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Front Hull System
[1-2] Hardened Advanced Metallic Laminate
[1-3] Hardened Advanced Metallic Laminate Armor (total dDR 14).
Armor (total dDR 21). [3-4] Robot Arms.
SHIPS AND MECHA 27
Central Hull System Rear Hull System
[5] Major Battery (turret mount with 3cm very [3] Nuclear Saltwater Rocket Engine (2G
rapid fire conventional gun). acceleration).
[4-5!] Robot Legs (Move 10; requires only one
[6] Fuel Tank (five tons uranium saltwater with
Power Point for both legs).
2.5 mps delta-V).
[6] Defensive ECM.
Rear Hull System
[core] MHD Turbine (two Power Points, six hours
[1-2] Hardened Advanced Metallic Laminate
endurance).
Armor (total dDR 14).
Typical crew is a single pilot.
TL Spacecraft dST/HP Hnd/SR HT Move LWt. Load SM Occ dDR Range Cost
PILOTING/TL9 (HIGH-PERFORMANCE SPACECRAFT)
9^ Hades 30 0/4 12 2G/2.5 mps 100 0.1 +6 1SV 21/14/14* 0 $10.48M
* Hardened.
Top air speed is 350 mph. On the ground, it has Move 10 and Hnd/SR +2/3.
Central Hull System
BLACK KNIGHT SPACE
[3-4] Robot Arms.
[5] Major Battery (turret mount with 3cm very
MECHA (TL10^)
rapid fire conventional gun).
This is an expensive space battle mecha  an ace pilot is
[6] Fuel Tank (five tons water with 5 mps
equipped with one of these, giving him an impressive kill ratio
delta-V).
against opponents who use lower-TL designs! Its fusion torch
[core] Control Room (C7 computer, comm/sensor 5,
engines give it exceptional mobility for a mecha. It uses a 100-
and only one control station).
ton (SM +6) unstreamlined hull, and is 60 feet long.
Rear Hull System
Front Hull System [1-2] Hardened Nanocomposite Armor (total dDR
20).
[1-3] Hardened Nanocomposite Armor (total dDR
[3-4] Fusion Torch Engines (with water, 1.5G
30).
acceleration each).
[4!] Major Battery (fixed mount with 30 MJ
[5-6!] Robot Legs (Move 10; requires only one
particle beam).
Power Point for both legs).
[5] Defensive ECM.
[core] Fusion Reactor (two Power Points).
[6] Fuel Tank (five tons water with 5 mps
delta-V).
It has a dynamic chameleon hull. Typical crew is a single
Central Hull System
pilot.
[1-2] Hardened Nanocomposite Armor (total dDR
20).
TL Spacecraft dST/HP Hnd/SR HT Move LWt. Load SM Occ dDR Range Cost
PILOTING/TL10 (HIGH-PERFORMANCE SPACECRAFT)
10^ Black Knight 30 0/4 12 3G/10 mps 100 0.1 +6 1SV 30/20/20* 0 $18.76M
* Hardened.
Top air speed is 430 mph. On the ground, it has Move 10 and Hnd/SR +2/3.
pursuit or interception. The Ariel uses a 30-ton (SM +5) stream-
ARIEL TRANSFORMABLE
lined hull, and is 50 feet long.
FIGHTER (TL10^) Front Hull System
[1-3] Hardened Nanocomposite Armor (total dDR
This is a large, capable, transformable fighter spacecraft,
15).
manufactured using limited superscience technology. Its super
[4] Tactical Array (comm/sensor 6).
fusion torch drives give it enough delta-V and thrust to achieve
[5-6!] Major Batteries (fixed mount 10 MJ UV laser
orbit from an Earth-sized world and perform high-speed
each).
SHIPS AND MECHA 28
Central Hull System Rear Hull System
[1] Hardened Nanocomposite Armor (dDR 5). [4-5] High-Thrust Fusion Torches (1G acceleration
[2-3] Reconfigurable System (Robot Arms to each).
Medium Batteries with three fixed mount [6] Defensive ECM.
16cm missile launchers each). [core] Fusion Reactor (two Power Points).
[4] Control Room (C6 computer, comm/sensor 4,
* Only one Power
and one control station).
Point needed for both
[5-6, core] Fuel Tanks (1.5 tons hydrogen with 7.5 mps
legs.
delta-V each).
Rear Hull System
It is winged and
[1] Hardened Nanocomposite Armor (dDR 5). has emergency ejec-
[2-3!] Reconfigurable System (Robot Legs, Move tion. Typical crew is a
10,* to High-Thrust Fusion Torches, 1G single pilot.
each).
TL Spacecraft dST/HP Hnd/SR HT Move LWt. Load SM Occ dDR Range Cost
PILOTING/TL11 (HIGH-PERFORMANCE SPACECRAFT)
10^ Ariel 20 0/4 12 4G/22.5 mps* 30 0.1 +5 1SV 15/5/5 0 $10.04M
* Acceleration assumes legs are configured as engines; 2G otherwise.
Hardened.
Top air speed is 5,000 mph with legs configured as engines, 3,500 mph otherwise. Hnd/SR is +4/5 in atmosphere. On the ground,
it has Move 10 and Hnd/SR +2/2.
Front Hull System
GALAXY STRIKER SUPER
[6!] Major Battery (turret with 10 MJ improved
rapid fire antiparticle beam).
MECHA (TL12^)
Central Hull System
This is a powerful and versatile humanoid mecha with a
[1-2] Exotic Laminate (total dDR 60).
potent mix of offensive and defensive weaponry, and a few
[3-4] Robot Arms.
superscience gadgets such as a tough force screen. Its teleport
[5!] Heavy Force Screen (dDR 70, or dDR 140
projector beams the pilot and gunner directly into the cockpit
with two Power Points).
and is useful for emergency escapes if all else fails! The Galaxy
[6] Habitat (two teleport projectors).
Striker has a 300-ton (SM +7) unstreamlined hull, standing 100
[core] Control Room (C9 computer, comm/sensor 8,
feet tall.
and only two control stations).
Rear Hull System
[1] Exotic Laminate (dDR 30).
Activate Super-Duper-Mecha- [2-3] High-Thrust Super Conversion Torch Engines
(100G acceleration each).
Ultra-Assault Mode.
[4] Fuel Tank (15 tons of hydrogen with 5,000
mps delta-V).
 Rikku, Final Fantasy X-2
[5-6!] Robot Legs (Move 10).*
[core] Total Conversion Reactor (five Power Points).
* Only one power point needed for both legs.
Front Hull System
It is equipped with gravitic compensators. It is operated by
[1-3] Exotic Laminate Armor (total dDR 90).
a pilot and gunner/co-pilot.
[4] Defensive ECM.
[5!] Major Battery (fixed mount with 100 MJ
conversion beam).
TL Spacecraft dST/HP Hnd/SR HT Move LWt. Load SM Occ dDR Range Cost
PILOTING/TL12 (HIGH-PERFORMANCE SPACECRAFT)
12^ Galaxy Striker 50 +1/5 12 200G/5,000 mps 300 0.2 +7 2SV 90/60/30* 0 $160.25M
* Add dDR 70 (dDR 140 if using two Power Points) if force screen is powered up.
Top air speed is 3,500 mph. On the ground, it has Move 10 and Hnd/SR +1/3.
SHIPS AND MECHA 29
CHAPTER TWO
CINEMATIC
ACTION
These rules are intended to give the feel of space opera. Improvised Weapons, Fuel and Ammunition Transfer, and Crash
They are modular, allowing GMs to decide which are used in Landings in Hangar Bays are suitable for any situations.
the campaign, and they aren t just for fighters. They may be A few are noted as usable only in the basic space-combat
used for any spacecraft. system in GURPS Spaceships. Otherwise, rules that require
Although intended for cinematic play, many of these rules modification for hex-based tactical combat (see GURPS
can be used in realistic games if the GM believes they are a Spaceships 3: Warships and Space Pirates) have extra
good fit. In particular Cockpit Multitasking, Relative Target Size, Tactical Combat notes.
CINEMATIC PILOTING
These feats let pilots pull off stunts. If the GM wishes to give maneuver but is helpful should foes attempt maneuvers
players an advantage, restrict them to the PCs and perhaps a against you on their upcoming turns.) You take a -2 penalty
few major NPCs. when performing a Reversal (it s a tricky maneuver); you suf-
fer a further -2 if you already used it vs. this target (or a foe in
formation with it) during this battle.
If you succeed you must opt to be advantaged, and if you
succeed by 10+, you must combine advantaged with an attack
How did that pompous old man
vector.
hold off an entire Jem Hadar fleet
Tactical Combat: Not usable.
with only one ship?
 General Martok, Star Trek:
HUGGING THE ENEMY
Deep Space Nine, #7.7
Small vessels gain an advantage over larger foes by maneu-
vering in close with them. A spaceship at zero range (GURPS
Spaceships, p. 57) with a target whose SM exceeds its own by
at least three may declare it is  hugging the larger vessel. This
means it is using it as terrain it can hide behind.
CLOSING STRATEGY: The smaller craft is so close to the larger vessel, the normal
bearing rules do not apply. Instead, only turrets in batteries on
REVERSAL
the hull section facing the smaller vessel can attack. Moreover,
This is an alternative closing strategy (GURPS Spaceships, weapons in major batteries are at -6, medium batteries are at [ Pobierz całość w formacie PDF ]