Author Topic: Expansion of the Fleet Arm: Nuclear Pulse / Early Ion Tech  (Read 3821 times)

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Offline xenoscepter (OP)

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Expansion of the Fleet Arm: Nuclear Pulse / Early Ion Tech
« on: August 23, 2019, 12:53:55 AM »
Big Ships:


Archer-Class Exploration Ship:


Code: [Select]
Archer-Class Exploration Ship    12,000 tons     301 Crew     1800.3 BP      TCS 240  TH 180  EM 0
750 km/s    JR 3-50     Armour 3-46     Shields 0-0     Sensors 6/6/2/2     Damage Control Rating 12     PPV 0
Maint Life 3.62 Years     MSP 1125    AFR 96%    IFR 1.3%    1YR 132    5YR 1985    Max Repair 397 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 161   
Hangar Deck Capacity 2500 tons     

Principality Wrightworks HS60-12000T Experimental Jump Drive     Max Ship Size 12000 tons    Distance 50k km     Squadron Size 3
Principality Wrightworks HP15-90NP Starship Drive (2)    Power 90    Fuel Use 28.98%    Signature 90    Exp 7%
Fuel Capacity 725,000 Litres    Range 37.5 billion km   (579 days at full power)

Principality Wrightworks T5240 Area Scanner [NAV] (1)     GPS 14400     Range 55.8m km    Resolution 240
Principality Wrightworks T51 Area Scanner [AM/AF] (1)     GPS 60     Range 3.6m km    MCR 392k km    Resolution 1
Principality Wrightworks TH16 Passive Area Scanner (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Principality Wrightworks EM16 Passive Area Scanner (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Improved Gravitational Sensors (1)   2 Survey Points Per Hour
Improved Geological Sensors (1)   2 Survey Points Per Hour

Strike Group
4x Arrow Armed Shuttle   Speed: 1200 km/s    Size: 10
4x Set Scout   Speed: 2400 km/s    Size: 2.5

This design is classed as a Military Vessel for maintenance purposes


Tawdry-Class Survey Cruiser:


Code: [Select]
Tawdry-Class Survey Cruiser    12,500 tons     393 Crew     1535.78 BP      TCS 250  TH 180  EM 120
720 km/s    JR 3-50     Armour 2-47     Shields 4-300     Sensors 12/12/1/0     Damage Control Rating 33     PPV 30
Maint Life 4.47 Years     MSP 998    AFR 96%    IFR 1.3%    1YR 81    5YR 1213    Max Repair 286 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 87   
Hangar Deck Capacity 1375 tons     Magazine 132   

Arkanian Driveworks Prince Royal J12500 Jump Drive     Max Ship Size 12500 tons    Distance 50k km     Squadron Size 3
Arkanian Driveworks Tawdry T1500P90 Starship Drive (2)    Power 90    Fuel Use 28.98%    Signature 90    Exp 7%
Fuel Capacity 700,000 Litres    Range 34.8 billion km   (559 days at full power)
Knights Armories Experimental Field Emitter (4)   Total Fuel Cost  28 Litres per hour  (672 per day)

SecuriTech 10cm VL Civil Defense Laser (2)    Range 60,000km     TS: 2000 km/s     Power 3-3     RM 2    ROF 5        3 3 2 1 1 1 0 0 0 0
SecuriTech 15cm Civil Defense Railgun (2x4)    Range 30,000km     TS: 2000 km/s     Power 9-3     RM 1    ROF 15        3 1 1 0 0 0 0 0 0 0
SecuriTech Tawdry Combat Sensor Core [BFCS] (2)    Max Range: 128,000 km   TS: 625 km/s     92 84 77 69 61 53 45 37 30 22
Knights Armories Experimental Quad Core Reactor (1)     Total Power Output 12    Armour 0    Exp 5%

Knights Armories Tawdry SLMS (1)    Missile Size 12    Rate of Fire 180
SecuriTech Tawdry Combat Sensor Core [MFCS] (1)     Range 16.7m km    Resolution 240
Tawdry Geoprobe (6)  Speed: 300 km/s   End: 275.5d    Range: 7141.8m km   WH: 0    Size: 12    TH: 1/0/0
Tawdry SLASM (2)  Speed: 1,700 km/s   End: 120.5m    Range: 97.4m km   WH: 0    Size: 12    TH: 5/3/1
Beacon Active Probe (2)  Speed: 10,000 km/s   End: 320.7m    Range: 192.4m km   WH: 0    Size: 12    TH: 33/20/10

Pioneer Electronics Tawdry Combat Sensor Core [TAS] (1)     GPS 2400     Range 7.7m km    Resolution 240
Pioneer Electronics Tawdry Primary Sensor Core (1)     GPS 45     Range 2.3m km    MCR 245k km    Resolution 1
Pioneer Electronics Tawdry Passive Sensor Core [TH] (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
Pioneer Electronics Tawdry Passive Sensor Core [EM] (1)     Sensitivity 12.5     Detect Sig Strength 1000:  12.5m km
Gravitational Survey Sensors (1)   1 Survey Points Per Hour

Strike Group
3x Set Scout   Speed: 2400 km/s    Size: 2.5
2x Arrow Armed Shuttle   Speed: 1200 km/s    Size: 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


Valiant-Class Frigate:


Code: [Select]
Valiant-Class Frigate    6,250 tons     148 Crew     798.32 BP      TCS 125  TH 252  EM 180
2015 km/s     Armour 3-30     Shields 6-300     Sensors 4/4/0/0     Damage Control Rating 14     PPV 6
Maint Life 3.83 Years     MSP 335    AFR 74%    IFR 1%    1YR 36    5YR 538    Max Repair 150 MSP
Intended Deployment Time: 4.3 months    Flight Crew Berths 18   
Hangar Deck Capacity 375 tons     Magazine 102   

MaxTech T1050 Valiant 126EP Nuclear Pulse Drive (2)    Power 126    Fuel Use 26.94%    Signature 126    Exp 7%
Fuel Capacity 210,000 Litres    Range 22.4 billion km   (128 days at full power)
Knights Armories Beta-Two Defense Field Emitter (4)   Total Fuel Cost  42 Litres per hour  (1,008 per day)

Principality Wrightworks Valiant 10cm HPMW (1)    Range 45,000km     TS: 2015 km/s     Power 3-3     RM 4.5    ROF 5        1 1 1 1 0 0 0 0 0 0
MaxTech R48K2-50H1 Valiant Targeting Computer (1)    Max Range: 96,000 km   TS: 2000 km/s     90 79 69 58 48 38 27 17 6 0
Principality Wrightworks Valiant T50-3WPU (1)     Total Power Output 3    Armour 0    Exp 5%

Knights Armories Valiant SLMS (1)    Missile Size 3    Rate of Fire 30
MaxTech T250R100H1 Valiant MFCS Component (1)     Range 90.0m km    Resolution 100
Valiant SLASM (33)  Speed: 9,200 km/s   End: 73m    Range: 40.3m km   WH: 4    Size: 3    TH: 36/22/11

MaxTech T600 Valiant R100H1 (1)     GPS 12000     Range 72.0m km    Resolution 100
MaxTech T40TH4H1 Valiant Passive Detection Apparatus (1)     Sensitivity 4     Detect Sig Strength 1000:  4m km
MaxTech T40EM4H1 Valiant Passive Detection Apparatus (1)     Sensitivity 4     Detect Sig Strength 1000:  4m km

Strike Group
3x Set Scout   Speed: 2400 km/s    Size: 2.5

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


Fighter Craft:


Arrow-Class Armed Shuttle:


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Arrow-Class Armed Shuttle    500 tons     23 Crew     66.9 BP      TCS 10  TH 9  EM 0
1200 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 23.67 Years     MSP 42    AFR 4%    IFR 0.1%    1YR 0    5YR 2    Max Repair 12 MSP
Intended Deployment Time: 1.5 months    Spare Berths 11   

Principality Wrightworks HP1-12NP Starship Drive (1)    Power 12    Fuel Use 190.97%    Signature 9    Exp 15%
Fuel Capacity 25,000 Litres    Range 4.7 billion km   (45 days at full power)

Knights Armories Project Arrow Experimental Laser System (1)    Range 30,000km     TS: 2000 km/s     Power 3-3     RM 1    ROF 5        3 1 1 0 0 0 0 0 0 0
Federal-Colonial "Shortbow" Integrated Fire Director (1)    Max Range: 60,000 km   TS: 1250 km/s     83 67 50 33 17 0 0 0 0 0
Knights Armories Project Arrow Experimental Power Plant (1)     Total Power Output 3    Armour 0    Exp 5%

Federal-Colonial RT-10/40 "Shortbow" Target Aquisiton System (1)     GPS 96     Range 1.8m km    Resolution 10

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


Sabre-Class Starfighter:


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Sabre-Class Starfighter    500 tons     3 Crew     95.6 BP      TCS 10  TH 96  EM 60
9600 km/s     Armour 1-5     Shields 2-300     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.5
Maint Life 2.52 Years     MSP 12    AFR 20%    IFR 0.3%    1YR 3    5YR 39    Max Repair 48 MSP
Intended Deployment Time: 0.1 months    Spare Berths 7   
Magazine 10   

StarTech Systems Sabre Program Boosted Ion Drive E96 (1)    Power 96    Fuel Use 380.14%    Signature 96    Exp 20%
Fuel Capacity 30,000 Litres    Range 2.8 billion km   (3 days at full power)
Confederate Navalworks Small Craft Energy Defense Screen System (1)   Total Fuel Cost  14 Litres per hour  (336 per day)

Confederate Navalwork Size 13 Gauss Gun (2)    Range 16,000km     TS: 9600 km/s     Power 0-0     RM 2    ROF 5        1 0 0 0 0 0 0 0 0 0
Confederate Navalworks Sabre Program Integrated FCU [Gauss Module] (1)    Max Range: 16,000 km   TS: 8000 km/s     37 0 0 0 0 0 0 0 0 0

Confederate Navalworks Sabre Program SU-SLMS (2)    Missile Size 5    Hangar Reload 37.5 minutes    MF Reload 6.2 hours
Confederate Navalworks Sabre Program Integrated FCU [Missile Module] (1)     Range 1.4m km    Resolution 10
Sabre SLASM (2)  Speed: 17,300 km/s   End: 30.8m    Range: 32m km   WH: 9    Size: 5    TH: 57/34/17

Confederate Navalworks Sabre Program Target Aquisition Sensor (1)     GPS 72     Range 1.4m km    Resolution 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 Fighter for production, combat and maintenance purposes


PVX Valkyrie Interceptor:


Code: [Select]
PVX Valkyrie Interceptor    250 tons     5 Crew     37.4 BP      TCS 5  TH 24  EM 0
4800 km/s     Armour 3-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1
Maint Life 0 Years     MSP 0    AFR 50%    IFR 0.7%    1YR 2    5YR 25    Max Repair 12 MSP
Intended Deployment Time: 0.125 months    Spare Berths 5   

StarTech Systems Project Valkyrie Boosted Ion Drive E24 (1)    Power 24    Fuel Use 392.02%    Signature 24    Exp 20%
Fuel Capacity 10,000 Litres    Range 1.8 billion km   (4 days at full power)

Confederate Navalwork Size 13 Gauss Gun (2)    Range 20,000km     TS: 4800 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Confederate Navalworks Valkyrie TAS Integrated Fire Director (1)    Max Range: 40,000 km   TS: 5000 km/s     75 50 25 0 0 0 0 0 0 0

Confederate Navalworks Valkyrie Target Aquisition Sensor (1)     GPS 5     Range 280k km    MCR 31k km    Resolution 1

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

Offline Michael Sandy

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Re: Expansion of the Fleet Arm: Nuclear Pulse / Early Ion Tech
« Reply #1 on: August 23, 2019, 01:06:16 AM »
What are your core RP concepts?  Having shields on fighters is something that looks like an RP consideration more than anything else.
 

Offline xenoscepter (OP)

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Re: Expansion of the Fleet Arm: Nuclear Pulse / Early Ion Tech
« Reply #2 on: August 23, 2019, 01:19:46 AM »
From an RP stand-point, 2 Strength shields is the difference between taking a 12cm Laser and going home, and taking a 12cm Laser and getting dead. It's the difference between a Size 13 (13mm) Gauss volley from another Sabre / Valkyrie hitting the hull versus just depleting the shields. Ultimately, it's a Defense Screen and designed to allow the ship to survive a hit that would kill it outright. Against a 10cm Railgun, it would be the difference between 4 hull damage w/o shields or just 2 w/ them. The Engineering Space is on account of the Sabre being a more expensive ship, featuring Electronic Hardening 1 on all of it's sensors and Fire Controls, so the little luxury of having ease of maintenance is considered an acceptable indulgence. The Sabre will never see large scale deployment, but rather will see use with elite fighter squadrons, so again the Engineering Space is considered an acceptable indulgence. 5,000 more litres of fuel would give me better range though.

The Sabre is a Starfighter, built to establish dominance over enemy fighters. It uses speed to chase down foes or flee from anything it can out shoot with it's twin Gauss (which admittedly is almost anything with a gun...), it's Size 5 missiles to out shoot most fighters while it's shields can help to weather the return fire, hopefully ending or severely damaging the enemy in one overwhelming missile strike. The Gauss, coupled with it's extreme speed, let's it move in for the kill on enemies which might have survived the initial volley, while it's shields could potentially let it survive long enough to close with a 12cm Laser or 10cm Railgun Fighter and deliver that final blow (assuming they weren't depleted in the first exchange)

The PVX Valkyrie (Project Valkyrie Experimental), is an Interceptor. It's designed to defend ships against enemy fighters and missiles, as such it's sensors are built around the idea that it will never stray too far from the fleet's sensor envelope. The three layers of armor let it tank a size 9 warhead, a 15cm Laser, or a 12cm Railgun... albeit not without needing a repair. Having 5 Spare Berths let's it serve as a short ranged shuttle for Xenology / Survey / Espionage Teams if need be. (I don't mind the micro of them...) Not having missiles let's it operate from a wider variety of vessels. The Valiant-Class Frigates can swap out two Set-Class Scouts for one and break even in both Hangar Space and Crew Requirements, allowing them to gain a means of PD and act as a means of transit for a team.

Basically, the Principality of Sidon is a Fighter-Centric navy. They take a lot of time to train their pilots and don't throw them away frivolously. They place a great deal of value on the lives of their citizens, hence the shields on their fighters. They also believe that in battle it is not the one who strikes first, but rather the one who strikes twice who is the victor. They believe it is better to have a half dead fleet return home then lose half a fleet in battle, since ships cost money. They believe in investing more in a ship rather than less, since a fleet of four is as good as a fleet of eight if every ship is worth two of the enemies. They believe a ship should be as fast as possible, as well defended as possible, but merely adequately armed for the task. Dead is dead, and dead is good enough. Crippled is fine too, but better the enemy then them; hence they often invest in Electronic Hardening. A blind ship is a dead ship, and weapons (adequate or otherwise) are useless if they can't be targeted. Thermal Reduction is another thing that is quite common on Sidonian ships, although admittedly not this early on, as it's always better to be a little harder to spot than the enemy. ECM / ECCM is another feature common on their later ships, as even just a slight edge in range / accuracy can mean all the difference. Their Fighter Craft are almost universally armed with at least one 25 Ton Gauss, as it's good to have something to shoot when your enemy has nothing. Most Sidonian fighters will have at least one Engineering Space - Fighter, as I fluff them to be mass dedicated to things like in-flight repair systems, system redundancies, bypasses for power / fuel as well as being designed for ease of maintenance by flight deck crews. The last part being reflected in the MSP.
« Last Edit: August 23, 2019, 01:43:33 AM by xenoscepter »
 

Offline Michael Sandy

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Re: Expansion of the Fleet Arm: Nuclear Pulse / Early Ion Tech
« Reply #3 on: August 23, 2019, 02:07:45 AM »
I like the miniaturized gauss on the fighters.  Having a beam weapon means you have the potential to kill far larger ships, like jump gate constructors, survey ships, scouts and commercial shipping, and without using up expensive missiles to do it.

One of the really neat things about fighters is the x4 accuracy beam fire controls they can use.  If you have good basic beam fire control tech that just means you can get away with smaller fire controls, but if you don't it could be the only way you have a shot at intercepting missiles reliably.

With +75% engine boost tech, you can get 8,000 km/s ion engined railgun fighters, and even with 2,000 km/s racial tracking, it is easy to design them a decent fire control for it.

You can also build PD space stations, basically a couple x4 miniaturized gauss turrets on an engineless fighter with a tracking matched to the turret.  If you have an airless forward base, you can protect it with fighter sized PDCs, and get the improved range of PDC fire controls as well.
 

Offline bankshot

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Re: Expansion of the Fleet Arm: Nuclear Pulse / Early Ion Tech
« Reply #4 on: September 16, 2019, 09:28:13 PM »
I went with twin meson turrets instead of 4x gauss on my PDC point defenders, inspired by the Cheap and Nasty Meson PDC thread http://aurora2.pentarch.org/index.php?topic=10394.0  They have yet to see any action but as over 75% of their tonnage is taken up by the meson turret they are great crowd pleasers.  Gauss turrets would probably be a better choice against missiles though.