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Join Date: Aug 2004
Location: Cockeysville, MD
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OK, this has been a long time coming. I actually started with this ship, but have rebuilt it about 10 times (using different assumptions and rules). This is the ship that my players will start with, so I wanted to make sure it worked well.
I'm not sure I've accomplished that. The biggest concern is that it needs a lot of ... stuff, and all that stuff cuts into the cargo space. Hero-class Private Merchant $41.2M (68M) Code:
Front Hull [1] Armor, Adv. Metallic Laminate (dDR 10) 2M [2] Habitat (4 Cabins; 4 Low Births, 1 Sickbay) 1M [3-6] Cargo 200T [core] Control Room (C8; Sensors-7; 4 Stations) 2M Central Hull [1] Armor, Adv. Metallic Laminate (dDR 10) 2M [2!] Med. Battery (45T cargo) [3] Habitat (6 Cabins) 1M [4-6] Cargo 150T Rear Hull [1] Armor, Adv. Metallic Laminate (dDR 10) 2M [2-3] Fuel Tanks 900K [4] Engine Room 300K [5] Jump-2 Drive 20M [6!] Reactionless Engines (1G) 1M [core] Fusion Reactor (2 power) 3M Features: Artificial Gravity 1M, Gravitic Compensators 1M Piloting/TL10 (High-Performance Spacecraft) TL dST/HP HT Hnd/SR Move SM LWt dDR Occ 10 50 13 -1/5 2G / c +8 1000t 10 28 This comes pretty close to matting the stats in GURPS Traveller Interstellar Wars. There are some places where the text, stats, and deckplan don't match. So, I just tried to match the systems listed in the stat block.
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--- My Blog: Dice and Discourse - My adventures in GURPS and thoughts on table top RPGs. |
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