Author Topic: Fleet Design: Ship ratings and their support (Complete, comments welcome)  (Read 1044 times)

AlphaMirage

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Although I may use some of these designs for the Warship Arms Race Redux I was thinking of it from a more systemic Fleet design based on the number of arcs with at least one heavy (40+) capital bay and acceleration. I will fill these in with some fan designs but just wanted to state my initial ideas. IMO >1MT Warships are boring so I stop there.

Revised Ratings of the My SLDFleet
Armored Freighter/Sloop - 0 Bays, Any speed or mass, Unsuitable for the Battleline, Unrated
Corvette - 1 Bay (Nose), 5/8, 100-200kt, Unsuitable for the Battleline, Unrated
Frigate - 2 Bays (Broadsides), 4/6, 200-300kt, Sixth Rate Battleline or Escort Carrier (with one Destroyer)
Destroyer - 3 Bays (Forward Arcs), 4/6, 300-400kt, Unsuitable for the Battleline, Anti-Fighter/Dropship Warship Escort for Carriers
Heavy Frigate - 4 Bays (Quarterdecks), 4/6, 500-600kt, Fifth Rate Battleline or Light Carrier (with two Destroyers)
Cruiser - 5 Bays (Quarterdecks+Nose), 4/6, 600-700kt, Fourth Rate Battleline or Fleet Services Ship (operating with Carriers)
Heavy Cruiser - 6 Bays (Broadsides), 3/5, 700-800kt, Third Rate Battleline or Fleet Carrier (with three Destroyers)
Battleship - 7 Bays (Broadsides+Nose), 3/5, 800-900kt, Second Rate Battleline
Dreadnought - 8 Bays (All-Aspect), 3/5, 900kt-1Mt, First Rate Battleline

Tumbleweed-class Armored Sloop
Mass: 100,000 tons
Fuel: 3,500 tons (35,000)
Safe Thrust: 3
Maximum Thrust: 5
Weapons
4x Barracuda
6x Light N-PPC
12x NL/45
20x PPCs
18x LPL
18x LL
20x AMS
Armor
    Nose: 15
    Fore Sides: 12/12
    Aft Sides: 10/10
    Aft: 7
Structural Integrity: 30
Cargo
    Bay 1:  Small Craft (12)        3 Doors   
    Bay 2:  Cargo (4319.0 tons)     1 Door   
Dropship Capacity: 0
Crew:  17 officers, 68 enlisted/non-rated, 33 gunners, 60 bay personnel
Battle Value: 23,352
Cost: 3,942,680,000 C-bills

Background - The Tumbleweed class was designed as a minimally capable Warship that could be built in standard Jumpship cages. Although not as quick as a Corvette the Tumbleweed's thrusters can give it decent intra-system mobility during its patrols which are typically of the Show the Flag, or Blow up an Asteroid with N-PPCs, variant. Still it is very expensive for its limited capabilities so these are mostly built as a way to maintain Warship building skills for lesser Cageworks and their associated contractors.

Code: [Select]
Sail Integrity: 3
KF Drive Integrity: 4
Heat Sinks: 1037(2074)

Ammunition:
    720 rounds of Anti-Missile System [IS] ammunition (60 tons),
    100 rounds of Ultra AC/20 ammunition (20 tons),
    40 rounds of Barracuda ammunition (60 tons)

Grav Decks: 1 (80 m)
Escape Pods: 0
Life Boats: 15

Notes: Mounts 60 tons of standard aerospace armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (403 Heat)
5 Ultra AC/20                               40   15(150) 15(150)  0(0)     0(0)   AC         
    Ultra AC/20 Ammo (500 shots)
6 Large Laser                               48   5(48)   5(48)    0(0)     0(0)   Laser       
3 Naval PPC (Light)                         315  21(210) 21(210) 21(210)   0(0)   Capital PPC
FRS/FLS (262 Heat)
3 Naval Laser 45                            210  14(135) 14(135) 14(135) 14(135)  Capital Laser
6 Large Laser                               48   5(48)   5(48)    0(0)     0(0)   Laser       
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)
RBS/LBS (120 Heat)
10 PPC                                      100  10(100) 10(100)  0(0)     0(0)   PPC         
2 Capital Missile Launcher (Barracuda)      20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
ARS/ALS (274 Heat)
6 Large Pulse Laser                         60   5(54)   5(54)    0(0)     0(0)   Pulse Laser
3 Naval Laser 45                            210  14(135) 14(135) 14(135) 14(135)  Capital Laser
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)
Aft (379 Heat)
6 Large Pulse Laser                         60   5(54)   5(54)    0(0)     0(0)   Pulse Laser
3 Naval PPC (Light)                         315  21(210) 21(210) 21(210)   0(0)   Capital PPC
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)

Coriolis-class Corvette
Mass: 155,000 tons
Fuel: 4,000 tons (20,000)
Safe Thrust: 5
Maximum Thrust: 8
Weapons
2x NAC/30
3x M-NPPC
6x Killer Whales
15x SCL/3
24x Large Laser
20x PPCs
18x Large Pulse Laser
12x Ultra AC/20
24x AMS
Armor
    Nose: 21
    Fore Sides: 18/18
    Aft Sides: 15/15
    Aft: 11
Structural Integrity: 40
Cargo
    Bay 1:  Cargo (3698.0 tons)     1 Door   
Dropship Capacity: 1
Crew:  20 officers, 125 enlisted/non-rated, 39 gunners   
Battle Value: 56,990
Cost: 5,075,483,000 C-bills

Background - Designed as a pursuit hunter the Coriolis Corvette is unlike the Tumbleweed capable of carrying a dropship and its weapon strike potential is nose focused with a pair of Armstrong NAC/30s and its rear armament is upgraded from light to medium N-PPCs. In the process however the Coriolis has to sacrifice the NLs but considering its speed it is capable of evading incoming Aerospace Fighters so designers deemed the threat from fighters to be minimal and something to be off-loaded to its dropship.

Code: [Select]
Sail Integrity: 3
KF Drive Integrity: 5
Heat Sinks: 900(1800)

Ammunition:
    320 rounds of Ultra AC/20 ammunition (64 tons),
    864 rounds of Anti-Missile System [IS] ammunition (72 tons),
    60 rounds of Killer Whale ammunition (100 tons),
    20 rounds of NAC/30 ammunition (0.8 tons)

Grav Decks: 1 (80 m)
Escape Pods: 0
Life Boats: 15

Notes: Mounts 124 tons of standard aerospace armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (267 Heat)
2 Naval Autocannon (NAC/30)                 200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (20 shots)
8 Large Laser                               64   6(64)   6(64)    0(0)     0(0)   Laser       
3 Anti-Missile System                        3    1(9)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (108 shots)
FRS/FLS (187 Heat)
3 Sub-Capital Laser (SCL/3)                 96   9(90)   9(90)    0(0)     0(0)   Sub-Capital Laser
8 Large Laser                               64   6(64)   6(64)    0(0)     0(0)   Laser       
3 Anti-Missile System                        3    1(9)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (1296 shots)
3 Ultra AC/20                               24   9(90)   9(90)    0(0)     0(0)   AC         
    Ultra AC/20 Ammo (80 shots)
RBS/LBS (163 Heat)
3 Capital Missile Launcher (Killer Whale)   60   12(120) 12(120) 12(120) 12(120)  Capital Missile
    Killer Whale Ammo (30 shots)
10 PPC                                      100  10(100) 10(100)  0(0)     0(0)   PPC         
3 Anti-Missile System                        3    1(9)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (108 shots)
ARS/ALS (183 Heat)
3 Sub-Capital Laser (SCL/3)                 96   9(90)   9(90)    0(0)     0(0)   Sub-Capital Laser
6 Large Pulse Laser                         60   5(54)   5(54)    0(0)     0(0)   Pulse Laser
3 Anti-Missile System                        3    1(9)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (108 shots)
3 Ultra AC/20                               24   9(90)   9(90)    0(0)     0(0)   AC         
    Ultra AC/20 Ammo (80 shots)
Aft (564 Heat)
3 Naval PPC (Medium)                        405  27(270) 27(270) 27(270) 27(270)  Capital PPC
3 Sub-Capital Laser (SCL/3)                 96   9(90)   9(90)    0(0)     0(0)   Sub-Capital Laser
6 Large Pulse Laser                         60   5(54)   5(54)    0(0)     0(0)   Pulse Laser
3 Anti-Missile System                        3    1(9)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (108 shots)

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #1 on: 10 March 2024, 09:34:52 »
Freya-class Frigate
Mass: 272,000 tons
Fuel: 8,000 tons (20,000)
Safe Thrust: 4
Maximum Thrust: 6
Weapons
2x NAC/25
2x Medium N-PPC
6x NAC/20
8x Heavy SCC
12x NL/35
12x SCL/1
18x LL
18x LPL
20x ER PPC
30x AMS
Armor
    Nose: 36
    Fore Sides: 34/34
    Aft Sides: 34/34
    Aft: 22
Structural Integrity: 70
Cargo
    Bay 1:  Fighter (12)            3 Doors   
    Bay 2:  Cargo (6534.5 tons)     1 Door   
Dropship Capacity: 2
Crew:  26 officers, 95 enlisted/non-rated, 56 gunners, 24 bay personnel
Battle Value: 90,018
Cost: 6,451,072,000 C-bills

Background - While the Freya class Frigates are fairly lightweight for a fleet combatant their armament is not something that can be easily dismissed particularly against its preferred targets such as a dropships and fighters. It also serves as the smallest ship capable of independent operations with 2 dropships and as many Squadrons of Aerospace fighters for security against incoming hostiles. As such it is a popular choice for gunship diplomacy and theaters where the threat environment is low. As it is at the heavier end of its rating its nose guns are capable of generating good close range, high intensity firepower while approaching their adversary.

Code: [Select]
Sail Integrity: 4
KF Drive Integrity: 7
Heat Sinks: 1356 (2712)

Ammunition:
    1,440 rounds of Anti-Missile System [IS] ammunition (120 tons),
    20 rounds of NAC/25 ammunition (18 tons),
    90 rounds of NAC/20 ammunition (36tons),
    80 rounds of Heavy SCC ammunition (80 tons),
    40 rounds of Barracuda ammunition (60 tons)

Grav Decks: 1 (80 m)
Escape Pods: 0
Life Boats: 15

Notes: Mounts 380.5 tons of standard aerospace armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (243 Heat)
2 Capital Missile Launcher (Barracuda)      20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Naval Autocannon (NAC/25)                 170  50(500) 50(500) 50(500)   0(0)   Capital AC 
    NAC/25 Ammo (20 shots)
6 Large Laser                               48   5(48)   5(48)    0(0)     0(0)   Laser       
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
FRS/FLS (281 Heat)
3 Naval Laser 35                            156  11(105) 11(105) 11(105)   0(0)   Capital Laser
3 Sub-Capital Laser (SCL/1)                 72   3(30)   3(30)   3(30)     0(0)   Sub-Capital Laser
6 Large Laser                               48   5(48)   5(48)    0(0)     0(0)   Laser       
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
RBS/LBS (498 Heat)
3 Naval Autocannon (NAC/20)                 180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/20 Ammo (45 shots)
10 ER PPC                                   150  10(100) 10(100) 10(100)   0(0)   PPC         
4 Sub-Capital Cannon (Heavy)                168  28(280) 28(280)  0(0)     0(0)   Sub-Capital Cannon
    Heavy SCC Ammo (40 shots)
ARS/ALS (293 Heat)
3 Naval Laser 35                            156  11(105) 11(105) 11(105)   0(0)   Capital Laser
3 Sub-Capital Laser (SCL/1)                 72   3(30)   3(30)   3(30)     0(0)   Sub-Capital Laser
6 Large Pulse Laser                         60   5(54)   5(54)    0(0)     0(0)   Pulse Laser
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)
Aft (355 Heat)
2 Capital Missile Launcher (Barracuda)      20   4(40)   4(40)   4(40)    4(40)   Capital Missile
    Barracuda Ammo (20 shots)
2 Naval PPC (Medium)                        270  18(180) 18(180) 18(180) 18(180)  Capital PPC
6 Large Pulse Laser                         60   5(54)   5(54)    0(0)     0(0)   Pulse Laser
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (240 shots)

Tyler Jorgensson

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #2 on: 10 March 2024, 15:54:58 »
Don’t have time currently to comment on individual ships  but will do later

Currently thought: I never was a fan of classification based on set parameters because what happens if I have a 1,000,000 ton ship that moves 5/8 and is armed with spitballs accordingly? Is it still a Dreadnought or do I call it a ‘Heavy Corvette?’.

I know their more like guidelines, and I do love when you can build structured Fleet designs (ESPECIALLY for logistical purposes and ESPECIALLY in games which have set limits (like the Redux!))

Like I said will look later on actual designs

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #3 on: 10 March 2024, 17:04:01 »
Currently thought: I never was a fan of classification based on set parameters because what happens if I have a 1,000,000 ton ship that moves 5/8 and is armed with spitballs accordingly? Is it still a Dreadnought or do I call it a ‘Heavy Corvette?’.

I'd consider it a war crime against your home nation. However if I were your enemy I would encourage the continued production of your enormous and expensive fighter.

Khepri Escort Carrier
Mass: 272,000 tons
Fuel: 10,000 tons (25,000)
Safe Thrust: 5
Maximum Thrust: 8
Weapons
8x Barracuda Launchers
6x Killer Whale Launchers
12x NL/35
12x SCL/2
6x Gauss Rifles
32x Large Lasers
20x PPC
10x Large Pulse Laser
16x AMS
Armor
    Nose: 40
    Fore Sides: 35/35
    Aft Sides: 31/31
    Aft: 22
Structural Integrity: 70
Cargo
    Bay 1:  Fighter (36)            6 Doors   
    Bay 2:  Cargo (6769.5 tons)     2 Doors   
Dropship Capacity: 2
Crew:  25 officers, 75 enlisted/non-rated, 58 gunners, 72 bay personnel, 90 passengers   
Battle Value: 34,929
Cost: 12,341,828,000 C-bills

Background - SLDFleet Doctrine is very precise in the use of a LF-jump battery seeing Carriers as the most appropriate method of fast interdiction due to the 'relative' safety of a Destroyer escorted Carrier, rather than risking the expensive LF-battery on a battleline. Two Groups of ready Fighters are deemed the 'right' amount of force to engage a planetary invasion force as troop transports are fairly easy targets to disable. As an Escort Carrier a Khepri is frequently tasked with securing a Jump Point or planetary orbit, and protecting invasion forces from defenders along with its Destroyer escort. Typically a Khepri has additional airframes and spare pilots onboard with an assault ship and logistics support dropship assigned to its collars. Once in orbit it can provide situational awareness, command facilities, air sorties, and other logistical support to ground forces.

Code: [Select]
Sail Integrity: 4
KF Drive Integrity: 7
Heat Sinks: 384 (768)

Ammunition:
    192 rounds of Gauss Rifle [IS] ammunition (24 tons),
    576 rounds of Anti-Missile System [IS] ammunition (48 tons),
    60 rounds of White Shark ammunition (80 tons),
    80 rounds of Barracuda ammunition (60 tons)

Grav Decks: 1 (150 m)
Escape Pods: 17
Life Boats: 10

Notes: Equipped with
    lithium-fusion battery system
380.5 tons of standard aerospace armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (46 Heat)
4 Capital Missile Launcher (Barracuda)      40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Barracuda Ammo (40 shots)
6 Gauss Rifle                                6   9(90)   9(90)   9(90)     0(0)   AC         
    Gauss Rifle Ammo [IS] (1536 shots)
FRS/FLS (308 Heat)
3 Naval Laser 35                            156  11(105) 11(105) 11(105)   0(0)   Capital Laser
3 Sub-Capital Laser (SCL/2)                 84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
8 Large Laser                               64   6(64)   6(64)    0(0)     0(0)   Laser       
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (1728 shots)
RBS/LBS (145 Heat)
10 PPC                                      100  10(100) 10(100)  0(0)     0(0)   PPC         
3 Capital Missile Launcher (White Shark)    45   9(90)   9(90)   9(90)    9(90)   Capital Missile
    White Shark Ammo (30 shots)
ARS/ALS (308 Heat)
3 Naval Laser 35                            156  11(105) 11(105) 11(105)   0(0)   Capital Laser
3 Sub-Capital Laser (SCL/2)                 84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
8 Large Laser                               64   6(64)   6(64)    0(0)     0(0)   Laser       
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (1728 shots)
Aft (140 Heat)
4 Capital Missile Launcher (Barracuda)      40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Barracuda Ammo (40 shots)
10 Large Pulse Laser                        100  9(90)   9(90)    0(0)     0(0)   Pulse Laser

Giovanni Blasini

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  • Posts: 7167
  • And I think it's gonna be a long, long time...
Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #4 on: 10 March 2024, 20:24:38 »
Are the powers unable to build ships in the 400-500 thousand ton range in your AU?
"Does anyone know where the love of God goes / When the waves turn the minutes to hours?"
-- Gordon Lightfoot, "The Wreck of the Edmund Fitzgerald"

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #5 on: 10 March 2024, 20:30:52 »
Are the powers unable to build ships in the 400-500 thousand ton range in your AU?

No, its just that they bypass that section as armor, firepower, and SI needs to become heavier in the >500kt range to stay competitive. This Destroyer is a heavyweight in its category.

Granite Destroyer
Mass: 365,000 tons
Fuel: 8,000 tons (20,000)
Safe Thrust: 4
Maximum Thrust: 6
Weapons
12x NAC/10
8x AR-10
8x NL/55
8x NL/45
8x Medium Sub-Cap Cannon
24x SCL/3
12x AMS
24x Large Pulse Laser
20x PPC
12x Gauss Rifle
Armor
    Nose: 67
    Fore Sides: 62/62
    Aft Sides: 45/45
    Aft: 35
Structural Integrity: 90
Cargo
    Bay 1:  Cargo (4298.0 tons)     4 Door   
Dropship Capacity: 2
Crew:  33 officers, 153 enlisted/non-rated, 95 gunners   
Battle Value: 90,893
Cost: 12,854,085,000 C-bills

Background - The Granite Destroyer was designed in order to protect the Fleet's investment in LF-battery equipped Carriers. It too possesses an LF-battery and is optimized for intercepting large numbers of incoming assault dropships and threatening moderately sized Warships. Although the ongoing expense of its capital missiles launchers weighs on the fleet treasury they are invaluable for the interception of incoming missiles and fighters alongside Scarab Multirole Gunships. Serving in a protection role its job is to blunt any incoming assault on the Carrier enabling it to make best time away from the threat.

Although slower than the Khepri it has the same acceleration profile as Juno Light Carriers and Olympus Heavy Carriers. Granite Destroyers are assigned one to one with Khepri, two for a Juno, and three for an Olympus. In order to support its Carrier the Granite will typically be assigned a gunship carrier such as the Valiant and an assault craft. This unfortunately limits their strategic patrol time but they operate alongside our Carriers which possess ample stores to share on long missions. 

Code: [Select]
Sail Integrity: 4
KF Drive Integrity: 9
Heat Sinks: 1610 (3220)

Ammunition:
    480 rounds of Gauss Rifle [IS] ammunition (60 tons),
    240 rounds of NAC/10 ammunition (48 tons),
    24 rounds of AR10 Killer Whale ammunition (1200 tons),
    432 rounds of Anti-Missile System [IS] ammunition (36 tons),
    40 rounds of AR10 Barracuda ammunition (1200 tons),
    24 rounds of AR10 White Shark ammunition (960 tons),
    160 rounds of Medium SCC ammunition (160 tons)

Grav Decks: 1 (150 m)
Escape Pods: 17
Life Boats: 10

Notes: Equipped with
    lithium-fusion battery system
657 tons of standard aerospace armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (828 Heat)
4 Naval Autocannon (NAC/10)                 120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/10 Ammo (80 shots)
4 Naval Laser 55                            340  22(220) 22(220) 22(220) 22(220)  Capital Laser
4 Sub-Capital Laser (SCL/3)                 128  12(120) 12(120)  0(0)     0(0)   Sub-Capital Laser
8 Sub-Capital Cannon (Medium)               240  40(400) 40(400)  0(0)     0(0)   Sub-Capital Cannon
    Medium SCC Ammo (160 shots)
FRS/FLS (534 Heat)
4 Naval Autocannon (NAC/10)                 120  40(400) 40(400) 40(400)   0(0)   Capital AC 
    NAC/10 Ammo (80 shots)
4 Sub-Capital Laser (SCL/3)                 128  12(120) 12(120)  0(0)     0(0)   Sub-Capital Laser
6 Anti-Missile System                        6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (2592 shots)
4 Naval Laser 45                            280  18(180) 18(180) 18(180) 18(180)  Capital Laser
RBS/LBS (186 Heat)
4 Capital Missile Launcher (AR10 Launcher)  80   8(80)   8(80)   8(80)    8(80)   AR10       
    AR10 White Shark Ammo (12 shots)
    AR10 Killer Whale Ammo (12 shots)
    AR10 Barracuda Ammo (20 shots)
10 PPC                                      100  10(100) 10(100)  0(0)     0(0)   PPC         
6 Gauss Rifle                                6   9(90)   9(90)   9(90)     0(0)   AC         
    Gauss Rifle Ammo [IS] (1920 shots)
ARS/ALS (208 Heat)
4 Sub-Capital Laser (SCL/3)                 128  12(120) 12(120)  0(0)     0(0)   Sub-Capital Laser
8 Large Pulse Laser                         80   7(72)   7(72)    0(0)     0(0)   Pulse Laser
Aft (548 Heat)
4 Naval Laser 55                            340  22(220) 22(220) 22(220) 22(220)  Capital Laser
4 Sub-Capital Laser (SCL/3)                 128  12(120) 12(120)  0(0)     0(0)   Sub-Capital Laser
8 Large Pulse Laser                         80   7(72)   7(72)    0(0)     0(0)   Pulse Laser

Giovanni Blasini

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  • Posts: 7167
  • And I think it's gonna be a long, long time...
Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #6 on: 10 March 2024, 20:46:43 »
No, its just that they we bypass that section as armor, firepower, and SI needs to become heavier in the >500kt range to stay competitive. This Destroyer is a heavyweight in its category.

So...nobody builds 400-500 thousand ton ships in your AU?
"Does anyone know where the love of God goes / When the waves turn the minutes to hours?"
-- Gordon Lightfoot, "The Wreck of the Edmund Fitzgerald"

AlphaMirage

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  • Posts: 3651
Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #7 on: 10 March 2024, 21:02:19 »
So...nobody builds 400-500 thousand ton ships in your AU?

I don't know in this one, Golden Lion has the Clan's Pride Destroyers at 400kt so its on the edge and they're not great, serviceable yes, but not stellar. The are only five canon Warships in that range while there are 10 in the 500-600kt range. Either way that's what I am going with for my concept.

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #8 on: 10 March 2024, 22:03:58 »
Argonaut Heavy Frigate
Mass: 550,000 tons
Fuel: 10,000 tons (25,000)
Safe Thrust: 4
Maximum Thrust: 6
Weapons
16x H-NPPCs
8x AR-10s
8x Barracudas
18x SCL/3
12x NL/45
10x PPC
8x Heavy PPC
10x Large Laser
10x Ultra AC/20
12x Large Pulse Laser
24x AMS
Armor
    Nose: 155
    Fore Sides: 155/155
    Aft Sides: 155/155
    Aft: 89
Structural Integrity: 120
Cargo
    Bay 1:  Fighter (18)            3 Doors   
    Bay 2:  Cargo (5703.0 tons)     4 Doors   
Dropship Capacity: 4
Crew:  38 officers, 153 enlisted/non-rated, 78 gunners, 36 bay personnel, 36 passengers
Battle Value: 87,057
Cost: 9,687,884,000 C-bills

Background - The Argonaut Heavy Frigate is a sturdy design meant to serve in a battleline against much heavier adversaries, typically in the leading edge due to its 2g safe acceleration. Its additional armoring is due to the use of Improved Ferro-Aluminum armor composites which would also become standard in heavier designs (but not its ratemate the Juno Light Carrier). Due to its reduced mass however it can only carry 2 quad H-NPPC mounts for broadside engagements and four dropships which are normally heavily task mixed. A single Argonaut could reasonable execute a simple planetary invasion with its attached dropships and innate cargo capacity while providing orbital fire support with its aft weaponry and fighter sorties. As a reasonable inexpensive, flexible, and durable design our Fleet utilizes many Argonauts for threats that require heavy firepower and moderate risk tolerance.

Code: [Select]
Sail Integrity: 4
KF Drive Integrity: 12
Heat Sinks: 2916 (5832)

Ammunition:
    40 rounds of AR10 Killer Whale ammunition (2000 tons),
    200 rounds of Ultra AC/20 ammunition (40 tons),
    768 rounds of Anti-Missile System [IS] ammunition (64 tons),
    32 rounds of AR10 Barracuda ammunition (960 tons),
    20 rounds of AR10 White Shark ammunition (800 tons),
    80 rounds of Barracuda ammunition (2400 tons)

Grav Decks: 1 (120 m)
Escape Pods: 27
Life Boats: 15

Notes: Mounts 1,320 tons of improved ferro-aluminum armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (160 Heat)
4 Capital Missile Launcher (Barracuda)      40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Barracuda Ammo (40 shots)
8 Heavy PPC                                 120  12(120) 12(120)  0(0)     0(0)   PPC         
FRS/FLS (1,180 Heat)
4 Naval PPC (Heavy)                         900  60(600) 60(600) 60(600) 60(600)  Capital PPC
3 Sub-Capital Laser (SCL/3)                 96   9(90)   9(90)    0(0)     0(0)   Sub-Capital Laser
2 Naval Laser 45                            140  9(90)   9(90)   9(90)    9(90)   Capital Laser
5 Large Laser                               40   4(40)   4(40)    0(0)     0(0)   Laser       
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (192shots)
RBS/LBS (406 Heat)
4 Capital Missile Launcher (AR10 Launcher)  80   8(80)   8(80)   8(80)    8(80)   AR10       
    AR10 White Shark Ammo (10 shots)
    AR10 Killer Whale Ammo (20 shots)
    AR10 Barracuda Ammo (16 shots)
3 Sub-Capital Laser (SCL/3)                 96   9(90)   9(90)    0(0)     0(0)   Sub-Capital Laser
2 Naval Laser 45                            140  9(90)   9(90)   9(90)    9(90)   Capital Laser
5 Ultra AC/20                               40   15(150) 15(150)  0(0)     0(0)   AC         
    Ultra AC/20 Ammo (200 shots)
5 PPC                                       50   5(50)   5(50)    0(0)     0(0)   PPC         
ARS/ALS (1,190 Heat)
4 Naval PPC (Heavy)                         900  60(600) 60(600) 60(600) 60(600)  Capital PPC
3 Sub-Capital Laser (SCL/3)                 96   9(90)   9(90)    0(0)     0(0)   Sub-Capital Laser
2 Naval Laser 45                            140  9(90)   9(90)   9(90)    9(90)   Capital Laser
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (192 shots)
5 Large Pulse Laser                         50   5(45)   5(45)    0(0)     0(0)   Pulse Laser
Aft (120 Heat)
4 Capital Missile Launcher (Barracuda)      40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Barracuda Ammo (40 shots)
8 Large Pulse Laser                         80   7(72)   7(72)    0(0)     0(0)   Pulse Laser

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #9 on: 10 March 2024, 22:41:28 »
Juno Light Carrier
Mass: 550,000 tons
Fuel: 15,000 tons (37,500)
Safe Thrust: 4
Maximum Thrust: 6
Weapons
30x NL/55
5x M-NPPC
3x NAC/10
6x Stingray Sub-Cap Missile
8x ERPPC
12x Large Pulse Laser
32x AMS
54x Large Laser
2x Gauss Rifle
2x Heavy PPC
Armor
    Nose: 106
    Fore Sides: 90/90
    Aft Sides: 80/80
    Aft: 54
Structural Integrity: 100
Cargo
    Bay 1:  Fighter (72)            12 Doors 
    Bay 2:  Cargo (16178.0 tons)    2 Doors
Dropship Capacity: 4   
Crew:  38 officers, 117 enlisted/non-rated, 78 gunners, 144 bay personnel, 138 passengers      
Battle Value: 67,151
Cost: 19,087,552,000 C-bills

Background - The Juno Light Carrier is only so in relation to the Olympus, with a 72 ready Fighter complement, good armoring and structural integrity, abundant anti-fighter and dropship weaponry, a LF-battery, spacious cargo bays, extra berths, and a Large Naval Comm-Scanner Suite this ship is the center of a ready made battlegroup even without its 2 Destroyer escorts. It is such that an Admiral is in command of this ship and its complement of fighters and escorts.

In fact Juno carriers are so essential to our territorial security and power projection that one of them jumping into a system with its battlegroup is a diplomatic tactic used to intimidate rival powers. Unfortunately they are extremely taxing on our budget to build, maintain, and staff so there are only a few of them in service and Air Groups and Destroyer escorts are regularly exchanged as other Carriers go into extensive maintenance or repairs.

Code: [Select]
Sail Integrity: 4
KF Drive Integrity: 12
Heat Sinks: 1500 (3000)

Ammunition:
    64 rounds of Gauss Rifle [IS] ammunition (8 tons),
    30 rounds of NAC/10 ammunition (6 tons),
    1,152 rounds of Anti-Missile System [IS] ammunition (96 tons),
    60 rounds of Stingray ammunition (720 tons)

Grav Decks: 2 (120 m, 120 m)
Escape Pods: 27
Life Boats: 15

Notes: Equipped with
    lithium-fusion battery system
    1 Naval Comm-Scanner Suite (Large)
1,100 tons of standard aerospace armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (575 Heat)
5 Naval Laser 55                            425  28(275) 28(275) 28(275) 28(275)  Capital Laser
6 Sub-Capital Missile Launcher (Stingray)   54   21(210) 21(210)  0(0)     0(0)   Sub-Capital Missile
    Stingray Ammo (60 shots)
3 Naval Autocannon (NAC/10)                 90   30(300) 30(300) 30(300)   0(0)   Capital AC 
    NAC/10 Ammo (30 shots)
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)
2 Gauss Rifle                                2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [IS] (64shots)
FRS/FLS (440 Heat)
4 Naval Laser 55                            340  22(220) 22(220) 22(220) 22(220)  Capital Laser
12 Large Laser                              96   10(96)  10(96)   0(0)     0(0)   Laser       
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)
RBS/LBS (468 Heat)
4 Naval Laser 55                            340  22(220) 22(220) 22(220) 22(220)  Capital Laser
8 Large Laser                               64   6(64)   6(64)    0(0)     0(0)   Laser       
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)
4 ER PPC                                    60   4(40)   4(40)   4(40)     0(0)   PPC         
ARS/ALS (448 Heat)
4 Naval Laser 55                            340  22(220) 22(220) 22(220) 22(220)  Capital Laser
8 Large Laser                               64   6(64)   6(64)    0(0)     0(0)   Laser       
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)
4 Large Pulse Laser                         40   4(36)   4(36)    0(0)     0(0)   Pulse Laser
Aft (1,174 Heat)
5 Naval Laser 55                            425  28(275) 28(275) 28(275) 28(275)  Capital Laser
5 Naval PPC (Medium)                        675  45(450) 45(450) 45(450) 45(450)  Capital PPC
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (144 shots)
4 Large Pulse Laser                         40   4(36)   4(36)    0(0)     0(0)   Pulse Laser
2 Heavy PPC                                 30   3(30)   3(30)    0(0)     0(0)   PPC         

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #10 on: 10 March 2024, 23:17:57 »
Mythic-class Cruiser
Mass: 625,000 tons
Fuel: 10,000 tons (25,000)
Safe Thrust: 4
Maximum Thrust: 6
Weapons
15x NAC/20
3x M-NPPC
12x Barracuda Launchers
12x Stingray Sub-Cap Missiles
12x Piranha Sub-Cap Missiles
24x SCL/2
16x ERPPC
18x Large Pulse Laser
12x Large Laser
13x AMS
Armor
    Nose: 180
    Fore Sides: 173/173
    Aft Sides: 173/173
    Aft: 100
Structural Integrity: 120
Cargo
    Bay 1:  Fighter (18)            6 Doors   
    Bay 2:  Small Craft (6)         3 Doors   
    Bay 3:  Cargo (9759.5 tons)     1 Door   
Dropship Capacity: 6
Crew:  46 officers, 187 enlisted/non-rated, 104 gunners, 66 bay personnel, 120 passengers, 112 marines
Battle Value: 133,364
Cost: 11,671,481,000 C-bills

Background - Mythic Cruisers are mighty combatants with incredible destructive capabilities when fighting alongside our other vessels. As a multi-role ship a Mythic is frequently assigned to patrols as a single ship with its flotilla of 6 dropships. Like the Juno it is often tasked with enforcing planetary embargos, jump point denial, planetary invasions, or large fleet actions using its embarked Espatiers aboard small craft and fighters to board or interdict suspicious vessels. Its weapons would be used when necessary to engage heavier targets such as assault dropships and smaller Warships. Unlike the Juno it costs a similar price as a Granite Destroyer due to its standard KF-core despite being almost 50% more massive and carrying 3x the Dropships.

Code: [Select]
Sail Integrity: 5
KF Drive Integrity: 14
Heat Sinks: 2100 (4200)

Ammunition:
    468 rounds of Anti-Missile System [IS] ammunition (39 tons),
    120 rounds of Stingray ammunition (1440 tons),
    300 rounds of NAC/20 ammunition (120 tons),
    120 rounds of Piranha ammunition (1200 tons),
    120 rounds of Barracuda ammunition (3600 tons)

Grav Decks: 2 (120 m, 120 m)
Escape Pods: 30
Life Boats: 20

Notes: Equipped with
    1 Naval Comm-Scanner Suite (Small)
1,500 tons of improved ferro-aluminum armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (614 Heat)
3 Naval Autocannon (NAC/20)                 180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/20 Ammo (60 shots)
3 Naval Laser 55                            255  17(165) 17(165) 17(165) 17(165)  Capital Laser
3 Sub-Capital Laser (SCL/2)                 84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
6 ER PPC                                    90   6(60)   6(60)   6(60)     0(0)   PPC         
5 Anti-Missile System                        5   2(15)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (2160 shots)
FRS/FLS (596 Heat)
3 Naval Autocannon (NAC/20)                 180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/20 Ammo (60 shots)
3 Naval Laser 55                            255  17(165) 17(165) 17(165) 17(165)  Capital Laser
3 Sub-Capital Laser (SCL/2)                 84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
6 Large Laser                               48   5(48)   5(48)    0(0)     0(0)   Laser       
3 Sub-Capital Missile Launcher (Stingray)   27   11(105) 11(105)  0(0)     0(0)   Sub-Capital Missile
    Stringray Ammo (30 shots)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (72 shots)
RBS/LBS (273 Heat)
6 Capital Missile Launcher (Barracuda)      60   12(120) 12(120) 12(120) 12(120)  Capital Missile
    Barracuda Ammo (60 shots)
6 Sub-Capital Missile Launcher (Piranha)    54   18(180) 18(180) 18(180)   0(0)   Sub-Capital Missile
    Piranha Ammo (60 shots)
3 Sub-Capital Laser (SCL/2)                 84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
5 ER PPC                                    75   5(50)   5(50)   5(50)     0(0)   PPC         
ARS/ALS (608 Heat)
3 Naval Autocannon (NAC/20)                 180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/20 Ammo (60 shots)
3 Naval Laser 55                            255  17(165) 17(165) 17(165) 17(165)  Capital Laser
3 Sub-Capital Laser (SCL/2)                 84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
6 Large Pulse Laser                         60   5(54)   5(54)    0(0)     0(0)   Pulse Laser
3 Sub-Capital Missile Launcher (Stingray)   27   11(105) 11(105)  0(0)     0(0)   Sub-Capital Missile
    Stringray Ammo (30 shots)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (72 shots)
Aft (804 Heat)
3 Naval Laser 55                            255  17(165) 17(165) 17(165) 17(165)  Capital Laser
3 Naval PPC (Medium)                        405  27(270) 27(270) 27(270) 27(270)  Capital PPC
3 Sub-Capital Laser (SCL/2)                 84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
6 Large Pulse Laser                         60   5(54)   5(54)    0(0)     0(0)   Pulse Laser

truetanker

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #11 on: 11 March 2024, 02:34:14 »
What>

The shame...

So sad...

No Dreadnaught BattleCarriers...

(sadface emoji)

TT
 :angel:
Khan, Clan Iron Dolphin
Azeroth Pocketverse
That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
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Lagrange

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #12 on: 11 March 2024, 08:28:01 »
I'd consider it a war crime against your home nation. However if I were your enemy I would encourage the continued production of your enormous and expensive fighter.
This makes sense if ships are confined to map sheets, but in a situation where they operate in free space it seems less clear where the ability to escape an opponent has real value.

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #13 on: 11 March 2024, 10:26:03 »
I fully advocate the use of acceleration to escape pursuit and chaff at the restraints of map combat as well since it favors slower more massive vessels and fighter swarms. Its why I have so many 4/6 ships as they can escape fighter swarms more easily than a slower ship. Being slightly faster also allows my commanders to choose when and how to initiate battle against a slower ship so that we can destroy it.

However, a 1MT Craft should not be 'escaping' and doing so fulfills my Fleet's core mission which is to protect my empire's controlled space. Also there is no real 'escape' unless you are in a position to jump so it could be possible to interdict that massive ship as it reduces velocity so long as something can reasonably pace it, such as a Corvette. That way by the time it reaches a valid jump point there is a task force waiting for it.

FastConcentrate8

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #14 on: 11 March 2024, 12:49:06 »
Don’t have time currently to comment on individual ships  but will do later

Currently thought: I never was a fan of classification based on set parameters because what happens if I have a 1,000,000 ton ship that moves 5/8 and is armed with spitballs accordingly? Is it still a Dreadnought or do I call it a ‘Heavy Corvette?’.

I know their more like guidelines, and I do love when you can build structured Fleet designs (ESPECIALLY for logistical purposes and ESPECIALLY in games which have set limits (like the Redux!))

Like I said will look later on actual designs

Generally, what I do is to classify my ships based on their intended use. For example, I had an upgunned Congress as part of my faction's fleet during a Nation States RP and reclassed them as Light Cruisers since they were intended for long range patrol and carrier escort while also being in Cruiser Tonnage.

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #15 on: 11 March 2024, 15:09:36 »
That's fair FastConcentrate, its normally what I do too. However I find the concept of ratings interesting and accordingly assigned them in a coherent fashion for this concept as they actually seem rather appropriate for the way Warship battles are carried out in space.

Lagrange

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #16 on: 11 March 2024, 17:02:10 »
However, a 1MT Craft should not be 'escaping' and doing so fulfills my Fleet's core mission which is to protect my empire's controlled space. Also there is no real 'escape' unless you are in a position to jump so it could be possible to interdict that massive ship as it reduces velocity so long as something can reasonably pace it, such as a Corvette. That way by the time it reaches a valid jump point there is a task force waiting for it.
Minor note: jumps can happen at velocity (and you bleed all velocity when doing so).  Also, almost everywhere beyond 10AU is a potential point to jump from.  Escape in general is pretty viable since space is so big. 

More directly, the question seems to be: what's the hammer and what's the anvil?  The hammer is something with the maneuverability to control when and where it strikes.  The anvil has the most efficient force regardless of speed.  We might compare a 1MT hammer to 2x 300KT hammers in terms of price.  The 1MT hammer has more overall offense and defense but can only be in one place at a time.   That's a reasonable tradeoff to make in contexts where there is some alternative to a 1MT anvil.

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #17 on: 11 March 2024, 18:03:52 »
Escape is like you mention easy if you can jump out, that could be a big if, like I said before my fleet's mission is to control our empire's space principally planetary orbit and the Z/N standard jump points anywhere that's not one of those places is something that we cannot reasonably control just threaten your access to much like the ocean. Your big battleship can be in our system's Point Nemo and we might know its there and be curious as to what you're up to but we're unlikely to do anything other than task a Tumbleweed or gunship patrol to keep an eye on you (and look for anything you left behind or launched).

Admiral Shulte-class Heavy Cruiser
Mass: 736,000 tons
Fuel: 12,000 tons (30,000)
Safe Thrust: 3
Maximum Thrust: 5
Weapons
12x H-NPPC
8x Barracuda Launchers
11x SCL/3
24x NL/35
4x M-NPPC
8x Heavy PPC
12x Large Laser
10x Large Pulse Laser
21x PPC
40x Laser AMS
Armor
    Nose: 240
    Fore Sides: 215/215
    Aft Sides: 215/215
    Aft: 126
Structural Integrity: 130
Cargo
    Bay 1:  Fighter (36)            6 Doors   
    Bay 2:  Small Craft (18)        4 Doors   
    Bay 3:  Cargo (32465.5 tons)    4 Doors   
Dropship Capacity: 6
Crew:  65 officers, 131 enlisted/non-rated, 120 gunners, 162 bay personnel, 200 passengers, 112 marines      
Battle Value: 98,439
Cost: 12,331,668,000 C-bills

Background - The Admiral Shulte class Heavy Cruiser has long served as an anchor in our battleline even before the Athos Battleships. Mostly because the Olympus Heavy Carrier originally served as our most massive ship. Based on a similar hull design the Admiral Shulte has less thrust but far more firepower and armor than that design. With a dozen H-NPPCs and a variety of mostly energy armament on its broadside it is also the test bed for the Laser Anti-Missile System which utilizes a small laser much like the regular one uses a heavy machine gun for missile intercepts. Unless it is being doubled these LAMS are very capable of swatting down most missile assaults as long as they are coming from the sides. This is important since the Admiral Shute and its sisters are unable to outmaneuver many threats due to their heavy armor and armament thus they must withstand them, just as its posthumously promoted namesake Captain Shulte did in the original Freya Frigate before it was boarded and scuttled during the Battle of Broken Ore.

Code: [Select]
Sail Integrity: 5
KF Drive Integrity: 16
Heat Sinks: 4205 (8410)

Ammunition:
    80 rounds of Barracuda ammunition (2400 tons)

Grav Decks: 2 (120 m, 120 m)
Escape Pods: 0
Life Boats: 80

Notes: Mounts 1,913.5 tons of improved ferro-aluminum armor.

Weapons:                                    Capital Attack Values (Standard)
Arc (Heat)                              Heat  SRV     MRV     LRV      ERV    Class       
Nose (291 Heat)
4 Capital Missile Launcher (Barracuda)  40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Barracuda Ammo (40 shots)
5 Laser AMS                             35   2(15)    0(0)    0(0)     0(0)   AMS         
8 Heavy PPC                             120  12(120) 12(120)  0(0)     0(0)   PPC         
3 Sub-Capital Laser (SCL/3)             96   9(90)   9(90)    0(0)     0(0)   Sub-Capital Laser
FRS/FLS (1,247 Heat)
4 Naval PPC (Heavy)                     900  60(600) 60(600) 60(600) 60(600)  Capital PPC
5 Laser AMS                             35   2(15)    0(0)    0(0)     0(0)   AMS         
4 Naval Laser 35                        208  14(140) 14(140) 14(140)   0(0)   Capital Laser
5 Large Laser                           40   4(40)   4(40)    0(0)     0(0)   Laser       
2 Sub-Capital Laser (SCL/3)             64   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
RBS/LBS (1,213 Heat)
4 Naval PPC (Heavy)                     900  60(600) 60(600) 60(600) 60(600)  Capital PPC
5 Laser AMS                             35   2(15)    0(0)    0(0)     0(0)   AMS         
4 Naval Laser 35                        208  14(140) 14(140) 14(140)   0(0)   Capital Laser
7 PPC                                   70   7(70)   7(70)    0(0)     0(0)   PPC         
ARS/ALS (1,257 Heat)
4 Naval PPC (Heavy)                     900  60(600) 60(600) 60(600) 60(600)  Capital PPC
5 Laser AMS                             35   2(15)    0(0)    0(0)     0(0)   AMS         
4 Naval Laser 35                        208  14(140) 14(140) 14(140)   0(0)   Capital Laser
5 Large Pulse Laser                     50   5(45)   5(45)    0(0)     0(0)   Pulse Laser
2 Sub-Capital Laser (SCL/3)             64   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
Aft (685 Heat)
4 Capital Missile Launcher (Barracuda)  40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Barracuda Ammo (40 shots)
5 Laser AMS                             35   2(15)    0(0)    0(0)     0(0)   AMS         
4 Naval PPC (Medium)                    540  36(360) 36(360) 36(360) 36(360)  Capital PPC
7 PPC                                   70   7(70)   7(70)    0(0)     0(0)   PPC         

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #18 on: 11 March 2024, 18:24:07 »
Olympus-class Heavy Carrier Block II-A Refit
Mass: 736,000 tons
Fuel: 20,000 tons (50,000)
Safe Thrust: 4
Maximum Thrust: 6
Weapons
12x Light N-PPC
24x SCL/2
16x Heavy PPC
24x Laser AMS
12x ER Large Laser
12x Large Pulse Laser
Armor
    Nose: 182
    Fore Sides: 151/151
    Aft Sides: 135/135
    Aft: 89
Structural Integrity: 130
Cargo
    Bay 1:  Fighter (108)           10 Doors 
    Bay 2:  Small Craft (36)        4 Doors   
    Bay 3:  Cargo (41178.5 tons)    2 Doors   
Crew:  65 officers, 128 enlisted/non-rated, 120 gunners, 396 bay personnel, 200 passengers, 112 marines      
Dropship Capacity: 6
Battle Value: 43,190
Cost: 24,726,084,000 C-bills

Background - The Olympus class Heavy Carrier is a very complex and draining Fleet Asset but it is invaluable for deterrence and interdiction. Still due to its expense our Fleet only operates two of them (Olympus and Everest) with one in maintenance and other on patrol at any one time as their Regiment of Aerospace Fighters drains a good portion of our available pool of qualified pilots. With so many fighters onboard the Naval Comm-Scanner Suite's crew spends as much time making sure everyone doesn't run into each other as they do searching the battlespace for threats. For the Block II-A refit the LAMS from the Admiral Shute replaced the original ones and the fighter bay doors were reconfigured to be safer on the approach by shifting and streamlining sensor masts.

While somewhat slow to deploy the Regiment of Fighters and Shuttle Group can achieve impressive TOT saturation attacks against hostile Warships and deny a large area of the battlespace to our adversaries while their carrier remains behind a bulwark of three Granite Destroyers.

Code: [Select]
Sail Integrity: 5
KF Drive Integrity: 16
Heat Sinks: 1350 (2700)

Ammunition:
None

Grav Decks: 2 (120 m, 120 m)
Escape Pods: 0
Life Boats: 80

Notes: Equipped with
    lithium-fusion battery system
    1 Naval Comm-Scanner Suite (Large)
1,913.5 tons of standard aerospace armor.

Weapons:                         Capital Attack Values (Standard)
Arc (Heat)                   Heat  SRV     MRV     LRV      ERV    Class       
Nose (468 Heat)
3 Sub-Capital Laser (SCL/2)  84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
3 Naval PPC (Light)          315  21(210) 21(210) 21(210)   0(0)   Capital PPC
3 Laser AMS                  21    1(9)    0(0)    0(0)     0(0)   AMS         
4 ER Large Laser             48   3(32)   3(32)   3(32)     0(0)   Laser       
FRS/FLS (468 Heat)
3 Sub-Capital Laser (SCL/2)  84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
3 Naval PPC (Light)          315  21(210) 21(210) 21(210)   0(0)   Capital PPC
3 Laser AMS                  21    1(9)    0(0)    0(0)     0(0)   AMS         
4 ER Large Laser             48   3(32)   3(32)   3(32)     0(0)   Laser       
RBS/LBS (165 Heat)
3 Sub-Capital Laser (SCL/2)  84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
3 Laser AMS                  21    1(9)    0(0)    0(0)     0(0)   AMS         
4 Heavy PPC                  60   6(60)   6(60)    0(0)     0(0)   PPC         
ARS/ALS (205 Heat)
3 Sub-Capital Laser (SCL/2)  84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
3 Laser AMS                  21    1(9)    0(0)    0(0)     0(0)   AMS         
4 Heavy PPC                  60   6(60)   6(60)    0(0)     0(0)   PPC         
4 Large Pulse Laser          40   4(36)   4(36)    0(0)     0(0)   Pulse Laser
Aft (460 Heat)
3 Sub-Capital Laser (SCL/2)  84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
3 Naval PPC (Light)          315  21(210) 21(210) 21(210)   0(0)   Capital PPC
3 Laser AMS                  21    1(9)    0(0)    0(0)     0(0)   AMS         
4 Large Pulse Laser          40   4(36)   4(36)    0(0)     0(0)   Pulse Laser

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #19 on: 11 March 2024, 19:20:43 »
Athos Battleship
Mass: 825,000 tons
Fuel: 12,000 tons (30,000)
Safe Thrust: 3
Maximum Thrust: 5
Weapons
21x NL/35
16x Heavy-NPPC
12x NAC/20
2x NAC/35
3x Medium-NPPC
7x Manta Ray Sub-Capital Launchers
8x Heavy SCC
24x SCL/2
5x Ultra AC/20
20x Ultra AC/5
8x Large Laser
14x Large Pulse Laser
Armor
    Nose: 402
    Fore Sides: 364/364
    Aft Sides: 364/364
    Aft: 212
Structural Integrity: 150
Cargo
    Bay 1:  Fighter (36)            4 Doors   
    Bay 2:  Cargo (26133.0 tons)    4 Doors   
Dropship Capacity: 6
Crew:  51 officers, 175 enlisted/non-rated, 95 gunners, 72 bay personnel, 200 passengers, 112 marines      
Battle Value: 184,099
Cost: 13,038,501,000 C-bills

Background - Integrating the latest technological improvements available to our Naval Architects, mostly the Ferro-Carbide armor composites, our three Athos Battleships (Athos, Porthos, and Aramis) are marvels of engineering prowess. They are also testaments to the government's dedication to maintaining our empire's orbital integrity. Unfortunately those same politicians are unwilling to pay and maintain all three of them on deployment at any one time. An Athos' crewing requirements are considerable which means there are only two crews trained for the three ships thus at least one is in its cage for repairs, while another conducts training maneuvers within our home system (with many photo ops on the Flag Deck with the Training Commandant for Parliamentarians), and the last one is on patrol with a small task force of Argonaut and/or Freya Frigates. Complicating logistics are its schizophrenic mix of seven different calibers of cannon and missile ammunition.

Despite their limitations however the Athos Battleships are carefully followed by our rival powers as a battleline anchored with their firepower will rip through most ships in short order while being able to weather an enemy's withering firepower in return.

Code: [Select]
Sail Integrity: 5
KF Drive Integrity: 17
Heat Sinks: 3800 (7600)

Ammunition:
    1,600 rounds of Ultra AC/5 ammunition (80 tons),
    70 rounds of Manta Ray ammunition (1260 tons),
    150 rounds of Ultra AC/20 ammunition (30 tons),
    768 rounds of Anti-Missile System [IS] ammunition (64 tons),
    240 rounds of NAC/20 ammunition (96 tons),
    20 rounds of NAC/35 ammunition (24 tons),
    160 rounds of Heavy SCC ammunition (160 tons)
Grav Decks: 2 (130 m, 130 m)
Escape Pods: 20
Life Boats: 40

Notes: Equipped with
    1 Naval Comm-Scanner Suite (Small)
2,475 tons of ferro-carbide armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (667 Heat)
2 Naval Autocannon (NAC/35)                 240  70(700) 70(700)  0(0)     0(0)   Capital AC 
    NAC/35 Ammo (20 shots)
3 Naval Laser 35                            156  11(105) 11(105) 11(105)   0(0)   Capital Laser
3 Sub-Capital Laser (SCL/2)                 84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
5 Ultra AC/20                               40   15(150) 15(150)  0(0)     0(0)   AC         
    Ultra AC/20 Ammo (750 shots)
7 Sub-Capital Missile Launcher (Manta Ray)  147  35(350)  0(0)    0(0)     0(0)   Sub-Capital Missile
    Manta Ray Ammo (70 shots)
FRS/FLS (1,214 Heat)
4 Naval PPC (Heavy)                         900  60(600) 60(600) 60(600) 60(600)  Capital PPC
3 Naval Laser 35                            156  11(105) 11(105) 11(105)   0(0)   Capital Laser
3 Sub-Capital Laser (SCL/2)                 84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
4 Large Laser                               32   3(32)   3(32)    0(0)     0(0)   Laser       
4 PPC                                       40   4(40)   4(40)    0(0)     0(0)   PPC         
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (2304 shots)
RBS/LBS (538 Heat)
3 Naval Autocannon (NAC/20)                 180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/20 Ammo (60 shots)
3 Naval Autocannon (NAC/20)                 180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/20 Ammo (60 shots)
4 Sub-Capital Cannon (Heavy)                168  28(280) 28(280)  0(0)     0(0)   Sub-Capital Cannon
    Heavy SCC Ammo (80 shots)
10 Ultra AC/5                               10   7(70)   7(70)   7(70)     0(0)   AC         
    Ultra AC/5 Ammo (16000 shots)
ARS/ALS (1,222 Heat)
4 Naval PPC (Heavy)                         900  60(600) 60(600) 60(600) 60(600)  Capital PPC
3 Naval Laser 35                            156  11(105) 11(105) 11(105)   0(0)   Capital Laser
3 Sub-Capital Laser (SCL/2)                 84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
4 Large Pulse Laser                         40   4(36)   4(36)    0(0)     0(0)   Pulse Laser
4 PPC                                       40   4(40)   4(40)    0(0)     0(0)   PPC         
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (2304 shots)
Aft (705 Heat)
3 Naval Laser 35                            156  11(105) 11(105) 11(105)   0(0)   Capital Laser
3 Sub-Capital Laser (SCL/2)                 84   6(60)   6(60)    0(0)     0(0)   Sub-Capital Laser
3 Naval PPC (Medium)                        405  27(270) 27(270) 27(270) 27(270)  Capital PPC
6 Large Pulse Laser                         60   5(54)   5(54)    0(0)     0(0)   Pulse Laser

AlphaMirage

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  • Posts: 3651
Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #20 on: 11 March 2024, 19:49:24 »
Perdition Dreadnought
Mass: 970,000 tons
Fuel: 10,000 tons (25,000)
Safe Thrust: 3
Maximum Thrust: 5
Weapons
4x NAC/35
5x Ultra AC/20
18x Heavy-NPPCs
11x Medium-NPPCs
12x Large Laser
12x Gauss Rifle
12x Large Pulse Laser
48x Laser AMS
Armor
    Nose: 460
    Fore Sides: 428/428
    Aft Sides: 428/428
    Aft: 246
Structural Integrity: 150
Cargo
    Bay 1:  Cargo (25514.0 tons)    4 Doors
Dropship Capacity: 4
Crew:  57 officers, 312 enlisted/non-rated, 73 gunners      
Battle Value: 162,669
Cost: 12,413,662,000 C-bills

Background - The Perdition is the culmination of our Fleet Vision program, an All-Aspect Battleship capable of disintegrating lesser Warships with Naval PPCs and withstanding incredible firepower. Unfortunately despite being a simple and cost-effective design it's sheer mass and limited patrol range makes assembly and operations complicated compared to most of our smaller ships. Due to mass constraints asymmetrical NPPC Bays with 3 Heavy and 1 Medium or in the case of the aft facing version 5 Mediums were designed in order to fit the minimal mass storage recommended for fleet ops. Even with those compromises the only thing a Perdition fears is running low of supplies while on patrol which is why both of them remain within core systems where they have easy access to resupply. The Perdition and Penitence trade places and exchange crew after each six month long cruise with a three month refit window mostly to recharge the cooling loops and repair burnt out power systems.

Like the Battleships they are accompanied by a Task Force of Freya and Argonaut Frigates or operate alongside an Olympus or Juno Carrier Task Force where they can draw upon the Carrier's stores to reduce the number of resupply voyages required to maintain their deployment and have greater protection from Aerospace Fighter assault while providing a ship wrecking broadside to bolster that Task Force's Granite Destroyers. Due to an increased threat environment the government has approved a third ship in the class which is due to be named the Persecution that is due by the end of the decade and a fourth named the Providence that will arrive three years later.

Code: [Select]
Sail Integrity: 5
KF Drive Integrity: 20
Heat Sinks: 6280 (13600)

Ammunition:
    480 rounds of Gauss Rifle [IS] ammunition (60 tons),
    150 rounds of Ultra AC/20 ammunition (30 tons),
    50 rounds of Stingray ammunition (600 tons),
    40 rounds of NAC/35 ammunition (40 tons)

Grav Decks: 2 (140 m, 140 m)
Escape Pods: 24
Life Boats: 24

Notes: Mounts 2,910 tons of ferro-carbide armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
Nose (562 Heat)
2 Naval Autocannon (NAC/35)                240  70(700) 70(700)  0(0)     0(0)   Capital AC 
    NAC/35 Ammo (20 shots)
2 Naval Autocannon (NAC/35)                240  70(700) 70(700)  0(0)     0(0)   Capital AC 
    NAC/35 Ammo (20 shots)
6 Laser AMS                                42   2(18)    0(0)    0(0)     0(0)   AMS         
5 Ultra AC/20                              40   15(150) 15(150)  0(0)     0(0)   AC         
    Ultra AC/20 Ammo (750 shots)
FRS/FLS (1,710 Heat)
3 Naval PPC (Heavy)                        810  54(540) 54(540) 54(540) 54(540)  Capital PPC
    1 Naval PPC (Medium)
3 Naval PPC (Heavy)                        810  54(540) 54(540) 54(540) 54(540)  Capital PPC
    1 Naval PPC (Medium)
6 Laser AMS                                42   2(18)    0(0)    0(0)     0(0)   AMS         
6 Large Laser                              48   5(48)   5(48)    0(0)     0(0)   Laser       
RBS/LBS (1,668 Heat)
3 Naval PPC (Heavy)                        810  54(540) 54(540) 54(540) 54(540)  Capital PPC
    1 Naval PPC (Medium)
3 Naval PPC (Heavy)                        810  54(540) 54(540) 54(540) 54(540)  Capital PPC
    1 Naval PPC (Medium)
6 Laser AMS                                42   2(18)    0(0)    0(0)     0(0)   AMS         
6 Gauss Rifle                               6   9(90)   9(90)   9(90)     0(0)   AC         
    Gauss Rifle Ammo [IS] (1920 shots)
ARS/ALS (1,722 Heat)
3 Naval PPC (Heavy)                        810  54(540) 54(540) 54(540) 54(540)  Capital PPC
    1 Naval PPC (Medium)
3 Naval PPC (Heavy)                        810  54(540) 54(540) 54(540) 54(540)  Capital PPC
    1 Naval PPC (Medium)
6 Laser AMS                                42   2(18)    0(0)    0(0)     0(0)   AMS         
6 Large Pulse Laser                        60   5(54)   5(54)    0(0)     0(0)   Pulse Laser
Aft (762 Heat)
5 Naval PPC (Medium)                       675  45(450) 45(450) 45(450) 45(450)  Capital PPC
6 Laser AMS                                42   2(18)    0(0)    0(0)     0(0)   AMS         
5 Sub-Capital Missile Launcher (Stingray)  45   18(175) 18(175)  0(0)     0(0)   Sub-Capital Missile
    Stingray Ammo (50 shots)

That completes our Warships but new Dropships and Small Craft are in the process of being designed to aid them in our unending quest to protect our orbital integrity and perhaps infringe on yours sometimes.

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #21 on: 11 March 2024, 21:09:50 »
When organizing battlelines Fleet Admirals must take into account what is available, what the threat is, and how much armor vs armament they require to handle that threat. In order to determine that they rely on a factor of all non-aft armor vs firepower with all broadsides groups multiplied together as a Warship can roll and expose its other side if there is a breach or critical damage to their weaponry effectively doubling their armoring.

Freya Frigates are typically kept away from the main line of battle unless the threat is small like a comparable Frigate and even then frequently pair with an Argonaut. Their armoring is not dense enough to withstand more than one maxed capital bay which will expose critical structures to direct damage endangering the ship and its crew while requiring months of repair. However they often organize a second line further away from the main threat where they can sweep smaller combatants approaching their more formidable sisters so those Warships can focus on larger threats with their guns.

Rational Fleet Design by Broadside Capital Damage
1st Rate | Perdition 2172 / 324 = 6.7
2nd Rate | Athos 1858 / 268 = 6.9
3rd Rate | Admiral Shulte 1100 / 180 = 6.1
4th Rate | Mythic 872 / 154 = 5.7
5th Rate | Argonaut 775 / 147 = 5.3
6th Rate | Freya 172 / 64 = 2.7

As you can see the Ratings follow a fairly normal distribution pattern which is mostly upset by the Argonaut's NL/55s with the 3-5 Rates being comparable. Athos Battleships possess heavier armor for their mass than the Dreadnought but that is mostly due to its Heavy SCCs which are more frequently aimed at incoming assault craft. Nose mounted firepower is a bonus and mostly used for closing engagements or against enemies that seek to pass through the battleline in order to double envelop the line. Aft weaponry is typically 2-5 Medium NPPCs and mostly for destroying assault craft that are attempting to cut through the weaker aft armor or during a stern chase/burn. Anything approaching 5 can rip through one of its armor sections in a single salvo assuming all shots land upon there, which makes the Freya's weakness very apparent.

Once the Admiral selects the Task Force the Order of Approach and spacing needs to be chosen. This presumes that the enemy is obliging but that is true of any space engagement. Before battle the line will form up with an average of 90 kilometers (5 space hexes) between each ship to provide space for maneuvers and enough space for smaller craft to pass through 'safely.' The lead ship is typically a swift one, with the least forward firepower and thus it often falls upon an Argonaut or Admiral Shulte. This order while seemingly nonsensible gives the other ships behind it with greater nose firepower a longer window to use their overlapping forward quarter-bay and nose while accelerating as they would otherwise be taking damage along the way. After taking the initial fire from the enemy that ship will turn to show its broadside and fire upon the approaching ships, as it receives fire it will roll to show its opposite side before retiring from battle while keeping a rear quarter-bay and aft weaponry on the enemy before they are out of weapons range.

The second ship of the line is typically the most heavily armored as they will be engaging more of the enemy than its followers. The third ship will be a second most armored and then it will continue to the lowest rated combatants. This is another reason Freyas are inferior for a single long line, but okay in three ships, as their firepower is in their broadside with a limited threat from their forward pair of NAC/25s.

Following ships will do the same as the lead ship retiring from battle the same way as they did, by peeling off and firing their aft and rear quarter-bays as they accelerate away picking off assault and strike craft that passed beyond the battle line before they can vector back for a second pass if no Warships present themselves. Our own assault craft and strike fighters will come 'over the shoulder' through our line accelerating in a such a way that they 'slice' diagonal compared to it in order to maximize the damage potential in a single arc or exploit critical opportunities. This means they are likely only going to be targeted by the nose and aft bays of their target and its line mates and this critical vulnerability can be exploited by striking the lead or tailing ship.

Large (Warship) and Small (Dropship) Carrier Operations in support of a Battle line are thus also conducted 'over the shoulder' with both types of Carriers accelerating in such a way that they will pass behind or before the line of battle after launching their fighters. These fighters will form up in a swarm behind the battleline with the rest of the parasite craft (Assault Dropships, Pocket Warships, Gunships, and Fighters). Attacking in this manner allows for limited doubling as a Large Carrier and its Destroyer escort can make opportunity attacks on the lead or tailing ship before the main line of battle approaches. Granites firing a full spread of their forward weapons are not a threat that can be ignored and if an Olympus is in play triple Granites could shatter a Heavy Frigate's nose armor with their guns at medium range.

This presents the enemy with a dilemma: they could break formation in pursuit of the Carrier, and expose themselves to Warship attack; know that whatever strike craft make it through will be turned around and sent after damaged ships after the battle has concluded; or task their own fighters and assault crafts against a task force optimized against fighting them and send them away from their Warship support.

Lagrange

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #22 on: 12 March 2024, 07:51:33 »
This is a quite orderly notion of combat, so let me poke at it a bit in the interest of discussion.

  • The notion that you can 'roll sides' becomes less true the more numerous the forces engaged in combat are since the logical thing for an enemy force to do is focus fire to the elimination point.
  • Against a faster enemy force, keeping a 90 km gap between forces can result in defeat in detail since an equivalent size hammer force can gang up on one end of the line.
  • I'm skeptical about risking carriers in direct fire range of the enemy.  To much rides on their ability to survive an engagement.

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #23 on: 12 March 2024, 09:05:08 »
Yes it would be in fact be optimal however its not like we expect it to happen, its just what we'd like to happen.

1. Is that in fact the most logical thing to do?
It's a good question, Warships particularly the ones above are pretty tough, way tougher than most canon designs although admittedly that's a bad benchmark. They can take a lot of damage and if they go down do so swinging a heavy hammer. Although that is part of the reason I don't put LF-equipped ships in the battle line.

Under those conditions saving your ship might actually be the most logical thing to do. Warship fights are rocket tag 60+ Cap Bay will kill any Warship in short order, you literally need to get to Leviathan levels of mass to withstand a Perdition or Athos' broadside more than once.

You survive these engagements by angling away from the line and accelerating at max out of engagement range (figure for a long range engagement you'd be looking at maybe two-four more turns of exposure before you are out of weapons range) while still being able to fire at the trailing ships in the line. By doing so you give your opponent a new target, the ship behind you which is within range and less damaged.

2. Its not a static line.
It would be moving at least 1.5g if not 2g the entire time. Thus its a train of capital weapons to bring the pain while presenting the fewest sides to the enemy at a time that can change vector as needed.

While an attack on the leading or trailing edge could work nothing stops the formation from adjusting to context where it can bring two if not the entire formation's broadside to the enemy (like a big /, T, or II) approaching from front to back. It is just less efficient for withstanding incoming firepower which you would prefer be spread out among as many facings as possible. You could also just start two staggered battle lines with say 9 hexes between two ships in a line and 6 diagonal between it and its paired ship in the second line with the potential to cross or open up and double envelop a slower enemy formation.

This is less effective for capital engagements though as the leading edge is likely to take the brunt of the enemy's firepower. This will eventually require the second line to take their position by 'passing the gap' which could take a bit. A 6 hex separation distance is important however since its the typical max acceleration rate of my ships and short range of conventional weapons in aerospace. Thus if enemy strike craft come into the line they will be optimal targets for any conventional bays from adjacent ships and still good targets for two (conventional and sub-cap) or four (sub-cap and cap) more depending on the exact configuration.

3. Carrier and Destroyer engagements are drive-bys
A Carrier battlegroup is not going to slow down and fence with heavier Warships, they just don't have the built-in firepower. They are going to take a shot at long range and continue until they are 200ish hexes away from the enemy and wait for the already launched strike craft to make their approach at speed before slowing down for recovery. Then they will send those craft, or probably a freshly launched batch from the stack of spares they brought out while the battle is conducted, after damaged enemy ships attempting to withdraw.

truetanker

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #24 on: 12 March 2024, 13:02:50 »
Reasonable safe distant from the OpFor, a Carrier should be spitting out Squadrons as fast as possible, while speedily moving into a position of "safe" recovery. And as a whole, that carrier should also be taking pot-shots at them as well. Hopefully making life a hell of a mess for them until it's escorts show up. Then the "fur-ball" starts and then it's still pot-shots and still spitting follow up Squadrons while still moving to the "safe" recovery point.

Destroyers are more like beat stick Terminators, "I must crush you." fly-by attacks with the preverbal "I'll be back." thrown in as they leave the operational radius of their guns. Everybody else either has armor or thrust to save themselves. And either add in layered armament or copious amounts of firepower that can be dished out at a moment's notice. Either with withering Capital Laser or Particle weapons, or banks of Autocannons or even strategic use of Capital Missiles.

TT
Khan, Clan Iron Dolphin
Azeroth Pocketverse
That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
Nav_Alpha: That THING... that is horrid
~ Nav_Alpha on 10 October 2016

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #25 on: 12 March 2024, 13:31:12 »
The thing with the carrier is that the strike craft are going to be moving something like 35 relative to the enemy formation when they strike to reduce their exposure to incoming fire. This is why they need to pool on the opposite side of the battle line, they are basically operating as reusable missiles that are harder to kill. Those Strike Fighters, small gunships using AMS and ECM, as well as assault craft to overpower any hostile interceptors, and pocket warships will time their missile volleys so it all comes in at the same time for one or two Time on Target strikes that can actually do meaningful damage against a Warship (aiming mostly at the quarterdecks, fore or rear, depending on which type of slash you wanted).

If the carrier is moving on a similar vector it has to operate in the 'catcher' role and recovering fighters is much more time-consuming than launching them, so it must focus on that while its Destroyer escorts cover it from any Warships or pursuing craft that stray toward it. It can also have 'pitched' another group of fighters that will burn parallel to the enemy battle line and wait for their ships to retire at an angle so they can finish them off if they choose. These will mostly have extra fuel because they must by their mission expend more thrust, but their enemy will have suffered damage so they are a lesser threat than an undamaged Warship. This 'Undertaker' role is probably where I'd deploy Heavy Aerospace Fighters while the Medium ones will act as Strike Craft with their external ordnance or Interceptors once that is expended.

Lagrange

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #26 on: 12 March 2024, 14:10:12 »
1. Is that in fact the most logical thing to do?
It's a good question, Warships particularly the ones above are pretty tough, way tougher than most canon designs although admittedly that's a bad benchmark. They can take a lot of damage and if they go down do so swinging a heavy hammer. Although that is part of the reason I don't put LF-equipped ships in the battle line.

Under those conditions saving your ship might actually be the most logical thing to do. Warship fights are rocket tag 60+ Cap Bay will kill any Warship in short order, you literally need to get to Leviathan levels of mass to withstand a Perdition or Athos' broadside more than once.

You survive these engagements by angling away from the line and accelerating at max out of engagement range (figure for a long range engagement you'd be looking at maybe two-four more turns of exposure before you are out of weapons range) while still being able to fire at the trailing ships in the line. By doing so you give your opponent a new target, the ship behind you which is within range and less damaged.

Consider a fleet which uses an alternate tactic: staying fully concentrated in a single space hex.  A fully concentrated fleet can maneuver at full speed just like the 'line of battle' concept.  A fully concentrated fleet by definition maximizes disparity of fire.  In that situation the line of battle tactic vs. a faster concentrated adversary results in a heavy disparity of fire favoring the concentrated force at long or extreme range.   Illustrating this with a 3/5 line of battle force vs. a 4/6 concentrated force, the 4/6 concentrated force will have individually weaker ships but in a 10 v 10 battle, the 4/6 concentrated force plausibly wins via disparity of fire creating an effective defeat in detail.

truetanker

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #27 on: 12 March 2024, 14:34:46 »
Oh, I agree.

It's do we mass the most-est to the fullest, or offer 1 slot for a fuel tank to offset loitter time?

Because most Canon ASF do not carry the built-in Drogue capabilities, which would allow Tanker ASfs to refuel and still fight. As is, SAR ops are rare...

There isn't any such craft, but rules have been made to make some operational.

And rules have been created for the sole intent for that purpose as well.

Except it is considered "Fluff".

Small Crafts are "best" for interactions but what about ASF variants?

None I've seen...

TT
Khan, Clan Iron Dolphin
Azeroth Pocketverse
That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
Nav_Alpha: That THING... that is horrid
~ Nav_Alpha on 10 October 2016

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #28 on: 12 March 2024, 15:10:42 »
You come up with some interesting concepts Lagrange, I always enjoy our theory-crafting discussions.

If you try to murderball me, I split the line and murderball you in return with double envelopment while deploying mines/strike craft to go right for the front of your formation. We'd basically be on the precipice of a Slow High Speed Closing Engagement and that's tricky because the simulation really breaks down in this kind of fight and you have to use a whole different system (also why I have ballistics in the nose and NPPCs aft). Really it is a shame that Warships can't go out of control and accidentally ram one another because a domino of Warships crashing into each other like in Rogue One would be hilarious.

Even with Extreme Range weapons like NPPCs the time it takes to go from Extreme/Long to Long/Medium to Short might be in as many turns at full thrust. My broadsides will be at dangerously close ranges, possibly those capital bays could be enough to cut in from the outside of your formation. Like you mentioned before rolling is less an option when there are more forces in play but my lines could do it since they only need to threaten one side whilst yours would be unable to, although you would be able to save the 2 thrust to escape. After you pass both formations might be able to tag your aft and severely damage it. Either way it might be indecisive and a lot of metal is going to get slagged in the process.

truetanker

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #29 on: 12 March 2024, 18:39:35 »
^^

[popcorn]

TT
Khan, Clan Iron Dolphin
Azeroth Pocketverse
That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
Nav_Alpha: That THING... that is horrid
~ Nav_Alpha on 10 October 2016

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #30 on: 12 March 2024, 19:49:55 »
Pitching and Catching: Hardballs, Softballs, and Curveballs
Carrier and Missile Ship Doctrine for the SLDFleet


Description of Terms
Hardball - Dropship Carriers/Fast Attack Craft
Softball - Aerospace Fighters/Small Gunships
Curveball - Missile Ships (or rather their missiles)

It was only natural that due to the number of spheroid vessels in service with our fleet that analogies and metaphors related to baseball (and other NSFW themes) would be applied to our carrier doctrine. 'Pitching' refers to the launch capability of each carrier which is 2 fighters per minute/bay door. Most of our carriers are capable of launching all of their ready fighters/shuttle craft within 3-5 minutes. It however takes almost 5 minutes to recover each pair of fighter per bay door (referred to as 'Catching') during which time the carrier must maintain a constant course and heading and thus must be defended.

After launching its ready units a carrier can move new airframes into the now vacant launch bay but doing so takes a number of minutes equal to that units tonnage/10 plus however long it takes to refuel and arm it. This is because standard protocol for spare airframes is that they be put in the cargo bays 'above' launch cradles so that the ship's acceleration will aid in the unit's delivery 'down' via elevator. Our repair shops and maintenance facilities are 'beneath' it for the same reason.

Standard Strike Craft doctrine was briefly covered above, strike craft gathers in a 'bull pen' on the opposite side of our battle line. They will then 'wind up' accelerating to a fast enough velocity to clear capital weapons range as quickly as possible. These strike craft will then deliver their payload into a 'Strike Zone' before meeting up with their carriers on the other side at 'Home Plate.'

What is slightly more complicated however are our 'curveballs,' dropships equipped with teleoperated capital missiles which they can pilot like aerospace fighters. These missiles fly alongside the rest of the strike package until it is 'thrown' at the enemy fleet. With Gunship ECM protecting the datalinks, AMS handling interceptor missiles, and active probes cutting through the target's EWAR radius these strike packages can overwhelm an enemy's anti-missile systems and standard weaponry.

Fighters are preferentially deployed in Groups of 18, Gunships operate in Squadrons of 6, and Fast Attack Craft (Assault Dropships) operate in Flotillas of 4. This type of organization was selected for maximum effect (basically the minimum number that can reliable generate 40+ capital damage) for a minimal deployment of assets.

Medium-weight fighters or 'Jousters' form the initial strike package and are the ones normally kept in a ready state. Heavy-weight fighters or 'Undertakers' are almost entirely deployed on-board our Warship Carriers and form a secondary strike package meant to finish off any damaged Warships. Light-weight fighters or 'Swifts' are typically used as fast bombers with external hardpoints filled with ordnance rather than any internal weaponry. They move fast enough to avoid any fight they are not tasked with executing while retaining enough fuel and armor to call for help from more capable fighters. Often these are deployed for ground support missions as they can remain on station as long as the ground crew has new ordnance and fuel for them.

Gunships come in three variants, Vigilant Patrol craft are optimized for short range deployment in jump zones for security with few weapons beyond their Decad of embarked Espatiers for policing incoming vessels, these patrol craft are heavily used for SAR if nearby. Scarab Gunships are heavily armored but lightly armed and equipped with anti-missile systems, ECM, and Active Probes and are meant to fight alongside aerospace fighters during battle. Finally Dunkirk minelayers are not only equipped with space mine dispensers and Anti-Missile Systems but have fuel drogues to remass fighters during extended operations, and additional space for a paramedic and rescued pilots.

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #31 on: 12 March 2024, 20:28:48 »
Valiant Gunship Carrier
Type: Military Spheroid
Mass: 4,200 tons
Fuel: 450 tons (13,500)
Safe Thrust: 4
Maximum Thrust: 6
Weapons
4x Gauss Rifle
8x Large Laser
9x PPC
6x Large Pulse Laser
18x AMS
Armor
    Nose: 446
    Sides: 376/376
    Aft: 305
Structural Integrity: 22
Cargo
    Bay 1:  Small Craft (6)         2 Doors   
    Bay 2:  Cargo (466.0 tons)      2 Door   
Crew:  3 officers, 9 enlisted/non-rated, 6 gunners, 30 bay personnel, 18 passengers      
Battle Value: 9,767
Cost: 427,330,400 C-bills

Background - Originally conceived of as a multirole drop-shuttle the Valiant's profile has evolved over the years from its original trapezoidal design to a more volume efficient bulbous configuration. It launches its gunships from clamshell bay doors on davit cranes. These gunships are stacked in cradles around the power plant and thruster core like bullets in a revolver before they move into launch positions. On its dorsal surface there are two more bay doors from which cargo can be loaded or unloaded from a removable deck that can be pulled up so that the gunships can also be removed and engineering bays serviced more easily groundside.

Code: [Select]
Ammunition:
    96 rounds of Gauss Rifle [IS] ammunition (12 tons),
    432 rounds of Anti-Missile System [IS] ammunition (36 tons)

Escape Pods: 7
Life Boats: 2
Heat Sinks: 140 (280)

Notes: Mounts 79 tons of ferro-aluminum armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV     ERV   Class       
Nose (37 Heat)
3 Anti-Missile System                       3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (72 shots)
3 PPC                                      30   3(30)   3(30)    0(0)    0(0)  PPC         
4 Gauss Rifle                               4   6(60)   6(60)   6(60)    0(0)  AC         
    Gauss Rifle Ammo [IS] (96 shots)
RS/LS Fwd (57 Heat)
3 Anti-Missile System                       3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (72 shots)
3 PPC                                      30   3(30)   3(30)    0(0)    0(0)  PPC         
3 Large Laser                              24   2(24)   2(24)    0(0)    0(0)  Laser       
RS/LS Aft (48 Heat)
3 Anti-Missile System                       3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (72 shots)
3 Large Pulse Laser                        30   3(27)   3(27)    0(0)    0(0)  Pulse Laser
3 ER Medium Laser                          15   2(15)   2(15)    0(0)    0(0)  Laser       
Aft (33 Heat)
3 Anti-Missile System                       3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (72 shots)
3 Large Pulse Laser                        30   3(27)   3(27)    0(0)    0(0)  Pulse Laser

Lagrange

  • Lieutenant
  • *
  • Posts: 1419
Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #32 on: 12 March 2024, 20:38:19 »
You come up with some interesting concepts Lagrange, I always enjoy our theory-crafting discussions.
Thanks :-)  You have well drawn ideas as well.

If you try to murderball me, I split the line and murderball you in return with double envelopment while deploying mines/strike craft to go right for the front of your formation.
I'm not following the strategy precisely, but outmanuevering a more maneuverable force may prove tricky.

Using space mines to disrupt a murderball is interesting.  Deploying mines effectively in combat may be tricky, but it looks like some fast smallcraft could potentially be tasked with it.

AlphaMirage

  • Major
  • *
  • Posts: 3651
Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #33 on: 12 March 2024, 22:16:51 »
Swift SWF-27 Block X
Mass: 30 tons
Frame: Swift Block X Reinforced Endo-Steel
Power Plant: 210 Fusion
Cruising Speed: 97.2 kph
Maximum Speed: 151.2 kph
Armor: Ferro-Aluminum
Armament:
6 EO Pylons
Manufacturer: Imperial Aerodrome Four
     Primary Factory: Unknown
Communication System: Turbulence Broadwave
Targeting & Tracking System: Typhoon X-II
Battle Value: 640
Cost: 1,675,090 C-bills

Background - The Swift is a lightweight fighter and doesn't try to be more than it is. Its designers chose not to arm it with any internal weaponry that might encourage the pilot to dogfight. Instead its job is to deliver ordnance to a target as swiftly as possible then hit the afterburners and bug out. With six external ordnance pylons it can be rapidly reconfigured based on a threat environment with anything from air launched nuclear cruise missiles (Davy Crockett-Ms) to cluster bombs and rockets, then race toward the target, drop their payload, and circle back for more. This responsiveness makes it popular with ground forces and since it is has limited usefulness in orbital combat the Fleet is fine with providing Swift Bombers to planetary assault forces.

A Swift is however not useless against Large Craft, they typically carry the Harpy Homing Anti-Ship Electronic Warfare missiles when part of a Strike Package. These Harpies are fired at the intended target and those adjacent to it that might be able to fire upon the package as it hits the 'strike box.' These weapons can severely disrupt the enemy's ability to fire at follow-up forces and reduces their jamming ability aiding the delivery of the rest of the package and the safety of their fellow pilots. As their duty is very hazardous many Swift pilots have earned medals of heroism and their squadrons received commendations for professionalism and courage. Despite having the lightest aircraft they are accorded high respect from their peers and often move on to leadership positions.

Code: [Select]
Equipment                                          Mass
Engine                        210 Fusion              9
Safe Thrust: 9
Max Thrust: 14
Structural Integrity:         10                       
Heat Sinks:                   10                      0
Fuel:                         520                   6.5
Cockpit                                               3
Armor Factor (Ferro)          206                  11.5

                           Armor   
                           Value   
     Nose                    61   
     Wings                 52/52   
     Aft                     41   

Weapons
and Ammo              Location   Tonnage  Heat   SRV  MRV  LRV  ERV

Quillon QUI-V
Mass: 60 tons
Frame: Crossguard Reinforced
Power Plant: 300 XL
Cruising Speed: 75.6 kph
Maximum Speed: 118.8 kph
Armor: Ferro-Aluminum
Armament:
     1 ER PPC
     2 Large Laser
Manufacturer: Imperial Aerodrome Three
     Primary Factory: Unknown
Communication System: Quillon Cross-comm
Targeting & Tracking System: Cruciform TOT
Battle Value: 2,116
Cost: 8,550,100 C-bills

Background - The Quillon is the latest in a broad range of fleet fighters. Eventually it was decided that simple was better although not inexpensive thanks to the Vlar 300XL Thermonuclear Drive Core. A 3.5-5.5g acceleration curve reduces 'wind-up' and improves its interception capability. Seven tons of onboard fuel gives it a mission endurance of 80 minutes allowing for minimal inflight refueling. Depending on need the pilot can engage with their forward ERPPC for range or the wing mounted large lasers for damage but firing both might result in a temporary loss of control requiring keen discipline and judgement on the part of the pilot.

When part of a strike package a Quillon typically carries an Anti-Shipping Missile bracketed to the centerline beneath each of the curved 'bat' wings that are responsible for its name. It can also deliver the Alamo thermonuclear gravity bomb although these are understandably issued very sparingly (there are typically 5-10 on each carrier and 10-20 Davy Crockett-Ms however so it could happen). In atmosphere it is typically armed with Arrow IVs (for stand-off strike missions) or Light Anti-Air Missiles (for air superiority missions). While capable of strafing lightly armored targets with its lasers or bombing directly these types of missions are rare as a Quillon is to valuable to risk losing to ground based anti-air. Only if the area is deemed safe against air defense would a Quillon laden with regular bombs make an appearance.

Code: [Select]
Equipment                                          Mass
Engine                        300 XL                9.5
Safe Thrust: 7
Max Thrust: 11
Structural Integrity:         10                       
Heat Sinks:                   10 [20]                 0
Fuel:                         560                   7.0
Cockpit                                               3
Armor Factor (Ferro)          421                  23.5

                           Armor   
                           Value   
     Nose                   127   
     Wings                105/105 
     Aft                     84   


Weapons
and Ammo              Location   Tonnage  Heat   SRV  MRV  LRV  ERV
Large Laser             RWG       5.0      8      8    8    0    0 
ER PPC                  NOS       7.0      15    10   10   10    0 
Large Laser             LWG       5.0      8      8    8    0    0 

Undertaker UTK-III
Mass: 90 tons
Frame: Tombstone Heavy
Power Plant: 270 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Armor: Ferro-Aluminum
Armament:
     2 Heavy PPC
Manufacturer: Imperial Aerodrome Two
     Primary Factory: Unknown
Communication System: Tombstone Talkie
Targeting & Tracking System: Grimoire G-XY007
Battle Value: 2,879
Cost: 5,594,100 C-bills

Background - The Undertaker is an old design that has changed little since its conception, thick armoring all around, abundant fuel reserves, and enough thrust to catch most Warships and have a chance to meaningfully hurt them with its forward focused all-energy firepower. Unlike the Quillon or Swift the Undertaker is not typically equipped with external ordnance which is acceptable only because of the heavy PPCs that form much of the actual structure of its bulbous wings.

If it does mount any external payload it is typically tanks with additional fuel for when it needs to burn harder than usual for long durations. It is basically a single man gunship and is used as such with many serving in planetary garrisons as anti-dropship fighters. Like the Swift there are a number of heroic Undertaker actions with some particularly courageous Groups immortalized for taking down light Warships without assistance from the rest of the Fleet.

Code: [Select]
Equipment                                          Mass
Engine                        270 Fusion           14.5
Safe Thrust: 5
Max Thrust: 8
Structural Integrity:         10                       
Heat Sinks:                   15 [30]                 5
Fuel:                         840                  10.5
Cockpit                                               3
Armor Factor (Ferro)          663                    37

                           Armor   
                           Value   
     Nose                   203   
     Wings                165/165 
     Aft                    130   


Weapons
and Ammo              Location   Tonnage  Heat   SRV  MRV  LRV  ERV
Heavy PPC               RWG       10.0     15    15   15    0    0 
Heavy PPC               LWG       10.0     15    15   15    0    0 

AlphaMirage

  • Major
  • *
  • Posts: 3651
Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #34 on: 12 March 2024, 23:25:05 »
Dunkirk Minelayer
Type: Military Spheroid
Mass: 200 tons
Fuel: 26 tons (2,080)
Safe Thrust: 5
Maximum Thrust: 8
Armament
6x Medium Pulse Lasers
4x AMS
2x Space Mine Dispenser
Armor
    Nose: 132
    Sides: 112/112
    Aft: 92
Structural Integrity: 12
Cargo
    Bay 1:  Infantry (Jump) (6)     1 Door   
    Bay 2:  Cargo (5.0 tons)        1 Door   
Crew:  2 enlisted/non-rated, 21 bay personnel
Battle Value: 2,169
Cost: 16,861,520 C-bills

Background - The Dunkirk Minelayer is the latest incarnation of one of our earliest forms of attack craft. Its mission is very simple, speed up, flip, open the dispensers, decelerate, and send a large number of explosives in the direction of something you want them to hit as quickly as possible. They frequently don't hit but sometimes the enemy ends up with a nose or thruster cone full of bombs or panics and shifts out of position. This lightweight weapon allows a small craft to have an impact on the battle without exposing itself to much danger. When it is not dropping mines it can serve as a boarding craft with an embarked platoon of Espatiers or as anti-missile defense. If it is not doing that it serves as a Search and Rescue craft and can help extend an Aerospace Fighters loiter time while they wait for the strike package to develop.

Code: [Select]
Heat Sinks: 32

Ammunition:
    84 rounds of Anti-Missile System [IS] ammunition (7 tons)

Escape Pods: 0
Life Boats: 0

Notes: Mounts 25 tons of standard aerospace armor.

Weapons
and Ammo                                Location   Tonnage  Heat   SRV  MRV  LRV  ERV
Space Mine Dispenser                     Aft R      10.0     -      -    -    -    - 
Medium Pulse Laser                       Aft R      2.0      4      6    0    0    0 
2 Anti-Missile Systems                    Nose      1.0      1      3    0    0    0 
Active Probe                              Nose      1.5      -      -    -    -    - 
Medium Pulse Laser                        Nose      2.0      4      6    0    0    0 
Anti-Missile System                      Fwd R      0.5      1      3    0    0    0 
Medium Pulse Laser                       Fwd R      2.0      4      6    0    0    0 
Anti-Missile System                      Fwd L      0.5      1      3    0    0    0 
Medium Pulse Laser                       Fwd L      2.0      4      6    0    0    0 
Refueling Drogue/Fluid Suction System     Aft       1.0      -      -    -    -    - 
Medium Pulse Laser                        Aft       2.0      4      6    0    0    0 
Space Mine Dispenser                     Aft L      10.0     -      -    -    -    - 
Medium Pulse Laser                       Aft L      2.0      4      6    0    0    0 
   

Scarab Gunship
Type: Military Spheroid
Mass: 200
Fuel: 11 tons (880)
Safe Thrust: 5
Maximum Thrust: 8
Armament
12x Medium Pulse Laser
Armor
    Nose: 163
    Sides: 139/139
    Aft: 115
Structural Integrity: 21
Cargo
    Bay 1:  Cargo (1.0 tons)        1 Door   
Crew:  2 enlisted/non-rated, 2 gunners      
Battle Value: 2,699
Cost: 23,746,220 C-bills

Background - The Scarab Gunship is a low-endurance craft on par with the Fleet's Aerospace Fighters which is why it typically operates from Vigilant Gunship Carriers or Ground Bases. It not only provides some defensive lasers and anti-missile systems but it has a powerful EWAR suite and Beagle Active Probe capable of cutting through enemy jamming in service to nearby Aerospace Fighters. As such the Strike Fighters it operates alongside are more likely to connect with their heavy weapons than otherwise.

Code: [Select]
Heat Sinks: 32

Ammunition:
    84 rounds of Anti-Missile System [IS] ammunition (7 tons)

Escape Pods: 0
Life Boats: 0

Notes: Mounts 29.5 tons of standard aerospace armor.

Weapons
and Ammo                 Location   Tonnage  Heat   SRV  MRV  LRV  ERV
Space Mine Dispenser      Aft R      10.0     -      -    -    -    - 
2 Medium Pulse Lasers     Aft R      4.0      4      6    0    0    0 
2 Anti-Missile Systems     Nose      1.0      1      3    0    0    0 
2 Medium Pulse Lasers      Nose      4.0      4      6    0    0    0 
Anti-Missile System       Fwd R      0.5      1      3    0    0    0 
2 Medium Pulse Lasers     Fwd R      4.0      4      6    0    0    0 
Anti-Missile System       Fwd L      0.5      1      3    0    0    0 
2 Medium Pulse Lasers     Fwd L      4.0      4      6    0    0    0 
2 Medium Pulse Lasers      Aft       4.0      4      6    0    0    0 
Active Probe               Hull      1.5      -      -    -    -    - 
ECM Suite                  Hull      1.5      -      -    -    -    - 
Space Mine Dispenser      Aft L      10.0     -      -    -    -    - 
2 Medium Pulse Lasers     Aft L      4.0      4      6    0    0    0 

Vigilant Patrol Craft
Type: Military Spheroid
Mass: 100 tons
Fuel: 13 tons (1,040)
Safe Thrust: 3
Maximum Thrust: 5
Weapons
6x Medium Lasers
Armor
    Nose: 85
    Sides: 72/72
    Aft: 59
Structural Integrity: 8
Cargo
    Bay 1:  Infantry (Jump) (6)     1 Door   
    Bay 2:  Cargo (7.5 tons)        1 Door   
Crew:  2 enlisted/non-rated, 21 bay personnel      
Battle Value: 951
Cost: 6,718,956 C-bills

Background - The Vigilant is the standard patrol craft employed by our fleet for survey, rescue, courier, transfer, customs, and inspection missions. While capable of carrying more it typically only carries ten individuals whether they be a science team, rotating ship's crew, fireteam of Espatiers, or Orbital Customs Inspectors. However in wartime it can be repurposed to serve as a boarding craft, for search and rescue, or as a sensor platform. What it cannot do is fight well, its slow acceleration, thin armor, half-dozen medium lasers, and no missile defense compromise its ability to do that. Still it is one of the most common ships in the fleet and there is typically one or two in storage onboard any ship that could carry them as they can be awkwardly launched via normal aerospace bays.

Code: [Select]
Heat Sinks: 32

Notes: Mounts 16 tons of standard aerospace armor.

Weapons
and Ammo              Location   Tonnage  Heat   SRV  MRV  LRV  ERV
Medium Laser           Aft R      1.0      3      5    0    0    0 
Medium Laser            Nose      1.0      3      5    0    0    0 
Active Probe            Nose      1.5      -      -    -    -    - 
Medium Laser           Fwd R      1.0      3      5    0    0    0 
Medium Laser           Fwd L      1.0      3      5    0    0    0 
Medium Laser            Aft       1.0      3      5    0    0    0 
Medium Laser           Aft L      1.0      3      5    0    0    0

AlphaMirage

  • Major
  • *
  • Posts: 3651
Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #35 on: 13 March 2024, 11:07:52 »
Vertigo Fighter Carrier
Type: Military Spheroid
Mass: 4,500 tons
Fuel: 450 tons (13,500)
Safe Thrust: 4
Maximum Thrust: 6
Weapons
4x Gauss Rifle
9x PPC
9x Large Pulse Laser
18x AMS
6x Large Laser
6x ER Medium Laser
Armor
    Nose: 446
    Sides: 376/376
    Aft: 305
Structural Integrity: 22
Cargo
    Bay 1:  Fighter (9)             3 Doors   
    Bay 2:  Cargo (514.0 tons)      1 Door   
Crew:  3 officers, 9 enlisted/non-rated, 6 gunners, 18 bay personnel, 24 passengers
Battle Value: 9,095
Cost: 431,978,400 C-bills

Background - The Vertigo is another iteration of our old standby Virtue Dropshuttles, it is armed with the same type of weaponry as the Valiant but is slightly larger and wraps its 9 fighters around the power plant and thrust core like that design does its gunships. It however adds a third launch door on the dorsal surface, which would later be used in the Voodoo Missile Ship as a launch tube, while relocating the cargo and maintenance hatch to the ventral side allowing for the rapid deployment and recovery of its fighters.

The odd number of fighters is due to these carriers operating with another Vertigo in order to deploy a Group of 18 Aerospace Fighters together. Often these vessels deploy Swift and Undertaker Squadrons while the more expensive Quillons are deployed from the Large Fleet Carriers. During 'catching' operations after delivering a strike package Vertigos are often used to hasten the recovery and return of incoming strike craft either by just refueling them or bringing them onboard for rearming. There is however little space for maintenance onboard and a limited number of onboard technicians so they often operate alongside an aerospace repair ship or use larger carriers for servicing.

Code: [Select]
Heat Sinks: 140 (280)

Ammunition:
    96 rounds of Gauss Rifle [IS] ammunition (12 tons),
    432 rounds of Anti-Missile System [IS] ammunition (36 tons)

Escape Pods: 7
Life Boats: 2

Notes: Mounts 79 tons of ferro-aluminum armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV     ERV   Class       
Nose (37 Heat)
3 Anti-Missile System                       3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (72 shots)
3 PPC                                      30   3(30)   3(30)    0(0)    0(0)  PPC         
4 Gauss Rifle                               4   6(60)   6(60)   6(60)    0(0)  AC         
    Gauss Rifle Ammo [IS] (96 shots)
RS/LS Fwd (57 Heat)
3 Anti-Missile System                       3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (72 shots)
3 PPC                                      30   3(30)   3(30)    0(0)    0(0)  PPC         
3 Large Laser                              24   2(24)   2(24)    0(0)    0(0)  Laser       
RS/LS Aft (48 Heat)
3 Anti-Missile System                       3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (72 shots)
3 Large Pulse Laser                        30   3(27)   3(27)    0(0)    0(0)  Pulse Laser
3 ER Medium Laser                          15   2(15)   2(15)    0(0)    0(0)  Laser       
Aft (33 Heat)
3 Anti-Missile System                       3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (72 shots)
3 Large Pulse Laser                        30   3(27)   3(27)    0(0)    0(0)  Pulse Laser

Voodoo Missile Ship
Type: Military Spheroid
Mass: 4,500 tons
Fuel: 166 tons (4,980)
Safe Thrust: 4
Maximum Thrust: 6
Weapons
3x Killer Whale-T
4x Gauss Rifle
9x PPC
6x Large Laser
6x ER Medium Laser
9x Large Pulse Laser
21x AMS
Armor
    Nose: 446
    Sides: 376/376
    Aft: 305
Structural Integrity: 22
Cargo
    Bay 1:  Cargo (320.5 tons)      1 Door   
Crew:  3 officers, 9 enlisted/non-rated, 9 gunners   
Battle Value: 14,264
Cost: 426,492,192 C-bills

Background - The Voodoo Missile Ship is a modification of our Vertigo fighter carrier but instead of nine aerospace fighters it carries 30 Teleoperated Killer Whale Missiles. These heavyweight missiles are stacked around the thrust core and pushed out using a similar system to our high speed launch davit before their engines ignite. Since these missiles do not require maintainers or additional fuel the Voodoo has no space allocated for them. It is instead focused on its singular task which is launching missiles at large spacecraft.

Code: [Select]
Heat Sinks: 140 (280)

Ammunition:
    96 rounds of Gauss Rifle [IS] ammunition (12 tons),
    432 rounds of Anti-Missile System [IS] ammunition (36 tons),
    30 rounds of Killer Whale (Tele-Operated) ammunition (1500 tons)

Escape Pods: 7
Life Boats: 2

Notes: Mounts 79 tons of ferro-aluminum armor.

Weapons:                                          Capital Attack Values (Standard)
Arc (Heat)                                    Heat  SRV     MRV     LRV     ERV   Class       
Nose (57 Heat)
3 Anti-Missile System                          3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (72 shots)
3 PPC                                         30   3(30)   3(30)    0(0)    0(0)  PPC         
4 Gauss Rifle                                  4   6(60)   6(60)   6(60)    0(0)  AC         
    Gauss Rifle Ammo [IS] (72 shots)
1 Tele-operated Missile (Killer Whale-T)      20   4(40)   4(40)   4(40)   4(40)  Tele-Operated Capital Missile
    Killer Whale (Tele-Operated) Ammo (10 shots)
RS/LS Fwd (77 Heat)
3 Anti-Missile System                          3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (72 shots)
3 PPC                                         30   3(30)   3(30)    0(0)    0(0)  PPC         
3 Large Laser                                 24   2(24)   2(24)    0(0)    0(0)  Laser       
1 Tele-operated Missile (Killer Whale-T)      20   4(40)   4(40)   4(40)   4(40)  Tele-Operated Capital Missile
    Killer Whale (Tele-Operated) Ammo (10 shots)
RS/LS Aft (48 Heat)
3 Anti-Missile System                          3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (72 shots)
3 Large Pulse Laser                           30   3(27)   3(27)    0(0)    0(0)  Pulse Laser
3 ER Medium Laser                             15   2(15)   2(15)    0(0)    0(0)  Laser       
Aft (33 Heat)
3 Anti-Missile System                          3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (72 shots)
3 Large Pulse Laser                           30   3(27)   3(27)    0(0)    0(0)  Pulse Laser

AlphaMirage

  • Major
  • *
  • Posts: 3651
Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #36 on: 13 March 2024, 12:26:58 »
Varg Fast Attack Craft
Type: Military Aerodyne
Mass: 4,800 tons
Fuel: 166 tons (4,980)
Safe Thrust: 4
Maximum Thrust: 6
Weapons
4x Medium SCC
12x AMS
8x Medium Pulse Laser
8x Large Pulse Laser
Armor
    Nose: 548
    Sides: 462/462
    Aft: 374
Structural Integrity: 27
Cargo
    Bay 1:  Cargo (98.0 tons)       1 Door   
Crew:  3 officers, 9 enlisted/non-rated, 9 gunners      
Battle Value: 11,411
Cost: 550,867,104 C-bills

Background - The Varg is the closest to the original Virtue Dropshuttle that served as our main freighter but it has been reinforced for combat and equipped with sub-capital cannons. Like the Undertaker its job is to close with and engage large Warships but unlike that more agile gunship it is a large target and thus requires heavier armoring. Its four Medium Sub-Cap cannons are capable of delivering the same combat power as a NAC/20 against incoming fast attack craft but its Gauss Rifles and Lasers are to engage enemy interceptors while the Anti-Missile Systems can provide limited protection against lighter capital missiles. A Flotilla of four Vargs could if all their weapons connect seriously damage many lighter warships.

Code: [Select]
Heat Sinks: 140 (280)

Ammunition:
    96 rounds of Gauss Rifle [IS] ammunition (12 tons),
    216 rounds of Anti-Missile System [IS] ammunition (18 tons),
    40 rounds of Medium SCC ammunition (40 tons)

Escape Pods: 7
Life Boats: 2

Notes: Mounts 97 tons of ferro-aluminum armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV     ERV   Class       
Nose (7 Heat)
3 Anti-Missile System                       3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (864 shots)
4 Gauss Rifle                               4   6(60)   6(60)   6(60)    0(0)  AC         
    Gauss Rifle Ammo [IS] (768 shots)
RW/LW (63 Heat)
2 Sub-Capital Cannon (Medium)              60   10(100) 10(100)  0(0)    0(0)  Sub-Capital Cannon
    Medium SCC Ammo (20 shots)
3 Anti-Missile System                       3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (864 shots)
RW/LW Aft (16 Heat)
4 Medium Pulse Laser                       16   2(24)    0(0)    0(0)    0(0)  Pulse Laser
Aft (80 Heat)
8 Large Pulse Laser                        80   7(72)   7(72)    0(0)    0(0)  Pulse Laser

Virtue Block I (Dropshuttle Freighter)
Type: Civilian Aerodyne
Mass: 4,200 tons
Fuel: 250 tons (7,500)
Safe Thrust: 3
Maximum Thrust: 5
Weapons
12x Medium Laser
6x AC/5
Armor
    Nose: 184
    Sides: 154/154
    Aft: 126
Structural Integrity: 12
Cargo
    Bay 1:  Cargo (2504.0 tons)     3 Doors   
Crew:  3 officers, 9 enlisted/non-rated, 9 gunners
Battle Value: 2,180
Cost: 180,090,000 C-bills

Background - The first dropship design manufactured by our empire for trade the Virtue would later serve as the basis for many of our smaller dropships and in its latest incarnation continues to serve as a merchant freighter and auxiliary vessel. With three cargo doors (dorsal, port and starboard) a landed Virtue can be unloaded from both sides and behind via cranes allowing for rapid turnaround. Its cargo containers must be securely latched to the central core structure in order to protect them during transit and prevent damage to the interior of its cargo bay. Its trapezoidal design initially allowed it to fit within dropshuttle bays but is also good for groundside loading and unloading while providing some lift during atmospheric flight.

Code: [Select]
Heat Sinks: 42

Ammunition:
    240 rounds of AC/5 ammunition (12 tons)

Escape Pods: 0
Life Boats: 2

Notes: Mounts 54 tons of primitive aerospace armor.

Weapons:                    Capital Attack Values (Standard)
Arc (Heat)              Heat  SRV     MRV     LRV     ERV   Class       
Nose (8 Heat)
2 AC/5                   2   1(10)   1(10)    0(0)    0(0)  AC         
    AC/5 Ammo (1600 shots)
2 Medium Laser           6   1(10)    0(0)    0(0)    0(0)  Laser       
RW/LW (12 Heat)
4 Medium Laser          12   2(20)    0(0)    0(0)    0(0)  Laser       
RW/LW Aft (2 Heat)
2 AC/5                   2   1(10)   1(10)    0(0)    0(0)  AC         
    AC/5 Ammo (1600 shots)
Aft (6 Heat)
2 Medium Laser           6   1(10)    0(0)    0(0)    0(0)  Laser       

Virtue Block 8 (Dropship Freighter)
Type: Civilian Aerodyne
Mass: 4,200 tons
Fuel: 300 tons (9,000)
Safe Thrust: 3
Maximum Thrust: 5
Weapons
6x AC/5
12x Medium Laser
Armor
    Nose: 272
    Sides: 228/228
    Aft: 184
Structural Integrity: 12
Cargo
    Bay 1:  Cargo (2562.0 tons)     3 Doors   
Crew:  2 officer, 3 enlisted/non-rated, 3 gunners   
Battle Value: 3,124
Cost: 177,073,200 C-bills

Background - The modernized version of the Virtue is little changed from its predecessor, it has slightly more cargo and fuel capacity, the same arrangement of three bay doors on a trapezoidal fuselage, a smaller crew thanks to superior automation, and better protection from damage and rough handling. These dropships are widely used as lighters for most cost efficient jump bulkers or for intra-planetary or intra-system trade and transit. Frequently the upper decks are converted to passenger quarters and used for transferring cargo and crews to factory ships and other remote installations while the lower decks are filled with containers or more specialized cargo bays.

Code: [Select]
Heat Sinks: 40

Ammunition:
    240 rounds of AC/5 ammunition (12 tons)

Escape Pods: 0
Life Boats: 2

Notes: Mounts 54 tons of standard aerospace armor.

Weapons:                    Capital Attack Values (Standard)
Arc (Heat)              Heat  SRV     MRV     LRV     ERV   Class       
Nose (11 Heat)
2 AC/5                   2   1(10)   1(10)    0(0)    0(0)  AC         
    AC/5 Ammo (80 shots)
3 Medium Laser           9   2(15)    0(0)    0(0)    0(0)  Laser       
RW/LW (11 Heat)
2 AC/5                   2   1(10)   1(10)    0(0)    0(0)  AC         
    AC/5 Ammo (80 shots)
3 Medium Laser           9   2(15)    0(0)    0(0)    0(0)  Laser       
Aft (9 Heat)
3 Medium Laser           9   2(15)    0(0)    0(0)    0(0)  Laser       

Vigor Light Military Freighter
Type: Military Aerodyne
Mass: 4,500 tons
Fuel: 368 tons (11,040)
Safe Thrust: 3
Maximum Thrust: 5
Weapons
6x AC/5
9x AMS
12x Medium  Laser
Armor
    Nose: 305
    Sides: 257/257
    Aft: 208
Structural Integrity: 15
Cargo
    Bay 1:  Cargo (2617.0 tons)     6 Doors   
Crew:  2 officers, 3 enlisted/non-rated, 3 gunners
Battle Value: 3,731
Cost: 244,928,592 C-bills

Background - The Vigor is a slightly longer Virtue with an internal partition and buffer space between cargo bays that enable twice as many access doors (forward and aft, dorsal, port, and starboard) for rapid loading and unloading of diverse cargoes. Each of these has approximately 430 tons of mass available with around 37 tons reserved for consumables and break-bulk. By partitioning these bays they are capable of greater damage control or can utilized as forward maintenance facilities for small craft and aerospace fighters.

Code: [Select]
Heat Sinks: 40

Ammunition:
    240 rounds of AC/5 ammunition (12 tons),
    216 rounds of Anti-Missile System [IS] ammunition (18 tons)

Escape Pods: 0
Life Boats: 2

Notes: Mounts 54 tons of ferro-aluminum armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV     ERV   Class       
Nose (14 Heat)
2 AC/5                                      2   1(10)   1(10)    0(0)    0(0)  AC         
    AC/5 Ammo (80 shots)
3 Medium Laser                              9   2(15)    0(0)    0(0)    0(0)  Laser       
3 Anti-Missile System                       3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (72 shots)
RW/LW (5 Heat)
2 AC/5                                      2   1(10)   1(10)    0(0)    0(0)  AC         
    AC/5 Ammo (80 shots)
3 Anti-Missile System                       3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (72 shots)
RW/LW Aft (9 Heat)
3 Medium Laser                              9   2(15)    0(0)    0(0)    0(0)  Laser       
Aft (9 Heat)
3 Medium Laser                              9   2(15)    0(0)    0(0)    0(0)  Laser       

AlphaMirage

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  • Posts: 3651
Re: Fleet Design Concept: SLDF Ship Ratings
« Reply #37 on: 13 March 2024, 13:07:01 »
Casemate Military Station
Mass: 200,000 tons
Fuel: 40,000 tons (200,000)
Weapons
5x Medium NPPCs
13x NL/55
12x NAC/20
18x Barracuda
18x SCL/3
52x AMS
Armor
    Nose: 160
    Fore Sides: 131/131
    Aft Sides: 116/116
    Aft: 72
Structural Integrity: 1
Cargo
    Bay 1:  Standard Repair Facility (Pressurized) (20,000)2 Doors   
    Bay 2:  Fighter (54)            4 Doors   
    Bay 3:  Small Craft (36)        3 Doors   
    Bay 4:  Cargo (61556.0 tons)    2 Doors   
Dropship Capacity: 3
Crew:  32 officers, 53 enlisted/non-rated, 66 gunners, 288 bay personnel, 342 passengers
Battle Value: 54,789
Cost: 2,327,780,000 C-bills

Background - The Casemate is the lightest of our military stations, these facilities serve as important nodes for fleet resupply and sustainment as well as crew transport and rotation. Protected behind formidable capital firepower they are still vulnerable to longer range firepower as they lack sufficient mobility relative to other large craft. Often orbiting the moon of a gas giant rather than around a settled world Casemates serve as a waypoint between the outer and inner parts of a solar station with all traffic routing between the two traveling between the two. Being located in the outer layers of a system allows for greater security as our Warships and Fleet Jumpships can route to a non-standard point closer to these stations rather than a Lagrange or the Z/N point for resupply.

Code: [Select]
Heat Sinks: 3310

Ammunition:
    2,592 rounds of Anti-Missile System [IS] ammunition (216 tons),
    120 rounds of NAC/20 ammunition (48 tons),
    180 rounds of Barracuda ammunition (5400 tons)

Grav Decks: 3 (150 m, 150 m, 150 m)
Escape Pods: 0
Life Boats: 74

Notes: Equipped with
    1 Naval Comm-Scanner Suite (Small)
726 tons of ferro-carbide armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (810 Heat)
5 Naval PPC (Medium)                        675  45(450) 45(450) 45(450) 45(450)  Capital PPC
3 Capital Missile Launcher (Barracuda)      30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    Barracuda Ammo (30 shots)
9 Anti-Missile System                        9   3(27)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (432 shots)
3 Sub-Capital Laser (SCL/3)                 96   9(90)   9(90)    0(0)     0(0)   Sub-Capital Laser
FRS/FLS (485 Heat)
3 Naval Autocannon (NAC/20)                 180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/20 Ammo (30 shots)
3 Capital Missile Launcher (Barracuda)      30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    Barracuda Ammo (30 shots)
9 Anti-Missile System                        9   3(27)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (432 shots)
3 Sub-Capital Laser (SCL/3)                 96   9(90)   9(90)    0(0)     0(0)   Sub-Capital Laser
2 Naval Laser 55                            170  11(110) 11(110) 11(110) 11(110)  Capital Laser
ARS/ALS (485 Heat)
3 Naval Autocannon (NAC/20)                 180  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/20 Ammo (30 shots)
3 Capital Missile Launcher (Barracuda)      30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    Barracuda Ammo (30 shots)
9 Anti-Missile System                        9   3(27)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (432 shots)
3 Sub-Capital Laser (SCL/3)                 96   9(90)   9(90)    0(0)     0(0)   Sub-Capital Laser
2 Naval Laser 55                            170  11(110) 11(110) 11(110) 11(110)  Capital Laser
Aft (560 Heat)
5 Naval Laser 55                            425  28(275) 28(275) 28(275) 28(275)  Capital Laser
3 Capital Missile Launcher (Barracuda)      30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    Barracuda Ammo (30 shots)
9 Anti-Missile System                        9   3(27)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (432 shots)
3 Sub-Capital Laser (SCL/3)                 96   9(90)   9(90)    0(0)     0(0)   Sub-Capital Laser

Anchorage Fleet Station
Mass: 500,000 tons
Fuel: 100,000 tons (250,000)
Weapons
32x Heavy NPPCs
12x NL/55
18x SCL/3
54X AMS
12x Stingray Sub-Cap Missile Launcher
Armor
    Nose: 305
    Fore Sides: 249/249
    Aft Sides: 220/220
    Aft: 138
Structural Integrity: 1
Cargo
    Bay 1:  Standard Repair Facility (Unpressurized) (970,000)1 Door   
    Bay 2:  Fighter (54)            9 Doors   
    Bay 3:  Small Craft (18)        2 Doors   
    Bay 4:  Cargo (2411444.5 tons)   3 Doors   
Crew:  38 officers, 197 enlisted/non-rated, 93 gunners, 198 bay personnel, 400 passengers
Battle Value: 57,301
Cost: 27,805,452,500 C-bills

Background - An Anchorage Fleet Station is capable of conducting repairs and extensive maintenance on a Perdition class Dreadnought or a combination of lesser ships (including dropships, gunships, and even fighters). It is well-armed and equipped with exceptional sensors in order to detect incoming threats long before they can threaten the station itself. Without the ground based section and extensive manpower of a formal cage works or the Core Forge it cannot construct Warships on its own or repair its KF-core. It can however service, repair, and if necessary replace other large components such as structure, weapons, and thrusters or replenish magazines and stores much faster than a Warship could do on its own with dropships.

Code: [Select]
Heat Sinks: 7158

Ammunition:
    1,944 rounds of Anti-Missile System [IS] ammunition (162 tons),
    180 rounds of Stingray ammunition (2160 tons)

Grav Decks: 3 (150 m, 150 m, 150 m)
Life Boats: 100

Notes: Equipped with
    1 Naval Comm-Scanner Suite (Large)
1,726.5 tons of ferro-carbide armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (1,193 Heat)
4 Naval PPC (Heavy)                         900  60(600) 60(600) 60(600) 60(600)  Capital PPC
2 Naval Laser 55                            170  11(110) 11(110) 11(110) 11(110)  Capital Laser
9 Anti-Missile System                        9   3(27)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (324 shots)
3 Sub-Capital Laser (SCL/3)                 96   9(90)   9(90)    0(0)     0(0)   Sub-Capital Laser
2 Sub-Capital Missile Launcher (Stingray)   18   7(70)   7(70)    0(0)     0(0)   Sub-Capital Missile
    Stingray Ammo (30 shots)
FRS/FLS (1,193 Heat)
4 Naval PPC (Heavy)                         900  60(600) 60(600) 60(600) 60(600)  Capital PPC
2 Naval Laser 55                            170  11(110) 11(110) 11(110) 11(110)  Capital Laser
9 Anti-Missile System                        9   3(27)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (324 shots)
3 Sub-Capital Laser (SCL/3)                 96   9(90)   9(90)    0(0)     0(0)   Sub-Capital Laser
2 Sub-Capital Missile Launcher (Stingray)   18   7(70)   7(70)    0(0)     0(0)   Sub-Capital Missile
    Stingray Ammo (30 shots)
ARS/ALS (1,193 Heat)
4 Naval PPC (Heavy)                         900  60(600) 60(600) 60(600) 60(600)  Capital PPC
2 Naval Laser 55                            170  11(110) 11(110) 11(110) 11(110)  Capital Laser
9 Anti-Missile System                        9   3(27)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (324 shots)
3 Sub-Capital Laser (SCL/3)                 96   9(90)   9(90)    0(0)     0(0)   Sub-Capital Laser
2 Sub-Capital Missile Launcher (Stingray)   18   7(70)   7(70)    0(0)     0(0)   Sub-Capital Missile
    Stingray Ammo (30 shots)
Aft (1,193 Heat)
4 Naval PPC (Heavy)                         900  60(600) 60(600) 60(600) 60(600)  Capital PPC
2 Naval Laser 55                            170  11(110) 11(110) 11(110) 11(110)  Capital Laser
9 Anti-Missile System                        9   3(27)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (324 shots)
3 Sub-Capital Laser (SCL/3)                 96   9(90)   9(90)    0(0)     0(0)   Sub-Capital Laser
2 Sub-Capital Missile Launcher (Stingray)   18   7(70)   7(70)    0(0)     0(0)   Sub-Capital Missile
    Stingray Ammo (30 shots)

AlphaMirage

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  • Posts: 3651
Re: Fleet Design Concept: SLDF Ship Ratings and their support
« Reply #38 on: 14 March 2024, 14:19:49 »
Causeway Medium Freighter
Type: Civilian Spheroid
Mass: 12,500 tons
Fuel: 702 tons (21,060)
Safe Thrust: 3
Maximum Thrust: 5
Weapons
12x Large Laser
12x AC/10
12x AMS
Armor
    Nose: 323
    Sides: 272/272
    Aft: 221
Structural Integrity: 20
Cargo
    Bay 1:  Cargo (8000.0 tons)     4 Doors   
Crew:  3 officers, 13 enlisted/non-rated, 5 gunners, 30 passengers      
Battle Value: 5,567
Cost: 344,349,824 C-bills

Background - The Causeway is based on the Cargomaster design that was preserved by our industry after its principal contractors was damaged during the Succession Wars. As such it serves as the standard Medium dropship with Carrier and Missile Ship Variants but not fast attack versions as it is to large and expensive to risk in such a manner. Capable of carrying 8 kilotons of cargo in 4 partitioned 2 kiloton cargo spaces much like the smaller Virtue dropshuttle. This allows for rapid access while groundside to offload cargo containers and unlike the virtue these cylinders have heavy decking in between the layers.

Code: [Select]
Heat Sinks: 128

Ammunition:
    300 rounds of AC/10 ammunition (30 tons),
    288 rounds of Anti-Missile System [IS] ammunition (24 tons)

Escape Pods: 2
Life Boats: 4

Notes: Mounts 72 tons of standard aerospace armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV     ERV   Class       
Nose (38 Heat)
3 Large Laser                              24   2(24)   2(24)    0(0)    0(0)  Laser       
4 AC/10                                    12   4(40)   4(40)    0(0)    0(0)  AC         
    AC/10 Ammo (100 shots)
2 Anti-Missile System                       2    1(6)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (96 shots)
RS/LS Fwd (14 Heat)
4 AC/10                                    12   4(40)   4(40)    0(0)    0(0)  AC         
    AC/10 Ammo (100 shots)
2 Anti-Missile System                       2    1(6)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (96 shots)
RS/LS Aft (26 Heat)
3 Large Laser                              24   2(24)   2(24)    0(0)    0(0)  Laser       
2 Anti-Missile System                       2    1(6)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (96 shots)
Aft (26 Heat)
3 Large Laser                              24   2(24)   2(24)    0(0)    0(0)  Laser       
2 Anti-Missile System                       2    1(6)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (96 shots)

Carbide Pocket Cruiser
Type: Military Spheroid
Mass: 12,500
Fuel: 600 tons (18,000)
Safe Thrust: 4
Maximum Thrust: 6
Weapons
8x Ultra AC/20
12x Medium SCC
4x Large Pulse Laser
12x AMS
Armor
    Nose: 431
    Sides: 361/361
    Aft: 291
Structural Integrity: 24
Cargo
    Bay 1:  Cargo (1269.0 tons)     2 Doors   
Crew:  5 officers, 2 enlisted/non-rated, 15 gunners      
Battle Value: 17,165
Cost: 713,955,200 C-bills

Background - Space is big and while it would be nice to be able to afford enough Warships to maintain our orbital integrity it is just not in the budget for crew or acquisition. A lower cost solution was sought and it was found that replacing the four cargo bays of a Causeway with Triple Medium SCCs and adding twin quad mounts of Ultra Class 20 Autocannons created a 'Pocket' Cruiser that can take on most any fast attack craft and seriously damage a heaver warship. Its six gun broadside is capable of generating an impressive 30 capital damage, almost enough to breach the much heavier Freya's armor. Due to this firepower they are often paired with the Freya Frigate in times where they expect to go against fellow Warships. One of the few times a Freya gets to be a leader of its own Patrol Flotilla. However Carbides are more frequently assigned to solitary patrols in the Outer Reaches where their moderate endurance can be best leveraged or paired with a V-Craft.

Code: [Select]
Heat Sinks: 128 (256)

Ammunition:
    240 rounds of Ultra AC/20 ammunition (48 tons),
    288 rounds of Anti-Missile System [IS] ammunition (24 tons),
    120 rounds of Medium SCC ammunition (120 tons)

Escape Pods: 2
Life Boats: 4

Notes: Mounts 86 tons of ferro-aluminum armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV     ERV   Class       
Nose (66 Heat)
2 Anti-Missile System                       2    1(6)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (48 shots)
8 Ultra AC/20                              64   24(240) 24(240)  0(0)    0(0)  AC         
    Ultra AC/20 Ammo (240 shots)
RS/LS Fwd (92 Heat)
3 Sub-Capital Cannon (Medium)              90   15(150) 15(150)  0(0)    0(0)  Sub-Capital Cannon
    Medium SCC Ammo (30 shots)
2 Anti-Missile System                       2    1(6)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (48 shots)
RS/LS Aft (92 Heat)
3 Sub-Capital Cannon (Medium)              90   15(150) 15(150)  0(0)    0(0)  Sub-Capital Cannon
    Medium SCC Ammo (30 shots)
2 Anti-Missile System                       2    1(6)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (48 shots)
Aft (42 Heat)
2 Anti-Missile System                       2    1(6)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (48 shots)
4 Large Pulse Laser                        40   4(36)   4(36)    0(0)    0(0)  Pulse Laser

Carnage Heavy Missile Ship
Type: Military Spheroid
Mass: 12,500 tons
Fuel: 398 tons (11,940)
Safe Thrust: 4
Maximum Thrust: 6
Weapons
6x Killer Whale-T
9x Gauss Rifles
21x Anti-Missile Systems
18x Large Pulse Laser
18x Medium Laser
Armor
    Nose: 500
    Sides: 422/422
    Aft: 343
Structural Integrity: 28
Cargo
    Bay 1:  Small Craft (2)         1 Door   
    Bay 2:  Cargo (2000.0 tons)     2 Doors   
Crew:  5 officers, 10 enlisted/non-rated, 14 gunners, 10 bay personnel
Battle Value: 20,062
Cost: 589,881,376 C-bills

Background - With twice as many launch tubes (six) as the Voodoo the Carnage can deliver serious damage to an enemy large craft much like a 'Pocket' Destroyer, indeed it and the Cyclone FDMS are referred to as such. It carries along a pair of Small Craft to aid in recon and patrol as well as to provide ECM and Targeting support to the missiles. These are typically Fleet Assets as they have very little ammunition endurance and as such are often assigned in support of a Carrier in order to engage approaching fast attack craft. Their onboard small craft bays also come in handy for providing Carrier Flight Groups with gunship support or security.

Code: [Select]
Heat Sinks: 128 (256)

Ammunition:
    216 rounds of Gauss Rifle [IS] ammunition (27 tons),
    576 rounds of Anti-Missile System [IS] ammunition (48 tons),
    78 rounds of Killer Whale (Tele-Operated) ammunition (3900 tons)

Escape Pods: 2
Life Boats: 5

Notes: Mounts 100.5 tons of ferro-aluminum armor.

Weapons:                                          Capital Attack Values (Standard)
Arc (Heat)                                    Heat  SRV     MRV     LRV     ERV   Class       
Nose (50 Heat)
2 Tele-operated Missile (Killer Whale-T)      40   8(80)   8(80)   8(80)   8(80)  Tele-Operated Capital Missile
    Killer Whale (Tele-Operated) Ammo (26 shots)
7 Anti-Missile System                          7   2(21)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (192 shots)
3 Gauss Rifle                                  3   5(45)   5(45)   5(45)    0(0)  AC         
    Gauss Rifle Ammo [IS] (72 shots)
RS/LS Fwd (50 Heat)
2 Tele-operated Missile (Killer Whale-T)      40   8(80)   8(80)   8(80)   8(80)  Tele-Operated Capital Missile
    Killer Whale (Tele-Operated) Ammo (26 shots)
7 Anti-Missile System                          7   2(21)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (192 shots)
3 Gauss Rifle                                  3   5(45)   5(45)   5(45)    0(0)  AC         
    Gauss Rifle Ammo [IS] (72 shots)
RS/LS Aft (78 Heat)
6 Large Pulse Laser                           60   5(54)   5(54)    0(0)    0(0)  Pulse Laser
6 Medium Laser                                18   3(30)    0(0)    0(0)    0(0)  Laser       
Aft (78 Heat)
6 Large Pulse Laser                           60   5(54)   5(54)    0(0)    0(0)  Pulse Laser
6 Medium Laser                                18   3(30)    0(0)    0(0)    0(0)  Laser       

Cyclone Fleet Defense Missile Ship
Type: Military Spheroid
Mass: 12,500 tons
Fuel: 402 tons (12,060)
Safe Thrust: 4
Maximum Thrust: 6
Weapons
9x Barracuda
12x Gauss Rifle
18x Large Pulse Laser
18x Medium Laser
21x AMS
Armor
    Nose: 500
    Sides: 422/422
    Aft: 343
Structural Integrity: 28
Cargo
    Bay 1:  Cargo (2000.0 tons)     2 Doors   
Crew:  5 officers, 13 enlisted/non-rated, 17 gunners
Battle Value: 18,623
Cost: 589,428,224 C-bills

Background - The Cyclone FDMS is a modified version of the Carnage Heavy Missile Ship focused on Fleet Defense rather than attack. With 9 Barracuda Launchers forward it has more interception capability than most of our Warships. These missiles are capable of engaging incoming fighters far away from the rest of the fleet, a target class which cannot be engaged with Teleoperated Missiles. They are often attached to our higher rated Warships allowing them to focus their heavy fire on hostile Warships rather than split it in order to engage incoming small craft, a task for which they are ill suited.

Code: [Select]
Heat Sinks: 128 (256)

Ammunition:
    216 rounds of Gauss Rifle [IS] ammunition (27 tons),
    576 rounds of Anti-Missile System [IS] ammunition (48 tons),
    144 rounds of Barracuda ammunition (4320 tons)

Escape Pods: 2
Life Boats: 5

Notes: Mounts 100.5 tons of ferro-aluminum armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV     ERV   Class       
Nose (40 Heat)
7 Anti-Missile System                        7   2(21)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (192 shots)
3 Gauss Rifle                                3   5(45)   5(45)   5(45)    0(0)  AC         
    Gauss Rifle Ammo [IS] (72 shots)
3 Capital Missile Launcher (Barracuda)      30   6(60)   6(60)   6(60)   6(60)  Capital Missile
    Barracuda Ammo (48 shots)
RS/LS Fwd (40 Heat)
7 Anti-Missile System                        7   2(21)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (192 shots)
3 Gauss Rifle                                3   5(45)   5(45)   5(45)    0(0)  AC         
    Gauss Rifle Ammo [IS] (72 shots)
3 Capital Missile Launcher (Barracuda)      30   6(60)   6(60)   6(60)   6(60)  Capital Missile
    Barracuda Ammo (48 shots)
RS/LS Aft (78 Heat)
6 Large Pulse Laser                         60   5(54)   5(54)    0(0)    0(0)  Pulse Laser
6 Medium Laser                              18   3(30)    0(0)    0(0)    0(0)  Laser       
Aft (78 Heat)
6 Large Pulse Laser                         60   5(54)   5(54)    0(0)    0(0)  Pulse Laser
6 Medium Laser                              18   3(30)    0(0)    0(0)    0(0)  Laser       

AlphaMirage

  • Major
  • *
  • Posts: 3651
Re: Fleet Design Concept: SLDF Ship Ratings and their support
« Reply #39 on: 14 March 2024, 15:23:17 »
Broken Arrow 'Pocket Heavy Cruiser'
Type: Military Spheroid
Mass: 100,000 tons
Fuel: 1,800 tons (18,000)
Safe Thrust: 4
Maximum Thrust: 6
Weapons
36x Heavy Sub-Cap Cannon
18x SCL/1
18x Anti-Missile System
Armor
    Nose: 1262
    Sides: 1078/1078
    Aft: 891
Structural Integrity: 140
Cargo
    Bay 1:  Fighter (36)            6 Doors   
    Bay 2:  Cargo (7108.5 tons)     3 Door   
Crew:  18 officers, 32 enlisted/non-rated, 54 gunners, 72 bay personnel, 72 passengers      
Battle Value: 78,045
Cost: 3,401,361,600 C-bills

Background - Bridging the gap between Dropship and Warship is the Broken Arrow, a immense dropship built on the Behemoth's frame with gun decks replacing cargo ones. Presently in evaluation these dropships are in the running to supplant the Tumbleweed Armored Sloop with Tumbleweed production instead redirected to Coriolis or Freya vessels. While incapable of withstanding as much damage or delivering it as far away the Broken Arrow can punch through even a Granite's armoring and potentially kill it with good gunners up close.

Even the Juno, a ship five and half times heavier, can be seriously damaged when engaging with this 'Pocket Heavy Cruiser' (according to our rates). With the threat environment constantly evolving and our enemy's Pocket Warships growing in danger Fleet Command has commissioned several of these ships to bolster our lighter Warships with heavy close in gunfire. Gunfire that we feel can confidently kill them should they close range. Surprising the enemy by hiding a Broken Arrow in the sensor shadow of a larger Warship has also been considered and would be a major boost to Argonaut led Task Forces by almost doubling their close range firepower.

Code: [Select]
Heat Sinks: 297 (594)

Ammunition:
    792 rounds of Anti-Missile System [IS] ammunition (66 tons),
    360 rounds of Heavy SCC ammunition (360 tons)

Escape Pods: 0
Life Boats: 30

Notes: Mounts 504 tons of heavy ferro-aluminum armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV     ERV   Class       
Nose (327 Heat)
6 Sub-Capital Cannon (Heavy)                252  42(420) 42(420)  0(0)    0(0)  Sub-Capital Cannon
    Heavy SCC Ammo (60 shots)
3 Sub-Capital Laser (SCL/1)                 72   3(30)   3(30)   3(30)    0(0)  Sub-Capital Laser
3 Anti-Missile System                        3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (132 shots)
RS/LS Fwd (327 Heat)
6 Sub-Capital Cannon (Heavy)                252  42(420) 42(420)  0(0)    0(0)  Sub-Capital Cannon
    Heavy SCC Ammo (60 shots)
3 Sub-Capital Laser (SCL/1)                 72   3(30)   3(30)   3(30)    0(0)  Sub-Capital Laser
3 Anti-Missile System                        3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (132 shots)
RS/LS Aft (327 Heat)
6 Sub-Capital Cannon (Heavy)                252  42(420) 42(420)  0(0)    0(0)  Sub-Capital Cannon
    Heavy SCC Ammo (60 shots)
3 Sub-Capital Laser (SCL/1)                 72   3(30)   3(30)   3(30)    0(0)  Sub-Capital Laser
3 Anti-Missile System                        3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (132 shots)
Aft (327 Heat)
3 Sub-Capital Laser (SCL/1)                 72   3(30)   3(30)   3(30)    0(0)  Sub-Capital Laser
3 Anti-Missile System                        3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (132 shots)
6 Sub-Capital Cannon (Heavy)                252  42(420) 42(420)  0(0)    0(0)  Sub-Capital Cannon
    Heavy SCC Ammo (60 shots)

AlphaMirage

  • Major
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  • Posts: 3651
Re: Fleet Design Concept: SLDF Ship Ratings and their support
« Reply #40 on: 15 March 2024, 13:32:32 »
Clairvoyance-class Fleet Service Ship
Mass: 625,000 tons
Fuel: 10,000 tons (25,000)
Safe Thrust: 4
Maximum Thrust: 6
Weapons
32x NL/35
32x SCL/2
12x Barracuda
36x AMS
Armor
    Nose: 210
    Fore Sides: 174/174
    Aft Sides: 156/156
    Aft: 102
Structural Integrity: 120
Cargo
    Bay 1:  Standard Repair Facility (Unpressurized) (1,000,000) 2 Door   
    Bay 2:  Cargo (33062.0 tons)    4 Doors   
Dropship Capacity: 0
Crew:  41 officers, 170 enlisted/non-rated, 76 gunners, 355 passengers      
Battle Value: 50,359
Cost: 19,360,611,000 C-bills

Background - As our Fleet and empire expands, resultant battles between Warships are increasingly likely to occur and our ability to maintain strength has heightened in importance in the eyes of the Admiralty. It has become increasingly difficult to justify the expense of maintaining and manufacturing Anchorage Fleet stations in the outer regions of our Star Systems and the resultant lag in service for our Warships. While Anchorage stations possess unique abilities what the Fleet often requires is the rapid repair and rearmament in theater beyond what the crews could do on their own, and something less expensive to acquire. Thus a mobile platform was proposed and since there was a pause in Mythic requisitions it was decided that the same yard that manufactured that Cruiser would construct our new Fleet Support Ship.

The Mythic proved an ideal platform for a Fleet Services ship as it already had abundant berthing, huge cargo stores for long voyages, and extensive maintenance workshops built in. As a bonus the cageworks was already familiar with LF-battery technology as they build Junos and Khepris. The Clairvoyance was planned with a modified version of an Anchorage's Cage recessed into its ventral surface giving it a bizarre almost parasitic appearance when attached to a substantially larger Warship. These bays interlock with dorsal dropship collars via flexible tubes allowing for rapid rearmament and cargo transfer as well as providing a sealed environment for personnel and cargo transfer.

Due to its vulnerability while in operation the lightly armed Clairvoyance and her sisters operate alongside a Carrier Task Force allowing escorting Destroyers to cover both ships and providing strategic mobility or escape potential via double jumps. Carrier based forces also require ample stores to sustain their air groups and the Clairvoyance can provide that to the Carrier Task Forces and greater Fleet by their presence.

Code: [Select]
Sail Integrity: 5
KF Drive Integrity: 14
Heat Sinks: 1303 (2606)

Ammunition:
    1,296 rounds of Anti-Missile System [IS] ammunition (108 tons),
    120 rounds of Barracuda ammunition (3600 tons)

Grav Decks: 3 (120 m, 120 m, 120 m)
Escape Pods: 30
Life Boats: 20

Notes: Equipped with
    lithium-fusion battery system
1,500 tons of improved ferro-aluminum armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (326 Heat)
4 Naval Laser 35                            208  14(140) 14(140) 14(140)   0(0)   Capital Laser
4 Sub-Capital Laser (SCL/2)                 112  8(80)   8(80)    0(0)     0(0)   Sub-Capital Laser
6 Anti-Missile System                        6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (216 shots)
FRS/FLS (326 Heat)
4 Naval Laser 35                            208  14(140) 14(140) 14(140)   0(0)   Capital Laser
4 Sub-Capital Laser (SCL/2)                 112  8(80)   8(80)    0(0)     0(0)   Sub-Capital Laser
6 Anti-Missile System                        6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (216 shots)
RBS/LBS (380 Heat)
4 Naval Laser 35                            208  14(140) 14(140) 14(140)   0(0)   Capital Laser
4 Sub-Capital Laser (SCL/2)                 112  8(80)   8(80)    0(0)     0(0)   Sub-Capital Laser
6 Capital Missile Launcher (Barracuda)      60   12(120) 12(120) 12(120) 12(120)  Capital Missile
    Barracuda Ammo (60 shots)
ARS/ALS (326 Heat)
4 Naval Laser 35                            208  14(140) 14(140) 14(140)   0(0)   Capital Laser
4 Sub-Capital Laser (SCL/2)                 112  8(80)   8(80)    0(0)     0(0)   Sub-Capital Laser
6 Anti-Missile System                        6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (216 shots)
Aft (326 Heat)
4 Naval Laser 35                            208  14(140) 14(140) 14(140)   0(0)   Capital Laser
4 Sub-Capital Laser (SCL/2)                 112  8(80)   8(80)    0(0)     0(0)   Sub-Capital Laser
6 Anti-Missile System                        6   2(18)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (216 shots)

Heron Heavy Freighter
Type: Civilian Spheroid
Mass: 45,000 tons
Fuel: 600 tons (6,000)
Safe Thrust: 4
Maximum Thrust: 6
Weapons
18x Large Laser
18x Medium Laser
18x AC/5
18x AMS
Armor
    Nose: 354
    Sides: 300/300
    Aft: 246
Structural Integrity: 30
Cargo
    Bay 1:  Cargo (7300.0 tons)     2 Doors   
    Bay 2:  Cargo (7300.0 tons)     2 Doors   
    Bay 3:  Cargo (7300.0 tons)     2 Doors   
    Bay 4:  Cargo (Refrigerated) (6069.0 tons)2 Doors   
Crew:  6 officers, 24 enlisted/non-rated, 9 gunners      
Battle Value: 6,956
Cost: 771,724,800 C-bills

Background - The Heron is our standard heavy freighter and follows our tradition of planning each iteration being 3-4 times larger than its smaller cousin. In the Heron's case its almost 28 kilotons (a good portion of its rated mass) dramatically reduces the expense of shipping large quantities of raw materials between the stars compared to using Causeways. Due to its size it is often used as a mining/factory ship to support long duration expeditions seeking out ices or ores among asteroids and comets particularly if Virtue Lighters are available to bring new supplies and crew while returning product.

Code: [Select]
Heat Sinks: 136

Ammunition:
    360 rounds of AC/5 ammunition (18 tons),
    648 rounds of Anti-Missile System [IS] ammunition (54 tons)

Escape Pods: 0
Life Boats: 6

Notes: Mounts 108 tons of standard aerospace armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV     ERV   Class       
Nose (54 Heat)
6 Large Laser                               48   5(48)   5(48)    0(0)    0(0)  Laser       
3 Anti-Missile System                        3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (108 shots)
3 AC/5                                       3   2(15)   2(15)    0(0)    0(0)  AC         
    AC/5 Ammo (60 shots)
RS/LS Fwd (54 Heat)
6 Large Laser                               48   5(48)   5(48)    0(0)    0(0)  Laser       
3 Anti-Missile System                        3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (108 shots)
3 AC/5                                       3   2(15)   2(15)    0(0)    0(0)  AC         
    AC/5 Ammo (60 shots)
RS/LS Aft (24 Heat)
6 Medium Laser                              18   3(30)    0(0)    0(0)    0(0)  Laser       
3 Anti-Missile System                        3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (108 shots)
3 AC/5                                       3   2(15)   2(15)    0(0)    0(0)  AC         
    AC/5 Ammo (60 shots)
Aft (24 Heat)
6 Medium Laser                              18   3(30)    0(0)    0(0)    0(0)  Laser       
3 Anti-Missile System                        3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (108 shots)
3 AC/5                                       3   2(15)   2(15)    0(0)    0(0)  AC         
    AC/5 Ammo (60 shots)

Helios Fleet Tanker
Type: Military Spheroid
Mass: 45,000 tons
Fuel: 600 tons (6,000)
Safe Thrust: 4
Maximum Thrust: 6
Weapons
18x Large Laser
18x Medium Laser
18x AC/5
18x AMS
Armor
    Nose: 354
    Sides: 300/300
    Aft: 246
Structural Integrity: 30
Cargo
    Bay 1:  Cargo (Liquid) (6000.0 tons)1 Door   
    Bay 2:  Cargo (Liquid) (6000.0 tons)1 Door   
    Bay 3:  Cargo (Liquid) (6000.0 tons)1 Door   
    Bay 4:  Cargo (Liquid) (6000.0 tons)1 Door   
    Bay 5:  Cargo (2502.0 tons)     4 Doors   
Crew:  6 officers, 24 enlisted/non-rated, 9 gunners
Battle Value: 7,229
Cost: 814,688,000 C-bills

Background - The Helios Fleet Tanker is our standard bulk transport for refueling Fleet Warships and providing fresh foodstuffs and miscellaneous goods. Despite the immense size of its liquid storage tanks a single ship can only completely refuel two of our Warships. Our Fleet's long endurance is however a product of the Warship's fuel bunkerage being used to refuel their flotilla of dropships allowing long on station time. Due to this long endurance however Helios ships do not need to travel in a theater where they might be attacked by hostiles and can refuel their charges in a safer system before returning to imperial space. 

Code: [Select]
Heat Sinks: 282

Ammunition:
    360 rounds of AC/5 ammunition (18 tons),
    648 rounds of Anti-Missile System [IS] ammunition (54 tons)

Escape Pods: 0
Life Boats: 6

Notes: Mounts 108 tons of standard aerospace armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV     ERV   Class       
Nose (54 Heat)
6 Large Laser                               48   5(48)   5(48)    0(0)    0(0)  Laser       
3 Anti-Missile System                        3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (108 shots)
3 AC/5                                       3   2(15)   2(15)    0(0)    0(0)  AC         
    AC/5 Ammo (600 shots)
RS/LS Fwd (54 Heat)
6 Large Laser                               48   5(48)   5(48)    0(0)    0(0)  Laser       
3 Anti-Missile System                        3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (108 shots)
3 AC/5                                       3   2(15)   2(15)    0(0)    0(0)  AC         
    AC/5 Ammo (60 shots)
RS/LS Aft (24 Heat)
6 Medium Laser                              18   3(30)    0(0)    0(0)    0(0)  Laser       
3 Anti-Missile System                        3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (108 shots)
3 AC/5                                       3   2(15)   2(15)    0(0)    0(0)  AC         
    AC/5 Ammo (60 shots)
Aft (24 Heat)
6 Medium Laser                              18   3(30)    0(0)    0(0)    0(0)  Laser       
3 Anti-Missile System                        3    1(9)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (108 shots)
3 AC/5                                       3   2(15)   2(15)    0(0)    0(0)  AC         
    AC/5 Ammo (60 shots)

AlphaMirage

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Re: Fleet Design Concept: SLDF Ship Ratings and their support
« Reply #41 on: 16 March 2024, 13:17:57 »
I think I've worked through all the roles I wanted to cover. Everything else is kinda covered by canon designs or just by different allocations of cargo space. Feel free to comment and test them out.

Lagrange

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Re: Fleet Design Concept: SLDF Ship Ratings and their support
« Reply #42 on: 16 March 2024, 21:03:40 »
I think I've worked through all the roles I wanted to cover. Everything else is kinda covered by canon designs or just by different allocations of cargo space. Feel free to comment and test them out.

Since you asked...

General comments:

  • Designs often seem low on SI biasing heavily towards offense over defense.  For a 5/8 design SI around 75-90 is typically more balanced.  For a 4/6 design SI around 120.  And for a 3/5 design, SI around 150.  Defense isn't as sexy as offense, but the ability to survive, or at least be harder to kill makes a real difference.
  • Also on defense, you often don't have enough rounds of ammunition to use all heat sinks for missile defense.  Having enough ammunition to use up your heat sinks leaves you prepared for coordinated missile waves, which adversaries should use.  And, if you are thinking of warship arms race type settings where AMS are limited to firing 6 times/minute, that means you should have many more AMS to support the same thing.
  • I'm somewhat skeptical of dropship collars on warships.  The cost is quite substantial, often better spent on more warship instead.  If dropships are a part of doctrine (which is easily reasonable given dropship capacity), then I'd be inclined to separate collars from the wall---stick all the collars on carriers and leave mainline battleships cheaper (= more).  Carriers should be more survivable by doctrine and design making the investment less likely to be blown apart.
  • Designating arcs as either capital or standard is often desirable w.r.t. fire control tonnage since it avoids standard weapons contributing to capital fire control.  Typically, you can control your facing to a foe, except at short range.
  • It's hard to get excited about designs costing <7B or so, given that you need to amortize the startup cost of a warship.
  • There are many designs here that mention independent function but lack a naval comm-scanner.  A small one should probably be considered required.  I also tend to like satellite imagers routinely for the same reason.

Tumbleweed: Maybe save the cash instead? I'm not seeing the value from this unit.  The only really small warships that seem viable are Q-ships / special ops types given the enormous cost and limited capabilities.

Coriolis: A pursuit vessel is interesting.  I'd also favor longer ranged attacks since a fast vessel has the opportunity to control the range.  Also, the armor is only marginally balanced towards the nose---a real nose fighter should have twice the armor of other facings.  Since the armor is light, a nose fighter is iffy---it can come in do some damage, and then evaporate.   Side arcs make more sense for keeping fire on target at range.

Freya: NAC/25 and NAC/20 is a logistical miss.

Khepri: A design with real potential, but I'd personally consider dropping the LF-battery and capital weapons in favor of 6 dropcollars and at least doubling the ASF complement.  Some of the ASF complement might also be converted to smallcraft.

Granite: NAC/20s are generally quite a bit better than NAC/10s.   The LF battery makes it a pretty expensive front-line combatant (=semi-expendable).

Argonaut: A decent design. 

Juno: Hideously expensive given the force implied due to LF+drop collar multipliers.  You might want to pick one or the other and doubling the number of carriers in the fleet.   I'm also skeptical about naval weapons on carriers.  Dropping them in favor of a 5/8 move smells like a win to me.

Mythic: This design can't figure out if it's a nose fighter or a broadside fighter.   Picking one and arranging weapons to suite will make it stronger.

Admiral Shulte: Weapons as a broadside fighter and a armor more like a nose fighter.  Otherwise solid modulo concerns about dropcollars on walls.

Olympus: If there aren't enough qualified pilots, consider drone warfare or robotic craft since 108+36 is actually kind of small.   I'd also favor a 5/8 on a carrier.   I'm not sure the LF-battery is worth it, but this is less crazy than on the Juno since it's a bigger carrier.

Athos: Another nose-or-broadside fighter which may be stronger if you make a choice.  I'm also skeptical about the weapon choice.  NL35 is generally dominated by NL45 or NL55 since those go to extreme range and NAC35 doesn't seem worth it rangewise compared to NAC20.

Perdition: I'm skeptical about the all-aspect combat as you can tell.  There's no need for that unless your plan is to be in the middle of an enemy fleet. 

Valiant: I'd be tempted to get speed up to 5/8 at a minimum.  I'm also not sure you should have it in use as a carrier and an assault dropship.

Swift: An interesting design!  An all-EO light fighter.  You might consider a drone version.

Quillon: Medium fighters have a disadvantage of low SI which makes thrust at 5.5g at substantial risk of structural damage which can cascade towards destruction. Given that, I'd prefer 90 ton 6/9 design or a 100 ton 5/8 design which is cheaper and provides more payload.

Undertaker: You can increase the close range damage by adding a blanket of small lasers and/or machine guns.

Dunkirk: Looks good.  It might be better at a 7/11 which would provide lots of overtake for a dynamic mission.

Scarab: Great weapons loadout, but it will work better if concentrated in a nose arc.  Personally, ships like this on a 7/11 profile are my go-to as an alternative to assault dropships which are absurdly expensive and tend towards fragility.

Vigilant: A super useful role.  I'd quibble with the weapons loadout (see the Interdictor for a meaner version somewhere between Scarab and Vigilant in role), but the role is a definite win to support even with this weapons loadout.

Vertigo: Only 9 fighters? And only 4/6?  At the cost of a Vengeance?  I'd suggest upping the speed, stripping cost-sink weapons, and improving the fighter load.

Voodoo: ... I'd be tempted to ditch it in favor of an improved Vertigo loaded with a heavy drone fighter sporting 6 ASMs in an internal bomb bay.

Varg: One Varg or a Vertigo with Smallcraft bays loaded with Scarabs?  I'd probably bet on the Scarabs, particularly if their weapons are aligned nose-first. 

Virtue: It's hard to argue with cargo capacity, except in that you want more.

Vigor: not much different from Virtue.

Casemate: Very expensive, presumably due to the pressurized repair bay.  You could stick the pressurized repair bay on a 100kton jumpship achieving some strategic mobility and save on the cost. 

Anchorage: Incredibly expensive.  It's better to have a yardship pricewise and benefit from the mobility.

Causeway: To heavily armed and armored for a civilian design, but the cargo load is a significant step up.

Carbide: Quite mean, but for the price you can buy quite a few Scarabs and their carrier.

Carnage: Still looking at ASMs on drone fighters as a better pain delivery mechanism.

Cyclone: Potentially interesting concept, but the standard weapons are perhaps better placed on a fighter by cost and effectiveness.

Broken Arrow: No one complain that you aren't taking full advantage of a drop collar.  I'd prefer aft weapons forward to double the damage.  I'm also not sure this is worth the price, but it would be an impressive beast to send down a jump circuit.

Clairvoyance: Good---an Anchorage replacement.  I'm not sure you need a 4/6 move though---lots of cargo/factory space can be found by reducing it to 1/2 which is fast enough in the sorts of permissive environments where you would want to deploy this.  Keep in mind that you can't thrust beyond station keeping while something is in the pressurized repair bay.

Heron: a high capacity freight design with an inexplicably heavy armor/armament.  Civilian designs should shave prices more?

Heliios: just a Heron variant.

AlphaMirage

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Always appreciate a response on this board, that's why I add it to the title.

I've always decided to offload much of the AMS to small craft, they can fire multiple times per round, are already moving in the direction of the threat with the fighters or operating just outside friendly ECM, and don't have much mass to spare for the additional crew that more weapons entail, plus they can go evasive and still shoot at missiles. Its also why I put ECM, Probes, and Mines on them as well. That's why there isn't an invincible phalanx of AMS on any of those ships, just enough to finish whatever capital damage remains should something lock on, and since you have a +1 to hit for each cap damage that can hard sometimes.

While Dropships on Warships might not be the wisest decision but its not a terrible one IMO. Jumpships are pretty fragile so you might be constrained by hostile commerce raiding, it is after all what I'd do to you.

For NCSS that's what dropships are for, they have sensors and can range away from their Warship if necessary.


Tumbleweed - Yep, that why I used it as a comparison in the Broken Arrow's fluff. Its just not very good, you can't really expect much of a super light Warship and a modded Carrack would be a better Q-Ship. If you had a Broken Arrow in your battlespace that might even accomplish the same task better since it can actually land and dwarf any other dropship at the Starport, Kirov Battlecruiser style.

Coriolis - Its mostly meant to take out dropship based blockade runners or maybe Fast Attack Craft so the armoring and firepower was deemed appropriate for the task. Otherwise agreed.

Freya - Agreed but the politicians wanted to bigger guns up front and a role for that class of NAC (the only one we don't have is a 40 because its just not very good).

Khepri - 36 is just the ready to launch fighters. There are more airframes and pilots onboard at least double if not triple which is why the Olympus draws so many. You can fit 5 Swifts or an Undertaker and Quillon in the cargo bay for the same mass as an aerospace bay and have them ready for another wave or reinforce the present one (the 'developing the strike package' hinted at in fluff) in something like 15-20 minutes.

Granite - Agreed on the NAC/20s. I was doing it for quad Bracketing bonus. Its not meant to fight Warships except as a last resort but potentially 600 standard to the nose of an attack dropship, now that might be a problem.

Argonaut - I agree, I think it is a really well balanced design and would probably be pretty common.

Juno - Cost is exactly its why I put the LF-batteries on Carriers and Carrier-adjacent things. While it certainly could go faster it remains limited by the speed of its escorts just like a real carrier.

Mythic - Agree but it was how I fit a 40+ Capital Weapons Attack into 5 Bays, and why there was a pause in Mythic procurement for the Clairvoyance, as determined by my artificial and constraining rating system.

Admiral Shulte - It has heavy nose armor because it would be a battleline leader with the bigger ships. Elsewhere those are the artifacts of my artificial rating construct.

Olympus - Certainly something to take into consideration, but like I mentioned in the Khepri having 216 pilots deployed at once would be a big drain on manpower presuming you rotate them for training, other duties, and leave. You need basically an actual Regiment of highly trained (and paid) individuals and are putting them in one place at a time.
Would I rather have them in two on a Khepri and Juno? or many aboard smaller dropship carriers (up to dozen Vertigos)? That is the question.

Athos - The NLs are for anti-fighter work and fighters should be evasive until they can strike so they are really, really difficult to shoot down outside medium anyway. Also agreed, contrivance of the Rating system and why there are only three of them.

Perdition - True but I did explain how the battleline works so having an additional 40+ bay while the Perdition is disengaging might be the one that punches through the enemy's armor and allows the lighter ships behind it to finish it off. Also the aft NPPCs works reasonably well to keep enemy PWS making attacking runs through the line think twice.

Quillon - Yes but I needed the thrust profile to work with external ordnance because it still slows you down in space (as far I recall) and delivering two ASMs using regular rules (not quirks) requires you lose 3 thrust. If not operating in that capacity it is a pretty speedy interceptor that can shoot down incoming missiles or break up an incoming strike in conjunction with its Squadron. Let's say we train our pilots well so there is less of chance to damage an airframe (and there are spares).

Scarab - While all nose could work I really meant this to be an anti-missile and support platform, its going in with Aerospace already. It just needs to keep up and maybe take some passing shots while covering everyone in flak capability and electronic warfare potential.

Vertigo - Its all in the SI and Armoring. I figure the V-class units are the ones are more likely to get shot at while patrolling (which they would be doing to provide their mothership with situational awareness) or providing aerospace support in support of ground units. The Vengeance is a little to flimsy and light on endurance to put in danger even if it can sortie out 40 fighters, one or two hits from a Varg and bam the Vengeance is gone.

Causeway - Yes it would, however lets say industrial subsidies and a wartime usage clause offset the additional cost of installing superior engines, some extra guns, and armoring for the civilian sector. Same with the Heron and Virtue.

Pocket Destroyers - Good points to both, however you do see what our three standard fighters are armed with, they spent their mass on fuel and engine so heavy standard weapons have to show up somewhere. I also am one of those people that refuse to acknowledge that a small laser could reasonably harm a Warship.

Clairvoyance - I mostly kept it as a 4/6 so it didn't hinder carrier ops and could keep up with escorting destroyers, otherwise yes agreed.

Lagrange

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I've always decided to offload much of the AMS to small craft, they can fire multiple times per round, are already moving in the direction of the threat with the fighters or operating just outside friendly ECM, and don't have much mass to spare for the additional crew that more weapons entail, plus they can go evasive and still shoot at missiles. Its also why I put ECM, Probes, and Mines on them as well. That's why there isn't an invincible phalanx of AMS on any of those ships, just enough to finish whatever capital damage remains should something lock on, and since you have a +1 to hit for each cap damage that can hard sometimes.
AMS on smallcraft seem like a nice complement to me, but it's hard to make up for the potential of the deep heat sinks available on a warship.

Khepri - 36 is just the ready to launch fighters. There are more airframes and pilots onboard at least double if not triple which is why the Olympus draws so many. You can fit 5 Swifts or an Undertaker and Quillon in the cargo bay for the same mass as an aerospace bay and have them ready for another wave or reinforce the present one (the 'developing the strike package' hinted at in fluff) in something like 15-20 minutes.
That's a pretty long time between waves in a fight.

Juno - Cost is exactly its why I put the LF-batteries on Carriers and Carrier-adjacent things. While it certainly could go faster it remains limited by the speed of its escorts just like a real carrier.
The difference between "subject to attack by enemy ASF" and "not subject to attack by enemy ASF" is pretty big in the core rules.

Olympus - Certainly something to take into consideration, but like I mentioned in the Khepri having 216 pilots deployed at once would be a big drain on manpower presuming you rotate them for training, other duties, and leave. You need basically an actual Regiment of highly trained (and paid) individuals and are putting them in one place at a time.
Would I rather have them in two on a Khepri and Juno? or many aboard smaller dropship carriers (up to dozen Vertigos)? That is the question.
Force shaping is challenging in general.  I don't like the Vertigo in conjunction with warships because it's hard to justify something so lightweight on a warship drop collar.  A 100k ton dropship carrier can both ride a jump circuit and justify the cost of a warship drop collar.

Athos - The NLs are for anti-fighter work and fighters should be evasive until they can strike so they are really, really difficult to shoot down outside medium anyway. Also agreed, contrivance of the Rating system and why there are only three of them.
SCL/1s are a better alternative to NL35s for this purpose and in most ways.

Perdition - True but I did explain how the battleline works so having an additional 40+ bay while the Perdition is disengaging might be the one that punches through the enemy's armor and allows the lighter ships behind it to finish it off. Also the aft NPPCs works reasonably well to keep enemy PWS making attacking runs through the line think twice.
If you stuck the after weapons in the aft-side arcs, they could fire into the broadside, potentially multiple times, before you need to leave the line.  And PWS making a run for it would have only a very narrow line they could follow which you could invalidate with an ECHO.

Pocket Destroyers - Good points to both, however you do see what our three standard fighters are armed with, they spent their mass on fuel and engine so heavy standard weapons have to show up somewhere. I also am one of those people that refuse to acknowledge that a small laser could reasonably harm a Warship.
Even if they can't damage a Warship, they are good for anti-ASF and anti-missile use.

AlphaMirage

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I figured I'd fill in the 400-500kt gap because it moderately bothered me.

Sharanga Missile Frigate
Mass: 480,000 tons
Fuel: 10,000 tons (25,000)
Safe Thrust: 4
Maximum Thrust: 6
Weapons
25x NL/45
24x Medium SCC
12x Stingray Sub-Capital Missile
9x Light NPPC
9x Piranha Sub-Capital Missile
8x Barracuda
4x Kraken-T
4x Killer Whale
12x ERPPC
15x Large Pulse Laser
15x Medium Laser
20x AMS
Armor
    Nose: 164
    Fore Sides: 132/132
    Aft Sides: 127/127
    Aft: 81
Structural Integrity: 120
Cargo
    Bay 1:  Cargo (7748.0 tons)     4 Door   
Dropship Capacity: 2
Battle Value: 103,999
Cost: 7,620,742,000 C-bills

Background - The increased price and complexity of LF-equipped Granite Destroyers means they are only available in small numbers and deployed with their Carrier Task Forces not with the Frigates that our navy relies upon. With a potential threat of masses of swarming enemies a new class of ships was tendered to our imperial shipwrights for an intermediate non-LF equipped ship capable of handling that threat. Our Frigate yards decided on the Sharanga as it shares many commonalities with the numerous Argonaut Heavy Frigates while having something it doesn't a small NCSS which it can use to improve situational awareness for its flotilla. Although technically rated as (Medium) Missile Frigate with a heavy Nose bay like the Freya the Sharanga defies easy categorization as it could be arguably classed as a Destroyer or maybe even a Cruiser if all weapon bays are tallied together.

With 37 missile tubes built into the ship there are numerous answers for swarms of Aerospace Fighters and Small Craft and even the delivery of nuclear warheads or precision orbital bombardment. Multiple NL/45 and Light NPPCs provide sustained firepower while a heavy battery of 11 Medium SCCs on the Broadside can threaten hostile Frigates at close range although the Sharanga is unsuitable for linear engagements as it lacks range instead it typically occupies either the front or rear slot of a firing line slinging missiles or firing its light NPCCs into targets from afar. The biggest challenge with this vessel is the sheer tonnage and cost of ammunition carried aboard, which complicates logistics and damage control, while imposing on cost on its offensive capabilities while also making it difficult to stomach for the 'fiscal conservatives' on the Admiralty Board. Still if there are numerous aerospace fighters in theater having the extra missiles the Sharanga provides could be crucial to destroying them before they can damage the fleet and it is a useful bombardment vessel to support an Argonaut based ground assault.

Code: [Select]
Sail Integrity: 4
KF Drive Integrity: 11
Heat Sinks: 2253 (4506)

Ammunition:
    480 rounds of Anti-Missile System [IS] ammunition (40 tons),
    120 rounds of Stingray ammunition (1440 tons),
    40 rounds of White Shark ammunition (1600 tons),
    40 rounds of Kraken (Tele-Operated) ammunition (4000 tons),
    90 rounds of Piranha ammunition (900 tons),
    352 rounds of Medium SCC ammunition (352 tons),
    80 rounds of Barracuda ammunition (2400 tons)

Grav Decks: 1 (100 m)
Escape Pods: 0
Life Boats: 22
Crew:  42 officers, 99 enlisted/non-rated, 109 gunners

Notes: Equipped with
    1 Naval Comm-Scanner Suite (Small)
1,152 tons of improved ferro-aluminum armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (884 Heat)
4 Tele-operated Missile (Kraken T)          200  40(400) 40(400) 40(400) 40(400)  Tele-Operated Capital Missile
    Kraken (Tele-Operated) Ammo (40 shots)
3 Naval PPC (Light)                         315  21(210) 21(210) 21(210)   0(0)   Capital PPC
4 Naval Laser 45                            280  18(180) 18(180) 18(180) 18(180)  Capital Laser
4 Capital Missile Launcher (White Shark)    60   12(120) 12(120) 12(120) 12(120)  Capital Missile
    White Shark Ammo (40 shots)
3 Sub-Capital Missile Launcher (Piranha)    27   9(90)   9(90)   9(90)     0(0)   Sub-Capital Missile
    Piranha Ammo (30 shots)
2 Anti-Missile System                        2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (48 shots)
FRS/FLS (655 Heat)
3 Naval Laser 45                            210  14(135) 14(135) 14(135) 14(135)  Capital Laser
3 Naval PPC (Light)                         315  21(210) 21(210) 21(210)   0(0)   Capital PPC
4 Capital Missile Launcher (Barracuda)      40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Barracuda Ammo (40 shots)
3 Sub-Capital Missile Launcher (Piranha)    27   9(90)   9(90)   9(90)     0(0)   Sub-Capital Missile
    Piranha Ammo (30 shots)
4 ER PPC                                    60   4(40)   4(40)   4(40)     0(0)   PPC         
3 Anti-Missile System                        3    1(9)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (72 shots)
RBS/LBS (594 Heat)
3 Naval Laser 45                            210  14(135) 14(135) 14(135) 14(135)  Capital Laser
6 Sub-Capital Missile Launcher (Stingray)   54   21(210) 21(210)  0(0)     0(0)   Sub-Capital Missile
    Stingray Ammo (60 shots)
11 Sub-Capital Cannon (Medium)              330  55(550) 55(550)  0(0)     0(0)   Sub-Capital Cannon
    Medium SCC Ammo (176 shots)
ARS/ALS (375 Heat)
3 Naval Laser 45                            210  14(135) 14(135) 14(135) 14(135)  Capital Laser
3 Sub-Capital Laser (SCL/3)                 96   9(90)   9(90)    0(0)     0(0)   Sub-Capital Laser
5 Large Pulse Laser                         50   5(45)   5(45)    0(0)     0(0)   Pulse Laser
5 Medium Laser                              15   3(25)    0(0)    0(0)     0(0)   Laser       
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (96 shots)
Aft (375 Heat)
3 Naval Laser 45                            210  14(135) 14(135) 14(135) 14(135)  Capital Laser
3 Sub-Capital Laser (SCL/3)                 96   9(90)   9(90)    0(0)     0(0)   Sub-Capital Laser
5 Large Pulse Laser                         50   5(45)   5(45)    0(0)     0(0)   Pulse Laser
5 Medium Laser                              15   3(25)    0(0)    0(0)     0(0)   Laser       
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (96 shots)

 

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