In fairness, I'm not sure the exact thrust matters. It's more than a Halaheike-class either way, and the Imperials in that scenario were the defenders - so all they need to do is hold station on the freighters or push out one or two range bands if they want to try and get a low-range-penalty shot at the fighters as they close.
That does raise a question about mixed groups, though, with tonnage on both sides of the dividing lines, and is probably an argument when setting up scenarios for not creating groups of varying tonnage ships.
(I know in this case it doesn't matter as even a DDE is small enough to be 'hard-to-hit' with a bay mount)
I shall have to dig out my old copy of 1st edition Trillion Credit Squadron, if people are interested in a few random other scenarios. It had quite a few scenarios, environments and rules for generating fleet parameters.
[....off-camera rustling noise]
The default fleet rules, I see, were:
~ A maximum of TL-13
~ All ships must be capable of Jump-3 (or have an assigned bay or docking clamp on a ship that is)
~ All ships must be capable of 1G Thrust
~ Refuelling capability is not required (friendly TankRons are assumed to be available)
Costs include:
~ A 1% surcharge on the First-Of-Class as the Architect's Fee
~ A 10% discount for Standard Designs (i.e. a published drawn from High Guard, High Guard: Aslan, Ships of the Reach, or similar)
~ Small Craft
Costs do not include:
~ Fuel
~ Crew Salaries
~ Ammunition*
The 'tiers' of fleet were
MCr 1000 - Patrol
MCr 10,000 - Squadron
MCr 100,000 - Flotilla
MCr 1,000,000 - Fleet
* As per previous discussion, I'm not sure about this one
Indeed. Missed it because it's in with the weapons rules, not the attack rules - apologies.It's repeated on p90, it's definitely part of the Fleet system.
That does raise a question about mixed groups, though, with tonnage on both sides of the dividing lines, and is probably an argument when setting up scenarios for not creating groups of varying tonnage ships.
(I know in this case it doesn't matter as even a DDE is small enough to be 'hard-to-hit' with a bay mount)
I shall have to dig out my old copy of 1st edition Trillion Credit Squadron, if people are interested in a few random other scenarios. It had quite a few scenarios, environments and rules for generating fleet parameters.
[....off-camera rustling noise]
The default fleet rules, I see, were:
~ A maximum of TL-13
~ All ships must be capable of Jump-3 (or have an assigned bay or docking clamp on a ship that is)
~ All ships must be capable of 1G Thrust
~ Refuelling capability is not required (friendly TankRons are assumed to be available)
Costs include:
~ A 1% surcharge on the First-Of-Class as the Architect's Fee
~ A 10% discount for Standard Designs (i.e. a published drawn from High Guard, High Guard: Aslan, Ships of the Reach, or similar)
~ Small Craft
Costs do not include:
~ Fuel
~ Crew Salaries
~ Ammunition*
The 'tiers' of fleet were
MCr 1000 - Patrol
MCr 10,000 - Squadron
MCr 100,000 - Flotilla
MCr 1,000,000 - Fleet
* As per previous discussion, I'm not sure about this one