For my campaign next year, I will need a supporting cast for the players. The characters will have access to a Kon-Tiki shuttle smaller than an Assult Scout. Since the players will be using this new type of ship, it needs to have a bit of history, as if it were a character.
In the closing of the Sathar War, the Federation ran down a couple of paths of ship design. One of them was a type of electronic warfare destroyer called the Puff Adder. This destroyer was fitted with 3 atomic and three ion engines, packed with electronic warfare gear while giving up many of its weapons. It was also given two Kon-Tiki shuttles that could dock with it. Like its namesake, the Puff Adder could ambush enemy ships with its electronic warfare gear and light weapons while the Kon-Kiki shuttles provided support. The inherent abilities of the two types of engines allow these ships to dance in and out of danger. It would have been a vastly more expensive ship than your typical Destroyer. 16 hulls of this type were laid down before the war ended. At the end of the war, Puff Adders were fitted with engines recovered from damaged ships as a cheap solution. However, only 8 were fully outfitted with their electronic warfare gear and weapons creating a second varient on the destroyer.A website dedicate to games of all favors and varieties, from video games to good old D&D.
Saturday, December 30, 2023
Star Frontiers Campaign - Supporting Cast
Sunday, December 27, 2020
Tankeren's Defenses
The Tankerenian armed forces are not really what they should be. They have aircraft like the ship below. I call it an H-Wing. In real world terms, it's like an A-10 or a SU-25. However, no conflict has reached the level of needing those machines. Unlike their real world counterparts, they owe their robustness to devolved fighter designs of the Republic. They are incidentally tough, but not as tough as a Y-Wing or B-Wing.
The whole planet probably has 200 of them. Of those, 20 or so of them are outfitted for training, aerobatic groups and the odd civilian hobbyist. Of the remaining fighters, 30-40% are down for servicing at any given time. Tarkeren doesn't have much a fighting air force.
Wednesday, November 25, 2020
Tankeren TNK-101B (Star Wars Campaign)
For my Star Wars Campaign, I need a standard ship for a single planet. I have started with a rough design for a transport modified into a warship. There are only a handful of these warships around. They are vastly outnumbered by the standard food hauler version.
Tankeren missile technology is nearly non-existent, so no variant has missiles.
Wednesday, November 11, 2020
Saving the Serena Dawn with Heavy Canon
In the Star Frontiers System, canon says there is no artificial gravity. All deckplans are laid out in stacks of decks where the engines are down. When thrust is applied, the ship has gravity by virtue of thrust.
Enter the Serena Dawn, the first ship the characters travel on in SF0 - Crash on Volturnus. Crash on Volturnus is a classic module with one canonical flaw. The deckplan requires artificial gravity.
I used Inkscape to rough up a copy of the map. The light green areas are the bridge, purple are the engines. Early in the mission, the power goes dead, so you can't even say that having the engines pointing downwards out the bottom of this map helps.
It's a pretty big flaw. Maybe... maybe not. I love the Serena Dawn and I have a simple solution to fix it within canon.
I roughed out a side view of the ship.
Monday, November 2, 2020
Antelope Variants - Casual Deckplans
Before coming up with the Zephyr variant for Star Smuggler, I tried a couple designs. These rules are somewhat related to Traveller, Snapshot or Striker as they darn near follow the design principals. Where as these games have tons of fuel to jump, Star Smuggler has a magic McGuffin called a Hypercharge. Ships are limited in range by the six charges they carry.
This version is shorter than the Zephyr type and has half as much crew space. The bays are arranged differently, giving 4 40 CU bays. I would think it would make a nice causal carrier or carrier escort ship. That block of cargo space could also be a barracks or brig.Since I was already going small, this one is even smaller, eliminating the medical area, the weapons vault and both guns. It seems to be a pure hauler. It's bays are also divided into 3 40 CU sections.
This version is a single gunned hauler. It's huge, those areas near the rear could be more storage space.
Tuesday, October 13, 2020
Star Smuggler... again... and again
Crewing the ship will be a problem as will generating weekly funds to pay for it. In order to dance around these issues, I decided to create a new mechanic for Duke Springer. Duke has a statistic no other character has, Cunning. When playing, you roll 1d6 to generate this value. When replaying the game, it is suggest that you reduce this number if the game was too easy and increase it if the game was too hard.
Since the game already allows a changing value for this Cunning mechanic, I want to use it to rapidly add crewmen. Duke can "purchase" one crewman for a point of Cunning. He cannot spend all of his Cunning on this, he must have at least one Cunning point.
Stats are generated just like retainers, but crewmen are different than retainers. Each crewman has a stake in the ship as opposed to drawing a salary.
Something like Mal and Zoe's relationship where Mal has an idea and Zoe does the tricky work of getting the details right. It also covers a situation like when Simon hired the crew for a heist or when Mal brought Simon (and River) on as crew after they had started their adventures.
EDIT 3 - The comparison doesn't make much sense now.
I haven't even begun to categorize the rules and event changes this would require. But it seems rather workable. What do you think? Let me know in the comments.
Star Smuggler... Again
I unexpectedly have the day off and want to revisit the Star Smuggler Universe. The temptation to reskin the characters as the crew of the Firefly is incredible, but that would take a lot of work. I am stealing some ideas, but not Firefly whole clothe. I have decided to interject some ideas from Traveller into this run through, too.
My understanding of Traveller is super weak, so I am taking some of the larger concepts and ignoring many mechanics. The main idea that I am stealing is weapon mounts are dependent on hull size. I have created a large ship, which I will dub the Antelope II and it's twice as big as a 100 ton ship.
The original Antelope was 100 ton ship with space to carry about 134 CU of goods. Sort of. I seem to get a different number depending on how I count. The Antelope II is 200 ton vessel and has 212 CU of space. That is a multiplier of 1.58 for those keeping score at home.
Since this is Inktober, I wanted to keep the high contrast drawn vibe from the original game. I used GNU Image Manipulation Program (GIMP) to create a new deckplan, staying as close to the original art as I could. It isn't exactly "ink" but it sort of looks like it.
The overly large size will create crewing problems. I'll look at that in my next post.
Thursday, September 3, 2020
Travel Ship Construction - Devil Fish Warship
Instead of creating a characters, I went right to the ship construction rules. I like them. They make ship construction fun and easy. I came up with an idea and was able to spec it out in short order.
Crew: 5
Main Compartment: 335 tons, Engineering: 65 tons.
Bridge: 20 tons
Staterooms: 5
Jump Drive: C
Maneuver Drive: J
Power Planet: J
Computer: 4 (Launch, Target, Jump 1, Maneuver/Evade, Library, Navigation, Generate, ECM.)
Fuel: 120 tons.
Standard Equipment: Laser Turret (1), Lifeboat, One empty hardpoint.
Non-standard Equipment: Nuclear Missiles (10) on two hardpoints.
Even while deviating from the standard rules by adding nuclear missiles, the system works. It even hints at why this ship would survive a couple of wars before being refitted as freighter.
The ship has just enough fuel to make two jumps and maneuver. It's a hotrod with those J type power plants and engines. However, the fuel load is worrisome. You have one jump to the target, one to return home and a good amount of fuel to maneuver. However, if any thing goes wrong it probably can't complete it's mission. Contaminated fuel, a hit to the fuel tank or a bad jump and the ship doesn't hit the target or doesn't come home.
This ship is a dream to fly, but not the best warship. Given that it's supposed to bomb the snot out of planets, it's not the first ship selected for a mission. The Devil Fish is a nuclear deterrent ship which could be displayed and flown but not used before it outlived it's usefulness.
Later, I'll be looking at the civilian freighter version and talk about mechanics.
Monday, August 31, 2020
Devil Fish Freighter - Background Information and Crew Notes
This freighter version is outfitted with larger fuel tanks which is slightly more practical. The two long beams are where the missiles used to be. In the refit, these long tubes were simply sealed up. The crew calls them "Industrial Accident Site, Port and Starboard", because they lack the funds to put anything in there. It's a long open chamber, completely devoid of any safety features. There is a brass sign with the names of 5 crew members who have been killed and a longer list of names of people merely injured.
While creating the files for this ship, I made a typo that made me think of an interesting crew feature.
Unfortunately, the crew thought he was faking an accent but he wasn't. Instead of logos with a manta ray logo and the name "The Devil Fish" they got a green devil's head and the word "Devilish".
Thursday, April 9, 2020
Digging Deeper into Star Smuggler - Surprises in the Events Booklet - Battleship (e081)
One of the fascinating things about the rule set is how well it plays off the event booklet. One of the complaints about this game is the number of "game breaking" events that can end your game via a single die roll. Well, those are flaws, those are features of a choose your own adventure style book.
Within the events booklet are hidden 30+ new items for the player to enjoy or be challenged by. They range from axes to battleships and when such items are stat'ed out, they never break the system laid out in the rules booklet.
I'll be taking a look some of these items, as this system can easily be fleshed out into a full rpg, complete with a campaign setting.
The first surprise I would like to look at is a ship described in one of the events - The Battleship. This is a TL-2 ship with 12 turrets and 120 hits. It's a beast. I took the time to stat it up in the normal parlance of the game. To say it's OP is an understatement, but Duke can be victorious over this beast with careful game play.
Using the basic ship, the Antelope, I extrapolated what a battleship might look like. I'm not happy with the re-skin of the Buffalo Transport, so I will be revisiting this ship's layout soon.
The first conclusion that I came to was the fact that this might be a Pocket Battleship. The limitation comes from the description of the ship itself. It's TL-2 ship, which is pretty weak.
Even so, it is a massive ship. The Pocket Battleship is 410 CU in size and it's the largest ship in this image. The Antelope is the smallest ship.
Let me know what you think. I'll be continuing this series on a weekly basis.
Monday, March 30, 2020
100th Day Post Celebration
Not bad so far. You'll notice I have a very shaky hand. My Dad uses these foam cutters like a kid uses crayons. I'm not very good right now, so why not check out one of his castles?
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Wish me luck!
And thank you for sticking around for 100 days of game play.
Saturday, March 21, 2020
More Pen Work
Maybe I am thinking of a new project.
Or two.
Tuesday, March 17, 2020
Eagle Torch Ship Deckplans
Monday, March 16, 2020
Alicorn Light Transport for Star Smuggler and Other Science Fiction Games
This ship has 161 CU of space and is configured for crew comfort. It has dual bays, which are interchangeable, but most of the time the Boat Bay is on the port side. For humanitarian missions, sometimes both bays are for cargo or carries a hopper in each. The two cargo tanks can carry liquids and gases only, which can be mixed in any combination. They are plumbed to refuel the ship's hopper. Aside from this, they can only be loaded and reloaded from the exterior. They are not detachable. It does not have a stasis unit or hidden compartments. The Alicorn can take 8 hits before being destroyed.
The ship has an unusual set of hypercharges. It carries 5, but the fifth hypercharge is special. In an emergency, it can be used 3 times. If the fifth charge is used at all, the engine needs an overhaul before more hypercharges can be installed. The cost of this is 1000 secs. on top of the price for the hypercharges themselves.
If you would like to incorporate this into Star Smuggler, I have pricing and other information here to mix into e001 and e036.
Buffalo Heavy Transport for Star Smuggler and Other Science Fiction Games
It is now time for some adjustments.
This is the Buffalo Heavy Transport. It tops out at 290 CU.
The Buffalo has some rather interesting quirks. The boat bays are mounted topside of the ship meaning that replacement boats must be flight ready. The boat bays also have enough room for the boat plus skimmer, usually deployed on the boat. The centerline bay is meant for ingress and egress and also has sufficient space for single skimmer. A ramp deploys out the bottom of the ship. The port and starboard bays are big enough for a tank or a ship's boat. Crew quarters are shown in their spacious configuration and can be further partitioned for more crew. This ship has no hidden compartments. Pilotage is so spacious, players must purchase one stasis unit per chair (3) to protect everyone in the space. The Buffalo has 8 hypercharges and can take 15 hits before being destroyed.
If you would like to incorporate this into Star Smuggler, I have pricing and other information here to mix into e001 and e036.
Thursday, February 20, 2020
USN Cetus and Chesterton Transport
USN Cetus |
Yesterday, I posted a lot about the Chesterton Transport Ship, so today I will lead with the USN Cetus.
The Cetus has four decks, like the transport, but their arrangements are wildly different.
Deck 1 is dedicated to sensors and a pair of anti-missile turrets.
Deck 2 is the shuttle operation and missile deck. It serves as the main point of ingress and egress for the crew. Often, the missiles are replaced with shuttles. Theoretically, the ship has a secondary capacity for missiles on the lower deck. Because this is a government operation, the ship often has no missiles in either location. Shuttles and drones are cheaper.
There are 4 common ships carried here. The Cetus can carry 3 manned Centaur or 4 unmanned Zombie fighters. Typically, doesn't carry anything so advanced. It is normally equipped with a pair of ABLE recon drones and a Fastback shuttle. The ABLE drone is a wonderful sensor package, but the Fastback shuttle is perversely named vehicle. It's roomy, but profoundly slow. It has two massive doors on either side like a conversion van. It carries 12 passengers or very small cargo loads.
As mentioned before, next deck holds the crew quarters slung between the fuel pods and engine mounts. The Equipment Locker holds many cargo/weapons tractors and fire fighting equipment. Two more Phalanxes are mounted on the leading edge of the ship, which makes this Frigate a wonderful carrier escort. The heavy weapons spaces are designed to carry continent busting nukes, but this configuration is rarely loaded out. The "heavy weapons" are often a pallet of 2 lasers and a single railgun, port and starboard. Sometimes, the Cetus class carries just one of these pallets with the other space being given over to either special sensors or rarely, extra space for the crew. Typically, the officers will sleep in this space, if given a chance.
The lowest deck has the main airlock, which is identical to the Chesterton's hatch. It has very little purpose on the Frigate variant. The Consumable Hold is jam packed with food. The Cargo Bay carries an unusual mix of rescue pallets and maintenance materials. There is a running gag that one Cetus can build a second Cetus from the stuff jammed in the holds.
The Chesterton Transport |
Shuttle Operations is two lies for one. Most Chesterton owners cannot afford shuttles for their ships and unlike the Cetus, this space is poorly arranged for commercial shuttles. Usually each Chesterton has a hanger queen, which is only used to test to the inadequate facilities. More often than not, this area is used for recreation. The shuttle refueling lines are bled dry to prevent accidents when used for crew activities.
The third deck is well appointed with crew space to the fore and a large central Engineering space. Having Engineering in the center of the ship supports improved crew and ship safety. In an odd quirk, the bridge is arranged just like the CIC on a Cetus. This was in case of a wartime refit. This only occurred twice in the history of the program and the CIC was the only part of the ship requiring large modifications. The bridge of the Chesterton is far more roomy than the CIC of the Cetus as it has far fewer fittings for crew consoles. The "small holds" are actually larger than crew quarters and have adjustable atmospheric controls.
Deck four carries the lion's share of cargo. Strangely, it has small tractors, trams and locomotives to transport cargo from one ship to other via the main hatch. Unlike the Cetus, the main hatch is used as the main entry point for the crew.
Tuesday, February 18, 2020
The USN Chesterton, Growler and Variants
This configuration necessitated switching the crew quarters away from between the engines to the forward section of the ship where the weapons would have been in the name of safety. It was felt that damage to the engines could too easily breach the hull and kill the crew. USN crews fight suited, so this was not a concern for a frigate.
When the war started, the Chesterton dry dock facility was already tooled up for transport production and switching to frigate production was easy. Since there were a great many Chesterton tugs and transports already plying the spaceways, this variant was given the name of "Growler" to set it apart. Before the first ship was released from the dock, the class name was changed again to "Cestus".
Because the Chesterton was a proven design, the Cestus/Growler configuration was only minimally tested. The placement of the tightly packed crew quarters in the rear of the ship was never studied. The crews soon found that the engines caused vibrations in the crew spaces. Unofficially, the crews reverted to the "Growler" designation as commentary on the ship's qualities. While not a fatal flaw, the ship was strongly disliked by their crews.
The first and last ship of the Cestus class do not have these problems as they were built to the specifications of the Chesterton for special missions such as mine warfare and electronic intelligence collection.
Monday, February 17, 2020
Dervish and Sword and Flame
The USN Thresher Prototype |
I have even created a variant of it called the Dervish. You can read the write up on the Thresher ship here.
The Dervish is still a work in progress and is far less bleeding edge than the first ship. You can tell that they were built on the same hull, but their operations are completely different. Owning to the fact that the Dervish does not have a unique and experimental engine, the hull is completely smooth.
The USN Dervish Class |
8 domes are suitable for sensors, science experiments or in the case of the gun boat, weapons. There will be a lower deck, but is sparse on amenities. These are more like semi-optional palettes on an F-15, they contain consumables, with little space for moving around. Unlike the Thresher, the Dervish has no turret.
The search and rescue variant has airlocks on the aft domes and auxiliary thrusters on the fore domes. The test model mounts engines in the fore and aft compartments, which vent out the domes. For testing, instrumentation is mounted on the exterior.
I haven't designed the engines for the Dervish yet, but they will be powerful for a ship of it's size. They will extend the lenth of the ship by about 1/3.
Saturday, February 15, 2020
Starship Design - Centaur Transport
The ship is a tumbling pigeon design, meaning gravity is generated by having the ship flip end over end along it's flight path. All work is done in the back end of the ship, in front of the spherical weapons room. Typically, the crew only spins up the ship when they are coasting for long periods of time.
While this depiction shows missiles and drones, this is actually the least commonly used loaded out. The ship's mass drivers make a very effective weapon.
When used as a transport instead of a gunship, it uses aerobraking to slow down to orbital speeds before using small thrusters to match orbits. It is a very ungainly design for a transport.
As a gunship it simple barrels in on it's target, VIFFing (Vectoring in Forward Flight) to dodge fire while using the mass drivers to bombard the enemy as it slows down.
The USN Thresher AKA Between the Sword and the Flame
Rather than doing a mod of it, I have redesigned the ship from the ground up and designed a deckplan and backstory for this version.
The United Space Navy's Thresher Scoutship utilizes bleeding edge technology which is not available except for a few prototype ships. The ship is tiny. After the size, the next notable feature is it's engines.
Interior, with engines off done in Inkscape. |
In the center of the ship is a single turret and four staterooms. While these spaces have doors, they are not sealed to be airtight. The "turret" is a standard crewspace for the gunner which can move like a regular ball turret, but the gun mount on the exterior of the ship is actually a tiny remote piloted vehicle which flies in formation with the ship at all times, as if it was attached to the vessel.
On the starboard side of the ship is a second weapon, called "the Sword". It is a gravometric weapon which will kill any humans in the target area. It can strike inside an enemy ship without passing through the intervening space or shields and armor. "The Sword" theoretically has unlimited range, but the crew must have details of the target point, which means it is limited to sensor range.
It's a surgical weapon, but is subject to considerable quantum uncertainty when fired. It often fires with no measurable results. "The Sword" has one other side effect. It will kill any crew inside the Thresher in front of the barrel. For this reason it is fired with a delayed trigger so the crew can take refuge in the turret area or staterooms.
A final quirk to this weapon is it will not operate unless it is mostly sealed away from the rest of the ship. It does have a connection to the engines. The area which looks like a hatch is welded closed before take off and cannot be serviced in flight.
The engines also have a similar disconcerting quirk. They must be operated from behind. A crew of three engineers are stationed in the back compartment and cannot leave this area while the ship is in operation. The engines require exactly 688.5 kg of mass to be located in this space and three living people. No one knows why.
This is just enough room for food, water and air for three days, plus 3 people and 3 space suits. Typically these crewmen stay suited for the duration of the flight as it makes weigh distribution static.