Author Topic: Ships  (Read 42829 times)

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Offline Gabethebaldandbold

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Re: Ships
« Reply #165 on: March 03, 2018, 11:14:23 PM »
Armored missiles help a lot too, since I don't think that the AI really knows how to counter them effectively. It can still get lucky, but it won't try to do anything like build higher caliber PD.
its what I use, all my anti-ship missiles have at least 1 ablative armour, and the dummie variant has 4. it frequently absorbs mutiple waves of enemy point defense.
To beam, or not to beam.   That is the question
the answer is you beam. and you better beam hard.
 

Offline Starmantle

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Re: Ships
« Reply #166 on: March 08, 2018, 10:46:57 PM »
Because it's not possible for missile armor to take up less than a full MSP and a 1-MSP missile is usually faster and easier to make and also has 1 hit point, I usually ignore missile armor and just try for saturation fire.

That also means my missiles are harder to hit, unladen by armor. 

For a very big missile, armor can be a nice addition, though. 
 

Offline Michael Sandy

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Re: Ships
« Reply #167 on: March 09, 2018, 05:06:01 PM »
I had heard that armor rounded up, so .51 MSP of armor acted as 1 armor?
 

Offline Starmantle

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Re: Ships
« Reply #168 on: March 09, 2018, 05:46:03 PM »
I had heard that armor rounded up, so .51 MSP of armor acted as 1 armor?

My bad!

You're quite correct.  I'd forgotten that.
 

Offline El Pip

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Re: Ships
« Reply #169 on: March 11, 2018, 06:10:08 AM »
The problem on missile armour is that there is an old post from Steve explaining that missile armour only reduces chance to hit, so it was fractional.

This got changed at some point, but I'm not sure what exactly to. Certainly at the moment missile armour does not reduce the chance to hit and does round up from 0.5001 to 1. The armour somehow, sometimes reduce the chance of an anti-missile or PD killing the missile, but it's not clear. Is there a post anywhere explaining what the current mechanics are?
 

Offline JacenHan

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Re: Ships
« Reply #170 on: March 11, 2018, 06:40:56 PM »
I happened to remember some discussion from this old thread. There, Steve says:
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I noted the comments regarding missile armour. The ablative armour on missiles doesn't work in the same way as armour on ships (mainly because its a lot thinner because missiles are so small). Instead, if a missile is armoured the chance of a hit penetrating the armour is equal to Weapon Damage / (Missile Armour + Weapon Damage).

For example if a missile has two points of armour and is hit by 3 points of damage, the chance of destroying the missile = 3 / (2+3) = 60%. Even if the missile had 5 points of armour, a 10cm laser would still have a 3 / (5+3) = 37.5% chance of a hit.
I'm not sure if this still applies, but it's something.
 
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Offline Gabethebaldandbold

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Re: Ships
« Reply #171 on: March 12, 2018, 01:35:44 PM »
I happened to remember some discussion from this old thread. There, Steve says:I'm not sure if this still applies, but it's something.
So by that logic, my healivy armoured missiles have 20% chance of being destroyed by a single AMM, and my damaging missiles have 50% chance of being destroyed, considering that the AI normaly uses only 1 pt of damage on their missiles
To beam, or not to beam.   That is the question
the answer is you beam. and you better beam hard.
 

Offline JacenHan

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Re: Ships
« Reply #172 on: May 18, 2018, 02:37:31 PM »
Started a new game recently, a conventional start with a house rule limiting MFC size to 2. I just researched Nuclear Pulse engines, and just finished designing a long-range, multipurpose ship for squadron deployments.

Code: [Select]
Sirocco class Frigate    8 000 tons     191 Crew     944 BP      TCS 160  TH 480  EM 0
3000 km/s     Armour 3-35     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 22
Maint Life 2.29 Years     MSP 295    AFR 128%    IFR 1.8%    1YR 76    5YR 1140    Max Repair 120 MSP
Intended Deployment Time: 36 months    Spare Berths 1   
Magazine 80   

N30-E240 Nuclear Pulse Engine (2)    Power 240    Fuel Use 56%    Signature 240    Exp 10%
Fuel Capacity 995 000 Litres    Range 40.0 billion km   (154 days at full power)

100mm Railgun V2/C3 (2x4)    Range 20 000km     TS: 3000 km/s     Power 3-3     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
S03-40-3000 Beam Fire Control (1)    Max Range: 80 000 km   TS: 3000 km/s     88 75 62 50 38 25 12 0 0 0
P3 Pebble Bed Reactor (2)     Total Power Output 6    Armour 0    Exp 5%

MLS-4-60 Missile Launcher (4)    Missile Size 4    Rate of Fire 60
S02-R80-M39 Missile Fire Control (1)     Range 38.6m km    Resolution 80
RGM-1B Pilum (20)  Speed: 12 000 km/s   End: 55.7m    Range: 40.1m km   WH: 4    Size: 4    TH: 60/36/18

S02-R1-M1 Missile Detection Sensor (1)     GPS 24     Range 1.4m km    MCR 157k km    Resolution 1
S06-R80-M39 Standard Search Sensor (1)     GPS 5760     Range 38.6m 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
It's armament is a little light for 8,000 tons, but this ship is designed for raiding and picketing jump points, not a large-scale fleet battle. I also wanted to get its speed up to 3000 km/s, so the engines take up 37.5% of the mass, limiting my options. I'm planning on deploying these in squadrons of 3 or 4, with one of them being a variant with a jump engine (which I am still doing the research for).
 

Offline Gabethebaldandbold

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Re: Ships
« Reply #173 on: July 25, 2018, 08:52:16 AM »
If you want to raid jump points, it helps a lot if your jump ship is able to deploy you via squad jump, away from enemy fire. Also, because of the delay on weapons and sensors, you are liable to take quite a beating during raids, so I dont think 3 armour is quite enough... otherwise I dont see any obvious design flaws, although it is very unorthodox to try to go for both beams and missiles for offense in the same ship, specially at low tech levels. usually the best designs are very speciallized, and hopefully cheap enough so that your navy can fullfill all of its functions.
To beam, or not to beam.   That is the question
the answer is you beam. and you better beam hard.
 

Offline Titanian

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Re: Ships
« Reply #174 on: July 26, 2018, 06:40:20 AM »
Whether specialising is useful, also depends on how many you want to build.  If you only intend to build a few, the cost of an additional retool might not be worth it. It also makes sure that as long as you have some ships, you still have all roles covered.
 

Offline FictionDragon

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Re: Ships
« Reply #175 on: August 07, 2018, 01:14:34 PM »
Hi guys. (sorry for the massive wall of text incoming) I started playing the game again after a long time I set up a nice turbo accelerated game in 40k-ish universe. Lots of pop lots of labs and tech and everything. Just for fun. Still no combat experience so far tho. But the sudden appearance of a wormhole in a system next to sol startled me a bit so I decided to expand my navy a bit sooner than I wanted. Here I go.

First the new FACs,
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RRC-4S Beagle class Fast Scout Craft    1 000 tons     32 Crew     988.2 BP      TCS 20  TH 240  EM 0
12000 km/s     Armour 2-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 2.33 Years     MSP 124    AFR 40%    IFR 0.6%    1YR 31    5YR 468    Max Repair 400 MSP
Intended Deployment Time: 13.9323 months    Spare Berths 0   

018 120EP-2 S-Core AMD EPH0.675 (FAC) (2)    Power 120    Fuel Use 67.51%    Signature 120    Exp 15%
Fuel Capacity 85 000 Litres    Range 22.7 billion km   (21 days at full power)

018 AMSS-3.75 MR120m-R1 MR6:13m (1)     GPS 300     Range 120.0m km    MCR 13.1m km    Resolution 1
017 ASS-5 MR2146-R180 (Patrol) (1)     GPS 72000     Range 2 146.6m km    Resolution 180

ECM 60

This design is classed as a Military Vessel for maintenance purposes
This is one of my newest designs, part of Rapid Reaction Craft or FAC project. Not much in way of actual speed but in an effort to quickly build up my navy power. It's eventually AWACS and target designation ship providing the fleet with reconnaissance needed even when left alone when fleet rearms and refuels.


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RRC-1M Hunter class Missile Boat    1 000 tons     9 Crew     280 BP      TCS 20  TH 240  EM 0
12000 km/s     Armour 0-0     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 13.5
Maint Life 0.69 Years     MSP 18    AFR 80%    IFR 1.1%    1YR 26    5YR 391    Max Repair 80 MSP
Intended Deployment Time: 4.6296 months    Spare Berths 0   
Magazine 90   

018 120EP-2 S-Core AMD EPH0.675 (FAC) (2)    Power 120    Fuel Use 67.51%    Signature 120    Exp 15%
Fuel Capacity 55 000 Litres    Range 14.7 billion km   (14 days at full power)

018 Size 90 Box Launcher (1)    Missile Size 90    Hangar Reload 675 minutes    MF Reload 112.5 hours
018 Missile Cogitator-1-214.65m-R5 (1)     Range 214.7m km    Resolution 5
018MIRV-90-W1 Bloodstrike 10xBloodpoint S40K R200m (1)  Speed: 40 000 km/s   End: 83.3m    Range: 215m km   WH: 1    Size: 90    TH: 133/80/40

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
This one is a mobile tactical missile launch platform. It carries a Bloodstrike MIRV capable of scoring massive damage to any target, especially if used in numbers. Firing well beyond range which the enemy could potentially detect the ship or strike back. That's why I could strip the armor. And even if I lost some of these they are cheap as chips the missile they carry is the nearly same price as the ship itself. (The missile to be shown below.)

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RDC-2 Firestorm class Fast Attack Craft    1 000 tons     47 Crew     914.4 BP      TCS 20  TH 240  EM 0
12000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 12
Maint Life 0.29 Years     MSP 57    AFR 80%    IFR 1.1%    1YR 194    5YR 2911    Max Repair 583 MSP
Intended Deployment Time: 1.2039 months    Spare Berths 0   

018 120EP-2 S-Core AMD EPH0.675 (FAC) (2)    Power 120    Fuel Use 67.51%    Signature 120    Exp 15%
Fuel Capacity 50 000 Litres    Range 13.3 billion km   (12 days at full power)

017 40cm-12-42 C10 E-X-ray Laser (1)    Range 150 000km     TS: 12500 km/s     Power 42-10     RM 9    ROF 25        42 42 42 42 42 42 42 42 42 37
018 Cogitato-0.5-75K-10K (Tiny FAC) (1)    Max Range: 150 000 km   TS: 10000 km/s     93 87 80 73 67 60 53 47 40 33
018 S-core AM Power Plant-0.5 PB-1.25 Power10 (1)     Total Power Output 10    Armour 0    Exp 20%

ECM 20

This design is classed as a Military Vessel for maintenance purposes
Firestorm, named after the WH40K escort craft, is like its counterpart armed with a single highly powerful beam weapon. It's designed for quick strikes where resistance is either eliminated or is not to be expected such as raiding shipping, finishing up damaged enemies, dispatching of enemies blinded by jump and also as a fleet protection should close range tread occur. Ofcourse, should in a dire situation, it houses enough commissars aboard, should it receive the order the charge right into enemy lines.

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RDC-3 Ironstorm class Fast Patrol Craft    1 000 tons     38 Crew     1261.6 BP      TCS 20  TH 240  EM 0
12000 km/s     Armour 2-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 7.92
Maint Life 0.69 Years     MSP 79    AFR 80%    IFR 1.1%    1YR 115    5YR 1727    Max Repair 900 MSP
Intended Deployment Time: 3.7428 months    Spare Berths 0   

018 120EP-2 S-Core AMD EPH0.675 (FAC) (2)    Power 120    Fuel Use 67.51%    Signature 120    Exp 15%
Fuel Capacity 50 000 Litres    Range 13.3 billion km   (12 days at full power)

017 Gauss Cannon R6-100-40k Turret-7.92 (1x6)    Range 60 000km     TS: 40000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
018 Cogitato-4 150-40000 (2x AM) (1)    Max Range: 300 000 km   TS: 40000 km/s     97 93 90 87 83 80 77 73 70 67

ECM 50

This design is classed as a Military Vessel for maintenance purposes
Like it's Firestorm brother, Ironstorm is a beamship aswell but with one major difference. It exchanges the prow mounted las lance for a turret mounted rapid-fire fast-tracking gauss cannon for point defence role. In secondary role it can also attack ship to ship, being able to track even fast and small targets such as fighters.

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RRC-5F Albatros class Tanker    1 000 tons     7 Crew     436.4 BP      TCS 20  TH 240  EM 0
12000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 6.19 Years     MSP 27    AFR 80%    IFR 1.1%    1YR 1    5YR 18    Max Repair 60 MSP
Intended Deployment Time: 6 months    Spare Berths 1   

018 120EP-2 S-Core AMD EPH0.675 (FAC) (2)    Power 120    Fuel Use 67.51%    Signature 120    Exp 15%
Fuel Capacity 760 000 Litres    Range 202.6 billion km   (195 days at full power)

This design is classed as a Military Vessel for maintenance purposes
And if engaging for longer range is necessary, the range could be extended, off-sourcing the fuel capacity to this small cheap tanker craft.

Now for the main force
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Protector Mk.III class Patrol Cruiser    30 000 tons     978 Crew     13842.9 BP      TCS 600  TH 7200  EM 750
12000 km/s     Armour 5-86     Shields 25-300     Sensors 1/1/0/0     Damage Control Rating 49     PPV 261.83
Maint Life 2.05 Years     MSP 5551    AFR 374%    IFR 5.2%    1YR 1765    5YR 26481    Max Repair 1327 MSP
Intended Deployment Time: 27.8931 months    Spare Berths 0   

012 2400EP-50 InFusion Drive 0.413EPH (Patrol) (3)    Power 2400    Fuel Use 41.34%    Signature 2400    Exp 15%
Fuel Capacity 2 150 000 Litres    Range 31.2 billion km   (30 days at full power)
012 Xi R300/360 Shields Fuel:360L/day (5)   Total Fuel Cost  75 Litres per hour  (1 800 per day)

012 4x35cm C8 X-Ray Laser Turret (3x4)    Range 384 000km     TS: 32000 km/s     Power 128-32     RM 7    ROF 20        32 32 32 32 32 32 32 27 24 22
012 52cm-16 C8 X-Ray Laser (1)    Range 384 000km     TS: 12500 km/s     Power 71-8     RM 7    ROF 45        71 71 71 71 71 71 71 62 55 49
012 44cm-14 C8 X-Ray Laser (1)    Range 384 000km     TS: 12500 km/s     Power 51-8     RM 7    ROF 35        51 51 51 51 51 51 51 44 39 35
012 4xGauss Turret (2x20)    Range 40 000km     TS: 32000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
012 FC-8 192-32000 Standard (2)    Max Range: 384 000 km   TS: 32000 km/s     97 95 92 90 87 84 82 79 77 74
012 In-ConFusion Reactor-0.7 PB-1.4 Power11.76 (1)     Total Power Output 11.76    Armour 0    Exp 30%
012 In-Con Fusion Reactor-6 PB-1.4 Power100.8 (1)     Total Power Output 100.8    Armour 0    Exp 30%

012 ASS-3 MR965-R500 (1)     GPS 90000     Range 966.0m km    Resolution 500
AAMS-2 MR28-R1 (1)     GPS 120     Range 28.8m km    MCR 3.1m km    Resolution 1

ECCM-4 (1)         ECM 40

This design is classed as a Military Vessel for maintenance purposes
Obsolete design. Yet only one of the main force in active service with only 7 ships being left on standby in the rise of the threat posed by a sudden appearance of a wormhole close to Sol's gates. This venerable design stands between Emperor's throne and any demon daring enough to poke it's horns out of warp. Protector line of ships was developed along with planetary defence centres after all the pesky imperial population complained faith in emperor isn't protection enough and they feel scared. Stupid plebs. It's a basic craft designed to defend a system by a mass charge headlong into the enemy, a fine honorabru imperial tactic indeed. It's PDC should prove enough defence against enemy missiles while boasting enough defence for quick meele because with it's array of laser weapons, it's shouldn't take more. Not even against small fast targets with it's rapid tracking turrets.

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MF Protector Mk.IV class Frigate    32 000 tons     1107 Crew     22289.4 BP      TCS 640  TH 10800  EM 900
16875 km/s     Armour 5-89     Shields 30-300     Sensors 24/1/0/0     Damage Control Rating 52     PPV 290.1
Maint Life 2.18 Years     MSP 9795    AFR 364%    IFR 5.1%    1YR 2764    5YR 41456    Max Repair 2401 MSP
Intended Deployment Time: 23.8168 months    Spare Berths 0   

016 3600EP-50 S-Core AM Drive (Scout) (3)    Power 3600    Fuel Use 54.34%    Signature 3600    Exp 18%
Fuel Capacity 2 415 000 Litres    Range 25.0 billion km   (17 days at full power)
017 Omicron R300/360 Shields (5)   Total Fuel Cost  75 Litres per hour  (1 800 per day)

017 4x40cm-12-42 C10 E-X-ray Laser Turret-61.82 (3x4)    Range 600 000km     TS: 40000 km/s     Power 168-40     RM 9    ROF 25        42 42 42 42 42 42 42 42 42 37
017 50cm-16-65 C10 E-X-ray Laser Spinal (1)    Range 600 000km     TS: 16875 km/s     Power 65-10     RM 9    ROF 35        65 65 65 65 65 65 65 65 65 58
017 60cm-19-94 C10 E-X-ray Laser (1)    Range 600 000km     TS: 16875 km/s     Power 94-10     RM 9    ROF 50        94 94 94 94 94 94 94 94 94 84
017 2x12cm C2 E-X-ray Laser Turret-7.82-4 (1x2)    Range 360 000km     TS: 40000 km/s     Power 8-4     RM 9    ROF 10        4 4 4 4 4 4 4 4 4 3
017 4xGauss Cannon R6-100 Turret-30.91 (2x24)    Range 60 000km     TS: 40000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
017 Cogitator-8 300-40000 (AM) (2)    Max Range: 600 000 km   TS: 40000 km/s     98 97 95 93 92 90 88 87 85 83
017 S-core AM Power Plant-6 PB-1.5-Power144 (1)     Total Power Output 144    Armour 0    Exp 35%

017 AAMSS-1 MR32-R1 (1)     GPS 80     Range 32.0m km    MCR 3.5m km    Resolution 1
017 ASS-5 MR2146-R180 (Patrol) (1)     GPS 72000     Range 2 146.6m km    Resolution 180
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

ECCM-6 (1)         ECM 60

This design is classed as a Military Vessel for maintenance purposes
Direct upgrade over it's predecessor, Mk. IV offers the latest cutting-edge technologies empire can offer. The main fleet currently being refitted into this model and with the rediscovery of missile weapon technology rising for the need of other weapon systems thus other ship models. The role of this design shifted from main force brawler, into more of a support ship thus being redesignated from patrol cruiser to a frigate as the admiralty considers the later need for even bigger ships.

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MF Escort class Escort Frigate    32 000 tons     844 Crew     12776.7 BP      TCS 640  TH 10800  EM 900
16875 km/s     Armour 5-89     Shields 30-300     Sensors 1/1/0/0     Damage Control Rating 55     PPV 161.82
Maint Life 2.35 Years     MSP 6426    AFR 318%    IFR 4.4%    1YR 1588    5YR 23822    Max Repair 1800 MSP
Intended Deployment Time: 23.837 months    Spare Berths 0   
Magazine 3269   

016 3600EP-50 S-Core AM Drive (Scout) (3)    Power 3600    Fuel Use 54.34%    Signature 3600    Exp 18%
Fuel Capacity 2 415 000 Litres    Range 25.0 billion km   (17 days at full power)
017 Omicron R300/360 Shields (5)   Total Fuel Cost  75 Litres per hour  (1 800 per day)

017 4xGauss Cannon R6-100 Turret-30.91 (2x24)    Range 60 000km     TS: 40000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
017 Cogitator-8 300-40000 (AM) (1)    Max Range: 600 000 km   TS: 40000 km/s     98 97 95 93 92 90 88 87 85 83

018 Size 1 Missile Launcher (50% Reduction) (200)    Missile Size 1    Rate of Fire 20
018 AMM Cogitator-1.2-115,2m-R1 (2)     Range 115.2m km    Resolution 1
018 Flakk Patern AMM R-12.2 10kkm/s 950.4% (3269)  Speed: 158 400 km/s   End: 1.3m    Range: 12.2m km   WH: 1    Size: 1    TH: 3168/1900/950

018 AMSS-3.75 MR120m-R1 MR6:13m (1)     GPS 300     Range 120.0m km    MCR 13.1m km    Resolution 1

ECCM-6 (1)         ECM 60

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
One of the new line of frigates. With the rediscovery of the missile technology came the question of how to best defend against such and so came the Escort service. With 200 launchers abroad and more than enough supply for prolonged fights especially with the high precision Flakk Pattern missiles, ensuring high kill rate. Still, Dual quad gauss turrets were kept for additional fleet protection.


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MF Victor class Missile Frigate    32 000 tons     864 Crew     11384.28 BP      TCS 640  TH 10800  EM 900
16875 km/s     Armour 5-89     Shields 30-300     Sensors 1/1/0/0     Damage Control Rating 53     PPV 270
Maint Life 2.22 Years     MSP 5114    AFR 356%    IFR 4.9%    1YR 1398    5YR 20966    Max Repair 1800 MSP
Intended Deployment Time: 23.649 months    Spare Berths 0   
Magazine 1721   

016 3600EP-50 S-Core AM Drive (Scout) (3)    Power 3600    Fuel Use 54.34%    Signature 3600    Exp 18%
Fuel Capacity 2 415 000 Litres    Range 25.0 billion km   (17 days at full power)
017 Omicron R300/360 Shields (5)   Total Fuel Cost  75 Litres per hour  (1 800 per day)

018 Size 90 Missile Launcher (50% Reduction) (6)    Missile Size 90    Rate of Fire 1690
018 Missile Cogitator-1-214.65m-R5 (1)     Range 214.7m km    Resolution 5
018 Flakk Patern AMM R-12.2 10kkm/s 950.4% (11)  Speed: 158 400 km/s   End: 1.3m    Range: 12.2m km   WH: 1    Size: 1    TH: 3168/1900/950
018MIRV-90-W1 Bloodstrike 10xBloodpoint S40K R200m (19)  Speed: 40 000 km/s   End: 83.3m    Range: 215m km   WH: 1    Size: 90    TH: 133/80/40

018 ASS-0.7 MR224-R100 (1)     GPS 5600     Range 224.0m km    Resolution 100

ECCM-6 (1)         ECM 60

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
Vini Vidi vici. The Victor cames knocking. Cutting edge missile frigate sporting the newest MIRV Bloodstrike launchers. This ship is the Empire's answer to cleansing the galaxy of any heretic, any xeno, any demon without even coming close.

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Incepteris Mk.IV class Gravitational Survey Vessel    17 500 tons     559 Crew     14085.9 BP      TCS 350  TH 12600  EM 0
36000 km/s     Armour 1-60     Shields 0-0     Sensors 24/1/75/0     Damage Control Rating 8     PPV 0
Maint Life 2.3 Years     MSP 4477    AFR 275%    IFR 3.8%    1YR 1152    5YR 17285    Max Repair 2100 MSP
Intended Deployment Time: 23.8914 months    Spare Berths 0   

016 4200EP-50 S-Core AM-Drive (Scout) EPH 0.799 (3)    Power 4200    Fuel Use 79.88%    Signature 4200    Exp 21%
Fuel Capacity 2 950 000 Litres    Range 38.0 billion km   (12 days at full power)

016 ASS-20 MR2289-R20 (Scout) (1)     GPS 32000     Range 2 289.7m km    Resolution 20
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
Phased Gravitational Sensors (15)   75 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
My grav survey/scout ship. The idea is to let this into a new system first to do it's survey with actives on and if there's something that looks like hostile there it should be fast enough to gtfo. For that purpose, commissars are prohibited to serve on this ship.

I also have so pdcs. Most of them I plan to refit relatively soon but someone could find them interesting nevertheless

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Light of Omnissiah MkII class Point Defence Base    499 tons     5 Crew     434.6 BP      TCS 9.98  TH 0  EM 0
Armour 6-5     Sensors 1/6     Damage Control Rating 0     PPV 8
Intended Deployment Time: 0.1 months    Spare Berths 3   

012 35cm-8 C2 X-Ray Laser (1)    Range 576 000km     TS: 12500 km/s     Power 32-2     RM 7    ROF 80        32 32 32 32 32 32 32 27 24 22
012 PDC/FTR FC-1 288-4000 (1)    Max Range: 576 000 km   TS: 16000 km/s     98 97 95 93 91 90 88 86 84 83
012 InConFusion Reactor-0.2 PB-1 Power2.4 (1)     Total Power Output 2.4    Armour 0    Exp 5%

012 AAMSS-0.1 MR1-R1 (1)     GPS 6     Range 1.4m km    MCR 157k km    Resolution 1


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 1 sections
A small cheap cannon for shooting nasties that could come into orbit. Emperor protects!

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Protection Of Omnissiah class Point Defence Base    500 tons     3 Crew     347.2 BP      TCS 10  TH 0  EM 0
Armour 5-5     Sensors 1/12     Damage Control Rating 0     PPV 7.92
Intended Deployment Time: 0.1 months    Spare Berths 5   

012 1xGauss Cannon R4-100 Turret (1x5)    Range 40 000km     TS: 32000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
PDC/FTR FC-1.5 216-320 (AMM) (1)    Max Range: 432 000 km   TS: 32000 km/s     98 95 93 91 88 86 84 81 79 77

012 AAMSS-02 MR2-R1 (1)     GPS 12     Range 2.9m km    MCR 314k km    Resolution 1


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 1 sections
Gauss variant. For PD obviously. We had to let them priest name something for once *sigh*

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Fortress Absolutum class Planetary Defence Centre    50 000 tons     378 Crew     23680 BP      TCS 1000  TH 0  EM 0
Armour 14-120     Sensors 1/300     Damage Control Rating 0     PPV 844.1
Intended Deployment Time: 0.0102 months    Spare Berths 0   
Magazine 1738   

017 60cm-19-94 C10 E-X-ray Laser (1)    Range 900 000km     TS: 12500 km/s     Power 94-10     RM 9    ROF 50        94 94 94 94 94 94 94 94 94 84
017 50cm-16-65 C10 E-X-ray Laser Spinal (1)    Range 900 000km     TS: 12500 km/s     Power 65-10     RM 9    ROF 35        65 65 65 65 65 65 65 65 65 58
017 4x40cm-12-42 C10 E-X-ray Laser Turret-61.82 (3x4)    Range 900 000km     TS: 40000 km/s     Power 168-40     RM 9    ROF 25        42 42 42 42 42 42 42 42 42 37
017 4xGauss Cannon R6-100 Turret-30.91 (4x24)    Range 60 000km     TS: 40000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
018 PDC Cogitator-8-450-40000 (2)    Max Range: 900 000 km   TS: 40000 km/s     99 98 97 96 94 93 92 91 90 89
018 S-core AM Power Plant-7 PB-1.25 Power140 (1)     Total Power Output 140    Armour 0    Exp 20%

018 PDC Size 90 Missile Launcher (5)    Missile Size 90    Rate of Fire 170
018 PDC-0.5 AMM Launcher (100)    Missile Size 1    Rate of Fire 10
018 AMM Cogitator-1.2-115,2m-R1 (1)     Range 115.2m km    Resolution 1
018 Missile Cogitator-1-214.65m-R5 (1)     Range 214.7m km    Resolution 5
018 Flakk Patern AMM R-12.2 10kkm/s 950.4% (388)  Speed: 158 400 km/s   End: 1.3m    Range: 12.2m km   WH: 1    Size: 1    TH: 3168/1900/950
018MIRV-90-W1 Bloodstrike 10xBloodpoint S40K R200m (15)  Speed: 40 000 km/s   End: 83.3m    Range: 215m km   WH: 1    Size: 90    TH: 133/80/40

018 ASS-0.7 MR224-R100 (1)     GPS 5600     Range 224.0m km    Resolution 100
018 AMSS-3.75 MR120m-R1 MR6:13m (1)     GPS 300     Range 120.0m km    MCR 13.1m km    Resolution 1

ECCM-6 (2)         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 Planetary Defence Centre and can be pre-fabricated in 20 sections
New design. A fortress defending any critical world to the empire.

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Chapel-Barracks MkII class Planetary Barracks Bunker    60 000 tons     121 Crew     3591 BP      TCS 1200  TH 0  EM 0
Armour 24-136     Sensors 1/80     Damage Control Rating 30     PPV 0
Intended Deployment Time: 3 months    Spare Berths 14   
Troop Capacity: 21 Battalions   

018 CIWS-400 (1x12)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
018 ASS-0.7 MR224-R100 (1)     GPS 5600     Range 224.0m km    Resolution 100
017 AAMSS-1 MR32-R1 (1)     GPS 80     Range 32.0m km    MCR 3.5m km    Resolution 1

ECCM-6 (1)         
This design is classed as a Planetary Defence Centre and can be pre-fabricated in 24 sections
Designed to keep loyal marines safe from death from above.

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Darkenvault class Launch Complex    124 000 tons     277 Crew     11117.8 BP      TCS 2480  TH 0  EM 0
Armour 6-221     Sensors 1/0     Damage Control Rating 0     PPV 0
Intended Deployment Time: 0.0001 months    Flight Crew Berths 4031   
Hangar Deck Capacity 100000 tons     Troop Capacity: 1 Battalion   
Maintenance Modules: 3 module(s) capable of supporting ships of 600 tons


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 50 sections
Imperium provides parking lots too.



Now some commercials... I mean commercial craft.
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Imperial Eagle MkIII class Troop Transport    160 000 tons     1410 Crew     14110.5 BP      TCS 3200  TH 36000  EM 0
11250 km/s     Armour 3-262     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 55    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Troop Capacity: 25 Battalions    Cargo Handling Multiplier 1000   

016 1000EP-50 COM S-Core AM Drive EPH0.022 (36)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 990 000 Litres    Range 50.4 billion km   (51 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
A troop trasport.

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Imperial Stallion class Troop Transport    1 000 000 tons     11508 Crew     120129.7 BP      TCS 20000  TH 240000  EM 0
12000 km/s     Armour 10-890     Shields 0-0     Sensors 24/1/0/0     Damage Control Rating 1     PPV 0
MSP 75    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Troop Capacity: 125 Battalions    Cargo Handling Multiplier 16880   

016 1000EP-50 COM S-Core AM Drive EPH0.022 (240)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 6 180 000 Litres    Range 50.3 billion km   (48 days at full power)

016 CIWS-400 (3x10)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
016 ASS-1 MR256-R100 (COM) (1)     GPS 8000     Range 256.0m km    Resolution 100
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

This design is classed as a Commercial Vessel for maintenance purposes
Big troop trasport.

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Nostromo Mk.III class Freighter    72 050 tons     505 Crew     5451.3 BP      TCS 1441  TH 18000  EM 0
12491 km/s     Armour 1-154     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 47    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Cargo 25000    Cargo Handling Multiplier 160   

016 1000EP-50 COM S-Core AM Drive EPH0.022 (18)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 455 000 Litres    Range 51.4 billion km   (47 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
A freighter.

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Atlas MkII class Superfreighter    1 351 400 tons     9485 Crew     98993.8 BP      TCS 27028  TH 325000  EM 0
12024 km/s     Armour 1-1088     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 46    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Cargo 500000    Cargo Handling Multiplier 5000   

016 1000EP-50 COM S-Core AM Drive EPH0.022 (325)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 10 000 000 Litres    Range 60.3 billion km   (58 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
A big freighter.

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Terraformium MkII class Terraformer    598 600 tons     2910 Crew     20756.1 BP      TCS 11972  TH 36000  EM 0
3007 km/s     Armour 1-632     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 22    Max Repair 500 MSP
Intended Deployment Time: 3 months    Spare Berths 2   
Terraformer: 20 module(s) producing 0.09 atm per annum

016 1000EP-50 COM S-Core AM Drive EPH0.022 (36)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 2 795 000 Litres    Range 38.0 billion km   (146 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
A terraformer

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Terraformium Grande class Terraformer    3 036 200 tons     15010 Crew     106616.9 BP      TCS 60724  TH 200000  EM 0
3293 km/s     Armour 1-1867     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 22    Max Repair 500 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Terraformer: 100 module(s) producing 0.45 atm per annum

016 1000EP-50 COM S-Core AM Drive EPH0.022 (200)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 10 000 000 Litres    Range 26.8 billion km   (94 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
You guessed it.

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Crius class Colony Ship    1 354 150 tons     11385 Crew     118544.9 BP      TCS 27083  TH 325000  EM 0
12000 km/s     Armour 1-1090     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 55    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 3   
Cryogenic Berths 2000000    Cargo Handling Multiplier 5000   

016 1000EP-50 COM S-Core AM Drive EPH0.022 (325)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 10 000 000 Litres    Range 60.1 billion km   (58 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
A cryo ship. This time no small one. Civies can deal with small business.

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Leviathan class Tanker    1 329 500 tons     8135 Crew     105771.6 BP      TCS 26590  TH 325000  EM 0
12222 km/s     Armour 2-1077     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 50    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 1   

016 1000EP-50 COM S-Core AM Drive EPH0.022 (325)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 500 000 000 Litres    Range 3062.9 billion km   (2900 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
A tanker.

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Prometheus class Fuel Harvester    2 585 550 tons     13135 Crew     121737.9 BP      TCS 51711  TH 325000  EM 0
6284 km/s     Armour 1-1678     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 29    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 4   
Fuel Harvester: 500 modules producing 72000000 litres per annum

016 1000EP-50 COM S-Core AM Drive EPH0.022 (325)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 500 000 000 Litres    Range 1574.8 billion km   (2900 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Fuel harvester.

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Secutor Mk.III class Construction Ship    163 250 tons     1050 Crew     11659.7 BP      TCS 3265  TH 36000  EM 0
11026 km/s     Armour 1-266     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 45    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Jump Gate Construction Ship: 45 days

016 1000EP-50 COM S-Core AM Drive EPH0.022 (36)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 1 000 000 Litres    Range 49.9 billion km   (52 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
A JG construction ship. I don't use jump drives yet so I use these a lot.

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Spector Mk.IV class Geological Survey Vessel    20 000 tons     324 Crew     6653.1 BP      TCS 400  TH 6000  EM 0
15000 km/s     Armour 1-65     Shields 0-0     Sensors 24/1/0/80     Damage Control Rating 1     PPV 0
MSP 208    Max Repair 300 MSP
Intended Deployment Time: 3 months    Spare Berths 1   

016 1000EP-50 COM S-Core AM Drive EPH0.022 (6)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 175 000 Litres    Range 71.3 billion km   (54 days at full power)

016 ASS-1 MR256-R100 (COM) (1)     GPS 8000     Range 256.0m km    Resolution 100
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
Phased Geological Sensors (16)   80 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes
A geo survey ship. It packs some sensors so it could be used in a limited scout role too.

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Minotaur class Tug    2 550 650 tons     25020 Crew     259401.2 BP      TCS 51013  TH 1000000  EM 0
19602 km/s     Armour 1-1662     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 64    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 3   
Tractor Beam     

016 1000EP-50 COM S-Core AM Drive EPH0.022 (1000)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 10 000 000 Litres    Range 31.9 billion km   (18 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Named after a tug from WH40k it's designed mainly to push stations into it's place.



Now some stations.

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Orbis Harvestum class Fuel Harvester Base    27 351 650 tons     100056 Crew     439638.7 BP      TCS 547033  TH 0  EM 0
1 km/s     Armour 3-8086     Shields 0-0     Sensors 24/32/0/0     Damage Control Rating 1     PPV 0
MSP 10    Max Repair 80 MSP
Intended Deployment Time: 3 months    Spare Berths 3   
Fuel Harvester: 10000 modules producing 1440000000 litres per annum

Fuel Capacity 2 147 480 000 Litres    Range N/A

016 CIWS-400 (5x10)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
016 ASS-1 MR256-R100 (COM) (1)     GPS 8000     Range 256.0m km    Resolution 100
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
016 EM Sensor-1-32 (COM) (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

This design is classed as a Commercial Vessel for maintenance purposes
Designed as simply a massive gas giant eater.

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Orbis Mine class Terraforming Base    101 841 950 tons     1001191 Crew     2710867.1 BP      TCS 2036839  TH 0  EM 0
1 km/s     Armour 1-19426     Shields 0-0     Sensors 24/32/0/0     Damage Control Rating 30     PPV 0
MSP 499    Max Repair 120 MSP
Intended Deployment Time: 3 months    Spare Berths 2   
Habitation Capacity 50 000   
Recreational Facilities
Asteroid Miner: 20000 module(s) producing 840000 tons per mineral per annum


016 ASS-1 MR256-R100 (COM) (1)     GPS 8000     Range 256.0m km    Resolution 100
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
016 EM Sensor-1-32 (COM) (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes
Same but with asteroids

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Orbis Sanctum class Space Station    63 612 850 tons     134592 Crew     749914.5 BP      TCS 1272257  TH 0  EM 0
1 km/s     Armour 10-14195     Shields 0-0     Sensors 24/32/0/0     Damage Control Rating 500     PPV 0
MSP 3684    Max Repair 200 MSP
Intended Deployment Time: 3 months    Spare Berths 4080   
Habitation Capacity 10 000 000   
Recreational Facilities
Maintenance Modules: 2500 module(s) capable of supporting ships of 500000 tons

Fuel Capacity 500 000 000 Litres    Range N/A

018 CIWS-400 (10x12)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
018 ASS-0.7 MR224-R100 (1)     GPS 5600     Range 224.0m km    Resolution 100
017 AAMSS-1 MR32-R1 (1)     GPS 80     Range 32.0m km    MCR 3.5m km    Resolution 1
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
016 EM Sensor-1-32 (COM) (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes
Made to be deployed on planets which do not yet have enough population to support ship and facility operation but are in need of some. (also for fun)

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Ramilies class Forward Op. Base    18 059 300 tons     137841 Crew     849962.5 BP      TCS 361186  TH 0  EM 0
1 km/s     Armour 30-6131     Shields 0-0     Sensors 24/32/0/0     Damage Control Rating 200     PPV 0
MSP 5883    Max Repair 200 MSP
Intended Deployment Time: 3 months    Spare Berths 17531   
Habitation Capacity 50 000   
Recreational Facilities
Fuel Harvester: 1000 modules producing 144000000 litres per annum
Maintenance Modules: 2500 module(s) capable of supporting ships of 500000 tons

Fuel Capacity 2 000 000 000 Litres    Range N/A

016 CIWS-400 (100x10)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
016 ASS-1 MR256-R100 (COM) (1)     GPS 8000     Range 256.0m km    Resolution 100
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
016 EM Sensor-1-32 (COM) (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes
A forward base to support ship operation away from main imperail planets.

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Orbis Terraformium class Terraforming Base    126 233 400 tons     502541 Crew     2672719.4 BP      TCS 2524668  TH 0  EM 0
1 km/s     Armour 1-22416     Shields 0-0     Sensors 24/32/0/0     Damage Control Rating 100     PPV 0
MSP 1323    Max Repair 500 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Habitation Capacity 50 000   
Recreational Facilities
Terraformer: 5000 module(s) producing 22.5 atm per annum


016 ASS-1 MR256-R100 (COM) (1)     GPS 8000     Range 256.0m km    Resolution 100
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
016 EM Sensor-1-32 (COM) (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes
You say you can't remake venus into a paradise?


EDIT:
Code: [Select]
Flakk Patern AMM
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 60
Speed: 158400 km/s    Engine Endurance: 1 minutes   Range: 12.2m km
Cost Per Missile: 3.2204
Chance to Hit: 1k km/s 9504%   3k km/s 3120%   5k km/s 1900.8%   10k km/s 950.4%
Materials Required:    0.25x Tritanium   2.9704x Gallicite   Fuel x74.75

Development Cost for Project: 322RP

Code: [Select]
Bloodstrike Patern MIRV Bus
Missile Size: 90 MSP  (4.5 HS)     Warhead: 1    Armour: 0.0001     Manoeuvre Rating: 10
Speed: 40000 km/s    Engine Endurance: 83 minutes   Range: 200.0m km
Active Sensor Strength: 5.8364   Sensitivity Modifier: 400%
Resolution: 5    Maximum Range vs 250 ton object (or larger): 5 220 000 km
ECM Level: 6
Cost Per Missile: 252.82
Second Stage: ASSM-6-W16 Bloodpoint S140K R16.4m ASS1.5m(5) x10
Second Stage Separation Range: 150 000 km
Overall Endurance: 1 hours   Overall Range: 216.3m km
Chance to Hit: 1k km/s 400%   3k km/s 130%   5k km/s 80%   10k km/s 40%
Materials Required:    40.25x Tritanium   13.5576x Boronide   25.6084x Uridium   173.404x Gallicite   Fuel x29468.25

Development Cost for Project: 25282RP

Code: [Select]
Bloodpoint Patern MIRV Sub-munitions
Missile Size: 6 MSP  (0.3 HS)     Warhead: 16    Armour: 0     Manoeuvre Rating: 30
Speed: 140000 km/s    Engine Endurance: 2 minutes   Range: 16.4m km
Active Sensor Strength: 1.6772   Sensitivity Modifier: 400%
Resolution: 5    Maximum Range vs 250 ton object (or larger): 1 500 000 km
Cost Per Missile: 19.5232
Chance to Hit: 1k km/s 4200%   3k km/s 1380%   5k km/s 840%   10k km/s 420%
Materials Required:    4x Tritanium   1.0056x Boronide   1.6772x Uridium   12.8404x Gallicite   Fuel x191.5

Development Cost for Project: 1952RP
« Last Edit: August 08, 2018, 06:34:50 AM by FictionDragon »
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Offline Cavgunner

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Re: Ships
« Reply #176 on: August 19, 2018, 08:00:02 PM »
Well 83, on the whole your tech level seem similar to my current campaign's empire, but your ships are so, so much bigger.  I mean, like two, three times as big per corresponding class.  Geez Louise.  Your frigate has 50% more tonnage that my main-line destroyers.  The only criticism I can see is that your ships seem to be rather short-legged in operational range. 

Even so, your fuel quartermasters must hate you.
 

Offline 83athom (OP)

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Re: Ships
« Reply #177 on: September 27, 2018, 07:42:55 PM »
Well 83, on the whole your tech level seem similar to my current campaign's empire, but your ships are so, so much bigger.  I mean, like two, three times as big per corresponding class.  Geez Louise.  Your frigate has 50% more tonnage that my main-line destroyers.  The only criticism I can see is that your ships seem to be rather short-legged in operational range. 

Even so, your fuel quartermasters must hate you.
Been on hiatus for a while. I general immediately 'rush' my shipyard size with 'continual expansion' right from the start. The trade-off is that I only have 4-6 slipways for a 'medium' sized ship. As to my fuel management... Basically large fuel harvesting stations on gas giants. I try to put Fuel stations dotting along systems in my Empire, even on systems without colonies. Also, tankers with really big and efficient engines in a support contingent that hangs behind the main force when in hostile area. General the C# update which comes with a 'station' overhaul is really exciting for me.
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline SevenOfCarina

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Re: Ships
« Reply #178 on: October 04, 2018, 08:49:29 AM »
Turns out that static defences can pack quite the punch, even at very low tech levels. Using only techs costing less than 2501 RP, I managed to achieve 34.4% accuracy against 60,000 km/s targets with a ridiculously cheap PDC that probably costs less than the missiles needed to kill it. Just something to consider.

Code: [Select]
Sunda class Point-Defence Emplacement    500 tons     26 Crew     67.4 BP      TCS 10  TH 0  EM 0
Armour 5-5     Sensors 1/0     Damage Control Rating 0     PPV 5.4
Intended Deployment Time: 0.8 months    Spare Berths 0   

MC1X3.00kQ/S-ER30.0M/24.00M/S [2.00Z/CT10S-BE1.0kQ] 270T Meson Cannon Turret (1x1)    Range 30 000km     TS: 24000 km/s     Power 3-2     RM 3    ROF 10        1 1 1 0 0 0 0 0 0 0
ER72.00M-24.00M/S [LGE] 110T Fire Control System (1)    Max Range: 72 000 km   TS: 24000 km/s     86 72 58 44 31 17 3 0 0 0
PBR3.00Z [BE1.0kQ/CF5%] 50T Generator (1)     Total Power Output 3    Armour 0    Exp 5%

This design is classed as a Planetary Defence Centre and can be pre-fabricated in 1 sections

Edit : I apologise for the convoluted naming system.  ;D
« Last Edit: October 04, 2018, 08:56:11 AM by SevenOfCarina »
 

Offline Jorgen_CAB

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Re: Ships
« Reply #179 on: October 09, 2018, 02:32:38 AM »
If you want to raid jump points, it helps a lot if your jump ship is able to deploy you via squad jump, away from enemy fire. Also, because of the delay on weapons and sensors, you are liable to take quite a beating during raids, so I dont think 3 armour is quite enough... otherwise I dont see any obvious design flaws, although it is very unorthodox to try to go for both beams and missiles for offense in the same ship, specially at low tech levels. usually the best designs are very speciallized, and hopefully cheap enough so that your navy can fullfill all of its functions.

Late to this discussion but I don't think this is true at all... speaking about specialised beam ships... this really depends.

If you have one fleet with all specialised ships... one for AMM one for ASM and one for Beam then that fleet will be at a very serious disadvantage to a fleet that combine all those functions in one ship design. Also consider the economic benefit of only one design over several in terms of yard space, but I will disregard that entirely for this comparison.4

In beam combat you have spread all those beams into three times as many ships so even if specialisation give you a few more total beams the fact that all your ships have a few beams means that you have far more HP where it counts and the multi-purpose ships can focus fire on the beam specialist ships and will win.

The same goes for missiles which is generally more effective as multi purpose. While a multi-purpose fleet might have slightly less AMM and ASM in a general balanced load out they can actually specialise allot more since the magazine on their ships can hold a disproportionate number of either AMM or ASM missiles depending on mission. Since finding the enemy first is what matters a general purpose missile ship fleet could easily overwhelm a more specialised fleet AMM defences by overloading on ASM missiles. While running blind and not knowing where the enemy is a general purpose fleet could overload its magazines with AMM missiles for self defence first and striking the enemy second, thus able to defeat the specialist missile attack more easily to regroup. It is also harder to knock out the anti-missile capability of a mutli-purpose fleet since you can't just focus on the specialist escort ships as easily.

So don't assume that multi-purpose is weak because they sacrifice some efficiency for dynamic use.

In my fleets most of my capital ships are multi-purpose but I also use some specialised ships as well but at a much lower quantity or usually small ships such as FAC, fighters, scouts, recon and patrol ships.

Fleets in C# will also be more powerful as multi-purpose since in general small sensors and fire-controls are far more effective than large ones as will smaller specialised ships be as well. In C# I do believe that the bigger the ship the more system you will want to cram into them to take advantage of this new sensor system rather than specialise them. This will be allot cheaper on your economy and industrial capacity for building and maintaining said ships.
« Last Edit: October 09, 2018, 02:48:30 AM by Jorgen_CAB »