Condottiere
Emperor Mongoose
I think they have to be licensed, in order to dock at an Imperium starport.
Depending on which version of M-drive you're using, the ship on its own is also a WMD (either as a high sublight kinetic weapon or by hovering over a target). But if you follow that chain of reasoning, you don't get independent merchants, you get starship captains picked and trained like ballistic missile submarine captains.REGULAR ship weapons are WMDs, even lasers, against civilian targets.
Is it economical to carry around an oversized power plant for the laser you never use? For the price of that extra power plant you could pay for a lot of missiles.It’s not economically feasible for merchantmen to use disposable weapons. Missiles are for naval forces.
A starship is in itself a weapon of mass destruction. A single beam laser on the ground is a weapon off mass destruction.But than you get the whole WMD issue as well as the tonnage the mines take up. Though I will admit it’s harder to tell you have mines aboard since there doesn’t seem to be a mine rack system
The difference is the nuke is a one off, the energy weapon can be fired every combat turn until the power runs out. A month of non stop ship scale energy weapon or laser into a civilian area...Kind of late if you’re doing an inspection after the ship could dock. It’s just common sense to be worried about a MERCHANT SHIP with missile racks that make no sense on such a ship. All energy weapons on a ship have a blast of 10 that’s far smaller than the area of damage that a nuclear missile can produce. It’s just common sense which like I said before is why you never see a freighter with missile weapons in the real world at least not a legitimate one.
Not sure how you are getting up to DM+9. I made it beam+4, Gunner+1 and Short+1. If the pirate is big enough to be giving +3 size modifiers then turret criticals won't affect it.If you have a beam laser that only does 1D+2 damage to a ship close enough to board you then you have absolutely not paid for someone with the gunner skill. Even with a skill of 1, no dex DM, no weapon mods and no fire control software the roll should be made at +9, meaning the worst roll will be doing 1D+5. A roll of 5 or more is doing increasingly expensive criticals. A good gunner with an average roll at adjacent range will just instantly turn off your sensors or destroy every weapon you have, all but ending the fight.
Missiles? Not so much.
There are plenty of options but I was going for the basics: the pilot should use his manuevre point to skill chain and the sensor operator should get a sensor lock. You have +6. I assumed a basic +1 for the skill chain (and the sensor lock gives +2), which gives +9. Obviously, that could be +11 but I went for the basics.Not sure how you are getting up to DM+9. I made it beam+4, Gunner+1 and Short+1. If the pirate is big enough to be giving +3 size modifiers then turret criticals won't affect it.
If you have a triple beam turret pirates are not going to try to board until they have knocked it out. If you can get criticals then they can get more as they will have good gunners, fire control software etc.
Beam lasers are great for the +4 but a hunter is going to be using pulse lasers as they can stand off. It doesn't matter if you get a +2 advantage over them if you cannot reach them. You will need a lot of thrust to be able to close the gap if they decide to keep you at arms length. Even more if you are replying on getting to short range or less to get your criticals.
Against a credible pirate a single triple turret is just going to annoy them enough to trash your ship and sift through the wreckage. The outcome will be the same if you fired your triple missile launcher at them, but at least you can do that from further away.
The vanity laser costs you the same as a triple missile launcher per month (once you take in the cost of the Gunners minimum wage) but it requires you to forgo the cargo. A single missile turret is far cheaper (and still gets DM+1 on the attack roll).
If you take Long Range or Advanced missiles the extra cost is not significant but it significantly reduces the time to target and at Pulse Laser range prevents ECM as they arrive before the Action Step. The trade between extra damage for Advanced missiles or being able to get extra missiles on target at distant with Long-Range missiles will determine which you choose, but Advanced missiles are probably the better bet since you don't want to be shooting at people at Distant range if you can run instead.
If you never intend firing the weapons then the missiles are a better bet. A single missile is plenty and costs you under Cr3500 per month for your fig leaf.
Ok. In that case why would they move to the range where you get all those DMs or can even attack at all? You won't get to fire as they will stay out of the way. Pulse (or missile) beats beam.There are plenty of options but I was going for the basics: the pilot should use his manuevre point to skill chain and the sensor operator should get a sensor lock. You have +6. I assumed a basic +1 for the skill chain (and the sensor lock gives +2), which gives +9. Obviously, that could be +11 but I went for the basics.
Even on a merchant ship a beam laser will not just "annoy" pirates. Even just +9 - which assumes a pretty basic gunner - an average roll is doing 1d+10 damage and a level three critical. If that is a hit on the jump drive - one of the more common results - that's a destroyed jump drive: millions of credits of damage to replace, and no escape when the like SDB burns out to get you.
There is a better than one-in-four chance of that being a level 5 or 6 critical: computer destroyed, jump drive destroyed, all cargo destroyed, or power reduced to zero etc (plus all of the lower-tier effects for whatever system is hit.)
Missiles can also critical. A volley of 3 is adding DM+3 to the roll. Sure they aren't getting the +6 for gunner, weapon and short range, but they get all the other DMs. So they are only getting -3 effect compared to the the equivalent ship armed with a beam weapon and as you say that is plenty.Now it's possible to say "well they might be very unlucky and roll four, or the pilot might fail their roll, and they might not get a critical, and only do 1d+7 damage". Sure: nobody is saying that the beam laser in the hands of a mediocre gunner and crew is a guaranteed win. And a sandcaster might get a very lucky roll and block all the damage (unlikely on a crit doing up to 1d+13, but you never know!) But it is far more likely to do hideous amounts of expensive damage than a missile launcher, especially if the pirates had even a mediocre gunner on board as well, and there is very little risk of a triple missile launcher ending the fight and mission-killing (or even outright killing, if they get runaway on hull damage) the pirate with its first shot.
My assumption is that petty piracy is not attacking an armed ship. If you cant afford your payments you can't afford repairs either. If you have beam lasers then you can sell them to raise capital.I also take huge issue with your presumption that the pirates "will have good gunners." We are told all over the place in the sources that pirates are usually hard luck stories, like desperate traders who are behind on their payments and driven to petty piracy as a last resort.