PsiTraveller
Cosmic Mongoose
I am playing around with the Space Combat section, and ship design. My feeling is that the advantage in higher tech levels is in the ability to push the range to Very Long and then hit the target without getting hit in return.
The way to do that is thorugh Accuracy, Armour Penetration, and Fire Control bandwidth to give bonuses to hit. This overcomes the -4 range penalty of the Very Long range band.
The cost is high, but buying a computer with a lot of bandwidth and putting in a Fire Control program higher than the number of turrets allows a bonus to be given to weapon systems. A TL 13 computer allows a Fire Control 5 system, this can give a single attack +5 to hit, or split the attack between two turrets and go +3, +1.
Since the bonuses, Skill points, Stat DM's and Accuracy all add to increase the Effect, and the Effect is added to damage this can result in a very long range hit doing respectable damage.
Let's take the Drinaxian Harrier from the Pirates of Drinax. I reworked it completely to make a Stealthy 200 ton ship that is designed to hammer trading ships into submission with one or two hits, or strip the armour off of heavier patrol ships while being able to outrun and outreach these ships.
I admit a weakness in my design is in the Pulse Lasers of TL 12 ships in the book. Nothing has been advanced technologically, and since Pulse Lasers are TL9, then the ships in the book could have Very Long range Pulse Lasers.
Harrier
Hull: 200 tons Streamlined, Stealth 80 Hull
Armour: CrystalIron, Armour 4 : Tons 10
M-Drive: Thrust 5 : Tons 10
J-Drive: Stealth, Jump 2 : Tons 15
Power Plant: TL 15 Fusion Power 240 : Tons 12
Fuel Tanks: 2 tons 4 weeks power Jump 2 40: Tons 42
Bridge: Tons 20
Holographic Controls: +2 DM to Init
Computer: TL 15 Rating 35
Software: Evade 1 (Rating 10), Fire Control 5 (Rating 25)
Sensors: Advanced: +2 Sensor DM Tons 5
Enhanced Signal Processing: +6 to Sensor Checks: Tons 2
Weapons: 2 Triple Turrets Tons 2
Weapons: Turret 1: 3X Accurate, High Yield Particle Beams
Weapons Turret 2: 3X Accurate, Long Range Pulse Lasers
8 Staterooms 32 tons
Common Areas: 8 tons
Cargo Scoop 2 tons
8 Low Berths 4 tons
Fuel Bladder 40 tons 0.4 tons
Cargo 43 tons
So this gives me a ship that has -4 to Sensor lock, + 8 to Sensor Checks for Sensors, -1 to hit for enemy attacks, and I can use the Fire control to split the bonuses between the two hardpoints from +1 to +5 to help increase my Effect/damage.
The way to do that is thorugh Accuracy, Armour Penetration, and Fire Control bandwidth to give bonuses to hit. This overcomes the -4 range penalty of the Very Long range band.
The cost is high, but buying a computer with a lot of bandwidth and putting in a Fire Control program higher than the number of turrets allows a bonus to be given to weapon systems. A TL 13 computer allows a Fire Control 5 system, this can give a single attack +5 to hit, or split the attack between two turrets and go +3, +1.
Since the bonuses, Skill points, Stat DM's and Accuracy all add to increase the Effect, and the Effect is added to damage this can result in a very long range hit doing respectable damage.
Let's take the Drinaxian Harrier from the Pirates of Drinax. I reworked it completely to make a Stealthy 200 ton ship that is designed to hammer trading ships into submission with one or two hits, or strip the armour off of heavier patrol ships while being able to outrun and outreach these ships.
I admit a weakness in my design is in the Pulse Lasers of TL 12 ships in the book. Nothing has been advanced technologically, and since Pulse Lasers are TL9, then the ships in the book could have Very Long range Pulse Lasers.
Harrier
Hull: 200 tons Streamlined, Stealth 80 Hull
Armour: CrystalIron, Armour 4 : Tons 10
M-Drive: Thrust 5 : Tons 10
J-Drive: Stealth, Jump 2 : Tons 15
Power Plant: TL 15 Fusion Power 240 : Tons 12
Fuel Tanks: 2 tons 4 weeks power Jump 2 40: Tons 42
Bridge: Tons 20
Holographic Controls: +2 DM to Init
Computer: TL 15 Rating 35
Software: Evade 1 (Rating 10), Fire Control 5 (Rating 25)
Sensors: Advanced: +2 Sensor DM Tons 5
Enhanced Signal Processing: +6 to Sensor Checks: Tons 2
Weapons: 2 Triple Turrets Tons 2
Weapons: Turret 1: 3X Accurate, High Yield Particle Beams
Weapons Turret 2: 3X Accurate, Long Range Pulse Lasers
8 Staterooms 32 tons
Common Areas: 8 tons
Cargo Scoop 2 tons
8 Low Berths 4 tons
Fuel Bladder 40 tons 0.4 tons
Cargo 43 tons
So this gives me a ship that has -4 to Sensor lock, + 8 to Sensor Checks for Sensors, -1 to hit for enemy attacks, and I can use the Fire control to split the bonuses between the two hardpoints from +1 to +5 to help increase my Effect/damage.