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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


       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
      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


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
      point-defense turret (ventral) 10MJ, 3d dDR damage, range 5 Km
  targetting 12 targets/round, automatic targetting with manual override


      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


      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

   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
   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
   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.                   
playground/survivors/ships.txt · Last modified: 2020/10/18 14:23 by acf