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Author Topic: Farragut MK II Heavy Battleship  (Read 1204 times)

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Corsair_SG

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Farragut MK II Heavy Battleship
« on: June 17, 2013, 11:06:48 PM »

Well decided to post the Main Class of battleship for my alt Universe Project Beast Clan, I just finished the fluff off a few minutes okay, feel free to comment, or if you have any usefull ideas I would welcome feed back, we are slowly getting thing's together, the initial idea has grown considerable since the first bull session's and now we are more like a Army/Fleet in size, but considering the heck the unit will be going thru we decided to stick with this overlarge size.

Corsair_SG

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                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Farragut MK II Heavy Battleship 
Tech:              Inner Sphere / 2748
Vessel Type:       WarShip
Rules:             Level 3, Standard design
Rules Set:         AeroTech2

Mass:              2,280,000 tons
K-F Drive System:  (Unknown)
Length:            1,549 meters
Sail Diameter:     1,661 meters
Power Plant:       Standard
Safe Thrust:       3
Maximum Thrust:    5
Armor Type:        Lamellor Ferro-carbide
Armament:         
   32 NAC/30
   18 Heavy N-Gauss
   32 Heavy NPPC
   32 AMS
   80 ER PPC
   96 Large Pulse Laser
------------------------------------------------------------------------------
==Overview:==
In 2430, Lord Richard Cameron initiated a new phase in upgrading the
Hegemony's navy. A former naval officer himself, he knew his navy was
aging-especially the battleship fleets, which included the Dreadnought-class
and the aging Monsoon-class ships. The Farragut (named after Admiral Isaac
Farragut, hero of the Battle of Lyons) was to replace the Dreadnought-class as
the main battleship of the fleet. The new ship's only requirement was that it
be a true battleship, more than capable of defeating anything that the House
navies were using. Sadly Richard Cameron died before the Farragut
commissioning.

As a ship of the line, the Farragut could operate independently as easily as
it could operate as the flagship of the fleet. Due to high costs, the Farragut
ended production in 2,500. These vessels proved themselves in numerous
engagements until changes in the Star League's strategic doctrine prompted the
development of the McKenna-class Battleship. On December 20, 2766, the last
remaining Farragut was dismantled. Or that was what History recorded, the
actualy truth was that the various Farragut's that was retired and then
supposudly dismantled and scrapped was far from the truth, the ones that was
scrapped, was the ones considered to worn out and structaly unsafe to even
contemplate rebuilding them, but even then they served a purpose, by allowing
the researchers to reverse engineer the old hull's back to there original
configurations instead of the various upgrades over the years with this
information in hand and updated to the Naval Design Section of the 12th
project the designers and engineer's was able to caculate how much the
Farraguat hull could be lengthend and upgraded to in order to satisfy the
requirements of the Commnader of the 12th's specifications for the hardest
hitting and heavly armored warship for it's time, also fitted to the reborn
ships was a extensive array of conventional weapons in the form of ER PPC's
and Large Pulse Lasers in order to deal with fighters and dropships, currently
a standard AMS battery is installed to provide protection from missiles both
of the conventional sort and Capital grade types(currently the 12th research
division is looking into a Laser based varient to replace the current ammo
dependent version)  The Farragut MK II would be the largest and most powerful
Battleship of the old Star League,  and it would continue to be the largest
battleship of it's type for centuries to come, or at least that would be the
case in the Universe of the Realms.



==Capabilities:==
The Farragut MK II's was developed to be the next step in the evolution of
Star League Battleship's designed more for combat than the current
warship/transport model currently being used by the Navy. Much like the
Mckenna class Battleship that used ideas and structural data from the Farragut
class, so does the Farragut MK II borrow from the McKenna and Texas class
Battleship's and the earlier Farragut's.

 The first stage was determining the viability of extending and strengthening
the hull of the old Farragut's hull by 600,000 tons to accommodate the new
weapons array and other design additions that was planned for the MK II's.
First on the Agenda was firepower, while the main weapon systems of the
Farragut was powerful, they was designed and used for a different threat
environment than faced by later designs of the Star League, yet they would
remain the cornerstone of the new MK II design, the only change would be the
removal of the Killer Whale Capital missile systems..

 Central to the designs firepower was the massive Heavy Navel Gauss Rifles 18
in total in weapons bay of 2 scattered through out the 8 firing arcs, in turn
the Gauss's are supplemented with a increased Heavy Navel PPC of 4 per weapons
bay in the 8 firing arcs bringing the total to 32,  for the final Capital
weapons system the NAC/40's are replaced with 32 NAC/30's mounted in 4 per
weapons bay firing arcs in much the same fashion as the HNPPC bays.

 Secondary armaments are in the form of 80 ER PPC's divided into weapons bays
of 10 per arc, followed by 96 Large Pulse Laser's in weapons bays of 12 per
arc. The ER PPC's provide the long range punch against fighters, small craft
and dropship, the Large Pulse Laser's provide accurate weapons fire for medium
and short range against the same type of targets, lastly to provide defense
against missile threats of conventional and capital scale, a brace of 32 AMS
launchers divided into weapons pay's of 4 per arc was included each individual
launcher has 480 rounds of ammo, insuring a log stay time in combat compared
to similar AMS systems used with far lesser ammo stores.

 The older Farragut was equipped with 36 fighter divided in 3 bays with 12
fighters each, the MK II follows a similar format except with 36 fighter per
bay for a total of 108 fighters, giving the MK II's a organic fighter
compliment that exceeds all existing warships with the exception of dedicated
carriers, also increased was the amount of small Craft assigned to the MK II's
from the original 10 to a total of 36, these craft provide multi purpose roles
either as SAR, In Flight Refueler's, Cargo Haulers and then the last duty as
Fire Support Landing/Boarding craft for the 300 conventional Marines and the
newest additions to the 12th's Marine units 180 Night Hawk Light Power Armor
suit's. These new units are expected to be a revolutionary leap in Marine
shipboard combat in either the Offensive or Defensive role.

 Additional the compliment of Dropships carried by the MK II's went from 2 to
9 Dropships, normally 6 are assigned as Assault Ships/Escort along with a
additional 2 Fighter CV Dropships assigned, the last dropship point is
assigned to a special purpose cargo ship.

 The last defensive items to be included was the upgrading of the designs
Internal Structure from a class 95 rating to one of a class 120 rating, this
in turn allowed for a massive 5,472 tons of Lamellor Ferro-carbide armor to be
mounted, out classing almost all ship's in protection at the time, only the
massive Rattlesnake Troop Cruisers exceeded this level.

 The other items added to the MK II's was the refitting of  a Lithium Fusion
Battery to increase the jump range of the MK II's, to help coordinate fleet
elements along with keeping in touch with Fleet command the MK II's was
provided with Mobile Hyper Pulse Generators, these would prove to be a great
boon when the very existence of the 12th was at stake.

 For supplies the MK II's are out fitted with 89,000 tons of cargo, this is
further supplemented by a modified cargo dropship permanently assigned to each
MK II, besides providing extra cargo capacity each of the Cargo Ships have
repair facility’s and electronics shops to act as a fighter refit depot, with
out having to be offloaded to one of the 12ths Refit and Repair ships.

==Notable Vessels & Crews:==
Black Knight
Old Ironside's
Stone Henge
Kirishima

==Deployment==
 At the time of the Crossing, the 12th had managed to construct 4 of the MK
II's, unfortunately all information for the designs and construction was lost
in the first waves of the hell caused by the Usurper when the location of the
12th's base was discovered  from information supplied by a Hemogeny  Defector.
The only othe sorce of infomation of the MK II's was with in the Hemogeny Core
carried by the Yarship Lagrange Beast that was assigned to the 12th, but was
lost with the reported destruction of the 12th by a rogue Gamma Wave in the
deep periphercy.

------------------------------------------------------------------------------
Class/Model/Name:  Farragut MK II Heavy Battleship 
Mass:              2,280,000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                      410,400.00
Thrust:  Safe Thrust: 3
      Maximum Thrust: 5
Kearny-Fuchida Hyperdrive:  Compact (Integrity = 43)             1,031,700.00
Lithium Fusion Battery                                              22,800.00
Jump Sail: (Integrity = 8)                                             144.00
Structural Integrity: 120                                          273,600.00
Total Heat Sinks:    6,475 Double                                    5,525.00
Fuel & Fuel Pumps:                                                  10,200.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:              5,700.00
Fire Control Computers:                                             33,528.00
Food & Water:  (400 days supply)                                     4,092.00
Hyperpulse Generator:                                                   50.00
Armor Type:  Lamellor Ferro-carbide  (5,544 total armor pts)         5,472.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                              1,000
   Fore-Left/Right:                  908/908
   Aft-Left/Right:                   908/908
   Aft:                                 912

Cargo:
   Bay 1:  Fighters (36) with 12 doors                               5,400.00
   Bay 2:  Fighters (36) with 12 doors                               5,400.00
   Bay 3:  Fighters (36) with 12 doors                               5,400.00
   Bay 4:  Small Craft (36) with 12 doors                            7,200.00
   Bay 5:  Cargo (1) with 2 doors                                   89,927.00

DropShip Capacity:  9 Docking Hardpoints                             9,000.00
Grav Decks #1 - 2:  (45-meter diameter)                                100.00
Grav Decks #3 - 6:  (150-meter diameter)                               400.00
Life Boats:  171 (7 tons each)                                       1,197.00
Escape Pods:  171 (7 tons each)                                      1,197.00

Crew and Passengers:
    200 Officers (184 minimum)                                       2,000.00
    800 Crew (301 minimum)                                           5,600.00
    120 Gunners (117 minimum)                                          840.00
     10 1st Class Passengers                                           100.00
     40 2nd Class Passengers                                           280.00
    300 Marines                                                      1,500.00
    180 Marine Battle Armor Troopers/Elementals                      1,260.00
    396 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 NAC/30(200 rounds)       Nose        60     60     60     --  200  7,160.00
2 NAC/30(200 rounds)       Nose        60     60     60     --  200  7,160.00
2 Heavy N-Gauss(200 rounds)Nose        60     60     60     60   36 14,100.00
2 Heavy N-Gauss(200 rounds)Nose        60     60     60     60   36 14,100.00
4 Heavy NPPC               Nose        60     60     60     60  900 12,000.00
4 AMS(1920 rounds)         Nose        --     --     --     --    4    162.00
10 ER PPC                  Nose   10(100)10(100)10(100)     --  150     70.00
12 Large Pulse Laser       Nose   11(108)11(108)     --     --  120     84.00
2 NAC/30(200 rounds)       FL/R        60     60     60     --  400 14,320.00
2 NAC/30(200 rounds)       FL/R        60     60     60     --  400 14,320.00
2 Heavy N-Gauss(200 rounds)FL/R        60     60     60     60   72 28,200.00
4 Heavy NPPC               FL/R        60     60     60     60 1800 24,000.00
4 AMS(1920 rounds)         FL/R        --     --     --     --    8    324.00
10 ER PPC                  FL/R   10(100)10(100)10(100)     --  300    140.00
12 Large Pulse Laser       FL/R   11(108)11(108)     --     --  240    168.00
2 NAC/30(200 rounds)       L/RBS       60     60     60     --  400 14,320.00
2 NAC/30(200 rounds)       L/RBS       60     60     60     --  400 14,320.00
2 Heavy N-Gauss(200 rounds)L/RBS       60     60     60     60   72 28,200.00
4 Heavy NPPC               L/RBS       60     60     60     60 1800 24,000.00
4 AMS(1920 rounds)         L/RBS       --     --     --     --    8    324.00
10 ER PPC                  L/RBS  10(100)10(100)10(100)     --  300    140.00
12 Large Pulse Laser       L/RBS  11(108)11(108)     --     --  240    168.00
2 NAC/30(200 rounds)       AL/R        60     60     60     --  400 14,320.00
2 NAC/30(200 rounds)       AL/R        60     60     60     --  400 14,320.00
2 Heavy N-Gauss(200 rounds)AL/R        60     60     60     60   72 28,200.00
4 Heavy NPPC               AL/R        60     60     60     60 1800 24,000.00
4 AMS(1920 rounds)         AL/R        --     --     --     --    8    324.00
10 ER PPC                  AL/R   10(100)10(100)10(100)     --  300    140.00
12 Large Pulse Laser       AL/R   11(108)11(108)     --     --  240    168.00
2 NAC/30(200 rounds)       Aft         60     60     60     --  200  7,160.00
2 NAC/30(200 rounds)       Aft         60     60     60     --  200  7,160.00
2 Heavy N-Gauss(200 rounds)Aft         60     60     60     60   36 14,100.00
4 Heavy NPPC               Aft         60     60     60     60  900 12,000.00
4 AMS(1920 rounds)         Aft         --     --     --     --    4    162.00
10 ER PPC                  Aft    10(100)10(100)10(100)     --  150     70.00
12 Large Pulse Laser       Aft    11(108)11(108)     --     --  120     84.00
------------------------------------------------------------------------------
TOTALS:                                           Heat: 12,916   2,280,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        34,036,312,000 C-Bills
Battle Value:      403,809
Cost per BV:       84,288.15
Weapon Value:      294,190 (Ratio = .73)
Damage Factors:    SRV = 19,835;  MRV = 19,520;  LRV = 14,522;  ERV = 5,618
Maintenance:       Maintenance Point Value (MPV) = 1,497,505
                   (316,411 Structure, 615,870 Life Support, 565,224 Weapons)
                   Support Points (SP) = 2,493,000  (166% of MPV)
BattleForce2:      Not applicable
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Knightmare

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Re: Farragut MK II Heavy Battleship
« Reply #1 on: June 18, 2013, 10:00:05 AM »

Nice armor belt. Like whoa, armor.
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Dragon Cat

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Re: Farragut MK II Heavy Battleship
« Reply #2 on: June 18, 2013, 06:35:48 PM »

That's a lot of... everything firepower, armour, DropShips, fighters, marines you name it she's got it without maxing out the tonnage (just) and keeps a decent sized cargo hold to boot keeping her (sort of) useful during peacetime

Nice fluff too
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Re: Farragut MK II Heavy Battleship
« Reply #3 on: June 18, 2013, 07:55:03 PM »

 Thank's folks, in the Project Beast Clan universe there is only 4 of these ships, besides the Admiral who ordered these ships made up was a descendant of Texas and a citizen of New Dallas, before it was nuked, so it was only natural he wanted everything in large numbers or caliber lol
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ATN082268

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Re: Farragut MK II Heavy Battleship
« Reply #4 on: June 19, 2013, 06:24:49 PM »

  I like the design. Good speed, excellent armor and firepower. I believe that the rules restrict launch doors to 8 although you can have a total number of doors (launch and non-launch capable) equal to 8+ 1 for every 100,000 tons of the design. I don't think the ER PPCs and Pulse Lasers really add much in the way of defense especially since you have over 100 fighters. I'm sure you would save a significant amount of tonnage (in weapons, heat sinks and fire control), if you eliminated those weapons.
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Re: Farragut MK II Heavy Battleship
« Reply #5 on: June 19, 2013, 07:26:55 PM »

play your style I play mine, that is all.
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Re: Farragut MK II Heavy Battleship
« Reply #6 on: June 19, 2013, 09:24:56 PM »

I coul have gone over the top, on the design and shot the tonnage to the max, but limited it to its current tonnage for the reason the only docks big enough was the ship yards that built the Lagrange Yardships which come in a 2.3 million,
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ATN082268

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Re: Farragut MK II Heavy Battleship
« Reply #7 on: June 20, 2013, 01:01:14 AM »

I coul have gone over the top, on the design and shot the tonnage to the max, but limited it to its current tonnage for the reason the only docks big enough was the ship yards that built the Lagrange Yardships which come in a 2.3 million,

  My comments have nothing to do with the overall tonnage of the design or style of play. If you want to build a warship with 100 launch doors, there is nothing wrong with that but it isn't supported by the existing rules. If you think that 80 ER PPCs and 96 Large Pulse Lasers are worth 35,840 tons (weapons, heat sinks and fire control computers) for this design, great but I respectfully disagree. You really don't need to blow that kind of tonnage for that amount of standard weapons when you have 108 fighters for defense.
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Re: Farragut MK II Heavy Battleship
« Reply #8 on: June 20, 2013, 01:31:05 AM »

And Like I said I have my play/design style you have yours amnd will never agree simple as that and now drop the subject.
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Re: Farragut MK II Heavy Battleship
« Reply #9 on: June 20, 2013, 02:12:28 AM »

ATN082268 since it is in alternate universe not all the rules in the books apply, if you are going to worry about every rule lets go with keeping weapons and equipment on ships that are at least true to the era. last time I checked all your designs are in the 2750 era and Laser Anti Missile Systems were not around.
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