Author Topic: Ships of the Hallowed Seraph Imperium  (Read 3434 times)

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Offline MehMuffin (OP)

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Ships of the Hallowed Seraph Imperium
« on: April 12, 2012, 05:27:08 PM »
Started building up my navy in my current game, right now I just have the scout ship below, but I'll be building the missile/carrier battle group as soon as I have the supplies and fighters and missiles to provide for them, I'll post those in this thread as well, and I'll probably use this for my follow up empire in 5.70 as well.


The Andromeda is designed to be a long range, fast scout capable of searching systems for signs of life and then exploring the next JP.
Code: (Andromeda class Survey Ship) [Select]
Andromeda class Survey Ship    7,200 tons     706 Crew     2274 BP      TCS 144  TH 172.8  EM 0
5000 km/s    JR 3-50     Armour 1-33     Shields 0-0     Sensors 240/240/2/0     Damage Control Rating 12     PPV 0
Maint Life 10.84 Years     MSP 2270    AFR 36%    IFR 0.5%    1YR 35    5YR 530    Max Repair 360 MSP

ME8-7200 Jump Drive     Max Ship Size 7200 tons    Distance 50k km     Squadron Size 3
ME5 Insulated MPD Engine (9)    Power 80    Fuel Use 50%    Signature 19.2    Armour 0    Exp 5%
Fuel Capacity 1,350,000 Litres    Range 675.0 billion km   (1562 days at full power)

S36/24-100 Active Grav Sensor Array (1)     GPS 36000     Range 864.0m km    Resolution 100
S24-240 Thermal Sensor Array (1)     Sensitivity 240     Detect Sig Strength 1000:  240m km
S24-240 EM Sensor Array (1)     Sensitivity 240     Detect Sig Strength 1000:  240m km
Improved Gravitational Sensors (1)   2 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

And now, the missiles that my combat ships will be using eventually:

The Gargoyle AMM is designed with speed in mind over range, but I'm uncertain as to whether or not my balancing of those to attributes is good:
Code: (Gargoyle Mk. I) [Select]
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 10
Speed: 71400 km/s    Endurance: 1 minutes   Range: 2.5m km
Cost Per Missile: 1.4407
Chance to Hit: 1k km/s 714%   3k km/s 230%   5k km/s 142.8%   10k km/s 71.4%
Materials Required:    0.25x Tritanium   0.9407x Gallicite   Fuel x17.5

Development Cost for Project: 144RP

The Serpentine ASM is also designed with speed in mind, with a 50% chance of hitting ships moving at twice the standard fleet speed, and a powerful warhead.
Code: (Serpentine Mk. I) [Select]
Missile Size: 4 MSP  (0.2 HS)     Warhead: 9    Armour: 0     Manoeuvre Rating: 10
Speed: 52000 km/s    Endurance: 14 minutes   Range: 45.0m km
Cost Per Missile: 5.7167
Chance to Hit: 1k km/s 520%   3k km/s 170%   5k km/s 104%   10k km/s 52%
Materials Required:    2.25x Tritanium   3.2167x Gallicite   Fuel x1250

Development Cost for Project: 572RP

And now for the actual ships!

First off, the Loki, my main AMM ship, with emphasis on number of salvos fireable, in this case, 87.25.
Code: (Loki class Escort Frigate) [Select]
Loki class Escort Frigate    10,000 tons     775 Crew     2410.5 BP      TCS 200  TH 249.6  EM 720
5200 km/s     Armour 6-41     Shields 24-300     Sensors 1/1/0/0     Damage Control Rating 40     PPV 12
Maint Life 7.77 Years     MSP 1544    AFR 78%    IFR 1.1%    1YR 45    5YR 678    Max Repair 99 MSP
Magazine 987    

ME5 Insulated MPD Engine (13)    Power 80    Fuel Use 50%    Signature 19.2    Armour 0    Exp 5%
Fuel Capacity 750,000 Litres    Range 270.0 billion km   (600 days at full power)
R4E5 Theta Shield Projector (6)   Total Fuel Cost  120 Litres per day

Size 1 Missile Launcher (12)    Missile Size 1    Rate of Fire 5
S36/24-1 Missile Fire Control (4)     Range 31.1m km    Resolution 1
Gargoyle Mk. I (684)  Speed: 71,400 km/s   End: 0.6m    Range: 2.5m km   WH: 1    Size: 1    TH: 238 / 142 / 71

S36/24-1 Active Grav Sensor (1)     GPS 99     Range 23.8m 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

Then, the Fenrir, my main anti-ship combatant, armed with 10 ASM launchers and 4 Far UV lasers, and enough magazine space for 8.5 salvos.
Code: (Fenrir class Escort Frigate) [Select]
Fenrir class Missile Frigate    10,000 tons     1257 Crew     2779 BP      TCS 200  TH 249.6  EM 720
5200 km/s     Armour 1-41     Shields 24-300     Sensors 1/1/0/0     Damage Control Rating 40     PPV 64
Maint Life 8.18 Years     MSP 1737    AFR 80%    IFR 1.1%    1YR 46    5YR 693    Max Repair 281 MSP
Magazine 340   

ME5 Insulated MPD Engine (13)    Power 80    Fuel Use 50%    Signature 19.2    Armour 0    Exp 5%
Fuel Capacity 750,000 Litres    Range 270.0 billion km   (600 days at full power)
R4E5 Theta Shield Projector (6)   Total Fuel Cost  120 Litres per day

F20C5 Far Ultraviolet Laser Projector (4)    Range 500,000km     TS: 6250 km/s     Power 10-5     RM 5    ROF 10        10 10 10 10 10 8 7 6 5 5
300000-6250 Long Range Beam Fire Control (1)    Max Range: 600,000 km   TS: 6250 km/s     98 97 95 93 92 90 88 87 85 83
Stellarator Fusion Reactor Technology PB-1 (1)     Total Power Output 18    Armour 0    Exp 5%
Stellarator Fusion Reactor Technology PB-1 (1)     Total Power Output 3    Armour 0    Exp 5%

SS4 Missile Launch Tube (10)    Missile Size 4    Rate of Fire 20
S36/24-16 Missile Fire Control (1)     Range 82.9m km    Resolution 16
Serpentine Mk. I (85)  Speed: 52,000 km/s   End: 14.4m    Range: 45m km   WH: 9    Size: 4    TH: 173 / 104 / 52

S36/24-16 Active Grav Sensor Array (1)     GPS 922     Range 55.3m km    Resolution 16

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


And finally the Scipio, my beam escort.
Code: (Scipio class Escort Frigate) [Select]
Scipio class Escort Frigate    10,000 tons     891 Crew     3641 BP      TCS 200  TH 249.6  EM 0
5200 km/s     Armour 1-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 41     PPV 56
Maint Life 8.47 Years     MSP 3503    AFR 72%    IFR 1%    1YR 87    5YR 1306    Max Repair 270 MSP

ME5 Insulated MPD Engine (13)    Power 80    Fuel Use 50%    Signature 19.2    Armour 0    Exp 5%
Fuel Capacity 750,000 Litres    Range 270.0 billion km   (600 days at full power)

Triple Heavy Defensive Gauss Turret (2x15)    Range 50,000km     TS: 9600 km/s     Power 0-0     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
Triple Fast Defensive Gauss Turret (4x15)    Range 50,000km     TS: 28700 km/s     Power 0-0     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
72000-25000 Point Defence Beam Fire Control (6)    Max Range: 144,000 km   TS: 25000 km/s     93 86 79 72 65 58 51 44 37 31

This design is classed as a Military Vessel for maintenance purposes
« Last Edit: April 12, 2012, 07:51:49 PM by MehMuffin »
 

Offline dgibso29

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Re: Ships of the Hallowed Seraph Imperium
« Reply #1 on: April 12, 2012, 09:04:20 PM »
A quick glance at the AMM to hit chance tells me that you need to trade some engine space for agility. It's not going to be shooting down many missiles in its current state. (71% chance to hit targets going 10km/s.)
 

Offline Panopticon

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Re: Ships of the Hallowed Seraph Imperium
« Reply #2 on: April 12, 2012, 09:21:23 PM »
Admiral666 has it right as far as AMM goes, trade some speed for agility otherwise you won't be hitting any reasonably competent missiles.

As to the others I like em fine, but your main missile combatant should probably have deeper magazines, I am not really a fan of combining energy and missile weapons on one ship, so if it was me I would swap out the energy weapons and supporting systems for more launchers and magazines, plus additional fire controls.

That is of course a matter of personal taste, if you like your beams then keep them, but I would see about getting more fire controls in there, engaging more than one target at a time is really helpful, for missiles I like to have one FC per 5 launchers, for energy I like 1 FC per 2 weapons, but a one to one ratio is good too. My reasons being that the ships that end up point blank are often the small ones that sneak in under your sensors or on a jump point, and there are often lots of them and it is often overkill to shoot more than one shot at em.

I think in general your fleet has way more fuel and maintenance than it needs, you could probably get away with a smaller endurance all around unless your empire is really widespread, this would be a good way to pack more sensors in on the main combatant.

If you can't get deeper magazines consider designing a collier to accompany the fleet for reloading on offensive operations.
 

Offline Theokrat

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Re: Ships of the Hallowed Seraph Imperium
« Reply #3 on: April 13, 2012, 03:30:55 AM »
As noted your AMM have way too little agility, but that also applies to your ASM. For AMMs you might want to have a look at blue emu’s missile guide. For ASM’s I value speed a bit more than him, but as a rule of thumb ASMs should have at least an agility rating of 11. This is because the “first” agility point which increases the rating from 10 to 11 is only half as costly, while already increasing your hitchance by 10% (not percentage points).
The armour of your ships is a bit low, and the distribution across the ships is a bit curious.
  • For one thing an amour rating of 1 is very small, as even a single hit of an enemy missile will cause internal damage to your ships. If you are very unlucky it might hit a magazine and blow up the whole ship. Seeing how costly it can be to avoid a single hit, you would be very much likely better off by using at least a bit more armour (circa 3 rows). This would allow to absorb single hits without endangering the entire ship.
  • Secondly, if you are going to differentiate between the ships, then I would put most armour on the beam defence ships. AMM ships are mostly constrained by the magazine capacity, i.e. they are only likely to be hit when they have already drained their magazines. But in this situation they have also become quite useless, since they cant contribute anything to the battle that is being fought anymore. Conversely beam PD ships are much more prone to hit during their standard mission, since they can only engage enemy missiles when they are about to hit. So they profit much more from passive protection than missile ships.

As others have noted an anti-ship-beam/missile combination rarely works well. Beams are a close range weapon, which means they are only useful in a limited set of circumstances and should be optimized to those. Beam ships can be used to i) close in to the enemy under fire, which will take hours and means the beam warships must be very fast to achieve this at all and very sturdy to withstand a lot of fire. Having missile launchers makes exactly that less likely as they invariably slow down the ship or reduce the space left for protection. Or ii) to defend jumpgates in which case the beam ships should have the most available firepower to quickly destroy enemies. In this case the most firepower is either provided by missiles or beams, and only the one with more punch should be packed. Iii) lastly beams can be used against beam-armed enemies that manage to close in. In this case you need the best available firepower (again), to get on equal grounds. At any rate: There is no situation in which a combination is worthwhile.

You use 13 engines for designs of 10,000t. This is a bit restricitive because you cannot easily  design smaller ships with the same standard speed, nor ships that are only a little bit heavier. It usually allows a bit more flexibility to use ratios that are a bit more dividable. Say if you used 12 engines for your ships instead, then you could also easily design a 5,000t vessel with six engines and the same speed (say a collier), or you could decide to use a bit heavier design of 12,500t with 15 engines (say a flag ship)– all with the same speed. Right now you cant do that without wasting engine space.
I like the “fast” Gaussguns, but I am wondering why you would use the slow ones. The low tracking speed severely reduces their effectiveness against enemy missiles, so the fast ones are quite certainly the more efficient choice. I suspect you skimmed of the weight so that you match the 10,000t design restriction, but as discussed above that is largely self-imposed.
As noted by others the fuel, and in particular the maintenance capacities are quite high. Unless you actually plan to use the ships in open space for very prolonged periods, you are much better of sacrificing some of this space for more battle-worthiness.

 

Offline Rastaman

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Re: Ships of the Hallowed Seraph Imperium
« Reply #4 on: April 13, 2012, 05:24:04 AM »
The main reason against multirole ships, that is ships that do ASM, AMM, AS Beam and AM Beam all at once, is too much redundancy in fire control, something which is only an issue at low tech levels. At TL 5 or 6 multirole is possible and has its advantages.
Fun Fact: The minimum engine power of any ship engine in Aurora C# is 0.01. The maximum is 120000!
 

Offline Theokrat

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Re: Ships of the Hallowed Seraph Imperium
« Reply #5 on: April 13, 2012, 07:47:09 AM »
The main reason against multirole ships, that is ships that do ASM, AMM, AS Beam and AM Beam all at once, is too much redundancy in fire control, something which is only an issue at low tech levels. At TL 5 or 6 multirole is possible and has its advantages.

Could you name one advantage of combining ASM and AS Beam ships into one multirole design that would not apply to the same weapons being present in two different ships?
 

Offline metalax

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Re: Ships of the Hallowed Seraph Imperium
« Reply #6 on: April 13, 2012, 08:00:12 AM »
Could you name one advantage of combining ASM and AS Beam ships into one multirole design that would not apply to the same weapons being present in two different ships?

The primary one would be more ships under construction at once, as you only need one slipway rather than the two for seperate ships. Of course this only applies if you have a sufficiently large shipyard to build the multirole ship. For a combined ASM/beam ship, designing it primarily as a beam ship with a stack of box launchers strapped to it to give a big alpha strike capability can prove effective.
 

Offline sloanjh

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Re: Ships of the Hallowed Seraph Imperium
« Reply #7 on: April 13, 2012, 09:06:33 AM »
The main reason against multirole ships, that is ships that do ASM, AMM, AS Beam and AM Beam all at once, is too much redundancy in fire control, something which is only an issue at low tech levels. At TL 5 or 6 multirole is possible and has its advantages.

Note that the argument against multi-role is much more strong for combining combatant and non-combatant roles, e.g. combat, grav survey, geo survey, jump, sensor, ....  Take a ship with grav and geo survey that is also jump capable, for example.  While the ship is grav surveying, it's geo survey and jump tonnage is unused (no Return On Investment).  While geo surveying, no ROI on grav survey and jump tonnage.  If you use it as a jump ship, no ROI on the survey equipment.  So the problem is that a single ship can only be in one place at once.

For combat ships, this issue boils down to "what roles to you want for your TG?"  In other words, do you want to give them both beam and missile capability, or have them be "pure".  Since beam and missile have very different engagement ranges (and tactics - charge vs. keep range open), a mixed TG will have "wasted" capabilities at any one time - if keeping the range open there won't be beam capability.  So multi-role ships give you less tactical flexibility to make pure TG, but other than that it's going to be a wash to a large extent.

John
 

Offline MehMuffin (OP)

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Re: Ships of the Hallowed Seraph Imperium
« Reply #8 on: April 13, 2012, 05:37:57 PM »
Alright, updated my designs and added a few new ones:

First, new missiles (I've added agility to both(And a thermal sensor to the ASM)):

Code: (Serpentine Mk. III type ASM) [Select]
Missile Size: 4 MSP  (0.2 HS)     Warhead: 9    Armour: 0     Manoeuvre Rating: 14
Speed: 47000 km/s    Endurance: 16 minutes   Range: 45.0m km
Thermal Sensor Strength: 0.12    Detect Sig Strength 1000:  120,000 km
Cost Per Missile: 5.6033
Chance to Hit: 1k km/s 658%   3k km/s 210%   5k km/s 131.6%   10k km/s 65.8%
Materials Required:    2.25x Tritanium   0.12x Uridium   3.2583x Gallicite   Fuel x1250

Development Cost for Project: 560RP
Code: (Gargoyle Mk. II type AMM) [Select]
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 60
Speed: 31400 km/s    Endurance: 1 minutes   Range: 2.5m km
Cost Per Missile: 2.024
Chance to Hit: 1k km/s 1884%   3k km/s 600%   5k km/s 376.8%   10k km/s 188.4%
Materials Required:    0.25x Tritanium   1.524x Gallicite   Fuel x17.5

Development Cost for Project: 202RP

And now, the ships:

First off, my command frigate, with boosted versions of the entire fleets sensor capability. It can provide long range sensor coverage for the entire fleet, but all of my ships are still fitted with appropriate individual sensors for their weapons only just in case it is destroyed. It has additional armor and shields compared to the rest of the fleet, as it will likely be targeted first off, and carries a few SWACs and a jump scout.
Code: (Spectre class Frigate Leader) [Select]
Spectre class Frigate Leader    10,000 tons     744 Crew     3426 BP      TCS 200  TH 230.4  EM 1200
4800 km/s     Armour 8-41     Shields 40-300     Sensors 240/240/0/0     Damage Control Rating 36     PPV 0
Maint Life 2.59 Years     MSP 1178    AFR 145%    IFR 2%    1YR 247    5YR 3703    Max Repair 360 MSP
Hangar Deck Capacity 1000 tons    

ME5 Insulated MPD Engine (12)    Power 80    Fuel Use 50%    Signature 19.2    Armour 0    Exp 5%
Fuel Capacity 650,000 Litres    Range 234.0 billion km   (564 days at full power)
R4E5 Theta Shield Projector (10)   Total Fuel Cost  200 Litres per day

S36/24-100 Battle Management System (1)     GPS 36000     Range 864.0m km    Resolution 100
S36/24-16 Missile Attack Control Sensor (1)     GPS 5760     Range 345.6m km    Resolution 16
S36/24-1 Point Defense Control Sensor (1)     GPS 360     Range 86.4m km    Resolution 1
S24-240 Thermal Sensor Array (1)     Sensitivity 240     Detect Sig Strength 1000:  240m km
S24-240 EM Sensor Array (1)     Sensitivity 240     Detect Sig Strength 1000:  240m km

Strike Group
1x Vanguard Jump Scout   Speed: 9600 km/s    Size: 5
3x Bloodhound AWAC   Speed: 9600 km/s    Size: 5

This design is classed as a Military Vessel for maintenance purposes
Now for the line ships; the Fenrir is now equipped with additional magazine space and has lost its beam array:
Code: (Fenrir class Missile Frigate) [Select]
Fenrir class Missile Frigate    10,000 tons     932 Crew     2304.4 BP      TCS 200  TH 230.4  EM 600
4800 km/s     Armour 6-41     Shields 20-300     Sensors 1/1/0/0     Damage Control Rating 35     PPV 40
Maint Life 3.85 Years     MSP 720    AFR 160%    IFR 2.2%    1YR 77    5YR 1149    Max Repair 80 MSP
Magazine 940    

ME5 Insulated MPD Engine (12)    Power 80    Fuel Use 50%    Signature 19.2    Armour 0    Exp 5%
Fuel Capacity 500,000 Litres    Range 180.0 billion km   (434 days at full power)
R4E5 Theta Shield Projector (5)   Total Fuel Cost  100 Litres per day

SS4 Missile Launch Tube (10)    Missile Size 4    Rate of Fire 20
S36/24-16 Missile Fire Control (2)     Range 82.9m km    Resolution 16
Serpentine Mk. II (235)  Speed: 49,000 km/s   End: 15.3m    Range: 45m km   WH: 9    Size: 4    TH: 228 / 137 / 68

S36/24-16 Active Grav Sensor Array (1)     GPS 922     Range 55.3m km    Resolution 16

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
For point defense, I've refitted the Scipio with many more fast Gauss guns, and removed all of the heavy ones:
Code: (Scipio class Escort Frigate) [Select]
Scipio class Escort Frigate    10,000 tons     757 Crew     3639.4 BP      TCS 200  TH 230.4  EM 840
4800 km/s     Armour 6-41     Shields 28-300     Sensors 1/1/0/0     Damage Control Rating 35     PPV 44
Maint Life 5.9 Years     MSP 3137    AFR 160%    IFR 2.2%    1YR 154    5YR 2304    Max Repair 270 MSP

ME5 Insulated MPD Engine (12)    Power 80    Fuel Use 50%    Signature 19.2    Armour 0    Exp 5%
Fuel Capacity 500,000 Litres    Range 180.0 billion km   (434 days at full power)
R4E5 Theta Shield Projector (7)   Total Fuel Cost  140 Litres per day

Triple Fast Defensive Gauss Turret (11x15)    Range 50,000km     TS: 28700 km/s     Power 0-0     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
72000-25000 Point Defence Beam Fire Control (6)    Max Range: 144,000 km   TS: 25000 km/s     93 86 79 72 65 58 51 44 37 31

S36/24 Beam PD Sensor (1)     GPS 4     Range 860k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes
The Loki has recieved more magazine space but is largely unchanged:
Code: (Loki class Escort Frigate) [Select]
Loki class Escort Frigate    10,000 tons     712 Crew     2314.9 BP      TCS 200  TH 230.4  EM 600
4800 km/s     Armour 6-41     Shields 20-300     Sensors 1/1/0/0     Damage Control Rating 35     PPV 12
Maint Life 3.51 Years     MSP 760    AFR 152%    IFR 2.1%    1YR 95    5YR 1419    Max Repair 99 MSP
Magazine 1362    

ME5 Insulated MPD Engine (12)    Power 80    Fuel Use 50%    Signature 19.2    Armour 0    Exp 5%
Fuel Capacity 500,000 Litres    Range 180.0 billion km   (434 days at full power)
R4E5 Theta Shield Projector (5)   Total Fuel Cost  100 Litres per day

Size 1 Missile Launcher (12)    Missile Size 1    Rate of Fire 5
S36/24-1 Missile Fire Control (4)     Range 31.1m km    Resolution 1
Gargoyle Mk. II (1287)  Speed: 31,400 km/s   End: 1.3m    Range: 2.5m km   WH: 1    Size: 1    TH: 628 / 376 / 188

S36/24-1 Active Grav Sensor (1)     GPS 99     Range 23.8m 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

The Jester is a dedicated anti-ship beam frigate, with slightly higher speed for chasing down enemy ships and heavier shields:
Code: (Jester class Frigate) [Select]
Jester class Frigate    10,000 tons     1150 Crew     3609.4 BP      TCS 200  TH 249.6  EM 1560
5200 km/s     Armour 6-41     Shields 52-300     Sensors 1/1/0/0     Damage Control Rating 35     PPV 54
Maint Life 3.81 Years     MSP 1128    AFR 160%    IFR 2.2%    1YR 122    5YR 1829    Max Repair 281 MSP

ME5 Insulated MPD Engine (13)    Power 80    Fuel Use 50%    Signature 19.2    Armour 0    Exp 5%
Fuel Capacity 500,000 Litres    Range 180.0 billion km   (400 days at full power)
R4E5 Theta Shield Projector (13)   Total Fuel Cost  260 Litres per day

F20C5 Far Ultraviolet Laser Projector (9)    Range 500,000km     TS: 6250 km/s     Power 10-5     RM 5    ROF 10        10 10 10 10 10 8 7 6 5 5
300000-6250 Long Range Beam Fire Control (3)    Max Range: 600,000 km   TS: 6250 km/s     98 97 95 93 92 90 88 87 85 83
Stellarator Fusion Reactor Technology PB-1 (2)     Total Power Output 36    Armour 0    Exp 5%
Stellarator Fusion Reactor Technology PB-1 (3)     Total Power Output 9    Armour 0    Exp 5%

S36/24-1 Active Grav Sensor (1)     GPS 99     Range 23.8m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes
The Jump Scout and AWAC carried by my Frigate Leaders:
Code: (Vanguard class Jump Scout) [Select]
Vanguard class Jump Scout    250 tons     7 Crew     113.6 BP      TCS 5  TH 11.52  EM 0
9600 km/s    JR 1-50     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 9.07 Years     MSP 28    AFR 5%    IFR 0.1%    1YR 1    5YR 9    Max Repair 36 MSP

E8 Fighter Jump Drive     Max Ship Size 400 tons    Distance 50k km     Squadron Size 1
FE5 Insulated MPD Engine (1)    Power 48    Fuel Use 5000%    Signature 11.52    Armour 0    Exp 25%
Fuel Capacity 20,000 Litres    Range 2.9 billion km   (3 days at full power)

S36/24 Near Target Detection System (1)     GPS 576     Range 34.6m km    Resolution 16
S36/24 Near Missile Detection System (1)     GPS 36     Range 8.6m km    Resolution 1

This design is classed as a Fighter for production, combat and maintenance purposes
Code: (Bloodhound class AWAC) [Select]
Bloodhound class AWAC    250 tons     6 Crew     122.6 BP      TCS 5  TH 11.52  EM 0
9600 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 50%    IFR 0.7%    1YR 12    5YR 180    Max Repair 50 MSP

FE5 Insulated MPD Engine (1)    Power 48    Fuel Use 5000%    Signature 11.52    Armour 0    Exp 25%
Fuel Capacity 55,000 Litres    Range 7.9 billion km   (9 days at full power)

S36/24 Fighter Target Detection System (1)     GPS 807     Range 48.4m km    Resolution 16
S36/24 Near Missile Detection System (1)     GPS 36     Range 8.6m km    Resolution 1

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

And the support vessels:
Code: (Kilimanjaro class Oiler) [Select]
Kilimanjaro class Oiler    10,000 tons     694 Crew     2408 BP      TCS 200  TH 230.4  EM 600
4800 km/s     Armour 6-41     Shields 20-300     Sensors 1/1/0/0     Damage Control Rating 6     PPV 0
Maint Life 6.53 Years     MSP 903    AFR 133%    IFR 1.9%    1YR 37    5YR 548    Max Repair 80 MSP

ME5 Insulated MPD Engine (12)    Power 80    Fuel Use 50%    Signature 19.2    Armour 0    Exp 5%
Fuel Capacity 5,000,000 Litres    Range 1800.0 billion km   (4340 days at full power)
R4E5 Theta Shield Projector (5)   Total Fuel Cost  100 Litres per day

This design is classed as a Military Vessel for maintenance purposes
Code: (Majestic class Collier) [Select]
Majestic class Collier    10,000 tons     587 Crew     2143 BP      TCS 200  TH 230.4  EM 600
4800 km/s     Armour 6-41     Shields 20-300     Sensors 240/1/0/0     Damage Control Rating 5     PPV 0
Maint Life 3.7 Years     MSP 670    AFR 160%    IFR 2.2%    1YR 76    5YR 1142    Max Repair 240 MSP
Magazine 1500    

ME5 Insulated MPD Engine (12)    Power 80    Fuel Use 50%    Signature 19.2    Armour 0    Exp 5%
Fuel Capacity 550,000 Litres    Range 198.0 billion km   (477 days at full power)
R4E5 Theta Shield Projector (5)   Total Fuel Cost  100 Litres per day

Serpentine Mk. II (375)  Speed: 49,000 km/s   End: 15.3m    Range: 45m km   WH: 9    Size: 4    TH: 228 / 137 / 68
Gargoyle Mk. II (1509)  Speed: 31,400 km/s   End: 1.3m    Range: 2.5m km   WH: 1    Size: 1    TH: 628 / 376 / 188

S24-240 Thermal Sensor Array (1)     Sensitivity 240     Detect Sig Strength 1000:  240m km

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: (Shield-Bearer class Supply Ship) [Select]
Shield-Bearer class Supply Ship    10,000 tons     510 Crew     1778 BP      TCS 200  TH 230.4  EM 600
4800 km/s     Armour 6-41     Shields 20-300     Sensors 1/1/0/0     Damage Control Rating 5     PPV 0
Maint Life 17.77 Years     MSP 18556    AFR 160%    IFR 2.2%    1YR 111    5YR 1668    Max Repair 80 MSP

ME5 Insulated MPD Engine (12)    Power 80    Fuel Use 50%    Signature 19.2    Armour 0    Exp 5%
Fuel Capacity 500,000 Litres    Range 180.0 billion km   (434 days at full power)
R4E5 Theta Shield Projector (5)   Total Fuel Cost  100 Litres per day

This design is classed as a Military Vessel for maintenance purposes
Code: (Achilles class Jump Frigate) [Select]
Achilles class Jump Frigate    10,000 tons     846 Crew     2708 BP      TCS 200  TH 230.4  EM 2040
4800 km/s    JR 6-500     Armour 10-41     Shields 68-300     Sensors 1/1/0/0     Damage Control Rating 161     PPV 0
Maint Life 7.72 Years     MSP 2862    AFR 72%    IFR 1%    1YR 85    5YR 1273    Max Repair 342 MSP

MS10kS6R500M Jump Drive     Max Ship Size 10000 tons    Distance 500k km     Squadron Size 6
ME5 Insulated MPD Engine (12)    Power 80    Fuel Use 50%    Signature 19.2    Armour 0    Exp 5%
Fuel Capacity 750,000 Litres    Range 270.0 billion km   (651 days at full power)
R4E5 Theta Shield Projector (17)   Total Fuel Cost  340 Litres per day

This design is classed as a Military Vessel for maintenance purposes

These are designed to operate in squadrons with the following layout:

5x Fenrir class Missile Frigate
5x Loki class Escort Frigate
3x Scipio class Escort Frigate
2x Spectre class Frigate Leader
1x Kilimanjaro class Oiler
1x Shield-Bearer class Supply Ship
3x Majestic class Collier
4x Achilles class Jump Frigate
(5 Fenrir and 1 Achilles; 5 Loki and 1 Achilles; 3 Scipio and 2 Spectre; 1 Kilimanjaro and 1 Shield-Bearer and 3 Majestic and 1 Achilles.)
« Last Edit: April 13, 2012, 06:11:53 PM by MehMuffin »
 

Offline MehMuffin (OP)

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Re: Ships of the Hallowed Seraph Imperium
« Reply #9 on: April 13, 2012, 07:39:51 PM »
Code: [Select]
Goliath class Mothership    200,000 tons     19737 Crew     56578.8 BP      TCS 4000  TH 4800  EM 60000
5000 km/s     Armour 14-304     Shields 2000-300     Sensors 240/240/0/0     Damage Control Rating 800     PPV 465
Maint Life 21.66 Years     MSP 88404    AFR 640%    IFR 8.9%    1YR 360    5YR 5402    Max Repair 360 MSP
Flag Bridge    Magazine 6145   

ME5 Insulated MPD Engine (250)    Power 80    Fuel Use 50%    Signature 19.2    Armour 0    Exp 5%
Fuel Capacity 10,000,000 Litres    Range 180.0 billion km   (416 days at full power)
R4E5 Theta Shield Projector (500)   Total Fuel Cost  10,000 Litres per day

F20C5 Far Ultraviolet Laser Projector (40)    Range 500,000km     TS: 6250 km/s     Power 10-5     RM 5    ROF 10        10 10 10 10 10 8 7 6 5 5
Triple Fast Defensive Gauss Turret (20x15)    Range 50,000km     TS: 28700 km/s     Power 0-0     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
'Guardian' Close-In-Weapons-System (10x10)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
300000-6250 Long Range Beam Fire Control (10)    Max Range: 600,000 km   TS: 6250 km/s     98 97 95 93 92 90 88 87 85 83
72000-25000 Point Defence Beam Fire Control (5)    Max Range: 144,000 km   TS: 25000 km/s     93 86 79 72 65 58 51 44 37 31
Stellarator Fusion Reactor Technology PB-1 (16)     Total Power Output 288    Armour 0    Exp 5%

SS4 Missile Launch Tube (25)    Missile Size 4    Rate of Fire 20
Size 1 Missile Launcher (45)    Missile Size 1    Rate of Fire 5
S36/24-1 Missile Fire Control (20)     Range 31.1m km    Resolution 1
S36/24-16 Missile Fire Control (8)     Range 82.9m km    Resolution 16
Gargoyle Mk. II (4000)  Speed: 31,400 km/s   End: 1.3m    Range: 2.5m km   WH: 1    Size: 1    TH: 628 / 376 / 188
Serpentine Mk. III (525)  Speed: 47,000 km/s   End: 16m    Range: 45m km   WH: 9    Size: 4    TH: 219 / 131 / 65

S36/24 Beam PD Sensor (60)     GPS 4     Range 860k km    Resolution 1
S36/24-100 Battle Management System (1)     GPS 36000     Range 864.0m km    Resolution 100
S36/24-16 Missile Attack Control Sensor (1)     GPS 5760     Range 345.6m km    Resolution 16
S24-240 Thermal Sensor Array (1)     Sensitivity 240     Detect Sig Strength 1000:  240m km
S24-240 EM Sensor Array (1)     Sensitivity 240     Detect Sig Strength 1000:  240m km

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
ahhhhahahahahahaahahahahahahahahahahahahaha
 

Offline Moonshadow101

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Re: Ships of the Hallowed Seraph Imperium
« Reply #10 on: April 13, 2012, 08:25:10 PM »
Somewhere in your Imperium, a designer is very pleased with himself, and an engineer is committing suicide.
 

Offline MehMuffin (OP)

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Re: Ships of the Hallowed Seraph Imperium
« Reply #11 on: April 13, 2012, 08:36:48 PM »
Code: [Select]
Empire class Superduperdreadnaught    1,250,000 tons     131815 Crew     4985806.4998 BP      TCS 125  TH 7500  EM 180000
30000 km/s    JR 3-2000     Armour 25-1033     Shields 6000-300     Sensors 750/750/0/0     Damage Control Rating 8099     PPV 1885
Maint Life 5.41 Years     MSP 12712408    AFR 2451%    IFR 34%    1YR 729196    5YR 10937943    Max Repair 490000 MSP
Flag Bridge    Troop Capacity: 42 Battalions    Magazine 33620    

Ultra-Mega-Super-Duper-Mega-Jump-Drive-System     Max Ship Size 1250000 tons    Distance 2000k km     Squadron Size 3
Hyper Insulated Photonic Drive Engine (1500)    Power 500    Fuel Use 10%    Signature 5    Armour 0    Exp 5%    Hyper Capable
Fuel Capacity 50,000,000 Litres    Range 720.0 billion km   (277 days at full power)
R15 Heavy Efficient Shield Projector (400)   Total Fuel Cost  6,000 Litres per day

F30C25 Directed Gamma Ray Beam System (40)    Range 1,400,000km     TS: 30000 km/s     Power 24-25     RM 12    ROF 5        24 24 24 24 24 24 24 24 24 24
S9C25 Heavy Particle Cannon (15)    Range 1,200,000km     TS: 30000 km/s     Power 22-25    ROF 5        9 9 9 9 9 9 9 9 9 9
F30C25 Long Range Fast Firing Meson Director (10)    Range 1,400,000km     TS: 30000 km/s     Power 24-25     RM 144    ROF 5        1 1 1 1 1 1 1 1 1 1
F30C25 Ultra-High Power Microwave Beam Generator (5)    Range 1,400,000km     TS: 30000 km/s     Power 24-25     RM 144    ROF 5        1 1 1 1 1 1 1 1 1 1
Twin Fast Gauss Gun Array (100x16)    Range 60,000km     TS: 395000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Close In Defensive Weapon System (100x16)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
F30V9C25 Fast Firing Heavy Railgun (15x4)    Range 630,000km     TS: 30000 km/s     Power 21-25     RM 9    ROF 5        7 7 7 7 7 7 7 7 7 6
S175/25-4x4 Beam Weapon Targeting System (40)    Max Range: 1,400,000 km   TS: 100000 km/s     99 99 98 97 96 96 95 94 94 93
S100/25-4x4 Beam Weapon Close In Targeting System (20)    Max Range: 800,000 km   TS: 100000 km/s     99 98 96 95 94 92 91 90 89 88
S1 Vacuum Power Plant (60)     Total Power Output 2400    Armour 0    Exp 5%

R12 Missile Launch Tube (240)    Missile Size 1    Rate of Fire 5
R12 Missile Launch Tube (100)    Missile Size 3    Rate of Fire 10
R12 Drone Launch Tube (10)    Missile Size 8    Rate of Fire 20
S180/75 Missile/Small Craft Targeting System (40)     Range 4,050.0m km    Resolution 1
S180/75 Anti-Ship Missile Targeting System (10)     Range 16,200.0m km    Resolution 16
Aegis AMM (12000)  Speed: 250,000 km/s   End: 1.2m    Range: 18m km   WH: 1    Size: 1    TH: 15833 / 9500 / 4750
Gemini ASM (5000)  Speed: 241,700 km/s   End: 20.7m    Range: 299.9m km   WH: 25    Size: 3    TH: 2094 / 1256 / 628

S180/75 Small Craft Detection System (3)     GPS 28800     Range 5,400.0m km    Resolution 16
S180/75 Missile Detection System (3)     GPS 1800     Range 1,350.0m km    Resolution 1
S180/75 Large Craft Detection System (3)     GPS 360000     Range 19,091.9m km    Resolution 200
S180/75 Craft Detection System (3)     GPS 180000     Range 13,500.0m km    Resolution 100
S750 Thermal Detection Sensor Array (2)     Sensitivity 750     Detect Sig Strength 1000:  750m km
S750 Electro-Magnetic Detection System Array (2)     Sensitivity 750     Detect Sig Strength 1000:  750m km
Cloaking Device: Class cross-section reduced to 0.5% of normal

Compact ECCM-10 (1)         ECM 100

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
AHHHHHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA. And it has the TCS of a 6250 ton ship.
Somewhere in your Imperium, a designer is very pleased with himself, and an engineer is committing suicide.
Nonsense!
« Last Edit: April 14, 2012, 10:59:20 AM by MehMuffin »
 

Offline dgibso29

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Re: Ships of the Hallowed Seraph Imperium
« Reply #12 on: April 13, 2012, 09:11:55 PM »
You forgot the civilian habitat and cargo hold.
 

Offline Panopticon

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Re: Ships of the Hallowed Seraph Imperium
« Reply #13 on: April 13, 2012, 11:58:50 PM »
The new designs appear much more capable, I would be interested in hearing how they perform.
 

Offline MehMuffin (OP)

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Re: Ships of the Hallowed Seraph Imperium
« Reply #14 on: April 14, 2012, 10:28:24 AM »
The new designs appear much more capable, I would be interested in hearing how they perform.
Well, I haven't actually found anything to kill yet( :'(), so that might be a while.
Oops!  I had the ordnance numbers from the double sized Majestic there, it should have 250 Serpentine Mk. IIIs and 500 Gargoyle Mk. IIs. I also forgot to update a few ships to the Serpentine Mk. III (The one with thermal sensors(Can they detect ships right on top of them?)), that should be what's in the Fenrir and Majestic's magazines.
« Last Edit: April 14, 2012, 11:02:13 AM by MehMuffin »