The Warmonger-Class Battle Tender

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.
Where are you finding the time to dock/separate with a breakaway hull?

Added bonus: all the screens add together & the Tender may not be targeted separately while the Riders are attached; time to transfer fuel to/from the tender is instantaneous; Battle Tender with a full load of Riders attached is very High-G.

I have already done this a few times.
 
v1.0 of the J-1 Hadrian Battle Rider (with fuel for 2 jumps). Everything fit with no major modifications and still has room for the 100 days of supplies. Hope it suits your needs.

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Where are you finding the time to dock/separate with a breakaway hull?
Page 12 of High Guard. The idiots put it in the example, but not in the actual rules.

"For example, you have a 1,000 ton ship and decide to split it so 400 tons can break away as a separate vessel. You install 20 tons of manoeuvre drive in the 400 ton section, which gives it Thrust 5, while the 600 ton section has 66 tons of manoeuvre drive giving it Thrust 9. When combined, this is 86 tons of manoeuvre drive giving the 1,000 ton vessel Thrust 8. It typically takes 1D rounds to separate a breakaway hull."

That last part should have been separated out and included with the rules.
Added bonus: all the screens add together & the Tender may not be targeted separately while the Riders are attached; time to transfer fuel to/from the tender is instantaneous; Battle Tender with a full load of Riders attached is very High-G.

I have already done this a few times.
 
v1.0 of the J-1 Hadrian Battle Rider (with fuel for 2 jumps). Everything fit (barely) and still had room for the 100 days of supplies. Hope it suits your needs.

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Okay. I am confused here. You added jump fuel to the Battle Rider? Why?

Why not just add the jump drives to the battle riders and leave the fuel in the Batter Tender? Each ship carries a jump drive big enough for J-4, but not the fuel.. Keep all of the fuel on the Battle Tender. This may save you space in your BRs. Plus, in an emergency, they could still jump with jump tanks.

Riders go off to fight, Tender refuels for the jump out.
 
Okay. I am confused here. You added jump fuel to the Battle Rider? Why?

Why not just add the jump drives to the battle riders and leave the fuel in the Batter Tender? Each ship carries a jump drive big enough for J-4, but not the fuel.. Keep all of the fuel on the Battle Tender. This may save you space in your BRs. Plus, in an emergency, they could still jump with jump tanks.

Riders go off to fight, Tender refuels for the jump out.
He was asking for a version where the battle tender dropped the riders off in deep space one parsec from the target, and then the riders could J-1 in and back. I was able to make it happen without complicating things with drop tanks as there was already space for fuel for 2 jumps.

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.

Not how I'd do it, but it was a simple mod to give that variant.
 
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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 dropped a version of the Hadrian here that might meet your needs, though there was no need to mess with drop tanks as there was space for the fuel.
 
How many spinal mounts on a Tigress?

How many spinal mounts on 250,000 tons of battle riders carried to within 1 pc of combat by a 250,000t tender?

No one fights a war with balanced forces, and the main disadvantage of the rider/tender combo is that if the situation calls for getting the hell out of dodge the riders often have to be sacrificed (lesson learned during 4FW). Having riders that can independently jump to rendezvous in the outer system or an adjacent system means you may preserve your fleet until you can reinforce it.

TL15 has the advantages needed to do this, smaller power plants, TL stage effects.

By the way the riders could carry the 400t gunships - there is precedent for this :)
 
I dropped a version of the Hadrian here that might meet your needs, though there was no need to mess with drop tanks as there was space for the fuel.
Thanks, looks perfect for me.

I was speaking from a LBB:5 perspective, I need to spend a lot more time with MgT HG2e update.
 
By the way the riders could carry the 400t gunships - there is precedent for this :)
Ask and ye shall receive. ;)

The battle rider with x32 400 ton riders of its own. I'll need to tweak the Warmonger to carry the extra mass and will add it to the zip file shortly.

EDIT: Sadly, I can't make the increased mass work with the Warmonger. Not enough space. I'll have to make a Warmonger+.

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Shrink the number a bit to keep the Warmonger the same (canon) size?
I only have 18,363 tons to play with. That's only 45 mini-riders even before the upsized engines and powerplant. Just not worth it unless I add space to the Warmonger. I would have to tweak it to drop Hadrians and I'm not sure the admiralty would go for that as 16 is a nice number. ;)

I'll look at 12 Hadrians and see what that looks like.
 
Okay, running the numbers, the cannon Warmonger can carry 12 Hadrians with 32 400-ton riders (each) of their own (1,753,600 tons) or 16 Hadrians without parasite craft (1,800,000 tons). Dealer's choice.

Does 384 400-ton parasites make up for 4 lost Hadrians?
 
Okay, running the numbers, the cannon Warmonger can carry 12 Hadrians with 32 400-ton riders of their own or 16 Hadrians without parasite craft. Dealer's choice.
Why not use internal docking space for the 400-ton gunships? Then the size of the Hadrians doesn't change and the size of the Warmonger doesn't change. Then you could send a mix of regular Hadrians and modified Hadrians as part of the same Tender, say 12 regular Hadrians and 4 Hadrians with gunships or whatever other mix you want or need for the engagement.
 
Why not use internal docking space for the 400-ton gunships? Then the size of the Hadrians doesn't change and the size of the Warmonger doesn't change. Then you could send a mix of regular Hadrians and modified Hadrians as part of the same Tender, say 12 regular Hadrians and 4 Hadrians with gunships or whatever other mix you want or need for the engagement.
Because the Hadrian with J-1 only has 5,380 tons left over and needs 5,000 tons for the mandated 100 days of supplies.

Now, the non-jump-capable version could carry 31 or even slightly more if I add advantages to the drives. 31.24 without mods, so they might accept 93 1/3 days of supplies for the 32 parasite craft.

As the crew could be told to stay on their own ships (just like externally mounted craft) the extra bodies wouldn't be a problem.
 
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