Star Wars

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Tech Level

SW Tech Level:

Safe-tech path.

Most nanotechnology applications and nano or micro swarms are unavailable.

Power: TL11: Portable fusion technology, Portable Fusion Reactors (p.UT20) are used to power vehicles, TL^ forcefield models, are LC2, and used in military vehicles.

Computers:

Computer Models: TL10 computer models.
Terminal Types: Any terminal types are available.
Software Cost: TL10.
AI: Volitional AIs require a Neural Net (p.UT23).
Swarmbots: Unavailable.

Clothing: Clothing Belts are possible, but a novelty. Slicksuit sprays are used in some hand-to-hand sports (e.g. boxing) to prevent grappling.

Entertainment: No Psychosonic Instruments.

Recreation and Personal Robots: TL10 models are common. TL9 models are likely as budget or antiques.

Communications: TL10 Communications is standard. FTL Radios make the Holonet possible. Gravity Ripple Communicators are a possible development of artificial gravity technology.

Neural Interfaces: TL9 implants are available, Neural Interface Helmets (TL10) are also available, mostly for Interactive Holoprojectors, Dream Teaching, etc.

Mail and Freight: Suborbital Express Mail and Homing Couriers are available on developed planets.

Media and Education: TL10. Holos are a common media. Interactive Holoprojectors are used in Holoventures.

Augmented Reality: Memory Augmentation is used by bounty hunters and high CR-world police to look for suspects. Virtual Tutor programs assist people in doing what droids might be too expensive for.

Video and Sensory Processing and Sensies don't exist in any wide distribution.

Teaching and Learning Aids: AI tutors and training robots are common, Dream Teachers are used by some corporations and militaries to quickly and efficiently train employees or draftees. Direct Neural Interfaces are often removed after you leave the organization.

Sensors and Scientfic Equipment: TL10.

Passive Visual Sensors: Hyperspectral and PESA are standard, however older technology is used in many Rim worlds and local "primitive" TL9 devices may outcompete expensive and rare imports.

Indirect Passive Sensors: Anything is available.

Chemsniffers: There are analogs of this device for scanning liquids (e.g. drinks or bodily fluids for toxins, poison, etc.).

Active Sensors: TL10.

Combination Sensors: TL10.

Scientific Equipment: TL10.

Housing and Food: TL10 plus TL11^ Antigrav Hammocks and Floating Furniture, no Cleaning Swarms.

Housing and Construction: TL10. The large space habitats are possible, but because of fast hyperspace travel, most people can afford to live on an actual planet. Such space habitats exist to study astronomical curiosities, or perhaps to provide secrecy or safety for a dangerous or illegal project...

Star Habitats: A Dyson Bubble could beam power to orbital relays around a planet, providing power without taking up space on-planet with massive generators.

Under the Screen (TL11^) is possible, using forcefields.

Foodstuffs: TL10.

Expedition Gear: TL10. Vapor Collectors (p.UT76) are the famous vaporators of Tatooine.

Environmental: Mars-type Terraforming and Fast Mars-Type Terraforming are possible, though unlikely to be used because of fast hyperspace travel.

Gravity Control: TL11^ Gravity Plates, and Gravity Screen Chambers TL11^.

Weather Control Satellites (TL10) are used on rich or decadent worlds to control weather.

Tools and Construction Materials: TL10. No monowire. Industrial Nanocleanser is used for dangerous jobs.

Heavy Equipment, Salvage, and Rescue Gear: Tractor-Pressor beams are available, at TL11^.

Demolitions: TL11.

Manufacturing: TL10, including Wet Nanofabrication systems, which allows Industrial Nanofacs.

Covert Ops and Security: TL10.

Security and Surveillance: TL10, plus Neural Disruptor Fields (TL10^) and Gravity Webs (TL10^).

Surveillance and Tracking Devices: TL9.

Interrogration, Brainwashing, and Animal Control: TL10, but the technologies are not well-understood--the Old Republic banned their use, they are being developed by the New Order.

Black Ops Robots: Robobugs (TL10) are used for covert surveillance. Larger surveillance droids are used when the subjects need to know they're being watched...

Weapons and Armor: TL11

High-Energy Lasers (TL9): Still used and made in some planets of the Rim.

Rainbow Lasers (TL11): Favored as infantry and vehicle weapons by some planetery governments with very large open areas, where thousand-yard shots are common. Sniper weapons are usually rainbow lasers, not blasters (below).

Electrolasers (TL9): Sonic weapons have supplanted these as nonlethal weapons.

Microwave Weapons (TL9): Used for riot control, and as anti-droid weapons in the Clone Wars by the Republic.

Neural Disruptors (TL11^): Legal versions are LC3 and only have the Neural Stun, Seizure, or Paralysis beams, illegal versions used for torture have the Ecstasy and Agony settings.

Charged Particle Beams (TL11): Most common lethal weapon in the galaxy. Standard on 90%+ of starships, vehicles, infantry weapons, sidearms, etc.

Sonic Weapons:

Nauseators (TL9): These persist, like electrolasers, in isolated worlds and on the Rim.
Stunners (TL10): Most common nonlethal weapon in the galaxy.

Plasma Weapons: Plasma Flamers (TL9^).

Vortex Ring Projectors: Combined with Paralysis Gas, Sleep Gas or Riot Gas, they can deliver gas precisely without huge clouds or grenades that can be thrown back.

Conventional and ETC Guns (TL9): These lower-tech weapons are used by those who can't get anything better.

Electro-Thermal Kinetic (TL10): These weapons compete with EM guns, blasters and rainbow lasers.

Gas-Powered Air Guns (TL9-10): Wrist Needlers are popular holdout or last-ditch weapons. Tangler guns are another non-lethal or capture alternative.

EM Guns: (TL9-10) These weapons are the main competitor to blasters.

On the battlefield, infantry using EM guns use D-cells on their LBVs connected by power cables to their weapons, or backpack-mounted power cells for support weapons.

'Gyrocs (TL9):

Rockets and Missiles: [TL10, plus Reactionless Missiles (TL11^)]

Firearm Accessories: TL10, plus Gravitic Compensators (TL11^).

Warheads and Projectiles: TL10, no Nuclear or Antimatter or Force warheads.

Plasma warheads (TL10^ exist).

Biochemical and Nanotech Weapons: TL10.

Melee and Thrown Weapons: TL10.

Energy Weapons: TL10. Electric Stun Wands and Zap gloves are popular self-defense and corrections weapons. Sonic Shuriken are exotic assasination weapons. Vibroweapons are common sidearms across the galaxy.

Force Swords (TL11^): Lightsabers are, obviously, force swords. Force sword technology is rare. While a scant few decades ago there were hundreds of Jedi, their techniques for making lightsabers were not widely disseminated.

However, with an example (preferably working), an intelligent and well-trained team would be able to duplicate the technology.

Defenses: TL10.

Armor: Ablative Nanoplas or Ablative armor is the standard anti-blaster armor.

Powered Suits: TL10. These are used for elite commando forces attacking behind enemy lines, in space, or when superior durability is required.

Defense Systems: TL10.

Force Screens: Barrier Screens, with the Adjustable, Energy, Kinetic (with Velocity option mandatory), and Safety Switch options available.

Force Wards (TL11^) are available, though uncommon.

Life Support Fields (p.UT194) are used by some pilots instead of spacesuits.

Medicine: TL10, though Nanostasis (TL10) is almost never seen in favor of Stasis Chambers (TL12^) (p.UT194), and Regeneration and Rejuvenation tanks (p.UT201) are not used in favor of Bacta tanks (treat as Regeneration Tanks, except there is no effect on radiation, limbs and organs cannot be regrown, and the "feedstock" costs 25x as much.)

Biotech: TL10: Brain Transplants, uploading, uplifted animals.

Cybernetics: TL10.

In the Core, "offensive" cybernetics are illegal or heavily controlled, though replacement limbs, organs, and eyes (which bacta cannot fix) are an alternative to illegal cloned parts. The New Order has been known to use Cybernetic Uplift on less intelligent species to engineer

Total Cyborg Brain Transplants and Uploading: At least one example of a total conversion exists--Gorm the Dissolver. Dr. Evazan stole an experimental droid memory transfer machine and modified it to successfully move organic consciousnesses from body to body.

Transportation: TL11, Superscience!: Reactionless thrust, contragravity, FTL travel...

Contragravity vehicles similar to the Grav Jeep (p.UT226) allow the traversing of city-worlds such as Coruscant. Contragrav belts and platforms are other options. A craft similar to the Nightwing Microjet would use a contragrav lifter but otherwise be very similar.

Life Pods (p.UT232) are standard safety features on starships.

GURPS Ultra-Tech House Rules

Blasters have 1/10 the listed range.

Power cell capacity for blasters should be:

Blaster Pistol, 40, Heavy Blaster Pistol 33, Holdout Blaster, 13; Blaster Carbine, 17, Blaster Rifle 10, Heavy Blaster, 20.

Similar to extended magazines (p.HT155), adapters to use D cells (p.UT19) with blaster rifles, carbines, and even heavy blaster pistols, exist. These give five times normal capacity if the host weapon uses 2 C cells. These add 5 pounds to the weight and worsen Bulk by -1, but can be lifesaving when large amounts of firepower are needed. There are also adapters for using double the normal number of C cells. D-cell adapters cost $25, weigh .2 lbs, and are LC3, and are mainly available for blaster rifles and carbines. "Dual-Cs" or "duellie" adapters cost $20, are .2 lbs. and are LC3 and are usually only available for blaster pistols, not rifles. Non-rechargeable cells (p.UT19) ("assault" or "super heavy-duty" cells, depending on their origin, military or commercial) are also available providing double the number of shots, see p.UT19.

Electronet Grenades: 25mmG rounds.

Damage: HT-5 aff (10yd range, fail and stunned, Protected Hearing AND Vision needed to protect, HT-5 to recover each second), Net (Target may dodge or parry, net is DR1, fail to defend and you cannot move or attack, to escape roll DX-4, must succeed 3 times, fail 3 rolls and you must be cut out), HT-1 to HT-10 aff (wild game version) OR HT-1 to HT-7 aff (sentient version), fail you are stunned for (20-HT sec. stun, then roll HT every second to snap out); Range 20. Double normal cost. LC2.

Underbarrel Weapons: Weapons with a 'natural' Bulk of -3 or more (before taking into account silencers, bipods, etc.) can take an underbarrel weapon. This can be accomplished by bolting or welding the two desired weapons together (Machinist +2 roll, roll an IQ-based appropriate weapons skill for both weapons to determine safe ways to mate the two weapons), or crafting an accessory rail adaptor for the new "accessory". The most common underbarrel weapons are 25mm and 40mm grenade launchers (p.UT136), and sonic stun pistols (p.UT), but models of tangler pistols and rifles (p.UT140), 15mm gyroc revolvers or launch pistols (p.UT144-145), plasma hand flamers (p.UT127), and shotguns of varying TLs (6-10) (p.HT106, p.UT136), and vortex ring projectors (p.UT) exist.

If using accessory rails to attach the weapon, use the Bulk, ST, and sighting bonuses of the weapon it is installed in. If it's bolted on, it worsen Bulk by -2.

GURPS Spaceships House Rules

All ship systems, design features, and ammunition, cost 1/10 the normal price.

Individual Missile stat Table:

Caliber Price Size SM Damage
16cm $6,666 1/15th ton -1 6dx4 cr ex
20cm $12,500 1/8th ton -1 6dx5 cr ex
24cm $25K 1/4 ton 0 6dx6 cr ex
28cm $50K 1/2 ton 0 6dx7 cr ex
32cm $100K 1 ton +1 6dx8 cr ex
40cm $200K 2 tons +1 6dx10 cr ex
48cm $300K 3 tons +2 6dx12 cr ex
56cm $400K 4 tons +2 6dx14 cr ex
64cm $750K 7.5 tons +3 6dx16 cr ex
80cm $1.5M 15 tons +3 6dx20 cr ex
96cm $2.5M 25 tons +4 6dx24 cr ex
112cm $4M 40 tons +4 6dx28 cr ex

Autoloading Ammunition System: This design feature allows a missile launcher or gun to reload its magazine automatically. This feature takes up 10% of the space in the cargo bay, and can reload 1.66 tons of ammunition (round down) per minute. If reloading from cargo space bought with uninstalled weapons systems in the same battery, use this value. If reloading from a cargo bay in the same section, halve this rate--.833 tons. If in a different hull section, this rate is quartered--.41 tons. Pricing: $50,000 per SM of the ship per battery.

Cellular Ammunition Storage Equipment (CASE system): This is a sensor system that detects when a magazine has been breached by external attack. Once this has been detected, the CASE system ejects the entire magazine or cargo hold contents into space, preventing the imminent explosion from damaging the ship. Pricing:  $100,000 per SM of the ship per CASE system.

ECM Systems: ECM systems are activated or deactivated in the Electronics Operations phase of spaceship combat.

ECM Bombs: These are bombs using multispectrum flares, clouds of radar- and ladar-reflective materials, and similar methods to make it more difficult for opponents to accurately target your craft in combat. Only Evasive Action and Controlled Drift maneuvers allow you to take proper advantage of their effects, other maneuvers waste their potential. ECM Bombs give up to -1 to hit per multiple of ECM factor.

Caliber Array Level ECM Level
Up to 20cm TL-9 1
24-28cm TL-8 2
32-40cm TL-7 3
48-56cm TL-6 4
64-80cm TL-5 5
96cm+ TL-4 6

ECM Factor Table

SM +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15
ECM Factor 4 5 6 7 8 9 10 11 12 13 14

So an SM+6 ship needs 6 20cm bombs, 3 24-28 cm bombs, 2 32-40cm bombs or 1 64-80 cm bomb to be effective. ECM bombs cost $10,000 per ton, and mass 1/3 the size and weight of normal missiles of the same size (so you get 3x as many as normal per ton).

External Armor: if a ship has at least one armor module in each segment, it can add additional additional armor modules as external armor, even if there is no space for them. Multiply final vehicle performance (acceleration, delta-V, and warp/jump capability) by (20/(total modules in vehicle)); thus, if you have 10 external modules (meaning the ship is 30 modules rather than 20) performance is multiplied by 2/3.

External Clamps: Ships with an external clamp system can attach to one another. A Vacc Suit skill roll is required for each individual who wishes to exit or enter a clamped ship in vacuum. Moving this way is won't be completed successfully if the host ship is maneuvering.

External clamps can hold an object of up to the SM of the ship. A Medium, Secondary and Tertiary clamps are also possible, holding 3 objects of the ship's SM -1, ten of SM-2, or 30 of SM-3.

Hyperdrive Costs

Speeds are parsecs per day (24 hours). Price increases reflect costs of bribes, smuggling expenses, limited supply of drives, repairs or modifications to fit the host ship, etc.

Speed Price Adjustment Notes
1,000 psc None [1]
2,000 psc None [2]
3,000 psc None [3]
4,000 psc +20% [4]
5,000 psc +25% [5]
6,000 psc +25% [5]
7,000 psc +25% [6]
8,000 psc +50% [7]
9,000 psc Scarcity:+50% [7]
10,000 psc Scarcity:+50% [7]
[1] Very slow drive, found on lifeboats, antiques, unmanned freighters moving non-perishable or stasis-protected goods, etc. LC4.
[2] Below average civilian drive. Found on shabbier tramp freighters, etc. LC4.
[3] Standard hyperdrive speed throughout the galaxy. Typical of tramp freighters, bulk freighters, older and non-retrofitted military ships, etc. Easy to find used or new. LC4
[4] Usual civilian maximum speed, also found in slower military/paramilitary/etc. ships. For those who need a little more "get-up-and-go". LC3.
[5] Typical courier or military drive, also found on pleasure yachts of megacorp heads or Moffs, space racers, etc. LC2.
[6] Unusually fast, conventionally augmented drive system. Found on some space racing vehicles, in leagues that allow hyperdrive modifications. LC 2.
[7] This is the Millenium Falcon's hyperspeed. Theoretical or experimental speeds, these are possible using special stasis field modifications to streamline the vessel's passage through hyperspace. Finding a hyperspace engineer trained and willing to make such modifications to a hyperdrive is a difficult and expensive proposition. Hope you trust him!

Hyperdrive Interchangeability: When installing a small drive in a larger-than-usual ship, subtract 3,000 psc from speed/day per size change. When going up a size category, add 3,000 psc.

Ion Cannons: See Spaceships 7 for ion cannon rules.

Linked Fixed Major Batteries: The rules currently allow fixed batteries to be fired as one Gunnery task, and Major batteries are listed as part of these. This allows much greater firepower on ships willing to devote the power and space necessary for heavy forward armament.

Maneuvering Jets (TL7) [Forward] +1 Hnd, -1 SR. Pricing as Standard Reactionless Engine. Requires 1 Power Point.

Plasma Lance Missiles (TL10^) : Plasma Lance missiles have a (10) armor divisor, cannot be proximity fused, do damage of missiles one size smaller, and cost 15x normal. LC1.

Reactor Output Pricing Rules: The function of halving price to double endurance also works the other way. You can double price and halve endurance (which isn't a problem, really, since we aren't building generation ships here) and get 50% more power out of the reactor. This rule applies to fusion reactors and super fusion reactors and MHDs. This does not apply to fuel cells. Fast-burn Super Fusion reactors like this are very rare.

Repair and Refitting Systems Rules: If you are replacing a system with another system of the same general type (fusion generator for MHD, medium battery for secondary battery) reduce the time needed by 1/2. If you are replacing a system with the exact same system, reduce the time needed to 1/4 the normal time. A system with a new option e.g. replacing enhanced sensor array with tactical sensors or a cargo bay with a shielded cargo space is the same system.

This makes it easiest and cheapest to replace the same system in the same place and keep the ship's layout generally the same.

Smaller Than Default Ships:

These rules have been superceded by those in GURPS Spaceships 4 for SM+4 ships.

Space Combat Multitasking Techniques: An Average technique can be learned to reduce the multitasking penalty for differing tasks. For example, to reduce the penalty of your Gunnery and Piloting tasks, you would purchase two different techniques, one for your Gunnery skill and one for your Piloting skill.

These rules are still available, but check out the rules for Space Combat Techniques and the Cockpit Multitasking rule in GURPS Spaceships 4.

Targeting Programs: Remember, targeting programs must be running on the ship's computer to be useful.