I think what we are getting at here is BattleTech's version of a Cylon Base Ship or the Death Star. I did that once for a home campaign. The name of the design was the Yunnah class Mobile Fleet Base. Named after the climatic battle of the setting it was larger than a battleship (an entire new class) but slower (2,3). Huge (2.5 million tons) carrier (216 fighters, 50 small craft, and 50 docking hardpoints) yard ship (3 unpressurized yards ranging from 2.5M capacity to 1.25M tons to 800k tons). Maximum structural integrity (90) and Lamellor Ferro Carbide (4,500 tons) gave the warship superb protection (834 capital armor per side). 10,000 tons of fuel, 15 150-meter grav decks, HPG, LF Battery, 500 Lifeboats, 200 Escape Pods and an entire brigade of Battlearmor (461 Armored Marines) also come in handy.
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Oh and the weaponry. 56 Kraken-T Missile tubes (7 each arc), 64 Naval Pulse Laser/60s (8 each arc), 40 Medium Naval PPCs (5 each arc), 16 Medium Naval Gauss (2 each arc), 64 ER Large Lasers (8 each arc), 64 XRM 20s (8 each arc), 64 Streak LRM 20s (8 each arc), 72 MPCs (9 each arc), 64 IPCs (8 each arc), 64 Rotary AC/5s (8 each arc), and 64 Heavy Gauss Rifles (8 each arc). With 9,300 Double Heat Sinks you can fire everything and maintain a negative heat buildup and this monster requires 797 crew minimum to operate it.
So immensely expensive (176+ billion C-bills!) and technical advanced (Clan and Spheroid goodies included) that only the Star League could hope to produce it in very limited numbers. If I were to redesign it today I'd put a hardened yard in it, sub capital weapons and a few mass drivers. Unfortunately can't post an HMA file, darn! I'll keep looking for a way to.
Here is some of the New Home Tech included on that design.
Extended Range Missiles or XRMs
Availability: InnerSphere 3064 & Clan 3065
Overview: Originally developed by the armorers of Coventry Manufacturing to help counter the tremendous ranges of Clan weaponry. After the breakup of the Federated Commonwealth the research into this new weapon floundered. Finally in April 3059 a mercenary group named the Wolverines along with General Motors began researching this avenue of technology once again. Significant progress was made and with the coming of the Star League a major breakthrough created the XRM.
Game Effects: A booster powers the XRM for the first 10 hexes (or 300 meters) of its flight. The XRM warhead is not activated during this time and so does only half of its damage (round down) to a target during this phase. Once the booster burns itself out the missiles primary stage takes over and the warhead is armed. XRMs cannot be hotloaded.
Tons & Criticals: Depends on the type of Extended Range Missile;
Type & Name Heat Damage Tonnage Criticals Ammo
XRM-5 3 1/missile 6 1 18
XRM-10 6 1/missile 8 4 9
XRM-15 8 1/missile 12 6 6
XRM-20 10 1/missile 18 8 4
Heavy Gauss Rifle
Availability: InnerSphere 3065 & Clan 3067
Overview: When members of the New Avalon Institute of Science heard of the Free Worlds League’s development into the Light Gauss Rifle they began to think of a counter design. Instead of decreasing the size of the rifle scientists at NAIS wanted to increase the weapons firepower. By increasing the size of the nickel-ferrous shells as well as experimenting with different calibers they managed to create the Heavy Gauss Rifle.
Game Effects: The heavy Gauss rifle follows the rules for standard Gauss rifles (page 116, BTC:RoW) except in the case of a critical hit on the weapon that causes capacitor discharge. In this circumstance, the discharge causes 24 points of damage.
Tons: 18 / 15
Criticals: 9 / 7
Naval Pulse Lasers
Availability: Clan 3068
Overview: When Clan Nova Cat was abjured by the Grand Council, one of the few Clans to help them escape were the Snow Ravens. In exchange for assistance the Ravens received certain territories. These territories included a Nova Cat research facility that specialized in energy weapons. The Ravens directed these resources toward improving capital energy weapons. Naval Pulse Lasers are the result but rumors persist that this design team is still working on further improvements.
Game Effects: Naval Pulse Lasers receive a -1 to hit large craft while in addition to being able to strike small fighters with area of affect fire. They receive a +2 to hit however because of the lasers large size. The Pulse Lasers are slightly larger, produce more heat and do slightly more damage than a standard naval laser. There are three different types; 40, 50, & 60.
Tons & Criticals: Depends on the type of Naval Pulse Laser (NPL);
Type & Name Heat Damage Tonnage
NPL 40 60 40 800
NPL 50 75 50 1,000
NPL 60 90 60 1,200
Ion and Meson Projection Cannons (IPCs and MPCs)
Availability: InnerSphere 3074
Overview: Star League weapon researchers discovered ways to direct specific types of particles through new Projection Cannons enhancing their capabilities during the Imperium War. IPCs essentially match the performance of their standard forerunners except that their ionized particle strikes have the potential of shutting down opponents. MPCs do twice as much damage as their predecessors but generate twice as much heat. Also thanks to their extremely unstable nature they have only 2/3 the range of a standard PPC.
Tons & Criticals: 7 / 4
Type Heat Damage Minimum Short Medium Long
IPC 10 10* - 1-6 7-12 13-18
MPC 20 20 - 1-4 5-8 9-12