Rat King
Izutsumi-pilled
Nah. What sort of imperial power would we be if we gave our land away?
One that badly needs tech.

I think we build more CFAs. We've got to make sure our line ships are up to a snuff.
Nah. What sort of imperial power would we be if we gave our land away?
Armor is pointless on fighters. Size alone makes them fragile and armouring them is prohibitive in terms of weight.
Stealth and the booster might work together, combining a stealthy approach with a final sprint. Then again I'm also not sure how much stealth we can achieve against someone one TL higher?
Let's not stick missiles on fighters. There's no advantage, since even with high-burn boosters missiles are faster than fighters. If we do want to extend the range of missiles build boats of at least 100 ton, so that we can mount missile bays and have greater saturation. 10 fighters shoot 10 missiles per round and reload after 4 rounds, 1 boat shoots 12 missiles and reloads after 12 rounds. It can be made to move at the same speeds and for a 100 ton boat there are no penalties to armouring.
For fighters pulse lasers should be our choice.
Why not put mass drivers or railguns on the strike craft? Their whole issue is poor range and inaccuracy, which is much smaller a problem on a strike craft designed to get close to the enemy? Railguns also pierce armor like butter, right?Pulse laser fighters would be interceptors, not strike craft. Missile or torpedoes are what we're looking at for this.
Also, missiles don't have a maximum range, so there is no "outside retaliation range", right? Unless you hide the carrier behind a planet, I guess...And the idea is really you launch the fighters from outside retaliation range, they close in, dump their payloads, and return and the enemy can't shoot back at your capship.
Why not put mass drivers or railguns on the strike craft? Their whole issue is poor range and inaccuracy, which is much smaller a problem on a strike craft designed to get close to the enemy? Railguns also pierce armor like butter, right?
Why not put mass drivers or railguns on the strike craft? Their whole issue is poor range and inaccuracy, which is much smaller a problem on a strike craft designed to get close to the enemy? Railguns also pierce armor like butter, right?
Also, missiles don't have a maximum range, so there is no "outside retaliation range", right? Unless you hide the carrier behind a planet, I guess...
Plan Wait a Bit
-[ ] Fighter:
--[ ] Capable of high-speed attack runs using a chemical rocket booster
--[ ] Capable of approaching an enemy with stealth
-[ ] Aslan:
--[ ] Agree to hire mercenaries
--[ ] Delay the decision on land - wait for the answer from Xyri on the possibility of tech share first
-[ ] Ships:
--[ ] 3 more Interstellar Cruiser Refits (355Mcr each)
--[ ] Experimental minelayer
--[ ] Wait for at least 8k tons of shipyards to become available for the Capital Carrier
I think we can fit missiles on such fighter too, and that would give it the repeatable strike.
The reason I'm asking about the Aslan and not Xyri is because the Aslan can get you better tech than Xyri and also more of it. Xyri can only potentially increase two of your tech areas to TL 9 - a point you're mostly at. The Aslan can take you up to 10.
I don't think stealth + chem rocket will work together unless the idea is they coast in slowly and then fire up the rocket booster for the last attack run. Which might be cool, but they'll probably detect us launching if nothing else, so not sure stealth works unless it's general EWAR / anti-radar kinda shit to prevent target locks, which might also work. 🤔
The infantry plasma launcher is a tl9 weapon ^^Got it, good to know. Kinda thought that Xyri has access to tl10 weapons, due to their plasma-gun on planet.
Could you please tell, in case of combat would the fleet combat rules be used exclusively, or would "adventure-level" combat feature with small number of ships, for example?
So, combat is an odd one. We're going to be using a funny mash-up of 1e and 2e fleet combat rules in the *vast* majority of cases. That means barrages of alike weapons and similar. I'm doing this because 2e has done some strange things to the 1e rule set, some things I like, some things like like less.
[X] OPLAN: Run and Gun
-[X] Capable of high-speed attack runs using a chemical rocket booster
-[X] Capable of defending itself against interceptors/missiles
-[X] Confer with Cassalon on the possibility of land transfers and if they would be open to such a plan; survey Home to see if there is suitable territory to bargain with should the need arise. If Cassalon is open, counter-offer with a mix of plots on both worlds to spread out the newcomers (and hopefully dilute their political impact). Clarify that the Aslan who choose to take land plots will be required to abide by the laws of Home and Cassalon and will be subjects of Home space.
-[X] Lay down a CFA-B Variant
-[X] Lay down a Modular Freight Vessel to serve as a munitions carrier for fleet logistics and an auxiliary mine-layer.
I kinda see this fighter as having a single missile rack and a pd-turret, using rocket to close the distance, shoot missiles (from a more favourable range) and if necessary, run away (or if possible, shoot missiles again, before running).
Thought about putting armour instead off chem.rocket on it, but not sure how much of it could be fitted.
And the ewar would use it's big rocket to either quickly travel and scout system with sensors, or to work as interceptor with pd-turret and ewar countermeasures (against missiles).
Without armour these crafts would be pretty vulnerable against long-range turrets, such as particle beams. But we can't have it all.
[X] OPLAN: Run and Gun
I don't think 4WheelSword would've included interceptor defense as an option if it was impossible to do without a 35+ ton fighter, since our existing 40 ton fighter was rejected for being too large for carrier operations.