Beyond the Alpha Quadrant 4 (Session 1)

Beyond the Alpha Quadrant 4 (Session 1)


Introduction

This series of documents describe a typical "SFB Campaign" I run here at Penn State. As an unusual twist, this campaign is going to be run by "committee": I'll give a list of choices at the end of each "Session", each of you may vote on which choice you would take. When I put up Session 2 (on April 13, 2003) the most popular choice will be finished and put online. I'll also put up brief notes on other choices (making this thing like a large "Choose Your Own Adventure" book).


Ship Selection & Rules

I generally allow the players to select any race they would like. The tech level of this campaign is 2X, but I would invent new systems if someone chose a race that doesn't exist at that tech level (like Species 8472). I generally create a new SSD for each player's ship (several of the "2003 Campaign" SSDs I've put up recently are player's ships). Since there are no real "players" for this, I just took three standard races which don't have many 2X SSDs:

[New SSD] Lyran 2Xl Galaxy Ship
[New SSD] WYN 2Xl Galaxy Ship
[New SSD] ISC 2Xl Galaxy Ship

The players form a "party" of starships that travel together. I'm the Game Master, and I describe and run all the things they encounter, plus make rulings when necessary.

At this time I also describe the rules to be used. Typical decisions to be made include the following:

Now that the ships are selected (and the rules would've been set up), we would begin...


Leaving the Alpha Quadrant

It is the 2Xl (late) time period. The Federation, after a brutal 5 year war and a particularly daring mission of the Enterprise-C, has recently accepted the surrender of the Xorkelians. However, the Cardassians (another coreward race) have enslaved several star systems during the war, and now the Federation is preparing for war again.

During this time, several groups of "Galaxy ships" were sent to probe nearby galaxies. These ships are built for speed, and use a modified RTN (Rapid Transit Network) system to accelerate the ships to millions of times the speed of light.

Each RTN consists of about 100 "Transwarp Accelerators" placed about 1 parsec apart in a line. These Transwarp Accelerators (an old SSD of one is here) apply transwarp energy to the ships as they "fly by". The RTN components are built by robot ships (which use the RTN itself to deliver new sections and expand it).

The RTN is formed in a line directed at a nearby galaxy. After 100 "accelerations", the ships coast towards that galaxy at tremendous speed (an unstable wormhole effect travels along with the fleet). The ships can make minor course corrections using their own transwarp engines.

The robot ships will also use the RTN and follow about 1 month behind, to construct a new RTN at the target galaxy for the return trip home. When the ships return towards home, the remote RTN is usually destroyed after it is used.

This campaign directs the party towards the Galaxy IC 1613 (See my Local Group of Galaxies map, it's to the SouthEast of the Milky Way). It's an irregular dwarf galaxy roughly 2.5 million light-years away.

How these particular ships got together is anyone's guess: At this time, the Lyrans are a minor race within the Klingon Empire, the ISC is a minor race within the Romulan Empire, and the WYN were recently expelled from their own cluster due to the heat zone effects (and generally travel as traders along with the Jindarians and the Ferengi). Presumably this was a joint effort between the Lyrans and the ISC (having nothing much better to spend their budgets on, since they are protected by a larger empire), and this WYN ship is along for the ride.

The orders are to make a brief survey and make contact with races there if possible. Once the ships slow down from the RTN effect, the ships will be limited to about Warp 15 (old scale), so it is understood the fleet will have no way to actually survey the entire galaxy.

The party uses a special form of shielding (invented about 50 years ago) to get past the Energy Barrier at the edge of the galaxy, and hop aboard the RTN...


Hey, You're Not Invited On This Trip!

This section describes what my players call a "crap encounter" (a minor random battle not directly related to the story; unpredictable things do happen...). These "crap encounters" are usually fairly amusing, and sometimes net the players a captured ship or whatever.

The players get to about the 30th node in the RTN and are moving at about Warp 80 (old scale, about half a million times the speed of light). Weapon targetting is almost impossible and the ships are more or less "out of phase" (and will pass completely through solid objects, even something as large as a star). One of the robot ships reports the 83rd node (ahead of them) is no longer responding to communications, and is presumably offline (there are no robot ships at the 83rd node to confirm this). This is not a big deal; a missing node here or there is acceptable.

The players get to about the 40th node, and now the 82nd node (along with the two robot ships there) is not responding. This is becoming a problem, as this leaves a gap of almost 10 light-years (between node 81 and node 84). Unless the ships are exactly precise in their course, they will be out of node 84's range and will fly off in the wrong direction (not towards Galaxy IC 1613). They will arrive at the "gap" in about half an hour.

The players can abort the mission (and restart when the nodes are fixed), continue on, or take some other action (this is where the role-playing component of this game comes in). As Game Master, I know the following: An Andromedan force has detected the RTN activating, has been destroying the nodes one by one, and is approaching the party (going "backwards" in the RTN).

[New SSD] Andromedan 2Xs Upheaval Battleship
(presumably there'd be Andro satellite ships too, but you get the idea)
There would probably be a fight here if the party slowed down, as they cannot slow down fast enough before they come across the Andros. After the Andros are dealt with, the party can ride the RTN slowly back to the beginning, and reset it for a second attempt.

If the party kept going, the fight would be like 1 impulse as the party flies by the (relatively unmoving) Andro ships at high warp. Unfortunately, the Andros wouldn't have been dealt with, which means the RTN (and the robot ships) would be mostly destroyed behind them (and there would be a several month delay in sending a replacement fleet of robot ships to build the remote RTN at Galaxy IC 1613).

Or something else might happen, depending on what the players decide to do. They could ask for robot ships at other nodes to investigate (I'd probably put a couple at node 79 or 80 or whatever).

I generally won't (and can't) plan for every contingency; I just keep track of what's going on "in the background" and let the player's actions dictate the direction of the campaign. I do try think of obvious courses of action (like the two choices above) and plan for those.
I've ran campaigns where we chose ships, I placed the players on the Alpha Quadrant map somewhere (usually in the WYN cluster to start), and just let them do whatever they want. Sometimes I have to have a session break if they start heavily fighting a race that doesn't have many SSDs designed (like the Teckla or something).

Anyway, to move this along, I'll assume they chose the "slow down, fight, and reset" option.


Psi-Monster

Another "crap encounter". :)

The party is about 1/3 of the way to Galaxy IC 1613, and detect a huge distortion in subspace ahead. The distortion is obviously artificial, and can be avoided by moving in a particular direction.

What is disturbing is the specificness of the course correction that is needed. Only one path in the area will clearly navigate past the distortion, which is a bit too specific (as if the party is being purposely directed towards a certain location).

If the party decides to "blow through" the distortion, each ship will take 2d6 * 100 damage each turn for 1d6 consecutive turns. The damage can be reinforced against.

If the party tries to slow down and miss the distortion by a larger margin, they can do so, but it will take 3d6 extra months to arrive at Galaxy IC 1613.

If they follow the obvious path, they will encounter a bizarre Size 0 monster which matches their relative speed, then it attacks:

Note 1: Weapon penalties due to the speed of the units involved is countered by the sheer size of the monster.
Note 2: These rules assume a 10 impulse system. If using 32 impulses, see below.

Each impulse, the psi-monster moves first (before all other units). Roll 1d6 and consult the "Psi-Monster Random Actions Table" to determine it's course of action.

The psi-monster has hit points equal to half of the combined BPVs of all opponent ships. The monster regenerates each impulse; after weapons fire, add 1% (round down) to the psi-monster's hit points (cannot exceed maximum). The psi-monster has (E6.0) MCIDS; it can be used any number of times per impulse, but not more than once per target per impulse.

During weapons fire, the psi-monster does three attacks on every Size 5 or larger unit in the area:

The real difficulty in facing this horror is deciding what range to be at. Too close, and you risk being controlled. Too far, and the Telekinetic Blasts will rip your ships to pieces over time.

If using 32 impulses, divide the amount of movement each impulse by 3, and check for which actions the monster takes on each 3rd impulse. The monster fires every 3rd impulse using the 32 impulse system.


Approaching Galaxy IC 1613

I would probably have a few more "crap encounters" (probably one where they have something to gain like alien technology), but I think you get the point.

The party is now about a month away from Galaxy IC 1613, and they have a better picture of what the galaxy is like. A few notes about Galaxy IC 1613:

Now is the time to decide which part of the galaxy should be approached first. Decades ago, observers from the Milky Way split Galaxy IC 1613 into four roughly equal sized "quadrants". The boundaries of these quadrants were decided based on their terrain features. With four weeks travel, there is enough time to make course corrections to arrive at any of these four quadrants.

Remember that the information given is just based on what the party can detect at this distance. After the decision is made, a communication will be sent to the RTN robot ships (a month behind) where to build the RTN for the return trip home.

So, now we're at the decision I'd like all of you to make for Session 2. If you were playing in this game, which Quadrant would you approach:
1. Digamma
2. Episemon Bau
3. Qoppa
4. Sampi

Send me an email to smileylich@smileylich.com with your choice. While you're at it, if there's any SSD you'd like me to design, go ahead and make an SSD request if you like. I'll add the SSD requests to the current list, and (eventually) your ship will get done, assuming it can reasonably be done.

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