Consider the Kraken
Kraken, TL14.
Meson Spine S (Factor 14, double fire), 7700t.
154 KEP Spine Power Plant, 4620t.
Spine PP Fuel, 3080t.
Gunner barracks, 320t.
Ship's Troops (brigade), 1000t.
Total payload tonnage: 16,720t.
Armor (4 layers): 16%
Jump-3: 7.5%
M6: 6%
PP6: 9%
PPFuel: 6%
J fuel: 30%
Crew: 3.5%
C&C-7: 4%
All defenses and screen secondaries, rating 4+4=8, total: 12%
Barracks: 2%
Total tonnage: 416,000 tons
Size Code: 4 (battleship)
Crew Size: 4 (=size)
Troop factor (brigade): 7
Damage Map (5 points per section; each section is armored at Factor 4)
1 C&C and Jump
2 Spine
3 Barracks & Hangars
4 Secondaries
5 Power Plant
6 Maneuver Drive
Attacks
To hit: (range) dice < Attacking Factor (Factor 14 spine) + Attack C&C (7) - Target Agility (0 to 9); in this case, typical effective range would be "3". 4 would be half effective. 2 would be close to a "sure thing".
To screen: Every applicable and installed defense type (except meson screens) gets one go. The task is:
2D < Defense Factor (1 to 9 typically) - Attacking Factor (14) + Defense C&C (4 to 7 typically).
Expanded out it looks something like this:
Code:
--- Attacking Factor ---
Def 1 2 3 4 5 6 7 8 9
1 7 6 5 4 3 2 1 - -
2 8 7 6 5 4 3 2 1 -
3 9 8 7 6 5 4 3 2 1
4 10 9 8 7 6 5 4 3 2
5 11 10 9 8 7 6 5 4 3
6 12 11 10 9 8 7 6 5 4
7 13 12 11 10 9 8 7 6 5
8 14 13 12 11 10 9 8 7 6
9 15 14 13 12 11 10 9 8 7
Damage:
Damage dice is Attacking Factor divided by Range to target, drop fractions.
Meson attacks: Hit when damage > Target Hull Configuration + Meson Screen Factor.
Other attacks: Hit when damage > Target Armor Factor + Ship Size Code.
Or perhaps they can be reorganized so that they hit a hit location on 1-6, or miss on all other results.
"Double Fire" spines make two damage rolls instead of one.