Capital Ship design questions

Imeanunoharm

Banded Mongoose
OK, quick question, I may have more considering how some of High Guard is written (but that's for a different thread).

HG Pg. 63. How do you calculate armour cost? That example makes no sense to me.
In particular "Base Hull" is defined as?
In the example, the MCr 0.1 comes from? The 90% is is the Total hull take away the 10% for the armour?

Any help appreciated,
Cheers.
 
Imeanunoharm said:
OK, quick question, I may have more considering how some of High Guard is written (but that's for a different thread).

Ask away.

Imeanunoharm said:
OKHG Pg. 63. How do you calculate armour cost? That example makes no sense to me.
In particular "Base Hull" is defined as?
In the example, the MCr 0.1 comes from? The 90% is is the Total hull take away the 10% for the armour?

Base Hull is the initial cost of the hull, before modifications are taken into account (such as streamlining).

So if you have a 3,000 ton base hull and want to use 4 points of Crystalliron armour:

3,000 x .1 = MCr 300 base cost of hull.
300 x .2 = MCr 60 per 4 point of armour.

tonnage wise:

3,000 x .05 = 150 tons of armour.
 
AndrewW said:
Base Hull is the initial cost of the hull, before modifications are taken into account (such as streamlining).

Thank you my good sir. To be absolutely clear, does modification include what configuration it is first? For example, a needle/wedge is 20% extra cost.
 
Imeanunoharm said:
Hang on. that doesn't work in the example.

20000 * 0.1 = 2000
2000 * 0.2 = 400
400 * 8 = 3200

Example gives 360?

Sorry, I did neglect to take into account one of the errors, it actually means per given value for cost, not per point of armour. (so cost is per 2 points of Titanium Steel, 4 points of Crystaliron, 6 points of Bonded Superdense).

But ignore the example given.

Configuration is included in the base cost of the hull, so figure that in before armour costs.
 
It is best to just ignore the examples in the books. Too often they are either incorrect, or actually have nothing to do with the rules they are supposed to be an example of.
 
So Mathematically:

Code:
So to work out ArmourCost
BaseHull = HullSize * 0.1 * ConfigCost    {0.1 for BaseCost & ConfigCost is expressed as decimal e.g. Cone +20% = 1.2}

So for Armour
Armour = ArmourPoints/Protection

Then * by cost of the ArmourType

Lets see if that goes into the spreadsheet.
 
On HG pg 53 there are tech level modifiers for Manoeuvre and Jump drives.

My reading suggests these don't apply to Capital Ships. Would that be correct?
 
Imeanunoharm said:
On HG pg 53 there are tech level modifiers for Manoeuvre and Jump drives.

My reading suggests these don't apply to Capital Ships. Would that be correct?

I don't recall where it says that those mods don't apply to capital ships. Maybe I missed that sentence though.
 
Again, the example is a TL 15 ship (HG pg 70), but it just uses the base Drive potential table (pg 63).

The very next paragraph for Power Plants takes into account TL.

Julia's example works like that on pg 119

OK, ahh, I see, so the example on pg 101 has different TLs for the manoeuvre drive (e.g. 6-11), that work.
I assume the Julia example has "Standard TL" drives, the entire ship is not TL15.

Alrighty then. Moving along.
 
Imeanunoharm said:
Again, the example is a TL 15 ship (HG pg 70), but it just uses the base Drive potential table (pg 63).

If you rely on ship examples in Trav rule books you will go wrong many times. FAR too many errors to use as rules examples...
 
Found a bit of time to work on this again, and am fine tuning the last bits of this build. Any help appreciated.

HG Pg 79: "Ships with armour ratings of 8 or more ignore radiation hits from all but meson weapons"

So a smallish capital ship (15-20K) with say Armour 12, has no real need for an expensive radiation shielding option?

Also, fairly immune to lasers in general, due to high armour, so reflec is a bit of a waste too?

Opinions on Nuclear Dampers effectiveness at that amour level would be appreciated too. Torps could be a problem?

(I don't have a lot of experience in cap ship combat play, especially barrages.) Cheers guys.
 
Imeanunoharm said:
Found a bit of time to work on this again, and am fine tuning the last bits of this build. Any help appreciated.

HG Pg 79: "Ships with armour ratings of 8 or more ignore radiation hits from all but meson weapons"

So a smallish capital ship (15-20K) with say Armour 12, has no real need for an expensive radiation shielding option?

Also, fairly immune to lasers in general, due to high armour, so reflec is a bit of a waste too?

Opinions on Nuclear Dampers effectiveness at that amour level would be appreciated too. Torps could be a problem?

(I don't have a lot of experience in cap ship combat play, especially barrages.) Cheers guys.

Indeed not. On a smaller ship not using barrage combat rules, maybe, but a capital ship rarely takes armour damage.

On a 500-2000 dTon warship built using 'normal' rules, armour damage is quite common, so reflec and radiation shielding have their place even on a max-TL armour dreadnought.
 
Cheers locarno.
I can be a bit time strapped at times and don't have a local group to playtest these things. Re-read some of the disparate rules, and forgot about the +6 to armour etc.

Time to knock up some deckplans for one of the most badass 15Kton cruisers ever to patrol known spaces lost corners.
 
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