Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
LLSix
Jan 20, 2010

The real power behind countless overlords

Fast Beam cruisers towing missile pods are pure win.
The beam faction gets their beam ships.
The go fast faction gets faster ships than they originally wanted.
The missile faction gets more missiles. 100 missiles per pod is equivalent to 400 magazine space which is more than any design I saw. What's more, they get them in one big, beautiful salvo.
The hybrid faction gets missile ships that can beam better than their wildest dreams.
Everyone wins.
Missile pods forever.

Adbot
ADBOT LOVES YOU

VanSandman
Feb 16, 2011
SWAP.AVI EXCHANGER
Have we designed a dedicated exploratory fleet yet? We ought to consider doing so, as Terra pretty evidently has survey fleets out exploring already, considering it is unlikely they came directly to the treasure system from their jump points. If we do not begin exploring now, we will find all the good poo poo claimed by Terra before we can do so.

Nevets
Sep 11, 2002

Be they sad or be they well,
I'll make their lives a hell
I'd be wary organizing any combat unit around the idea of 1 dedicated jump tender. Even if that ship hangs back from combat it's still at risk from raiders, and if the enemy realizes it's your only way out of the system then conecentrated missile fire or FAC suicide runs become serious concerns.

Plus any damaged or disabled ships won't be able to retreate on their own, either leaving the fleet without jump capability while the tender escorts them out of system, or left to fend for themselves as the fleet needs the tenders to continue to the next system.

Fray
Oct 22, 2010

Nevets posted:

I'd be wary organizing any combat unit around the idea of 1 dedicated jump tender. Even if that ship hangs back from combat it's still at risk from raiders, and if the enemy realizes it's your only way out of the system then conecentrated missile fire or FAC suicide runs become serious concerns.

Plus any damaged or disabled ships won't be able to retreate on their own, either leaving the fleet without jump capability while the tender escorts them out of system, or left to fend for themselves as the fleet needs the tenders to continue to the next system.

That's part of why the logistics ships have drives too. You don't want to give up a huge chuck of tonnage by putting drives on your warships. Then they're not gonna come home regardless cause they're just going to get owned in combat.

Nick Esasky
Nov 10, 2009

LLSix posted:

Fast Beam cruisers towing missile pods are pure win.
The beam faction gets their beam ships.
The go fast faction gets faster ships than they originally wanted.
The missile faction gets more missiles. 100 missiles per pod is equivalent to 400 magazine space which is more than any design I saw. What's more, they get them in one big, beautiful salvo.
The hybrid faction gets missile ships that can beam better than their wildest dreams.
Everyone wins.
Missile pods forever.

1) Missile pods are a giant 1-shot weapon that're a logistical PITA to both move around and rearm. Do we really want Meyers without even the benefit of having their own engines?
2)Do we REALLY need cruisers using 40% of their tonnage on engines to hit these bloody speeds? As far as we've seen, the Terrans have a line speed of 2700ish, while we've had one of 3k. With the current proposal, we're moving to a line speed of approximately 4363, or a 45% increase, while also significantly upsizing our ships. Do we think the Terrans are gonna be breaking well past the 4k barrier themselves while behind on tech?
3)To hit that 40% engine tonnage mark while otherwise resembling a Cassini, Bremen has eliminated a lot of what i consider very useful QoL features from it:
a)A Flag Bridge that our admirals can hide from the Flag Officer Seeking Missiles in.
b)The sensor suite with a OK radar as well as passives gets dumped for a min sized radar that reaches all of 2 million instead. I'd sorta like to be able to regard a scout as a Very Useful Supplement That Can Be Detached rather than Absolutely Mandatory To Avoid Being Shanked.
c)Dropped 25% of the shields. Don't think i need to explain why this is bad.
d)Dropped the Microwave. Might be useful in a fight.

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Nick Esasky posted:

2)Do we REALLY need cruisers using 40% of their tonnage on engines to hit these bloody speeds? As far as we've seen, the Terrans have a line speed of 2700ish, while we've had one of 3k. With the current proposal, we're moving to a line speed of approximately 4363, or a 45% increase, while also significantly upsizing our ships. Do we think the Terrans are gonna be breaking well past the 4k barrier themselves while behind on tech?

Yes:

Saros posted:



The next generation fleet:

Skunkworks file

I am going on holiday until October so in all likelyhood the LP will be on hiatus from tomorrow. To keep everyone busy I am issuing a design request for the next generation of the Martian Fleet.

Both the overall fleet proposal and the individual ship designs need to be discussed and arrived on using the technologies in the save provided (includes Ion drives and allllll sorts of goodies). These advances are derived from general tech advances, data from the Pluto facility and the deconstruction of IC designs. There are a number of requirements I will spell out below.

  • Minimum speed will be 4000kps, ideally fleet speed will be higher.

Get building Goons, I can't wait to see what abominations you come up with.

Cthulhu Dreams
Dec 11, 2010

If I pretend to be Cthulhu no one will know I'm a baseball robot.

Nick Esasky posted:

2)Do we REALLY need cruisers using 40% of their tonnage on engines to hit these bloody speeds? As far as we've seen, the Terrans have a line speed of 2700ish, while we've had one of 3k. With the current proposal, we're moving to a line speed of approximately 4363, or a 45% increase, while also significantly upsizing our ships. Do we think the Terrans are gonna be breaking well past the 4k barrier themselves while behind on tech?


One thing to consider as well is that ranges get a lot larger once you have to transition jump points. Consider how far you'd have to travel in the hypothetical:

A) Move to a Sol exit and jump.
B) Move from one JP to another in the next system, then jump
C) Move from the JP to a planet

Having a fleet speed of 4.5k rather than 3k cuts travel time by a 1/3rd which is a big strategic advantage.

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


Re: jump drives on ships, yeah at these tech levels they're just too drat big to give every ship its own drive. In another tech level or two with better efficiency and size constraints, you can strip out all the fancy poo poo like squadron capacity to make a personal drive that can practically get the ship its mounted on around, but right now we've got to rely on tenders. And as a consequence of that, our tenders should be very hard to kill, and preferably not being shot at to begin with.

Phrosphor
Feb 25, 2007

Urbanisation

How hard would it be to make a stealth ship and take a look at what is through the Erf JP?

We have that Stealth tech from the wrecks right?

Dr. Snark
Oct 15, 2012

I'M SORRY, OK!? I admit I've made some mistakes, and Jones has clearly paid for them.
...
But ma'am! Jones' only crime was looking at the wrong files!
...
I beg of you, don't ship away Jones, he has a wife and kids!

-United Nations Intelligence Service

Phrosphor posted:

How hard would it be to make a stealth ship and take a look at what is through the Erf JP?

We have that Stealth tech from the wrecks right?

Impossible. Erf is going to have ships parked right on top of that JP at all times, and no stealth can get past that.

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


I mean, literal endgame tech with 99% reduction put on a fighter-sized scout might sneak past? I don't feel like doing the math. But yeah, not gonna happen.

Cthulhu Dreams
Dec 11, 2010

If I pretend to be Cthulhu no one will know I'm a baseball robot.

Crazycryodude posted:

I mean, literal endgame tech with 99% reduction put on a fighter-sized scout might sneak past? I don't feel like doing the math. But yeah, not gonna happen.

It depends if they have an active missile sensor up at all times. If they do it is impossible because that will spot you.

Nevets
Sep 11, 2002

Be they sad or be they well,
I'll make their lives a hell

Crazycryodude posted:

Re: jump drives on ships, yeah at these tech levels they're just too drat big to give every ship its own drive. In another tech level or two with better efficiency and size constraints, you can strip out all the fancy poo poo like squadron capacity to make a personal drive that can practically get the ship its mounted on around, but right now we've got to rely on tenders. And as a consequence of that, our tenders should be very hard to kill, and preferably not being shot at to begin with.

I agree each ship with it's own drive is overkill, but alot of the fleet compositions that have been posted were 4 combat ships + 1 jump ship. There's no margin there.

I think a much safer plan would be something like squads of 6 combat ships + 2 jump ships:
- In the event 1 jump tender is taken out you can still evac most of the squad (or all if there are other casualties, as is likely).
- If a ship is rendered combat ineffective it can retreat with 1 escort (or 1 other ineffective ship) and 1 jump tender, leaving the squad at 66% combat efficiency & still jump capable.

mossyfisk
Nov 8, 2010

FF0000
If we want to see past the UT jump point, we can just go round the other way.

sloshmonger
Mar 21, 2013
for those that are unfamiliar with how jumps work in Aurora, there are two kinds of jumps: standard and combat.

Standard jumps can be accomplished by a fleet with at least one jump engine and all ships under the size of that jump ship/engine. They drop you out exactly at the jump point on the other side and give jump delay 5 or so minutes. A ship with a jump drive may sit on either side of the jump point and allow fleets with appropriately sized ships to transit the jump point- such a ship is usually referred to as a tender. A jump point that has a jump gate built by a construction ship acts as a infinitely sized tender for the side that it is built on, allowing standard transits for everyone.

Combat jumps can carry a number of ships of appropriate size through up to the jump drive rating, with the default fir military drives being 3 ships, including the jump ship. These jumps drop the fleet out a distance away from the jump point - any where from 50k to 2.5m km depending on tech of the jump engine - and give ships a much smaller delay. Combat jumps require the fleet to have adequate jump capacity within it to cover all the ships.

Jackson Taus
Oct 19, 2011

sloshmonger posted:

for those that are unfamiliar with how jumps work in Aurora, there are two kinds of jumps: standard and combat.

Standard jumps can be accomplished by a fleet with at least one jump engine and all ships under the size of that jump ship/engine. They drop you out exactly at the jump point on the other side and give jump delay 5 or so minutes. A ship with a jump drive may sit on either side of the jump point and allow fleets with appropriately sized ships to transit the jump point- such a ship is usually referred to as a tender. A jump point that has a jump gate built by a construction ship acts as a infinitely sized tender for the side that it is built on, allowing standard transits for everyone.

Combat jumps can carry a number of ships of appropriate size through up to the jump drive rating, with the default fir military drives being 3 ships, including the jump ship. These jumps drop the fleet out a distance away from the jump point - any where from 50k to 2.5m km depending on tech of the jump engine - and give ships a much smaller delay. Combat jumps require the fleet to have adequate jump capacity within it to cover all the ships.

The only reason you need a combat jump is if there's combat on the other side. Unless we're assaulting a jump point that has hostiles DIRECTLY on the other side, we can jump any number of ships smaller than our largest jump drive through. And by "DIRECTLY" I mean "close enough that the hits start coming in 5 minutes". A fleet 50M km away wouldn't be able to hit us in time, for instance.

It might make more sense to have a subset of our fleet that does jump point assault, and then the rest of our fleet joins them when the coast is clear.

Also, combat jumping is one of the downsides of those pods - they count as a separate ship for combat jump purposes.

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


Yeah if we're having to jump directly into a JP assault, I figure we just leave the pods behind. Or hell, bring them anyways, I'd rather bring a pod with 100 boxes to a knife fight than a CG with only 8 tubes that has to wait 40-80 seconds between salvos.

Crazyeyes24
Sep 14, 2014

Your good vision is your fatal weakness!
Bring nothing but boxes in the first wave. Splat all over whatever is on the other side, then bring in the fleet. Toss a nade in before clearing the room.

Tuna-Fish
Sep 13, 2017

Crazyeyes24 posted:

Expendable missile pod? Sweet lets see wha-

code:
41 Crew
True heroes.

On the other hand, the missile pods are unlikely to take fire before they get to shoot, and after they have shot, why would anyone target them unless the rest of the fleet is already scrap. Clearly they are the safest place to be in the fleet, at least unless the fleet ditches them and runs away. (And they wouldn't do that, surely?)

I really like the missile pods and beam tractor doctrine idea. My only contribution to it is that we should limit the size of the pod to what can fit in our jump-capable carriers (4000t) -- that way, it's possible to reload it between fights while off-system from missiles brought in on a tender.

LLSix
Jan 20, 2010

The real power behind countless overlords

Tuna-Fish posted:

On the other hand, the missile pods are unlikely to take fire before they get to shoot, and after they have shot, why would anyone target them unless the rest of the fleet is already scrap. Clearly they are the safest place to be in the fleet, at least unless the fleet ditches them and runs away. (And they wouldn't do that, surely?)

I really like the missile pods and beam tractor doctrine idea. My only contribution to it is that we should limit the size of the pod to what can fit in our jump-capable carriers (4000t) -- that way, it's possible to reload it between fights while off-system from missiles brought in on a tender.

4500tons.

Ship size breakpoints are 3k, 4,5k, 9.9k.

Tuna-Fish
Sep 13, 2017

LLSix posted:

4500tons.

Ship size breakpoints are 3k, 4,5k, 9.9k.

Yes, but our pocket carriers only have hangar space of 4k. Box launchers can reload in hangars, so fitting the missile pod into the hangar to reload while the fighters chill out waiting outside makes box launcher pods much more operationally flexible.

Here is a slightly different take on Broadsword, now with slightly less gofast, one less gun and only 4kt missile pod, but with 1x improved damage control, enough fuel to meet the 10B standard while tugging the missiles, and longer deployment time:

code:
Sluys class Heavy Cruiser    9 900 tons     284 Crew     2138.6 BP      TCS 198  TH 1123  EM 900
5671 km/s     Armour 7-41     Shields 30-300     Sensors 1/1/0/0     Damage Control Rating 25     PPV 30
Maint Life 1.89 Years     MSP 675    AFR 156%    IFR 2.2%    1YR 243    5YR 3638    Max Repair 280.8 MSP
Intended Deployment Time: 18 months    Spare Berths 2    

561.6 EP Ion Drive (2)    Power 561.6    Fuel Use 57.73%    Signature 561.6    Exp 12%
Fuel Capacity 450 000 Litres    Range 14.2 billion km   (28 days at full power)
Delta R300/360 Shields (12)   Total Fuel Cost  180 Litres per hour  (4 320 per day)

15cm C3 Far Ultraviolet Laser (4)    Range 300 000km     TS: 5671 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
45cm C3 Far Ultraviolet Laser (1)    Range 320 000km     TS: 5671 km/s     Power 53-3     RM 5    ROF 90        53 53 53 53 53 44 37 33 29 26
Fire Control S02.5 160-6250 H50 (2)    Max Range: 320 000 km   TS: 6250 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1 (4)     Total Power Output 18    Armour 0    Exp 5%

Active Search Sensor MR2-R1 (1)     GPS 21     Range 2.9m km    MCR 320k km    Resolution 1
This design comes pre-optimized for reducing risk of structural failure.

Full component list:


And the S4 missile pod:
code:
Mastodon class Missile Pod    4 000 tons     49 Crew     558.4 BP      TCS 80  TH 0  EM 0
1 km/s     Armour 3-22     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 48.6
Maint Life 6.27 Years     MSP 201    AFR 55%    IFR 0.8%    1YR 9    5YR 132    Max Repair 100 MSP
Intended Deployment Time: 18 months    Spare Berths 0    
Magazine 324    Tractor Beam     


Size 4 Box Launcher (81)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Missile Fire Control FC110-R80 (1)     Range 110.4m km    Resolution 80

Active Search Sensor MR111-R80 (1)     GPS 7140     Range 111.8m km    Resolution 80

ECCM-2 (1)         This design is classed as a Military Vessel for maintenance purposes

The problem with S4 box launchers is that this thing is right about the most fragile "ship" in existence, it has 13 HTK in a 4000t ship.

Here is a version with S7 launchers. It would need specialized missiles, but it would not blow up from a gentle breeze:
code:
Brontosaurus class Missile Pod    4 000 tons     49 Crew     559.2 BP      TCS 80  TH 0  EM 0
1 km/s     Armour 3-22     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 48.3
Maint Life 6.78 Years     MSP 218    AFR 51%    IFR 0.7%    1YR 8    5YR 124    Max Repair 100 MSP
Intended Deployment Time: 18 months    Spare Berths 0    
Magazine 322    Tractor Beam     


Size 7 Box Launcher (46)    Missile Size 7    Hangar Reload 52.5 minutes    MF Reload 8.7 hours
Missile Fire Control FC110-R80 (1)     Range 110.4m km    Resolution 80

Active Search Sensor MR111-R80 (1)     GPS 7140     Range 111.8m km    Resolution 80

ECCM-2 (1)         This design is classed as a Military Vessel for maintenance purposes

Both my missile pods have sufficient MSP to fix their tractor beams. If this is not required, you could cram a few more missiles in them.

edit: I just realized that missile pods are basically missile defense satellites with an extra tractor beam. There might be sense in having extra missile pods around...

Tuna-Fish fucked around with this message at 14:02 on Sep 29, 2017

TheWetFish
Mar 30, 2006

by FactsAreUseless

Tuna-Fish posted:

...Box launchers can reload in hangars, so fitting the missile pod into the hangar to reload while the fighters chill out waiting outside makes box launcher pods much more operationally flexible.

... with 1x improved damage control, enough fuel to meet the 10B standard while tugging the missiles, and longer deployment time:

This design comes pre-optimized for reducing risk of structural failure.

So much respect for this. Box launchers are cool & good on disposable platforms, particularly with hanger reloading considerations covered. Meeting the 10B range standard with the reduced speed from towing the pods is a fantastic design gotcha to catch. I'd like to see the Component Summary tab for more designs. Also the (total) Internal HTK value, from the left of the design screen under Passive Defences

TheWetFish fucked around with this message at 15:32 on Sep 29, 2017

Nick Esasky
Nov 10, 2009
Proper LSD

code:
Serene II class Dropship Carrier    9,900 tons     211 Crew     1655 BP      TCS 198  TH 207.36  EM 0
4363 km/s    JR 3-50     Armour 3-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 0
Maint Life 1.14 Years     MSP 470    AFR 174%    IFR 2.4%    1YR 368    5YR 5515    Max Repair 288 MSP
Intended Deployment Time: 9 months    Flight Crew Berths 0    
Hangar Deck Capacity 3000 tons     

J9900(3-50) Military Jump Drive     Max Ship Size 9900 tons    Distance 50k km     Squadron Size 3
288 EP Baffled Ion Drive (3)    Power 288    Fuel Use 75.72%    Signature 69.12    Exp 12%
Fuel Capacity 750,000 Litres    Range 18.0 billion km   (47 days at full power)

This design is classed as a Military Vessel for maintenance purposes
upteched version of our current LSD, with a JD on it. Holds 6 12000 km/s Meteors so we can at least think about boarding things that aren't completely dead in space.

Tythas
Oct 3, 2013

Never felt at home in reality
Always hiding behind avatars


Nick Esasky posted:

Proper LSD

code:
Serene II class Dropship Carrier    9,900 tons     211 Crew     1655 BP      TCS 198  TH 207.36  EM 0
4363 km/s    JR 3-50     Armour 3-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 0
Maint Life 1.14 Years     MSP 470    AFR 174%    IFR 2.4%    1YR 368    5YR 5515    Max Repair 288 MSP
Intended Deployment Time: 9 months    Flight Crew Berths 0    
Hangar Deck Capacity 3000 tons     

J9900(3-50) Military Jump Drive     Max Ship Size 9900 tons    Distance 50k km     Squadron Size 3
288 EP Baffled Ion Drive (3)    Power 288    Fuel Use 75.72%    Signature 69.12    Exp 12%
Fuel Capacity 750,000 Litres    Range 18.0 billion km   (47 days at full power)

This design is classed as a Military Vessel for maintenance purposes

Where do the troops go? There no flight crew berths nor cryogenic berths, our current LSD carries 8 companies worth of troops

Fray
Oct 22, 2010

Tythas posted:

Where do the troops go? There no flight crew berths nor cryogenic berths, our current LSD carries 8 companies worth of troops

The troops go in drop pods on the shuttles, just like with the original Serene. This one is basically the same but with ion engines and some hangar space given up for a jump drive.

Tythas
Oct 3, 2013

Never felt at home in reality
Always hiding behind avatars


Fray posted:

The troops go in drop pods on the shuttles, just like with the original Serene. This one is basically the same but with ion engines and some hangar space given up for a jump drive.

ahh okay I still have things to learn looks good then

LLSix
Jan 20, 2010

The real power behind countless overlords

I've pulled together all the ship designs posted so far. Where multiple versions of the same ship were posted, I tried to take the most recent version as long as it was still named the same. I know some people have more recent designs they haven't posted outside of discord. If they'll post them in thread I'll update my list here.

I present the submitted designs here without further comment.

3,000 ton Frigate designs

LLSix posted:

For our various beam frigates, I present the novel Paw class jump frigate. Given the abundance of beam frigates in the Martian fleet and the sterling service of the Snaggletooth I wouldn't be surprised to see 2 or 3 of these giving good account of themselves in any hypothetical JP assault. It is essentially a Claw class frigate with the main laser replaced with a jump drive. Accordingly, recommend fleet doctrine is to make a squadron jump in a minimum distance from the JP to facilitate closing to beam range with the enemy immediately. Thanks to it's duo of cutting edge shields and lighter armament, any opponent foolish enough to prioritize targeting a Paw will quickly be taught regret by the quartet of Claws or other beam frigates it ferried in-system.
code:
Paw class Jump Frigate    3 000 tons     83 Crew     706.4 BP      TCS 60  TH 72.48  EM 150
5033 km/s    JR 5-50     Armour 5-18     Shields 5-300     Sensors 1/1/0/0     Damage Control Rating 1     PPV 4
Maint Life 1.35 Years     MSP 147    AFR 72%    IFR 1%    1YR 87    5YR 1298    Max Repair 302.4 MSP
Intended Deployment Time: 18 months    Spare Berths 0    

Mars Navy Corvette J3000(5-50) Military Jump Drive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 5
Marine Baffled Outsystem 302.4 EP Ion Drive (1)    Power 302.4    Fuel Use 114.1%    Signature 72.576    Exp 14%
Fuel Capacity 250 000 Litres    Range 13.1 billion km   (30 days at full power)
standard Delta R300/360 Shields (2)   Total Fuel Cost  30 Litres per hour  (720 per day)

Orion Mk2 15cm C3 Far Ultraviolet Laser (1)    Range 300 000km     TS: 5033 km/s
     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Mao-Kowalski Fire Control S02 160-5000 (1)    Max Range: 320 000 km
   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Safe Gas-Cooled Fast Reactor Technology PB-1 (1)     Total Power Output 3.15    Armour 0    Exp 5%

Mao-Kowalski FC Sensor MR4-R10 (1)     GPS 105     Range 4.6m km    Resolution 10

This design is classed as a Military Vessel for maintenance purposes


Engine design:
The proletariat uses the same engine as the Communist:
2 15HS engines at 1.05% boost
The Paw uses the same engine as the previously posted Claw.

sloshmonger posted:

Just a few quick work ups. Should cover most of the requirements for a fleet, and open to tweaking. I don't think multi-purpose ships are that useful -- if you're going to do something, do it all the way. Some of these are not as useful at this tech level -- like the missile escort cruiser -- but can get better easily with better missile tech, which requires 0 modifications to the ship.
We 100% need some fast fuel tenders to go along with these fleets to give them any sort of legs, but they fit the requirements.

code:
3000 Destroyer class Destroyer    3 000 tons     101 Crew     739 BP      TCS 60  TH 288  EM 0
4800 km/s     Armour 3-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 12
Maint Life 4.15 Years     MSP 308    AFR 36%    IFR 0.5%    1YR 29    5YR 430    Max Repair 180 MSP
Intended Deployment Time: 18 months    Spare Berths 0    
Cryogenic Berths 200    

288 EP Ion Drive (1)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 150 000 Litres    Range 11.9 billion km   (28 days at full power)

15cm C3 Far Ultraviolet Laser (3)    Range 300 000km     TS: 5000 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Fire Control S03 160-7500 (1)    Max Range: 320 000 km   TS: 7500 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 9    Armour 0    Exp 5%

Active Search Sensor MR46-R10 (1)     GPS 1050     Range 46.5m km    Resolution 10

This design is classed as a Military Vessel for maintenance purposes
code:
3000 Jump Destroyer class Jump Destroyer    3 000 tons     84 Crew     579 BP      TCS 60  TH 288  EM 0
4800 km/s    JR 3-50     Armour 3-18     Shields 0-0     Sensors 36/7/0/0     Damage Control Rating 2     PPV 0
Maint Life 3.75 Years     MSP 241    AFR 36%    IFR 0.5%    1YR 27    5YR 402    Max Repair 144 MSP
Intended Deployment Time: 18 months    Spare Berths 1    
Cryogenic Berths 200    

J3000(3-50) Military Jump Drive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 3
288 EP Ion Drive (1)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 150 000 Litres    Range 11.9 billion km   (28 days at full power)

Active Search Sensor MR46-R10 (1)     GPS 1050     Range 46.5m km    Resolution 10
Active Search Sensor MR147-R100 (1)     GPS 10500     Range 147.0m km    Resolution 100
Thermal Sensor TH2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km
EM Detection Sensor EM0.5-7 (1)     Sensitivity 7     Detect Sig Strength 1000:  7m km

This design is classed as a Military Vessel for maintenance purposes

Nick Esasky posted:

and also, two variants of an upteched Schiaperelli design, one meant simply to increase the armor somewhat and switch the plasma for lasers while staying at the 3k ton limit, and the other also adding another engine and heavy shields to serve something of an fast interceptor.

code:
Ersatz Schiaparelli class Destroyer    3,000 tons     98 Crew     744 BP      TCS 60  TH 288  EM 0
4800 km/s     Armour 5-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 13
Maint Life 4.13 Years     MSP 310    AFR 36%    IFR 0.5%    1YR 29    5YR 437    Max Repair 180 MSP
Intended Deployment Time: 12 months    Spare Berths 0    

288 EP Ion Drive (1)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 150,000 Litres    Range 11.9 billion km   (28 days at full power)

Orion 15cm C3 Far Ultraviolet Laser (1)    Range 300,000km     TS: 5000 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Orion 30cm C3 Far Ultraviolet Laser (1)    Range 320,000km     TS: 5000 km/s     Power 24-3     RM 5    ROF 40        24 24 24 24 24 20 17 15 13 12
Bradshaw-Wright Limited Fire Control S02 160-5000 H50 (1)    Max Range: 320,000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1.2 (2)     Total Power Output 6.48    Armour 0    Exp 16%

Active Search Sensor MR45-R60 (50%) (1)     GPS 2520     Range 45.5m km    Resolution 60

Compact ECCM-1 (1)         ECM 10

Nick Esasky posted:

Fleet Scout

I have an upteched/upfueled Gale without a JD. That is all. Recommended if we want options to just be an annoying shadow on the enemy fleet like Windhund was doing during the leadup to 2nd Titan.

code:
Gale II class Scout    2,750 tons     83 Crew     828 BP      TCS 55  TH 69.12  EM 0
5236 km/s     Armour 1-17     Shields 0-0     Sensors 90/56/0/0     Damage Control Rating 2     PPV 0
Maint Life 3.18 Years     MSP 376    AFR 30%    IFR 0.4%    1YR 56    5YR 839    Max Repair 288 MSP
Intended Deployment Time: 18 months    Spare Berths 0    

288 EP Baffled Ion Drive (1)    Power 288    Fuel Use 75.72%    Signature 69.12    Exp 12%
Fuel Capacity 150,000 Litres    Range 13.0 billion km   (28 days at full power)

Active Search Sensor MR296-R60 (1)     GPS 16380     Range 296.1m km    Resolution 60
Thermal Sensor TH5-90 (1)     Sensitivity 90     Detect Sig Strength 1000:  90m km
EM Detection Sensor EM4-56 (1)     Sensitivity 56     Detect Sig Strength 1000:  56m km

BwenGun posted:

Great job on collating all the designs LLSix, makes it much easier to see what we potentially have.

For example we seem to have relatively little in the way of 3,000 ton Frigate designs so to remedy that I've put this together. The Rapier sacrifices 1 15cm Laser compared to Sloshmongers 3k Beam Frigate for the addition of 3 layers of armour and extra shields. Ideally this design will be able to outlast anything in it's weight range in a beam dual whilst also making it more likely to last long enough to make a contribution in any fleet engagement.

code:
Rapier class Frigate    3,000 tons     91 Crew     688.5 BP      TCS 60  TH 288  EM 150
4800 km/s     Armour 6-18     Shields 5-300     Sensors 1/1/0/0     Damage Control Rating 2     PPV 8
Maint Life 5.11 Years     MSP 323    AFR 32%    IFR 0.4%    1YR 21    5YR 309    Max Repair 144 MSP
Intended Deployment Time: 18 months    Spare Berths 0    

LR Outsystem Boosted 288 EP Ion Drive (1)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 150,000 Litres    Range 11.9 billion km   (28 days at full power)
Delta R300/360 Shields (2)   Total Fuel Cost  30 Litres per hour  (720 per day)

15cm C3 Far Ultraviolet Laser (2)    Range 300,000km     TS: 5000 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Fire Control S02 160-5000 (1)    Max Range: 320,000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
CSL Gas-Cooled Fast Reactor Technology PB-1.15 (6)     Total Power Output 6.21    Armour 0    Exp 12%

Active Search Sensor MR45-R60 (50%) (1)     GPS 2520     Range 45.5m km    Resolution 60

Compact ECCM-1 (1)         ECM 10

This design is classed as a Military Vessel for maintenance purposes
I've also made an AMM Frigate. Our Destroyers and Cruisers seem to be mounting an AMM with a 3.8m km range, unfortunately fitting the active sensor and Fire Control to make that possible makes it all but impossible to fit it onto anything under 4,500 tons. Arguably anything under that size becomes a little inefficient. However I do still think it makes sense to at least consider a design at the 3,000 ton mark capable of adding to a fleets PD capability at range.

The Archer can theoretically fire 11 salvos at missiles traveling at 24k km/s, assuming no other factors it would be able to destroy 12 of those inbound missiles. The downside is the magazine capacity which only has enough for 24 salvos. That said a pair of them, would be able to handle massed inbound missile salvos of up to 25 without too many leakers. Making it sufficient for AMM roles in our Frigate Squadrons, and a nice addition if it has to lend it's weight to a fleets PD Umbrella.

code:
Archer Mk2 class Frigate    3,000 tons     82 Crew     638.8 BP      TCS 60  TH 288  EM 60
4800 km/s     Armour 3-18     Shields 2-300     Sensors 1/1/0/0     Damage Control Rating 2     PPV 4
Maint Life 3.47 Years     MSP 266    AFR 36%    IFR 0.5%    1YR 34    5YR 505    Max Repair 189 MSP
Intended Deployment Time: 18 months    Spare Berths 0    
Magazine 97    

LR Outsystem Boosted 288 EP Ion Drive (1)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 150,000 Litres    Range 11.9 billion km   (28 days at full power)
standard Delta R300/360 Shields (1)   Total Fuel Cost  15 Litres per hour  (360 per day)

AMM Size 1 Missile Launcher (4)    Missile Size 1    Rate of Fire 10
2.8m km AMM Missile Fire Control FC26-R1 (1)     Range 26.5m km    Resolution 1
3.8m km S1MM Mk2 (97)  Speed: 24,000 km/s   End: 2.7m    Range: 3.9m km   WH: 1    Size: 1    TH: 232/139/69

2.8m km AMM Active Search Sensor MR26-R1 (1)     GPS 189     Range 26.5m km    MCR 2.9m km    Resolution 1

Compact ECCM-1 (1)         Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
With below being the Jump Frigate to take the above two anywhere we haven't gated yet.

code:
Seer class Frigate Leader    3,000 tons     79 Crew     496 BP      TCS 60  TH 288  EM 60
4800 km/s    JR 5-50     Armour 6-18     Shields 2-300     Sensors 18/7/0/0     Damage Control Rating 2     PPV 0
Maint Life 4.74 Years     MSP 258    AFR 28%    IFR 0.4%    1YR 19    5YR 282    Max Repair 144 MSP
Intended Deployment Time: 18 months    Spare Berths 1    

J3000(5-50) Military Jump Drive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 5
LR Outsystem Boosted 288 EP Ion Drive (1)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 130,000 Litres    Range 10.3 billion km   (24 days at full power)
standard Delta R300/360 Shields (1)   Total Fuel Cost  15 Litres per hour  (360 per day)

Active Search Sensor MR96-R120 (1)     GPS 7560     Range 96.6m km    Resolution 120
Thermal Sensor TH1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
EM Detection Sensor EM0.5-7 (1)     Sensitivity 7     Detect Sig Strength 1000:  7m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes

LLSix fucked around with this message at 14:40 on Oct 1, 2017

LLSix
Jan 20, 2010

The real power behind countless overlords

4,500 ton CVE & Destroyer Designs. Carrier designs are grouped up at the top:

[quote="Tactical_Torpedo"
To add to the Confusion carefully organised Fleet plan, I present the Loose Change! (Because if a Pocket Carrier is 9900T...)
code:
Loose Change Mk2 class Light Carrier    4 500 tons     68 Crew     596 BP      TCS 90  TH 378  EM 0
4200 km/s     Armour 5-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
Maint Life 6.54 Years     MSP 1166    AFR 81%    IFR 1.1%    1YR 47    5YR 706    Max Repair 94.5 MSP
Intended Deployment Time: 18 months    Flight Crew Berths 17    
Hangar Deck Capacity 1000 tons     Magazine 170    

189 EP Ion Drive 1.05 15HS (2)    Power 189    Fuel Use 57.61%    Signature 189    Exp 10%
Fuel Capacity 220 000 Litres    Range 15.3 billion km   (42 days at full power)


This design is classed as a Military Vessel for maintenance purposes
This is the answer to the unasked question of how to field different Fighter designs in deep space if we need 9900T ships to be heavier CG's and Beam combatants.
The design can hold 2 Full-size Fighters, features as much MSP as some full Fledged CVL's, Sufficient fuel for limited Operations (As it's engines are relatively efficient) & can store 42 S4 Missiles.
The design also features 5 Layers of Armour, making up for a lack of Shields & allowing it to survive any surprise attacks (That aren't several WH26 Torpedoes at once).
[/quote]




sloshmonger posted:

Just a few quick work ups. Should cover most of the requirements for a fleet, and open to tweaking. I don't think multi-purpose ships are that useful -- if you're going to do something, do it all the way. Some of these are not as useful at this tech level -- like the missile escort cruiser -- but can get better easily with better missile tech, which requires 0 modifications to the ship.
We 100% need some fast fuel tenders to go along with these fleets to give them any sort of legs, but they fit the requirements.
code:
4500 Escort class Escort    4 500 tons     129 Crew     845 BP      TCS 90  TH 432  EM 0
4800 km/s     Armour 3-24     Shields 0-0     Sensors 18/1/0/0     Damage Control Rating 5     PPV 23.33
Maint Life 4.86 Years     MSP 587    AFR 32%    IFR 0.4%    1YR 41    5YR 615    Max Repair 216 MSP
Intended Deployment Time: 18 months    Spare Berths 0    

432 EP Ion Drive (1)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 250 000 Litres    Range 15.1 billion km   (36 days at full power)

Triple Gauss Cannon R3-100 Turret (1x9)    Range 30 000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S02 40-20000 (1)    Max Range: 80 000 km   TS: 20000 km/s     88 75 62 50 38 25 12 0 0 0

Active Search Sensor MR14-R1 (1)     GPS 105     Range 14.7m km    MCR 1.6m km    Resolution 1
Thermal Sensor TH1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

ECM 20

This design is classed as a Military Vessel for maintenance purposes
code:
4500 Jump Missile Frigate class Jump Frigate    4 500 tons     124 Crew     709.6 BP      TCS 90  TH 432  EM 0
4800 km/s    JR 3-50     Armour 3-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 6
Maint Life 5.06 Years     MSP 493    AFR 32%    IFR 0.4%    1YR 32    5YR 481    Max Repair 216 MSP
Intended Deployment Time: 18 months    Spare Berths 0    
Magazine 111    

J4500(3-50) Military Jump Drive     Max Ship Size 4500 tons    Distance 50k km     Squadron Size 3
432 EP Ion Drive (1)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 260 000 Litres    Range 15.7 billion km   (37 days at full power)

Size 6 Missile Launcher (50% Reduction) (2)    Missile Size 6    Rate of Fire 300
Missile Fire Control FC55-R10 (1)     Range 55.8m km    Resolution 10
Size 6 Anti-ship Missile (18)  Speed: 28 000 km/s   End: 29.2m    Range: 49m km   WH: 6    Size: 6    TH: 177/106/53

Active Search Sensor MR46-R10 (1)     GPS 1050     Range 46.5m km    Resolution 10

Compact ECCM-1 (1)         Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
code:
4500 Missile Frigate class Missile Frigate    4 500 tons     109 Crew     755.2 BP      TCS 90  TH 432  EM 0
4800 km/s     Armour 3-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 15
Maint Life 5.13 Years     MSP 524    AFR 32%    IFR 0.4%    1YR 33    5YR 497    Max Repair 216 MSP
Intended Deployment Time: 18 months    Spare Berths 1    
Magazine 228    

432 EP Ion Drive (1)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 260 000 Litres    Range 15.7 billion km   (37 days at full power)

Size 6 Missile Launcher (50% Reduction) (5)    Missile Size 6    Rate of Fire 300
Missile Fire Control FC55-R10 (1)     Range 55.8m km    Resolution 10
Size 6 Anti-ship Missile (38)  Speed: 28 000 km/s   End: 29.2m    Range: 49m km   WH: 6    Size: 6    TH: 177/106/53

Active Search Sensor MR46-R10 (1)     GPS 1050     Range 46.5m km    Resolution 10

Compact ECCM-1 (1)         Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
code:
4500 Frigate class Frigate    4 500 tons     159 Crew     934 BP      TCS 90  TH 432  EM 0
4800 km/s     Armour 3-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 20
Maint Life 5.92 Years     MSP 649    AFR 32%    IFR 0.4%    1YR 32    5YR 474    Max Repair 216 MSP
Intended Deployment Time: 18 months    Spare Berths 1    

432 EP Ion Drive (1)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 350 000 Litres    Range 21.1 billion km   (50 days at full power)

15cm C3 Far Ultraviolet Laser (5)    Range 300 000km     TS: 5000 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Fire Control S03 160-7500 (1)    Max Range: 320 000 km   TS: 7500 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1 (4)     Total Power Output 18    Armour 0    Exp 5%

Compact ECCM-1 (1)         ECM 20

This design is classed as a Military Vessel for maintenance purposes

Jack2142 posted:

An AMM Frigate, essentially a supersized Hubble with a huge sensor.

code:
Hubble Mk.II class Missile Frigate    4 500 tons     115 Crew     884.5 BP      TCS 90  TH 360  EM 0
4000 km/s     Armour 4-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 8
Maint Life 2.28 Years     MSP 338    AFR 58%    IFR 0.8%    1YR 88    5YR 1315    Max Repair 252 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Magazine 314    

North-Palmer 360 EP Ion Drive (1)    Power 360    Fuel Use 70.98%    Signature 360    Exp 12%
Fuel Capacity 210 000 Litres    Range 11.8 billion km   (34 days at full power)

Hill Armaments Size 1 Missile Launcher (8)    Missile Size 1    Rate of Fire 10
North-Palmer Missile Fire Control FC35-R1 (1)     Range 35.3m km    Resolution 1

North-Palmer Active Search Sensor MR35-R1 (1)     GPS 252     Range 35.3m km    MCR 3.8m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes


Tythas posted:

I Present the Dragon Class Torpedo Boat Destroyer, it is to get within 115 km of the target and shoot off it's torpedos

code:
 Dragon class Torpedo Boat    4 500 tons     108 Crew     697.5 BP      TCS 90  TH 360  EM 300
4000 km/s     Armour 4-24     Shields 10-300     Sensors 1/1/0/0     Damage Control Rating 6     PPV 20
Maint Life 7.47 Years     MSP 581    AFR 27%    IFR 0.4%    1YR 18    5YR 274    Max Repair 180 MSP
Intended Deployment Time: 18 months    Spare Berths 0    
Magazine 239    

360 EP Ion Drive (1)    Power 360    Fuel Use 70.98%    Signature 360    Exp 12%
Fuel Capacity 250 000 Litres    Range 14.1 billion km   (40 days at full power)
Delta R300/360 Shields (4)   Total Fuel Cost  60 Litres per hour  (1 440 per day)

Size 8 Missile Launcher (50% Reduction) (5)    Missile Size 8    Rate of Fire 400
Missile Fire Control FC26-R100 (50%) (1)     Range 26.5m km    Resolution 100
Size 8 Anti-ship Missile (30)  Speed: 24 900 km/s   End: 0.6m    Range: 0.8m km   WH: 14    Size: 8    TH: 149/89/44

Active Search Sensor MR26-R80 (50%) (1)     GPS 1680     Range 26.3m km    Resolution 80

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

Nick Esasky posted:

and also, two variants of an upteched Schiaperelli design, one meant simply to increase the armor somewhat and switch the plasma for lasers while staying at the 3k ton limit, and the other also adding another engine and heavy shields to serve something of an fast interceptor.
code:
Ersatz Schiaparelli class Destroyer    4,500 tons     131 Crew     1003 BP      TCS 90  TH 576  EM 600
6400 km/s     Armour 4-24     Shields 20-300     Sensors 1/1/0/0     Damage Control Rating 2     PPV 13
Maint Life 2.25 Years     MSP 279    AFR 81%    IFR 1.1%    1YR 75    5YR 1119    Max Repair 225 MSP
Intended Deployment Time: 12 months    Spare Berths 0    

288 EP Ion Drive (2)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 150,000 Litres    Range 7.9 billion km   (14 days at full power)
Triton Navy Yard Delta R300/360 Shields (8)   Total Fuel Cost  120 Litres per hour  (2,880 per day)

Orion 15cm C3 Far Ultraviolet Laser (1)    Range 300,000km     TS: 6400 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Orion 30cm C3 Far Ultraviolet Laser (1)    Range 320,000km     TS: 6400 km/s     Power 24-3     RM 5    ROF 40        24 24 24 24 24 20 17 15 13 12
Fire Control S02.5 160-6250 H50 (1)    Max Range: 320,000 km   TS: 6250 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1.2 (2)     Total Power Output 6.48    Armour 0    Exp 16%

Active Search Sensor MR33-R50 (1)     GPS 1680     Range 33.3m km    Resolution 50

Compact ECCM-1 (1)         ECM 10

Jack2142 posted:

My take on a DDG is a little different, essentially my logic is the DDG's are fairly fragile fleet assets, they just need the biggest magazine and biggest number of launchers possible to fit on a somewhat survivable chassis. In a fleet fight their main defense is other targets are likely a lot more dangerous or priority, however with 4 layers of armor they should be able to survive until their magazines are empty and they can withdraw. Their active sensor is mostly a backup unfortunately, and they will probably rely on fleet ships to maximize their missile throwing potential, although they aren't blind without a spotter ship either.

Between the Launchers, Magazine and FC/Sensor almost 46% of the platform is dedicated to firing of missiles.


code:
Bogdanov class Missile Destroyer    4,500 tons     121 Crew     697.5 BP      TCS 90  TH 374  EM 0
4155 km/s     Armour 4-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 20
Maint Life 2.41 Years     MSP 194    AFR 81%    IFR 1.1%    1YR 46    5YR 686    Max Repair 93.6 MSP
Intended Deployment Time: 12 months    Spare Berths 1    
Magazine 320    

187.2 EP Ion Drive (2)    Power 187.2    Fuel Use 82.34%    Signature 187.2    Exp 12%
Fuel Capacity 210,000 Litres    Range 10.2 billion km   (28 days at full power)

Randall Manufacturing Size 4 Missile Launcher (5)    Missile Size 4    Rate of Fire 40
Cooper Electronics Missile Fire Control FC110-R80 (1)     Range 110.4m km    Resolution 80

Moore Manufacturing Active Search Sensor MR52-R80 (1)     GPS 3360     Range 52.6m km    Resolution 80

This design is classed as a Military Vessel for maintenance purposes

Tactical_Torpedo posted:

So, with the option of 75% Missile launchers, It potentially makes DDG's a viable ship type for the fleet suggestions Jack has put out.
I've got 3 Designs, but for the sake of Thread cluttering I'll just post the 2 that aren't using the freed tonnage for more Tubes.

The Communism B - Balanced.
code:
Communism Mk4 75% B class Missile Destroyer    4 500 tons     111 Crew     710 BP      TCS 90  TH 378  EM 450
4200 km/s     Armour 4-24     Shields 15-300     Sensors 1/1/0/0     Damage Control Rating 2     PPV 15
Maint Life 2.79 Years     MSP 197    AFR 81%    IFR 1.1%    1YR 37    5YR 550    Max Repair 94.5 MSP
Intended Deployment Time: 18 months    Spare Berths 3    
Magazine 241    

189 EP Ion Drive 1.05 15HS (2)    Power 189    Fuel Use 57.61%    Signature 189    Exp 10%
Fuel Capacity 160 000 Litres    Range 11.1 billion km   (30 days at full power)
Delta R300/360 Shields (6)   Total Fuel Cost  90 Litres per hour  (2 160 per day)

Size 4 Missile Launcher 75% (5)    Missile Size 4    Rate of Fire 80
Missile Fire Control FC109-R60 (1)     Range 109.3m km    Resolution 60

Destroyer Search Sensor MR69-R90 (1)     GPS 4725     Range 69.7m km    Resolution 90

This design is classed as a Military Vessel for maintenance purposes


It uses the freed Tonnage to add an additional Tube, while shoring up the ship design as a whole for more Fuel, Deployment & Defensive systems.

Next up is the one that fits into Jack's Fleet Ideas, the Communism H - Hybrid.
code:
Communism Mk4 75% H class Missile Destroyer    4 500 tons     120 Crew     821 BP      TCS 90  TH 378  EM 240
4200 km/s     Armour 4-24     Shields 8-300     Sensors 1/1/0/0     Damage Control Rating 2     PPV 16
Maint Life 2.87 Years     MSP 228    AFR 81%    IFR 1.1%    1YR 41    5YR 611    Max Repair 120 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Magazine 237    

189 EP Ion Drive 1.05 15HS (2)    Power 189    Fuel Use 57.61%    Signature 189    Exp 10%
Fuel Capacity 155 000 Litres    Range 10.8 billion km   (29 days at full power)
Delta R300/360 Shields (3)   Total Fuel Cost  45 Litres per hour  (1 080 per day)

15cm C3 Far Ultraviolet Laser (1)    Range 300 000km     TS: 5000 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Fire Control S02 160-5000 (1)    Max Range: 320 000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1.15 (1)     Total Power Output 3.1    Armour 0    Exp 12%

Size 4 Missile Launcher 75% (4)    Missile Size 4    Rate of Fire 80
Missile Fire Control FC109-R60 (1)     Range 109.3m km    Resolution 60

Destroyer Search Sensor MR69-R90 (1)     GPS 4725     Range 69.7m km    Resolution 90

This design is classed as a Military Vessel for maintenance purposes
This version features better Armour & most importantly, a single 15cm Pew Pew laser. It's less for actually killing things, and more so it is counted as a potential threat for Beam fights & taking the heat off bigger Beam ships.

LLSix posted:

First up is the Proletariat class jump tender. Intended to be deployed along with the Communist Mk4 class DDGs its single turret of two gauss cannon will help extend the lifespan of its quartet of DDGs.
code:
Proletariat class Jump Destroyer    4 500 tons     116 Crew     688 BP      TCS 90  TH 378  EM 240
4200 km/s    JR 5-250     Armour 3-24     Shields 8-300     Sensors 1/1/0/0     Damage Control Rating 2     PPV 15.65
Maint Life 2.12 Years     MSP 191    AFR 81%    IFR 1.1%    1YR 57    5YR 852    Max Repair 120 MSP
Intended Deployment Time: 17 months    Spare Berths 0    

Assault Destroyer J4500(5-250) Military Jump Drive     Max Ship Size 4500 tons    Distance 250k km     Squadron Size 5
SpaceX Outsystem Destroyer 189 EP Ion Drive (2)    Power 189    Fuel Use 57.61%    Signature 189    Exp 10%
Fuel Capacity 150 000 Litres    Range 10.4 billion km   (28 days at full power)
standard Delta R300/360 Shields (3)   Total Fuel Cost  45 Litres per hour  (1 080 per day)

Twin Last Ditch Gauss Cannon R3-100 Turret (1x6)    Range 30 000km     TS: 20000 km/s
     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Last Ditch Fire Control S02 40-20000 (1)    Max Range: 80 000 km
   TS: 20000 km/s     88 75 62 50 38 25 12 0 0 0

Terror Anti-ship Missile (74)  Speed: 24 400 km/s   End: 69.6m
    Range: 101.9m km   WH: 5    Size: 3.93    TH: 154/92/46

Last Ditch Active Search Sensor MR2-R1 (1)     GPS 21     Range 2.9m km    MCR 320k km    Resolution 1

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

LLSix fucked around with this message at 02:12 on Oct 1, 2017

LLSix
Jan 20, 2010

The real power behind countless overlords

Fighter Designs

Tactical_Torpedo posted:

EDIT: So, after going through a joke 45cm Spinal fighter in Discord, SOMEHOW it's been changed to an actually legit Rail fighter.

code:
Rail MC RailFace class Interceptor    482 tons     3 Crew     105.4 BP      TCS 9.64  TH 72  EM 60
7468 km/s     Armour 3-5     Shields 2-300     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 96%    IFR 1.3%    1YR 15    5YR 230    Max Repair 36 MSP
Intended Deployment Time: 0.1 months    Spare Berths 1    

72 EP Ion Drive 2.00 3HS (1)    Power 72    Fuel Use 329.23%    Signature 72    Exp 20%
Fuel Capacity 5 000 Litres    Range 0.6 billion km   (21 hours at full power)
Delta R300/360 Shields (1)   Total Fuel Cost  15 Litres per hour  (360 per day)

10cm Railgun V3/C3 (1x4)    Range 30 000km     TS: 7468 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S00.2 40-2500 (FTR) (1)    Max Range: 80 000 km   TS: 10000 km/s     88 75 62 50 38 25 12 0 0 0
Gas-Cooled Fast Reactor Technology PB-1.15 (1)     Total Power Output 3.1    Armour 0    Exp 12%

Interceptor Search Sensor MR0-R10 (1)     GPS 21     Range 920k km    Resolution 10

This design is classed as a Fighter for production, combat and maintenance purposes
It's mainly planned for anti fighter & anti Missile work, will add simulated missile chances when back from work.

3rd Edit: Since I've not seen one yet in-thread, here is the end product of: Ripping out and installing new engines in a Phobos. Full credit goes to whoever designed the original.
code:
Phobos M2 class Fighter-bomber    472 tons     2 Crew     96.8 BP      TCS 9.44  TH 72  EM 0
7627 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3.6
Maint Life 0 Years     MSP 0    AFR 94%    IFR 1.3%    1YR 7    5YR 106    Max Repair 36 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2    
Magazine 24    

72 EP Ion Drive 2.00 3HS (1)    Power 72    Fuel Use 329.23%    Signature 72    Exp 20%
Fuel Capacity 10 000 Litres    Range 1.2 billion km   (42 hours at full power)

Size 1 Box Launcher (8)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Size 2 Box Launcher (8)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
F-B Missile Fire Control FC30-R6 (1)     Range 30.2m km    Resolution 6

F-B Search Sensor MR0-R6 (1)     GPS 13     Range 720k km    Resolution 6

This design is classed as a Fighter for production, combat and maintenance purposes
I really don't need to explain much here, TBH. It's got modern engines, some more fuel, 2 Armour and slightly better Actives.

Fray posted:

I have a rail interceptor design of my own. It contrasts with TT's by giving up the armor and shields for pure speed. The core concept of a rail fighter is to maximize the speed since that's the source of your tracking, and therefore your PD capability. Against 20k missiles, this design has a mean shootdown rate of 2.1/shot. Protection is then derived from speed and the ability to provide highly effective Final Fire PD against antifighter missiles. High speed also makes intercepting enemy bombers much more likely.

Unfortunately, it's not very possible to cram in both an antifighter sensor and a missile sensor. I propose that we combine with AWACS-mounted missile detection when away from the fleet so the fighters can cover themselves with Final Fire. When the fighters are with the fleet, they can simply share the sensor on our bigger PD ships.

code:
Mustang class Interceptor    497 tons     4 Crew     112.4 BP      TCS 9.94  TH 120  EM 0
12072 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 29    5YR 431    Max Repair 60 MSP
Intended Deployment Time: 0.1 months    Spare Berths 0    

120 EP Ion Drive (1)    Power 120    Fuel Use 322.44%    Signature 120    Exp 20%
Fuel Capacity 5,000 Litres    Range 0.6 billion km   (12 hours at full power)

10cm Railgun V3/C3 (1x4)    Range 30,000km     TS: 12072 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S00.5 40-3000 (FTR) (1)    Max Range: 80,000 km   TS: 12000 km/s     88 75 62 50 38 25 12 0 0 0
Gas-Cooled Fast Reactor Technology PB-1.15 (1)     Total Power Output 3.1    Armour 0    Exp 12%

Active Search Sensor MR0-R7 (1)     GPS 15     Range 770k km    Resolution 7

This design is classed as a Fighter for production, combat and maintenance purposes

LLSix posted:

The Fox class strikefighter is designed to take a kicking and keep on ticking. Fast enough to dodge 50% of missiles fired at it; it's Mimi LaFloo railgun can knock down 2 missiles that do manage to keep track; and then its shield can easily brush aside the first 2 missiles that do hit. Any damage that does make it through the shields and armor is unlikely to disable a Fox Strikefighter thanks to its triply redundant power plants and spare fuel tank. But wait, there's more, this nigh-unkillable zombie intercepter can even repair itself, ensuring it can survive multiple waves of missiles.

Fast enough to catch fighter-bombers. Tough enough to survive their panicky attacks. Pilot a Fox Strikefighter today!

code:
Fox class Strikefighter    492 tons     4 Crew     115.4 BP      TCS 9.84  TH 96  EM 60
9756 km/s     Armour 1-5     Shields 2-300     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 3.31 Years     MSP 15    AFR 19%    IFR 0.3%    1YR 2    5YR 31    Max Repair 24 MSP
Intended Deployment Time: 0.1 months    Spare Berths 0    

Born to Burn Fighter 48 EP Ion Drive (2)    Power 48    Fuel Use 332.63%    Signature 48    Exp 20%
Fuel Capacity 10 000 Litres    Range 1.1 billion km   (31 hours at full power)
standard Delta R300/360 Shields (1)   Total Fuel Cost  15 Litres per hour  (360 per day)

Mimi LaFloo 10cm Railgun V3/C3 (1x4)    Range 30 000km     TS: 9756 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Deimos Fighter Railgun Fire Control S00.2 40-2500 H70 (FTR) (1)    Max Range: 80 000 km   TS: 10000 km/s     88 75 62 50 38 25 12 0 0 0
CSL Gas-Cooled Fast Reactor Technology PB-1.15 (3)     Total Power Output 3.1    Armour 0    Exp 12%

Mao-Kowalski Fighter Backup Active Search Sensor MR0-R10 (50%) (1)     GPS 21     Range 920k km    Resolution 10

This design is classed as a Fighter for production, combat and maintenance purposes

Tythas posted:

Two new ideas for Fighters and Bombers


first is a Torpedo Bomber

code:
Tyrant class Torpedo Bomber    462 tons     1 Crew     83.2 BP      TCS 9.24  TH 72  EM 0
7792 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4.8
Maint Life 0 Years     MSP 0    AFR 92%    IFR 1.3%    1YR 11    5YR 159    Max Repair 36 MSP
Intended Deployment Time: 0.1 months    Spare Berths 3    
Magazine 32    

72 EP Ion Drive (1)    Power 72    Fuel Use 329.23%    Signature 72    Exp 20%
Fuel Capacity 5 000 Litres    Range 0.6 billion km   (21 hours at full power)

Size 8 Box Launcher (4)    Missile Size 8    Hangar Reload 60 minutes    MF Reload 10 hours
Missile Fire Control FC8-R100 (50%) (1)     Range 8.8m km    Resolution 100
Size 8 Anti-ship Missile (1)  Speed: 24 900 km/s   End: 0.6m    Range: 0.8m km   WH: 14    Size: 8    TH: 149/89/44

Active Search Sensor MR2-R80 (1)     GPS 168     Range 2.6m km    Resolution 80

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
And a Fighter
code:
Nemesis MkII class Fighter    467 tons     1 Crew     86.2 BP      TCS 9.34  TH 72  EM 0
7708 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4.8
Maint Life 0 Years     MSP 0    AFR 93%    IFR 1.3%    1YR 3    5YR 52    Max Repair 36 MSP
Intended Deployment Time: 0.1 months    Spare Berths 3    
Magazine 32    

72 EP Ion Drive (1)    Power 72    Fuel Use 329.23%    Signature 72    Exp 20%
Fuel Capacity 5 000 Litres    Range 0.6 billion km   (21 hours at full power)

Size 1 Box Launcher (32)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Missile Fire Control FC2-R8 (1)     Range 2.5m km    Resolution 8

Active Search Sensor MR1-R6 (50%) (1)     GPS 26     Range 1.4m km    Resolution 6

This design is classed as a Fighter for production, combat and maintenance purposes

Scintilla posted:

Nobody's designed a Microwave fighter yet, have they? Here's one from me:

code:
Pandora class Fighter    407 tons     4 Crew     117.4 BP      TCS 8.14  TH 72  EM 0
8845 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 8.67 Years     MSP 36    AFR 6%    IFR 0.1%    1YR 1    5YR 13    Max Repair 30 MSP
Intended Deployment Time: 0.1 months    Spare Berths 0    

24 EP Ion Drive (3)    Power 24    Fuel Use 336.02%    Signature 24    Exp 20%
Fuel Capacity 5,000 Litres    Range 0.7 billion km   (20 hours at full power)

Vector Works R4.5/C3 High Power Microwave (1)    Range 45,000km     TS: 8845 km/s     Power 3-3     RM 4.5    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S00.5 40-5000 (FTR) (1)    Max Range: 80,000 km   TS: 20000 km/s     88 75 62 50 38 25 12 0 0 0
CSL Gas-Cooled Fast Reactor Technology PB-1 (1)     Total Power Output 3.15    Armour 0    Exp 5%

Fighter Active Search Sensor MR2-R80 (50%) (1)     GPS 168     Range 2.6m km    Resolution 80

This design is classed as a Fighter for production, combat and maintenance purposes

LLSix posted:

Here is my partial answer to needing to assault a JP.

code:
Victory Mk2 class Suicide Fighter    97 tons     1 Crew     27.4 BP      TCS 1.94  TH 24  EM 0
12371 km/s     Armour 1-1     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0.5
Maint Life 0 Years     MSP 0    AFR 19%    IFR 0.3%    1YR 1    5YR 13    Max Repair 12 MSP
Intended Deployment Time: 0.1 months    Spare Berths 3    

Minimal 24 EP Ion Drive (1)    Power 24    Fuel Use 336.02%    Signature 24    Exp 20%
Fuel Capacity 5 000 Litres    Range 2.8 billion km   (62 hours at full power)

Paint Gun Gauss Cannon R3-8 (1x3)    Range 30 000km     TS: 12371 km/s
     Accuracy Modifier 8%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Minimal Fire Control S00.1 20-2500 (1)    Max Range: 40 000 km   TS: 2500 km/s     75 50 25 0 0 0 0 0 0 0

This design is classed as a Fighter for production, combat and maintenance purposes
These fighters aren't really intended to accomplish anything beyond dying gloriously. Stuff 41 of these target dummies into every last gen carrier we can lay hands on; drag the carriers up to the JP and then flood the fighters through in a standard jump. They're so fast that some of them might even live to continue distracting the enemy after soaking the first salvo. In any case, the rest of the fleet makes squadron jumps 5 seconds afterwards while the defenders are still reloading. Thanks to Ceebees for help with updating his original design

Battleships and other vessels over 9900 tons

Scintilla posted:

Thanks for the advice - here's a much more affordable redesign:

code:
Olympus Mons II class Battlecruiser    14,900 tons     438 Crew     3254 BP      TCS 298  TH 1440  EM 750
4832 km/s     Armour 6-53     Shields 25-300     Sensors 54/42/0/0     Damage Control Rating 28     PPV 86.1
Maint Life 2.42 Years     MSP 1092    AFR 222%    IFR 3.1%    1YR 257    5YR 3853    Max Repair 540 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Cryogenic Berths 200    

SpaceX Standard 360 EP Ion Drive (4)    Power 360    Fuel Use 70.98%    Signature 360    Exp 12%
Fuel Capacity 400,000 Litres    Range 6.8 billion km   (16 days at full power)
Delta R300/360 Shields (10)   Total Fuel Cost  150 Litres per hour  (3,600 per day)

Orion 30cm C3 Far Ultraviolet Laser (1)    Range 320,000km     TS: 5000 km/s     Power 24-3     RM 5    ROF 40   
Twin Orion Gauss Cannon R3-100 Turret (2x6)    Range 30,000km     TS: 14000 km/s     Power 0-0     RM 3    ROF 5   
Orion 40cm C3 Plasma Carronade (4)    Range 320,000km     TS: 5000 km/s     Power 40-3     RM 1    ROF 70 
Fire Control S06 160-15000 H50 (2)    Max Range: 320,000 km   TS: 15000 km/s  
Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 18    Armour 0    Exp 5%

Active Search Sensor MR78-R80 (1)     GPS 5040     Range 78.9m km    Resolution 80
Thermal Sensor TH3-54 (1)     Sensitivity 54     Detect Sig Strength 1000:  54m km
EM Detection Sensor EM3-42 (1)     Sensitivity 42     Detect Sig Strength 1000:  42m km

ECM 20

This design is classed as a Military Vessel for maintenance purposes



PDCs

Scintilla posted:

We've had a lot of ship and fighter designs, so here's a PDC for variety:

code:
Schiltron class Beam Defence Base    9,050 tons     391 Crew     3106 BP      TCS 181  TH 0  EM 0
Armour 9-38     Sensors 1/63     Damage Control Rating 20     PPV 116.24
Intended Deployment Time: 3 months    Spare Berths 0    

Twin Orion 25cm C3 Far Ultraviolet Laser Turret (3x2)    Range 480,000km     TS: 14000 km/s     Power 32-6     RM 5    ROF 30  
Single Orion 20cm C3 Far Ultraviolet Laser Turret (6x1)    Range 480,000km     TS: 14000 km/s     Power 10-3     RM 5    ROF 20   
Orion 'Annihilator' 45cm C3 Far Ultraviolet Laser (1)    Range 480,000km     TS: 5000 km/s     Power 53-3     RM 5    ROF 90        
PDC Fire Control S06 240-15000 H50 (2)    Max Range: 480,000 km   TS: 15000 km/s     
Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 54    Armour 0    Exp 5%

Active Search Sensor MR78-R80 (50%) (1)     GPS 5040     Range 78.9m km    Resolution 80

ECCM-2 (1)         
This design is classed as a Planetary Defence Centre and can be pre-fabricated in 4 sections 

LLSix fucked around with this message at 02:11 on Oct 1, 2017

LLSix
Jan 20, 2010

The real power behind countless overlords

9,900 ton CVL & Cruiser designs. Carrier designs are grouped up at the top:

Tactical_Torpedo posted:

So, after going through with the helpful critics at Discord (Love you guys really!), this is my latest CVL design.

code:
I Suck At Names M3 class Light Carrier    9 900 tons     162 Crew     1323 BP      TCS 198  TH 828  EM 300
4181 km/s     Armour 4-41     Shields 10-300     Sensors 1/1/0/0     Damage Control Rating 24     PPV 0
Maint Life 3.29 Years     MSP 1334    AFR 196%    IFR 2.7%    1YR 186    5YR 2790    Max Repair 207 MSP
Intended Deployment Time: 18 months    Flight Crew Berths 76    
Hangar Deck Capacity 3000 tons     Magazine 272    Cryogenic Berths 200    

414 EP Ion Drive 1.15 30HS (2)    Power 414    Fuel Use 59.56%    Signature 414    Exp 11%
Fuel Capacity 600 000 Litres    Range 18.3 billion km   (50 days at full power)
Delta R300/360 Shields (4)   Total Fuel Cost  60 Litres per hour  (1 440 per day)

This design is classed as a Military Vessel for maintenance purposes
It's rather constrained by 9900 Tons & I'm not happy with the hanger size/Missile storage space, but it has sufficient MSP & Fuel for operating in deep space & can field 6 Full size fighters.

Running 2x Rail fighters & 4x F-B's (With a Phobos style Weapons load) gives roughly 2.83 reloads of missile space.

Jack2142 posted:

Here is my Locklear, it doesn't have the shields of the other design, but it doesn't sacrifice any carrying space and can carry the same compliment of fighters, has a pair of MSP bays for repairs if needed.

code:
Locklear Mk.III class Light Carrier    9 900 tons     152 Crew     1316 BP      TCS 198  TH 810  EM 150
4090 km/s     Armour 4-41     Shields 5-300     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 1.66 Years     MSP 2083    AFR 784%    IFR 10.9%    1YR 895    5YR 13426    Max Repair 405 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 70    
Hangar Deck Capacity 4000 tons     Magazine 204    

Norman-Williams 810 EP Ion Drive (1)    Power 810    Fuel Use 63.53%    Signature 810    Exp 13%
Fuel Capacity 500 000 Litres    Range 14.3 billion km   (40 days at full power)
Holmes-Lewis Kinetics Delta R300/360 Shields (2)   Total Fuel Cost  30 Litres per hour  (720 per day)

ECM 10

This design is classed as a Military Vessel for maintenance purposes







Tythas posted:

The Final Version of the new Beam Heavy Cruiser

code:
Lucifer class Heavy Cruiser    9 900 tons     307 Crew     2025.2 BP      TCS 198  TH 1094  EM 900
5525 km/s     Armour 5-41     Shields 30-300     Sensors 1/1/0/0     Damage Control Rating 27     PPV 38
Maint Life 3.11 Years     MSP 959    AFR 104%    IFR 1.5%    1YR 149    5YR 2238    Max Repair 273.6 MSP
Intended Deployment Time: 18 months    Spare Berths 0    

547.2 EP Ion Drive (2)    Power 547.2    Fuel Use 58.68%    Signature 547.2    Exp 12%
Fuel Capacity 500 000 Litres    Range 15.5 billion km   (32 days at full power)
Delta R300/360 Shields (12)   Total Fuel Cost  180 Litres per hour  (4 320 per day)

15cm C3 Far Ultraviolet Laser (6)    Range 300 000km     TS: 5525 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
45cm C3 Far Ultraviolet Laser (1)    Range 320 000km     TS: 5525 km/s     Power 53-3     RM 5    ROF 90        53 53 53 53 53 44 37 33 29 26
Fire Control S03 160-7500 (2)    Max Range: 320 000 km   TS: 7500 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 27    Armour 0    Exp 5%

Active Search Sensor MR26-R80 (50%) (1)     GPS 1680     Range 26.3m km    Resolution 80

This design is classed as a Military Vessel for maintenance purposes
Alternatively
code:
Lucifer - Copy class Heavy Cruiser    9 900 tons     284 Crew     2034.2 BP      TCS 198  TH 1094  EM 900
5525 km/s     Armour 7-41     Shields 30-300     Sensors 1/1/0/0     Damage Control Rating 25     PPV 30
Maint Life 1.88 Years     MSP 642    AFR 156%    IFR 2.2%    1YR 233    5YR 3494    Max Repair 273.6 MSP
Intended Deployment Time: 18 months    Spare Berths 2    

547.2 EP Ion Drive (2)    Power 547.2    Fuel Use 58.68%    Signature 547.2    Exp 12%
Fuel Capacity 500 000 Litres    Range 15.5 billion km   (32 days at full power)
Delta R300/360 Shields (12)   Total Fuel Cost  180 Litres per hour  (4 320 per day)

45cm C3 Far Ultraviolet Laser (1)    Range 320 000km     TS: 5525 km/s     Power 53-3     RM 5    ROF 90        53 53 53 53 53 44 37 33 29 26
15cm C3 Far Ultraviolet Laser (4)    Range 300 000km     TS: 5525 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Fire Control S03 160-7500 (2)    Max Range: 320 000 km   TS: 7500 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 27    Armour 0    Exp 5%

Active Search Sensor MR26-R80 (50%) (1)     GPS 1680     Range 26.3m km    Resolution 80

Compact ECCM-1 (1)         ECM 20

This design is classed as a Military Vessel for maintenance purposes

Bremen posted:

On the note of maximizing the number of giant doom lasers, I'm going to put forward my suggestion for a missile cruiser with beam secondaries. While primarily missile armed, it has a healthy punch with a spinal laser and two secondaries, enough to remain dangerous even after expending all of its missiles.

code:
Lowell mod c class Heavy Cruiser    9 900 tons     270 Crew     1701 BP      TCS 198  TH 864  EM 660
4363 km/s     Armour 6-41     Shields 22-300     Sensors 1/1/0/0     Damage Control Rating 4     PPV 36
Maint Life 1.78 Years     MSP 440    AFR 191%    IFR 2.7%    1YR 171    5YR 2571    Max Repair 216 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Magazine 504    

Hephaestus Drive Yards Ion Drive (2)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 400 000 Litres    Range 11.0 billion km   (29 days at full power)
Delta R300/360 Shields (9)   Total Fuel Cost  135 Litres per hour  (3 240 per day)

15cm C3 Far Ultraviolet Laser (2)    Range 300 000km     TS: 5000 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Fire Control S02 160-5000 (1)    Max Range: 320 000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1.2 (2)     Total Power Output 6.48    Armour 0    Exp 16%

Size 4 Missile Launcher (7)    Missile Size 4    Rate of Fire 40
Missile Fire Control FC110-R80 (1)     Range 110.4m km    Resolution 80
Hellhammer Torpedo (7)  Speed: 24 000 km/s   End: 1.7m    Range: 2.5m km   WH: 9    Size: 4    TH: 104/62/31
Javelin Anti-ship Missile (119)  Speed: 24 000 km/s   End: 69.8m    Range: 100.5m km   WH: 4    Size: 4    TH: 160/96/48

Active Search Sensor MR111-R80 (1)     GPS 7140     Range 111.8m km    Resolution 80

ECCM-2 (1)         ECM 20
They may say jack of all trades, master of none, but I figure if instead of having 5 beam ships and 5 missile ships we can have 3 beam ships and 7 missile ships with beam secondaries, we'll come out ahead at both ranges. Plus the last war taught us how chancy highly specialized designs can be.

Also the first time an enemy encounters them they might assume they're just a slow missile ship until they close to point blank range for the giant doom laser.
[collater's note - mod c version was never posted in thread but was requested by Bremen to replace his original design]

sloshmonger posted:

Just a few quick work ups. Should cover most of the requirements for a fleet, and open to tweaking. I don't think multi-purpose ships are that useful -- if you're going to do something, do it all the way. Some of these are not as useful at this tech level -- like the missile escort cruiser -- but can get better easily with better missile tech, which requires 0 modifications to the ship.
We 100% need some fast fuel tenders to go along with these fleets to give them any sort of legs, but they fit the requirements.

code:
9900 Jump Cruiser class Jump Cruiser    9 900 tons     312 Crew     1958 BP      TCS 198  TH 864  EM 60
4363 km/s    JR 3-50     Armour 4-41     Shields 2-300     Sensors 36/28/0/0     Damage Control Rating 6     PPV 22
Maint Life 2.47 Years     MSP 742    AFR 130%    IFR 1.8%    1YR 168    5YR 2519    Max Repair 216 MSP
Intended Deployment Time: 18 months    Spare Berths 0    

J9900(3-50) Military Jump Drive     Max Ship Size 9900 tons    Distance 50k km     Squadron Size 3
432 EP Ion Drive (2)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 750 000 Litres    Range 20.6 billion km   (54 days at full power)
Delta R300/360 Shields (1)   Total Fuel Cost  15 Litres per hour  (360 per day)

45cm C3 Far Ultraviolet Laser (1)    Range 320 000km     TS: 5000 km/s     Power 53-3     RM 5    ROF 90        53 53 53 53 53 44 37 33 29 26
15cm C3 Far Ultraviolet Laser (2)    Range 300 000km     TS: 5000 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Fire Control S03 160-7500 (2)    Max Range: 320 000 km   TS: 7500 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 9    Armour 0    Exp 5%

Active Search Sensor MR46-R10 (1)     GPS 1050     Range 46.5m km    Resolution 10
Active Search Sensor MR147-R100 (1)     GPS 10500     Range 147.0m km    Resolution 100
Thermal Sensor TH2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km
EM Detection Sensor EM2-28 (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km

Compact ECCM-1 (2)         ECM 20

This design is classed as a Military Vessel for maintenance purposes
code:
9900 Battlecruiser class Battlecruiser    9 900 tons     304 Crew     2046 BP      TCS 198  TH 864  EM 360
4363 km/s     Armour 7-41     Shields 12-300     Sensors 18/14/0/0     Damage Control Rating 6     PPV 38
Maint Life 2.85 Years     MSP 775    AFR 130%    IFR 1.8%    1YR 140    5YR 2100    Max Repair 216 MSP
Intended Deployment Time: 18 months    Spare Berths 1    
Cryogenic Berths 200    

432 EP Ion Drive (2)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 750 000 Litres    Range 20.6 billion km   (54 days at full power)
Delta R300/360 Shields (5)   Total Fuel Cost  75 Litres per hour  (1 800 per day)

45cm C3 Far Ultraviolet Laser (1)    Range 320 000km     TS: 5000 km/s     Power 53-3     RM 5    ROF 90        53 53 53 53 53 44 37 33 29 26
15cm C3 Far Ultraviolet Laser (6)    Range 300 000km     TS: 5000 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Fire Control S03 160-7500 (2)    Max Range: 320 000 km   TS: 7500 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1 (5)     Total Power Output 22.5    Armour 0    Exp 5%

Active Search Sensor MR46-R10 (1)     GPS 1050     Range 46.5m km    Resolution 10
Thermal Sensor TH1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
EM Detection Sensor EM1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECCM-2 (2)         ECM 20

This design is classed as a Military Vessel for maintenance purposes
code:
9900 Missile Cruiser class Missile Cruiser    9 900 tons     262 Crew     1510 BP      TCS 198  TH 864  EM 360
4363 km/s     Armour 5-41     Shields 12-300     Sensors 18/14/0/0     Damage Control Rating 6     PPV 36
Maint Life 2.71 Years     MSP 572    AFR 130%    IFR 1.8%    1YR 112    5YR 1677    Max Repair 216 MSP
Intended Deployment Time: 18 months    Spare Berths 1    
Magazine 543    Cryogenic Berths 200    

432 EP Ion Drive (2)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 750 000 Litres    Range 20.6 billion km   (54 days at full power)
Delta R300/360 Shields (5)   Total Fuel Cost  75 Litres per hour  (1 800 per day)

Size 6 Missile Launcher (75% Reduction) (8)    Missile Size 6    Rate of Fire 120
Missile Fire Control FC176-R100 (1)     Range 176.4m km    Resolution 100
Size 6 Anti-ship Missile (90)  Speed: 28 000 km/s   End: 29.2m    Range: 49m km   WH: 6    Size: 6    TH: 177/106/53

Active Search Sensor MR73-R100 (1)     GPS 5250     Range 73.5m km    Resolution 100
Thermal Sensor TH1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
EM Detection Sensor EM1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECM 20

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
code:
9900 Escort Cruiser class Escort Cruiser    9 900 tons     222 Crew     1600.8 BP      TCS 198  TH 864  EM 360
4363 km/s     Armour 4-41     Shields 12-300     Sensors 36/1/0/0     Damage Control Rating 5     PPV 16
Maint Life 2.16 Years     MSP 556    AFR 142%    IFR 2%    1YR 160    5YR 2395    Max Repair 216 MSP
Intended Deployment Time: 18 months    Spare Berths 1    
Magazine 808    Cryogenic Berths 200    

432 EP Ion Drive (2)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 750 000 Litres    Range 20.6 billion km   (54 days at full power)
Delta R300/360 Shields (5)   Total Fuel Cost  75 Litres per hour  (1 800 per day)

Size 1 Missile Launcher (16)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC17-R1 (4)     Range 17.6m km    Resolution 1
Size 1 Anti-missile Missile (808)  Speed: 31 200 km/s   End: 2m    Range: 3.7m km   WH: 1    Size: 1    TH: 197/118/59

Active Search Sensor MR14-R1 (1)     GPS 105     Range 14.7m km    MCR 1.6m km    Resolution 1
Thermal Sensor TH2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

ECM 20

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
code:
9900 Point Defense Cruiser class Escort Cruiser    9 900 tons     241 Crew     1740 BP      TCS 198  TH 864  EM 360
4363 km/s     Armour 5-41     Shields 12-300     Sensors 36/1/0/0     Damage Control Rating 6     PPV 62.31
Maint Life 2.36 Years     MSP 659    AFR 130%    IFR 1.8%    1YR 162    5YR 2423    Max Repair 216 MSP
Intended Deployment Time: 18 months    Spare Berths 1    
Cryogenic Berths 200    

432 EP Ion Drive (2)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 750 000 Litres    Range 20.6 billion km   (54 days at full power)
Delta R300/360 Shields (5)   Total Fuel Cost  75 Litres per hour  (1 800 per day)

Twin Gauss Cannon R3-100 Turret (1x6)    Range 30 000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Triple Gauss Cannon R3-100 Turret (2x9)    Range 30 000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S02 40-20000 (2)    Max Range: 80 000 km   TS: 20000 km/s     88 75 62 50 38 25 12 0 0 0

Size 6 Anti-ship Missile (90)  Speed: 28 000 km/s   End: 29.2m    Range: 49m km   WH: 6    Size: 6    TH: 177/106/53

Active Search Sensor MR14-R1 (1)     GPS 105     Range 14.7m km    MCR 1.6m km    Resolution 1
Thermal Sensor TH2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

ECM 20

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

Jack2142 posted:

AMM Cruiser

code:
 Hoplon class Missile Defence Cruiser    9 900 tons     232 Crew     1748.5 BP      TCS 198  TH 864  EM 600
4363 km/s     Armour 6-41     Shields 20-300     Sensors 1/1/0/0     Damage Control Rating 23     PPV 20
Maint Life 1.06 Years     MSP 386    AFR 224%    IFR 3.1%    1YR 343    5YR 5149    Max Repair 252 MSP
Intended Deployment Time: 12 months    Spare Berths 1    
Magazine 691    

Dixon-Reed Turbines 432 EP Ion Drive (2)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 410 000 Litres    Range 11.3 billion km   (29 days at full power)
Holmes-Lewis Kinetics Delta R300/360 Shields (8)   Total Fuel Cost  120 Litres per hour  (2 880 per day)

Hill Armaments Size 1 Missile Launcher (20)    Missile Size 1    Rate of Fire 10
North-Palmer Missile Fire Control FC35-R1 (1)     Range 35.3m km    Resolution 1

North-Palmer Active Search Sensor MR35-R1 (1)     GPS 252     Range 35.3m km    MCR 3.8m km    Resolution 1

Compact ECCM-1 (1)         ECM 10

This design is classed as a Military Vessel for maintenance purposes
My Anti-Ship Missile Cruiser

code:
Taiaha  - Copy class Missile Cruiser    9 900 tons     251 Crew     1605 BP      TCS 198  TH 864  EM 600
4363 km/s     Armour 6-41     Shields 20-300     Sensors 1/1/0/0     Damage Control Rating 24     PPV 33
Maint Life 1.4 Years     MSP 380    AFR 209%    IFR 2.9%    1YR 212    5YR 3174    Max Repair 216 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Magazine 638    

Dixon-Reed Turbines 432 EP Ion Drive (2)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 400 000 Litres    Range 11.0 billion km   (29 days at full power)
Holmes-Lewis Kinetics Delta R300/360 Shields (8)   Total Fuel Cost  120 Litres per hour  (2 880 per day)

Carey-Turnbull Size 3 Missile Launcher (11)    Missile Size 3    Rate of Fire 30
Marsh-Spencer Cybernetics Missile Fire Control FC109-R60 (1)     Range 109.3m km    Resolution 60

Marsh-Spencer Cybernetics Active Search Sensor MR102-R60 (1)     GPS 5670     Range 102.5m km    Resolution 60

Compact ECCM-1 (1)         ECM 10

This design is classed as a Military Vessel for maintenance purposes

Scintilla posted:

There have been some solid designs so far, but nothing too outlandish or experimental. Let's rectify that.

code:
Thunderchild class Torpedo Ram    9,250 tons     188 Crew     2333 BP      TCS 185  TH 259.2  EM 0
5837 km/s     Armour 8-39     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 23     PPV 78
Maint Life 1.37 Years     MSP 473    AFR 228%    IFR 3.2%    1YR 272    5YR 4082    Max Repair 360 MSP
Intended Deployment Time: 6 months    Spare Berths 4    
Magazine 360    

SpaceX Turbocharged 360 EP Ion Drive (3)    Power 360    Fuel Use 288.5%    Signature 86.4    Exp 20%
Fuel Capacity 500,000 Litres    Range 3.4 billion km   (6 days at full power)

Orion 40cm C3 Plasma Carronade (2)    Range 320,000km     TS: 5837 km/s     Power 40-3     RM 1    ROF 70        40 20 13 10 8 6 5 5 4 4
Fire Control S03 160-7500 H50 (1)    Max Range: 320,000 km   TS: 7500 km/s     97 94 91 88 84 81 78 75 72 69
CSL Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 6.3    Armour 0    Exp 5%

Virgin Galactic Size 9 Box Launcher (40)    Missile Size 9    Hangar Reload 67.5 minutes    MF Reload 11.2 hours
Mao-Kowalski Missile Fire Control FC0-R1 (50%) (1)     Range 870k km    Resolution 1
Titanomachia Size 9 Anti-ship Missile (40)  Speed: 26,700 km/s   End: 0.3m    Range: 0.5m km   WH: 12    Size: 9    TH: 124/74/37

Compact ECCM-1 (1)         ECM 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
Yes. I am indeed going there. :unsmigghh:

The Thunderchild is an unproven, highly experimental design that combines the destructive power of the Olympus Mons Battlecruiser, the missile output of the IC's Marissa Mayer, the heavy armour of the Mariner Valley Battleship and the unparalleled speed of the latest generation SpaceX Ion Drives. Its primary purpose is to steam into close range and obliterate enemy capital ships, trusting in its speed and armour to protect it until then.

The enormous Titanomachia missiles carried by the Thunderchild are unlike any that Mars has ever produced. They are designed to be fired at knife-fighting range, and their massive warheads are protected by a layer of ablative armour that affords them a degree of protection against enemy anti-missile systems. Ships that survive the single barrage loaded into the Thunderchild's box launchers will find themselves staring down the barrels of two highly advanced Orion Plasma Carronades.

Weaknesses include a total lack of sensors and diminished combat capability once the initial volley has been fired. Also, you'd have to be suicidal to actually serve on the thing.

Nick Esasky posted:

On a related note, this is what my idea of a dedicated beam combat ship looks like, as a replacement for the general role of the Cassini in the current fleet:

code:
Ersatz Cassini class Cruiser    9,900 tons     314 Crew     2271 BP      TCS 198  TH 864  EM 1200
4363 km/s     Armour 7-41     Shields 40-300     Sensors 18/14/0/0     Damage Control Rating 24     PPV 38
Maint Life 2.23 Years     MSP 573    AFR 196%    IFR 2.7%    1YR 156    5YR 2336    Max Repair 180 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Flag Bridge    

288 EP Ion Drive (3)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 450,000 Litres    Range 10.8 billion km   (28 days at full power)
Triton Navy Yard Delta R300/360 Shields (16)   Total Fuel Cost  240 Litres per hour  (5,760 per day)

Triton Navy Yard 45cm C3 Far Ultraviolet Ion Cannon (1)    Range 320,000km     TS: 5000 km/s     Power 53-3     RM 5    ROF 90        53 53 53 53 53 44 37 33 29 26
Orion 15cm C3 Far Ultraviolet Laser (5)    Range 300,000km     TS: 5000 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
R9/C3 High Power Microwave (1)    Range 90,000km     TS: 5000 km/s     Power 6-3     RM 9    ROF 10        1 1 1 1 1 1 1 1 1 0
Bradshaw-Wright Limited Fire Control S02 160-5000 H50 (2)    Max Range: 320,000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1.2 (4)     Total Power Output 21.6    Armour 0    Exp 16%

Active Search Sensor MR45-R60 (50%) (1)     GPS 2520     Range 45.5m km    Resolution 60
Triton Navy Yard Thermal Sensor TH1-18 (50%) (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
Triton Navy Yard EM Detection Sensor EM1-14 (50%) (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECCM-2 (1)         ECM 20

Nick Esasky posted:

And i suppose i may as well throw in my baseline Max Gauss PD boat as well. 27 shots ATM, could be upped to 36 at the cost of things like half the armor and the two seperate fire controls. A jump tender variant is possible that fits in a 9900-ton jump drive by dropping one of the turrets, the shields, and two armor layers.

code:
Ark Royal class Escort Cruiser    9,900 tons     242 Crew     2216 BP      TCS 198  TH 864  EM 450
4363 km/s     Armour 6-41     Shields 15-300     Sensors 1/1/0/0     Damage Control Rating 4     PPV 69.99
Maint Life 1.56 Years     MSP 560    AFR 196%    IFR 2.7%    1YR 265    5YR 3975    Max Repair 270 MSP
Intended Deployment Time: 12 months    Spare Berths 0    

288 EP Ion Drive (3)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 500,000 Litres    Range 12.0 billion km   (31 days at full power)
Triton Navy Yard Delta R300/360 Shields (6)   Total Fuel Cost  90 Litres per hour  (2,160 per day)

Triple Gauss Cannon R3-100 Turret (3x9)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S03 60-20000 H50 (3)    Max Range: 120,000 km   TS: 20000 km/s     92 83 75 67 58 50 42 33 25 17

Active Search Sensor MR5-R1 (1)     GPS 42     Range 5.9m km    MCR 640k km    Resolution 1
Sept 25th update: Jumpship Version of that PD cruiser

code:
Ark Royal - Copy class Jump Escort Cruiser    9,900 tons     267 Crew     1638 BP      TCS 198  TH 864  EM 0
4363 km/s    JR 5-250     Armour 4-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 46.66
Maint Life 1.21 Years     MSP 414    AFR 196%    IFR 2.7%    1YR 291    5YR 4371    Max Repair 270 MSP
Intended Deployment Time: 12 months    Spare Berths 1    

J9900(5-250) Military Jump Drive     Max Ship Size 9900 tons    Distance 250k km     Squadron Size 5
288 EP Ion Drive (3)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 400,000 Litres    Range 9.6 billion km   (25 days at full power)

Triple Gauss Cannon R3-100 Turret (2x9)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S03 60-20000 H50 (1)    Max Range: 120,000 km   TS: 20000 km/s     92 83 75 67 58 50 42 33 25 17

Active Search Sensor MR5-R1 (1)     GPS 42     Range 5.9m km    MCR 640k km    Resolution 1
Comments appreciated, of course.

Scintilla posted:

Fiiiine, here's a cheap and cheerful Monitor that mounts both Giant Doom Lasers and Huge Plasma Death-Throwers.

code:
Tempest class Monitor    7,350 tons     225 Crew     1657 BP      TCS 147  TH 720  EM 0
4897 km/s     Armour 6-33     Shields 0-0     Sensors 36/28/0/0     Damage Control Rating 24     PPV 38
Maint Life 2.51 Years     MSP 564    AFR 108%    IFR 1.5%    1YR 125    5YR 1874    Max Repair 270 MSP
Intended Deployment Time: 12 months    Spare Berths 2    
Cryogenic Berths 200    

SpaceX Standard 360 EP Ion Drive (2)    Power 360    Fuel Use 70.98%    Signature 360    Exp 12%
Fuel Capacity 250,000 Litres    Range 8.6 billion km   (20 days at full power)

Orion 'Annihilator' 45cm C3 Far Ultraviolet Laser (1)    Range 320,000km     TS: 5000 km/s     Power 53-3     RM 5    ROF 90  
Orion 40cm C3 Plasma Carronade (2)    Range 320,000km     TS: 5000 km/s     Power 40-3     RM 1    ROF 70        
Fire Control S03 160-7500 H50 (2)    Max Range: 320,000 km   TS: 7500 km/s    
Gas-Cooled Fast Reactor Technology PB-1 (1)     Total Power Output 9    Armour 0    Exp 5%

Active Search Sensor MR58-R100 (1)     GPS 4200     Range 58.8m km    Resolution 100
Thermal Sensor TH2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km
EM Detection Sensor EM2-28 (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km

This design is classed as a Military Vessel for maintenance purposes

sloshmonger posted:

I think I've come around to the hybrid approach, but with a kinda of Melissa Meyer twist. Using a crapton of box launchers, you can add a lot of missile capabilities while closing. Going to size 4 vs the size 6 I was anticipating changes the calculus also.
code:
9900 Hybrid - S4 Missiles class Cruiser    9 900 tons     263 Crew     1992.8 BP      TCS 198  TH 864  EM 0
4363 km/s     Armour 7-41     Shields 0-0     Sensors 18/1/0/0     Damage Control Rating 5     PPV 53.8
Maint Life 2.41 Years     MSP 629    AFR 156%    IFR 2.2%    1YR 149    5YR 2229    Max Repair 216 MSP
Intended Deployment Time: 18 months    Spare Berths 0    
Magazine 132    

432 EP Ion Drive (2)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 750 000 Litres    Range 20.6 billion km   (54 days at full power)

15cm C3 Far Ultraviolet Laser (5)    Range 300 000km     TS: 5000 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
45cm C3 Far Ultraviolet Laser (1)    Range 320 000km     TS: 5000 km/s     Power 53-3     RM 5    ROF 90        53 53 53 53 53 44 37 33 29 26
Fire Control S03 160-7500 (2)    Max Range: 320 000 km   TS: 7500 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1 (4)     Total Power Output 18    Armour 0    Exp 5%

Size 4 Box Launcher (33)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Missile Fire Control FC55-R10 (1)     Range 55.8m km    Resolution 10
Size 4 Anti-ship Missile (27)  Speed: 32 400 km/s   End: 34.8m    Range: 67.7m km   WH: 4    Size: 4    TH: 151/90/45

Active Search Sensor MR73-R100 (1)     GPS 5250     Range 73.5m km    Resolution 100
Thermal Sensor TH1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

Compact ECCM-1 (2)         ECM 20

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
Or one with faster closing speed in exchange for less armor and range
code:
9900 Fast Hybrid - S4 Missiles class Cruiser    9 900 tons     280 Crew     2010.2 BP      TCS 198  TH 1080  EM 0
5454 km/s     Armour 5-41     Shields 0-0     Sensors 9/1/0/0     Damage Control Rating 4     PPV 50.2
Maint Life 1.87 Years     MSP 508    AFR 196%    IFR 2.7%    1YR 185    5YR 2775    Max Repair 180 MSP
Intended Deployment Time: 18 months    Spare Berths 0    
Magazine 108    

360 EP Ion Drive (3)    Power 360    Fuel Use 70.98%    Signature 360    Exp 12%
Fuel Capacity 500 000 Litres    Range 12.8 billion km   (27 days at full power)

45cm C3 Far Ultraviolet Laser (1)    Range 320 000km     TS: 5454 km/s     Power 53-3     RM 5    ROF 90        53 53 53 53 53 44 37 33 29 26
15cm C3 Far Ultraviolet Laser (5)    Range 300 000km     TS: 5454 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Fire Control S03 160-7500 (2)    Max Range: 320 000 km   TS: 7500 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1 (4)     Total Power Output 18    Armour 0    Exp 5%

Size 4 Box Launcher (27)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Missile Fire Control FC55-R10 (1)     Range 55.8m km    Resolution 10
Size 4 Anti-ship Missile (27)  Speed: 32 400 km/s   End: 34.8m    Range: 67.7m km   WH: 4    Size: 4    TH: 151/90/45

Active Search Sensor MR147-R100 (1)     GPS 10500     Range 147.0m km    Resolution 100
Thermal Sensor TH0.5-9 (1)     Sensitivity 9     Detect Sig Strength 1000:  9m km

Compact ECCM-1 (2)         ECM 20

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
Edited for deployment time fixes, dropping some sensor ranges.

Tythas posted:

a new Command Cruiser

code:
Lucifer class Command Cruiser    9 900 tons     310 Crew     2156.2 BP      TCS 198  TH 1094  EM 960
5525 km/s     Armour 6-41     Shields 32-300     Sensors 1/1/0/0     Damage Control Rating 25     PPV 30
Maint Life 1.95 Years     MSP 681    AFR 156%    IFR 2.2%    1YR 235    5YR 3518    Max Repair 273.6 MSP
Intended Deployment Time: 18 months    Spare Berths 0    
Flag Bridge    

547.2 EP Ion Drive (2)    Power 547.2    Fuel Use 58.68%    Signature 547.2    Exp 12%
Fuel Capacity 350 000 Litres    Range 10.8 billion km   (22 days at full power)
Delta R300/360 Shields (13)   Total Fuel Cost  195 Litres per hour  (4 680 per day)

15cm C3 Far Ultraviolet Laser (4)    Range 300 000km     TS: 5525 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
45cm C3 Far Ultraviolet Laser (1)    Range 320 000km     TS: 5525 km/s     Power 53-3     RM 5    ROF 90        53 53 53 53 53 44 37 33 29 26
Fire Control S03 160-7500 (2)    Max Range: 320 000 km   TS: 7500 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 27    Armour 0    Exp 5%

Active Search Sensor MR26-R80 (50%) (1)     GPS 1680     Range 26.3m km    Resolution 80

Compact ECCM-1 (1)         ECM 20

This design is classed as a Military Vessel for maintenance purposes

Bremen posted:

Comedy option:

code:
Vanguard class Heavy Cruiser    9 850 tons     290 Crew     1930 BP      TCS 197  TH 1152  EM 900
5847 km/s     Armour 7-40     Shields 30-300     Sensors 1/1/0/0     Damage Control Rating 5     PPV 34
Maint Life 1.76 Years     MSP 612    AFR 155%    IFR 2.2%    1YR 243    5YR 3647    Max Repair 288 MSP
Intended Deployment Time: 12 months    Spare Berths 0    

576 EP Ion Drive (2)    Power 576    Fuel Use 56.79%    Signature 576    Exp 12%
Fuel Capacity 350 000 Litres    Range 11.3 billion km   (22 days at full power)
Delta R300/360 Shields (12)   Total Fuel Cost  180 Litres per hour  (4 320 per day)

45cm C3 Far Ultraviolet Laser (1)    Range 320 000km     TS: 5847 km/s     Power 53-3     RM 5    ROF 90        53 53 53 53 53 44 37 33 29 26
15cm C3 Far Ultraviolet Laser (5)    Range 300 000km     TS: 5847 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Fire Control S03 160-7500 (1)    Max Range: 320 000 km   TS: 7500 km/s     97 94 91 88 84 81 78 75 72 69
Fire Control S02 160-5000 (1)    Max Range: 320 000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 18    Armour 0    Exp 5%

Active Search Sensor MR2-R1 (1)     GPS 21     Range 2.9m km    MCR 320k km    Resolution 1

ECCM-2 (1)         ECM 20
code:
Inexorable class Missile Pod    4 500 tons     41 Crew     591 BP      TCS 90  TH 0  EM 0
1 km/s     Armour 3-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 60
Maint Life 2.15 Years     MSP 82    AFR 162%    IFR 2.2%    1YR 24    5YR 355    Max Repair 100 MSP
Intended Deployment Time: 12 months    Spare Berths 2    
Magazine 400    Tractor Beam     


Size 4 Box Launcher (100)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Missile Fire Control FC110-R80 (1)     Range 110.4m km    Resolution 80

Active Search Sensor MR111-R80 (1)     GPS 7140     Range 111.8m km    Resolution 80

ECCM-2 (1)
4000 km/s under tow, then it can drop the pod and run down pretty much anything with its beams. The missile pods could also double as colony defense, or jump point defense with torpedoes.

Tuna-Fish posted:

Yes, but our pocket carriers only have hangar space of 4k. Box launchers can reload in hangars, so fitting the missile pod into the hangar to reload while the fighters chill out waiting outside makes box launcher pods much more operationally flexible.

Here is a slightly different take on Broadsword, now with slightly less gofast, one less gun and only 4kt missile pod, but with 1x improved damage control, enough fuel to meet the 10B standard while tugging the missiles, and longer deployment time:

code:
Sluys class Heavy Cruiser    9 900 tons     284 Crew     2138.6 BP      TCS 198  TH 1123  EM 900
5671 km/s     Armour 7-41     Shields 30-300     Sensors 1/1/0/0     Damage Control Rating 25     PPV 30
Maint Life 1.89 Years     MSP 675    AFR 156%    IFR 2.2%    1YR 243    5YR 3638    Max Repair 280.8 MSP
Intended Deployment Time: 18 months    Spare Berths 2    

561.6 EP Ion Drive (2)    Power 561.6    Fuel Use 57.73%    Signature 561.6    Exp 12%
Fuel Capacity 450 000 Litres    Range 14.2 billion km   (28 days at full power)
Delta R300/360 Shields (12)   Total Fuel Cost  180 Litres per hour  (4 320 per day)

15cm C3 Far Ultraviolet Laser (4)    Range 300 000km     TS: 5671 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
45cm C3 Far Ultraviolet Laser (1)    Range 320 000km     TS: 5671 km/s     Power 53-3     RM 5    ROF 90        53 53 53 53 53 44 37 33 29 26
Fire Control S02.5 160-6250 H50 (2)    Max Range: 320 000 km   TS: 6250 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1 (4)     Total Power Output 18    Armour 0    Exp 5%

Active Search Sensor MR2-R1 (1)     GPS 21     Range 2.9m km    MCR 320k km    Resolution 1
This design comes pre-optimized for reducing risk of structural failure.

Full component list:


And the S4 missile pod:
code:
Mastodon class Missile Pod    4 000 tons     49 Crew     558.4 BP      TCS 80  TH 0  EM 0
1 km/s     Armour 3-22     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 48.6
Maint Life 6.27 Years     MSP 201    AFR 55%    IFR 0.8%    1YR 9    5YR 132    Max Repair 100 MSP
Intended Deployment Time: 18 months    Spare Berths 0    
Magazine 324    Tractor Beam     


Size 4 Box Launcher (81)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Missile Fire Control FC110-R80 (1)     Range 110.4m km    Resolution 80

Active Search Sensor MR111-R80 (1)     GPS 7140     Range 111.8m km    Resolution 80

ECCM-2 (1)         This design is classed as a Military Vessel for maintenance purposes

The problem with S4 box launchers is that this thing is right about the most fragile "ship" in existence, it has 13 HTK in a 4000t ship.

Here is a version with S7 launchers. It would need specialized missiles, but it would not blow up from a gentle breeze:
code:
Brontosaurus class Missile Pod    4 000 tons     49 Crew     559.2 BP      TCS 80  TH 0  EM 0
1 km/s     Armour 3-22     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 48.3
Maint Life 6.78 Years     MSP 218    AFR 51%    IFR 0.7%    1YR 8    5YR 124    Max Repair 100 MSP
Intended Deployment Time: 18 months    Spare Berths 0    
Magazine 322    Tractor Beam     


Size 7 Box Launcher (46)    Missile Size 7    Hangar Reload 52.5 minutes    MF Reload 8.7 hours
Missile Fire Control FC110-R80 (1)     Range 110.4m km    Resolution 80

Active Search Sensor MR111-R80 (1)     GPS 7140     Range 111.8m km    Resolution 80

ECCM-2 (1)         This design is classed as a Military Vessel for maintenance purposes

Both my missile pods have sufficient MSP to fix their tractor beams. If this is not required, you could cram a few more missiles in them.

edit: I just realized that missile pods are basically missile defense satellites with an extra tractor beam. There might be sense in having extra missile pods around...


FSVs

Nick Esasky posted:

Fuel/Ammo/Maintnence Tenders

We're gonna need them, and i don't see any proposals floating about for them. I have a few. With JDs, so they can go fetch things themselves/pull things back to Sol for repair on their own. Potentially also can fill generic Sit On JP And Help Jump Things duty if not otherwise needed/its safe.

code:
Ersatz Eberswalde class Military Tanker    9,900 tons     163 Crew     1188 BP      TCS 198  TH 864  EM 0
4363 km/s    JR 3-50     Armour 1-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 0
Maint Life 1.3 Years     MSP 300    AFR 196%    IFR 2.7%    1YR 189    5YR 2829    Max Repair 144 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Cryogenic Berths 200    

J9900(3-50) Military Jump Drive     Max Ship Size 9900 tons    Distance 50k km     Squadron Size 3
288 EP Ion Drive (3)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 4,350,000 Litres    Range 104.4 billion km   (277 days at full power)
Basic military gas mover if we really need to send gas through an ungated JP. Would prefer commercial designs in other cases.

code:
Volcano class Ammunition Transport    9,900 tons     198 Crew     1215.5 BP      TCS 198  TH 864  EM 0
4363 km/s    JR 3-50     Armour 1-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
Maint Life 1.05 Years     MSP 211    AFR 285%    IFR 4%    1YR 191    5YR 2872    Max Repair 144 MSP
Intended Deployment Time: 11 months    Spare Berths 4    
Magazine 1360    

J9900(3-50) Military Jump Drive     Max Ship Size 9900 tons    Distance 50k km     Squadron Size 3
288 EP Ion Drive (3)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 400,000 Litres    Range 9.6 billion km   (25 days at full power)
Hauls our spare missiles around. A non-JD version has 1870 space and a few less design warts.

code:
REPAIRMAN PRIME class Maintenance Vessel    9,900 tons     197 Crew     1137 BP      TCS 198  TH 864  EM 0
4363 km/s    JR 3-50     Armour 1-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 0
Maint Life 12.67 Years     MSP 12287    AFR 196%    IFR 2.7%    1YR 142    5YR 2125    Max Repair 144 MSP
Intended Deployment Time: 18 months    Spare Berths 1    
Cryogenic Berths 600    Tractor Beam     

J9900(3-50) Military Jump Drive     Max Ship Size 9900 tons    Distance 50k km     Squadron Size 3
288 EP Ion Drive (3)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 600,000 Litres    Range 14.4 billion km   (38 days at full power)
Carries all the spare parts to fill those 2 x Max Repair ships y'all are trying to make. Also has a tractor beam and extra fuel if case you manage to break something that can't be fixed and need your shiny chariot taken back to Sol.

Jack2142 posted:

For the Record, I put together a few missile ship designs comparing the merits of Size 2, Size 3 and Size 4 missiles. I personally like the Size 3 design, Size 4 might have more versatility however if we do decide to add some sensors etc. to the missiles. Ostensibly the biggest question becomes what is Terra's PD situation like, if it is fairly minimal size 4's might be better as each missile has some spare space for sensors/armor/ecm etc., if Terra has excellent PD size 2's are probably the best since you can poo poo out more missiles per volley. Size 3's are I think a good middleground it looks like they can pack pretty similar punch to Size 4's, but don't have extra space for fun add-ons.

Each Design has 1.8x the Firepower of the Argyre, 1.5x the Armor, 1.65x the Mag Space, 1000 km/s faster, 2x the missile range, 8 layers of shields, damage control upgrades and more advanced ECCM.

code:
Size 4 Missile Cruiser class Missile Cruiser    9 900 tons     253 Crew     1573.2 BP      TCS 198  TH 810  EM 600
4090 km/s     Armour 6-41     Shields 20-300     Sensors 1/1/0/0     Damage Control Rating 23     PPV 36
Maint Life 1.13 Years     MSP 298    AFR 261%    IFR 3.6%    1YR 236    5YR 3536    Max Repair 202.5 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Magazine 702    

Bryan-Andrews 405 EP Ion Drive (2)    Power 405    Fuel Use 95.29%    Signature 405    Exp 13%
Fuel Capacity 600 000 Litres    Range 11.4 billion km   (32 days at full power)
Holmes-Lewis Kinetics Delta R300/360 Shields (8)   Total Fuel Cost  120 Litres per hour  (2 880 per day)

Holt Heavy Industries Size 4 Missile Launcher (9)    Missile Size 4    Rate of Fire 40
Hancock-Howard Missile Fire Control FC110-R80 (1)     Range 110.4m km    Resolution 80

Hancock-Howard Active Search Sensor MR105-R80 (1)     GPS 6720     Range 105.2m km    Resolution 80

ECCM-2 (1)         This design is classed as a Military Vessel for maintenance purposes

code:
Ersatz Long Rifle class Cruiser    9,900 tons     261 Crew     1506 BP      TCS 198  TH 864  EM 360
4363 km/s     Armour 5-41     Shields 12-300     Sensors 1/1/0/0     Damage Control Rating 4     PPV 36
Maint Life 1.79 Years     MSP 380    AFR 196%    IFR 2.7%    1YR 147    5YR 2202    Max Repair 144 MSP
Intended Deployment Time: 12 months    Spare Berths 1    
Magazine 728    

288 EP Ion Drive (3)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 400,000 Litres    Range 9.6 billion km   (25 days at full power)
Triton Navy Yard Delta R300/360 Shields (5)   Total Fuel Cost  75 Litres per hour  (1,800 per day)

Size 4 Missile Launcher (75% Reduction) (12)    Missile Size 4    Rate of Fire 80
Missile Fire Control FC110-R80 (1)     Range 110.4m km    Resolution 80
Size 4 Anti-ship Missile (182)  Speed: 24,000 km/s   End: 69.6m    Range: 100.3m km   WH: 5    Size: 4    TH: 136/81/40

Active Search Sensor MR105-R80 (1)     GPS 6720     Range 105.2m km    Resolution 80

ECCM-2 (1)         ECM 20

LLSix fucked around with this message at 14:42 on Oct 1, 2017

LLSix
Jan 20, 2010

The real power behind countless overlords

Marine designs

LLSix posted:

Our Marine ships were awesome, so its time to update them. I've managed to compress a useful number of meteors down into a Destroyer frame. 4 companies is 80% of a battalion and more than enough for commerce raiding and pillaging lightly defended colonies. For the new generation of marine ships I targeted a fleet speed of 5k in order to allow them to outrun anything they can't outshoot.

code:
LSD Kanaloa class Dropship Carrier    4 500 tons     88 Crew     866 BP      TCS 90  TH 112.32  EM 0
5200 km/s     Armour 1-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
Maint Life 2.19 Years     MSP 241    AFR 81%    IFR 1.1%    1YR 68    5YR 1013    Max Repair 234 MSP
Intended Deployment Time: 18 months    Flight Crew Berths 18    
Hangar Deck Capacity 1625 tons     Cryo Drop Capacity: 1 Company    

Marine Baffled 234 EP Ion Drive (2)    Power 234    Fuel Use 143.85%    Signature 56.16    Exp 15%
Fuel Capacity 500 000 Litres    Range 13.9 billion km   (30 days at full power)

Strike Group
4x Meteor Mk2 Assault Shuttle   Speed: 9375 km/s    Size: 7.68

This design is classed as a Military Vessel for maintenance purposes


The new marine assault shuttles are smaller, faster, and longer ranged than the previous generation.
code:
Meteor Mk2 class Assault Shuttle    384 tons     4 Crew     73.8 BP      TCS 7.68  TH 72  EM 0
9375 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 76%    IFR 1.1%    1YR 18    5YR 263    Max Repair 36 MSP
Intended Deployment Time: 0.5 months    Spare Berths 1    
Cryo Drop Capacity: 1 Company    

Born to Burn Shuttle 72 EP Ion Drive (1)    Power 72    Fuel Use 329.23%    Signature 72    Exp 20%
Fuel Capacity 5 000 Litres    Range 0.7 billion km   (21 hours at full power)

This design is classed as a Fighter for production, combat and maintenance purposes
Keep excess crew is checked so that I could force the design to use 2 fighter crew quarters instead of the tiny one it wanted. This squeezes out an extra 25kilometers/sec.


The Kanaloa Dropship Carrier is extremely vulnerable to enemy attack and as a result should not be deployed without escorts. At minimum, each carrier task group should have 1 Marine FSV and 1 Claw Corvette attached to it.

The Marine FSV provides long range passive spotting allowing the raiders to choose their battles. Avoiding front line combatants and picking off supply convoys and possibly small escorts. It also carries spare parts, extra fuel, and even 200 cryoberths to stash prisoners in.
code:
Marine FSV class Scout Frigate    3 000 tons     69 Crew     766.4 BP      TCS 60  TH 72.48  EM 0
5033 km/s     Armour 1-18     Shields 0-0     Sensors 288/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 3.94 Years     MSP 1160    AFR 72%    IFR 1%    1YR 119    5YR 1780    Max Repair 302.4 MSP
Intended Deployment Time: 18 months    Spare Berths 1    
Cryogenic Berths 200    

Marine Baffled Outsystem 302.4 EP Ion Drive (1)    Power 302.4    Fuel Use 114.1%    Signature 72.576    Exp 14%
Fuel Capacity 600 000 Litres    Range 31.5 billion km   (72 days at full power)

Marine Tripwire Thermal Sensor TH16-288 (1)     Sensitivity 288     Detect Sig Strength 1000:  288m km

This design is classed as a Military Vessel for maintenance purposes
It is not flagged as a tanker to prevent allied forces from wandering over to it to top off and revealing the raider's position.


The next generation Fang needs to have 3 times the deployment time and 3 times the range as the current generation. Accordingly, a much larger design has been chosen; the Claw class. The new design is measurably more fuel efficient and more heavily armed as well. It also can keep up with the other raider designs should they need to relocate in order to avoid engaging anti-piracy task groups.
code:
Claw class Corvette    3 000 tons     96 Crew     767.4 BP      TCS 60  TH 72.48  EM 0
5033 km/s     Armour 5-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 10
Maint Life 1.39 Years     MSP 160    AFR 72%    IFR 1%    1YR 90    5YR 1350    Max Repair 302.4 MSP
Intended Deployment Time: 18 months    Spare Berths 1    

Marine Baffled Outsystem 302.4 EP Ion Drive (1)    Power 302.4    Fuel Use 114.1%    Signature 72.576    Exp 14%
Fuel Capacity 250 000 Litres    Range 13.1 billion km   (30 days at full power)

Orion Mk2 15cm C3 Far Ultraviolet Laser (1)    Range 300 000km     TS: 5033 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Orion Mk2 20cm C3 Far Ultraviolet Laser (1)    Range 320 000km     TS: 5033 km/s     Power 10-3     RM 5    ROF 20        10 10 10 10 10 8 7 6 5 5
Mao-Kowalski Fire Control S02 160-5000 (1)    Max Range: 320 000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Safe Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 6.3    Armour 0    Exp 5%

Mao-Kowalski FC Sensor MR4-R10 (1)     GPS 105     Range 4.6m km    Resolution 10

ECCM-2 (1)         ECM 20

This design is classed as a Military Vessel for maintenance purposes


Engine designs:
Kanaloa Dropship Carrier

Meteor Engines:
1 Size 3 max boost fighter engine or 3 size 1s
Destroyer Engines:
Unlike last gen marine engines, these only use 1.4 engine boost to extend their range in recognition that supply lines will likely be tenuous in other solar systems; and especially so for raiders. (Previous designs used 1.5)


Nick Esasky posted:

Marines MK II

With regard to our Marine boats, i feel like they really can't be expected to adhere to Saros' guidelines and still resemble the originals in any real way because of how different the originals already were from the rest of the fleet in two manners:

1)All the Marine ships, even the LSD were running around on engines uprated to 150% in order to get their speed on minimal tonnage

2)Unlike the rest of the fleet, which all already had 12-18 months of deployment built into the designs(barring the field refits on Hubbles/Lockyers), OG Marines have 6 months, or 9 months for their LSDs.

Also, we have cloaks now, and Marines apparently love to have sneaky engines. I figured i may as well try to make something vaguely usable on the Maximum Sneakiness side of the scale for them.

So, a few upteched designs based on those points:

1) Fangs

Have a upteched Regular Fang with a bit of extra fuel, and a Sneaky Fang with a cloak on it. Yes, i am aware that the latter is slow, and both of them are a bit light on fuel. I don't really think that trying to go through a Terran jumppoint to raid things on the other side is a thing that can be done sneakily for a variety of reasons, and thus i'm content with them in the role of in-Sol commerce raider, or maybe based somewhere in Ragni should we end up sharing that with the Terrans.

code:
Ersatz Fang - Copy class Gunboat    1,700 tons     57 Crew     594.5 BP      TCS 34  TH 43.2  EM 0
5294 km/s     Armour 5-12     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Maint Life 0.74 Years     MSP 55    AFR 92%    IFR 1.3%    1YR 75    5YR 1119    Max Repair 180 MSP
Intended Deployment Time: 6 months    Spare Berths 0    

180 EP Baffled Ion Drive (1)    Power 180    Fuel Use 148.81%    Signature 43.2    Exp 15%
Fuel Capacity 115,000 Litres    Range 8.2 billion km   (17 days at full power)

Orion 20cm C3 Far Ultraviolet Laser (1)    Range 320,000km     TS: 5294 km/s     Power 10-3     RM 5    ROF 20        10 10 10 10 10 8 7 6 5 5
Bradshaw-Wright Limited Fire Control S02 160-5000 H50 (1)    Max Range: 320,000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1.2 (1)     Total Power Output 3.24    Armour 0    Exp 16%

Active Search Sensor MR7-R10 (50%) (1)     GPS 168     Range 7.4m km    Resolution 10

Compact ECCM-1 (1)         ECM 10
code:
Ersatz Fang class Gunboat    2,400 tons     81 Crew     692.5 BP      TCS 9.6  TH 43.2  EM 0
3750 km/s     Armour 5-15     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Maint Life 0.31 Years     MSP 45    AFR 184%    IFR 2.6%    1YR 145    5YR 2175    Max Repair 180 MSP
Intended Deployment Time: 6 months    Spare Berths 1    

180 EP Baffled Ion Drive (1)    Power 180    Fuel Use 148.81%    Signature 43.2    Exp 15%
Fuel Capacity 115,000 Litres    Range 5.8 billion km   (17 days at full power)

Orion 20cm C3 Far Ultraviolet Laser (1)    Range 320,000km     TS: 5000 km/s     Power 10-3     RM 5    ROF 20        10 10 10 10 10 8 7 6 5 5
Bradshaw-Wright Limited Fire Control S02 160-5000 H50 (1)    Max Range: 320,000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1.2 (1)     Total Power Output 3.24    Armour 0    Exp 16%

Active Search Sensor MR7-R10 (50%) (1)     GPS 168     Range 7.4m km    Resolution 10
Cloaking Device: Class cross-section reduced to 20% of normal

Compact ECCM-1 (1)         ECM 10
2) ATM i don't have a new LSD design percolating in my head, but i do have a Meteor to put on them. Yes, its bigger than the one in LLSix's proposal, but i believe the extra speed it offers is well worth it, especially since it gives us the option of relative safety in boarding things that only have 80% of their engines out instead of all of them.

code:
Meteor II class Dropship    500 tons     12 Crew     161 BP      TCS 10  TH 28.8  EM 0
12000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 60    5YR 900    Max Repair 120 MSP
Intended Deployment Time: 1 months    Spare Berths 3    
Cryo Drop Capacity: 1 Company    

Baffled 120 EP Ion Drive (1)    Power 120    Fuel Use 322.44%    Signature 28.8    Exp 20%
Fuel Capacity 5,000 Litres    Range 0.6 billion km   (12 hours at full power)

Nick Esasky posted:

Proper LSD

code:
Serene II class Dropship Carrier    9,900 tons     211 Crew     1655 BP      TCS 198  TH 207.36  EM 0
4363 km/s    JR 3-50     Armour 3-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 0
Maint Life 1.14 Years     MSP 470    AFR 174%    IFR 2.4%    1YR 368    5YR 5515    Max Repair 288 MSP
Intended Deployment Time: 9 months    Flight Crew Berths 0    
Hangar Deck Capacity 3000 tons     

J9900(3-50) Military Jump Drive     Max Ship Size 9900 tons    Distance 50k km     Squadron Size 3
288 EP Baffled Ion Drive (3)    Power 288    Fuel Use 75.72%    Signature 69.12    Exp 12%
Fuel Capacity 750,000 Litres    Range 18.0 billion km   (47 days at full power)

This design is classed as a Military Vessel for maintenance purposes
upteched version of our current LSD, with a JD on it. Holds 6 12000 km/s Meteors so we can at least think about boarding things that aren't completely dead in space.

Nick Esasky
Nov 10, 2009
Theoretical SB Snoopship

code:
Sneaky Sneak Sneak class Patrol Craft    2,400 tons     78 Crew     610.2 BP      TCS 9.6  TH 27.6  EM 0
2395 km/s     Armour 1-15     Shields 0-0     Sensors 180/56/0/0     Damage Control Rating 2     PPV 0
Maint Life 5.07 Years     MSP 318    AFR 23%    IFR 0.3%    1YR 21    5YR 310    Max Repair 180 MSP
Intended Deployment Time: 18 months    Spare Berths 0    

Baffled 115.2 EP Ion Drive (1)    Power 115.2    Fuel Use 87.07%    Signature 27.648    Exp 12%
Fuel Capacity 200,000 Litres    Range 17.2 billion km   (83 days at full power)

Active Search Sensor MR9-R10 (50%) (1)     GPS 210     Range 9.3m km    Resolution 10
Dawson Space & Security Thermal Sensor TH10-180 (1)     Sensitivity 180     Detect Sig Strength 1000:  180m km
EM Detection Sensor EM4-56 (50%) (1)     Sensitivity 56     Detect Sig Strength 1000:  56m km
Cloaking Device: Class cross-section reduced to 20% of normal
I have no idea how SB actually designs their snoopships, but i'm sure they're looking to put shiny new cloaking devices on them. That up there is basically a WAG at what they'd look like with a min size cloak on them.

Heretical Not-Hybrid Missile Cruiser

code:
Ersatz Long Rifle class Cruiser    9,900 tons     261 Crew     1506 BP      TCS 198  TH 864  EM 360
4363 km/s     Armour 5-41     Shields 12-300     Sensors 1/1/0/0     Damage Control Rating 4     PPV 36
Maint Life 1.79 Years     MSP 380    AFR 196%    IFR 2.7%    1YR 147    5YR 2202    Max Repair 144 MSP
Intended Deployment Time: 12 months    Spare Berths 1    
Magazine 728    

288 EP Ion Drive (3)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 400,000 Litres    Range 9.6 billion km   (25 days at full power)
Triton Navy Yard Delta R300/360 Shields (5)   Total Fuel Cost  75 Litres per hour  (1,800 per day)

Size 4 Missile Launcher (75% Reduction) (12)    Missile Size 4    Rate of Fire 80
Missile Fire Control FC110-R80 (1)     Range 110.4m km    Resolution 80
Size 4 Anti-ship Missile (182)  Speed: 24,000 km/s   End: 69.6m    Range: 100.3m km   WH: 5    Size: 4    TH: 136/81/40

Active Search Sensor MR105-R80 (1)     GPS 6720     Range 105.2m km    Resolution 80

ECCM-2 (1)         ECM 20
15 12 missile salvos, or 20 9-missile salvos at double the ROF. For if you decide the whole Hybrid Fad was really sort of silly. :cheeky:

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


Aw hell, sad Aurora-related news, Coldest War has been inactive long enough to get archived. Guess I finally have to admit it's dead :rip:

Synthbuttrange
May 6, 2007

It got way ridiculously complicated towards the end, so I'm not surprised really. :|

TheWetFish
Mar 30, 2006

by FactsAreUseless

Crazycryodude posted:

Aw hell, sad Aurora-related news, Coldest War has been inactive long enough to get archived. Guess I finally have to admit it's dead :rip:

So many memories, so many avatars :rip:

BwenGun
Dec 1, 2013

Great job on collating all the designs LLSix, makes it much easier to see what we potentially have.

For example we seem to have relatively little in the way of 3,000 ton Frigate designs so to remedy that I've put this together. The Rapier sacrifices 1 15cm Laser compared to Sloshmongers 3k Beam Frigate for the addition of 3 layers of armour and extra shields. Ideally this design will be able to outlast anything in it's weight range in a beam dual whilst also making it more likely to last long enough to make a contribution in any fleet engagement.

code:
Rapier class Frigate    3,000 tons     91 Crew     688.5 BP      TCS 60  TH 288  EM 150
4800 km/s     Armour 6-18     Shields 5-300     Sensors 1/1/0/0     Damage Control Rating 2     PPV 8
Maint Life 5.11 Years     MSP 323    AFR 32%    IFR 0.4%    1YR 21    5YR 309    Max Repair 144 MSP
Intended Deployment Time: 18 months    Spare Berths 0    

LR Outsystem Boosted 288 EP Ion Drive (1)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 150,000 Litres    Range 11.9 billion km   (28 days at full power)
Delta R300/360 Shields (2)   Total Fuel Cost  30 Litres per hour  (720 per day)

15cm C3 Far Ultraviolet Laser (2)    Range 300,000km     TS: 5000 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Fire Control S02 160-5000 (1)    Max Range: 320,000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
CSL Gas-Cooled Fast Reactor Technology PB-1.15 (6)     Total Power Output 6.21    Armour 0    Exp 12%

Active Search Sensor MR45-R60 (50%) (1)     GPS 2520     Range 45.5m km    Resolution 60

Compact ECCM-1 (1)         ECM 10

This design is classed as a Military Vessel for maintenance purposes
I've also made an AMM Frigate. Our Destroyers and Cruisers seem to be mounting an AMM with a 3.8m km range, unfortunately fitting the active sensor and Fire Control to make that possible makes it all but impossible to fit it onto anything under 4,500 tons. Arguably anything under that size becomes a little inefficient. However I do still think it makes sense to at least consider a design at the 3,000 ton mark capable of adding to a fleets PD capability at range.

The Archer can theoretically fire 11 salvos at missiles traveling at 24k km/s, assuming no other factors it would be able to destroy 12 of those inbound missiles. The downside is the magazine capacity which only has enough for 24 salvos. That said a pair of them, would be able to handle massed inbound missile salvos of up to 25 without too many leakers. Making it sufficient for AMM roles in our Frigate Squadrons, and a nice addition if it has to lend it's weight to a fleets PD Umbrella.


code:
Archer Mk2 class Frigate    3,000 tons     82 Crew     638.8 BP      TCS 60  TH 288  EM 60
4800 km/s     Armour 3-18     Shields 2-300     Sensors 1/1/0/0     Damage Control Rating 2     PPV 4
Maint Life 3.47 Years     MSP 266    AFR 36%    IFR 0.5%    1YR 34    5YR 505    Max Repair 189 MSP
Intended Deployment Time: 18 months    Spare Berths 0    
Magazine 97    

LR Outsystem Boosted 288 EP Ion Drive (1)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 150,000 Litres    Range 11.9 billion km   (28 days at full power)
standard Delta R300/360 Shields (1)   Total Fuel Cost  15 Litres per hour  (360 per day)

AMM Size 1 Missile Launcher (4)    Missile Size 1    Rate of Fire 10
2.8m km AMM Missile Fire Control FC26-R1 (1)     Range 26.5m km    Resolution 1
3.8m km S1MM Mk2 (97)  Speed: 24,000 km/s   End: 2.7m    Range: 3.9m km   WH: 1    Size: 1    TH: 232/139/69

2.8m km AMM Active Search Sensor MR26-R1 (1)     GPS 189     Range 26.5m km    MCR 2.9m km    Resolution 1

Compact ECCM-1 (1)         Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
With below being the Jump Frigate to take the above two anywhere we haven't gated yet.

code:
Seer class Frigate Leader    3,000 tons     79 Crew     496 BP      TCS 60  TH 288  EM 60
4800 km/s    JR 5-50     Armour 6-18     Shields 2-300     Sensors 18/7/0/0     Damage Control Rating 2     PPV 0
Maint Life 4.74 Years     MSP 258    AFR 28%    IFR 0.4%    1YR 19    5YR 282    Max Repair 144 MSP
Intended Deployment Time: 18 months    Spare Berths 1    

J3000(5-50) Military Jump Drive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 5
LR Outsystem Boosted 288 EP Ion Drive (1)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 130,000 Litres    Range 10.3 billion km   (24 days at full power)
standard Delta R300/360 Shields (1)   Total Fuel Cost  15 Litres per hour  (360 per day)

Active Search Sensor MR96-R120 (1)     GPS 7560     Range 96.6m km    Resolution 120
Thermal Sensor TH1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
EM Detection Sensor EM0.5-7 (1)     Sensitivity 7     Detect Sig Strength 1000:  7m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes

BwenGun fucked around with this message at 14:12 on Oct 1, 2017

LLSix
Jan 20, 2010

The real power behind countless overlords

BwenGun posted:

3,000 ton Frigates
Added.

Added.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
If we're listing stuff I'd like to post an updated version of my Thunderchild design:

code:
Thunderchild class Torpedo Ram    9,900 tons     184 Crew     2247 BP      TCS 198  TH 259.2  EM 0
5454 km/s     Armour 8-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 23     PPV 58
Maint Life 0.89 Years     MSP 426    AFR 261%    IFR 3.6%    1YR 479    5YR 7188    Max Repair 360 MSP
Intended Deployment Time: 12 months    Spare Berths 1    
Magazine 240    

SpaceX 360 EP Ion Drive (3)    Power 360    Fuel Use 70.98%    Signature 86.4    Exp 12%
Fuel Capacity 500,000 Litres    Range 12.8 billion km   (27 days at full power)

Orion 35cm C3 Plasma Carronade (2)    Range 320,000km     TS: 5454 km/s     Power 32-3     RM 1    ROF 55
Fire Control S03 160-7500 H50 (1)    Max Range: 320,000 km   TS: 7500 km/s    
CSL Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 6.3    Armour 0    Exp 5%

Virgin Galactic Size 6 Box Launcher (40)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Mao-Kowalski Missile Fire Control FC0-R1 (50%) (1)     Range 870k km    Resolution 1
Shieldbreaker Size 6 Torpedo (40)  Speed: 24,000 km/s   End: 0.2m    Range: 0.3m km   WH: 12    Size: 6    TH: 120/72/36

Compact ECCM-1 (1)         ECM 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
A more practical design with smaller weapons and engines that won't explode if you look at them funny.

Shieldbreaker Torpedo:

code:
Missile Size: 6 MSP  (0.3 HS)     Warhead: 12    Armour: 0     Manoeuvre Rating: 15
Speed: 24000 km/s    Engine Endurance: 0 minutes   Range: 0.3m km
Cost Per Missile: 5.4381
Chance to Hit: 1k km/s 360%   3k km/s 120%   5k km/s 72%   10k km/s 36%
Materials Required:    3x Tritanium   2.4381x Gallicite   Fuel x3.75

Development Cost for Project: 544RP

Scintilla fucked around with this message at 17:06 on Oct 1, 2017

Tuna-Fish
Sep 13, 2017

Scintilla posted:

If we're listing stuff I'd like to post an updated version of my Thunderchild design:

A more practical design with smaller weapons and engines that won't explode if you look at them funny.

Shieldbreaker Torpedo:


I strongly recommend moving up to size 7. Size 6 (and below) box launchers are giant 0HTK holes in the internals of your ship, which is particularly bad when you intend to fight close. Size 7 box launchers are HTK1 components, which are good for soaking up damage.

Adbot
ADBOT LOVES YOU

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
I thought we were standardising to size 2, 4 and 6 missiles, but just in case:

code:
Thunderchild II class Torpedo Ram    9,900 tons     184 Crew     2261.5 BP      TCS 198  TH 259.2  EM 0
5454 km/s     Armour 8-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 23     PPV 58.75
Maint Life 1.06 Years     MSP 428    AFR 261%    IFR 3.6%    1YR 384    5YR 5760    Max Repair 360 MSP
Intended Deployment Time: 12 months    Spare Berths 1    
Magazine 245    

SpaceX 360 EP Ion Drive (3)    Power 360    Fuel Use 70.98%    Signature 86.4    Exp 12%
Fuel Capacity 450,000 Litres    Range 11.5 billion km   (24 days at full power)

Orion 35cm C3 Plasma Carronade (2)    Range 320,000km     TS: 5454 km/s     Power 32-3     RM 1    ROF 55   
Fire Control S03 160-7500 H50 (1)    Max Range: 320,000 km   TS: 7500 km/s    
CSL Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 6.3    Armour 0    Exp 5%

Size 7 Box Launcher (35)    Missile Size 7    Hangar Reload 52.5 minutes    MF Reload 8.7 hours
Mao-Kowalski Missile Fire Control FC0-R1 (50%) (1)     Range 870k km    Resolution 1
Shieldbreaker Size 7 Anti-ship Torpedo (35)  Speed: 27,400 km/s   End: 0.2m    Range: 0.4m km   WH: 12    Size: 7    TH: 137/82/41

Compact ECCM-1 (1)         ECM 10

This design is classed as a Military Vessel for maintenance purposes
Shieldbreaker Size 7 Torpedo:

code:
Missile Size: 7 MSP  (0.35 HS)     Warhead: 12    Armour: 0     Manoeuvre Rating: 15
Speed: 27400 km/s    Engine Endurance: 0 minutes   Range: 0.4m km
Cost Per Missile: 6.1648
Chance to Hit: 1k km/s 411%   3k km/s 135%   5k km/s 82.2%   10k km/s 41.1%
Materials Required:    3x Tritanium   3.1648x Gallicite   Fuel x6.25

Development Cost for Project: 616RP

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply