Analysis of battle recordings show that the enemy beam weapon was completely unaffected by armor. They are clearly an enormous threat to the navy in its current form, and it seems that plasma weapons are particularly unsuited to dealing with them. New designs using coherent laser weapons have been proposed.
Starburst class Jump Point Defence Base 2,000 tons 296 Crew 440 BP TCS 40 TH 0 EM 0
1 km/s Armour 1-14 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 23.2
Maint Life 20.53 Years MSP 619 AFR 7% IFR 0.1% 1YR 3 5YR 42 Max Repair 144 MSP
Fuel Capacity 5,000 Litres Range N/A
Single Laser Cannon Turret (5x1) Range 240,000km TS: 8000 km/s Power 6-3 RM 4 ROF 10 6 6 6 6 4 4 3 3 2 2
Anti-Gunboat Fire Control (1) Max Range: 240,000 km TS: 8000 km/s 96 92 88 83 79 75 71 67 62 58
Small Fusion Reactor (5) Total Power Output 15 Armour 0 Exp 5%
Deployed near a jump point by a Lexington class carrier, the Starburst (or ideally, a large number of Starburst class) could fire on any ship attempting to enter the system with powerful laser cannon on fast tracking turrets.
Everest class Cruiser 15,000 tons 1925 Crew 2978 BP TCS 300 TH 400 EM 0
1333 km/s Armour 1-54 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 23 PPV 148.48
Maint Life 11.65 Years MSP 2854 AFR 78% IFR 1.1% 1YR 39 5YR 580 Max Repair 144 MSP
Civilian Magneto-plasma Drive (2) Power 200 Fuel Use 6% Signature 200 Armour 0 Exp 1%
Single Laser Cannon Turret (32x1) Range 240,000km TS: 8000 km/s Power 6-3 RM 4 ROF 10 6 6 6 6 4 4 3 3 2 2
Anti-Gunboat Fire Control (8) Max Range: 240,000 km TS: 8000 km/s 96 92 88 83 79 75 71 67 62 58
Fusion Reactor (8) Total Power Output 96 Armour 0 Exp 5%
Designed with an eye towards using the same shipyards as currently produce the Lexington and the Zeus, the Everest is a large cruiser that bristles with laser cannon. It is slow, using civilian drives that are considerably less likely to explode when damaged, and mounts many redundant systems to ideally stay in the fight. Unfortunately, it risks catastrophic failure if one of its 8 fusion reactors is hit and unable to safely eject.
Pikeman class Gunboat 900 tons 115 Crew 254.5 BP TCS 18 TH 184 EM 0
10222 km/s Armour 1-8 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 5
Maint Life 0.48 Years MSP 18 AFR 64% IFR 0.9% 1YR 37 5YR 558 Max Repair 144 MSP
GB Magneto-plasma Drive (1) Power 184 Fuel Use 780% Signature 184 Armour 0 Exp 36%
Fuel Capacity 5,000 Litres Range 1.3 billion km (34 hours at full power)
Light Particle Projector (1) Range 240,000km TS: 10222 km/s Power 5-3 ROF 10 2 2 2 2 2 2 2 2 2 2
Anti-Gunboat Fire Control (1) Max Range: 240,000 km TS: 8000 km/s 96 92 88 83 79 75 71 67 62 58
Small Fusion Reactor (1) Total Power Output 3 Armour 0 Exp 5%
The Pikeman is an attempt to fit a particle weapon onto a gunboat hull while still keeping a faster speed than the enemy gunboats, which it only just accomplishes. The Pikeman has little room for fuel and must stay near a mothership regardless, as once launch its experimental systems will begin to fail within days. The combination of speed and range should enable it to chip away at the enemy vessels from beyond their observed range.
Better question: does he have them on yet? Because if we get wormholes popping into Sol any time soon, this could end rather abruptly.
I do not.
I'm not fond of invaders. They're simply missile sponges; they can't match the range of missile craft, but your ships will never get to beam range, so whether you win or not is only dependent on how many missiles you have. Considering one of my goals with this LP was to get away from boring missile warfare I thought it would be kind of missing the point.