Troll MK I class Destroyer 8250 tons 828 Crew 2619.4 BP TCS 165 TH 165 EM 0
2000 km/s Armour 7-36 Shields 0-0 Sensors 36/36/0/0 Damage Control Rating 47 PPV 36
Annual Failure Rate: 32% IFR: 0.4% Maint Capacity 6374 MSP Max Repair 720 MSP Est Time: 6.95 Years
Internal Confinement Fusion Drive E6 ARM-1 (3) Power 110 Fuel Use 60% Signature 55 Armour 1 Exp 10%
Fuel Capacity 120,000 Litres Range 43.6 billion km (252 days at full power)
CIWS-320 (1x6) Range 1000 km TS: 32000 km/s ROF 5 Base 50% To Hit
Devastator MK I Plasma Carronade (3) Range 400,000km TS: 8000 km/s Power 40-8 RM 1 ROF 25 40 20 13 10 8 6 5 5 4 4
Devastator Fire Control MK I (1) Max Range: 480,000 km TS: 10000 km/s 98 96 94 92 90 88 85 83 81 79
MCFR HS5 PB-1 AR-2 Power Plant (1) Total Power Output 50 Armour 2 Exp 5%
Active Search Sensor MR86-R100 (40%) (1) GPS 4800 Range 86.4m km Resolution 100
Active Search Sensor MR0-R1 (40%) (1) GPS 48 Range 864k km Resolution 1
Thermal Sensor TH2-36 (50%) (1) Sensitivity 36 Detect Sig Strength 1000: 36m km
EM Detection Sensor EM2-36 (50%) (1) Sensitivity 36 Detect Sig Strength 1000: 36m km
ECCM-4 (1) ECM 40
This design is classed as a military vessel for maintenance purposes
It's the first Troll design, the later version probably having shields as well (along with longer ranged weaponry).
I know that they're slow, but what do you all think of it?
Edit: I forgot to add engineering spaces/Maintenance storage.
As the primary weapons are Plasma Carronades and it is relatively slow, I imagine this design is intended for close range defense of jump points. If that is the case, then I postulate that this design will probably be operated in a single solar system within relatively short range of adequate planetary maintenance facilities. As such, you probably do not need much fuel, many engineering spaces, or much maintenance storage. It would probably be easier to abstain from adding engineering spaces or maintenance storage and simply rotate a few vessels between your defended jump points and your planetary maintenance facilities.
In that vein, if this design is intended for close range defense of jump points, then you probably do not need extensive active sensors, EM sensors, or thermal sensors beyond what is necessary for detection and targeting of other vessels at close range. In fact, if my assumptions are correct, then you could easily remove the EM sensors and thermal sensors and instead keep the active sensors continually active. Moreover, as your only active missile defense is CIWS, you do not need an anti-missile active sensor. I also do not see your low speed as an issue unless something makes it past you and opens the range to something beyond the range of your Plasma Carronades. In which case, you would need to chase the vessel down and probably fail if they have decent missiles. Of course, a strong enough picket obviates that concern and may be cheaper than designing and building something faster.
The fact that you use CIWS and ECCM for missile defense suggests you plan to deploy this design independently. If you ever deploy this design in groups, then you should revisit your missile defense doctrine to provide a better missile defense by using weapons that allow your vessels to assist one another. For example, anti-missile missiles and anti-missile lasers in addition to CIWS and ECCM. Once again, if my assumptions about the purpose of this design are correct, then additional armor may help you more than shields. I imagine any fight in defense of a jump point would be short range, brief, and vicious. Shields would probably not have enough time to recharge and prove an effective defense. Also, instead of going for longer range weaponry, you would really only need to cover the radius within which a vessel might appear when coming through a jump point. Provided you have that range covered, I would instead suggest investing in more, or better, Plasma Carronades to pack a heavier punch.
Finally, you have far too much power for the Plasma Carronades and as the power plant is critical to your design, you may want to put heavier armor on the power plant. This is especially true if you deploy this design in a group, where vessels can rely upon one another for redundant active sensors. They cannot do that for power plants. A good laser hit to your power plant would cripple the entire design given its total reliance upon beam weapons.