GURPS

Space Combat Example #1

Combatants

Flamboyant Monkey-Class Frontier Cruiser

The Flamboyant Monkey-Class Frontier Cruiser is a 50,000 dton cruiser armed with a spinal Meson Gun, particle beam bays, triple laser turrets, heavy laser turrets, and lighter point-defense triple laser turrets. It is also equipped with a small number of missiles and sandcasters which were ignored in this battle. It is capable of 2G's of acceleration.

The Cruiser also carries a number of fighters which were also ignored.

16 Irbak System Defense Boats

The Irbak-Class System Defense Boat (SDB) is a 400 dton non-jump system defense boat. It is armed with a single heavy laser turret and triple laser and missile turrets. The missiles were ignored for this battle. It is capable of 6G's of acceleration.

Setup

The battle starts at a range of 200 hexes (2,000,000 miles). Neither side is aware of the other. The Cruiser begins approaching the Irbaks (going after whatever they are guarding) and both sides use PESA until contact is made.

All operators are assumed to have skill 13 except the gunner for the Monkey's spinal meson gun. He has a skill 14.

I'm ignoring missiles for now since I'm interested in seeing how energy weapons work out. I'll do other examples for missiles.

The Monkey has a sensor roll of:

Skill 13 + scan 47 + size mod 8 - emissions cloaking 4 - range 64 - range

The Irbaks have a sensor roll of:

Skill 13 + scan 41 + size mod 12 - emissions cloaking 4 - range 62 - range

Until weapons range is reached, I'll list the turns in a table:

MonkeyIrbaksrangerange
Turn spd det. spd det. (hex) mod.
1 0 8 0 6 200 -56
2 2 8* 0 6 198 -56
3 4 8 0 6 194 -56
4 6 8 0 6 188 -56
5 8 8 0 6 180 -56
6 8 9 0 7 172 -55
7 8 9 0 7 164 -55
8 8 9 0 7* 156 -55
9 8 9 6 7 142 -55
10 8 10 12 8 122 -54
11 8 11 18 9 96 -53
12 8 12 18 10 70 -52
13 6 12 12 10 52 -52
14 4 12 12 10 36 -51
15 4 12 12 10 20 -49
16 4 12 6 10 10 -47
17 4 12 0 10 6 -46
18 4 12 0 10 2 -43

det. is skill roll to detect.

Gunner rolls are as follows:

Monkey Skill Acc Targ RoF Size Total Spinal 14 14 8 7 8 51 - range Lasers 13 13 8 7 8 49 - range PD Lasers 13 13 8 10 8 52 - range Irbaks 13 13 8 7 12 53 - range

On turn 14 the spinal meson gun is in range (max) but the roll to hit is -1.

On turn 15 the spinal meson gun needs a 2 to hit.

On turn 16 the spinal meson gun needs a 4 to hit.

The Monkey's big laser turrets need:

single laser: 3
single turret: 4 (battery of 2 + 1 single)
two turrets: 5 (battery of 6)
three turrets: 6 (battery of 9)
five turrets: 7 (battery of 15)
ten turrets: 8 (battery of 30)

The Irbaks need a 6 to hit with their big lasers.

On turn 17 the spinal meson gun needs a 5.

The Monkey's big laser turrets need:

single laser: 4
single turret: 5 (battery of 2 + 1 single)
two turrets: 6 (battery of 6)
three turrets: 7 (battery of 9)
five turrets: 8 (battery of 15)
ten turrets: 9 (battery of 30)

The Irbaks need a 7 to hit with their big lasers.

On turn 18 the spinal meson gun needs an 8.

The Monkey's big laser turrets need:

single laser: 6
single turret: 7 (battery of 2 + 1 single)
two turrets: 8 (battery of 6)
three turrets: 9 (battery of 9)
five turrets: 10 (battery of 15)
ten turrets: 11 (battery of 30)

The particle beam bays need a 6 to hit.

The Irbaks need a 10 to hit with their big lasers.

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Last modified: Saturday, July 28, 2001 by Bolie Williams IV, bolie@io.com.
This page is Copyright 1997-2000 by Bolie Williams IV, all rights reserved.

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