Jump to content

New Campaign could use some feedback


MitchellS

Recommended Posts

Vehicle SIZE question?

 

I am trying to design a C8-D Swarm Class space vessel. Basically what this vessel does is carry 50 C7 Fighters [10 rows of 5 encircling the vessel] and 50 pilots in a passenger compartment down the center [fighters have no light speed capability so the C8-D will get the fighter to a conflict quickly]. Now I'm trying to decide how big this vessel needs to be. Does the vessel need enough SIZE to carry all of those vehicles [each fighter is size 4, 5, or 6] or just enough for the passenger compartment, pilot's area, and other normal spaces within a ship, and then give the ship additional STR to represent the framing around it that the 50 C7's will attach to? Or should I give it enough SIZE to cover the entire number of ships?

Link to comment
Share on other sites

  • Replies 94
  • Created
  • Last Reply

Top Posters In This Topic

Re: New Campaign could use some feedback

 

I would say that a ship with SIZE to carry its complement of fighters would apply its DEF to those fighters while they are being carried. A smaller ship with the STR to carry the fighters would carry them on the outside of its own protection, and the fighters would be exposed to enemy fire or meteor strikes.

 

The smaller type may be an earlier version, though, or a cheaper version, so you could use both in the same campaign. They'd most likely be different classes of ship though, since it seems like a pretty drastic design change.

Link to comment
Share on other sites

Re: Vehicle SIZE question?

 

A smaller ship with the STR to carry the fighters would carry them on the outside of its own protection' date=' and the fighters would be exposed to enemy fire or meteor strikes.[/quote']

Thanks. That's the direction I will go for right now then. These C8-D's are really just for fast transit from Starbase/Starports to battle sites or as resupply for C1 and C2 vessels.

Link to comment
Share on other sites

Re: New Campaign could use some feedback

 

Class I Command Carrier:

SIZE: 25 STR: 135 DEX: 10 BODY: 40 DEF: 35 SPD: 3

Devorian System 8 Reactor; Class E Fusion Drive; Series V Light Drive; Delta Series Jump Drive; Primary Life Support; Secondary Life Support; Solar Shields; Food & Water Supply; Series A Sensor Array: Backup Series A Sensor Array; Standard Com System; Backup Standard Com System; Wormhole Com System; Backup Wormhole Com System; 16 Type 5-A Laser Systems; 8 M4 Thunderhawk Missile Systems; 4 Radio Jammer Systems; 4 Missile Deflection Systems; 4 Radio Jammer Countermeasure Systems; Thordian Ch’da Tractor System.

 

These are the command ships of the fleet. A Flag Admiral is always in command of these ships and they always have several other classes of ships in escort. There are currently 6 Command Carries in commission: one for each of the 5 sectors and 1 in reserve at Strategic Command at Earth. These ships generally carry 50 C7-A, 50 C7-B, and 25 C7-C fighters as well as 5 C13-A and 2 C13-B couriers. A typical escort compliment will include: 3 C3, 3 C4, 1 C10, and 2 C11. Command Carriers are named after Galaxies.

 

C1-100: Andromeda - currently stationed in Sector 1.

C1-101: Centaurus - currently stationed in Sector 2.

C1-102: Cygnus - currently stationed at Earth.

C1-103: Hydra - currently stationed in Sector 3.

C1-104: Pegasis - currently stationed in Sector 4.

C1-105: Phoenix - currently stationed in Sector 5.

C1-106: Garland - currently under construction at Jupiter Shipyard.

 

 

Class II Carrier:

SIZE: 24 STR: 130 DEX: 10 BODY: 35 DEF: 25 SPD: 3

Devorian System 8 Reactor; Class E Fusion Drive; Series V Light Drive; Gamma Series Jump Drive; Primary Life Support; Secondary Life Support; Solar Shields; Food & Water Supply; Series A Sensor Array: Backup Series A Sensor Array; Standard Com System; Backup Standard Com System; Wormhole Com System; Backup Wormhole Com System; 12 Type 5-A Laser Systems; 6 M4 Thunderhawk Missile Systems; 3 Radio Jammer Systems; 3 Missile Deflection Systems; 3 Radio Jammer Countermeasure Systems; Thordian Ch’da Tractor System.

 

These are similar to Command Carriers but on a smaller scale. Each Carrier is commanded by a Star Admiral and is responsible for a quadrant within a designated Sector: the Command Carrier is always responsible for Quadrant 1 and the three Carries are responsible for Quadrants 2 through 4. There are currently 17 Carriers in commission: three for each of the 5 sections and 2 in reserve at Strategic Command. These ships generally carry 40 C7-A, 40 C7-B, and 20 C7-C fighters as well as 2 C13-A and 2 C13-B couriers. A typical escort compliment will include: 2 C3, 2 C4, 1 C10, and 2 C11. Carriers are named after Nebula.

 

C2-200: Barbell - Currently assigned to Sector 1.

C2-201: Dragon - Currently assigned to Sector 2.

C2-202: Beehive - Currently assigned to Sector 4.

C2-203: Cetus - Currently assigned to Sector 1.

C2-205: Diablo - Currently assigned to Sector 5.

C2-206: Eagle - Currently assigned to Sector 3.

C2-207: Lagoon - Currently assigned to Sector 1.

C2-208: Horseshoe - Currently assigned to Sector 3.

C2-211: Manger - Currently assigned to Earth.

C2-212: Omega - Currently assigned to Sector 4.

C2-213: Orion - Currently assigned to Sector 5.

C2-214: Sagittarius - Currently assigned to Sector 2.

C2-216: Star Queen - Currently assigned to Sector 1.

C2-217: Swan - Currently assigned to Earth.

C2-218: Virgo - Currently assigned to Sector 4.

C2-219: Wild Duck - Currently assigned to Sector 5.

C2-220: Zenith - Currently assigned to Sector 2.

C2-221: Butterfly - Currently under constuction at Alpha Centauri.

C2-222: Trinid - Currently under constuction at Alpha Centauri.

 

 

Class III Battleship:

SIZE: 15 STR: 85 DEX: 11 BODY: 28 DEF: 25 [/b]SPD[/b]: 3

Devorian System 7 Reactor; Class D Fusion Drive; Series V Light Drive; Beta Series Jump Drive; Primary Life Support; Secondary Life Support; Solar Shields; Food & Water Supply; Series A Sensor Array: Backup Series A Sensor Array; Standard Com System; Backup Standard Com System; Wormhole Com System; Backup Wormhole Com System; 5 Type 5-A Laser Systems; 4 M4 Thunderhawk Missile Systems; 2 Radio Jammer Systems; 2 Missile Deflection Systems; 1 Radio Jammer Countermeasure Systems; Thordian Par’da Tractor System.

 

These are the heavily-armored and weaponed ships of the fleet. Their soul purpose is battle and conflict. These ships are commanded by a Commodore and are generally stationed at various Starbases and Starports to serve as protection and patrol ships. Battleships are named after star systems. Examples include:

 

C3-300: Sol - Currently assigned to Starbase 1.

C3-301: Rigel - Currently assigned to Starbase 11.

C3-302: Epsilon - Currently assigned to Starbase 5.

C3-303: Tau Ceti - Currently assigned to Starbase 18.

C3-304: Eridani - Currently assigned to Starport 21.

Link to comment
Share on other sites

Re: Final Chain Of Command

 

I do plan on having department heads. I didn't mean to imply that officers would only be in command roles. What I'm currently thinking about is 4 divisions: Command, Security, Engineering, and Sciences. Within that structure there will be several officers covering various duties.

 

The Command division will cover ship command, Navigation, Operations, and administration. This is the division which leads toward ship command trough advancement. The Security division will cover security, tactical/Weapons, judicial, penal, and marines. This is the division which leads toward more Starbase/Starport/Planetary positions. The Engineering division will cover engines, maintenance, supply, and deck. The Sciences division will cover medical and various scientific endeavors.

 

For example a C4 Destroyer might have the following breakdown as far as who is in charge of the vessel:

 

1 Star Captain who is overall in charge of the ship.

2 Command Captain who is second in charge of the ship.

3 Security Captain who is in charge of Security Division and third in charge of the ship.

4 Command Commander - Operations who is head of Operations sub-division of Command Division.

5 Security Commander -Tactical who is head of Tactical sub-division of Security Division.

6 Command Commander - Navigation who is head of Navigation sub-division of Command Division.

7 Security Commander - Marines who is head of Marines sub-division of Security Division.

8 Engineering Commander who is in charge of the Engineering Division of the ship.

9 Command Lt. Commander - Operations who is under the Operations Commander.

10 Security Lt. Commander - Tactical who is under the Tactical Commander.

Understand that you are just writing up and thinking things through. And while I would disagree with some of the calls you have made, it looks like a workable structure.

 

[supply, while not a "line" job, really should go under Command, rather than Engineering. Supply also takes care of the mess decks, as well as the bills (OPTAR) and such. Besides, Command already has Admin as part of their duties.]

 

I would mention that your Lt. Commanders would have specific duties, rather than be a general assistant. For example you will probably have one Command Lt.CMD as your Radar Officer. Another as your Comm Officer, a third as Commanding the division that operated and maintained, say some other sensory system you had. Of course, if your vessel has a very small radio division, either via really functional and simple to use com gear, or just not that much of it, you might want to grab an Ensign for this task.

Link to comment
Share on other sites

Re: New Campaign could use some feedback

 

Command Carriers are named after Galaxies.

 

Hmm... Isn't there a "Snickers" dwarf galaxy?

 

You have to realize that a command carrier really is, or has to be nothing more than, a glorified and highly capable comm shack. You need staterooms and a "war room" to do tactical and strategic planning at. But most of the ability to command is the ability to communicate with your sub-commands.

 

You don't even need guns or fighter craft. But where would be the fun in that?

Link to comment
Share on other sites

Re: New Campaign could use some feedback

 

You have to realize that a command carrier really is, or has to be nothing more than, a glorified and highly capable comm shack. You need staterooms and a "war room" to do tactical and strategic planning at. But most of the ability to command is the ability to communicate with your sub-commands.

 

You don't even need guns or fighter craft. But where would be the fun in that?

 

Well, if one has a heavily-protected ship in the combat zone anyway, why not give it with some teeth?

Link to comment
Share on other sites

Re: New Campaign could use some feedback

 

[supply' date= while not a "line" job, really should go under Command, rather than Engineering. Supply also takes care of the mess decks, as well as the bills (OPTAR) and such. Besides, Command already has Admin as part of their duties.]

My current thinking is not to include a fifth category of just Administration. So you would have Command, Administration, Security, Engineering, and Sciences. I really don't want Administration to be part of Command. I see Command as being very aggressive in its military ideas. Administration would then handle all of the tedious tasks on the ship that a Command officer wouldn't want to.

 

 

I would mention that your Lt. Commanders would have specific duties, rather than be a general assistant. For example you will probably have one Command Lt.CMD as your Radar Officer. Another as your Comm Officer, a third as Commanding the division that operated and maintained, say some other sensory system you had. Of course, if your vessel has a very small radio division, either via really functional and simple to use com gear, or just not that much of it, you might want to grab an Ensign for this task.

I'm assuming something alone a 4 shift day with a Captain, Commander, and two Lt Commanders during the 4 shifts. So you would have a Security Captain in charge of all and responsible for 1st shift, then the Security Commander in charge of 2nd shift, then Security Lt. Commanders in charge of the 3rd and 4th shifts. And of course you would have Lieutenants and Ensigns under them handling other sub-duties.

Link to comment
Share on other sites

Re: New Campaign could use some feedback

 

Hmm... Isn't there a "Snickers" dwarf galaxy?

There are a few other galaxies but those are all the Command Carriers I currently wanted. As there are only 5 Sectors and currently 6 Command Carriers I would want PCs to try and thing why a 7th Command Carrier was currently being built. Is there an expansion coming? A decommission? Guess work for the players. :)

 

 

You have to realize that a command carrier really is, or has to be nothing more than, a glorified and highly capable comm shack. You need staterooms and a "war room" to do tactical and strategic planning at. But most of the ability to command is the ability to communicate with your sub-commands.

 

You don't even need guns or fighter craft. But where would be the fun in that?

To me a Command Carrier is akin to the Battlestar Galactica or a Star Destroyer. It is a fighting ship designed to be the ultimate expression of power for the GC within the Sector. I prefer that idea. Otherwise thanks to Wormhole Com Systems people would never really need to leave Earth to command fleets. :)

Link to comment
Share on other sites

Re: New Campaign could use some feedback

 

I don’t know if you’ve already fleshed out your “Antagonist Empires†yet, but here is a suggestion, for what its worth.

 

The Puppeteers (with apologies to Larry Niven)

The members of the ruling race/class of this empire embody selfishness and fearfulness. When encountering other species, they either subjugate them or bomb them into oblivion. After subjugating them, if the Puppeteers find that the species in question has nothing useful to offer, they bomb them into oblivion anyway just to make sure the species can’t become a threat at a later time.

 

After subjugation, a species is confined to a limited area of space within the Puppeteer Empire, and used as slave labor or some other purpose benefiting the Puppeteers. This confinement could be as simple as a sensor net relaying a breach of the confined space area or a sophisticated planetary energy field which only the Puppeteers can breach.

 

Puppeteer technology is highly automated due to their a) selfish laziness and B) lack of trust in others (if you don’t trust other species, why let them on your ship, let alone give one of them a gun!). Automated systems, robot laborers and sophisticated computers are all common elements in their civilization. A single Puppeteer might command an entire carrier-sized spacecraft, and perhaps a dozen or so might control an entire battle fleet. Unmanned drone ships make up the bulk of their fleets. Its theorized that all of their ships are unmanned and the Puppeteers actually control their fleets from nearby cloaked ships.

 

Their ship design philosophy puts a premium of defensive capabilities (to keep themselves safe) and offensive capability (also to keep themselves safe and to make others do what they want). The ships they actually do man have luxurious interiors for the parts of the ship they inhabit.

 

They view all other species with extreme contempt. Any armed spaceship not controlled by another Puppeteer is viewed as a threat to be destroyed on site, if possible.

 

On a more personal level, the Puppeteer’s disdain personal contact with other living beings and don’t even really trust each other. They communicate with each other remotely and will only actually meet face to face for purposes of breeding. They hide even their appearance from other species and only they know what they really look like.

 

Story Seeds

These start with the assumption that the Puppeteer Empire is unknown at the start of the campaign.

 

Breaking and Entering

While on an exploration mission on the edges of Dragon Space, the PC’s encounter a system encapsulated by a highly sophisticated sensor network. Their ship’s sensors indicate that one or more of the planets have some advanced tech, but there is no response to hails. Breaking the sensor net and approaching one of the planets, the PC’s are greeted with desperate terror from the planet’s inhabitants, who say “Fools! You have brought THEM down upon us!†as a large, menacing, and previously unseen ship enters the system.

 

Deal With The Devil

The Atrophi, and alien species, has access to a medical technology the Galactic Council desperately needs (cure for space plague, aging, the common cold, what have you). They are only willing to share it in exchange for membership on the Galactic Council and a large quantity of diaveek, a rare mineral only known to be found on a planet within the Puppeteer Empire. Can the PC’s find a way to get the mineral from under the noses of the Puppeteer? Or perhaps they can find a way to negotiate some sort of trade with them…

 

Inevitability

The Puppeteer’s reliance on their technology has gotten them into trouble. A rogue A.I. virus is spreading through their civilization. At first the A.I. made it look like a faction of puppeteers was instigating a civil war, but in reality it was beginning to take over. Now the surviving Puppeteers have found out what’s going on and cannot stop it without (shudder) help others. Their subjugated species have nothing which can help (and might have actually engineered the A.I. virus). And if the A.I. succeeds in conquering the Puppeteers, who is to say it will stop with them…

Link to comment
Share on other sites

Re: New Campaign could use some feedback

 

Thanks for the alien idea Longshot. I might incorporate it. I haven't really decided on the adversaries yet. I'm currently just finishing what I have about ships and how I want the Strategic Command to work, then I'm going to decide on how I want the adversaries and neutrals to interact. But I'll certainly keep the puppeteers in mind.

Link to comment
Share on other sites

Re: New Campaign could use some feedback

 

My current thinking is not to include a fifth category of just Administration. So you would have Command' date=' Administration, Security, Engineering, and Sciences. I really don't want Administration to be part of Command. I see Command as being very aggressive in its military ideas. Administration would then handle all of the tedious tasks on the ship that a Command officer wouldn't want to.[/quote']

Agressiveness ain't got nothing to do with it, but you are right. The skill set between Supply/Admin types and Command officers is pretty big. And they really don't fit elsewhere. So I would recommend splitting them out into their own department, subject to and underneath the XO.

I'm assuming something alone a 4 shift day with a Captain, Commander, and two Lt Commanders during the 4 shifts. So you would have a Security Captain in charge of all and responsible for 1st shift, then the Security Commander in charge of 2nd shift, then Security Lt. Commanders in charge of the 3rd and 4th shifts. And of course you would have Lieutenants and Ensigns under them handling other sub-duties.

I have avoided the subject of watchstanding till now. Let me go over how it is done in the real world, and you can use or not as you see fit.

 

First off, watchstanding forward is different from watchstanding back aft, in the engineering spaces. But lets say you have enough for a 4 watch rotation. (3 actually turns out being better. Officers generally run on a normal daylight scedule, with training and drills in the afternoon or morning watch. If you have 4-6 hour watches, one watch gets all the drills, and the other 3 don't get any training at all.)

There are several different circumstances and some watches will not be manned. If you have say, a jump system, a propulsion system where you are isolated from the rest of the universe, then having your sensor watchcrews on duty does not make much sense. Transiting from one point to another is a different set of circumstances than moored in port, or in combat.

 

At sea, you have an Officer of the Deck. He is in command during his shift. However, any major decisions, anything not covered in the Captain's Night Orders (A set of instructions the Captain leaves for the OOD when the Captain hits the bunk) he has to take it to the Captain. There are also a set of standard reports that are to be delivered to the Captain at 6 or 8 o'clock in the morning. ("The Officer of the Deck sends his regards and reports ship is in transit from to at a speed of ." etc.)

 

The Officer of the Deck is said to "have the Deck". Quite often and especially on larger vessels, there will be an officer who commands the guys actually steering the ship. This Officer of the Conn is said to "have the Conn" but he is subordinate to the OOD above.

 

During combat, the Captain obviously takes "the Deck and the Conn", however he can leave the conning of the ship up another officer. The Conn Officer quite often is a trainee, and is there to handle details of manuvering the ship. (Captain says he wants to steer a course 180 mark 45. Conn officer will tell the helmsman "Right 20 degrees rudder, planes down 10" until they are steering the desired course (or just about to) and then zero the rudder and planes.)

 

In combat, all sensors and weapon systems will be manned, obviously. When NOT in combat, usually most spaces will have just a single enlisted watchstander. His job is to make sure that if anything breaks, or catches fire, or anything goes wrong, he is there to 1) alert the rest of the ship, and 2) deal with the problem. In port, you may have just a roving watch to keep an eye or things in a given geographic area of the ship. Larger ships will have more than one roving watch, and the engineering spaces will probably have their own rover regardless. (Skill differences again between Engineering and, well, just about anyone else.)

 

In the Engineering spaces, you will have an Engineering Officer of the Watch or EOW. Under him and aiding in commanding the engineering crew is the Engineering Watch Supervisor or EWS. This will be a senior enlisted, cheif at the very least. And again, at a minimum, each space gets its own watchstander, although he is usually busier than his forward counterparts.

 

In Port, you don't have a Officer of the Deck or Conn. (You're in port, so where are you gonna steer to?) Now it depends on the technology of the ship, as well as its size. If the technology is such that you can shut the engines (power plant) down and walk away, and there is no need for shore power, then you can just lock the ship up, station a top side or Quarterdeck watch (usually junior enlisted). Otherwise you will need more watchstanders.

 

You will have a Command Duty Officer who is essentially the Captain of the boat, while the Captain is out on the town, bedding green slave girls, getting involved in intrigues, whatever. When the Captain is incapable of being captain while in port, you get a Command Duty Officer. (Note: when the Captain is available, he is the CDO.)

 

You will have an Officer of the Day and he takes nominal command of the day to day operations of the ship while in port. As you are in port, and as the CDO is available at any time, morning, noon or night, this can be even a very junior officer. (However, again it depends on complexity of the craft. You will probably want your ensigns to serve training watches under a more experienced officer in any event.)

 

You will have an Engineering Officer of the Day or EOD as well on vessels that you can't just turn off, or who are connected to shore power. He may not have the equivalent of an EWS while in port.

 

Like I said before, in combat, all watchstations, and gear will be manned. The Captain takes charge on the bridge, takes the "Deck and the Conn" although he may leave the Navigator as the Conn Officer. XO will go to the scene of a casualty. (If there is a fire in missile compartment 4, that is where the XO heads with the damage control team.) any enlisted personel who are not manning a watch during combat will muster on the mess decks and become part of the Damage Control Party Each member of the DC party will have a specific assignment, like Petty Officer Smith dons the Emergency Vacsuit, while Spacer Jones carries the Materials Bag (a bag of stuff used to fix say, broken pipes, hull breaches, etc.) and Petty Officer Doe mans the sound powered phones.

 

(Yes, I know sound powered phones are a very low tech item. But they work very well for communicating inside the ship. They don't require power, have very few moving parts, and you can use the bits you talk into to listen to what is coming back with no modifications. Very reliable system, just not has hi tech or cool as some other.)

 

Anyway this is very rough, but should give you an idea how the watches are organized in the real world. Again, use as you like.

Link to comment
Share on other sites

Re: New Campaign could use some feedback

 

Thanks for the information Bucky. I will certainly take not of it as I begin to design more.

 

I decided on 4 duty shifts because I thought that would give each shift 6 hours of duty, then 3 hours of training, then 3 hours of sub-duties, and then 12 hours of off time for sleep and personal activity. Of course those shifts will only apply to larger ships because I don't expect the smaller ships, like Cruisers, to carry enough crew to operate 4 shifts. Right now I'm only envisioning a 30-40 man crew for a Cruiser, for example. So for now I'm thinking Command Carriers, Carriers, Battleships, and Hospital Ships will have a 4 duty shift and most other vessels will have a 3 duty shift.

 

The more I thought about a separate division for Administration the more I like the idea. I wasn't sure when I first came up with it but now I am plotting some animosity between Command and Administration at the higher levels. Command gets all the top positions [i'm thinking there is no Administration Admiral higher than Star Admiral] while Administration feels they are doing all the dirty work without the benefits. Also because Administration handles all the money they see where all the black ops stuff is being done, so they hold a secret power. Power struggles can be interesting. :)

Link to comment
Share on other sites

Re: New Campaign could use some feedback

 

Here is a brief synapses of what my history for the campaign will be:

 

The year is 2494 and the human race has grown past the boundaries of Earth and is now seeding the stars of the galaxy. Humanity was not surprised to learning they were not alone in the galaxy; humans learned that back in 2061 when Halley's Comet returned with a Viral Bomb hidden within it. When the comet exploded the released virus infected and killed over 7 billion people. Over the course of the next 2 years a billion more died, and many thousands who did not die were mutated by the virus. Societies collapsed as humans became paranoid and aggressive while they waited for an invasion which never came. Eventually the entire planet fell into anarchy.

 

It would take nearly 50 years but one man, German-born Karl Schillinger, had the courage and strength of character to pull humanity back from the brink of utter annihilation. Karl Schillinger was a man of keen inspiration who was able to appeal to the desire long-hidden in humanity's soul to return to something better. Karl Schillinger showed humanity that it could be something better than what it had become. Within 5 years Karl Schillinger had united all of Europe; within 10 the entire world had put aside its weapons and hatred and began working together in ways that it never had even before the Viral Bomb.

 

In 2121 Karl Schillinger established the United Earth Government (UEG) over the protest of nearly 4 billions survivors who wanted him to rule over them as a benevolent Emperor. Karl Schillinger only laughed at this nothing and even declined the first Presidency by saying that his responsibility was to be among the people. For the remainder of his life Karl Schillinger travels around the globe as a good-will ambassador working to strengthen ties between the various ethnic groups so that by the time of his death in 2176 the entire Earth consisted of one people with one goal: the betterment of all humanity.

 

By 2150 the UEG had established a space program and was reaching for the stars, not initially as explorers but as defenders. No one had forgotten the implications of the Viral Bomb of 2061 and so Strategic Command was created to defend the Earth from attack from its unknown aggressor. The starbase Starwatch 1 was completed and dedicated on June 16, 2161, the 100th anniversary of the Viral Bomb attack. Though decommissioned now Starwatch 1 still sits in orbit as a symbol of what can be achieve when everyone puts aside their differences and works together.

 

In 2171 the Light Drive was perfected and humanity could now reach for the stars. The UEG Pathfinder left for Alpha Centauri in 2179. What they discovered was a race called the Hendorr living on the 5th planet which they called Brymin. The Hendorr were about 250 years less advanced than humanity and had not even deployed their first satellite yet, but they were close. More surprising to the humans aboard Pathfinder was that Brymin was surrounded by a series of satellites unknown to the Hendorr which acted as shields absorbing and deflecting radio waves, essentially cloaking the Hendorr from receiving off-planet signals or broadcasting their own. The purpose or origin of the satellites is still unknown to this day.

 

Over the next century, as Light Drive technology improved, humanity encountered more alien cultures, some benevolent and some violent. Trade and treaties were established with the benevolent species, conflicts and accords were signed with violent species. By the start of the 24th Century humanity had encountered over 80 species, none of which appeared to have been responsible for the Viral Bomb.

 

In 2312 the Ver'rip'dar, fearing the growing expansion of the UEG, attacked a UEG Starport near Brellian space, destroying the station and 4 Brellian ships that were trading there. The UEG response was swift and immediate and an assembled host of Human, Hendorr, Brellian, and Thordians united to push back the Ver'rip'dar advances. The war lasted 5 months, ending with the signing of the Non-Aggression Treaty of 2313 between the 5 races. The Ver'rip'dar never forgave the war but saw itself as becoming powerless with the forming of this new Galactic Alliance.

 

Over the next 180 years the Galactic Alliance has been renamed the Galactic Council and now consists of 53 species [29 full member species, 18 probationary member species, and 6 observer member species]. The Galactic Council seeks to promote fair trade and peace throughout its member species and to also work together for the mutual protection of all sentient beings in the galaxy.

Link to comment
Share on other sites

Re: New Campaign could use some feedback

 

Here is a few things I have thought of that I need to incorporate yet:

 

Martians - The Earth vessel Red Sunset left earth with 500 colonist in 2058. They were off-planet when the Viral Bomb exploded and were basically out of contact with Earth for 40 years. Martians are the only "pure" humans left because they were never exposed to the virus. It is considered quite an accomplishment if a human can marry a "Martian" spouse and add more purity to his family line.

 

Cloning - Due to the virus in their system humans can't be cloned, not that cloning is that big of an issue but many species use organ and limb cloned material to heal various sicknesses or injuries. Only Martians can be cloned. Because of this cybernetics are very popular with humans and it's not uncommon for them to have mechanical limbs, organs, or other parts.

 

Karl Schillinger - Know to only a select few, Karl was actually a mutant born with powerful psionic abilities. Karl never told anyone this because at one time mutants where hunted down and killed by the roving bands of vigilantes during the lost decades. Karl uses his psionics to influence people's minds and opinions in order for them to join together in the UEG. Karl refused the Presidency because he needed to be out among the people strengthening his mental implants he had put within their minds. Strategic Command currently uses the hidden society of psionics Karl established for intelligence operations.

 

Cloak Satellites - Almost all of the non-spaceflight species humans have encountered have had cloak satellites which block radio waves surrounding their planets. When a civilization achieves space capacity the satellites self-destruct leaving no traces of their existence. Strategic Command believes the progenitors of the satellite system are also responsible for the Viral Bomb which devastated Earth. All attempts made to capture one of these satellites have proven near impossible as the satellites self-destruct after only a few hours of study.

Link to comment
Share on other sites

Re: New Campaign could use some feedback

 

Did the other spacefaring races have some version of the Viral Bomb as well?

No. Up to this point Earth was the only planet targeted. Strategic Command has Cruisers and Science Vessels do detailed scans of all planets they encounter looking for any signs of the virus. Eventually a Cruiser will discover a planet that has been wiped out by the same virus. I figured that would make a good plot seed for a PC group.

Link to comment
Share on other sites

Human Classes

 

Due to the Viral Bomb infection humanity has undergone some changes over the last 400+ years. There are currently 5 distinct sub-sets of humanity:

 

Class I Humans: There are humans who appear to have no physical mutations and only suffered biological fallout from the Viral Bomb. Class I humans make up 99% of the human population.

 

Class II Humans: These are "Martians," the only surviving pure humans. There is no evidence that breeding with a Martian will increase bloodline purity, though it is widely done for those purposes. Martians make up 0.1% of the human population.

 

Class III Humans: These are augments, meaning they have some physical abilities which are augmented beyond normal humans. The most common augmentations are strength and intellect. They appear to be human in all regards. Class III humans make up 0.3% of the human population.

 

Class IV Humans: These are psionics, meaning they have one or more psionic abilities. Telepathy/empathy seems to be the most common ability within this Class. Class IV humans make up 0.2% of the human population.

 

Class V Humans: These are humans who have obvious physical differences. These differences can be anything from chitinous skin to gills, to major physical deformities such as two heads. Class V humans make up 0.4% of the human population.

Link to comment
Share on other sites

Re: New Campaign could use some feedback

 

A question about the lasers; is there a design feature about them which causes them to use Charges as opposed to just running off of the ship's power?

 

Also, along the missle defense ideas posted, while I like the idea of a missle vehicle, it does start to get ugly on paper and adds to complexity. It is kinda nice from a perspective that you could make it modules to adjust the payload (if there were a wide variety of payloads), but could be overly complex. Missle Deflection vs the missle powers would be great; since they are generally very hard to hit (using rough values from the velocity based dcv design), maybe you could have the point defense lasers (built off of missle deflection) also have an Activation Roll to reflect the inherant inaccuracy against fast targets.

Link to comment
Share on other sites

Re: New Campaign could use some feedback

 

A question about the lasers; is there a design feature about them which causes them to use Charges as opposed to just running off of the ship's power?

I envisioned the charges as being a ship's weapon battery. That's why the ships have a physical limitation that it costs End on the main power system when the batteries are charged. I just preferred the idea of the ship's weapons each having an independent power source similar to a laser rifle or any other weapon. I also don't like the idea that one hit to the power source can shutdown all weapon's systems. This way each weapon charges and can continue firing no matter what happens to any other part of the ship.

 

Also, along the missle defense ideas posted, while I like the idea of a missle vehicle, it does start to get ugly on paper and adds to complexity. It is kinda nice from a perspective that you could make it modules to adjust the payload (if there were a wide variety of payloads), but could be overly complex.

Yes, I decided not to use vehicles for missiles due to the added complexity. As a player I would want things to operate in a similar function on the ship as they would on the character sheet. I'm trying to keep this as simple as I can. :)

 

Missle Deflection vs the missle powers would be great; since they are generally very hard to hit (using rough values from the velocity based dcv design), maybe you could have the point defense lasers (built off of missle deflection) also have an Activation Roll to reflect the inherant inaccuracy against fast targets.

Yes, I'm definitely going to use missile deflection. I figured with the incoming missile's DCV value I would not need an activation roll because it will be difficult enough to hit the missiles just on the normal CV versus CV basis. I don't plan on making the roll high enough so that they always succeed. :)

Link to comment
Share on other sites

Re: New Campaign could use some feedback

 

Here's a quick look at the alien races that will be in the game. I'm still using my charts to assign them actual star systems. So far I only have the primary races plotted. I also still need to name the 26 neutral races. Then I can start on the culture/personality of them all.

 

Galactic Council - Full Members:

Aro, Aroman (54 Piscium) 36.2 LY

Asbathim, Asbath (Chi Draconis) 26.2 LY

Bonaraa, Bonar (Beta Virginis) 35.5 LY

* Brellian, Brelli (82 Eridani) 19.7 LY

Chokdor, Kdor (11 Leonis Minoris) 36.4 LY

da'Chertka, Cherta (85 Pegasi) 40.4 LY

Devorian, Derma (Gamma Cephei) 44.9 LY

Emutu, Emu (Alpha Canis Minoris) 11.4 LY

Gnnege, Gnne (15 Sagittae) 57.6 LY

* Hendorr, Brymin (Alpha Centauri) 4.3 LY

* Human, Earth (Sol)

Krilnix, Ril (Ursae Majoris) 45.9 LY

Lindron, Lindronus (HR483) 41.2 LY

Mjantuin, Mjantu (Rho Canri) 40.8 LY

Mu'Jar, Mu (Mu Arae) 49.8 LY

Norl, Norlovis (Theta Persei) 36.6 LY

Ovari, Ov (37 Geminorum) 56.3 LY

Portella, Portel (HR6094) 41.9 LY

Pun'Dweno, Pun - Eno moon (Alpha Mensae) 33.1 LY

Pun'Gygar, Pun - Gar moon (Alpha Mensae) 33.1 LY

Qwen'qa, Qa (Upsilon Andromedae) 43.9 LY

Rofara'Wi, Rofa (Pi Orionis) 26.1 LY

Sartee. Sart (Zeta Doradus) 38.0 LY

* Thordian, Thorda (Tau Ceti) 11.9 LY

Tyrmen, Tyrm (Gamma Leporis) 29.2 LY

Ustasu, Ustasi (Theta Ursae Majoris) 43.9 LY

Wy'Lan'wa, Wer'wa (Epsilon Eridani) 10.5 LY

Xerneq, Rneq (Iota Piscium) 44.9 LY

Zylen, Zylen (Gamma Serpentis) 36.2 LY

 

* indicates Galactic Council founding species

 

Galactic Council - Probationary Members:

Athrimorgan

Coldarin

Eurd

Frojh

Hollik

Hqwntm

iEde

Jln'narjar

Lzdar

Opunt

Parmon'nar

Pelopelapori

Rtyt

Syrnan

Vooornt

Xrn

Yelvantari

Zmer

 

Galactic Council - Observer Members:

Adims, Adims (23 Librae) 83.7 LY

Galroop, Galro (16 Cygni) 70.5 LY

Porchix, Porch (Gamma Provinis) 30.1

Shurbyrn, Rbym (Tau1 Gruis) 109 LY

Vyrch, Vycha (Pi Mensae) 59.4 LY

Womdyn, W'mondy (79 Ceti) 117 LY

 

Other Species - Neutral:

26 to be named and positioned yet...

 

Other Species - Aggressive:

Ce'meslo

Elgan'vernim Oun'ew (republic)

Helnim'da

Korlyn Shrnka (empire)

Menim

Pasmorin

Perxenu

Ryseen Cheenma (empire)

Rolmon

Sane Sones (society)

Twekemis Jema (empire)

Ver'rip'dar, Verra (Keid) 16.5 LY

Vmurti

Link to comment
Share on other sites

Re: New Campaign could use some feedback

 

The more I thought about a separate division for Administration the more I like the idea. I wasn't sure when I first came up with it but now I am plotting some animosity between Command and Administration at the higher levels. Command gets all the top positions [i'm thinking there is no Administration Admiral higher than Star Admiral] while Administration feels they are doing all the dirty work without the benefits. Also because Administration handles all the money they see where all the black ops stuff is being done' date=' so they hold a secret power. Power struggles can be interesting. :)[/quote'] Grin. Now you are thinking.

I would agree, that Admin, or Logistics Command would probably not have the highest ranking officer. And as a non-line officer, you are right. Command does the dirty work, (Actually, its Engineers that do all the dirty work, but then I might be biased. :angel: )

 

But remember, a military exists to perform a function, a job. And everyone is integral to that mission. The war fighters and engineers are important, but they don't go nowhere without the Admin/Supply folks. And the whole reason for having an Admin Command in the first place is the warfighters and engineers.

 

There usually will be some friendly rivalry between the different divisions. (Except everyone hates the Navigators, as they have the easiest job aboard) so it should not get too out of hand at the lower levels. And if it gets out of hand at the upper levels, well, the fate of the political structure is connected.

Link to comment
Share on other sites

Re: New Campaign could use some feedback

 

Forgot to post the "Other Systems" so here they are:

 

Power Plants

22 1) Emergency Power System: Endurance Reserve (200 END, 25 REC); OIF Bulky (-1)

28 2) Sol System 1 Reactor: Endurance Reserve (75 END, 50 REC); OIF Bulky (-1)

34 3) Sol System 2 Reactor: Endurance Reserve (90 END, 60 REC); OIF Bulky (-1)

46 4) Sol System 3 Reactor: Endurance Reserve (120 END, 80 REC); OIF Bulky (-1)

57 5) Devorian System 4 Reactor: Endurance Reserve (150 END, 100 REC); OIF Bulky (-1)

69 6) Devorian System 5 Reactor: Endurance Reserve (180 END, 120 REC); OIF Bulky (-1)

80 7) Devorian System 6 Reactor: Endurance Reserve (210 END, 140 REC); OIF Bulky (-1)

92 8) Devorian System 7 Reactor: Endurance Reserve (240 END, 160 REC); OIF Bulky (-1)

103 9) Devorian System 8 Reactor: Endurance Reserve (270 END, 180 REC); OIF Bulky (-1)

 

Life Systems

11 1) Primary Life Support: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing); Costs Endurance (-1/2)

8 2) Secondary Life Support: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Month (+0); OIF Bulky (-1)

1 3) Solar Shields: Life Support (Safe in Intense Heat); Increased Endurance Cost (x5 END; -2), Costs Endurance (-1/2)

1 4) Food & Water Supplies: Life Support (Eating: Character does not eat), 1 Continuing Fuel Charge lasting 6 Months (+0); OIF Bulky (-1)

 

Sensor Systems

66 Series A Sensor Array (Class I-VI & IX): Multipower, 166-point reserve; all slots OIF Bulky (-1), Costs Endurance (-1/2)

6u 1) Long-Range Sensors: Radar (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Tracking, MegaScale (1" = 1 lightyear; +3 1/2), Can Be Scaled Down 1" = 1km (+1/4); OIF Bulky (-1), Costs Endurance (-1/2)

7u 2) Planetary Sensors: Detect Objects 11- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting, Tracking, Transmit, Variable Special Effects (Any SFX; +1/2), MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4); OIF Bulky (-1), Costs Endurance (-1/2)

2u 3) Tactical Sensors: Radar (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Telescopic (+30 versus Range Modifier), Tracking; OIF Bulky (-1), Costs Endurance (-1/2)

 

57 Series B Sensor Array (Class VIII & X-XIII): Multipower, 142-point reserve; all slots OIF Bulky (-1), Costs Endurance (-1/2)

6u 1) Long-Range Sensors: Radar (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Tracking, MegaScale (1" = 1 lightyear; +3 1/2), Can Be Scaled Down 1" = 1km (+1/4); OIF Bulky (-1), Costs Endurance (-1/2)

2u 2) Tactical Sensors: Radar (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Telescopic (+30 versus Range Modifier), Tracking; OIF Bulky (-1), Costs Endurance (-1/2)

 

22 Series C Sensor Array (Class VII): Radar (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Telescopic (+40 versus Range Modifier), Tracking; OIF Bulky (-1), Costs Endurance (-1/2)

 

Communications Systems

5 1) Standard Com System: Radio Perception/Transmission (Radio Group), Concealed (-5 with Radio Perception/Transmission PER Rolls); OIF Bulky (-1), Costs Endurance (-1/2), Sense Affected As More Than One Sense Hearing and Radio Sense Group (-1/4)

4 2) Wormhole Com System: Mind Link , Strategic Command, Any distance, No LOS Needed; Increased Endurance Cost (x5 END; -2), Only With Others Who Have Mind Link (-1), Costs Endurance (-1/2), Sense Affected As More Than One Sense Hearing, Radio, & Wormhole Group (-1/2), Requires A Radio Operations Skill Roll (-1/2), Does Not Provide Mental Awareness (-1/4)

 

Other Systems

28 1) Radio Jammer: Change Environment 1" radius, -6 to Radio Group PER Rolls, Long-Lasting 1 Hour, MegaScale (1" = 1 km; +1/4), Increased Maximum Range (41,875"; +3/4), Usable As Attack (+1); OIF Bulky (-1), Extra Time (Extra Segment per 10,000", -1/2), Limited Arc Of Fire (180 degrees; -1/4), Real Weapon (-1/4), 12 Charges (-1/4)

12 2) Missile Defense System: Missile Deflection (Missiles), 15 Charges (+0), Full Range (+1); OIF Bulky (-1), Crew-Served (2 people; -1/4), Real Weapon (-1/4)

16 3) Toe-Line: Stretching 10", Reduced Endurance (1/2 END; +1/4); OAF Toe-Line Bulky (-1 1/2), Cannot Do Damage (-1/2), Always Direct (-1/4), Toe-Cable Only (-1/4), no Noncombat Stretching (-1/4)

27 4) Radio Jammer Countermeasures: Dispel Radio Jammer 25d6; OIF Bulky (-1), 6 Boostable Charges (-1/2), Real Weapon (-1/4)

15 5) Artificial Gravity: Telekinesis (20 STR), Selective (+1/2); OIF Bulky (-1), Only To Pull Objects Straight Down To The Floor (-1)

 

Tractors Systems

20 1) Thordian Un'da Tractor: Telekinesis (50 STR); OIF Bulky (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Increased Endurance Cost (x2 END; -1/2), Affects Whole Object (-1/4), Real Weapon (-1/4)

30 2) Thordian Par'da Tractor: Telekinesis (75 STR); OIF Bulky (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Increased Endurance Cost (x2 END; -1/2), Affects Whole Object (-1/4), Real Weapon (-1/4)

40 3) Thordian Ch'da Tractor : Telekinesis (100 STR); OIF Bulky (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Increased Endurance Cost (x2 END; -1/2), Affects Whole Object (-1/4), Real Weapon (-1/4)

 

Stealth Systems

9 1) Chameleon Cloak: Invisibility to Sight Group and Detect; Increased Endurance Cost (x3 END; -1), IIF Bulky (-3/4), Visual Sensors Only, not "Real" Sight (-1/2) plus add Radar; Increased Endurance Cost (x3 END; -1), IIF Bulky (-3/4)

6 2) Doppleganger Cloak: Shape Shift (Radio Group, 10 Predefined Broadcast Signatures), Instant Change; Increased Endurance Cost (x4 END; -1 1/2), IIF Bulky (-3/4)

13 3) Stealth Coating: +4 with DCV; Versus Mechanical Sensors Only (-1/2)

 

Internal Monitors

24 1) Internal Monitors (Class I): Clairsentience (Sight And Hearing Groups), x2 Range (550"), 16 Perception Points, Mobile Perception Point (can move up to 6" per Phase), Perception Point Cannot Move Through Solid Objects (+0); OAF Bulky (-1 1/2)

20 2) Internal Monitors (Class II-III, X): Clairsentience (Sight And Hearing Groups), 8 Perception Points, Mobile Perception Point (can move up to 6" per Phase), Perception Point Cannot Move Through Solid Objects (+0); OAF Bulky (-1 1/2)

18 3) Internal Monitors (Class IV-VI, VIII, IX, XI-XIII): Clairsentience (Sight And Hearing Groups), 4 Perception Points, Mobile Perception Point (can move up to 6" per Phase), Perception Point Cannot Move Through Solid Objects (+0); OAF Bulky (-1 1/2)

Link to comment
Share on other sites

Re: New Campaign could use some feedback

 

I'm thinking out load here, so keep that in mind.

 

The cost of, for instance, Life Support for a fighter is the same as Life Support for a ship of the wall.

 

I find that...strange.

 

I don't have TUV so not quite sure how this is handled, but does Life Support require any kind of UBO etc? In my mind I just expected to see some kind of size/radius inclusion in the LS (which would make it more expensive for larger ships).

 

Like I said, just thinking out loud.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...