The Terran federation is ready to retaliate against the aliens who destroyed the Ship Zero. Without the ability to field huge jump engines nor large tonnage hulls, we need to maximize our engineering effort toward a complete yet manageable ship.
Our strategy is set. we cannot attain superiority trough velocity, nor weapon technology. Miniaturization and efficiency, or the lack thereof, is also a problem for largest ship. The enemy seems to be fielding strength six missiles, of velocity and agility unknown.
The main problem in fielding an efficient cruiser is to have an acceptable jump drive, in size and costs. Even at efficiency six, 30 ktons is simply too much to tunnel.
we will focus on small, complementary ship, each highly specialized and extremely dependent one from another. all together, they have the functionality of a battlecruiser, but will be built and will jump separately allowing for lesser research and production costs.
warning: lame paint art
in our intention, each component has a separate and specific functionality and role, and absolutely no other. everything is reduced to the bare essential.
Module A class Modular Battlecruiser 3,500 tons 304 Crew 487 BP TCS 70 TH 80 EM 0
1142 km/s Armour 4-20 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 10
Annual Failure Rate: 98% IFR: 1.4% Maint Capacity 87 MSP Max Repair 250 MSP Est Time: 0.36 Years
Magazine 70
Nuclear Pulse Engine E10 (2) Power 40 Fuel Use 100% Signature 40 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 25.7 billion km (260 days at full power)
Size 10 Missile Launcher (1) Missile Size 10 Rate of Fire 150
Missile Fire Control FC167-R20 (1) Range 167.7m km Resolution 20
Size 10 Drone (7) Speed: 16,000 km/s End: 187.5m Range: 180.1m km WH: 0 Size: 10 TH: 26 / 16 / 8
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
Module A is the basic offensive module, carring 7 long range two stage missiles and one launcher. There should be 6 of those per group.
This is the ordinance carried:
Missile Size: 10 MSP (0.5 HS) Warhead: 0 Armour: 0 Manoeuvre Rating: 5
Speed: 16000 km/s Endurance: 187 minutes Range: 180.0m km
Cost Per Missile: 4.475
Second Stage: Size 4 Anti-ship Missile x1
Second Stage Separation Range: 150,000 km
Overall Endurance: 3 hours Overall Range: 181.0m km
Chance to Hit: 1k km/s 80% 3k km/s 25% 5k km/s 16% 10k km/s 8%
Materials Required: 0.25x Tritanium 4.9228x Gallicite Fuel x2500
second stage:
Missile Size: 4 MSP (0.2 HS) Warhead: 1 Armour: 0 Manoeuvre Rating: 24
Speed: 20000 km/s Endurance: 1 minutes Range: 1.0m km
Cost Per Missile: 1.9333
Chance to Hit: 1k km/s 480% 3k km/s 144% 5k km/s 96% 10k km/s 48%
Materials Required: 0.25x Tritanium 2.5061x Gallicite Fuel x53.75
Development Cost for Project: 193RP
Module B class Modular Battlecruiser 3,600 tons 179 Crew 354.5 BP TCS 72 TH 80 EM 0
1111 km/s Armour 4-20 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 40
Annual Failure Rate: 51% IFR: 0.7% Maint Capacity 123 MSP Max Repair 44 MSP Est Time: 2.8 Years
Nuclear Pulse Engine E10 (2) Power 40 Fuel Use 100% Signature 40 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 25.0 billion km (260 days at full power)
Single Gauss Cannon R2-100 Turret (4x2) Range 0km TS: 20000 km/s Power 0-0 RM 2 ROF 5 0 0 0 0 0 0 0 0 0 0
This design is classed as a Military Vessel for maintenance purposes
Module B carries the group point defense, in the form of 4 single gauss cannon turret with an exceptionally short range but high tracking speed. We are considering sending 4 of those in each group.
Module C class Modular Battlecruiser 3,600 tons 240 Crew 422.5 BP TCS 72 TH 80 EM 0
1111 km/s JR 3-50 Armour 4-20 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 0
Annual Failure Rate: 34% IFR: 0.5% Maint Capacity 220 MSP Max Repair 144 MSP Est Time: 2.47 Years
Magazine 180
J3600(3-50) Military Jump Drive Max Ship Size 3600 tons Distance 50k km Squadron Size 3
Nuclear Pulse Engine E10 (2) Power 40 Fuel Use 100% Signature 40 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 100.0 billion km (1041 days at full power)
Size 10 Drone (18) Speed: 16,000 km/s End: 187.5m Range: 180.1m km WH: 0 Size: 10 TH: 26 / 16 / 8
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
Module C act as collier/tanker for the other ships. It has a 3600 ton jump drive and should enable the group to traverse the jump points, even if one ship at time. However, the last time we surveyed the system the jump point was not defended, so this will do.
Module D class Modular Battlecruiser 3,600 tons 348 Crew 641 BP TCS 72 TH 80 EM 0
1111 km/s Armour 1-20 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 0
Annual Failure Rate: 34% IFR: 0.5% Maint Capacity 334 MSP Max Repair 500 MSP Est Time: 1.47 Years
Nuclear Pulse Engine E10 (2) Power 40 Fuel Use 100% Signature 40 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 25.0 billion km (260 days at full power)
Active Search Sensor MR250-R100 (1) GPS 50000 Range 250.0m km Resolution 100
This design is classed as a Military Vessel for maintenance purposes
Module D is the sensor module. It's the weak point of the entire operation, being completely unarmored due size constraint. We need to keep this well defended and possibly away from the action to keep the fleet operational.
If we can get three/four of those modular cruiser out there, we can have some chance against their ships. I should probably send a D module ahead of the others as to have a better assessment of the enemy forces.
The long range missiles will hopefully permit me two salvos before starting to get return fire, thus reducing their rank before getting decimated. A lot of this plan can go wrong and we will need quite a lot of time to build everything up; I just hope we can manage to engage near the jump point to make a quick retreat should something fail.