VB6 Aurora > Bureau of Ship Design

Q-Ship, anti-piracy design

(1/2) > >>

Lord Solar:
With 1.14 introducing a fun new spoiler I wanted to make a specialized anti-pirate ship design.
The idea behind this pair of ships is to lure pirates into attacking what looks like an undefended freighter ripe for plunder only to be caught in a trap by this ship, hunted down and defeated.
These designs are at Magneto-Plasma tech level.
I also assume that the pirates don't use missiles as they are looking to make a profit not waste expensive ordinance shooting down freighters.

--- Code: ---Queen class Q-Ship      78,123 tons       660 Crew       5,581.9 BP       TCS 1,562    TH 3,840    EM 0
2457 km/s      Armour 10-162       Shields 0-0       HTK 112      Sensors 14/14/0/0      DCR 1      PPV 0
MSP 20,044    Max Repair 320.00 MSP
Hangar Deck Capacity 22,000 tons     Troop Capacity 1,000 tons     Boarding Capable    Cryogenic Berths 2,000    Cargo Shuttle Multiplier 3   
Jaghunchi    Control Rating 2   BRG   PFC   
Intended Deployment Time: 3 months    Flight Crew Berths 440   

Commercial Magneto-plasma Drive  EP1280.0 (3)    Power 3840.0    Fuel Use 2.21%    Signature 1280.0    Explosion 5%
Fuel Capacity 5,000,000 Litres    Range 521.2 billion km (2455 days at full power)
Refuelling Capability: 125,000 litres per hour     Complete Refuel 40 hours

Ship Detection Active Search Sensor AS53-R110 (1)     GPS 3080     Range 53.5m km    Resolution 110
Commercial EM Sensor EM1.0-14.0 (1)     Sensitivity 14.0     Detect Sig Strength 1000:  29.6m km
Commercial Thermal Sensor TH1.0-14.0 (1)     Sensitivity 14.0     Detect Sig Strength 1000:  29.6m km

This design is classed as a Commercial Vessel for maintenance purposes


--- End code ---

This first vessel is sent on long voyages between colonies, sending a bit of fuel, MSP, colonist or troops to defend the planet if you want. Its role is to act as bait for pirate attacks and a mothership for the second craft that does the real work.


--- Code: ---Instant Loss class Hunter      22,000 tons       1,141 Crew       7,783.2 BP       TCS 440    TH 10,560    EM 3,570
24000 km/s      Armour 6-69       Shields 119-476       HTK 151      Sensors 0/0/0/0      DCR 51      PPV 34
Maint Life 4.13 Years     MSP 11,487    AFR 75%    IFR 1.0%    1YR 1,079    5YR 16,179    Max Repair 2640.00 MSP
Minghunchi    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 2 months    Morale Check Required   

Hunter 2 Magneto-plasma Drive  EP5280.00 (2)    Power 10560.0    Fuel Use 235.00%    Signature 5280.00    Explosion 30%
Fuel Capacity 1,051,000 Litres    Range 3.66 billion km (42 hours at full power)
Epsilon S119 / R476 Shields (1)     Recharge Time 476 seconds (0.3 per second)

Spinal 31.250cm C5 Far Ultraviolet Laser (1)    Range 320,000km     TS: 24,000 km/s     Power 26-5     RM 50,000 km    ROF 30        26 21 14 10 8 7 6 5 4 4
Particle Beam-6 (3)    Range 240,000km     TS: 24,000 km/s     Power 15-5    ROF 15        6 6 6 6 6 6 6 6 0 0
High Power Main Beam Fire Control R320-TS20000 (1)     Max Range: 320,000 km   TS: 20,000 km/s     91 81 72 62 53 44 34 25 16 6
Stellarator Fusion Reactor R20-PB80 (1)     Total Power Output 20.1    Exp 40%

Light Anti-Small Craft Active Search Sensor AS20-R9 (1)     GPS 202     Range 20.8m km    Resolution 9

ECCM-2 (1)         ECM 20

This design is classed as a Military Vessel for maintenance purposes

--- End code ---
(range bands are in 30,000 km)
The second vessel can be really any good combat ship of your choice carried by the mothership. Just make sure it has a lot of self-maintenance capacity as commercial hangers don't freeze maintenance. 

Jorgen_CAB:
My question is why use commercial hangars and not just regular hangars as it is the commercial engines on the carrier that basically identify it as a commercial vessel or not?!?

You then just add FAC or fighters to it like normal and give the ship a decent deployment and maintenance plan.

Demetrious:

--- Quote from: Lord Solar on May 16, 2021, 07:16:50 PM ---With 1.14 introducing a fun new spoiler I wanted to make a specialized anti-pirate ship design.
The idea behind this pair of ships is to lure pirates into attacking what looks like an undefended freighter ripe for plunder only to be caught in a trap by this ship, hunted down and defeated.
These designs are at Magneto-Plasma tech level.
I also assume that the pirates don't use missiles as they are looking to make a profit not waste expensive ordinance shooting down freighters.

--- Code: ---Queen class Q-Ship      78,123 tons       660 Crew       5,581.9 BP       TCS 1,562    TH 3,840    EM 0
2457 km/s      Armour 10-162       Shields 0-0       HTK 112      Sensors 14/14/0/0      DCR 1      PPV 0
MSP 20,044    Max Repair 320.00 MSP
Hangar Deck Capacity 22,000 tons     Troop Capacity 1,000 tons     Boarding Capable    Cryogenic Berths 2,000    Cargo Shuttle Multiplier 3   
Jaghunchi    Control Rating 2   BRG   PFC   
Intended Deployment Time: 3 months    Flight Crew Berths 440   

Commercial Magneto-plasma Drive  EP1280.0 (3)    Power 3840.0    Fuel Use 2.21%    Signature 1280.0    Explosion 5%
Fuel Capacity 5,000,000 Litres    Range 521.2 billion km (2455 days at full power)
Refuelling Capability: 125,000 litres per hour     Complete Refuel 40 hours

Ship Detection Active Search Sensor AS53-R110 (1)     GPS 3080     Range 53.5m km    Resolution 110
Commercial EM Sensor EM1.0-14.0 (1)     Sensitivity 14.0     Detect Sig Strength 1000:  29.6m km
Commercial Thermal Sensor TH1.0-14.0 (1)     Sensitivity 14.0     Detect Sig Strength 1000:  29.6m km

This design is classed as a Commercial Vessel for maintenance purposes


--- End code ---

This first vessel is sent on long voyages between colonies, sending a bit of fuel, MSP, colonist or troops to defend the planet if you want. Its role is to act as bait for pirate attacks and a mothership for the second craft that does the real work.


--- Code: ---Instant Loss class Hunter      22,000 tons       1,141 Crew       7,783.2 BP       TCS 440    TH 10,560    EM 3,570
24000 km/s      Armour 6-69       Shields 119-476       HTK 151      Sensors 0/0/0/0      DCR 51      PPV 34
Maint Life 4.13 Years     MSP 11,487    AFR 75%    IFR 1.0%    1YR 1,079    5YR 16,179    Max Repair 2640.00 MSP
Minghunchi    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 2 months    Morale Check Required   

Hunter 2 Magneto-plasma Drive  EP5280.00 (2)    Power 10560.0    Fuel Use 235.00%    Signature 5280.00    Explosion 30%
Fuel Capacity 1,051,000 Litres    Range 3.66 billion km (42 hours at full power)
Epsilon S119 / R476 Shields (1)     Recharge Time 476 seconds (0.3 per second)

Spinal 31.250cm C5 Far Ultraviolet Laser (1)    Range 320,000km     TS: 24,000 km/s     Power 26-5     RM 50,000 km    ROF 30        26 21 14 10 8 7 6 5 4 4
Particle Beam-6 (3)    Range 240,000km     TS: 24,000 km/s     Power 15-5    ROF 15        6 6 6 6 6 6 6 6 0 0
High Power Main Beam Fire Control R320-TS20000 (1)     Max Range: 320,000 km   TS: 20,000 km/s     91 81 72 62 53 44 34 25 16 6
Stellarator Fusion Reactor R20-PB80 (1)     Total Power Output 20.1    Exp 40%

Light Anti-Small Craft Active Search Sensor AS20-R9 (1)     GPS 202     Range 20.8m km    Resolution 9

ECCM-2 (1)         ECM 20

This design is classed as a Military Vessel for maintenance purposes

--- End code ---
(range bands are in 30,000 km)
The second vessel can be really any good combat ship of your choice carried by the mothership. Just make sure it has a lot of self-maintenance capacity as commercial hangers don't freeze maintenance.

--- End quote ---

I died laughing when I saw the name of the parasite craft, you clever cad ahahahahhahahahahahahaa

skoormit:

--- Quote from: Jorgen_CAB on May 17, 2021, 03:39:15 AM ---My question is why use commercial hangars and not just regular hangars as it is the commercial engines on the carrier that basically identify it as a commercial vessel or not?!?

You then just add FAC or fighters to it like normal and give the ship a decent deployment and maintenance plan.

--- End quote ---

Regular hangars are a military component, and therefore would make the carrier a military ship, subject to maintenance failures, etc.

skoormit:

--- Quote from: Lord Solar on May 16, 2021, 07:16:50 PM ---
The second vessel can be really any good combat ship of your choice carried by the mothership. Just make sure it has a lot of self-maintenance capacity as commercial hangers don't freeze maintenance.

--- End quote ---

You only need enough self-maintenance capacity on the parasite to handle sortie deployment time.

The carrier will feed MSP to the parasite while it is in the hangar.

Navigation

[0] Message Index

[#] Next page

Reply

It appears that you have not registered with Aurora 4x. To register, please click here...
There was an error while thanking
Thanking...
Go to full version