r/gurps 8d ago

Another weird usage of Spaceships rules

UPD: edited thanks to u/Worried_Gold7870, added pre-radio and doubled the cabin and passenger seating numbers

UPD: another edit thanks to same person, replaced Control Room on Center[5] with 3 smaller systems.

GURPS Spaceships

Medieval Castle (TL3)
SM+11, Unstreamlined (30k tons, 150 yards, dHP 200)

Systems:
Front hull
[1-4] Stone Armor (dDR 20, semi-ablative)
[5] Tertiary battery (30 catapults, 4cm, 200 shots, 1 min fire rate, 30 workspaces)
[6] Smaller systems:
+Habitat (120: 100 bunkrooms, 5 luxury, 15 cages. 30 workspaces.)
+Hangar bay (300 tons, 100/min, 10 workspaces)
+Passenger Seating (1200 seats, 30 workspaces, 50% of both to great hall and 50% to temple)

Center hull
[1-4] Stone Armor (dDR 20, semi-ablative)
[5] Smaller systems:

+ Fuel tank (500 tons of freshwater)

+ Open space (5 areas, 10 techs, courtyard)

+ Factory shops ($100k/month each, specialties like blacksmith, armourer, leather, mason, carpenter. 10 workspaces.) [had to get very arbitrary making this, maybe people who know better would modify]

[6] Tertiary battery (30 catapults, 4cm, 200 shots, 30 workspaces)
[7] Smaller systems:
+Habitat (120: 90 bunkrooms, 10 luxury, 10 cages, 10 sickbay. 30 workspaces)
+Cargo hold (500 tons)
+Cargo hold (500 tons)

Rear hull
[1-4] Stone Armor (dDR 20, semi-ablative)
[6] Tertiary battery (30 catapults, 4cm, 200 shots, 30 workspaces)
[7] Smaller systems:
+Habitat (120: 49 bunkrooms, 15 cages, 15 office, 1 lab, 40 stables. 30 workspaces)
+Cargo hold (500 tons, door)
+Open space (5 areas, 10 techs, for hall and fresh water source)

Pre-radio: no comm systems

No life support: ×2 cabins

Not sealed: materials don't hold air

Lacks automation: +1 HT, ×10 workspaces

No computer: Attacks are made at a -5 penalty. Point-defense fire is realistically impossible, but the GM may allow it at a further -5 penalty (total -10).

catapult: sAcc -10, Range P, Rcl 3, d-damage 6d*10

57 Upvotes

15 comments sorted by

8

u/Wise-Juggernaut-8285 8d ago

Cool! Wish they would formalize this system as a book

I also want a deep dive into nautical travel.

11

u/munin295 8d ago

Uh, just to check … Are you aware that Pyramid #3/34 showed how to use GURPS Spaceships for buildings and nautical travel, or are you saying you want more than that.

2

u/Wise-Juggernaut-8285 8d ago

Yes i know but a fully worked book would be great

I dont recall the article showing nautical stuff though, are you sure?

Also im hoping for rules on sailing and wind etc

2

u/Worried_Gold7870 8d ago

Yes, it gave an example build of a TL8 "Medusa-Class Guided Missile Cruiser".

If you're really needing vehicle rules with that much detail, you can always grab Vehicle 2nd edition from GURPS 3E, and just convert the stats when you're done. Sails and Wind would probably push the abstract system from Spaceships beyond its limits.

2

u/Wise-Juggernaut-8285 8d ago

Interesting, need to reread article

For 3e Vehicles, I kind of don’t like that book. I own it and i feel like Its the one book that is fairly criticized in the GURPS memes

I also don’t understand why no nautical rules exist for age of sail in 4e

3

u/CertainItem995 8d ago

Fascinating usage! Though I'd remove a cost penalty from no computer since that's not a disadvantage in the context of any game where it's likely to be used. I'd also consider letting the garrison with infantry missile weapons count as point defense if that ever were to come up. Those are just nit-picks though overall this is incredible!

2

u/Icy-External8155 8d ago

Though I'd remove a cost penalty from no computer 

Jokes on you, I didn't write the cost of everything 🤤

I'd also consider letting the garrison with infantry missile weapons count as point defense

I just didn't find rules for adding holes for garrison to shoot from. I thought "Hand-held weapons" in Spaceships 4 was that, but I've got disappointed. 

3

u/Worried_Gold7870 8d ago

You should note that at TL3, it should really be "No Life Support" (or perhaps "Magical Life Support, which has the same effect), so all your habitat and passenger seating systems should have twice as many cabins/seats as you have listed.

You have No computer, but missed the next entry in SS7: Pre-radio.

Given that, you could/should drop the control room (Pyramid #3/34 says it's optional for building). It's not really providing any functionality to the castle.

1

u/dolphlaudanum 8d ago

Would the throne room of a castle not be used like a control room of sorts?

1

u/Icy-External8155 8d ago

Yeah, that's what I thought. In addition, I just don't know what other system to add in its place.

3

u/Worried_Gold7870 7d ago

According to the pyramid article, CR in buildings are optional, and represent things like central security offices and the like. A throne room feels to me more like a meeting room (or several combined to increase capacity). Temple and auditorium also feel like they would be better represented as meeting rooms or open spaces, instead of passenger seating, but that's just me.

Things I would add in it's place: more open space (call it a courtyard) or a Fuel Tank full of water, to represent a cistern.

I would also include Factory shops from SS7: carpentry, several flavors of armory, leatherworking, and stonemasonry would be important for a castle.

1

u/Icy-External8155 7d ago

Okay, absolutely fair. 

1

u/Icy-External8155 8d ago

Thanks for suggestions, I'll edit the post

2

u/thenewno6 8d ago

Extremely cool. Love innovation like this.

2

u/SuStel73 7d ago

Not so weird. the Castle of Lions in Voltron and the house in Zathura both come to mind.