Tuesday, November 8, 2011

Pulsars and Starship Navigation




In the real world, many astronomers believe that space travel could be navigated by fixing on the beacons of millisecond pulsars... extremely dense, fast rotating objects that give off radiation “pulses”. These objects could act like a light house... accurately timed points of reference in the galaxy which starships could use; cross-referencing hundreds of pulsars to pinpoint their location.

In the galactic troubleshooting roleplaying game X-Plorers (and others), pulsar navigation could be one of the standard methods of assuring safe, accurate space travel. Different reference points in space would make it hard to navigate by the visible star layout, because it changes as one travels. However, pulsars would be the anchoring point for accurate star travel.

Possible causes of navigational error leading to misjumps:
Unknown and uncharted space objects, such as magnetars, wormholes, black holes and other gravitational anomalies may be a mechanic whereby a Referee could induce a misjump upon a space ship or to increase/decrease its travel time. This factor makes charting all findings during exploration of great value to a crew and to others that will follow after them into these previously uncharted sectors of space.
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Jeff's Home Brew Jump Rules:
After a jump in space, a ship's computer recalibrates to ascertain precise coordinate location of all known pulsars. If a ship jumps again before the computer has had time to do this a Navigator is at a -2 modifier to their navigation skill roll. This could cause a “misjump” to a location that was not the one intended by the navigator. This takes 10 hours minus one per level of computer skill of the character doing the recalibration. Even if the skill level of a character is 10, a minimum of one hour is needed to jump without this penalty.

If a misjump occurs, roll a d6:
 1 Ship arrives d6x4 hours sooner at plotted destination. It has undergone a random hyper-jump!
2-5 Ship arrives at plotted destination d6 days late. The ship has been affected by a gravitational anomaly.
6 - total misjump! Ship arrives at a random destination.
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For galactic troubleshooters, not all of the dangers in space lie at the destination... getting there might be just as much as a hazard!

-Jeff

See these and other sites for more information on pulsars and their types:

Tuesday, November 1, 2011

More Rockets: Rocket Ads 1947 - 1974 & Missiles for X-Plorers

Click on Pic or text below to see linked article

After my previous post on Weird Retro Spacecraft,  a friend gave me this link to an article about rocket ads.

Since X-Plorers and other space RPGs hail from the 70's or some campaigns have a Retro feel about them, I thought it fitting to share this, also.

Any spacecraft that engages in combat may encounter planetary defense missiles, so these ads might be useful for stirring the imagination.

Here is my take on what this particular missile would be as a weapon in X-Plorers:

Viper Defense Missile

Range: may be used successfully against a moving target at a range of up to 3000 km.
Type: Planetary Defense Missile - Type I
Crew: unmanned
Missile Points: Can take 1 Space Combat Weapon Damage point before being destroyed.
Weapon Damage: A Viper missile causes 1d3 damage
AC 11 (because of size & speed)
Skill Throw for accurate hit (unless destroyed): 12
XP Value: 5
Cost Million Cr: 5

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 Cobra Defense Missile
Range: may be used successfully against a moving target at a range of up to 4000 km.
Type: Planetary Defense Missile - Type II
Crew: unmanned
Missile Points: Can take 2 Space Combat Weapon Damage points before being destroyed.
Weapon Damage: A Viper missile causes 1d6 damage
AC 11 (because of size & speed)
Skill Throw for accurate hit (unless destroyed): 12
XP Value: 10
Cost Million Cr: 10

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Python Defense Missile
Range: may be used successfully against a moving target at a range of up to 5500 km.
Type: Planetary Defense Missile - Type III
Crew: unmanned
Missile Points: Can take 3 Space Combat Weapon Damage points before being destroyed.
Weapon Damage: A Viper missile causes 2d6 damage
AC 12 (because of size & speed and armor plating)
Skill Throw for accurate hit (unless destroyed): 12
XP Value: 15
Cost Million Cr: 20

Enjoy! ... unless one hits your ship
-Jeff