Nightmare (Ultimate Dreadnought)

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ATN082268
10/20/15 05:41 AM
69.128.58.222

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Clan                     AeroTech 2 Vessel Technical Readout
* CUSTOM WEAPONS

Class/Model/Name: Nightmare (Ultimate Dreadnought)
Tech: Mixed Tech / 3075
Vessel Type: WarShip
Rules: Level 3, Custom design
Rules Set: AeroTech2

Mass: 2,500,000 tons
K-F Drive System: (Unknown)
Power Plant: Standard (C)
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Lamellor Ferro-carbide

Armament:
112 Heavy NPPC(C)
96 Laser AMS(C)*
56 Screen Launcher (IS)

------------------------------------------------------------------------------
==Overview:==

Ever since their massive loses during the Pentagon civil war and some years
later when Clan Wolverine apparently used a nuclear device on the Clan Snow
Raven genetic repository on Dehra Dun, the Ravens have focused on becoming
masters of their own destiny. To that end Clan Snow Raven has developed their
navy to a great extent. The expansion of their navy has helped the Clan
position themselves to operate behind the scenes. Although eager to help Clan
Ghost Bear design the massive Leviathan Warship in exchange for mining rights,
the Ravens wanted a Warship of their own which had no equal- the Nightmare.


The Nightmare is a very large Warship designed and constructed by Clan Snow
Raven to be their Flagship. Given the size and weaponry, the Nightmare was
classified as the Ultimate Dreadnought. It is also the most heavily armored
Warship in existence and can keep pace or outrun much smaller Warships. The
design incorporates many sophisticated aspects of Clan naval technology
including a Lithium-Fusion Battery, HyperPulse Generator (HPG), self sealing
Harjel, Large Naval Comm-Scanner Suite and Lamellor Ferro-Carbide armor. The
crew accommodations are comfortable and include a luxurious Star Admiral's and
Star Commodore's quarters. Successful boarding actions against the unit are
virtually impossible. Even in the unlikely event the defenses are
overwhelmed, would be boarders must deal with not only the large crew but the
sizable Elemental contingent as well.

The capabilities of the design live up to its name. The numerous Quad Heavy
Naval PPC batteries are optimized for deadly bracketing fire and the screen
launchers help keep dishonorable opponents at bay until the ship has
dispatched its rightful target(s). The Warship was designed for space
superiority, so it doesn’t have excessive amount of cargo or supplies. After
the Nightmare carries the day, non-combat supply vessels can do what they do
best- resupply. Although the Warship has a reasonable cost, the time it takes
to build one along with the costs associated with personnel and maintenance,
places severe limits on future numbers. The Nightmare was officially launched
from the Snow Raven shipyards at Lum on August 22, 3072.


------------------------------------------------------------------------------
Class/Model/Name: Nightmare (Ultimate Dreadnought)
Mass: 2,500,000 tons

Equipment: Mass
Power Plant, Drive & Control: 450,000.00
Thrust: Safe Thrust: 3
Maximum Thrust: 5
Kearny-Fuchida Hyperdrive: Compact (Integrity = 47) 1,131,250.00
Lithium Fusion Battery 25,000.00
Jump Sail (Detachable): (Integrity = 9) 155.00
Structural Integrity: 150 375,000.00
Total Heat Sinks: 15,000 Double 14,007.00
Fuel & Fuel Pumps: 26,853.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 6,250.00
Fire Control Computers: 24,008.00
Food & Water: (370 days supply) 3,071.00
Hyperpulse Generator: 50.00
Armor Type: Clan Lamellor Ferro-carbide (8,340 total armor p 7,500.00

Capital Scale Armor Pts
Location: L / R
Fore: 1,390
Fore-Left/Right: 1,500/1,500
Aft-Left/Right: 1,350/1,350
Aft: 1,250

DropShip Capacity: 2 Docking Hardpoints 2,000.00
Grav Decks #1 - 6: (225-meter diameter) 600.00
Life Boats: 140 (7 tons each) 980.00
Escape Pods: 140 (7 tons each) 980.00

Crew and Passengers:
255 Officers (241 minimum) 2,550.00
1,020 Crew (290 minimum) 7,140.00
185 Gunners (184 minimum) 1,295.00
200 Marine Battle Armor Troopers/Elementals 1,400.00
1 Star Admiral's quarters 50.00
1 Star Commodore's quarters 25.00

Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
4 Heavy NPPC(C) Nose 60 60 60 60 900 12,000.00
4 Heavy NPPC(C) Nose 60 60 60 60 900 12,000.00
12 Laser AMS(C)* Nose -- -- -- -- 60 12.00
1 Screen Launcher (IS)(100 Nose -- -- -- -- 10 1,040.00
1 Screen Launcher (IS)(100 Nose -- -- -- -- 10 1,040.00
1 Screen Launcher (IS)(100 Nose -- -- -- -- 10 1,040.00
1 Screen Launcher (IS)(100 Nose -- -- -- -- 10 1,040.00
1 Screen Launcher (IS)(100 Nose -- -- -- -- 10 1,040.00
1 Screen Launcher (IS)(100 Nose -- -- -- -- 10 1,040.00
1 Screen Launcher (IS)(100 Nose -- -- -- -- 10 1,040.00
4 Heavy NPPC(C) FL/R 60 60 60 60 1800 24,000.00
4 Heavy NPPC(C) FL/R 60 60 60 60 1800 24,000.00
4 Heavy NPPC(C) FL/R 60 60 60 60 1800 24,000.00
4 Heavy NPPC(C) FL/R 60 60 60 60 1800 24,000.00
4 Heavy NPPC(C) FL/R 60 60 60 60 1800 24,000.00
12 Laser AMS(C)* FL/R -- -- -- -- 120 24.00
1 Screen Launcher (IS)(100 FL/R -- -- -- -- 20 2,080.00
1 Screen Launcher (IS)(100 FL/R -- -- -- -- 20 2,080.00
1 Screen Launcher (IS)(100 FL/R -- -- -- -- 20 2,080.00
1 Screen Launcher (IS)(100 FL/R -- -- -- -- 20 2,080.00
1 Screen Launcher (IS)(100 FL/R -- -- -- -- 20 2,080.00
1 Screen Launcher (IS)(100 FL/R -- -- -- -- 20 2,080.00
1 Screen Launcher (IS)(100 FL/R -- -- -- -- 20 2,080.00
4 Heavy NPPC(C) L/RBS 60 60 60 60 1800 24,000.00
4 Heavy NPPC(C) L/RBS 60 60 60 60 1800 24,000.00
12 Laser AMS(C)* L/RBS -- -- -- -- 120 24.00
1 Screen Launcher (IS)(100 L/RBS -- -- -- -- 20 2,080.00
1 Screen Launcher (IS)(100 L/RBS -- -- -- -- 20 2,080.00
1 Screen Launcher (IS)(100 L/RBS -- -- -- -- 20 2,080.00
1 Screen Launcher (IS)(100 L/RBS -- -- -- -- 20 2,080.00
1 Screen Launcher (IS)(100 L/RBS -- -- -- -- 20 2,080.00
1 Screen Launcher (IS)(100 L/RBS -- -- -- -- 20 2,080.00
1 Screen Launcher (IS)(100 L/RBS -- -- -- -- 20 2,080.00
4 Heavy NPPC(C) AL/R 60 60 60 60 1800 24,000.00
4 Heavy NPPC(C) AL/R 60 60 60 60 1800 24,000.00
4 Heavy NPPC(C) AL/R 60 60 60 60 1800 24,000.00
4 Heavy NPPC(C) AL/R 60 60 60 60 1800 24,000.00
4 Heavy NPPC(C) AL/R 60 60 60 60 1800 24,000.00
12 Laser AMS(C)* AL/R -- -- -- -- 120 24.00
1 Screen Launcher (IS)(100 AL/R -- -- -- -- 20 2,080.00
1 Screen Launcher (IS)(100 AL/R -- -- -- -- 20 2,080.00
1 Screen Launcher (IS)(100 AL/R -- -- -- -- 20 2,080.00
1 Screen Launcher (IS)(100 AL/R -- -- -- -- 20 2,080.00
1 Screen Launcher (IS)(100 AL/R -- -- -- -- 20 2,080.00
1 Screen Launcher (IS)(100 AL/R -- -- -- -- 20 2,080.00
1 Screen Launcher (IS)(100 AL/R -- -- -- -- 20 2,080.00
4 Heavy NPPC(C) Aft 60 60 60 60 900 12,000.00
4 Heavy NPPC(C) Aft 60 60 60 60 900 12,000.00
12 Laser AMS(C)* Aft -- -- -- -- 60 12.00
1 Screen Launcher (IS)(100 Aft -- -- -- -- 10 1,040.00
1 Screen Launcher (IS)(100 Aft -- -- -- -- 10 1,040.00
1 Screen Launcher (IS)(100 Aft -- -- -- -- 10 1,040.00
1 Screen Launcher (IS)(100 Aft -- -- -- -- 10 1,040.00
1 Screen Launcher (IS)(100 Aft -- -- -- -- 10 1,040.00
1 Screen Launcher (IS)(100 Aft -- -- -- -- 10 1,040.00
1 Screen Launcher (IS)(100 Aft -- -- -- -- 10 1,040.00
1 Lot Spare Parts (1.00%) 25,000.00
1 Large Naval Comm-scanner 500.00
------------------------------------------------------------------------------
TOTALS: Heat: 26,240 2,500,000.00
Tons Left: .00

Calculated Factors:
Total Cost: 16,777,333,008 C-Bills
Battle Value: 345,769
Cost per BV: 48,521.8
Weapon Value: 306,312 (Ratio = .89)
Damage Factors: SRV = 15,400; MRV = 15,400; LRV = 12,133; ERV = 4,861
Maintenance: Maintenance Point Value (MPV) = 1,693,925
(396,500 Structure, 646,225 Life Support, 651,200 Weapons)
Support Points (SP) = 1,695,415 (100% of MPV)
BattleForce2: Not applicable
ghostrider
10/20/15 09:51 AM
98.150.102.177

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just making sure, but you have 15,000 double heat sinks but only 14,007 tons allocated.
Typo or did something not figure right?

Not a fan of the mixed techs, but love ppcs. I guess having the same weapons makes maintenance that much easier, since you don't need alot of different parts.

Though I will comment on the lack of fighters and anti fighter weapons, but then I don't know what the screen launcher does, so thinking that is anti fighter equipment.

Just a comment on the lists. You may have saved yourself some room by combining the entries and putting just 2 per fire arc. ie in stead of 4 lines with 4 ppcs each for l/r arcs, saying 8 ppc for right/8 ppc for left. Nothing that affects the ship, but just a space saver.

Looks effective without the need for ammunition, except launchers.
ATN082268
10/21/15 12:35 AM
69.128.58.222

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Quote:
ghostrider writes:

just making sure, but you have 15,000 double heat sinks but only 14,007 tons allocated.
Typo or did something not figure right?

Not a fan of the mixed techs, but love ppcs. I guess having the same weapons makes maintenance that much easier, since you don't need alot of different parts.

Though I will comment on the lack of fighters and anti fighter weapons, but then I don't know what the screen launcher does, so thinking that is anti fighter equipment.

Just a comment on the lists. You may have saved yourself some room by combining the entries and putting just 2 per fire arc. ie in stead of 4 lines with 4 ppcs each for l/r arcs, saying 8 ppc for right/8 ppc for left. Nothing that affects the ship, but just a space saver.

Looks effective without the need for ammunition, except launchers.




I believe some of the heat sinks come with and are built into the engine. The only thing that is Inner Sphere based on the design are the Screen Launchers and they are wonderful against fighters. Screen Launchers block line of sight but also do 15 points of standard damage to all units in the same hex that it targets. I'll remember about your space saving idea but that is just the way Heavy Metal Aero arranges the data
Akirapryde2006
10/21/15 07:58 PM
71.100.132.249

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Quote:
ATN082268 writes:

I believe some of the heat sinks come with and are built into the engine.



You are correct, there are a number of Heat Sinks that come in the engine. Here is the formula for them.

Using the Warship Engine Mass Factor of .06, your engine weight should be
450,000 = .06 x 3 x 2,500,000

Free Heat Sinks within the engine = 45 + √(Engine Tonnage x 2)

(Rounded Down)

45 + √(450,000 x 2)

45 + √(900,000)

45 + 948 (I rounded down)

= 993 Total Free Heat Sinks within the Engine

He spent 14,007 plus the 993 free, this gave him the 15,000 heat sinks. That they are doubles allows him to get rid of 30,000 heat during combat. More than enough to cover the Naval PPC's this beast carries.

As far as the Screen Launchers go.....

Quote:
ATN082268 writes:

The only thing that is Inner Sphere based on the design are the Screen Launchers and they are wonderful against fighters. Screen Launchers block line of sight but also do 15 points of standard damage to all units in the same hex that it targets.



So basically, Screen Launchers are a chaff/grenade style weapon that was never meant to be deployed like this. However I will give an A for clever thinking. While I am not completely sold on the idea behind the Screen Launcher, your use here in this application is pretty smart. However I am not completely sure how well these weapons/defensive system will serve you in combat.

For those who don't know what a Screen Launcher is:
"The Screen Launcher system was introduced by the engineers of the Draconis Combine Admiralty in 3055 to provide additional protection to DropShips facing Clan WarShips. The Screen Launcher fires a special canister projectile loaded with chaff, visual obscurants, and electronic jamming devices. These projectiles are fired at a location between the DropShip and an attacker, impeding targeting systems. Though not intended as a weapon, any unit near the canister when it explodes will be damaged as if it had been hit by a Gauss Rifle. Ship captains are advised that this damage is incidental, and given the weight of the canister (10 tons), it is not impressive."

Cited Source: Screen Launchers

There is one mistake I think you made and its the same one I made on my ship.

You didn't take in to consideration the Fire Control Rule regarding your weapons/equipment bays.

The rule is....

Fire Control Systems: Advanced aerospace units have the option of exceeding their listed maximum of weapons per arc, at the designer’s option, but if they do so, additional fire control systems and power distribution systems will need to be installed. To determine the weight of these systems, divide the number of weapons mounted in any firing arc that exceeds its weapon limits (12 for JumpShips, 20 for Space Stations and WarShips) by the limit value, and round the result down to the nearest whole number. Multiply this result by 0.1 times the total weight of all weapons mounted in that arc (discounting ammunition), and round the final result up to the nearest half. This is the final weight of any expanded fire control and power systems the unit requires for such weaponry. Cited Source: Battletech: Strategic Operations, page 155

Take your Forward Left firing Arc
You have the following weapons.
20 Heavy NPPC(C) @ 60,000 Tons
12 Laser AMS(C) @ 18 Tons
7 Screen Launchers @ 280 Tons

39/20 = 1.95 (round up to 2)

Now we take .1 of the total tonnage of the weapons (minus ammunition) which is, (60,298 * .1 = 6,029.8) 6,029.8 and multiply it by the factor above (6,029.8 * 2 = 12,059.6 tons). We have 12,060 tons (rounded to the nearest half ton) which has to be spent on additional fire control. So for your left/right Firing Arcs, you need 24,120 tons worth of extra fire control systems. If I am mistaken and you already did account for this extra tonnage, or my formulas are wrong, please accept my apologies.

I would like to ask Cray to double check my math/formulas but I am pretty sure my math is correct.

Now I don't agree with the weapon arc limit rule as written. Under this rule, each weapon within a firing arc would need the additional fire control systems and power distribution systems. So if a designer were to build a ship with 21 weapons within a firing arc. Even though 20 of the weapons would already have the standard fire control and power distribution systems, you would have to pay for additional fire control for these weapons as well. Mind you that a designer is are already paying for the extra weapons in the extra tonnage, extra gunners and support personal for the additional weapons, extra Support needed for the weapon. This rule forces you to pay extra tonnage for all weapons of a single firing arc even though you are only one over the limit.

Most designers use ever possible tonnage available (which by the way, that is how real world warships are designed). This rule robs tonnage from the designs for game balance.

I understand what they are attempting to do. Ensure that a warship doesn't become a massive weapons platform. But in truth that is what a warship is......There are better ways to go about it then this method.....

I cut my post down to bare minimum because much of this conversation doesn't belong here.

@ATN082268
If you paid for the extra tonnage, could you point out how you paid for it and how you listed it? I would like your insight on this.

Akira
ATN082268
10/22/15 01:13 AM
69.128.58.222

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<Snip Post>

<So basically, Screen Launchers are a chaff/grenade style weapon that was never meant to be deployed like this. However I will give an A for clever thinking. While I am not completely sold on the idea behind the Screen Launcher, your use here in this application is pretty smart. However I am not completely sure how well these weapons/defensive system will serve you in combat.>

In the context of the Nightmare design, the addition of the screen launchers was primarily to prevent dishonorable interlopers from inviting themselves into a duel. And if an opponent wants to try and overwhelm the Nightmare with fighters, then it will truly be a nightmare for the fighters

<There is one mistake I think you made and its the same one I made on my ship.

You didn't take in to consideration the Fire Control Rule regarding your weapons/equipment bays.

So for your left/right Firing Arcs, you need 24,120 tons worth of extra fire control systems. If I am mistaken and you already did account for this extra tonnage, or my formulas are wrong, please accept my apologies.>

Heavy Metal Aero (HMA) lists the extra fire control tonnage under Fire Control Computers entry which, in this case, comes to 24,008 tons. I don't know if you are off in your calculations, the HMA program is buggy or if the rules have changed since the HMA program came out. If you are correct, just take the 112 tons from something like fuel or out of petty cash if you like
Reiter
10/22/15 01:45 AM
66.87.65.50

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@akira different rule sets in HMA let me make a beast a long time ago for laughs like ATN did but making similar now the weight drains to the fire control when I bought an upgraded HMA a couple years later which is now years old. Currently I cut back on weapons now, makes the more ships more like the lore.
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