Ship:journeyman

| Journeyman Class Light Carrier | |
|---|---|
| Point Cost | 300 |
| Mass | 3000 tons |
| Armor Thickness | 12 cm[1] |
| Internal Density | 0.5 cm/m |
| Component DR | 20% |
| Max Repair | 10% |
| Dimensions | |
| Crew Vulnerability | 60% |
| Structural Integrity[2] | 1000 |
| Radar Signature | 14182.14 m[math]\displaystyle{ ^2 }[/math] |
| Slots | 3 Mounts 8 Compartments 6 Modules |

Modifiers
None
Mounts

The Journeyman has
* 1 Class 4 Mount * 2 Class 3 Mounts
Mount 1
This C4 mount can equip either a T30 Cannon for guarding a capture point or a Small Mounted Hangar to add a third 6×4×6 pad. Small craft also fit the two large pads, so a fighter-only launch cycle goes from 4 to 5; or 2 to 3 while bombers occupy the large pads.
Compartments
The Journeyman's compartments can be divided into 2 groups
The Bridge-stack

Of these, compartments 1 and 2 are ironically the safest, being the most exposed but also least likely to get hit.
Deck Gear Lockers are used to buff the arming speed of craft.
Two Spacecraft Strikedown Stations can be used to cycle four Sturgeon bombers at once.
Remember, a Spacecraft Repair Station comes built into the base hull for free!
The Hangars

Compartment 7 and 8 are the Journeyman's dedicated hangar compartments, where you place your Bulk Internal Hangars.
Compartment 6 is the dedicated magazine slot. 90% of the time it should be a Reinforced Magazine, unless you do not have enough space and need to swap it to a Bulk Magazine.
Modules

The Journeyman has
* 2 Small Drive Module * 2 3x3 Modules * 2 2x2 Modules
The 3x3 Modules will typically contain 2 Flight Deck Traversal Systems. It is necessary to bring a Civilian Reactor to power them if you bring more than one, as the base power generation of your drive choices is insufficient. In cap fleets running two Journeyman carriers like Wulfenite Squadron, you may not be able to afford any at all.
On more heavily invested Journeyman hulls, especially those using Spacecraft Strikedown Stations with less space for Deck Gear Lockers, Ammunition Elevators can be used to take up some of the slack. Using Ammunition Elevators like this is however inefficient and should be avoided.
Drive Setup
There are many ways to set up a Journeyman's drive, and the best way will depend on the role you are building the ship for.
Sundrives provide the best top speed, allowing you to reposition across the map quickly when under threat.
CHI-777 Yard Drives provide the best angular thrust (AT), allowing your ship to pivot and change its heading and roll quickly. Useful for maintaining a high speed while at flight quarters.
BW800 Drives, to save costs.
Civilian Reactor/Boosted Reactors fit into the small drive slots, allowing you to power radars and bring more than one Flight Deck Traversal System.
Journeymen may find themselves appreciating the Sundrive Racing Pro for its quick repositioning, or a basic BW800 Drives to save points.
Propulsion Stats
| Base Stats | |
|---|---|
| Top Speed | 22 m/s |
| Flank Speed | 33 m/s |
| Flank Damage Probability | 5% |
| Linear Thrust | 7 MN |
| - Side Thrusters | 75% |
| - Fore Thrusters | 75% |
| - Main Thrusters | 92.86% |
| Acceleration Time | 9.64 s |
| Angular Thrust | 1 MN |
| Theoretical Turn Rate | 5.73 deg/s |
| Actual Max Turn Rate | 2.04 deg/s |
| Estimated 180 deg Turn | 98 s |
| Estimated 180 deg Roll | 31 s |
Radar Signature: 14182.14 m[math]\displaystyle{ ^2 }[/math]
| Detected by | Detection Range (km) |
|---|---|
| R400 'Bloodhound' LRT Radar | 14 km |
| R550 Early Warning Radar | 16.72 km |
| Bulwark Huntress | 10 km |
| Ithaca Bridgemaster | 8.5 km |
| RM50 'Parallax' Radar | 9.5 km |
| RS41 'Spyglass' Radar | 11.5 km |
| RS35 'Frontline' Radar | 8 km |
| Wake Signature Strength | 350 |
| Fore-Aspect Validated by THERM | VALIDATED |
| Validated After Main Engine Shutoff | 7.5 s |


