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Ad-Hoc Amber Zone: Hopship

robject

SOC-14 10K
Admin Award
Marquis
SETUP

Year 1899 or 1900 (by Imperial reckoning), Regina/1910 Regina. You have been re-activated into the Scout Service.

[Your patron, Count Adaamu Sirkiin, suspects the Scouts are keeping a secret regarding their Hop drive, and he needs a partisan or two to crew one of the upcoming exploratory missions. It is likely that the crew and specialist staff were selected in this manner from all sorts of interested parties, including megacorporate interests, and perhaps rivals as well. This may not be just about exploration].

The Scouts have successfully flown a Hopship at least once. This time, the goal is to send out several small vessels with a crack crew and mission specialists, out beyond the edges of Charted Space.

The ship's life support is provisioned to last for up to a year. Your goal is modest in comparison, although momentous in purpose: to travel 9 hops -- 90 parsecs -- coreward or spinward, past the edges of Charted Space.

And return safely of course.

You must stay off of the trade routes, and avoid contact and technological systems within Charted Space as much as possible. You are allowed the exception of visiting up to one Class A or B starport per sector (it is approximately 2 sectors to the nearest edges of Charted Space).

Staying out-of-contact handily allows you to work the mission using 1105 data in lieu of 1900 data.

In fact, this means you don't technically even need 1105 data: at each hop along the way you can, if you like, generate up a random UWP. Keep a log of this, if you like, because it might be useful later. And remember, once you're past 90 parsecs, you're out of Charted Space, and those UWPs could be prime fodder for new material.

Consider that the Scouts might not be as unified as one might think: there may be rivalries to the point of sending two ships on the same path, however unlikely that may be.



HOPSHIP SUMMARY

Unclassified
(Z-CC11), TL17, MCr 171. 300 tons, Jump 1, 1G, Collector 1, Hop 1. 65 tons fuel (24 tons per parsec Jumped, 30 tons per 10 parsecs Hopped); scoops, intakes, and bins with purifiers. Additional engineering consoles located with drives. Model/3. Eight spacer niches, three gunner/squad barracks, eight mission specialist staterooms, ten tons lab space, ten tons mission space. Five emergency low berths. Three hybrid LMS turrets. 40 tons cargo (10 tons open). One fuel cutter, plus one Pressurized Shelter cutter module in cargo. Comfort -1, Demand -1.


I tossed around the idea of what the first Hopship might look like. I figured it would either be a retrofit, a planetoid, or an agglomeration of parts.

For this version, I went with the "Cluster" hull, and kept it small to minimize whatever the actual cost is, but big enough to carry mission specialists and a lab. It's not as comfortable as a Beowulf, but I figure the crew will be military-trained, and the specialists will be too excited to notice any discomfort.

Two Jumps' worth of fuel AND a Collector is redundant, but I think in this case that's okay. In this case I think of the Collector as a backup. The Jump Drive itself might be superfluous.

Emergency low berths are supplied to handle everyone, and the fuel Cutter has an additional module containing a pressurized shelter in case that's needed or desired.


Customization. Feel free to customize this ship, or design your own -- especially if you have something special cooked up for your mission specialist surveys.



SETTING NOTES

Regina. Nobles in Regina don't have hereditary rulership. They hold family feifdoms, and typically can get appointed to administer worlds, but the noble system is not integral to the government.


HOP DRIVE NOTES

Hop presents interesting task scenarios. I suggest you run the rules as written and note what happens - with the proviso that a good referee doesn't typically screw his players over. Keep notes on how the mechanic plays, and how you and your players act and react.
 
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A Grab-Bag of Randomly Generated Characters

1. Noble Pilot 5A99CB 34 yrs 4 terms KCr 220

Flyer-1(Grav Flyer-1,Rotor-1), High-G-3, Medic-1, Pilot-4(Small Craft-2), Sensors-2

2. Rogue Craftsman Astrogator 53776B 66 yrs MCr 2.78

Advocate-1, Animals-0(Teamster-1,Trainer-1), Astrogator-8, Comms-3, Computer-1, Counsellor-1, Craftsman-2, Designer-2, Driver-1(Auto-1,Grav Driver-1), Engineer-6(Life Support-1,Maneuver_Drive-1), Fighter-0(Blades-1), High-G-1, Hostile Env-1, JOT-2, Medic-2, Navigation-3, Pilot-2(Spacecraft ACS-2), Steward-3, Teacher-3, Trader-4, Vacc Suit-7, Zero-G-6

3. Agent Medic 869B5C 46 yrs 7 terms KCr 374

Athlete-3, Citizen skill-2, Gunner-0(Spines-1), Hostile Env-1, Linguistics-1, Medic-7, Merchant skill-2, Philosophy-1, Programmer-1, Psychohistory-1, Seafarer-0(Aquanautics-1), Sophontology-2, Stealth-3, Survey-4

4. Merchant Craftsman Steward/Sensop 88C57B 50 yrs KCr 180

Animals-0(Rider-1), Astrogator-6, Athlete-1, Broker-1, Craftsman-2, Diplomat-2, Engineer-0(Life Support-1), Gunner-0(Screens-1,Spines-1), JOT-2, Medic-3, Pilot-0(Small Craft-1), Sensors-3, Steward-7, Trader-2, Vacc Suit-1

5. Rogue Craftsman Chief Engineer 53755B 70 yrs MCr 5.03

Advocate-6, Animals-0(Trainer-1), Astrogator-2, Athlete-1, Broker-3, Comms-2, Counsellor-1, Craftsman-2, Designer-3, Engineer-5(Jump Drive-1,Life_Support-1), Fighter-0(BattleDress-1,Exotics-1), Fluidics-3, High-G-1, Leader-1, Navigation-2, Pilot-5(Small Craft-1,Spacecraft_BCS-1), Planetology-1, Stealth-1, Streetwise-4, Teacher-1, Vacc Suit-6, Zero-G-3

6. Scout Engineer 84BB8B 50 yrs 8 terms KCr 261

Animals-1(Rider-1,Teamster-1), Athlete-1, Comms-3, Diplomat-4, Engineer-5(Jump Drive-1,Life_Support-1), Fighter-2(Beams-1,Blades-1), Flyer-2(Aeronautics-1,Grav Flyer-1), Gunner-0(Bay Weapons-1,Screens-1), Language (Zdetl)-10, Medic-3, Psionicology-1, Sensors-2, Streetwise-1, Survey-3, Teacher-3, Trader-5, Vacc Suit-2

[FONT=&quot]7. [/FONT]Marine Fighter (O4) 69645B 46 yrs 7 terms KCr 180

Actor-1, Athlete-1, Dancer-1, Fighter-9(BattleDress-1,Beams-1), Fluidics-1, Flyer-0(Grav Flyer-1), Fwd Obs-1, Leader-6, Major-1, Medic-1, Minor-1, Polymers-1, Programmer-1, Psychology-1, Sapper-1, Tactics-3.
 
Love it! I ordered my copy of Cirque, and pulled out all of my old TD's. I'll have something to run over XMAS even if Cirque doesn't get here in time.

Cheers,

Baron Ovka
 
THe Hop-Drive adventure should use a dot-map... because it's (1)extremely likely to come up short with PC navigators, and (2) going to need to know where to get the fuel for hop.
 
I think this is a great adventure idea. It is is also a good way of introducing some of the higher TL possibilities available in T5.
Only suggestion a robject, between OTU and a possible YTU. The background of Count Adaamu Sirkiin and what his existence implies. Count of what?
The second major point is the complete lack of interstellar nobility in the human states. With the sole exception of the Cronor Consulate, which uses the traditional Zhodani system, no human interstellar state has a noble class. As a result, there are many different systems used to create the needed power relationships from the republican system in the Republic of Regina, to the bureaucratic systems frequently used in the League of Spinward States, to the autocratic kingdom of the Askigaak Union, to the military structure of the Imperial Regency. - 1248 Sourcebook 3 The Spinward States p.54
The Republic of Regina is a 30 system polity in 1248. A true republic with a bicameral legislative branch at the interstellar level and no nobles. Even the planetary level must be representative of the people. The example cited involves Roup having its dictators elected "by the people".
So I would like to hear a little background on the last 600+ years and what you think happened to the Republic.
 
On the 1105 side there are only a very few Xhigh Tech worlds in the Imperium
Antares 2117 Sabmiqys A560056-H ImDa
Deneb 1122 Vincennes A899AA6-G ImDd
Deneb 1432 Pashus A432455-G ImDd
Fornast 3206 Gannvair A00025A-G ImDc

Sabmiqys would not be manufacturing ships because of its documented situation, so I would think that the Hop Ships are of the TL 16 "Early" type if manufactured at one of the other three worlds or TL 15 "Protoype" if manufactured elsewhere. When it comes to designing the ships and capabilities.
 
How realistic is it that the hop ship will make 20 hops sans maintenance without the drive failing? Driving in to the deep dark with a new, unproven drive -- seems rather extra dangerous.
 
How realistic is it that the hop ship will make 20 hops sans maintenance without the drive failing? Driving in to the deep dark with a new, unproven drive -- seems rather extra dangerous.

The problem isn't the drive, but the difficulty astrogation 20d task...
 
The problem isn't the drive, but the difficulty astrogation 20d task...

That, according Supplement Four's complains time ago will lead to many critical success (among 20 dice, the odds of 3 of them being 1 are quite good) :devil:, or, according what I've read in this board, a something interesting (3 1s and 3 6s) result would be the most likely...

What would be rare is a regular failure, and even more a regular success...
 
S4 is correct.

p338 said:
The Difficulty Dice for Hop-1 is 10D.

This roll will tend to result in median values (=35).

p106 said:
Three ones. If the actual dice roll includes 3 ones (but not possible on 1D or 2D) the result is a Spectacular Success (even if the result would otherwise be a failure). The task succeeds. The task produces the results desired and positive consequences as well.

This rule makes task success likely -- and more likely as distance increases -- with no thanks to skill.

I sent Marc a note.
 
Only suggestion a robject, between OTU and a possible YTU. The background of Count Adaamu Sirkiin and what his existence implies. Count of what?

He holds the family land, and his title, but the position carries no governmental role. Intangibly, he has a moral authority.
 
S4 is correct.

p338 said:
The Difficulty Dice for Hop-1 is 10D.

This roll will tend to result in median values (=35).

p106 said:
Three ones. If the actual dice roll includes 3 ones (but not possible on 1D or 2D) the result is a Spectacular Success (even if the result would otherwise be a failure). The task succeeds. The task produces the results desired and positive consequences as well.

This rule makes task success likely -- and more likely as distance increases -- with no thanks to skill.

I sent Marc a note.

And that's what Supplement Four complained. If you can raise the difficulty, so roll more dice, you're more likely to roll 3 1s, and so achieve Spectacular Success. Off course, you also rise the possibility to roll 3 6s, and so Spectacualr Failure, or both, leading to "Something Interesting" result (as I've read in this board, I've never read T5).

IIRC, in T4 (from were T5 seem to develop, again from what I've read here), Spectacualr ssccess was if all you dice were 1s, and Spectacualr Failute if you rolled 3 6s, so, the more dice you rolled, the more likely Spectacular Failure, and the more difficult Spectacualr Success was.
 
And that's what Supplement Four complained. If you can raise the difficulty, so roll more dice, you're more likely to roll 3 1s, and so achieve Spectacular Success.

In other words, S4's comment was about gaming the task system. Increasing the stakes.

This is a different case, but the same issue.
 
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