Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: mrwigggles on February 02, 2010, 06:40:01 AM
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Mission Profile: Destabilize fledging colony on hostile empires through means of stealth and subterfuge.
Tribal class Sapper 48000 tons 2435 Crew 20364 BP TCS 4.8 TH 93.75 EM 0
9765 km/s Armour 1-117 Shields 0-0 Sensors 75/1/0/0 Damage Control Rating 160 PPV 0
Annual Failure Rate: 115% IFR: 1.6% Maint Capacity 42425 MSP Max Repair 2812 MSP Est Time: 4.62 Years
Terraformer: 1 module(s) producing 0.008 atm per annum
Civvie Stealth Drive (5) Power 1875 Fuel Use 2% Signature 18.75 Armour 0 Exp 7% Hyper Capable
Fuel Capacity 450,000 Litres Range 843.7 billion km (1000 days at full power)
CIWS-1000 (11x20) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
Civvie Thermal Sensor TH1-75 (1) Sensitivity 75 Detect Sig Strength 1000: 75m km
Cloaking Device: Class cross-section reduced to 0.5% of normal
This design is classed as a military vessel for maintenance purposes
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Victory class Stealth Tender 56000 tons 4373 Crew 18127.5 BP TCS 5.6 TH 56.25 EM 0
5022 km/s JR 2-2000(C) Armour 1-130 Shields 0-0 Sensors 75/1/0/0 Damage Control Rating 300 PPV 0
Annual Failure Rate: 83% IFR: 1.2% Maint Capacity 130708 MSP Max Repair 4050 MSP Est Time: 8.29 Years
JC56K Commercial Jump Drive Max Ship Size 56000 tons Distance 2000k km Squadron Size 2
Civvie Stealth Drive (3) Power 1875 Fuel Use 2% Signature 18.75 Armour 0 Exp 7% Hyper Capable
Fuel Capacity 5,050,000 Litres Range 8115.6 billion km (18703 days at full power)
Civvie Thermal Sensor TH1-75 (1) Sensitivity 75 Detect Sig Strength 1000: 75m km
Cloaking Device: Class cross-section reduced to 0.5% of normal
This design is classed as a military vessel for maintenance purposes
The Tribal class Sapper, doesn't have a jump drive, and since target colonies may not have a jump gate network where the Sapper births, they need a stealth tanker that will also be acting as a tanker and a supply ship. The tender is slower then the sapper, as the idea is that the tender will be off near the jump point and only moving when going to the JP to transit out with the Sapper possibly under fire or to meet up and trade off supply as needed. The sapper has the faster engines as it'll possibly need it to get the frakk out dodge.
The hardest part of this design was marrying the mass to the cloak. I hopped to have a jump sapper with a cloak, but that seem to hard for my tired brian to figure out. For this reason, this is why their armor is set at 1.
I dont see any glaring issue with this design, that my sleepy eyes can tell. I would to see the AI react to sulfuric acid being added to the atmosphere.