Jump to content

Nightlord256

HERO Member
  • Posts

    57
  • Joined

  • Last visited

Nightlord256's Achievements

  1. Re: United Federation (custom world) Shadowcat the note on 134 stations was left over from a previous iteration of the history, I meant to pull it out. thanks for finding it there is artificial gravity, it was recently discovered and allows for .8G without rotation. this lead to around a mix of 1/3 to 2/3 of star ships with gravity and those that still spin for gravity. As for reactors I've decided to use deuterium. ships usually resupply from a tanker ship or at a station, since they are incapable of entering the atmosphere. I'm using some handwavium (powerfully stuff) to say that it need minor refining and purification in order to be used, but the raw stuff can be used (just less efficiently) Ian the colonists were originally lead there with the promise of "you work hard and save your money and transform your world for your children" they were promised that by the time the next generation came around their children would be living in the lap of luxury. this is why so many people initially went to the colony world, a better future for their kids. however what ends up happening is the federation world keeps upping the taxes and the bills and fine so that they can never pay it off. first they said "oh sorry it will take TWO generations to pay off the debt and then your family is set forever" now it to the point of them say "no really three or four generations five tops and then your set, we promise" this is why there are so many hard feelings among the colonies, and also the reason for the rebellion. the questions you guys are asking are really helping me flesh out my world and make it more real. thank you for your help!! when the game starts up next Saturday, ill start another thread and post stories of each session so you guys can see how it turns out.
  2. Re: United Federation (custom world) Cool thanks for the info about reactor fuel Sinanju. I think ill will have ship carry enough fuel for 3-4 months of standard operation, slow accels and gently turning. the fuel gets burned faster for combat, im think about a weeks worth or so for every engagement. maybe more maybe less. and that makes me wonder why dont we use fusion on earth? oh right.... (remebers that he is on a UTES level 7 planet) Manic Typist There are highly advanced computers that follow thousands of logic parameters, in their element they can ACT like an AI. however they are limited by their design and have little to no personality. however a full bore AI would make a great plot sometime... Robots are much the same. the can contain highly advanced programing that lets them act sentient, but they are not. so nothing as complex as Data from star trek. at best someone could make C3-P0, but with less personality.
  3. Re: United Federation (custom world) See it these kind of questions I wish i had thought to ask myself. after looking at my time line and reading it aloud to myself, I realize that i need to space things out more. I guess I didn't give much thought to how long these things would actually take. as for the gear head questions: I was planing on the lasers using the visible light band, unless there is a good reason for any of the other spectra As for fusion reactor fuel... I have no idea. what does a fusion reactor need to run? I was planning on giving the FTL drive a recharge time of 1 minute, this allows running from combat to be a viable option. but still allows for those tense moments waiting for the drive to charge. thanks for your help guys! (repped)
  4. Re: United Federation (custom world) Alright, that is what i have got so far. I'll put some more up later. let me know what you guys think. what makes sense, what doesn't, and what is just plain stupid Thanks in advance for your help
  5. Re: United Federation (custom world) Weapon Technology: Chemical Based Projectiles: Mainly used by ground forces, however still utilized by some out of date starships. Liquid propellant is stored in the casing of every round, allowing them to be fired in a vacuum. Typically used in personal weapons, point defense systems, and as a main weapon on attack craft. Cheaply massed produced. Buy as normal guns Chemical Rockets/Missiles: secondary Weapon of starships used en masse to overcome defensive systems. Primarily used as long range and late battle weapons. Two starships of same relative weight class have a small chance of getting a missile through their counterparts point defense system until battle damage starts accruing. Also used as anti-fighter weapons. Effective range 1,000km. Requires sensor lock to fire. Missiles bays are usually located along either the ventral or dorsal spine of the ship. Buy as vehicles, use AIM-7 sparrow from UV, use flight from Space Nuke. Attack Craft can carry up to double their size score. Support Ships can carry up to four times their size score, and capital ships can carry up to ten times their size score. All ships can only launch half their size score per action, except specialized ships which can fire their size score per action. Gauss Guns: Primary weapons of starships, on smaller ships requires a charge up time. A ferrous round is fed into an electromagnetic coil. When sufficient charge has been collected in the capacitors along the coil they are discharged in sequence rapidly acceleration the projectile down the coil. The round leaves the coil with a velocity of roughly 30km/sec. this gives any effective combat range of 100km, and a maximum effective range of 500km (-1 to OCV for every 100km beyond the first 100km against moving targets). However this is greatly expanded against non moving targets. Gauss rounds can be intercepted by point defense guns, however due to the rounds speed the guns cannot track fast enough under 200 km, even then the guns have trouble tracking (-3 to OCV under 500km, plus and additional -2 for every 25km under 200km). The guns are usually placed in batteries on the port and starboard sides of a ship, and fired in volleys. Guns bought as normal killing attacks with mega range. All have extra time, on capital ships and stations this is delayed segment, and on support craft it is delayed phase. All ships can run with 'guns hot' i.e. pre charging the capacitors. The capacitors can be kept charged for 10 minutes before they begin to accrue damage. Also has custom limitation that rounds move 33 km a segment. Ships can mount a number of guns equal to their size divided by 3. Gauss guns are too large to be mounted on attack craft. Lasers: due to the size and space requirements lasers can only be fitted on capital class ships and on stations. The focusing and firing chamber usually runs along the ventral side of the ship from prow to stern. Lasers, as stated in the Kowalski principle, require large amounts of power to operate with any sort of efficiency. However despite these drawbacks lasers are still fitted on many capital ships and on almost every space station, due to the horrific damage they can cause to starships. A capital ship may mount one laser at size 20 and one additional laser for each additional 5 size categories. All lasers are bought as RKAs with mega scale, extra time (15 seconds), and x10 end cost. Also lasers are fired with the pilots OCV as the ship need to be physical aimed at the target. Archer Tactical Missiles: A tactical nuclear missile mainly used as a last resort or a suicide weapon. The UF keeps very tight control on its Archer missile stockpile, battleships usually only carry one or two of these missile. In addition, due to point defense systems they are largely used against large damaged targets. Bought as space nukes, only carried by capital ships, which are limited to two per ship. Stations have 4. Defensive Technology: Tactical Battle Armor: combination of hard and soft body armor used by ground forces Buy as Standard Armor, OIF Powered armor: powered battlesuits used exclusivly by drop commandos and special forces Buy as collection of powers or vehicle (see star hero power armor) Steel Battle Armor: Used by ground vehicles and light fighter craft Buy as normal Titanium Battle Armor: Main star ship battle armor, ranging from a couple CM on attack craft to several meters on battle ships Buy in two layers one normal one ablative, Must have 2 PD for every 1 ED Compound 'L' armor: an anti-laser armor only used in military star base and battleships, only offers partial protection Ablative ED that only protects against lasers
  6. Re: United Federation (custom world) Major Technology: (anything written in Italics is rules stuff, the rest is 'fluff' stuff) Warp Relay Network (WRN): a network of warp buoys that allows for communication between the systems and refernce points for warp jumps. Haputman Drive: A FTL warp drive that creates a warp bubble around the ship, creating a space in which the speed of light is much faster than 1c (relative) allowing for FTL the current drive technology allows for speed of 30.746c (relative) to be reached. Also due to an effect know as the Haputman effect no time dilation is experienced. The drive requires an area of space relatively free of gravitational distortion to operate. The drive must be approximately 100,000km from an earth sized planet to activate (distance to jump equals 100,000km * gravity relative to earth(Gs)) If the drive enters a field while in operation it will cause the field to collapse and the starship will be brought to a sudden and abrupt stop. Therefore all drives have safety features installed to drop the ship out if it enters a gravity well, before it is forced out. If multiple ships activate their drive together then they will create one joint bubble in which they can interact as though they were in normal space. It is possible if the speed and heading of a ship is know to intercept and join their Haputman bubble. As a bubble travels through real space it leaves a tel-tale gravitational ripple, aka gravity wake. This allows for early detection of arriving ships (about .5 ly out) and also for the rough determination of the total mass in the bubble. Bought as hyperdrive. Ozawna-Kanouya-Matsuki Shield: (OKM) this device which functions on some of the same principles as the Haputman device creates an impenetrable barrier around any object, unfortunately it can't be modulated, it is opaque, and does not allow for any action/reaction. This limitations mean that the field is usually only mounted on space station and capital ships. The drive requires a large amount of power to activate and to turn off, but no power to sustain. This has lead to damaged ships activating the field and then becoming stuck behind the barrier. Buy as EDM with x 10 END Fusion Reactors: allows for compact power sources (1/4 of ship) that can power an entire starship. The vast majority of the reactor is dedicated to shielding and coolant systems. Most ships carry enough fuel for a year of standard operating, and have one auxiliary reactor. The reactor has no theoretical limit to its power output, the only limitations being that of shielding the reaction , and supplying enough coolant to keep the reactor from melting. Buy as a standard starship END Reserve. Fusion Drives: Utilizing the output of the fusion drive, this device provides sub-light thrust for starships. The fusion drive is an off shoot of the fusion reactor technology, and is the primary drive system for all starships. It works by channeling a portion of the fusion reactor through shielded tubes and exhausting them into space to provide thrust for the ship. This reaction, like the reactor itself, has no theoretical limit and is only limited by the physical constraints of the ship. Buy as normal flight for the ship. The purchased amount represents what the ship can safely handle, with out red lining systems and incurring damage. 'redlining' is the special effect of pushing the systems
  7. Re: United Federation (custom world) Political System United Federation: Colonial Dictatorship The UF is 'overseen' by a Grand Marshal, who is advised by a Military and Civilian Advisor. The Grand Marshal has absolute power Current Grand Marshal: Max Hathor Under him the 10 sectors of UF space are each administered by a Sector Lord Within a sector each federation world is run by a Governor, each colony world is ruled by a magistrate. The leadership system functions much like the British colonial system Federation Worlds: Highly civilized worlds, in which one finds the highest standards of living . All inhabitants are full citizens Colonial Law: in order to encourage more worlds to start colonies, the Colonial Law was passed which effectively indentures any colony to the world the started it. The colony world is heavily taxed until it can 'buy off' it's colony status by pay back the federation world that started it. Inhabitants of colony world are not citizens, however they may buy their citizenship. Colony Worlds: Agri-worlds, Mining worlds, Industrial worlds. these worlds are dark gritty and harsh. the inhabitants work long days and live short lives. it is on this worlds that the rebellion first started to take hold.
  8. Hey guys! I am getting ready to start up a new game now that I'm home for the summer, and have been working on a custom world. I now humbly place it before you and kindly ask you to tear it to shreds. Please let me know what you think, the good, the bad, and especially the ugly. so without further adu, here it is: Humanity Historical Overview: 2010: Kessler disaster: a runaway orbital debris cloud crippled the information age. 2011: Break down of social order in 3rd world countries and some of Europe 2012: world war 3 begins when an oil starved china invades Russia : Countries use this as an excuse to settle old grudges 2013: The UN Collapses when an unknown party detonates a tactical nuke in New York City 2013-2030: War ravages the planet, accompanying this unprecedented period of war is a rapid growth of military technology November 14, 2030: The Army for Unification (AU) launches its campaign to bring order to the world from its main base in Australia. December 19, 2034: After 4 years of brutal warfare the AU finally unifies the world under one government. January 1, 2035: The new United Earth (UE) government starts the Earth Restoration Project, designed to repair all the damage done to the planet during the 30 years of war 2045: with earth finally starting to recover and the new economy on the rise the mars colonization project is started 2047: the first manned mission lands on mars 2060: the first self sustaining colony is established on mars and interstellar trade begins. The Burstein Corporation is founded. 2065: colonization of the rest of the Sol system begins 2073: Humanity now has major colonies on every planet in the Sol system along with 134 Space Stations 2077: Dr. Joshua Haputman develops the first working warp drive capable of reaching speeds of 1.67c March 13, 2077: A heavily modified space station equipped with a Haputman Drive and loaded with colonists sets out for Alpha Centauri. November 25, 2079: New Hope Arrives at Alpha Centauri and begins Colonization 2080: the Haputman drive is improved upon allowing speeds of up to 12.45c, thus shortening the travel time between systems to 4.5 months 2085: the alpha centauri system has colonies on all 11 planets and interstellar trade is creating an economic boom the likes of which has never been seen. 2095: 15 colony ships are launched to 15 different systems, 1 is never heard from again 2100: The Unified Human Federation (UHF) now spans 17 systems, and period of exponential growth is once again seen, as humanity spreads out amongst the starts 2106: UHF Exploration ship Keplar makes first contact with another sentient alien species. After several tense months of negotiation, trade channels are opened and the Narthonians become the first non-human race to join the federation, which is renamed to the United Federation 2146: the UF has encountered and absorbed countless species, and spans thousands of star systems 2151: the first rumors of dissent begin to reach public ears. 2154: the Free Races for the Liberation of Space (FRLS) is formed June 13, 2154: UF marines open fire on FRLS terrorists, and open rebellion begins 2155 (Current Day): UF forces are close to eliminating the terrorist threat that has plagued the Mihaly sector more info in following posts
  9. Re: Smart-Swarm-Seeker AI Missiles..? Thanks for the help guys!
  10. Hey, I've had this build idea floating around in my head, and upon trying to get it onto paper i've run into a few problems (aka i have no idea where to start) The basic concept is a computer guided missile, but it has the ability to network with other missiles of the same type and form a tactical net (and if enough link, an AI). the missiles only purpose is to reach its target (or possibly to defend it). The more missiles the smarter the swarm (dodging point defense fire, targeting key systems, etc..). I'm also think of allowing the missiles to be launched against another swarm (in essence anti-missile missiles) any thoughts, feelings, harsh comments, or desires to see me locked away please share!
  11. Re: How to open a door? I had a thought (dangerous i know) one of the villain's minions is braggart who also happens to be the Hvy Wpns specialist. looking over his character sheet i realized that he carries C4 with him, but doesn't have demolitions. It was at this point that I had my thought (accompanied by a grinch like smile). What if he says he can blow down the door. :eg: even though he lacks the skills to do so PROPERLY, he still has the C4 bought, so he knows how to place and arm it. just not important things like... how much is needed to get through the door,... or how to make shaped charges.:eek: This led to a plot idea. the bank robbery is only the hook, the real danger is an over-confident idiot playing around with a lot of C4 he doesn't know how to use. I'm think it could be a fun night
  12. Re: How to open a door? Thanks for all your help guys! Very creative ideas guys! I think im gonna go with the liquid nitrogen idea, but thanks for all the other ideas. lets see how the heroes deal with this one :eg::eg:
  13. I need help with a plot I'm working on. A villain of mine needs to open a vault door (16def/16body Hardened). the only catch? he has no knowledge of demolitions what so ever. so I'm looking for a new novel way to open the door (stealthily if possible) any ideas out there? He has some basic minions and an arms dealer contact, the villain himself is a cobra commander type (just a leader, no actual powers)
  14. Re: The Shadow Lord I just want to say good work on the character Marcus, it sounds like he will end up being a very well rounded character. (which is not something thats easy to do when your build on 7,000 points). I also wanted to give props to DrDestiny for the killer picture. Keep up the good work guys!
  15. Re: GMing for Dummies I'll even start it off: rule #1: be prepared for anything and everything (especially the unexpected)
×
×
  • Create New...