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Join Date: Dec 2013
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RPG industry luminary John Snead wrote the spacecraft chapter for the Eclipse Phase roleplaying game and in discussions on the EP forums revealed that the designs were fairly realistic and provided the vital performance numbers for the various spacecraft. Using these, I have attempted to create the nearest GURPS approximations of the EP Destroyer and Fighter.
Destroyer Quote:
Quote:
Code:
Front System
[1] Hardened Nanocomposite Armor (dDR 50(2))
Hangar Bay (300 tons)
Tactical Array (comm/sensor 11)
[2-5] Fuel Tanks (each 1,500 tons providing 72 mps)
[6] Control Room (C10, comm/sensor 10, no control stations)
Centre System
[1] Hardened Nanocomposite Armor (dDR 50(2))
Fuel Tank (1,000 tons providing 48 mps)
[2] Cargo Hold (1500 tons)
[3-4] Fuel Tanks (each 1,500 tons providing 72 mps)
[5-6!] 2x Battery (see notes)
[core] Control Room (C10, comm/sensor 9, 10 control stations)
Habitat (120 cabins, see notes)
Rear System
[1] Hardened Nanocomposite Armor (dDR 50(2))
⅔ High-Thrust Antimatter Plasma Rocket (0.013 G)
[2-6] 5x High-Thrust Antimatter Plasma Rocket (0.1 G)
[core] Fuel Tank (500 tons providing 24 mps, see notes)
⅔ Antimatter Reactor (2 PP, see notes)
Code:
TL 10 Spacecraft Destroyer dST/HP 200 Hnd/SR -3/5 HT 13 Move 0.11G/504 mps LWt. 30,000 Load 1809 (see notes) SM +11 Occ 90ASV (see notes) dDR 50(2) Cost 18,321,250,000 (see notes) The Destroyer has Total Automated (p. SS29) and is TL11 for Complexity purposes (p. SS8-6) The Destroyer runs on antimatter-boosted hydrogen/water, for a refueling cost of $18B per tank. Since antimatter production in Eclipse Phase is mature and large-scale, it may be reasonable to lower this to the same cost as antimatter-catalyzed hydrogen/water, for $30M/tank. You're not supposed to put Power Plants in a Smaller System, but for reactors producing 4 PP, it seems reasonable that a system a third of the size can produce at least 1 PP. Since the Destroyer represents a generic spacecraft the exact weapon loads have been left up to the needs and desires of the individual user. As an example: 30x VRF 3MJ Improved laser turrets, 20x 16cm electromagnetic gun turrets, 10x 32cm Missile Launcher turrets. Since the Destroyer represents a generic spacecraft and some may not have living crews at all, the exact composition of the Habitats is left up to the needs and desires of the individual user. As an example: 44 Cabins, 2 Luxury Cabins, a Ready Room (double Briefing Room/Establishment), 15 Minifacs, 2 Cells, a 10-bed Sickbay, three ops centres, a quintuple-size briefing room, and five different recreational Establishments. The Sickbay has automeds, increasing the cost of the Destroyer by $1M. While Spaceships has all fuel tanks for antimatter-based fuels be treated as Volatile systems, it seems rather reasonable to allow the antimatter to be concentrated in a single system: in this case a [core] fuel tank. The other Fuel Tanks should therefore not be considered Volatile systems. Since the Cargo Hold contains 200 tons of HEDM rocket fuel for the Fighters, it's a Volatile system. (Ideally this should be in a core system, but I ran out of slots for things that needed to be protected. If you think it's vital to locate Volatile systems in a core section, swap the Front Hull for an Upper Stage and shove 500 tons worth of HEDM and Fighter munitions into a [core] location. If you're wondering why I didn't slash the core small-size Control Room, it's because the full-size Control Room is only there to improve Hnd/SR: the core Control Room is the primary control room and is in a [core] location to increase its suitability. Putting a Volatile system right next to the Habitat also did not appeal.) The Destroyer can have the Stealth (p. SS30) feature for +20M to cost. The Destroyer can have the Self-Healing (p. SS7-22) feature for +600M to cost. Fighter Quote:
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Code:
Front System [1] Hardened Nanocomposite Armor (dDR 5(2)) [2!] Major Weapon (16cm Missile Launcher) [3-6] Fuel Tanks (each 1.5 tons providing 0.7 mps) Centre System [1] Hardened Nanocomposite Armor (dDR 5(2)) [2!] Medium Battery (3x 1MJ Improved laser turrets) [3-4!] Major Batteries (2x 8cm electromagnetic gun turrets, see notes) [5-6] Fuel Tanks (each 1.5 tons providing 0.7 mps) [core] Control Room (C7, comm/sensor 3, 1 control station) Rear System [1] Hardened Nanocomposite Armor (dDR 5(2)) [2-5] Fuel Tanks (each 1.5 tons providing 0.7 mps) [6] HEDM Rocket (2G) [core] Fusion Reactor (2 PP) Code:
TL 10 Spacecraft Fighter dST/HP 15 Hnd/SR 0/4 HT 12 Move 2G/7 mps LWt. 10 Load 0.1 SM +4 Occ 1ASV (see notes) dDR 5(2) Cost 640,000 (see notes) The Fighter has Total Automated (p. SS29) and is TL11 for Complexity purposes (p. SS8-6) The atmospheric performance of the Fighter gives it Air Move 20/175. If Streamlined and Winged for +50K to cost, dDR reduces to 3(2) but Air Hnd/SR increases to 4/5 and Air Move to 20/1750. Each tank of HEDM costs $3,000 to refill. Medium Batteries aren't an allowed system at SM+4, but it doesn't seem completely unreasonable to allow one. As an alternative, make all the armour components SM+3 (dDR 3(2)), shove the two centre Fuel Tanks into the freed space, and have three Major Batteries of 3MJ Improved laser turrets. Alternative to the Improved lasers, consider UV lasers for improved range. Alternative to the 8cm electromagnetic gun turrets, consider RF 4cm emag gun turrets or VRF 2cm emag gun turrets. The Fighter can have the Stealth feature (p. SS30) for +125K to cost. The Fighter can have the Self-Healing feature (p. SS7-22) for +200K to cost. The single control station can be removed for -50K to cost. Last edited by Eukie; 08-23-2019 at 03:08 PM. Reason: Corrected Destroyer acceleration and refueling cost |
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| Tags |
| eclipse phase, spaceships |
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