Those would be for "fleet in being" kinds of things...
The threat of naval force seems plausibly irrelevant across most worlds since control of commerce to/from the planet is a strong lever for control of the planet. Every split ownership world is a typically short-term exception.
The basic SRCS package does not cost tonnage when the vehicle is under 9 tons, so speed wouldn't be affected at all.
Ah, good. MML is off here. The Savannah Master Sub might look like:
Savannah Master Submarine
Mass: 5 tons
Movement Type: Submarine
Power Plant: 60 Fusion
Cruising Speed: 194.4 kph
Maximum Speed: 291.6 kph
Armor: Standard
Armament:
1 Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3025
Tech Rating/Availability: E/X-D-D-C
Cost: 66,875 C-bills?
Battle Value: 71
Equipment Mass
Internal Structure 0.5
Engine 60 Fusion 2.5
Cruising MP: 18
Flank MP: 27
Heat Sinks: 10 0
Control Equipment: 0.5
Lift Equipment: 0.5
Power Amplifier: 0.0
Armor Factor 8 0.5
Internal Armor
Structure Value
Front 1 3
R/L Side 1/1 2/2
Rear 1 1
Weapons
and Ammo Location Tonnage
Small Laser Front 0.5
The 18 move is good for a +5 TMM which helps, but the lack of a turret, range 1/2/-, and -4 initiative penalty make success in targeting pretty iffy. That's about a 10% chance of winning initiative, so in a 4-on-1 as suggested by pricing, the Shark could often just arrange to be at range 7 vs. it's preferred target, so the target number if 4+1(cruise)+5(TMM)=10. If the SM subs win initiative, then the Shark would face 1 to 4 small laser attacks at range 1 with a target number of 10 or 11 = 5+4+(1 or 2). Overall, I expect the Shark seems likely to break even? The inflexibility of robot command still seems to plausibly favor the Shark approach. You could use lower speeds to gain extra tons for a medium laser (short range to 2), a turret, or extra armor so that it survives more hits. Maybe something there is compelling? The difficulty with a lower speed is that the TMM will suffer and at an actual Savannah Master engine it will just tie the Shark in speed.
Not seeing where you got these numbers from. A 9-ton FCE boat can be made 10/15 with the same hull armor profile except for 2 points in the rear.
You are thinking of this:
Robotic LRT Submarine
Mass: 9 tons
Movement Type: Submarine
Power Plant: 60 Fuel Cell
Cruising Speed: 108 kph
Maximum Speed: 162 kph
Armor: Standard
Armament:
1 LRT 5
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3025
Tech Rating/Availability: E/X-D-D-C
Cost: 164,536 C-bills?
Battle Value: 183
Equipment Mass
Internal Structure 1
Engine 60 Fuel Cell 2
Cruising MP: 10
Flank MP: 15
Heat Sinks: 1 0
Control Equipment: 0.5
Lift Equipment: 1.0
Power Amplifier: 0.0
Armor Factor 24 1.5
Internal Armor
Structure Value
Front 1 8
R/L Side 1/1 6/6
Rear 1 4
Weapons
and Ammo Location Tonnage
LRT 5 Front 2.0
LRT 5 Ammo (24) Body 1.0
So half the price, 10/15, no turret, risky rear armor, and gunnery 5 / piloting 6 (since the improved version costs a ton on small units).
It's possible to pick up a +4 TMM with cruise speed, but significantly more difficult than with 11/17 since you can't turn. This is exacerbated by the lack of a turret. Overall, I think you need to use flank speed typically, which creates opportunities for side slip. Consider Robot vs. Shark. If you move flank speed and attack, the target number is 13=5+2(flank)+4(TMM)+2(medium range) vs. Shark's 11=4+1(cruise)+4(TMM)+2(medium). When Robot is lucky and can go straight and fire, it's 12=5+1(cruise)+4(TMM)+2(medium range). 11 vs. 12 is a factor of 3 disparity in attacks on target while 11 vs 13 is a factor of infinity. If Robot sticks with cruise always, then you'll often see the Shark attacking 10=4+1(cruise)+3(TMM)+2(medium) vs. Robot's 12=5+1(cruise)+4(TMM)+2(medium range), a factor of 6 disparity. If Robot instead decides to not move, then it looks like Shark's 9=4+1(cruise)+4(long) vs. Robot's 13=5+4(TMM)+4(long). Overall a +1 and often +2 disparity in targeting matters a great deal with fast units. Keep in mind that Robot has a -4 penalty to initiative so disadvantageous geometries could easily result in Robot simply being unable to fire.
Then, let's consider defense. The situation is better than I realized since you have more tonnage in armor. It's still worse though---after 1 hit on the front doing 3, 4, or 5 damage (5/6th chance), every hit threatens destruction, and Robot can't turn away and attack. Shark can turn away and attack, eliminating the possibility of destruction via armor destruction on a facing. In addition, the Turret may suck up the first hit (1/6th chance) allowing for more forward fire. Overall, Shark has an edge defensively.
I'm still seeing Shark as having an advantage. Is it a 2:1 advantage which we would want for a half price unit? Maybe---we'd need to play it out many times to get a good sense of this.
There is one other difficulty with SRCS---it's sort of like clan machine guns. That is, there is no technical reason why the IS couldn't build them (tech level C), but it's listed as extinct IS tech in 3025.
Is it a shark attack submarine, or a "Shark" attack submarine?
Yes :-)