| Post/Author/DateTime | Post |
|---|---|
| #1new_fashion_guyNov 30, 2008 11:28:56 | I'm working on a campaign taking place in the world of Seaquest (one of my players is a big fan) and was wondering if anyone else had worked on this at all. I'm essentially planning to adapt the Starship Combat from Future for underwater combat, Starship related Feats and Skills for Sub use, etc. Any suggestions? |
| #2tema69Nov 30, 2008 16:32:32 | Tweaking the Starship rules for underwater combat seems reasonable (I haven't really read on the starship rules though, so I'm speaking from a logically standpoint). I don't know nuthin' about Seaquest, so I don't really have anything else to add. :P |
| #3new_fashion_guyNov 30, 2008 18:16:58 | I don't know nuthin' about Seaquest, so I don't really have anything else to add. :P Yeah, D20 fans don't seem to cross over with Seaquest fans very much. I wasn't able to find anything D20 related about Seaquest online. I guess it's all up to me! Thanks for your opinion. When you consider the Seaquest was about 1000' long, I figure the rules for Starships fit right in with their 500' squares and all. |
| #4psininjaNov 30, 2008 18:40:35 | I always liked SeaQuest and would love to see a d20 campaign for it. I would like to a couple of points. 1. For the love of all that is holy, PLEASE base your work only on the first season. Once they introduced aliens and time travel, things went down the crapper REAL fast. ![]() 2. SeaQuest was more about exploration and science than combat. SeaQuest itself was not a warship, but a research vessel. A Field Scietist would be right at home. 3. SeaQuest (at least the first season) was hard (or at least firm) SciFi. I think it would be early PL 6. |
| #5new_fashion_guyDec 01, 2008 9:27:22 | I always liked SeaQuest and would love to see a d20 campaign for it. Thanks for your input. While I liked some of the stuff from second season, some of it definitely went against the grain. I'm not a big fan of hard sci-fi, but I do feel the first season presents the truest vision of the setting. Definitely PL 6-ish. My campaign is actually taking place in the Seaquest world, but the feel will be different from most of the Seaquest episodes. Very political, with conflicts between the UEO and other powers. The PCs are actually going to be a group of freedom fighters trying to free a captured Hawaii. |
| #6AeoliusDec 01, 2008 16:49:54 | and throw some "Surface" in there for good measure. ![]() |
| #7new_fashion_guyDec 02, 2008 10:53:03 | Here's my version of the Seaquest. It probably won't be appearing in my storyline too often, but I wanted to use it as a baseline to design the other subs off of. I knocked down the HP significantly; I never really liked the amount of hits it takes weapons to damage vessels in D20 Future starship combat. SeaQuest (PL 6) The SeaQuest is a research vessel and formidable warship. Type: Heavy Size: Colossal (–8 size) Subtype: Battle Cruiser Tactical Speed: 2,500 ft. (approximately 200 knots) Defense: 11 Length: 1,360 feet Flat-footed Defense: 7 Weight: 120,000 tons Autopilot Defense: 7 Targeting System Bonus: +5 Hardness: 30 Crew: 320 (expert +8) Hit Dice: 45d20 (900 hp) Passenger Capacity: 160 Initiative Modifier: +4 Cargo Capacity: 50,000 tons Pilot’s Class Bonus: +5 Grapple Modifier: +16 Pilot’s Dex Modifier: +4 Base Purchase DC: 72 Gunner’s Attack Bonus: +4 Restriction: Military (+3) Attack: Gatling Cannons (6d12), Plasma Torpedoes (18d8), Plasma Pulse Guns (10d8), Mines (10d12) Attack of Opportunity: Point-defense +5 ranged (4d12 |
| #8new_fashion_guyDec 02, 2008 19:34:36 | Here's another: Sub Fighter (PL 6) Designed for action against other small craft, subfighters lack the punch to be effective against large targets unless in large numbers Type: Ultralight Size: Gargantuan (–4 size) Subtype: Fighter Tactical Speed: 3,500 ft. (about 325 knots) Defense: 19 Length: 45 feet Flat-footed Defense: 13 Weight: 10,000 lb. Autopilot Defense: 0/NA Targeting System Bonus: +2 Hardness: 20 Crew: 1 (ace +12) Hit Dice: 6d20 (120 hp) Passenger Capacity: 1 Initiative Modifier: +8 Cargo Capacity: 1,700 lb. Pilot’s Class Bonus: +7 Grapple Modifier: +8 Pilot’s Dex Modifier: +6 Base Purchase DC: 48 Gunner’s Attack Bonus: +8/+3 Restriction: Military (+3) Attack: Plasma Pulse Gun +6/+1 ranged (10d8); 4 Plasma Torpedoes (18d8) Attack of Opportunity: None Standard PL 6 Design Specs: Engines: Fusion Reactor, Hydrojet Turbines Armor: Polymeric Defense Systems: Damage control system (1d10), sensor jammer Sensors: Class III sensor array, targeting system Communications: Laser transceiver, radio transceiver Weapons: Plasma Pulse Gun, Torpedoes Grappling Systems: None |