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Wednesday, July 19, 2023

A way to build an archaeological site

Sites

What was it used for?
1.) Use Unknown
2.) Stronghold or Outpost
3.) Housing
4.) Trade
5.) Crafting
6.) Temple

What material is it made from?
1.) Stone
2.) Ceramic
3.) Metal
4.) Glass
5.) Bone
6.) Unknown

What condition is it in?
1.) Brand New
2.) Pristine
3.) Aged
4.) Worn
5.) Crumbling
6.) Damaged
_____

Relics or Artifacts

What can you find there?
1.) Cultural Relic (Technology, Artwork, Clothing, Foodstuffs, etc...)
2.) Ancient Artifact
3.) Enigma or Mystery
4.) Tomb, Grave Goods, or Remains
5.) *Death Trap
6.) *Space Creature

What material is it made from?
1.) Stone
2.) Ceramic
3.) Metal
4.) Glass
5.) Bone
6.) Unknown

Monday, July 3, 2023

Stray Shots

Determining Collateral Damage in a fight
Using Mongoose 2022 Update rules, Effect Results could determine collateral damage if a shot misses.

0
 - Glancing Shot
Marginal Success: There's a chance that the shot hits something else after hitting the target. Damage to the Target should be minimal. Something gets hit behind the Target on a 2 on a 2d6 roll. 1 in 36 chance.

-1
 - Near Miss
Marginal Failure: The shot misses, but barely. The target might hear the bullet whistle past or there's a sizzling sound in the air. Their hair could be blown round a little. Unless there's a blatant wall or hill behind the target, which would definitely be hit, something significant behind the target gets hit on a 2 or 12 on a 2d6 roll. 2 in 36 chance.

-2 to -5
 - Complete Miss
Average Failure: The shot definitely misses. Unless there's a blatant wall or hill behind the target, which would definitely be hit, something significant behind the target gets hit on a 2, 3, 4, 10, 11, or 12 on a 2d6 roll. 12 in 36 chance.

-6 or less
 - Wild Shot
Exceptional Failure: The shot goes wild. It might even ricochet off of one thing and hit another thing. Unless there's a blatant wall or hill behind the target, which would definitely be hit, something significant behind the target gets hit on a 2, 3, 4, 5 or 6 on a 2d6 roll and there's a ricochet to something else that gets hit. A 15 in 36 chance. On a 9, 10, 11, or 12 on a 2d6 roll, something significant behind the target gets hit. A 10 in 36 chance.

Outdoors Not-so-funny table
1.) Other Party Member (must be behind the Target)
2.) Innocent Bystander
3.) Emergency Services or City Personnel
4.) Vehicle, Power or City Vhicle, Copnstruction, Garbage Truck, or Public Transport
5.) Building or Street Fixture or Accoutrement
6.) Pet or other Animal

Indoors Not-so-funny table
1.) Chair, Bench, Stool, Bed, or Couch
2.) Table, Cupboard, Closet, or Bar
3.) Phone, Piano, Jukebox, Hologram, or other Music or Communications related item
4.) Television, Video game, VR set, Darts, or other Entertainment related item
5.) Other Party Member or Innocent Bystander
6.) Food or Drink, Refrigeration, Cooking Equipment, or Dishware

Humorous table
1.) You hear a cat screech
2.) You hear Glass breaking
3.) You hear the Wilhelm Scream behind you
4.) You hear a Ricochet sound for the Wild Shot

Bits from the Starship Operator's Manual for MgT2

I've been wanting to do this for a while. Porting over some ideas from MegaTraveller's Starship Operator's Manual and Imperial Encyclopedia. I worked on it a little the other day, but embellished it more. Let me know if you see anything wrong.

Maneuver Drive Overdrive
According to MegaTraveller's Starship Operating Manual, the M-drive can be pushed into Overdrive, or push the limits of the drive to 400% of normal thrust for short periods of time.

100% Thrust
Routine (6+) Engineering (M-drive) check
1D x 10 Seconds
Requires a check every 5000 minutes or about 3.5 days
For a good Engineer, this might be automatic and not require a roll.

200% Thrust
Average (8+) Engineering (M-drive) check
1D x 10 Seconds
Requires a check every 500 minutes or about 8 hours
For a good Engineer, with Computer Assist, this could be automatic and not require a roll.

300% Thrust
Difficult (10+) Engineering (M-drive) check
1D x 10 Seconds
Requires a check every 50 minutes or about 1 hour

400% Thrust
Very Difficult (12+) Engineering (M-drive) check
1D x 10 Seconds
Requires a check every 5 minutes

_ _ _ _ _

System Crosschecks
System Crosschecks should be performed on the following Skill checks (or Tasks):

Cold or Warm start a Starship
Prepare Maneuver Drive
Prepare Jump Drive for Jump

To do a System Crosscheck, increase the Timeframe by 1 and increase the Task Difficulty by 1 (or the target number by +2).

Failure to do the System Crosscheck on a required Task results in:

A Warning Light and a Bane to every check made on that specific System until a System Crosscheck is completed successfully on that System.
Or
The Referee should determine a serious Event to happen later on that System.

Saturday, July 1, 2023

VACC Suit breaches and damage

It's not an exhaustive list. Just a list for the Referee to quickly come up with a problem for a VACC Suit. It's more descriptive than game system. If anyone knows what book lists Damage for VACC Suits and the people inside, I'd love to attach it to the list if you could post it. Thanks to kilemall and boomslang for their input on the earlier Thread on Citizens of the Imperium.

boomslang said:
Vacc Suit ruptures are bluntly straightforward: incremental damage to the occupant (1d6 first turn, 2d6 second turn, 3d6 third turn, and so on), with a DEX roll to get a suit patch on the leak and presumably Vacc Suit or Zero-Gee skill as a DM to both avoid the tear in the first place and fix it in time.

Roll 1d6 for which system or area is affected then Roll 1d6 for a specific problem.

1.) Suit Material
2.) Faceplate
3.) Power
4.) Life Support
5.) Communications
6.) EVA Propulsion

Suit Material
1.) Suit Part Disconnect
2.) Rip, Cut, Hole, or other Rupture
3.) Fall Injury
4.) Hit Damage (Weapon or Equipment)
5.) Micro-meteor Strike
6.) Tether Connection Break

Faceplate
1.) Sunscreen Broken
2.) Superficial Crack
3.) Seal Leak
4.) Steamed Up
5.) Minor Damage
6.) Complete Failure

Power
1.) Battery Drained
2.) Electronics Fluctuation
3.) EM Interference
4.) Melted Wiring
5.) Outage
6.) Overload

Life Support
1.) Air Supply non-Function
2.) Mixture Ratio Misaligned
3.) Pressure Not Optimal
4.) Heat Dis-regulation
5.) Radiation Damage
6.) Undergarment Misfunction

Communications
1.) Static or Cutting Out
2.) Negative Contact
3.) Transceiver Malfunction
4.) Complete Interruption
5.) Receive Delay
6.) Speaker or Mic Loose Wire

EVA Propulsion
1.) Thruster Malfunction
2.) Propellant Fuel Leak
3.) Flight Computer Misalignment
4.) Boot Demagnetized
5.) Tether Breakage
6.) Handheld Unit Clogged

Saturday, March 18, 2023

MgT2e Darts using Effect

(page numbers are from the 2022 Update)

Captain Jamison walked into the Ship's Lounge and said, "Computer: pull up holo-game 'Darts: 301'. A hologram of a Dartboard appeared, with a small table and a cup filled with throwing darts.

"Whenever you are ready, Sir," the computer said.

The game of Darts is pretty simple. You aim a Dart and throw it as best you can towards the Bullseye or whichever part of the board you want to Hit. The Dartboard divided into 20 sections with each section also having a small areas for Doubles and Triples.

A lot of people in bars play a variation of Darts called 301. Each Player starts with 301 points and count down to Zero, subtracting your points each turn. After 3 Darts thrown, you switch Players, and repeat. The first Player who gets to Zero wins. I'm not sure how to simulate getting to Zero exactly, like they do in the real-life game.

But on a Significant Combat Action Ranged Attack of Average using Effect (Table on pg. 61), the game would work like this:

0+ - Normal Hit (roll a d20 and subtract it) - Marginal to Average Success
4 - Double (roll a d20, double it and subtract it) - Average Success
5 - Triple (roll a d20, x3 and subtract it) - Average Success
6+ - Bullseye (subtract 50) -Exceptional Success

Any Failure is just a Miss. If "real" Darts are used, there my be a possibility of Bystanders being hit by a Missed Dart.

There's no real Training for Darts, so I'm not using an Unskilled penalty. I might change that.

You only get to Aim for one round or the other Players should tell you to 'Hurry up!"

Modifiers to the Throw:
High DEX score (pg. 58 - if DEX is the only Modifier)
Athletics: Dexterity (pg. 65)
Carouse (pg. 66)
Tactics (pg. 72)
Aiming (pg. 74)

Captain Jamison throws his first holographic Dart.
He rolls 2D. No Modifiers.

5 + 1 = 6.

"Frak!" he yells. Then he Aims for a full round of 3 Minor Actions.
Jamison rolls again. 2D + 3 (Aiming).

1 + 5 + 3 = 9

"It's a Hit!" and Jamison keeps playing.

Try Darts out with your own characters. Keep a holographic copy on your ship for downtime.

Monday, February 13, 2023

Things to do during Jump

I remember someone asked a while back what to do in JumpSpace. Here's what I've come up with, in general.(with Citizens of the Imperium contributions by aramis, BackworldTraveller, mike wightman, Captain_Ahab, Baroun Tardis, Nightwind1, Spenser TR, Drew, Spinward Flow, Enoki, Timerover51)

Things to do during Jump:

Work
- Bridge Jump Watch
- Engineering Jump Watch
- Medical Emergencies
- Ship and/or Cargo inventory
- Steward Services
- Passenger Hospitality
- Research

Maintenance
- Preventative Maintenance
- Fixing the broken thing
- Manufacturing parts
- Replacing parts
- Writing New Computer programs
- Ship Upgrading

Destination Planning
- Library Data (Spinward Marches Archive/Retrieval Tool (SMART)
- TAS Warnings and Requests
- Itinerary Setup
- Local Languages

Cleaning
- Personal Hygine
- Clothing Launder
- Punishment Duty
- Pest Control
- Robot work

Training
- Improving Existing Skills
- Psionics Improvement
- Safety and Emergency Training
- Ship's Security Training
- Cross-training with Other Crewmembers
- New Skill Training
- Retraining
- Read the Fraking Manual

Entertainment
- Recent Holovids
- Holo-programming
- Old or Nostalgic Stuff
- Listen to Music
- Play a Musical Instrument or Sing
- Creative Arts
- Reading
- Writing
- Games
- Adjust the Gravity

Eating
- Passenger Food
- Cooking Crew Food
- Food from Worlds landed at
- Drink Of Choice
- Onboard Distilling
- Smells

Socializing
- Friendships
- Romance
- Psychological Warfare

Sleeping
- Sleeping it off
- or Not Sleeping

Sunday, July 24, 2022

FUSION CANNON–MAN PORTABLE (FC-MP)

 I've worked on a document for the Fusion Cannon Man Portable since T4 came out. I don't take credit for this except maybe the settings. Most of it was from T4 Emperor's Arsenal and MegaTraveller, if I remember right. But it's not canon. Er... But it is a Cannon.

FUSION CANNON–MAN PORTABLE (FC-MP)

The Imperial designated weapon fS1055 is a fearsome weapon. Common military slang uses the Second Imperium abbreviation style – FCMP (or sometimes FGMP, MPFC, or more informally BFG). Increases in power storage technology combined with known advances in material science and increased efficiency contra-grav allows a self-contained weapon with its own recoil compensation, motion stabilizers and side-blast reduction, allowing use by unaugmented troops. High-energy weapons, such as these, fire bolts of super-heated fusing plasma at their targets and cause damage by their intense heat and kinetic energy. Exact details are unavailable from the manufacturer for security reasons, but unclassified records and photographs of the units allow reasonable estimates of the technology involved.

In the case of the fS1055 weapon unit, hydrogen is stored in a cartridge that can hold 1 kilogram (1000 grams) of hydrogen. The cartridge is loaded into the weapon in a detachable cylindrical magazine. These cartridges are easily replaceable in the field, taking only 1 round to do so. Each Fusion Gunner in a platoon would usually carry one extra cartridge, allowing a firing of 2000 rounds on the lowest setting.

The hydrogen is fed into an ignition chamber (at a maximum rate of 10 grams per round), which has a metastable magnetic containment field. The fusion power pack powers an eximer laser igniter, through a high-density superconducting cable, to heat the hydrogen to a point where it reaches an excited super-hot state of matter known as plasma. A second eximer laser excites the plasma past this state to a point where the hydrogen plasma begins to fuse into helium. Current technologies allow for an energy density sufficient to realize higher fusion temperatures (in excess of 1 million degrees).

When it reaches maximum energy, the fusing plasma then moves through the plasma shunt to a flux aperture. When the aperture opens, the fusing hydrogen is then released through a magnetically focused field along the weapon's barrel, which is maintained at near vacuum by electrostatic fields, so the magnetic field can accelerate the Fusion Bolt to incredible speeds (in excess of 8600 meters per second). The high initial velocity Fusion Bolt is approximately 1cm in diameter per gram of hydrogen used, but it begins to dissipate immediately.

Part of the energy of the explosively expanding Fusion Bolt is bled off to pump a homopolar generator, which in turn powers a "pilot" laser. The pilot laser vaporizes a tunnel through the atmosphere through which the Fusion Bolt is discharged. (without the pilot laser the Fusion Bolt dissipates far too quickly.)

When the ball-shaped Fusion Bolt strikes an object, after a lightning-like flash along the projectile's path, and a large thunderclap a fraction of a second later, the velocity-based kinetic energy of the fusing hydrogen plasma combines with its extremely high temperature to blast a hole in the target, and incidentally spray white-hot plasma and fragments of the target in all directions.

Plasma splatter has a primary burst radius of .5 meters per gram of hydrogen expended. All characters within the primary and secondary burst radii are subject to hits by fragments of plasma, including the target. Plasma fragments are the equivalent of white phosphorus fragments for damage purposes (1d4 for every gram of hydrogen).

If the intended target doesn’t expend more than half of the energy from the Fusion Bolt through damage when hit (i.e. a Fusion Bolt inflicts 108 points this round, but the target has less than 54 points total), the target experiences blow-through. The Fusion Bolt creates a hole in the target and continues on to strike objects or people behind the original target at half damage. If the target does expend more than half of the Fusion Bolt’s energy, and the target is reduced to 0 points, the target is vaporized and there is no blow-through.

Due to the heaviness of the weapon and the energies involved, a compensator package is used. A gravity field generator is included to allow the weapon to move weightless, a gyroscopic inertial compensator to negate recoil, and an energy dampener around the muzzle to reduce the possibility of flash-burns. The weapon's computer system automatically biases the field to provide near total recoil compensation.

The power pack has sufficient energy to allow 10 days of continuous use before recharging is necessary. A quick-shot capacitor holds the energy to heat up to 10 grams of hydrogen, allowing the fusion pack to be turned off when the weapon is stored. The fusion pack is automatically started when the gun is fired, and takes one round to “warm up”. Recharging the power pack takes approximately 2 hours from a starship or similar power reactor.

The FCMP has six firing settings (only one can be used per round – it takes one round to change to a new setting), which can be used in a multitude of environments.

• On Setting A, a single Fusion Bolt is fired using only one gram of hydrogen (Damage 1d6+6).

• Firing Setting B allows a burst of 10 Fusion Bolts and uses one gram of hydrogen per Bolt (Damage 1d6+6 per Bolt).

• Setting C fires a burst of 3 Fusion Bolts and uses 3 grams of hydrogen per Bolt (Damage 3d6+18 per Bolt).

• Setting D sends 2 Fusion Bolts flying and uses 5 grams of hydrogen for each Bolt (Damage 5d6+30 per Bolt).

• Setting E fires one Fusion Bolt using 10 grams of hydrogen (Damage 10d6+60).

• The final Setting X is a weapon of last resort. It is a timed detonation of the weapon. On a 60 second duration, the weapon expends all remaining fuel and overloads the fusion power pack. It produces grenade damage of 10d6 (x50) points in a 50-meter blast radius. This setting cannot be used if less than 100 grams of fuel are left.

The fS1055 has a computer link data socket, which can be used to augment the targeting of the weapon. When used in conjunction with Battle Dress, the computer link engages the combat armor’s helmet-mounted holographic heads-up display and projects crosshairs on the faceplate for targeting, which activates the armor’s computer-assisted threat analysis program that highlights targets by their appraised level of lethality. (+2 to hit) The weapon may be fired every combat round. It can also be mounted on a tripod for better efficiency. (+1 to hit)