ANTIVERSION
If you want to talk 3000-3500 APR, have this. Somewhat futureproofed for V9 in assuming Fleet Init and Jamming will be mutually exclusive on a single ship, but interoperable in a fleet. T3, CON4, Advancer, Poor Safety:
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Caiman class Command Frigate
1 Twist Drive
10 Metal Capacitors (Refined)
2 Pulse Drive
1 Command Deck
1 Commlinks
1 Scanners
20 EW Broadcasters (Refined)
1 Algorithmic Interlocks
15 Coilgun (Refined)
1 Lubricants
1 Barrel Casings
1 Plasma Shield
24 Carbon Armor (Refined)
1 Heavy Cladding
Cost: 287e (129e) / 73m / 10v / 0a / 0t / 97s
Size: 77 / Mass: 57 / Power: 29 / Heat: -5
IS: 3 / IP: 1 / Range: 0
Init: 3 / Dodge: -16 / Avoid: 15 / Armor: 59 / Shield: 12
Refine: 481e / 120s
Projectile Gun Total Damage: 30 (15x10D through A0/S0)
Init Bonus to Fleet: 8
EW Attacks: YES
EW Score: 79
EW Vulnerability: 0
Ship-to-Ship Boarding: -10
Notes: Immune to contemporary Particle weapons. 0% hit rate by FMs through 10 Init, 1% hit rate by FMs through 11 Init. Guns are uncoupled to deal with massed, unarmored targets.
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Anaconda class Support Frigate
1 Twist Drive
12 Metal Capacitors (Refined)
2 Pulse Drive
1 Computer Module
1 Scanners
15 Jammers
1 EW Broadcasters (Refined)
15 Coilgun (Refined)
1 Lubricants
1 Barrel Casings
1 Plasma Shield
3 Titanium Armor
13 Carbon Armor (Refined)
1 Heavy Cladding
Cost: 258e (116e) / 100m / 13v / 0a / 0t / 85s
Size: 77 / Mass: 77 / Power: 26 / Heat: -5
IS: 3 / IP: 1 / Range: 0
Init: 3 / Dodge: -23 / Avoid: 15 / Armor: 45 / Shield: 12
Refine: 402e / 101s
Projectile Gun Total Damage: 30 (15x10D through A0/S0)
EW Attacks: YES
EW Score: 27
Jammer Init Debuff: 7
EW Vulnerability: 0
Ship-to-Ship Boarding: 5
Notes: Immune to contemporary Particle weapons. 0% hit rate by FMs through 10 Init, 9% hit rate by FMs through 11 Init. Guns are uncoupled to deal with massed, unarmored targets.
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King Cobra class Attack Frigate
1 Twist Drive
16 Metal Capacitors (Refined)
2 Pulse Drive
2 Computer Module
1 Scanners
3 EW Broadcasters (Refined)
1 Algorithmic Interlocks
15 Coilgun (Refined)
1 Lubricants
1 Barrel Casings
1 Microwave Beamer (Refined)
1 Plasma Shield
4 Titanium Armor
12 Carbon Armor (Refined)
1 Heavy Cladding
Cost: 216e (98e) / 92m / 13v / 0a / 0t / 77s
Size: 77 / Mass: 77 / Power: 98 / Heat: -5
IS: 12 / IP: 1 / Range: 0
Init: 3 / Dodge: -18 / Avoid: 15 / Armor: 46 / Shield: 31
Refine: 334e / 84s
EM Total Damage: 303L (1x21D through A50/S#)
Projectile Gun Total Damage: 30 (15x10D through A0/S0)
Extra Particle Ammo: 2
EW Attacks: YES
EW Score: 21
EW Vulnerability: 0
Ship-to-Ship Boarding: -10
Notes: Immune to contemporary Particle weapons. 0% hit rate by FMs through 10 Init, 3% hit rate by FMs through 11 Init. Guns are uncoupled to deal with massed, unarmored targets.
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Code:
[b][u]REFINEMENT COSTS[/b][/u]
[b][u]NAME IND SCI[/b][/u]
Metal Capacitors 300e 100s
EW Broadcasters 300e 300s
Coilguns 300e 100s
Microwave Beamer 300e 100s
Carbon Armor 300e 150s
[I]King Cobra[/I] 334e 84s
[b]TOTAL: 1834e 834s[/b]
Code:
[b][u]Fleet ANTIVERSION[/b][/u]
[b][u]NAME NUM IND SCI MET VOL[/b][/u]
[i]Caiman[/i] 1x 287e 97s 73m 10v
[i]Anaconda[/i] 1x 258e 85s 100m 13v
[i]King Cobra[/i] 4x 392e (98e) 77s 368m (92m) 52v (13v)
[b]TOTAL: 937e 259s 541m 75v[/b]
Code:
[b][u]TOTAL RESOURCE INVESTMENT[/b][/u]
s: 1093
e: 2771
m: 541
v: 75
Agg. Prod./Res.: 3387
t: 4
a: 0
Four
King Cobra are not capable of one-shotting all conceivable vessels within the CON4 HP limits, but they will kill any vessel in those limits in two turns of fire, are invulnerable to Particle, strong in EW, strong against Missile, and can survive extended battles with Laser-based peers.
Caiman boosts Init by 8 from 3 to 11 across the board.
Anaconda lowers enemy Init by 7. Between these and innate Avoid, you stand a good shot of surviving most missile fleets.
The unlinked guns on each of these platforms are capable of one-shotting a
Berserker type ship, whereas 2 or 3 will kill a
Frey type boarder. In the event that someone opts for fewer ships with more armor you could start tri-coupling guns to increase damage at the expense of fewer engagements per turn.
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Against
Berserkers, if they have a command ship but no jammer ship (+8 and then -7 Init, 1 total if no racial bonuses, vs. 11 Init), ANTIVERSION can kill 90 per turn at 100% hit rate if they swarm attack; it will die likewise because the Init/Avoid difference isn't big enough to get beyond 100% hit rate for BMs in close range, but the total APR of that many
Berserkers is 2842 (1222 refinement, (8+4+6)*90 = 1620 resource input), without a command ship or a carrier, so it's a fair trade. If can probably kill a hypothetical jammer ship in long range before this, or if there is none, it can kill the command ship; in the latter case, -6 Init
Berserkers only have a 69% hit chance in close range; ANTIVERSION almost surely still dies, but will have a slaughter in doing so. Only way to avoid this is to have the
Berserkers come in in small waves, ideally single-file per ship.
Against AESIR FLEET, ANTIVERSION will lower Init and boost its own Init (can't be bothered to build the designs to do a full analysis; include your designs' stats, Kal). AESIR FLEET cannot engage through Avoid at long range.
Against STEEL REIGN, ANTIVERSION will lower
Skipjack and
Beluga to 6 and 5 Init, while being boosted to 6 Init itself. STEEL REIGN cannot engage through Avoid at long range.
Against COOP, ANTIVERSION will lower
Chicken and
Fox to 10 and 12 Init, while being boosted to 4 Init itself. COOP cannot engage through Avoid at long range.
Against LIGHTNING, ANTIVERSION will lower
Light Mongoose,
Heavy Mongoose,
Hawk, and
Hornet to 1, 1, 4, and 2 Init, while being boosted to 4 Init itself. LIGHTNING can engage and will kill a single ship with focused fire (D291 vs. A45 = 22, D388 vs. A45 = 30, summed: 82) but all three
Mongooses and the
Hawk will be one-shotted during the same long range phase.
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I think I more or less win V8.
Looking forward into the future of this fleet, refine Jammers to fit more of them onto the
Anaconda (fit 19 of them, drop a Titanium Armor, and add
way more Carbon Armor) to get it to -9 Init to totally wipe out Fleet Init bonuses and steamroll Missile people or low Init fleets hardcore. Boosting your own Init and murdering the enemy's seems like the most important job support ships can do, because Init isn't everything, but it's pretty close. Whether you should refine Jammers or EW Broadcasters first is something of an open question based on whoever's nearby, but you're gonna want one or the other early on.
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Coilguns rock. Long live flak. Magnetic Catapults are lackluster in comparison, again hoping there's a more combat-oriented version of those.
Also, you know what's a cool idea? An extremely heavily armored battlewagon with decent IP speed, multiple Sappers, and a lot of Coilguns. Against a low-armor Laser design like the
Mongoose, even if it had some Shields, it'd be murderous.