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#1 |
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Join Date: May 2009
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I recently had an idea and I thought I'd share it.
Let's say you own an unarmed merchant ship. Pirates are becoming a problem in the area you operate in and you want to arm your ship. The problem is, you don't want to loose valuable cargo space to a weapons battery and also your power plant doesn't have the megawatts to spare to power an energy weapon. What do you do? A simple fix would be to clamp a pre-made weapons pod to your ship. It would be a simple, 10 ton, SM + 4 streamlined and armored unit equipped with weapons, tactical sensors and a power plant. Here's my TL - 10 design: Front Hull 1 - 2. Light Alloy Armor 3 - 5. Tactical Comm/Sensor Array (Level 6 at TL - 10) 6. Weapons Mount - Spinal Mount (Front) Central Hull 1 - 2. Light Alloy Armor 3 - 5. Weapons Mount - Major x3 (in a turret) 6. External Clamp Core. Weapons Mount - Spinal Mount (Core) Rear Hull 1 - 3. Light Alloy Armor 4. Weapons Mount - Spinal Mount (Rear) 5 - 6, Core. Power Plant - Fusion The weapons and sensors could be controlled from the main ships bridge or you could assume there were control stations in the weapons mounts themselves. You could also sacrifice some armor and fit the module with a bridge with an AI if you like. If you want to stat out SM + 3 or even smaller hulls, it would be easy enough to do for smaller pods. |
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#2 |
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Join Date: Sep 2004
Location: Orange County, VA
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Interesting, but you need a control room, even if you remove the control station. Some level of computer support is needed to operate the systems.
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#3 |
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Join Date: Sep 2009
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I also think its an interesting idea to work on.
Would you recalculate the ships acceleration and dV or just use small pods relative to the ship? How would these pods be attached? What would that mean for the resulting firing arc? I imagine this being difficult to make work without being prepared to be a bit loose with the spaceships rules. |
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#4 | |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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I'd use the standard rules for a spinal beam in combat. Damage determination would be a bit tricky, but I'm sure some sort of acceptable handwave can be arrived at. |
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#5 |
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Join Date: Sep 2004
Location: Orange County, VA
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Damage calculation shouldn't be too tricky. Just state which section a pod is attached to and have a random chance of hitting the pod instead of the ship if that location is hit. Of course, the pods themselves can always be targeted instead of the ship they are attached to. As for firing arc, this would have to be determined when the pod is attacked to the ship and would be fixed unless the pod is removed/reattached.
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#6 | |
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Join Date: May 2009
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BTW to answer the other posters question. The pod comes with it's own external clamp. |
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#7 | |
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Join Date: Sep 2008
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Also, bear in mind that not only will delta-v drop, but so will the acceleration. Not by a lot for a small pod, but there will be an effect.
__________________
Quos deus vult perdere, prius dementat. Latin: Those whom a god wishes to destroy, he first drives mad. |
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#8 | |
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Join Date: Jul 2008
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If not, I'd recommend cutting it. The ability to jam communications doesn't seem that valuable, and the mothership's basic array will have better sensors.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#9 | |
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Join Date: Sep 2008
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*Leaving these in implies an additional tactical role for the weapons - drop them off at various locations and let them target and attack enemies on their own. An expensive option, as you leave the pods defenseless. **While the automation for workspaces doesn't save mass, not needing chairs and input terminals (as the weapon system programs should be able to handle everything) might save some mass. As for the chance of hitting the pod, consider the pod as partial cover for whatever arc is appropriate. Aiming at the pod alone simply uses its SM rather than that of the merchant ship.
__________________
Quos deus vult perdere, prius dementat. Latin: Those whom a god wishes to destroy, he first drives mad. |
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