Author Topic: Starmantle Alliance Naval Fleet  (Read 4015 times)

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Offline Starmantle (OP)

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Starmantle Alliance Naval Fleet
« on: June 04, 2013, 11:07:04 PM »
Greetings, all!

I've been watching this forum, reading Steve's NATO campaign and tentatively playing Aurora for about a year.    Right now, I feel like I'm playing my first "real" game.    So I'm making my first forum post to share my fleet in case it's useful for others and also for you all to poke at it and help refine it.    Oh - and I'm still running 5.  54, so bear that in mind.    Let me know what you think!


Primary fleet composition for the 3rd and 7th naval fleets
- Longclaw class Heavy Cruiser
- Hyperion class Missile Cruiser x2
- Abjurer class Area Defence Cruiser x3
- Moblin class Flak Cruiser x3
- Concordia class Strike Carrier
     - 36x Y-Wing Fighter/Bomber
     - 2x Y-Wing Extension Fighter-Tanker
     - 2x Y-Wing Sentinel Scout Fighter
     - 1x Y-Wing Heatvision Scout Fighter
- Olympia class Utility Carrier
     - 5x Starfury Gunfighter
     - 2x Y-Wing Extension Fighter-Tanker
     - 2x Y-Wing Fighter/Bomber
     - 1x Y-Wing Heatvision Scout Fighter
     - 3x G-4 "Gopher" Jump Scout
- Aegis class Sensor Ship
- Echo class Sensor Ship
- Orb class Tanker
- Squire class Collier x2
- Engi class Maintenance Cruiser
- Brigand class Missile Corvette x8
- Kodiak class Gunship x5
- AWACS class Scout Corvette x2

*Newer fleet compositions have trended towards more Hyperions, Longclaws, and Concordias for greater offensive punch while keeping a similar number of support ships to the original load-out.   


Planetary Assault fleet
- Dragoon class Division Troop Transport x2
- Abjurer class Area Defence Cruiser
- Moblin class Flak Cruiser
- Brigand class Missile Corvette x2
- AWACS class Scout Corvette


Primary Warships

Hyperion class Missile Cruiser

There are a lot of ships in the Starmantle Alliance's navy, but the the Hyperion Missile Cruiser packs most of the offensive punch, particularly in engagements against just a few enemy capital ships, and has accounted for most enemy kills in battles to date.    It can steadily launch barrages of 22 Gargoyle Anti-Ship Missiles every 40 seconds and can launch 5 full volleys before rearming at a local Squire class Collier.   

The Gargoyle itself has a warhead strength of 9 - able to substantially penetrate enemy armor.    It's also designed for maximize range, with a reach of just over 100 million kilometers.    It's slightly lacking in speed and agility, though, which sometimes makes it challenging to get through the point defense of advanced races.   

The missile fire controls are overbuilt to allow the Hyperion to punch through substantial electronic counter-measures and to be able to engage smaller ships like corvettes and FACs at greater range than other fleet warships.     

Quote
Hyperion - Copy class Missile Cruiser    16,800 tons     2150 Crew     3035.  5 BP      TCS 336  TH 1680  EM 0
5000 km/s     Armour 7-58     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 12     PPV 132
Maint Life 5.  51 Years     MSP 1355    AFR 188%    IFR 2.  6%    1YR 75    5YR 1124    Max Repair 81 MSP
Magazine 696    

Magneto-plasma Drive E5 (21)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 490,000 Litres    Range 105.  0 billion km   (243 days at full power)

Size 6 Missile Launcher (22)    Missile Size 6    Rate of Fire 40
Missile Fire Control FC274-R50 (1)     Range 274.  9m km    Resolution 50
Gargoyle ASM Mk II (116)  Speed: 30,200 km/s   End: 56.  3m    Range: 102m km   WH: 9    Size: 6    TH: 221 / 132 / 66

Longclaw Active Sensor MR103-R50 (1)     GPS 4050     Range 103.  1m km    Resolution 50

ECCM-3 (1)         ECM 30

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


Longclaw class Heavy Cruiser

Nearly twice the size of a Hyperion Missile Cruiser, the LongClaw Heavy Cruiser is able to deliver an overwhelming barrage of 150 missile split between 5 targets - which Alliance strategists believe will often be able to overwhelm point defenses and destroy 5 major enemy warships on the outset of an engagement.    Unlike theoretical designs based on box launchers, the LongClaw can re-arm in the field, but slowly - taking 40 minutes to do so.    It only carries enough missiles for two barrages.   

The Longclaw also has a challenge engaging enemy ships under 6,000 tons in size, but such tasks are left up to lesser warships. 

The LongClaw is encased in thick armor to protect against surprise attack or a well-defended gate.    Its armor, fuel capacity and maintenance life are peculiarly high given that doctrine insists that the LongClaw be surrounded by support and defense ships at all times, but designers thought it would be best to err on the side of caution with such a key singular asset.    Senior officers of major taskgroups didn't challenge the notion as they usually use a LongClaw as their seat of power.   

The Longclaw Mod-1 is a variant with advanced electronic warfare systems salvaged from Precurser wreckage - ECM-4 and ECCM-4.   

Quote
Longclaw class Heavy Cruiser    30,000 tons     2397 Crew     5511 BP      TCS 600  TH 3040  EM 0
5066 km/s     Armour 12-86     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 30     PPV 225
Maint Life 11.  03 Years     MSP 3502    AFR 236%    IFR 3.  3%    1YR 53    5YR 791    Max Repair 72 MSP
Magazine 1800    

Magneto-plasma Drive E5 (38)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 705,000 Litres    Range 84.  6 billion km   (193 days at full power)

Size 6 Missile Launcher (25% Reduction) (150)    Missile Size 6    Rate of Fire 3600
Missile Fire Control FC203-R110 (5)     Range 203.  9m km    Resolution 110
Gargoyle ASM Mk II (300)  Speed: 30,200 km/s   End: 56.  3m    Range: 102m km   WH: 9    Size: 6    TH: 221 / 132 / 66

Advanced Nav Sensor MR141-R120 (1)     GPS 8640     Range 142.  0m km    Resolution 120

ECCM-3 (1)         ECM 30

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




Abjurer class Area Defence Cruiser

The Abjurer provides long-range anti-missile defense for all military fleets and is often called upon to escort smaller groups of warships like tankers, colliers, and troop transports.   

The Interceptor Mk II AMM is long range for an anti-missile, giving fleets a lot of time and space to deal with incoming missile threats, reducing the chance of over-kill and also giving the fleet a substantial anti-fighter range.   

The Abjurer holds 924 missiles, can launch huge waves of 60 at a time, and each tube takes just 10 seconds to reload.    That means that the Abjurer can launch it's entire missile stock in just 2.  5 minutes, but colliers can extend this time.   

Opulent AMM FC194-R1 Fire Control is perhaps the most over-built fire control in the empire to make use of the Interceptor Mk II's 30 million kilometer range.   

The ship has a missile search sensor to use in escort duty, but typically relies on the Aegis Sensor Ship to identify incoming missiles at great range.   


Quote
Abjurer class Area Defence Cruiser    13,600 tons     1470 Crew     2848.  5 BP      TCS 272  TH 1360  EM 0
5000 km/s     Armour 7-50     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 18     PPV 60
Maint Life 7.  45 Years     MSP 2356    AFR 82%    IFR 1.  1%    1YR 75    5YR 1120    Max Repair 360 MSP
Magazine 924    

Magneto-plasma Drive E5 (17)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 265,000 Litres    Range 70.  1 billion km   (162 days at full power)

Size 1 Missile Launcher (60)    Missile Size 1    Rate of Fire 10
Opulent AMM Fire Control FC194-R1 (2)     Range 194.  4m km    Resolution 1
Interceptor Mk II AMM (924)  Speed: 44,400 km/s   End: 11.  5m    Range: 30.  6m km   WH: 1    Size: 1    TH: 429 / 257 / 128

Navigational Sensor MR70-R120 (1)     GPS 4320     Range 71.  0m km    Resolution 120
Missile Search Sensor MR12-R1 (1)     GPS 72     Range 13.  0m km    Resolution 1

Compact ECCM-2 (1)         ECM 30

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




Moblin class Flak Cruiser

Fleet commanders love the Abjurer Area Defense Cruiser, but naval strategists fear a time when anti-missile stocks might be scarce or enemy missile capabilities so overwhelming that fleet command won't be able to defend our formations in their own terms.   

The Moblin is built around four quad gauss turrets with fire control and gear systems maximized to track and destroy targets traveling at 25,000 kilometers per second.    It's an expensive engineering feat but well worth it.   

Admirals have also recently had luck detaching Moblins and moving the rest of the fleet directly away from incoming missile salvos, letting the Moblins trail the rest of the fleet by a million kilometers or so so that they have a wider window of engagement.   

Moblins can be especially effective if an incoming missile salvo is first thinned out by anti-missiles, though few fleet commanders have the nerve to risk that approach when they have enough anti-missiles on hand to do the job.     

And finally, Moblins have proven to be devastatingly effective against enemy warships at point-blank range at stargates and shipyards of besieged worlds.   


Quote
Moblin Mk II class Flak Cruiser    12,800 tons     990 Crew     2511 BP      TCS 256  TH 1280  EM 0
5000 km/s     Armour 5-48     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 13     PPV 123
Maint Life 4.  52 Years     MSP 1655    AFR 97%    IFR 1.  3%    1YR 131    5YR 1972    Max Repair 226 MSP

Magneto-plasma Drive E5 (16)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 255,000 Litres    Range 71.  7 billion km   (166 days at full power)

Quad Gauss Cannon R4-100 Turret - A (4x16)    Range 40,000km     TS: 25000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S04 48-25000 (2)    Max Range: 96,000 km   TS: 25000 km/s     90 79 69 58 48 38 27 17 6 0

Missile Search Sensor MR12-R1 (1)     GPS 72     Range 13.  0m km    Resolution 1

ECM 30

This design is classed as a Military Vessel for maintenance purposes





Fighters

Y-Wing class Fighter/Bomber

The Y-Wing class Fighter/Bomber is the workhorse of all strategic fighter warfare.    It's able to deliver 8 sidewinder missiles at a range of 61 million kilometers, hopefully well outside of the range a fleet is able to engage small targets.    A warhead strength of 4 allows the sidewinder modest penetration abilities.    The sidewinder's speed and agility are lacking, but the large number of missiles a formation of Y-wings is able to launch is usually enough to overcome point defense.   

The missile fire control is slightly overbuilt to overcome ECM or allow the Y-wing to arm more advance missiles that are yet to be designed.    Mostly, however, the fighter works best when sent against ships of 6,000 tons or larger with light ECM.    Races with strong ECM and finely-tuned missile fire controls are not to be engaged by the Y-wing.    A fighter wing of 36 Y-Wings can launch 288 missiles at once. 

At over 12,000 km/s, the Y-wing is one of the fastest ship designs fielded be the empire.   

Quote
Y-Wing class Fighter/Bomber    215 tons     3 Crew     41.  1 BP      TCS 4.  3  TH 53  EM 0
12325 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.  4
Maint Life 0 Years     MSP 0    AFR 43%    IFR 0.  6%    1YR 1    5YR 18    Max Repair 15 MSP
Magazine 16    

FTR Magneto-plasma Drive E600 (1)    Power 52.  8    Fuel Use 6000%    Signature 52.  8    Armour 0    Exp 50%
Fuel Capacity 10,000 Litres    Range 1.  4 billion km   (31 hours at full power)

Size 2 Box Launcher (8 )    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.  5 hours
Sidewinder FC FC85-R120 (1)     Range 85.  2m km    Resolution 120
Sidewinder ASM (8 )  Speed: 28,800 km/s   End: 35.  4m    Range: 61.  2m km   WH: 4    Size: 2    TH: 268 / 161 / 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 Fighter for production, combat and maintenance purposes




Y-Wing Sentinel class Scout Fighter

Built on the chassis of the successful Y-Wing Fighter/Bomber, the Sentinel exchanges the missile and fire controls for a navigational sensor fit for a warship and a fuel tank that gives it 5 times the range.    Sentinels can keep up with squadrons of Y-wings and activate their sensors if needed.    They can also operate independently to sout enemy positions. 

Quote
Y-Wing Sentinel class Scout Fighter    215 tons     5 Crew     96.  5 BP      TCS 4.  3  TH 53  EM 0
12325 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 43%    IFR 0.  6%    1YR 14    5YR 209    Max Repair 72 MSP

FTR Magneto-plasma Drive E600 (1)    Power 52.  8    Fuel Use 6000%    Signature 52.  8    Armour 0    Exp 50%
Fuel Capacity 50,000 Litres    Range 7.  0 billion km   (6 days at full power)

Advanced Nav Sensor MR141-R120 (1)     GPS 8640     Range 142.  0m km    Resolution 120

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




Y-Wing Extension class Fighter-Tanker

Another variant on the Y-wing chassis, the Y-Wing Extension Fighter-Tanker has a fuel capacity 15 times the size of a standard Y-wing fighter.    This allows for in-flight refueling to extend attack runs or allow flexibility in the operation for either large formations or smaller operations like Sentinel scouting missions.    In the standard wing of 36 Y-wings, 3 sensor fighters, and 2 Extensions, the range of the squadron is twice that of a squadron containing only Y-wing Fighter/Bombers.   


Quote
Y-Wing Extension class Fighter-Tanker    215 tons     4 Crew     44.  5 BP      TCS 4.  3  TH 53  EM 0
12325 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 43%    IFR 0.  6%    1YR 3    5YR 46    Max Repair 15 MSP

FTR Magneto-plasma Drive E600 (1)    Power 52.  8    Fuel Use 6000%    Signature 52.  8    Armour 0    Exp 50%
Fuel Capacity 150,000 Litres    Range 20.  9 billion km   (19 days at full power)

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



Y-Wing "Heatvision" class Scout Fighter

Fighter wings generally approach their targets quietly, relying on their small size to avoid detection and eschew active sensors in all but the most desperate circumstances.    This deprivation of local information has been known to drive many young pilots and strategists alike mad.    The Y-Wing Heatvision is an attempt to add a powerful passive sensor to fighter squadrons to quietly give them some information about their surroundings.   


Quote
Y-Wing Heatvision class Scout Fighter    215 tons     5 Crew     60.  5 BP      TCS 4.  3  TH 53  EM 0
12325 km/s     Armour 1-3     Shields 0-0     Sensors 36/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 43%    IFR 0.  6%    1YR 8    5YR 116    Max Repair 36 MSP

FTR Magneto-plasma Drive E600 (1)    Power 52.  8    Fuel Use 6000%    Signature 52.  8    Armour 0    Exp 50%
Fuel Capacity 50,000 Litres    Range 7.  0 billion km   (6 days at full power)

Advanced Thermal Sensor TH2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

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




Starfury class Gunfighter

The Starfury class Gunfighter is slightly slower than the Y-Wing chassis, has slightly less range and a far smaller engagement window.    It's designed primarily to chase down and destroy commercial vessels without expending valuable missile ordinance.   

It's twin gauss cannons aren't very accurate, but are able to launch 8 shots every 5 seconds. 

It can also provide supplementary missile defense capabilities and its high speed can help position it into the path of incoming missiles and extend its engagement window by traveling at a significant percentage of the speed of most long range missiles.   


Quote
Starfury class Gunfighter    225 tons     5 Crew     78.  5 BP      TCS 4.  5  TH 53  EM 0
11777 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2
Maint Life 0 Years     MSP 0    AFR 45%    IFR 0.  6%    1YR 5    5YR 79    Max Repair 45 MSP

FTR Magneto-plasma Drive E600 (1)    Power 52.  8    Fuel Use 6000%    Signature 52.  8    Armour 0    Exp 50%
Fuel Capacity 10,000 Litres    Range 1.  3 billion km   (31 hours at full power)

Gauss Cannon R4-17 (2x4)    Range 40,000km     TS: 11777 km/s     Accuracy Modifier 17%     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
FTR Fire Control S01 48-6250 (FTR) (1)    Max Range: 96,000 km   TS: 25000 km/s     90 79 69 58 48 38 27 17 6 0

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




G-4 "Gopher" class Jump Scout

The G-4 "Gopher" class Jump Scout is designed to travel through jump points and scout the immediate area around the other side before sending in more expensive fleet assets.    If the scout "sees its shadow" when it comes out of the hole, it can turn back the fleet it's attached to. 

The Starmantle Alliance does not currently have jump capable warship squadrons, which limits the need for the G-4, but it is sometimes used in advance of construction ships or other fleet assets the Alliance wishes to send into a system when there is an active gate into a system, but no known gate leading back out.   

Although it's the slowest available fighter design, the G-4 is still faster than any encountered enemy capital ship.    It has the same sensor suite as the faster Y-wing Sentinel class Scout Fighter.   

G
Quote
-4 "Gopher" class Jump Scout    250 tons     6 Crew     97.  5 BP      TCS 5  TH 53  EM 0
10600 km/s    JR 1-50     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 8    5YR 127    Max Repair 72 MSP

FTR J250(1-50) Military Jump Drive     Max Ship Size 250 tons    Distance 50k km     Squadron Size 1
FTR Magneto-plasma Drive E600 (1)    Power 52.  8    Fuel Use 6000%    Signature 52.  8    Armour 0    Exp 50%
Fuel Capacity 35,000 Litres    Range 4.  2 billion km   (4 days at full power)

Advanced Nav Sensor MR141-R120 (1)     GPS 8640     Range 142.  0m km    Resolution 120

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




Gauntlet class Heavy Fighter

Built on a gunboat engine, the Gauntlet is an experimental craft which was the pet project of Commodore Vincent Hemmingway.    Although it's 50% faster and 50% better armed than the Y-wing, it's also twice as large and twice as expensive.    The Gauntlet is the very fastest armed ship available to the Starmantle Alliance, but it hasn't found an important role within fleet doctrine.    A pair of Gauntlets are stored in a PDC on earth and are available on short notice to intercept any especially fast intruders into the Sol system.    They have yet to see action. 


Quote
Gauntlet class Heavy Fighter    500 tons     34 Crew     89.  4 BP      TCS 10  TH 176  EM 0
17600 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3.  6
Maint Life 2.  62 Years     MSP 11    AFR 20%    IFR 0.  3%    1YR 2    5YR 34    Max Repair 44 MSP
Magazine 24    

GB Magneto-plasma Drive E60 (1)    Power 176    Fuel Use 600%    Signature 176    Armour 0    Exp 30%
Fuel Capacity 15,000 Litres    Range 9.  0 billion km   (5 days at full power)

Size 2 Box Launcher (12)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.  5 hours
Sidewinder FC FC85-R120 (1)     Range 85.  2m km    Resolution 120
Sidewinder ASM (12)  Speed: 28,800 km/s   End: 35.  4m    Range: 61.  2m km   WH: 4    Size: 2    TH: 268 / 161 / 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




Carriers

Concordia class Strike Carrier

Although the upper echelons of naval command prefer a doctrine that focuses on large, long-ranged missile-armed warships, there is increasing support for fleet doctrines based on more flexible carrier-based fighters.    The Concordia class Strike Carrier is at the heart of that approach - a simple design able to bring a wing of 36 attack fighters and 5 support fighters into combat with the resources to fuel, maintain, and rearm them in the field.   


Quote
Concordia class Strike Carrier    29,550 tons     1750 Crew     4513 BP      TCS 591  TH 2960  EM 0
5008 km/s     Armour 10-85     Shields 0-0     Sensors 36/36/0/0     Damage Control Rating 31     PPV 0
Maint Life 8.  18 Years     MSP 2959    AFR 225%    IFR 3.  1%    1YR 79    5YR 1179    Max Repair 72 MSP
Hangar Deck Capacity 9000 tons     Magazine 1692    

Magneto-plasma Drive E5 (37)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 1,110,000 Litres    Range 135.  2 billion km   (312 days at full power)

Sidewinder ASM (846)  Speed: 28,800 km/s   End: 35.  4m    Range: 61.  2m km   WH: 4    Size: 2    TH: 268 / 161 / 80

Advanced Nav Sensor MR141-R120 (1)     GPS 8640     Range 142.  0m km    Resolution 120
Advanced Thermal Sensor TH2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km
Advanced EM Sensor EM2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

ECM 30

Strike Group
36x Y-Wing Fighter/Bomber   Speed: 12325 km/s    Size: 4.  3
2x Y-Wing Extension Fighter-Tanker   Speed: 12325 km/s    Size: 4.  3
2x Y-Wing Sentinel Scout Fighter   Speed: 12325 km/s    Size: 4.  3
1x Y-Wing Heatvision Scout Fighter   Speed: 12325 km/s    Size: 4.  3

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



Olympia class Utility Carrier

Although not as flashy or powerful as the Concordia, the Olympia class Utility Carrier can bring 5 Starfury class Gunfighters into the field along with 3 G-4 "Gopher" Jump Scouts, 2 fighter-tankers, and a Heatvision Scout Fighter.    It also carries 2 Y-Wing Fighter/Bomber as escort.    Outside of its fleet role, the Olympia is a good platform for new fighter crews to train on, developing taskforce training.   


Quote
OlympiaMK II class Utility Carrier    9,600 tons     549 Crew     1368 BP      TCS 192  TH 960  EM 0
5000 km/s     Armour 5-40     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 8     PPV 0
Maint Life 6.  62 Years     MSP 757    AFR 86%    IFR 1.  2%    1YR 30    5YR 448    Max Repair 40 MSP
Hangar Deck Capacity 3000 tons     Magazine 714    

Magneto-plasma Drive E5 (12)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 295,000 Litres    Range 110.  6 billion km   (256 days at full power)

Sidewinder ASM (357)  Speed: 28,800 km/s   End: 35.  4m    Range: 61.  2m km   WH: 4    Size: 2    TH: 268 / 161 / 80

Strike Group
5x Starfury Gunfighter   Speed: 11777 km/s    Size: 4.  5
2x Y-Wing Extension Fighter-Tanker   Speed: 12325 km/s    Size: 4.  3
2x Y-Wing Fighter/Bomber   Speed: 12325 km/s    Size: 4.  3
1x Y-Wing Heatvision Scout Fighter   Speed: 12325 km/s    Size: 4.  3
3x G-4 "Gopher" Jump Scout   Speed: 10600 km/s    Size: 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




Fleet Support Ships

These are a variety of unarmed ships expected to keep up with and support fleet formations but that are not themselves armed.   

Aegis class Sensor Ship

At the heart of large Starmantle Alliance fleet formations is the Aegis class Sensor Ship, which has no weaponry but carries 5,000 tons of advanced sensor arrays - the Omniscient Active Sensor and Watchtower Missile Sensor, respectively.    These are the eyes of the fleet, identifying targets large and small at
extreme ranges.   

Claims that these massive sensor arrays are detrimental to the health of the men and women serving aboard the Aegis are categorically denied by fleet command.    But veteran crew members dispropotionately report headaches, sleepwalking, night terrors, and scaly skin irritations. 

The Aegis also has one of the thickest armor belts in the fleet because it's such an obvious target for enemy missiles and is so critical to fleet operations.    Still, all other major warships have their own humble sensor suites to allow them to operate without the help of the Aegis.   


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Aegis class Sensor Ship    14,400 tons     1282 Crew     5612 BP      TCS 288  TH 1440  EM 0
5000 km/s     Armour 16-52     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 26     PPV 0
Maint Life 4.  54 Years     MSP 6333    AFR 63%    IFR 0.  9%    1YR 499    5YR 7482    Max Repair 1800 MSP

Magneto-plasma Drive E5 (18)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 330,000 Litres    Range 82.  5 billion km   (190 days at full power)

Watchtower Missile Sensor MR324-R1 (1)     GPS 1800     Range 324.  0m km    Resolution 1
Omniscient Active Sensor MR3240-R100 (1)     GPS 180000     Range 3,240.  0m km    Resolution 100

ECM 30

This design is classed as a Military Vessel for maintenance purposes




Echo class Sensor Ship

The major drawback of the Aegis class Sensor Ship is that its high-gain sensors announce its location to ships with even the most basic passive scanners.    When discretion is warranted, the Echo is there with its massive thermal and electromagnetic passive scanners to guide fleets observing active sensor silence.   


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Echo class Sensor Ship    10,400 tons     1059 Crew     2846.  5 BP      TCS 208  TH 1040  EM 0
5000 km/s     Armour 5-42     Shields 0-0     Sensors 900/900/0/0     Damage Control Rating 19     PPV 0
Maint Life 5.  15 Years     MSP 3335    AFR 44%    IFR 0.  6%    1YR 210    5YR 3145    Max Repair 900 MSP

Magneto-plasma Drive E5 (13)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 69.  2 billion km   (160 days at full power)

Opulent Thermal Sensor TH50-900 (1)     Sensitivity 900     Detect Sig Strength 1000:  900m km
Opulent EM Sensor EM50-900 (1)     Sensitivity 900     Detect Sig Strength 1000:  900m km

This design is classed as a Military Vessel for maintenance purposes



Orb class Tanker

Although most major warships carry enough fuel for 1-2 years of operation, the Orb class Tanker is a dedicated fleet tanker able to top-off the tanks of other ships and refuel at a colony or fuel base and return.    Holding well over 5 million liters of fuel and considerable maintenance supplies, the Orb is what keeps large military fleets going on long tours away from Sol.   


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Orb class Tanker    8,800 tons     679 Crew     1718.  5 BP      TCS 176  TH 880  EM 0
5000 km/s     Armour 2-37     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 0
Maint Life 10.  06 Years     MSP 732    AFR 103%    IFR 1.  4%    1YR 13    5YR 197    Max Repair 40 MSP

Magneto-plasma Drive E5 (11)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 5,255,000 Litres    Range 2149.  8 billion km   (4976 days at full power)

ECM 20

This design is classed as a Military Vessel for maintenance purposes



Squire class Collier

Battle fleets can go through a great deal of ordinance in major battles.    Squire Colliers can keep pace with the fleet and break off when necessary to pick up more ordinance at missile depots.   

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Squire class Collier    10,400 tons     620 Crew     1453 BP      TCS 208  TH 1040  EM 0
5000 km/s     Armour 2-42     Shields 0-0     Sensors 18/1/0/0     Damage Control Rating 6     PPV 0
Maint Life 4.  37 Years     MSP 568    AFR 133%    IFR 1.  8%    1YR 48    5YR 718    Max Repair 40 MSP
Magazine 2256    

Magneto-plasma Drive E5 (13)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 215,000 Litres    Range 74.  4 billion km   (172 days at full power)

Gargoyle ASM Mk II (276)  Speed: 30,200 km/s   End: 56.  3m    Range: 102m km   WH: 9    Size: 6    TH: 221 / 132 / 66
Interceptor Mk II AMM (200)  Speed: 44,400 km/s   End: 11.  5m    Range: 30.  6m km   WH: 1    Size: 1    TH: 429 / 257 / 128
Sidewinder ASM (200)  Speed: 28,800 km/s   End: 35.  4m    Range: 61.  2m km   WH: 4    Size: 2    TH: 268 / 161 / 80

Navigational Sensor MR70-R120 (1)     GPS 4320     Range 71.  0m km    Resolution 120
Thermal Sensor TH1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

ECM 20

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

This design is classed as a Military Vessel for maintenance purposes




Engi class Maintenance Cruiser

In addition to Orbs and Squires, the Engi class Maintenance Cruiser provides fleets with long-term maintenance abilities in excess of those provided by engineering sections on individual ships.   Like the other support ships, the Engi can keep up with the fleet, is lightly armored, and provides the option of detaching to pick up more supplies at a colony and bring them back to the main body of the fleet.   


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Engi class Maintenance Cruiser    8,800 tons     715 Crew     1260 BP      TCS 176  TH 880  EM 0
5000 km/s     Armour 2-37     Shields 0-0     Sensors 1/36/0/0     Damage Control Rating 30     PPV 0
Maint Life 73.  36 Years     MSP 15684    AFR 20%    IFR 0.  3%    1YR 6    5YR 86    Max Repair 40 MSP

Magneto-plasma Drive E5 (11)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 750,000 Litres    Range 306.  8 billion km   (710 days at full power)

Advanced EM Sensor EM2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km
This design is classed as a Military Vessel for maintenance purposes




Corvettes

Filling the niche between large, slow and dependable capital ships and small, fast and temperamental fighters is the corvette class.    Based on high performance focused engines, they can operate independently for many months, have around twice the speed of the 5,000 km/s fleet standard/  Corvettes

Unlike fighters, corvettes do not generally stay in hangars but operate as readily available cavalry in fleet formations able to break off and run down fleeing opponents, rescue life pods, etc.    They're also often based at far-flung colonies and naval bases as defense forces.   

They arm the same weapons as fighters, but are much more heavily armed per ship and much less heavily armed per ton.   


Brigand class Missile Corvette

At under 2,000 tons and sporting 36 sidewinder missiles, the Brigand is a valuable fleet asset for destroying fast enemy beam-armed ships and for finishing off ships damaged by the much larger and more expensive Gargoyle missiles.    It's the most common ship to be found at smaller colonies and listening posts.   


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Brigand class Missile Corvette    1,950 tons     136 Crew     373.  7 BP      TCS 39  TH 352  EM 0
9025 km/s     Armour 2-13     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 10.  8
Maint Life 6.  59 Years     MSP 120    AFR 30%    IFR 0.  4%    1YR 5    5YR 72    Max Repair 44 MSP
Magazine 72    

Focused Magneto-plasma Drive E6 (4)    Power 88    Fuel Use 60%    Signature 88    Armour 0    Exp 10%
Fuel Capacity 80,000 Litres    Range 123.  1 billion km   (157 days at full power)

Size 2 Box Launcher (36)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.  5 hours
Sidewinder FC FC85-R120 (1)     Range 85.  2m km    Resolution 120
Sidewinder ASM (36)  Speed: 28,800 km/s   End: 35.  4m    Range: 61.  2m km   WH: 4    Size: 2    TH: 268 / 161 / 80

Active Search Sensor MR85-R120 (1)     GPS 5185     Range 85.  2m km    Resolution 120

ECM 10

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

This design is classed as a Military Vessel for maintenance purposes



Kodiak class Gunship

Quite fast for a corvette, the Kodiak can run down known commercial vessels or picket jump points and destroy enemies at short ranges.    Although it's tonnage might class it as a heavy corvette, the Kodiak is an ugly ship and brutal ship so the "gunboat" designation seemed more appropriate.    With 10 gauss cannons slaved to a single fire control and able to put 40 shots into the air every 5 seconds, its lack of sophistication and accuracy is made up for by pure volume of fire power.     


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Kodiak class Gunship    2,500 tons     233 Crew     559 BP      TCS 50  TH 528  EM 0
10560 km/s     Armour 2-16     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 10
Maint Life 5.  81 Years     MSP 210    AFR 33%    IFR 0.  5%    1YR 11    5YR 158    Max Repair 90 MSP

Focused Magneto-plasma Drive E6 (6)    Power 88    Fuel Use 60%    Signature 88    Armour 0    Exp 10%
Fuel Capacity 65,000 Litres    Range 78.  0 billion km   (85 days at full power)

Gauss Cannon R4-17 (10x4)    Range 40,000km     TS: 10560 km/s     Accuracy Modifier 17%     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S02 48-12500 (1)    Max Range: 96,000 km   TS: 12500 km/s     90 79 69 58 48 38 27 17 6 0

Navigational Sensor MR70-R120 (1)     GPS 4320     Range 71.  0m km    Resolution 120

This design is classed as a Military Vessel for maintenance purposes



AWACS class Scout Corvette

The AWACS is a dedicated sensor corvette able to detect 2,000 ton ships at over 400 million kilometers.    Although Kodiaks and Brigands have their own sensors systems, the AWACS can help them track and follow enemy ships that might otherwise be able to elude the weaker sensors.    The AWACS can also operate for long periods of time independently of a fleet for scouting missions and can generally evade ships in hostile territory through its speed and endurance.    Small fleets operating without an Aegis Sensor Ship often bring an AWAC as their primary active sensor ship.    Even major fleet formations like to travel with one or two as a backup.   


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AWACS class Scout Corvette    1,950 tons     193 Crew     661.  5 BP      TCS 39  TH 352  EM 0
9025 km/s     Armour 2-13     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
Maint Life 6.  83 Years     MSP 424    AFR 15%    IFR 0.  2%    1YR 16    5YR 237    Max Repair 360 MSP

Focused Magneto-plasma Drive E6 (4)    Power 88    Fuel Use 60%    Signature 88    Armour 0    Exp 10%
Fuel Capacity 140,000 Litres    Range 215.  4 billion km   (276 days at full power)

AWACS Search Sensor MR409-R40 (1)     GPS 14400     Range 409.  8m km    Resolution 40

ECM 10

This design is classed as a Military Vessel for maintenance purposes




Troop Transport

Dragoon class Division Troop Transport

The Dragoon has enough space to move an entire division of ground troops plus 9 other battalions (replacement battalions, a garrison to leave behind, or an engineering brigades) over a long distance.    It doesn't have the ability to make a combat drop, but political pressures on home world make it unlikely that the Starmantle Alliance would risk large ground formations without first destroying enemy ships, defense satellites, and PDCs from orbit before bringing in ground forces to defeat and remaining resistance and secure a home world.    In the campaign against the Shalyvane Republic, two Dragoons with Hovertank divisions were enough to pacify the enemy home world after 5 months of combat.   

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Dragoon class Division Troop Transport    142,250 tons     1709 Crew     4940.  5 BP      TCS 2845  TH 10000  EM 0
3514 km/s     Armour 3-242     Shields 0-0     Sensors 18/18/0/0     Damage Control Rating 1     PPV 0
MSP 22    Max Repair 53 MSP
Troop Capacity: 30 Battalions    Cargo Handling Multiplier 60    

Magneto-plasma Drive E0.  5 (50)    Power 200    Fuel Use 5%    Signature 200    Armour 0    Exp 1%
Fuel Capacity 300,000 Litres    Range 75.  9 billion km   (250 days at full power)

CIWS-250 (2x8)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
Navigational Sensor MR70-R120 (1)     GPS 4320     Range 71.  0m km    Resolution 120
Thermal Sensor TH1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
EM Detection Sensor EM1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

This design is classed as a Commercial Vessel for maintenance purposes




Battering Ram class Assault Shuttle  

A wildly experimental design, the Battering Ram class Assault Shuttle borrows the engine from a Gauntlet Heavy Fighter and attaches it to a company-sized drop module for marines to use and breach an enemy ship in motion. 

At 22,000 km/s, it's thought that the Battering Ram would be fast enough to intercept and capture enemy commercial ships. 

The Starmantle Alliance has not yet built a ship with a long-term troop transport and hangar bay able to bring this ship design into combat and usually gung-ho marine leadership is dubious about the effectiveness of the approach, but strategists are still looking for an opportunity to try the new design out in the field.   


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Battering Ram class Assault Shuttle    400 tons     33 Crew     74 BP      TCS 8  TH 176  EM 0
22000 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 6.  24 Years     MSP 29    AFR 5%    IFR 0.  1%    1YR 1    5YR 19    Max Repair 44 MSP
Drop Capacity: 1 Company    

GB Magneto-plasma Drive E60 (1)    Power 176    Fuel Use 600%    Signature 176    Armour 0    Exp 30%
Fuel Capacity 10,000 Litres    Range 7.  5 billion km   (3 days at full power)

This design is classed as a Military Vessel for maintenance purposes




PDCs / Static defense

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Battery class Missile Base    19,450 tons     1127 Crew     3419.  5 BP      TCS 389  TH 0  EM 0
Armour 16-64     Sensors 1/72     Damage Control Rating 0     PPV 225
Magazine 2700    

PDC Size 6 Missile Launcher (25% Reduction) (150)    Missile Size 6    Rate of Fire 1800
Missile Fire Control FC203-R110 (5)     Range 203.  9m km    Resolution 110
Gargoyle ASM Mk II (450)  Speed: 30,200 km/s   End: 56.  3m    Range: 102m km   WH: 9    Size: 6    TH: 221 / 132 / 66

Advanced Nav Sensor MR141-R120 (1)     GPS 8640     Range 142.  0m km    Resolution 120

ECCM-3 (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 Planetary Defence Centre and can be pre-fabricated in 8 sections



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Defender class Missile Defence Base    11,100 tons     920 Crew     2522.  5 BP      TCS 222  TH 0  EM 0
Armour 16-44     Sensors 1/360     Damage Control Rating 0     PPV 60
Magazine 1752    

PDC Size 1 Missile Launcher (60)    Missile Size 1    Rate of Fire 5
Opulent AMM Fire Control FC194-R1 (2)     Range 194.  4m km    Resolution 1
Interceptor Mk II AMM (1752)  Speed: 44,400 km/s   End: 11.  5m    Range: 30.  6m km   WH: 1    Size: 1    TH: 429 / 257 / 128

Oracle Missile Sensor MR64-R1 (1)     GPS 360     Range 64.  8m km    Resolution 1

Compact ECCM-2 (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 Planetary Defence Centre and can be pre-fabricated in 5 sections



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Castle class Planetary Defence Centre    84,350 tons     170 Crew     3439 BP      TCS 1687  TH 0  EM 0
Armour 20-171     Sensors 1/72     Damage Control Rating 0     PPV 0
Troop Capacity: 30 Battalions    

Advanced Nav Sensor MR141-R120 (1)     GPS 8640     Range 142.  0m km    Resolution 120


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 34 sections



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Cavern class Planetary Defence Centre    28,600 tons     448 Crew     2109.  5 BP      TCS 572  TH 0  EM 0
Armour 10-83     Sensors 1/72     Damage Control Rating 0     PPV 4
Hangar Deck Capacity 10000 tons     Troop Capacity: 5 Battalions    Magazine 1132    

Fuel Capacity 200,000 Litres    Range N/A
PDC Size 2 Missile Launcher (2)    Missile Size 2    Rate of Fire 10
Sidewinder FC FC85-R120 (1)     Range 85.  2m km    Resolution 120
Sidewinder ASM (566)  Speed: 28,800 km/s   End: 35.  4m    Range: 61.  2m km   WH: 4    Size: 2    TH: 268 / 161 / 80

Advanced Nav Sensor MR141-R120 (1)     GPS 8640     Range 142.  0m km    Resolution 120

Strike Group
5x Starfury Gunfighter   Speed: 11777 km/s    Size: 4.  5
2x Gopher Jump Scout   Speed: 10600 km/s    Size: 5
2x Y-Wing Heatvision Scout Fighter   Speed: 12325 km/s    Size: 4.  3
2x Y-Wing Sentinel Scout Fighter   Speed: 12325 km/s    Size: 4.  3
2x Y-Wing Extension Fighter-Tanker   Speed: 12325 km/s    Size: 4.  3
6x Y-Wing Fighter/Bomber   Speed: 12325 km/s    Size: 4.  3

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 12 sections



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Watchtower class Planetary Defence Centre    6,400 tons     516 Crew     4011.  5 BP      TCS 128  TH 0  EM 0
Armour 16-30     Sensors 1/1800     Damage Control Rating 0     PPV 0

Omniscient Active Sensor MR3240-R100 (1)     GPS 180000     Range 3,240.  0m km    Resolution 100
Watchtower Missile Sensor MR324-R1 (1)     GPS 1800     Range 324.  0m km    Resolution 1


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 3 sections



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Golan class Defense Platform    5,950 tons     432 Crew     1273.  5 BP      TCS 119  TH 80  EM 0
672 km/s     Armour 10-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 18     PPV 65.  28
Maint Life 13.  47 Years     MSP 2408    AFR 15%    IFR 0.  2%    1YR 25    5YR 370    Max Repair 235 MSP

Magneto-plasma Drive E5 (1)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 170,000 Litres    Range 102.  8 billion km   (1770 days at full power)

Quad Gauss Cannon R4-100 Turret (2x16)    Range 40,000km     TS: 25000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S04 48-25000 (1)    Max Range: 96,000 km   TS: 25000 km/s     90 79 69 58 48 38 27 17 6 0

ECM 20

This design is classed as a Military Vessel for maintenance purposes



Survey ships

Doctrine is to send out teams of 2 geo survey ships or 2 Explorer ships each supported by a Cohort class Light Jump Tanker.    Together, the survey fleets are able to stay in deep space for 5 years or more. 


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Galileo class Geosurvey Ship    3,250 tons     328 Crew     1129.  5 BP      TCS 65  TH 320  EM 0
4923 km/s     Armour 1-19     Shields 0-0     Sensors 1/1/0/10     Damage Control Rating 6     PPV 0
Maint Life 16.  02 Years     MSP 1303    AFR 14%    IFR 0.  2%    1YR 10    5YR 143    Max Repair 150 MSP

Magneto-plasma Drive E5 (4)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 515,000 Litres    Range 570.  5 billion km   (1341 days at full power)

Improved Geological Sensors (5)   10 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes



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Intrepid class Exploration Ship    3,250 tons     328 Crew     1129.  5 BP      TCS 65  TH 320  EM 0
4923 km/s     Armour 1-19     Shields 0-0     Sensors 1/1/10/0     Damage Control Rating 6     PPV 0
Maint Life 16.  02 Years     MSP 1303    AFR 14%    IFR 0.  2%    1YR 10    5YR 143    Max Repair 150 MSP

Magneto-plasma Drive E5 (4)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 515,000 Litres    Range 570.  5 billion km   (1341 days at full power)

Improved Gravitational Sensors (5)   10 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes



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Cohort class Light Jump Tanker    3,250 tons     305 Crew     581 BP      TCS 65  TH 320  EM 0
4923 km/s    JR 3-50     Armour 1-19     Shields 0-0     Sensors 36/18/0/0     Damage Control Rating 6     PPV 0
Maint Life 29.  38 Years     MSP 1670    AFR 14%    IFR 0.  2%    1YR 4    5YR 56    Max Repair 72 MSP

J3250(3-50) Military Jump Drive     Max Ship Size 3250 tons    Distance 50k km     Squadron Size 3
Magneto-plasma Drive E5 (4)    Power 80    Fuel Use 50%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 620,000 Litres    Range 686.  8 billion km   (1614 days at full power)

Advanced Nav Sensor MR141-R120 (1)     GPS 8640     Range 142.  0m km    Resolution 120
Advanced Thermal Sensor TH2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km
EM Detection Sensor EM1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

This design is classed as a Military Vessel for maintenance purposes






Commercial and industrial ships

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Atlas class Cargo Ship    44,750 tons     461 Crew     1096.  5 BP      TCS 895  TH 3000  EM 0
3351 km/s     Armour 1-112     Shields 0-0     Sensors 18/1/0/0     Damage Control Rating 1     PPV 0
MSP 15    Max Repair 50 MSP
Cargo 25000    Cargo Handling Multiplier 20    

Magneto-plasma Drive E0.  5 (15)    Power 200    Fuel Use 5%    Signature 200    Armour 0    Exp 1%
Fuel Capacity 125,000 Litres    Range 100.  5 billion km   (347 days at full power)

Navigational Sensor MR70-R120 (1)     GPS 4320     Range 71.  0m km    Resolution 120
Thermal Sensor TH1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

This design is classed as a Commercial Vessel for maintenance purposes



Quote
Junkyard Dog class Salvager    49,850 tons     854 Crew     1601.  5 BP      TCS 997  TH 3000  EM 0
3009 km/s     Armour 1-120     Shields 0-0     Sensors 18/1/0/0     Damage Control Rating 1     PPV 0
MSP 20    Max Repair 250 MSP
Cargo 10000    Cargo Handling Multiplier 20    
Salvager: 2 module(s) capable of salvaging 2000 tons per day

Magneto-plasma Drive E0.  5 (15)    Power 200    Fuel Use 5%    Signature 200    Armour 0    Exp 1%
Fuel Capacity 125,000 Litres    Range 90.  3 billion km   (347 days at full power)

Navigational Sensor MR70-R120 (1)     GPS 4320     Range 71.  0m km    Resolution 120
Thermal Sensor TH1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

This design is classed as a Commercial Vessel for maintenance purposes



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Mayflower class Colony Ship    44,850 tons     549 Crew     2073 BP      TCS 897  TH 3000  EM 0
3344 km/s     Armour 1-112     Shields 0-0     Sensors 18/1/0/0     Damage Control Rating 1     PPV 0
MSP 29    Max Repair 50 MSP
Colonists 100000    Cargo Handling Multiplier 30    

Magneto-plasma Drive E0.  5 (15)    Power 200    Fuel Use 5%    Signature 200    Armour 0    Exp 1%
Fuel Capacity 110,000 Litres    Range 88.  3 billion km   (305 days at full power)

Navigational Sensor MR70-R120 (1)     GPS 4320     Range 71.  0m km    Resolution 120
Thermal Sensor TH1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

This design is classed as a Commercial Vessel for maintenance purposes



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Luxor class Luxury Liner    44,950 tons     1456 Crew     2106.  5 BP      TCS 899  TH 3000  EM 0
3337 km/s     Armour 1-112     Shields 0-0     Sensors 18/1/
« Last Edit: June 05, 2013, 05:56:31 PM by Starmantle »
 

Offline Charlie Beeler

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Re: Starmantle Alliance Naval Fleet
« Reply #1 on: June 05, 2013, 07:33:58 AM »
Interesting designs.  Hopefully you plan to post battle reports to tell us how they perform and what tactics work best with them.

When looking at your warships one thing jumped out at me, when you have included ECCM it is only one module.  Several of your ships have multiple fire controls and you need 1v1 relationship between ECCM and FC, unlike ECM which only needs a single module.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Starmantle (OP)

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Re: Starmantle Alliance Naval Fleet
« Reply #2 on: June 05, 2013, 11:36:02 AM »
Thanks, Charlie.

Yeah - that's just on the Longclaw to give it the ability to fire one salvo at enemies with advanced ECM. . .  or if need be to reassign fire controls and launch all of its missiles through the same fire control at once - or cycle through them reassigning the ECCM.   

The Hyperion is really the design primed to hit small and/or ECMed but I didn't like the idea of the Longclaw not having *any* ability to hit such ships.

One related thing that I think is a flaw of this fleet is that I haven't assignd ECM across the fleet uniformly and I should be more mindful of which of my ships are coming into range of enemies first.   Right now, it tends to be my light support ships.   That needs more thought.   
 

Offline Starfyre

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Re: Starmantle Alliance Naval Fleet
« Reply #3 on: June 05, 2013, 07:35:21 PM »
Yeah.   they're pretty solid overall.   I'd recommend slapping some more firecons on your primary missile and ASM cruiser designs, though.   both as insurance against surprise mesons/6 missile salvox90 and simplification in targetting when you're trying to burn down a hundred incoming FACs with missiles.   you can probably clear up the needed tonnage by downbuilding your MFCs some, I'm all for future/ECMproofing your designs, but now that you're in the position to start throwing compact ECCM on everything, you can save some tonnage there.   Or just take the MFC to res 16 and laugh in the face of any FAC hoping your resolution is big enough they can slip closer.   Another potential place would be by using some slight minuaturization on your missile launchers.   40 seconds is enough of a fire delay that enemy PD is effectively engaging each salvo on it's own, and if my math is right your hyperion is committing 6. 6ktons just to launchers.   taking them to 75% size would still leave you a fairly decent fire rate and give you a lot more spare space to commit to more ecm, shield generators, backup fire controls, and additional magazine space (which seems the biggest real problem with the design).

I particularly enjoy the kodiak, though I have the feeling you're going to go through a lot of them in any major engagement.   But hey, at least they're cheap!  I'd try to figure out how to cram another layer of armor on that thing somehow, and give it a res1 active sensor.   that's 40 shots every five seconds of potential antimissile fire in a fleet screening role.

EDIT: I realize in a fleet role there's probably going to be another vessel with a res1 sensor to spot for it, but always plan for the worst.

Maybe I'm just missing the model with it, but do any of your ships have jumpdrives?
« Last Edit: June 05, 2013, 07:41:42 PM by Starfyre »
 

Offline Starmantle (OP)

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Re: Starmantle Alliance Naval Fleet
« Reply #4 on: June 05, 2013, 10:08:37 PM »
*edited the post to change (8) to ( 8 )

Thanks Starfyre. 

Super helpful and thoughtful input!

I see much of your input regards defending against.  .  .   a particular race.    On one hand, those corvettes and fighter wings have a lot of fire controls between them for closer targets.    And on the other, I've never faced said race so I should maybe take that to heart.   

And yeah - the Kodiak is going to run off from the fleet from time to time - usually with a AWACS if I need to see something.    But a small res 1 sensor is still lacking and shouldn't be hard to fit in.    Though honestly if it's fighting anything armed outside of a jump point defense situation or sitting on top of an enemy shipyard, I've screwed something up. 

The "gopher" jump scout is the only jump-capable ship.    I say a little bit about that shortcoming in that ship's description.     I've waited for my gate ships to lead the way so far.    A lack of jump force projection is a glaring omission in the fleet, though.   

And Charlie - I'll try to add a combat log.    That would be fun.    The short story is that the first Precursor fleet I ran across, I decided to send a wing of fighters against.    Their ECM 4 plus great anti-missile defenses and or wicked fire control meant that that entire wing was lost in a spectacular series of fireballs.    Since then, I only launch fighters against fleets I feel much safer about or that I'm so fearful of that I wouldn't want to risk my main fleet.    But I destroyed a number of other advanced Precursor fleets and the entire fleet fleet of a decent NPR and that led to a lot of the doctrine in the flavor text.     So far so good. 

Though I do burn through a lot of missiles and don't have any medium range guns.    So a protracted war might be a problem.   
« Last Edit: June 05, 2013, 10:15:30 PM by Starmantle »
 

Offline Starfyre

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Re: Starmantle Alliance Naval Fleet
« Reply #5 on: June 05, 2013, 10:14:30 PM »
It's not just fighting against spoilers.  Some NPRs love FACs.  I mean, REALLY love FACs.  like you poke into a system, and they've put the venusians in space 1899 to shame.
 

Offline Starmantle (OP)

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Re: Starmantle Alliance Naval Fleet
« Reply #6 on: June 06, 2013, 10:39:18 PM »
Quote from: Starfyre link=topic=6190. msg63268#msg63268 date=1370488470
It's not just fighting against spoilers.   Some NPRs love FACs.   I mean, REALLY love FACs.   like you poke into a system, and they've put the venusians in space 1899 to shame.

Ha.   I would imagine that would be fun at first. . .  then really boring.   

I'll ponder it.
 

Offline Starfyre

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Re: Starmantle Alliance Naval Fleet
« Reply #7 on: June 07, 2013, 06:41:02 PM »
There's a high chance of !!fun!! before it gets really boring if they get their missiles off before you spot them.
 

Offline joeclark77

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Re: Starmantle Alliance Naval Fleet
« Reply #8 on: June 11, 2013, 10:30:58 AM »
Quote
Battering Ram class Assault Shuttle 

A wildly experimental design, the Battering Ram class Assault Shuttle borrows the engine from a Gauntlet Heavy Fighter and attaches it to a company-sized drop module for marines to use and breach an enemy ship in motion. 

At 22,000 km/s, it's thought that the Battering Ram would be fast enough to intercept and capture enemy commercial ships. 

The Starmantle Alliance has not yet built a ship with a long-term troop transport and hangar bay able to bring this ship design into combat and usually gung-ho marine leadership is dubious about the effectiveness of the approach, but strategists are still looking for an opportunity to try the new design out in the field.   


Does that really work?  I had no idea you could do that in this game!
 

Offline Drusus

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Re: Starmantle Alliance Naval Fleet
« Reply #9 on: June 11, 2013, 11:31:58 AM »
Quote from: joeclark77 link=topic=6190. msg63376#msg63376 date=1370964658


Does that really work?  I had no idea you could do that in this game!

hxxp: aurora2. pentarch. org/index. php/topic,1680. 0. html

You just have to be quite a bit faster or risk a high volume of casualties.   So for many commercial vessels the above boarding craft has a good chance of reducing the casualties to, at least, under 100%.   The above design is fairly close to what I have been using in my current campaign.


 

Offline Black

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Re: Starmantle Alliance Naval Fleet
« Reply #10 on: June 11, 2013, 11:44:32 AM »


Does that really work?  I had no idea you could do that in this game!

I am using those in my current game:

Quote
T-12 Ram class Assault Shuttle    500 tons     3 Crew     166.8 BP      TCS 10  TH 192  EM 0
19200 km/s     Armour 4-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 5.28 Years     MSP 21    AFR 20%    IFR 0.3%    1YR 1    5YR 19    Max Repair 24 MSP
Intended Deployment Time: 0.1 months    Spare Berths 7   
Drop Capacity: 1 Company   

General Motors MEF-48 Magneto-plasma Drive (4)    Power 48    Fuel Use 617.3%    Signature 48    Exp 30%
Fuel Capacity 95 000 Litres    Range 5.5 billion km   (3 days at full power)

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

Strike Carrier that transports those shuttles:
Quote
Striker class Strike Carrier    12 800 tons     250 Crew     1804.8 BP      TCS 256  TH 1280  EM 1200
5000 km/s     Armour 2-48     Shields 40-300     Sensors 1/1/0/0     Damage Control Rating 31     PPV 0
Maint Life 5.56 Years     MSP 1969    AFR 119%    IFR 1.7%    1YR 107    5YR 1611    Max Repair 160 MSP
Intended Deployment Time: 9 months    Flight Crew Berths 12   
Hangar Deck Capacity 2000 tons     Troop Capacity: 4 Companies    Cargo Handling Multiplier 20   

Rolls-Royce MES-320 Magneto-plasma Drive (4)    Power 320    Fuel Use 32%    Signature 320    Exp 10%
Fuel Capacity 1 000 000 Litres    Range 43.9 billion km   (101 days at full power)
Theta R300/384 Shield Generator (10)   Total Fuel Cost  160 Litres per hour  (3 840 per day)

Phalanx-250 CIWS (2x8)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
TF/SPN-1 Main Navigation Sensor (1)     GPS 4320     Range 100.4m km    Resolution 60

ECM 30

Strike Group
4x T-12 Ram Assault Shuttle   Speed: 19200 km/s    Size: 10

This design is classed as a Military Vessel for maintenance purposes

I was able to get some Precursor ships with those.
 

Offline coco146

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Re: Starmantle Alliance Naval Fleet
« Reply #11 on: June 12, 2013, 08:41:56 AM »
The Kodiak is interesting, I don't think that I have ever seen a ship that took that approach before, have you put it into a combat situation yet?
 

Offline Hawkeye

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Re: Starmantle Alliance Naval Fleet
« Reply #12 on: June 12, 2013, 11:31:13 AM »
On the Kodiac:

Make sure you set the TG initiative as high as you can (TG commander´s Fleet Movement Initiative), because TG movement in Aurora basicly runs: you go - I go, whereas I and you is defined by the corresponding TG initiative, i.e. the TG with the lower initiative moves first, then the TG with the higher initiative.
If your TG with the Kodiacs has a lower initiative than the opponent, it might never get into range, even if in reality it would have the speed to easily close with the enemy.

Say the enemy TG moves at 7.000 km/s, your Kodiac TG moves at 10.500 km/s.

You set your Kodiak TG to follow the enemy TG at 10.000 km

You hit the 5 second time increment

Because your Kodiak TG has the lower initiative, it moves first and closes to 10.000 km

Because the enemy TG has a higher initiative, it moves _after_ your Kodiak TG and moves 35.000 km away from your TG to a range of 45.000 km and thus out of range.

Morale:
Make sure the senior commander of your Kodiac TG has a _very_ high fleet movement initiative rating.
Make sure you change the default initiative of your TG (which is 100) to the rating of your senior commander.
Ralph Hoenig, Germany
 

Offline SteelChicken

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Re: Starmantle Alliance Naval Fleet
« Reply #13 on: June 12, 2013, 12:47:57 PM »

If your TG with the Kodiacs has a lower initiative than the opponent, it might never get into range, even if in reality it would have the speed to easily close with the enemy.
...
Morale:
Make sure the senior commander of your Kodiac TG has a _very_ high fleet movement initiative rating.
Make sure you change the default initiative of your TG (which is 100) to the rating of your senior commander.
This happened to me before and it was VERY frustrating.   Now I have an idea of how to avoid it.  In the case of fighters in squadron, does it use the parent TG's commander for this calculation?
 

Offline Charlie Beeler

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Re: Starmantle Alliance Naval Fleet
« Reply #14 on: June 12, 2013, 02:26:20 PM »
This happened to me before and it was VERY frustrating.   Now I have an idea of how to avoid it.  In the case of fighters in squadron, does it use the parent TG's commander for this calculation?

Whoever is senior in the TG only.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley