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Old 06-26-2008, 01:08 AM   #1
Diomedes
 
Join Date: Mar 2008
Location: Dallas, TX
Default [GURPS Spaceships] Freighter and Pirate Ship

For a TL11 setting:

Code:
Long Range Freighter
Unstreamlined
SM+9	(3000t)	TL11
Load:	1851t	
Cargo Cap:	1785t/65t steerage
Endurance:	32d/288d
dDR:	0

dST	100	Move:	0.5/0.15c
dHP	100	Hnd	-1				
HT	13	SR	5				
Occ:	6+4 ASV			
TBO:	5.7 minutes	

Cost	Crew	System				
Front Section
		[1]	Cargo Hold (150t)
		[2]	Cargo Hold (150t)
		[3]	Cargo Hold (150t)
		[4]	Cargo Hold (150t)
		[5]	Cargo Hold (150t)
5.9M		[6]	Control Room (4 stations, c8, C/S-9)
3M		[c]	Habitat (20 cabins)
			2 Cabins
			1 Bunkroom
			4 Passenger Cabins
			65t Steerage
Center Section
1.5M		[!1]	Tertiary Weapons Battery
			3x3MJ RF Improved Laser Turrets (S,3d(2))
			135t Cargo Storage
		[2]	Cargo Hold (150t)
		[3]	Cargo Hold (150t)
		[4]	Cargo Hold (150t)
		[5]	Cargo Hold (150t)
		[6]	Cargo Hold (150t)

Rear Section
		[1]	Cargo Hold (150t)
1M		[2]	Fuel Tank (150t)
1M		[3]	Fuel Tank (150t)
1M	2	[4]	Engine Room
30M		[!5]	Standard Stardrive FTL-1
300k		[!6]	Reactionless Drive 0.5G (derated)
15M		[¡c]	Fusion Reactor (derated)
3M			Artificial Gravity

60.7M
The design has some tweaks to the basic GURPS:Spaceships system:
  • Reactors do not run on internal fuel. A tank of Hydrogen will power a derated fusion reactor for 144 days, but the reactor can also be designed to use hydrogen electrolyzed from water. That gives only 1/9 the range, since water is 1/9 hydrogen by mass, but it's far cheaper.
  • The reactionless drive has been derated for half the acceleration and 1/10 the cost. It's slow, but again more cost effective.

Last edited by Diomedes; 06-26-2008 at 01:43 AM.
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Old 06-26-2008, 01:24 AM   #2
Diomedes
 
Join Date: Mar 2008
Location: Dallas, TX
Default Re: [GURPS Spaceships] Freighter and Pirate Ship

And the pirate ship, converted from the former:


Code:
Pirate Ship
Unstreamlined
SM+9	(3000t)	TL11
Load:	1286t	
Cargo Cap:	1230t/55t steerage
Endurance:	16d/144d
dDR:	15/0/15

dST	100	Move:	0.5/0.15c
dHP	100	Hnd	-1				
HT	13	SR	5				
Occ:	10 ASV			
TBO:	5.7 minutes	

Cost	Crew	System				
Front Section
3M		[1]	Metallic Laminate Armor dDR 15
		[2]	Cargo Hold (150t)
		[3]	Cargo Hold (150t)
		[4]	Cargo Hold (150t)
		[5]	Cargo Hold (150t)
6M		[6]	Control Room (6 stations, c8, C/S-9)
3M		[c]	Habitat (20 cabins)
			4 Cabins
			3 Bunkrooms
			2 Sickbays
			55t Steerage
Center Section
12M		[!1]	Secondary Weapons Battery
	1		328cm Missile Turret (3,L,6dx7(2))
				15 missiles
	3		3x14cm EM Gun Turrets (-7,S,3dx7(2),3)
				450 shells
	4		4x100MJ Improved Laser Turrets (S/L,2dx5(2))
			30t Cargo Storage
		[2]	Cargo Hold (150t)
		[3]	Cargo Hold (150t)
		[4]	Cargo Hold (150t)
		[5]	Cargo Hold (150t)
		[6]	Cargo Hold (150t)

Rear Section
3M		[1]	Metallic Laminate Armor dDR 15
1M		[2]	Fuel Tank (150t)
1M		[3]	Fuel Tank (150t)
1M	2	[4]	Engine Room
30M		[!5]	Standard Stardrive FTL-1
300k		[!6]	Reactionless Drive 0.5G (derated)
15M		[¡¡c]	Fusion Reactor
3M			Artificial Gravity

99.3M
Whereas the freighter was built for cost-efficiency, the builders of the pirate ship were constrained by the limits of the existing design. The result is a ship that's not an efficient cargo carrier, and can't stand up to a real warship. Still, it can do well enough against its primary prey, and has the advantage that it looks a lot like its forebear.
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Old 06-26-2008, 07:34 AM   #3
Luke Bunyip
 
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Join Date: Mar 2008
Location: The Kingdom of Insignificance
Default Re: [GURPS Spaceships] Freighter and Pirate Ship

Quote:
Originally Posted by Diomedes
And the pirate ship, converted from the former:


Code:
Pirate Ship
Whereas the freighter was built for cost-efficiency, the builders of the pirate ship were constrained by the limits of the existing design. The result is a ship that's not an efficient cargo carrier, and can't stand up to a real warship. Still, it can do well enough against its primary prey, and has the advantage that it looks a lot like its forebear.
Like the design rationalisation. What if you put an additional habitat section or two in the centre hull? It could then carry a boarding party / prize crew.

The captured cargo could be carried by the captured ship :P
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Old 06-26-2008, 10:37 AM   #4
Diomedes
 
Join Date: Mar 2008
Location: Dallas, TX
Default Re: [GURPS Spaceships] Freighter and Pirate Ship

Quote:
Originally Posted by Luke Bunyip
Like the design rationalisation. What if you put an additional habitat section or two in the centre hull? It could then carry a boarding party / prize crew.

The captured cargo could be carried by the captured ship :P
More likely I'd just convert some of the steerage space in the existing habitat to cabins.
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