barnest2 said:
Terellian ships use drones (armor 16 + reflec) equipped with black globe generators as warheads (hit with effect = kill) fired in separate flights causing the enemy to use bay weapons or at the least multiple barbettes to stop them.
How big are your drones?
And how much do they cost?
I am so not getting how you use Black Globe Generators as drone warheads.
It is the anonymous consensus of this forum, supported by Traveller cannon that a black globe field intersecting normal matter annihilates the normal matter with the energy being transferred into the capacitors of the ship containing the black globe generator. If the energy absorbed exceeds the capacity of the capacitors then the ship explodes.
If a drone has a BGG that can create a field of say 50m and it were to activate the screen next to a ship much larger than 50m wide, then the field would cut a 50m semi-circle out of the ships hull and interior with the resulting energy being transferred back to the drone causing it to explode (more damage) almost instantly. The problem is getting the field to complete
before the capacitors explode destroying the generator.
The Imperium would never use such a weapon because they have a finite number of BGG's and are prohibitively expensive to manufacture if they even have the capacity at all. On the other hand, if you have a race that has no money, is fighting for its very existence against a much more powerful enemy, and needs a weapon to scare the living bajeesus out of their adversary, than this one fits the bill. And since the drones are armor 16 with reflec, closing in at 10 G's it generally takes bay and barbette weapons to stop them. Add to this that only 1 in 10 or 20 might actually be real, with the rest being cheap decoys...
Take a bomb-pumped torpedo, very high yield. Barrage strength = 8.
8 (avg die roll) = 8 (weapon barrage strength) = 4 (firecontrol) + 3 = 23.
Minus: -2 dodge, -15 armor, -3 (avg roll for lasers vs torps) - 1 (avg roll for sand, -2 penalty vs bomb pumped torps) = 2. Now that by itself yields no damage. So a roll of 8 or less = no damage. You can get up to 75% damage by rolling a 9-12. Not great odds, but not miserable either.
Against a Terellian ship this would be:
Attack = 2d6 + 8 (BPL) + 4 (fire control) + 3 (gunner) = 2d6 +15
Defence = 16 (armor) + 3 (reflec) + 2 (dodge) +3 (gunners) -2 (BPL) = 22
Barrage = 2d6 - 7 (Pathetic)
But yes, I no longer consider torps to be a primary weapon; they are a secondary one. I do see your point about skipping them though, and using particle beams...but then we get into the issue of a ship having so many energy bays that it becomes a tempting target.
So let it become a tempting target. Just make sure it has max armor and shields and it is big enough to take multiple spinal mount hits. If the ship is only 1 or 2 ktons then then you might as well paint a bulls-eye on it. If it's the size of a Tigress I say "let them come".
I can see the point of not wasting point defense on missiles. Even very-high yield nuclear missile won't damage a ship with 15 pts of armor and 6 nuclear dampers.

I'd save the P.D for torpedoes.
Only bomb pumped lasers torpedoes are a threat for the types of ships we are talking about here:
Against nuke torps:
Defense = 15 (armor) + 12/18 (dampers)... I won't even bother calculating the rest.
What's your thoughts on particle turrets (assume 1 particle beam per turret)? I consider them okay, especially in the very high yield variety. Decent for pounding lightly armored ships.