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Megalith military jumpship
« on: March 21, 2009, 03:21:04 PM » Quote Modify Remove
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Krester's Ship Construction is a company that today is a mere faint shadow of it's former glory. Before the Amaris coup and the wars following it Krester's operated 36 yards around the Inner Sphere, today just one remain. Although some of Kresters misery was selfinflicted when the company refused to cooperate with the Successor States over the yards housed in those nations. While the loyalty to the Terran Republic was admirable it was hardly a realistic approach and the consequent destruction of the remnants of the Krester yard empire was hardly surprising.
To make matters worse the premier Krester facility, the Terran O'Niel Yards, was attacked early in the war and suffered significant damage, most criticaly to the compact KF-core plants. Unable to find the funding, equipment or even the skilled manpower to repair the damage Kresters reluctantly left the warship buissiness and concentrated on dropships and civilian jumpships.
However Krester's never really gave up on getting back into the warship construction market but the savagery of the war prevented most restoration efforts, until the fortunes of war began to turn for the Terran Republic. Starting with Operation Phoenix the TRAS shifted from defensive efforts to a more offensive strategy aimed at reclaiming the worlds lost to the Free Worlds League and Draconis Combine.
With this operational alteration an unexpected problem with the TRN showed up, the lack of LFB equipped interstellar transport. The casualties among the fighting fleets were disasterous for all involved combatants and, as the spacelift capacity of the fleets evaporated, more and more civilian shipping was pressed into duty on the frontlines - something it was disasterously ill suited for. This policy rapidly lead to catastrophic losses for the Inner Sphere's interstellar transport capacity. It was particulary bad for the TRN since the Republic started the war with a shortage of shipping. To make matters even worse much more of the Terran navy's fighting power was tied up in dropship assets than that of the house navies. The Quicksilver program had given the Terrans a good defensive dropship fleet allowing the TRN to contest systems without exposing it's warships. Now the problem of how to deploy these assets to hostile systems in an effective manner arose.
To respond to the percived military need Krester's began designwork on a militarized version of the Monolith class jumpship, alreaddy in production at the Terran yards. Unwilling to halt that production Kresters instead looked into making partial repairs to it's disabled military yard. Despite the requirement of costly investments Krester's managed to open a production line for it's new ship class in 2793, though some salvaged parts in the yard were said to glow from radiation whenever the yards passed into Earth shadow...
The militarized version of the Monolith, named Megalith, retains much of the look of it's ancestor. This is intentional and the external modifications are carefully concealed with weapon turrets hidden and fake docking collars to confuse an enemy as to which ship type he is facing. The Megalith was designed to deliver a squadron of gunboats or transports into a hostile system and then retreat before the enemy could engage it, eliminating the often fatal recharge period. To fit the Lithium Fusion Battery system on the Megalith Krester's had to cut the dropship capacity of the Monolith by a third as well as losing most of the cargo capacity. In addition to the new KF-drive layout the Megalith also included increases of the operational endurance and protection to make the ship more effective in military operations, as well as giving it a better chance of survival if engaged. The protection was increased by about 50% for the standard armored variant of the Megalith compared to it's Monolith ancestor. A variant of the Megalith uses ferro-aluminium armor which offers over 100% improvement in protection over the Monolith but is easily recognized. The Megalith also mounts 36 lasers in six hexagonal mounts giving the ship some AAS capability. The four Small Craft bays are intended for service vessels but often carry heavy ASF when the ship is to jump into hostile starsystems.
Code:
MEGALITH-CLASS MILITARY JUMPSHIP
Tech: Star League
Introduced: 2796
Mass: 430.000 tons
Length: 750 meters
Sail Diameter: 1.270 meters
Fuel: 200 tons (500)
Tons/Burnday: 39,52 tons
Thrust: 0,1g (0,2 thrust)
Sail Integity: 3
KF Drive Integrity: 8
Heatsinks: 148
Structural Integrity: 1
Armor: standard (ferro-aluminium)
Fore: 16 ( 24 )
Fore-Sides: 16 ( 24 )
Aft-Sides: 16 ( 24 )
Aft: 15 ( 25 )
Weapons:
Arc (Heat) Type Short Medium Long Xtreme
Nose(36 Heat)
2 Large Laser 4 2 - -
4 medium Laser
FL/FR(36 Heat)
2 Large Laser 4 2 - -
4 medium Laser
AL/AR(36 Heat)
2 Large Laser 4 2 - -
4 medium Laser
Aft(36 Heat)
2 Large Laser 4 2 - -
4 medium Laser
Cargo:
Bay 1: Cargo (119,5 tons) 1 Door
Bay 2: Small Craft ( 4 ) 2 Doors
Bay 3: Cargo (119,5 tons) 1 Door
Dropship Capacity: 6
Grav Decks: 2 (2 105 meters diameter)
Escape Pods: 5
Life Boats: 0
Crew: 6 officers, 30 enlisted/non-rated/gunners, 20 bay personnel, 4 passengers
Notes: Equipped with a Lithium Fusion Battery system and
238,5 tons of standard or ferro-aluminium armor
Optional: The standard armored version is identical to a regular Monolith
as per Q-ship rules.
« Last Edit: March 21, 2009, 08:52:43 PM by CJvR » Report to moderator 213.112.125.16
Takiro
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Re: Megalith military jumpship
« Reply #1 on: March 21, 2009, 04:43:09 PM » Quote
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Nice job CJvR, just might canonize (BTSD speaking of course) this one. Be a nice gunboat carrier and as you point out the shortage of jumpcraft during the war dictates a need. Although I was thinking the LF Battery is a major factor in their survival as normal jumpships simply could not escape danger reliably. Could you attach the HMA file? I'd be curious to see the cost.
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Re: Megalith military jumpship
« Reply #2 on: March 21, 2009, 05:14:39 PM » Quote Modify Remove
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Thanks Takiro.
Sorry dont have HMA, only pen and paper.
Quick calculation put the cost at 2,363,806,250 CB (although with pen and paper you always miss something) - so it needs to escape destruction just once to have paid for the LFB mod.
Intresting to note that you could get about 4 Star Lords for that price with twice the lifting capability making LFB ships rather uneconomical for commercial intrests but extremely valuable for the military.
EDIT:
An intresting variant would be a flagship Megalith. A jumper is the cheapest way to mount a HPG on a spaceship - a "mere" 1.25 billion CB...
« Last Edit: March 21, 2009, 06:16:14 PM by CJvR » Report to moderator 213.112.125.16
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Re: Megalith military jumpship
« Reply #3 on: March 23, 2009, 03:20:46 AM » Quote
--------------------------------------------------------------------------------
cue music "here i come to save the day" sorry had to do that.
this is a non LF version.
Code:
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: MEGALITH-CLASS MILITARY JUMPSHIP
Tech: Inner Sphere / 2776
Vessel Type: JumpShip
Rules: Level 2, 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: Improved Ferro-aluminum
Armament:
12 Large Laser
24 Medium Laser
------------------------------------------------------------------------------
Krester's Ship Construction is a company that today is a mere faint shadow of it's former glory. Before the Amaris coup and the wars following it Krester's operated 36 yards around the Inner Sphere, today just one remain. Although some of Kresters misery was selfinflicted when the company refused to cooperate with the Successor States over the yards housed in those nations. While the loyalty to the Terran Republic was admirable it was hardly a realistic approach and the consequent destruction of the remnants of the Krester yard empire was hardly surprising.
To make matters worse the premier Krester facility, the Terran O'Niel Yards, was attacked early in the war and suffered significant damage, most criticaly to the compact KF-core plants. Unable to find the funding, equipment or even the skilled manpower to repair the damage Kresters reluctantly left the warship buissiness and concentrated on dropships and civilian jumpships.
However Krester's never really gave up on getting back into the warship construction market but the savagery of the war prevented most restoration efforts, until the fortunes of war began to turn for the Terran Republic. Starting with Operation Phoenix the TRAS shifted from defensive efforts to a more offensive strategy aimed at reclaiming the worlds lost to the Free Worlds League and Draconis Combine.
With this operational alteration an unexpected problem with the TRN showed up, the lack of LFB equipped interstellar transport. The casualties among the fighting fleets were disasterous for all involved combatants and, as the spacelift capacity of the fleets evaporated, more and more civilian shipping was pressed into duty on the frontlines - something it was disasterously ill suited for. This policy rapidly lead to catastrophic losses for the Inner Sphere's interstellar transport capacity. It was particulary bad for the TRN since the Republic started the war with a shortage of shipping. To make matters even worse much more of the Terran navy's fighting power was tied up in dropship assets than that of the house navies. The Quicksilver program had given the Terrans a good defensive dropship fleet allowing the TRN to contest systems without exposing it's warships. Now the problem of how to deploy these assets to hostile systems in an effective manner arose.
To respond to the percived military need Krester's began designwork on a militarized version of the Monolith class jumpship, alreaddy in production at the Terran yards. Unwilling to halt that production Kresters instead looked into making partial repairs to it's disabled military yard. Despite the requirement of costly investments Krester's managed to open a production line for it's new ship class in 2793, though some salvaged parts in the yard were said to glow from radiation whenever the yards passed into Earth shadow...
The militarized version of the Monolith, named Megalith, retains much of the look of it's ancestor. This is intentional and the external modifications are carefully concealed with weapon turrets hidden and fake docking collars to confuse an enemy as to which ship type he is facing. The Megalith was designed to deliver a squadron of gunboats or transports into a hostile system and then retreat before the enemy could engage it, eliminating the often fatal recharge period. To fit the Lithium Fusion Battery system on the Megalith Krester's had to cut the dropship capacity of the Monolith by a third as well as losing most of the cargo capacity. In addition to the new KF-drive layout the Megalith also included increases of the operational endurance and protection to make the ship more effective in military operations, as well as giving it a better chance of survival if engaged. The protection was increased by about 50% for the standard armored variant of the Megalith compared to it's Monolith ancestor. A variant of the Megalith uses ferro-aluminium armor which offers over 100% improvement in protection over the Monolith but is easily recognized. The Megalith also mounts 36 lasers in six hexagonal mounts giving the ship some AAS capability. The four Small Craft bays are intended for service vessels but often carry heavy ASF when the ship is to jump into hostile starsystems.
------------------------------------------------------------------------------
Class/Model/Name: MEGALITH-CLASS MILITARY JUMPSHIP
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 =
408,500.00
Jump Sail: (Integrity = 5) 87.00
Structural Integrity: 1 2,867.00
Total Heat Sinks: 148 Single 2.00
Fuel & Fuel Pumps: 204.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 1,075.00
Fire Control Computers: .00
Food & Water: (81 days supply) 27.00
Armor Type: Improved Ferro-aluminum (91 total armor pts) 151.00
Capital Scale Armor Pts
Location: L / R
Fore: 17
Fore-Left/Right: 15/15
Aft-Left/Right: 15/15
Aft: 14
Cargo:
Bay 1: Cargo (1) with 1 door 966.00
Bay 2: Small Craft (6) with 2 doors 1,200.00
Bay 3: Cargo (1) with 1 door 486.00
DropShip Capacity: 8 Docking Hardpoints 8,000.00
Grav Decks #1 - 2: (150-meter diameter) 200.00
Grav Decks #3 - 4: (105-meter diameter) 200.00
Escape Pods: 12 (7 tons each) 84.00
Crew and Passengers:
6 Officers (6 minimum) 60.00
25 Crew (22 minimum) 175.00
6 Gunners (6 minimum) 42.00
30 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
2 Large Laser Nose 4(36) 2(16) -- -- 16 10.00
4 Medium Laser 12 4.00
2 Large Laser FL/R 4(36) 2(16) -- -- 32 20.00
4 Medium Laser 24 8.00
2 Large Laser AL/R 4(36) 2(16) -- -- 32 20.00
4 Medium Laser 24 8.00
2 Large Laser Aft 4(36) 2(16) -- -- 16 10.00
4 Medium Laser 12 4.00
1 Lot Spare Parts (0.10%) 430.00
------------------------------------------------------------------------------
TOTALS: Heat: 168 430,000.00
Tons Left: .00
Calculated Factors:
Total Cost: 1,054,839,750 C-Bills
Battle Value: 2,639
Cost per BV: 399,711.92
Weapon Value: 3,998 (Ratio = 1.51)
Damage Factors: SRV = 174; MRV = 61; LRV = 0; ERV = 0
Maintenance: Maintenance Point Value (MPV) = 29,561
(13,830 Structure, 12,595 Life Support, 3,136 Weapons)
Support Points (SP) = 41,978 (142% of MPV)
BattleForce2: Not applicable
as you can see it only lost one Collar, gained more Cargo, little better armor, i uped the grav decks hope you dont mind.
if you must have a LF you lose all but 3 collars.
--------------------------------------------------------------------------------
MEGALITH-CLASS MILITARY JUMPSHIP.hma (3.25 KB - downloaded 2 times.)
MEGALITH-CLASS MILITARY JUMPSHIP 1.hma (3.3 KB - downloaded 4 times.)
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Re: Megalith military jumpship
« Reply #4 on: March 23, 2009, 06:48:16 AM » Quote Modify Remove
--------------------------------------------------------------------------------
Yeah, but the entire point of the Megalith is the LFB system. Dump most of the cargo, a few SC and three DC and there is enough mass to add a LFB and a few improvements.
Normally you would depend on the military fleet to insert raiders, invasion forces or transport gunships into hostile terrain but warships have simply become to rare and valuable to expose on such mundane operations. Civilian ships will generally not have LFBs - it is simply uneconomic except under special conditions. This leaves civilian ships sitting for days as big fat targets on the jumppoints after every transit, barely acceptable in friendly space and totally unacceptable in hostile space.
So at least a partial solution is a LFB equipped JS. The LFB is the key component here, the improved protection is mainly to give the ship an extra minute to escape. The mass cost for a LFB is 1% of the total IIRC so ditching most of the cargo, 2 DC and a pair of SC and G-Decks from your ship should get you there.
Code:
Class/Model/Name: MEGALITH-CLASS MILITARY JUMPSHIP
Tech: Inner Sphere / 2796
Vessel Type: JumpShip
Rules: Level 2, 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 / Improved Ferro-aluminum
Armament:
12 Large Laser
24 Medium Laser
------------------------------------------------------------------------------
Class/Model/Name: MEGALITH-CLASS MILITARY JUMPSHIP
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 =
408,500.00
Jump Sail: (Integrity = 5) 87.00
Structural Integrity: 1 2,867.00
Total Heat Sinks: 146 Single 0.00
Fuel & Fuel Pumps: 204.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 1,075.00
Fire Control Computers: .00
Food & Water: (81 days supply) 27.00
Armor Type: Standard (95 pts) Ferro-aluminum (143 pts) 238.50
Capital Scale Armor Pts
Location: Std L / R F-A L / R
Fore: 16 24
Fore-Left/Right: 16/16 24/24
Aft-Left/Right: 16/16 24/24
Aft: 15 23
Cargo:
Bay 1: Cargo (1) with 1 door 124.00
Bay 2: SC (2), ASF (2) with 2 doors 700.00
Bay 3: Cargo (1) with 1 door 123.50
DropShip Capacity: 6 Docking Hardpoints 6,000.00
Lithium Fusion battery system: 4,300.00
Grav Decks #1 - 2: (105-meter diameter) 200.00
Escape Pods: 5 (7 tons each) 35.00
Crew and Passengers:
6 Officers (6 minimum) 60.00
25 Crew (22 minimum) 175.00
6 Gunners (6 minimum) 42.00
14 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
2 Large Laser Nose 4(36) 2(16) -- -- 16 10.00
4 Medium Laser 12 4.00
2 Large Laser FL/R 4(36) 2(16) -- -- 32 20.00
4 Medium Laser 24 8.00
2 Large Laser AL/R 4(36) 2(16) -- -- 32 20.00
4 Medium Laser 24 8.00
2 Large Laser Aft 4(36) 2(16) -- -- 16 10.00
4 Medium Laser 12 4.00
------------------------------------------------------------------------------
TOTALS: Heat: 168 430,000.00
Tons Left: .00
« Last Edit: March 23, 2009, 07:29:07 AM by CJvR » Report to moderator 134.128.92.64
wolfcannon
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Re: Megalith military jumpship
« Reply #5 on: March 23, 2009, 02:57:34 PM » Quote
--------------------------------------------------------------------------------
Code:
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: MEGALITH-CLASS MILITARY JUMPSHIP 1
Tech: Inner Sphere / 2776
Vessel Type: JumpShip
Rules: Level 2, 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: Improved Ferro-aluminum
Armament:
12 Large Laser
24 Medium Laser
------------------------------------------------------------------------------
==Overview:==
The Monolith is the largest non-combat JumpShip ever built. The 750-meter
craft is also the most expensive, and so is only operated by the militaries of
the Successor States or Clans. Less than fifty vessels remain in the armies of
the Successor States, half of which serve with DCMS. Apparently, most of the
Clan Monoliths were constructed in the Pentagon or Kerensky Cluster, because
only a dozen Monoliths were produced before the departure of the SLDF. Despite
these different origins, few differences exist between the Clan and Inner
Sphere Monoliths.
The Monolith has a unique docking system that consists of nine standard
docking collars mounted on arms. These docking arms are arranged in three
groups that form rings around the Monolith's cargo section. These arms enable
the Monolith to accommodate even the largest DropShips.
The Monolith's extensive command center is equipped with the latest
communication, analysis and simulation equipment. As a result of this superb
facility, many Monoliths serve as flagships for invasion fleets and coordinate
operations until command is passed to a DropShip in orbit around the target
world.
The Monolith also carries a number of additional fuel tanks used to fuel
DropShips and fighters on extended campaigns. These extra tanks, along with
the vessel's 7,000-ton cargo complement, make it an ideal base of operations,
although it does not have any defensive armaments. To compensate for this, the
Monolith is well armored with 150 tons of conventional armor and carries six
small craft, usually 2 fighters and four shuttles.
------------------------------------------------------------------------------
Class/Model/Name: MEGALITH-CLASS MILITARY JUMPSHIP 1
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 =
408,500.00
Lithium Fusion Battery 4,300.00
Jump Sail: (Integrity = 5) 87.00
Structural Integrity: 1 2,867.00
Total Heat Sinks: 148 Single 2.00
Fuel & Fuel Pumps: 204.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 1,075.00
Fire Control Computers: .00
Food & Water: (86 days supply) 23.25
Armor Type: Improved Ferro-aluminum (91 total armor pts) 151.00
Capital Scale Armor Pts
Location: L / R
Fore: 17
Fore-Left/Right: 15/15
Aft-Left/Right: 15/15
Aft: 14
Cargo:
Bay 1: Cargo (1) with 1 door 111.00
Bay 2: Small Craft (4) with 2 doors 800.00
Bay 3: Cargo (1) with 1 door 90.75
DropShip Capacity: 6 Docking Hardpoints 6,000.00
Grav Decks #1 - 2: (80-meter diameter) 100.00
Life Boats: 9 (7 tons each) 63.00
Crew and Passengers:
5 Officers 50.00
23 Crew 161.00
6 Gunners 42.00
20 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
2 Large Laser Nose 4(36) 2(16) -- -- 16 10.00
4 Medium Laser 24 4.00
2 Large Laser FL/R 4(36) 2(16) -- -- 32 20.00
4 Medium Laser 12 8.00
2 Large Laser AL/R 4(36) 2(16) -- -- 32 20.00
4 Medium Laser 24 8.00
2 Large Laser Aft 4(36) 2(16) -- -- 16 10.00
4 Medium Laser 12 4.00
1 Lot Spare Parts 129.00
------------------------------------------------------------------------------
TOTALS: Heat: 168 430,000.00
Tons Left: .00
Calculated Factors:
Total Cost: 2,370,064,750 C-Bills
Battle Value: 2,639
Cost per BV: 898,091.99
Weapon Value: 3,998 (Ratio = 1.51)
Damage Factors: SRV = 174; MRV = 61; LRV = 0; ERV = 0
Maintenance: Maintenance Point Value (MPV) = 25,311
(10,230 Structure, 11,945 Life Support, 3,136 Weapons)
Support Points (SP) = 37,477 (148% of MPV)
BattleForce2: Not applicable
dude this is as good as it gets. minimum Lifeboats/escape pods is 9. these figures are straight outa HMAero which used Aero I/II and every known FASA/WizKids/Catalyst jumpship/Warship construction figures.
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Re: Megalith military jumpship
« Reply #6 on: March 23, 2009, 03:51:47 PM » Quote Modify Remove
--------------------------------------------------------------------------------
Looks nice.
Didn't the Mono only have 5 EP in the TRO?
Would cut 2 SC and replace them with ASF for a 100 ton save to boost the armor a bit but otherwise that's it.
(JS have a SI mass/12 = armor mass for a max armor of 238,5 - IIRC)
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Re: Megalith military jumpship
« Reply #7 on: March 23, 2009, 08:06:30 PM » Quote
--------------------------------------------------------------------------------
Inspired by CJvR I went to town today on the Megalith and found there was a way to fit 6 docking collars and an LF Battery on the Monolith frame. Looks like a good “militarized†jumpship with an HPG.
Code:
Class/Model/Name: Megalith
Tech: Inner Sphere / 2796
Vessel Type: JumpShip
Rules: Level 2, 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: Improved Ferro-aluminum
Armament:
12 Large Laser
24 Medium Laser
------------------------------------------------------------------------------
Class/Model/Name: Megalith
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 =
408,500.00
Lithium Fusion Battery 4,300.00
Jump Sail: (Integrity = 5) 87.00
Structural Integrity: 1 2,867.00
Total Heat Sinks: 168 Single 22.00
Fuel & Fuel Pumps: 102.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 1,075.00
Fire Control Computers: .00
Hyperpulse Generator: 50.00
Armor Type: Improved Ferro-aluminum (143 total armor pts) 238.00
Capital Scale Armor Pts
Location: L / R
Fore: 30
Fore-Left/Right: 23/23
Aft-Left/Right: 23/23
Aft: 21
Cargo:
Bay 1: Cargo (1) with 1 door 196.00
Bay 2: Small Craft (3) with 2 doors 600.00
Bay 3: Cargo (1) with 1 door 196.00
DropShip Capacity: 6 Docking Hardpoints 6,000.00
Grav Decks #1 - 2: (105-meter diameter) 200.00
Escape Pods: 10 (7 tons each) 70.00
Crew and Passengers:
5 Officers (5 minimum) 50.00
23 Crew (23 minimum) 161.00
6 Gunners (6 minimum) 42.00
15 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
2 Large Laser Nose 4(36) 2(16) -- -- 16 10.00
4 Medium Laser 12 4.00
2 Large Laser FL/R 4(36) 2(16) -- -- 32 20.00
4 Medium Laser 24 8.00
2 Large Laser AL/R 4(36) 2(16) -- -- 32 20.00
4 Medium Laser 24 8.00
2 Large Laser Aft 4(36) 2(16) -- -- 16 10.00
4 Medium Laser 12 4.00
------------------------------------------------------------------------------
TOTALS: Heat: 168 430,000.00
Tons Left: .00
Calculated Factors:
Total Cost: 3,637,976,750 C-Bills
Battle Value: 3,508
Cost per BV: 1,037,051.53
Weapon Value: 4,899 (Ratio = 1.40)
Damage Factors: SRV = 198; MRV = 69; LRV = 0; ERV = 0
Maintenance: Maintenance Point Value (MPV) = 26,148
(11,117 Structure, 11,695 Life Support, 3,336 Weapons)
Support Points (SP) = 37,477 (143% of MPV)
BattleForce2: Not applicable
Might want to buff out the fluff a bit more but this is receiving serious consideration.
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Re: Megalith military jumpship
« Reply #8 on: March 23, 2009, 09:10:45 PM » Quote
--------------------------------------------------------------------------------
Glad i could help flesh it out lol.
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Re: Megalith military jumpship
« Reply #9 on: March 23, 2009, 09:13:11 PM » Quote Modify Remove
--------------------------------------------------------------------------------
Quote from: Takiro
...fit 6 docking collars and an LF Battery on the Monolith frame. Looks like a good “militarized†jumpship with an HPG.
Not sure about tha HPG as standard just yet, the remaining Big Macs, Luxor and Republics are better candidates for such a costly piece of hardware. Once the TRN runs out of them though the Megalith becomes a candidate for HPGs and flagship duty.