> From: [email removed]
> Subject: (2543) Planetary invasions and other things
>
> Nice set-up. However the Aenoegrr class cruisers had major design
> problems. Built using High Guard they did not fit. As I recall after
> the Spinal-E was inserted, there was only enough place for a powerplant
> and fuel. No space for crew, jump or M-drives or dampers. Same problem
> with Oegveng class gunned corvettes.
All ships involved were redone for MegaT using some of Rob Deans first
suggestions (It was played around last yule) namely not including the hull CP,
reduced gunners and bridge crew, but using the old agility rules (I even
calculated the agility for the vehicles involved in the same way:).
The weapons the vehicles were equipped with were designed using Striker
(that's why there are such things as 48MW 16lense-pulse lasers even though the
concept of lenses is just mentioned in passing in COACC. Spaceship armaments
are straight from MegaT, except the PCs last invention: They charged the jump
drive for a jump 1. Then they dumped the energy from the crystals using the
emergency dump system. That system heats the hydrogene from the fueltanks
using the energy in the jump crystals and expels it from the ship. They used
this as the largest blowtorch in Corridor against some of the vargr ground
forces:)
On to the Aenoegrr 'cruiser' (I guess strike cruiser sounded more charismatic
than 'meson gun destroyer':) Here's some parts of the design spreadsheet:
TL13 Power Volume Mass Price
Hull 7000t 94500,00 2100,00 9400,00
ArmorF43
Config2AF
Total: 94500,00 23805,60 901648,00
PowerPlant:
Fusion13 31770,00 3530,00 10590,00 706000,00
BoosterPlant:
Fusion13 224100,00 24900,00 74700,00 4980000,00
Total: 255870,00 -28430,00 85290,00 5686000,00
Loco:
Jump 2 2835,00 5670,00 630000,00
JumpFuel 14175,00 99,23 283140,00
Manuever 2 31145,40 5662,80 14157,00 311454,00
Avionics13 0,02 0,20 0,10 15,00
Total: -31145,42 -22673,00 19926,33 941469,00
[Hmm, seems like I used the Rob's first anti-grav suggestion too, because
that don't look like a standard manuever drive..]
Armaments:
SpinalMesonE 175000,00 15000,00 3000,00 800000,00
30x2FG-12 30000,00 810,00 150,00 120000,00
30x3M-13 90,00 405,00 60,00 67500,00
NukeDamper3 7500,00 270,00 300,00 45000,00
MesonSC-3 4252,50 610,00 460,00 55000,00
Total: -216842,50 -17743,00 3970,00 1087500,00
[I used the revised figures for the power consumption of meson screens]
Fuel was provided for 30 days for the normal plant and 24hrs for the
booster.
> I don't believe
> that if a ship is impossible by High Guard standards that it would be
> possible with MT starship generation system.
Since HighGuard has jumpfuel equal to 10% of ships volume per jump number and
MegaT uses jumpfuel equal to the jumpnumber plus one times 5% it is quite easy
to do a ship with enough fuel to do 2 jump 6 without refuling. This would
have taken 120% of the ships volume just for fuel in HighGuard, while in MegaT
it just takes 70% of the ship for enough fuel.
Add to this the booster power plant idea and the practice of not providing
lifesupport for the entire hull etc, and the MegaT designs with have strayed
quite far from their HighGuard forefathers.
> Still I would like to see a
> <10,000 t ship with Spinal Mt (any kind) and a reasonable jump and maneuver
> drives and Dampers and Screens. Most examples I have seen are basically
> battle-riders.
I'm posting the full MegaT stats for all the ships and vehicles involved
in the fight (excpet the DE and those pesky SDBs, I think I've posted the DE
sometime before and I still haven't found the SDBs, talk about ship vaporized:)
- - -bertil-
- - --
"I bet there is a clause that says that the insurance is invalid if mutant
space-mutts drops nukes on you." PC after the Battle of Naasakiira