Yes, I semi-accidentally created a missile pod in response to someone asking about q-ships in Traveller on facebook. The basic idea for me: how many missiles can I launch from a cargo container? It snowballed from there into something that would kill fleets in Mongoose's second edition. I simply copied my final post, but I can copy the rest of my original though process if requested. >Let's make it more realistic - a pod is made from the cheapest materials available, and is expected to not survive. KCr50/dt, and launches 6 missiles. It has a cheap computer and bare minimum sensors (enough to allow positioning relative to the launch ship), a communications system, a small battery and cheap attitude thrusters (it is not expected to maneuver). Launch systems are fast ejection, being 5 times the pod size, and able to launch up to 10 pods per round, costing MCr0.2/dt. Ram systems are 30% of pod size, and cost MCr0.3/dt. They have a minimum size of 2dt, and must be 150% or greater of the fire control requirements. >Reload systems for both are 10% of pod size, which suffices for 10 pods, and costs MCr0.1/dt. >Each pod requires fire control of 0.1dt per dton, costing MCr0.2/dt. Minimum size is 1dt, to allow access and control (the actual control station is 0.5dt). Fire control must be allocated based on maximum number of pods expected to be used at once, but is included in a ram system. >Based on this, our 10dt pod costs MCr0.5 before ammo, and launches 60 missiles, costing KCr75, for a total of MCr0.575/pod. Reload systems are 1dt/10 pods, costing MCr0.1. It requires 1dt in fire control, costing MCr0.2 if in a fast launch system. A ram system requires 3dt of systems, plus payload space, costing MCr0.9, and includes fire control. A fast launch system uses 50dt and costs MCr10, requiring 10 fire control stations for MCr1 and 10dt. >However, the fast launch kicks out 600 missiles/turn.