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#1 |
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Join Date: Aug 2004
Location: Cockeysville, MD
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So I decided to give a go at translating the ships from Interstellar Wars to the GURPS Spaceships system. I’m using most of PK’s house rules, except I’ve decided just 1 tank per parsec.
Here are the first couple (I wanted to get some fighters done so I can try out the combat system). Imperial Missile Fighter $10M This ship is pretty much armor/engines/launchers. With 33 dDR and 6G acceleration, something had to give in order to make this work with Spaceships design system. I decided to allow engines in non-rear sections, putting 2 in the center and 2 in the rear. The ship is suppose to be a flattened sphere anyway, so why not? Also, I dropped armor down to 28 dDR (using Nanocomposite) and speed to 4G. Code:
Front Hull [1-4] Armor, Nanocomposite (dDR 28) 2M [5!] Weapons, Med. Battery (20 cm Fixed Launcher x2, 1.5T) 400k [6] Control Room 200k Central Hull [1-4] Armor, Nanocomposite (dDR 28) 2M [5-6!!] Reactionless Engines (2G) 0.2M [core] Fusion Reactor (2 power) 1M Rear Hull [1-4] Armor, Nanocomposite (dDR 28) 2M [5-6!!] Reactionless Engines (2G) 0.2M [core] Fusion Reactor (2 power) 1M Features: Stealth Hull (0.5), Winged (0.5) Piloting/TL10 (High-Performance Spacecraft) TL dST/HP HT Hnd/SR Move SM LWt dDR Occ 10 30 12 0/4 4G/c +6 100 tons 28 2 Terran Light Fighter $7M This is a little more reasonable. I used cheaper armor, as this seems likely for the Terran ships (Nanocomposite seems a bit much anyway). Speed is more important to get in/out of laser range, so not the issue was to get enough power to the engines. Code:
Front Hull [1-3] Armor, Advanced Metallic Laminate (dDR 15) 0.6M [4!] Weapons, Med. Battery (Fixed Laser x2, 1.5T) 400k [5] Control Room 200k [6] Fusion Reactor (2 power) 1M Central Hull [1-3] Armor, Advanced Metallic Laminate (dDR 15) 0.6M [4-6!!!] Reactionless Engines (3G) 0.3M [core] Fusion Reactor (2 power) 1M Rear Hull [1-3] Armor, Advanced Metallic Laminate (dDR 15) 0.6M [4-6!!!] Reactionless Engines (3G) 0.3M [core] Fusion Reactor (2 power) 1M Features: Stealth Hull (0.5), Winged (0.5) Piloting/TL10 (High-Performance Spacecraft) TL dST/HP HT Hnd/SR Move SM LWt dDR Occ 10 30 12 0/4 6G/c +6 100 tons 15 2
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--- My Blog: Dice and Discourse - My adventures in GURPS and thoughts on table top RPGs. |
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#2 |
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Join Date: Aug 2004
Location: Cockeysville, MD
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And a couple more.
Standard Lifeboat $3.4M The lifeboat has the opposite problem of the fighters. There is just not much need for all 20 systems. I decided to just scale up everything so it can hold more persons and cargo. I’m thinking though that it might work better to scale this down to a SM+5 ship, but then I’ll have to allow for half cabin habitats to fit the low births. I treat Low Berths as stasis pods, but they can house 2 persons (4 in an emergency) per unit. Code:
Front Hull [1-3] Armor, Advanced Metallic Laminate (dDR 15) 0.6M [4-6] Habitat (12 Low Berths) 400k [core] Control Room 200k Central Hull [1-3] Armor, Advanced Metallic Laminate (dDR 15) 0.6M [4-6] Habitat (12 Low Berths) 400k [core] Fusion Reactor (2 power) 1M Rear Hull [1-3] Armor, Advanced Metallic Laminate (dDR 15) 0.6M [4-6] 15 tons [5-6!!] Reactionless Engines (2G) 0.2M Features: Winged (0.5) Piloting/TL10 (High-Performance Spacecraft) TL dST/HP HT Hnd/SR Move SM LWt dDR Occ 10 30 12 0/4 2G / c +6 100T 15 2 Can hold 48 passengers in low births. Standard Assault Craft $13.5M Not too much to say about this one. Most of the systems converted over nicely. Code:
Front Hull [1-2] Armor, Nanocomposite (dDR 14) 1M [3!] Weapons, Major Battery 600k [4!] Weapons, Major Battery 600k [5-6] 10 tons [core] Control Room 200k Central Hull [1-2] Armor, Nanocomposite (dDR 14) 1M [3!] Weapons, Major Battery (Turret) 600k [4-6] Fusion Reactor (6 power) 3M [core] Fusion Reactor (2 power) 1M Rear Hull [1-2] Armor, Nanocomposite (dDR 14) 1M [3-6!!!!] Reactionless Engines (4G) 4M Features: Winged (0.5) Piloting/TL10 (High-Performance Spacecraft) TL dST/HP HT Hnd/SR Move SM LWt dDR Occ 10 30 12 0/4 4G / c +6 100T 14 2
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--- My Blog: Dice and Discourse - My adventures in GURPS and thoughts on table top RPGs. |
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#3 |
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Join Date: Aug 2004
Location: Cockeysville, MD
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Standard Ship’s Boat $ 9.3M
Code:
Front Hull [1-2] Armor, Metallic Laminate (dDR 10) 300k [3-6] Cargo Hold, 60T [core] Control Room 600k Central Hull [1-2] Armor, Metallic Laminate (dDR 10) 300k [3-5] Passenger Seating (60 seats) 300k [6] Cargo Hold, 15T [core] Fusion Reactor (2 power) 3M Rear Hull [1-2] Armor, Metallic Laminate (dDR 10) 300k [3-4] Cargo Hold, 30T [5-6!!] Reactionless Engines (2G) 4M Features: Winged (0.5) Piloting/TL10 (High-Performance Spacecraft) TL dST/HP HT Hnd/SR Move SM LWt dDR Occ 10 50 12 -1/5 2G / c +7 300T 10 63 Swap out Passenger Seating for 45T more cargo. -300k Passenger Shuttle Variant Reduce Cargo to just 15T and make all the rest Passenger Seating. +600k Just upgrade the armor type to make this an assault lander. Fuel Skimmer Variant Drop all passenger and cargo for 10 Fuel Tanks +700k Mobile Base Only one Passenger Seating, add 3 Habitats for 1 Lab, 3 Bunkrooms, and 5T steerage) +700k
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--- My Blog: Dice and Discourse - My adventures in GURPS and thoughts on table top RPGs. |
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#4 |
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Join Date: Aug 2007
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Your "Life Boat" is the size of the Space Shuttle and your "Ship's Boat" is as big as a 747. I know Traveller is traditionally goofy that way butt you might be over doing it.
Make your Life Boat SM+5 (or even +4) and your bunkrooms become oversized systems. Then put in multiple layers of much cheaper armor to take up space if you need to.
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Fred Brackin |
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#5 | |
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Join Date: Aug 2004
Location: Cockeysville, MD
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Quote:
Are there rules for SM+4 ships? Spaceships 1 only covers down to +5.
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--- My Blog: Dice and Discourse - My adventures in GURPS and thoughts on table top RPGs. |
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#6 | |
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Join Date: Aug 2007
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Quote:
By default Traveler ships are simply huge. By modern standards my 1000 square foot house is small but in Traveller it's 20 dTons and would be a hull for something like a fighter. The Suleiman-class scout Ship is of course 5x the size of my house.
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Fred Brackin |
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#7 |
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Join Date: Aug 2004
Location: Cockeysville, MD
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Alright, I scaled down the Lifeboat to SM+5. I started to do 4, but that felt a bit too small. This version actually feels like a better fit for the the stats in TIW
Standard Lifeboat (take 2) $1.26M (8.2M) Code:
Front Hull [1-3] Armor, Advanced Metallic Laminate (dDR 9) 180k [4-5] Control Room 120k [6] Cargo 1.5T Central Hull [1-3] Armor, Advanced Metallic Laminate (dDR 9) 180k [4] Cargo 1.5T [5-6] Habitat (4 Low births) 60k [core] Habitat (2 Low births) 30k Rear Hull [1-3] Armor, Advanced Metallic Laminate (dDR 9) 180k [5-6!!] Reactionless Engines (2G) 60k [core] Fusion Reactor (2 power) 300k Features: Winged (150k) Piloting/TL10 (High-Performance Spacecraft) TL dST/HP HT Hnd/SR Move SM LWt dDR Occ 10 20 12 0/4 2G / c +5 30T 9 2 Can hold 24 passengers in low births.
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--- My Blog: Dice and Discourse - My adventures in GURPS and thoughts on table top RPGs. |
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#8 |
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Join Date: Aug 2004
Location: Cockeysville, MD
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So I reduced the ship's boat down to SM 6.
Standard Ship’s Boat (take 2) $ 2.74M (17M) Code:
Front Hull [1] Armor, Adv. Metallic Laminate (dDR 5) 200k [2-5] Passenger Seating (24) 120k [6] Cargo 5 sTons [core] Control Room 200k Central Hull [1] Armor, Adv. Metallic Laminate (dDR 5) 200k [2-5] Passenger Seating (24) 120k [6] Cargo 5 sTons [core] Fusion Reactor (2 power) 1M Rear Hull [1] Armor, Adv. Metallic Laminate (dDR 5) 200k [3-4] Cargo Hold 10 sTons [5-6!!] Reactionless Engines (2G) 200k Features: Winged (0.5) Piloting/TL10 (High-Performance Spacecraft) TL dST/HP HT Hnd/SR Move SM LWt dDR Occ 10 30 12 0/4 2G / c +6 100t 5 62 Cargo Shuttle Variant Swap out Passenger Seating for 50 tons more cargo. -300k Passenger Shuttle Variant Reduce Cargo to just 5T and make all the rest Passenger Seating. +90k Instead of adding seats, change systems to armor for an assault lander. Fuel Skimmer Variant Drop all passenger and cargo for 8 Fuel Tanks +240k Mobile Base Only 2 Passenger Seating, add 2 Habitats for 1 Lab, 3 Bunk Rooms, all the rest is cargo +420k
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--- My Blog: Dice and Discourse - My adventures in GURPS and thoughts on table top RPGs. |
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#9 |
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Join Date: Aug 2004
Location: Cockeysville, MD
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Alright, I'm still working on these when I have some time. I realize that all of these should probably have Gravitic Compensators, so I'll need to fix that... I'm sure there are other things I've missed.
Standard Interplanetary Shuttle $ 12.5M (21M) Code:
Front Hull [1-2] Armor, Adv. Metallic Laminate (dDR 14) 1.2M [3-6] Habitat (8 Cabins) 1.2M [core] Control Room 600k Central Hull [1-2] Armor, Adv. Metallic Laminate (dDR 14) 1.2M [3] Medium Battery (2 hardpoints, 5t) 1.5M [4-6] Habitat (6 Cabins) 0.9M [core] Fusion Reactor (2 power) 1M Rear Hull [1-2] Armor, Adv. Metallic Laminate (dDR 14) 1.2M [3-5] Cargo Hold 45T [6!] Reactionless Engines (1G) 200k Features: Artificial Gravity 1M, Gravitic Compensators 1M, Winged (1.5M) Piloting/TL10 (High-Performance Spacecraft) TL dST/HP HT Hnd/SR Move SM LWt dDR Occ 10 50 12 -1/5 1G / c +7 300t 14 3 Crockett-Class Picket Ship Another ship with high speed and armor! I reduced armor down to 30 (using Nanocomposite), and speed down to 3G. There are fewer control stations than I’d like. Based on the TIW version, there should probably be a second control room to handle the 10 persons that are suppose to be on this ship. $108.2M (140M) Code:
Front Hull [1-2] Armor, Nanocomposite (dDR 30) 10M [3] Tactical Array 10M [4] Habitat (6 cabins) 1M [5-6] Fuel Tanks 600K [core] Control Room 2M Central Hull [1-2] Armor, Nanocomposite (dDR 30) 10M [3!] Medium Battery (Beam, Launcher, Sandcaster) 6M [4!] Medium Battery (Beam, Launcher, Sandcaster) 6M [5-6] Fusion Reactor (4 power) 20M [core!] Jump-2 Drive 20M Rear Hull [1-2] Armor, Nanocomposite (dDR 30) 10M [3] Engine Room 300K [3-6!!!] Reactionless Engines (3G) 3M Features: Artificial Gravity 1M, Gravitic Compensators 1M, Standard fuel processor 300K, Winged (5M), Stealth (2M) Piloting/TL10 (High-Performance Spacecraft) TL dST/HP HT Hnd/SR Move SM LWt dDR Occ 10 70 13 -1/5 4G / c +8 1000t 30 3
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--- My Blog: Dice and Discourse - My adventures in GURPS and thoughts on table top RPGs. |
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#10 |
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Join Date: Aug 2004
Location: Cockeysville, MD
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With so many ships rated at 6G ... and all ships having some armor, I'm starting to think that there needs to be a better performing engine.
I'm already using PK's tweak to have standard Reactionless Engines perform like the "hot" versions (1G instead of 0.5). Perhaps there should be a 2G upgrade. This would allow some of those 6G with only 3 systems (5 counting the 2 Power Plants needed to power them).
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--- My Blog: Dice and Discourse - My adventures in GURPS and thoughts on table top RPGs. |
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