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-   -   GURPS Spaceships in Use: Small Craft (https://forums.sjgames.com/showthread.php?t=32274)

fredtheobviouspseudonym 10-28-2007 12:20 AM

I like it.
 
Vis the comment on ejected fighter jocks being mistaken for KKM --

1.) the AEMS cross-section of a guy in a vacc suit should be less than a KKM.

2.) the PEMS output should also be less -- the KKM, even if not accelerating at full, should still be nudging itself with maneuver rockets to optimize its collision trajectory.

If a guy in a vacc suit just happens to be on a trajectory that goes SMASH on an enemy battleship -- heck, just call him "Lucky." Not gonna happen enough to matter. If he does -- think of him as a bug on a windshield (just less in the way of remains.)

One suggested add for the recovery ship -- put in some sort of waldo (or robotic arm) so that you can make pickup on an unconscious/disabled drifting pilot without having to EVA. Grab him (gently) then maneuver him into the docking bay. Seal bay (no gravity) pressure up, send a couple of EMTs in to maneuver him to the deck, raise gravity, hustle to sick bay.

thtraveller 10-28-2007 02:38 PM

Re: I like it.
 
Quote:

Originally Posted by fredtheobviouspseudonym
1.) the AEMS cross-section of a guy in a vacc suit should be less than a KKM.

Unlikely. Both are size zero or thereabouts [GT missiles are size 0] and the missile is likely stealthed. The guy in the vacc suit has a bigger signature.

Quote:

2.) the PEMS output should also be less -- the KKM, even if not accelerating at full, should still be nudging itself with maneuver rockets to optimize its collision trajectory.
Probably. The guy in the vacc suit likely has an infrared signature of 0 and the missile has an IR signature of 4 while accelerating. If the missile is "loitering" on minimal power waiting for a target then they have the same passive IR signature. In the visual spectrum the vacc suit will likely be much more visible as it will be white or silver to prevent overheating. So I guess that is an "it depends".

Quote:

If a guy in a vacc suit just happens to be on a trajectory that goes SMASH on an enemy battleship -- heck, just call him "Lucky." Not gonna happen enough to matter.
Heh, but an "interesting" result for a critical failure on EVA/vacc suit skill ;-)

Quote:

If he does -- think of him as a bug on a windshield (just less in the way of remains.)
He would still do about one-third the damage of a kkm at the same velocity - which is directly proportional to dST and a small kkm has dST 3 versus the mans dST of 1. In other words a fly hitting the windscreen doing 100 mps would hurt, bad :-0

Quote:

One suggested add for the recovery ship -- put in some sort of waldo (or robotic arm) so that you can make pickup on an unconscious/disabled drifting pilot without having to EVA.
It's below the resolution of the system - I would assume a hangar bay has such systems anyway. My mental image was unconscious pilots being guided in by a couple of guys in vacc suits in the open hangar bay.

There is a robot arm module but that is for manouvering ship size objects. Hmm, that makes an excellent replacement for the external clamp above (and costs 300K rather than 3K).

Quote:

Grab him (gently) then maneuver him into the docking bay. Seal bay (no gravity) pressure up, send a couple of EMTs in to maneuver him to the deck, raise gravity, hustle to sick bay.
That works well. I guess it comes down to the "feel" you are going for.

thtraveller 10-28-2007 02:59 PM

Re: GURPS Spaceships in Use: Small Craft
 
Kinetic Kill Space Interceptor Missile (SIM-10)

Using fuel cells to keep its IR signature low these kinetic kill missiles are capable of severe damage if fired at significant range. Though the faster the relative impact velocity the harder it is to hit the target.

Typical dHP collision damage for 10 minute turns:
• Close = 3*6d (63 average)
• Standard = 27*6d (567 average)
• Distant = 270*6d (945 average)

Note a man (dST 1) hitting a spacecraft at similar velocities would incur one-third the damage (due to being less sturdy than a missile - dST 3)

(Hmm, I guess this is why I would favor a pseudo velocity drive for Traveller.)

Front
1 Armor (Advanced Laminate)
2 Control Room
3 Sensor Array (Enhanced)
4-6 ECM

Central
1 Armor (Advanced Laminate)
2-C Fuel Cell

Rear
1 Armor (Advanced Laminate)
2-C Hot Reactionless Thruster (6G)

Size 0, TL 10, Unstreamlined, Stealth, Chameleon, LWt 0.1 sTons (200 lbs), DT 0.02, Length 2 yards, Diameter 1.5 feet, dST/dHP 3, Hnd 2, SR 2, dDR 0.7, IR Signature 4, Move 6G/3000 mps, K$ 15

A similar signature SIM-11+ has the same stats except it is 8G (replace 2 Hot Reactionless Thrusters with Fuel Cells.

A higher signature SIM-11+ has the same stats except it is 12G (replace all fuel cells by MHD) and IR signature 5


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