Sunday, February 16, 2020

Strictly (Duke) Springer - Day 047 – Feb 16th


Today is spent in RRR. I promised ads on RRR days, but instead of throwing a content free post at you, I would like to consider the rules presented so far.

As far as modifying Star Smuggler for solo play, I would discourage it. The system is carefully balanced where the player must be generous with the AI, which is just series of events and rules. Were I to change something, I would allow more characters to drive skimmers, the medic to accelerate healing and both the engineer and medic would have to have some sort of die roll to perform their functions. Aside from speeding up play and forcing more long term thinking, I don’t think this would have too much effect.

Personally I like have a large entourage, so I would like to increase the crew quarters size on the ship. It’s more fun than carrying goods. In exchange for this, I would give more items a CU value, such as a box of 10 handguns taking up one CU. Currently, they take no space. That seems balanced.

I would be interested in cranking the rules up into a full game system for general play by a party of people. The solo game does a great job of handling whole parties of characters, with the exception of Duke.

The first step I would take is to list out the professions. Gunner, Pilot/Navigator, Bodyguard, Medic Skimmer Driver, and Engineer. Then I would list out the “skills” as presented. Repair, Maintenance, Hand-to-Hand, Ranged Combat, Medicine, Radio Operator, and so on. Your profession allows you one skill and you get a choice of second skill to start. Additionally, every character would have the Cunning Stat.

This means that Duke isn’t a first level character, he has 5 skills: Gunner, Pilot, Hand-to-Hand, Ranged and Radio Operator. I would assign a point value to every event or rule that depends on a character making a die roll or performing a skill with a roll. That would be worth 1 exp point directly to that one character. If the character is subject to death, that is worth 2.

Every ten points, you level up. Each level allows you to get a skill or increase a stat by one.

Additionally, I would allow each skill to have ranks, which is equivalent to one tech level. Therefore, your character can get by with a lower tech level item via their skillfulness. So as not to unbalance combat, all bonuses are limited to 6. If you have a bonus of 3 from tech levels and 3 from a skills, you’d get a total of six. It’s no help to have a tech level of 6 combined with a skill level of 6, it’s still going to be limited to 6, max.

I will have to think more on this type of game play, because the system is so multi-faceted.

The ad for today is a simple choice: Classic Traveller from DriveThruRPG.

Saturday, February 15, 2020

Starship Design - Centaur Transport

The Centaur Transport is a very successful design, for a warship. It is a mediocre transport. The central hull of the ship is of fixed design with 2 mass drivers as propellant. The wing pods are interchangeable cargo spaces. In this image, the right is plumbed for liquids while the right carries 20 missiles in VLS tubes and 12 nose mounted drones.

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.

Strictly (Duke) Springer - Day 046 – Feb 15th


Talitar is a system with a viscous, military government. We encounter a scout on system entry.

It’s a small ship. If we want, we can take the first shot, flee or wait. 


Scout Ship from Events Page 10.
Click here to download from Dwarfstar Games.
We’re gonna kill it. Lefty takes the shot. We roll 1d6 per tech level of the guns, a result of one or two on each die indicates a hit for a point of damage. We have TL-5 guns, so Lefty rolls 5d6. We roll, 1, 5, 3, 1 and 4, which results in 2 points of damage. Normally, a ship can absorb 10 hits, but this is a tiny scout and goes down in those two hits.

Lefty is in the turret, Doc, Ratchet, Deadeye and Bones are in the Crew Quarters, and Duke and Emily are in the cockpit.

Why did I name the places the crew are located? The event says the scout gets off two shots at us, no matter what. One of the quickest, cheapest ways to die is being in a compartment that is vented to space. 

The first is a shot from TL-6 ship guns. They roll 6, 1, 2, 5, 3, and 2. If you roll a 1 and a 2 in the same series and you have no shields, it’s a pair of critical hits. Our communication gear fries and the boat hold is open to space. If any one had been in the hold, they'd be dead. We’ve taken 3 points damage.

The second gun fires. It’s a magneto-plasma gun, a unique weapon. This weapon strikes an area and kills the crew without damaging the ship. It automatically hits, and a die is rolled for location. It hits the cargo hold. Again, if anyone had been in there, it would have killed them. It does no damage to the ship itself.

We are lucky we killed this thing in one shot.

We are going to hangout in orbit and do some repair. I'm unwilling to set down before we have all of the damage fixed. I'd like to take that gun, but the rules say the ship was destroyed completely. 

1 Antelope starship with TL-5 Guns. I owe 117,000 secs. in principle.
1 TL-1 Ship’s Guns.
1 Hopper with boat guns, TL-3.
2 CU Status unit in Cockpit and Engineering, 8 1 CU Status units in Crew Quarters and 1 1 CU unit in Gunnery.
10 Fuel Units in the Ship’s Boat.
12 Repair units,
5 Life Support Units in the Ship’s boat.
7 PS-bots, 1 per character,
6 Heavy Hand Weapons for sale, 4 for characters use,
7 Side Arms TL-1, 1 Side Arm TL-3, and one TL-4.
13 U-suits, 7 for the crew, 5 for sale.
5 Doses of pheromones (e009) in secret compartment,
and the ship is fueled with 4 hypercharges.

I have 23,331 secs. We are wanted in the Palatek system.

The USN Thresher AKA Between the Sword and the Flame

In my last post, Duke Springer and the crew of the Antelope battled a Talitarian scout ship. Quite possibly, this ship is my favorite ship ever.

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.
The engines have four nodes which manipulate space-time in some rather horrifying ways. The engine requires that the ship be sealed from the outside while the interior can have NO closed spaces. To meet this requirement, the hull was grown from a single seed of metal. The walls look organic and flowing. The engine is called "the Flame" by the crew as it throws off a flickering light throughout the interior of the ship. Anecdotally, it is reported that any one who enters the engine area while the ship is in motion is erased from the entire space-time continuum as if they never existed.

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.


Friday, February 14, 2020

Strictly (Duke) Springer - Day 045 – Feb 14th


Since we are in orbit, we are going to take a day of RRR to heal Duke. In orbit, there are no forced contact rolls. I need to do this twice.



Strangely, medics can’t heal you faster, so Duke will need today's RRR to recuperate from our last combat. Sorry about the seemingly double post.