AnotherDilbert said:That standard was yet to be defined.Moppy said:If 1980 kinuinir was designed as a CT warship, she would have J4 and 6G.
To make a usable warship it would need:
A big fat computer (m/9)
A weapon that can actually hurt another warship (missile bay)
Defences to make it survivable (Agility, Armour, Damper, Meson Screen)
Mobility (J-4 is nice)
Of course we can't fit all of that to such a small hull even at TL-15, but we can come close if we skip the screens.
The Kinunir as built, without either noticeable weapons or defences, is laughable as a warship. I agree it makes more sense as a marine transport.
I agree in roleplay terms.
Mechanically in HG 1980 vs supplement 9 ships, low agility and massed small batteries are OK but you must have a model/9 computer. A HG2 wargame fleet that ignored roleplay would be something like a few ships under 20K dtons with spinals and nothing much else, and a majority of ships just 1-10K dtons with the max number of weapon batteries, max armor, damper and a token meson screen. You need a small number of missile-9 to deal with heavy fighters. That's the one unit in all of supplement 9 that actually works, and even then they built it wrong (needs and can fit bigger computer).
A factor-9 weapon would insta-kill anything indigenous (type-T take 5 automatic criticals!) but even a Kinunir could handle it with rad damage from nukes and particles. Any crew hit on High Guard table is basically a win, and a Kinunir's got a damper. The particle barbette on the Fiery/Gazelle is as close to genius as supplement 9 gets (i.e. not very close).
edit: I don't remember if Type-T is armored but I assume not as it's a Book 2 design. If it is, obviously, it takes less criticals.