I have started tarting this map up. I had plans to add more islands, roads and stuff outside the city proper but to be honest I started to get bored with it – drawing all those buildings did my head in. Here is what it looks like now. I might come back to it when I get some more inspiration.
I found an old flash drive with some RPG material I have done over the years and have been having fun trawling through it. This city was the location of many adventures I ran using Hero System and Harnmaster. I had hoped I would find the base map that I worked on – I remember I originally saved it as a BMP file in MS Paint but couldn’t find the full sized version – just this small copy. Will have a go at redoing it next week if I cannot find the original.
Crossroads is a city of canals and bridges. My mate Mark (Markdoc on the Hero Games forums) did a neat picture of a big bridge covered in houses and towers for a city in his fabulous Gothick Empires setting. I stole it and plonked a close copy of it in the middle of my own version of Venice as The Great Bridge. I just have to find it – I know I have it saved somewhere.
A map of a walled estate for your Fantasy Roleplaying games. In my FRPG this was the home of Senio, a necromancer. I started drawing this years ago and lost it. I found an old flash drive and found a whole pile of role-playing resources for a short lived game I ran in 2011. So I have decided to tidy the map up and post it – who knows – someone may get some use out of it. This building could be used in a town or as a country estate.
The main building has a tower that rises four stories. There is a guard barracks (by the gate), stables and a small house garden. To the right of the gate is a small entry box for the gatekeeper.
A trapdoor from the kitchen leads to the storage cellar. The basement level of the tower contains cells, an ‘inquiry area’, storage and a small crypt. There is a secret room in the south wall.
To the left of the gates is a guard room and the bunkroom for up to four guards. A small sentry box stands to the right of the gate. In the paved courtyard there is a well and a water trough. A shed containing a wagon and a four stall stable are opposite the main house. Behind the stables is a small kitchen garden. The outdoor privy sits against the back wall. Double doors lead into the main house/tower. This level contains the kitchen, servants sleeping area and storage, a cloakroom and the main dining room.
This level contains bedrooms, studies and lounges. A set of double doors open onto a small balcony (above the main entrance). Lots of elaborate hangings and comfortable beds. Who said a necromancer can’t be a good host?
The Tower contains Senio’s main workspace and laboratory. The two other spaces are attics accessed by trapdoors from the rooms below them.
Third and Fourth Floors
The third level contains two rooms currently unused. I am sure that you can find a use for them. The fourth floor is an attic space accessed by trapdoor from level three.
With the help of Wbyrd’s fertile imagination the Zhodani theme moves right along.
Wbyrd got a lot of feedback on his last fighter concept aimed at giving the fighter a more Zhodani-like feel. A lot of readers thought that more classical Zho design features were needed. This is his second concept fighter in a week. A 10-Dton Fighter. I added a ventral access cockpit access hatch and a pilot seat with two modes – flight and landed.
Zhodanii Type 125 Fighter.
One of the newest fighters deployed by the Zhodanii fleet, client states, and Allied forces. Type 125 Sh’zahg ( “Frightful Shape”, Imperium Code Name Zack) is a swift, agile and lethal fighter. Reserved for more experienced pilots, the Sh’zahg is named after a lethal ray like aquatic predator revered by the minor race native to the designer’s homeworld. The Sh’zahg made it’s debut during a border dispute between a large mining concern and a Zhodani corporation. When the Mining Concerns mercenary security forces fired on a transport severely damaging it. A single Zhodani Carrier and it’s escorts were dispatch.
The flights of fighters launched by the Squadron disabled and nearly destroyed the four Mercenary cruisers in the area, and flattened the ground installation being contested by the two companies. Even with fighter support the four Broadswords were unable to deal with he massed missile and laser fire put out by several squadrons of fighters. In the end the mercenary cruisers were able to destroy several fighters, but they inflicted no harm what so ever on the carrier or its escorts as they hovered well outside of weapons range.
Like the Older 10 ton Trilobite the Sh’zahg is lightly armoured, and has few defences. The pilot also sits in a sealed cockpit, with only narrow blow out panels covering vision slots to allow the pilot to operate if his electronics are destroyed, The Fighter does however have some pilot survival hardware built in to allow the pilot to eject in safety and survive for an extended period while waiting for pickup by his carrier vessel.
While more sophisticated than the Trilobite, the type 125 is still highly vulnerable to hostile fire, and its pilots have only a marginal survival advantage over the older fighters. The Zhodani have put more attention to the weapons and firecontrol systems of the newer fighter, but still seem to consider even experienced pilots as unfortunate casualties.
An older widely seen fighter deployed as a screening, scouting force for Zhodanii warships the Type 95 (“trilobite) is a fairly cheap, largely expendable fighter which is used in large numbers to harass enemy shipping, and screen larger ships against light attack craft and gunships.
Reasonably agile and fast the fighter can close into attack rage quickly and escape the heavier weapons of larger vessels before the formation is destroyed by heavy return fire. Few fighters can match its acceleration, and in expert hand the Type 95 can easily outrun missiles launched at them by other fighters and starships.
With few defensive system, light armour, and no pilot survival equipment installed the Type 95 is mockingly called a Prole Bomb, by Imperium fighter pilots. In practice the Type 95 is as effective as it’s Imperium counterparts, with numbers making up for the slightly better armour, and pilot survival hardware of Imperium fighters. Zhodanii admirals do not seem to concern themselves with the loss of mostly lower class Prole pilots assigned to these poorly defended craft.
Often older craft, or “Surplus” lots are sold at discounts to independent groups hostile to the Imperium. In the hands of Private “merchants” ,Pirates, and Vargr Raiders the Type 95 is as common in the hands of Rogue and criminal elements along the Zhodanii frontiers as it is in the hands of the Zhodanii fleet.
One distinctive feature of the Design is the hybrid Gravitic Plasma drives used by the designers. This is not a major advantage to the fighters since it has similar performance to a pure gravitic drive, and offer little advantage over their pure gravitic counterparts. They however do tend to leave a noticeable trail of ionised gas behind the fighter as it manoeuvres, giving opponents an easy visual cue to identify Zhodanii fighters among a mixed group of small craft.
An updated map of the Terran Sector for Space Opera, or in fact any other game using a 3D map. The map is a 200x200x200 Light Year cube, centered on the Sol System. Ninety stars are shown. It is important to remember that this volume of space contains over 30,000 stars. I have included a spreadsheet showing stellar distances. I would not print it out unless you have an A1 sized printer that can do floor plans. As far as a description of each system – I will leave that up to those who feel they need one. I was going to just use standard Traveller for this task. There are some pretty cool system generators out there that can do this for you in seconds.
If you would like a copy of the actual spreadsheet (or a blank for doing your own star sectors) then please contact me and I will send you a copy.
And one with the main routes of some of the major starlines of the sector shown.
The module Star Sector Atlas 1: The Terran Sector came with a large fold-out map of the Terran Quadrant. For someone used to Traveller subsectors a gaming map encompassing 99,840,000,000 cubic light years was pretty amazing. I have several copies of the original Quadrant map and wanted something electronic – so I knocked one up yesterday.
I changed the format somewhat but tried to keep to the original as much as possible. I have added my own Hadrian Sector to the map – a post on the work on that Sector will be made in the next day or two.
For my new campaign I am using GURPS Space as the basis but like most things I do there will be a lot of hybridisation going on. For example, I have not decided on what system to use for planetary and system generation. For simplicity I was thinking of sticking with Traveller but I have since found some pretty cool GURPS Space generators that can knock out a million systems in no time at all.
Warning: This is a big file – the map is 4688×3632 pixels and is 1.25Mb in size. The orange line is the approximate edge of the Orion Arm. Galactic Centre is towards the right of the map. The map is centred on the Terran Sector which is at location 000/000/000.
Distances are easily computed by simply applying the forumla:
Or even more easily by going to this web site and putting in the numbers. For example, to compute the distance between the Terran Sector and the Hadrian sector (Terran 000/000/000 and Hadrian 600/000/300) plug those into the website linked to above and get 670.8LY. Quite a haul in a cargo freighter crawling along at 10LY per day. Over two months. Only a few weeks in a fast courier though.
This picture of a Type R Subsidized Merchant by William H Keith captured my imagination as a young Traveller player when I first saw it when I got my copy of Supplement 7: Traders and Gunboats in 1980 or 81. Thirty five years later is still does.
Since I began drawing these Traveller starship deck plans I always had it in the back of my mind to do one of this vessel. She is a 400-Dton ship, has a crew of seven and can carry up to sixteen passengers and 200 tons of cargo. Her drives are capable of Jump 1 and she plods along at 1G acceleration. She carries a small 20ton launch on a dorsal mount for on-planet errands and passenger transfers. I have copied the layout from Traders and Gunboats as far as I could, but I had to change the location of a few doors here and there to use some standard. Hope you enjoy this one.
Who said I never listened to readers of my blog. Apparently I missed the obvious thing that a guy like Dave would be doing in his spare time in Jump Space. Bored with golf, he has taken up a new hobby, if only he can get the thing assembled – what was that old adage? RTFM Dave.
Dave Kashikvili (X-Boat Pilot 4 Terms – so far)
Current IISS Rank 2(Messenger 1st Class)
Str 8 (+0) Dex 10 (+1) End 6 (+0) Int 8 (+1) Edu 8 (+1) Soc 7 (+0)
Story: Dave is your typical X-Boat pilot. For the most part happy with his own company and enjoying the freedom to be himself – he has recently begun to feel that something is missing in his life. He has had a fairly mundane career so far with no real problems coming his way. He is however, a bit of a slob, and the X-Boat Tender cleaning crew are forever complaining about the state of his ship when it comes in for servicing. The cleaning chief has reminded him many times that regs do not allow consumption of food at the comms or pilot stations. Like most X-Boat pilots Dave wiles away the long days in Jump Space on hobbies. He reads, watches old Tri-V shows and has recently taken given up golf. Apparently his putting is getting better but he needs a lot of work on his long game. He has now taken up amateur robotics. The return trip from Jae Tellona to Celepina should be enough to see if to Sim-software just not is the same as a the real game thing.