J. L. Brown
Emperor Mongoose
Please include me as a curmudgeon!If I ever write this up for JTAS, you can be sure you will be the curmudgeonly admiral wanting to dump them.![]()
Please include me as a curmudgeon!If I ever write this up for JTAS, you can be sure you will be the curmudgeonly admiral wanting to dump them.![]()
I used the write up in the book without changing anything and ended up with 390 spare tons, and more than a thousand unused power. I uploaded my baseline spreadsheet above.Unrelated, but the Hadrian as written is 2000 dTons over. Is there an Errata?
[Edit: It is possible to get all the systems to fit, and with extra room to spare, by using advantages for 'smaller equipment' & trimming back the powerplant. This ends up looking like the numbers in the 2022 High Guard Update, though /Edit]
Thoughts? I must be going senile. I added it up two more times -- more than 1200 dTons free, and then exactly to displacement. Bah.I used the write up in the book without changing anything and ended up with 390 spare tons, and more than a thousand unused power. I uploaded my baseline spreadsheet above.
Now I need to figure out what tweaks make sense. Thoughts?
It says zero cost. It's only listed to show it is there, like the other zero cost software.Purely for cost reduction purposes -- you do NOT need to buy Jump-Control-4 software; it is included in the price of the Core/100 computer (and also assumed to consume no bandwidth).
I'm never one to think I know it all. Other ideas make for better designs.Cool Thanks - Fun Listening to other ideas.
That’s an interesting idea. I bet it would work just fine.I haven't tried in with MgT yet, but I started experimenting with jump 4 tenders that could carry battle riders with their own jump 1 engines and a drop tank manufacturing plant on board.
The tender jumps to within 1 pc of the target system, the riders then use drop tanks to jump into the system with a reserve of fuel for jump 1 out if they are outmatched.
I am wondering if the MgT rules for breakaway hull ships may be a better way of doing things...
Crap! It didn't occur to Me to make a Battle Tender and its riders all one ship that just breaks into many smaller ships! Now I feel dumb...I haven't tried in with MgT yet, but I started experimenting with jump 4 tenders that could carry battle riders with their own jump 1 engines and a drop tank manufacturing plant on board.
The tender jumps to within 1 pc of the target system, the riders then use drop tanks to jump into the system with a reserve of fuel for jump 1 out if they are outmatched.
I am wondering if the MgT rules for breakaway hull ships may be a better way of doing things...
I still like the way it turned out is best. If you lose battle riders in combat, they may not be able to get clear again. My thought is that it’s best to leave the jump-capable mothership out of combat.Crap! It didn't occur to Me to make a Battle Tender and its riders all one ship that just breaks into many smaller ships! Now I feel dumb...
Just have a central j-drive/fuel tank and call it done.
Jump in, Riders breakaway and move to enter combat. Tender refuels and either waits or jumps out. Making it a breakaway hull doesn't change its mission parameters, with the possible exception that it only takes 1d6 rounds to release all of the Riders.I still like the way it turned out is best. If you lose battle riders in combat, they may not be able to get clear again. My thought is that it’s best to leave the jump-capable mothership out of combat.
Won’t take much to modify the spreadsheet for the Warmonger to do that. Make sure and post it here as a variant.I need to design a Fleet Carrier made to move 400-ton Fiery-class gunships (I love their Small Fusion Gun Bays) reimagined as Batter Riders., complete with Launch and Recovery Bays. Say the same size as the Warmonger-class.The gunships would toast anything smaller than an Armored Cruiser.
Edit: and up-teched to TL-15...