Furious II class Strike Cruiser 5,000 tons 525 Crew 901.8 BP TCS 20 TH 28.8 EM 0
1200 km/s JR 3-50 Armour 1-26 Shields 0-0 Sensors 80/1/0/0 Damage Control Rating 3 PPV 9
Maint Life 2.3 Years MSP 338 AFR 66% IFR 0.9% 1YR 86 5YR 1296 Max Repair 312 MSP
Furious E4 Jumper Max Ship Size 5000 tons Distance 50k km Squadron Size 3
Whisper - Ion E50 (1) Power 120 Fuel Use 500% Signature 28.8 Armour 0 Exp 15%
Fuel Capacity 465,000 Litres Range 33.5 billion km (322 days at full power)
10cm Laser 3-30k (1) Range 20,000km TS: 1250 km/s Power 3-3 RM 1 ROF 5 3 1 0 0 0 0 0 0 0 0
10cm Microwave 3-30k (2) Range 20,000km TS: 1250 km/s Power 3-3 RM 3 ROF 5 1 1 0 0 0 0 0 0 0 0
Fire Control S01 10-1250 (1) Max Range: 20,000 km TS: 1250 km/s 50 0 0 0 0 0 0 0 0 0
Gas-Cooled 2-9 (1) Total Power Output 9 Armour 0 Exp 5%
Active Search Sensor MR0-R100 (1) GPS 160 Range 800k km Resolution 100
Active Search Sensor MR0-R50 (1) GPS 80 Range 560k km Resolution 50
Thermal Sensor 10-80 (1) Sensitivity 80 Detect Sig Strength 1000: 80m km
Cloaking Device: Class cross-section reduced to 20% of normal
ECM 20
This design is classed as a Military Vessel for maintenance purposes
Experimental stealth ship. You'll notice that it has the sensor ping of a 20HS large fighter, while the size of a 100HS destroyer, and it's running a 25% thermal profile. It's also armed to fight differently, as it won't be brawling, it's meant to blind an enemy and then take potshots with the laser. Conflict should involve microwaves from long range until the enemy sensors are destroyed, then moving in to 0 range where the laser can do maximum damage at minimal range. The firecon needs to be updated, but my colonies were complaining about the lack of guns and I didn't want to stall another 2 years.
Next version will see a more radical change. The jump drive is going to be put onto another ship, and this other ship will be equipped with the drive, some engines, some fuel, and a tractor beam. The Furious III will be armed with more weapons, including more microwave to break shields, some mesons to destroy targets outright, and some box launchers for special ordinance like sensor probes. The main purpose of the Furious model is to cripple ships for my troopships to move in (still in design). The microwaves are there to prevent weapon fire by destroying firecon - the five second fire rate ensures that it can keep a steady hail of microwave to prevent repairs, and the laser is to get in close and punch a hole in armor for the marines to move through. Future mesons will be needed to destroy ships that aren't marked for stealing, and to take pot-shots at the enemy's engines to try and slow down a marked ship without destroying it.
Further designs will feature a carrier. Like the drive ship currently planned, the carrier's purpose is to sit one system away and act as a jump tender and refueler, but the carrier will also allow for better fuel use, as that gunboat engine burns a lot of fuel during normal travel, carry the troop ship along with it, and perhaps carry back the stolen ship once it's captured. I may give the Furious a tractor beam so that it can pull the troop ship along, but I don't see this being an issue as the troop ship is made to be a fighter engine, a drop pod, and about 5 hours of fuel. Speed is the concern for the troop ship, all else be damned. My 50% fuel efficiency should help a lot though.