BL: How to place damage locations

By [unnamed sender] ·

TML message #6038From bundle 498

This is also a repost, because - like the Free Trader design - the demon at
engrg didn't answer.

How to create Damage Tables for TNE.

When I finished the Technical Booklet (TB) of Brilliant Lances I found, that
a description of the creation of Damage Tables for the new created Spaceships
is missing. In the Design Evaluation chapter on page 17, I found only vague
hints on how to create them. Here is my solution, to create these tables.
The 200 tons Beowulf class Free Trader is used as an example.

1. Calculate the volume of the ship's components as suggested in step 3 of the
   Design Evaluation.
   Beowulf:  Electronics:    47.312 kl
             Hold:         1947.288 kl
             Quaters:       518.400 kl
             Engineering:   203.000 kl
             Weapon Mounts:  84.000 kl
             total:        2800.000 kl Ship Volume

2. Calculate the percentage parts of these components compared to the ships
   displacement:

   to calculate:                        Beowulf
   ----------------------------------   -------------------------
   ElecPart = Electronics/Ship Volume   ElecPart =   47.312/2800 = 0.01690
   HoldPart = Hold/Ship Volume          HoldPart = 1947.288/2800 = 0.69546
   QtrsPart = Quaters/Ship Volume       QtrsPart =  518.400/2800 = 0.18351
   EngPart  = Engineering/Ship Volume   EngPart  =  203.000/2800 = 0.07250
   WeapPart = Weapon Mounts/Ship Volume WeapPart =   84.000/2800 = 0.03000

3. The whole ship has 400 (20x20) damage locations. To get the damage
   locations of the single parts, multiply the calculated "Part"-Values
   by 400. The result is the number of damage locations each component
   has.

   to calculate:                Beowulf                         in %
   ------------------------     -----------------------------
   Elecdam = 400*ElecPart       Elecdam = 400 * 0.01690 =   7    1.75
   Holddam = 400*HoldPart       Holddam = 400 * 0.69546 = 278   69.50
   QtrsDam = 400*QtrsPart       QtrsDam = 400 * 0.18351 =  73   18.25
   EngDam  = 400*EngPart        EngDam  = 400 * 0.07250 =  30    7.50
   WeapDam = 400*WeapPart       WeapDam = 400 * 0.03000 =  12    3.00

4. You have now calculated the damage locations for the internal Explosion
   damage table of the ship. Now these locations must be placed. To do this,
   imagine the exterior design of the ship, as you would like to see it.
   That's easy for the Beowulf, because there are enough pictures and even
   deck plans around, to do this.

   Some hints:
   To find the hit location of the ship, you first role a D20. This roll
   select the hull part using the "Hull Surface Loaction" picture (page 17
   Brilliant Lances Rules of Play (RoP), or page 319 in TNE).
   To place the damage location think of the globe sections as the directions
   from where incoming weapons reach the hull. Then remember your intended
   interior design of the ship. Think of the parts of the interior which can
   be damaged, if a weapon hit from one of the sectors of the globe. Keeping
   this in mind, you choose these of the five categories, which can be touched
   by a hit from this location. You need at least a rough idea on how the ship
   shall look like.

   Every Component with more than 20 hit locations could count as one line
   in the damage location table. That's true for the Hold, the Quarters and
   the Engine Components in this case. The other components damage locations
   have to be placed for a second D20 role.

   BTW: Only a sphere shaped ship can apply this damage locations without
   bothering shadows for the incoming fire. Think of the fire arcs of the
   different fire locations. If a ship fires in this arc, it should not be
   able to damage the weapon installations. If you like to use details, it
   would be an interesting work, to place the damage location with more
   details :).

Result of this steps is the damage location table for internal explosions.
And the surface damage? Well, you should use the same method:

1. Caculate the antenna area, cargo hatch surface, launch port surface and
   Air Lock surface. Then find the part of the ship's surface they take.
   You can calculate the ship's surface by using the MV-value of the Hull
   Size Table (p.2 TB) multiplied by 100.

   to calculate:                                Beowulf:
   -----------------------------------------    ---------------------------
   AntPart = antenna area/ship surface area     AntPart = 15.4/900 = 0.0171
   CHPart  = Cargo hatch area/ship surface      CHPart  = 40.0/900 = 0.0444
   LPPart  = Launch Port area/ship surface      LPPart  = 16.0/900 = 0.0178
   ALPart  = Air Lock area/ship surface area    ALPart  =  4.0/900 = 0.0044
   EMMPart = EMMRad area/ship surface area      not available

   I've calculated the Air Lock Surface area as 2 square meters for the
   exterior door. I havn't found any hints on the true surface area.

2. Use the calculated values to find the surface damage locations.

   to calculate:                    Beowulf:
   AntDam = 400 * AntPart           AntDam = 400 * 0.0171 =  7
   CHDam  = 400 * CHPart            CHDam  = 400 * 0.0444 = 18
   LPDam  = 400 * LPPart            LPDam  = 400 * 0.0178 =  7
   ALDam  = 400 * ALPart            ALDam  = 400 * 0.0044 =  2
   EMMDam = 400 * EMMPart

   Step 4 of the Design Evaluation chapter says, that external grapples
   are part of the surface fixtures. If you check through the tables, no
   ship uses this. Every ship which has an external grapple locates its
   Small Craft there.

3. Locate these damage locations on the hull. Use the same method

I hope the ideas mentioned above are of some help. It took me 3 hours to
figure out how to calculate and place the damage locations on the Beowulf
class Free Trader. It took much less time on the Marva class Far Trader.
I hope with some routine, I can create this tables a bit faster.

All in all a ship design for BL takes about 3 hours for small ships. I don't
know how long it will take on large ships. I will soon try :).

With calculated damage tables....errr...well...

Juergen Kirsch


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Juergen Kirsch
Institut fuer Informatik, Universitaet Bonn
Germany
[email removed]