I'll put playtest ships up here in a dedicated thread as this will be on going. I'll have a 3rd design at this 100K point for reference later on.
Okay, so here we have in the blue corner the Hades 1000,000 ton battle cruiser (Jump 4, Particle E) and in the red corner 3 Komodo battle riders (<10k tons, Particle E) along with for general reference the Roc Jump 4 carrier.
I’ve put up a 100,000 ton build, as the battle cruiser has a more complete weapon suite and people will have a chance to use more things if they want. Once we get down into true cruiser size, serious compromises need to be made. But I will return to the smaller designs.
What is not in the build:
Point Defence: these are still a work in progress
Armoured bulkheads : I’m not familiar enough yet with the critical hit results to consider how best to devote resources here. It’s something I hope will come out of the exercise. Besides, often offense is the best defence.
A very important point in the design is that the Virtual Gunner bandwidth is NOT enough to manage all the turret weapons simultaneously, this needs to be worked through. The barbettes do have dedicated gunners. If you’re reading this Matt, the issue with this is that without the barrage rules of 1st Ed, the current gunner requirements are very high at 2 / turret, which really mounts up at an additional 4 tons/turret, and then with the big ships the bandwidth on a 100 core max is also capping out. You can’t just say, throw in more bays, there isn’t the tonnage free.
Costs still need a proof read, but wanted to get the guts up
Okay, so here we have in the blue corner the Hades 1000,000 ton battle cruiser (Jump 4, Particle E) and in the red corner 3 Komodo battle riders (<10k tons, Particle E) along with for general reference the Roc Jump 4 carrier.
I’ve put up a 100,000 ton build, as the battle cruiser has a more complete weapon suite and people will have a chance to use more things if they want. Once we get down into true cruiser size, serious compromises need to be made. But I will return to the smaller designs.
What is not in the build:
Point Defence: these are still a work in progress
Armoured bulkheads : I’m not familiar enough yet with the critical hit results to consider how best to devote resources here. It’s something I hope will come out of the exercise. Besides, often offense is the best defence.
A very important point in the design is that the Virtual Gunner bandwidth is NOT enough to manage all the turret weapons simultaneously, this needs to be worked through. The barbettes do have dedicated gunners. If you’re reading this Matt, the issue with this is that without the barrage rules of 1st Ed, the current gunner requirements are very high at 2 / turret, which really mounts up at an additional 4 tons/turret, and then with the big ships the bandwidth on a 100 core max is also capping out. You can’t just say, throw in more bays, there isn’t the tonnage free.
Costs still need a proof read, but wanted to get the guts up
