With conversations about missiles, I thought I might revisit my old SLAM concept.. http://forum.mongoosepublishing.com/viewtopic.php?t=46124
"Spinward Ordnance’s Self-contained Launcher and Magazine (SLAM) missile pods are an unusual way of adding some teeth to the opening punch from medium and light-weight SDBs. They are most commonly used by system navies with reasonable budgets but limited shipyard capacity, as they provide a surprisingly cost-effective means of up-gunning small vessels in defensive engagements, and SLAM pods are built under license in several systems. By comparison, they do not normally see use with subsector navies or the Imperial fleet because of their impact on the fuel requirements of extended manoeuvres and jumps, and the fact that larger ships can incorporate internal weapons mountings of the same size with ease."
So - a disposable missile pod. Given that missiles are scary as heck now, how cost-effective and flexible can a missile pod be made?
~ Well, the logical starting point is a small missile bay. 50 dTons buys you one.
~ Given the new firmpoint/hardpoint rules, we need to fix it to a 100 dTon hull to be able to fire it at full range.
~ 1 Turn of 1G Thrust is more than sufficient to clear the launching ship, align the launcher and start shooting. A reaction thruster capable of doing so is 2 dTons and requires a further 0.25 dTons of fuel.
~ Since the pod will only ever be firing at an identified target, not finding them itself, basic sensors are fine.
~ TL10 Virtual Crew and a TL7 Computer/5 to run it on gives a virtual pilot, gunner and sensor operator. All skill/0 but it's not like they actually need to make any checks.
~ The basic systems, sensors and missile bay require a total of 25 power to run. Running them for 15 rounds (3 to unclamp plus 12 rounds of firing) requires 9.375 dTons of TL10 High Efficiency Batteries.
~ That's a total of 58.5 dTons all-up. With about 40 dTons remaining, 30 can be spent on a Type IV and a Type III docking clamp, allowing the pod to clamp itself onto any ship from 100 dTons up to 2000 dTons - and, crucially, for a pod to clamp itself onto another pod, allowing you to daisy-chain a whole bunch onto a single ship. With ruinous effects on that ship's acceleration, obviously.
100 dTon, Standard Hull (MCr 5)
TL7 Small Missile Bay (MCr 12)
TL7 Computer/5 (MCr 0.03)
TL10 Virtual Crew (MCr 1)
TL8 Basic Sensors (MCr 0)
TL7 Reaction-1 (MCr 4)
1 Turn's Fuel @ 1G
TL10 High Efficiency Batteries - 375 Power - (MCr 0.9375)
Type IV Docking Clamp (MCr 4)
Type III Docking Clamp (MCr 2)
Total - MCr 28.655 plus ammunition load & reaction fuel (144 standard missiles would cost MCr 36)
You could shave the odd credit here or there - since you can't shoot whilst unclamping, technically you only need to run general systems for those three turns, saving 15 power, which drops the cost of the battery pack, the reaction thruster could be upgraded to a TL8 budget version that's slightly less fuel efficient, and a TL12 Specialised Computer/3 can actually run the Virtual Crew off what's essentially a commercial laptop. All told, that saves about Cr 466,000 which is not trivial.
The biggest savings would be using a TL8 budget version of the missile bay, which would save MCr 1.2 at a stroke, but would mean you'd need to increase rather than decrease the size of the battery pack. You still save money overall, taking the whole cost down to about MCr 27.34. Also, since this is essentially a 'throw-away' weapon, there is an argument for building it with minimal structural strength. Non-gravity, dispersed, lightweight structure saves (proportionally) a huge amount of money, at a cost of leaving it with 1/4 the hit points.
100 dTon, Light, Dispersed, Non-Gravity Hull (MCr 0.9375)
TL8 Budget Small Missile Bay (Energy Inefficient) (MCr 10.8)
TL12 Specialist (+2) Computer/3 (MCr 0.0015)
TL10 Virtual Crew (MCr 1)
TL8 Basic Sensors (MCr 0)
TL8 Budget Reaction-1 (Fuel Inefficient) (MCr 3.6)
1 Turn's Fuel @ 1G
TL10 High Efficiency Batteries - 378 Power - (MCr 0.945)
Type IV Docking Clamp (MCr 4)
Type III Docking Clamp (MCr 2)
Final cost is a mere MCr 23.284
Remarkably, a torpedo pod is even cheaper - since the torpedo bay is only MCr 3, and it's less power-hungry to boot
100 dTon, Light, Dispersed, Non-Gravity Hull (MCr 0.9375)
TL8 Budget Torpedo Bay (Energy Inefficient) (MCr 2.7)
TL12 Specialist (+2) Computer/3 (MCr 0.0015)
TL10 Virtual Crew (MCr 1)
TL8 Basic Sensors (MCr 0)
TL8 Budget Reaction-1 (Fuel Inefficient) (MCr 3.6)
1 Turn's Fuel @ 1G
TL10 High Efficiency Batteries - 320 Power - (MCr 0.8)
Type IV Docking Clamp (MCr 4)
Type III Docking Clamp (MCr 2)
Total cost of MCr 15.039 plus ammunition
"Spinward Ordnance’s Self-contained Launcher and Magazine (SLAM) missile pods are an unusual way of adding some teeth to the opening punch from medium and light-weight SDBs. They are most commonly used by system navies with reasonable budgets but limited shipyard capacity, as they provide a surprisingly cost-effective means of up-gunning small vessels in defensive engagements, and SLAM pods are built under license in several systems. By comparison, they do not normally see use with subsector navies or the Imperial fleet because of their impact on the fuel requirements of extended manoeuvres and jumps, and the fact that larger ships can incorporate internal weapons mountings of the same size with ease."
So - a disposable missile pod. Given that missiles are scary as heck now, how cost-effective and flexible can a missile pod be made?
~ Well, the logical starting point is a small missile bay. 50 dTons buys you one.
~ Given the new firmpoint/hardpoint rules, we need to fix it to a 100 dTon hull to be able to fire it at full range.
~ 1 Turn of 1G Thrust is more than sufficient to clear the launching ship, align the launcher and start shooting. A reaction thruster capable of doing so is 2 dTons and requires a further 0.25 dTons of fuel.
~ Since the pod will only ever be firing at an identified target, not finding them itself, basic sensors are fine.
~ TL10 Virtual Crew and a TL7 Computer/5 to run it on gives a virtual pilot, gunner and sensor operator. All skill/0 but it's not like they actually need to make any checks.
~ The basic systems, sensors and missile bay require a total of 25 power to run. Running them for 15 rounds (3 to unclamp plus 12 rounds of firing) requires 9.375 dTons of TL10 High Efficiency Batteries.
~ That's a total of 58.5 dTons all-up. With about 40 dTons remaining, 30 can be spent on a Type IV and a Type III docking clamp, allowing the pod to clamp itself onto any ship from 100 dTons up to 2000 dTons - and, crucially, for a pod to clamp itself onto another pod, allowing you to daisy-chain a whole bunch onto a single ship. With ruinous effects on that ship's acceleration, obviously.
100 dTon, Standard Hull (MCr 5)
TL7 Small Missile Bay (MCr 12)
TL7 Computer/5 (MCr 0.03)
TL10 Virtual Crew (MCr 1)
TL8 Basic Sensors (MCr 0)
TL7 Reaction-1 (MCr 4)
1 Turn's Fuel @ 1G
TL10 High Efficiency Batteries - 375 Power - (MCr 0.9375)
Type IV Docking Clamp (MCr 4)
Type III Docking Clamp (MCr 2)
Total - MCr 28.655 plus ammunition load & reaction fuel (144 standard missiles would cost MCr 36)
You could shave the odd credit here or there - since you can't shoot whilst unclamping, technically you only need to run general systems for those three turns, saving 15 power, which drops the cost of the battery pack, the reaction thruster could be upgraded to a TL8 budget version that's slightly less fuel efficient, and a TL12 Specialised Computer/3 can actually run the Virtual Crew off what's essentially a commercial laptop. All told, that saves about Cr 466,000 which is not trivial.
The biggest savings would be using a TL8 budget version of the missile bay, which would save MCr 1.2 at a stroke, but would mean you'd need to increase rather than decrease the size of the battery pack. You still save money overall, taking the whole cost down to about MCr 27.34. Also, since this is essentially a 'throw-away' weapon, there is an argument for building it with minimal structural strength. Non-gravity, dispersed, lightweight structure saves (proportionally) a huge amount of money, at a cost of leaving it with 1/4 the hit points.
100 dTon, Light, Dispersed, Non-Gravity Hull (MCr 0.9375)
TL8 Budget Small Missile Bay (Energy Inefficient) (MCr 10.8)
TL12 Specialist (+2) Computer/3 (MCr 0.0015)
TL10 Virtual Crew (MCr 1)
TL8 Basic Sensors (MCr 0)
TL8 Budget Reaction-1 (Fuel Inefficient) (MCr 3.6)
1 Turn's Fuel @ 1G
TL10 High Efficiency Batteries - 378 Power - (MCr 0.945)
Type IV Docking Clamp (MCr 4)
Type III Docking Clamp (MCr 2)
Final cost is a mere MCr 23.284
Remarkably, a torpedo pod is even cheaper - since the torpedo bay is only MCr 3, and it's less power-hungry to boot
100 dTon, Light, Dispersed, Non-Gravity Hull (MCr 0.9375)
TL8 Budget Torpedo Bay (Energy Inefficient) (MCr 2.7)
TL12 Specialist (+2) Computer/3 (MCr 0.0015)
TL10 Virtual Crew (MCr 1)
TL8 Basic Sensors (MCr 0)
TL8 Budget Reaction-1 (Fuel Inefficient) (MCr 3.6)
1 Turn's Fuel @ 1G
TL10 High Efficiency Batteries - 320 Power - (MCr 0.8)
Type IV Docking Clamp (MCr 4)
Type III Docking Clamp (MCr 2)
Total cost of MCr 15.039 plus ammunition