Starfighter launch Bays:
The new book ‘Into the Storm’ talks about acquiring a squadron of starfuries – something I’m sure we all want to do... but does having a starfighter squadron take up additional space? The obvious answer is yes, but this is a game where we need to know power and space requirements so we can fit it on our ship!
Now I would assume each ship always has a hanger bay for some ships boats (maybe some Arvus Lighters, Aquilla landers and Guncutters – otherwise how would crew be transferred or distance boarding actions be possible unless every ship has a Teleportarium?). There’s the ‘Cargo Hold and Lighter Bay’ (Power 1, Space 2) is a mini-hold which unbalances the ship but it does assume some mass carrying capacity (maybe more lighters?). A Cargo Hold (compartmentalised or normal, Space 5/4, Power 2) would assume massive Halo Barges to load and unload the cargo). There’s also the Barracks – we have to assume that they have planet landing capability?
But... How much space does a Starfighter Launch bay take up? We could use the new example of Drop pods (Space 3, Power 1) which are equipped to hold 20 pods and can launch 10 per strategic turn... That sounds like a hanger equivalent to me... But is it that simple?
I don’t think so... On a cruiser/light cruiser scale it matches the Battle Fleet Gothic ship rules where a Launch Bay (Port or Starboard) is able to launch 2 squadrons of starfighters/bombers a turn (Determining space for it is easy however; each launch bay would be the size of a weapons battery approx Space 4, Power 4 – though maybe with increased power requirements)... But the bay replaces a weapons housing and in Rogue Trader Cruisers do not have the benefit of Dorsal and Prow weapons mounts as they do in BFG. There is also another problem using the BFG rules - they do have listings for Escort Carriers “Freighter hulls were often converted to “escort carriers” installing fighter support equipment into their cramped cargo bays to launch out the cargo doors. The difficult conditions meant that accidents abounded, and few squadrons of craft could be carried in any case”. However the Escort Carrier’s Launch Capacity was only (Port or Starboard) 1 squadron of starfighters/bombers a turn and it took both a starboard and Port weapons slot (allowing 2 squadrons per turn) – not exactly in the mode of cargo ships in RT who have a dorsal and a prow weapons mount!
So... It is a fairly complex component which perhaps requires multiple options for how they apply to the ship classes.
Component Hull Type Power Space SP
Launch Bay Transports 2 3 1
Light Cruisers, Cruisers 2 3 1
Launch Bay
The vessel with a Launch bay is able to launch a single squadron of Starfighters, Bombers or Guncutters per strategic turn (for two turns only and then they must replenish the squadrons).
- A Starfighter squadron is able to either 1) neutralise another squadron of starfighters, Bombers or Guncutters or 2) neutralise any ordinance (GM’s discretion).
- A Squadron of Bombers is able to conduct a macrocannon attack against an enemy vessel with within 6VU’s of the parent vessel.
- A Squadron of Guncutters allow the parent vessel to make an additional Hit & Run/Boarding attack per turn.
Transports: This Component replaces one weapon mount on the transport, but may be purchased twice. A maximum of two Launch bays are able to be installed on a Transport.
Light Cruisers, Cruisers: If bought singly this module does not replace a weapon mount on the vessel, but if two are purchased it will replace a port or starboard weapon mount. A maximum of four Launch bays are able to be installed on a Light Cruiser or Cruiser.
Perhaps also - given the large amount of munitions and fuel in this componant - if it is damaged it automatically catches fire...