Terellian TL-16 Fighter Rough Draft

Solomani666

Mongoose
This is a rough draft of a 40 ton Terellian TL-16 fighter.
I am interested in your input.

The Terellians are derived from a lost colony of pre-Maghiz Darrians that have since interbreed with other species of Humaniti. They are located in a sector Spinward of the Foreven sector.

They are a hard TL-16 society on there way to TL-17.
Experts in all forms of laser technology and very advanced with fusion weapons.
(Thank you for the super laser spinal mount!!!)

The do not have an economy based on a monetary currency, their only real currencies with respect to building anything is time, materials, manpower, and the will to build it.

Their most important resource are their people and their survival. Their ship construction reflects this principle.

All warships have the following:
* Level 20 armor (15 being the bare minimum)
* Escape pods or shuttles for every crew member.
* No frozen watch.
* A manual backup for everything.
(Airlocks can be hand cranked and pumped, Turrets have backup optical targeting, etc.)

Their ship construction doctrine is as follows:
* They are designed so they can operate independently in enemy territory for extended periods of time.
* They do not use missiles or torpedoes except on system defense craft and fighters.
* They do not use sandcasters.
* All computers are Computer/35/fib or Core/100/fib build to a standard modular configuration.
* All ships have radiation shielding
* All ships are built with reinforced hulls.
* All ships are streamlined and capable of landing on a planet. (This includes battleships!)
* Multiple meson and nuclear dampners
* They use Type IV point defense.
* Computers come with all software up to TL-16 pre-loaded


Now for the fighter...
When the jump sled is docked, it is capable of providing all power to both ships.
Ground landings can be made with the sled attached, but the aerofin bonus is lost.
After the fighter detaches, the sled is capable of performing basic navigation and maneuvers.
It may, for instance, be programmed to rendezvous with the fighter at a specific location or to retrieve a disabled fighter.
An airlock behind the fighter cockpit leads down into a stateroom in the sled for use during jump travel.



Terellian Fighter (TL-16)

Component Description Tons Power Cost

Hull Streamlined, Reinforced 40.0 8 3.6
Aerofins (+2 Pilot in atmo) 2.0 0.2
Superior Stealth 40.0
Emissions Absorption grid 0.8 1.6
Radiation Shielding 1.0

Armour Molecular 20 10.0 4.8

Bulkheads Sensors 0.5 0.1
Power Plant 0.4 0.08
Fuel Tanks 0.16 0.032
Weapons 0.1 0.02
Maneuver Drive 0.4 0.08
Cockpit 0.3 0.06

M-Drive Thrust 10 (Thrust 4 with sled) 4.0 40 8.0

Power Plant Fusion TL15 88 (EE) 4.0 8.8
Emergency Power (5 rnds) 0.4 0.8

Fuel Tanks 8 Weeks 0.8

Bridge Dual Cockpit (Bridge) 4.0 0.5
Detatchable 0.5
Holographic Controls (+2 Init) 0.25

Computer Computer/35 (fib) 45.0

Sensors Advanced 5.0 6 5.3

Weapons Plasma-Pulse Cannon x2 (A, HY) 1.0 15 9.0
Torpedoes x4 (internal bay) 2.0
FGMP-16 x4 1.0 2.0

Systems Breakaway Hull Connection 1.5 2.0
Repair drones 1.0 0.2
Tow Cable 0.4 0.005
Fuel Scoop

Cargo 2.0

40.0

Hull Points = 18


=============================================


Terellian Fighter Jump Sled

Component Description Tons Power Cost

Hull Streamlined, Reinforced 60.0 12 5.4
Superior Stealth 60.0
Emissions Absorption grid 1.6 3.2

Armour Molecular 10 7.5 3.6

M-Drive Thrust 1 0.6 6 0.4

Jump Drive Jump 2 (stealth, early jump) 10.0 20 11.25

Power Plant Fusion TL15 110 (EE) 5.0 10.0
(Powers fighter and sled)

Fuel Tanks 8 Weeks, Jump 2 21.2
(Fuel for fighter and sled)

Bridge Extended Bridge Controls 6.0 0.3

Computer Computer/35 (fib) 45.0

Systems Breakaway Hull Connection 0.5 2.0
Fuel Processor 1.0 1 0.1
Stateroom (Double Occupancy) 4.0 0.5

60.0

Hull Points = 27
 
Solomani666 said:
Now I see why people have been posting images for their ship stats :cry:
Yep, the site kills all formatting that might have been there to begin with. :|

But do not be too sad. It is still enough for us to se what you were doing and where you took the fighter. :mrgreen:
 
-Daniel- said:
Yep, the site kills all formatting that might have been there to begin with.
The browser does that as specified by HTML, unless it's wrapped in a PRE- or CODE-tag. There is even a button for the CODE-tag in the editing view.
 
How does the detachable cockpit work? Something like a Re-entry pod?

How do you launch the torpedoes, all at once or one at a time?


A few notes:

You can put all the breakaway connectors in the jump sled, where you do not have to armour it or cart it around at 10 G.

I would include a small backup computer, fighters are vulnerable to crits. A m/35 costs MCr 30.

I think it should have 17 Hull (default is round down).

Armour should be 4 dT and MCr 10,2? (Meaning you have lots of space free? Perhaps even for a stateroom?)

Armoured bulkhead calculations are off?

You have space in the fighter for a Signal Processor, significantly enhancing sensor & ECM performance. You might even toss in a basic Countermeasures suit.

You could manage with a 3 dT Power Plant, saving a precious dT.

Fuel is minimum 1 dT for 4 w, 0,8 dT is probably enough but will not last 8 weeks.

The plasma pulse cannons should be in fixed mounts at 0 dT, or in individual single turrets at 2 dT. OK, you could have one of each. The turrets would require a gunner each. Mounts have cost and power requirements.

A plasma pulse cannon has a range of Medium, on a firmpoint that is reduced to Adjacent. A dogfight can happen at Close range, so you really want Close range for your guns. A Long Range upgrade fixes that.

A plasma-pulse cannon struggles to penetrate TL15 armour, and has no chance against TL16 armour. A fusion cannon does more damage, and had a greater chance of penetrating armour. The Plasma pulse is a great way to kill civilians. (A fusion barbette might even have a decent chance to penetrate TL16 armour).


Sorry for the nitpicking, but I have been toying with a TL16 fighter myself and I wanted to compare.
 
Code:
Terellian Fighter (TL-16)

Component Description             Tons    Power    Cost

Hull Streamlined, Reinforced      40.0       8      3.6
Aerofins (+2 Pilot in atmo)        2.0              0.2
Superior Stealth                                   40.0
Emissions Absorption grid          0.8              1.6
Radiation Shielding                                 1.0 

Armour Molecular   20             10.0              4.8

Bulkheads Sensors                  0.5              0.1
Power Plant                        0.4              0.08
Fuel Tanks                         0.16             0.032
Weapons                            0.1              0.02
Maneuver Drive                     0.4              0.08
Cockpit                            0.3              0.06

M-Drive Thrust 10                  4.0      40      8.0 

Power Plant Fusion TL15 88 (EE)    4.0              8.8
Emergency Power (5 rnds)           0.4              0.8

Fuel Tanks 8 Weeks                 0.8

Bridge Dual Cockpit (Bridge)       4.0              0.5
Detatchable                                         0.5
Holographic Controls (+2 Init)                      0.25

Computer Computer/35 (fib)                         45.0

Sensors Advanced                   5.0       6      5.3

Weapons Plasma-Pulse x2 (A, HY)    1.0      15      9.0
Torpedoes x4 (internal bay)        2.0 
FGMP-16 x4                         1.0              2.0

Systems Breakaway Hull Connection  1.5              2.0
Repair drones                      1.0              0.2
Tow Cable                          0.4              0.005
Fuel Scoop

Cargo                              2.0

                                  40.0
 
AnotherDilbert said:
How does the detachable cockpit work? Something like a Re-entry pod?
Like the ones fro "Space Above and Beyond" but with minimal thrusters and parachute reentry possibly.

AnotherDilbert said:
How do you launch the torpedoes, all at once or one at a time?
I was toying with that question myself. Probably up to 2 at a time.

AnotherDilbert said:
You can put all the breakaway connectors in the jump sled, where you do not have to armour it or cart it around at 10 G.
I moved them from the jump sled because I was unable to get them to fit on the sled.


AnotherDilbert said:
I would include a small backup computer, fighters are vulnerable to crits. A m/35 costs MCr 30.
Great idea, thanks. I'll add a second Computer/35

AnotherDilbert said:
I think it should have 17 Hull (default is round down).
I rounded up because of the tech level and build quality.

AnotherDilbert said:
Armour should be 4 dT and MCr 10,2? (Meaning you have lots of space free? Perhaps even for a stateroom?)
Please explain further.

AnotherDilbert said:
Armored bulkhead calculations are off?
Please explain further.

AnotherDilbert said:
You have space in the fighter for a Signal Processor, significantly enhancing sensor & ECM performance. You might even toss in a basic Countermeasures suit.
Thanks. I was thinking it wasn't necessary. I'll add them.

AnotherDilbert said:
You could manage with a 3 dT Power Plant, saving a precious dT.
Thanks. I'll change it. Then use the Advanced Tech for the extra 10% to compensate for a level-1 critical.

AnotherDilbert said:
Fuel is minimum 1 dT for 4 w, 0,8 dT is probably enough but will not last 8 weeks.
I figured that at TL-16 they could somehow figure out ho to make a TL-8 fuel tank smaller than 1 ton.

AnotherDilbert said:
The plasma pulse cannons should be in fixed mounts at 0 dT, or in individual single turrets at 2 dT. OK, you could have one of each. The turrets would require a gunner each. Mounts have cost and power requirements.
They are in fixed mounts facing forward. I missed the 0 ton rule. I thought I still needed 1 ton for fire control and the gun size.

AnotherDilbert said:
A plasma pulse cannon has a range of Medium, on a firmpoint that is reduced to Adjacent. A dogfight can happen at Close range, so you really want Close range for your guns. A Long Range upgrade fixes that.
Thanks, I hadn't realized that. That sucks, I'll have to change it to (LR,HY).

AnotherDilbert said:
A plasma-pulse cannon struggles to penetrate TL15 armour, and has no chance against TL16 armour. A fusion cannon does more damage, and had a greater chance of penetrating armour. The Plasma pulse is a great way to kill civilians. (A fusion barbette might even have a decent chance to penetrate TL16 armour).
I considered this. That is primarily what the torpedoes are for.

Pulse Fusion Gun:
Max damage = 12(dice) + 4(auto) + 2(second weapon) = 18
Average = 13+
. or
Max damage = 12(dice) + 2(second weapon) = 14 (x4)
Average = 9+ (x4)

While not able to score a critical on very heavily armored targets, when you add the effect and the fact that you might roll for effect 4 times, the fighter has a very good chance of scoring 1 or 2 damage on even the most heavily armored ships.

Up to 4 ships in a group can be attacked at one time.
Imagine just 2 of these verses a squadron of Imperial light fighters!


AnotherDilbert said:
Sorry for the nitpicking, but I have been toying with a TL16 fighter myself and I wanted to compare.
Thanks. Just the type of reply I was looking for.

If you have worked out some of my mistakes already, I would appreciate it if you would posted the update.
 
AnotherDilbert said:
-Daniel- said:
Yep, the site kills all formatting that might have been there to begin with.
The browser does that as specified by HTML, unless it's wrapped in a PRE- or CODE-tag. There is even a button for the CODE-tag in the editing view.
OK, That's how you do it. Thanks!
 
Solomani666 said:
AnotherDilbert said:
You can put all the breakaway connectors in the jump sled, where you do not have to armour it or cart it around at 10 G.
I moved them from the jump sled because I was unable to get them to fit on the sled.
You could make the fighter a bit smaller and the sled a bit bigger. Less armour and drive would save you a little bit of space.

Solomani666 said:
AnotherDilbert said:
Armour should be 4 dT and MCr 10,2? (Meaning you have lots of space free? Perhaps even for a stateroom?)
Please explain further.
Molecular Bonded is 0,5% of the hull per armour point. 20 points is 20 × 0,5% = 10% of the hull or 4 dT. Cost is 15% of hull cost per point so 20 × 15% × 40 dT × 0,05 × 1,2[streamlined] × 1,5[reinforced]= MCr 10,2

Solomani666 said:
AnotherDilbert said:
Armored bulkhead calculations are off?
Please explain further.
Fuel is 0,8 dT, bulkheads are 0,16 dT. Cockpit is 4 dT, bulkhead is 0,3 dT.

Solomani666 said:
AnotherDilbert said:
You have space in the fighter for a Signal Processor, significantly enhancing sensor & ECM performance. You might even toss in a basic Countermeasures suit.
Thanks. I was thinking it wasn't necessary. I'll add them.
Advanced is sensor DM +2, with ESP it is +6. Your ECM is the same as sensor DM, unless you install a CM suit then it becomes DM +4, or DM +8 with ESP.

DM +8 is better than DM +2...

Solomani666 said:
AnotherDilbert said:
A plasma-pulse cannon struggles to penetrate TL15 armour, ...
I considered this. That is primarily what the torpedoes are for.

Pulse Fusion Gun:
Max damage = 12(dice) + 4(auto) + 2(second weapon) = 18
Average = 13+
. or
Max damage = 12(dice) + 2(second weapon) = 14 (x4)
Average = 9+ (x4)

While not able to score a critical on very heavily armored targets, when you add the effect and the fact that you might roll for effect 4 times, the fighter has a very good chance of scoring 1 or 2 damage on even the most heavily armored ships.

Up to 4 ships in a group can be attacked at one time.
Imagine just 2 of these verses a squadron of Imperial light fighters!
You shouldn't group the weapons. Weapons on a single mount are grouped, not weapons on different mounts. Each firmpoint is a separate fixed mount.

If you win a dogfight against a ship you might get (after the ship runs out of dodges):
Fighters: To hit: +5[crew] +4[semi-auto] +1[software] +1[aid] +2[dogfight] -3[evade] -0[dodge] = +10 to hit.
2D with a +10 does an average of 1,93 damage (and 55% chance of crit) against armour 15.
Against Armour 20 average damage is 0,19 and 10% chance of a crit.
Full auto against Armour 15:
Fighters: 4 attack at To hit: +5[crew] +1[software] +1[aid] +2[dogfight] -3[evade] -0[dodge] = +6 to hit.
Average damage: 4 × 0,35 ≈ 1,4 and 4 × 14% crit.

A fusion gun would get:
Fighters: To hit: +5[crew] +1[software] +1[aid] +2[dogfight] -3[evade] -0[dodge] = +6 to hit.
4D at +6 does average 4,37 damage and 39% chance of crit against Armour 15.
Against Armour 20 average damage is 1,22 and 24% chance of a crit.

So the fusion gun does more damage, but less crits.


If you lose a dogfight against a bunch of armoured (Armour 15) light fighters:
Fighters: To hit: +5[crew] +4[semi-auto] +1[software] +1[aid] -2[dogfight] -2[evade] -0[dodge] = +7 to hit.
Average Damage 0,59 (22% crit)

Fighters, Full auto = 4 attacks: To hit: +5[crew] +1[software] +1[aid] -2[dogfight] -2[evade] -0[dodge] = +3 to hit.
Average damage is 4 × 0,04 ≈ 0,16 and 4 × 2% crit.

Fusion gun: To hit: +5[crew] +1[software] +1[aid] -2[dogfight] -2[evade] -0[dodge] = +3 to hit.
Average damage is 2,15 and 8% crit.

Again the fusion gun does more damage, but less crits.
 
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