Ok, a preliminary JumpShip design is up at the official forum (I know I said I was done there - but.), here's a link;
http://bg.battletech.com/forums/index.php?topic=59273.msg1362355#msg1362355It went through revisions, so the final design is at the bottom, not the one on top. One thing I did note, was the heat of each missile, and how the original used a flat amount of heat per firing, 100. Each of the individual sub-Caps ranges from 9 for each Piranha fired to 21 for each Manta Ray, so I noted heat was, "as per missile'.
Here are the updated stats I've taken for my AU;
AR-15 Multi-Purpose Sub-Capital Missile Launcher Developed by Clan Kraken, the AR-15 borrowed heavily from the design of the AR-10 Capital Missile launcher of the Star League. First appearing on the Primitive JumpShip
Kraken where it was used primarily as a defensive weapon, it has since spread to most of the New Clans.
Construction RulesAR-15 Multi-Purpose Sub-Capital Missile Launcher
Damage: As per missile
Range: As per missile
Heat: As per missile
Weapon Slot: 1 Capital Missile slot (for fire control)
Tonnage: 150 tons per launcher
Ammunition: As per missile (minimum 10 missiles per launcher)
(Cost per launcher: 250,000 C-bills*)
*I've never used the costs generated by HMPro or core rulebooks - I've never wanted to go down that road - but given the AR-10 is $100,000 more expensive than a Killer Whale launcher to help account for the added complexity, I have to agree the AR-15 should be significantly more expensive than the standard launcher, so I've rounded-up to a quarter-million per launcher.
What do you think?