Star Trek - Deep Space 12
The fickleness of players strike again. After 4 sessions of Star Wars, they decide that they want to go back to playing Star Trek after all. So here's the Series Profile (with background notes) for my new campaign. Its actually a sequel to my last campaign, as two characters are making the jump to the new series.
SERIES PROFILE
SETTING
ERA: 24th Century (2780 onwards)
REGION: Alpha Quadrant (Demilitarized Zone)
TRAVELLING: Starship, shuttles and transporters
CREW
ORGANIZATION: Mixed (Starfleet primary)
MISSION: Varied (Diplomatic and Defence primary)
COMPOSITION: Multi-species
BASE OF OPERATIONS:
BASE TYPE: Stationary/mobile; Starfleet Mobile Operations Base Deep Space 12 and ships of Patrol Squadron 01 and the USS Odyssey
TECHNOLOGY
ERA TECHNOLOGY: 24th Century
AVAILABLE TECHNOLOGY: Starfleet technology, experimental transwarp drive
ADVERSITY
THREAT AND OPPOSITION: Nationalist movements; Cardassian renegades; Romulan agent provocateurs; and others
CRISIS AND DISASTER: Peacekeeping amidst growing tensions between former colony worlds.
FEEL
Dark and gritty but with an air of hope
BACKGROUND
After the end of the Dominion War, both the Federation and the Cardassian Union had left the former Demilitarized Zone to its own devices. The Federation continued to respect the treaty which kept them out of the area and the Cardassian Union was too weak and unstable to do anything about the DMZ.
The worlds in the DMZ had been badly devastated by the Dominion War having been a major battle area and the task of rebuilding would take many years without external help.
Some of those worlds found help, the Ferengi were the first to arrive, smelly an easy profit. But the colony worlds in the DMZ were too poor to pay for Ferengi assistance, so the Ferengi scaled down their operations.
But slowly the DMZ worlds began to find their feet but new socio-political ideologies begin to take root. Many of them nationalistic and in some parts xenophobic which threatened to spill over into ethnic cleansing. Renegades from all quarters began to flee into the DMZ hoping to find sanctuary on worlds devastated by the Dominion and their allies. Pirates also began to operate in the area mostly independents but there are hints that there is someone behind all the pirate activity.
This dangerous mix threatened to erupt into open warfare within the DMZ. With the Cardassian Union too weak to do anything, the Federation Council reluctantly approved Starfleet to intervene to maintain peace and security within the DMZ. The idea is for Starfleet to keep the hot heads in line allowing tempers to cool so that a lasting settlement can be reached.
Under Operation Enduring Peace, Starfleet activates Task Force 121 (“Peacekeepers”) for operations in the DMZ. The core of the Federation’s operations would be their new Mobile Operations Base, call sign Deep Space 12, designed during the Dominion War as a rapidly deployable base. The base could be set up quickly and although not as tough as a normal space station, it would be adequate for the current mission. The base consists of a central core with eight booms connecting the core to eight mission pods. The central core contains the base’s ops centre, crew quarters and primary shuttle bays to carry its complement of shuttles, shuttle pods, work bees and three Danube-class runabouts. Three mission pods are configured for maintenance and support of the Scott-class scout/escorts (see below), one as a support landing bay for strike/recon fighters, three configured as docking arms to hard dock for starships and the eighth bay is currently designed as a service/support module to contain ad hoc facilities and services as required by the station commander.
To give the station some teeth, Starfleet deployed Patrol Squadron 01, three brand new Scott-class scout/escort ships. The Scott-class was a development of the successful Defiant-class. Although not as tough and powerful as the Defiant, the Scott-class seemed adequate to tackle the small pirate raiders that had been operating in the DMZ.
A single starship, the USS Durandel, a Sabre-class light cruiser was added to the station’s TOE. The range and endurance of the Scott-class was limited, so the Durandel would provide the additional endurance for medium term missions. Durandel is fated to be destroyed in the pilot and replaced by the USS Odyssey, an experimental development of the Intrepid-class with (semi-functional) transwarp drive capability.
A squadron of 6 strike/recon fighters was added to the TOE after the pilot to give the commander some additional eyes and ears closer to home and some additional tactical flexibility.
Any suggestions will be appreciated.
Re: You Magnificant Bastard!
Quote:
Originally posted by AslanC
This morning as I took a shower to get ready for work (always my best thinking place) I found myself thinking that I should really call my new campaign Deep Space 12. I thought it worked nicely as 12 is the last single sylable number.
Then I saw this.
Dag nabbit!
Well I think I will keep it nonetheless ;)
Now now, no name calling please.
Quote:
I don't know how big a fan I am of the whole "mobile" starbase, but that is a minor thing really.
Its not really that mobile, just that Starfleet can dismantle and move it to its new operating location pretty quickly. There's no time to build a full size starbase in the DMZ and Starfleet will probably have to withdraw once the crisis is past so they can just pack up and go home.
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I want to know about the aliens.
Haven't worked out all the details of the aliens in the DMZ yet. For the most part the worlds are populated by various Federation races and Cardassians.
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Who might be behind the whole piracy thing.
That's part of the mystery. I'm thinking its either an Orion trying to making himself a pirate king or a Section 31 op...who knows...