I'm working on the modular airship -- and thinking about something on the scale of the "puddle jumper" from SG Atlantis. Not a direct clone, both because I want some artistic freedom and because matching GURPS TLs to Stargate tech is iffy.
* Not a modular vehicle. Too many components and too much calibration would be required. So it can't be used if the gate is in a building. 1,000 or 2,000 cf? 24' by 12' by 8' or 24' by 10' by 10'? * At least TL11 for a neat reactionless-drive ship. Wouldn't do to torch the gatehouse with fusion rockets. * Unlike a "regular" scoutship, the gate ship doesn't spend much time in hyperspace, but it will probably be FTL-capable. So no cabins or bunks, just seats. * Peaceful science ship, survivable frontier scout, heavily armed and armored gunship? * For a crew of four (the player characters) and possibly some extra passengers (native NPC guides). Unlike Stargate, I want them all to have meaningful jobs. Pilot, gunner, sensor operator, engineer? * Will the opposition use multirole scouts like the Earthlings or dedicated fighters, cargo haulers, VIP barges? A dedicated combat craft should be able to beat a multirole scout, but I want the PCs to have a much better than even chance to survive each encounter ... * In Stargate, the explanation might be the impractical luxury of the Goa'uld, coupled with the assumption that the Goa'uld don't have the scientific manpower to come up with new, optimized designs. They are tied to their old "ceremonial chariots". Asking these questions assumes that the Earthlings can build the ship to their own requirements. They might have to make do with generic passenger/utility shuttles from the precursors. Maintenance cyberswarms or a TL13 living metal (nanobot) hull? But TL13 feels too high. Mike, you suggested the setting. Any input? Regards, Onno _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
