Starship Roleplaying Community
Training will use Artemis 2.4 (vanilla).
|00 - 05||Greetings and Jump Drive Operation Video||Artemis Jump Drive Operation Video|
|06 - 10||Jump Drive Engineering Setup||Please download and install the Jump Drive Engineering Settings file.
You may be asked to operate the Engineering console during today's class.
See the included engineeringSettings_JumpDrive_installation.pdf for assistance.
|11 - 40||Formal Presentation||Please open the Jump Drive Presentation and follow along.|
|41 - 75||Practical Experience||Everyone should take the science console in addition to the position they are going to perform.|
|76 - 90||Discussion & Test||Test|
|91 - 120||Proficiency Mission||A hostile Skaraan invasion fleet is advancing on a civilian outpost colony in Sector 70H. The Artemis has been called to provide defense. Primary objective: Save as many people as possible. Secondary objective: Halt the advance of the enemy fleet.
MISS_jumpDrive.zip (tested with 2.4.0)
A successful jump should sound something like the following. Captains and their crews are encouraged to tweak the language and steps to best suit their team. The goal is absolute efficiency and speed.
|Captain||Jump to DS1 and dock.|
|Communications||DS1 is waiting for us to dock.|
|Science||DS1, Direction 270. Range 32K. [Your Captain may also want to include a pre-jump heading/facing in non-combat jumps.]|
|Helm||Direction 270. Range 32K. Initiated. [Helm does not need to change the ship's heading for a non-combat jump unless the Captain directs it.]|
|Engineering||Jump drive activated.|
|Helm||Confirmed. Jumping in 10. 9. 8. 7. 6. 5. 4. 3. 2. 1.|
|Engineering||Impulse energy activated.|
|Engineering||Energy to scanning.|
Jump drive ships can scavenge anomalies efficiently. A collection of secret code cases, combined with jumping to each enemy fleet, could neutralize the strongest enemy ships.
Decimate incoming enemy fleet as fast as possible and return for refit. Total expected execution time: 2 minutes.
*** You may want 2 science officers! One for jump nav and one for scanning! ***
Jump Drive SLATE Maneuver Video
A successful SLATE maneuver would sound like this:
|Captain||We are going to attack the enemy fleet in Sector C3. Use a SLATE maneuver.|
|Science||Face 0-6-0. [Ship needs to turn for the best post-jump attack direction.] Primary target F03.|
|Engineering||High Energy Turn.|
|Engineering||Energy to Torpedoes.|
|Science||Enemy fleet. Direction 270. Range 15K. [Direction and range should be acquired at the last possible second for the best accuracy.]|
|Helm||Direction 270. Range 15K. Initiated.|
|Engineering||Jump drive activated. [Combat jumps should be max-energy (300) for best accuracy.]|
|Helm||Confirmed. Jumping in 5. 4. 3. 2. 1.|
|Helm||Jump completed. [Helm should immediately use impulse engines to move forward away from mine deployment.]|
|Engineering||Energy to impulse and rear shields.|
|Weapons||EMP Away. Mine Away. Mine Away.|
|Helm||Coming about. [Helm should keep the ship out of the enemy ship firing arcs, but within combat range (3-5K).]|
|Engineering||High Energy Turn. Energy to torpedoes.|
|Science||Escape direction 90. Distance 8K. [Your Captain may prefer settings for a Flip maneuver where you jump the ship immediately behind the enemies.]|
|Helm||Escape direction 90. Distance 8K. Ready to Initiate. [Do not initiate until the Captain issues a 'get us out of here' command.]|
|Weapons||Nuke away. Nuke away. Homing away. Homing away. Homing away. Last volley loading.|
|Communications||Best refit is DS1. Secondary: DS2.|
|Science||DS2 is closer.|
|Weapons||Homing away. Homing away.|
|Captain||Jump to DS2.|
|See docking jump above.|
The SLATE maneuver may not be suitable for all ships and situations. There are MANY different jump ship tactics. How many can you think of?
Other Artemis Resources