High Guard, anyone remember the good old days?

By Steve Gibbons ·

TML message #5742From bundle 479

                                     -Off-
                              ---Def---
FS-???? Gibbon     FS-0106D11-F00000-05000-0 MCr12.245	8 tons
  batteries bearing                   1			Crew=1
          batteries                   1			TL=15
Passengers=0. Low=0 Cargo=0 Fuel=0.49. EP=1.12. Agility=6. Marines=0

Date:		7/8/93
Name:		Gibbon
Class:		Ape
Tech:		15
Laid Down:
First Flight:

Ship Type:	FS	(Strike Fighter)
Tonnage:	 0	(8 Tons)
Configuration:	 1	(Needle)
J-Drive:	 0
M-Drive:	 6
P-Plant:	13
Computer:	 1
 Optic Backup?:	 No
Crew:		 1	(Pilot)

Hull Strength:	15
Sand:		 0
Meson Screen:	 0
Nuke Dampers:	 0
Force Field:	 0
Repulsors:	 0
Lasers:		 0
NRG Weapons:	 5
Particle Weapons:0
Meson Gun:	 0
Misiles:	 0
 Magazine?:	 No

Fighter Screen:	 0
Ships Vehicles:	 0
Ships Troops:	 0
Fuel Tankage:	 1.04
 Maximum Jumps	 0
 Unrefined Fuel? Yes
 Fuel Scoops?:	 Yes
Ship's Purpose:	 Kick butt

Hull:		 1		8.00 Tons	 120KCr/Ton		 960KCr
M-Drive:	 6	17%	1.36 Tons	 500KCr/Ton		 680KCr
P-Plant:	14	14%	1.12 Tons	3000KCr/Ton		3360KCr
Fuel:			??%	0.49 Tons
Armor:		15	16%	1.28 Tons	 300KCr+(1500KCr/Ton)	2220KCr
Capacitor	 9EP		0.25 Tons	1000KCr			1000KCr
Energy Points:	1.12
Agility:	 6 (.48 EP)

Computer:	1		1.00 Tons	2000KCr			2000KCr

Fusion Gun:	5		2.00 Tons	2000KCr			2000KCr

Pilot Couch:			0.50 Tons	  25KCr			  25KCr
				---------			       --------
                                8.00 Tons                              12245KCr

The Ape class fighter, while small in stature more than makes up for its
diminutive size with its blazing fusion gun, uncanny agility, and thick hide.
Much of it's 20% size reduction is due to the 1/4 ton capacitor that it leeches
engergy off of in combat situations.  The Ape is able to remain in combat for a
full two hours before its capacitor "runs dry," thereafter, the Ape may enter
combat every 4th turn or return to it's mother-ship for recharging.  Many
commanders are willing to endure this short duration in exchange for the 25%
increase in guns (and the comparative strength of the fusion gun) that can be
brought against the enemy compared to conventional 10 ton fighters.

Design notes:  As it stands, the only rules that were bent were the 1-ton
minimums on the fuel requirement.  This gives an effective long-term duration
of just over 13 days.  An additional 2 hours (maybe 2.5, it depends on how you
do your rounding...) for a mere 1MCR in capacitors and sacrificing 7 days of
long-term duration.

The TL 14 variety is the exact same configuration, except that the armor factor
drops to 14 with .08 tons added to fuel/whatever; and power-plant rating drops
to 7, with a proportionate increase in long-term duration.

The TL 13 variety is the same as the TL 15 variety except that both the armor
factor and the power-plant rating are reduced to 7, and the fusion-gun rating
is reduced to 4.

At TL 13-14, extra capacitors really begin to pay off...  (assuming that the
craft can survive that long in combat)

Below TL 13, this class of ship just isn't possible...

Oh yeah, the capacitor rules are on page 42 of my edition of High Guard   (c)
1980 under the heading "The Black Globe".  I think this is a logical extension
of those rules.

- --
Steve (SPG6)[email removed]