|
|
Of Great Ships and Captains
"Big ships" in the STAR FRONTIERS®
game, Part 2
by Roger E. Moore
Polyhedron Magazine, #22, pg. 26
In the last issue of POLYHEDRONTM
Newszine, some of the basics of starting a Big Ship campaign in a Star
Frontiers® game were described.
The referee
and players must decide what sort of Big Ship the group will be using;
campaigns based upon military, merchant, and scouting missions will each
require a different type of ship, each having different type of ship, each
having different abilities, crew sizes, and so forth.
As the cover of this
issue points out, having a Big Ship is no guarantee that star-faring characters
will be invincible. The bigger the ship, the harder it crashes. A careful
and dedicated crew (and referee) will keep their ship flying for many sessions
of play.
Details, details
The first hurdle to overcome in running
a Big Ship campaign (after you've chosen which ship to use) is to map out
the ship's interior. Eventually someone will want to know where the staterooms
are, what the bridge looks like, how far away the lifeboats are from the
cafeteria, and where the bathrooms are. A large amount of graph paper and
patience is required to get this job done.
Numerous ship maps
are scattered throughout the STAR FRONTIERS game rules, and it only
takes a few minutes of study to get a feel for how the mapping system works.
Based on 2-meter squares, the maps detail the interiors of various smaller
ships used by the UPF Spacefleet (such as the assault scout and frigate).
The notes on designing deck plans given in the Campaign Book (p. 23) are
required reading for this sort of work.
If you like extra detail,
1-meter squares can be used, This is extra-nice in figuring out exactly
where everyone is standing in melee, and those who like filling in details
of crew seating, equipment appearance, and so forth may prefer the enlarged
scale.
Some of the most commonly
seen areas on starship maps are given below. Players and referees may use
this as a checklist to determine what parts of the Big Ship they're using
need to be included in the maps. Most of the areas named are self-explanatory.
Player characters & crewmen
Most crew positions on a starship are self-explanatory.
Everyone knows what a pilot or gunnery officer does. The problem comes
in figuring out exactly which crew positions aboardship should be filled.
If you have a Big Ship with a crew of 400, you may have trouble deciding
how many cooks and internal security personnel will be needed.
If there was an easy
answer to this, it would be included here in this article. The TRAVELLER®
game
system has some helpful comments and rules of thumb for crewing major warships
in Book 5, High Guard, that are certainly worth reading. For the
most part, you will be on your own in building crew positions for the player
characters to fill. Note that there is no reason why players cannot each
control a number of separate characters on the ship, though a good supply
of referee-controlled NPCs is recommended for ease of play.
If you have access to a local
library, you might try to discover what sorts of crews major ships like
aircraft carriers, submarines, and destroyers have on them. This could
be very helpful in laying out starship crew positions.
Some of the most commonly used
crew positions on a starship are given below, with a few brief notes on
each.
Opponents & adventures
Designing adventures for a Big Ship campaign should
not be overly difficult. The ship can often play a background role in getting
players from one planet to another so they can take part in "regular" sorts
of adventures in which PCs seem to immerse themselves so regularly. The
Big Ship shouldn't always have to serve as the group's taxicab, however.
In military campaigns, life aboard
a large warship could be played out in detail. Obviously there is a lot
of boring time even in a major war, but there are certain moments when
danger might creep up on the characters as well.
Adventures occurring aboardship
would include saboteur and spy activity (especially in anti-pirate and
Sathar campaigns), boarding actions, and crew mutinies. It must be strongly
stated that crew mutinies should be VERY rare. The United States Navy has
never had a large mutiny, though several times small numbers of crewmen,
dissatisfied with their lot and often mistreated by their officers, have
rebelled. Criminal activities among crewmen involved in drug dealing, loan
sharking, gambling, and other pursuits might prove to be long-standing
problems that characters will have trouble laying to rest.
Special passengers bring their
own troubles, as crewmen try to protect alien ambassadors, locate terrorist-implanted
bombs, deal with hijackers and stowaways, or take on disaster victims from
shipwrecks or wartime activities. Animals in cargo bays can escape by accident
or on purpose. Pets brought aboardship might prove to have thief-like talents.
Players should be able to develop
other shipboard adventures that keep things rolling in the game. Of course,
there are adventures that keep things rolling outside the ship as well.
Major space battles can be played out with the PCs' ship involved, using
the Knight Hawks rules, though everyone should be forewarned that the fastest
way to totally wreck a starship is to get into a shooting war with another
ship. Diplomacy, trickery, and careful tactical planning should be explored
beforehand to eliminate the chances of having the Big Ship become a BFLH
(Big
Floating Lifeless Hulk).
The referee should keep the first
rule of managing a Big Ship campaign in mind: avoid destroying the ship.
This doesn't mean that if the player characters decide to dive the ship
into a local star that they should get away with it. But the referee should
avoid putting the ship itself in critical danger of being destroyed, especially
early in the campaign. The threat of having the ship be destroyed
is one thing, but doing it is another.
A good case in point was a campaign
I participated in a few years ago, in which he players controlled a Leviathan-class
merchant ship in a TRAVELLER game. Within a month of gaming, the ship had
sustained extreme internal damage from fighting and was in danger of being
gunned apart by hostile starships. This was not conductive to a secure
feeling on the players' part. It may happen that more than one ship bites
the Asteroid of Doom before the players and referee figure out how to keep
the ship alive longer.
BUT - if it happens that the
player characters wind up stranded on an alien planet with their Big Ship
crashed and seriously damaged, all is not lost. There are repair crews
and construction firms willing to put the ship into working order again,
for a hefty price. The shuttle-type starship on the cover, though it obviously
isn't going anywhere for a while, could be salvaged, carried back to a
spaceport or well-equipped industrial center, and sent back into space
only a little worse for the wear.
Frigates in general
One example of a Big Ship that could be adopted into
campaign play is the frigate, A frigate is comfortably small and manageable
for a beginning Big Ship group, though it's still of respectable size.
The crew size is more than adequate, and lots of NPCs can fill out the
crew roster and serve as replacement player characters if the originals
die or retire.
Despite last issue's promise
of a view of the Pini Pedikord ("the terror of the spacelanes"),
deck plans for a sample frigate will have to wait until a later date. However,
some basic information can be culled from the various STAR FRONTIERS game
books, deduced from the above, and invented on the spot. Any group interested
in creating a campaign based around a different Big Ship should follow
the same procedure: look up every scrap of information you can find on
that ship type, add implied material, and then fill in the gaps with your
imagination.
Frigates are the smallest major
warships in common use. Built around a size 5 hull, frigates are well-armed
and fast. They are most often used by planetary navies, marines, and militias,
interstellar navies (such as Spacefleet), and captured or "junked" frigates
might be employed by pirates or private concerns. In the STAR FRONTIERS
game, frigates form the mainstay of the UPF fleet.
Because of their speed and firepower,
frigates are often sent on high-speed patrols and pirate suppression, anti-smuggling,
or blockade assignments, They work well with smaller craft such as fighters
and assault scouts, lending firepower support when necessary and serving
as "headquarters" ships for small military operations.
Frigates are equipped with high-quality
detection gear. Interplanetary radar, high-powered cameras, energy sensors,
and hull skin sensors allow the ship's crew to monitor activity in, on,
or around the ship at any time. Normal radio and subspace radio systems
are installed, along with a videocom system for "face-to-face" communications
and a white-noise broadcaster of normal size for use in combat. A standard
intercom system is installed for communication between crewmen in different
parts of the ship.
Frigates are heavily armed when
compared to smaller ships like assault scouts and fighters, and they have
a variety of weapons systems that may be used during combat. Some weapons
systems may be replaced by others, as noted below.
One large laser cannon (range:
100,000 km) is set on the bow in a fixed mount that only allows the cannon
to fire forward. A laser beam battery is mounted to one side of the ship,
consisting of a cluster of small laser cannons set in a rotating turret
with an unlimited field of fire. (The frigate may be rotated to allow the
laser battery to reach targets initially on the other side of the ship
from the battery.) The laser battery has a 90,000 km range. Both types
of laser weapons have their "punching power" reduced by great distances.
Frigates also commonly carry
two nuclear missiles called "torpedos", which are used as ship-to-ship
weapons with homing devices. Each torpedo has a fission-drive engine to
send it to its target. Torpedos can sometimes be used for space-to-ground
attacks against planetary fortresses, military bases, missile silos, spaceports,
etc.
Four rocker batteries are mounted
on the hull as well. Each battery may fire a cluster of small and extremely
fast missiles propelled by fusion drives. No homing systems are placed
on these missiles because of their extremely fast movement; targets cannot
dodge them.
Some weapons may be exchanged
for others. The two torpedos may be eliminated and replaced by another
four rocket batteries or by another laser beam battery; other combinations
of these systems are possible (such as exchanging the four rockets for
a laser beam battery, etc.)
Frigates have a good array of
defenses, too. A reflective surface may be applied to the hull to defend
against laser attacks. A masking screen device good for two uses is installed
(complete with water tanks), and four interceptor missiles useful against
incoming missiles and torpedos are carried as well. The entire masking
screen system may be replaced by installing another interceptor missile,
or a smaller masking screen system good for only one use could be installed
with on decoy system. A large masking screen system good for two uses could,
of course, be broken down into two smaller one-shot systems.
For a "small" starship, a frigate
packs a nice wallop. A long-playing military campaign could be developed
with little trouble around a UPF frigate or a similar ship in a planetary
navy, of the solar system it hails from has a large number of planets to
visit.
Deck plans, a crew roster, and more information
on running a frigate in a Big Ship campaign will wing their way to you
in a future issue of POLYHEDRONTM Newszine.