Are my anti ship missile carry calculations correct though? Also I just found the internal bomb bay quirk if I'm understanding it right it would allow me to carry an extra asm for each eight tons I allot two for the missile six for the bomb slots. So with three asm on externals removing both gauss rifles leaves me with fifty four tons minus the six tons for the external asm.
This brings me to forty eight tons meaning that I can carry six internally for a total of nine if I go all in. On the flip side if I remove only one improved gauss rifle and don't go for the extra fuel, armor, and gauss ammo the three ASM design had I have twenty five tons to play with meaning three more ASM plus the three external and one ton to spend on ammo, fuel, or armor.
Also on the off note in many ways dropship seem to be a better way to launch fighters than carriers. For example the center of my fleet the carrier bellow can only launch forty fighters a turn.
Old Ironsides Light Carrier Semi Post Star League
Mass: 1,500,000 tons
Use: Light Carrier
Technology Base: Inner Sphere (Experimental)
Introduced: 3065
Mass: 1,500,000
Battle Value: 195,908
Tech Rating/Availability: F/X-X-F-F
Cost: 43,970,810,000 C-bills
Fuel: 26,500 tons (66,250)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 7
KF Drive Integrity: 30
Heat Sinks: 5200 (10400)
Structural Integrity: 120
Armor
Nose: 804
Fore Sides: 660/660
Aft Sides: 588/588
Aft: 372
Cargo
Bay 1: Reinforced Repair Facility (100)1 Door
Bay 2: Cargo (46065.0 tons) 1 Door
Bay 3: Fighter (125) 5 Doors
Bay 4: Fighter (125) 5 Doors
Bay 5: Fighter (125) 5 Doors
Bay 6: Fighter (125) 5 Doors
Bay 7: Small Craft (10) 1 Door
Ammunition:
1,600 rounds of Piranha ammunition (16,000 tons)
Dropship Capacity: 10
Grav Decks: 6 (250 m, 250 m, 250 m, 250 m, 250 m, 250 m)
Escape Pods: 0
Life Boats: 150
Crew: 78 officers, 342 enlisted/non-rated, 140 gunners, 1050 bay personnel, 150 marines, 100 BA marines
Notes: Equipped with
lithium-fusion battery system
1 Mobile Hyperpulse Generators (Mobile HPG)
1 Naval Comm-Scanner Suite (Large)
1 Naval C3
3,600 tons of lamellor ferro-carbide armor.
Weapons: Capital Attack Values (Standard)
Arc (Heat) Heat SRV MRV LRV ERV Class
Nose (4,556 Heat)
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
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
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
4 Naval PPC (Heavy) 900 60(600) 60(600) 60(600) 60(600) Capital PPC
FRS/FLS (772 Heat)
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
1 Sub-Capital Missile Launcher (Piranha) 9 3(30) 3(30) 3(30) 0(0) Sub-Capital Missile
Piranha Ammo (100 shots)
1 Sub-Capital Missile Launcher (Piranha) 9 3(30) 3(30) 3(30) 0(0) Sub-Capital Missile
Piranha Ammo (100 shots)
1 Sub-Capital Missile Launcher (Piranha) 9 3(30) 3(30) 3(30) 0(0) Sub-Capital Missile
Piranha Ammo (100 shots)
1 Sub-Capital Missile Launcher (Piranha) 9 3(30) 3(30) 3(30) 0(0) Sub-Capital Missile
Piranha Ammo (100 shots)
4 Naval Laser 55 340 22(220) 22(220) 22(220) 22(220) Capital Laser
4 Naval Laser 55 340 22(220) 22(220) 22(220) 22(220) Capital Laser
RBS/LBS (736 Heat)
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
4 Naval Laser 55 340 22(220) 22(220) 22(220) 22(220) Capital Laser
4 Naval Laser 55 340 22(220) 22(220) 22(220) 22(220) Capital Laser
ARS/ALS (772 Heat)
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
1 Sub-Capital Missile Launcher (Piranha) 9 3(30) 3(30) 3(30) 0(0) Sub-Capital Missile
Piranha Ammo (100 shots)
1 Sub-Capital Missile Launcher (Piranha) 9 3(30) 3(30) 3(30) 0(0) Sub-Capital Missile
Piranha Ammo (100 shots)
1 Sub-Capital Missile Launcher (Piranha) 9 3(30) 3(30) 3(30) 0(0) Sub-Capital Missile
Piranha Ammo (100 shots)
1 Sub-Capital Missile Launcher (Piranha) 9 3(30) 3(30) 3(30) 0(0) Sub-Capital Missile
Piranha Ammo (100 shots)
4 Naval Laser 55 340 22(220) 22(220) 22(220) 22(220) Capital Laser
4 Naval Laser 55 340 22(220) 22(220) 22(220) 22(220) Capital Laser
Aft (1,076 Heat)
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
4 Naval Laser 55 340 22(220) 22(220) 22(220) 22(220) Capital Laser
4 Naval Laser 55 340 22(220) 22(220) 22(220) 22(220) Capital Laser
4 Naval Laser 55 340 22(220) 22(220) 22(220) 22(220) Capital Laser
But its ten dropships micro carrier dropships each with seven doors can between them launch one hundred fourty fighters per turn.
Old Iron Micro Carrier Dropship
Type: Military Spheriod
Mass: 50,000 tons
Technology Base: Inner Sphere (Experimental)
Introduced: 3065
Mass: 50,000
Battle Value: 17,864
Tech Rating/Availability: F/X-X-F-E
Cost: 3,061,716,000 C-bills
Fuel: 6,000 tons (60,000)
Safe Thrust: 3
Maximum Thrust: 5
Heat Sinks: 500 (1000)
Structural Integrity: 125
Armor
Nose: 1465
Sides: 1241/1241
Aft: 1017
Cargo
Bay 1: Fighter (70) 7 Doors
Bay 2: Cargo (5500.0 tons) 1 Door
Ammunition:
None
Escape Pods: 0
Life Boats: 0
Crew: 8 officers, 6 enlisted/non-rated, 38 gunners, 140 bay personnel
Notes: Mounts 450 tons of heavy ferro-aluminum armor.
Weapons: Capital Attack Values (Standard)
Arc (Heat) Heat SRV MRV LRV ERV Class
Nose (152 Heat)
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 0(0) Sub-Capital Laser
RS/LS Fwd (152 Heat)
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 0(0) Sub-Capital Laser
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
RS/LS Aft (152 Heat)
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 0(0) Sub-Capital Laser
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
Aft (152 Heat)
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 0(0) Sub-Capital Laser
1 Sub-Capital Laser /1 24 1(10) 1(10) 1(10) 0(0) Sub-Capital Laser
2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS
This means that by augmenting my fighter launch this way in three turns I can launch 560 ASM armed bomber and 500 air superiority fighters. Note I'm including the rest of the fleet for the air superiority numbers. Note this still would leave around 320 ASM bombers and 300 fighters waiting to launch.
Also of note this is after I heavily reduced numbers on most ships across the board with advice from this forum. 700 of these fighters are last minute additions by changing the dropship to this new micro carrier and 500 are from the fleet carrier. The rest are due to everything carrying fighters buckler 16 aero 8 doors, arrowhead 24 aero 12 doors, ballista 100 aero 18 doors. This is not counting fleet supply ships and transports several of which carry some for protection.
As a side note do search and rescue small craft require any special gear? How much space do recovered people take up if anyone knows?
Also does anyone here use space mines and if so are they any good?