In addition to the vehicle itself, there is also the matter of the crew's equipment. For most vehicles, you will likely wish to provide all crew with the same equipment for logistical reasons, though some variation is present for some vehicles.
The Razorwind Jetbike will be replacing your existing models of Jetbikes. These vehicles have a single rider who may be equipped with either Wraithweave Brigandine or Void Guard armor—Ithilmar suits are too heavy for a standard Jetbike chassis to lift—and either a carbine, Melee weapon, one or more sidearms, or no weapons beyond those of the Jetbike itself. The Mirage Hover-transport meanwhile, will have a crew of four, and may be equipped with any armor desired and a standard infantry allotment of weapons, though you may wish to decline anything more than perhaps some pistols or Close-Combat Weapons to discourage boarding attempts. [ ] Razorwind Jetbike (Write-in) May wear Void Guard armor or Wraithweave Brigandine. May carry a Carbine, and Melee longarm, either one or two Sidearms, or no weapons.
[ ] Mirage Assault Transport (Write In) May wear standard infantry kit. Refer to here for reference tables, slot limits et all.
you didn't really believe you were going to get Heavy Powered armor onto an up-armored single-person hover-sportsbike with a bunch of guns taped to it and have the thing still able to get off the ground, right? Fleet Rationalization I: Destroyer
The first step in rationalizing your fleet is to develop a light escort which is less… minimalist… than your current designs. For this purpose, you currently have two suitable hulls; largely similar save their specific arrangement of weapons—essentially, the choice with your current hulls is whether you wish to focus on standard weapons batteries, or have a heavy battery. Hull Equipment and Slots
A starship can be given a number of mission-specific fittings beyond weapons, propulsion, and defensive systems. Firstly, a Reinforced Hull encompasses a wholistic combination of additional damage-mitigation features, thicker plates and structural members, and other such design features which increase the ship's resilience to damage. While there are limits—some systems simply cannot be realistically armored—a Reinforced Hull will stand up to far more punishment than one with no—or simply lesser—reinforcement. Second is a Hanger for deploying Strike Craft in battle—on an Escort, this would allow for up to two squadrons be deployed. Thirdly there are Transport Bays and Webway Gates, which allow the ship to serve as a transport for Warhosts; Transport bays come in Small and Large sizes—small bays hold facilities enough to support a single Warhost, but large bays can transport up to three at once. A Webway Gate, however, allows a ship to serve as a deployment point for Warhosts directly from the Craftworld, with a linked passage that a Warhost—or several—may simply walk though, crossing hundreds or thousands of light-years with every step. The last major systems are Close-In Weapons Batteries and Point Defense Batteries. The former are a small number of Superheavy grade weapons mounted to a ship as a tertiary battery. Such systems are reasonably effective against enemy Strike Craft while still being powerful enough to meaningfully damage an enemy Voidship, though only at close range. The latter, however, involves mounting a large number of vehicle-scale weapons scattered over the hull to intercept missile attacks or enemy Strike Craft. While superior to Close-In Weapons Batteries in this role, vehicle-grade weapons are simply too small and too weak to inflict meaningful damage to a Voidship.
Slots, meanwhile, come in four types: System Slots, which are used for the majority of equipment, and Weapons Slots, divided between standard Weapons Batteries, Heavy Weapons Batteries, and Special Weapons. Standard batteries mount a pair of standard naval-grade weapons, Heavy batteries mount either a single Heavy Naval weapon or three standard naval weapons. Special Weapons Slots, similarly, may mount either a single Special Weapon—at present only the Starcaster Mega-Lance is available in this category—or a pair of Heavy Naval weapons. Note that you may, if desired, add an additional standard weapons battery at the expense of two Systems slots, an additional Heavy weapons battery at the expense of four systems slots or two standard weapons batteries, and a Special Weapon slot at the expense of two Heavy Weapons Batteries or eight system slots. This does, however, incur an additional manufacturing cost above that of the slots as designed. Additionally, you may remove entirely a Weapons Battery of either type or a Special Weapon slot in order to increase your available System slots; this, however, is less efficient that a design with fewer slots to begin with—a standard Weapon Battery returns only half as many system slots (one and two, respectively,) while a Special Weapon slot refunds only three System slots.
Have a question @Mechanis , are System Slots and Weapon Batteries fighting over the same stuff? Or do are Weapons Battery slots something we can actually put weapons batteries into without costing Slots? The entry on Weapons Batteries seems to say it requires System Slots only.
you didn't really believe you were going to get Heavy Powered armor onto an up-armored single-person hover-sportsbike with a bunch of guns taped to it and have the thing still able to get off the ground, right?
Feisty, not easily lamed, cheap, and a solid screening vessel while being to fuck up lightly armored opponents--or exploit vulnerabilities. It requires no Exotics to produce, and uses simple rugged components to get excellent performance and isn't easily mission-killed between the Holofield and the lack of having giant, poorly armored weak points.
We're not lacking in ships with a big stick, what we need are reliable screening ships.
What is the relative performance between Spikes and Las-lances? Because I'm thinking about swapping one Spike for a lance, but that might be my personal preference for units that have as few things they can't do as possible.
What is the relative performance between Spikes and Las-lances? Because I'm thinking about swapping one Spike for a lance, but that might be my personal preference for units that have as few things they can't do as possible.
Spikes are "Hose this general patch of space down with wraithbone flechettes", Las-Lances are relative slow firing but high armor penetration.
Thing is, Spikes are something we had to research and even then that was only an option because we started with Fatecaster weapons. I think it's generally a straight upgrade in exchange for being slightly more expensive, but we're saving money by using a plasma drive instead of Aethersails here, so we can reinvest it in a more powerful weapons battery.