Yes, I designed a couple more ships to fill missing roles:
A fleet scout:
L81 Oracle class Destroyer 8,000 tons 701 Crew 2119.6 BP TCS 160 TH 880 EM 0
5500 km/s Armour 7-35 Shields 0-0 Sensors 38/70/0/0 Damage Control Rating 16 PPV 15.8
Maint Life 4.49 Years MSP 1076 AFR 78% IFR 1.1% 1YR 86 5YR 1294 Max Repair 420 MSP
Rolls Royce E6-M Magneto-plasma Drive (11) Power 80 Fuel Use 60% Signature 80 Armour 0 Exp 5%
Fuel Capacity 270,000 Litres Range 101.3 billion km (213 days at full power)
Twin Gauss Cannon R2-50 Turret (2x6) Range 20,000km TS: 10000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Fire Control S03 16-12000 (1) Max Range: 32,000 km TS: 12000 km/s 69 37 6 0 0 0 0 0 0 0
Active Search Sensor MR58-R1 (1) GPS 420 Range 58.8m km Resolution 1
Active Search Sensor MR350-R80 (1) GPS 22400 Range 350.6m km Resolution 80
Active Search Sensor MR156-R16 (1) GPS 4480 Range 156.8m km Resolution 16
Thermal Sensor TH3.5-38 (1) Sensitivity 38 Detect Sig Strength 1000: 38m km
EM Detection Sensor EM5-70 (1) Sensitivity 70 Detect Sig Strength 1000: 70m 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
A jump ship:
L80 Trafalgar class Jump Destroyer Escort 8,000 tons 714 Crew 1336.8 BP TCS 160 TH 880 EM 0
5500 km/s JR 3-50 Armour 4-35 Shields 0-0 Sensors 11/1/0/0 Damage Control Rating 16 PPV 31.6
Maint Life 3.85 Years MSP 637 AFR 83% IFR 1.2% 1YR 68 5YR 1018 Max Repair 256 MSP
J8000(3-50) Military Jump Drive Max Ship Size 8000 tons Distance 50k km Squadron Size 3
Rolls Royce E6-M Magneto-plasma Drive (11) Power 80 Fuel Use 60% Signature 80 Armour 0 Exp 5%
Fuel Capacity 270,000 Litres Range 101.3 billion km (213 days at full power)
Twin Gauss Cannon R2-50 Turret (4x6) Range 20,000km TS: 10000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Fire Control S03 16-12000 (2) Max Range: 32,000 km TS: 12000 km/s 69 37 6 0 0 0 0 0 0 0
Close Range Active Search Sensor MR3-R1 (1) GPS 28 Range 3.9m km Resolution 1
Thermal Sensor TH1-11 (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
ECM 20
This design is classed as a Military Vessel for maintenance purposes
A slightly larger missile destroyer;
L82 Warlock class Destroyer 8,000 tons 756 Crew 1420.1 BP TCS 160 TH 880 EM 0
5500 km/s Armour 5-35 Shields 0-0 Sensors 33/28/0/0 Damage Control Rating 14 PPV 35.8
Maint Life 4.09 Years MSP 444 AFR 128% IFR 1.8% 1YR 43 5YR 639 Max Repair 84 MSP
Magazine 360
Rolls Royce E6-M Magneto-plasma Drive (11) Power 80 Fuel Use 60% Signature 80 Armour 0 Exp 5%
Fuel Capacity 270,000 Litres Range 101.3 billion km (213 days at full power)
Twin Gauss Cannon R2-50 Turret (2x6) Range 20,000km TS: 10000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Fire Control S03 16-12000 (1) Max Range: 32,000 km TS: 12000 km/s 69 37 6 0 0 0 0 0 0 0
S4-30 Missile Launcher (5) Missile Size 4 Rate of Fire 30
Missile Fire Control FC117-R16 (1) Range 117.6m km Resolution 16
ASM-4 Longbow Mk I (90) Speed: 20,000 km/s End: 62.5m Range: 75m km WH: 6 Size: 4 TH: 173 / 104 / 52
Close Range Active Search Sensor MR3-R1 (1) GPS 28 Range 3.9m km Resolution 1
Active Search Sensor MR47-R16 (1) GPS 1344 Range 47.0m km Resolution 16
Thermal Sensor TH3-33 (1) Sensitivity 33 Detect Sig Strength 1000: 33m km
EM Detection Sensor EM2-28 (1) Sensitivity 28 Detect Sig Strength 1000: 28m 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
Command variant of above:
L82-C Warlock class Destroyer Leader 8,000 tons 761 Crew 1511.6 BP TCS 160 TH 880 EM 0
5500 km/s Armour 5-35 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 14 PPV 35.8
Maint Life 4.22 Years MSP 502 AFR 120% IFR 1.7% 1YR 45 5YR 679 Max Repair 150 MSP
Flag Bridge Magazine 360
Rolls Royce E6-M Magneto-plasma Drive (11) Power 80 Fuel Use 60% Signature 80 Armour 0 Exp 5%
Fuel Capacity 270,000 Litres Range 101.3 billion km (213 days at full power)
Twin Gauss Cannon R2-50 Turret (2x6) Range 20,000km TS: 10000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Fire Control S03 16-12000 (1) Max Range: 32,000 km TS: 12000 km/s 69 37 6 0 0 0 0 0 0 0
S4-30 Missile Launcher (5) Missile Size 4 Rate of Fire 30
Missile Fire Control FC117-R16 (1) Range 117.6m km Resolution 16
ASM-4 Longbow Mk I (90) Speed: 20,000 km/s End: 62.5m Range: 75m km WH: 6 Size: 4 TH: 173 / 104 / 52
Close Range Active Search Sensor MR3-R1 (1) GPS 28 Range 3.9m km Resolution 1
Active Search Sensor MR47-R16 (1) GPS 1344 Range 47.0m km Resolution 16
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
My final fleet consisted of 10 Paladins, 7 Avengers, 4 Trafalgars, 2 Oracles, 2 Warlock and 2 Warlock-Cs. I sent them on a voyage of discovery into a Precursor naval base? system. Against the enemy fleet, they seemed to do quite while - IIRC all missiles launched by the enemy ships were shot down before striking my ships, however I did lose a Trafalgar when I did a 20 min increment thinking that this would put the enemy fleet just inside missile range, and it turned out it put their 8x30cm laser armed ship right on top of my fleet. This interruption was promptly dealt with as soon as my own ships launched against it however.
After dealing with fleets within the system, I moved on to investigate two intriguing contacts hovering over a planet, but this turned out to be a mistake... Lulled into a false sense of security by their complete lack of doing anything, I moved my fleet pretty close to them and was somewhat dismayed when the continuous five second turns started and shortly after a large number of waves of about 70 size 1 missiles were detected heading straight for my fleet. The Paladins put up a valiant effort but were unable to keep up with the sheer volume of fire incoming and about half the fleet got sandpapered to death, with most others heavily damaged. I had the last laugh though - due to them unloading their entire missile load on my fleet, the 4 salvos of ASM missiles I had launched at them when the combat started were able to reach them entirely unopposed and both contacts died to two salvos each.
My losses unfortunately included two more of the jump ships, and left the single remaining jump ship with damage to its jump drive. Luckily, damage control teams were able to restore the jump engine and after a sweep through the system to ensure nothing else was lurking to pounce on unsuspecting survey ships, the fleet left and headed back to Earth for repair.
Unfortunately I then realised I had a massive gallicite and tritanium shortage due to not paying attention to a) the fact that none of my mining colonies were producing any, b) there are only about 5000 units of either in the entire Sol system, and c) missiles use quite a lot to build! Over the last 10 years I have set up a number of offworld colonies to mine more and now have about enough to build the next series of military ships.