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#1 | |
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Join Date: Feb 2010
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Quote:
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#2 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Quote:
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#3 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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I started figuring out the ratios between ships. Here's the way I'm trying to do it:
The baseline assumptions are that the Kzer-Za Autonomous Fighter is SM+4, Arilou Skiff is SM+6, and the Kzer-Za Dreadnought is SM+9. Some scaling comparisons: dHP: Fighter 15 Skiff 30 Dreadnought 100 dDR per system: Fighter: 3 Streamlined. Skiff: 7 Streamlined. Dreadnought: 30, unstreamlined. Weapons: Fighter Spinal Particle Beam: 4d(2); average dDamage 13; average penetration 26; must use precision attacks to scratch a Dreadnought, but still dangerous in numbers with proper capital ship support. Skiff LASER: 6d burn (2); average dDamage 20, average penetration of 40 dDR. Dreadnought 'Fusion Blast' (RAW Spinal Particle Beam + Gravitic Focus): 3d*5 (5); average dD 50; average penetration 250 (!); potentially one-shots a Skiff. (It can do twice that w/o the Gravitic Focus, but I'm not sure I want that much damage anyway.) I also figured I must use Pseudovelocity for collision purposes, because otherwise even a puny fighter hitting a capital ship will do enormous damage. |
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#4 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Here's my take on the Dreadnought
Code:
TL Spacecraft dST/dHP Hnd/SR HT Move LWt. Load SM Occ dDR Range Cost 10^ Kzer-Za Dreadnought 100 -1 / 5 12 2G 3,000 204[1] +9 44ASV 30 1x $371.8 M Length: 70 yd. (210 ft.) Crew Requirement: 13 [2] Power Points: +6 / -7 Air Performance: Speed: 400 mph / 2G Hnd/SR: -1/5 Front Hull Systems 1. Armor - Nanocomposite - 30 dDR 2. Control Room - Computer: C4 Comm/Sensor: 8 Stations: 6 3. Open Space - 2 Areas 4. Power Plant - Fusion (+2PP) 5. Habitat - 20 slots - 2 Luxury Cabins, 10x Sickbay = 1 Clinic, 3 Generic Science Labs 6!. Weapon Battery - Spinal Core. Habitat - 20 slots - 40 Cramped Cabins Central: 1. Armor - Nanocomposite - 30 dDR 2. Fuel Tank - 150t 3!. Hyperdrive 4!. Factory, right next to the hangars in the rear hull (for fixing fighters) 5. Power Plant - Fusion (+2PP) 6. Power Plant - Fusion (+2PP) Core: Weapon Battery - Spinal 1. Armor - Nanocomposite - 30 dDR 2!. Reactionless Engine - Hot (1G) 3!. Reactionless Engine - Hot (1G) 4. Hangar Bay - 50t/min, 100t total 5. Hangar Bay - 50t/min, 100t total 6. Weapon Battery - Spinal 5 Airlocks (Capacity: 5 persons each), CAMPAIGN OPTIONS: Electro-Mechanical Computers, SHIP OPTIONS: Artificial Gravity, NOTES: [1] Load Includes: 4.4 tons of Crew & Passengers, 200 tons Hangar Bay Capacity, [2] Crew Requirement: 6 Control Stations, 1 Medical, 6 Lab Worker, FUEL USE: [3] Any Fuel, REACTIONLESS ENGINE: [4] Pseudo Velocity Weapon Battery: Front - Spinal Particle Beam w/Gravitic Focus Power 3GJ, Range S/L, damage 3dx5 burn rad sur (5), sAcc -1*, Rcl 1, RoF 3 (per minute) Code:
TL Spacecraft dST/dHP Hnd/SR HT Move LWt. Load SM Occ dDR Range Cost 10^ Autonomous Fighter 15 0/4 12 3G/c 10 0.1[1] +4 1+0SV 3 $1.27M Length: 10 yd. (30 ft.) Air Speed: 4,300 mph Air Hnd/SR: +4 / 5 Crew Requirement: 1 [2] Power Points: +6 / -3 Front Hull. 1. Armor 2!. Spinal Mount A 3!. Spinal Mount B (I'm departing from RAW by allowing a dual-spined construction) 4. Defensive ECM 5. Defensive ECM 6. Defensive ECM Central: 1. Armor 2. Control Room, 1 Station, ejectable 3. unspecified (might put in something useful) 4. Power Plant - Fusion (+2PP) 5. Power Plant - Fusion (+2PP) 6. Power Plant - Fusion (+2PP) Core A!: Spinal Mount Core B!: Spinal Mount Rear: 1. Armor 2!. Spinal Mount 3!. Spinal Mount 4!. Reactionless Engine - Hot (1G) 5!. Reactionless Engine - Hot (1G) 6!. Reactionless Engine - Hot (1G) SHIP OPTIONS: Streamlined, Winged, Gravitic Compensators, Emergency Ejection Seat, NOTES: [1] Load Includes: 0.1 tons of Crew & Passengers, [2] Crew Requirement: 1 Control Stations; Pseudo Velocity Spinal Mounts - Dual Beam Weapons (using dual particle beams to make their damage meaningful against capital ships around SM+9) Particle Beam Power 10MJ, range C/S, damage 4d burn rad sur (5), sAcc -1*, Rcl 1, RoF 3 (per minute) Last edited by vicky_molokh; 12-17-2010 at 04:27 AM. |
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#5 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Just noticed that nobody can do two Gunnery tasks in a single turn, so there's no point in the dual-spine build for the fighters. :(
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#6 |
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Join Date: Nov 2009
Location: Oregon
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#7 |
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Join Date: Feb 2010
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The rules say that they should be in the same battery, but I choose to interpret the rules so that if they are identical fixed (or spinal in this case) they can fire as a single attack without actually being in the same battery.
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| Tags |
| conversion, space, spaceships, star control |
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