Fighters!Fighters!Fighters!

The courier section is clearly inefficient, I just wanted to see how much more expensive than the J-4 version it would be.

After dropping one tank you quickly get into diminishing returns. One J-6 tank to drop, and one J-6 tank permanent is probably optimal, unless you really, really want to travel 13 - 14 parsec without refuelling.
 
AnotherDilbert said:
The courier section is clearly inefficient, I just wanted to see how much more expensive than the J-4 version it would be.

After dropping one tank you quickly get into diminishing returns. One J-6 tank to drop, and one J-6 tank permanent is probably optimal, unless you really, really want to travel 13 - 14 parsec without refuelling.
Yep, the Emperor's private mail bag or similar :)
 
So I've had this concept for an intruder carrier for the Corsair/Privateer designs I put up earlier. Something I really like, where this ship (ultra-elite) and the light cruiser with the multi-mission capability are where I like to think of Traveller and High Guard meeting. The kind of ship where Travellers would run missions from, have support from on high and could be based out of on an ongoing campaign, as different from your standard game smaller ship.

I wanted to put this up also as another idea of where drop tanks might be used. Not so much in this case where the Black Widow would typically use drop tanks in a more conventional way, but the concept where a ship size is pushed up above the spinal to hit limit but could drop the tanks to try to save its life. In this case where the intruder carrier is afraid of meeting a light patrolling cruiser or system defence boat.

24nmqdk.png


Still mulling over dropping one of the pocket riders and having more marines and miscellaneous support for more roles.
 
Since it basically is a carrier relying on stealth, I would suggest skipping the armour. That would give you more space for marines, more small craft, and more riders.
 
AnotherDilbert said:
Since it basically is a carrier relying on stealth, I would suggest skipping the armour. That would give you more space for marines, more small craft, and more riders.
Ummm... not entirely sure. I was thinking of making it streamlined so that at need it could still get down and dirty. And with the reentry capsules and what not I'm sure there will be some nastiness coming its way at some point or another. I think there'd be two versions of it. One the pure stealth carrier i.e. jump in and let the attached ships do the rest, and ones like this which will be partially active or have the option to be. It'll be able to go in and play rescuer at need.
 
OK, my prejudice is leaking through. I see carriers as mobile bases, not combat ships in themselves.

I saw the scenario of the Black Widow sneaking into a system, hiding in a convenient asteroid belt or discreet moon, serving as a hidden base for the riders and intruders. You could let you carried craft prey upon small merchants, orbital facilities, and deep space industrial activities. Perhaps cooperating with someone in the system...

Stealth, intrigue, pirates, all in one... A Deepness in the Sky, if you like.
 
AnotherDilbert said:
OK, my prejudice is leaking through. I see carriers as mobile bases, not combat ships in themselves.

I saw the scenario of the Black Widow sneaking into a system, hiding in a convenient asteroid belt or discreet moon, serving as a hidden base for the riders and intruders. You could let you carried craft prey upon small merchants, orbital facilities, and deep space industrial activities. Perhaps cooperating with someone in the system...

Stealth, intrigue, pirates, all in one... A Deepness in the Sky, if you like.
That's where I was coming from. I just want to have the opportunity to survive a blockade run as well if required when the must retrieve agent has been sprung!
 
Had to work against my own prejudices, in that I hate leaving hull points and hardpoints behind. Still the central command location has a fair bit going for it as a carrier, and even more so, I like the black ops rider!

So here's the Black Widow Intruder Carrier Mk II

2liiy9u.png



Which now gets to lug along one of these as well:
715hyw.png


And we can swap out the open combat 225 tonners for one of these:
skx1fb.png


This set up of course gets the best of the best in terms of what I call the bow chaser range of sensor drones:
34gwrk4.png
 
Given the ground assault direction of the above I also looked at an aerofin fighter but didn't like the 35 ton version and might prefer this:

2vx4sjq.jpg
 
Small Modular Drone Fighter
Can be armed with missiles, fusion gun, or plasma-pulse gun, as needed.
The missile module holds 4 missiles in missile rack and another 2 in magazine.
Total cost is MCr 3,65[drone] + 2,3[fusion gun] + 0,85[Missile rack] + 4[carrier] ≈ MCr 11

TL15, 3.5 dT, Hull 1, MCr 3,65
Code:
TL 15            Hull 1                                  3,641      
                         Desired  ∆TL  Rat   #   dTonn    Cost   Power  FirmP
Hull                                              3,50            0,70     1
Config    Standard            1         1                0,138        
Hull strength    Light        1         1                    
Armour    Bonded Superdense  15        15         0,42   0,165        
Reflec                        1         1                0,350        

ManœuvreD  Very Advanced      9    2    9    1    0,32   0,788    1,58    
ReactionD  High Technology   16    3   16    1    1,12   0,336        
PowerP     High Technology         3         1    0,44   0,660    9,43    
Fuel, Power                   4        91    1    1,00            
Reaction Fuel    10,0 turns                       0,04            
                                    
Comp           m/10           2        10    1           0,160        
Backup Comp    m/5 fib        1         5    1           0,045       
Software Virtual Crew/0                                  1,000
Sensors    Basic                             1                
                                    
Module: Weapon                1              1    0,17            7,50     1




Fusion Module Fusion Gun (Energy Efficient)  1           2,20     6        1    
              Fixed Mount                    1           0,10            
                                                         2,30     6,0        
                                        
Plasma Module Plasma-pulse Gun (Long Range)  1           3,75     7,5      1    
              Fixed Mount                    1           0,10            
                                                         3,85     7,5        
                                        
Missile Module Missile Rack                  1           0,75              1    
               Fixed Mount                   1           0,10            
               Missile Magazine              2    0,17                
                                                  0,17   0,85
 
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