The Shipyard: a community project?

sci-fi

#1

Hello Everyone!

Sad confession: I never got the opportunity to ever play in a sci-fi game, nor to run one. My usual players just aren’t really into it. It is the one genre that got away so far, so to say.

But I want to be ready for when I have the opportunity, and if you guys desire, to have ourselves a little community project. So I want to suggest the creation of The Shipyard: a collection of community-created spaceships.

I can’t start right now but tomorrow I’ll be posting the first ship models. If you feel inclined and in the least inspired, you’re welcome to add your material here! We’ll have usernames be the companies that created them in-game, maybe? I dunno. Just thought it would be cool if we came up with such a resource.

Thanks in advance!


#2

K, trying to not overcomplicate things and kick this off:

  1. Basic Fighter Model

Life Support - 1 Chunk - Allows for breathing in the void
Engine - 1 Chunk - Allow to move FAR
Hull - 1 Chunk - If Hull is destroyed, ship explodes 1d4 rounds later
Weapons System - 1 Chunk - deals WEAPON damage to other spacecraft, ULTIMATE to smaller targets


#3

Im kind of in favor of d4 hearts damage to smaller targets. But they have to be stationary to target them. Or some such.
Allows for anti-personnel weapons on capital ships, but you are not using the main guns on a single target.

Or does d4 hearts to all near target. Wording needs to be streamlined:-/. Perhaps we need to make a Bolo/OGRE ICRPG versión to deal with scaled damage.


#4

So, can I ask the stupid question first. What scale are you looking to design the ships for? Dogfight/small scale ships up to gunboats, shuttles, freighters, and frigates. Or, capital ship scale. Like carriers, cruisers, and battleships. I know the system can handle all sizes without a problem, but movement scale between the two is the only problem to workout. Your example of the fighter states that it moves only near. I would argue a move up to far would be more accurate. This being the fact that a fighter is designed to be really fast in order to close the distance between large ships in a very short period of time.


#5

That’s a great idea. Will be updated. Another thought, building on yours, could also be (and I know it may end up being a little too powerful) that whatever damage it deals to other spacecraft would be HEART damage to smaller targets. I feel that would convey the idea and not overcomplicate things. If you’re cool with it, I’ll update to this

The idea is to have ships for both. They may even have stats for two kinds of craft interaction: dogfight and cruiser battle. I know I am kinda making it up on the fly but I feel that’s the ICRPG spirit so I’m going with it, and it’s actually why I did not want to do this in a void.

Again, a point-of-view I had not taken into account. Will update. Also movement could be a little more refined in the sense that yes, in a safe enough space it would move FAR and in a dangerous one (such as in dogfight battle) it could only move NEAR or be EASY to hit. But I feel that’s for another moment.

Thank you both for contributing!


#6

So, I’ve been thinking quite a bit about this subject and mulling it over.
I like the ideas presented in the CORE adventure Death on Krell. I think if you approach distance as sectors instead of a linear distance we can make this a lot easier to digest, and stay within the feel of the intended rules.
So, here is my take on a few different fighter models:

Fighter: Interceptor
Primary role: CAP (Combat Air Patrol), Interception of enemy vessels before engaging primary fleet.
Built from standard 10 Hit point CHUNKS

CHUNK 1 - Cockpit / Control Module: This contains all life support, instruments, sensors, and controls. If destroyed the vessel is no longer able to function. Depending on design crews one to three. If destroyed occupants must escape in d4 turns or results in DEATH.
CHUNK 2 - Propulsion (examples include Star drive, Ion Engine, Starman Slingshotarator…) Allows travel within a sector and may move to an adjacent sector within a turn. If destroyed the vessel is severely disabled, and may limp along at a crawl all combat rolls to hit the vessel are EASY.
CHUNK 3 - Anti-ship Weapons (examples: Photon Torpedoes, Plasma Rockets, Swarm Missiles, Quasi-Phasic Discombobulater…) Does d8 damage against CHUNKS / does d4 HEARTS of damage to humanoid sized targets. Explodes when destroyed inflicting d8 damage to random location. Limited charges 8 to 10 depending on design.
CHUNK 4 - Anti-Fighter Weapons (examples: Repeating Laser Cannon, Chaingun, Death Ray Multi-Zaparator 2000…) Does d6 damage against CHUNKS / does d8 damage against HEARTS to humanoid sized targets. Unlimited charges, no reload needed. Fire again on any roll of modified 13+.
CHUNK 5 - Booster module / Turbo Drive / Go Faster Thingabob: This module allows the vessel to travel to an additional sector during movement. Once used it requires d4 turns before using again. If destroyed no ill effect, just unable to use until repaired or replaced.

Fighter: Escort
Primary role: Escorting Attack fighters and Bombers. Also running interference for Interceptors.
Built from standard 10 Hit point CHUNKS

CHUNK 1 - Cockpit / Control Module: This contains all life support, instruments, sensors, and controls. If destroyed the vessel is no longer able to function. Depending on design crews one to three. If destroyed occupants must escape in d4 turns or results in DEATH.
CHUNK 2 - Propulsion (examples include Star drive, Ion Engine, Starman Slingshotarator…) Allows travel within a sector and may move to an adjacent sector within a turn. If destroyed the vessel is severely disabled, and may limp along at a crawl all combat rolls to hit the vessel are EASY.
CHUNK 3 - Anti-ship Weapons (examples: Photon Torpedoes, Plasma Rockets, Swarm Missiles, Quasi-Phasic Discombobulater…) Does d8 damage against CHUNKS / does d4 HEARTS of damage to humanoid sized targets. Explodes when destroyed inflicting d8 damage to random location. Limited charges 8 to 10 depending on design.
CHUNK 4 - Anti-Fighter Weapons (examples: Repeating Laser Cannon, Chaingun, Death Ray Multi-Zaparator 2000…) Does d6 damage against CHUNKS / does d8 damage against HEARTS to humanoid sized targets. Unlimited charges, no reload needed. Fire again on any roll of modified 13+.
CHUNK 5 - Shield Module: Provides +5 armor to the vessel. Explodes when destroyed inflicting d8 damage to a random location.

Fighter: Attack
Primary role: Inflicting massive damage to Capital Ships. Breaking enemy installations and fortifications.
Built from standard 10 Hit point CHUNKS

CHUNK 1 - Cockpit / Control Module: This contains all life support, instruments, sensors, and controls. If destroyed the vessel is no longer able to function. Depending on design crews one to three. If destroyed occupants must escape in d4 turns or results in DEATH.
CHUNK 2 - Propulsion (examples include Star drive, Ion Engine, Starman Slingshotarator…) Allows travel within a sector and may move to an adjacent sector within a turn. If destroyed the vessel is severely disabled, and may limp along at a crawl all combat rolls to hit the vessel are EASY.
CHUNK 3 - Anti-ship Weapons (examples: Photon Torpedoes, Plasma Rockets, Swarm Missiles, Quasi-Phasic Discombobulater…) Does d8 damage against CHUNKS / does d4 HEARTS of damage to humanoid sized targets. Explodes when destroyed inflicting d8 damage to random location. Limited charges 8 to 10 depending on design.
CHUNK 4 - Anti-Fighter Weapons (examples: Repeating Laser Cannon, Chaingun, Death Ray Multi-Zaparator 2000…) Does d6 damage against CHUNKS / does d8 damage against HEARTS to humanoid sized targets. Unlimited charges, no reload needed. Fire again on any roll of modified 13+.
CHUNK 5 - Mass Effect Weapon (examples: Mini-nuke, Nova Cannon, Good-byeulator…) Area effect Hit all targets within a range of FAR. Does Double d12 damage against CHUNKS / any humanoid targets caught in the blast are DEAD. Limited Charges 1 or 2 depending on design. Explodes if destroyed and still has a charge. If no charge no effect. Does d12 damage to a random location.

Sorry this is so long. I’ll post single ship designs next time. Hope these help.


#7

The sector thing is definitely a good idea! I did not remember it existed.

Thanks for contributing!

My week has been hell, but I’ll get back to it as soon as I can to give us some more ships to launch.