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Lets Play Aurora: Lost in Space scenario (I know, cheesy name)

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Paul:
This will be a roleplayed Aurora game using my lost scenario, where a group with advanced technology gets lost during a colonization flight and are forced to fight other alternatives. I'm playing it with the rule that my ships can't communicate between systems unless theres a jump gate or a ship there to retransmit the message, so if a ship goes into a new system and gets killed by itself I'll play like I don't know until I have another ship go in and see whats going on. Same with alien contacts, the military fleet won't act to move into a new system until they've received the message - even if that means they're too late. I played the first year already, and intend to keep it going hopefully with suggestions from you folks. I guess I should have posted at an earlier point since so much was happening in the first year, but I got so into it I didn't want to stop - so it's more like an AAR now heh, but I'll keep going with it and I'm sure I'll find more aliens. I didn't name any of the ships yet, just going with the default Prospector 001 002 003 etc. Anyway, here it is:


Expedition Leader's log, 19th September, 2099
Our convoy is finally ready, and we're leaving the spaceport to start our three month journey to Serenity III. I saw the reports from the survey team, the planet is a utopia. Perfect atmosphere, beautiful scenery, and the TN mineral readings are off the charts. Finding the 50 million colonist volunteers proved remarkably easy. One of its moons is habitable as well, although the oxygen content is not quite there. Our request for a terraformer was denied, so we're carrying enough infrastructure to set up 10% of the population on the moon to get a colony started there as well. Once we show them we mean business I'm sure they will send terraformers.

Convoy Manifest:
 1x 1.5m ton Gateway class support vessel (gate building, maintenance modules, jump tender)
 1x 1.5m ton Traveller class fuel harvester
10x 1.5m ton Pioneer class colony ships containing 50 million colonists and various officers, scientists, and administrators.
14x 1.5m ton Behemoth class cargo ships containing the following:
   1000x Infrastructure
   250x construction factories
   5x research labs
   250x automated mines

We also secured a small military escort:
 1x 40k ton Legion class jump cruiser loaded with advanced missiles
 1x 40k ton Hades class carrier with:
   10x docked Cerberus class fighters with heavy anti-ship missiles
    3x docked Intrepid class grav survey ships
    3x docked Prospector class geo survey ships

I'd prefer they sent the full compliment of 40 fighters, what with the threats to stop our "exploitation of a natural habitat" from that eco terrorist group - but they want to use our colony as a staging ground for the survey of the local systems and brought along survey ships.

Expedition Leader's Log, 22nd December, 2099
The journey has gone well, but has taken a bit longer than expected. Looks like we'll be celebrating Christmas onboard ship this year - but we should be celebrating new year in Serenity. Some of the crew have been voicing concerns over the supposed instability of the Serenity jump point, but I've assured them it is just superstition. Those long range explorers are a notoriously superstitious bunch, one bumpy ride due to pilot error and it's an unstable jump point. Prelimiary scans have already showed no signs of instability, and we'll be making the jump in just short of 10 days.

Expedition Leader's Log, 1st January, 2100
The explorers were right! That was the worst jump point transit I've ever been through, and we're definitely not in Serenity. Whats worse is we've lost the jump point! We came through and lost instrumentation for several minutes, nearly hitting a large asteroid, and now nobody can figure out where exactly we exited from. Daniel Carroll, our resident jump expert, tells me he believes the jump point shifted somehow during transit, and we could be anywhere. He seems pretty grim, but I'm still optimistic we can find our return point using the grav survey vessels on the carrier. I've dispatched all three of them to survey the system. I also sent out the geo survey ships, just in case we need minerals for ship maintenance.

Expedition Leader's Log, 8th January, 2100
Initial reports don't look good, they have found four jump points nearby - but none of them are the one we came in through. The geological survey has found good minerals om some of the nearby comets, so I've sent the cargo captains hauling the automated mines to set up temporary mining operations. I've made the choice to wake everyone and give a speech to apprise them of the situation, despite the risk of mass hysteria. They all seem to be taking it pretty well considering the circumstances, and those 5 million souls aboard Pioneer 1 have voted to spearhead the initial colonization effort when we find a habitable world. A hundred or so skilled individuals decided to stay out of stasis and help in any way they can - among them are scientists, officers, and civilian administrators.

Expedition Leader's Log, 17th January, 2100
We've finished surveying the system, which we've taken to calling Nowhere, and found 6 jump points. I've ordered the survey vessels to take the three jumps closest to us and report back if they find any habitable worlds or recognizeable stars.

Expedition Leader's Log, 20th January, 2100
We've been attacked! Three days after our explorer made the jump through the first jump point three 13,100 ton ships appeared on our thermal sensors. Two ships we've dubbed the Aigcatas class and one Reaper class. They immediately activated sensors and began approach. This appeared fairly hostile to me, so I ordered the military escort to close on them and send in fighters just in case. The fighters flew right by missiles heading toward our convoy! I immediately ordered them to launch their full ordnance at the closest ship and return to the carrier to reload. Turns out they have level 5 ECM tech, but the fighters were already at 20m km so it didn't matter.

The first four missiles were shot down by point blank PD fire, but the next 4 hit the target dead on. Data reveals an armor strength of at least five, but the four strength 56 warheads pushed through and destroyed the first Aigcatas on the 4th impact. The remaining 32 warheads locked onto the other two ships. The second Aigcatas shot down another 3 missiles taking one hit before again being destroyed by the next volley of four. The Reaper ship seems to have far more advanced PD capabilities, and managed to shoot down 12 of the remaining 24 missiles, but was destroyed by the 7th impact - leaving one volley of 4 missiles drifting without a target. Too bad we can't pick them back up, we only have 320 left and currently no way to produce more. The enemy missiles never arrived and presumably self destructed when their ships were destroyed, but I ordered the fleet to move and stay out of the area for a while just in case their missiles have sensors too.

I'm quite impressed with the performance of our fighter group, and awarded an impromptu medal to all of the officers in charge of them. They say the missiles did all the work, but closing on an unknown target in what amounts to an engine with missiles strapped to it to defend our convoy is an action worthy of praise.

No word yet from the explorer who made the jump into the system, I'm sending our military escort in with sensors and shields engaged to attempt contact. I hope they're alright, losing a ship so soon would be hard on everyone.

Expedition Leader's Log, 25th January, 2100
The Legion and Hades have returned from the system they're calling London with news. Our scout is fine, they decided to continue surveying the system and never even realized hostiles had detected their jump. We also had another skirmish with enemy forces.

Upon entering the system, the Hades detected a new 13100 ton vessel that they've dubbed the Sentinel and two defense bases orbiting the 2nd planet. The ship hadn't engaged active sensors and was apparently moving back toward the bases. The fighters were launched, and since the ship didn't even have sensors engaged only one fighter launched missiles to conserve ammo. The four missiles hit without any attempt to stop them, and the ship was destroyed. They then flew toward the defense bases, and again launched one fighter's ordnance against each target and waited to see the results. Again neither target had activated their sensors, and all missiles hit the targets - destroying both.

Upon approaching the planet to investigate the Legion was targeted by mines orbiting the planet, but the gauss point defense shot down most and the ship's shields absorbed the rest without damage. There are five other wrecks of unknown class, four 6550 ton and one 41100 ton.

London II has a surface temp of 58.5, but contains large amounts of dangerous methane. Some of the crew want to set down our infrastructure and colonize the place, but I'm reluctant to do so when hostiles could still potentially be in the area. Plus I'm still hopeful to either find a way home or a more habitable world without methane. As soon as a geo survey vessel returns I'll send them in with the Legion as a military escort to survey the system and see what else might be there.

Expedition Leader's Log, 22nd February, 2100
The prospector 2 ship has returned from a system they've named Stevenage with news. The system is a trinary system, with all three stars quite close to the jump. They've found two worlds with a nitrogen/oxygen atmosphere, Stevenage-A III and B II, with B II having almost enough oxygen to be breathable (.0971 atm). The temperatures are a good bit off - the first being -36.9 and the second 84.2 - but they're promising. Under pressure from the others to get some people on the ground, I've ordered the fleet to move to Stevenage-B II to drop off 5 million people, 1000 infrastructure, and 100 of our construction factories. I'll also have them pick up some minerals from our comet mining operations and deliver it to the planet so they can begin construction. I'm also sending the prospector in to survey London system, as planned. A team of xenologists demanded they be allowed to go with the survey vessel to examine any remains of the alien presence, so I let them go. They have the Legion to protect them, with the Hades remaining with the fleet.

Expedition Leader's Log, 18th March, 2100
We've founded our first new colony, with 4.9 million people and 1000 infrastructure. It's not Serenity, with minimal mineral resources and far too high temperature - but it's the best we've got. I've ordered construction of some infrastructure and a terraforming facility, which should be completed February of next year. No word yet from the rest of our survey ships, presumably they are scanning the nearby systems. We left a message buoy in Nowhere to tell them where to find us, so hopefully they'll be arriving shortly with good news.

Expedition Leader's Log, 4th April, 2100
The prospector 1 returned from a system they named Manchester today. They say the jump point survey is going well, and gave a report of the system. It has some good mineral sources, but no good habitable worlds. One thing of note is a large gas giant full of accessible sorium, which I've dispatched the Traveller fuel ship to exploit.  The survey vessel left to take another of the unexplored jumps, eager to find (and name) new things. The Gateway was dispatched with orders to build jump gates between Manchester and Stevenage.

As we have a source of fuel now, I've decided to have our military ships start task force training exercises to get them used to the new command structure. I promoted Captain Anna Gibbs, captain of the Legion, to be the fleet commander, and put one of the brave officers of the Cerberus in charge of the Legion. I gave her the pick of any officer in the fleet for her command staff, and filled in the holes with officers among the colonists.

Expedition Leader's Log, 9th April, 2100
The prospector 1 just returned early with quite a tale to tell. They explored both the remaining unexplored points in Nowhere system, finding the first empty and naming it Edinburgh. The second they named Glasgow, and it's where things get interesting. Coming in, they detected a few wrecks. Initial scans of the system show the 4th planet is a near perfectly habitable world, and moon 4 of the 5th planet isn't far off but appears to have an ammonia atmosphere. Having learned of the events in London they decided to stay near the jump point and observe for a bit. After only a few minutes they detected numerous nuclear explosions coming from the third moon of the fourth planet. Shortly afterward more explosions were seen about halfway between the 4th and 5th planets, and examining the locations of the explosions revealed wrecks. They had come into a battleground.

They stayed and observed for a few hours, seeing hundreds more explosions and a total of 15 wrecks of varying sizes scattered around the system, followed by massive nuclear explosions emanating from the 4th planet. Someone was bombarding it. They decided they had seen enough, and returned to Stevenage with the news. Against my better judgement I allowed our fleet commander Anna Gibbs to send the entire military fleet to Glasgow to investigate, leaving the rest of our convoy undefended. I debated going with them, but my advisors insisted I stay with the colonists.

Expedition Leader's Log, 11th April, 2100
Prospector 3 has finally returned from a system they've named Liverpool. It has some incredibly large resource deposits, and I've noted them down for future mining sites. They then decided to join with prospector 1 and follow the military fleet and observe the situation in Glasgow, carrying out a geological survey if the area is deemed safe.

Expedition Leader's Log, 18th April, 2100
Prospector 2 returned again, reporting on the London system.
The survey of London revealed small thermal contacts on asteroids #5 and #7, presumably listening posts. The ship was hit by two more mines with size 6 warheads at #7, but neither penetrated the armor so the ship continued surveying. As we have no ground units to take them, I've noted the listening post locations down for later. It will be a while before we have the capability to take them, as we will need to set up a training facility to train some ground forces as well as a shipyard to build a ship capable of transporting them to the world. We also found a ruined city on London II, the world with the orbital defenses. The xenologists stayed to examine the ruins, but their preliminary report suggests the ships were the last remnants of an automated home defense fleet and that the aliens have been dead for some time. This is reassuring news. They decided to follow in the footsteps of the other two prospector ships and get a look at the action in Glasgow. I should probably stop have stopped them, since losing all three geological survey ships would be catastrophic, but Captain Gibbs thought it was a good idea to survey Glasgow faster. Technically the military vessels aren't under my command so I'm wary to press the issue.

Expedition Leader's Log, 5th May, 2100
The Legion and Hades have returned triumphant. They found alien forces identical to those that attacked us in January. Following is a detailed report of their battle with the alien forces:

Upon entering the system, they enabled shields and began their approach. About halfway to the wrecks they detected thermal contacts, which meant either the enemy detected their approach and was coming for them or the ships were out after something else. Activating active sensors revealed three ships within missile range - two 6550 ton ships moving at 4274 that they've dubbed the Claw, and one 6550 ton ship moving the same speed they're calling the Fang. At 200m km theres another group consisting of a previously seen Aigcatas class and three new classes. Two 6500 ton ships they've labeled Guardian, one 6550 they've labeled Defender, and two 13,100 ton ships that they've labeled Bardiche. The same defense bases as seen in London were also here, orbiting the fifth planet.

The Legion opened with three 10 missile volleys, one at each of the close ships. The Hades launched fighters and sent them toward the larger ships in the distance. Each ship managed to destroy 4 incoming missiles, but the remaining 6 per target destroyed all three ships.

The fighters closed in and launched all 40 of their missiles at one of the new Bardiche class ships, then turned around to return to the Hades. 16 of them were shot down by the Bardiche's point blank defensive fire, but 8 of them got through destroying the Bardiche. the remaining 16 went for the Aigcatas, and which shot down another 12 before being destroyed by the other four. After reloading on the Hades, the Cerberus fighter group went in for another shot. This time, knowing the capability of their fleet, 24 targeted the Bardiche while 16 targeted a Guardian.

Right before they hit some enemies missiles were spotted on approach, and the AMM systems used a few anti-missiles shooting them down before being switched off to conserve ammo. A few more hit the shields uselessly before our missiles struck. 16 were shot down going for the Bardiche, but the other 8 destroyed it. They had apparently all used their defensive fire helping the Bardiche, and the Guardian went down in 4 missiles. The remaining 12 went for another Guardian, 8 being shot down and 4 destroying it as well - leaving only the one remaining Defender. All the enemy missiles on approach disappeared with the destruction of these ships, and the defender was on the run. Thinking it was an easy target, the Legion fired a single volley of missiles - which were all shot down. A second volley, this time of 20, was launched. A few minutes later, 10 more were shot down and 8 of the others destroyed the target.

Moving in on the defense bases, these turned out to be significantly more effective than the last. They fired AMMs and took out the first two volleys fired on it by the legion, only being destroyed by a strike from the fighters - and even then only barely, with almost all of them being shot down on approach.

Further investigation revealed enemy ground forces on the 1st moon of the 5th planet, as well as a small thermal contact. They bombarded the moon with gauss weaponry, destroying all ground forces and the facility. This brings up a question - are the ground forces machines too, or was our xenologists' theory about them all being dead and gone false? Since they were completely wiped out by our gauss bombardment, I guess we'll never know. A geological survey of Glasgow-A V Moon 4 revealed a partially intact colony, which I'm sure the Xenologist team will be excited about when they get back from London.

Examining the 4th planet reveals nothing - whatever lived here has been completely eradicated. The planet is partially irradiated, but otherwise the most habitable planet we've seen so far - with only 27 infrastructure required per million population. The colonists on Stevenage-B II are excited about it, and want to move there immediately - a notion which I find a bit alarming. Aren't they worried about radiation? The scientists have estimated that the radiation should dissipate within 5 years, but it still seems rash to colonize an irradiated world.

Expedition Leader's Log, 12th May, 2100
At the insistence of the colonists, we've packed up 4 million of them along with 800 of the infrastructure and all but 15 of the construction factories. We are moving to Glasgow. The remaining 1 million insist on staying on their new home, so they will remain as a small colony and continue constructing the terraforming installation, although with such a reduced workforce it will take three years.

Expedition Leader's Log, 5th July, 2100
We've arrived in Glasgow and set up the colony, leaving yet another buoy telling the team where we are now. As we passed through, I ordered the Gateway to connect Glasgow to the little network it was building. Still no word from the grav survey vessels, they should be finishing their initial surveys soon and heading home. With all the hostilities of late, I'm getting worried. I may have to send the Legion to look for them.

Thanks to the greater habitability of the planet, we now have all of our construction factories manned as well as two labs on the planet. The scientists are eager to begin research. Daniel Carroll, our resident propulsion expert, has proposed a commercial ion engine design that he claims to have built previously as a science fair project, to be used on a salvage vessel to collect the numerous wrecks scattered across the region. It's crude compared to what we have on our existing vessels, but it's the best he do without tech manuals. He suggested we take apart some of our cargo and colony vessels to disassemble the engines so he can figure them out, but the ability to build ships of this size won't come easy and I would hate to lose them. We don't have the means to do it yet anyway, so that decision can wait.

Another scientist, Jennifer Evans, is also designing some basic missiles. They're a far cry from what we're using currently, but with nearly half our payload expended on the recent battles we'll need something to replace them with soon.

Spoiler: Missile Designs (click to show/hide)Hornet I AS10 Missile
Missile Size: 10 MSP  (0.5 HS)     Warhead: 16    Armour: 0     Manoeuvre Rating: 20
Speed: 22500 km/s    Endurance: 33 minutes   Range: 44.3m km
Active Sensor Strength: 0.105   Sensitivity Modifier: 110%
Resolution: 120    Maximum Range vs 6000 ton object (or larger): 120,000 km
Cost Per Missile: 8.0967
Chance to Hit: 1k km/s 450%   3k km/s 140%   5k km/s 90%   10k km/s 45%
Materials Required:    4x Tritanium   0.105x Uridium   5.8667x Gallicite   Fuel x3684.75

Wasp I AS8 Missile
Missile Size: 8 MSP  (0.4 HS)     Warhead: 9    Armour: 0     Manoeuvre Rating: 20
Speed: 20000 km/s    Endurance: 71 minutes   Range: 84.7m km
Active Sensor Strength: 0.105   Sensitivity Modifier: 110%
Resolution: 120    Maximum Range vs 6000 ton object (or larger): 120,000 km
Cost Per Missile: 5.2651
Chance to Hit: 1k km/s 400%   3k km/s 120%   5k km/s 80%   10k km/s 40%
Materials Required:    2.25x Tritanium   0.105x Uridium   4.3101x Gallicite   Fuel x5631
It will be a while before we can produce them, however - we don't even have any ordnance factories yet.

Expedition Leader's Log, 20th July, 2100
The grav survey team has finally returned from London with news of two unexplored jump points, and was rushed into my office to report to me. I'm glad to see them safe, but With all the tedium of managing the new colony I've grown less concerned with day to day survey reports. I've delegated the task to Abigail Thomas, the fleet survey officer, with orders to inform me of important developments - and a note saying that finding an unexplored jump point is, in fact, not that important - unless it leads back home.

The colonists were excited about this place before, but now that we've actually colonized this irradiated rock and some of them are falling ill they're getting upset and unrest is growing. I'm not entirely sure what to do about it, since we have no ground forces and barely any semblance of government to keep control. Putting most of them back in their cryo chambers and moving the rest back to Stevenage isn't really an option. Not really anything else I can do about it. Captain Anna Gibbs seems to think I should bombard the edge of the colony as a warning. I'm beginning to doubt her ability to act as fleet commander, and I'm glad I took her out of the captain seat of the Legion. At least on . It's bad enough we're trapped out here with no way of contacting home, I don't want to turn into a mad dictator. Thinking about holding elections to form a ruling council, but I want to wait until we have everyone out of stasis.

Expedition Leader's Log, 4th November, 2100
Nothing much going on in the last few five months. We finally completed construction on our first terraformer with two more on the way, and have begun adding anti-greenhouse gas to the atmosphere. The dust cloud has settled a bit on the planet, raising the temperature and making things even hotter - so we need to get some terraforming going to stave off the heat. Unrest is still rising, but the radiation levels have dropped a bit. If we can hold out for a few years until the radiation fades and the terraformers do their job, this might actually be a decent place to live.

Expedition Leader's Log, 30th December, 2100
One day until we've been here a year. A year already? It hardly seems it. The first few months were a flurry of activity, but lately it's been pretty quiet. The Xenologist team sent me their report on the London dig. They've found 156 abandoned installations belonging to an empire calling themselves the Kingdom of Bucklands, and everything looks pretty high tech (TL5). Sadly, we don't have the manpower to salvage the place yet. The Xenologist team hitched a ride on a survey ship and are now checking out the Glasgow ruins. They were quite disappointed with Captain Gibbs' action of destroying the moon facility and the ground troops there before they could study them, but they seem excited about the partially intact colony we found.

The situation on Glasgow-A IV isn't that great. The single terraforming installation isn't keeping up with the rising temperatures, and we've had to build more infrastructure just to maintain our presence there. The radiation level is dropping, but it's still too high for comfort and we've had deaths due to exposure.

On the plus side, our population is still growing despite the deaths. According to the census we conducted last week, We currently have 30 million people living in Glasgow. The small colony on Stevenage has about 1.1 million. And we still have 20 million in cryo stasis, who have been there the entire year. The doctors assure me they will be fine, but I worry for them. I tried to set up a rotation program, moving people in and out of cryo stasis until we have a colony going - but it didn't go over so well. Many of the colonists have already started families, and none of them want to get crammed back in a colony ship. It surprises me that our population has already grown by about 1.1 million despite all the hardships and most of them being stuck in cryo stasis. I guess being stuck on a new world with so little to do for entertainment has that effect.

The colonists have pestered me about coming up with a name for our colony on Glasgow. Isaac Hunt, captain of the Hades carrier, suggests New Serenity - but it just didn't feel right, seeing as we never even managed to colonize the first Serenity. The survey captains have their own suggestions, but based on what they've been naming the systems I'm not sure I want to hear them. Just another thing to worry about.

Current ship locations and tasks at the end of year 2100:
Traveller - gathering fuel in Manchester.
Grav Survey vessels - surveying Edinburg, Liverpool, and Glasgow.
Geo Survey vessels - waiting at Glasgow for new orders.
Gateway - Just finished construction of the gate network between Glasgow, Manchester, and Stevenage. Currently in Glasgow system awaiting orders.
Hades, Legion, and the 10 Cerberus fighters - all on task force drills in Glasgow.
10 pioneer and 9 behemoth ships - orbiting Glasgow IV, 2 research labs and 20m people still onboard.
3 Behemoth ships - orbiting the colony in Stevenage
Remaining two behemoth vessels - On the comets in Nowhere system, awaiting orders to haul in more minerals to Glasgow IV.

Current colonies:
Glasgow-A IV: 30m people, 235 construction factories, 1028 infrastructure, 1 terraforming installation, 3 research labs. Colony cost 0.3383.
Stevenage-B II: 1.1m people, 15 construction factories. Colony cost 2.0.
Comet #12 in Nowhere: 150 automines
Comet #8 in Nowhere: 50 automines
Comet #13 in Nowhere: 50 automines

Known galaxy map as of December 30, 2100:
Spoiler: Map (click to show/hide)

Pwnzerfaust:
Awesome start. Aurora is quite an interesting game.

Would you mind posting the full specs of the various ship classes in your fleet?

Paul:
Sure. They're high tech, since the idea is you're from a highly advanced empire, and it gives you ships that you probably won't be able to build yourself for a hundred years - so they're a precious resource. Note that the missile numbers on the carrier and jump cruiser are current amounts after using some to fight.

Spoiler: Pioneer class Colony Ship (click to show/hide)Pioneer class Colony Ship    1,571,400 tons     12250 Crew     107697.7 BP      TCS 31428  TH 165000  EM 0
5250 km/s     Armour 8-1204     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 43    Max Repair 188 MSP
Colonists 5000000    Cargo Handling Multiplier 1180   

Solid Core Anti-matter Drive E0.5 (220)    Power 750    Fuel Use 5%    Signature 750    Armour 0    Exp 7%
Fuel Capacity 15,000,000 Litres    Range 343.6 billion km   (757 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

Spoiler: Behemoth class Superfreighter (click to show/hide)Behemoth class Superfreighter    1,571,400 tons     8470 Crew     60122.7 BP      TCS 31428  TH 165000  EM 0
5250 km/s     Armour 8-1204     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 24    Max Repair 188 MSP
Cargo 1250000    Cargo Handling Multiplier 1180   

Solid Core Anti-matter Drive E0.5 (220)    Power 750    Fuel Use 5%    Signature 750    Armour 0    Exp 7%
Fuel Capacity 15,750,000 Litres    Range 360.8 billion km   (795 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

Spoiler: Traveller class Fuel Harvester (click to show/hide)Traveller class Fuel Harvester    1,571,400 tons     19574 Crew     71077.7 BP      TCS 31428  TH 165000  EM 0
5250 km/s     Armour 8-1204     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 28    Max Repair 188 MSP
Fuel Harvester: 250 modules producing 7000000 litres per annum

Solid Core Anti-matter Drive E0.5 (220)    Power 750    Fuel Use 5%    Signature 750    Armour 0    Exp 7%
Fuel Capacity 19,400,000 Litres    Range 444.4 billion km   (979 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

Spoiler: Gateway class Support Vessel (click to show/hide)Gateway class Support Vessel    1,571,400 tons     35198 Crew     130812.7 BP      TCS 31428  TH 165000  EM 0
5250 km/s    JR 2-25(C)     Armour 8-1204     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 52    Max Repair 30625 MSP
Jump Gate Construction Ship: 60 days
Maintenance Modules: 200 module(s) capable of supporting ships of 40000 tons

JC1575K Commercial Jump Drive     Max Ship Size 1575000 tons    Distance 25k km     Squadron Size 2
Solid Core Anti-matter Drive E0.5 (220)    Power 750    Fuel Use 5%    Signature 750    Armour 0    Exp 7%
Fuel Capacity 26,300,000 Litres    Range 602.5 billion km   (1328 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

Spoiler: Legion class Jump Cruiser (click to show/hide)Legion class Jump Cruiser    40,000 tons     3746 Crew     13926.1 BP      TCS 800  TH 2100  EM 6000
5250 km/s    JR 3-50     Armour 11-104     Shields 200-300     Sensors 128/128/0/0     Damage Control Rating 65     PPV 272.4
Maint Life 4.77 Years     MSP 7616    AFR 365%    IFR 5.1%    1YR 550    5YR 8256    Max Repair 1225 MSP
Magazine 3582   

J42000(3-50) Military Jump Drive     Max Ship Size 42000 tons    Distance 50k km     Squadron Size 3
Solid Core Anti-matter Drive E5 (14)    Power 300    Fuel Use 50%    Signature 150    Armour 0    Exp 35%
Fuel Capacity 820,000 Litres    Range 73.8 billion km   (162 days at full power)
Xi R300/12.5 Shields (40)   Total Fuel Cost  500 Litres per day

Twin Gauss Cannon R5-85 Turret (8x10)    Range 50,000km     TS: 40000 km/s     Power 0-0     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
Fire Control S04 75-40000 (4)    Max Range: 150,000 km   TS: 40000 km/s     93 87 80 73 67 60 53 47 40 33

Size 8 Missile Launcher (20)    Missile Size 8    Rate of Fire 30
Size 1 Missile Launcher (2)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC315-R120 (2)     Range 315.5m km    Resolution 120
Missile Fire Control FC23-R1 (1)     Range 23.0m km    Resolution 1
Size 1 Anti-missile Missile (208)  Speed: 79,100 km/s   End: 0.5m    Range: 2.5m km   WH: 1    Size: 1    TH: 1634 / 980 / 490
Size 8 Anti-ship Missile (300)  Speed: 35,000 km/s   End: 71.7m    Range: 150.5m km   WH: 36    Size: 8    TH: 268 / 161 / 80

Active Search Sensor MR23-R1 (1)     GPS 72     Range 23.0m km    Resolution 1
Active Search Sensor MR1051-R120 (1)     GPS 36000     Range 1,051.6m km    Resolution 120
Thermal Sensor TH4-128 (1)     Sensitivity 128     Detect Sig Strength 1000:  128m km
EM Detection Sensor EM4-128 (1)     Sensitivity 128     Detect Sig Strength 1000:  128m km

ECM 40

This design is classed as a Military Vessel for maintenance purposes
Spoiler: Hades class Carrier (click to show/hide)Hades class Carrier    40,000 tons     1817 Crew     9489.8 BP      TCS 800  TH 2100  EM 1500
5250 km/s     Armour 5-104     Shields 50-300     Sensors 1/1/0/0     Damage Control Rating 31     PPV 57.2
Maint Life 4.39 Years     MSP 4596    AFR 412%    IFR 5.7%    1YR 385    5YR 5769    Max Repair 450 MSP
Hangar Deck Capacity 18000 tons     Magazine 3422   

Solid Core Anti-matter Drive E5 (14)    Power 300    Fuel Use 50%    Signature 150    Armour 0    Exp 35%
Fuel Capacity 755,000 Litres    Range 68.0 billion km   (149 days at full power)
Xi R300/12.5 Shields (10)   Total Fuel Cost  125 Litres per day

Twin Gauss Cannon R5-85 Turret (4x10)    Range 50,000km     TS: 40000 km/s     Power 0-0     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
Fire Control S04 75-40000 (2)    Max Range: 150,000 km   TS: 40000 km/s     93 87 80 73 67 60 53 47 40 33

Size 1 Missile Launcher (2)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC23-R1 (1)     Range 23.0m km    Resolution 1
Size 1 Anti-missile Missile (208)  Speed: 79,100 km/s   End: 0.5m    Range: 2.5m km   WH: 1    Size: 1    TH: 1634 / 980 / 490
Size 10 Anti-ship Missile (148)  Speed: 40,000 km/s   End: 27.2m    Range: 65.2m km   WH: 56    Size: 10    TH: 293 / 176 / 88

Active Search Sensor MR1051-R120 (1)     GPS 36000     Range 1,051.6m km    Resolution 120
Active Search Sensor MR23-R1 (1)     GPS 72     Range 23.0m km    Resolution 1

ECM 40

This design is classed as a Military Vessel for maintenance purposes

Spoiler: Cerberus class Fighter (click to show/hide)Cerberus class Fighter    450 tons     3 Crew     117.5 BP      TCS 9  TH 90  EM 0
20000 km/s     Armour 4-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Maint Life 5.32 Years     MSP 16    AFR 16%    IFR 0.2%    1YR 1    5YR 14    Max Repair 45 MSP
Magazine 40   

FTR Solid Core Anti-matter Drive E500 (1)    Power 180    Fuel Use 5000%    Signature 90    Armour 0    Exp 175%
Fuel Capacity 30,000 Litres    Range 2.4 billion km   (33 hours at full power)

Size 10 Box Launcher (4)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Missile Fire Control FC126-R120 (1)     Range 126.2m km    Resolution 120
Size 10 Anti-ship Missile (4)  Speed: 40,000 km/s   End: 27.2m    Range: 65.2m km   WH: 56    Size: 10    TH: 293 / 176 / 88

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

Spoiler: Intrepid class Gravsurvey Ship (click to show/hide)Intrepid class Gravsurvey Ship    2,200 tons     113 Crew     548.3 BP      TCS 44  TH 750  EM 0
17045 km/s    JR 1-50     Armour 6-15     Shields 0-0     Sensors 1/1/3/0     Damage Control Rating 3     PPV 0
Maint Life 6.89 Years     MSP 467    AFR 12%    IFR 0.2%    1YR 17    5YR 257    Max Repair 200 MSP

J2400(1-50) Military Jump Drive     Max Ship Size 2400 tons    Distance 50k km     Squadron Size 1
Solid Core Anti-matter Drive E0.5 (1)    Power 750    Fuel Use 5%    Signature 750    Armour 0    Exp 7%
Fuel Capacity 35,000 Litres    Range 572.7 billion km   (388 days at full power)

Advanced Gravitational Sensors (1)   3 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

Spoiler: Prospector class Geosurvey Ship (click to show/hide)Prospector class Geosurvey Ship    2,200 tons     99 Crew     548.3 BP      TCS 44  TH 750  EM 0
17045 km/s    JR 1-50     Armour 6-15     Shields 0-0     Sensors 1/1/0/3     Damage Control Rating 1     PPV 0
MSP 156    Max Repair 200 MSP

J2400(1-50) Military Jump Drive     Max Ship Size 2400 tons    Distance 50k km     Squadron Size 1
Solid Core Anti-matter Drive E0.5 (1)    Power 750    Fuel Use 5%    Signature 750    Armour 0    Exp 7%
Fuel Capacity 135,000 Litres    Range 2209.0 billion km   (1500 days at full power)

Advanced Geological Sensors (1)   3 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes

If anyone wants to play the scenario or get a better look at the ships, I have it uploaded here: http://www.mediafire.com/?l2zoabe5korfez9

You start in a system with nothing but comets and asteroids, and everything else is completely random (no pre-genned systems).

Early on it looks like wealth is going to be a major problem. I should have started it with more money lol. The tax generated by the population is tiny. Will have to make financial centers.

Pwnzerfaust:
Wow, those are some massive ships. Would hate to see how long those would have taken to construct, had that been necessary.

Paul:
Not as long as you might think. It would take a while to get the shipyard up to that level, but the actual ship construction time is only listed as 2.7 years for the Behemoth, 4.83 years for the Pioneer, and and 5.87 years for the Gateway even with the my current technology ship building rates (which are way behind the tech where I designed them at, I forget what the original rates were). A highly advanced Earth could probably manufacture the engines and other expensive components and churn them out in less than a year.

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