Serena Dawn 2 & associated deck plans

jedion357's picture
jedion357
January 15, 2009 - 12:43pm
Nice project.
I've uploaded some deck plans I worked up in Dundjini software. On the Serena Dawn 2 I planed for each square to be a 1/4 inch when printed to facilitate it being used with the original die cut counters  though I actually had mine printed in grey scale where each square was 7/8 of an inch to facilitate my miniatures based game. The other deck plans (small freighter KH and Thuster Class) were done with the intention of 1 square being 1 inch for miniatures. However in the process of exporting images from the software and then creating PDFs the proportions of the squares will be off. My rough game scale per square was about 2 meters for each square.

I'm also having trouble uploading my Hull size 12 (19 deck) starliner as the file seems to be to large.

In most cases I included design notes and explanations in the PDF files but if you have questions I'll certainly try to answer them here.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!
Comments:

TerlObar's picture
TerlObar
January 15, 2009 - 2:09pm
Yeah, there is a size limit to files you can upload.  You might have to break it into smaller files.  If you can't, I have a copy of Adobe Acrobat Pro and can slice and dice PDF files with it.  I'd be happy to divide it up if you want.
Ad Astra Per Ardua!
My blog - Expanding Frontier
Webmaster - The Star Frontiers Network & this site
Founding Editor - The Frontier Explorer Magazine
Managing Editor - The Star Frontiersman Magazine

Shadow Shack's picture
Shadow Shack
January 15, 2009 - 4:39pm
That reminds me, I have an assault scout deck plan I found on the Dundjinni forum long ago to upload. I made a few tweaks with paint to make it a pirate scout.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Shadow Shack's picture
Shadow Shack
January 15, 2009 - 6:45pm
Quote:
I'm also having trouble uploading my Hull size 12 (19 deck) starliner as the file seems to be to large.


Or you could upload it one deck per page like I did with the Pacific class freighter:
http://starfrontiers.us/node/3455
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

jedion357's picture
jedion357
January 15, 2009 - 7:14pm
As for the raw data on the Truane Express the images are both at the yahoo groups SF-UN and the black hand gang site. At BHG look in vulcan shipyards and at SF look in maps and volturnus stuff from me.
I tried a pdf of half the decks and it wouldn't up load so any help in doing a smaller sized file would be great.

I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

TerlObar's picture
TerlObar
January 15, 2009 - 7:20pm
If you want to e-mail the whole document (thomas.stephens at gmail.com) I'll try to bust it up into smaller ones.
Ad Astra Per Ardua!
My blog - Expanding Frontier
Webmaster - The Star Frontiers Network & this site
Founding Editor - The Frontier Explorer Magazine
Managing Editor - The Star Frontiersman Magazine

iggy's picture
iggy
August 27, 2010 - 12:49pm
I used this to play Crash on Voltrunus this week with my kids.  The layout worked pretty good.  I'd like to print it larger than 8.5x11 for future use.  We used large seed beads for chits and moved with a pencil tip.  The pirates were all red beads and the four characters were colors of their choosing.  Here are some ship layout observations:

I read the SF0 instructions before which state, "Normally, only one counter may occupy a single square. Two counters may occupy the same square only if one counter represents an unconscious individual, or if the two counters are involved in melee."  Thus I ruled that characters traveled and fought single file in the inverted Y corridors.  This served to help the players because it forced the pirates to engage one on one with the players.  My daughter's yazirian took advantage of this to steal the shock gloves from the KO's pirate while her vrusk faught the bull-whip pirate at the side door leading to the right side cabins.  This all hapened in the right side Y corridore.

The access to the bridge was too open.  My son's human medic bolted for the weapons locker first thing.  He ended up in the top airlock so fast that I didn't feel the grenade pirate and his buddy should be there so soon.  So, I have them saved for when they run back that way for the life boat.

The use of cargo crates won me over after I saw my oldest son utilize them to lock up KO'd pirates.  They found two crates with yazirian punching bag's which I described as full size bags.  They pulled out the bags and replaced them with pirates, two per crate.  I suppose they could do that with any crate however.

I think the two middle doors on the top portion of the Y corridor should be gone.  The module map forces the characters to go through air locks to get from one cargo hold to the other.  My kids didn't use the top doors to cross over but I think that is because they were afraid of the Y corridors after finding three pirates in the Y corridor between the passenger cabins.  I did use these top Y doors to move the left cargo bay pirate over to the right bay when my son ran from him through the top air lock.  He spent the extra time to lock the airlock doors and thought himself safe when he got back into the right cargo hold only to be shot at again with the pirate's gyrojet.

Now a question about how others have ruled about the destruction of gear when escaping the life boat after it crashes on Voutrunus.  The module states, "The characters have enough time to remove the survival packs from the lifeboat, but no other equipment can be removed."  The characters have collected a far amount of loot.  My oldest son seems to have an affinity for chronocoms because he has swiped every pirate's watch when their down.  So, if you ever get approached by a human in a space station selling Star Devil inscribed chronocoms....  But, back to the question.  The female yazirian is wearing the shock gloves so I'm ruling she keeps them getting out of the life boat.  They found two sets of 12-day dehydrated rations, and the extra med kit.  I think they should keep those as I'm saying they are packaged as backpacks.  I'm also having the skeinsuits in shoulder bags or something because they haven't bothered to put them on.  But they also found 10 laser rifle clips, and some hand axes.  They also have an Ax, club, bull-whip, and gyrojet pistol (two shots left) from the pirates.  What have others allowed their players to keep during the crash?  How has this effected the module late balance?


p.s.  I'd love to see the rest of the ship fleshed out.  I can imagine that the Serena Dawn is part one of a series of dawn trader ships produce long ago that were very reliable and have stuck around.  I'm kicking the name Emerald Dawn around for some story line ideas now.
-iggy

TerlObar's picture
TerlObar
August 27, 2010 - 2:48pm
I've always let them keep all their gear as long as they are quick about getting out of the lifeboat.  If they dawdle around getting out, then bad things can happen but they usually always are quick about it.  Also, I've never really had people keep a lot of stuff.  It's usually just their tool kits, the skeinsuits, the weapons they picked up and a few of the items from the cargo hold.  I guess if they tried hauling all the ball bearings, dresses, anchovies in aspic, and such, I'd let it get destroyed but as long as they are taking the survival type gear and only a few of the other things I let them keep it.  I always assume they have some sort of a pack and it is all packed away so it is just a matter of grabbing the pack, and the survival kit and out you go.

I also always let them grap all the survival kits, regardless of the number of characters in the party.  I think the module is hard enough as it is, that every little bit of extra gear they can get is helpful and doesn't throw things out of balance.  Of course I also enforce the encumbrance rules and they run up against the 1/2 STR limit pretty quick with just the bare necessities.
Ad Astra Per Ardua!
My blog - Expanding Frontier
Webmaster - The Star Frontiers Network & this site
Founding Editor - The Frontier Explorer Magazine
Managing Editor - The Star Frontiersman Magazine

jedion357's picture
jedion357
August 31, 2010 - 7:45am
thanks for the review iggy- I always planned to detail the rest of the ship but when the files for these deck plans got corrupted the dread of having to redo everything kept me from trying.

I printed mine at staples as poster size but first had the girl print one 8.5X11 sheet and measured the squares then did some math to figure the enlargement % and had another 8.5X11 sheet printed with that enlargement so we could confirm the math was right for the enlargement % (it wasn't and we had to adjust it up) then since it was Christmas time and Staples has this cheaper quality roll of paper to print posters on at that time of year (apparently some people have staples print up custom warpping paper) I go poster size maps with 1 inch grids for miniature gaming then laminated them.

Color printing on that size is costly (I think mine are BnW but if it was a ship that would be used often and you laminated it....)

The new design certainly adds extra accessability for the PCs but I limited that by positioning pirates.

I may have to do a whole new set of deck plans for serrena dawn 3 detailing the entire ship and try to incorporate the feed back I have. Maybe just call it the class Delta Dawn class trader. A small multi-purpose hull from the early days of the Frontier and now they're the poster child for "tramp freighters" idea for PCs as they're hulls are -20% to -30% of the cost of a new hull due to age and out dated design.

PS: yeah I always allowed for whatever they looted they got to keep because it was presumed they had stowed it on their person and no one likes having equipment just taken from them- always get complaints over the blown weapon's locker.

I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!