Variable Hull Strengths
While peering into Dan's wonderful formulas that govern how ships are put together in Starmada, I began wondering why couldn't we have ships that were harder to destroy by manipulating how many H hits appeared on the damage track. Under rule A.3.2 Assigning Hits to the Damage Chart it simply states "assign an "H" to the 1, 3, and 5 slots." Couldn't you simulate a stronger or weaker hull by having more or fewer "H"s show up? A civilian freighter might have 6 Hs on its damage track.
The number of Hs on the damage track is accounted for in the DRat calculation ( rule A.2.2 ) by multiplying the Hull Points by 2. This means it takes, on average, two hits to destroy one hull box and equals 3 Hs on the damage track ( 3 / 6 = 2 ). So the desired number of Hs on the damage track can be used by replacing that x2 with the appropriate number below:
Strength Hs DRat mod H location
Super 1 x6.0 1
Strong 2 x3.0 1, 4
Average 3 x2.0 1, 3, 5
Weak 4 x1.5 1, 2, 4, 5
Fragile 5 x1.2 1, 2, 3, 4, 5
Civilian 6 x1.0 1, 2, 3, 4, 5, 6
To compare the results, I have included a couple of designs:
Average Class Cruiser of the Conjectural Confederation ( 187 )
Mass: 88.7 KmT, Crew: 315, TL: E:0 W:0 D:0 Q:0
Hull: 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Defenses: K: 2 1 | E: 2 1 | B: 2 1
[α] Mass Driver [4/8/12, 3+ 1/1/1, Kinetic, Extra Hull Damage]
AB, AC, BD
[β] Laser Cannon [3/6/9, 3+ 2/1/1, Energy]
AB, ACE, BDF
Hyperdrive [O], Anti-Fighter Batteries [O], Electronic Countermeasures [O], Security Team [OOOOO], Sunbursts [OOOOO]
1[HQ], 2[EQ], 3[Hα], 4[Eβ], 5[H], 6[D]
Designed with a standard strength hull ( 3 Hs on the Damage Track ), the above design has an ORat of 561.0 and a DRat of 62.4, resulting in the ComRat of 187. After an average of twelve hits on its damage track, a vessel of this class will be destroyed. Compare this with an identical ship below, designed with a strong hull ( only 2 Hs on the Damage Track ).
Strong Class Cruiser of the Conjectural Confederation ( 210 )
Mass: 88.7 KmT, Crew: 315, TL: E:0 W:0 D:0 Q:0
Hull: 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Defenses: K: 2 1 | E: 2 1 | B: 2 1
[α] Mass Driver [4/8/12, 3+ 1/1/1, Kinetic, Extra Hull Damage]
AB, AC, BD
[β] Laser Cannon [3/6/9, 3+ 2/1/1, Energy]
AB, ACE, BDF
Hyperdrive [O], Anti-Fighter Batteries [O], Electronic Countermeasures [O], Security Team [OOOOO], Sunbursts [OOOOO]
1[HQ], 2[Eα], 3[Eβ], 4[H], 5[D], 6[Q]
This design has the exact same ORat of 561.0 but the DRat is now 78.6, giving the ORat of 210. A vessel of this class requires an average of eighteen hits on its damage track before it is destroyed. This is keeping in line with the following design, again a standard strength hull ( 3 Hs on the damage track ), a hull size 9 design also needing eighteen hits on average to destroy. The class below could have additional systems but for comparison purposes with the above designs has been give only the exact same systems.
Unfilled Class Battlecruiser of the Conjectural Confederation ( 214 )
Mass: 137.1 KmT, Crew: 423, TL: E:0 W:0 D:0 Q:0
Hull: 9 8 7 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Defenses: K: 2 1 | E: 2 1 | B: 2 1
[α] Mass Driver [4/8/12, 3+ 1/1/1, Kinetic, Extra Hull Damage]
AB, AC, BD
[β] Laser Cannon [3/6/9, 3+ 2/1/1, Energy]
AB, ACE, BDF
Hyperdrive [O], Anti-Fighter Batteries [O], Electronic Countermeasures [O], Security Team [OOOOO], Sunbursts [OOOOO]
1[HQ], 2[EQ], 3[Hα], 4[Eβ], 5[H], 6[D]
Note: This will break down in ship designs that have too few systems to place on the damage track. So if you have a fifteen hull size design with Super hull strength ( only 1 H on the damage track ) and no weapons only tons of special equipment ( say its a carrier ) it will normally fill in blank spots on the damage track with additional Hs. This will defeat the purpose of having super hull strength and you should watch your design and make it only Strong or average so that you do not pay an inordinate amount of points for the ship.