Showing posts with label Starfighters. Show all posts
Showing posts with label Starfighters. Show all posts

Friday, November 22, 2019

Patreon Poll: Trader Tech 2

Continuing from the poll earlier this week, I have a new set of polls for Trader Tech.  These cover the elements of their military technology that lie outside of the individual.  This includes:

This poll is open to all Patreons of the Companion ($5+) tier.  As usual, please leave a comment as to how you see their doctrine working or what nuance you'd like to add.  I definitely take comments into account.

I know I've not yet released the more detailed robot rules, but hopefully you'll have a sense of what you can do with robots and how they might serve the Traders militarily.  You guys seem very interested in giving the Traders robots, so I hope that particular poll will be useful to you even without worked examples of robots from other cultures.


Tuesday, September 17, 2019

The Redjack Wildcat-Class Modular Heavy Fighter

ST/HP: 130

Hand/SR: +1/4*

HT: 13

Move: 10/400 (+13)*

LWt.: 16.5

Load: 7.25

SM: +5

Occ.: 1ASV+1rx

DR: 50/25†

Range: 20,000, 2 jumps (Rating 1)

Cost: $8.75M

Loc.: g2Wi3rR

Stall: 40*

Total Chase Roll: +14 (+16 with afterburner)

*The Wildcat is equipped with an Afterburner which improves the Move to 15/500 (+14) and gains +1 handling and consumes four times as much fuel (reducing range to 5,000 miles, if used continuously). The Wildcat has an accessory module slot an armor module slot which, if loaded with a heavy slot, reduces the handling to +0/4, Move to 9/400 (+13) (14/500 (+14) with afterburners) for a total chase roll of +13 (+14 with afterburners) and increases the stall speed to 45. See additional modules for more.

†The Wildcat has 50 carbide composite DR on the front and 25 on the rest; double DR vs shaped charges or plasma attacks. The Wildcat has an accessory module slot and an armor module slot that may improve these numbers.


Monday, September 16, 2019

The Redjack Drifter-Class Light Modular Racer

ST/HP: 80

Hand/SR: +4/3*

HT: 12

Move: 25/750 (+15)*

LWt.: 6.5

Load: 2.5

SM: +4

Occ.: 1S+1rx

DR: 15†

Range: 12,000

Cost: $9.75M

Loc.: g2Wi3rR

Stall: 55*

Total Chase Roll: +19 (+19 with afterburner)

*The Drifter is equipped with an Afterburner which improves the Move to 40/850 (+15) and consumes four times as much fuel (reducing range to 3,000 miles, if used continuously). Furthermore, its thrusters are modular and different engine modules might alter the handling and move of the vehicle.

†Double DR vs plasma attacks and shaped charge weapons.

Tuesday, August 6, 2019

Space Combat Techniques for Action Vehicular Combat

The ship styles need another look given the action vehicular combat update.
-Christopher Almquist

In previous iterations of Psi-Wars, I had used the default GURPS Spaceships system. When it came to differentiating fighter aces, officers and smugglers more finely with techniques, I had only to to use the techniques defined in GURPS Spaceships 4, and perhaps add a couple of my own. With the switch to the Chase rules, this became more complicated, as I had to define my own techniques, as Patron Christoper Almquist has tirelessly pointed out.

But do I even need techniques? I asked myself that question every time Chris pointed out its absence. On the one hand, I strongly believe that a group should all be able to operate as the same template and “feel different,” or the template is too narrow. A classic way to do that with, for example, Fighter Aces is to add techniques, in the same way that adding techniques to Space Knights helps differentiate their force sword abilities.

On the other hand, space doesn’t come up that much. How much it comes up will depend on the campaign: one might make it the center of their campaign, but that’s far from a sure thing. On a more planet-focused campaign, a fighter ace will twiddle their thumbs most of the time, while a smuggler usually at least has their underworld connections and their natural deception going for them. The more I encourage players to invest in space, the more likely they are to feel sidelined if space doesn’t come up. They can get around this by not playing space-based characters, but Psi-Wars, like most Space Opera, tends to zig and zag through settings, so I expect most campaigns will have fighter-based characters that get a chance to fly and fight sometimes.

(Incidentally, I’m not the only one to have this concern about fighter aces. SalsatheGeek played a fighter ace in Tinker Titan Rebel Spy intentionally, not just to see how they handled in space, but also planetside, and Patron Nemoricus has routinely recommended Wraith Squadron to me, precisely because it’s a series about fighter aces who double as commandos and spies).

So I left the question to my Patrons in a snap poll, to get a feeling for what they want. They voted, 2 to 1, for elaborate and detailed techniques, with the other third voting for simpler techniques. Nobody voted against techniques, or even shrugged at the question. So clearly the people who invest in Psi-Wars want techniques, and they don’t mind them being highly detailed.

I find myself balking at Space Combat Styles, though. I’ve had them before, more as a guide for myself, a way of thinking about fighters, and I think, broadly speaking, there’s still room in my design space for thinking about how fighters approach space combat in terms of styles. Imperial Fighters tend to operate differently than Alliance fighters, who operate differently from pirates, and strike pilots tend to operate differently from dogfighters. That said, I hesitate to formalize them in the form of styles. Once a game has a style and numerous power-ups, certain players will be tempted to invest heavily. This is the intent behind styles. If Kung Fu exists in a game, then this sort of player will want to master it, and perhaps a few additional side-styles, and then compare and contrast their style with others. This fits into force swordsmanship wonderfully, but if we add it to fighter aces, then, once again, we have characters who want to dump all of their points in space, when we want to encourage fighter aces and smugglers to at least think about generalization a little.

We can also handle “space combat styles” by building them into specific templates. Quick, what do you call a corvette pilot that emphasizes evasion, deception and speed over aggression and attack? That’s right, a smuggler. And the opposite? A pirate. This follows how GURPS Action 3: Furious Fists handles “styles,” by breaking up your martial artists into “Fast, Strong, Weapons and Ninja.” We still run into a problem with the Fighter Ace and the Officer, in that they legitimately have some unique approaches (the heroic, leadership-oriented Officer should feel different from the brutal, “nuke them all and let God sort it out” Officer) that can be broken up along sub-divisions, but this might be better handled by discussing lenses, rather than introducing complete styles.

Avoiding a deeper work into space combat styles also works well for a first revision. I need to come up with techniques for the new rules, and so twenty or so should be a good start (and I already have ideas for a few more). Given the appreciation my patrons have shown for more complex techniques, we can proliferate a bit past the five or so in the original Spaceships rules, and see how things go. This is not a “final decision,” nothing ever is when you take an iterative approach to game design, but I’ll definitely be watching this space to see if it can tolerate more complexity.

Wednesday, May 22, 2019

Alliance Space Vehicle - The Valkyrie-Pattern Light Psychotronic Fighter

ST/HP: 95

Hand/SR: +5/3

HT: 12

Move: 15/600* (+14)

LWt.: 7.0

Load: 1.1

SM: +4

Occ.: 1SV

DR: 75

Range: 18,000

Cost: $15M

Loc.: Wi3rR

Stall: 50

Total Chase Roll: +19 (+20 with afterburner)

*The Valkyrie is equipped with an Afterburner which improves the Move to 22/700 (+15) and consumes four times as much fuel (reducing range to 4,500 miles, if used continuously).

*The Valkyrie’s 75 DR covers the entire vehicle and comes from Diamondoid, and has half DR vs crushing damage. It also has a DR 300 force screen.

Tuesday, May 21, 2019

Alliance Space Vehicles - The Raptor-Pattern Strike Fighter

ST/HP: 140

Hand/SR: +2/4

HT: 11

Move: 5/375 (+13)*

LWt.: 24.5

Load: 5.5

SM: +6

Occ.: 1SV+1rx

DR: 100/50*

Range: 21,000, 2 jumps (Rating 1)

Cost: $20M

Loc.: g2Wi3rR

Stall: 20

Total Chase Roll: +15 (+16 with afterburner)

*The Raptor is equipped with an Afterburner which improves the Move to 7/450 (+13) and gains +1 handling and consumes four times as much fuel (reducing range to 5000 miles, if used continuously).

†The Raptor has 100 carbide composite DR on the front and 50 on the rest; double DR vs shaped charges or plasma attacks. It also has a force screen with 300 ablative, hardened DR.

Monday, May 20, 2019

Alliance Space Vehicles - The Valiant-Pattern Multi-Role Fighter

ST/HP: 130

Hand/SR: +2/4†

HT: 12

Move: 9/530*† (+14)

LWt.: 14.75

Load: 2.2

SM: +5

Occ.: 1SV+1xr

DR: 15‡

Range: 21,000*

Cost: $28M

Loc.: g3rR2Wi

Stall: 65/30†

Total Chase Roll: +16 (+17 w afterburner in high speed or Agile configuration)

*The Valiant is equipped with an afterburner which improves the Move to 13/650 (+14) and handling to +3 and consumes four times as much fuel (reducing range to 5,025 miles, if used continuously). It also has a hyperdrive with a rating of 2 and sufficient fuel for 2 jumps.

†The Valiant has variable geometry wings. “Speed Geometry” use the above stats; “Agility Geometry” halves its top speed (275 (+12) or 325 (+13) with afterburner), gives it a +1 to handling and reduces the Stall speed to 30. While using both afterburner and Agility geometry, it has a total handling of +4 and a top speed of 300 (+13) for a chase roll of +17.

‡The Valiant has a force screen with DR 200. This may be angled to create 400 DR in a particular direction, but 100 DR in another directions.


Tuesday, March 26, 2019

Imperial Vehicles: Peltast-Class Light Strike Fighter

ST/HP: 85

Hand/SR: +4/3

HT: 10f

Move: 10/450* (+13)

LWt.: 7.2

Load: 3

SM: +4

Occ.: 1S

DR: 15

Range: 22,000

Cost: $15M

Loc.: g3rR2Wi

Stall: 50†

*The Peltast is equipped with an Afterburner which improves the Move to 15/550 (+14) and consumes four times as much fuel (reducing range to 5,500 miles, if used continuously).

†The wings of the Peltast include a combination of maneuver thrusters and contragravity that, when activated, reduces the stall to 20.

Imperial Vehicle: Tempest-Class Orbital Superiority Fighter

ST/HP: 80

Hand/SR: +5/3*

HT: 10f

Move: 30/750* (+15)

LWt.: 4.2

Load: 0.42

SM: +4

Occ.: 1S

DR: 10†

Range: 11,000

Cost: $12M

Loc.: g3rR2Wi

Stall: 30

*The Tempest is equipped with an Afterburner which improves handling to +6/3 the Move to 45/1000 (+16) and consumes four times as much fuel (reducing range to 2,750 miles, if used continuously). Using the afterburner counts as a high-G maneuver.

†Double DR vs plasma and shaped charges.

Imperial Vehicles: Javelin-Class Interceptor

ST/HP: 80

Hand/SR: +5/3

HT: 9f

Move: 20/600* (+14)

LWt.: 4.6

Load: 0.4

SM: +4

Occ.: 1S

DR: 15

Range: 15,000

Cost: $8M

Loc.: Tt

Stall: 35

*The Javelin is equipped with an Afterburner which improves the Move to 30/750 (+15) and consumes four times as much fuel (reducing range to 3,750 miles, if used continuously).

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