On Tue, Aug 28, 2012 at 09:31:10PM +0200, Onno Meyer wrote:

>I'm working out reasons why one would have a very fast starship
>with little payload, and no means to earn an honest living as a 
>trader.

Information transfer, in a setting without FTL radio?

>One idea was a bounty hunter ship, either a long time 
>ago in a galaxy far, far away, or in a distant future history. 
>
>What sets such a ship apart from any old, rusty freighter?
>
>* Might be armed. That isn't the case for the vehicles of real
>  world bounty hunters, but clearly this is a cinematic design.

Stealth might be a good idea - get ahead of the target, warn the
authorities on the world he's going to that there's money in it if they
line the starport with security guards and grab him as soon as he leaves
his ship...

>* The weaponry should be optimized to subdue and capture, if 
>  that can be done. 3E UTT had EMP guns, but those don't scale
>  up all that well. Paralysis guns? That feels a bit detached,
>  better disable the enemy starship and fight the fugitives.

Lacking a system-crippling weapon, perhaps a high-powered, slow-firing,
horribly accurate weapon, so that the pursuer can aim at specific
locations on the target ship?

>* A single hunter or more? GURPS Mecha had the single hunters 
>  in their high-tech battlesuits against mid-tech mecha. The 
>  lone hunter meme is appealing for a movie or novel, but 
>  teamwork is better for games.

Crew compartment very separate from prisoner compartment...

>* Investigative gear. How do you represent that, beyond a 
>  multiscanner?

Forensics lab?

>* What sets the ship for a "bad" NPC bounty hunter apart from
>  the ship of a "good" PC party?

The "bad" NPC has nuclear missiles and is happy to collect the lower
"dead" bounty...

R
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