We are ready to test the basic functionality of the Partystarter JBPBR (Just-Beyond-Point-Blank-Range) Missile Platform. This is the Secret Weapon upon which we are basing our tactics to break the blockade at the Mechanus jump point.
It is the 21st Century's answer to General Hobart's Funnies.
Partystarters are, in effect, missile-armed one-man space stations. They are built in Fighter Factories, but unlike Fighters which usually have engines and fuel but no jump drives, the Partystarters have jump drives but no engines or fuel. They have thin armor and rely for protection against missiles on high ECM and on decoy launchers. And on numbers. Lots of numbers. For protection against beam weapons they rely on jumping in beyond beam range and killing the beam weapon ship with missiles before it gets close enough to do much damage.
The tactic is based on the fact that Standard Jumps will always land the incoming ship directly on top of the jump point, in heavy jump shock (and so this is the place that a jump point blockade will stake out and bore-sight) but a Squadron Jump will land the incoming ship and any others that are formated on it in a randomly chosen spot at some greater or lesser distance from the jump point, the distance determined by the technology level of the jump engine; and jump shock will be light. At our current tech level, our Partystarters will land in groups of eight at random locations up to 1.5 million km from the jump point.
Their defense against Laser fire is that they will need to be hunted down and brought into Laser range individually, which takes some time when the targets are scattered in random spots across the face of a disk three million km across. And as soon as the jump shock wears off, everybody who isn't dead yet launches missiles. Boom.
... and of course, they also rely for defense on the fact that they are just the vanguard of a full-scale invasion; and as soon as the enemy commits enough shots to killing Partystarters, the rest of our fleet is coming through the jump point. His missile tubes only get one shot every eight minutes and forty seconds, remember.
For this reason they should be used in mass. Lots and lots of Partystarters, all jumping in at once. Hundreds of them, like using Fighters. Because the enemy's attempt to kill them individually doesn't SCALE. The enemy only has a certain number of Laser-armed ships, and those ships only have a certain number of Fire Controls. Once that total number of Fire Controls is saturated, any additional incoming Partystarters are guaranteed to survive long enough to unload their missiles.
Note that they have the new level 6 Missile Jammer.
Partystarter CMD Mk II class Launch Platform 480 tons 1 Crew 142.8 BP TCS 10 TH 0 EM 0
1 km/s JR 8-1500 Armour 1-5 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0-0 PPV 4.5
Maint Life 0 Years MSP 0 AFR 95% IFR 1.3% 1YR 22 5YR 327 Max Repair 80 MSP
Magazine 30 / 10
Lieutenant Commander Control Rating 1
Intended Deployment Time: 3 days Morale Check Required
J500(8-1500) Military Jump Drive 2031 Max Ship Size 500 tons Distance 1500k km Squadron Size 8
Size 6.00 Box Launcher 1973 (5) Missile Size: 6 Hangar Reload 122 minutes MF Reload 20 hours
Size 5 Decoy Launcher (2) Decoy Size: 5 Hangar Reload 111 minutes MF Reload 18 hours
2031 SRAM FTR Missile Fire Control FC63-R145 (10%) (1) Range 63.6m km Resolution 145 ECCM-5
Hoodoo-5 Ship Decoy (2) Signature: 1000 tons ECM-5 Size: 5
SRAM-16 Missile (5) Speed: 90,233 km/s End: 3.5m Range: 18.7m km WH: 16 Size: 6 TH: 300/180/90
2031 Active Search Sensor AS31-R145 (10%) (1) GPS 696 Range 31.8m km Resolution 145
Electronic Warfare Jammers: Missile 6
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
Each Squadron is composed of one Partystarter CMD and seven Partystarter BLs.
Partystarter BL class Launch Platform 498 tons 1 Crew 136.8 BP TCS 10 TH 0 EM 0
1 km/s Armour 1-5 Shields 0-0 HTK 1 Sensors 0/0/0/0 DCR 0-0 PPV 5.4
Maint Life 0 Years MSP 0 AFR 99% IFR 1.4% 1YR 22 5YR 332 Max Repair 80 MSP
Magazine 36 / 10
Lieutenant Commander Control Rating 1
Intended Deployment Time: 3 days Morale Check Required
Size 6.00 Box Launcher 1973 (6) Missile Size: 6 Hangar Reload 122 minutes MF Reload 20 hours
Size 5 Decoy Launcher (2) Decoy Size: 5 Hangar Reload 111 minutes MF Reload 18 hours
2031 SRAM FTR Missile Fire Control FC63-R145 (10%) (1) Range 63.6m km Resolution 145 ECCM-5
SRAM-16 Missile (6) Speed: 90,233 km/s End: 3.5m Range: 18.7m km WH: 16 Size: 6 TH: 300/180/90
Hoodoo-5 Ship Decoy (2) Signature: 1000 tons ECM-5 Size: 5
2031 Active Search Sensor AS31-R145 (10%) (1) GPS 696 Range 31.8m km Resolution 145
Electronic Warfare Jammers: Missile 6
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
We are setting up the test run now, at the Sol => Sirius jump point.