kilemall
SOC-14 5K
A few other notes.....
I decided that the bay missiles are 15x the size of the traditional CT missile, so 50kg is the usual missile rack version, the bay missiles are 750 kg.
This multiplier aligns with the bay missile attacks being roughly at the 15 and 30 standard missile counts, makes for a nice big missile that fits into that bay cell. So make that 1 bay missile per 50-ton attack, and 2 bay missiles for a 100-ton attack, 50 shots each type.
Going all in on the 'miniship' metaphor, I decided to design the missiles using the HG small craft/ship rules, building them out as though 1 dton = 1kg. So a regular 50kg missile would be built as a 50 ton small craft with 10 'tons' devoted to the warhead, and the bay missiles as 750 ton 'boats' with a 150 ton warhead.
Then, simply divide the cost by 1000.
Working backwards through the missile supplement, saw that the bay missiles would be horribly hard to get through as is. I would work up a penetration aid package that would never fit in a standard missile, but does easily fit into a bay missile and which causes point defenses fits to intercept successfully (TL being a major variable as to success).
Speaking of penetration, that's a large part of why I had to work out this material in detail, as a major difference of my CT/HG hybrid is armor has to be penetrated to do damage. That means a LOT of shots that would be taken in either CT or HG minor surface damage would do nothing, and don't even need to be rolled.
Had to figure out how to work in kinetic effects in missiles to overcome armor as in high velocity passes to overcome TL armor advantage, what effects closing would have on play, work that in with how the lightspeed weapons function (basically farther they are less ability to pen/do damage, close in suicide range maybe major ships can be penetrated with greater damage).
I decided that the bay missiles are 15x the size of the traditional CT missile, so 50kg is the usual missile rack version, the bay missiles are 750 kg.
This multiplier aligns with the bay missile attacks being roughly at the 15 and 30 standard missile counts, makes for a nice big missile that fits into that bay cell. So make that 1 bay missile per 50-ton attack, and 2 bay missiles for a 100-ton attack, 50 shots each type.
Going all in on the 'miniship' metaphor, I decided to design the missiles using the HG small craft/ship rules, building them out as though 1 dton = 1kg. So a regular 50kg missile would be built as a 50 ton small craft with 10 'tons' devoted to the warhead, and the bay missiles as 750 ton 'boats' with a 150 ton warhead.
Then, simply divide the cost by 1000.
Working backwards through the missile supplement, saw that the bay missiles would be horribly hard to get through as is. I would work up a penetration aid package that would never fit in a standard missile, but does easily fit into a bay missile and which causes point defenses fits to intercept successfully (TL being a major variable as to success).
Speaking of penetration, that's a large part of why I had to work out this material in detail, as a major difference of my CT/HG hybrid is armor has to be penetrated to do damage. That means a LOT of shots that would be taken in either CT or HG minor surface damage would do nothing, and don't even need to be rolled.
Had to figure out how to work in kinetic effects in missiles to overcome armor as in high velocity passes to overcome TL armor advantage, what effects closing would have on play, work that in with how the lightspeed weapons function (basically farther they are less ability to pen/do damage, close in suicide range maybe major ships can be penetrated with greater damage).