Aegis II Fast Attack Cruiser

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Akirapryde2006
09/15/15 01:24 PM
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Could you guys check my numbers and let me know what you think of this ship

Name: Aegis II Fast Attack Cruiser
Tech: Star League/New
Mass: 865,000 Tons
Length: 745 Meters
Safe Thrust: 4
Maximum Thrust: 6
Fuel: 4000 Tons (2,000)
Tons/Burn per Day: 39.52
Fuel: 4,000 Tons + 80 Tons
Sail Diameter: 1,308 Meters ( Sail Integrity: 4) 73.25 Tons
KF Integrity: 17.66 391,412.5 Tons
Drive System: 20 G’s 207,600 Tons
Structural Integrity: 100 86,500 Tons
Bridge: 2,162.5 Tons
Sub-Total Tonage: 691,828.25

Heat Sinks: 2,600 (5,200) + 766 (1,532) (Engine Free) 2,600 Tons
Dropship Capacity: 5 5,000 Tons
Gravity Decks: 3 (at 90 Meters Diameter) 150 Tons
Crew: 210 1,575 Tons
Marines: 125 (Armored Infantry) 300 Tons
Flight Crew/Support Personal: 235 1,575 Tons
Escape Pods: 65 455 Tons
Life Boats: 65 455 Tons
Aerospace/Small Craft Bays: (100 Each) 15,000 Tons
Lithium-Fusion Batteries: 8,650 Tons
Cargo: 14,881.75 Tons
Sub-Total Tonage: 50,641.75

Armor: 1,108 Points (Lamellor Ferro-Carbide) (Fore/184 ea, sides 185 ea) 1,730 Tons
014 Naval Autocannons 35: 56,000 Tons
008 Naval Autocannons 20: 20,000 Tons
024 Naval Lasers 55: 16,800 Tons
008 Heavy Naval Particle Projection Cannons: 24,000 Tons
120 Large Pulse Lasers: 840 Tons
120 ER Large Lasers: 600 Tons
120 ER PPC: 840 Tons
1,400 Rounds NAC/35: 1,400 Tons
800 Rounds NAC/20: 320 Tons
Sub-Total Tonage: 122,530 Tons

Firing Acrs
Nose: NAC (2/NAC-35)
Nose: NL (2/NL-55)
Nose: Pulse (10 LG PUL LAS)
Nose: Laser (10 ER LG LAS)
Nose: PPC (10 ER PPC)
Forward Left: NAC (2/NAC-35)
Forward Left: Pulse (10 LG PUL LAS)
Forward Left: Laser (10 ER LG LAS)
Forward Left: PPC (10 ER PPC)
Forward Right: NAC (2/NAC-35)
Forward Right: Pulse (10 LG PUL LAS)
Forward Right: Laser (10 ER LG LAS)
Forward Right: PPC (10 ER PPC)
Left Boardside: NAC (2/NAC-35)
Left Boardside: NAC (2/NAC-35)
Left Boardside: NAC (2/NAC-20)
Left Boardside: NAC (2/NAC-20)
Left Boardside NPPC (2/Hvy NPPC)
Left Boardside NPPC (2/Hvy NPPC)
Left Boardside: Pulse (10 LG PUL LAS)
Left Boardside: Laser (10 ER LG LAS)
Left Boardside: PPC (10 ER PPC)
Left Boardside: Pulse (10 LG PUL LAS)
Left Boardside: Laser (10 ER LG LAS)
Left Boardside: PPC (10 ER PPC)
Left Boardside: Pulse (10 LG PUL LAS)
Left Boardside: Laser (10 ER LG LAS)
Left Boardside: PPC (10 ER PPC)
Right Boardside: NAC (2/NAC-35)
Right Boardside: NAC (2/NAC-35)
Right Boardside: NAC (2/NAC-20)
Right Boardside: NAC (2/NAC-20)
Right Boardside NPPC (2/Hvy NPPC)
Right Boardside NPPC (2/Hvy NPPC)
Right Boardside: Pulse (10 LG PUL LAS)
Right Boardside: Laser (10 ER LG LAS)
Right Boardside: PPC (10 ER PPC)
Right Boardside: Pulse (10 LG PUL LAS)
Right Boardside: Laser (10 ER LG LAS)
Right Boardside: PPC (10 ER PPC)
Right Boardside: Pulse (10 LG PUL LAS)
Right Boardside: Laser (10 ER LG LAS)
Right Boardside: PPC (10 ER PPC)
Aft Left: NL (5/NL-55)
Aft Left: Pulse (10 LG PUL LAS)
Aft Left: Laser (10 ER LG LAS)
Aft Left: PPC (10 ER PPC)
Aft Right: NL (5/NL-55)
Aft Right: Pulse (10 LG PUL LAS)
Aft Right: Laser (10 ER LG LAS)
Aft Right: PPC (10 ER PPC)
Aft: NL (5/NL-55)
Aft: Pulse (10 LG PUL LAS)
Aft: Laser (10 ER LG LAS)
Aft: PPC (10 ER PPC)

Okay so I am not so sure of the cost of the ship, but I am sure its going to be out there. LOL

My questions are:

Is this a good design?
How will this ship be able to fair in combat?
Is it possible to get 5/8 out of her engines or is her 4/6 speed enough?
CrayModerator
09/15/15 07:11 PM
72.189.109.30

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Nitpick: Each thrust point is 0.5Gs, as defined by the size of aerospace hexes. So 4/6 would be 2Gs safe thrust, 3Gs max thrust, not "Drive System: 20 G’s 207,600 Tons"

About the ship:

Firepower seems down about 50% compared to the original Aegis (which has 1110pts of capital firepower from NACs alone), but the original SL/Clan version of the Aegis is about the third most heavily armed WarShip in the game after the McKenna and Leviathan II. So, you've still got more firepower than most designs.

The armor is about double the original Aegis's, which is good, but it's still light compared to the best WarShip designs. If your structural integrity tonnage allows any more armor to be carried, do eet. With less than 200 points, you'll be taking damage threshold rolls from any hit over 20 capital points.

You doubled acceleration to 4/6. To answer your question, 5/8 isn't going to help much, especially if you use the more-sensible advanced movement rules. 4/6 is enough to guarantee you can flip 180 degrees even after taking a couple of thrust-robbing crits. 3/5 is also plenty unless you're in a chase, but the strategic fuel mode available to WarShips means you'll outlast any high-acceleration fighter pursuit.

I'd recommend more energy weapons, especially HNPPCs. Besides being useful in stern chases, stern energy weapons are also ideal for orbital bombardment. As discussed in Strategic Operations, it is feasible for a WarShip to brake to a halt in orbit and hover over a single battlefield above the atmosphere to bombard it all day long. (Hovering above the atmosphere requires 2 or more thrust points to be continuously expended. Gravity's a harsh mistress and WarShips die in the atmosphere.) NACs would run out of ammo, NPPCs won't.

Speaking of orbital bombardment, the original Aegis made a mistake by using so many NAC/35s. They're nice to group together into a perfectly filled 70-point weapons bays, but they only have medium capital range. That means they can't fire through an atmosphere of standard pressure, which requires at least long capital range. Your design has the same drawback, which is easily fixed by switching to the long-ranged NAC/30s. If you still want a full 70-point weapons bay, toss in a NAC/10 with the NAC/30s, or mix a NAC/30 with two NAC/20s - it's been done in canon.

If you prefer Naval Lasers to NPPCs and are thinking of adding more capital energy weapons, note Naval Lasers (in Strategic Operations) have an anti-fighter mode that reduces their penalties against targets under 500 tons. +3 instead of +5, I think.

The secondary anti-fighter weapons are nice. If you can find the tonnage, though, think about banks of anti-missile systems. The fire control tonnage is annoying, but they give your ship an opportunity to act as a flak battery against other ships in AMS range, knock down capital missiles (potentially nuclear if you play that way), and degrade conventional missile swarms. AMSs on large craft are awesome.

Your design doesn't have capital missile launchers, which is something you might reconsider. With Strategic Operation rules, capital missiles are some of the most useful capital weapons in the game. They don't have PUNCH, but they do get crit chances like armor-piercing AC ammo and the tandem charge missiles you mentioned earlier. A barrage of capital missiles thus brings a bunch of chances for crits against WarShips and other heavy targets. Further, they can be fired on autonomous, "bearings only" launches that allow them to hunt targets well beyond the extreme range of any other capital weapon or to bypass screen launcher clouds. The tele-operated variants also have incredible ranges. None of them have to-hit penalties against small targets like fighters, and Barracudas get -2 to-hit anything. Off-axis launches allow broadside and side arc missiles to make a turn after launch and target something in a neighboring arc at a small to-hit penalty. And, if you're into it, there are nuclear variants of all of them. WarShips are about the only units in the game that can survive in a nuke-tossing game - their armor and AMS allow them to shrug off a lot of the smaller warheads.

Those comments are just food for thought. You've got a decent design there that doesn't NEED any changes.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
CrayModerator
09/15/15 07:32 PM
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And I forgot: I recommend gravdecks be mounted in pairs, presumably counter-rotating, to prevent precession effects. You can't balance 3 gravdecks.

In any case, the bigger the better. Per the discussion in Strat Ops (and based on real NASA studies), gravdecks that spin at more than 3rpm tend be nauseating for their occupants because of extreme coriolis forces on the inner ear. You get 1G from 3rpm at 225m diameter. 1rpm would be better, but that requires an 1800m-diameter gravdeck, which isn't available.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
Akirapryde2006
09/15/15 09:56 PM
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Okay I made the changes that you suggested regarding both the Anti-Missile Systems and the GraveDecks.

As far as the missiles goes, I was unaware of such a rule. I had to reconstruct this using the old FASA Battlespace rules from their box set.

As for the 20 G's that was used to try to computer the engine sizes. My rule set is not the greatest regarding clear formulas and I found some of their examples don't make sense (example: page 68, example regarding Bill's Dropship in the upper left corner. I can not figure out how they came up with their tonnage for quarters). I am not even sure if I got the engine weight right.

This ship was designed to be able to out pace other ships of its class and inflict damage on them. The ship was given more fuel to ensure that it can operate on extended missions, such as deep raiding. I would like to double my cargo size, but I figured a way around that would be carrying a cargo dropship in support of extended missions.

The ship was also meant to carry fighters in to combat acting like a carrier. Which is why I gave it a 100 fighter cubes and ground crews for those fighters. I know that this sounds crazy but I love the idea of my fighters mounting Capital Missiles under their fuselage like a WWII torpedo and making torpedo runs on enemy warships. We did it in a home game but I don't know if the rules support such operations.

Thank you so much for your suggestions. I would love to add more weapons but I don't have the tonnage. I know I have recompute the crew now based on the new AMS Bays.

Please feel free to double check my numbers and see if I made a mistake anywhere.

Here are the changes that you suggested and a recomputing on my crew stats (not including the new AMS crew members)

Aegis II Fast Attack Cruiser
Tech: Star League/New
Mass: 865,000 Tons
Length: 745 Meters
Safe Thrust: 4
Maximum Thrust: 6
Fuel: 4000 Tons (2,000)
Tons/Burn per Day: 39.52
Item: Tonnage:865,000
Fuel: 4,000 Tons + 80 Tons
Sail Diameter: 1,308 Meters
( Sail Integrity: 4) 73.25 Tons
KF Integrity: 17.66 391,412.5 Tons
Drive System: 20 G’s 207,600 Tons
Structural Integrity: 100 86,500 Tons
Bridge: 2,162.5 Tons
Sub-Total: 691,828.25

Heat Sinks: 2,600 (5,200) + 766 (1,532) (Eng Free) 2,600 Tons
Dropship Capacity: 5 5,000 Tons
Gravity Decks: 4 (at 225 Meters Diameter) 400 Tons
Crew: 210 (30 @ 10 Tons Ea, 180 @ 7 Tons Ea) 1,560 Tons
Marines: 125 (18 @ 10 Tons Ea, 107 @ 7 Tons Ea) 929 Tons
Flight Crews: 327 (46@10Tons Ea,281@7Tons Ea) 2,427 Tons
VIP Quarters: 10 Rooms @ 10 Tons 100 Tons
Escape Pods: 65 455 Tons
Life Boats: 65 455 Tons
Aerospace/Small Craft Bays: (100 Each) 15,000 Tons
Lithium-Fusion Batteries: 8,650 Tons
Cargo: 13,465.75 Tons
Sub Total: 51,041.75

Armor: 1,108 Points (Fore/184 ea, sides 185 ea) 1,730 Tons
014 Naval Autocannons 35 56,000 Tons
008 Naval Autocannons 20 20,000 Tons
024 Naval Lasers 55 16,800 Tons
008 Heavy Naval Particle Projection Cannons 24,000 Tons
120 Large Pulse Lasers 840 Tons
120 ER Large Lasers 600 Tons
120 ER PPC 840 Tons
120 Anti-Missile 160 Tons
800 Rounds NAC/35 800 Tons
800 Rounds NAC/20 320 Tons
960 Rounds Anti-Missile 80 Tons
Sub-Total: 122,130 Tons
CrayModerator
09/16/15 05:52 PM
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If you used BattleSpace rules then there will be minor errors, but they should be fixable. The fuel points will be low (by a factor of 5) and you won't have the fire control tonnage for so many weapons. However, that won't add up to a lot, just 10-20% of your weapon tonnage.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
Akirapryde2006
09/16/15 09:25 PM
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I looked for the book you are talking about. Even bought a cheap PDF and it was a virus. I guess that is what I get for buying cheap. lol

Well I just hope that my numbers are correct.

I keep looking for ways of adding more capital fire power. I could double the Heavy NPPC's or NAC/20's but I would have to drop the speed or strip off the L-F Batteries, Air Wing, and Marines. Both of which are trade offs I really don't want to do.

In compression
The Original Aegis:
18 x NAC/35s
8 x White Shark tubes
24 x NAC/20s
12 x NL55
4 x Barracuda tubes
4 x NL45s

The Aegis II
014 NAC/35's
008 NAC/20's
024 NL55's
008 Hvy NPPC
120 Lrg Pulse Las
120 ER Lrg Las
120 ER PPC
120 AMS

I concede that the Fore and Aft Fire Arcs, the Original Design would surpass the the Newer Model. However in terms of broadsides, I would like to state that the new class would be superior to the Original Model. At Extreme Ranges the Original Model could only deal a maximum of 19 points of damage compared to the 60 points of the Aegis II. As the ranges drop to Long, the Aegis II adds an additional 120 points of potential damage. Where the Original line adds the same 120 points of potential damage. However if there are no fighters, then the newer line can throw an additional 54 points of racking damage.

Even before both ships reach medium range the battle should already be decided. If both ships hit with half their weapons, then the Original model would see nearly if not all of its armor shredded where the new model would still have half of its armor if not more. As we move in to medium range, both classes add the same 70 points of damage. However the Aegis II gets to add an addition 27 more points of damage from its anti-Fighter Bays (baring no enemy fighters in the battle)

The Original Aegis only carries twenty Fighters compared to the forty eight that the Aegis II carries. However the Aegis II Air Wing comes with 18 small craft (some of which are battle taxis for combat boarding operations). I would like to believe that this improved(?) design has more combat value than the original design.

Okay so the reason why I am saying all of this, is I am looking for wisdom. Is the way I am looking at this correct. Or are their factors that I am missing? You have already enlightened me on the importance of Capital Missiles and I am looking at adding some AR10 tubes. But I need to cut in to my Cargo Stores and I don't know how that will effect my prolonged campaign operations.

There are two factors I am looking at here. I want a ship that is capable of winning a slug match with ships equal to (if not slightly heavier then) its own weight class. Plus I want a ship that can survive the tests of a real warship. Meaning you, Lord Cary of the great House Sarna, would you buy and commission this warship for your fleet. Does that make any sense at all? lol
Akirapryde2006
10/17/15 10:14 PM
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Okay I made the corrections pointed out, Please continue to nitpick this ship! The Goal is, will you commission this warship for your fleet!?

Akira


Aegis II Fast Attack Cruiser
Tech: Inner Sphere
Mass: 865,000 Tons
Length: 745 Meters
Safe Thrust: 4 (2G’s)
Maximum Thrust: 6 (3G’s)
Fuel: 6,000 Tons (3,000)
Tons/Burn per Day: 39.52
Sail Diameter: 1,308 Meters
Sail Integrity: 5 = 1 + (73.25 / 20) (Carries 2 Sails)

Basic Components:
Fuel + Fuel Pumps: 6,120
KF Drive: 391,412.5
KF Drive: Integrity: 17.66
Jump Sail: 146.5 (Carries Two Sails)
Jump Sail Integrity 30
Drive System: 207,600
Structural Integrity: 100
Structural Weight: 86,500
Bridge: 2,162.5
Lithium-Fusion Batteries: 8,650
Armor: (1,384 Points): 1,730 (Type: Inner Sphere Ferro-Carbide)

Equipment and Crew Support
Heat Sinks: 690 (1,380) Engine Free 3,440 (6,880): Tonnage: 2,750
Dropship Capacity: 5 Tonnage: 5,000
Gravity Decks: 4 (at 225 Meters Diameter) Tonnage: 400
Crew: 365 (19 @ 10 Tons Each, 346 @ 7 Tons Each) Tons Tonnage: 2,612
Marines: 125 (25 Points @ 10 Each, Barracks Style Quarters) Tonnage: 250
Flight Crews: 151 (10 @ Tons EA, 147 @ 7 Tons EA) Tonnage: 1,129
Flight Deck: 153 (2 @ 10 Tons EA, 141 @ 7 Tons EA) Tonnage: 1,007
VIP Quarters: (10 Rooms @ 10 Tons) Tonnage: 100
Escape Pods: 67 (@ 7 Tons Each, 6 passengers, 51% of Total Crew) Tonnage: 469
Life Boats: 67 (@ 7 Tons Each, 6 Passengers, 51% of Total Crew) Tonnage: 469
Fighter/Small Craft Bays: (Fighters 76 @ 150,Small Craft 20 @ 200) Tonnage: 15,400

Weapons & Defenses
014 Naval Autocannons 35, 1,680 Heat; Tonnage: 56,000
008 Naval Autocannons 20, 480 Heat; Tonnage: 20,000
022 Naval Lasers 55, 1,870 Heat; Tonnage: 24,200
008 Heavy Naval Particle Projection Cannons, 1,800 Heat; Tonnage: 24,000
004 Killer Whale Missile Launcher, 80 Heat; Tonnage: 600
024 Large Pulse Lasers, 240 Heat; Tonnage: 168
024 ER Large Lasers, 288 Heat; Tonnage: 120
024 ER PPC, 360 Heat, Tonnage: 168
024 Anti-Missile, 24 Heat; Tonnage: 12
420 Rounds NAC/35; Tonnage: 420
320 Rounds NAC/20; Tonnage: 128
040 Killer Whale Missiles; Tonnage: 2,000
2,400 Rounds Anti-Missile; Tonnage: 200
Weapon Totals: 6,822 Total Heat; 128,016 Tonnage

Aegis II Personal Break Down: Crew 790
Officers and Crew: 365
Bridge Crew: (5 Senior Officers, 3 Pilots, 6 Engineers, 12 Secondary) 26

Gun Crews: (Nose: 6, Nose R/L: 14, Broadsides R/L: 28, Aft R/L: 12, Aft: 5 = 65 Mounts): 8 Officers, 65 Gun Commanders (Junior Officers), 65 Engineers, 130 Secondary Engineers: Total Gun Crews 268

Engineering Staff: (K-F Staff: 3 Junior Officers, 5 Engineers; Fusion Plant: 3 Junior Officers, 3 Engineers; Transit Drive: 3 Junior Officers, 10 Engineers; Damage Control: 2 Junior Officers, 14 Secondary Engineers): 2 Senior Officers, 11 Junior Officers, 18 Engineers, 14 Secondary Engineers: Total Staff 45

Medical Staff and other Personal: 4 Senior Officers, 22 Support/Medical Personal: Total Staff 26

Flight Deck and Flight Personal: 300
Flight Deck Personal: (2 Deck Officers 76 Aerospace Pilots, 18 Small Craft Pilots, 24 AWAC Crews, 15 Dust Off Crews, 18 Refueler Crews, 47 Mechanics, 47 Technicians, 47 Engineer Specialists)

Marine Detachment: 125
25 Armored Points of 5 Marines Each. Total of 125 Armored Naval Infantry

Armor Belt (Total Points 1,384)
Fore :230 + 10 Points
Fore-Sides (R/L):231 + 10 Points
Aft-Sides (R/L): 231 + 10 Points
Aft: 230 + 10 Points

Bay/Cargo
Bay 1: Fighters (64) (8 Doors)
Bay 2: Small Craft (20), Fighters (12) (8 Doors)
Bay 3: Cargo: 3,076.5 Tons (4 Doors)

Naval Air Wing Carried Aboard
4 Aerospace Fighter Wings (64 Aerospace Fighters)
2 Aerospace Recon Squadrons (12 Aerospace Fighters)
1 Small Craft Squadron (8 Small Craft)
1 AWAC Craft Squadron (3 Small Craft)
1 Medical Squadron (3 Small Craft)
1 Space Refueler Squadron (6 Refueler Small Craft) 76 Aerospace Fighters

8 Small Craft (2 Pilots and a Cargo Master Each)
3 AWAC Small Craft (2 Pilots, 6 Specialists Each)
3 Medical Small Craft (2 Pilots, 3 Medics)
6 Refueler Small Craft (2 Pilots, Fuel Handler)
94 Total Craft

Maintenance Support Chart
Required MVP
Power/Life, Support/K-F Drive: 286,741.25
Structure: 94,627.5
Weapons: 206,422
Flight Deck/Cargo Bay (Fighters: 45,600; Small Craft: 36,000; Cargo Bay: 54) 81,654
Total MVP Needed for Support: 669,444.75 (@100% Operational Standards)

Maintenance Support Generated by Crew
Bridge Crew:
05 Officers (As Elite): 15,475
06 Engineers (As Regular): 9,780
12 Secondary Engineers (As Green): 8,100
Bridge Support Generated: 33,355

Gun Crews:
08 Officers (As Elite): 24,760
65 Junior Officers (As Veteran): 182,650
65 Engineers (As Regular): 105,950
130 Secondary Engineers (As Green): 87,750
Gun Crew Support Generated: 401,110

Engineering Staff:
02 Officers (As Elite) 6,190
11 Junior Officers (As Veteran): 30,910
18 Engineers (As Regular): 29,340
14 Secondary Engineers (As Green): 9,450
Engineering Support Generated: 75,890

Flight Deck Personal:
02 Deck Officers (As Elite): 6,190
47 Mechanics (As Regular): 76,010
47 Engineers (As Regular): 76,010
47 Technicians (As Regular): 76,010
Flight Deck Support Generated: 236,020

Medical and Support Personal:
04 Doctor (Medical As Elite): 24,760
08 Medical Support (As Veteran): 22,480
07 Administration (As Regular): 11,410
07 C3 Staff (As Regular): 11,410
Medical & Support Staff Support Generated: 70,060
Total Maintenance Support Generated by Crew: 816,435



Firing Arc Type Heat Fighter Short Medium Long Extreme
Nose 2/NAC-35 240 NO 70 70 NA NA
Nose 2/NL-55 170 NO 11 11 11 11
Nose 4 LG PUL LAS 40 YES 4 4 NA NA
Nose 4 ER LG LAS 48 YES 3 3 3 NA
Nose 4 ER PPC 60 YES 4 4 4 NA
Nose 4 AMS 4 NA NA NA NA NA
Fore Left 2/NL-55 170 NO 11 11 11 11
Fore Left 2/Hvy NPPC 450 NO 30 30 30 30
Fore Left 2/NAC-35 240 NO 70 70 NA NA
Fore Left 3 LG PUL LAS 30 YES 3 3 NA NA
Fore Left 3 ER LG LAS 36 YES 2 2 2 NA
Fore Left 3 ER PPC 45 YES 3 3 3 NA
Fore Left 3 AMS 3 NA NA NA NA NA
Fore Right 2/NL-55 170 NO 11 11 11 11
Fore Right 2/Hvy NPPC 450 NO 30 30 30 30
Fore Right 2/NAC-35 240 NO 70 70 NA NA
Fore Right 3 LG PUL LAS 30 YES 3 3 NA NA
Fore Right 3 ER LG LAS 36 YES 2 2 2 NA
Fore Right 3 ER PPC 45 YES 3 3 3 NA
Fore Right 3 AMS 3 NA NA NA NA NA
LT/Broadside 2/NAC-35 240 NO 70 70 NA NA
LT/Broadside 2/NAC-35 240 NO 70 70 NA NA
LT/Broadside 2/NAC-20 120 NO 40 40 40 NA
LT/Broadside 2/NAC-20 120 NO 40 40 40 NA
LT/Broadside 2/NL-55 170 NO 11 11 11 11
LT/Broadside 2/Killer Whale 40 YES 8 8 8 8
LT/Broadside 1 LG PUL LAS 10 YES 1 1 NA NA
LT/Broadside 1 ER LG LAS 12 YES 1 1 1 NA
LT/Broadside 1 ER PPC 15 YES 1 1 1 NA
LT/Broadside 1 AMS 1 NA NA NA NA NA
LT/Broadside 1 LG PUL LAS 12 YES 1 1 NA NA
LT/Broadside 1 ER LG LAS 10 YES 1 1 1 NA
LT/Broadside 1 ER PPC 15 YES 1 1 1 NA
LT/Broadside 1 AMS 1 NA NA NA NA NA
RT/Broadside 2/NAC-35 240 NO 70 70 NA NA
RT/Broadside 2/NAC-35 240 NO 70 70 NA NA
RT/Broadside 2/NAC-20 120 NO 40 40 40 NA
RT/Broadside 2/NAC-20 120 NO 40 40 40 NA
RT/Broadside 2/Killer Whale 40 YES 8 8 8 8
RT/Broadside 2/NL-55 170 NO 11 11 11 11
RT/Broadside 1 LG PUL LAS 10 YES 1 1 NA NA
RT/Broadside 1 ER LG LAS 12 YES 1 1 1 NA
RT/Broadside 1 ER PPC 15 YES 1 1 1 NA
RT/Broadside 1 AMS 1 NA NA NA NA NA
RT/Broadside 1 LG PUL LAS 12 YES 1 1 NA NA
RT/Broadside 1 ER LG LAS 10 YES 1 1 1 NA
RT/Broadside 1 ER PPC 15 YES 1 1 1 NA
RT/Broadside 1 AMS 1 NA NA NA NA NA
Aft Left 2/Hvy NPPC 450 NO 30 30 30 30
Aft Left 4/NL-55 340 NO 22 22 22 22
Aft Left 3 LG PUL LAS 30 YES 3 3 NA NA
Aft Left 3 ER LG LAS 36 YES 2 2 2 NA
Aft Left 3 ER PPC 45 YES 3 3 3 NA
Aft Left 3 AMS 3 NA NA NA NA NA
Aft Right 2/Hvy NPPC 450 NO 30 30 30 30
Aft Right 4/NL-55 340 NO 22 22 22 22
Aft Right 3 LG PUL LAS 30 YES 3 3 NA NA
Aft Right 3 ER LG LAS 36 YES 2 2 2 NA
Aft Right 3 ER PPC 45 YES 3 3 3 NA
Aft Right 3 AMS 3 NA NA NA NA NA
Aft 4/NL-55 240 NO 22 22 22 22
Aft 4 LG PUL LAS 40 YES 4 4 NA NA
Aft 4 ER LG LAS 48 YES 3 3 3 NA
Aft 4 ER PPC 60 YES 4 4 4 NA
Aft 4 AMS 4 NA NA NA NA NA

Only Known Variant:
The New Earth WarShip, NEWS Enterprise uses Lamellor Ferro-Carbide armor instead of the standard Ferro-Carbide armor used in other ships of this class. This gives the Enterprise 1,730 total armor points (an additional 346 points) to her armor belt.
ghostrider
10/18/15 12:49 PM
98.150.102.177

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how many acceleration couchs/pods does this have?
Maybe a extra medbay might be an idea, as they crew will be hurting from the heavier gravity for a longer time.

Now for a serious comment. Not sure the standard doctrine on it's use, but I would think some extra fuel would be an idea. More thrust means more fuel in combat, and if it's supposed to be deploy with a task force, may run out of fuel faster then other ships in their fleet. But this is just a thought. Tankers do wonders for things like this.
Akirapryde2006
10/19/15 08:28 AM
71.100.132.249

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Actually ghostrider, the more I read Strategic Operations the more I realize (and these were duh moments for me) that I missing critical sections of my crew.

I have this beautiful warship and a crack crew but no one to feed them while on mission. lol I added a Medical Section during early stages of planning to effect moral and the ability of the crew to survive after combat. However reading the Strategic Operations, I see that these divisions within my crew are required.

While its a no crap concept, I look back at the original Aegis. Since the beginning of this project, I kept bouncing my design back against the original Aegis Class Heavy Cruiser. I don't think that the Original design took many of these newer rules in to consideration.

So I am already looking at how I can expand my medical division and to add a Kitchen division for my crew.

I think I will look at the WWII US Carrier Enterprise for my base line.

ghostrider, would you like to do me a favor?

I have play tested my ship a number of times and am happy with the design. But I admit I am biased towards my creation. I need someone to play this ship through a series of battles and let me know what the results are.

Akira
ghostrider
10/19/15 12:28 PM
98.150.102.177

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The original set of warships in the 2750 books were made long before the new rules came out. Hell, if I know right, those designs are why battlespace was made.

As for testing it out, I don't have anything but the original aerotech. I don't have anything more advanced rule set to even try to play them. I know the concept of using reduced numbers to get the battle over quickly, but for some reason, it doesn't do justice to the battles. Fighters being a single armor location? The little I have seen of the new rule set, I didn't see anywhere they had the random criticals. But as I said, I don't have the rules.

I based the crew issues off the Grey Death Legion novel where they discussed pushing a dropship to a higher thrust for a long time.

Now what's this about those lazy good for nothing personnel not being able to cook their own meals? Sheesh.
Akirapryde2006
10/20/15 07:20 PM
71.100.132.249

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Okay I can't my data to line up. For some reason, I just can't get Code to work for me.


Edited by Akirapryde2006 (10/20/15 08:49 PM)
His_Most_Royal_Highass_Donkey
11/03/15 03:10 AM
172.56.21.119

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Your ship is illegal. You have to many launch doors for fighters and small craft. Your limited to eight doors in total. Yes its totality stupid to be limited to eight doors but them are the rules.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.

I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
Akirapryde2006
11/03/15 10:47 AM
71.100.132.249

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Quote:
His_Most_Royal_Highass_Donkey writes:

Your ship is illegal. You have to many launch doors for fighters and small craft. Your limited to eight doors in total. Yes its totality stupid to be limited to eight doors but them are the rules.



Yes you are correct. Yes, I have too many launch doors. I don't know why I posted eight, eight and four. To reflect the point you raised. Each Bay has been changed to reflect this correction.

Bay 1: Small Craft (10), Fighters (38) (8 Doors)
Bay 2: Small Craft (10), Fighters (38) (8 Doors)
Bay 3: Cargo: 3,076.5 Tons (1 Doors)

And YES I think that this is a stupid rule also. But you are also right, them are the rules. Like it or not, I am trying to build this ship to conform with the most recent rule set we have.

In the Strategic Operations Book, page 155, the formula for warships is 8 + (warship tonnage / 100,000) rounded up to the nearest whole number. In my case, the maximum is 17 Bay doors. Why does it have to be 17? don't really know.

If I was asked to make a guess, I think it would have a lot to do with game balance regarding the deployment of fighters during combat. Take my warship. According to Strategic Operations, my warship can deploy 64 fighters per turn. On the same page, the deployment rules are....

"A transporting unit’s launch rate (per turn) for on-board fighters or other launch-capable units with appropriate cubicles (Small Craft, ’Mechs and ProtoMechs) is equal to twice the number of functioning bay doors associated with its launchcapable units. For example, a Space Station with 18 fighters in a single fighter transport bay that has 2 doors assigned to it may launch 4 of these 18 fighters per turn (2 doors x 2 fighters per door per turn = 4 fighters per turn). Meanwhile, a WarShip that has 12 BattleMechs across two bays, each of which has 2 doors, would be able to deploy 8 ’Mechs per turn (2 doors per bay x 2 bays x 2 BattleMechs per door per turn = 8 BattleMechs per turn)."

My formula that I used was the following:
16 (Doors) x 2 (Bays) x 2 (Fighters per turn)

My goal was the ability to get all of my primary aerospace fighters off the ship in the opening round of attack. In two rounds, I want all craft deployed and ready for combat or combat support operations.

Mind you that this rule is completely unrealistic. This doesn't take in to consideration the time it would take to arm and fuel the craft let alone the time it would take the pilots to get to their crafts.

This rule assumes that the fighters are fueled, armed with their pilots sleeping in their craft at all times. Which is completely unrealistic. Having all their craft is dangerous. Take in to consideration the 1967 USS Forrestal fire. This fire happened during combat operations, which are consider dangerous by definition. But what about when the ship is sitting in port? or while it is taking on supplies at a friendly system? Could you imagine the kind of danger that could be present during the entire time the warship is in normal operations?

Though there is a flip side to this argument. The game wouldn't be fun to play after that point. You have to do some give and take. Its just that simple. This take is making the game more simple to play and the give is giving up surprise attacks. Not applying a realistic rule to deployment of fighters means that surprise would have no effect on deployment of fighters during combat.

The authors of these rules can't take everything in to account. In this regard they have to walk a very fine line between play-ability and realism.

But this is just me guessing why the Deployment/Bay Doors were done the way they were.

Please keep those points coming. Nit-pick my warship more. I want to make sure that once I roll this ship out, there are no flaws in its design. Feel Free to question anything!

Akira

Cited Source:
Battletech: Strategic Operations
Wikipedia: 1967 USS Forrestal fire


Edited by Akirapryde2006 (11/03/15 10:50 AM)
ghostrider
11/03/15 12:14 PM
98.150.102.177

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I can understand having the fighters ready to go if you have a planned attack and are about to launch. It is very understandable that you would not have fighters on standby in a drydock facility. Which one of the novels touched upon.

I personally would assume a normal warship with fighters would have a lower limit to launching fighters then a carrier would. A carriers purpose is to transport and launch fighters. It is not going to be the main ship firing weapons advancing on the enemy.

Maybe a house rule might help here. A carrier designation means less weapons but allow more fighters to be sent out at a time. Maybe say the lack of weapons means more area for the doors/fighter launch tubes to be place. Maybe even lowering the number of capital weapons it can have. It does nothing for canon, but might help explain WHY it is.

Donkey had the issue with the bay doors working on his warship. I think the total of 8 is for the whole ship, not just each bay, but I don't have the rules to confirm or deny this.

But this does lead to anther question. Just how large are the bay doors?
Are they just a little larger then the ship?
Or are they large enough for a drop ship to enter?
An actual door sizing might allow more ships to use it at once. It sounds stupid for a ship like the Vengeance to only land 2 fighters a minute. That would very well mean some of the fighters would run out of fuel waiting to land. Yes, they can stop entirely and sit, which is stupid in tactical terms, but still possible.
His_Most_Royal_Highass_Donkey
11/03/15 04:12 PM
71.170.162.49

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The limit is eight doors in total for any and all launched asset that can be used in combat. For warships and jumpships that means fighters and small craft. As for dropships that means anything other than for dead weight cargo in a dedacated cargo bay.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.

I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
Akirapryde2006
11/03/15 05:51 PM
71.100.132.249

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Quote:
His_Most_Royal_Highass_Donkey writes:

The limit is eight doors in total for any and all launched asset that can be used in combat. For warships and jumpships that means fighters and small craft. As for dropships that means anything other than for dead weight cargo in a dedacated cargo bay.



Which rule set are you using?

There is no such limit as per the Strategic Operations Source Book. As you see, I quoted the rule for bay doors.

I am not trying to be smart with you, but I am having to learn the latest rule set right now and there are so many changes to learn.

Akira
CrayModerator
11/03/15 06:30 PM
72.189.109.30

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Quote:
His_Most_Royal_Highass_Donkey writes:

Your ship is illegal. You have to many launch doors for fighters and small craft. Your limited to eight doors in total. Yes its totality stupid to be limited to eight doors but them are the rules.



The old rules.

Tech Manual, p. 209, Bay Door (basic rules): "The maximum number of bay doors per unit is 7, plus 1 for every 50,000 tons of unit weight (rounded up) [7 + (Unit Tonnage ÷ 50,000), rounded up = Max Bay Doors]."

Strategic Operations has slightly differing values for JumpShips, space stations, and WarShips, which Akira quoted.

Quote:
ghostrider writes:
Donkey had the issue with the bay doors working on his warship. I think the total of 8 is for the whole ship, not just each bay, but I don't have the rules to confirm or deny this.



The number is for the whole ship, not the bay.

Quote:
But this does lead to anther question. Just how large are the bay doors?



Big enough to support the launch and deployment rules.

Quote:
An actual door sizing might allow more ships to use it at once.



A door over-sized in fluff would be represented by more than one of the rules' launch-capable doors. The maximum launch capacity of a (for example) 1,000,000-ton WarShip, whether it had 1 gigantic door or 18 individual bay doors, would be the same as if it had 18 of the rules' bay doors.

Quote:
It sounds stupid for a ship like the Vengeance to only land 2 fighters a minute.



The TR:3057-Revised (p. 54) Vengeance has 8 bay doors for rules purposes.

Per p. 86 Total Warfare, 8 doors allows the launch of 16 fighters per turn without piloting skill checks.

Ballsy or desperate pilots may launch more rapidly, "but if they do, each unit...must make a Control Roll with a +1 penalty per additional fighter/small craft launched beyond the first two." For example, 4 fighters each with piloting skill of 5 cramming through 1 door in 1 turn would need make a Control roll at 7 to avoid crashing and about two paragraph's worth of bad effects found on p. 86. It would be fairly safe for a Clan Vengeance to launch 24 of its 40 fighters per turn.

Recovery (also p. 86 TW) is a more delicate process, allowing 1 bay door to recover 2 fighters/smallcraft per 5 turns, and each attempt requires a Control Roll. There's no way to hurry the process, unlike launching. The Vengeance can thus recover 3.2 fighters per turn, or 16 per 5 turns.

Quote:
That would very well mean some of the fighters would run out of fuel waiting to land. Yes, they can stop entirely and sit, which is stupid in tactical terms, but still possible.



Coasting in space doesn't require fuel expenditure. You only expend fuel to change your velocity, not maintain it, so speeding along in the wake of a carrier doesn't require fuel expenditure until the carrier fires its engines. See Total Warfare, Aerotech 2, BattleSpace, or BattleTech Master Rules for aerospace movement rules.

Since there's a +5 modifier to the recovery Control Roll for the fighter if the carrier expends thrust points during a recovery period, fighters don't need to worry too much about running out of gas during recovery operations.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
Akirapryde2006
12/11/15 08:14 PM
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The Aegis II Class Cruiser is a direct result of the Ascension Project during the Late 3040's and through the 3050's.

In 3048, Wing Commander Linna Tetsuhara and her Black Sharks were conducting a routine training mission with elements of New Earth's newly formed 2nd/6th Air Wing on the edges of the Tau Ceti's Asteroid Belt. During this three combat training mission, a rookie pilot in an attempt to flee one of Tetsuhara's black sharks, drove deeper in to the belt. While attempting to avoid being caught by the Black Shark pursuing him. After losing the Tiger Shark, the pilot stumbled upon a massive metal object lurking in the asteroid belt. The pilot reported the find and the mission was suspended while the object was investigated. After a flew close passing the object was identified as the SDLF Bismarck, a Star League era Aegis Class cruise.

Commander Tetsuhara led the first exploration of the ship. The levels of toxic gases within the ship forced the exploration short. An urgent encrypted call was placed to New Earth Defense Command. Within hours of the find, President Bailey signed a special Presidential Order that created the Ascension Project. Ascension became New Earth's best kept secret. Not even a handful of people on New Earth knew about Ascension let alone what was really behind it. General Death and his Death's Bridge were called in to protect the site while a team of scientists were put together. Due to secrecy, only General Death knew the complete details behind Ascension. A secret that General Death was forced to keep from his own wife, who was heading up the scientific side of the mission.

Karen Tetsuhara-Death's team arrived at the Bismarck during January 3049. The find was remarkable though badly damaged due to repeated collisions with asteroids. During her first exploration of the ship, Tetsuhara-Death and her team spent several days exploring the ship. General Death and Commander Tetsuhara and their respected units maintained a tight security zone around the ship. A complete communication blackout was strictly enforced while the research team continued to explore the ship.

The team secured the Black Boxes of the ship and learned that the Bismarck was on a routine training mission when disaster struck in late January of 2766. The research team learned that it wasn't combat that killed the crew. Tetsuhara-Death and her team learned that a malfunction within the Transit Drive system released a toxic gas in to the life support systems of the Bismarck. The leak killed most of the Engineering staff of the ship within seconds of the leak starting. The skill and professionalism of the crew managed to save the remain crew members from the leak.

The crew were able secure the gas leak and cordon off contaminated sections of the ship to prevent further death. The Transit Drive and the K-F sections of the ship were so badly contaminated that it took hours for the crew to reoccupy the space. Within hours of the initial crisis, the Bismarck engines completely failed, leaving the ship powerless and adrift near Tau Ceti asteroid belt. The crew did their best to save the ship but the crisis continued to grow as emergency life support started to fail.

Normally, the Bismarck would have been rescued within hours by other Star League ships. However, the untimely and surprising arrival of Rim Worlds Republic warships caused the Bismarck to vanish in to History. It was assumed that the Bismarck was destroyed by enemy action during the battle of New Earth. While the crew were slowly suffocating to death, a Texas Class Battleship was renamed Bismarck in honor of the former Aegis ship. The Bismarck became forgotten by time and the Inner Sphere.

A special facility was built for the Bismarck within the Tau Ceti asteroid belt that would later become cornerstone of the Harthford Shipyards. Tetsuhara-Death and her team started to crawl over the Bismarck learning as much as they could. Thanks to the armor of the Bismarck, the vast majority of the damage to the ship was only superficial. Nearly all of its components were intact short of the massive transit drive which suffered the initial malfunction. Tetsuhara-Death's team was able to unlock the secrets with the ship as the Clan Invasion engulfed the Inner Sphere.

When word reached Tetsuhara-Death that the Federated-Commonwealth was allowing bids for a pair of new warships. She pressed Harthford to enter the bidding. Harthford would be in direct competition with some of the best developed shipyards in the Inner Sphere. Ioto Galactic Enterprises and Federated-Boeing Interstellar had centuries of experience in building ships. But what Harthford had an edge that the other two major shipyards didn't have. They had a working full scale warship to explore and test their designs.

The Department of the Quartermaster put out that the new ship has to be state of the art, fast and combat effective. Harthford decided to base their design off of the Aegis design. Having an actually Aegis gave Harthford a massive advantage, however cost overruns and failure to meet their milestones during development that were reflections of Harthford's inexperience. The project was pledged with design flaws. When it seemed that nothing more could go wrong, it was the first official showing of the design that nearly killed the entire project.

By 3053, Despite the problems Harthford was well ahead of their competitors in the design competition thanks to the Bismarck. By September of 3054, Harthford scheduled a concept showing of the new Aegis II Class cruiser. A team from the Department of the Quartermaster arrived as per the scheduled event, however due to miscommunications, Harthford officials wasn't expecting the team. They rushed the showing despite warning from lead designers that the ship wasn't ready.

While the ship's engines stooled the spotlight with impressive acceleration and maneuvers, it was the combat trails that sunk the ship. First came comments that the ship was under gunned for a ship of its size and comments that the ship lacked missile launchers. Due to a scheduling mistake, the naval air wing that was supposed to be assigned to the ship during the event didn't show up. This only added to the disappointing showing of the ship. Disaster struck when the live fire event started. An overlooked design flaw became apparent killed the entire event.

As a number of drones moved in for their simulated attacks on the ship, the gun crews powered up the over three hundred anti-fighter weapons. The sudden surge of demand in energy sent the powerful engines in to emergency shutdown. The crew's inexperience with the ship was only magnified by the new crisis. The Aegis II hung in space lifeless. The Department of the Quartermaster team was evacuated by naval shuttles. With the project in jeopardy, Karen Tetsuhara-Death (who up to this moment had been a silent partner in Harthford Shipyards, and had a massive investment of her personal fortunes in the project) stepped in to save the project.

Ever the business woman, Tetsuhara-Death relieved the top executives of the project and doubled down on her investment. Tetsuhara-Death invited the Department of the Quartermaster team back in one year for the rebirth of the project. Tetsuhara-Death set the bar high for her teams. However, Tetsuhara-Death was determined and moved from New Earth to Harthford's shipyards called Harbor Prime. She reorganized the design teams and called in Commodore Viscount Hall and Admiral Thomas Rein. Tetsuhara-Death realized the first problem the design teams had. There was a complete disconnect with concepts in warship creation.

Because of this, she needed to bring in Naval officers and get their input. The second major problem with the design was the extremely high demand on power for the ship. Tetsuhara-Death's team ripped out well over half of the weapon systems. Tetsuhara-Death added four Killer Whale Missile Launchers to give the Aegis II a longer reach. She also added twenty-four Laser Anti-Missile systems to increase the protection of the ship during combat.

Tetsuhara-Death turned her focus towards redesigned the crew quarters. The original designers had designed the Aegis II based off of concepts used to design Jumpships and Dropships. Tetsuhara-Death's design team designed the Aegis II like a pure warship. Though she did add three state of the art Zero 'G' Kitchens and two open lounges. To continue her focus on crew moral, the team built four Grav Decks. During the redesign phase of the project, the designers made a critical move to ensure crew moral. They added more than enough life boats and escape pods for the entire crew.

Tetsuhara-Death wanted to give the Aegis II an advantage over any Inner Sphere or Clan ship currently in service. The Design team maxed out the ship's armor and choose the ultra-expensive Lamellor Ferro-Carbide Armor to protect the ship. While this move increased the cost of the ship, it gave the Aegis II an armor protection that is more compared with Battleships than Cruisers. But Tetsuhara-Death didn't stop there. She added a secondary bridge deep within the Aegis II. Not only could this secondary bridge operated as the Bridge during an emergency, but this bridge was fitted with some of the highest tech computers New Earth had to offer. From here, the ship's commander could command the battlefield beyond the Aegis II.

Months before the next showing, Tetsuhara-Death ordered Harthford to expand their slipways and to start construction on new hauls. It was a massive gamble but Tetsuhara-Death was confident in the new design that she and her team created. Harthford complied with the order and even before the orders by the FedCom, laid the hauls for three new ships. They also started construction on four new slipways. In a show of support of his wife, General Death bought the prototype and rechristen the ship, Enterprise.

Thanks to Tetsuhara-Death's leadership skills and business mind the Enterprise and its crew was more than ready for its performance before the Department of the Quartermaster team. The FedCom Team arrived at the Harthford complex to see the massive effort that New Earth was taking to break in to the warship building industry.

To the surprise of the FedCom Team, the Enterprise performed with skill and surpassed all expectations. Marshal Cray of the Armed Forces of the Federated Commonwealth was quoted saying "You've got a decent design.." Despite the impressive showing of the Enterprise, the contracts that everyone expected didn't materialize. The project was over budget, behind schedule and couldn't overcome the flaws of the earlier showing. The lucrative contract went to Ioto Galactic Enterprises and Federated-Boeing Interstellar to build what would become the cornerstone of the AFFC Warship fleet.

The investment and gamble risked driving Harthford out of business and bankrupting the Tetsuhara-Death family. In an attempt to manage the losses, Tetsuhara-Death negotiated a deal with New Earth Defense Command for five ships of the line for a reduced price. The deal would help keep Harthford in business and set the stage for a remarkable show down between two warship designs.

During the Lyran Invasion of 3060, two Aegis II Cruisers played a critical role in the defense of Harthford's shipyards. The pair of ships supported by the grandmother of the design, the Bismarck, squared off with five Fox Class Corvettes. The attack on the shipyards at Harbor Prime came as a surprise attack from former allies. Military analysts found little flaw in the Lyran attack. They had superior numbers in terms of dropships and fighters. The Fox Class Corvettes had long been hailed as formidable warship. However, the Aegis II despite lacking the firepower of its original design, still proved to be a strong contender.

The focus in speed and armor gave the Aegis II a clear advantage but it was the Combat Information Center that helped win the pair of battles. This allowed the New Earth defenders to coordinate their defensive lines and neutralize the Lyran numerical advantage. The Laser AMS systems protected the New Earth ships against both swarm fighters and missiles.

Despite being outnumbered in terms of fire power and in support ships, the Aegis II proved their metal in combat. The Aegis II had lived up to its expectations and vindicated its supporters. While the shipyards were only slightly damaged, the attackers were mostly disabled and captured. Only one of the five attacking corvettes managed to flee the battlefield. In the wake of the Lyran Invasion, New Earth Defense Command ordered two more Aegis II's. Harthford Shipyards entered in to negotiations with supporters of Victor within the Federated Commonwealth as well as with Comstar and Draconis Combine.

Current ships of the line:
NEWS Enterprise (Variant)
NEWS Yorktown
NEWS Ranger
NEWS Ark Royal
NEWS Maverick
NEWS Prince Victor Steiner-Davion (Under Construction)



Aegis II Fast Attack Cruiser
Builder: Harthford Shipyards (New Earth)
Tech: Inner Sphere
Mass: 865,000 Tons
Length: 745 Meters
Safe Thrust: 4 (2G's)
Maximum Thrust: 6 (3G's)
Fuel: 3,000 Tons (Fuel Points per ton 2.5 = 7,500 Fuel Points)
Tons/Burn per Day: 39.52
Sail Diameter: 1,450 Meters (Carries Two)

Basic Components

Item: Notes/Formula: Tonnage:
Drive System: 4 Thrust (6% * 4) = 24% 24 * 865,000 = 207,600
Fuel + Fuel Pumps: Fuel Pumps = (3,000 * .02) 3,060
Structural Integrity: 100 (30 x 5 = 150 Max SI) (100 x 865,000) / 1,000 = 86,500
KF Drive: Integrity: 17.66 = 2 + (391,412.5/25,000) 865,000 * 45.25% 391,412.5
Sail Integrity: 5 = 1 + (73.25 / 20) (Carries 2 Sails) 30 + (865,000 / 20,000) x2 146.5
Bridge: 865,000 * .0025 2,162.5
Combat Information Center: 865,000 * .0025 2,162.5
Lithium-Fusion Batteries: .01 * 865,000 8,650
Heat Sinks: 45+;(207,600x2) = 689 Engine Free 2,750 + 689 (All Doubles) = 7,000 2,811
Armor: Max Armor Tons: 86,500/50 = 1,730 IS Ferro-Carbide @ 1,384 Points 1,730
Basic Components Sub-Total: 706,235


Equipment and Crew Support
Dropship Capacity: 5 5 * 1,000 5,000
Gravity Decks: 4 (at 225 Meters Diameter) 4 * 100 400
VIP Quarters: 10 Rooms @ 10 Tons 10 VIP State Rooms 100
Senior Officers Quarters: (Singles @ 7 Tons Each) 25 * 6 Tons = 150
Junior Officer Quarters: (Doubles @ 5 Tons Each) ( 258 / 2) * 5 Tons = 645
Enlisted Crew Quarters: (Quads @ 3 Tons Each) (568 / 4) * 3 Tons = 426
3 Zero 'G' Mess Facilities and 2 Crew Lounge (3 * 150 Tons) + (2 * 25 Tons) = 500
Escape Pods: 75 (@ 7 Tons Each, 6 passengers) 52% of Total Crew 525
Life Boats: 75 (@ 7 Tons Each, 6 Passengers) 52% of Total Crew 525
Fighter/Small Craft Bays: (76 @ 150, 20 @ 200) 11,400 tons + 4,000 tons 15,400
Cargo Capacity Bay Three 3,254
Sub Total: 26,925
Basic Components + Equipment Sub-Total Tonnage 733,160

Weapons & Defenses
014 Naval Autocannons 35 86,520 MPV 1,680 Heat 56,000
008 Naval Autocannons 20 37,920 MPV 480 Heat 20,000
022 Naval Lasers 55 34,430 MPV 1,870 Heat 24,200
008 Heavy Naval PPC 34,200 MPV 1,800 Heat 24,000
004 Killer Whale Missile Launcher 4,640 MPV 80 Heat 600
24 Large Pulse Lasers 1,896 MPV 240 Heat 168
24 ER Large Lasers 2,592 MPV 288 Heat 120
24 ER PPC 3,264 MPV 360 Heat 168
24 Laser Anti-Missile System 1,104 MPV 168 Heat 36
420 Rounds NAC/35 420
320 Rounds NAC/20 128
020 Killer Whale Missiles 1,000
Sub-Totals: 206,566 MPV 6,966 Total Heat 126,840

Basic Components + Equipment + Weapons Total Tonnage 860,000

Aegis II Personal Break Down: Total Crew 851
Officers and Crew: 431 (21 Senior Officers, 103 Junior Officers, 307 Enlisted Crew)

Bridge Crew:
5 Bridge Officers (Senior Officers), 6 Bridge Staff (Junior Officers), 6 Engineers (Enlisted Crew), 6 Pilots/Navigators (Enlisted Crew) Total Bridge Crew: 23

Gun Crews:
(Nose: 6, Nose R/L: 14, Broadsides R/L: 28, Aft R/L: 12, Aft: 5 = 65 Mounts) 8 Firing Arc Officers, 65 Gun Commanders (Junior Officers), 65 Engineers (Enlisted Crew), 130 Secondary Engineers (Enlisted Crew): Total Gun Crews 268

Engineering Staff:
(K-F Section: 3 Junior Officers, 5 Engineers; Fusion Plant Section: 3 Junior Officers, 3 Engineers; Transit Drive Section: 3 Junior Officers, 10 Engineers; Damage Control Section: 2 Junior Officers, 14 Secondary Engineers, Maintenance Section: 6 Junior Officers, 20 Engineers, 20 Secondary Engineers): 2 Senior Officers, 17 Junior Officers, 38 Engineers (Enlisted Crew), 34 Secondary Engineers (Enlisted Crew): Total Staff: 91

Medical Staff and other Personal:
(Medical Bay: 4 Doctors {Senior Officers}, 4 Nurses {Junior Officers}, 5 Medical Assistants {Enlisted Crew}; Administration: 1 Admin Officer {Junior Officer}, 7 Administration Staff {Enlisted Crew}; 1 C4 Officer {Senior Officer}, 7 C4 Staff {Junior Officers}; Quarter Master/Mess Staff: 1 Quarter Master {Senior Officer}, 3 Mess Officers {Junior Officers}, 16 QM/Mess Staff {Enlisted Crew}) Total Staff: 6 Senior Officers, 15 Junior Officers, 28 Enlisted Crew: Total Staff 49

Marine Detachment:
125 (1 Senior Officer, 4 Junior Officers, 120 Troopers)
25 Armored Points of 5 Marines Each. Total of 125 Armored Naval Infantry

Flight Deck and Flight Personal:
295 (3 Senior Officers, 151 Junior Officers, 141 Enlisted Crew)
Flight Deck Personal: (1 Commander Air Group {Senior Officer}, 2 Deck Officers {Senior Officers}, 76 Aerospace Pilots {Junior Officers}, 18 Small Craft Pilots {Junior Officers}, 24 AWAC Crews {Junior Officers}, 15 Dust Off Crews {Junior Officers}, 18 Refueler Crews {Junior Officers}, 47 Mechanics {Enlisted Crew}, 47 Technicians {Enlisted Crew}, 47 Engineer Specialists {Enlisted Crew})

Armor Belt (Total Points 1,384)
Fore 230 + 10 Points
Fore-Sides (R/L) 231 + 10 Points
Aft-Sides (R/L) 231 + 10 Points
Aft 230 + 10 Points

Bay/Cargo
Bay 1 Small Craft (10), Fighters (38) (8 Doors)
Bay 2 Small Craft (10), Fighters (38) (8 Doors)
Bay 3 Cargo: 6,136.5 Tons (1 Doors)

Naval Air Wing Carried Aboard
4 Aerospace Fighter Wings (64 Aerospace Fighters)
2 Aerospace Recon Squadrons (12 Aerospace Fighters)
1 Small Craft Squadron (8 Small Craft)
1 AWAC Craft Squadron (3 Small Craft)
1 Medical Squadron (3 Small Craft)
1 Space Refueler Squadron (6 Refueler Small Craft)

Total Craft by Type:
76 Aerospace Fighters
8 Small Craft (2 Pilots and a Cargo Master Each)
3 AWAC Small Craft (2 Pilots, 6 Specialists Each)
3 Medical Small Craft (2 Pilots, 3 Medics)
6 Refueler Small Craft (2 Pilots, Fuel Handler)
94 Total Craft

Maintenance Support Chart
Weapon/Item Notes or Formulas MVP
Power/Life Support/K-F Drive: 286,741.25
Structure: 94,627.5
Weapons: 206,422

Flight Deck/Cargo Bay MVP Needed
Fighters: 45,600; Small Craft: 36,000; Cargo Bay: 54 81,654
Total MVP Needed for Support: 669,444.75

Maintenance Support Generated by Crew
Bridge Crew: 05 Officers (As Elite) * 3095 = 15,475
00 Junior Officers (As Veteran) * 2810 = 0
06 Engineers (As Regular) * 1630 = 9,780
12 Secondary Engineers (As Green) * 675 = 8,100 33,355
Gun Crews: 08 Officers (As Elite) * 3095 = 24,760
65 Junior Officers (As Veteran) * 2810 = 182,650
65 Engineers (As Regular) * 1630 = 105,950
130 Secondary Engineers (As Green) * 675 = 87,750 401,110
Engineering Staff: 02 Officers (As Elite) * 3095 = 6,190
11 Junior Officers (As Veteran) * 2810 = 30,910
18 Engineers (As Regular) * 1630 = 29,340
14 Secondary Engineers (As Green) * 675 = 9,450 75,890
Flight Deck Personal: 02 Deck Officers (As Elite) * 3095 = 6,190
47 Mechanics (As Regular) * 1630 = 76,010
47 Engineers (As Regular) * 1630 = 76,010
47 Technicians (As Regular) * 1630 = 76,010 236,020
Medical and Support Personal:
04 Doctor (Medical As Elite) * 3095 = 24,760
08 Medical Support (As Veteran) * 2810 = 22,480
07 Administration (As Regular) * 1630 = 11,410
07 C3 Staff (As Regular) * 1630 = 11,410 70,060
Total Maintenance Support Generated by Crew 816,435


Code:

Firing Arc Type Heat Fighter Short Medium Long Extreme
Nose 2/NAC-35 240 NO 70 70 NA NA
Nose 2/NL-55 170 NO 11 11 11 11
Nose 4 LG PUL LAS 40 YES 4 4 NA NA
Nose 4 ER LG LAS 48 YES 3 3 3 NA
Nose 4 ER PPC 60 YES 4 4 4 NA
Nose 4 LAMS (FF:4) 28 NA NA NA NA NA
Fore Left 2/NL-55 170 NO 11 11 11 11
Fore Left 2/Hvy NPPC 450 NO 30 30 30 30
Fore Left 2/NAC-35 240 NO 70 70 NA NA
Fore Left 3 LG PUL LAS 30 YES 3 3 NA NA
Fore Left 3 ER LG LAS 36 YES 2 2 2 NA
Fore Left 3 ER PPC 45 YES 3 3 3 NA
Fore Left 3 LAMS (FF:3) 21 NA NA NA NA NA
Fore Right 2/NL-55 170 NO 11 11 11 11
Fore Right 2/Hvy NPPC 450 NO 30 30 30 30
Fore Right 2/NAC-35 240 NO 70 70 NA NA
Fore Right 3 LG PUL LAS 30 YES 3 3 NA NA
Fore Right 3 ER LG LAS 36 YES 2 2 2 NA
Fore Right 3 ER PPC 45 YES 3 3 3 NA
Fore Right 3 LAMS (FF:3) 21 NA NA NA NA NA
LT/Broadside 2/NAC-35 240 NO 70 70 NA NA
LT/Broadside 2/NAC-35 240 NO 70 70 NA NA
LT/Broadside 2/NAC-20 120 NO 40 40 40 NA
LT/Broadside 2/NAC-20 120 NO 40 40 40 NA
LT/Broadside 2/NL-55 170 NO 11 11 11 11
LT/Broadside 2/Killer Whale 40 YES 8 8 8 8
LT/Broadside 1 LG PUL LAS 10 YES 1 1 NA NA
LT/Broadside 1 ER LG LAS 12 YES 1 1 1 NA
LT/Broadside 1 ER PPC 15 YES 1 1 1 NA
LT/Broadside 1 LAMS (FF:1) 7 NA NA NA NA NA
LT/Broadside 1 LG PUL LAS 12 YES 1 1 NA NA
LT/Broadside 1 ER LG LAS 10 YES 1 1 1 NA
LT/Broadside 1 ER PPC 15 YES 1 1 1 NA
LT/Broadside 1 LAMS (FF:1) 7 NA NA NA NA NA
RT/Broadside 2/NAC-35 240 NO 70 70 NA NA
RT/Broadside 2/NAC-35 240 NO 70 70 NA NA
RT/Broadside 2/NAC-20 120 NO 40 40 40 NA
RT/Broadside 2/NAC-20 120 NO 40 40 40 NA
RT/Broadside 2/Killer Whale 40 YES 8 8 8 8
RT/Broadside 2/NL-55 170 NO 11 11 11 11
RT/Broadside 1 LG PUL LAS 10 YES 1 1 NA NA
RT/Broadside 1 ER LG LAS 12 YES 1 1 1 NA
RT/Broadside 1 ER PPC 15 YES 1 1 1 NA
RT/Broadside 1 LAMS (FF:1) 7 NA NA NA NA NA
RT/Broadside 1 LG PUL LAS 12 YES 1 1 NA NA
RT/Broadside 1 ER LG LAS 10 YES 1 1 1 NA
RT/Broadside 1 ER PPC 15 YES 1 1 1 NA
RT/Broadside 1 LAMS (FF:1) 7 NA NA NA NA NA
Aft Left 2/Hvy NPPC 450 NO 30 30 30 30
Aft Left 4/NL-55 340 NO 22 22 22 22
Aft Left 3 LG PUL LAS 30 YES 3 3 NA NA
Aft Left 3 ER LG LAS 36 YES 2 2 2 NA
Aft Left 3 ER PPC 45 YES 3 3 3 NA
Aft Left 3 LAMS (FF:3) 21 NA NA NA NA NA
Aft Right 2/Hvy NPPC 450 NO 30 30 30 30
Aft Right 4/NL-55 340 NO 22 22 22 22
Aft Right 3 LG PUL LAS 30 YES 3 3 NA NA
Aft Right 3 ER LG LAS 36 YES 2 2 2 NA
Aft Right 3 ER PPC 45 YES 3 3 3 NA
Aft Right 3 LAMS (FF:3) 21 NA NA NA NA NA
Aft 4/NL-55 240 NO 22 22 22 22
Aft 4 LG PUL LAS 40 YES 4 4 NA NA
Aft 4 ER LG LAS 48 YES 3 3 3 NA
Aft 4 ER PPC 60 YES 4 4 4 NA
Aft 4 LAMS (FF:4) 28 NA NA NA NA NA


Only Known Variant:
The New Earth WarShip, NEWS Enterprise uses Lamellor Ferro-Carbide armor instead of the standard Ferro-Carbide armor used in other ships of this class. This gives the Enterprise 1,730 total armor points (an additional 346 points) to her armor belt.

So this is the final design. You will see some concepts changes that I am experimenting with. Such as the Crew Quarters and the addition of a CIC (Secondary Bridge). I would really like to know what you think of the design?

Akirapryde


Edited by Akirapryde2006 (12/11/15 09:11 PM)
Johnhunt
07/27/17 09:51 AM
173.44.167.152

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Basic Components:
Fuel + Fuel Pumps: 6,120
KF Drive: 391,412.5
KF Drive: Integrity: 17.66
Jump Sail: 146.5 (Carries Two Sails)
Jump Sail Integrity 30
Pages: 1
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