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Zhodani light fighter drone

Don't need high FC or bays to kill it. It can easily kill itself...

With the barrage table and a DM of +2[skill] +2[FC] +1[HighYield] +3[IWD] -9[Armour] +0[range] = -1 it would do damage on a roll of 4+ and kill average 0.83 fighters of its own kind every turn.


Against a medium reinforced fighter (40 Dt, Armour 14, Hull 15) with the same computer/software etc it would do damage on 9+ and do average 0.7 damage resulting in 0.36 hits slowly whittling away at the medium fighter. It would take 49 hits to destroy the medium fighter, so 136 attacks by light fighters.

With the same attack DM and a Particle barbette the medium fighter would kill average 0.97 light fighters.

A single medium fighter would easily kill 10, or even 15, light fighters...

You forgot the -4 DM for being fighter wings, taht makes them slightly more survivable (and less deadly against like oponents, of course).

This is of course completely wrong, sorry... I haven't used MgT1 for a few years and seems to have forgotten the details.


10 light drones forming a single barrage against a medium reinforced drone (40 Dt, Armour 14, Hull 15, and the same computer/software etc) would do damage on 9+ resulting in a 17% chance of kill and 0.22 Hits (if they don't kill outright).

To have those 15 hull you must dedícate 50% of your volumen to it (and, BTW, then it would be 16 hull, as a 40 dton small craft has a base 1 hull 1 structure).

This is doable, as the remaiing 20 dtons are probable more tan enough for the needed equipment, and hte rules don't talk about any limit (though I find quite odd for it to be able to increase so much).

The medium drone would be better off using Evade-2 (trivial added cost) instead of FC-2:
10 light drones forming a single barrage against a medium reinforced drone would do damage on 11+ resulting in a 3% chance of kill and 0.11 Hits (if they don't kill outright).

The medium drone would have about 86% chance of surviving against (and killing) 10 light drones, and about 73% chance of surviving against 15 light drones. We would need about 19 light drones to have a 50% chance of killing the medium drone (with horrendous losses).

Lets see...

For the medium (I'd say heavy, but that's irrelevant) drone, assuming a single turret can use the barrage table (we already discussed it, and rules don't preclude it, though, again, I find it quite odd. To avoid this discussion, while keeping the 10:1 odds you told about, let's asume 4 medium drones against 40 light ones):

+2[skill] +2[Improvements] +3[IWD] -9[Armour] +0[range] -4 ^[fighter wings] = -6.

So they will kill one light fighter/ médium fighter on a 9+, none on lower dice

For the light fighters:

+2[skill] +2 [fire control] +2[Improvements] +3[IWD] -14[Armour] -2 [evade]+0[range] -4 ^[fighter wings] = -11.

(NOTE: I used +2 for improvements by assuming either accurate and high yeld or very high yeld)

They cannot damage them (making your invedstment in heavier hulls useless for this specific combat)

If the light fighters divide in several subwings (let's say 8 subings of 5 light drones), though, your evade will only be counted against the first (or second) ones, so the rest of them will fight at -9, so having a slight possibility (rolling boses) to produce very light damage on the medium ones (10% damage, so 4.5 hull damage points)

So, you're right, those light fighter drones are not to fight you medium ones.

OTOH, if fired upon by a larger ship with +4 FC, skill 3 and 5 dice barbetes, the DMs would be:

Against light fighters:

+3[skill] +4 [fire control] +2[Improvements] +5[IWD] -9[Armour] +0[range] -4 ^[fighter wings] = +1. So one fighter per barbette will be lost

Against medium fighters:

+3[skill] +4 [fire control] +2[Improvements] +5[IWD] -14[Armour] -2 [evade]+0[range] -4 ^[fighter wings] = -6. So on a 9+ some damage will be produced (1.5 hull/barbete/10%).

If more of those ships fire the medium drone wing than the evading capacity, the DM will be -4, so producing damage on a 7+.

Clearly the medium ones are more survivable, but when it comes to their own capacity to damage the enemy ship (assuming armor 14), DMs are:

For the light drones:

+2[skill] +2 [fire control] +2[Improvements] +3[IWD] -14[Armour] +0[range] = -5. So they will damage on a 8+

For the medium drones:

+2[skill] +2[Improvements] +3[IWD] -14[Armour] +0[range] = -7. So they will damage on a 10+ (and having less turrets, damage will be lower).

So, the light drones are better in this case, at least for the first round. And if the enemy is not so heavily armored, the ofensive advantage increases...

The simplest way of enhancing the light drone would be to increase the armour to 14, making it much harder to kill.

The medium drone would then have to roll 8+ (42%) on the barrage to kill it. We would need about 16 light drones to have a 50% chance of killing the medium drone (with horrendous losses). Eh.

Agreed, but this will require to use smaller PP and maneuver drives, so either increasing the cost or reducing the thrust.


Note that I did not take Armour hits in consideration (reducing defence against subsequent attacks), so the medium drone isn't quite as robust as I have calculated.

I guess that would be a minor issue, and not applicable if more tan one such drones are fighting as a wing
 
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After all the advices from AnotherDilbert (and reducing weapoins improvements to what is legal), I made some changes on it:

ItemDescriptionnotesdtonMCr
Hull S1 streamlined10 dtonsHull: 0 Superstructure:1101.1
ArmorBonded Superdense14 points1.171.28
Maneuver sFGravitic1Thrust 122.2512
PP sGFusionRating 1236
ComputerModel 2rating 10-0.16
ElectronicsStandardDM -40-
Drone CoreTL 14Int: 9 (+1), Edu: 11 (+1)1.510
WeaponsFixed PBVery high yeld15.5
Fuel10 days endurance-1.080
SoftwareManeuverRating 0-0
.Fire control/2Rating 10-4
Totals--036.043

Note 1: for the drives, I used the TL+3 as shown in page 53 MgT1:HG (75% volume, 200% cost).

Mass production cost is now Mcr 32.439, but it becomes quite more survivable with its improved armor, while keeping all its other capabilities.
 
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You could reduce fuel tankage a bit, and back off to TL+2 on the M-drive, saving MCr 4.5?

This will reduce the endurance to about 141 hours (5.88 days). Nonetheless I guess at 12G tis will allow for quite long range patrols anyway (the main reason for its long endurance), while reducing its price by over 12%.

This means adding 1 drone per 8 with the same Budget while keeping most its capabilities, so suggestion accepted and drone fixed:

ItemDescriptionnotesdtonMCr
Hull S1 streamlined10 dtonsHull: 0 Superstructure:1101.1
ArmorBonded Superdense14 points1.171.28
Maneuver sFGravitic1Thrust 122.77.5
PP sGFusionRating 1236
ComputerModel 2rating 10-0.16
ElectronicsStandardDM -40-
Drone CoreTL 14Int: 9 (+1), Edu: 11 (+1)1.510
WeaponsFixed PBVery high yeld15.5
Fuel5.88 days (about 141 hours) endurance-0.630
SoftwareManeuverRating 0-0
.Fire control/2Rating 10-4
Totals--031.543

Note 1: for the drives, I used the TL+2 as shown in page 53 MgT1:HG (90% volume, 125% cost).

Mass production cost is now Mcr 28.389, but it becomes quite more survivable with its improved armor, while keeping all its other capabilities.

You really deserve part of the credit for the design now...
 
You forgot the -4 DM for being fighter wings, taht makes them slightly more survivable (and less deadly against like oponents, of course).
You are right, I forgot about that. Thanks.


To have those 15 hull you must dedícate 50% of your volumen to it (and, BTW, then it would be 16 hull, as a 40 dton small craft has a base 1 hull 1 structure).
I can't manage more than 4 reinforced hull + 1 reinforced structure giving Hull 1 + 4 × 3 = 13 and Structure 1 + 1 = 2, for a total of 15 damage needed to destroy.


+2[skill] +2[Improvements] +3[IWD] -9[Armour] +0[range] -4 ^[fighter wings] = -6.

So they will kill one light fighter/ médium fighter on a 9+, none on lower dice
The Medium carry a particle barbette: damage 4D:

+2[skill] +2[Improvements] +4[IWD] -9[Armour] +0[range] -4[flight] = -5.

Doing damage on 8+, killing 4 light fighters (limited by number of firing mounts) for an average of 1.67 light fighters killed per round.

So, you're right, those light fighter drones are not to fight you medium ones.
Glad we agree.


OTOH, if fired upon by a larger ship with +4 FC, skill 3 and 5 dice barbetes, the DMs would be:
5D?


Against light fighters:

+3[skill] +4 [fire control] +2[Improvements] +5[IWD] -9[Armour] +0[range] -4 ^[fighter wings] = +1. So one fighter per barbette will be lost
Agreed. If we assume 10 attacking barbettes this is average 10 light fighters killed.


Against medium fighters:

+3[skill] +4 [fire control] +2[Improvements] +5[IWD] -14[Armour] -2 [evade]+0[range] -4 ^[fighter wings] = -6. So on a 9+ some damage will be produced (1.5 hull/barbete/10%).
Agreed. 10 barbettes: Average 0.72 medium fighters killed.


Clearly the medium ones are more survivable, but when it comes to their own capacity to damage the enemy ship (assuming armor 14), DMs are:

For the light drones:

+2[skill] +2 [fire control] +2[Improvements] +3[IWD] -14[Armour] +0[range] = -5. So they will damage on a 8+
Agreed, assuming 40 light fighters as above: average damage 10.56.


For the medium drones:

+2[skill] +2[Improvements] +3[IWD] -14[Armour] +0[range] = -7. So they will damage on a 10+ (and having less turrets, damage will be lower).
+2[skill] +2[Improvements] +4[IWD] -14[Armour] +0[range] = -6.

Assuming 20 medium fighters (about equal cost to 40 light): average damage 5.33.


So, the light drones are better in this case, at least for the first round. And if the enemy is not so heavily armored, the ofensive advantage increases...
The light fighters do more damage, but they also take more damage, they lose 10 fighters per round, so they are all dead in 4 rounds. In 4 rounds they do average 10.56 + 7.92 + 5.28 + 2.64 = 26.4 damage before they are all dead.

The medium fighters are killed at a rate of 0.72 per round, so the 20 fighters last ~28 rounds before they are all dead. They do an average of 5.33 + 5.14 + 4.95 + ... + 0.57 + 0.38 + 0.19 = 77.3 damage.

In this particular case I would call the medium fighter superior.
 
I can't manage more than 4 reinforced hull + 1 reinforced structure giving Hull 1 + 4 × 3 = 13 and Structure 1 + 1 = 2, for a total of 15 damage needed to destroy.

Ok I read you wrong.

The Medium carry a particle barbette: damage 4D:

Have you it posted somewhere so I can see its details?


You're right, not such weapon exists. Let's say fusión bays then (for our other calculations it does not matter).

Assuming 20 medium fighters (about equal cost to 40 light)

THe cost ofthe drones may be equal, but the carrier needs (and so the total costs) not...

In this particular case I would call the medium fighter superior.

And that's why I heard your advice and modified the design ;).
 
Recalculating the fighter vs ship example with the improved light fighter:

Assuming 10 ship barbettes, 40 light fighters, 20 medium fighters.


Against light fighters:

+3[skill] +4[fire control] +2[Improvements] +5[IWD] -14[Armour] +0[range] -4[fighter wings] = -4.

Damage on 7+ killing average 5.83 light fighters per round. Better, almost half damage taken!


Against medium fighters:

+3[skill] +4 [fire control] +2[Improvements] +5[IWD] -14[Armour] -2 [evade]+0[range] -4[fighter wings] = -6.

Damage on 9+ killing average 0.72 medium fighters per round. Same.



For the light drones:

+2[skill] +2[fire control] +2[Improvements] +3[IWD] -14[Armour] +0[range] = -5.

Damage on 8+ doing average damage 10.56 per round. Same.


For the medium drones:

+2[skill] +2[Improvements] +4[IWD] -14[Armour] +0[range] = -6.

Damage on 9+ doing average damage 5.33 per round. Same.


The light fighters do more damage, but they also take more damage, they lose 5.83 fighters per round, so they are all dead in ~7 rounds. In 7 rounds they do average 10.56 + 9.05 + ... + 3.02 + 1.51 = 42.24 damage before they are all dead.

The medium fighters are killed at a rate of 0.72 per round, so the 20 fighters last ~28 rounds before they are all dead. They do an average of 5.33 + 5.14 + 4.95 + ... + 0.57 + 0.38 + 0.19 = 77.3 damage.

The medium fighter is still superior, but with a much narrower margin.
 
As for the large ship firing at the light drones, I guess your numbers are flawled:

On a roll of 8+ they'd kill 10 fighers (as they can kill no more tan gunners), while on a roll of 7- they kill none.

Of course ,the average may not be over 10 (the maximum), and I guess you forgot to cap the damage to those 10.

And don't forget they can divide (e.g. 4 x 10 drone squadrons), so forcing the ship to divide the FC DM (soemthing the mediun drones also can do)
 
Have you it posted somewhere so I can see its details?
I believe I have posted something similar sometime. This is what I used for these posts:
Code:
                                      #    Dton  Adjust    Cost  Adjust
Hull    Hull 13 Struct 2 = 15             40,00            1,40    1,75 
Configuration   Streamlined                                0,14    0,14    
Armour          Bonded         14    14    4,67    4,67    1,63    1,63   
Self-seal                             1                    0,40    0,30   
Reinf Hull      Hull +12              4   16,00   16,00    1,60    1,60    
Reinf Struct    Structure +1          1    2,00    2,00    0,40    0,40    
Arm Bulkheads   PP,Fuel,Drone,turret  1    1,13    1,13    0,23    0,23    
                                
Module          5 Dt                  1    5,00    5,00    0,19    0,19    
     Default: Particle Barbette( VHiYield )                8,00   10,00  
                                
ManœuvreD       M=5     sK            1    5,00    4,50   11,00   13,75
Power Plant     PP=5    sL            1    4,50    4,50    8,00    8,00   
Fuel, Power     2,1 days              0,3  0,30    0,30            
                                
Drone Brain                           1    1,50    1,50   10,00   10,00 
Computer        m/2                   2                    0,32    0,24 
Fire Control/2                        1                    4,00    3,20    
Evade/1                               1                    1,00    0,75   
                                
Repair Drones   +Expert&Intellect     1    0,40    0,40    0,23    0,23  

Sum  (w/o software)                               40,00       MCr 48,5
Keeping most details as close to your light drone fighter as possible.

I would normally use a bigger computer and different advantages for the gun.




THe cost ofthe drones may be equal, but the carrier needs (and so the total costs) not...
The medium is costs less than twice the light, but the carrier more. I called it about equal, but that is perhaps a bit optimistic.
 
As for the large ship firing at the light drones, I guess your numbers are flawled:

On a roll of 8+ they'd kill 10 fighers (as they can kill no more tan gunners), while on a roll of 7- they kill none.
Hm, lets see:
Against light fighters:

+3[skill] +4[fire control] +2[Improvements] +5[IWD] -14[Armour] +0[range] -4[fighter wings] = -4.

Damage on 7+ killing average 5.83 light fighters per round. Better, almost half damage taken!
I maintain that the ship does damage on 7+ so killing 10 * 21 / 36 = 5.83 fighters.



And don't forget they can divide (e.g. 4 x 10 drone squadrons), so forcing the ship to divide the FC DM (soemthing the mediun drones also can do)
Yes, we can fiddle around with flights and used software. There are many cases to test... In the end ships lose against fighters, if I recall correctly.
 
I believe I have posted something similar sometime. This is what I used for these posts:
Code:
                                      #    Dton  Adjust    Cost  Adjust
Hull    Hull 13 Struct 2 = 15             40,00            1,40    1,75 
Configuration   Streamlined                                0,14    0,14    
Armour          Bonded         14    14    4,67    4,67    1,63    1,63   
Self-seal                             1                    0,40    0,30   
Reinf Hull      Hull +12              4   16,00   16,00    1,60    1,60    
Reinf Struct    Structure +1          1    2,00    2,00    0,40    0,40    
Arm Bulkheads   PP,Fuel,Drone,turret  1    1,13    1,13    0,23    0,23    
                                
Module          5 Dt                  1    5,00    5,00    0,19    0,19    
     Default: Particle Barbette( VHiYield )                8,00   10,00  
                                
ManœuvreD       M=5     sK            1    5,00    4,50   11,00   13,75
Power Plant     PP=5    sL            1    4,50    4,50    8,00    8,00   
Fuel, Power     2,1 days              0,3  0,30    0,30            
                                
Drone Brain                           1    1,50    1,50   10,00   10,00 
Computer        m/2                   2                    0,32    0,24 
Fire Control/2                        1                    4,00    3,20    
Evade/1                               1                    1,00    0,75   
                                
Repair Drones   +Expert&Intellect     1    0,40    0,40    0,23    0,23  

Sum  (w/o software)                               40,00       MCr 48,5
Keeping most details as close to your light drone fighter as possible.

I would normally use a bigger computer and different advantages for the gun.

TY por clarifying your medium drone.

Of course, better computer may be used, but the cost increases (and as it is lineal, ir afects more the light ones). This would also depend on if the cost modifiers in the sidebar of page 91 of the CB apply to the ships computers, soemthing never clarified...

About the advantages for the gun, those two options (accurate + high yeld or very high yeld) are the ones that give more DMs, once it is limited to 3 improvements (unless you have a better combination), and the Very High Yeld is only 2 of them ,so reducing the cost.

As per the armored bulkheads, they are useless in barrage combat, as fighters are either destroyed or not, and no such damage is accounted for. They are, of course, useful in CB ship combat system...

The medium is costs less than twice the light, but the carrier more. I called it about equal, but that is perhaps a bit optimistic.

This is always quite difficult to calculate, as it will depend on many factors (larger clamps or launching tubes, etc...)

Hm, lets see:

I maintain that the ship does damage on 7+ so killing 10 * 21 / 36 = 5.83 fighters.

Sorry, I missread you post. I now see what do you mean.
 
Of course, better computer may be used, but the cost increases (and as it is lineal, ir afects more the light ones). This would also depend on if the cost modifiers in the sidebar of page 91 of the CB apply to the ships computers, soemthing never clarified...
A more expensive fighter would optimally use a more expensive computer. At a guess, if we test all combinations the light fighter would optimally use a m/2-3 computer and a medium fighter a m/4?

p91 is certainly interesting... It applies to "computers" and ship's computers are certainly "computers". I would be tempted to let it apply to ship's computers. It would trivialise the cost of computers, but not software.


About the advantages for the gun, those two options (accurate + high yeld or very high yeld) are the ones that give more DMs, once it is limited to 3 improvements (unless you have a better combination), and the Very High Yeld is only 2 of them ,so reducing the cost.
I generally aim to fight at long range, say VLong or even Distant range. This is where the combat starts, and combats tend to not last long enough to get very much closer. Hence I like the Long Range advantage, combined with Accurate (basic) or VHiYield (barrage).


As per the armored bulkheads, they are useless in barrage combat, as fighters are either destroyed or not, and no such damage is accounted for. They are, of course, useful in CB ship combat system...
A good design should take all use cases in consideration...


This is always quite difficult to calculate, as it will depend on many factors (larger clamps or launching tubes, etc...)
Quite. I made a simple clamp J-4 carrier for comparison. It would cost MCr 12.2 per light drone or MCr 47.5 per medium drone, YMMV.

It would mean that a light drone would cost 31.5 + 12.2 ≈MCr 44 and my example medium drone 48.5 + 47.5 ≈ MCr 96.

A single medium drone would cost about the same as 2.2 light drones.
 
I generally aim to fight at long range, say VLong or even Distant range. This is where the combat starts, and combats tend to not last long enough to get very much closer. Hence I like the Long Range advantage, combined with Accurate (basic) or VHiYield (barrage).

ITTR we already discussed this...

I could not find the initial distance rules for HG combat, but in the CB they are quite clear (page 146):

Enemy Vessel Locations
If two vessels randomly encounter each other while travelling, the encounter will begin at Very Long range. More often, ships engage near a planet, where the range is Short or Medium.

So, I don't intend to fight at such long distances you talk about, and, for fighters, I perefer to close soon and even try the straffing run. See that if they reach adjacent distance with larger ships they are at clear advantage, hafing only a -1 distance while the ship having a -2/-3 for most their weapons). This is why I always give them the maximum speed I can.

It's a good idea, though, the evade program, to allow the fighters to close, and switch to FC when they really intend to attack. Add dodging to it and they will become more survivable (even without the evade, just dodging will make them more survivable while closing the enemy ship).

------------------

BTW:
Sorry I'm late to the party, but you did refer to it in another thread.

You might be late, but I'm glad you joined it.
 
I could not find the initial distance rules for HG combat, but in the CB they are quite clear (page 146):
On the other hand TCS says:
TCS said:
Most battles begin as engagements at Very Distant range with distances of around 50,000 to 200,000 km separating the two forces.

I take the Core rules to apply to civilian random encounters.

My logic is simple: military engagements start when the forces can see each other, which is Very Distant for the very best sensors. Starting at closer distance would require an ambush of some sort, subject to Referee discretion.

Of course, since we only see sensor blips with no detail at such extended range, it takes some conviction to fire. I assume that in wartime ships that don't identify themselves are considered hostile. In peace-time you might get in closer, to Distant range?

Of course, this allows the force with an acceleration advantage to choose to engage or disengage which is a notable advantage for your light fighter.
 
On the other hand TCS says:

TCS said:
Most battles begin as engagements at Very Distant range with distances of around 50,000 to 200,000 km separating the two forces.
I take the Core rules to apply to civilian random encounters.

I don't own TCS, so I trust your Word on it (after all, I have no reason not to).

My logic is simple: military engagements start when the forces can see each other, which is Very Distant for the very best sensors. Starting at closer distance would require an ambush of some sort, subject to Referee discretion.

Of course, since we only see sensor blips with no detail at such extended range, it takes some conviction to fire. I assume that in wartime ships that don't identify themselves are considered hostile. In peace-time you might get in closer, to Distant range?

See that this may lead to friendly fire events, as you're likely not to give up your identity in war times...

And again ,as already discussed, the problema is that, despite being quite a lot of DMs for sensors, there is not sensor roll, being more or less automatic. I'm not sure you may lock on such remote targets that, as you say, appear only as blips in your sensors...

As a side note: Distant is farther than Very Long., but that does not affect your point.

Of course, this allows the force with an acceleration advantage to choose to engage or disengage which is a notable advantage for your light fighter.

Agreed. As I said, I like fighters to have maximum speed, be it to close or to flee.
 
See that this may lead to friendly fire events, as you're likely not to give up your identity in war times...
Quite, but note that at Distant range (where we can start shooting) we can have Limited sensor resolution, which should be enough for at least tentative target identification.


And again ,as already discussed, the problema is that, despite being quite a lot of DMs for sensors, there is not sensor roll, being more or less automatic. I'm not sure you may lock on such remote targets that, as you say, appear only as blips in your sensors...
Agreed, this is a bit too simple; we appear to see each other automatically. MgT2 has a detection roll using sensor DM and stealth. It's still rather easy to detect other ships, at least with good sensors.

There is no limitation to range or sensor resolution for Sensor Lock.

We don't even need sensor lock to start shooting, sensor lock only gives a bonus DM.


Agreed. As I said, I like fighters to have maximum speed, be it to close or to flee.
Also note that without sensor arrays you will not see an enemy force before they can start shooting, so losing the ability to disengage before combat starts.

Sensor arrays are difficult to fit in 10 Dt fighters.
 
Of course, better computer may be used, but the cost increases (and as it is lineal, ir afects more the light ones). This would also depend on if the cost modifiers in the sidebar of page 91 of the CB apply to the ships computers, soemthing never clarified...
p91 is certainly interesting... It applies to "computers" and ship's computers are certainly "computers". I would be tempted to let it apply to ship's computers. It would trivialise the cost of computers, but not software.
Unfortunately it makes all standard computers redundant since a Core/3 is TL 9 and hence would cost next to nothing a few TLs later, e.g. MCr 0.375 at TL 14.

Unless we want all fighters carrying Core computers we have to reject p91 for ship's computers.

In fact a Core/3 is rather interesting even without the rebate...
 
Unfortunately it makes all standard computers redundant since a Core/3 is TL 9 and hence would cost next to nothing a few TLs later, e.g. MCr 0.375 at TL 14.

Unless we want all fighters carrying Core computers we have to reject p91 for ship's computers.

In fact a Core/3 is rather interesting even without the rebate...

Core computers are specifically in the Capital Ship design, and so, as I understand the rules, should only be usable on them. Otherways, they sould be in the Spacecraft Options section, where the changes that also may apply to non-capital ships are listed.


See also that it is specified that their tonnage is included in the command modules of a ship, and this cannot apply to fighters, and probably neither to the non-capital ships.
 
Also note that without sensor arrays you will not see an enemy force before they can start shooting, so losing the ability to disengage before combat starts.

Sensor arrays are difficult to fit in 10 Dt fighters.

Of course, you could add some unarmed drones with better sensors (basic Civilian) as part of the squadron (akin an Early Warning or Electronic Warfare plane in a combat squadron flight today), as you could add some sandcaster/laser armed ones for PD squadron defense...
 
Let's test a fighter with a core computer:

Start with this fighter:
Code:
                                      #    Dton  Adjust    Cost  Adjust
Hull    Hull 13 Struct 2 = 15             40,00            1,40    1,75 
Configuration   Streamlined                                0,14    0,14    
Armour          Bonded         14    14    4,67    4,67    1,80    1,80   
Self-seal                             1                    0,40    0,30   
Reinf Hull      Hull +12              4   16,00   16,00    1,60    1,60    
Reinf Struct    Structure +1          1    2,00    2,00    0,40    0,40    
Repair Drones   +Expert&Intellect     1    0,40    0,40    0,23    0,23  
Arm Bulkheads   PP,Fuel,Drone,turret  1    1,13    1,13    0,23    0,23    
                                
Module          5 Dt                  1    5,00    5,00    0,19    0,19    
     Default: Particle Barbette( VHiYield )                8,00   10,00  
                                
ManœuvreD       M=5     sK            1    5,00    4,50   11,00   13,75
Power Plant     PP=5    sL            1    4,50    4,50    8,00    8,00   
Fuel, Power     2,1 days              0,3  0,30    0,30            
                                
Drone Brain                           1    1,50    1,50   10,00   10,00 
Computer        m/4   rat: 20         1                    5,00    4,50 
Fire Control/4        rat: 20         1                    8,00    7,20    
Evade/2               rat: 15         1                    2,00    1,60   

Sum  (w/o software)                               40,0        MCr 58,9
Sum  (with software)                                          MCr 67,7


Change the computer to a Core/3 with software:
Code:
                                      #    Dton  Adjust    Cost  Adjust
Hull    Hull 13 Struct 2 = 15             40,00            1,40    1,75 
Configuration   Streamlined                                0,14    0,14    
Armour          Bonded         14    14    4,67    4,67    1,80    1,80   
Self-seal                             1                    0,40    0,30   
Reinf Hull      Hull +12              4   16,00   16,00    1,60    1,60    
Reinf Struct    Structure +1          1    2,00    2,00    0,40    0,40    
Repair Drones   +Expert&Intellect     1    0,40    0,40    0,23    0,23  
Arm Bulkheads   PP,Fuel,Drone,turret  1    1,13    1,13    0,23    0,23    
                                
Module          5 Dt                  1    5,00    5,00    0,19    0,19    
     Default: Particle Barbette( VHiYield )                8,00   10,00  
                                
ManœuvreD       M=5     sK            1    5,00    4,50   11,00   13,75
Power Plant     PP=5    sL            1    4,50    4,50    8,00    8,00   
Fuel, Power     2,1 days              0,3  0,30    0,30            
                                
Drone Brain                           1    1,50    1,50   10,00   10,00 
Computer        core/3   rat: 40      1                   12,00    9,00 
Fire Control/5           rat: 25      1                   10,00    9,50    
Evade/3                  rat: 25      1                    3,00    2,70   

Sum  (w/o software)                               40,0        MCr 63,4
Sum  (with software)                                          MCr 75,6


Assuming that navies don't pay for software per ship we use the cost w/o software, and add MCr 47.5 for a carrier:
Base: 58.9 + 47.5 = MCr 106.4 per fighter
Core: 63.4 + 47.5 = MCr 110.9 per fighter
Equal cost is about 25 Base fighters vs. 24 Core fighters.

Base fighter running FC/4.
Core fighter running FC/5 and Evade/2.


We start shooting at Distant range (we attack individual craft, not the flight, otherwise we can't hit):

Base fighter (5 flights of 5 craft attacking 5 individual fighters):
+2[skill] +4[fire control] +2[Improvements] +4[IWD] -14[Armour] -2[range] -2[Dodge] -1[evade] -0[flight] = -7.
Damage on 10+, kill on 11+, average total 0.08 × 5 = 0.42 kills.

Core fighter (8 flights of 3 craft attacking 8 individual fighters):
+2[skill] +5[fire control] +2[Improvements] +4[IWD] -14[Armour] -2[range] -2[Dodge] -0[flight] = -5.
Damage on 8+, kill on 10+, average total 0.17 × 8 = 1.33 kills.


We close to Very Long range (no range mod, so the same down to Short range):

Base fighter (5 flights of 5 craft attacking 5 individual fighters):
+2[skill] +4[fire control] +2[Improvements] +4[IWD] -14[Armour] -0[range] -2[Dodge] -1[evade] -0[flight] = -7.
Damage on 8+, kill on 9+, average total 0.28 × 5 = 1.39 kills.

Core fighter (8 flights of 3 craft attacking 8 individual fighters):
+2[skill] +5[fire control] +2[Improvements] +4[IWD] -14[Armour] -0[range] -2[Dodge] -0[flight] = -5.
Damage on 6+, kill on 8+, average total 0.42 × 8 = 3.33 kills.


Core fighter is clearly superior.


Core computers on fighters, eh...
 
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