04-16-2020, 10:21 AM | #1 |
Join Date: Aug 2004
Location: Seattle, WA
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GURPS Spaceships / Trek help
I'm almost done with the next GURPS adventure for my adventures blog (1shotadventures.com), which is a TOS-era Star Trek adventure. The finale of the adventure has a good chance for a starship battle between a Federation cruiser and three older and smaller Romulan ships.
I've never really used GURPS Spaceships before, and I'm having difficulty porting two Trek ships over to the system. (I usually use a nice simple GURPSified version of the old FASA ship combat rules, but wanted to have official GURPS stats in there if I can). Does anyone love Spaceships enough / is bored enough to help me convert these two ships? The two ships are a TOS-era Miranda-class cruiser and a smaller Romulan Starglider cruiser. The Miranda-class' Trek specs are: Length - 226m, Width 145m, Height 51m, Weight 149k mt 306 crew, 40 passengers, 4 shuttlecraft Enough cargo room for 300mt 4 phasers in 2 banks, 2 photon torpedo launchers Capable of cruising at warp 6, or warp 8 in emergencies And then the usual Trek stuff like transporters, escape pods, emergency bridge, short and long-range scanners, etc. The Starglider is an older ship, built ~60 years before the first Miranda-class, and ~20 years before the more recognizable Birds of Prey. Length 60m, Width 162m, Height 40m, Weight 52k mt 135 crew, 16 passengers Enough cargo room for 6k mt, no shuttles 6 disruptors, no missile weapons (no cloaking device either) Capable of cruising at warp 7, or warp 8 in emergencies The Miranda *should* be able to take on three Stargliders in a fair fight. In Trek terms, this would be because not only is it bigger and sturdier, but its phasers are more powerful than the older disruptors, and it has far more power to divert to its shields. Appreciate any help! |
04-16-2020, 11:18 AM | #2 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: GURPS Spaceships / Trek help
I'll take a crack at it when I get home (at work on my lunch break right now), but to start out, the Miranda is a biggish SM+12, the Starglider an equally biggish SM+11. Do you have any particular design rules established?
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
04-16-2020, 11:23 AM | #3 | |
Join Date: Aug 2004
Location: Seattle, WA
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Re: GURPS Spaceships / Trek help
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Thanks for the help! |
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04-16-2020, 02:28 PM | #4 |
Join Date: Jun 2006
Location: On the road again...
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Re: GURPS Spaceships / Trek help
I came up with some GURPS Spaceships stats for the Miranda-class Light Cruiser some time ago, though I don't believe I've shared them. (Google document linked.)
The document details differences between the USS Reliant seen in Star Trek II: The Wrath of Khan and the Miranda-class and variants seen in ST:TNG, ST:DS9, ST:VOY, and Star Trek Online. I had to make judgement calls.
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04-16-2020, 02:37 PM | #5 | |
Join Date: Jun 2013
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Re: GURPS Spaceships / Trek help
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That covers at least 7 of our 20 systems. The Stardrive is in the Rear Hull, the two Medium Batteries are in the Central Hull. I'd be tempted to put the Control Room in the Front Hull, the Habitat in one Core system, and the Force Screen in the Rear Hull. The Antimatter Reactor should be in the Core for protection, but I think that tends to get hit with some frequency (and is maybe actually part of the Warp drives?), so Rear Hull it is. Assuming this is a weapon of war, I'd be tempted to give it 3 Defensive ECM's (one Front Hull, one Central Hull, one Core), a Tactical (or Multipurpose) Array (Front Hull), and then basically fill the rest of the slots up with armor. Assuming TL 12 armor, and a TL 12^ Heavy Force Screen, that means dDR 600 all around, +500 semi-ablative dDR with 1 PP or +1000 semi-ablative dDR with 2 PP. Assuming we treat phasers as Disintegrators, we're looking at (assuming you don't go RF/VRF; I'd probably say phasers are able to freely switch between standard, RF, and VRF) 4dx10 dDamage per hit. Assuming we just treat the Stargliders as roughly the same (but smaller) while replacing the photon torpedo launchers with additional beam weapons, those would have dDR 450, +300 (1 PP) or +600 (2 PP), and their weapons would deal 6dx5 dDamage per hit. ST shields regenerate more slowly than SS ones, possibly slowly enough it can be ignored for the encounter. I'd probably have the phasers have an armor divisor of (10) rather than (∞), with shields ignoring the divisor, and with disrupters perhaps having an armor divisor of (5) (shields still ignore). So, in a fight with just the beams, the Miranda will knock out the shields of a Starglider in approximately 21 hits (43 if the Starglider shunts extra power to the shields), while a Starglider will knock out the shield of a Miranda in approximately 48 hits (95 if it shunts extra power to the shields). With a 3:1 numbers advantage, the Stargliders have a decent chance of dropping the Miranda's shields first, but looking at things it appears if we give the disrupters an armor divisor of (5) they won't actually penetrate the Miranda's shields. What might work better is to give both weapons AD (10), and have the phasers get AD (2) against shields; this will let the Starglider deal around 15% dHP in dDamage once the shields have dropped (enough to disable whatever system is hit, and taking around 7 hits to drop the Miranda below 0 dHP, 15 to get it to its first death check), but will allow the Miranda to drop the Starglider's shields more rapidly (around 10 hits, 21 with a doubled shield). The Miranda would then deal around 45% dHP per hit (also enough to disable a system, but a lucky roll can destroy one, and only 5 hits needed to drop the target to its first death check). That's a bit more even of a fight, with the Miranda holding a bit of an advantage; the photon torpedoes will probably be sufficient to give the Miranda a serious enough advantage that the players would need to screw up (or have rather bad dice luck) to lose the encounter.
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04-16-2020, 02:50 PM | #6 |
Join Date: Jun 2006
Location: On the road again...
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Re: GURPS Spaceships / Trek help
Star Trek's shuttles appear to be about the size of a full-sized van to cargo van, going by how people look when standing next to the props, about SM +4 or +5, accounting for being treated as elongated boxes; the larger runabout is easily SM +6.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
04-16-2020, 05:37 PM | #7 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: GURPS Spaceships / Trek help
Unfortunately, unexpected commitments will prevent me from looking into this in the immediate future. :(
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
04-16-2020, 06:30 PM | #8 |
Join Date: Aug 2004
Location: Seattle, WA
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Re: GURPS Spaceships / Trek help
No problem! Lots of useful tips already appearing (like the premade Miranda) :-)
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04-16-2020, 08:48 PM | #9 | |
Join Date: Aug 2007
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Re: GURPS Spaceships / Trek help
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There's definitely a Force Screen though it might be 3 acreens with one to each hull section.
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Fred Brackin |
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spaceships, trek |
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