Showing posts with label Ships Logs. Show all posts
Showing posts with label Ships Logs. Show all posts

Saturday, September 28, 2013

Hex 0406 "Neu Freisland" Home port of the LSPS Far Venture.

Neu Freisland


A hot sweaty marshy little hell hole
of a world.


System information


Solo Red Dwarf (V M5)
2 Gas Giants
3 Planetoid Belts
HZ - Orbit 0
10 total worlds

Orbit 0


Main World "Neu Freisland" A-468442-B
Size 4 (Light density) 0.375 G surface Gravity.
Atmosphere: Standard (class 6)
Hydrosphere: 85%
Population: 87,800
Star Port: Class A with Naval Base
Government:Representative Democracy
Law Level:2
Tech Level:11
Trade Classes: Agricultural (Ag), Non Industrial (Ni)




36.36 standard day long year
1,308.96 standard hour day (resonate rotational period)
10 ° axial tilt
Torrid climate
Natural Resources +3
Complex native life.
World Trade Balance +3

Adventure seeds.



  1. The characters must chase a merchant, but have to contend with a possible trade war while being confronted by an enemy.

  2. The characters must liberate an enemy at a transit point, but have to contend with legal troubles.

  3. The characters must observe a bounty hunter, at the villain's base, but have to contend with lack of trust while being confronted by technological breakdown.

  4. The characters must locate a treasure in orbit, but have to contend with misdirection while being confronted by a monster.

  5. The characters must attack information on a mountain, but have to contend with language while being confronted by hazardous environment.

  6. The characters must trade with a terrorist but have to contend with being side tracked while being confronted by recurring NPC.






Ocean Shallows "Monster" encounter table

































































































































2d6NameBehaviorSizeS:D:E:I:I:PWeaponArmorSkills
2RogHijacker920:10:7:1:2:14Teeth:2d6
Stinger:3d6
2Melee:5
3ScheermesHunter/Fly34:6:6:1:10:8Claws:2d65Survival:2 Melee:2
4Tand VliegHijacker/Fly13:1:1:1:6:6Teeth:1d60Melee:1
5ZeeaapHunter88:13:8:1:11:12Thrasher:3d64Survival:1 Melee:2 Recon:2
5Zee EekhoornGatherer1113:5:21:1:9:12Teeth:4d64Stealth:2 Melee:1
6ZeekoeGrazer1015:10:22:1:6:10None1Stealth:2 Recon:2
7Vlieg BekGrazer/Fly1 1:1:1:1:8:11 Horns:1d6 4 Melee:3
8Grote ZeekoeGrazer19 43:1:50:1:7:12 Horns:5d6 7 Stealth:2 Melee:0
9Dun HaaiChaser5 9:18:11:1:8:8 Thrasher:3d6 3 Melee:1
10Event
11Sterk HaaiChaser18 35:6:29:1:14:9 Thrasher:6d6 1 Melee:4
12HaaiChaser17 38:8:42:1:10:8 Thrasher:6d6 3 Melee:6

S:D:E:I:I:P = Strength Dexterity Endurance Intelligence Instinct
Pack

All are swimmers unless marked /Fly

This post is Open Game Content

Friday, June 15, 2012

Phase II Data of Bonehmi


Basic DataSystem Name: Bonehmi

UPP:D-89586A-6 843 M7 III

Semi Extended DataUPP:D-89586A-6 852 M7 III
Size 13281 KM diameter
Athosphere Dense tainted
Hydrographics 55 % Water
Population 871,555,000
Government Captive Government
Government by an imposed leadership answerable to an outside group. A colony or conquered area.
Law Level 10
Contraband:

  • Technology

  • Weapons

  • Tavellers


Tech Level: 6
58.2 AU from star

Geographic DataSize 13281 kilometers diameter
Core Molten Core
Density 0.900 x Standard
Planetary Mass 1.019 x Standard
Surface Gravity 0.957 x Standard

Local CalenderYear length - 58,213.872 Standard Days 42,167.209 Local Days
Day length 33.133 Standard hours


Ground investigation protocol in progress.

This post is open game content

Tuesday, June 12, 2012

Bonehmi physical data


Basic DataSystem Name: Bonehmi
UPP:D-895???-? 843 M7 III

Semi Extended DataUPP:D-895???-? 852 M7 III
Size 13281 KM diameter
Athosphere Dense tainted
Hydrographics 55 % Water
Population ?
Government ?
Law Level ?
Contraband: ?
Tech Level: ?
58.2 AU from star

Geographic DataSize 13281 kilometers diameter
Core Molten Core
Density 0.900 x Standard
Planetary Mass 1.019 x Standard
Surface Gravity 0.957 x Standard

Local CalenderYear length - 58,213.872 Standard Days 42,167.209 Local Days
Day length 33.133 Standard hours


Stealth craft start overflights to day to expand human data.

This post is open game content

Friday, June 8, 2012

More fun from the miss jump.

It seems that not only did we miss jump in space, but in time.  While subjective time was a week, it's now "08 June 1112", at least based on the pulsar adjustments to the time clocks.  I'm am adjusting ship time to reflect this.  Class III Survey of Foreven 0233 Alpha begins tomorrow, ship time.

Friday, April 6, 2012

A summary of the campaign so far.

The IISS Meriwether Lewis was attacked in it's home port. After a quick reload of it's missile load out, it was sent into the Foreven sector so scout and report on "The Republic Space Force", if it could be found. The reporting on the "Republic Space Force" if found, was an addition to the ship original orders of doing a Class III survey of the Foreven sector

This entity is using Imperial designed craft, with no serial numbers on any parts. The crew are all clones, with each flight being a single genotype, but all the genotypes were related, as if they were brothers or sisters.

On the first jump into the Foreven sector, to Ake (Foreven 3238), the Lewis miss jumped, ending in Foreven 0233, roughly 33 parsecs from where they should be. At maximum jump that puts them roughly 9 jumps from returning to base, which allowing for 2 days per jump refueling puts them about 100 days from RTB.

In the post jump maintenance/investigation phase it was found that the jump drives had a subtle maladjustment that caused the miss jump. DNA evidence on the fuel flow rate limiter indicated that the adjustment was made by some one from the family that the genotype of the attacking "Republic Space Force" fighter's pilots had come from. This does not match any on board genotypes.

Sr. Scout Jamison and his command staff are now deciding on if they should do a max speed return to base, or do a deliberate survey of the Foreven sector, per their original pre attack orders.

Monday, March 12, 2012

The Saboteur

Dr. Darst's report has been given to me. Other than Lt. Urdar, Warrant Gahagan and Petty Officer Shao, only one other DNA trace was found on the module, one that was a brother level match for the clones they found piloting the fighters that made the attack on station.

If the saboteur is any of the crew whose DNA was found on the module, we dead anyway, so I'm working on the assumption that during the chaos of the missile load change, he sneaked in and made the changed.

I am therefor calling off the internal security measures and will be launching the surveyor as soon as it's crew is happy with it's status. External system survey work from the 'Lewis is to start on the next watch.

Friday, March 9, 2012

The miss jump was deliberate.

Pilot's Log.

We miss jumped.  We are on the far side of the Foreven sector.  I spent the last 4 days going over my jump calculations.  They seemed to be correct, with in normal tolerance for that jump, which isn't really all that uncommon.  When I wasn't looking at them I was down in the jump drive chamber.

Today, we found the problem.  There was a counterfeit depot seal on the fuel flow rate limiter.  It was turned all the way 180 from normal.  Even an experienced eye would not have noticed it, unless you knew the some what weird marking system used on that device.

We have a traitor on board or there was one at the scout base or one got on board during the load out change.   I have informed the Sr. Scout of these developments.  He was not pleased to put it mildly

Thursday, March 8, 2012

Well Damn.

We miss jumped.

Haven't had a chance to make a log entry, trying to find out where we are. We got lucky, we hit a system, but we are way the hell out there. Foreven 0233. There seems to be 2 other systems within a parsec of this one. Will start with this system, while Urdar and the engineers find out what the hell happened. Was it just jump space being jump space or do we have a malfunction.

Monday, March 5, 2012

A clean ship is, well a clean ship.

L'Sgt Hester came up to me day before yesterday and asked if it was OK if her squad "squared away the ship", as there wasn't much for them to do, because we weren't a big enough ship to have a proper small arms simulator range.

I thought about it, and given the normally sloppiness a scout ship "No interference with ops, stay the hell out of the Jump drive and power supply sections and have fun." The whole squad looked like I just gave then 1000 credits each. Cpl Myrmidon bellowed "Squad Honors!". And lo and behold they all snapped to a attention and gave me a hand salute. I returned it as best I could and said "Well, carry on then." As they left, L'Sgt Hester turned to me with a smile "I'll have some one give you some lessons in returning a salute. Might be important out there dealing with military run worlds."
Lt. Urdar looked up from his console. "You have an odd crew Sr. Scout. Your have a Vargr gunnery pack that has divided the ship's company in to 3 packs, and every one has taken it in stride. If some one says "Superior leader" or "combat leader" every one knows who you are talking about. It would not surprise me at all if wolf motif decorations start showing up in marine country soon. On the other hand, the Vargr seem to have some clue about assigned chain of command. You have a 6 term Bosom, who started in the scouts then went navy. Your IM squad is not only willing, but volunteering to do ship work. You have a full blooded Vilani pilot who isn't hidebound and likes playing with the engineering crew. The closest thing to a "normal" crew section is Engineering, and even there they don't seem to mind having the pilot act as an acting Engineering officer. In other words, you have a crew full scouts. I strongly suggest you look at all their ratings and assign as needed, regardless of service of origin. You know, like it was a scout crew."


Hmm. Something to think about.

TL 15 Mini Surveyor aka IISS Fighter

TL 15 Mini Surveyor aka IISS Fighter
20 dTon TL 15 Hull (1 Hull, 1 Body)







































Bonded Superdense Armor level 6 stealth, heat shielding, radiation shielding, self sealing.1
TL 15 Particle Beam fixed mount0.6
sJ M-dive (9 G)3.75
sL power plant3.375
Fuel (2 weeks)2
Cockpit (2 persons)3
States room / Lab combo4
Survey Sensors1.5
5 TL 15 Prob Drones0.75

Day 4 in jump

I never liked the middle part of a jump. Seems that is when shit breaks. So far so good

Thursday, March 1, 2012

Inspection completed

Inspection completed.
Far less problems that I feared. Need to rebuild one of the UHF transmitters and attempt to fix the air fresher on the Clark, the name give to the surveyor craft. Turret number 5's primary servo is about to burn out, I've got the gun pack replacing it. Some cables need to be replaced around the secondary power units, but that can wait.

I found rodent sign in the life support units. First land fall that allows it we *will* get a ship's cat or two.

I know that the Skip, the Bosum and both engineers are going nuts over the jump dim I did. I strongly suspect it's going to be several jumps before they figure out what I'm doing. It's simple, if you step WAY out side the box. Given my engineering back ground they are going to be looking there first and for most. They will be wrong.

Wednesday, February 29, 2012

I keep forgetting how weird jump space is...

Space ships shouldn't make "whoosh" noises in space. They do, some times, in jump. Just plain weird.

Smart Missiles and Nukes

Smart Missiles and Nukes as the load out.

Some one likes us.

And doesn't like some one else.

Still no clue how he did the jump dim

Still no clue how he did the jump dim. I will find out. Before the eng's and the skip does...

Day 1 Jump

All things indicate a nominal jump. Inspection continues of non drive and power plant related ships components. No major issues found.

I really need to look over more than just the header information on my ships roster. I had planned on doing that during the shake down cruise, due to the lack of time given before ships company arrived. Might as well do it now, since there really isn't much else to do in Jump.

Tuesday, February 28, 2012

How did he do that?

Lt. Urdar did a jump dim before sending us off into jump space. Got to find out how he did that before the skip and Warrant Gahagan and/or Petty Officer Shao do.

Lt. Urdar is turning out to be not your standard Vilani. I think I like that.

First Jump with this crew

No jump sickness reported on entering so we should not have done a miss jump on entry to jump space, which is good. I'm going to do a total ship check over, less the drives and power plant while in jump. Not quite as good as doing a normal space systems test but the best I can do. For all I know we are going to come out in "Republic" space on exit. Won't that be fun.

Lt. Urdar managed to do a jump dim on entry. This is not a Vilani designed ship, so there isn't a simple command to do that. Got to figure out how he did that. I'm not going to ask, that would be cheating.

Monday, February 27, 2012

Shake down cruise? Well, sort of.

A patrol cruiser from the naval base arrived to act as a relief in place. We were given orders to return to the naval base for new loaded out.

A way larger than normal group of yard apes were waiting for us when we docked. At least I assumed it was larger than normal, having never docked at a navy base before. Both Bosum Higgs and Lt. Urdar looked a bit stunned by the size of the shore party, so I'm going to go out on a limb and say it was larger than normal.

They removed all our missiles. Replaced them with 200 smart missiles and 100 nukes.

Nukes.

Scout ships don't carry nukes. We do now it seems.

While I was dealing with this little detail, I was given an order packet from the Scout base.

Once the load out was complete, move to jump point Zulu, then jump for Ake (Foreven 3238) verify status of previous IISS survey [D5356AA-8]. If post jump system analysis of ship's systems showed major issues I was to return to base, otherwise to proceed at my own choice of next planet fall on the primary mission.

Given Ake status as a Imperial client state, little change in the survey is expected. Low gravity world, fairly dry, breathable, if thin, air. Near terminal nutcase in charge. Port, such as it goes, is Imperial, going with their client status. Don't think I' going to allow shore leave, for starters with a law level of 10, the odds of NOT having at least one crewman arrested is as near as damn all is nil. While not the wild unknown, it's not Imperial space, exactly, which makes it technically an operational jump, not a "crew and ship effectiveness evaluation cruise" to use the formal term for shake down cruise.

I decided to treat Ake as world where first contact would not be needed but a full survey was needed, to test out all ship systems.

As a closing note, we were to consider Imperial designed military craft not transmitting Imperial code 4 or Darrian code 3 as "hostile" and to take action as need to protect ship. As of this time there were no Imperial naval ships in the Urnian sub-sector, but there was at least 2 Darrian tasks forces operating there. Darrian vessels were to be considered as Imperial for all reasons having to do with intelligence or classified material.

Sunday, February 26, 2012

Very strange news coming from HQ

Seems that the fighters recovered, while "down to the last rivet details" were MK XXXLV fighters, they had no marking. None. Not even serial numbers on parts that should have serial numbers. While not all the bodies were recovered, it seems that of the ones found each team was a set of clones, and the basic clone stock from each group was a related as brothers and sisters, (the group that attacked the Decatur was female) Jump tracking of their exit vectors has them going Spinward, with what appears to be a jump 4 power level. So, there is some one cloning both imperial fighters and, it seems their pilots, out in Foreven. I'm starting to understand why they are sending a FS-II not just a normal FS on this cruise.