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Advanced 700 ton Corvette

wbyrd

SOC-13



Write up and Specs.....first draft.
http://sta.sh/02ffwd1q1d0w

I was working on building a few ships when this little monster came to life...I used several varying tech levels in the design with the base tech level being TL-12 for internal systems and power plant. and the hull and armor being more advanced to allow for bonded Super dense armor and a bit more int eh way of hull and Structure.

weapons are built several tech levels higher for lasers, particle beams etc...with an option for a Fusion gun bay instead of a missile bay to punch glowing holes in more heavily armored targets....

The artwork, and write up are still fairly rough and I may run through several more passes before I settle on final version.

Soooo if you have any feedback, or spot any obvious frak ups let me know....its four in the morning and this is my current status.....:coffeegulp:
 
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I started knocking up a CT version for fun, but had to stop when I hit the weaponry. In CT bays are only options for 1000 ton plus craft, I'm picking you are using T5 which I haven't really examined yet.

The two week fuel endurance is pretty tight, but I'm sure it is deliberate. IMO it deserves mention in your write up :) Some ideas might be that the ship is used to support established systems where in system fuel tenders are available for in system missions longer than two weeks (week out, week back). Or the flotillas are supported by fleet tankers. Alternatively for extended in-system operations, 140 tons of jump fuel is used to extend endurance, keeping 70 tons available as a tactical reserve to allow an in system jump as a retreat option. SOP for jumps may be to arrive at the main port for immediate refueling and local intelligence. In system operations may involve jumping into the target area to achieve surprise, use ~70 tons of jump fuel to patrol for 3-4 weeks and jump back.

Hope that might be useful, if not just ignore it!
 
I'm using Mongoose rules with the BK2 Highguard ruleset....really should have mentioned that. Bays are allotted based on tonnage (1 per 1000 ton, minimum 1)

Good suggestions. I had intended to include that extra Fuel pallets could be loaded into the modular storage areas for longer operation. I may have to modify the write up and notes along the lines you suggested.


I am also thinking that adding Drop tanks might be a good idea..Use the drop tanks on the first leg of the flight to the operational area, so the ship has full jump fuel for a fast second jump, or to escape from a sector that is suddenly too hostile to hang around in.
 
I'm using Mongoose rules with the BK2 Highguard ruleset....really should have mentioned that. Bays are allotted based on tonnage (1 per 1000 ton, minimum 1)

I haven't used Mongoose either, but I understand it is close to CT. The phrase in CT is "One bay (regardless of size) may be installed per 1,000 tons of hull available." which is intepreted as one bay per whole 1000 tons. A ship at 995 ton cannot have a bay, a ship at 1005 ton can, at 2005 ton you can have two.

Mongoose may be different, and if so I apoligise. I have seen this misinterpretation in a few CT designs tho'.

On the color text side, facilities for drop tanks are a good idea. It may be worth examining how far the ship can jump while retaining the tanks. On operations it may be worth carrying the tank with you so it is immediately available for that jump in, rather than waiting weeks to procure one in your area of operations.
 
Mongoose may be different, and if so I apoligise. I have seen this misinterpretation in a few CT designs tho'.

In MgT, you install bays based on hardpoints (regardless of tonnage) just like turrets, but you need to allocate the bay-tonnage in the design.
 
I haven't used Mongoose either, but I understand it is close to CT. The phrase in CT is "One bay (regardless of size) may be installed per 1,000 tons of hull available." which is intepreted as one bay per whole 1000 tons. A ship at 995 ton cannot have a bay, a ship at 1005 ton can, at 2005 ton you can have two.

Mongoose may be different, and if so I apoligise. I have seen this misinterpretation in a few CT designs tho'.

On the color text side, facilities for drop tanks are a good idea. It may be worth examining how far the ship can jump while retaining the tanks. On operations it may be worth carrying the tank with you so it is immediately available for that jump in, rather than waiting weeks to procure one in your area of operations.

No need to apologize...if I haven't spent months building ships for my work I'd be a little stymied too....

It's expanded in Highguard rules ( Page 48 Highguard)...standard ships and small craft can have....bays but it's regulated by tonnage, powerplant and percentage of total weapons carried...


Tonnage/1000xpower plant rating:



Meson Bays can only be carried on ships with a power rating of 5+
Fusion and Particle bays can only be carried on vessels with a power rating of 3+

power rating 3-4 = 50% of weapons carried may be particle beams
Power rating 1-2= 25% may be particle beams

and each bay takes up one hardpoint and requires one ton of firecontrol...
 
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