I don't see that there is any evidence that the Subbie is overpowered compared to other merchant vessels in design. But, yes, if you want to go with the bare minimum to jump with nothing else running, you could go down to 80 power. None of the merchants are designed that way, though.
Like most other small ships, it has a healthy power surplus, to fit adventurers, as befits the game.
If we actually cared about money, we could easily save a few Dt and MCr with a smaller power plant.
You put missiles in turrets because you use vector movement and don't want to have to face your opponent to fire them?
Missiles manoeuvre independently, it doesn't matter where they are ejected.
And the -2 for the pilot to fire specifically a turret. It says "may fire the weapons in single turret at -2 on the attack roll or all the weapons noted as being in fixed mounts." So that -2 does not apply.
OK, that wasn't in 2017, so it's news to me.
Still a merchant pilot probably isn't a stellar gunner?
Beam lasers also, for whatever reason, don't have Long range as an option. So firing at long range isn't an option.
Exactly...
So if the guy sees your 4 triple mounts and keeps coming, then you've got 4 shots at 4+ to hit for 1d6+2 each. If you go with long range weapons, you'll have the more expensive pulse laser with only +2 to hit. So you'd get 4 shots at 8+ doing 2d6+4 each.
With a DM+2 for pulse laser and a DM-2 for range, so an effective DM±0. Doing effectively about 2D+2 per turret (average about 5 damage), against over 50 damage per turret for missiles.
But if one side has pulse lasers, the other side can open up with missiles at Very Long range, without risking return fire. It would just take more missiles.
And you didn't spend Cr250000 to do it.
Sure, and you didn't kill the other ship, it killed you (after a few turns).
Winning a fight is perhaps not cheap, but losing a fight is very expensive.
The inability to engage multiple targets and dogfight applies to missiles in fixed mounts too, so I'm not sure what relevance that has.
You don't attack with missiles, you launch missiles, then the missiles attack by themselves. At least in 2017. So, restrictions to firing arcs don't apply.
Maybe where you play your campaigns, there are TL 15 worlds laying around for easy availability of fancy missiles, but that's not true as a general rule.
I've mostly played in the Spinward Marches or similar Imperial settings, so, yes, TL-15 worlds and tech is available not all that far away. If you really want it, you can get it...
Note that Multi-warhead missiles are just expensive, not hi-tech (TL-8).
(Yes, it probably *should* be 'fire 1 turret or all fixed mounts at a -2', but that's not what it says. And since the purpose of fixed mounts is to make single man fighters viable, it probably isn't actually an error that it the way it is)
I'm not unhappy about that, as that was a significant problem for light fighters. As heavier fighters are now nerfed, as far as I understand, light fighters are the only viable option?