Author Topic: HyperTUBE eXtreme!!! (Stargate/Welcome to the Nebula California)  (Read 3234 times)

Maingunnery

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Another Nebula California project of mine, now about having a StarGate crossover/fusion.
Please let me know what you think.


HYPERTUBE EXTREME!!!

   We had just been informed that we were stopping our attempts on leaving the Nebula California, the next step became determining on which planet we were going to spend the rest of our lives. At that time the known choices were actually quite poor, so we are making another sweep through the Nebula for more habitable worlds. A couple of days into our sweep we found this unusual star system which contained only a single planet, that we named Chevron. It also has a highly unique environment, the seas were completely black instead of the typical blue, but some of the lakes and islands showed signs of being habitable. To investigate these parts an ad hoc small team was send to the planet on a long-range shuttle to make closer observations.
   Things went wrong upon reaching low-orbit, when we were suddenly being shot at by something in orbit. Out shuttle suffered multiple near-hits and glancing hits from some type of Naval PPC. Normally a shuttle couldn't survive that but the beams had relatively little power. That and the inaccuracy were explained when we found out that the Naval PPC shots were coming from beyond our detection range, likely from the edge of the orbital horizon. The damage that the shuttle had sustained combined with the threat on the horizon meant that we had to make a rapid landing.
   The crew managed to crash land the shuttle in a habitable zone and during final decent we saw an actually golden pyramid nearby. We got another shock when the pyramid in question then lifted off, revealing a smaller pyramid underneath. As it slowly approached our landing site we concluded that it was actually just an AirShip with a very absurd shape. However several thousand soldiers were marching along with the Pyramid AirShip, from the distance we could see that they were equipped with ornamental weapons and armor, quite manageable with modern weapons if it wasn't for their large numbers. With the shuttle being damaged as it was we would not be able to get it airborne before these troops arrived, thus we took all the essentials that we could carry and moved away.
   We had wondered if the Pyramid people were the same as those that shot us down and we got our answer in a spectacular but disastrous way, as the shuttle was vaporized by a Naval PPC from orbit at full power. At that time the Pyramid had nearly reached the shuttle, but not close enough to be damaged by the shock waves. For us it was disastrous as we lost our only means of getting back to the JumpShip and to make matters worse the Pyramid people switched objective and attempted to run us down at their maximum speed. 
   As the chase continued we were slowly losing our lead, which only became worse when the Pyramid AirShip began launching small fighters that had Star Empire Blaster weapons. The situation turned around when one of the fighters was shot down by unknown infantry with support launchers. Our rescuers temporary held back the enemy troops while guiding us to a circular airlock mounted into the facing of a mountain. This turned out to be an entry to the Hypertube, which is a magnetic rail-network that is under constant vacuum, allowing small Puddle-Trains to travel at hyper-sonic speeds. After a short trip we arrived at the Vancouver Mountain Complex which is a military base build around the main network point in their territory. 
   At the base we were interviewed and then quickly recruited, no extensive interrogation, no impounding our equipment, all very easy barely an inconvenience. Within a hour we went from an ad hoc assembled IE Team to Platoon HTX-9. As a part of HTX-9 we had a generally good time, helped a lot people, killed several Pharaoh Lords along with their minions, an all around good time. 


<<<<   One of the training classes that IE provides is how to approach regressed civilizations. The very second lesson of that class teaches to never directly contradict their mythology or cosmology, just shut up and listen. If one doesn't do that, then you can have religious conflict on your hands. But let me tell you, these people really tested our patience. This is because their cosmology has regressed and deformed into something truly bizarre. They think that their planet is the milky way galaxy, with each island or region being a planet and that all the stars in the sky are either other islands or glowing jellyfish. 
   I can't even really blame them as their religions, weird climate, and ecology of the planet really messed their worldview up. But one would think that with their technology that they would have rediscovered the truth. In any case the data that we are gathering should make for one hell of a sociology paper. >>>>>



Historical Analysis
   There are far more civilizations trapped in the Nebula California then we had detailed in our initial report. One interesting set of civilizations originated from the action of a 24th century con artist named Anita Salzak. She sought out rich individuals and sold them routes to planets in the Deep Periphery, using the claim to have found ancient alien technology there. To convince them, she created stories of how she used clues from ancient cultures to find these planets, normally that wouldn't be enough to convince anyone, but she also showed samples of suppository alien technology. Eventually a deal went bad and she was murdered, in the following investigation the police uncovered the scam and managed to determine that the samples were actually rejected prototypes that she borrowed from her contacts in various R&D labs. However most of the names of her clients and their routes were lost with her death, from our finding here we can conclude that some of their routes lead into the Nebula California.
   One of her easy clients lead a large group of radicalized egyptologists. These ended up on Chevron, which has a large number of large islands, each separated by powerful permanent storms and sea water that is as so black as the night sky. To facilitate the numerous excavations the colonists heavily invested in creating a network of high-speed subterranean transport tubes between all sites and a floating hub city. However these heavy investments left barely anything left for normal colony measures against technological regression. But this gamble was made to maximize their chances of finding ancient alien technology and monopolizing it for maximum profit. However after a decade of hard work they didn't find anything, causing some to abandon the effort to move back to the Inner Sphere, it was then that they discovered that they were stuck in the nebula. Seeing no other option they returned to the excavation to inform the others, but news that they were trapped caused society to break down. The following riots destroyed a lot of infrastructure, including the hub city, which sank in the black ocean. This caused a chain reaction that made most tubes inoperative, dividing the planet in a number of isolated regions. Until recently contact between both had been impossible at there are extremely powerful air and water currents between the two zones.


Terry
   Terry is a large region set in a massive water-filled impact crater, it also the largest reservoir of fresh water as the mountainous impact ring keeps out the contamination that blackens the ocean water of the world. Another unusable aspect is that the shape of largest islands in the ring matches the continents of Terra, it is unclear if this was fully natural or part of the local terraforming. In this region there are a number of  countries which have recently reconnected their side to the hypertube network. This brought them into conflict with the Pharaoh Lords. Thankfully for them they have been receiving technical assistance from the Protectorate enabling them to defend themselves. In terms of development the nations of this region can be compared to late 20th century Terra, the more advanced technology used in their military have either been reverse-engineered Pharaoh technology or donations from the Protectorate.


New Mediterranean
   New Mediterranean, a set of regions ruled by warlords that see themselves as divine pharaohs, using the names of Gods from the Mediterranean area of Terra (with some unusual exceptions such as Pharaoh Daimon). They rule from large pyramid shaped airships and similar arcologies over a population of mostly illiterate slaves. These slaves believe that their Pharaoh Lords are divine, that the whole universe is one big ocean, that stars are giant jellyfish and that the Pharaoh Lords control the sun. From their AirShips they are easily able to intimidate the slaves and put down any rare rebellions. These slaves are mostly put to work growing food or gathering raw materials from surface deposits, such as uranium ore. There are also two other castes, these being the Guard and Priest Castes. The Guard Caste serve as enforces and troops. The Priest caste are the only ones allowed to have a formal education and support the technology that keeps their society going.
   To keep internal conflict from escalating the Pharaoh Lords are unified under a ruthless Supreme Pharaoh that sets policy, enforces their laws and distributes advanced technology. A place in the council must be earned, this can be done in various ways, such as conquering new lands or by offering newly found technologies.
   Their technology is quite advanced, but highly specialized and mostly stagnant. Most of their advancements are made by secretive teams of priests, that refine existing technologies. They then create black-boxed designs that prevent the lower castes from gaining any understanding. Thankfully there is little chance of them breaking planetary quarantine as their tendency to stagnate, caste culture and flawed worldview should prevent them from reaching space on their own.
   The Pharaoh Lords are still obsessed with finding Ancient Alien technologies, and so much of their own history was lost that they even think that the equipment of the original colonists is of alien origin. This might someday lead them to the sunken Hub City, a submersible mobile structure that the original colonists build, which could have working examples of Small Craft or DropShips for them to reverse engineer.
   They have reverse engineered other technologies before, the most extreme example was an outbound Star Empire derelict crossed the void between the two star systems and crashing on the planet. From this wreckage and many others the Pharaoh Lords somehow managed to reverse engineer the Blaster and Shield technologies. These technologies and refined materials allowed them to quickly dominate a majority of their planet, only being limited by the harsh climate of their territories.


Protectorate
   At some point in the Pharaoh Lords near domination of the planet something changed and another party named the 'Protectorate' began involve themselves in local matters. They have been keeping an eye on the Pharaoh Lords to prevent them from salvaging more technologies to keep them stagnant. This includes giving support and protection to other factions on the planet so that the Pharaoh Lords don't get the opportunity to rule the whole planet. Their name isn't know to our team but we do know that these benefactors present themselves as Alien, our team suspects that they did this to make Pharaoh Lords to respect them as the Lords won't respect mere humans. These mysterious benefactors have helped the Terries to produce their own military AirShips, we also suspect that it was them that shot down our Small Craft and then used a Naval PPC to remove the wreckage from existence.

<<<<<Note: Last recorded entry: We were just informed that the Protectorate want to meet us. These 'aliens' have been helping the Terry hold their ground for years so we can't really refuse, even if they are the prime suspects for having shot us down. We are quite sure that it is a Wizard of Oz scenario, the technology that they are donating is clearly newly build human technology. Here is to hoping that they can be convinced to send us home and truly help the locals to defeat the Supreme Pharaoh and the other Lords.>>>>>


Technological Specifications
   The locals have a preference to deploying infantry squads as they can make optimal usage of the HyperTube Network, in other situations it is mostly a combination of advanced support vehicles such as AirShips and fixed-wing fighters. The latter are similar in scale to the Star Empire T-Fighter but far less sophisticated. The main type of power supply for the airship are fission reactors, some of them use weapons-grade material for use as an improvised self-destruction system.


TERRY FIGHTER
   Mass: 10 tons
   Type: Fixed Wing SV (D)
   Power Plant: ICE (4/6)
   Armor: 0.5 tons (BAR 6)
   Typical Armament:
2 Machine Guns
1 External Stores Hardpoint


GLIDE FIGHTER
   Mass: 9 tons
   Type: Fixed Wing SV (D)
   Power Plant: Fission (3/5)
   Armor: 0.5 tons (BAR 5)
   Typical Armament:
2 Large Blaster Cannons


TERRY AIRSHIP
   Mass: 300 tons
   Type: Medium AirShip (E), Omni
   Power Plant: Fission (2/3)
   Armor: 4.5 tons (BAR 8 )
   Typical Armament:
24 Machine Guns
1 LRM-15 (Primitive Guidance)
2 Fighter Deflector Shields
   Notes:
   The local Terries had a lot help from the mysterious Protectorate in designing and producing this AirShip, but the current weapons are completely locally made and thus quite primitive. With machine guns covering all facings and a forward facing long-range missile launcher that only has missiles with primitive guidance. Such guidance systems are so sensitive that even modern communication suites can jam them, locally it means that Fighter Deflector Shields cause premature detonations of these LRM missiles. Another unusual feature of this airship is the fighter bay which can store multiple small fighters, although it does not have a higher launch rate to take full advantage of this.
   However there are clues that this AirShip can be upgraded, the power plant housing is compatible with known fusion models, and the design uses omni-connectors. A closer look into the software found hidden configuration files for Clan weapons, such as plasma cannons, lasers, missile launchers, and various gauss rifles.
   

PYRAMID AIRSHIP
   Mass: 1000 tons
   Type: Large AirShip (D)
   Power Plant: Fission (1/2)
   Armor: 4 tons (BAR 8 )
   Typical Armament:
8 Laser Cannons
1 Fighter Deflector Shield
   Notes:
   The Pyramid airship is designed to intimidate, a massive floating pyramid covered in a golden coating and able to fire energy weapons. In practice it is rarely in combat, it is mostly the throne and home of the Pharaoh Lord that owns it, showing their control over the arcology over which it is parked.
   The unusual shape did require that most of the weight has to be placed at the lower levels. As such the top of the pyramid has the quarters of the Pharaoh Lord and their personal guards, just below that is the fighter bay, and the lowest levels contain the reactors, weapons, infantry compartments and cargo bays.

« Last Edit: 26 April 2020, 15:35:21 by Maingunnery »
Herb: "Well, now I guess we'll HAVE to print it. Sounds almost like the apocalypse I've been working for...."

The Society:Fan XTRO & Field Manual
Nebula California: HyperTube Xtreme
Nebula Confederation Ships

ckosacranoid

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Re: HyperTUBE eXtreme!!! (Welcome to the Nebula California)
« Reply #1 on: 25 April 2020, 23:02:43 »
Pretty cool to see you added stagnate to the mix and the different factions on this world.

Maingunnery

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Re: HyperTUBE eXtreme!!! (Welcome to the Nebula California)
« Reply #2 on: 26 April 2020, 15:36:25 »
Pretty cool to see you added stagnate to the mix and the different factions on this world.
Thanks, it took a while to find the optimal way to represent the setting.
Herb: "Well, now I guess we'll HAVE to print it. Sounds almost like the apocalypse I've been working for...."

The Society:Fan XTRO & Field Manual
Nebula California: HyperTube Xtreme
Nebula Confederation Ships

ckosacranoid

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Wonder if herb would give his nuke of aproval.

Dragon Cat

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Re: HyperTUBE eXtreme!!! (Stargate/Welcome to the Nebula California)
« Reply #4 on: 08 September 2020, 13:55:44 »
This one is great
My three main Alternate Timeline with Thanks fan-fiction threads are in the links below. I'm always open to suggestions or additions to be incorporated so if you feel you wish to add something feel free. There's non-canon units, equipment, people, events, erm... Solar Systems spread throughout so please enjoy

https://bg.battletech.com/forums/index.php/topic,20515.0.html - Part 1

https://bg.battletech.com/forums/index.php/topic,52013.0.html - Part 2

https://bg.battletech.com/forums/index.php/topic,79196.0.html - Part 3

Daemion

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Re: HyperTUBE eXtreme!!! (Stargate/Welcome to the Nebula California)
« Reply #5 on: 09 October 2020, 16:16:33 »
Just glancing at the title has me giving you a  :thumbsup: !

I'll leave a simple review when I have the chance.
It's your world. You can do anything you want in it. - Bob Ross

Every thought and device conceived by Satan and man must be explored and found wanting. - Donald Grey Barnhouse on the purpose of history and time.

I helped make a game! ^_^  - Forge Of War: Tactics

Daemion

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Re: HyperTUBE eXtreme!!! (Stargate/Welcome to the Nebula California)
« Reply #6 on: 13 October 2020, 16:47:11 »
While the premise is funny and interesting, color me a little disappointed that there really wasn't a failed Jump Gate experiment that connects many worlds in the nebula.

That would be fun, trying to hunt down the other gates or see which ones you can actually connect to.

The disastrous effects on blind jumping would be on the Kerbal Space Program level of trial and error.
It's your world. You can do anything you want in it. - Bob Ross

Every thought and device conceived by Satan and man must be explored and found wanting. - Donald Grey Barnhouse on the purpose of history and time.

I helped make a game! ^_^  - Forge Of War: Tactics

Maingunnery

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Re: HyperTUBE eXtreme!!! (Stargate/Welcome to the Nebula California)
« Reply #7 on: 13 October 2020, 17:49:32 »
While the premise is funny and interesting, color me a little disappointed that there really wasn't a failed Jump Gate experiment that connects many worlds in the nebula.

That would be fun, trying to hunt down the other gates or see which ones you can actually connect to.

The disastrous effects on blind jumping would be on the Kerbal Space Program level of trial and error.
Well you are inspiring me now.

We would need permanent KF distortions or plane portals at the end points of several hypertubes.
For the former I am now thinking having a former civilization on the planet hook up parts of an old KF drive along with a fusion reactor, leading to it being a former civilization.
For the latter it really requires some interaction with something like the magic of Toreel: https://bg.battletech.com/forums/fan-fiction/a-toreel-wizard-in-prince-davion-s-court/

Herb: "Well, now I guess we'll HAVE to print it. Sounds almost like the apocalypse I've been working for...."

The Society:Fan XTRO & Field Manual
Nebula California: HyperTube Xtreme
Nebula Confederation Ships

Dragon Cat

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Re: HyperTUBE eXtreme!!! (Stargate/Welcome to the Nebula California)
« Reply #8 on: 14 October 2020, 11:47:32 »
They could have been trying to link to an orbiting spacecraft?

Maybe the jumpship that took them there broke its drive and was unstable so they abandoned it but its momentum kept it up there?

Things don't go as planned and its a one way trip to...?
My three main Alternate Timeline with Thanks fan-fiction threads are in the links below. I'm always open to suggestions or additions to be incorporated so if you feel you wish to add something feel free. There's non-canon units, equipment, people, events, erm... Solar Systems spread throughout so please enjoy

https://bg.battletech.com/forums/index.php/topic,20515.0.html - Part 1

https://bg.battletech.com/forums/index.php/topic,52013.0.html - Part 2

https://bg.battletech.com/forums/index.php/topic,79196.0.html - Part 3

Maingunnery

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Re: HyperTUBE eXtreme!!! (Stargate/Welcome to the Nebula California)
« Reply #9 on: 14 October 2020, 12:05:57 »
They could have been trying to link to an orbiting spacecraft?

Maybe the jumpship that took them there broke its drive and was unstable so they abandoned it but its momentum kept it up there?

Things don't go as planned and its a one way trip to...?
I am not sure what you mean, as written they don't actually understand the concept of space.
Herb: "Well, now I guess we'll HAVE to print it. Sounds almost like the apocalypse I've been working for...."

The Society:Fan XTRO & Field Manual
Nebula California: HyperTube Xtreme
Nebula Confederation Ships

Dragon Cat

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Re: HyperTUBE eXtreme!!! (Stargate/Welcome to the Nebula California)
« Reply #10 on: 14 October 2020, 12:29:30 »
I am not sure what you mean, as written they don't actually understand the concept of space.

I thought they were colonists originally - wires crossed time to reread
My three main Alternate Timeline with Thanks fan-fiction threads are in the links below. I'm always open to suggestions or additions to be incorporated so if you feel you wish to add something feel free. There's non-canon units, equipment, people, events, erm... Solar Systems spread throughout so please enjoy

https://bg.battletech.com/forums/index.php/topic,20515.0.html - Part 1

https://bg.battletech.com/forums/index.php/topic,52013.0.html - Part 2

https://bg.battletech.com/forums/index.php/topic,79196.0.html - Part 3

Daemion

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Re: HyperTUBE eXtreme!!! (Stargate/Welcome to the Nebula California)
« Reply #11 on: 16 October 2020, 15:50:36 »
Okay. I like the psychological concept, but the execution is a bit Janky to me.

And, I have to admit, I was hoping for an honest series of jump gates.

I also like the idea of a planet with Dark Water, and I'd personally reserve this for a Pirates of Dark Water style set-up.

If I were to do this, I would have done something a little different:

1) 'Star Gates'
The early colonists, upon learning of their being stuck, would begin an experimental means of creating a pair of jump-gates, working off the idea that they could slow-boat one of them out of the nebula to the place they had last jumped.  Once there, theoretically, the two could create a link, thus allowing for transit out of the nebula. 

Now, the jump gate idea had to be proven, so a few smaller gates were created and tested in the nebula, being placed in systems by normal JumpShip and DropShip travel.  Once the concept was proven a success, some scientists started spending time refining the technology.  One goal was to get the gates out of space and onto land, functioning in an unstable gravity environment.  As progress was made, the data would be transmitted to the Life Ship, which was busy building the other gate while in transit.

Of course, there needs to be a looming disaster.  As a burgeoning colony the locals were hyper sensitive to any notion of ecological disaster from anywhere, and had set up a handful of sensor stations.  At first one, then all six, started catching anomalous readings from their star.  It wasn't just heading into a solar minimum cycle, it looked as if it might be shifting phases. 

Fearing the worst, the colonial government ordered gate seeding programs on any remotely survivable Star System.  Once a gate was planted and some form of habitation established, small colonial groups - clans, family groups, villages, - were sent through the gates to begin life anew.  About a couple dozen systems of varying quality were seeded before the primary colony quit sending people through. 

From their perspective, any gate link back to Chevron Prime failed.  The systems managed to maintain commerce and link with each other through the gate network.  However, none of the colonies collectively had what it took to rebuild to the tech levels they had started from.  Aside from being able to maintain the gate, most of the colonies regressed technologically.  Some embraced it whole-heartedly.  Others still struggled to keep the trend as slow as possible, welcoming any brainstorms or breakthroughs. 

Colonies expanded.  Worlds were populated.  Populations went to war.  Life went on.

In some of the ensuing conflicts on different planets, the gates were either destroyed or hidden away.  One such world, managed to establish and maintain early 21st century level industry and technology.  It had a unique population split between multiple unique nations in a state of hostility, sometimes cold, sometimes hot.  One day, after a few centuries, the gate would be unearthed by a faction calling itself the United States of 'Merika.



2) 'Gods' and the 'Sarcophagus' Life Extension Technology
Back on Chevron Prime, some of the scientific community had been working on a way to save those who might get trapped by a sudden shift in the solar state of their star.  While the gates were being seeded among the stars of the nebula, another group was granted permission to begin building a series of underground facilities where whole buildings dedicated to cryogenic stasis chambers.  A selection process was established as the first and each subsequent series of chambers were completed.  Ever mindful that disaster was imminent, people didn't waste time getting into bed and going into a frozen sleep from which they might not wake.

Some recognized that they might not be successful in putting everyone in a chamber, so arcologies were added to the various stasis facilities for anyone left.  Such survivors would also act as support personnel, keeping the stasis chambers intact and functioning while living out their lives for however long the crisis would endure.

The crisis did happen ahead of schedule, with only half the remaining population successfully stuck in the ice box.  The other half managed to eke out a living in the arcologies.  There were many casualties in the rush to get underground, and some arcologies were over-capacity.  Some managed to work out a redistribution system, racing across an unstable surface that had large sweeps of radiation storms and other unforeseen weather phenomena due to the shift in spectrum in their star.  For those that were unable to send out some of the overpopulation, they were left with some interesting choices.  One way or another, they resorted to some sort of pogrom to shed the extra mouths.  Each one was unique, and most never spoke of it outsiders.  To the current day, it is a matter of myth by word-of-mouth.

Centuries would pass, the arcologies functioning, and generations passing.  When a problem did come up, the population knew that the best and brightest slept in the chamber next to their civilization.  It became a common practice to wake one, ask them for a solution, and put them back to sleep once the job was done.  Over time, the would turn into a cult practice in many arcologies.

One such awakened individual commented one what she saw after waking for the first time, likening the chambers as sarcophagi, and their storage facilities as necropolises.  It got to a point that most populations servicing the Necropolises started worshipping those asleep as gods, even attributing special holy abilities to each one, making for a rather large pantheon.  When someone was awakened to help with a problem, the individual (when asked by an outsider) wouldn't know what to make of the religious zeal shown toward them.  More often than not, they would find a solution to the problem, and do nothing to disuade the cult of their ideas.  Inquiring about anyone who tried to show them the truth would have the priests telling tales of those poor deluded gods being sanctioned to forever remaining in their sarcophagi in-perpetuity.   

Once the solar shift and the disastrous weather that came from it had passed, the arcologies started to venture out across the surface.  Some of the 'gods' enquired after the gate.  When different arcology cults came across one another, their religious zeal led to a break-out in low skirmish fighting.  It was in one of these engagements that the remains of the planetary gate were found. 

Once the 'god's realized that the original gate was irreparable, each one went back, called up blueprints, and started building their own gates.  The priests were eager to get their followers to do as the 'gods' bid.  They were planning not only to wage war among each-other, but to indenture new followers found on other worlds to increase the size of their armies.  The 'gods' had to play along.  Not only were they slowly being outnumbered by the cults that worshiped them, but the priests held the threat of perma-sleep if the 'gods' didn't bend to their will.  So, they started bestowing gifts in the form of advanced weapons and other technologies.

And, thus the 'gods' started warring against each other, and taking that war into the nebula.


3) The Ever Expanding Gate Network
The JumpShip crew in charge of seeding the gate network were ordered to keep going, no matter what happened.  To facilitate this, a DropShip was permanently attached to their vessel and converted into a gate factory.  The crew said its good-buys to family and friends, and started out on their voyage, expecting that one day their work would be done.  When word finally came back that Chevron Prime had gone underground and sealed off, the seeding crew were left with a choice.  They could stop, and go to a colony that was active.  Or, they could continue. 

Most decided to keep going for a while longer.  Those that wanted to go dirt-side were linked to a colony through the new gate.  They were tasked with recruiting other adventurers who wanted to seek out new worlds and civilizations.  Some took to the task.

Thus the gate ship continued for nearly a generation, until one day, they slipped into the {transformers} system.  At a point where different factions were on a knife edge and tensions breaking down, the planetary leadership readily, if distractedly, accepted the gate.  In return, some of the elder gate ship crew were fascinated with the artificial intelligences that ran almost all daily life on the world.  Some of the brighter engineers were clamoring to join the crew and outfit the gate ship with its own intelligence and supports systems.  With a dedicated dropper now in tow with engineers working on a brain for the gate ship, they left the system, and never heard back from them again.

Another short generation passed, and the Gate ship successfully came to life.  As it worked out bugs and kinks in its systems, it took to it's primary mission with programmed zeal.  Breakdowns on the older colonies had indigenous crew-members worried, champing at the bit to get home.  This was true for the {transformer worlders}.  Once they were confident in the AI and its control of some automated servants, they gated home, never to be heard from again.  Only a small number of adventure seekers remained, while a larger number of the crew parted ways, gating home. 

Only light contact remained, with reports coming back from the handful of crew manning the vessel.  One more generation passed, and one day came that no communication came back from the gate-ship.  In the states of unrest, and the state of Chevron Prime, nobody noticed.  Any interest in the ship vanished over time.  Some historians who might have taken interest in the vessel could only speculate to its fate, guessing that it was still undertaking its mission. 


4) Still One Way? 
By the time of the Dark Age, the life-ship carrying the other half of the super-gate link finally made system.  The gate was fully constructed, and ready to be used.  However, after generations of travel, and the sudden lack of communications with Chevron Prime, they had no idea if the other half of the gate was still intact.  Furthermore, while they knew the transit system would work, they weren't sure if it would be able to transmit both ways.  Would the Nebula's baffling properties still apply? 

The original plan had been to send a drone from Chevron through from the other side once a link had been established.  But, with no contact from that end, the Life-Ship crew were looking at having to send a team through.  If they did, and it turned out to still be one way, that team would be trapped back in the nebula. 

It would take a year for them to come up with a series of plans and contingencies, volunteers for the venture.  On that fateful day, they established the link back to Chevron Prime.  They sent the drone through, to find the star had changed.  It had shrunk in its next stellar stage of life.  They had no clue what to expect on Chevron Prime.  Deciding not to wait, the volunteer team took their shuttle through the gate.


And the rest is up to you.
« Last Edit: 16 October 2020, 15:55:37 by Daemion »
It's your world. You can do anything you want in it. - Bob Ross

Every thought and device conceived by Satan and man must be explored and found wanting. - Donald Grey Barnhouse on the purpose of history and time.

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Maingunnery

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Re: HyperTUBE eXtreme!!! (Stargate/Welcome to the Nebula California)
« Reply #12 on: 16 October 2020, 16:14:29 »
If I were to do this, I would have done something a little different:
[snip]
And the rest is up to you.
:thumbsup: :thumbsup: :thumbsup:

Great work! You managed to put a lot of feeling in your post.
Herb: "Well, now I guess we'll HAVE to print it. Sounds almost like the apocalypse I've been working for...."

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Daemion

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Re: HyperTUBE eXtreme!!! (Stargate/Welcome to the Nebula California)
« Reply #13 on: 16 October 2020, 16:34:41 »
Well, I wanted to keep the general feel of Star Gate and its constituent series shows, but apply the themes in a way that would make sense with the BTu and the Nebula.

Getting out of the Nebula seamed like the logical starting point, the catalyst, for gate tech.

Edit: This makes for a great framework, but I could see some interesting twists for Tech options and or societal development.  For example, some of the 'gods' might take to their new status and use it to full benefit.  Some of the cult priests are probably very aware that the 'Gods' aren't anything more than special humans and thus press their ability to put people back into cryo-sleep, or worse, to get what they want.

But, it's also possible to take it in a different direction where someone tried working on creating a rejuvenating technology that involved cryo-stasis to keep perpetually young, and would eventually see him- or herself as a true god and make a cult following.

The life-ship could be the Orai in a sense, seeing the cults for what they are, and deciding to eventually wage war against them in the name of freedom. 

Finally, I think there should be a 'dark zone' in the nebula, one that is a mystery, where jumpships go in, but don't come out.  Leave room for potential alien civilizations that are so different from what we know that such dark zones are where they interdict newcomers.  And, the automated gate ship would leave a means of getting there, and maybe getting out.

But, I really wanted to see a form of gate system in BT.


 

« Last Edit: 16 October 2020, 16:43:38 by Daemion »
It's your world. You can do anything you want in it. - Bob Ross

Every thought and device conceived by Satan and man must be explored and found wanting. - Donald Grey Barnhouse on the purpose of history and time.

I helped make a game! ^_^  - Forge Of War: Tactics

Daemion

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Re: HyperTUBE eXtreme!!! (Stargate/Welcome to the Nebula California)
« Reply #14 on: 16 October 2020, 22:47:19 »
What's funny is that seeing your initial attempt made me think of a few other ideas that I'll spend some time on later in separate entries:

1) Your hypertube system reminded me of the vacuum tubes that Banks use to transport items to and from the teller window.  This reminded me of the Air Raiders toyline, and now I have a notion of how to do that one.  Let's just say, 'welcome to the gas lands'.

2) The whole Nebula California reminded me that there's a place to try anything, and I remembered the Mega Force Toy line, as well as Robotech and Macross.  Now, I have the idea of a couple world of giants - one genetic and one mechanic.

3) The potential behind pirates and Dark Water is neat enough, but it reminded me of something I felt could exist in BT the same way as the belters - an underwater empire.  I'm thinking we could meld the lost Atlantis and a water world, or have a faction whose general domain is 'under the sea'.


As for this, if you like what I proposed, it's yours.  I already have an idea of how to technobabble the ground gates. Which I will start in the next post.
It's your world. You can do anything you want in it. - Bob Ross

Every thought and device conceived by Satan and man must be explored and found wanting. - Donald Grey Barnhouse on the purpose of history and time.

I helped make a game! ^_^  - Forge Of War: Tactics

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Re: HyperTUBE eXtreme!!! (Stargate/Welcome to the Nebula California)
« Reply #15 on: 17 October 2020, 02:13:33 »
The most interesting aspect of the Gate Builders {tm} is their ground jump gates.  The giant space gates, while impressive, are simple enough constructs, working at a Zenith or Nadir of the Chevron Prime and the target system of Nebula's Edge.  But, being able to jump from inside a gravity well to inside another gravity well with the required precision is astounding.

Space Gates
The space gates were designed for one purpose - to breach the nebula's one-way barrier.  Their design is large enough to accommodate DropShips of all sizes, making it an impressive structure to begin with.  Both gates have a hyperpulse communications array to help them establish contact and coordinate the jump. 

The rest of the set-up is a unique application of inverted KF Booms controlling the focus of the jump field.  Powered by a typical JumpShip core, the energy is directed into forming a bubble at one end inside what appears to be a ring construct.  When the field forms, the ring splits and rotates an inner ring to cover whatever happens to be inside it from a second axis.  When the two gates are coordinated, they both fire, establishing a portal between them, and whatever is in the ring on either end is transitioned to the other side.

The simultaneous pulse from both ends isn't necessary for normal jump gate travel.  But, the builders theorized that it would be necessary to overcome or bypass whatever interdicts jump travel out of the nebula.  Initially feared to be dangerous, the Gate Builders tested the crap out of simultaneous activation to be sure that it wouldn't destroy one or both gates during the link, and that once linked, the transit wouldn't adversely effect anything sent through.

The goal of a jump gate isn't to send the core with the traveler, like is the case with JumpShips and WarShips.  It merely has to pulse a ship from one static position to another.  This concept would become the key design behind all jump gates deployed by the Gate Builders.


Planetary Gates
If anything sets the Gate Builders apart from Kearny and Fuchida, or the people behind the Hyper-Pulse Communications system, this would be it.

Jumping from system to system is a rather easy affair, only needing to know a target system's general gravitational layout and the star's pole positions, as well as knowing its trajectory in the Galactic plane. 

Hyper Pulse communications are much harder.  Orbital geometry and gravitational fields have to be extensively mapped in order to deliver the pulse to a receiver on another planet.  This while on a spinning planet racing around a giant fusion ball at varying Astronomical Units in an elliptical path.  And, said receiver also in similar motion.  And, one wonders why 'Pirate Points' aren't more commonly used for general commerce.

The HPG can get away with some discrepancies because it sends its data as a pulse, which bursts on arrival, smearing the target world with its broadcast wave.

This kind of inaccuracy will not work for sight-to-sight gate travel.  To get people and cargo to land in a target gate would require intimate knowledge of each system down to the last little asteroid rock.  While the Seed jumper would spend a few weeks to a month mapping a system, it could never manage that kind of detailed review of that system in that short amount of time. 

The Gate Builders found a way to work around that.  The Seed ship would deliver a small HPG satellite to both ends of a star's pole.  The Planetary Gate also had its own HPG relay, tied to the system satellites.  When one gate wants to coordinate with another to send cargo and passengers through, it first signals its orbital sat, which squirts a signal to the target system.  Between the gates and their satellites, the computers work out the current positions of each gate, and start coordinating a power-up on both ends.  The sending gate fires off its cargo and the receiving gate catches them.

The next aspect of the planetary gates is their ability to send large masses of matter, intact, inside a gravity well.  The Gate Builders managed this by tweaking the design of the space gate.

The rings that are found on the space gates were converted to spin around the package at high speeds and at different axis.  One commentator recalled an ancient science-fiction movie using a similar design for much the same purpose. (Contact - ed.)  But, instead of dropping the cargo into the void between the undulating rings in the movie, the ones used on the jump gates are statically placed.  Between this and adding a small-yield magnetic containment jar, the Gate Builders managed a crude form of anti-gravity, creating a null bubble that would keep the cargo safe from the effects of the surrounding gravity.

Field note: Our engineers from the Inner Sphere have wanted to break one down to find out the intricate details, but the ongoing war between the Gods and the Freedom Fighters keeps leaders friendly to our expedition in a cautionary mindset.


All ground gates look very similar.  The ring set-up of the gate itself sits next to a large HPG relay station.  The Core of the gate lies burried underground in a reinforced concrete silo, which can be accessed through stairs or elevator inside the HPG station. 

Field note: Transiting through a gate to another one is very similar to experiencing a jump in space, complete with sickness.  For this reason, any gates that are exposed to constant combat have been reinforced by a fort of some sort, complete with troop guard.  Any side wanting to keep a gate will fight tooth and nail to hold it.  The armies of the 'gods' have taken to scouting gates with automated drones before sending troops through.  Their shock troops have been tested for resilience to jump-sickness giving them an initial edge when gating in after a drone. 

Once a beachhead is established, then the support elements are gated in, in company-sized lots.  Did I mention that ground gates are big?  They're huge, spanning a full 30 meters.  This must have been necessary during the days of emergency colonization.

We've often found secondary gates on some contested systems under the control of the 'god's' armies.  The Seed Ship is historically only to have placed one gate per world.  We can only assume that the 'Gods' have begun building jumpship and warship fleets, using space to land and plant their own gates in heavily contested systems.  We have suggested as much to the resistance fighters.



Seed Ship Factory
Chevron Prime was rich with Germanium.  Many veins were easily accessed, which led to its immediate colonization to begin with.  When the gate factory was created for the Seed Ship, historically, it was given a huge store of the ore to be refined for gate cores as it went.  But, the supply was only good for around fifty gates, including each pair of HPG satellites each gate required.  It would eventually run out.

Part of its mission included looking for Germanium in any system it passed through in order to mine fresh ore and replenish its stock.  This was even passed on to the AI that took over before contact was lost.

Note: No signs were found on the world of the Automen regarding the Seed Ship's gate planted there.  The nature of their perpetual war means trying to find it, now that we know what to look for, will be exceedingly dangerous.  Neither faction will speak of it when asked.  Either they don't know about it anymore, or it's a closely guarded secret.  Which might be equally defended if discovered.  Could there be a third faction involved in their conflict?

We can only speculate.  My personal opinion: it's probably ruined and inoperable from the centuries of fighting.  Probably hidden in plain sight, none of the Automen factions probably realize what they have. However, if we could find it, or its remains, we might be in a position to study one, not requiring the permission of a self-imposed owner.  The other option would be to figure out where the Seed Ship went, and start following its trail.
It's your world. You can do anything you want in it. - Bob Ross

Every thought and device conceived by Satan and man must be explored and found wanting. - Donald Grey Barnhouse on the purpose of history and time.

I helped make a game! ^_^  - Forge Of War: Tactics

Maingunnery

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Re: HyperTUBE eXtreme!!! (Stargate/Welcome to the Nebula California)
« Reply #16 on: 17 October 2020, 06:14:41 »

I completely forgot, but space bridges are a big thing with Transformers:

https://tfwiki.net/wiki/Space_bridge



Herb: "Well, now I guess we'll HAVE to print it. Sounds almost like the apocalypse I've been working for...."

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Daemion

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Re: HyperTUBE eXtreme!!! (Stargate/Welcome to the Nebula California)
« Reply #17 on: 17 October 2020, 10:30:03 »
 ;D   :thumbsup:

Yup.  That was intentional.



Ooh.  One more thing, Jackie!


Transit Disorientation Syndrome
Field Note: Due to the jump-like nature of gate travel, people who go through will suffer from what the Sphereoids colloquially call 'Jump Sickness'.  The Freedom Figther forces have classified this as Transit Disorientation Syndrome (TDS).  Of course, the acronym has many different derogatory meanings among the rank and file.  People can use their imagination, so I'm not going to create a list, nor cite examples.

Suffice it to say, the shear variety of reaction and Syndrome duration remains equally unique, even in the nebula.  A person's size, health, nor genetic make-up help in predicting the outcome.  Normally, one would expect constant exposure to improve a person's recovery time, but I've seen examples where this isn't true. 

Colonel Kincaid is a top-notch fighter, well trained for a Freedom Fighter, but he has to constantly go through in a follow-up platoon.  He's fit, large, and can handle zero-g environments well. (Whereas I can't take the pit of my stomach in my throat feeling of free-fall for very long.)
(editor - Yeah. We've seen your lunch, breakfast, and dinner far too many times, especially on planetary decent. ;) ) Regardless, Kincaid makes observers turn sympathetically ill, being incapacitated for many minutes.


Game Application (Light)
For those not wanting to pour through every iteration of RPG and source book to find rules for applying TDS to gate travel, provided here is a quick and dirty version.  It will be safe to assume that testing will have been done, and anyone that takes longer will have been relegated to a follow-on wave.

Before starting a game with a force taking action from out of the gate, the player with freshly gated forces needs to make a d6 roll to each individual in the combat unit. If this has already been done in a prior game, then that value applies in any subsequent game the unit is in where it is 'fresh out of the gate' in the scenario.

So, for an infantry platoon, you have to roll up to 30 d6.  With a tank crew, that's usually 3 to 5 d6.  For Mechs, its a single d6.

Once this result has been made, it can't be changed except by player group or GM consent.  This is how that particular crew member, pilot, or infantryman reacts to TDS after some active exposure.  It will take something drastic to alter that.

During the game, this value is compared to a pilot damage chart.  The corresponding consciousness check is what is required for a person to overcome their TDS and become active.  This roll is made during the clean-up step at the end of each turn, and before the start of the very first turn of a game featuring gated-in forces.  Any forces gated in after the game has started will resolve TDS checks at the end of that turn.

If the roll is successful, the unit personnel in question overcomes TDS and can function as normal.

Pass or fail, the TDS value goes down with each subsequent turn.  Checks still need to be made as long as the TDS level for any unit is not zero (0).  Once a unit's TDS level is zero, that unit no longer has to make checks.

Example:  Mechwarrior Smith comes through the gate with a TDS value of 4.  That means at the end of the turn after he arrived, he must roll a 10+ to actively overcome his TDS.  He fails, and his Mech is treated as if he's unconscious for the next turn.  Next turn, his TDS level falls to three, which means he needs a 7+ to overcome.  He succeeds and breaks into action.  Two turns later, he somehow has a relapse, rollng a 2 when checking for a 3+.  After that, his TDS level has dropped to zero and no new checks need be made for MechWarror Smith.

Rolling a Six
A pilot, crew member, or infantryman who rolls a 6 does not die from TDS.  It merely means the first ten seconds after gating into a conflict, they will automatically fail to overcome TDS. 

Results of Failure
Each combat unit will have different effects when personnel suffer from TDS.

BattleMechs - A pilot is treated as unconscious while suffering through TDS.  The Brain impulses are unreadable to the DUI computers, and the pilot is generally in no position to try to move any of the controls.

Tanks - Each crew member with a role imparts a penalty as if that role had taken a matching critical hit.  A driver suffering TDS is treated as a 'driver hit' result, same with the commander.  Other crew will impart a crew stunned result.  Note, the duration of the effect is only for the turn(s) under which the member(s) suffer TDS.  So the typical two-turn restriction for crew-stunned critical effects do not apply.  Overlapping effects that impart modifiers also stack for the duration of TDS.

VToLs and Fighter Craft - These combat units, due to their aerial nature, are generally not gated through in a first wave, or a wave seeing active combat.  They have to be grounded, and take off once on the other side.  As such, Pilots for these craft generally have time to overcome TDS, coming through in a support wave, once combat has concluded.

Infantry - An infantryman that suffers TDS is not counted for the number of active troopers in a platoon or squad.  Generally, a couple buddies will be tasked with porting any such casualties along while trying to fight at the same time.  However, if half or more of a squad or platoon is incapacitated due to TDS, the whole unit cannot expend MP to move, and must hunker down until more members of the unit recover.

Infantry (Optional) - To save time, if a player wishes, and it is agreed upon, a TDS test roll can be made for an entire platoon, or its component squads, to save on time.  In either case, use the worst result out of the platoon's/squad's personnel as the TDS level and target value to roll against. 

Infantry (Optional) - For players wanting to save time, but with some nuance, they can use the infantry optional rule above, but tweak it so that the most common TDS result for a squad/platoon is the overall target, and track any worse results individually.







« Last Edit: 17 October 2020, 10:42:46 by Daemion »
It's your world. You can do anything you want in it. - Bob Ross

Every thought and device conceived by Satan and man must be explored and found wanting. - Donald Grey Barnhouse on the purpose of history and time.

I helped make a game! ^_^  - Forge Of War: Tactics

Daemion

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Re: HyperTUBE eXtreme!!! (Stargate/Welcome to the Nebula California)
« Reply #18 on: 17 October 2020, 10:31:51 »
There! That's my contribution to the gate version of (Stargate/Welcome to the Nebula California).

I'll leave warship and dropship designs to you nice folk.

I have my mind on some nineties tech applications on some other Nebula worlds.
It's your world. You can do anything you want in it. - Bob Ross

Every thought and device conceived by Satan and man must be explored and found wanting. - Donald Grey Barnhouse on the purpose of history and time.

I helped make a game! ^_^  - Forge Of War: Tactics

Maingunnery

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Re: HyperTUBE eXtreme!!! (Stargate/Welcome to the Nebula California)
« Reply #19 on: 01 April 2023, 20:33:50 »
This is not an April Fools, but the subject make it fitting to post it now.
I was trying to finish it before today but that didn't work out, but it is highly active.

Here is the preliminary Record Sheet bundle of this project.

If you see any issues then please report.
Herb: "Well, now I guess we'll HAVE to print it. Sounds almost like the apocalypse I've been working for...."

The Society:Fan XTRO & Field Manual
Nebula California: HyperTube Xtreme
Nebula Confederation Ships

 

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