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CT Only: Type LT class Patrol Corvette

Spinward Flow

SOC-14 1K
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Patrol Corvette
Ship Type: LT (Corvette, Troop)
TL=10 (LBB5.80 design fitted with LBB2.81 standard drives)

Tonnage (custom hull): 400 tons
Configuration: 1 (Needle/Wedge, streamlined, MCr48) (LBB5.80, p21-23)
Armor: 0

Jump-F (code: 3, 35 tons, MCr60, TL=10, Capacitor storage: 6 tons = 216 EP maximum)
Maneuver-H (code: 4, 15 tons, MCr32, TL=10)
Power Plant-H (code: 4, 25 tons, MCr64, TL=10, EP: 16, Surplus EP: +0 @ Agility 2, Emergency Agility: 4)
Total Drives: 35+15+25 = 75 tons (LBB2.81, p22) (+7 tons LSP Armored Fighter A drives = 82 tons combined)

Fuel: 160 tons = 120+40 tons (LBB2.81, p14-15, 23)
  • Jump Fuel = (Tonnage/100) * (Parsecs*10)
    • 120 tons = 3 parsecs range @ 400 tons displacement
  • Power Plant and Reactionless Maneuver Fuel = (10Pn*0.25*weeks)
    • 40 tons = 4 weeks @ 4G M-Drive reactionless maneuver within 1000 diameters of gravity wells for 400 tons displacement
  • HEPlaR Reaction Maneuver consumption rate = (Tonnage/100) * (G*0.05*days)
    • 0.2 tons consumption per G per day beyond 1000 diameters of gravity wells (CT Beltstrike, p5, 11)
Fuel Scoops (MCr0.4) (LBB5.80, p27)
Fuel Purification Plant: 200 ton capacity (8 tons, MCr0.036) (LBB5.80, p27, 36)
L-Hyd drop tank fittings (MCr0.01) (LBB A5, p14)

Hardpoints: 4 (MCr0.4) (LBB2.81, p15 and p23)
Triple Turrets: 4 (MCr4) (LBB2.81, p23)
Triple Turret: Beam Laser, Beam Laser, Beam Laser (1 ton, MCr3, EP: 3) (LBB5.80, p25)
Triple Turret: Beam Laser, Beam Laser, Beam Laser (1 ton, MCr3, EP: 3) (LBB5.80, p25)
Triple Turret: Missile, Missile, Missile (1 ton, MCr2.25, EP: 0) (LBB5.80, p25)
Triple Turret: Missile, Missile, Missile (1 ton, MCr2.25, EP: 0) (LBB5.80, p25)
Batteries:
  • 1 Beam Laser (code: 4)
  • 1 Missile (code: 3)
Bridge (20 tons, MCr2, Military Sensor Suite)
Computer: 4 (Code: 4, 4 tons, MCr30, TL=10, EP: 2)
Skills required: 8 crew (Cr33,275 per 4 weeks salaries)
  1. Pilot-1 = Cr6000
  2. Navigator-1 = Cr5000
  3. Engineering-2/Engineering-2 (chief) = (((4000*1.1)+(4000*1.1))*0.75*1.1 = Cr7260
  4. Engineering-1 = Cr4000
  5. Medic-2 = (2000*1.1) = Cr2200
  6. Gunnery-2/Gunnery-2 (lasers and missiles) (chief) = (((1000*1.1)+(1000*1.1))*0.75*1.1 = Cr1815
    1. Ship's Boat-1 = Cr6000
    2. Gunnery-1 (missiles) = Cr1000
Crew staterooms: 8 single occupancy (32 tons, MCr4)
Ship's Troops Staterooms: 10 (40 tons, MCr5)
  • Squad (9): 9 troops single occupancy, 1 stateroom reserved
  • Squad (9): 1 troop leader single occupancy, 8 troops double occupancy, 5 brig detention cells (single or double occupancy)
  • Section (19): 1 troop leader single occupancy, 18 troops double occupancy
Low Berths: 4 (2 tons, MCr0.2)

Internal Hangar Bay: 20+30 tons capacity Ordinary Launch Facilities (50 tons, MCr0.1) (LBB5.80, p32)
External Dock/Board/Tow: 600 tons capacity Dispersed Structure Launch Facilities (0 tons, MCr1.2, ship becomes unstreamlined while in use) (LBB5.80, p32)
Cargo Bay: 5 tons

Total Cost: MCr261.646 (+32.25) = MCr293.896 (single production), MCr209.3168 (+25.8) = MCr235.1168 (volume production), Modular Cutter Modules sold separately

Code:
Patrol Corvette          LT-3134442-000000-40003-0  MCr209.3168   400 tons
        batteries bearing                  1   1            TL=10. Crew=8.
                batteries                  1   1           Troops=9 or 19.
Passengers=0 to 10. Low=4. Cargo=5. Hangar=50. Fuel=160. EP=16. Agility=2.
Jump-2, Maneuver-2 @ up to 600 tons total (+200 tons external)
Jump-1, Maneuver-2 @ up to 800 tons total (+400 tons external)
Jump-1, Maneuver-1 @ up to 1000 tons total (+600 tons external)

LSP Armored Fighter A    FA-0206621-700000-00002-0  MCr25.8           20 tons
        batteries bearing                      1               TL=10. Bridge.
                batteries                      1                 Crew=1 or 2.
Passengers=0 or 1. Staterooms=0. Low=0. Cargo=0. Fuel=1.2. EP=1.2. Agility=6.
Maneuver-5 @ up to 24 tons total (+4 tons external)
Maneuver-4 @ up to 30 tons total (+10 tons external)
Maneuver-3 @ up to 42 tons total (+22 tons external)
Maneuver-2 @ up to 68 tons total (+48 tons external)
Maneuver-1 @ up to 170 tons total (+150 tons external)
 
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The above is my take on a LBB5.80 compliant "refresh" of the Type T class Patrol Cruiser design originally presented in LBB2.81, p20.

The LSP Armored Fighter (A/C/D/E/F) series is something that I'm preparing to post sometime Soon™ in conjunction with my updated LSP Clipper 3 & 4 designs. I need to finish the fluff text write up on them and do all the necessary proofreading and editing before posting.

With external loading, and a hull designed to withstand the load stress of towing external loads, the Patrol Corvette can dock with disabled starships and boats of up to 600 tons and safely tow them using either the maneuver drive or jump drive, making it possible to bring disabled and arrested craft and crews back to base for processing by local authorities. In military operations, the ability to bring up to 21 Modular Cutter Modules (1 internal, 20 external) to wherever they are needed is an almost invaluable resource deployment asset in peacetime (and also presumably in wartime).
 
I know you have left the standard rules far behind, but a few things still stands out:

TL=10 (LBB5.80 design fitted with LBB2.81 standard drives)

Tonnage (custom hull): 400 tons
Configuration: 1 (Needle/Wedge, streamlined, MCr48) (LBB5.80, p21-23)

External Dock/Board/Tow: 600 tons capacity Dispersed Structure Launch Facilities (0 tons, MCr1.2, ship becomes unstreamlined while in use) (LBB5.80, p32)
Dispersed Structure is a configuration. The ship can only have one configuration. This isn't Mongoose...

Furthermore, the craft carried in the dispersed structure has to be counted in the hull size, see Donosev (CT FS, p13) or TCS, p17. Unfortunately we can't recalculate drive performance when we drop off craft, unlike drop tanks. Hence, as described it is a 1000 Dt dispersed ship with J-1, M-1 that can carry 650 Dt craft.


According to LBB5, p32, small ships should be crewed using LBB2 rules, so the ship needs 4 gunners (LBB2'81, p16), not just one, regardless of how many batteries are involved. According to LBB5 rules it would need even more...

Engineers should be calculated at one per 35 Dt drives, so the ship needs three engineers, by LBB2'81, p16.


On the other hand the fighter only need a crew of one: the pilot can man one weapon type (LBB5'80, p34 ¶"Weapons").
 
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Of course, if you actually intended to use it with LBB5 it should have at least armour 4 (to avoid crits and interior hits from the surface damage table), but then you can kiss the cutter module and the troops goodbye...
 
Dispersed Structure is a configuration. The ship can only have one configuration.

Furthermore, the craft carried in the dispersed structure has to be counted in the hull size
When the Patrol Corvette isn't docked with anything, it's hull configuration code is 1 (Needle/Wedge).
That's the "clean" configuration.

If the Patrol Corvette docks with another craft of any kind, with the intent to tow it ... the combination is no longer streamlined (even if the other craft has a streamlined hull type). The idea is that the standard drives are perfectly capable of ... driving ... larger hull sizes (at lower performance output) than what is available at 400 tons.

The representation for that capability (game mechanically) is a Dispersed Structure style of docking arrangement that is purely external (much like external demountable fuel tanks). The cost for such facilities (per LBB5.80, p32) is Cr2000 per ton, regardless of whether the docking facilities are Dispersed Structure or Ordinary Launch Facilities (or even inside or outside the hull). A 600 ton docking capacity (internal or external) costs MCr1.2 as an explicitly designed integral element (rather than an ad hoc arrangement).

If it helps, think of it as being akin to the structural equivalent of a tow hitch. The tow hitch itself costs "next to nothing" in internal volume for the vehicle with one (the towing is external) but there is an added expense in the form of structural engineering to ensure that use of the tow hitch THERE doesn't damage the chassis/frame of the vehicle when it gets used. Use of that towing capacity for external loads affects drive performance (and handling in a lot of cases) and the combination isn't guaranteed to be overall streamlined (think about it) ... but that's the basic idea.

Now, a "proper" Dispersed Structure configuration hull will account for carried craft on an "internal" basis so that when those craft are docked and being towed, drive performance is not reduced by their presence, even though the sub-craft are in fact mounted externally on the hull. That way, the parent craft has the same drive performance whether it is loaded with sub-craft or empty of sub-craft.



According to LBB5, p32, small ships should be crewed using LBB2 rules, so the ship needs 4 gunners (LBB2'81, p16), not just one, regardless of how many batteries are involved.
LBB2.81 doesn't envision or incorporate the concept of batteries at all, so things start breaking down when blending the two systems.

The way I think of it is that mixed turrets containing more than one weapon type (the classic sandcaster/laser/missile mix) requires 1 gunner per mixed turret, with the gunner assigned to that turret responsible for all of the weapons fired from that mixed turret. Mixed turrets are only possible (per LBB5.80, p30) on ships with 10 turrets or less. Additionally, CT Errata, p14 says this:
Page 29, Batteries (clarification): The text is somewhat confusing. In order to use the HG Combat rules, all ships must organize their weapons into batteries. All weapons in a mixed turret must be organized as single weapon batteries, even if a mixed turret has more than one of the same weapon in it, and weapons in a mixed turret cannot be organized into batteries with weapons from other turrets (including other identical mixed turrets).
So basically, mixed turrets are individual weapons that cannot be organized into batteries with other weapons (in the same turret or in other turrets). Every weapon is a "solo" weapon in mixed turrets, and mixed turrets require 1 gunner per mixed turret.

So far so good.

But then, what about single weapon type turrets that are combined into batteries for combined salvo fire?

Well, in that case you should be looking at having 1 gunner per battery. That 1 gunner is directing the fire of all the turrets in that battery (which is the LBB5.80 ruling). However, LBB5.80, p33 adds additional petty officers overseeing multiple batteries of the same type (so 2+ batteries of lasers, for example) and a Chief Gunner overseeing the entire department. Those additional command staff in the Gunnery Section make sense on larger combatant craft (the primary direction of LBB5.80 design), but can be dispensed with on smaller ships that have 10 or less turrets (which could be mixed turrets, not just single weapon types).

So just like how you don't need multiple gunners per turret loaded with mixed weapons ... you don't need multiple gunners per battery organized from multiple turrets.

If you have 2 triple turrets organized as 2 batteries ... you need 2 gunners, one for each battery.
If you have 2 triple turrets organized as 1 battery ... you only need 1 gunner for the one battery.

And if a weapon type has only a single battery (or a single mixed turret with multiple batteries in it) then you don't need an additional petty officer overseeing direction of fire from those multiple batteries of that weapon type.

Ergo ... on a ship with 2 triple (beam) laser turrets organized into 1 battery and 2 triple missile turrets organized into 1 battery ... there are realistically only 2 gunner positions to fill (one for each battery), not 4 (one for each turret).

Which then leads into your next point about crew sizes that then blends in with the Gunnery Section ...



Engineers should be calculated at one per 35 Dt drives, so the ship needs three engineers, by LBB2'81, p16.
The clarification that I would make here is that a ship with 75+7=82 tons of drives (including the small craft) has three engineering positions that need to be filled.

Not 3 crew members ... 3 positions ... and I'm wanting to be extremely pedantic on this point because it's about to become very important.

LBB2.81 p16:
One person may fill two crew positions, providing he or she has the skill to otherwise perform the work. However, because of the added burden, each position is filled with skill minus one, and the individual draws salary equal to 75% of each position; thus, to fill two positions, the character must have at least skill level-2 in each (except steward: level-1).
So you can have two crew ... Pilot-1 and Navigator-1 ... or you can have one crew member filling both positions, requiring Pilot-2 and Navigator-2 in order to get Pilot-1 and Navigator-1 qualifications from a single person working two positions simultaneously.

So one crew member can fill two positions simultaneously, if they're sufficiently skilled in both positions.
So then why can't you have someone with Engineering-2 filling the requirements for two Engineering-1 positions?
My argument is that you CAN have an Engineer/Engineer position for a single crew member ... just like you can have a Pilot/Navigator position for a single crew member.

You'll need to pay them more salary for doing the work of two roles (in this case, the work of two engineers and apply the 75% pay for each position rule as quoted above and if they're the most experienced engineer, the chief's bonus of +10% on top of the total salary pay for the double position assignment) ... but if they've got the skills to do it, they should be able to do it ... just like a Pilot/Navigator, or a Steward/Medic or any of the other multi-position per person assignments possible.

You'll notice that I chose to "double up" the position assignments in the crew roster for the Chief Engineer and the Chief Gunner.
The Chief Engineer fills two engineering positions as an Engineer/Engineer.
The Chief Gunner fills two gunnery positions as a Gunner/Gunner.

So what I've actually got in terms of crew is ... 3 Engineering positions being filled by 2 persons (and the chief requires Engineering-2 skill in order to do this and they get paid accordingly, check the math formula provided) ... and 2 Gunnery positions being filled by 1 person (who is also the Chief Gunner and requires Gunnery-2 skill in order to do this and they get paid accordingly, check the math provided). And those 2 Gunnery positions do not require extra petty officers per weapon type plus another leadership position on top of all of that because ... it's the Chief Gunner filling those 2 positions responsible for single batteries of different weapon types (as explained above).

A Chief Engineer is required (anyway) because there is more than one person filling an engineering position on the crew (so one of them has to be a chief) ... and a Chief Gunner is required (anyway) because there is more than one person filling a gunnery position on the crew (the second gunner is crew for the LSP Armored Fighter A).

You can have a ship that requires 10 positions and operate it with 5 crew members who are all performing two roles each.
Number of positions that need to be filled does not ipso facto equate to number of crew required ... however your crew will need more skills than the minimum skill-1 if they're filling 2 positions per person.
 
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Of course, if you actually intended to use it with LBB5 it should have at least armour 4 (to avoid crits and interior hits from the surface damage table), but then you can kiss the cutter module and the troops goodbye...
In this particular combination of Corvette plus Fighter, since the Corvette is "slower" and less agile (4G vs 6G, Agility 2 vs 6), the standard procedure for engaging a pursuit battle (under LBB5.80 rules) would be to put the LSP Armored Fighter A on the front line to engage and keep the Patrol Corvette in the reserve while the encounter is at long range.

The reason for doing this is that the Break Off by Acceleration (LBB5.80, p39) declaration can only be made while the combat is at long range ... and all combat begins at long range. So at the start of an engagement, if the Patrol Corvette is to use its weapons, it is restricted to Agility: 2 in order to power its 6 Beam Lasers and Model/4 computer with EP. So at long range, an opponent with Agility: 3+ can outrun the Patrol Corvette, eliminating it from being a factor by declaring an intent to Break Off by Acceleration at the start of the combat round.

However, the LSP Armored Fighter A has maneuver-6 and Agility: 6 ... so unless the fighter is damaged, the target of the pursuit cannot get away from the fighter.

But here's where the Clever Bit™ enters the picture as far as ship tactics/fleet tactics comes into play, because the Patrol Corvette "side" is controlling more than one craft.

While the combat is at long range, the Patrol Corvette can be placed in the reserve ... and because it's in the reserve, it has nothing to shoot at, so the Patrol Corvette can declare use of Emergency Agility, which is 4 ... and because it's in the Reserve it gets a +2 modifier to its Agility during the Pursuit Step (LBB5.80, p41-42), for a total Emergency Agility in the Reserve of 6.

So while the front line combat is at long range, the LSP Armored Fighter "dogfights" with the pursuit target, preventing their escape, while the Patrol Corvette "shadows" the battle (screened by its fighter) maneuvering for a pincer attack opportunity.

When the Corvette plus Fighter "team" win initiative, they can choose short range.
Breaking Off by Acceleration is only allowed at long range, so when the combat range is short there is no danger of the pursuit target immediately escaping (they would need to win initiative and choose long range before an escape attempt would be possible).

With the combat declared as being at short range, the Patrol Corvette can move to the front line, power up their weapons and join the fight ... without risking being left behind due to 4G and Agility: 2 ... because the combat is happening at short range. Basically, the Fighter maneuvered the pursuit target into a position where the Corvette can "dash in" and take extra shots, attempting to cripple the pursuit target before it has a chance to open up the range again and attempt to escape.

So the Fighter "keeps the target busy" and wasting their agility on evasion, maneuvering for an opening (short range) that lets the Corvette "dash in" and (in effect) pounce. The Fighter prevents escapes while the Corvette waits for the right moment to make hit and run slashing attacks in support of the Fighter.

If the Fighter is damaged first, the pursuit target might get away ... but the odds of that happening for most (low end) pirates and corsairs is not all that high. Possible, yes ... likely, no.

In other words, the LSP Armored Fighter A creates an opportunity for "tag team fleet tactics" that simply AREN'T THERE for a Type T class Patrol Cruiser operating alone. Without the means to keep a pursuit target "occupied" in a way that allows the Type T to "keep up" they can be outrun and left behind by any Agility: 3+ craft they might want to pursue. The addition of a(n armored) 6G Agility: 6 Fighter changes that battle calculus ENTIRELY ... because with the addition of a more agile/maneuverable fighter support small craft, pursuit targets can't escape from a Patrol Corvette anywhere NEAR as easily (or quickly, or reliably), AND the Patrol Corvette is not risking taking fire in every exchange. Standard pursuit team tactics dictate that the Patrol Corvette should in effect ... wait ... for the best opportunities to engage on the most favorable terms, opportunities created by the actions of the LSP Armored Fighter A, which if it gets damaged the damage will typically be much less severe and far easier/cheaper to repair and return to service than damage to the Patrol Corvette.

In other words, limited exposure to combat is "just as good" as piling on the armor is for continuous exposure to combat (or so the thinking goes for tactics and strategy). And if the LSP Armored Fighter A manages to damage the target as part of creation of those opportunities ... so much the better.

Overall it's a "good enough" combined arms strategy to get the job done relatively cheaply, while also being flexible enough to take on a surprisingly wide variety of mission role tasking (for which the Modular Cutter Module flexibility factor is very nearly invaluable). :coffee::cool:

And you've still got a Squad of 9 troops (normally) for handling any boarding actions of a disabled craft, plus detention cells (and low berths) for any prisoners who might get arrested and taken into custody. Once a pursuit target has been cleared of opposition, if the craft is disabled (because it didn't surrender) the Patrol Corvette can dock with it and tow it back to base (jump-2/maneuver-2 up to 200 tons external loading, jump-1/maneuver-2 up to 400 tons external loading, jump-1/maneuver-1 up to 600 tons external loading). So Free/Far Traders (200 tons), Fat Traders (400 tons) and Subsidized Liners (600 tons) ... among other ship classes ... can effectively be impounded and brought back to base along with their surviving crews for processing by local authorities.

Not a bad bit of police work potential ... no? 🚨



Of course, in the Wrong Hands™ ... those capabilities make the LT class Patrol Corvette an extremely effective pirate ship ... 🏴‍☠️

So ... um ... yeah ... 😅
 
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When the Patrol Corvette isn't docked with anything, it's hull configuration code is 1 (Needle/Wedge).
That's the "clean" configuration.

If the Patrol Corvette docks with another craft of any kind, with the intent to tow it ... the combination is no longer streamlined (even if the other craft has a streamlined hull type). The idea is that the standard drives are perfectly capable of ... driving ... larger hull sizes (at lower performance output) than what is available at 400 tons.
But LBB5 does not allow any such thing. You have to apply house rules to make a Modular Cutter of Jump Ship (FS, p22).

By LBB5 a ship is either config 1 Needle, or config 7 Dispersed, not both.

You are conflating Launch Facilities (aka hatches) with hangars. Hangars are always kCr 2 per Dt and in the hull tonnage. Ships with Dispersed Configuration have the unique property of not needing any hatches, so can launch all craft simultaneously, but are always unstreamlined.

TCS, p17:
Fleet tenders are generally produced with dispersed structure hulls (configuration 7) in order to allow simultaneous launch of all craft carried immediately as the ship arrives in a system. Since the tender cannot skim gas giants for refueling, the ships it carries must contain sufficient fuel tankage to refuel the tender in a reasonable time; often they must be streaml,ined to allow them to gather fuel from oceans if there is no gas giant in the system they move to.


LBB2.81 doesn't envision or incorporate the concept of batteries at all, so things start breaking down when blending the two systems.
No, it's simple: LBB2 requires one gunner per turret to be used, while LBB5 requires one gunner per battery plus command crew.

Small ships use LBB2 rules, so one gunner per turret.

And if a weapon type has only a single battery (or a single mixed turret with multiple batteries in it) then you don't need an additional petty officer overseeing direction of fire from those multiple batteries of that weapon type.
You may not feel it is necessary, but the rules require it. Once you step outside the rules, it's house-ruled and not LBB5 compliant anymore.


The clarification that I would make here is that a ship with 75+7=82 tons of drives (including the small craft) has three engineering positions that need to be filled.

Not 3 crew members ... 3 positions ... and I'm wanting to be extremely pedantic on this point because it's about to become very important.
Nice piece of rules-lawering!

I would counter with that you can't do two activities at the same time, e.g. in combat.

I would not allow one gunner to fire two weapons. I would allow, say, one person to fill the position of engineer and gunner; but in combat he would have to choose with position to fill at the time, either engineer (battlefield repairs) or gunner (firing weapons).

Having one person filling two engineer slots seems technically allowed (sadly), I would assume by pulling a lot of extra shifts. Yet in combat the ship would not have enough engineers available and be unable to do repairs promptly.
 
Also, just in case anyone was wondering what the TL=13 "up gunned" version of the LT class Patrol Corvette looks like in places with higher tech levels ... well ... here you go ...

Code:
Patrol Corvette          LT-3134442-000000-50004-0  MCr209.3168   400 tons
        batteries bearing                  1   1            TL=13. Crew=8.
                batteries                  1   1           Troops=9 or 19.
Passengers=0 to 10. Low=4. Cargo=5. Hangar=50. Fuel=160. EP=16. Agility=2.
Jump-2, Maneuver-2 @ up to 600 tons total (+200 tons external)
Jump-1, Maneuver-2 @ up to 800 tons total (+400 tons external)
Jump-1, Maneuver-1 @ up to 1000 tons total (+600 tons external)

LSP Armored Fighter D    FA-0206621-900000-00003-0  MCr23             20 tons
        batteries bearing                      1               TL=13. Bridge.
                batteries                      1                 Crew=1 or 2.
Passengers=0 or 1. Staterooms=1. Low=0. Cargo=0. Fuel=1.2. EP=1.2. Agility=6.
Maneuver-5 @ up to 24 tons total (+4 tons external)
Maneuver-4 @ up to 30 tons total (+10 tons external)
Maneuver-3 @ up to 42 tons total (+22 tons external)
Maneuver-2 @ up to 68 tons total (+48 tons external)
Maneuver-1 @ up to 170 tons total (+150 tons external)

Prices listed on the USP are for volume production, which is 80% the cost of single production pricing.

The TL=12+ models of the fighter add a Small Craft Stateroom to increase loiter endurance away from the parent craft, increasing their tasking flexibility. Acceleration Couches (only) are limited to 12 hours combat endurance or 24 hours routine operations endurance for life support (LBB5.80, p35).
 
But here's where the Clever Bit™ enters the picture as far as ship tactics/fleet tactics comes into play, because the Patrol Corvette "side" is controlling more than one craft.

While the combat is at long range, the Patrol Corvette can be placed in the reserve ... and because it's in the reserve, it has nothing to shoot at, so the Patrol Corvette can declare use of Emergency Agility, which is 4 ... and because it's in the Reserve it gets a +2 modifier to its Agility during the Pursuit Step (LBB5.80, p41-42), for a total Emergency Agility in the Reserve of 6.
No, you only get +2 agility while breaking off from the reserve, not while pursuing.

So a high agility opponent can break off from the corvette (the main combatant) and deal with the fighter alone at leisure.


It would work to break off from an opponent of less than 6 G capability.


Note that a bog standard Type T carries a 6 G Ship's Boat, and can do the same thing.
 
One big one for me- if you use LBB2 engineering plant, got to use the fuel hog rules that come with them.

I don’t view that as pedantic (COTI’s new fave meme word), more like enforcing player choice/consequences and differentiating standardized with custom design optimization.
 
One big one for me- if you use LBB2 engineering plant, got to use the fuel hog rules that come with them.

Already ahead of you.

Jump-F (code: 3, 35 tons, MCr60, TL=10, Capacitor storage: 6 tons = 216 EP maximum)
Maneuver-H (code: 4, 15 tons, MCr32, TL=10)
Power Plant-H (code: 4, 25 tons, MCr64, TL=10, EP: 16, Surplus EP: +0 @ Agility 2, Emergency Agility: 4)

Fuel: 160 tons = 120+40 tons

0.1MJn on a code: 3 jump drive in a 400 ton starship is ... 120 tons.
10Pn on a code: 4 power plant is ... 40 tons.

160 = 120+40

So I'm not using the custom drive fuel formula for the power plant (since that would be 16 tons instead of 40 tons in this context).

The way I rationalize this discrepancy in my head is that the custom drives are better "balanced" for the specific hull they're installed into (better systems integration) and thus the power plant is more fuel efficient. Standard drives however are more of a "common denominator" kind of thing and when installed into smaller hulls the standard power plants need to consume more fuel as coolant (less hull to radiate away waste heat) making them less efficient than a custom alternative.

I'm also of the opinion that choice of drives is an ALL OR NOTHING proposition.
All LBB2.81 drives or no LBB2.81 drives.
All LBB5.80 drives or no LBB5.80 drives.
Do NOT mix and match standard and custom drives within the same hull.



One of the fun little sidebars with this 400 ton form factor is determining which one is "smaller" overall ... the LBB2,81 standard drives with higher fuel requirements, or the LBB5.81 custom drives with lower fuel requirements.
  • F/H/H standard drives (TL=10) = 35+15+25 = 75 tons (drives) + 120 tons (jump-3 fuel) + 40 tons (power plant-4 fuel) = 235 tons total
  • 3/4/4 custom drives (TL=12) = 16+44+48 = 108 tons (drives) + 120 tons (jump-3 fuel) + 16 tons (power plant-4 fuel) = 244 tons total
So overall, the standard drives are 9 tons smaller (when also accounting for fuel) and require 1 less engineer position (75 vs 108 tons). So if you add in the crew staterooms (assuming single occupancy for skill-1 all), you get this:
  • F/H/H standard drives = 247 tons total
  • 3/4/4 custom drives = 260 tons total
Add in the fact that the standard drives are a LOT cheaper to buy (F/H/H=60+32+64=MCr156 vs 3/4/4=16+22+144=MCr182) which then increases after adding crew staterooms (3 for standard, 4 for custom) for the engineers as a baseline and you reach MCr157.5 vs MCr184 as the price differential between the two options.

So on balance ... between the two options ... in some hull sizes there can be holistic advantages to using LBB2.81 standard drives rather than LBB5.80 custom drives, even with the power plant fuel penalty, but those are alternatives that you need to cross-check for rather than just assume are automatically present. The interplay between the two paths is not entirely straightforward because of how LBB2.81 standard drives "work" game mechanically.
 
If you're building for LBB5 combat with LBB2 drives, consider upgrading to Pn=6 (Size M). This brings Agility=4; power plant is 12Td larger, needs 20Td more fuel (takes 32Td out of the 50Td cargo), but no additional engineer. Cost is MCr32 higher.
Increases necessary TL to 12, but in an LBB5 universe, J-3 is already TL-12.

At TL12, a similar upgrade (Pn4->6) in LBB5 adds 32Td (24Td power plant, 8Td fuel), and costs MCr 72.
 
If you're building for LBB5 combat with LBB2 drives, consider upgrading to Pn=6 (Size M). This brings Agility=4
Already ahead of you. :cool:

Type LF class Pursuit Corvette (link)

The bump in tech level from TL=10 to TL=12 created other opportunities (2 fusion guns instead of 6 lasers for starters) that solved some other power balancing issues in addition to a yet another computer upgrade (model/4 to model/5) thanks to the higher tech level limit (TL=10 is limited to model/4 maximum).

Keeping the TL=10+12 standard drives in the Pursuit Corvette then invited an understanding of how the ship could be "modernized" through successive upgrades to the weapon systems at TL=13 (missiles +1DM) and TL=14 (fusion guns +1DM). The LSP Armored Fighter can be upgraded at TL=13-14 above the TL=12 "stock" default standard for the class.

By contrast, the only "modernization" that a TL=10 standard drives (all) Patrol Corvette needs be concerned with is the TL=13 bump (lasers and missiles +1 DM). The LSP Armored Fighter can be upgraded at TL=12-14 above the TL=10 "stock" default standard class.

Basic idea is that both Corvette classes can be retrofitted with weapons upgrades to modernize and attempt to "keep pace" with technological advancements. However, both ship classes will eventually be overtaken by technological advances and relegated to secondary/backwater roles as other ships take precedence at TL=13+.
One of the fun little sidebars with this 400 ton form factor is determining which one is "smaller" overall ... the LBB2,81 standard drives with higher fuel requirements, or the LBB5.81 custom drives with lower fuel requirements.
  • F/H/H standard drives (TL=10) = 35+15+25 = 75 tons (drives) + 120 tons (jump-3 fuel) + 40 tons (power plant-4 fuel) = 235 tons total
  • 3/4/4 custom drives (TL=12) = 16+44+48 = 108 tons (drives) + 120 tons (jump-3 fuel) + 16 tons (power plant-4 fuel) = 244 tons total
So overall, the standard drives are 9 tons smaller (when also accounting for fuel) and require 1 less engineer position (75 vs 108 tons). So if you add in the crew staterooms (assuming single occupancy for skill-1 all), you get this:
  • F/H/H standard drives = 247 tons total
  • 3/4/4 custom drives = 260 tons total
Add in the fact that the standard drives are a LOT cheaper to buy (F/H/H=60+32+64=MCr156 vs 3/4/4=16+22+144=MCr182) which then increases after adding crew staterooms (3 for standard, 4 for custom) for the engineers as a baseline and you reach MCr157.5 vs MCr184 as the price differential between the two options.
That calculus changes at TL=13.
  • F/H/H standard drives (TL=10) = 35+15+25 = 75 tons (drives) + 120 tons (jump-3 fuel) + 40 tons (power plant-4 fuel) = 235 tons total
  • 3/4/4 custom drives (TL=13) = 16+44+32 = 92 tons (drives) + 120 tons (jump-3 fuel) + 16 tons (power plant-4 fuel) = 228 tons total
You also don't need an extra engineer for the custom drives (less than 105 total drive tonnage, even when including the LSP Fighter D drives into the accounting), so at TL=13-14, custom drives save an extra 7 tons relative to standard drives in a 3/4/4 configuration. When you add in crew staterooms (assuming single occupancy for skill-1 all), you get this:
  • F/H/H standard drives = 247 tons total
  • 3/4/4 custom drives = 240 tons total
Then on the pricing question, you still have F/H/H=60+32+64=MCr156 for the standard drives set, while the custom drives cost 3/4/4=16+22+96=MCr134 ... so in terms of pure economics is makes a lot more sense to just refresh the legacy TL=10 standard drives ship design into a whole new custom drive TL=13 refresh that yields the same performance profile, but at less cost and with more displacement to spare (because the custom drives are "better balanced" for the hull and its capabilities, being custom built).

Hmmm ... :unsure:
I suppose I could do a custom drive "pure" LBB5.80 refresh version write up for TL=13 ... and do the same for the Pursuit Corvette (to see if it sees similar gains at TL=13 too) ... although it would need to wait a day or two, since I'm going to be really busy away from my keyboard almost all day today.
 
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