Monday, February 17, 2020

Dervish and Sword and Flame

The USN Thresher
Prototype
I am try to get the hang of Inkscape. It's going pretty well. I have made improvements to the Sword and the Flame (Thresher) class ship deck plans.

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
The Dervish is a platform designed for modification. It was first designed for engine research followed by a search and rescue ship. Other varients are a scout ship, a science/explorer ship or a gun boat. The ship's interior is a wasp shaped affair with fore and aft open spaces for research. The belt of the ship provides 8 bunk rooms for the crew. As a military ship, this is luxurious.

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.




Sunday, February 16, 2020

Updates to Compass Rose Inn and Kobold's Folly

I have updated the files for The Compass Rose Inn and The Kobold's Folly products. These items are still pay what you want, however, in each case I have increased the suggested price to $3.99 each.

In the case of the Compass Rose Inn, the map has been reworked to be 1 inch = five feet. This now brings the page count to 63 pages. Additionally, this file has map tiles that enable you to print out additional green space for more terrain. To fill some of this space, there is now a barn map with two levels, a stable or work shed with two levels, a well and bake house map.

In Kobold's Folly, I detail what is different between the Tribe of Minwan and other kobolds and provide images of King Minwan and his sister using the two magic items found at in the folly.

If you have already downloaded these files, my thanks. You should receive an email shortly with the new files. If you can't wait, simply check your Library tab at DriveThruRPG.

Click the images below for full resolution example images from the Compass Rose Inn.



As an additional preview of the Compass Rose Inn, I have loaded full resolution images of the entire basement area.









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.