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MGT Only: [1e] Jgd-il-Jagd Light Patrol Vessel

TheDark

SOC-12
After going through the old Contact! article on the Jgd-il-Jagd, I wanted to create a light patrol vessel for them. Per the article, that means a 2,000-ton vessel (in-system ships are 2k-11k tons) with base TL 12, but TL 15 for maneuver drives, power plants, and fusion weapons, and TL 14 for repulsors, meson screens, and nuclear dampers. They also need 10 tons of space per crew member. Finally, they're behind on missile and sandcaster tech, with both at TL 7. That means I'm going to focus on the technologies they're good at and (mostly) ignore the ones they're bad at.

TonsPrice (MCr)
HullStandard2000200
ArmorCrystaliron12300120
Jump DriveNone
Maneuver DriveType U, TL 154G28152
Power PlantType DD, TL 156P73508
BridgeStandard4010
Computer4Fib7.5
ElectronicsVery Advanced54
WeaponsHardpoints 1-8Large Fusion Bay (Long Range, Very High Yield)800256
Hardpoints 9-16Plasma Double Turret (Variable Range, High Yield)896
Hardpoints 17-20Sandcaster Triple Turret47
Fuel4 Weeks112
Cargo64
Staterooms3030015
ExtrasRepair Drones204
400 Sandcaster Barrels20.2
3 Nuclear Dampers (TL 15)113188
3 Meson Screens (TL 15)113225
Radiation Shielding500
SoftwareEvade/22
Fire Control/48
MaintenancePer Year1.3755
Life SupportCr90000
Totals20002302.7


The high power is to run the third set of screens. Without those, the power plant could be dropped to type U, one screen of each type dropped, and the ship's endurance increased to 6 weeks. That version has 167 tons available for cargo, and costs 1960.7 MCr with Annual Maintenance of 1.1715 MCr. That "light" version could also sacrifice 100 tons of cargo space for reinforced structure, adding 4 structure points at a cost of 20 MCr.

The variable range plasma turrets are a nod to needing missile defense, while radiation shielding only seems logical for a species that's heavily focused on weapons that are weakened by it. In combat, the computer will generally be set to Evade but in rare circumstances might use Fire Control to run the sandcasters.

In theory, this ship could support 12 bays. I had already built it with 8 before mucking around with the larger power plant and didn't want to re-do it to that extent. Dropping the sandcasters (and their ammo) would free up the hardpoints to swap 4 Large Bays for 8 Small Bays. I'm not sure the Jgd-il-Jagd would consider that to be worth it, since Small Bays with 5d6 damage will struggle against vessels with the same level of protection as this one (12 armor plus 6 radiation shielding plus 6d6 screens).
 
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