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Old 01-06-2015, 09:27 PM   #1
panton41
 
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Default [Spaceships] Elite: Dangerous

I've been playing Elite: Dangerous more or less exclusively since it came out about two weeks ago. Naturally this got me thinking about the games in high school inspired by the 8-bit original and how I'd manage them today. So using Eric Smith's spreadsheet I whipped up a few to show off.

Let me note that these have loadouts how I play them in these video game which may not be how everyone loads them out. I've also taken a few liberties based on making these more useful in a GURPS game.

Most ships that aren't "fighters" and especially ones with multiple crew have cabins.

They're also designed with the assumption that they'll rarely leave orbit, and if they do it'll be flying into orbit rather than as a brute-force rocket, so might not have the best acceleration. The STL drives include the Ram-Rocket feature.

I use a Subwarp FTL drive to simulate using the Frameshift Drive to travel in-system and a Fusion Torch for their standard thrusters.

Fusion or Super Fusion Reactors for power.

Since there's few analogs for the Elite specialty systems like Warrant Scanner, Interdiction Module, etc. they're assumed to be computer programs, an extension of upgraded sensor suites or simply left out.

COBRA MK. III
Code:
 TL    Spacecraft   dST/dHP  Hnd/SR  HT      Move     LWt.    Load    SM     Occ     dDR   Range    Cost   
11^  Cobra Mk. III     30     +0/4   12  1G/c/45 mps   100  40.2 [1]  +6  2ASV [2]  2 [3]    —    $27.88M
Length: 40 yd. (120 ft.)
Power Points: +2 / -3
Space Performance #1: sAccel: 1G/45 mps
Space Performance #2: sAccel: 500Gs FTL Rating: FTL-1
Air Performance: aAccel: 1G (22 mph/s) aSpeed: 2,500 mph (0.69 mps) Hnd/SR: +0/4


SHIP SYSTEMS
Code:
   FRONT     
[1]          Armor - Light Alloy
               dDR 2
[2]          Control Room
               Comp: C8 / Comm/Sensor: 6 / 2 Stations
[3]          Habitat
               1 Cabin / Normal Life Support
[4!]         Weapon Battery - Medium
               3 Hidden Weapon Mounts
[5-6, Core]  Cargo Hold
               15 Tons / SM+2 Bay Doors
Code:
   CENTER    
[1]          Armor - Light Alloy
               dDR 2
[2-6]        Cargo Hold
               25 Tons / SM+2 Bay Doors
Code:
    REAR     
[1]          Armor - Light Alloy
               dDR 2
[2!]         Stardrive - Hyperdrive
               FTL-1 / 500Gs / Subwarp Reactionless [5,9]
[3!]         Force Screen - Light
               dDR 30 [3]
[4]          Fuel Tank
               5 Tons of Hydrogen
[5-6]        Reaction Engine - Fusion Torch
               1G / 45 mps / 2.05 hr Fuel [4,5,7,8]
[Core‡]      Power Plant - Fusion Reactor
               2 Power Points / 600 yr Fuel [6]
Design Switches, Features, & Notes: 2 Airlocks (Capacity: 2 people each), Ammunition Cost: $875,000, Refueling Cost: $10,000
SHIP OPTIONS: Streamlined
[1] Load includes: 0.2*tons of Crew & Passengers, 40*tons of Cargo Hold
[2] Crew Requirement: 2 Control Stations, 2 Gunners
[3] Plus dDR 30 Force Screen
[4] Ram-Rocket
FUEL USED: [5] Hydrogen (5 tons), [6] Hydrogen/Helium Isotopes
PERFORMANCE PROFILES: [7] Air Profile #1, [8] Space Profile #1, [9] Space Profile #2


HABITATS
Code:
Qty.   Location   Type  SM    Notes   
   1  Front [3]  Cabin  +0  2 person
WEAPONS TABLE
Code:
         Range Scale:     Basic Combat Ranges  Turn Length:   20-sec  
Qty.         Mount               Weapon           Options    Options   Size    Damage        sAcc     Rcl.    RoF    Shots  MPS  Accel      SM      Range  
   2  Front [4] - Medium        UV Laser                              10 MJ  4d(2) burn  +2 (+0) [2]    1   4 [3,4]                                  S/L
   1  Front [4] - Medium    Missile Launcher                          20 cm  6dx5(2) cr     +5 [2]      1      1       7     10    5G       -1        X
[1] Parenthetical value is the Rapid Fire bonus (p. SS1:60), [2] Includes +2 sAcc for Fixed Mount, [3] Already multiplied by number of mounts, [4] Includes x2 for Improved
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Last edited by panton41; 01-06-2015 at 09:36 PM.
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Old 01-06-2015, 10:43 PM   #2
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Default Re: [Spaceships] Elite: Dangerous

Nit picking: Missiles don't get an acc bonus for being fixed mounts.
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Old 01-06-2015, 11:56 PM   #3
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Default Re: [Spaceships] Elite: Dangerous

Quote:
Originally Posted by Ulzgoroth View Post
Nit picking: Missiles don't get an acc bonus for being fixed mounts.
Got a page reference?
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Old 01-07-2015, 02:45 AM   #4
panton41
 
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Default Re: [Spaceships] Elite: Dangerous

Quote:
Originally Posted by Ulzgoroth View Post
Nit picking: Missiles don't get an acc bonus for being fixed mounts.
This output comes directly from Eric Smith's Spaceships spreadsheet. If that's an error take it up with him.

But looking at Spaceships 1 I can't see anything saying missiles don't receive a bonus. P. 26 states fixed mounts gets a +2 bonus. Further down the page the listing for Launchers doesn't contradict that and refers to p. 29. P. 29 Merely lists the different types of missile launchers. Ballistic Attacks (pp 59-60) doesn't contradict p. 26 nor does the weapon listings on p68 which further states that certain types of missiles receive an additional sAcc bonus (which isn't applied here).
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Old 01-11-2015, 10:19 AM   #5
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Default Re: [Spaceships] Elite: Dangerous

Would the subwarp option really be necessary for a frameshift drive? Even in small in system jumps you really can't do anything except travel and maybe interdict another ship in frameshift. Subwarp implies that the ship is still flying at STL speeds and can use weapons, etc... Other than that it seems spot on.
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