FNN AC-1
Starships


=====================================

Expanded Knighthawks Ship Design

by Kveldulf

Introduction
============
The Knighthawks Rulebook laid out the basics of a MHS design system (primarily
for adding weapons and defensive systems), but omitted coherent MHS guidelines
for carrying fighters, small ships and civilian equipment.  The original 
Knighthawks rules also failed to present an overall design framework using the 
MHS system, explaining the rationale behind Minimum Hull Sizes and how they 
could be used to design variant and entirely new classes of ships.  This 
article attempts to correct these omissions.  


The Minimum Hull Size System of Ship Design 
===========================================
Frontier ships are limited by the energy available from the ship's power plant, 
the power plant on all ships being the engines.  Thus, the total equipment and 
armament capacity of a ship design is a function of how big its engines are, 
how many are mounted on the ship, and the efficiency of its engines.  Military 
and paramilitary ships use advanced high-efficiency engine designs not 
available to civilian shipbuilders, thus they carry much heavier armament than 
civilian ships mounting engines of equal size and number.

Minimum Hull Size points represent not the volume or mass of a ship's systems, 
but the amount of power required to operate those systems.  A given hull may 
have the physical space to mount a Laser Cannon, but if its engines lack the 
power to fire it there is no sense in installing the weapon.  Likewise, a 
Proton Battery occupies just 30 cubic meters of a ship but has a MHS of 10;  
a Laser Cannon occupies 40 cubic meters of space but is only MHS 5 because 
it requires less power to fire.  

Most ships have plenty of surplus volume in their hulls where weapons or 
other systems could be installed, but lack the engine power to operate those 
systems;  this surplus volume is usually given over to extra cargo space, 
roomier quarters, bulkheads, etc. which draw minimal power from the engines.


Practical and Theoretical Design Limits
=======================================
Although Frontier engines are extremely efficient, they do have their limits.  
Current military engines push the outer envelope of engine performance, and in 
many cases approach the efficiency limits of current Frontier engine design.  
There are two distinct limits on engine performance.  

The first is the practical design limit, which represents the efficiency limit 
of current Frontier designs;  the practical limit is expressed in terms of how 
much of an ADF penalty can be negated by the engine compared to a standard 
civilian design.  The civilian design limit is equal to 1/2 the ship's hull 
size - ie. a hull size 6 ship can mount up to 3 MHS points of equipment without 
any loss of ADF or MR.  By contrast, a hull size 6 destroyer mounts 34 MHS 
points of weapons and defenses but suffers no penalty to its ADF / MR;  a 
civilian ship mounting a similar arsenal would be unable to move, suffering an 
ADF/MR penalty of 11 points.  Therefore the simplest way to measure an engine's 
efficiency is by the number of points a similar civilian ship would be penalized.

The second engine design limit is the theoretical limit.  Theoretical design 
limits of Frontier engines represent the absolute maximum MHS points that could 
be mounted on a ship with a given number and type of engines.  Existing military 
ship designs are slowly approaching this point.

The following tables list the theoretical and practical MHS efficiency limits for 
ships' engines.

Practical Engine Design Limits:
===============================
Ship Type	Efficiency Rating*
Civilian 	1 Point (ie. if the total MHS points carried exceeds a ship's 
		(HS/2) minus 1,  the ship MUST lose ADF / MR points due to 
		excessive equipment, as per the Knighthawks Rulebook, pp. 18-19)

Yacht* 		3-6 Points

Privateer*	2-8 Points

Military	4-13 Points

* Put in simplest terms, the efficiency rating equals the number of ADF/MR points 
  this type of ship design can ignore when the ship's limit is computed (as per 
  Knighthawks "Limits" section, p. 19).  When the number of lost ADF / MR points 
  is calculated in Step 4 (top right column of p. 19), instead of 1 subtract the 
  ship's efficiency rating (it will still be 1 for civilian ships, but will vary 
  for other ship types).  Any leftover ADF / MR points must be deducted as normal, 
  but if the result of Step 4 is lower than the ship's efficiency, NO ADF / MR 
  penalty is applied.
** Yacht- and Privateer-class ships were detailed in DRAGON issues 86 and 88;  the 
   "official" statistics for them were given in "Yachts and Privateers Return" 
   by Douglas Niles in DRAGON 88.
 
Theoretical Engine Design Limits:
=================================
Engine Size A (hull sizes 1-4):		Max MHS points carried = # of engines x 5
Engine Size B (hull sizes 5-14):	Max MHS points carried = # of engines x 20 
Engine Size C (hull sizes 15-20):	Max MHS points carried = # of engines x 25

Current UPF and Sathar designs have yet to even approach these theoretical design 
limits;  such advanced engines will likely take decades to design, test and bring 
to market.  It is possible that races not yet encountered by the UPF may have 
such advanced engines, but (perhaps fortunately) none have yet been discovered.  

NOTE:  The only race to approach the above theoretical design limits is the 
Zuraqquor, whose Battlecruisers haul far more equipment for their size than 
equivalent UPF and Sathar ships;  mercifully, Zuraqquor battlecruisers are few in 
number.  The efficiency of Zuraqquor starship designs is top secret and known only 
to a few UPF admirals and military planners;  likewise, only the upper clan 
leadership of the Sathar are aware of the Zuraqquor technological lead in starship 
design.


MHS Sizes for Ships' Equipment and Vehicles
===========================================
Although Knighthawks listed MHS sizes for most military equipment (weapons and 
defenses), it omitted MHS sizes for fighters (when carried by an assault carrier) 
and for non-military equipment.  The new equipment is detailed in Appendix 2:  
New Equipment.  Below are the MHS sizes for these systems:

Agricultural Equipment**		MHS
----------------------			---
Solar Collectors 			1	(when stored internally)

Communication and Detection Equipment**	MHS
-------------------------------------   ---
Decoy (launcher)			5

Emergency Equipment**			MHS
-------------------			---
Escape Pod				0 	(a max of 1 per HS an be mounted)

Transport Equipment**			MHS
-------------------			---
Cargo (one MHS Point)			1
Lifeboat				5
Docking Collar / Substation (HS 1)	3
Docking Collar / Substation (HS 2)	5
							
Exploration / Research Equipment**	MHS
--------------------------------	---
Atmoprobe				2
Landing Drone				3
Laboratory				5
Remote Probe				3

Military Equipment			MHS		
------------------			---
HS 1 Fighter 				5
HS 2 Military Shuttle***		6
HS 3 Scout Ship***			10

Mining Equipment**			MHS		
----------------			---
Digger Shuttle (HS 2)			4
OPL (Orbital Processing Lab)		14
MR (Mineral Refinery)			12

Space Vehicles**			MHS
--------------				---
Launch, Small (4 passenger)		2	(0 if mounted on a hatch)
Launch, Large (10 passenger)		4	(0 if mounted on a hatch)
Workpod					2 	(0 if mounted on a hatch)

**NOTE:  Civilian equipment is much less demanding than military equipment;  
therefore, when calculating the total MHS points carried by a ship, divide the 
total MHS points of civilian equipment by 2.  For example, a HS 16 mining ship 
has loaded a Mineral Refinery (MHS 12) and a Digger Shuttle (MHS 4) on board 
totalling 16 MHS points;  the 16 points are divided by 2 since they are civilian 
equipment, making their effective MHS 8 which the mining ship carries at no 
penalty to ADF / MR.  See also the expanded design sequence notes below.

***NOTE:  HS 2 military shuttles are those carried aboard assault transports, 
usually 1 shuttle per 100 troops carried by the ship.  The HS 3 scout ship is 
based on the scout ships carried by the Sathar mother ship in module SFKH3:  
Face of The Enemy.


Revised MHS Ship Design Sequence
================================
The revised design sequence is identical to the procedure outlined in the 
"Limits" section of the Knighthawk's rulebook under Optional Space Equipment 
(page 19), except that in Step 4, instead of subtracting 1 from the result of 
Step 3 in all cases, the efficiency rating of the ship is subtracted instead.  
When adding equipment to a ship, follow the steps as outlined below:

1. Add together the Minimum Hull Sizes of all weapons, defenses, and military 
ships carried (fighters, shuttles etc.).  Then add together all non-military 
equipment and ships carried on the ship; then divide the total MHS points of 
the non-military equipment by 2.  Now add the total military MHS points and the 
total non-military MHS points (remember, the total points of non-military systems 
are first divided by 2).  

2. Divide the ship's hull size by 2.  If this result is greater than the sum from 
step 1, the ship can carry the weapons and defenses with no reductions, regardless 
of its efficiency rating.  

3. If the sum from step 1 is equal to or greater than the result from step 2, 
then the ship's interior space and performance may be affected depending on the 
ship's efficiency rating.  Divide the sum from step 1 by one-half of the ship's 
hull size (found in step 2).  Round fractions up.

4. Subtract the ship's efficiency rating (1 for civilian ships) from the result 
from step 3.

The final result, found in step 4, is the number of ADF and / or MR points that 
the ship loses, and the number of ship hull units that are filled by weapons, 
defenses, power units and targeting servos.  These hull units are unavailable 
for other units.

Standard Ship Examples
======================
HS 3 civilian research ship
---------------------------
Ish Birdt is outfitting a hull size 3 civilian scientific research starship 
(described in the Knighthawks Rulebook, p. 6).  He wants to install a 
reflective hull (MHS 1), an atmoprobe (MHS 2), a Laboratory (MHS 5), a Remote 
Probe (MHS 3), and 3 escape pods (MHS 0).  These systems add up to 1 MHS point 
of military equipment (the reflective hull) and 10 MHS points of non-military 
equipment.  The step by step calculations are as follows:

	1. Sum of MHS:		A. Military subtotal:		1 
				B. Non-military subtotal: (2+5+3+0+0+0)/2 = 5
				A. (1) + B.  (5) = 6 
	2. One-half of Hull Size: 		3 / 2 = 1.5
	3. Step 1 divided by step 2:		6 / 1.5 = 4
	4. Step 3 minus efficiency rating:	4 - 1 = 3
		
The final total is 3.  This means Ish's ship must lose 3 ADF or MR points.  
Since his ship is only HS 3, all available space on board is occupied by the 
equipment he has installed;  he cannot carry any cargo or passengers beyond the 
4 to 6 crewmen it was designed for. 

HS 3 military assault scout
---------------------------
Ish Birdt now successfully bids on a assault scout contract for Spacefleet.  
Per UPF specifications, he installs a reflective hull (MHS 1), an assault 
rocket launcher (MHS 1) with 4 assault rockets and a laser battery (MHS 3) 
in the HS 3 hull.  These systems add up to a total MHS of 5 points. 

	1. Sum of MHS:		A. Military subtotal:		5 
				B.  (no non-military equipment carried)
	2. One-half of Hull Size: 		3 / 2 = 1.5
	3. Step 1 divided by step 2:		5 / 1.5 = 3.3 (rounded up to 4)
	4. Step 3 minus efficiency rating:	4 - 5 = (1)

Due to the assault scout's efficiency rating of 5, it loses no ADF or MR due to 
excessive weaponry and defenses.  In fact, it's efficiency is 1 point higher 
than step 3, so it adds 1 ADF for a rating of 5/4.


Non-Standard Ships Examples
===========================
The Sathar Mother Ship (from SFKH 3)
------------------------------------
Ish Birdt has acquired the plans of a captured Sathar mothership - an obsolete 
assault carrier now designed to carry scout ships.  As per the plans, he wants 
to install 2 laser batteries (MHS 3 each), a reflective hull (MHS 1), a ICM 
launcher (MHS 5), 6 sets of grapples - 1 for each of the scout bays and two 
external moorings (MHS 5 each), and 4 bays for HS Sathar scout ships (HS 10 
each) for a total of 82 MHS points.  The hull Ish is using is a HS 15 
military assault carrier much like the original.  Per step 2, he divides the 
ship's HS by 1/2 and gets 7.5.  Per step 3, he then divides the total MHS 
points (82) by 1/2 the ship's HS (7.5) and gets 11 (rounding up from 10.93).  
The assault carrier hull he is using has an efficiency of 10, so his ship must 
subtract either 1 ADF point or 1 MR point;  also, 1 hull point is given over 
to the excess equipment.  As per the Knighthawks rulebook (p. 8), Ish's new 
Sathar mother ship has a DCR of 65 and 75 hull points. 	

The Sathar Juggernaut (from "Day of the Juggernaut", DRAGON # 91) 
-----------------------------------------------------------------
While exploring a new star in his replica Sathar Mothership, Ish Birdt and his 
enterprising crew have been captured and put to work designing a new ship class, 
the Sathar Juggernaut.  With the help of Zuraqquor engineers, Ish creates the 
following design in an attempt to save his sorry hide.  The obscenely large 
hull (HP 480, DCR 300) will mount a disruptor cannon (MHS 12), 8 laser batteries 
(MHS 3 each), 2 proton batteries (MHS 10 each), 4 electron batteries (MHS 6 each), 
1 torpedo launcher (MHS 5) with 16 torpedoes, and 20 rocket batteries* (MHS 5).  
The Juggernaut's defenses include a reflective hull (MHS 1), an electron screen 
(MHS 10), a proton screen (MHS 12), a stasis screen (MHS 10), and an ICM launcher* 
with 24 ICM's (MHS 5).  Not content with this monstrous armament, the fiendish 
Zuraqquor designers add bays for 20 Scorpion fighters (HS 2 each, bays MHS 6 each);  
although the Scorpions are fighters, they are HS 2 and therefore use bays similar 
to HS 2 military shuttles (hence MHS 6 each).  Overall, the Juggernaut rates a 
monstrous 248 MHS points of armaments.  Awed by this gigantic warship but 
prevented from even seeing the complete plans, Ish can estimate its size and 
number of engines.  At an efficiency rating of 12, the Juggernaut must be an 
unbelievable HS 42.  
		
	Its design sequence is:  

	1. Sum of MHS:		A. Military subtotal:		248 
				B.  (no non-military equipment carried)
	2. One-half of Hull Size: 	42 / 2 = 21
	3. Step 1 divided by step 2:	248 / 21 = 11.8, rounded up to 12

At 12 MHS efficiency points per engine, the Juggernaut mounts a complement of 21 
Type C engines - more than three UPF battleships combined!  Extrapolating from 
UPF designs, the Juggernaut should average 30 meters long per HS point, making 
it 1,260 meters long - twice as long as the largest UPF battleships;  at an 
average of 5 meters diameter per HS point, it is 210 meters in diameter.  As 
Ish is dragged by Sathar guards onto a Sathar slave ship, he voices a silent 
prayer for the Spacefleet ships doomed to be crushed by the Juggernaut. 

Ship Costs
==========
Should it be necessary to calculate the cost of a non-civilian ship (ie. 
any ship with an efficiency greater than 1), multiply the normal cost of BOTH 
the hull AND the engines by the efficiency rating.  Thus a HS 5 "Nova" class 
yacht (efficiency 4), with 3 class B atomic engines, built at a Class I 
Construction Center would cost:  

				      HS 4 x 50,000 Cr =   200,000 Cr 
+ 3 Size B atomic engines x 300,000 Cr (per KH, p. 61) =   900,000 Cr 
					      Subtotal = 1,100,000 Cr 
				x Efficiency Rating 4 
						 Total = 4,400,000 Cr

It now becomes obvious why (besides UPF military secrecy laws) non-civilian 
hulls are only built by the wealthiest individuals and megacorps.  Unless 
you are running a military campaign, PC's should be restricted to civilian 
hulls and the normal customization rules found in the Knighthawks rulebook 
on page 22.   


Appendix 1:  Efficiency Ratings of Existing Ship Designs
========================================================
			MHS Point Subtotals	Total 	Efficiency 
Ship (type)		Hull	Def*	Weap*	MHS	Rating**
			Size			Points
-----------		----	---	----	------	----------
(warships)
Fighter			1	1	1	2	4	
Assault Scout		3	1	4	5	5**
Frigate			5	10	18	28	13**
Destroyer		6	10	24	34	12
Minelayer		7	6	20	26	5**
Light Cruiser		12-14	26	41	67	11-9**
Heavy Cruiser		16-18	38	51	89	11-9**
Assault Carrier****	14-17	10	18	28	4-5****
Battleship		20	38	60	98	10

(yachts***)
Rim Song class		3	1	3	4	2**
Imp class		4	1	4	5	2**
Nova class		5	1	13	14	4**
Astro-Blaster III class	6	6	9	15	3**
Nebula class		7	5	13	18	6
Belvedere class		9	6	13	19	5

(privateers***)
Thruster class		2	1	1	2	3**
Lightspeed Lady class	4	5	4	9	5
Moonbright Stinger clss 9	6	18	24	5**
Rollo's Revenge class	10	6	24	30	6
Condor class		13	16	33	49	8

(from module KH0)
Pirate Corvette		4	5	8	13	5**

(from module SFKH3)
Sathar Scout Ship 	3	1	0	1	(0)

(from "The Zuraqquor Strike Back!", DRAGON #95)
Zuraqquor Fighter	2	1	4	5	7
Battlecruiser, Class D	9	10	24	34	7**
Battlecruiser, Class C	11	20	34	54	8**
Battlecruiser, Class B	13	32	51	83	11**
Battlecruiser, Cls A***	15	42	58	100	13**

* Per the KH tactical operations manual, assault rockets, rocket 
batteries and torpdeoes can only fire once per turn;  therefore, 
any ships with these weapons are assumed to mount a single 
launcher with multiple shots / ammo (the ammo contributes nothing 
in terms of MHS penalties - see KH, pp.18-19).  Similarly, 
defensive systems such as masking screens and ICM's only count as 
a single launcher towards MHS limits.

** If a ship's efficiency rating is greater than the result of 
step 3 of the ship design sequence, the ship may add the overage to 
its ADF or MR.  Certain military ships (such as minelayers and 
cruisers) are slower than an unarmed civilian ship of the same size;  
this is because their hulls and engines are not efficient enough to 
mount their armaments without penalty.

*** The armament and defense statistics are the "official" ones 
listed in the article "Yachts and Privateers Return" (DRAGON # 88) 
by Gouglas Niles.

**** Figures in the table do not include fighters carried by the 
carrier.  Use the table below as a guideline for the true efficiencies 
of Assault Carriers:
				Weap/Def	Total
Carrier		# HS 1 Fighters	MHS 		MHS 	Efficiency
Hull Size	(each 5 MHS)	Subtotal	Points	Rating 
---------	------------	--------	------	----------
14		6   (30 MHS)	28		58	9
15		8   (40 MHS)	28		68	10
16		10  (50 MHS)	28		78	10
17		12  (60 MHS)	28		88	11

Zuraqquor Battle Cruiser, Type A [HS 2 Fighters (@8 Points each)]
HS 15		0-5 		100		100-140	14-19

APPENDIX 2:  NEW STARSHIP EQUIPMENT
===================================
Docking Collars
---------------
Docking collars are used on larger ships to attach themselves (temporarily 
or permanently) to other ships, forming a secure bridge between the pair.  
Collars are similar to small ships, cylindrical (or, rarely, spherical) in 
shape;  they can be built either as HS 1 or HS 2.

A docking collar hull (of either HS size) has 4 hatches, 1 on either end 
and 2 located midway along its length.  The cost of a docking collar hull 
is equivalent to the price of a ship hull of identical size at a Class I 
construction center (ie. 50,000 Cr times the HS of the docking collar).  
This price is the same regardless of the Class of the construction center 
where the collar is actually built,  due to the lack of drives, nav systems, 
etc. on the collar hull.  

Docking collars can install Computers, Life Support Systems, Communication 
and Detection Equipment, Emergency Equipment as can normal ships;  no other 
Knighthawks equipment besides Space Vehicles (see below) can be mounted.  
Due to their design, docking collars mount Space Vehicles as follows:

HS 1 Docking Collar: 	These can mount up to a single small launch (4 man) 
			on one end hatch, and 2 Escape pods or workpods on 
			its mid-hull hatches.  The remaining end hatch must
			be kept free to attach the collar to the mother ship.
HS 2 Docking Collar:	These can mount up to a single large launch (10 man) 
			or lifeboat on one end hatch, and 2 escape pods, 
			small launches or work pods on its mid-hull hatches.

Substations
-----------  
Docking collars can also be detached to serve as independent "substations".  
Such substations are typically used for scientific research or as military 
listening posts.  Substations are roughly equivalent in size and capabilities 
to the American Skylab or Russian Mir space stations, and typically house 2 
crew per hull size point.

Substations are identical to docking collars in size and overall design, but 
cost more since they are intended for long-term habitation by their crews 
independent of the mother ship.  A substation version of a docking collar 
costs the same as an identical ship hull built at the respective 
Construction Center.  Use of a docking collar as a substation requires the 
installation of Life Support Systems, Astrogation Equipment (to guide other 
vessels in and track the substation's position), Computer Programs, and 
Communications and Detection Equipment as if the substation were a system 
ship of identical size.  Substations have no engines but do mount small ion 
maneuver thrusters;  these thrusters can maintain the substation's orbit for 
up to one year before needing refueling.  Substations can mount Space Vehicles 
as do typical docking collars (see above).  

A substation designed for scientific research mounts instruments with
long-term data collection abilities similar to a Laboratory (as per 
Knighthawks, page 22);  the instruments cost as much as a normal Laboratory 
(100,000 Cr).  A substation's instruments can only collect atmospheric and 
geological data from a nearby planet, moon or asteroid.  They confer a bonus 
equal to a normal Laboratory's (90% + 1% per level of success);  however, 
data colection and analysis (ie. time required to use the appropriate skill) 
takes 10 times as long to complete as a similar task / skill use would 
require if the character was on the planet or moon itself.

Since substations have no engines of their own, they must rely on other systems 
to provide power.  Although compact nuclear generators (cost as per generator, 
Star Frontiers:  Alpha Dawn, pages 41 and 47) can be installed, they are 
unpopular since any accidental leakage will force the crew to abandon the 
substation.  More commonly used are solar collectors similar to those found 
on agricultural ships.  Solar collectors are stored by the mother ship while 
enroute to the substation's destination, then mounted on the substation when 
it is deployed in orbit.  While stored on the mother ship, the solar collectors 
count as 1 MHS point of cargo per collector.  Once deployed on the substation, 
each collector generates SEU's as if it was a standard type 1 generator (see 
SF:AD, page 41);  for example, a single collector generates 500 SEU's / hour, 
while 4 collectors would generate 2,000 SEU's / hour.  A substation can mount 
up to 2 solar collectors per point of hull size.
     

Solar Collectors 
----------------
Solar Collectors (listed in the Knighthawks rulebook Equipment List, page 62) 
are required on ag ships, substations (see description above under Docking 
Collars) and standard stations (described in the Knighthawks rulebook, pages 
4-5 and 8).  Collector panels provide auxiliary power for ships and large 
stations, and main power for substations.  Below are the number of solar 
collectors required for various ships and stations:

Substations - 	Substations require 1 collector per point of HS; each
		collector generates as much power for the station as a
		SF:AD type 1 generator.  At least one functioning collector
		per 10 crewmen is required to maintain minimal life support. 

Ag Ships    - 	Ag ships require 2 collectors per HS point

Standard Stations: 
Agriculture and Docking Stations - 	These stations require 10 collectors 
					per point of Station Type (size). 

Commerce and Recreation / Trading Stations -	These stations require 5 
						collectors per point of 
						Station	Type (size).

Military (armed/fortified/fortress) Stations -	These stations require 2 
						collectors per MHS point of
 						armament.   

=====================================

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