Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: Rolepgeek on July 16, 2013, 07:22:11 PM
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These ships are for the Alpha Centauri Fleet Challenge (http://aurora2.pentarch.org/index.php/topic,6292.0.html), and use a rather unorthodox tactic. The fleet is based around boarding parties, and uses a french knights templar theme. I had a limited amount of RP, so I had to make do with what I could. As a note that I realized I should add while writing this, I'm not religious and don't intend to offend anyone who is, just that a knights templar theme went well with the idea behind it, and wrote the descriptions(though not the equipment they use) as such.
Destrier class Assault Carrier 10,000 tons 150 Crew 786 BP TCS 200 TH 180 EM 0
900 km/s Armour 7-41 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 6 PPV 0
Maint Life 3.93 Years MSP 295 AFR 133% IFR 1.9% 1YR 30 5YR 455 Max Repair 40 MSP
Intended Deployment Time: 10 months Flight Crew Berths 12
Hangar Deck Capacity 2000 tons Troop Capacity: 1 Battalion Cargo Handling Multiplier 30
Sequenced Ion Induction Drive M1 (1) Power 180 Fuel Use 1.97% Signature 180 Exp 3%
Fuel Capacity 150,000 Litres Range 137.1 billion km (1762 days at full power)
Strike Group
5x Crusade Assault Shuttle Speed: 12000 km/s Size: 8
This design is classed as a Military Vessel for maintenance purposes
The Destrier assault carrier is the primary vessel of the Ordre du Terre Eglise, able to hold and deploy a full battalion of Crusaders onto enemy ships or planet surfaces, and has seven layers of armor as the church doctrine requires. It is quite slow, but this is partially made up for with the miniscule amounts of fuel consumed by the engine, and the speed of it's charges.
Crusade class Assault Shuttle 400 tons 2 Crew 85 BP TCS 8 TH 96 EM 0
12000 km/s Armour 2-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 25.21 Years MSP 66 AFR 2% IFR 0% 1YR 0 5YR 3 Max Repair 15 MSP
Intended Deployment Time: 0.1 months Spare Berths 8
Drop Capacity: 1 Company
Pulsed Ion Ejection Engine M1 (4) Power 24 Fuel Use 448.03% Signature 24 Exp 20%
Fuel Capacity 20,000 Litres Range 2.0 billion km (46 hours at full power)
This design is classed as a Fighter for production, combat and maintenance purposes
The Crusade assault shuttle relies on its speed and two armor layers to get close to enemy ships, firing a drop pod with a full company of Crusader Knights onto enemy ships, whereupon they will breach the armor and slay the heretics within, while the assault shuttle falls back to refuel and get another load of Knights. Casualties among the Knights are incredibly high, due to the dangers of dropping onto enemy vessels, and the possibility of being slain even if control is taken; but the colonies of the Church and the fervency of it's citizens mean there are always plenty of volunteers. They are quite elite and well armed, however, and a single company can easily take control of a ship even if outnumbered five to one, as long as they get inside safely.
Partisan class Carrier 10,000 tons 95 Crew 1008 BP TCS 200 TH 180 EM 0
900 km/s Armour 7-41 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 0
Maint Life 3.76 Years MSP 189 AFR 266% IFR 3.7% 1YR 21 5YR 314 Max Repair 27 MSP
Intended Deployment Time: 10 months Flight Crew Berths 113
Hangar Deck Capacity 4000 tons
Sequenced Ion Induction Drive M1 (1) Power 180 Fuel Use 1.97% Signature 180 Exp 3%
Fuel Capacity 1,205,000 Litres Range 1101.0 billion km (14159 days at full power)
Strike Group
1x Bec de Corbin Fighter-Scout Speed: 9600 km/s Size: 10
7x Guisarme Heavy Fighter Speed: 7200 km/s Size: 10
This design is classed as a Military Vessel for maintenance purposes
The Partisan carrier is a redesign of the Destrier, sacrificing troop capacity and some engineering space for crew quarters, fuel storage, and more hangar bays. This allows it to carry the large Guisarmes and Bec de Corbins. These strike craft attack before the Crusade shuttles, using their meson cannons to damage engines and defensive systems before falling back to allow the Knights to do their own, bloody, work.
Guisarme class Heavy Fighter 500 tons 6 Crew 86 BP TCS 10 TH 72 EM 0
7200 km/s Armour 2-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 25.83 Years MSP 54 AFR 4% IFR 0.1% 1YR 0 5YR 2 Max Repair 12 MSP
Intended Deployment Time: 0.1 months Spare Berths 4
Pulsed Ion Ejection Engine M1 (3) Power 24 Fuel Use 448.03% Signature 24 Exp 20%
Fuel Capacity 35,000 Litres Range 2.8 billion km (4 days at full power)
100mm Meson Focusing Lens M1 (1) Range 45,000km TS: 7200 km/s Power 3-3 RM 4.5 ROF 5 1 1 1 1 0 0 0 0 0 0
Miniature Trajectory Analyser M1 (1) Max Range: 96,000 km TS: 6000 km/s 90 79 69 58 48 38 27 17 6 0
Fighter Fast Reactor Core M1 (6) Total Power Output 2.7 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
The Guisarme is the primary 'conventional' offensive power, if using the wrath of God himself could be said to be conventional. Armed with short range, but extremely rapid-firing meson cannons, the Guisarmes tear apart the inside of enemy vessels, using their speed and light armor to stay alive until the enemies engines can be confirmed damaged or destroyed, at which point they will fall back, their part played in God's plan.
Bec de Corbin class Fighter-Scout 500 tons 3 Crew 134 BP TCS 10 TH 96 EM 0
9600 km/s Armour 2-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 16.56 Years MSP 84 AFR 4% IFR 0.1% 1YR 1 5YR 9 Max Repair 48 MSP
Intended Deployment Time: 0.1 months Spare Berths 7
Pulsed Ion Ejection Engine M1 (4) Power 24 Fuel Use 448.03% Signature 24 Exp 20%
Fuel Capacity 35,000 Litres Range 2.8 billion km (3 days at full power)
Miniature Anti-Missile GRADAR M1 (1) GPS 10 Range 1.1m km Resolution 1
Low-Power 'Scout' GRADAR (1) GPS 6720 Range 62.5m km Resolution 140
This design is classed as a Fighter for production, combat and maintenance purposes
The Bec de Corbins allows the group of seven Guisarmes it is paired with to target and destroy incoming missiles (through weight of fire and the luck of the righteous) and enemy ships, as well as being sent on it's own for reconnaissance purposes if needed.
Baldwin class Command Ship 10,000 tons 276 Crew 1446 BP TCS 200 TH 180 EM 0
900 km/s Armour 7-41 Shields 0-0 Sensors 80/110/0/0 Damage Control Rating 7 PPV 23
Maint Life 3.47 Years MSP 678 AFR 106% IFR 1.5% 1YR 86 5YR 1290 Max Repair 240 MSP
Intended Deployment Time: 10 months Flight Crew Berths 25
Flag Bridge Hangar Deck Capacity 1000 tons
Sequenced Ion Induction Drive M1 (1) Power 180 Fuel Use 1.97% Signature 180 Exp 3%
Fuel Capacity 180,000 Litres Range 164.5 billion km (2115 days at full power)
Triple 100mm Meson Point Defence Turret M1 (2x3) Range 45,000km TS: 12000 km/s Power 9-9 RM 4.5 ROF 5 1 1 1 1 0 0 0 0 0 0
Anti-Missile Turret Control M1 (1) Max Range: 96,000 km TS: 12000 km/s 90 79 69 58 48 38 27 17 6 0
Direct-Supply Fast Reactor Plant M1 (2) Total Power Output 18 Armour 0 Exp 5%
High Powered 'Lighthouse' GRADAR (1) GPS 16800 Range 220.9m km Resolution 70
High-Powered IR Scanner M1 (1) Sensitivity 80 Detect Sig Strength 1000: 80m km
High-Powered Electric Flux Sensor M1 (1) Sensitivity 110 Detect Sig Strength 1000: 110m km
This design is classed as a Military Vessel for maintenance purposes
Named after the venerable king whom had a part in leading the First Crusade, the Baldwin is armed with two triple meson turrets for point defense, as well as a large and very powerful sensor suite, which it uses to direct the other forces under it's command to greater glory. It's hangar contains a Solomon class Pinnace, a scout twice as large as the Guisarme, just as fast, and slightly better armored.
Solomon class Pinnace 1,000 tons 16 Crew 231 BP TCS 20 TH 144 EM 0
7200 km/s Armour 3-8 Shields 0-0 Sensors 20/28/0/0 Damage Control Rating 0 PPV 0
Maint Life 6.85 Years MSP 72 AFR 16% IFR 0.2% 1YR 3 5YR 40 Max Repair 48 MSP
Intended Deployment Time: 0.5 months Spare Berths 2
Pulsed Ion Ejection Engine M1 (6) Power 24 Fuel Use 448.03% Signature 24 Exp 20%
Fuel Capacity 125,000 Litres Range 5.0 billion km (8 days at full power)
Low-Power 'Scout' GRADAR (1) GPS 6720 Range 62.5m km Resolution 140
Low-Powered IR Scanner M1 (1) Sensitivity 20 Detect Sig Strength 1000: 20m km
Low-Powered Electric Flux Sensor (1) Sensitivity 27.5 Detect Sig Strength 1000: 27.5m km
This design is classed as a Military Vessel for maintenance purposes
The Solomon Pinnace allows various vessels in the church's fleet to maintain a sensor perimeter far larger than could be hoped for from even the Baldwin, and the passive sensors and small size mean the ship can hopefully go undetected if at all possible.
Antioch class Support Vessel 10,000 tons 180 Crew 1017 BP TCS 200 TH 180 EM 0
900 km/s Armour 7-41 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 23
Maint Life 6.21 Years MSP 1254 AFR 200% IFR 2.8% 1YR 56 5YR 838 Max Repair 86 MSP
Intended Deployment Time: 10 months Flight Crew Berths 28
Hangar Deck Capacity 2000 tons
Sequenced Ion Induction Drive M1 (1) Power 180 Fuel Use 1.97% Signature 180 Exp 3%
Fuel Capacity 1,250,000 Litres Range 1142.1 billion km (14687 days at full power)
Triple 100mm Meson Point Defence Turret M1 (2x3) Range 45,000km TS: 12000 km/s Power 9-9 RM 4.5 ROF 5 1 1 1 1 0 0 0 0 0 0
Anti-Missile Turret Control M1 (1) Max Range: 96,000 km TS: 12000 km/s 90 79 69 58 48 38 27 17 6 0
Direct-Supply Fast Reactor Plant M1 (2) Total Power Output 18 Armour 0 Exp 5%
This design is classed as a Military Vessel for maintenance purposes
The Antioch support vessel functions both as tanker and maintenance supply ship, due to the low need for either in the Order. In addition to these tasks, it can hold two Bardiche Fast Attack Craft in it's hangars, which can pair up with a Solomon Pinnace for attack runs on enemy ships. Like many of the Order's vessels, it also carries meson turrets for point defense.
Bardiche class Fast Attack Craft 1,000 tons 11 Crew 164 BP TCS 20 TH 120 EM 0
6000 km/s Armour 3-8 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 6
Maint Life 9.24 Years MSP 51 AFR 16% IFR 0.2% 1YR 1 5YR 16 Max Repair 32 MSP
Intended Deployment Time: 0.1 months Spare Berths 10
Pulsed Ion Ejection Engine M1 (5) Power 24 Fuel Use 448.03% Signature 24 Exp 20%
Fuel Capacity 65,000 Litres Range 2.6 billion km (5 days at full power)
100mm Meson Focusing Lens M1 (2) Range 45,000km TS: 6000 km/s Power 3-3 RM 4.5 ROF 5 1 1 1 1 0 0 0 0 0 0
Fire Control S03 36-6000 (1) Max Range: 72,000 km TS: 6000 km/s 86 72 58 44 31 17 3 0 0 0
Fighter Fast Reactor Core M1 (13) Total Power Output 5.85 Armour 0 Exp 5%
This design is classed as a Military Vessel for maintenance purposes
Though slower than the Solomon and the Guisarme, the Bardiche is quite heavily armed, and is capable of gutting enemy vessels like pigs, though it's relatively low speed and armor mean it's somewhat vulnerable to counter-attacks.
Clairvaux class Troop Transport 10,000 tons 45 Crew 546 BP TCS 200 TH 180 EM 0
900 km/s Armour 7-41 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 34 Max Repair 40 MSP
Intended Deployment Time: 10 months Spare Berths 1
Troop Capacity: 2 Battalions
Sequenced Ion Induction Drive M1 (1) Power 180 Fuel Use 1.97% Signature 180 Exp 3%
Fuel Capacity 850,000 Litres Range 776.6 billion km (9987 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
The Clairvaux is meant to reinforce Destrier assault carriers, and can hold up to ten companies of Knights in comparative comfort until their drop-off is needed. The space required means that no point defense turrets could be mounted, but the armor and little need of maintenance is believed to make up for this.
Montgisard class Escort Cruiser 10,000 tons 356 Crew 1060 BP TCS 200 TH 180 EM 0
900 km/s Armour 7-41 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 5 PPV 69
Maint Life 3.69 Years MSP 364 AFR 145% IFR 2% 1YR 42 5YR 624 Max Repair 86 MSP
Intended Deployment Time: 10 months Spare Berths 1
Sequenced Ion Induction Drive M1 (1) Power 180 Fuel Use 1.97% Signature 180 Exp 3%
Fuel Capacity 110,000 Litres Range 100.5 billion km (1292 days at full power)
Triple 100mm Meson Point Defence Turret M1 (6x3) Range 45,000km TS: 12000 km/s Power 9-9 RM 4.5 ROF 5 1 1 1 1 0 0 0 0 0 0
Anti-Missile Turret Control M1 (2) Max Range: 96,000 km TS: 12000 km/s 90 79 69 58 48 38 27 17 6 0
Direct-Supply Fast Reactor Plant M1 (6) Total Power Output 54 Armour 0 Exp 5%
This design is classed as a Military Vessel for maintenance purposes
The primary point defense for the fleet, the Montgisard has a two sets of three turrets able to target and destroy enemy missile volleys at point blank range. The turrets also mean that if enemy ships come close, devastating fire-power can be delivered straight to their crew and cargo.
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Interesting, to be sure. I'll point out that you're going to have major troubles against missiles. Any fleet that still has missiles when your fighters come into view will slaughter them. Any ship above 3k km/s or so speed can ignore the assault shuttles. That leaves slow ships with beams as your primary prey. This won't do so well against other ships. In fact, it'll do outright terribly. :(
I'm curious though, what did you spend on GU strength and production modifiers? How many ships can you afford? Tonnage can make up for a lot.
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I wonder if it wouldn't be better to simply put a drop module on an ordinary combat ship and simply board enemies opportunistically. If you see an enemy ship that's crippled, just move in to 0km and board it. Rather than try to run down fast-moving ships with a fragile shuttle.
If you are dead set on using shuttles, one way to protect them might be to launch twenty of them where only one or two have marines on board. At least that way they can't easily target and pick them off.
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Well, I'm using the Guisarmes to try and cripple enemy engines and otherwise damage their offensive capability before using the shuttles. I know they're weak, but they're cheap, and whenever I get a unit of marines on board, since I got GU strength up to 20, that ship's basically doomed. It's just a matter of time until they breach the hull, and one company is equal to 800 crewmen in a fight. They can take casualties, of course, during boarding, which is why I'd typically assign two Crusades against a ship.
I got Construction to 14 BP, and Fighter to 12. My fuel wasn't really an issue so...basically it costs me 1200 BP for five assault shuttles and the carrier. So I can have four of them or something.
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Something to keep in mind, basic missile defenses will easily handle both the assault shuttles and the fighters intended to get in close. Any fleet designed for the Challenge has to take missile defenses into consideration as well as smallcraft.
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Yeah, AMM is what I'm mostly worried about. I figure their light armor should help with that, but other than that there isn't much I can do, other than use my big, heavily armored carriers and support ships as decoys or something.
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It's not just AMM but also laser/railgun/gauss/etc point defense. That's why I think you'd want a ship designed to be able to take the hits, rather than one that hopes to avoid them.
Have you considered using microwave weapons to blind the enemy? Take out his sensors and fire controls and that might give you a shot at boarding.
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That's what the mesons are for. I designed them to do both, really; that's what the second layer of armor is for, though I'm wondering if I shouldn't switch the armor out for more speed.
This probably isn't my finalized design anyway, since I don't actually need higher ground unit strength. I wonder if shields might be good...
But yeah, point defense is their bane.
I was considering going for stealthed designs, but that's got such a large RP tax, and the tax for using boarding parties is already huge...
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I've never used microwaves. (Has anybody?) But my impression is that they would be more effective at neutralizing the enemy because they only hit the electronic parts. Whereas your mesons are as likely to hit a fuel tank or crew quarters as to hit a fire control or sensor. You'd need more volleys and there's a good chance of destroying the prize before you disable it. If the microwave strategy works you'd have to board them at their full speed, which sucks, but at least your assault shuttles would stand a chance of getting close.
Stealth wouldn't solve your problem either, because sooner or later you'll have to get close, and there's no way you could do the whole boarding operation within the first five seconds after they detect you.
I am looking forward to seeing if these tactics work out!
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Hmmm...part of the reason I used mesons was in hopes of hitting the engines, but you're probably right...Especially since if I board, and their engines are down, it could be difficult to repair everything. What to use for point defense, then, I wonder. More armor? Or maybe AMMs, though that requires even more investment in RP.
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The real problem with what you've posted (re boarding as a primary attack of the Challenge) is that smallcraft need a rather large swarm to have realistic chance to be last long enough to have an effect. The fleet as presented is trying to do too much with too few BP's.
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Well, I'm in the midst of redesigning...which tends to work better, a single giant supercarrier with specialized smaller craft inside it, or a fleet of semi-specialized cruiser/destroyer sized ships with some carriers?