GURPS STEVE JACKSON GAMES

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TMWritten by DAVID L. PULVEREdited by JAKE STEINMANNIllustrated by STEVE CROMPTON, GLEN GRANT,MICHAEL GOODWIN, DENIS LOUBET, FRED RAWLES,MICHAEL SURBROOK, and GEORGE “SPEED” WEBBERAn e23 Sourcebook for GURPS STEVE JACKSON GAMESStock #37-0120Version 1.0 – September 19, 2007

CONTENTSINTRODUCTION . . . . . . . . . . 4About GURPS . . . . . . . . . . . . . . . . . . 4About The Series . . . . . . . . . . . . . . . . . 4Publication History . . . . . . . . . . . . . . 4About the Author . . . . . . . . . . . . . . . . 4Scaling Statistics. . . . . . . . . . . . . . . . . 5SPACECRAFT. . . . . . . . . . . . 5Enhanced, Multipurpose,Science, and TacticalComm/Sensor Arrays . . . . . . . . . 15External Clamp . . . . . . . . . . . . . . . . 15Factory . . . . . . . . . . . . . . . . . . . . . . . 16Force Screen. . . . . . . . . . . . . . . . . . . 16Fuel Tank . . . . . . . . . . . . . . . . . . . . . 17Habitat . . . . . . . . . . . . . . . . . . . . . . . 17Hangar Bay. . . . . . . . . . . . . . . . . . . . 18Specialized Rooms for Habitats. . . . 18Jet Engine . . . . . . . . . . . . . . . . . . . . . 19Jump Gate . . . . . . . . . . . . . . . . . . . . 19Mining and Refinery . . . . . . . . . . . . 19Open Space. . . . . . . . . . . . . . . . . . . . 19SPACECRAFT STATISTICS . . . . . . . . . . . . 5EXAMPLES . . . . . . . . . . . . . . . . . . . . . . . . 6Star Flower-classTramp Freighter . . . . . . . . . . . . . . 6Midnight Sun-classOrbital Shuttle . . . . . . . . . . . . . . . 7DESIGN . . . . . . . . . . . . . . . . . . . . . . . . . . . 8SPACECRAFT SYSTEMS . . . . 8Scaling Up Spacecraft. . . . . . . . . . . . . 9Spacecraft Hulls. . . . . . . . . . . . . . . . . 9SYSTEM DESCRIPTIONS . . . . . . . . . . . . . 9Free Equipment . . . . . . . . . . . . . . . . 10Additional Equipment . . . . . . . . . . . 10Armor, Ice . . . . . . . . . . . . . . . . . . . . . 11Armor, Stone . . . . . . . . . . . . . . . . . . 11Armor, Steel . . . . . . . . . . . . . . . . . . . 11Armor, Light Alloy . . . . . . . . . . . . . . 11Armor, Metallic Laminate. . . . . . . . 12Armor, Advanced MetallicLaminate . . . . . . . . . . . . . . . . . . . 12Armor, Nanocomposite . . . . . . . . . . 12Armor, Organic. . . . . . . . . . . . . . . . . 12Armor, Diamondoid. . . . . . . . . . . . . 13Armor, Exotic Laminate . . . . . . . . . 13Cargo Hold . . . . . . . . . . . . . . . . . . . . 13Cloaking Device . . . . . . . . . . . . . . . . 13Contragravity Lifter . . . . . . . . . . . . . 14Control Room. . . . . . . . . . . . . . . . . . 14Defensive ECM. . . . . . . . . . . . . . . . . 14Engine Room . . . . . . . . . . . . . . . . . . 15GURPS System Design STEVE JACKSONGURPS Line Editor SEAN PUNCHIndexer THOMAS WEIGELPage Design PHIL REED andJUSTIN DE WITTManaging Editor PHIL REEDArt Director WILL SCHOONOVERProduction Artist ALEX FERNANDEZPrint Buyers PHIL REED andWILL SCHOONOVERMarketing Director PAUL CHAPMANSales Manager ROSS JEPSONErrata Coordinator ANDY VETROMILEGURPS FAQ MAINTAINER STÉPHANE THÉRIAULTLead Playtester: Jeff WilsonPlaytesters: Anthony Jackson, Charleson Mambo, Christopher R. Rice, David Scheidt, Douglas Cole, Frederick Brackin, Jake Steinmann, John W. Nowak, Jon Glenn,Jon Walters, Jonathan Bennett, Karl Gallagher, Kyle Bresin, Nelson Cunnington, Paul Blankenship, Paul Chapman, Peter V. Dell'Orto, Robert Gilson,Roger Burton West, Sam Young, Shawn A. Fisher, Thomas Gamble, Thomas Jones-Low, and Tim Ray.GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Spaceships, e23, and the names of all productspublished by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license.GURPS Spaceships is copyright 2007 by Steve Jackson Games Incorporated. All rights reserved.The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal,and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encouragethe electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.CONTENTS2

Passenger Seating . . . . . . . . . . . . . . 20Power Plant, Chemical Energy . . . 20Power Plant, Reactor. . . . . . . . . . . . 20Ramscoop . . . . . . . . . . . . . . . . . . . . . 21Reaction Engine, Chemical andHEDM Rockets. . . . . . . . . . . . . . 21Reaction Drive Engines . . . . . . . . . . 21Reaction Engines, Electric . . . . . . . 22Reaction Engine, Fission . . . . . . . . 22Reaction Engine, Nuclear Pulse. . . 22Reaction Engine, Fusion. . . . . . . . . 23Reaction Engine, Total Conversionand Antimatter . . . . . . . . . . . . . . 23Reactionless Engines. . . . . . . . . . . . 24Reconfigurable System . . . . . . . . . . 24Robot Arm . . . . . . . . . . . . . . . . . . . . 24Soft-Landing System . . . . . . . . . . . . 24Solar Panel Array. . . . . . . . . . . . . . . 25Space Sails . . . . . . . . . . . . . . . . . . . . 25Stardrive Engine . . . . . . . . . . . . . . . 25Stasis Web . . . . . . . . . . . . . . . . . . . . 26Upper Stage . . . . . . . . . . . . . . . . . . . 26Weapons, Major Battery . . . . . . . . . 26Weapons, Medium Battery . . . . . . . 27Weapons, Secondary Battery . . . . . 27Weapons, Tertiary Battery . . . . . . . 27Weapons, Spinal Battery. . . . . . . . . 28Weapon Types. . . . . . . . . . . . . . . . . . 28DESIGN FEATURES . . . . . . . . . . . . . . . . 29DESIGN SWITCHES . . . . . . . . . . . . . . . . 31Adapting Fictional Spaceships. . . . . 31CREW . . . . . . . . . . . . . . . . . . . . . . . . . . . 33FINALIZING THE SPACECRAFT. . . . . . . 34Distance and Speed Units . . . . . . . . 36SPACE TRAVEL . . . . . . . . . 36MANEUVER DRIVES . . . . . . . . . . . . . . . 36Newtonian Space Flightand Delta-V . . . . . . . . . . . . . . . . . 37Travel with Reactionless Drives . . . 38Continuous Accelerationwith Reaction Drives. . . . . . . . . . 38Interplanetary Transfer Orbits . . . . . 38Lightsails and Magsails . . . . . . . . . . 39STARDRIVES . . . . . . . . . . . . . . . . . . . . . . 40Hyperdrive . . . . . . . . . . . . . . . . . . . . 40Atmospheric Flight . . . . . . . . . . . . . . 40Jump Drive . . . . . . . . . . . . . . . . . . . . 41Warp Drive . . . . . . . . . . . . . . . . . . . . 41SPACE OPERATIONS . . . . . . . . . . . . . . . 41Access . . . . . . . . . . . . . . . . . . . . . . . . 41Cargo Handling . . . . . . . . . . . . . . . . 44Computers and Software . . . . . . . . 44Comm/Sensor Arrays . . . . . . . . . . . 44Detection . . . . . . . . . . . . . . . . . . . . . . 45Overloading Life Support . . . . . . . . 46Repair and Maintenance. . . . . . . . . 46CONSUMABLES . . . . . . . . . . . . . . . . . . . 46Refueling. . . . . . . . . . . . . . . . . . . . . . 46Food . . . . . . . . . . . . . . . . . . . . . . . . . 47Ammunition . . . . . . . . . . . . . . . . . . . 47Drop Capsules . . . . . . . . . . . . . . . . . 47BASIC SPACE COMBAT . . . 48THE ENGAGEMENT . . . . . . . . . . . . . . . 48SPACE COMBAT TURNS . . . . . . . . . . . . 49ACTION DURING A TURN. . . . . . . . . . . 50Character Actions . . . . . . . . . . . . . . 50When Not To Use These Rules . . . . . 50CONTENTSFunctional Systems and ControlStations . . . . . . . . . . . . . . . . . . . . 51Pre-Battle Turns . . . . . . . . . . . . . . . . 51Space Movement . . . . . . . . . . . . . . . 54Keeping it Simple:NPC Crew Actions. . . . . . . . . . . . 54Pilot Maneuvers . . . . . . . . . . . . . . . . 55Range . . . . . . . . . . . . . . . . . . . . . . . . 57Advantaged Status . . . . . . . . . . . . . . 57WEAPONS FIRE. . . . . . . . . . . . . . . . . . . 57Beam Fire . . . . . . . . . . . . . . . . . . . . . 58Ballistic Attacks . . . . . . . . . . . . . . . . 59Point Defense Attacks . . . . . . . . . . . . 59Dodge . . . . . . . . . . . . . . . . . . . . . . . . 60DAMAGE . . . . . . . . . . . . . . . . . . . . . . . . . 60Beam Damage . . . . . . . . . . . . . . . . . 60Ballistic Attack Damage . . . . . . . . . 60Hull Damage and Hit Location . . . 61ACTION ABOARD . . . . . . . . . . . . . . . . . . 63Damage Control. . . . . . . . . . . . . . . . 64Boarding . . . . . . . . . . . . . . . . . . . . . . 65Launching Small Craft . . . . . . . . . . 65SPECIAL RULES. . . . . . . . . . . . . . . . . . . 65Formations . . . . . . . . . . . . . . . . . . . . 65Ground Fire . . . . . . . . . . . . . . . . . . . 65Main Radiators in Combat . . . . . . . 65Tractor Beams in Combat. . . . . . . . 66Precision Attacks . . . . . . . . . . . . . . . 66Targeting Exposed Systems . . . . . . 66Weapons in Ordinary Combat . . . . . 66WEAPON TABLES . . . . . . . . . . . . . . . . . 67Beam Weapon Tables . . . . . . . . . . . 67Guns and Launchers Tables . . . . . . 68INDEX . . . . . . . . . . . . . . . 693

INTRODUCTIONThis book describes how spacecraft are designed andexplains what the systems built into them do. Several examplesof spacecraft from different tech levels are also provided, alongwith rules for space flight and a basic space combat system.Why a new system for describing spacecraft? GURPS hashad several spaceship creation systems, but they were intended for gamers who wanted to spend hours building a singleship. If you enjoy that level of detail, GURPS Vehicle DesignSystem and GURPS Traveller: Interstellar Wars are recommended. This system is more abstract, but it’s also faster. Thedesign rules are tightly integrated into the mechanics for spacecombat, simplifying procedures for character actions, powerallocation, and hit location.PUBLICATION HISTORYGURPS Spaceships includes revised and expanded versions of the space travel rules that first appeared in GURPSAbout The SeriesGURPS Spaceships is the core book in the GURPSSpaceships series, a series of 32-page volumes that willsupplement GURPS Space campaigns by providingready-to-use spacecraft descriptions and rules forspace travel, combat, and operations. The series willinclude Traders, Liners, and Transports; Warshipsand Space Pirates; Fighters, Carriers, and Mecha;Exploration and Colony Spacecraft; Mining andIndustrial Spacecraft; Strange and Alien Spacecraft;and Sentient Spacecraft.Each volume provides spacecraft descriptions andsupplementary rules. For example, trade and passengers are covered in Traders, Liners, and Transports,and hex-grid combat is covered in Warships andSpace Pirates.Space (by William Barton and Steve Jackson) and the shipcombat rules that David Pulver added to GURPS Space 3rdEdition.ABOUTTHEAUTHORDavid L. Pulver is a freelance writer and game designerbased in Victoria, British Columbia. He is the co-authorof the GURPS Basic Set 4th Edition and author ofTranshuman Space and numerous other roleplaying gamesand supplements.About GURPSSteve Jackson Games is committed to full support ofGURPS players. Our address is SJ Games, P.O. Box 18957,Austin, TX 78760. Please include a self-addressed, stampedenvelope (SASE) any time you write us! We can also bereached by e-mail: info@sjgames.com. Resources include:Pyramid (www.sjgames.com/pyramid). Our online magazine includes new GURPS rules and articles. It also covers thed20 system, Ars Magica, BESM, Call of Cthulhu, and manymore top games – and other Steve Jackson Games releases likeIlluminati, Car Wars, Transhuman Space, and more. Pyramidsubscribers also get opportunities to playtest new GURPS books!New supplements and adventures. GURPS continues togrow, and we’ll be happy to let you know what’s new. For a current catalog, send us a legal-sized SASE, or just visitwww.warehouse23.com.e23. Our e-publishing division offers GURPS adventures,play aids, and support not available anywhere else! Just headover to e23.sjgames.com.Errata. Everyone makes mistakes, including us – but we doour best to fix our errors. Up-to-date errata sheets for allGURPS releases, including this book, are available on ourwebsite – see below.Internet. Visit us on the World Wide Web atwww.sjgames.com for errata, updates, Q&A, and muchmore. To discuss GURPS with SJ Games staff and fellowgamers, come to our forums at forums.sjgames.com.You car find the GURPS Spaceships web page phies. Many of our books have extensive bibliographies, and we’re putting them online – with links to let you buythe books that interest you! Go to the book’s web page and lookfor the “Bibliography” link.Rules and statistics in this book are specifically for theGURPS Basic Set, Fourth Edition. Page references that beginwith B refer to that book, not this one.INTRODUCTION4

CHAPTER ONESPACECRAFTIn the vast cavern of Vehicle Assembly Bay Two, the great shipwas taking form. Her great alloy skeleton was surrounded by aswarm of hundreds of technicians and robots that floated abouther, hard at work. Today they were installing the main engines:the fusion torch for normal space travel, and the Ashtekar-Thornhyperdrive so she could leap between the stars. The habitats andworkshops for the 306 crewmembers would follow, cocooned ina shell of hyperdense armor – all wrapped around the spinal particle cannon that gave the ship her dreadful purpose.– Maya Bright, Inner Systems Gazette, 2434 A.D.SPACECRAFT STATISTICSSpacecraft detailed in the GURPS Spaceships line use acommon format for statistics. The description begins with theship’s name and TL. This is followed by a description of thespacecraft’s intended mission, how it may be used, the spacecraft’s hull type, systems, design features, crew, and statistics.Throughout these rules, the terms “spacecraft” and “vessel”are used interchangeably.Hull and SystemsSpacecraft hulls are rated in terms of their mass in shorttons (2,000 lbs. per ton), their Size Modifier, and their longestdimension. A hull is further defined as either streamlined (anaerodynamic shape) or unstreamlined.Spacecraft hulls are divided into three sections: the fronthull, the central hull, and the rear hull. Each represents onethird of the spacecraft’s total mass (not volume). This need notbe taken too literally: the actual shape may be more complex,e.g., “the front hull section” could include forward-facing partsof the vessel that are actually part of multiple different subhulls, pods, or wings.The front, center, and rear hulls each contain six hull systems numbered [1] to [6]. In addition, two of the three hullsections contain deep-buried systems designated [core]. Eachsystem is a major component. The numbers are used for hitlocation rolls (see p. 61), while the core systems are similar tothe vitals location of a human. Each spacecraft has 20 systems, each 5% of the total mass.Scaling StatisticsTo improve playability, some statistics in spacecraftdescription have been scaled differently from those inthe GURPS Basic Set.sACC: The space Accuracy statistic combines theweapon’s Acc bonus, the range penalty for firing at typical ranges, and a bonus for aimed fire over severalturns with the aid of active targeting systems and targeting programs.Acceleration: This is always measured in gravities,abbreviated G. To convert to a Move in yards per second per second, multiply it by 10.Delta-V: This “top speed” is measured in miles persecond, abbreviated mps. To convert to a Top Speed inyards per second, multiply by 1,800.d-Damage: This is decade-scale damage, i.e., 1 pointis 10 points of damage. For an explanation of decadescale see Scaling Damage (p. B470).dDR: Space-scale DR is decade-scale damageresistance.dST/HP: Spaceship ST/HP values are also decadescale.SPACECRAFT5

System types are given in italics, e.g. fusion rocket [1], or aspread of numbers for identical systems, e.g., “three cargo holds[4-6].” Core systems are designated [core], e.g., “tactical bridge[core].”Systems whose number or core designation are markedwith an exclamation point are high-energy systems (p. 9) thatmust be allocated power (one Power Point per system) to operate, e.g., stardrive [1!]. If a spread is designated, e.g., stardriveengine [1-3!], each separate system requires a Power Point.Individual system entries are followed by a statement of itscapabilities, such as a rocket’s acceleration, a cargo hold’scapacity, or a habitat’s number and type of cabins, e.g., “fusionrocket [1] with 1G acceleration.” Refer to System Descriptions(p. 9) for detailed explanations of what each system does.Most spacecraft also include a computer network rated forits Complexity (see p. B472). This is distributed throughout thevessel – see Computer Networks (p. 44).CrewCrews are suggestions only. They are listed below the spacecraft description. On large vessels, systems with workspacescontaining technicians are noted with an asterisk.Statistics TableA spacecraft’s key performance statistics are summarized instandard GURPS vehicle format (p. B463) modified as detailedbelow:dST/HP: The Strength/Hit Point statistic in decade scale.Hnd/SR: The spacecraft’s Handling and Stability Rating.HT: The spacecraft’s Health.Move: These two numbers are acceleration in G (Earthgravities) followed by delta-V in miles per second (mps). A sign is added if the vessel is an upper stage of a multi-stagevehicle. Delta-V (see p. B467) is the maximum change in velocity a spacecraft can perform without running out of reactionmass; each acceleration or deceleration “costs” a fraction ofthe delta-V reserve. Space sails and reactionless drive vesselsreplace delta-V with the notation “c” (an abbreviation for thespeed of light) to indicate they can reach near-light velocity.Light or magnetic sails just list their acceleration in G.LWt.: The typical loaded weight in tons under Earthgravity, i.e., loaded mass.Load: This is the maximum load in tons the spacecraftcarries, and is the sum of the rated capacities of all payloadsystems (cargo holds, hangar bay, etc.).SM: This is the spacecraft’s Size Modifier.Occ: The occupancy rating gives the number of people thespacecraft supports, derived from its chosen systems. For vessels with short-term accommodations (e.g., seats) occupancy issplit into crew passengers followed by the suffix “SV” toshow they have limited life support (Sealed and VacuumSupport) for 24 hours. Vessels with long-term accommodations (e.g., cabins) just list the number of people they can provide ongoing full life support for, followed by the suffix “ASV.”dDR: The decade-scale Damage Resistance of the fronthull/central hull/rear hull armor. If identical, only one is listed.Range: Used only for spacecraft with FTL drives: this is itsFTL rating.Cost: The dollar cost of a new spacecraft in millions ( M),billions ( B), or trillions ( T).Footnotes cover exceptions (e.g., force screens that add toarmor).EXAMPLESThe system presented in this book can describe many different types of spacecraft. A few examples are shown below;more appear in future books in this series.STAR FLOWER-CLASSTRAMP FREIGHTER (TL11 )“My first billet was chief engineer on the Rose of Rigel. Thecaptain was a smuggler and a slaver – for some reason this classof ship tends to attract an unsavory element.”– Captain Zeke MorriganThis is a fast tramp freighter designed for operations infrontier regions with primitive port facilities. Its reactionlessdrive gives it enough thrust to blast off from a planetary surface, or elude custom patrols or pirates. It has an SM 8streamlined hull. It masses 1,000 tons and is 75 yards long.Systems TableFront Hull[1][2][3]SystemMetallic laminate armor (dDR 7).Cargo hold (50 tons capacity).Cargo hold (50 tons capacity).Front Hull[4][5][6][core]SystemCargo hold (50 tons capacity).Cargo hold (50 tons capacity).Enhanced array (comm/sensory Level 10)Control room (four control stations;Complexity 9 computer network).Central Hull System[1]Metallic laminate armor (dDR 7).[2]Habitat (six cabins; intended for passengers).[3]Habitat (four cabins, two-bed sickbay;intended for crew).[4]Cargo hold (50 tons capacity).[5]Cargo hold (50 tons capacity).[6!]Tertiary battery (1 turret, 10 MJ laser;43.5 tons of cargo).Rear HullSystem[1]Metallic laminate armor (dDR 7).[2!]Standard reactionless drive engine(1G acceleration).[3!]Standard reactionless drive engine(1G acceleration).[4!]Stardrive engine (FTL-1).[5!]Stardrive engine (FTL-1).[6]Engine room (1 workspace).[core]Fusion reactor (provides two Power Points).SPACECRAFT6

The spacecraft has artificial gravity. Usual crew are fourcontrol crew (captain/navigator, pilot, chief engineer, andcomm/sensor operator), an engine room technician, a steward(to look after passengers), and a medic. The sensor operatorusually serves as a gunner when necessary.Spacecraft TableTL SpacecraftdST/HP Hnd/SR HTMoveLWt. LoadSMOccdDRRangeCost 820ASV72 44.5MPILOTING/TL11 (AEROSPACE, HIGH-PERFORMANCE SPACECRAFT)11 Star Flower-class Freighter70-1/5132G/c1,000301Top air speed is 3,500 mph.MIDNIGHT SUN-CLASSORBITAL SHUTTLE (TL9)Systems Table“First time I went into space was aboard one of these relics,before they got the beanstalk up. 3G acceleration is not fun whenyou’re five years old.”– Maya BrightThis is a two-stage spacecraft designed to lift a shuttle andcrew from an Earth-gravity world into high orbit. It consists ofa 300-ton booster stage including one 100-ton upper stage (seeUpper Stage, p. 26).Midnight Sun and Booster StageThis the complete “stack” of both vehicles, treated as anSM 7 300-ton hull. It counts as streamlined because the topstage is streamlined. The first stage falls away after accelerating the rocket to a delta-V of 2.6 mps.Systems TableFront Hull[1-6]Central Hull[1-6, core]Rear Hull[1][2-6, core]Front Hull[1][2][3-4][5-6]Central Hull[1][2-6, core]fuel).*Rear Hull[1][2-6, core]SystemLight alloy armor (dDR 2).Control room (two control stations;Complexity 5 computer network;base array, comm/sensor Level 4).Passenger seats (12 seats).Cargo hold (10 tons capacity).SystemLight alloy armor (dDR 2).Expendable fuel tanks (30 tons of rocketSystemChemical rocket engine (3G acceleration).Expendable fuel tanks(30 tons of rocket fuel).** The combined rocket fuel provides a total of 3.4 mpsdelta-V.The upper stage has the winged design feature. Crew consists of a pilot and co-pilot.SystemA 100-ton upper stage (see below).SystemFuel tanks (105 tons of rocket fuel)*.SystemChemical rocket engine (3G acceleration).Fuel tanks (90 tons of rocket fuel)*.* The combined rocket fuel provides a total of 2.6 mpsdelta-V.Second Stage – Midnight Sun OrbiterThe first stage burns out and falls away after acceleratingthe rocket to a delta-V of 2.6 mps; the winged second stage’sengine then takes over, adding 3.4 mps for a total of 6 mps,enough to reach low orbit (losing some of its fuel tanks as itdoes so, since 10 expendable tanks were installed). The upperstage is a space vehicle built on an SM 6 100-ton streamlinedhull.Spacecraft TableTLSpacecraftdST/HP Hnd/SR HTMoveLWt.Load SMOccdDR RangeCostPILOTING/TL9 (AEROSPACE, HIGH-PERFORMANCE SPACECRAFT)99Midnight Sun booster-orbiter 50Midnight Sun orbiter only30-1/50/412 3G/2.6 mps12 3G/ 3.4 mps30010011.611.4 7 10SV 6 2 12SV––2/2/02/2/0 3.66M 1.61MAir speed is 4,300 mph; orbiter’s air Handling/SR is 4/5.SPACECRAFT7

CHAPTER TWOSPACECRAFTSYSTEMSThis chapter provides rules to design and modify spacecraft, and a catalog of systems to build them with.DESIGNThese rules can be used to assign statistics to spacecraftthat range from 30 tons to 3,000,000 tons mass and which arebuilt at TL7 to TL12.To create a spacecraft, first choose the TL, and consider thespacecraft’s mission. Who’s building it and why? Is it a station,an interplanetary ship, or a starship? A merchantman or a warship?Decide how large the ship is by choosing a hull size modifier from SM 5 to SM 15, and whether the hull is streamlinedor unstreamlined; see Spacecraft Hulls (p. 9).A spacecraft hull has three hull sections – front, central, andrear – into which are placed 20 systems. Each system is a set ofcomponents representing 5% of the ship’s total loaded mass.Choose any combination of systems from those listed underSystem Descriptions (p. 9). A spacecraft can have multipleexamples of the same system. The choices should fit the setting, which can determine which space drives are available andwhich superscience technologies exist.The front, central, and rear hull sections must each containsix systems; number these systems [1] to [6]. Two additionalsystems, buried deep inside the spacecraft’s hull, are designated [core] and may be placed in any two different hull sections.Record system statistics, such as the tons of cargo in a hold orengine acceleration, as they are selected.Spacecraft can have various optional design features (p. 29)and design switches (p. 31). These don’t count toward the 20systems.Refer to Finalizing the Spacecraft (p. 34) to determine howthese choices affect the spacecraft’s statistics.The central hull will be devoted to six cargo holds [1-6] with50 tons capacity each. (We decided not to bother with armor, togive an open “container ship” feel.)The rear hull will have steel armor [1], another cargo hold[2] with 50 tons capacity, an engine room [3], a hangar bay [4]with 30 tons capacity, a hot reactionless drive [5!] with 2Gacceleration, a stardrive engine [6!] with hyperdrive, and afusion reactor [core] with two Power Points. Systems with an! require power. We refer to the individual computer networkand system descriptions to find out the total cost of the spacecraft. We then examine the design features and design switches section, and decide that the spacecraft has the artificialgravity (p. 29) feature.Last of all we finalize the design, add up costs, and recordthe spacecraft’s statistics.Example: We decide to create a TL10 armed merchant ship.We give it an SM 8 unstreamlined hull (so the ship masses1,000 tons). We then select the six systems for each hull sectionand two core systems, placing one core system in the front andone in the rear, and making these choices:The front hull will have steel armor [1] to protect the vessel.The crew and passengers live in two habitats [2-3] withsix cabins each. There are three cargo holds [4-6] each with50 tons capacity. The vessel is controlled from a control room[core] with four control stations and a Complexity 8 computer network.SPACECRAFT SYSTEMS8

SPACECRAFT HULLSA hull is rated for its Size Modifier (SM), which determinesthe spacecraft’s mass, dST/HP, dimensions, and the baseHandling and Stability Rating.A spacecraft hull must be streamlined or unstreamlined.Unstreamlined: This is a spherical, cylindrical, cubical, orhumanoid hull, or a complex collection of spheres, saucers,cylinders, booms, and pods. It is designed for space operations;it might be able to fly with enough thrust, but has poor aerodynamics.Streamlined: A streamlined hull’s shape may be a wedge,lifting body, cone, disk, teardrop, bullet, or needle-like shape. Itis optimized for high atmospheric speed. A streamlined spacecraft must have at least one Armor system for its front hull orcentral hull (if a multi-stage design, only the uppermost section need be armored). All of its armor will have lower DR thanan unstreamlined hull, due to the greater surface area.The hull’s SM determines its other characteristics:Loaded Mass: The approximate loaded mass of the spacecraft in tons. To keep this system simple, mass values follow a1-3-10 progression that conforms with SM.Length: An average for a typical unstreamlined cylindricalspacecraft, or for many complex shapes like saucer-boom-andpod designs. Length is only an approximation; feel free to varyit. Streamlined vessels may be up to twice as long. Stubbycylinders, teardrops, saucers, and other more complex shapesaverage about 50%-75% of this length. A sphere will be lessthan half this length.dST/HP: This is the spacecraft’s decade-scale ST and basicHP value.Hnd/SR: The base Handling and Stability Rating of a spacecraft of that size.A hull has no cost – that depends on the armor or other systems added to it.Scaling UpSpacecraftHull Size TableSMLoaded MassLength dST/HP Hnd/SRSM 530 tons15 yards (45 ft)200/4SM 6100 tons20 yards (60 ft)300/4SM 7300 tons30 yards (90 ft)50-1/5SM 81,000 tons50 yards (150 ft)70-1/5SM 93,000 tons70 yards (200 ft) 100-1/5SM 1010,000 tons 100 yards (300 ft) 150-2/5SM 1130,000 tons 150 yards (450 ft) 200-2/5SM 12 100,000 tons 200 yards (600 ft) 300-2/5SM 13 300,000 tons 300 yards (900 ft) 500-3/5SM 14 1,000,000 tons 500 yards (1,500 ft) 700-3/5SM 15 3,000,000 tons 700 yards (2,000 ft) 1,000-3/5The spacecraft tables are built around SM 5 toSM 15 spacecraft. However, the GM may permit larger spacecraft. All tables follow a logical progression,and GMs should feel free to extrapolate larger sizesand statistics if desired.If emulating real or fictional spacecraft whose massfalls between the values listed, just pick whichever hullsize is closest to the known mass or dimensions.SYSTEM DESCRIPTIONSNumerous systems may be built into spacecraft. The cost,and many other statistics, vary according to the spacecraft’shull SM, as indicated in the tables in this section.TLThe suggested TL the system is available at. Most spacecraftare built using systems from a variety of TLs. All supersciencesystems (TL ) are optional and their TL is only a suggestion.Some items are referred to as “limited superscience.” Theydon’t egregiously violate physical laws, but they do push pastthe edge of realistic engineering capabilities.These rules offer a wide variety of superscience technologies, some of which can be overwhelming effective if not countered by other superscience! For example, take care to balanceweapon damage with DR to avoid ships that are invulnerableor die instantly.Location and Other RestrictionsSome systems can only go be placed in certain hull sectionlocations.[any] means the system can go anywhere.[hull] means it can go in any of the 18 hull locations, butcannot be a core system.[rear] means it can only go in the rear hull and may not bea core system.[front] means it can only go in the front hull

GURPS Spaceshipsincludes revised and expanded ver-sions of the space travel rules that first appeared in GURPS Space (by William Barton and Steve Jackson) and the ship combat rules that David Pulver added to GURPS Space 3rd Edition. ABOUT THE AUTHOR David L. Pulver is a freelance writer and game designer based in Victoria, British Columbia.

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