Pre-made spaceships?
Did anybody make some sample spaceships? I'm particularly interested in military vessels, since I'm going to play a fight-heavy space campaign and I'm getting mad designing sample opponents. ;-)
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But I don't like waiting! |
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Me, either.
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If you want Traveller equivalent or Transhuman Space equivalent ships you will probably find them and I would guess some Star Trek and Star Wars ships may be out there too. |
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I made a couple of samples, just to give my players something to shoot at: Light Fighter SM: 5 Front [1] Armor: Nanocomposite [2!] Weapons: Medium Battery [3!] Weapons: Major Battery [core] Control Room Center [1] Armor: Nanocomposite [2] Power Plant: Fusion Rear [1] Armor: Nanocomposite [2-4] Fuel Tank [5-6] Reaction Engine: Antimatter [core] Reaction Engine: Antimatter The major battery is a missile launcher; the medium battery, three improved lasers. Missile Corvette SM: 6 Front [1] Armor: Nanocomposite [2!] Weapons: Major Battery [3!] Weapons: Medium Battery [4] Defensive Ecm [5] Array: Tactical [core] Control Room Center [1] Armor: Nanocomposite [2] Power Plant: Fusion [3-4] Fuel Tank Rear [1] Armor: Nanocomposite [2-3] Reaction Engine: Antimatter Both battieries are composed of missile launchers. |
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Nitpick: reaction drives can't be buried inside the ship [core]. For short duration fighters/craft you could go with non-superscience High-thrust Antimatter Thermal Rockets and the fuel is way cheaper. Antimatter catalyzed hydrogen is only $20K/ton rather than 12M$/ton for full antimatter engines. Or if your superscience allows: 1G HT Hydrogen / 1.5G Fusion Torch (water) drives and the fuel is practically free. |
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Something like that, you mean:
SM: 5 Front [1-2] Armor: Nanocomposite [3] Defensive Ecm [4!] Weapons: Major Battery [5!] Weapons: Medium Battery [core] Control Room Center [1-2] Armor: Nanocomposite [3-4] Fuel Tank [5] Power Plant: Fusion Rear [1-2] Armor: Nanocomposite [3-4] Reaction Engine: Antimatter |
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Remember, you can fire a single turret weapon per Gunnery task and you can do only a single Gunnery task per turn, so more than one weapon in turret would be a waste. And since the pilot would be at -4 to hit due to the two different kind of tasks he's performing (I'm assuming he wants to pilot the fighter too!), the +2 to hit for a beam weapon in a fixed mount would be welcome. |
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You can just spin your ship around to fire at what was your rear. There's no air friction in space. |
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And you will find if you use the combat rules in GURPS Spaceships that you need a rear firing arc for point defence against shells and 'missiles' fired by a ship in your rear arc. |
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If you need a gunner or two stick in a seating module next to the bridge and put in a turret weapon or two in the center hull. If you need more protection you can have up to 3 ECM modules. A tactical sensor wouldn't go amiss. If you still have space left over slap on some more armor, more fuel or a bigger drive. |
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You're right, but all these things are damn expensive and that is supposed to be a very "baseline" fighter. A more "advanced" version would probably have a second major battery, a gunner and some other upgrades. |
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I think they throw in one of these fighters free every time you fill the tank ;-) |
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Antimatter engines, OTOH, were the only way to get a decent acceleration... Should I downgrade them, perhaps? |
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I use TL11 Fusion Torches. I suppose it's cheating to use TL11 engines for TL9-10 ships, but they're the only engines that provide the performance that I want. Since it's my campaign, I don't worry about the discrepancy; Torch Drives are considered superscience anyway.
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Here's my attempt at a thrown together TL10, nosuperscience fighter: SM+5 (30 tons) Front: [1-2] Armour, Nanocomposite (dDR14), Hardened [3] Defensive ECM [4-5] Fuel Tank - HEDM [6]Weapon, Spinal Mount [Core] Control Room (Pilot) Centre: [1] Armour, Nanocomposite (dDR7), Hardened [2] Defensive ECM [3-6] Fuel Tank - HEDM [Core]Weapon, Spinal Mount: launcher, 24cm, 7 rounds Rear: [1] Armour, Nanocomposite (dDR7), Hardened [2] Weapon, Spinal Mount [3] Defensive ECM [4-5] Fuel Tank - HEDM [6]Reaction Engine, HEDM Rocket She'll do 2Gs, has 4.8 mps DV (which is actually less than 7 minutes fuel). The price is $2.76M, a full load of fuel is $63K, and the missiles are $2.333M for conventional ones. The missiles are large enough that even cruiser (SM+10 or SM+11, IMO) armour should be vulnerable to conventional warheads. More DV can be gained by replacing the spinal launcher with a large one and using the space for fuel tanks giving 7 mps DV (and such a design, were it streamlined, could reach orbit from Earth's surface), maybe a large beam weapon plus power plant and only 6.3 mps fuel, or maybe a second engine for 4G acceleration. Anyway, what we have is a small, high acceleration fighter, with a single large missile system with enough DV for work in orbital space or similar. If more DV is desired acceleration will drop significantly and/or other systems will have to go (and ECM and armour are really the only dispensable systems), or a bigger vessel will be required. |
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Battery Minimum SM |
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We were posting designes in this thread a while back. You might look there for some pre-made ships.
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What? Three gatling lasers firing 600 shots a minute each a ships the size of a modern fighter not good enough for you? Even though you can have multiple such mounts? Grizzle guts. ;)
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You can probably avoid superscience drives for non-interplanetary work if you want to, but it does require a bit more initial design effort for those. Water and Hydrogen based drives allow the PCs to wilderness refuel too. |
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What about this "super fighter"? It has hardened armor and three weapon batteries: a fixed-mount launcher and three fixed-mount improved lasers in the front, and a turret with an improved rapid fire laser in the central hull for point defense. It hosts two crewmen: a pilot and a gunner. The launcher is the main "sinking" weapon against big ships, while the lasers are used against other fighters and/or when missiles run out. Generally, the pilot fires the missiles (usually in proximity detonation mode, so that the +4 to hit offsets the -4 for the second task of a different kind) and the gunner is charged with point defense; when missiles run out, the pilot usually fires the three fixed mount lasers.
SM: 6 Front [1-2] Armor: Nanocomposite [3!] Weapons: Major Battery [4!] Weapons: Medium Battery [5] Defensive Ecm [core] Control Room Center [1-2] Armor: Nanocomposite [3!] Weapons: Major Battery [4] Power Plant: Fusion Rear [1-2] Armor: Nanocomposite [3-4] Fuel Tank [5-6] Reaction Engine: Fusion Torch Design Options * Hardened Front Armor * Hardened Center Armor * Hardened Rear Armor |
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For short range I would go for 2 Fusion Torch (Water) and 5 tanks (cheapest design and fuel is free) OR 3 High thrust Fusion Torch (Hydrogen) and 3 tanks (if you need the space) both of which give 3G performance and an hours combat endurance. [edit: assuming TL11^ performance] or for long range: go for 4 normal Fusion Torch (Hydrogen) and as many tanks as fit. |
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SM: 6 Front [1-2] Armor: Nanocomposite [3-4!] Weapons: Major Battery [5] Array: Tactical [6] Fuel Tank [core] Control Room Center [1-2] Armor: Nanocomposite [3] Power Plant: Fusion [4!] Weapons: Major Battery [5-6] Fuel Tank Rear [1-2] Armor: Nanocomposite [3-6] Reaction Engine: Fusion Torch Design Options * Hardened Front Armor * Hardened Center Armor * Hardened Rear Armor with two missile launchers in the front and an improved rapid fire laser in the central hull turret. |
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How restricted are simple AIs in your campaign? You could replace physical gunners with computer programs; to me it makes a lot of sense especially for point-defense systems.
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So have you decided on the setting ship component details yet?
I currently see TL10 standard plus the following super-science items:
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Spacecraft Travel Time Calculator |
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