• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Gauss PD Cannon
Does PD stand for point defense?

As long as we over-design our Fire Controls, anticipating that we will receive longer ranged weapons later, we should be fine.
Why do we need to overdedig it? Shouldn't the fittings gor the missile just need to fit?

Gold dot = Unexplored Jump Point.
By gold you mean orange, right?
I take it that'd what the orange circle means too?

will back-fill 61 Hydrae
You can make colonies on comets?

Also, given how you can only access it through Sol, is it then necessary to gave a presence in the system?

We are only waiting for a Gate to complete in Sirius before starting a colony in Barnard's Star.
Why do we want a colony in Barnards star. Isn't that too Risky?

We have also improved the output of each Lab by +20%.
Is that solely through tech?

the innermost gas giant planet of Luhman 16, our defensive outpost facing the jump point to the Galapagonians
You meant that the system isnout outpost, right? Not the gas giant itself.

Check it out... we have added a Lagrange point to the A-III gas giant in Alpha Centauri, and the Civilian companies are already using it.

Before
View attachment 1077307

After
View attachment 1077308
BTW, did you need a gate for the natural points too?
 
Our long-awaited "Fire Control Speed rating 5000 kps" tech has completed... and weapon design begins!

First a Gauss PD Defense turret.

sb-206.jpg


This turret will be used for Point Defense both on warships and on ground installations. Its purpose is to shoot down incoming missiles.
 
Does PD stand for point defense? - Exactly. Short range (nearly point blank) anti-missile defense.

Why do we need to overdesign it? Shouldn't the fittings gor the missile just need to fit? - Two reasons. (1) The enemy might have ECM (Electronic Counter-Measures) which confuse our Missile Fire Control and make it harder for us to lock onto the target. That will shorten the EFFECTIVE range of the Fire Control. So we over-design the FC so that even the ECM-shortened effective range is STILL good enough to reach the target. (2) With over-designed FCs, when you get new tech and new longer-ranged missiles, your existing FC is already good enough to use them. I should mention that you still sound like you are trying to optimize... and optimizing is the WRONG strategy in this game, because the conditions (tech, resources, etc) are constantly changing so your "optimization" is out of date almost as soon as it is completed... wasted time and resources.

By gold you mean orange, right? - Yes.
I take it that'd what the orange circle means too? - Yes. Orange circle = "This system has unexplored jump points". Orange dots = how many.

You can make colonies on comets? - With low-gravity infrastructure, yes. But every body has a MAX population, and on a comet it is very low. Often under 100,000.

Also, given how you can only access it through Sol, is it then necessary to gave a presence in the system? - Hidden jump points. Aether rifts. Invader rifts. Three ways to bypass the visible jump point network. If I'm placing colonies, I like to place them CONTIGUOUSLY. Not scattered about.

Why do we want a colony in Barnards star. Isn't that too Risky? - Why would it be risky?

Is that solely through tech? - Yes. A +20% research tech.

You meant that the system isnout outpost, right? Not the gas giant itself. - "Defensive outpost" referred to the Luhman system as a whole, yes... not the Refinery.

BTW, did you need a gate for the natural points too? - I'm gating our whole empire together, since otherwise commercial ships (freighters, colony ships, tugs towing Refineries or Grinders) can't get there. None of them have jump drives. But gates on jump points do not interact AT ALL with natural or artificial Lagrange points. Jump points connect only to other jump points (always in OTHER star systems), Lagrange points connect only to other Lagrange points (always in THIS star system).
 
  • 1Like
  • 1
Reactions:
We are gradually accumulating an impressive number of those 110,000-ton space stations (Refineries, Grinders, Terraformers).

We have 73 Refineries already deployed, and another five building.
We have 47 Grinders already deployed, and another five building.
We have 35 Terraformers already deployed, and another five building.

That's over 17 million tons of Space Stations.
 
  • 2Like
Reactions:
> Why do we want a colony in Barnards star. Isn't that too Risky? - Why would it be risky?
Oh. Guess we've been talking past each other all thr times i asked about it, whether jump points would get mangled, etc.
Barnards star is a transient. In 12 kyr it'll be closest to Sol and then start moving away again. As opposed to all the other stars which are fixed in a pattern, more or less, then Barnards star is moving through the local area at speed. And quite a lot of speed at that. It's pretty obvious visually just from the time we've been able to watch it.

> BTW, did you need a gate for the natural points too? - I'm gating our whole empire together, since otherwise commercial ships (freighters, colony ships, tugs towing Refineries or Grinders) can't get there. None of them have jump drives. But gates on jump points do not interact AT ALL with natural or artificial Lagrange points. Jump points connect only to other jump points (always in OTHER star systems), Lagrange points connect only to other Lagrange points (always in THIS star system).
What I meant was whether you had to build a star gate at the natural LPs to connect them up, or if only artificial LPs needed a star gate to be able to connect to kther LPs.


Our long-awaited "Fire Control Speed rating 5000 kps" tech has completed... and weapon design begins!

First a Gauss PD Defense turret.

View attachment 1077316

This turret will be used for Point Defense both on warships and on ground installations. Its purpose is to shoot down incoming missiles.
What's kps? Or, more, what's the k as ps must be prr second.
 
> Why do we want a colony in Barnards star. Isn't that too Risky? - Why would it be risky?
Oh. Guess we've been talking past each other all thr times i asked about it, whether jump points would get mangled, etc.
Barnards star is a transient. In 12 kyr it'll be closest to Sol and then start moving away again. As opposed to all the other stars which are fixed in a pattern, more or less, then Barnards star is moving through the local area at speed. And quite a lot of speed at that. It's pretty obvious visually just from the time we've been able to watch it. - Yes, but in 12,000 years we'll have completely different tech. By then, we might not NEED jump points to travel from star to star.

> BTW, did you need a gate for the natural points too? - I'm gating our whole empire together, since otherwise commercial ships (freighters, colony ships, tugs towing Refineries or Grinders) can't get there. None of them have jump drives. But gates on jump points do not interact AT ALL with natural or artificial Lagrange points. Jump points connect only to other jump points (always in OTHER star systems), Lagrange points connect only to other Lagrange points (always in THIS star system).
What I meant was whether you had to build a star gate at the natural LPs to connect them up, or if only artificial LPs needed a star gate to be able to connect to kther LPs. - Natural Lagrange points do not need a jump gate to work. If a Lagrange point is already visible on the map (eg: LP1) then it works ALREADY. Only unstable Lagrange locations that can support a Lagrange point (ie: within the proper range of masses) but DON'T have one yet, need a gate. In order to use a REAL interstellar Jump Point (NOT a Lagrange point, a JUMP point) you must have either (1) a Gate, or (2) a jump engine on board your ship, or (3) a companion ship with a compatible jump engine to "assisted jump" you through. You DON'T NEED ANY of those things to use a Lagrange point (natural or artificial). A row-boat could use a Lagrange point.

What's kps? Or, more, what's the k as ps must be prr second. - Kilometers per second. 5,000 kps = five thousand kilometers per second.
 
  • 1
Reactions:
sb-208.jpg


That's what I like to see! Both of these are Laser weapons Turrets (one PD, one anti-ship), and I already have the Gauss PD Turret researched.



There is a concept... a way of LOOKING at things... called "the Defense Onion". It refers to the steps you can take to avoid being killed on the battlefield.

The outermost shell of the Defense Onion is "Don't be there, when bad things happen". When a bomb explodes, you won't get hurt if you aren't THERE.

The successive inner shells are things like "Don't be seen", "Don't be targeted", "Don't be hit", "Don't be penetrated", "Don't explode" and so on.

In our Aurora game, I like to use a similar "Defense Onion" to protect our fleet. The outermost "Don't be there" is exemplified by us staying out of the Galapagonian system, and our avoiding setting off any more nasty neighbors until we have a fleet built. The "Don't be seen" can be implimented when we develop Stealth technologies. "Don't be targeted" is implimented by using AWACS (aka Battle Management Vessels) to spot the enemy from hundreds of millions of kilometers away, and using Carriers and Fighters to repeatedly strike him from that distance... hopefully, from outside his OWN range.

Our anti-missile defense also comes in concentric shells. The outermost shell is just the limit of our Res-1 detectors... our AWACS spots the incoming missiles as far away as possible, to gain the maximum "tracking time" to-Hit bonus while they are still approaching us. Then our anti-missile missiles (AMMs) start engaging them as they pass 3 million km range. As the surviving enemy missiles continue to close, our Laser turrets start engaging them at about 50,000 km range, and last our Gauss PD turrets open up at 10,000 km range. Surviving missiles must penetrate first our Shields (if we had any... we don't at this tech level) and then our Armor. Then they start scoring internal hits and destroying ship components.

I can start designing warships now... and ground-based GTO... although we are still short ONE tech for Carriers.

EDIT: Dammit... we also need Beam Fire Controls for our Laser and Gauss vessels. Those are just Practicals, though. Comparatively cheap.
 
  • 2Like
Reactions:
We've built 27 hideously expensive research labs (over our starting number of 41) and our cash-in-bank is STILL pinned against the maximum allowable.

The maximum amount of money that you can have saved up in the bank in this game is equal to double your yearly income. So once you reach that maximum (as we have done) you must either increase your yearly income (which raises the cap) or spend your money faster.

We are building research labs, to spend money faster and to catch up with our neighbors in tech.



A few years ago, we had only 115 million litres of rocket fuel in stockpile... barely a year's production. Now we have 306 million litres.
 
  • 2Like
  • 1
Reactions:
Our first design for a Military ship... a Gauss Point Defense (PD) Frigate, a small warship whose intended role is to act as escort for either large warships or civilian ships, and to defend them by shooting down any incoming missiles.



Storm class Frigate 5,999 tons 122 Crew 770.3 BP TCS 120 TH 375 EM 0
3125 km/s Armour 2-29 Shields 0-0 HTK 42 Sensors 8/11/0/0 DCR 5-8 PPV 34.71
Maint Life 3.33 Years MSP 501 AFR 58% IFR 0.8% 1YR 68 5YR 1,027 Max Repair 206.64 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 24 months Morale Check Required

Ion Drive EP375.00 HS 30 1978 (1) Power 375.0 Fuel Use 40.41% Signature 375.00 Explosion 10%
Fuel Capacity 1,330,000 Litres Range 98.7 billion km (365 days at full power)

Quad Gauss Cannon R300-100 Turret 1977 (1x12) Range 30,000km TS: 20000 km/s Power 0-0 RM 30,000 km ROF 5
Beam PD Fire Control R96-TS20000 1978 (1) Max Range: 96,000 km TS: 20,000 km/s ECCM-0 90 79 69 58 48 38 27 17 6 0

CIV Search Sensor AS39-R100 1976 (1) GPS 2100 Range 39.8m km Resolution 100
CIV PD Search Sensor AS8-R1 (1) GPS 21 Range 8.6m km MCR 771.7k km Resolution 1
Thermal Sensor TH1.0-8.0 1969 (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km
EM Sensor EM1.0-11.0 1976 (1) Sensitivity 11.0 Detect Sig Strength 1000: 26.2m km

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes



Just under 6,000 tons (our Military shipyards go from 6,000 tons up to 25,000 tons), and carrying a four-barrelled Gauss Cannon Turret with excellent base to-Hit probabilities... we will be firing at 10,000 km, which is in the 90% range band shown on the Beam Fire Control line. Missile speed and evasion will modify that chance, of course. The PD Frigate is unfortunately rather slow, and has only two layers of armor... but remember that we are just now building our first interstellar warships. We can't expect them to be ultra-high-tech. We expect them to fly and shoot. On the plus side, it carries a decent sensor suite, including an active sensor that will pick up incoming missiles while they are still seven times too far out of gun range, so that we get the maximum "tracking time" to-Hit bonus on our shots. Carries enough maintenance stores to repair even the most expensive component twice.
 
  • 2Like
Reactions:
We've developed a new weapon for our Ground Forces... the 20cm Plasma Carronade.

So I'll finally design the first iteration of our Space Marines. The Garrison units are just police. Space Marines are combat troops.

This means first designing the TECH (yes, really) and then researching it for Space Marine Riflemen, MGs, Mortars, MANPADs, ATGMs, HQs etc. etc.. all seperately.

I'll get back to you when we've made progress on that.
 
  • 4Like
Reactions:
I've already shown you the Gauss PD Frigate, above.

They will need a compatible ship to jump them into battle, so... the AMM PD Frigate Leader.



Island class Frigate Leader 6,000 tons 132 Crew 886.4 BP TCS 120 TH 375 EM 0
3125 km/s JR 4-100 Armour 2-29 Shields 0-0 HTK 36 Sensors 8/11/0/0 DCR 3-5 PPV 9
Maint Life 2.84 Years MSP 377 AFR 96% IFR 1.3% 1YR 68 5YR 1,027 Max Repair 187.50 MSP
Magazine 201 / 0
Commander Control Rating 1 BRG
Intended Deployment Time: 24 months Morale Check Required

J6000(4-100) Military Jump Drive 1978 Max Ship Size 6000 tons Distance 100k km Squadron Size 4

Ion Drive EP375.00 HS 30 1978 (1) Power 375.0 Fuel Use 40.41% Signature 375.00 Explosion 10%
Fuel Capacity 1,258,000 Litres Range 93.4 billion km (345 days at full power)

Size 1 Missile Launcher 1978 (9) Missile Size: 1 Rate of Fire 10
Missile PD Fire Control FC34-R1 1978 (3) Range 34.3m km Resolution 1
Phalanx AMM 1-46k-3.3m-46th 1978 (201) Speed: 46,200 km/s End: 1.2m Range: 3.4m km WH: 1.0 Size: 1.00 TH: 154/92/46

CIV PD Search Sensor AS8-R1 (1) GPS 21 Range 8.6m km MCR 771.7k km Resolution 1
Thermal Sensor TH1.0-8.0 1969 (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km
EM Sensor EM1.0-11.0 1976 (1) Sensitivity 11.0 Detect Sig Strength 1000: 26.2m km

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 design is classed as a Warship for auto-assignment purposes



Same size and speed as the Gauss PD Frigate, but armed instead with nine AMM (anti-missile missiles) tubes and a magazine holding 201 AMM missile reloads. There are three Fire Controls (FCs), so this ship can simultaneously engage three incoming missile salvos with three anti-missiles each. The ship is equipped with a Jump Drive capable of carrying the ship itself plus three Storm class Gauss PD Frigates through a jump point in a Squadron Jump. Other than that the two designs are very similar except for the omission of a Res-100 sensor on the Island class, in order to get it under the tonnage limit.
 
  • 2Like
Reactions:
I have squeezed our Fighter down to something close to its minimum possible size at this tech level (better armor, avionics and engines would be more compact still) and started design work on the Carrier intended to base it.



X-Wing class Strikefighter 228 tons 1 Crew 60.1 BP TCS 5 TH 63 EM 0
13720 km/s Armour 1-3 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0-0 PPV 0.9
Maint Life 0 Years MSP 0 AFR 45% IFR 0.6% 1YR 7 5YR 100 Max Repair 31.25 MSP
Magazine 6 / 0
Lieutenant Commander Control Rating 1
Intended Deployment Time: 1.2 days Morale Check Required

FTR Ion Drive EP62.50 HS-2 1973 (1) Power 62.5 Fuel Use 1546.80% Signature 62.5 Explosion 25%
Fuel Capacity 10,000 Litres Range 0.51 billion km (10 hours at full power)

Size 6.00 Box Launcher 1973 (1) Missile Size: 6 Hangar Reload 122 minutes MF Reload 20 hours
Missile Fire Control FC79-R100 1976 (1) Range 79.6m km Resolution 100
Broadsord ASM 4-22k-73m-25th 1978 (1) Speed: 22,000 km/s End: 55.3m Range: 73m km WH: 4.0 Size: 6.00 TH: 73/44/22

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 planetary interaction
This design is classed as a Fighter for auto-assignment purposes



Constellation class Carrier 24,992 tons 287 Crew 2,305.3 BP TCS 500 TH 1,500 EM 0
3000 km/s Armour 2-76 Shields 0-0 HTK 90 Sensors 8/11/0/0 DCR 8-3 PPV 0
Maint Life 2.16 Years MSP 2,961 AFR 625% IFR 8.7% 1YR 853 5YR 12,792 Max Repair 375 MSP
Hangar Deck Capacity 8,000 tons Magazine 480 / 0
Commander Control Rating 1 BRG
Intended Deployment Time: 24 months Flight Crew Berths 160 Morale Check Required

Ion Drive EP750.00 HS 60 1973 (2) Power 1500 Fuel Use 28.58% Signature 750 Explosion 10%
Fuel Capacity 6,000,000 Litres Range 151.2 billion km (583 days at full power)

CIV PD Search Sensor AS8-R1 (1) GPS 21 Range 8.6m km MCR 771.7k km Resolution 1
EM Sensor EM1.0-11.0 1976 (1) Sensitivity 11.0 Detect Sig Strength 1000: 26.2m km
Thermal Sensor TH1.0-8.0 1969 (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km

Strike Group
35x X-Wing Strikefighter Speed: 13720 km/s Size: 4.56

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Carrier for auto-assignment purposes




The Constellation class Carrier holds 35 strike-fighters, and enough ammo to rearm them twice more (and a bit). So we'll need some Ammo Tenders among our support ships. It also carries enough fuel to operate them (that's the reason for the huge fuel tankage... operating 35 Fighters). Those are the ship's good points. A large air group and the ability to operate it. Everything else is bad points. Slow, weak armor, weak sensors, no defenses at all. But we are still at low tech, and the only two things I demand of my low-tech Carriers is that they keep up with the fleet and base a large squadron.
 
  • 1Like
Reactions:
Our AWACS Battle Management Vessel:



Admiral class Command Cruiser 25,000 tons 447 Crew 3,510.6 BP TCS 500 TH 1,500 EM 0
3000 km/s JR 4-100 Armour 5-76 Shields 0-0 HTK 87 Sensors 56/77/0/0 DCR 10-4 PPV 12
Maint Life 2.28 Years MSP 3,377 AFR 500% IFR 6.9% 1YR 880 5YR 13,193 Max Repair 525 MSP
Magazine 492 / 0
Commander Control Rating 1 BRG
Intended Deployment Time: 24 months Morale Check Required

J25000(4-100) Military Jump Drive 1978 Max Ship Size 25000 tons Distance 100k km Squadron Size 4

Ion Drive EP750.00 HS 60 1973 (2) Power 1500 Fuel Use 28.58% Signature 750 Explosion 10%
Fuel Capacity 7,032,000 Litres Range 177.2 billion km (683 days at full power)
Refuelling Capability: 80,000 litres per hour Complete Refuel 87 hours

Size 1 Missile Launcher 1978 (12) Missile Size: 1 Rate of Fire 10
Missile PD Fire Control FC34-R1 1978 (4) Range 34.3m km Resolution 1
Phalanx AMM 1-46k-3.3m-46th 1978 (492) Speed: 46,200 km/s End: 1.2m Range: 3.4m km WH: 1.0 Size: 1.00 TH: 154/92/46

Active Search Sensor AS199-R100 HS-25 1976 (1) GPS 52500 Range 199m km Resolution 100
Active Search Sensor AS33-R1 HS-15 1976 (1) GPS 315 Range 33.2m km MCR 3m km Resolution 1
Thermal Sensor TH7-56 1976 (1) Sensitivity 56 Detect Sig Strength 1000: 59.2m km
EM Sensor EM7-77 1976 (1) Sensitivity 77 Detect Sig Strength 1000: 69.4m km

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 design is classed as a Warship for auto-assignment purposes



Capable of jumping itself plus three Carriers through a Jump Point. A dozen AMM tubes, with three FCs and nearly 500 rounds in the magazine. LOTS of fuel, and a fuel pump so that it can transfer some to any vessel that needs it. Thousands of tons of active sensors, that can spot a ship-sized opponent at nearly 200 million km, and a missile at three million km. Thick armor, because this ship will be visible from a billion km away (with its huge sensor emissions).
 
  • 1
  • 1Like
Reactions:
I have revised the design of the Carrier to include a Primary Flight Control and Auxiliary Control as well as the standard Bridge. This allows more officers to apply their bonus to things like re-arming time, the Fighters' missile to-Hit rolls, evasion, etc. This required a reduction in ammo storage.



Constellation class Carrier 24,997 tons 299 Crew 2,398.3 BP TCS 500 TH 1,500 EM 0
3000 km/s Armour 2-76 Shields 0-0 HTK 92 Sensors 8/11/0/0 DCR 8-3 PPV 0
Maint Life 2.16 Years MSP 2,979 AFR 625% IFR 8.7% 1YR 855 5YR 12,819 Max Repair 375 MSP
Hangar Deck Capacity 8,000 tons Magazine 384 / 0
Commander Control Rating 3 BRG AUX PFC
Intended Deployment Time: 24 months Flight Crew Berths 160 Morale Check Required

Ion Drive EP750.00 HS 60 1973 (2) Power 1500 Fuel Use 28.58% Signature 750 Explosion 10%
Fuel Capacity 6,020,000 Litres Range 151.7 billion km (585 days at full power)

Broadsord ASM 4-22k-73m-25th 1978 (64) Speed: 22,000 km/s End: 55.3m Range: 73m km WH: 4.0 Size: 6.00 TH: 73/44/22

CIV PD Search Sensor AS8-R1 (1) GPS 21 Range 8.6m km MCR 771.7k km Resolution 1
EM Sensor EM1.0-11.0 1976 (1) Sensitivity 11.0 Detect Sig Strength 1000: 26.2m km
Thermal Sensor TH1.0-8.0 1969 (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km

Strike Group
35x X-Wing Strikefighter Speed: 13720 km/s Size: 4.56

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 design is classed as a Carrier for auto-assignment purposes
 
The 12,000 ton Jump Destroyer is a bit of an anomaly... it looks and acts like a warship, but has no weapons. Its job is to jump other ships through the jump point, and to carry reloads for both the Fighters and the PD vessels. It carries over 200 rounds each of anti-ship and anti-missile ammo, and has the necessary ordnance transfer machinery to distribute ammo to other ships.



Attitude class Jump Destroyer 12,000 tons 181 Crew 1,288.7 BP TCS 240 TH 750 EM 0
3125 km/s JR 4-100 Armour 2-46 Shields 0-0 HTK 42 Sensors 0/0/0/0 DCR 4-3 PPV 0
Maint Life 2.18 Years MSP 1,268 AFR 288% IFR 4.0% 1YR 359 5YR 5,384 Max Repair 375 MSP
Magazine 1,344 / 0
Commander Control Rating 1 BRG
Intended Deployment Time: 24 months Morale Check Required

J12000(4-100) Military Jump Drive 1978 Max Ship Size 12000 tons Distance 100k km Squadron Size 4

Ion Drive EP750.00 HS 60 1973 (1) Power 750 Fuel Use 28.58% Signature 750 Explosion 10%
Fuel Capacity 2,035,000 Litres Range 106.8 billion km (395 days at full power)

Ordnance Transfer Rate: 48 MSP per hour Complete Transfer 28 hours
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a None for auto-assignment purposes
 
  • 2Like
Reactions:
Our other Destroyer (12,000 ton ship) will also be a bit anomalous. I'm going to try and work a Spinal Mount into the design... one big Laser running the full length of the ship.
 
Blaze class Destroyer 11,950 tons 316 Crew 1,806.6 BP TCS 239 TH 750 EM 0
3138 km/s Armour 2-46 Shields 0-0 HTK 96 Sensors 0/0/0/0 DCR 4-3 PPV 77
Maint Life 2.14 Years MSP 1,377 AFR 286% IFR 4.0% 1YR 403 5YR 6,039 Max Repair 375 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 24 months Morale Check Required

Ion Drive EP750.00 HS 60 1973 (1) Power 750 Fuel Use 28.58% Signature 750 Explosion 10%
Fuel Capacity 1,900,000 Litres Range 100.1 billion km (369 days at full power)

18.750cm Spinal C3 Near Ultraviolet Laser 1979 (1) Range 192,000km TS: 5,000 km/s Power 9-3 RM 30,000 km ROF 15
Quad 10cm C3 Near Ultraviolet PD Laser Turret 1978 (4x4) Range 90,000km TS: 20000 km/s Power 12-12 RM 30,000 km ROF 5
Beam Fire Control R192-TS10000 1978 (1) Max Range: 192,000 km TS: 10,000 km/s ECCM-0 95 90 84 79 74 69 64 58 53 48
Beam PD Fire Control R96-TS20000 1978 (4) Max Range: 96,000 km TS: 20,000 km/s ECCM-0 90 79 69 58 48 38 27 17 6 0
Magnetic Mirror Fusion Reactor R18 PWR-18 (3) Total Power Output 54 Exp 5%

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes



An 18.75cm Laser running down the axis of the ship, and four quad-barrelled 10cm Laser PD turrets.

Each weapon mount (Spinal and four turrets) has its own FC.
 
Our GTO (Ground to Orbit) defensive turrets have been researched and designed, and may now be built and sent out to the colonies.

Naturally, we need to expand our Ground Forces Training College.

Here is the Anti-Ship turret unit (three turrets plus HQ and security troops etc):

sb-209.jpg


A Laser PD Turret unit

sb-210.jpg


... and a Gauss PD Turret unit:

sb-211.jpg


Note that all of them are sized to exactly fill one 5000-ton hold on a Troop Transport. That's why different types of units have different numbers of turrets, men and equipment... because the three types of turrets are different sizes, and it all must add up to (or near) 5000 tons.
 
  • 1Like
  • 1
Reactions:
Finally found your AAR.

Looking good so far. Can I become the commander of the new fleet? I hope we use it to destroy these pesky Strive Aliens once we are ready.
 
  • 1Like
Reactions:
Finally found your AAR.

Looking good so far. Can I become the commander of the new fleet? I hope we use it to destroy these pesky Strive Aliens once we are ready.
Which post?

There is a Commander of the Navy, and also a Commander of Naval Operations (which is the branch of the Navy that handles the actual fighting) but both of those positions are desk jobs back at Naval HQ on Earth. Those positions add the Commander's skill bonus to all ships' combat, training, engineering, etc.

Did you want one of those, or a field command? (ie: Task Force Commander)