Destroyer Fleet Design

Theory

What I present below are the components of my Heavy Destroyer Task Force, a set of vessels intended to operate in groups of eight. I consider them Destroyers despite being 10,000 tons since they cannot adequately conduct patrols independently which is my doctrinal bar that Cruisers must surpass.

They are intended to operate only in surveyed systems and act as a sort of border patrol. Checking each body that another faction may be interested in setting up shop on and then moving on. The Destroyer Support Vessels are expected to detach from the main effort upon jumping into a system and power down engines in deeper space (not along any of the lines between JPs and target bodies) until resupplying and refueling the fleet before the next jump.

Expected Enemy

I am anticipating fighting hostile ships around the 6,500 km/s band for the warships and the 29,000 km/s band for incoming missiles. I have encountered one hostile race with planets around this strength. I think my general tech balance has been off this game so we will see if the designs below are at all reasonable. (I got really CIWS focused and spent literal ages researching Gauss Weapons)

Task Force Composition

The full strength task force should consist of:

Class Name Hull Type Tonnage/Speed Role Quantity
Comet Destroyer Leader (DL) 10,000 / 7,650 km/s Flag Command & Target Acquisition 1
Milton Lewis Destroyer (DD) 10,000 / 7,650 km/s Direct Fire Destroyer & P.D. 3
Osborne Missile Destroyer (DDG) 10,000 / 7,650 km/s Standoff Capability 2
Quasar Destroyer Support Vessel (DSV) 10,000 / 7,700 km/s Maintenance Supply Ship 1
Kayak Destroyer Support Vessel (DSV) 10,000 / 7,700 km/s Tanker 1
Tub Breaching Pod 250 / 12,613 km/s 100t Boarding carried on DD & DDG 5

Comet Destroyer Leader

Comet class Destroyer Leader (P)      10,000 tons       244 Crew       2,647.8 BP       TCS 200    TH 1,530    EM 750
7650 km/s    JR 8-1000      Armour 7-41       Shields 25-300       HTK 46      Sensors 112/112/0/0      DCR 33-33      PPV 0
Maint Life 1.12 Years     MSP 609    AFR 229%    IFR 3.2%    1YR 495    5YR 7,419    Max Repair 325.1 MSP
Rear Admiral (Lower Half)    Control Rating 4   BRG   AUX   ENG   FLG   
Intended Deployment Time: 24 months    CDE 50%    Morale Check Required    

J10000(8-1000) Military Jump Drive     Max Ship Size 10000 tons    Distance 1000k km     Squadron Size 8
Magnetic Fusion Drive  EP765.00 (2)    Power 1530.0    Fuel Use 12.56%    Signature 765.00    Exp 8%
Fuel Capacity 201,200 Litres    Range 28.8 billion km (43 days at full power)
Delta S25 / R300 Shields (1)     Recharge 300 seconds (0.1 per second)

Active Search Sensor AS25-R1 (50%) (1)     GPS 144     Range 25.3m km    MCR 2.3m km    RES 1   ECCM-2   EH-50
Active Search Sensor AS201-R500 (50%) (1)     GPS 72000     Range 201.1m km    RES 500   ECCM-2   EH-50
Active Search Sensor AS117-R100 (50%) (1)     GPS 14400     Range 117.6m km    RES 100   ECCM-2   EH-50
Thermal Sensor TH8-112 (50%) (1)     Sensitivity 112     Detect 1000:  83.7m km
EM Sensor EM8-112 (50%) (1)     Sensitivity 112     Detect 1000:  83.7m km

Electronic Warfare Jammers:   Fire Control 2    Missile 3    

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Scout for auto-assignment purposes

Milton Lewis Destroyer

Milton Lewis class Destroyer (P)      10,000 tons       242 Crew       2,053.4 BP       TCS 200    TH 1,530    EM 750
7650 km/s      Armour 7-41       Shields 25-300       HTK 52      Sensors 0/0/0/0      DCR 32-32      PPV 27.84
Maint Life 1.03 Years     MSP 831    AFR 400%    IFR 5.6%    1YR 787    5YR 11,801    Max Repair 325.1 MSP
Hangar Deck Capacity 250 tons     
Captain    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 24 months    Flight Crew Berths 5    CDE 50%    Morale Check Required    

Magnetic Fusion Drive  EP765.00 (2)    Power 1530.0    Fuel Use 12.56%    Signature 765.00    Exp 8%
Fuel Capacity 232,300 Litres    Range 33.3 billion km (50 days at full power)
Delta S25 / R300 Shields (1)     Recharge 300 seconds (0.1 per second)

30cm Railgun V60/C3 (2x4)    Range 320,000km     TS 8,000 km/s     Power 21-3     ROF 35       
SGC-R600 (1x8)    Range 60,000km     TS 20000 km/s     Power 0-0    ROF 5       
SCG-R600 -- DFC (1)     Range 60,000 km   TS 25,000 km/s    ECCM-2    
Direct Fire Control R320-TS14000 (1)     Range 320,000 km   TS 14,000 km/s    ECCM-2    
ICF R6 (1)     Total Power Output 6.2    Exp 5%

Electronic Warfare Jammers:   Fire Control 2    Missile 3    

Strike Group
1x Tub Breaching Pod   Speed: 12613 km/s    Size: 4.99

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes

Osborne Missile Destroyer

Osborne class Missile Destroyer (P)      10,000 tons       226 Crew       1,676.4 BP       TCS 200    TH 1,530    EM 750
7650 km/s      Armour 7-41       Shields 25-300       HTK 51      Sensors 0/0/0/0      DCR 33-33      PPV 22.5
Maint Life 1.33 Years     MSP 814    AFR 267%    IFR 3.7%    1YR 492    5YR 7,373    Max Repair 325.1 MSP
Hangar Deck Capacity 250 tons     Magazine 196 / 0    
Captain    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 24 months    Flight Crew Berths 5    CDE 50%    Morale Check Required    

Magnetic Fusion Drive  EP765.00 (2)    Power 1530.0    Fuel Use 12.56%    Signature 765.00    Exp 8%
Fuel Capacity 230,000 Litres    Range 33 billion km (49 days at full power)
Delta S25 / R300 Shields (1)     Recharge 300 seconds (0.1 per second)

Size 6.00 Missile Launcher (75.00% Reduction) (5)     Missile Size: 6.00    ROF 60
Missile Fire Control FC148-R200 (50%) (1)     Range 148.1m km    RES 200   ECCM-2   EH-50

Electronic Warfare Jammers:   Fire Control 2    Missile 3    

Strike Group
1x Tub Breaching Pod   Speed: 12613 km/s    Size: 4.99

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes

Quasar Destroyer Support Vessel

Quasar class Destroyer Support Vessel      10,000 tons       143 Crew       1,792.8 BP       TCS 200    TH 246    EM 0
7700 km/s      Armour 1-41       Shields 0-0       HTK 38      Sensors 0/0/0/0      DCR 5-5      PPV 0
Maint Life 5.62 Years     MSP 20,495    AFR 160%    IFR 2.2%    1YR 1,094    5YR 16,412    Max Repair 1,212.8 MSP
Cargo Shuttle Multiplier 1    
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 24 months    CDE 50%    Morale Check Required    

DSV Drive EP1540.00 (1)    Power 1540.0    Fuel Use 4.94%    Signature 246.4000    Exp 7%
Fuel Capacity 200,000 Litres    Range 72.8 billion km (109 days at full power)

CIWS-320 (2x16)    Range 1000 km     TS 32,000 km/s     ROF 5       
Electronic Warfare Jammers:   Sensor 2    Missile 3    

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a None for auto-assignment purposes

Kayak Destroyer Support Vessel

Kayak class Destroyer Support Vessel      10,000 tons       130 Crew       1,494.2 BP       TCS 200    TH 246    EM 0
7700 km/s      Armour 1-41       Shields 0-0       HTK 25      Sensors 0/0/0/0      DCR 4-4      PPV 0
Maint Life 1.00 Years     MSP 1,373    AFR 200%    IFR 2.8%    1YR 1,359    5YR 20,392    Max Repair 1,212.8 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 24 months    CDE 50%    Morale Check Required    

DSV Drive EP1540.00 (1)    Power 1540.0    Fuel Use 4.94%    Signature 246.4000    Exp 7%
Fuel Capacity 1,358,000 Litres    Range 494.4 billion km (743 days at full power)
Refuelling Capability: 60,000 litres per hour     Complete Refuel 22 hours

CIWS-320 (1x16)    Range 1000 km     TS 32,000 km/s     ROF 5       
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a None for auto-assignment purposes

Tub Breaching Pod

Tub class Breaching Pod      240 tons       1 Crew       43.6 BP       TCS 5    TH 63    EM 0
13136 km/s      Armour 2-3       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0-0      PPV 0
Maint Life 0 Years     MSP 0    AFR 47%    IFR 0.7%    1YR 5    5YR 69    Max Repair 31.5 MSP
Troop Capacity 100 tons     Boarding Capable    
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 0.3 days    CDE 50%    Morale Check Required    

Magnetic Fusion Drive  EP63.00 (1)    Power 63.0    Fuel Use 381.96%    Signature 63.00    Exp 17%
Fuel Capacity 3,400 Litres    Range 0.67 billion km (14 hours at full power)

Ground Forces
1x Breaching Pod Team

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Troop Transport for auto-assignment purposes

Breaching Pod Team

Boarding Shock Marine x 2

Transport Size (tons) 20     Cost 5     Armour 20     Hit Points 20
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 22.5      Damage 15

Advanced Genetic Enhancement
Boarding Combat

Boarding Assault Marine x 10

Transport Size (tons) 6     Cost 1.5     Armour 20     Hit Points 20
Improved Personal Weapons:      Shots 1      Penetration 18.75      Damage 15

Advanced Genetic Enhancement
Boarding Combat

I’m also considering replacing the Tub on the DDs with an Interceptor like this one:

Interceptor Concept 1 class Interceptor      225 tons       1 Crew       131.5 BP       TCS 4    TH 91    EM 0
20224 km/s      Armour 1-3       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0-0      PPV 0.6
Maint Life 0 Years     MSP 0    AFR 44%    IFR 0.6%    1YR 14    5YR 211    Max Repair 72 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 0.9 days    CDE 50%    Morale Check Required    

Magnetic Fusion Drive  EP91.00 (1)    Power 91.0    Fuel Use 317.81%    Signature 91.00    Exp 17%
Fuel Capacity 9,000 Litres    Range 2.27 billion km (31 hours at full power)

Gauss Cannon R600-10.0 (1x8)    Range 60,000km     TS 20,224 km/s     Accuracy Modifier 10.0%     ROF 5       
Interceptor DFC (1)     Range 60,000 km   TS 32,000 km/s    ECCM-2    

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes

But I’m not sure if the additional gauss cannon is really that helpful. I have a larger rail fighter but it won’t fit without moving up to double boat bay.

Pretty nice ships in general, though I have a few comments:

  • For your combat ships in general I think their MSP storage is a bit low, 800MSP for a frontline ship goes down pretty quickly
  • 24 months of deployment is probably too long if they’re meant to patrol in controlled space, you could free some weight by dropping it a bit.
  • I don’t know the size of your shield generator but for 25 shield points (think of it as half an armor layer) it might not be worth it, especially if, again, they will stay close to settled space and repair facilities.
  • Having just one breaching pod per ship (so 6 in the flottille total) is probably not enough to do more than capture crippled ships, and even then if their weapons are still active you’ll have losses. I would replace them for scout crafts.
  • You don’t need a squadron size of 8 for your jump drive, 6 is enough, you can do normal jumps with an unlimited ammount of ships as long as they’re smaller than the limit. Only squadron jumps are affected by the squadron limit.
  • You don’t have enough missile launchers in your DDGs, Missile combat is governed by volley size, and 10 missiles are easily intercepted.
  • You only need one CIC in your flottilla, I would tipically pit it in the flagship.
  • I would add some 50t backup sensors to your destroyers. As it is, if the leader is damaged or destroyed, your ships go blind.
  • I would not put that much armor on missile ships but if they are supposed to hot jump with the rest of the ships then it’s fine to keep.
  • Your BFC for the PD gauss cannons is 25000km/s tracking speed while the turrets TS is 20000, you can save some weight here.

Other than that, it’s a pretty expensive patrol, probably only to be reserved for active conflict areas, at this tech level you don’t need that much material to counter space raiders.

Regardless of how well the force works or not, this simple little tidbit is all that is important.

Can add to it, can replace it, but never, never lose the concept.

:+1:

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CICs work per ship, not per fleet. One CIC per ship is fine.

What is required to be able to conduct patrols independently?

Personally, i would put a CIWS system on the leader ship. You are stuck and blind if it goes down so a little more protection could be worthwhile. Also yeah 12 month deployement should be good.

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Integrated sensor package and jump capability. Also a bit more fuel. The DL carries the sensors and jump capability for the task force allowing the DDG (now with more missiles!) and the DD to focus on carrying the weapons of the task force.

I expect I will make mistakes on first contact with a new NPR or be mismatched to their tech stack. So the dispersed fleet here allows for more rapid retooling and shifting of assets to match the enemy.

Missile happy enemy? More DD in the fleet for the SGC turret to provide more point defense. Really missile happy enemy? Retool the DD into a more dedicated point defense destroyer with more gauss turrets set to Area Defense and Ranged Defensive Fire.

This keeps the fleet agile, I don’t expect this kind of task force to be able to dislodge a determined enemy but it should be able to win the fight for information to dictate doctrine and hold the enemy at bay while a QRF (FAC Tender with FACs and Interceptors) moves to assist.

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My mistake then, sorry for that.

The most glaring issue I see here is that only one ship is equiped with sensors. Which pretty much guarantees it’s always going to be the first ship to die. And to make it worse its also the only jump ship. So now your squadron is blind and stranded.

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Even just a small backup sensor (50t) on each combatant would help alleviate that single point sensitivity if the DL goes down.

Thanks for sharing. Personally, I prefer using commercial engines for supply ships and tankers—they’re slower, but easier to maintain and less demanding overall.

They are definitely slower, but I don’t mind since the supply fleet can arrive later in the operational area and stay further back to handle resupply. I also like to assign a commercial carrier as escort for the supply group.

My usual setup is to have tankers with commercial missile magazines and MSP on the same hull.

I haven’t really tested this setup in any large-scale battles yet, to be honest. I’ll probably post an update in my AAR campaign once I’ve had the chance to try it in a more serious campaign.