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Old 03-17-2009, 12:19 PM   #1
Pragmatic
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Default [Spaceships] Starfire to GURPS conversions?

I'm a fan of the Starfire series of novels (Crusade, In Death Ground, Shiva Option, Insurrection... ignoring the fifth novel...). Does anyone know Starfire (as applied to the above novels) and Spaceships enough to help with rough conversions?

Weapons, armor, shields, stealth, engines, electronics, all of that?
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Old 03-17-2009, 05:25 PM   #2
Pragmatic
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Default Re: [Spaceships] Starfire to GURPS conversions?

(Keeping in mind that this is all from my memory of the novels, that the current version of Starfire owes less to the novels than to game balance, and that my copy of Starfire is on the hard drive of a computer that died on Christmas...)

Engines: inertia-less drive; military version (which takes up more space) allows greater thrust over the short range, but more chance of breakdown over long distances; commercial version has a slower tactical speed, but over long chases has less breakdowns (and takes up less space). This came up during the In Death Ground/Shiva Option, when the opposing fleets chose different engine paths.

(Apparently, engines are weak points, as that's where fighters focus their attacks?)

Stealth: tends to be only used in smaller ships; not sure why it's not used in all the smaller ships, aside from expense? Possibly the space used...

Primary beam: penetrates shields and armors in pencil-thin beams; might penetrate critical systems or depressurize compartments.

Force beam: pressor/tractor beam that seeks to shake apart the ship.

(In Insurrection, one of the combatants managed to have a variable-focus beam that could be both a primary beam and a force beam.)

Het-laser: heterodyne laser, stronger than a regular laser?

Plasma gun: ???

Resetting shields: When pressed back, resets. (After a delay?)

External racks: One massive broadside of missiles, outside of the armor.

Datalink: Ties five or more ships' weapon systems together, so they are more efficient in fighting. (Starts out only point defense, works up to full weapon loads...)
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Old 03-17-2009, 08:47 PM   #3
Langy
 
Join Date: May 2008
Location: CA
Default Re: [Spaceships] Starfire to GURPS conversions?

Unfortunately, I can't help much - my memory of Starfire is extremely limited, considering I last read them at least three years ago and probably something like five.

That said, I can help you with one little problem. Baen gives out CDs of their work in some of their books, including the Starfire series. They even encourage people to distribute those CDs far and wide, including putting them online for anyone to read for free.

http://baencd.thefifthimperium.com/1...mtheShadowsCD/
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Old 03-18-2009, 10:45 AM   #4
hal
 
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Default Re: [Spaceships] Starfire to GURPS conversions?

A lot of what you're looking to do depends on how faithful you want to be to the Starfire stories versus the Starfire wargame. It is perhaps Ironic that the author of the book series is also the author of the Wargame series, although how much involvement he had towards the end of its development is questionable.

I still have the games, although I no longer have the first edition rules. I've got both the 2d6 version and the 1d10 version, so if you need help, I could possibly help in that manner.

Ultimately however, the Starfire game is more about what the ship could do and how the damage came into play, than about the game starfire itself. It was also a series of stories that fleshed out the whys of things happening in the Starfire universe such as the disenfranchisement of certain voting blocs, etc. Once you switch from the game system of Starfire to something like GURPS however, you are going to run into issues of one wargame is not like another and won't simulate the "reality" of the wargame 100%

As for military engines versus civilian engines, if I recall correctly, the issue became an issue only if you attempted to operate at 100% thust for extended periods of time rather than using half-speed thrust for the same "distance". Also, one of the aspects of the game was that the engines were inertialless in the sense that if you built up a speed of 6, using all of your drives to produce that "velocity", your built up velocity vector dropped to zero the moment you lost all drives - regardless of your speed the previous turn. There are other "oddities" with STARFIRE to keep in mind when trying to convert it over to GURPS - such as the point defenses always degrading by the same percentage points (ie the roll of a 1-5 on the first attempt, the roll of a 1-4 on the second attempt, etc - the odds of securing a point defense hit drops by 16% for each subsequent attempt after the first in the same turn). If I recall correctly - STARFIRE also mandated that ships without fire control directors could only fire at the same ship, regardless of the number of weapons each ship actually carried. A ship with an M2 (if I recall correctly the code without pulling out the books themselves out of storage) permitted one to fire at 2 targets, and an M3 allowed firing at 3 targets. I won't get into the issues of capital missiles, etc ;)

So, what precisely are you looking to accomplish overall?
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Old 03-18-2009, 01:03 PM   #5
Pragmatic
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Default Re: [Spaceships] Starfire to GURPS conversions?

I'm mostly looking for a "feeling" for the weapons systems and such. What's the closest comparisons in GURPS. I don't care about 100% accuracy in conversion, just what's "close enough."
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Old 03-18-2009, 09:35 PM   #6
mlangsdorf
 
Join Date: Aug 2004
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Default Re: [Spaceships] Starfire to GURPS conversions?

I've got access to the 3rd and 4th edition of the war games, but its been a while since I read the novels. My memory is pretty good, though.


In Spaceships terms, I'd suggest the primary weapons as:

Force Beams are Heat Beams. They exist in Capital size as Major Batteries and as normal size Secondary Batteries.

Primary Beams are Graviton Beams with relatively low energy, about 1/6th to 1/10th the energy of Force Beams. They ignore shields and armor, though.

Lasers come in three styles: basic, X-Ray (used in Crusade), and Heterodyne. I think the later books may have type 2 Heterodyne. Starfire X-Ray Lasers likely correspond to UV Lasers, and Heterodynes correspond to X-Ray lasers.

The E-beams used by Gorns are similar to Graviton beams, but without the shield penetration.

Bug Plasma guns are Plasma.

Most missile/rocket launchers are multirole grav guns that also can be used to fire small missiles of the same caliber (so from something SM-4 smaller). Capital Missile launchers are full size GURPS Spaceships missile launchers.


Defensively, Starfire ships depend on armor that block all attacks except P-beams and E-beams, and ablative, Opaque shields that block all attacks except lasers and P-beams


Drives are pseudo-velocity, reactionless engines. They can reach ~1/10 the speed of light, depending on ship size (fighters are faster, and depending on edition, so are destroyers and frigates). Battleships, superdreadnoughts, and even larger ships are slower. Military drives are more compact and have higher peek speeds, but commercial drives can run slower. The Gorns use engine tuners that increase peak speeds by 15% but radiate the crews (with the Gorns can handle). At some point, someone develops improved tuners that are safe.

Ships don't require Stardrive Engines. Anything entering a warp point exits on the other side. Jump transit time is nearly instantaneous.


Size-wise, fighters are SM+5. A battlecruiser sized carrier requires about half its space to carry 42 fighters, so each Spaceships space holds 4 fighters making the carrier a large SM+9. Battleships and superdreadnoughts would be roughly (small) SM+10. Monitors and supermonitors would edge toward SM+10 or SM+11. Destroyers would roughly SM+8. Bug gunboats (and scout pinnacles) would be SM+6.


As far as ship design goes, military engines should take 1-3 spaces, armor and shields should be 2-6 spaces, and the rest should be weapons, hangars, or other military systems. Life support, crew quarters, and command spaces are at most 1-2 spaces on most ships.


Hope that helps!
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