Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 03-27-2008, 09:00 PM   #1
Noven
 
Join Date: Jan 2008
Location: Phoenix, AZ
Default [Spaceships] Stat a Viper Mk II & VII

How would you guys stat out a Colonial Viper Mk II & VII? The reason I ask is I am looking to make something similar to a campaign I'm tinkering around with. Basically, I want something like a Raptor (has a small FTL drive), and a Viper (uses gas and has conventional guns). Kinda like a X-Wing but with guns =)
Noven is offline   Reply With Quote
Old 03-27-2008, 10:03 PM   #2
Kale
 
Kale's Avatar
 
Join Date: Aug 2005
Location: Cowtown, Canada
Default Re: [Spaceships] Stat a Viper Mk II & VII

Hmm... well, probably use a medium forward fixed railgun battery for the guns on both ships. For the Mk II use the missing third gun for ammo storage. The missile launcher on the MkII could be a single fixed primary battery. Regarding the engines, I'm a bit stumped. Reactionless? Fusion torch?
Kale is offline   Reply With Quote
Old 03-27-2008, 10:25 PM   #3
tshiggins
 
tshiggins's Avatar
 
Join Date: Aug 2004
Location: Denver, Colorado
Default Re: [Spaceships] Stat a Viper Mk II & VII

Grav plates to negate the mass of the ship, combined with fusion thrusters to allow for rapid delta-v?
__________________
--
MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1]
"Some days, I just don't know what to think." -Daryl Dixon.
tshiggins is offline   Reply With Quote
Old 03-28-2008, 02:27 AM   #4
Noven
 
Join Date: Jan 2008
Location: Phoenix, AZ
Default Re: [Spaceships] Stat a Viper Mk II & VII

This is what I have come up with so far:

SM: 5
Front
[1] Armor: Nanocomposite
[2] Array: Tactical
[3!] Weapons: Major Battery
[4-6] Fuel Tank

Center
[1] Armor: Nanocomposite
[2] Cargo Hold
[3-6] Fuel Tank
[core] Control Room

Rear
[1] Armor: Nanocomposite
[2-4] Reaction Engine: Antimatter Plasma Torch
[5-6!] Stardrive
[core] Power Plant: Antimatter

Design Options
* Winged Hull

Cost
$3,280,000

The 3 front fuel tanks power the FTL drive, giving it a good solid 3 FTL jumps. The 3 reaction engines put out 3G's of acceleration with the 4 fuel tanks in the center giving a delta-v of 480. Its major battery is a 10cm electromagnetic rapid-fire gun.

Last edited by Noven; 03-28-2008 at 02:30 AM.
Noven is offline   Reply With Quote
Old 03-28-2008, 06:38 AM   #5
Sanity
 
Join Date: Aug 2007
Default Re: [Spaceships] Stat a Viper Mk II & VII

Quote:
The 3 front fuel tanks power the FTL drive, giving it a good solid 3 FTL jumps.
Which, incidentally the Viper is incapable of - it has no FTL drive. Which makes absolutly sense given it's role as a fighter - you want to get as much weapons per mass as possible.

I am also not sure I would use Antimatter in somehting as nimble as a fighter - it turns it too much into a bomb, especially given you will have lots of those around close to bigger ships. Antimatter is always a dubious choice for a warship (due to it's intrinsic tendency to blow up the ship on a containment failure), but having AM on board of something that is PLANNED to get destroyed even when flying in tight formation does not sound like a good design to me.
Sanity is offline   Reply With Quote
Old 03-28-2008, 09:41 AM   #6
the adventurer
 
the adventurer's Avatar
 
Join Date: Aug 2004
Default Re: [Spaceships] Stat a Viper Mk II & VII

Viper Mark IIs, IIVs, Raptors, and in fact all ships of the BSG universe run on Tillium. Which is a mineral refined into a fuel. However, I believe those fuels supliment a "hot" nuclear reactor for thrust (as per the original Mini-Series)

Tillium is volital when not refined,and can be redered inert by strong radiation (like from a nuclear blast), but is fairly stable when in a fuel state.
the adventurer is offline   Reply With Quote
Old 03-28-2008, 05:09 PM   #7
Noven
 
Join Date: Jan 2008
Location: Phoenix, AZ
Default Re: [Spaceships] Stat a Viper Mk II & VII

ok then what drive to use that has a decent amount of thrust and has decent amounts of delta-v if not the antimater drive?
Noven is offline   Reply With Quote
Old 03-28-2008, 06:10 PM   #8
jspade
 
jspade's Avatar
 
Join Date: Aug 2004
Location: Top of the deck
Default Re: [Spaceships] Stat a Viper Mk II & VII

Tylium turbines. They're not in Spaceships, since they make no physical sense and are specific to the Battlestar Galactica setting; you pretty much have to roll your own. Refined tylium has a tremendous energy density of approximately half a billion megajoules per kilogram, or about 6 times greater than Uranium-235 and 81% that of deuterium fusion. [1] That gives it an Isp, if I'm figuring right, of 80-90,000.

[1] Battlestar Wiki
__________________
[][] C. Lee Davis
© 2014 C. Lee Davis, some rights reserved
jspade is offline   Reply With Quote
Old 03-28-2008, 07:37 PM   #9
safisher
Gunnery Sergeant,
 Imperial Marines
Coauthor,
 GURPS High-Tech
 
safisher's Avatar
 
Join Date: Oct 2004
Default Re: [Spaceships] Stat a Viper Mk II & VII

Quote:
Originally Posted by Noven
ok then what drive to use that has a decent amount of thrust and has decent amounts of delta-v if not the antimater drive?
Total conversion.
__________________
Buy my stuff on E23.
My GURPS blog, Dark Journeys, is here.
Fav Blogs: Doug Cole here , C.R. Rice's here, & Hans Christian Vortisch here.
safisher is offline   Reply With Quote
Old 03-28-2008, 10:36 PM   #10
SpaceGurper
 
SpaceGurper's Avatar
 
Join Date: Feb 2005
Default Re: [Spaceships] Stat a Viper Mk II & VII

ya, total conversion. It's a catch all engine type that fits anything you would like to do. you can fudge the TL.
__________________
All these lasers and blasters. But still, you can't beat a slugthrower with hyperdense ammo.
SpaceGurper is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:20 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.