tbeard1999
SOC-14 1K
Tbeard,
I am wondering about your premise of fighters as effective ship-killing platforms. It seems that you have not taken into account the effects of the computer programs available to a large warship versus a small fighter. They change the equation.
Not really.
The most sensible small craft weapons are missiles. A fighter can carry 3 missile racks or one laser, per Book 2. I'd always choose the missiles since they are immune to computer defensive DMs. Missiles hit their target automatically if they reach the target, so computers aren't any defensive help.
And a hit on a fighter will actually do significant damage about 40% of the time. And while a drive hit will disable a drive, it will not disable its missile racks. The net result is that each fighter will require several hits on average to knock its weapons out (4 hits will knock a fighter's weapons out ~50% of the time).
On a per ton basis, it is hard for me to imagine how any starship can compete with a comparable tonnage of fighters. A standard fighter takes up 10 tons. Add 2 tons for the pilot's stateroom and 3 more tons for ordnance (not actually required by Book 2), this means that allocating 300 tons to fighters would mean that 20+ fighters would be deployed. A starship of twice that tonnage would find itself completely outgunned. Its 6 triple laser turrets (18 weapons total) would face 60 missiles per turn for 3 turns. If the starship chose to engage the fighters, it would destroy/disable only about 3-4 per turn (assuming automatic hits). In return, it would be hit by 60 missiles+51 missiles+42 missiles = 153 missiles. That's over 500 damage points on average.
Firing the lasers in an anti-missile mode doesn't help much. In that case, assuming 100% hits, the ship will shoot down about 72 missiles, and will be hit by about 108 missiles for an average of ~400 points of damage.
You can quibble about the underlying assumptions, but every reasonable scenario will have the starship taking several hundred points of damage.
Let me demonstrate:
I have a 1000 ton Bk2 Ship, the "Panhandle":
4G
No armor
It mounts 10 turrets, 6 with tri-beams and 4 with tri-missiles.
A model/6 computer loading these programs:
maneuver/evade-6 (-5 dm)
target (req)
gunner (add say DM +1)
predict-5 (DM +3)
ECM (missiles fail on 7+)
Anti-missile
Launch (req)
Multi-target-3 (engage 3 targets)
compare with your fighter, which is considerably better than the Bk2/Starter Trav fighter.
assuming still a model/1 (CPU 2 Storage 4)
loading:
m/e-5 (add say dm -2) because some maneuver program is required
launch (req for missiles)
By your first post, a comparable 1000 ton carrier can carry twelve of these little fellows. That does seem like a lot of firepower. However, read on.
Not a good assumption. My carriers are designed for very long range missions, so considerable tonnage is devoted to cargo, maintenance crews, etc. Also, my carriers are designed for use with my combat rules, which make fighters less lethal (and therefore reduce somewhat the incentive to pack as many fighters as possible into a hull).
I just ran out a Jump 1, 1000 ton carrier with 60(!) fighters.
A Jump 4 version can carry 25 fighters, which would be appropriate for a "blue water" carrier.
I disagree with your assessment of how hard it is to kill a Bk2 fighter. Please refer to Bk2, page 34, the Hit Location Table. If we assume that Drive and Weaponry hits 'kill' a fighter
There is no basis for such an assumption. A drive hit kills the drive, but not the missile launchers. And missiles can be fired in any direction.
A weapon hit kills the weapons and it only happens 16% of the time. So, on average a fighter's weapons will be killed after 4 hits about 50% of the time.
and Cabin hits are of no effect because the pilot is in a Vacc Suit, then on any roll other than 7,8 or 9 a fighter is 'killed'. That comes to 41% Cabin hits and 59% 'kill' hits. One hit kills a fighter 60% of the time.
Since this assumption is demonstrably false, and since you've assumed only 50%- of the fighters that would be typical, your analysis needs to be re-run.
And consider that on the first turn of combat, the Panhandle will be facing 25 x 3 = 75 missiles. Assuming 10 triple beam lasers and automatic hits (and ignoring targeting restrictions), Panhandle could score 30 hits per turn. This would statistically result in around 4 fighters dead. So the next turn, the fighters would launch 3 x 21 = 63 missiles. Again, Panhandle could kill around 4 fighters. The third turn, the fighters launch 51 missiles. At that point the fighters are no threat...but there are 184 missiles streaking towards it in 3 waves. Hard to see how 30 beam lasers can shoot down enough missiles to matter. And when the actual to hit probabilities and targeting restrictions are applied, Panhandle is in deep kimshi.
Actually, it looks to me like it would take 3 or 4 Panhandles to handle even a small fighter group like this.
If we build a Jump 1 or Jump 2 carrier, the battle becomes outrageously one-sided since such carriers can carry twice as many fighters.
And large ships are increasingly vulnerable to the fact that a ship has a 1/216 chance of being destroyed by any given point of damage (1/36 chance of rolling "12" for damage; 1/6 chance of rolling "6" for a critical, which results in the ship exploding). This means that 100 points of damage will destroy the largest ships ~50% of the time.
So while you can certainly define your assumptions so that fighters aren't that good, it seems clear to me that they are utterly ferocious if used sensible and in reasonable numbers.
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