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Thread: Exploring the Kellinan Reach

  1. #16
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    If the Nova class is tempting. Why not go with the refit one you see in Endgame. ie USS Rhode Island.

    Your PC's ship could be one of the first refits. Especially after the DW, SF may have seen a need to uprate ships.

    So just take the Nova's basic stats and uprate her tech.
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  2. #17
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    Originally posted by qerlin
    I would go with the Nova or Intrepid if this is a science mission. The Defiant , while small, is a serious ass-kicker. If you want to keep if 'challenging', I'd go with the Nova .

    CDR JT...great job on the deckplans, man!!! I had been thinking of using a Saber for an upcoming campaign, but had been tending to the Defiant because of the lack of deckplans. Woo hoo!!!
    I have to admit that I had nothing to do with the development of any of these deckplans, I just found them on the Far Realms Gaming Archive Website listed in the Transporter Room Section of this Website. A site which I have bookmarked at home along with Owen's site and a few others.

    Personally, I am also thinking of possibly using the Saber class in a future campaign. The class is a Light Cruiser and as such is more of a multi-role vessel than a Nova class Research Vessel, and therefore more suitable for an exploration and patrol mission in a dangerous sector on the frontier.

    As for a upgunning Nova class, without consulting both Spacedock and the SRM 1, I will not say it would possible or not, however, what I suggest is that Harry Kim's Ship in Endgame is a Class 5 or 6 Light Cruiser built using a upsized Pathfinder hull design to replace the older Light Cruiser Classes not a refit. Another suggestion is that during the Dominion War, large numbers of Nova class Hulls were actually built as ES class Escorts with upgraded Tactical systems, Type VIII or IX Phaser Arrays and 3-4 Torpedo Tubes, for example, instead of Science Systems, and that such a vessel might be suitable for use in this campaign.

    However the Nova class, whether a Science Ship or as an Escort Vessel is a Short Range Vessel operating out of a Starbase on short duration missions, while a Saber class is designed for medium to long duration patrol mission and as such would be more suitable for this type of mission.

    Don, another fact to consider, is that according to the Price of Freedom Sourcebook, Saber class Light Cruiser also act as Transport Ships for Rapid Response Teams as well as other Small Special Units such as the S.C.E. If you wish, you could also incorporate such units aboard your P.C.'s Ship and in your campaign.
    "Those Klingons are up to something, I can feel it in my bones"
    Cmmdr JT Wayland
    Strategic Operations Officer, Starbase 415, Dragomer Sector, Klingon Border, 2372

  3. #18
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    Originally posted by Cmmdr JT Wayland
    As for a upgunning Nova class, without consulting both Spacedock and the SRM 1, I will not say it would possible or not, however, what I suggest is that Harry Kim's Ship in Endgame is a Class 5 or 6 Light Cruiser built using a upsized Pathfinder hull design to replace the older Light Cruiser Classes not a refit. Another suggestion is that during the Dominion War, large numbers of Nova class Hulls were actually built as ES class Escorts with upgraded Tactical systems, Type VIII or IX Phaser Arrays and 3-4 Torpedo Tubes, for example, instead of Science Systems, and that such a vessel might be suitable for use in this campaign.
    I don't know about Endgame, as I haven't seen it yet, but uping the Nova is certainly possibly SU-wise. The SRM1 design has enough SU to spare.

    As for a Nova-based escort, it already has Type VIII phasers and while SRM1 lists only 1 torpedo tube, AFAIR Equinox had the ship fire torpedos from an aft launcher, so the Nova should already have 2 (one fore, one aft). But a 2nd forward launcher, some more torpedos and a better TA/T/TS wouldn't hurt and won't cost too many SUs if you want to base an escort on this hull.

    As this has come up in another thread recently, and now here, I'll just start a new thread on it in the Spacedock section and we can go into a little more detail there, as it seems to be a topic of some interest.

  4. #19
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    Decision

    After much mulling over, a decision has been reached. (Insert applause).

    The ship assigned to Bridgetown shall be an Intrepid-class vessel.

    Let us meet the runnerups and tell them what they've won.

    • Galaxy - The temptation to bring back the Galaxy-class Icarus was strong, but I realized such a large ship would totally alter the structure of the campaign.
    • Defiant - A strong runner-up. However, the bunk-rooms, minimal scientific facilities, etc. just didn't feel right for a game centered around discovery. However, as a consolation prize, the former CO of the []iU.S.S. H.G. Wells[/i], the Human/Klingon Hybrid Commander K'empec (named for his godfather) will return as an NPC, Captain of the Defiant-class Indefatigable, assigned to protect Bridgetown and help hunt down the rogue Cardassians in the Reach.
    • Nova - Came super-close to being picked. In the end, lost out because of the lack of familiarity. I really wanted an "iconic" ship, once instantly associated with Star Trek.


    The Intrepid is a tad on the large size, but balancing it will be the fact that not all of her crew will be Starfleet - many civilian scientists will be aboard, along with Romulan and Klingon representatives, all of whom know of the Iconian artifacts in the Reach. One of the PCs is a Cardassian smuggler/engineer (think of the Outlaw Techs from the Han Solo novels of the 70's) who has also become the foremost authority on Iconian artifacts.

    Now I just need to name the darn ship! Two main candidates are U.S.S. Odin and U.S.S. Quetzalcoatl. (Quetzalcoatl is named for the Galaxy-class ship our first LUG-Trek game was set aboard prior to transferring to the Icarus. Sadly, the Quetzalcoatl was destroyed in the Second Battle of Vrelikor Prime.)
    AKA Breschau of Livonia (mainly rpg forums)
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  5. #20
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    Good choice of class Dan. Speaking as an Intrepid lover.

    I'd go for Odin because the other one is a bit of a mouthful. Most people probably can't even pronounce it. . Or you could try something else...maybe pick an old Constitution-class which hasn't made a canon appearance, eg. Yorktown, Kongo, gives it a bit of tradition IMHO.
    Arise, arise, Riders of Theoden!
    Fell deed awake: fire and slaughter!
    Spear shall be shaken, shields be splintered,
    a sword-day, a red-day, ere the sun rises!
    Ride now, ride now! Ride to Gondor!

    Theoden King: The Return of the King

  6. #21
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    say it with me now Ghosty

    Kets - Ah - Qua - Tal

    See that wasn't so hard

    Just yanking your chain. Personally though I like it as a ship name, very cool.

    What about Anazazi(sp)?

  7. #22
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    Weesa Back!

    (Helps if you say the above like Jar Jar Binks)

    Actually, I'm not 100% certain of the future of the game. One of our players looks like he'll be taking a job in DC which will leave us at three - two players and a narrator. (Groups seem fickle like that - the group size has ranged from three to six). I've done small groups before (with the right campaign they can be great) but I'm a little concerned about my ability to narrate a Trek game with two players and me - one player is a Starfleet officer and the other is a smuggler. The third player, the Romulan Tal Shiar agent, completed a nice triangle so that there was some overlap in everyone's motivation. Now I'm not quite sure how to proceed...

    If I do stay Trek, it may be best to downgrade to a smaller ship or even keep it to runabouts.

    The nerve of the real world to interfere with my game! /
    AKA Breschau of Livonia (mainly rpg forums)
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  8. #23
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    Originally posted by AslanC
    say it with me now Ghosty

    Kets - Ah - Qua - Tal

    See that wasn't so hard

    Just yanking your chain. Personally though I like it as a ship name, very cool.

    What about Anazazi(sp)?
    I thought it was pronounced kweet-so-qua-tal...see...
    Arise, arise, Riders of Theoden!
    Fell deed awake: fire and slaughter!
    Spear shall be shaken, shields be splintered,
    a sword-day, a red-day, ere the sun rises!
    Ride now, ride now! Ride to Gondor!

    Theoden King: The Return of the King

  9. #24
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    Played this afternoon. Went surprisingly well with just two players and me (no-one's moved yet, but not a full house).

    It's the Intrepid Quetzalcoatl. And winging it I said a few words which may drive the campaign if it continues... "The Cardassian Government in Exile"...
    AKA Breschau of Livonia (mainly rpg forums)
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  10. #25
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    Hmmmm

    Exile eh?

    My curiosity peaked

  11. #26
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    Well, when I write my adventures, they tend to be just shells so I have enough wiggle room to add to it based on player actions.

    So there's the post-War Cardassian Nazi Party - the Final Order, which is ticked about the loss of the war and blames everyone but themselves. They hate the provisional civilain government. They hate the Federation, Klingons and Romulans. Bridgetown was wracked by riots as a result of the Treaty of Bajor being signed - over a year after the end of the Dominion War, the final peace treaty has been signed. Among other things, the Romulans and Klingons demand full reparations payments. And against Federation advice, the Bajorans have also gained reparations for the Cardassian Occupation. So there's tons of angry political movements forming. The Final Order has a large contingent at Bridgetown, helping cause the riots.

    The characters also learn that over 2% of the Cardassian Fleet is unaccoutned for, with rumors of some of it being in the Kellinan Reach. Command Jasmine Kharn contacts Admiral Ross at Starfleet Command, asking for more personnel and ships - two runabouts and two dozen officers and men just don't cut it.

    Make it one Runabout - they learn the Nile has been destroyed by a Cardassian destroyer in the Reach, commanded by Gul Nevain.

    Meanwhile, the characters were digging for an Iconian artifact within Bridgetown. The find the artifact, but Gul Nevain shows up and tries to take it from them. He declares he is a representative "the Legitimate Cardassian Government in Exile" and still consider themselves at war with the Federation. An armistice may be possible, but never a surrender... They do defeat him and destroy his ship by unleashing an Iconian software virus. But his ship destroys the Starfleet base (a small compound) on Bridgetown, killing half the personnel.

    In the afterward, Starfleet does deliver some additional ships and personnel - the Defiant-class Indefatigable assigned to protect Bridgetown. And the Intrepid-class Quetzalcoatl assigned to explore the Reach. They need a powerful ship, for they learn that the Cardassians had spent the last year working with the Red Syndicate (a drug-smuggling organization from the previous adventure which the characters shut down). And the Cardassians therefore also know about Iconian Artifacts in the Reach. This splinter group is fairly weak, but if they were to get their hands on Iconian artifacts...


    So I have a bunch of threads - the "Cardassian Government in Exile" (a group of Guls who refused to surrender and escaped with their ships), the Iconian Artifacts, and the "Final Order" political movement. Add to it the reparations issue, Cardassians riots breaking out everywhere, the fragility of the Cardassian Civilian Govenment. I'm majorly bummed real-world events are causing trouble for my game...
    AKA Breschau of Livonia (mainly rpg forums)
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  12. #27
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    I know it's too late to say now, but I'm surprised no one mentioned the Miranda class.

    Granted she's an old design, but suited to the scenerio mentioned. Good research capabilities, crew of 220 (not to big), and reasonably good weaponry. Depending on what antagonists you plan to throw at your group, that is.

  13. #28
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    Originally posted by Dan Stack
    Well, when I write my adventures, they tend to be just shells so I have enough wiggle room to add to it based on player actions.

    So there's the post-War Cardassian Nazi Party - the Final Order, which is ticked about the loss of the war and blames everyone but themselves. They hate the provisional civilain government. They hate the Federation, Klingons and Romulans. Bridgetown was wracked by riots as a result of the Treaty of Bajor being signed - over a year after the end of the Dominion War, the final peace treaty has been signed. Among other things, the Romulans and Klingons demand full reparations payments. And against Federation advice, the Bajorans have also gained reparations for the Cardassian Occupation. So there's tons of angry political movements forming. The Final Order has a large contingent at Bridgetown, helping cause the riots.

    The characters also learn that over 2% of the Cardassian Fleet is unaccoutned for, with rumors of some of it being in the Kellinan Reach. Command Jasmine Kharn contacts Admiral Ross at Starfleet Command, asking for more personnel and ships - two runabouts and two dozen officers and men just don't cut it.

    Make it one Runabout - they learn the Nile has been destroyed by a Cardassian destroyer in the Reach, commanded by Gul Nevain.

    Meanwhile, the characters were digging for an Iconian artifact within Bridgetown. The find the artifact, but Gul Nevain shows up and tries to take it from them. He declares he is a representative "the Legitimate Cardassian Government in Exile" and still consider themselves at war with the Federation. An armistice may be possible, but never a surrender... They do defeat him and destroy his ship by unleashing an Iconian software virus. But his ship destroys the Starfleet base (a small compound) on Bridgetown, killing half the personnel.

    In the afterward, Starfleet does deliver some additional ships and personnel - the Defiant-class Indefatigable assigned to protect Bridgetown. And the Intrepid-class Quetzalcoatl assigned to explore the Reach. They need a powerful ship, for they learn that the Cardassians had spent the last year working with the Red Syndicate (a drug-smuggling organization from the previous adventure which the characters shut down). And the Cardassians therefore also know about Iconian Artifacts in the Reach. This splinter group is fairly weak, but if they were to get their hands on Iconian artifacts...


    So I have a bunch of threads - the "Cardassian Government in Exile" (a group of Guls who refused to surrender and escaped with their ships), the Iconian Artifacts, and the "Final Order" political movement. Add to it the reparations issue, Cardassians riots breaking out everywhere, the fragility of the Cardassian Civilian Govenment. I'm majorly bummed real-world events are causing trouble for my game...
    Nice, very nice storyline, I wish I could play in that game, but there is a minor problem of crossing an ocean to be do it. Ah well,
    I have to come with on a similar and use it on my group.
    "Those Klingons are up to something, I can feel it in my bones"
    Cmmdr JT Wayland
    Strategic Operations Officer, Starbase 415, Dragomer Sector, Klingon Border, 2372

  14. #29
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    Retooling the Game

    It looks indeed like the game is going to be down to two players. What I'm trying to figure out is if it is possible to continue the Trek game or if it would be easier to switch to a game which makes it rather easy to focus on a pair of adventurers (games like Star Wars, a Steampunk setting, etc.)

    Here's the deal. One player runs a Starfleet command officer (rank of commander with a possible promotion to captain), a Trill named Jasmine Kharn, with background both in social sciences and intelligence. Currently she is in command of the Starfleet contingent at Bridgetown.

    The other player runs a Cardassian smuggler/engineer type character, Krel Ardana - think of the Outlaw Techs from Han Solo at Star's End. The smugglers are involved because them have accumulated a ton of knowledge on the Iconian tech and know more about the Reach than Starfleet.

    We've talked about it a bit and are concerned that a big ship like the Intrepid will be tough to game in - it can involve a lot of the gamemaster talking to himself as he runs multiple NPCs.

    So if we are to continue the game I need to think of some way to gravitate to more of an "adventure" style of gaming. What I see ideally is putting them on a small scout ship (like using Owen's Chameleon plans or upcoming Mission plans) with two PCs, perhaps a 2 or 3 NPCs, a lot of exploring, a lot of adventure, some return trips to Bridgetown, etc.

    We're willing to retroactively edit the ending of the last adventure to remove the Intrepid which showed up (one of those "filmed but unreleased scenes") if it enables us to get a better storyline.

    There are a few options I'm considering...
    It is possible that Kharn and any Starfleet NPCs disguise themselves as merchants to aid them in exploring the Reach. Though I'm not sure how likely that is - Kharn is relatively well known on Bridgetown..

    It is also possible that Kharn and her Starfleet contingent keep the Starfleet uniforms on and chill around the Reach in the small ship with a few smuglers as well.

    What I worry about is it seems a bit too much of a "demotion" to go from commanding Bridgetown's Starfleet contingent to crusinging in a tiny vessel. It is possible she can stay in command of Bridgetown and take a scout ship out for scouting missions, much like the Defiant did on DS9, but I don't know about that - I worry she'd be away from Bridgetown too much to be an effective commander. The Runabouts work well but are a little too small for what I have in mind.

    My gut tells me I'm going to have to scrap the campaign, which I'd rather do than "betray" the characters, as these are both fairly well-developed characters and I'd prefer to keep them true to their concepts.

    Any brilliant ideas out there?
    AKA Breschau of Livonia (mainly rpg forums)
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  15. #30
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    Re: Retooling the Game

    Originally posted by Dan Stack
    What I worry about is it seems a bit too much of a "demotion" to go from commanding Bridgetown's Starfleet contingent to crusinging in a tiny vessel. It is possible she can stay in command of Bridgetown and take a scout ship out for scouting missions, much like the Defiant did on DS9, but I don't know about that - I worry she'd be away from Bridgetown too much to be an effective commander. The Runabouts work well but are a little too small for what I have in mind.

    Any brilliant ideas out there?
    No brilliant idea at the moment, but as you said this character has a good background in social sciences and intelligence you might just have to focus on this aspect a bit.
    Give the character the feeling she has been chosen for this mission because it allows her to make the most of her abilities as a commanding officer and a scientist.

    Another possibility to consider might be troupe-style playing. Allow each player another character. That way you could easily switch adventures between Bridgetown and the scouting missions. Plus you don't have to worry about integrating a non-Starfleet character into a Starfleet spaceship crew.


    And I agree that Runabouts might be a little too small. Hmmm, a small fast scoutship with a crew of about 8-10, maybe size3 ...
    Just watch the Spacedock forum over the weekend for a new design that fits the bill.

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