Hello BP,
Thank you very much for taking the time out from your victory celebrations to answer my enquiries.
BP said:
It can - but only if the DM's overcome the armour (effect applies as DM) - skill DMs can be very important in overcoming superior forces (rationalizing that skill (character/computer) would imply better targeting of vulnerable systems).
Given your design, I think we are in agreement that armour is good, and armour 8 always negates radiation hit except for meson guns, more on that later.
I do not think that skill is required to get the radiation as my reading of "Special Attacks" section on page 149 of Core Rulebook is "in addition to any other damage" implying 0 or more hits from the weapon. I do not see how skill effects the amount of damage done, other than in more weapons hit or miss, and I do not see how skill or computer effects the Radiation Damage Column of Crew hits on page 151. I could though be missing something, as I find something new in this section every time I read it.
BP said:
Since Mesons decay inside and bypass armour completely, I felt compelled to add an expensive and space consuming Meson Screen to the Big Shots. Without this I would have loaded up with Particle Beam Barbettes (which probably would have made the tourney a bit shorter

) - but if my opponent had gone the Meson gun route the Big Shots would have been very vulnerable to crew losses.
I agree Meson Guns are scary at Tech Level 11 or above (High Yield at TL 12), not sure 800ton ships have enough room form meson screens in BCD, and a decent punch IMO. 60 MCR/50 ton for the screen or 50 MCr/51 tons for a meson gun bay of my own - "do unto others ... etc". Certainly not going to take away from your victory (technically I think this makes you the MGT BCS champion 2010 at the moment), but I think you would have got more particle barbettes in on a 1600 ton hull (purely because you paid 120MCr, and 100 tons by having 2 ships). This is what I was working on and trying to work out how to counter Meson Guns. Failed to get my squadron of 1 ship in, like to think it was just the Meson Guns, but I expect real life - as it often does - got in the way. My bad.
I agree on 800 ton frames Meson Screens seem very expensive and heavy, I understand your need to put them on. I also wonder if they are worth the money/weight?. Unlike Nuclear Dampers, or Armour 8 they do not remove the automatic critical hit from a Meson Gun, which does not subtract armour, almost certainly a -1DM for the character or characters effected. Worst still, a 50ton Meson Gun bay is 5d6 damage, the screen only reduces it by 2d6. 5d6 average is 17, 2d6 average is 7. Thats 10 damage so average a double hit. How do you defend against that? My conclusion was Reinforced Hull and Structure, and having a Meson Gun bay myself - hence bigger ship.
BP said:
smiths121 said:
Damage Control seems powerful in the core rules, ...
Well, there are limits - and, in this tourney, I'm not sure the crew position limitations were accounted for (see Core pg 150 and 146). Damage control requires
dedicated crew during a turn and/or repair drones. So it is not unlimited per turn. (My design traded off repair drones and CPU costs for this reason).
OK, not sure I see the limits. The only compulsory position is Pilot, and there is no limit to numbers on damage control. If you use the Full column on Crew Requirements page 113, you have 2 pilots spare to start with. There is one spare gunner per turret as well. That is a lot of spare people to run around patching up holes and kicking systems till they work.
BP said:
smiths121 said:
...repairs those hull hits, what y? going to do - don the Vacc Suit and start welding outside? I reckon damage control should be internal only.
During combat, things aren't generally repaired...
Re-read totally agree, Hull and Structure not repaired or jury-rigged in combat they are your clock from alive to dead in combat. Thank you for trying to back up my comment about getting in the vacc suit to go and repair the hull during combat, you found the rules to allow it. I think on most ships we would not find the volunteers.

(but sir, they are shooting at us).
BP said:
Additionally, pg 143 only refers to damaged systems when jury rigging. Looking at Space Combat Damage - based on hits (after armoured bulkheads are gone) systems are damaged, disabled or destroyed. Interpretting this to mean that only damaged systems can be jury-rigged, others would require repair or replacement.
I have to disagree with you here. I think the word "damaged" is used in different context in damage control and damage to systems. The M-Drive hit does not have a disabled state, 2nd hit is -50% thrust rather than disabled, can it be repaired after 2 hits Mechanic checks are per system, and the effects table allows up to 3 hits (the max a system can take in combat before structure or hull hits are hit instead) to be jury rigged (Repair Damaged System page 150 Core rulebook).
I see jury-rig as getting the last remains out of a dead system during combat. After the combat, strategic rules determine if it needs replacing, whether it can be jury rigged long enough to jump and get the ship home.
Looking at your design, your interpretation of the repair rules made you take back up systems which effected the number of decent guns you could mount.
I think we agree on a lot, and have different interpretation on other area. I think the section in the core rulebook is quite vague allowing different interpretations, a poor thing for tournament squadron play, but an excellent thing for a GM, suicidal players and the re-occurring pirate enemy or some such, always good to be able to "interpret" on the fly.