Okay, with the UPF Battleship completed, I’ve now recreated all the original military miniatures. I still need to make the Pirate Frigate model and also the freighter and privateers but those are going to wait a bit. Before I tackle them, I want to finish all the ships in the UPF and sathar order of battle. These remaining ships are ones for which no miniature was made by TSR. There weren’t models for the fighters or destroyers either, but I’ve already made those. That leaves us with these missing ships: the UPF Minelayer (if you don’t use the sathar Cutter model), Assault Carriers for both sides, and the UPF Heavy Cruiser. The latter is the topic of today’s post. The image to the right shows the completed model. This post will talk about how we got there.
Sources
There aren’t a lot of sources for the Heavy Cruiser. For “definitive” images, we only have the silhouettes on page 6 of the Knight Hawks Campaign Book (KHCB) and the game counter. You might be able to argue that some of the other ships depicted in the books are heavy cruisers, but nothing else is labeled as such. Since I’m saving the profiles from page 6 & 7 of the KHCB for a second set of miniatures I’ll produce later, we’re going to go with the image on the counter for our basic profile.
This is the image we have to work with. It has a relatively small head, wide fuselage segments and a fairly narrow “waist” region. We also notice that like the destroyer, this has a prominent cannon hanging under the bow of the ship.
Based on the data in the KHCB, the heavy cruiser should be between HS 16-18 and have 6 engines. Since the Battleship was HS 20, and the Light Cruiser is HS 12-14, this ship should fall somewhere right between those two ships in size. That’s what we have to work with, so let’s get started.
The Basic Hull
Building the basic hull was straightforward as I just had to measure the relative sizes of the various parts of the ship and scale them appropriately. There were two main deviations. The first was the engine region. The images on the counters show small engine structures. Since the light cruiser and the battleship both use the same engine design, I intend to reuse that engine here on the heavy cruiser as well. That necessitated making the engine region just a tad bigger than what is shown on the counter, and the engines will stick out further from the body of the ship.
The second variation was in the bow or “head” of the ship. The rules say that heavy cruisers are all old ships. That, combined with the fact that the bow of the ship looks kind of small compared to the body of the ship, led me to make the decision to use the same bow portion on this model as I used for the light cruiser, similar to how I used the same head on the destroyer that I did on the frigate. This gives us the following basic profile.
Adding Details
Next I decided to reuse some of the major elements from both the light cruiser and the battleship. On the aft portion of the fuselage, I used the domed structure from the back of the battleship but only placed three of them compared to the battleship’s four.
Then on the forward fuselage, I used the cannons from the light cruiser placing four of those compared to the light cruiser’s three emplacements. I also add the external cannon onto the bow of the ship. Along the way I also added in the crenelated trim at the edges of the cylinder sections. That gave me this profile.
That was the relatively easy part as I was reusing major structures that I had created for the other models. After that it was time to work my way up the fuselage adding in random bits of machinery, piping, and other structures to give it a bit of surface character to match the other ships in the series.
For some of these bits, I reused some of the structures from the light cruiser and battleship models while for others, I just added things in that fit my fancy. In the end, the final model looked like this:
In the end, the model was 112.5 mm (4.4″) tall which put it right in the middle of the 94 mm and 120.75 mm heights of the light cruiser and battleship, respectively.
Printing
The next step was actually printing it. It’s all well and good to have a cool looking model, but if it doesn’t print, that doesn’t do us any good.
For this printing, I switched back to the grey resin that I had used for the light cruiser. It’s an opaque resin and takes about 50% longer to print but it photographs much better. The total print time with this resin was about 14 hours so I started the print before I went to bed and let it run overnight. When I got up in the morning the print was almost done. After it finished and I gave it some time to cure, I snapped a picture of the heavy cruiser model along with the light cruiser and battleship.
This shows the relative sizes along with a ruler for absolute scale. I think it turned out just fine and looks like a ship made from the same design templates.
Getting the Model and Miniature
I’ve added the Heavy Cruiser to the Miniature Price Table if you want to order a physical miniature. The cost for this miniature will be $5.50, the same as the sathar heavy cruiser. Anyone who joins my Patreon this month (Nov 2019) at the Crafter level will get a printed battleship and heavy cruiser miniature in December.
If you would like a copy of the model STL file, I’ve made the model available on DriveThruRPG along with all the other models. The cost of the UPF Heavy Cruiser model is $1.99. My Patreon backers received the model last week when I finished it.
Final Thoughts
What do you think about this model and miniature? Feel free to let me know in the comments below.
Next up is the UPF Assault Carrier. I’ve’ already started working on it so you can expect to see a post in December with that model and a printed version of the miniature.
I’m also considering making a chess set using the ships from both sides as the pieces. Is that something you would be interested in? Let me know.
I thought I’d be done with this model and ready to post this last week, but the model ended up taking me about 50% longer than I had originally planned. And since I had guessed 10-12 hours, that was a significant time overrun. In the end, the model took about 17 hours to complete.
Let’s not bury the lede, here is the finished model, pictured to the right. With the engines, it stands 120.75mm (4.8″) tall (or long depending on how you look at it) and is a little less than an inch (23.7mm to be exact) in diameter at the widest point on the engines.
The extra time was spent in trying to get all the details just right. There are a lot of them on the battleship and it just took longer than I was expecting. However, I’m really happy with how it turned out. Let’s look a bit at the process.
Getting Started
This is a miniature that was part of the Federation Ships boxed produced by TSR. On the box, it said that there was “some assembly required” for the battleship miniature. This model comes in 10 different pieces. The eight engines are each separate and the main fuselage comes in two parts. Now, I picked up my miniature box(es, I have four now, only 2 of which didn’t have lead rot when I bought them) used on E-bay in the last few years. As such the previous owners had already glued the fuselage together in three of the boxes but hadn’t attached the engines. So this is what I had to start with.
Now, as I discovered while working on the Light Cruiser, those are the exact same engines on both miniatures, so I had already done the work to create them. I just had to make 8 copies for the battleship.
There were also a number of repeated elements on this ship, namely the three main levels of gun turrets, the structure around the waist of the ship, and the “grill” around the neck.
That’s what I tackled first. For the gun turrets, I created a model of each of the structures and then just placed four of each of them, ninety degrees apart, around the fuselage. For the structure around the waist, it was repeated six times, and the grill around the neck has thirteen bumps. That piece ended up being just a stretched and squished sphere rotated around the neck. Getting those pieces in place was the “easy” part and only took about five hours to do giving me a model that looked like this.
The gun turrets are the same as used in the Light Cruiser, but they are sitting on different base platforms. So while I could reuse the turret, I had to build the bases new for this miniature.
Adding the Trim
At that point I just started at the back of the ship and worked my way forward adding in all the little detail bits. When I got to the area between the gun emplacements, I would work one section at a time filling in the space between the turrets, rotating 90 degrees and repeating.
While there are some repeated elements across the ship and mostly on the bow or head of the vessel, almost all of the the little decorations on the surface are unique. So each one had to be measured with my calipers and reconstructed. In the end, that just wasn’t as fast (and there were a lot of details) as I had expected. When I hit the 12 hour mark, my original upper estimate, I was only up to the area between the upper guns and the model looked something like this. (I didn’t save an exact picture at the time.)
The details on the upper fuselage (right side in image) are only on the little bit you can see. Everything around the back side is still blank and the details between the gun turrets in the middle and bottom on this image are missing as well.
The one nice thing about filling in the details on the bow of the ship was that, unlike the light cruiser, which had irregular hexagons for the shape of the head, the battleship has a regular hexagon shape. That meant that the angles you had to tilt all the pieces were exactly the same on all the faces. That made lining things up much easier. Plus there are a number of repeated elements on the bow.
With that done, I added the cannon on the top and the model was finished. Here it is again in the same orientation as the previous two images.
Printing
As I learned from the light cruiser, these ships really need to be printed standing up. So that’s what I did. My biggest worry were the middle gun turrets. With the barrels facing down, each barrel was going to need it’s own support that would then need to be trimmed off. It turns out that those supports had to be added by hand as my printing software didn’t add them automatically.
I had black resin in the printer at the time so that’s what I used to print this model. Unfortunately, the back resin doesn’t photograph as well as the green or grey. The image at the right shows the finished battleship model next to the Sathar Heavy Cruiser. Both still have their printing supports on. This was taken just after the battleship finished printing but I hadn’t cured it yet. The total print time was nearly 12 hours.
I also discovered after the fact that the vertical structures on back of the upper turrets that stick straight out need supports as well, which I didn’t add. They printed at an angle on the actual print. It looks fine, but isn’t what I had planned on.
I’m still amazed at the detail this printer can achieve. All of the details on the model show up in the print. Here the final printed miniature with all the supports removed.
And here it is next to the original metal miniature (minus the engines).
You can probably spot a few differences and there are a few more visible if you’re holding them, but I’m really pleased with the way this turned out.
Getting the Model Files
I’ve already added the UPF Battleship to my Miniatures Price Table page here on the site if you’d like me to print you one or more of them.
Additionally, as I’ve been posting these models, people have asked me about getting the model files. To that end, over the last few week I’ve been publishing all the STL files for printing the models on DriveThruRPG. You can find them in the 3D Models section of my New Frontier Games storefront.
All of the models that are recreations of the original TSR miniatures are free, pay-what-you-want products. Any of the the models that are my original creations are listed with a small cost. I’ve posted all of the models I’ve created to date on the site with the exception of the UPF and sathar fighter models, and two models I’ve made based on deck plans created by Bill Logan. Those will be going up shortly, I just haven’t had a chance to get them posted. All future models will be posted there as well.
If you are one of my Patreon supporters at the Surveyor ($2/month) level or higher, I send you all the model files as I create them. Or you can support the creation of new models by becoming a patron or making a donation through the pay-what-you-want option on the models listed on DriveThru. And if you are a Patreon supporter at the Crafter Level ($30/month), I will send you a printed version of the miniature. Anyone who joins at that level this month will get the battleship mini.
What’s Next?
Now that the UPF Battleship is done, I’ve finished recreating all the UPF and sathar ships from the original boxed sets. I still need to do the pirate frigate, the freighter from the Federation Ships box, and the privateers to get all the original minis recreated.
I’ll tackle those, but first I want to fill in the order of battle for the two main sides in the Second Sathar War game so that people could potentially play out that game with a full compliment of miniatures. As such I still need to do the UPF Heavy Cruiser, the UPF Minelayer (if you don’t use the cutter miniature), the assault carriers for both sides. Of those the easiest will be the UPF Heavy Cruiser as it will draw heavily from the design of the light cruiser and battleship. I’ve already started working on that model. It might even be finished before the end of the month. It’s much easier to make my own designs than trying to recreate existing ones. Plus I have a lot of little details structures already designed from the other ships that I can reuse.
After the heavy cruiser, I’ll tackle the assault carriers and then the minelayer before going back to finish the recreations.
And that’s it for now. Let me know if you have any suggestions, questions, or comments in the comment section below. I hope you enjoy the miniatures as much as I enjoy making them.
This post is a couple of days late as I was traveling and completely forgot to get a post queued up for Tuesday. And this is not what I had planned to post at all. I had not planned to do another model post this month. I was planning on putting together a table of all the star systems on the Extended Frontier Map to provide the spectral types of all the stars and notes about they systems. However, on my flight I had some time to kill and wasn’t completely decided on what I wanted to include in the table so I decided to do a bit of modeling. I’ll probably finish up that table for next week.
The UPF Destroyer
Since I didn’t have my battleship mini or calipers with me,
I couldn’t continue working on the battleship model. Instead, I thought I’d
take a look at the UPF destroyer and start working on that. Since there is no existing model for this
ship, this would be a scratch build.
There are two references for this ship.
One in the Knight Hawks Campaign book on page 7 in the image showing the
silhouettes of the various ships and the small game counters.
The silhouette images for both the frigate and destroyer are
shown in the image to the right. As you
can see, the ships are fairly similar.
The destroyer is shown with a shorter engine block area, a longer neck,
and an obvious gun on the bow. The
counters for the two ships are shown below.
These images also show a slightly smaller engine area and
noticeable gun on the bow, but here the neck area is about the same and the
main fuselage is longer. Also, the width
of the fuselage is a bit larger on the destroyer. Since there is some detail on the body of the
ships in the counters, you can notice that the main body of the destroyer is
very similar to the body of the frigate, mainly that it has that same cross
structure.
Since it’s always been in the back of my mind to make a set
of models that match the silhouettes in the book in the future, I chose to take
the counter as my guide for this project.
Especially since that meant that I could use a lot of the work done for the frigate on the destroyer.
Building the Model
The frigate is a HS 5 ship while the destroyer is a HS 6
ship so we expect in the end the destroyer will be a little larger. I started by pulling up the model for the
frigate. Since I’m using the original
mini model as the basis, this model, like my recreation models, are not
designed at an exact model scale but at their actual physical size.
Main Fuselage
I’m doing this design work in OpenSCAD which looks and acts very much like a programming language. I give it positions, sizes, and rotations of various primitive shapes and it places them on the model. I then “compile” it to get a render. For example, this is the code that draws the main body of the frigate with its crossed block structure:
Since I wanted that same block structure for the destroyer,
just bigger, I just needed to increase the length and width of the blocks and
shift the positions of some of them to make the body longer. Basically, I just change a few numbers and
re-render. If I wanted to just make it
bigger everywhere, I could wrap all of that in a scale() command and not change
anything. However, I wanted to keep the
core diameter (that first cylinder) the same size so I modified each of the
items. Overall, I increased the length
of this part of the ship by 2.6 mm and its width by 3 mm.
I kept the neck length nearly the same but stretched out the
spherical section of the upper body by 0.3 mm (10%).
I also lengthened slightly the area behind the crossed block
structure. In the counter image, this is
larger on the destroyer than the frigate and has a grilled structure, so I
added in a hull section to match that image.
This also helped to lengthen the entire body of the ship.
The Bow
For the “head” or bow of the ship, I decided to just reuse
wholesale the head of the frigate model.
I figure that since the ships are nearly the same size, the designers
would just reuse an existing design to save on design and fabrication
costs. However, I did make one
change. On the frigate, the main gun
extends out from the center of the head which means that the long lasing cavity
of the laser cannon runs through the center of the bow taking up space inside
the ship.
In both destroyer images from the game, this laser cannon is
very obviously mounted outside the ship and visible on the exterior. So I added an externally mounted cannon on
the model. This gives a bit more room inside the ship’s bow and helps to match
the profile on the counter better.
Engines
According to the rules, both the frigate and the destroyer
are supposed to have three Class B engines.
The original frigate mini just had a single engine mounted directly aft
of the ship. Since I’m building this
model from scratch, I decided to give it the three engines it is supposed to
have.
I started by shortening up the cylinder on the model that
was the actual engine on the frigate model.
I effectively just chopped off the nozzle portion and added a small
taper to the end. On the destroyer, this
is now part of the interior hull space instead of the engine itself.
Next, I created an engine model. It’s roughly the same size as the engine from
the frigate but I gave it my own set of surface details. I added an engine strut and then put three of
them on the model distributed symmetrically around the tail section of the
ship.
Finishing Touches
Finally, I went back and added a bit of surface detail to
the ship. Some of the bits were also
used on the frigate and some I added in just for the destroyer. That gave me the finished model.
The image on the left shows the destroyer model alongside the frigate model for a size and feature comparison. The image on the right is the other side of the destroyer model so you can see the externally mounted laser cannon a little bit better. You can click on either image for a larger version.
All told, the destroyer is about 58mm long while the frigate
is about 52mm. I realized after the fact
that since the silhouettes on the counters are constrained in size, the actual
physical size of the destroyer might be a bit bigger than I made it but it’s
distinctive enough that I’m not going to worry about it. Also, I feel better about the engine area
being bigger, not smaller, than on the frigate.
When I do my complete custom builds, they’ll all be to the same scale.
Printing
I got home from my trip yesterday and fired up my printer to
try printing the model. It worked out
just fine with no issues. The image
below shows the printed destroyer alongside a printed frigate.
I decided to print the destroyer with the white resin which
unfortunately doesn’t photograph well, so it’s kind of hard to see the details
on it. However, they are all there.
Ship Stands
In discussions about the models on the Star Frontiers
Facebook group, Jess Carver asked me about stands for the ships. I hadn’t really thought about that yet but
figured I’ve give it a go and see what I came up with. I actually did this build a couple weeks ago
before my trip.
Looking at the stands that came with the original minis,
they were just X shaped and designed to fit in a 1” square. And they came with a small, 2” long, 1/32”
diameter steel rod to mount the mini on.
If you’re playing on a 1” hex grid, that original model
stand is going to be a bit big and extend out of the hex the ship is in. This could be a problem if you have a bunch
of ships close together. If you’re
playing off a grid, that’s not so much of a problem but you then need a
protractor to measure turns and such. I
wanted to make a stand that solved both of those problems if possible.
I started by making the stand circular instead of square and
1” in diameter. I asked around a bit
about what size hexes people were using as I have actually never played with
minis, just the original counters from the game. The answers I got back were 1” and 1.5” so I
went with the 1” option. It’s easy
enough to scale the model up to 1.5 inches if someone wants that sized base and
a 1” base fits in a 1.5” hex but not the other way around.
The outer edge of the stand is slanted back toward the
center and I put tick marks all around it at 15-degree intervals. It took a couple of tries to get the sizing
right on these so that they showed up well on the print. The first tries were a little to small. You could see them, but you had to get close
and that defeated the purpose. I made
the 60-degree tick marks larger to help find them better and added a unique
tick mark at one position to represent the “front” of the ship or the direction
of travel. Here’s an image of the model.
You’ll notice that it is just the base. I made the decision to use a steel rod as the
vertical piece instead of printing a vertical bar. Printing it would require it to be a lot
thicker and I didn’t want that. Another
thing that I discovered in printing the bases is that the hole in the middle
that the rod is going to go into just doesn’t print well. It keeps filling up with resin that would
harden while printing. I made the hole
twice as large as the rod and it still didn’t work. In the end I had to just drill out the hole
for the rod. Since I had to drill the
models anyway, this wasn’t a big deal and probably better as the hole would be
exactly the right size. I did have to go
buy a 1/32” drill bit since the smallest one I had at the time was 1/16”.
I was a little concerned about stability, at least when
holding up the larger minis. One inch is
not that big when you compare it to a four- to six-inch miniature. So I gave it
a stress test. I grabbed one of my
sathar heavy cruiser model, the largest one I’ve created at 5.5 inches, and
mounted it on the stand. I used one of
the steel rods from my miniature boxed sets as I didn’t have any others.
It was surprisingly stable.
I gave it a tap and hit it harder than I intended. The mini tilted by 10-15 degrees and then
settled right back down on the base. I
deliberately tilted it in some different directions and it remained
upright. Obviously, you can tip it far
enough that it falls over, but it seems to survive accidental bumping. The plastic minis are much lighter than the
metal ones so I’m sure that helps. And
if you want, you can always use two stands just like you had to do with the
metal minis.
The only other issue was to find a source of steel
rods. I have the ones that came with my
sathar and Federation ships boxed sets, but I am going to need more. So I started looking around on-line. I found some on Amazon that were 1.1mm in
diameter (the ones from the boxed sets are 0.8mm) and 10cm long. I wasn’t worried about length as I can cut
them down to the 50mm size needed with my Dremel. They were reasonably priced (20 for $8) but
were shipping from Asia and would take a couple of weeks to arrive. I kept looking.
I figured a hobby/craft store might have something I could
use, especially if they sell model train supplies. Sure enough, looking at Hobby Lobby’s on-line
store they sold six 12” brass rods at 1/32” diameter for $4. That was an even better price even including
local sales tax. And I could just drive down and get them (about a 20-minute
drive as the Hobby Lobby is a couple towns away up the freeway). It took me a couple days to get over there
but when I did, I found that not only did they have the brass rods I was
expecting, they sold a four-pack of 12” steel rods for just $2. An even better price. So I bought a pack, went home, chopped up one
with my Dremel, printed up a bunch of stands, and mounted up examples of some
of my models.
I’m starting to get the itch to print out enough of these
and run a big battle on my kitchen table.
Final Thoughts
The build of the destroyer went really fast, at least partially because I was reusing the basic design of the frigate. I completed it in just about four hours. For comparison, the light cruiser model took something between 8-12 hours (I wasn’t really tracking it at the time) and I’ve spent 6 hours on the battleship and probably have another 6-10 to go. Similarly, the stand build was really quick, maybe a half hour as it was a really simple construction and had minimal details.
The recreation models take a long time as I’m constantly
measuring, placing, remeasuring, and tweaking the features of the model to try
to match the original as closely as possible.
With a custom build, I don’t have that constraint and can just build the
model as I wish so it can go faster.
This was a fun build and fills in a gap in the order of
battle for the UPF. Once I finish the
battleship, the only remaining models will be the UPF heavy cruiser and assault
carriers for both the UPF and sathar. Since
the miniature labeled as the sathar cutter on the blister packs matches the
silhouette of the UPF minelayer on the counter, and I’ve already done that
model, that ship can be used as the UPF minelayer if desired. However, that ship definitely looks more like
a sathar vessel so I’ll design a new minelayer for the UPF as well.
I’ve added the destroyer model and the stands to my price list on the Order Miniatures page. Anyone that joins my Patreon as a supporter at the Crafter level will get all the models I’ve done this month (space station, light cruiser, destroyer, and a set of stands) mailed out to them in November.
Let me know your thoughts in the comment section below.
I didn’t think I would have this done by today but in a burst of fevered work, I finished up the light cruiser model so that’s what I’m writing about today. The image to the right shows the final model (click for the full-sized image). Let’s talk a bit about the ship.
First off, I’ve been calling this the light cruiser but on the Federation Ships boxed set of miniatures that the original came in, it is labeled as a Destroyer. However, it’s much too big to be a destroyer so I’ve always considered it a light cruiser, although it could arguably be a heavy cruiser also.
The frigate model is 2.25 inches long. Based on the size given for the frigate in the rules, this makes the model 1/2500th scale. The destroyer is only 30% longer and so at that scale should be about 2.9 inches long. This model is 3.75″ long. As a light cruiser it is a 1/3800th scale model which makes a little more sense to me. The battleship model is at 1/5900th scale so that would put it in between the scales of the frigate and the battleship and similar to the sathar light cruiser model which is at 1/3500th scale.
Here’s a picture of the two original miniatures side by side. They are roughly the same size (when I’m comparing them and quoting scales, I’m looking only at the fuselages and not counting the engines) and have basically the same volumes. So you’d expect the ships to be of similar sizes as well. So that’s why I’ve been calling this the light cruiser and not the destroyer despite what the box says.
With that out of the way, let’s look at creating the model.
The Fuselage
The first step was to build the basic fuselage that all the other bits would be attached to. This was fairly straight forward as it was mostly just some cylinders and cones hooked together. The calipers provided the lengths and diameters and that got us from the stern up to the neck just before the bow.
This is where I made my first deviation from the original miniature. On the mini, the bow is a hexagon from back to front so it extends out beyond the neck portion of the ship just a little on the sides. I decided to make if flush there and so used the software to smoothly transition from the circular neck to the hexagon, just like I had done on the frigate model.
At this point, I also added all the ridged trim to the edges of the model. I ended up making my trim a little more finely grooved than in the original miniatures. With that done, I had the basic fuselage and could start adding details.
The Engines
As you can see from the photo above, the engine structure on the UPF ship is much more complicated than the sathar one. That was part of the reason I started with the sathar ships several years ago when I first started making the reproduction models – it was simpler. However, I knew I was going to have to tackle this.
Then I got looking at the engines for the battleship model as well (they are not attached to the model like they are for the light cruiser). On closer inspection, I realized that they were exactly the same! Which meant that once I created a model of the engine, I could use it for the battleship as well.
So I busted out my calipers and started measuring. I quickly realized that that wasn’t going to work too well as there were little bits and pieces that I couldn’t reach with my calipers to make measurements. So I also took a series of images of the engines from each side that I could pull up in a graphics program and measure the number of pixels across a given feature was and convert that to millimeters to use in making the model. The result was the model to the right.
If you look closely, it’s a little bit cleaner than that one on the model. That’s because I’ll be 3D printing these and don’t have to pour molten lead into a mold. That allows me to leave of features that on the miniature look like they are there just to get the lead to flow into all the right parts. So it’s not an exact replica, but rather a close match.
The Guns
The next bit was to do the gun turrets. They are all the same and not quite equally spaced around the body. This was another instance of being able to make a single model and reuse it. It was also at this point that I discovered that there are two slightly different versions of the light cruiser miniatures.
Over the years I have acquired four different Federation Ships boxed sets, primarily in an attempt to get one that didn’t suffer from lead rot. It seems that these ships were particularly succeptable to that, primarily the battleship model. I finally ended up with two good sets, one of which had a coat of primer applied. In looking at the light cruiser models from these two sets, I noticed that the gun turrets were different between the two. On of the minis (the painted one) had more details on the turret than the other. I pulled out my other two cruiser minis to check and there was one of each in that pair as well. The difference is minor but I chose to model the more detailed version.
Again, like the engine, there were some features, mainly material supporting the gun turrets, that were there to help the lead flow into the mold that I left off in my model.
Details, Details, Details
With the easy and repeatable parts out of the way, it was time to start adding in the individual details all along the surface of the ship. I simply started at the stern of the ship and worked my way forward using calipers, rulers, and my good, old-fashioned Mark I eyeball (assisted by a magnifying glass) to determine the size and position of each of the features on the model.
The boxes, cylinders, and spheres were easy enough to add in as those are native shapes the modeling software I use produces. The really tricky part was all the piping along the body of the ship. Getting those shapes created and positions was a bit trick but by the time I got to the bow of the ship I was getting pretty good at the process and had built up some tools that simplified it that will help me in models going forward.
And then it was done. I wasn’t keeping exact track of the time but I think I spent something on the order of 10-20 hours producing the model. Now it was time to print.
Printing
If you remember from my review of the AnyCubic Photon printer, the print time is directly related to the height of the object printed. Since this model was small enough that it could lay flat on my print bed, I had two choices, flat or vertical. I was going to print this with the grey, opaque resin because I wanted to get more familiar with that resin and because it makes the details a little easier to see. The opaque resin takes longer to print and cure as you have to spend a little more time on each layer when printing (16 instead of 10 seconds). So printing flat meant a 3 and a quarter hour print while a vertical print meant a 12 hour print. In the interest of testing, I went with the shorter print (I really wanted to see a print that day and not wait all night).
Once the print was done and cured, I started looking it over to see how it compared to the original miniature. The “down” side looked fine, there were some variations but overall it looked fine. Then I turned it over. The “up” side did not look nearly as good and felt almost melted to me. I realized that this was from resin pooling on the upper surfaces and not draining off and then slowly curing during the printing process. I also noticed some warping due to not having enough supports in certain places. It looked like a flat print was not going to work. So I set one up to print overnight in the vertical orientation.
This first image shows the three minis side by side. The original metal miniature is in the middle (this is the primed one). On the left is the vertically printed mini and on the right is the horizontally printed one. This is the “down” side of the horizontally printed mini. Comparing the two printed minis, they look about the same on this side. Although I think the vertically printed one is just a little crisper.
Comparing the plastic and metal minis, I realized that despite always reducing the size of the features as I measured them off the unpainted mini, a lot of the features came out slightly larger. Also, the metal miniature still wins on the details in some places. I think I could fix that but I’m happy with the way it looks.
Turning the model over we get this view.
Here you can immediately see the issue with the printing on the horizontally printed model (on the right). The features are just not as crisp and clean. As I said before, to me it looked a bit melted. You can’t really see it in these images but the bow and ends of the engines are pinched and skinnier than the other model and the original. This is due to flexure in the printing process that could probably be fixed with more supports (I don’t think there were supports on the very tips because they were higher up and therefore didn’t technically need them). However, the issues with the remainder of the surface make this not really worth pursuing. This model will need to be printed vertically for best results.
Here’s another picture of the first side with the models in a slightly different orientation that includes a ruler for scale.
In this view, you can actually see a bit of the curvature I was talking about in the bow and engines of the model on the right.
Wondering if the opaque resin was part of the problem of the parts looking bigger or less distinct (due to the longer curing time while printing) I printed another vertically-oriented one win the translucent green resin that I did a lot of the other ships in. I don’t have a picture but I decided that there really wasn’t any difference between the two other than it was harder to see the details on the green one.
Final Thoughts
This model is good to go. I could tweak it in the future to make it look a little bit more like the original miniature but I’m happy with it the way it is so if I do tweak it, it will be some time in the future when I’ve got the rest of the line of ships complete.
I’ll be sending the model file out to my Patreon supporters later today. I’ve added this model to the price list on the Order Miniatures page for those that want to order minis for their collection. It’s priced just like the Sathar light cruiser at $2.75.
Some time in the next month (probably after we get issue 26 of the Frontier Explorer out the door), I’m going to start posting the model files up on DriveThruRPG for download as well. The models that are reproductions will be offered as pay-what-you-want while the ones that are original to me will have a small cost.
Next up is the UPF battleship. I already have the gun turrets (but not the bases, those are different) and the engines ready to go. There are a lot of repeated features on that model so it might go faster but it will definitely be November before it’s done. After that, I plan on filling in the gaps in the ship lines by designing a UPF destroyer, minelayer, and heavy cruiser, and then the assault carriers for the UPF and sathar. That will give all the ships necessary for full fleet engagements. After that I’m going to go back and tackle the pirate frigate, freighter, and privateer minis from the original sets to complete all the reproductions. There might be some new ships thrown in along the way as well.
Feel free to share your thoughts and comments below.
I teased this model in the last State of the Frontier post where I showed a picture of the printed miniature. In this post, I’ll talk about the creation of the Armed Station model and miniature that I created as part of my current interest in doing more 3D modelling.
Scale and Sizes
The basic outline of this model is based on the space station counter that came with the Knight Hawks boxed set, pictured to the right. For scale, I assumed this to be a HS 6 station making the diameter of the station 1200 meters, just short of a mile. In the end, the model was a bit bigger than that as I set the diameter of the center of the ring to be 1200 meters but that’s a minor quibble that can be fixed if really wanted by scaling the final model.
When I do my modeling, I typically work at 1/1000 scale in the model files so 1 meter on the actual vessel is represented as 1 mm in the model. However, for the space station, that was just a little bit too bit so instead I worked at 1/10,000th scale or 1mm = 10 meters. In the end, at that scale, the model came out at 137.4mm across, or 5.4″.
With the outer ring having a diameter of 1200 meters, that gives us some dimensions of other parts of the structure using the counter image as a silhouette.
The Main Ring
First is the cross sectional size of the ring itself. I chose to model the ring, at least for this version of the model with a circular cross section. I may do a future one with a square or rectangular cross section. Regardless, at this scale, that give the ring a height of 100 meters in the radial direction. So for the model, it has a diameter of 100 meters
That means, assuming you have 5m per deck, you could put 20 separate decks in the ring of the station, with the widest deck at the center being about 100m wide and the decks getting narrower as you move up or down from the center. The upper (and lower) two or three decks would be fairly narrow and probably used for machinery and other non-public areas.
The Spokes
On this station, the spokes connecting the hub to the ring are 60 meters across. Again, I chose to use a circular cross section so they are 60 meters in diameter.
In addition to the spokes of the station, the counter shows a thicker “sheath” around the ring where the spokes meet it. This sheath is 164 meters in diameter compared to the 100 meters of the ring. That means that there can be an additional 12 decks in this section of the station.
The Hub
Let’s start with what we can see from the picture on the counter. Measuring this out, the hub is 400 meters in diameter. That is the same size as the outer diameter on a hull size 2 station! But that’s fine. This is a big station and is supposed to be able to dock a lot of ships of all sizes.
That brings us to the first constraint. According the Star Frontiers rules, a hull size 6 station can dock any sized ship, including the HS 20 ships. Those ships are 100m in diameter. So the bay opening into the hub has to be at least that big. As drawn, in the counter, it’s only 85 meters wide so we’ll have to make it a little wider but that’s not that big of an issue. I ended up modeling it 110 meters wide. A HS 20 ship will fit, but it will be tight.
The harder part is the length of the hub. Those same HS 20 ships are 600 meters long. Or equal in length to the radius of the entire station. For our hub to be able to house those ships inside as the game implies, means that the hub has to be really long, at least 650 meters (to handle variations in width/length both the door and length should probably be larger but that’s what we’re going with here.) This results in a station that looks like this.
The same is true for the smaller stations. This image is one I made a long time ago of a HS 1 station which is just 200m in diameter and supposed to be able to house up the HS 6 ship. This shows a cut away of the hub with the CDCSS Nightwind inside along with a couple of assault scouts. I didn’t put bay doors on this one, as it was just for scale comparisons.
Personally, I don’t like the hub that big and in my game, the bigger ships don’t dock inside the hub. Rather they just enter a nearby parking orbit and material and people are moved across by shuttles, which can dock in the hub. So for the final version of this model, I made the hub just 200m tall instead of 650m. That’s still big enough to dock up to a HS 8 ship inside. In a future version, I might make it a little bigger, at 250-260m allowing a HS 10 ship to dock inside. But anything else starts to look a bit to big.
Finishing up the Model
Once I’d decided on the size of the hub, the basic shape of the station was done, but it was pretty boring looking. So I decided to add a bit of surface detail to the model to make it a little more visually appealing.
First I created bay doors that I could position either open or closed. In the end I decided to print the model with them closed but I created models with them both open and closed.
Then I added some surface detail all around the ring, spokes, and hub to give it a little character. In the end, the final model looked like this.
The asymmetry in the number of pips to the left and right of the doors was accidental. But I decided to leave them. The V-shape and half moon shape above and below the bay doors where intentional as navigational markers. The side with the ‘V’ that touches the bay entry is the “up” direction to orient ships aligning with the bay for entry. the opposite side of the hub is identical.
Printing the Model
As I said earlier, the completed model, at 1/10,000th scale is 137.4 mm. The problem is my high resolution printer has a maximum width of 120 mm. So this is just a bit too big. It’s not too tall, the limit there is 155 mm. And it’s not too thick as it can be 68 mm wide and this model is only 22mm wide (that would have been a bigger issue if I’d gone with the fat hub). I could easily print it on my big printer; in fact, I could print it at 1/5000th scale if I wanted to) but that wasn’t the plan. I wanted to print it on the SLA printer. If I rotate it just right, the software says it is possible to print the station at 1/10,000 scale in the build volume I have. And I might try that one day
However, from the beginning I had planned to print it at 1/20,000th scale which makes the largest dimension just 68.7 mm or 2.7″. So that’s what I did. You can see the result in this image.
The only detail that doesn’t show up is the “X” on the bay door. They are there, but very, very faint. I might go back and thicken them up in the future so they show up better on the print.
Final Thoughts
Given the size of the station, if it is spinning such that the deck at the center of the ring has a gravity of 1.0g, then for every 60m you move toward or away from the center of the station, you gravity will change by 0.1g. This means that the upper deck, 45m above that position will have a gravity of 0.925g while the outer deck will have a gravity of 1.075g. In the part of the station where the spokes connect, assuming there are decks all the way out to the edge, you get a range from .87g to 1.13g. And the hub with a radius of 200m, has a gravity of 0.33g, roughly the equivalent of the surface of Mars.
That raises an interesting point. The docking area in the hub is supposed to be fairly low gravity. I wouldn’t consider 0.33g to be that low so the hub is probably a bit too large in diameter. But it looks cool so it’s fine for the model.
The model has already gone out to my Patreon supporters at the Surveyor ($2/month) or higher. If you join at that level you’ll get access to it as well. Anyone that joins at the Crafter level ($30/month) in the month of October will get a printed version of the model as well as 8 UPF and 8 Sathar fighters. I’m also planning on posting the UPF Light Cruiser this month (the model is almost done) so a printed mini of that model will go out to backers at that level as well. Those will all be printed and shipped out in early November.
If you don’t want to back the Patreon, but still would like to get a print of any of the miniature models I’ve created, you can jump over to the “Order Miniatures” page to see the costs for the minis and place an order.
Let me know your thoughts and comments on the Armed Station model and miniature in the comment section below.
I’ve been bitten by the 3D modeling bug again. It started with me creating this page here on the site. I figured that since I had my high resolution 3D printer and a bunch of 3D models I had already made, I could offer the opportunity to print them for those that wanted them.
So after creating the page, I posted a link to in in the Star Frontiers Facebook group and got quite a number of comments. One from Andy Campbell, which suggested that I make “scenario packs” – basically providing all the minis needed for a given module or scenario from the rules, was very close to something I had noodling around in the back of my head already. The problem was, I only really had the sathar ships and a few of the smaller UPF and pirate vessels like the the Assault Scouts, UPF Frigate, and Corvette.
Plus there are a number of ship designs for which no official miniature was ever released such as the fighters, the UPF Destroyer and Heavy Cruiser, and assault carriers for both sides. There’s no official Sathar Destroyer either but I’ve already made that one. I’d need to make models for those missing ship types if I was going to to pull this off.
Now, I already had plans to create the Sathar Assault Carrier. It was one of my original project when I started this blog. So I think I’ll be getting back to that one shortly. However, to get started I wanted to start on something small, and something there were some art references for. I also wanted to test out how small of a miniature I could reasonably do with my printer.
I had a Sathar Fighter model that I had created several years ago but it was based on a fan created fighter drawing and had just a bit too much resemblance the the rebel logo from Star Wars. I had also played around a while back with the idea of making 3D counters, basically versions of the ship counters that came with the Knight Hawks game but with raised reliefs of the ships on them instead of just being flat. I had made one of the UPF Fighter so I had some experience modelling that one. So that’s where I decided to start.
UPF Fighter
I made this model based on the image on the counter that came with the game. It has a short stubby rudder and is somewhat atmospheric capable. I didn’t put any detailing on the engine package at the back as shown on the counter but I might go back and do that at some point. However, it’s really small so the detail would be mostly lost anyway in a physical miniature.
I do all my ship modelling at 1/1000 scale so that 1mm on the model equals a meter on the actual ship. Since according to the rules, the fighter is a hull size 1 ship, that means it is only 10m long. The ship ended up being 11m in size as I gave the 10m size to the fuselage and tacked on an extra meter for the engine nozzle at the back.
This model was printed at full size (1/1000th scale). That means that the printed miniature is only 11m long and about the same wide. For the capital ships, I typically print them at 1/3000th scale as that is roughly the scale of the officially release miniatures. However, printing these fighters at that scale would make them absolutely minuscule. It also wouldn’t have printed properly as the wings would have been too thin. As is, they are just a bit larger than the thinnest piece I can print with this printer. This is a little, tiny model and you have to be careful because if you’re not careful, it might just blow away. This is now my UPF Figher MK I miniature.
That one worked. And it only took me about 3 hours to make the model. What’s next?
Sathar Fighter
As I said earlier, I have a model of a sathar fighter that I created based on a fan image (the model and image that inspired it is to the right). This one was designed to be printable on a FDM style printer with 0.1mm layer resolution and it works. But it is a very simple model. And I had always called this my Sathar Fighter MK II model as I knew this shouldn’t be the original. What I wanted was one that matched the silhouette on the counter that came with the game.
For this fighter model, in addition to the game counter (at left), there is this great illustration from page 54 of the Knight Hawks Campaign Book showing this same fighter being pursued by another fighter. So we have some more detail to go on for this one.
This model was going to take some more work. With the bent wings and contoured surface, on the cockpit disk and the wings themselves the modelling was going to be a little more complicated.
Again I went with a 10m length, this time including the engine nozzle in that 10m. Since I’m still modelling in OpenSCAD, I started creating little modules that will allow me to reuse some of the elements I created along the way in other ships if I need them.
This model took me a bit longer. I was getting back into the groove of modeling and so getting faster, but this one was a bit more complicated. In the end, this model took me about four hours to finish but I really like the way it turned out. Here is a couple of view of the model, plus the printed version side-by-side with the UPF fighter.
You can’t see it in the picture, but that detail that I added on the back of the fuselage is just sort-of visible on the printed model. Which means I should go back and add some detail to the UPF fighter as well. As it currently stands, this model is only printable on my SLA printer as the wings are almost exactly one resolution element (0.05mm) thick. In fact, I wasn’t sure it was going to print and was relieved to see that it did. I will probably go back at some point and make the wings a little thicker. If or no other reason, to make them a little stronger.
Compared to other ships
Here’s another comparison image showing the two fighters next to a small assault scout mini (my Swift-class assault scout model printed at 1/2000 scale), and a replica of the officially released UPF frigate mini which is also happens to be at nearly 1/2000th scale. So the two larger ships are roughly to scale with each other but the fighters should be half again as small to be on the same scale.
Future Models
At the very least, I want to make a second UPF Fighter (Mk II) mini that matches the ship depicted chasing the sathar fighter in the image above. There are also some other fighter-like ships depicted throughout the illustrations in the rules that I might take a crack at.
Also, if you are at all familiar with the rules, you know that these fighters as depicted could not possibly match the stats given for them in the game. These fighters are supposed to be packing three assault rockets, each of which is roughly the same size as the fighter’s entire fuselage. One of these days I’ll make a model that depicts that.
But first, I want to start seriously looking at finishing off the line of ships so I have a model of each ship type. I’m also going to need some space stations. As I’m writing this, I’ve already made my first space station model. I’ll post about that here in the future but if you are following me on Twitter or are a member of the Facebook group, you’ve already seen some pictures of that model.
Getting the models and minis
My Patreon supporters at the Surveyor ($2/month) or higher level will be getting copies of the model files for each of these models (and all future models as well). If you’d like to get them as they are produced, consider signing up to support this work. In the very near future, I’ll also be putting all my model files on-line, probably on DriveThruRPG for everyone to access.
If you’d like to get 3D printed miniatures of any of the models I’ve created, you can check out my Order Miniatures page which gives the details on how to order them and lists the prices.
It’s been kind of a crazy week for me and while I’ve been working on things behind the scenes, between travel for work and getting caught back up once I got home, I haven’t had a lot of free time. Plus I’ve been in a fiction-writing mood and while I’ve broken the 50k word mark on my manuscript, I don’t really want to post anything from this very rough draft.
So today I’m going to post a new project overview for another adventure. This is another one that I’ve actually run before, at least partially, but this version will be a bit more fleshed out. Some of the bits and pieces are already online, like the Ship Dock Crew Lounge I posted last week, which was originally designed as a location this adventure. So let’s dive into this.
Asset Recovery
Project Tag: Asset Recovery
Level
An adventure for 4-6 moderately advanced Star Frontiers characters with level 2-3 Knight Hawks skills. One of the PC’s should be a level 3 pilot in order to fly the ship in the adventure.
The adventure is designed for a single session and was originally run as part of an on-line con back in 2012. This version is slightly expanded.
Premise
The PCs work for the Cassidine Development Corporation (CDC) as troubleshooters that are assigned missions to solve problems for the corporation around the Frontier. A starship prototype, which vanished six months ago, has suddenly turned up under a new name. The PCs are assigned to recover it for CDC and return it to Triad in the Cassidine system
Basic Story
The CDCSS Nightwind is a prototype, para-military freighter that finished completion six months ago at the CDC shipyards orbiting Triad. On its maiden voyage and shakedown cruise, the ship supposedly misjumped on it’s way to Prenglar and disappeared. Now six months later, it has reappeared in the Theseus system registered as the Timeon Star Ship (TSS) Stargift.
The misjump to Prenglar wasn’t a misjump at all but a calculated jump by the astrogator to take the ship astray. Together with the chief engineer, and one of the gunners, they took control of the ship with the help of a pirate vessel at the end of the jump. The three original crew members are listed as the ship’s owners under pseudonyms and the ship is listed as found in the Timeon system and claimed under salvage laws. The Nightwind’s current crew have loaded a shipment of air cars and are awaiting several cargo units worth of StarPlay robots for delivery to the K’sta-Kar system.
The PCs will need to determine if the ship is legitimately salvage or not (it isn’t) gain access to and control of the ship, and successfully return it to the Cassidine system. There is another ship (an East Indiaman Freighter) in the system allied with the Nightwind’s current crew, as well as those that might help the PCs. If they get control of the ship, there will be a pirate ambush waiting for them on the route back to Cassidine.
One of the features of this adventure, in a nod to long time Star Frontiers players, is that one of the ships currently docked at Minotaur Station is the IRSS Gullwind, before the Dramune Run module. This crew and ship are potential allies of the PCs. The Gullwind and the East Indiaman are docked in adjacent berths with the Nightwind (sharing the same crew lounge area).
The two main parts of the adventure are figuring out how to get onboard the Nightwind and then a mini dungeon crawl with the PCs traversing the various decks of the Nightwind trying to capture/incapacitate the crew and take control of the ship while being opposed by the crew and security robots.
Some basic responses to possible player options for getting on the Nightwind.
Stats for Knight Hawks encounter (optional) on the trip back to Cassidine.
Last Thoughts
I have scattered notes for a lot of the pieces of this adventure in notebooks and digital files. Part of the purpose of this project is to get it all collected into a single cohesive form. I already have the beginnings of an adventure outline and I’ll be fleshing that out and posting bits in the months to come.
I ran this as part of an on-line con many years ago and due to some technical difficulties getting started, we ran out of time and the team only got as far as getting onto the ship. But fun was had. I’d like to run this again and so there may be an opportunity for a one-shot on-line session in the coming months and my ultimate goal is actually go to a gaming convention and running this there. I’m looking at Gary Con in 2020 in Lake Geneva, or maybe ORCCON 2020 in LA. Although I may have to wait to go to a con later in the year as ORCCON is just before my birthday and Gary Con is just before a potential work trip to South Africa. We’ll see how it goes.
I also already have a 3D model of this ship. The model was made directly from the deck plans published in the Frontier Explorer so it matches the irregular deck structure exactly as detailed. It’s even one of the few minis I’ve actually painted (although I can’t seem to find it at the moment, my boys have probably made off with it).
I finally got the Pursale ship deck sketches up last week but then got completely distracted by a number of other things. One of those was the decision to write up my concept for a complete “zero-to-hero” style Star Frontiers campaign that takes the characters from starting PCs to major players in the Frontier with high level spaceship skills that uses all the published modules. The first of those posts will be next week.
While working on that, I talk about the space battle around Volturnus at the end of the first 3 modules. The modules hand wave it away as, at the time, the spaceship rules weren’t published so there was no way to run it. In this post, we’ll look at my concept for that battle. What sathar ships are there, and what the UPF sends to the fight. If you read my Detailed Frontier Timeline posts, you know the answers as this has already been covered in the posts there, but I thought I’d lay out some of the rationale behind the decisions and set the game up for an epic Knight Hawks board game battle. And I’ll tell you how it played out when I ran through the scenario to generate the timeline posts.
Sathar Ship Design
In my universe, all the sathar ships of destroyer size or
larger are also troop transports. While
the UPF tend to have small crews and lots of allocated space, the sathar pack
in lots of ground troops on to each ship.
You can see an example (and more detailed explanation) of this in my Sathar Destroyer Technical Manual (link goes to product page on DriveThruRPG – it’s a free product) that details the interior of a sathar destroyer. That ship carries over 500 ground troops packed into its bowels.
Based on the ship sizes, I’ve extrapolated that the light
cruisers carry about 4,500 troops, the heavy cruisers carry over 15,000 and the
assault carriers transport around 10,000 troops in addition to up to 12
fighters. While I haven’t completely
fleshed out those larger vessels, this is a close enough estimate for this
article.
How Many Sathar Ships Are Involved
Now that we know how many troops each ship transports, we
can come up with a reasonable composition for the invasion fleet that is
attacking Volturnus.
The boxed text from the adventure gives us the following
clues:
All that can be done has been done to prepare the planet for defense against the hideous worms. The initial reports arriving at the Eorna complex beneath the ruins of Volkos are good; the Eorna planetary defense batteries have kept the Sathar fleet at bay, and many of the Sathar shuttles have been destroyed attempting to land ground troops on the planet
The successful landing of a large Sathar army has been detected. After scanning the planet, the Sathar advanced in the direction of Volkos. They should arrive in full battle array sometime tomorrow morning. They number at least 30,000 plus robots and other weapons!”
This tells us that there are at least 30,000 troops on the
ground and that there were more to begin with as many were destroyed in the
landing attempt.
So, we want a mix of ships that can transport something over
30,000 troops. Based on the mix of ships
given in the Knight Hawks campaign book, I settled on the following mix of
ships for the fleet:
2 frigates
6 Destroyers
2 Light Cruisers
2 Heavy Cruisers
1 Assault Carrier with 8 fighters
This gives me a total troop compliment of about 52,000 troops plus robots, attack creatures, and heavy weapons. We can assume that about 40% of the troops were killed by the planetary defense system leaving about 30,000 for the assault on Volkos.
The UPF Contingent
We have to remember that this is not a planned engagement in an on-going war. Rather it is a sudden call to arms that has to be filled in at short notice with no idea of what the opposing force will be. In fact, given the overwhelming number of ships that were seen at Pale 50-60 years earlier (in my history), the UPF might be loathe to commit any ships fearing that they are sending them into a deathtrap. Regardless, the ships are sent, but they are assembled on short notice.
The most obviously available ships are the Pale militia ships, consisting of a frigate and three assault scouts. They would almost certainly be pressed into service by Spacefleet as they are only one jump away. If Laco (in Dixon’s Star) had a militia, they too would probably have been involved but Laco is only an outpost.
Streel is headquartered on Pale, and it is almost certain
that they have a number of military or paramilitary vessels at their
disposal. They might be conscripted by
Spacefleet or possibly even volunteered as Streel has a definite interest in
opening (and exploiting) Volturnus.
Keeping the sathar out of the system and off the planet is just good
business practice. So Streel will
probably send some ships along.
That leaves Spacefleet.
Strike Force Nova might be around.
It patrols around the Frontier constantly so there is a chance it is
nearby. The nearest large group of ships
with a known location is Task Force Prenglar, stationed in its namesake
system. The problem is that it’s three
systems away from Zebulon. Which means
it’s going to take some time to get there and may not arrive in time.
If you just use the distances between the stars as travel
time, it’s only 15 days. That’s they way
the Alpha Dawn rules described interstellar travel. However, the Knight Hawks rules say you have
to accelerate up to 1% the speed of light to make the jump and then slow down
at your destination. That acceleration,
at 1g takes a little over 83 hours or just over 4 days. And then 4 days to slow down. Assuming some maneuvering at the beginning
and ending of the trip and checking vectors and such just before Void entry, a
single interstellar hop really takes about 9 days, regardless of distance.
Maybe a bit longer on long jumps due to extra astrogation calculation time.
Now we can speed this up a bit by accelerating faster but for a long transit, that has detrimental effects on crew. If you expect to be coming out of the Void into a firefight, you don’t want to have spent the last two weeks strapped into an acceleration chair at 2-3 gees.
We can also speed up the transit by not slowing down in the intermediate systems. Then we only have the astrogation time to worry about. That might work for the Dixon’s Star system, but they will have to slow down in Truane’s Star to rendezvous with the ships from that system and coordinate their jump. So assuming ships from Prenglar blow through Dixon’s Star without stopping it will take them 4.5 days to get to Void speed in Prenglar, 2.5 days in Dixon’s Star to do the astrogation calculations, 4.5 days to slow down at Pale in the Truane’s Star system. Then they need to accelerate and jump to Zebulon which will take another 9 days. All told, that’s 20.5 days of travel. Add to that any time it takes to assemble the Task Force and get the ships ready to leave.
What other options are there? In the description of Spacefleet, it describes the two Task Forces and Strike Force Nova and then says that there are other smaller units as well. I decided to take advantage of this.
At the same time as the events are unfolding on Volturnus, Streel and Pan Galactic are locked into what will be known as Laco’s War, the first corporate war. In my games, this war is just starting to heat up. Because of that, Spacefleet had recently dispatched a medium sized Patrol Group to the system to attempt put a damper on the rising hostilities. Patrol Group Virgo, consisting of 2 light cruisers, 2 destroyers, 2 assault scouts, and an assault carrier with 8 fighters, has just recently arrived in Dixon’s Star. That puts them marginally closer only requiring 18 days to get to Volturnus with the advantage that since they are already out on patrol, they can depart immediately.
So once the call comes in from the PCs, Spacefleet takes a day or two to make the decision and then dispatches Patrol Group Virgo from Dixon’s Star. In Truane’s Star they pick up the Pale militia as well as a frigate, 4 corvettes, and 3 assault scouts that Streel sends along on the expedition. With that, the ships arriving at Volturnus from the UPF are:
8 Assault Scouts
4 Corvettes
2 Frigates
2 Destroyers
2 Light cruisers
1 Assault Carrier with 8 fighters
From a campaign perspective, I have the UPF fleet arrive
just as the battle on the ground is ending, driving off the sathar ships.
The Knight Hawks Scenario
We now have the order of battle. The sides are fairly evenly matched. The UPF fleet has more ships, but the sathar have slightly more hull points. The UPF’s forces are concentrated into its smaller vessels, lots of little assault scouts and corvettes that can potentially be picked off fairly easily.
This scenario can be played by any number of people. Simply divide into teams and each team takes
a side. The UPF forces divide fairly
easily into three groups, one playing the UPF ships, one the Pale militia, and
one the Streel ships. Although the
number of ships and their strength isn’t evenly distributed between those
groups. The sathar ships can be divided
up any way that team sees fit.
Setup
A planet counter representing Volturnus is placed in the
center of the map.
The sathar are the defenders in this scenario. Sathar ships, with the exception of the frigates,
are all placed in orbit around Volturnus with a speed of zero. They have just recently finished dropping off
all their troops. Since the frigates are
not troop carriers, they can start in any hex within 5 hexes of the planet with
a speed of up to 5 hexes/turn.
The UPF are the attackers.
They all start along one of the short sides of the map. The individual ships can be anywhere on that
side, but all the ships have to be on the same side. They must start within 3 hexes of the map
edge and be moving at any speed up to 15 hexes/turn. All the UPF ships have to start at the same
speed.
Special Rules
Escaping the Battle
A ship is considered to have escaped from battle if it moves
off any edge of the map with a) no ships in pursuit, or b) is out of weapon
range and has a higher ADF of any pursuing ships.
Preserve the Fleet
Heavy cruisers and assault carriers are important vessels in
the sathar navy. If the tide of battle
seems to be going against the sathar, they will try to pull back to preserve
these larger vessels, sacrificing the smaller ones if necessary (even if it
means ramming) to delay the UPF ships and allow the larger vessels to escape.
Victory Conditions
Sathar Victory
The sathar claim victory if they can destroy all the UPF vessels.
UPF Victory
The UPF claim a complete victory if all the sathar vessels
are destroyed. If any of the sathar
vessels escape, it is only a partial victory.
When I Played
I played this out once using the full Advanced Combat rules
of the Knight Hawks boardgame. I wanted
to test the plausibility of this mix of ships in the scenario. Basically I was playing to make sure it was
possible for the UPF to win. I
definitely thought the sathar would have the advantage. It turned into quite the slugfest. However, the UPF got in some lucky early
blows with the assault scouts living up to their hype and taking out nearly
half of the sathar fleet by round 3 of the game after losing only a single
assault scout.
In the end, the sathar fleet was routed, escaping with only 1
frigate, 2 destroyers, and a heavy cruiser. The other heavy cruiser and assault
carrier were lost on that fateful round 3.
The UPF only lost a Pale militia assault scout, and a light cruiser and
assault scout from the Spacefleet contingent, but almost no ship escaped
unscathed. The die rolls favored the UPF
and it ended up being a very lopsided game.
I suspect if played through several more times, it could go either way.
Last Thoughts
Do you like these Knight Hawks game scenarios? Would you like to see more of them? Should I include the statistics for the
ships? If you play this scenario out,
let me know which rule set you used (Basic or Advanced) and how it turned out.
This post is a result of me thinking about the smaller ships: shuttles, fighters, even assault scouts. But especially the tiny hull size one and two ships. We’re going to look at an expansion of the engine size chart presented in part 2, adding in some new sizes and more data on the existing engines.
The first thing I was contemplating, and that I’ve know for a while, is that the Class A engines were way overpowered for the very small craft. If you took the stats for a fighter, it comes out to a total mass of about 263 tons. The thrust for a Class A Atomic or Chemical drive is 6250 and an Ion drive has a thrust of 3000. That mean the maximum potential ADF is 23.7 for the atomic and chemical drives and 11.4 for the ion drive. Well over the 6 ADF maximum and the 5 ADF specified for the ships. These smaller ships could easily get by with much smaller engines and still have the same performance. It had always been my intention to add in the smaller engine sizes.
The other issue that has been nagging at me lately is docking, specifically in bays inside a larger vessel. The system takes this into account and allocates bay sizes based on the size of the ship and includes the mass of the docked ships in the ADF calculation. Except the final sizes of the ships don’t include size or mass of the engines! I had originally hand-waved that away saying that the engines were rated to propel themselves plus provide X amount of thrust depending on the size and type of engine. For the larger ships, that’s fine. The engines are external to the ship and it’s really not going to dock inside anything else. But for the little ships, this is an issue and I need mass and volume values to make it all work out.
So that’s the task for today: Calculate the data for some smaller engines for the little ships, and come up with mass and volume values for all the engine types.
And then we can properly build and design assault carriers to hold our fighters (and maybe our assault scouts) and any ship that has one or more shuttles it houses internally. So let’s get started.
Smaller Engines
This is actually the easy part. I intended to make two additional sizes of engines, one about half the performance of the Class A engine, and a second one at half the performance of that.
The hardest bit for me was coming up with a nomenclature. Do I go with the engine size labels from model rocketry (1/2A, 1/4A) to match the A, B, and C sizes of model rockets? Or do I go the battery route and call them AA, and AAA engines. In the end, I decided to go the battery route. So the Class AA engine has about half the performance of the Class A engine, and the Class AAA engine about 1/4 the performance.
The only real constraint I had was that I wanted at Class AAA engine to still provide and ADF of 5 to the standard UPF fighter. Since that fighter has a mass of 274 tons (when configure, it has to provide a thrust of at least 1370.
The thrust ratios between the Class A, B, & C engines are on the order of 3-4. If I maintained that same ratio, then our AA engine at best would only have a thrust rating of 6250/9 = 694, about 700 which is too small. Of course 2 of them would give us the required thrust but all the depictions of the smaller ships are single-engined and I wanted to go with that.
So instead of going down by thirds, decided to go down by halves. Actually a little more in the case of the step from Class A to Class AA with the atomic and chemical drives. With that decision made, it was time to work out the values. That gives us the following table.
Engine Performance Table
Class A
Class AA
Class AAA
Engine Type
Thrust
Cost (cr)
Thrust
Cost (cr)
Thrust
Cost (cr)
Chemical
6,250
50,000
3,000
28,000
1,500
15,000
Ion
3,000
100,000
1,500
55,000
750
30,000
Atomic
6,250
250,000
3,000
130,000
1,500
70,000
The values for the Class A engines are simply taken from the original post and provided for comparison. Additionally, we need the cost of fuel for each of these new engines types.
Fuel Cost Table
Engine Type
Class A
Class AA
Class AAA
Chemical
300
150
75
Ion
5
3
2
Atomic
10,000
6,000
3,000
As with the larger engines, the atomic engines require the atomic fuel pellet at the prices listed plus a load of Chemical fuel as well.
Unlike the larger atomic engines, which can hold more than a single fuel load, the AA and AAA atomic engines can only hold a single load. Additionally, the smaller ion engines can only hold 5,000 fuel units instead of 10,000 like their full-sized siblings.
Volumes and Masses
Now for the harder part. Generating volumes and masses for these various engines.
Engine Volume
There really isn’t much go to on here. I could look at the miniatures, but they were created more for style than with any eye for consistency between the ships. There are also a few drawing in the game books that might be used as a reference. In the end, I did the following.
I started with my 3D model of the assault scout which is based on the drawings of the ship all through the books. I then assumed that this plus the wing of the assault scout represented the volume of the engine plus the fuel tanks needed to hold the three units of fuel for the engine. This gave me a volume, based on my models of 657 cubic meters. We’ll round that down to 600 cubic meters and call it good. That’s the volume of a Class A atomic engine and its associated fuel tanks.
Now, anyone who looks at real rockets will immediately realize that that isn’t a lot of volume for fuel. For example, the space shuttle’s external tank had a volume of just over 2000 cubic meters. And that’s enough to make one trip up, not one and back, let alone three trips. So we’re dealing with some amazing rocket propellant here (and really cheap too). But that’s okay, I’m willing to have handwavium as a fuel additive in our rockets.
The next thing we need is a scaling relation for the larger (and smaller) engines. It has to account for the larger fuel load in the larger engines, And remembering that for the atomic engines, we can hold additional loads over the three in the Class A engines. At the very least, it has to scale up as the thrust scales. But I want to add a little more on top of that.
At one point in the past, I had made 3D models of Class A, B, & C atomic engines. At some point when I created them, I had some rationale for why they were the size they were. I don’t remember that rationale now (and it may have been purely aesthetic), but I figured I could at least look at them and see what the relationships were.
In the end I decided that the scaling for the volumes would be 1.45 times the scaling in the thrust. That would provide a baseline and then I’d adjust the numbers slightly to get nice “round” numbers (i.e. 2800 instead of 2782.5). On the smaller engines, I adjusted things up bit making the engines slightly larger to account for “minimum” sizes for some of the components and fuel tanks. I also made some adjustments to the various types of engines to account for the type and amount of fuel they carry.
Engine Mass
This one was much easier as it was to be based off of the volume. In this case I just assumed an “average” density for each type of engine and its fuel. The question was what to pick.
Modern rocket fuels are actually very light, on the order of 0.7-1.0 tons per cubic meter, less dense than water. And liquid hydrogen, the primary fuel in ion engines, is amazing light at only 0.07 tons per cubic meter. On the other hand, the actual engine parts are going to be much more dense to withstand the forces and pressures being exerted.
So in the end I compromised. Chemical engines would have an average density of 2 tons/cubic meter, ion engines would be 1.5 to reflect their much lighter fuel, and atomic engines would be 2.5 to represent the additional components that give them their special properties.
Engine Data
With all of those items figured out we can now build the full data table on each of the engine types.
Chemical Engines
Size
Thrust
Cost (cr)
Fuel Cost (cr)
Volume (m3)
Mass (tons)
AAA
1,500
15,000
75
100
200
AA
3,000
28,000
150
200
400
A
6,250
50,000
300
400
800
B
20,000
175,000
1,000
2,000
4,000
C
80,000
770,000
4,200
12,000
24,000
Ion Engines
Size
Thrust
Cost (cr)
Fuel Cost (cr)
Volume (m3)
Mass (tons)
AAA
750
30,000
2
100
150
AA
1,500
55,000
3
200
300
A
3,000
100,000
5
500
750
B
10,000
400,000
17
2,500
3,750
C
40,000
200,000
70
15,000
22,500
Atomic Engines
Size
Thrust
Cost (cr)
Fuel Cost (cr)
Volume (m3)
Mass (tons)
AAA
1,500
70,000
3,000
100
250
AA
3,000
130,000
6,000
200
500
A
6,250
250,000
10,000
600
1500
B
20,000
400,000
32,000
2,800
7,000
C
80,000
6,000,000
125,000
16,000
40,000
Impacts
So how does this impact our smaller ships? Most importantly, I want to see what it does for fighters and digger shuttles, the two small ships that are explicitly included inside larger vessels.
Using this system before the changes to the engines, we had the following characteristics for the two ships:
Fighter – mass: 274 tons, volume: 136 m3, 1 Class A Atomic engine, Max loaded ADF: 22.8
Digger shuttle – mass: 1330 tons, volume: 641 m3, 1 Class A Chemical engine, Max loaded ADF: 4.7
If we were to just update these vessels with the data for the original engines, the volume of the fighter would jump to 736 m3 with a mass of 1774 tons, an increase of 441% and 547% respectively. The digger shuttle isn’t quite as bad as it was bigger to begin with but it would increase to 1041 m3 and 2130 tons, increases of 62% and 60%.
However, these ships don’t need this large of an engine. If its occupants could handle it, the Class A engines on the fighter give it a maximum possible ADF of 22.8. Since it is only supposed to have an ADF of 5, we can swap out the Class A engine for a Class AAA engine. It will still have a maximum ADF of 5.5. With that change, the the fighter now has a volume of 236 m3 (a 74% increase) and a mass of 524 tons (a 91% increase). Still larger, but much more reasonable and easier to pack into our assault carriers. It also reduces the cost of the fighter by 180,000 credits. Since the original cost was 528,151 cr., reducing that by 180,000 is a savings of 34%. And that makes the bean counters at Spacefleet happy.
The default Class A chemical engine on the digger shuttle gives it a maximum ADF of 4.7, well within the species limit of 5. However, it only really needs an ADF of at least 2 to get on and off planets, so here we can get away with a Class AA chemical engine. This still leaves the shuttle with a max ADF of 2.3, reduces the cost of the shuttle by 22,000 cr., and put the final volume and mass at 841 m3 and 1730 tons (increases of 32% and 30% over the original), making them easier to store in the mining ships. Since the digger shuttle was original 140,320 cr., the 22,000 cr. reduction saves nearly 16% off the cost of the shuttle.
And for the curious, the Assault Scout has a volume and mass of 3455 m3 and 2458 tons. Adding in its two Class A atomic engines brings its total volume up to 4655 m3 and total mass up to 5558 tons (increases of 35% and 126%). That makes it 20x larger and 11x more massive than a fighter. So it’s not unreasonable that special carriers might be designed to transport the larger ships.
Final Thoughts
I definitely like the direction of this change. The size of the fuel storage is probably unreasonably small, but that’s just going to be part of the fiction of our science fiction. The exact values might change as this sees a bit more play but I think it serves as a solid baseline to build on.
What are your thoughts and ideas on this update to the engines? Let me know in the comments below.
This is a continuation of the excerpts from the starship construction system. I had originally planned to have the how to draw a star system map post ready for today but I didn’t quite finish it. So I’m posting this one in its place and will have that one up next week.
This article will be about the various type of hulls that you can make you ship out of and the effects they have on the hull points and mass of the ship. In the new system I expand on the basic hull from the original rules to four different types that have different characteristics and costs.
While not related, I’m also including the section on the radar and energy sensors as that is another deviation from the standard system
Hull Type
There are four different hull types. Each type has a mass
and cost associated with it depending on the hull type selected. Different
hulls provide different amount of hull points for a given ship size.
Hull Type
Cost multiplier
Mass Multiplier
Hull Point Multiplier
Light
35 cr * total volume
0.15 tons * total volume
0.6
Standard
50 cr * total volume
0.25 tons * total volume
1
Armored
100 cr * total volume
0.50 tons * total volume
1.4
Military
200 cr * total volume
0.40 tons * total volume
2
Light Hull – This
is a light duty hull. It costs and
weighs less than a standard hull but only provides sixty percent of the hull
points of a standard hull.
Standard Hull –
This is the standard type of ship hull and provides the standard number of hull
points. This is the typical hull used on
most civilian vessels
Armored Hull –
This is the highest grade hull available to civilians. It is twice as massive and twice as expensive
as a standard hull and provides a forty percent increase in hull points over a
standard hull.
Military Hull – Combining specialized materials and designs, the military grade hull is not available for civilian ships. It is more expensive than even the armored hull although it doesn’t contain as much mass and provides double the number of hull points of a standard hull.
Example: Obar Enterprises is designing a new mid-sized freighter that has 100 cargo units of space. After selecting all the ship’s, the total volume of the ship is 18,453.2 cubic meters. Selecting a standard hull gives a cost of 18,453.2 x 50 = 922,660 credits and a mass of 18,453.2 x 0.25 = 4613.3 tons. This hull would have the standard number of hull points.
If the cost or mass were a concern, they could go with a light hull, which would have a cost of only 18,453.2 x 35 = 645,862 cr (saving nearly 300,000 cr) and have a mass of only 18,453.2 x 0.15 = 2767.98 tons saving nearly 2000 tons. However, this hull would have a hull point multiplier of 0.6 or only 60% of the standard hull points.
Additional Armor
Sometimes even the strongest hull just isn’t enough and you
want to add more armor to the ship. Once you have your base hull, you can add
additional layers of protection to the ship as desired. This will greatly
increase the cost and mass of your ship but won’t affect the volume.
You can add armor on to the ship to increase its hull points by up to 25% in 1% increments. The cost of additional armor is 8 cr. per cubic meter of volume per percentage increase. Thus to get a 5% HP increase it would cost you 40 cr. per cubic meter of the ship, nearly doubling the cost of a standard hull. The armor adds an additional 0.016 tons of mass per cubic meter of volume per percentage increase. Thus that 5% increase above would also add 0.08 tons per cubic meter of the volume of the ship.
The armor modifier for calculating the ships final hull points is just 1+(armor bonus/100). So if my armor bonus is 20% the modifier is 1+(20/100) = 1.2. This will be multiplied by the ship’s base hull points to determine the actual number of hull points the ship has.
Long Range Detectors
Radar
Radar systems are combination active/passive systems. In active mode they send out pulses of radio
waves and detect the reflected pulses.
In passive mode, they scan space for emissions from other ships. The range of the radar system depends on its
rating. The higher the rating the more
distant an object it can detect due to stronger emitters and more sensitive
receivers. It takes a lot of power and
large transmitters to get returns from objects in the larger areas covered by
the higher rated systems. The listed
range is the range for the active system.
In passive mode, the ranges are at least 10 times larger but can only
detect targets that are radiating at radio frequencies.
Rating
Range (km)
Multiplier
1
300,000
1
2
600,000
8
3
900,000
27
4
1,200,000
64
5
1,500,000
125
Cost: 10,000 cr x Multiplier, mass: 15 tons x Multiplier,
volume: 5 cu m x multiplier (7 cu m if aerodynamically streamlined)
Energy Sensors
These are broad spectrum radiation detectors that look at
multiple wavelengths to detect radiation from ship systems. They scan radio, optical, infrared, x-ray,
and microwave wavelengths and have gamma-ray detectors to look for signatures
from ships’ engines and power plants.
These are completely passive systems and like radar come in different
ratings that have increased sensitivity.
The ranges listed are for detecting shielded, ship-sized energy sources
against the cosmic background. If an
object is putting out energy emissions that are stronger than typical radiation
leaked from ship systems, the detection range could be much larger. For example, even a type 1 energy sensor
suite will still be able to detect the system’s star at ranges of billions of
kilometers. Exact details are left up to
the referee.
Rating
Range (km)
Multiplier
1
500,000
1
2
1,000,000
8
3
1,500,000
27
4
2,000,000
64
5
2,500,000
125
Cost: 200,000 cr x Multiplier, mass: 50 tons x Multiplier,
volume: 20 cu m x multiplier
Thoughts
That’s it for the hull types, armor, and long range detectors. It’s a fairly simple change but allows for a wide range of ships with various characteristics and costs. Obviously the heavier hulls, armor, and larger sensors are going to require bigger, more expensive engines or suffer a performance penalty but sometimes you just need more hull points or a larger sensor range.
Share your thoughts, suggestions, and questions in the comment section below.