Doomsought
Well-known member
This advanced warship technology serves the same purpose for warships as omni-pods do for mechs. A modular mission pod can be described as dropships with a heavily modified docking collars and no engines, though this undersells the amount of engineering differences between modular mission pods and dropships.
To allow a warship to mount modular mission pods, MMP docking collars need to be installed on the ship and the engine needs to be enlarged for the extra weight of the Modular mission pods it will mount. There are four types of modular mission pods which each are only compatible with the matching modular mission pod docking collar: Compact, Light, Medium and Heavy. Although they are derived from dropship docking collars, MMP docking collars are completely different in structure, being much larger and inset into the ship's hull. Each MMP docking collar has a minimum tonnage requirement for a warship to be able to mount it, listed in the table bellow.
When MMP docking collars are installed on a ship, pick a firing arc. Only one MMP may be installed in any firing arc. Do to their size and the limitations on warship fire control computers, the MMP will prevent any weapons from being installed in that firing arc. Instead, all weapons mounted on any MMP installed there will use that firing arc. If the firing are is required to be mirrored, then MMP docking collars of the same type must be installed in both firing arcs.
When installing engines on a warship ship with MMP docking collars, you must add the maximum MMP size for each docking collar to the warships mass before calculating the size of the warship's maneuvering drive. This only applies to maneuvering drives: Like dropships, MMPs mount K-F Booms, and each MMP carries additional control systems and crew accommodation to take care of its own systems.
Taking Damage
A Modular Mission Pod might take damage if the ship carrying it receives an attack. First determine what facing is receiving the attack, if there is an MMP that can receive damage from that facing then roll 1d6 and review the table bellow. If an MMP is on the rolled firing arc, then the damage is split between the MMP and the warship evenly. If a direct hit is rolled, then all damage is applied to the warship. Critical hits from the same attack are applied to the MMP then to the warship, alternating for additional critical hits.
MMPs use the Dropship side facing table for all critical hits. Thruster critical hits are negated. Critical hits to the engine instead damage the MMP link. The first hit to the MMP link increase heat generated be the MMPs weapon bays by 5%. The third hit disables the MMPs equipment as if powered down.
To allow a warship to mount modular mission pods, MMP docking collars need to be installed on the ship and the engine needs to be enlarged for the extra weight of the Modular mission pods it will mount. There are four types of modular mission pods which each are only compatible with the matching modular mission pod docking collar: Compact, Light, Medium and Heavy. Although they are derived from dropship docking collars, MMP docking collars are completely different in structure, being much larger and inset into the ship's hull. Each MMP docking collar has a minimum tonnage requirement for a warship to be able to mount it, listed in the table bellow.
When MMP docking collars are installed on a ship, pick a firing arc. Only one MMP may be installed in any firing arc. Do to their size and the limitations on warship fire control computers, the MMP will prevent any weapons from being installed in that firing arc. Instead, all weapons mounted on any MMP installed there will use that firing arc. If the firing are is required to be mirrored, then MMP docking collars of the same type must be installed in both firing arcs.
When installing engines on a warship ship with MMP docking collars, you must add the maximum MMP size for each docking collar to the warships mass before calculating the size of the warship's maneuvering drive. This only applies to maneuvering drives: Like dropships, MMPs mount K-F Booms, and each MMP carries additional control systems and crew accommodation to take care of its own systems.
Modular Mission Pod Size | ||||||
MMP Model | Minum Ship Size | MMP Collar Mass | Docking Collar Slots | MMP Max Size | MMP min SI | MMP max SI |
Compact | 100,000 tons | 1,200 tons | 1 Slot | 20,000 Tons | 3 | 30 |
Light | 250,000 tons | 1,500 tons | 1 Slot | 50,000 Tons | 4 | 40 |
Medium | 500,000 tons | 2,000 tons | 2 Slot | 100,000 Tons | 6 | 60 |
Heavy | 1,000,000 tons | 3,000 tons | 3 Slot | 150,000 Tons | 8 | 80 |
Taking Damage
A Modular Mission Pod might take damage if the ship carrying it receives an attack. First determine what facing is receiving the attack, if there is an MMP that can receive damage from that facing then roll 1d6 and review the table bellow. If an MMP is on the rolled firing arc, then the damage is split between the MMP and the warship evenly. If a direct hit is rolled, then all damage is applied to the warship. Critical hits from the same attack are applied to the MMP then to the warship, alternating for additional critical hits.
MMP Hit table | ||||
Die Roll | Front | Aft | Side | Above/Bellow |
1 | Front Left | Aft Left | Front Side | Nose |
2 | Direct Hit | Direct Hit | Direct Hit | Direct Hit |
3 | Nose | Aft | Broadside | Direct Hit |
4 | Nose | Aft | Broadside | Direct Hit |
5 | Direct Hit | Direct Hit | Direct hit | Direct Hit |
6 | Front Right | Aft Right | Aft Side | Aft |
MMPs use the Dropship side facing table for all critical hits. Thruster critical hits are negated. Critical hits to the engine instead damage the MMP link. The first hit to the MMP link increase heat generated be the MMPs weapon bays by 5%. The third hit disables the MMPs equipment as if powered down.
Step 1: Type and Size
The first step in designing an MMP is deciding which type of MMP collar it will be comparable with and the weight of the MMP. An MMP may weigh any where between 5000 tons and the maximum weight allowed by its MMP Collar listed in the Modular Mission Pod Size table, in 1,000 ton increments.
Step 2: Control System and Structure
An MMP's control system is composed of two parts, the first part is the MMP link which contains the power adapters, coolant line hook ups, and computer network ports that link its systems to those of the Warships it is attached to through the MMP collar. The MMP link weighs half the mass of the MMP collar. The MMP link also contains batteries and back up generators capable of keeping life support active while the MMP is being transported.
The other half of the MMP's control system are the duty stations for its crew and gunners.
The crew stations weigh the MMP's weight x 0.0020
An MMP uses the same rules as a Dropship to determine its minimum crew and gunners.
Determine Structural Integrity
An MMP does not have an engine, but it does have a minimum and maximum amount of Structural integrity based on the size of the MMP collar it is designed to be installed in, listed in the Modular Mission Pod Size chart. The weight of an MMP's structural integrity is (SI x Tonnage / 500)
Step 3: Armor
An MMP can mount (10+SI tonnage / 50) tons of armor, but only has one armor facing. Because the size of an MMP is primarily determined by the MMP collar it is affixed to, ammo per ton for an MMP is determined by its MMP collar rather than tonnage.
Step 4: Heat sinks
All the equipment carried on an MMP will be considered part of the unit it is installed on for the purposes of heat. MMPs do not get any weight free heat sinks because they lack an engine. While MMPs are not required to install any heat sinks, it is suggested that they do so in case the unit they are installed on does not have enough space heat sinks to fire all of the MMPs weapons.
Step 5: Weapons and Equipment
Crew Quarters: Units that can mount MMPs rarely have passenger space for their MMP crews, thus an MMP must mount crew quarters for their officers, enlisted crew and gunners.
Legal Equipment: MMPs can mount any weapons and equipment that can be installed on dropships. A compact MMP can install any capital weapons that weighs less than 1000 tons, and other MMPs can mount any capital weapons other than mass drivers.
Weapons and Fire control Systems: a MMP has a single firing arc which follows the same rules for space and fire control systems as a warship.
Transport Bays and Doors: MMPs follow the same rules for transport bays and doors as a dropship, except they have only (3+ MMP tonnage / 50000) bay door rounded up.
The first step in designing an MMP is deciding which type of MMP collar it will be comparable with and the weight of the MMP. An MMP may weigh any where between 5000 tons and the maximum weight allowed by its MMP Collar listed in the Modular Mission Pod Size table, in 1,000 ton increments.
Step 2: Control System and Structure
An MMP's control system is composed of two parts, the first part is the MMP link which contains the power adapters, coolant line hook ups, and computer network ports that link its systems to those of the Warships it is attached to through the MMP collar. The MMP link weighs half the mass of the MMP collar. The MMP link also contains batteries and back up generators capable of keeping life support active while the MMP is being transported.
The other half of the MMP's control system are the duty stations for its crew and gunners.
The crew stations weigh the MMP's weight x 0.0020
An MMP uses the same rules as a Dropship to determine its minimum crew and gunners.
Determine Structural Integrity
An MMP does not have an engine, but it does have a minimum and maximum amount of Structural integrity based on the size of the MMP collar it is designed to be installed in, listed in the Modular Mission Pod Size chart. The weight of an MMP's structural integrity is (SI x Tonnage / 500)
Step 3: Armor
An MMP can mount (10+SI tonnage / 50) tons of armor, but only has one armor facing. Because the size of an MMP is primarily determined by the MMP collar it is affixed to, ammo per ton for an MMP is determined by its MMP collar rather than tonnage.
MMP Capital Armor per ton (Inner Sphere/Clan) | ||||
MMP Type | Standard Armor | Ferro-Aluminum | Ferro Carbide | Lamellar Ferro Carbide |
Compact | 1.2/1.5 | 1.5/1.6 | 1.7/1.9 | 2.0/2.5 |
Light | 1.0/1.2 | 1.2/1.5 | 1.4/1.7 | 1.7/2.0 |
Medium | 0.8/1.0 | 1.0/1.2 | 1.2/1.4 | 1.4/1.6 |
Heavy | 0.6/0.7 | 0.8/0.9 | 1.0/1.1 | 1.2/1.3 |
Step 4: Heat sinks
All the equipment carried on an MMP will be considered part of the unit it is installed on for the purposes of heat. MMPs do not get any weight free heat sinks because they lack an engine. While MMPs are not required to install any heat sinks, it is suggested that they do so in case the unit they are installed on does not have enough space heat sinks to fire all of the MMPs weapons.
Step 5: Weapons and Equipment
Crew Quarters: Units that can mount MMPs rarely have passenger space for their MMP crews, thus an MMP must mount crew quarters for their officers, enlisted crew and gunners.
Legal Equipment: MMPs can mount any weapons and equipment that can be installed on dropships. A compact MMP can install any capital weapons that weighs less than 1000 tons, and other MMPs can mount any capital weapons other than mass drivers.
Weapons and Fire control Systems: a MMP has a single firing arc which follows the same rules for space and fire control systems as a warship.
Transport Bays and Doors: MMPs follow the same rules for transport bays and doors as a dropship, except they have only (3+ MMP tonnage / 50000) bay door rounded up.
550 (750) KT
Engine: 5 Safe Thrust 225,000 tons
Fuel (8000 tons) 8,160 tons
Structure: 80 SI 44,000 tons
Jump drive: 248875
Control Systems: 1375
Heat: 1093 single heat sinks 0 tons
(1093 weight free)[816 heat)
Armor: 136 points standard 170 tons
Crew:
35 Officers, 155 Enlisted, 16 gunners 1547 tons
2 Small Grav Decks (40m,40m) 100 tons
34 life boats, 16 escape pods 350 tons
Equipment:
2 Medium MPP (LB/RB) 4000 tons
2 Docking Collars 2000 tons
Weapons
Nose (10982 tons, 628 heat)
4 NL-45, 3600 tons, 280 heat
2 M-NPPC, 3600 tons, 270 heat
4 White Shark, 480 tons, 60 heat
White Shark Ammo (80 missiles), 3200 tons
6 AC-10, 72 tons, 18 heat
AC-10 Ammo (300), 30 tons
Aft (3742 tons, 188 heat)
2 NL-45, 1800 tons, 140 heat
2 White Shark, 240 tons, 30 heat
White Shark Ammo (40 missiles), 1600 tons
6 AC-10, 72 tons, 18 heat
AC-10 Ammo (300), 30 tons
Bays
Bay 1 (2 Small craft) 400 tons
Bay 2 (524 tons Cargo)
Engine: 5 Safe Thrust 225,000 tons
Fuel (8000 tons) 8,160 tons
Structure: 80 SI 44,000 tons
Jump drive: 248875
Control Systems: 1375
Heat: 1093 single heat sinks 0 tons
(1093 weight free)[816 heat)
Armor: 136 points standard 170 tons
Crew:
35 Officers, 155 Enlisted, 16 gunners 1547 tons
2 Small Grav Decks (40m,40m) 100 tons
34 life boats, 16 escape pods 350 tons
Equipment:
2 Medium MPP (LB/RB) 4000 tons
2 Docking Collars 2000 tons
Weapons
Nose (10982 tons, 628 heat)
4 NL-45, 3600 tons, 280 heat
2 M-NPPC, 3600 tons, 270 heat
4 White Shark, 480 tons, 60 heat
White Shark Ammo (80 missiles), 3200 tons
6 AC-10, 72 tons, 18 heat
AC-10 Ammo (300), 30 tons
Aft (3742 tons, 188 heat)
2 NL-45, 1800 tons, 140 heat
2 White Shark, 240 tons, 30 heat
White Shark Ammo (40 missiles), 1600 tons
6 AC-10, 72 tons, 18 heat
AC-10 Ammo (300), 30 tons
Bays
Bay 1 (2 Small craft) 400 tons
Bay 2 (524 tons Cargo)
100KT Medium MMP
Control Systems: 1020 tons
Structure: 40 SI 8000 tons
Armor: 328 points 410 tons
Heat sinks: Single, 3145 tons
Crew
11 officer, 24 Enlisted, 30 gunners 488 tons
15 Life Boats, 10 Escape Pods 175 tons
6x 3 NAC/20 Bays 45kt, 1080 heat
NAC Ammo (30 shots each) 216 tons
2x 4 HNPPC Bays 24 kt, 1800 heat
6 x 4 Large Laser bay 120 tons, 192 heat
5 x White Shark 600 tons, 75 heat
White Shark ammo (100/20 each) 4000
Bay 1 (12 Fighters) 1800 tons
Bay 2 Cargo 9,824 tons
Bay 3 (12 Fighters) 1800 tons
Control Systems: 1020 tons
Structure: 40 SI 8000 tons
Armor: 328 points 410 tons
Heat sinks: Single, 3145 tons
Crew
11 officer, 24 Enlisted, 30 gunners 488 tons
15 Life Boats, 10 Escape Pods 175 tons
6x 3 NAC/20 Bays 45kt, 1080 heat
NAC Ammo (30 shots each) 216 tons
2x 4 HNPPC Bays 24 kt, 1800 heat
6 x 4 Large Laser bay 120 tons, 192 heat
5 x White Shark 600 tons, 75 heat
White Shark ammo (100/20 each) 4000
Bay 1 (12 Fighters) 1800 tons
Bay 2 Cargo 9,824 tons
Bay 3 (12 Fighters) 1800 tons
480 (580) KT Destroyer
Hull and engines: 388661
Engines: 4 Safe Thrust 139200 tons
Fuel: (1600 tons) 1632 tons
Structure: 60 SI 28800 tons
Jump Drive: 11 integrity 217200 tons
Jump sail: 3 intrigrity 54 tons
Control Systems 1200 tons
Armor: 230 points Standard 575 tons
Heat: 2440 single heat sinks 1868 tons
(572 weight free)[2440 heat]
Crew
36 officers, 141 Enlisted Crew, 38 Gunners 1613 tons
3 Grav Decks (2 30m, 1 80m)150 tons
45 life boats, 25 escape pods 490 tons
Equiptment (max colars: 9)
2 Light MMP 3000 tons
Weapons 40870 tons
Nose (5420 tons, 452 heat)
6 NL45, 5400 tons, 420 heat
4 Large Lasers, 20 tons, 32 heat
FL/FR (10130 tons, 255 heat)
3 NAC/20, 7500 tons, 180 heat
NAC Ammo(75) 30 tons
5 White Sharks, 600 tonts, 75 heat
White Shark Ammo(50), 2000 tons
AL/AR (4380 tons, 287 heat)
2 HNPPC, 6000 tons, 550 heat
3 White Sharks, 360 tons, 45 heat
White Shark Ammo (30) 1200 tons
4 Large Lasers, 20 tons, 32 heat
Aft (6430 tons, 224 heat)
2 NAC/20, 5000 tons, 120 heat
NAC Ammo(75) 30 tons
2 NL-35, 1400 tons, 104 heat
Bay 1: (12 fighters) 1800 tons
Bay 2: (4 Small Craft) 800 tons
Bay 3: (cargo) 34348 tons
Hull and engines: 388661
Engines: 4 Safe Thrust 139200 tons
Fuel: (1600 tons) 1632 tons
Structure: 60 SI 28800 tons
Jump Drive: 11 integrity 217200 tons
Jump sail: 3 intrigrity 54 tons
Control Systems 1200 tons
Armor: 230 points Standard 575 tons
Heat: 2440 single heat sinks 1868 tons
(572 weight free)[2440 heat]
Crew
36 officers, 141 Enlisted Crew, 38 Gunners 1613 tons
3 Grav Decks (2 30m, 1 80m)150 tons
45 life boats, 25 escape pods 490 tons
Equiptment (max colars: 9)
2 Light MMP 3000 tons
Weapons 40870 tons
Nose (5420 tons, 452 heat)
6 NL45, 5400 tons, 420 heat
4 Large Lasers, 20 tons, 32 heat
FL/FR (10130 tons, 255 heat)
3 NAC/20, 7500 tons, 180 heat
NAC Ammo(75) 30 tons
5 White Sharks, 600 tonts, 75 heat
White Shark Ammo(50), 2000 tons
AL/AR (4380 tons, 287 heat)
2 HNPPC, 6000 tons, 550 heat
3 White Sharks, 360 tons, 45 heat
White Shark Ammo (30) 1200 tons
4 Large Lasers, 20 tons, 32 heat
Aft (6430 tons, 224 heat)
2 NAC/20, 5000 tons, 120 heat
NAC Ammo(75) 30 tons
2 NL-35, 1400 tons, 104 heat
Bay 1: (12 fighters) 1800 tons
Bay 2: (4 Small Craft) 800 tons
Bay 3: (cargo) 34348 tons