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Old 08-17-2011, 08:29 AM   #101
doulos05
 
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Default Re: [OOC] The Voyages of "The Hiawatha" [Hero Class] : GURPS Traveller

Quote:
Originally Posted by pup67vargr View Post
If you have questionable items on your equipment list, please specifically mention them here and get approval first, ok? Nice try, but you can't shift the burden of proof to the GM by saying 'Hey, you never told me I couldn't have this nuclear whiz-bang gadget!' I'm telling all players right now that anything not on the list of commonly available items needs to be given prior approval, or said item is quite apt to vanish mid-voyage.
Right. I looked over my list and the only things I see are:
Smart Vacc Suit w/ Flexible Space Helmet
Nanoweave suit and gloves.

The Smart Vacc Suit is TL10, I picked it because it's light-weight and 1/2 the cost of the TL9 Civilian Vacc Suit. The flexible Space Helmet I picked just because it was cheaper (1/4 the price a normal space helmet). The Nanoweave is just TL10 ballistics cloth. Are those items ok?

Quote:
skivvies are one thing, but there will likely be no assumptions made about that extra box of ammo that you intended to get but never actually mentioned getting.
Right, obviously no ammo. I'm thinking things you and I have laying around the house but we didn't buy on the character sheet. As a more likely in-game example, I didn't purchase a pen or pencil (or paper for that matter), but if I'm on the ship and need to take DTF format notes, I'd like to assume those are accounted for in the 80%. The only thing I can think of having a combat utility that would be like that is batteries, and most civilian devices use AA to B sized batteries, while weapons use C batteries. But I'm perfectly content with itemizing those, given their importance in an Ultratech setting.
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Old 08-17-2011, 11:28 PM   #102
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Default Re: [OOC] The Voyages of "The Hiawatha" [Hero Class] : GURPS Traveller

Batteries are not a problem for now. But, ah, what's the DR of that nanoweave get-up? That's ok if it's TL10, but you'll likely need to get some spare parts and patches in a repair kit just in case the unthinkable happens, because I've been known to think about those sorts of things. Repair kits may be in a book somewhere, but if not (and I stress, ONLY if a price for such an item is not given already in some book or other) I'm thinking that such a kit should cost about 10% of the price of the vacc suit.

And, anyway, what makes that vacc suit 'smart'??
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Old 08-18-2011, 12:36 AM   #103
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Default Re: [OOC] The Voyages of "The Hiawatha" [Hero Class] : GURPS Traveller

Placeholder reply to your question so the Q and the A are closely connected in the thread. I'll copy/paste the stats from home tonight. The thing that makes it 'smart' is weight-saving technology in the life support equipment that reduces weight and cost (at the expense of DR, if I recall correctly).
Nanoweave Suit: DR 18/6*, LC3, coverage: all, weight 8 lbs., cost $1200
Nanoweave Gloves: DR 9/3*, LC4, Coverage: Hands, Weight: neg., Cost: $30
Smart Vacc Suit: "An improved civilian vacc suit design using advanced nano-catalytic systems to reduce the life support system’s bulk. The suit has built-in biomedical sensors (p. 187). It is sealed with the addition of a vacc suit helmet (p. 180), providing climate control (-459 F to 250F) (p. 171), pressure support (p. 171) up to 10 atmospheres, radiation protection (PF 2) (p. 171), and vacuum support (p. 171). A vacc suit takes 30 seconds to put on or take off, though this time can be halved with a successful Vacc Suit skill roll."
DR 6, LC4, Weight 15, Power: 2C/36 Hours, Cost: $5000, 12 hour air supply, extensible with air tanks

Can't find the rules on repair kits. It does say that repairs to equipment that has lost more HP than it has require spare parts == 1d6*10% the base cost.

Last edited by doulos05; 08-18-2011 at 07:44 AM.
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Old 08-18-2011, 08:01 AM   #104
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Default Re: [OOC] The Voyages of "The Hiawatha" [Hero Class] : GURPS Traveller

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Originally Posted by doulos05 View Post
Ok, guys. I'm of two minds about this so I want to put it to a crew vote. We have two options for armament, a single TL9 Pulse Laser or a single Missile Launcher w/ 5 missiles.
I didn't see any responses on this, so I assume that the general plan is just to avoid space combat. That said, I like to be prepared. I've looked at both of these and, especially considering that our Pilot has Gunner(Beams), I think we should go with the TL9 Pulse laser.

Additionally, the Ship's Locker will be reposted below, broken up by category so that we can ensure I've not missed any categories. Additionally, I've left the Pros and Cons intact below just in case you guys disagree but didn't get a chance to comment on it. We can still change it.
Quote:
Here are the pros I see for the Missile launcher:
Longer range: With 8.0 Gs of sAccel, we can reach out an touch a target up to 24 hexes (240,000 miles) away. That's farther than we can effectively can (and we'd be shooting at a -8 just due to range, but still). Pulse lasers TL/9 only go to 3 hexes, and they only do full damage a 1 hex.
More damage: Missiles that hit do 12d(10)burning damage, which is more than enough to disable another Hero-class (average damage puts a Hero at -11 dHP).
Slightly easier to hit: As I'm reading the rules, assuming we have Gunner(Missiles)-12, we need a 15 to hit another Hero at max range. It goes up by 1 for every 3 hexes closer it is.
No power demands: Kind of self-explanatory. We only have 8 MW of power to play with. A TL10 Pulse laser uses 10. So we'd have to switch off the sensors to fire the laser (or switch off an engine). A TL9 Pulse Laser only uses 2.5 MW of power, so we could install up to 3 of those before we ran out of power.

Pros of the Pulse Laser:
No Ammo: Missiles are $30,000 a pop. They'll probably end the fight, but at present we could only afford 5. A full load would be 12 per launcher. Meaning assuming we don't get in a fight before we load up to the gills, we need $210,000 to spend on ammo alone. Once the ammo runs out, reloading can only be accomplished out of combat.
Cheaper: We could put another $400,000 in our pockets if we took a Pulse laser ($250,000 for the price difference between the weapon systems + $150,000 for the 5 missiles we have). That allows us to buy some more nice kit for the ship or puts us just $100,000 away from another pulse laser (or just $380,000 away from a missile launcher w/ 1 missile as an emergency backup).
No point defense: Ok, here's the biggie for me. A Pulse laser allows us to take point defense rolls in case the enemy shoots a missile at us. I just showed that an average hit from a missile puts us into disable territory. As it is, we can knock two missiles out of the sky per turn, at the cost of 1 sandcaster canister per missile. Pulse lasers can knock as many out of the sky as they can hit and cost no ammo.

So, what's your vote?
Missile Launcher w/ 5 missiles ($900,000, $30,000 per reload, and 12d(10) @ +(8.0 - their sAccel)/2 Accuracy)
TL9 Pulse Laser ($500,000, 2.5 MW of power, and 3d(5) @ +0 Accuracy)
TL10 Pulse Laser ($500,000, 10 MW of power, and 4d(5) @ +2 Accuracy)

A TL/9 Beam Laser could be had too if we dropped a Sandcaster ($1,000,000, 5 MW of power, and 6d(5) @ +0 Accuracy), but that seems really risky to me, having only 1 sandcaster means we can only protect ourselves against 1 missile OR 1 ship per turn. Granted, we'd only be $100,000 away from buying the second sandcaster, but still...
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Old 08-18-2011, 08:41 AM   #105
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Default Re: [OOC] The Voyages of "The Hiawatha" [Hero Class] : GURPS Traveller

The price for Turrets factored in the M$0.1 to purchase the turret (since the Hero class only comes with hard points for mounting turrets, not pre-installed turrets).

As Captain, I'll suggest an outfitting, you guys can feel free to change it as you please.

Software:
Quicken 2070 Free Edition (TL 10 Accounting software) - $0
Damage Control (Complexity 3 for a 200 dTon vessel) - $50
Damage Control Database (Hero-class vessel) - $1,000
Datalink (Free) - $0
Entertainment - $0
Entertainment Databases (I'm gonna assume Halo:Vilani Scum 3 costs the same as Halo 3 did when it came out) x 10 $500
Internal Security System (Skill level 15, Complexity 5) $1000
Interpreter w/ Vilani Language Database (Native) (and as many additional language Databases as we can purchase: $1000/database) $2000
Jump-2 Navigation Software (Complexity 6) $5000
RVO (Piloting Skill 15 Complexity 5) $1,000
Targeting (Complexity 6, +1 targeting bonus) $5000
Software total: $14,550

Consumables (Food and Medical):
330 Man-days of rations $1980 (1 month for a full compliment of 5 passengers and 6 crew)
Crash Kit TL/10 x 10 (+2 First Aid, -5 Surgery) $2000
50 patient/days of medical supplies $500
Surgical Instruments TL/10 x 5 $1500
Consumables total: $5,980

Ship to Ship Armament:
1 Turret w/ Sandcaster x 2 (each with 12 canisters) $609,600
1 Turret w/ TL9 Pulse Laser $600,000
Weapons Total: 1,209,600

Ship's Locker:
Standard Issue Crew Equipment:
"Pocket Pack" x 6 (UT38) $150
Small TL/10 Radio communicators x 6 (UT44) $1200
Smart VacSuits TL10 x 6 (with Helmets) $42,000
H&K USP, .40 S&W w/ Smart Electronics x 6 $4,620
60 .40 magazines $1920
Benelli M1 Super 90 12G Shotgun (HT) x 3 $1350
100 Buckshot Rounds $70
100 Slugs $70
30 Barricade-Penetrating Tear Gas Rounds $45
TL10 Laser Pistols x3 $3300
Sub-total: $54,590

Emergency Gear
Survival Chest x 12 (GT:FT70) $26840 ($2440 each, I gave us a 10% discount off the price to purchase all the bits separately, seemed fair, but we can go up to the full price if you'd prefer which is $2708 ea or $32,496)
Sub-total: $26,840 ($32,496)

Maintenance:
Armory (Small Arms) Portable Toolkit $600
Armory (Armor) Portable Toolkit $600
Armory (Beam Weapons) Portable Toolkit $600
Sub-total: $1,800

Ship's Locker Consumables
60 Rechargeable C Batteries $600
40 Rechargeable B Batteries $120
40 Rechargeable A Batteries $80
40 Rechargeable AA Batteries $40
Sub-total: $840

Cargo Gear
4A67/8 Modular Cargo Container x3 (GT:FT57) This is for speculative cargo, I assume Contract Freight customers will provide their own boxes...) $90,000
Sub-total: $30,000

Ship's Locker Total: $174,070 ($179,726 if we pay full price for the survival chests.)
Remaining Cash: $345,800 ($340,144 if we pay full price for the survival chests.)
The tear gas slugs are so we can neutralize less cautious enemies (since in our vacc suits, we'd be immune. Obviously, if the enemy is in vacc suits these wouldn't work, but they're only $1.50 each, so why not). I also added 2 more Modular Cargo Containers for speculative freight. There is enough money left over for 1 more Sandcaster w/ a full ammo load if you want, it's only $254,800, leaving us just over $90,000 in the ship's purse. If we don't spend that money, the Ship's purser will roll that over into speculative cargo on Prometheus.
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Old 08-18-2011, 01:11 PM   #106
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Default Re: [OOC] The Voyages of "The Hiawatha" [Hero Class] : GURPS Traveller

The closest thing I can find about the spare parts question is on UltraTech p. 82 -- under Tool Kits. For vacc suit repairs, it looks like the appropriate thing would be a Portable Workshop for Armoury/Electrician/Mechanic/Machinist skill, which would cost $15,000, weigh 200 lbs, [10C/100 hr -- whatever that means?]
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Old 08-18-2011, 05:29 PM   #107
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Default Re: [OOC] The Voyages of "The Hiawatha" [Hero Class] : GURPS Traveller

Quote:
Originally Posted by pup67vargr View Post
The closest thing I can find about the spare parts question is on UltraTech p. 82 -- under Tool Kits. For vacc suit repairs, it looks like the appropriate thing would be a Portable Workshop for Armoury/Electrician/Mechanic/Machinist skill, which would cost $15,000, weigh 200 lbs, [10C/100 hr -- whatever that means?]
10C/100 hr means it uses 10C batteries and runs for 100 hours before the batteries need replaced/recharged. How much are we assuming the Workshop module already included on the Hiawatha gives us?
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Old 08-18-2011, 05:43 PM   #108
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Default Re: [OOC] The Voyages of "The Hiawatha" [Hero Class] : GURPS Traveller

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Originally Posted by doulos05 View Post
10C/100 hr means it uses 10C batteries and runs for 100 hours before the batteries need replaced/recharged. How much are we assuming the Workshop module already included on the Hiawatha gives us?
I don't see a workshop module included in the plans for the Hero-class vessels. The rules only specify that a workshop is necessary for ships much, much larger that the Hiawatha. But, having said that, I have no problem with an ersatz workshop being made from some of the (limited) waste space in lower engineering. What were the rest of you thinking, if you had ideas about this situation?
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Old 08-18-2011, 05:49 PM   #109
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Default Re: [OOC] The Voyages of "The Hiawatha" [Hero Class] : GURPS Traveller

Looks like we're only missing sn0wball's Senior Chief ____, our Specialist/Interpreter/Gunner, to have a complete complement for the Hiawatha! Then the voyages can begin. Sn0wball, it doesn't have to be a 100% sheet for the Specialist yet, a name and some bare stats will do for now. And I'm pretty sure that not all of the posted characters are totally finished yet, but that's ok, too. Or we can wait until everything is finished for all characters. What say the players?
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Old 08-18-2011, 06:24 PM   #110
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Default Re: [OOC] The Voyages of "The Hiawatha" [Hero Class] : GURPS Traveller

I say let's launch soon. I've still got to set up Silvester's equipment list, but other than that, I'm good.

We do need to make sure someone puts at least 1 point in Armory (Small Arms), Armory (Beam Weapons), and Armory (Armor) for the purpose of equipment repairs.
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