AnotherDilbert
Emperor Mongoose
Inspired by wbnc I present the combined carrier and long range patrol fighter:
A modular medium fighter with two mission modules: a ventral 5 dT module and a dorsal 7 dT module.
The intention is to produce a fairly cheap fighter that can be operated from a carrier, but also can be used as a patrol fighter based in a system.
It has a small m/3 computer with a m/2fib backup and a limited library of software to save cost. Virtual Crew/0 software allows autonomous operation, but with limited skill. A Sensor Operator AI has better skill. Doctrine dictates using the superior skill of a sophont pilot at visual range to compensate for the limited computer support.
The heavily armoured 35.5 dT hull contains the cockpit and the drives (9 G Manoeuvre + 16 G reaction).
The ventral module can contain weapons, additional sensors, or even forced boarding equipment.
The dorsal module can contain reaction fuel, ECM, screens, staterooms, etc.
It can also carry up to 4 drop tanks with 4 dT reaction fuel each. Drop tanks are not used when based on a carrier to conserve space in the carrier.
Basic crew is 1 Pilot/Commander with additional Gunner(s) and Sensor Operator(s) in the modules.
A basic carrier strike squadron could look like:
1 fighter with a Recon Module and a Fuel Module.
11 fighters with a Fusion Barbette Module and a Fuel Module.
If we expect to meet missile fire the squadron might look like:
1 fighter with a Recon Module and a Fuel Module.
5 fighters with a Point Defence Module and an ECM Module.
6 fighters with a Fusion Barbette Module and a Fuel Module.
Patrol group might look like:
1 fighter with a Advanced Recon Module and an ECM Module.
1 fighter with a Fusion Barbette Module and a Fuel Module.
A small boarding party might use:
1 fighter with a Assault Module and a Fuel Module.
1 fighter with a Fusion Barbette Module and a Fuel Module.
A long range patrol group based in a system might look like:
1 fighter with a Recon Module and a Twin Habitat Module with a couple of drop tanks.
1 fighter with a Point Defence Module and a Triple Habitat Module with a couple of drop tanks.
2 fighters with a Fusion Barbette Module and a Twin Habitat Module with a couple of drop tanks.
A base defence squadron might look like:
12 fighters with a Fusion Barbette Module and a Damper Module with a couple of drop tanks.
An autonomous sensor mission might use:
1 fighter with a Advanced Recon Module and an ECM Module. (No crew)
The basic Fuel Module is cargo space with foldable acceleration benches and collapsible fuel tanks. It can also carry cargo or passengers for a short trip. We can use the fighter as a troop transport or assault lander but the lack of reaction fuel limits performance to 9 G acceleration.
Edit: Updated with new format, since the board scrambles CODE-tags.
A modular medium fighter with two mission modules: a ventral 5 dT module and a dorsal 7 dT module.
The intention is to produce a fairly cheap fighter that can be operated from a carrier, but also can be used as a patrol fighter based in a system.
It has a small m/3 computer with a m/2fib backup and a limited library of software to save cost. Virtual Crew/0 software allows autonomous operation, but with limited skill. A Sensor Operator AI has better skill. Doctrine dictates using the superior skill of a sophont pilot at visual range to compensate for the limited computer support.
The heavily armoured 35.5 dT hull contains the cockpit and the drives (9 G Manoeuvre + 16 G reaction).
The ventral module can contain weapons, additional sensors, or even forced boarding equipment.
The dorsal module can contain reaction fuel, ECM, screens, staterooms, etc.
It can also carry up to 4 drop tanks with 4 dT reaction fuel each. Drop tanks are not used when based on a carrier to conserve space in the carrier.
Basic crew is 1 Pilot/Commander with additional Gunner(s) and Sensor Operator(s) in the modules.
A basic carrier strike squadron could look like:
1 fighter with a Recon Module and a Fuel Module.
11 fighters with a Fusion Barbette Module and a Fuel Module.
If we expect to meet missile fire the squadron might look like:
1 fighter with a Recon Module and a Fuel Module.
5 fighters with a Point Defence Module and an ECM Module.
6 fighters with a Fusion Barbette Module and a Fuel Module.
Patrol group might look like:
1 fighter with a Advanced Recon Module and an ECM Module.
1 fighter with a Fusion Barbette Module and a Fuel Module.
A small boarding party might use:
1 fighter with a Assault Module and a Fuel Module.
1 fighter with a Fusion Barbette Module and a Fuel Module.
A long range patrol group based in a system might look like:
1 fighter with a Recon Module and a Twin Habitat Module with a couple of drop tanks.
1 fighter with a Point Defence Module and a Triple Habitat Module with a couple of drop tanks.
2 fighters with a Fusion Barbette Module and a Twin Habitat Module with a couple of drop tanks.
A base defence squadron might look like:
12 fighters with a Fusion Barbette Module and a Damper Module with a couple of drop tanks.
An autonomous sensor mission might use:
1 fighter with a Advanced Recon Module and an ECM Module. (No crew)
The basic Fuel Module is cargo space with foldable acceleration benches and collapsible fuel tanks. It can also carry cargo or passengers for a short trip. We can use the fighter as a troop transport or assault lander but the lack of reaction fuel limits performance to 9 G acceleration.
Code:
TL 15 Hull 17 33,8 Sensor DM -4
Desired ∆TL Rat # dTon Cost Power FirmP Crew
Hull 35,500 7,10 2
Config Close Structure 4 4 3,800
Hull strength Reinforced 3 3
Armour Bonded Superdense 15 15 4,260 4,560
Radiation Shielding 1 1 0,888
ManœuvreD Very Advanced 9 2 9 1 2,556 6,390 31,95 0 Decreased Size
PowerP TL12 High Technology 3 1 2,590 3,885 55,50 0 Decreased Size
Drop Tank Collar 4 dT 4 4 4 0,064 0,032
Drop Tanks
Fuel, Power 4 15 1 1,000
ReactionDrive Very Advanced 16 2 16 1 11,360 2,840 0 Fuel per round
Reaction Fuel 1 turns 0 0 0,170 0,994
Cockpit 1 1 1,500 0,010
Holographic 1 1 0,003
Comp m/15 3 15 1 2,000
Backup Comp m/10 2 10 1 0,240 fib
Sensors Basic 1
Dorsal Module 5 dT 1 1 5,000 10,00 2
Ventral Module 7 dT 1 1 7,000 10,00
Software 9
Evade/2 15 2 2 1 2
Fire Control/3 15 3 3 1 6
Virtual Crew/0 5 1 1 1 1
Sensor Operator AI
Intellect/1 1 0,002
Expert/3 Elec(Sensor) 3 0,100
Drop Tanks Performance, Gs
0 25,00 9,00
1 22,48 8,09
2 20,42 7,35
3 18,71 6,74
4 17,27 6,22
DORSAL MODULES
Fusion Module Fusion Barbette (Long Range, EneEff) 5,0 6,0 10 2 1
5,0 6,0 10,0
Tachyon Module Tachyon Barbette 5,0 5,0 4,5 2 1
5,0 5,0 4,5
Plasma Module Plasma-pulse Barbette (Long Range) 5,0 7,5 15 2 1
5,0 7,5 15,0
Missile Module Missile Barbette, HiTech 3,5 6,0 2 1
Missile Magazine 26 missiles 1,5
5,0 6,0
PD Module 2 Pulse Laser turret (Acc,EneEff) 2,0 3,4 8 2 2
3 dT reaction fuel 3,0
Point Defence/2 software 12,0
5,0 15,4 8,0
Recon Module Military Sensors Sensor DM ±0 2,0 4,1 2
Enhanced SP Sensor DM +4 2,0 8,0 2
Sensor Station 1,0 0,5 1
5,0 12,6 4,0
Advanced Recon Module
Advanced Sensors Sensor DM +2 5,0 5,3 6
Use with ventral
Recon or ECM module
5,0 5,3 6,0
Assault Module Acceleration benches, 0 0,0 0,0
Forced Linkage 2,0 0,5
Breaching Tube 3,0 3,0
5,0 3,5
Fuel Module Cargo 4,95
Acceleration Bench, foldable 16 0,0
Collapsible Fuel Tank 0,05 0,0
5,0 0,0
VENTRAL MODULES
Fuel Module Cargo 6,9
Acceleration Bench, foldable 24 0,1
Collapsible Fuel Tank 0,1 0,0
7,0 0,1
ECM Module CM Suite ECM DM +2 2,0 4,0 1
Enhanced SP Sensor DM +4 2,0 8,0 2
Broad Spectrum EW software 0
Sensor Station 1,0 0,5 1
Fuel 2,0
7,0 12,5 3,0
Screen Module Deflector Screen (2*DecreasedSize) 4,0 6,3 5 1
Fuel 3,0
7,0 6,3 5,0
Double Screen Module
Deflector Screen (3*DecreasedSize) 7,0 15,0 10 2
Fuel 0
7,0 15,0 10,0
Damper Module Nuclear Damper 7,0 15,0 10 1
Fuel 0
7,0 15,0 10,0
Twin Habitat Module
Stateroom 4,0 0,5
Fuel 3,0
7,0 0,5
Triple Habitat Module
Stateroom 4,0 0,5
Barrack 2,0 0,1
Fuel 1,0
7,0 0,6
Edit: Updated with new format, since the board scrambles CODE-tags.