Hey, folks who have participated in or looked in on my
challenge over in the battlemech design board, did you know that primitive jumpships and most naval weapons also meet the tech level requirements? ;D
(Oddly not naval missiles, though, which I had long assumed to be the simplest of naval weapons. It's probably for the best though, since there's also no AMS).
For those who don't want to click the link, the idea is that the successor states begin tangibly recovering their tech base and industry towards the middle/later half of the 30th century, and by 3025 have recovered to the point that all tech level d (inner sphere only) technologies are widely available to them. In the case of combat capable jumpships, I'm assuming the houses started small (in the 50,000 to 150,000 ton range) and were pretty happy there until SOMEONE (currently leaning towards the Combine) whipped out a new big gun, an actual battlecruiser. Forcing their neighbors to scramble for a counter, and THEIR neighbors to scramble for a counter to their counter.
At present, the houses each field a fleet of twenty to thirty battlecruisers (or battleships, dreadnoughts, or the like depending on the state identifying them). They don't have a lot of support assets yet (assault dropships and fighters are still a bit scarce), and they're not entirely sure how to handle things. Unwritten agreements tend to say they should only be used against spaceborn combatants, not against ground targets or non-hostile civilian vessels. Who knows how long that'll last...
So here's two examples. The Sultan is the granddaddy, an attempt to clone the star league era Cameron using less sophisticated technology (which they shouldn't have bothered with. The huge jump core required so much redesign work it might as well have been a new ship). The Auriwandalo is one of the more recent designs (commonwealth). Shorter jump range, but it hits harder, has better AA coverage, and is better at supporting a task force. More detailed fluff will have to wait until I figure out more details of the setting.
Sultan class Battlecruiser
Type: Retrotech Jumpship
Mass: 859,000 tons
Transit Drive: 103,080 tons
Thrust Capacity: 2/3
Fuel: 4000 tons (10,000 points, 39.52 tons per burn day)
Pumps: 80 tons
Structure: 68,720 tons
Structural Integrity: 80
Jump Drive (primitive, 20 light years): 558,350 tons
Drive Integrity: 24
Jump Sail: 73 tons
Sail Integrity: 5
Control System: 2148 tons
Crew: 50 officers, 250 men (steerage quarters), 1500 tons
Heatsinks: 5366, 5000 tons
Armor: 1372.5 tons of standard armor f:95, a:94, fl/fr/al/ar:102
Equipment:
2 Docking Collars, 2000 tons
16 Fighter Bays, 2400 tons
2 Small Craft, 400 tons
2 75 meter Grav Decks, 200 tons
30 Escape Pods 210 tons
20 Life Boats 140 tons
40 Marines, 200 tons
20 First Class Passengers 200 tons
40 Second Class Passengers 280 tons
15,038.5 tons of cargo
Weapons:
Fwd:
2 Heavy Naval PPCs, 6000 tons
FR/FR:
2 Heavy Naval PPCs, 12,000 tons
6 LRM 20s, 240 volleys, 200 tons
6 PPCs, 84 tons
LBS/RBS:
4 Naval Autocannon 25s, 100 rounds ammunition, 24,120 tons
2 Naval Laser 55s, 4400 tons
AL/AR:
4 Naval Autocannon 25s, 100 rounds ammunition, 24,120 tons
2 Naval Laser 55s, 4400 tons
2 Heavy Naval PPCs, 12,000 tons
6 LRM 20s, 240 volleys, 200 tons
6 PPCs, 84 tons
Aft:
2 Heavy Naval PPCs, 6000 tons
Auriwandalo class Battleship
Type: Retrotech Jumpship
Mass: 800,000 tons
Transit Drive: 144,000 tons
Thrust Capacity: 3/5
Fuel: 4000 tons (10,000 points, 39.52 tons per burn day)
Pumps: 80 tons
Structure: 68,000 tons
Structural Integrity: 85
Jump Drive (primitive, 15 light years): 400,000
Drive Integrity: 18
Jump Sail: 70 tons
Sail Integrity: 5
Control System: 2000 tons
Crew: 50 officers, 250 men, 2250 tons
Heatsinks: 2424, 2000 tons
Armor: 1360 tons of standard armor f/a:99, fl/fr/al/ar:100
Equipment:
18 Fighter Bays, 2700 tons
10 Small Craft Bays, 2000 tons
4 Docking Collars, 4000 tons
1 150 meter Grav Deck, 100 tons
60 Marines, 300 tons
20 First Class Quarters, 200 tons
100 Second Class Quarters, 700 tons
60 Escape Pods, 420 tons
40 Life Boats, 280 tons
50,658 tons of Cargo
Weapons:
Fwd:
6 Naval Autocannon 30s 21,000 tons, 600 rounds ammunition, 750 tons
6 Binary Laser Cannons 54 tons
6 Autocannon 10s, 180 rounds ammunition 90 tons
FL/FR:
2 Naval Autocannon 30s 14,000 tons, 200 rounds ammunition, 500 tons
6 Naval Autocannon 10s 24,000 tons, 600 rounds ammunition, 240 tons
6 Binary Laser Cannons 108 tons
6 Autocannon 10s, 180 rounds ammunition 180 tons
LBS/RBS
2 Naval Autocannon 30s 14,000 tons, 200 rounds ammunition, 500 tons
6 Binary Laser Cannons 108 tons
6 Autocannon 10s, 180 rounds ammunition 180 tons
AL/AR:
6 Naval Autocannon 10s 24,000 tons, 600 rounds ammunition, 240 tons
6 Binary Laser Cannons 108 tons
6 Autocannon 10s, 180 rounds ammunition 180 tons
Aft:
4 Naval Autocannon 30s 14,000 tons, 400 rounds ammunition, 500 tons
6 Binary Laser Cannons 54 tons
6 Autocannon 10s, 180 rounds ammunition 90 tons