Friday, April 3, 2015

C is for Captain's Cabin and Conference (Star Morphs A to Z Challenge)


Challenge!

Sorry this one is a little late.  Yesterday was very hectic, and I did not get the chance to do stuff ahead of time like I wanted to.

Well, I actually did have the chance, I just sat here like a lump and stared at the screen and didn't do anything.  You know how it is.

Anyway.  "C" is for "Conference Room".  Or "Captain's Cabin". 

This Star Morph is of a senior administrative level, suitable for putting right next to a starship bridge or whatnot. 

1. Access Ladder:  This alcove connects the Conference Room to the decks above and below in case the lift is malfunctioning.

2. Maintenance Alcove: Robots and organics use this area to repair the computer subsystems and lift machinery on this level.

3. Lift: At ten feet in diameter, the lift can hold up to six fully armed and armored troops if needed.  Be careful...

4. Captain's Suite: These rooms are for the ship's Commander. On larger spacecraft, a suite of this size could be used by department heads or the ship's XO.  The door opens into a large office/lounge space, and beyond that there is a bedroom and private bath, with a large storage closet. 

5. Conference Room: This area is dominated by a large meeting table with an open center so that holograms can be projected, or it may be used individuals invited to speak.  For a Junior Officer or Crewer, being ordered to debriefings - or worse, hearings - in the Conference Room is known as standing in "The Ring of Fire".  There are two monitor consoles for stenographers and a small refreshment alcove.

6. Head: Because there need to be a bathroom, dammit!

7. Office Bloc:  This suite is configured into office space for three officers, most likely the XO and other department heads.  Each office features a desk with a dedicated computer console just behind.  Two of the offices have refreshment alcoves, and are use by the more senior officers.

Of special note on this map are the two "W" corridors in the center of the long axis.  These are extra opening that allow a Star Morph to be centered on top of another, in a "T" shape.  Only a few of the Morphs will have these, and because they are extras they are marked with a "W" for "Wild".  According to the evolving rules for using Star Morphs, when a map with Wild corridors is pulled, the player has the option of using those corridors instead of rolling to see what fits where.

Tomorrow is the last post of the week, and it will be brought to us by the letter "D", the number "4" and will most likely not feature any Sesame Street or other Muppets references.

Most likely.

Thursday, April 2, 2015

B is for Barracks (Star Morph A to Z Challenge)



Here we are again, RocketFans with our next installment in the A to Z Blog Challenge.  Today, we tackle the letter "B" and "B" is for "Barracks"!

The Barracks is a mainstay of any military installation, on land, sea, or in space.  At it's most basic it is a sleeping area for low-ranking crew, though more advanced Barracks can provide limited training and entertainment services as well.

1. Laundry: This cramped area has washing units and folding table space for the soldiers assigned to the barracks to clean their uniforms.  Due to the small size of the area, there is usually uniforms being laundered at all hours.

2. Communal Bathroom: This is one of two bathrooms located in the barracks for use of the assigned soldiers.  Like the Laundry, this rooms is almost always occupied, with the time before duty shifts and inspections being the most congested.

3. Bay: Rack after rack of sleeping berths fill this area.  There is bunk space for a total of ninety-six troopers, with triple-tiered beds arranged in four rows of eight.  Even in the dead of night, the space is warm and rich with the sounds - and smells - of almost a hundred soldiers living in close quarters.

4. Sergeant's Quarters:  This is a four - berth compartment for the use of the section leaders of the barrack's troops.  The space has single bunks, which is a luxury, and two computer consoles, which are not.  The Sergeants who share this room are active at any given moment doing screen-work or other administrative details their officers delegate.  The area also has an exclusive latrine, which the Sergeants themselves are responsible for.  An especially embarrassing punishment for grunts is having to clean the Sergeant's Head...

...And because I love you dear , "B" is also for "Bonus"...

Bonus Map!  You're welcome.
The racks of bunks can be nested together to create a large open space in the center of the barracks bay.  This space is used for training, servicing equipment, and of course, endless rounds of physical training. 

Anyway, I hope you enjoy the maps and tune in tomorrow, RocketFans, when we continue adding maps to our Star Morph collection.  See you then!
 
 


Wednesday, April 1, 2015

A is for Armory (The Star Morph A to Z Blog Challenge)

Part of the A to Z Blog Challenge

Hello, RocketFans!  Today is Blue Max Studios' first installment in the A to Z Blog Challenge.

Our theme for the month of April is "Star Morphs A-Z", wherein we present a new geomorphic map every day but Sunday for the entire month.  These geomorphs are science fiction style, suitable for assembling into anything from Star-bases to Dreadnaughts. 

Our first Star Morph is the Armory:

1. Access Ladder:  This alcove connects the Armory to the decks above and below in case the lift is malfunctioning.

2. Maintenance Alcove: Robots and organics use this area to repair the computer subsystems and lift machinery on this level.

3. Lift: At ten feet in diameter, the lift can hold up to six fully armed and armored troops if needed.  Be careful...

4. Security Post:  There are two in the Armory section to monitor the comings and goings of authorized personnel.  Troops checking out or returning equipment must do so in this area.  There is an inspection table for returned gear, and a monitor console facing a large armored window.

5. "Clipping" Room: This is where blaser energy packs and gas reservoirs are refilled and maintained.  there are recharge racks, gas pump machinery and a large table for inspecting the charge and pressure on the various power packs.  It is not uncommon for low-ranking troopers to work off demerits by inspecting and charging the hundreds of clips in this room at all hours of the day and night.

6. Heavy Weapons Room:  Squad-level weapons, such as               repeating lasers and missile launchers, are kept in this armored vault.  Also, any grenades or explosives are kept inside.

7. Security Corridor:  The hall between vaults is monitored by infra-red cameras and motion sensors when it is not being patrolled by guards and security bots.

8. Main Vault:  Most personal scale weapons are stored in vaults like this one.  In these racks can be found row after row of side arms, carbines and rifles.  Add-ons such as scopes, low-light sensors, and gyro-stabilized armor mounts may be stored here as well.


This map can be used for an armor vault as well:  Just make area 5 a fitting/maintenance room, area 6 a powered armor vault, and area 8 the storage racks for personal armor and helmets.

Anyway, I hope you enjoy the armory map and gets lots of use out of it.  We will continue with the A to Z challenge tomorrow!


 
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