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Thread: My additional notes not starships

  1. #1

    My additional notes not starships

    So I thought I would share with all of you additional notes taht we use here.

    So here are some useful notes that we have used in the game. I generated most of these using FASA and Spacedock to generate up so reasons why some things were not done on such episodes of Star Trek: The Original Series, The Next Generation, the Movies, Deep Space Nine and Voyager (sorry to say Enterprise didn’t do much in this area other than just look at them). These guide lines are reasoning why they just didn’t blow away the asteroid or stellar fragment. Some of these items are pregenerated objects that have been used in our games or I had prepared for one game or another over the years. I have reused some of these with adjustments to them to make them different versions in the game. The most common asteroid encounter will be in an asteroid belt and relatively easy to maneuver around but where asteroids in route to a planet or dangers that needed to be adverted.

    Asteroids at a Fast Glance
    In generating up the asteroids I gave them the same SU’s as a starship would have and assigned a resistance to the overall asteroid. If wanted the player or GM can roll to see what each Photon Torpedo or Phaser hit that impacts has for a resistance no more than 5 in nature. Scale is a one on die is zero and a six is five. (Resistance beyond five is a refined or artificially constructed asteroid and have the ability to absorb directed Energy weapons impact).

    The asteroid may be mined with great ease at the edge of the asteroid field that can be transported to another planet and used to create a starship or planetary facility. The mining requires hundreds of personnel to mine the asteroids. A size 3 or 4 small asteroid would take days to cut up into a small enough load to haul away in an Antares-class cargo ship. A refinery would produce enough material for several shuttles equal to that of the asteroid in a couple of months. The manufactured materials will have been recombined with enough materials that would increase its resistance to a substantial level.

    Information gathered by an average sensor scan of the asteroid. Anything else would stand out like a neon sign on the surface. This can be used also to check a weapons impact in battle if the shot missed the target. The lateral Sensor scans for the composition of an asteroids would requires a range of 500 kilometers to identify the materials inside of a specific asteroid. Such as the starship Pegasus was located.

    To generate a composition roll three times on the chart below to get a composition of the asteroids. For an asteroids size roll three d6 dice and add together. As for larger multiply together or assign a size to them.

    Generating resistance
    1d6
    1-2 ….....1
    3……….2
    4……….3
    5……….4
    6……….5

    3d6…Composition
    3…..Natural deposits such as an elements from a stellar fragment materials (resistance of over 250 up to 4000).
    4…..Nickel iron composition with elements that are valuable as a resource with.
    5…...Heavy Metals.
    6…...Nickel iron composition with anomalies in the composites of materials.
    7…...Dilithium Crystal deposits.
    8…...Nickel iron composition.
    9…...No useful materials.
    10.....other exotic materials.
    11.....Lithium Crystal deposits.
    12.....Deuterium deposits.
    13.....Nickel iron composition with dangerous contaminants.
    14.....Nickel iron composition.
    15.....Dilithium crystal deposit with dangerous contaminants making it risky to mine.
    16.....Explosive gasses or Deuterium deposits held in the Asteroid in a sealed area. (The deposit is 1/3 of the asteroids total makeup up to 100 cubic meters equal to 10 damage per cubic meter).
    17.....Dilithium crystal deposit with dangerous contaminants.
    18..... Nickel iron composition with trace elements that can be valuable.

    The asteroids below are specifically generated for examples.

    Tiny Asteroid (plentiful)
    Size: 1 (equal to the size of a large car)
    Length: 3.5, meters
    Beam: 2.3 meters
    Height: 1.9 meters
    Mass: 1.5 metric tonnes
    SU 212
    Resistance: 1
    Composition: Nickel iron composite with valuable trace elements that are useless in the amounts that are present.
    Notes: Surface is pot marked with small impact of small asteroid hits to the surface with several larger impacts. This rock has a natural radio emission that is emitted from the center of the asteroid and changes as it moves past other asteroids near its orbit.

    Small Asteroid (Common)
    Size: 2 (equal to the size of a small sailing ship)
    Length: 40.5, meters
    Beam: 9.3 meters
    Height: 3.9 meters
    Mass: 22 metric tonnes
    SU 421
    Resistance: 3
    Composition: Nickel iron composite with valuable trace elements that are useless in the amounts that are present.
    Notes: Surface is pot marked with small impact of small asteroid hits to the surface with several larger impacts. There is several small sensor anomalies detected when the scan is made but they are not unusual. This rock has a natural radio emission that is emitted from the center of the asteroid and changes as it moves past other asteroids near its orbit.

    Medium Small Asteroid (Common)
    Size: 4
    Length: 87.5, meters
    Beam: 22.3 meters
    Height: 18.9 meters
    Mass: 122,695 metric tonnes
    SU 931
    Resistance: 3
    Composition: Nickel iron composite with valuable trace elements that are useless in the amounts that are present.
    Notes: Surface is pot marked with small impact of small asteroid hits to the surface with several larger impacts. There is several small sensor anomalies detected when the scan is made but they are not unusual.

    Medium Small Asteroid (Common)
    Size: 8
    Length: 687.5, meters
    Beam: 522.3 meters
    Height: 118.9 meters
    Mass: 4,222,695 metric tonnes
    SU 2931
    Resistance: 3
    Composition: Nickel iron composite with trace elements that are used in the construction of starships.
    Notes: Surface is pot marked with small impact of small asteroid hits to the surface with several larger impacts. There is several small sensor anomalies detected when the scan is made but they are not unusual. The asteroid has several small crevices that are barely large enough to hold a standard size 2 Shuttlecraft and on cavern that a Starfleet Runabout can be backed into.

    Large Asteroid (Moderately Common)
    Size: 16
    Length: 5,687.5, meters
    Beam: 2,522.3 meters
    Height: 1,718.9 meters
    Mass: 22,892,695 metric tonnes
    SU 10,931
    Resistance: 5
    Composition: Nickel iron composite with trace elements that are used in the construction of starships. There is a natural vein of Neutronium running through the asteroid that has a higher resistance (250) rating than that of the rest of the asteroid.
    Notes: Surface is pot marked with small impact of small asteroid hits to the surface with several larger impacts. There is several small sensor anomalies detected when the scan is made but they are not unusual. The asteroid has several small crevices that are barely large enough to hold a standard size 2 Shuttlecraft and on cavern that a Starfleet Runabout can be backed into. There is a hollow inner section that a space dry dock can be constructed in allowing a size six starship to be worked on if someone needed.

    Large Asteroid (or tiny moon/a few per solar system usually in orbit of gas giants)
    Size: 78
    Length: 67.5 Kilometers
    Beam: 65 kilometers
    Height: 20.3 meters
    Mass: 208,900,000 metric tonnes
    Gravity: .1 G
    SU 196,000
    Resistance: 5
    Composition: Nickel iron composite with trace elements that are used in the construction of starships. There is a natural vein of Neutronium running through the asteroid that has a higher resistance (250) rating than that of the rest of the asteroid. The Asteroid has many minerals and other metals that make in valuable to certain mining corporation that are embroiled over the rights to mine the ore from the surface.
    Notes: Surface is pot marked with small impact of small asteroid hits to the surface with several larger impacts. There is several small sensor anomalies detected when the scan is made but they are not unusual. There is a hollow inner section that a space dry dock can be constructed in allowing a size 8 starship to be worked on if someone needed or hide a ship in such as the Federation starship Pegasus.

    Comets
    A comet moving though a solar system is gravity propelled object moving at the speed that ship orbiting a planet 9600 kilometers per hour. The comet is designed much the same as an asteroid would be designed. A comet is a natural environmental space hazard. Passing through the comets tail that can be 1 Mu in length the ship is sensor blinded and the Cloaking device becomes useless as the comets ejected gasses will stick to the hull for two rounds.

    If the asteroid or Comet fragment is on a course to impact the surface of a planet or a space station and the rock needs to be redirected or destroyed.

    Rule: Any asteroid fragment smaller than size 1 is no longer a threat to a planet or shielded space station. That is if the shield is strong enough to sustain an impact to the shields. Shield threshold must be higher than that of the asteroids remaining mass. The Asteroid is broken into smaller than size one.

    I generated multiple different charts but intended to combine into one. But here are the multiple charts for energy and missile weapons. One of the charts is a chart for Asteroids caught in combat.

    Asteroids Caught in Combat
    1…Weapon strikes shatters the asteroid into sensor obscuring dust.
    2…Weapon strikes shatters Asteroid into multiple chunks, fleeing ship needs to check for collision.
    3…Weapon strike reflected back to attacking vessel.
    4…Weapons strikes are deflected off the Asteroid.
    5…Weapons strikes are not affected to the Asteroids.
    6…Weapons Strikes are exploded off the Asteroids.

    Phaser/Disruptor/Energy Beams
    1.... Asteroid shatters all unvaporized portions of the asteroid. (divide remaining section into three, if the pieces are smaller than size two they should burn up in the atmosphere if planet has atmosphere and shields should deal well enough for impact.) Roll danger chart.
    2....Asteroid shatters into a dust and small pebble size rubble.
    3....Asteroid is split in to two halves minus the vaporized section. Roll danger chart.
    4....Asteroid begins burning and vaporizes into dust fragments.
    5....Asteroids direction is changed and begins tumbling. Roll danger chart.
    6....Asteroid vaporizes and remaining section stays whole. Roll danger chart.

    Spatial/Photon/Quantum Torpedoes
    1.... Asteroid shatters all unvaporized portions of the asteroid. (divide remaining section into three, if the pieces are smaller than size two they should burn up in the atmosphere if planet has atmosphere and shields should deal well enough for impact.) Roll danger chart.
    2....Asteroid shatters into a dust and small pebble size rubble.
    3....Asteroid is split in to two halves minus the vaporized section. Roll danger chart.
    4....Asteroid begins burning and vaporizes into dust fragments.
    5....Asteroids direction is changed and begins tumbling. Roll danger chart.
    6....Asteroid vaporizes and remaining section stays whole.

    Tractor Beam/Attachable Thruster Pods
    1....Asteroid is unstable and begins to crumble into smaller fragments. Roll danger chart
    2....Emissions from the asteroid prevents the tractor beam from securely holding it. Roll danger chart
    3....Tractor beam crushes the asteroid if the asteroid resistance is lower than 2. Roll danger chart
    4....Tractor beam fails to move the asteroids course. Roll danger chart
    5....Emission cause damage to the tractor beam systems and others systems. Diagnostic checks on weapons and photon torpedoes may not shoe damage and difficulty to energy weapons are increased by three to failure of these systems.
    6....Asteroid’s course has been changed by the tractor beam and the asteroid holds together.

    Danger chart
    Roll 2d to see if still a hazard
    1-3 objects is still a hazard,
    4-6 objects are no longer a danger.

    Stellar Fragment
    Stellar Fragment is star material ejected from the surface of the star rather violently in an eruption or super nova event and sent on a trek through space some to cause major problems to planets starship and other space dwelling objects. The fragments are usually large and are radioactive for hundreds of thousands of years before the fragment is safe to approach.

    A fragment that impacts the surface of a planet is a planet killer. The fragment will shatter the planet destroying any life that is on the surface of the planet such an explosion see the above reference of planets.

    Small Stellar Fragment
    Size: 4
    Length: 80 meters
    Beam: 20 meters
    Height: 15 meters
    Mass: 100,000 metric tonnes
    Gravity: .1 g
    Age: Freshly ejected from star.
    SU 900
    Resistance: 4000
    Composition: the presence of Nuetronium and other exotically harden materials super heated from the surface of a star.
    Notes: the stellar fragment is highly radioactive and immediately after the ejection from the fragment is resistant to tractor beams. The materials are resistant to most directed energy weapons. The subject that is irradidiated by the stellar fragment is in need of medical assistance and anti-radiation medications.

    Large Stellar Fragment
    Size: 16
    Length: 5,500, meters
    Beam: 2,500 meters
    Height: 1,700 meters
    Mass: 22,000,000 metric tonnes
    Gravity: 1.5 g
    SU 10,000
    Resistance: 6000
    Composition: the presence of Nuetronium and other exotically harden materials super heated from the surface of a star.
    Notes: the stellar fragment is highly radioactive and immediately after the ejection from the fragment is resistant to tractor beams. The materials are resistant to most directed energy weapons. The subject that is irradidiated by the stellar fragment is in need of medical assistance and anti-radiation medications.

    Stellar Fragment Age
    2…Freshly ejected from star less than a day. (Tractor beams have no effects)
    3…Fresh form star more than a day less than a month. (Tractor beams have no effects)
    4…More than a month less than a year.
    5…More than a year less than a decade.
    6…more than a decade less than a century.
    7…more than a century.
    8…More than a million years. (Radioactivity is still dangerous)
    9…Several millions of years in age. (Radioactivity is less dangerous to starship shields).
    10..Traveled from another galaxy billions of years old. (Radioactivity is equal to the background radiation safe to stand on).
    11..The oldest fragment ever discovered by the ship. (Radioactivity is equal to the background radiation safe to stand on).
    12..The oldest fragment possibly from the big bang formation of the universe. (Radioactivity is equal to the background radiation safe to stand on).

  2. #2
    Here is more notes

    Nebulas notes
    Questions: Does a nebula make a good place to hide, yes. Does a nebula make a safe place to hide, no!

    The average nebula is just a cloud in the sky, but in the Star Trek Universe a nebula is an enigma wrapped in danger. In doing so I have added to the nebula information on Page 173 of the Spacedock: The Advanced Starship and Construction Manual. In generating this I came up with the following chart making the Nebula’s a little more interesting place to explore. Some of the charts are still works that change as progress continues.

    Nebula size
    To judge a Nebula’s size here where we play a little faster with the dice using a ten sided dice. Using the ten sided dice rolling it gives a length and width and height in MU’s for a small nebula. For a medium nebula use two ten sided dice adding the result for the dimensions. And then for a large nebula using three or more ten sided dice adding the results together for the size of the nebula. (notes: for a large nebula that has 30 Mu’s per side will be 27000 cubic MU’s in size.)

    A developing solar system would be four hundred million MU’s across and four hundred MU’s in height. The nebula would be roughly three hundred twenty billion cubic MU’s in size. For a developing solar system notes see below.

    Interference
    Although there are classes of Nebula their interference varies slightly between them. Using the charts below varies the Nebula interference levels slightly. I have made averages to the chart and made a random chart that gives a variance to the interference levels.

    The Nebula classes
    Class………….Interference Strength
    Class 1 (A)…… 1-2
    Class 2 (B)…… 4 (3-5)
    Class 3 (C)…… 9 (Mutara-class)
    Class 4 (D)……Emission nebula
    Class 5 (F)…… 4-5
    Class 6 (G)……7 (6-8)
    Class 7 (J)…….A dark nebula one which emits little or no detectable energy (including light). Acts as Strength 10 interference (minimum), and makes a good hiding place.
    Class 8 (K)…… 10 (9-12)
    Class 9 (L)…… 3 (1-5)
    Class 10 (N)…. 3 (2-4)
    Class 11 (O)…. 7 (6-9)
    Class 12 (P)…. 6 (5-8)
    Class 13 (R)…. 4 (3-5)
    Class 14 (S)…. 10 (9-12)
    Class 15 (T)…. 2 (1-3)
    Class 16 (X)… 9 (8-10)
    Class 17 (Y)…. 5 (3-7)

    Interference Verances
    Roll 1d6…Strenght Change
    1…..……-2
    2…..……-1
    3…..……-0
    4….……+0
    5….……+1
    6….……+2

    Nebula density
    Roll 2d6…Result
    2…………Extremely light (-2 interference)
    3…………light (-1 interference)
    4…………light (-0 interference)
    5…………Medium (+0 interference)
    6…………Medium (+1 interference)
    7…………Medium (+2 interference)
    8…………Heavy (+2 interference)
    9…………Heavy (+3 interference)
    10………..Heavy (+4 interference)
    11………..Extremely Heavy (+4 interference)
    12………..Extremely Heavy (+5 interference)

    Combat
    In a Nebula a pair of ships in combat may encounter pocket of explosive gasses that can be triggered by energy, missile, shields and starship engines getting far too close. The charts below is used to determine whether there are these pockets in the nebula and there explosive yields the damage a gas pocket is random generation of yields. One pocket could take out a shuttle while another just shakes up the shuttle.

    Explosive pockets
    Roll 2d6…...Results
    2... …...……No pockets
    3……...…...No pockets unless Nebula Interference is over 10 then there is three per MU’s
    4……...…...There is one pocket per each of the Nebula’s MU’s
    5……...…...There are 1d6 per each MU’s of small explosive yield
    6……...…...There are 1d6 per each MU’s of small explosive yield
    7……...…...There are 2d6 per each MU’s of size of medium explosive yield
    8……...…...There are 2d6 per each NU’s of size of medium explosive yield
    9..… …...….There are 2d6 per each MU’s of size of high explosive yield
    10……...….There are 3d6 per each MU’s of size of high explosive yield
    11……...….There are 4d6 per each MU’s of size of high explosive yield
    12……...….There are 3d5 times 3 per each MU’s of size of high explosive yield

    Explosive yield
    Small explosive yield 1d6 time 10 generating potential damage
    Medium explosive yield 1d6 times 50 generating potential damage
    High explosive yield 2d6 time 100 generating potential damage

    Roll 2d6…Result
    2…………Unknown gas mixture (No increase)
    3…………Deuterium (times 2 to explosive yield)
    4…………Unknown gas mixture (divide explosive yield in half)
    5…………Deuterium (times 4 to explosive yield)
    6…………Known gas see chart
    7…………Known gas see chart
    8…………Deuterium (times 3 to explosive yield)
    9…………Known gas see chart
    10………..Unknown gas mixture (divide explosive yield in half)
    11………..Unknown gas mixture (No increase)
    12……..…Deuterium (times 5 to explosive yield)

    Known Gas Chart
    Roll1d6…Result
    1………...Zarillium: often mined the Explosive yield is twice that of normal but if contacted by shields absorb increasing the threshold by doubling its protection. For five round per shield contact, a second exposure could double that shield threshold as long as it does not pass the shields protection.
    2……..…Tillium: often mined the explosive yield is ten times that of the yield of a high Explosive yield the damage can detonate other pockets in the MU.
    3……..…Helium corruption: the Explosive yield is half of the generated pocket.
    4-6…..…Tylium: often mined as an alternative fuel generating triple the explosive yield.

    Developing Solar System
    After using the above system there may be points in the development of the system that planets may be forming. While traveling through the nebula a starship will need to navigate around the forming planets. When at the center of the Nebula a star or stars may be forming and the temperatures may be rising.

    Stellar Ignition heat.
    The stellar ignition heat against a starship shield or hull can be hazardous. Using the shield thresholds the shields are capable holding off a certain amount of heat before the shields resistance is overwhelmed. Once the shields fail the hull begin to melt. The heat with in an MU may change as the ship approaches the center of the pre-star core. A specialized hull and shields maybe needed for entering the area. For a forming planet use the same chart but the 1d6 adding one to the result for the planetary heat dividing the heat by half. For a ship hanging around in an area for more than three rounds has to make a roll to see if the temperature has changes as they are being drawn into the forming stellar bodies. The damage is caused by the heat and pressures that are generated by Gravity. (Notes: a science mission to deposit a sensor that can record data on the formation of the planet or star can be deposited near the forming star.)

    Stellar Ignition heat.
    Roll 2d6……Result
    2……………heat damage is 1d10 x 10.
    3……………heat damage is 1d10 x 20.
    4……………heat damage is 1d10 x 40.
    5……………heat damage is 2d10 x 80.
    6……………heat damage is 2d10 x 100.
    7……………heat damage is 2d10 x 200.
    8……………heat damage is 2d10 x 400
    9……………heat damage is 2d10 x 600
    10…………..heat damage is 2d10 x 800
    11…………..heat damage is 2d10 x 1000
    12…………..heat damage is 2d10 x 1200

    While some Nebula’s have heat other nebulas have a type of Electro Static Discharges dancing through the nebula’s more concentrated areas. They the charges can be dangerous to lesser shielded ships low yield electro static discharges damage 1d6 x 5, the mild discharges damage 1d6 x 10 and the high yield discharges damage 1d6 x 20 and there can be two discharges per round.

    The Electro Static Discharges can be triggered by energy weapons or the used of tractor beam and graviton based weapons. If any of these devices are used the damage is doubled if the weapon causes a discharge. The difficulty for triggering a difficulty is 12 if you are trying to do so.

    Unseen Obstacles
    Like anywhere in the galaxy there may be asteroid and of a stellar core fragment caught in the nebula. The sensor difficulty is increased to a point that the ship may not see the object till a collision happens.

    Subspace Anomalies
    Within a nebula there are some subspace anomalies that can cause troubles that may cause potions of solid matter phase allowing other matter to pass through such as mysterious hull breaches that appear and disappear quickly.

    Other anomalies such as rebounding shock waves are caused by the ships shields and/or engines as they pass through the anomalies. For all each point of power used 10% increase to the rebounding effect. So a Starship with shields projecting 1200 protection would have 1320 damage in the rebounding effect that would over load and the ship would receive damage that could cripple the ship enough that it would prevent the ships escape. The rebounding waves would eventually push the ship clear of the nebula.

    Of course there are other anomalies that I have not mentioned here that are as dangerous but not as uncommon.

  3. #3
    QUANTUM SINGULARIZES

    Formation of a Black Holes
    The formation of black holes are created when a Stars mass reaches a point that the energy expended is no longer balanced and the star collapse in on its self. Any ship caught in range will pull the ship into the collapsing gravity well. If the ship is lucky a wormhole is formed and the ship could fall into the wormhole and find itself light-years away and in the middle of next week.

    For this there are two types of Black Holes (Quantum Singularly), Type I draws all material in compacting it into speck less than an atoms size. While the type II transports the crushed materials somewhere across space and spews it out either in another universe or place in out space. With a Type II specialized equipment the ship can pass throught the event horizon to the other side and back.

    Starships sensors should be able to collect enough information to predict the stars collapse with enough time leave the area with due diligence. The difficulty for the time periods is listed below.

    22nd Century….….. 16 (so far untested)
    23rd Century …..….12
    24th Century……….10

    The gravity well of a Black Hole is powerful. Unless the ships is using some technology the event horizon is an automated death sentence for the most advanced starship (i.e. Walt Disney’s Black Hole movie, Gene Roddenberry’s Andromeda). The stress of a black hole lessens the farther out the ship travels. See chart below (it may seem to be exaggerated but I have used this if Andromeda as well.)

    Type I and II Natural Quantum Singularizes
    Distance…….…pull ………………………………. Time distortion
    1 MU………… .99c……………………………….. x 1000
    2 MU………… .975c……………………………… x 500
    3 MU’s…….… .95c……………………………….. x 250
    4 MU’s ……… .9c………………………………… x 125
    5 MU’s ……… .8c………………………………… x 63
    6 MU’s ……… .7c………………………………… x 32
    7 MU’s ……… .6c………………………………… x 16
    8 MU’s ……… .5c………………………………… x 14
    9 MU’s ……… .4c………………………………… x 12
    10 MU’s …….. .3c………………………………… x 10
    11 MU’s……... .2c………………………………… x 8
    12 MU’s……... .1c………………………………… x 6
    13 MU’s……... .05c………………………………. x 4
    14 MU’s……... .025c……………………………… x 2
    15 MU’s……... 3750 kilometers per second……… does not affects
    16 MU’s……... 1875 kilometers per second……… does not affects
    17 MU’s……... 938 kilometers per second……… does not affects
    18 MU’s………468 kilometers per second……… does not affects
    19 MU’s……... 234 kilometers per second……… does not affects
    20 MU’s……... 117 kilometers per second……… does not affects
    21 MU’s……... 58 kilometers per second……… does not affects
    22 MU’s……... 29 kilometers per second……… does not affects
    23 MU’s……... 15 kilometers per second……… does not affects
    24 MU’s……... 7 kilometers per second……… does not affects
    25 MU’s……… 4 kilometers per second……… does not affects
    26 MU’s……… 2 kilometers per second……… does not affects
    27 MU’s……… 1 kilometers per second……… does not affects
    28 MU’s……… 30 kilometers per Minute……… does not affects
    29 MU’s……… 15 kilometers per Minute……… does not affects
    30 MU’s……… 8 kilometers per Minute……… does not affects
    31 MU’s……… 4 kilometers per Minute……… does not affects
    32 MU’s……… 120 kilometers per hour……… does not affects
    33 MU’s……… 60 kilometers per hour……… does not affects
    34 MU’s……… 30 kilometers per hour……… does not affects
    35 MU’s……… 15 kilometers per hour……… does not affects
    36 MU’s……… 8 kilometers per hour……… does not affects
    37 MU’s……… 4 kilometers per hour……… does not affects
    38 MU’s……… 2 kilometers per hour……… does not affects
    39 MU’s……… 1 kilometers per hour……… does not affects
    40 MU’s……… the drag not noticeable ……. does not affects

    The speed a starship accelerates at the quantum singularly is increased by the pull of the quantum singularly will increase the speed. The vessel with the impulse at .75c will be accelerated with the pull of 11 MU’s will be traveling .95c, or if the vessel is attempting to leave from the same position would be traveling at .55c as the pull would slow the ship.

    Notes: the vessel traveling at faster than .99c the ship begins to sustains time dilation. The dilation is doubled per point over. The vessel caught near the Event horizon traveling with a thrust of .95 the ship would be caught in a temporal distortion where the time would slow to nine times that of normal. For every second on the ship nine second would pass beyond the quantum singularly. Where a ship that shifts into warp 9.9 near the event horizon would see a distortion would be 1 second to 90 seconds x 1000 and would be more than one day for each second in the range of the quantum singularly.

    Temporal Event
    A starship engaging the warp drive to pull away from the quantum singularly or artificial quantum singularly causing a temporal event may be sling shot through time. Rolling two six sided dice to determine if a temporal event occurs such as time travel. Use the Wormhole time/distance chart below if both dice land the same.

    Wormhole distortions
    Within 8 MU’s of the quantum singularly the ship can find a naturally existing wormhole that can draw a ship into it. A ship can find itself light-years away and days into the future or centuries.

    Wormhole time/distance
    (1d6) 3d6…time Result…………….…distance
    (1) 3………1 Second………………100 MU’s
    (2) 4………1 minutes..…………….1000 MU’s
    (3) 5………1 hour……….………...10,000 MU’s
    (4) 6………1 day…………………..100,000 MU’s
    (5) 7………1 Month..………….…..1,000,000 MU’s
    (6) 8………1 year…...………….….10,000,000 MU’s
    9………10 years……….…….…100,000,000 MU’s
    10……. 1 century…………….....1 light-years
    11……. 10 centuries ……………10 light-years
    12……. 100 centuries …………..100 light-years
    13……. 1000 centuries …………1,000 light-years
    14……. 10,000 centuries ……….10,000 light-years
    15……. 100,000 centuries ……...100,000 light-years
    16……. 1,000,000 centuries …….One million light-years
    17……. 10,000,000 centuries …..Ten million light years
    18……. 100,000,000 centuries ….One hundred million light-years

    Tech
    AG generators
    SU’s Cost size 5 x size
    Power Cost: 1 x size
    Anti-gravity generator systems changing the deadweight to level lighting ship allowing the lift the ship with the thrusters only or in the case of the black hole travel into the black hole. A ship could park on the edge of the event horizon indefinitely if the generator is adjusted right. While traveling at faster speeds the ship is still affected by the time distortions.

    Artificial quantum singularizes
    An Artificial Quantum Singularly is usually a short lived event except the Romulan warp core. These exotic weapons are destructive and have side effects from their use with exceptions. They are complicated and costly to construct and manufacture requiring great energy to produce in useful quanties.

    Artificial quantum singularly/Black Hole
    The Artificial Quantum Singularly such as the Romulan Warp Core see the Romulan Spacedock.

    Quantum Singularly Weapon
    The device is the size of a Type II Photon Torpedo and creates an Artificial quantum singularly 10 MU’s (three hundred thousand Kilometers) with a gravity of equal to the pull of 1.5c for the duration of four rounds this weapon can pull the ship in crushing it. This weapon requires an advanced launcher and one can only fire one missile at a time. These weapons are banned by the every major galactic government do to the dangers of the weapons. If the ship is destroyed with the unused weapons on board they will not detonated.

    Red Matter
    Red matter a processed ore is used to prevent the shock wave of a supernova by planting a drop into the star a moment before the explosion. It takes a great amount of energy and gravity to trigger the Red Matter.

    White Hole (the back end of a black hole)
    The white hole emits energy and radiation in intensely strong waves. A science vessel may wish to move in closer to scan the event horizon of the white hole to gain science knowledge.

    The ships shields may holds off great deals of energies and radiation but even the shields have a point that they fail to do so. Even with radiation treatments the ships can be lost. At the Event Horizon the radiation emission varies from moment to moment. Rolling 1d6 x 200 damage to the shields. Radiation see chart.

    Radiation affects
    2d6……Result
    2………minimal radiation no hazard to life forms
    3-4.……minimal radiation anti-radiation meds prevent affects
    5-6….…moderate radiation anti-radiation meds prevent affects for days
    7-8….…moderate radiation anti-radiation meds prevent affects for hours
    9-10...…moderate radiation anti-radiation meds prevent affects for Minutes only
    11..……heavy radiation anti-radiation meds does not prevent the radiation affects
    12…….heavy radiation death imminent in moments.

    Anti-raidiation medication
    The use Anti-radiation medications work within tolerable levels of radiation but when the RAD levels pass a level that even the shields and medications can deal with. In the higher levels the cells die faster than the medications can prevent them. Even the Borg Nano technology has not been able to prevent the death from radiation.

  4. #4
    I hope this material is useful to the rest of you as it has been for us as Dave and I generated these notes over the years. All I have done recently is clean them up.

    Subspace tunnels and corridors
    The best way to think of Subspace tunnels and corridors is to think of a subway system. These tunnels are artificially created and remain active even after a starship exits. To enter a starship must modulate a beam to open a rift that allows the ship to enter and fly through. And to exit the ship must modulate a beam to again open a rift to exit. While flying through a tunnel at no more than half impulse for an hour the ship can easily travel light years. These tunnels are fixed and are unchanging. For each light year of distance the tunnel travel distance is 10,000 MU’s so the average travel to an neighboring system would be around 30 hours. The difficulty in creating a matrix in the main deflector requires several rounds and a difficulty test of 10 once it is known that the Subspace tunnels and corridors are there. These tunnels are capable of handling a few large Borg Cubes at one time.

    With a network of Subspace tunnels and corridors starships can travel to neigboring star systems without the need to have installed warp drive engines. These Subspace tunnels and corridors can have traffic to ways with traffic staying to the right. Some species have set up networks crossing several sectors of space.

    As these Subspace tunnels and corridors age the walls of these tunnels weaken and objects may slip through and cause hazards which have to be avoided or there may be a collision. A collision in a Subspace tunnels and corridors is treated like a collision at impulse speeds. Once the tunnels and corridors have been constructed they remain till the tunnels and corridors walls fail and collapse from age but routine maintenance will keep a tunnel good as new.

    A battle in a Subspace tunnels and corridors can cause a rupture of the tunnel wall or collapse the tunnels or corridors walls if there has been age and deteriorations to the walls. The ship has to be careful in battle. If the battle is violent enough the tunnel could collapse the walls and any vessel caught could have one of two events happen either ejected from the tunnels and corridors or crushed in the collapse. If a vessel happen to collide or fly into a wall of a tunnel or corridor the ship would receive damage as a vessel striking another ship at warp speed.

    The big drawback of this type of travel for explorers is that they cannot see the nature as they travel to the destination. The starships would not need a warp drive or nacelles to travel the distance to the tunnel that would be anchored to the gravity well of a planet. So the tunnels and corridors would flex and change to meet the orbital location of the planet that it is anchored to. The destruction of the planet would cause a collapse of the tunnels and corridors back to the opposite anchor end.

    Hyperspace
    The realm of hyperspace is another version of subspace where a starship can enter via a dimensional rupture or rip. This space is a dangerous place with movements such as the ocean tidal forces and streams. Such travel will be as fast as traveling at warp speed through normal space.

    To enter hyperspace through a rupture or rip the ship needs to generate an opening with use of an onboard or a stationary position. The onboard a ship would require tremendous energy.

    Sensor
    While in hyperspace long-range sensors are not capable of detecting anything farther than the Lateral sensors. The lateral sensors are capable of detecting much of the same objects as if they are in normal space. There are however one thousand additional substances and phenomena’s that cannot be detected or have even been discovered.

    Hazards of Hyperspace
    Although species have used Hyperspace for centuries and it is done with regularity that few ships are lost as long as they stay on the navigation beams. The ship traveling through hyperspace there are currents that shift direction. When starships engines are disabled the ship will be pulled along with the current till they are no longer able to detect a navigational beacon.

    Battles in hyperspace have always had disastrous effects for both sides. The fluid rebound from weapons can cause as much damage to a starship as to the vessel attacked. The unpredictable affects of hyperspace can cause weapons to detonate prematuredly or their targeting systems miss by their targets.

    Life in Hyperspace
    Though it has not been discovered there are living creatures living in hyperspace that are rumored to eat starships the same as sea monsters in olden times, but most are harmless and won’t even notice the presence of the ship unless provoked.

    Wormholes Type I or natural
    See the section on the Black Holes.

    Wormholes Type II or artificial
    The second type of wormhole is a similar to that of a Type I wormholes but is shorter lived and created by a malfunctioning warp drive systems. In the early days of warp speed travel the difficulty of getting the balanced warp fields. The difficulty is 6 for the early age (equal to the 21st century), the difficulty is 5 for a (equal to the 22nd century),
    the difficulty is 4 for a (equal to the 23rd century), the difficulty is 3 for a (equal to the 24th century), and the difficulty is 2 for a (equal to the 25th century).

    These wormholes last as long as the ship remains at warp speed slowing by one warp point per round past warp factor one when the imbalance happens. If the vessel is at warp factor 9.9 when the ship goes into imbalance the ship will take 99 rounds and would be 8.25 minutes and during this time other objects can be drawn into the wormhole tunnel that can be dangerous.

    Notes: Like in Star Trek: The Motion Picture the wormhole created by the Enterprise’s imbalance a small asteroid was pulled in and the ship was required to destroy it before they collided together. At that the fast speed the enterprise was traveling the Enterprise would have been destroyed by the impact.

    As a general rule the Phaser and Disruptors do not work at speeds faster than light speed (Warp Factor One) so this is where the missile weapons are important. Jacketed energy weapons will fire at the targets in a wormhole.

    Type III wormholes
    Many scientists have been studying the formation and geometry of a Wormhole to create a stable wormhole that will allow travel to far corners of the galaxy and beyond to the universe. Traveling through a wormhole is a risqué trip.

    There have been only one stable wormhole discovered and that wormhole is located in the Bajoran system. The wormhole travels to the Gamma Quadrant from the Alpha Quadrants created by aliens living in the wormhole themselves. These opinion beings are unconcerned with the lives of corporeal life forms.

    The only other thought stable wormhole was discovered leading to the Delta Quadrant but the Delta Quadrant end of the wormhole has became loose and whips wildly about the planet.

    The travel through the wormhole may cause travel to destination in several moments and have travel the distance of seventy thousands light-years. The location of a stable wormhole could be shortcuts to neighboring Quadrants.

    A wormhole to a neighboring quadrant or galaxy could generate a new era of exploration to whatever race discovers the wormhole.

  5. #5
    Join Date
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    This is great stuff, Omega.
    More than half my game episodes have no "bad guy", but are rather "man vs. nature" type stories, so this sort of thing is exceptionally useful!
    When you are dead, you don't know that you are dead. It is difficult only for others.

    It's the same when you are stupid...

  6. #6
    I am glad that it helps as I is more than twenty years of generating and tweeking but seams to work best in Lug and Spacedock formats.

    Personnaly the Stellar Fragments are always a big challenge to the group.

  7. #7
    I was watching Voyager the other day and thought that the Proto-Nebula’s would work well in a game. I wrote it up and we introduced it as a secondary story tie-in. It did work well.

    Proto-Nebulas

    A Proto Nebula erupts from seemingly out of nowhere and expands randomly at an unknown moment times. The sheer stresses can tear a vessel apart. Sensors can detect the presence of the Proto-Nebula even before the eruptions happen. The Proto-nebula is seen in the episode of Star Trek Voyager in the episode Drone where the shuttlecraft is caught in the eruption and is destroyed by the expansions and the stresses.

    The simple roll of the dice determines that the Proto-Nebula in erupting from subspace. Another roll of the dice determines the amount of expansion. To determination of the Eruption or Expansion the GM rolls a four six sided dice at the end of each round, if the dice and if the count on the dice is eighteen or larger the expansion happens.

    The size of the eruption is figured by the roll of the same four dice and the result is multiplied by 123 and the result is the expansion of meters across at the widest point. If all dice rolled are the same the Proto-Nebula expands twice as much as the calculations. Or you can use the variation of expansions by rolling the four or more dice and adding or multiply them together to generate a growth rate giving a result anywhere from 1 to 1296 cubic meters.

    The Proto-nebula’s sheering stress is intense and changing causing 4d6 then multiplying up the dice for the amount of the damage each round caught in the edge of the nebula. Starship shields are capable of defending the ship but even the mightiest 24th century ship cannot defend against the onslaught of sheer. The sheer stresses increase three times at each expansion of the nebula.

  8. #8
    Here is something I worked on for flying close to the stars. I have used this even with Gene Roddenberry’s Andromeda game.

    Stars
    This is not even close to being accurate but for game play it works well enough.

    Nearly every known star system in the universe has a star at its center with planets rotating around. The stars are various in origins size and are usually at the center of the system. They range from dwarfs to super giants each radiating tremendous amounts of energy that is seemingly wasted to interstellar space.

    The radiant energy environment around a star causes damage every round that a starship stays in proximity of the sphere. Unless a ship has special shields the ship can be destroyed by the radiant energies. Even before the ship enters the corona the ship is assaulted by heat and radiation when closing to a certain distance 1d6 x 25 damage per round. If on the outer edge of the stellar corona the ship is assaulted with 1d6 x 50 damage per round. Although a little closer into the corona the ship is assaulted to 1d6 x 75 damage per round and then deep in the corona the ship can take 1d6 x 100, attacking the shield integrity first and then the hull of the ship once the shields collapse. Although the ship is subjected to the radiation and heat energies of the star the ship gains a bonus of having a class six cloaking device hiding it. The outer corona damage can be applied for a vessel attempting to slingshot around the star for time travel.

    (This data is from the DK Ultimate Visual Dictionary pages 32-33: The corona temperature is 2 million degrees Celsius with vertical jets of gas about 9,600 kilometers high. Solar flares reaching out to 40,000 kilometers from the surface of the star. The star is 1,392,000 kilometers in diameter.)

    Using the data on page 174 the Solar flares or plasma eruptions happen regularly across the surface of the sun. A vessel that encounters the solar flare takes anywhere from a class A-D with a magnitude of (20d x 300 damage) to the shields instantly and would be like ramming another ship at high warp speeds or use the chart below. A solar flare can easily be the size of a planet as the star is so large.

    (As an example a Klingon B’rel-class bird of prey caught in a magnitude 6 solar flare would sustain instant damage (1800) to all but less than 10% of the hull effectively damaging the ship beyond saving. Simply after the shields have been destroyed the ship’s hull is instantly vaporized by the super heated gasses from the surface.)

    In using the below table use d20 x 150 damage equaling out to the same as the above. A 20 sided dice would work well with this and a 4 sided for the below.
    Class Strength modifier
    Class A x1
    Class B x1.5
    Class C x2
    Class D x3

    (As an example a Klingon B’rel-class bird of prey caught in a Class D magnitude 10 solar flare would sustain instant damage (4500 damage)to all SU’s instantly whether or not the shields are deployed. This will also cause the same damage to the additional craft if flying in formation.)

    Solar flares or eruptions can be forced to happen by the use of a starship energy weapon or brace of photon torpedoes fired at the surface detonating sunspots or a forming solar flare. To do this the ship must first scan the surface of the sun thoroughly to detect the buildup of stellar material in the sun. To determine the length of the phaser fire or number of photon torpedoes to cause an eruption by rolling a 1d6 dice and multiplying by 200 to determine the amount of energy to cause the eruption. The best sign is the sun spots denoting cooling on the surface of the planet.

    (The sensors of the starship Cranky determines that the phaser energy needed to cause the eruption is 800 damage (1d6 roll was a 4 and multiplied out to be 800). The Starship Cranky only has a type VII phaser capable of firing three shots and only two when shields are deployed at maximum. It would take the Cranky three rounds to cause the eruption while a Galaxy class would be able cause the eruption in a single round.)

    Another method is to fly your ship very close to the surface and generate a maximum warp field around the ship and going into maximum warp pulling the flare for the surface of the sun.

    A Mad Ferengi Scientist had designed a Metaphasic shield that prevents the effects of a star on the ship see the spacedock section on Metaphasic shields and their functions. Basically the Metaphasic shield prevents the stars radiation, heat and destructive energies from reaching the hull.

  9. #9
    her is some more

    Stellar Pulsar
    For game play the pulsar rotates several times a second and emits 1d6 x 80 damage each round the ship is within range of one AU distance (150,000,000 kilometers (or 5000 MU’s)). The pulses can be detected many light years away and are used as navigational aids. Out farther than the first AU distance is half of the earlier determination and then a quarter that of the for the next AU and then anything is determined for the game by the Game Master.


    Ionized Gas Torus
    A volcanic moon orbiting a gas giant that has created a doughnut-shaped cloud of tenuous gasses along its orbit around the mother planet. These gaseous have become ionized from the magnetic field and will interfere with the function of starships sensors making it difficult to detect a ship hiding in the ring. These gasses will also affect the ships weapons if the weapons do not detonate the gasses instantly.


    Supernova
    The death of a star, which has exhausted almost all of its nuclear fuel and lacks the ability to sustain itself will collapses in on itself, triggering a final explosion. The explosion travels at the speed of 3/4 the speed of light. And object caught in the shock wave is instantly destroyed.

    The mechanics is this the shock wave causes instant damage of 10d6 x 10,000 damage to any ship caught within one AU distance of the sun traveling at 38 MU’s per round. Unless the ships sublight speed is faster or the ship is capable to going to at least warp factor one the ship is doomed. For each AU of distance traveled the damage drops by half. Once past the distance of one million MU’s the ships shields will be able to handle the shock wave.

    Studying the stellar collapse a well trained science crew should be able to determine the time of the supernova. While doing so the ship is bombarded by 1d6 x 5 damage in gravitational shifts against the ship. While there are gravitational shifts the water molecules can be changed to affects the crew much the same as alcohol and can cause the delay in leaving the area of the supernova.

    Even though the vessel is past the danger zone of the vessel is still subjected to the gravimetric pull when the star continues to claps in on itself. The instantly the gravity pulls the ships in with a riptide counter force. See Black holes.


    White hole
    A hypothetically entity, the opposite of a black hole from which radiation and crushed matter appears from nothingness.

    The formation of a white hole in our game works is an eruption of matter from the seemly nowhere. The instant of the eruption the shock wave emitted from the white hole is 2d6 x 50 damage for all vessels caught within 100 MU’s of the eruption. The initial eruption can cause even greater eruptions ten times the original eruptions. The matter and the radiation is treated the same as being caught in the corona of a star.

    The distortion of the sensors are capable scanning the area of space. The ship caught in the eruption is pushed away but the shields will fail. Sensors are capable scanning the matter with a minor difficulty of 6 to whoever is scanning.


    SHOCKWAVES
    Most stellar events cause shockwaves that can cause damage to starships and planets. Shockwaves are rated 1 through 20 and have a destructive nature. The shockwave is determined with the roll of the six sided equal to the level of the shockwave x 100 with a maximum damage of 12,000. A shockwave traveling a speeds near the speed of light can transverse the solar systems.


    Subspace Sink holes and pocket star systems

    Tripping across a subspace sink hole is usually discovered when the ship is caught in the edge of the opening. The pull is generated by powerful gravimetric stresses and can pull even the most powerful starship into the hole. The ship can fall into the pocket and be trapped.

    The pull on the starship is determined by the roll of 1d6 dice and that determines the pull of a hole much like a ships full impulse speed equaling a max pull against the impulse engines of .6c. The weaker impulse engines the greater chance the craft will be pulled in.

    To determine the internal size of the sink hole the roll of the dice tells the size of the pocket inside. Larger the pocket the more fun that can be taken within.

    2d6…size discription
    2……several AU’s nothing on the interior other than the remains of ancient starships
    3……Several Hundred AU’s and has a small solar system one to three planets around a small star and one shall be habitable (roll 1d6 divide 2 to determine the number of the planets)
    4……one light year and has a small solar system one to six planets around a Medium size star and one shall be habitable (roll 1d6 to determine the number of the planets in the system)
    5……five light years and has a small solar system one to eighteen planets around a large standard star and one or more shall be habitable (roll 3d6 to determine the number of planets)
    6……small galaxy 100 light years no more
    7……medium galaxy 10000 light years
    8……large Galaxy light years 100,000
    9……Small Universe Several Galaxies packed close together no more than one hundred light years between with star systems one to two light years between.
    10..…Medium Universe several dozen galaxies packed close together no more than one hundred light years between and star systems will be on average of one and a half to two light years between.
    11…..Large Universe hundred of galaxies packed close together no more than three hundred light years between and star systems will be on average three light years between.
    12 ….Immense Universe thousands of galaxies packed close together no less than thousand light years between and star systems average four to five light years between

  10. #10
    Seen in an episode of Star Trek Voyager and an episode of the animated series a space creature that consumes starships for food or consumes planets was the bases for this creature. I wanted to present the crew and their ship a monster that they had never encountered and would have to work to understand.

    A SUBSPACE LIFEFORM

    Subspace Lifeforms
    A small subspace rupture into normal space is all that can be seen in normal space. From all scans the rupture appears no different than thousands of other ruptures located throughout the universe. It is not until the creature’s use of gravimetric beams begin pulling the ship in to the open mouth that the crew of a surprised starship discovers that it is caught by a subspace creature intent on eating their ship and them to. Thought the subspace rupture aka the creatures mouth is the size of a starship used in pulling in asteroids and other space rubble. The creature much like other living things consume the ships and other space materials as food and grow much as you or I would do with a cheese burger and fries for our own dinner.

    The Creatures Mouth
    The mouth of the subspace life form may be as large as a few kilometers wide or just enough to attach to the hull of a small vessel and tear a hole in it and consume the vessel by tearing it into pieces.
    The larger the creature, size four or larger can pull a ship into the rupture using a force similar to that of Starship Tractor Beam. The creatures pull on a starship like a rated Tractor Beam on a starship with ranges similar to that. (Size 3 and 4 have a pull equal to that of a class Alpha Tractor beam, a size 5 would have the pull of a class Beta, a size 6 creature would have a class Gamma tractor beam and a size 7 through 9 size creatures would have a class Delta tractor beam, while anything larger than a size 10 would have a gravimetric pull more powerful than the average starship to pull free from.
    As with a standard tractor beam a phaser beam or photon torpedo strike and detonation would break all but the larger creatures hold on the ships.
    The smaller creatures do have the ability to manipulate dust and rubble into its mouth.

    The inside of the creature
    Once pulled inside the subspace life form the ship or object is digested by biological enzymes. If the object is a starship and is shielded the creature assaults the shields with Electro Plasma Discharges that look like lightning but are closer to that of a phaser or disruptor weapon. Each creature is capable of delivering different level charges. Roll 1d6x75 (with a total of 450 damage) to discern the damage that the creature can deliver each round. This will wear the shields protecting most starships down.
    The digestive enzymes that will work on dissolving the ship 3d6 will disinergrate so many of the ships SU’s per round after resistance. The enzyme dissolves the ship to provide fuel for the creature to live and grow.
    A fully powerful creature can knock the shields of a Constitution-class starship out in a couple of rounds and digest the ship in 125 rounds (21 minutes), but while a galaxy class would last in the same creature for 36 rounds for the shield and 303 rounds (50 minutes) for the ship to be digested. A starship could be disinergrated in less time than that.

    Sensors
    The typical sensors can detect the creature but not until modifications are made and further modifications to detect that the creatures size in subspace. The sensors most likely only detect the mouth opening as a run of the mill subspace rupture. Only until modifications are made to the sensors will the reality of what has been created be seen. The creature is huge.
    The creature can sense a starship several light-years away even if it is cloaked as the ships warp core and warp nacelles disturbed the subspace environment. Much of the subspace environment is still a mystery to those living in normal space.

    The Creatures size
    The creature is huge and is rated on the same scale as a starship by rating the size of the mouth opening.
    Starfleet research has determined that the creature grows 1 SU in size for every 100 SU’s of material digested over 10 hours after consuming. So a creature consuming a Constitution-class starship would increase its size by 12 SU’s and a Galaxy class there would be only 20 SU’s of growth. For a creature to grow to the size and have a mouth the size of a Galaxy class it would have to consume 21,121,050 SU’s taking years or decades. The creature’s physical body grows at 1 SU per every 14 days unless interrupted by travel.
    The internal composition is such that it has a resistance that is equal to 60 times the creature’s size. So a creature size 8 would have a resistance of 480 while a creature of size 4 would have a resistance of 240 and a creature size 16 would have a resistance of 960 against all weapons.
    These creatures have nearly all the same body parts that a human or other biological entity has except for arms, legs or lungs deriving much of what it needs from the materials it consumes. The detonation of a starship's warp engine or warp core would do only a small percentage of damage to the creature.

    Movement
    These creatures have been known to move through subspace to find a place where it can reposition to feed on new materials. The creature can move at phenomenal speeds as majority of it lives in subspace. The creature can move into the neighboring star system in only a few hours although doing so burns up half of its stored energies and prevents the growth of the creature till it consumes more food.

    The Lure
    Some of these Subspace life forms have become a little more intelligent and self aware. The more intelligent these creatures become the more dangerous the creature is.
    There have been reports that there are some creatures that have become smart enough to mimic distress calls and lure a starship close enough to be pulled in.
    Some creatures may even have the ability to use their PSI factors to manipulate a crew into bringing the ship in closer to be captured.

    The Hunger
    The creature can survive off the digested starship and crew for weeks or months before needing to feed again.
    These creatures consume their size is SU’s per day. So a size eight creature that has eaten a constitution class starship will use 12 SU’s to grow its size and the rest as food for 155 days before it would really need to feed again.

    Procreation
    No living humanoid has seen the procreation of one of these creatures, although Starfleet scientist's have determined that the creature under goes an asexual replication of splitting off a portion of its own mass once the size in SU’s for the mouth has reached the Maximum SU’s. This usually happens in an asteroid field where the creature will split 30% of its mass off into 2200 creatures of 150 SU’s and are left to feed in the asteroid field.
    Few creatures grow beyond size 4 as they are destroyed by hunters or destroyed by supernova’s or starve as they are too small to feed themselves or too immature to search for food.

    The stomach
    The creature’s stomach may be large enough to hold a number ships equal to half its mouth size. So a size 16 creature could hold eight Borg cubes easily enough.

    The Age of a creature
    To grow to its full size takes 12 to 15 centuries and could easily live forever if recourses are plentiful. These creatures grow smarter as it ages.

    Communication
    Any species with a PSI rating can mentally contact with the creature once within the creature and communicate with it.

    Our game
    The USS Coyote a Federation research ship equipped with the most powerful starship shields studied the creature for several weeks even going as far as toeing in asteroids to feed the creature. The vessel launched sophisticated sensor probes inside the creature discovering that the creature’s hostile interiors. Caught in the creature’s gravimetric pull the Coyote was drawn inside and was forced to destroy the creature in their escape so they think.
    This had been our first adventure for a while in the Star Trek Universe. I have been splitting my time between running a game in the Babylon 5 system and playing a fallen noble in a Conan game.

  11. #11
    Planetary Nebulas

    Here are some of my notes on the Planetary Nebula’s that I came up with for a few adventures for the groups we have been running. These are specific to Planetary Nebulas of the type of the nebula such as thicker portions of dust and gravity fluxes that I have tried to address before we used the Planetary Nebula in three adventures. These notes can be used with any Nebula notes I have previously posted. The thing is every time we use my notes like these they get tweaked just a little and minor changes the reach this and there may be contradictions to other portions of the notes.

    This is generated from the Star Trek Voyager Technical Guide Version 1.0 Section IV: A Celestial Bestiary Page 33 and Writer’s Guide to Creating a Science Fiction Universe page 39 though 69 written by George Ochoa and Jeffrey Osier and Star Trek: The Next Generation Role Playing Games by Last Unicorn Games, Star Trek Role Playing Game Worlds sourcebook by Decipher games and some creativity.

    Comment if you see any problems with it other than it is designed to operate with Spacedock only.

    This planetary Nebula is in the nearing the final process of formation of the planets and the star is on the verge of Stellar Ignition. The adventure is based on the texts above and ideas I have come up with in watching television, movies and books.

    A dusty nebula in the process of forming a planetary star system, it is like a swirling in a pizza formation, with a thinking of the pepperoni placement as planets location. The slight bulge 200 MU’s thick at the center is the stellar core forming a planet. The average thickness of the nebula is 150 MU’s thick. The average star system is 12 billion kilometers across (400,000 MU’s). The system can be varied game to game.

    Use page 7 of Deciphers Star Trek Worlds to generate the planetary orbital position around the star. If there are other details such as sizes use the FASA Planetary Generation from the FASA Star Trek Game books.

    The central stellar core temperature is in the twenty million degrees Celsius. The formation of the star with the quadruple density causing the movement of ship to reduce speed by dividing full impulse speed by four with no less than .1c when the ship passes through the region. When passing through the core of the nebula use the star notes for passing in close proximity to the star with all the costs and damages that is implied by the closeness to the core.

    The planets in formation the average nebula temperature is two million degrees Celsius and should not cause too much trouble for a ship’s hull even a shuttlecraft can resist a sustain 1 damage per round with the ships own resistance and double that in the areas where the planets and star is forming.

    When traveling in the Planetary Nebula the only occasions there is trouble with radiation is near the stellar core formation and the planets formations. The sensors should be able to detect the radiation before reaching the radiation. While in the radiation areas the characters must make a health check to determine whether they have been poisoned by the radiation. To determine radiation poisoning add fitness plus 3 to determine the challenge. Rolling 2d6 will determine whether the radiation has affected the character. Hyronalin, the anti radiation medication increases protection by four by reducing the number by failure by two.

    The average full speed that a ship full impulse speed divided in half while in the nebula so a an Oberth class travels with a maximum impulse at .65c and will be reduced to .3c using the same energy as the .65c the ship can travel at the .65c with the exceeding push of the impulse engines and most Captain would not be willing to do so and travel at .1c to .25c unless there is combat or there is a rush in the moment. The stress on the impulse engines is high while traveling in excess the stress will accumulate per the number of points till the point’s reach the number of SU’s that the impulse engines have and begin taking damage from the strain against the nebula.

    Example: A Galaxy class has two impulse engines and figure out to be 70 SU’s running at full impulse the ship can maintain the speed for seventeen rounds before sustaining any damage from the stress of full impulse. A Constitution-class starship has 18 SU’s and would be able to travel at full impulse for four rounds before sustaining damage. The Excelsior would be able to travel five rounds or eleven for Enterprise-B version and our old friend the Oberth would travel four rounds.

    A vessel traveling at Impulse speed beyond the reduced full speed causes d6 time the impulse speed beyond the reduced speed x 5 damage. The star the final result is increased by tripling the damage and if entering warp speed while in the Nebula the damage is multiple by the number of times speed of light (c) such as warp two would be 2700 damage. A jump to maximum warp would do extreme damage to the ship in such as 514,620 damage in a single round. Folded space travel or Battlestar Galactica FTL jump engines are exempt from the above rules.

    Example: An old Oberth-class Surveyor moves at top speed at impulse of .65c (6 MU’s) in normal space but in a nebula at three MU’s per round. To plow through the nebula would take 50 rounds more than four minutes at speed. Nevertheless the slower ship would be better to be able to detect changes in the nebula’s density. Using the above example but if traveling at the .65c the damage could maximum be 90 damage. The Oberth class starship would be able to travel five (actually 5.8) rounds till the failure of the shields on maximum and yet the shields on a Nebula class starship would have enough shields to sustain this dangerous speed through the nebula as long as their shields are maintained or active (see notes below).

    Now if that same ship goes to warp factor two the ship could sustain 2100 damage and could easily destroy a starship in a single round and again in the next round as well if the ship survived. Simply put, it would be like a throwing a snow ball against a brick wall.

    The nebula area where there is a planet in formation the ships speed is cut down by dividing by three. The speed of a ship like the Oberth is slowed to .2c (2 MU’s) of speed.

    The area of a planet in the process of forming such as a Jovian type planet would cover increased area of ten MU’s with an increased density reducing the ship. A terrestrial planet would be 3 MU’s. While in close location to the planets the ship going to warp would result in the same damage as noted above and increased by doubling the resulting damage.

    The sensor ranges have greatly reduced sensor ranges and capabilities. The long-range sensors become totally useless. The average density of the nebula reduced the sensors range to 300,000 kilometer. The sensors are capable of detecting much like the Phaser ranges (10 (difficulty 2 - 0 MU’s)/30,000 (difficulty 4 - 1 MU’s)/100,000(difficulty 8 - 4 MU’s)/300,000 (difficulty 16 - 10 MU’s)). The difficulty doubles as the ranges increase starting with 2 at the closes range. Communications ranges are reduced to that of 3,500,000 kilometers (Type II Photon Torpedo range 15 (difficulty 3) /300,000 (difficulty 6 - 10 MU’s)/1,000,000 (difficulty 12 - 33 MU’s)/3,500,000 (difficulty 24 - 116 MU’s)) with a difficulty of 3, and doubling for each range increase.

    Combat in a nebula the phaser and Photon torpedo ranges are reduced by half and an additional roll using the following chart (Phaser 5/30,000 (1 MU)/60,000 (2 MU’s)/150,000 (5 MU’s) - 8/150,000 (5MU’s)/500,000 (17 MU’s)/1,800,000 (60 MU’s)). The premature detonation of the weapons fire before the impact because of density becomes a problem to ships. Shock waves from the premature detonation is doubled but drops off each MU by half till it vanishes. The phaser beams loose ten percent of their damage potential per MU so a phaser beam fired to the max range would only be half as destructive as normal. Shields are reduced by half their reliability in the nebula and then half of that during that in the proximity of a forming planet. As for the shields the roll of 2d6 to determine whether there is shields as 2-4 nebula emissions prevent shields, 5-8 shields are reduced to a third and 9-12 shields are halved. All detonations cause shockwave double their damage unless the below chart says different except that the weapons impact acts as normal damage to the hull.

    2D6 result
    2…......No Premature detonation
    3……..Premature Detonation one quarter way to destination triple the shockwave
    4……..No Premature Detonation
    5……..Premature Detonation three quarters way to destination quadruple the shockwave
    6……..No Premature Detonation
    7……..Premature Detonation half way to destination double the shockwave
    8……..No Premature Detonation
    9……..Premature Detonation half way to destination
    10……No Premature Detonation
    11……Premature Detonation half way to destination triple the shockwave
    12……No Premature Detonation

    In the proximity to the forming planets or stars the difficulty is doubled as well as the shockwaves are doubled. Combat in near proximity to the forming planets is far more dangerous. Such as the battle between the Enterprise and Reliant caught in battle in the nebula with limited sensors and shields.

    Cloaking devices are useless in a nebula as the nebula gases work better as a pointer to the cloaked vessel. The dust also collects along the leading edge of the ship or shields showing that the ship is there.

    The Pre ignition star is on the edge of igniting into a star and blowing off the residual dust cloud. The star can be ignited by firing or causing a detonation of 3600 points of damage in a single round or something equal or better to that. There are few ships that can put out such a payload of firepower onto any target against a ship and any target. The stellar ignition will generate a level three (300 damage when struck) shock wave precursor to the stellar ignition and then a rolling a 5d6 for rounds (max 2 and a half minutes before ignition) before stellar ignition is completely started with a level twenty (2000 damage) shock wave generated from the actual ignition. If the ships was able to stand against the pre-ignition shockwave the ship must go to warp speed that there is now a window to do so as much of the dangerous dust and gasses are now blown away from the core and escape. If there has been a battle the ship may have warp engine troubles and have troubles in going to warp or other faster than light. A natural stellar ignition would be less destructive and would gently push the remaining gases out over centuries leaving the planets and other stellar objects undamaged by a shockwave. Such an ignition would be a great interest to the Federation and anyone who is stellar studies.

    There are plenty of planets in the new solar system it is unlikely there will be a class M habitable planet. The future holds the possibility that there may be a class M world billions of years down the road.

    The gravity wells for the forming terrestrial planets are usually contained to the same MU that the planet occupies but with the forming planet the gravity well extends out into the next MU. The gravity well of a gas giant extends out at least two MU’s beyond the planet. This usually pertains to hyper drives and Quantum Slip Stream drives. (See other notes).

    The Missions that are possible in a nebula like this. These missions allow the reuse of a nebula in multiple stories.

    Mission One: Search for a missing ship lost and drifting towards the forming planets and the rescue ship has to go in and search for the ship. The GM will discern the location or whether that the rescue ship is nearing the lost ship.

    Mission Two: The science ship is designated to deploy sensor probes in the forming planets to transmit to a series of communications antennas that will transmit to a small station outside of the nebula but near the central.

    Mission Three: The search for a renegade pirate vessel hiding in the Nebula. The GM will discern the location or whether that the ship is nearing the pirate ship or another player will play the pirate vessel.

    Mission Four: The Federation ship passing through the area travels through the nebula instead easily flying around at warp speed “what fun would that be.” The encounter with something would be the point of the story such as a giant Amoeba would be the event.

    Mission Five: The Federation send a science ship into the nebula to gain a better understanding of gravity and the water based intoxication can cause problems with the crew and there is a few that are naturally unaffected by the water toxicities.

    Mission Six: The Federation ship on a covert mission needs to hide from an enemy ship has to play hide and seek to keep their cover. If push comes to shove the Federation ship must fight against the enemy ship inside of the nebula. Note a good commander would use the nebula to his advantage in the fight. (Good to be used during the Dominion War.)

    Mission Seven: Used as a complication in an adventure listed above in mission three and six the sporadic use of energy and antimatter and Quantum based weapons opens a portal where the ship sails through a few trillion years into the future and the star system had matured and there are sentient life living there and aid the ship in returning. The other details can be different as it is trillions of years the Federation no longer exists and the human race has under gone significant changes.

    Mission Eight: the Preservers super ship that is manipulating the generation of the nebula and the developing the planet. (Just an idea for a future adventure).

    I am sure that there would be other missions that can be generated but these are just a few that I thought up and we have used in the games. One was with the Andromeda type game we are playing when we have a story that will work with it.

    GM Notes: I usually generate a map to keep some consistency in the locations of some of the nebula’s details as a rotation of the nebula and the planets and their location (They really don’t change position in the game as they will all rotate in the same direction at the same pace in the to keep some distance during generation. If the ship returns to the Nebula use a different arrival point to designate as the entrance or usual point of origins or the coordinates of where they had entered the nebula before.) I use a large sheet of graph paper that I have marked the locations of the planets and central star.

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