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Growing Horizons: Inner Sphere - Quest

Blade4

Well-known member
No Antimatter in any great quantity. Especially not for weapon systems. Well, perhaps outside of positrons.
Well if can ever get to the non germanium jump cores that might be a interesting other project. Perhaps a starter project of antimatter in general just to see what happens? Just learning to contain it should give spin of tech in magnetic fields and physics.

Lets see update... If we have not spread graveyard yet we probable can. FedCom knows about it so Hegemony will soonish but we are building it up into a forwards base so by time Hegemony arrives should be a hard target. Best to set up a detection grid at least 60 lightyears out though. Preferable farther. I wish could see Lupus reaction when their call for aid leads to us sending most of our warships and a entire army willing to follow them into hell to pull out their people stripping our defenses to a degree. Bro move guys total bro move. Clans should really appreciate it.

Baring some bad roles or actions we are probable going to be at near ally or actually ally levels with the FedCom at this rate. The ruling family owes us their lives including the kids. Hopefully Conrad can be helped. FWL to has got to really love us right now. Taurian reaction when it reaches them is probable going to be spectacular. Thomas might have a heart attack.. Or he could be a doppelganger meant to keep the concordat weak and focused on wrong enemy...

Do find it concerning high liner would have had a functional crit fail if not for all our bonuses. Dive were brutal there but at least the ships are on the way. The tesseracts... We need to secure the junction but i dont know what to do about Tanis. The clans functionally destroyed the local people because they refused to assimilate and what left are bitter and thrown their lot in with the dark caste. If we found them sooner we could have helped them and we still might but it would be painful at best.

Also big thing is do we reveal tessearcts exist to at least the Lupus guys? This would make the evacuation so much easier and greatly shorten the expedition.

Warringer just what would be the composition of those fleets we are building and i guess we can consider ourselfs at war footing? Because sure looks like it.

Algareon hold judgement till get yet more data but what we see is a very good sign though also very concerning. What the frak is happening galaxy wide that a race would set up a refuge mega structure? And apparently not been back for several hundred years at least... The triumvirate seems strangely limited as well for what their task and raw computational base should be as well. At least more friends to meet and the Otters survived even if their presumed homeworld did not. Good sign that Humans are still welcomed among them as well. Next diplo open we need to send a proper party to them. Next survey needs to be to scout out Hegemony hopefully with Algareon data helping us fast track targets.

Once clans are bitch slapped and hopefully cowed we can declare war and start deep striking...
 

Warrick

Member
[X] Smaller Von Neumann:
The full Von Neumanns are not always what is needed in a given area, so perhaps it would be a good idea to develop a few smaller designs for smaller Von Neumanns that can be used in those places.
Time:4 turns, Chance of success: 50%, Reward: Small and Medium on Neumann designs

[X] Bulwark Circinus:
After the renwed invasion of Circinus, now a member of the Confederation, it is believed that the Circinus region should receive additional defenses to prevent such a thing from happening again.
Time: 4 turns, Chance of success: 50%, Reward: Circinus gets 1d4 additional Frontier Fleets

[X] Hyperwave Lanes:
The discovery that it might be possible to use hyperwaves to improve FTL speed in the Everchanging Black is interesting news and should be followed up on, as it might improve interstellar commerce.
Time: 6 turns, Chance of success: 40%, Reward: New Economic Action
Other things need to do, like trade to Taurians we need to set up but for now more vons and since on massive fleet build up lets do Bulwark which also act as a ready reserve of ships for other uses if needed.
 

Blade4

Well-known member
Are there any stable borders in the former combine? Are there any states we can work with?
Warringer would need to confirm but no and no. The combine has fallen into utter ruin and all that is left really are crazy lords scrambling for meaningless power, samurai trying to fight and die in honorable battle, and the poor peasants caught in the middle.
 

Blade4

Well-known member
Hard to do a deep penetration sneak attack when they see you coming. We have the Superluminal Wave Detectors after all.
The idea is not without merit but not sure how it would actually work given we know the limits of our own tech and you simply can't sneak up on us unless you can jump from beyond our detection range... Which is possible since it has happened once already. Perhaps add a new later or two of stations to widen the net? And hope if pushed the hegemony can't just pull out Kamikaze thousand light-year attacks?
 
Additional Fleets

Warringer

Goto Wogon for Hard SciFi
Author
Warringer just what would be the composition of those fleets we are building and i guess we can consider ourselfs at war footing? Because sure looks like it.
We are not at a war footing. At the moment. Think of it as more a situation like the USA before the entry into WWII. Massive preparations, but no actual war footing.

As for the composition...

4 Battle Fleets
- 1 battleship
- 3 cruisers

6 Frontier Fleets
- 4 cruisers/frigates
- 2 destroyers

There is certainly the potential to replace the cruisers in the Frontier Fleets with frigates and adding a few more destroyers.

Of course... Once the have the High Liners, one of them will belong to the Lupus Republic, since Karen is building it, will give us the ability to transport three divisions at once. Which is technically an entire army corps. With two, we can move an entire army. We will have 1d6 of them.
The idea is not without merit but not sure how it would actually work given we know the limits of our own tech and you simply can't sneak up on us unless you can jump from beyond our detection range... Which is possible since it has happened once already. Perhaps add a new later or two of stations to widen the net? And hope if pushed the hegemony can't just pull out Kamikaze thousand light-year attacks?
Extending the reach of the Superluminal Wave Detectors can be done by an intelligence action. Or a military action. And at the moment, we are only aware that Interconnectedness Unlimited has those capabilities.

And a map of the Far Star Region.

 

Durabys

A Cheshire Exile
We are not at a war footing. At the moment. Think of it as more a situation like the USA before the entry into WWII. Massive preparations, but no actual war footing.

As for the composition...

4 Battle Fleets
- 1 battleship
- 3 cruisers

6 Frontier Fleets
- 4 cruisers/frigates
- 2 destroyers

There is certainly the potential to replace the cruisers in the Frontier Fleets with frigates and adding a few more destroyers.

Of course... Once the have the High Liners, one of them will belong to the Lupus Republic, since Karen is building it, will give us the ability to transport three divisions at once. Which is technically an entire army corps. With two, we can move an entire army. We will have 1d6 of them.

Extending the reach of the Superluminal Wave Detectors can be done by an intelligence action. Or a military action. And at the moment, we are only aware that Interconnectedness Unlimited has those capabilities.

And a map of the Far Star Region.

Where is Orion A? I need to see it in relation to the Sphere.
 

Blade4

Well-known member
Blag hate multi post like these always get out of hand.
We are not at a war footing. At the moment. Think of it as more a situation like the USA before the entry into WWII. Massive preparations, but no actual war footing.
Ok makes sense but we should be heading to full war i assume in next 8 turns depending on factors so spinning up now helps later. Hopefully we can cow the clans or at least buy time to deal with other problems but clans are willfully blind and i expect at least jaguars to try and jump anyway. Hopefully we gut them enough they cant cause trouble later. Honestly killing a clan might help our situation if it shocks the rest into thinking...
As for the composition...

4 Battle Fleets
- 1 battleship
- 3 cruisers

6 Frontier Fleets
- 4 cruisers/frigates
- 2 destroyers

There is certainly the potential to replace the cruisers in the Frontier Fleets with frigates and adding a few more destroyers.
So square formations. Useful building blocks that can be mixed and match at need. We have destroyers? What counts as destroyers?
Of course... Once the have the High Liners, one of them will belong to the Lupus Republic, since Karen is building it, will give us the ability to transport three divisions at once. Which is technically an entire army corps. With two, we can move an entire army. We will have 1d6 of them.
That makes me nervous. A ship with our good stuff in another powers hands but deal with it as needed. Yeah Engrod are not obsolete by any means by liners will be very useful for times to come in many roles. Hell Kerensky during after the amaris civil war would probable have cut his legs off for a few. Probable dont want them in a contested battlezone though. Even if had armor worth a damn a solid hit would be horrible killing who knows how many.
Extending the reach of the Superluminal Wave Detectors can be done by an intelligence action. Or a military action. And at the moment, we are only aware that Interconnectedness Unlimited has those capabilities.
Given the detectors ar supposed to give us a two jump warning and someone has already proven they can beat that would be a good idea to extend in any case. Probable a intel action. Military rather busy right now. Intel busy to but if a quick 1 or 2 turn thing...
And a map of the Far Star Region.
Interesting. We might actually need to establish a few forward fire bases or mobile ones because distance is still bit far for sorties. Be good idea have it so our guys can 1 jump to help and resupply and if really need it can head to graveyard for heavy repairs and r&r. FactoryOne i guess is going to be a priority for deep raiding. Richards Folly? Interesting name choice for a system. We really need to get spy ships closer to get more up to data data. Probable can get more from the Algareon as well.

edit: Saving that bigger picture. Thanks. So next to orion a cloud? Geez if not for our drive tech that would be to far to do anything.
 

Warringer

Goto Wogon for Hard SciFi
Author
So square formations. Useful building blocks that can be mixed and match at need. We have destroyers? What counts as destroyers?
The Arethusa counts as destroyer.
 

Warringer

Goto Wogon for Hard SciFi
Author
*Blinks* Uh guess it does. So used to think of it as a carrier for a squadron capable of giving some heavy support. Wonder what it would look like now with newer tech...
The Arethusa does not carry anything internally, aside from a few drones.
 

Blade4

Well-known member
The Arethusa does not carry anything internally, aside from a few drones.
It carries a entire squadron of ACC and supports them on patrols and operations? As i understand it lights are to small for a grav deck or carry much supplies/consumables for long duration anything. Drashy should be able to fit a small deck but still not carry that much way in supplies and spare parts. Ishtars can get away with more but still. Ships with collars act as carriers and the Arethusa and Tillman in particular act as homebases for their attached squadrons. Carrying supplies, food, water, ammo, armor patches, etc and helping with repairs and maintenance and allow access to their large grav decks for proper exercise.

Also plugged Arethusa into editor. Not completely happy with it and 100kt to 400kt curse strikes again. Had to switch to rsn just to make it legal and dont like how thin skin it is at 50kt of armor, even worse when it was advance composite, but had to shave 5kt just to have some sort of cargo bay. Kinetics to with short range dont work that well with a design by its very nature cant be afford to be shot at it but makes sense from when it was first made. Is it to late to retcon it up to 400kt? Thats gives just enough room to bump cargo bay up to something that is actually useful and add another 12kt of armor... Will keep playing with it.

Class Name Arethusa
Year 2192
Faction OCP
Tech Base OCP


Chassis
Spacecraft Mass 350,000.00 t
Vessel Type Destroyer/ACC CV
Lithium Fusion Battery FALSE
Structue Type Fabricated Monostructure
Structural Integrety 75
Spacecraft Shape Truncated Cone

FTL Drive Type RSN Drive

Transit Drive Improved Torch Drive
Safe Thrust 4
Max Thrust 6

HeatSinks
Type Advanced Heatsink
Heat 2538
Needed Sinks 1335
Free 226
Total Sinks 1109

Collar Type Compact
Max Dropship Collars 28
Dropship Collars 20

Small GravDecks (<100m) 3
Large GravDecks (100-250m) 3

Fuel 5,000.00 t

Crew 227
Officers 45
Enlisted 182
AI 1
Life Boats 23



Misc Equipment
Misc Mass
HPG 0.00 t FALSE
ERS-HPG 50.00 t TRUE
Laser Com Suite 25.00 t TRUE
AI Core 35.00 t TRUE
Caldran Ansible 100.00 t TRUE
Flag Compartmenrs 0.00 t FALSE
Combined 210.00 t
Mass Summary
Transit Drive 59,640.00 t
Fuel 5,000.00 t
Structure 19,687.50 t
FTL Drive 105,000.00 t
LF Battery 0.00 t
Sail 0.00 t
Crew Quarters 2,270.00 t
Heatsinks 1,109.00 t
Armor 50,000.00 t
Weapons 54,617.00 t
Ammunition 13,460.00 t
Fire Control 654.00 t
Transport Bays 14,840.00 t
Dropship Hardpoints 20,000.00 t
Grav Decks 1,050.00 t
Life Boats 2,300.00 t
Misc 210.00 t

Total 349,837.50 t
Empty Mass 162.50 t

Armor Type Smith Composite
Allocated Armor 50,000.00 t
Max Armor 50,000.00 t
Unallocated Armor 0.00 t
Points per Tonne 0.0314875
Armor Points 3245
Armor Sheme Balanced

Active Defense Shrivatsa System
Additional Protection 649
Full Armor Points 3894
TechBase Type Turreted Count Mass Heat Damage Ammo per Weapon Ammo Mass Overall Ammo
OCP Capital Weapons Focussed Hypervelicoty Macron Accelerator FALSE 1 3,500.00 t 100 60 200 50.00 t 200
OCP Capital Weapons 800MW 300nm Laser TRUE 20 6,160.00 t 640 124 0.00 t 0
OCP Capital Weapons Class II Missile TRUE 24 4,752.00 t 240 96 240 11,520.00 t 5760
OCP Capital Weapons 275mm Helical Railgun TRUE 24 39,600.00 t 1008 336 400 1,780.00 t 9600
OCP Capital Weapons Laser Kinetic AMS TRUE 110 605.00 t 550 22 1500 110.00 t 165000
Combined 69 54,617.00 t 2538 638 13,460.00 t
Bays
Type Size Doors Mass
Small Craft 4 2 820.00 t
Drones/Fighters 6 6 960.00 t
Cargo 5000 4 5,040.00 t
Fabricator 2000 1 4,010.00 t
Refinery 1000 1 4,010.00 t
We now need to find as many Tesseracts as possible and perhaps a few of them will create a chain link to the Hegemony.
We are working on it dude. Look and Warringer scheming that will decide that. I bet that junction is going to be a very key sector for us.
 

Blade4

Well-known member
Ok this keeps it at 350kt and should improve it. Ditch the kinetics for 12 500g focused PBP as main battery and 18 800mw lasers. Drop 2 PBP and can bump lasers up to 28. Real thing this does is free enough room to up armor to 65kt. 15 kt cargo bay and add in a size 800 repair facility to go with fabricator and refinery along for greater flexibility in the field. Even add in a few extra small craft bays. Well in 10 PBP version.
TechBase Type Turreted Count Mass Heat Damage Ammo per Weapon Ammo Mass Overall Ammo
OCP Capital Weapons 500GeV Focussed Wakefield Particle Beam Projector TRUE 12 18,480.00 t 3240 1440 0
OCP Capital Weapons 800MW 300nm Laser TRUE 18 5,544.00 t 576 111.6 0.00 t 0
OCP Capital Weapons Class II Missile TRUE 24 4,752.00 t 240 96 240 11,520.00 t 5760
OCP Capital Weapons Laser Kinetic AMS TRUE 110 605.00 t 550 22 1500 110.00 t 165000
Combined 54 29,381.00 t 4606 1669.6 11,630.00 t
Bays
Type Size Doors Mass
Small Craft 4 2 820.00 t
Drones/Fighters 6 6 960.00 t
Cargo 15000 4 15,040.00 t
Fabricator 2000 1 4,010.00 t
Refinery 1000 1 4,010.00 t
Repair Facility 800 2 820.00 t
Mass Summary
Transit Drive 59,640.00 t
Fuel 5,000.00 t
Structure 19,687.50 t
FTL Drive 105,000.00 t
LF Battery 0.00 t
Sail 0.00 t
Crew Quarters 2,270.00 t
Heatsinks 2,198.00 t
Armor 65,000.00 t
Weapons 29,381.00 t
Ammunition 11,630.00 t
Fire Control 654.00 t
Transport Bays 25,660.00 t
Dropship Hardpoints 20,000.00 t
Grav Decks 1,050.00 t
Life Boats 2,300.00 t
Misc 210.00 t

Total 349,680.50 t
Empty Mass 319.50 t

Armor Type Smith Composite
Allocated Armor 65,000.00 t
Max Armor 65,000.00 t
Unallocated Armor 0.00 t
Points per Tonne 0.0314875
Armor Points 3245
Armor Sheme Balanced

Active Defense Shrivatsa System
Additional Protection 649
Full Armor Points 3894
 

Blade4

Well-known member
Class Name Arethusa II
Year 2192
Faction OCP
Tech Base OCP


Chassis
Spacecraft Mass 550,000.00 t
Vessel Type Light Cruiser/ACC CV
Lithium Fusion Battery FALSE
Structue Type Fabricated Monostructure
Structural Integrety 75
Spacecraft Shape Truncated Cone

FTL Drive Type RSN Drive

Transit Drive Improved Torch Drive
Safe Thrust 4
Max Thrust 6

HeatSinks
Type Advanced Heatsink
Heat 5998
Needed Sinks 3156
Free 272
Total Sinks 2884

Collar Type Compact
Max Dropship Collars 44
Dropship Collars 20

Small GravDecks (<100m) 3
Large GravDecks (100-250m) 3

Fuel 5,000.00 t

Crew 227
Officers 45
Enlisted 182
AI 1
Life Boats 23



Misc Equipment
Misc Mass
HPG 0.00 t FALSE
ERS-HPG 50.00 t TRUE
Laser Com Suite 25.00 t TRUE
AI Core 55.00 t TRUE
Caldran Ansible 100.00 t TRUE
Flag Compartmenrs 250.00 t TRUE
Combined 480.00 t
Mass Summary
Transit Drive 93,720.00 t
Fuel 5,000.00 t
Structure 30,937.50 t
FTL Drive 165,000.00 t
LF Battery 0.00 t
Sail 0.00 t
Crew Quarters 2,270.00 t
Heatsinks 2,884.00 t
Armor 123,825.00 t
Weapons 54,329.00 t
Ammunition 11,630.00 t
Fire Control 654.00 t
Transport Bays 35,920.00 t
Dropship Hardpoints 20,000.00 t
Grav Decks 1,050.00 t
Life Boats 2,300.00 t
Misc 480.00 t

Total 549,999.50 t
Empty Mass 0.50 t

Armor Type Smith Composite
Allocated Armor 123,825.00 t
Max Armor 123,825.00 t
Unallocated Armor 0.00 t
Points per Tonne 0.0229
Armor Points 3245
Armor Sheme Balanced

Active Defense Plasma Shield
Additional Protection 1492.7
Full Armor Points 4737.7
TechBase Type Turreted Count Mass Heat Damage Ammo per Weapon Ammo Mass Overall Ammo
OCP Capital Weapons 500GeV Focussed Wakefield Particle Beam Projector TRUE 12 18,480.00 t 3240 1440 0
OCP Capital Weapons 800MW 300nm Laser TRUE 24 7,392.00 t 768 148.8 0.00 t 0
OCP Capital Weapons Class II Missile TRUE 24 4,752.00 t 240 96 240 11,520.00 t 5760
OCP Capital Weapons 7.5GW Multi-Wavelength Laser TRUE 8 23,100.00 t 1200 640 0
OCP Capital Weapons Laser Kinetic AMS TRUE 110 605.00 t 550 22 1500 110.00 t 165000
Combined 68 54,329.00 t 5998 2346.8 11,630.00 t
Bays
Type Size Doors Mass
Small Craft 4 4 840.00 t
Drones/Fighters 40 20 6,200.00 t
Cargo 20000 4 20,040.00 t
Fabricator 2000 1 4,010.00 t
Refinery 1000 1 4,010.00 t
Repair Facility 800 2 820.00 t
To be honest i am not happy with this. Its to bloody heavy for what i would like but at same time it works better. Functionally a light cruiser it has the same package as 350kt but now it has has nearly double the armor and 8 7.5GW lasers for long range sniping and even deeper cargo bay so can last longer at high tempo in the field. Interestingly if you drop the 8 lasers you can drop the design to 500kton and be good. Or could could add the mass to armor and give it even better armor protection at 123Kt's. Enough to risk closing for a fight. Also add flag facilities because why not? Probable help coordinate the squadron. Honestly armor version might be better over all. Those PBP are going to hit very hard and be good artillery for the attached squadron.
 

Thorgon

New member
Warringer is there any reason we cant just launch kinetic missiles at the hegamony orbital infrastructure from a few light weeks away? design the missiles to go up to 25% of light speed or so and any orbital infrastructure should be destroyed
 

Warringer

Goto Wogon for Hard SciFi
Author
Warringer is there any reason we cant just launch kinetic missiles at the hegamony orbital infrastructure from a few light weeks away? design the missiles to go up to 25% of light speed or so and any orbital infrastructure should be destroyed
Nothing. Aside from the time the things need to arrive. Besides we are not at war, yet.

@Blade4, you are aware that historically destroyers are small fast tincans with limited weapons, right?
 

Blade4

Well-known member
@Blade4, you are aware that historically destroyers are small fast tincans with limited weapons, right?
Yes. And the thing is our tech paradigms dont lead to that per say. If i was going to label anything destroyers it might be the ACC classes. They just dont seem like it because we out tech everyone else to the point the Drashy in particular are little genocide boats. Hell Drashy are prototypical destroyers. We lose as few and a Admiral will say a quick prayer for the dead and move on. We lose a Arethusa the same Admiral will be cussing because now he has lost a 350,000 ton mothership with all the people and supplies on it and its attached surviving ACC are now in trouble and functionally out of the fight unable to keep up and forced to retreat to the nearest friendly port hopefully taking on supplies where they can first. Its not much of a problem near our homeworlds but for strike forces hitting at the Hegemony having to travel through the ever changing black from their homeworlds back to Graveyard? At least we have a ftl that we can fit on all ships. All other factions if they lose the big ship the smaller ships are basically dead unless help can be sent to pick them up.
 

Blade4

Well-known member
Here is a showcase of the issues right here. Same design but dump most collars and repair bay for more armor and some sub cap lasers to help ward of smaller foes and add a few drones. And objectively far worse than the Arethusa because the lack of a squadron makes it less flexible and greatly reduces it firepower by around near 3000 potential damage with a pure drashy load and at 90kton or armor its not that squishy at 707 points of armor on each facing if i am doing the math right but damage can add up quick. This will still totally wreck two Mckenna at once but will take damage doing it and need dock time while the Arethusa probable never take a hit and can kill twice as many McKenna at least with it squadron which can probable dodge the fire or at least can soak the loss of one or two acc that are far easier to replace.

Feels weird saying 707 cap armor is squishy but when thats like 6 drashy shooting at you or its own guns which will blow through the armor and kill the ship and might punch out the other side depending how many guns can hit at once...
Class Name Destroyer
Year 2192
Faction OCP
Tech Base OCP


Chassis
Spacecraft Mass 350,000.00 t
Vessel Type Destroyer
Lithium Fusion Battery FALSE
Structue Type Fabricated Monostructure
Structural Integrety 75
Spacecraft Shape Truncated Cone

FTL Drive Type RSN Drive

Transit Drive Improved Torch Drive
Safe Thrust 4
Max Thrust 6

HeatSinks
Type Advanced Heatsink
Heat 5678
Needed Sinks 2988
Free 226
Total Sinks 2762

Collar Type Compact
Max Dropship Collars 28
Dropship Collars 4

Small GravDecks (<100m) 2
Large GravDecks (100-250m) 1

Fuel 5,000.00 t

Crew 227
Officers 45
Enlisted 182
AI 1
Life Boats 23



Misc Equipment
Misc Mass
HPG 0.00 t FALSE
ERS-HPG 50.00 t TRUE
Laser Com Suite 25.00 t TRUE
AI Core 35.00 t TRUE
Caldran Ansible 100.00 t TRUE
Flag Compartmenrs 0.00 t FALSE
Combined 210.00 t
Mass Summary
Transit Drive 59,640.00 t
Fuel 5,000.00 t
Structure 19,687.50 t
FTL Drive 105,000.00 t
LF Battery 0.00 t
Sail 0.00 t
Crew Quarters 2,270.00 t
Heatsinks 2,762.00 t
Armor 86,000.00 t
Weapons 34,617.00 t
Ammunition 11,630.00 t
Fire Control 654.00 t
Transport Bays 15,760.00 t
Dropship Hardpoints 4,000.00 t
Grav Decks 450.00 t
Life Boats 2,300.00 t
Misc 210.00 t

Total 349,980.50 t
Empty Mass 19.50 t

Armor Type Smith Composite
Allocated Armor 90,000.00 t
Max Armor 90,000.00 t
Unallocated Armor 0.00 t
Points per Tonne 0.0314875
Armor Points 3245
Armor Sheme Balanced

Active Defense Shrivatsa System
Additional Protection 649
Full Armor Points 3894
TechBase Type Turreted Count Mass Heat Damage Ammo per Weapon Ammo Mass Overall Ammo
OCP Capital Weapons 500GeV Focussed Wakefield Particle Beam Projector TRUE 12 18,480.00 t 3240 1440 0
OCP Capital Weapons 800MW Multi-Wavelength Laser TRUE 20 6,160.00 t 640 160 0.00 t 0
OCP Capital Weapons Class II Missile TRUE 24 4,752.00 t 240 96 240 11,520.00 t 5760
OCP SubCapital Weapons 500MW Multi-Wavelength Sold State Laser TRUE 24 4,620.00 t 1008 96 0
OCP Capital Weapons Laser Kinetic AMS TRUE 110 605.00 t 550 22 1500 110.00 t 165000
Combined 80 34,617.00 t 5678 1814 11,630.00 t
Bays
Type Size Doors Mass
Small Craft 4 4 840.00 t
Drones/Fighters 12 6 1,860.00 t
Cargo 5000 4 5,040.00 t
Fabricator 2000 1 4,010.00 t
Refinery 1000 1 4,010.00 t
 
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