Showing posts with label starships. Show all posts
Showing posts with label starships. Show all posts

Wednesday, November 23, 2011

Latest Release - Flynn's Guide to Azri Drakara: Republic Starships...

Good Morning, All:

Another week of hard work and here we are, another Samardan Press publication! Please feel free to check it out, and consider it for your favorite Traveller fan this holiday season!

Enjoy!



Flynn's Guide To Azri Drakara: Republic Starships is a campaign resource and sourcebook for Traveller that describes starships common to the Dracosian Republic. This book provides an overview of the use of starships within the Republic (including a hierarchy of military vessels, the proper use of distress signals and an alternate approach to the Ship Shares material benefit), detailed descriptions for 18 different space vessels, and a complete set of space encounter tables and rules.

Flynn's Guide To Azri Drakara: Republic Starships is another product in our outstanding Flynn's Guide To Azri Drakara series. This series provides details on the Azri Drakara sector, a region in space where Referees and players can engage in all manner of science fiction adventuring. Although designed for use with the Traveller system, the Azri Drakara setting can be used with any science fiction roleplaying game!



You can find this product in PDF format at both RPGNow and Lulu:
Flynn's Guide to Azri Drakara: Republic Starships on Lulu.com
Flynn's Guide To Azri Drakara: Republic Starships on RPGNow.com

You can also pick this product up in hardcopy via Print-On-Demand at Lulu:
Flynn's Guide to Azri Drakara: Republic Starships Print-On-Demand on Lulu.com

Watch for future releases of the Flynn's Guide To Azri Drakara series from Samardan Press in the coming months!

With Regards,
Jason "Flynn" Kemp

Monday, June 06, 2011

Traveller to Savage Worlds: Starships & Spacecraft Conversion...

Good Morning, All:

With two of my players out for the summer, the others of my gaming group decided that they would like to play in a short mini-campaign based on my old Traveller adventures. Taking a few moments (okay, closer to a day and a half), I came up with a set of Savage Worlds conversions for Traveller's spacecraft and starships.

Here are the basic tables I designed for conversion, inspired by the numbers found in Slipstream:

Table: Tonnage Conversion
TonnageToughnessSizeHandling
Under 10012(2)Small+1
10014(3)Medium+0
20016(4)Medium+0
40018(5)Medium+0
60020(6)Large-1
80022(7)Large-1
100024(8)Large-1
200026(9)Large-1
400028(10)Huge-2
600030(11)Huge-2
800032(12)Huge-2
1000034(13)Huge-2
2000036(14)Gargantuan-3
4000038(15)Gargantuan-3
6000040(16)Gargantuan-3
8000042(17)Gargantuan-3
10000044(18)Gargantuan-3
20000046(19)Gargantuan-3
40000048(20)Gargantuan-3
60000050(21)Gargantuan-3
80000052(22)Gargantuan-3
100000054(23)Gargantuan-3

Table: Weapon Conversion
WeaponDamageRangeROFNotes
Laser, 1-22d63/6/121AP 6
Laser, 3-53d63/6/121AP 6
Laser, 6-114d63/6/121AP 6
Laser, 12+5d63/6/121AP 6
Laser, 50-ton Bay6d63/6/121AP 6
Laser, 100-ton Bay8d63/6/121AP 6
Particle Accelerator, 1-22d83/6/121AP 7
Particle Accelerator, 3-53d83/6/121AP 7
Particle Accelerator, 6-114d83/6/121AP 7
Particle Accelerator, 12+5d83/6/121AP 7
Particle Accelerator, 50-ton Bay6d83/6/121AP 7
Particle Accelerator, 100-ton Bay8d83/6/121AP 7
Missile Rack, 1-22d106/12/241AP 8; Shots 12; Reload 1
Missile Rack, 3-53d106/12/241AP 8; Shots 12; Reload 1
Missile Rack, 6-114d106/12/241AP 8; Shots 12; Reload 1
Missile Rack, 12+5d106/12/241AP 8; Shots 12; Reload 1
Missile Rack, 50-ton Bay6d106/12/241AP 8; Shots 12; Reload 1
Missile Rack, 100-ton Bay8d106/12/241AP 8; Shots 12; Reload 1

Using these tables, I came up with the following conversions, which I offer for those who might be interested in using them for their own Traveller conversions:

Close Escort (Type CE): Size 400 tons (Medium); Maneuver 4; Jump 4; Computer Model/6; Cargo 2 tons; Toughness 18(5); Crew 4+8; Handling: +0; Cost: MCr356; Notes: Armored, Atmospheric, Gig; Weapons: 2x triple laser turrets (Dmg 3d6, Rng 3/6/12, ROF 1, AP 6), 2x triple particle beam turrets (Dmg 3d8, Rng 3/6/12, ROF 1, AP 7).

Corsair (Type P): Size 400 tons (Medium); Maneuver 3; Jump 2; Computer Model/2; Cargo 160 tons; Toughness 18(5); Crew 5+5; Handling: +0; Cost: MCr180; Notes: Low berths (20); Weapons: 4x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).

Express Boat (Type X): Size 100 tons (Medium); Maneuver --; Jump 4; Computer Model/4; Cargo 1 ton; Toughness 14(3); Crew 1+1; Handling: +0; Cost: MCr70; Notes: None; Weapons: None.

Express Boat Tender (Type XT): Size 1000 tons (Large); Maneuver 1; Jump 1; Computer Model/3; Cargo 60 tons; Toughness 22(7); Crew 6+7; Handling: +0; Cost: MCr275; Notes: Low berths(20), Ship bay (600 tons); Weapons: None.

Free Trader (Type A2): Size 200 tons (Medium); Maneuver 1; Jump 2; Computer Model/1bis; Cargo 61 tons; Toughness 16(4); Crew 6+7; Handling: +0; Cost: MCr66; Notes: Air/raft, Atmospheric, Low berths(4); Weapons: None.

Fighter: Size 10 tons (Small); Maneuver 6; Jump --; Computer Model/1; Cargo 1 ton; Toughness 12(2); Crew 1; Handling: +1; Cost: MCr18; Notes: None; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6) or 1x triple missile turret (Dmg 3d10, Rng 6/12/24, ROF 1, AP 8).

Free Trader (Type A): Size 200 tons (Medium); Maneuver 1; Jump 1; Computer Model/1; Cargo 82 tons; Toughness 16(4); Crew 4+8; Handling: +0; Cost: MCr37; Notes: Atmospheric, Low berths(20); Weapons: None.

Gig: Size 20 tons (Small); Maneuver 6; Jump --; Computer Model/1; Cargo 2 tons; Toughness 12(2); Crew 2+4; Handling: +1; Cost: MCr28; Notes: Low berths (3); Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).

Jump Shuttle (Type JS): Size 200 tons (Medium); Maneuver 3 (or 1 with SDB); Jump 2 (x3, Jump 1 with SDB and x2); Computer Model/1bis; Cargo 2 tons; Toughness 16(4); Crew 3; Handling: +0; Cost: MCr94; Notes: None; Weapons: None.

Lab Ship (Type L): Size 400 tons (Medium); Maneuver 1; Jump 2; Computer Model/2; Cargo 24 tons; Toughness 18(5); Crew 5+15; Handling: +0; Cost: MCr161; Notes: Labs (100 tons), Pinnace; Weapons: None.

Launch (or Lifeboat): Size 20 tons (Small); Maneuver 1; Jump --; Computer Model/1; Cargo 13 tons; Toughness 12(2); Crew 2; Handling: +1; Cost: MCr18; Notes: None; Weapons: 1x single missile turret (Dmg 2d10, Rng 6/12/24, ROF 1, AP 8).

Mercenary Cruiser (Type C): Size 800 tons (Large); Maneuver 3; Jump 3; Computer Model/5; Cargo 80 tons; Toughness 22(7); Crew 9+20; Handling: +0; Cost: MCr237; Notes: Air/raft, Modular cutter (x2, with ATV Modules); Weapons: None.

Modular Cutter: Size 50 tons (Small); Maneuver 4; Jump --; Computer Model/1; Cargo 2.5 tons; Toughness 12(2); Crew 2+1; Handling: +1; Cost: MCr28; Notes: 30-ton Module bay; Weapons: 2x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).
Modules:
ATV module: includes either a wheeled or a tracked ATV, masses 30 tons. MCrl.8.
Fuel module: 30 tons of fuel tankage. MCrl.
Open module: Customizable frame with 30 tons of excess space which can be allocated to passenger couches, fuel, cargo, cabins or staterooms. MCr2.

Patrol Cruiser (Type T): Size 400 tons (Medium); Maneuver 4; Jump 3; Computer Model/3; Cargo 50 tons; Toughness 18(5); Crew 6+12; Handling: +0; Cost: MCr221; Notes: Atmospheric, G-Carrier, Low berths (4), Ship's Boat; Weapons: 2x triple laser turrets (Dmg 3d6, Rng 3/6/12, ROF 1, AP 6), 2x triple missile turrets (Dmg 3d10, Rng 6/12/24, ROF 1, AP 8).

Pinnace: Size 40 tons (Small); Maneuver 5; Jump --; Computer Model/1; Cargo 22 tons; Toughness 12(2); Crew 2; Handling: +1; Cost: MCr20; Notes: None; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).

Safari Ship (Type K): Size 200 tons (Medium); Maneuver 1; Jump 2; Computer Model/1bis; Cargo 2 tons; Toughness 16(4); Crew 6+8; Handling: +0; Cost: MCr69; Notes: Air/raft, Atmospheric, Caging Area (10 tons), Marine Caging Area (13 tons), Life Boat, Trophy Room (10 tons); Weapons: None.

Scout/Courier (Type S): Size 100 tons (Medium); Maneuver 2; Jump 2; Computer Model/1bis; Cargo 3 tons; Toughness 14(3); Crew 1+3; Handling: +0; Cost: MCr29; Notes: Air/raft, Atmospheric; Weapons: None.

Seeker (Type J): Size 100 tons (Medium); Maneuver 2; Jump 2 (although only enough fuel normally for Jump 1); Computer Model/1bis; Cargo 3 tons; Toughness 14(3); Crew 1+3; Handling: +0; Cost: MCr24; Notes: Air/raft, Atmospheric, Half-sized staterooms, Ore Bays (x2, 20 tons each), Prospecting Buggy; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).

Ship's Boat: Size 30 tons (Small); Maneuver 6; Jump --; Computer Model/1; Cargo 14 tons; Toughness 12(2); Crew 2; Handling: +1; Cost: MCr16; Notes: None; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).

Shuttle: Size 95 tons (Small); Maneuver 3; Jump --; Computer Model/1; Cargo 71 ton; Toughness 12(2); Crew 2; Handling: +1; Cost: MCr33; Notes: None; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).

Slow Boat: Size 30 tons (Small); Maneuver 3; Jump --; Computer Model/1; Cargo 20 tons; Toughness 12(2); Crew 2; Handling: +1; Cost: MCr15; Notes: None; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).

Slow Pinnace: Size 40 tons (Small); Maneuver 2; Jump --; Computer Model/1; Cargo 32 tons; Toughness 12(2); Crew 2; Handling: +1; Cost: MCr18; Notes: None; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).

Subsidized Liner (Type M): Size 600 tons (Large); Maneuver 1; Jump 3; Computer Model/3; Cargo 129 tons; Toughness 20(6); Crew 9+25; Handling: +0; Cost: MCr237; Notes: Launch, Low berths (20); Weapons: None.

Subsidized Merchant (Type R): Size 400 tons (Medium); Maneuver 1; Jump 1; Computer Model/1; Cargo 200 tons; Toughness 18(5); Crew 5+16; Handling: +0; Cost: MCr101; Notes: Atmospheric, Launch, Low berths (9); Weapons: None.

System Defense Boat (Type SB): Size 400 tons (Medium); Maneuver 6; Jump --; Computer Model/5fib; Cargo 5 tons; Toughness 18(5); Crew 10; Handling: +0; Cost: MCr777; Notes: Atmospheric, Heavily Armored; Weapons: 2x triple laser turrets (Dmg 3d6, Rng 3/6/12, ROF 1, AP 6), 2x triple missile turrets (Dmg 3d10, Rng 6/12/24, ROF 1, AP 8).

Yacht (Type Y): Size 200 tons (Medium); Maneuver 1; Jump 1(x2); Computer Model/1; Cargo 11 tons; Toughness 16(4); Crew 4+9; Handling: +0; Cost: MCr51; Notes: Air/raft, ATV, Double Sized Noble Suite, Ship's Boat; Weapons: None.

Hope This Helps,
Flynn

Friday, June 25, 2010

Stellar Quest: Three Starship Stat Blocks For Your Review...

Good Afternoon, All:

Below is a brief look at three of the starships that will be included in Stellar Quest. Note that the stat block for each vessel is as close to the monster stat block as I could make it and still feel good about it. I'm still working out bugs in the design process, but I think I've got things far enough along in my head that I can post some rough starship stats and get some reader input.

As an aside, both Size (SZ) and Cargo refer to "units", a generic unit of measurement that encompasses a volume of just over a hundred cubic meters. In mapping terms, each unit represents a section of space approximately six meters by six meters by three meters, or roughly a 20' by 20' square, 10' tall.

The stat block values, in order, are:

Size (SZ): The basic volume of a vessel, expressed in units.
Crew: The number and disposition of crew positions required for the vessel.
Cargo: The amount of volume available to carry cargo, expressed in units.
Armor Class (AC): The base armor class of the ship for space combat. Both Descending AC and Ascending AC are provided.
Hit Dice (HD): The hit dice of the vessel. These reflect Structure Points, which operate like hit points in space combat.
Attacks (Atk): The attacks that the crew can make using the ship's weapon systems.
Special (SP): A list of special elements for the ship.
Movement (MV): The movement values for the ship's warp drives and thrusters. A vessel's warp drive value determines the number of parsecs the ship can move in one week, while a ship's thruster rating determines the relative movement of the ship during space combat.

Exploration Scout
Exploration Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.

Exploration Scout: SZ 24; Crew 2 (pilot, astrogator); Cargo 7; AC 4 [15]; HD 6; Atk: one missile (1d10) or one laser (2d8); SP: shields (+2 AC, 100 hp), teleporter pad; MV: thrusters 2, warp 2.

Survey Scout
Survey Scouts typically survey interstellar space within the Confederation and the stars beyond its borders.

Survey Scout: SZ 96; Crew 13 (2 pilots, astrogator, 2 engineers, 2 gunners, 6 scientists); Cargo 25; AC 5 [14]; HD 24; Atk: one dual missile (2d8), one dual laser (3d8); SP: laboratory, shields (+2 AC, 100 hp), sickbay, teleporter pad; MV: thrusters 2, warp 3.

Survey Cruiser
Survey Cruisers are among the largest of the exploration vessels used by the Confederation. While the Stellar Patrol has larger warships, the Survey Cruiser is focused more on exploration than aggression.

Survey Cruiser: SZ 192; Crew 42 (2 pilots, astrogator, 4 engineers, 1 medic, 4 gunners, 10 security, 20 scientists); Cargo 32; AC 5 [14]; HD 48; Atk: two dual missiles (2d8), two dual lasers (3d8); SP: barracks, engineering shop, hangar (smallcraft), laboratory, shields (+2 AC, 100 hp), sickbay, teleporter pad; MV: thrusters 2, warp 4.

So, what do you think?

With Regards,
Flynn