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#1 | |
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Join Date: Aug 2004
Location: Hamilton, Ont. CANADA
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It's been over four years since the last post to that thread, so I thought I'd start fresh. Since then, a new version of the Starfire game called Solar Starfire has come out. Based on the Ultra Starfire rules, this game is set in a different universe from that of the Starfire books by David Weber and Steve White. Some things are the same:
Quote:
Dalton "whose ideas may be warped, but to the point" Spence
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#2 |
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Join Date: Aug 2004
Location: Hamilton, Ont. CANADA
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Generating Jump Points
Code:
Table 1: Jump Point Quantity || Table 2: Jump |
For each system roll 3d | If 16+ rolled, reroll 2d || Point Distance |
------------------------------+------------------------------||----------------|
# of |Starless|Without| With |# of |Starless|Without| With ||Roll Distance |
WPs | Nexus |Planets|Planets| WPs | Nexus |Planets|Planets||(3d) (lm) (AU) |
-----+--------+-------+-------+-----+--------+-------+-------||----------------|
1 | 3-4 | 3–6 | 3–7 | 6 | 2-5 | 2-6 | 2-7 || 3 1.0 0.12 |
2 | 5-7 | 7-8 | 8–9 | 7 | 6-7 | 7-8 | 8 || 4 1.5 0.18 |
3 | 8–10 | 9–11 | 10-12 | 8 | 8 | 9 | 9 || 5 2.5 0.3 |
4 | 11–12 | 12–13 | 13–14 | 9 | 9-10 | 10 | 10 || 6 3.5 0.42 |
5 | 13–15 | 14–15 | 15 | 10 | 11-12 | 11-12 | 11-12 || 7 5.0 0.6 |
-------------------------------------------------------------+| 8 7.5 0.9 |
Table 3: || Table 4: Jump Point Visibility || 9 10 1.2 |
Jump Point Types || Visibility Survey Sensor TL || 10 15 1.8 |
Roll --Jump Point--|| Roll Level Roll Required || 11 25 3 |
2d Type Capacity|| (2d) --- Conventional Jump Points --- || 12 35 4.2 |
2-3 A SM+7 || 2-7 Open 15- Late TL9 || 13 50 6 |
4-5 B SM+8 || 8-9 Concealed 14- Early TL10 || 14 75 9 |
6-7 C SM+9 || 10 Hidden 13- Mid TL10 || 15 100 12 |
8-9 D SM+10 || 11-12 Secret 12- Late TL10 || 16 150 18 |
10 E SM+11 || (1d) -- Unconventional Jump Points -- || 17 250 30 |
11-12 F SM+12 || 1-3 Top Secret 11- Early TL11 || 18 350 42 |
|| 4-6 Undisclosed 10- Mid TL11 ||(lm) = c-minutes|
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Table 5: Optional modifiers to Type and Visibility Rolls by Distance from Star |
Blue Giant (O,B)| Red Giant, A0-A9 |Main Sequence (F0-M4)| M5-M9, White Dwarf|
Range Modifier | Range Modifier | Range Modifier | Range Modifier |
(lm) Type Vis.| (lm) Type Vis.| (lm) Type Vis. | (lm) Type Vis.|
1–24 -3 +2 | 1–12 -2 +2 | 1–12 -2 +1 | 1–12 -1 +1 |
25–48 -2 +2 | 13–36 -2 +1 | 13–36 -1 +1 | 13–36 -1 — |
49–96 -2 +1 | 37–60 -1 +1 | 37–60 -1 — | 37–252 — — |
97–132 -1 +1 | 61–96 -1 — | 61–276 — — | 253–276 +1 — |
133–180 -1 — | 97–312 — — | 277–300 +1 — | 277–312 +1 -1 |
181–348 — — | 313–336 +1 — | 301–324 +1 -1 | 313–336 +2 -1 |
349+ +1 — | 337+ +1 -1 | 325+ +2 -1 | 337+ +2 -2 |
Dalton "whose ideas may be warped, but to the point" Spence
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#3 |
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Join Date: Aug 2004
Location: Hamilton, Ont. CANADA
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Reactionless Drives (TL9^) [REAR!]
This would be more accurately described as a “Reactionless (Star)Drive” with “Drive Field”, “Pseudo-Velocity” and “Boost Drives” design switches. Since it allows travel at c-fractional speeds (1 speed level=1/120 c = 2,500 kps = 1,550 mps = 30 c-seconds/hour) in deep space it quickly replaces all other types of space drive for interplanetary (and later interstellar) travel. Maximum speed is limited by the engine type, its tech level and the ship’s hull size (larger hulls are slower). After that point, additional systems are only useful a spares unless the ship’s effective tonnage is increased by towing or carrying (externally) other vessels. Reactionless Drive Types
Code:
Table 6: Reactionless Drive Types || Reactionless When Speed Factors Cost || Movement Points Scale Drive Name Invented Base Max Cruise TSA Same As || Turn Hex Size in Inertialess Late TL9 1 11-SM 1/2 +0 Standard || Length c-sec. miles AU Commercial Late TL9 0.5 9-SM 1 +2 Rotary || 20 seconds 1/6 31,000 0.0003 Tactical Early TL10 1.5 13-SM 1/3 -1 Hot || 1 minute 0.5 93,000 0.001 Gravimetric Early TL11 2 13-SM 3/4 +4 Super || 3 minutes 1.5 279,000 0.003 Cosmic Mid TL11 3 19-SM 1/3 +5 Subwarp || 10 minutes 5 930,000 0.01 Base - speed level per system installed. This doubles at the first full tech level after introduction (Ex. Late TL10 for Inertialess and Commercial). Max - Maximum tactical speed at the time of introduction adjusted for the size of the ship. This increases 1 level per drive generation (1/2 a level for Commercial drives). (Example: a 4th generation Tactical drive has a maximum speed 3 levels higher than that of a 1st generation Gravimetric one of the same TL period.) This can increased slightly by DeTuning the engines. If the maximum speed is 0 or less, the drive may still be used in Standby Mode. Cruise - Maximum Strategic (safe cruising) speed as a fraction of Tactical speed. Maximum LOD (low detection) speed is half that. TSA (Transit Size Adjustment) - A drive’s TSA reduces the ship’s effective transit size by 1 SM for each level. An additional level is added to the TSA for each generation of drive and for speed optimized hulls. Cost Same As - Reactionless Drive Type cost as per GURPS Spaceships page 24. Dalton "whose ideas may be warped, but to the point" Spence
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#4 |
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Join Date: Aug 2004
Location: Hamilton, Ont. CANADA
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Drive Field
The “Drive Field” (or DF) is the most important part of the drive system; not only does protect the ship against the hazards of traveling at c-fractional speeds (treat as a Light Force Screen), without one a ship cannot survive a JP transit. Vessels carried in “Transit Racks” are considered inside the DF while those towed by tractor beams are not. When a DF is active, the ship is not influenced by gravity. The ship’s speed is relative to the local gravitational environment; that is the nearest star in interplanetary space, the nearest planet if its gravitational influence is greater than the star, or the formation of JPs in a Starless Nexus. The drive operates in one of five modes: Tactical Mode Also termed full military power and the engine may burnout during extended use. Only available on military grade drives.Strategic Mode allows movement at or below safe cruising speed, which is without risk of burnout. This is also the top speed of commercial grade drives for obvious economic reasons.Low Detection Speed (LOD) sacrifices speed for stealth. If a ship is moving at 1/2 or less of its cruising speed with engines in LOD mode and with shields down, detection ranges for enemy units are reduced. Units switching from LOD to any other mode cause an LOD Flash, and can be detected for 5 seconds as if the unit’s engines were in tactical mode.Standby Mode The engines provide no movement points, but the drive remains active (including the blindspot). Standby mode on bases, Asteroid Forts, and Space Stations is also called Stationkeeping. A standby mode unit can move up to 0.5 c-sec/hour (0.03 AU/month or 25 5/6 mps); thus, holding orbital position.Off is where the engines are powered down, providing no movement points and no blindspot, but also providing no drive field protection. It resumes the velocity vector it had when the drive was last engaged, and is now subject to gravity. The drive field must be off for the ship to dock with, launch or bring aboard other vessels.Inertia-Conversion Field (Late TL9^) [Any!] In GURPS Spaceships terms this is a “Stardrive” with the “Drive Field” design switch. This system allows a vessel with reaction engines to transit a jump point. It takes one hour to activate, after which it functions as a Light Force Screen. The field must be off for the ship to dock with, launch or bring aboard other vessels. With the field on, the ship’s top speed factor relative to the local gravitational environment (see above) is 3×(sAccel)^0.5 due to gravitational drag (4×(sAccel)^0.5 for a speed optimized hull). Speed Optimized Hull (Late TL9^) [Feature] This feature reconfigures the hull to more efficiently conform to the drive field, making the ship's maximum speed one level higher, its transit size one SM smaller and its blindspot 60° bigger. Code:
SM +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 Cost($) 50K 150K 500K 1.5M 5M 15M 50M 150M 500M 1.5B 5B 15B This is a modification to the hull that adds “gravity wings”, gravity repulsors, and engine modifications that allow a ship with drive-field propulsion to drop the drive-field inside the para-gravity limit of a gravitational body (such as a planet). In GURPS Spaceships terms this is the “Force Wings” option applied to the drive field. Cost=Light Force Screen+50%. Code:
SM +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 or more Cost($) 225k 750k 2.25M 7.5M 22.5M 75M 225M 750M 2.25B — In navies that have units with Short Range Weapons, the desire for the ability to move faster just to get into range before taking a lot of damage has encouraged experimentation. One of the solutions was “DeTuning” the engines, that is, temporarily altering the drive-field so that you move faster, but it can hurt your engines, partially blinds your sensors, hurts your targeting, and makes your blindspot 60° bigger. So there is a trade-off. DeTuning is actually a slight mis-calibration of the drive field generators in the engines so that they produce an unstable drive field. If done properly, this can result in a slight speed increase (+2 for Inertialess drive, +1 for the others) at the expense of normal operations of sensory input and targeting. This isn’t always safe, as mis-calibrating too much can cause the engines to explode, even if successful they are at a higher risk of burnout, and not all drive types can perform this risky operation. Dalton "whose ideas may be warped, but to the point" Spence
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#5 |
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Join Date: Nov 2011
Location: Seattle, WA
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How will you convert the "primaries?" The fluff is fluff, but for game mechanics, I'd probably look at a ghost particle beam.
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-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
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#6 | |
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Join Date: Aug 2004
Location: Hamilton, Ont. CANADA
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Quote:
Dalton “who may reinvent the wheel, but not the sword” Spence
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| Tags |
| spaceships, starfire |
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