life Boats: 25
Crew:  55 officers, 190 enlisted/non-rated, 85 gunners, 78 bay personnel, 50 passengers, 100 marines

Notes: Mounts 1,740 tons of ferro-carbide armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (725 Heat)
2 Naval Autocannon (NAC/30)                 200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
2 Naval Autocannon (NAC/30)                 200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
2 Naval Autocannon (NAC/30)                 200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
4 Capital Missile Launcher (White Shark)    60   12(120) 12(120) 12(120) 12(120)  Capital Missile
    White Shark Ammo (40 shots)
5 ER Large Laser                            60   4(40)   4(40)   4(40)     0(0)   Laser       
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (256 shots)
FRS/FLS (1,225 Heat)
2 Naval Autocannon (NAC/30)                 200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
4 Naval PPC (Heavy)                         900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Capital Missile Launcher (White Shark)    60   12(120) 12(120) 12(120) 12(120)  Capital Missile
    White Shark Ammo (40 shots)
5 ER Large Laser                            60   4(40)   4(40)   4(40)     0(0)   Laser       
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (256 shots)
RBS/LBS (1,355 Heat)
2 Naval Autocannon (NAC/30)                 200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
2 Naval Autocannon (NAC/30)                 200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
2 Naval Autocannon (NAC/30)                 200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
3 Naval PPC (Heavy)                         675  45(450) 45(450) 45(450) 45(450)  Capital PPC
1 Capital Missile Launcher (White Shark)    15   3(30)   3(30)   3(30)    3(30)   Capital Missile
    White Shark Ammo (10 shots)
5 ER Large Laser                            60   4(40)   4(40)   4(40)     0(0)   Laser       
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (256 shots)
ARS/ALS (1,225 Heat)
2 Naval Autocannon (NAC/30)                 200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
4 Naval PPC (Heavy)                         900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Capital Missile Launcher (White Shark)    60   12(120) 12(120) 12(120) 12(120)  Capital Missile
    White Shark Ammo (40 shots)
5 ER Large Laser                            60   4(40)   4(40)   4(40)     0(0)   Laser       
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (256 shots)
Aft (525 Heat)
2 Naval Autocannon (NAC/30)                 200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
2 Naval Autocannon (NAC/30)                 200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (100 shots)
4 Capital Missile Launcher (White Shark)    60   12(120) 12(120) 12(120) 12(120)  Capital Missile
    White Shark Ammo (40 shots)
5 ER Large Laser                            60   4(40)   4(40)   4(40)     0(0)   Laser       
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (256 shots)

That's it for today, comments, thoughts and questions are welcome as always.
Only in death duty ends

Hairbear541

  • Master Sergeant
  • *
  • Posts: 299
Re: Fixing the SLDF/Hegemony Fleet
« Reply #79 on: 10 February 2020, 18:20:43 »
marauder , was just thinking about your ranger cve design , i think you were trying to put to many asf  into to  a small hull  . i was wondering just how many of those asf you could get inside the hull in proper launch bays if you used the british wwII acv or bavg type vessels as a template . that way they wouldn't be parasite craft but true auxilliary craft . over on wikipedia  these types of vessels carried between 6 to maybe 16 fighters at the top end . so how many could you get under armor if you did a rework ?                                       
trying to think outside the box here for an emergency war production plan .

AldanFerrox

  • Master Sergeant
  • *
  • Posts: 314
Re: Fixing the SLDF/Hegemony Fleet
« Reply #80 on: 11 February 2020, 05:16:33 »
marauder , was just thinking about your ranger cve design , i think you were trying to put to many asf  into to  a small hull  . i was wondering just how many of those asf you could get inside the hull in proper launch bays if you used the british wwII acv or bavg type vessels as a template . that way they wouldn't be parasite craft but true auxilliary craft . over on wikipedia  these types of vessels carried between 6 to maybe 16 fighters at the top end . so how many could you get under armor if you did a rework ?                                       
trying to think outside the box here for an emergency war production plan .

As written in the fluff.

Quote
An even rarer sub type of the Surcouf was also produced that traded much of its firepower for the capacity to carry 24 fighters. Too small to fit a true hangar these fighters were docked externally on mag-clamps along the bow section, and crews had to board via EVA tubes making launching and recovery of their fighters a slow, difficult and dangerous process. But with 24 fighter the Ranger class raider was still a threat to a convoy, especially considering that most Taurian strike craft carried low yield nuclear ordinance on their wings.

The Ranger still only has the small hangar for four fighters and two small craft the base Surcouf had, and the other 20 fighters are carried on external racks. Just as the first British Escort Carriers who carried their aircraft on the flight deck instead of inside the hull.
Only in death duty ends

marauder648

  • Lieutenant Colonel
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  • Posts: 8157
    • Project Zhukov Fan AU TRO's and PDFs
Re: Fixing the SLDF/Hegemony Fleet
« Reply #81 on: 11 February 2020, 08:12:43 »
And I'll gladly admit to ripping off the Babylon 5 Raider carrier idea



Just with the fighters far closer to the hull and spaced out along the nose rather than on big extended spokes.
Ghost Bears: Cute and cuddly. Until you remember its a BLOODY BEAR!

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Hairbear541

  • Master Sergeant
  • *
  • Posts: 299
Re: Fixing the SLDF/Hegemony Fleet
« Reply #82 on: 11 February 2020, 10:05:43 »
sorry gents , my bad , misread the fluff , but i still think more asf should be under some sort of armor ...

AldanFerrox

  • Master Sergeant
  • *
  • Posts: 314
Re: Fixing the SLDF/Hegemony Fleet
« Reply #83 on: 25 February 2021, 02:04:32 »
A few more ships for the Fleet 2800 Progam.
See here: https://bg.battletech.com/forums/fan-fiction/the-fleet-2800-program/

    Columbus-class Battlecruiser
    Length: 902 meters
    Displacement: 900,000 tons
    Crew: 556
    Year of Introduction: 2765
    Armaments:
    - 4x Imperator ‘Thunderbolt’ A32 Medium Naval Gauss Rifles
    - 8x Pontiac Series Mk-60 Series Heavy Naval Autocannons (NAC-35's)
    - 12x Pontiac Series Mk-33 Series Medium Naval Autocannons (NAC-20's)
    - 12x SSM-285 ‘Barracuda’ Missile Systems
    - 32x Randall ‘Hellburner’ Mod 45 55cm Naval Lasers
    - 12x Norse-Storm M-7D Gauss Rifles
    - 40x Magna ER Large Lasers
    - 40x MainFire Point Defence Anti-Missile Systems[/li][/list]
    Armor: BastionPlate Lamellor Ferro-Carbide-Armor
    Aerospace Complement: Aerospace Fighters x24, Small Craft x6
    Dropship Collars: 2
    Special Equipment: Lithium-Fusion Batteries
    Manufacturer: Dassault-Shimon Aerospace, Mitchell Vehicle Interstellar

    Overview
    For the second phase of Fleet 2800 the SLN was looking for a new, fast battlecruiser. The Lützow-class had been a great success, despite the huge scandal it caused when it came to light that the ship had been developed in secret, using money originally earmarked for other projects. Different yards and companies submitted designs to the DNC, but in the end design A-88A by Dassault-Shimon and Mitchell Vehicle Interstellar was selected, based on the experience gained with the Lützow-class, which it would supplement in the future. The prototype was finished in 2760, and after extensive testing serial production was greenlit in 2763. The first two ships, the SLS Columbus and SLS Hudson, were delivered to the 32nd Pursuit Squadron of the SLN's 3rd Fleet in late 2765.

    Capabilities
    At 900.000 tons the Columbus was 20.000 tons heavier than the Lützow, but the additional weight was needed to provide the necessary tonnage to allow an acceleration of 3G's, something outlined in the specifications for the new battlecruiser. This allowed the Columbus to operate in conjunction with Belfast-class Light Cruisers and Lola III- and Gearing-class Destroyers that had a similar acceleration profile. The ships weapon battery was mixed, with the bow and stern being fitted with Super-Heavy Naval Autocannons and Medium Naval Gauss Rifle turrets and an array of 55cm Naval Lasers, making it lethal at all ranges. The fore- and aft-quarters were armed with triple-mounted Barracuda Missile launch tubes and more 55cm Naval Lasers, mainly for defeating enemy  fighters and small craft. The broadsides also featured Naval Lasers and Naval Autocannons, this time medium-caliber weapons in fast tracking triple turrets. This setup was designed to allow the later installation of the newly developed Dual Purpose and Ultra Naval Autocannons when these weapons became available. Extended-Range Large Lasers and mech-sized Gauss Rifles provided  even more protection against smaller targets, with Anti-Missile System protecting the Columbus against incoming capital missiles. The battlecruisers armor protection was actually superior to the one found on un-upgraded McKenna-class Battleships, thanks to Lamellor-Ferro-Carbide armor and a strongly reinforced hull. The ships features were rounded out by Lithium-Fusion batteries and two docking collars for dropships, while also carrying 24 fighters and 6 small craft.

    Deployment
    All ships in the class were part of Pursuit Squadrons, mainly in the 3rd and 5th SLN fleets. In all, 16 of these ships would be finished before the start of the Star League Civil War.

    Code: [Select]
    Columbus Battlecruiser (Standard)
    Mass: 900,000 tons
    Technology Base: Inner Sphere (Advanced)
    Introduced: 2760
    Mass: 900,000
    Battle Value: 199,537
    Tech Rating/Availability: F/E-X-E-X
    Cost: 16,248,606,000 C-bills

    Fuel: 4,250 tons (10,625)
    Safe Thrust: 4
    Maximum Thrust: 6
    Sail Integrity: 5
    KF Drive Integrity: 19
    Heat Sinks: 2620 (5240)
    Structural Integrity: 90

    Armor
        Nose: 300
        Fore Sides: 275/275
        Aft Sides: 275/275
        Aft: 274

    Cargo
        Bay 1:  Fighter (24)            8 Doors   
        Bay 2:  Small Craft (6)         2 Doors   
        Bay 3:  Cargo (40150.0 tons)    2 Doors   

    Ammunition:
        600 rounds of Gauss Rifle [IS] ammunition (75 tons),
        2,016 rounds of Anti-Missile System [IS] ammunition (168 tons),
        200 rounds of Medium N-Gauss ammunition (80 tons),
        600 rounds of NAC/20 ammunition (240 tons),
        400 rounds of NAC/35 ammunition (400 tons),
        120 rounds of Barracuda ammunition (3,600 tons)

    Dropship Capacity: 2
    Grav Decks: 4 (90 m, 90 m, 150 m, 150 m)
    Escape Pods: 30
    Life Boats: 30
    Crew:  51 officers, 174 enlisted/non-rated, 77 gunners, 78 bay personnel, 125 marines

    Notes: Equipped with
        lithium-fusion battery system
    1,620 tons of lamellor ferro-carbide armor.

    Weapons:                                       Capital Attack Values (Standard)
    Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
    Nose (915 Heat)
    2 Naval Autocannon (NAC/35)                240  70(700) 70(700)  0(0)     0(0)   Capital AC 
        NAC/35 Ammo (100 shots)
    2 Naval Autocannon (NAC/35)                240  70(700) 70(700)  0(0)     0(0)   Capital AC 
        NAC/35 Ammo (100 shots)
    2 Naval Gauss (Medium)                     30   50(500) 50(500) 50(500) 50(500)  Capital Gauss
        Medium N-Gauss Ammo (100 shots)
    4 Naval Laser 55                           340  22(220) 22(220) 22(220) 22(220)  Capital Laser
    5 ER Large Laser                           60   4(40)   4(40)   4(40)     0(0)   Laser       
    5 Anti-Missile System                       5   2(15)    0(0)    0(0)     0(0)   AMS         
        Anti-Missile System Ammo [IS] (252 shots)
    FRS/FLS (438 Heat)
    3 Capital Missile Launcher (Barracuda)     30   6(60)   6(60)   6(60)    6(60)   Capital Missile
        Barracuda Ammo (30 shots)
    4 Naval Laser 55                           340  22(220) 22(220) 22(220) 22(220)  Capital Laser
    3 Gauss Rifle                               3   5(45)   5(45)   5(45)     0(0)   AC         
        Gauss Rifle Ammo [IS] (120 shots)
    5 ER Large Laser                           60   4(40)   4(40)   4(40)     0(0)   Laser       
    5 Anti-Missile System                       5   2(15)    0(0)    0(0)     0(0)   AMS         
        Anti-Missile System Ammo [IS] (252 shots)
    RBS/LBS (765 Heat)
    3 Naval Autocannon (NAC/20)                180  60(600) 60(600) 60(600)   0(0)   Capital AC 
        NAC/20 Ammo (150 shots)
    3 Naval Autocannon (NAC/20)                180  60(600) 60(600) 60(600)   0(0)   Capital AC 
        NAC/20 Ammo (150 shots)
    4 Naval Laser 55                           340  22(220) 22(220) 22(220) 22(220)  Capital Laser
    5 ER Large Laser                           60   4(40)   4(40)   4(40)     0(0)   Laser       
    5 Anti-Missile System                       5   2(15)    0(0)    0(0)     0(0)   AMS         
        Anti-Missile System Ammo [IS] (252 shots)
    ARS/ALS (438 Heat)
    3 Capital Missile Launcher (Barracuda)     30   6(60)   6(60)   6(60)    6(60)   Capital Missile
        Barracuda Ammo (30 shots)
    4 Naval Laser 55                           340  22(220) 22(220) 22(220) 22(220)  Capital Laser
    3 Gauss Rifle                               3   5(45)   5(45)   5(45)     0(0)   AC         
        Gauss Rifle Ammo [IS] (120 shots)
    5 ER Large Laser                           60   4(40)   4(40)   4(40)     0(0)   Laser       
    5 Anti-Missile System                       5   2(15)    0(0)    0(0)     0(0)   AMS         
        Anti-Missile System Ammo [IS] (252 shots)
    Aft (915 Heat)
    2 Naval Autocannon (NAC/35)                240  70(700) 70(700)  0(0)     0(0)   Capital AC 
        NAC/35 Ammo (100 shots)
    2 Naval Autocannon (NAC/35)                240  70(700) 70(700)  0(0)     0(0)   Capital AC 
        NAC/35 Ammo (100 shots)
    2 Naval Gauss (Medium)                     30   50(500) 50(500) 50(500) 50(500)  Capital Gauss
        Medium N-Gauss Ammo (100 shots)
    4 Naval Laser 55                           340  22(220) 22(220) 22(220) 22(220)  Capital Laser
    5 ER Large Laser                           60   4(40)   4(40)   4(40)     0(0)   Laser       
    5 Anti-Missile System                       5   2(15)    0(0)    0(0)     0(0)   AMS         
        Anti-Missile System Ammo [IS] (252 shots)

    -------

    Monaghan-class Destroyer
    Length: 635 meters
    Displacement: 600,000 tons
    Year of Introduction: planned for 2768
    Armaments:
    - 20x Mydron ‘Decimator’ Mk.21E Medium Naval Autocannons (NAC-25's)
    - 14x Rand ‘Pulsar’ Mk.7DS Medium Naval PPCs
    - 6x SSM-550 Mod 7e ‘Barracuda’ Missile VLS Silos
    - 24x Magna Type 15 45cm Naval Lasers
    - 24x Grizzard 210 Gauss Rifles
    - 32x Tiegart ‘Magnum’ Extended-Range Particle Projector Cannons
    - 40x McArthur II Anti-Missile Systems
    Armor: Mitchell ArmorWeave Lamellor Ferro-Carbide-Armor
    Aerospace Complement: Aerospace Fighters x12, Small Craft x4
    Dropship Collars: 2
    Special Equipment: Lithium-Fusion Batteries
    Manufacturer: Mitchell Vehicle Interstellar

    Overview
    Many of the newly designed ships of the SLDF were a good bit lighter than their forerunners, making better use of their tonnage. This included the new Island/Mountain-class Frigates, Flower-class Corvettes and Geneva-class Battleships, and the SLDF also wanted a new, lighter destroyer that could do the same jobs as the older Essex II, mainly replacing the Block IA vessels to complement the Boxer and Gearing-class Destroyers already in service since 2750. Designs from a few manufacturers were tested, but in the end the design by Mitchell Vehicle Interstellar was chosen, and the first prototype started testing in late 2765.

    Capabilities
    The Monaghan took many clues from the Boxer-class, sporting a very similar hull geometry and armor layout. The ships weight had been reduced to 600,000 tons. This was done for the specific reason that Mitchell could use components from the proven Orion Fast Support Vessel, including the KF Core, Transit Engines and other important engineering equipment, massively cutting down on R&D costs. This also made it possible for the SLDF to use a already established supply chain to support the new ships. The weapons were also similar to the Boxer, sporting Medium Naval Autocannons, Medium Naval PPC's, 45cm Naval Lasers and Launchers for Barracuda Capital Missiles. These weapons were backed up by Gauss Rifles and Extended-Range PPC's for defeating attacking aerospace fighters and small crafts, and Anti-Missile Systems for defending the ships against enemy Capital Missiles. Two hangars had room for 12 fighters and 4 small craft, and just like the Boxer it had two docking collars for DropShips. The Monaghan was protected by over 700 tons of Lamellor-Ferro-Carbide armor, giving the ship a protecting akin to older Heavy Cruisers. For strategic mobility Lithium-Fusion Batteries were fitted, allowing it to keep up with the heavier ships of the fleet it was tasked to protect.

    Deployment
    In service the class would've been mainly used in Escort and Patrol Squadrons, fulfilling the same role as the older Essex II destroyers.

    Variants
    It was planned to fit only 50% of the Monaghans with Lithium-Fusion Batteries to save on money. These ships would've been mainly used by the Garrison Fleet and other formations that didn't need the enhanced strategic mobility the system offered. There were also plans for fitting the class with the new advanced capital weapons that were in planning for the later stages of the Fleet 2800 Program, but this never went beyond a few feasibility studies.

    Code: [Select]
    Monaghan Destroyer (Block I)
    Mass: 600,000 tons
    Technology Base: Inner Sphere (Advanced)
    Introduced: 2765
    Mass: 600,000
    Battle Value: 155,951
    Tech Rating/Availability: F/E-X-E-F
    Cost: 14,328,538,000 C-bills

    Fuel: 5,000 tons (12,500)
    Safe Thrust: 3
    Maximum Thrust: 5
    Sail Integrity: 4
    KF Drive Integrity: 13
    Heat Sinks: 3011 (6022)
    Structural Integrity: 60

    Armor
        Nose: 126
        Fore Sides: 126/126
        Aft Sides: 126/126
        Aft: 126

    Cargo
        Bay 1:  Fighter (12)            6 Doors   
        Bay 2:  Small Craft (4)         2 Doors   
        Bay 3:  Cargo (50575.0 tons)    2 Doors   

    Ammunition:
        960 rounds of Gauss Rifle [IS] ammunition (120 tons),
        2,016 rounds of Anti-Missile System [IS] ammunition (168 tons),
        1,000 rounds of NAC/25 ammunition (600 tons),
        60 rounds of Barracuda ammunition (1,800 tons)

    Dropship Capacity: 2
    Grav Decks: 2 (90 m, 90 m)
    Escape Pods: 12
    Life Boats: 12
    Crew:  40 officers, 125 enlisted/non-rated, 74 gunners, 44 bay personnel, 50 marines

    Notes: Equipped with
        lithium-fusion battery system
    720 tons of lamellor ferro-carbide armor.

    Weapons:                                       Capital Attack Values (Standard)
    Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
    Nose (673 Heat)
    2 Naval Autocannon (NAC/25)                170  50(500) 50(500) 50(500)   0(0)   Capital AC 
        NAC/25 Ammo (100 shots)
    3 Naval PPC (Medium)                       405  27(270) 27(270) 27(270) 27(270)  Capital PPC
    3 Capital Missile Launcher (Barracuda)     30   6(60)   6(60)   6(60)    6(60)   Capital Missile
        Barracuda Ammo (30 shots)
    3 Gauss Rifle                               3   5(45)   5(45)   5(45)     0(0)   AC         
        Gauss Rifle Ammo [IS] (120 shots)
    4 ER PPC                                   60   4(40)   4(40)   4(40)     0(0)   PPC         
    5 Anti-Missile System                       5   2(15)    0(0)    0(0)     0(0)   AMS         
        Anti-Missile System Ammo [IS] (252 shots)
    FRS/FLS (788 Heat)
    2 Naval Autocannon (NAC/25)                170  50(500) 50(500) 50(500)   0(0)   Capital AC 
        NAC/25 Ammo (100 shots)
    2 Naval PPC (Medium)                       270  18(180) 18(180) 18(180) 18(180)  Capital PPC
    4 Naval Laser 45                           280  18(180) 18(180) 18(180) 18(180)  Capital Laser
    3 Gauss Rifle                               3   5(45)   5(45)   5(45)     0(0)   AC         
        Gauss Rifle Ammo [IS] (120 shots)
    4 ER PPC                                   60   4(40)   4(40)   4(40)     0(0)   PPC         
    5 Anti-Missile System                       5   2(15)    0(0)    0(0)     0(0)   AMS         
        Anti-Missile System Ammo [IS] (252 shots)
    RBS/LBS (688 Heat)
    2 Naval Autocannon (NAC/25)                170  50(500) 50(500) 50(500)   0(0)   Capital AC 
        NAC/25 Ammo (100 shots)
    2 Naval Autocannon (NAC/25)                170  50(500) 50(500) 50(500)   0(0)   Capital AC 
        NAC/25 Ammo (100 shots)
    4 Naval Laser 45                           280  18(180) 18(180) 18(180) 18(180)  Capital Laser
    3 Gauss Rifle                               3   5(45)   5(45)   5(45)     0(0)   AC         
        Gauss Rifle Ammo [IS] (120 shots)
    4 ER PPC                                   60   4(40)   4(40)   4(40)     0(0)   PPC         
    5 Anti-Missile System                       5   2(15)    0(0)    0(0)     0(0)   AMS         
        Anti-Missile System Ammo [IS] (252 shots)
    ARS/ALS (788 Heat)
    2 Naval Autocannon (NAC/25)                170  50(500) 50(500) 50(500)   0(0)   Capital AC 
        NAC/25 Ammo (100 shots)
    2 Naval PPC (Medium)                       270  18(180) 18(180) 18(180) 18(180)  Capital PPC
    4 Naval Laser 45                           280  18(180) 18(180) 18(180) 18(180)  Capital Laser
    3 Gauss Rifle                               3   5(45)   5(45)   5(45)     0(0)   AC         
        Gauss Rifle Ammo [IS] (120 shots)
    4 ER PPC                                   60   4(40)   4(40)   4(40)     0(0)   PPC         
    5 Anti-Missile System                       5   2(15)    0(0)    0(0)     0(0)   AMS         
        Anti-Missile System Ammo [IS] (252 shots)
    Aft (673 Heat)
    2 Naval Autocannon (NAC/25)                170  50(500) 50(500) 50(500)   0(0)   Capital AC 
        NAC/25 Ammo (100 shots)
    3 Naval PPC (Medium)                       405  27(270) 27(270) 27(270) 27(270)  Capital PPC
    3 Capital Missile Launcher (Barracuda)     30   6(60)   6(60)   6(60)    6(60)   Capital Missile
        Barracuda Ammo (30 shots)
    3 Gauss Rifle                               3   5(45)   5(45)   5(45)     0(0)   AC         
        Gauss Rifle Ammo [IS] (120 shots)
    4 ER PPC                                   60   4(40)   4(40)   4(40)     0(0)   PPC         
    5 Anti-Missile System                       5   2(15)    0(0)    0(0)     0(0)   AMS         
        Anti-Missile System Ammo [IS] (252 shots)

    ------

    Imperator-class Battleship
    Length: 1320 meters
    Displacement: 1,800,000 tons
    Crew: 1153
    Year of Introduction: 2652
    Armaments:
    - 24x Lockheed-Vospers Series 10 ‘Halberd’ Heavy Naval Gauss
    - 24x Armstrong IV Series-303 Heavy Naval Autocannons (NAC-30's)
    - 18x Armstrong-Hawker AR-10 Mod 1 Flexible Missile Launch Systems
    - 40x Thunderbolt Series 9 55cm Naval Lasers
    Armor: Bowman JK3 Improved Ferro-Aluminum Armor
    Aerospace Complement: Aerospace Fighters x48, Small Craft x12
    Dropship Collars: 6
    Special Equipment: Lithium-Fusion Batteries
    Manufacturer: DiTron Heavy Industries

    Overview
    In the 2640's the Star League Navy was once again searching for a new battleship. The Texas-class had been introduced 20 years earlier, but the 52 ships had been barely enough to replace the about a quarter of the remaining Monsoons and part of the Farragut-class, and the Star League Navy had plans to deploy at least 200 new battleships by the year 2700. The Texas was a very expensive ship to built, and the SLN wanted something more affordable, and so they started an invitation of tenders for the new ships in the 2643. Four manufacturers submitted designs, and the Concept BB-45 designed by Blue Nose Clipperships of Mars and Concept BB-47 of DiTron Heavy Industries were selected for final testing. Three prototypes each were built. After eight years of testing the BB-45 was selected as the new battleship, receiving the prestigious name McKenna-class. The three remaining BB-47 ships were also put into service, being named the Imperator-class. Many people that had been part of the tests had argued that the Imperator had been the superior ship, but BNCS received the contract because multiple close friends of members of Admiralty and the Cameron family were on the board of directors of the company.

    Capabilities
    The BB-4X Project had outlined several non-negotiable requirements for the new battleship. One of them was that the main battery of the should be mainly tailored for fighting the enemy at very long ranges. The McKenna achieved that with the help of massed Heavy N-PPC's, but the 1.8 million ton Imperator instead relied on two dozen Heavy Naval Gauss Rifles in the broadsides and fore- and aft-quarters and forty 55cm Naval Lasers in the bow and stern. These were backed up by eighteen AR-10 Multi-Purpose Capital Missile Launchers and two dozen Heavy Naval Autocannons for heavy firepower at shorter ranges. Despite being only armored with Ferro-Aluminum, the Imperator actually had better protection than the McKenna because it carried a far higher tonnage of armor while also having a better armor layout overall. Just like its competitor the Imperator was fitted with Lithium-Fusion Batteries and six dropship docking collars, and it carried 48 aerospace fighters and 12 small craft in two hangars. Otherwise it had all the amenities one would except to find on a battleship, including additional quarters for passengers, a fully equipped flag bridge and other command and control facilities.

    Deployment
    All three Imperators were part of the 21st Strike Squadron of the Star League Navy's 2nd Fleet, centered around the Texas-class Battleship SLS Nimbus.

    Variants
    As part of the Fleet 2800 program all three ships were upgraded in the 2750's, receiving stronger Lamellor-Ferro-Carbide Armor, while also adding ER PPC's and Anti-Missile Systems for self-defence.

    Code: [Select]
    Imperator Battleship (Block I)
    Mass: 1,800,000 tons
    Technology Base: Inner Sphere (Advanced)
    Introduced: 2652
    Mass: 1,800,000
    Battle Value: 379,136
    Tech Rating/Availability: E/E-X-E-X
    Cost: 32,150,418,000 C-bills

    Fuel: 6,000 tons (15,000)
    Safe Thrust: 3
    Maximum Thrust: 5
    Sail Integrity: 7
    KF Drive Integrity: 35
    Heat Sinks: 3322 (6644)
    Structural Integrity: 90

    Armor
        Nose: 313
        Fore Sides: 343/343
        Aft Sides: 343/343
        Aft: 313

    Cargo
        Bay 1:  Small Craft (12)        4 Doors   
        Bay 2:  Fighter (48)            12 Doors 
        Bay 3:  Cargo (112400.0 tons)   4 Doors   

    Ammunition:
        180 rounds of AR10 Killer Whale ammunition (9,000 tons),
        180 rounds of AR10 Barracuda ammunition (5,400 tons),
        4,800 rounds of Heavy N-Gauss ammunition (2,400 tons),
        180 rounds of AR10 White Shark ammunition (7,200 tons),
        4,800 rounds of NAC/30 ammunition (3,840 tons)

    Dropship Capacity: 6
    Grav Decks: 3 (250 m, 250 m, 250 m)
    Escape Pods: 35
    Life Boats: 35
    Crew:  86 officers, 319 enlisted/non-rated, 106 gunners, 156 bay personnel, 200 passengers, 200 marines

    Notes: Equipped with
        lithium-fusion battery system
    3,240 tons of improved ferro-aluminum armor.

    Weapons:                                        Capital Attack Values (Standard)
    Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
    Nose (1,700 Heat)
    10 Naval Laser 55                           850  55(550) 55(550) 55(550) 55(550)  Capital Laser
    10 Naval Laser 55                           850  55(550) 55(550) 55(550) 55(550)  Capital Laser
    FRS/FLS (532 Heat)
    2 Naval Autocannon (NAC/30)                 200  60(600) 60(600) 60(600)   0(0)   Capital AC 
        NAC/30 Ammo (400 shots)
    2 Naval Autocannon (NAC/30)                 200  60(600) 60(600) 60(600)   0(0)   Capital AC 
        NAC/30 Ammo (400 shots)
    2 Naval Gauss (Heavy)                       36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
        Heavy N-Gauss Ammo (400 shots)
    2 Naval Gauss (Heavy)                       36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
        Heavy N-Gauss Ammo (400 shots)
    3 Capital Missile Launcher (AR10 Launcher)  60   6(60)   6(60)   6(60)    6(60)   AR10       
        AR10 White Shark Ammo (30 shots)
        AR10 Killer Whale Ammo (30 shots)
        AR10 Barracuda Ammo (30 shots)
    RBS/LBS (532 Heat)
    2 Naval Autocannon (NAC/30)                 200  60(600) 60(600) 60(600)   0(0)   Capital AC 
        NAC/30 Ammo (400 shots)
    2 Naval Autocannon (NAC/30)                 200  60(600) 60(600) 60(600)   0(0)   Capital AC 
        NAC/30 Ammo (400 shots)
    2 Naval Gauss (Heavy)                       36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
        Heavy N-Gauss Ammo (400 shots)
    2 Naval Gauss (Heavy)                       36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
        Heavy N-Gauss Ammo (400 shots)
    3 Capital Missile Launcher (AR10 Launcher)  60   6(60)   6(60)   6(60)    6(60)   AR10       
        AR10 White Shark Ammo (30 shots)
        AR10 Killer Whale Ammo (30 shots)
        AR10 Barracuda Ammo (30 shots)
    ARS/ALS (532 Heat)
    2 Naval Autocannon (NAC/30)                 200  60(600) 60(600) 60(600)   0(0)   Capital AC 
        NAC/30 Ammo (400 shots)
    2 Naval Autocannon (NAC/30)                 200  60(600) 60(600) 60(600)   0(0)   Capital AC 
        NAC/30 Ammo (400 shots)
    2 Naval Gauss (Heavy)                       36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
        Heavy N-Gauss Ammo (400 shots)
    2 Naval Gauss (Heavy)                       36   60(600) 60(600) 60(600) 60(600)  Capital Gauss
        Heavy N-Gauss Ammo (400 shots)
    3 Capital Missile Launcher (AR10 Launcher)  60   6(60)   6(60)   6(60)    6(60)   AR10       
        AR10 White Shark Ammo (30 shots)
        AR10 Killer Whale Ammo (30 shots)
        AR10 Barracuda Ammo (30 shots)
    Aft (1,700 Heat)
    10 Naval Laser 55                           850  55(550) 55(550) 55(550) 55(550)  Capital Laser
    10 Naval Laser 55                           850  55(550) 55(550) 55(550) 55(550)  Capital Laser
       

    « Last Edit: 25 February 2021, 02:23:15 by AldanFerrox »
    Only in death duty ends

    David CGB

    • Lieutenant
    • *
    • Posts: 802
    Re: Fixing the SLDF/Hegemony Fleet
    « Reply #84 on: 25 February 2021, 04:00:42 »
    love that Albion-class Battlecruiser, great idea
    Federated Suns fan forever, Ghost Bear Fan since 1992, and as a Ghost Bear David Bekker star captain (in an Alt TL Loremaster)

    namar13766

    • Master Sergeant
    • *
    • Posts: 356
    Re: Fixing the SLDF/Hegemony Fleet
    « Reply #85 on: 25 February 2021, 10:00:20 »
    Are you going to take inspiration from Liam Ghost's Naval Archive and/or the Shattered Dawn TRO?

    AldanFerrox

    • Master Sergeant
    • *
    • Posts: 314
    Re: Fixing the SLDF/Hegemony Fleet
    « Reply #86 on: 26 February 2021, 10:28:20 »
    Today, we go back in time, and speak about a few vessels from the pre-Star League era

    Bayfield-class Attack Transport
    Length: 610 meters
    Displacement: 450,000 tons
    Crew: 513+500 Passengers and 1268 Ground Troops
    Year of Introduction: 2470
    Armaments:
    - 10x Luxor AK-175 Light Naval Autocannons (NAC-10's)
    - 10x SSM-900 ‘White Shark’ Missile Launch Systems
    - 12x Sorenstein Series 2 ‘Oni’ 45cm Naval Lasers
    - 24x Armstrong Buster Heavy Autocannons (AC/10's)
    - 24x DeltaDart LRM-20 Launchers
    - 40x Hellion Spitfire Medium Lasers
    - 40x Hessen IX Small Lasers
    Armor: DiTron Protector Standard Captial Armor
    Aerospace Complement: Aerospace Fighters x12, Small Craft x24
    Dropship Collars: 6
    Ground Troops: 36 Mechs, 36 Light Vehicles, 36 Heavy Vehicles and 26 Platoons of Foot Infantry
    Manufacturer: Krester Ship Construction

    Overview
    The Bayfield-class was the first dedicated Planetary Assault Ship designed for the Navy of the Terran Hegemony. Before that the THN had used converted cruiser and destroyer hulls, mainly converted from Black Lion I's and Essex I's. These ships did their job, but the Admiralty wanted a proper ship with better facilities for carrying large amounts of troops. Built from the ground up on a Common-class freighter hull, the main logistics ship of the THN, these ships were first introduced to the fleet in 2470. They would later serve in Star League Navy during the Reunification War, with the last ships being decommissioned in 2709 after the introduction of the Volga-class.

    Capabilities
    While the Common-class was a freighter, it was actually built to military standards. That made it easy for the engineers at Krester to install heavier weapons. The main weapons were ten Light Naval Autocannons and the same number of White Shark Capital Missile Launchers. These would be used for preparatory bombardment before landing the troops onboard, and the ships often carried a few Santa Ana nuclear missiles for breaking up stubborn enemy targets. These were backed up by a dozen 45cm Naval Lasers mounted in the bow and aft-quarters. The ships also featured extensive batteries of anti-fighter weapons, mixing Autocannons, LRM launchers and Medium Lasers while Small Lasers provided point-defence. These weapons helped the class to survive the brutal battles of the Reunification War much better than other ships of its size. Main strength of the Bayfield was actually its troop capacity. The ship had six of the then new Dropship Docking Collars with KF Booms, allowing it to carry a sizable invasion force able to subvert most planets on its own with ease. The ship also carried troops internally, a whole combined-arms regiment to be specific, including a battalion of the recently introduced BattleMechs. These would be carried to the planetary surface by the 24 small craft transported onboard the ship, while twelve aerospace fighters provided aircover.

    Deployment
    Ships of the Class were all deployed in Transport Squadrons, often protected by destroyers.

    Variants
    The Bayfields were also used in utility roles. Some were just converted into armed freighters, while others were outfitted as hospital ships.

    Code: [Select]
    Bayfield Attack Transport (Block I)
    Mass: 450,000 tons
    Technology Base: Inner Sphere (Advanced)
    Introduced: 2470
    Mass: 450,000
    Battle Value: 36,531
    Tech Rating/Availability: E/E-X-E-F
    Cost: 10,310,926,000 C-bills

    Fuel: 5,000 tons (12,500)
    Safe Thrust: 2
    Maximum Thrust: 3
    Sail Integrity: 4
    KF Drive Integrity: 11
    Heat Sinks: 1,723
    Structural Integrity: 50

    Armor
        Nose: 35
        Fore Sides: 35/35
        Aft Sides: 35/35
        Aft: 35

    Cargo
        Bay 1:  Small Craft (24)        3 Doors   
        Bay 2:  Fighter (12)            3 Doors   
        Bay 3:  Light Vehicle (36)      1 Door   
        Bay 4:  Heavy Vehicle (36)      1 Door   
        Bay 5:  Mech (36)               2 Doors   
        Bay 6:  Infantry (Foot) (130)   1 Door   
        Bay 7:  Cargo (94440.0 tons)    2 Doors   

    Ammunition:
        500 rounds of NAC/10 ammunition (100 tons),
        960 rounds of AC/10 ammunition (96 tons),
        100 rounds of White Shark ammunition (4,000 tons),
        960 rounds of LRM 20 ammunition (160 tons)

    Dropship Capacity: 6
    Grav Decks: 2 (100 m, 100 m)
    Escape Pods: 30
    Life Boats: 30
    Crew:  32 officers, 103 enlisted/non-rated, 54 gunners, 1412 bay personnel, 500 passengers, 50 marines

    Notes: Mounts 450 tons of standard aerospace armor.

    Weapons:                                      Capital Attack Values (Standard)
    Arc (Heat)                                Heat  SRV     MRV     LRV      ERV    Class       
    Nose (327 Heat)
    4 Naval Laser 45                          280  18(180) 18(180) 18(180) 18(180)  Capital Laser
    3 AC/10                                    9   3(30)   3(30)    0(0)     0(0)   AC         
        AC/10 Ammo (120 shots)
    3 LRM 20                                  18   4(36)   4(36)   4(36)     0(0)   LRM         
        LRM 20 Ammo (120 shots)
    5 Medium Laser                            15   3(25)    0(0)    0(0)     0(0)   Laser       
    5 Small Laser                              5   2(15)    0(0)    0(0)     0(0)   Point Defense
    FRS/FLS (137 Heat)
    2 Naval Autocannon (NAC/10)               60   20(200) 20(200) 20(200)   0(0)   Capital AC 
        NAC/10 Ammo (100 shots)
    2 Capital Missile Launcher (White Shark)  30   6(60)   6(60)   6(60)    6(60)   Capital Missile
        White Shark Ammo (20 shots)
    3 AC/10                                    9   3(30)   3(30)    0(0)     0(0)   AC         
        AC/10 Ammo (120 shots)
    3 LRM 20                                  18   4(36)   4(36)   4(36)     0(0)   LRM         
        LRM 20 Ammo (120 shots)
    5 Medium Laser                            15   3(25)    0(0)    0(0)     0(0)   Laser       
    5 Small Laser                              5   2(15)    0(0)    0(0)     0(0)   Point Defense
    RBS/LBS (137 Heat)
    2 Naval Autocannon (NAC/10)               60   20(200) 20(200) 20(200)   0(0)   Capital AC 
        NAC/10 Ammo (100 shots)
    2 Capital Missile Launcher (White Shark)  30   6(60)   6(60)   6(60)    6(60)   Capital Missile
        White Shark Ammo (20 shots)
    3 AC/10                                    9   3(30)   3(30)    0(0)     0(0)   AC         
        AC/10 Ammo (120 shots)
    3 LRM 20                                  18   4(36)   4(36)   4(36)     0(0)   LRM         
        LRM 20 Ammo (120 shots)
    5 Medium Laser                            15   3(25)    0(0)    0(0)     0(0)   Laser       
    5 Small Laser                              5   2(15)    0(0)    0(0)     0(0)   Point Defense
    ARS/ALS (327 Heat)
    4 Naval Laser 45                          280  18(180) 18(180) 18(180) 18(180)  Capital Laser
    3 AC/10                                    9   3(30)   3(30)    0(0)     0(0)   AC         
        AC/10 Ammo (120 shots)
    3 LRM 20                                  18   4(36)   4(36)   4(36)     0(0)   LRM         
        LRM 20 Ammo (120 shots)
    5 Medium Laser                            15   3(25)    0(0)    0(0)     0(0)   Laser       
    5 Small Laser                              5   2(15)    0(0)    0(0)     0(0)   Point Defense
    Aft (137 Heat)
    2 Naval Autocannon (NAC/10)               60   20(200) 20(200) 20(200)   0(0)   Capital AC 
        NAC/10 Ammo (100 shots)
    2 Capital Missile Launcher (White Shark)  30   6(60)   6(60)   6(60)    6(60)   Capital Missile
        White Shark Ammo (20 shots)
    3 AC/10                                    9   3(30)   3(30)    0(0)     0(0)   AC         
        AC/10 Ammo (120 shots)
    3 LRM 20                                  18   4(36)   4(36)   4(36)     0(0)   LRM         
        LRM 20 Ammo (120 shots)
    5 Medium Laser                            15   3(25)    0(0)    0(0)     0(0)   Laser       
    5 Small Laser                              5   2(15)    0(0)    0(0)     0(0)   Point Defense

    ------

    Radiant-class Destroyer Escort
    Length: 467 meters
    Displacement: 450,000 tons
    Year of Introduction: 2540
    Armaments:
    - 10x Pontiac GR-10 200mm Light Naval Autocannons (NAC-10's)
    - 18x SSM-285 ‘Barracuda’ Missile Systems
    - 28x Sorenstein Series 4 ‘Gargoyle’ 35cm Naval Lasers
    - 28x Defiance Killer T Heavy Autocannons (AC/10)
    - 34x DeltaDart LRM-15 Launchers
    - 40x Hessen IX Small Lasers
    Armor: DiTron Protector Standard Capital Armor
    Aerospace Complement: Aerospace Fighters x8, Small Craft x4
    Manufacturers: Boeing Interstellar, Titan Yards

    Overview
    The Radiant-class was one of the unsung workhorses of the SLDF Navy, a ship that even most naval historians didn't know much about.  Introduced in 2540, the ships were often overshadowed by the later Knox-class that had become part of the Star League Navy during the later part of the Reunification War. Fleet Rosters often just called them destroyer escorts or just escorts, which lead many later historians to assume these were just synonyms for one of the SLDF's destroyer classes or ships of the Knox-class. Despite all this the SLN highly valued these ships tasked with protecting battleships and transports from harm, and significantly upgraded them over the years.

    Capabilities
    With its 450.000 tons the Radiant was somewhere between a heavy corvette like a Vincent and a typical destroyer. Interestingly, classes in this weight category were quite rare, with most Navies either using lighter corvettes or going for a full destroyer starting at 500.000 tons. The ships main anti-ship weapon were dual-batteries of Light Naval Autocannons dotted around the hull. They delivered enough firepower to cripple and destroy most light warships and dropships with a few salvoes. But more important were the other capital weapons of the ship. Launchers for Barracuda Missiles and 35cm Naval Lasers provided devastating firepower against fighters and small crafts, an enemy against which most bigger warships had no real defense on their own, relying on either fighter cover or ships like the Radiant or Knox for protection. To better fulfill this task the Radiant was also fitted with anti-fighter weapons in the form of batteries of Heavy Autocannons and LRM launchers. These weapons could lay a curtain of explosions and shrapnel into the path of enemy fighters, doing grievous damage to them. The Radiant also carried turrets with Small Lasers for defence against dangerous Capital Missiles. The ship armor protection was average for its size, and its hangars could carry eight fighters and four small craft. They often carried at least two Defender Small Craft to defend the Radiant and the ships they were escorting from enemy Capital Missiles.

    Deployment
    Ships of the class were either used in Escort Squadrons which would protect entire fleet formations, or they would be directly attached to Line Squadrons, staying with the large battleships the whole time. They were often paired with Knox Destroyer Escorts for this job.

    Variants
    During its career the class received multiple upgrades. The Block II introduced in the mid-27th Century replaced the old Light NAC's with more powerful Medium NAC's, while the 35cm Naval Lasers were upgraded to 45cm models. The Block III that was part of Fleet 2800 Program received even more powerful NAC-25's while replacing the Block II's Ferro-Carbide Armor with stronger Lamellor Ferro-Carbide. These ship were also fitted with Anti-Missile Systems. Some ships tasked with escorting Battleships were also fitted with Lithium-Fusion Batteries to keep up with them.

    Code: [Select]
    Radiant Destroyer Escort (Block I)
    Mass: 450,000 tons
    Technology Base: Inner Sphere (Advanced)
    Introduced: 2540
    Mass: 450,000
    Battle Value: 58,393
    Tech Rating/Availability: E/E-X-E-F
    Cost: 5,523,714,000 C-bills

    Fuel: 4,000 tons (10,000)
    Safe Thrust: 3
    Maximum Thrust: 5
    Sail Integrity: 4
    KF Drive Integrity: 11
    Heat Sinks: 2,308
    Structural Integrity: 60

    Armor
        Nose: 42
        Fore Sides: 42/42
        Aft Sides: 42/42
        Aft: 42

    Cargo
        Bay 1:  Small Craft (4)         2 Doors   
        Bay 2:  Fighter (8)             4 Doors   
        Bay 3:  Cargo (74825.0 tons)    2 Doors   

    Ammunition:
        1,120 rounds of AC/10 ammunition (112 tons),
        600 rounds of NAC/10 ammunition (120 tons),
        1,040 rounds of LRM 15 ammunition (130 tons),
        180 rounds of Barracuda ammunition (5,400 tons)

    Dropship Capacity: 0
    Grav Decks: 1 (90 m)
    Escape Pods: 10
    Life Boats: 10
    Crew:  35 officers, 100 enlisted/non-rated, 75 gunners, 36 bay personnel, 25 marines

    Notes: Mounts 540 tons of standard aerospace armor.

    Weapons:                                    Capital Attack Values (Standard)
    Arc (Heat)                              Heat  SRV     MRV     LRV      ERV    Class       
    Nose (261 Heat)
    2 Naval Autocannon (NAC/10)             60   20(200) 20(200) 20(200)   0(0)   Capital AC 
        NAC/10 Ammo (100 shots)
    3 Naval Laser 35                        156  11(105) 11(105) 11(105)   0(0)   Capital Laser
    5 AC/10                                 15   5(50)   5(50)    0(0)     0(0)   AC         
        AC/10 Ammo (200 shots)
    5 LRM 15                                25   5(45)   5(45)   5(45)     0(0)   LRM         
        LRM 15 Ammo (160 shots)
    5 Small Laser                            5   2(15)    0(0)    0(0)     0(0)   Point Defense
    FRS/FLS (280 Heat)
    2 Naval Autocannon (NAC/10)             60   20(200) 20(200) 20(200)   0(0)   Capital AC 
        NAC/10 Ammo (100 shots)
    3 Capital Missile Launcher (Barracuda)  30   6(60)   6(60)   6(60)    6(60)   Capital Missile
        Barracuda Ammo (30 shots)
    3 Naval Laser 35                        156  11(105) 11(105) 11(105)   0(0)   Capital Laser
    3 AC/10                                  9   3(30)   3(30)    0(0)     0(0)   AC         
        AC/10 Ammo (120 shots)
    4 LRM 15                                20   4(36)   4(36)   4(36)     0(0)   LRM         
        LRM 15 Ammo (120 shots)
    5 Small Laser                            5   2(15)    0(0)    0(0)     0(0)   Point Defense
    RBS/LBS (280 Heat)
    2 Naval Autocannon (NAC/10)             60   20(200) 20(200) 20(200)   0(0)   Capital AC 
        NAC/10 Ammo (100 shots)
    3 Capital Missile Launcher (Barracuda)  30   6(60)   6(60)   6(60)    6(60)   Capital Missile
        Barracuda Ammo (30 shots)
    3 Naval Laser 35                        156  11(105) 11(105) 11(105)   0(0)   Capital Laser
    3 AC/10                                  9   3(30)   3(30)    0(0)     0(0)   AC         
        AC/10 Ammo (120 shots)
    4 LRM 15                                20   4(36)   4(36)   4(36)     0(0)   LRM         
        LRM 15 Ammo (120 shots)
    5 Small Laser                            5   2(15)    0(0)    0(0)     0(0)   Point Defense
    ARS/ALS (324 Heat)
    3 Capital Missile Launcher (Barracuda)  30   6(60)   6(60)   6(60)    6(60)   Capital Missile
        Barracuda Ammo (30 shots)
    5 Naval Laser 35                        260  18(175) 18(175) 18(175)   0(0)   Capital Laser
    3 AC/10                                  9   3(30)   3(30)    0(0)     0(0)   AC         
        AC/10 Ammo (120 shots)
    4 LRM 15                                20   4(36)   4(36)   4(36)     0(0)   LRM         
        LRM 15 Ammo (120 shots)
    5 Small Laser                            5   2(15)    0(0)    0(0)     0(0)   Point Defense
    Aft (261 Heat)
    2 Naval Autocannon (NAC/10)             60   20(200) 20(200) 20(200)   0(0)   Capital AC 
        NAC/10 Ammo (100 shots)
    3 Naval Laser 35                        156  11(105) 11(105) 11(105)   0(0)   Capital Laser
    5 AC/10                                 15   5(50)   5(50)    0(0)     0(0)   AC         
        AC/10 Ammo (200 shots)
    5 LRM 15                                25   5(45)   5(45)   5(45)     0(0)   LRM         
        LRM 15 Ammo (160 shots)
    5 Small Laser                            5   2(15)    0(0)    0(0)     0(0)   Point Defense

    Code: [Select]
    Radiant Destroyer Escort (Block II)
    Mass: 450,000 tons
    Technology Base: Inner Sphere (Advanced)
    Introduced: 2620
    Mass: 450,000
    Battle Value: 91,085
    Tech Rating/Availability: E/E-X-E-F
    Cost: 5,689,494,000 C-bills

    Fuel: 4,000 tons (10,000)
    Safe Thrust: 3
    Maximum Thrust: 5
    Sail Integrity: 4
    KF Drive Integrity: 11
    Heat Sinks: 3,213
    Structural Integrity: 60

    Armor
        Nose: 78
        Fore Sides: 78/78
        Aft Sides: 78/78
        Aft: 78

    Cargo
        Bay 1:  Fighter (8)             4 Doors   
        Bay 2:  Small Craft (4)         2 Doors   
        Bay 3:  Cargo (62200.0 tons)    2 Doors   

    Ammunition:
        1,120 rounds of AC/10 ammunition (112 tons),
        600 rounds of NAC/20 ammunition (240 tons),
        1,040 rounds of LRM 15 ammunition (130 tons),
        180 rounds of Barracuda ammunition (5,400 tons)

    Dropship Capacity: 0
    Grav Decks: 1 (90 m)
    Escape Pods: 10
    Life Boats: 10
    Crew:  35 officers, 100 enlisted/non-rated, 75 gunners, 36 bay personnel, 25 marines

    Notes: Mounts 540 tons of ferro-carbide armor.

    Weapons:                                    Capital Attack Values (Standard)
    Arc (Heat)                              Heat  SRV     MRV     LRV      ERV    Class       
    Nose (375 Heat)
    2 Naval Autocannon (NAC/20)             120  40(400) 40(400) 40(400)   0(0)   Capital AC 
        NAC/20 Ammo (100 shots)
    3 Naval Laser 45                        210  14(135) 14(135) 14(135) 14(135)  Capital Laser
    5 AC/10                                 15   5(50)   5(50)    0(0)     0(0)   AC         
        AC/10 Ammo (200 shots)
    5 LRM 15                                25   5(45)   5(45)   5(45)     0(0)   LRM         
        LRM 15 Ammo (160 shots)
    5 Small Laser                            5   2(15)    0(0)    0(0)     0(0)   Point Defense
    FRS/FLS (394 Heat)
    2 Naval Autocannon (NAC/20)             120  40(400) 40(400) 40(400)   0(0)   Capital AC 
        NAC/20 Ammo (100 shots)
    3 Capital Missile Launcher (Barracuda)  30   6(60)   6(60)   6(60)    6(60)   Capital Missile
        Barracuda Ammo (30 shots)
    3 Naval Laser 45                        210  14(135) 14(135) 14(135) 14(135)  Capital Laser
    3 AC/10                                  9   3(30)   3(30)    0(0)     0(0)   AC         
        AC/10 Ammo (120 shots)
    4 LRM 15                                20   4(36)   4(36)   4(36)     0(0)   LRM         
        LRM 15 Ammo (120 shots)
    5 Small Laser                            5   2(15)    0(0)    0(0)     0(0)   Point Defense
    RBS/LBS (394 Heat)
    2 Naval Autocannon (NAC/20)             120  40(400) 40(400) 40(400)   0(0)   Capital AC 
        NAC/20 Ammo (100 shots)
    3 Capital Missile Launcher (Barracuda)  30   6(60)   6(60)   6(60)    6(60)   Capital Missile
        Barracuda Ammo (30 shots)
    3 Naval Laser 45                        210  14(135) 14(135) 14(135) 14(135)  Capital Laser
    3 AC/10                                  9   3(30)   3(30)    0(0)     0(0)   AC         
        AC/10 Ammo (120 shots)
    4 LRM 15                                20   4(36)   4(36)   4(36)     0(0)   LRM         
        LRM 15 Ammo (120 shots)
    5 Small Laser                            5   2(15)    0(0)    0(0)     0(0)   Point Defense
    ARS/ALS (414 Heat)
    3 Capital Missile Launcher (Barracuda)  30   6(60)   6(60)   6(60)    6(60)   Capital Missile
        Barracuda Ammo (30 shots)
    5 Naval Laser 45                        350  23(225) 23(225) 23(225) 23(225)  Capital Laser
    3 AC/10                                  9   3(30)   3(30)    0(0)     0(0)   AC         
        AC/10 Ammo (120 shots)
    4 LRM 15                                20   4(36)   4(36)   4(36)     0(0)   LRM         
        LRM 15 Ammo (120 shots)
    5 Small Laser                            5   2(15)    0(0)    0(0)     0(0)   Point Defense
    Aft (375 Heat)
    2 Naval Autocannon (NAC/20)             120  40(400) 40(400) 40(400)   0(0)   Capital AC 
        NAC/20 Ammo (100 shots)
    3 Naval Laser 45                        210  14(135) 14(135) 14(135) 14(135)  Capital Laser
    5 AC/10                                 15   5(50)   5(50)    0(0)     0(0)   AC         
        AC/10 Ammo (200 shots)
    5 LRM 15                                25   5(45)   5(45)   5(45)     0(0)   LRM         
        LRM 15 Ammo (160 shots)
    5 Small Laser                            5   2(15)    0(0)    0(0)     0(0)   Point Defense

    Code: [Select]
    Radiant Destroyer Escort (Block III)
    Mass: 450,000 tons
    Technology Base: Inner Sphere (Advanced)
    Introduced: 2765
    Mass: 450,000
    Battle Value: 110,017
    Tech Rating/Availability: F/E-X-E-F
    Cost: 5,815,926,000 C-bills

    Fuel: 4,000 tons (10,000)
    Safe Thrust: 3
    Maximum Thrust: 5
    Sail Integrity: 4
    KF Drive Integrity: 11
    Heat Sinks: 1769 (3538)
    Structural Integrity: 60

    Armor
        Nose: 96
        Fore Sides: 96/96
        Aft Sides: 96/96
        Aft: 96

    Cargo
        Bay 1:  Small Craft (4)         2 Doors   
        Bay 2:  Fighter (8)             4 Doors   
        Bay 3:  Cargo (57250.0 tons)    2 Doors   

    Ammunition:
        2,016 rounds of Anti-Missile System [IS] ammunition (168 tons),
        1,120 rounds of LB 10-X Cluster ammunition (112 tons),
        600 rounds of NAC/25 ammunition (360 tons),
        180 rounds of Barracuda ammunition (5,400 tons),
        1,080 rounds of LRM 20 Artemis-capable ammunition (180 tons)

    Dropship Capacity: 0
    Grav Decks: 1 (90 m)
    Escape Pods: 10
    Life Boats: 10
    Crew:  34 officers, 101 enlisted/non-rated, 69 gunners, 36 bay personnel, 25 marines

    Notes: Mounts 540 tons of lamellor ferro-carbide armor.

    Weapons:                                       Capital Attack Values (Standard)
    Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
    Nose (425 Heat)
    2 Naval Autocannon (NAC/25)                170  50(500) 50(500) 50(500)   0(0)   Capital AC 
        NAC/25 Ammo (100 shots)
    3 Naval Laser 45                           210  14(135) 14(135) 14(135) 14(135)  Capital Laser
    5 LB 10-X AC                               10   5(50)   5(50)    0(0)     0(0)   LBX AC     
        LB 10-X Cluster Ammo (200 shots)
    5 LRM 20+Artemis IV                        30   6(60)   6(60)   6(60)     0(0)   LRM         
        LRM 20 Artemis-capable Ammo (180 shots)
    5 Anti-Missile System                       5   2(15)    0(0)    0(0)     0(0)   AMS         
        Anti-Missile System Ammo [IS] (252 shots)
    FRS/FLS (445 Heat)
    2 Naval Autocannon (NAC/25)                170  50(500) 50(500) 50(500)   0(0)   Capital AC 
        NAC/25 Ammo (100 shots)
    3 Capital Missile Launcher (Barracuda)     30   6(60)   6(60)   6(60)    6(60)   Capital Missile
        Barracuda Ammo (30 shots)
    3 Naval Laser 45                           210  14(135) 14(135) 14(135) 14(135)  Capital Laser
    3 LB 10-X AC                                6   3(30)   3(30)    0(0)     0(0)   LBX AC     
        LB 10-X Cluster Ammo (120 shots)
    4 LRM 20+Artemis IV                        24   5(48)   5(48)   5(48)     0(0)   LRM         
        LRM 20 Artemis-capable Ammo (120 shots)
    5 Anti-Missile System                       5   2(15)    0(0)    0(0)     0(0)   AMS         
        Anti-Missile System Ammo [IS] (252 shots)
    RBS/LBS (445 Heat)
    2 Naval Autocannon (NAC/25)                170  50(500) 50(500) 50(500)   0(0)   Capital AC 
        NAC/25 Ammo (100 shots)
    3 Capital Missile Launcher (Barracuda)     30   6(60)   6(60)   6(60)    6(60)   Capital Missile
        Barracuda Ammo (30 shots)
    3 Naval Laser 45                           210  14(135) 14(135) 14(135) 14(135)  Capital Laser
    3 LB 10-X AC                                6   3(30)   3(30)    0(0)     0(0)   LBX AC     
        LB 10-X Cluster Ammo (120 shots)
    4 LRM 20+Artemis IV                        24   5(48)   5(48)   5(48)     0(0)   LRM         
        LRM 20 Artemis-capable Ammo (120 shots)
    5 Anti-Missile System                       5   2(15)    0(0)    0(0)     0(0)   AMS         
        Anti-Missile System Ammo [IS] (252 shots)
    ARS/ALS (415 Heat)
    3 Capital Missile Launcher (Barracuda)     30   6(60)   6(60)   6(60)    6(60)   Capital Missile
        Barracuda Ammo (30 shots)
    5 Naval Laser 45                           350  23(225) 23(225) 23(225) 23(225)  Capital Laser
    3 LB 10-X AC                                6   3(30)   3(30)    0(0)     0(0)   LBX AC     
        LB 10-X Cluster Ammo (120 shots)
    4 LRM 20+Artemis IV                        24   5(48)   5(48)   5(48)     0(0)   LRM         
        LRM 20 Artemis-capable Ammo (120 shots)
    5 Anti-Missile System                       5   2(15)    0(0)    0(0)     0(0)   AMS         
        Anti-Missile System Ammo [IS] (252 shots)
    Aft (425 Heat)
    2 Naval Autocannon (NAC/25)                170  50(500) 50(500) 50(500)   0(0)   Capital AC 
        NAC/25 Ammo (100 shots)
    3 Naval Laser 45                           210  14(135) 14(135) 14(135) 14(135)  Capital Laser
    5 LB 10-X AC                               10   5(50)   5(50)    0(0)     0(0)   LBX AC     
        LB 10-X Cluster Ammo (200 shots)
    5 LRM 20+Artemis IV                        30   6(60)   6(60)   6(60)     0(0)   LRM         
        LRM 20 Artemis-capable Ammo (180 shots)
    5 Anti-Missile System                       5   2(15)    0(0)    0(0)     0(0)   AMS         
        Anti-Missile System Ammo [IS] (252 shots)
    « Last Edit: 26 February 2021, 11:42:54 by AldanFerrox »
    Only in death duty ends

    DevianID

    • Captain
    • *
    • Posts: 1697
    Re: Fixing the SLDF/Hegemony Fleet
    « Reply #87 on: 26 February 2021, 21:37:30 »
    So one thing I see a lot in these designs is a lack of fuel and cargo space.  I always default to the Iowa battleship for inspiration, and she, like many real warships, carry 20% of her weight in fuel and stores.  On pretty much all star league designs, the massive "useless" cargo bays hit right about 20%.  Thus, IMHO all warships should have 20% fuel+stores as required, like how the KF drive is required.  Since BTech handwaves lots of logistics concerns I feel this is the only fair thing to do.  After a space ship has hit 20% total in cargo as "wasted" stores, the rest of the cargo is actually useful for transport.

    Hellraiser

    • Colonel
    • *
    • Posts: 13072
    • Cry Havoc and Unleash the Gods of Fiat.
    Re: Fixing the SLDF/Hegemony Fleet
    « Reply #88 on: 26 February 2021, 22:19:28 »
    Interesting, I didn't know that about the Iowa.

    In an effort to stay somewhat close to canon & still improve on them I tend to shoot for right around 10% and usually fall in the 4-15% range.

    « Last Edit: 27 February 2021, 11:56:38 by Hellraiser »
    3041: General Lance Hawkins: The Equalizers
    3053: Star Colonel Rexor Kerensky: The Silver Wolves

    "I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
    Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

    AldanFerrox

    • Master Sergeant
    • *
    • Posts: 314
    Re: Fixing the SLDF/Hegemony Fleet
    « Reply #89 on: 26 February 2021, 22:41:36 »
    So one thing I see a lot in these designs is a lack of fuel and cargo space.  I always default to the Iowa battleship for inspiration, and she, like many real warships, carry 20% of her weight in fuel and stores.  On pretty much all star league designs, the massive "useless" cargo bays hit right about 20%.  Thus, IMHO all warships should have 20% fuel+stores as required, like how the KF drive is required.  Since BTech handwaves lots of logistics concerns I feel this is the only fair thing to do.  After a space ship has hit 20% total in cargo as "wasted" stores, the rest of the cargo is actually useful for transport.

    Most of these ships have substantially more fuel than the canon ones. The canon Congress only has 1000 tons, just like the Cameron and the Black Lion. Also, your somewhat unwarranted "rule" would many of the more interesting designs unfeasible, like the Kimagure. And it discounts the use of resupply vessels. Thats why Marauder648 and I designed ships like the Galleon, Orion and Common-class, which can resupply them when needed.
    Only in death duty ends