TEXT: An e23 Sourcebook for GURPS
  ®
  STEVE JACKSON GAMES
  Stock #37-0123
  Version 1.0 – May 2009
  ®
  Written by DAVID L. PULVER
  Edited by ANDY VETROMILE
  Illustrated by DAN SMITH
  FIGHTERS, CARRIERS, AND MECHA
  TM
  
  CONTENTS
  2
   INTRODUCTION . . . . . . . . . 3
  About the Series. . . . . . . . . . . . . . . . 3
  Publication History . . . . . . . . . . . . 3
  About the Author . . . . . . . . . . . . . . 3
  About GURPS. . . . . . . . . . . . . . . . . 3
  1. SHIPS AND MECHA . . . . 4
  AEROSPACE FIGHTERS
  AND GUNSHIPS  . . . . . . . . . . . .5
  Red Arrow Aerospace 
  Fighter (TL9) . . . . . . . . . . . . . . . 5
  Meteor Aerospace 
  Fighter (TL9^). . . . . . . . . . . . . . 5
  Shrike Aerospace 
  Fighter-Bomber (TL10) . . . . . . 6
  Dragon Orbital 
  Gunship (TL10^). . . . . . . . . . . . 6
  The Utility of Fighters . . . . . . . . . . . 7
  ASSAULT CARRIERS  . . . . . . . . . . . .7
  Overlord-Class Assault 
  Carrier (TL10) . . . . . . . . . . . . . . 7
  Ranger-Class Assault 
  Corvette (TL10^). . . . . . . . . . . . 8
  Warrior-Class Assault 
  Carrier (TL10^) . . . . . . . . . . . . . 9
  Viking-Class Planetary 
  Assault Carrier (TL11^) . . . . . . 9
  DEEP SPACE FIGHTERS  . . . . . . . .10
  Nova Space Fighter (TL9) . . . . . . 10
  Panther Heavy 
  Fighter (TL10) . . . . . . . . . . . . . 11
  Lancer Deep Space 
  Fighter (TL10^). . . . . . . . . . . . 11
  Typhoon Space 
  Fighter (TL11^). . . . . . . . . . . . 11
  Starhawk Star 
  Fighter (TL11^). . . . . . . . . . . . 12
  Wyvern Star 
  Fighter (TL11^). . . . . . . . . . . . 12
  Mirage Star Fighter (TL12^). . . . 13
  DOGFIGHT DRONES  . . . . . . . . . . .14
  ASAT Interceptor (TL8) . . . . . . . . 14
  Assegai Dogfight Drone (TL9). . . 14
  Nightgaunt Dogfight 
  Drone (TL10^). . . . . . . . . . . . . 15
  Hornet Drone Star 
  Fighter (TL11^). . . . . . . . . . . . 15
  DROP SHIPS . . . . . . . . . . . . . . . . .16
  Bolide Assault Pod (TL8). . . . . . . 16
  Valkyrie-Class Drop 
  Ship (TL9) . . . . . . . . . . . . . . . . 16
  Alexander-Class Drop 
  Ship (TL10^) . . . . . . . . . . . . . . 17
  Banshee-Class Drop 
  Ship (TL11^) . . . . . . . . . . . . . . 17
  Tungusku-Class Drop 
  Ship (TL12^) . . . . . . . . . . . . . . 18
  Search-and-Rescue Craft. . . . . . . . 18
  FLEET CARRIERS  . . . . . . . . . . . . .18
  Yamamoto-Class Fleet 
  Carrier (TL10) . . . . . . . . . . . . . 19
  Alliance-Class Fleet 
  Carrier (TL10^) . . . . . . . . . . . . 19
  Other Vessels as Carriers. . . . . . . . 20
  Thor-Class Fleet 
  Carrier (TL10^) . . . . . . . . . . . . 20
  God of War-Class Fleet 
  Carrier (TL11^) . . . . . . . . . . . . 21
  Continent-Class Super 
  Carrier (TL11^) . . . . . . . . . . . . 21
  GRAPPLER SHIPS AND
  BOARDING CRAFT  . . . . . . . . .22
  Ahab-Class Boarding 
  Cutter (TL9). . . . . . . . . . . . . . . 22
  Corvus Assault Boat (TL11^) . . . 23
  Samson-Class 
  Grappler Ship (TL9) . . . . . . . . 23
  Beowulf-Class 
  Grappler Ship (TL10^). . . . . . 24
  LIGHT CARRIERS  . . . . . . . . . . . . .24
  Mithra-Class Light 
  Carrier (TL9) . . . . . . . . . . . . . . 24
  Inferno-Class Strike 
  Carrier (TL10) . . . . . . . . . . . . . 25
  Nebula-Class Light 
  Carrier (TL10^) . . . . . . . . . . . . 26
  Tarot-Class Light 
  Carrier (TL11^) . . . . . . . . . . . . 26
  SPACE MECHA  . . . . . . . . . . . . . . .27
  Spartan Space-Assault 
  Mecha (TL9) . . . . . . . . . . . . . . 27
  Hades Battle Mecha (TL9^) . . . . 27
  Black Knight Space 
  Mecha (TL10^) . . . . . . . . . . . . 28
  Ariel Transformable 
  Fighter (TL10^). . . . . . . . . . . . 28
  Galaxy Striker Super 
  Mecha (TL12^) . . . . . . . . . . . . 29
  2. CINEMATIC ACTION. . . 30
  CINEMATIC PILOTING  . . . . . . . . . .30
  Closing Strategy: Reversal. . . . . . 30
  Hugging the Enemy . . . . . . . . . . . 30
  Landing on a Spacecraft . . . . . . . 31
  Sacrificial Dodge . . . . . . . . . . . . . 31
  Space Piloting Techniques. . . . . . 31
  LARGE SPACE BATTLES  . . . . . . . .32
  CINEMATIC CLICHÉS . . . . . . . . . . .32
  2D Thinking . . . . . . . . . . . . . . . . . 32
  Accidental Collisions 
  While Dodging. . . . . . . . . . . . . 32
  Fuel and Ammunition 
  Transfers . . . . . . . . . . . . . . . . . . 32
  Airplane-Style Dogfights . . . . . . . 33
  Cockpit Multitasking . . . . . . . . . . 33
  Exploding Spacecraft 
  and Fireballs . . . . . . . . . . . . . . 33
  Exploding Instrumentation. . . . . 33
  Force Screen Options . . . . . . . . . 33
  Improvised Weapons . . . . . . . . . . 33
  Crash Landings in 
  Hangar Bays. . . . . . . . . . . . . . . 34
  Relative Target Size . . . . . . . . . . . 35
  ENVIRONMENTAL EFFECTS . . . . . .35
  Fighting in Low Orbit . . . . . . . . . 35
  Nebulas, Ion Storms, 
  and Gas Clouds . . . . . . . . . . . . 35
  Unpredictable Debris Fields . . . . 35
  3. SMALL CRAFT, SPACE
  MECHA, AND MISSILE
  DESIGN. . . . . . . . . . . 37
  NEW SYSTEMS . . . . . . . . . . . . . . .37
  Robot Leg (TL9) [Hull!]. . . . . . . . 37
  New Design Features . . . . . . . . . . 37
  BUILDING SMALL
  SPACECRAFT  . . . . . . . . . . . . .38
  Spacecraft Hull. . . . . . . . . . . . . . . 38
  System Descriptions. . . . . . . . . . . 38
  MISSILES . . . . . . . . . . . . . . . . . . .40
  Bombs . . . . . . . . . . . . . . . . . . . . . . 40
  Customized Missile 
  Warheads . . . . . . . . . . . . . . . . . 40
  INDEX . . . . . . . . . . . . . . 41
  CONTENTS
  GURPS System Design ❚ STEVE JACKSON
  GURPS Line Editor ❚ SEAN PUNCH
  e23 Manager ❚ STEVEN MARSH
  Page Design ❚ PHIL REED and
  JUSTIN DE WITT
  Managing Editor ❚ PHILIP REED
  Art Director ❚ WILL SCHOONOVER
  Production Artist & Indexer ❚ NIKOLA VRTIS
  Prepress Checker ❚ MONICA STEPHENS
  Marketing Director ❚ PAUL CHAPMAN
  Director of Sales ❚ ROSS JEPSON
  Errata Coordinator ❚ WARREN
  MacLAUCHLAN McKENZIE
  GURPS FAQ Maintainer ❚ –––––––
  VICKY “MOLOKH” KOLENKO
  
  INTRODUCTION
  3
  Fast, deadly, and expendable, swarms of one- or two-
  man space fighters are as much an icon of space opera as
  lumbering interstellar battleships! This book provides
  examples of these and other tactical craft (such as drop
  ships and space mecha) along with the carriers that trans-
  port them into action. New cinematic combat options
  suitable for ships of all sizes have been added, as well as
  design rules, systems, and features for small craft (includ-
  ing tiny SM +4 vessels), carriers, and missiles.
  PUBLICATION HISTORY
  Some of the rules for cinematic space combat are
  derived from those in GURPS Space, Third Edition by
  Steve Jackson, William Barton, and David Pulver.
  ABOUT THE AUTHOR
  David L. Pulver is a freelance writer and game designer
  based in Victoria, British Columbia. He is the co-author of the
  GURPS Basic Set, Fourth Edition and author of Transhuman
  Space, GURPS Spaceships, GURPS Banestorm: Abydos, and
  numerous other RPGs and supplements.
  Steve Jackson Games is committed to full support of
  GURPS players. Our address is SJ Games, P.O. Box 18957,
  Austin, TX 78760. Please include a self-addressed, stamped
  envelope (SASE) any time you write us! We can also be
  reached by e-mail: info@sjgames.com. Resources include:
  New supplements and adventures. GURPS continues to
  grow – see what’s new at www.sjgames.com/gurps.
  e23. Our e-publishing division offers GURPS adven-
  tures, play aids, and support in PDF form . . . digital copies
  of our books, plus exclusive material available only on e23!
  Just head over to e23.sjgames.com.
  Pyramid (www.sjgames.com/pyramid). Our monthly
  PDF magazine includes new rules and articles for GURPS,
  systemless locations, adventures, and much more. Look for
  each themed issue from e23!
  Internet.
  Visit us on the World Wide Web at
  www.sjgames.com
  for errata, updates, Q&A, and 
  much more. To discuss GURPS with our staff and your
   fellow gamers, visit our forums at forums.sjgames.com.
  You can find the web page for GURPS Space-
  ships 
  4: 
  Fighters, 
  Carriers, 
  and 
  Mecha
  at
  www.sjgames.com/gurps/books/spaceships/spaceships4.
  Bibliographies. Many of our books have extensive bibli-
  ographies, and we’re putting them online – with links to let
  you buy the resources that interest you! Go to each book’s
  web page and look for the “Bibliography” link.
  Errata. Everyone makes mistakes, including us – but we
  do our best to fix our errors. Up-to-date errata pages for all
  GURPS releases, including this book, are available on our
  website – see above.
  Rules and statistics in this book are specifically for the
  GURPS Basic Set, Fourth Edition. Page references that
  begin with B refer to that book, not this one.
  About GURPS
  About the Series
  GURPS Spaceships 4: Fighters, Carriers, and Mecha is
  one of several books in the GURPS Spaceships series. It
  supports GURPS Space campaigns by providing ready-to-
  use spacecraft descriptions and rules for space travel, com-
  bat, and operations. Each volume offers vessel descriptions
  and supplementary mechanics. GMs need the core book,
  GURPS Spaceships, to use this one.
  This book doesn’t cover all combat vessels. For battle-
  ships, frigates, space fortresses, and other fighting ships,
  see GURPS Spaceships 3: Warships and Space Pirates
  (which also covers hex-grid combat).
  Lead Playtester: Jeff Wilson
  Playtesters: Paul Blankenship, Frederick Brackin, Kyle Bresin, Douglas Cole, Shawn Fisher, Thomas Gamble, Jon Glenn, 
  Martin Heidemann, Anthony Jackson, Thomas Jones-Low, C.R. Rice, Christopher Thrash, Jon Walters, Sam Young
  Extra-special thanks to Martin Heidemann, Kenneth Peters, and Jon Walters for playtest contributions above and beyond the call of duty.
  GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Fighters, Carriers, and Mecha, e23, and the names of
  all  products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. 
  GURPS Spaceships 4: Fighters, Carriers, and Mecha is copyright © 2009 by Steve Jackson Games Incorporated. Some art © 2009 JupiterImages Corporation. 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 encourage 
  the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.
   INTRODUCTION
  
  SHIPS AND MECHA
  4
  A crushing 4G presses Lieutenant Mikhail Kryukov – call sign
  Sword Two – into his pilot’s couch like a giant’s hand as, nuclear
  engine blazing like a star, his Su-72 Meteor races on an intercept
  course toward the first Martian strike carrier.
  Mikhail knows he has to get that vessel. In less than six min-
  utes, it will be in its drop position, launching its boarding craft,
  dropping a company of Martian colonial marines on the lunar
  mining complex. Their objective is the mass driver. If they can
  capture it, they’ll hold Earth’s space stations and satellites
  hostage to a rain of rocks from the moon.
  Nyet. That Martian carrier may be faster than his fighter in
  deep space, but now that it’s decelerated, it’s as slow as a snail.
  Mikhail’s fighter can easily outmaneuver it. A quick burn, a
  change of direction, and a second burn bring his ship onto a
  close pass where it fires a long, raking burst into its midsection.
  The tungsten slugs smash into the vessel’s tactical array and its
  secondary battery, ripping out its eyes and fangs.
  Mikhail grins like a wolf. Now it’s time for the kill. (Two more
  and you’ll make ace, his inner voice whispers.) But there’s no
  time for that now. Focus on the target.
  “Sword Two, bandits at seven o’clock high!” The warning
  from Lunar Control is nearly unnecessary. The high-energy
  rocket engines of the Martian escort fighters are brighter than
  magnesium flares, and they’re dropping like hawks from lunar
  orbit, out of the launch bays of the rebels’ second carrier. The
  Martian ships are big MS-2 Nova strike fighters, the pride of the
  Free Mars Republic. They’re 160 klicks distant, closing fast.
  Mikhail doesn’t care. He trusts his wingman Yulia to handle the
  bandits. His target is this carrier, which looks like it’s maneuvering
  to release its own brood. And with its defensive battery out, it
  can’t fight back . . . as long as he doesn’t get too close to its drive
  and get toasted, the way Ivan was at the Lagrange-4 battle. Better
  not go for its rear! Another punishing burn – getting low on fuel
  – but this time it’s to kill his velocity. Now he’s drifting beside the
  target, nose pointed at it, at point-blank range. On the passive
  scope, he can actually see its hangar bay doors opening, and the
  fat rebel drop ships packed inside about to emerge, getting ready
  to steal Mother Earth’s moon.
  Not if he can help it. His Meteor lacks the fancy lasers the
  Americans sold to the Martian colonials, but at close range, that
  doesn’t matter. His cannon are firing now, his Su-72 Meteor jerk-
  ing from the recoil as he sends salvos of tungsten slugs ripping
  up into the carrier’s guts! He imagines what that does to the
  marines jammed inside.
  But Mikhail has committed the cardinal sin of the fighter
  pilot: He’s lost track of the big picture. Two of those Martian fight-
  ers from the other carrier have gotten onto an attack vector;
  they’re on his flank! The Novas are boosting at high G and mis-
  siles are leaping from each one’s launchers. Too late, Mikhail real-
  izes his wingman is gone – Yulia is either out of position or out
  of fuel, and multiple Martian missiles are closing fast!
  He tries to recover. He spins his ship about on its axis as three
  missiles race toward him. He fires the cannon, kills one missile,
  dodges a second . . . the last explodes! The grin freezes on his face;
  that’s not a kill, it’s the missile warhead fragmenting. Mikhail
  yanks the fighter into a bone-crushing jink one second too late. A
  two-pound tungsten rod traveling at two miles per second slams
  through his fighter’s armor, right through the Meteor’s fuel bay.
  A silent detonation; an expanding globe of light.
  Sword Two – Mikhail Kryukov – has just made someone else
  an ace.
  This chapter presents several fighters, carriers, and other
  small craft created using the GURPS Spaceships rules and the
  new design rules features on pp. 37-40 of this book. Since
  GURPS has no default interstellar background setting, these
  are a representative mix of hard-science (mostly at TL8-10)
  and superscience (mostly at TL10-12) vessels. The basic system
  in GURPS Spaceships is modular, so GMs should find it easy
  to swap out components, drives, and design features so details
  fit the campaign assumptions.
  Note on Computers: The abbreviation “C” is used for
  Complexity when referring to control station computers, e.g.,
  a “C8 computer” is one with Complexity 8.
  CHAPTER ONE
  SHIPS AND
  MECHA
  
  SHIPS AND MECHA
  5
  These are fighters and other small combat craft optimized
  for transatmospheric missions and operations in and around
  planetary gravity wells. This may be the most “realistic” type of
  space fighter, since such vessels would require design assump-
  tions different from deep space warships, and this role tends to
  favor small, specialized craft.
  Fighter and gunship pilots are either senior enlisted person-
  nel or junior officers (Rank 2-3). It takes a special kind of per-
  son to fly a tiny warship against much larger vessels, and many
  space-fighter jocks cultivate a fatalistic, daredevil attitude.
  RED ARROW AEROSPACE
  FIGHTER (TL9)
  This fighter design is intended to take off like a jet aircraft
  and then use its rocket engines to fly a hypersonic suborbital
  trajectory with intercontinental range. It lacks the delta-V to
  reach orbit on its own, but may serve as the upper stage of a
  separate space-launch system. Though fast, it’s not stealthy.
  It flies too swiftly and too high to be intercepted by ordinary
  antiaircraft missiles while over its target area, but its heat sig-
  nature makes it impossible to hide. It uses a 90’-long, 100-ton
  streamlined hull (SM +6).
  Front Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR 5).
  [2]
  Tactical Array (comm/sensor 6).
  [3]
  Defensive ECM.
  [4]
  Control Room (C5 computer, comm/sensor 4,
  and two control stations).
  [5]
  Medium Battery (three fixed mount 20cm
  missile launchers).
  [6]
  Medium Battery (three fixed mount 20cm
  missile launchers).
  [core]
  Fuel Tank (five tons rocket fuel with 0.18 mps
  delta-V).
  Central Hull
  System
  [1]
  Metallic Laminate Armor (dDR 3).
  [2-6, core]
  Fuel Tanks (five tons rocket fuel with 0.18
  mps delta-V each).
  Rear Hull
  System
  [1]
  Metallic Laminate Armor (dDR 3).
  [2-3]
  Jet Engines (each provides 1G acceleration in
  atmosphere).
  [4]
  Chemical Rocket Engine (3G acceleration).
  [5-6]
  Fuel Tanks (each has five tons jet fuel
  providing a total of one hour’s endurance).
  It is winged and has emergency ejection. The crew consists
  of a pilot and a co-pilot.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL9 (AEROSPACE)
  9
  Red Arrow
  30
  0/4
  12
  3G/1.26 mps*
  100
  0.2
  +6
  2SV
  5/3/3
  0
  $7.27M
  * When not using jet engines. In atmosphere, acceleration is 5G and top air speed is 5,600 mph with both the jet engines and
  the rocket (2G and 3,500 mph with jets alone).
  METEOR AEROSPACE
  FIGHTER (TL9^)
  This is a tough little single-seat fighter, armed with cannon
  and missiles for close-combat engagements and ground sup-
  port. Almost a retrotech design, it is lightly armored with high
  acceleration. Its primary function is to intercept missiles and
  fighters attacking its carrier or base, but it also performs local
  space patrol, anti-shipping, deep-strike, and escort missions.
  Its main maneuver drive is a dirty but efficient nuclear saltwa-
  ter rocket, augmented by jet engines for quieter (and less pol-
  luting) atmospheric flight. It uses a 60’-long, 30-ton
  streamlined hull (SM +5).
  Front Hull
  System
  [1-2]
  Advanced Metallic Laminate Armor (total
  dDR 6).
  [3]
  Major Battery (fixed mount with 25mm very
  rapid fire conventional gun).
  [4-5]
  Medium Batteries (three fixed mount 16cm
  missile launchers each).
  [6]
  Control Room (C4 computer, comm/sensor 3,
  and one control station).
  Central Hull
  System
  [1-2]
  Metallic Laminate Armor (total dDR 4).
  [3-4]
  Fuel Tanks (1.5 tons of jet fuel; powers both
  jet engines for 1 hour).
  [5]
  Defensive ECM.
  Last one to kill a bad guy buys
  the beer.
  – Major Don West, 
  Lost in Space (1998) 
  AEROSPACE FIGHTERS
  AND GUNSHIPS
  
  SHIPS AND MECHA
  6
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (HIGH-PERFORMANCE SPACECRAFT)
  10
  Shrike
  30
  0/4
  12
  2G/6.48 mps
  100
  0.2
  +6
  2SV
  14/7/7
  0
  $8.13M
  In atmosphere, Hnd//SR is +4/5 and top air speed is 3,500 mph.
  Central Hull
  System
  [6, core]
  Fuel Tanks (1.5 tons uranium-saltwater fuel
  with delta-V 2.5 mps each).
  Rear Hull
  System
  [1-2]
  Metallic Laminate Armor (total dDR 4).
  [3-4]
  Nuclear Saltwater Rocket Engines (2G
  acceleration each).
  Rear Hull
  System
  [5-6]
  Jet Engines (1G acceleration each in
  atmosphere).
  [core]
  Fuel Tank (1.5 tons of uranium-saltwater fuel
  with delta-V 2.5 mps).
  It has wings and emergency ejection. Typical crew is a sin-
  gle pilot.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL9 (HIGH-PERFORMANCE SPACECRAFT)
  9^
  Meteor
  20
  0/4
  12
  4G/7.5 mps*
  30
  0.1
  +5
  1SV
  6/4/4
  0
  $2.65M
  * When not using jet engines. In atmosphere, Hnd//SR is +4/5, acceleration is 6G, and top air speed is 6,100 mph with both the
  jet engines and the rockets (2G and 3,500 mph with jets alone).
  SHRIKE AEROSPACE
  FIGHTER-BOMBER (TL10)
  This vessel is intended to be launched by spacecraft in low
  orbit to engage orbital defenses and to strike ground targets. It
  can then land, or it can dive into the atmosphere to release ord-
  nance and skip back up to a higher orbit. It uses a 100-ton (SM
  +6) 90’-long streamlined hull.
  Front Hull
  System
  [1-2]
  Nanocomposite Armor (total dDR 14).
  [3]
  Tactical Array (comm/sensor 7).
  [4!]
  Major Battery (fixed mount 30 MJ improved
  laser).
  [5]
  Secondary Battery (10 fixed mount 16cm
  missile launchers).
  [6]
  Control Room (C7 computer, comm/sensor 5,
  and two control stations).
  Central Hull
  System
  [1]
  Nanocomposite Armor (dDR 7).
  [2]
  Fuel Cell (one Power Point with 24-hour
  endurance).
  [3-6, core]
  Fuel Tanks (five tons antimatter-catalyzed
  hydrogen with 1.08 mps delta-V each).
  Rear Hull
  System
  [1]
  Nanocomposite Armor (dDR 7).
  [2-6]
  High-Thrust Antimatter Thermal Rockets
  (0.4G each).
  [core]
  Fuel Tank (five tons antimatter-catalyzed
  hydrogen with 1.08 mps delta-V).
  It has wings and emergency ejection. The crew consists of a
  pilot and co-pilot.
  DRAGON ORBITAL
  GUNSHIP (TL10^)
  This “flying tank” is a massively armored war machine built
  for orbital and planetary battles, although it can serve as a
  credible deep space fighter if necessary. The Dragon has a 100-
  ton (SM +6), 60’, streamlined hull. Its main armament is a
  powerful plasma gun in a rotating turret, backed up by a Gauss
  gun and vertical-launch rear missile batteries. It uses a 
  standard reactionless drive for thrust, augmented by contra-
  gravity lifters, minimizing emissions and allowing safe opera-
  tion in built-up population centers.
  Front Hull
  System
  [1-5]
  Hardened Nanocomposite Armor (total dDR
  35).
  [6]
  Defensive ECM.
  [core]
  Control Room (C7 computer, comm/sensor 5,
  and two control stations).
  
  SHIPS AND MECHA
  7
  Central Hull
  System
  [1-3]
  Hardened Nanocomposite Armor
  (total dDR 21).
  [4!]
  Major Battery (turret with 30 MJ
  plasma beam).
  [5!]
  Major Battery (turret with 3cm
  very rapid fire electromagnetic
  gun).
  [6]
  Secondary Battery (10 fixed mount
  16cm missile launchers).
  [core!]
  Contragravity Lifter.
  Rear Hull
  System
  [1-2]
  Hardened Nanocomposite Armor
  (dDR 14).
  [3-4!]
  Standard Reactionless Engines
  (0.5G acceleration each).
  [5-6]
  Fusion Reactors (two Power
  Points each).
  It has stealth and dynamic chameleon hull
  options. The crew consists of a pilot/commander and
  a gunner/sensor operator.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (HIGH-PERFORMANCE SPACECRAFT)
  10^
  Dragon
  30
  0/4
  12
  1G/c
  100
  0.2
  +6
  2SV
  35/21/14*
  0
  $17.05M
  * Hardened.
  In atmosphere, Hnd//SR is +2/5 and top air speed is 2,500 mph.
  ASSAULT CARRIERS
  An assault carrier (or assault ship) transports invasions or
  raiding forces of troops and equipment across interplanetary
  or interstellar distances. A typical ship is home to a detach-
  ment of space marines or other specially trained assault
  troops, which has its own integral squadron of drop ships
  (pp. 16-18) and boarding craft (pp. 22-24). To support these, an
  assault carrier may have extensive maintenance, docking, and
  repair facilities. They are not optimized for ship-to-ship bat-
  tles, but some designs have respectable protection and fire-
  power for self-defense and planetary bombardment.
  These vessels are not just used by navies: a mercenary com-
  pany, warrior clan, or feudal warlord may have their own
  assault carrier, serving as a mobile base for mercenary opera-
  tions or planetary raiding.
  The crew and combat troops aboard an assault carrier may
  come from different military services, e.g., navy and marines.
  If so, parts of the ship may be divided into “spacer country”
  and “trooper country,” with a certain social distance between
  the two contingents. Even so, unlike soldiers carried as passen-
  gers on a transport, an assault carrier’s troops are permanent
  residents. They work closely with the crew, and have duties like
  providing shipboard security, boarding parties, and auxiliary
  damage control. They may also help man a ship’s weapons and
  small craft.
  In a full-scale war, one or more assault carriers serve as the
  centerpiece of an invading task force, escorted by battleships,
  cruisers, or frigates. In conflicts where one side has space supe-
  riority, they may deploy unescorted assault carriers as inde-
  pendent raiders. In peacetime or small colonial wars, single
  assault carriers serve as excellent platforms for peacekeeping,
  punitive expeditions, and disaster-relief operations.
  OVERLORD-CLASS
  ASSAULT CARRIER (TL10)
  It can take many months to travel through space, and sup-
  plying an interplanetary invasion can be a crippling logistics
  problem. Rather than shipping troops and supplies, the 1,000’-
  long Overlord-class functions as an entire mobile military-
  industrial complex! If necessary, it can combine onboard
  ultra-tech components with locally mined resources (e.g., from
  an asteroid belt) to build a complete battle fleet and army. This
  takes time and it is much more efficient to simply use those
  factories to support an existing invasion force or occupation,
  manufacturing munitions, spare parts, and replacement units
  as necessary. The vessel’s large sickbay also lets it double as a
  hospital ship. Overlord-class ships are built with a 300,000-ton
  (SM +13) unstreamlined hull.
  The Utility of Fighters
  Fighters are best employed in situations where large numbers of
  small, relatively expendable craft offer an advantage. For example, if
  the technological background is such that a single nuclear or high-
  velocity missile can conceivably destroy any target regardless of size,
  it may make sense to split combat power into a swarm of smaller tar-
  gets. Fighters are a defense to counter enemy fighters, drones, or mis-
  siles. They also provide flexibility since a wing of several dozen breaks
  into smaller squadrons, pairs, or individual vessels as needed.
  Many fighters have higher accelerations than larger warships,
  and use maneuver drives with plenty of thrust but relatively poor
  fuel efficiency, such as chemical or fission rockets. They lack long-
  term accommodations and onboard maintenance facilities, and so
  are based at spaceports or aboard larger ships.
  Even a small group of fighters can be useful in situations where
  having a fast vessel is important. For example, a patrol ship might
  carry a couple in its hangar so they can overtake vessels that outrun
  the mother ship.
  
  SHIPS AND MECHA
  8
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (HIGH-PERFORMANCE SPACECRAFT)
  10^
  Ranger-class
  100
  -1/5
  13
  2G/15 mps
  3,000
  212.8
  +9
  128ASV
  40/40/20
  1¥
  $331M
  Top air speed is 3,500 mph.
  Front Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR
  100).
  [2]
  Habitat (six briefing rooms, 1,560 cabins, five
  gyms, two labs,100 luxury cabins, two ops
  centers, and 200-bed sickbay).*
  [3]
  Tactical Array (comm/sensor 14).*
  [4]
  Hangar Bay (10,000 tons).*
  [5]
  Tertiary Battery (30 turrets with 48cm missile
  launchers).*
  [6!]*
  Chemical Refinery (5,000 tons/hour).*
  [core]
  Control Room (C10 computer, comm/sensor
  12, and 30 control stations).*
  Central Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR
  100).
  [2!]
  Secondary Battery (10 turrets each with 10
  GJ UV lasers).*
  [3!]
  Robofac ($30M per hour production).*
  [4]
  Hangar Bay (10,000 tons).*
  Central Hull
  System
  [5]
  Cargo Hold (15,000 tons).
  [6!]
  Mining (1,500 tons/hour).*
  Rear Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR
  100).
  [2-3]
  Fusion Rocket Engines (0.005G acceleration
  each).*
  [4-6]
  Fuel Tanks (15,000 tons hydrogen providing
  60 mps delta-V each).
  [core]
  Fusion Reactor (two Power Points).*
  * 30 workspaces per system.
  It has spin gravity (0.7G) and exposed radiators.
  Typical crew (per shift) is 30 bridge operators (including
  captain, executive officer, pilot, engineering officer, navigator,
  sensor operator, communication officer, tactical officer, and
  laser gunners), 40 gunners, 390 technicians, 20 medics, and 20
  ops-center crew, plus whatever personnel are required for the
  mix of small craft carried aboard.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (LOW-PERFORMANCE SPACECRAFT)
  10
  Overlord-class
  500
  -5/5
  14
  0.01G/180 mps
  300,000
  35,332
  +13
  3,320ASV
  100
  0
  $58.692B
  RANGER-CLASS ASSAULT
  CORVETTE (TL10^)
  This sleek, 3,000-ton (SM +9) 400’ streamlined starship is a
  well-armored and well-armed multipurpose warship intended
  to carry a mechanized platoon or company across interstellar
  space to a hostile battlefield. Its small size makes it most suit-
  able for commando raids and mercenary operations rather
  than major invasions.
  Thanks to its fusion torch drive, the Ranger has enough
  thrust and delta-V to take off from or land on a planet – there’s
  no need to carry drop ships, and it can deploy armored vehi-
  cles, battlesuits, fighting robots, or trucks directly out of its
  hangars. Its delta-V is modest, but it uses its star drive for any
  long voyages. In addition, it can rely on its fusion ram rockets
  to operate indefinitely (without consuming fuel) in a planetary
  atmosphere, serving as a flying carrier ship.
  Front Hull
  System
  [1-2]
  Nanocomposite Armor (total dDR 40).
  [3]
  Tactical Array (comm/sensor 10).
  [4-5]
  Hangar Bays (100 tons each).
  [6!]
  Major Battery (fixed mount 20cm
  electromagnetic gun).
  [core]
  Control Room (C8 computer, comm/sensor 8,
  and six control stations).
  Central Hull
  System
  [1-2]
  Nanocomposite Armor (total dDR 40).
  [3]
  Secondary Battery (four turrets with 3.5cm 
  very rapid fire conventional guns, six
  turrets with 28cm missile launchers).
  [4]
  Habitat (eight cabins, eight bunkrooms, and
  four-bed automed sickbay).
  [5]
  Habitat (20 bunkrooms).
  [6!]
  Stardrive Engine (FTL-1).
  Rear Hull
  System
  [1]
  Nanocomposite Armor (dDR 20).
  [2-3]
  Fuel Tanks (150 tons hydrogen providing 7.5
  mps delta-V each).
  [4-5]
  High-Thrust Fusion Torch Engines (ram
  rockets, 1G acceleration each).
  [6]
  Engine room (two workspaces).
  [core]
  Fusion Reactor (two Power Points).
  The typical complement is six bridge crew (pilot, captain,
  navigator/sensor officer, major battery gunner, engineering
  officer, and comm officer), 10 gunners, and two technicians.
  Mercenaries praise this versatile ship.
  
  SHIPS AND MECHA
  9
  WARRIOR-CLASS ASSAULT
  CARRIER (TL10^)
  This lightly armed troop carrier is designed to transport a
  reinforced battalion across interplanetary or interstellar
  space. It is built with a 30,000-ton (SM +11) 300’ unstream-
  lined hull. A Warrior has no planetary landing and takeoff
  capability, relying entirely on shuttles or drop ships. Spin
  gravity is provided to ensure the landing force can be prop-
  erly acclimated to the target.
  Front Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR 50).
  [2]
  Cargo Hold (1,500 tons).
  [3-4]
  Hangar Bays (1,000 tons each).*
  [5]
  Secondary Battery (10 fixed mounts with
  40cm missile launchers).*
  [6]
  Habitat (170 cabins and 30-bed sickbay)*.
  [core]
  Control Room (C9 computer, comm/sensor
  10, and 15 control stations).*
  Central Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR 50).
  [2-3]
  Habitats (20 cabins and 180 bunkrooms
  each).*
  Central Hull
  System
  [4!]
  Secondary Battery (five turrets each with 1 
  GJ UV lasers, and five turrets each with
  10cm rapid-fire electromagnetic guns).*
  [5-6]
  Fuel Tanks (1,500 tons of hydrogen providing
  15 mps delta-V each).
  Rear Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR
  50).
  [2]
  Fuel Tank (1,500 tons hydrogen providing 15
  mps delta-V).
  [3-4]
  Fusion Torch Engines (0.5G acceleration
  each).*
  [5-6!]
  Stardrive Engines (FTL-1 each).*
  [core]
  Fusion Reactor (two Power Points).*
  * Three workspaces per system.
  It has spin gravity (0.3G).
  Typical crew (per shift) is 15 bridge operators (including
  captain, executive officer, pilot, engineering officer, navigator,
  sensor operator, communication officer, and tactical officer),
  39 technicians, and one medic, plus whatever crews are
  required for the mix of small craft carried.
  VIKING-CLASS PLANETARY
  ASSAULT CARRIER (TL11^)
  These gigantic vehicles are designed for power projection
  and planetary siege operations. Each can transport an entire
  mechanized army across interstellar distances and land it
  directly onto a planetary battlefield. A single ship is all that is
  needed to conquer a colonial planet, while a Viking squadron
  can mount a credible invasion of a civilized, high-population
  world. Although not a battleship, this assault carrier is heavily
  armored and equipped with a missile array that rivals a
  destroyer squadron. This enables it to defeat space defense
  platforms and provide orbital artillery support.
  Its most distinctive feature is its three cavernous loading
  bays (two for hangars, one for cargo), one under the vessel and
  one on either side of its rim. Missile ports and gun batteries are
  also spaced along the ship’s equator. When it lands, it rests on
  six gigantic landing legs. It uses a 3,000,000-ton (SM +15)
  2,000’ unstreamlined hull.
  Front Hull
  System
  [1-2]
  Diamondoid Armor (total dDR 1,000).
  [3!]
  Heavy Force Screen (dDR 1,000, or dDR
  2,000 with two Power Points).*
  [4]
  Habitat (500 cabins and 9,500 bunkrooms
  with total life support).*
  [5]
  Habitat (200 luxury cabins and 8,800 cabins 
  with total life support, 4,000 tons cargo, 
  50 briefing rooms, 25 gyms, four large ops
  centers, and 300-bed hospital sickbay).*
  Front Hull
  System
  [6]
  Tertiary Battery (30 fixed mounts with 64cm
  missile launchers).*
  Central Hull
  System
  [1-2]
  Diamondoid Armor (total dDR 1,000).
  [3]
  Hangar Bay (100,000 tons).*
  [4-5!]
  Stardrive Engines (FTL-1 each).*
  [6!]
  Tertiary Battery (20 turret mounts with very
  rapid fire 300 MJ improved UV lasers, and
  10 turret mounts with 16cm rapid-fire
  grav guns).*
  [core]
  Control Room (C12 computer, comm/sensor
  15, and 60 control stations).*
  Rear Hull
  System
  [1-2]
  Diamondoid Armor (total dDR 1,000).
  [3!]
  Super Reactionless Engine (50G
  acceleration).*
  [4-5]
  Cargo Holds (150,000 tons each).
  [6]
  Hangar Bay (100,000 tons).*
  [core]
  Super Fusion Reactor (four Power Points).*
  * 300 workspaces per system.
  It has artificial gravity and gravitic compensators.
  Typical crew includes 60 bridge operators (including cap-
  tain, executive officer, pilot, engineering officer, navigator, sen-
  sor operator, communication officer, and tactical officer),
  3,600 technicians, 30 medics, and any crew for the small craft.
  It has room for over 50,000 troops, supply personnel, and plan-
  ning staff to support operations.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (HIGH-PERFORMANCE SPACECRAFT)
  10^
  Warrior-class
  200
  -2/5
  13
  1G/45 mps
  30,000
  3,686
  +11
  1,860ASV
  50
  2¥
  $2.769B
  
  SHIPS AND MECHA
  10
  These vessels are unstreamlined fighters designed primarily
  for space combat. Those used at TL8-9 are sometimes referred
  to as orbital fighters. They’re housed aboard space stations or
  carriers, or in bases on asteroids and small moons. They have
  better armor than atmospheric fighters since their shapes are
  not compromised by the need for streamlining.
  In order to be cost-effective, deep space fighters require the
  GM to make certain design assumptions. Space fighters are
  obvious analogs to the naval aircraft carried by modern wet-
  navy carriers. However, those exist because airplanes and ships
  operate in different mediums (air and water) and so comple-
  ment one another. Airplanes are faster than seagoing ships, but
  ships have much greater endurance and range. For deep space
  fighters to be practical, there must be similar useful design dif-
  ferences between big and small warships. For instance, the
  fighters may be designed with drives optimized for high accel-
  erations, while larger vessels are built for high delta-V or faster-
  than-light travel. This tweak is easier to justify with
  superscience technologies; if realistic drives are used, a deep
  space fighter is significantly inferior to unmanned drones or
  missiles, since the latter don’t have to worry about carrying the
  fuel to return to base!
  Superscience not only makes deep space fighters more
  practical, it merges the “aerospace” and “deep space” classes
  with drives powerful enough that they can perform both roles
  with little loss of capability.
  In some settings, stardrives are small enough to fit into
  fighters, giving them long-range strike, scouting, and patrol
  capabilities. Star fighters usually lack the habitats of larger
  ships and so are only practical if the technology permits inter-
  stellar flights that are instant or last only a few days.
  Deep space fighter pilots are typically Rank 2-3 senior
  enlisted personnel or junior officers.
  NOVA SPACE FIGHTER (TL9)
  This is a two-seat chemical-rocket engine space fighter. It’s
  intended for launch by carrier spacecraft that have high 
  delta-V but low-thrust drives. It uses a 100-ton (SM +6) 50’
  unstreamlined hull. While its own delta-V is mediocre, it can
  burn it very rapidly. The high thrust pro-
  vided by its rocket engines gives it great
  maneuverability, although the HEDM fuel
  used is more volatile than many crews
  would like. The fighter’s usual tactic is to
  deliver kinetic-kill weapons while on an
  intercept course, then break off and
  return to rearm. With its limited fuel 
  supply, there’s a risk of drifting in space, especially if its own
  side’s carriers are destroyed or retreat.
  Front Hull
  System
  [1-2]
  Advanced Metallic Laminate Armor (total
  dDR 14).
  [3-4]
  Major Batteries (one fixed mount 24cm
  missile launcher each).
  [5!]
  Major Battery (fixed mount 30 MJ laser).
  [6]
  Tactical Array (comm/sensor 6).
  [core]
  Control Room (C5 computer, comm/sensor 4,
  and two control stations).
  Central Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR 7).
  [2-5]
  Fuel Tanks (five tons HEDM fuel with 0.6
  mps delta-V each).
  [6!]
  Major Battery (turret with 3 MJ rapid fire
  laser).
  [core]
  MHD Turbine (two Power Points).
  Rear Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR 7).
  [2-3]
  Two HEDM Rocket Engines (2G acceleration
  each).
  [4-6]
  Fuel Tanks (five tons HEDM fuel with 0.6
  mps delta-V each).
  The crew consists of a pilot and a co-pilot.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL9 (HIGH-PERFORMANCE SPACECRAFT)
  9
  Nova
  30
  0/4
  12
  4G/4.2 mps
  100
  0.2
  +6
  2SV
  14/7/7
  0
  $5.31M
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL11 (HIGH-PERFORMANCE SPACECRAFT)
  11^
  Viking-class
  1,000
  -2/5
  13
  50G/c
  3,000,000
  509,700
  +15
  57,000ASV 1,000*
  2¥
  $558.6B
  * Plus dDR 1,000 force screen (dDR 2,000 if reinforced with second Power Point).
  Top air speed is 1,800 mph.
  DEEP SPACE FIGHTERS
  
  SHIPS AND MECHA
  11
  PANTHER HEAVY
  FIGHTER (TL10)
  This heavily armored but short-ranged fighter is built for
  close-range slugging matches. It uses antimatter thermal rock-
  ets for propulsion, which provide it with superior delta-V to
  ships using chemical engines, but offer higher thrust than
  fusion rockets. It is built on a 60’ unstreamlined hull massing
  100 tons (SM +6).
  Front Hull
  System
  [1-4]
  Nanocomposite Armor (total dDR 40).
  [5-6!]
  Major Batteries (fixed mount 30 MJ particle
  beam each).
  Front Hull
  System
  [core]
  Control Room (C7 computer, comm/sensor 5,
  and two control stations).
  Central Hull
  System
  [1-3]
  Nanocomposite Armor (total dDR 30).
  [4-6]
  Fuel Tanks (five tons antimatter-catalyzed
  hydrogen with 1.8 mps delta-V each).
  Rear Hull
  System
  [1-2]
  Nanocomposite Armor (total dDR 20).
  [3-5]
  Three Antimatter Thermal Rockets (0.2G
  each).
  [6]
  Defensive ECM.
  [core]
  Fusion Reactor (two Power Points).
  The crew consists of a pilot and a co-pilot.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (HIGH-PERFORMANCE SPACECRAFT)
  10
  Panther
  30
  -1/4
  12
  0.6G/5.4 mps
  100
  0.2
  +6
  2SV
  40/30/20
  0
  $9.49M
  LANCER DEEP SPACE
  FIGHTER (TL10^)
  This long-range interplanetary space fighter is designed to
  boost to high speed, to catch and kill high-velocity threats
  before they reach its carrier or base. It uses a 100-ton (SM +6),
  60’ unstreamlined hull. Its forward hull is heavily armored, as
  it relies on head-on attacks using its lethal spinal mount.
  Front Hull
  System
  [1-4]
  Hardened Nanocomposite Armor (total dDR
  40).
  [5!]
  Spinal Battery (100 MJ particle beam).
  [6]
  Tactical Array (comm/sensor 7).
  [core]
  Control Room (C7 computer, comm/sensor 5,
  and two control stations).
  Central Hull
  System
  [1-2]
  Hardened Nanocomposite Armor (total dDR
  20).
  [3-5]
  Fuel Tanks (five tons fuel and 5 mps 
  delta-V each).
  [6!]
  Major Battery (turret with 30 MJ improved
  laser).
  [core!]
  Spinal Battery (central system).
  Rear Hull
  System
  [1-2]
  Hardened Nanocomposite Armor (total dDR
  20).
  [3-4]
  Fusion Torch Engines (water reaction mass,
  1.5G each).
  [5!]
  Spinal Battery (rear system).
  [6]
  Antimatter Reactor (four Power Points).
  The crew consists of a pilot and a co-pilot.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (HIGH-PERFORMANCE SPACECRAFT)
  10^
  Lancer
  30
  0/4
  12
  3G/15 mps
  100
  0.2
  +6
  2SV
  40/20/20*
  0
  $17.39M
  * Hardened.
  TYPHOON SPACE
  FIGHTER (TL11^)
  This is a small but effective 20-foot long, single-seat, space-
  superiority fighter. It’s designed for maximum agility and
  heavy forward firepower. It uses a 10-ton (SM +4) hull. The
  Typhoon might be suitable for mass production by an interstel-
  lar empire. Despite its lack of streamlining the tremendous
  acceleration of its super fusion torch gives it a decent air speed,
  so in a pinch it can also be used as an aerospace fighter.
  Front Hull
  System
  [1-3]
  Hardened Nanocomposite Armor (total dDR
  15).
  Front Hull
  System
  [4-5!]
  Major Batteries (3 MJ X-ray laser each).
  [6]
  Tactical Array (comm/sensor 6).
  [core]
  Control Room (C7 computer, comm/sensor 4,
  and one control station).
  Central Hull
  System
  [1-2]
  Hardened Nanocomposite Armor (total dDR
  10).
  [3-4]
  Defensive ECM.
  [5-6]
  Super Fusion Reactors (four Power Points
  each).
  [core]
  Fuel Tank (0.5 tons hydrogen with 450 mps
  delta-V).
  
  SHIPS AND MECHA
  12
  Rear Hull
  System
  [1-2]
  Hardened Nanocomposite Armor (total dDR
  10).
  [3-6!]
  Super Fusion Torch Engine (50G acceleration
  each).
  It has emergency ejection and gravitic compensators.
  Typical crew is a single pilot.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL11 (HIGH-PERFORMANCE SPACECRAFT)
  11^
  Typhoon
  15
  +2/4
  12
  200G/450 mps
  10
  0.1
  +4
  1SV
  15/10/10*
  0
  $3.483M
  * Hardened.
  Air speed is 3,500 mph.
  STARHAWK STAR
  FIGHTER (TL11^)
  This small space-superiority interstellar fighter is a fast,
  agile design intended for dogfights and strafing. It is thin-
  skinned but heavily protected by a defensive force screen.
  However, its reliance on screens and energy weapons strain its
  power-generation capability; it can’t operate every system at
  once! Unusual for fighters, it has an engine room (often
  manned by a robot) for repairs. The Starhawk’s 45’ streamlined
  hull masses 30 tons (SM +5).
  Front Hull
  System
  [1]
  Hardened Nanocomposite Armor (dDR 5).
  [2]
  Major Battery (fixed mount 20cm missile
  launcher).
  [3-6!]
  Major Batteries (fixed mount 10 MJ X-ray
  laser each).
  Central Hull
  System
  [1]
  Hardened Nanocomposite Armor (dDR 5).
  [2]
  Tactical Array (comm/sensor 7).
  [3]
  Fuel Tank (1.5 tons hydrogen with 450 mps
  delta-V).
  [4]
  Engine Room (one workspace).
  [5!]
  Light Force Screen (dDR 20).
  [6]
  Defensive ECM.
  [core]
  Control Room (C7 computer, comm/sensor 5,
  and one control station).
  Rear Hull
  System
  [1]
  Hardened Nanocomposite Armor (dDR 5).
  [2-5]
  Super Fusion Torch Engines (50G
  acceleration each).
  [6!]
  Stardrive Engine (FTL-1).
  [core]
  Super Fusion Reactor (four Power Points).
  It has wings and gravitic compensators. Typical crew is a
  single pilot.
  The Y-Wing is the workhorse of the
  Rebel fleet.
  – General Rieekan, 
  Star Wars: Rogue Squadron
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL11 (HIGH-PERFORMANCE SPACECRAFT)
  11^
  Starhawk
  20
  +2/4
  13
  200G/450 mps
  30
  0.1
  +5
  1SV
  5*
  1¥
  $9.115M
  * Hardened; add dDR 20 if force screen is powered up.
  In atmosphere, Hnd//SR is +5/5 and top air speed is 35,000 mph.
  WYVERN STAR
  FIGHTER (TL11^)
  This is a heavily armored, long-range, interstellar fighter-
  bomber built for raiding and deep-strike missions. It is fast
  and well-protected with a mix of armor and force screens, as
  well as a defensive turret. It uses a 60-foot long, 100-ton (SM
  +6) unstreamlined hull. Despite the lack of aerodynamics, its
  powerful fusion engines provide sufficient thrust to blast off
  from a terrestrial world. Unlike most fighters, it has a habitat
  with a cabin to provide additional comfort and life support
  on long missions.
  Front Hull
  System
  [1-2]
  Hardened Nanocomposite Armor (total dDR
  20).
  [3-4!]
  Major Batteries (fixed mount 30 MJ
  improved UV laser each).
  [5]
  Control Room (C8 computer, comm/sensor 6,
  and two control stations).
  [6]
  Medium Batteries (three fixed mount 20cm
  missile launchers).
  Central Hull
  System
  [1]
  Hardened Nanocomposite Armor (dDR 10).
  [2]
  Habitat (one cabin).
  
  SHIPS AND MECHA
  13
  Central Hull
  System
  [3!]
  Stardrive Engine (FTL-1).
  [4]
  Tactical Array (comm/sensor 8).
  [5!]
  Major Battery (turret with 30 MJ improved
  UV laser).
  [6!]
  Stardrive Engine (FTL-1).
  [core]
  Super Fusion Reactor (four Power Points).
  Rear Hull
  System
  [1]
  Hardened Nanocomposite Armor (dDR 10).
  [2-3]
  Super Fusion Torch Engines (using water,
  150G acceleration each).
  [4-5]
  Fuel Tanks (five tons water with 150 mps
  delta-V each).
  Rear Hull
  System
  [6]
  Defensive ECM.
  [core!]
  Light Force Screen (dDR 30).
  It has gravitic compensators. The crew consists of a pilot
  and a gunner.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL11 (HIGH-PERFORMANCE SPACECRAFT)
  11^
  Wyvern
  30
  +2/4
  12
  300G/300 mps
  100
  0.2
  +6
  2ASV
  20/10/10*
  2¥
  $23.36M
  * Hardened; add dDR 30 if force screen is powered up.
  Top air speed is 4,300 mph.
  MIRAGE STAR
  FIGHTER (TL12^)
  This is a tiny egg-shaped fighter whose hull is constructed
  largely of solid force fields. It gets its name from its cloaking
  device, which lets it vanish entirely from most sensors. When
  visible, it has the unearthly appearance of shimmering layers
  of multicolored lights through which can be glimpsed vague
  hints of the interior. It bristles with superscience weaponry and
  technology, and its maneuverability is outstanding thanks to a
  drive that flies rings around adversaries whose mobility is con-
  strained by conventional physics. However, power restrictions
  limit how many high-energy systems it can use at once. It has
  a 10-ton (SM +4) unstreamlined hull about 20 feet long.
  Front Hull
  System
  [1!]
  Spinal Mount (fixed mount 10 MJ
  disintegrator beam).
  [2-3]
  Defensive ECM.
  [4]
  Multipurpose Array (comm/sensor 7).
  [5-6!]
  Major Battery (16cm warp missile launcher
  each).
  Central Hull
  System
  [1-2!]
  Stardrive Engines (FTL-1 each).
  [3]
  Control Room (C8 computer, comm/sensor 5,
  and one control station).
  [4]
  Defensive ECM.
  [5!]
  Cloaking Device.
  [6!]
  Major Battery (turret with 3 MJ gamma-ray
  laser).
  [core!]
  Spinal Mount (central system).
  Rear Hull
  System
  [1!]
  Spinal Mount (rear system).
  [2-3]
  Total Conversion Reactors (five Power Points
  each).
  [4-6!]
  Subwarp Drive (500G acceleration each).
  [core!]
  Heavy Force Screen (dDR 20, or dDR 40 with
  two Power Points).
  It is equipped with artificial gravity and gravitic compen-
  sators. Typical crew is a single pilot.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL12 (HIGH-PERFORMANCE SPACECRAFT)
  12^
  Mirage
  15
  +3/4
  12
  1,500G/c
  10
  0.1
  +4
  1SV
  0*
  2¥
  $3.49M
  * dDR 20 (dDR 40 if using two Power Points) if force screen is powered up.
  Top air speed is 9,700 mph.
  One ship, you, me, and that’s it?
  – Alex Rogan, The Last Starfighter
  
  SHIPS AND MECHA
  14
  These are small, unmanned space combat vehicles. They
  are similar to aerospace or deep space fighters except they use
  automated controls. The lack of a living pilot gives them sev-
  eral advantages.
  First, they’re expendable; even if AIs are “people,” they may
  be backed up aboard the mother ship or back at base. As they
  have no parents to weep for them, they are freely sent on sui-
  cide missions or even used as kamikazes to ram and destroy
  valuable targets. A warship that could shrug off a hit from a 10-
  ton missile will be destroyed if rammed by a fighter massing 30
  to 300 tons!
  Second, a robot doesn’t have to worry about life support,
  crew fatigue, etc. Automated fighters may be used for any task
  where persistence is required (e.g., long blockades, or left behind
  as “booby traps”) A retreating force could conceal them in caves
  or craters on asteroids or airless moons to avoid detection.
  The Complexity of a spacecraft’s computer system governs
  how powerful an AI it can use. See pp. 25-28 of GURPS Ultra-
  Tech for detailed AI software rules. In some universes, robot
  fighters have intelligence comparable or even superior to bio-
  logical pilots. If so, there’s not much point in bothering with
  other types of fighters! However, in most traditional science
  fiction the key disadvantage of such spacecraft is the AIs that
  pilot them lack the creativity and skill of their human counter-
  parts, following preprogrammed, standardized tactics and not
  deviating from orders. GMs may simulate this by ensuring all
  AI software capable of running in a small vessel’s computer is
  limited to programs with the Automaton meta-trait – and per-
  haps lowering their skills relative to average human pilots. The
  weak, dedicated AI and non-volitional AI (GURPS Ultra-Tech,
  pp. 27-28) are examples of such limited intelligences; the same
  pages also describe more sophisticated systems.
  ASAT INTERCEPTOR (TL8)
  This small, 10-ton (SM +4) anti-satellite (ASAT) interceptor
  can’t get into space on its own. It is launched from another
  spacecraft or carried up aboard a shuttle or booster rocket.
  Some ASATs are assigned to escort friendly satellites; others
  are launched into orbital paths that intercept high-value
  enemy satellites or space stations. Its high-G chemical rocket
  engine only has enough delta-V to adjust its orbit a few times
  and perform some final combat maneuvers; the rest of its oper-
  ation relies on a barrage of missiles and (if necessary) ram-
  ming. Its body is an unstreamlined hull about 30 feet long.
  Front Hull
  System
  [1]
  Metallic Laminate Armor (dDR 2).
  [2-4]
  Major Batteries (16cm missile launcher
  each).
  [5]
  Defensive ECM.
  [6]
  Tactical Array (comm/sensor 3).
  [core]
  Control Room (C2 computer, comm/sensor 1,
  and no control station).
  Central Hull
  System
  [1]
  Metallic Laminate Armor (dDR 2).
  [2]
  Major Battery (16cm missile launcher).
  [3-6]
  Fuel Tanks (0.5 tons rocket fuel with 0.21
  mps delta-V each).
  Rear Hull
  System
  [1]
  Metallic Laminate Armor (dDR 2).
  [2]
  Chemical Rocket Engine (3G acceleration).
  [3-6, core]
  Fuel Tanks (0.5 tons rocket fuel with 0.21
  mps delta-V each).
  Computer-controlled with no crew.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL8 (HIGH-PERFORMANCE SPACECRAFT)
  8
  ASAT
  15
  -1/3
  12
  3G/1.89 mps
  10
  0
  +4
  0
  2
  0
  $687K
  ASSEGAI DOGFIGHT
  DRONE (TL9)
  This heavily armored combat
  drone features an unstreamlined hull
  massing only 10 tons (SM +4) and 25
  feet long. Intended for close encoun-
  ters, it has high acceleration at the
  expense of top speed. Like many dog-
  fight drones, it is designed as a recov-
  erable fighter vs. smaller targets but to
  intercept and ram larger foes.
  Front Hull
  System
  [1-4]
  Hardened Advanced Metallic Laminate
  Armor (total dDR 12).
  [5!]
  Major Battery (turret with 8cm
  electromagnetic gun).
  Front Hull
  System
  [6!]
  Major Battery (turret with 3 MJ laser).
  [core]
  Control Room (C4 computer, comm/sensor 2,
  and no control stations).
  Central Hull
  System
  [1-2]
  Advanced Metallic Laminate Armor (total
  dDR 6).
  [3-6]
  Fuel Tanks (0.5 tons of antimatter-catalyzed
  water with 0.72 mps delta-V each).
  [core]
  MHD Turbine (two Power Points).
  Rear Hull
  System
  [1-2]
  Hardened Advanced Metallic Laminate
  Armor (total dDR 6).
  [3-4]
  Fuel tanks (0.5 tons of antimatter-catalyzed
  water with 0.72 mps delta-V each).
  [5-6]
  Antimatter Thermal Rocket Engines (using
  water, 0.3G each).
  Computer-controlled with no crew.
  DOGFIGHT DRONES
  
  SHIPS AND MECHA
  15
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL9 (HIGH-PERFORMANCE SPACECRAFT)
  9
  Assegai
  15
  -1/4
  12
  0.6G/4.32 mps
  10
  0
  +4
  0
  12/6/6*
  0
  $618K
  * Front and rear armor is hardened.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (HIGH-PERFORMANCE SPACECRAFT)
  10^
  Nightgaunt
  15
  0/4
  12
  6G/7.5 mps
  10
  0
  +4
  0
  20/10/10*
  0
  $1.389M
  * Front and rear armor is hardened.
  NIGHTGAUNT DOGFIGHT
  DRONE (TL10^)
  This is a compact limited-superscience combat drone with
  tough armor and a high-G fusion drive that provides outstand-
  ing maneuverability. It relies on its powerful particle beam for
  close combat. It uses a 10-ton (SM +4) unstreamlined hull 30
  feet long.
  Front Hull
  System
  [1-4]
  Hardened Nanocomposite Armor (total dDR
  20).
  [5!]
  Spinal Battery (10 MJ particle beam).
  [6]
  Tactical Array (comm/sensor 5).
  [core]
  Control Room (C6 computer, comm/sensor 3,
  and no control stations).
  Central Hull
  System
  [1-2]
  Nanocomposite Armor (total dDR 10).
  [3-5]
  Fuel Tanks (0.5 tons fuel and 2.5 mps delta-V
  each).
  Central Hull
  System
  [6]
  MHD Turbine (two Power Points).
  [core!]
  Spinal Battery (central system).
  Rear Hull
  System
  [1-2]
  Hardened Nanocomposite Armor (total dDR
  10).
  [3-4]
  High-Thrust Fusion Torch Engines (water
  reaction mass, 3G each).
  [5!]
  Spinal Battery (rear system).
  [6]
  MHD Turbine (two Power Points).
  Computer-controlled with no crew.
  HORNET DRONE STAR
  FIGHTER (TL11^)
  This is an inexpensive robotic star fighter equipped with a
  faster-than-light drive. Its SM +5 unstreamlined hull masses 30
  tons and is 30 feet long. Despite the lack of streamlining, its
  high thrust allows it to operate easily in atmosphere.
  Front Hull
  System
  [1-3]
  Hardened Nanocomposite Armor (total dDR
  21).
  [4]
  Tactical Array (comm/sensor 7).
  [5-6!]
  Major Batteries (fixed mount 10 MJ X-ray
  laser each).
  Central Hull
  System
  [1-2]
  Nanocomposite Armor (total dDR 14).
  [3!]
  Light Force Screen (dDR 20).
  [4]
  Defensive ECM.
  [5-6]
  Fuel Tanks (1.5 tons hydrogen with 225 mps
  delta-V each).
  [core]
  Control Room (C7 computer, comm/sensor 5,
  and no control stations).
  Rear Hull
  System
  [1-2]
  Nanocomposite Armor (total dDR 14).
  [3-5]
  High-Thrust Super Fusion Torch Engines
  (100G acceleration each).
  [6!]
  Stardrive Engine (FTL-1).
  [core]
  Antimatter Reactor (four Power Points).
  It has a stealth hull. Computer-controlled with no crew.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL11 (HIGH-PERFORMANCE SPACECRAFT)
  11^
  Hornet
  20
  +2/4
  12
  300G/450 mps
  30
  0
  +5
  0
  21/14/14*
  1¥
  $7.63M
  * Front armor is hardened; add dDR 20 if force screen is powered up.
  Top air speed is 4,300 mph.
  Out of what crypt they crawl, 
  I cannot tell . . .
  – H.P. Lovecraft, “Night-Gaunts”
  
  SHIPS AND MECHA
  16
  Drop ships are armored pods or shuttlecraft intended to
  transport troops, military vehicles, and supplies between
  orbit and a planetary surface. Some also carry weapons, for
  self-defense or to secure a landing zone. Drop ships have
  good maneuverability and high acceleration. They demand
  the best from their pilots, who train to make dangerous
  maneuvers in both space and atmosphere, performing com-
  bat assaults, close support, and rescue missions. Their crews
  think of themselves as an elite, with a “hotshot” attitude sim-
  ilar to that of fighter jocks.
  Drop ships are based aboard assault carriers (pp. 7-10) or
  other warships that have a troop contingent. Noncommissioned
  officers or lieutenants (Rank 2-3) command them and they have
  only small-craft crew members. In some military forces, drop
  ships are owned and crewed by marines or other ground-force
  organizations rather than naval personnel.
  BOLIDE ASSAULT POD (TL8)
  Built using an unstreamlined 10-ton (SM +4) hull 50 feet
  long, this is a well-armored pod equipped with heat shields
  and parachutes. It is released from a hangar bay as part of an
  orbital assault. It has no propulsion system and is intended
  for one-way “kick in the door” assaults. (For rules on using its
  soft-landing system, see Atmospheric Landings, GURPS
  Spaceships, p. 40.) The craft carries seven troops and a half-
  ton of supplies or weapons. There’s no pilot – the Bolide is
  under computer control for the trip down. It carries two soft-
  landing systems, one for redundancy. It is unarmed but
  stealthy and fitted with extensive ECM systems.
  Front Hull
  System
  [1-2]
  Metallic Laminate Armor (total dDR 4).
  [3-4]
  Soft Landing System.
  [5-6]
  Passenger Seats (one passenger each).
  [core]
  Control Room (C2 computer, comm/sensor 1,
  and no control stations).
  Central Hull
  System
  [1-2]
  Metallic Laminate Armor (total dDR 4).
  [3]
  Defensive ECM.
  [4-6, core]
  Passenger Seats (one passenger each).
  Rear Hull
  System
  [1-2]
  Metallic Laminate Armor (total dDR 4).
  [3]
  Passenger Seat (one Passenger).
  [4]
  Cargo Hold (0.5 tons capacity).
  [5-6]
  Defensive ECM.
  It has a stealth hull. Computer-controlled with no crew.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL8 (HIGH-PERFORMANCE SPACECRAFT)
  8
  Bolide
  15
  –
  12
  0
  10
  1.2
  +4
  0+7SV
  4
  0
  $580K
  VALKYRIE-CLASS
  DROP SHIP (TL9)
  This drop ship is an armed assault shuttle designed to carry
  a single armored vehicle. It uses a winged, streamlined hull
  massing 300 tons (SM +7) and is 150 feet long. An HEDM
  chemical rocket supplies propulsion, with an auxiliary jet
  engine for long-range atmospheric cruising.
  Front Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR 7).
  [2]
  Medium Battery (turret with 3cm very rapid 
  fire conventional gun, and two fixed
  mounts with 24cm missile launchers).
  [3-4]
  Hangar Bays (10 tons capacity each).
  [5]
  Defensive ECM.
  [6]
  Fuel Tank (15 tons jet fuel, for 1 hour).
  Front Hull
  System
  [core]
  Control Room (C5 computer, comm/sensor 5,
  and three control stations).
  Central Hull
  System
  [1]
  Metallic Laminate Armor (dDR 5).
  [2-6]
  Fuel Tanks (15 tons HEDM fuel with 0.7 mps
  delta-V each).
  Rear Hull
  System
  [1]
  Metallic Laminate Armor (dDR 5).
  [2]
  Jet Engine (1G acceleration).
  [3]
  HEDM Chemical Rocket (2G acceleration).
  [4-6, core]
  Fuel Tanks (15 tons HEDM fuel with 0.7 mps
  delta-V).
  It is winged and has a stealth hull.
  Typical complement is three bridge crew (a command pilot,
  a co-pilot, and a gunner). Passengers ride strapped into the
  vehicle it carries.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL9 (AEROSPACE)
  9
  Valkyrie-class
  50
  -1/5
  12
  2G*/6.3 mps
  300
  20.3
  +7
  3SV
  7/5/5
  0
  $13.76M
  * In atmosphere, may add jet engine’s +1G.
  Top air speed is 4,300 mph with both jet and rocket, or 2,500 mph with jet alone. In atmosphere, Hnd/SR is +3/6.
  DROP SHIPS
  
  SHIPS AND MECHA
  17
  ALEXANDER-CLASS
  DROP SHIP (TL10^)
  This is a heavy drop ship intended to transport a company-
  sized landing force. It uses a streamlined hull massing 1,000 tons
  (SM +8) and is 200 feet long. Its triple-size hangar bay is large
  enough to carry a heavy tank or a platoon of lighter vehicles,
  although some of its capacity is often used for non-vehicular
  cargo (weapons, supplies, etc.). A fusion torch engine is used for
  propulsion. It uses an auxiliary jet engine for stealthy operations.
  Front Hull
  System
  [1-2]
  Advanced Metallic Laminate Armor (total
  dDR 20).
  [3-5]
  Hangar Bays (30 tons capacity each).
  [6]
  Secondary Battery (10 fixed mounts with
  24cm missile launchers).
  [core]
  Control Room (C8 computer, comm/sensor 7,
  and four control stations).
  Central Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR
  10).
  [2-5]
  Fuel Tanks (50 tons water with 2.5 mps 
  delta-V each).
  [6, core]
  Passenger Seating (60 seats each).
  Rear Hull
  System
  [1]
  Advanced Metallic Laminate Armor 
  (dDR 10).
  [2]
  Jet Engine (1G acceleration).
  [3]
  High-Thrust Fusion Torch Engine (water
  reaction mass, 3G acceleration).
  [4]
  Defensive ECM.
  [5-6]
  Fuel Tanks (each has jet fuel for 1 hour).
  It is winged and has stealth and dynamic chameleon hull
  options.
  It has four bridge crew (a command pilot, a co-pilot, a
  comm/sensor operator, and gunner).
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (AEROSPACE)
  10^
  Alexander-class
  70
  -1/5
  12
  3G/10 mps*
  1,000
  102.4
  +8
  4+120SV 20/10/10
  0
  $67.2M
  * In atmosphere, may add jet engine’s +1G.
  Top air speed is 5,000 mph with jet and fusion torch, or 2,500 mph with jet alone. In atmosphere, Hnd/SR is +3/6.
  BANSHEE-CLASS
  DROP SHIP (TL11^)
  Designed with fusion-powered reactionless drives, this
  compact but powerful drop ship can rapidly transport a sec-
  tion of troops and supplies, plus a light armored vehicle, to and
  from a planetary surface. It is capable of longer-ranged flights
  as well, limited only by its lack of a habitat. It uses a stream-
  lined hull massing 100 tons (SM +6) and is 80 feet long.
  Front Hull
  System
  [1]
  Diamondoid Armor (dDR 10).
  [2!]
  Major Battery (turret with 30MJ plasma
  beam).
  [3-4]
  Passenger Seating (six seats each).
  [5]
  Defensive ECM.
  [6]
  Control Room (C8 computer, comm/sensor 6,
  and two control stations).
  Central Hull
  System
  [1]
  Diamondoid Armor (dDR 10).
  [2-6]
  Hangar Bays (3 tons capacity each).
  [core!]
  Light Force Screen (dDR 30).
  Rear Hull
  System
  [1]
  Diamondoid Armor (dDR 10).
  [2-3]
  Cargo Holds (five tons each).
  [4-6!]
  Super Reactionless Drives (50G acceleration
  each).
  [core]
  Super Fusion Reactor (four Power Points).
  It has the stealth and chameleon hull options, and gravitic
  compensators.
  There are two bridge crew (a command pilot and a co-
  pilot/gunner).
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL11 (HIGH-PERFORMANCE SPACECRAFT)
  11^
  Banshee-class
  30
  +2/4
  12
  150G/c
  100
  26.4
  +6
  2+12SV
  10*
  0
  $12.16M
  * Add dDR 30 if force screen is powered up.
  Top air speed is 31,000 mph.
  Well, we’ve gotta get the other
  dropship from the Sulaco. There
  has to be some way of bringing it
  down on remote.
  – Ripley, Aliens
  
  SHIPS AND MECHA
  18
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL12 (HIGH-PERFORMANCE SPACECRAFT)
  12^
  Tungusku
  20
  +2/4
  12
  100G/c
  30
  4.3
  +5
  1+12SV
  30*
  0
  $7.28M
  * Add dDR 30 if force screen is powered up.
  Top air speed is 2,500 mph.
  TUNGUSKU-CLASS
  DROP SHIP (TL12^)
  Even at high TLs, there is still some need to take and hold
  ground. This drop ship accelerates at high velocity (often
  greater than escape velocity). It approaches, activates its stasis
  web, and crashes into the planet. The field is then deactivated
  and the troops emerge into the resulting crater. The vessel can
  also be used as a flying armored personnel carrier. It uses an
  unstreamlined SM +5 hull (30 tons) that is 40 feet long.
  Front Hull
  System
  [1-2]
  Exotic Laminate Armor (total dDR 30).
  [3-6]
  Passenger Seats (two passengers each).
  [core]
  Control Room (C8 computer, comm/sensor
  6, and one control station).
  Central Hull
  System
  [1-2]
  Exotic Laminate Armor (total dDR 30).
  [3-4]
  Passenger Seats (two seats each).
  [5!]
  Major Battery (turret with 2.5cm very rapid
  fire grav gun).
  [6!]
  Light Force Screen (dDR 30).
  [core!]
  Stasis Web.
  Rear Hull
  System
  [1-2]
  Exotic Laminate Armor (total dDR 30).
  [3-4]
  Cargo Hold (1.5 tons capacity each).
  [5!]
  Super Reactionless Engine (100G
  acceleration).
  [6]
  Fusion Reactor (two Power Points).
  Typical crew is a single pilot.
  It has the stealth and dynamic chameleon hull options,
  and gravitic compensators.
  These vessels are giant mother ships whose role is to trans-
  port smaller combatant spacecraft and serve as the primary
  strike force of a space navy. Equipped with enough fighters or
  other vehicles to turn the tide of a major battle, they are the
  pride of their fleet and represent a doctrinal commitment to
  carrier operations (often at the expense of battleships).
  Fleet carriers devote a large fraction of their mass to hangar
  bays. Armament is defensive: multiple secondary, tertiary, and
  missile batteries for shooting down incoming fighters and mis-
  siles. They are cheaper to manufacture than equivalent-sized
  space battleships, but their overall cost is higher if they carry
  small craft.
  Their large hangar spaces mean they are also effective
  assault carriers. By removing some or all of its fighters, a car-
  rier can transport a contingent of drop ships, armored vehicles,
  and other supplies. Some have room in their habitats for a
  large force of ground troops as well.
  Cinematic space opera portrays carriers as actual analogs of
  wet-navy ships, launching space fighters the size of conven-
  tional fighter or bomber aircraft (10 to 100 tons). However,
  while real wet-navy carrier airplanes are limited in weight
  (since an aircraft that is too heavy can’t take off without a
  ridiculously long runway), spacecraft have no such restric-
  tions. There’s no reason they can’t carry large vessels if they
  have the hangar capacity. For instance, a 100,000-ton carrier
  might easily transport several frigate-sized 1,000- to 3,000-ton
  “rider ships” internally, or even carry a few larger vessels on its
  hull in external clamps.
  Unlike wet-navy craft that rely on fighters for striking
  power, many science-fiction versions are hybrid “battle carri-
  ers” with the firepower of a cruiser and the ability to carry a
  squadron of embarked small craft. They aren’t quite as power-
  ful as a purpose-designed battleship, and they carry a smaller
  force than a true fleet carrier, but they are versatile. Their main
  advantage is the ability to operate safely without significant
  escorts, which means they’re suited for armed reconnaissance
  into uncharted space or deep penetration raids into enemy ter-
  ritory. They’re also useful if budgetary, personnel, or time con-
  siderations limit a stellar power to using only one major carrier
  (“We must build a super warship to save the Earth”).
  Search-and-Rescue
  Craft
  Fighter carriers typically assign a couple of vessels to the
  important duty of rescuing pilots who ejected, ran out of
  reaction mass, were crippled, or crash-landed. S&R craft
  are typically drop ships (pp. 16-18), boarding craft and
  grappler ships (pp. 22-24), or even space mecha (pp. 27-29);
  the last two designs make good use of robot arms for recov-
  ery operations. Drop ships may be stock designs, or modi-
  fied with an external clamp, robot arm, or tractor beam
  that replaces another system or weapon.
  Search-and-rescue crews include or cross-train as
  medics, and they have ground-combat training (or marines
  or special-ops soldiers) for missions behind enemy lines.
  They rarely need to pay for their own drinks when carous-
  ing in fighter-pilot bars.
  FLEET CARRIERS
  
  SHIPS AND MECHA
  19
  ALLIANCE-CLASS FLEET
  CARRIER (TL10^)
  This huge interstellar warship is built on an unstreamlined
  300,000-ton (SM +13) hull. It is a limited-superscience design
  with no artificial gravity, so part of the center section spins for
  crew comfort. It is fast, especially at FTL speeds; well armored;
  and carries 30,000 tons of small craft. Its large beam battery is
  intended for defensive and counter-missile fire, but may be
  used offensively where necessary.
  Front Hull
  System
  [1]
  Nanocomposite Armor (dDR 150).
  [2-4]
  Hangar Bays (10,000 tons capacity each).*
  [5]
  Fuel Tank (15,000 tons hydrogen with 15 mps
  delta-V).
  [6]
  Tactical Array (comm/sensor 14).*
  [core]
  Control Room (C10 computer, comm/sensor
  12, and 30 control stations).*
  Central Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR
  100).
  [2!]
  Tertiary Battery (25 turrets with 300 MJ rapid
  improved lasers, and five turrets with
  48cm missile launchers).*
  [3-5]
  Fuel Tanks (15,000 tons hydrogen with 15
  mps delta-V each).
  [6]
  Habitat (1,200 cabins, 300 bunkrooms, 100-
  bed hospital sickbay, two gyms, two
  briefing rooms, ops center, 10 fabricator
  minifacs, lab, and 1,860 tons cargo).*
  In major actions, commanders struggle with a tactical
  dilemma: Do they launch their squadrons from a safe dis-
  tance, or go into battle with them (but risk serious damage)?
  Even if they are capable of doing so, however, fleet carriers
  should not operate alone! Navies prefer to have one or two at
  the center of a large task force, escorted by frigates or cruisers,
  and sometimes by other vessels such as battleships, assault
  carriers, or auxiliaries carrying ammunition and fuel.
  Captains of Rank 6 command individual fleet carriers and
  an admiral of Rank 7 or 8 may use one as a flagship.
  YAMAMOTO-CLASS
  FLEET CARRIER (TL10)
  This spaceship is the size of a modern super-carrier, with a
  100,000 ton (SM +12) unstreamlined hull 600 feet long and a
  rotating central section. It uses economical fusion rocket
  engines for interplanetary and local space cruising. Much of its
  payload is devoted to hangar decks for fighters, but it has an
  effective defensive armament as well. It carries 15,000 tons of
  small craft.
  Front Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR
  70).
  [2-5]
  Hangar Bays (3,000 tons capacity each).*
  [6]
  Tactical Array (comm/sensor 13).*
  Central Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR 70).
  [2!]
  Secondary Battery (10 turrets with 3 GJ
  particle beams).*
  Central Hull
  System
  [3]
  Habitat (100 cabins and 100 bunkrooms with
  full life support, and 1,000 tons cargo).*
  [4]
  Fuel Tank (5,000 tons hydrogen with 60 mps
  delta-V).
  [5]
  Habitat (100 cabins and 100 bunkrooms with 
  full life support, 50-bed sickbay, 10
  fabricator minifacs, and 700 tons cargo).*
  [6]
  Hangar Bay (3,000 tons capacity).*
  [core]
  Control Room (C10 computer, comm/sensor
  11, and 20 control stations).*
  Rear Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR 70).
  [2-3]
  Fuel Tanks (5,000 tons hydrogen with 60 mps
  delta-V each).
  [4!]
  Secondary Battery (six turrets with 48cm
  missile launchers, and four turrets with 30
  MJ very rapid fire UV lasers).*
  [5-6]
  Fusion Rocket Engines (0.005G acceleration
  each).*
  [core]
  Fusion Reactor (two Power Points).*
  * 10 workspaces per system.
  It has spin gravity (0.5G).
  Typical crew (per shift) is 20 bridge personnel (including
  captain, executive officer, pilot, engineering officer, navigator,
  sensor operator, two communication officers, and a tactical
  officer), and 140 technicians. A second shift is also carried.
  Extra personnel include small-craft crews up to 400 people. A
  company- to battalion-sized unit may be carried for landing
  and boarding operations.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (LOW-PERFORMANCE SPACECRAFT)
  10
  Yamamoto-class 300
  -4/5
  13
  0.01G/180 mps
  100,000
  16,820
  +12
  1,200ASV
  70
  0
  $6.355B
  
  THOR-CLASS FLEET
  CARRIER (TL10^)
  This torch-drive starship is built on an SM +12 unstream-
  lined hull massing 100,000-tons and is 600 feet long. Major fea-
  tures include three forward hangar bays and a rotating hull for
  spin gravity. Although designed as a carrier, its powerful
  weapon batteries and tough all-around armor give it consider-
  able combat ability in its own right.
  Front Hull
  System
  [1-2]
  Nanocomposite Armor (total dDR 200).
  [3-5]
  Hangar Bays (3,000 tons capacity each).*
  [6!]
  Medium Battery (two turrets with 10 GJ 
  particle beams, and one turret with 14cm
  rapid fire electromagnetic gun).
  Central Hull
  System
  [1-2]
  Nanocomposite Armor (total dDR 200).
  [3!]
  Secondary Battery (10 turrets with 3 GJ
  improved lasers).*
  [4]
  Habitat (two luxury cabins, 98 cabins, 250
  bunkrooms, 40-bed clinic sickbay, briefing
  room, gym, five cells, and 1,000 tons
  cargo).*
  [5-6]
  Fuel Tanks (5,000 tons hydrogen with 15 mps
  delta-V each).
  [core]
  Control Room (C10 computer, comm/sensor
  11, and 20 control stations).*
  Rear Hull
  System
  [1-2]
  Nanocomposite Armor (total dDR 200).
  [2-3!]
  Stardrive Engines (FTL-1 each).*
  [5-6]
  Fusion Torch Engines (0.5G acceleration
  each).*
  [core]
  Fusion Reactor (two Power Points).*
  * 10 workspaces per system.
  Spin gravity provides 0.5G. Typical crew is 10 bridge per-
  sonnel (including captain, executive officer, pilot, engineering
  officer, navigator, sensor operator, tactical officer, and two
  communication officers), 120 technicians, four medics, and 13
  gunners. A second shift might include 200 small-craft crew and
  a few companies of troops for boarding operations or com-
  mando raids.
  Rear Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR
  100).
  [2-3]
  Fusion Torch (0.5G acceleration each).*
  [4-5!]
  Stardrive Engines (FTL-1 each).*
  [6!]
  Tertiary Battery (30 turrets with 300 MJ rapid
  fire improved lasers).*
  [core]
  Fusion Reactor (two Power Points).*
  * 30 workspaces per system.
  It has spin gravity (0.7G).
  Typical crew is 10 bridge operators (captain, executive
  officer, pilot, engineering officer, navigator, sensor operator,
  three communication officers, and a flight operations offi-
  cer), 30 gunners, 390 technicians, and 10 medics, plus crew
  for small craft carried aboard. Multiple shifts are carried, as
  is a company-sized or larger unit of space marines or other
  combat troops.
  SHIPS AND MECHA
  20
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (HIGH-PERFORMANCE SPACECRAFT)
  10^
  Alliance-class
  500
  -3/5
  13
  1G/60 mps
  300,000
  32,220
  +13 3,600ASV
  150/100/100
  2¥
  $31.126B
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (LOW-PERFORMANCE SPACECRAFT)
  10^
  Thor-class
  300
  -2/5
  13
  1G/30 mps
  100,000
  10,122
  +12
  1,220ASV
  200
  2¥
  $11.6B
  Other Vessels as Carriers
  Fighters and other small craft are often carried in
  the hangar decks of cruisers, battleships, monitors,
  and military space stations.
  
  GOD OF WAR-CLASS FLEET
  CARRIER (TL11^)
  Using a 1,000,000-ton (SM +14) unstreamlined hull that is
  1,500 feet long, these gigantic warships are suitable for both
  ship-to-ship combat and mother-ship operations. They have
  mixed beam and missile armaments. Offensive action is facil-
  itated by excellent frontal armor backed up by a force screen.
  The sizable hangar capacity and excess habitat space for
  troops means a single God of War vessel can perform power-
  projection tasks such as space invasions without supporting
  ships. When used in this fashion, the rear hangar bay carries
  landing craft and ground vehicles while the forward bays
  deploy fighters, rider ships, or space combat mecha.
  Front Hull
  System
  [1]
  Nanocomposite Armor (dDR 200).
  [2]
  Diamondoid Armor (dDR 300).
  [3]
  Tactical Array (comm/sensor 16).*
  [4-5]
  Hangar Bays (30,000 tons capacity each).*
  [6!]
  Major Battery (300 GJ X-ray laser).*
  [core]
  Control Room (C12 computer, comm/sensor
  14, and 40 control stations).*
  Central Hull
  System
  [1]
  Nanocomposite Armor (dDR 200).
  [2]
  Habitat (250 luxury cabins and 2,000 cabins 
  with total life support, 100-bed hospital 
  sickbay, two briefing rooms, 20 minifac 
  fabricators, gym, 10 cells, and 4,330 tons
  cargo).*
  [3!]
  Secondary Battery (10 turrets with 30GJ X-
  ray lasers).*
  Central Hull
  System
  [4!]
  Heavy Force Screen (dDR 700, or dDR 1,400
  with two Power Points).*
  [5-6!]
  Stardrive Engines (FTL-1 each).*
  Rear Hull
  System
  [1]
  Nanocomposite Armor (dDR 200).
  [2-3!]
  Super Reactionless Engines (50G each).*
  [4]
  Defensive ECM*
  [5]
  Secondary Battery (10 turrets with 64cm
  missile launchers).*
  [6]
  Hangar Bay (30,000 tons capacity).*
  [core]
  Super Fusion Reactor (four Power Points).*
  * 100 workspaces per system.
  The carrier has artificial gravity, a stealth hull, and gravitic
  compensators.
  Typical crew is 10 bridge operators (including captain, exec-
  utive officer, pilot, engineering officer, navigator, sensor opera-
  tor, communication officer, and tactical officer), 1,600
  technicians, 10 medics, plus any small-craft crew. Multiple
  crew shifts provide redundancy. It can also carry a force of sev-
  eral hundred troops.
  SHIPS AND MECHA
  21
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL11 (HIGH-PERFORMANCE SPACECRAFT)
  11^
  God of War-class
  700
  -1/5
  13
  100G/c
  1,000,000
  94,784
  +14 4,540ASV
  500/200/200*
  2¥
  $180.51B
  * Add dDR 700 (dDR 1,400 if using two Power Points) if force screen is powered up.
  Top air speed is 2,500 mph.
  CONTINENT-CLASS
  SUPER CARRIER (TL11^)
  Built on a 3,000,000-ton (SM +15) unstreamlined hull 2,000
  feet long, this armored city in space is large enough to contain
  an entire village inside one hangar bay. Its total hangar capac-
  ity is 500,000 tons, enabling it to deploy 5,000 heavy fighters!
  In addition to myriad small craft, it is fast and well protected,
  with tough armor augmented by a force screen and dozens of
  high-power laser turrets.
  Front Hull
  System
  [1-2]
  Nanocomposite Armor (total dDR 600).
  [3]
  Tactical Array (comm/sensor 17).*
  [4-5]
  Hangar Bays (100,000 tons capacity each).*
  [6!]
  Heavy Force Screen (dDR 1,000, or dDR
  2,000 with two Power Points).*
  Central Hull
  System
  [1]
  Nanocomposite Armor (dDR 300).
  [2]
  Habitat (20 luxury cabins, 3,000 cabins, and 
  3,000 bunkrooms with total life support, 
  300-bed hospital sickbay, four briefing 
  rooms, 30 fabricator minifacs, five gyms, 
  two ops centers, 10 cells, six labs, and 
  37,670 tons cargo).*
  [3-5]
  Hangar Bays (100,000 tons capacity each).*
  [6!]
  Tertiary Battery (20 turrets with 3 GJ
  improved rapid fire UV lasers, and 10
  turrets with 30 GJ tractor beams).*
  [core]
  Control Room (C12 computer, comm/sensor
  15, and 60 control stations).*
  Rear Hull
  System
  [1]
  Nanocomposite Armor (dDR 300).
  [2!]
  Super Reactionless Engines (50G).*
  We must meet this threat with our
  courage, our valor, indeed with our very lives
  to ensure that human civilization, not insect,
  dominates this galaxy now and always! 
  – Sky Marshal Dienes, 
  Starship Troopers
  
  Rear Hull
  System
  [3-6!]
  Stardrive Engines (FTL-1 each).*
  [core]
  Super Fusion Reactor (four Power Points).*
  * 300 workspaces per system.
  It has artificial gravity and gravitic compensators.
  Typical crew is 10 bridge operators (the captain, executive
  officer, pilot, engineering officer, navigator, sensor operator,
  two communication officers, and two tactical officers), 4,800
  technicians, and 30 medics. Two shifts of space crew are car-
  ried plus small-craft crew, who number 4,000 to 8,000 more. A
  company-sized or larger body of troops may be assigned to it.
  SHIPS AND MECHA
  22
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL11 (HIGH-PERFORMANCE SPACECRAFT)
  11^
  Continent-class
  1,000
  -2/5
  13
  50G/c
  3,000,000
  539,478 +15 18,080ASV 600/300/300*
  4¥
  $511.521B
  * Add dDR 1,000 (dDR 2,000 if using two Power Points) if force screen is powered up.
  Top air speed is 1,800 mph.
  GRAPPLER SHIPS AND
  BOARDING CRAFT
  Space battles may be fought at distances of hundreds or
  thousands of miles but once an enemy ship has surrendered or
  been crippled, securing the prize requires a boarding party to
  take control. The easiest method is to physically dock with a
  vessel or, if it’s small enough, take it inside a hangar bay, but
  this approach carries several risks.
  There is a chance of coming under fire at zero range (if the
  enemy still has functional weapons) and counterattack by
  opposing parties . . . and the even worse possibility of a cata-
  strophic self-destruction that consumes both ships. Space cap-
  tains prefer not to dock their ships with a vessel unless they
  have strong reason to believe no such suicidal technique is
  likely. Examples of situations where it’s safe to dock include a
  routine inspection of a merchant ship or the interception of a
  diplomatic yacht carrying an important dignitary.
  The recommended doctrine in these cases is to stand off at
  a distance of several miles and dispatch a space-suited board-
  ing party equipped with thruster packs or, for more speed and
  greater safety, a team in a smaller vessel. Any shuttle or ship’s
  boat can be pressed into service, but warships and pirates who
  expect to carry out boarding operations carry specialized,
  heavily-armored assault craft.
  Boarding craft are tough, ugly, and small enough to be
  expendable. They carry a squad- to platoon-sized boarding
  party; large assaults may involve a swarm of such vessels. Their
  drives are designed for high acceleration (for quick approaches
  or getaways) at the expense of delta-V or range (since they
  don’t need to cross vast distances of space). The target’s air-
  locks or hangar bays may be damaged, guarded, or booby-
  trapped, so prudent boarders use explosives, cutting tools,
  lasers, or plasma beams built into the craft, to blast or cut their
  way inside. Most boarding craft have external clamps to attach
  themselves to the vessel they assault, and some have robot
  arms to force their way into the target.
  Military boarding craft are sometimes owned and operated
  directly by space marines (or mercenaries) rather than by
  naval personnel, while enlisted men command them (a non-
  commissioned or petty officer, Rank 2-3).
  Grappler ships are a cinematic alternative. Significantly
  larger and longer-ranged than most boarding craft, they’re
  favored by pirates and paramilitary patrol forces and used as
  search-and-rescue craft (p. 18). Multiple, powerful robotic
  arms grab hold of and force their way into large vessels, or
  physically capture smaller vehicles. Some are even designed to
  wrestle with enemy spacecraft in close combat! Grappler ships
  are rarely used if tractor beam technology is available.
  AHAB-CLASS BOARDING
  CUTTER (TL9)
  This is a small, tough boarding ship. It’s designed to be
  rugged, inexpensive, and relatively easy to replace. It has no
  weapons but its arm can use cutting tools to force entry into
  another vessel. It has room for its command crew and eight
  troops (or pirates). It uses a 30-ton unstreamlined hull (SM
  +5), and is 30 feet long.
  Front Hull
  System
  [1-4]
  Metallic Laminate Armor (total dDR 12).
  [5]
  External Clamp.
  [6]
  Robot Arm.
  [core]
  Control Room (C4 computer, comm/sensor 3,
  and one control station).
  Central Hull
  System
  [1-2]
  Metallic Laminate Armor (total dDR 6).
  [3]
  Cargo Hold (1.5 tons).
  [4-6, core]
  Passenger Seating (two seats each).
  Rear Hull
  System
  [1-3]
  Metallic Laminate Armor (total dDR 9).
  [4-5]
  Fuel Tanks (1.5 tons rocket fuel providing
  0.15 mps delta-V each).
  [6]
  Chemical Rocket Engine (3G acceleration).
  Typical crew is a single pilot.
  It has a stealth hull.
  
  CORVUS ASSAULT
  BOAT (TL11^)
  This is a lightly armed and well-armored small craft
  intended to close and force entry, transporting a platoon of
  space marines or other combat personnel. It is built to resist
  small arms and (maybe) minor defensive weapons, at least
  from the front. It uses a 60’-long, 100-ton unstreamlined hull
  (SM +6).
  Front Hull
  System
  [1-3]
  Advanced Metallic Laminate Armor (total
  dDR 21).
  [4!]
  Major Battery (fixed mount 30 MJ plasma
  beam).
  [5]
  External Clamp.
  Front Hull
  System
  [6]
  Defensive ECM.
  [core]
  Control Room (C8 computer, comm/sensor 6,
  and two control stations).
  Central Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR 7).
  [2-6]
  Passenger Seats (six seats each).
  Rear Hull
  System
  [1-2]
  Advanced Metallic Laminate Armor (total
  dDR 14).
  [3-4]
  Passenger Seats (six seats each).
  [5!]
  Hot Reactionless Drive (2G).
  [6]
  Cargo Hold (five tons).
  [core]
  MHD Turbine (two Power Points).
  It has a stealth hull. Typical crew is a pilot and a gunner.
  SHIPS AND MECHA
  23
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL11 (HIGH-PERFORMANCE SPACECRAFT)
  11^
  Corvus
  30
  0/4
  12
  2G/c*
  100
  9.4
  +6
  2+42SV
  21/7/14
  0
  $3.92M
  * Actual speed limited by MHD turbine endurance.
  Top air speed is 350 mph.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL9 (AEROSPACE)
  9
  Ahab-class
  20
  0/4
  12
  3G/0.3 mps
  30
  2.4
  +5
  1+8SV
  12/6/9
  0
  $0.953M
  Top air speed is 430 mph.
  SAMSON-CLASS
  GRAPPLER SHIP (TL9)
  This heavily armored close-combat craft is essentially a
  space mecha with four arms and no legs. It is designed for
  combat engineering and military salvage tasks, such as forcing
  its way into an enemy space station or capturing orbital satel-
  lites. It has a small hangar bay for delivering battlesuited
  troopers during boarding actions or picking up small capsules
  or captured satellites. It uses an unstreamlined hull massing
  100 tons (SM +6), and is 60 feet long.
  Front Hull
  System
  [1-2]
  Advanced Metallic Laminate Armor (total
  dDR 14).
  [3-4]
  Robot Arms.
  [5]
  Control Room (C5 computer, comm/sensor 4,
  and two control stations).
  [6!]
  Major Battery (fixed mount with 30 MJ laser).
  Central Hull
  System
  [1-2]
  Advanced Metallic Laminate Armor (total
  dDR 14).
  [3-4]
  Robot Arms.
  [5]
  Fuel Tank (five tons HEDM rocket fuel with
  0.5 mps delta-V).
  [6]
  Hangar Bay (three tons capacity).
  [core]
  Fuel Cell (one Power Point, 12 hours
  endurance).
  Rear Hull
  System
  [1-2]
  Advanced Metallic Laminate Armor (total
  dDR 14).
  [3-5]
  Fuel Tanks (five tons HEDM rocket fuel with
  0.5 mps delta-V each).
  [6]
  HEDM Chemical Rocket Engine (2G
  acceleration).
  The crew consists of a pilot and co-pilot (in charge of the
  arms and weapons).
  Summary execution is the usual punishment for boarding a Federation ship without
  authority. What are you doing on my ship?
  – Del Tarrant, Blake’s 7 #3.1
  
  BEOWULF-CLASS
  GRAPPLER SHIP (TL10^)
  A frigate-sized vessel equipped with two folding arms for
  close combat, it is built on a 1,000-ton (SM +8) streamlined
  hull, and is 150 feet long.
  Front Hull
  System
  [1-2]
  Nanocomposite Armor (total dDR 30).
  [3!]
  Medium Battery (three fixed mount 100 MJ
  improved lasers).
  [4-5]
  Medium Batteries (three fixed mount 28cm
  missile launchers each).
  [6]
  Tactical Array (comm/sensor 9).
  [core]
  Control Room (C8 computer, comm/sensor 7,
  and four control stations).
  Central Hull
  System
  [1]
  Nanocomposite Armor (dDR 15).
  [2-3]
  Robot Arms.
  [4]
  Hangar Bay (30 tons capacity).
  [5]
  Habitat (four cabins, one-bed automed
  sickbay, and five tons cargo).
  [6!]
  Stardrive Engine (FTL-1).
  Rear Hull
  System
  [1]
  Nanocomposite (dDR 15).
  [2-3]
  Fuel Tanks (50 tons hydrogen with 15 mps
  delta-V each).
  [4-5]
  Fusion Torch Engine (0.5G acceleration
  each).
  Rear Hull
  System
  [6]
  Engine Room (one control station).
  [core]
  Fusion Reactor (two Power Points).
  Typical crew is four bridge members (pilot, captain, 
  navigator/gunner, engineering officer) and an engine-room
  mechanic. Some boarding specialists may also be carried.
  SHIPS AND MECHA
  24
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL9 (HIGH-PERFORMANCE SPACECRAFT)
  9
  Samson-class
  30
  0/4
  12
  2G/2 mps
  100
  3.2
  +6
  2SV
  14
  0
  $6.48M
  Top air speed is 350 mph.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (HIGH-PERFORMANCE SPACECRAFT)
  10^
  Beowulf-class
  70
  -1/5
  13
  1G/30 mps
  1,000
  35.8
  +8
  8ASV
  30/15/15
  1¥
  $132.1M
  Top air speed is 2,500 mph.
  LIGHT CARRIERS
  These are small carriers no larger than cruisers, some only
  the size of frigates. These are built instead of big fleet carriers
  (pp. 18-22) to save money or construction time. They also pro-
  vide greater flexibility for tasks where deploying a small
  squadron of fighters is helpful but hundreds are overkill. Such
  missions include raiding and convoy escort (light carriers are
  often referred to as “escort carriers” or “strike carriers”), or
  transporting aerospace fighters to provide air cover for a small
  invasion force. They are rarely assigned solo missions, but a
  carrier may be the command vessel of a small frigate or cruiser
  task force. Light carrier captains are Rank 4-6.
  MITHRA-CLASS LIGHT
  CARRIER (TL9)
  This mother ship relies on magnetic sails for interplanetary
  cruising and solar panels for power. This gives it excellent
  endurance and decent velocity for a TL9 vessel, though at the
  price of only minimal thrust and little ability to defend itself if
  foes get past its fighter screen. It is too vulnerable for a war-
  ship, but a carrier may hope to keep opponents at a distance.
  
  Its glacial acceleration takes a long time to boost to cruising
  speed or even maneuver out of port (though it might use small
  craft as tugs).
  The reaction mass in its tanks is for its fighters, and varies
  depending on which types are carried. At 1,000 tons (SM +8)
  and 140 feet long (excluding its sail), it is small for a carrier but
  still moves 150 tons of fighters or other craft, plus the fuel
  tanks to supply them. It operates between deep space ports
  such as high-orbit stations or asteroid bases.
  Front Hull
  System
  [1]
  Metallic Laminate Armor (dDR 10).
  [2-4]
  Hangar Bays (30 tons capacity each).
  [5]
  Fuel Tank (50 tons of reaction mass).
  [6]
  Tactical Array (comm/sensor 8).
  [core]
  Control Room (C6 computer, comm/sensor 6,
  and four control stations).
  Central Hull
  System
  [1]
  Metallic Laminate Armor (dDR 10).
  [2-4]
  Magsails (0.001G acceleration each).
  [5!]
  Secondary Battery (turret with four 3 MJ
  rapid fire lasers, and 30 tons cargo).
  Central Hull
  System
  [6]
  Engine Room (one workspace).
  [core]
  Habitat (six bunk rooms).
  Rear Hull
  System
  [1]
  Metallic Laminate Armor (dDR 10).
  [2-3]
  Hangar Bays (30 tons capacity each).
  [4]
  Fuel Tank (50 tons reaction mass).
  [5]
  Habitat (one cabin, four-bed automed
  sickbay, and fabricator minifac).
  [6]
  Solar Panel Array (one Power Point).
  It has spin gravity (0.1G).
  Typical bridge crew is a captain,
  pilot, tactical officer, a navigator/sensor
  operator, and a communications offi-
  cer. The vessel also has a mechanic
  (“rigger”), a second mechanic for the
  small craft, two gunners, and the small-
  craft crews (often five pilots). If it car-
  ries drop ships or boarding craft, it
  may also carry a squad of space
  marines or other troops.
  SHIPS AND MECHA
  25
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL9 (LOW-PERFORMANCE SPACECRAFT)
  9
  Mithra-class
  70
  -4/5
  13
  0.003G
  1,000
  182.6
  +8
  26ASV
  10/10/10
  0
  $56.8M
  INFERNO-CLASS STRIKE
  CARRIER (TL10)
  This interplanetary warship is propelled by fusion rocket
  engines. Since these have low acceleration, it also carries multi-
  ple fast fighters in bays fore and aft, for close combat. Its 10,000-
  ton (SM +10) unstreamlined hull is 300 feet long; the forward
  section is devoted to hangar bays and weaponry, while the cen-
  tral hull spins to provide gravity for crew comfort. The rear
  houses engines and an extra hangar bay. It has decent armor but
  light arms, relying on its squadron for defense, and though
  acceleration is modest it can reach high interplanetary speeds.
  Front Hull
  System
  [1-2]
  Advanced Metallic Laminate Armor (total
  dDR 60).
  [3-5]
  Hangar Bays (300 tons capacity each).*
  [6]
  Tactical Array (comm/sensor 11).*
  [core]
  Control Room (C9 computer, comm/sensor 9,
  and 10 control stations).*
  Central Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR 30).
  [2!]
  Secondary Battery (10 turrets with 300 MJ
  improved lasers).*
  [3]
  Habitat (20 cabins, 20 bunkrooms, 10-bed
  sickbay, and 50 tons cargo).*
  Central Hull
  System
  [4]
  Fuel Tank (500 tons hydrogen with 60 mps
  delta-V).
  [5-6]
  Hangar Bays (300 tons capacity each).*
  Rear Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR 30).
  [2-4]
  Fuel Tanks (500 tons hydrogen with 60 mps
  delta-V each).
  [5-6]
  Fusion Rocket Engines (0.005G acceleration
  each).*
  [core]
  Fusion Reactor (two Power Points).*
  * One workspace per system.
  It has spin gravity (0.2G).
  Typical crew is five bridge operators (captain, pilot, engi-
  neering officer, navigator/sensor operator, and tactical officer),
  10 gunners, 12 technicians, a doctor, and the small-craft crew.
  Two crew shifts are carried. It also carries a few squads and
  their officers for security and boarding.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (LOW-PERFORMANCE SPACECRAFT)
  10
  Inferno-class
  150
  -4/5
  13
  0.01G/240 mps
  10,000
  1,562
  +10
  120ASV
  60/30/30
  0
  $588M
  A warship for transporting fast
  fighters to other planets in a solar system.
  
  NEBULA-CLASS LIGHT
  CARRIER (TL10^)
  This is a very small, streamlined carrier starship designed
  for both space and atmospheric combat. Built on a 3,000-ton
  (SM +9) hull, this 300-foot-long vessel is intended for assaults
  on planets and large space colonies. Weaponry is optimized for
  close-range combat and anti-missile or anti-fighter defense. Its
  torch drives give it sufficient thrust and delta-V to land on a
  planet and to maneuver using fusion ram-rocket engines.
  Front Hull
  System
  [1-2]
  Advanced Metallic Laminate Armor (total
  dDR 30).
  [3]
  Habitat (eight cabins, eight bunkrooms, and
  four-bed sickbay).
  [4-6]
  Hangar Bays (100 tons capacity each).
  [core]
  Control Room (C8 computer, comm/sensor 8,
  and six control stations).
  Central Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR 15).
  [2]
  Tactical Array (comm/sensor 10).
  [3!]
  Secondary Battery (10 turrets with 10 MJ
  rapid fire improved lasers).
  [4]
  Hangar Bay (100 tons capacity).
  [5]
  Engine Room (two workspaces).
  [6!]
  Stardrive Engine (FTL-1).
  Rear Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR 15).
  [2-4]
  Fuel Tanks (150 tons hydrogen with 7.5 mps
  delta-V each).
  [5-6]
  High-Thrust Fusion Torch Engines (ram
  rockets, 1G acceleration each).
  [core]
  Fission Reactor (one Power Point).
  Typical crew is five bridge officers (pilot, captain, naviga-
  tor, communications operator, engineering officer), two gun-
  ners, two technicians, and the small-craft pilots (with any
  techs they require).
  SHIPS AND MECHA
  26
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (HIGH-PERFORMANCE SPACECRAFT)
  10^
  Nebula-class
  100
  -1/5
  13
  2G/22.5 mps
  3,000
  404.8
  +9
  48ASV
  30/15/15
  1¥
  $723.2M
  Top air speed is 3,500 mph.
  TAROT-CLASS LIGHT
  CARRIER (TL11^)
  This is a far-ranging interstellar carrier for transporting
  fighters and other small craft. It uses a 30,000-ton (SM +11)
  unstreamlined hull 400 feet long. It relies on its onboard
  squadrons for both striking and protection – backed up by
  decent armor, its force screen, and two batteries of beam
  weapons for self-defense. The Tarot-class carries 4,000 tons of
  small craft in its four hangar bays. An unusual choice is the
  provision of onboard manufacturing capability, freeing it from
  the need to return to base to repair itself or its fighters (as long
  as the fabricator is undamaged). This makes the Tarot-class
  especially useful for lengthy armed-exploration missions of
  hostile space or long-term operations behind enemy lines.
  Front Hull
  System
  [1]
  Nanocomposite Armor (dDR 70).
  [2!]
  Light Force Screen (dDR 200).*
  [3]
  Tactical Array (comm/sensor 13).*
  [4-5]
  Hangar Bays (1,000 tons capacity each).*
  [6!]
  Fabricator ($1.5M/hour production
  capacity).*
  Central Hull
  System
  [1]
  Nanocomposite Armor (dDR 70).
  [2-3!]
  Secondary Batteries (10 turrets with 1 GJ
  improved UV laser each).*
  [4]
  Habitat (50 cabins and 25 bunkrooms with
  total life support, 20-bed sickbay, and 150
  tons cargo).*
  [5-6]
  Hangar Bays (1,000 tons capacity each).*
  [core]
  Control Room (C10 computer, comm/sensor
  11, and 15 control stations).*
  Rear Hull
  System
  [1]
  Nanocomposite Armor (dDR 70).
  [2-3!]
  Super Reactionless Engines (50G each).*
  [4-6!]
  Stardrive Engines (FTL-1 each).*
  [core]
  Super Fusion Reactor (four Power Points).*
  * Three workspaces per system.
  It has artificial gravity and gravitic compensators.
  Typical crew is 10 bridge operators (including captain, exec-
  utive officer, pilot, engineering officer, navigator, sensor opera-
  tor, communication officer, and carrier operations officer), 20
  gunners, 51 technicians, and one medic, plus small-craft pilots
  and flight crews. Multiple crew shifts are carried.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL11 (HIGH-PERFORMANCE SPACECRAFT)
  11^
  Tarot-class
  200
  0/5
  14
  100G/c
  30,000
  4,170
  +11
  200ASV
  70*
  3¥
  $5.512B
  * Add dDR 200 if force screen is powered up.
  
  These are piloted, anthropomorphic “giant robots” like
  those appearing in Japanese mecha anime shows. Despite
  having arms and legs, many are built for space battles and
  can be thought of as space fighters with an auxiliary ground-
  combat mode. Some are fairly hard SF designs with reaction
  engines and realistic weaponry, while others have exotic
  technology like stardrives and force fields. Most space-com-
  bat mecha are controlled by one or two pilots and mass 30 to
  300 tons. Spaceworthy designs are rarely built if reactionless
  drives or other gravity-control technology is in common use,
  since if it is available “walking tanks” are superseded by
  “grav tanks.”
  SPARTAN SPACE-ASSAULT
  MECHA (TL9)
  This is a 30-foot-tall humanoid spacecraft. Equipped with
  powerful but short-ranged weapons, it is designed for assaulting
  lunar bases or the interiors of giant space stations, where an
  attacker may need to transition from space to land combat in
  a matter of moments! Its limited reaction mass forces it to
  operate from a mother ship or base. It can’t achieve orbit from
  an Earth-sized planet, but has enough thrust to take off from a
  small moon or asteroid. It is built using a 30-ton (SM +5)
  unstreamlined hull.
  Front Hull
  System
  [1-4]
  Advanced Metallic Laminate Armor (total
  dDR 20).
  [5]
  Defensive ECM.
  [6]
  Major Battery (fixed mount with 2.5cm very
  rapid fire conventional gun).
  Central Hull
  System
  [1-2]
  Advanced Metallic Laminate Armor (total
  dDR 10).
  [3-4]
  Robot Arms.
  [5!]
  Major Battery (turret with 1 MJ rapid fire
  laser).
  [6]
  Fuel Tank (1.5 tons chemical rocket fuel with
  0.15 mps delta-V).
  [core]
  Control Room (C4 computer, comm/sensor 3,
  and one control station).
  Rear Hull
  System
  [1-2]
  Advanced Metallic Laminate Armor (total
  dDR 10).
  [3]
  Chemical Rocket Engine (3G acceleration).
  [4-5!]
  Robot Legs (Move 10; requires only one
  Power Point for both legs).
  [6]
  Fuel Tank (1.5 tons chemical rocket fuel with
  0.15 mps delta-V).
  [core]
  MHD Power Plant (two Power Points).
  Typical crew is a single pilot.
  SHIPS AND MECHA
  27
  SPACE MECHA
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL9 (HIGH-PERFORMANCE SPACECRAFT)
  9
  Spartan
  20
  0/4
  12
  3G/0.3 mps
  30
  0.1
  +5
  1SV
  20/10/10
  0
  $2.45M
  Top air speed is 430 mph. On the ground, it has Move 10 and Hnd/SR +3/3.
  HADES BATTLE
  MECHA (TL9^)
  This is a typical space-combat mecha for inexpensive mass
  production. It is humanoid, standing 60 feet tall. It is equipped
  with fission rocket thrusters for space maneuverability, two legs
  for ground movement, and a soft-landing system that lets it
  drop from orbit. It uses a 100-ton (SM +6) unstreamlined hull.
  Front Hull
  System
  [1-3]
  Hardened Advanced Metallic Laminate
  Armor (total dDR 21).
  Front Hull
  System
  [4!]
  Major Battery (fixed mount with 6cm rapid
  fire electromagnetic gun).
  [5]
  Secondary Battery (10 fixed mount 16cm
  missile launchers).
  [6]
  Soft Landing System.
  [core]
  Control Room (C5 computer, comm/sensor 4,
  and only one control station).
  Central Hull
  System
  [1-2]
  Hardened Advanced Metallic Laminate
  Armor (total dDR 14).
  [3-4]
  Robot Arms.
  
  Central Hull
  System
  [5]
  Major Battery (turret mount with 3cm very
  rapid fire conventional gun).
  [6]
  Fuel Tank (five tons uranium saltwater with
  2.5 mps delta-V).
  Rear Hull
  System
  [1-2]
  Hardened Advanced Metallic Laminate
  Armor (total dDR 14).
  Rear Hull
  System
  [3]
  Nuclear Saltwater Rocket Engine (2G
  acceleration).
  [4-5!]
  Robot Legs (Move 10; requires only one
  Power Point for both legs).
  [6]
  Defensive ECM.
  [core]
  MHD Turbine (two Power Points, six hours
  endurance).
  Typical crew is a single pilot.
  SHIPS AND MECHA
  28
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL9 (HIGH-PERFORMANCE SPACECRAFT)
  9^
  Hades
  30
  0/4
  12
  2G/2.5 mps
  100
  0.1
  +6
  1SV
  21/14/14*
  0
  $10.48M
  * Hardened.
  Top air speed is 350 mph. On the ground, it has Move 10 and Hnd/SR +2/3.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (HIGH-PERFORMANCE SPACECRAFT)
  10^
  Black Knight
  30
  0/4
  12
  3G/10 mps
  100
  0.1
  +6
  1SV
  30/20/20*
  0
  $18.76M
  * Hardened.
  Top air speed is 430 mph. On the ground, it has Move 10 and Hnd/SR +2/3.
  ARIEL TRANSFORMABLE
  FIGHTER (TL10^)
  This is a large, capable, transformable fighter spacecraft,
  manufactured using limited superscience technology. Its super
  fusion torch drives give it enough delta-V and thrust to achieve
  orbit from an Earth-sized world and perform high-speed 
  pursuit or interception. The Ariel uses a 30-ton (SM +5) stream-
  lined hull, and is 50 feet long.
  Front Hull
  System
  [1-3]
  Hardened Nanocomposite Armor (total dDR
  15).
  [4]
  Tactical Array (comm/sensor 6).
  [5-6!]
  Major Batteries (fixed mount 10 MJ UV laser
  each).
  BLACK KNIGHT SPACE
  MECHA (TL10^)
  This is an expensive space battle mecha – an ace pilot is
  equipped with one of these, giving him an impressive kill ratio
  against opponents who use lower-TL designs! Its fusion torch
  engines give it exceptional mobility for a mecha. It uses a 100-
  ton (SM +6) unstreamlined hull, and is 60 feet long.
  Front Hull
  System
  [1-3]
  Hardened Nanocomposite Armor (total dDR
  30).
  [4!]
  Major Battery (fixed mount with 30 MJ
  particle beam).
  [5]
  Defensive ECM.
  [6]
  Fuel Tank (five tons water with 5 mps 
  delta-V).
  Central Hull
  System
  [1-2]
  Hardened Nanocomposite Armor (total dDR
  20).
  Central Hull
  System
  [3-4]
  Robot Arms.
  [5]
  Major Battery (turret mount with 3cm very
  rapid fire conventional gun).
  [6]
  Fuel Tank (five tons water with 5 mps 
  delta-V).
  [core]
  Control Room (C7 computer, comm/sensor 5,
  and only one control station).
  Rear Hull
  System
  [1-2]
  Hardened Nanocomposite Armor (total dDR
  20).
  [3-4]
  Fusion Torch Engines (with water, 1.5G
  acceleration each).
  [5-6!]
  Robot Legs (Move 10; requires only one
  Power Point for both legs).
  [core]
  Fusion Reactor (two Power Points).
  It has a dynamic chameleon hull. Typical crew is a single
  pilot.
  
  Central Hull
  System
  [1]
  Hardened Nanocomposite Armor (dDR 5).
  [2-3]
  Reconfigurable System (Robot Arms to 
  Medium Batteries with three fixed mount
  16cm missile launchers each).
  [4]
  Control Room (C6 computer, comm/sensor 4,
  and one control station).
  [5-6, core]
  Fuel Tanks (1.5 tons hydrogen with 7.5 mps
  delta-V each).
  Rear Hull
  System
  [1]
  Hardened Nanocomposite Armor (dDR 5).
  [2-3!]
  Reconfigurable System (Robot Legs, Move
  10,* to High-Thrust Fusion Torches, 1G
  each).
  Rear Hull
  System
  [4-5]
  High-Thrust Fusion Torches (1G acceleration
  each).
  [6]
  Defensive ECM.
  [core]
  Fusion Reactor (two Power Points).
  * Only one Power
  Point needed for both
  legs.
  It is winged and
  has emergency ejec-
  tion. Typical crew is a
  single pilot.
  SHIPS AND MECHA
  29
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL11 (HIGH-PERFORMANCE SPACECRAFT)
  10^
  Ariel
  20
  0/4
  12
  4G/22.5 mps*
  30
  0.1
  +5
  1SV
  15/5/5†
  0
  $10.04M
  * Acceleration assumes legs are configured as engines; 2G otherwise.
  † Hardened.
  Top air speed is 5,000 mph with legs configured as engines, 3,500 mph otherwise. Hnd/SR is +4/5 in atmosphere. On the ground,
  it has Move 10 and Hnd/SR +2/2.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL12 (HIGH-PERFORMANCE SPACECRAFT)
  12^
  Galaxy Striker
  50
  +1/5
  12
  200G/5,000 mps 300
  0.2
  +7
  2SV
  90/60/30*
  0
  $160.25M
  * Add dDR 70 (dDR 140 if using two Power Points) if force screen is powered up.
  Top air speed is 3,500 mph. On the ground, it has Move 10 and Hnd/SR +1/3.
  GALAXY STRIKER SUPER
  MECHA (TL12^)
  This is a powerful and versatile humanoid mecha with a
  potent mix of offensive and defensive weaponry, and a few
  superscience gadgets such as a tough force screen. Its teleport
  projector beams the pilot and gunner directly into the cockpit
  and is useful for emergency escapes if all else fails! The Galaxy
  Striker has a 300-ton (SM +7) unstreamlined hull, standing 100
  feet tall.
  Front Hull
  System
  [1-3]
  Exotic Laminate Armor (total dDR 90).
  [4]
  Defensive ECM.
  [5!]
  Major Battery (fixed mount with 100 MJ
  conversion beam).
  Front Hull
  System
  [6!]
  Major Battery (turret with 10 MJ improved
  rapid fire antiparticle beam).
  Central Hull
  System
  [1-2]
  Exotic Laminate (total dDR 60).
  [3-4]
  Robot Arms.
  [5!]
  Heavy Force Screen (dDR 70, or dDR 140
  with two Power Points).
  [6]
  Habitat (two teleport projectors).
  [core]
  Control Room (C9 computer, comm/sensor 8,
  and only two control stations).
  Rear Hull
  System
  [1]
  Exotic Laminate (dDR 30).
  [2-3]
  High-Thrust Super Conversion Torch Engines
  (100G acceleration each).
  [4]
  Fuel Tank (15 tons of hydrogen with 5,000
  mps delta-V).
  [5-6!]
  Robot Legs (Move 10).*
  [core]
  Total Conversion Reactor (five Power Points).
  * Only one power point needed for both legs.
  It is equipped with gravitic compensators. It is operated by
  a pilot and gunner/co-pilot.
  Activate Super-Duper-Mecha-
  Ultra-Assault Mode.
  – Rikku, Final Fantasy X-2
  
  CINEMATIC ACTION
  30
  These rules are intended to give the feel of space opera.
  They are modular, allowing GMs to decide which are used in
  the campaign, and they aren’t just for fighters. They may be
  used for any spacecraft.
  Although intended for cinematic play, many of these rules
  can be used in realistic games if the GM believes they are a
  good fit. In particular Cockpit Multitasking, Relative Target Size,
  Improvised Weapons, Fuel and Ammunition Transfer, and Crash
  Landings in Hangar Bays are suitable for any situations.
  A few are noted as usable only in the basic space-combat
  system in GURPS Spaceships. Otherwise, rules that require
  modification for hex-based tactical combat (see GURPS
  Spaceships 3: Warships and Space Pirates) have extra
  Tactical Combat notes.
  CHAPTER TWO
  CINEMATIC
  ACTION
  CINEMATIC PILOTING
  These feats let pilots pull off stunts. If the GM wishes to give
  players an advantage, restrict them to the PCs and perhaps a
  few major NPCs.
  CLOSING STRATEGY:
  REVERSAL
  This is an alternative closing strategy (GURPS Spaceships,
  p. 51) that lets you turn a foe’s advantage against him, e.g., by
  looping up, around, and behind him, or suddenly decelerating
  so he overshoots in front of you.
  You can only use this strategy against a target you’re not
  engaged with, and which, on its last turn, was Closing on your
  vessel, and achieved an attack vector or collision course against
  you. You can’t attempt a Reversal against a foe who success-
  fully used the defensive tactics Space Tactics task against your
  vessel this turn.
  Resolve this as a normal Closing maneuver, except you use
  your opponent’s Acceleration Bonus or your own, whichever is
  better. (Choosing a high Acceleration Bonus isn’t useful for this
  maneuver but is helpful should foes attempt maneuvers
  against you on their upcoming turns.) You take a -2 penalty
  when performing a Reversal (it’s a tricky maneuver); you suf-
  fer a further -2 if you already used it vs. this target (or a foe in
  formation with it) during this battle.
  If you succeed you must opt to be advantaged, and if you
  succeed by 10+, you must combine advantaged with an attack
  vector.
  Tactical Combat: Not usable.
  HUGGING THE ENEMY
  Small vessels gain an advantage over larger foes by maneu-
  vering in close with them. A spaceship at zero range (GURPS
  Spaceships, p. 57) with a target whose SM exceeds its own by
  at least three may declare it is “hugging” the larger vessel. This
  means it is using it as terrain it can hide behind.
  The smaller craft is so close to the larger vessel, the normal
  bearing rules do not apply. Instead, only turrets in batteries on
  the hull section facing the smaller vessel can attack. Moreover,
  weapons in major batteries are at -6, medium batteries are at
  -4, and secondary batteries are at -2.
  Fire against the smaller vessel by another craft is at -3, and
  a shot that misses or is dodged has a chance (the larger vessel's
  Size Modifier minus 3 on 3d) of hitting the larger vessel it was
  hugging.
  These effects persist only until the smaller vessel’s next turn.
  To continue hugging its target, it must maneuver to retain zero
  range.
  Tactical Combat: Hugging the enemy may be used in tacti-
  cal combat when in the same hex as the larger vessel. Declare
  it when the smaller vessel maneuvers.
  How did that pompous old man
  hold off an entire Jem’Hadar fleet
  with only one ship?
  – General Martok, Star Trek:
  Deep Space Nine, #7.7
  
  LANDING ON A SPACECRAFT
  A small spacecraft may actually land on a larger vessel, even
  if that vehicle lacks external clamps or hangar bays, and/or is
  uncooperative! This can only be performed on a spacecraft
  whose SM exceeds your own by eight or more. Thus, an SM +4
  fighter can land on a craft with SM +12 or more. (The GM is
  free to rule that a ship’s unique geometry precludes available
  landing space, however.) It requires a Rendezvous, followed by
  a Piloting roll for the actual landing. Use the same rules as for
  entering a hangar, but with an extra -4 penalty. All landings
  (and subsequent takeoffs) are assumed to use low-powered
  attitude thrusters (as incorporated into the spacecraft’s control
  system) and do not damage either vessel.
  Tactical Combat: This rule can be used if the spacecraft have
  matched velocities (with their vector counter and position
  counter in the same location).
  SACRIFICIAL DODGE
  Your spacecraft can defend another by flying into the path
  of an attack against it! To do so, your ship must be flying in for-
  mation or rendezvoused with the ally you are protecting.
  Announce a sacrificial dodge after the enemy makes his attack
  roll but before your friend attempts his defense roll. Use the
  ordinary rules for a dodge. If you succeed, you are hit by the
  attack. If you fail, you didn’t move in time, but your ally still
  gets his normal defense roll. In either case, since you moved,
  you cannot retreat if you are attacked before your next turn.
  This is a cinematic rule if dodging beam weapons, but reason-
  ably realistic for dodging ballistic attacks.
  Tactical Combat: This defense can be used if the allied
  spacecraft are in the same hex. Ignore the references to retreat-
  ing, but otherwise the procedure is identical.
  SPACE PILOTING TECHNIQUES
  GMs may allow space pilots to learn particular techniques
  – for example, a smuggler might practice evasive maneuvering.
  Individuals often give them flashy names such as “Reverse
  Cobra” or “Freda’s Feint.”
  Tactical Combat: These techniques are usable only with the
  basic space combat system.
  Aggressive Maneuvering
  Average
  Default: prerequisite skill.
  Prerequisite: Piloting (High-Performance Spacecraft); can-
  not exceed prerequisite skill+2.
  You are skilled at offensive space-combat maneuvers. If you
  know this technique above default, you may use it instead of
  the underlying Piloting skill when you take the Closing maneu-
  ver option, except for Closing maneuvers that use the Ambush
  or Reversal strategies.
  Ambush Maneuver
  Average
  Default: prerequisite skill.
  Prerequisite: Piloting (any type); cannot exceed prerequisite
  skill+3.
  You are skilled at carefully timed ambushes. If you know
  this technique above default, you may use it instead of the
  underlying Piloting skill when you take a Closing maneuver
  using the Ambush strategy.
  Escape Maneuver
  Average
  Default: prerequisite skill.
  Prerequisite: Piloting (High-Performance Spacecraft); 
  cannot exceed prerequisite skill+4.
  You are familiar with space-combat maneuvers designed to
  break off from combat. If you know this technique above
  default, you may use it instead of the underlying Piloting skill
  if your last movement option was Retreat and a foe is Closing
  against you.
  Evasive Maneuvering
  Average
  Default: prerequisite skill.
  Prerequisite: Piloting (High-Performance Spacecraft); 
  cannot exceed prerequisite skill+4.
  You are skilled at performing evasive space-combat maneu-
  vers. If you know this technique above default, you may use it
  instead of the underlying Piloting skill if your last movement
  option was Evasive Action and a foe is Closing against you.
  Reversal Maneuver
  Average
  Default: prerequisite skill.
  Prerequisite: Piloting (High-Performance Spacecraft); 
  cannot exceed prerequisite skill+3.
  You are skilled at sudden direction changes. If you know
  this technique above default, you may use it instead of the
  underlying Piloting skill when you take a Closing maneuver
  using the Reversal strategy.
  CINEMATIC ACTION
  31
  
  An epic battle may involve hundreds or thousands of ships
  sprawling over a vast area of space. In such a situation, the GM
  need only resolve that part of the fight closest to the player
  characters’ own craft.
  The GM may opt to treat their actions as a microcosm of
  the greater conflict. Have the odds against them reflect those
  facing the rest of the force. For example, if 200 Federation star
  fighters (including the PCs’ ship) engage 430 Imperial fighters
  and supporting vessels, the odds are about two to one. So if
  there are three fighters piloted by the heroes plus two NPC
  allies, have them face off against 10 enemy vessels.
  Should both fleets vary widely in tonnage and composition,
  determine odds based on the total tonnage of ships involved.
  Thus, if seven billion tons of enemy ships engage five billion
  tons of allied vessels, odds are about seven to five. If the party
  has a 300-ton patrol ship and two 30-ton fighters, send about
  360 ¥ 7/5 = 500 tons of enemy vessels against them.
  GMs may wish to pepper the micro-level ship-to-ship action
  with descriptions of how the larger battle is faring, including
  inspiring or panicked orders from any superiors. Other events
  add spice, such as a badly damaged allied vessel suddenly
  appearing, pursued by an enemy ship, or drifting survivors
  calling for rescue.
  It’s up to the GM how to resolve the larger conflict. He can
  handle this by fiat, with the PCs’ actions immaterial against the
  course of events. They can “win the skirmish but lose the bat-
  tle” if that suits the overall plot of the campaign. However, he
  may choose to have the ebb and flow of the fight reflect the fate
  of the team’s spacecraft. Thus, if the heroes’ ship destroys half
  their foes; takes only minor damage; and forces the rest to
  retreat, the GM might assume their side wins with only a few
  losses, and half the enemy fleet is wiped out. A critical battle
  can be divided into phases, each fought against different oppo-
  nents. If the team commands an important vessel, they may
  have a chance to strike a decisive blow, such as attacking an
  enemy flagship (or defending their own); destroying a key tar-
  get; or landing a commando force to seize a critical port or
  defense headquarters.
  CINEMATIC ACTION
  32
  Spacecraft that have rendezvoused may transfer fuel,
  armament, or cargo “in flight.” See Fuel Transfers (GURPS
  Spaceships, p. 46) and Cargo Handling (GURPS Space-
  ships, p. 44) for transfer rates.
  Ammunition Transfer: This is covered in the rules for
  Cargo Handling (GURPS Spaceships, p. 44).
  Fuel Transfer: The time required to set up the fuel trans-
  fer is one minute if the vehicle is inside the hangar bay, and
  10 minutes if the vessels connect externally (which
  requires sending crew outside if they cannot employ robot
  arms). Roll against Spacer skill; failure means another
  attempt is needed. Once set up, the fuel-transfer speed in
  tons is 1/30 the smaller craft’s total fuel tank capacity per
  minute (see Fuel Transfers, GURPS Spaceships, p. 46).
  This is doubled if the smaller vessel is in a hangar bay.
  In routine circumstances, extra time (p. B346) is used to
  increase safety. In stressful situations (e.g., combat), a crit-
  ical failure while transferring material or fuel means an
  accident occurs. One of the systems involved in the trans-
  fer (roll randomly) is disabled with possible crew causali-
  ties (GURPS Spaceships, p. 62) among those workers. If
  volatile material or fuel is involved (antimatter, missiles,
  etc.), use the rules for disabled Volatile Systems and Halt
  Catastrophe (GURPS Spaceships, pp. 62, 64) to see if the
  spacecraft explodes!
  Fuel and Ammunition Transfers
  LARGE SPACE BATTLES
  CINEMATIC CLICHÉS
  Some are silly, some not . . . but they can all add to the 
  cinematic feel of a space battle.
  2D THINKING
  The GM may provide a +2 bonus to Tactics rolls in space
  combat for commanders who have the 3D Spatial Sense
  advantage. Everyone else “thinks two-dimensionally” and thus is
  astounded when a more astute captain demonstrates otherwise.
  ACCIDENTAL COLLISIONS
  WHILE DODGING
  If a spacecraft is part of a formation, the GM may rule that
  a critical failure on any dodge roll means that it suffers an
  immediate low-speed collision (typically at about 0.1 mps
  velocity) with another craft in that formation. The other ship’s
  pilot may dodge to avoid this. If a spacecraft is hugging the
  enemy, a critical failure on a dodge roll results in an immedi-
  ate low-speed collision with the vessel it is hugging.
  Stabilize your rear deflectors.
  – Gold Five, 
  Star Wars IV: A New Hope
  
  AIRPLANE-STYLE DOGFIGHTS
  In some cinematic settings, spacecraft seem to maneuver as
  if they were aircraft flying in atmosphere. The GM may require
  pilots follow these three restrictions:
  1. You may not choose a Controlled Drift maneuver – you
  have to pick a maneuver that requires acceleration or use
  Uncontrolled Drift.
  2. You may not choose a Closing maneuver against an
  enemy spacecraft if the target was, on its last turn, Advantaged
  against you, and the target’s pilot decided that vessel’s rear hull
  faced toward them.
  3. Fast passes should not be allowed.
  Tactical Combat: Use this only with basic combat. For tacti-
  cal combat, GMs may get a similar feel by not allowing space-
  craft to exceed a “top speed” (from position to vector counter)
  over 12 times the thrust rating in combat (even if they have the
  delta-V to do it).
  COCKPIT MULTITASKING
  Multitasking (GURPS Spaceships, p. 50) is much easier on
  very small (SM +4-6) spacecraft where all the controls are
  within easy reach of a single operator. The skill penalty is only
  -1 per added task of the same or different category.
  EXPLODING SPACECRAFT
  AND FIREBALLS
  If a volatile system on a spacecraft (excluding one with PCs
  aboard) is destroyed, roll against the vessel’s HT. Any failure
  means it explodes immediately!
  Any spacecraft at zero range to the enemy, or point-blank
  range and on an attack vector or collision course, may also be
  caught in the fireball. Its pilot may dodge to veer away from or
  outrun the explosion. He rolls at +3 if he was at point-blank
  range but gets no bonus at zero range. Failure means he is
  caught in the fireball. His spacecraft suffers damage to its front
  hull section based on the SM of the exploding foe and the
  range; see the Fireball Damage Table (below).
  Tactical Combat: This only applies if the victim rendezvoused
  with the exploding foe (use zero-range damage) or was in the
  same hex in 10-mile scale (use Point-Blank damage).
  EXPLODING
  INSTRUMENTATION
  In cinematic space opera, fuses haven’t been invented! If
  the dDR of the control room’s hull section is penetrated by
  any attack with the Surge damage modifier, roll 1d. On a 6 an
  electromagnetic surge explodes one control station console
  (GM’s choice or roll randomly), doing 3d-2 burning damage
  to the operator.
  FORCE SCREEN OPTIONS
  These design switches for force screens can convey a cine-
  matic feel.
  Kinetic Transfer: This is intended for battles fought during
  20-second turns. The screens convert some of the energy from
  all attacks – even beams – into kinetic energy. A single attack
  on a powered-up screen that exceeds half the screen’s dDR
  makes the protected ship shake! Crewmembers may fall down
  or out of their chairs (if not wearing seatbelts) and all tasks
  (other than by sapient computer programs) take a -1 penalty
  until the end of the ship’s next turn.
  Prismatic Screens: In some classic space operas, force
  screens change color as they absorb energy, glowing red to
  orange to yellow and so on up the spectrum, eventually flaring
  violet and overloading. Replace the rules for screen ablation
  with the following: A screen that takes more damage than half
  its dDR in one hit gains one energy level and shifts one color
  up the spectrum. Screens go from transparent through red,
  orange, yellow, green, blue, indigo, violet, and finally ultravio-
  let. If a screen passes ultraviolet, it overloads and its generator
  is automatically disabled (as if knocked out by enemy fire).
  Using this variation, screens recover energy levels at a steady
  rate set by the GM. One level every combat round (whatever
  the usual turn scale is) is a convenient number.
  IMPROVISED WEAPONS
  Even an unarmed spacecraft can be a powerful weapon.
  These offenses are sometimes realistic, but usually opponents
  in non-cinematic settings are clever enough not to fall for
  these tricks.
  Reaction Drives as Weapons
  Reaction drives produce a lot of power and radiation but
  they are not focused, so unless a target is directly behind them
  they aren’t much use as weapons. Someone in line with an ion
  drive’s exhaust or anyone within a few thousand yards of the
  rear of a spaceship using external pulsed plasma gets hurt, but
  the drive can’t be directed as a beam over any distance.
  CINEMATIC ACTION
  33
  Fireball Damage Table
  SM
  +4
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Point-blank
  1d-3
  1d-2
  1d-1
  1d
  1d+1
  1d+2
  2d
  2d+1
  2d+2
  3d
  3d+1
  3d+2
  Zero
  1d+2
  2d
  3d
  4d
  5d
  7d
  5d¥2
  5d¥3
  2d¥10
  3d¥10
  5d¥10
  7d¥10
  
  However, some drives are both hot and coherent enough to
  be usable as weapons, or can be focused to work as such with
  little effort. Treat each of these sails or engines as having the
  same effect as a fixed mount weapon in a rear-facing medium
  battery of the same SM. All engine-weapons must be aimed at
  the same target.
  The pilot must use a Move maneuver and an Aim and
  Attack task; in basic combat, he must also select the Evasive
  Action or Retreat option. All fire is at a -4 penalty and uses the
  lower of the firing pilot’s Piloting or appropriate Gunner skill.
  * If firing cargo rather than simple dust.
  Tactical Combat: As above, except the pilot does not select
  an Evasive Maneuver or Retreat option. Instead, he must have
  used the drive to accelerate by at least enough to produce one
  hex/turn of thrust.
  Lightsails as Weapons
  A lightsail may focus light into a wide but hot beam if it is
  not being used for propulsion that turn. Each sail functions as
  a single heat-beam turret with the output of a medium-battery
  weapon for a spacecraft of the same SM. The lightsail beam
  has a (0.1) armor divisor, but otherwise uses the normal rules
  for heat beams.
  Tactical Combat: Use the same rules.
  Stardrive Engines as Weapons
  Stardrive technologies may be hazardous depending on
  their exact capabilities and limitations. For example, in some
  science-fiction settings activating a hyperspace drive in close
  proximity to another spacecraft is disastrous, leaving both ves-
  sels lost in space or destroyed. Such an action requires power-
  ing and activating a stardrive while at zero range to another
  vehicle.
  Tactical Combat: This is only effective when vessels have
  rendezvoused with each other, or when both are positioned in
  the same hex using a 10-mile scale.
  Sensor Arrays as Weapons
  A comm/sensor array’s active ladar and laser communica-
  tors may be tightly focused as laser weapons if not being used
  for sensor or communication tasks that turn.
  Only tactical or multipurpose arrays on SM +7 or larger ves-
  sels are powerful enough. Treat each comm/sensor array used
  in this fashion as a single laser with the output of a tertiary 
  battery beam and the option to use either rapid fire (at 10%
  output) or very rapid fire (at 1% output).
  The weapon type depends on the TL: At TL8, treat it as a
  heat ray. At TL9, as a laser. At TL10, a UV laser. At TL11-12, an
  improved UV laser. For example, a TL11 spacecraft with SM +8
  using a tactical array as a weapon fires as a single 10 MJ
  improved UV laser turret (1 MJ if rapid fire, or 100 KJ if used
  for very rapid fire). Otherwise, all normal rules for beam
  weapons apply to them.
  Improvised Missiles
  It may be possible to dump material into the path of an
  enemy spacecraft; if the foe moves too fast, it may collide with
  the obstacles. Potential improvised missiles include cargo, fuel
  that freezes (such as water), and solids (like rock dust).
  This tactic can be used by spacecraft at zero or point-blank
  range to their opponents. Either or both vessels must be per-
  forming a fast pass. (If not, they can easily avoid the impro-
  vised missile.) A Quick Contest of Tactics between the captains
  determines if the timing is right. The dropping ship gets a +3
  bonus if the scale is Close but a -3 if it is Distant. Victory means
  the loads are on target; any other result means they were
  dropped too early or too late.
  Since improvised missiles are unpowered and unguided,
  hitting with one is strictly a matter of luck. Roll 3d against the
  SM-3 of the target vessel. Add +1 for a ton of dispersed debris
  or reaction mass; each tenfold increase in tonnage adds an
  extra +1. The margin of success is the number of impacts.
  The target gets a Dodge roll to avoid each impact. Treat
  each collision as a 2cm conventional warhead, adjusting dam-
  age for relative velocity.
  Tactical Combat: This tactic may be used if both spacecraft
  are positioned in the same hex but their vector counters are in
  different hexes.
  CINEMATIC ACTION
  34
  Engine
  Weapon Equivalent
  Antimatter Pion or 
  Pion Torch
  Particle beam but (2) armor
  divisor
  Fusion Torch, Antimatter
  Plasma Torch
  Plasma beam but (0.5) armor
  divisor
  Fusion Rocket, Antimatter
  Plasma Rocket
  Plasma beam but (0.2) armor
  divisor
  Mass Driver
  Electromagnetic Gun*
  Super Fusion or Super
  Antimatter Plasma Torch
  Plasma beam, no armor
  divisor
  Total Conversion Torch
  Graser
  Crash Landings 
  in Hangar Bays
  Piloting skill rolls are required to recover spacecraft
  in hangar bays (see GURPS Spaceships, p. 65); nor-
  mally a failed roll means an “abort” as detailed in those
  rules. However, if a pilot does not wish to abort he may
  instead crash-land into the hangar bay, treating it as a
  0.1 mps collision with the vessel; the carrier’s armor
  doesn’t protect it. If a vehicle is badly damaged (dHP 0
  or less) it can’t abort and must crash-land on a failed
  recovery roll!
  A crew chief supervising a hangar deck can rig
  emergency landing procedures (capture nets, fire-
  fighting gear, etc.) to recover a single damaged vessel.
  If no other landings are going on that turn, he may roll
  against Spacer skill. Preparation takes one minute but
  extra time modifiers can be applied. Success halves
  any collision damage from a failed roll; it does not
  modify damage from a critical failure (which usually
  means he missed the hangar bay entirely).
  
  RELATIVE TARGET SIZE
  Weapons and targeting systems on vessels are optimized for
  attacking craft of similar or larger size. The heavier weapons
  and batteries on large warships may have trouble zeroing in on
  lesser craft. (“Those gnats are too small to track! Launch our
  fighters and destroy them ship to ship!”)
  A spacecraft with this design switch that fires a spinal
  weapon, major battery, or medium battery at a smaller, maneu-
  vering target suffers a -1 penalty per SM difference. If firing a
  secondary or tertiary battery, it suffers a -1 for every two SM
  difference. A maneuvering target is one that can dodge; thus
  this penalty does not apply when firing against incoming mis-
  siles, since they do not dodge.
  CINEMATIC ACTION
  35
  ENVIRONMENTAL EFFECTS
  The following rules add extra “terrain effects” to the basic
  space combat system.
  FIGHTING IN LOW ORBIT
  If a fight takes place in low orbit around a planet or other
  celestial body, vessels move at several miles per second. The
  assumption is they all orbit the same direction and so their
  speed is ignored – the craft are effectively at the same speed rel-
  ative to one another unless they maneuver. However, any vessels
  orbiting in different directions can be treated as if making fast
  passes (GURPS Spaceships, p. 54) at up to twice the world’s
  orbital velocity. The GM may similarly rule that ground stations
  involved in the battle can only participate for one turn (as per the
  Fast Pass status rule) before they vanish over the horizon.
  A vessel that meets the requirements for landing (see
  GURPS Spaceships, Chapter 3) may do so in combat.
  Functionally, reentry or landing is equivalent to a taking a Hold
  Course maneuver (or series of maneuvers) for the time
  required to land. A landing spacecraft cannot change facing.
  Cinematic Cliché: Spacecraft crippled while in orbit do not
  remain there, but fall into a decaying orbit and burn up within
  2d turns!
  Tactical Combat: Use the rules for celestial bodies in GURPS
  Spaceships 3: Warships and Space Pirates (pp. 33-34).
  NEBULAS, ION STORMS, 
  AND GAS CLOUDS
  A real nebula is highly diffuse and has no effect on a realis-
  tic battle (except forcing ramscoops to operate at reduced
  speeds). In contrast, cinematic nebulas are depicted as thick
  enough to impede vision or sensors! If they’re the wave fronts
  of recent supernovas, they’re filled with dramatic electrical and
  plasma discharges or “ion storms” that further degrade a ves-
  sel’s capabilities. These conditions could also describe the
  upper reaches of a gas giant’s atmosphere.
  In such circumstances, the following guidelines apply.
  All spacecraft are treated as if they have a powered-up
  cloaking device. (The energies disrupt actual cloaking devices,
  so vessels that already have them get no extra benefit!)
  Beam weapon ranges degrade as they pass through clouds of
  gas. Assume that all lasers, X-ray lasers, and grasers, and option-
  ally any type of superscience beam (such as disintegrators), are
  reduced from range class 2 or 3 to range class 1 (i.e., the same
  range as a particle beam). Thick storms limit all beam weapons
  to range class 0 (i.e., the same range as plasma beams).
  Cinematic teleport projectors stop working. Optionally, the
  same effect prevents stardrive from operating, or reduces the
  acceleration of subwarp drives from their normal 500G to a
  “mere” 50G per engine.
  UNPREDICTABLE
  DEBRIS FIELDS
  A debris field is any dense cluster of asteroids, ice chunks,
  giant boulders, or other space junk: multiple large objects, all
  moving unpredictably. These include cinematically dense
  asteroid fields, comet tails, a gas giant’s rings, a tight cluster
  of space stations and satellites, and the not-yet-dispersed
  wreckage of a recent battle. A vessel that proceeds slowly and
  cautiously through a field should have no problems, but high-
  speed combat maneuvers within one can be perilous!
  In the basic combat system, the GM may rule that the entire
  fight takes place in a debris field. A spacecraft exits a field by
  performing a Retreat maneuver (or successfully pursuing
  another retreating vessel) and leaves the engagement.
  Alternatively, one may be close to the engagement area but the
  combatants might not begin within it. If so, spacecraft can
  choose to enter it using a retreat maneuver. They and any pur-
  suers may then use the rules for evasive action and fast passes
  through a debris field as long as they remain.
  Tactical Combat: The GM should decide on the extent of
  the field and mark those hexes that are part of it. Debris-field
  hexes can form a continuous belt or scatter here and there
  across the map.
  Oh, I see. “No registered vessel should attempt to traverse an asteroid belt
  without deflectors.”
  – Kryten, Red Dwarf #6.1
  
  Cover in a Debris Field
  A debris field is dense enough to give a spacecraft a cover
  bonus! Ships in a field are at -2 to be hit if the fragments are
  larger than they, or -1 if they are of equal size (GM’s call). This
  does not apply to ghost particle beam fire, but the same modi-
  fiers do apply to all detection rolls.
  Tactical Combat: This only applies if the line of fire passes
  into or through a debris-field hex or, in the case of missiles or
  guns, if the target is inside a debris hex.
  Risking Collision
  In the basic combat system, any spacecraft that used a
  Closing Maneuver, Evasive Action, or Retreat with an accelera-
  tion bonus of +3 or more, or that performed a fast pass, risks
  crashing into something. Roll 3d at the end of the vehicle’s
  Piloting tasks step. On a roll less than or equal to the vessel’s
  (SM+3)/2 (rounded up) the spacecraft is on a collision course
  with a chunk of debris. Roll 3d-3 to determine the Size Modifier
  of the object and see Resolving Debris Collisions (below).
  Tactical Combat: Debris-field hexes should be marked on
  the map and spacecraft should attempt to maneuver around
  them. If a ship’s course from its placeholder to its position
  intersects these hexes traveling two or more hexes per turn, it
  is fast enough to be at risk. Roll at the end of the vessel’s vec-
  tor movement step (with the same chance as described above)
  to determine if a collision occurs.
  Resolving Debris Collisions
  If a collision is indicated, find the SM of the object as
  detailed above. Then consult the Object Table (below) to deter-
  mine its dHP and dDR.
  Object Table
  SM
  dHP
  dDR
  SM
  dHP
  dDR
  0
  6
  0
  +8
  140
  7
  +1
  10
  0
  +9
  200
  10
  +2
  14
  1
  +10
  300
  15
  +3
  20
  1
  +11
  400
  20
  +4
  30
  2
  +12
  600
  30
  +5
  40
  2
  +13
  1,000
  50
  +6
  60
  3
  +14
  1,400
  70
  +7
  100
  5
  +15
  2,000
  100
  Facing: If a spacecraft made a fast pass or closed, the object
  collides with its front hull. If it took evasive action, roll 1d: 1-3
  = front hull, 4-5 = central hull, 6 = rear hull.
  Base Relative Velocity: Use the Base Relative Velocity Table
  (GURPS Spaceships, p. 59), treating the object as if it were
  closing. If the ship performed a fast pass, use the moving ves-
  sel’s actual velocity instead.
  Point Defense: The colliding spacecraft may attempt Point
  Defense attacks if it meets the criteria to do so (see GURPS
  Spaceships, p. 59). However, it’s harder to stop a big inert
  object than a small missile! It requires reducing the object to
  -5¥dHP or less; bringing it to 0 dHP won’t stop it in time, but
  it results in smaller, more diffuse chunks of rubble. Treat the
  fragment’s SM as two less when it strikes. (An object reduced
  to SM -1 has dHP 4; at SM -2 it has dHP 3).
  Dodging: If the spacecraft is eligible, it may attempt to
  dodge the object (or fragments); otherwise it is struck.
  Impact: Determine damage using the Collisions and
  Conventional Warheads rule (GURPS Spaceships, p. 61), treat-
  ing the object as a ramming spacecraft with the SM and dHP
  shown on the Object Table (above).
  CINEMATIC ACTION
  36
  Like everyone else, my pilots have lost their families, their friends,
  everyone they ever cared about; but on top of that they’re asked to put
  their lives on the line every single day, for a fleet that seems more
  interested in what they do wrong than in what they do right. They’re not
  asking for your pity, but they damn well deserve your respect.
  – Captain Lee “Apollo” Adama, Battlestar Galactica (2004) #2.8
  
  This chapter provides additional design rules and compo-
  nents especially suitable for carriers and mecha, as well as
  options for custom design of missiles and small spacecraft.
  These rules add to or modify the ones found in GURPS
  Spaceships. 
  DESIGN
  37
  CHAPTER THREE
  SMALL CRAFT,
  SPACE MECHA,
  AND MISSILE
  DESIGN
  NEW SYSTEMS
  Robot Leg and Handheld can be added to any spacecraft to
  create mecha and other walking vehicles. Area Jammer is suit-
  able for any craft, while Optimized Hangar Bay can enhance
  carriers. (Entries for SM +4 are for use with the smaller-craft
  rules on pp. 38-39.)
  ROBOT LEG (TL9) [HULL!]
  Spacecraft designed as mecha that move on the ground
  require one or more robot leg systems, representing a mechan-
  ical leg and associated motors. Two legs are typical, but one or
  more than two legs are possible. 
  One-legged craft are slower. Those with three or more are
  less maneuverable but faster and more stable. Robot legs are
  only practical on SM +4 to +7 vessels.
  Although a high-energy system, only one Power Point is
  required regardless of the number of leg systems installed.
  Robot Leg Table
  SM
  +4
  +5
  +6
  +7
  Workspaces
  0
  0
  0
  0
  Cost ($)
  100K
  300K
  1M
  3M
  Repair Skill: Mechanic (Mecha or Robotics).
  Ground Performance
  Craft with robot legs have a ground Move and Speed as well
  as a ground Hnd/SR.
  Move: Determine both Acceleration and Top Speed, in
  yards/second (see GURPS Basic Set, p. 463; double this to get
  mph). Acceleration and Top Speed are 5 for one leg or 10 for
  two legs. For craft with three or more legs, Acceleration is 10;
  Top Speed is 5 times the number of legs, e.g., four legs would
  give the vehicle 10/20.
  Ground Hnd/SR: This depends on SM and the number of
  legs. The table shows the ground Handling and Stability
  Rating, e.g., SM +5 with two legs is Hnd +3 and SR 3.
  SM
  +4
  +5
  +6
  +7
  One leg
  +4/1
  +3/1
  +2/1
  +1/1
  Two legs
  +4/3
  +3/3
  +2/3
  +1/3
  Three legs
  +3/4
  +2/4
  +1/4
  0/4
  Four or more legs
  +3/5
  +2/5
  +1/5
  0/5
  Apply a -1 modifier to Handling if the craft is either stream-
  lined or winged; apply a -1 modifier to SR if it is both.
  NEW DESIGN FEATURES
  These options can be added to spacecraft systems.
  Area Jammer (TL7)
  For Defensive ECM
  This feature can be attached to a Defensive ECM system. It
  gives it an area-jamming mode, protecting nearby vessels as
  well as itself.
  
  In area-jammer mode, it has half its effect (-1 per system)
  but protects both itself and other friendly spacecraft within
  its jamming radius. Those whose SM exceeds that of the jam-
  ming vessel by three or more are not protected, as they are
  too large to mask.
  Area-jammer mode is not cumulative with a spacecraft’s
  own defensive ECM, nor with the effects of other jammers. Use
  only the best modifier. Switching modes counts as an
  Electronics Operation task.
  In the basic space combat system, an area jammer protects
  all spacecraft in formation with the jamming ship (see
  Formations, GURPS Spaceships, p. 65). In the tactical system,
  depending on the scale, it protects a radius around the jam-
  ming vessel as shown in the Area Jam Radius Table (below).
  DESIGN
  38
  Area Jam Radius Table
  SM
  +4
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  10-mile
  5
  7
  10
  15
  20
  30
  50
  70
  100
  150
  200
  300
  100-mile
  1
  1
  1
  2
  2
  3
  5
  7
  10
  15
  20
  30
  1,000-mile
  0
  0
  0
  0
  0
  0
  1
  1
  1
  2
  2
  3
  BUILDING SMALL SPACECRAFT
  These guidelines detail how to use the GURPS Spaceships
  rules to create SM +4 spacecraft massing about 10 tons. This
  size is suitable for smaller fighters and drones, as well as
  probes, shuttles, and the upper stages of rockets.
  SPACECRAFT HULL
  This table expands the spacecraft hull table (GURPS
  Spaceships, p. 9) to cover SM +4 craft.
  Hull Size Table
  SM
  Loaded Mass
  Length
  dST/HP
  Hnd/SR
  +4
  10 tons
  10 yards (30 ft)
  15
  0/4
  SYSTEM DESCRIPTIONS
  For small spacecraft, some systems need modifications to fit
  in a tinier ship. In certain cases, the systems cannot be scaled
  down or are otherwise inappropriate for small ships, and are
  thus may not be included when designing a SM +4 space vessel.
  Handheld
  For Major Batteries
  A major battery may be designated as a “handheld weapon”
  for a spacecraft with a robot arm. A handheld weapon is
  attached to the hull with a folding bracket or cable that trans-
  mits targeting data and electrical power. The cable is equal in
  length to the ship’s length. When not held, it folds flush against
  the spacecraft’s side or clamps onto it.
  A handheld weapon can only be fired if the spacecraft has
  one or two arms free. Treat the arm as a turret mount for
  determining bearing and arc of fire. Using two arms braces the
  weapon: Add +1 to hit (compared to +2 for a fixed mount).
  Besides bracing, handheld weapons have another advan-
  tage: They can easily be swapped for other weapons. It takes 20
  seconds to remove a handheld device and replace it with
  another of similar size.
  Extra handheld weapons may be carried as cargo: Each
  masses 1/20th the loaded mass of the ship it’s designed for.
  Thus, a weapon for an SM +5 ship masses 1.5 tons.
  Handheld weapons are not protected by a vessel’s dDR.
  However, they are rugged and protected with the same dDR
  as one system of US metallic laminate armor: dDR 2 (SM +4),
  3 (SM +5), 5 (SM +6), 7 (SM +7), and so on. They can be tar-
  geted using the same rules for targeting other specific sys-
  tems; any damage that penetrates the weapon’s integral dDR
  destroys it.
  Optimized Hangar Bay (TL7)
  For Hangar Bays
  Hangar bays on an SM +8 or larger vessel may be opti-
  mized to carry a particular size of craft: That SM must be at
  least 3 levels smaller than the carrier’s. Record this along with
  its capacity, e.g., “Hangar Bay (300 tons, optimized for SM +6
  craft).” Optimized bays have double the listed launch and
  retrieval rates (see GURPS Spaceships, p. 18) for that SM of
  craft, but the rates are halved for all other ships. There is no
  extra cost.
  
  Unavailable Systems
  Most systems can be installed in SM +4 spacecraft; the
  exceptions are listed here.
  Armor, Stone
  Armor, Steel
  Engine Room
  Factory
  Habitat
  Hangar Bay
  Jump Gate
  Open Space
  Upper Stage*
  Weapons, Medium Battery
  Weapons, Secondary Battery
  Weapons, Tertiary Battery
  * SM +4 spacecraft may be an upper stage but may not have
  an upper stage.
  System Statistics
  For most systems, scaling them down to SM +4 is just a
  matter of looking up the relevant table in GURPS Spaceships
  and reducing the cost as detailed below.
  Cost: An SM +4 system is 10% of the cost of an SM +6 sys-
  tem. Exceptions: Passenger seats, stasis webs, and soft landing
  systems are 50% of the cost of an SM +5 system. For example,
  a diamondoid armor system for an SM +4 spacecraft would
  cost $100K. The costs of spinal and major batteries are shown
  in the table below.
  Workspaces: Systems have no workspaces.
  Other Statistics such as dDR and cargo capacity may vary at
  SM +4, as detailed in the tables below.
  Armor at SM +4
  Type
  US dDR
  SL dDR
  Light Alloy
  1
  1
  Metallic Laminate
  2
  1
  Advanced Metallic Laminate
  3
  2
  Nanocomposite
  5
  3
  Organic
  1
  0
  Diamondoid
  7
  5
  Exotic Laminate
  10
  7
  Weapons Battery Statistics at SM +4
  Battery Size
  Spinal
  Major
  Beam output
  10MJ
  3MJ
  D-damage
  4d
  3d
  Gun caliber
  10cm
  8cm
  Launchers
  20cm
  16cm
  Missile Shots
  5
  5
  Gun Shots
  50
  50
  Cost ($)
  150K
  100K
  Other System Statistics at SM +4
  System
  Statistics
  Cargo Hold
  0.5 tons capacity
  Control Room
  C6 computer, comm/sensor TL-7, 
  and one control station*
  Enhanced 
  array level TL-5
  Comm/Sensor Array†
  Force Screen
  dDR 15 (at TL11) or dDR 20 
  (at TL12)
  Fuel Tank
  0.5 tons capacity
  Hangar Bay
  0.3 tons capacity
  Mining
  0.05 tons/hour
  Passenger Seating
  one seat
  Refinery
  0.15 tons/hour
  * The discount for removing the control station from an SM
  +4 vessel is only $10K, compared to the usual $50K.
  † And multipurpose, science, and tactical arrays.
  Design Feature Costs at SM +4
  * An ejection seat, not a full lifepod; pilot depends upon the
  life support of his suit. It has a built-in large air tank appropri-
  ate to the TL (see GURPS Ultra-Tech, p. 177).
  DESIGN
  39
  Feature
  Cost
  Artificial Gravity
  $10K
  Emergency 
  Ejection
  $50K*
  Gravitic 
  Compensators
  $10K
  Feature
  Cost
  Stealth
  $125K
  Dynamic 
  Chameleon
  $90K
  Winged
  $50K
  Commander, one of our fighters is under attack from the formation approaching the fleet!
  – Colonel Tigh, Battlestar Galactica (1978) #1.1
  
  The standard missiles in GURPS Spaceships only cover
  some of the possible types. This section provides additional
  rules for customization. Any spacecraft – not just fighters,
  mecha, and carriers – can use them.
  BOMBS
  Spacecraft may replace some or all of their missile load
  with bombs. Bombs are precision-guided munitions, similar to
  intercontinental ballistic missile reentry vehicles. Launchers
  may load three bombs in place of a single missile. They lack
  propulsion systems but have small maneuver thrusters (for
  vacuum) and steering fins (for atmosphere), permitting termi-
  nal guidance.
  Statistics
  Bombs mass one-third as much as an equivalent missile
  and are one SM smaller. They cost $100K per ton. They may
  have conventional or unconventional warheads.
  Bombing
  Bombs may be used against space or ground targets. For
  ground targets, bombs up to 28cm have space accuracy (sAcc)
  of TL-8, while those of 32cm or more have sAcc of TL-7. All
  sizes of bombs have only sAcc -11 vs. space targets.
  In the basic combat system, bombs have range P vs. space
  targets and range S vs. surface targets. They have no minimum
  velocity. In the tactical combat system, bombs are used like
  missiles but lack a thrust rating or burn points.
  When dropped on surface targets, bombs rely on targeting
  data from the launching spacecraft. However, a forward
  observer on the ground with line of sight on the target can
  communicate with the firing vessel or paint the target with a
  laser designator to guide the bombs. Roll against his Forward
  Observer skill. Success adds +2 to the roll to hit.
  CUSTOMIZED
  MISSILE WARHEADS
  A missile may have one of these warhead options instead of
  a conventional or nuclear warhead.
  X-Ray Laser Warheads (TL10)
  This is a targeting system and set of lasing rods wrapped
  around a nuclear bomb. X-ray laser warheads are available for
  missiles and 16cm+ guns. As it approaches the target, the war-
  head aligns itself and detonates. The explosion pumps multiple
  powerful (but short-ranged) X-ray laser beams.
  Equipped missiles and shot do not make ballistic attack
  rolls – instead they make beam-fire attacks. The X-ray laser
  warhead has a RoF equal to its diameter in cm/2, not modi-
  fied by turn length (since it fires all shots at once). It deto-
  nates far enough from the target that the small nuclear blast
  does not inflict damage.
  In the basic space combat system, the X-ray laser has the
  same range as a missile (of whatever type), but attacks only
  once, as if it were a beam weapon.
  In the tactical space combat system it attacks in the beam
  fire phase (self-destructing as it does so). Roll against the
  missile gunner’s Gunner (Beams) skill instead of Artillery
  (Guided Missile). Each beam that hits inflicts 10d(5) burn-
  ing damage (radiation and surge damage modifiers). Range
  is 300/1,000 miles: 0/1 hex for 1,000-mile scale, 3/10 in 100-
  mile scale, or 30/100 in 10-mile scale.
  X-ray laser warheads have the same cost and LC as anti-
  matter warheads.
  Devourer Warheads (TL11)
  This warhead spreads a swarm of hungry microbots or
  nanomachines over the target, which eats through the
  armor and enters the vessel. These warheads cannot pene-
  trate force screens! Otherwise, a successful hit inflicts corro-
  sion damage depending on the time scale, shown in the
  following table.
  Scale
  d-Damage
  20-second
  1d(10) corrosion
  1-minute
  3d+1(3) corrosion
  3-minute
  10d corrosion
  10-minute
  20d(0.5) corrosion
  The effect burns out after 10 minutes. Devourer warheads
  have the same cost and LC as nuclear warheads.
  DESIGN
  40
  MISSILES
  Eagle Two-Nine approaching asteroid,
  commander. Eagle Ten descending with
  nuke.
  – Paul Morrow, Space: 1999 #1.3
  
  2D thinking, 32.
  3D Spatial Sense advantage, 32.
  About the series, 3.
  Accidental collisions while dodging, 32.
  Aerospace fighters and gunships, 5-7;
  benefits, 7.
  Aggressive Maneuvering technique, 31.
  Ahab-class boarding cutter, 22-23.
  Airplane-style dogfights, 33.
  Alexander-class drop ship, 17.
  Alliance-class fleet carrier, 19-20.
  Alternate carriers, 20.
  Ambush Maneuver technique, 31.
  Ammunition transfers, 32.
  Area jammer design feature, 37-38.
  Ariel transformable fighter, 28-29.
  Armor at SM +4, 39.
  ASAT Interceptor, 14.
  Assault carriers, 7-10.
  Assegai dogfight drone, 14.
  Banshee-class drop ship, 17.
  Beowulf-class grappler ship, 24.
  Black Knight space mecha, 28.
  Boarding craft, 22-24.
  Bolide assault pod, 16.
  Bombs, 40.
  Building small spacecraft, 38-39.
  Carriers, 7-10, 18-22, 24-26.
  Cinematic, actions, 30-36; clichés, 32-35;
  piloting, 30-31.
  Closing strategy, new, 30.
  Cockpit multitasking, 33.
  Continent-class super carrier, 21-22.
  Corvus assault boat, 23.
  Cover in a debris field, 36.
  Crash landings in hangar bays, 34.
  Customized missile warheads, 40.
  Debris fields, 35-36.
  Deep space fighters, 10-13.
  Design features, costs at SM +4, 39; new,
  37-38.
  Devourer warheads, 40.
  Dodging, 31-36.
  Dogfight drones, 14-15.
  Dogfights, airplane-style, 33.
  Dragon orbital gunship, 6.
  Drop ships, 16-18.
  Engines as weapons, 33-34.
  Environmental effects, 35-36.
  Escape Maneuver technique, 31.
  Evasive Maneuvering technique, 31.
  Exploding, instrumentation, 33;
  spacecraft, 33.
  Fighters, 5-7, 10-15, benefits, 7.
  Fighting in low orbit, 35.
  Fireball Damage Table, 33.
  Fleet carriers, 18-22.
  Force screen options, 33.
  Fuel transfers, 32.
  Galaxy Striker super mecha, 29.
  Gas clouds, 35.
  God of War-class fleet carrier, 21.
  Grappler ships, 22-24.
  Ground performance of robot legs, 37.
  Gunships, 5-7.
  GURPS, 4; Basic Set, 37; Space, 3;
  Spaceships, 3, 4, 16, 30, 32-40;
  Spaceships 3: Warships and Space
  Pirates, 3, 30, 35; Ultra-Tech, 14, 39.
  Hades battle mecha, 27-28.
  Handheld design feature for weapons, 38.
  Hangar bays, 34, 38.
  Hornet drone star fighter, 15.
  Hugging the enemy maneuver, 30.
  Hulls at SM +4, 38.
  Improvised, missiles, 34; weapons, 33-34.
  Inferno-class strike carrier, 25.
  Ion storms, 35.
  Kinetic transfer force screen option, 33.
  Lancer deep space fighter, 11.
  Landing on a spacecraft, 31.
  Large space battles, 32.
  Light carriers, 24-26.
  Lightsails as weapons, 34.
  Mecha, 27-29.
  Meteor aerospace fighter, 5-6.
  Mirage star fighter, 13.
  Missiles, 34, 40.
  Mithra-class light carrier, 24.
  Nebula-class light carrier, 26.
  Nebulas, 35.
  New design features, 37-38.
  Nightgaunt dogfight drone, 15.
  Nova space fighter, 10.
  Object Table for debris fields, 36.
  Optimized hangar bay design feature, 38.
  Orbital fighters, 10.
  Other vessels as carriers, 20.
  Overlord-class assault carrier, 7-8.
  Panther heavy fighter, 11.
  Pilots, 5, 10, 16, 22.
  Prismatic screen option, 33.
  Publication history, 3.
  Ranger-class assault corvette, 8.
  Reaction drives as weapons, 33-34.
  Red Arrow aerospace fighter, 5.
  Relative target size, 35.
  Rescue craft, 18.
  Reversal Maneuver technique, 31.
  Risking collision, 36.
  Robot leg, 37.
  S&R craft, 18.
  Sacrificial dodge maneuver, 31.
  Samson-class grappler ship, 23-24.
  Search-and-rescue craft, 18.
  Sensor arrays as weapons, 34.
  Shrike aerospace fighter-bomber, 6.
  Space battles, large, 32.
  Space mecha, 27-29.
  Space piloting techniques, 31.
  Spacecraft hull at SM +4, 38.
  Spartan space-assault mecha, 27.
  Stardrive engines as weapons, 34.
  Starhawk star fighter, 12.
  Systems for spacecraft, at SM +4, 38-39;
  new, 37.
  Tactical combat and cinematic actions, 
  30-31, 33-36.
  Target size and weapons, 35.
  Tarot-class light carrier, 26.
  Thor-class fleet carrier, 20.
  Tungusku-class drop ship, 18.
  Typhoon space fighter, 11-12.
  Unavailable systems at SM +4, 39.
  Unpredictable debris fields, 35-36.
  Utility of fighters, 7.
  Valkyrie-class drop ship, 16.
  Viking-class planetary assault carrier, 
  9-10.
  Warheads, customized, 40.
  Warrior-class assault carrier, 9.
  Weapon equivalents of engines, 34.
  Weapons and target size, 35.
  Weapons battery statistics at SM +4, 39.
  Wyvern star fighter, 12-13.
  X-ray laser warheads, 40.
  Yamamoto-class fleet carrier, 19.
  INDEX
  41
  INDEX
  Pretty soon the Defiant will be going into
  battle, Worf will be happy, and the rest of us will
  be miserable.
  – Chief Miles O’Brien, 
  Star Trek: Deep Space Nine #7.1
  
  STEVE JACKSON GAMES
  STEVE JACKSON GAMES
  e23.sjgames.com
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SOURCE: textdata/thevault/GURPS [multi]/4th edition/GURPS 4e - Spaceships 4 - Fighters, Carriers, and Mecha.pdf