Given the collaborative nature of GURPS and TTRPGs in general, I wanted to share what I've come up with for Mailanka's Psi-Wars. While I hope it gets used, I mainly want to share because others may be inspired by somethng I've come up with.

Most of this is going to be ships and fighters, but I've got ideas for a civilization separate from the Alexian Empire and the governments that came after and some organizations and factions within the current Empire. Both of which may or may not fit into what people have in mind. That's okay though. One of the amazing things about TTRPGs is that you aren't stuck with what a mod author or game developers give you. It's perfectly okay to grab stuff and make it your own.

Now, if you haven't heard of Mailanka's Psi-Wars, then allow me to give a brief overview. It's like Star Wars. It has a rebellious Alliance fighting an evil Empire and mystic knights that belong to forgotten orders and is just loaded with awesome! There are some differences. The Emperor is the son of a popular war hero that the leaders of the Federation, which is the Old Republic for all intents and purposes, had assassinated. There was a civil war and now you have the noble houses that led the Federation leading the Alliance and hoping to restore their prestige and previlege.

Wait. What?!

Yeeeeeeeup. Our plucky rebels are lead by a bunch of bluebloods. Did I forget to mention things in Psi-Wars aren't as cut and dried, black and white as they are in Star Wars? There's also a lot more depth than you ever got out of the movies. In fact, the whole project is essentially a master class in campaign building and well worth reading. I was using his process, in a much more amatuerish and messy fashion, to build the sci-fi campaign I'm planning on running a Play-by-Post campaign with. (Sadly that fell through due to players not really being that interested.)

But enough about that, let's get to the good stuff!

1. House Aldru

The noble houses of the Federation came from a previous empire, the Eternal Empire and the Akashic Order that guided it along the Golden Path to a future that averted the Coming Storm. Every house only had to listen and obey, and every house had their part to play. Even a small house close to the border of the Core and the Maradon Arm of the galaxy called Aldru. House Aldru wasn't destined for great psionic power or a major role in defeating the Coming Storm. No, House Aldru was the Akashic Order's conduit to the criminal underworld of the Galaxy.

After all, you can't have your saintly oracles just consorting with criminals. That's just gauche!

Well, the house obediently obeyed for the nearly thousand years from its founding to the end of the Eternal Empire. They were scorned and mocked for their connections to the underbelly of Galactic society by the very same noble houses that would sometimes use those connections to get things they wanted. Then came the slaying of the Mad Emperor, the War of the Four Houses, and House Aldru fighting tooth and nail to keep the section of the galaxy they called home from flying apart at the seams. They succeeded, but only at a massive cost in treasure, favors, sweat, and blood. The head of the house when the fighting finally came to an end was told to give up the territory that he and his house had managed to keep together. Infuriated, he marched into the Federation Senate while it was in session. House Aldru had not been invited, but he and his most trusted men and women barged in wearing full battle gear that still bore the scars of the intense fighting that had occurred. He demanded that he and his be given the respect that their actions deserved, and was laughed out of the chamber with several crying "know your place" at their backs. Shortly after, House Aldru changed their motto to "I know my place" as a sarcastic putting a thumb the collective eye of the houses that controlled the senate.

Fast forward to a few generations before the fall of the Federation, about 420-ish years since the end of the War of the Four Houses. The head of the Aldru House had heard a few too many insults from a member of one of the major houses and demanded satisfaction for the insults against her house. She was refused and mocked, which only made her even more angry and the entire situation deterioates to the point that the Senate removes her and her line from controlling the house and placed a minor branch of the house with little to no backbone in charge. This branch of House owed their fortunes to the rest of the houses in the Federation, making them little more than a puppet for the other houses.

For the ever more embittered Aldrus, this was almost too much, but instead of open revolt, they bided their time. As things began to deterioate even more due to an overreliance on robot labor, the Aldrus could see that things would eventually come to a head and were determined to be ready this time, Akashic Order be damned. Except, something happened that not even the infamous oracles could see coming. The invasion from beyond the rim that tore the Galaxy apart.

The head of the house forbade the others from joining the fighting in the Tech Arm of the Galaxy even as the invaders slaughtered billions. Infuriated by years of abuse and degredation, the other families of the house refused to follow the head of the house and did as they saw fit, joining the fight and doing all they could to slow the Invaders. They were impressed by the War Hero that turned everything around and he earned their loyalty by recognizing their achivements.

After the betrayal by the Federation against the War Hero that had saved them and their peace treaty with the newly formed Cybernetic Union, most of the Aldrus sided with the War Hero's heir, who would go on to become Emperor. Only the branch of the family that had been given its status by the rest of the Federation's noble houses remained loyal to the old order. They fled from the Aldrus' seat of power taking as much wealth as they could carry in their ships. Both sides of the house retain their connections to the criminal underworld, walking a thin line to keep those contacts while not letting those same contacts give information to the other side.

The branch of the house that now resides in the Alliance are often called dogs or slaves by the branches that sided with the Empire while the Alliance often refers to them as "Loyalists." The Loyalist branch often refers to the Imperialist branches as traitors and, in less polite company, Imperial whores. Neutral parties that want a good show know that they only have to invite Aldrus from both sides and watch the sparks fly. They just have to check all weapons at the door and make sure that guards are on hand in case things get out of hand.

2. The Gaju Crime Syndicate

Over the centuries, House Aldru has seen the rise and fall of many different crime syndicates, even having a hand in in the rise some and the fall of more than a few. The Gaju Crime Syndicate is merely one of the latest organizations to have been contacted and used by the Aldrus. Their operations in both Imperial and Alliance space has made them a valuable conduit of information for both the Loyalist and Imperial factions of the Aldru family, as well as the Empire and Alliance at large.

The Gaju’s mainly deal in vice, though they have been known to smuggle more dangerous cargoes, such as wild animals, weapons, and other mil-spec equipment. Drugs, contraband produce, spices, censored and proscribed entertainment, information, and, if you have the credits, slaves, are their usual stock-in-trade. Though they are small compared to larger more established crime families, they are large enough to have some presence on many major worlds and are growing every day.

The Gaju crime Syndicate is lead by the Gaju family from Zrallix, near the borders between Alliance and Imperial space. The Gajus are relative newcomers to the criminal underworld, though they have quickly established themselves as one of the ascendant powers in that shadowy realm. The Pju Xni Crime Syndicate has grown increasingly worried as the Gajus have gained ground. There are rumors that the long stagnant syndicate is beginning to decline, and the Gajus are poised to take over the entire Pju Xni Crime Syndicate in a lightning raid.

Both the Gaju and Pju Xni families deny this, though it is telling that there have been more and more mercenaries being hired by the Pju Xni as several high ranking members of the syndicate have either gone dark or turned up dead in alleyways.

3. Starships! Starships! STARSHIPS!

So, the thing I always loved about Star Wars was the ships. That first scene in A New Hope was always awesome to me and I loved to draw scenes of capital ships duking it out in grade school. Naturally, I would come up with a few ships of my own for Psi-Wars.

3.1. Lynx Class Gunship

The Lynx is intended to provide heavy support to ground forces while being fast and tough enough to defend itself. Typical doctrine has the Lynx dropping off the troops or vehicles it carries, then scouring the ground ahead of Imperial ground forces with its four laser turrets and using the missiles for hardened targets. While not as agile as many starfighters, it is fairly fast. As a result, the Lynx makes for a decent anti-fighter platform in its own right.

  • Laser Damage: 4d(5) per shot
  • Missile Damage: 6d(10)
  • Torpedo Damage: 6dx20
  • All models have Artificial Gravity and Gravitic Compensators for $600K
  • Lynx class gunships are Light Corvettes. They get +1 Handling if the Light/Heavy Rules are in effect.

Front Hull

System

[1]

Hardened Diamondoid Armor (dDR 20) $6M

[2]

Tactical Comm/Sensor Array (Comm/Sensor 9) $3M

[3!]

Heavy Force Screen (dDR 50 for 1 Power Point or dDR 100 for 2 Power Points) $15M

[4-6]

Hangar Bay (30 tons, 10 tons/min) $90K

[core]

Control Room (Complexity 8, Comm Sensor 7, and 3 Control Stations) $600K

Center Hull

System

[1]

Hardened Diamondoid Armor (dDR 20) $6M

[2-3!]

Medium Weapons Batteries (2 10MJ Rapid-fire X-ray Laser Turrets and 1 Light Missile Launcher each, 1 Power Point) $3M

[4-5!]

Stardrive Engine (FTL-1 each) $6M

[6!]

Contragravity Lifter (1 Power Point) $3M

[core]

Engine Room (1 Workstation) $100K

Rear Hull

System

[1]

Hardened Diamondoid Armor (dDR 20) $6M

[2]

Super Fusion Reactor (4 Power) $10M

[3!]

Super Reactionless Engines (25G, 1 Power Point) $2M

[4-5]

Super Fusion Torch Engines (25G, 450mps per tank) $12M

[6]

Fuel Tank (15 tons, 450 mps) $100K

TL

Spacecraft

dST

Hnd/SR

HT

Move

Lwt

Load

SM

Occ

dDR

Range

Cost

11^

Lynx Class Gunship

50

+1/4

13

75G

300

30.4

+7

4ASV + 150SV

20*

x2

$73.09M

*Hardened, Additional 50 dDR from Force Screen for 1 Power Point, Additional 100 dDR for 2 Power Points

3.1.1. Wildcat Model

The Wildcat is an extended range model of the Lynx. While it no longer has the capacity to drop a mass of troopers or a heavy vehicle in one go, it does have triple the fuel capacity and a modest living space of the crew. The lack of cargo capacity makes this a relatively unpopular model with mercenaries and other independent operators.

Front Hull

System

[1]

Hardened Diamondoid Armor (dDR 20) $6M

[2]

Tactical Comm/Sensor Array (Comm/Sensor 9) $3M

[3!]

Heavy Force Screen (dDR 50 for 1 Power Point or dDR 100 for 2 Power Points) $15M

[4]

Habitat (2 cabins) $300K

[5-6]

Fuel Tank (30 tons of hydrogen fuel, 900 mps) $200K

[core]

Control Room (Complexity 8, Comm Sensor 7, and 3 Control Stations) $600K

Center Hull

System

[1]

Hardened Diamondoid Armor (dDR 20) $6M

[2-3!]

Medium Weapons Batteries (2 10MJ Rapid-fire X-ray Laser Turrets and 1 Light Missile Launcher each, 1 Power Point) $3M

[4-5!]

Stardrive Engine (FTL-1 each) $6M

[6!]

Contragravity Lifter (1 Power Point) $3M

[core]

Engine Room (1 Workstation) $100K

Rear Hull

System

[1]

Hardened Diamondoid Armor (dDR 20) $6M

[2]

Super Fusion Reactor (4 Power) $10M

[3!]

Super Reactionless Engines (25G, 1 Power Point) $2M

[4-5]

Super Fusion Torch Engines (25G, 450mps per tank) $12M

[6]

Fuel Tank (15 tons, 450 mps) $100K

TL

Spacecraft

dST

Hnd/SR

HT

Move

Lwt

Load

SM

Occ

dDR

Range

Cost

11^

Lynx Wildcat

50

+1/4

13

75G

300

0.4

+7

4ASV

20*

x2

$73.3M

*Hardened, Additional 50 dDR from Force Screen for 1 Power Point, Additional 100 dDR for 2 Power Points

3.1.2. Bobcat Model

The Bobcat replaces some of the cargo space from the standard Lynx with the cabins from the Wildcat. This makes it better suited for longer voyages while still retaining a good amount of cargo space for vehicles and equipment. In a pinch, it can also deliver 100 troopers to the battlefield.

Front Hull

System

[1]

Hardened Diamondoid Armor (dDR 20) $6M

[2]

Tactical Comm/Sensor Array (Comm/Sensor 9) $3M

[3!]

Heavy Force Screen (dDR 50 for 1 Power Point or dDR 100 for 2 Power Points) $15M

[4]

Habitat (2 cabins) $300K

[5-6]

Hangar Bay (20 tons, 10 tons/min) $60K

[core]

Control Room (Complexity 8, Comm Sensor 7, and 3 Control Stations) $600K

Center Hull

System

[1]

Hardened Diamondoid Armor (dDR 20) $6M

[2-3!]

Medium Weapons Batteries (2 10MJ Rapid-fire X-ray Laser Turrets and 1 Light Missile Launcher each, 1 Power Point) $3M

[4-5!]

Stardrive Engine (FTL-1 each) $6M

[6!]

Contragravity Lifter (1 Power Point) $3M

[core]

Engine Room (1 Workstation) $100K

Rear Hull

System

[1]

Hardened Diamondoid Armor (dDR 20) $6M

[2]

Super Fusion Reactor (4 Power) $10M

[3!]

Super Reactionless Engines (25G, 1 Power Point) $2M

[4-5]

Super Fusion Torch Engines (25G, 450mps per tank) $12M

[6]

Fuel Tank (15 tons, 450 mps) $100K

TL

Spacecraft

dST

Hnd/SR

HT

Move

Lwt

Load

SM

Occ

dDR

Range

Cost

11^

Lynx Bobcat

50

+1/4

13

75G

300

20.4

+7

4 ASV + 100 SV

20*

x2

$73.16M

* Hardened, Additional 50 dDR from Force Screen for 1 Power Point, Additional 100 dDR for 2 Power Points

3.1.3. Hellcat Model

The Hellcat abandons the ground support role in favor of being a pure fighter hunter. The four engines allow it to match even the Typhoon for speed, and a second reactor replacing the Contragravity Lifter provides more than enough power for all the Hellcat’s needs.

Front Hull

System

[1]

Hardened Diamondoid Armor (dDR 20) $6M

[2]

Tactical Comm/Sensor Array (Comm/Sensor 9) $3M

[3!]

Heavy Force Screen (dDR 50 for 1 Power Point or dDR 100 for 2 Power Points) $15M

[4]

Habitat (2 cabins) $300K

[5-6!]

Medium Weapons Batteries (2 Fixed 10MJ Rapid-fire X-ray Laser and 1 fixed Light Missile Launcher each, 1 Power Point) $3M

[core]

Control Room (Complexity 8, Comm Sensor 7, and 3 Control Stations) $600K

Center Hull

System

[1]

Hardened Diamondoid Armor (dDR 20) $6M

[2-3!]

Medium Weapons Batteries (2 10MJ Rapid-fire X-ray Laser Turrets and 1 Light Missile Launcher each, 1 Power Point) $3M

[4!]

Stardrive Engine (FTL-1) $3M

[5]

Super Fusion Reactor (4 Power) $10M

[6]

Fuel Tank (15 tons, 450 mps) $100K

[core]

Engine Room (1 Workstation) $100K

Rear Hull

System

[1]

Hardened Diamondoid Armor (dDR 20) $6M

[2]

Super Fusion Reactor (4 Power) $10M

[3-6]

Super Fusion Torch Engines (25G, 450mps per tank) $24M

TL

Spacecraft

dST

Hnd/SR

HT

Move

Lwt

Load

SM

Occ

dDR

Range

Cost

11^

Lynx Hellcat

50

+1/4

13

100G

300

0.4

+7

4 ASV

20*

x1

$92.1M

*Hardened, Additional 50 dDR from Force Screen for 1 Power Point, Additional 100 dDR for 2 Power Points

3.1.4. Bearcat Model

The Bearcat is a variant of the Hellcat that eschews volume of fire for devastating firepower. While not as accurate against Starfighters, the heavier lasers allow the Bearcat to disable or outright destroy any fighter it does hit and do significant damage to other corvette weight ships.

Laser Damage: 2dx5(5) per shot

Front Hull

System

[1]

Hardened Diamondoid Armor (dDR 20) $6M

[2]

Tactical Comm/Sensor Array (Comm/Sensor 9) $3M

[3!]

Heavy Force Screen (dDR 50 for 1 Power Point or dDR 100 for 2 Power Points) $15M

[4]

Habitat (2 cabins) $300K

[5-6!]

Major Weapons Batteries (1 Fixed 100MJ X-ray Laser each, 1 Power Point) $3M

[core]

Control Room (Complexity 8, Comm Sensor 7, and 3 Control Stations) $600K

Center Hull

System

[1]

Hardened Diamondoid Armor (dDR 20) $6M

[2-3!]

Major Weapons Batteries (1 100MJ X-ray Laser turret each, 1 Power Point) $3M

[4!]

Stardrive Engine (FTL-1) $3M

[5]

Super Fusion Reactor (4 Power) $10M

[6]

Fuel Tank (15 tons, 450 mps) $100K

[core]

Engine Room (1 Workstation) $100K

Rear Hull

System

[1]

Hardened Diamondoid Armor (dDR 20) $6M

[2]

Super Fusion Reactor (4 Power) $10M

[3-6]

Super Fusion Torch Engines (25G, 450mps per tank) $24M

TL

Spacecraft

dST

Hnd/SR

HT

Move

Lwt

Load

SM

Occ

dDR

Range

Cost

11^

Lynx Hellcat

50

+1/4

13

100G

300

0.4

+7

4 ASV

20*

x1

$92.1M

*Hardened, Additional 50 dDR from Force Screen for 1 Power Point, Additional 100 dDR for 2 Power Points

3.2. Swallow Starfighter

The Swallow was built for speed, first and foremost. Between the light armor and the six engines, it is one of the fastest spacecraft in the Galaxy. It takes the hands of a skilled pilot to squeeze every bit of performance from the fighter, and given the aggressive maneuvering required in order to survive, it makes the perfect ship for a hot shot maverick pilot.

Laser Damage: 3d(5) per shot

Missile Damage: 6d(10)

Torpedo Damage: 6dx20

All models have Artificial Gravity, Gravitic Compensators, and an Emergency Ejection System for $70K

Swallow Starfighters are Light Starfighters. They get +1 Handling if the Light/Heavy Rules are in effect.

3.2.1. Standard Model

Front Hull

System

[1-2]

Streamlined Hardened Diamondoid Armor (dDR 10) $400K

[3]

Tactical Comm/Sensor Array (Comm/Sensor 6) $20K

[4-5!]

Major Batteries (Fixed 3MJ X-ray Laser, 1 Power Point) $200K

[6]

Control Room (Complexity 7, Comm/Sensor 4, 1 Control Station) $20K

[core!]

Major Battery (Fixed Light Missile Launcher) $100K

Center Hull

System

[1]

Streamlined Hardened Diamondoid Armor (dDR 5) $200K

[2-3]

Fuel Tank (1 ton, 450 mps) $6K

[4!]

Stardrive Engine (FTL-1) $100K

[6!]

Light Force Screen (dDR 15 for 1 Power Point) $750K

[core]

Super Fusion Reactor (4 Power) $300k

Rear Hull

System

[1-6]

Super Fusion Torch Engines (50G, 450mps per tank) $2.4M

TL

Spacecraft

dST

Hnd/SR

HT

Move

Lwt

Load

SM

Occ

dDR

Range

Cost

11^

Swallow Starfighter

15

+2/4

12

300G

10

0.1

+4

1 SV

10/5/0*

x1

$4.566M

* Hardened, Additional 15 dDR from Force Screen for 1 Power Point

3.2.2. Sparrow Model

The Sparrow model builds on the Swallow’s speed, making it even faster. Though it is armed and equipped with a light forcescreen, it is not a combat craft. Instead, it was built as a racer’s spaceship. The single laser is solely intended for self defense and the armor is not hardened against attacks designed to penetrate it. The ship has been stripped down to reduce the cost and lighten it even further. A seventh engine allows the Sparrow to be even faster than the Swallow.

Front Hull

System

[1-2]

Streamlined Nanocomposite Armor (dDR 6) $100K

[3-5]

Cargo Hold (1.5 tons)

[6]

Control Room (Complexity 7, Comm/Sensor 4, 1 Control Station) $20K

Center Hull

System

[1]

Streamlined Nanocomposite Armor (dDR 3) $50K

[2-5]

Fuel Tank (2 ton, 450 mps) $12K

[6]

Cargo Hold (0.5 tons)

[core]

Fuel Cell (1 Power) $5K

Rear Hull

System

[1-6]

Super Fusion Torch Engines (50G) $2.4M

[core]

Super Fusion Torch Engines (50G) $400K

TL

Spacecraft

dST

Hnd/SR

HT

Move

Lwt

Load

SM

Occ

dDR

Range

Cost

11^

Sparrow Starfighter

15

+2/4

12

350G

10

2.1

+4

1 SV

6/3/0

x1

$3.057M

4. Conclusion

That's it for this post, but stay tuned. I've got more Psi-Wars stuff in the pipeline and I'll be detailing a new setting that I'll be running with a friend of mine who'll be moving soon. There's a lot more stuff I want write and do, so keep an eye out for more as I get into a grove.