baithammer said:
Smaller cheaper fighters will be more numerous fighters, getting a bonus on the dogfight roll, so they will win the dogfight, hence disallowing you to fire.
And far less effective then the fighters I've provided and the lighter fighters will only have a +1 roll advantage against the 70-90t designs. ( And since the preddesigns only use a max thrust 9 there is no bonus for them here either.)
Less effective per fighter, but more effective per MCr. They do not even need extra agility, they get a DM+1 for each extra craft in the dogfight, so in a 1 vs 10 fight they get +9, and almost always win the dogfight, negating any fixed lasers the expensive fighters may have.
baithammer said:
You can use both M-drives and R-drives. M-drives for endurance, and R-drives for a bit of extra push for a short time, like an afterburner. There is not hard limit at 9 G.
The limit is based on three observations in the current designs, 1.) no design, even in the fighters is above thrust 9, 2.) Missiles top out at thrust 15 and 3.) No design uses a reaction drive.
It's an explicit rule:
The effect of a high-burn thruster is cumulative with that of the ship’s regular drive system.
No pregen ship uses multiple cockpits or Reflec either. Why would that stop anyone from using it?
baithammer said:
MULTIPLE TASKS
A Traveller can try to do two or more things at once, like firing a spacecraft’s weapons while also flying, ...
For every extra thing the Traveller is doing, the level of difficulty for each task is made one level harder.
It is well worth an extra gunner to avoid a -2 DM.
I have a feeling the example is in error, for one fixed weapons are called out for pilots specifcally and occur in different steps.
It's an explicit rule. The activity is performed through-out the turn, it's just rolled for in separate steps.
Basic rule:
Pilot: Flies the ship, responsible for changing course and making evasive manoeuvres.
...
Turret Gunner: Each turret has its own gunner. A Traveller must choose which turret he is manning at the start of the combat.
This exception allows the pilot to fire weapons at all:
Weapons on board a spacecraft are fired by Travellers assigned to gunner duty. However, a pilot may fire any weapons that are noted as being in fixed mounts
The Multiple actions rule explicitly applies.
baithammer said:
A Particle Barbette would do average 1.85 damage against Armour 13, but only average 1.08 against Armour 15.
It is well worth it to go to modern armour to take half as much damage.
Worth noting the covention of rounding down and the heavier designs have far more hull points.
Actual damage is a natural number, no need to round.
Average damage over several weapons and several rounds is not a concept in the rules and not rounded.
More hull points per hull, not more hull points per MCr. A lot of small, cheap fighters will have more hull points total than a single very expensive fighter.
E.g. your 40 Dt fighter has 17 Hull for MCr 68. If you instead had chosen to buy 10 small 10 Dt fighters à MCr 7 you would have 10 × 4 = 40 Hull.
baithammer said:
The cost scales with numbers. Your 10 bomber squadron would cost GCr ~2 (with carrier), roughly as much as a 1000 - 2000 Dt warship, or ~100 light fighters.
The bombers are specifically designed to be hunting larger ships so the cost is pretty on par and the 100 light fighters would be murdered by both my light and heavy fighters due to the missile launchers. ( The predesigned light fighters have a fixed pulse laser.)
A 2000 Dt missile frigate might cost MCr 1700 and have a few bays and turrets, say 2 Med Miss bays, 8 missile turrets, and 10 laser turrets. It would have ~880 Hull.
So for the same cost as 10 of your missile bombers having Hull 10 × 30 = 300, launching 50 missiles, you could have a ship that has 880 Hull and launches 72 missiles, and has superior sensors and missile defences. The ship would counter all attacks from the missile bombers with ECM, PD, and armour.
A 10 Dt fighter with a single missile rack, 9 + 16 = 25 G, Armour 15 would cost about MCr 6.5. Instead of a MCr 100 missile bomber you could buy 15 small fighters with 15 × 4 = 60 Hull, launching 15 missiles per round, so twice the hull and thrice the missile weight.
A 10 Dt fighter with a single laser turret, 9 + 16 = 25 G, Armour 15 would cost about MCr 7.1.
For the same cost as a missile bomber we could get 14 small fighters. They would easily kill all missiles launched by the bomber with PD, and still inflict (a little) damage with the lasers. With superior acceleration they would decide the engagement range, and whether to break off or not. The missile bomber would be dead meat.