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Torpedoes!

 
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Tail Kinker

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Since: Oct 21, 2005
Posts: 5



(Msg. 1) Posted: Wed Dec 21, 2005 1:45 pm
Post subject: Torpedoes!
Archived from groups: rec>games>frp>gurps (more info?)

Introduction

For capital-ship duels, the standard missiles in GURPS Space (3rd
Edition) are not suitable; their low damage, relative to a capship's
defenses, and need (at lower TLs) to accelerate towards their target
make them somewhat anemic. And while beams and guns definitely fill the
void, they are not useable at long ranges - for opening engagements, or
long-range interception.

Plus, there's something satisfying about launching a big honkin' missile
at a target.

So I undertook to create a 'torpedo', a massive weapon capable of
delivering a knockout punch to a capital ship. These weapons are about
thirty times the size of a Heavy Missile, or about eighty times the size
of a Light Missile. They are big enough to carry their own armour, and
have measurable hit points. Why? Because a fighter may need to shoot
one down...

I broke out GURPS Space (3rd Edition), and spent about two hours poring
over tables and getting assistance from my neighbourhood math whiz. So
these numbers, no matter how unbelievable, are somewhat accurate, given
the assumptions in GURPS Space. I was gonna include a range table, but
no matter how hard we worked at it, we couldn't get believable numbers.

The Torpedoes, as listed below, were inspired by several different
sources: David Weber's Honor Harrington series, Star Trek, and Wing
Commander, to name just a few.


Construction Information

Each Torpedo weighs in at five tonnes, and occupies just under 500 cf.
Approximately half the Torpedo's volume is given over to the drive
system and reaction mass; the rest contains the warhead, guidance
package, et cetera.

The Torpedo Launcher is a simple linear accelerator, plus crew
equipment, loading track, etc. The accelerator gives the Torpedo an
initial 'kick', to get it outside shields, warp fields, or whatever else
might need clearing before the Torpedo can switch to its onboard drive.
The Launcher requires one full space to install, and requires 2 MW when
empowered. In addition to powering its computers and loaders, the
Launcher's internal capacitors will charge off this 'trickle feed', so
you don't need to install power packs for a Torpedo Launcher.

The Torpedoes themselves require one full space to install, plus one
half-space of loading gear, maintenance gear, computers, etc., per five
weapons (or fraction thereof) carried. The loader and launcher system
can be controlled by computer, or crewed by one to three crewmembers
(loader, gunner/guidance, computer controller), as your game universe
requires.


Missile Drive Type End. V at T

-Reaction Drive-
Torpedo/8 Chemical Rocket 10s 12.4 kps
Torpedo/9 Chemical Rocket 10s 12.4 kps
Torpedo/10 Chemical Rocket 10s 12.4 kps
Torpedo/11 Chemical Rocket 10s 12.4 kps

-Reactionless Drive-
Torpedo/9 Super Thruster 28m 22,350 kps
Torpedo/10 Super Thruster 35m 15s 60,000 kps
Torpedo/11 Super Thruster 45m 965,000 kps
Torpedo/13 Mega Thruster 45m 3,650,000 kps

-Grav Drive-
Torpedo/12 Grav Drive 60m 0.1c
Torpedo/13 Grav Drive 60m 0.3c


Combat Information

Reaction-drive Torpedoes, once launched, will accelerate for a maximum
of nine seconds, and will coast after that. One additional second of
acceleration is reserved for final maneuvers.

Reactionless and Grav Torpedoes carry small batteries to power their
drives, and have a much longer endurance.

Twenty seconds are required to re-load the weapon system once fired.

Missile sAccel cSM End. Skill Kinetic X-Ray

-Reaction Drive-
Torpedo/8 21 +3 10s 18 6dx20(3) -
Torpedo/9 21 +3 10s 19/12 6dx20(3) 5dx6(2)
Torpedo/10 21 +3 10s 19/13 6dx20(3) (5d+5)x6(2)
Torpedo/11 21 +3 10s 20/14 6dx20(3) (5d+10)x6(2)

-Reactionless Drive-
Torpedo/9 0.8 +3 28m 19/12 5dx5(3) 5dx6(2)
Torpedo/10 1.36 +3 35m 15s 19/13 4dx20(3) (5d+5)x6(2)
Torpedo/11 16 +3 45m 20/14 6dx40(3) (5d+10)x6(2)
Torpedo/13 50 +3 45m 21/15 4dx60(3) (5d+10)x6(2)

-Grav Drive-
Torpedo/12 400 +3 60m 20/14 6dx60(3) (5d+10)x6(2)
Torpedo/13 659 +3 60m 21/15 6dx180(3) (5d+10)x6(2)

Nuclear damage is as per regular missiles, so there's no point in using
a nuclear torpedo.

As for X-Ray lasers...each Torpedo carries five bomb-pumped X-Ray
lasers, and the damage listed above is for *one*. The weapon will make
five separate attack rolls when discharging.



Comments? Tomatoes?
--
ICQ#66022322 http://tailkinker.contrabandent.com
"Cows fly like clouds but they are never quite successful."
--MegaHAL
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Shalon Wood

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Since: Dec 21, 2005
Posts: 1



(Msg. 2) Posted: Wed Dec 21, 2005 6:37 pm
Post subject: Re: Torpedoes! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Tail Kinker <tailkinker RemoveThis @contrabandent.com> writes:

> Torpedo/11 Super Thruster 45m 965,000 kps
> Torpedo/13 Mega Thruster 45m 3,650,000 kps

Ah...if that's km/s, you've got a bit of a problem there. Unless
you're including some form of FTL drive?

Shalon Wood

--
Check out Strange Love -- an ezine of science fiction, fantasy, and
paranormal erotica. Only $2 for more than 20,000 words of fiction!

http://strangelove.pele.cx
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Gregory L. Hansen

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Since: Dec 18, 2005
Posts: 6



(Msg. 3) Posted: Wed Dec 21, 2005 11:00 pm
Post subject: Re: Torpedoes! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

The wimpiness of projectiles in GURPS spaceship combat is a bit puzzling.
A decade ago, for instance, railguns have been tested that can penetrate
the turret armor of an M-60 tank with a four pound dart. That's nothing
to sneeze at! Try doing that with a laser. Projectiles are a highly
efficient way to transfer energy from weapon to target. Their obvious
disadvantage is the time it takes to get to the target, which is
particularly a problem if the target is 10,000 km away. But if it hits,
any reasonable projectile hitting any reasonable spaceship would go in one
side and out the other in a remarkable display of the fluid mechanics of
vaporized metal.

--
"Outside the camp you shall have a place set aside to be used as a
latrine. You shall keep a trowel in your equipment and with it, when you
go outside to ease nature, you shall first dig a hole and afterward cover
up your excrement." -- Deuteronomy 23:13-14
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Tail Kinker

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Since: Oct 21, 2005
Posts: 5



(Msg. 4) Posted: Thu Dec 22, 2005 12:44 am
Post subject: Re: Torpedoes! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Wed, 21 Dec 2005 18:37:57 -0600, Shalon Wood wrote:

>> Torpedo/11 Super Thruster 45m 965,000 kps
>> Torpedo/13 Mega Thruster 45m 3,650,000 kps
>
> Ah...if that's km/s, you've got a bit of a problem there. Unless
> you're including some form of FTL drive?

I just plugged numbers into the spreadsheet. It's possible, however, that
the math behind it was false.

On the other hand, RAH suggested that possibly Einstein was wrong, and the
relation of velocity and time might not exist (Have Space Suit, Will
Travel). If so, constant high acceleration will definitely produce FTL
flight. And a Torpedo/13 Mega Thruster will burn at 50g for 45 minutes...

Well, v = a * (t^2)
= (9.816 * 50) * (2,700 ^ 2)
= 490.8 * 7,290,000
= 3,577,932,000

This value is in meters per second, so it translates to 3,577,932 kph.
There are some rounding errors, both here and in the calculations above.
"The speed of light in a vacuum is defined to be exactly 299,792,458
metres per second" (source: Wikipedia.org)...so yes, this sucker
definitely is moving at around 11.9c.

Except for Larmor's and Einstein's work in General Relativity. (Larmor
first suggested the velocity time dilation problem, and Einstein's work
helped confirm it). So the odds are good that the system breaks down at
about 0.1c. Possibly as high as 0.3c, but what good the targeting system
will be when severely time-lagged I do not know.

I could (and probably would, if I let myself) go on about the nature of
velocity, and how it renders this immaterial, etc., but I think it for the
best if I do not. Smile The numbers were yanked out of a spreadsheet and
pasted without forethought of what they'd really mean. Call anything over
0.1c as a max speed of 0.1c, and that the weapon's governors won't let
them exceed that.

And remember: It's just a game. Smile

Thanks to all those that responded.


--
ICQ#66022322 http://tailkinker.contrabandent.com
"Cows fly like clouds but they are never quite successful."
--MegaHAL
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David Johnston

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Since: Aug 28, 2005
Posts: 415



(Msg. 5) Posted: Thu Dec 22, 2005 3:09 am
Post subject: Re: Torpedoes! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Wed, 21 Dec 2005 23:00:18 +0000 (UTC),
glhansen.TakeThisOut@steel.ucs.indiana.edu (Gregory L. Hansen) wrote:

>
>The wimpiness of projectiles in GURPS spaceship combat is a bit puzzling.
>A decade ago, for instance, railguns have been tested that can penetrate
>the turret armor of an M-60 tank with a four pound dart. That's nothing
>to sneeze at! Try doing that with a laser. Projectiles are a highly
>efficient way to transfer energy from weapon to target. Their obvious
>disadvantage is the time it takes to get to the target, which is
>particularly a problem if the target is 10,000 km away.

Given that in GURPS Space combat, firepower reflects both how much
damage you do and how likely you are to hit, easily avoided attacks
are no different from attacks that that don't do much damage.
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Gregory L. Hansen

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Since: Dec 18, 2005
Posts: 6



(Msg. 6) Posted: Thu Dec 22, 2005 3:54 am
Post subject: Re: Torpedoes! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article <43a9be9c.21814363 RemoveThis @news.telusplanet.net>,
David Johnston <rgorman RemoveThis @block.net> wrote:
>On Wed, 21 Dec 2005 23:00:18 +0000 (UTC),
>glhansen@steel.ucs.indiana.edu (Gregory L. Hansen) wrote:
>
>>
>>The wimpiness of projectiles in GURPS spaceship combat is a bit puzzling.
>>A decade ago, for instance, railguns have been tested that can penetrate
>>the turret armor of an M-60 tank with a four pound dart. That's nothing
>>to sneeze at! Try doing that with a laser. Projectiles are a highly
>>efficient way to transfer energy from weapon to target. Their obvious
>>disadvantage is the time it takes to get to the target, which is
>>particularly a problem if the target is 10,000 km away.
>
>Given that in GURPS Space combat, firepower reflects both how much
>damage you do and how likely you are to hit, easily avoided attacks
>are no different from attacks that that don't do much damage.

The average damage done per bullet doesn't mean much to the guy that
catches one in his head.
--
"You're not as dumb as you look. Or sound. Or our best testing
indicates." -- Monty Burns to Homer Simpson
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David Johnston

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Since: Aug 28, 2005
Posts: 415



(Msg. 7) Posted: Thu Dec 22, 2005 4:36 am
Post subject: Re: Torpedoes! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Thu, 22 Dec 2005 03:54:24 +0000 (UTC),
glhansen.DeleteThis@steel.ucs.indiana.edu (Gregory L. Hansen) wrote:


>>Given that in GURPS Space combat, firepower reflects both how much
>>damage you do and how likely you are to hit, easily avoided attacks
>>are no different from attacks that that don't do much damage.
>
>The average damage done per bullet doesn't mean much to the guy that
>catches one in his head.

But apparently they don't want spaceships to be supervulnerable.
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Gregory L. Hansen

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Since: Dec 18, 2005
Posts: 6



(Msg. 8) Posted: Thu Dec 22, 2005 3:00 pm
Post subject: Re: Torpedoes! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article <43a9d52a.27589510.RemoveThis@news.telusplanet.net>,
David Johnston <rgorman.RemoveThis@block.net> wrote:
>On Thu, 22 Dec 2005 03:54:24 +0000 (UTC),
>glhansen@steel.ucs.indiana.edu (Gregory L. Hansen) wrote:
>
>
>>>Given that in GURPS Space combat, firepower reflects both how much
>>>damage you do and how likely you are to hit, easily avoided attacks
>>>are no different from attacks that that don't do much damage.
>>
>>The average damage done per bullet doesn't mean much to the guy that
>>catches one in his head.
>
>But apparently they don't want spaceships to be supervulnerable.
>
>


They're pretty much not vulnerable at all to railguns.

Of course, you can take realism too far in the other direction. In the
Cyberpunks game it was assumed that spaceship weapons were so overpowered
compared to the armor they would be facing that any section hit is
automatically destroyed, and a small craft like a fighter is automatically
destroyed. That's realistic, but not very dramatic.

--
"The probability of anything happening is in inverse ratio to its
desirability." -- Gumperson's Law
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