GURPS - Star Wars - Imperial Sourcebook

PSW: discuss Star Wars without "versus" arguments.

Moderator: Vympel

Post Reply
User avatar
Yomin Carr
Redshirt
Posts: 14
Joined: 2002-10-25 08:03pm

GURPS - Star Wars - Imperial Sourcebook

Post by Yomin Carr »

i found it somewere in the inet whats your opinion abaut it?


LASER CANONS (SPACE-BASED)
Most laser weapons function in the same way. LASER is an
acronym for Light Amplification by Stimulated Emission of
Radiation. The weapons fire a stream of high-energy x-rays
jacketed in an ionized particle field, creating the visual effect
of a bolt rather than an invisible beam of radiations like a
normal laser. Because of their high power yield, lasers do
impaling damage. They are designed to penetrate armor and
to keep on going once the target is breached. Direct hit
damage from a laser weapon will often result in explosive
decompression of the damaged ship section.



DISRUPTION (EMP) WEAPONS
Disruption weapons are among the most common type of
weapons found on civilian vessels. Mainly a defensive
weapon, EMP guns are used to disable, rather than destroy,
the opponent. The principle is rather simple and as been
known for tens of thousands of years: The gun fires a bolt of
ionized energy (photons or electrons) at a target in order to
create an EMP pulse and thus disrupt the target’s electronics
and avionics.



Space Travel


Interstellar Transit Authority:

The Interstellar Transit Authority is a permanent non-profit organization whose role is to
regulate and maintain the conventions for use of stellar coordinates and mapping conventions
regarding the use of hyperspace. The ITA was created some thousands of years ago and as
always been respected by every nations and governments. The ITA is responsible for the
seeding, maintenance and update of the Hyperspace beacon network covering the galaxy. It
owns a fleet of Nebula-class frigate to act as engineering centers and defense platforms.
The Interstellar Transit Authority is based on Nekor (260L), in the Neutral Zone. From
there, the ITA Permanent Council and Assembly make their rulings about interstellar travel

laws,and regulates the price of fuel production and distribution across known space.
Each of the major nations (Republic, Empire, Shindaarni, Bakuran) has a permanent
representative on the council, is allowed a number of votes equal to the number of star

system
they represents and owns a Veto right on the council’s decisions. The smaller nations

(Djemsok,
Sventor or groups of less than 10 star systems) are allowed a voting representative in the
assembly, with a number of votes equal to the number of star system it represents. Rulings

made
by the Council and the Assembly is final and must be obeyed by every nations.



Hyperdrive:


The Hyperdrive is the only known way to travel between star systems without spending
years doing it (like with sub light engines). The mechanics of faster-than-light travel are

described
in the stellar mapping section.
Travel Speed & Time:
Hyperspace travel times and speeds are described in detail in the Stellar Mapping &
Astrogation Chapter. The basic level of speed is called H1 (Hyperdrive level 1) and

represents
the “typical” speed / time used when traveling in hyperspace. Ship’s Hyperdrive can be

designed
and built to increase this base speed. These augmented drives are classified according to

their
increments of the H1 drive, from H2 to H10. Each increment in scale of the base speed will
reduce required travel time.
The Hyperdrive design is similar to the one found in GURPS Vehicles 2nd edition. Each
hyperdrive motivator’s speeds are based on the number of tons that are carried across
hyperspace.
Hyperdrive Class Time Factor Legality Class
H1 Standard 1
H2 Reduced by 10% 1
H3 Reduced by 20% 1
H4 Reduced by 30% 1
H5 Reduced by 40% 1
H6 Reduced by 50% 1
H7 Reduced by 60% 1
H8 Reduced by 70% 2
H9 Reduced by 80% 2
H10 Reduced by 90% 2
Hyperdrive Science:
Space travel is handled through the use of Hyperspace. Hyperspace is a parallel
dimension to ours. In this dimension, channels exist in which the speed of light is not the

ultimate
limit. With the help of the Hyperdrive motivator, spaceships “jump” through the barrier

between
worlds and enter those lanes. Traveling through Hyperspace is tricky, and is subject to two

major
laws.
The first law is that ships must travel through the Hyperspace lanes. With the help of
navigational computers and a network of beacons, the pilot can calculate the nearest lane

that
will propel him in his desired direction of travel. There are some very rare individuals or

races that
have a natural knack for hyperspace navigation: Those are highly praised as navigator and
usually are worth a lot to ships captains. Jedi also have the ability to instinctively

calculate
hyperspace jumps by using their Force abilities. Lanes vary greatly in size and performance,

with
some no longer than 1 light years and others requiring weeks in transit. Traveling through
hyperspace is defined below.
The second law of Hyperspace travel is gravity: For some unknown reason, gravity plays
a major role in the direction of travel and the capacity of a ship to enter Hyperspace.

Thus,
navigational computer must take account the gravitational field of stellar bodies before

“jumping”
the spaceship into Hyperspace. Special spaceships, called Interdictor, have been designed

with
large gravity generator. Those ships disrupt the lanes and can bring a traveling spaceship
prematurely out of Hyperspace, or block one from jumping into hyperspace. The results of an
unwanted or premature sortie out of hyperspace usually result in damage to the hyper drive
system.
Hyperspace Navigation 101:
8
The following section describes the steps required to successfully perform a hyperspace
jump. Although it seems complicated, this process is greatly assisted by Astromech droids

and
Navigation computers.
The time required to perform the necessary calculations is equal to 20 minutes less
success on the astrogation skill roll (minimum 5 minutes).
1. Distance to cover between A and B.
2. Knowledge/frequency of use of the “lane” between A and B.
3. Consistency and occupancy of the real-space between points A and B.
4. Speed used over the H1 base.
The effect of the space-time continuum in hyperspace acts very differently than in our
own dimension/continuum. In hyperspace, travel-time is influenced by travel-distance in a

way
that makes the “miles per hours” references seems faster at longer distance.
Below 10pc 2hrs x distance in pc 6pc = 12hrs
From 11pc to
100pc
20hrs + 1hr x distance in pc 75pc = 95hrs = 3.95days
From 101pc to
1000pc
120hrs + [1hr x distance in pc divided by
4]
600pc = 270hrs =
11.25days
Over 1001pc 370hrs + [1hr x distance in pc divided by
50]
5000pc = 470hrs =
19.58days
Then, the actual knowledge about the lane must be accounted for. For well-traveled
lanes, the government will have seeded hyperspace beacons that relay the required

information
to the ship’s hyperdrive computer. On less traveled lanes or new routes, word-of-mouth
information or commercial databases must be used to account for the lack of automated

beacons.
Major lane or known commercial lane: Less 30%
Secondary lane: Less 20%
Hyperspace beacon present: Less 10% (also adds +2 to astrogation roll)
Standard lane, used on an on-and-off basis: Standard time
Uncharted lane, used by “bush pilots” and smugglers: Increases time by 25%
Unknown or unexplored lane: Increases time by 50%
After that, the forehand knowledge of that lane by either pilot and/or navigator must be
taken into account. Although a lane is considered uncharted, a pilot that travels it twice a

week
will have the edge over a first time pilot/navigator.
Pilot/Navigator has previous and extensive knowledge of that lane: Less 30%
Pilot/Navigator has previous but limited knowledge of that lane: Less 20%
Pilot/Navigator has only hearsay knowledge about that lane: Standard time
Pilot/Navigator has no information or records about that lane: increases time by 25%
The amount of elements strung along the way in real-space also influences time because
of the gravity fields generated by such deep space objects:
For each stars crossed: Increases time by 0.5%
For each “anomaly” (black holes, supernova, nebula) crossed: Increases time by 1% to 5%,
depending on the anomaly (i.e. black holes are far more dangerous to navigation than

nebulas)
And finally, the type of hyperdrive must be taken into account to complete the calculations

for the
hyperspace jump.
Class-1 Hyperdrive: Standard time
Class-2 Hyperdrive: Less 10%
9
Class-3 Hyperdrive: Less 20%
Class-4 Hyperdrive: Less 30%
Class-5 Hyperdrive: Less 40%
Class-6 Hyperdrive: Less 50%
Class-7 Hyperdrive: Less 60%
Class-8 Hyperdrive: Less 70%
Class-9 Hyperdrive: Less 80%
Class-10 Hyperdrive: Less 90%
Stellar Mapping:
The stellar mapping system has been in use for over a thousand years. All nations abide
by the system and regularly exchange navigational data to update the maps and charts on a
regular basis.
The Interstellar Transit Authority regulates the usage of stellar coordinates and mapping
conventions. The current system is represented by a series of numbers and letters, each
representing certain information about the star system in question. Example:
World Name
(Coruscant)
Region (Core
Worlds)
Sector (Coruscant) System
(Coruscant)
Race (Humans)
Star Type (MIV7) World map code #
(088)
Map coordinates
(045G)
Bases (S4B1)
# planets (6) Code (Green ,
Amber, Red)
088-COR-CW-045G-S4B1
The sequence is as follows:
Planet Number - Planet Name – Sector Name – Galactic Coordinates – Starport type – Bases
type.
In our example, we are using Coruscant, capitol of the Galactic Republic. The code
sequence means that Coruscant is planet #88 in the database, located at galactic coordinates
grid #G in quadrant 45, in the Core Worlds (CW). Furthermore, Coruscant is equipped with a
class-5 spaceport (top of the line orbital and ground facilities without shipyards), and is

a major
military depot for that sector.
DC Deep Core CW Core Worlds
IR Inner Rim CO The Old Colonies
ER Expansion Region MR Mid Rim
CT Centrality OR Outer Rim
CR Colonial Rim BP Bakuran Protectorates
NT Neutral Zone SA Shindaarni Alliance
HS Hutt Space SR Sventorii Autonomous Region
DF Djemsok Federation WS Wild Space (Beyond the galactic rim)
Information on worlds in the Star Wars universe can be found in the GURPS Star Wars
Encyclopedia Galactica. Visit the GURPS Star Wars Project web page for more information.
Known features and spatial hazards
Although it’s a huge galaxy, the fact that it is well traveled makes the notification of

spatial
phenomenon rather simple. One only has to notify the Interstellar Transit Authority, and the

next
engineering ship will update the beacon network accordingly. Among the most notable features
known to traveler, the following are spectacular sights or grave dangers:
Badlands:
The badlands are an area about 350 cubic parsec located in the Mid Rim Territories
(borders sector O in the 300 to 310 region). The badlands are a huge cloud of gases in a
constant state of plasma fusion. It generates plasma fires of incredible magnitude,

sometimes
hot and big enough to swallow an Imperial Star Destroyer whole.
Certain paths exist to the 3 planets located inside the badlands proper. These paths are
not traveled often and are usually reserved to crazy bush pilots. No official carrier lands

on any of
the Three Sisters has the badlands planets are commonly known.
Of course, the difficulty of traveling to the badlands makes it a perfect area for pirate

and
smuggler’s bases.
Cloak of the Sith nebula:
This huge cloud of proto-stars sits in Imperial space, in the Outer Rim Territories (around
132L). It is a spectacular sight due to its monstrous size (many cubic parsec). The Cloak of

the
Sith nebula always wreck havoc with the electronics of ships, often disabling those

traveling to
close to its borders.
User avatar
Slartibartfast
Emperor's Hand
Posts: 6730
Joined: 2002-09-10 05:35pm
Location: Where The Sea Meets The Sky
Contact:

Post by Slartibartfast »

Yes I've read it, it's an unofficial roleplaying supplement. What about it?
Image
Post Reply