No, don't. That's a terrible return for the money we'd spend.
Maybe get some unmanned fighter instead? The cargo ship has lot's of space, and with that mainframe, we'd have lot's of computers to run them.
hmm, we could get a knell fighter or two and modify them to be unmanned, It's be even more expensive than the missile tubes, but a better return over all, I think.
Unless maybe we get the missile tubes and use those cluster missiles, that could be a decent return. We'd still only have four shots, which really is not enough to do much of anything with. on the other hand, neither is two knell fighters. Maybe we shouldn't get any of this at all, just have the cargo-ship steer clear of trouble for now.
For those wondering, heres the tabien pricelist as it was last posted, it probably should be posted more frequently.
Pricelist:
Flak Shells; 6 credits per shell
Gatling Round: 1 credit per round
4 inch cannon shells; 5 credits per shell
Point Defense Turret; 600 credits
4 inch repeater cannon; 825 credits
Fuel; 1 per unit
Rations; 1 per unit
Crawler Drone; 260 credits
Signal Missile; 10 credits (a small, dumbfire missile with no payload, but it has a long range and an impressive thermal emission)
Satellite; 300 credits (stationary, sensor and comms relay)
(The following are used in making things like your flak drone)
Basic Fabrication components; 1 per unit (can also be made from scrap using basic tools)
Advanced Fabrication components; 3 per unit (can also be made from Basic Fabrication components using advanced tools)
Basic electronic components; 1 per unit
Advanced electronic components; 4 per unit
Advanced tools; 300 credits (this is to get a huge set of tools and machines with many duplicates so people can work simultaneously)
Black market
Missiles:
Gilber: Large Payload dumb fire; 35 credits each, 3 available.
Ravenhawk: Medium Payload, agile, heat seeking long range; 65 credits each, 2 available.
Blinder: Sensor chaff, fast, slow to turn guided; 65 credits each, 0 available
Cluster: 5xInterceptor missile cluster, slow, guided; 136 credits each, 6 available
Driller Nuke: Nuclear Payload, guided, long range, bores through armor; 1803 credits each, 0 available
Interceptor: Very small payload, very small size, extremely fast, very agile, target seeker; 15 credits, 7 available
Tether Anchor: No payload, very short range, guided, attaches line; 20 credits, 8 available
Hammer: Large Payload, short range, guided; 65 credits, 2 available
Guided Remote Mine: Medium Payload, medium range, very slow, can attach to surfaces, proximity activation option; 50 credits, 0 available
Illegal tech:
Comms Jammer; 8200 (works for twenty minutes each time it's activated, jams long range only)
Stealth probe; 1200 (difficult to spot on sensors, very fast, very powerful passive sensor array)
Knell fighter; 2400 (one of the most inferior fighters available but in the hands of a skilled pilot it can still be a deadly force)
EMP; 1500 (disables all non shielded electronic devices within a small radius around your ship, not reusable)
Transponder Replacement; 2000 (All transponders have the ships details hard coded into, but you can always get these counterfeit replacement)