Why are warships built without armored bulkheads, EM hardening, and backup power?

I just added the updated Hornet designs to the Warmonger thread. They include upgrading the countermeasures suite to a military countermeasures suite and give them that additional +2 to jam/EW, making them even more of a threat at TL-15.

As requested, I made a TL-13 version, but it lost a lot of advantages and might not be as practical for the intended uses.

And, because I could, I designed a TL-16 version that Vincennes might use. My advice is to not attack Vincennes.
 
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So, the baseline TL-15 High Automation Hornet now had 3 sensor stations and gets 3 sensor actions a turn.

As if that wasn't enough, I made an EW version that has no offensive weapons, 10 Type III-L point defense batteries, 3 sensor arrays, 3 enhanced signal processing suites, 3 military countermeasures suites, and 37 additional sensor stations and gets 38 sensor actions a turn.

If the latter is put into the mix at a 1/10 ratio, that really changes the dynamic.

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Or have a dozen Sorcerer-Class EW Battle Riders and 234 sensor actions each per round. tossed in for fun.

I honestly have no clue if this is overkill. Maybe.
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Sorry, a bit late, but: You could save some space with Sphere configuration, making the armour smaller?
I might be able to but I’d expect they would be targets, so armor is needed. As it is a battle rider, standard might fit better against the battle tender, though. I’ll ponder it.
 
I think smaller meant 'less volume for the same armour value'.

I can't imagine any combat ship not being a sphere, unless it needs to be streamlined, or if it needs to be an ultra cheap asteroid.
 
If the design system was made a bit more "realistic" they would be parameters that would need tracking. At the very least the square cube law should inform number of hardpoints available.
 
The GT:ISW ship design system tracks surface area and is no more difficult to use then HG.
The surface area for hulls is given in a table and the configuration modifies this surface area.

At a stroke it make hardpoints follow the square cube law rather and all the work is done for you.

I used FF&S to do something similar which I posted to CotI many years ago, but the GT:ISW is much easier to take in :)

It's pretty easy - a spherical hull has a given surface are for each hull volume, this is then multiplied by a coefficient for the configuration of the hull. You can then decide how much surface area to use for drive exhaust ports/thruster plates, docking clamps, weapon hardpoints, weapon apertures, sensor arrays, comms arrays, solar panels, radiators etc.
 
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The GT:ISW ship design system tracks surface area and is no more difficult to use then HG.
The surface area for hulls is given in a table and the configuration modifies this surface area.

At a stroke it make hardpoints follow the square cube law rather and all the work is done for you.

Just like FF&S, famed for its simplicity and user-friendliness.
 
I take it you guys don't use custom hull sizes? I know the math for surface area is pretty simple, for a sphere, but not for dispersed structures or some other hull types.
 
I take it you guys don't use custom hull sizes? I know the math for surface area is pretty simple, for a sphere, but not for dispersed structures or some other hull types.
Both TNE FF&S, T4 FF&S, and GT:ISW simplifies this down to a multiplier on the spherical hull surface:
E.g. TNE:
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MVM modifies the MV from the hull size table.

Not even FF&S wants to deal with cube roots or actual geometry...
 
No, GT ISW is a lot easier to use than FF&S, not that FF&S is difficult, it just takes time. I know people who can't use HG80 because they can't do percentages - I blame the English school system.
Yeah, I gotta say I find the 'Your character is designing a vehicle, roll for initiative!' mindset to be weird. Ship / Vehicle / Weapon / World design is not done during a session when time matters -- it happens between sessions. The referee should never be in a time crunch, with players anxiously looking over their shoulders for the next rounds actions, while making up designs. This is something to spend a leisure hour or two on, days or weeks before the session ever starts. Don't people ever do any prep work?
 
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