Archive through April 29, 2011

Star Fleet Universe Discussion Board: Prime Directive RPG: PD AFTER ACTION REPORTS: GURPS KLINGONS 4TH EDITION: Archive through April 29, 2011
By Steve Cole (Stevecole) on Monday, March 21, 2005 - 01:21 pm: Edit

This topic will (soon enough) be used for after action reports on GK4e.

By Steve Cole (Stevecole) on Tuesday, May 03, 2005 - 05:06 pm: Edit

Just sold out of GKs (again). Pity it will take a whole hour to print another dozen.

By Carl-Magnus Carlsson (Thereplicant) on Tuesday, May 03, 2005 - 05:47 pm: Edit

Darn. Feel sorry for you, slaving under the demands of the customers.
(or maybe not:))

By michael john campbell (Michaelcampbell) on Tuesday, May 03, 2005 - 09:40 pm: Edit

Wishing you were a warehouse magnate again???

By Robert Gilson (Bobcat) on Tuesday, August 09, 2005 - 10:32 pm: Edit

Page 12 Ethnic Klingon Civilians template point cost should be 9 not 11.

By Robert Gilson (Bobcat) on Friday, August 19, 2005 - 07:27 pm: Edit

Page 60 Vudar template. Resistant to Poison (+8) [5] should be Resistant to Poison (+3) [5].

By F. Douglas Wall (Knarf) on Friday, October 21, 2005 - 09:19 pm: Edit

P82. Operations and Soldier are already in GPD4e updated for 4e. NBC Warfare skill is NBC Suit in 4e. All skills use G3e notation instead of 4e.

P85. In the description of the Kov-Ree dagger, it mentions the Jitte/Sai skill, which does not appear in any GPD4e source. Also, the Slirdarian push dagger mentions that it uses the Knife skill with a default of DX-3. Knife skill typically defaults to DX-4, as described in all of the other knife descriptions on that page. If this entry does not denote skill default, but is instead a familiarity penalty or similar, this is not a problem.

P87. Energy Pistol and Rifle. Both entries in the text list the damage of the weapon, which does not agree with the weapons table on page 86.

P90. Klingon 2-handed sword. The 2/3 parry rule was removed in 4th edition. Instead, the Klingon 2-handed sword provides a +2 parry bonus, as listed in GPD4e on page 128.

By Jeff Wile (Jswile) on Monday, February 15, 2010 - 11:02 pm: Edit

P112. D5I Internal Security Forces Flagship: Regulator. The ISF had used a converted D4 (TL 11) as its flagship until almost the start of the General War, when the worn-out ship was replaced by a new D5 War Cruiser. (edit)

Contradicts rules in Star Fleet Battles.

Rule (R3.136) D6I Police Cruiser (D6I):Built in y133 as the flagship of the Internal Security Forces. It replaced a D4I previously used in that role. The ship remained in service until year 175 when it was retired to become the honor guard ship at Korgal, the warrior colony for the ISF. (edit).

Rule (YR3.18) D4I Early Police Flagship Cruiser (D4I): "(edit)...The ship was involved in several skirmishes, and was heavily damaged by Orion Pirates (an increasingly difficult problem within the Klingon Empire from year 120). By Y133 the ship was ready to be retired, having more parsecs on it than any other D4 that had served the Empire. It was replaced by a D6I and placed into mothball stroage, and subsequently sold to the Romulan Star Empire in Y159.

The D6I was added in module R8, and the D4I was added in in Early Years module Y2 (both published after GURPS Klingon (ADB product number 8003).

The YIS date for the D5I in G4 (master ship chart) indicates YIS 175, 6 1/2 to 7 years after the start of the General War.

By Marshall N. Bishop (Lordbishop) on Monday, April 25, 2011 - 07:18 pm: Edit

I noticed on "Verlix Station". That the cargo hold takes up six decks. When a systems activity maintenance station only has two cargo boxes on an ssd. The reason I bring this up is that I plan on building my own Commercial platform and I am trying to have it make sense.

My plan is to make decks 1 and 12 all of the power, auxiliary systems, weapons, and bridge. While adding decks 2 and eleven as cargo. and keeping the rest of it the same. I also planned on adding a civilian cargo pod on the port side and a repair module on the starboard side. Though I might just keep the port side open for freighters who want to leave cargo pods for others to pick up.

Once I am finished I plan on blowing up and printing my deck 7 into a 1'' per meter scale for miniatures.

While on the topic of maps I also posted something interesting about your Free Trader layout in PD AFTER ACTION REPORTS: GURPS 4TH EDITION.

By Garth L. Getgen (Sgt_G) on Tuesday, April 26, 2011 - 01:26 pm: Edit

Marshall,

For what it's worth ... while ADB has never defined "one SSD cargo box is 'this big' in real life", I have made mine ten by ten meters by four plus meters high. It worked well for a number of reasons.


Garth L. Getgen

By Nick G. Blank (Nickgb) on Tuesday, April 26, 2011 - 02:22 pm: Edit

On the ComPlat, a set of deck plans were done before by (I assume) Steve Cole. They are similar to the plans of the small freighter that was published in the old Prime Directive, but with appropriate changes to make the cargo pod into the platform. I have a copy someone sent me that I am trying to re-draw.

By Terry O'Carroll (Terryoc) on Tuesday, April 26, 2011 - 03:10 pm: Edit

And all ships have storage spaces not shown on the SSD.

By Marshall N. Bishop (Lordbishop) on Wednesday, April 27, 2011 - 05:16 am: Edit

I would like to know the exact supplement it was in cause my pop has some of those ancient relics. Also I just want to say that it is really really hard trying to build a civilian campaign of enterprise when you do not know how much mass a cargo box can hold on average. As well as how much things like dilithium and Romulan ale are actually worth.

By Garth L. Getgen (Sgt_G) on Wednesday, April 27, 2011 - 06:15 am: Edit

For what it's worth, I sat down and carefully measured Nick's deck plans for the Free Trader. Here's how I described it in a story I'm working on:


"(The police cutter commander's) attention turned back to the main view screen, as they were now close enough for a visual of the freighter. Wide and squat, it was designed for rough landings onto planets without modern spaceports. He recalled the specifications and layout: eighty-two meters bow to stern, including the twin fifteen-meter warp drive units extending aft, fifty meters abeam and ten meters top to bottom. The bow was a blunt curve designed for atmospheric entry, and save for the main propulsion nacelles, the ship was devoid of wings, fins or other major protrusions.

Internally, the forward two-thirds consisted of three decks of living areas and other ship functions. The forward cargo bay on the lower deck was a customizable fifteen by twenty-five meter space that could be converted to passenger quarters, troop barracks or facilities for specialized missions. .... The aft third of the ship, split into two over-height decks, was dedicated to cargo storage, the shuttle bay and engineering. In total, the ship had over seventy-five hundred cubic-meters of cargo room, if packed to the rafters, though a typical load only required three- to four-thousand cubic-meters."


Garth L. Getgen

By Jean Sexton (Jsexton) on Wednesday, April 27, 2011 - 06:51 am: Edit

Marshall. we cannot give you an exact price of Romulan Ale because the price varies significantly from planet to planet and from time peiod to time period. Parsley on Earth is cheap. On the "feline" worlds, it is an illegal substance. On other worlds it depends on whether it can be grown there economically.

Maybe when I get to Amarillo, that is one of the things I need to tackle as part of the PD zine I want to produce.

By Nick G. Blank (Nickgb) on Wednesday, April 27, 2011 - 11:51 am: Edit

Are you sure it's not catnip that is illegal on the Feline worlds?

By Jean Sexton (Jsexton) on Wednesday, April 27, 2011 - 12:18 pm: Edit

Nick, you'll have to read PD Feds for the inside news!

By Terry O'Carroll (Terryoc) on Wednesday, April 27, 2011 - 05:04 pm: Edit

The price of certain commodities (such as Romulan ale) would fluctuate even over a very short time period because of supply and demand. If the product is addictive, demand will be inelastic, tending to spike the price a lot if there is short supply. (Such as the Federation Police making a big ale bust.) OTOH, if smugglers bring in a lot, that will depress prices, because of competition between dealers. Which could result in dealers "protecting their market" with a gun.

By Randy O. Green (Hollywood750) on Wednesday, April 27, 2011 - 07:30 pm: Edit

Or sharks armed with... lazzerrs.

By Marshall N. Bishop (Lordbishop) on Wednesday, April 27, 2011 - 10:42 pm: Edit

I am going to need to develop some of these things on my own for my campaign I hope I can submit for you to use.

By Tony L Thomas (Scoutdad) on Wednesday, April 27, 2011 - 11:54 pm: Edit

Don't forget the "rare" vintages of Romulan Ale that are highly sought after for that certain, quintessential essence that remains undefined even to this day.
They are a bit more expensive than the stuff typically distilled by mass producers.

And is there a big market on Romulus for micro-brew ale???

By Jean Sexton (Jsexton) on Thursday, April 28, 2011 - 08:46 am: Edit

Marshall, I'm really hesitant to lock down prices, except on non-volatile things or in specific places during a specific adventure. Real "cow" may not be expensive on a world with a lot of pasture; that same "cow" on a water world would be imported and cost more. Prices of Klingon goods would vary by whether the Feds were at war or peace with them.

We've locked down the prices of some equipment, because it isn't volatile and the GMs would need to have some clue if the players could afford to buy "X" thing. But volatile goods may never be widely defined.

Plans for the future do include adventure modules with critters and defined "stuff" as well as "world books" which would have a couple of well-defined towns/businesses, sketched in NPCs, and adventure seeds/hooks for the GMs to use. I want us to have a full-blown RPG line. That does need more dedicated "Jean time" and that means the end of 2013 as I cannot magically produce a product July 1, 2013.

By Steve Cole (Stevecole) on Thursday, April 28, 2011 - 10:49 am: Edit

I really don't think that locking down prices is a good idea, or even needed. As Jean says, prices vary widely from planet to planet, region to region, day to day. Take the price of gasoline, which is a dollar more a gallon today than it was a year ago, and is 50 cents a gallon more today in California than it is today in Texas.

The ship travels at the speed of the plot, and things should cost what the GM needs them to cost.

By Marshall N. Bishop (Lordbishop) on Friday, April 29, 2011 - 08:19 am: Edit

There is no need to lock down prices. you can instead create a price range for an item. This price range would cover the common fluctuations in price within an empire that is capable of producing the product. The assumption is that an empire has the logistics to move product to where ever it is desired, and that the product is popular enough to be produced on multiple worlds and produce enough quantity to meet general demand. Much like how you can have lobster in the Nevada desert. You just pay a slightly higher price for it. Then a GM can decide whether a particular item's price falls to an even greater extreme due to whatever conditions in his campaign. Isolated colony, smuggled from another empire, A sudden increase in demand. est.

By Jean Sexton (Jsexton) on Friday, April 29, 2011 - 09:49 am: Edit

Marshall, I'm trying to understand. If something like parsley has a price range of $1-$100, how is that a help?

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