cm limit of ships

Abub's picture
Abub
October 10, 2014 - 2:16pm
So ship systems often have a cubic meter stat which begs the question... is there somewhere that tells you the cm limit your ship might have?  In my space fleet game I need to decide clearly what systems thier assualt scount has in it and I was curious how you determine the limit of cm a ship has.
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Comments:

TerlObar's picture
TerlObar
October 10, 2014 - 3:56pm
The truth is that the KH game doesn't do this very well.  On the smaller ships, they are so small you can't get anything into them and the larger ships are so big there's lots of left over room.  Which is why I developed the volume based construction system in the KH 2.0 project here on the site.

That said for the Assault Scout to Destroyer sized ships (HS 3-6) the standard rules are actually okay.  Basically to find out the total volume of a ship use the table on page 10 of the KH rules and just do diameter*diameter*PI*length/4 to get the average volume of a ship of that size in cubic meters.  However, to save you time here are the calculated volumes for all the hull sizes:

HS length diameter volume
1 10 2 31
2 30 5 589
3 50 8 2513
4 75 12 8482
5 100 15 17671
6 130 20 40841
7 150 25 73631
8 180 30 127234
9 210 35 202044
10 240 40 301593
11 270 45 429416
12 300 50 589048
13 340 55 807781
14 380 60 1074424
15 420 70 1616348
16 450 75 1988037
17 475 80 2387608
18 500 85 2837248
19 540 90 3435329
20 600 100 4712385
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Shadow Shack's picture
Shadow Shack
October 11, 2014 - 12:57am
Yep, and divide those volumes by 3 to get tons for Traveller specs. Pity SF didn't take a cue from those construction standards...although the mechanics are quite different the Traveller ship construction rules made sense.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

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Abub's picture
Abub
October 11, 2014 - 5:14am
2513 for a HS3?  That means an assault scout will have every system known to man.
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Shadow Shack's picture
Shadow Shack
October 11, 2014 - 6:03am
Abub wrote:
2513 for a HS3?  That means an assault scout will have every system known to man.

Sure, just check the deck plans on the fold out map and decide what you want to replace with extra systems.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

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TerlObar's picture
TerlObar
October 11, 2014 - 8:28am
Actually, when you start figuring in all the open volume for passages, control stations, bunks, galleys, etc and then the space taken up by life support, computers, control consoles, ventlations, etc. you can use up that space pretty quick.
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Shadow Shack's picture
Shadow Shack
October 11, 2014 - 5:45pm
My point exactly. 

Look at the deck plans and see what you want to replace with that second laser battery system...half of the crew quarters? Who's going to fire that weapon now with half a crew? Wink

There's space allocated for quarters, space allocated for drives, space allocated for life support equipment, etc etc etc and space allocated for weapons. In the case for weapons, the assault scout is allocated 75 cubic meters (50 for the AR launcher and four rockets, and 25 more for the laser battery). So technically you can mix and match up to 75 cubic meters with no problem...in other words you can feasibly swap that AR system for two more laser batteries. Yeah, I know...not bad! (I have such a variant scout in my game, see the Wasp at http://www.starfrontiers.us/node/1578 )

But once you exceed that 75, you have to look at what has to go to make room for it. Which certainly explains the performance hits suffered in the "modifying ships" text spelled out in the rules --- as clunky as those rules may be...but it still makes sense in that regard.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website