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Old 10-18-2007, 06:36 PM   #1
thtraveller
 
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Join Date: Sep 2004
Location: Manchester, UK
Default GURPS Spaceships in Use: Small Craft

5-ton Light Space Fighter – A standard 1 man light fighter with 24 hour (life support) endurance. Capable of 6G for extended periods it is armed with a central main beam weapon and front and rear point defence weapons. The triple layer hardened armor and the twin ECM systems, help to increase the survivability of these exposed front line craft.

Front
1-3 Armor (Advanced Laminate) - Hardened
4 Battery (Medium) – Point Defence – 3x3MJ Improved UV Lasers
5 ECM
6 Control Room

Central
1-3 Armor (Advanced Laminate) - Hardened
4 Battery (Major) – main beam – 10MJ Improved UV laser
5 ECM
6-C Fusion Reactor (6 power points – derated)

Rear
1-3 Armor (Advanced Laminate) - Hardened
4 Battery (Medium) – Point Defence – 3x3MJ Improved UV Lasers
5-C Reactionless Thruster (6G)

Options: Unstreamlined, Stealth, Chameleon, Artificial Gravity and Compensation.

Size 5, TL 11, LWt 30 sTons, DT 5, Length 15 yards, Diameter 9.5 ft, ST/dHP 20, Hnd 0, SR 4, dDR 15 (Hardened), IR Signature +7, HT 12, Move 6G, M$ 4.43
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Last edited by thtraveller; 10-24-2007 at 03:16 AM.
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Old 10-18-2007, 06:47 PM   #2
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Default Re: GURPS Spaceships in Use: Small Craft

Heavy Space Fighter

Built to exactly the same layout as the light space fighter this larger 2 man heavy space fighter has better armor and weaponry.

Point Defence Weapons: 3*3MJ Rapid Fire Improved UV Lasers
Main Beam Weapon: 30MJ Improved UV Laser

Size 6, TL 11, LWt 100 sTons, DT 20, Length 20 yards, Diameter 15 ft, ST/dHP 30, Hnd 0, SR 4, dDR 21 (Hardened), IR Signature +7, HT 12, Move 6G, M$ 14.05
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Last edited by thtraveller; 10-19-2007 at 02:14 PM.
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Old 10-22-2007, 12:02 AM   #3
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Join Date: May 2007
Default Recovery vehicle -- fighters don't crash

One thing I've noted, and designed in TNE FF&S, was a fighter recovery small craft (I think pinnace-sized; I don't have the design present). Since a fair number of space combats will take place in effective zero-g, many damaged fighters that would, in a gravity well, go splat! would be recoverable -- they and their pilots (the more important part of the system, IMHO.)

If the fighter did not disintegrate on receipt of enemy fire (not, of course, unheard of) it might survive the action if be disabled. A recovery and repair of the fighter would be much more cost and time-effective than shipping another one out from a major fleet depot. At the very least it could be cannibalized for spare parts.

My deep-space fighter designs would have an ejection seat. If the fighter is disabled, the pilot and other crew could punch out (presumably in vacc-suits). They would be small sensor targets and might avoid being seen and targetted by hostile forces.

Each crew suit would have an automatic distress beacon/code machine/radio receiver. On receipt of the proper recovery code (broadcast by relatively short-ranged radio from this pinnace) this device would send out a locator signal, allowing pickup.

If the battle went against the pilot's side, he could activate the locator signal himself (or automatically after x hours) so that if he wasn't picked up by his own side he could at least have a chance to save his life.

And if all else failed he could have an "L capsule" built into his helmet. Asphyxiation is a nasty way to go.

Such technology could offer PCs some one shot sessions or even a short campaign. The players could crew such a recovery boat and attempt to make pickups of pilots (not in the starport "Hello, spaceman!" sense, of course) in the middle of a battle; other PCs could crew fighters or small boats for cover or even small warships.

Just a thought.
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Old 10-22-2007, 01:39 PM   #4
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Default Re: Recovery vehicle -- fighters don't crash

Quote:
Originally Posted by fredtheobviouspseudonym
My deep-space fighter designs would have an ejection seat. If the fighter is disabled, the pilot and other crew could punch out (presumably in vacc-suits). They would be small sensor targets and might avoid being seen and targetted by hostile forces.
Ejection is a very expensive option in the G:S system and not one I am sure even has a strong point to it in a non-atmospheric space craft. It's not as if they are going to fall out of the sky to crash and burn. It seems more cinematic than realistic.
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Old 10-22-2007, 02:18 PM   #5
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Default Re: Recovery vehicle -- fighters don't crash

Quote:
Such technology could offer PCs some one shot sessions or even a short campaign. The players could crew such a recovery boat and attempt to make pickups of pilots (not in the starport "Hello, spaceman!" sense, of course) in the middle of a battle; other PCs could crew fighters or small boats for cover or even small warships.
Lots of ideas there. The merchant crews could stumble upon a few pilot lifepods and cash in on the blood chits for repats. The fighter pilot should carry a re-entry kit, and if he makes it planetside there's an adventure right there.

I was thinking that a pilot might carry an orbital crash kit, with (perhaps) even a small com satellite beacon that he could unpack/inflate and be placed in in orbit before the pilot dropped out of orbit. He could then talk to the satellite with his hand radio on the planet surface. Using the Morse code rules in UT you could work out a sort of Bat-21 plot between a rescue ship and the downed fighter pilot.

Also, I would handwave the "ejection system" as the equivalent of the drop capsules/lifepod in UT. That would account for part of the expense, of course, and allow the ejectee to have some amount of DV to make planetfall with.
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Old 10-23-2007, 01:29 AM   #6
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Default Re: GURPS Spaceships in Use: Small Craft

Remember the series Space: Above and Beyond? Having the cockpits double as ejectable lifepods makes sense to me and would provide more protection to a pilot from solar radiation than just the vacc suit alone. Explosive bolts and a tiny maneuver drive to kick it out.

The re-entry kit is a good idea too - essentially an inflatable heat-shield, parachute and a small rocket motor to kickstart the descent.
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Last edited by Silverknife; 10-23-2007 at 01:33 AM.
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Old 10-23-2007, 09:31 PM   #7
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Join Date: May 2007
Default Why eject with vacc suit?

A disabled fighter is still more visible than a vacc suit and is (since it could, conceivably, be recovered, repaired, and shoot at you again) a valid military target.

The ideal thing for a pilot is to separate himself from a (visible) craft and have as low a signature as possible. He doesn't want to be vaporized by a laser shot nor does he want to be made prisoner (using "he", unfortunately, as shorthand for the gender neutral "he or she".) So he essentially wants to hide until his pals come by OR he has no chance of a friendly pickup.

Now an ejectable pod might well work -- but even then you'd want a functional vacc suit just in case . . .
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