A UNIVERSE OF PLASTIC SPACE FIGHTERS AND ALIENS. IMAGINE D&D CROSSED WITH SQUAD LEADER.
MAKING THE FIGURES AND TERRAIN. RULES DEVELOPMENT, SCENARIOS AND BACKGROUND.

Saturday 26 May 2018

MODULAR SPACESHIPS

My spaceship - the arena for my games - is modular. It is made up of elements similar in size but varying in their function. Reorganizing the type and number of element gives a new spaceship.
MODULAR MAT ELEMENTS GIVE FLEXIBILITY
From the rules..

DU©K! Action takes place on abandoned spaceships. The crews of these ships have been killed, have fled or remain holed-up somewhere in the hull. Verminators are sent by DF Pest Control Division to clean-out the ships so they can be put back into commission.

In the DF galaxy there are no Death Stars or Hyperdrives or Behemoth size vessels. The ships are built economically. One corporation, Deep Freight, has a totopoly on space travel and this means the designs are standardised. Wealthy people do not emigrate or choose to spend a chunk of their life in uncertain cryo-sleep. Speeding round the interstellar vastness in a red Mazerati is dull when the nearest audience is a few parsecs away. The poor and the dispossesed do not give a fig about the steel coffin they are sent off-world in. It should just get them to the promised land. Thus, dull spaceships.

Also, to date, no technologically capable life forms have been encountered. Alien spaceships do not exist in-DU©K!


SHIP CONSTRUCTION AND SHIP TYPES

All ships are constructed from modules which have a specific function. Not all ships have all modules. All ships must have a Bridge Module , Propulsion Module and Engineering Module.
Table 1 list the modules available.

It is possible for large ships to have more than 1 module of each type. For example, to accommodate a large crew, give extra cargo space etc. The basic ships have 1 module of each type other than CARGO and PROPULSION.

Ships for different roles in the DF Galaxy are grouped into classes. Table 2 lists the characteristics of each class.

FAQ for -DU©K! SHIPS

Why are all the modules the same size ?
The game concept is to be cheap and easy and fun as well as a reasonablerepresentation of a Sci Fi universe. The use of identical square tiles allows for a flexible game terrain system.

Why only 1 module of most types ?
A big ship takes time to explore. It is possible to construct large ships if you have the space and time but the basic concept does not need that. Enough challenge exists with a dozen or so modules.
Exploring RAMA would take more then an evening and be mostly boring.

Where are the corridors ?
Corridors take space and cost money. Space exploration in the DF Galaxy is done economically. Unused space is a waste of money. Additionally, the D&D default tactic of lurking in corridors between episodes of action in isolated rooms is one not to be emulated. Practically speaking, corridors have an economic impact on the gamer’s pocket (more walls, more doors), the length of time to play a game, and work counter to the basic modular terrain concept. Ergo, no corridors on basic spaceship designs.

Are the ships really so square on the outside ?
You can take the modular system to be partially conceptual and allow for smoother external forms for your ships. But, this does not matter in relation to travel in a vacuum or the aesthetics of ship appearance. DF is a money-making concern and bolting cubes together with a basic paint job is entirely consistent with their operational strategy.

MODULE FUNCTION ICONS FOR CONSTRUCTING SHIPS

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