SPACE GUARD COMMAND PROJECT

  A STARSHIPS & SPACEMEN 2E CAMPAIGN PROJECT 

CAPTAIN'S LOG

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3D Printed Miniature Models

Posted by azmulder4 on July 17, 2015 at 5:55 PM Comments comments (0)

Star Date 07.17.15


A new 3D printed miniature model of my Confederation Archimedes Class Scout has recently been added to the Projects Section under the "More" Tab. If you would like one please contact me via site mail or at [email protected] for ordering instructions. At present time the cost for a miniature is $12.00 USD to produce and ship. Demand for the product will help reduce the total price as mutliple items per order are cheaper to produce and ship then single items. Direct order from the 3D printer may be available in the future but is not available at this time. We currently have two prototypes in stock which are available now at the current production cost. Production models will be just shy of an inch tall and two inches long. Prototypes are 1.87 " long and just shy of an inch tall.

Proposed System For Interatmospher Flight

Posted by azmulder4 on May 31, 2015 at 12:35 AM Comments comments (0)

STARDATE 05.30.15


NEW PROPOSED SYSTEM FOR HANDLING INTERATMOSPHERIC FLIGHT FOR STARSHIPS


 

Most starships are just not structurally designed with inter-atmospheric flight intended. Since Aerodynamics is not a concern in space flight most larger starships are not designed and built with the idea that they will be entering a planet's atmosphere let a lone landing on a planet's surface. Most of the time teleporters and shuttles do the work of getting to and from a planet. However, there are some rare circumstances where a Captain may be forced with having to navigate his ship through an atmosphere or even putting down planet side. Here are some ideas on how to approach atmospheric entry and flight. (Please see my previous post on hull classifications for an explanation of terms used here).

 


Additional Power will have to be routed from the Hyperdrive to reinforce structural integrity and inertia dampening fields of a starship entering a planet's atmosphere. The Cost is calculated for the entire day but it is the same cost whether ship is in atmosphere for only an hour or the entire day. If a ship leaves the atmosphere into orbit or space and decides to re-enter the atmosphere they will have to pay the atmospheric flight cost again (Plus the cost for entering or leaving orbit)

 


Gravity Difficulty


Low Gravity X1

Medium Gravity x2 (Earth-Like Gravity)

Heavy Gravity x3

Extreme Gravity x4


10 EU per Hull Class Size x Gravity Difficulty = Energy Cost Per Day

 


Class 1: Low Gravity 10 EU, Medium Gravity 20 EU, Heavy Gravity 30 EU, Extreme Gravity 40 EU

Class 2: Low Gravity 20 EU, Medium Gravity 40 EU, Heavy Gravity 60 EU, Extreme Gravity 80 EU

Class 3: Low Gravity 30 EU, Medium Gravity 60 EU, Heavy Gravity 90 EU, Extreme Gravity 120 EU

Class 4: Low Gravity 40 EU, Medium Gravity 80 EU, Heavy Gravity 120 EU, Extreme Gravity 160 EU

Class 5: Low Gravity 50 EU, Medium Gravity 100 EU, Heavy Gravity 150 EU, Extreme Gravity 200 EU

 


So obviously a class one ship with only 50 ppb would not want to enter the atmosphere of an planet with extreme gravity because the cost in terms of energy would be too high.


 

The same table above could be applied as damage EU for a ship attempting atmospheric flight without paying the EU Cost to cancel out said damage.


Landing on a planet's surface with a starship is never a great thing as you are taking the ship out of its intended modality of travel. It  would not require any additional energy expenditure but it would require a starship to be designed for it with some kind of landing gear and or/vtol system. As a general consideration I would suggest that anything larger than a Class III Hull can not safely land on a planets surface without damage. Not to mention that a starship on the ground would be far more vulnerable then one in space. Obviously any ship not equipped with a surface landing gear system would be makind a controlled crash landing and which could result in substantial damage to the ship. Water landings (deliberate or accidental) would have to be handled differently but could also result in ship damage but not as severe as a controlled crash landing on the ground.

New Starship Hull Size Classifications

Posted by azmulder4 on May 31, 2015 at 12:35 AM Comments comments (0)

STARDATE: 05.30.15


New Starship Hull Size Classifications


Class I: Patrol, Scouts & Frigates: 1/4 pod to 3/4 pod (25-75 PPB)
Class 2: Escorts & Destroyers: 1 pod to 1&3/4 pod (100-175 PPB)
Class 3: Light Cruisers & Cruisers: 2 pods to 2&3/4 pods (200-275 PPB)
Class 4: Heavy Cruisers & Battle Cruisers: 3 pods to 3&3/4 pods (300-375 PPB)
Class 5: Battleships & Dreadnaughts: 4 pods or more (400 or more PPB)


This ship classification is for interstellar capable vehicles only and does not include small craft or system ships. The above examples are military warship classes however, it can also ne used to identify scientific, civilian, or merchant ships by their pod size / number or PPB. For instance a Class 2 Freighter would mean that it would be a small interstellar freighter with up to 175 PPB in pod or pod size.

HOUSE RULE: STARSHIP COST FORMULA

Posted by azmulder4 on February 8, 2015 at 10:20 AM Comments comments (0)

Stardate 02.08.2015


Starship Construction / Purchase Costs


Starships represent a major asset and resource in the game and usually usually are assigned or entrusted into care of military officers, government officials, and various agencies. They require a tremendous amount of resources, manpower, and cooperation to build and opperate. While most characters in the game will be assigned to serve on such a vessel in some rare cases a character or group of characters may actually become interested in owning an operating one of their own. In which case the following construction cost formula has been designed to help gamers determine what a ship would cost to build or purchse in the game. 


The following Starship Construction Cost Formula can be used for determining the cost in Units for either constructing or purchasing a starship in the Starships and Spacemen Game Universe. While most characters individually could not generate this kind of capital individually they may be able to secure a loan or be part of a larger corporate group of investors that could afford to collectively purchase or commission the ship.


(Command) Crew Compliment x Total PPB = Starship Cost In Units


The crew compliment factor in the equation represents the size of the ship in terms of both structure / decks / compartments, equipment, and ships resources required for the vessel.


The Power Point (or Pile) Base factor represents the engergy, # or pods or type of drive, and engineering requirements for the vessel.


Example: Confederation Frigate (FG)


(Command) Crew Complment: 10 x PPB: 50 = 500 Units


Example: Heavy Freighter (Not including Cargo)


(Command) Crew Compliment: 20 x PPB: 200 = 4000 Units

HOUSE RULE: DRIVE CORES

Posted by azmulder4 on December 27, 2014 at 1:30 PM Comments comments (0)

For a while I have put a lot of consideration into how to approach the problem of Hyperdrive Pods in the game. This mechanic is a good one and it does a great job of spelling out how much power production is available based on the number and size of Pods a starship has. Unfortunately this does address the problem that arise when a spaceship doesn't have it's hyperdrive elements housed in an external pod. For an answer I went back to the original inspiration material and carefully reviewed the schematics of several iconic spacecraft. My solution is this slight modification of the S&S 2E rules... instead of what size and how many pods a ship has we should be looking at the actual power producing elements of the engine which is the hyperdrive core. Included below are the stats for using drive cores to calculate PPB instead of number and size of external pods. Also included are a comparison of the drive cores to hyperdrive pods sizes and what size drive cores can fit into or are equivalent to what size hyperdrive pods. 

 

Class A Core: Produces 25 points of EU per day = 1/4 Pod (i.e. one class A core can fit into one quarter pod)

Class B Core: Produces 50 Points of EU per day = 1/2 Pod , or 2 quarter pods

Class C Core: Produces 75 Points of EU per day = 3/4 Pod, or 3 quarter pods, or 1 half pod and 1 quarter pod

Class D Core: Produces 100 Points of EU per day = 1 Full Pod, or 2 half pods, or 4 quarter pods

SPECIAL MANEUVERS: SIDE SLIP

Posted by azmulder4 on November 16, 2014 at 1:55 AM Comments comments (0)

CAPTAINS LOG: 11.15.14


HOUSE RULE: SPECIAL MANEUVERS: SIDE SLIP


A side slip maneuver is the only movement on the galactic map that does not cost EU to change a starship's heading. A side slip maneuver occurs when a starship heading forward in one direction slides diagonally one hex space to the adjacent hex space while continuing forward in the same direction. Any starship in the game may conduct one side slip maneuver per game day with out penalty while in interstellar flight represented by use of the galactic map. Any additional side slip maneuvers in the same game day will count as a normal maneuver turn at the cost of 5 EU per instance.

SPECIAL MANEUVERS: SPEED BURST HOUSE RULE

Posted by azmulder4 on November 2, 2014 at 1:15 AM Comments comments (0)

CAPTAINS LOG 11.01.14


HOUSE RULE: SPECIAL MANEUVER COMAT SPEED BURST


Game Mechanic:


The Combat Speed Burst Maneuver is a special starship action which allows a player to increase the difficulty on an attack role by allowing the defending player to instanteously increase the range between engaged ships during combat. When used the defending player may move up to 6 hex spaces (60,000 Miles / KM) in any single direction the ship is facing during a combat round in additional to the normal nuclear drive range of 30,000 Miles / KM per round. The maneuver costs 5 EU to attempt and may only be attempted once per day without damage.

How It Works:


In conducting this special combat maneuver a starship uses its hyperdrive momentarily to warp a very short distance forward in normal space / time. Any Fire Control Officer contributing their bonus to the attack will have to make a skill check as the doppler effect from the ship's combat speed burst may make it appear to be in two places at once for an mere instant during the maneuver.


Restrictions:


  • The maneuver may not be used while in orbit around a planet.
  • The starship can only travel in a single direction while executing the maneuver (No turns allowed).
  • The starship's direction of travel must not be obstructed (i.e. blocked by a planet or ship) or the maneuver will have to be aborted.
  • The maneuver may only be attempted once per day without damaging the ship's Hyperdrive.
  • Forcing a second attempt will damage the drive permanently deducting 20 EU from the PPB and require a Technical  Skill Check.
  • The maneuver costs 5 EU as it requires power from the Hyperdrive to complete.
  • Starships without a Hyperdrive, or have jetisoned their Hyperdrive, cannot use this maneuver.
  • Player(s) intending on using the maneuver must declare the action at the beginning ot the round.
  • If the maneuver is aborted, or not used, during the round it still will cost 5 EU and the cannot be attempted again that day.

Additional Starship Weapons

Posted by azmulder4 on October 29, 2014 at 11:30 PM Comments comments (0)

Captain's Log: 10.29.14


Additional Starship Weapons: Plasma Torpedo


The plasma torpedo is a self-guided high energy weaponized plasma delivery system developed prior to the first Zangid War and predates modern Ion Torpedoes. Upon launch, the reactor in the plasma torpedo's warhead begins an overload cycle converting reactor fuel into a rapidly expanding and highly volatile plasma. Upon detonation the plasma produced by the warhead reactor is released causing extensive damage to both a starship's shielding and hull armor. While plasma torpedoes are not as powerful as modern Ion Torpedo's they are still found in service today in many ships. One advantage of plasma torpedoes is that due to their smaller size a starship can carry twice their Ion torpedo capactity in plasma torpedoes. Since Ion Torpedoes were designed to replace these earlier plasma predecessors little if any modifications are needed for a starship to return to using the older system. Like Ion Torpedoes, there is no EU cost for plasma torpedo launch.


  • Capacity: You May Exchange Two Plasma Torpedoes For One Each Ion Torpedo Without Penalty.
  • Damage: 1d6 x 6, + 1d4 points of continuous damage for an additional 1d4 turns until plasma disipates.
  • Range: Same As Ion Torpedo

Preferences And House Rules

Posted by azmulder4 on October 17, 2014 at 2:30 AM Comments comments (0)

Captains log 10.17.14 (Yes I Know That Is Not How They Calculate The Date On The Shows :))


Since the release of Starships & Spacemen 2E I have come up with some personal prefences and house rules that I have incorporated into my intepretation of the game. While I have no issue at all with the game as it is published or its rule system I have developed the following prefences in my own game sessions and hope they could be helpful in yours as well.


1. The term Game Master or Referee is prefered over the term Star Master or SM. Not that there is anything wrong with Star Master, I just prefer the other terms over it.


2. The term Power Point Base is prefered over Power Pile Base. Again this is a personal prefence and Point just has a more elegant sound to it than Pile does.


3. In the Starship section the rules suggest that starship computers are "stupid". I tend to agree....uhhh, I mean. I prefer the idea that starship computer cores in the S&S universe are uncomplicated and deliberately limited to direct responses. The command of a starship has enough responsibility and pressure in and of itself without an A.I. know it all computer making constant suggestions on how to do things based on the current information and sensor data. Instead, I suggest that in a deliberate act to keep computers doing what they do best which is managing information the designers of the computer interface model for SFS spacecraft programed the computer to aide the crew but not think for the crew.


4. In the starship statistics the crew sizes for these massive space vessels are far too small. For this reason I have interpretted the crew capacity #'s presented in the rules is referring to the size of the command crew and not the overall number of personnel actually serving on the ship. When you take this into consideration it makes more sense.


5. I also feel it is important to disregard the rule about automatic demotions for SFS starship commanding officers who order their crew to retreat being considered an act of cowardice in the face of the enemy. I think that a single SFS frigate that wanders too deep into no-mans land and encounters a Zangid Battlecruiser (or worse) would be foolish to sacrifice both ship and crew to fight an un-win-able battle. I think that any military action that an SFS crew engages in will face later review back at the ole starbase and any conduct deemed cowardly or unbecoming will result in disciplinary action including demotion or even loss of command (which can be an adventure hook in and of itself).


6. As a personal prefernce the warp scale in game will max out at Ten instead of Eight.


7. While the saucer is one of the predominate / most common shapes used for SFS primary hulls it should not be considered the only one.


8. A hex map, or even graph paper, is needed for the starship game in order to track distance. I recommend using a tactical map where the hexes or squares each represent 10,000 Miles or Kilometers. Personally I would prefer to use Kilometers over Miles as it is more common among both scientists and the military than Miles. That way when the ship is 190,000 miles / kilometers out all you have to do is count out 19 hexes or squares to determine range and distance. 


9. Interstellar travel is perferred over the term galactic travel.


10. Lastly (At least for now) In the game rules the pods (AKA Nacelles) contain the elements of the hyperdrive and the size and number of pods determines the PPB. Well, I am not trying to get into a technical debate or be a tech lawyer but this description is both correct and incorrect based on the genre's technical themes. In my game I prefer to use the term Core (As In Warp Core, Hyper Drive Core, Power Core, or Energy Core) over pods being the determing element of how much PPB the ship produces. After all PPB is a statistic that tracks energy production and usage, so the power plant that makes the energy is more important than the "pods" that distribute the energy. Thus, a starship could be a dreadnaught like the Vengance or Battleship like the Excellsior and still only have "two pods" distributing the energy but four energy cores producing the power. This also will solve the problem of alien races whoes ships do not have external pods containing their hyperdrive elements.  


Warmest Regards,

Scott


 


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