Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: bitbucket on September 06, 2016, 01:40:08 PM
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It is the 80s—the 2080s—and the old mag-fusion drive battlefleet just doesn't feel like it's going to stack up to the next alien menace lurking in unknown space that will need to be shoved aside for the ever-growing Terran sphere. I'm running tech levels well above what most campaigns get to play with, from the looks of it, since I went with a large population game—initially 6 billion people on a 2025 conventional start, that's grown to 11 billion across dozens of worlds. Since my R&D teams have just finished prototyping a suite of antimatter drives, here's what I had in mind to do with them.
I imagine these designs could be tweaked for better combat performance, and I invite you who's reading this to do so.
Starting with the small fry and working our way up, first we have two frigates that will almost exclusively be deployed as point defense escorts for capital ships, at least one of each working in tandem.
Saratoga class Kinetic Frigate 8,000 tons 213 Crew 7470.6 BP TCS 160 TH 2500 EM 0
15625 km/s Armour 5-35 Shields 0-0 Sensors 18/18/0/0 Damage Control Rating 34 PPV 43.27
Maint Life 2.96 Years MSP 2656 AFR 112% IFR 1.6% 1YR 451 5YR 6769 Max Repair 2531 MSP
Intended Deployment Time: 12 months Spare Berths 13
Blackstone Aeromarine 25×125% 1250 EP Solid Core AM Drive (2) Power 1250 Fuel Use 26.2% Signature 1250 Exp 12%
Fuel Capacity 1,000,000 Litres Range 85.9 billion km (63 days at full power)
Quad 50k Gauss Cannon R5-100/A2 Turret (1x24) Range 50,000km TS: 50000 km/s Power 0-0 RM 5 ROF 5 1 1 1 1 1 0 0 0 0 0
Hilton Precision Arms CIWS-500 (1x12) Range 1000 km TS: 50000 km/s ROF 5 Base 50% To Hit
Reeves Weapon Systems 25cm Advanced Railgun V9/C16 (1x5) Range 450,000km TS: 15625 km/s Power 15-16 RM 9 ROF 5 5 5 5 5 5 5 5 5 5 4
Chadwick Electronics Fire Control S03 400-18750 H25 (1) Max Range: 800,000 km TS: 18750 km/s 99 98 96 95 94 92 91 90 89 88
Shizuma-Maehata Gauss Fire Control S02 100-50000 H25 (1) Max Range: 200,000 km TS: 50000 km/s 95 90 85 80 75 70 65 60 55 50
Godfrey Gravitonics 8GW Solid-core Antimatter Reactor (2) Total Power Output 16 Armour 0 Exp 5%
Nautilus Systems Active Search Sensor MR12-R1 (30%) (1) GPS 72 Range 13.0m km MCR 1.4m km Resolution 1
Nautilus Systems Thermal Sensor TH1-18 (30%) (1) Sensitivity 18 Detect Sig Strength 1000: 18m km
Nautilus Systems EM Detection Sensor EM1-18 (30%) (1) Sensitivity 18 Detect Sig Strength 1000: 18m km
Compact ECCM-3 (1) ECM 20
This design is classed as a Military Vessel for maintenance purposes
Concord class Beam Frigate 8,000 tons 236 Crew 10282.7 BP TCS 160 TH 2500 EM 0
15625 km/s Armour 5-35 Shields 0-0 Sensors 18/18/0/0 Damage Control Rating 35 PPV 36.86
Maint Life 3.43 Years MSP 4660 AFR 88% IFR 1.2% 1YR 605 5YR 9073 Max Repair 6750 MSP
Intended Deployment Time: 12 months Spare Berths 5
Blackstone Aeromarine 25×125% 1250 EP Solid Core AM Drive (2) Power 1250 Fuel Use 26.2% Signature 1250 Exp 12%
Fuel Capacity 1,000,000 Litres Range 85.9 billion km (63 days at full power)
Twin 50k 20cm C10/A2 Far X-Ray Laser Turret (2x2) Range 800,000km TS: 50000 km/s Power 20-20 RM 8 ROF 5 10 10 10 10 10 10 10 10 8 8
Hilton Precision Arms CIWS-500 (1x12) Range 1000 km TS: 50000 km/s ROF 5 Base 50% To Hit
Sun Electronic Systems Fire Control S08 400-50000 H25 (1) Max Range: 800,000 km TS: 50000 km/s 99 98 96 95 94 92 91 90 89 88
Godfrey Gravitonics 8GW Solid-core Antimatter Reactor (5) Total Power Output 40 Armour 0 Exp 5%
Nautilus Systems Active Search Sensor MR12-R1 (30%) (1) GPS 72 Range 13.0m km MCR 1.4m km Resolution 1
Nautilus Systems Thermal Sensor TH1-18 (30%) (1) Sensitivity 18 Detect Sig Strength 1000: 18m km
Nautilus Systems EM Detection Sensor EM1-18 (30%) (1) Sensitivity 18 Detect Sig Strength 1000: 18m km
Compact ECCM-3 (1) ECM 30
This design is classed as a Military Vessel for maintenance purposes
The Concord will be on area defense with its beam weaponry, the Saratoga on final fire. On top of the standard 24-shot quad gauss turret, the Saratoga also has some of the best railguns that science can science. If they can't be put to good use then maybe we should just write off that whole weapon category as rubbish. I'm aware they lack MSP space, but if anything other than the beam fire control breaks down they can handle it—it's only that one component with such a high cost. Maybe I'll just have to upsize them a bit and throw in maintenance storage bays. . .
Anyway, next sizes up.
Vanguard class Destroyer Escort 11,000 tons 298 Crew 5838.37 BP TCS 220 TH 3000 EM 1200
13636 km/s Armour 5-44 Shields 40-300 Sensors 9/9/0/0 Damage Control Rating 39 PPV 45.27
Maint Life 3.78 Years MSP 3068 AFR 104% IFR 1.5% 1YR 336 5YR 5036 Max Repair 1688 MSP
Intended Deployment Time: 12 months Spare Berths 55
Magazine 310
Blackstone Aeromarine 30×125% 1500 EP Solid Core AM Drive (2) Power 1500 Fuel Use 24.46% Signature 1500 Exp 12%
Fuel Capacity 1,000,000 Litres Range 66.9 billion km (56 days at full power)
Slater Defence Industries Sigma-R300/384 Shields (5) Total Fuel Cost 80 Litres per hour (1,920 per day)
Quad 50k Gauss Cannon R5-100/A2 Turret (1x24) Range 50,000km TS: 50000 km/s Power 0-0 RM 5 ROF 5 1 1 1 1 1 0 0 0 0 0
Hilton Precision Arms CIWS-500 (1x12) Range 1000 km TS: 50000 km/s ROF 5 Base 50% To Hit
Shizuma-Maehata Gauss Fire Control S02 100-50000 H25 (1) Max Range: 200,000 km TS: 50000 km/s 95 90 85 80 75 70 65 60 55 50
Bentley Armaments Size 1 Missile Launcher (10) Missile Size 1 Rate of Fire 5
Taylor Engineering AMM Fire Control FC68-R1 (25%) (1) Range 68.0m km Resolution 1
Blowback AMM V4 (320) Speed: 92,200 km/s End: 1.3m Range: 7.2m km WH: 1 Size: 1 TH: 2919/1751/875
Nautilus Systems Active Search Sensor MR16-R1 (30%) (1) GPS 90 Range 16.2m km MCR 1.8m km Resolution 1
Nautilus Systems Active Search Sensor MR130-R20 (30%) (1) GPS 3240 Range 130.4m km Resolution 20
Nautilus Systems Thermal Sensor TH0.5-9 (30%) (1) Sensitivity 9 Detect Sig Strength 1000: 9m km
Nautilus Systems EM Detection Sensor EM0.5-9 (30%) (1) Sensitivity 9 Detect Sig Strength 1000: 9m km
ECCM-4 (3) ECM 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
Defiant class Missile Destroyer 10,000 tons 275 Crew 4103.71 BP TCS 200 TH 3000 EM 1200
15000 km/s Armour 5-41 Shields 40-300 Sensors 9/9/0/0 Damage Control Rating 38 PPV 20
Maint Life 3.59 Years MSP 2180 AFR 94% IFR 1.3% 1YR 261 5YR 3918 Max Repair 750 MSP
Intended Deployment Time: 12 months Spare Berths 17
Magazine 520
Blackstone Aeromarine 30×125% 1500 EP Solid Core AM Drive (2) Power 1500 Fuel Use 24.46% Signature 1500 Exp 12%
Fuel Capacity 1,000,000 Litres Range 73.6 billion km (56 days at full power)
Slater Defence Industries Sigma-R300/384 Shields (5) Total Fuel Cost 80 Litres per hour (1,920 per day)
Hilton Precision Arms CIWS-500 (1x12) Range 1000 km TS: 50000 km/s ROF 5 Base 50% To Hit
Bentley Armaments Size 1 Missile Launcher (20) Missile Size 1 Rate of Fire 5
Taylor Engineering AMM Fire Control FC68-R1 (25%) (2) Range 68.0m km Resolution 1
Blowback AMM V4 (520) Speed: 92,200 km/s End: 1.3m Range: 7.2m km WH: 1 Size: 1 TH: 2919/1751/875
Nautilus Systems Active Search Sensor MR130-R20 (30%) (1) GPS 3240 Range 130.4m km Resolution 20
Nautilus Systems Active Search Sensor MR16-R1 (30%) (1) GPS 90 Range 16.2m km MCR 1.8m km Resolution 1
Nautilus Systems Thermal Sensor TH0.5-9 (30%) (1) Sensitivity 9 Detect Sig Strength 1000: 9m km
Nautilus Systems EM Detection Sensor EM0.5-9 (30%) (1) Sensitivity 9 Detect Sig Strength 1000: 9m km
ECCM-4 (2) ECM 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
Conveniently both can be built at the same shipyard. These also serve escort roles but have a bit of fight in them with light shielding and anti-missile capacity. Yes, the fire controls are over-engineered. I'm going to be cooking up a size-1 longer-range bigger-boom antiship missile once the next level of warhead tech gets researched, so it's a bit of future-proofing. (As an aside, I miss my first-generation scientists who're all dead and/or retired now; their replacements don't measure up. )
Next up, the lightest ships with jump capacity:
Belfast class Missile Cruiser 16,000 tons 434 Crew 7930.34 BP TCS 320 TH 6000 EM 720
18750 km/s JR 5-50 Armour 5-56 Shields 24-300 Sensors 36/36/0/0 Damage Control Rating 46 PPV 45.27
Maint Life 3.34 Years MSP 5127 AFR 123% IFR 1.7% 1YR 696 5YR 10442 Max Repair 1688 MSP
Intended Deployment Time: 18 months Spare Berths 8
Magazine 620
DriveCorp G8-J16K(5-50) Military Jump Drive Max Ship Size 16200 tons Distance 50k km Squadron Size 5
Blackstone Aeromarine 50×150% 3000 EP Solid Core AM Drive (2) Power 3000 Fuel Use 27.56% Signature 3000 Exp 15%
Fuel Capacity 1,750,000 Litres Range 71.4 billion km (44 days at full power)
Slater Defence Industries Sigma-R300/384 Shields (3) Total Fuel Cost 48 Litres per hour (1,152 per day)
Quad 50k Gauss Cannon R5-100/A2 Turret (1x24) Range 50,000km TS: 50000 km/s Power 0-0 RM 5 ROF 5 1 1 1 1 1 0 0 0 0 0
Shizuma-Maehata Gauss Fire Control S02 100-50000 H25 (1) Max Range: 200,000 km TS: 50000 km/s 95 90 85 80 75 70 65 60 55 50
Bentley Armaments Size 1 Missile Launcher (50% Size) (20) Missile Size 1 Rate of Fire 20
Taylor Engineering AMM Fire Control FC68-R1 (25%) (2) Range 68.0m km Resolution 1
Blowback AMM V4 (620) Speed: 92,200 km/s End: 1.3m Range: 7.2m km WH: 1 Size: 1 TH: 2919/1751/875
Nautilus Systems Active Search Sensor MR12-R1 (30%) (1) GPS 72 Range 13.0m km MCR 1.4m km Resolution 1
Nautilus Systems Active Search Sensor MR72-R20 (30%) (1) GPS 1800 Range 72.4m km Resolution 20
Nautilus Systems Thermal Sensor TH2-36 (30%) (1) Sensitivity 36 Detect Sig Strength 1000: 36m km
Nautilus Systems EM Detection Sensor EM2-36 (30%) (1) Sensitivity 36 Detect Sig Strength 1000: 36m km
Compact ECCM-3 (3) 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
Ticonderoga class Light Cruiser 16,000 tons 498 Crew 18177.5 BP TCS 320 TH 6000 EM 720
18750 km/s JR 5-50 Armour 5-56 Shields 24-300 Sensors 36/36/0/0 Damage Control Rating 41 PPV 72.7
Maint Life 3.06 Years MSP 8733 AFR 166% IFR 2.3% 1YR 1399 5YR 20986 Max Repair 6750 MSP
Intended Deployment Time: 18 months Spare Berths 45
DriveCorp G8-J16K(5-50) Military Jump Drive Max Ship Size 16200 tons Distance 50k km Squadron Size 5
Blackstone Aeromarine 50×150% 3000 EP Solid Core AM Drive (2) Power 3000 Fuel Use 27.56% Signature 3000 Exp 15%
Fuel Capacity 1,750,000 Litres Range 71.4 billion km (44 days at full power)
Slater Defence Industries Sigma-R300/384 Shields (3) Total Fuel Cost 48 Litres per hour (1,152 per day)
Akhtar-Morgan S-60cm C16 Far X-Ray Laser (1) Range 800,000km TS: 18750 km/s Power 94-16 RM 8 ROF 30 94 94 94 94 94 94 94 94 83 75
Twin 50k 20cm C10/A2 Far X-Ray Laser Turret (1x2) Range 800,000km TS: 50000 km/s Power 20-20 RM 8 ROF 5 10 10 10 10 10 10 10 10 8 8
Quad 50k Gauss Cannon R5-100/A2 Turret (1x24) Range 50,000km TS: 50000 km/s Power 0-0 RM 5 ROF 5 1 1 1 1 1 0 0 0 0 0
Shizuma-Maehata Gauss Fire Control S02 100-50000 H25 (1) Max Range: 200,000 km TS: 50000 km/s 95 90 85 80 75 70 65 60 55 50
Sun Electronic Systems Fire Control S08 400-50000 H25 (1) Max Range: 800,000 km TS: 50000 km/s 99 98 96 95 94 92 91 90 89 88
Chadwick Electronics Fire Control S03 400-18750 H25 (1) Max Range: 800,000 km TS: 18750 km/s 99 98 96 95 94 92 91 90 89 88
Godfrey Gravitonics 8GW Solid-core Antimatter Reactor (5) Total Power Output 40 Armour 0 Exp 5%
Nautilus Systems Active Search Sensor MR72-R20 (30%) (1) GPS 1800 Range 72.4m km Resolution 20
Nautilus Systems Active Search Sensor MR6-R1 (30%) (1) GPS 36 Range 6.5m km MCR 706k km Resolution 1
Nautilus Systems Thermal Sensor TH2-36 (30%) (1) Sensitivity 36 Detect Sig Strength 1000: 36m km
Nautilus Systems EM Detection Sensor EM2-36 (30%) (1) Sensitivity 36 Detect Sig Strength 1000: 36m km
Compact ECCM-3 (3) ECM 30
This design is classed as a Military Vessel for maintenance purposes
The Belfast is basically a faster Vanguard with a jump drive and more dakka. The Ticonderoga is built around beam combat but still totes gauss guns to provide its own PD. In addition to its standard laser turrets, it has a big shiny spinal-mounted advanced laser that's really scary up close with 94 max damage, but this fades to a pinprick at maximum range. It's a bulky weapon too, but at least I can fire it more than once per battle. (When designing a superweapon, being able to use it both early and often is a highly desirable design criteria. )
Now we're getting to the big boys:
Sentinel class Heavy Cruiser 36,000 tons 1101 Crew 17737.01 BP TCS 720 TH 10000 EM 1200
13888 km/s JR 5-50 Armour 4-97 Shields 40-300 Sensors 45/45/0/0 Damage Control Rating 75 PPV 123.43
Maint Life 3.59 Years MSP 13933 AFR 229% IFR 3.2% 1YR 1665 5YR 24973 Max Repair 6750 MSP
Intended Deployment Time: 12 months Spare Berths 11
Magazine 2410
DriveCorp G8-J36K(5-50) Military Jump Drive Max Ship Size 36000 tons Distance 50k km Squadron Size 5
Blackstone Aeromarine 50×125% 2500 EP Solid Core AM Drive (4) Power 2500 Fuel Use 17.47% Signature 2500 Exp 12%
Fuel Capacity 2,500,000 Litres Range 71.5 billion km (59 days at full power)
Slater Defence Industries Sigma-R300/384 Shields (5) Total Fuel Cost 80 Litres per hour (1,920 per day)
Twin 50k 20cm C10/A2 Far X-Ray Laser Turret (1x2) Range 800,000km TS: 50000 km/s Power 20-20 RM 8 ROF 5 10 10 10 10 10 10 10 10 8 8
Hilton Precision Arms CIWS-500 (2x12) Range 1000 km TS: 50000 km/s ROF 5 Base 50% To Hit
Sun Electronic Systems Fire Control S08 400-50000 H25 (1) Max Range: 800,000 km TS: 50000 km/s 99 98 96 95 94 92 91 90 89 88
Godfrey Gravitonics 8GW Solid-core Antimatter Reactor (3) Total Power Output 24 Armour 0 Exp 5%
Savage Armaments Size 6 Missile Launcher (15) Missile Size 6 Rate of Fire 20
Zheng Precision Arms Size 1 Missile Launcher (75% Size) (20) Missile Size 1 Rate of Fire 10
Wilkins Heavy Industries AMM Fire Control FC14-R1 (40%) (2) Range 14.1m km Resolution 1
Taylor Engineering ASM Fire Control FC121-R20 (25%) (1) Range 121.7m km Resolution 20
Blowback AMM V4 (1420) Speed: 92,200 km/s End: 1.3m Range: 7.2m km WH: 1 Size: 1 TH: 2919/1751/875
Hellbore ASM V4 (165) Speed: 94,700 km/s End: 17.6m Range: 100m km WH: 16 Size: 6 TH: 1894/1136/568
Nautilus Systems Active Search Sensor MR72-R20 (30%) (1) GPS 1800 Range 72.4m km Resolution 20
Nautilus Systems Active Search Sensor MR16-R1 (30%) (1) GPS 90 Range 16.2m km MCR 1.8m km Resolution 1
Nautilus Systems Thermal Sensor TH2.5-45 (30%) (1) Sensitivity 45 Detect Sig Strength 1000: 45m km
Nautilus Systems EM Detection Sensor EM2.5-45 (30%) (1) Sensitivity 45 Detect Sig Strength 1000: 45m km
Compact ECCM-3 (2) ECCM-4 (1) ECM 50
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
Built for more of an offensive role with missile-based PD, beams, and anti-ship missiles. (The ASMs will be upgraded to strength-25 warheads when the next relevant technology is done in a couple more years. ) A bit light on the armor, but it would have a PD escort. Probably needs engines with more oomph.
Adjudicator class Bombardment Cruiser 36,000 tons 1231 Crew 10613.83 BP TCS 720 TH 10000 EM 1200
13888 km/s JR 5-50 Armour 3-97 Shields 40-300 Sensors 45/45/0/0 Damage Control Rating 75 PPV 187.5
Maint Life 3.29 Years MSP 8292 AFR 230% IFR 3.2% 1YR 1161 5YR 17418 Max Repair 1250 MSP
Intended Deployment Time: 12 months Spare Berths 16
Magazine 1750
DriveCorp G8-J36K(5-50) Military Jump Drive Max Ship Size 36000 tons Distance 50k km Squadron Size 5
Blackstone Aeromarine 50×125% 2500 EP Solid Core AM Drive (4) Power 2500 Fuel Use 17.47% Signature 2500 Exp 12%
Fuel Capacity 2,500,000 Litres Range 71.5 billion km (59 days at full power)
Slater Defence Industries Sigma-R300/384 Shields (5) Total Fuel Cost 80 Litres per hour (1,920 per day)
Hilton Precision Arms CIWS-500 (2x12) Range 1000 km TS: 50000 km/s ROF 5 Base 50% To Hit
Aktar-Morgan X50 Torpedo Launcher (75% Size) (5) Missile Size 50 Rate of Fire 335
Taylor Engineering ASM Fire Control FC121-R20 (25%) (1) Range 121.7m km Resolution 20
Planetbuster V1 (20) Speed: 56,800 km/s End: 10m Range: 34.3m km WH: 400 Size: 50 TH: 624/374/187
Xenopurger V1 (15) Speed: 56,800 km/s End: 10m Range: 34.3m km WH: 80 Size: 50 TH: 624/374/187
Nautilus Systems Active Search Sensor MR72-R20 (30%) (1) GPS 1800 Range 72.4m km Resolution 20
Nautilus Systems Thermal Sensor TH2.5-45 (30%) (1) Sensitivity 45 Detect Sig Strength 1000: 45m km
Nautilus Systems EM Detection Sensor EM2.5-45 (30%) (1) Sensitivity 45 Detect Sig Strength 1000: 45m km
Compact 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
This. . . does exactly what you think it does—namely, giving NPR homeworlds a bad time. Moving on.
Sovereign class Battleship 50,000 tons 1569 Crew 27991 BP TCS 1000 TH 15000 EM 12000
15000 km/s JR 5-50 Armour 10-120 Shields 400-300 Sensors 45/45/0/0 Damage Control Rating 113 PPV 172.43
Maint Life 3.23 Years MSP 19736 AFR 373% IFR 5.2% 1YR 2853 5YR 42801 Max Repair 6750 MSP
Intended Deployment Time: 12 months Spare Berths 36
Magazine 1980
DriveCorp G8-J50K(5-50) Military Jump Drive Max Ship Size 50400 tons Distance 50k km Squadron Size 5
Blackstone Aeromarine 50×150% 3000 EP Solid Core AM Drive (5) Power 3000 Fuel Use 27.56% Signature 3000 Exp 15%
Fuel Capacity 5,000,000 Litres Range 65.3 billion km (50 days at full power)
Slater Defence Industries Sigma-R300/384 Shields (50) Total Fuel Cost 800 Litres per hour (19,200 per day)
Twin 50k 20cm C10/A2 Far X-Ray Laser Turret (1x2) Range 800,000km TS: 50000 km/s Power 20-20 RM 8 ROF 5 10 10 10 10 10 10 10 10 8 8
Akhtar-Morgan S-60cm C16 Far X-Ray Laser (1) Range 800,000km TS: 15000 km/s Power 94-16 RM 8 ROF 30 94 94 94 94 94 94 94 94 83 75
Hilton Precision Arms CIWS-500 (2x12) Range 1000 km TS: 50000 km/s ROF 5 Base 50% To Hit
Sun Electronic Systems Fire Control S08 400-50000 H25 (1) Max Range: 800,000 km TS: 50000 km/s 99 98 96 95 94 92 91 90 89 88
Farrell Dynamics Fire Control S03 400-15000 H25 (1) Max Range: 800,000 km TS: 15000 km/s 99 98 96 95 94 92 91 90 89 88
Godfrey Gravitonics 8GW Solid-core Antimatter Reactor (5) Total Power Output 40 Armour 0 Exp 5%
Savage Armaments Size 6 Missile Launcher (75% Size) (30) Missile Size 6 Rate of Fire 40
Taylor Engineering ASM Fire Control FC121-R20 (25%) (2) Range 121.7m km Resolution 20
Hellbore ASM V4 (330) Speed: 94,700 km/s End: 17.6m Range: 100m km WH: 16 Size: 6 TH: 1894/1136/568
Field Dynamics Active Search Sensor MR122-R10 (25%) (1) GPS 2160 Range 122.9m km Resolution 10
Field Dynamics Active Search Sensor MR38-R1 (25%) (1) GPS 216 Range 38.9m km MCR 4.2m km Resolution 1
Nautilus Systems Thermal Sensor TH2.5-45 (30%) (1) Sensitivity 45 Detect Sig Strength 1000: 45m km
Nautilus Systems EM Detection Sensor EM2.5-45 (30%) (1) Sensitivity 45 Detect Sig Strength 1000: 45m km
ECCM-4 (4) ECM 50
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 big boy is here to fire big missiles and a big laser at other big ships. Not thrilled about only having CIWS for PD, but it's heavily armored and shielded and this would definitely have escorts too. You'd think such a big ship would have plenty of room for it, but fuel, launchers, and missile magazines take up a lot of space. -_-;
And finally I have three variants of carrier/command ship that can all be built in the same shipyard, though I probably won't build more than one of each and they probably won't all see simultaneous combat use.
Midway class Command Ship 60,000 tons 1462 Crew 25387.5 BP TCS 1200 TH 15000 EM 12000
12500 km/s JR 3-50 Armour 10-136 Shields 400-300 Sensors 180/180/0/0 Damage Control Rating 131 PPV 35.27
Maint Life 3.06 Years MSP 19895 AFR 403% IFR 5.6% 1YR 3183 5YR 47747 Max Repair 3600 MSP
Intended Deployment Time: 12 months Flight Crew Berths 330
Flag Bridge Hangar Deck Capacity 10000 tons
DriveCorp G8-J60K(3-50) Military Jump Drive Max Ship Size 60300 tons Distance 50k km Squadron Size 3
Blackstone Aeromarine 50×150% 3000 EP Solid Core AM Drive (5) Power 3000 Fuel Use 27.56% Signature 3000 Exp 15%
Fuel Capacity 9,750,000 Litres Range 106.1 billion km (98 days at full power)
Slater Defence Industries Sigma-R300/384 Shields (50) Total Fuel Cost 800 Litres per hour (19,200 per day)
Quad 50k Gauss Cannon R5-100/A2 Turret (1x24) Range 50,000km TS: 50000 km/s Power 0-0 RM 5 ROF 5 1 1 1 1 1 0 0 0 0 0
Hilton Precision Arms CIWS-500 (4x12) Range 1000 km TS: 50000 km/s ROF 5 Base 50% To Hit
Shizuma-Maehata Gauss Fire Control S02 100-50000 H25 (1) Max Range: 200,000 km TS: 50000 km/s 95 90 85 80 75 70 65 60 55 50
Fortis SenseTech Active Search Sensor MR1448-R20 (30%) (1) GPS 36000 Range 1,449.0m km Resolution 20
Fortis SenseTech Active Search Sensor MR324-R1 (30%) (1) GPS 1800 Range 324.0m km MCR 35.3m km Resolution 1
Nautilus Systems Thermal Sensor TH10-180 (30%) (1) Sensitivity 180 Detect Sig Strength 1000: 180m km
Nautilus Systems EM Detection Sensor EM10-180 (30%) (1) Sensitivity 180 Detect Sig Strength 1000: 180m km
ECCM-4 (1) ECM 50
Strike Group
20x Wasp Heavy Fighter Speed: 28282 km/s Size: 9.9
This design is classed as a Military Vessel for maintenance purposes
More or less a flagship. It's big, it's heavy, and carries massively overkill PDC-sized sensors to augment the whole fleet. The smaller ship classes all have backup sensors in case they need to operate away from the flagship, though. This variant carries a wing of meson fighters.
Essex class Carrier 60,000 tons 1386 Crew 22151.91 BP TCS 1200 TH 15000 EM 12000
12500 km/s JR 3-50 Armour 10-136 Shields 400-300 Sensors 180/180/0/0 Damage Control Rating 130 PPV 70.54
Maint Life 3.14 Years MSP 17082 AFR 413% IFR 5.7% 1YR 2611 5YR 39160 Max Repair 3600 MSP
Intended Deployment Time: 12 months Flight Crew Berths 264
Hangar Deck Capacity 10000 tons Magazine 500
DriveCorp G8-J60K(3-50) Military Jump Drive Max Ship Size 60300 tons Distance 50k km Squadron Size 3
Blackstone Aeromarine 50×150% 3000 EP Solid Core AM Drive (5) Power 3000 Fuel Use 27.56% Signature 3000 Exp 15%
Fuel Capacity 9,750,000 Litres Range 106.1 billion km (98 days at full power)
Slater Defence Industries Sigma-R300/384 Shields (50) Total Fuel Cost 800 Litres per hour (19,200 per day)
Quad 50k Gauss Cannon R5-100/A2 Turret (2x24) Range 50,000km TS: 50000 km/s Power 0-0 RM 5 ROF 5 1 1 1 1 1 0 0 0 0 0
Hilton Precision Arms CIWS-500 (4x12) Range 1000 km TS: 50000 km/s ROF 5 Base 50% To Hit
Shizuma-Maehata Gauss Fire Control S02 100-50000 H25 (1) Max Range: 200,000 km TS: 50000 km/s 95 90 85 80 75 70 65 60 55 50
Blowback AMM V4 (140) Speed: 92,200 km/s End: 1.3m Range: 7.2m km WH: 1 Size: 1 TH: 2919/1751/875
Hellbore ASM V4 (60) Speed: 94,700 km/s End: 17.6m Range: 100m km WH: 16 Size: 6 TH: 1894/1136/568
Fortis SenseTech Active Search Sensor MR324-R1 (30%) (1) GPS 1800 Range 324.0m km MCR 35.3m km Resolution 1
Nautilus Systems Thermal Sensor TH10-180 (30%) (1) Sensitivity 180 Detect Sig Strength 1000: 180m km
Nautilus Systems EM Detection Sensor EM10-180 (30%) (1) Sensitivity 180 Detect Sig Strength 1000: 180m km
ECCM-4 (1) ECM 50
Strike Group
20x Bumblebee Fighter-bomber Speed: 25000 km/s Size: 10
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
Similar to the Midway, but this carrier plays host to a wing of medium-range fighter-bombers. It does away with the biggest sensor and the flag bridge in order to provide missile storage to reload its parasites with.
Illustrious class Carrier 60,000 tons 1449 Crew 21927.1 BP TCS 1200 TH 15000 EM 12000
12500 km/s JR 3-50 Armour 10-136 Shields 400-300 Sensors 180/180/0/0 Damage Control Rating 146 PPV 105.81
Maint Life 3.93 Years MSP 20630 AFR 335% IFR 4.7% 1YR 2119 5YR 31780 Max Repair 1688 MSP
Intended Deployment Time: 12 months Flight Crew Berths 309
Hangar Deck Capacity 10000 tons
DriveCorp G8-J60K(3-50) Military Jump Drive Max Ship Size 60300 tons Distance 50k km Squadron Size 3
Blackstone Aeromarine 50×150% 3000 EP Solid Core AM Drive (5) Power 3000 Fuel Use 27.56% Signature 3000 Exp 15%
Fuel Capacity 9,750,000 Litres Range 106.1 billion km (98 days at full power)
Slater Defence Industries Sigma-R300/384 Shields (50) Total Fuel Cost 800 Litres per hour (19,200 per day)
Quad 50k Gauss Cannon R5-100/A2 Turret (3x24) Range 50,000km TS: 50000 km/s Power 0-0 RM 5 ROF 5 1 1 1 1 1 0 0 0 0 0
Hilton Precision Arms CIWS-500 (4x12) Range 1000 km TS: 50000 km/s ROF 5 Base 50% To Hit
Shizuma-Maehata Gauss Fire Control S02 100-50000 H25 (2) Max Range: 200,000 km TS: 50000 km/s 95 90 85 80 75 70 65 60 55 50
Nautilus Systems Active Search Sensor MR130-R20 (30%) (1) GPS 3240 Range 130.4m km Resolution 20
Nautilus Systems Active Search Sensor MR77-R1 (30%) (1) GPS 432 Range 77.8m km MCR 8.5m km Resolution 1
Nautilus Systems Thermal Sensor TH10-180 (30%) (1) Sensitivity 180 Detect Sig Strength 1000: 180m km
Nautilus Systems EM Detection Sensor EM10-180 (30%) (1) Sensitivity 180 Detect Sig Strength 1000: 180m km
ECCM-4 (2) ECM 50
Strike Group
20x Hornet Heavy Fighter Speed: 28169 km/s Size: 9.94
This design is classed as a Military Vessel for maintenance purposes
Finally, the differences here are the removal of the flag bridge, scaled down sensors, more gauss turrets, and the substitution of laser-equipped fighters in the strike group.
And. . . we're done?
We're done.
We're done!
I have been pouring over these designs for so long that I'm sure I've proverbially gone blind to their flaws, so some outside critique would be welcomed before I start rolling these off the slipways.
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I am supprised by how short your missile range is, in my current campaign my shortest range ASM goes 160 million km and my planetary defence missiles are designed for ranges of almost half a billion kilometers. This is a bit exessive and is mainly because I am dealing with precursors but most of your missiles have a <20 million kilometer range making them useless against enemy missile ships. It will certainly take a heck of a missile salvo to get through but you will have to sit there and take it because you have no way to hit back besides the fighters.
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First off, I'd like to say that your ships are beautiful. They have a consistent sleek design doctrine and a wonderfully clear methodology behind them. Each part fits into the other in a smooth, understandable fashion, and your fleet is one of the strongest possible from a roleplaying and thematic point of view.
However, you definitely need redundant fire controls. On many of your ships you have only one fire control linked to a task eg. one single BFC linked to a gauss turret. If a lucky hit comes through and knocks out that BFC, the ship is suddenly quite useless, and will be out of action for months while it returns to earth for repairs. Also, microwave fighters/ships would definitely wreck your fleet.
For your Concord Beam Frigate, your Ticonderoga, and your Sentinel, I'd recommend designing small backup beam fire controls with little tracking speed and reduced range.
For the non-PD dedicated ships, I would have had reduced range Gauss fire controls, 10k range on my Gauss cannons, and just left them on Final Fire forever. Even for the dedicated PD-ships, I question the expense of extended range. Missiles slow enough to be caught by area-defense Gauss aren't fast enough to pose a threat to a fleet equipped to handle equal-tech missiles, and the expense of increased range is probably not worth the anti-fighter capability it grants you.
I think it's a serious problem that your PD turrets are too good. You can't engage enough salvos because of how much expense is put into each turret. Each turret can only engage one target at a time. If the enemy simply has a lot of fire controls, as they usually do, you can get embarrassingly swarmed to death by spam.
However, your fleet looks much prettier with extended range and expensive cool turret in my opinion, so it's hard to say.
Also, for flexibilities sake, I'd recommend bringing a sensor-only fighter with each carrier. Operationally speaking, it makes your fighter groups capable of missions outside of your carrier scanner range. If your command ship gets blown up, it would be a shame if your fighters couldn't engage. They are your only long range weapon.
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I notice two things. First, your ships seem to be built to be used as a fleet, yet they all have a different speed. The ships that can do 18,000 km/s are wasting the engine space because they can only travel as fast as the slowest ship inthe fleet.Pick a speed and design allof your fleet ships to operate at that speed.
Get rid of all of the ciws in your fleet ships. Use that tonnage on systems that benefit the fleet. You have great guass cannons, switching out the ciws for guass turrets would be a much better use of that tonnage in my opinion.
Oh, and the Adjudicator should have a lot more armor.
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I am supprised by how short your missile range is, in my current campaign my shortest range ASM goes 160 million km and my planetary defence missiles are designed for ranges of almost half a billion kilometers. This is a bit exessive and is mainly because I am dealing with precursors but most of your missiles have a <20 million kilometer range making them useless against enemy missile ships. It will certainly take a heck of a missile salvo to get through but you will have to sit there and take it because you have no way to hit back besides the fighters.
The short 7. 5m range missiles are size-1 PD missiles, not meant for long range offense. Let's call them placeholders in the case of the more offensively oriented designs.
100m probably is pretty pathetic range for anti-ship missiles, though. Last time I had to use them was against a newly spawned NPR that I failed to establish communication with, and all their assets were in their inner solar system—which isn't a big area when it's a red dwarf. Their AMMs missed about 75% of my ASMs. Either my ASMs fared pretty well or it was just an unworthy opponent. (Probably the latter. -_-)
Still a valid point. The entire purpose of this exercise is addressing inadequacy, so why stop at ships? I hadn't updated missile designs yet either with the new tech, but let's take a stab at that now, shall we?
First, a slower long-range ASM:
Missile Size: 6 MSP (0.3 HS) Warhead: 16 Armour: 0 Manoeuvre Rating: 66
Speed: 64700 km/s Engine Endurance: 129 minutes Range: 500.1m km
Active Sensor Strength: 0.036 Sensitivity Modifier: 180%
Resolution: 10 Maximum Range vs 500 ton object (or larger): 20,000 km
Thermal Sensor Strength: 0.009 Detect Sig Strength 1000: 9,000 km
Cost Per Missile: 15.5828
Chance to Hit: 1k km/s 4270.2% 3k km/s 1386% 5k km/s 854% 10k km/s 427%
Materials Required: 4x Tritanium 0.0264x Boronide 0.045x Uridium 11.5114x Gallicite Fuel x1934.75
Development Cost for Project: 1558RP
500 million km sounds like decent range. Or is it? Gives up a lot of speed, but, uh, probably still good enough to hit ships.
Now for a souped up defensive AMM:
Missile Size: 1 MSP (0.05 HS) Warhead: 1 Armour: 0 Manoeuvre Rating: 81
Speed: 127200 km/s Engine Endurance: 2 minutes Range: 18.4m km
Thermal Sensor Strength: 0.01 Detect Sig Strength 1000: 10,000 km
Cost Per Missile: 3.2652
Chance to Hit: 1k km/s 10303.2% 3k km/s 3402% 5k km/s 2060.6% 10k km/s 1030.3%
Materials Required: 0.25x Tritanium 0.0048x Boronide 0.01x Uridium 3.0004x Gallicite Fuel x104.5
Development Cost for Project: 327RP
100% hit on 100k km/s missiles and 18m km range, I think I can live with that. Maybe the range could be better still, but AMMs will forever be as screaming fast as I can make them as long as I can hit enemy missiles ~30 seconds out.
And hell, let's cook up a size-1 offensive missile while we're at it.
Missile Size: 1 MSP (0.05 HS) Warhead: 4 Armour: 0 Manoeuvre Rating: 43
Speed: 89400 km/s Engine Endurance: 15 minutes Range: 78.9m km
Thermal Sensor Strength: 0.01 Detect Sig Strength 1000: 10,000 km
Cost Per Missile: 2.7832
Chance to Hit: 1k km/s 3844.2% 3k km/s 1247% 5k km/s 768.8% 10k km/s 384.4%
Materials Required: 1x Tritanium 0.0048x Boronide 0.01x Uridium 1.7684x Gallicite Fuel x360.75
Development Cost for Project: 278RP
I think I like it already. I was going to come up with something like this anyway after another warhead tech advance, but sometimes you've just got to go with what you've got right now.
However, you definitely need redundant fire controls. On many of your ships you have only one fire control linked to a task eg. one single BFC linked to a gauss turret. If a lucky hit comes through and knocks out that BFC, the ship is suddenly quite useless, and will be out of action for months while it returns to earth for repairs. Also, microwave fighters/ships would definitely wreck your fleet.
Valid point. I do have everything hardened against microwave damage but that merely leaves it up to a dice roll. Every ship has Advanced Damage Control so field repairs are. . . doable, but I'd prefer preventing an urgent need for it in the middle of battle. Some of the beam fire controls are big, and there simply wouldn't be room for duplicates. Scaled down inferior controls are still a better fallback than nothing, though.
It does fit into the fleet doctrine of trying to avoid singular points of critical failure. The flagship has colossal sensors that vastly outperform everything else, but all the other ships have a fallback sensor suite adequate enough for them to perform their assigned roles. If I have redundant sensors, why not fire controls?
For the non-PD dedicated ships, I would have had reduced range Gauss fire controls, 10k range on my Gauss cannons, and just left them on Final Fire forever. Even for the dedicated PD-ships, I question the expense of extended range. Missiles slow enough to be caught by area-defense Gauss aren't fast enough to pose a threat to a fleet equipped to handle equal-tech missiles, and the expense of increased range is probably not worth the anti-fighter capability it grants you.
I think it's a serious problem that your PD turrets are too good. You can't engage enough salvos because of how much expense is put into each turret. Each turret can only engage one target at a time. If the enemy simply has a lot of fire controls, as they usually do, you can get embarrassingly swarmed to death by spam.
True, splitting up the quad gauss turrets might be more effective against a bigger fleet. Of course that means more fire controls and that ties into resolving the redundancy issue too, if one gets hit others can take over. Then again, I could just build more PD ships. I have the resources of dozens of worlds flowing to Earth; I can literally build a hundred of the damn things. It would just take several years to do it.
Brute force seems the less preferable option though. A compromise will have to be weighted.
Dealing with fighters was a consideration in the extended gauss targeting range. Or rather, running into the Swarm in my previous game made that consideration for me. I would want to retain that capacity on at least some of the ships.
Oh, and the Adjudicator should have a lot more armor.
If it comes under fire, I'm doing it wrong.
The Adjudicator is less of a front-line combat vessel and more of a "arrive after the enemy ships are all burning in space, and then glass their planet" vessel. Size 50 missiles are completely impractical for anything but planetary bombardment anyway. To be blunt, it's a ship of terror, not a ship of the line. A salvo from it isn't meant to destroy a ship, but to end a war. Having 200 million of their citizens die in an instant makes for a compelling reason for an NPR to surrender, and for the truly implacable, 10000 points of radiation renders them impotent. I have plenty of colony worlds already, I won't be too broken up over ruining theirs.
Yes, I'm a terrible person.
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That size 6 missile is great (and I wish I had the nuke tech to make something like it) but your best missile fire control maxes out at 121 million kilometers so you can only use 1/4th of your range (for now at least) I am in a TN start and I rushed engine tech so my warheads are a bit behind. What is your sensor tech level?
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That size 6 missile is great (and I wish I had the nuke tech to make something like it) but your best missile fire control maxes out at 121 million kilometers so you can only use 1/4th of your range (for now at least) I am in a TN start and I rushed engine tech so my warheads are a bit behind. What is your sensor tech level?
Active Grav Sensor 36, EM/Thermal Sensor Sensitivity 18. Probably not so cutting edge, and while I'm certainly capable of making a fire control with that kind of range, it's just going to have to be two or three times larger.
Active Sensor Strength: 180 Sensitivity Modifier: 240%
Sensor Size: 250 Tons Sensor HTK: 1
Resolution: 20 Maximum Range vs 1000 ton object (or larger): 579,570,000 km
Range vs 1000 ton object: 579,570,000 km
Range vs 250 ton object: 36,223,125 km
Chance of destruction by electronic damage: 25%
Cost: 405 Crew: 10
Materials Required: 405x Uridium
Development Cost for Project: 4050RP
I'll work on improving sensor capacities as soon as other research projects finish and open up some lab space.
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Try making it a resolution 100 sensor, mot ships are much bigger then that.
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Interesting design choices, I can't really say how well your designs are and can only compare them to mine so most of this is just opinion.
It is interesting that you put jump drives on your all of your ships, I usually save that space for more weapons or fuel and have either a large commercial jump ship (uses a military jump drive) or a have a Command ship that jumps. Your naval ships have more speed over mine but mine have better range and more armor in my capital ships (I shoot for 8 on CLs and 30 on my BBS). Although I would say the overall design of weapons is pretty good..
I Usually have two separate parts of my Task group, My main strike group and my Carrier/command group. The carriers stay in the back and avoid the main brunt but have some AMM capabilities through Launchers Gauss or escort ships and Hold more strike craft then your carriers while taking a hit in armor and speed (though they don't need the them as they sit far away from combat). You might want to consider this to maximize the amount of damage your carriers can bring.
I am unable to tell what your fighters and Fighter-bombers look like, but from what I can gather, they definitely need a redesign. My fighters and Fighter bombers have a speed of about 24,912 km/s despite only using Magnetic confinement technology. I also have FAC interceptors that have max speed of 26,000 km/s as well. Your fighters should have a lot more speed on them... I recommend redesigning them, unless, for example, they are using cloak on them, then I suppose you could get away with it...
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It is interesting that you put jump drives on your all of your ships, I usually save that space for more weapons or fuel and have either a large commercial jump ship (uses a military jump drive) or a have a Command ship that jumps. Your naval ships have more speed over mine but mine have better range and more armor in my capital ships (I shoot for 8 on CLs and 30 on my BBS). Although I would say the overall design of weapons is pretty good..
I left jump drives off the lighter classes since their main job is to run as escorts and provide point defense. Cruisers and up have jump capacity since by definition they're the smallest ships that can work independently away from the main fleet. Basically anything with a jump drive will squadron jump into hostile systems along with its assigned PD escorts.
As for range, some would say 50-70b km is already excessive, though considering how big my controlled territory is, I kind of need it! I've explored over 100 systems and have colonies in about 50 of them: https://s21.postimg.io/8t2d0nq13/jumpmap.png (https://s21.postimg.io/8t2d0nq13/jumpmap.png)
No xenos remain in known space but new danger will always potentially be waiting the next blind jump away.
Besides, I have two dozen tankers of various sizes that run at 10k km/s that can keep them topped up while they escort the main fleet up to the front line, and then stay behind on the fringes of friendly space.
I am unable to tell what your fighters and Fighter-bombers look like, but from what I can gather, they definitely need a redesign. My fighters and Fighter bombers have a speed of about 24,912 km/s despite only using Magnetic confinement technology. I also have FAC interceptors that have max speed of 26,000 km/s as well. Your fighters should have a lot more speed on them... I recommend redesigning them, unless, for example, they are using cloak on them, then I suppose you could get away with it...
Hm. Fighters. Redesign. kay-o.
*hammering sounds*
Just to be up front about it, I'm bad at building small.
So. Redesigns.
Hornet class Heavy Fighter 500 tons 5 Crew 1123.3 BP TCS 10 TH 64 EM 0
40000 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 5.06 Years MSP 281 AFR 10% IFR 0.1% 1YR 18 5YR 274 Max Repair 450 MSP
Intended Deployment Time: 0.1 months Spare Berths 5
Blackstone Aeromarine 5×200% 400 EP Solid Core AM Drive (1) Power 400 Fuel Use 107.48% Signature 64 Exp 20%
Fuel Capacity 25,000 Litres Range 8.4 billion km (58 hours at full power)
Vaughan-Wilkins S-12cm C4 Far X-Ray Laser (1) Range 300,000km TS: 40000 km/s Power 4-4 RM 8 ROF 5 4 4 4 4 4 4 4 4 3 3
Farrell Dynamics Fire Control S00.7 150-10000 H30 (FTR) (1) Max Range: 300,000 km TS: 40000 km/s 97 93 90 87 83 80 77 73 70 67
Atkins Energistics 4GW Gas-core Antimatter Reactor (1) Total Power Output 4 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
Wasp class Heavy Fighter 500 tons 6 Crew 940.3 BP TCS 10 TH 64 EM 0
40000 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 5.07 Years MSP 235 AFR 10% IFR 0.1% 1YR 15 5YR 228 Max Repair 450 MSP
Intended Deployment Time: 0.1 months Spare Berths 4
Blackstone Aeromarine 5×200% 400 EP Solid Core AM Drive (1) Power 400 Fuel Use 107.48% Signature 64 Exp 20%
Fuel Capacity 25,000 Litres Range 8.4 billion km (58 hours at full power)
Harrison Armaments R13.5/C3 Meson Cannon (1) Range 135,000km TS: 40000 km/s Power 3-3 RM 13.5 ROF 5 1 1 1 1 1 1 1 1 1 1
Farrell Dynamics Fire Control S00.7 150-10000 H30 (FTR) (1) Max Range: 300,000 km TS: 40000 km/s 97 93 90 87 83 80 77 73 70 67
Atkins Energistics 4GW Gas-core Antimatter Reactor (1) Total Power Output 4 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
So yeah, I souped up the engines a lot.
Bumblebee class Fighter-bomber 500 tons 7 Crew 567.65 BP TCS 10 TH 56 EM 0
35000 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 2.4
Maint Life 7.4 Years MSP 213 AFR 6% IFR 0.1% 1YR 7 5YR 102 Max Repair 393.75 MSP
Intended Deployment Time: 0.3 months Spare Berths 0
Magazine 16
Blackstone Aeromarine 5×175% 350 EP Solid Core AM Drive (1) Power 350 Fuel Use 76.97% Signature 56 Exp 17%
Fuel Capacity 35,000 Litres Range 16.4 billion km (5 days at full power)
Wilkins Heavy Industries Size 6 Box Launcher (2) Missile Size 6 Hangar Reload 45 minutes MF Reload 7.5 hours
Wilkins Heavy Industries Size 1 Box Launcher (4) Missile Size 1 Hangar Reload 7.5 minutes MF Reload 1.2 hours
Farrel Dynamics Missile Fire Control FC131-R10 (25%) (1) Range 131.1m km Resolution 10
Little Slugger ASM1 V1 (4) Speed: 89,400 km/s End: 14.7m Range: 78.9m km WH: 4 Size: 1 TH: 1281/768/384
Hellbore ASM6 V5 (2) Speed: 93,600 km/s End: 17.9m Range: 100.6m km WH: 36 Size: 6 TH: 1248/748/374
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
Figured it could get away with less speed and more range since it hits from a distance.
Screaming Bee class Recon Fighter 500 tons 10 Crew 809.5 BP TCS 10 TH 64 EM 0
40000 km/s Armour 2-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 7.39 Years MSP 304 AFR 6% IFR 0.1% 1YR 10 5YR 146 Max Repair 450 MSP
Intended Deployment Time: 0.3 months Spare Berths 4
Blackstone Aeromarine 5×200% 400 EP Solid Core AM Drive (1) Power 400 Fuel Use 107.48% Signature 64 Exp 20%
Fuel Capacity 50,000 Litres Range 16.7 billion km (4 days at full power)
Nautilus Systems Active Search Sensor MR154-R20 (25%) (1) GPS 2880 Range 154.6m km Resolution 20
This design is classed as a Fighter for production, combat and maintenance purposes
AWACS. Had to make compromises in the design, as it needs the speed to keep up with a Wasp/Hornet and the range to not hold back a Bumblebee. It has one extra armor layer as it will draw attention first, though that probably won't matter.
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Having 1-thick armor and no pure PD fighters means that your fighters are vulnerable to AMM spam.
While armoring your fighters doesn't help in beam-beam close combat, I've lost a lot of fighters to a tech inferior enemy just trying to close to beam range. An AMM cruiser fleet a tech level below you could hold out against a larger force of Wasp/Hornet beam fighters, as well as being able to hold against many Bumblebee fighter-bombers. If your fighters are then bound to the missile support of your fleet or the PD of your escorts, then they can't do the deep strikes that make them worth manufacturing.
I would recommend putting two armor on every beam fighter and/or investing in a large amount of point defense fighters. It all depends on what role you plan for your fighters.
I also would recommend taking the AMM launchers off your Bumblebees and having separate AMM air-superiority fighter-escorts. A major benefit of fighters is that you don't need to retool, so you can be as specialized as you like.