Fighters!Fighters!Fighters!

The Missile Anti-Fighter Drone, aka K0 Slow Fighter

Very small and cheap, but with the acceleration and endurance to keep up with major warships.
Will hit enemy fighters occasionally, at least if they don't evade. Can be remote controlled for improved skill.
Intended to be kept in Docking Spaces on major warships in large numbers, to be released when threatened with Close Combat.

MCr 3 + 3.36 for the nuclear missiles.
1.8 dT, so fits in a 2 dT Docking Space.
9G, Armour 15
Code:
TL 15                HullP 0,72             6,350  
                    Desired  Rat  #  dTonn  Cost  Power
Hull                                  1,8           0
Config  Standard         1    1             0,090  
HullStrength Standard    2    2        
Armour BondedSuperdense 15   15       0,2   0,108  
Reflec                   1    1             0,180  

ManœuvreD HiTech,2*EneEf 9    9   1   0,2   0,405   1
PowerP                            1   0,1   0,217   2
Fuel, Power              4  369   1   1,0    

Comp      m/10           2   10   1         0,160  
          /fib           1    1             0,080  
Software: Virtual Crew/0                    1,000  
Sensors   Basic                   1      

Cargo                                 0,1    

Missile Rack             1  TL7   1         0,850   
Missile ammo             7        7   0,3   3,360
There is also a fully stealthed version for MCr 2 more.

Might be usable by Travellers, with cheap high tech missiles. 2 drones fit into a standard air/raft docking space.
 
Nice :)

It'll be interesting to see squadron combat rules because I'm sure we'll have that "squadron vs missile salvo" issue addressed. Currently, missile fighters work because your 100 missile drones shoot 500 missiles, in salvos of 50 against single fighters. So you're enemy squadron is really getting 10 of their 100 fighters specifically targeted and destroyed (+50 to hit).

However, when we look at squadron combat, the squadron is the entity, not the specific fighters within, so we'll have to account for how 100 fighters, faced with 500 missiles, could easily dodge 5 missiles each (Evade software + pilot dodge). This would more realistically simulate the effectiveness of a fighter squadron.

However, this isn't just a missile problem, this is actually a whole fleet-scale problem.
a) When we fire 100 barbettes (of anything) at a fighter flight, we're not firing 20 barbettes as 5 single fighters. MGT1 took care of that by placing a very large penalty on the "barrages" vs fighters.
b) A smoother way to account for dodge/evasion vs massed fire. It shouldn't be useless or overpowered - the two should be taken into account and compared to provide a simple modifier (not dodge thrust vs barrage size)

I think this will be key and Matt is aware, as Salvo is the system for non-fleet scale. I believe Phavoc and Chas had both also piped in that Salvo doesn't work for larger scale (I concur). We need that system that handles "salvos or barrages" for massed fire; this I'm sure will send us into a frenzy of design changes :)
 
Nerhesi said:
It'll be interesting to see squadron combat rules because I'm sure we'll have that "squadron vs missile salvo" issue addressed. Currently, missile fighters work because your 100 missile drones shoot 500 missiles, in salvos of 50 against single fighters. So you're enemy squadron is really getting 10 of their 100 fighters specifically targeted and destroyed (+50 to hit).
Much worse, fighters are firing salvoes of 5, and micro-drones are firing a huge number of salvoes of 1. So, no auto-hits, but we can bypass the enemies PD (and dodge) because we have more salvoes than he has PD mounts.

Nerhesi said:
I think this will be key and Matt is aware, as Salvo is the system for non-fleet scale. I believe Phavoc and Chas had both also piped in that Salvo doesn't work for larger scale (I concur). We need that system that handles "salvos or barrages" for massed fire; this I'm sure will send us into a frenzy of design changes :)
Yes, I'm sure we'll have a whole other "discussion" when the fleet rules are out...
 
AnotherDilbert said:
Much worse, fighters are firing salvoes of 5, and micro-drones are firing a huge number of salvoes of 1. So, no auto-hits, but we can bypass the enemies PD (and dodge) because we have more salvoes than he has PD mounts.

Thats why I think with high-guard the current missile salvo system may simply be replaced with a much more robust system for massed fire; with some caveat stating "the previous salvo rules only cover up to 24 missiles a turn or so" - basically whatever weaponry was covered in core (this would be 10 triple turrets on a 1000 tonner). Salvo worked ok when technically, the largest Salvo was from 10 missiles turret

But the system shouldn't treat 1000 nuclear missiles any differently from 100 fusion bays. Except for adding a step to account for PD's affect on the incoming 1000 missiles.
Something robust and clean that avoids the issues with massive salvo modifiers or negligible salvos (salvos of 1 fired against craft with evasion 3 or so)

AnotherDilbert said:
Yes, I'm sure we'll have a whole other "discussion" when the fleet rules are out...
Healthy Tension is a requirement for good ideas :)
 
Long Range System Patrol Fighter

MCr 31 without module.
M-Drive 9, Reaction drive 16.
Carries reaction fuel in drop tanks. Each 5.8 dT tank contains 5 rounds of fuel. Can carry 6 tanks. Full performance with one tank, progressively worse performance with more tanks.
Code:
Tanks        0     1     2       3       4       5       6
M-Drive      9G    9G   7,8G    7,0G    6,3G    5,7G    5,2G
M+Reaction   -    25G  21,8G   19,4G   17,5G   15,9G   14,5G
Normally operates on M-Drive at a leisurely 5G, but can fire the reaction drive for 3 hours to reach a trouble-spot quickly.
Standard 5t module, basic module contains a long range fusion barbette.
Armour 15, Hull 17
Stateroom for extended patrols.
Code:
TL 15          HullP 17                          30,755  
                         Desired  Rat  #  dTonn  Cost  Power
Hull                                       35,5           7
Config CloseStructure        4     4              3,1  
HullStrength   Reinforced    3     3        
Armour BondedSuperdense     15    15        4,3   3,7  
Rad Shielding                1     1              0,9  
              
ManœuvreD HiTech,2*EneEff    9     9   1    3,7   9,3    16
ReactionD HiTech,3*FuelEff  16    16   1   13,2   4,0  
PowerP                                 1    2,1   4,1    41

Fuel, Power                  4    19   1    1,0    
Drop Tank Collar  5,8 dT     1     1   6    0,14  0,07 
Drop Tank  5,8 dT 5,0 turns                       0,145  
              
Cockpit                      1         1    1,5   0,0  
    Holographic              1         1          0,0  
Comp  m/15                   3    15   1          2,0  
Evade/3                                           2,0  
Fire Control/5              
Point Defence/2              
              
Astro-Mech Droid                                  1,0
              
Sensors  Basic                         1      
              
Staterooms                 1       1   1    4,0   0,5  
Cargo                                       0,3    
              
Module                     1                5,0          15
Crew
Pilot/Commander
Optionally 1 or 2 Gunners
Optionally 1 Sensor Operators
AstroMech Droid can perform repairs and park the craft. The craft might even come when you whistle.


Power for craft systems and 15 for modules.


Modules include:
Combat: Fusion Barbette (HighTech, LongRange, HiYield), Fire Control/3, Power 15, MCr 12
PD: 2 PD single pulse laser turret (VAdv, Accurate), 3dT barracks, Point Defence/2, Power 8, MCr 15
ECM: CM Suite, EnhancedSP, 1 Sensor Station, Power 3, MCr 13
Recon: MilSensor, EnhancedSP, 1 Sensor Station, Power 12, MCr 13
 
That works well increasing the multi-role options of the vessel because you can have your compact carrier fighter, or when it's at port or in-system in anyway it can load up with the drop tanks and do the long range patrols with the full drop tank compliment.
 
Well, not quite. The Patrol Fighter has no internal reaction fuel storage, so can't operate from a carrier designed for 35.5 dT craft.

I would have to make a modular stateroom for my carrier fighter to pull that off. Or a foldable stateroom, that can be filled with collapsible tanks... Hmm...
 
I think we have learned a few tricks in the last few days. At MCr 100 with a selection of modules it is actually usable.

Modular Heavy Jump Fighter with 5t module. Cost MCr 70.
Partial streamlining, Fuel Purification, 24 h. Can refuel from gas giants.
Jump-2, M-Drive 9, Reaction drive 16 with 9 rounds of fuel.
Permanently mounted Drop tank holds the jump/reaction fuel.
Armour 15, Hull 31.
Extremely spartan quarters for 3 crew.
Code:
TL 15                  HullP 31,2                69,973      
                         Desired  Rat  #  dTonn  Cost  Power  Hardp  Crew
Hull                                       71,0          14    
Config  Close Structure      4     4              4,1      
Hull strength  Standard      2     2            
Armour  Bonded Superdense   15    15        8,5   4,9      
Rad Shielding                1     1        1,8      
                  
Drop Tank Collar  17,8 dT    1     1   2    0,1   0,1      
JumpD  HiTech,3*RedSize      2     2   1    7,0  15,8    14            0
ManœuvreD  HiTech,2*EneEff   9     9   1    8,0  24,0    32            0
PowerP  TL12,HiTech,3*RedSize          1    3,0   4,5    64            0
                  
Drop Tank      17,8 dT                            0,4      
Fuel, Jump                             1          
Fuel, Power                  4    13   1    1,0        
Fuel Purification         24 h  24 h   1    0,9   0,0      
                  
ReactionD HiTech,3*FuelEff  16    16   1   28,4   8,5                  1
Reaction Fuel   8,9 turns                
                  
Bridge, Small                1         1    3,0   0,2      
    Holographic              1         1          0,0      
Comp         m/15            3    15   1    2,0      
Backup Comp  m/10 /fib       2    10   1    0,2 
Jump/2                                            0,2      
Evade/3                                           2,0      
Fire Control/5                  
Point Defence/2                  
                  
Astro-Mech Droid                       1          1,0      
                  
Sensors  Basic                         1          
                  
Barracks    3    3  6,0  0,3      
Cargo          0,1        
                  
Module    1      5,0    15    
                  

                  
                  
Gun Module  Fusion Barbette, advanced  1    5,0   6,0    15            1
            Fire Control/3                        6,0      
                                            5,0  12,0    15    
                  
PD Module   Single Pulse Laser turret  3    3,0   4,5    12            3
            Barracks                   1    2,0   0,1      
            Point Defence/2                      12,0      
                                            5,0  16,6    12    
                  
ECM Module  CM Suite                   1    2,0   4,0     1    
            Enhanced SP                1    2,0   8,0     2    
            Broad Spectrum EW          0          
            Sensor Station             1    1,0   0,5                  1
                                            5,0  12,5     3   
                  
Recon Module  Military Sensors         1    2,0   4,1     2    
              Enhanced SP              1    2,0   8,0     2    
              Sensor Station           1    1,0   0,5                  1
                                            5,0  12,6     4
Default Crew:
Pilot/Commander
Optional 1 or 3 Gunners
Optional 2 Sensor Operators
AstroMech Droid as Navigator/Engineer/Backup bridge crew.
2 staterooms, double occupancy.

Modules include:
Gun: Fusion Barbette (HighTech, LongRange, HiYield), Fire Control/3, Power 15, MCr 12
PD: 3 PD single pulse laser turret (VAdv, Accurate), Point Defence/2, Power 12, MCr 17
ECM: CM Suite, EnhancedSP, 1 Sensor Station, Power 3, MCr 13
Recon: MilSensor, EnhancedSP, 1 Sensor Station, Power 4, MCr 13
 
AnotherDilbert said:
Well, not quite. The Patrol Fighter has no internal reaction fuel storage, so can't operate from a carrier designed for 35.5 dT craft.

I would have to make a modular stateroom for my carrier fighter to pull that off. Or a foldable stateroom, that can be filled with collapsible tanks... Hmm...
Ah, I miss-read your spread sheet. I thought you had kept one payload of fuel on board.
 
Yes, until the combat system can destroy the drop tanks...

The gun version has rather myopic sensors, so they might have to operate in squadrons around a recon version.
 
AnotherDilbert said:
Yes, until the combat system can destroy the drop tanks...

The gun version has rather myopic sensors, so they might have to operate in squadrons around a recon version.

I'd say once the fighting starts sensors are basically on a pretty level playing field for a gun armed ship...since lock ons aren't important to a direct fire ship all they have to know is where the enemy is and which way it is going (that's a bit simplified) So one scout fighter with a flight of gun/missile fighters would be enough for a patrol.



Drop tanks arent that hard to deal with..


chance to be hit = percentage of carrier ships tonnage they take up a 5 ton tank on a 100 ton ship = 20% per attack that the tank takes the hit.
damage capacity= figured up the same way you do hull points ...since you are paying the same price for the tanks as you are a non gravity hull.
can not be armored, streamlined, or reinforced.
 
wbnc said:
AnotherDilbert said:
The gun version has rather myopic sensors, so they might have to operate in squadrons around a recon version.
I'd say once the fighting starts sensors are basically on a pretty level playing field for a gun armed ship...since lock ons aren't important to a direct fire ship all they have to know is where the enemy is and which way it is going (that's a bit simplified) So one scout fighter with a flight of gun/missile fighters would be enough for a patrol.
By RAW, sensor locks are certainly important for fusion fighters.

I'm more concerned about stealth, anyone with decent stealth could slide up behind them and say "Boo!" at close range without the fighters noticing anything.
wbnc said:
Drop tanks arent that hard to deal with..
No, but the combat rules are not dealing with them...
 
AnotherDilbert said:
wbnc said:
AnotherDilbert said:
The gun version has rather myopic sensors, so they might have to operate in squadrons around a recon version.
I'd say once the fighting starts sensors are basically on a pretty level playing field for a gun armed ship...since lock ons aren't important to a direct fire ship all they have to know is where the enemy is and which way it is going (that's a bit simplified) So one scout fighter with a flight of gun/missile fighters would be enough for a patrol.
By RAW, sensor locks are certainly important for fusion fighters.

I'm more concerned about stealth, anyone with decent stealth could slide up behind them and say "Boo!" at close range without the fighters noticing anything.
wbnc said:
Drop tanks arent that hard to deal with..
No, but the combat rules are not dealing with them...

Boo dice are at best a gimmick. From using them In DnD, and other games they seldom work as advertised. Of course you results may vary. it may jut be me, my groups ,treacherous relationship with the dice gods.

as fr stealth. Yes I can see you point in a one on one duel. But when dozens of craft are involved someone will see something and the jig is up. Once again am not saying the idea is solid.

I't just not my personal taste tend to run toward good solid basic system with numerical edge, over maxed out systems.

as for drop tanks what I posted would be enough to deal with drop tanks from a rules perspective....they already effect thrust, and jump range...so they have built in limits...add my blurb, or similar explanations/restrictions...and you are good to go.
 
wbnc said:
as fr stealth. Yes I can see you point in a one on one duel. But when dozens of craft are involved someone will see something and the jig is up. Once again am not saying the idea is solid.
Quite, that is why they have such rudimentary sensors. But when they spread out alone on patrol, the lack of sensors become a problem.
 
AnotherDilbert said:
wbnc said:
as fr stealth. Yes I can see you point in a one on one duel. But when dozens of craft are involved someone will see something and the jig is up. Once again am not saying the idea is solid.
Quite, that is why they have such rudimentary sensors. But when they spread out alone on patrol, the lack of sensors become a problem.

remember Dead and missing scouts/patrols are a sure sign of Hostile activity in the area.
 
The modular, breakaway, drop tank jump fighter system. The system consist of a modular fighter section, a jump section, and a drop tank with the jump fuel. The fighter and jump sections can jump together, J-1 without drop tanks and J-3 with drop tanks. All the parts together has J-3 and M-4. Both the fuel in the drop tank and the reaction fuel in the fighter is used to jump. The fighter can use a small drop tank for extra reaction fuel.

The fighter section can also be used alone as a carrier fighter, or with a small drop tank as a planetary based fighter.

Modular Medium Fighter section with 5t module, MCr 27.5 without module.
M-Drive 9, Reaction drive 16 with 7 rounds of fuel (if we borrow 0.5 dT power plant fuel).
Basic module contains a long range fusion barbette.
Armour 15, Hull 17
Code:
TL 15                HullP 17                    27,408      
                         Desired  Rat  #  dTonn  Cost  Power  Hardp  Crew
Hull                                       35,5          7,1    
Config  Close Structure      4     4              3,2      
Hull strength  Reinforced    3     3            
Armour  Bonded Superdense   15    15        4,3   3,9      
Rad Shielding                1     1              0,9      
Breakaway Hull               1     1        0,7   1,4      

ManœuvreD VAdv,2*Size        9     9   1    2,6   6,4   32,0          0
PowerP    TL12:HiTech,3*Size           1    2,5   3,8   54,1          0
                  
Drop Tank Collar   4,5 dT    1     1   2    0,0   0,0      
Fuel, Power                  4    16   1    1,0        
                  
ReactionD HiTech,3*FuelEff  16    16   1   11,4   3,4                 0
Reaction Fuel  7,0 turns     1     1        6,5        
                  
Cockpit                      1         1    1,5   0,0      
    Holographic              1         1          0,0      
Comp         m/15            3    15   1          2,0      
Backup Comp  m/10 fib        2    10   1          0,4      
Evade/2           15                              2,0      
Point Defence/2   15                
FireControl/3     15                
LaunchCont/3      15                
                  
Sensors  Basic                         1          
                                    
Module                                 1    5,0         15,0    
                  

       
                  
                  
Gun Module  Fusion Barbette, advanced  1    5,0   6,0   15            1
            Fire Control/3                        6,0      
                                            5,0  12,0   15,0    
                  
                  
PD Module   Single Pulse Laser turret  2    2,0   3,0    8            2
            Fuel 3 turns               3    3,0        
            Point Defence/2                      12,0      
                                            5,0  15,0    8,0    
                  
                  
ECM Module  CM Suite                   1    2,0   4,0    1    
            Enhanced SP                1    2,0   8,0    2    
            Broad Spectrum EW                     0          
            Sensor Station             1    1,0   0,5                 1
                                            5,0  12,5    3,0    
                  
                  
Recon Module  Military Sensors         1    2,0   4,1    2    
              Enhanced SP              1    2,0   8,0    2    
              Sensor Station           1    1,0   0,5                 1
                                            5,0  12,6    4,0    
                  
Assault Module  Acceleration benches   8    2,0   0,0                 8
                Breaching Tube         1    3,0   3,0      
                                            5,0   3,0


Jump Breakaway Section, MCr 22.5 + MCr 0.5 for drop tank.
M-Drive 0, Hull 8, 17.3 dT drop tank.
Power for life support only. Cannot jump without fighter section.
Code:
TL 15              HullP 8                       22,554       
                         Desired  Rat  #  dTonn  Cost  Power  Hardp  Crew
Hull                                       20,0          4,0    
Config  Close Structure      4     4              1,1      
Hull strength  Standard      2     2            
Breakaway Hull               1     1        0,4   0,8      
Repair Drones                  
                  
JumpD  Size*3                3     3   1    7,3  16,5   21,8           0
ManœuvreD  Size*3            0         1    0,3   0,8                  0
PowerP  TL12:3*Size                    1    0,2   0,3    4,0           0
                  
Drop Tank Collar  17,3 dT    1     1   1    0,1   0,1      
Drop Tank         17,3 dT                         0,4      
Fuel, Power                  4   214   1    1,0        
Fuel Purification         24 h  24 h   1    1,2   0,1      
                  
Cockpit                      1         1    1,5   0,0      
    Holographic              1         1          0,0      
Comp         m/10 bis        2    10   1          0,2      
Backup Comp  m/5 bis fib     1     5   1          0,1      
Jump/3                                            0,3      
Astro-Mech Droid                                  1,0      
                  
Sensors  Basic                         1          
                  
Staterooms                 25%     8   2    8,0   1,0

Crew
Pilot/Commander
Optionally 1 or 2 Gunners
Optionally 1 Sensor Operator
AstroMech Droid can perform repairs and park the craft. The craft might even come when you whistle.


Power for craft systems and 15 for modules.


Modules include:
Combat: Fusion Barbette (HighTech, LongRange, HiYield), Fire Control/3, Power 15, MCr 12
PD: 2 PD single pulse laser turret (VAdv, Accurate), 3 dT fuel, Point Defence/2, Power 8, MCr 15
ECM: CM Suite, EnhancedSP, 1 Sensor Station, Power 3, MCr 13
Recon: MilSensor, EnhancedSP, 1 Sensor Station, Power 12, MCr 13
Assault: 8 seats in acceleration benches, Breaching Tube. MCr 3.
Missile Pod: Missile Barbette (HighTech,3*SizeRed), 25 missiles, Launch Control/3, Power 0, MCr 33 w missiles
Missile Pack: Missile Barbette (HighTech,3*SizeRed), 25 missiles, Power 0, MCr 17 w missiles
 
Ah, interesting, I was looking at the other end, using a multiple section build to make a prototype jump 7.
 
Concept polished:
The modular, breakaway, drop tank jump fighter system. The system consist of a modular fighter section, a jump section, and a drop tank with the jump fuel. The fighter and jump sections can only jump together. Both the fuel in the drop tank and the reaction fuel in the fighter is used to jump. The fighter can use a small drop tank for extra reaction fuel. All sections are partially streamlined, jump section contains fuel purification.

The fighter section can also be used alone as a carrier fighter, or with a small drop tank as a planetary based fighter.

Modular Medium Fighter section with 5t module, MCr 27 without module. This is a regular carrier fighter.
M-Drive 9, Reaction drive 16 with 8 rounds of fuel (if we borrow 0.7 dT power plant fuel).
Basic module contains a long range fusion barbette.
Armour 15, Hull 17
Power for craft systems and 15 for modules, also used to power jump drive in jump section.
Code:
TL 15                HullP 17                    26,988      
                         Desired  Rat  #  dTonn  Cost  Power  Hardp  Crew
Hull                                       35,5          7,1    
Config  Close Structure      4     4              3,2      
Hull strength  Reinforced    3     3            
Armour  Bonded Superdense   15    15        4,3   3,9      
Rad Shielding                1     1              0,9      

ManœuvreD VAdv,2*Size        9     9   1    2,6   6,4   32,0          0
PowerP    TL12:HiTech,3*Size           1    2,5   3,8   54,1          0
                  
Drop Tank Collar   4,5 dT    1     1   2    0,0   0,0      
Fuel, Power                  4    16   1    1,0        
                  
ReactionD HiTech,3*FuelEff  16    16   1   11,4   3,4                 0
Reaction Fuel  8,0 turns     1     1        7,3        
                  
Cockpit                      1         1    1,5   0,0      
    Holographic              1         1          0,0      
Comp         m/15            3    15   1          2,0      
Backup Comp  m/10 fib        2    10   1          0,4      
Evade/2           15                              2,0      
Point Defence/2   15                
FireControl/3     15                
LaunchCont/3      15                
                  
Sensors  Basic                         1          
                                    
Module                                 1    5,0         15,0    
                  

       
                  
                  
Gun Module  Fusion Barbette, advanced  1    5,0   6,0   15            1
            Fire Control/3                        6,0      
                                            5,0  12,0   15,0    
                  
                  
PD Module   Single Pulse Laser turret  2    2,0   3,0    8            2
            Fuel 3 turns               3    3,0        
            Point Defence/2                      12,0      
                                            5,0  15,0    8,0    
                  
                  
ECM Module  CM Suite                   1    2,0   4,0    1    
            Enhanced SP                1    2,0   8,0    2    
            Broad Spectrum EW                     0          
            Sensor Station             1    1,0   0,5                 1
                                            5,0  12,5    3,0    
                  
                  
Recon Module  Military Sensors         1    2,0   4,1    2    
              Enhanced SP              1    2,0   8,0    2    
              Sensor Station           1    1,0   0,5                 1
                                            5,0  12,6    4,0    
                  
Assault Module  Acceleration benches   8    2,0   0,0                 8
                Breaching Tube         1    3,0   3,0      
                                            5,0   3,0


Jump 3 Breakaway Section, MCr 18.6 + MCr 0.4 for drop tank.
25 dT, M-Drive 0, Hull 11, 14.5 dT drop tank.
J-3, M-4 with drop tanks and combined with a fighter section.
Power for life support only. Cannot jump without fighter section.
Contains all the breakaway connectors. Several jump sections can be stacked.
Code:
TL 15              HullP 11                       18,603       
                         Desired  Rat  #  dTonn  Cost  Power  Hardp  Crew
Hull                                       25,0          5,0    
Config  Close Structure      4     4              1,4      
Hull strength  Standard      2     2            
Breakaway Hull               1     1        1,2   2,4      
                  
JumpD      Budget:Late       3     3   1   10,6  12,0   22,5           0
ManœuvreD  Budget:EneIneff   0         1    0,2   0,3                  0
PowerP     TL12:3*Size                 1    0,2   0,4    5,0           0
                  
Drop Tank Collar  14,5 dT    1     1   1    0,1   0,1      
Drop Tank         14,5 dT                         0,4      
Fuel, Power                4 w   214   1    1,0        
Fuel Purification         24 h  24 h   1    1,1   0,1     all jump fuel 
                                                          even in fighter
Cockpit                      1         1    1,5   0,0      
    Holographic              1         1          0,0      
Comp         m/10 bis        2    10   1          0,2      
Backup Comp  m/5 bis fib     1     5   1          0,1      
Jump/3                                            0,3      
Astro-Mech Droid                                  1,0      
                  
Sensors  Basic                         1          
                  
Staterooms                 25%     8   2    8,0   1,0    
Storage                                     0,78


Jump 4 Breakaway Section, MCr 29.1 + MCr 0.9 for drop tank.
30 dT, M-Drive 0, Hull 13, 36.5 dT drop tank.
J-4, M-3 with drop tanks and combined with a fighter section.
Power for life support only. Cannot jump without fighter section.
Contains all the breakaway connectors. Several jump sections can be stacked.
Code:
TL 15              HullP 13                       29,116       
                         Desired  Rat  #  dTonn  Cost  Power  Hardp  Crew
Hull                                       30,0          6,0    
Config  Close Structure      4     4              1,7      
Hull strength  Standard      2     2            
Breakaway Hull               1     1        1,3   2,6      
                  
JumpD      Budget:Late       4     4   1   15,2  17,1   40,8           0
ManœuvreD  Budget:EneIneff   0         1    0,3   0,5                  0
PowerP     TL12:3*Size                 1    0,3   0,4    6,0           0
                  
Drop Tank Collar  36,5 dT    1     1   1    0,1   0,1      
Drop Tank         36,5 dT                         0,9      
Fuel, Power                4 w   214   1    1,0        
Fuel Purification         24 h  24 h   1    2,2   0,1     all jump fuel 
                                                          even in fighter
Cockpit                      1         1    1,5   0,0      
    Holographic              1         1          0,0      
Comp         m/15 bis        3    15   1          3,0      
Backup Comp  m/10 bis fib    2    10   1          0,3      
Jump/4                                            0,4      
Astro-Mech Droid                                  1,0      
                  
Sensors  Basic                         1          
                  
Staterooms                 25%     8   2    8,0   1,0    
Storage                                     0,04



The uncommon courier version:
Jump 6 Breakaway Section, MCr 91.7 + MCr 4 for drop tank.
75 dT, M-Drive 0, Hull 33, 158.5 dT drop tank.
J-6, M-1 with drop tanks and combined with a fighter section.
Power for J-4 without fighter section.
Contains all the breakaway connectors.
Code:
TL 15              HullP 33                       91,677       
                         Desired  Rat  #  dTonn  Cost  Power  Hardp  Crew
Hull                                       75,0         15,0    
Config  Close Structure      4     4              4,1      
Hull strength  Standard      2     2            
Breakaway Hull               1     1        2,2   4,4      
                  
JumpD      Budget:Late       6     6   1   45,3  51,0  161,4           1
ManœuvreD  Budget:EneIneff   0         1    1,2   1,8                  0
PowerP     TL12:3*Size                 1    5,0   7,5  107,3           0
                  
Drop Tank Collar 158,5 dT    1     1   1    0,6   0,3      
Drop Tank        158,5 dT                         4,0      
Fuel, Power                4 w   214   1    1,0        
Fuel Purification         24 h  24 h   1    8,3   0,4     all jump fuel 
                                                          even in fighter
Small Bridge                 1         1    3,0   0,2      
    Holographic              1         1          0,0      
Comp         m/25 bis        5    25   1         15,0      
Backup Comp  m/10 bis fib    2    10   1          0,3      
Jump/6                                            0,6      
Astro-Mech Droid                                  1,0      
                  
Sensors  Basic                         1          
                  
Staterooms                 25%     8   2    8,0   1,0    
Storage                                     0,34



Crew
Pilot/Commander
Optionally 1 or 2 Gunners
Optionally 1 Sensor Operator
AstroMech Droid can perform repairs and park the craft. The craft might even come when you whistle.


Fighter Modules include:
Combat: Fusion Barbette (HighTech, LongRange, HiYield), Fire Control/3, Power 15, MCr 12
PD: 2 PD single pulse laser turret (VAdv, Accurate), 3 dT fuel, Point Defence/2, Power 8, MCr 15
ECM: CM Suite, EnhancedSP, 1 Sensor Station, Power 3, MCr 13
Recon: MilSensor, EnhancedSP, 1 Sensor Station, Power 12, MCr 13
Assault: 8 seats in acceleration benches, Breaching Tube. MCr 3.
Missile Pod: Missile Barbette (HighTech,3*SizeRed), 25 missiles, Launch Control/3, Power 0, MCr 33 w missiles
Missile Pack: Missile Barbette (HighTech,3*SizeRed), 25 missiles, Power 0, MCr 17 w missiles
 
The courier version I preferred to do as a drone with multiple Jump 6 drop tanks so it could fly as the crow does, so to speak. I figured the stock size for that would be the 2x jump 6, but could obviously be like a star fish with multiple tanks.

That and the drone would also work with a prototype Jump 7 engine in there for special versions.
 
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