Old Gurps Technology Tables

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Ships

Raptorcraft

This aircraft is moderate in size and for more intense operations for staying power. While most Cyantian craft lack the usual armaments of war, this one happens to have several very noticeable ports under the outstretched wings that curve down and forward. It also has a small cargo bay for transportation if needed, being far quicker in maneuvering than the standard Cyantian shuttles. The color is a deep blue with gold warning stripes across the wings and the Cyantian emblem emblazoned on each wing."

Raiey Starship Starray Journey

Well off the coast, on a long shallow shelf sits a Raiey Research, design and construction center. The waters around it are patrolled by an unusually large contingent of Neelfa, on loan from the War college. Inside the Lab, 100 years of research and design was coming to an end. Technologies amassed from all over, from the Neefla, the Raiey, even these strange "Wolves" and "Avistarians" was finally coming together. Who knew 200 years ago the the first steps onto land were merely the prelude to even larger steps into deep space? Slowly the Hanger opened, and a giant shape emerged. One of the largest shapes to grace the Cyantian seas in well over 2000 years. A giant ray, some 50 feet long, and almost as wide, it moved with slow grace, as the crew inside tried out it's new wings. Three generations of simulator practice were being truly tested, for the first time. It's wings undulated through the water, and tail churned, causing more cautious support staff to rapidly back pedal as the massive monocrystal blade on the powerful tail came too close for comfort.

As the way cleared ahead the ray accelerated, reaching a speed of 20 MPH just before it broke the surface in a glorious spray of water, and without pausing, continued up into the air. As it broke the surface, it seamed to shift, the wings becoming thinner and wider, as it's pseudo bones and muscles stretched into new configurations.

Deep inside the ray, in the massive bio computer that controlled the thousands of details of ordinary operation, new programs were initiated, new electronic eyes opened for the first time to see the world in a whole new spectrum, and this new vision was relayed up to the crew control stations as the active emission radar system came on line, stabilized, and began scanning the surrounding sky. At the same time Other systems in the rays body came to life, drinking in sunlight through the semi organic skin of the ship, metabolizing it into complex molecules, re metabolizing those same molecules into electricity, and feeding the thousands of turns of superconducting coil that formed the Magnetic Repulsion Drive, that drove the ship across the skies.

Air Traffic control across the continent watched as this powerful new point source emerged on their map, accelerating rapidly to 400 MPH and kept going, in a shallow climb, towards the stratosphere, and out into high orbit, deftly avoiding satellites and space ships. As the ray passed out of the high orbits, and entered unoccupied space, a further change occurred. The MRD generators dropped their current loads and suddenly the lower surface of the body seemed to be falling out wards, spreading in rapidly growing coils that expanded until they formed a single coil streaming out ahead of the ship. The massive coil was easily 11 miles in diameter, and filled with an ethereal blue light as it caught and redirected the ionized particles of solar wind, and surfed outwards toward the gates. Moments later the wings of the Ray blossomed outwards as well, unfolding into a pair of mirrored sails, catching the Light that passed harmlessly through the magnetic sail, giving a small measure of added thrust.

The first Raiey Star ship was launched on Earth Date May 30, 2002, after 100 years of design, testing and training. It was crewed by 11 Raiey, each modified genetically to survive outside water for prolonged periods. The ship complement consisted of the Captain, 2 Lieutenants, and 4 technicians. Each technician was medically trained and capable of acting as ships doctor as well. In addition there were 4 pilots, one for each of the parasite ships stored aboard the Starship.

The "Starray Journey" is 50 feet long, and weighs 28 tons fully loaded. It has a natural wingspan of 40 feet, but contains a magnetic sail capable of extending to 5.5 miles to either side, It also mounts a pair of solar sails that can be unfurled to a diameter of 6.3 Miles. With Sails deployed it is capable of maintaining an acceleration of 0.001 G indefinitely. While this is tiny compared to comparable Wolf and fox ships, This mode of operation draws little to no power, and expends no reaction mass, making it ideal for long voyage ships. In addition, while within 3 planetary radii of an Electromagnetically active world, The Sail can be furled, allowing the ship to operate on MRD drives. In this mode the ship is capable of 1 G accelerations, and can achieve up to 480 MPH in an Cyantia type atmosphere. The ship is submersible, and capable of up to 40 Miles per an hour under water, or 60 MPH on the surface. The ship is equipped with a tail which aids in stabalisation, propulsion, and, as a last resort, a physical weapon. This tail has been show to be capable of slicing through all but the toughest of armors. The ship mounts two Gatling lasers equipped for work as point defense, and one large laser cannon.

The Ship operates on a closed life cycle, recycling air and water. the Complex proteins and sugars which the ship uses to store energy are consumable by all aquatic Cyantian species, and as long as the energy holds out, there is no theoretical upper limit on the duration of voyages. (editors note: Oh yes there is. No carbon based life form can eat that mush for more than a week and stay sane!)

Each of the four parasites holds a single crew member, and is capable of independent operation. These craft lack mag sails, and so are limited to operation within three planetary radii or to withing 7 miles of the parent craft, when it has it's sails unfurled and powered. They can however achieve accelerations in excess of 4 G, and possess top atmospheric speeds of 600 miles per an hour. They each possess a Gatling laser, and a weaker version of the tail blade possessed by the larger ship. Each ship weighs 0.65 ton.

Crescent Ship

Crescent Ships are elite fox fighter craft, and possibly the fastest things in the sky. They possess strong sloped front armor and belly armor, but rely on speed and maneuverability to avoid attacks from the rear.

The Ship is powered by two large fusion jets located at mid ships, with the pilot to one side, and the laser mount to the other, resulting in the unique crescent shape for which they are named. The use of Fusion jets limits their ability to operate in settled areas, but the light weight per pound of thrust (compared to Magnetic Repulsion drives) allows a far more powerful engine to be packed into the body. Note that the Fusion Reaction is completely contained, heat from the reaction is used to heat air passing through the turbine, and it is this air which propels the craft. However this back jet is incredibly hot.

Their weapons choice is limited to lasers, as no other weapon gives them adequate range. (Crescent ships fly at over 3000 yards per second. Most Guns and beam weapons have ranges between 2000 and 4000 yards, meaning that by the time they are in range of the target, they are passing it. Lasers possess ranges in excess of 20,000 yards, making them somewhat more practical.

The typical Crescent ship tactic is to approach the target head on, counting on evasive maneuvers, the radically sloped hull, and thick frontal armor to protect the ship. After firing, the ship arcs away, preferably without ever coming into range of any weapons heavier than long range lasers. The ship’s incredible speed frequently exceeds the traverse speed of the guns it is flying against, and even protects the ship from most missiles. The ships thick belly armor helps to protect it until it is well away, at which point it generally makes a wide arc and attacks from a different direction. Since gunners typically have only a second or two to fire, they rarely manage to take aimed shots, and thus rarely are any threat to the fast ships.

Standard wolf tactics involve suckering the Crescent into attacking the far point of a triangle of gunners such that no mater which way the ship breaks, someone will have a shot up the tail. The other tactic of course, is the GBG tactic (Get a Bigger Gun.) A sufficiently large gun can penetrate the frontal armor during an attack run, if you can keep the pilot from noticing and terminating the attack.

Crescent Ship Performance.

  • Payload – 200 Lbs, including pilot.
  • Flight Speed – 6500 MPH
  • Acceleration – 200 MPH/s


Armor – 20 DR Laminate. (20 DR is approximately equal to 1/3 of an inch hardened steal armor. It will only stop small arms, but it is enough to protect the ship from ripping apart at the speeds it is traveling. Laminate Armor provides twice it’s DR against shaped charge warheads.)

the front side and belly possess an additional four layers of armor (in the following order, starting at the inside and working outward.)

  • Armor – 80 DR Laminate.
  • Armor – 380 DR Ablative
  • Armor – 20 DR Laminate

Basic Stealth. (-3 to detection by radar.)

  • The stealth coating absorbs radar and helps avoid lock on by long range weapons, the outer 20 DR prevents the ablative armor from being ablated during normal flight.

Size – 1000 lbs (without pilot), 40 cubic feet

Cost - $500,000

A couple of comments on the Fox Fighter. While the fox fighter does have a crew compartment designed for high acceleration, it is a good idea to also wear a Grav suit. The max acceleration on the Crescent is approximately equivalent to 10 G's. The reclined seat and grav suit reduce the "felt gravity" to 2.25 G's Also the high speed results in incredible gravities during turns. At top speed, a flat turn of just 15 degrees results in 8 G's. The aircraft's maximum safe maneuverability is only 6 G's making sharp turns dangerous or impossible. In order to make a quick turn it is necessary to nose up, go into a climb, roll, and emerge in a new direction. This Maneuver takes a minimum of four seconds, and subjects the pilot to 24 g's throughout, (6 G's felt). the G forces can be reduced by making a shallower turn, etc. Doubling the time to make the turn reduces the G forces by 1/2.


Crescent Ship - Extra Atmospheric package.

A slightly smaller engine allows room for water tanks, these tanks provide the Fusion Air Ram with reaction mass when not in an atmosphere. The large engines still burn through fuel at a hideous rate, exhausting the tanks in just 6 1/2 minutes of thrust, but that is enough to provide a delta V of 60,000 MPH, (In other words, you can accelerate up too 60,000 MPH.) The ship is capable of Aero breaking from full cruising velocity into the Cyantian atmosphere. This does not make it practical for more than short trips either to orbit or to the moons, but it provides some extra atmospheric freedom.

Performance.

  • Payload – 370 Lbs, including pilot and water tanks.
  • Flight Speed – 5600 MPH
  • Acceleration – 140 MPH/s

Armor – 20 DR Laminate. (20 DR is approximately equal to 1/3 of an inch hardened steal armor. It will only stop small arms, but it is enough to protect the ship from ripping apart at the speeds it is traveling. Laminate Armor provides twice it’s DR against shaped charge warheads.)

the front side and belly possess an additional four layers of armor (in the following order, starting at the inside and working outward.)

  • Armor – 230 DR Ablative
  • Armor – 150 DR Laminate

Basic Stealth. (-3 to detection by radar.)

  • The stealth coating absorbs radar and helps avoid lock on by long range weapons, the outer 150 DR prevents the ablative armor from being ablated during normal flight or on atmospheric reentry.

Size – 890 lbs (without pilot), 40 cubic feet.

Cost - $460,000

BTW, there is a reason why none of these craft has ejection pods. If you eject at 5800+ MPH the Mach force winds are going to pound you to paste. If you can decelerate to safe eject speeds before you crash, you are probably safer inside the ship. (especially if you crash nose first.)



Wolf Stealth Shuttle

(This is based off the bus used to ferry every one from earth to mars.)

This is a stealth version of the typical Wolf in-system shuttle. It possesses a modest Stealth and Emissions control package, providing a –3 penalty to anyone trying to pick it up on radar or by scanning for emissions. It also possesses a HoloChameleon system allowing it to effectively turn invisible. (-10 to attempts to visually spot the ship) A Heavily stealthed version of this ship also exists, but costs approximately $3 mil, doesn’t have as much acceleration, and weighs about 4 tons fully loaded. Darius would apparently rather rely on his ability to come down in areas of low radar coverage.

For planetary use the ship has Magnetic Repulsion drives, and counter-grav struts, making it safe to operate in built up areas. For interplanetary travel the ship possesses a telepulse drive that boosts the ship almost instantly to 0.01 C.

(Note: Syke has never explained the mechanic behind this. If you absolutely MUST have an explanation, here is mine The telepulse drive is a logical outgrowth of the transporter technology. After all, if you can teleport someone from a place moving at one velocity (Mars) to a place moving at another velocity (Earth), then it should be possible to teleport someone standing still to the same location, but at a much faster velocity. *BTW, this is a good reason NOT to mess with the Technomages.* This requires huge amounts of energy, but is a really fast way to travel through space. It is also a really good way to self-immolate if you try it in atmosphere. *Hitting a wall of air at any substantial fraction of the speed of light releases tremendous amounts of energy.* The energy for the transfer is stored in a very LARGE battery. Slowing down on the other hand is really easy. You just dump all that energy BACK into the battery! The process is not perfectly efficient. Some energy is used by the teleport process itself, and some energy is lost due to the fact that space is not a perfect vacuum. As a result, the ship has to make periodic micro accelerations to maintain speed. Most ships are fitted with sufficiently powerful reactors that the energy drain of these micro accelerations can be met and the energy used by the jump itself is regenerated rapidly.)

Performance.

  • Payload – 2 Crew, 6 Passengers, 10 cubic feet cargo space.
  • Space Operation. – 0.01 C Telepulse Drive.
  • Flight Speed – 600 MPH
  • Acceleration – 17.5 MPH/s
  • Armor – 40 DR Laminate.
  • Size – 4200 lbs empty weight (mostly space drives), 390 cubic feet. (slightly smaller than a large helicopter)
  • Cost - $600,000 (mostly stealth features)

Wolf Bulk Transporter

Wolf Bulk Transporter (TL 11) This is a write up of the shuttles currently being used in Solan's training course, credit for the base statistics goes to her.

First of all.. you're looking at a cargo hauler.. a Non-atmospheric hauler. So this thing is rigged for horsepower and not speed. Now a normal hauling truck can weigh over 10 tons just hauling rock. You on the other hand are looking more towards 100 Metric tons at least that the ship can handle..

These things are not very maneuverable, as they are build for more horsepower than anything. They also have a shield load capability 3 times that of your standard fighter ship. The reason is because they are only for defecting and pushing. They are not the high speed, rapid regeneration type that you find on fighters. Doesn't help that the generator's also 4 times the size either.

First of all, you do have a vectors exhaust, yes, you are using hi temperature plasma, in a mist style ejection. Yes, you are using fusion-based engines, using energy liquid as the heat source. The plasma is needed in the core for the initial temperature. The reaction mass is water.

Low Accel, low speed would be a reduced aperture on the engine, and low fuel consumption. However, A cargo hauler is more like a 16 Wheeler. So think about the equivalent to carrying around 2x100 gal tanks of petrol. You’ve quite the fuel capacity in this ship, so you’re not going to run out of fuel anytime soon.

NOTE: You need more than 1G worth of thrust to take off. 1G will let you hover, as now your total acceleration is zero.

Now the 100 metric tons thing.. This is Internal storage and how much the ships can carry on take off. Once in space, you can use straps, clamps, bundles, pods, whatever, attached right onto the side, undercarriage, or overhead of the ship. Commonly, cargo is strapped to the undercarriage, as people stay in their 2D frame of mind. Yet, experienced and expert pilot prefer to set it either overhead, or balance it on the sides of their ships.

Also I added 4 15 foot telescoping arms, each with a winch, for purposes of retrieving and positioning asteroids.

  • Size: 7000 cu ft. (24 ft. 5 in) (Thats the size of ~3 DC-10 airplanes.)
  • Size Modifier: +6
  • Weight Empty: 37,100 lb.
  • Crew: 400
  • Payload: 200,000 lb.
  • Fuel: 76,500 lb or 276,500 with disposable fuel tanks.
  • Weight Loaded: 314,000 lb.
  • Counter Grav Lift: none
  • Armament: none

Armor:

  • PD 4, DR 20 Advanced composite
  • PD 2, DR 100, belly only.
  • DR 100 forcefield,
  • PD 8 DR 300 force field front.
  • Power plant: 4675 KW
  • Body HP: 6579
  • Structural HT: 9
  • Arm/Winch ST 1000
  • Max Lift: 10 Tons each
  • Ground Performance: NA
  • Water Performance: NA
  • Submerged Performance: NA
  • Air Performance: (empty)
  • Stall Speed 0
  • aTop Speed 600 MPH
  • aAccel 40 MPH/s
  • aMR 5 (Maneuver rating)
  • aSR 5 (Stability rating)
  • aDecel 20 MPH/s
  • Flight time 77 min

Air Performance: Loaded, or with disposable fuel tanks

  • Stall Speed 0
  • aTop Speed 350 MPH
  • aAccel 2 MPH/s
  • aMR 3 (Maneuver rating)
  • aSR 5 (Stability rating)
  • aDecel 12 MPH/s
  • Flight time 77 min,

Space Performance: sAccel

  • unloaded: 3 G
  • unloaded, with 10% fuel remaining: 7 G
  • Loaded, or with disposable fuel tanks: 1.1 G
  • Burn Time 77 min - w/disposable fuel tanks: 4 hours, 40 min

Delta V

  • (loaded) 130,000 MPH
  • (with fuel tanks) 600,000 MPH

Price: $2,800,000

The Quantum Zephyr

The Quantum Zephyr. (As interpreted by K&A's player and subject to change as the students get their paws dirty.) Ships Systems and components. (Based loosely off the Vision class scout, converted to the world of Mars Academy) please note, 1 traveler displacement ton is ~ 500 cubic feet.)

Bridge

  • Three roomy crew stations, with additional room around them.
  • Three terminals. ordinarily assigned to "Pilot," "Captain," and "Communications"
  • Controls and hardware for sensors and communication.
  • Extra room sufficient for three more roomy crew stations.
  • Maneuver controls for the ship

Communicators

  • One long range radio (can send and receive approximately 50,000 miles.)(Omnidirectional)
  • One VLR Tight beam radio, (can send and receive approximately 5,000,000 miles.) (nose mounted, 20 deg cone)
  • sensors are mounted in an array to cover all sides of the ship, as well as above and below.)
  • Low Light television Array, (provides magnification of up too 10,000 times, and negates vision penalties for darkness.)
  • AESA Array. (Provides Radar, with varying degrees of resolution, depending on desired range. max range 5000 miles)
  • PESA Array. (Combines IR and low light amplification with passive radar to provide a passive scanner. Max range 1000 miles.)

Computer room

  • Terminal and roomy work station.
  • Mainframe Biocomputer possessing a sentient AI
  • Mass Storage Drives for 100 Terabytes of data.
  • Electronics Workstation.

Quarters

  • Two "Luxury" cabins. (double as office space) for Captain and Chief Engineer.
  • 4 crew cabins
  • 100 sq ft. crew common area, with chairs, table, data outlets, etc.
  • 9 passenger cabins
  • 100 sq ft. passenger common area, with chairs, table, data outlets, and sky light. etc.
  • 20 bunks for passengers
  • 100 sq ft. passenger common area, with chairs, table, data outlets,. etc.

Life support systems

  • Food storage for 50 people, for 3 years.
  • Full recycling life-support, for 50 people.
  • Artificial gravity for 150,000 cubic foot volume.
  • Independent Fire suppression systems for each deck

vehicle storage.hanger

  • capable of completely emptying of filling with air.

contains:

  • Mechanics workstation.
  • one 10,000 cubic foot launch.
  • one 2,000 cubic foot ATV

two Gravsled bays - each contains one covered, self propelled grav sled.

Lift Bay capable of completely emptying of filling with air. contains:

  • dual work shop. (Mechanics, Armory)

cradles for:

  • 2 heavy lifts,
  • 4 medium lifts,
  • 6 light lifts.

Cargo space

  • 32,000 cubic feet of cargo hold, in three segments:
  • 17,000 cu ft + 2x 7500 cu, ft.
  • Each has individual cargo ramps.

Engineering

  • terminal and roomy work station.
  • 2x Magwing generators, 6,000,000.00 lbs. thrust total
  • 2x telepulse generators (capable of accelerating 1500 tons each)
  • Liquid Energy Power Plant, generating 609,000 KWs.
  • Complete Workshop (Mechanics, Armory, Electronics, Engineering)

airlock

  • 3x 3 man airlocks
  • 1x 10 man airlock.

Retractable landing gear.

  • ~10,000 cubic feet unallocated.

Empty Weight 1,478,589.03 lbs.

  • Payload 646,600.00 lbs.
  • ATV 40,000.00 lbs.
  • 20 Ton Launch 300,000.00 lbs.
  • Air Raft. 16,000.00 lbs.
  • Lifts 7,488.00 lbs.
  • Provisions 108,000.00 lbs.
  • Excess capacity 383,424.97 lbs allocated, not used.
  • Loaded Weight 2,980,102.00 lbs.
  • Flotation Weight 9,375,000.00 lbs. (In other words, this thing wouldn't sink if you tuned the mag wings to thrust full down.
  • Loaded Mass (in Tons) 1,490.05
  • Total Cost 119 mega credits.
  • Structural HT 9.00 (In other words, you're fine as long as you go through the gates nice and easy, and don't try anything fancy.)

Space Accel

  • Cargo 2.0134 G
  • No Cargo 3.26 G
  • Telepulse Velocity 0.02 c

Aerial Performance

  • Thrust Vectored Down 2,980,102.00 lbs (Counter Grav)
  • Stall Speed 0.00
  • Arial Thrust 6,000,000.00 lbs
  • Top Speed 600.00 (Not Hyper Dynamic hull)
  • aAccel 40.27 MPH/s


Weapons

Human Weapons

Though 'local' human technology may be comparable with that of our world, continued observations of Cyantian activities and some alien technology may have forced them to place different emphasis on R&D. An AMIB 'SWAT' team for example is likely to be equipped and trained for light anti armour warfare, as well as live capture. Hence alien-aware humans can be expected to have access to the following weapons, or similar variations.

  • Steyr ACR: A rifle that fires APFSDS rounds at 1,480mps. Weighs 3.23kg unloaded and comes with a 24 round magazine. Does 10D(2) damage. [1]
  • M-72 LAW: A one man rocket with a HEAT warhead, capable of defeating the side armour of many tanks. Does 6dx4(10) damage. [2]
  • Barret M82: A 0.5' sniper rifle, and regarded as the most powerful (and heaviest) rifle in the world. Does 13D damage.

Human fighter planes will not be as fast, but can be expected to be more manoeuvrable (at their respective combat speeds) with significantly tighter turning circles; possible by orders of magnitude. The duration of a turning circle of a Fox fighter would make it very vulnerable to missile attack from inside the circle. The Boeing Airborne Laser, or some similar weapon with a range exceeding a hundred miles might be present in limited or large numbers. In the past humans have deployed nuclear tipped air to air missiles; when it was felt to be the only way to destroy enemy aircraft. Against the cyantian threat, they may well do so again. The phoenix missile would be a likely candidate for such a development, with an 'artillery shell' 10kt warhead.

Modern body armour covers chest and torso and has a basic DR of 16, which can be added to with steel/ceramic inserts which increase it by DR 35, for a total score of DR 51. The inserts lose protection after they are used once or at most twice. This is why it is called a second chance system. A modern military helmet has DR 5. The vest weighs 3kg, and each insert (front & back) weighs 10kg.

Introduction to GURPS combat

GURPS is a turn based game and stands for 'generic universal role playing system' and is produced by Steve Jackson Games. A simplified version called GURPS Lite is available for free download. This text has been aded to explain all the D & DR nonsense found here and on the Lifts page, and help you understand the relative strengths and weaknesses involved.

A average normal human has a game health of 10 - or HT10 in GURPS speak and can do 1D worth of damage when they punch someone. An overcoat has a DR value of 1. In combat you have to regularly roll against your HT value to see if you're still alive and awake, especially after you have been hit. To roll against HT you literally roll 3 six-sided dice, and if the total is under your HT (10 in this case) you're not dead or unconscious yet. When it is your turn to attack a foe, you can choose to punch them. To do this, you roll 1 six-sided dice (because your 'strike attack' is 1D), subtract from the 'hit point' or HP total the DR value of your foe's armour (DR1 if he's it's chilly outside) and the result is the damage your foe sustains. For example you punch and roll and 6HP (lucky you!) but your foe is wearing a t shirt (DR=0). You score 6HP and stun him! He falls over and you get to stamp on his neck and run away.

In a combat scene (read: complete battle, start to end) you also get a combat HT, which is equal to your normal HT. If a foe does more than half your HT, then you are stunned. You then have to roll at HT-4, or roll 3 six-sided dice, and score less than 6 (=10-4). If your combat HT gets to lower than 3 you suffer movement penalties. Once it reaches 0 you have to continually roll against you HT to stay awake. At combat HT = -1xHT, you have to roll continuously to stay alive. At -5xHT you are automatically dead. at -10xHT there is no body left.

Finally in vehicle combat (lifts, tanks, fighters) there are three more rules.

  • High damage scores are often recorded as 5dx50(3). This is the damage score for the M1 Abrams tank. This means you role 5 six-sided dice, and multiple the total by fifty. This is easier than rolling ninety dice. Because of the special ammunition tank guns use, you also divide the DR score of the target's armour by the number in the bracket; '3' in this case.
  • Modern tanks and some lifts use laminate or 'chobham' armour. If the 'armour divisor' reads (10) then it's probably a HEAT warhead. In that case the laminate armour is doubled against the HEAT attack.

FantasyLite Lift Weapon Chart