Ships and Weapons of the Kemptonese Empire

Earth, 6 June 2160 - In response to the disastrous performance of the Armed Forces during the Alien War of 2158-59, the Government has invited companies to compete for contracts to produce new classes of ships and weapons. New designs will be evaluated by a board including scientists and military officers.


Aleppo Missile Systems Sabre Anti-Ship Missile

Missile Size: 4.34 MSP (10.850 Tons) Warhead: 4 Radiation Damage: 4
Speed: 553 km/s Fuel: 1,250 Flight Time: 1,098 hours Range: 2,185.9m km
Active Sensor Strength: 0.8 EM Sensitivity Modifier: 6
Resolution: 100 Maximum Range vs 5000 ton object (or larger): 5,737,357 km
Cost Per Missile: 2.34 Development Cost: 241

100% Chance to Hit: 55 km/s 50% Chance: 111 km/s 25% Chance: 221 km/s

Materials Required
Tritanium 1
Boronide 0.51
Uridium 0.8
Gallicite 0.03
Fuel: 1250

Ibadan Armaments Company Hydra Anti-Ship Missile

Missile Size: 8.24 MSP (20.600 Tons) Warhead: 12 Radiation Damage: 12
Speed: 146 km/s Fuel: 1,250 Flight Time: 1,553 hours Range: 813.9m km
Active Sensor Strength: 0.8 EM Sensitivity Modifier: 6
Resolution: 100 Maximum Range vs 5000 ton object (or larger): 5,737,357 km
Cost Per Missile: 4.31 Development Cost: 328

100% Chance to Hit: 15 km/s 50% Chance: 29 km/s 25% Chance: 58 km/s

Materials Required
Tritanium 3
Boronide 0.495
Uridium 0.8
Gallicite 0.015
Fuel: 1250

Do you want feedback on your design?

Oh, if people want to comment, that is of course ok by me. Everyone here is much more knowledgeable than I am about the game, and if someone is kind enough to take away from their own game time to provide feedback on my inept designs, I am happy to learn.

I make these postings simply because I like to have a bit of RP fun with Aurora. If each of my empires is ultimately going to crash and burn, at least I will try to make it interesting. :grinning_face:

Those missiles are basically useless unless you are using pre TN engines and expect to shoot them at player created ships with the same tech. Any NPR ship including freighters will fly away from them. The flight time is also insanely long, these missiles will launch and then do nothing for 5 days or so. Give them more and boosted engines or don’t bother building them as they are a waste of resources

Hober Mallow

Hober Mallow class Fuel Harvester 91,811 tons 435 Crew 1,466.3 BP TCS 1,836 TH 500 EM 0
272 km/s Armour 1-181 Shields 0-0 HTK 202 Sensors 0/0/0/0 DCR 1-0 PPV 0
MSP 9 Max Repair 31.3 MSP
Commander Control Rating 2 BRG AUX
Intended Deployment Time: 12 months CDE 10%
Fuel Harvester: 30 modules producing 1,200,000 litres per annum

Abdi-Armah Systems Commercial Nuclear Radioisotope Engine EP125.0 (4) Power 500 Fuel Use 5.53% Signature 125 Exp 5%
Fuel Capacity 2,250,000 Litres Range 79.6 billion km (3388 days at full power)
Refuelling Capability: 20,000 litres per hour Complete Refuel 112 hours

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Fuel Harvester for auto-assignment purposes

Launch date: July 2127

Built: 2

Names: Hober Mallow, Lathan Devers

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The Hober Mallow-class fuel harvester was the fuel production workhorse of the early Empire, initially operating in Sol only, but later shifting to the Wolf 359 System to supply the expanding Wolf 359 II colony with fuel. The FH Lathan Devers continues to harvest sorium in Wolf 359, but the FH Hober Mallow was destroyed in the Alien War of 2158-59.

(From the Imperial Ship Recognition Guide. Copyright 2161, Leviathan Publishing House, Phobos, Sol)

Good overall design. One thing you probably want to add a refuelling system and designate it as a tanker making it easier to get the fuel from the harvester. Otherwise it looks like my fuel harvestes

Notably your fuel harvester is faster than your anti-ship missile…

1 Like

Gravitas (frigate)

Gravitas class Frigate 9,734 tons 188 Crew 494.3 BP TCS 195 TH 600 EM 0
3082 km/s Armour 1-40 Shields 0-0 HTK 36 Sensors 0/0/0/0 DCR 1-1 PPV 9
Maint Life 1.19 Years MSP 531 AFR 758% IFR 10.5% 1YR 382 5YR 5,736 Max Repair 75 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months CDE 10% Morale Check Required

Goliad-Menkir Propulsion Nuclear Radioisotope Engine EP150.00 (4) Power 600 Fuel Use 46.19% Signature 150 Exp 10%
Fuel Capacity 300,000 Litres Range 12 billion km (45 days at full power)
Refuelling Capability: 20,000 litres per hour Complete Refuel 15 hours

Muthee Ordnance 10cm C1 Infrared Laser (3) Range 20,000km TS 3,082 km/s Power 3-1 ROF 15
Banga-Kalumé Electronics Direct Fire Control R20-TS1250 (1) Range 20,000 km TS 1,250 km/s ECCM-0
Tsega Aircraft Engine Co Pebble Bed Reactor R6 (2112) (1) Total Power Output 5.9 Exp 5%

Banga-Kalumé Electronics Active Search Sensor AS18-R100 (3) GPS 1000 Range 18.5m km RES 100

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

Launch date: February 2113

Built: 3

Names: Gravitas, Gabela, Gao

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The Gravitas class frigate was the Empire’s first warship. Launched by Abadan Shipyard in February 2113, only three were built. It was intended to function as a convoy escort vessel between Sol and Procyon, but is now recognized as a generally weak design. Since the Alien War of 2158-59, these frigates have been confined to system patrol in Procyon.

(From the Imperial Ship Recognition Guide. Copyright 2161, Leviathan Publishing House, Phobos, Sol)

Antonin, may I suggest you to start to think that every NPR or spoiler you will meet could deploy ships that have high performance? and your designs shall be able to face this possible disadvantage, trying to survive and hopefully win anyway the confrontation? so your design should install the best of the best of the tech you have at that moment.
Otherwise, your ships will succumb to an hostile one. Lossing men, commanders and resources… not the best way to play and win the game, doesn’t it?

I think you should increase the armour of the frigate. IMO, 4 or 5 could be a satisfying trade off for this ship size.
Remove the refuelling system, unless you think to use the ship to refuel other ones too, designating it as a tanker. Otherwise it is useless, and wasted mass and space.
This ship has no passive sensors. So, if the active sensor is off, it is blind. But if your active is on, it will reveal your presence to almost everything in the system.
Try to improve the performance of the fire control, as its tracking speed is very low. This limits the effectiveness of the laser. Also the range should be better.
Start to think to design laser turrets: they allows higher tracking speeds, to be able to engage rather fast enemies.
It’s a trial and error process, but it can be rewarding. :slightly_smiling_face:

I think you have refuelling systems the wrong way around, the tanker needs them. Not the ship being refuelled so remove from Frigate and put on Harvester. Also you have a reactor providing 5.9 power for weapons using 3 . This is a small waste of space as 2.9 of that is wasted.

Porvoo (Long Range Patrol ship)

Porvoo class Long Range Patrol 7,972 tons 84 Crew 191 BP TCS 159 TH 250 EM 0
1568 km/s Armour 1-35 Shields 0-0 HTK 24 Sensors 6/5/0/0 DCR 1-1 PPV 0
MSP 14 Max Repair 31.3 MSP
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 12 months CDE 10%

Abdi-Armah Systems Commercial Nuclear Radioisotope Engine EP125.0 (2) Power 250 Fuel Use 5.53% Signature 125 Exp 5%
Fuel Capacity 300,000 Litres Range 122.4 billion km (903 days at full power)
Refuelling Capability: 20,000 litres per hour Complete Refuel 15 hours

Rashid & Rashid EM Sensor EM1.0-5.0 (1) Sensitivity 5 Detect 1000: 17.7m km
Mumcu-Soysal Electronic Systems Thermal Sensor TH1.0-6.0 [11.2120] (1) Sensitivity 6 Detect 1000: 19.4m km

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

Launch date: June 2150

Built: 1

Name: Porvoo

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The Porvoo was developed to meet the Navy’s requirement for a ship capable of patrolling the furthest reaches of the Solar System. Because of its lack of armament, it was found to be inadequate for this task. The only vessel in the class was destroyed during the Alien War of 2158-59.

(From the Imperial Ship Recognition Guide. Copyright 2161, Leviathan Publishing House, Phobos, Sol)

Dar es Salaam (Orbital Mining Platform)

Dar es Salaam class Orbital Mining Platform 368,686 tons 3,610 Crew 10,180.9 BP TCS 7,374 TH 0 EM 0
1 km/s No Armour Shields 0-0 HTK 510 Sensors 0/0/0/0 DCR 1-0 PPV 0
MSP 17 Max Repair 120 MSP
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 12 months CDE 10%
Orbital Miner: 72 modules producing 1,440 tons per mineral per annum

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
This design is classed as a Orbital Miner for auto-assignment purposes

Launch date: December 2109

Built: 9

Names: Dar es Salaam, Dakar, Ibadan, Mombasa, Conakry, Ash Shabb, Fada Ngouma, Niamey, Nampula

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The Dar es Salaam class is the basic orbital ore mining platform of the Empire. It is well-liked by its crews for its stable, reliable design and the important role it plays in sustaining the Empire’s industrial production.

(From the Imperial Ship Recognition Guide. Copyright 2161, Leviathan Publishing House, Phobos, Sol)

Trebizond (tanker)

Trebizond class Tanker 16,058 tons 140 Crew 363.7 BP TCS 321 TH 700 EM 0
2179 km/s Armour 1-56 Shields 0-0 HTK 28 Sensors 0/0/0/0 DCR 1-0 PPV 0
MSP 14 Max Repair 87.5 MSP
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 9 months CDE 20%

Mahmad Aero Engines Commercial Nuclear Gas-Core Engine EP350.0 (2) Power 700 Fuel Use 3.34% Signature 350 Exp 5%
Fuel Capacity 2,250,000 Litres Range 754.7 billion km (4008 days at full power)
Refuelling Capability: 60,000 litres per hour Complete Refuel 37 hours

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

Launch date: June 2155

Built: 4

Hull numbers: 101, 102, 103, 104

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The Trebizond class tanker has proven to be one of the Empire’s most useful ship designs, making it possible to project a presence beyond the Proxima Centauri and Gamma Carinae systems.

(From the Imperial Ship Recognition Guide. Copyright 2161, Leviathan Publishing House, Phobos, Sol)

Yunnan (Salvager)

Yunnan class Salvager 43,300 tons 205 Crew 731.1 BP TCS 866 TH 625 EM 0
721 km/s Armour 1-109 Shields 0-0 HTK 30 Sensors 0/0/0/0 DCR 1-0 PPV 0
MSP 10 Max Repair 250 MSP
Cargo 25,000 Passengers 25 Cargo Shuttle Multiplier 4
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months CDE 50%
Salvager: 1 module(s) capable of salvaging 1000 tons per day

Hadad Drive Systems Commercial Ion Drive EP312.50 (2) Power 625.0 Fuel Use 2.37% Signature 312.5 Exp 5%
Fuel Capacity 250,000 Litres Range 43.8 billion km (702 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Salvager for auto-assignment purposes

Launch date: November 2157

Built: 1

Name: Yunnan

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The Yunnan-class salvage ship was rush-designed and built by Leul Shipyard Ltd in response to the existential crisis of the Alien War. As of June 2162 it had salvaged more than 430,000 tons of wreckage.

(From the Imperial Ship Recognition Guide. Copyright 2161, Leviathan Publishing House, Phobos, Sol)

Andromeda (Corvette)

Andromeda class Corvette 6,125 tons 178 Crew 540.3 BP TCS 122 TH 300 EM 0
2449 km/s Armour 2-29 Shields 0-0 HTK 33 Sensors 6/0/0/0 DCR 2-3 PPV 16
Maint Life 4.81 Years MSP 1,110 AFR 150% IFR 2.1% 1YR 79 5YR 1,186 Max Repair 75 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 6 months CDE 50% Morale Check Required

Goliad-Menkir Propulsion Nuclear Radioisotope Engine EP150.00 (2) Power 300 Fuel Use 46.19% Signature 150 Exp 10%
Fuel Capacity 250,000 Litres Range 15.9 billion km (75 days at full power)

Yoyodyne Combat Systems 25.0cm C4 Near Ultraviolet Laser (2) Range 127,680km TS 2,449 km/s Power 16-4 ROF 20
Fsiha-Bzuayehu CIWS-50 (2x4) Range 1000 km TS 5,000 km/s ROF 5
Yoyodyne Electronic Systems Direct Fire Control R128-TS5000 (70%)-127k (1) Range 127,680 km TS 5,000 km/s ECCM-1
Órdenes-Silvestre Magnetic Mirror Fusion Reactor R10-PB10 (1) Total Power Output 10.1 Exp 7%

Banga-Kalumé Electronics Active Search Sensor AS18-R100 (1) GPS 1000 Range 18.5m km RES 100
Mumcu-Soysal Electronic Systems Thermal Sensor TH1.0-6.0 [11.2120] (1) Sensitivity 6 Detect 1000: 19.4m km

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

Launch date: December 2162

Built: 4

Names: Andromeda, Argo, Ajax, Ashmont

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The Andromeda-class laser beam corvettes were designed and built on an emergency basis following the disaster of the First Alien War. They were regarded as an improvement on the Empire’s previous beam warfare ships, but all 4 of these corvettes were destroyed near Earth when the Alien War flared up again in June 2163. The Argo and the Ashmont did some damage to the alien warships, but because no survivors were rescued and no salvage recovered, details remain unknown.

(From the Imperial Ship Recognition Guide. Copyright 2161, Leviathan Publishing House, Phobos, Sol)

You are drastically under-armoring your ships. I consider 4 rows of armor a bare minimum, and most of my designs have 7 or more rows of armor. That will give your guns more time to shoot the enemy before they kill you.

Consider establishing a target % of your ship’s tonnage for engines and fuel, weapons (including powerplants and fire controls), and defense (armor, shields once at higher tech level, and ECM). Something like 35%/25%/25% for a beam ship, with the balance being sensors, bridge, eng, etc.

I think you are absolutely correct. My difficulty here is that I have been playing Space Empires IV for more than 20 years, and in that game armor is a component that you manually add to a ship. There are many elements of Aurora that are very strange to me.