Proposed Kra'Vak Ship Design Charts - Take 4

7 posts ยท Nov 29 1998 to Nov 30 1998

From: Steven Arrowsmith <arrowjr@u...>

Date: Sat, 28 Nov 1998 23:18:20 -0500 (EST)

Subject: Proposed Kra'Vak Ship Design Charts - Take 4

Proposed Kra'Vak Ship Design Charts

Hull Strength; Normal: 30% of total mass Hull Boxes = 40% of Mass.
     Strong:  40% of total mass   Hull Boxes = 50% of Mass.
Point Cost = three times mass used.

Drives; FTL: 10% of total mass Main Drive: 5% of total ship mass, for 2 thrust
points. Point Cost = three times mass used.

Armour & Screens: Armour: 2 armour points per 1 mass. Point Cost = three times
mass used.

Equipment:
   RailGuns: Class 1   1 mass	  8 points.
	     Class 2   2 mass	 16 points.
	     Class 3   4 mass	 32 points.
	     Class 4   8 mass	 64 points.

Fire Con: 1 mass 6 points.

   Scatterpack*: 1 mass    6 points.
ScatterGun**: 2 mass 16 points.

   Heavy Fighters:  9 mass   40 points.

Notes:
*  Scatterpacks - Anti-fighter single-shot weapons, can not be used for
Anti-ship combat. Range of 6", roll one die and the score is number of
fighters killed.

** Scatterguns - Anti-ship/anti-fighter single shot weapon - Anti-ship
mode, range 12", roll 1 die = damage. See Scatterpacks for anti-fighter
mode.

RailGun Combat: By: Sean Bayan Schoonmaker <schoon@aimnet.com>

Railguns roll a number of dice equal to the class of the weapon.

The dice are scored in the same manner as Pulse Torpedoes:
Range 0-6" - 2+ gives a hit
Range 6-12" - 3+ gives a hit
Range 12-18 - 4+ gives a hit
Range 18-24 - 5+ gives a hit
Range 24-30 - 6 gives a hit

The number of dice that result in "hits" equals the damage multiplier (i.e.
two dice giving "hits" for a Class 2 Railgun would result in 4 points of
damage to the target ship).

Example: Va'Dok Class Heavy Cruiser (More Thrust): 72 Mass 6 thrust;

Standard 'K' Hull;   72 mass 72 points
Hull Integrity; 22 mass 29 hull boxes 66 points. FTL Drive; 7 mass 21 points.
Normal Drive; 6 Thrust 11 mass 33 points. Subtotal: 40 mass 192 points

Class 3 Railguns x2: 8 mass 64 points Class 2 Railguns x4: 8 mass 64 points
Fire Cons x2: 2 mass 12 points ScatterGuns x4: 8 mass 64 points
Armour	   12 boxes:  6 mass   18 points
Subtotal: 32 mass 222 points

Grand total: 72 Mass 414 points

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Sun, 29 Nov 1998 08:07:08 -0800

Subject: Re: Proposed Kra'Vak Ship Design Charts - Take 4


  

From: Steven Arrowsmith <arrowjr@u...>

Date: Sun, 29 Nov 1998 11:52:45 -0500 (EST)

Subject: Re: Proposed Kra'Vak Ship Design Charts - Take 4

> On Sun, 29 Nov 1998, Sean Bayan Schoonmaker wrote:

> Steven Arrowsmith <<arrowjr@usit.net> wrote:
<snip>
> Why not give them the whole range of possibilities:
<snip> Ok, I don't have a problem with this..

> >Drives;

Ok, Here is where we are running into the problem. I based this system upon
the Kra'Vak stats listed in the More thrust book. To keep the Kra'Vak ships
compatible to Human mass type. Some sacrifices had to be made, If we go with
standard size engines, Kra'Vak ships tend to be almost twice the mass of
equivalent Human design..ie 100 mass Heavy Cruisers. Also, who
said the Kra'Vak used non-FTL ships?

> Choose and fit FTL DRIVES to the ship. If an FTL drive is installed to
Again to heavy, If we incress Railguns and ScatterGuns, we must drop something
someware..

> >Armour & Screens:
Try to get the Kra'Vak points to be around 1.5 greater than the Huamn
equivalent ship class.

> [snip]
So do I..
> >** Scatterguns - Anti-ship/anti-fighter single shot weapon -
I was just trying to please the people who want to jack the mass of the
scatterguns too high.. Remember that 4 to 10 mass Scouts and Couriers need to
be able to carry them.

> Schoon

This system can balance out Kra'Vak ships from a 10 Mass Scout to 112 mass
Battleship. I doubled the mass of the examples given in Most Thrust, to come
up with their Fleet Book equivalents. After coming up with the target mass, it
just took some time to customized the internal equipment to fill in the target
mass. I am open to any suggestions, that will keep the Kra'Vak ships
compatible to their Human counterparts.

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Sun, 29 Nov 1998 19:54:44 -0800

Subject: Re: Proposed Kra'Vak Ship Design Charts - Take 4

> Steven Arrowsmith <<arrowjr@usit.net> wrote:
[snip]

> Ok, Here is where we are running into the problem. I based this system

[snip]

Each individual system needs to be balanced against it's counterpart, or else
you get rules abuses. If you balance a mix of systems to acheive a desired
goal, there'll be someone who designs a ship that uses only the cheap systems
and none of the expensive ones. Using your engine system (combining FTL and
Thrust costs) I can make a killer battle rider fleet which can take all
comers.

I'm not trying to criticise you or your solutions, but balance is just so
important to getting this done right.

I'll send along my ideas right after this, where each system (I hope) is
matched in cost and performance to its human counterpart.

However, if I decrease mass somewhere, I need to either increase point cost or
performance to balance.

From: John Atkinson <johnmatkinson@y...>

Date: Sun, 29 Nov 1998 23:41:59 -0800

Subject: Re: Proposed Kra'Vak Ship Design Charts - Take 4

> Steven Arrowsmith wrote:

> This system can balance out Kra'Vak ships from a 10 Mass Scout to 112

Using the thrust values from More Thrust, I was having a hard time stuffing
all the equipment into the escorts. Detail Tuesday after we get some playtest
time.

From: Tim Jones <Tim.Jones@S...>

Date: Mon, 30 Nov 1998 10:07:23 -0000

Subject: RE: Proposed Kra'Vak Ship Design Charts - Take 4

> Steven Arrowsmith wrote:

> Notes:

You need to add anti-missile capabilities to counter SLM's. Just
need to explicitly state that the Scatter* systems are
Anti-ship/fighter/missile.

Logically, filling space with high volume of projectiles would take out
missiles too.

Also drop the only fire at 'attacking' ship/fighter rule in MT. Fire at
'any target in range envelope'. Have the 12MU envelope for big targets 6MU
envelope for small targets, this is like setting a choke on a shotgun to vary
the shot pattern.

I agree that this could all be one Scattergun system.

From: Steven Arrowsmith <arrowjr@u...>

Date: Mon, 30 Nov 1998 08:16:32 -0500 (EST)

Subject: Re: Proposed Kra'Vak Ship Design Charts - Take 4

> On Sun, 29 Nov 1998, John M. Atkinson wrote:

> Steven Arrowsmith wrote:
<snip>
> Using the thrust values from More Thrust, I was having a hard time

John,

Using my charts I was able to work out all the Kra'Vak ships from More Thrust.
Here is a list of the ships that would not converted without modification, and
the modifications I did to make them fit:

Corvette - had to drop the Thrust down to '6'.
Light Cruiser also dropped the thrust to 6. Battle Dreadnought had to incress
the Thrust to 6.
SuperDreadnought - Incressed thrust to 6, dropped tonnage to 170.
StrikeCarrier - Incressed thrust to 6, dropped tonnage to 180.