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Author Topic: Fleet Carriers  (Read 5544 times)

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Hammer6R

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Fleet Carriers
« on: January 14, 2011, 01:24:32 PM »

In rereading D's&J's, I found and reread the entry for the Liao Scout-class, the 'Quetzalcoatl', that had been converted into a carrier after its docking collar had been damaged. This go me thinking: Would the SLN use a carrier?

I am no gearhead, so I won't even try to spec these out, but here are my general concepts.....

========================================

* Since carriers are always high-priority targets, why not reverse that dynamic, and make them as lethal, but a small asset that is hard to justify devoting major units to hunting down?

1. 'Ark Royal'-class light carrier. Based on an up-armored and up-engined Merchant-class Jumpship, the Ark Royal converts one collar into a carrier pod, holding up to 40 bays for fighters of up to 100 tons; the opposing collar is free to carry another dropship, typically a 'Vengeance'-class, or an 'Achilles'-class combat dropship.

2. 'Lexington'-class fleet carrier. Based on the common 'Invader'-class Jumpship, this class follows the same design theory as the Ark Royal-class, but gives up two collars to flight bays, giving it an organic complement of 80 fighters of up to 100 tons, each. Simultaneously, it also leaves one collar free for more conventional dropship operations.

* Although larger designs have been proposed, the SLN Strike Carrier Command has vigorously resisted the idea, since larger designs are too conspicuous, and draw far too much fire, rendering them ineffective, especially since other ships such as the 'Star Lord' and 'Monolith' classes can be loaded with 'Vengeance'- ot 'Titan'-class ships if more fighter support is required. The small designs allow for significant striking power in a small and comparatively inexpensive package, while retaining the ability to mask itself as a common civilian merchant vessel, thus allowing it to function as a Q-Ship.

=======================

Thoughts?
« Last Edit: January 14, 2011, 01:25:08 PM by Hammer6R »
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Takiro

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Re: Fleet Carriers
« Reply #1 on: January 14, 2011, 09:23:53 PM »

The Quetzalcoatl is a Succession War era design and from all the evidence I've seen warships of the Star League era were all carriers of a sort. The larger the weight class the greater the fighter complement but no ship relied on them exclusively to project its aresnal per say. In BTSD we had the FWLN, the SLDF, and other navies to a lesser extent adopt a limited carrier philosophy but nothing like the modern FWLN did with the Thera.

On the whole I'd say dropship deployment is a better option but for Q-ships, privateers, and pirates such conversions could make sense. Their operations would benefit from such capabilities.
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Ice Hellion

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Re: Fleet Carriers
« Reply #2 on: January 15, 2011, 03:19:48 AM »

In BTSD we had the FWLN, the SLDF, and other navies to a lesser extent adopt a limited carrier philosophy but nothing like the modern FWLN did with the Thera.

The SLDF had a Big Ship set of mind with specialised Dropships like the Titan to support them.
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"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

Takiro

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Re: Fleet Carriers
« Reply #3 on: January 15, 2011, 09:48:52 PM »

Correct Ice and as the Titan shows the Big Ship philosophy was predominate. The Titan is a massive dropper with huge armament compared to its modern brethren which rely heavily on fighters most likely out of necessity as space industry and infrastructure has been so denuded thanks to the Succession Wars.
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Hammer6R

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Re: Fleet Carriers
« Reply #4 on: January 15, 2011, 11:18:45 PM »

My thought process involved using carriers to guard jump points or to sweep a system in specific "fleet" operations, allowing the fleet to maintain dedicated aerospace carrier assets that could not easily be re-tasked to support ground operations, which although vital, have the potential to strip assets away from the fleet at a critical moment.....
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Ice Hellion

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Re: Fleet Carriers
« Reply #5 on: January 16, 2011, 04:52:11 AM »

Why put carriers at Jump Points? Put a Space Station.
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"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

Hammer6R

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Re: Fleet Carriers
« Reply #6 on: January 16, 2011, 10:42:00 AM »

Rather difficult to put a space station on an enemy jump point...
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Gabriel

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Re: Fleet Carriers
« Reply #7 on: January 16, 2011, 11:06:34 AM »

True but put a Riga plus a couple of Samarkands with Titan, Leopard CV and Vengeance class dropship fighter carriers and you have an impromptu firebase.
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Takiro

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Re: Fleet Carriers
« Reply #8 on: January 16, 2011, 02:13:38 PM »

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.  :)

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
« Last Edit: January 16, 2011, 04:37:55 PM by Takiro »
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Ice Hellion

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Re: Fleet Carriers
« Reply #9 on: January 17, 2011, 04:26:20 AM »

Cylon Base Ship  8)
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"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

muttley

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Re: Fleet Carriers
« Reply #10 on: January 17, 2011, 01:31:34 PM »

The new one or the old one?

I'm not crazy about the lack of flak weaponry on the new one... but the ability to nuke the heck out of a planetary surface is a marik specialty from the 1st Succession War...
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