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99 ton planetoid rock fighter (the Death Skull 99)
Percentage based components:
20% Planetoid hull
16% Armour f-15 (total 18 due to configuration)
17% MD-6
12% PP-6, fuel-6 for agility 6
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65% (65 tons)
Tonnage based components:
11 Model-8
18 +9 power plant, +9 tons fuel for computer (total PP-15)
1 missle turret
3 Magazine
1 Crew stations
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34 tons
Total: 99 tons.
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As mentioned, a planetoid small craft violates existing rules; it could only exist in a house-rules setting. Kick it up to 100 dTons, you can't drop the bridge, start having to make other compromises. However ...
A 1000-dTon planetoid bomber works quite nicely. It can carry the full Model-9, doesn't have to deal with that lack-of-bridge penalty, and can mount a meson screen.
1000 dTon planetoid orbital bomber
Percentage based components:
35% Buffered Planetoid hull
2% Bridge
14% Armor F-13 (total 19 due to configuration)
17% MD-6
12% PP-6, fuel-6 for agility 6
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80% (800 dTons)
Tonnage based components:
13 Model-9
40 Meson Screen
needs 12+18 or 30 EP
60 +30 power plant, +30 tons fuel (total PP-9)
50 missile bay
30 quarters for 15 crew (Book 2: pilot, 8 engineers, 2 missile gunners, 4 screen operators)
195 tons
Total: 995 dTons, unless I missed something.
Agility 6, -1 for size. Invulnerable to anything but mesons and PA spinals, and it shouldn't expect to see PA spinals unless someone throws it into a fight against large warships. In that case, about 1 in 36 PA spinal hits will do damage: 1 hit to the missile battery. Meson bays can't penetrate the meson screen.
Spinal mesons, or the main batteries of planetary defenses, need an 11 if the craft stands off at long range (assuming it's a TL 15 world; lower tech worlds suffer DMs due to lower computer ratings). However, I would rule that a bombing craft needs to bomb from short range; deadfall from long range leaves a long time for ground batteries to target and destroy the ordnance, and missiles from long range would hit atmosphere at a velocity that at best blinds them and breaks their communication link with the launcher and at worst destroys them. Ergo +2 to meson fire: they need a 9 at TL 15. The meson screen and buffered hull combination will stop about a quarter of those hits, assuming a TL 15 battery, better against lower tech batteries. Overall, 21% chance of taking a hit against a TL 15 T-meson battery; drops to ~10% against a TL 14 S-meson, ~1.35% against a TL 13 P-meson.
5 tons available cargo translates to 675 missile reloads, if you're tracking missiles, so figure ... actually, I know how many missile salvos a turret carries, but not how many a bay carries beyond the one salvo. Still, at least 14 turns of fire before it has to pull to the rear to reload from a transport.
Cost in quantity is a bit over MCr 640.
If you aren't going to run it against a warship, you only need about 14 factors of armor to be immune from anything but spinals, assuming a meson screen. However, the buffered planetoid is useful for lowering cost and for adding a bit more resistance to meson fire, a nice combination. It costs about half the cost of a 10-boat squadron of the 99-dTonners, since you only need 1 computer instead of 10, and it has much better combat survival against defenders of TL13 or less since it's using a Model/9 instead of an impaired Model/8. And, it's "street-legal".