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#1 |
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Join Date: Jan 2010
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Hi All.
I have a TL10,SM4 design for a drone space fighter. (HEDM engine). One of it's distinguishing features is a 3slot modular weapons pod(front section). I designed a laser pod (2xFixed UV Laser + MHD turbine) and a torpedo pod (2xLauncher + RF conventional) I also wanted to design an option to fill the modular section with a single massive bomb (turning the entire craft into a torpedo). The closest reference I found was the conversion of a launcher to a bomb bay (tippling weapons load of a launcher). How would you stat the BOMB system? Adi |
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#2 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#3 | |
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Join Date: Aug 2007
Location: Vermont, USA
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Quote:
You could also calculate the damage of a Cargo Bay full of explosives (not packed into a warhead designed to be launched). An SM+4 Cargo Bay holds 0.5 tons, which is 6d×12 dDamage at TL9 (Plastex B, $20K), 6d×15 at TL10 (High-Energy Explosive, $40K), 6d×20 at TL11 and 6d×28 at TL12 (Plasma Explosive, $100K) -- see p. UT88. Explosion dDamage does not scale linearly with number of cargo bays. Also, just colliding with another ship will do at least 6d×45×(mps) dDamage (see Ramming or Colliding Spacecraft, p. SS61). |
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#4 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Yeah, Kinetic Kill is almost always going to be better than a non-nuke payload. On the other hand you should be able to fit a pretty big nuke or antimatter warhead in there.
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#5 |
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Join Date: Sep 2009
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3 SM+4 modules as cargo give 1.5 tons, which would let you fit a 56cm bomb, thats 6dx140. Given that a dedicated SM+4 missile does 6dx240-280, that seems pretty good to me.
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#6 |
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Join Date: Sep 2009
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No, wait my bad, 6dx14 and 6dx24-28 respectively. looking at the old damage table. Yeah the collision is going to do the most damage no matter what you load up with.
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| Tags |
| bombs, design, spaceships |
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