Showing posts with label Vehicles. Show all posts
Showing posts with label Vehicles. Show all posts

Thursday, May 21, 2020

Ultra-Tech Quickie: Dynamic Sports Cycle

Another off-hand comment led to another discussion and I thought I'd post it here, as I'm sure someone will want a link back to it at some point, as it seems rather popular.  So, first, the bike and then the discussion.

TL 10 Dynamic Sportscycle

HP 22
Hand/SR +4/3
HT 11
Move: 20/100
LWt 0.3
Load 0.2
SM 0
Occ 1+1
DR 6
Range 300
Cost: $20k
Locations E2W

This TL 10 Sportscycle uses rechargeable power-cells to get a 3 hour endurance and top speed.  It uses dynamic wheel technology for superior grip and it adjusts its aerodynamics to improve handling at high speeds.  It can fold into an SM -1 box, 200 lbs in weight.  Additionally, it has programmable camouflage (allowing it to change color and pattern on command), an inertial compass, a rugged small computer, a small ladar, a small radio, and a small biometric lock.

Sunday, March 29, 2020

Patreon Preview: Trader Guildfleets

Quite some time ago (December 2019, I think), I created a poll for working out the technological infrastructure of the Poll-designed alien race, the Traders.  I've been busy with other things, but I managed to get a total of 5 ship designs out for the Traders:

  • General Technological Considerations
  • Their Interceptor
  • Their Blockade Runner/Smuggler Corvette
  • Their Defensive Frigate
  • Their "Battleships"
  • And, of course, their Arks.
This is an incomplete document and I offer it as a preview to my Companions ($5+) patrons.  Don't worry, Fellow Travelers, when it's done, it'll be available to you too, I promise.  It's just messy as of yet, and I wanted to get some feedback before I make it available to you.

Friday, March 27, 2020

Vehicular Upgrades

Ranathim Mechanic
by Dan Smith
I wrote the post on vehicular extra effort so I could write this post.

I've been struggling for a long time as to how to handle people kitting out their rides.  Several people have pointed out that Han Solo flew a "modded" YT-1300 light freighter, and even if we set aside Star Wars, the whole point of series like the Fast and the Furious is to brag about how cool your vehicle is.  Technologically minded characters will want to roll back their sleeves and upgrade or modify their vehicle somehow, and fighter Aces and Smugglers will want to brag about how their signature ship is "the fastest in the Galaxy."

The problem here, though, is that GURPS Vehicles is awfully complicated.  For example, if you swap out one engine for another that's twice as powerful in output, that doesn't mean your vehicle is twice as fast as it was.  What if the engine is heavier? And even if it isn't, aerodynamics (or hyperspatial hyperdynamics) will have something to say about it, as you get diminishing returns.  Thus, we need to break out the spread sheets every time we mod a vehicle.  In a sense, the genius of GURPS Spaceships was to waive all that complexity away by creating a very modular system.  In GURPS Spaceship, you really can just swap out one engine for another! But we've discarded that system, as it creates some other issues.

So, I built Redjack vehicles to tackle this problem. If you want a modular vehicle, you don't get a Valiant or a Javelin, you get a Wildcat.  In creating them, I did several quick variations, streamlined some elements, and then gave you the modules you could load.  But that gives you a modular vehicle.  That lets you swap out one blaster cannon for another, or slot in some accessory, like a hyperdrive, cloaking system or force screen. What if all you want to do is tune up your vehicle?  What if you just want it to be faster or tougher?

GURPS Action has a variant of this: they let you downgrade your vehicle for -10% price for some random problem, typically a -1 to something on your stat line.  Why can't we just do the reverse?  This doesn't represent do something like getting a fundamentally different engine, but doing some minor tinkering and gadgeteering, like tweaking the engine to be a bit more efficient, or rewiring the power system to be more resilient, or adding a turbo.  They're meant to be simple statline manipulations or a few minor tweaks to customize your experience, as an optional rule.

What follows is intended for Psi-Wars, but should work in any game with some modifications.

Saturday, March 21, 2020

Emergency Power Allocation

While working on Trader Tech for my Patrons, I began to ponder the nature of "Cobbletech" and what possible bonuses I could use to represent it.  While researching and poking around, I came across the old idea of "Energy Reserve for Vehicles to allow Extra Effort."  It's an intriguing idea, but how do you handle extra-effort for a vehicle?

Then it hit me: we already had such a system in place in GURPS Spaceships.  I always liked the Engineering actions that GURPS Spaceships allows, especially since it gave Psi-Wars tech-bots a reason to hang out in your Starhawk.  With the shift to Vehicles though, and discarding of Power Points, this no longer served a purpose.  But what if we could bring it back in the form of Extra Effort?  Not all vehicles would have spare energy reserves, so for most vehicles it would be moot, but for some, it might be an option.  I propose the following rules:

Emergency Power Allocation

Some vehicles have Emergency Power Reserves, which can act as Energy Reserves for the purposes of "Vehicular Extra Effort." These represent more robust power-transfer systems, distributed energy capacitors and spare energy banks. Vehicles without Emergency Power Reserves can still "redline" and reduce their HT by one to gain the benefits of "Vehicular Extra Effort" (see "Machines and Fatigue," page B16); this represents overcharging certain systems, blowing out energy transfer systems, etc.  Allocating Emergency Power Reserves requires a Passenger Action, a roll against an appropriate skill and a single point of the  vehicle's Emergency Power Reserve (or one level of HT).
  • All Power to the Engines:  Skills:  Electrician or Mechanic (Appropriate vehicular specialization). For a single Action Vehicular Combat turn, double the Move of the vehicle; as a simplified calculation, apply a +2 to its chase rolls.  This doubles fuel consumption for the turn (if that matters), and apply a cumulative -4 to the skill roll for this form of vehicular extra effort for each additional attempt to double your Move.  Critical failure on this roll disables your engines.
  •  Emergency Evasive Maneuvers: Skills: Electrician or Mechanic (Appropriate vehicular specialization). Success grants a the vehicle a +2 to a single vehicular dodge; this //always// counts as a High-G dodge.
  • Emergency FirepowerSkills: Electrician or Armoury (Vehicular Weapons). Success grants a single weapon +1 damage per die or +2 damage per die by the weapons Malf is reduced to 14.  A critical failure on your skill roll for this form of vehicular extra effort disables your weapons.
  • Emergency Screen Recharge: Skills: Electrician or Armoury (Force Screen). Rather than wait until your next turn to restore your force screen to full DR, do so immediately.  This usually works best when a force screen is under a particularly intense barrage of lighter attacks.
  •  Emergency System Purge: Skills: Electrician or Mechanic (Appropriate vehicular specialization). This allows a vehicle to ignore the effects of a failed HT roll due to a Surge attack, a roll to see if the vehicle remains operational, or a roll to see if a system was disabled, for the duration of one turn.  The GM may choose to limit the effects of this an emergency systems purge to temporarily restore the functions of the energy system or systems that draw power, such as weapons, force screens and some engines. This has no effect on Destroyed systems, nor can it prevent a ship's destruction.
  •  Emergency Weapon RechargeSkills: Electrician or Armoury (Vehicular Weapons). Success restores half of all shots to a single weapon.

Vehicular Updates

Redjack Fighters would gain the option of an emergency power reserve as an option slot
Valiants would simply gain 3 energy reserve points.
Valkyries would gain a psychotronic power module which allows the user to supply the energy directly from his own fatigue (likely with an exchange rate, probably 5 fatigue for 1 vehicular energy reserve), and replaces the roll with a Will roll.

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.


Wednesday, September 18, 2019

Redjack Nomad-Class Light Modular Corvette

ST/HP: 250

Hand/SR: +1/5*

HT: 13

Move: 8/300 (+13)*

LWt.: 95

Load: 25

SM: +7

Occ.: 5ASV

DR: 150/75

Range: 500,000, 7 jumps (Rating 2)*

Cost: $50M

Loc.: g2t3rL

Stall: 0

Total Chase Roll: +14*

*The Nomad’s engine, including its hyperdrive, are modular. The listed values are the most common values.

†The Nomad has an entirely modular hold which can contain passenger accommodations, increasing the number of people accommodated by the craft.

Nanocomposite Polymer; double DR vs plasma attacks. Has a Force Screen that provides 500 ablative, hardened DR. Additionally, the Nomad has modular armor that can further alter its armor profile.

Tuesday, September 10, 2019

The Redjack Razer-Class Mining Engine

ST/HP: 80

Hand/SR: +0/3

HT: 12

Move: 3/35 (+5)

LWt.: 4.4

Load: 0.1

SM: +3

Occ.: 1SV

DR: 150

Range: 400

Cost: $1,400,000

Loc.: Cg

Monday, September 9, 2019

The Redjack Roughneck-Class Mobile Defense Platform

ST/HP: 70

Hand/SR: +5/3

HT: 12

Move: 15/15 (+5)

LWt.: 2.5

Load: 0.2

SM: +3

Occ.: 1SV

DR: 500/150*

Range: 22,000

Cost: $1,000,000

Loc.: 2Lg

*The armor is nanopolymer composite; double DR vs plasma or shaped charge attacks. Higher DR protects against attacks from the front;

Wednesday, September 4, 2019

The Redjack Wolfhound-Class Light Assault Vehicle

The Stats

ST/HP: 60

Hand/SR: +3/4

HT: 12

Move: 6/75 (+9)

LWt.: 1.5

Load: 0.2

SM: +3

Occ.: 1SV

DR: 150/60*

Range: 110,000

Cost: $950,000

Loc.: 2Cg

*The armor is carbide composite; double DR vs plasma or shaped charge attacks. Higher DR protects against attacks from the front

Tuesday, September 3, 2019

The Redjack Switchback-Class Utility Hyanide

The Stats

ST/HP: 45

Hand/SR: +3/3

HT: 13

Move: 6/70 (+9)

LWt.: 0.75

Load: 0.18

SM: +2

Occ.: 1

DR: 60*

Range: 650

Cost: $300,000

Loc.: C1E

*The armor is carbide composite; double DR vs plasma or shaped charge attacks.

Monday, September 2, 2019

Redjack Military Doctrine


This month, we begin the third set of Military Doctrines.  I personally find the military materiel of Star Wars pretty constrained and binary: unless you go out into the Expanded Universe, or dive into the supplemental material of (especially) the Prequel Era, pretty much all equipment breaks down into "Empire" vs "Rebels" or their era equivalents.  In reality, I would expect to see material from a variety of cultures.  Redjack represents such an attempt, in which I explore the concerns of those who align with neither the Imperial military doctrines nor the doctrines of the Alliance aristocracy.  Mind you, you're likely to find some of these fighters or vehicles in the service of the Alliance, but you'll also find them in the hands of pirates or asteroid miners.

I've also been weighing the idea of "customizable fighters."  I personally really like the idea of exploring "set" vehicles, such as "Which version of the X-wing is best?" or "Is a TIE interceptor better than a TIE defender?") but a lot of players are going to want to "mod out" their fighters.  This is a lot easier with GURPS Spaceships than it is with GURPS Vehicles (a lot more meaningless, though, because Spaceships is a little too generic, though nothing stops us from stepping in an adding our own more specific components).  In the Vehicles model that I've been using, every change could possibly alter ever aspect of a vehicle's performance, making it a hassle to do.  I'd like to revisit generalized modding and upgrading at some points, so some pilot can slap their Valiant and brag about how is has "custom thrusters" with "direct hyperium injection systems," but as an experiment, I wanted to explore "modular" vehicles.  For the most part, these amount to minor accessories, but I have a few vehicles here with alternate armor systems, alternate engines, and loads of weapon load-outs available.

I hope you enjoy this series!

Saturday, August 24, 2019

The State of (My) GURPS Vehicles Addendum: My Process

After my previous post, someone asked me how long it took me to build a spaceship currently, to which I lied and said "about two hours." Well, "lie" might be a strong word, but I simplified a lot.  This spurred some discussion about how things get made, and there was no quick and easy way for me to explain that, so I thought I'd turn it into a blog post.  It would certainly help anyone who is building their own designs.

If you're a patron, you can follow along with these supplementary documents.

Monday, August 19, 2019

The State of (My) GURPS Vehicles

If you've been following my blog for awhile, you know that I have a vehicles systems that's an update of 3e Vehicles with 4e values and rules, where I can find them. My patrons have asked me to give an update on that system, and you can find the latest rules here (Available to any $1+ patron).

I also wanted to talk about my experience working with Vehicles throughout the past year to build the gear for Psi-Wars, what I think works, what I think doesn't, and my feelings in general on the Vehicles vs Spaceships debate.


Saturday, June 8, 2019

Alliance Space Vehicles - Allegiance-Pattern Carrier

ST/HP: 7000

Hand/SR: -5/6

HT: 13

Move: 1/50 (+8)

LWt.: 340,000

Load: 150,000

SM: +13

Occ.: 7100ASV

DR: 2500*

Range: 5 jumps

Cost: $225B

Loc.: gGs22t

Stall: 0

Total Chase Roll: +3

*The Allegiance-Pattern Carrier has 2500 Carbide Composite DR on all sides (double DR vs plasma attackes). It also has a force screen with 10,000 ablative, hardened DR.

Tuesday, June 4, 2019

Alliance Space Vehicles - Regal-Pattern Heavy Cruiser

ST/HP: 3500

Hand/SR: -1/6

HT: 13

Move: 6/110 (+10)

LWt.: 40,000

Load: 6,000

SM: +12

Occ.: 450ASV

DR: 2500*

Range: 5 jumps

Cost: $12B

Loc.: gGs17t

Stall: 0

Total Chase Roll: +9

*The Regal-Pattern Heavy Cruiser has 2500 Carbide Composite DR on all sides (double DR vs plasma attackes). It also has a force screen with 4000 ablative, hardened DR.

Monday, June 3, 2019

Alliance Space Vehicle - The Lancer-Pattern Heavy Assault Frigate

ST/HP: 700

Hand/SR: +0/5

HT: 12

Move: 2/250 (+12)

LWt.: 2750

Load: 285

SM: +9

Occ.: 90ASV

DR: 2500/500*

Range: 4 jumps

Cost: $2.7B

Loc.: g3rR

Stall: 0

Total Chase Roll: +12

*The Lancer has 2500 Carbide DR on the front and 500 Carbide DR on all other locations. It also has a force screen with 1000 ablative, hardened DR.

Friday, May 24, 2019

Alliance Space Vehicles - Prestige-Pattern Diplomatic Shuttle

ST/HP: 210

Hand/SR: +0/4

HT: 13

Move: 2/200 (+12)

LWt.: 74

Load: 29

SM: +7

Occ.: 2+2ASV + 12SV

DR: 200*

Range: 2 jumps

Cost: $35M

Loc.: G3rR

Stall: 0

Total Chase Roll: +12

*The Prestige has 200 diamondoid DR on all sides; halve DR against crushing damage. It also has a force screen with 300 ablative, hardened DR.

Thursday, May 23, 2019

Alliance Space Vehicle - the Ronin-Pattern Battle-Yacht

ST/HP: 150

Hand/SR: +2/4

HT: 12

Move: 5/300 (+13)

LWt.: 27.5

Load: 5.2

SM: +7

Occ.: 4ASV

DR: 200*

Range: 5 jumps

Cost: $55M

Loc.: g3rR

Stall: 0

Total Chase Roll: +15

*The Ronin has 200 diamondoid DR on all sides; halve DR against crushing damage. It also has a force screen with 500 ablative, hardened DR.

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.

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