‘LIVE’ SYSTEMS
|
QTY
|
VOLUME
|
Mass Mult
|
MASS
|
SCREEN GENERATORS [ Light ]
|
4,000
|
80,000
|
x 2
|
|
HULL (VOL = 1/20 SA)
|
‘1’
|
14,400
|
x 2
|
|
ARMOR [Medium ]
|
‘1’
|
77,760
|
x 3
|
|
POWER ROOMS
|
1,600
|
160,000
|
x 2
|
|
TURBOLIFTS/CORRIDORS
|
‘1’
|
200,000
|
x 0
|
0
|
CONDUITS/WAVEGUIDES
|
‘1’
|
|
x 1
|
|
LANDING SYSTEM
|
‘1’
|
|
x 2
|
|
LIFE SUPPORT SYSTEM
|
‘1’
|
|
x 1
|
|
EMERGENCY SYSTEM/SPARES
|
‘1’
|
|
x 1
|
|
AUTO REPAIR
|
‘1’
|
|
x 1
|
|
COMPUTERS, ETC.
|
‘1’
|
|
x 1
|
|
MISSILE SYSTEMS
|
‘1’
|
101,864
|
special
|
|
MISSILE RELOADS
|
‘1’
|
‘0’
|
special
|
|
BEAM SYSTEMS
|
‘1’
|
144,000
|
special
|
|
AMM SYSTEMS
|
‘1’
|
10,000
|
special
|
|
AMM RELOADS
|
‘1’
|
10,000
|
special
|
|
CREW QUARTERS
|
100
|
5,000
|
5 x QTY
|
|
CREW FACILITIES
|
|
4,000
|
x 1
|
|
BRIDGE
|
‘1’
|
400
|
x ½
|
|
FLAG BRIDGE
|
|
NA
|
x ½
|
|
SHUTTLE BAY [ ]
|
|
|
x 0
|
0
|
SHUTTLES IN BAY [ ]
|
|
‘0’
|
special
|
+ S
|
LIFEPODS
|
30
|
3,000
|
x 2
|
|
|
|
|
|
|
ARMORIES
|
|
|
x 1
|
|
PINNACE HANGARS
|
|
|
‘0’
|
0
|
PINNACES
|
|
‘0’
|
10 x QTY
|
|
FIGHTER (OR SHIP) HANGARS
|
|
NA
|
x 0
|
0
|
FIGHTERS [ ]
|
|
‘0’
|
special
|
+ F
|
MI TRANSPORT CHAMBERS
|
|
NA
|
x 0
|
0
|
MI UNITS
|
|
‘0’
|
100 x QTY
|
+ M
|
MISCELLANEOUS STORAGE
|
‘1’
|
|
special
|
+ X
|
|
|
|
|
|
TOTAL ‘LIVE’
|
|
|
|
+FMSX
|
TOTAL
|
|
|
|
+FMSX
|
+ Crew
|
|
‘0’
|
QTY x 0.2
|
|
SG = mass / volume =
|
|
SG with max qty of Fighters =
|
THE GD BIBLE
No time travel. ‡
No psionic abilities ◊
No pure energy beings ◊
No wussy kids
‡ Can give appearance of this by trickery – such as in an old Mission Impossible episode.
◊ Unless can simulate with technology.
PSIONICS IN GD
There are no ‘mind powers’ as such in GD, but some can be simulated with advanced technology. For example, minds can be read by putting a network in brain of subject – this has primarily been used to find out how animals think.
TIME TRAVEL IN GD
Does GD have time travel technology? [TTT]
Yes, however it can not be used in GD universe as time travel is absolutely impossible in GD universe.
Then how and why does it have TTT?
Because GD scientists have been able to simulate what a universe that does allow TT is like, and hence create tech to utilize TT in such a universe.
One of GD’s major innovations is RAD – Reality Adaptive Device [an ultra computational matrix].
This is fitted to all GD ships.
It enables being immediately able to adapt to conditions of different reality in other universes.
So if a GD ship that can not travel through planets is transferred into a universe whose natural laws do allow such – then GD ship can do this.
Similarly with universes that enable easy teleportation or invisibility or time travel, etc.
SOME SPECIFIC POINTS ABOUT GD TECH NOT COVERED ELSEWHERE
GD ships can also go deep underwater or into Jupiterlike atmospheres.
GD hulls are extremely pressure resistant. So they can withstand fantastic pressures – whether it be the shockwave from an explosion, the depths of deepest ocean or the atmosphere of a gas giant. Therefore also has high partial resistance versus “ripper” effects eg SFB TR beam, tractor-pressor beam weapons.
Also, highly resistent to heat, very low temperatures, radiation.
Hull Armor is treated as being Beam Resistant Armor for purposes of battles vs lower tech universe (standard races of B5 and ST).
In GD an enemy can not create a duplicate of a ship of yours and pretend it is yours – IFF would give it away – all legitimate signals are Time Coded.
In GD log records can be instantly attached to emergency com signals – so receiving authorised people know what has happened.
GD PROFILE – A DRAFT VERSION FOR SPACEBATTLES FORCE CHART
General Rank:
Primary Strengths:
SG (Stargate) Technology
well-rounded tech
high productivity
MIs (Mobile Infantry)
large fighters
availability of ready supplies of otherwise expensive Hull Metal and ship fuel
higher TL hull armor
variety of specialised units and GP units
big & powerful & smart missiles
powerful energy weapons
anti-missile shields & strong AM measures
ships highly maneuverable for their size
antigrav & artificial grav tech
anti-inertia tech
advanced methodologies & operational procedures
bio-machine interfacing pervasive
very tough ships
very advanced computer systems
Secondary Strengths:
reasonably fast FTL
stealth tech
invisible ship tech
advanced genetic engineering
each race has 1 or more specialties where it is above other empires [so if combined their sciences would leap ahead 100 years]
each empire has Homeworld super defense system
advanced ships continuously being developed, as dynamic empires
lots of combat experience (due to fighting each other & pirates & neutral worlds)
strategic & tactical (doctrine) superiority
access to higher level tech devices & ships
Mobile Battlestations
Hyper Bomb tech
Battlelinking
Superior C3I
Weaknesses:
‘only’ 22nd (23rd) century tech ***
*** as explained in more detail elsewhere although set in late 22nd century, the technology of GD is actually equivalent to that of 24th or 25th century of most SF universes – reasons for this include faster R&D in GD, and some outside assistance from a far more advanced race that provided some extra resources.
GD PROFILE – DRAFT VERSION FOR A WIKIPEDIA ENTRY
TO BE DONE
GD PROFILE – DRAFT VERSION FOR A BGG ENTRY
TO BE DONE
GD SHIP DESIGN FORM REFORMATTED DESIGN 23 NOVEMBER 2005 COMPUTER USE
SHIP TYPE: RA
|
TOTAL VOLUME: 210,000
|
MASS: 255,000
|
‘DEAD’ VOLUME: 89,250
|
‘LIVE’ VOLUME: 120,750
|
SPEED: 3
|
ATT: 6 + 6
|
DEF: 5
|
TAC SPEED: 5
|
SIZE: 6
|
COST: 8
|
Ftrs can carry: 0
|
MIs can carry: 2
|
DEAD SYSTEMS
|
VOLUME %
|
VOLUME
|
MASS MULTIPLIER
|
MASS
|
IDE
|
10
|
21,000
|
x 2
|
42,000
|
MDE
|
15
|
31,500
|
x 2
|
63,000
|
FUEL
|
17.5
|
36,750
|
x ½
|
18,375
|
RESERVE FUEL
|
0
|
0
|
x ½
|
|
TOTAL ‘DEAD’
|
42.5
|
89,250
|
-------
|
123,375
|
‘LIVE’ SYSTEMS
|
QTY
|
VOLUME
|
Mass Mult
|
MASS
|
SCREEN GENERATORS [Light-x 1]
|
210
|
4,200
|
x 2
|
8,400
|
HULL (VOL = 1/20 SA)
|
‘1’
|
1,100
|
x 2
|
2,200
|
ARMOR [Light = x .18]
|
‘1’
|
4,000
|
x 3
|
12,000
|
POWER ROOMS
|
84
|
8,400
|
x 2
|
16,800
|
TURBOLIFTS/CORRIDORS
|
‘1’
|
10,500
|
x 0
|
0
|
CONDUITS/WAVEGUIDES
|
‘1’
|
210
|
x 1
|
210
|
LANDING SYSTEM
|
‘1’
|
2,100
|
x 2
|
4,200
|
LIFE SUPPORT SYSTEM
|
‘1’ ‘C’
|
20
|
x 1
|
20
|
EMERGENCY SYSTEM/SPARES
|
‘1’
|
2,100
|
x 1
|
2,100
|
AUTO REPAIR
|
‘1’
|
210
|
x 1
|
210
|
COMPUTERS, ETC.
|
‘1’
|
630
|
x 1
|
630
|
MISSILE SYSTEMS
|
‘1’
|
44,088
|
special
|
38,000
|
MISSILE RELOADS
|
‘1’
|
‘0’
|
special
|
10,120
|
BEAM SYSTEMS
|
‘1’
|
15,600
|
special
|
27,600
|
AMM SYSTEMS
|
‘1’
|
2,880
|
special
|
3,240
|
AMM RELOADS – [1 LOT ONLY]
|
‘1’
|
2,160
|
special
|
2,400
|
CREW QUARTERS
|
40
|
1,200
|
3 x QTY
|
120
|
CREW FACILITIES
|
|
800
|
x 1
|
800
|
BRIDGE
|
‘1’
|
160
|
x ½
|
80
|
FLAG BRIDGE
|
0
|
0
|
x ½
|
0
|
SHUTTLE BAY [Large]
|
2
|
8,000
|
x 0
|
0
|
SHUTTLES IN BAY [Large]
|
(2)
|
‘0’
|
special
|
+ S
|
LIFEPODS
|
13
|
520
|
x 2
|
1,040
|
|
|
|
|
|
ARMORIES
|
4
|
40
|
x 1
|
40
|
PINNACE HANGARS
|
6
|
600
|
‘0’
|
0
|
PINNACES
|
6
|
‘0’
|
10 x QTY
|
60
|
FIGHTER (OR SHIP) HANGARS
|
0
|
0
|
x 0
|
NA
|
FIGHTERS [ ]
|
0
|
0
|
special
|
NA
|
MI TRANSPORT CHAMBERS
|
2
|
10,000
|
x 0
|
0
|
MI UNITS
|
(2)
|
‘0’
|
100 x QTY
|
+ M
|
MISCELLANEOUS STORAGE
|
‘1’
|
1,232
|
special
|
+ X
|
|
|
|
|
|
TOTAL ‘LIVE’
|
|
120,750
|
|
130,270+msx
|
TOTAL
|
|
210,000
|
|
253,645
|
+ Crew
|
40
|
‘0’
|
QTY x 0.2
|
8
|
SG = mass / volume = 253,650/210,000
|
= 1.21
|
SG with 2 ‘L’ shuttles + 2 MIs = 1.22
|
GD SHIP DESIGN FORM REFORMATTED DESIGN 23 NOVEMBER 2005 COMPUTER USE
SHIP TYPE: GS
|
TOTAL VOLUME: 160,000
|
MASS: 215,000
|
‘DEAD’ VOLUME: 52,000
|
‘LIVE’ VOLUME: 108,000
|
SPEED: 2
|
ATT: 6
|
DEF: 8
|
TAC SPEED: 5
|
SIZE: 5
|
COST: 7
|
Ftrs can carry: 0
|
MIs can carry: 2
|
DEAD SYSTEMS
|
VOLUME %
|
VOLUME
|
MASS MULTIPLIER
|
MASS
|
IDE
|
5
|
8,000
|
x 2
|
16,000
|
MDE
|
15
|
24,000
|
x 2
|
48,000
|
FUEL
|
12.5
|
20,000
|
x ½
|
10,000
|
RESERVE FUEL
|
0
|
0
|
x ½
|
0
|
TOTAL ‘DEAD’
|
32.5
|
52,000
|
-------
|
74,000
|
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