Previous Message: Re: Revised Eyefighter for beholderspace
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Month Index: March, 1997
From: Steven Swenson <scott@??????.????????.com> Date: Fri, 28 Feb 1997 17:52:26 -0600 Subject: Re: Pilot kit for beholderspace /beholder Imperium
Eugene Shumu1insky wrote:
>
> Greetings all,
>
> If the people on the list aren't getting anything useful out
> of this discussion, let me know and this discussion can be taken to
> private mail. I personally find this kind of stuff fascinating... (:
>
> >>
> >> What about the rule where if you cast any spells, you're SR goes
> >> down by one per spell?
> >
> > I thought all spells were lost when you began using a helm.
>
> What I meant was, if a mage has less then the maximum number
> of spells memorized, their SR would be lower. Can't remember where that
> rule is from though.
>
> [Snip]
> >> > Races: Humans, Halflings, Dwarves, Beholders.
> >>
> >> Dwarves!?!? Beholders!?!? Dwarves can't even be mages. Beholder
> >> mages need to loose their main eye. IMC, halflings have no organized
> >> presence in space.
> >
> > This kit is made available by the beholder imperial presence members of
> >this kit are enlistees. All training is at their expense etc. In this way
> >the inferior races are used against themselves and do not pose as great a
> >danger as they once did. This kit is not available to civilians.
>
> Gotcha. So it's a *very* specialized "breeding program" (or
> trainging program in this case) for soldiers. Are PCs actually allowed
> to take this?
>
I intend to let new character or players take this kit but so far
no characters have died. The Beholder Imperium has pretty much trashed
the major centers of resistance with only the periphery offering any
real resistance.
The periphery will continue to be a problem for some time since
there are so many places to hide and the occasional star and planet are
out in this huge debris field. The debris field makes it difficult to
operate large ships without taking damage so the Empire is making use of
its Modified Hammerships and Squids to patrol the periphery. The
Imperium has also set up bases where troops are kept ready in the event
a rebel base is found.
I have included a preliminary map of beholderspace... I haven't
calculated its size yet. I think I'm going to allow normal spelljamming
speed to be variable in this sphere's wildspace 1SR*100,000,000 /day
I was contemplating some special travel routes but don't have a
mechanism for it yet (Maybe its just the laws of magic here).
On another note:
I need to brain storm for methods of dealing with the large ships
of the Imperium. I think several infiltration missions are going to be
needed
in order to stop them. A small force will need to get aboard and do
(something?) to sabatoge the weapons/fighters of the craft. Got any
ideas?
The Mega ships and the hordes of Eyefighters have combined into a
terrifying force. Already the Empire destroyed three planets with their
Star-Swords...
Interesting Since I haven't fully detailed these Battle Station/Ships
beyond the fact that they are a class B object with something like
1.65*10^18 Hull points according to Spell Jammer Rules.
The Cruisers and interdictors usually operate alone prowling wildspace
looking for illegals(or as they say edibles) and resistance bases.
These ships are sometimes close but average about two weeks apart from
any kind of support. This is because it is considered suicide to attack
even just one. At the end of the conquest only one of the 3 original
cruisers were destroyed. The beholders made more to reinforce fear. I
assigned 1/10th the hull points since I figured there is a point of
diminishing returns.
The Imperium has 18 Megaships
2 Star-Swords (Previously terror-class) These are planet Killers
4000 fighters
Huge numbers of ground troops
Planet Size:
A 1 Round
B 1d4 rounds
C 1d10 rounds
D 2d20 turns
E 1d10 hours
F 1d4 Days
G --
H --
I --
J --
The ray need not be fired at full strength and can be
tuned to torch ships, cities, mountains or boil away oceans. The ray can
be used continously for up to 2 hours. A full day of rest by the crew is
required before it can be used again.
10 Attack Cruisers (269,764 tons -- 26,000 HullPoints)
6 Interdiction Craft (56,000 tons -- 5,000 Hullpoints)
(1656 assigned fighters)
94 Hammership Carriers (1200 fighters)1/2 are in periphery 5 per
system outside
24 Squidships 4/system
10 Explorers Periphery
50+ Galleons for troop transport. various Worlds/Asteroids.
> I don't know, just starting to get into it. Havn't played or GMed,
> but I've almost read two chapters of the rulebook... (: Your environment
> just reminds me of it a bit. Maybe somebody else could comment...
>
Previous Message: Re: Revised Eyefighter for beholderspace
Next Message: mehawk@peak.org
Month Index: March, 1997
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Re: Pilot kit for beholderspace /beholder Imperium | Steven Swenson | |||
| Re: Pilot kit for beholderspace /beholder Imperium | Ziggy | |||
| Re: Pilot kit for beholderspace /beholder Imperium | Eugene Shumu1insky | |||
| Re: Pilot kit for beholderspace /beholder Imperium | steve swenson | |||
| Re: Pilot kit for beholderspace /beholder Imperium | Ziggy |