Fun part is realizing that @ 80 tons, if you have to pay 130% tonnage to stow small craft on a larger parent carrier, those 80 tons of fighter are costing you 80*1.3=104 tons of hangar space each.
At that price, you might as well go for 100 ton fighter "boats" and only need to spend 110% tonnage on stowing big craft on a larger parent carrier, so those 100 tons of fighter are costing you 100*1.1=110 tons of hangar space each.
Yes, but the 80 tonner is more difficult to hit. As fighters are already difficult to hit that extra DM-1 is a huge deal.
A small craft can, according to errata, have less fuel than a full four weeks worth, down to a single Dt. A 100 Dt craft with a large computer, Ag-6, and some weapons must have ~20 Dt fuel by the rules.
The good thing at 100 Dt is: planetoids. Armour 20 is no fun for the enemy...
E.g.:
Code:
FH-1906C91-L00000-00003-0 MCr 231 195 Dton
bearing 1 Crew=2
batteries 1 TL=15
Cargo=1 Fuel=23,7 EP=23,7 Agility=6
I just cheated a little bit with a single stateroom, instead of the required two.
Can only be damaged by spinals, and even they will struggle with the agility and size.
If you're going for nuclear missiles, then you're probably going to want to add a magazine (LBB5.79, p32) to increase combat endurance and enable bombardment(s) to be possible.
They are not in LBB5'80, and have nothing to do with space combat, just bombardement.
If you want to go for "energy weapons" (that do not expend ordnance) your choices boil down to either triple beam laser turret (code: 4 @ TL=15) and increase the size of the power plant to account for the additional EP demand ... or ... install a single particle accelerator turret (code: 2 @ TL=15) and increase the size of the power plant even more to account for an even higher EP demand load.
The obvious choice is a single Fusion gun (factor 5), leaving a slot for a missile rack or sandcaster. Higher factor, better to hit, and some chance of size crits against small targets, even less power requirement. Range is a problem, so has to be manipulated. Still can't inflict damage on armour 14+.
Fusion guns are also highly effective in ground combat, against vehicles.
Always thought the idea of 1000 ton "bay fighters" (that need 1100 tons of hangar space on parent carriers) was kind of a quirky thing to play around with. A 1000 ton starship/boat can mount a 100 ton bay and load a particle accelerator into it (code: 9 @ TL=14-15) which has a base roll to hit before other DMs come into play of ... 4 (LBB5.80, p46).
If you opt for the "turret route" instead, you can spend 10x single turrets on particle accelerators (code: 7, 30 tons and 50 EP @ TL=15, or code: 6, 50 tons and 50 EP @ TL=14) ... where code: 7 has a base to hit roll of 5, and code: 6 has a base to hit roll of 6.
Make it 1300 Dt, combine a bay with some turrets to fill out the USP for better damage resistance. The size DM-1 to hit is tasty.
Load it into a 3000 Dt transport built out of Z-drive magic to make it very cheap...
Or just make it a 1000 Dt rock:
Code:
FM-A906992-L09000-00009-0 MCr 668 1 000 Dton
bearing 1 Crew=13
batteries 1 TL=15
Cargo=120 Fuel=90 EP=90 Agility=6
Immune to anything but spinals, can damage anything with armour 19-.
And that is why you want PA spinals...
Irony of ironies, for the fire control and power allocation required, a single 50 ton particle accelerator bay (code: 5, 50 tons, 30 EP, MCr20) is a more efficient option @ TL=14 than 10x single Particle Accelerator Barbettes (code: 6, 50 tons, 50 EP, MCr40) ... because code: 5 and 6 both have a base to hit roll of 6. The only difference between the bay and the barbettes would be the automatic critical yield (because code: 5 vs code: 6).
But yeah ... a 1000 ton "fighter" armed with a single 100 ton particle accelerator bay ... sounds like a kind of "poor man's spinal mount" setup ... or a "spnal mount for (bigger) fighters" type of deal.
Meson
spinals bays can't penetrate meson screens.
PA bays can't do damage if the target has armour 14 or better. Fighters are vulnerable to size crits.
A 50 Dt missile bay has a better to hit, and can do damage to anything but hi-tech fully armoured rocks.
A large meson bay takes 100 Dt + another 400 Dt for power and fuel = 500 Dt and almost MCr 700. Toss in a few engineers for good measure.
A large PA bay takes 100 Dt + 120 Dt for power and fuel = 220 Dt and almost MCr 220.
A missile bay is 50 Dt, MCr 12.5 and nothing more. And it's more effective.
I'll take the missile bay...
Consequently, particle accelerator (bays) become preferable in this displacement class for "reliable hits" and therefore damage throughput ... because particle accelerators don't care about any protection schemes except computer model, black globe (yeah, right) and armor.
The problem is that armour protects against everything but mesons, so warships tends to have a lot of it...
Armour 14+ and the PA bay is worthless (except against sub-300 Dt craft).