Dark Stars Home Rules

Fiction by Dan Preston

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Dark Stars Home Rules

Postby GFFP on Fri 17 Jul 2009 05:01

Dark Stars

Campaign rules and changes to 3rdR-UTM + some GSF.

1. There are no Warp Points. I am using a 2D real space
close cluster of stars, who's average distance is roughly 4-6
StMP apart.


2. Mapping is done in a Traveler style using a hex grid
of 80 hexes in a 8 x 10 sector. Each hex has a low level of
dust in it so visual sighting is limited to 6 Sector hexes.
Each Sector hex is 60 sH across. (2 StMP)

Any ship without survey equipment or grouped with a survey ship
traveling in an unsurveyed sector hex has a 10% chance of taking 1d10
damage per week. If the roll(reroll) is a 10, reroll and add it to
the 10. It takes 100 survey pts to survey a sector hex.
Until it is surveyed (and patroled) the CFN will consider the
sector hex contested.

Trade routes between systems must be patroled by survey ships.
You must earn at least 1 survey pt per month per Sector hex to keep
the trade route safe.



3. Each Sector has 5+1d10 star systems. Randomly placed.
Each A component is in the middle of it's map Sector hex.


4. Each Sector has 10+1d20 hexes of Nebulas.
On a roll of 20 add and reroll the D20.
Each Nebula will have 5+1d6 of continious hexes of nebula.
Each Nebula will be seeded randomly and overlapping nebula hexes
will not be counted as more than 1 hex of nebula. Overlapped hexes will
increase the hexes available for the next/last Nebula. Nebulas
completely block visual sight on the sector map.

If the Nebula has no stars in it it will be treated as a dark nebula from GSF.
If the Nebula contains 1 star inside it it will be treated as a reflective nebula.
If the Nebula contains2-3 stars it will be treated as an Emission Nebula.
If the Nebula contains 4 or more stars it will be treated as a Maser Nebula.
Mazer nebulas will add 1 E damage per day per star over 4 in the nebula.
Dark nebulas will reduce com range by 25%.

5. I am using a GSF system generator as I couldn't find a 3rdR program.
O3 is treated identical to O1 for colonization purposes.
Asteroids per GSF LM*20 for max PU. I am also using any Oddity rolled
if it seems interesting.

6. I am using a non-standard starting system for roleplaying style.
Each race may have 1 SRW beam (E F L Lx), 1 LRW (R K TRP), 1 torp
(Pg G Cb) 1 Small expendable (F GB). The starting tech is normal.
The second tech in the type is x3 cost, the 3rd is x5 cost and the
4th is x7 cost. Both R&D and sytem cost.


7. Fighters and small craft cost 15% maint. Missile load outs are fixed.
Small craft XO pts can be fixed mounts at -1 Mc per XO pt.
IE the weapon slot is picked at the time of building and can never
be changed. fRAM cannot be switched with fm, beams cannot change type.
Jetisoned/expended weapons must be replaced with the exact same type.
All D, Dc, Dk, EDM are -1 to stop inbound weapons.

8. No crew grades used other than pre shakedown, admiral grades will be used
1 new admiral BG per ICCC per year.

Dan
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Re: Dark Stars Home Rules

Postby Cralis on Fri 17 Jul 2009 13:52

So every star is going to be 4-6 StMP from each other? I'm guessing this is just so that coordinate mapping is possible?

So are you going to have ANY stars at all be at some distance? Maybe using wormholes as an anomaly link small clusters of these stars that are close?

I'd never thought of doing it this way. With realistic distances Starfire couldn't do without an FTL drive...
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Re: Dark Stars Home Rules

Postby krenshala on Fri 17 Jul 2009 14:34

At speed 1 accelleration (Cp drive, with turnover at halfway point) Epsilon Indi (11.3 LYr) is only about 140 months away ...
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Re: Dark Stars Home Rules

Postby PracticalM on Fri 17 Jul 2009 16:35

krenshala wrote:At speed 1 accelleration (Cp drive, with turnover at halfway point) Epsilon Indi (11.3 LYr) is only about 140 months away ...


What are you using for max speed? Ultra has 5 + (EL/3) -1 which puts things at spd 4 mostly.
Even to get to speed 24 (20% of Light speed) would require EL60.

Of course you could get up to that speed in 12 minutes and slow down in 12 minutes as well.
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Re: Dark Stars Home Rules

Postby GFFP on Fri 17 Jul 2009 17:32

Cralis wrote:So every star is going to be 4-6 StMP from each other? I'm guessing this is just so that coordinate mapping is possible?

So are you going to have ANY stars at all be at some distance? Maybe using wormholes as an anomaly link small clusters of these stars that are close?

I'd never thought of doing it this way. With realistic distances Starfire couldn't do without an FTL drive...


No, the stars are distributed randomly, But since every A component is in the middle of a Sector hex, even
adjacent star systems are 60 sH apart, 2 StMP. With an average of 11 systems per 80 Sector hexes,
if they were spread evenly they would be between 4 and 6 StMP apart.

So far the only change I would make would be to increase the nunber of stars per nebula type change.
There are really too many mazer nebulas with the rules I am using for them. I would require 8-10 stars as a
minimum to form a mazer nebula. And reduce the size of each nebula.

I have actual paper maps in the 8x10 hexes for each sector. And I plan on having no other form of travel except
the standard engines. It takes 4-6 weeks to reach a nearby star in most cases.

This drastically reduces the growth rate of the economies!

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Re: Dark Stars Home Rules

Postby BillW on Sat 18 Jul 2009 11:35

krenshala wrote:At speed 1 accelleration (Cp drive, with turnover at halfway point) Epsilon Indi (11.3 LYr) is only about 140 months away ...


Only!? Over 11 1/2 years of travel will require a lot of maintenance! ;)
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Re: Dark Stars Home Rules

Postby krenshala on Mon 20 Jul 2009 18:14

BillW wrote:
krenshala wrote:At speed 1 accelleration (Cp drive, with turnover at halfway point) Epsilon Indi (11.3 LYr) is only about 140 months away ...


Only!? Over 11 1/2 years of travel will require a lot of maintenance! ;)


Yes. Yes it did. But then I designed a 1000 hull space ship that had one Cp engine, and a LOT of H and Qv on it ;) Oh, and enough Bbs and shuttles to unload the thing in 30 minutes (I hadn't realized just how efficient cargo transport was in Starfire until I worked up that info). I don't remember the exact cost anymore (that data was part of what I lost when the hard drive on my notebook died :shock: ), however, I do remember that if each passenger paid 0.2 Mc (50 PTUs, or 2.5M colonists) then the entire colony project would have 500,000 Mc with which to build the ship and maintain it. IIRC, that was enough left over to run the ship for almost 15 years (more if you mothballed all but one the command core of HYaQa once you got to your destination).

As for how I got the 140 month number, I just asked nicely on the list how long it would take to go 11.3Lyr at an acceleration of speed 1. The Cp drive is a reaction drive so, technically, it has no upper speed limit. The starfire rules don't handle this type of movement very well, however, so I just left it to the details listed in this post and moved on to my "50 PTUs hit a WP while slowboating into the Epsilon Indi system, and find themselves a LONG way from home" story. (BTW, it takes a really loooong time for 50 PTUs to earn any kind of useful income from a strategic game point of view. :D).
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Yeah, I'm finally back (again)! Sometimes, life (and 13yo son's) don't leave you time to play SF and earn a paycheck. :/

No, really! Matt actually made me an admin here!
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Re: Dark Stars Home Rules

Postby procyon on Thu 29 Jul 2010 18:56

Yeah, the Cp only cruises at speed one.

In my Nemesis Campaign, getting from Nemesis (conjectural star posited to cause periodic extinctions on Earth. A small red dwarf at 50,000 AU/0.75LY from Sol. As it would be in a binary relationship with Sol, proper motion surveys will miss it until we can get a fair distance from our system to ID its movement against background stars.)

Even at this close distance, it takes nearly 90 years to cross the distance for the ships. As a reaction drive, they wouldn't need much to get here fuel-wise once they start.

Unless you worry about food, etc.

Good thing that the Nemotians can hibernate.....
...and I will show you fear in a handful of dust....

Cralis wrote:I would point out that the "what was" which is different from "here and now" can easily change in the "future then."
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