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Bolter and Bolter II Fighters

skyth

SOC-12
After hearing some discussion about TL 15 fighters being useless, I bring up the following two designs:

The original Bolter, and the upsized Bolter II. The Bolter II includes a bridge, but has no armor.

Ship: Bolter
Class: Bolter Fighter
Type: Fighter
Architect: Skyth
Tech Level: 15

USP
EX-0406Q71-900000-00003-0 MCr 161.525 50 Tons
Bat Bear 1 Crew: 1
Bat 1 TL: 15

Cargo: 0.000 Fuel: 12.000 EP: 12.000 Agility: 6
Fuel Treatment: Fuel Scoops

Architects Fee: MCr 1.615 Cost in Quantity: MCr 129.220


Detailed Description

HULL
50.000 tons standard, 700.000 cubic meters, Close Structure Configuration

CREW
Pilot

ENGINEERING
Jump-0, 6G Manuever, Power plant-24, 12.000 EP, Agility 6

AVIONICS
No Bridge Installed, Model/8 Computer

HARDPOINTS
1 Hardpoint

ARMAMENT
1 Triple Missile Turret organised into 1 Battery (Factor-3)

DEFENCES
Armoured Hull (Factor-9)

FUEL
12.000 Tons Fuel (0 parsecs jump and 28 days endurance)
On Board Fuel Scoops, No Fuel Purification Plant

MISCELLANEOUS
1 Acceleration Couch, 0.000 Ton Cargo

COST
MCr 163.140 Singly (incl. Architects fees of MCr 1.615), MCr 129.220 in Quantity

CONSTRUCTION TIME
24 Weeks Singly, 19 Weeks in Quantity


Ship: Bolter II
Class: Bolter II Fighter
Type: Fighter
Architect: Skyth
Tech Level: 15

USP
EX-0406M81-000000-00003-0 MCr 159.050 60 Tons
Bat Bear 1 Crew: 1
Bat 1 TL: 15

Cargo: 0.600 Fuel: 12.600 EP: 12.600 Agility: 6
Fuel Treatment: Fuel Scoops

Architects Fee: MCr 1.591 Cost in Quantity: MCr 127.240


Detailed Description

HULL
60.000 tons standard, 840.000 cubic meters, Close Structure Configuration

CREW
Pilot

ENGINEERING
Jump-0, 6G Manuever, Power plant-21, 12.600 EP, Agility 6

AVIONICS
Bridge, Model/8 Computer

HARDPOINTS
1 Hardpoint

ARMAMENT
1 Triple Missile Turret organised into 1 Battery (Factor-3)

DEFENCES
None

FUEL
12.600 Tons Fuel (0 parsecs jump and 28 days endurance)
On Board Fuel Scoops, No Fuel Purification Plant

MISCELLANEOUS
2 Acceleration Couches, 0.600 Ton Cargo

COST
MCr 160.641 Singly (incl. Architects fees of MCr 1.591), MCr 127.240 in Quantity

CONSTRUCTION TIME
27 Weeks Singly, 22 Weeks in Quantity
 
I believe that the basic point of "useless fighters" would be ... What are the odds of a factor 3 missile battery hitting a 10,000 ton TL 15 warship and inflicting damage? How many fighters will be disabled or destroyed by the Warship's return fire?

In HG, a size 0 fighter will take 1 critical hit per weapon factor, so even another fighter with a factor 3 missile battery will inflict 3 critical damages per sucessful hit.

I suggest picking a ship and playing out the combat in HG. The bias in the HG combat rules should quickly become obvious.
 
Looking at the numbers, against armor-15, damper-9, and computer-9, there is no way that a missile fighter can actually damage a main ship. :( Mine can at least hit...They just can't do anything once they hit.
 
Remember that the flaw is in the HG combat, not in the actual ships.
Logic tells you that if 1 million fighters shoot 3 million nuclear missiles at a single ship, some will hit and those that hit will damage the ship.

HG is designed to make fleet vs fleet combat possible (would you want to roll 3 million 'to hit' rolls per combat turn?) and the extremes (like fighters vs dreadnaughts) were a casualty to the simplifications necessary to make that possible.

Also, the +/- 9 modifier for a Model 9 computer quickly breaks the 2D6 curve.

Rerun your combat with 2 small changes and see what happens:
HR 1: a roll of exactly 12 always hits (no impossible to hit).
HR 2: any 'hit' does at least 1 dTon of damage (no impossible to harm).
 
My fighters can actually hit :) That's what they were designed for. The issue is getting through the dampers...

What do you mean by 1 dton of damage?
 
What do you mean by 1 dton of damage?

Every time the damage table tells you "No Effect", ignore the table and apply some minimal damage to the ship - use the LBB2 damage location table if you want. So a normal "Hit" might destroy 10% of the fuel (as an example), but a "No Effect" Hit would only destroy 1 dTon of fuel (or use 1% if you prefer).

The goal is to eliminate the 'I have so much armor that you can never damage me' scenario by making every hit do some damage. Let a swarm of fighters nibble away on the big ship.
 
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