Footnotes
(A..K.A. Nits and Lice)


Freighter crewing
It always struck me odd on why Starfire freighters need as much crew as a warship of similar size. The only reason I could think of was the influence exerted by merchant marine unions, making the shipowners hire on more crew than necessary for the purpose of 'redundancy' and satisfying 'governmental safety regulations.' While some civilizations will have some reason to max out freighter crews others, looking at the bottom line, will want to minimize costs (especially crew pay and insurance) as much as possible.
     Instead of the triple capacity of a freighter's quarters for the crew I had my freighter designs needing only 1/3 as much crew as a warship of the same size. This reflects the automation process that's more feasible for a freighter than for a warship. A freighter is, after all, a huge mobile warehouse that needs little in the way of maintenance. You just have the command crew, engineering, and cargo specialists. The leftover crew quarters capacity can be used for marines, passengers, spare crew and for holding lifepods survivors.
     Also SY, SYM and MS modules on freighter hulls carry their own crew and don't count against the life-support of said freighters.

Freighters and External Racks

I followed the rule regarding the limit of XO racks on freighters (one per ten hull spaces, rounded down). This can be seen as a result of the strength of the freighter's hull. It can also be the result of the limits on a freighter's fire control system, or the fact that any more racks would block cargo hatches and interfere with efficient transshipping of cargo.
      Gunboat racks I treated different. They're sufficiently small enough (space-wise) to be mounted normally and not interfere with the regular functions of a freighter. This also makes large freighters useful as gunboat carriers, either for self-defense or for bringing complete squadrons forward for fleet replacements.


Fighter, Armed Pinnace, and Gunboat designators
Nation
Fighter*
Armed  Pinnace*
Gunboat*
CPS
Shark
Whale
Orca
Gyst
Fox
Wolf
Bear
Xhali
Bat
Raven
Gargoyle
Pulurtan
Dagger
Hammer
Mace
Jazta
Mosquito
Bee Dragonfly
Hokum
Spear
Garrocha
Chariot
Cazov
Lightning
Thunder
Tornado
Gander
none$
Arrow
Scorpion
Foamasi
Alligator
Iguana
Dragon
Elotoshani
Spike
Anvil
Warhammer
Gluv
Dart
Bolt
Auger
Tzel
Firefly
Cricket
Cicada
Y'huv
none$$
Bull
Rhino
Axis
Hatchet
Machete
none**
* Applied to all subsequent generation models.
** The Axis also developed the Escort Shuttle and designated them Stilettos.
$ In the latter part of the Pulurtan War the Gander developed the AFSC3 & 4 and gave it the designation of Crusader.
$$ Y'huv AFSC2s were called Wildebeest.
The Gander Scorpion class of gunboats was not named after the arachnid but for an ancient land weapon that fire large metal-tipped wooden bolts.
Hamthen AFSC were called Gars.
The Ahlon used Gyst designations for their fighters and small craft, except for AFSC, which were called Needles.
Dran figthers were labeled Duelists.
Cazov 2nd gen assault shuttles (3rdedR) were called Hailstones.
Ghern (former Sunrise Hegemony) had AFSC at the end of the Pulurtan War and called them Thunderbolts.
Axis AFSC are called Dirks.
Hazen AFSC are called Lancers.



List of missile types used by the major races and their allies in the Pulurtan War.
All ship-mounted missile types have HAWK (h) guidance.
Note that (j) won't work in sprint mode.
Missile
Cost
Damage
Penalty for point defense to engage
 (for missiles in standard mode)
HARM
HBM1-b:s2p2
  121.5mc
36
-3
no
HBM1-b:s2p2j
  145.8mc
36
-3
yes
HBM1-s2p2
    13.5mc
12
-3
no
HBM1-Lt4
       48mc
20(L)
-3
no
HBM1-Lt4j
    57.6mc
20(L)
-3
yes
HBM2-b:s2p2
  129.6mc
43
-3
no
HBM2-b:s2p2j
 55.52mc
43
-3
yes
HBM2-s2p2
    14.4mc
14
-3
no
HBM2-Lt4
    51.2mc
24(L)
-3
no
HBM2-Lt4j
  61.44mc
24(L)
-3
yes
HBM3-b:s2p2
141.75mc
57
-3
no
HBM3-c:s2p2
     252mc
76
-3
no
HBM3-s2p2
15.75mc
19
-3
no
HBM3-Lt4
       56mc
32(L)
-3
no
CGM-b:s2p2
48.6mc
7
-3/cannot be intercepted in sprint mode no
CGM-c:s2p2
86.4mc
9
-3/cannot be intercepted in sprint mode no
CGM-s2p2
5.4mc
2
-3/cannot be intercepted in sprint mode no
CGM-Lt4
19.2mc
4(L)
-3/cannot be intercepted in sprint mode no
ERBM-b:s2p2
40.5mc
7
-3
no
ERBM-b:s2p2j
48.6mc
7
-3
yes
ERBM-c:s2p2
72mc
9
-3
no
ERBM-s2p2
4.5mc
2
-3
no
ERBM-s2p2j
5.4mc
2
-3
yes
ERBM-Lt4
16mc
4(L)
-3
no
ERBM-Lt4j
19.2mc
4(L)
-3
yes
CBM-b:s2p2
20.25mc
7
-3
no
CBM-b:s2p2j
24.3mc
7
-3
yes
CBM-c:s2p2
36mc
9
-3
no
CBM-s2p2
2.25mc
2
-3
no
CBM-s2p2j
2.7mc
2
-3
yes
CBM-Lt4
8mc
4(L)
-3
no
CBM-Lt4j
9.6mc
4(L)
-3
yes
SBM-j
0.36mc
2
0
yes
SM2-b:s2p2
8.1mc
4
-2
no
SM2-b:s2p2j
9.72mc
4
-2
yes
SM2-c:s2
7.2mc
6
0/cannot be intercepted in sprint mode
no
SM2-s2
0.45mc
2
0/cannot be intercepted in sprint mode
no
SM2-s2p2
0.9mc
1
-2/cannot be intercepted in sprint mode
no
SM2-s2p2j
1.08mc
1
-2/cannot be intercepted in sprint mode
yes
SM2-Lt4
3.2mc
2(L)
-3/cannot be intercepted in sprint mode
no
SM2-Lt4j
3.84mc
2(L)
-3/cannot be intercepted in sprint mode
yes
SM3-b:s2p2
14.175mc
4
-2
no
SM3-b:s2p2j
17.01mc
4
-2
yes
SM3-c:s2
12.6mc
6
0/cannot be intercepted in spring mode
no
SM3-s2
0.7875mc
2
0/cannot be intercepted in sprint mode
no
SM3-s2p2
1.575mc
1
-2/cannot be intercepted in sprint mode
no
SM3-s2p2j
1.89mc
1
-2/cannot be intercepted in sprint mode
yes
SM3-Lt4
5.6mc
2(L)
-3/cannot be intercepted in sprint mode
no
SM3-Lt4j
6.72mc
2(L)
-3/cannot be intercepted in sprint mode
yes
CAM3-b:s2
30.375mc
9
cannot be intercepted by point defense
no
CAM3-c:s2
54mc
12
cannot be intercepted by point defense
no
CAM3-s2
3.375mc
3
cannot be intercepted by point defense
no
CAM3-Lt4
24mc
4(L)
cannot be intercepted by point defense
no
GM2-b:s2
14.175mc
9
cannot be intercepted by point defense
no
GM2-c:s2
25.2mc
12
cannot be intercepted by point defense
no
GM2-s2
1.575mc
3
cannot be intercepted by point defense
no
GM2-Lt4
11.2mc
4(L)
cannot be intercepted by point defense
no
fM5-b
27mc
2
-2
no
fM5-c
48mc
3
-2
no
fM5-Lt4
48mc
2(L)
-3
no
fR-b
9mc
6
cannot be intercepted by point defense
no
fR-c
16mc
8
cannot be intercepted by point defense
no
fR-Lt4
16mc
4(L)
cannot be intercepted by point defense
no

     HBM-1s, on both sides, were phased out of production once HBM-2s arrived in quantity. Pulurtan OWPs continued to use them for some time. The demands of the front often had rear-area OWPs send their HBM-1s forward. In turn these units were slowly restocked with the newer HBM-2s.
     For the CPS, the HBM-1s continued to be used by their Ghidran class DNs as well as all of the OWPs. Being on the bottom end to receive HBM-2s, the Ghidrans even got the HBM-1s from OWPs resupplied with HBM-2s. By the end of the war the typical Ghidran still had 50% HBM-1s in its magazines.

     The CBM continued to be used by the CSF after the introduction of the ERBM. Deployed on units that had just box launchers for their secondary battery, the CBM would be used in loiter mode until the firing unit was in capital missile range. Third generation missile pods, equipped with CBMs, were the pods of choice when carried by CSF warships. The lower stowage requirement and volley size made up for their shorter range.
      CSF units equipped with Wca initially carried a 75-25 mix of ERBM and CBMs. This arrangement allowed for full magazines at each maintenance cycle. After the war's sixth year all Wca units had just ERBMs, reflecting the increase capability of the CSF economy and industrial capability.


Population Sizes
Here's the in-house chart used to define typical population sizes in the Terp/Fen campaign.

50 for highly automated asteroid mining outposts
500 on harsh/hostile/desolate environment worlds
1,000 for outposts on benign worlds
5,000 to 12,000 - average colony on asteroids, harsh/hostile/desolate worlds
10,000 to 50,000 for colonies benign worlds
150,000 - 5,000,000  for settlements on hostile/desolate worlds
250,000 - 1,000,000 to 9,999,999  for settlements on harsh and benign worlds
10,000,000 to 99,999,999 - small population on harsh and benign worlds
100,000,000 to 2,999,999,999 - medium population on benign worlds
3,000,000,000 to 5,999,999,999 - large population on benign worlds
6,000,000,000 to 9,000,000,000+ - very large population on benign worlds.


Environmental Remediation and Terraforming, or How Many Garbage Bags To Clean The Planet
In the campaign there came a time where the players had more money than they knew what to do with. After building Nth fleet after Nth fleet the spacemaster came up with ways for the players to put some of their spare change to use. The first of these was environmental remediation (ER).
     When a planet's population is bombarded to extinction, whether it's an outpost or in the billions, there's going to be some residual hazards for anyone intending to move in. Until some hazards are removed all of new population's revenue would go for perpetual decontamination. Additionally, population growth is impossible until all the hazards are removed. For example, a TL 3 outpost is emplaced on a type T planet that had a HT 4 colony wiped out by bombardment. With an EVM of 16 the outpost won't be able to generate revenue for export until 16 EVM points of the former colony's 67 points have been 'cleaned up'.  It still can't naturally grow into a colony, but transfer of population is still allowed. In this example, the colony could only utilize 16 of its 51 EVM points for export. Until the remaining 51 EVM points are detoxified the colony can't naturally grow into a settlement.
     EVM points are remediated at a rate of 100 MC per point. Each point takes 1D10 months to be recovered. Any number of EVM points can be remediated at any one time, but each point is rolled separately for recovery. If damage was done by neutron warheads the cost is 50 MC per point. However, if the damage was inflicted by LTD 'dirty warheads' the cost is 300 MC per point. ER isn't necessary for populations based on O1 and O2 worlds and asteroids. Given the inherent conditions such populations, already used to functioning in hostile environments and living in relatively close proximity, can locate themselves on uncontaminated areas or colonize a new asteroid.
     Terraforming is used to make a harsh world into a benign one for the race inhabiting it.  The requirements is a population of at least colony size. Initial cost is 20,000 MC plus 2,000 MC per month. While terraforming the population isn't producing EVM and can't conduct research. For each shift of a planet's habitability index (HI) in the direction of the inhabiting race's benign HI range roll one D10 and multiply the result by 1.5 (FRU). This is the number of months required for each shift in HI. If payment is disrupted for up to three months the process can be resumed for a fee of 10,000 MC. If the disruption is greater than three months then the process has to start from scratch.
     Given the fundamental differences between T and ST type worlds a native T race can't terraform a ST planet into a T-like world for its own use. Vise-versa for a native ST race. They can, however, terraform such worlds so that they can be amiable to races that can use them without penalty.


Prime Movers - Imperial Freighters and Colony Transports

In regards to cargo hold requirement for population transfers more is better. Carrying the most in the least number of hulls is better as well, resulting in lower maintenance costs.

Imperial Freighters for Colonization
Speed 3 and slower
Speed 4

FT0   AC     7 Hull   TL 1
(2)HHH(Ic)HsQs(BbT)(4)   43mc/3.3mc
334 FT0 = 1102.2mc/month
330 FT0 + 1 FT2 = 1095.5mc/month
FT1   AC   12 Hull   TL 1
(2)(Hx8)(Ic)HsQs(BbT)(3)   63mc/4.8mc
125 FT1 = 600mc/month
FT1   AC   12 Hull   TL 1
(2)(Hx7)(Icic)HsQs(BbT)(4)   65mc/4.9mc
143 FT1 = 700.7mc/month
FT2   AC   16 Hull   TL 1
(2)(Hx11)(Icic)HsQs(BbT)(3)   86mc/6.5mc
91 FT2 = 591.5mc/month
FT2   AC   16 Hull   TL 1
(2)(Hx10)(Ic)(Ic)HsQs(BbT)(4)   86mc/6.5mc
100 FT2 = 650mc/month
FT3   AC   22 Hull   TL 1
(2)(Hx16)(Ic)(Ic)HsQs(BbT)(3)   115mc/8.7mc
63 FT3 = 548.1mc/month
62 FT3 + 1 FT1 = 544.2mc/month
FT3   AC   22 Hull   TL 1
(2)(Hx14)(Ic)(Ic)(Ic)HsQs(BbT)(4)   117mc/8.8mc
72 FT3 = 633.6mc/month
71 FT3 + 1 FT1 = 629.7mc/month
FT4   AC   30 Hull   TL 1
(3)(Hx22)(Ic)(Ic)(Ic)HsQs(BbT)(3)   157mc/11.8mc
46 FT4 = 542.8mc/month
45 FT4 + 1 FT2 = 537.5mc/month
FT4   AC   30 Hull   TL 1
(3)(Hx20)(Ic)(Ic)(Ic)(Ic)HsQs(BbT)(4)   159mc/12mc
50 FT4 = 600mc/month
FT5   AC   45 Hull   TL 2
(3)(Hx33)(Ic)(IcIc)(Icic)HQs(BbS)(3)   239mc/18mc
31 FT5 = 558mc/month
30 FT5 + 1 FT2 = 546.5mc/month
FT5   AC   45 Hull   TL 2
(3)(Hx30)(Ic)(IcIc)(Ic)(IcIc)HQs(BbS)(4)   241mc/18.1mc
34 FT5 = 615.4mc/month
33 FT5 + 1 FT2 = 603.8mc/month
FT6   AC   60 Hull   TL 3
(3)(Hx45)(IcIc)(IcIc)(IcIc)HQs(BbS)(3)  326mc/24.5mc
23 FT6 = 563.5mc/month
22 FT6 + 1 FT2 = 545.5mc/month
FT6   AC   60 Hull   TL 3
(3)(Hx41)(IcIc)(IcIc)(IcIc)(IcIc)HQs(BbS)(4)  330mc/24.8mc
25 FT6 = 620mc/month
24 FT6 + FT2 + FT1 = 606.6mc/month
FT7   AC   80 Hull   TL 5
(4)(Hx61)Qs(IcIc)(IcIcIc)(IcIcic)HQs(BbS)(3)
463mc/34.8mc
17 FT7 = 591.6mc
16 FT7 + FT3 + FT1 = 570.3mc/month
FT7   AC   80 Hull   TL 5
(4)(Hx56)Qs(IcIc)(IcIcIc)(IcIc)(IcIcIc)HQs(BbS)(4)
467mc/35.1mc
18 FT7 = 631.8mc/month
17 FT7 + FT6 + FT1 = 626.4mc/month
FT8   AC    100 Hull   TL 6
(4)(Hx78)Qs(IcIcIc)(IcIcIc)(IcIcIc)HQs(BbS)(3)
595mc/44.7mc
13 FT8 = 581.1mc/month
12 FT8 + 3 F4 = 571.8mc/month

FT9   130 Hull   TL 7
(5)(Hx102)Qs(IcIcIcIc)(IcIcIcIc)(IcIcIcIc)HQs(BbS)(3)
776mc/58.2mc
10 FT9 = 582mc/month
9 FT9 + FT7 + FT4 = 570.4mc/month

FT10   165 Hull   TL 9
(5)(Hx130)Q(Lh)(Icx5)(Icx5)(Icx5)HQs(BbS)(3)
1066mc/80mc
8 FT10 = 640mc/month
7 FT10 + 2 FT6 = 609mc/month

FT11   200 Hull   TL 11
(6)(Hx159)Q(Lh)(Icx6)(Icx6)(Icx6)HQs(BbS)(3)
1482mc/111.2mc
6 FT11 + FT5 +FT3 = 693.9mc/month

FT12   250 Hull   TL 13
(6)(Hx215)Q(Icx7)(Icx8)H(Lh)Q(BbS)(2)
2066mc/155mc
4 FT12 + FT10 + FT2 = 706.5mc/month

FT13   300 Hull   TL 14
(6)(Hx259)Q(Icx9)(Icx9)H(Lh)Q(BbS)(2)
2772mc/207.9mc
3 FT13 + F12 + FT1 = 783.5mc/month

FT14   400 Hull   TL 16
(6)(Hx370)QQ(Icx12)H(Lh)Q(BbS)(1)
4464mc/334.8mc
2 FT14 + 2 FT10 = 829.6mc/month

FT15   500 Hull   TL 18
(6)(Hx463)QQQ(Icx15)H(Lh)Q(BbS)(1)
6574mc/493.1mc
2 FT15 + 1 FT8 = 1030.9mc/month


If speed isn't a concern then go with the speed 3 FT4 design. For easier book keeping go with the speed 4 FT4.  The FT8 and FT9 designs are practically identical in 1000 hold upkeep costs. It all depends if you want the option of being able to land on planets.
     The above designs are also useful as imperial freighters carrying trade goods. Just remove the appropriate number of holds to enlarge the shuttle bay.

Colony Transports
Size
Available  Q
FT0   AC     7 Hull   TL 1
(2)QQ(Lh)(Ic)HsQs(BbT)(4)   70mc/5.3mc
2
FT1   AC   12 Hull   TL 1
(2)(Qx5)(Lh)(Icic)HQs(BbS)(4)   105mc/7.9mc
5
FT2   AC   16 Hull   TL 1
(2)QQQQ(Lh)QQQ(Lh)(Ic)(Ic)HQs(BbS)(4)   153mc/11.5mc
7
FT3   AC   22 Hull   TL 1
(2)[(Qx5)(Lh)x2](Ic)(Ic)(Ic)HQs(BbM)(4)   200mc/15mc
10
FT4   AC   30 Hull   TL 1
(3)[(Qx5)(Lh)x3](Ic)(Ic)(Ic)(Ic)HQs(BbM)(4)   281mc/21.1mc
15
FT5   AC   45 Hull   TL 2
(3)[(Qx5)(Lh)x5](Ic)(IcIc)(Ic)(IcIc)HQs(BbS)(4)   436mc/32.7mc
25
FT6   AC   60 Hull   TL 3
(3)[(Qx5)(Lh)x6]QQQQ(Lh)(IcIc)(IcIc)(IcIc)(IcIc)HQs(BbS)(4)    599mc/45mc
34
FT7   AC    80 Hull   TL 5
(4)[(Qx5)(Lh)x9]Qs(IcIc)(IcIcIc)(IcIc)(IcIcIc)HQs(BbL)(4)   822mc/61.7mc
45
FT8   AC   100 Hull   TL 6
(4)[(Qx5)(Lh)x13]Qs(IcIcIc)(IcIcIc)(IcIcIc)HQs(BbS)(3)   1102mc/82.7mc
65
FT9   130 Hull   TL 7
(5)[(Qx5)(Lh)x17]Qs(IcIcIcIc)(IcIcIcIc)(IcIcIcIc)HQs(BbS)(3)   1439mc/108mc
85
FT10   165 Hull   TL 9
(5)[(Qx5)(Lh)x21](Qx4)(Lh)Q(Icx5)(Icx5)(Icx5)HQs(BbS)(3)   1901mc/142.6mc
109
FT11   200 Hull   TL 11
(6)[(Qx5)(Lh)x26]QQQ(Lh)Q(Icx6)(Icx6)(Icx6)HQs(BbS)(3)   2508mc/188.1mc
133
FT12   250 Hull   TL 13
(6)[(Qx5)(Lh)x35]QQQQ(Lh)Q(Icx7)(Icx8)H(Lh)Q(BbS)(2)   3466mc/260mc
179
FT13   300 Hull   TL 14
(6)[(Qx5)(Lh)x43]Q(Icx9)(Icx9)H(Lh)Q(BbM)(2)    4453mc/334mc
215
FT14   400 Hull   TL 16
(6)[(Qx5)(Lh)x61]HQQQ(Icx12)H(Lh)Q(BbL)(1)   6855mc/514.2mc
306
FT15   500 Hull   TL 18
(6)[(Qx5)(Lh)x77]HQQ(Icx15)H(Lh)Q(BbM)(1) 9577mc/718.3mc
385



Freighter
Outpost
250 Q
# & Maint. Cost
Colony
500 Q
# & Maint. Cost
Settlement
1500 Q
# & Maint. Cost
Small
4500 Q
# & Maint. Cost
FT0
125   662.5mc
250   1325mc
750   3975mc
2250   11925mc
FT1
50     395mc
100    790mc
300     2370mc
900   7110mc
FT2
36   414mc
or
35 FT2 & 1 FT1
410.4mc
72    828mc
or
71 FT2 & 1 FT1
824.4mc
215   2472.5mc
or
214 FT2 & 1 FT0
2466.3mc
643   7394.5
FT3
25    375mc
50    750mc
150    2250mc
450   6750mc
FT4
17   358.7mc
or
16 FT4 & 1 FT3
352.6mc
 34    714.4mc
or
33 FT4 & 1 FT1
704.2mc
100    2110mc
300   6330mc
FT5
10   327mc
20    654mc
60   1962mc
180   5886mc
FT6
8   360mc
or
7 FT6 & 1 FT4
336.1mc
15    675mc
or
14 FT6 & 1 FT5
662.7mc
45   2025mc
or
44 FT6 & 1 FT1
1987.9mc
133   5985mc
or
132 FT6 & 1 FT4
5961.1mc
FT7
6   370.2mc
or
5 FT7 & 1 FT5
341.2mc
12   740.4mc
or
11 FT7 & 1 FT1
686.6mc
34   2097.8mc
or
33 FT7 & 1 FT4
2057.2mc
100   6170mc
FT8
4   330.8mc
or
3 FT8 & 1 FT7 & 1 FT3
324.8mc
8   661.6
or
7 FT8 & 1 FT7
640.6mc
24   1984.8mc
or
23 FT8 & 1 FT1
1910mc
70   5789mc
or
69 FT8 & 1 FT4
5727.4mc
FT9
3   324mc
6   648mc
18   1944mc
or
17 FT9 & 1 FT8
1918.7mc
53   5724mc
FT10
3   427.8mc
or
2 FT10 & 1 FT6
330.2mc
5    713mc
or
4 FT10 & 1 FT8
653.1mc
14   1996.4mc
or
13 FT10 & 1 FT9
1961.8mc
42   5989.2mc
or
41 FT10 & 1 FT6
5891.6mc
FT11
2   376.2mc
4   752.4mc
or
3 FT11 & 1 FT10
706.9mc
12   2257.2mc
or
11 FT11 & 1 FT5 & 1 FT4
2122.9mc
34   6395.4mc
FT12
2   520mc
or
1 FT12 & 1 FT8 & 1 FT2
354.2mc
3   780mc
or
2 FT12 & 1 FT11 & 1 FT3
723.1mc
9   2340mc
or
8 FT12 & 1 FT8 & 1 FT 1
2170.6mc
26   6760mc
or
25 FT 12 & 1 FT 5
6532.7mc
FT13
2   668mc
or
1 FT13 & 1 FT5 & 1 FT3
381.7mc
3   1002mc
or
2 FT13 & 1 FT8 & 1 FT1
758.6mc
7   2338mc
21   7014mc
FT14
1   514.2mc
2   1028.4mc
or
1 FT14 & 1 FT13
848.2mc
5    2571mc
or
4 FT14 & 1 FT13 & 1 FT8
2473.5mc
15   7713mc
or
14 FT14 & 1 FT13 & 1FT0
7538.1mc
FT15
1   718.3mc
2   1436.6mc
or
1 FT15 & 1 FT10 & 1 FT2
872.4mc
4   2873.2mc
or
3 FT15 & 1 FT14 & 1 FT7
2730.8mc
12   8619.6mc
or
11 FT15 & 2 FT11
8277.5mc

This time around the best choices are the FT5 and FT8/FT9. The FT5 has the speed while the FT9 has overall lower maintenance. The FT8 does have the utility of landing on planets in its favor.


Missile Defense Against Gunboats

Missile Type
(Tech Level)
Cost
Damage*
Penalty for point defense to engage
 (for missiles in standard mode)
Cargo
Points
SM (2)
0.1mc
1
0
1
SM-Lt2 (10)
0.4mc
1(L)
-3
1
SM-Lt4 (16)
1.6mc
2(L)
-3
1
SM-s2p2 (15)
0.45mc
1
-2
1
CM (5)
0.25mc
2
-1
2
CM-Lt1 (7)
0.25mc
1(L)
-3
2
CM-Lt2 (10)
1mc
2(L)
-3
2
CM-Lt3 (13)
2.25mc
3(L)
-3
2
CM-Lt4 (16)
4mc
4(L)
-3
2
CM-p1 (13)
0.375mc
1
-2
2
CM-p2 (15)
0.5625mc
1
-3
2
CM-s2p2 (15)
1.125mc
2
-3
2
SBM (9)
0.3mc
2
0
2.5
SBM-Lt1 (9)
0.3mc
1(L)
-3
2.5
SBM-Lt2 (10)
1.2mc
2(L)
-3
2.5
SBM-Lt3 (13)
2.7mc
3(L)
-3
2.5
SBM-Lt4 (16)
4.8mc
4(L)
-3
2.5
SBM-p1 (13)
0.45mc
1
-1
2.5
SBM-p2 (15)
0.6mc
1
-2
2.5
SBM-s2p2 (15)
1.35mc
2
-2
2.5
SM2 (11)
0.2mc
1
0
1
SM2-Lt2 (11) 0.8mc
1(L)
-3
1
SM2-Lt4 (16)
3.2mc
2(L)
-3
1
SM2-s2p2 (15)
0.9mc
1
-2
1
SM3 (16)
0.35mc
1
0
1
SM3-Lt2 (16)
1.4mc
1(L)
-3
1
SM3-Lt4 (16)
5.6mc
2(L)
-3
1
SM3-s2p2 (16)
1.575mc
1
-2
1
CBM  (11)
0.5mc
2
-1
2.5
CBM-Lt1 (11)
0.5mc
1(L)
-3
2.5
CBM-Lt2 (11)
2mc
2(L)
-3
2.5
CBM-Lt3 (13)
4.5mc
3(L)
-3
2.5
CBM-Lt4 (16)
8mc
4(L)
-3
2.5
CBM-p1 (13)
0.75mc
1
-2
2.5
CBM-p2 (15)
1mc
1
-3
2.5
CBM-s2p2 (15)
2.25mc
2
-3
2.5
ERBM (14)
1mc
2
-1
2.5
ERBM-Lt1 (14)
1mc
1(L)
-3
2.5
ERBM-Lt2 (14)
4mc
2(L)
-3
2.5
ERBM-Lt3 (14)
9mc
3(L)
-3
2.5
ERBM-Lt4 (16)
16mc
4(L)
-3
2.5
ERBM-p1 (14)
1.5mc
1
-2
2.5
ERBM-p2 (15)
2mc
1
-3
2.5
ERBM-s2p2 (15)
4.5mc
2
-3
2.5
AFM (10)
4mc
**
0
1
AFM2 (11)
6mc
**
0
1
AFM3 (13)
3mc
**
0
1
AFM4 (15)
4mc
**
0
1
AFM5 (17)
4.5mc
**
0
1
AFMc (11)
10mc
**
0
2
AFMc2 (17)
11mc
**
-1
2.25
* listed for effect against large units. (L) = laser damage
** destroys fighters/small units normally but does 1 point damage to large units w/o an active drive field

What it all boils down to is capability and cost. AFMs suffer no penalty engaging gunboats but have no penetration aids and are costly. The long-range AFMc2 is the most expensive missile on the list, save the Lt4 armed ERBM.
     For purposes of example let's set the stage at TL 15. With a typical squadron of 5 GB2s there are 5 Dxe with 6 shots each and the capability of combining three shots (10 max each with a 9 in 10 chance to intercept in this case) against one missile. Under the best conditions the maximum amount of EM any one gunboat could generate would be -4 (each gunboat carrying one f?4 w/five points and three points from movement). The intended target has a !4 and (Mi4), thus negating the penalties. Waiting until the optimum range of 13 is achieved, the target will have to fire at least 13 AFMs, trusting to the law of averages that 10 of those missiles to lock on. With 10 missiles and 10 tripled-up intercept rolls the odds of one getting through is 10%. Price-wise those 13 AFM4s equal 52mc, almost half the cost of a GB2.  For the full saturation of 30 at least 38 AFMs would have to be fired for a cost of 152mc, 125% the cost of a GB2. From a cost angle firing as few missiles as possible to achieve the desired result. is desireable.
     Firing regular missiles at gunboats incurs a -3 penalty to the to-hit roll. To achieve the best results the missiles will again have to be fired at their optimum range. In the case of the capital missile that's a range of 18 hexes. Using the aforementioned conditions a minimum of 20 CMs would have to be fired to get the required 10 to lock on. With their own built-in EM the CMs stand a better chance; each of the ten missiles will have 20% of getting through. The odds get better if missile penetration aids are used, increasing to 30 and 40% with AMP1 and AMP2 respectively. Cost-wise its far cheaper than AFMs. 20 CMs with AMP2 cost 11.25mc. The downside is storage for the 20 CMs need a little over three times the magazine space than the 13 AFMs would require. Using Lt2-equipped CMs would increase the required number by 25 and the cost to 25mc but at least the missiles would still be able to damage units equipped with anti-laser armor.
     The advent of second-generation shape charge warheads offers a cheaper and more space efficient option. A second generation standard missile with AMP2 and SWC2 cost 0.9mc and is -2 for point defense to intercept. Like the AFM the SM2 maximum optimum range is 13 hexes. 20 missiles would be fire to achieve the required (average) 10 lock-ons. With all five Dxe fully committed each of those ten missiles has a 30% chance of success. It's a bargain for the price of 18mc, equaling 4.5 AFMs and just 15% the cost of a GB2. Higher up the scale is SM-Lt4. Each missile costs 3.2mc and has a -1 penalty to-hit, but benefits from being able to fully damage anti-laser armor and having a -3 for point defense to intercept.


Anti-Laser Armor Layering

Since damage is variable for most laser weapons this section will focus on the effects of a point-blank hits from fighter hetlasers (4), the regular laser buoy (3), Lt-3 (3) and Lt-4 (4) armed capital missiles and Lt-4 (2) armed standard missile 2.


Armor Arrangement
Pros
Cons
AI
Most effective, reducing the mention damage values to single hits.
Least efficient  for non-laser damage.
AIAc
Effective against SM2 and CM-Lt4 hits. More depth against non-laser hits
Less efficient against 3-point laser hits.
AIAcAc
More depth against non-laser hits. Still effective against 3-point laser hits.
Less efficient against 4-point laser hits.
AI(Acx3) and
AI(Acx6)
Still more depth against non-laser hits. Beneficial for 4-point and 2-point laser hits.
More expensive to defend against 3-point laser hits.
AI(Acx4) and
AI(Acx8)
Good balance between depth and 4-point laser hits.
Less efficient and more expensive against 2 and 3-point laser hits. Need more layers to defend againts the same number of laser buoys.
AI(Acx5)
Best for depth against non-laser damageand for 2 and 4-point laser hits.
More costly to defend against 3-point laser hits.
AI(Acx7)
Better depth protection.
Overall cost.
AI(Acx4)AI(Acx5)
Good compromise of depth to damage.
Overall cost.


AIx5  
stops  5 2-point laser hits    stops 5 3-point laser hits
stops 4.75 4-point laser hits
(AIAcx3)AI    stops 7 2-point laser hits stops 4 3-point laser hits stops 3.75 4-point laser hits
(AIAcAcx3)
stops 6 2-point laser hits stops 5.67 3-point laser hits  stops 3.5 4-point laser hits
[AI(Acx3)x2]AI
stops 7 2-point laser hits stops 5 3-point laser hits  stops 3 4-point laser hits
[AI(Acx4)x2]Ac stops 6.5 2-point laser hits stops 4.67 3-point laser hits  stops 4 4-point laser hits
AI(Acx4)AI(Acx5)
stops 6.5 2-point laser hits
stops 4.67 3-point laser hits
stops 4 4-point laser hits
AI(Acx5)AI(Acx5)
stops 7.5 2-point laser hits
stops 5.67 3-point laser hits
stops 4 4-point laser hits


Intrasystem Travel, or How Long Until The Next Bus


Though it's not a factor in the game, I often wonder about small craft service in a system, especially those with bases guarding warp points as far as 300 light-minutes from a primary. For sake of example, let's place a habitable world in this system, at a distance of 15 LMs from the primary (the outer edge of the biosphere of a white star) and on opposite side from the warp point. A cutter moving at its cruising speed of 0.05c, and with a full load of passengers, only has a range of 144 LMs. Fully loaded shuttles, assault shuttles, and second generation assault shuttles move at a cruising speed of  0.067c have a range of 288 LMs. Pinnaces and second generation pinnaces at full load and with the same cruising speed have a range of 384 LMs.
     For our stoic warp point defenders, taking their rotation for planet-side R&R and duty assignments, this means using a shuttle since the majority of the time a shuttle will have enough life support for the distance involved. On those times when the destination planet is just out of range you'll need a small space station to serve as a way-point to recharge life support. The smallest station would be this - Hs(BbS)Qs  2.5 hull  33mc/0.7mc. For more utility change the BbS to a BbL, increasing the cost to 48mc/1mc, 4.5 hull. Far and away its cheaper in the long run than using the smallest and least-expensive personnel transport vessel, a 5-space type 0 freighter - (2)H(Lh)Q(Ic)(4) w/AC 39mc/3mc.
     In a system, especially those with multiple warp points, one can envisage a small constellation of the above mentioned micro space stations. This is especially true if direct travel between warp points is desired. At the far end of the spectrum you have warp points separated by as much as 600 light-minutes distance. For fully-loaded cutters you'll need four such stations, placed 120 LMs apart. Shuttles will need only two at 200 LM intervals while the long-legged pinnace will need only one at the 300 LM mark. This can also be applied to starless warp nexuses if one uses pinnaces to travel between systems.


The Old Laser

For its current incarnation in Starfire the shipboard laser became more useful at the lower tech levels. With a reach of twelve tactical hexes, doing three hits of damage at range of 1 and less, the laser dominates the field of battle until the introduction of the force beam. However, I think its a bit too powerful for a high-frontier industrial level race to have. It trounces the basic gun launcher for reach, has three-fourths the range of a basic missile and is more accurrate than a basic missile at all ranges. The range-12 laser should be made a Tech Level 2 system were it would fit perfectly alongside the standard missile, gun launcher, and gun/missile launcher.
     The old range-8 laser is a better balance for IND-2 and Tech Level 1. Both in range and effect it suits the tactical environment as well as technical sophistication of its development. To differentiate it from the improved L the old system should be designated Ln, the lower case 'n' signifying its industrial origins. Damage would be 2 from ranges of 0 to 3 and 1 from 4 to 8. It would still retain the range to engage fighters/small craft and be used in minesweeping. Unit cost would be 25mc and development cost 3000mc.


2nd Generation Pinnace and Assault Shuttle - Red Headed Stepchildren

As small craft go the 2nd Generation Pinnace (pn2) and Assault Shuttle (ast2) are the red headed stepchildren of the Starfire universe. For starters, I believe the pn2 is misnamed and is actually a second generation armed pinnace. As it stand the pn2 gains 10 XO racks at the cost of some cargo carrying capacity. With that logic, why not devote all the cargo space to XO racks instead of just some of it? Since these XO racks make the pn2 into a 6 boat-bay point craft you might as well go and give it a fighter laser and remove the cargo and personnel capability. A more appropraite pn2 is one with an enhanced point defense and life support capability.
     Then there's the ast2. For double the boat bay points you get a craft that has 5 XO racks and an improved point defense mount in addition to its personnel and cargo capability. Being unable to warp transit and actually diminishing the number of assault shuttles that could be carried the ast2 isn't cost and space efficient. A logical increase in point defense sophistication and life support is more appropriate.
     If using the boarding combat rules from Crusade then these two craft make sense. Carrying marines and armed with external ordnance to take down shields


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