Showing posts with label Carriers. Show all posts
Showing posts with label Carriers. Show all posts

Monday, October 25, 2010

[Future Perfect] Bruin Command Carrier

Expanding upon the designs of the old Imperial Juggernaut, the Regency’s Bruin-Class Command Carrier bears much in common with that venerable class of ship – however, the Regency made everything bigger and more potent. The Bruin is tougher, larger, faster to accelerate, and capable of dealing vastly increased damage output when compared to its predecessor. The Bruin is a mainstay on any Regency fleet battle, with one or more of these intimidating ships coordinating fleet movements and assaults. It is meant to battle at a distance, since it bears only a pair of scattergun arrays for attacks against nearby targets. Instead, several compliments of fighters and gunships are kept ready for instant deployment to engage any vessels that venture too lose; additionally, several other ships from fighters and gunships to heavier frigates (like the Bison or Gallardo) almost always are found flying as part of a Bruin’s larger command group.

Bruin Command Carrier

Manufacture: Regency
Size: Colossal
Power: 370
Acc: 60 Top: 240 Handling: -4
FTL: Gate Key, Regency H-Space Drive
Crew: 190 Hull: 145 (63) (Armor 63)

Ship Systems:
  • Starship
  • Computer with AI: (Bulldog-Class; d8 Smarts, Power 14, Spaces 12*): Piloting d8, Shooting d8, Knowledge (Astrogation) d8, Knowledge (Battle) d8, Repair d8, Notice d8, Stealth d8, Medical d8; Autopilot, Target Acquisition and Control, Fire Control, and Pattern Recognition, SysNet Link, SysNet Core
  • Enhanced Crew Facilities
  • Regency H-Space Drive (5 Spaces, 36 Power)
  • Gate Key (1 Space, 1 Power)
  • Large Mechanical Shop (Repair Facility; 4 Spaces, 4 Power)
  • Ship Launch Bay (15 Small/Medium Each) [30 Spaces]
  • (20) Exterior Docking Clamps (10 Space; 5 Power))
  • (18) Bed Sickbay (6 Spaces, 6 Power)
  • (80) Marines (8 Spaces, 8 Power)
  • (10) Cargo Holds (10 Spaces)
  • (15) Cell Security Brig (5 Spaces, 5 Power)
  • (2) Science Stations (Biosciences, Physical Sciences)
  • MKI Deflector Screen (-1; 6 Spaces, 6 Power)
  • AGS (Advanced Guidance System)
Weapons:
  • (1) Colossal Spinal Mounted Cannon [42 Spaces, *Power]: 12d10 AP185*
  • (2) Dual Scatter Cannon (Light) Arrays [Turret; 1 Space, 3 Power each]: 80/160/320; 4d8 AP4; Small Burst Template; RoF1
  • (4) Predator Torpedo Launchers (4 Spaces total, 1 Power to launch any number): 300/600/1200; Tracking (Range 4800); Speed 1200; 5d10 AP50; Medium Burst
  • (24) Additional Predator Torpedoes (4 Spaces)
  • (4) AMCM (4 Spaces)

Friday, October 22, 2010

[Future Perfect] Star Crab Assault Carrier

An early Alliance vessel, the Star Crab was developed during the time of increased tensions that caused the Alliance and Coalition to split apart. Intended as both an all-purpose command vessel and a long-range explorer, the Star Crab combines excellent offensive capabilities with carrier functions and a large number of support systems. For decades this ship has been the symbol of Alliance military power on the larger strategic theater, with several dozen Star Crabs providing a constant presence on the Alliance/Regency DMZ near Oceana and coordinating the regional fleet. Similarly, the Alliance has a handful of these vessels in the Frontier, not only holding their position to defend their ships during Gateway access, but to defend their colonies. Even with the newer Hyperion capitol ships becoming an ever more common sight, the Star Crab's superior weaponry and greater Carrier capabilities makes it unlikely this design will go away any time soon, especially when used for heavy assaults.

Star Crab, Alliance Command Carrier

Manufacture: Alliance
Size: Colossal
Power: 292
Acc: 45 Top: 240 Handling: -4
FTL: Gate Key, Alliance H-Space Drive
Crew: 168 Hull: 130 (60) (Armor 60)

Ship Systems:
  • Starship
  • Non-Atmospheric
  • Computer with AI: (d6 Smarts, Power 12, Spaces 12*): Piloting d6, Shooting d6, Knowledge (Astrogation) d16, Knowledge (Battle) d6, Repair d6, Notice d6, Autopilot, Target Acquisition and Control, Fire Control, and Pattern Recognition, SysNet Link, SysNet Core
  • Enhanced Crew Facilities
  • Alliance H-Space Drive (5 Spaces, 36 Power)
  • Gate Key (1 Space, 1 Power)
  • Alliance Sensors (+2 Notice)
  • Large Mechanical Shops (Repair Facility; 4 Spaces, 4 Power)
  • (2) Ship Launch Bays (12 Small/Medium Each) [48 Spaces]
  • (12) Exterior Docking Clamps (6 Space; 3 Power))
  • (24) Bed Sickbay (8 Spaces, 8 Power)
  • (70) Marines (7 Spaces, 7 Power)
  • (10) Cargo Holds (10 Spaces)
  • (24) Cell Security Brig (8 Spaces, 8 Power)
  • (2) Science Stations (Biosciences, Physical Sciences)
  • AGS (Advanced Guidance System)
Weapons:
  • (10) Twilight Gunworks, Dual Medium Pulse Cannon Arrays: [2 Spaces, 3 Power]: 125/250/500, 3d10 AP8, RoF2
  • (2) Dual Superheavy Polyphase Beam Cannon Arrays [6 Spaces, 12 Power]: 100/200/400, 8d12 AP15, RoF1 [12]
  • (3) Heavy Missile Racks [2 Spaces; 1 Power; 4 Shots; Each] 250/500/1000; 6d6 AP12; RoF1-4 [6]
  • (48) Additional Heavy Missiles [6 Spaces]
  • (2) Huge Tractor Beams (8 Spaces, 10 Power) [12d6] [16]
  • (2) AMCM

Tuesday, October 12, 2010

[Future Perfect] Hyperion Command Carrier

The newest capital ship in the Alliance armada, the Hyperion Command Carrier is considered by many experts to be the most advanced starship serving in any Fleet in Faction Space. Though it has relatively light armament compared to other ships of its class (especially it’s “predecessor”, the Star Crab), the Hyperion is an extremely durable starship defensively and is by no means weak in its offense. The Alliance has spared neither effort nor expense on these ships, incorporating Defensive Screen Technology intended for use on Orbital Stations as well as the bleeding-edge Sentinel AI system. The integrated Sentinel class intelligence makes the Hyperion Carrier a superior tactical ship, with the AI managing and/or assisting its crew in everything from piloting and astrogation to gunnery and battle-strategy. Its tractor beam cannon makes this ship an excellent interdictor as well, and paired with its large compliment of Predator Torpedoes, a superior player at the game of Grab and Smash.

Hyperion Command Carrier

Manufacture: Alliance
Size: Colossal
Power: 350
Acc: 50 Top: 265 Handling: -4
FTL: Gate Key, Alliance H-Space Drive
Crew: 130 Hull: 165 (75) (Armor 75)

Ship Systems:
  • Starship
  • Non-Atmospheric
  • Computer with Experimental AI [Sentinel-Class] (d12 Smarts, Power 18, Spaces 12): Piloting d12, Shooting d12, Hacking d12, Investigation d12, Knowledge (Astrogation) d12, Knowledge (Battle) d12, Repair d12, Medical d12, Notice d12, Stealth d12, Security d12, Autopilot, Target Acquisition and Control, Fire Control, and Pattern Recognition, SysNet Link, SysNet Core
  • Enhanced Crew Facilities
  • Alliance H-Space Drive (5 Spaces, 36 Power)
  • Gate Key (1 Space, 1 Power)
  • Alliance Sensors (+2 Notice)
  • Large Mechanical Shop (Repair Facility; 4 Spaces, 4 Power)
  • Ship Launch Bay (12 Small/Medium) (24 Spaces)
  • (12) Exterior Docking Clamps (6 Space; 3 Power))
  • (15) Bed Sickbay (5 Spaces, 5 Power)
  • (60) Marines (6 Spaces, 6 Power)
  • (12) Cargo Holds (12 Spaces)
  • (24) Cell Security Brig (8 Spaces, 8 Power)
  • (2) Science Stations (Biosciences, Physical Sciences)
  • AGS (Advanced Guidance System)
  • MKV Deflector Screen (30 Spaces, 30 Power)
Weapons:
  • (4) Twilight Gunworks Quad Heavy Beam Cannon [6 Spaces, 9 Power each]: 125/250/500, 4d12+8 AP10
  • (2) Twilight Gunworks Ultraheavy Pulse Cannons (6 Spaces, 6 Power): 125/250/500, 8d8 AP15, RoF2
  • (4) Predator Medium Torpedo Launchers [1 Space; 1 Power to Fire any number of torpedoes]: 300/600/1200; Tracking (Range 4800); Speed 1200; 5d10 AP50; Medium Burst
  • (30) Additional Predator Torpedoes (5 Spaces)
  • (1) Colossal Tractor Beam (12 Spaces, 14 Power)
  • (2) AMCM


-[ SUBNET Engaged... ]-

>>[Ajax Stone, Sergeant - Greyjackets]->> Watch out for these ships, they may not pack the fire power of a Star Crab, but they don’t need it! They have a seriously nasty bite, and that Sentinel system is downright scary. We lost a light battlecruiser because we got too close; the Hyperion’s Sentinel used its SysNet links to hack into our ship’s AI and turn it against us. Nearly two dozen men were lost in that engagement, including a couple of our best pilots.
>>[Gavin Dace, Meat Popsicle]->> Your pilots couldn’t have been that smart in the first place, Ajax, to get so close to a ship with such nasty interdiction capabilities. A Class-VI tractor beam should never be disregarded so flagrantly.
>>[61TO, Romanov-Ikura Financial Union]->> Burn!

-[ SUBNET Disengaged ]-

Monday, January 14, 2008

Zombie Scenario: The Basics

I've held off over a week on this post, hoping that one of my players would get me the pictures he took of the game table as we were playing. Alas, I never received the pictures. But I still want to post something short about the scenario itself.

There were four player characters, two of whom played the characters I have on this site: the thug and the rookie cop. The other characters were a high school track coach and an old vietnam vet who worked as a streetcorner hotdog vendor. They all began the session just past a moment of crisis -- the city in which they lived had been the target of a terrorist attack which leveled the downtown area. However, that attack had been a cover for a more insidious assault. A biological weapon had been released, slow acting but very dangerous, which caused people to get feverish, fall into seizures, and then rise up as feral, bestial beings with little higher thought. Essentially, they arose as Zombies.

The police and medical communities referred to these creatures as Carriers, since they were not only infected by this bioweapon, but could infect others with whom they'd come in contact. Saliva, blood, and any prolonged or significant contact with a Carrier's bodily fluids could result in infection. The city panicked, and in moments a population nearing a million people overburdened the exits from the city.

You see, the City is an island bordered by an ocean on one side, and a massive, waste strewn river on the other. One of the last news broadcasts within the City warned against crossing the river -- it seems there were Carriers, or something worse, within the waters. The only viable exits were the bridges out to the mainland, most of which were downed with traffic, dead from accidents, or leveled in the first, explosive attack.

Of course, the government involved itself very quickly. Black helicoptors flew patterns over the city, and massive loudspeakers were set around the coastal mainland and on ships anchored in the waters on the ocean side. People were told every half an hour to make their way to the only accessible bridges remaining in the city. People were told to avoid all contact with the Carriers. People were told to leave their belongings, loved ones, and pets behind. It was every man for himself.

But a few people remained in the city. Some were police, striving to save as many stragglers as possible. Others were the old, the sick, or the insane. And some just had no flipping idea what was happening. Time wore on, the regular messages put forth from the government stated that at 8 PM, the city would be sealed. Who the hell knew what that meant?

However, the messages has stopped coming on schedule. It had been 2 and a half hours since the last one.

Thus we began. It was 4:30 PM,in an upscale neighborhood. Two high rise apartments towered over a large, wooded park, beyond which was a construction zone for a third tower. A police box, information kiosk, and snack stand stood at the north end of the park. A highway ran alongside the river, about 60 feet up a high, rocky cliff. However, this highway was still, the cars backed up a dozen deep behind an accident begun by a jack-knifed trailer truck. All of the cars were empty. As were the apartments.

We began with the characters in appropriate situations. A single "Crackhead" (read, Carrier) ambled toward the food cart. From there, they noticed something strange about the person... Once gunshots were fired, other Carriers in the woods converged on the source of the sound at a full run. The Player Characters had to put down the horde of zombies without themselves succumbing to infection or without killing each other (a cop and a violent criminal in the same group, go figure). During all of this, they tried to find a working vehicle, some fuel, and clear a path to get a car through the park and back down the road to find another avenue to a bridge out of the City. The cop even managed to use his radio to try and listen for other survivors. He caught flashes of conversation from another group of people on another end of the island, and even managed once to hear another cop calling for help as he was overrun by zombies downtown (foreshadowing what was intended to come).

In play, everyone survived the fight. Although many bennies were spent to make sure that happened. Mix one part role playing, one part humor, one part teamwork, and a lot of dice luck and things seemed to go well.

Unfortunately, time was getting away from us so we could not play through the next scene of the game -- in which the PCs had to skirt the ruined edges of downtown and somehow get through a massive assemblage of Carriers clustered in the road attacking a small group of survivers. Instead we narrated as a group what we felt should happen, and everyone agreed that they survived to get on a bridge -- only to be gunned down by the military, unwilling to take any more risked of infected persons crossing over. It was my intended ending anyway, so things worked out well.

As far as game mechanics were concerned, I used a slightly modified version of the Zombie from the Explorer's Edition book, beefing up its STRENGTH to a d8, removing the Shooting Skill, and adding an ability for it to infect people.

Potential infection occurred when a character was subjected to any body fluids of a Carrier, who were generally covered in blood anyway. Exposure occurred if a character was wounded by a Carrier or exposed to its blood in a significant way (attacking it with a chainsaw, punching it repeatedly, reaching inside one, having one explode on you, etc.) and required a VIGOR roll at the end of the round. A failed roll meant the character was infected, and infected characters had to make a SPIRIT roll every 10 minutes or succumb -- falling into seizures and arising as a Carrier a minute later. Wound penalties applied to all of these rolls.

All in all, this was a fun scenario which exposed two new players to Savage Worlds and allowed three others (including myself) to play again after over a year. I definitely made one convert because of the session, and he's already singing Savage praises to other gaming groups he knows.