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Each Hangar Deck can hold 20 Hull Squares worth of Fighters (or other vessels), so it's useful to make your Fighter's size (in Hull Squares) an even factor of ( number_of_Hangars x 20 ). That way, no space is wasted.

For example, I'm using seven Hangars in my 18,300-ton Constellation-II CV design, so my Fighters are optimized at 3.5 Hull Squares... since 3.5 divides evenly into ( 7 x 20 ). That's where the figure of forty Fighters comes from... ( 7 x 20 ) / 3.5 = 40.
 
Each Hangar Deck can hold 20 Hull Squares worth of Fighters (or other vessels), so it's useful to make your Fighter's size (in Hull Squares) an even factor of ( number_of_Hangars x 20 ). That way, no space is wasted.

For example, I'm using seven Hangars in my 18,300-ton Constellation-II CV design, so my Fighters are optimized at 3.5 Hull Squares... since 3.5 divides evenly into ( 7 x 20 ). That's where the figure of forty Fighters comes from... ( 7 x 20 ) / 3.5 = 40.

Surely there would be situations where it makes more sense to not use every bit of space on the deck though? Like if you come in under your budget of 3.5 hull squares you could add some fuel or armor or slightly larger fire control to your fighters, but the decrease in performance might be such that you'd prefer not to.

I'd not know, though, because I've still yet to deploy purpose-built carrier fleets... if only because I haven't played in weeks due to that bug I mentioned previously.
 
Surely there would be situations where it makes more sense to not use every bit of space on the deck though? Like if you come in under your budget of 3.5 hull squares you could add some fuel or armor or slightly larger fire control to your fighters, but the decrease in performance might be such that you'd prefer not to.

I'd not know, though, because I've still yet to deploy purpose-built carrier fleets... if only because I haven't played in weeks due to that bug I mentioned previously.

Pretty much. As it so happens, reducing the fighter design from 175 tonnes to 170 would let you get 41 fighters in instead of 40, and if the 170 tonne design were better anyway then it could well be worth it. Of course, there's only so much that can be shaved off, and sometimes it's nice to have a round number like 40.
 
Surely there would be situations where it makes more sense to not use every bit of space on the deck though? Like if you come in under your budget of 3.5 hull squares you could add some fuel or armor or slightly larger fire control to your fighters, but the decrease in performance might be such that you'd prefer not to.

My Air Superiority Fighters came in at an odd size (ie: not divisible into 20 x 7) because they require a high-res FC, so I loaded only 35 of them into the Carrier, leaving exactly enough Hangar space for a pair of purpose-built long-range Recce Fighters... "purpose-built" in the sense that the sensors they carry were specifically sized to exactly use up my remaining Hangar Deck tonnage.

Have any of you people experimented with pre-built ship components? In my latest conventional-start game, I decided to pre-build the Geological Sensors for my Geo-Scouts, since the engines were still being researched... and it reduced the ship's construction-time by about 50%!
 
Have any of you people experimented with pre-built ship components? In my latest conventional-start game, I decided to pre-build the Geological Sensors for my Geo-Scouts, since the engines were still being researched... and it reduced the ship's construction-time by about 50%!

I've done it quite a lot. I can't speak in exact figures, but I believe that I've truly gigantic decreases in construction time by using prefabricated components. I think I've seen destroyer construction time slashed to well under half of what it would normally be by prefabricating all possible components first.

In fact there are only two reasons not to do it. Firstly, it requires some foresight, because the gains are marginal if you spend three months prefabricating the laser turrets for a ship, and then it cuts construction time by two and a half months. So you need to prefab components as soon as you can, while you're researching other bits of the ship, and try to get it all done not long after the design is finalized. Of course it might still be a lot faster as you can set an unlimited number of factories to work on the project, whereas only one slip can work on a vessel at a time.

The other consideration is whether or not your factories are busy. Mine constantly have a backlog of orders, of varying degrees of urgency. So adding to their workload with tasks that can be done elsewhere isn't a good idea. Better to relieve them of some load by making shipyards do all shipbuilding, if your yards are more frequently idle than your factories. Although if you really desire the ships fast, you might decide it's worth the delay on other projects; by prefabbing the sensor suit to be upgraded on my SWACS vessels I've seen something like a three month decrease in refit time... and considering it was a refit, that must have been a huge chunk of the total time. Thus the prefabbing allowed me to conduct more operations because my ships were in refit for a shorter time.

But, yes, once I started using that tool properly I discovered how wonderful it is.
 
Ok, time for me to get back into the game. I'll resume tomorrow at some point, but for now, we need to finish the discussion.

@ The Flightless Birds - also known as Kiwi and Blue Emu - Can you work your magic for 2 size 1 fighter missiles with the following:
Strenght 8, Engine 5, Agility 100, Efficiency 0,5.
Missile 1: Range at least 30 mio. km. against Ships.
Missile 2: Range at least 10 mio. km. against Gunboats.
Both to have a strenght 4 warhead.

@ Vain - Perfect. Therefore I have updated the Shardul's as follows:
------
F3 Shardul-A class Fighter 125 tons 2 Crew 39.5 BP TCS 2.5 TH 72 EM 0
28800 km/s Armour 1-2 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0.6
Maint Life 0 Years MSP 0 AFR 25% IFR 0.3% 1YR 1 5YR 15 Max Repair 17 MSP
Magazine 4

FTR Internal Confinement Fusion Drive E700 (1) Power 72 Fuel Use 7000% Signature 72 Armour 0 Exp 80%
Fuel Capacity 5,000 Litres Range 1.0 billion km (9 hours at full power)

Size 1 Box Launcher (4) Missile Size 1 Hangar Reload 7.5 minutes MF Reload 1.2 hours
Missile Fire Control FC51-R120 (50%) (1) Range 51.5m km Resolution 120

This design is classed as a Fighter for production, combat and maintenance purposes
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Compared to the Blue Emu design we have the same strenght of warhead combined spread over 4 missiles to swarm AM FC. And we have it in a smaller, faster strikefighter and can fit 32 on a Blue Emu-II Class Carrier or 16 Shardul-B Anti Gunboat fighers on the Escort Carriers. Only difference will be the FC, so the escort carriers can be used for other purposes as well. Reason for the smaller numbers is because the Blue Emu-II and Farnese II Classes have smaller hangar decks (4k and 2k vs. 5k).

And the Carriers will have enough reloads for multiple strikes as well.

And yes, I have experimented a little with pre-fab modules, but not in this version and didn't see a major advantage. I will experiment a bit in the future with this, since our construction factories more or less are closed due to the Duranium problems we have been seeing.

And yes - I know I have a love for speed. I can't help it... :) When we get to the next level of engine tech, We will probably start cutting engines, since I'll try to cap at 11k/sec or something like that. But I want to get over 10k.
 
Have been thinking about another way of handling the Sux and after writing the previous post, I started looking at going the opposite way. Therefore, allow me to present the Brutus-B Anti-Gunboat Cruiser:
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Brutus-B class Light Cruiser 10,000 tons 918 Crew 2050 BP TCS 200 TH 2280 EM 540
11400 km/s Armour 6-41 Shields 18-300 Sensors 1/1/0/0 Damage Control Rating 3 PPV 24
Maint Life 5.44 Years MSP 2384 AFR 266% IFR 3.7% 1YR 135 5YR 2025 Max Repair 86 MSP

Internal Confinement Fusion Drive E7 (19) Power 120 Fuel Use 70% Signature 120 Armour 0 Exp 16%
Fuel Capacity 250,000 Litres Range 64.3 billion km (65 days at full power)
Epsilon R300/15 Shields (6) Total Fuel Cost 90 Litres per day

12cm C2 Ultraviolet Laser (6) Range 160,000km TS: 11400 km/s Power 4-2 RM 4 ROF 10 4 4 4 4 3 2 2 2 1 1
Fire Control S06 96-6000 (3) Max Range: 192,000 km TS: 6000 km/s 95 90 84 79 74 69 64 58 53 48
Stellarator Fusion Reactor Technology PB-1.15 (1) Total Power Output 13.8 Armour 0 Exp 12%

This design is classed as a Military Vessel for maintenance purposes
------
I have cut 40% of the weapons and fire controls, but that means I can cut an reactor as well and get 3 additional layers or armor, a slightly stronger shield as well as almost 2k/sec speed increase - 11.400k/sec against the Sux gunboat 10.000 - Range of 160k might not be enough, but that's what we have at the moment.

And I've corrected the designflaw in the original Brutus design with lack of fuel.

Added advantage is that both variants can be build in the same yards.
 
F3 Shardul-A class Fighter 125 tons 2 Crew 39.5 BP TCS 2.5 TH 72 EM 0
28800 km/s Armour 1-2 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0.6
Maint Life 0 Years MSP 0 AFR 25% IFR 0.3% 1YR 1 5YR 15 Max Repair 17 MSP
Magazine 4

FTR Internal Confinement Fusion Drive E700 (1) Power 72 Fuel Use 7000% Signature 72 Armour 0 Exp 80%
Fuel Capacity 5,000 Litres Range 1.0 billion km (9 hours at full power)

Size 1 Box Launcher (4) Missile Size 1 Hangar Reload 7.5 minutes MF Reload 1.2 hours
Missile Fire Control FC51-R120 (50%) (1) Range 51.5m km Resolution 120

This design is classed as a Fighter for production, combat and maintenance purposes

:cool:

As for the Sux, they're the swarm aren't they? And mesons will just ignore shields and armour anyway?

Will get to work on missile designs now.
 
Ok, first page updated with commanders and losses. And galaxy map updated as well. And since some of you are to lazy to go look it up....

galaxymap2066.jpg


Red Cross are targets for the navy. Green curves are dead-end systems. Yellow circled are cleared systems.
 
Anti-FAC missile (0.5/0.286/0.028/0.186):

Missile Size: 1 MSP (0.05 HS) Warhead: 4 Armour: 0 Manoeuvre Rating: 29
Speed: 28600 km/s Endurance: 6 minutes Range: 10.1m km
Cost Per Missile: 1.9517
Chance to Hit: 1k km/s 829.4% 3k km/s 261% 5k km/s 165.9% 10k km/s 82.9%
Materials Required: 1x Tritanium 0.6917x Gallicite Fuel x70

Development Cost for Project: 195RP

Low accuracy given its job, but as good as it gets with a big warhead. The alternative is to cut warhead size down, and basically use an AMM, like so:

Anti-missile missile (0.125/0.48/0.029/0.366):

Missile Size: 1 MSP (0.05 HS) Warhead: 1 Armour: 0 Manoeuvre Rating: 47
Speed: 48000 km/s Endurance: 4 minutes Range: 10.4m km
Cost Per Missile: 1.975
Chance to Hit: 1k km/s 2256% 3k km/s 752% 5k km/s 451.2% 10k km/s 225.6%
Materials Required: 0.25x Tritanium 1.465x Gallicite Fuel x72.5

Development Cost for Project: 198RP

Going this way obviously has the advantage that it doubles as a PD missile, but it lacks punch.
 
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Anti-ship missile (0.5/0.261/0.084/0.155):

Missile Size: 1 MSP (0.05 HS) Warhead: 4 Armour: 0 Manoeuvre Rating: 26
Speed: 26100 km/s Endurance: 19 minutes Range: 30.2m km
Cost Per Missile: 1.835
Chance to Hit: 1k km/s 678.6% 3k km/s 208% 5k km/s 135.7% 10k km/s 67.9%
Materials Required: 1x Tritanium 0.5725x Gallicite Fuel x210

Development Cost for Project: 184RP

What speed are the gunboats you're targeting? I'm questioning the need for a separate missile at 15% difference, it may be better to simplify logistics.
 
.About the Brutus-B:

Nice concept, I fear we lack the proper tech however.

Staying out of range of the enemy mesons while still staying _in_ range of our 12cm lasers will be hard and we will only do a single point of damage with each hit - which requires to hit the target in the first place, which will not be easy with our current firecontrol tech.

Also the FCs tracking speed of 6000 km/s will hurt a lot, better use a 2x speed one.

How long would it take to research 15 cm lasers and capacitor 3? If it is less than say half a year, I´d suggest waiting for it instead of starting to build a new cruiser that will be obsolete not halfway trough construction.

Even with our current FC, it would hit harder at its max. range, which will help a lot in taking enemy FACs down.

I´d suggest keeping the armor/shields. The Sux are not the only aliens out there and while against them, the armor/shields will not help, after dealing with them, it would be nice to have a use for those cruisers.
 
10k/sec

but if there's so little difference, I think the way forward will be the Anti-ship missiles and then go for the Brutus-B design. Just need a fleet scout as well for that... Hmm..... Idea Incoming....

EDIT: Never mind - I can see that the idea will not be feasible with the current tech levels. I'll get back to that idea after some additional research. I can just say that Joeb need to get some research done as soon as possible....
 
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@ Kai - Capacitor 3 will take 5½ months to research and is currently 4th in line. At the moment I am trying to get some basic engines online so I can get the designs fixed. After that I will push for a few techs to upgrade our EW platforms. Currently I'm waiting for 1 reactor and 2 engines.

And 15cm laser is not a problem, since we have both that and 20cm, just haven't designed anything yet. Again, waiting for cap3 or 4.

EDIT: The designs so far are only locked for the Carrier, Destroyer and Cruiser, since we need to retool for those. The rest of the navy are waiting for various projecs to finish before design are locked in yards.
 
2066:

7/1 - Joebthegreat II finishes the Fighter Engines and the F3 Shardul-A design is set in motion. None will be produced for the coming years for various reasons
6,3k tons Corundium recovered on Gliese 1-A II
22/1 - Vice Admiral Boris ze Spider II improves Communications to 5%.
Amadeus completes design of the Twin 12cm C2 Untraviolet Laser Turret which leads to small adjustments of the Brutus Designs.
27/1 - Abandoned Mine recovered on Gliese 1-A II
2/2 - Joebthegreat II have completed the design of the Tokamak Fusion Reactor PB 1.2. Designs updated and waiting.
7/2 - 32 Nuclear Pulse Engines recovered on Gliese 1-A II - I think we can forget about getting tech from these guys....
17/2 - Abandoned Mine recovered on Gliese 1-A II
23/2 - Amadeus completes the design of the Twin R20/C2 Meson Cannon Turret. Designs updated.
4/3 - Joebthegreat II completes design of the new Gunboat Engines.
14/3 - 16 Gamma R300/16 shields recovered on Gliese 1-A II.
24/3 - Abandoned Mine recovered on Gliese 1-A II.
4/4 - 200 oints of Infrastructure recovered on Gliese 1-A II.
19/4 - 3,1k tons of Boronide recovered on Gliese 1-A II.

And it's time for this years retirement party. Commodore Kingepyon have had enough of rocks and decide to retire at the age of 62.

Kinge - New Avatar and role?

24/4 - Captain Kai Allanrd promoted Commodore.
5/5 - SS Francisco Pizarro completes survey of Eta Cassiopeiae system finding 4 new JP's. As well as:
Tritanium 5,405,625 Acc: 0.8
Duranium 3,886,472 Acc: 1
Gallicite 8,352,100 Acc: 0.8
Boronide 6,200,100 Acc: 0.8
And a lot of other finds.
10/5 - Abandoned Mine recovered on Gliese 1-A II.
13/5 - SS Adolf Erik Nordenskiöld completes survey of SFT 1231. No new JP's and no minerals worth mentioning.
30/5 - Deep Space Tracking Station recovered on Gliese 1-A II.
5/6 - Terraforming Installation recovered on Gliese 1-A II.
And also information regarding Terraforming Rate 0.002.
15/6 - Construction Factory recovered on Gliese 1-A II.
20/6 - Joebthegreat II completes research of Capacitor Recharge 3. Time for new weapons.
30/6 - Retooling complete on 2 yards. Therefore, Black Pidgeon, Blue Emu and Green Parrot begins refit to Blue Emu II class standard while Uganda, Uke and Ukraine begins refit to Sirocco III class standard. Duration will be 18-21 months.

Were Back in Action and will soon be fielding a large fleet once again!
 
@ Stuckensmidt - Did it surprise you??? It should not do that, since you've tried to take over the.. Never mind.

@ Kinge - Captain Kingepyon assigned Sean Wittaker Geology team, currently on Ananke. Fleet Maneuver 148, Survey 15%, Logistics 10%.

2066 part 2 is coming!
 
2066 part 2

10/7 - Amadeus completes research into the 15cm C3 Ultraviolet Laser.
15/7 - Automated Mine recovered on Gliese 1-A II.
20/7 - Mine recovered on Gliese 1-A II.
5/8 - Mine recovered on Gliese 1-A II.
10/8 - 9 Salvage Modules 500 recovered on Gliese 1-A II.
15/8 - 260 points of Infrastructure recovered on Gliese 1-A II.
20/8 - Our defense specialists visited today to inform me of a Theoretical Breakthrough. They believe it will be possible to "hide" our ships behind cloaking devices. They are instructed to return when they have results instead of tales!
25/8 - Amadeus completes design of the Twin 15cm C3 Ultraviolet Laser Turret. Brutus designs updated and locked. The Brutus design will have 4 Turrets and operate at fleet speed:
------
Brutus class Light Cruiser 10,000 tons 957 Crew 2190.4 BP TCS 200 TH 1920 EM 990
9600 km/s Armour 5-41 Shields 33-300 Sensors 1/1/0/0 Damage Control Rating 3 PPV 35.64
Maint Life 3.81 Years MSP 1411 AFR 266% IFR 3.7% 1YR 153 5YR 2291 Max Repair 86 MSP

Internal Confinement Fusion Drive E7 (16) Power 120 Fuel Use 70% Signature 120 Armour 0 Exp 16%
Fuel Capacity 250,000 Litres Range 64.3 billion km (77 days at full power)
Epsilon R300/15 Shields (11) Total Fuel Cost 165 Litres per day

Twin 15cm C3 Ultraviolet Laser Turret (4x2) Range 192,000km TS: 6000 km/s Power 12-6 RM 4 ROF 10 6 6 6 6 4 4 3 3 2 2
Fire Control S06 96-6000 (4) Max Range: 192,000 km TS: 6000 km/s 95 90 84 79 74 69 64 58 53 48
Tokamak Fusion Reactor Technology PB-1.2 (2) Total Power Output 38.4 Armour 0 Exp 16%

This design is classed as a Military Vessel for maintenance purposes
------
While the Brutus-B sacrifices a bit of Armor, some shields and 1 of the 4 turrets to increase speed for Gunboat hunting:
------
Brutus-B class Light Cruiser 10,000 tons 935 Crew 2177.6 BP TCS 200 TH 2280 EM 810
11400 km/s Armour 4-41 Shields 27-300 Sensors 1/1/0/0 Damage Control Rating 3 PPV 26.73
Maint Life 5.14 Years MSP 2408 AFR 266% IFR 3.7% 1YR 152 5YR 2279 Max Repair 86 MSP

Internal Confinement Fusion Drive E7 (19) Power 120 Fuel Use 70% Signature 120 Armour 0 Exp 16%
Fuel Capacity 250,000 Litres Range 64.3 billion km (65 days at full power)
Epsilon R300/15 Shields (9) Total Fuel Cost 135 Litres per day

Twin 15cm C3 Ultraviolet Laser Turret (3x2) Range 192,000km TS: 6000 km/s Power 12-6 RM 4 ROF 10 6 6 6 6 4 4 3 3 2 2
Fire Control S06 96-6000 (3) Max Range: 192,000 km TS: 6000 km/s 95 90 84 79 74 69 64 58 53 48
Tokamak Fusion Reactor Technology PB-1.2 (1) Total Power Output 19.2 Armour 0 Exp 16%

Active Search Sensor MR17-R20 (1) GPS 1280 Range 17.2m km Resolution 20

This design is classed as a Military Vessel for maintenance purposes
------
Since the -B will be operating alone, a gunboat sensor have been added as well.

And 16 R3-100 Gauss Cannons have been recovered on Gliese 1-A II - This is the last of them and the ruins have now been fully explored. We have 1 ready on the other side of the galaxy with 9 ruins, but since there's a dig 2 jumps away we will wait a bit for Colonel Trespoe to finish.

5/9 - No more vendarite on the Ross 248-A Comet 12.
15/9 - No more Duranium on Sol Asteroid 339 - The civilian mining colony will therefore shut down shortly.
4/10 - The Stone Munchers strike again and mine all the Vendarite on Sol Asteroid 16.
9/10 - 6 new Snakes, the AM Iron, Jade, Mithril, Obsidian, Opal and Palladium complete on Earth. 1 Yard is being retooled while 3 more snakes begin construction.
Also, new survey have been put on hold since we are now a long way from Sol. We will resume when we have the new designs in place.
15/10 - Lord Isaac Strange have succeeded in improving our Gauss Launch Velocity. He muttered something about getting explosives to the target faster....
5/11 - Our Defence contractors returned today with more information regarding their socalled "Cloaking Device". They have been able to build it now and claim that it is working. However, it is 1250 tons! They need to do better than that!
5/12 - Our Logistical Department have devised what they call a "Marine Company".
8/12 - SS Sir Walther Raleigh completes survey of Wolf 294 finding 2 new JP's. Minerals include:
Wolf 294-A I
Duranium 1,431,432 Acc: 0.9
Tritanium 2,862,864 Acc: 1
Mercassium 2,452,356 Acc: 0.5
Vendarite 15,876 Acc: 0.9
Sorium 11,664 Acc: 0.9
Uridium 396,900 Acc: 0.1
Corundium 1,920,996 Acc: 0.8
Gallicite 685,584 Acc: 0.7

15/12 - Joebthegreat II have succeeded in reducing the size of our Hyperdrives with 20%. The size is now 1,8 times a normal engine.

Thus Endeth 2066 - Council Meeting coming.
 
Council Chamber, Earth - 30/12-2066

"The Chair recognizes the Govenor of Central Sector, Rendap von Rabenstrange", the chairman of the council announced and the Govenor, still the highest ranking official in the federation, strode to the podium.

Some of the councilors looked a bit out of place, since they were fairly new. Specifically Commander OrangeYoshi III and Captain Lisa Culise Zelenko. Having recently inherited the council spots, they were still feeling their way into the new world.

"Ladies and Gentlemen. Fellow Councilors" Rendap von Rabenstrange started. "As most of you are aware I earlier this year put a hold on all new exploration as we wanted to reconsider the approach. We have lost to many good men and women on the explorations as well as some Great Commanders. Captain Boris ze Spider, father of our current Fleet Commander, Commodore Lauren Wilkinson, Captain OrangeYoshi II and Commodore Culise who's son and daughter is among us today as councilors."

The Govenor took a small break while taking a drink of water before continuing. "The last councilor still on Survey Duty is Commodore GaiusC, currently in the Formalhaut system." A corner of the wall viewscreen lit with the transmission from the SS Henry Hudson. The crest with an Empty Shallop was visible from behind him. "Well, we have been working with the designers on how to improve the survivability of our explorers and have today a new design to reveal to the council".

The Govenor manipulated the view controls and a scematic of the Santana II class Survey Vessel appeared. "This is our current design from where we have started. But I can already now reveal that the Santana II's are obsolete and will be scrapped. There was discussions of rebuilding the Santana II's into Nirbhik IV standard, but it would be to expensive. They are simply to old and fragile, which we will be addressing."

The Govenor once again changed the picture and a brand new design showed. Looking more like a warship than the traditional survey vessel the councilors leaned forward in interest.

"Fellow Councilors, I present to you the Heitman Scout Cruiser!" The Govenor announced before continuing.

"The Heitman will double as a Survey vessel as well as Fleet Scout in the future and as such it has various enhancements making it capable of doing both roles. The size will be the same as our Sirocco Class Cruisers at 15.000 tons, yet it will have a larger crew than the Blue Emu II class which are 5000 tons larger!"

"Among other things it uses this space on 30 Internal Confinement Fusion Drive E7 vs. the 24 on a Sirocco and 32 on a Blue Emu II giving a top speed of 12.000 km/sec. 20% faster than the fastest enemy ship that we have met so far. It is designed for long range independent deployments with a fuel capacity of 650.000 litres giving a range of 111,4 b. km. and the maintenance supplies and engineering sections of the Heitman should give almost 8 years deployment before overhaul is needed."

"It has 3 times the armor level of a Santana II and 6 Epsilon Shield Generators with a shield strenght of 18 in total, which is more than double the Santana II's. We have also doubled the Gravitational and Geological Sensors as well as adding the best Thermal sensors we have been able to design."

"Furthermore, we have added the strongest Active Sensors we have in our arsenal. The Heitman is therefore equipped with the Standard MR515-R120 for long range scouting, the MR17-R20 to find gunboats and the MR15-R1 (50%) to watch against Missiles."

"Yet, that is not all. Since we have not discounted freak hits or surprises, we have also found a little space to throw in a Tokamak Reactor, 2 Fire controls and 4 15 cm Ultraviolet Lasers."

"In short the Heitman is faster than anything we have seen from our enemies as well as having the best sensors we have designed to avoid action! Should action be forced, The Heitman will at least be able to shoot back now and defend against some missile attacks."

The Govenor looked up from his notes and smiled. "I hope this meet the councils requirements."

------
Heitman class Scout Cruiser 15,000 tons 1402 Crew 3912.4 BP TCS 300 TH 3600 EM 540
12000 km/s Armour 3-54 Shields 18-300 Sensors 56/1/2/4 Damage Control Rating 9 PPV 16
Maint Life 7.94 Years MSP 5467 AFR 199% IFR 2.8% 1YR 154 5YR 2309 Max Repair 336 MSP

Internal Confinement Fusion Drive E7 (30) Power 120 Fuel Use 70% Signature 120 Armour 0 Exp 16%
Fuel Capacity 650,000 Litres Range 111.4 billion km (107 days at full power)
Epsilon R300/15 Shields (6) Total Fuel Cost 90 Litres per day

15cm C3 Ultraviolet Laser (4) Range 192,000km TS: 12000 km/s Power 6-3 RM 4 ROF 10 6 6 6 6 4 4 3 3 2 2
Fire Control S06 96-6000 (2) Max Range: 192,000 km TS: 6000 km/s 95 90 84 79 74 69 64 58 53 48
Tokamak Fusion Reactor Technology PB-1.2 (1) Total Power Output 19.2 Armour 0 Exp 16%

Active Search Sensor MR515-R120 (1) GPS 40320 Range 515.3m km Resolution 120
Active Search Sensor MR15-R1 (50%) (1) GPS 112 Range 15.7m km Resolution 1
Active Search Sensor MR17-R20 (1) GPS 1280 Range 17.2m km Resolution 20
Thermal Sensor TH4-56 (50%) (1) Sensitivity 56 Detect Sig Strength 1000: 56m km
Gravitational Survey Sensors (2) 2 Survey Points Per Hour
Improved Geological Sensors (2) 4 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes