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The Fleet Ship designs, strategies, and tactics.

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  #31  
Old December 4th, 2019, 02:28 AM
warwizard warwizard is offline
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My sons and I can and did some amazing things with the TNE and T4 FF&S rule sets coming up with point defense laser clusters that mounted lots of little rapidly firing short range lasers (2 hex range for 1 DV), .05 m2 area per emitter with about 10 to 15 of them in a standard 1 ton "turret", each one with a 600 ROF, for 6000 to 9000 shots per 30 minute turn or 6000/1800 to 9000/1800 shots per second or 3 to 4 shots per second. The ship had 6 full up 6g HEPLAR drives, one for each direction, and was able to power three of them and the point defenses at the same time. The ship concept was one giant plug of armor on the base of a cone configuration, with the meson gun firing through the armored plug. Tactics were to maneuver to keep the armored plug facing the hostile enemy ship, while using the X and Y thrusters to keep from being a nonmoving point when firing the meson gun. The point defenses were on the sides of the cone to take out any missiles that were attempting to get shots at the unarmored sides.
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  #32  
Old December 4th, 2019, 12:37 PM
Fovean Fovean is offline
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I mean, you could check out MgT 2e High Guard. Ion weapons, tachyon weapons, multiple types of missiles and torpedoes, lasers and energy weapons, railguns, new spinals, etc.

Power allocation is a thing in MgT 2e, and there are new defenses as well, including point defense systems.

Overall, simple and abstracted like CT/MgT ship combat always has been yet with new options to spice things up and get away from the vanilla.
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