Major B
SOC-14 1K
I’ve finally finished the conversion of the Kinunir to MT statistics. Actually it was easier than the SDB conversion I did before this, mostly because the design is TL15 making the power plants much smaller. The design worksheets and vessel data sheet are posted in the file library here, and all the rambling below explains how I came up with what you see on the sheets.
Various statistics for the Kinunir are listed in Adventure 1, Book 5, and Supplement 9. Where these disagree I indicate the source.
I tried to stay as true to the original in Adventure 1 as I could. Were I designing a ship from scratch I would have made some different decisions, but with that said the end product is not a bad ship for an internal/frontier security role, though I would not be using Kinunir in a fleet action if I had a choice. I’ll walk through the design worksheet as the specifications are listed on the sheet, not in the order I calculated them.
To start with, the hull tonnage in the sources varied so I used 1,250 tons as listed in S9 and B5 rather than 1,200 (from A1). The hull volume listed in A1 (16,800) is too high for a 1,200-ton hull (should be 16,200). S9 also gets the volume wrong (17,500) as a 1,250-ton hull at 13.5 kl per ton should have 16,875 for volume. I extrapolated the hull weight and cost since the design is non-standard and came up with 382.5 MT and MCr 1.688 respectively.
The listed hull configuration is 2 (multiply hull cost by 1.1) and the hull is streamlined (no added cost). Since it is a TL15 design I used bonded Superdense armor (G) and kept the armor at minimum (40) since the sources all say Kinunir was unarmored.
I divided the power plant into 3 parts (normal maneuver-NM, combat maneuver-CM, and combat weapons-CW) to allow me to calculate fuel needs separately (more on that later). I see this as one power plant with three power output settings to choose from rather than as three different plants.
The Kinunir is listed as having a 4G maneuver drive but I didn’t see full power as necessary for normal daily operations. 2G should be good enough for that. I had to extrapolate the sizes for the maneuver drive since the hull is non-standard, coming up with 62.5 drive units for 2G and 137.5 for 4G. I calculated the specs for the 2G drive and powered it in the NM category. Then I subtracted the 2G from the 4G drive unit number and used the result to calculate the specs for the rest of the 4G drive. This is powered in the CM category. I hope this part makes sense - like the power plant, there is one 4G maneuver drive that can operate on two power settings, normal and combat.
Next I calculated the additional power needed for an agility of 4. This was added to the CM power category to ensure that at the end, the vessel would still have enough excess power for full agility. If the vessel had been built at a lower TL I probably wouldn’t have been able to make this work, but for this design it did.
The Kinunir is listed with Jump 4 so I built that plant in. Then I added TL15 avionics, system-range maser and radio communications, and backups for the two comm. systems. As for communications, the originals did not list anything for sensors, so I chose a top-of-the-line suite for TL15. That package includes interstellar-range passive EMS, far orbit-range active and jamming systems, a TL15 high-pen densitometer, and TL14 neutrino sensor. I added one backup system for each sensor and electromagnetic masking. Since the power required is so low, all sensors and commo are powered in the NM category.
For weapons, I matched the original mix of turrets (there are no bays). Personally I’d make different choices but that is subject to debate. The two particle accelerator and eight laser turrets are powered in the CW category but the missile turrets are powered in the NM category so are always available. I built in a missile magazine (the A1 deckplans showed a magazine) with 20 battery-rounds. I calculated the weight of the magazine for all nuclear missiles. If HE missiles are carried the weight will be less.
Next I installed the factor-7 nuclear damper (though B5 and S9 call for only a factor-5 damper) and factor-1 black globe generator listed in the original design. I powered them both in the CW category. These screens were problematic. The nuclear damper is the biggest power draw on the vessel, and the black globe drove up the crew requirements far above the original (this system alone added 44 personnel to the gunnery crew compared to five for the nuclear damper and two for the offensive weapons). If this was a scratch design I’d probably choose a stronger nuclear damper and drop the black globe in favor of more armor, but again that is a subject for debate.
Next I put basic environment, artificial gravity, and inertial compensators in the hull. Basic and advanced life support I put in all but the fuel tanks, saving some space and power draw. I had to do some fudging when it came to air locks. The plans in A1 only listed one air lock but also mentioned two garbage dessicators as possible entrances. I calculated the dessicators as air locks to account for the space and added one more above the original description for a total of four (two normally useable).
I didn’t calculate additional tonnage for the clamshell doors over the pinnace bay egress as I figured that was part of the 130% calculation for interior space. Similarly, the original called for bay doors in the vehicle bay and a drop floor under the cargo bay but I did not add anything to the spec sheet for these features.
B5 and S9 listed the Kinunir with a model 7/fib computer but I put a model 8/fib in this design as it reduced the crew, which was well above the original’s in size. Next I put in two backup computers, two large holodisplays, and two HHUDs. These last two items were more than was required for control but the minimum I thought necessary to control the bridge (large holodisplay), screens (large holodisplay), gunnery (HHUD), and engineering (HHUD). Next, I installed electronic circuit protection.
Accommodations were another problem because the MT crew calculations resulted in a much bigger crew than the original (45 crew + 35 Marines in the original compared to 74 crew + 35 Marines in this conversion). I did not have the space for even double-occupancy staterooms for all the crew so I settled on one stateroom for the Captain, Small staterooms for the mid- to high-rank officers and senior NCOs, double occupancy for the junior officers and mid-level NCOs, and bays with bunks for the 70 remaining crew and marines. There was no mention of low berths in the original so I did not add any.
I put the same complement of carried craft that was shown in the original design. I used the air raft from the Imperial Encyclopedia and used the Astrin APC in 101 vehicles to calculate the space needed for the grav APC. All vehicle volume was calculated at 150% of the vehicle volume. The A1 design called for a 35 Td pinnace, but I used the 40 Td model from the Imperial Encyclopedia, calculated at 130% per the design sequence.
I calculated fuel requirements as follows: NM power for 30 days (720 hours), CM power for 12 hours, and CW power for 24 hours. Jump fuel I calculated per the design sequence table. This gave me roughly half the fuel stores I would have needed for running the entire power plant for 30 days.
The original design had fuel scoops and a purifier so I installed those. A purifier large enough to process a full jump tank in six hours was too big to fit, so I cut it back to 24 hours. This left just over 246 kl of leftover space, which translates into 18.3 tons of cargo capacity, smaller than the original design’s 63 tons but still enough for the role I see for the vessel.
Total cost for the recalculated design is MCr 1,606 which is somewhat more than the original’s cost shown as MCr 1,337 in B5 and MCr 1,350 in S9.
So that’s how I recalculated it. The worksheet has all the numbers and the data sheet has more notes about some of the particulars. Take a look at the file, check the numbers and let me know if I need to correct anything, and feel free to use it.
Various statistics for the Kinunir are listed in Adventure 1, Book 5, and Supplement 9. Where these disagree I indicate the source.
I tried to stay as true to the original in Adventure 1 as I could. Were I designing a ship from scratch I would have made some different decisions, but with that said the end product is not a bad ship for an internal/frontier security role, though I would not be using Kinunir in a fleet action if I had a choice. I’ll walk through the design worksheet as the specifications are listed on the sheet, not in the order I calculated them.
To start with, the hull tonnage in the sources varied so I used 1,250 tons as listed in S9 and B5 rather than 1,200 (from A1). The hull volume listed in A1 (16,800) is too high for a 1,200-ton hull (should be 16,200). S9 also gets the volume wrong (17,500) as a 1,250-ton hull at 13.5 kl per ton should have 16,875 for volume. I extrapolated the hull weight and cost since the design is non-standard and came up with 382.5 MT and MCr 1.688 respectively.
The listed hull configuration is 2 (multiply hull cost by 1.1) and the hull is streamlined (no added cost). Since it is a TL15 design I used bonded Superdense armor (G) and kept the armor at minimum (40) since the sources all say Kinunir was unarmored.
I divided the power plant into 3 parts (normal maneuver-NM, combat maneuver-CM, and combat weapons-CW) to allow me to calculate fuel needs separately (more on that later). I see this as one power plant with three power output settings to choose from rather than as three different plants.
The Kinunir is listed as having a 4G maneuver drive but I didn’t see full power as necessary for normal daily operations. 2G should be good enough for that. I had to extrapolate the sizes for the maneuver drive since the hull is non-standard, coming up with 62.5 drive units for 2G and 137.5 for 4G. I calculated the specs for the 2G drive and powered it in the NM category. Then I subtracted the 2G from the 4G drive unit number and used the result to calculate the specs for the rest of the 4G drive. This is powered in the CM category. I hope this part makes sense - like the power plant, there is one 4G maneuver drive that can operate on two power settings, normal and combat.
Next I calculated the additional power needed for an agility of 4. This was added to the CM power category to ensure that at the end, the vessel would still have enough excess power for full agility. If the vessel had been built at a lower TL I probably wouldn’t have been able to make this work, but for this design it did.
The Kinunir is listed with Jump 4 so I built that plant in. Then I added TL15 avionics, system-range maser and radio communications, and backups for the two comm. systems. As for communications, the originals did not list anything for sensors, so I chose a top-of-the-line suite for TL15. That package includes interstellar-range passive EMS, far orbit-range active and jamming systems, a TL15 high-pen densitometer, and TL14 neutrino sensor. I added one backup system for each sensor and electromagnetic masking. Since the power required is so low, all sensors and commo are powered in the NM category.
For weapons, I matched the original mix of turrets (there are no bays). Personally I’d make different choices but that is subject to debate. The two particle accelerator and eight laser turrets are powered in the CW category but the missile turrets are powered in the NM category so are always available. I built in a missile magazine (the A1 deckplans showed a magazine) with 20 battery-rounds. I calculated the weight of the magazine for all nuclear missiles. If HE missiles are carried the weight will be less.
Next I installed the factor-7 nuclear damper (though B5 and S9 call for only a factor-5 damper) and factor-1 black globe generator listed in the original design. I powered them both in the CW category. These screens were problematic. The nuclear damper is the biggest power draw on the vessel, and the black globe drove up the crew requirements far above the original (this system alone added 44 personnel to the gunnery crew compared to five for the nuclear damper and two for the offensive weapons). If this was a scratch design I’d probably choose a stronger nuclear damper and drop the black globe in favor of more armor, but again that is a subject for debate.
Next I put basic environment, artificial gravity, and inertial compensators in the hull. Basic and advanced life support I put in all but the fuel tanks, saving some space and power draw. I had to do some fudging when it came to air locks. The plans in A1 only listed one air lock but also mentioned two garbage dessicators as possible entrances. I calculated the dessicators as air locks to account for the space and added one more above the original description for a total of four (two normally useable).
I didn’t calculate additional tonnage for the clamshell doors over the pinnace bay egress as I figured that was part of the 130% calculation for interior space. Similarly, the original called for bay doors in the vehicle bay and a drop floor under the cargo bay but I did not add anything to the spec sheet for these features.
B5 and S9 listed the Kinunir with a model 7/fib computer but I put a model 8/fib in this design as it reduced the crew, which was well above the original’s in size. Next I put in two backup computers, two large holodisplays, and two HHUDs. These last two items were more than was required for control but the minimum I thought necessary to control the bridge (large holodisplay), screens (large holodisplay), gunnery (HHUD), and engineering (HHUD). Next, I installed electronic circuit protection.
Accommodations were another problem because the MT crew calculations resulted in a much bigger crew than the original (45 crew + 35 Marines in the original compared to 74 crew + 35 Marines in this conversion). I did not have the space for even double-occupancy staterooms for all the crew so I settled on one stateroom for the Captain, Small staterooms for the mid- to high-rank officers and senior NCOs, double occupancy for the junior officers and mid-level NCOs, and bays with bunks for the 70 remaining crew and marines. There was no mention of low berths in the original so I did not add any.
I put the same complement of carried craft that was shown in the original design. I used the air raft from the Imperial Encyclopedia and used the Astrin APC in 101 vehicles to calculate the space needed for the grav APC. All vehicle volume was calculated at 150% of the vehicle volume. The A1 design called for a 35 Td pinnace, but I used the 40 Td model from the Imperial Encyclopedia, calculated at 130% per the design sequence.
I calculated fuel requirements as follows: NM power for 30 days (720 hours), CM power for 12 hours, and CW power for 24 hours. Jump fuel I calculated per the design sequence table. This gave me roughly half the fuel stores I would have needed for running the entire power plant for 30 days.
The original design had fuel scoops and a purifier so I installed those. A purifier large enough to process a full jump tank in six hours was too big to fit, so I cut it back to 24 hours. This left just over 246 kl of leftover space, which translates into 18.3 tons of cargo capacity, smaller than the original design’s 63 tons but still enough for the role I see for the vessel.
Total cost for the recalculated design is MCr 1,606 which is somewhat more than the original’s cost shown as MCr 1,337 in B5 and MCr 1,350 in S9.
So that’s how I recalculated it. The worksheet has all the numbers and the data sheet has more notes about some of the particulars. Take a look at the file, check the numbers and let me know if I need to correct anything, and feel free to use it.