Diamondback Explorer – “FC Jump Scout”

$15,003,858

$750,193

Build Description

The purpose of this build was simple: To have a cheap and effective ship to scout out the next jump of my Fleet Carrier. That is really it. Moving your fleet carrier is an expensive endeavor. Frontier penalizes you on several fronts for moving the large space brick. Here is how jumping your Fleet Carrier costs you:

  • Tritium
    • Tritium of course is the fuel to jump with. You can either buy it, which is expensive on credits, or mine it, which is expensive on time. Either way, tritium is expensive, and have HAVE to use it to jump. The point here is mistaken jumps are expensive, you want to get it right.
  • Hull maintenance
    • Yup, jumping is a harsh event and the hull of your Fleet Carrier needs repair after each one.
  • Time
    • Spin up times of 15 minutes and cool down times of 5 minutes means a very minimum of 20 minutes per jump. Even if you buy Tritium you have to haul it back and forth to your ship. Or if you mine it you have the time in mining and hauling to your cargo reserve. The time it takes to fill up the gas can wasn’t overlooked by Fdev.

With all that being said, a ship is needed to scout out the surrounding areas before you choose to jump there. As a result, you need a ship that is quick, nimble, has a lander (you are sort of exploring) a huge jump range, and one that is relatively cheap. For this purpose, I chose I Diamondback Explorer and outfitted it for distance mainly, but kept the vehicle hanger. It helps pick out that next best spot for your Fleet Carrier. As such this stays with my fleet carrier at all times and is used specifically for scouting out that next jump.

However, this of course by itself is a fine explorer. I just have a better one found here so this one is the scout.

Pros and Cons

Pros:

  • Excellent jump range
  • Has SRV for landings
  • Great for scouting next fleet carrier jumps
  • Shields protect against rough landings or close encounters

Cons

  • Has a singular purpose of being a scout or explorer, but that was also the point.

Materials Required

The following numbers assume the following rolls required to progress:

Grade 1 rolls - 2
Grade 2 rolls - 4
Grade 3 rolls - 5
Grade 4 rolls - 7
Grade 5 rolls - 10

This can vary greatly since rolls are randomized events, which means these are at best estimates to target.

Atypical Disrupted Wake Echoes: 6
Chemical Processors: 13
Phosphorus: 31
Strange Wake Solutions: 5
Chemical Distillery: 12
Eccentric Hyperspace Trajectories: 7
Manganese: 39
Arsenic: 20
Chemical Manipulators: 20
Datamined Wake Exceptions: 10
Worn Shield Emitters: 2
Carbon: 9
Shield Emitters: 9
High Density Composites: 10
Proprietary Composites: 14
Shielding Sensors: 7
Vanadium: 7
Flawed Focus Crystals: 9
Open Symmetric Keys: 5
Atypical Encryption Archives: 7
Focus Crystals: 7
Adaptive Encryptors Capture: 10
Refined Focus Crystals: 10
Conductive Components: 41
Mechanical Components: 10
Conductive Ceramics: 61
Configurable Components: 14
Sulphur: 2
Heat Conduction Wiring: 9
Selenium: 12
Cadmium: 17
Heat Dispersion Plate: 7
Tellurium: 10
Specialised Legacy Firmware: 17
Mechanical Equipment: 4
Chromium: 5
Modified Consumer Firmware: 12
Cracked Industrial Firmware: 10
Pharmaceutical Isolators: 10
Grid Resistors: 5
Salvaged Alloys: 18
Phase Alloys: 14
Proto Light Alloys: 34
Proto Radiolic Alloys: 20
Iron: 11
Germanium: 7

[Diamondback Explorer, EH2 “FC Jump Scout”]

Mass : 311.00 T empty
343.00 T full
Fuel : 32 T
Cargo : 0 T
Cabins: 0
Speed : 337 m/s (441 boost)
Range : 67.13 LY unladen
67.13 LY laden
Power : 15.57 MW retracted (96%)
15.57 MW deployed (96%)
16.18 MW available
Shield: 109.3
Armour: 259.2
Damage: none
Price : 15,003,858 CR
Re-Buy: 750,193 CR @ 95% insurance

BH: 1C Lightweight Alloy
– Light Weight 4 57.3%
– Hull Boost -7.2%; Kinetic Resistance +12.9%
– Thermal Resistance +10.7%; Explosive Resistance +15.0%
PP: 4D Power Plant
– Overcharged 5 75.4%
– Integrity -25.0%; Power Capacity +38.3%; Heat Efficiency +25.0%
TH: 4D Thrusters
– Dirty Tuning 5 33.3%
– Integrity -15.0%; Power Draw +12.0%; Optimal Mass -12.5%
– Optimal Multiplier +35.3%; Thermal Load +60.0%
FD: 5A Frame Shift Drive
– Increased Range 5 100.0%, Mass Manager
– Mass +30.0%; Integrity -21.8%; Power Draw +15.0%
– Optimised Mass +61.2%
LS: 3D Life Support
– Lightweight 5 100.0%
– Mass -85.0%; Integrity -50.0%
PD: 4D Power Distributor
– Charge Enhanced 3 45.5%
– Weapons Capacity -3.0%; Weapons Recharge +22.1%
– Engines Capacity -3.0%; Engines Recharge +22.1%
– Systems Capacity -3.0%; Systems Recharge +22.1%
SS: 3D Sensors
– Light Weight 5 100.0%
– Mass -80.0%; Integrity -50.0%; Scan Angle -25.0%
FT: 5C Fuel Tank (Cap: 32)

4: 4A Fuel Scoop
4: 4H Guardian Frame Shift Drive Booster
3: 3C Bi-Weave Shield Generator
– Reinforced 4 89.3%
– Optimal Strength +28.2%; Broken Regen Rate -10.0%
– Distributor Draw +10.0%; Kinetic Resistance +7.9%
– Thermal Resistance +15.8%; Explosive Resistance +6.6%
3: 3A Auto Field-Maintenance Unit
– Shielded 4 100.0%
– Integrity +240.0%; Power Draw +80.0%
2: 2G Planetary Vehicle Hangar
2: 1E Advanced Docking Computer
1: 1E Supercruise Assist
1: 1I Detailed Surface Scanner
– Expanded Radius 5 64.9%
– Probe Radius +46.5%