The aliens have 18 str particle beam armed battlecruisers that can go ~6000km/s, at least. That's gotta be a lance, right? Not an ordinary particle beam weapon.
Bane class Battleship (P)
D Artagnon class Missile Destroyer
Looking at your techs, the big problem I see you running into is going to be BFC range which is matched with the NPRs.
First impression is that you're trying to do way too much in a single ship, the design lacks a focus beyond trying to beat particle beams. You need to pick a plan and optimize a ship design for it.
The combination of armor + shields is inefficient; either use bare armor with the intention of absorbing an initial lance barrage, or use minimal armor but a lot more shields. I would probably prefer the latter as it matches the tactics described above which will be very effective.
As for the armament, turreted heavy lasers are horribly inefficient. You only need ~6000 km/s tracking to hit the target, which you get from mounting bare lasers on your hull. Using a turret with 10,000 km/s tracking speed is a waste of tonnage dedicated to gearing when it doesn't have to be.
You also should use a spinal laser whenever possible as these provide a significant alpha strike and long-range damage capability.
You can probably optimize this ship and bring it down to the 30-40 kton range which will be affordable.
A 9,000-ton ship is not going to be able to mount strong Gauss PD, AMM, and ASM capabilities all on one frame, it's just too much on too small of a ship.I do agree that ships need to be as specialized as possible. But I also want them to be very flexible. And I hate dealing with too many types. I wanted to use 10-12cm lasers for area PD initially, but gave up on this idea for a more coherent Gauss battery, for example.
Challenger class Cruiser 15 987 tons 450 Crew 3 254.7 BP TCS 320 TH 1 920 EM 750
6005 km/s Armour 6-56 Shields 25-300 HTK 97 Sensors 14/14/0/0 DCR 29 PPV 86.76
Maint Life 2.25 Years MSP 1 645 AFR 227% IFR 3.2% 1YR 437 5YR 6 556 Max Repair 480 MSP
Magazine 180 Cryogenic Berths 200
Captain Control Rating 4 BRG AUX CIC FLG
Intended Deployment Time: 12 months Morale Check Required
Magneto-plasma Drive EP960.00 (EP120/FC0.5) (2) Power 1920 Fuel Use 35.27% Signature 960 Explosion 12%
Fuel Capacity 950 000 Litres Range 30.3 billion km (58 days at full power)
Delta S25 / R300 Shields (1) Recharge Time 300 seconds (0.1 per second)
375mm FUV Spinal Laser (1) Range 320 000km TS: 6 005 km/s Power 37-5 RM 50 000 km ROF 40
200mm FUV Laser (4) Range 320 000km TS: 6 005 km/s Power 10-5 RM 50 000 km ROF 10
Mk 33 Gauss Cannon (6x4) Range 30 000km TS: 20000 km/s Power 0-0 RM 30 000 km ROF 5
Mk 55 Mod 1 Gun FCS (1) Max Range: 80 000 km TS: 20 000 km/s 88 75 62 50 38 25 12 0 0 0
Mk 55 Mod 2 Gun FCS (1) Max Range: 320 000 km TS: 6 000 km/s 97 94 91 88 84 81 78 75 72 69
Tokamak Fusion Reactor R13 (2) Total Power Output 25.1 Exp 5%
MSL-6A Missile Cell (30) Missile Size: 6 Hangar Reload 122 minutes MF Reload 20 hours
Mk 5 Missile FCS (5) Range 60.4m km Resolution 120
ASM-60 Sizzle Anti-Ship Missile (30) Speed: 25 467 km/s End: 32.9m Range: 50.2m km WH: 9 Size: 6 TH: 178/106/53
MDR-5M Missile Defense Radar (1) GPS 63 Range 16.8m km MCR 1.5m km Resolution 1
ASR-5LR 6K Search Radar (1) GPS 11760 Range 103.1m km Resolution 120
EM Sensor EM1.0-14.0 (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
Thermal Sensor TH1.0-14.0 (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
ECCM-3 (1) ECM 30
Defender class Destroyer 6 374 tons 192 Crew 1 287.8 BP TCS 127 TH 768 EM 0
6025 km/s Armour 2-30 Shields 0-0 HTK 46 Sensors 4/4/0/0 DCR 12 PPV 45.34
Maint Life 2.21 Years MSP 452 AFR 162% IFR 2.3% 1YR 124 5YR 1 862 Max Repair 192 MSP
Magazine 90 Cryogenic Berths 200
Commander Control Rating 2 BRG AUX
Intended Deployment Time: 12 months Morale Check Required
Magneto-plasma Drive EP384.00 (EP120/FC0.5) (2) Power 768 Fuel Use 55.77% Signature 384 Explosion 12%
Fuel Capacity 200 000 Litres Range 10.1 billion km (19 days at full power)
120mm FUV Laser (4) Range 200 000km TS: 6 025 km/s Power 4-4 RM 50 000 km ROF 5
Mk 33 Gauss Cannon (4x4) Range 30 000km TS: 20000 km/s Power 0-0 RM 30 000 km ROF 5
Mk 55 Mod 0 Gun FCS (1) Max Range: 64 000 km TS: 20 000 km/s 84 69 53 38 22 6 0 0 0 0
Mk 55 Mod 3 Gun FCS (1) Max Range: 240 000 km TS: 6 000 km/s 96 92 88 83 79 75 71 67 62 58
Tokamak Fusion Reactor R8 (2) Total Power Output 16 Exp 5%
MSL-6A Missile Cell (15) Missile Size: 6 Hangar Reload 122 minutes MF Reload 20 hours
Mk 5 Missile FCS (3) Range 60.4m km Resolution 120
ASM-60 Sizzle Anti-Ship Missile (15) Speed: 25 467 km/s End: 32.9m Range: 50.2m km WH: 9 Size: 6 TH: 178/106/53
MDR-5 Missile Defense Radar (1) GPS 28 Range 11.2m km MCR 1m km Resolution 1
ASR-5 6K Search Radar (1) GPS 3024 Range 52.3m km Resolution 120
Thermal Sensor TH0.3-4.2 (1) Sensitivity 4.2 Detect Sig Strength 1000: 16.2m km
EM Sensor EM0.3-4.2 (1) Sensitivity 4.2 Detect Sig Strength 1000: 16.2m km
ECCM-3 (1) ECM 30
My only concern is the amount of research that goes into the designs as they have so many components that are not shared between the hull types. I usually come from a situation where I have multiple factions going at once and research is then a precious resource to keep the race with other factions competitive.I see where you're coming from. But Humanity is currently more worried about mineral costs, rather than research requirements. It is good to have research costs in mind, and we try to, when we can. Also, in peace time, I come up with new designs every tech generation, and the amount of RP spent to advance all the technologies one notch further is not comparable to the RP costs of components that come out of it. At least so it seems to me - I did not actually make any calculations on this. Just a gut feeling.
For practical reasons over time factions in my games usually end up with ship classes of different designs doing roughly the same thing and having the same capabilities... but rarely if ever are anyone designing two ships of different size having pretty much the same capabilities but just one is twice the size of the other. That is a huge waste of research unless they use the same components.In most of my Aurora games, I've been building carriers + multirole destoyers, mostly, with occasional cruiser design that act as a leader in absence of a carrier. Now that I'm trying to create more beam oriented Navy, I feel like most of my ships should have, well, beams. But still have some missiles for long range combat. Other than that, the designs I made are pretty different to one another in comparison. Or did I get you wrong?
Another thing I think you might consider is adding a few hangars on those bigger ship to keep some scout craft. Knowing where the enemy is and how strong they are before committing or revealing your force is key to any military operation through time and history.Ah, yes!.. I was going to create a utility design with hangar for scout fighters, flagship facilities, ELINT, Jump Drive, etc.. but I kinda settled with simply adding FLAG to the cruiser and forgot about the fighters.. I'll figure something out in my next generation designs.
I see where you're coming from. But Humanity is currently more worried about mineral costs, rather than research requirements. It is good to have research costs in mind, and we try to, when we can. Also, in peace time, I come up with new designs every tech generation, and the amount of RP spent to advance all the technologies one notch further is not comparable to the RP costs of components that come out of it. At least so it seems to me - I did not actually make any calculations on this. Just a gut feeling.
In most of my Aurora games, I've been building carriers + multirole destoyers, mostly, with occasional cruiser design that act as a leader in absence of a carrier. Now that I'm trying to create more beam oriented Navy, I feel like most of my ships should have, well, beams. But still have some missiles for long range combat. Other than that, the designs I made are pretty different to one another in comparison. Or did I get you wrong?
I generally I find it odd that one would still design 6kt fleet vessels when you run around with 70kt battleships... you probably should have been able to make a bit more decent escort ships by then, unless there is some other reason why you keep them so small?
I generally I find it odd that one would still design 6kt fleet vessels when you run around with 70kt battleships... you probably should have been able to make a bit more decent escort ships by then, unless there is some other reason why you keep them so small?
I think it's a good opportunity to take a look in detail in what makes a destroyer destroyer. The role of my destroyers is to guard the fleet from small, numerous threats. That's missiles, fighters and everything up to its own size. The best way to protect a fleet is to prevent it from being seen and attacked in the first place. That means having ships in advanced picket position, scattered around the "main body" of the fleet. That's where size matters - the smaller the ship, the harder it is to target from long range, and to detect by passive sensors, if it's going under restricted EMCON. One could even deploy pure sensor scout fighters or FACs (and I always do, within carrier centric doctrine), but here, in this particular case, I wanted something with less micromanagement overhead, an actual independent small warship, that can also work as an attacker, not just a scout/picket. This is why my destroyers are as small as possible, even compared to my previous games, where it was usually 7-10k tons.
My potential enemy (Duchy of Trif) so far has no fighters or FACs. I've scouted their home planet's orbit twice (first time I met them and then fairly recently the second time). And their smallest military combat ship is 8-9k tons. So, I chose to focus on 1) dealing with missiles; 2) dealing with ships of roughly its own size (hence the radar/MFCS resolution). If the enemy decides to employ fighters or smaller warships after all, I could simply a) refit a portion of existing destroyers to focus on smaller resolution radars/MFCs b) build new ships with such capability.
So, a layer of picketing destroyers could be employed at 1-2m, 10-20m or 50-100m km away from the main body of the fleet, to allow for advanced warning against, respectively, missiles, fighters, and warships. Small size of destroyers allows having many of them.
At this point, I've developed 50k km and 5 shot Gauss Cannons and thinking about swapping out lasers entirely for a bigger, coherent turreted short range dual purpose Gauss Cannon battery, but I'm still evaluating various options.
I think there is only a measure of what micro management you are willing to deal with... but if you make the escort functionality of the game your friend that is not really a huge issue in my opinion. Every little scout ship on my escorts sit in their own sub fleet and I can easily detach them using the escort mechanic and have them follow the mothership properly.Do you mean that fighter sized craft from hangars launch and land when using "deploy escorts"/"Recall escorts" orders? I am yet to test that, actually! Could you tell me a bit more?
I also often deploy smaller Frigate sized craft at around 3-4000t as they are a bit harder to detect in your 6kt role, and even they have a small hangar with additional scout crafts to stay safe. The best defence is to never be detected in the first place. These small frigate usually have a small railgun and a CIWS system for self defence only and a minimal armour belt, the rest are sensors and a small hangar.Hm, why railguns? For dual purpose work as anti-ship weapons? What is their max possible researchable range? I almost never touch railguns in my games so not really familiar with them. And what is the size of the the engines on the frigate then?
So, the outer picket usually are a few frigates with sensor scouts, the inner defence perimeter are the destroyers with their scout crafts and then the mission ships, yet more small scout crafts available. Destroyers can either defend the outer picket or the mission ships as the events unfold. The point being is that you need to know the strength and disposition of the enemy. You need to know if you can engage or not with overwhelming firepower, this is important. This is also why missiles on my fleet combat ships are never the main combat strength but fighters, unless we are talking about skirmishes. Destroyers are generally equipped with long range Anti-fighter FAC missiles and AMM only plus beam weapons, they are escorts not main combat ships. Cruisers and Carriers (battle carriers) have hangars big enough to fit strike fighters.This sounds more reasonable than my previously described picket doctrine, actually! Just a little bit complex for me, maybe? What is the size of your anti-fighter FAC missiles here and what the beam weapons on the destroyer? Could you share the design example please?
Not saying I'm right and you are wrong in any sense... but the ships in my fleets just grow larger and larger with every generation so my destroyers tend to be in the 10-25kt range over the course of a campaign. A cruiser might be about 30kt or more, no real size limit on those... Carriers are the same 30kt or more with some utility carriers at smaller sizes. Smaller and older destroyers might get relegated to frigate jobs and striped down of certain weapon systems and given more sensor equipment. Super Carriers with commercial engines also fit older destroyers well for escort, just with upgraded sensors and fire-controls mainly.I had to resist the urge of designing a bigger destroyer THE MINUTE I finished working on the 6k ton one! But, generally, my experience with Aurora 4x designs shows that my newer ships are usually smaller than previous generation, because they're not trying to do much more, just taking less space for more or less similar capability.
I would say my fleets are really fluent in what each ship do depending on needs and the age of the ships. I often re task ships to rear duties or scout role as they get older rather than refit the engines of every ship all the time to save minerals, time and resources on more important things. That means I have ships of different sizes too, just for different reasons, not by design.Oh, repurposing designs is very cool. In VB6 Aurora I even repurposed a bunch of destroyers into fast destroyer troop ships to land marines on enemy base! There was a mineral crisis (isn't there always one?) and so it was the most practical thing to do. So I hear ya!
Fearless class Fighter 361 tons 16 Crew 84.8 BP TCS 7 TH 63 EM 0
8679 km/s Armour 1-4 Shields 0-0 HTK 3 Sensors 0/0/0/0 DCR 0 PPV 2
Maint Life 4.08 Years MSP 14 AFR 10% IFR 0.1% 1YR 1 5YR 20 Max Repair 31.25 MSP
Lieutenant Commander Control Rating 1
Intended Deployment Time: 1.2 months Morale Check Required
Ion Drive EP62.50 (EP250/FC0.6) (1) Power 62.5 Fuel Use 1325.83% Signature 62.5 Explosion 25%
Fuel Capacity 30 000 Litres Range 1.13 billion km (36 hours at full power)
Gauss Cannon R300-33.00 (1x3) Range 30 000km TS: 8 679 km/s Accuracy Modifier 33.00% RM 30 000 km ROF 5
Beam Fire Control R48-TS9200 (1) Max Range: 48 000 km TS: 9 200 km/s 79 58 38 17 0 0 0 0 0 0
Active Search Sensor AS4-R1 (1) GPS 8 Range 4.5m km MCR 406.2k km Resolution 1
Avenger class Light Attack Craft 389 tons 10 Crew 83 BP TCS 8 TH 63 EM 0
8039 km/s Armour 1-4 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0 PPV 2.4
Maint Life 3.78 Years MSP 13 AFR 12% IFR 0.2% 1YR 1 5YR 21 Max Repair 31.25 MSP
Magazine 16
Lieutenant Commander Control Rating 1
Intended Deployment Time: 1 months Morale Check Required
Ion Drive EP62.50 (EP250/FC0.6) (1) Power 62.5 Fuel Use 1325.83% Signature 62.5 Explosion 25%
Fuel Capacity 30 000 Litres Range 1.05 billion km (36 hours at full power)
MSL-4A BX (4) Missile Size: 4 Hangar Reload 100 minutes MF Reload 16 hours
MFCS 7.5Kt/47M (1) Range 48m km Resolution 150
ASM-40 Anhur Anti-Ship Missile (4) Speed: 25 500 km/s End: 27.3m Range: 41.8m km WH: 5 Size: 4 TH: 136/81/40
RAD 7.5Kt/41M (1) GPS 3600 Range 41.5m km Resolution 150
Do you mean that fighter sized craft from hangars launch and land when using "deploy escorts"/"Recall escorts" orders? I am yet to test that, actually! Could you tell me a bit more?
Hm, why railguns? For dual purpose work as anti-ship weapons? What is their max possible researchable range? I almost never touch railguns in my games so not really familiar with them. And what is the size of the the engines on the frigate then?Well, the frigate role can be picked up by old destroyers too but there also are dedicated recon frigates. The beam weapon can pretty much be anything, depends on the faction when I play multiple faction... but railguns are a good middle ground. They are never really meant to go up against a fleet vessel so their beam weapon is mainly to defend against beam armed fighter, FAC or other smaller ships, railguns is a good overall weapon for a small ship as they can destroy some incoming missiles too. The weapon on the frigate is really not important. The point of them is to never be detected or if they are not be a good target as that will reveal the enemy for a low value target.
This sounds more reasonable than my previously described picket doctrine, actually! Just a little bit complex for me, maybe? What is the size of your anti-fighter FAC missiles here and what the beam weapons on the destroyer? Could you share the design example please?I don't have any active campaign right now but the range is roughly the same as the ASM. I usually aim for around 50-60% to-hit rates. With grew grade, CiC and officers I can easily get a total hit rate at 80-90% usually. Fighters are not that good at shooting down missiles either so you don't need to launch them in massive strikes either, so are a bit more economical that way. But they should be big enough you get the range... a yield of four is usually enough to engage fighters, not very good for ASM in general though. I do have some house rule about missiles though such as sensors ECM/ECCM or EM/Thermal as a means to represent guidance, communication and targeting systems, so my missiles are far from optimal and bigger than normal, even AMM. So giving specific detail might not be that useful.
I had to resist the urge of designing a bigger destroyer THE MINUTE I finished working on the 6k ton one! But, generally, my experience with Aurora 4x designs shows that my newer ships are usually smaller than previous generation, because they're not trying to do much more, just taking less space for more or less similar capability.Larger ships just are that much more effective. The only drawback is slower construction and bigger thermal signature. But the efficient use of officers and bridge officers just make larger ships so much more effective. Not to mention efficiency of components. The idea is that if I always deploy a ship types in three or bigger squadrons than three in any mission I might as well combine them into one larger ship. If I need more scouts I just build dedicated scout craft and put them in a hangar on said ship as smaller sensors are way more efficient than large sensors anyway.
The best way to protect a fleet is to prevent it from being seen and attacked in the first place. [...] That's where size matters - the smaller the ship, the harder it is to target from long range, and to detect by passive sensors, if it's going under restricted EMCON. [...] This is why my destroyers are as small as possible, even compared to my previous games, where it was usually 7-10k tons.
At this point, I've developed 50k km and 5 shot Gauss Cannons and thinking about swapping out lasers entirely for a bigger, coherent turreted short range dual purpose Gauss Cannon battery, but I'm still evaluating various options.
It is important to note when discussing ship sizes and detection that it is very rare to see sensor resolutions larger than 100 to 120 (5,000 to 6,000 tons) at least from NPR designs. Against player races a ship size of 6,000 tons may prove harder to detect but against NPRs it does not make any real difference if a ship is 6,000 or 60,000 tons - unless of course you are using cloaking devices. Usually for a larger ship class, 3,000 to 4,000 tons works well to avoid the largest NPR sensors. NPRs usually deploy a wide range of sensor resolutions so there is not too much reason to go smaller than this as you will not beat the lower-resolution sensors anyways.
The point of them is to never be detected or if they are not be a good target as that will reveal the enemy for a low value target.What would be your thoughts on armour rating 1 for such a ship then?
Most of my frigates are not super fast either, usually slower than most destroyers, their protection in generally not being detected or being a low value target or protected by other military assets that will be nearby anyway.
Larger ships just are that much more effective. The only drawback is slower construction and bigger thermal signature. But the efficient use of officers and bridge officers just make larger ships so much more effective. Not to mention efficiency of components. The idea is that if I always deploy a ship types in three or bigger squadrons than three in any mission I might as well combine them into one larger ship. If I need more scouts I just build dedicated scout craft and put them in a hangar on said ship as smaller sensors are way more efficient than large sensors anyway.I often think that if a ship has multiple FCS, then I should spread them across multiple ships instead. Each ship is a different target and thus more ships allow to distribute the offensive power. Which should be a good strategy dealing with high penetration, low ROF weapons like lances.
But I also understand that not everyone are as patient as me about how to conduct missions, for me that is part of the fun role-play aspect of the game.
It is important to note when discussing ship sizes and detection that it is very rare to see sensor resolutions larger than 100 to 120 (5,000 to 6,000 tons) at least from NPR designs. Against player races a ship size of 6,000 tons may prove harder to detect but against NPRs it does not make any real difference if a ship is 6,000 or 60,000 tons - unless of course you are using cloaking devices. Usually for a larger ship class, 3,000 to 4,000 tons works well to avoid the largest NPR sensors. NPRs usually deploy a wide range of sensor resolutions so there is not too much reason to go smaller than this as you will not beat the lower-resolution sensors anyways.Yes, I was mainly talking about thermal signature from the engines of smaller size. But you are absolutely right about sensor resolution! In my older games I frequently used 8Kt sensors, but NPRs in C# seem to be sticking to res 100/120 tops. Thanks for noting that!
It is worth noting that Gauss cannons in almost all circumstances, other than point defense and some edge cases involving SW fire controls, will have inferior performance to 10cm railguns in terms of DPS (really DPS per ton to be precise). They are really not a good weapon to use for antiship work, they can be effective but rarely if ever as effective as any other option (except mesons, which are even worse).I found GC is a better light-weight option for small fighters in terms of tonnage, since they do not require a reactor. But I have not tried new reduced shot railguns yet, since my experience with them goes back to VB6 Aurora. Also...I am wondering what is the max researchable range for 10-12cm railgun in C# Aurora 1.13?
The point of them is to never be detected or if they are not be a good target as that will reveal the enemy for a low value target.What would be your thoughts on armour rating 1 for such a ship then?
Most of my frigates are not super fast either, usually slower than most destroyers, their protection in generally not being detected or being a low value target or protected by other military assets that will be nearby anyway.QuoteLarger ships just are that much more effective. The only drawback is slower construction and bigger thermal signature. But the efficient use of officers and bridge officers just make larger ships so much more effective. Not to mention efficiency of components. The idea is that if I always deploy a ship types in three or bigger squadrons than three in any mission I might as well combine them into one larger ship. If I need more scouts I just build dedicated scout craft and put them in a hangar on said ship as smaller sensors are way more efficient than large sensors anyway.I often think that if a ship has multiple FCS, then I should spread them across multiple ships instead. Each ship is a different target and thus more ships allow to distribute the offensive power. Which should be a good strategy dealing with high penetration, low ROF weapons like lances.
But I also understand that not everyone are as patient as me about how to conduct missions, for me that is part of the fun role-play aspect of the game.It is important to note when discussing ship sizes and detection that it is very rare to see sensor resolutions larger than 100 to 120 (5,000 to 6,000 tons) at least from NPR designs. Against player races a ship size of 6,000 tons may prove harder to detect but against NPRs it does not make any real difference if a ship is 6,000 or 60,000 tons - unless of course you are using cloaking devices. Usually for a larger ship class, 3,000 to 4,000 tons works well to avoid the largest NPR sensors. NPRs usually deploy a wide range of sensor resolutions so there is not too much reason to go smaller than this as you will not beat the lower-resolution sensors anyways.Yes, I was mainly talking about thermal signature from the engines of smaller size. But you are absolutely right about sensor resolution! In my older games I frequently used 8Kt sensors, but NPRs in C# seem to be sticking to res 100/120 tops. Thanks for noting that!QuoteIt is worth noting that Gauss cannons in almost all circumstances, other than point defense and some edge cases involving SW fire controls, will have inferior performance to 10cm railguns in terms of DPS (really DPS per ton to be precise). They are really not a good weapon to use for antiship work, they can be effective but rarely if ever as effective as any other option (except mesons, which are even worse).I found GC is a better light-weight option for small fighters in terms of tonnage, since they do not require a reactor. But I have not tried new reduced shot railguns yet, since my experience with them goes back to VB6 Aurora. Also...I am wondering what is the max researchable range for 10-12cm railgun in C# Aurora 1.13?
I found GC is a better light-weight option for small fighters in terms of tonnage, since they do not require a reactor. But I have not tried new reduced shot railguns yet, since my experience with them goes back to VB6 Aurora. Also...I am wondering what is the max researchable range for 10-12cm railgun in C# Aurora 1.13?
Surigao class Battleship 35 190 tons 829 Crew 8 298 BP TCS 704 TH 4 400 EM 3 570
6251 km/s Armour 18-95 Shields 119-476 HTK 193 Sensors 36/18/0/0 DCR 37 PPV 196
Maint Life 2.54 Years MSP 7 105 AFR 583% IFR 8.1% 1YR 1 533 5YR 22 996 Max Repair 550 MSP
Troop Capacity 250 tons Boarding Capable Magazine 440
Captain Control Rating 4 BRG AUX ENG CIC
Intended Deployment Time: 12 months Morale Check Required
Internal Fusion Drive EP1100.00 (EP110/FC0.4) (4) Power 4400 Fuel Use 22.70% Signature 1100 Explosion 11%
Fuel Capacity 1 710 000 Litres Range 38.5 billion km (71 days at full power)
Epsilon S119 / R476 Shields (1) Recharge Time 476 seconds (0.3 per second)
400mm SXR Laser (10) Range 384 000km TS: 6 251 km/s Power 42-6 RM 60 000 km ROF 35
Gunnery FCS R384-T6 (2) Max Range: 384 000 km TS: 6 250 km/s 97 95 92 90 87 84 82 79 77 74
Magnetic Confinement Fusion Reactor R6 (10) Total Power Output 61.1 Exp 5%
MSL-20B Missile Cell (22) Missile Size: 20 Hangar Reload 223 minutes MF Reload 37 hours
Mk 6 Missile FCS (11) Range 59.6m km Resolution 100
ASM-200 Demiurge Anti-Ship Missile (22) Speed: 40 200 km/s End: 2.2m Range: 5.4m km WH: 65 Size: 20 TH: 214/128/64
ASR-6LR 6K Search Radar (1) GPS 8640 Range 100.2m km Resolution 120
EM Sensor EM1.0-18.0 (1) Sensitivity 18 Detect Sig Strength 1000: 33.5m km
Thermal Sensor TH2-36 (1) Sensitivity 36 Detect Sig Strength 1000: 47.4m km
ECCM-4 (1) ECM 40
Surigao C2IJ class Battleship 35 194 tons 891 Crew 8 115.1 BP TCS 704 TH 4 400 EM 3 570
6251 km/s JR 6-750 Armour 18-95 Shields 119-476 HTK 180 Sensors 36/14/0/0 DCR 48 PPV 70
Maint Life 2.36 Years MSP 6 735 AFR 354% IFR 4.9% 1YR 1 650 5YR 24 756 Max Repair 1181.5 MSP
Troop Capacity 250 tons Boarding Capable Magazine 120
Captain Control Rating 5 BRG AUX ENG CIC FLG
Intended Deployment Time: 12 months Morale Check Required
J35K (E10-6-750) Military Jump Drive Max Ship Size 35250 tons Distance 750k km Squadron Size 6
Internal Fusion Drive EP1100.00 (EP110/FC0.4) (4) Power 4400 Fuel Use 22.70% Signature 1100 Explosion 11%
Fuel Capacity 1 710 000 Litres Range 38.5 billion km (71 days at full power)
Epsilon S119 / R476 Shields (1) Recharge Time 476 seconds (0.3 per second)
400mm SXR Laser (4) Range 384 000km TS: 6 251 km/s Power 42-6 RM 60 000 km ROF 35
Gunnery FCS R384-T6 (1) Max Range: 384 000 km TS: 6 250 km/s 97 95 92 90 87 84 82 79 77 74
Magnetic Confinement Fusion Reactor R6 (4) Total Power Output 24.4 Exp 5%
MSL-20B Missile Cell (6) Missile Size: 20 Hangar Reload 223 minutes MF Reload 37 hours
Mk 6 Missile FCS (3) Range 59.6m km Resolution 100
ASM-200 Demiurge Anti-Ship Missile (6) Speed: 40 200 km/s End: 2.2m Range: 5.4m km WH: 65 Size: 20 TH: 214/128/64
ASR-6LR 6K Search Radar (1) GPS 8640 Range 100.2m km Resolution 120
Thermal Sensor TH2-36 (1) Sensitivity 36 Detect Sig Strength 1000: 47.4m km
ELINT Module (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
ECCM-4 (1) ECM 40
Coral Sea class Carrier 60 000 tons 1 189 Crew 9 254.7 BP TCS 1 200 TH 7 200 EM 0
6000 km/s JR 3-50 Armour 1-136 Shields 0-0 HTK 310 Sensors 0/0/0/0 DCR 75 PPV 0
Maint Life 2.48 Years MSP 7 957 AFR 524% IFR 7.3% 1YR 1 796 5YR 26 944 Max Repair 1381.9 MSP
Hangar Deck Capacity 17 000 tons Troop Capacity 250 tons Magazine 2 208
Captain Control Rating 4 BRG AUX ENG PFC
Intended Deployment Time: 24 months Flight Crew Berths 340 Morale Check Required
J60K (E10-3-50) Military Jump Drive Max Ship Size 60000 tons Distance 50k km Squadron Size 3
Internal Fusion Drive EP1200.00 (EP120/FC0.4) (6) Power 7200 Fuel Use 28.22% Signature 1200 Explosion 12%
Fuel Capacity 6 150 000 Litres Range 65.4 billion km (126 days at full power)
ASM-200 Demiurge Anti-Ship Missile (110) Speed: 40 200 km/s End: 2.2m Range: 5.4m km WH: 65 Size: 20 TH: 214/128/64
ECM 40
Strike Group
6x F-2A Retribution Fighter Speed: 25040 km/s Size: 9.58
6x E-1 Watcher Early Warning Craft Speed: 14418 km/s Size: 9.99
3x H-1 Sotiris Rescue Shuttle Speed: 12073 km/s Size: 2.48
2x SJ-2 Torchbearer Jump Scout Speed: 12073 km/s Size: 2.48
30x A-2A Absolution Light Attack Craft Speed: 17171 km/s Size: 6.99
Dragon class Destroyer 9 000 tons 180 Crew 1 832.3 BP TCS 180 TH 1 200 EM 1 170
6666 km/s Armour 3-38 Shields 39-325 HTK 54 Sensors 9/9/0/0 DCR 14 PPV 62.26
Maint Life 3.80 Years MSP 1 508 AFR 162% IFR 2.2% 1YR 164 5YR 2 458 Max Repair 300 MSP
Magazine 310
Captain Control Rating 3 BRG AUX CIC
Intended Deployment Time: 24 months Morale Check Required
Internal Fusion Drive EP600.00 (EP120/FC0.4) (2) Power 1200 Fuel Use 39.91% Signature 600 Explosion 12%
Fuel Capacity 475 000 Litres Range 23.8 billion km (41 days at full power)
Epsilon S39 / R325 Shields (1) Recharge Time 325 seconds (0.1 per second)
Mk 45 Gauss Cannon (4x5) Range 50 000km TS: 25000 km/s Power 0-0 RM 50 000 km ROF 5
Gunnery FCS R67-T25 (1) Max Range: 67 200 km TS: 25 000 km/s 85 70 55 40 26 11 0 0 0 0
MSL-1B Missile Cell (150) Missile Size: 1 Hangar Reload 50 minutes MF Reload 8 hours
MSL-20B Missile Cell (8) Missile Size: 20 Hangar Reload 223 minutes MF Reload 37 hours
Mk 6 Missile FCS (4) Range 59.6m km Resolution 100
MD-6 Missile FCS (3) Range 20.3m km Resolution 1
AMM-11 Iris Interceptor Missile (50) Speed: 64 800 km/s End: 0.5m Range: 1.8m km WH: 1 Size: 1 TH: 669/401/200
ASM-10 Tulip Light Attack Missile (100) Speed: 29 600 km/s End: 11.3m Range: 20.1m km WH: 2 Size: 1 TH: 276/165/82
ASM-200 Demiurge Anti-Ship Missile (8) Speed: 40 200 km/s End: 2.2m Range: 5.4m km WH: 65 Size: 20 TH: 214/128/64
ASR-6 6K Search Radar (1) GPS 2160 Range 50.1m km Resolution 120
MDR-6M Missile Defense Radar (1) GPS 72 Range 20.3m km MCR 1.8m km Resolution 1
Thermal Sensor TH0.5-9.0 (1) Sensitivity 9 Detect Sig Strength 1000: 23.7m km
EM Sensor EM0.5-9.0 (1) Sensitivity 9 Detect Sig Strength 1000: 23.7m km
Compact ECCM-3 (2) ECM 40
Kotlin class Frigate 6 000 tons 178 Crew 1 545.4 BP TCS 120 TH 1 200 EM 1 170
10000 km/s Armour 2-29 Shields 39-325 HTK 44 Sensors 9/9/0/0 DCR 2 PPV 22
Maint Life 3.09 Years MSP 1 287 AFR 115% IFR 1.6% 1YR 202 5YR 3 037 Max Repair 300 MSP
Magazine 40
Captain Control Rating 3 BRG AUX CIC
Intended Deployment Time: 12 months Morale Check Required
Internal Fusion Drive EP600.00 (EP120/FC0.4) (2) Power 1200 Fuel Use 39.91% Signature 600 Explosion 12%
Fuel Capacity 270 000 Litres Range 20.3 billion km (23 days at full power)
Epsilon S39 / R325 Shields (1) Recharge Time 325 seconds (0.1 per second)
500mm SXR Spinal Laser (1) Range 384 000km TS: 10 000 km/s Power 65-6 RM 60 000 km ROF 55
Gunnery FCS R384-T10 (SW) (1) Max Range: 384 000 km TS: 10 000 km/s 97 95 92 90 87 84 82 79 77 74
Magnetic Confinement Fusion Reactor R6 (1) Total Power Output 6.1 Exp 5%
MSL-20B Missile Cell (2) Missile Size: 20 Hangar Reload 223 minutes MF Reload 37 hours
Mk 6 Missile FCS (2) Range 59.6m km Resolution 100
ASM-200 Demiurge Anti-Ship Missile (2) Speed: 40 200 km/s End: 2.2m Range: 5.4m km WH: 65 Size: 20 TH: 214/128/64
ASR-6 6K Search Radar (1) GPS 2160 Range 50.1m km Resolution 120
Thermal Sensor TH0.5-9.0 (1) Sensitivity 9 Detect Sig Strength 1000: 23.7m km
EM Sensor EM0.5-9.0 (1) Sensitivity 9 Detect Sig Strength 1000: 23.7m km
Compact ECCM-3 (1) ECM 40
ASM-62 Spike Anti-Ship Missile
Missile Size: 6.0000 MSP (15.00000 Tons) Warhead: 12 Radiation Damage: 12 Manoeuvre Rating: 15
Speed: 40 467 km/s Fuel: 1 305 Flight Time: 21 minutes Range: 50.07m km
ECM Modifier: 40%
Cost Per Missile: 11.61032 Development Cost: 1 161
Chance to Hit: 1k km/s 607.0% 3k km/s 202.3% 5k km/s 121.4% 10k km/s 60.7%
Materials Required
Corbomite 2
Tritanium 3
Gallicite 6.61032
Fuel: 1305
ASM-200 Demiurge Anti-Ship Missile
Missile Size: 20.00 MSP (50.000 Tons) Warhead: 65 Radiation Damage: 65 Manoeuvre Rating: 16
Speed: 40 200 km/s Fuel: 1 450 Flight Time: 2 minutes Range: 5.42m km
ECM Modifier: 40% ECCM Modifier: 40%
Cost Per Missile: 42.568 Development Cost: 4 257
Chance to Hit: 1k km/s 643.2% 3k km/s 214.4% 5k km/s 128.6% 10k km/s 64.3%
Materials Required
Corbomite 4
Tritanium 16.26
Gallicite 22.308
Fuel: 1450
F-2A Retribution class Fighter 480 tons 24 Crew 206.4 BP TCS 10 TH 240 EM 0
25040 km/s Armour 1-5 Shields 0-0 HTK 3 Sensors 0/0/0/0 DCR 0 PPV 3
Maint Life 0 Years MSP 0 AFR 95% IFR 1.3% 1YR 42 5YR 627 Max Repair 120 MSP
Lieutenant Commander Control Rating 1
Intended Deployment Time: 6 days Morale Check Required
Internal Fusion Drive EP240.00 (1) Power 240 Fuel Use 985.90% Signature 240 Explosion 30%
Fuel Capacity 34 000 Litres Range 1.3 billion km (14 hours at full power)
10cm Railgun V50/C3 (1x4) Range 50 000km TS: 25 040 km/s Power 3-3 RM 50 000 km ROF 5
Beam Fire Control R58-TS25000 (SW) (1) Max Range: 57 600 km TS: 25 000 km/s 83 65 48 31 13 0 0 0 0 0
Magnetic Confinement Fusion Reactor R3 (1) Total Power Output 3 Exp 5%
Active Search Sensor AS4-R1 (1) GPS 4 Range 4.5m km MCR 408.7k km Resolution 1
A-2A Absolution class Light Attack Craft 350 tons 7 Crew 106.3 BP TCS 7 TH 120 EM 0
17171 km/s Armour 1-4 Shields 0-0 HTK 3 Sensors 0/0/0/0 DCR 0 PPV 3
Maint Life 0 Years MSP 0 AFR 69% IFR 1.0% 1YR 12 5YR 175 Max Repair 60 MSP
Magazine 20
Lieutenant Commander Control Rating 1
Intended Deployment Time: 6 days Morale Check Required
Internal Fusion Drive EP120.00 (1) Power 120 Fuel Use 1394.27% Signature 120 Explosion 30%
Fuel Capacity 35 000 Litres Range 1.29 billion km (20 hours at full power)
MSL-20B Missile Cell (1) Missile Size: 20 Hangar Reload 223 minutes MF Reload 37 hours
Missile Fire Control FC48-R150 (1) Range 48.3m km Resolution 150
ASM-200 Demiurge Anti-Ship Missile (1) Speed: 40 200 km/s End: 2.2m Range: 5.4m km WH: 65 Size: 20 TH: 214/128/64
Active Search Sensor AS34-R150 (1) GPS 1080 Range 34.1m km Resolution 150
ECM 10
E-1 Watcher class Early Warning Craft 500 tons 15 Crew 191.3 BP TCS 10 TH 144 EM 0
14418 km/s Armour 1-5 Shields 0-0 HTK 6 Sensors 0/18/0/0 DCR 0 PPV 0
Maint Life 4.48 Years MSP 73 AFR 20% IFR 0.3% 1YR 6 5YR 88 Max Repair 72 MSP
Lieutenant Commander Control Rating 1
Intended Deployment Time: 1 months Morale Check Required
Internal Fusion Drive EP144.00 (1) Power 144 Fuel Use 274.92% Signature 144 Explosion 18%
Fuel Capacity 76 000 Litres Range 10 billion km (7 days at full power)
ASR-6LR 6K Search Radar (1) GPS 8640 Range 100.2m km Resolution 120
EM Sensor EM1.0-18.0 (1) Sensitivity 18 Detect Sig Strength 1000: 33.5m km
ECM 10
SJ-2 Torchbearer class Jump Scout 125 tons 4 Crew 32.3 BP TCS 2 TH 30 EM 0
12073 km/s JR 1-50 Armour 1-2 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0 PPV 0
Maint Life 0 Years MSP 0 AFR 24% IFR 0.3% 1YR 1 5YR 18 Max Repair 15 MSP
Lieutenant Commander Control Rating 1
Intended Deployment Time: 3 days Morale Check Required
J500 (E10-1-50) Military Jump Drive Max Ship Size 500 tons Distance 50k km Squadron Size 1
Internal Fusion Drive EP30.00 (1) Power 30 Fuel Use 348.57% Signature 30 Explosion 15%
Fuel Capacity 8 000 Litres Range 3.3 billion km (3 days at full power)
Active Search Sensor AS24-R150 (1) GPS 540 Range 24.1m km Resolution 150
H-1 Sotiris class Rescue Shuttle 125 tons 2 Crew 24 BP TCS 2 TH 30 EM 0
12073 km/s Armour 1-2 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0 PPV 0
Maint Life 0 Years MSP 0 AFR 24% IFR 0.3% 1YR 1 5YR 16 Max Repair 15 MSP
Cryogenic Berths 200
Lieutenant Commander Control Rating 1
Intended Deployment Time: 1 months Morale Check Required
Internal Fusion Drive EP30.00 (1) Power 30 Fuel Use 348.57% Signature 30 Explosion 15%
Fuel Capacity 13 000 Litres Range 5.4 billion km (5 days at full power)
H-2 Ranger class Rescue Shuttle 500 tons 9 Crew 110.2 BP TCS 10 TH 144 EM 0
14418 km/s Armour 1-5 Shields 0-0 HTK 7 Sensors 0/0/0/0 DCR 0 PPV 0
Maint Life 5.55 Years MSP 73 AFR 20% IFR 0.3% 1YR 4 5YR 60 Max Repair 72 MSP
Cryogenic Berths 200
Lieutenant Commander Control Rating 1
Intended Deployment Time: 3 months Morale Check Required
Internal Fusion Drive EP144.00 (1) Power 144 Fuel Use 274.92% Signature 144 Explosion 18%
Fuel Capacity 175 000 Litres Range 22.9 billion km (18 days at full power)
ECM 10
Ananke class Resupply Base 200 000 tons 768 Crew 6 595.6 BP TCS 4 000 TH 7 200 EM 0
1800 km/s JR 2-25(C) Armour 1-304 Shields 0-0 HTK 162 Sensors 0/0/0/0 DCR 11 PPV 0
MSP 15 020 Max Repair 2400 MSP
Magazine 5 000 Cryogenic Berths 1 000 Cargo Shuttle Multiplier 2
Commander Control Rating 2 BRG AUX
Intended Deployment Time: 3 months
Ordnance Transfer Hub - Capable of transferring ordnance to multiple ships simultaneously
JC200K E10 Commercial Jump Drive Max Ship Size 200500 tons Distance 25k km Squadron Size 2
Commercial Internal Fusion Drive EP600.0 (12) Power 7200 Fuel Use 2.89% Signature 600 Explosion 5%
Fuel Capacity 5 200 000 Litres Range 162.1 billion km (1042 days at full power)
Refuelling Capability: 125 000 litres per hour Complete Refuel 41 hours
CIWS-250 (4x10) Range 1000 km TS: 25 000 km/s ROF 5
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Colony Ship for auto-assignment purposes
Reliant class Replenishment Oiler 30 000 tons 264 Crew 1 355 BP TCS 600 TH 3 000 EM 0
5000 km/s JR 1-25(C) Armour 1-86 Shields 0-0 HTK 68 Sensors 18/18/0/0 DCR 11 PPV 0
MSP 7 528 Max Repair 150 MSP
Cryogenic Berths 200 Cargo Shuttle Multiplier 2
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
JC30K E10 Commercial Jump Drive Max Ship Size 30000 tons Distance 25k km Squadron Size 1
Commercial Internal Fusion Drive EP600.0 (5) Power 3000 Fuel Use 2.89% Signature 600 Explosion 5%
Fuel Capacity 6 671 000 Litres Range 1 386.5 billion km (3209 days at full power)
Refuelling Capability: 125 000 litres per hour Complete Refuel 53 hours
CIWS-250 (2x10) Range 1000 km TS: 25 000 km/s ROF 5
Long Range Navigation Radar (1) GPS 5400 Range 76.3m km Resolution 150
EM Sensor EM1.0-18.0 (1) Sensitivity 18 Detect Sig Strength 1000: 33.5m km
Thermal Sensor TH1.0-18.0 (1) Sensitivity 18 Detect Sig Strength 1000: 33.5m km
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Colony Ship for auto-assignment purposes