I know it not a new idea or even a practical one, but, what if instead of a smaller jumpship or even a low end medium jumpship, but the big one of the type the Monolith was severely damaged enough that the KF initiator field generator have been to damaged to project a KF hyperbubble around the jumpship enough to allow it to drop with its normal amount of dropships, and also to expensive to repair concerning the state of 3rd Succession War economic,s, resources and plain out technical support or the serious lake of it at the time.
Instead of settling for a crippled jumpship with limited dropship capacity, was instead repaired and redefined for a new mission profile ? that of a dedicated jumpship Aerospace Carrier !!, the damage to the Monolith was extensive enough for 5 of it's Dropcollars to be removed and then hade the hull opened up to take advantage of the now open tonnage, in the form of 24 Arospace fighters in one of the Monoliths Cargo Bays, along with improved rmor and also the adding of enough weapons to protect it self until it could jump out of a dangerous sitiuation, the 24 fighters though are not the end the story, i did mention a dedicated carrier correct ?.
This would be in the form of 3 Vengeance class CV Dropper or the closest available equivalent, able to provide between 24 to a max of 144 fighter(using three Vengance's) either as jump point defense or even a convoy carrier escort, or as a reserve convoy raider with the fighters or the real biggie, the dedicated fighter hauler for a system invasion.
Why you ask only 3 Vengeance's instead of 4 ?, actualyy is quite simple the 4th dropship is a dedicated cargoship that provides both limited repair capability and refurbishment but also the needed weapons, ammo and fuel for extended flight opertions, in most cases a converted Mule class dropship has been used in this role, but in one rare case that has been sighted but has not been fully confired, what looked like a converted Mammoth class dropship for the tender/cargo role for the ship in question.
As for protection from fighters other than it's own fighters, the ship has been armed with a respectable arsenal of weapons to defend it self with in the form of of LRM's, PPC's and AC's, and then finally small lasers in the point defense role.
The last items attended to was adding tonnage for quarters for the new gunners on board and additional heatsinks to handle the new and massive heat burden, and for the last layer of defense and protection was the adding the maximum amount of armor the ship could handle, yet even with that, the ship is still extremely fragile and if directly confronted with a combat dedicated dropship with out it's fighter support, the best that the ship could hope for would be a emergency jump away from the danger but only if it's KF drive was recharged enough by the time of the confrontation
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Guardian Monolith
Tech: Inner Sphere / 2776
Vessel Type: JumpShip
Rules: Level 1, Standard design
Rules Set: AeroTech2
Mass: 430,000 tons
Length: 750 meters
Sail Diameter: 1,270 meters
Power Plant: Standard
Safe Thrust: 0
Maximum Thrust: 0
Armor Type: Standard
Armament:
18 LRM 20
18 PPC
12 Autocannon/20
24 Small Laser
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Class/Model/Name: Guardian Monolith
Mass: 430,000 tons
Equipment: Mass
Power Plant, Drive & Control: 5,160.00
Thrust: Safe Thrust: 0
Maximum Thrust: 0
Kearny-Fuchida Hyperdrive: Standard (Integrity = 8) 408,500.00
Jump Sail (Detachable): (Integrity = 5) 87.00
Structural Integrity: 1 2,867.00
Total Heat Sinks: 400 Single 254.00
Fuel & Fuel Pumps: 408.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 1,075.00
Fire Control Computers: .00
Food & Water: (128 days supply) 101.50
Armor Type: Standard (95 total armor pts) 236.50
Capital Scale Armor Pts
Location: L / R
Fore: 21
Fore-Left/Right: 15/15
Aft-Left/Right: 15/15
Aft: 14
Cargo:
Bay 1: Fighters (24) with 1 door 3,600.00
Bay 2: Small Craft (6) with 2 doors 1,200.00
Bay 3: Cargo (1) with 1 door 900.00
DropShip Capacity: 4 Docking Hardpoints 4,000.00
Grav Decks #1 - 3: (105-meter diameter) 300.00
Life Boats: 11 (7 tons each) 77.00
Escape Pods: 15 (7 tons each) 105.00
Crew and Passengers:
8 Officers (7 minimum) 80.00
25 Crew (20 minimum) 175.00
12 Gunners (12 minimum) 84.00
2 1st Class Passengers 20.00
6 2nd Class Passengers 42.00
28 Marines 140.00
78 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
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3 LRM 20(54 rounds) Nose 4(36) 4(36) 4(36) -- 18 39.00
3 PPC Nose 3(30) 3(30) -- -- 30 21.00
2 Autocannon/20(40 rounds) Nose 4(40) -- -- -- 14 36.00
4 Small Laser Nose 1(12) -- -- -- 4 2.00
3 LRM 20(54 rounds) FL/R 4(36) 4(36) 4(36) -- 36 78.00
3 PPC FL/R 3(30) 3(30) -- -- 60 42.00
2 Autocannon/20(40 rounds) FL/R 4(40) -- -- -- 28 72.00
4 Small Laser FL/R 1(12) -- -- -- 8 4.00
3 LRM 20(54 rounds) AL/R 4(36) 4(36) 4(36) -- 36 78.00
3 PPC AL/R 3(30) 3(30) -- -- 60 42.00
2 Autocannon/20(40 rounds) AL/R 4(40) -- -- -- 28 72.00
4 Small Laser AL/R 1(12) -- -- -- 8 4.00
3 LRM 20(54 rounds) Aft 4(36) 4(36) 4(36) -- 18 39.00
3 PPC Aft 3(30) 3(30) -- -- 30 21.00
2 Autocannon/20(40 rounds) Aft 4(40) -- -- -- 14 36.00
4 Small Laser Aft 1(12) -- -- -- 4 2.00
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TOTALS: Heat: 396 430,000.00
Tons Left: .00
Calculated Factors:
Total Cost: 651,189,500 C-Bills
Battle Value: 6,639
Cost per BV: 98,085.48
Weapon Value: 6,070 (Ratio = .91)
Damage Factors: SRV = 649; MRV = 286; LRV = 60; ERV = 0
Maintenance: Maintenance Point Value (MPV) = 43,016
(16,115 Structure, 17,195 Life Support, 9,706 Weapons)
Support Points (SP) = 52,556 (122% of MPV)
BattleForce2: Not applicable