Have any of you tried to balance FTL speed and STL speed in 3E
hyperdrive ships? On a tactical level, 1,200 c is almost as good as
18,000 c, but on the strategic level it matters a lot.
I wrote a batch of space warships years ago where the FTL multiplier and
STL accel were in the high single digits. More recently I wrote
commercial ships with double-digit FTL multipliers.
Space Battlecruiser Mk.IV v1.0 (TL 11)
Copyright 2000 by Onno Meyer
The Battlecruiser is a fast, heavy warship for an interstellar
navy. It
is intended for strategic scouting and raiding in support of battle
fleets.
To simplify logistics, the design is beam-heavy, with a spinal 864
GJ laser
and two dozen 1.44 GJ missile defense lasers. Ten offensive
launchers with
250 Modular Space Combat Drones and twenty defensive launchers with
5,000
Countermissiles complete the armament. The Battlecruiser carries a
company
of Marines for boarding and raiding parties and small craft to
deploy them.
One notable feature of the Battlecruiser are gel baths that protect
work
stations for every crewmember, even the Marines. The thrusters are
strong
enough to kill unprepared spacers at full acceleration.
The vehicle uses GURPS Vehicles TL 11 [second edition, first
printing,
June 99 errata]. A hyperdrive according to VE39/S89, the FTL
communicator
according to VE48 (but no FTL radar) and the nuclear-pumped x-ray laser
proposed by MA Lloyd are available, which affects even those craft that
don't mount them.
Body Feature: 60 degree slope on BoF.
Propulsion: Ten 180,000,000 lbs. super reactionless thrusters (HP
12,000,
9,000,000 kW each). Eight 100,000-ton hyperdrives (HP 5,000,
1,000,000
kW each during hyperspace travel and 36,000,000,000 kWs each to
enter
hyperspace).
Armaments: Twenty Heavy Autolaunchers MK.III (ten each T/U, HP 125
each).
Ten XH Autolaunchers Mk.III (five each R/L, HP 1,500 each). 24
1.44 GJ
X-Ray Lasers (four each F/B/R/L/T/U, HP 600 each) with full
stabilization (HP 125 each) and cyberslave mounts (HP 600
each). 864 GJ
X-Ray Laser (F, HP 30,000) with full stabilization (HP 6,500).
5,000
Countermissiles Mk.IV (HP 300 each). 250 Modular Space Combat
Drones
Mk.IV (HP 3,600 each).
Instruments and Electronics: Six scrambled extreme range radios
(5,000,000
miles, HP 18, 0.4 kW each). Two scrambled extreme range tight-beam
radios (50,000,000 miles, HP 60, 0.4 kW each). 2,500 scrambled very
long range laser communicators (1,000,000 miles, HP 18, 1 kW
each). 125
scrambled very long range neutrino communicators (1,500,000
miles, HP
60, 10 kW each). Six scrambled extreme range neutrino communicators
(15,000,000 miles, HP 300, 40 kW each). Scrambled FTL
communicator (1
parsec, HP 5,000, 10,000 kW). Four AESAs (F/B/R/L, 200,000
miles, scan
43, HP 800, 50,000 kW each). Four AESAs (R/L/T/U, 50,000 miles,
scan
39, HP 400, 12,500 kW each). Twelve AESAs (two each
F/B/R/L/T/U, 8,000
miles, scan 34, HP 100, 2,000 kW each). Eight PESAs (one each
F/B/R/L,
two each T/U, 800,000 miles, scan 46, HP 2,500 each). Twelve
PESAs (two
each F/B/R/L/T/U, 12,000 miles, scan 35, HP 150 each). Four
multiscanners (200,000 miles, scan 43, HP 1,000 each). Four
astronomical instruments (R/L/T/U, x1,000, +9/+18, HP 12 each).
High-
resolution planetary survey array (T, HP 50, 5 kW). Two flight
recorders (HP 2 each). Six sets of precision navigation
instruments (HP
4 each). Four IFF (HP 1 each). Six inertial navigation systems
(HP 2
each). Four terrain-following radars (HP 1, 0.25 kW each). 600
HUDWACs
with pupil scanners. Twelve very sensitive radio receivers with
direction finders (x100, HP 1 each). Area jammer (jam rating
14, HP 30,
2,500 kW). Four deceptive jammers (jam rating 14, HP 30, 50 kW
each).
800 decoy dischargers (various types, HP 6 each). Two blip
enhancers
(HP 6, 2.5 kW each). 30 dedicated, genius, hardened, high-capacity
robotic macroframes (C10, DX 13, IQ 13, HP 60, 10 kW each) with
gunner
(beams) skill programs (C10, 48 points, skill 20). 20 hardened,
robotic
macroframes (C9, DX 12, IQ 12, HP 100, 10 kW each). 700
terminals (HP 4
each). Cartography (C6). Computer navigation (C2). Damage
control (C6,
+6 to skill). Database (C1, 257.45 GB starmaps and recognition
guides).
Datalink (C1). Electronics operation (commo) skill program (C6, 8.5
points, skill 28). Electronics operation (sensors) skill
program (C6,
8.5 points, skill 28). Piloting (high-performance spacecraft) skill
program (C9, 40 points, skill 18). 25 targeting (C9, +10 to skill).
Transmission profiling (C6). 600 neural induction fields (HP 4
each).
Miscellaneous Gear: 750 full fire suppression systems (HP 16
each). Nine
complete workshops (HP 800, 1 kW each). Five tractor beams (ST
1,000,
HP 125, 1,000 kW each). Four operating rooms (one table each,
HP 250,
0.5 kW each). 40 cryonic capsules (HP 100, 0.2 kW each). 32
automeds
(HP 100, 0.1 kW each). Mess (500 sf, for 50 persons, HP 2,000,
0.5 kW).
Mess (1,000 sf, for 100 persons, HP 3,000, 1 kW). Mess (2,000
sf, for
200 persons, HP 5,000, 2 kW). Holoventure zone (1,600 sf, for 160
persons, HP 5,000, 16 kW). Twelve forcelocks (two each
F/B/R/L/T/U, HP
11, 2 kW each). Four spacedocks (for 45,000 cf of subcraft each, HP
15,000 each).
Controls: Computerized. Quadruple maneuver controls. Crew Stations:
Bridge with two "Helmsmen" with a set of maneuver controls, a
HUDWAC, a
terminal and an interface field each, a "Captain", five "Commo
Operators", six "Engineers", five "EW Operators", ten "Sensor
Operators" and 20 "Weapon Operators" with a HUDWAC, a terminal
and an
interface field each. CIC with two "Helmsmen" with a set of
maneuver
controls, a HUDWAC, a terminal and an interface field each,
five "Commo
Operators", six "Engineers", five "EW Operators", ten "Sensor
Operators", 60 "Weapon Operators" and "XO" with a HUDWAC, a
terminal
and an interface field each. Engineering control room with 20
"Engineers" with a HUDWAC, a terminal and an interface field each.
Damage control center with 18 "Engineers" with a HUDWAC, a
terminal and
an interface field each. Six crew ready rooms with a total of 140
"Mechanics", 20 "Medics", 36 "Mess and Service Crew", 40 "Small
Craft
Crew", four "Surgeons" and four "Yeomen" with a HUDWAC, a
terminal and
an interface field each. Four Marine ready rooms with a total
of 160
"Marines" with a HUDWAC, a terminal and an interface field
each. Flag
Bridge with "Flag Officer" and 19 "Staff" with a HUDWAC, a
terminal and
an interface field each. All in roomy crew stations (HP 75
each). Crew:
"Captain", ten "Commo Operators", 50 "Engineers", ten "EW
Operators",
four "Helmsmen", 160 "Marines", 140 "Mechanics", 20 "Medics",
36 "Mess
and Service Crew", 20 "Sensor Operators", 40 "Small Craft
Crew", four
"Surgeons", 80 "Weapon Operators", "XO" and four "Yeomen".
Optionally
"Flag Officer" and 19 "Staff".
Occupancy: Long. Accomdations: 550 bunks (HP 150 each). 20 double-
occupancy cabins (HP 400 each). Eight single-occupancy cabins
(HP 400
each). Two luxury cabins (HP 600 each). Environmental Systems:
Four
total life systems for 800 persons each (HP 1,500, 80 kW each). 278
grav units (HP 60, 1,000 kW each). Safety Systems: 600
G-seats. 600
womb tanks (for a roomy crew station each, HP 24 each).
Power: 975 kW RTG (14 years endurance, HP 30) and six 20,000,000
kW fusion
reactors (200 years endurance, HP 12,000 each) power all
systems except
for the lasers with 28,598,385.1 kW excess power in realspace. This
recharges one 864 GJ X-Ray Laser shot in 81 seconds. Energy Banks:
640,000 rE power cells (450,000 kWs, HP 2 each) provide power
for one
hyperspace entry with all drives or 125 shots of the 864 GJ
X-Ray Laser
(each shot of the 864 GJ X-Ray Laser equals 600 shots of a 1.44
GJ X-
Ray Laser).
Access, Cargo and Empty Space: 2,720,500 cf access space. 120,000
cf cargo
holds. 269,043.7 cf empty space. Volume: 7,500,000 cf. Area:
230,000
sf.
Structure: Extra-heavy, robotic frame. Hit Points: 1,380,000.
Structural
Option: Total compartmentalization.
Armor: BoF DR 48,000 advanced, fireproof ablative armor covered by
PD 6,
DR 52,000 advanced laminate armor. All others DR 9,870 advanced,
fireproof ablative armor covered by PD 4, DR 5,000 advanced
laminate
armor. (PD 8 with operating deflector field.)
Surface Features: Seal. Radical emission cloaking. Radical stealth.
Intruder chameleon. Radiation shielding. Thermal
superconducting armor.
Deflector field (828,000 kW).
Vision and Details: No view from crew stations (sensors are used
instead),
two forcelock hatches on each face and spacedock doors on top,
running
lights, safety belts, no locks or keys.
Statistics: Empty weight 182,800,000 lbs. Crew and gear 1,200,000 lbs.
Ordnance 15,000,000 lbs. Subcraft 1,000,000 lbs. Loaded weight
200,000,000 lbs. (100,000 tons). Volume 7,500,000 cf, size modifier
+12. Price $17,608,000,000. HT 6. Maintenance requirement 637
man-hours
per day.
Space Performance: sAccel 9 G. sMR 9. Hyperspeed multiplier x8.
TL10+ Heavy Autolauncher MK.III, 300mm (v1.0, OM 1/00)
A launcher for the Heavy HVM, Countermissile (Mk.III or higher)
and compatible rounds. Game mechanics: Heavy automatic launcher
rated for ordnance between 500 lbs. and 1,000 lbs. and between
240mm and 300mm. The use of missile launcher rules for robotic
subcraft follows a precedent on GT157.
SS RoF Shots Wt Cost Ldrs Rating
30 1 var. 4,000 lbs. $52,500 0 1,000 lbs.
TL10+ XH Autolauncher MK.III, 1200mm (v1.0, OM 1/00)
A launcher for the Modular Space Combat Missile or Modular Space
Combat Drone (Mk.III or higher). Game mechanics: Heavy automatic
launcher rated for ordnance between 40,000 lbs. and 20,000 lbs.
and between 960mm and 1200mm. The use of missile launcher rules
for robotic subcraft follows a precedent on GT157.
SS RoF Shots Wt Cost Ldrs Rating
30 1/3 var. 160,000 lbs. $2,002,500 0 40,000 lbs.
TL11 1.44 GJ X-Ray Laser (v1.0, OM 1/00)
A counter-missile laser for deep space combat. Game mechanics:
1,440,000 kJ very long range, compact x-ray laser.
1.44 GJ X-Ray Laser 40,000 lbs. 800 cf $5,400,000
Malf Type Damage SS Acc 1/2D Max. RoF Power
V(C) Imp 6d*129(2) 30 32 396,000 1,188,000 4* 15,360,000 kW
TL11 864 GJ X-Ray Laser (v1.0, OM 1/00)
A heavy laser for deep space combat. Game mechanics: 864,000,000
kJ extreme range, compact x-ray laser.
864 GJ X-Ray Laser 16,000,000 lbs. 320,000 cf $2,100,000,000
Malf Type Damage SS Acc 1/2D Max. RoF Power
V(C) Imp 6d*3,149(2) 30 42 19,400,000 58,200,000 1/2 1.152 TW
Fast Courier Mk.IV, Secret Agent Variant v1.0 (TL11)
Copyright 2012 by Onno Meyer
The Fast Courier carries a few people and a few boxes of cargo to the
stars. The Mark IV comes in many variants, like this ship for a special
operative. She is sleek and deadly, with cleverly concealed weapons.
The starship has a cockpit with two seats and a cabin with two narrow
bunks. Most of the triangular hull is taken by the fusion reactor, twin
sublight thrusters, and the hyperdrive. The cramped design made it easy
to hide a few extras -- a concealed equipment locker, upgraded sensors
and avionics, and some EW systems. The Fast Courier might look like an
expensive toy, but that is just the cover story.
A full load of missiles is $180,000. It takes 500 minutes to recharge
the power cell for a hyperspace entry, and 0.53 seconds to recharge one
xaser shot.
Subassemblies: Body +5.
Powertrain: Two vectored 180,000-lb. super reactionless thrusters;
900-ton hyperdrive; 50-kW RTG; 30,000-kW fusion reactor;
337,500,000-kWs rechargeable power cell.
Occ: 2 RCS, 2 bunks. Cargo: 75 cf plus 5 cf hidden.
Armor F RL B T U
Body: 4/100 4/100 4/100 4/100 4/100
Weaponry
160mm Four-Cell VLS [Bod:T] (4 missiles) +2.
Two 2.16-MJ X-Ray Lasers [Bod:F] (1,172 shots each) +2.*
* Linked
Equipment:
Body: Full stabilization and concealed, cyberslave mounts for X-Ray
Lasers; concealed mount for VLS; two extreme-range radios with radio
direction finders and scramblers; long-range laser communicator; two
150-mile AESAs; two 150-lightsecond FTL radars; two 300-mile PESAs;
1,500-mile radscanner; two x400 astronomical LLTVs; 300-lightsecond FTL
scan detector; 300-lightsecond FTL emergence detector; two sets of
precision navigation instruments; two IFF; four inertial navigation
systems; HUDWAC; level 12 deceptive jammer; TEMPEST equipment; four C7
hardened, genius minicomputers; terminal; full fire suppression system;
two forcelocks; high-security alarm; two 4-man total life systems; grav
unit; two ejection seats; two G-seats. External: Styling; radiation
shielding.
Statistics
Size: 45'x15'x10' Payload: 1.2 tons Lwt.: 30 tons
Volume: 3,000 cf Maint.: 6 man-hours Price: $26,962,200
HT: 12. HPs: 2,250 Body
aSpeed: 3,000 aAccel: 120 aDecel: 14 aMR: 3.5 aSR: 4
sAccel: 6 G sMR: 6 FTL Speed: 6 parsec per day
Design Notes
Finely made. Body is 3,000 cf, with very good streamlining, lifting
body, and underbelly skids. Structure is medium, expensive. Armor is
expensive composite. Sealed. Computerized controls. 37.35 cf of empty
space. Four 160mm missiles are carried in the body. Empty weight is
57,600 lbs.
Weapon Weight Volume Cost Power WPS VPS CPS TL
160mm Four-Cell VLS 220 4.4 $2,625 - 100 2 $45,000[1] 11
2.16-MJ X-Ray Laser 75 1.5 $30,000 115,200 - - - 11
Ammo: [1] 160mm Short-Range Space Intercept Missile.
Weapon Warhead Guid Malf. Type Damage SS Speed End RoF Skill
160mm Short-Range SIM HESH PEH crit. exp. 6d*384 20 288 G 4 4:8 24
Weapon Ammo Malf. Type Damage SS Acc 1/2D Max RoF
2.16-MJ X-Ray Laser - v(c) imp. 6d*5(2) 20 20 3,800 11,400 20*
The vehicle uses the design rules from Vehicles [second edition, third
printing, July 2010 errata], VXi and VXii (including the armor volume
rule) with the text format from Vehicles Lite.
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