===Ships=== Molub recon ship class: "adventure"-class (100-2400T) (this is the one that's shaped a bit like the star wars rebellion logo, sans the central splay; it is flat in profile) crew: 2-4 (pilot, navigator, weapons, sensors) with sufficient resources on board to survive 6mo in the wild. skip drive: 26ly ("long") range, 3 jump capacity maneuver drive: good accel + maneuverability weaponry: moderate at best sensors: good includes a miniature ship's boat for surface excursions, doubles as a lifeboat Odocon sojourner class: "adventure"-class (100-2400T) (spherical; the party also ended up on this briefly) Crew: typically 4-8, though theoretically it can be piloted by 1. Odocon require less life support than humans, so it can support about 24 odocon-years of distance Skip drive: 8ly ("short") range, 12 jump capacity Maneuver drive: average acceleration, excellent maneuverability weaponry: omnidirectional lasers / masers sensors: exceptional not atmosphere-capable Bavoran exploration ship class: "battle"-class (2500-100kT) (amorphous; the ship is made of many loosely connected modules that reconfigure their shape based on need) Crew: 26 (typical), but extra crew tend to sneak on board. Needs to take on food and supplies every 3-6mo. skip drive: 12ly ("medium") range, 1 jump capacity maneuver drive: typically, average accelleration and maneuverability; after reconfiguration, exceptional acceleration but poor maneuverability weaponry: minimal, but significantly armored each subsystem can act as an independent "ship", with extremely limited mobility/etc. The engine/power and thruster units can detach to make an atmosphere-capable subship. Remember that GURPS uses a scale rule for ship combat: in this case, decade-scale damage and d-DR. Antipersonnel weapons do normal damage, anti-materiel and anti-ship weapons do ship-scale damage. ==Molub recon ship - $300M @ TL10== GURPS thinks the buying power of a dollar/credit is around 1990 levels, and there are maybe a hundred billionaires in the US. If we had TL10 right now, I would think of this as the equivalent of a light corvette, probably $500-650M. crew 2 (minimum) 4 (preferred) + passengers in the lounge or cargo 4 x 250 person-days supplies FTL 3 x 26 ly space-surface-space capable boat with capacity for 4 x 25 days GURPS Size modifier: +9 Height: 170 feet Width: 60 feet central, 150 feet at wings Depth: 40 feet central, 30 feet mid-wings Mass: 2100 tons + 200 ton boat + 100 tons cargo layout: front hull | | left====mid hull====right wing | | wing rear hull Briefly: command up top, living in the middle, airlock, cargo and weapons in the wings, engineering at the bottom. The gravitics for the main hull are all in engineering, so it's effectively a three-story building. Primary direction of motion is up, and is supplied either by the reactionless motor thrust or the gravitics. front hull armor - carbon/boron woven laminates, dDR 10 sensors & comm array $60M control room - four workstations, all individually configurable for one or more of: piloting, astrogation, communications, sensors, offensive weapons, defensive weapon override, commander $2M office / lounge staircase to: mid hull armor - carbon/boron woven laminates, dDR 10 captain's quarters astrogator / weapons quarters comm / sensors specialist quarters weapons / quartermaster quarters galley, dining room / conference room $10M cross-corridor to: left wing armor - carbon/boron woven laminates, dDR 6 airlock and hangar for ship's boat $300K, takes 2 minutes to launch, 20+ to recover. 50 feet by 30 feet by 15 feet high point-defense turret (dorsal) 3d dDR damage, range 5Km targetting 12 targets/round, automatic targetting with manual override $150K main laser turret (ventral) 4dx5 dDR damage, range 200 Km, 1 shot/round $2M and right wing armor - carbon/boron woven laminates, dDR 6 100T cargo hold, movable partition to 100T lounge - the partition is not pressure-safe but will hold solid or containerized cargo airlock point-defense turret (ventral) 10MJ, 3d dDR damage, range 5 Km targetting 12 targets/round, automatic targetting with manual override $150K emissions warfare systems $30M rear hull armor - carbon/boron woven laminates, dDR 12 engineering space $1M reactionless drive (0.9G) $13M emergency power (1.3G, 5% risk of failure per hour cumulative) jump engine $55M fusion reactor $30M gravitics $10M supercapacitor battery $2M Ship's boat, 150T - $30M armor sufficient for re-entry in high-density atmosphere aerodynamic hull, 45 feet long folded: wingspan 20 feet wingspan 45 feet folded vertical stabilizer, height 12 feet unfolded height 20 feet cockpit - side by side 2 workstations - Pilot(aerospace) no modifier line-of-sight-range comms/sensors passenger seats - 2 side by side cargo / emergency space - 8 feet wide, 9 feet high, 20 feet long cabinets along walls stock water, non-perishable food, vac suits, tools airlock supercapacitor bank reactionless engine - 1.3G wheeled landing gear ==Bavoran Ships== My theory here is that the Bavoran ship design is cellular; each cell has a tough, stretchy, muscular external membrane, 1-7 connection ports that can act as airlocks, and a nucleus attached to the cell membrane that does computing, life support, minimal maneuverability with gas jets, and one specialized function (sensors, realspace drive, jump drive, medical/engineering (do the Bavorans distinguish?), power generation/storage, etc. The difference between any two Bavoran ships is basically how many cells they have and if they are missing/understocked/overstocked on given nuclei. In all-is-peachy mode, it's a big fat blob with lots of living space and the realspace drive nuclei scattered around the outside. In going-places mode, it's a reinforced spine with the realspace drives clustered at the bottom, and extra cells deflated and positioned around the outside as protection for the crew in the middle. Every cell can function as a lifeboat; a cluster of 7 or more is capable of safe landing on a 1.2g world with an 800millibar atmosphere (but if you want it to be reusable you want a water landing) and a cluster of 20 or more can usually make it from ground to orbit. Communications and general sensors are made from skin arrays of tunable transceivers; a large enough patch is also a coherent EM weapon. In theory a cell can expand to a size that makes it useful for absorbing solar radiation and using it as power; in practice this is too fragile for living quarters or any acceleration, so it only gets used in emergencies. A (the?) Bavoran shipyard resembles a set of slime-molds eating asteroids and launching/receiving cells that distribute less common materials. When an excess of cells of the right types comes together, there's a new ship.