GURPS: TREK - THE UNAUTHORIZED SOURCEBOOK SECOND EDITION - SECOND PRINTING --------------------------------------------------------------- --------------------------------------------------------------- SECTION NINE A - MISCELLANEOUS - PART ONE --------------------------------------------------------------- --------------------------------------------------------------- This section contains some stuff about GURPS: Trek that wouldn't originally fit in any of the other categories. See GURPS: Trek - Section 1 B - Overview for more information. Comments about this section should be sent to: tmp_harkins@dirac.physics.jmu.edu "Mr. B." GURPS: Trek - Section Nine A - Miscellaneous - Part One - is Copyright (c) May 1996. See GURPS: Trek - Section One B - General - Part Two - Overview for more information. ---------------------------------------------------------------- Table of Contents: ------------------ Part 1 - Martial Arts for Trek Part 2 - Some vehicles for Trek =============================================================== Martial Arts forms for the Federation and the Klingons ------------------------------------------------------ by: XTBlues@aol.com I'd like to thank him here for this contribution to this work. --------------------------------------------------------------- Mok'bara 12/28* Ritual Klingon fighting form Primary Skills: Karate, Judo, Judo Art, Body Language, Breath Control, Philosophy (Teachings of Kahless the Unforgettable). Secondary Skills: Klingon Melee Weapon (Player's choice), Melee Weapon Art, Fast Draw (Melee Weapon), Off-Hand Weapon Training, Stealth. Optional Skills: Tournament Law (Mok'bara or Melee Weapon), Klingonese** Maneuvers: Hand Strike, Hand Parry (KoH-man-ara), Judo Throw, Breakfall, Kicking, Knee Strike. Cinematic skills: Meditation Cinematic maneuvers: Enhanced Dodge, Breaking Blow Uniforms: The popular attire with schools in the Federation consists of a simple white tunic with matching pants that are loose fitting as well as lightly padded. With the exception of a master-status practitioner, who wears a blood red patch on the right side of the collar, no visible symbols of rank are worn on the uniform (see below). Traditional Klingon Mok'bara dress can vary between a black, tight-fitting jumpsuit to full battle armor (PD 6, DR 17, vs. impact and cutting attacks only, 25 lbs, -1 DX). Ranking system: Unlike most Terran martial arts, there are no belts or other visible symbols of advancement in Mok'bara. Instead, the student is taken aside from the rest of the group and given a test when the master feels that he or she is ready to move forward. Sometimes these tests are given as metaphorical riddles (similar to the "koans" of Japanese Zen) to test the students knowledge of the physical aspects of Mok'bara as well as the philosophy of Kahless the Unforgettable. *Since the Karate skill is already included in their character package, Klingon PC's need not pay for it a second time. Reduce the total cost of the form by 1. **Non-Klingon practitioners only! --------------------------------------------------------------- Anbo-Jytsu 12/18 Tournament-style fighting form popular in the Federation that is considered to be the "ultimate evolution in martial arts". Primary Skills: Karate, Judo, Staff, Blind Fighting*, Savoir-Faire (Dojo), Tournament Law (Anbo-Jytsu). Secondary Skills: Karate Sport, Judo Sport, Off-Hand Weapon Training (Staff). Optional Skills: Acrobatics Maneuvers: Any seven non-cinematic maneuvers Cinematic Skills: None Cinematic Maneuvers: Enhanced Parry (Staff) Uniforms: Anbo-Jytsu practitioners wear a form of flexible, light weight armor that protects all areas of the body including the head and hands (PD 2, DR 5, vs. impact weapons ONLY, Weight: 15 lbs., No mobility restrictions!). The armor is available in several color schemes to allow observers to distinguish one practitioner from another during a competition. Ranking system: The Anbo-Jytsu student is judged on individual skill by a master-level practitioner before attaining a higher rank. Sometimes this involves anything from a simple demonstration of a certain maneuver (called a "kata"), to a "full contact" arena match with another student of similar status. When the higher level is attained, the student is allowed to affix a Terran oriental ideograph with a particular meaning to armor. * Since the staff used in Anbo-Jytsu has a proximity detector incorporated into its design, all attacks on specific areas of the body are at -1 instead of -2 against invisible enemies. (See MA p.31 for a full description of Blind Fighting skill). =============================================================== Vehicles for GURPS: Trek ------------------------ by: Onno.Meyer@arbi.informatik.uni-oldenburg.de "Onno Meyer" I'd like to thank him here for his contribution to this work. --------------------------------------------------------------- GURPS: VEHICLES ADAPTATION FOR GURPS: TREK ------------------------------------------ Cargo Shuttle Type 9A (uprated for Special-Ops) Shuttlepod Type 16 (standard) Legal Disclaimer: I'm quoting from the ST:TNG Tech Manual. To the best of my knowledge, these quotes are not a copyright infringement. I agree to any use of my work for personal gaming purposes and to the inclusion in a GURPS: Trek file on the net. Technology: I adapted the shuttles from the ST:TNG Tech Manual to GURPS: Vehicles technology (Dec. 93 errata), not GURPS to Trek. Later seasons showed transporters and shields, but those are probably refits. :-) Since the GURPS: Space Warp drive wouldn't fit in these ships, I redefined startup as: $20,000.00, 200 lbs., and 20 CF. Each WTF is: $500.00, 50 lbs., and 1.35 CF (no change). Unless noted, I used TL 11. --------------------------------------------------------------- *14.3.6 Cargo Shuttle Type 9A Production Base: Starfleet plant #24, Utopia Planitia Fleet Yards, Mars. Type: Heavy Long-Range Warp Shuttle. Accomodation: Two flight crew, one cargo specialist. Power Plant: Two 2,150 millicochrane warp engines, 12 DeFl 2142 microfusion RCS thrusters (std). Two 2,175 millicochrane warp engines, 12 DeFl 2142 microfusion RCS thrusters (uprated). Dimensions: Length: 10.5 M; Beam: 4.2 M; Height: 3.6 M. Mass: 4.5 metric tonnes (empty). Maximum payload, 6.6 metric tonnes (std.), 8.9 metric tonnes (uprated). Performance: Warp 2 for 36 hours (std.), Warp 2.2 for 32 hours (uprated). Armament: None (std.); two Type V Phaser emitters (Special Ops). Conversion and Design decisions: The empty mass is about 10,000 lbs. Warp 2.2 is 15c or 0.0135 pc/day. Since the weaponry is an upgrade, it has no fancy stabilizers or mounts. The payload exceeds the maximum rated payload since the shuttle can visit worlds of up to 4G. My design has a longer endurance, but you can ignore that if you want. TREK-LIKE CARGO SHUTTLE: Structure: 3,000 cf advanced medium body (HT 2,250), max. load 60 tons, very good streamlining, sealed body, two TL 12 contragrav units (DR 5, HT 25 each). Propulsion: Twelve 200 lbs. fusion rockets (DR 5, HT 4 each), with 102 gallons water (DR 5, HT 40) for 2.5 hours and twin 0.1 WTF warp engines. Power: TL 13 400 KW pocket antimatter plant (DR 5, HT 2) and 400 KWh rechargeable cells (DR 5, HT 4). Accommodations: Three roomy seats, many armored windows. Armor: 420 points advanced armor, F70 B70 R70 L70 T70 B70. Cargo: 1,500 cf cargo hold (and 655.06 cf access space). Accessories: Compact fire extinguisher, laser sensors, 5-person life support system, radiation shielding, short-range gravscanner (scan 18, SR 3, HT 4, electronics), medium thermograph (scan 24, SR 3, HT 6, electronics), short-range xadar with rangefinder (scan 24, SR 3, HT 4, electronics), medium multi-scanner (scan 20, SR 3, HT 6, electronics), ALLTV (+8), forcelock, cargo ramp, two optical and one standard midget comps (C5, DR 3, HT 2, electronics), dual controls, galley, two secure tactical TL 12 gravity ripple communicators, two IFF, two neutrino communicators. Programs: Computer Navigation, Database (175.39 GB Starmaps), Datalink, Sensor Operations (skill 16 or +5), Gunner (skill 15 or +5), Tactical Vehicle Operation (skill 16), and 2*Targeting (+5). Weaponry: Two fixed assault N-PAWS (DR 5, HT 10). Statistics: Cost: $3,000,000.00, design mass 5 tons, max. payload 55 tons, max. cargo 30 tons, current load 5 tons, loaded mass 10 tons, size modifier +6, radar signature +6, IR signature +6, acoustic signature +5. Ground and Water performance: None. Air performance: Speed factor 120, top speed 570 mph, acceleration 9.5 mph/s, deceleration 29.5 mph/s, MR 9.75, SR 7, ceiling unlimited. --------------------------------------------------------------- *14.3.3 Shuttlepod Type 16 Production Base: Starbase 134 Integration Facility, Rigel IV. Type: Medium short-range sublight shuttle. Accomodation: Two; Pilot and Systems Manager. Power Plant: Two 750 millicochrane impulse driver engines, eight DeFl 635 Hot Gas RCS thrusters, four saurium krellide storage cells. Dimensions: Length: 4.8 M; Beam: 2.4 M; Height: 1.6 M. Mass: 1.25 metric tonnes. Performance: Maximum Delta-V, 12,250 m/sec. Armament: Two Type IV Phaser emitters. Conversion and Design decisions: 1.25 metric tons are about 2,800 lbs. I assumed that the listed mass is the loaded mass. I made Type IV Phasers similar to Heavy Blaster Rifles from GURPS: Ultra Tech. Since impulse engines aren't pure reaction engines, I made them reactionless. The range and Delta-V are completely wrong. TREK-LIKE PERSONNEL SHUTTLE: Structure: 200 CF expensive light body (HT 250), max. load 2.5 tons, superior streamlining, sealed body, two TL 12 contragrav units (DR 5, HT 25 each). Propulsion: Eight 10 lbs. fusion rockets (DR 5, HT 3) with 1 gallon water (DR 5, HT 2) for 45 min., and twin 300 lbs. reactionless engines (DR 5, HT 25 each). Power: 800 KWh rechargeable cells (DR 5, HT 4) for 8 hours. Accommodations: Two standard seats, few armored windows. Armor: 600 points expensive armor, F100 B100 R100 L100 T100 B100. Cargo: 40 cf cargo hold (and 27.31 cf access space). Accessories: Crashwebs, compact fire extinguisher, 2*2d life support, radiation shielding, short-range thermograph (scan 20, DR 3, HT 2, electronics), short-range xadar with rangefinder (scan 18, DR 3, HT 4, electronics), short-range multiscanner, ALLTV (+8), forcelock, three optical midgets (C5, DR 3, HT 2, electronics), dual controls, two TL 12 secure tactical gravity ripple communicators, two IFF, neutrino communicator. Programs: Computer Navigation, Database (6,795 GB Starmaps), Datalink, Sensor Operation (Skill 16 or +5), Routine Vehicle Operation (skill 15), and 2*Targeting (+5). Weaponry: Two fixed heavy blaster rifles (0.055 KWh/shot, DR5, HT 8). Statistics: Cost: $300,000.00, design mass 1.2 tons, max. payload 1.3 tons, max. cargo 0.5 tons, current load 400 lbs., loaded mass 1.4 tons, size modifier +3, radar signature +3, IR signature +9, acoustic signature +4. Ground and Water performance: None. Air Performance (impulse only): Speed factor 150, top speed 862.5 mph, acceleration 11.5 mph/s, decel. 31.5 mph/s, MR 10, SR 6, ceiling unlimited. ===============================================================