Author Topic: A battlestar called Galactica  (Read 2475 times)

AlphaMirage

  • Major
  • *
  • Posts: 4051
Re: A battlestar called Galactica
« Reply #30 on: 14 January 2025, 05:14:34 »
CONVERT does not mean 1 standard becomes 1 cap

There is nothing in any book that says you can directly boost damage or anything of that nature. They all do standard damage which has to be converted to Cap like any other 10 to 1. Also just like the Advanced AMS the cap Missiles get a targeting penalty per cap damage (which is why my Warships designs are mostly of the soft kill type, no need to stop the Kraken just scramble it with a +4)

Two Small Lasers/HMGs/Flamers, all PDW bays, do .6 CAP which rounds up. MGs don't get a specific boost, just to make them damage cap Missiles

Daryk

  • Major General
  • *
  • Posts: 41207
  • The Double Deuce II/II-σ
Re: A battlestar called Galactica
« Reply #31 on: 14 January 2025, 21:59:05 »
Just got back to my StratOps, and would have said much the same!  Page 85 (StratOps:AAR, 4th Printing) has the language in question, and AlphaMirage is 100% correct: convert means divide Standard damage by 10 to yield Capital damage.

Back to what I was saying earlier... if you allow MGs to use Rapid-Fire mode, their standard damage becomes 1d6 (TO:AR, page 100) and I see where my error crept in.  I was thinking that meant 1d6 HITS for 2 points of damage, but no, it's 1d6 points of DAMAGE.  The proper conversion (assuming the same method as RACs) would be to 4 points of damage, not 8 as I was thinking.  However, that still gets over 0.5 Captial scale damage for two (vice three) MGs, so my ultimate conclusion was still correct: two bog-standard MGs in a "bay" in Rapid-Fire mode can inflict 1 Capital damage, which is halved to 0.5 and then rounded back up to 1 for Point Defense purposes (where two would otherwise round down to zero in the first calculation).  This makes paired MGs (barely) effective Point Defense.  Of course, if you don't use Rapid-Fire mode, it takes three to get to 1 Capital scale damage (0.6 rounds up to 1).

RifleMech

  • Major
  • *
  • Posts: 4789
Re: A battlestar called Galactica
« Reply #32 on: 14 January 2025, 23:40:31 »
I disagree. 

SO 4th printing page 85 specifically says 
Quote
When firing at missiles, convert the damage from a PDW bay to capital-scale damage.

.2 damage is standard damage against Capital armor. The minimum number of weapons for a PDW Bay is 2. If standard damage is applied, .4 would round down, doing 0 damage against Capital Armor. That either invalidates Machine Guns and Flamers from being point defense weapons as they both only do .2 damage (.4 for both) or PDW Bays would require three or more weapons doing .6 damage.

For two Machine Guns in a PDW Bay to shoot down  Capital Missiles, they would have to be rapid firing.  We do not see this in ammo usage or in heat generated. And it still disqualifies Flamers from being point defense weapons unless there's three or more, and again, the minimum weapon requirement is two.

AlphaMirage

  • Major
  • *
  • Posts: 4051
Re: A battlestar called Galactica
« Reply #33 on: 15 January 2025, 05:08:53 »
It would be rules which prevent two MG (but not 3 which fulfills the 2+ mandate) from affecting cap weapons but they are not the only PDWs. Small Lasers can do it.

More likely this was an acknowledgement that one PDW class weapon WOULD BE INSUFFICIENT to effect capital missiles, since none of them do enough damage alone to do so.

Daryk

  • Major General
  • *
  • Posts: 41207
  • The Double Deuce II/II-σ
Re: A battlestar called Galactica
« Reply #34 on: 15 January 2025, 07:01:55 »
That's actually an explicit rule (page 85):
Quote
Only point-defense weapon bays (2 or more weapons) can affect capital missiles; a single PDW has no effect.

As AlphaMirage outlines, that doesn't "invalidate" Machine Guns, it just means you need at least 3 in normal firing mode.

AlphaMirage

  • Major
  • *
  • Posts: 4051
Re: A battlestar called Galactica
« Reply #35 on: 15 January 2025, 07:56:06 »
Now all that remains is figuring out how we can abuse RF MGs of all types in this thread.

I for one think that RF MGs would be superior secondary ordnance to pair with a high heat energy primary as you'd need the sink capacity. It would hurt SRMs though but those are pretty poor weapons on fighters anyway IMO.

They would be absolutely monstrous on conv fighters though and I could see a glorious return of Super Tucano prop planes for ground support.

Daryk

  • Major General
  • *
  • Posts: 41207
  • The Double Deuce II/II-σ
Re: A battlestar called Galactica
« Reply #36 on: 15 January 2025, 08:30:22 »
Rapid-Fire mode at least gives some 'mechs a reason to mount a full ton of ammo! ;D

RifleMech

  • Major
  • *
  • Posts: 4789
Re: A battlestar called Galactica
« Reply #37 on: 15 January 2025, 18:18:46 »
Except the minimum requirement is not 2 SL, 2 AMS, 2 IS SPL, 2 C MicroPL, 2 HMG, or 2 AP Gauss, or 3 MGs, 3 Flamers, or 3 ER Flamers. It's 2 weapons.


AlphaMirage

  • Major
  • *
  • Posts: 4051
Re: A battlestar called Galactica
« Reply #38 on: 15 January 2025, 18:51:28 »
Remember PDW bays are NOT ONLY FOR MISSILE DEFENSE. They do standard damage against ANYTHING which includes capital missiles if you choose to do so. Arrow IVs and other missiles are also affected which can be degraded by base MGs.

RifleMech

  • Major
  • *
  • Posts: 4789
Re: A battlestar called Galactica
« Reply #39 on: 15 January 2025, 20:44:48 »
The question is how PDW Bays function against Missiles. Not other things.

Against Standard Missiles, PDW do 1/2 damage.
Against Capital Missiles, PDW convert to Capital Damage.
Against Arrows, PDW treat them as Capital Missiles except they have 20 points of standard damage. 

Daryk

  • Major General
  • *
  • Posts: 41207
  • The Double Deuce II/II-σ
Re: A battlestar called Galactica
« Reply #40 on: 15 January 2025, 21:29:42 »
Two weapons is A requirement for a PDW bay.  That's necessary but not sufficient to affect Capital missiles.  To do that, you have to ALSO do at least one point of Capital damage.  Two MGs in normal firing mode don't meet that.

AlphaMirage

  • Major
  • *
  • Posts: 4051
Re: A battlestar called Galactica
« Reply #41 on: 15 January 2025, 21:42:49 »
Viper Mk5 RF MG
Mass: 50 tons
Power Plant: 250 Fusion
Armor: Heavy Ferro-Aluminum
Armament:
     2 Thunderbolt 10
     3 Heavy Machine Gun
Cost: 2,899,292 C-bills

Description - As the Cylon War has kicked off we have had to adapt and increase the Rate of Fire for our Viper's machine guns. This has dramatically reduced their endurance but massively increased their relative firepower enabling harder hitting strafing runs and superior missile interception capability. However, the reduction in ammo endurance is roughly proportional to the armoring on our machines. They must kill the chrome quickly but that fits into our Captain's aggressive engagement approach. Their Thunderbolt 10 missiles give them a slightly extended engagement profile that allows them to exchange missiles with our adversary.

Mechanics RF = Each burst of the Viper Mk 5's burns 45! shots of HMG (almost a half ton of ammo) dealing 15 standard damage (or two CAP against missiles, following RAW, although that +3 to-Hit and double AoA for fighters vs missiles is a beast) which makes them equivalent to a HEAVY PPC (holy crap) against standard armored target. This makes them formidable for the short period of time that their armor and ammo can hold out (4 rounds of RF + roughly 6 in standard mode).

Code: [Select]
Type: Viper Mk 5 RF MG
Technology Base: Inner Sphere (Standard)
Tonnage: 50
Battle Value: 962

Equipment                                          Mass
Engine                        250 Fusion           12.5
Safe Thrust: 7
Max Thrust: 11
Structural Integrity:         0                       
Heat Sinks:                   10 [20]                 0
Fuel:                         440                   5.5
Cockpit                                               3
Armor Factor (Heavy Ferro)    138                     7

                           Armor   
                           Value   
     Nose                    41   
     Wings                 35/35   
     Aft                     27   


Weapons
and Ammo                       Location   Tonnage  Heat   SRV  MRV  LRV  ERV
Thunderbolt 10                   RWG       7.0      5     10   10    0    0 
3 Heavy Machine Gun (RF)         NOS       3.0      0      15    0    0    0 
3 Heavy Machine Gun (Std)        NOS       3.0      0      9    0    0    0
Heavy Machine Gun Ammo (200)     FSLG      2.0      -      -    -    -    - 
Thunderbolt 10 Ammo (18)         FSLG      3.0      -      -    -    -    - 
Thunderbolt 10                   LWG       7.0      5     10   10    0    0 

Cylon Raider
Mass: 50 tons
Power Plant: 250 XL
Armor: Heavy Ferro-Aluminum
Armament:
     2 Rotary AC/2
Cost: 6,001,479 C-bills

Description - This sharply curved space fighter is only made more menacing by the fact that it is not limited by squishy weak human bodies. Instead this robotic space fighter can engage its foes at extreme ranges with its rapid firing cannons. Additionally integral electronic warfare systems protect the guidance links for teleoperated missiles and communication channels between the gestalt command mind of their resurrection ship.

External Ordnance varies between additional missile pods for powerful close range saturation strikes against a Battlestar's flak wall, nuclear bombs for destroying a Warship, anti-shipping missiles for less hardened targets, and light anti-air missiles for attacking Vipers.

Code: [Select]
Type: Cylon Raider
Technology Base: Mixed (Experimental)
Tonnage: 50
Battle Value: 1,409

Equipment                                          Mass
Engine                        250 XL                6.5
Safe Thrust: 7
Max Thrust: 11
Structural Integrity:         0                       
Heat Sinks:                   10 [20]                 0
Fuel:                         440                   5.5
Cockpit                                               3
Armor Factor (Heavy Ferro)    198                     9

                           Armor   
                           Value   
     Nose                    59   
     Wings                 50/50   
     Aft                     39   


Weapons
and Ammo                                          Location   Tonnage  Heat   SRV  MRV  LRV  ERV
2 Rotary AC/2                                       NOS       16.0     1      8    8    8    8 
Shielded Aerospace Smart Robotic Control System     FSLG      4.0      -      -    -    -    - 
ECM Suite                                           FSLG      1.0      -      -    -    -    - 
Rotary AC/2 Ammo (225)                              FSLG      5.0      -      -    -    -    - 

Daryk

  • Major General
  • *
  • Posts: 41207
  • The Double Deuce II/II-σ
Re: A battlestar called Galactica
« Reply #42 on: 15 January 2025, 22:01:52 »
That's certainly one way to do it! :)

RifleMech

  • Major
  • *
  • Posts: 4789
Re: A battlestar called Galactica
« Reply #43 on: 16 January 2025, 00:16:57 »
Two weapons is A requirement for a PDW bay.  That's necessary but not sufficient to affect Capital missiles.  To do that, you have to ALSO do at least one point of Capital damage.  Two MGs in normal firing mode don't meet that.

Which is why you convert to Capital Damage. Otherwise the rules would read minimum of 3 weapons because that's how many MGs and Flamers would be needed for PDW Bays before the other weapon types were introduced.



Looks cool.

Primus203

  • Master Sergeant
  • *
  • Posts: 216
Re: A battlestar called Galactica
« Reply #44 on: 16 January 2025, 01:54:38 »
Huh like your viper maybe more than mine alpha's. Also mildly amused that this sparked so much debate.

On the off note actually been sitting on a pair of other designs for this universe/faction that I just forgot to post.

Valkyrie Class Light Battlestar- Based on the class of the same name from the galactica universe much smaller with a roughly proportional air wing. At only 60 fighters and 24 raptors. Like its namesake it has much less armor both to be on theme and also due to the lower tonnage not allowing me to fit as much SI.

In armament this unit has 4 NAC 30'S in the nose to match the 4 full scale battlestar guns the valkyrie is supposed to carry. To match the Valkyries battery of smaller but improved heavy cannons and due to tonnage constraints the ship uses Heavy SubCap Cannons in 5 gun bays. One bay on nose two each on fore and aft broadsides and aft. The valkyrie only has 3 twin gun AMS bays per face compared to the larger galacticas 5 but similar ammo per bay meaning broadside it is still effectively immune to missiles. This ship still has a fairly heavy anti fighter LB 5-X armament per tonnage heavier than the larger galactica.
Code: [Select]
Light Battlestar Valkyrie Class
Mass: 800,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3065
Mass: 800,000
Battle Value: 245,182
Tech Rating/Availability: E/X-X-F-F
Cost: 21,044,950,000 C-bills

Fuel: 15,000 tons (37,500)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 5
KF Drive Integrity: 17
Heat Sinks: 5000 (10000)
Structural Integrity: 90

Armor
    Nose: 325
    Fore Sides: 269/269
    Aft Sides: 239/239
    Aft: 153

Cargo
    Bay 1:  Small Craft (24)        4 Doors   
    Bay 2:  Fighter (30)            5 Doors   
    Bay 3:  Fighter (30)            5 Doors   
    Bay 4:  Cargo (42887.5 tons)    2 Doors   

Ammunition:
    57,600 rounds of Anti-Missile System [IS] ammunition (24 tons),
    206,000 rounds of LB 5-X Cluster ammunition (103 tons),
    8,250 rounds of Heavy SCC ammunition (22 tons),
    600 rounds of NAC/30 ammunition (1.6 tons)

Dropship Capacity: 16
Grav Decks: 2 (250 m, 250 m)
Escape Pods: 0
Life Boats: 80
Crew:  82 officers, 179 enlisted/non-rated, 241 gunners, 240 bay personnel, 80 marines

Notes: Equipped with
    1 Satellite Imager (Hyperspectral Imager)
    1 Naval Comm-Scanner Suite (Small)
    1 MASH Equipment (10 theaters)
    1 Satellite Imager (Look-Down Radar)
    10 Space Mine Dispenser
1,440 tons of lamellor ferro-carbide armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (656 Heat)
2 Naval Autocannon (NAC/30)                 200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (300 shots)
2 Naval Autocannon (NAC/30)                 200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (300 shots)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (2400 shots)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (2400 shots)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (2400 shots)
5 Sub-Capital Cannon (Heavy)                210  35(350) 35(350)  0(0)     0(0)   Sub-Capital Cannon
    Heavy SCC Ammo (750 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
FRS/FLS (496 Heat)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (2400 shots)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (2400 shots)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (2400 shots)
5 Sub-Capital Cannon (Heavy)                210  35(350) 35(350)  0(0)     0(0)   Sub-Capital Cannon
    Heavy SCC Ammo (750 shots)
5 Sub-Capital Cannon (Heavy)                210  35(350) 35(350)  0(0)     0(0)   Sub-Capital Cannon
    Heavy SCC Ammo (750 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
RBS/LBS (326 Heat)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (2400 shots)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (2400 shots)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (2400 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
ARS/ALS (496 Heat)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (2400 shots)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (2400 shots)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (2400 shots)
5 Sub-Capital Cannon (Heavy)                210  35(350) 35(350)  0(0)     0(0)   Sub-Capital Cannon
    Heavy SCC Ammo (750 shots)
5 Sub-Capital Cannon (Heavy)                210  35(350) 35(350)  0(0)     0(0)   Sub-Capital Cannon
    Heavy SCC Ammo (750 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
Aft (496 Heat)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (2400 shots)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (2400 shots)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (2400 shots)
5 Sub-Capital Cannon (Heavy)                210  35(350) 35(350)  0(0)     0(0)   Sub-Capital Cannon
    Heavy SCC Ammo (750 shots)
5 Sub-Capital Cannon (Heavy)                210  35(350) 35(350)  0(0)     0(0)   Sub-Capital Cannon
    Heavy SCC Ammo (750 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
10 LB 5-X AC                                10   5(50)   5(50)   5(50)     0(0)   LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
Hades Class Assault Cruiser- Also known as the Hades class gunstar. Not actually based off a specific ship this is me designing a ship based off the colonials gun earlier only ships as well as knowing some admiral would insist on building new ships of this type even though fighters are an arguable necessity.

The Hades sacrifices just about everything to fit 25 percent more foward firepower than the galactica into a package just under half the tonnage. The Hades has no anti fighter/Missile armament relying fully on it's 72 carried fighters as well as other ships and whatever fighters it can spare.

In return for this sacrifice the Hades has 10 two gun NAC 30 bays on the nose to the galacticas 8 as well as Heavy SubCap Cannons in 70 point 10 gun bays on the sides in pairs on each of the side faces. There are no aft weapons.

This ship is meant to dive at the enemy pummeling the biggest target to dust and doing the same with it's smaller guns to the rest as it plows through the enemy.
Code: [Select]
Assault Cruiser Hades Class
Mass: 1,200,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 1,200,000
Battle Value: 474,810
Tech Rating/Availability: E/X-X-X-F
Cost: 11,118,232,000 C-bills

Fuel: 15,000 tons (37,500)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 6
KF Drive Integrity: 24
Heat Sinks: 4000 (8000)
Structural Integrity: 150

Armor
    Nose: 700
    Fore Sides: 620/620
    Aft Sides: 620/620
    Aft: 510

Cargo
    Bay 1:  Fighter (72)            18 Doors 
    Bay 2:  Cargo (22766.5 tons)    2 Doors   

Ammunition:
    18,000 rounds of Heavy SCC ammunition (24 tons),
    6,000 rounds of NAC/30 ammunition (8 tons)

Dropship Capacity: 1
Grav Decks: 3 (250 m, 250 m, 250 m)
Escape Pods: 0
Life Boats: 80
Crew:  96 officers, 339 enlisted/non-rated, 200 gunners, 144 bay personnel

Notes: Equipped with
    1 MASH Equipment (30 theaters)
3,600 tons of lamellor ferro-carbide armor.

Weapons:                           Capital Attack Values (Standard)
Arc (Heat)                     Heat  SRV     MRV     LRV      ERV    Class       
Nose (2,000 Heat)
2 Naval Autocannon (NAC/30)    200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (600 shots)
2 Naval Autocannon (NAC/30)    200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (600 shots)
2 Naval Autocannon (NAC/30)    200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (600 shots)
2 Naval Autocannon (NAC/30)    200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (600 shots)
2 Naval Autocannon (NAC/30)    200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (600 shots)
2 Naval Autocannon (NAC/30)    200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (600 shots)
2 Naval Autocannon (NAC/30)    200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (600 shots)
2 Naval Autocannon (NAC/30)    200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (600 shots)
2 Naval Autocannon (NAC/30)    200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (600 shots)
2 Naval Autocannon (NAC/30)    200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (600 shots)
FRS/FLS (840 Heat)
10 Sub-Capital Cannon (Heavy)  420  70(700) 70(700)  0(0)     0(0)   Sub-Capital Cannon
    Heavy SCC Ammo (1500 shots)
10 Sub-Capital Cannon (Heavy)  420  70(700) 70(700)  0(0)     0(0)   Sub-Capital Cannon
    Heavy SCC Ammo (1500 shots)
RBS/LBS (840 Heat)
10 Sub-Capital Cannon (Heavy)  420  70(700) 70(700)  0(0)     0(0)   Sub-Capital Cannon
    Heavy SCC Ammo (1500 shots)
10 Sub-Capital Cannon (Heavy)  420  70(700) 70(700)  0(0)     0(0)   Sub-Capital Cannon
    Heavy SCC Ammo (1500 shots)
ARS/ALS (840 Heat)
10 Sub-Capital Cannon (Heavy)  420  70(700) 70(700)  0(0)     0(0)   Sub-Capital Cannon
    Heavy SCC Ammo (1500 shots)
10 Sub-Capital Cannon (Heavy)  420  70(700) 70(700)  0(0)     0(0)   Sub-Capital Cannon
    Heavy SCC Ammo (1500 shots)

Maingunnery

  • Lieutenant Colonel
  • *
  • Posts: 7381
  • Pirates and C3 masters are on the hitlist
Re: A battlestar called Galactica
« Reply #45 on: 16 January 2025, 02:19:21 »
Which is why you convert to Capital Damage. Otherwise the rules would read minimum of 3 weapons because that's how many MGs and Flamers would be needed for PDW Bays before the other weapon types were introduced.
Incorrect, there are two separate requirements that need to be met. The minimal of two weapons and having at least 1 point of damage after converting to capital scale (divide by 10, and then rounding).
Herb: "Well, now I guess we'll HAVE to print it. Sounds almost like the apocalypse I've been working for...."

The Society:Fan XTRO & Field Manual
Nebula California: HyperTube Xtreme & Nebula Confederation

Daryk

  • Major General
  • *
  • Posts: 41207
  • The Double Deuce II/II-σ
Re: A battlestar called Galactica
« Reply #46 on: 16 January 2025, 07:07:45 »
What Maingunnery said!  They're two separate requirements and both must be met.

RifleMech

  • Major
  • *
  • Posts: 4789
Re: A battlestar called Galactica
« Reply #47 on: 18 January 2025, 03:51:59 »
Again, I disagree. PDW Bays do different damage depending on what they're aiming at. The minimum requirement would also need to change because 2 MGs or Flamers simply wouldn't be enough.

Daryk

  • Major General
  • *
  • Posts: 41207
  • The Double Deuce II/II-σ
Re: A battlestar called Galactica
« Reply #48 on: 18 January 2025, 05:54:39 »
The purpose of the minimum requirement of two weapons is simply to define a "bay".  The only thing that matters for damaging Capital missiles is the amount of damage a bay does, which is completely separate.

Elmoth

  • Major
  • *
  • Posts: 3523
  • Periphery fanboy
Re: A battlestar called Galactica
« Reply #49 on: 18 January 2025, 07:37:01 »
Probably i missed it, but i believe that BSG carries several nukes. I think it is 24 of them. I do not see these in the design. I just skimmed it, though, so i may have missed it.

Primus203

  • Master Sergeant
  • *
  • Posts: 216
Re: A battlestar called Galactica
« Reply #50 on: 18 January 2025, 11:17:11 »
It does Elmoth I'M just at a loss on how to represent them. Firstly I could use cap missile launchers but these would notable increase fire control tonnage reducing point defense. What I am currently considering is removing a door from each small craft bay and making another small craft bay as a "Nuke" bay that houses nuke carrying small craft with auto aero control system to mimic a nuke and actually have a realistic chance to get through while also not having limited fire arcs.

AlphaMirage

  • Major
  • *
  • Posts: 4051
Re: A battlestar called Galactica
« Reply #51 on: 18 January 2025, 19:05:10 »
You can also just say the Alamos are that Nuke. Although it would only take 1 White Shark with 24 Santa Anas, or a mix of Alamos and Santa Anas

RifleMech

  • Major
  • *
  • Posts: 4789
Re: A battlestar called Galactica
« Reply #52 on: 19 January 2025, 00:01:45 »
The purpose of the minimum requirement of two weapons is simply to define a "bay".  The only thing that matters for damaging Capital missiles is the amount of damage a bay does, which is completely separate.

PDW Bays aren't your standard weapons bay though. They have different effect depending on their target. So why set a minimum that's too low to be effective?

Daryk

  • Major General
  • *
  • Posts: 41207
  • The Double Deuce II/II-σ
Re: A battlestar called Galactica
« Reply #53 on: 19 January 2025, 07:45:50 »
Because TPTB were defining what they meant by "bay".  Why they felt compelled to do that in the PDW section is beyond me, since they explicitly say a single PDW has no effect.  And again, it was simply establishing one of the two requirements for damaging Capital missiles.  You have to meet both to do so.