What should I arm my combat ship with?

Geesuv

Mongoose
So I designed a ship a couple weeks back, I made a deckplan and everything. Its a 500 ton Corvette dubbed the Hero-Class Corvette.
Its combat role is either an escort ship or as a fast attack ship, acting in squadrons.
Unfortunately I can't decide what would be practical to arm it with.
The layout I first had was 2 Triple Beam Laser, a Triple Missile launcher and 2 Double Pulse laser/sandcaster turrets for point defense.
this seemed ok but I wondered if I could afford to drop one of the defense turrets.
I then realised with 80 tons of cargo space I could easily fit a bay weapon (I'm thinking missile bay)
What do you think? What would be the most reasonable weapon set for this ship?
By the by, Its TL 12 and I'm avoid using Particle Beams on ships of the line.
 
Geesuv said:
What do you think? What would be the most reasonable weapon set for this ship?
Just as in the real world, there is no general answer, because it would
depend on the kind of enemy that the ship is expected to fight.
 
Geesuv said:
M-Drive K, enough for Thrust 4 and 8 points of armour.

Might consider upping the armour to 12 and dropping the sandcaster and laser turrents. If you wanted to put some more offensive weaponary on it.

Also need to look at a cost factor if that is important. Fusion bays offer decent firepower for the cost.
 
Geesuv said:
M-Drive K, enough for Thrust 4 and 8 points of armour.

Okay, up armor to 12 and give it PA barbetts & a couple triple missile turrets loaded with nuc's.
 
Some things to keep in mind when trying to design your ship...

1) Is it going to be a jack-of-all-trades escort (balance, nothing really good or bad), is it going to be an assault corvette, or a defensive escort? Either type will have a different weapons configuration. You may want to design the ship itself, and then make variants to cover different types of primary missions.

2) Is your ship going to be deployed on long missions away from repair and resupply points? If it's not going to have access to supplies at regular times, then its better to equip it with beam weaponry to minimize running out of missiles. Not much you can do about sand, but that's a TL5 resupply item, so you should be able to get that most anywhere. Longer deployments also mean more cargo for food/fuel/parts,etc.

3) If your ship is an assault corvette, then it should have bigger engines, more armor, and heavier defenses in general. If it's an escort style corvette, its weapons are going to be designed around protecting other vessels, so you might mount more sand and defensive weaponry.

4) If it's designed around long-range escorting, scouting, etc, then maybe add in a hangar bay so you can deploy smaller craft, like light fighters to increase the detection range and scouting capabilities.

Overall I'd say keep your basic design, then build some different variants that would make sense with its mission. It's never a bad thing to have a base model of the hull and then change out weapons... supply guys like that sort of thing!
 
So I designed a ship a couple weeks back, I made a deckplan and everything. Its a 500 ton Corvette dubbed the Hero-Class Corvette.
Its combat role is either an escort ship or as a fast attack ship, acting in squadrons.

What's the general opposition it's likely to face? Corvette, and escort ship, generally implies pirates, which in turn implys less-than-top-gun opposition (always a good sign!)

Unfortunately I can't decide what would be practical to arm it with.
The layout I first had was 2 Triple Beam Laser, a Triple Missile launcher and 2 Double Pulse laser/sandcaster turrets for point defense.
this seemed ok but I wondered if I could afford to drop one of the defense turrets.
Why pulse lasers for point defence? Quick double check - have you got access to High Guard? Only the Beam and Pulse Lasers sort of swapped role. Pulse lasers hit pretty hard but have an accuracy penalty that sort of rules them out of PDL role as soon as Beam Lasers become available.


I then realised with 80 tons of cargo space I could easily fit a bay weapon (I'm thinking missile bay)
What do you think? What would be the most reasonable weapon set for this ship?

Not sure. Big thing to bear in mind is that pirates are generally lightweight raiders, upgunned civilian ships, etc. Nothing designated 'corvette' should be taking on a proper warship. As Phavoc notes, the big problem with ordnance is running out of it. If you are likely to be deploying forwards on extended patrol or escort duties, I'd avoid ammunition-based weapons, especially since a missile launcher isn't all that much more powerful than a laser anyway, just longer ranged.


By the by, Its TL 12 and I'm avoid using Particle Beams on ships of the line.
Fair enough.


Suggestions

I'm assuming pirate suppression and escort duties:

1) Your main weapons threats are things like lasers and missile type weapons.

2) Primary protection is Reflec-coated armour and good point defence installations.

3) Two Beam Laser/Sandcaster turrets are good, a third is better but possibly overkill, since it's biting into your main armament. If packing one or more bay weapons, though, that'll do fine.

4) Your main task is to protect yourself and the (probably pretty vulnerable) merchies in your convoy. If both sides disengage unhurt at the end of the battle, that's a net win for you.

5) If you don't want particle weapons (nice to see someone use something else!) then a fusion cannon bay might be good. They are short range, but are very cheap for their punch, meaning low maintenance costs, something appreciated in a 'second line' escort ship. Alternatively a meson cannon is a good general purpose weapon - meson screens are a bit high-end for most small warships, allowing you to bypass even fairly heavy armour.

6) That leaves you with one hardpoint, and even with miniaturization upgrades you won't really be able to mount a second bay - railgun and missile bays yes, but the ammo requirements for two bays means that you'll struggle to carry a meaningful magazine, you don't want particle bays and meson and fusion bays are too high a TL for you to miniaturize. Something simple like a double or triple pulse laser with accurate and high yield upgrades gives a nice backup weapon in a pinch without using too much volume.



The best bet might be to designate your weapons volume as modular. A bay and four turrets that can be swapped out at will will set you back 11% of the cost of the Hero-class's hull, but it doesn't half make it more flexible, allowing you to swap out defensive armaments for more missile turrets and a missile rack if you have ready access to a friendly arsenal and expect to face someone big (at that point, many nuclear missiles are your friend)
 
Per HG ships under 1000 tons can only have one bay, but I would definitely put one on your ship.

My suggestion is to have a Bay weapon plus another major offensive weapon (Barbette) for those situations where you don't necessarily want to kill the opponent, just damage him. If you don't want to use a Particle Beam, then perhaps a Torpedo Barbette with a half-dozen torpedoes in a magazine?

Balancing your weapons will be important. I would suggest 2 offensive, 2 defensive and 1 that can be used either way.

Also, consider long range and short range weapons. If you are going for the Fusion Gun Bay (short range), then your other offensive weapon should probably be a longer range weapon. Use Beam Lasers for Point Defense, not Pulse Lasers, they are more accurate and you don't need the extra kill factor against missiles.

Sounds like a fun ship to play in though!
 
Consider going another direction for the bay. Railguns/Variable range/high yield or the easy to repair one.
Ugly damage, versatile range, would really worry garden variety pirates, even make a type P nervous.
50 ton is useful, 100 ton makes it the main battery and quite the terror weapon.

YMMV
 
Rikki Tikki Traveller said:
Per HG ships under 1000 tons can only have one bay, but I would definitely put one on your ship.

Not exactly, it's a minimum of one.

High Guard said:
Standard spacecraft and small craft can always carry one bay but the maximum number is limited by displacement/1000, multiplied by the power plant rating number (rounded down, but with a minimum of one).
 
AndrewW said:
Rikki Tikki Traveller said:
Per HG ships under 1000 tons can only have one bay, but I would definitely put one on your ship.

Not exactly, it's a minimum of one.

High Guard said:
Standard spacecraft and small craft can always carry one bay but the maximum number is limited by displacement/1000, multiplied by the power plant rating number (rounded down, but with a minimum of one).

Um, I think you'll find that the rule you quoted does mean that the maximum allowed bays for a ship under 2000 tons will always be one. The minimum number of bays is always zero.
 
Uh.... no
A 1000 ton ship, with a P-Plant rating of 4 could have 4 bays in the high guard rules.

1000/1000= 1*4= 4

See?
 
Did I misinterpret the rules?

1000 tons and under only one bay allowed?

AFAIK the HG rules don't count below 1000 tons.

Am I missing something?
 
barnest2 said:
Uh.... no
A 1000 ton ship, with a P-Plant rating of 4 could have 4 bays in the high guard rules.

1000/1000= 1*4= 4

See?

Apologies - somehow my blinkers were on re the "multiplied by PP rating" part of that.

@captrooper - This particular rule is in the general section of High Guard. It's not a capital ship rule as such.

In any case, the ship in question here is 500 tons. 500 x 4 / 1000 = 2, so it can have 2 bays only.

Also note that these rules are in addition to the basic rulebook ones. The requirements that a weapon bay takes up a hardpoint and requires fire control still apply.
 
rinku said:
barnest2 said:
Uh.... no
A 1000 ton ship, with a P-Plant rating of 4 could have 4 bays in the high guard rules.

1000/1000= 1*4= 4

See?

Apologies - somehow my blinkers were on re the "multiplied by PP rating" part of that.

@captrooper - This particular rule is in the general section of High Guard. It's not a capital ship rule as such.

In any case, the ship in question here is 500 tons. 500 x 4 / 1000 = 2, so it can have 2 bays only.

I'm being dumb right now - can you give me a page! I believe you, I just can't find it! (As I said I'm in dumb mode today).

I bloody had the hang of CT High Guard!
 
captrooper said:
I'm being dumb right now - can you give me a page! I believe you, I just can't find it! (As I said I'm in dumb mode today).

I bloody had the hang of CT High Guard!

Top left of page 48:

Advanced Rules for Weapon Bays on Non-Capital Ships.
 
I guess its worth pointing out too that just because the rules say that a ship can have X number of bays doesn't mean that they can be accommodated all that well in a given design.

For example, if I've done the math right, I think that a standard 500dton unarmored ship with Maneuver, Jump and Power Plant K (giving Maneuver 4, Jump 4, and Power 4) and enough fuel for 1 jump with 2 weeks operation, 2 x 50 dton bays, and 3 triple turrets, with an average size crew (in double occupancy staterooms) only has about 26 - 27 dtons of space left over for any thing else. If you wanted any armor or magazines for the turrets etc, and/or additional fuel for four weeks operations, screens, or any small boats or drones, etc you will probably quickly run out of space (if I'm doing the calcs right).

As such, depending on what you are hoping to have the ship do, it might make more sense to go for a single bay, and use the space for other things (like sheilds, armor, magazines or small craft).

Anyway, just some additional thoughts to consider.

Regards

PF
 
AndrewW said:
captrooper said:
I'm being dumb right now - can you give me a page! I believe you, I just can't find it! (As I said I'm in dumb mode today).

I bloody had the hang of CT High Guard!

Top left of page 48:

Advanced Rules for Weapon Bays on Non-Capital Ships.

Thanks!
 
Back
Top