This is a weekly posting with GURPS vehicles (and the like) to the 
GURPSnet mailing list. I grant the permission for all non-commercial 
redistribution of my work, but I would like to know if you put it on 
a website or the like. The files at omeyer.gmxhome.de are down until 
I fix the automatic PDF generation, which should be one of these 
days - see sourceforge.net/projects/gurpsml
  Onno Meyer, 2009-11-23

  The 'double issue' of this week presents the same ship twice, once as 
a Vehicles design and once with the Spaceships rules. The twin versions 
are not interchangeable in the same game, but they have a similar look 
and feel in both systems.

100-ton Pirate Starship v1.0 (TL10)
  Copyright 2009 by Onno Meyer

  This starship uses one obvious violation of physics as we know it (the 
hyperdrive) and a few less obvious ones to allow interstellar travel and 
adventures. The pirate is an old freighter, with a few modifications to 
run down small, lightly armed merchantmen.
  The most important upgrade is a surplus 900-MJ Xaser, which takes most 
of the length of the cargo hold. Extra reaction mass tanks and a spartan 
brig take the rest of the former cargo hold. The remaining cargo stowage 
is limited to a few lockers next to the airlock, so the pirates have to 
take their prey as prize or make a quick selection of the most valuable 
loot. A hydroponic life support system was mounted in the old captain's 
cabin. Her total life support capacity is fifteen; any more will cause a 
rapidly cascading failure and the only remaining backup are the personal 
space suits of the pirates.
  The fusion rockets use 133 gallons of reaction mass per minute.

Subassemblies: Body +6, ten retractable wheels +2. 
Powertrain: Two 200,000-lb. vectored fusion rockets; 250-ton hyperdrive;
  25-kW RTG; 5,000-kW fusion reactor; three 45,000,000-kWs rechargeable 
  power cells.
Fuel: 10,000 gallons water.
Occ: 5 RCS, 5 hammocks, 5 bunks.   Cargo: 100 cf.

Armor     F       RL      B       T       U
All:    4/100   4/100   4/100   4/100   4/100

Weaponry:
720-kJ Laser Cutter [Bod:L] (1,250 shots) +2.
Cheap 900-MJ Xaser [Bod:F] (18 shots) +2.

Equipment:
  Body: Full stabilization for 900-MJ Xaser; cyberslave mount for 720-kJ 
Laser Cutter; extreme-range radio; extreme-range laser communicator; 
1,000-mile AESA; two 800-mile thermographs; 800-mile radscanner; x400 
astronomical LLTV; set of navigation instruments; two IFF; two inertial 
navigation systems; two terrain-following radars; two advanced 
radar/laser detectors; deceptive jammer, rating 12; 30 aircraft decoy 
dischargers; C6 hardened microframe; C5 hardened minicomputer; five 
terminals; full fire suppression system; mechanic mini-workshop; cargo 
ramp; 2-man airlock; brig, 5 hammocks; 15-man total life system. 
External: Radiation shielding.

Statistics
Size: 90'x24'x12'   Payload: 45 tons       Lwt.: 100 tons
Volume: 10,000 cf   Maint.: 18 man-hours   Price: $3,424,930

HT: 9.   HPs: 4,500 Body, 120 each Wheel

aSpeed: 2,235   aAccel: 40   aDecel: 10   aMR: 2.5   aSR: 5

sAccel: 2 to 3.5 Gs   sMR: 2   FTL Speed: 0.5 parsec/day
delta-V 255,469 mph

Design Notes
  Cheaply made (to represent age). Body is 10,000 cf, with very good 
streamlining and lifting body. Wheels are 500 cf, retract into Body. 
Structure is medium, expensive. Armor is expensive composite. Sealed. 
Computerized controls. 517 cf of empty space. Empty weight is 110,000 
lbs. 

Weapon              Weight Volume Cost     Power     WPS VPS CPS TL
720-kJ Laser Cutter    100   2      $1,900    28,800  -   -   -  10
Cheap 900-MJ Xaser  25,000 500    $850,000 2,400,000  -   -   -  10

Weapon              Ammo Malf. Type Damage   SS Acc 1/2D    Max     RoF
720-kJ Laser Cutter  -   v(c)  imp. 6d*3     25 13    1,600   3,200 20*
Cheap 900-MJ Xaser   -   crit. imp. 6d*79(2) 30 30  280,000 840,000 1

  The vehicle uses the design rules from Vehicles [second edition, third 
printing, January 2007 errata], VXi and VXii (including the armor volume 
rule) with the text format from Vehicles Lite. 


100-ton Pirate Starship, Spaceships Version v1.0 (TL10^)
  Copyright 2009 by Onno Meyer

  This starship uses one obvious violation of physics as we know it (the 
hyperdrive) and a few less obvious ones to allow interstellar travel and 
adventures. The pirate is an old freighter, with a few modifications to 
run down small, lightly armed merchantmen.
  The most important upgrade is a surplus 100-MJ Laser, which takes most 
of the length of the cargo hold. Extra reaction mass tanks and a spartan 
brig take the rest of the former cargo hold. The remaining cargo stowage 
is limited to a few lockers next to the airlock, so the pirates have to 
take their prey as prize or make a quick selection of the most valuable 
loot.
  The pirate has a 100-ton (SM+6) streamlined hull.

Systems Table

Front Hull   System
[1]          Nanocomposite Armor (dDR 7).
[2-3]        Habitat (1 bunkroom each).
[4]          Habitat (1 cell).
[5]          Fuel Tank (5 tons of hydrogen providing 15 mps).
[6!]         Spinal Battery (100MJ UV Laser).
[core]       Control Room (C7 computer, comm/sensor 5, and 2 control 
             stations).

Central Hull System
[1]          Nanocomposite Armor (dDR 7).
[2!]         Stardrive Engine (FTL-1).
[3-4]        Fusion Reactor (provide two power points each).
[5-6]        Fuel Tank (5 tons of hydrogen providing 15 mps each).
[core!]      Spinal Battery (central system).

Rear Hull    System
[1]          Nanocomposite Armor (dDR 7).
[2-4]        Fusion Torches (0.5 G acceleration each).
[5]          Fuel Tank (5 tons of hydrogen providing 15 mps).
[6!]         Spinal Battery (rear system).

  The crew consists of 2 bridge operators per shift, plus the boarding 
party of four.

TL  Spacecraft              dST/HP Hnd/SR HT Move         Lwt. Load SM Occ   
dDR Range Cost
PILOTING/TL11 (HIGH-PERFORMANCE SPACECRAFT)
10^ 100-ton Pirate Starship 30     0/4    12 1.5 G/60 mps 100  1.2  +6 12ASV 7  
 1x    $12.62M

Top air speed is 3,100 mph, Move is 15/1,550, Handling/SR is 0/4.


Next Week: A slightly bigger freighter as the first victim.
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