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Author Topic: Megalith military jumpship  (Read 4887 times)

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CJvR

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Megalith military jumpship
« on: February 08, 2010, 02:54:19 PM »

CJvR
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    Megalith military jumpship
« on: March 21, 2009, 03:21:04 PM » Quote Modify Remove  

--------------------------------------------------------------------------------

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  

--------------------------------------------------------------------------------

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  

--------------------------------------------------------------------------------

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  
 
 
 
wolfcannon
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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 = 8)               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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CJvR
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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 = 8)               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 = 8)               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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 MEGALITH-CLASS MILITARY JUMPSHIP 1.hma (3.26 KB - downloaded 1 times.)
 
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    Re: Megalith military jumpship
« Reply #6 on: March 23, 2009, 03:51:47 PM » Quote Modify Remove  

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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  

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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 = 8)               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  

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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  

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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.  
« Last Edit: February 09, 2010, 04:36:54 PM by CJvR »
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Re: Megalith military jumpship
« Reply #1 on: February 09, 2010, 04:26:19 PM »

Takiro
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     Endeavor military jumpship
« Reply #10 on: March 23, 2009, 09:20:40 PM » Quote 

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Also I remembered the Venture done by Knightmare had an upgraded version so I decided to play with that. I call this the Endeavor and a little fluff below.


Code:
Class/Model/Name:  Endeavor
Tech:              Inner Sphere / 2788
Vessel Type:       JumpShip
Rules:             Level 2, Standard design
Rules Set:         AeroTech2

Mass:              340,000 tons
Length:            720 meters
Sail Diameter:     1,225 meters
Power Plant:       Standard
Safe Thrust:       0
Maximum Thrust:    0
Armor Type:        Lamellor Ferro-carbide
Armament:         
    1 LRM 20
    8 ER Large Laser

------------------------------------------------------------------------------

Class/Model/Name:  Endeavor
Mass:              340,000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                        4,080.00
Thrust:  Safe Thrust: 0
      Maximum Thrust: 0
Kearny-Fuchida Hyperdrive:  Standard (Integrity = 7)               323,000.00
Lithium Fusion Battery                                               3,400.00
Jump Sail: (Integrity = 5)                                              75.00
Structural Integrity: 1                                              2,267.00
Total Heat Sinks:    135 Single                                           .00
Fuel & Fuel Pumps:                                                     255.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                850.00
Fire Control Computers:                                                   .00
Armor Type:  Lamellor Ferro-carbide  (189 total armor pts)             189.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 35
   Fore-Left/Right:                   31/31
   Aft-Left/Right:                    31/31
   Aft:                                  30

Cargo:
   Bay 1:  Small Craft (4) with 2 doors                                800.00
   Bay 2:  Cargo (1) with 2 doors                                      598.00

DropShip Capacity:  4 Docking Hardpoints                             4,000.00
Grav Deck #1:  (95-meter diameter)                                      50.00
Life Boats:  8 (7 tons each)                                            56.00

Crew and Passengers:
      4 Officers (4 minimum)                                            40.00
     19 Crew (19 minimum)                                              133.00
      2 Gunners (2 minimum)                                             14.00
     20 2nd Class Passengers                                           140.00
     20 Bay Personnel                                                     .00

Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 LRM 20(18 rounds)        Nose     1(12)  1(12)  1(12)     --    6     13.00
2 ER Large Laser           Nose     2(16)  2(16)  2(16)     --   24     10.00
1 ER Large Laser           FL/R      1(8)   1(8)   1(8)     --   24     10.00
1 ER Large Laser           AL/R      1(8)   1(8)   1(8)     --   24     10.00
2 ER Large Laser           Aft      2(16)  2(16)  2(16)     --   24     10.00
------------------------------------------------------------------------------
TOTALS:                                              Heat: 102     340,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        1,770,995,000 C-Bills
Battle Value:      3,904
Cost per BV:       453,636.01
Weapon Value:      4,534 (Ratio = 1.16)
Damage Factors:    SRV = 70;  MRV = 55;  LRV = 21;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 41,774
                   (12,563 Structure, 26,880 Life Support, 2,331 Weapons)
                   Support Points (SP) = 28,248  (68% of MPV)
BattleForce2:      Not applicable

Beginnings of fluff below;

As Gunboats began to proliferate the space fleets of the Terran Republic their potential was easily recognizable. These heavily armed dropships proved themselves in several early conflicts and given sufficient numbers they could effectively challenge warships. However, these craft lacked an integral KF drive which limited their deployment to defensive operations. The Royal Navy simply did have enough warships to transport them into battle and jumpships were all too vulnerable to enemy counterattacks. Such destruction of their interstellar transit would strand Gunboats in far off systems effectively destroying them. The Admiralty began to search for a practical solution to this problem.

These two are good enough and I don't think any other House would make such an investment. The LF Battery is key and the Houses ain't got it. You could give their ships a tougher hide but without the ability to jump away what is the point. Perhaps you'd want to plant more fighters or cap weapons on a House version.

The reason I put the HPG on the Megalith is its naval flagship role. The Monolith already has fine facilities with these it would even better. Plus you'd want to know how your naval taskforce (6 droppers and this jumper) are doing. 
 
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    Re: Endeavor military jumpship
« Reply #11 on: March 24, 2009, 06:39:30 AM » Quote Modify Remove 

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Quote from: Takiro
The reason I put the HPG on the Megalith is its naval flagship role. The Monolith already has fine facilities with these it would even better. Plus you'd want to know how your naval taskforce (6 droppers and this jumper) are doing.
Yes, but while there are WS without HPGs they are better candidates for a set. The Megalith, and indeed any LFB equipped military JS, is not supposed to hang around in hostile space where they can get jumped by an enemy raider. 
 
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     Re: Endeavor military jumpship
« Reply #12 on: March 24, 2009, 12:45:56 PM » Quote 

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Quote from: CJvR on March 24, 2009, 06:39:30 AM
Yes, but while there are WS without HPGs they are better candidates for a set. The Megalith, and indeed any LFB equipped military JS, is not supposed to hang around in hostile space where they can get jumped by an enemy raider.


Granted they shouldn't hang around if they can't hang around. Meaning if threatened they should jump away using the LF Battery. Even if they do this how do they know when to jump back? Wait two weeks to recharge the battery and the core? Or be able to receive an all clear signal? I thought it would be a nice touch and it really doesn't cost all that much compared to HPGs on the Gunboats.
 
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    Re: Megalith military jumpship
« Reply #13 on: March 24, 2009, 01:23:59 PM » Quote Modify Remove 

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You don't need a HPG to recive a message so in system forces can summon them without problems if they have their holding coordinates and a HPG. As for mounting a HPG on a DS...
It would probably be cheaper to build a Battlesquadron of Royal Soverigns!!!

A communications ship would probably be better off with a smaller design, like a modified Scout, that can pop in unnoticed and relay data out of the system. 
 
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     Re: Megalith military jumpship
« Reply #14 on: March 24, 2009, 02:19:04 PM » Quote 

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Very true. You could be right on the expense factor. Let me run the numbers on the Megalith. Cost with HPG is 3,637,976,750 - without is 2,387,976,750.
 
 
 
 
 
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    Re: Megalith military jumpship
« Reply #15 on: March 24, 2009, 04:18:46 PM » Quote Modify Remove 

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Quote from: Takiro
Very true. You could be right on the expense factor. Let me run the numbers on the Megalith. Cost with HPG is 3,637,976,750 - without is 2,387,976,750.
A HPG is also much more useful on a WS that can move around and stay with the action. Sure it cost about 750 million more but it is way more useful on a WS. However there is a nich for a dedicated com-relay ship but a Scout rebuild would probably be a better candidate for that task than the Megalith, which is primarily a transport and shouldn't remain on station longer than needed. Megaliths involved in fleet operations are better candidates for HPGs, particulary once the WS fleets are extinct.
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