Help with details

Inigo Montoya's picture
Inigo Montoya
March 12, 2014 - 2:25pm
I am introducing someone to SF by taking him through Dramune Run. In order to preapare, I am trying to think of as many unexpected ideas as possible. My first question is regarding the possibility of firing a ships weapons (rocket or laser battery) while docked at a station. Secondly, how easily could a ship slip away from a docking bay. Would the station have control to secure a ship? If so, is that simply a docking bay control or would it be something under the perview of station security services? I'm not looking for a community consensus but rather as many varied ideas as possible. So far these are the two concerns that I have, however I welcome any advice or insight that anyone may have on this particular module. I've only played a few SF games and haven't ran any except for my children who obviously don't know what bad ref'ing is. Thanks in advance. 
Comments:

TerlObar's picture
TerlObar
March 12, 2014 - 3:29pm
Firing ships weapons:
This one depends on how you view the docks.  If you go with the statements from the rules, then the ships are actually inside the hub.  Thus they can't fire their weapons as they are inside.  However, for ships larger than about HS 5, this really doesn't make sense as the size of the hub has to be pretty huge to accomodate these ships and at that point the gravity in the hub is non-negligible, you start getting 0.1g and greater acclerations.  If you take this view, then the larger ships that are "docked" are really in parking orbits near the station.  In theory these ships could fire weapons although there might be some penalty due to the proximity of the ships.  However, the Gullwind at HS 6 could reasonably fit inside a large station hub even in this latter scenario. I actually have some maps of a docking bay/lounge area in a hub that can accomodate up to a HS 10 ship if you're going with the first scenario.

Getting out
I always assumed it was somewhat under control of a station traffic control officer.  Mainly their duty is to regulate traffic so people don't run into each other.  They don't actually control the ships but give directions and assign priorities.  You can always just blast out (expecially if you're going with the latter scenario above where most ships are just in nearby orbits) but you might not be welcome back or may have to pay some hefty fines when you return.  But if the coast is clear and you get the go ahead from station control, you can get out of there in a hurry

I alway envisioned the hubs as open on both ends.  One side is the entrance and the other is the exit.  You come in on the centerline, find your berth and settle up against the wall.  (That's actually pretty tricky from  a physics standpoint).  Then to leave you just push off to the center and then engage your engines and fly out.  (That's simplified of course but that's the general idea)
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Shadow Shack's picture
Shadow Shack
March 12, 2014 - 4:58pm
TerlObar wrote:
Getting out
I always assumed it was somewhat under control of a station traffic control officer.  Mainly their duty is to regulate traffic so people don't run into each other.  They don't actually control the ships but give directions and assign priorities.  You can always just blast out (expecially if you're going with the latter scenario above where most ships are just in nearby orbits) but you might not be welcome back or may have to pay some hefty fines when you return.  But if the coast is clear and you get the go ahead from station control, you can get out of there in a hurry

Just to throw more fuel on that fire, the text in Warriors of White Light claims a ship arrives on the average of every 200 minutes. So you would have a greater chance of collision leaving Clarion Station without clearance versus, say an outpost world like Laco etc.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

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bossmoss's picture
bossmoss
March 18, 2014 - 12:45am
I also envisioned it open at both ends, but more like a honeycomb, with many parallel berths.  The ship goes in and simply stops.  No sideways movement.  When it's done, it just starts up and moves forward.

I'd think the ship could fire out the open end, but would risk hitting a nearby ship.

As far as slipping away, I'd think there would be connecting hoses & cables, etc. to deal with.  That stuff would have to be disconnected first.  I agree with SS about risk of collision without clearance, particularly in busy docks.

Inigo Montoya's picture
Inigo Montoya
March 18, 2014 - 11:43am
If I recall correctly, the mod describes it as a tube. My questions regard the point at which (if) they are hauled to Darkworld Station. My player may not be very rational concerning the prospect of the Malthar's boarding party. After the ship is repaired, if he doesn't get away clean, he may consider blasting with ships guns. Being that he will be fleeing for his life, he has not concern about retribution. He may even consider trying to destroy as much of the station as possible. Not perhaps very wise while inside. Still I suppose I had best read up on structure points and such.

My question about reembarkation also deals with this scenario. I concur about the need for oversite in regards of Space Traffic Control. Even at a station like Darkworld. I wasn't sure if it would be something as simple as watercraft mooring at a peer (low security/restraint); or would it be more like a car boot, that would prevent unauthorized departure? My thought here is that station control would automatically release a ship once they were green lighted for departure. One thing to consider I suppose is the type of station. A port of corruption like Darkworld may prefer the control of docking restraints. 

Shadow Shack's picture
Shadow Shack
March 18, 2014 - 6:41pm
Just realize that the module is penned for scenarios A & B, the GM prepares for scenarios C, D, & E; and the players will opt for scenario F.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Inigo Montoya's picture
Inigo Montoya
March 21, 2014 - 10:53am
Very true shadow. But if I underprepare, I make it too easy on them to vex me. If I have to be put out, they should have to work harder to do it.Smile I have a couple other issues that have arisen. I am sure that you all have covered this stuff however I can never find things very easily in the archives. 
1. Space suit armor... does it last for ever, or what?
2. Targetting a ships system. I thought I read somewhere that there is a negative modifier just as a called shot in AD. Is that correct? 
3.And how do you figure damage to a ships system in KH combat? If the Nightshade targets the engines of the Gullwind and scores a hit, how much damage to render the drives out of commission? Same question for weapons. Is it a one shot one kill situation?

Inigo Montoya's picture
Inigo Montoya
March 21, 2014 - 1:41pm
one other question, is there a map or deckplans for the gullwind running around anywhere other than in digital coppies of the module?

TerlObar's picture
TerlObar
March 21, 2014 - 2:30pm
1) Spacesuit armor - the rules don't give any guidlines on if it wears out.  So based on the rules it lasts forever.  However, I'd probably treat it like a skiensuit and give it 100 (or maybe 200) points of damage resistance.  Calculate how much damage the shot would have done if armor wasn't present.  Then apply the fraction that the armor stops to it's total damage points.  Once they're gone, it doesn't work anymore.

2) Targeting a specific system - This gives a -30% modifier.  The rule is in the skill's section in the KH Campaign manual (p27 in the original) and is called "Selective Targeting" under the gunnery skill

3) Damage to a targeted system - Also covered in the "Selective Targeting rules"
"Knight Hawks Campaign Book" wrote:
If the system that is hit can receive several grades of damage on the Advanced Game Damage Table, a random die roll should be used to determine how badly the system is damaged.  If the ship's hull is hit, there is a 50% chance it will suffer double damage.


4) Gullwind deckplans - Only in physical print copies Smile.  As far as I know, no one has done a "remastered" Gullwind deck plan beyond reprinting the ones from the modules in the original and remastered PDFs.
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Shadow Shack's picture
Shadow Shack
March 21, 2014 - 5:08pm
Check out the damage table on the back cover of the KH Operations Manual. Drive hits can cause a -1 ADF modifier, loss of 1/2 ADF, and up to ADF:0 (loss of drives).

Here's my redux of the Gullwind: http://gullwind.20m.com/ --- varied from the original deck plans.

Here's something that, while still not a direct copy, is closer to the original: http://www.starfrontiers.us/node/3455


I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Inigo Montoya's picture
Inigo Montoya
April 6, 2014 - 1:07pm
Thanks Shadow. I used that. I didn't like the armor. figuring the percentages of the assorted weapons damage and translating it to both the armor(s) and the wearer(s) proved to greatly diminish the joy of the game. I could tell my player was lossing interest. So the boarders (who were pretty roughed up) suddenly lost heart sans dice roll. 
Does anyone have advice on how to streamline damage resolution involving armor? I'm tempted to treat it like a universal screen that absorbes/negates an equal percent of all types of damage just to simplify game play. Has anybody had similar issues/concerns/thoughts? I want a game of rich detail and diversity, but I don't want to get bogged down doing math and record keeping while my player starts to daydream about other things.