20 July 2013

Kinunir

Using the GURPS: Traveller Starships rules I have recreated the Kinunir Class Colonial Cruiser.

It's not really a cruiser...  It's more of a destroyer escort.

It's got 8x2 405 MJ lasers, 2x1 1.4 GJ Particle Beams and 2x3 500mm Missile.

Jump 4, 4g; just like the original design from Adventure 1 and Supplement 9.

What I lost was cargo space.

There are a lot of systems detailed in Adventure 1 that are included for nothing that cost space and mass in G:T.  22.75 dTons of unaccounted systems are in this design.

The black globe generator is MUCH larger in G:T than Book 5.  Like more than ten times as much.

Also you lose a significant amount of space streamlining the ship.

All in all I am happy with how it came out.

The price in G:T (1,063.1 MCr) is even quite close to that given in Supplement 9 (MCr 1,079.99)!

I can work with the G:T Modular Design System.

This is me officially declaring my G:T world is officially 100% GURPS now.

Update:

And of course I made an error.  I used the HP number for the surface area and that makes a lot of things bigger than they need to be.

Cargo space is now 41.13 dTon and final cost is MCr 869.1.

Update Again:

I fixed something that had bothered me from the original game.  The Kinunir in LBB had a 35 ton Pinnace.  Pinnaces are 40 tons!  Carrying a non-standard small craft made no sense.

So I decided I was either going to change it to a 30 ton Ship's Boat or a 40 ton Pinnace.

The pinnace is cooler sounding, don't you think?  Also it has 5g of acceleration!

3 comments:

  1. Replies
    1. What does one say to reply to that?

      Delete
    2. My inner "Beavis and Butthead" sometimes just gets the better of me... :o

      Delete

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