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GroFAZ
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How does this look for a Jump Cruiser to lead a screening force in a Squadron Jump to hold the jump point while our main battle squadron recovers from jump shock?

Admiral PD class Jump Cruiser 20 000 tons 463 Crew 3607 BP TCS 400 TH 2560 EM 0
6400 km/s JR 4-50 Armour 5-65 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 15 PPV 32.64
Maint Life 1.93 Years MSP 1691 AFR 213% IFR 3% 1YR 592 5YR 8880 Max Repair 579 MSP
Intended Deployment Time: 18 months Spare Berths 0

J20100(4-50) Military Jump Drive 1976 Max Ship Size 20100 tons Distance 50k km Squadron Size 4
640 EP M-40 MP Drive 1974 (4) Power 640 Fuel Use 30% Signature 640 Exp 10%
Fuel Capacity 2 610 000 Litres Range 78.3 billion km (141 days at full power)

Quad Gauss Cannon R3-100 Turret 16k 1967 (1x12) Range 30 000km TS: 16000 km/s Power 0-0 RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
Fire Control S08 128-16000 (1) Max Range: 256 000 km TS: 16000 km/s 96 92 88 84 80 77 73 69 65 61

This design is classed as a Military Vessel for maintenance purposes
 

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GroFAZ
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Another possibility:

Eyeball class Scout Fighter 172 tons 4 Crew 59.4 BP TCS 3.44 TH 96 EM 0
27906 km/s Armour 1-2 Shields 0-0 Sensors 6/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 0 Years MSP 0 AFR 34% IFR 0.5% 1YR 7 5YR 105 Max Repair 48 MSP
Intended Deployment Time: 0.12 months Spare Berths 0

96 EP M-2 A3 MP Drive 1974 (1) Power 96 Fuel Use 763.84% Signature 96 Exp 30%
Fuel Capacity 5 000 Litres Range 0.7 billion km (6 hours at full power)

Thermal Sensor TH1-6 (1) Sensitivity 6 Detect Sig Strength 1000: 6m km

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

Avernite

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You don't expect us to have better ideas than you, right? :p

But the 20100 tons of the jump cruiser seems a bad rounding for yard spacing.
 

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GroFAZ
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ESNS Gould has explored the last known jump point leading out of 61 Cygni and has discovered the new system of Altair. An A7V White main sequence star with 3 rocky planets, 5 gas giants, 133 moons, 1 asteroid and 6 comets.
 
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You don't expect us to have better ideas than you, right? :p

But the 20100 tons of the jump cruiser seems a bad rounding for yard spacing.
The yard is 20,000 tons. The figure of 20,100 for the jump drive's capacity comes from :
( 67 hull squares of drive x 50 tons per hull square x jump efficiency factor of 6x ).
 

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GroFAZ
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Our engineers have unearthed an abandoned research facility on the former Flappy planet of Ross 154 A-II.

... we should name that place. How about Nest?
 

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Our Salvager has returned to the Sol system with 3820 research points worth of info (on Internal Confinement Fusion Drive, Improved Missile Magazines, and ECM), plus 62 recovered ship components and over 6000 minerals.
 

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We've reached the point where the techs we've been actively studying... engine techs, missile techs, sensor techs, etc... cost about 30,000 points each. So 1500 points in a field is like 5% of a tech. It helps, sure. Rule of thumb: at our tech level, one lab puts out 280 points in one year, plus the scientist's bonus.

Techs we HAVEN'T been studying, like particle beams, cost 1000 points per level.

Each level costs roughly 2x or 3x the previous level.
 

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GroFAZ
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I just finished dismantling most of those 62 ship components that we recovered from the wrecks... and we got more than 10,000 research points out of them!

I kept the two ECCM-5 and four ECM-5 until I decide whether to break them down or use them to build xenotech ships.
 
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Keinwyn

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This has been a fun read through so far.

I'd like to join as a ground forces officer if that is still possible, unless you feel there is a different career path that lacks peeps.
 

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Ground forces would be fine. We currently have almost our entire army deployed on the recently-captured Flappy planet, guarding the Engineers as they dig up those 206 ruins sites, searching for loot.

Did you want a combat command, or Engineers?
 

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We've discovered a Ruined Flappy Settlement on Altair A-II.

I think we'll leave it for now. The Altair system is huge. I mean... HUGE. About 50 billion km across. And a ruined settlement won't have much loot. We'll get to it later, when our ships are better.
 

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Our scientists estimate that three more years of terraforming should give Mars a breathable atmosphere and a comfortable temperature.
 

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The exploitation of the abandoned Flappy xenological sites on the planet Nest in Ross 154 continues. The research lab discovered earlier is still the most important find, but a number of minor discoveries have also been made: a construction factory, a mine, an automated mine, a fighter factory, over 5000 tons of refined ores including 3000 tons of valuable Sorium...

One somewhat double-edged discovery was a large store of life-support infrastructure. When news of this find reached Earth, our civilian shipping companies immediately began organizing public tours to the captured planet, using both colony ships and luxury liners. A settlement of humans has sprung up on the planet, and has quickly grown to more than a million people. The colony supports itself by looting the nearby ruins and selling Flappy artifacts and souvenirs to Earth.

Our leader Blue Emu II considered suppressing this illegal trade, but has decided that the tourists and tomb-robbers might make a good trip-wire defense if it should turn out that ancient Flappy robots should be lurking in the unexplored ruins.
 

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The abandoned Flappy research lab has been transferred to Earth and is now in full operation. It required 20 freighter-loads to move all the components.

Administrator Dragon of Atlantis has been transferred from Mars to the conquered Flappy planet, so that his Xenology skill can be put to productive use supervising the excavations. An administrator with the Terraforming skill has taken over the Mars colony.